Fan Supplement For TOR Revised Edition PDF
Fan Supplement For TOR Revised Edition PDF
Fan Supplement For TOR Revised Edition PDF
revised edition
By robin smallburrow
~CONTENTS~
PART ONE PART THREE: Gear 111
INTRODUCTION 5 FUNDAMENTAL Personal gear 111
An overview of the game by CHARACTERISTICS 80 War-gear 112
Telcontar 5 Weapon changes 112
Skills 80
New Weapons 114
Songs & Poems 82
Quality & Condition 119
Guide to Writing Songs 83
PART TWO: Changed Weapon Skills 84 Life and Death 120
ADDITIONAL MATERIAL Critical Wounds 120
ON CHARACTERS & Traits 85
Revised Exhaustion 121
CULTURES 6 New Specialities 85
Recovery Summary 122
New Distinctive Features 86
Random Character Treasure 123
Generator 6 Virtues & Rewards 87
Alternate Treasure 123
Creating Custom New Masteries 87
Magical Treasure Index124
Backgrounds 14 Cultural Virtues 90
Miscellaneous Magical
Player Hero Examples 16 Revised Cultures 90
Items 128
Variant Cultures 42 Beornings 91
Precious Objects 131
Additional Cultural 44 Dúnedain of Arnor 91
Wondrous Artefacts 132
Blessings Dwarves of Blue Mtns 93
Famous Weapons &
Designing New Cultures 45 Dwarves of Dunland 93
Armour 136
Dwarves of Khazad-dûm 94
Enchanted Qualities 140
New Cultures 46 Elves 96
Elves of Lindon 97 Standing 142
Dúnedain of Arnor 46
Elves of Mirkwood 98
Dwarves of Blue Mtns 49
Men of Bree 98
Dwarves of Dunland 53
Men of Dol Amroth 98
Dwarves of Khazad-dûm 56 PART FOUR:
Orcs of Misty Mtns 100
Elves of Lindon 59 ADVENTURING PHASE
Rangers of Ithilien 101
Men of Dol Amroth 63 144
New Calling Virtues 102
Orcs of Misty Mtns 67
Rewards 104 Actions 144
Rangers of Ithilien 72
Cultural Rewards 105
Lists of Names 73
Dúnedain of Arnor 105 Journeys 145
Customisation 75 Dwarves of Blue Mtns 106 Journey Sequence 145
Dwarves of Dunland 107 Rules Summary 146
New Callings 75 Dwarves of Khazad-d. 107 Travel Boons 147
Optional Endurance 76 Dwarves of Lonely Mtn 107 Forced March 147
Optional Encumbrance 76 Elves of Lindon 108 Sample Hazards 147
Dwarvish Oaths 76 Elves of Rivendell 108 Caravan Hazards 153
Family Background 77 Men of Bree 109 Moria Hazards 154
Character Motivation 78 Men of Dol Amroth 110 Lake-town to Grey Mtns
Belief System 79 Orcs of Misty Mtns 110 Hazards 155
Rangers of Ithilien 110 Winter Hazards 156
Actions While Traveling157 Corruption 227 Eriador 282
Chases 160 Honour of Princes 227 The Shire 282
River Crossings 164 Tainted Treasure 227 Inns of the Shire &
Curses 227 Buckland 285
Combat 165
The One Ring 227 Western Eriador 288
Onset 165 Lesser Ring 229
Close Quarters 165
Shadow Lindon 297
Stances 167
Weaknesses 229
Damage 168 Rohan & Dunland 303
Combat Hazards 172 Adversaries 232 Saruman as Goodie 303
Called Shots 173 Adversaries Index 232 The Hollow Hold 306
Tasks in Combat 174 Special Abilities 236
Campaign Outlines 307
Non-Combat Actions177 Orc Tribes 236
Captain’s Warband 177 Nazgûl Names 237 Campaign Ideas 307
Origin of the Petty
New Adversaries 238
Encounters 179 Dwarves 307
Trolls 238
Encounter Hazards 180 Various Ideas 311
Wolves 240
Courtship 181
Undead 241
Wilderland Campaigns
Men 244
315
Dragons 247
Reclaim Orcrist 315
PART FIVE: FELLOWSHIP Animals & Other 251
The Spider Kings 316
PHASE 183
DoM Ideas 316
Summary 183
Mines of Mirkwood 318
House Rules 184 PART EIGHT: THE The Wolfbiter’s Axe 319
Undertakings 184 CAMPAIGN 258 Strayhold 320
In Eriador 184
The Setting 258 Mansbane 320
Additional Holding Rules
Tide of Darkness 323
186 Wilderland 259
The Spider Ring 325
Town Building 189 Places in Dale 259
New Undertakings 190 Brothers Across the
Eriador Campaigns 328
Green Sea 262
Lost Realm of Cardolan328
The Bightlands 263
Balor the Black Wind
PART SIX: THE Mewlips Poem 265
332
Gathering At Five Armies
LOREMASTER 202
Rumours 266 Further Adventures 333
Game Session Sequen. 202
Restoration of Dale 268 Heroic Heritage Guide 333
Designing Adventures 203
Fellowship of the Red Nominating Heirs 334
Awarding Points 205
Banner 271
Dice Probabilities 207
The Toft 272
Loremaster Characters 209
The Old Ford 273
PART NINE:
Black Tom’s Stead 273
ADVENTURES 335
Ire Within the Dark 275
PART SEVEN: THE Peoples of Rhovan. 277 List of Published
SHADOW 227 Adventures 335
101 Things to Do in Looking Supplements 439
Middle-Earth 338 Making Maps 439
Basic Adventure Ideas 344 A Little Ring: The One
Eriador Adventure Ideas Ring for Kids 444
368
More Detailed
INDEX 446
Adventures 373
Wild Adventures 373
The Night Wanderer 373
The Missing Prince 380
The Slave Child 383
The Stolen Horn 385
Of Stones and Spiders
387
The Bats Are Missing390
Bitter Remedy 392
The Merchant’s Secret
Stash 394
The Pearl of Kings 395
Songs in the Wild 399
APPENDIX: OTHER
RESOURCES 434
Barding of Dale
Odd: (Swords) 2 Spear 1 Dagger 1 Elf of Mirkwood
Even: Great bow_ 2 Spear 1 Dagger 1 1: Boating; 2:Elven-lore; 3:Fire-making; 4:
Mirkwood-lore; 5: Swimming; 6:Woodwright
Beorning
Odd: (Axes) 2, Spear 1, Dagger 1 Hobbit of the Shire
Even: Great Spear_ 2 Axe 1 Dagger 1 1: Cooking; 2:Gardener; 3: Herb-lore; 4:
Smoking; 5: Story-telling; 6: Tunnelling
Elf of Mirkwood
Odd: (Spears) 2 Sword 1 Dagger 1
Even: Bow_ 2 Sword 1 Dagger 1
STEP 5. Choose Background and Favoured Skill: Hunting_
Distinctive Features: (2d8) 1: Adventurous; 2: Just; 3: Fair;
Roll 1 D6 for the Background, then roll 2 4: Merciful; 5: Patient; 6: Steadfast;
D8 & choose 1 Trait for each die. 7: True-hearted; 8: Wary
In the case of doubles, you may reroll one or
both until they come up unique. Beorning
1: Child of Two Folks
Barding of Dale Basic Attributes: Body 6 Heart 6 Wits
1: By Hammer and Anvil Favoured Skill: Insight_
Basic Attributes: Body 5 Heart 7 Wits 2 (2d8) 1: Bold; 2: Fierce; 3: Grim; 4: Gruff;
Favoured Skill: Craft 5: Hardened; 6: Proud; 7: Tall; 8: Wilful
(2d8) 1: Adventurous; 2: Cautious;3:
Determined;.4: Generous;.5: Hardy;
6:Merciful; 7: Proud; 8: Stern 2: Errand-rider
Basic Attributes: Body 7 Heart 5 Wits
Favoured Skill: Inspire_
2: Wordweaver (2d8) 1: Determined; 2: Energetic;
Basic Attributes: Body 4 Heart 6 Wits 4 3: Forthright; 4: Grim; 5: Hardened;
Favoured Skill: Riddle 6: Robust; 7: Swift; 8: Trusty
(2d8) 1: Adventurous; 2: Clever; 3: Eager;
4: Fair-spoken; 5: Lordly; 6: Reckless; 7: Tall;
8: Trusty 3: Head of the Family
Basic Attributes: Body 6 Heart 4 Wits
Favoured Skill: Awareness_
3: Gifted Senses (2d8) 1: Curious; 2: Determined;
Basic Attributes: Body 6 Heart 6 Wits 2 3: Generous; 4: Grim; 5: Hardy; 6: Steadfast;
Favoured Skill: Search 7: Trusty; 8: Wilful
(2d8) 1: Adventurous; 2: Cautious;
3: Cunning; 4: Fair-spoken; 5: Patient;
6: Steadfast; 7: True-hearted; 8: Wary 4: Light-foot
Basic Attributes: Body 5 Heart 5 Wits 4
Favoured Skill: Stealth
4: Healing Hands (2d8) 1: Bold; 2: Curious; 3: Energetic;
Basic Attributes: Body 4 Heart 7 Wits 3 4: Forthright; 5: Grim; 6: Reckless;
Favoured Skill: Healing_ 7: Suspicious; 8: Swift
(2d8) 1: Adventurous; 2: Clever; 3: Fair;
4: Hardy; 5: Lordly; 6: Proud; 7: Reckless;
8: Tall 5: Keeper of Tales
Basic Attributes: Body 6 Heart 5 Wits 3
Favoured Skill: Lore_
5: Dragon-eyed (2d8) 1: Fierce; 2: Grim; 3: Gruff; 4: Hardy;
Basic Attributes: Body 5 Heart 6 Wits 3 5: Reckless; 6: Suspicious; 7: Vengeful;
Favoured Skill: Awe_ 8: Wrathful
(2d8) 1: Adventurous; 2: Cunning; 6: Voice from the Past
3: Determined; 4: Eager; 5: Generous; 6: Just; Basic Attributes: Body 7 Heart 4 Wits 3
7: Stern; 8: Trusty Favoured Skill: Song_
(2d8) 1: Generous; 2: Grim; 3: Proud;
4: Robust; 5: Steadfast; 6: Tall; 7: Vengeful;
6: A Patient Hunter 8: Wrathful
Basic Attributes: Body 5 Heart 5 Wits 4
Dwarf of the Lonely Mountain Elf of Mirkwood
1: A Life of Toil 1: A New Hope
Basic Attributes: Body 6 Heart 2 Wits 6 Basic Attributes: Body 5 Heart 2 Wits
Favoured Skill: Explore_ Favoured Skill: Travel_
(2d8) 1: Energetic; 2: Fierce; 3: Hardened; (2d8) 1: Clever; 2: Determined; 3: Merry;
4: Proud; 5: Stern; 6: Vengeful; 7: Wary; 4: Patient; 5: Quick of Hearing; 6: Swift;
8: Wilful 7: Wary; 8: Wilful
3: Fairy Heritage
3: A Good Listener Basic Attributes: Body 4 Heart 4 Wits
Basic Attributes: Body 3 Heart 7 Wits Favoured Skill: Search_
Favoured Skill: Riddle_ (2d8) 1: Adventurous; 2: Bold; 3: Just;
(2d8) 1: Cautious; 2: Curious; 3: Energetic; 4: Curious; 5: Fair; 6: Reckless; 7: Tall;
4: Fair-spoken; 5: Honourable; 8: True-hearted
6: Quick of Hearing; 7: True-hearted;
8: Trusty
4: Apprentice to the Mountain-folk
Basic Attributes: Body 4 Heart 5 Wits
4: Witty Gentleman Favoured Skill: Search_
Basic Attributes: Body 2 Heart 6 Wits (2d8) 1: Bold; 2: Elusive; 3: Hardened;
Favoured Skill: Persuade_ 4: Hardy; 5: Gruff; 6: Stern; 7: True-hearted;
(2d8) 1: Cautious; 2: Clever; 3: Elusive; 8: Wary
4: Honourable; 5: Keen-eyed; 6: Patient;
7: Proud; 8: True-hearted
5: Seeker
Basic Attributes: Body 2 Heart 5 Wits
5: Bucklander Favoured Skill: Athletics_
Basic Attributes: Body 4 Heart 6 Wits (2d8) 1: Adventurous; 2: Bold; 3: Curious;
Favoured Skill: Awe_ 4: Determined; 5: Eager; 6: Generous;
(2d8) 1: Energetic; 2: Fair-spoken; 3: Merry; 7: Reckless; 8: Swift
4: Nimble; 5: Proud; 6: Quick of Hearing;
7: Reckless; 8: True-hearted
6: Sword-day Counsellor
Basic Attributes: Body 2 Heart 6 Wits
6: Tookish Blood Favoured Skill: Battle_
Basic Attributes: Body 2 Heart 7 Wits (2d8) 1: Bold; 2: Cunning; 3: Determined;
Favoured Skill: Explore_ 4: Fair; 5: Gruff; 6: Hardened; 7: Patient;
(2d8) 1: Adventurous; 2: Bold; 3: Elusive; 8: Wary
4: Generous; 5: Merciful; 6: Reckless;
7: Robust; 8: True-hearted
STEP 6. Choose Favoured Skills from STEP 9. Choose Rewards & Qualities:
Calling's Favoured Skill Groups: Roll 1 D10
Roll 2D6. Reroll if result is already a
Favoured Skill or if you get doubles. 1: Reroll;
2: Cunning Make (armour, headpiece or
shield);
Scholar (Perception, Vocation): 3: Close-fitting (armour or headpiece);
1: Awareness; 2: Insight; 3: Search; 4: Craft; 4: Reinforced (shield, unique);
5: Battle; 6: Lore 5: Grievous (weapon, unique);
6: Keen (weapon, unique);
7: Fell (weapon, unique)
Slayer (Movement, Personality): 8-10: Rewards (Based on Culture):
1: Athletics; 2: Travel; 3: Stealth; 4: Awe; Bardings: 8: Dalish Longbow (great bow);
5: Inspire; 6: Persuade 9: Spear of King Bladorthin (spear);
10: Tower Shield (great shield)
Elves of Mirkwood
8: Deadly Archery
9: Elvish Dreams
10: Shadow Bane
11: The Speakers
12: Wood-elf Magic (Stinging Arrow)
Bardings:
Adventurous - Your spirit is attracted by new
experiences and challenges, especially when
they seem perilous enough to put your mettle
to the test.
Beornings:
Grim - Your countenance is threatening and
betrays the harshness of your spirit.
Dwarves of Erebor:
Wilful - Your confidence in your own
judgement makes you deaf to all counsel but
your own.
Player hero examples (By rich h Common Skills
Awe: 0
et al) Athletics: 2
Awareness: 2
IWGAR THE WOODMAN Explore: 3
Iwgar is of lean build, not powerful, but Song: 1
strong enough to survive the rigours of life Craft: 1
in the wild. His straw coloured hair is
worn shoulder length and a trimmed Inspire: 1
beard adorns his face. He has a ready Travel: 2
smile and tends to a relaxed expression, Insight: 1
though he is not comfortable when in Healing: 3
social situations. His clothing is hard Courtesy: 0
wearing, comfortable and usually rather Battle: 1
worn and patched as well as wearing
leather armour, round shield, and cap Persuade: 0
with nose-guard for protection. He arms Stealth: 2
himself with long-hafted axe, dagger, and Search: 0
spear. His hound companion, Wulf, is Hunting: 2
never far from his side and though only 28 Riddle: 1
summers of age, his skin, like that of many Lore: 0
Woodmen is showing signs of the many
days spent in the Wilderland – ruddy, Weapon Skills
tanned, and weather beaten. Brawl / Dagger: 1
Spear: 1
Equipment worn: leather shirt, cap of Long-Hafted Axe: 3
leather, medium round shield, long-hafted
axe, spear, and dagger. Valour and Wisdom
Valour: 1
(PC Stats) Wisdom: 2
Name: Iwgar ('Yew Spear')
Virtues
General Information
Hound of Mirkwood (Hunting)
Culture: Woodman
Cultural Blessing: Woodcrafty
Endurance
Cultural Background: The Hound
24
Calling: Wanderer, Shadow Weakness:
Wandering Madness
Hope
Traits: Folk Lore, Mirkwood Lore, Herb
16
Lore
Distinctive Features: Bold, Elusive
Parry
7 (Shield +2)
Attributes
Body: 3, Favoured: 4
Armour
Heart: 4, Favoured: 7
1d (Head Gear +1)
Wits: 7, Favoured: 9
Damage
3 (Ranged +0)
THOGRIM STONEHAMMER, DWARF OF THE Song: 1
LONELY MOUNTAIN Craft: 3
Thogrim is a sturdy young dwarf dressed in
his dead father’s mail hauberk, full helm, Inspire: 2
and the rich well made clothing usual for his Travel: 3
race. Lordly of appearance, his beard is Insight: 0
brown with hints of red and blonde in it. He Healing: 0
has a fine white scar running down his cheek Courtesy: 1
from near the corner of his left eye (a trophy Battle: 2
from the battle of five armies). He has a few
other scars on his body from odd skirmishes, Persuade: 0
but nothing significant. Thogrim has forged Stealth: 0
his own long-hafted axe and wields it with Search: 3
pride. He is in the process of engraving the Hunting: 0
axe head with his family history and an Riddle: 1
account of his exploits. The part of the axe Lore: 0
head near the haft is engraved with its name
in Khuzdul; “Felakrakhas” (Hewer of Orcs). Weapon Skills
Brawl / Dagger: 1
Equipment worn: mail hauberk (dwarf- Shortsword: 1
wrought hauberk), full helm, long-hafted (Axes): 3
axe, throwing axe, and dagger.
Valour and Wisdom
Preferred pose*: make him look as Dwarvish Valour: 2
as possible! He should be holding his full Wisdom: 1
helm rather than wearing it though, that way
we get to see his features – and scar! Rewards
Dwarf-Wrought Hauberk
Name: Thogrim Stonehammer
Endurance
General Information 31
Culture: Dwarf
Cultural Blessing: Redoubtable Hope
Cultural Background: A Lesson in Revenge 9
Calling: Slayer, Shadow Weakness: Curse
of Vengeance Parry
Traits: Enemy Lore (Orcs), Firemaking, 5 (Shield +0)
Smithcraft
Distinctive Features: Hardy, Lordly Armour
5d (Head Gear +4)
Attributes
Body: 6, Favoured: 8 Damage
Heart: 3, Favoured: 6 6 (Ranged +0)
Wits: 5, Favoured: 6
Common Skills
Awe: 1
Athletics: 1
Awareness: 1
Explore: 2
BRAND, MAN OF DALE Spoken
Brand is a Northman of noble origin and Attributes
envoy of King Bard. Tall and strong-limbed Body: 4, Favoured: 7
with black hair not usually encountered Heart: 6, Favoured: 7
among his folk and unlike others of his kind Wits: 4, Favoured: 6
he wears a beard and wears his hair slightly
longer than usual but still shorted than the Common Skills
Woodmen of Wilderland. Brand wears the Awe: 1
livery of his king with pride over his chain Athletics: 1
shirt. Skilled with words as well as sword Awareness: 2
and bow, Brand is fair spoken and Explore: 2
adventurous. Song: 1
Craft: 1
Equipment worn: mail shirt, longsword, Inspire: 2
great bow with quiver of 12 arrows, and Travel: 2
dagger Insight: 2
Healing: 1
Preferred pose*: Standing slightly side-on but Courtesy: 2
at an angle so you can still see most of him, Battle: 2
hands resting on the pommel of his Persuade: 3
longsword which stands point down before Stealth: 0
him, he looks intently towards the viewer. Search: 1
Hunting: 1
A note on the name: Yep, Brand is the Riddle: 1
grandson of Bard. I said earlier that Rick Lore: 1
hasn't read LotR and he picked the name as a
bit of an in-joke between us as I GM'd Amber Weapon Skills
years ago with him and others (Brand was Brawl / Dagger: 1
the main antagonist in the Amber books). I Spear: 1
have an idea of making his character Great Bow: 2
somewhat important and eventually a man Longsword: 2
of high standing with Bard and his son
(Bain) - who eventually names his son after Valour and Wisdom
Rick's PC. I think that'll be a nice surprise for Valour: 1
him should the idea work out in play. Wisdom: 2
Common Skills
Awe: 2
Athletics: 2
Awareness: 2
Explore: 1
Song: 2
Craft: 0
Inspire: 1
Travel: 1
Insight: 1
Healing: 1
SIGVALD son of SIGMUND LOTHO RUMBLE, A HOBBIT TREASURE
Dragon-eyed Barding Warden HUNTER
Cultural Blessing: Stout-hearted (On a Fear
test, roll the Feat die twice and keep the best Likes: Smoking, Story Telling and on
roll.) occasion perhaps a little Burglary
Shadow Weakness: Lure of Power Traits: Keen Eyed and Nimble
Standard of Living: Prosperous Favoured skills: Athletics, Travel, Stealth and
Specialities: Boating, Old lore, Shadow-lore Awareness
Distinctive Features: Cunning, Determined
Gear
Long sword | 5/7 | 10 | 16/18 | 3 | disarm
Dagger | 5 | G | 12 | 0
Shield | +2 | 3
Leather corslet | 8 | 2d | Leather armour
AUGRIM, A DWARVEN SLAYER WOLF GOODMAN
-Gear-
Culture: Dunlending
As a boy, Beldan saw the fall of Erebor. He He was born in T.A. 2935 in the Eastfold
fled from the Mountain as the dragon Smaug settlement of Aldburg. The eldest of four
descended on Dale. Together with his people, children, Éoheort grew up learning the ways
he roamed the wilds of Middle-earth for the of horsemanship from his father, a gifted
30 years of exile. He fought as a young horse-herd that bred many of Aldburg’s
warrior in the war between the orcs and the valiant steeds. He learned the way of the
Dwarves, to avenge the death of the King. He sword and shield as a boy, and he was gifted
lost many friends in that war, especially at with a horse of his very own on his 12th
Azanulbizar. He saw his family settled in the birthday. Éoheort named him Ethelwine,
Blue Mountains, but Beldan never felt at meaning “noble-friend” in the tongue of his
home there. He continued his wandering, people, and horse and rider soon became
selling his craft skills where he could to raise like brothers.
coin.
When Éoheort came of age in T.A. 2951, he
He was far to the south when the call came
entered the service of Esmund, son of the late
from Thorin, and missed his chance to take
Third Marshal of the Mark, Edwin. Wishing
part in the company raised to retake Erebor.
to do his part in defending his beloved
Beldan travelled to the Mountain when the
country, he joined with Esmund’s éored,
news reached him that the kingdom had
knowing that it was the most renowned and
been reclaimed, though mourned the
active of the Eastfold. On more than one
passing of the noble Thorin Oakenshield.
occasion, Éoheort rode to the far reaches of
Beldan has used his skills to rebuild the
the Eastemnet with the éored to guard
kingdom, and the city of Dale, to something
against invaders and outlaws and in T.A.
resembling their old grandeur. He has sworn
2953 he accompanied the éored to Edoras,
an oath to use his remaining years in the
where he witnessed the crowning of Thengel
defence of the kingdom and its surrounds.
King.
He is home once more, the place of his birth
and the birth of his fathers. He will fight with During his years of continued service in the
his remaining strength to keep it free. His éored of Esmund, Éoheort grew to become a
sword skills may have waned in the long valiant and fierce warrior, never shying
years where he wielded no more than away from the battle-fury that comes upon
hammer and tongs, but he can still fight. He the warriors of the Mark. As a reward for his
carries a mattock, familiar with the weight deeds, he was given a helm crested with
through farming and woodcraft. Travelled great plumes of horse hair, and he pledged
from The Shire with Merry, having met on to lead his fellow riders through a bold
the Great East Road. Travelled with Merry example.
and Njal on the northern route to Dale.
In T.A. 2957, Éoheort’s younger brother
Éomód, a rider in a smaller éored of the East-
mark, was killed by orcs while patrolling
near the borders of the White Mountains.
Stricken with grief, Éoheort returned to
Aldburg to mourn the passing of his brother, Name:Eoheort
all the while swearing vengeance upon the Culture: Rider of Rohan
orcs that felled his kin. With the blessing of Standard of Living: Martial
Cultural blessing: Fey Mood
Esmund, Éoheort and his younger sister
Calling: Wanderer
Éohild, a shieldmaiden, took a company of Shadow weakness: Wandering-madness
riders from his éored and rode down the Specialties: Riddermark-lore, Horsemanship,
orcish host, slaughtering them upon the Folk-lore
plains. Distinctive features: Adventurous, Keen-eyed
Body: 6 Heart: 4 Wits: 4
In the years since his brother’s passing Body (favoured): 9 Heart (favoured): 5 Wits
(favoured): 6
Éoheort has continued to ride in the éored of
-Common Skills-
Esmund, now with his sister counted Awe: 2 Inspire: 2 Persuade: 0
amongst the riders. As Thengel King strives Athletics: 4 Travel: 2 Stealth: 0 Awareness: 1
to redeem the honour squandered by his Insight: 2 Search: 1 Explore: 2 Healing: 1
father, so does Éoheort strive to gain renown, Hunting: 1 Song: 2 Courtesy: 1
slaying those who threaten the Riddermark. Riddle: 0 Craft: 1 Battle: 2 Lore: 0
-Weapon Skills-
With sword in hand and Ethelwine to carry
(Spears): 2
him, he rides each day with a determination
Dagger: 1
worthy of the songs that fill the halls of Sword: 2
Edoras. -Rewards-: Glinting Spear
-Virtues-:
-Gear-
Sword: Damage: 5/Edge: 10 Injury: 16
Enc: 2
Dagger: Damage 3 Edge: G Injury:12/Enc: 0
Spear: Damage: 5 Edge:9 Injury:14 Enc: 2
Leather corslet enc: 8
Helm enc: 6
Endurance: 26
Fatigue from Encumbrance: 18
Fatigue from Travel: 0 Total Fatigue: 18
Hope: 12 Starting Hope: 12
Temporary Shadow: 0
Permanent Shadow: 0 Total Shadow: 0
Armour: 2d Headgear: +4
Parry: 4 Shield: 0
Damage: 6 Ranged: 0
Wisdom: 1 Valour: 2
Experience: 0 Total Experience: 0
Fellowship: 0 Advancement: 0
Treasure: 0 Standing: 0
BODIDBRAS “SKINNY” BOLGER by discover, document, and devour recipes
Glorelendil past, present, and future.
"Your father is well known to me, Alette of "Quests can fill the heart, but leave the
the Buhr," said Amfossa, stripping the skin stomach empty. And the purse, more
from a great mountain-cat. importantly!"
"Then you have seen him?" said Alette.
Amfossa did look up, meeting Alette's eyes, And she laughed loudly, in her way, for little
but silently kept to her work. After some could darken the mood or humours of
time, Alette took her leave. Hwalda the Hunter.
"The Woodmen-Town sends a caravan ill-omen. After some time, Alette rose up,
around the forest to the north, on the yearly shook the dust from her boots, and aimed
run to the town of the Lake-Men. They say all herself towards the camp of Bard the
news comes to the Long Lake, given time." Bowman and his host. Her purse was full, as
Airily, she waved her spear. was her heart, but it had occurred to her she
"You can keep the watch while I sleep, and might be at this for some time.
perhaps I will show you how to kill an Orc or
two." Beorning Wanderer
Traits: Beast-lore, Mountaineering, Folk-lore
This was the Year of the Battle of the Five Distinctive Features: Hardy, Robust
Armies. Though it brought peace and plenty Favoured Skills: Insight: 3, Athletics: 2,
to Wilderland and the Dale-lands and even Hunting: 3, Healing: 2
to Mirkwood, it was considered something of Weapon of Choice: Great Spear: 3
an inconvenience to the Woodmen who had Reward: Great Spear (Keen)
shepherded their wagons and pack-horses
the long and weary leagues north of the
forest, only to discover that there was no now REGNALD ‘THE FOX’' by Halbarad
Lake-town at which to exchange the bounty
of the forest for leather and wine and other Woodman Warden
fine things, merely a great horde of Dwarves Specialties - Beast Lore, Mirkwood Lore,
and Elves and Men, and an even greater Shadow Lore
horde of dead Orcs upon the field. Traits - Determined, Vengeful
Common Skills - Athletics 2, Awareness 3,
But there was a third Hoard as well, a Explore 3, Inspire 2, Travel 2, Healing 3,
Dragon-Hoard, and that meant gold. Stealth 2, Hunting 2
As she sat upon a stone on the edge of the Weapon Skills - Long Hafted Axe 4, (Bows) 3
field, watching the murders and clamours
and unkindnesses feast on orc-flesh, the Wisdom 3, Valour 3
great Chief of her people, Beorn the Skin- Virtues - Mastery of Expertise, Hunter's
Changer, settled down next to her. Alette Resolve
considered this for some minutes, and then Rewards - Grievous Axe, Cunning Made
opened her mouth to speak. Leather Corselet.
In addition, you must choose one of the - Their skills change as follows: Awe 1, Riddle
following weapon skill sets: 0.
1) Great axe 2, Spear 1, Dagger 1
2) (Spears) 2, Axe 1, Dagger 1
additional cultural blessings by points he recovers after a battle or when
he takes a prolonged rest.
michebugio et al
Lone Landers by zedturtle
Woodmen of Rhosgobel CULTURAL BLESSING
CULTURAL BLESSING -A Canopy of Stars-
-Woodcrafty - “That night they camped on a stony shelf with a
(This is the standard Woodmen’s Cultural rock-wall behind them, in which there was a
Blessing, from the Rulebook p.70) shallow cave, a mere scoop in the cliff.”
traditionally allied with one another, the Broadbeams returned, rules in the north of
Firebeards, Uri's folk, and the Broadbeams, the Blue Mountains in the ancient mansion
the people of Linnar. They have lived in the of Buzdum-Mazar, the original awakening
Blue Mountains (the Ered Luin in the elven place of both of the Fathers of the Blue
first awoke there, in the ages before ever the The Blue Mountain Dwarves guard their
Sun or Moon arose. But the history of the home range, ensuring that no evil things
Dwarves of the Blue Mountains has often take root there to threaten them, ensuring
that the Elves of Lindon may live at peace,
been troubled. In the First Age, they battled
and that the western borders of the North
against Morgoth, the first Dark Lord, but
Kingdom are secure. The dwarves focus most
they also fought the Elves, beginning a feud
strongly on the northern end of the Ered Luin
that has lasted ages. In the tumults at the
where their sacred awakening place lies, and
end of the First Age, their greatest mansions,
Nogrod and Belegost, were destroyed, and the monsters that populate the northern
many of the people left to swell the folk of waste come closest to their home. But the
Through the Second and Third Ages, the not wishing to merely defend their old
Dwarves of the Blue Mountains have fought homes, but to expand outward again and
to avoid being destroyed. They founded new perhaps gain revenge on the evils that have
mines and fortresses, both in the Blue brought their Houses low.
founded in the Misty Mountains were of other races, nurturing ancient grudges
prosperous for many years, but the Witch and bitter over the loss of so much of their
King conquered them when he founded his heritage. They keep their dealings with Men
short and only as necessity dictates, and try
dark land of Angmar, and now one, Mount
Gram, is the home of countless orcs, while not to associate with Elves at all if it can be
the other, Carn Dum, is the capital of helped. However, the Dwarves of the Ered
But the Houses of Uri and Linnar will not go enmity, and someone who wins their trust,
difficult as that may be, could have no firmer Callings attractive to the Dwarves of the Blue
friend. Mountains, as they seek to destroy the foes
The Dwarves of the Blue Mountains are, like that have brought them low, and recover the
all dwarves, short and stocky, with long ancient treasures of their Houses that have
beards and thick frames. Those from the been stolen.
Firebeard house often have red or auburn Unusual Calling: Warden. Though they may
hair and hotter tempers, while the defend their own mansions fiercely, few
Broadbeams are commonly even broader Dwarves of the Ered Luin care for what
than other dwarves, stronger of arm and leg. happens to other folk, and many would say
that all should suffer as the dwarves have, so
STANDARD OF LIVING that they might understand what has
Martial. The Dwarves of the Blue Mountains befallen the Dwarves.
do not have rich mines like their cousins in
Khazad-Dûm, and their ancient treasures are CULTURAL BLESSING
largely plundered or lost in the collapse of - Ancient Hatred -
old mansions. However, they still find metals "A warlike race of old were the Naugrim, and they
in the dark places beneath the mountains, would fight fiercely against whomsoever
and their skill in smithcraft is not lost. aggrieved them: servants of Melkor, or Eldar, or
Dwarves of the Blue Mountains are well Avari, or wild beasts, or not seldom their own
armed, and bear little that will not directly kin, Dwarves of other mansions or lordships."
help them in their battles with their many
foes. The Dwarves of Ered Luin are heir to many
ancient feuds and disputes. You have
DWARVES OF THE BLUE MOUNTAINS
learned to forge your hatred from these old
ADVENTURERS
grudges into a weapon that can strike at your
When the Dwarves of Uri or Linnar's Folk
foes.
leave their homes, they usually do so to
avenge some wrong done to their House,
• Choose one category of enemy (see
either a recent slight or an ancient grievance.
the Enemy-Lore trait for appropriate
Often as the Westlands darken the Kings
categories). When attacking this category of
send out young dwarves to seek out the
enemy or using Common skills to harm or
servants of the Shadow and deal a blow to
discomfort them, a Dwarf of the Blue
them before they can attack the dwarves
Mountains' Attribute bonuses are based on
once more. Other people of the Blue
their favoured rating. Every time their Valour
Mountains see little prospect in the old,
increases, add one additional category of
played-out mines of their ancient homes,
enemy that this bonus applies to.
and roam the world hoping to find a new
place where the dwarves of their House
STARTING SKILL SCORES
might make their fortune.
Common Skills
Suggested Callings: Slayer, Treasure-Hunter.
Copy table below onto character sheet:
Similar motivations make both these
Awe 0 Inspire 1 Persuade 0 Clever, Curious, Determined, Grim, Keen-
eyed, Patient, Secretive, Wary
Athletics 1 Travel 3 Stealth 1
Woodmen of Wilderland:
"These Men are fools to live so closely to
the evil of Mirkwood."
Dwarves of the Lonely Mountain: STARTING SKILL SCORES
"Our kin may have redeemed the Lonely
Mountain, but they must see it cannot be Common Skills
as it once was. Our realm is but a Shadow Copy the following skill ranks onto the
of itself, to redeem it is to diminish it." character sheet and underline the
favoured skill:
Elves of Mirkwood:
"The Elven-King's folk are a provincial and Awe 0 Inspire 0 Persuade 1
cruel people. They will never extend a
Athletics 1 Travel 3 Stealth 0
hand unless it benefits their own."
Awareness 0 Insight 1 Search 3
Rangers of the North:
"We have had no dealings with these Explore 3 Healing 0 Hunting 0
Rangers. Any who would willingly wander
the wilds of the West are fools." Song 1 Courtesy 0 Riddle 1
3 - Wandering Soul
When your folk lost the Lonely Mountain
they lost their place in the world. Now that
the Dragon has been slain and the Mountain
restored, you, like many others, still feel
displaced, a stranger traveling lands no
longer his own. You have taken to long
wanderings, erring this way and that,
looking for a sense of purpose, or maybe just
to lose yourself in the wild. When you have
Dwarves of Khazad-Dûm by Kelly seeking the riches of the earth.
Pedersen Though no land is perfectly safe as the times
darken, the Dwarves of Durin's Folk are
"There hammer on the anvil smote,
among the most secure of the Free Peoples of
There chisel clove, and graver wrote;
Middle-earth. Their great gates and strong
There forged was blade, and bound was hilt;
halls are thought to be impenetrable by any
The delver mined, the mason built."
siege, and no orc dares lair within a hundred
"...Unwearied then were Durin's folk;
miles of their deep passageways. The King of
Beneath the mountains music woke:
Khazad-Dûm is now Durin VI, held to be the
The harpers harped, the minstrels sang,
And at the gates the trumpets rang."
return of the Father himself, a good omen.
The Dwarves of Khazad-Dûm for the most The mines produce great riches, including
part are of the people of the Longbeards, the mithril or truesilver, which every other land
House descended from Durin, the eldest of greatly values. The Longbeards fear little,
the Seven Fathers of the Dwarves. Some, and see no end to their good fortune.
traditional mansions lie to the west, in the The Dwarves of Khazad-Dûm are considered
the most open of all the dwarven realms,
Blue Mountains. When the mansions of
more friendly to both Men and Elves than
these folk were destroyed at the end of the
any others of their kind. Of course, this is a
First Age, many came to Khazad-Dûm,
matter of degree - few dwarves even of the
swelling its numbers. The Dwarves of this
Longbeards are quick with a kind word to an
great city have built and smithed for three
ages of the world, and move ever on to new Elf, or generous when lending to a Man. But
and greater works. The Dwarves of Khazad- the bonds of ancient alliances are still
Dûm are the most powerful kingdom of the acknowledged by many of the people of
Dwarves upon Middle-earth, and they know Durin, and they are more likely to make new
Khazad-Dûm itself is the greatest mansion of In personality the Dwarves of the Longbeards
the Dwarves in the world, and the oldest are confident and ambitious. Their realm is
continuously occupied by them, for it was strong and prosperous, and they know it
Durin's first dwelling after he left his place of well. The Dwarves of Khazad-Dûm are
always looking for new challenges and
awakening at Mount Gundabad. In the
common Westron tongue of Men it is called works to accomplish, and they are
the Dwarrowdelf, and the Elves speak of it as courageous and hardy in peace or war.
Hadhodrond (it is purely an Elvish insult to Like all dwarves, those of Durin's Folk are
call the great city of Khazad-Dûm by the short but broad and strong. The Longbeards
are slightly taller than dwarves of other
name Moria, "black pit"). The city is vast
beyond imagining, with enormous halls that Houses, and as their name suggests they
masses of dwarves can gather in, vast have longer, more luxuriant beards. Their
smithies where they can forge great works, hair is usually black or brown, like their
6 - A Penetrating Gaze
(As per the Dwarves of the Lonely Mountain
Elves of Lindon by Kelly Pedersen Kingdoms of the Dúnedain, and are ready to
"...the last whose realm was fair and free fight the Shadow once again to prevent its
between the Mountains and the Sea." final victory over the world.
1 – Wandering Companion
Favoured Skill: Craft
For many lives of men you have been part of
one of the Wandering Companies, bands of
Distinctive Features:
elves who not only travel through Lindon,
(choose two Traits from those listed)
but beyond its borders. The world beyond the
Adventurous, Generous, Hardy, Keen-eyed,
realm of Lindon is wide and, while full of
Nimble, Patient, Steadfast, Trusty
hidden threats, is also populated by other
valiant peoples, enemies of the same
4 - Noble Blood
Shadow that your kin has fought for
(As per the Elves of Mirkwood background)
centuries. It could well be your mission to
find worthy and trusted allies to join you in
5 –Greenwood Hunter
your fight...
You are one of the Laiquendi, the Green-
Elves, and have walked the woods of Lindon
Basic Attributes: Body 5, Heart 2, Wits 7
since the First Age, when it was Ossiriand,
Land of Seven Rivers. In that time, you have
Favoured Skill: Travel gained great skill with the bow and the hunt.
In the past, you hid yourself when tales of
Distinctive Features: servants of the Shadow were told, and
(choose two Traits from those listed) trusted to secrecy and your own knowledge
Clever, Determined, Merry, Patient, Quick of of the ways of the forest to guard you. But no
Hearing, Swift, Wary, Wilful more. You have seen too much of darkness
overrunning the lands to think that hiding
2 - A Musical Legacy yourself while others fall will save you in the
(As per the Elves of Mirkwood background) end. Now, you turn your skill at hunting the
beasts of the woods to hunting the fell
3 – Mariner of Círdan servants of the Enemy.
You are one of the people of the Grey Havens,
the port Cirdan the Shipwright maintains on Basic Attributes: Body 4, Heart 3, Wits 7
the Gulf Of Lune, one of the last places the
Elves can come to set sail into the West. For
Favoured Skill: Hunting become adventurers at any time after they
reach adulthood (at about a century of age).
Considering the level of ability of a starting
Distinctive Features:
hero, players should avoid choosing an
(choose two Traits from those listed)
excessively venerable age for their character
Clever, Determined, Elusive, Keen-eyed, – heroes older than 300 years old should
Nimble, Quick of Hearing, Secretive, Wary definitely possess the Elven lore speciality, to
reflect their deeper knowledge of the past.
6 –Harper of Gil-Galad
ENDURANCE AND HOPE
You once served Gil-Galad, King of Lindon Endurance: 22 + Heart
and High King of the Noldor in Middle-earth, Hope: 8 + Heart
as a harpist of renown. Though Gil-Galad
fell, you still live, and keep alive the songs of
the ages that are now past, ensuring that all
still remember the mighty deeds of old, and
can take heart in songs both joyful and full
of sorrow.
Distinctive Features:
(choose two Traits from those listed)
Cunning, Fair-spoken, Hardened, Lordly,
Merciful, Nimble, Quick of Hearing,
Secretive
DESCRIPTION
The Men of Dol Amroth are related to the
Suggested Callings: Slayer, Warden, but fires of hope! Erebor is now a beacon
Captain. The brightness of Dol Amroth and of light and life and inspiration to all.
its people is not just reflected on the high May it prosper."
towers and beautiful armour, it is also found
within the hearts of these men and women. Elves of Mirkwood:
An adventurer from Dol Amroth is likely "Ever the noble Thranduil keeps his watch
inspired by the glory of the Swan-Knights to over Mirkwood. And that is a good thing,
go out and stand against the Shadow because the Shadow is ever drawn to that
wherever it can be found, both for the greater forest. So long as elves watch it, though,
good, and for renown as well. there will be a mighty challenge to the
Shadow."
Unusual Calling: Wanderer. The Men of Dol
Amroth hold duty as of the utmost
Hobbits of the Shire:
importance, and most any who wanders
"Can't say I've heard of a Hobbit, before."
from Dol Amroth does so with purpose, not
simply for its own sake.
Men of the Lake:
WHAT ANGELMIR, PRINCE OF DOL "The Bardings who remain on the Lake are
AMROTH SAYS… among the most resilient peoples in the
world. I cannot help but admire their
Bardings:
constant perseverance. There is much that
"The Kingdom of Dale rises from the ashes
is hopeful and bright about Esgaroth's
of dragonfire to take its place once again
story now."
as the greatest kingdom of Wilderland.
Though not of Westernesse blood, the
Bardings show many of the noblest Woodmen of Wilderland:
qualities found in Men. I believe they will "There are few peoples who know the
stand strong in the North as Gondor enemy as well as Gondor, but the
stands strong in the South." Woodmen of Wilderland are one of those
peoples. Though they live more simple
lives than we, they are very much like
Beornings:
Gondorians in spirit. Ever watchful. Ever
"I know little of Beorn's followers, but I do
resilient. Ever on the frontlines."
know that a Beorning can match a Swan-
Knight in passion for battle! Yet, they rely
only on their strength, and it may take CULTURAL BLESSING
more than simple strength to match the
Shadow in these coming days." -Wide Open Skies-
The Men of Dol Amroth ride the plains and
sail the seas of Belfalas, and they fight the
Dwarves of the Lonely Mountain: Shadow in the open, without fear of being
"The Dwarves have retaken one of their seen doing it. To fight under an open sky
lost kingdoms of old, and the Dragon is brings strength to their limbs and hearts.
cast down. Thus the fires beneath Erebor
in these days are no longer fires of fear,
When in combat in open terrain venture.
(where the sky can be clearly seen), Basic Attributes: Body 6, Heart 8, Wits 3
automatically gain a bonus success die at Favoured Skill: Athletics
the onset of combat, in addition to the Distinctive Features: (choose 2):
number of bonus success dice you receive for Adventurous, Bold, Hardy, Honourable,
your Battle roll. Additionally, when Proud, Reckless, Lordly, Tall
Journeying in such open terrain,
all Travel rolls are made at -2 TN. 2 - Noble Merchant
Much trade goes through Dol Amroth.
Despite being of noble birth, you've become
STARTING SKILL SCORES a master of trade and barter, building up
Common Skills your mercantile fleet on both land and sea. It
hasn't been for yourself, though. It has been
Awe 3 Inspire 2 Persuade 1
your utter joy to play your part in bringing
Athletics 2 Travel 1 Stealth 0 prosperity to your city. But now, you grow
restless and concerned. You've always sent
Awareness 1 Insight 2 Search 0 others to take care of your business. It may
be time to step out for yourself, because all
Explore 0 Healing 1 Hunting 2
the prosperity in the world will not protect
Song 2 Courtesy 2 Riddle 0 your beloved city from the growing Shadow.
That falls to brave souls.
Craft 0 Battle 2 Lore 1
Basic Attributes: Body 5,Heart 7, Wits 5
Weapon Skills
Favoured Skill: Persuade
Choose from:
Distinctive Features: (choose 2):
1) (Swords) 2, Spear 1, Dagger 1
Clever, Fair-spoken, Generous, Lordly,
2) Spear 2, Long Sword 1, Dagger 1
Honourable, Tall, Patient, Trusty
SPECIALITIES
3 - Swan Ship Mariner
Choose two traits from:
You, like your father before you, are a sailor
Elven-Lore, Gondor-Lore, Enemy-lore (Evil
in Gondor's navy. There's nothing that can
Men), Boating, Story-telling, Enemy of
lift your spirits like the smell of salt in the air
Sauron
and the foam of the ocean. You know the
value of hard work, comradery, and you've
BACKGROUNDS
been in a few scrapes as well. You are ever
1 - Swan Squire
vigilant, keeping your eyes on the horizon,
You grew up in service to one of the
watching for black sails. You've seen
renowned Swan Knights. Under his tutelage,
suffering at the hands of the Corsairs out of
your body grew hard and your spirit grew
Umbar, and you'll do whatever it takes to put
strong as he trained you in both combat and
down that particular type of menace,
courtly manners. Now you are your own
wherever it is.
person, though you've picked up knightly
ways. Perhaps you will continue on this path
Basic Attributes: Body 6, Heart 7, Wits 4
and become one of the Swan Knights, or
Favoured Skill: Awareness
perhaps you will pursue another noble
Distinctive Features: (choose 2): generations, has often looked to your family
Bold, Hardened, Keen-eyed, Merry, Tall, as counsellors and sources of both wisdom
True-hearted, Vengeful, Wary and inspiration. You have been blessed with
the same position. But you find yourself more
4 - Emissary to Edhellond often learning from the Prince than you find
Very near to Dol Amroth is the southernmost yourself teaching the Prince. He has taught
settlement of Elves in Middle-Earth. There, you much about the world, especially in
many of the ships are built that either depart regards to Light, Shadow, and the Hope found
to the west or are sent to the Grey Havens for in all free folk. This man, you've decided, is
the same purpose. You are trained in the worth laying your life down for. You may not
courtly mannerisms and culture of these be as wise as your forbears, but wherever you
elves, and have spent many days among go, everything you do will be for the Princes of
them. There is so much life, light, and beauty Dol Amroth, for they are Númenor sprung to
in Edhellond, and you are sad to see them life out of history.
go. But if they must, you will do what you
can to give them a safe departure. Basic Attributes: Body 5, Heart 8, Wits 4
Favoured Skill: Inspire
Basic Attributes: Body 6, Heart 6, Wits 5 Distinctive Features (choose 2):
Favoured Skill: Courtesy Curious, Determined, Fierce, Honourable,
Distinctive Features: (choose 2): Lordly, Proud, Tall, Trusty
Curious, Determined, Fair-Spoken, Lordly,
Patient, Tall, Trusty, Swift
PREVIOUS EXPERIENCE
Players creating a Man of Dol Amroth
5 - Drinker of Sorrow
You lived on a happy coastal farm in one of receive a higher amount of points to define
the previous experiences of their character.
the small fiefs of Dol Amroth, until the Black
Sails appeared on the horizon. You lost Players have 14 points to spend on raising
their skills.
much that was dear to you that day. Your
home, your livelihood, and your family. You
ENDURANCE AND HOPE
moved into the city and trained yourself
Even in these dark days, the Men of Dol
hard, harder than anyone you knew.
Amroth remain the closest living memories
Because you knew, one day, the Corsairs
to a greater era. They are a strong and high-
would return, and it would fall to people like
hearted people. Their easy remembering of
you to stop them. You will save others from
the glories of the past means they are a more
your fate.
hopeful people even than the rest of Gondor.
Basic Attributes: Body 7, Heart 7, Wits 3 Men of Dol Amroth characters calculate their
Favoured Skill: Battle starting scores based on the ratings below:
Distinctive Features (choose 2): Endurance: 22 + Heart
Fierce, Grim, Determined, Hardened, Reckless, Hope: 10 + Heart
Steadfast, Tall, Vengeful
CULTURAL BLESSING
WHAT THE GREAT GOBLIN SAYS…
- Night-eyes-
"There's only one thing those maggots can do:
• Bardings:
they can see like gimlets in the dark."
“We already slew a King of Men at the
The Orcs of the Misty Mountains are adapted
Gladden Fields, we could have killed
to living in the pitch-black darkness of
Bard the Dragon slayer as well if their
caverns and tunnels. As such, all Orcs have
elf friends and Durin’s Folk didn’t
the Night-eyes Trait (see Part Three below) in
help him! But his downfall is just a
addition to their normal Traits. For the same
matter of time…’
reason they loathe the sunlight more than
• Beornings: anything else: they lose 1 point of Hate at the
“Beorn the Skinchanger killed the end of the first round of combat fought while
great Bolg at the Battle of Five Armies. exposed to the light of the sun.
We will have our revenge on him and
all his folk, soon!’
STARTING SKILL SCORES
• Dwarves of the Lonely Mountain: Copy the following skill ranks onto the
“Many of their ancient strongholds lie character sheet and underline the favoured
in ruins, or they already belong to us. skill:
We’ll cut Durin’s Folk down to the last
dwarf!”
6 – Exiled Uruk
You are a Mordor-breed uruk, stronger and
more cunning than most of your kind, living
in the caves below the Redhorn Pass. Your
ancestors were sent from Minas Morgul to
reinforce the lesser orcs of the Misty
Mountains, and under their command they
ambushed and killed Isildur at the Battle of
the Gladden Fields. Their strength in your
black blood still runs powerful, as well as
your thirst for battle.
Rangers of Ithilien by Zedturtle 1) - A Hard Fate
Basic Attributes: Body 5, Heart 2, Wits 7
Favoured Skill: Craft
STANDARD OF LIVING: Martial
Distinctive Features: (Choose two)
Adventurous, Cautious, Determined,
Suggested Callings: Warden, Wanderer,
Generous, Hardy, Merciful, Proud, Stern
Slayer
Unusual Callings: Treasure-hunter
2) - Messenger of the Steward
Basic Attributes: Body 4, Heart 4, Wits 6
CULTURAL BLESSING
Favoured Skill: Riddle
-Dauntless-
Distinctive Features: (Choose two):
“We are truth-speakers, we men of Gondor. We
Adventurous, Clever, Eager, Fair-spoken,
boast seldom, and then perform, or die in the
Lordly, Reckless, Tall, Trusty
attempt.”
Rangers of Ithilien automatically add their 3) - With the eyes of the Eagles
basic Heart rating to any tests of Valour. Basic Attributes: Body 6, Heart 2, Wits 6
Favoured Skill: Search
Distinctive Features: (Choose two):
STARTING SKILL SCORES
Adventurous, Cautious, Cunning, Fair-
Common Skills: spoken, Patient, Steadfast, True-hearted,
Wary
Anyways, the point of this post is to provide a Beornings tend toward a deep focus in some
quick reference. While the skill rank table skills with modest investment (1 rank) in a
works very well for building characters, a list decent amount as well (if graphed they
would be more helpful for finding out what would have 2 large peaks at either end,
each culture does well at a glance. Here is having a lot of rank 3 and rank 1 skills).
that list. They are above all imposing, discerning, and
remarkable hunters. They place little value
on Custom and Vocation skills, and
surprisingly Movement, though to a lesser haughtiness and inability to relate with
extent. No ranks in Battle is very surprising mortals can easily explain the lack of focus
given their way of life (personally I'd be in Personality, Perception, and Custom
tempted to house-rule a trade between Battle groups (with the obvious exceptions of Awe,
and Inspire). Perception is their strongest Awareness, and Song).
group.
They are the most focused of the cultures, Stealth and Courtesy are perfect for the
and it fits. They lean the most toward Hobbits main areas of expertise. Overall
maximizing ranks, meaning that they they're very well-represented in the Custom
specialize in fewer areas but are very and Perception groups. They're arguably the
talented in those areas. Consequently, they most polarized culture, however, since they
have the greatest number of 0 rank skills. have no ranks in any skills from the Survival
Despite this they're surprisingly well- or Vocation group. Everything seems to fit
rounded, with a focus (rank of 2 or 3) in 1 really well with what you'd expect from a
skill from each of the groups. They're best Hobbit.
known for their craft, resilience to
discomfort, and obsessive ability to find Woodmen
what they're looking for (or a stubbornness 3 Ranks: Explore, Healing
that keeps them from giving up). Some of the 2 Ranks: Athletics, Stealth, Awareness,
skills that they ignore are very surprising Hunting
given the source material, namely Insight 1 Rank: Inspire, Song, Riddle, Craft, Battle
and Courtesy but you could make an 0 Ranks: Awe, Persuade, Travel, Insight,
argument for Lore as well. Search, Courtesy, Lore
I thought it would be interesting to share absconded with some gold. Later that night
original songs that people have written for he sang it for the company around the
he had written: “There once was a dwarf with a long black beard
And a great big chest of gold.
"Shadow falls outside the door, But with all that gold he still fret and feared
That some other might grow bold
the candle blazes light to pour,
As to take his chest that he held so dear
fear not, my child, the shadows flee
And to leave him without naught.
fear not, my child, my light's with thee.
Shadow falls upon the pane
So he made up his mind to disappear
the lantern's glimmer shines through rain
And to leave them all to rot.
fear not, my child, the darkness flies
fear not, my child, light stills your cries. " So off to the woods with his gold he fled
There to live his life alone.
THE ADVENTURER:
“And now I hear the road call me But not far away sat a big old troll
With other plans for that gold.
to sweep us off to who knows where
So into the camp of the dwarf he stroll
with wondrous things for eyes to see
And took that dwarf in his hold.
the joy of journeys if I dare.
elven character composes to add more The opening of a poem written in iambic
flavour to the already rich setting. Since tetrameter usually begins with an
introduction of the main character/concept
some people seem to think that it’s hard and
difficult to write rhyming exposes I’ve put or a request to be heard/inspired by muses
is identical to what the real world call Iambic of a man whose bloodlust never ceased
Tetrameter with an aabb rhyme.. Translated who only knew the lust for gold
in to normal speech this simply means that who in battle fought; strong and bold
whit every line rhyming ex: his skill with sword legendary
All knew that where his black sword swung
song of victory would be sung”
“There might and glory, wealth untold
Were wielded from his ivory throne
Step 2: the plot
In many-pillared halls of stone.
There beryl, pearl, and opal pale
The middle of the poem should continue the
And metal wrought like fishes' mail”
tale and lead to a satisfying ending. Keep
Please note that these rules are not set in your theme in mind and keep
stone. If one of your lines turns out to be 9 or writing stanzas. Use a Rhyming dictionary if
correctly but that is very difficult. But enough fearing that brigands would pillage
of the boring stuff; let’s get cracking! The swordsman swore he would serve them well
As long as their wall never fell
Step 1: Theme and introduction The battle was fierce and long
the swordsman fighting in the throng
Wandering, Heroism, Beauty, The fall of his armour bloody, his voice a roar
Gondolin, A brave hero etc. For my poem I Then suddenly the wall fell
the villagers screamed and yelled Generic Weapon Skills & changed
they wished that it would have held
now awaited death for those who dwelled
starting weapons by Bocephasv
But there in breach stood the swordsman Dagger
who fought on and never ran Includes brawling, using/throwing daggers,
in the dust and smoke he fought using/throwing improvised weapons, using
and through the brigands a vale wrought clubs/staffs.
When the battle ended the villager crept
and when they found their hero they wept Sword
Includes using short swords, swords, and
around him lay all his fallen foes
long swords.
but the swordsman had taken many blows
They carried him to a quiet glade
Axe
and sung about his bravery and blade
Includes using/throwing hatchets (see
about how he defended old and weak
below), and using axes, long-hafted axes,
and refused to falter and retreat” great axes, and mattocks.
Beornings:
1) Axe-2/Spear-1/Dagger-1
2) Spear-2/Axe-1/Dagger-1
Favoured Weapon: Great Spear
Dwarves: Fortune Teller/Foresighted
1) Axe-2/Sword-1/Dagger-1 Gambling & games
2) Axe-2/Bow-1/Dagger-1 Geology & Mining
Heraldry
Favoured Weapon: Mattock
Historian/Scribe
Horse Archer (see below re Riding)
Elves: Hypnosis
1) Spear-2/Sword-1/Dagger-1 Interrogation/Torturer
2) Bow-2/Sword-1/Dagger-1 Linguist (could be with historian)
Lip reading
Favoured Weapon: Bow Quick Draw
Riding [I notice previous treatment has made this
a virtue, but in my view s/be a specialty ]
Hobbits:
Sea-craft (sailing etc.)
1) Sword-2/Bow-1/Dagger-1
Strategy & Tactics (military)
2) Bow-2/Sword-1/Dagger-1
Teamster
Favoured Weapon: Short Sword or Small Trapping (this is a specialised skill as distinct
Bow from Hunting in general)
Unarmed Combat (especially for the monks!)
Weather Watching
Woodmen:
1) Bow-2/Axe-1/Dagger-1
2) Axe-2/Spear-1/Dagger-1
Provisioner
Favoured Weapon: Long-hafted Axe "Better to have and not want, than to want
and not have," is your motto. Your fellow
travellers can usually rely on you to produce
a useful item at need, or small tokens of
comfort to keep spirits lifted.
~traits~ This trait was inspired by this quote:
Lore of Númenor
You know the ancient tales of Númenor, the
Isle of Westernesse, and can both tell the
tales of its mighty glory, and sing sad songs
of its decline and fall. Your knowledge can
lead you to treasures of the Men of the Sea,
and perhaps guide you away from the dark
path many of them trod. You gain the benefit
of the Old Lore trait, and can speak the
ancient tongue of the High Elves of the West,
Quenya, which was used as a language of
lore and scholarship in Númenor.
Peacemaker
You are a masterful mediator and diplomat
and know the correct ways to appease many
different cultures.
the total result matches or beats the TN.
~VIRTUES AND REWARDS~
If the roll doesn’t match or beat the Target
New Masteries by docbadwolf et Number and the player gets an Eye icon on
al his feat die, a piece of the armour breaks and
it becomes damaged. Damaged armour can’t
FIGHTING STYLE VIRTUE: PARRYING be used to Absorb Impacts and all Protection
WEAPON by docbadwolf Tests are now made as if the character is
You can use a shortsword or dagger in your Weary.
offhand to gain a +1 bonus to your parry
rate. If an enemy attack shows a Gandalf
If the roll matches or beats the Injury rating
Rune on feat die, your next attack against
AND the player obtains at least one T icon (or
them also disarms them, if you get at least
6) on his rolled Success dice, he halves the
one 6 on a success die.
Endurance loss caused by the attack.
ABSORB IMPACT by Mogul76 If the result of this roll is also equal to (or
(Requisite: Armour Mastery) greater than) the Edge score of the secondary
weapon, the opponent must make a
Protection given by armour helps to prevent
Protection check against the Injury TN of the
wounding blows, but it can also soften the
secondary weapon to avoid getting
impact of less dangerous attacks. Instead of
WOUNDED.
letting themselves to be knocked back by
their opponent, skilled fighters may use their
armour to absorb the shock of an attack,
exposing none but the most protected parts TWO WEAPON FIGHTING Version 2 by
of their body. Rich H
You wield two, one-handed weapons with
Such a character makes a Protection Test lethal grace and potent skill. This is limited
against a Target Number equal to the Injury to club, dagger, hand-axe, mace, morning
rating of the weapon used by the attacker. If star, short sword, and sword. The
the result doesn’t produce any T icons (or encumbrance value of both weapons must
6's), the Absorb Impact attempt fails, even if be calculated for determination of Fatigue
(paired daggers have an Encumbrance of 1). In no case can this Mastery be used to inflict
One weapon must be designated the two Piercing Blows for the same attack.
primary; the other is the secondary. After acquiring this Mastery you may further
increase your expertise in this combat style
The bonus of dual wielding depends on your
by acquiring Web of Steel or Deflect as
current Stance: endeavours during subsequent Fellowship
Forward: Reduce the Edge of the primary
Phases.
weapon by one.
Open: Increase Injury TN of the primary
Web of Steel: You may spend a Fellowship
weapon by two.
phase and 4 experience points to learn tricks,
Defensive: Add a parry value equal to the
feints and how to weave a web of steel at
Encumbrance of your secondary weapon to a
your enemies until they remain off guard.
minimum value of 1. This is not the paired
total, just a single weapon, so daggers have
You lower by 1 the result needed on the
+1 (due to the minimum value rule) while
additional Feat die to inflict extra damage
swords add +2 parry.
with your secondary weapon (and possibly
inflict a Piercing blow, following the usual
In all cases, only a single attack roll is ever
rules).
made and no more than a single target can
be attacked per turn.
Deflect: You may spend a Fellowship phase
and 8 experience points to learn how to
efficiently parry blows with both your
TWO WEAPON FIGHTING Version 3 weapons.
You have to choose which one of the
weapons you are wielding is primary When you are in a close combat stance and
(regardless of the hand which is holding it) are wielding two weapons your Parry rating
and roll your attack as usual. receives a bonus of +1.
Choose one of your Traits. From this point STAVE FIGHTING by Zedturtle
on, you can no longer change this Trait as an You have trained to be an expert wielder of
Undertaking, it becomes a permanent fixture the long staff in combat.
of your character.
As long as you are not in a confined space
You gain benefits from integrating a feature you may add the Encumbrance value of your
so firmly into your legend. Once per session, staff to your Parry score.
you may improve the bonus gained from the
Trait.
-Heir of Arnor-
"Already you have raised the banner of the Kings
and displayed the tokens of Elendil's House. Will
you suffer these to be challenged?"
(As per the "Birthright" Barding Cultural
Virtue, except that standard of living is only
raised to Prosperous)
-Deadly Shafts- You may either: reduce the Encumbrance of
"The Men of the Sea sent before them a great your gear by 6 OR reduce the Encumbrance
cloud, as a rain turned to serpents, or a black of both your gear and a single companion's
hail tipped with steel." by 3 for travel purposes.
(As per the "Fierce Shot" Barding Cultural
Virtue) If you use your mount in combat you put it at
risk. When you are engaged in battle, if an
-The Dignity of Númenor- attack aimed at you produces an Eye of
"...you have an air too, sir, that reminds me of... Sauron the blow hits and automatically
wizards." "Maybe you discern from far away the wounds your horse instead (in place of the
air of Númenor." effects of a normal hit). You may prevent this
The pride and wisdom of the Men of the West by taking the automatic wound yourself (you
is revealed in you. You gain strength of spirit cannot roll for Protection).
from your heritage, and others who you
A wounded horse is put out of combat for the
speak with are impressed, giving your words
remainder of the scene, and will return at
more weight.
your side at the start of the next session only
if you succeed in a Healing roll with a TN of
Add 1 to your starting Hope score.
16. If you fail, the horse will not recover until
the next Fellowship phase.
Instead of using Wisdom or Valour when
calculating the starting Tolerance for an The training of a Steed of the West is an
encounter, add both virtues together and use endeavour in itself. When you first choose
the total to calculate the Tolerance. this Virtue your mount learns one particular
tactic to aid you in battle as described under
-Steeds of the West- War-Trained below (without paying the
"And indeed the love that the horses of the Experience point cost). You can train him in
Rangers bore for their riders was so great that additional combat manoeuvres as well as to
they were willing to face even the terror of the Support you in the use of certain skills, as a
Door..."
separate Undertaking during later
Fellowship phases, as follows:
You possess one of the mighty horses of
Arnor, descended from sires brought from
Númenor, and they from steeds brought by War-Trained: These abilities represent
the High Elves from the Blessed Realm. Such training in specific tactics of mounted
beasts are more intelligent and hardy than combat that your steed has received. Your
any on Middle-earth, and will face dangers mount knows one for free when you receive
with their riders and aid them in times of him. You can train additional tactics by
strife. spending 3 experience points and using an
Your steed is sure-footed, and possesses Undertaking, as described above.
great endurance. It can follow you on any Trample Foes: While fighting mounted in a
terrain you can travel across, and bear the Close stance, your mount has been trained to
weight of some of your gear. support your attacks with its own. When you
successfully make an attack, you may add
your Valour rating to your Damage rating.
Quick-Hooved: Your mount has been trained Many of the mansions of the Dwarves of the
to make quick dashes in to bring you closer Blue Mountains now lie in the hands of
to a foe and then carry you back out to servants of the Shadow, the lairs of orcs,
safety. When making close combat attacks trolls, and other, fouler things. But the
from Open or Defensive stances, you may Dwarves keep records and tell tales of their
reduce the combat TN by 3. ancient homes, and do not forget easily, and
Stable Gait: Your steed is an exceptionally a dwarf finds it easy to understand the
smooth runner, allowing you to make structures of the Dwarves even if he has
accurate shots from further away. When never heard of it before.
making a ranged attack from the Rearward
When you are in any structure that dwarves
stance, reduce your combat TN by 2.
once built you reduce the TN for all Travel,
Stealth, Awareness, Search, Explore, Riddle,
Support: You can train your steed to assist
and Battle skill rolls by two difficulty levels.
you in one activity. A horse can be trained to
support you when making any one of the
following skill rolls: Awareness, Awe,
Inspire, or Travel. It takes a Fellowship phase DWARVES OF DUNLAND CULTURAL
Undertaking AND one Experience point to VIRTUES by Ernst-Jan
teach your horse to complete an additional
task.
Dwarves of Dunland have access to the
When you are making a roll using one of the following Dwarves of the Lonely Mountain
skills imparted to your horse, you may roll Cultural Virtues: Durin's Way, Old
the Feat die twice, and keep the best result. Hatred, The Stiff Neck of Dwarves.
Among the many dwarves of Khazad-Dum Peerless Craft: Choose the Dwarven-
who are skilled in crafts, you are the elite - a smithing Undertaking (see Part 5) to craft an
worker of truesilver or mithril as the elves item of surpassing quality, which can be
call it. Your status among your people is used by a hero to make their tasks easier.
high, and you never run short of wealth, for
the dwarves say that those whose hands • You may make an item that grants a
shape mithril will ever run with gold. bonus to a Common skill. Choose an
appropriate item for the skill in question (a
Add +2 to your Standing. Your Standing will harp for Song, a staff for Travel, a fine set of
not decrease below 2 during a Fellowship clothes for Inspire, etc). The companion who
uses the item gets a +1 bonus to the skill. You last until the hero wearing it increases either
may later undertake to further embellish the their Valour or Wisdom. When this happens,
item for a total bonus of +2. the companion loses the associated bonuses,
but you may eventually enhance it again,
The improvement bonuses to an item last repeating the customising procedure.
until the hero using it spends Advancement Note that while certainly skilful, you cannot
Points to improve the skill it grants a bonus improve the craftsmanship of old: you may
to. When this happens, the companion loses only enhance a weapon that does not
the bonus, but you may eventually enhance already possess Enchanted Qualities.
it again. Restoring the bonus still requires
the Dwarven-smithing Undertaking, but in -Fast Friends-
this case only 3 crafting points need to be The Dwarves are bitter foes, it is known. But
accumulated, not 6, and no Treasure has to they are also firm in friendship to those who
be spent. If you already enhanced the item's they have given their trust to. You are known
bonus to +2 previously, only one new as one who gives their heart deeply when
Dwarven-Smithing Undertaking is required they form bonds of fellowship.
to restore the full +2 bonus. Raise your starting Hope score by 1.
-Warg Rider-
The Warg stops fighting when reduced to
You made an alliance with a Warg of the
half his Endurance or less, or if he becomes
North, which you now use as a mount.
Weary. At this point, he will keep assisting
Reduce by 1 the amount of Fatigue increase you and won't attack again while you're
generated by each Fatigue test during any healing (unless you become Wounded or
journey (as if you were riding a Pony), and Poisoned after another battle). If you kill the
you can now cover 30 miles of distance in an Warg you don't lose the benefits already
average day of travel, instead of 20. gained with this Virtue, but you won't have
You can make additional bargains with the the assistance of another Warg until the next
Warg, to gain the same benefits as those Adventuring phase.
described under the Hound of
Mirkwood Virtue of the Woodmen of
RANGERS OF ITHILIEN CULTURAL
Wilderlands.
When you first choose this Virtue the Warg VIRTUES by zedturtle
agrees to assist you with one Common skill Rangers of Ithilien have the following
as described under Support (p.112 Rulebook) Virtues:
without paying the Experience cost. Birthright (as per Bardings Virtue)
Fierce Shot (as per Bardings Virtue)
You can bargain to be supported in Steward's Man (as per Bardings King's Men
additional skills, as well as to be assisted in Virtue)
combat (through Harass Enemy and Protect Ways of the Wild (as per Rangers of the
as per p.112) as a separate Undertaking North Virtue)
during later Fellowship phases and at the Woeful Foresight (as per Bardings Virtue)
price of additional Experience points, as
described in the Hound of Mirkwood Virtue.
Hard March
Ferocious You are accustomed to journeying through
The fury of your attacks can strike fear into hard lands and can travel through them as
the hearts of your enemies. When you swiftly as ordinary men cross unbroken
immediately follow a Great or Extraordinary ground. When you are on a journey, you and
success on an attack roll with an Intimidate your fellow travellers roll the Feat die twice
Foe combat task on the following turn, roll and choose the best result on all your Fatigue
extra Success Dice on the Intimidate Foe. Roll tests.
one extra die if you got a Great Success on
Versatile Traveller
your attack, and two extra dice for an
Add your Wisdom to your travel duty rolls
Extraordinary Success, up to a maximum of
(Huntsman, Guide, Look-Out Man, or Scout).
six.
Worldly
-Treasure Hunter- Add your Wisdom to all Lore rolls when
planning ahead for journeys.
Acute Appraisal
When increasing Standing, your Wealth cost Many Friends
is reduced by your Wits and any permanent In your travels you have met many strange
Shadow. Furthermore, when maintaining and curious folk. When encountering Free
higher standards of living, your Wealth Folk while on a Journey, you may make a
expenditure counts for two months at a time Riddle or Courtesy test. On a Success you
instead of one. recognize a name and recall something
you've heard about the strangers, or vice
Sly Fingers versa. On a Great Success you also have a
When picking locks (Craft) or pockets mutual acquaintance. And on an
(Stealth) you add your current Shadow to Extraordinary Success you've actually met. If
your rolls. any Success is made with an Eye of Sauron
the knowledge or acquaintance is negative.
Personal Stash
When determining Fatigue, you may ignore If engaged in a formal Encounter, Tolerance
one point of Treasure per current Shadow is increased by the number of successes. If
point. an Eye of Sauron was rolled, Tolerance is
instead reduced by the same number
Expert Appraiser
Prior to making any Magical Treasure rolls -Warden-
(according to the optional rules in the
Champion
Rivendell supplement) you may make a
You are one of the chief protectors and
preliminary Lore or Craft test. Each success
warriors of your people, charged with
defending your lands and brethren against roll one success die twice, keeping the better
the attacks of enemies. When you fight to result.
protect your people or lands you receive a +1
to the total of all attacks and +1 to parry STAFF OF THE MAGUS by Robin
Smallburrow (Dwimmer-crafter only)
Defender
When fighting to protect your folk, use your As part of your training to become a
favoured Wits to determine parry. Dwimmer-crafter you learn to craft your own
staff (or other personal weapon) as an aid to
Light-bearer casting spells. Note that the staff itself is not
If in their company during a Fellowship magical (so is just an ordinary staff to others)
phase, add your Wisdom to your but for you it is an aid to focusing, giving you
companion's rolls to cure corruption.
a bonus of 2 to the Fatigue test when spell
casting. This Reward can be chosen again for
Warder
a bonus of 4 to the Fatigue test.
If you successfully protect a companion
while in a defensive combat stance and your
protected companion suffers no significant
damage throughout the same combat, one ~Horn of Valour – A Reward for Wardens
point of Hope is restored at the conflict's by docbadwolf~
conclusion.
Heartens allies. Used with a Song or Inspire
Stalwart Presence roll during Battle.
When making a Corruption test due to a Increase Endurance gained by one per success
Blighted Area, on a Great Success you may step.
let a companion pass their test, and on an
Additionally, allies (and the blower) get an
Extraordinary Success you may do so for two
increase to damage on the next round of
companions.
combat on a Great or Extraordinary Success.
When you are using a Shield of the Star, your When you get a Gandalf Rune on the Feat die
Parry bonus gets an additional +1. using a Knife of Azaghal the target rolls two
In addition, once per combat, you may Success dice less on his Protection test.
attempt the Intimidate Foe combat task in
addition to your attack roll (instead of
forfeiting your action for the turn).
~Kheled-uzn Coat (Leather Corslet)~
Galvorn was the name of a new metal
devised by the Dark Elf Eol, as hard as
CULTURAL REWARDS - DWARVES OF
dwarven steel, but so malleable that it could
THE BLUE MOUNTAINS by Kelly
be made thin and supple, yet still resistant to
Pedersen
all blades and darts. The Elves never learned
its secrets for Eol was an outlaw among
~Mask of Gabilgathol (Helm)~
them, but he was in great friendship with the
In the First Age, the Dwarves of Gabilgathol,
Dwarves, and they preserved the techniques
the mansion remembered as Belegost in the
of making it. They call it kheled-uzn (‘’mirror-
Elven tongue, wore great and hideous masks
shadow’), and make of it a thin coat that is
into battle. They won renown during the Fifth
marvellously light.
Battle of the wars of Beleriand thus, for the
This armour has only an Encumbrance In addition, whenever the Dwarf is in what
rating of 2 (which can be further reduced to 0 the LM considers to be a rocky environment,
by the Cunning Make Quality), and it is so the Dwarf's Stealth TN’s are lowered by 2.
light that it can be worn under clothes, so
that you appear unarmoured unless
~Relic of Better Times~
someone touches you.
A relic of better times can be any of the
Cultural Rewards available to the Dwarves of
the Lonely Mountains or the Dwarves of the
CULTURAL REWARDS – DWARVES OF
Blue Mountains, an artefact that ended up in
DUNLAND by Kelly Pedersen
the Hollow-Hold and neglected to travel on.
A Walking-Axe shares the stats of a Great-Axe ~Blade of the Old Kingdom (short sword,
but only has an Encumbrance rating of 2. sword or long sword).~
Forged by the dwarves of the Mountain
~Grey Cloaks~ before the coming of the dragon. These finely
crafted weapons are heirlooms of the folk
Cruel Men may jest that the weathered
who fled before the wrath of Smaug. They
Dwarves of the Hollow-Hold already
still bite as deeply as the day they were
resemble boulders. Ironically, they do not
forged.
realize how true their jibes are. Some
Dwarves of Dunland wear thick, rough spun When you get a G rune on the feat die using
grey cloaks that blend uncannily well into a Blade of the Old Kingdom, inflict extra
their rocky environs. damage equal to your Damage rating
(regardless of the level of success).
When wearing a Grey Cloak a Dwarf of
Dunland's Stealth skill is considered to be
one rank higher. This bonus disappears as
soon as the Cloak is taken off.
CULTURAL REWARDS – ELVES OF
LINDON The First-Born put their love of learning and
their love of the world into everything they
~Laiquendi Mask (cap of iron and wrought. While this staff first appears to be
leather)~ nothing more than a common and unrefined
The Green-elves have lived in Lindon for piece of wood, a dedicated user will learn that
three Ages of the world, and they know its it is capable of many things.
woods and groves well, and how to hide
within them. These soft masks are dappled Firstly, it functions as a capable, if not deadly,
weapon. When this Reward is taken you may
with the colours of the forests, and help the
convert any one Weapon Skill into the
elves hide until it is time to strike.
Quarterstaff skill. The weapon uses the
following values:
When you make a roll using Stealth, you
Damage 4 /Edge G / Injury 14 / Enc. 1/Disarm
may roll the Feat die three times, and keep [Note: Two-handed. A piercing blow with this
the best result. weapon produces a knock-back effect instead]
~Spoils of War (special)~ A bearer of this staff may roll the Feat die
A malicious habit of the Orcs is that of looting
twice and take the best result for
and stealing weapons and armours from the
any Explore or Search rolls.
Blueberry Ale
~gear~ Bold Stout
Honeybrew
Personal gear Shire Spice Ale
Strawberry Stout
LIST OF PIPEWEED NAMES by throrsgold Ultimate Honeybrew
Dragon's Breath Winterberry Ale
Eagle's Nest
Fungo's Fuzzy-leaf General Spirits (All Heroic Races)
Gamwich Braid Ale
Gold-fire Beer
Hornblower Hard Cider
Lengalenas Mead
Longbottom Leaf Red Wine (W)
Muddy Foot White Wine (W)
Old Toby Dwarven Spirits
Roper's Twist
Beakbreaker Ale
Rushlight Bombur's Beard Lager
Shire Sweet-leaf Dragon's Breath Ale
Southern Star Elven Spirits
Southlinch Dorwinion Red (W)
Stonecrop Leaf Dorwinion White (W)
Summer Green-weed Limael's Vintage (W)
Sweet Galenas Hobbit Spirits
Sweet Lobelia 1404 Vintage Reserve (W)
Tighfield Choice Blagrove's Brown
Wizard's Fire Brandywine (W)
Green Dragon's Breath Ale
lIST OF ALCOHOLIC BEVERAGES by
Old Winyards (W)
throrsgold
Old Withywindle
(W means a wine)
Thistleberry Brew
Black Tea Toad's Tongue Ale
Green Tea Whitebranch (W)
Westfold Bold Coffee Wooly-foot Stout
Westfold Medium Coffee Mannish Spirits
Westfold Mild Coffee Barliman's Best
White Tea Forsaken Ale
Forsaken Cider
Crafted Spirits Isenwine (W)
These are any types of spirits that may be Blind Troll Stout
crafted by characters. Moor-boar Beer
Apprentice's Ale Stars of Old Cider
Blackberry Ale Swill
Blue Bock Questing Reward Spirit - Bullroarer's Brew
~War-gear~ Thus a Small Bow is Damage 3/Edge
10/Injury 12 / Enc 1.
WEAPON RESTRICTIONS & CHANGES TO A Hobbit Short Sword results are very similar
WEAPONS & ARMOUR by Bocephas to a human-sized dagger: Dmg 3 / Edge 10 /
Injury 12 / Enc 1
Dwarves - Allowed to use clubs, staffs, I think that, due to the proportions, the
daggers, short swords, swords, hatchets, axes, Encumbrance should be the same: a hobbit
dwarven axes (a dwarven version of long- sized weapon is as cumbersome to a hobbit as
hafted axe), mattocks (which could be skinned a human sized one is to a human.
as a dwarven 2-handed axe), spears, small Alternatively, you could give hobbits some
bows, bows. other options for combat.
[Note: Great Axe has been removed as this should
be too big for them to use, as for the other ‘Great’
Armour List (see Table below)
weapons].
Make the following changes to Armour List.
Note: Shields have been given +1 to Parry. All
Hobbits - Allowed to use clubs, staffs, daggers,
Armours have had Enc reduced to 3 pts/1D of
short swords, hatchets, axes (2h only), spears
protection.
(2h only) and small bows.
Damage Reduction (DR) and Travel Load
[Note: bows have been replaced with a new
(Travel) have been added as new columns.
category Small bows, see below].
Changes to Bows
See the Weapon table below for the changes.
Basically, all Hobbit sized weapons (i.e. all
weapons a hobbit uses) have a -2 to Damage
and Injury.
Helm 4 +4 0 0 Headgear
Brawling 1 - - - Dagger -
Axe 5 G 18 2 Axes -
Sword 5 10 16 2 Swords -
*Arrows: All bows Enc rating includes 12 arrows. Add another 12 arrows for 1 Enc .
Table 3: Revised Shields Table
~New weapons~
SWORDS
Greatsword Version 2
Damage: 10
Edge: 10
BOWS A long-hafted hammer, used to smash big
rocks when opening tunnels... and crush
Númenórean steel bow (Great Bow) metal armoured orcs to a pulp.
Damage: 9 Damage: 5
Edge: 9 Edge: 10
Injury: 18 Injury: 16
Encumbrance: 3 Encumbrance: 2
Notes: Only available to Rangers of the North Called Shot: Break Shield
SPEARS
Halberd/Polearm
Damage: 7
Edge: G-rune (axehead) or 9 (spearhead)
Injury: 20 (axehead) or 16 (spearhead)
Encumbrance: 4
War Hammer Version 2
Called Shot: Break shield (axehead) or Pierce
Damage: 6/7
(spearhead)
Edge: 9 (2h)/10
Notes: Two-handed weapon. This weapon is
Injury: 16/18
also learnable with Axes group.
Encumbrance: 3
Reduced Spear Encumbrance Called Shot: Smash Shield
Reducing Spear encumbrance from 2 to 1.
Encumbrance is one of the few "hard" rules in Maul
TOR, and since the Bow is enc 1 and with Damage: 9
infinite ammo, the encumbering, one-shot Edge: 10
Spear isn't an alluring choice as ranged Injury: 18
weapons go. I think the Spear is a rather iconic Encumbrance: 4
weapon for the Wilderlands and needs some Called Shot: Break Shield
more love. The Spear is less encumbering Notes: Two-handed weapon
because it doubles as a walking stick.
Mace
HAMMERS (NEW GROUP) Damage: 4
Edge: 10
Injury: 14
Encumbrance: 2
Called Shot: Break Shield
Warhammer.
Mace Version 2 *Any wound is replaced with Knockdown
Damage: 6
Edge: G
Injury: 16
Staff Version 4
Damage: 3
Encumbrance: 2
Edge: G
Notes: Designed to damage a heavily
Injury:14
armoured opponent and also cheaper.
Encumbrance:1
Notes: 2-handed, part of ‘Dagger’ group.
+1 to Parry
OTHER WEAPONS If a Wound is inflicted, instead the enemy is
knocked back (loses his action next turn)
Quarterstaff
A Called Shot results in Disarm.
Damage: 7
Edge: 10
Injury: 14
Encumbrance: 3 Staff Version 5
Called Shot: Disarm Defensive grip:
Notes: 2h weapon, part of the Dagger group Damage: 4
Staff Version 2 Edge: G
Damage: 6 Injury: 14 (+1 Parry)
Edge: 10 Offensive grip:
Injury: 14 Damage: 6
Encumbrance: 0 Edge: G
Notes: 2H, part of the 'Dagger' group Injury: 16
Encumbrance:1
Staff Version 2
Damage: 5
Edge: 10 Sling
Injury: 14 Slings have largely fallen out of favour since
Encumbrance: 0 the coming of the Númenóreans; however,
Notes: 2H, usable by Hobbits, part of the there are still Men of Eriador who use them
'Dagger' group for hunting and self-defence. Slingers in
Eriador will likely be using sling-stones
rather than lead or iron bullets. In addition,
Staff Version 3 virtually anything that can be thrown by
Damage: 4 (+1 to Parry) hand can be placed in a sling and flung for a
Edge: 10 greater distance.
Injury: 14* Damage: 3
Encumbrance: 0 Edge: 10
Called Shot: Disarm* Injury: 12
Notes: 2H, usable by Hobbits, part of the Encumbrance: 0
'Dagger' group Called Shot: None
Notes: Usable by Hobbits, part of the Dagger Edge: G
group Injury: 12
Encumbrance: 1
Sling Version 2 Notes: this is your basic ‘club’ weapon, no
Damage: 5 cost to make.
Edge: G
Injury: 14 Easterling Weapons by Halbarad
Called Shot: Piercing blow regardless of the Sabre - use regular sword
outcome of the Feat die. Nomad Bow - use regular bow
Notes: Ranged weapon (ranges as per Bow). Lasso - no damage, edge or injury. Special
Encumbrance rating is 0. Called Shot: Ensnare (as per the Shadow
ability Seize Victim).
Cudgel
Damage: 3
Jagged 3 Eye 14 0 -
Knife
Quality is a fixed value from 1 to 6 and is a For example, if a hero has weapon skill of 4
measure of both the materials used in the but the Condition of his weapon is only 3, he
weapon and the skill with which it was can only roll 3 Success dice when attacking.
crafted: A broken item, therefore, allows no Success
Junk: this weapon is crudely made, and dice to be rolled.
shows no signs of craft. The Quality of an item, regardless of its
Inferior: perhaps made by an apprentice, or current Condition, determines how likely it is
mass-produced for new recruits. to lose Condition points during use (in
Normal: perfectly serviceable weapon made addition to affecting the TN for repairing it.)
from decent materials.
Fine: a skilled smith took time and care When an item risks damage a Gear Test is
crafting this weapon. rolled, this is done with a Feat die and a
Exceptional: a king would commission such number of Success dice equal to the Quality
a weapon for his personal use. of the item. This should be done whenever a
Masterwork. This weapon represents the failure with an Eye is rolled (for attacks with
lifetime achievement of a master smith. weapons, or Protection rolls with armour) a
A weapon or armour cannot have a Gear Test should be made. The TN is equal to
Condition higher than its Quality rating. 10 plus the attribute level of the relevant
Thus, for example, a Junk weapon can never adversary.
have Condition greater than 1.
If the Condition rating reaches zero, the item
- On a normal failure the item loses a point
is considered Broken. Through the use of
of Condition.
appropriate Craft skill (either by a hero or by
- On a failure with an Eye the item is Broken
an NPC) gear can be repaired. The TN for
(Condition becomes 0).
repairing a damaged item depends on
- On a Gandalf, if the adversary is wielding a
whether it is Broken (Condition of 0) or
weapon and that weapon has a Quality
merely damaged (Condition 1 or more).
lower than the hero’s weapon or armour (as
applicable), the adversary’s weapon breaks.
Gear Repair TNs (Condition = TN)
Remember that the number of Success dice is
Broken (0) = 20 + ( Quality x 2 )
equal to Quality, regardless of current
Damaged (1+) = 10 + ( Quality x 2 )
Condition.
So a Fine sword that has a Condition of 2
Under most circumstances adversaries don’t
would require a Craft roll of 18 to restore it
make Gear Tests, unless the LM chooses
to Condition 4 ( Fine sword means Quality is
otherwise.
4, so TN = 10 + (4x2) = 18.
~life and death~ INVOKING CRITICAL WOUNDS
• Axes: use the Slash Critical Wound trait When such a thing happens, the wound re-
(on a roll of 1, 2, 3 on a Success Die) or the opens and it is considered as no longer
Crush Critical Wound trait (on a roll of 4, 5, treated (another Healing roll must be
6 on the Success Die) attempted to treat it again).
• Mattocks: use the Puncture Critical Wound The character loses a number of Endurance
trait (on a roll of 1, 2, 3 on a Success Die) or points equal to the result of one success dice.
the Crush Critical Wound trait (on a roll of 4,
5, 6 on the Success Die)
2. Healing TN is 14
STANDARD OF LIVING If the test fails the hero has the option to
A hero's culture determines the type and kind instead succeed by reducing his Treasure
of Treasure that they carry and how easy it is rating by one point. For example, if a hero
to agree with strangers on a fair price for a has 3 Treasure and fails the test, he may
needed good or service. reduce his Treasure to 2 and succeed. If a
A Woodman may carry fine wood carvings hero fails with a Sauron result then the
and a few copper coins whilst a Dwarf might Treasure score must be reduced by two
have many silver coins and a nugget of gold points to succeed.
on his person.
Gaining Treasure
The following table gives a base value for On occasion heroes may either find a cache
each Standard of Living's Treasure tests (see of Treasure or a Hoard and thus have the
below): opportunity to increase their Treasure rating.
Poor (TN 20)
Frugal (TN 18) Divide the Treasure rating of the find by the
Martial (TN 16) number of heroes. If this number is equal to
Prosperous (TN 14) or above a hero's Treasure rating he may
Rich (TN 12) increase his Treasure rating by one.
Wealthy (TN 10)
If a hero cannot (or chooses not to) increase
Item Costs his Treasure rating, he instead gains one
It is up to the Loremaster to determine if the bonus Experience Point from the find
cost of the item will affect the Treasure test. instead.
Simple goods and basic services should not
add to the Treasure test (and might even Treasure and Encumbrance
reduce it) while more esoteric goods and Treasure affects a hero's Encumbrance as
explained in the main rulebook (no change A platinum ring set with a green gem, crafted
in the rules). in Belegost to fit a dwarven finger. Worth 20
Treasure points.
Treasure and Standing
At Year's End a hero that has a Standing of 1
A golden circlet set with a pair of blue
or higher must reduce his Treasure rating by
sapphires, one on either side of a mountain
one to maintain his current Standing. To
design, made in Nogrod, of sentimental
increase his Standing to the next higher level,
he must spend Treasure equal to that new value to the Dwarves of the Blue Mountains.
level instead. Worth 80 Treasure points.
Silver Ring
Nimrodel's Necklace This ring is in the shape of a bird, with the
This beautiful necklace of black and green
eye of the bird being a yin/yang style symbol
jade is a work of the highest Elven
of unknown semi-precious stones. The ring
craftsmanship. The necklace enables the
wearer to use his favoured Wits for Parry gave the user a +2 to any Song roll.
rating.
(Optional Drawback/Curse): ~Famous weapons and armour~
The wearer becomes a little wary and
distrustful when meeting new people. So
WEAPONS
during an Encounter if the wearer wanted to
use any other skill except Riddle to introduce
themselves, he must pass a TN14 Wisdom Elven Dagger by Templar72
roll to use it. Does the same damage as a sword versus
If the roll failed then they had to use Riddle Orcs (only) and (like Sting etc.) glows in their
to make their introduction and roleplay
presence.
being a little distant and untrusting.
Ironbane
Hated
Craftsmanship: Elven, Numenorean Craftsmanship: Elven
Item: Dagger, Short Sword
Item: Close Combat Weapon
Forged in Beleriand in elder days, this blade
Special: Bane
is infused with spells that allow it to cleave
Bane creatures recognize and fear this
iron. Enemies wearing non-enchanted mail
dreaded weapon, and gain the Hatred
armour roll two fewer Success dice when
special ability against its wielder. On a
making Protection tests against this weapon.
successful Intimidate Foe, however, Bane
Additionally, on a successful Craft test the
creatures engaged with the wielder lose all
owner is able to cut through normal iron
attribute level bonuses.
such as chains or bars.
King's Guard
Hope of Valinor
Craftsmanship: Any
Craftsmanship: Elven
Item: Shield
Item: Close Combat Weapon
When used for the Protect Companion
Spend a point of Hope to cause your weapon
combat task, this shield grants additional
to flare with pure light, causing servants of
Parry equal to the wielder's Valour.
shadow to despair (cancels their Attribute
Level bonus next turn) and/or giving all Massive
companions attribute bonus on Craftsmanship: Any
Fear/Corruption checks this turn and next. Item: Great Spear or Polearm (2h)
With a successful Piercing Blow opponents of
House of ...
man-sized or smaller are knocked down
Craftsmanship: Elven
(regardless of outcome of Protection roll).
Item: Shield
This ancient shield is emblazoned with the
Noble Protector
emblems of a great house of the First Age.
Craftsmanship: Dwarven
Servants of Shadow attacking the bearer gain
Item: Shield
the benefits of "Hatred of..." but in their rage
When using the Protect Companion combat
they lose all of their Parry.
task, your Parry is increased by your Valour
Insidious score against the intercepted attack. If the
Craftsmanship: Dwarven attack misses completely your point of Hope
Item: Close Combat Weapon is refunded.
Special: Bane
Piercing
Weapon is harder to heal from for bane
Craftsmanship: Dwarven
targets; all wound treatment tests are +2 TN,
Item: Spear
and endurance recovery is impossible Special: replicates the Barding Cultural
without daily healing skill rolls. Even when
Reward
When thrown, roll the Feat die twice and weapon was a natural attack (bite, claw, etc.)
keep the better result. they suffer an endurance loss equal to their
own damage rating.
Protection-spell
Craftsmanship: Elven Wounding
Item: Headgear, close combat weapon Craftsmanship: Numenorean
Special: Bane Item: Spear
An item bestowed with such a Quality gives When a Pierce is rolled the target continues
you a bonus to your Wisdom rolls when you to take damage, regardless of the outcome of
are fighting against a Bane creature equal to the Protection test. If the attack was a normal
your Valour. success the victim loses one additional
endurance every round, two on a great
Quick success, three on an extraordinary success.
Craftsmanship: Elven
Item: Bow
Special: replicates Elves of Mirkwood Reward
This bow allows the wielder an extra opening
~STANDING~
volley, even when no volley would normally
be allowed. alternate standing rules by
doctheweasel
Scion’s String Renown Points
Craftsmanship: Elven The new system revolves around a new
Item: Bow economy: Renown Points. Gaining ranks in
Once per turn, on a successful attack that Standing through the Raise Standing
results in a Wound, immediately make undertaking now takes a requisite number of
another attack against any enemy within Renown points rather than treasure.
range.
Public Spending
Great Deeds (player's own culture)
Gain 1 Renown
Gain 2 Renown in own culture
Spend 4 Treasure to the benefit of your
1 Renown in adjacent cultures.
culture.
Do an exceptional deed for your own culture. This can go to:
These should not happen as often and should - Aiding a village rebuild after a raid
be worked up to. This is only worth 1 Renown - Help finance public works or
if it does not benefit your culture directly, developing communities
rather benefits a nearby culture.
- Buying favour with local leaders.
Examples:
- Save a town from destruction. Standing Upkeep (Losing Renown Points)
- Save a leader from death. If a character spends a Year's End Fellowship
- Uncover a conspiracy. Phase away from home, their Renown is
- Defeat a significant threat. reduced by their current Standing rating
(because the more you represent to a culture,
Legendary Deeds (any regional culture)
the more is expected of you). If this reduces
Gain 4 Renown. one's Renown pool to less than 0 the
Participate in a historic event that has lasting character immediately loses a rank in
impact on the region. The character must Standing. Their new Renown pool is half
make a significant heroic contribution. Just (round up) of what is needed to regain their
being there doesn't cut it. Standing.
Examples:
- Smaug's attack on Lake-town
- Battle of Five Armies
- A few places in Darkening of Mirkwood
Famous Encounters
Part four ADDITIONAL RULES & clarifications for the
adventuring phase
If the Orientation Test fails AND an Eye of
~ACTIONS~ Sauron was rolled AND the player-hero
failed their subsequent Corruption Test,
AN EXAMPLE OF HOW TO USE FEAR
THEN the missed detail when it comes to
TESTS: Does Fear Know No Bounds? By light causes the player-hero to be temporarily
eluadin Miserable until the scene is over.
2. TRAVELING
a. Start of Day
~Severe Cold~
The temperature drops dramatically and
freezing winds howl over the open plains.
Everyone loses 10 minus their Body-rating in
~ACTIONS WHILE TRAVELLING~ "Provisions" here refers to enough food (of
whatever kind) and water for each member
PROVISIONS AND HUNTING ON of the Company.
JOURNEYS BY BECKETT
Travelling is a dangerous business, and those The Target Number is derived from the
who venture far afield must be well-prepared or Region Table (p.158), and is modified
have sufficient skills in order to survive in the according to season in which the journey
wild and untamed corners of the world, far from takes place and any other circumstances the
civilization. Loremaster may deem relevant (such as
traveling in a Blighted Area, particularly
While the rules as written explain that a hero can
only carry a week's worth of provisions, thus a barren land etc.).
Company must rely on their hunting skills once
Other companions with the Hunting skill can
their provisions run out, the rules don’t have
provide assistance, with every additional
much detail about foraging for provisions or the
consequences of running out of provisions. RAW success adding an additional 2 points to the
of 2 hunting rolls/day/character seemed overly hunter’s total score, and every failed roll
cumbersome, and since food often holds such an subtracting 2 from the total score.
important place in Tolkien's stories it seemed
important to establish some guidelines for Success
handling it in the game and especially what the If the Hunter succeeds the Company has
consequences of running out of food might be. enough food to sustain themselves for the
journey or that leg of the journey. A Great
Those travelling on foot can carry enough Success or Extraordinary means the
provisions to sustain themselves for one company has managed to gather more than
week. Travelling by pony or horse, or using a enough food. As a result, uninjured heroes
pack-horse or mule, means that two weeks’ heal using their favoured Heart rating per
worth of provisions can be carried. However, night, rather than just their basic heart
once provisions run out food must be caught score.
or foraged from the surrounding wilderness.
Increase the number of Endurance points Reduce the TN by n for the next Fear test rolls
recovered by 2n for all companions taking a for all companions. May only be applied
prolonged rest. once per Journey Leg.
As usual the base TN is 14, modified in steps For a character to maintain their current
of 2 for comparative advantages or distance category, an ordinary success is
disadvantages. If both sides share an required, since the adversaries are not
advantage or disadvantage, it should not standing still, or there would be no need for
influence the relative outcome - thus, for a chase encounter.
instance, the difficulty of the terrain travelled
in should not influence the target number on Failure results in the change of one distance
its own. category to the detriment of the character:
towards immediate when escaping, towards
Tunneling capacity, state of mountedness or distant when pursuing.
natural speed, and availability of boats are
usual factors to be considered (, as well as A Great success lets the character advance
great differences in attribute level to valour one distance category to their benefit. An
and virtue of the party). Extraordinary success lets the character
advance next round without rolling (if any
Examples: A party on horseback pursuing special skill was used), and allows the
orcs on foot rolls against TN 12. modification of another companion’s roll up
one category to a maximum of a Great
A party without any tunneler trying to escape success.
from goblins underground deals with TN 16.
Rolling an Eye makes the character suffer a
A pack of tunnelling Hobbits boating along fatigue increase equal to the encumbrance of
an underground river in pursuit of an Elf on their travelling gear as they exert themselves.
foot against whom Saruman has set his will This has no bearing on the success or failure
rolls against TN 8 to take him to Isengard. of the test, and the success of the test has no
bearing on the fatigue increase.
Keeping spirits up when a chase looks Alternatively, in cases where the Loremaster
distant, or encouraging the last dash to deems it sensible, such as when chasing a
safety may speed the company on its way or single adversary, the archer may opt for a
at least means leading by example. single ranged attack when in medium or
close distance.
Give up Hunt (any category)
A character can opt to give up the hunt Close:
rather than continue rolling tests and risk Battle
suffering further fatigue increase and "Suddenly without a signal they sprang silently
endurance loss. If they do so, they play no forward to attack. Bows twanged and arrows
further part in the hunt, and likely none in whistled; battle was about to be joined."
the encounter that follows the chase.
Knowing stratagems, tactics and effective
They may be allowed to join at some point at
manoeuvring to bring about combat or
the Loremaster's discretion (especially if the
detach oneself from its immediate threat.
ensuing encounter is a social one and the
other characters persuade the NPCs to wait
Immediate:
for, or meet, their companion, which might
Give up Flight (any category)
require more than an ordinary success). "All the same he suddenly refused to go a step
further and flung himself on the ground."
Far:
Explore A character can opt to give up the flight,
"Swiftly now the pursuers turned and followed rather than continue rolling tests and risk
the new path. As if fresh from a night's rest they suffering further fatigue increase and
sprang from stone to stone." endurance loss. If they do so, they are
Represents an awareness for the best considered captured, or suffer any other
negotiable paths, shortcuts and escape consequence the Loremaster deems fitting for
routes. the narrative.
If the other characters immediately give up End of Chase
the flight to come to the laggard’s rescue, a A hunt ends when at least half the party's
combat encounter might ensue where it characters have reached the immediate
might be sensible to stagger the arrival of the distance category. Then, the Loremaster
other party members according to their takes the narration to the next scene, likely a
distance category. Note that the scene might combat or unusually a social encounter. The
perceivably change from a flight to a hunt if other characters should arrive at the
the adversaries subdue the laggard quickly encounter staggered by their distance
enough and are of a mind to take prisoners. category.
Delaying Action (Weapon Skill) A flight ends when all characters have made
"At this point Gandalf fell behind, and Thorin a successful advance from the "distant"
with him. They turned a sharp corner. "About category.
turn!" he shouted. "Draw your sword Thorin!""
Ambush
Allowing those who successfully Ambush
their opponents the ability to choose CLOSE QUARTERS
engagements in addition to gaining initiative
(which is the current benefit).
Change result of a Gandalf/Eye
Ambushing - Extra successes: Each level of
Rolling an Eye/Gandalf on an attack roll
success is 1 extra round of ranged attacks.
grants EITHER an automatic hit
Ambushing - Charging: melee types may
OR a Piercing Blow, not both.
make unanswered melee attacks on the final
round of ranged attacks instead of using a
ranged weapon.
Reach
The target of a close combat attack who is
aware of the attack and able to defend
Exploiting Combat Advantages
themselves is harder to hit if the weapon they
Expanding the use of Combat advantage dice
are using has a significantly greater reach
to include defence by editing the text of the
than that of their opponent.
Rulebook as follows:
Subtract the Relative Reach of the attacker's
"Based on the quality of the result, every weapon from the Relative Reach of the
successful Battle roll grants a hero a number of target's weapon and add it to the TN of the
bonus Success dice to use for rolls or for Parry
attack.
bonuses in Combat."
• Ordinary success: +2 parry rating With this rule all the weapons with Damage
• Great success: +4 parry rating 5 now have Damage equal to the wielder’s
• Extraordinary success: +6 parry rating Body; the other Damage values are obtained
by summing Body plus (or minus) a modifier
This bonus persists until the start of the to match the original value (Damage 7 =
player-hero's next turn. Body +2; Damage 9 = Body +4; Damage 3 =
Body -2, etc.).
Thus Damage = Normal weapon damage + Deal Weapon Damage + Damage Rating or
you can do Injury +2. If you get an
Body - 5.
Extraordinary Success you can deal Weapon
So a hobbit with a body of 3 only does 3 Rating + (Damage Rating)x2, Weapon Rating
damage with his short sword. But the + Damage Rating AND Injury+2, OR
Beorning with a Body of 7 would do 7 Injury+4.
damage with the same weapon. It makes Example:
sense that a bigger, stronger, faster man Say Eboric smashes into a Troll with his
would be able to wield a weapon to greater Giant Slaying Spear... he rolls his Edge and
effect. gets an Extraordinary Success.. so he is going
to deal one Protection check as well as 13
Armour increases the amount of Endurance END base. He also has 2 Success Levels to
gained after a short rest. play with and chooses to use one on his
Damage Rating (+7 END Damage, or 20
Instead of healing your heart score as per Damage total) as well as a +2 to the Injury
RAW, Endurance gained is now:
Rating of the Spear for the Protection Test,
Endurance regained = Heart Score + making it an 18 rather than a 16. Or he
Protection dice of armour could have done 27 END damage and a
Protection Test/16 or 13 END damage and
So someone using a mail shirt would heal Protection Test/20.
endurance equal to their heart + 3 (since
their armour is 3d6). For rolls that do not force a Protection Test
[The rationale behind this is if you're wearing then use the normal rules (each Level of
heavy armour, you find your wounds are lot less Success adds Damage Rating to the
serious. Someone in a mail hauberk might find Endurance Loss).
some bruising after a battle while the guy in a
leather shirt might find that he has a lot of open
wounds].
~Combat Stunts in The One Ring by can't move Rearward unless the usual
Woodclaw~ conditions are met)
(this rule replaces both Called Shot and the extra
damage from great or extraordinary success)
When a character rolls a Great or
extraordinary success on an attack he can Extraordinary success Stunts
choose to add an effect from the following Break shield: you break your opponent
table. It's possible to trade one extraordinary shield or knock it out of his grasp (special:
effect for two great effects, but each effect can axes and mattock can perform this as a
be chosen only once, unless otherwise Great success stunt)
specified.
Disarm: you knock your opponent weapon
out of his grasp (special: swords can perform
When a hero rolls an "Eye" or an Adversary this as a Great success stunt)
rolls a "Gandalf" this provides their opponent
one free level of success on the Stunt table. Knockback: you knock your opponent out of
Specific creatures or weapon might be able balance, denying him the possibility to
to perform other stunts depending on their execute his next attack (special: spears can
perform this as a Great success stunt)
abilities and weapons (e.g. Orcs' poison
arrows).
Pierce Armour: you inflict a piercing blow
even if you didn't score an edge, but your
Great success Stunts
Injury rating is -2 (special: bows can perform
Cleave: you can hit two opponents with a
this as a Great success stunt)
single attack, if your original roll is high
enough, you can decide how to split damage
between them (exception: you can apply An Example of Using Combat Stunts
other effects -- like piercing blow or break On his way to the Carrock Aric "the Red" is
shield -- only on one target) ambushed by two Snaga trackers, after the
opening volleys the Beorning grasps his
Higher ground: you gain one Die of Combat great spear and attacks. Being outnumbered
Advantage immediately Aric stays in defensive stance and rolls his
spear attack, unfortunately his skill isn't
Into the fray: you can perform a combat task good enough to allow him to land a hit.
immediately, but this task can't benefit from
The Snags counterattack with their knives,
great or extraordinary success (exception:
both miss, but one rolls a "Gandalf", giving
you can't perform Skirmish after performing
Aric an opening and a single success to use
this task)
on the Stunt table the next round.
Mighty Blow (can be chosen twice): add your
Damage rating to the total damage Feeling a bit emboldened Aric switches to
open stance and rolls, this time he scores a
Skirmish: you can immediately move one
Great success, which gives him two great
stance forward or backward and this sets
successes to spend on Stunt. He chooses to
your TN until the next round(exception: you
Cleave through both of his opponents and
knock one of them back (usually an
extraordinary stunt, but Aric uses a spear). Defensive if already in Forward Stance; into
He splits the 9 damage between the two as Open if Rearward) as you lose your ground
evenly as possible and deny the one of the or the enemy forces you to reposition. If your
Snags the chance to counterattack. enemy has already acted, then you cannot
change stance as usual at the start of the
Into the Fray (Great or Extraordinary next round.
Stunt): you can perform a combat task as
Slipped
part of your attack, you're limited to combat
You have lost your footing, and are
tasks available in your stance and you can
considered moderately hindered attacking
only roll a number of skill dice based on the
(+2 TN for PC) and defending (-2 TN for
level of Success (2 for Great, 3 for
Adversaries) until you spend a full round to
Extraordinary (exception: you can't perform
get your bearing again.
Skirmish after performing this task)
Skirmish v1 (Great Stunt): you can
immediately move one stance forward or Blinded
backward and this changes your TN You have been blinded by blood, dust or a
accordingly, but you can't change stance the poor fitted helm. You are severely hindered
next round (exception: you can't move (-4) until it is your turn to act again.
Rearward unless the usual conditions are
met). Dropped Weapon!
You’ve dropped your weapon, draw another
Skirmish v2 (Great or Extraordinary or spend a full round retrieving your
Stunt): you can immediately roll a die and dropped weapon, while being severely
add half the result (rounded down; hindered (-4).
minimum 1) to you TN until the beginning of
the next round. If you perform this as a great
stunt roll two dice and use the best result. Blindsided (If Close Combat)
Your enemy takes advantage of a critical
mistake and piles through your defences.
One randomly selected engaged enemy may
COMBAT HAZARDS by Indur Dawndeath
make a free attack against you using only
et al your stance as TN.
[These are all triggered after a failed attack by a
player with an Eye of Sauron. Rationale is to
Broken String (If Ranged with Bow)
provide more complications].
With a loud report, your bowstring snaps.
You must spend a turn making a TN 14 Craft
Accidental Friendly Fire roll to repair it...or do without for the
Weapon damage to a random companion remainder of the battle.
close to you, or in case of a ranged attack
close to your target. This can be negated by Cast Aside (If Ranged with Thrown)
spending a point of Hope. Your enemy plucks your chosen weapon
from its shield or the earth and casts it far
Caught in the Open away. You may not retrieve it during the
Cycle a stance forward (backward to battle and it is irrevocably lost if you fail a
TN 14 Search roll to locate it after. Cultural Battle Fatigue
rewards and famous weapons are immune A stressful movement or the sheer length of
to the latter effect. the battle at hand overtaxes you and you
must temporarily raise your fatigue by 2
Surprise from Below
until the battle's conclusion.
An enemy has feigned being dead, and
suddenly attacks you, your Parry is Halved
Who's Got My Back? (Forward)
with a successful Awareness test, No Parry
In your battle-lust, you wade a bit too deep
bonus at all if Awareness failed. The attack
into the fray, letting yourself get separated
will be a Called Shot regardless of success or
from your companions. Pass an Awareness
failure of the Awareness test.
test or a random Adversary gets a free attack
Falling Tree against you.
Make an Athletics Test to get out of the way
of an unexpected obstacle such as a falling Turtle (Defensive)
tree, failure means you suffer a Knockback, Your defences are so effective that your
failure with an Eye means you are Knocked opponents seek other targets. Pass an Awe
Down. test or one enemy with who you are engaged
uses its next attack on one of your
Orc Kamikaze companions in Forward or Open stance.
An Orc will charge head first into the
companion and open up the companion’s Stop Moving, Dammit! (Rearward)
defence for retaliation, unless the Pass a Riddle/Insight test or your attack
companion succeeds with a Battle test, struck a companion in Close Combat with
failure means companion is Moderately your target, the idea here being relying on
hindered (-2). intellect or instinct.
Poisonous fumes
You are temporarily blinded by the sudden
CALLED SHOTS
release of poisonous spores or similar
hazard under your feet, unless you make a ~Archer fumbling a Called Shot~
successful Lore roll to recognise the danger. When an archer fumbles his Called shot (i.e.
Failure means you are Severely hindered (-4) rolls an Eye + fails the attack roll on the
until a successful Healing test on you has called shot), roll a d6: on a result of 1-3, he
been made. Failure with an Eye means you has just one last arrow in his quiver.
are Poisoned.
Friendly Fire
Whether you over-commit on a blow or a ~Secondary Called Shot for Axes by
companion nearby your intended target Woodclaw~
wandered into line of your shot, they are When a character hits with an axe called
struck for your weapon's base damage (not shot, he can decide to apply the following
including bonus modifiers). Close effect to the target, instead of the usual
Combatants roll among themselves, Ranged smashing shield:
Combatants roll for a companion near their Tripping
intended target. A tripped target lose half of his basic Parry
score during the next round. At the LM adversary gains a point of Hate.
discretion creatures with the Great Size or
Horrible Strength traits might be immune to Hinder (Open)
this effect. Roll attack against an opponent. On a
success, instead of doing damage you
prevent that opponent from using Called
TASKS IN COMBAT Shot until the end of your next turn. On a
great success, you also raise the opponents
New Combat Tasks by Glorelendil attack TNs by 2; on an extraordinary success
you raise them by 4. On a failure with an
Hunker Down (Defensive Stance) eye, you fall prone: on your next turn you
You may forego your attack for this turn in can't attack, you can't change stance, and
order to focus entirely on defence. Use your you lose your Parry bonus (base TN by stance
Favoured Wits as your base Parry, and in the only).
event you are hit with a Pierce you may add
your Valour to the Protection roll. Evasive Manoeuvres (Defensive)
Opting out of any form of offense, a player-
Reckless Charge (Forward Stance) hero in the defensive stance decides to be
You attempt to fight past the adversaries evasive to present their most formidable,
engaged with you and engage with another and single-minded, defence possible.
adversary, including one engaged from By sacrificing their attack for the round, the
range. Roll Athletics or Battle against a TN player-hero makes an Athletics roll. The TN
equal to 12 plus 2 for each adversary for this roll is 10 plus the highest Attribute
currently engaged with you. level amongst the opponents faced. A
On a success you are engaged in close successful roll applies a bonus to their parry
combat with your target. rating dependent on their quality of success:
On a Great Success or better you may make • Ordinary success: +2 parry rating
an attack against your new target on this • Great success: +4 parry rating
turn. • Extraordinary success: +6 parry rating
On a failure with an Eye of Sauron you lose This bonus persists until the start of the
your footing and spend a turn recovering, player-hero's next turn.
suffering the same side-effect as a Knockback
(i.e., lose your next attack and can’t change Tactical Acumen (Rearward)
stance). Calling upon their own battle experience and
observation, a player-hero in the rearward
stance may employ the tactical acumen
Taunt (Forward)
option to bolster their companions with
Befuddle, ridicule, and confuse an adversary
who is attacking somebody other than you. timely assistance and advice.
At the expense of their attack, the player-hero
Roll Riddle or Persuade against a TN of 10 +
may roll Battle to determine combat
Attribute Level of target. If successful, the
advantage, just as is normally done at the
adversary will switch to attacking you for 1
onset of a conflict. Combat advantage
turn per success (e.g. 3 turns on an
determined in this fashion is delegated to
Extraordinary Success), beginning on the
next turn. On a failure with an Eye the
one's companions, however, but otherwise Defensive Stance: Retrieve Weapon
applied as usual. A player who has lost or thrown a weapon
may enter Defensive Stance and spend a turn
there to reclaim it. If an enemy forcefully
impedes them, they must pass a TN
~More Combat Tasks by Psychomachia~
10+HAAL Battle check in order to succeed.
Forward Stance: Assault
Where no advantage exists, you make one.
Rearward: Surprise Attack
Using Athletics or Awe at TN 10+Highest
A player may roll their Stealth or Hunting at
Adversary Attribute Level (HAAL), you spend
TN 10+HAAL to quickly fade out of sight of
the turn forcibly manoeuvring the enemy
the enemy as he prepares to outflank them.
into positions of weakness using displays of
When doing so, the player must also switch
raw force...or by simply employing your
to a melee weapon. They should also note
body as a battering ram.
the degree of success on their first roll. On
This ability functions in the same way as the
their next turn, the player must take a
initial Battle roll at the start of a combat to
Forward Stance attack against any foe they
determine advantage. These must be spent
choose.
immediately and apply to the character's
On a successful Stealth or Hunting roll, the
very next combat roll.
player raises his weapon's damage by 2. On
a Great Success, he also lowers his weapon's
Open Stance: Tactical Direction Edge by 2 for the attack. Finally, on an
The player may spend a turn to roll a TN Extraordinary Success, he additionally
10+HAAL Search or Insight check as they increases the degree of his success on his
visually scour the enemy lines, looking for attack by one.
holes, weaknesses, and tactical flaws. Doing
so successfully will lower the fellowship's
attacking TN on all enemies by 1, 2 for a ~Suggested Combat tasks working as a
Great Success, 3 for an Extraordinary
Fellowship (as per roles for Journeys)~
Success. This effect lasts until the start of the
player's next turn. Leader/Captain: Company Role: Organize
and lead (Inspire)
Frontline fighter: Role: Deal with confusion
Defensive Stance: Taunt Enemy
of close combat (Battle)
A player may use their turn to make a TN
Defender: Company Role: Make sure that the
10+Target AL Persuade or Song roll in order
defensive line is maintained (Athletics)
to goad an enemy into exposing its greatest
Archer: Company Role: Keep an eye out for
vulnerabilities. The selected enemy suffers a
new threats (Awareness)
negative to its Protection rolls equal to the
player's Heart rating for a number of rounds
equal to the degree of success(to a maximum
of three). A failed roll returns 1 point of Hate
to the creature. A failed roll with an Eye
returns 1 Hate to all enemies present.
~New Combat Stance manoeuvres by attacks; roll each attack with Feat die +
ThePat~ respective number of success dice; this can
be used to attack two enemies or one enemy
Forward Stance twice. [This is yet another Two Weapon Fighting
All-out attack idea!– ed.]
Add extra success die to melee attack, but
lose Parry bonus (only TN 6 to hit hero) Defensive Stance
Defensive Fighting
Smash shield Reduce a number of success dice from your
Remove 2 success dice from attack roll; if attack roll; your Parry increases by 2 for each
attack hits it deals damage as per normal success die.
rules and smashes opponent's shield
Second wind
Sweeping Blow Roll Athletics against TN 14; Success: You
If Hero is paired against 2 or more foes, he regain up to 4 Endurance points (5 on Great
can attack all foes with one attack. Success, 6 or Heart rating on Extraordinary
Remove success dice equal to total number Success); can be used only once per Combat.
of foes (2 or 3); roll one attack with
remaining dice. Each enemy is hit if the Command
attack result is greater than the required TN Roll Battle vs. TN 10+highest Attribute
(6+parry). ranking of foes; Success: Next round one of
your companions can spend 1 extra success
Open Stance die on attack actions (2 companions on a
Disarm Great success, 3 on Extraordinary success) ;
Remove 2 success dies from attack roll; if no Hero can spend more than 1 of these dice.
attack hits it deals damage as per normal
rules and enemy drops weapon. Rearward Stance
Evasion
Distract Opponent Roll Stealth vs. TN 10+highest Attribute
Roll Riddle or Stealth vs. TN 10+Attribute ranking of foes; Success: Next round you can
ranking of foe. spend 1 extra success die (2 on great success,
Success: This enemy loses 2 Parry (3 on great 3 on extraordinary success) on attack
success, 4 on extraordinary success) for this actions; (this can also be used during
and the next combat round. opening volleys).
Traits can be used to auto succeed: Fair, 7+ Wedding bells! She said "Yes!"
Well-spoken, Passionate,... can all represent without hesitating. You did bring an
something about you that caught the engagement ring along didn’t you? As per
beloved's eyes. There And Back Again Undertaking you
recover 1/3 of your initial Hope Score but
Interaction also 1 Permanent Shadow Point (because
Every test represents a whole action. The you now have more things to lose).
objective of these rules is to have a good
time, not to make things difficult for the
companion. So the LM should encourage
imaginative use of skills, such as Craft to
prepare a delicious meal or an engagement
ring; Travel to take your beloved on a trip to
Esgaroth during the Dragontide festival;
Riddle to remember her birthday and give
her a present.
Part five ADDITIONAL FELLOWSHIP PHASE MATERIAL
Create a Bond with your Fellowship (All
FELLOWSHIP PHASE SUMMARY by
companions must be present)
merp
Take Counsel (see below, but this can
Lasts from one week to three months. Players actually be done by all PC's with Wisdom 3
narrate what they are doing: or more). This Undertaking requires the
presence of a Patron at a sanctuary. This
1. Sojourn (i.e. where are they
means that the PC is involved in important
spending most of the time). You can repair to
discussions taking place (like the Council of
a sanctuary, to heal wounds and listen to
Elrond at Rivendell).
stories, news etc.
Raise Standard of Living by spending
You can disband for a while and go
Treasure (only at home or where character
home to invest money and Raise Standing
has Standing).
with your people (an Undertaking).
Raise Standing by spending Treasure
2. Spend Experience Points (XP) (can be done either at home or at current
base)
To raise Weapon Skills
Train with a new skill (see New
To raise Valour OR Wisdom:
Undertakings below).
Raising Wisdom: gains you a virtue, either a
Mastery (feats to boost skills) or a Cultural Purchase/Obtain Items of Quality (see
Virtue (Barding archery, Elven magic etc) below).
Raising Valour: gains you a reward, either
better equipment quality or Cultural (a Learn a New Language
famed weapon from house or history)
There are more new Undertakings in the new
Supplements as well, refer to these for details
3. Spend Advancement Points (AP
(such as Set up a Holding see below).
To raise up common skills
Certain Improvements can only be developed However, such traits may be selected
in certain areas, mainly limited by multiple times (as limited within their
geography - for example, iron can be mined descriptions below). This allows (for
in mountainous terrain but farm (crops) example) for farms of varying sizes and
cannot be grown. rating to be developed by characters. In
addition, some Holding Hazards and Events
Certain Improvements generate Treasure may affect Improvements and their
whereas others require Treasure to maintain. associated traits directly, so selecting an
Treasure can be spent to invest into the Improvement more than once may be
Holding to improve its Rating (i.e., advantageous in such instances.
build/acquire new Improvements)
LIST OF HOLDING IMPROVEMENTS
Rolling Gandalf / Sauron when checking
Events - check the Book of the Manor. The following section lists the various
Gandalf are positive events, Sauron are Improvement Traits that may be selected by
mishap events, while results in between the player when a character improves the
these produce results similar to that outlined rating of their Holding. These traits describe
in Darkening of Mirkwood - i.e., they either the raw materials available to the holding,
generate excess Treasure or cost Treasure to the trade or occupation of residents of the
maintain. Holding, or the actual goods produced by the
As a Holding's rating improves so too does a Holding in question.
character's Standing, therefore developing a
Apiary Ranging in size from a farmstead (a farm
An apiary is a bee colony. Their presence will housing and sustaining an extended family)
enhance all the crops, and provide honey to to the larger farms found within the
sell or make into mead, and wax for candles. Dalelands, these are of vital importance to
the well-being of the cultures they support.
Artisans and Craftsmen
The Holding has improvements relating to Fishing
artisans and/or craftsman; skilled manual The local area has a significant river or pond
workers who make items that may be where fish can be caught, saving a portion of
functional or strictly decorative, including their catch for local consumption with any
furniture, clothing, jewellery, household left over for trade to the surrounding
items and tools. Artisans practice a craft and communities.
may through experience and aptitude reach
the expressive levels of an artist. Foraged Foods
For those with such knowledge and training
Artists and/or Performers the wild can provide an abundance of forage
The Holding is the home of artists. These able foodstuffs such as nuts, fruits, fungi and
individuals or groups may produce song, herbs for both cooking and medicinal
paintings, poems or other such expressive purposes. These foods are often consumed
arts often travelling, both to neighbouring by those who forage them but can be
communities and further afield, in order to exported to surrounding areas and further
perform for others and to finance their afield if they are dried or preserved.
endeavours.
Gardens and Allotments
Charcoal-making Including the expertise to tend them, gardens
Using nearby forests and woods the Holding are an area of ground for growing flowers,
produces charcoal to use, and sell to other bushes and trees simply for delight and
communities, as a source of fuel to warm pleasure, whereas allotments are small
hearth and fire smithies. holdings for growing vegetables that are not
usually mass consumed, and for herbs often
Coneygarth used for cooking.
This is a large artificial enclosure
surrounded by water (since rabbits do not Horse Herd
like swimming), with prepared “pillow Located in large corrals, horses are bred and
mounds” where rabbits and/or hares nest used for labour, travelling or war. Highly
and reproduce. valued by commoner and lord alike they
provide a valuable service and source of
Dovecote income to any Holdings that have them.
This is a large “birdhouse” that attracts a
hundred or more pigeons for protection and Hunting Lodge
nesting. When it’s time for squab on the A hunting lodge is a cabin in the woods or
menu the cook goes out and opens up a little wilds that is suitable for a couple of nights
door in the back of the nest and grabs a few. stay. A resident caretaker keeps it repaired
This is an especially useful way to get fresh and tidy, and always has a small supply of
meat in the winter. food on hand in case his lord shows up
unexpectedly.
Farm and/or Farmstead
A farm is a collection of fields and buildings Inn and/or Public House
used to cultivate various crops and Generating income from those travelling
vegetables to feed the general population, through the lands of the Holding and
animals, and also to trade for other goods. therefore only available to those places on
established routes, inns and public houses water-driven, wind-driven or ox-driven. In
also provide the local community with news smaller, self-sustaining hamlets, each family
and information from the patrons that may use their own millstone instead of a
frequent them. central mill.
Kennel Mine
Used for hunting, herding or as watch dogs, Found within mountainous or hilly regions a
etc. This large kennel is a formal structure mine usually provides iron, gold or silver
with many pens, runs, a dog master and through the veins that are discovered
includes training dogs, equipment like therein. Such valuable raw materials are
muzzles, collars and leashes, etc. The sold on to smithies and artisans alike for
average kennel will have 25 or so dogs, plus various uses.
specialised hunting breeds. The kennels of
the Woodmen are impressive structures and Orchard
house their Hounds, the greatest of all the An orchard is a large grove of fruit trees.
hunting dogs of Wilderland. These may be apple, pear, cherry, plum,
chestnut, walnut, etc.
Livestock
Livestock may comprise cows or sheep. Such Pipeweed
an improvement constitutes a large herd of a Grown predominantly in the Shire pipeweed
couple of hundred cows or several hundred is a tobacco that is farmed, dried and used
sheep. Cows are raised to produce milk, by hobbits and others to smoke within their
cheese, butter, meat and hides for leather. pipes. The cultivation and exportation of this
Tended by cowherds and milked by herb is a key industry in the Shire, especially
dairymaids they require a fairly large staff to in the south. Popular varieties of pipe-weed
exploit fully. included Longbottom Leaf, Old Toby, and
Sheep are raised for food, wool and Southern Star.
parchment. They are grazed on Wastelands
(areas too poor to support cows or horses) Smithy
and guarded by shepherds who also milk A specific type of craftsman. Smithies may
them and shear them in the spring. range from the production of weapons and
armour to the shoeing of horses and other
Logging beasts of burden.
Wood and forest wasteland may be logged. It
is an occasional activity. Harvested trees are Trading House
sold for lumber, barrels, staves, weapons Merchants use trading houses as part of
and ships. Reckless logging (as per the their business, the front is employed to
Numenoreans) will permanently ruin this receive other traders in order to negotiate
resource. and finalise deals, with the rear often a
warehouse used for storing stock purchased
Mews and/or transported from further afield.
An elaborate collection of pens and cages
housing a variety of hawks and falcons and Vineyard and/or Vintners
workers to take care of them. Particularly An expanse of land given over to growing
favoured by the nobility of the Haradrim and grapes, delicate fruits that are hard to
Southern Gondor. maintain. The grapes can be used in a
Winery instead of as income to make wine
Mill and/or Millstones out of grapes. The materials needed are
A Holding needs only one mill which all the specialised and requires an expert for
farmers in the surrounding area bring their continued success. The Dorwinrim are the
grain to be ground into flour. A mill may be master Vintners.
SIMPLE TOWN BUILDING SYSTEM by difficult to overtake, and provide 3 bonus
theMoon dice during combat occurring within the
[The inspiration here is Dale, which gives the PCs borders of Longwalk.
an opportunity to affect the restoration efforts
and measures their progress]
Hunt for a suitable source of fresh
Below are jobs the adventurers may assist water. Several streams seep down from the
the settlers in to increase the rate at which Iron Hills. They are likely to be guarded by
the town grows upon arriving. Every wolves. +2 Progress, -1 Progress each month
Successful Test/Task awards the players an this task has not been completed. May only
amount of Progress points. These are added be successfully Undertaken once.
together to form a Total Progress number
(see below).
Explore for a suitable pasture for the
Each adventurer is permitted to roll for two livestock. +2 Progress. May only be
Projects each month. successfully undertaken once. Livestock are
During Autumn and Winter the TN of all considered dead if not put to pasture within
Projects should be raised by 2 and 4. Extra 2 months.
levels of success represent a project taking
less time than expected, allowing attention to
Enervate efforts and dispel fears of
be focused on others. A Great success awards
the rough wild with Song or Inspire. Add 2 to
1 bonus die and an Extraordinary success
the result of another character’s next Project
provides 2.
test, 3 with a great success, and 4 or the
companion’s Heart score (whichever is
Explore for a fitting quarry for the
higher) with an Extraordinary success.
stone required to construct the town. A good
site can be found only a few miles north.
Only at night will the adventurers discover it
Provide wood and stone for the
has been made the home of several stone
construction efforts with Athletics. A dearth
trolls. +2 Progress. May only be successfully
of materials will prolong the reconstruction.
Undertaken once.
Over applying oneself (i.e. rolling an EYE)
could lead to weariness or possible
Explore the best location for a series
wounding in mining accidents. +2 Progress.
of protective watchtowers above the town.
Improper placement could lead to
devastating landslides. This allows for the Maintain the perimeter bonfires to
construction of watchtowers. keep the wolves at bay with Craft. (Wolves
A landslide causes -2 Progress. and wild men are supposed to make monthly
raids on the settlement).
Undertake the construction of
watchtowers with Craft. Wooden towers can Assist in the construction of key
be completed with 2 Craft tests and provide structures, roads, and abodes with Craft. +2
warning of approaching enemies (lower Progress. May not be attempted until a
Awareness test TN by 2) and provide 1 bonus quarry is found.
die during any combat occurring within the
borders of Longwalk (See Erebor), but can
also be easily overtaken. Hunt for hardy game with which to
Stone towers can be completed with 4 feed the town. +2 Progress.
Craft tests, they provide warning of
approaching enemies, are much more
Patrol the borders with Awareness. TRAINING AN HEIR by zedturtle
Success prevents an ambush.
Training Sessions
Any other tasks the adventurers can devise At any time where a character may select a
should award +2 Progress, some examples: normal Undertaking he may instead elect to
Persuade: Get the local hunters/trappers in
do a Training Session Undertaking instead.
the area to provide food for your workers.
It is recommended that in Fellowship Phases
Battle: The right configuration for the
defensive wall, ditch, towers etc. where two undertakings are allowed (such as
Healing: to address any injuries/sickness at Year’s End) that only one of them be
that happens to the workers. allowed to be a Training Session.
Once the Total Progress Number reaches one Training Common Skills
of the below targets then the town is
The Trainer selects a common skill and
considered sufficiently rebuilt and the
adventurer’s contract fulfilled. makes a test using their ability at that skill.
The TN for the test is dependent on the skill
Total Progress Requirements: level being taught... going from zero to a
2 players = 20 Points ranking of one requires a TN 12 test, going
3 players = 30 Points from one to two is TN 14, two to three is TN
4 players = 40 Points 16, etc.
5 players = 50 Points
If the Heir has that skill as a favoured skill,
6+ players = 60 Points
then the Trainer may invoke an Attribute
bonus to the test without spending Hope. If
the test is successful, then the skill level of
the Heir is advanced. If the test produces a
~NEW UNDERTAKINGS~ Great or Extraordinary success then the
Trainer begins the next Adventuring Phase
having already earned the first AP in that
TRAINING by cheeplives skill category.
A character can train a single Weapon or
Common Skill during a Fellowship Phase. Training Weapon Skills
This costs 8x New Level ( in Treasure Points) Training with weapons works much like
for a Common Skill or 10x New Level training with common skills, including the
Treasure Points for a Weapon Skill to secure varying TNs depending on the skill level
a proper teacher and training facilities. Only being taught. However, the Trainer does not
one skill can be trained during any given gain any benefit from Great or Extraordinary
Fellowship Phase and no XP nor AP can be successes. Furthermore, he begins the next
spent on a Skill trained in this way during Adventuring Phase with Fatigue equal to the
the same Fellowship Phase. This cannot ever Heir's new weapon skill ranking. For
raise a skill above 5. example, if the Heir raises their sword ability
to 3 then the Trainer will begin the next
Adventuring Phase with a Fatigue of 3, as if
he went on a long journey.
Note on Weapon Skills and Weapon Groups LEARN A NEW LANGUAGE
For simplicity, weapon groups can be used to This is an extended action, requiring 3
teach skill in particular weapon in that successes of Lore. One success gives a
group (for example, (Swords) can teach the smattering, two gives a good knowledge and
3 fluency. The TN is 12 for dialects of a
Long-sword skill) and the reverse is also true
language already known, 14 for new
(a master of the Long-sword can impart languages and 16 for difficult, ancient or
enough general knowledge to teach the shadow languages (such as Quenya or Black
(Swords) group.). Speech). A teacher reduces the difficulty one
level, only having books to learn from (but
not hearing it) raises the difficulty one level.
Rolls can be made over several Undertakings
PURCHASE/OBTAIN ITEMS OF QUALITY to reach fluency.
Characters can purchase Items of Quality
with Treasure.
For 2 Points of Treasure they can BOND (ALL CHARACTERS)
purchase/modify an item with one of the The fellowship spends winter in each other's
company, forging their friendship and
Qualities listed as a Valour Reward.
planning future deeds. From now on, as long
For 6 Points of Treasure they may as they are all present at a session, the
purchase/modify an item with two of the Fellowship Pool is increased by one.
Qualities listed as a Valour Reward.
The LM will check this in secret, rolling the Wild Area - Coldfells, East Nether Vales, Grey
Feat die a number of times equal to the Mountains Narrows, High Pass, Mountain
number of Craftsmanship points gained Pass, The Nether Marches, Northern
from Shadow points. If the Eye of Sauron Mirkwood, Redhorn Pass, Trollshaws, The
comes up on any of the Feat die rolls then the Upper Marches, West Nether Vales, West
item is cursed. Upper Vales, Western Mirkwood
The LM should design a curse (using the Shadow Lands - Ettenmoors, Mount Gram,
rules in Rivendell, p. 101), and let the Mountains of Angmar, The Heart of
players discover its nature in play. Mirkwood, The Long Marshes, The Narrows
of the Forest of Mirkwood, Vales of
Gundabad, The Waste.
~Work with Dwarven Craftsmanship The first time this Undertaking is taken the
Master~ player-hero spends one experience point to
Any culture but depends on location of learn to speak the language of thrushes.
Master (Erebor usually, possibly Iron Hills or
Blue Mtns). Further Undertakings may be taken to gain a
thrush companion for the next adventuring
Roll the feat dice: phase. A thrush companion will assist a
1-10 Gain one rank of Craft player-hero within reasonable limits. The
Gandalf Gain one rank of Craft and use player may narrate the use of the thrush ally
your favoured body attribute instead of and give the hero advantage (roll the Feat die
standard for the remainder of the next twice, keep best result) one time per game
adventuring phase session.
Eye Gain one rank of Craft but start the
next adventuring phase Weary
Additionally, taking this Undertaking allows ~Bring Back Some Old Toby~
changing one of your specialities to Stone- A Hobbit taking this undertaking gains the
craft, Tunneling or Smith-craft. Smoking speciality, usable only for a single
adventure. This Undertaking could also be
~Library Restoration - Help the Librarian made available for non-Hobbit characters
(Erebor)~ that have The Easterly Inn as Sanctuary.
Restore a section of the Library in Erebor
dealing with old dwarvish history.
Gives a bonus to Dwarvish Lore for the next
Adventuring Phase. FELLOWSHIP PHASE UNDERTAKINGS
FOR A CAPTAIN/LEADER by Kelly
~Restoring/Clearing out a lower Section, Pedersen
collapsed passage or a Lost Mansion in
Erebor~. Choose one of the tactics:
This may result in the discovery of a family Support Companion, Shield Wall, Defend
relic or icon or other Dwarvish relic of Companion, or Harry Foe that your warband
significance. Dangers may include pitfalls doesn't already know and spend 2
and other physical problems to solve, or experience.
maybe denizens of the dark or something
"uncanny" that dwelt in secrecy beneath the Recruit Fighters
notice or concerns of Smaug. “Aragorn has need of his kindred. Let the
Dúnedain ride to him in Rohan!”
~Establish a Holding in Erebor (Dwarves A Captain can attempt to raise a force of
only)~ loyal fighters who will support him/her in
Usually results in increased Standing for a their future adventures, or replace men from
Dwarven character. an already-existing force who have deserted
or fallen in battle, by making an Inspire or
Persuade roll at TN 12, +2 for every size
~Befriend the Thrushes~
category the Captain wants the warband to
The player-hero is a descendant of Dale of
expand by, and an additional +2 for every
Old, and his forefathers had the ability to
Wound that has previously reduced the size
understand the language of thrushes. A
of their force (as men are reluctant to join the gained Shadow points as a result of the
force of one who has squandered the lives of death of the person being honoured, a
his soldiers). Success on the roll above heals 2 Shadow
points on a normal success, 4 on a Great
To remove this penalty the Captain must first Success or 6 on an Extraordinary Success.
make an Honour the Fallen Undertaking (see
below). Alternatively a companion who succeeds on
a roll with a Great success can Heal 1
If the Captain succeeds they recruit the Shadow point AND allow another
soldiers, but must then for their gear spend 2 companion participating in the Honour the
Treasure for every size category the warband Fallen undertaking to succeed without
is being increased by. rolling.
On a Great Success many of the soldiers are A companion who gets an Extraordinary
already equipped and the Captain need only Success can Heal one Shadow point and
pay 1 Treasure per size category. allow two other companions participating to
On an Extraordinary success all the soldiers succeed.
have their own gear and the Captain doesn’t
need to pay anything.
PILGRIMAGE TO THE TOWER HILLS
Honour the Fallen (HIGH ELVES ONLY) by Otaku-sempai
"Then the Riders of the King's House upon white Any High Elves spending a Fellowship phase
horses rode round about the barrow and sang in the Grey Havens or anywhere else in
together a song of Theoden Thengel's son that
western Eriador may use it to visit the White
Gleowine his minstrel made, and he made no
Towers at Emyn Beraid and gaze into the
other song after."
palantír kept at Elostirion to look upon the
Undying Lands. Any High Elf who does this
A companion may publicly pay their respects
recovers one point of Hope.
to those who have died, speaking of their
deeds or singing songs of praise and
mourning. Make a Custom, Inspire or Song
roll at TN 14 plus the Standing of the fallen
being honoured. FORGE MITHRIL (DWARVES OF KHAZAD-
DUM ONLY) by Kelly Pedersen
Multiple fallen can be honoured at once, in You retire to the great forges in the halls of
this case use the Standing of the highest Durin and endeavour to shape mithril, the
individual to set the TN, + 2 for every wondrous metal of Khazad-Dum, into forms
additional named character being honoured, both beautiful and functional. If successful,
or +2 for each Wound to a warband a you will be richly rewarded.
Captain is trying to eliminate the penalty for.
Make a Craft roll, TN 16. If you succeed, you
Costly grave goods can give a bonus to this are awarded with Treasure, 5 points with a
Undertaking: success, 10 points with a great success, and
15 points on an extraordinary success.
- each 3 points of Treasure gives a +1 bonus
- Precious Object = +1 & +1/3 T pts (in
worth) STUDY WITH MAB THE SPINNER by
- Wondrous Artefact +10 if 1 Blessing, +15 if Hermes Serpent
2 or a Greater Blessing A companion can spend a Fellowship Phase
- Famous Weapon/Armour +20. studying the Lore, Healing craft, potions and
salves of Mab the Spinner at her cottage in
If the companion doing this Undertaking the Rushdown Woods.
to your love’s standing to win his or her
The companion has to work hard for Mab heart.
not only gathering herbs but cutting wood
for her fire, tending various bubbling pots, Roll Courtesy: Difficulty = 10 + Attribute
crushing seeds and plants in a mortar for Level + Difference in Standing.
salves.
An Eye of Sauron indicates frustration or
The companion can gain the benefits of the jealousy and gives you +1 Shadow. A
Rhymes-of-Lore speciality for the duration of Gandalf rune indicates euphoric love and
the following Adventuring phase. you regain 1 Hope.
If the character already has Rhymes-of-Lore
then he may gain two benefits from a Get Married
single Trait invocation (for example, he could If you have successfully courted a lover, you
automatically succeed at a roll and gain an can marry this person. You have to be in the
Advancement point). same location as your love and spend
Treasure equal to the highest Standing x10.
Alternatively the companion can learn how When you are married your maximum Hope
to prepare salves and healing herbs and rating is increased by 1. The couple’s new
where to acquire the necessary materials. standing equals the average standing of the
Gain a +1 bonus to Healing until the husband and wife +1.
companion acquires a new level in their
Healing skill. Raise family
If have been married and are in your home
Alternatively the companion can study the location you can spend time raising your
plants and herbs that Mab uses in her family. This Undertaking lets you regain 1
remedies and gain the trait Herb-lore for use Hope.
only in the Anduin Vales. Also roll one feat die:
Eye: Death in the family (random),
Alternatively the companion may study +1 Shadow.
Shadow-lore with Mab to learn what she's 1-3: Sickness, +1 Shadow
knows of the darker things of the world 4-6: No effect
gaining a +2 on Lore tests/tasks associated 7-10: Child born
with Shadow. G: Bliss, Child born -1 Shadow.
Settle down
You can settle down in any Sanctuary. Spend
treasure equal to your standing to be able to
treat the sanctuary as a home location.
COURT LOVER by Arkat
You spend time trying to win the heart of RUNNING WITH THE PACK by Lara
your love. You have to be in the same Redleaf
location as the person you are courting. The Arferyth are the most ancient race of
Every time you choose this undertaking you wolves yet living in Middle-Earth. Long ago
have to spend Treasure equal to your love’s their ancestors became the hounds of Men,
Standing +1. but in time their numbers declined. Men had
domesticated hounds and after many
This undertaking is an extended test that can generations most had forgotten their kinship
span multiple fellowship phases and you with the wolves of old. Instead they hunted
need to collect a number of successes equal wolves that grew more desperate as their
territories shrank, and Men greedily hunted
their prey. As with many things, the dark Rhosgobel may choose to spend their time
powers corrupted many of their kind; wandering Southern Mirkwood and keeping
perhaps Morgoth himself worked fell magics a watchful eye on the area around Dol
upon them as he did to create the Orcs, or at Guldur.
the behest of Sauron evil spirits took wolf
shape and bred a line of wicked killers. This dangerous Undertaking will
Fewer now of the noble wolves remain, even automatically result in 1 point of temporary
as the numbers of the Wargs grow. Shadow as well as 1 point of Experience for
every companion taking part. If more than
Adventurers who meet the Arferyth may be half of the company chooses to take part in
tempted at first to attack, but if they learn of the Watch, the fellowship pool is increased
the pack's nobility, they may instead seek to by 1 point for the following Adventuring
form a bond with them. The wolves are phase. Increase the fellowship pool
proud, fierce, and unfailingly loyal. They temporarily by 2 points if the whole
hate the Shadow and its servants for the company takes part in the Watch.
misery it brings them, and perhaps the
ancient evil of creating Wargs. Their fiercest When a companion chooses this
foes are the Wargs themselves, and undertaking they must first roll an
the Arferyth hunt and destroy these evil AWARENESS test, followed by a roll on the
creatures wherever they are found. Daring table below.
heroes may spend time with the wolves,
learning the land as the wolves know it, This second roll is modified by:
becoming expert hunters and trackers. +1 If the hero possesses Shadow-lore
speciality
By spending two entire Fellowship Phases in +1 If the hero has the WARDEN Calling
a row living among the wolves and learning +2 If the AWARENESS roll was a Great
their ways, a character may gain either: success
+4 If the AWARENESS roll was an
The Tracking Speciality or The Song of the Extraordinary success.
Forest (both described in Horse-lords of
Rohan). This deep connection to the land Table Results:
allows them to hunt and live with the
wilderness as well as their own domains. Gandalf: Guardian of the Free Peoples.
Characters may spend a total of four entire You gain the benefits of the Shadow-lore
Fellowship Phases to learn both of these speciality for the duration of the following
abilities. Adventuring phase. If the character already
has Shadow-lore, then he may gain two
Those who develop a deeper kinship with benefits out of a single Trait invocation (for
the Arferyth may instead gain the greatest of example, he could automatically succeed at
their gifts of old. They must spend three a roll and gain an Advancement point).
entire Fellowship Phases with the silver However, you need to pass a Corruption Test
packs, fighting and hunting beside them, in order not to gain an additional Shadow
sharing in their songs of elder days. point during this Undertaking.
Furthermore, you get 2 bonus success dice to
be spent on any Valour or Wisdom roll in the
THE WATCH ON DOL GULDUR by uhu79 upcoming Adventuring phase.
(Optional: This undertaking can be chosen only
once at Year’s End and ideally before 2951.) 1: Tiresome Watch.
Nothing happens. You need to pass a
Companions spending the Fellowship phase Corruption test in order not to gain an
in Woodland Hall, Woodmen-town or
additional Shadow point during this to learn one of the ancient secrets recovered
Undertaking. by the historians.
Dice probabilities by
Bobchuck
Effect of Armour on Dice probabilities by bezurkur
(and identity, and history. . .) are often in
~LOREMASTER question, no Hero ever leaves his
CHARACTERS~ company bereft of a smile. Couple that
charisma with a seemingly endless
supply of enigmatic, intriguing tasks and
FAVOURITE NPC’s by Zedturtle et al suddenly a Fellowship can't help him
enough! While his requests all seem
Irmgard (unofficial) benign, one can't help but wonder to
Irmgard is an itinerant farmhand and what end they all might be working
was first seen at the Easterly Inn with a towards.
hurt foot (to give my healer heroes
something to do that wasn't an Brienne (unofficial)
Encounter). He's since been seen there Brienne is a mix of The Bride and
every time someone comes to visit, and Amaleoda. She joined the company for
seemed to be some sort of lazy lie-about. one adventure and then retired to be a
However, it was recently revealed that full time non participating NPC and
he's actually spying on the Viglundings found her way to being the leader of the
for Beorn and comes back to the Easterly Black Tarn settlement. Had a brief and
Inn on occasion to report in. light romance event with one of the
players now enjoys being the leader of a
Viglar Woodmen tribe. The personal friendship
Viglar in my games has been pushed of the NPC and the company brings out
around by his father and other power some interesting things when Mogdred
brokers in the Viglunding establishment. tries to subjugate Black Tarn to his own
He loves his wine (and ale, and mead, rule or by tributes.
and beer, and...) and is a fun NPC to play
(especially if he's drunk, which is pretty Ruithel
much all the time). When one of my Ruithel bested my companions in the
groups decided that he was worth trying Lake-town Archery Contest some years
to save (or at least redirect), it took me by ago and they met again during the
surprise. We haven't seen yet if they were Questing Beasts. I like her own arc too
successful, but mercy is always a good with the dwarves and the Wayward Elves.
choice... I am planning to use her usually when I
need something from Mirkwood or my
Dragar (unofficial) players to involve in the affairs of the
Dragar, the Captain of the Guard in Dale, Elven-king. Currently she is at the eastern
is a staunch ally and long-time friend of borders of the forest to see the situation
King Bard. For a middle aged man he is with the Dale woodcutters and the Elves.
very energetic, and below his thin,
business-like exterior he is a very Ceawin
optimistic person, who is very passionate I enjoy playing as this NPC. The way he
about his work. If a Fellowship is ever acts with his new crown and his claims to
looking for (relatively) straightforward build a new kingdom worthy of the
opportunities for Heroics with Northmen of the old...etc. Really fun and
immediate, tangible results, he's your go- interesting. Sunstead is one of my
to man. favourite places in Darkening of
Mirkwood.
Garindel (unofficial)
Garindel is very much the stereotypical Durbag
mirthful Woodland Elf. Almost A Mount Gundabad orc held prisoner by
suspiciously so. . . Although his motives the orcs of the Greydelve. My players
encountered Durbag as a tortured cluttered space... almost it seems too
prisoner in the dungeon beneath an large to fit within the frame of the
abandoned dwarf watchtower. They cottage*. Birds flit to and fro, Kuäk flies
could not kill him without acquiring up to the rafters and disappears into the
shadow and could not safely let him go, darkness there. A thousand gifts, jugs,
so the orc travelled with them for some cages, blankets, casks of wine,
time. woodcarvings, scrolls, and other papers
are stacked in precarious towers of stuff.
I thought Durbag would pose an In the centre of the space is a table set
interesting problem for the companions, with breads, cheeses, jams and fruits.
but he became a really interesting NPC in There are eight chairs, seven for you and
his own right. The interactions have been one for the Wizard. He sits there, his eyes
prolonged, tense but always rewarding. glinting in the candlelight. "Come in,
From him the players learned a lot about come in... have a seat and tell me about
tribal factionalism and animosities in the yourselves as you do..."
period after the Battle of Five Armies. The
encounter got the companions thinking
how they might use internal orc conflicts
to their advantage. The players put
Durbag safely on the road to Gundabad, NEW LOREMASTER CHARACTERS
but I think they will meet up again.
Frithalf of Buhr Wenjan by Halbarad
Frithalf is the 48 year old Chieftain of the
Horsefolk village of Buhr Wenjan, which
INTRODUCING RADAGAST by lies in the shadow of East Ridge, some
three days journey south of Dale. He
zedturtle
stands almost six feet tall but would
probably be taller were it not for his bow
“As you follow the raven, you
legged gait, typical of his people. He has
occasionally begin to see white stones
bright blue eyes and tawny coloured
that you never noticed before in the
hair, greying at the temples and in his
ground. Soon enough the white stones
beard. Unlike the Bardings of Dale his
have become regular enough to be
folk tend to favour facial hair.
paving stones along the path. Wondering
at this, you turn to look back at
His people were among the first to swear
Rhosgobel... it seems faint and distant,
fealty to King Bard and this is a source of
like a sudden mist or haze has sprung
great pride to him. Since Smaug had
up, or twilight has come early.
scattered the folk of Dale, the Horsefolk
The path winds its way through the
had been raising their stock and selling
woods, travelling alongside the sharp-
trained horses to the fractious Lords of
thorned brown hedge that protects
the Running and Redwater Valleys. Now,
Rhosgobel from the wild woods beyond,
with the return of a King to the north,
and brings the company to a small
there would be a need for good
cottage in a little clearing. The lights of
horseflesh and for warriors to train the
the cottage are warm and welcoming as
new horsemen.
the night draws in. A horse eats grass
contentedly in the field beside the house.
In the three years since Lord Frithalf took
Kuäk flys up to the door of the cottage
his oath of allegiance, his folk have
and knocks on it with his beak. The door
grown wealthy. His riders wear coats of
opens, but no warden is to be seen.
dwarfish mail and rings of hack silver
As you step, you can see a vast and
adorn their arms. The womenfolk tie poet and a singer. He cares a lot about
back their hair with threads of gold. his appearance and only his success with
singing for wealthy men and women of
In return, the King has gained a fledgling the town allows him to wear expensive
force of Horsemen trained and captained clothes - his favourite is a tunic so richly
by a half dozen warriors of Frithalf's own embroided with golden and silver thread
clan. These warriors include his youngest it looks like it's made of shiny metal. (it's
son, Frithigern and his nephew, dwarven made and it actually protects
Frithismund. Other voices scoff that his the wearer like light armour)
loyalty was bought with coin, but Frithalf
cares not. Coin may well have bought his Beside a longbow he carries a long
oath, but now that it is given it will be straight knife and a buckler. He's always
honoured. looking for inspiration for songs, a great
saga if possible. He might even join the
Frithalf can be encountered at Buhr players just because it seems interesting
Wenjan for most of the year. His age and adventurous enough.
means that he is not so useful at herding
on the plains these days. Instead, he
leaves that business to Fritheric, his
eldest son. ~Angmarim Priest by Throrsgold~
Of Leaves and Stewed Hobbit contains an Her eventual fate forms part of the 7
NPC, a tomb-robber called Shanker, he's Wisdoms storyline - just to say that she
a Man of Bree originally, and recently sacrifices herself, and in doing so finally
came across a ruined Numenorean ends the division between Sindar and
fortress that had a few barrows next to it. Noldor.
He was the first to find the barrows, so he
found quite a few precious items that he No pictures or music for this character,
sold in Bree later on. but I will say that the inspiration for her
This put the Rangers on his trail as they were a mix of Tolkien’s early creation of
got word of someone pawning off Measse, and the Irish Goddess of War the
Numenorean-made items in Bree. A Morrigan.
Draupnir Lord of Hargrod by Otaku- ~Dwerfin the Jem Cutter.~
Sempai Erebor, Dale and Lake-town. A Dwarf of
Iron Hills and a jewellery
Draupnir son of Dolgthrasir, also called trader/manufacturer.
Draupnir Forkbeard, is the Lord of the Skills: Craft 4. Insight 3 (precious stones
Dwarf-city of Hargrod in the southern & objects 5).
Ered Luin. Draupnir sees himself as a Traits: Financial mind; hard bargainer;
wise ruler; however, he remembers with Weapon Skill: Dagger 2.
bitterness the treatment his folk received Dwerfin has a set of crystal lenses that
long ago at the hands of the Elf-king enable him to examine objects close up.
Thingol and his people and he is Standing = 5 (Noble & wealthy Dwarf).
distrustful of all High Elves. He also Friend/companion of Dain (consultant to
worries about the security of his realm Erebor Treasury).
and might be susceptible to overtures Flaw: Like the Elven king he has a
from agents of the Enemy if he feels that passion for gems and crystals (banned
they might strengthen his position. from Thranduil’s palace following an
I imagined Draupnir as being descended unfortunate situation when he was found
from the Naugrim of both Belegost and too close to the unlocked door of a
Nogrod, but it is the blood of Nogrod that treasury there). Ex-president of the Erebor
seems to flow hottest in his veins. Assay Guild.
Appearance Skills:
Miriel is an elven woman of average Personality 3 (Persuade 2) Movement 4
height with a slim, but strong profile. She Perception 3 Survival 3 Custom 2
has grey hair kept long with a single Vocation 2 (Battle 3)
braid that circles her forehead, keeping
the rest in check. Her face has long and Weapon Skills:
well defined features. A pair of green Great Spear 4 (9/9/16/Pierce)
eyes, surrounded by worries wrinkles, Bow 4 (7/10/14/Pierce)
shine in the middle of her visage. Her
hands show the callus typical of a trained Specialities: Beast-Lore, Shadow-Lore
fighter. Distinctive Features: Determined, Just
Usually she dresses in earthly shades of
brown, over which she wears a finely Special Rules: Miriel's Great Spear follow
crafted leather corslet, reinforced with the same rules as a Bitter Spear.
small burnished steel scales, shaped like
Part seven: the SHADOW
The Longing
~corruption~ This sword increases the Lecherousness
of the character. The character gains the
MEN OF DOL AMROTH & THE
trait "Lecher", and it applies in any social
SHADOW
situations where members of the
Honour of the Princes character's desired sexual partnering are
The Men of Dol Amroth are well aware present. Further, any social Sauron roll
that they are among the last to carry the should trigger either a slapping, a fight,
legacy of Númenor. They consider it a or an evening occupied with a new
high responsibility to wear that legacy partner. Cue also any usual
well. And when they fail to uphold their complications one's group is comfortable
honourable past, they feel the shame of it with for libidinous actions.
deeply.
The Goblining Blade
When a Man of Dol Amroth suffers a While carried, this weapon makes one
Bout of Madness, he gains 2 Permanent appear to all as an orc or goblin of
Shadow points and the next two Flaws of similar stature to anyone not present
his Shadow Weakness. This means that a when it was first picked up. The effect
Man of Dol Amroth can only suffer 3 lasts until sunup/sundown (whichever is
Bouts of Madness before falling into longer) following the blade being lost,
Shadow, and being removed as a Player stolen, stored, or given away. Even one's
Character. own mother won't recognize one.
3. Unruly
LESSER RING OF INFLUENCE by Garbar An unruly hero is openly resentful of his
Anyone who wears the ring for the first bonds of service. He rarely submits to
time or keeps it in their possession will authority, choosing instead the ways that
gain 1 Temporary Shadow Point! That seem best to him.
point is not removed if the ring is lost or
given away. 'Heal Corruption' can never 4. Faithless
reduce their Shadow Point total to less A faithless hero has forsaken the pledge
than 1. he once took or the duty that was laid on
As a ring of influence, the wearer can add him. Others revile him as an oath-
a free attribute bonus to any Personality breaker. Breaking his oath/pledge may
skill (Awe, Inspire, Persuade). However, have other consequences as well (LM to
the shadow influence of the ring affects determine).
the wearer whenever the attribute bonus
is used, forcing him to make a
CURSE OF DISCORD by Issachar 1. Forgetful
"In nothing is the power of the Dark Lord You have started to lose interest in
more clearly shown than in the estrangement current affairs and current concerns,
that divides all those who still oppose him." -- being more interested in events in the
Haldir distant past (which to you seem to have
only happened yesterday). To others it
1. Parochial seems that you 'tune out' for periods of
A parochial hero is concerned only with time, as if you are in a trance. How long
matters that affect his home or his kin. this occurs depends on the situation, but
these occurrences will become more
frequent and the 'trances' will go on for
2. Quarrelsome
longer with each Bout of Madness.
A quarrelsome hero is callous toward the
plights of other folk, and tends to view 2. Prankster
them rather as rivals to confront than as The endless days, weeks & years have
potential allies to befriend. made you bored, so to relieve your
boredom you like to play pranks,
3. Belligerent especially on foolish mortals. These
A belligerent hero is not content unless pranks are not malicious (they usually
the interests of his people are don't cause death or injury), but can
paramount. He is ready to fight before result in other types of loss (economic,
yielding an inch on his demands. Standing etc.). This particular weakness
is why elves have a bad reputation with
4. Hateful many races. Examples: 'The Emperor's
A hateful hero has come to view others New Clothes', 'Fool's Gold', etc.
among the Free Peoples as the Enemy,
even to the point of considering the 3. Slowed
Shadow as a possible ally against them. You have spent so long within your
refuge (this could be as large as
Lothlorien or as small as a tree) that you
find the real world speeds by too fast -
FADING – NEW RACIAL SHADOW within your refuge you are unaffected,
WEAKNESS by Robin Smallburrow but if you leave your refuge you act in
(Elves Only) slow motion (-5 to most actions OR
As the long centuries have gone by, you everything is now a prolonged action for
have gradually lost interest in the affairs you). To others who enter your refuge
of Middle-earth, to the point where your time seems to slow down. Example: Rip
physical form has faded to invisibility. Van Winkle's tale, Thranduil the Elven
You can now only affect the physical King (after the Third Age).
Middle-earth through the minds of
others, and can no longer take the 4. Faded
Straight Road across the Seas for the Your physical body is now starting to
Undying Lands. fade, becoming invisible to others unless
they can see the Unseen World. Starting
with your hands and feet, parts of your
body will 'fade' in and out of visibility for CURSE OF DOUBT
varying times but gradually longer “A hunted man sometimes wearies of distrust
periods, seriously impacting on your and longs for friendship.”
ability to interact physically with the
world. How this affects you in game In time even the most sensible of
terms depends on what has 'faded' - if individuals can begin to lose their sense
your weapon hand has faded, for of being. They begin to doubt themselves
example, you can't pick up or use a and others and as the corruptions
normal weapon (although you could use spreads in the hero’s spirit, that which
a special weapon such as Anduril). was good and decent about the hero is
slowly lost.
• Uruk-burzum (Darkness-bringers)
Moria (The Black Chasm—Two crossed Dwar of Waw - Dendra Dwar, King of
red scimitars) Waw, Dog King or Dog-lord, the Third
When a Hazard episode is triggered while If, on a failure of a Riddle roll an Eye icon
the characters are travelling in is produced on the Feat die, the Tolerance
the Sceadudene (the Western Upper is lowered by 2.
Marches, see the Heart of the
Wild sourcebook), if both the roll of the Results:
Feat die to determine the consequences of
the Hazard episode AND the roll to select 1 Success only
the Target of the episode produce The Giant is irritated, as the riddle has
an Eye icon, the characters stumble upon been barely solved. He yells at the
the legendary Lonely Giant’s lair! (No characters to go away quickly, or he will
skill roll can be made to avoid this). squish them under his foot. After they get
away the characters won't remember
Despite his enormous size, the Giant anything about the encounter, but if the
catches the Fellowship completely conditions described above are met
unaware coming out apparently from again while they are travelling in
nowhere, and sits on a rock in front of the Sceadudene they will find the Giant,
them. He then asks them to stop by and only that this time he will attack them
play a “game”. outright!
Attribute Level: 3
Endurance: 24
Hate: 1
Parry: 5 ~Undead~
Armour: 2d
Skills: BALOR BALANAR THE BLACK WIND
Personality 1 Survival 2 by Lara Redleaf
Movement 3 Custom 0
Perception 2 Vocation 0 Bâlor is a Ringwraith, equalled in sorcery
only by the Witch King and in cruelty by
Weapon Skills: Bite 2 none save the Dark Lord. He speeds
throughout Eriador sowing seeds of fear,
Weapon: hatred, and discord. Bâlor maintains his
Bite fastness in the ruins of Utumno, dredging
- Damage: 3, Edge: 8, Injury: 14, the bones of evil things and fell weapons
Called Shot: Pierce from the cursed earth.
When the Dwarves began delving too In life he was a fanatical devotee of
deeply into Moria, Bâlor knew their Morgoth. Sauron had inspired many
greed, that they would dig too deeply and cults to worship the greatest of the Valar,
awaken something best left undisturbed. true lord of Arda, where wicked priests
He influenced the mithril demand such sacrificed victims in the name of
that the Dwarves delved ever deeper and Morgoth. Bâlor's fervour eclipsed that of
awakened their own doom. For centuries his fellows, and as the warmth of life
he has thus haunted Eriador, never faded from him he grew ever more
declaring himself openly but seeping twisted in his devotion. He held a
through the land like a plague. fascination with the mystical secrets of
the Darkness and night, and so it sped
Indeed he may have conjured the Great his corruption by the Ring into a creature
Plague of 1636 that devastated the of death.
enemies of the Dunlendings but did less
hurt to his former kin. Bâlor's ambition As a Ringwraith he roamed far under the
differs from the Witch-King's; he desires cover of night and so came to the ruins of
not open rule over nations devoted to Utumno, the first and greatest citadel of
evil, but his vision ranges longer still. He
Morgoth. Dark things lurked in the
would see all the nations of the Free
Peoples destroyed from within before he depths of the ruins, things more ancient
rules over their ashes as a lord of the than Bâlor himself, and restless dead
dead. things left after the Siege of Utumno.
Bâlor raised up these spirits and dark
Once he was a Man, as were all Undead in the frozen wastes, and
Ringwraiths, though he long ago forgot plunged into the evil shadows that
his mortal name. He was a chieftain of
infested Utumno's broken roots. He
the ancestors of the Dunlendings, and
thus ever bore a grudge against the commands them as his minions,
Númenóreans, who had begun cutting claiming that he hears Morgoth's voice
down the forests of their home. He led his lingering still, a quiet but terrible whisper
wild people to side with Sauron in the echoing in the bones of his great fortress.
Second Age, when the Elves warred with
Sauron. The Dark Lord seduced this grief-
Bâlor is unfailingly loyal to the Lord of
stricken chieftain with promises of
the Rings, as he was in life. Sauron is the
power, revenge, the realization of his
dreams of magic and great powers that intermediary between Men and the True
operated in the shadows. Darkness that holds ultimate power over
the world. Bâlor serves Sauron as his
greatest instrument of corruption among Attribute level: 4
the Nazgûl, sowing evil seeds and Endurance 19, Hate: 3
fomenting hatred across Eriador. Every Parry: 3, Armour: 2d
drop of blood shed by the Free Peoples is Personality: 1, Movement: 3, Perception:
one more victory for Bâlor, the Black 2, Survival: 3, Custom: 1, Vocation: 1
Wind, who rides like a howling gale and Two-handed axe: 3, Dagger: 2
brings ruin in his wake. In time he would Special abilities: Horrible Strength, Dirty
raise up a force from Utumno and catch fighting
Eriador in a deadly pincer between his
forces and those of Mordor. Only the The bandits
greatest (and perhaps unlikeliest) of A ragtag band of brigands, with old
heroes can stop Bâlor the Black Wind wooden shields, rusty axes and creaking
before all is lost. shortbows. They wear a poor mix of
armour items.
Viglund Guards
Attribute 4 *Dreadful Spells: Icy Breath
Endurance 17 The undead cold-drake can indeed
Hate 3 breathe out an icy gale capable of
Parry 4 chilling flesh and turning bone to ice. It
Armor 3D+1 may breathe on multiple heroes if
Skills
gathered closely together, roughly
Personality 2 Survival 3
affecting everyone engaged in close
Movement 2 Customs 1
Perception 2 Vocation 1 combat with the creature.
Weapon Skills
Long Sword 2 The creature must spend 1 Hate point per
Bow 3 target to activate this ability. Any hero
Special Abilities that fails the Corruption test gains 2
Snake-Like Speed Shadow points, suffers Endurance
Hatred (Beornings) damage equal to Rinheleg's Attribute
level, and becomes Weary as the frigid
blast saps their strength.
Rinheleg even now guards the ruins of Aguta is a survivor of the Great Battle
who fled into the Northern Waste and
Utumno, sleepless and cruel beyond
afterwards settled in the Northern Blue
measure. His old bones must be
Mountains. Her senses led her to an
destroyed and his spirit cast into the void ancient treasure chamber built by the
if the north is to ever again know peace. High Elves of the West that she took as
Those pursuing Bâlor to his stronghold in her lair. Aguta spends much of her time
the ruins will find their mettle tested by a sleeping; she awakes once in a century or
creature of death from a forgotten Age, so to leave her hoard and eat her fill of
any beasts or Men she can find and
more ancient and powerful than all but
search, with little success, for more
the mightiest beings to walk Middle- treasure. Her power is diminished but
earth. she is still a formidable foe.
Notes for LM: Rinheleg is a truly dangerous Aguta's range does not extend deep into
adversary, and the ruins of Utumno are full Forlindon or far below the Greater Lune;
of other grave threats. Only experienced the power of the land long inhabited by
Companies should challenge him, and the the High Elves repulses her and she much
Loremaster should feel free to strip away prefers the colder climate of Forochel.
Special Abilities if they insist upon having The Lossoth believe the Cold-drake to be
their heroes face the monster early. Perhaps a vengeful spirit and named her Aguta,
Bâlor has only recently raised Rinheleg from which in their tongue means 'Gatherer of
the dead, and the monster is yet to come into the Dead'. If Aguta should feel strong
its full power. Most campaigns involving enough, she might try to loot the Halls of
Rinheleg should feature the battle as a the Dwarves at the head of the Lesser
defining moment, and presumably only after Lune.
the heroes have acquired powerful magical
Cold-drake
artefacts. Rangers of the North or High Elves
Attribute Level: 10
of Rivendell are potent foes of the undead,
Endurance: 120
and their assistance would be invaluable in
Hate: 12
destroying Rinheleg. Loremasters may wish
Parry: 12
to encourage players to bring companions Armour: 6d/1d*
along with the Company capable of aiding Skills: Personality 6 Survival 3
them in such a fierce battle. Movement 5 Custom 5 Perception 6
As a final word of advice to Loremasters, try Vocation, 4
running some mock battles between starting- Weapon Skills: Bite: 5; Rend: 3
level adventurers and Rinheleg to get a feel Special Abilities: Great Size, Thick Hide,
for just how deadly he can be. Then try the Savage Assault, Foul Reek, Horrible
same with more experienced versions of the Strength, Dreadful Spells**, Thing of
heroes, perhaps bearing some Famous Terror, *Weak Spot, Poison Blast
Weapons and Armor, to see the difference.
Weapons:
- Bite: Damage 10; Edge 8; Injury 18;
Called Shot = Pierce
- Rend: Damage 7; Edge 9; Injury 20
Bite: 3
Rend: 2
Special Abilities: Great Leap, Savage
Weapon Skills:
Bite: 2
Special Abilities: Hate daylight, Fell
speed, Poison
Weapon:
Bite -- Damage: 2, Edge: (Eye), Injury: 12,
CS: Poison
~Part eight: THE CAMPAIGN~
about as far as their sales folk would go,
~the setting~ though I suppose a hobbit wanderer
might bring a few things over the
TRADE GOODS IN MIDDLE-EARTH by Mountains (or Dody and Dindy might
Glorelendil et al have brought some as well).
What are some likely trade items that I would also definitely include baked
would be shipped (or carried on ponies) goods from the Beornings. Even Gimli
around Middle Earth? We all know about raves about their artisanal breads and
Dorwinion wine, Shire pipeweed, and whatnot.
Dalish toys. What else? Not necessarily
based on citations from the texts, but Exports:
based on what we know what kinds of - Wood-elves: Apples and other fruits,
products would make sense? nuts, herbs, salted meats, rare woods,
woodcrafts, dyes, spider-silk and other
- Beornings: mead, wool products (yarns, cloths.
blankets) - Dale: Wool, cut stone, metalwork, salt,
- Woodmen: ? I think of them as toys, weapons, jewellery, glass, beer,
subsistence hunters/farmers pottery, musical instruments, dairy
- Dwarves: weapons, armour, jewellery goods, grain, flour, livestock.
- Dale: clocks, cutlery - Dorwinion: Wines, olives, olive oil,
- Lake-town: salted fish? I think of Lake- grapes, dyes, cloth, wool, shellfish,
town as the crossroads where goods from spices.
the east and south...spices, silks, wines, - Dwarves (includes Erebor, Iron Hills
rugs, oils...come through, rather than a and Blue Mountains): Metals,
place that manufactures for export metalwork, stone, stonework, gems,
- Mirkwood Elves: do they manufacture weaponry, musical instruments.
and export anything? - Esgaroth: Fish, barrels, water fowl,
- Shire: beer and...? herbs, candles, baskets, pottery, reed
mats.
Who would make writing paper? Fine - Beornings: Honey, beeswax, herbs,
cloth? woodcrafts, mead.
Many items...shoes, finished clothing, - Woodmen: Woodcrafts, hide, furs,
saddles, most pottery...I would expect to herbs, salted meats.
be made locally and rarely shipped long - Rohan: Horses, horse hair, grain.
distances. - Gondor: Wine, grapes, olives, olive oil,
What else? Since paper seems available preserved meats, preserved fruits, grain,
somewhat readily, at least to a wealthy spices, herbs, fine cloths, finished goods,
Hobbit like Bilbo, I have to imagine that linen, jewellery, tools, weapons,
someone produces it in the Shire. I would metalwork, glassware, musical
say Elves and Dwarves must as well. instruments, livestock, wool.
Bori has since taken up residence in This building serves as a lesser fish
Erebor where it transpires that he is a market—and smells it! Harold (High-Old)
younger sibling of, no less than, three of and Torwald (Thunder-Ruler) are
Thorin Oakenshield's company. brothers who share this load. Fishermen
by day and carousing roustabouts by
night, they are an unsavoury pair who
contribute little to the realm. They are at second in the middle of the west wall.
least somewhat trustworthy, however, The southern door is the main entrance.
because they are too dim-witted to be in It is large enough to admit a wagon and,
league with anyone but their own rapidly weather permitting, he keeps it open
swelling bellies. At the rate they put it during the day. The western door opens
away on their nightly forays to the inns, into the Paddock shared by the Smithy
they will top off the scales within a matter and the Inn, and is large enough for
of years for sheer girth. leading horses into the shop.
These two also reek of fish at most times, The latter is the reason for Knut’s current
as washing seems to be another quaint shift in business because he also runs a
custom that passes them by. Nonetheless, somewhat busy inn, offering competitive
they do provide a variety of fish, mostly fare and menu selections. His roly-poly
fresh and quite good, and are known for wife Dagna (New Day) and young and
a number of home salmon recipes that fair daughter Sigrun (Secret Victory) help
their family has passed-down over the him maintain the place.
years.
Handsome Hides
The Hen and Chickens
These are just that and offer a fine
This is the house and shop of the selection. Asabiarn (Divine Bear), Holgeir
strapping local blacksmith Knut (Knot). (Spear-Like), Ranulf (Wolf-Like Advice),
He is a Daleman, but it is difficult for him Sigurd (Victorious Guardian), and
to make a living as a blacksmith because Thorburn (Thunder Warrior) are the
he cannot compete with the nearby motley assortment of hunters and
Dwarves. He nonetheless carries out odd trappers who work through here. They
work when required by those who cannot are all dedicated and experienced in
afford the Dwarves’ generally higher varying degrees, though usually a bit
prices. He hopes to be able to settle down toward stoic loners rather than being
and raise a family in peace amidst his very cooperative. They have the gamut of
beloved friends. the usual types of wilderness feats and
skills.
Since he often does most of the minor
horse related work such as shoeing and
such, he fits right in and is well-liked,
and treats everyone fairly and Keepers of the Cloth
courteously. He also makes and repairs
many farm tools used hereabout, and is The beauteous young seamstress Asta
an extremely capable blacksmith. He (Star), her older and scathing-tongued
fought in the Battle of Five Armies with sister Astrid (Divine Strength), and their
the Lake-men and still has his longbow, strong-willed shieldmaiden of an aunt
quiver with 20 arrows, longsword, and Raghild (Battle-Wise)—who some say has
leather jerkin, all stashed away secretly, actually fought against Easterling raiders
just in case. (!)—run this rambling clothier that also
includes a variety of reasonably priced
He divides his smithy roughly in half; the accoutrements for journeys and the like.
western portion is the workshop. The
shop has two doors to the outside, one on
the south side near the west wall, the
The Buttery BROTHERS ACROSS THE GREEN SEA:
THE MEN OF WILDERLAND by Corvo
This building carries a variety of dairy
products and fresher foods serving as These pockets of civilization survived for
sort of a lesser market place. A number of centuries surrounded by foul enemies.
sellers also set up stalls without. Ingemar Given the military strength and cohesion
(Famous Son), his wife Liw (Protection), demonstrated by the goblins in 2941, I
and their twin son and daughter, Eric think the orcs and the wargs have
(Honorable Ruler) and Thora (Thunder), already destroyed every vulnerable
run this shop. They are an affable and village in these lands generations ago,
cooperative lot, liked and trusted by and those towns that survived till present
people hereabouts. time should be real strongholds. Strong
enough or hidden enough to withstand
the enemy: the Lamp of Balthi protect
Woodmen Town, Mountain Hall is built
White Heather in an impregnable position, Rhosgobel is
defended by the Brown Wizard, Esgaroth
Ingrid (Hero’s Daughter) is a stunning is built on the water, etc.
flaxen-haired maid of the most exquisite But, beyond military threat, the men of
mould, and provides an unusual respite the Wilderland faced infiltration and
from the cold North. She packs her tiny disinformation by Necromancer's agents,
shop with a bewildering array of herbs, bent on sowing suspicion and enmity
candles, ointments, and salves, food, among the Free Peoples.
jewellery, perfumes, incense, and the
usual assortment of such cerebral “The spirits of Elves, Men and Dwarves were
concoctions behind shimmering curtains embittered and made miserable by the
and beaded hangings. growing darkness of Mirkwood and the ever-
present menace of the great Dragon of
Running Stables Erebor”.
A number of shop keeps share this fenced The Bardings and the Dwarves are really
enclosure named after the Celduin (River dreaming of binding the Free Peoples in a
Running) and maintained by Brander great alliance. It's natural, after all: five
(Fiery Sword). The barn is fully enclosed years ago they were... nothing, just ruins.
and has large double doors in the wall. Just a dream. Now they are glorious
Inside are a storage area and stalls for a kingdoms with a bright future ahead,
dozen animals. An upstairs loft stores and they know that a dream can be made
hay and grain. There is a ladder in the true. But their prospective allies have
middle of the west wall to provide access different agendas, and different fears.
to the loft from inside the building. There The Bardings look upon the Woodmen as
are also small doors at both ends of the natural allies:
loft for moving hay and grain into or out
of the loft. They are available for sale or “brothers across the green sea”.
rental from the inn. The horses are
normally draft-types. But the Woodmen are wary of losing their
precious freedom: they lived alone and
without kings for... well, forever. Why
change now? Do they really need an
alliance, now that the goblins are
defeated? Can they trust these kings, so
fond of stone and steel and gold?
“Now the Bardings call us friends and allies, THE BIGHTLANDS by Voidstate
tomorrow we risk becoming their slaves...”.
Ruled by young King Aethelward, under
Sure the Barding and the Dwarves need the protection of his uncle. The people
the Woodmen's help to open up the trade call themselves the Gramuz or Aethlingas
route to the west: many Woodmen doubt (Horseless Men), a remnant of the
they need anything from Bard and Rohirrim who left the area who refused to
Dain... travel with their king.
Even more reluctant are the elves. The
Dwarves and the Bardings are new actors Military
on the political scene. Young, optimistic, Use spears and tall shields, or slings as
“expansionistic” kingdoms, eager to missiles. Armour is generally light, either
make their presence known in these padded, linen coats, or leather; with only
lands. It's no big surprise that Thranduil lords wearing boiled leather sewn with
looks upon them with some caution: he's brass plates. Helmets, however, are
been the only king in these lands for common, often elaborate and a source of
centuries, are these new upstarts possible great pride. Warriors also show their
rivals to his kingdom? Yes, they can be. status by wearing copper or silver arm
The Bardings talk about uniting the rings given by their lord. Although they
Woodmen, this doesn't sit well with ride to battle, most warriors dismount to
Thranduil because he wants to claim the fight, forming dense shieldwalls.
whole forest as his own. Settlements tend to be walled with
The elves remember when Greenwood palisades. Larger towns also have an
the Great was their realm, and they want outer ditch and include a motte and
it back. Many centuries they have waited: bailey fort within them.
now the Necromancer is gone, the
shadow is weak... and these humans Society
start talking about building their
kingdom across the forest that belongs to A King is elected for life by the seven Yarls
the elves. No way! of the Bight, who meet each year at
Thranduil is a sworn enemy of the Plainsmarch with their standing armies.
Shadow and doesn't want to wage war on Men are chosen to man the fortified
men and dwarves... but he cannot forfeit mines and hill forts, others to give two
what he thinks belongs to his people. He months of service as Road Wardens,
can accept the Woodmen living in his patrolling the borders and byways of the
forest, but they have to accept he's the East Bight against Easterlings, orcs and
rightful ruler of Mirkwood. wolves.
For the Woodmen, on the other hand,
Thranduil is a legendary king of the Surrounded by enemies, the Gramuz are
forest of ancient times, whilst they have suspicious, hardy and warlike. They tend
inhabited these woods for as long as to superstition and rarely travel outside
memory goes, so while the Elven King their lands. When angered, they are
disappeared to the north they lived in the terrible but the strict hierarchy of their
shadow of Dol Guldur. In their eyes, the society and plentiful enemies generally
elves have forfeited the right to claim prevent infighting.
Mirkwood as theirs.
All men are free and everyone has a
And Beorn? He's a bit of an enigma. The place in society, with yarls at the top,
hermit became a chieftain, but looks (to then warriors in service with a yarl,
others) that he's lacking political “vision”. followed by traders, craftsmen, “land’s
men” (workers: farmers, woodsmen, Close to Mirkwood, so men are tied up
miners) and “wind’s men” (men who defending outposts and keeping paths
have no fixed place and are “blown by clear (always loathe to grant men to the
the wind” - scholars, entertainers, king for other duties). Men here have a
travellers beyond the Bight). Any man reputation as grim and bringing bad
who has fought for his yarl is granted an fortune.
arm ring and is addressed as “lieberman”
(a man who has earned his freedom). Beenfleot (Capital of the Eastmark of the
realm).
Economy Eastern stronghold and trade centre.
The Gramuz grow flax, barley, wheat, Motte & bailey with great thorn-hedge
and rye; they herd sheep and cattle. They walls. Famous market.
hunt for skins and furs. Work copper, Men here have a reputation as rich but
silver and forge bronze. Iron and steel lacking seriousness. Other marks frown
are prized. Isolated - some trade with on the silks they import from the east.
Dorwinion and Easterling merchants.
Import wines, iron ores, pottery. Bur Ansgel Northern stronghold
Hill fort on man-made hill. Ditch and
Taboos wooden palisade walls. Ruled by Yarl
Never hunt the white deer of the forest. Rertstan.
Elves are held in reverence due to legends This is a farming province where men
of fighting alongside elves. have a reputation for stubbornness,
slowness and superstition.
Names
Men: Adelard, Aethelin, Abelin, LOREMASTER CHARACTERS
Berengar, Cheldric, Clodomir, Clovis,
Hildebran, Humbert, Oddervard, Rothar, King Aethelward (the Pup).
Valdebrand, Vulmar (warrior and yarls Young and weak. His father (Markad the
often also take a sobriquet, such as “the Hound) was a great warrior and made
Hound”). yarls agree to accept his son before
marching to battle against Dol Guldur.
Women: Adallinda, Engelberga, Hiltrude,
Rosamund, Rotrude, Vara Yarl Caster of Bur Caster
Hates orcs; was great friend of Markad
the Hound. Is against sending any men
Places outside the borders.
Regions are named after the main
stronghold, so the lands around Bur Rertstan Woodwalker.
Caster are known as the Castermark, Was a friend to Markad the Hound. Left
Wirifmark etc. out in the cold by:
Bur Wirifas - The capital Avalard - Who is now the real power
The ancient stone city is in ruins; the new behind the throne.
city is wood, wattle and daub. Dirt and
decay reflects people abandoning town in
response to king’s poor rule.
I should explain a couple of things: 4. The White Wizard has made the
a) The "King of Gondor" rumours are journey to Dale. (Saruman at this point
about a Rhovanion farm boy that I made in time)
up to entertain my players. When they
met him for the first time he asked the 5. A party of adventurers saved the
players: Woodland Hall.
"Would you like to buy the King of 6. Wargs have been seen around the
Gondor a drink?" East Bight.
He was meant to just be comic relief but 7. Bilbo Baggins has come to
the players had so much fun with him celebrate the Gathering of the Five
that he took a life of his own. So I created Armies.
a back story for him and started him on a
quest to collect misguided followers. The 8. No one invited Bilbo Baggins to
players will eventually meet up with him the celebration.
again. So that is why there are rumours
about him. 9. Prince Bain is the spitting image
of his father.
b) Bilbrane is a player's Hobbit character
who is a Pipeweed merchant but because 10. A lot more Easterlings have been
of how I introduced him to the rest of the seen in the Kingdom.
Fellowship he has a reputation of having
sticky fingers. 11. My brother was attacked and
eaten by spiders along the Elf Path.
Some of the rumours below are
completely false, some have a grain of 12. My cousin's wife's brother,
truth, some are completely factual and Oddvar, said he saw a dragon while
others were meant to potentially lead to traveling along the northern edges of
mini-adventures around the Gathering of Mirkwood.
Five Armies celebration if the players had
so chosen to investigate. 13. The Elf Path is haunted. I saw a
corpse peering at me through the trees on
RUMOURS my last travel along the path. I will not be
going that way again.
1. The sons of Grimarr the Friendly
(sarcastic), Jonar, Kelmund and Finnar, 14. I hear there is a new Inn between
have been causing trouble again in Dale. the Old Ford and the Forest gate run by a
(These 3 were involved in the story “Don't peculiar set of Hobbits.
Leave the Path”).
15. Someone said they saw Gandalf
the Grey earlier.
2. People have been getting sick
16. King Bard and King Dain are not
from something they ate at the fair.
on speaking terms any more.
19. There is some lunatic going 30. I hear that Bilbrane Broadfoot has
around calling himself the "King of the best pipeweed in all of the Kingdom
Gondor". He looks like he should be of Dale.
calling himself the "King of Pigs". What
kind of King carries around a club as a 31. I hear that Bilbrane Broadfoot is a
weapon? thief and cannot be trusted. But I really
do like his pipeweed.
20. I hear that King Bard has turned
away the "King of Gondor". This could 32. There are Rohirrim traders here in
mean trouble between Dale and Gondor. Dale. Can you believe that! Now if I only
had the money to buy those fine looking
21. The Elf King saved the Woodmen horses.
from attack. Without his assistance they
would surely have fallen. 33. I used to be an adventurer like
you until my wife left me for a sailor.
22. I heard that horse stealing has all
but vanished around Southern 34. I was going to enter the pie eating
Rhovanion. Can you believe that? The contest but rumour has it that Bombur
horse-stealing capital of Middle Earth! the Fat is going to enter. I don't stand a
chance against him.
23. I hear there are old elvish ruins in
Northern Mirkwood along the Old Great 35. My cousin has joined up with that
Road that are overflowing with treasure, Northman calling himself Aldamir the
just waiting to be taken. Second, supposed King of Gondor. I think
he is being hoodwinked but he would
24. I hear the Eagles have been have none of my advice. Kept going on
invited to the celebrations. Who is going about how he was going to help the King
to pay for all the livestock they eat? return to Gondor. Idiot!
25. No one has seen Beorn. I wonder 36. Elstan the First Captain of Dale, is
if he is coming to the celebration. sure to win the horse competition.
26. My cousin just came back from 37. "I hear a young female elf from
Bree. He said he encountered several Mirkwood is the archer to beat in the
groups of elves on the road. I wonder archery competition." Another pipes in, "I
where they could be going? hear she is very pretty to."
27. I hear elves are moving back into 38. "The elves think they are the best
Southern Mirkwood. It won't be long now bowmen in all Middle Earth. They clearly
before we can hunt in those woods in haven't seen me shoot a bow yet."
safety.
39. "The dwarves seem to have all the when you will be in the realm of spirit and
good tent spots at the fairgrounds. That is man." "Take heed of my warning."
so unfair. I wonder who they bribed to
get those." Her eyes then snap open and she looks
puzzled for a moment and then says,
40. "I hear the dwarves are going to "Shall we begin?"
bring out the Arkenstone for the
celebration!" Another person comments, 47. "I hear the high pass over the
"No way would they do that! It would just Misty Mountains has become a little
invite every thief within a hundred more dangerous. The goblins seem to
leagues to show up." have been a little more bold recently. It is
best to travel in groups."
41. "There is a section of the side of
Erebor (Lonely Mountain) that is off 48. You strike up a conversation with
limits. I wonder what the dwarves are up an Elf. Eventually the conversation turns
to?" to Mirkwood. As if talking to himself he
looks off in the distance and says,
42. "If I would have known there was "Something stirs in Mirkwood. What it is
going to be a masked ball after the we don't know but it is best to be on
opening ceremonies then I would have guard."
sold masks at my booth. Those
merchants are making a killing." 49. "My cousin, who is a scullery
maid at the castle, says that there is some
43. "My coin purse was taken today!" big, important meeting taking place
Another person, "Yeah I heard there is a during the celebrations at the castle."
cut-purse ring that has set up shop at our
celebration." Yet another person, "I heard
there is a reward for finding the culprit or
culprits."
THE RESTORATION OF DALE by
44. "Did you hear, Gismund the sageryne
Jeweller’s prized Dragon Statue was
stolen, again." "He is blaming some
Hobbit." 2941 – Reconstruction Begins
- Dwarven survivors of the Battle of
45. "I heard that several of the Five Armies under the rule of King Dain II
merchants were robbed last night after reoccupy Erebor. Word is sent by raven to
dark." "They had things taken from their the Iron Hills and Blue Mountains that
tents." Erebor is retaken and there is a new king.
- Reconstruction Effort 20% Erebor /
46. You stop at a soothsayer's tent. 80% Dale
She invites you in and asks if you want - Focus is on restoring the
your future read. Thinking how fun and transportation links (roads and bridges),
harmless this must be you agree to have irrigation canals, and docks on the River
your fortune told. She appears to go into Running.
a trance. Then her eyes open very wide: - Some folk begin reoccupying the
most substantial ruined buildings in
"There is a great darkness arising from that Dale.
which was thrown down. You are in grave - The first, most adventurous men,
danger. You must steel your heart for the time veterans of the battle, from Esgaroth and
communities nearby begin to settle in
Dale. used to build new buildings.
- Trade begins, mostly food coming - Trade blossoms, products from
up the River Running from Long Lake. Erebor begin to flow in earnest. The local
- Source of food for Erebor: 10% trade nexus begins to shift from Esgaroth
Iron Hills, 90% Long Lake to Dale.
- More people come. Word has
2942 – Reconstruction Gains Momentum spread to the smallest communities in
the wilderness. Bard is a good king. His
armies will protect the farmers. A city is
- More dwarves from the Iron Hills being built. There is trade with the
arrive. The first trickle of dwarves from Dwarves and Elves. There is money to be
the Blue Mountains arrives towards the made. New settlers arrive daily.
end of the year. - Source of food for Erebor: 5% Iron
- Reconstruction Effort 40% Erebor / Hills, 60% Long Lake, 35% Dale
60% Dale
- Focus is on restoring the farms 2944 – Reconstruction Is At Its Peak
and agricultural areas so farming can
restart
- Reconstruction of Bard’s palace - A few more dwarves from the Iron
begins Hills trickle in, but most traffic is now
- Some ruined, but still substantial commercial. The last major group from
buildings in Dale are repaired the Blue Mountains arrives. The
- Trade expands, Dale begins to remaining dwarves have decided to stay
take some trade from Esgaroth in the Blue Mountains.
- There is a slow but steady flow of - Reconstruction Effort 80% Erebor /
people coming to settle. Word has 20% Dale
spread. Settlers are coming from - Farms are being re-established at
Esgaroth and the villages around Long a rapid rate. The irrigation canals
Lake. provide water. The Desolation of Smaug
- Source of food for Erebor: 10% blooms again. The harvests are very
Iron Hills, 80% Long Lake, 10% Dale good.
- Reconstruction of Dale’s defences
2943 – Reconstruction Hits Its Stride are almost complete. Most of the ruins
have been cleared away. Construction is
everywhere. The streets are repaved with
- The last of the Erebor descendants coloured stones.
arrive from the Iron Hills. The first major - Trade is booming. There is a pent
influx of dwarves from the Blue up demand for Dwarven goods. Trade
Mountains arrives. The first Dwarven goods flow down the Forest River from
children are born in Erebor. It begins to Mirkwood, up the River Running from
feel like a city again. the Sea of Rhun, across the Brown Lands
- Reconstruction Effort 60% Erebor / from Rohan and Gondor, around the
40% Dale forest from the Beornings and Woodmen,
- The farming region immediately and across the High Pass from Bree.
around Dale and down the River - Dale begins to seriously
Running has its first big harvest. overshadow Esgaroth as a trade hub.
- Construction of Bard’s palace is - Immigration slows as those
completed; work begins on the walls and willing to move have done so. Esgaroth
gates. Many substantial ruined buildings and Dale bustle with people. New farms
have been restored. Ruins not worth are being established every day. People
saving are torn down and their stone is begin to have large families again. There
are many babies and children about.
- Source of food for Erebor: 50%
Long Lake, 50% Dale
2946 – Current Day
2945 – Reconstruction completed
D. Fallow fields, already harvested in the U. Orchard of Fruiting Trees (apple trees,
autumn really)
E. The old well, now covered by a stone V. Apiaries for the beehives. These
lid. northern bees don't produce as much
honey as Beorn's variety and are more
F. Vegetable garden, with some hearty temperamental.
winter vegetables still growing.
W. The old barn, aka the troll barn.
G. The main hall, where BT entertains
and eats. X. The mill.
H. Black Tom's separate meeting space, Y. Orchard of nut producing trees... also
for conferences with fellow farmers and ready source of emergency firewood.
visitors
Z. New well... exercise caution.
I. BT and his wife's private rooms
J. The kitchen
Although many of these 'Arrow Maidens' The Rouavalda are both pragmatic and
are barely more than children, they are opportunistic in their dealings with their
both fierce and fearless in defence of
neighbours. They trade happily with both Endurance: 24
Northmen and Easterlings and despite Hate/Hope: 3/3
their fluctuating allegiances, the quality Parry: 7(5+1)
of their wines and other exotic Armour: 5d6+4
merchandise ensure that their traders are
usually welcomed in the settlements of Courser, Mail Hauberk, Helm, Sword
the Free Folk. and Shield or Long Axe, Spear
(Rouavalda pragmatism and instinct for self
preservation means that when the War of the Weapon Skills: Spear 3, Sword 4, Long
Ring finally comes, they will throw in their lot Axe 4
with the Dark Lord's armies and become
counted among the Shadow Peoples.) Common Skills: Personality 3,Movement
2,Perception 2,Survival 2,Custom
Druskja Warrior 2,Vocation 2
The finest warriors of the Rouavalda are
gathered by the Nobility into companies Shadow Abilities: Commanding Voice,
of retainers called Wendruskja. No Quarter
Wildlife
~eriador~ The Shire is home to many birds: finches,
robins, sparrows, swallows and the like.
Owls and hawks and nest in the woods
THE SHIRE by Otaku-Sempai and hills. Other wild creatures
commonly found within its borders
Just south of the Hills of Evendim is the include rabbits, deer, foxes, squirrels,
Shire, a region of Eriador that was ceded garden snakes, frogs and toads. Trout
to the small folk known as hobbits by and bass swim in the rivers and streams
King Argeleb II of Arthedain in TA 1601. of the Shire.
Covering an area of approximately
18,000 square miles, the borders of the Inhabitants
Shire stretch one hundred twenty miles Only hobbits dwell in the Shire,
from the Brandywine Bridge to the Far descending from three distinct lineages:
Downs and one hundred fifty miles from the Harfoots, Fallohides and Stoors. The
the Hills of Evendim to the Overbourne most common (and typical) of these
Marshes south of Buckland. The Shire is groups are the Harfoots who tend to be
a pastoral land of tilled fields, gentle browner of skin and shorter than the
hills, small rivers and streams, peaceful others. Fallohides are the least numerous
villages, and woodlands. There is little and tend to be taller and slimmer than
excitement here and the inhabitants other hobbits and to have fairer skin and
prefer it that way. hair. They also show a preference toward
forests and crafts. Marcho and Blanco,
The Shire is divided into four Farthings: who founded the Shire, were Fallohides
East, West, North and South. Within each out of Bree. Prominent Fallohide families
of the Farthings are various folklands include the Tooks, the Brandybucks and
and villages. The Great East Road cuts the Bolgers.
through the East and West Farthings
while a south road in Tookland stretches Stoors are often broad and heavy
from it, through the South Farthing, compared to other hobbits and some
across the Sarn Ford, to intersect and Stoor-males actually grow beards. Stoor
families often live on flat lands and sometimes seen in the Shire, usually to
riversides; and Stoors sometimes use visit with his friend, Bilbo Baggins of Bag
boats, fish and even swim. End in Hobbiton.
Inhabitants
The most adventurous of Hobbits might
Notable Locations THE RIVER LHUN & SURROUNDS
The River Lhûn (or Lune, as Hobbits and
The Ruins of Annúminas most Men call it) has two sources, both in
The ancient capital of Arnor fell into ruin the Northern Blue Mountains. The
centuries ago, but there is still much Greater Lhûn has its start in the north-
haunting beauty in its tumbled white most ridge of the Blue Mountains that
stones covered with mosses and ivy. extends north-west from the ruin of
There may still be undisturbed chambers Mount Rerir to the Ice Bay of Forochel.
buried deep beneath the rubble where The Lesser Lhûn (or Little Lune) rushes
Dúnedain artefacts wait to be discovered. out of the foothills some one hundred
The city remained in decline and eighty miles from the gulf, flowing east
abandoned for many years before the for one hundred miles to join with its
court was formally moved to Fornost. sister to become the Lhûn proper.
One of the palantíri (the Seeing-stones Beyond the river's mouth is the harbour
brought to Middle-earth from fallen of the High Elves that is known as the
Númenor) was kept at Annúminas. When Grey Havens.
the forces of Angmar overcame
Arthedain, the stone was moved to The Blue Mountains mark the western
Fornost. border of Eriador, so the history of the
Lhûn is essentially the history of Eriador
When Arthedain fell at last, King Arvedui (as related in the supplement Rivendell).
took both the Annúminas-stone and the
palantír of Amon Sûl and fled with them The Vales of Lhûn consist of the regions
to Forochel where he and the stones were along the banks of the river, from its
lost. Many objects of value might have sources in the Northern Blue Mountains
been lost to theft, simple neglect or poor to its mouth emptying into the Gulf of
record-keeping. Lune. We will only be discussing the West
Vales as the East Vales are counted as
Nenuial (Lake Evendim) part of the North-kingdoms of Arnor and
Lake Evendim is one of the most beautiful Arthedain.
sites (and sights) in Middle-earth.
Sheltered by the surrounding hills, its Elements of Landscape
deep, blue waters are as a mirror, and at The Lhûn emerges from the rocky
night the moon and stars are reflected in foothills of the Blue Mountains. The
it. There are few sights more stirring to Greater Lhûn passes through the tundra
the Dúnedain of the North: of Forochel before it enters the region of
"Beyond the Lune was Elvish country, green Eriador and converges with the Lesser
and quiet, where no Men went; but Dwarves Lhûn; most of the territory through which
dwelt, and still dwell, in the east side of the the river travels consists of grassy plains
Blue Mountains..." and gentle hills.
Dwarves no longer live in this part of the The West Lower Vales of Lhûn have a
mountains but they have left behind somewhat more uniform character than
abandoned mines throughout the region. the Upper Vales. They seldom undergo
When Angmar destroyed the North- extremes of weather or climate. The
kingdom of Arthedain in T.A. 1974, King summers are mild and the winters are
Arvedui and his soldiers were forced to cold, but the region is subject to less than
hide in these Dwarf-mines until they average precipitation because of the
could make their way to Forochel where proximity of the Northern Blue
they were taken in by the Lossoth. The Mountains immediately to the west. The
next spring Círdan of the Grey Havens Vales do see seasonal flooding in the
sent a ship to Forochel to rescue Arvedui, spring when the snows melt in the Blue
but after the king and his men were taken Mountains; however, the flooding is
aboard, the vessel became trapped in the rarely severe and the few Mannish
ice and all aboard were drowned. inhabitants of the region take them in
stride. The heaviest flood seen in
Notable Characters centuries followed the Long Winter of
T.A. 2758-59, but that was by far the
Carchelek (Ice-fang) see Part 7 above for exception to the rule. The mountain
details. streams and gullies are subject to flash
floods from either the spring thaw or the
Notable Locations run-off brought by heavy rains on the
west side of the range.
Thrushes, nightingales, larks and other
A pair of passes through the mountains songbirds nest in the rocks as well as in
lie within the West Lower Vales. About the trees that line the Lhûn. Owls hunt by
twenty-five miles south of the source of night, taking their toll on rabbits, small
the Lesser Lhûn lies Cirith Belegost rodents, lizards, snakes and amphibians.
(Mickleburg) Pass, which was formed
when the earth above the Dwarven city of Long-legged herons and storks wade in
Belegost subsided sometime after T.A 40. the Lhûn. The river and surrounding
Another twenty miles south of that is Nan wetlands support many other waterfowl
Nogrod (Hollowbold Vale) which is from ducks, loons and geese to majestic
screened at the western end by thick swans. Smaller birds catch swarming
forest. The eastern entrance to the pass insects, as do common bats that emerge
was originally the site of the East Gate of in the evenings from caves, dead trees
the Dwarf-city of Nogrod. The western and even ancient ruins.
ends of the two passes lie to the north
and south, respectively of Mount
Dolmed, a site held sacred to the Inhabitants
Dwarves of the Blue Mountains as the Elves lived in the West Vales until the
location where their founding fathers Witch-king laid waste to the North-
first awoke in Middle-earth. kingdom of Arthedain to the east. At that
time the Elves retreated to the Grey
The West Vales since the fall of Arthedain Havens and Lindon, west of the Blue
have become frontier lands where there Mountains.
is no rule of law. However, trouble-
makers should beware; when called
upon, those folk who live here enforce NORTHERN BLUE MOUNTAINS
their own brand of justice. Thieves and
other malefactors, if caught, are likely to Two of the Seven Houses of the Dwarves
receive any punishment from being sent are native to the Blue Mountains. These
off with a beating to lynching or worse. were the founders of the ancient cities of
Trials are rare and there is no nobility or Nogrod and Belegost, both of which fell
king's justice to appeal to. into ruin early in the Second Age after the
Blue Mountains were broken as a result
Wildlife of the Great Battle that brought about the
The Lower West Vales are teeming with fall of Morgoth. The Dwarves tried to
life. Besides the native creatures many rebuild their ancient homes, but the
beasts from farms that were ruined with damage was too extensive and the rock of
the fall of Arthedain returned to the wild the mountains was too unstable.
and prospered. The mountains are full of
wild goats and sheep. Pigs and donkeys A small number of Dwarves (largely from
roam the foothills where feral cats stalk Nogrod) remained in the northern Blue
birds and small creatures. Cattle and Mountains and established a new city
oxen graze on the grasslands guarding where an underground stream issued
their calves from wild dogs and wolves. from the rocks as the source of the Lesser
Wild chickens compete for food with Lhûn; this colony became known as the
native grouse and pheasant. Halls of the Dwarves (Naugroth in
Sindarin; Khazad-gundu in Khuzdul) and
Birds can be found in profusion in the is the oldest remaining dwarven city in
West Lower Vales. Eagles are common in the northern range.
the mountains, sharing the skies with
hawks, falcons and other birds of prey.
The remainder of the survivors migrated Lossoth brides. They live in isolated
east to the great city and mine of Khazad- farmsteads and freeholds or in small
dûm (Moria). Moria fell in its turn in the hamlets scattered along the River Lhûn.
Third Age when the Dwarves awakened
an ancient terror that slew two of their One such hamlet is Anthorp on the west
Kings and drove them out. Some of the bank of the Lhûn above the confluence of
Naugrim returned to the Blue Mountains the larger river and the Siruial (Twilight
to establish new homes and delve new River) that has its source in the Emyn
mines, mostly in the southern range, and Uial (Hills of Evendim) in Eriador.
they prospered in their way. Anthorp is little more than a trading post
and a handful of wooden homes and
In T.A. 2802 the Dwarves of the Blue outbuildings, but it is the nearest thing to
Mountains were joined by a number of civilization to be found between the
Durin's Folk: Thráin II of Erebor, his son Tower Hills and Forochel.
Thorin Oakenshield and their followers,
who had first been displaced by the
dragon Smaug and then been decimated Notable Characters
in the War of the Dwarves and Orcs.
Thráin established a settlement on the Dís daughter of Thráin
east side of the Northern Blue Mountains Dís is the only daughter of Thráin II. She
some seventy-five miles from the Grey is the sister of the late Thorin
Havens. Oakenshield and mother to the brothers
Fili and Kili who perished defending their
In 2841 Thráin resolved to return to uncle in the Battle of Five Armies. Lady
Erebor, taking several companions with Dís joined the rest of her folk in returning
him. The Dwarf-lord went missing several to Lonely Mountain after it was
years later, captured by Sauron and reclaimed from the dragon Smaug.
taken to Dol Guldur to be tortured. His
halls in the Blue Mountain became However, after a period of mourning for
known as the Halls of Thorin. Thorin her sons and brother Thorin, she found
Oakenshield successfully reclaimed that she could not remain there; the
Erebor in 2941, but was mortally memories associated with Erebor were
wounded in the Battle of Five Armies and far too painful for her. Dís was only ten
died before his folk could return. His years old when Smaug claimed the
cousin Dáin Ironfoot assumed the throne Mountain. Many of her friends and their
and became King under the Mountain. families were killed by the dragon and
devoured. Her younger brother was slain
The remaining Dwarves of Erebor years later by Orcs in the Battle of
departed from the Blue Mountains the Azanulbizar. Most of her happy
following spring and returned to the memories were of the Blue Mountains,
Lonely Mountain to be joined by many of where she grew to womanhood in the
Dáin's folk from the Iron Hills. The Halls Halls of Thorin, met her husband-to-be,
of Thorin serves now primarily as an wed and bore two strong sons.
embassy for the Dwarves of Erebor when
their representatives visit the Blue In T.A. 2944 Dís returned to the Blue
Mountains. Mountains and became the Lady of the
Halls of Thorin. She acts as the Mistress
The Men who live in the West Lower of the Halls, ensuring that they are well
Dales are typical Eriadorians, a mixture maintained and that chambers are kept
of Northmen, Dúnedain and ready for envoys from Erebor, the Iron
Dunlendings, some of whom have taken
Hills and the other Dwarf-kingdoms and nephews Fili and Kili in the Battle of Five
for special guests. She is educated and Armies.
wise, and can also be stubborn and
opinionated. She is also far too old to be Learning of the demise of the dragon
bothered with customs she considers to Smaug, Durin's Folk left the Blue
be outdated nonsense. While Lady Dís Mountains to return to Erebor. The Halls
carries an air of grace and dignity, she of Thorin have become the Embassy of
also defies the dwarven convention of Erebor to the Ered Luin and Mithlond,
'dressing down' in the manner of a male the day-to-day operations overseen by the
for outsiders and when in public. Lady Dís, sister to Thorin Oakenshield,
Dís is typically garbed in hooded, white returned from the Lonely Mountain.
dwarven mourning robes, elegant and
tasteful. While many conservative SOUTHERN BLUE MOUNTAINS
Dwarves are scandalized by this, she has
accumulated a following among the The east side of the Southern Ered Luin
younger set, especially with Dwarf- (Blue Mountains) marks the south-
women who are themselves widowed or western border of Eriador. The
have determined never to marry. mountains themselves stretch north to
south in a one hundred fifty mile crescent
Attribute Level: 8 from near the Gulf of Lune nearly to the
Specialities: Rhymes of Lore, Leechcraft, mouth of the Baranduin (Brandywine
Trading River). The southern slopes are thickly
Distinctive Features: Bold, Lordly, Robust forested, as are those on the western side
Relevant Skills: Courtesy 4, Insight 5, in Harlindon. A line of hills extends for
Lore 4 approximately one hundred twenty miles
eastwards from roughly the centre of the
Notable Locations range. These hills, the Emyn Romen (Hills
of the Sunrise) form a low ridge near the
Halls of Thorin Blue Mountains proper but rise gradually
The Halls of Thorin was the dwelling to culminate in a domed height called
place of Thorin Oakenshield & his kin in Mount Baldy, known as Amon Rûdh in
the Blue Mountains. Thráin II established the days of the kingdom of Arnor.
the Halls in the Northern Blue
Mountains, approximately seventy-five Several Dwarf-settlements are spread
miles from the Grey Havens, in T.A. 2802 through the range, the largest of which is
after he and his people left the land of Hargrod, south of the Emyn Romen. The
Dunland following the War of the ruins of a watchtower lie at the top of
Dwarves and Orcs. It became known as Baldy, abandoned early in the Third Age.
the Halls of Thorin after Thráin's Dwarves live in the Southern Blue
disappearance in 2845 when he was Mountains, mining for copper, tin and
captured by Sauron and taken to Dol iron. There are few roads or tracks in the
Guldur. Thorin ruled Durin's Folk in the region; the Dwarves maintain a road that
absence of his father and strove to begins at Hargrod and passes through a
improve their fortunes. cut in the Emyn Romen and continues on
In 2941 he and twelve companions, to the Tower Hills.
accompanied by the wizard Gandalf the
Grey and a Hobbit named Bilbo Baggins, Beyond the Baranduin is the region of
embarked in the Quest of Erebor, Minhiriath that made up the
resulting in the retaking of Erebor and southernmost portion of the kingdom of
the tragic deaths of Thorin and his Cardolan. The Far Downs to the east
mark the western border of the Shire, the
land of the Hobbits. The empty lands in Dwarf-city of Hargrod. Draupnir sees
between are dotted with the overgrown himself as a wise ruler; however, he
ruins of long-abandoned towns and remembers with bitterness the treatment
farmsteads. his folk received long ago at the hands of
the Elf-king Thingol and his people and
Wildlife he is distrustful of all High Elves. He also
Goats and sheep gambol in the worries about the security of his realm
mountains and foothills. Wild pigs root and might be susceptible to overtures
for food in the forests. Otters swim and from agents of the Enemy if he feels that
play in the delta of the Baranduin. Oxen they might strengthen his position.
graze in the dells bordered by the peaks,
the river and Hobbit-country. Black bears Notable Locations
roam the forests and hills; foxes and
wildcats hunt for rabbits, birds and other Hargrod
small animals. Larger cats lair in the In T.A. 1982, after the Dwarves were
mountains. Wolves are uncommon, as driven from Moria by Durin's Bane, a
they were nearly eradicated by the Men group of Dwarves who were descended
of Arnor and Arthedain, but their from the Blue Mountains established a
numbers have been recovering since the new settlement in the Southern Ered
fall of the North-kingdoms. Luin. Located south of the Emyn Romen,
Many raptors nest in the region, the line of hills extending eastwards from
including sea-eagles and vultures in the the southern range, they gave their new
mountains, and hawks, kestrels and owls home the Sindarin name Hargrod (South
in the hills and woods. The fens of the Delving). Finding rich veins of iron ore,
river teem with long-legged wading birds the Dwarves opened new mines; they
and other waterfowl, as well as snakes, also found other metals: copper, tin and
turtles, frogs and salamanders. even modest veins of gold. The Dwarves
of Hargrod trade their metalcrafts with
Inhabitants Elves of the Grey Havens, the Hobbits of
Men abandoned the lands near the the Shire and the few Men of Eriador who
Southern Blue Mountains in the wake of still dwell in the region, principally the
invasion, plague and floods. Eriadorian folk of Bree-land.
farmsteads can still be found along the
course of the Baranduin, but they are The Tower Hills
scattered and few. Elves wander for a bit The Emyn Beraid (Tower Hills) lie at the
through the hills and valleys before western edge of Eriador, about fifty miles
taking ship at the Grey Havens, bound from the border of the Shire. The hills
for the Undying Lands. Settlements of were named for the three White Towers
Dwarves dwell in the mountains as they built, it is said, by the High Elves for
have for ages their numbers dwindling Elendil at the time of the founding of
and swelling with the tides of history. The Arnor. A palantír is kept at Elostirion, the
Dwarves of the Blue Mountains trade tallest of the towers. This Seeing-stone
their goods for the wares of Men and looks back upon the Undying Lands and
Halflings and sometimes Elves. the High Elves sometimes visit the tower
to look upon the lands of the Uttermost
Notable Characters West.
Note to Loremasters: Within Tolkien's canon
Draupnir, Lord of Hargrod the Seeing-stone of Elostirion is placed
Draupnir son of Dolgthrasir, also called aboard the White Ship of the Last Riding of
Draupnir Forkbeard, is the Lord of the the Keepers of the Ring in TA 3012 and
returned to Eldamar.
LINDON by Otaku-sempai is notable for a single, large river named
the Linduin or Singing River, that has its
This essay discusses the lands of Lindon, source in the Blue Mountains about one
the only remaining region west of the hundred fifty miles north of the Gulf of
Blue Mountains to survive the sinking of Lune and empties into the Gulf at the
Beleriand at the end of the First Age. harbor of Forlond.
Lindon extends across nearly the entire
length of the Blue Mountains, its Several passes cut through the
northern border being at Mount Rerir mountains allowing travel between
where the range shifts direction to the Forlindon and the Vales of Lhun on
north-east, and is bisected by the Gulf of eastern side of the range. Notable sites
Lune to become Forlindon in the north on the western side of the mountains
and Harlindon in the south. include the ruin of Mount Rerir far in the
north where the Noldor once held a
Elements of Landscape fortress, and Mount Dolmed, only a few
In the First Age all of Lindon was a lush leagues south of the source of the River
river valley dominated by the River Linduin, held sacred by the Dwarves as
Gelion, which was fed by many lesser the birth-place of the Dwarves of Belegost
rivers that found their sources in the and Nogrod.
mountains of the Blue Mountains,
named the Ered Luin by the Elves. Lindon UPPER FORLINDON
is still a green, pleasant land, with thick This region is seldom visited even by the
forests growing at the feet of the Blue Elves. Grasses and plant life become
Mountains. However, the landscape was more hardy, giving way to tundra where
greatly altered by the sinking of Forlindon proper gives way to the lands
Beleriand. The old rivers and forests were of the Northern Wastes. The broken
washed away to be replaced by new remains of Mount Rerir marks the place
features. where a great spur of the Blue Mountains
stretches two hundred miles to the north-
Lindon is held dear by the High Elves as a east. About fifty miles south of Rerir, the
remnant of ancient Beleriand. Gil-galad pass of Cirith Forod (the Northern Pass)
and his people dwelt in Forlindon in the connects Upper Forlindon with the West
Second Age while Celeborn and Galadriel Upper Vales of Lhûn. Nearly fifty miles
ruled in Harlindon before founding the off the coast to the west lies the Isle of
realm of Lórien east of the Misty Himling, another remnant of lost
Mountains. Círdan and his folk still Beleriand. There are no paths here; no
dwell in the Grey Havens and live in one has lived in these lands since the
small communities in Lindon where they time of Gil-galad.
acquire the lumber for the construction
of their White Ships. There are still Wildlife
creatures in Lindon, particularly in There are no folk here, but there is life.
Forlindon, which can no longer be found Sea birds flock and nest along the coast
anywhere else in North-western Middle- where seals live and play to be preyed
earth. upon by toothed whales and hungry
sharks. Herds of caribou graze off the
FORLINDON land alongside large elk-like deer with
Forlindon, or North Lindon, is comprised great, wide antlers called belegrasaras
of all of the land west of the Northern (great-horn deer) by the Elves. These
Blue Mountains between Mount Rerir in impressive beasts stand seven feet at the
the north to the Gulf of Lune. The region shoulder and weigh upwards of fifteen
hundred pounds, with antlers that can of Strike Fear].
measure more than twelve feet across.
Notable Characters
Huge polar bears prowl the wastes north
of the Bend. Grey wolves stalk the herds. Totóru
Unique to Forlindon are huge, maneless The Lossoth are a wandering people with
lions that the Elves call talathrávi (plains few permanent settlements, following the
lions). These great cats stand four feet at great herds of caribou and elk across the
the shoulder and can measure seven feet tundra of the Northern Waste. However,
from nose to hindquarters without several clans have established small
including the tail. communities around the Ice Bay of
Forochel, sustaining themselves by
Foxes and lynx prey upon hares, mice fishing and hunting the marine
and white swans with black and golden mammals of the northern waters and by
bills. Goats are common in the carrying out trade with other clans.
mountains, as are large, brown bears
who fish for salmon in swift mountain Totóru belongs to one such fishing
streams and rivers. Reptiles are less village. Most of his folk believe that
common, but there are snakes and dreadful spirits haunt the land of Upper
lizards that can be seen sunning Folindon that will fall on trespassers to
themselves in the warmer months only to slay them or drive them mad. Totóru
curl up torpid in their lairs through the does not fear ghosts and he also has a
long, cold winter. taste for the herd beasts that frequent the
region. He and his sons may be
Inhabitants encountered in the area hunting for
Some Elves still wander here but they game. Totóru speaks some Westron and,
dwell in the lower regions, nearer to the if one can gain his trust, might make an
harbor of Forlond and the Grey Havens. excellent guide.
The Dwarves seldom come to the west
side of the Blue Mountains and never this Attribute Level: 4
far north. The Lossoth, the Snowmen of Specialities: Fishing, Hunting
Forochel, might come here at times to Distinctive Features: Adventurous, Wary
hunt; however, they do not stay. Relevant Skills: Explore 2, Travel 2, Spear
3
Snow-trolls lair in the mountains, but not
in great numbers. The greatest danger Aguta the Cold-drake
one is likely to encounter is from packs of (see New Adversaries in Part 7 above)
White Wolves that fearlessly hunt Men as
readily as elk. However, a much more Notable Locations
powerful threat lairs in the ruin of Mount
Rerir--a Cold-drake from an earlier age. Mount Rerir
This was once one of the highest peaks in
Note: White Wolves are large, powerful the Blue Mountains and one of the
canines with thick, white coats and large, sources for the River Gelion. The High
well-furred feet. Treat them as similar to the Elves of the West once built a fortress
Wild Wolves of Wilderland, although they are
here, but it was overrun by Orcs and later
not technically Wargs. Some White Wolves
destroyed in the aftermath of the Great
may have interbred with Wargs resulting in
hybrid pack leaders that may be treated as Battle when Morgoth was overthrown.
Wolf Leaders (consider substituting There are legends among the Lossoth,
the Deadly Elusiveness special ability in place though, of ruins in the mountains and
treasures of the West-elves might still lie and the banks of the Linduin.
hidden in buried vaults
Wildlife
LOWER FORLINDON The plains of Lower Forlindon are home
to many creatures. Hawks wheel across
Lower Forlindon is nearly bisected by the the sky scattering flocks of smaller birds.
River Linduin which has its source about Herds of deer, wild pigs and rabbits roam
thirty miles north of Mount Dolmed and the gentle hills and grasslands and
empties into the harbor of Forlond one shelter in groves of trees as do pheasants
hundred fifty miles away. The land and quail, wildcats, foxes and wild dogs.
stretches one hundred seventy miles east As in Upper Forlindon, the plains lions
to west from the Blue Mountains to the hunt the great, antlered deer and other
Sundering Sea. Several passes and herd beasts.
valleys were formed after the breaking of The vales of the Linduin host great
the mountains that created the Gulf of numbers of waterfowl: ducks, loons,
Lune. geese, cranes, heron and great swans.
Thrushes nest in the willows on the river's
One such valley was the Drowned Vale edge. The waters teem with snakes,
(called Nan Dolmed by the Dwarves) to lizards, turtles, amphibians and many,
the north of Mount Dolmed, where the many fish.
earth over the northernmost section of
Belegost subsided. Slightly nearer to the Of particular note are the large, beautiful
sacred mountain is Mickleburg Pass swans that ply the lower regions of the
(Cirith Belegost), and approximately river near Forlond. These birds sport
twenty miles to the south is the lovely white silver-tipped feathers and
Hollowbold Vale (Nan Nogrod), a pass are appropriately called Silver Swans
through the mountains that is screened (celeilph; singular celalph).
on the western end by thick forest.
Stands of poplar provide food and
South of Mount Dolmed thick forests of material for beavers. Muskrats seek out
beech and oak at the base of the range succulent water plants, eggs or small
furnish raw materials for the White Ships lizards while otters frolic on the banks,
of the Grey Havens. The vales of the river ducking into the water to avoid swarms
provide wetlands for birds and beasts. of mosquitoes, midges and other biting
The lush grasslands between the Linduin insects. Especially hazardous are swarms
and the Sea support herd beasts and the of Dumbledors resembling extremely
creatures that prey upon them. large mosquitoes capable of completely
Elves wander these lands but no longer draining the blood from small mammals
maintain large communities outside of (see New Hazards in Part 4 above).
the Havens. This is a land of peace and
plenty, all but free of evil. The forests at the feet of the Blue
Mountains are populated with numerous
The High Elves of Gil-galad dwelt here species of birds, including Nightingales
throughout the Second Age and it was and other songbirds. Deer take cover in
from here that they marched with him the forest eaves and feral swine root
and with Círdan to challenge the armies about for luscious tubers, fungi and other
of Sauron. Most of their towers and food. Bears are common, grazing and
houses have been torn down or have fishing in the streams and small rivers
fallen into ruin. Today, outside of the rushing out of the mountains. The peaks
Grey Havens there are just a few small, themselves are home to wild sheep and
peaceful communities dotting the coast mountain goats. Snakes and lizards
nestle among the rocks hunting rodents, Men. However, Gil-galad was slain in the
while eagles nest in the cliffs and the same battle where Sauron was
larger trees of the forests. Lynxes and overthrown. The number of Elves in
other cats hunt for prey, avoiding in their Forlindon continues to dwindle even
turn larger predators such as bears and today as High Elves take ship at the Grey
wolves. Havens for the Undying Lands.
2939
Saruman discovers that Sauron’s
servants are also searching the Anduin
near the Gladden Fields, and that Sauron
therefore has learned of Isildur’s end
THE HOLLOW HOLD by Kelly themselves, and for commerce. Some of
Pedersen the Dwarves working on deepening the
Hollow-Hold secretly entertain ideas
about digging northwards, in the hope of
In Dunland, hidden among the entering Moria from within, conveniently
inhospitable foothills of the Misty forgetting the horrors that drove the
Mountains, lies a small, secret holding Dwarves out of there.
known to none in Middle-Earth but the
Dwarves that call it home. In their secret When searching for the Hollow-Hold,
tongue they call it Tumun-Gathol, but adventurers have to succeed at three
those few Dunlendings and Horse-Folk successive Explore rolls to find its hidden
that have gone deep enough in dealings entrance. Dwarven adventurers need
with these Dwarves know it as the only succeed at two.
Hollow-Hold. Hewn out of solid rock and
artfully hidden by Dwarven artifice, the Thríma, Warden of Tumun-Gathol
Hollow-Hold is humble, laughable even, Thríma, wife of Thrán and daughter of
compared to mighty halls such as Erebor Fraín, is the Warden of the Hollow-Hold
and Khazad-Dûm. and the closest thing the disparate
Dwarves of Dunland have to a leader. A
The Hollow-Hold is no grand monument hard and grim Dwarf-Woman, russet of
to riches and history, but a refuge from beard, she unexpectedly came to seize the
the plight that many Dwarves found leadership after her father Fraín, the
themselves in after Smaug the Terrible preceding Warden, and her husband
drove them from their halls beneath the Thrán, his successor, were both killed in
Lonely Mountain. Thror led them to a Goblin ambush.
Dunland, where they dug the
foundations of Tumun-Gathol hidden Thríma has had to overcome much
away from hostile eyes. War led them adversity, as the Dwarves felt uneasy
from there, and Thrain led them back. being ruled over by a woman, and put
much effort into displacing her. Thríma
It was not long, however, before many persisted and came out on top, becoming
Dwarves, led by Thorin, travelled further an unforgiving, stern Warden in the
westwards to the Blue Mountains, process. She rules the Hollow-Hold with
abandoning the Hollow-Hold and its wild an iron fist, preaching caution to her
lands ruled by evil Men. A handful of charges, for it is a dangerous world out
Dwarves, weary of travel and fearful of there, and there are no folk that can be
the future, chose to remain to carve out a trusted. She is wary of yet more attempts
modest existence in this strange land. to wrest control from her, and is said to
always sleep with an axe close at hand.
From a hidden entrance among rocky
outcroppings in a deep cleft between two Attribute level: 6
hills, the Hollow-Hold expands into Specialties: Stonecraft, Tunneling
several large chambers, which function Distinctive Features: Grim, Wary
as living areas, sleeping quarters, and Relevant Skills: Awe 3, Insight 2, Axes 3
storage rooms, sometimes all at once. Endurance: 25
Deeper beneath the Hold is a modest but
serviceable vein of iron ore discovered
when the Dwarves first dug out their
chambers. It yields enough iron for them
to construct tools and arms for
“I do! And what it tells me is to get going,
~campaign outlines~ to take a bunch of stout warriors and
craftsman, and set up my own domain.
Miscellaneous campaign ideas Or to take them down into the deepest
mines, where none before me has gone!”
THE ORIGIN OF THE PETTY DWARVES
By now an angry red glow had appeared
by Lofar
in the otherwise jet-black eyes of Lofar.
“Fool! I’m not telling you to follow each
23. Narvinyë 1852 3.Z
whim! Think boy, think! When you are
It was miserably cold in the dark, dank
told to obey your parents, do you listen to
cavern deep, deep down beneath the
every stray remark they utter, maybe
earth. But strangest above all was the fact
laden with sleep or trouble or anger? Of
that it was entirely still. No noise
course not. You think about it. And now
whatsoever could be heard, not even the
let me give you something to think upon
dripping of water, which surely must be
deeply. Another story, yes. One that will
there. The young prince shivered:
teach you – if you are to be taught. So
listen.
“Why did you take me here, makar Lofar?
There can’t be anything interesting down
What you will now here is a tale of
here. Any riches.”
shame. The greatest shame of all
Dwarves, even greater than the slaying of
Deep silence. Then the Makar’s voice
King Thingol or the closing of the doors
encompassed the whole cavern, slow,
of Khazad-dûm in our Noldorin allies’
sonorous, rumbling, like the tectonic
hour of need. A shame – and a guilt –
plates moving even deeper down: “No,
that goes deeper, that penetrates our very
here is nothing. Nothing but your own
being. It is something we never tell
wisdom.” A curt smile. “And mine, of
outsiders. One of the great secrets of our
course…” race. Have you ever heard about the
Petty-dwarves?”
Nain, twenty year old son and heir of
Durin VI, King of Khazad-dûm and all the
“Yes, vaguely. Some mythical Dwarves of
Longbeards, high overlord of all
corrupted heart and bent stature. Either
Dwarves, sixth incarnation of Durin the
they died out in the Elder Days, or they
Deathless, let his rump fall
never lived at all. An old tale to scare
unceremoniously upon a pile of loose
children.”
stones.
“So do you think. Now pay attention:
“Why do I still have to go through these
‘It was in the days of Durin the Deathless,
lessons? I’m sorry old chap, but your only shortly after the awakening of the
stories don’t even interest me. You never Dwarves. The Ancient had already met
tell me anything about gold, or wars, or the other fathers, and had started to
the glories of my forefathers.” “You have gather his own following. He had even
others who do that most eagerly.” found himself a wife, young and fair
Már, one of the seven daughters of
His old teacher sat carefully down beside reclusive King Sindri. Now, Már bore
him, but only after having taken up one Durin a son, strong and fair and like an
of the stones and examining it closely. image of his father, and the Deathless’
“That is one of the reasons I took you
heart was at ease.
here. Learn to listen to your heart, young
Nain.”
But when his son Ónar the Bright-eyed chosen ones shall profit from my
had reached 20 years of age – just as you knowledge. Than will be the promise that
have now – he grew restless. Not content will create you a community of the eager
with the number of people his folk and valiant, for you to rule as you wish.”
counted, he went to his father and At this, Ónar was glad, and he took
complained: “Great King and father! Why Fangli to a newly discovered cavern
have you been idle these last years, when under a twisted hill, and there they made
you should have been gathering souls to their abode, and Ónar learned willingly
follow your lead? Our folk is too few in until it was time to meet the Kindreds.
numbers to achieve the greatest works,
hoard the largest wealth.” “Learn to wait, Now, as it was customary in these
son and heir”, the King answered, “for ancient times all seven tribes of the
ever the growth of our people has been Dwarves had assembled in the halls of
slow. You and I, we will live long, long Mount Gundazbad, trading, mingling
enough to see our dreams come true, if and marrying freely. When Ónar arrived,
we are patient. But your restlessness his father was glad, but his new friend
casts a shadow on my mind. Talk never troubled him – he did not trust that
again about these things, I tell you, or Fangli, who went about with a smile a bit
evil will befall you!” too warm, a voice a bit too kindling.
Ónar went away, filled with anger both at So when Fangli offered his knowledge to
the shackles of his ambition and at his Durin and the other Dwarf-kings, “for
humiliation, for they had conversed surely you will not reject your son’s
openly before the other Dwarves present, dearest friend when he is offering
and those had laughed at his wisdom beyond all measure”, the
impetuosity. So he left the halls of his Deathless replied: “None of us knows
father at Gundazbad and started everything, except Mahal, and that is
wandering under the stars. After six long good. For the soul of a true Dwarf
days where he went heedless of perils delights in toils well completed, and it is
and direction, he met upon a stranger. It his striving for knowledge that gives him
was another Dwarf, as it seemed, with life and purpose. I rather trust the little
hair and beard like fire, glowing in the wisdom and skill I have won with my
dark. Ónar stopped in astonishment. own hands and mind, than empty
“Who are you?” promises offered by a stranger, who
doesn’t even seem to belong to any of the
The stranger answered in a pleasant and Great Houses!”
musky voice: “Call me Fangli, the Fire-
hearted. I’ve come to help you, for I know And the other Dwarf-lords nodded in
of your plight and your desires. And what reply, for none of them recognised Fangli
you are longing for is only your due, after as their kin. But Ónar’s anger at this was
all, isn’t it? I can help you to achieve it.” fiery-red and he shouted: “If you do not
Immediately, Ónar was enthralled. “You accept my friend as kin, and reject his
speak rightly. Why shouldn’t I do what I knowledge freely given, I shall be no son
believe is best, as prince of the highest of yours anymore. I will found my own
house of all Dwarves? Show me the way!” tribe, and Fangli will be its first member.”
Then the two of them left the royal halls;
Fangli smiled, and Ónar’s heart grew but they did not leave Gundabad entirely.
warm: “Just take me to the next gathering
of the Kindreds. Until then, I will teach For they went about in disguise,
you many things that are hidden, the lore whispering in the ears of many a Dwarf,
of fire and rock, and you and your and thus gathered a following from all
the tribes. When King Durin found this deed, which left our fate changed. But the
out, he told his wife Már: “Talk you to murderers did not escape unpunished,
your son, since he has stopped his ears for Durin the Deathless and his guard
against the advice of his lord and father.” came after them out of the gate and
And Már found her son, in the midst of brought them to a halt.
his new supporters, with the ever-smiling
Fangli at his side. “Ónar-khâz, why do Then the King spoke. “I will not kill you,
you bring misery upon my life in this worm, for you have not deserved to gain
way? I suffer under the split between you access to the Halls of Mahal, whom you
and your father. Amend what has been have denied, nor shall you, Ónar, be
broken, and I am sure Durin the just will reunited with your mother, whom I must
give you a recompense beyond count.” lack. And any other Dwarf who will kill
one of you shall be thrice damned!
When he heard this, Ónar began to
waver, since any Dwarf listens most Instead, I curse thee, and all who have
closely to the advice of his mother. But furthered your course: Yes, you shall be
Fangli whispered in his ear: “See now, King, and you shall have your own
even your own mother has been bent and people. But Dwarves shall ye be no more!
broken by your father, she who has been You will diminish in stature, and lose all
proud and independent. Let not the same the skills you have, so that you will not
happen to you!” be able to live again in a great mansion
under the mountain, but will wander the
And Ónar hardened himself and wilds and lurk in caves!
whispered: “As I have denied my father, And you especially, Ónar the Faithless,
so shall I deny you – I have been shall get what you deserve. Since you
orphaned in a day, and am now Ónar claimed to surpass even me, deathless
the Fatherless, and a King in my own like me you shall become. But whereas I
right.” “This is blasphemy”, his mother shall live long and die content and be
gasped, “you know that. Only the Oldest reborn in a strong son, your existence
are fatherless, made by Mahal himself. shall drag on until the end of time, until
Surely, you cannot claim the same?” the years feel like mountains on your
shoulders. Then you shall see the power
“I do not need Mahal to make me, since I of Mahal the Maker!”
will be greater than even him soon
enough.” Ónar now exclaimed proudly. All the Dwarves of Ónar’s following were
“And now: get out of my way.” With that, afraid now. For the first time, they
he pushed his mother aside with such realised the doom they had laden on
force and malice that, she fell, hitting her themselves, and they cursed their
head against a rock, and died. adversaries, but above all themselves
Many of the Dwarves who had witnessed and the whisperings of Fangli. To this
the incident were aghast, and turned one Durin turned at last: “But you,
against Ónar, naming him ‘mother- Fangli, I cannot outcast of Dwarven-kind,
slayer” and ‘faithless’. since you never belonged to it in the first
place! Show your real face now, demon.”
But some stood beside him, and, incited And he struck him with his mighty axe,
by Fangli, they soon started to attack causing him a great wound.
their opponents. They slew many, and
made their way to the gates of the But Fangli did not die. Rather the wound
mountain. Thus befell the first killing of burst into flames, which consumed his
Dwarves by Dwarves, a most terrible Dwarven appearance, and out of the
burning corpse burst a shape much
greater and terrible beyond reckoning. It Lofar looked deeply into the young lad’s
was wreathed in flames, and had eyes, and what he saw made him
shadowy wings, and laughter mad with uncomfortable: a faint glow, but not
triumph: friendly; more like a ravishing fire buried
deeply somewhere, with a shadow cast
“You old fool! You have fallen into the over it. He cast aside these thoughts,
traps of Melkor the Great, Lord of Arda, laughing about himself. “Been caught by
to whom I will return now. But do not my own story, it seems,” he thought, and
think that I will forget your rejection, nor turned to the Prince:
the wound you have dealt me. I will
return to you, and when your line falls ‘You have probably heard the story of
prey to the greed and fraction I have Mîm, who claimed to be the last of the
sown, I will repay you a thousand times. Petty-dwarves after he was separated
Then call me as I have already proven from his son Ibun when being captured
myself to be: Durin’s Bane!” by Orcs. But, as so often, that old
miserable creature was wrong. Ibun
Then the demon spread his wings and managed to escape, and followed the
flew away, northwards. And Ónar and tracks of his father to the halls of
his people fled in terror before the evil Nulukhizdîn, or Nargothrond as the Elves
they had brought amongst their race, called it.
and went westwards into Beleriand,
where they became known as the But he found only his corpse, since Húrin
Noegyth Nibin, the Petty-Dwarves, Turin’s father had slain him, avenging
because Durin’s Curse indeed took effect, the treachery Mîm had perpetrated on
and soon they had all lost their ability to Turin. Therefore, Ibun gathered as much
work metal or stone, and their of the treasure as he could carry, and
craftsmanship declined, and they were travelled to the halls of his mother.
hunted like animals by the Elves until the Together with her folk, she lived in the
coming of the Dwarves. But after this south of Beleriand, far away from the old
event, Durin took another wife from his habitation of her folk in the higher lands
own tribe, and to prevent a further split between Sirion and Narog.
of the Kindreds, the Bonds of Blood were
sworn in Mount Gundazbad – the sacred After they had been hunted by the Elves
oath that holds all our people together in that region most Noegyth Nibin found
even today.’ it wise to abandon their halls at
Nulukhizdîn and Sharbhund, and went
The silence in the cave was now nearly south. Only Mîm and his sons, and some
palpable: thick as a fungus that slowly other few Petty-dwarves stayed, and they
but steadily presses on your body until it died out soon, except one. Ibun found his
becomes unbearable. Prince Nain tried to mothers kin, and – being in the
smile. possession of truly royal riches, he
“I know why you told me this, Makar. persuaded more than half of them to go
Don’t take me for a fool. It is a parable, a back east into the lands from whence
tale cautioning me against rash they originally came.
behaviour. I think you have achieved
your trick – for now. But tell me, what do And they followed Ibun and came to
you make of the Petty-dwarves fate after dwell in the deep woods of Eryn Vorn.
they came to Beleriand? I think I heard They only entered into the histories of the
that they died out.” West once again when they hired
mercenaries to abduct Dwarven women
for them. For their number was “That is for you to decide.” Lofar grinned
dwindling by then, and they wanted to maliciously.
reinvigorate their blood. But the ruffians
instead took some female Halflings “Maybe it is just a parable, showing us
captive, thinking them to be an easier that all Dwarves who show such petty
prey. However, Marcho, one of the behaviour as cruelty, pride, and
Hobbit leaders, was able to rescue these overreaching will be punished one way
women. Some claim that this has been or another. Or maybe it teaches us that
the source of the strange allusions to wishes might become true in fashions
jungle and moor in the poetry of the unlooked for. But every myth has a grain
Hobbits. of truth hidden in it.”
When heading to the misty mountains to -A plot idea might be that Blood Heart
try and find tracks they overhear a had sucked some of the Arkenstone’s
couple of orcs talking about how light from its source and the heroes need
"The sword who slayed the goblin king to relight it using magic somewhere in
has been reclaimed in the service of the the forest. That means needing to protect
blood heart". the stone during its transportation from
With too much goblins and orcs inside Blood Heart and his minions.
they have to sneak in or disguise
themselves as orcs, get near Orcrist
sword from the new orc leader and take it
THE SPIDER KINGS by Venger On one of their rescue missions, they
discover the tooth or claw of a werewolf
A Woodman Town called Buella less than that still carries an evil presence. If they
a week’s walks to the west exists in the take it for research, it carries the power of
shadow of "The Spider Kings" in the Corruption and draws evil to them along
western eaves of the Mountains of their journey. If they wish to get rid of it,
Mirkwood, who are three enigmatic they must burn it. But if they leave it
incredibly old and creepy Spiders and behind, they will have a harder time
their Orc retainers. convincing the Elves to help.
Radagast revealed their existence to the
woodmen. They do not lust for war or If Thranduil does help, he sends "wolf-
conquest but vie in mad alien bizarre hunting" warriors to go with them. The
contests that no man's mind can Loremaster should develop these
understand with the winner's prize of characters to be unique. These could be
mating with their Queen Neethra, player-heroes with more experience as
purported to be one of the line of well. Otherwise, the only help he gives is
Ungoliant so she may spawn brood-lings information about the lair of the
of their own kind. Werewolf of Mirkwood in the mountains.
• Attend the trade fair at Woodmen Town • Enter the Hidden House and explore
and stop a murder/misdeed. the lower halls and encounter a
malicious entity that drove the dwarves
of Bar-en-Thurin to madness and death.
Year 2957 THE MINES OF MIRKWOOD by
Garbar
• Rescue a damsel in distress – Mellwen
of Sunstead, who has been abducted by Pursuing a band of goblins the
the wild men of the forest. A companions find them hiding in some
complication arises when it is discovered caves. As they are dealing with the goblin
that the wild men used a dark artefact on infestation, they find a door hidden by a
Mellwen. A dark spirit enters her body – Rune of Secrecy (easier to find if they
she must be taken to one of the wise. have a dwarf in the party, but the rune
could be damaged if need be).
Year 2958 The door is much like the gate of Moria
and requires a password to open!
• Take part in the hunt for Man’s Bane Perhaps the password is the name of a
(see below for details). dwarf who did something so bad that his
name was stricken from history, making
• Discover what devilry the orcs of the finding his name all the more difficult!
Mountains of Mirkwood are up to in
regards to the Green River and put a stop Leaving the caves they then head to the
to it. Lonely Mountain (or Iron Hills perhaps)
to conduct research and find a way to
Year 2959 open the door. This could involve several
adventures.
• Help with the retaking of Dwarrowhall
as a prelude to the retaking of Moria by When they eventually find a way to open
Balin. The hold must be secured with a the door, they find a vast complex of
small force and its defences reinforced, caverns that run under the Mountains of
and the Leofrings must be negotiated Mirkwood.
with.
- I would treat the exploration of the
Year 2960 mines as a journey, with selected
highlights for them to explore.
• Help defend Mountain Hall from a
goblin incursion stirred up by the - Do they awaken something that should
Messenger from Mordor. have been left buried?
For the first time in centuries she left the Ungladaneth made her way back to the
deserts of Harad for a journey across deserts of Harad. As she greeted Perungol
Middle Earth. Ungladaneth soon after her long absence, Ungladaneth
discovered much of what was happening heard him reply for the first time ever.
in the Northwest of the continent. Sauron From then on mother and child had
was declaring war on the Elves, in many conversations. She learnt that the
particular on the Noldor kingdom of spider had dreams of power, of being the
Eregion. She was intrigued by the king of a vast empire. He also wished
rumoured amazing skills of its resident that his kind would be given the proper
Elven smiths and decided to see for respect, especially their progenitor, his
herself. grandmother Ungoliant. In order to one
day reach these goals Ungladaneth and
While in Eregion Ungladaneth managed Perungol put a plan in motion to spread
to seduce a talented Noldo smith named their influence throughout Near Harad.
Melannen. In time she was able to
convince Melannen to assist her in the They started a mystery cult named The
creation of the Spider Ring, a minor Sisterhood, of which the first temple was
magical ring that would allow her to talk built on top of their desert lair.
with great spiders like her own Perungol. They recruited their members exclusively
It was a Mithril ring decorated with a from the ranks of unmarried Haradrim
spider web motif, but unfortunately its noblewomen. The members of The
creation coincided with the fall of Eregion Sisterhood learnt little or nothing about
to the forces of Sauron, Melannen and the history or true purpose of
Ungladaneth were among the last to get Ungladaneth and the Perungol, whom
out alive. they referred to as High Priestess and The
King, the sisters were attracted by the
As they made their way with the other promise of tutelage in the black arts, a
refugees to the future Rivendell their service Ungladaneth provided in return
group was attacked by Trolls. The couple for gold, regular human sacrifices to
made use of the confusion to slip away Perungol and the worship of both him
into the wilderness with the Spider Ring. and Ungoliant.
They planned to make their home in the
wild for the duration of the war waiting The members of The Sisterhood could be
for more peaceful times. This plan was easily recognized by their clothing, which
complicated by the fact that it soon consisted of a black garment that
became obvious that Ungladaneth was shrouded them entirely, including the
with child. entire face except for their eyes. The face
veils were decorated with a spider web
A few months later she birthed a red- motif in silver thread.
headed Elvish girl, Thiadvain they named
her. Ungladaneth appeared to be a
loving mother to the infant for some
During the Third Age women in such wagon. Following trade caravans north,
attire became an increasingly common they eventually reached the city of
sight in many cities throughout Harad, as Esgaroth where they decided to settle, as
did the lone towers that served as Ungladaneth has a plan to win the
temples to these cultists. Unknown to confidence and unite the many spiders of
anyone but the Sisters themselves and Mirkwood. And finally use their support
the many who disappeared from the in another bid for power.
streets in the cities where they were
active, in a dungeon under each such There is however one thing Ungladaneth
temple there lived a great arachnid. still hasn't realized, even after thousands
These had been lured from their homes of years. The Spider Ring doesn't really
in the wild by Ungladaneth with the work! Perhaps the Spider Ring wasn't yet
promise of worship and sacrifice as part entirely completed when Sauron drove
of cult rituals. Ungladaneth had even them from Eregion or maybe forging such
attempted to invite the greatest of them a ring simply went beyond Melannen's
all; Shelob, to make her home under skills. The fact is that although Perungol
their temple in Umbar, She declined the is an intelligent creature he has no
offer however. greater ambitions than feeding himself
(he now resides in the dungeon below the
Near the later years of the Third Age temple tower built by the sisters on the
Ungladaneth's and Perungol's cult had long lake's shores). The voices she hears
spread its influence among much of the when conversing with Perungol or any
noble families of the Haradrim, Corsairs other spider are all in her head.
of Umbar and Black Númenóreans. The
rise to power of the Maia and her The Ring does however have a slight
arachnid child seemed inevitable, but hypnotic effect on spiders. They will
things turned out differently however. never attack the wearer unless provoked
By the time the influence of The and can be much more easily swayed.
Sisterhood was at its all-time high, This explains how Ungladaneth was able
Sauron had already regained much of his to successfully transport several great
former power in Harad. It was only a spiders to her temples.
matter of time until he gave his servants
the order to take out the competition. Starting the Players
This finally happened in the year 2945 Start an adventure using this source
TA, and it was swift and brutal. In but a material with Melannen's daughter
few weeks’ time the Sisterhood temple in Thiadvain hiring the adventurers. She
every Harad city was plundered and has been kept completely in the dark
destroyed. The great spiders living in the about the past by her father. But recently
dungeons beneath were slain, the cultists he left Middle Earth and she was able to
themselves dying often gruesome deaths. discover a few things in her father's
Very few escaped, but those that did papers. She now knows about the Spider
succeeded in giving a timely warning to Ring and how much he regretted forging
Ungladaneth, at the original temple it, fearing what would happen if it fell in
hidden in the desert. the wrong hands. So Thiadvain makes it
her goal to use her few remaining years
The thoroughness of Sauron's minions in Middle Earth to retrieve this artefact.
made it clear that it would not stay
hidden for long. The dozen surviving Thiadvain believes her father lost the ring
cultists helped their high priestess take during the Troll raid on the Eregion Elves
Perungol north hidden in a covered fleeing to Rivendell. So the trail will at
first lead to some Troll hoards on the
slopes of the Misty Mountains. The ~sample eriador
adventurers could get some Ranger or
Elvish help for this if they need it, and
campaigns~
they probably will. Cause they will have
to deal with more than just a couple of THE LOST REALM OF CARDOLAN by
Trolls. Throrsgold
[I based the initial idea on an article called
Rumours that an Elf of Rivendell is on the Cardolan: A Middle Earth Campaign Setting
trail of some sort of lost magic ring has for 4E D&D. The campaign begins on 9 June
reached the ears of Mordor. To say that III 1650]
Sauron is intrigued by this news would After two centuries of slow but inexorable
be an understatement. A group of decline the few remaining Dúnedain of
Mordor Orcs that was originally on its Cardolan, even the doughty defenders of
way to deal with Ungladaneth and the the sacred Barrows are emigrating to
surviving members of The Sisterhood in Arthedain and Gondor in roughly
Esgaroth is thus instead sent to shadow equivalent numbers. The Gondorian
the adventurers and keep them from garrison remains in Tharbad but the
obtaining anything that Mordor would rotation of troops and commanders are
want. gradually ceasing so that they are
becoming a hereditary warrior class in
The adventurers should during or after a the decaying city. The people of Cardolan
confrontation with these Orcs be allowed continue to do reasonably well, but new
to learn of both their current and original settlements are made across the Gwathir
mission. This should lead them to in Enedhwaith, rather than east or north
Esgaroth and to the new temple of because of the increasing severity of the
Ungladaneth and Perungol, not entirely winters. Many of the common folk drift
sure how to continue from there. south, most often to swell the population
of Dunland.
By the way, it appears that there is a
consensus among Tolkien scholars that BACKGROUND
the ability to converse and understand After her husband Peledur is killed on 26
spiders was given to both Bilbo and March III 1650, a Cardolan widow
Gollum through their use of The One named Mîrithil decides to move to her
Ring. brother Faradil’s estate in Arthedain with
her children: Celedur (age 9), Lothwen
(age 7) and Hallas (age 4).
The player-heroes are hired by a family
friend named Amlaith to escort her
family from Tharbad, the former capital
of Cardolan, to Fornost, the capital of
Arthedain. The company is accompanied
by Amlaith, 1 House Guard Sergeant, 6
House Guards, 4 servants, and 6
teamsters in 2 carriages and 4 wagons.
They have to travel 325 miles by foot over
Moderate terrain, through wild lands in
the Summer. The journey takes 24 days.
Each companion must make 5 Fatigue
tests at TN 16.
PLAYER CHARACTER PREGENS realm of Cardolan and help escort a
The campaign has the following player- noblewoman and her family back north
heroes( if pregens are needed) to the Kingdom of Arthedain. Eradan is
excited about this assignment for two
Elwen reasons: the first is that it is his first
A 2003-year old female Elf of Mirkwood assignment as a full-fledged Ranger and
(Lindon) Scholar [Background: Noble he is anxious to prove himself; the
Blood]. Elwen is jealous of those who second is that the noblewoman he is to
venture out of Lindon in ‘Wandering escort is Lady Mîrithil, a woman who was
Companies’ and have ‘grand as a sister to him growing up! He is
adventures’. The daughter of Gaerdae, escorting her back to her brother,
Cirdan the Shipwright’s Captain in Faradil, who was as a father to him. The
Harlindon, she has taken it upon herself journey is really a homecoming for
to go forth and have her own grand Eradan!
adventure. She finds herself far from
home in the city of Tharbad. She is then Ivy Banks
hired by Lady Mîrithil, a very beautiful A 34-year old female Hobbit of the Shire
24-year old Dúnedain woman from a Treasure Hunter(Background:
proud noble Arthedain family. She has Bucklander
accepted a position to care for the Lady’s Ivy is a Stoor, the broadest and heaviest
children: 9-year old Celedur, 7-year old of the Hobbits and the only ones that
Lothwen and 4-year old Hallas. She is to wear footwear. She is a professional
be paid 1 gp/day and all expenses en guide of the Swanfleet Marshes, the
route, and 100 gp upon safe arrival at Mannish name for the marshy lands
the family’s estate in the Kingdom of above Tharbad, famed for their swans, at
Arthedain to the north. the outflow of the River Glanduin.
As competition in the area has increased
Eradan she has taken advantage of a job posting
18-year old male Dúnedain of the North in Tharbad and is hired by a man named
Warden [Background: The Seeker]. He is Amlaith to escort a noblewoman and her
the sole-surviving descendant of family north to the Kingdom of Arthedain
Celebindel Melosse, the last Lord of the for the pay of 2 gp/day & expenses en
Angle. His family, having fled to route, and 150 gp upon safe arrival.
Cardolan from their ancestral home for Other opportunities for profit may arise
safety nearly three hundred years ago, along the way.
has longed to return to the Angle and
reclaim their lands. Sadly, their struggles Korin
to accomplish these goals never achieved A 56-year old male Dwarf of the Lonely
much success. The Great Plague that Mountain (Longbeard Clan from Khazad-
devastated Cardolan’s population took dûm) Treasure Hunter [Background: A
from Eradan every blood-relation at the Penetrating Gaze].
young age of 4. At that time, he was sent Korin longs to be an Artificer (a crafter
to live with family friends in Amon Raith that cannot cast spells but can craft runes
in the Kingdom of Arthedain. When he that imbues items with magic abilities).
reached the age of 15, he was Not possessing the finances to gain the
apprenticed to the Wardens of attention of a Master Artificer (he
Annúminas, Arthedain’s Ranger Corps. requires 300 gp for the initial interview!),
After several years Eradan is a full- Korin is compelled to seek his fortune out
fledged Ranger and has been given his in the world. He ultimately came to
first solo assignment … he is to travel Tharbad, the capital of the lost realm of
south to the city of Tharbad in the lost Cardolan, and was hired by a man
named Amlaith to escort a noblewoman of the foes and placed them at the feet of
and her family north to the Kingdom of Kona’s body in the cairn which Mirni
Arthedain for the pay of 2 gp per day, himself constructed. Mirni attempted to
expenses en route, and 150 gp upon safe continue mining but found that his desire
arrival. Other opportunities for profit to mine died with his father. Securing the
may arise along the way. home which the father and son had built,
Mirni then travelled south along the
Mirni banks of the River Bruinen to the city of
A 42-year old male Dwarf of the Lonely Tharbad. Taking advantage of a job
Mountain (Longbeard Clan from Khazad- posting in Tharbad, he is hired by a man
dûm) Slayer [Background: Bitter Exile] named Amlaith to escort a noblewoman
Several years ago, a mid-sized number of and her family north to the Kingdom of
Dwarves from Khazad-dûm made a Arthedain. The tale of the noblewoman’s
mining colony in the eastern hills of Dor- plight to return to her family’s lands,
en-Egladil (S. “Land of the Elf-point”) or combined with her children’s loss of their
just “Egladil” (S. “Forsaken Point”), father touched a chord in Mirni’s mind
known as The Angle, an area of southern and he resolved to see the family safely to
Rhudaur. They mined for iron, gold and Arthedain. Accepting the pay of 2 gp/day
platinum and forged a small amount of & expenses en route, and 150 gp upon
weaponry for the men who inhabited the safe arrival is of a secondary concern.
region.
Their colony named Smallforge is located Main NPCs
near Reedhaven, the largest Hobbit Amlaith: (Age: 42; Height: 6’4”; Weight:
settlement in the area, and they enjoy a 210 lbs)
mutually beneficial relationship with the A Dúnedain, Amlaith is a friendly,
Hobbits. The Dwarves provide the upbeat, devil-may-care soldier with the
Hobbits with farm tools, arrowheads and morals of a pirate, the appetites of a
protection, while the Hobbits give the hedonist, and a total lack of personal
Dwarves provender and other supplies responsibility. Now that Peledur is dead,
they cannot create. In order to secure a Amlaith has vowed to see his friend’s
better life Master Smith Kona brought his family to safety in Arthedain; it is he who
son Mirni to the colony. Fortune smiled hires the player-heroes.
upon their endeavours for many months Mîrithil: (Age: 24; Height: 5’6”; Weight:
and the pair prospered, but good fortune 150 lbs)
ultimately turned to ill. A very beautiful woman who is devoted
Before dawn one morning Kona ventured to her family, Mîrithil is a proud
out alone to bring water to their isolated Dúnedain lady from an old noble
camp and was ambushed by Orcs. Mirni, Arthedain family. After marrying Peledur
hearing his father’s calls for help, rushed (at the age of 13) and giving birth to their
to his father’s aid and slew many Orcs, three children, she functioned as a single
driving off the remainder. Mirni picked parent when Peledur went off to war.
up his father and carried him for several After Peledur’s death Mîrithil decided to
miles to Smallforge and healing. Despite move to her brother’s (Faradil) estate in
his son’s heroic effort, Kona succumbed Arthedain with her three children and
to his many wounds. Filled with wrath, household servants.
Mirni gathered other miners to pursue Celedur: (Age: 9; Height: 4’1”; Weight:
the Orcs who fled. Following them back 61.6 lbs)
to their lair, the Dwarves fell upon them Celedur is a shrewd boy with an
with righteous purpose and slew them in understanding of the world, people,
their entirety. philosophy, and politics that go well
The Dwarves then gathered the weapons beyond his years.
Lothwen: (Age 7; Height: 3’7”; Weight: like Amlaith.
50.6 lbs) - Rowan Roper: (Age: 48; Height: 3’1”;
Lothwen is an innocent, naive girl who Weight: 32 lbs) A Stoor Hobbit; the cook.
seems to almost always to be able to find - Dírhael: (Age: 69; Height: 6’; Weight:
something to be “glad” about no matter 190 lbs) A Dúnedain; the House Steward.
what circumstances arise. She lives in a - Kelda Booth: (Age: 18; Height: 5’2”;
fantasy world, fully expecting a fairy-tale Weight: 130 lbs) A Common (Wo)Man; a
life to be her due. maid.
Hallas (Age 4; Height: 3’1”; Weight: 37.4 - Holly Rumble: (Age: 25; Height: 3’;
lbs) Weight: 31 lbs) A Stoor Hobbit; a maid.
Hallas is an inquisitive boy who is prone - Al, Bob, Bert, Mat, Rowlie, and Woody:
to wandering off to visit any place that (Various ages, heights and weights) All
has animals. Although he is quite shy common men; the teamsters.
around unfamiliar people, he has no
hesitations around any animal. He is The player-heroes may be persuaded (i.e.,
never found without his fox ragdoll "Foxy" forced) to travel to Minas Malloth. If so
Peledur they will be met by the fortress’s insane
Peledur was the husband of Mîrithil, the garrison commander, Baron Turgon; he
Dúnedain lady who hires the player- has an irrational obsession with rooting
heroes to escort her and her family to the out threats of the Witch-king.
Kingdom of Arthedain. Peledur died
before the start of the campaign on 26 Supporting Baron Turgon are:
March III 1650 from a mysterious - Tarvarharn, the high priest of the
malady. He was a staunch, traditional Baron’s new cult dedicated to violently
Cardolan officer who struggled to rooting out agents of the Witch-king)
balance his personal beliefs, his duty to - Findegil the Bard, a manic minstrel
his superiors, and the needs of his family - 180 Dunlendings of the Razor-claw
and friends. Clan (i.e., paid mercenaries).
80-99XP=12XP: Fathers knowledge Give the new character a few more XPs per
The travelling role of your father is your adventure than the rest of the group to
birthright. Roll 2 FD and take the best, represent that he learns not only from the
when testing this common skill. (Travel, adventure, but also from his companions.
Explore, Awareness or Hunting)
Options for the new character to fit into the
100-149XP=14XP: You are the Hope group:
You are blessed with +2 Hope, because
your father was such a great a hero. - Make a new character with a
fraction of the old hero's XP and AP.
150-250XP=16XP: Toughest Training Maybe the Hope and Shadow points
The training you have received is the best should be fractioned in the same way.
there is, +2 Endurance.
- Make a new character with the
251+XP=18XP: Your father in You same XP and AP as the lowest of the
Once per Adventure phase, you may tap group. Equal also the Hope and Shadow
into the experience of your father, if you points as far as possible with the group.
spend a point of Hope, you may roll the
test as if you were your father. (Common - Make a whole new system of
skills, Weapon skills, Valour and Wisdom) granting XPs to the group: Just give 1 XP
per session to each player individually,
and the rest of the XPs go to a Fellowship
Pool. The players decide how to share
these XPs. They can be shared equally, or friend's character. This can relieve some
given to the weakest member so that he of the narrative incongruities, but
can catch up with the rest (group is as everyone will need to be on the same
strong as its weakest member and all page as to how often training sessions
that). Again, I haven't figured out any should occur.
numbers, so I don't know the best
proportion between individual and Creating the Heir
communal XPs. The above mentioned To create an heir, select a culture and a
quantity (1XP per session and player) was background for that culture. Record the
just a guess. starting skill ratings and the Heir's
calling. At this point you should have all
This last option can be used to simplify (if traits defined and all favoured skills
the numbers are set right) the extra selected. At this point, stop... the previous
difficulty for Rangers and Rivendell Elves experience starting points and selection
to improve their XP skills: Rangers and of Valour versus Wisdom will occur
Rivendell Elves cannot gain XPs from the during training.
Fellowship XP Pool.
The Heir
The rules below refer to the character
being created as the Heir, and the current
character as the Trainer. Despite these
terms, there is no particular expectation
that the new character actually be related
in any way to the old character, they can
simply be someone that the old character
connected to in some way.
Annual Events
Gathering of the Five Armies
2946 (Fifth anniversary).
Example in The Crossings of Celduin.
Dragontide
Proposed order of adventures from current published sources
1. Escort elves on their way to the 14. Treasure hunt in deserted elven
harbour leaving Middle-earth. settlements.
2. Delivering rare tobacco to the 15. Search for the reason livestock
Shire. and now children are disappearing in a
small village. It's a wounded orc living
3. Searching for one of the rings. under a barn. Perhaps the sons of Elrond
passing through did the village a great
4. Stealing horses from Rohan. service by defeating some marauding
goblins, and this lone survivor has
5. Searching for female ents. crawled beneath the barn and is biding
his time whilst he heals, dining on first
6. As a hobbit, visit every corner of
livestock, and now villagers.
Middle Earth in order to write the world's
greatest cookery book.
16 Go to Dol Guldur to find
something Gandalf suspects he mislaid
7. Journey into the Old Forest in
at the gate when the White Council broke
order to find a rare herb to heal
it. Don't go in. Hope this isn't part of a
Esmeralda the hobbit of a terrible fever.
wider Mithrandir plan...
30. Dale has been rebuilt, but ruins of 36. The war is over and Sauron has
a far older place lie beneath it. One of the been defeated, but at great cost. The
dwarves who assisted the Bardings in the newly-crowned King Elessar is sending
reconstruction of their town approaches envoys to the lands east and south of
the fellowship with a tale of a door deep Mordor. Although they fell under the
in the earth. Can he be trusted? Surely shadow and fought under Sauron's
King Bard knows of this door? banner, there may be hope for the
survivors, and any ally will be useful in
these times of rebuilding.
31. Work continues within Erebor to
restore its glory after the death of Smaug. 37. Finding Maglor, the last
All dwarves are occupied with this, and remaining of Fanon’s sons.
so will pay handsomely for the supplies
38. Resettling and rebuilding Arnor
they need from across the region.
will still be dangerous. You can
Merchants always need protection, need
personally take up one perfect little part
faster routes to be scouted, and new
of it. The first task is getting there.
areas from which to buy the foodstuffs
the dwarves require.
39. Well before the War: something
powerful is terrifying Dunlendings,
32. The river that runs around the forcing their fealty, and preparing them
Mountain Hall is suddenly washing up for a war. How do you figure this out,
old bones on its banks. Who dares follow considering Dunlendings probably don't
the raging cataract upstream into the like you at the best of times?
mountains? This will prove most
perilous, and ropes and stakes will be
needed to climb it's banks and falls to get 40. You need to pry an old, shameful
secret out of the Elves of Mirkwood. The
upstream.
first task is getting there.
41. The Necromancer is stirring, and covert attacks (from wargs to shady
sending many spies far south. Why? merchants who advise the powers that be
against the course of action) while
organising the construction of a complex
42. Rescue a powerful Ranger who's
piece of architecture in the middle of
been captured by some evil. Find out if goblin infested territory.
he's joined forces with it.
50. Brigands have always been an off-
43. Meet Húrin, still wandering the and-on threat to the people of Bree-land,
Earth. Make some kind of a permanent but when one such band of brigands
change to his situation or outlook. joins forces with the greater evil of
Angmar, things may quickly turn ugly
44. The Thain has taken an interest in
without some brave heroes to lend the
the world beyond the Shire, and is aware people aid.
that some of his maps are over 1000
years old. He calls for young Tooks and 51. An evil Dwarf-lord whose greed
others to go out into Eriador, see what's and lust for immortality drove him to
there, map it, and look for possible trade attack an Elven refuge and was slain for
or settlement sites. The Mayor opposes it during the Second Age has now been
such needless risk-taking. resurrected by a powerful necromancer
who seeks to use him, and the clan of
45. Similar thing, only out of Gondor.
Dwarves that he led, for his own foul
Time to be less isolationist. Land-
plans for Ered Luin and Middle-earth.
mappers into Dunland (what happened
to Tharbad, anyway?) or southern 52. Evil has taken root in the Red
Rhovanion, or ships trying to run Swamp of Haragmar, and the Dead walk
through the Corsair pirates and map the the land. Radagast the Brown has asked
western coast, perhaps looking for the you to look into the cause of this blight,
mythical Grey Havens. which turns out to be the necromancer
from above, and a corrupted river-
46. Or even the remains of Númenor,
maiden of terrifying power.
and the fabled Undying Lands...
53. Smaug was the last of the "great
47. Expedition to re-take Minas dragons," but there are still dragons in
Morgul and the Towers of Guard!
the far north, and a lesser dragon has
48. There are still several Palantiri already destroyed a dwarf settlement in
and one Silmaril unaccounted for. the Iron Hills. Dáin needs help tracking
("Thrown into the ocean" or "lost in the down the dragon before he can send his
river" as a way to dispose of something? finest warriors to slay the beast.
You must be joking.)
54. Help occupy and rebuild after the
49. A dwarven or elven patron of the battle of Isengard (Or Mordor).
party tasks them with organising the
55. Someone has been stealing horses
rebuild of the bridge over the Old Ford.
from the Rohirrim, you must catch them
First, convince Beorn that it's in his and find the missing horses.
interest, then fight the shadow's direct
56. You are a merchant trying to object of golden colour encased in
make a profit on a shipment of Dwarven ancient ice really be a dragon's egg?
axes to be sold throughout middle-earth.
61. Chill out and do nothing.
57. You run The Prancing Pony Inn in
62. Ah, there you are. Faramir's
Bree and have to keep it standing despite
dropped a note off, says there's an old
the constant influx of adventurers who
fortress we are to re-occupy - a short-cut
draw danger to the building and its
into the Black Land without having to
occupants.
traipse all the way over to Gorgoroth.
58. A group of men are trying to forge One of the halflings apparently slew all
a new Ring of Power based on the old the orcs there already, so you should
methods used by Sauron, you must stop have no trouble clearing out the place.
them (or help them). Take a couple of lines of troops and have
a shufti around this Barad Ungol place,
59. In the Northern Mirkwood there is
there's a good chap. How hard can it be?
a chain of guard-fortresses, an arc of
It probably just needs a bit of a dust to
watchfulness. Built long ago they were
clear out the cobwebs.
concealed with cunning artifice, Dwarven
and Elven magics, subtle sylvan
misdirections. We don't know where they 63. Ah, you're back. Glad to see you
are. Those who built them are long had no trouble with the Pass of the
passed. Those who guarded them have Spider. Can't imagine why they'd call it
died. Smaug's ravages destroyed what that anyway. Another note from the King;
few records of their locations there were. please can you nip off to Minas Morgul
We know they were built to support one and bring back the panoply of King
another and that they communicated Earnil. I'm sure it's just lying around
with each other but not with the 'outside'. somewhere. Should be easy - after all, the
If we can find one, there may be clues Captain of the place was the sort of chap
that let us find the others, and we need to let himself get stabbed in the face by
do so quickly. We know some are hidden some angst-ridden neurotic horsey lass
in tree-tops, some are disguised as crags with a broken arm and a penchant for
or hidden across cliff-sides. Our only cross-dressing, so his minions can't be all
clue: the words of Boin, son of Barin; that tough.
"Three streams, two roads, chain's end.
Their numbers are our strength."
64. Something to do with having a
60. Orcs and wargs are systematically jaunt to Dorwinion to get exactly the right
exploring the Northern regions of vintage wine for a Northman chief in Dol
Mirkwood, clearly looking for something, Amroth, with orcs, Easterlings, fell
but what? The PCs investigate and find beasts, probably Woses and finally a
out that they are working for a similar party sent by a Dunadan chief in
mysterious "mistress" who they greatly Dale.
fear. Will they beat the servants of the
shadow to the prize? Could this oval
65. King Thorin III Stonehelm is 68. A ragged-bearded man in a
mindful of the offer made by a servant of glittering silver raiment, pointed hat and
the Enemy before the War of the Ring, to wobbling cart is wandering through
yield the last three Rings of Power of the small towns and settlements. He amuses
Dwarf-lords in exchange for the location crowds with displays of fire magics and
of “Baggins”. Now that they are but conjurings.
baubles with none of the malice of a
He visits with kings, trading "magical
Maia left within them, he seeks them as a
rings" from reputed dragon-hoards and
reminder that greed can have too high a
selling maps to other locations with
price. They're in the wreckage of Barad-
fabulous treasures there concealed.
Dur.
The rings are real enough - this one,
There are none now, nor any dwarves
before, even Durin, who can match the chased with runes of blackened-gold
seems to make the wielder more
dwarves of Erebor in masonry - take your
imposing, to give a sense that their
tools and pore through the ruins of the
martial prowess is greater than it ought
Dark Tower until you find them.
to be. It does tend to make one feel more
self-confident than is warranted. It was
And if you find any orcs yet living in taken from the broken, well, that is a tale
Mordor, cousin Gimli says that even an for another day. There is no need to
elf can slay forty-one, so no Khazad return it. You may keep it, as spoor.
should do less.
I want you to find this man, and
establish the veracity of all but one of his
66. In Pelargir a fisherman has claims. The only statement I have heard
caught something strange in his nets, reported that I know to be untrue is that
something lost since the Kin-Strife - the his name is Gandalf.
Palantir of Osgiliath, fallen with the
King's Tower into the Anduin. But the
treasure has been seized by one high
among the thieves and smugglers along
the docks, one with enough Corsair blood
in his veins to see images within the
stone, yet not enough to wield it safely.
What visions of power and madness will
spawn among the longshoremen of
Lebennin?
Some hold that her first progeny were If the companions succeed, they note that
Brother Dagon and Sister Hydra, the first the interior of the temple is covered in
of the race of Deep Ones, bipedal pictograms that depict the history of the
creatures that seem equal parts man, Deep Ones and their connection to
frog and fish that can live both in and out Shaddville. They include images of
of water. Others claim that either Dagon terrible and obscene rites, scenes of
or Hydra is the original Maia from whom human sacrifice, and pictures of horrible
all other Deep Ones descend. entities that should not be able to exist.
The Deep Ones founded undersea cities A careful Search (TN 14) reveals a secret
in the ruin of sunken Beleriand and later door in the floor that leads to an
in other parts of Middle-earth where the underground chamber containing gold
climate was temperate or warm. They jewellery and several oddly-proportioned
seldom have much to do with surface tiaras of disturbing and unusual design.
folk, occasionally attacking and sinking A chest contains a large and beautiful
lone ships for their cargoes. However, bell, its clapper wrapped in a thick
sheath of rags. This is the Bell of Return to Lonnsport
Aldarion. If the Bell is rung, each peal it
produces reduces the Hate of any evil If the companions manage to leave
attacker in the vicinity by 1 until the Shaddville unseen, their absence will
creature's Hate is reduced to zero and it soon be noted and a pursuit organized. If
flees. The range of this effect is one mile. the company is mounted it can reach
The Bell weighs about fifty pounds. Lonnsport without incident; otherwise,
the companions will be harassed until
If the companions succeed in finding the they reach the village (unless they use the
Bell and manage to leave the temple Bell to discourage pursuit). If the heroes
without attracting attention then they can have the Bell, they are welcomed. The
attempt to slip quietly out of town. If they Bell is reinstalled in the old tower and a
are seen then the alarm is immediately watch is set. If they do not possess the
raised and the pursuit begins. If a group Bell then the folk of Lonnsport fear
of townsmen manages to catch them, the imminent attack from the sea.
companions must fight their way free
before more townspeople can surround Several hours after nightfall the Deep
them. If anyone thinks to strike the Bell, Ones attack Lonnsport. If the alarm is
the attackers react to the resulting sound given and the Bell of Aldarion is rung
as though in pain. If the clapper is then the attack is quickly aborted and the
unwrapped and the Bell is repeatedly Deep Ones withdraw into the ocean.
struck then any attackers will be driven Otherwise, the Deep Ones attack until the
off. town is destroyed or until the attacking
force is destroyed. The companions have
If the company is surrounded and the choice of fighting to the death or
overwhelmed, the companions face the attempting to escape. If the company
prospect of becoming sacrifices provided arrived at Lonnsport by sea, it might have
they are unable to escape. A companion to abandon any plans to depart that way.
who swears allegiance and servitude to
Brother Dagon and Sister Hydra (or to
Great Cthulhu) might be spared.
Cultists of Dagon
Attribute level: 3
Specialties: Sea-lore, Swimming;
Distinctive features: Secretive,
Suspicious;
Relevant skills: Spear 3, Dagger 2
Endurance: 12
Deep Ones
Attribute Level: 4
Endurance: 20; Hate: 5; Parry: 4;
Armour: 2d;
Skills: Personality: 2, Movement: 2 (4 in
water), Perception: 3, Survival: 3,
Custom: 1, Vocation: 1;
Weapon Skills: Spear 3, Dagger 2, Claw
1, Bite 1
Special Abilities: Great Leap, Hate
Sunlight, Seize Victim, Thick Hide.
Ingomer explains to the group that two
~more detailed months back rumours began surfacing of
adventures~ strange green fires burning in the forest
at night. By daylight when these were
investigated, all that could be found were
Wild Adventuresxii small clearings where the trees had been
felled and burned as great pyres. These
had been reduced to fine grey ash with a
pile of charred bones in the centre. They
The Night Wanderers by WbWeather
mostly appeared to be bones of deer or
other woodland creatures.
STORYTELLING OUTLINE:
Part One:
Then several weeks ago a small
Encounter - Ingomer Axebreaker;
settlement was attacked at night and
exposition
burned to the ground. The surviving
Part Two:
woodmen claimed that green flames
Combat- Delusional Wanderers(Full of
rapidly consumed their dwellings. When
Hate); rising action
doused with water, the flames grew
Part Three:
larger as if empowered by some strange
Journey - Sanctuary; rising action
sorcery. Whatever was causing these fires
Part Four: Combat - Scuttling Spiders,
was slowly moving north along the eaves
Cave Troll Runt; rising action
of the forest. The most recent sighting of
Part Five: Journey - Demon’s Tower;
the fires was in the Western Eaves just
Climax
North of Woodmen Town. The people are
Part Six: Encounter - Hearing Voices;
afraid and the fear itself is beginning to
falling action, resolution
spread like wildfire.
COMPANY CHALLENGE:
He has asked for men to search out the
A new evil from the forest plagues the
source of this new devilry, but few have
Woodmen. Ingomer Axebreaker enlists
stepped forward for fear of leaving their
the company to discover the source of
families unattended (or perhaps just
this new threat and see what can be done
cowardice). He has sent a message to
to stop it.
Radagast and expects him to arrive
within days but would ask the company
Part One: Fires In the Night (exposition)
to take on the task of investigating the
strange fires to see if they might discover
While visiting a Woodmen settlement, if
their cause.
the company is known to Ingomer
Axebreaker, he requests they pay him a
Encounter Evaluation
visit as he needs their assistance. If they
This encounter should be based on the
have not yet encountered Ingomer, they
highest Valour in the company. Ingomer
could run into him as he is investigating
is not hopeful that the company will
reports of strange sightings in the forest
succeed, at least initially. So far any
and reports of arson in smaller
attempt to find the cause has been
settlements under the eaves of the forest.
fruitless.
Ingomer greets the company cordially,
0-1 Ingomer doubts the company will
but in a preoccupied manner. A
have any more success than the
successful Insight test might reveal that
Woodmen have and dismisses them with
there is some personal fear weighing on
no assistance.
him.
2-3 Ingomer is somewhat encouraged. Eventually on one night the company will
He tells the group the location of the last notice an eerie green glow some distance
known fire and tells them that the fires through the trees. As they approach they
have been found about every 10 miles will hear muffled chanting. They have
moving from the south to the north. found the fire, but what lies ahead is still
unknown…
4-6 Ingomer is heartily encouraged
by the group’s prowess, and offers to lend Should the players approach the source
them his personal hunting hounds who of light they will see a fascinating scene.
know the forest well. (Any Search test In the centre of a small clearing a group
sees its TN lowered by 2) of men and women dressed in furs
encircle a large fire. The fire is built of
7+ Ingomer does all the above felled trees leaning against one another
and confesses to the company his true in the shape of a tepee. At the top of the
fear, that his son Mogdred may be pyre, hung from a rope by its antlers is a
behind these attacks. buck kicking and thrashing and making
awful, terrified noises as green sinister
flames rise higher and higher up the
Part Two: The Night Wanderers (rising pyre. The strangers are chanting and
action) slowly dancing in circles around the fire
while one, apparently their leader calls
Once the group leaves Ingomer, they out in a mesmerizing cadence:
must begin their search for the fires. This
is a prolonged action requiring 5 “We are the Night Wanderers, the Ring
successful tests (Using Search, Explore Seekers, the Keepers of the Cleansing Fire. We
and/or Hunting) to find the most recent serve the Lady of the Tower, the Queen of the
fire ring at a TN of 14. South. With fire we cleanse the night. She will
keep us and protect us from the terrors of the
If Ingomer gave them the location of the
Dark One. She gives us the fire. To her we
last known fire ring, then the company give this sacrifice.”
can skip these tests and proceed to the
next step. At this point the heroes must decide what
to do. Should they make their presence
Finding the fire known the group of Wanderers shriek in
Having located the most recent fire ring, outrage and attack them, wielding axes
the group now must attempt to observe a in one hand and a burning brand in the
fire while it burns. With no assistance other, whilst their leader shouts:
from Ingomer this requires a prolonged
action of 5 more successful tests (Search, ” Servants of the Dark One, destroy them!”
Explore, or Hunting).
If Ingomer told them to expect to find the If the company chooses to sit and watch,
next fire about 10 miles to the north, they should still somehow be discovered,
reduce this to 3 tests. These tests must be perhaps a hound growls at the sight of
made at night and the TN is increased to the Wanderers or a companion trips and
16. falls. Unless the LM feels it best not to,
they should end up fighting the
Throughout the search reward successful Wanderers.
rolls with signs of a company passing
through the area headed north (signs
include: many footprints in some soft
earth, trees with broken or hewn limbs,
remains of a small campfire, etc.}
Enemy: Night Wanderer made their way east until they came
Attribute Level: 3 upon the Demon’s Tower.
Endurance: 14
Hate: 2 There they met the Sorceress of
Parry: 5 Mirkwood, Zimraphel. She presented
Armour: 2 herself to them as a vision of light that
Skills: could save them from the terrors of the
Personality: 1 Survival: 2 forest and the dark demons that haunted
Movement: 3 Custom:1 them. In truth she was using her sorcery
Perception: 3 Vocation: 2 on them to make them her thralls. As
Weapon Skills: such, she has begun sending them out to
Axe: Damage:5, Edge “Eye”, Injury 18, CS raid ruins and barrows in hopes of
Break Shield finding a ring of power. She armed them
Flaming Brand* (see below): with magical fire to chase away wights.
Damage 3, Edge 9, Injury 12
Special Abilities: Denizen of the Dark, She has convinced them that all others
Snake-like Speed (including the Woodmen and the
Companions) are minions of the
*Flaming Brand Necromancer and seek to take them
On a “piercing blow” the brand ignites captive again into Dol Guldur. They
the player’s armour. This fire is created believe that only in service to her can
through sorcery, and will continue to they be kept from this fate and that only
burn until the player extinguishes it. To by finding a ring for her will their safety
do this requires that an Athletic test be made permanent.
against TN 12 must be taken in lieu of a
combat action on the next round. If failed The Wanderers will fight fiercely until
then the player must pass a Protection half their number has been reduced.
test against TN 12 or sustain 3 endurance After that point the leader (or if he has
loss and gain a wound. This continues downed, one of the others) shouts:
until the fire is extinguished. Another
companion may use a round of combat “We will not be slaves of the Shadow again,
to assist in putting out the fire with an brothers throw yourself upon the light of the
Athletics test as well. Cleansing Fire.”
Add one point of hate to each enemy due At this point, all surviving Wanderers run
to their outrage at having their ceremony into the now roaring fire and are
interrupted. consumed by the flames, choosing
immolation rather than (as they believe)
returning to the dungeons of Dol Guldur.
History of the Night Wanderers This should be grounds for a Corruption
Test to avoid gaining Shadow due to
After the Necromancer was cast out of Anguish.
Dol Guldur, a group of human prisoners
made their way from the depths of the Any defeated Wanderers are not
fortress into the forest. They had no considered killed but instead are
memory before the terrors of the wounded or unconscious. Soon after the
dungeon, their lives as far as they could battle they will wake. They will fear the
remember began in pain and darkness. players, thinking them minions of the
As they wandered the forest being fed on Necromancer. It will be impossible to
by spiders and worse, they eventually convince them otherwise, that will
require the aid of a wizard or a Master tower they refer to is none other than Minas
Healer such as Elrond. Raug, or the Demon’s Tower. When we drove
the Necromancer from Dol Guldur, we
However, it might be possible for a discovered that he had built an eastern
outpost. I fear some former servant of his has
companion to find a way to calm them
taken up residence within that tower. I would
enough to travel without much
have you be my eyes and ears. Find this tower
resistance. Any surviving Wanderers and observe it. Take note of what you see,
should probably be escorted back to learn what you can of its ruler and return to
Woodland Hall. If the players question me in Rhosgobel with that information. Do
any of the captives, they will only repeat not attempt to approach the tower. I cannot
what their leader said at the fire ring say what evil dwells within but I doubt you
(“We are the Night Wanderers, the Ring could face it alone. Yet, perhaps there is yet
Seekers...”) or curse the players as some way to hold it at bay. ”
servants of the Dark One. “One other thing: long ago when the shadow
first descended on the forest, I assisted the
elves in hiding a sanctuary in the south of
Mirkwood. This was located just to the south
Part Three: The Forgotten Garrison (rising
of the East Bight. It was used as a secret
action) garrison for the elves for several centuries
until they ultimately withdrew to the north,
At Woodland Hall the players will leaving it abandoned. While it may have long
discover that while they were away, ago been compromised, I hold some hope
Radagast has joined Ingomer. that it may yet be secure, having been
Upon seeing the captives, Radagast concealed with a Spell of Secrecy and sealed
comments that they are obviously under with a magic spell. To open the door, one
some form of sorcery and takes them must simply lay their hand on it and simply
inside the Wuduseld to see if he can speak the word “Edro”. However, the door
break the spell. After some time he will resist entrance by anyone tainted by the
shadow. Should you find it secure, you may
emerges looking taxed and fatigued.
rest there and recover from your journey. If
we could reclaim this garrison, it could prove
The Wanderers follow him, now seeming useful to Woodmen traveling between
as if they have just woken from a dream. Sunstead and the western settlements. What
They are confused, but are beginning to you might find inside I do not know, but it
remember some things from their past. was known to have once held weapons used
One might be recognized as a long lost by the elves to fight the Shadow. From there it
relative of someone in the village. should be a fairly straight forward trip south
Radagast speaks: to reach the Demon’s Tower. I must rest some
and then attend to these poor souls who have
“Take these people to a house of healing. suffered so much. I will look for you in
Though the spell has been broken, they are Rhosgobel. Farewell friends.”
not yet wholly mended but in time their
minds will heal.” Radagast produces a map and shows the
companions the location of the lost
Turning to the companions he says, sanctuary and the Demon’s Tower. The
“Many years has it been since I had to work sanctuary is located just south of the east
my will so hard against a force as strong as bight near the bottom of the narrows of
the one controlling these people. I fear there the forest. The group then must travel to
are yet things of great power and danger at the garrison Radagast described. The
work in the forest of Mirkwood. I am wearied entrance to the garrison can be found by
by my effort but I did learn some useful any elf using Search at TN of 12 (for any
information. These people were under the
other culture the TN is 20).
control of a sorceress dwelling in a tower in
the south-east of Mirkwood. I fear that the
Radagast also gives the group a small taken and used by any companion.
cordial of amber liquid. When consumed
the TN for any search roll is reduced by 6. The company may rest here safely as long
There is only enough for three sips. as they like, recovering endurance and
Arriving at the location, they must search reducing fatigue as if they were in a safe
to find the door to the garrison. Long has place. However, soon after entering the
the entrance lay hidden in the side of a garrison, they begin to hear strange
hill. Centuries of detritus and noises outside. At first, they might catch
undergrowth have obscured it. Each an occasional scratching against the
player can search twice per day. door, as if it is a tree branch in the wind.
Radagast’s elixir can be used until it is Before long they hear a heavy thud or
gone. two, then silence for a while, then the
thudding again.
Once the door is found, they must open
it. To do so they place their hand on the Eventually it becomes obvious that
door and speak the word “Edro”. The someone or something is trying to get in.
door will only open if they pass a Loud pounding begins outside the walls
Wisdom test of TN 12 plus their current and continues, often up to an hour at a
Shadow rating. Each player may only time. For a while there will be quiet
attempt to open the door once per day. again, but before long the pounding
If successful in entering the garrison they begins anew. When they finally choose to
become the first to do so in over 1500 leave the sanctuary, they will be in for a
years. Inside they find a small armoury. surprise…
It might be possible to find an ancient
weapon of renown among the various Part Four: Company at the Door
swords and bows. There is also a
barracks with enough bunks for a Unbeknownst to them, the adventurers
comfortable night’s sleep. There is one were being followed for the last day or
room which appears to be the two of their travels through Mirkwood. A
commander’s quarters. There is a small cave troll runt had planned to ambush
desk covered in various utensils for them in their sleep at a convenient time.
writing. He was working out how best to do this,
when suddenly they just seem to have
In the centre sits a small but elaborate disappeared. After searching the area
wooden chest, embossed with golden and not finding them he retraced his
script. The name Daebeleth ‘Fading of the steps and followed their tracks to this
Shadow’ can be read by anyone with the particular clearing, where they seemed to
ability to read Sindarin. Inside lies a just vanish into the hillside. Confused, he
silver ring set with a bright emerald. This spent some time searching for a hole or
is a Wondrous Artefact with a blessing of cave but finding none, he now is
both Awe and Insight, both of which are attempting to tear down the hillside in
clearly indicated in the script on the his desire to find his missing prey.
chest.
Not only that, his pounding has attracted
In addition to these benefits the ring the attention of quite a few spiders that
allows the wearer to roll the Feat die now are eager to join the hunt for what
twice on any corruption test and take the may turn out to be a tasty dinner.
higher of the two rolls (in a similar When the players do exit the sanctuary,
fashion to a Wild Hobbit’s Shadow Sight). they will walk into a nest of trouble. They
The ring is worth 80 treasure, and can be will need to fight a Cave Troll Runt and at
least a dozen spiders (primarily
Attercops) but maybe with the occasional The Heroes feel a sense of dread and
Hunter spider thrown in to spice things must pass a corruption test or gain a
up if needed. These all must be defeated shadow point.
before the company can make their
escape. Of course they can rest again in Part Six: Hearing Voices (falling action /
the garrison if needed to heal any resolution)
wounds or endurance loss if they choose
to (this time they will not be followed). As the company watches and discusses
what to do, they suddenly find
After defeating the enemies, the company themselves surrounded by small dancing
might want to search for the troll’s cave lights like living candle flames. Any
and possible treasure. The LM may allow apprehension which they previously felt
this if he wishes, however the company suddenly melts away and a sense of
must backtrack a day to find the cave. peace begins to overcome them. Each
character hears gentle voices telling them
that they are safe from the shadow now
Part Five: The Demon’s Tower (Climax) and have nothing to fear.
Each player must roll a Wisdom test. On
Having defeated the Troll and spiders a failure they have given in to the voices
and rested as much as they desire, the and begin moving slowly toward the
adventurers begin the final Journey to the tower. If a player character is wearing
Demon’s Tower. This is definitely a place Daebeleth they pass the wisdom test
tainted with shadow and the LM should automatically.
roll to see if the area is blighted. The LM
should set a dark and foreboding mood Any characters failing the Wisdom test
for the journey. have succumbed to the enchantment of
the Sorceress and will not be able to
Failing a test caused by a hazard might participate in the next Encounter. A
result in the player character being player who is not entranced can attempt
temporarily miserable for the rest of the to free a player from the enchantment
adventure. When the companions arrive with an Inspire test, but any failure
at the tower, they should feel the full counts as a failure against the Tolerance
weight of their arduous journey. of the encounter and has no effect on his
As they finally approach the tower, they companion. A successful Inspire
see the following as described in Heart of awakens the other companion, but does
the Wild: not count as a success toward the
Encounter.
The Demon’s Tower stands in the heart of a
tangled thicket, its topmost battlements Any player characters that are not under
hardly taller than the surrounding trees. It is this enchantment sense a chill in the air
made of dark stone quarried in the and the night seems to grow darker. The
Mountains of Mirkwood; every stone bears
previously pleasant voices now sound
runes of power engraved by the lords of Dol
Guldur. Attached to the tower are a walled
harsh and full of anger. They demand to
bailey and several outbuildings. know who the heroes are and how they
came to seek out the Demon’s Tower. The
The tower rises above the tree tops and voices are actually the means by which
commands a view of the surrounding the Sorceress engages the company (she
forest. Within the uppermost windows of will not meet them face to face).
the tower, especially at night, flashing
lights of green and red can easily be seen. If she has heard of the defeat of her Night
Wanderers or their healing by Radagast
she becomes enraged momentarily, but 4-6 The companions learn the above
soon begins to question the heroes about information as well as that Zimraphel
their knowledge of the barrows near the seeks a ring of power above all else.
Old Forest Road. What is the likelihood
of finding magical rings within them? 7+ After gaining all the above
information Zimraphel makes the
If a player is wearing Daebeleth the ring companions an offer. If they relinquish
is immediately apparent to the Sorceress Daebeleth to her she will leave the
and her questions are focused on the ring Woodmen in peace. This should present
and its wearer. Where did the hero come the players with a quandary. If they give
by such a ring? Who was the maker of the up the ring they lose a powerful tool in
ring? What form of magic dwells in the fighting the Shadow, but they may buy
ring? etc. the Woodmen peace for some time, if
they trust Zimraphel to be true to her
For their part the heroes may only think word. If, however, they keep the ring to
to plead for their lives or they may themselves then perhaps they gain an
attempt to convince the Sorceress to enemy and put the Woodmen at greater
withhold any further attacks against the risk. If they agree to give the ring to her, a
Woodmen settlements. The company large gore-crow flies from the tower and
should also attempt to find out as much grasps it in its talons, flying it back to his
information about the sorceress as they mistress.
can to bring to Radagast.
As soon as the Tolerance for the
Encounter Evaluation encounter is reached the spell is broken.
Base this Encounter's Tolerance on the Any player still under the Sorceress’
highest Wisdom rating in the group. enchantment wakes up and sees a line of
Subtract one for any elf in the group. orcs gathering along the palisades. Their
If a hero is wearing the ring increase the welcome is now exhausted and they must
tolerance by 2 to reflect the Sorceress’ flee with what news they have gathered
fascination with the ring and her desire and report to Radagast in Rhosgobel.
to know more. The more successful the
company is the more information about
herself the Sorceress gives up.
Part One: Encounter with Archers If they are successful, he allows them to
Part Two: Journey to an Ale House ; care for his wounds and asks them to
Heavy Burdens, Swift Travel take him to Dale. They can staunch his
(+1 to fatigue on failed rolls, Increased wounds and ease his fever, but he must
speed by 5 miles /day) be taken to Dale as quick as possible or
Part Three: Journey involving Copper he will die. He states he must talk with
Coins (Lower TN by 1) King Bard. The company must transport
Part Four: Encounter with a Raven him home as swiftly as possible, pushing
(Troubled Circumstances) harder than they normally would. They
Part Five: Savage Dog who is Full of hate travel 5 miles farther each day, but at a
(+1 to hate) and Weakened cost. Each failed travel roll increases their
Fatigue by an extra point.
The company challenge was investigate.
I have to admit, this mix of elements had Part Two: Bearers of Bad News
me a bit baffled for a while, but here is The group of archers was escorting a
what I came up with: young dwarven prince named Durin,
grandson of Dain Ironfoot, from the
Woodland Realm where he had been
Part One: An Ambushed Escort visiting during the hunt for the White
Somewhere along the eastern eaves of Stag. The Royal Archers were escorting
Mirkwood (likely near the Elf Path) the him back to Dale where he was to meet
companions come across what appears his grandfather and return to Erebor.
to be the aftermath of a massacre. Three After leaving the protection of the elves,
bodies lie on the ground, dressed head to the group was ambushed at night and
toe in black. Beside them lie great bows. the young prince kidnapped. Only the
These are Royal Archers of Dale. one archer survived.
As the company tries to ascertain what He attempted to stop his attackers, but
has befallen them, suddenly from behind was wounded and fell unconscious. He
a tree steps a fourth archer. He is woke the next day and made it back to
wounded and weak, shaking with fever, the site of the attack where the players
then found him. The players may learn The next day, the owner of the ale house
this information from the archer if they calls the company to his establishment.
successfully heal him enough that he can He holds up another one of the copper
speak coherently, otherwise they may coins, and signals the company to him.
glean this information from Bard in Dale In a whispered voice, he tells them that
if they can return the archer to his home while he hasn’t seen any sign of the
city. foreigner again, another man just bought
a drink with a similar coin. He is seated
When the company seeks out Bard, they in a dark corner of the house doing his
find him with Dain Ironfoot. Dain holds best to down as much ale as he can. He is
a ransom note threatening to kill his a local ne’er-do-well of questionable
grandson if a large sum of gold is not morals.
delivered for his return in a timely
manner. The note says that the King When questioned, the man confesses that
Under the Mountain has 2 weeks to he got the coins from a group of
gather the gold and await further foreigners as payment for running
instructions. Bard and Dain are both errands for them. He had been
quite distraught at the kidnapping of the approached a few weeks back and asked
young dwarf, they urge the company to to secure some provisions for the
investigate the crime and rescue the lad if outsiders. He also had been asked to
at all possible. They offer a kingly reward deliver a message in secret to Bard. He
to the company for his safe return. didn’t know exactly where the group was
located or what they were up to, not
Rumour has come to the attention of the
thinking it wise to ask too many
Kings that a strange looking fellow has
questions. He would leave packages for
been seen at a local ale house, and they
them in an abandoned barn 10 miles
suggest that the company begin their
west of the city. He had overheard one of
investigation there.
the men say something about their camp
being another 3 days south in the
Part Three: A Search for Answers
marshes near the forest.
The owner of the ale house tells them of a
strange man who had been seen a few
Should the company talk to King Bard
times over the last few weeks. He had
again before setting out, he offers the
noticed him in particular because the
assistance of a lakeman he knows who
stranger spent a type of copper coin that
can navigate the marshes, lowering the
he had never seen before. It appeared to
TN for all rolls by 1.
be of foreign origin. He tells the company
that the fellow had an Easterling look
about him. He suggests that they stay
close and he will contact them if he sees
the man again.
Part Four: Unexpected Help arrived and convey any message to the
Heading south into the marshes, on the lad the company wishes to give him.
third day the company notices a raven
7+ Above plus the raven causes a
following them (Awareness roll?) If they
distraction, stealing something of value
continue without noticing the bird, it
from the camp and drawing the outlaws
eventually makes its presence known to
away for a few minutes while they chase
them by repeatedly landing among them,
it down.
squawking at them, flapping its wings,
etc.
Encounter Evaluation
Set Tolerance based on highest Wisdom:
The Greatest of the Forests - Adventure While held there she befriended one of
Company Task - Recover the young bandits, little more than a boy,
named Wassa. The young lad took pity
Part 1 Encounter – Unexpected Company on her and helped her escape. The two
- Exposition fled into the forest but soon lost their
Part 2 Journey – Precious Stone - Rising way. They wandered aimlessly for days,
Action what supplies Wassa had brought with
Part 3 Combat – Bandits - Rising Action them did not last. They chanced upon a
Part 4 - Combat – Hunting Spiders – stream and desperate to quench his thirst
Falling Action &Resolution Wassa drank from it. He fell into a deep
Part 4 – Encounter –– The River Maidens sleep, his breathing was extremely
- Climax shallow, and Ethelinda could not bring
him round. Not knowing what else to do
Part One: Feast Interrupted Ethelinda dragged the boy into a small
cave and marked a tree nearby with a
While visiting Sunstead within the East simple mark, with the hope of being able
Bight and enjoying the hospitality of to return to find her rescuer.
Ceawin the Generous’ Hall, the feast is
interrupted by a sudden arrival. Some of She followed the stream; leaving marks
the village folk bring a beautiful young on trees as she went, hope fading. Fate
woman into their lord’s hall; the woman shone upon her though, in her
is dishevelled, weak looking and wanderings she had been steadily
obviously distraught. Through her tears moving eastwards and she eventually
she tells her name, Ethelinda, and after a encountered a logging party out from
healing roll TN12, she is able to tell a tale Sunstead and they gave her food and
of woe: water and escorted her back to Sunstead,
ignoring her pleas to search for her
She is the daughter of Leodgar of friend.
Woodland Hall; she tells how she was
promised to Ceneric, the son of a Ceawin is moved by the young woman’s
prominent elder of Woodsmen-town story and obviously intends to help if he
Daegmund Fiercebrow. It was to be a fine can, knowing he is in the company of
match and she was travelling to valiant adventurers he tries to ascertain
Woodsman-town with her two cousins whether the heroes would be willing to
Kenrick and Anulf to deliver her dowry to undertake the dual mission of searching
Ceneric’s father as a pledge of trust. for the brave boy and returning the Dusk
Stone to its rightful owner, he pledges to
Her dowry was a precious stone called lend the distraught maid whatever
the Dusk Stone – a treasured heirloom of succour he can.
her household, given to her Great
Grandfather by one of the River Maidens Encounter Evaluation
of the Black Tarn. Whilst on the journey
to Woodsmen-town the trio were set upon This encounter should be based on the
by a group of bandits. The two young highest valour in the company. Ceawin
warriors fought fiercely but fell in defence values bravery and honour above all
of their dear cousin. The loathsome else. The more they can impress him, the
bandits spirited both Ethelinda and the more aid he will offer. Ceawin's chief
Dusk Stone away to their hideout deep councillor Henlaf the Old is a cautious
individual and moves to temper Ceawin's
initial enthusiasm, The Tolerance of the
encounter is set at -1. Raise the Tolerance Part Two: The Search for the Sleeping Boy
by 1 if one of the PCs was successful in
the Healing roll to help Ethelinda. The company must follow the stream
back to the sleeping boy. Torsten (If
0-1 Ceawin is dubious about the present) will find the marks that
prowess of the company, he is too Ethelinda left but any hero can assist him
respectful to turn down their offer of help with hunting or search rolls. Play up the
but his initial fire to aid the girl is oppressive nature of the forest during the
somewhat dampened and he withholds search.
any aid.
When the last marker is found the cave
2-4 Ceawin is encouraged by the must be located. A successful explore roll
hero’s words. He sends his best is required to find the cave (a failure
woodsmen with them, an old veteran results in finding the cave after the party
named Torsten, who is a wily tracker. of bandits and alert the bandits to the
heroes presence in the next part).
5 Ceawin is heartily encouraged by
the company’s prowess and as well as
Torsten offers the aid of one of his best
warriors - Gama. Part Three: A Clash with Bandits
6 As above but also Ceawin offers A party of bandits have been tracking
the aid of another warrior - Leofwine. Wassa and Ethelinda and are in the
middle of entering the cave when the
7+ Ceawin is enthused by the words heroes approach. They will give battle
of his guests, as well as the aid of a third but will surrender if half their number is
warrior - Angrim, he promises them a defeated)
worthy reward if they can complete their
quest. He will give them a treasure worth The boy can be awoken with a healing
60 pts to the company/ or a weapon of roll TN 18 – if this is unsuccessful Torsten
renown on their return. and Angrim (If present) will offer to
return to Sunstead with the boy. If the
boy is awoken he will be well enough to
Torsten the Woodsman travel and will accompany the heroes or
Attribute Level: 4 return with Torsten (if present) to
Specialities: Beast-Lore Sunstead.
Distinctive Features: Cautious
Relevant Skills: Hunting 3, Spear 3 One of the defeated bandits will show the
Endurance 15 heroes the way to their hideout.
The heroes and their allies must kill or 7+ As above but she also bestows a
drive off all the spiders if they are to blessing on the heroes that will help with
search the hideout for the stone. corruption tests within Mirkwood which
Although there is no sign of the Dusk allows a reroll of the feat dice, the
Stone the bandits have a small stash of blessing lasts for the remainder of this
other treasure. adventure and the next.
Encounter Evaluation
Someone with the Scholar calling may be Part Two: The Caves of Disease
asked to narrate the scenes of great
discovery or moments with the Guide or Following a gruelling climb, the
Gandalf the Grey. companions enter a cave expecting to
A hero with the Adventurous or find roosting colonies of bats hanging
Mountaineer trait might lead the rest of from the ceiling, but instead the floor of
the company safely across a dangerous the habitat is filled with the remains of
ravine or be the one to climb the final thousands of them that appear to have
heights to reach the bat caves. died of disease during hibernation. A
strange yellow fungus covers their eyes
ADVENTURING PHASE: and wing membranes. The stench in the
cave is horrendous and the player-heroes
Part One: Empty Granaries may have trouble staying inside long
enough to explore further.
Going from cave to cave, they discover tell them the cure for the yellow fungus: a
the same scene, but eventually they find special garlic grown in The Shire. He
a few colonies that are diseased and happens to have several bags filled with
weakened, but not yet dead. In that it tied around his waist. But, this
chamber, they also discover a gruesome encounter will also determine whether he
new horror: the half-eaten body of a tall participates with them in establishing a
Orc who's eyes and skin are infected with healthy colony of bats that can leave the
the same yellow fungus. It looks like his mountains to forage once again.
rump and legs were butchered with a
cruel knife and large pieces of meat were Encounter Evaluation
taken off. Immediately after the This encounter is based on Wisdom.
discovery, drums can be heard coming
up the mountainside toward the caves. 0-2 Gandalf gives them the bags of
Boom, boom, thump, boom! Night has garlic and tells them he has other
fallen... business to attend to. He then
disappears. The player-heroes must
The company is raided by a band of figure out on their own how to
weakened hobgoblins, ravaged by administer the garlic to the bats
disease. The player-heroes must make effectively.
their stand in the cave, or try to outrun
their adversaries, but these are the Dark 3-5 Gandalf offers to stay and grind
Mountains after all and at night they are the garlic with them and helps to spread
likely to meet Wolves, Great Bats, or even it across the floors of the bat caves before
Secret Shadows! departing. Each player-hero gains an
extra Experience point for the time spent
It is a treacherous climb downward and with the Grey Wizard.
many dangers can befall them (see The
Heart of the Wild pages 85-89 for more 6+ As above, and Gandalf escorts
information about the area). The them back to the fields of the Long Lake
hobgoblins have nothing to live for and to magically bolster some of the crops
are filled with hatred (give each +1 Hate that have failed. During the journey, they
point). A careful search of their pouches are safe from all harm. In the end, each
reveals a strange sticky substance, companion also regains an extra point of
similar to pollen. Hope.
It may be the source of the disease they The garlic must be ground into a powder
suffer from and have passed on to the and spread on the floor of the caves
bats. It seems to be a recipe of their own where the living bats dwell. If the player-
making, for they are using it to lace their heroes do this, the bats return to the
arrowheads and swords. fields of the Long Lake in time to save the
remaining crops before harvest. Feeding
the bats directly will not work and may
Part Three: A Wizard's Cure even result in bites to the player-heroes,
who may then catch the yellow fungus
The companions receive a joyous disease themselves.
surprise, for they are visited by the
Wizard Gandalf! This can be to rescue If the garlic is left whole or in pieces, the
them from the hobgoblins if they need it, bats can still be cured, but they will not
or it might be in the morning after forage as far as Esgaroth. It will take an
surviving through the night. No matter additional year for their population to
when he appears, Gandalf has come to increase enough to reach it.
BITTER REMEDY by poosticks7 found (other than the Bitter Grass). He
also tells them how to identify the Bitter
Land of the Rivers - Adventure Grass and directions to finding the
Dwarrowhall.
Company Task - Search
Encounter Evaluation
Part 1 Encounter - Radagast - Exposition
Part 2 Journey - Gladden Fields - Rising 1-3 Successes: Radagast is
Action dubious about their capabilities but must
Part 3 Combat - Marsh Harridan - Rising settle for any help he can get.
Action
Part 4 Combat - Snaga Trackers (full of 4-5 Successes Radagast is
hate) - Climax somewhat impressed and tells them that
Part 5 Journey - Dwarrowhall - Falling his friend will aid them, he points to the
Action &Resolution sky to a circling Red Kite (for the length of
the adventure, all companions benefit
from a free Attribute bonus on all their
Part One: A Chance Meeting Awareness rolls).
The companions find themselves After searching the area, the player-
exploring an area of Mirkwood 40 miles heroes discover the merchant soaked and
west of Lake-town just south of the Forest dying of bloody wounds to his body. The
River. Perhaps they are on an assignment player-heroes must introduce themselves
from the Elvenking or they are on their and convince the merchant that they are
way to Esgaroth after a long and tiring friends and not bandits. He asks them to
journey. In any case, as they cut through bring his letter to his wife in Lake-town,
an especially tangled section of woods, and to destroy the Troll and lift the curse.
they stir up a nest of Sting-flies: terrible Before the company leaves, he gives them
flying insects with a painful and the location of the Ogre's dwelling.
disorienting bite. They must fight off the
frenzy of creatures for as long as it takes Epilogue
them to reach the river and get into the The company travels to Lake-town to
water. complete the merchant's dying wish, to
heal, and to prepare for their next
Caught on the bank of the river is a Adventuring phase: a hunt for the Marsh-
leather satchel marked with initials from Ogre.
an important merchant from Lake-town.
Inside is found a letter containing a ALTERNATE ENDING: Perhaps even better
farewell to the merchant's wife in case he would be to change the bit about the
should not return to Esgaroth. It also Marsh-Ogre and make the Tree of
states the purpose of his journey so far Crowns a cursed location that taints all
from home: after recently considering treasure found beneath its roots. In this
their financial struggles, he went to case, the company must destroy the tree
collect some of the remaining treasure he to lift the curse...but the tree fights back,
buried in "the tree of crowns, beyond the threatening to strangle the heroes and
enchanted stream" in Mirkwood. swallow them beneath the ground.
An adjacent hall reveals a freshly dug 4-6 As above, and she warns them of
hole and many footprints. Looking his traps and tells them to expect 10-15
around, the companions spot a giant Orc Orc followers. Because of this, if the
company pursues the Orcs, they cannot death.
be ambushed and each member gains a
bonus Success die when determining If the companions choose a route around
combat advantage. the forest to the East Bight, skip this Part
entirely.
7+ As above, and she adds:
"When you kill the Orc, you will not find the
Pearl of Kings. It will have been taken to a Part Four: Journey to the Hall of Ghosts
hall on the edge of the forest as an offering.
But, be warned, no man has ever survived Making their way through the gnarled
that house, for none have used fire to last trunks and dead trees of southern
through the night." Mirkwood will take several days to reach
the East Bight. The grey sky and canopy
of blackened branches weighs heavy on
Part Three: Tracks In The Dark the companions and the Loremaster
should check to see if the area is blighted
If the player-heroes hurry off into the (as per Blighted Rules in Rulebook p.
forest north of the tower, they must pick 223).
up the exact route of the Orcs or lose the
trail and face a possible ambush a few Whatever route they choose to the East
miles away. Bight, one evening they will travel along
the edge of the forest and see a
Once engaged, battle events should longhouse with smoke rising from a
include: avoiding deep pits, dug and chimney. An inviting porch welcomes
filled with thorny roots, or a hail of them with the smell of fried potatoes and
arrows shot after tripping on a vine trap. sausage in the air. If they step onto the
The Orcs do not all want to die. porch, a soft voice from inside invites
them in:
Therefore, if more than half are killed "Come, come, you look hungry darlings.
they will try to escape north into the It's time for supper. We have everything
forest. All but Gothgash flee, who is you want, just come and get it."
wearing dark cloths wrapped around his The voice sounds familiar in some way,
head and neck, leaving space for only but no one can place it exactly.
one yellow eye to peer at the They must decide what to do next.
companions.
Sometime before the battle ends he Part Five: Fires & Beaks
laughs wickedly saying:
"You fools! They have already taken it The companions can approach the house
from me, and if you go into their hall, in several ways:
you'll never come out...ever. You will die
in there, maggots." - They can enter it in some way.
If the player-heroes question Gothgash - They can try to burn it down.
about who "they" are, he only adds: - Or they can use Wisdom and abandon
"No one has seen them, only their nasty the quest while they have a chance!
pet birds! Better if I kill you than this..."
With that, he removes his coverings, Entering the Longhouse
revealing deep cuts and wounds as if Any player-hero that steps into the house
many birds tried to peck him to death. sees an illusion of a woman they know,
His right eye has been plucked out and such as a mother or sister, or friend. She
he is coated in blood. He fights to the has a kind smile and waves them in
toward a round table in the centre of the If there were any player-heroes left
room where she is filling plates from a outside, they witness the birds entering
frying pan. After a few moments, the chimney and hear the screams from
everything disappears as a swirling wind within. They too must decide what to do
blows out the fire burning in the and may even be attacked, for the birds
fireplace. The only thing remaining is the are not an illusion.
table, now old and covered in black
moss. Upon it sits a few gold coins and Burning Down the House
the box containing the Pearl of Kings. A If the player-heroes successfully set fires
voice, different from before and wickedly to the house through a difficult
sharp comes from nowhere: prolonged action, it will eventually
"It's time my pets. Come and get it!" This disappear before their eyes! But to thwart
is followed by many ghostly cackles that them will come a swarm of sorcerous
fill the hall with dread. black birds. The birds will continue to
attack until the house disappears. In its
Before the heroes can exit or take the place lays the Pearl of Kings upon the
pearl, the sound of squawking birds and charred ground. It is blackened and the
the flapping of wings is heard coming gold box has melted, but it can be
from the chimney. The front door slams repaired.
shut and the windows are suddenly
covered on the inside by growing vines Epilogue
pushing up from under the floorboards.
There is no escape! If the companions recovered the pearl,
they should return it to Erebor where it
The companions must fight off an belongs. They will never be the same, for
endless string of black birds coming they have faced evil and have overcome
down the chimney, powered by some fell it, for now. New questions and
sorcery (the birds have Hate +2). This will revelations about the Demon's Tower,
continue through the night until Zimraphel, the sorcerous birds, and the
daybreak. Hall of Ghosts are certainly enough to
either stay away from southern
There is no way to survive, except one: Mirkwood or to return one day to drive
the birds and their ghostly masters are out the darkness.
thwarted by fire. If the player-heroes use
torches or build a fire in the house and
can keep the fires sustained (which
should not be easy), the birds will be
unable to attack.
Hirgon asks the company to follow the Base tolerance on Valour. Add one for
road west to Amon Sûl, looking for signs any hobbit in the group. Reduce
of the hobbits along the way. Arbarad the tolerance by one if the group mentions
ranger, Warden of Amon Sûl, should be Hirgon (the hobbit minstrels are still
able to assist the company. Little makes it quite upset at the ranger). Increase
into the area around Weathertop without tolerance by 2 if someone thinks to offer
catching his attention. If the minstrels the hobbits a bowl of pipe-weed.
made it that far, he would likely know it. As this is a group of minstrels, the use of
He bids the company farewell as he Song is by far the most useful common
heads north to look for any sign of where skill in the encounter. Reduce the TN of
they might have gone. any encounter roll with song by 2.
The company now must plot a course to If the company earns the trust of the
Amon Sûl. Along the way they may hobbits and Arbarad, they will be
search for signs of the hobbits. The entrusted with the task of rescuing poor
hobbits travelled north of the road to Rorimac Smallburrow (see below).
avoid being followed. If the heroes search Success in the encounter will determine
north of the road, they may find evidence what rewards the company gets after
that the hobbits came through the area successfully completing the adventure.
several days before. Searching along the
road will reveal nothing. Reward 0-1 The hobbits’ mood is visibly
successful rolls with little signs that the dampened. They see little hope of ever
hobbits are still alive and headed west (A seeing poor Rori or the King’s Clarinet
small campsite, a dropped handkerchief, again. If the heroes rescue the hobbit,
etc). The hobbits’ trail leads into the hills they will find him very appreciative, but
of the North Downs. their welcome in the Shire will be cold at
best.
Part Two: Encounter with a band of
minstrels 2-4 The hobbits are impressed by the
Heroes. They will write songs of the
As the company approaches Amon Sûl, adventure and of the brave companions.
The notice smoke from a campfire rising For the next two years the company will
in the morning air. As the approach, they see their tolerance increased by 3 when
see a strange but welcome sight. In a dealing with hobbits, or while in the
circle around the fire sits a grim looking Shire or Breeland.
ranger and four dishevelled hobbits
wrapped in grey blankets. The group 5-6 The above plus the company will
should approach the ranger (Arbarad) each receive 3 treasure worth of gold
and introduce themselves. A successful from the Shire hobbits along with the
introduction should earn the heroes honorary title of Bounder. The Minstrels
enough trust to have a seat at the fire. write a song about the company and
Using Hirgon’s name will ease the teach it to them. The company can then
ranger’s mind considerably, but one add it to their song book and use it as if
might notice the hobbits’ slight agitation written in a Fellowship Undertaking. It is
at mention of the other ranger’s name. considered a Traditional song.
7-8 The songs written about the Apparently Bilbo had asked around
company spread far and wide about the instrument among his elvish
throughout the hobbit lands earning the friends, and even a few rangers and had
company the rare privilege of being come to unravel the history of the
adventurers of honour among the artefact.
hobbits. (The minstrels are still looked
upon as foolhardy to have gone off The King’s Clarinet was an ancient
gallivanting in the east with the like of musical instrument of the most cunning
elves and rangers). Bilbo Baggins himself make, said to have been brought from
invites the group to Bag End for tea, Westernesse. The story went that Marcho
where if they accept, he offers them 5 of the Fallohides, after founding the Shire
treasure each in gold and reads to them with his brother Blanco, settled down
from his first draft of the book he is and began raising a prodigious family.
working on about his adventures. (All One of his sons named Lindo was
previous bonuses apply as well). exceptionally skilled in music and would
often perform for the King in Norbury.
During and after the encounter, the
hobbit minstrels relate the following tale It was said that on one occasion, King
of what befell them. It is up to the Argeleb was so moved by the hobbit’s
Loremaster to determine how much of song he presented him with the ancient
this information is revealed to the instrument. He bade Lindo take the
players. It may be that the hobbits only instrument for a year and master it. If he
have a vague understanding that this could return in one year’s time and play
was a famous ancient instrument of the instrument in such a way as to stir
some import and that they will be in the hearts of all in the King’s Court, the
trouble if it is not found and returned to instrument would be given to the Shire as
the Mathom House. a sign of the peace between the peoples.
One year later, Lindo returned to King
Rorimac Smallburrow might have more Argeleb and performed a song on the
of this information once he has been Clarinet that left the audience speechless
rescued. The company may not learn the for several minutes before suddenly
entire tale unless they meet with Bilbo or breaking into a thunderous applause.
Elrond after the adventure. One of the elves in attendance claimed it
was as if he was hearing the music of the
The King’s Clarinet Valar.
After the return of Bilbo Baggins to the The Kings Clarinet thereafter belonged to
Shire the eccentric hobbit began the Shire. 1400 years later, most of this
spending much time up at the Mathom had been forgotten and the King’s
House in Michel Delving. He seemed Clarinet remained stored away in some
fascinated by many of the items stored chest until Bilbo found it and uncovered
there, and he began cataloguing and its secret.
researching quite a few of them. Of
course very generous donations to the The Hobbits can relate their story as
Mathom Society helped gain him access follows to the heroes:
and assistance. Apparently the elves in Rivendell caught
word of the Clarinet’s discovery
One of the items discovered turned out to somehow, for Elrond himself sent word
be the King’s Clarinet to the Shire that he should like to see this
[LM Note: this actually would best be termed heirloom. And so a troupe of minstrels
a chalumeau - a single reed predecessor of was sent forth to Rivendell to show this
the modern clarinet]. treasure to Elrond and to perform and
sing for the elves some of the music of the The rest of the hobbits were told to move
Shire. west as fast as their furry feet would carry
them or join their friend. Terrified, the
This group of hobbit minstrels was led by hobbits fled. They continued west down
none other than Rorimac Smallburrow the road, but soon decided to move north
himself, perhaps the greatest bard the a bit to avoid any more encounters with
Shire had produced in two hundred bandits, staying off the main road but
years. They had received an elvish escort leaving signs of their passage in case
from the Shire to Imladris. Rori had Hirgon should be looking for them. They
mastered the instrument, if not as well as made their way into the Weather Hills
Lindo, at least well enough to impress the and had become quite lost when they
great elf lord, which was no small feat. were fortunately found wandering by
After spending a month in Rivendell, they Arbarad. This is when the company came
had been given gifts by Elrond (each upon them.
hobbit was given a magnificent hobbit-
sized harp). For their return trip the
ranger Hirgon was chosen to escort them Part Three: Journey to Castle Hill
back to Bree.
Arbarad knows the location of Castle Hill
Four days west of Rivendell the group in the Trollshaws. He points this out to
had made camp by the edge of the East the adventurers on a rough map he
road for the night. Hearts merry and still sketches in the dirt. He tells them the
under the enchantment of the Last fastest way to get there and gives them
Homely House, the hobbits commenced advice about traveling through the lone
to singing and playing their instruments. lands. Decrease the TN of all travel rolls
by 2.
Not long after this a dubious appearing
stranger made his way up to the camp The ranger will escort the remaining
and asked if he might join the company hobbits to Bree and then head east again
for a bit to listen to their music and share to help search for the missing hobbit.
in the singing and exchange of news. The There is a Dúnedain refuge not far from
hobbits welcomed him despite hesitancy Castle Hill. Perhaps some of the rangers
on the part of Hirgon the ranger. there have seen something. He should be
The stranger was very interested in the about a week behind the group, but asks
hobbits and the ancient clarinet. He that they hurry as it has already been
departed later that night into the over a week since Rorimac was abducted
darkness bidding them safe travels but and there is no telling what could be
revealing little about himself other than a happening to the poor hobbit. He does
name, Shamus. warn the companions about the Queen of
Castle Hill.
It was several days later when Hirgon
had left the hobbits alone for the day to From Rivendell supplement:
go and fetch some meat for dinner that A solitary Stone-Troll named Rine haunts
they encountered Shamus again, this a tumble of ruins on a hillside that
time with a group of ruffians. They looted overlooks the Great East Road on
the hobbits, took their harps and the western end of the Trollshaws. She’s a
demanded the King’s Clarinet. Rori huge creature who proclaims herself
Smallburrow refused to part with the Queen of the Trollshaws because
treasure so the men grabbed him saying she lives in one of the few ruins that still
something about him making a fine offers enough shelter to protect a Troll
playmate for the Queen of Castle Hill. from the sun, and because she
gathered a number of old shields to cover “You’ll get a fair price if that halfling
herself with an effective suit of armour. makes it to Radgul alive.”
Other Trolls ignore her, except when she “Yes, but now we are forced to trust in
stumbles across them and robs them of orcs and hill-men to keep him alive.”
whatever they’ve robbed from someone “You say this to me when you planned on
else. Rine’s home would make a fine giving him to “Her Majesty"?
shelter for travellers, if they didn’t mind “What does your Sorcerer want with an
the steep hike and if they could contrive a old whistle anyhow?”
way to force her out. But sooner or later
some other Troll would remember the If the group scouts out the camp, they
Queen’s castle and take it over himself. will see two men standing near the fire
arguing with a large black warg. This is a
Hound of Sauron. The warg will stop
Part Four: Combat with Hounds of speaking once seen. It immediately looks
Sauron around and then growls:
“Fools, we are being watched. Draw your
As the company nears Castle Hill they swords and prepare to fight.”
should search for evidence of the group
of men who captured Rori. A prolonged If the company attempts to talk, the warg
action of three successful search or attacks. If they hold back, the warg
hunting rolls will lead them to a camp at begins sniffing them out and then will
the foot of the hill. They might find come crashing into the trees to attack.
evidence of regularly used trails, some The men will fight once they see the
clearing of the trees, etc. Hound of Sauron engaged in combat.
This is one of several regularly used Once the hound is dead any men still
camps of the brigands. They have an standing will drop their weapons and
uneasy pact with Rine. They leave her surrender to the company. If they have
“gifts” and she, for the most part leaves been knocked unconscious, then the
them alone. Where this group of men company will need to revive them to
hails from is unknown, but they are learn more about the fate of Rorimac and
outlaws that survive in the wilds by the King’s Clarinet.
taking advantage of travellers along the
road. They have been known to have Shamus (or the other man if Shamus
dealings with the Orcs in the Misty should meet his demise) will, if pressed,
Mountains from time to time. They also explain that they intended to give the
have some connection with a group of hobbit to Rine as a gift. He was quite
men descended from the hill-men of entertaining with his music and she
Rhudaur. might enjoy some entertainment. What
she did when she got tired of his music
As the group approaches the camp, they was not their concern.
hear a tense discussion going on. There
are the voices of a couple of men and a However, when they got to Castle Hill, it
third, deeper more sinister voice that turned out that Rine was away. They had
almost sounds like a low growl. The men planned to see what they could get selling
are arguing over payment, obviously the fancy elven harps. The hobbit had
feeling that they have been slighted. gone on about how special his little flute
thing was and so they thought they might
“The instruments themselves should be be able to get quite a bit for that
worth twice that amount.” somewhere.
While they were deciding what to do, the travel each day by 5 miles, but each
Hound of Sauron had come to them. He failed travel test adds an additional point
was a servant of a hill-man from up of fatigue.
north who called himself the Dark
Sorcerer of Rhudaur. Apparently news of Concerning the Dark Sorcerer of Rhudaur
the hobbits had reached him somehow
and he wanted the hobbit & clarinet for Most of the Hill-men of Rhudaur were
himself. wiped out with the defeat of the armies of
Angmar. Some however survived. For
A group of hill-men and orcs then centuries a group of men have lived on in
showed up a bit later and took the hobbit the hills near Mount Gram. These men
and the instruments for themselves by practice the dark sorcery taught to their
force and headed off to the north toward ancestors by the servants of the Witch
the Ettenmoors. The Sorcerer dwells near King. Fearchar is their leader.
Mount Gram in a place known as the Orc
Pits. Here he lords over a few surviving He learned dark magic from his father
descendants of the hill-men who once who learned it from his father before
dwelt there along with some orcs who he him, etc. He holds powerful sway over
uses to do his manual labor and other the men and orcs that dwell near him. He
darker deeds. What he wants a hobbit has the ability to travel abroad in spirit
for, Shamus doesn’t know. He does feels form as a warg and through this
he has been swindled out of a nice share maintains a watch over the area between
of gold and wants some revenge. Mount Gram and the East road. This is
how he became aware of the hobbits
The company needs to decide what to do traveling through the Trollshaws.
with Shamus and the other brigand.
While at Castle Hill, they could scout out He has a loose alliance with the orcs of
Rine’s lair, but they are in a bit of a hurry Mount Gram and their leader Radgul.
and who knows when the troll queen Long has he heard of Radgul speak of his
might return? hatred of hobbits. He intends to offer the
Shamus will give them the location of the hobbit Rorimac to the orc leader to use
Orc Pits and the Sorcerer if for no other for information about the Shire and
reason than out of spite and to see him whatever other evil purposes he can
pay for taking what wasn’t rightfully his. devise. The King’s Clarinet he intends to
keep for himself, for he collects relics of
The Orc Pits are located some 20 miles lost Arnor to use in some evil sorcery
west of Golfimbul’s Gully. The company aimed at raising the Hill-men into a
will have to backtrack to the Last Bridge powerful people again.
in order to cross the Hoarwell. He has sent his chief servant, a Hound of
Alternately, they can risk a crossing Sauron that fled from Dol Guldur, along
through the Burial Bog. This would be a with a group of men and orcs to seek out
faster route, but it might lead to a and return with the hobbit.
surprise should they stumble across a
Bog Soldier or two. (How fun would that Dark Sorcerer of Rhudaur
be?!) Attribute level: 4
Endurance: 22
The Company must make haste. The Hate: 5
Sorcerer wanted the hobbit alive but Parry: 4
what purpose he has in mind for the poor Armor: 2d
fellow once he has him is hard to say. Skills
Increase the distance the company can Personality 2, Survival 2
Movement 2, Custom 2 play this thing with some skill.
Perception 2, Vocation 3 Play us a tune. Prove your skill and
Weapon Skills perhaps you will have one last pleasant
Jagged knife 2: Damage 3, Edge C, Injury meal to fill your belly with before we send
14, CS - you away. If the boys here do not like
Bent sword 3: Damage 4, Edge 10, Injury your song, then I may let them have a
12, CS disarm little fun with you.”
Special Abilities
Bewilder, Dreadful Spells He hands the King’s Clarinet to the
shaking hobbit, who nervously begins to
The Sorcerer of Rhudaur is accompanied play. At first the notes come out feeble
by a group of Hill-Men of Rhudaur and awkward. The hill-men begin
(adjust numbers based on the Company) taunting him. But closing his eyes and
taking a deep breath, the hobbit lets out
The company will arrive not long after a beautiful melody that fills the cave and
the Rorimac has been led into a cave and transfixes his captors.
locked in a wooden cage. If they can gain
a vantage point, this is what they will see: The company must rescue Master
Smallburrow and escort him back to a
The Sorcerer and a group of Hill-men are safe location, be it Bree, Rivendell, or
seated in the cave discussing the fate of perhaps they might find Hirgon or
the hobbit. The men are examining the Arbarad, along the East road. If
elvish harps and the King’s Clarinet. They successful, they will be rewarded as
pluck at the strings of the harp, generally described in the Encounter Evaluation.
making a racket. Fearchar holds the Once rescued, Rori can relate more of the
clarinet and examines it closely by tale of the King's Clarinet to the player
firelight. characters.
Anyway, he ends up with a complex At which point Thibur totally snaps in his
about his paternity which becomes ever mind. He has wasted his entire life and
more worrisome and a central focus to undergone hardship for what he knew
his life. Eventually someone mentions to (but refused to accept) to be a lie because
Thibur he looks a bit like Thror. he was just another commonplace dwarf,
Astounded, he does some research and not one destined for greatness.
realizes the timing is right. He tries He suffers a bout of madness with the
asking his mother, but she's being glib or result that he completely disassociates
not answering for whatever reason. what just happened. His mind latches
onto the easiest lie:
So Thibur starts running scenarios in his He is the son of Thror. He's never lied to
head (mom was the king's mistress? himself. He has absolute proof he is the
raped? whatever) but basically deludes son of Thror.
himself into believing a bunch of
circumstantial evidence that amounts to This snap occurs right in front of the Evil
a false reality: that he is, in fact, an Leader, who is so amused by it that he
illegitimate son of Thror, King Under the informs Thibur he is in possession of his
Mountain. father's ring. Time passes with various
episodes of further torture, days of
It is possible that he does go wandering solitude in a dank cell, etc. Not too long,
after Thror, around the time that Thror maybe an extra month or so. Just time
leaves dwarven society. He arrives too enough for the Evil Leader to arrange a
late and has to follow what clues he can complicated bit of mummery to allow
about Thror's location. Unfortunately he Thibur to be released, in possession of
is so deluded at this point that he heads the False Ring.
off in a completely irrelevant direction;
engaging in adventures that are In their last meeting the Evil Leader
unnecessary and depressing, wearying, probably tells Thibur that Dain II Ironfoot
and hope-depleting (think "Don Quixote", is now King Under the Mountain,
possibly suggesting he stole the throne
from Thibur knowing the illegitimate son assumed they know). Gloin is suspicious
existed. The Evil Leader leaves the False when he meets Thibur, but Thibur says
Ring within Thibur's sight and wanders he has a proof that he will show only to
off; Thibur gets free, takes the ring and King Dain: he has the Ring of Thrain! He
escapes, and has perhaps some more sad really can show a ring, but he will only
adventures before he finally encounters let Dain touch it.
the PC’s.
So Gloin writes a letter that will allow the
Part 1: characters to easily obtain an audience
with the King, and asks them to lead
At some appropriate moment, the Thibur to the Mountain, but warns them
characters hear a cry for help. They find a to keep an eye on him. He also sends a
badly wounded dwarf surrounded by raven to Gandalf (because a ring is
three bandits. They fight or scare them involved).
away, but the dwarf falls unconscious.
He wears ragged clothes, has a broken Add any events you wish during the
axe, and obviously has travelled a lot. travel, depending on the time you've got.
When he wakes up, he tells them In my game the party stopped at The
“I am Thibur, son of Thrain, son of Thror, Drunkenstone Inn in Dale, and Thibur
King Under the Mountain” got angry at the sign. Afterwards, he
wanted to enter through the secret gate in
Dwarven characters may make a Lore the Mountain because he feared for his
roll to check that Thorin did have an life if he arrived claiming he was the real
older brother, that was thought to be king. But the party was able to convince
long dead. If they don't, Gloin or some him that it wasn't very honourable to
other dwarf that knew Thorin could tell enter by a backdoor.
them. But they won't find a dwarf that
knows Thibur's face. Thibur says he left
his family long ago to rescue his father Part 3:
from Dol Guldur, but was captured too,
and spent decades in captivity, until one The party arrives at the gates of Erebor.
day the Shadow left, and he got free. They ask for an audience, and it is
granted easily. They asked for secrecy, so
He has wandered since that day in there are only a few people in the room:
Mirkwood, and fought many evils, only King Dain, two guards, and a
searching for a way to escape and reach human dressed in a grey cloak and hat,
civilization. It soon becomes evident that standing in a corner, smoking a pipe. The
Thibur expects to free the mountain from characters talk for a while, introduce
Smaug, and has no idea what has themselves and Thibur. Then he talks
happened. Presumably the characters and tries to be polite with Dain but it is
will tell him, and he will look sad or obvious that he doesn't like him. At one
happy at the appropriate places, and point he draws the ring out of his pocket,
somewhat angry that his cousin Dain is and shows it to the room. Gandalf in the
currently King Under the Mountain. corner becomes interested. Dain gets up,
wants to see the ring. He puts in on his
Part 2 finger and...
Unless they decide to trust Thibur blindly ... Nothing happens! But Thibur draws a
and lead him to the Mountain dagger and tries to stab the King. A flash
themselves, they probably will contact of light (from Gandalf) sends him to the
Gloin (the only dwarf of importance it is ground and the guards arrest everybody
(including the PC’s). Dain of course This could become very like "The Scarlet
survives, and Thibur will be interrogated Letter", with a story of its own that can be
when he is fit. Later, the characters are as complicated as you want to get into.
freed because Gloin says he sent them Heck, you might be able to lift the story
and they had nothing to do with the almost verbatim (although I don't think
murdering attempt, but maybe have there are priests in Middle-earth).
them do a few Awe/Persuasion rolls in
their defence first. Once the players have dealt with the
mother (in whatever fashion), know
The End Thibur's lineage and have absolute proof
of it, the characters must return with it to
Option 1: Thibur was absolutely not Erebor.
Thorin's brother (and did not come from
Dol Guldur) but had some reason to kill Part 4.5
Dain, and used this story as a way to
reach him. Also don’t forget the possibility that the
Evil Leader hears about all this and
Option 2: Thibur did indeed come from attempts to interfere with the Party's
Dol Guldur but was driven crazy. Either investigation and/or their attempt to
he believed he is the king but he is some return with the evidence (whether this
random dwarf, or he really was the means an NPC or an item) needed to
rightful king but is now too crazy and resolve matters. Particularly if he sent
corrupted to be able to rule. info up the line and other Servants of Evil
are on the lookout! (And this could be an
In any case, he of course didn't have the interesting mini side storyline arc.)
real Ring of Thror.
Part 5
Part 4
Now things get complicated. It really
Having all of your events happen, now depends on where you want to go from
Thibur has to be dealt with on the here, but either have Thibur die in
Dwarven level. Unfortunately maybe his captivity, or maybe some well-meaning
ravings are heard by others and, just as dwarves have released Thibur believing
with Thibur himself, there is just enough his story, or best yet, some greedy
possibility that the entire dwarven dwarves released Thibur in an attempt to
succession of the Longbeard clan (Durin's gain control of him and use him as a
Folk) is called into question. means of gaining control over the Lonely
Mountain.
The issue should be resolved peacefully, This would put everything that Dain II
without just doing away with the mad Ironfoot has done since the Battle of Five
dwarf. Requiring either that the Armies into a precarious situation.
characters are now charged to back-track - The money that Bilbo was paid after
Thibur's adventures (assuming his failure everything was done? Illegal!
to defeat Dain totally unhinges him so - The money spent to rebuild Dale?
further information is not forthcoming), Illegal! etc.
or if told, they must somehow convince
the mother to reveal whom Thibur's
father truly was (assuming she's still
alive), or even willing to consider the
idea!
THE NAMELESS DWARF by Garbar putting them in the middle of a goblin
band (perhaps a few troll instead).
The Entrance Although the name of the dwarf is likely
During an encounter with goblins in in Khuzdul, he may have forsaken his
tunnels near the eastern edge of race as they forsook him and it could be
Mirkwood they find a door concealed by in Black Speech, but I think Khuzdul
a Spell of Secrecy (RB p.107). more likely. The fact that his name is
Written on the surface (in Khuzdul) are taboo to his own people does not mean
runes: it's unknown to others.
“My name is not spoken, but only by
speaking it shall you enter my halls!” Elves may have a record of his name, so
This message refers to a dwarf who was Rivendell and the Halls of the Elvenking
driven from his homeland for a thus far are potential sources, but getting access
unspecified act. to that information may require they
perform a service, introducing a side-
Finding The Name quest to the plot. I see the tunnels as
The first part of the quest will be finding being something akin to Moria, although
his name, not easy as it was deleted from much smaller and with a lower balrog
the dwarves archives in Erebor, so they count. One entrance is never a good idea,
will have to seek an alternate source. which I why I considered an alternate exit
for the way out. Both doors were likely
Beyond The Door closed, but it's possible that one was
Once they get beyond the door they will found by an earlier explorer, or damaged
find tunnels, traps and creatures 'darker as a result of a seismic event.
and fouler than orcs'. It will be a long
journey through dark places that take As for the dark creatures, I was not
them under the Mountains of Mirkwood. planning on something created by the
dwarf or even bred by him, but that does
The Lake make my mind work in evil ways! The
I also see a large underwater lake in the Mountains Of Mirkwood are a place of
quest, with still water and something shadow and could have corrupted the
lurking beneath the surface. A boat will residents over the millennia, creating
be needed and a battle in the water variant spiders, orcs, men, trolls etc.
would make them hindered. The creature I like the idea of geothermal activity in
will flee when wounded, not die (Great the lake and mud flats can work, spitting
Size, RB p.233) and strike again when out blobs of mud on the unwary. It could
they are not expecting it. even be worked as a Travel Hazard, but
that makes the crossing a single roll of
The Enemy the dice and take some of the fun out of it
The 'big bad' at the end will likely be an Or, if we go with the flowing water idea
undead of some sort, perhaps with that you suggested, they may take a trip
minions to protect him. Not sure if an downriver as an exit strategy, perhaps
undead dwarf is possible in Tolkien lore using the barrels and chests taken from
though! the treasury of Nameless Dwarf as an
improvised raft. Throwing rapids and a
The Escape waterfall in might make for a challenging
Their exit becomes blocked during the journey for them! I do prefer the crazy
battle and they have to find another way dwarf idea to a friendly giant as a resting
out, possibly laden with treasure (some place, but not for recovering from
or all is shadow tainted of course), Fatigue, just a place to sleep.
GLAURUNG’S IRE by Haugar the characters that they are associates of
Josur and invite them to speak with him.
Synopsis: Act 1 Josur, bedridden and a bit crazed, was
At the behest of Cirran son of Cirdol –a found dying within Mirkwood by the
prominent merchant within Dale, has Wood Elves, and it was they who
obliged the characters to locate the returned him safely to Dale. Josur, a
whereabouts of a merchant caravan that scholar, had come upon information
was last headed towards the Southern regarding the Ered Mithrin and the fall of
realms of Rhovanion and Rohan beyond, a Dwarven stronghold known as
by taking a Northern route around the Shaturgathol. He relates that in his time
expanse of Mirkwood. The caravan he pursued the information, eager to
carried a heavy iron wrought chest that learn of all that he could, and that
was particularly very dear to him. In eventually he journeyed into the desolate
short in the midst of an ill fog, the and nefarious mountains, seeking the
caravan is discovered within the eve of fortress. The crazed Josur relates how
Mirkwood with its passengers disastrous his adventure was, and how
slaughtered and the remnants of the he lost a very dear friend to him. In the
cargo and caravans shattered. Cirran’s end Josur reveals that the treasure within
chest is not to be found, and orcish the chest is the key to discovering the
involvement is easily ascertained. passage to the entrance of Shaturgathol.
The journey leads the characters into the He denies any knowledge of how Cirran
Northern depths of Mirkwood. Amongst came to know of the key.
the ruins of a long forgotten tower the
players are encountered by Orcs who Act 2.
engage in battle. It should be obvious to Coming upon information of the
the characters as they fight that the Orcs Shaturgathol the characters are imposed
are fatigued and wounded. The upon by Josur with the task of obtaining
characters discern information from the the key from the Orc Sharku. He bade
Orcs, it is revealed that they did not them speak with the Wood Elves for
attack the caravan (initially), but were information; considering they reign
ambushed by Men who HAD committed within the area Sharku was last seen or
the deed. As they retreated into the the Dwarves for more information on the
depths of Mirkwood they returned to exact location of Shaturgathol. Either
their camp -the ruined tower. It was there choice shall lead them to some triviality
they realized their leader Sharku was that the characters must confront, but it
missing and they fell into argument and leads them to the discovery of an orc
fighting. corpse within the cluster of a hilly range
Sharku eventually appeared some time to the North-East of Mirkwood, some
later emerging from a heavy fog, he slew miles away from where the caravan was
his own folk except one upon whom he assaulted. The Orc’s remains, fresh from
burdened with a spoil of battle, a heavy an attack, were shredded and not much
iron wrought chest which they then remains of him, a knife is lodged in his
disappeared back into the fog. back, although queer tracks of slithering
Returning to Dale to speak with Cirran creatures head off to some nearby
about the unfortunate events, the caverns.
characters learn that Cirran has left Dale Heading into the earth the characters
under mysterious circumstances. After discover Cirran being tormented by a
some investigation, the characters are couple of Wyrm-lings. After the Wyrm-
approached by guards who inquire of lings are dispersed, Cirran is discovered
Cirran and the characters involvement. unconscious, having been knocked out
After some discussion the guards inform during the battle, clutching the key to his
chest. Cirran is returned to Dale, Act 3.
throughout his journey muttering the The characters can attempt to follow his
word “Ungash,” and there the characters trail, yet due to the broken earth and the
speak to Josur who rewards them for tormenting weather, they will not be able
returning his key to him and invites them to keep it long. The characters return to
to remain and enjoy his hospitality in Dale and seek the aid of someone with
their honour. In the morning a thick fog wisdom as to what the map might reveal,
lingers over Dale, and Josur is discovered Glaurung’s Ire, or the drake Ungash.
dead. A thorough search results in the Coming upon information they learn of
characters obtaining a map of antiquity Ungash’s plot to consume the stone after
that shows the location of Shaturgathol. a dark ritual said to incite Glaurung’s
The characters also come upon the flames, and where Ungash is; called
knowledge that Cirran was horrifically Gurihug (the desolation where dragon-
killed within the outskirts of Dale. kin go to die). After reaching Gurihug
The characters then journey to the characters meet with Ungash, who
Shaturgathol and after many adventures, reveals the capabilities to create flames.
they finally reach the aged Gates of Ungash also reveals that Cirran and
Shaturgathol, known as Shatur-u-zirak. Josur were friends of old and that they
Here they encounter Sharku, who here had stumbled on Shaturgathol, there
attempts to use the key to open the they discovered the fact that Glaurung’s
passage into Shaturgahol, yet is Ire, a stone said to have been wrought
unsuccessful. In frustration Sharku then from the foul belly of the great dragon,
attacks them. After the battle the was kept within. Ungash attacked them
characters obtain the key and with the and with a dragon-spell ruled over Cirran
map realize the means into proceeding and used him till the time they came
past Shatur-u-zirak. upon the means to open the passage. Yet,
Delving into the depths of the old ever after the encounter, Josur knew
dwarven fortress the characters are something was wrong with his friend and
assaulted by grim wraiths and possessed kept him at lengths. It wasn’t till the
corpses, who linger within the ruins. discovery of the key of Shaturgathol that
After some adventures they come upon Cirran appeared once more. After a
the heart of Shaturgahol where there is a climactic battle and the subsequent
giant statue of a withering Fire-Drake, smiting of Ungash, the characters are
breathing stony flames in defiance and in rewarded with the Glaurung’s Ire and the
fear. Set upon the brow of the statue is a subsequent journey to return the stone to
stone that illuminates with an inner Shaturgathol.
ebbing flame. The characters should
realize at this time that this is a statue of NOTES for LM
Glaurung who was struck down by Turin, 1.) Yes Ungash kills Cirran, as he is
son of Hurin. able to create mists and smoke, so when
When they exit Shaturgathol, a great fog an uncomfortable fog or mists lingers
lingers upon the mountain. There the within the story consider that Ungash is
characters encounter Ungash, a large nearby.
Drake (wingless dragon), and either
through will or force he attempts to 2.) The night of the festivities Josur is
obtain Glaurung’s Ire, the stone that was killed by Sharku (under the dragon-spell
upon the stone dragon. The characters of Ungash), who claims the key and
barely survive the encounter, yet they heads to Shaturgathol, whilst Cirran is
lose the stone. called forth to the drake and is disposed
of, not being required any longer.
THE FELLOWSHIP OF THE SPEAR spear’s finding. The Kingdom under the
by Throrsgold Mountain is abuzz with the news that
important documents have been
• When: The adventure is set in the early discovered concerning some Elven
Spring of III 2993. artefact. It is rumoured that King Dáin is
dispatching agents to locate this artefact.
• Where: Erebor, Esgaroth, Dale,
Rhosgobel, Moria, and Lórien. • Why: Although at first the company
believes that they are responding to a
• What: Ereinion Gil-galad was the last solicitation for treasure hunters, the
High-King of the Noldor when he fell at diplomatic envoy to Radagast in
Mount Doom alongside his friend, Rhosgobel instead provides an excellent
Elendil, at the hand of Sauron in hand-to- opportunity for them to make a name for
hand combat in the Battle of Dagorlad. themselves.
His favoured weapon was a long spear: a
long shaft of sturdy wood with an • Who: The heroes will meet the famed
intricate blade of elf-crafted steel. wizard Radagast the Brown, and Balin,
one of the twelve Dwarves that
While in battle, the blade shown with accompanied Thorin Oakenshield on the
such a brilliant white light that it was Quest for Erebor.
named Aeglos (variously translated as
‘Snow-point,’ ‘Snowthorn’ or ‘Icicle’). This
renowned weapon unfortunately was Notable Events
never recovered from the field of battle
that day, being lost among the carnage – • The documents are incomplete, yet
many feared forever, but it was not so. Radagast believes that Balin, the leader
of the new Moria colony, may be able to
Sometime before Third Age 1981 the lend some aid if shown to him. He tells
Dwarves of Khazad-dûm discovered the the heroes of the Spear of Gil-galad and
spear as a part of a great troll hoard in where it is now to be found. He gives
the Anduin Vales north of Lothlórien. them back the document, and tasks them
Recognizing the weapon immediately with traveling to Moria, meeting with
and knowing of its great significance to Balin to request his aid in recovery of the
the Elves, they took it into Khazad-dûm, spear, and finally returning it to the Elves
the grandest and most famous of the in Lórien.
mansions of the Dwarves. There, they
intended to return it to its former glory • Radagast does not know of the whole
and present it to the Elves as a token of perilous situation in Moria: how little of
goodwill between their peoples. the ancient settlement has been retaken,
how dangerous a journey under the
But with the unleashing of the nameless mountains will be, or the form of the
terror that that came to be known as great evil within its depths.
Durin's Bane the spear disappeared into
the treasuries of Durin’s Folk and was • News of a document concerning an
utterly forgotten when the great realm fell Elven artefact soon found its way to the
to shadow and flame. ears of Sauron. The news is garbled and
incomplete, but the Dark Lord knows
At present, the reclamation of the Lonely there is a document telling of the resting
Mountain has led to the discovery of a place of the artefact and that it is being
Dwarven document pertaining to the carried from Erebor by a diplomatic
envoy. He sends out his spies and one of
the Nazgûl from Dol Guldur to claim the heroes are more or less on their own.
document and acquire the artefact before
it falls into the hands of his enemies. • The spear resides in the Twentieth
None of the Wise know that a Nazgûl is Hall of the Dwarrowdelf, in the Seventh
in pursuit of the spear. Deep. This area is infested with Orcs, so
should give the heroes a challenge, both
obtaining the spear and getting out
Suggested Hazards/Session Ideas again. They should have plenty of
chances to actually try the spear out once
• The heroes’ rooms are broken into they’ve got it.
in the night by a thief looking for the
document. • Once they’ve got the spear, they’ll
need to get down to The First Deep and
• The heroes are ambushed by spies into the Dimrill Dale. On getting to the
of Sauron in the wilds. Bridge of Khazad-dûm, they find their
way blocked by Orcs and a Cave Troll or
• The heroes feel they are being more.
watched as they travel, and realize that
crebain are following them. They may be • Once outside, they find a host of
attacked by Orcs or wargs and wolves in Orcs, led by a Nazgûl (same as earlier if
the wild. The crebain may be sent as the previous encounter occurred), waiting
scouts by orc raiding parties from the for them. The Dwarves (and their allies,
Misty Mountains. the woodmen from near the Anduin and
Misty Mountains) rally to their aid and a
• While camping in some ruins, the large battle takes place. The heroes
heroes are first stalked by a Nazgûl. If escape but many of the Dwarves are
they confront it openly, they may be in killed.
serious trouble. To save them if they can’t
escape, send in a party of wandering With their numbers depleted, Balin’s
Noldor or possibly Gandalf. party has no chance of staving off the Orc
attacks later, so the players can feel
• In some long abandoned Elven they’ve played some part, if not a positive
ruins, the heroes encounter spectres of one, in the history of the War of the Ring.
the deceased, who entice them to their
destruction but in turn show them to Suggested Player Characters
heroic weapons hidden in the ruins. • Anar — a male Dwarven Slayer
Giant spiders, wargs, and/or wolves, or (Background: A Life of Toil).
possibly other fey creatures inhabit the • Beran — a 16-year old male Beorning
area and in underground passages Scholar (Background: Keeper of Tales).
beneath the city, the descendants of those • Hithriel — a female Elven Warden
Sauron used to attack the ruins. (Background: Wild at Heart).
• Saffron Gardener — a 40-year old
• Once the heroes get to Moria, they female Hobbit Wanderer (Background:
find Balin ... he is friendly enough, but Restless Farmer).
unwilling to spend much time looking for • Treowine — a 19-year old male
Aeglos – the Dwarves are too busy with Woodman of Wilderland Warden
their own concerns (i.e., keeping down (Background: Sword-day Counsellor).
the growing Orc menace). He may be
able to lend the group a warrior or two
(maybe replacement characters, if any
characters have been killed), but the
A SOLO ADVENTURE by Wbweather coughing up blood and he soon
weakened and died.
A CAPTIVE’S ERRAND
She buried him herself and continued
While traveling across Wilderland, the trying to maintain their farmstead in the
player character finds himself captured northern Beorning lands until one day
by Viglunding slavers. she was visited by Viglunding thugs, who
finding a beautiful woman living alone
- A hobbit might have been decided she might bring a fair price on
traveling to the Easterly Inn and been the slave market. She put up a fight and a
captured couple of the men had broken noses and
- Woodmen characters may have bruises before she was subdued. She
been captured by outlaws from the south mostly fears what will become of her
and traded to the slavers. once she is sold. She has the following
- Beornings would most likely have traits: Anduin-Lore, Cooking, Fair, Quick
run into the Viglundings while traveling of Hearing, Swift
north of their lands.
- Dwarves could have been Walcaud
traveling to visit the Blue Mountains and This 17 year old Woodman is the fifth
been waylaid by the slavers. and youngest son of a regional clan
- Bardings, Lakemen, or Dwarves leader among the Woodman north of
could also be captured by bandits or orcs Mountain Hall. He has hunted the vales
and traded to the Viglundings. of the Anduin along the foothills of the
- Woodland Elves might have been Misty Mountains since he was a child. He
captured by orcs and traded to is wood-wise and a skilled hunter and
Viglundings. tracker. He was hunting a bear and
tracked him 3 days north-east of his
The adventure could start after the player village before he had finally taken down
has been captured, or could begin with a his prey. He had built a fire and was
combat in which the player is too smoking the meat and hide when he
outnumbered to succeed. However he found himself surrounded by Viglunding
came to be captured, the player character slavers.
soon finds himself chained by the ankles
with several other captives: He was caught off guard and unarmed
and not only lost his game meat, but his
THE CAPTIVES freedom as well. He is young and fearless
Avina and will attempt an escape at the first
This 21 year old Beorning woman is possible opportunity. His traits are:
stunning in appearance. She is stoic and Beast-lore, Herb-lore, Bold, Elusive,
appears to have a tough fibre. She has Reckless
not led a privileged life and has had to
learn to survive on her own. She married Eldacar
at age 18 to a Beorning man, more out of This 47 year old Dúnedain is weathered
necessity than love. He had been a kind and worn, but still has a noble bearing.
husband to her and for a few years they He is obviously injured and as the group
lived together and began to develop a travels his health is gradually declining.
true bond of respect for one another. Initially he has a cough and fever and
Unfortunately a year ago, he developed a favours his left flank. As time goes on he
sickness in his chest. Before long he was begins having feverish nightmares in
which he cries out in his sleep. Soon he
has trouble travelling and one night you
see him making a poultice out of herbs primary motivation is profit. He does not
he has been gathering. When he lifts his tolerate any challenge to his authority.
shirt to apply it, a 5 inch gash is seen
along his left flank. The skin around it is Albair
deep red and there is a foul odour and Although a scoundrel at heart the man at
some yellowish, blood-tinged drainage least has a jovial nature and is kind to
from the wound. his prisoners as long as they give him no
grief. He is known to offer extra food for a
Eldacar had been scouting out the good story or song. Of all the slavers, he
northern aspect of the Misty Mountains is the most likely to speak directly with
and the Vales of Gundabad. He has the captives. He is not above making a
discovered some important information joke at the expense of the suffering of his
about the increase of the Shadow. captives, especially if they displease him.
Unfortunately he had found himself
waylaid by orcs. He fought his way free, Helgut
but not until a filthy orc sword had Of all the slavers, he is the most vile. He
opened up his side. He had headed gets enjoyment from causing pain and
south, hoping to find refuge and healing suffering whenever he can get away with
in the Halls of Beorn. it. Tegaer keeps him in check for the most
part. He still has a swollen nose, black
After 3 days of travel however, blood loss eye and aching groin after the capture of
and fatigue overwhelmed him and he Avina, so has a special hatred for her and
could travel no farther without rest. It has threatened her repeatedly. He has yet
was there the slavers found him. He has to assault her, but every night she
tried to hide how ill he is, hoping to shudders whenever he draws near.
escape as he gets farther south and closer
to a village in the free lands. It is Breon
becoming obvious that he will not The youngest of the slavers, he is just
survive unless he gets treatment soon by beginning to see his beard fill in. If any of
a skilled healer. the men have any qualms about the
morality of their actions, it is Breon. He
Realizing this, he wishes to entrust his obviously is enamoured of Avina. He is
secret to the player's character (assuming close enough in age to Walcaud that he
he has earned Eldacar's trust). He will ask sees him as someone he can relate to. He
the hero to deliver a message to Rivendell seems fascinated by the ranger, Eldacar,
for him if they can engineer and carry out and would listen to stories of the wide
an escape. Eldacar’s traits are: Fire- world if only he was allowed to sit and
making, Story-Telling, Foresighted, talk with him. The older men however
Hardened, Secretive are beginning to become concerned that
the boy is soft. They continually have him
The Slavers (there are 4) administer punishment to the prisoners
to help break him of this.
Tegaer
A cousin of Viglund, he is obviously the The adventure should start somewhere
leader. He is cold and calculating. There North of the Beornings' lands in the
is no empathy to be found in the man. He upper Anduin Vales. The player may
would rather slit his captives' throats want his character to escape as soon as
than to see them escape. He keeps them possible. If a player is really set on this
alive and treats them humanely solely option, he shouldn't be discouraged or
because he wants to make certain they made to feel forced into the story against
bring him as much gold as possible. His his will (although as a captive, he kind of
is). Should he propose a great escape slavers, finding a way to unlock the
plan and get amazing rolls to accomplish shackles, or gathering herbs to poison
it, he could still carry out Eldacar's the slaver's food (or heal Eldacar).
mission, although the LM will need to
think on his feet, allowing an alternate As they travel, it will also be possible to
route to Rivendell. It would be better gather information about the slavers and
though to use the circumstances and their plans. This might be accomplished
NPC's to discourage escaping through overhearing discussions
immediately. (Awareness) or through knowledge of the
areas they are passing through and the
For example, if the player broaches the direction they are headed in (Lore).
idea of escape with the other captives, he
might be overheard by one of the slavers Riddle will help the player piece together
and punished. Walcaud could reveal his what is being planned. A character with
Reckless trait and attempt escape on his decent social skills could manage to earn
own and get a severe beating for his the trust of one of the slavers and get
effort. Eldacar should urge patience. For them to share their plans either
now, the group is relatively safe. They voluntarily or unintentionally. Riddle or
have time to plan and look for Insight might prove particularly useful.
weaknesses to exploit. Every day takes
them further south into regions that the For every Success award the player with a
slavers do not know but that he is quite bonus success die. He can use these in a
familiar with. Better to act as if the manner similar to dice from preliminary
captives have given up hope and let the rolls. He might choose to spend them on
slavers grow complacent and let their hazard tests or save them for advantages
guard down. to rolls when the escape actually
happens. He should role play out how
The goal is to not let the player feel like each dice confers an advantage when it is
he is being forced along a path in which used, hopefully relating it in some way to
he has no choice, but rather that he is a successful task from earlier in the
biding his time as he and the other game.
captives plot and prepare so that when
the escape attempt is made it will be As they travel, the player character
successful. should learn about the other captives
and their captors. Of course the slavers
Once/day the player character may do not allow much communication and
propose a task aimed at making so the chances to talk are infrequent.
preparations for the escape. A character
with a decent skill in healing could Twice/day the player can propose a task
attempt to help Eldacar with his fever or with his common skills to interact with
wound although the TN for this should the other slaves. Not only should the
be raised as he has limited resources at player discover the NPC's backgrounds,
hand. but should also begin to learn about their
traits. For example, Alvina might
Characters could also use tasks of Song mention during a talk that she visited
or Inspire to raise the captives' spirits. It this place as a girl or that this stretch of
might even be possible to persuade their the river is especially beautiful in the
captors to show some kindness. Other autumn, thereby revealing her Anduin-
ideas might include trying to discover lore trait. One night the Slavers might
information about where they are throw a couple of coneys at the PC and
headed, fomenting distrust between the tell him to cook up a decent meal for
them. If successful, he will earn their escape earlier than expected, then the
trust and a bonus die to be used when Loremaster will need to modify the
carrying out the escape. Alvina can agree adventure somewhat.
to help and with her Cooking trait lower
the TN by 4 for a success. Walcaud could The slavers' plan is to make their way
find some herbs while walking using his south to the Wolfswood where they
Herb-lore trait and help lower the TN of a hopefully can gather information among
healing test when the player attempts to the outlaws that dwell there. They stick to
heal Eldacar. Eldacar's story-telling trait the West bank of the Anduin in order to
might distract the slavers for a half hour avoid contact as much as possible with
while the player performed a Craft test at the Beornings and Woodmen. From the
a lower TN to look for a way to loosen the Wolfswood, they will head to Trader's
shackles around his ankles. Island to acquire a raft, then head further
south into the East Nether Vales.
While the player may interact directly
with the slavers, most of their Recently Easterlings have been trading in
characteristics should be revealed by the the Toft and a black market slave trade
LM through their interaction with the has sprung up. They suspect they will be
player and other captives. Breon might able to sell their 'goods' at the Toft and
blush when Avina catches him staring at hope to get an especially good price for
her. Albair might offer the player the comely woman. They can
character an extra bowl of stew if he can occasionally be overheard joking about
sing a good song. Helgut will probably what a fine trophy she'll make for an
kick the player character in the back to eastern prince. In fact after a while they
wake him up in the morning. begin referring to Avina as the Princess,
or My Lady, snickering all the while.
The journey to the Trader's Island is
roughly 200 miles depending on where The journey south is generally uneventful
the player is captured. This will take and the slavers are not particularly cruel.
about 12 days and should allow for lots However, being chained and prodded
of opportunities to get to know and bond along against their will is a miserable
with the other captives as well as prepare experience at best. The player should roll
for the time to escape. travel tests as usual for a journey
although at an increased difficulty of +2
The captives should be thinking about to the TN, and forgoes the preliminary
escape this whole time. The adventure is lore roll as the slavers are not
written with the intent of having the particularly interested in what he knows
escape take place in or around the of the route.
Gladden Fields, however a creative
player could engineer a successful escape Any failed roll adds to fatigue as usual.
earlier than this although Eldacar will Hazards could involve twisting an ankle,
counsel against this. giving in to despair, getting caught in a
thunderstorm etc. Failed hazard tests
In forming an escape plan the player should result in increased fatigue,
should take into account all of the special temporary states of being weary or
abilities and traits of all the captives, miserable, or the gaining of shadow
along with their own. Escape prior to points.
reaching the Gladden Fields should be
difficult as the captives are all in chains Upon reaching the outskirts of the
and are well guarded. As stated before, Wolfswood the slavers decide to make
should the player manage a successful camp before going in. Tegaer takes Breon
with him to visit the outlaw camp and him overboard.
leaves Albair and Helgut in charge of the That night the others come back across
prisoners. While they are gone, Helgut the channel with a raft and the supplies
takes advantage of Tregaer's absence to are loaded. Albair breaks out a keg of ale
be especially cruel to the captives, in he picked up on the island and the
particular Avina. He begins to make Viglundings spend the night drinking
advances on her, but is stopped by Albair and singing until late into the night. They
who warns him what Tregear will do to do make certain to take extra precautions
him if something happens to the securing their prisoners beforehand
Princess. The next morning, the other two however, and so there is no chance for
slavers return. escape that night.
The news from the Wolfswood is that
there is indeed a caravan of Easterlings As the slavers snore the group of captives
visiting the Toft. The Viglundings now have time to plan. Eldacar does not think
make plans for transporting their he will live more than another day or
captives to the settlement. They will head two. He tells the group that tomorrow
to the Trader's Island and obtain a raft or they will be entering the stretch of the
boat in order to make use of the river for Anduin that passes Hag’s Island near the
the last part of the journey. mouth of the Gladden River. The Anduin
moves swiftly here. Hag’s Island is a
By this point Eldacar is very ill. He has so small tree covered mound of earth rising
far hidden the severity of his sickness out of the midst of the river. The Anduin
from the slavers only by sheer will and tumbles and rushes over treacherous
some virtue of the Númenorean blood in rapids to the east of the island. The only
his veins. Even the Dúnedain are mortal safe transit past the island is on the west
though and it is becoming harder for him side, but manoeuvring a raft into the
to keep up with the forced march. western channel is no easy task.
At Trader's Island the captives are Furthermore, at this time of year a heavy
chained to a tree on the west bank. This fog often enshrouds the island making
time, Tegaer stays behind to keep watch the passage even more dangerous. If the
along with Helgut. This is decided after slaves are going to make an escape, their
some argument. Helgut is furious having only chance might be while the slavers
been made to stay back with the are busy navigating the treacherous route
prisoners again. He takes out most of his past the island.
anger on the slaves. Seeing the Ranger
favouring his side, Helgut kicks him in Eldacar has little hope that he will
the flank saying, "Got an ache there?" The survive the escape, but will do what he
pain is overwhelming and Eldacar passes can to help the others. He entrusts the
out. player character with his secret and
makes him promise to deliver the
Tegaer comes over to investigate and message to Elrond personally. If they can
discovers for the first time how ill the manage to escape near the Gladden, then
ranger truly is. Helgut wishes to cut their the player character can follow the river
losses and put Eldacar out of his misery. west to the Misty Mountains where there
Tegaer is less willing to throw away a is a pass into the Lone Lands. From there
chance of gold if he doesn't need to. He he can head north to Rivendell. He gives
prefers to give the ranger a few days of a general description of finding the
rest on the boat to see if his strength Hidden Valley.
recovers but agrees that if he doesn't
improve he's not worth the food or effort
and they will slit his throat and throw
Eldacar’s Message the player can attempt to knock one of
While scouting the area around Mount them into the river with an Athletics roll
Gundabad at the request of Elrond and at a lower TN than usual).
Gandalf the wizard, Eldacar learned from For their part, the slavers are much worse
the Hill-men in the region that there were for the wear after their over-imbibing the
rumours of none other than the Witch- night before. All day long they bicker and
King himself visiting the northern curse one another. The raft will approach
mountain fortress within recent months! Hag’s Island late in the afternoon. This is
The ranger had investigated this lead at when the slaves should attempt their
great personal peril, but his efforts had escape. Unless the player can convince
been fruitful. He had gathered important the Viglundings to pull ashore, most
information. likely the group will find themselves in
While Wilderland enjoyed a time of the river, swimming for their freedom.
relative peace, the Shadow had not This is complicated by the fact that they
subsided, but was in fact preparing to are all chained together at the ankle. Let
make an even bolder move. Some said the player roll Athletics as a prolonged
that Sauron himself was even now action requiring 3 successful rolls against
building an army in Mordor and that a TN of 16 (14?). After 5 total rolls,
there were plans to retake and strengthen Eldacar loses consciousness and the TN
Dol Guldur. There were suggestions that is raised to 18 (16?). A Great success
Khamûl himself might even be leading counts as 2 successful rolls, an
the effort to retake the abandoned Extraordinary success counts as three. If
stronghold. the total number of rolls exceeds 8,
As Eldacar was fleeing south with this Eldacar drowns and the player must pass
information he was ambushed by a a Corruption test or gain a point of
company of orcs. None of them had Shadow.
lived, but in the conflict, he had
sustained his wound. As the group lays gasping for air on the
bank of the Anduin they suddenly see
There is no set way for the captives to Helgut rise up out of the river behind
escape. The player should be encouraged them, sword in hand. He is enraged and
to be creative and to take advantage of intends to make the escapees pay. He
all the captives’ traits as well as his own. storms over to Alvina and backhands her
There are several things that the group across the face. He then grabs her by the
might use to their advantage. The slavers hair and pulls out a knife saying:
are hung-over and their guard is down. "I'll teach you to run away from me wench.
They can certainly play the slavers I'm going to mess up that pretty face of
against one another. Avina could use her yours."
beauty to distract one of the slavers. "Drop the knife you idiot!"
Walcaud might be reckless enough to A voice shouts from behind the group.
attempt something bold such as Tegaer stands dripping wet on the bank
attacking one of the slavers or throwing of the river.
one off the raft. "I haven't hauled her all this way to have you
throw away our best chance of making some
The passage around Hag’s Island will gold."
require the full attention of the slavers, Helgut glowers at the other slaver.
lest the rapids wreck the raft. Let the "The stuck up she-bear has it coming."
player invoke the other captives’ traits for He raises his blade to her cheek and
automatic successes or to lower the TN presses the blade into the skin until a
for his rolls (i.e. while the slavers are drop of blood appears.
"Let her go now or I'll drop you where you
distracted by Eldacar’s Story-telling trait,
stand", orders Tegaer. an Orc or even a Man, his fate is likely to
Helgut points the knife at the other be a grim one. Therefore, wise wild
Viglunding. Hobbits hide in the undergrowth when
"You know, I'm about sick of you ordering me the Big Folk go by, and stay almost
around like your dog. You think you can take invisible in the shadows.
me? Why don't you give it a try?" Byrgol is a brave Hobbit. He found a
Suddenly shoving the woman to the side, sword in a wrecked boat — it’s really
Helgut charges Tegaer, swinging his knife more of a long knife — and stole it. He’s
at his chest. As the escapees watch, proved surprisingly successful in battle —
Tegaer deftly steps aside and runs his a well-placed stab from below has
sword through Helgut's abdomen. With a emptied the guts of more than a few
look of shocked disbelief, Helgut falls to Orcs.
the ground dying, and Tegaer quickly Attribute level: 3
finishes him off. Specialities: Tunnelling, Fishing
Turning to the slaves he says, Distinctive Features: Eager, Reckless,
"Good riddance. That fool's had that coming Nimble
for a long time. Now the question is what to
Relevant skills: Stealth 4, Travel 2, Sword
do with the lot of you? What punishment do I
come up with to keep you from trying
2
something so stupid again. I guess I’ll start Endurance: 13
with a good beating and then figure out what
to do next.” Encounter With Byrgol
He kicks Eldacar in the side. The ranger Base the Tolerance on the player’s
moans but remains unconscious. Valour. Add one if the character is a
“Looks like your friend here isn’t going to ranger or an elf, two if a hobbit. In this
make it. I guess I’ll show him some mercy case add one for Avina and one for
and put him out of his misery.” Eldacar (if still alive).
He walks toward the ranger and pulls out Byrgol had been fishing along the
a dagger. He bends over to slit the western bank of the Anduin when he
ranger’s throat when suddenly there is a noticed the raft. He followed stealthily for
flash of movement from the reeds along a mile or so and watched the escape
the river. There is a glint of silver in the attempt. At this point he has a good idea
afternoon sun and then Tegaer is of what is going on and is willing to help
clutching his stomach as red blood pours the captives, but he is wary and will not
out between his fingers, he falls to the take any unnecessary risks. The player
ground gasping out curses for a few can ask for help with getting care for
seconds until what appears to be a child, Eldacar, assistance with removing the
barely three and a half feet tall, steps out chains, food, a place to rest, etc.
of the reeds and puts a small sword For his part, Byrgol wants to know who
through his heart, stopping it. He bows to the captives are, who their captors were,
the group. and if he can trust them. He is not
motivated by financial reward, having
“Well now, what have we here?” little use for gold out here in the Gladden
says the Hobbit. "Looks as if you all have Fields. He has worked with some of the
yourselves in a bit of a fix." Dúnedain previously and shares in their
fight against the Shadow in his own
Byrgol small way.
In the Gladden Fields a brave Hobbit is
usually a dead Hobbit. This is not the Encounter Evaluation
Shire, protected by Rangers and Wizards 0 successes Byrgol does not trust the
— this is the Wild. If a Hobbit is caught by strangers and disappears offering no
further assistance.
1-2 The hobbit digs through the the Enemy. Arciryas saw many warriors
pockets of the dead man (Tegaer) and of Gondor who were wounded by Orc-
returns with a key to the locks on the poison and other devices, and believed
captives' ankles. Looking at Eldacar he he could heal them if only he learned
comments that the ranger probably is their secrets. When his research could go
done for. He mentions a man named no further, he went to the Tower of
Arciryas who dwells in the area that Orthanc and consulted with Saruman the
could help, if he can be found in time. White, who had himself long studied the
arts of the Enemy.
3-4 Byrgol mentions that he last saw Arciryas never returned to Gondor.
Arciryas, who is renowned as a skilled Today, he lives in the Gladden Fields. He
healer, a day's journey to the south-west is a student of herb-lore, and says that
a week ago. He helps point the player the medicinal properties of the many
character in the correct direction, making plants that grow in the marshes must be
the hunt for Arciryas easier (see below). catalogued. He is devoted to his work,
spending long days wandering the
5-6 The hobbit escorts them to a place wilderness, poking under reeds with his
where they can camp safely and rest. The long white staff. He travels south to
player character can recover lost Isengard every few months to report to
endurance. Byrgol also gives each of the White Wizard. Sometimes he suspects
them enough dried fish and berries to eat that Saruman has another purpose in
for one week. mind for him, beyond searching the
fields for herbs and roots. The people of
7+ All of the above plus Byrgol gives Mountain Hall know of Arciryas, and call
the group shelter in his own home for as upon his expertise for wounds that they
long as they desire. While not much more cannot heal.
than a large hole in the ground, it is Attribute level: 5
comfortable and warm and the player Specialities: Enemy-lore, Herb-lore
character can recover from fatigue as if Distinctive Features: Lordly, Steadfast
resting in a safe place. Relevant skills: Lore 4, Healing 5
Endurance: 20
If the player decides to search for the raft,
he sees no signs of it along the shore. It The Hunt for Arciryas
may be lost in the mists around Hag’s To find Arciryas requires a prolonged
Island, or the two surviving slavers may action involving Hunting, Search, or
have fled with it, if they aren’t drowned Explore. It takes 3 successes to find the
somewhere in the river. healer as he is gathering herbs. The
If Eldacar is still alive, the only way to player character can perform two tests a
save him is to find Arciryas and bring day. Once they find Arciryas, it will take a
him back to the ranger. If Eldacar dies, day to return to Eldacar. The ranger will
the player must pass a Corruption test or die if he is not treated successfully within
gain a point of Shadow. 4 days.
MARSH HERBS OF THE GLADDEN FIELDS The player may choose to wait and see if
Eldacar pulls through, or he may take off
Reedmace TN for all Healing rolls when he feels he is adequately rested to
reduced by 4 for the remainder of the make the trip to Rivendell. Arciryas is
adventure. well known in Mountain Hall and agrees
Kingcup Rolling an Eye on travel to escort the other captives there once
tests does not trigger a hazard for the Eldacar is strong enough or dies.
remainder of the adventure. Walcaud busies himself hunting for food
Hagweed TN for all Corruption tests while he waits and Avina helps tend to
is lowered by 2 for the remainder of the the wounded ranger. She soon develops a
adventure bond with him and for now agrees to
White Water-lilies While at rest, care for him until he is strong enough to
Endurance is recovered at twice the return home. Two weeks after the escape,
normal rate for the remainder of the the other former captives bid farewell to
adventure. the hobbit Byrgol and travel with
Red Water-lilies Damage rating is Arciryas to Mountain Hall.
increased by 1 for the remainder of the
adventure. The player can equip himself with the
dead men’s weapons (which likely are
If Arciryas is convinced to come and tend the ones taken from him at his capture).
to Eldacar’s wound, he will find the The trip through the Gladden Fields and
ranger barely holding on to life. Healing the West Nether Vales should be fairly
him will take all of his skills. straight forward if the player follows the
river to its source in the Misty Mountains
Treating Eldacar (40 miles through severe terrain and 50
Eldacar’s wound is severely infected. He miles through hard terrain) where he will
is feverish and passing in and out of find the beginning of the Mountain Pass
consciousness. To save his life will not be (70 miles of daunting terrain). As he is
easy. All healing rolls are at a starting TN traveling alone, he must fulfil all of the
of 20. Arciryas (or the player if Arciryas travel roles. He may do so without
incurring the normal hope expenditure. veteran traveller will be confused by the
nondescript quality of the territory”
Hazards could be as follows for each
role: While Rivendell is certainly a remote
Guide place, the reasons for such travelling
The player takes a wrong path through a difficulties are not immediately apparent.
particularly swampy area of the river and In truth, Imladris is a secret valley,
unless he is able to pass a Travel roll, he hidden to the eye of the Enemy by the
must lose a day and become temporarily power of its Master and the Elven Ring he
weary. wears.
Huntsman When a journeying company approaches
The player runs out of food and must Rivendell, the Guide must pass a test to
pass a Hunting test or lose 3 endurance find the path marked with white stones. If
each day until he does. the guide of the company is an Elf,
Scout possesses the Elf-friend Trait or has a
Dark clouds are rolling in and soon a Wisdom score equal to 4 or more, then
thunderstorm is raging. The player must he needs only to succeed in a Travel roll
pass an Explore test or else fails to find with TN 14. A Guide who has none of
adequate shelter and loses 5 points of these uncovers the proper path only on a
endurance. roll producing a G-rune instead.
Lookout The Guide may attempt the Travel roll
The player is being followed by a pair of once a day. Each failed roll results in a
wolves, if he fails an Awareness test, they Hazard episode, as if the roll produced
attack. an Eye icon. Actually rolling an Eye icon
results in a Hazard episode AND in the
Orc Attack impossibility of repeating the Travel roll
Travelling through the Misty Mountains for the following three days.
is a dangerous endeavour for a full
company, even more so for a solitary Upon entering the Hidden Valley, the
traveller. One night, midway through the player character immediately finds
Mountain Pass, as the player makes himself surrounded by a group of elven
camp under a small outcropping of guards who demand to know what
granite, two orcs pass near where he is. A business he has in Imladris. This could
successful Awareness roll allows him to be run as an encounter if the Loremaster
hear them before they see him. He can so wishes. Regardless of whether he is
attempt to hide with a Stealth test. Failing taken as a prisoner or escorted as a hero,
to hide means he will be attacked by two the player character will be given an
Orc Soldiers. audience with the master of the house,
Once through the mountains, the player Elrond himself. After delivering Eldacar’s
must take his character 80 miles (40 information and giving an account of his
miles of hard terrain and 40 miles of adventures, the player character will be
moderate terrain) north through the Lone invited to stay as an honoured guest in
Lands and Trollshaws to reach Rivendell. the Last Homely House until he has
The Elven Sanctuary can be found as per recovered from his travels. He is named
the rules in the Rivendell supplement. an Elf-friend and is offered gold
“Adventurers attempting to enter Rivendell equivalent to 5 treasure for his efforts.
without leave or invitation from Elrond and
who lack an appropriate guide will find it He can take a Fellowship Phase in
very difficult to find the right path. To an Rivendell.
inexperienced eye, the landscape appears
devoid of any useful landmarks, and even a
ESCORT A PRINCESS by Indur - Persuade (To debate how many
Dawndeath men is necessary, how best to avoid
dangers, how to treat the princess, how
Una, merchant princess escort. to travel by boat or by horse)
The Heroes are hired by King Bard to Take part in the debate as opposed tests
travel to Erlands Ferry, where the against the other councillors and
merchant Princess is going to cross the merchant captains present.
Carnen (Redwater). - Lore (To plan the route,
Rich’s Dale supplement used for knowledge about the towns and the
locations, Bards councillors and hazards Easterlings). Use your knowledge to
in the Dale lands: point out flaws in the proposed route.
- Inspire (To calm the merchants
Erland's Ferry (Pop:250) not to fear a diplomatic crisis if Una is
North of Buhr Naurthauja, on the eastern attacked in Dale Lands). If this fails, the
side of the Redwater, lies the village of merchants will insist that Elstan First
Erland's Ferry. This is a Dalish Captain of Dale lead the escort.
settlement, built around the nucleus of - Awe (To gain the position as
an old Lakeman trading post. The master leader of the company). Opposed by the
of this settlement is fat and jolly old other mercenary captains. To win the title
Oyvind, a direct descendant of the you need to gain the other captains’
settlement's founder. Oyvind finds support, and especially Elstan’s support.
himself under pressure from the This is easier if the players have already
Easterlings who have crossed the river confronted their rivals before the meeting
further downstream and captured with King Bard. Each can be persuaded
settlements there. Despite his immense with Treasure or favourable positions in
dislike for Gaisemund, he is thinking of the Escort. Elstan can be persuaded as a
how best to get military aid from Buhr separate encounter if the players score 7+
Naurthauja without becoming 'too' successes.
indebted to its odious Lord.
Encounter Results:
The Middle Marshes
Between the Village of Celduin and Buhr 0-1 The men and you are grunts, with
Naurthauja is a fenland known as the no authority in the decision making for
Middle Marshes. This region is known the trip. Bard does not consider these
for the small bands of river pirates who men and their leader to be more than
make their home on the myriad of small cannon fodder.
islets hidden away among the reeds. The 2-4 Bard accepts your contribution
fen is also rumoured to be the home of and will reward you with 1 treasure, after
other, darker, things that attack trading completing this mission and your
vessels in the dark of the night. Wise holding (if related to Dale) will benefit
Captains and Traders cross the Middle from a +1 to End of Year roll.
Marshes in the daylight hours. 5-7 Bard respects your contribution to
the guard, but does not trust you to lead
Scene 1: Meeting with King Bard the escort of the merchant princess Una.
(Tolerance for this is Valour) You are part of the leadership and hold
Courtesy / Awe TN18(-1/Standing) (There the rank of captain of your contingent.
are many others who want to You will be rewarded with 3 treasures
participate…) and a +2 to the End of Year roll.
Introduce yourself and the company you 8+ Leadership of the guard for the
lead. Skills to use: princess requires Standing 3 or more.
(+1 standing for the person elected leader
so really Standing 2). As the commander Contigent captain: 3 treasure.
of the escort you receive 5 treasures and Escort leader: 5 treasures.
your Holding will automatically increase
by one point. Scene 2
Opponents in the debate: The trip to Erlands Ferry (4-5 travel rolls
Master Ulfred of House Tarm: City by the Guide + Each assignment rolls.
official. He is concerned about the crisis Fatigue to all)
that will arise if Una is attacked. He The escort consists of: the Red Banner
argues for a very large escort and for the (Travel), Brethil’s men (Explore), Doran
Kings guard to participate. the Quick (Hunting), Beldir (Awareness)
Gerrard, Captain of Harbour watch: He and other free mercenaries and perhaps
will argue for a trip by boat to get the the king’s guard.
princess. And for Brethil, the Captain to The Escort Leader assigns a company to a
lead the expedition. travel position, with The Leader being the
Brethil, the Captain: He will argue for the Guide. The other companies have a
use of boats, and will lend 3 Cnarras to favourite skill listed (Rank 3), non-
the mission as he wants to lead. He will favoured (Rank 2), it is up to the leader of
argue for a small force, since the space the Escort to choose the right position for
on his boats are limited. Attribute 6. Awe the other companies. Everyone will gain
3, Persuade 2 1 fatigue on failed rolls. Everyone rolls
Margös, merchant prince. Ambassador: their assignment.
He will argue for a land escort, since Una [Beldir will try to get the Look-out job for his
will expect this and she may have a large company because he plans to betray the
entourage. Attribute 4. Persuade 3 escort later. He will not know any specific
Elstan, First Captain of Dale: Will argue details, before meeting with Valdis' raven
for a land expedition with horses and Eyebiter on the road]
archers.
Forlin, Guildmaster of the guild of Gold: Hazards on the road
Worried citizen. He will question the There is plenty opportunity for trouble.
capabilities of the escort. And argue that Each may be averted by appropriate
Elstan, First Captain must stay at home to intervention.
protect Dale. “Not all is safe here…” Supplies (Hunter)
Harald, Captain of the Red Banner Supplies have been spoiled. Hunters are
mercenary company: He will argue for a required to salvage supplies or hunt for
land expedition and himself as leader. new
Attribute 5. Awe 3 Trouble (Guide)
Beldir, Spokesman for the Free Another member of the escort has a
Mercenaries. Secretly in league with quarrel with a random member of the
Valdis. He intends to be accepted in the party. Awe is needed to get the big
escort and when the time is right at night redheaded bully Hrothgar in line
on the return trip plans to slay the guards (Brigand +1 attribute, +2 Hate, +1 Axe)
and signal his outlaw group and Valdis Stealing (Look-Out)
by using her Raven “Eyeeater”. Attribute Trother (Robber, Athletics 3) will try to
4. Riddle 4. steal supplies from the players group.
Doran the Quick. Mercenary captain: He Awareness TN16.
is indifferent about the route. But is
interested in the reward. He learns that Hazards in the Dale lands
the rank determines the reward. Attribute If a Dangerous meeting is rolled any one
3. Awe 2 of these adversaries can be encountered.
Grunts: no treasure, just work. Andrag the Wolf, preparing to attack
Group leader: 1 Treasure. Erlands Ferry from the West. The
company may intervene and change the TN14 Awe opposed by the other
fortunes of battle. (Spotted by Look-Out) commanders. The best results of these
His men may ambush the Escort if the two tests will be chosen to lead.
players fail to notice. “What route are we taking?”
TN14 Persuade to convince her of the
Tarkhan Yumruk, a raiding Northman. travel route.
He is raiding in the area and may be “I will not be separated from my servants
recruited as help in the battle against and valuables!” (TN16 Persuade to split
Andrag the Wolf. There are however two up her servants and wagons).
sides to that coin, since Tarkhan will “Will the trip be dangerous? Bandits,
plunder Erlands Ferry if he gets the Orcs or Dragons? I have heard that all
chance. these enemies are roaming here in these
parts?” (TN14 Riddle to lie about the
Sviatobal, Chief of the River Pirates: If the dangers, or TN14 Inspire to calm her, if
company travels by boat, then this man the truth is told). (-1 tolerance, if neither
will try to stop to escort short of reaching is tried)
Erlands Ferry. (Ambush, unless spotted
by Look-Out) Note down the total number of successes
for later use.
Shagrul, Orc leader of the Hidy Holes: He
will ambush the company on the Scene 4: Return to Dale
Wineland way. (Ambush, unless spotted Treachery: Beldir will spring the ambush
by Look-Out) close to Mirkwood. He is on watch or
awake in the middle of the night. He will
Scene 3 Meeting with Una the Princess kill the watch and try to get away with the
Una is a very beautiful girl. She is valuables from Una’s wagons. It will not
traveling with many servants, as is the be all the wagons, but enough to upset
custom for the Merchant masters. There Una!
are wagons of trading goods and gifts, Clues to prevent this: [Beldir should escape,
and many servants. so he can be used later in DoM Helm of
Una is a princess so she’ll only speak to Peace]
the leaders of the escort. She expects that Awareness TN16
all of her wagons and servants will be Great success: A raven departed the
protected and escorted to Dale. camp from the area where the Free
The player leading the group may be Mercenaries are camped.
daunted by her beauty. Roll Valour TN14 Riddle TN16 will point the players toward
or lose the ability to use Hope in this Beldir.
social encounter. Insight TN18 will get the information that
Tolerance is Valour (-1 for hobbits as he is planning something and
guards. (Did King Bard send children to communicating with outlaws.
protect me?) His explanation is that he knows people
“Who are you fine commanders.” in this part of the forest and is headed
TN14 Courtesy opposed by the other home after this is over. His excuse is that
commanders. Una will choose who she he has a lover in a camp of primitive
trusts with her safety. woodmen. Her name is Vyla, he says.
“I will choose for myself who I want to Insight TN16 it is true, but he is not
lead this escort. Someone I can trust to telling everything. He will not betray his
keep me safe! What are your exploits.” outlaw friends and he will surrender
(The other commanders are veterans of without a fight, hoping to get rescued by
the Battle of Five Armies) the Outlaws later. The players should be
confused, not able to tell if he is lying or
telling the truth. They will not succeed but the experience
is horrendous for Una, as she is only
The outlaws can be spotted following the saved seconds before they manage to get
escort. Awareness TN16 (Look-out only) to her.
The night of the attack. Unless the A player who protects Una from the
players have specified a watch then they assailants for 3 rounds is awarded 1
will be woken by general commotion. bonus XP but faces 3 opponents alone.
Awareness TN14. Only those who pass
this test will be able to fight in Round #1. The total number of sacks missing is
Depending on the preparations and if the 30 – #sacks the players have saved. If the
plot is already revealed, it may take the number is zero or only a few, then award
outlaws 1-2 rounds before they can start every one fighting to prevent this with 1
to steal the sacks. bonus XP.
The players will see a wagon of valuables
being robbed by ragged thieves. The Scene 5: Meeting of King Bard and Una
thieves are not armed and look very There is a great feast in honour of
hungry. It is a misdeed to kill the poor Princess Una, and during the first day of
souls on sight, since they have been the festival everyone notices how King
forced to steal by the real outlaws. Bard is looking at Una.
Close by are armed outlaws (Ruffians
and one leader, 2 per player). They have Modifications:
killed the guards and will fight to protect +0 -+8 For the interaction with Una at the
the ragged thieves. (The ragged thieves meeting point at Erlands Ferry (see
fall if hit once). above)
+1 Player was leading the escort until
Awe TN14 can be used to command the the meeting point.
ragged thieves to drop their sacks. One +2 Player was leading the escort after
sack per Hate point removed. the meeting point
Every round fighting until half of the +2 Player saved Una from being
ruffians have fallen 3 sacks will depart kidnapped by the outlaws.
from each of two wagons. -10 If Una was hurt in any way.
On Round #5 reinforcements from the -1 for every 5 sacks missing.
other mercenary companies will arrive
and the ruffians will flee. 0-1 Una is not impressed and tells
King Bard. Holding has -2 penalty to EofY
Rafts on Celduin stand ready to carry the roll
outlaws across the river. On the opposite
side are horses ready to pull the rafts 2-4 Una does not blame the player
across. Once across the river the Outlaws specifically, but there is no praise either.
disappear into Mirkwood.
A well placed shot on the raftdriver 5-7 Una recommends player as the
across the river (-4) will delay one raft choice of the escort. Holding +2 EofY roll.
enough to let the pursuers catch the Una will reward 5 treasures of her own to
ruffians and some of the loot, 15 sacks the leader.
regained. 8+ Una and King Bard are impressed
by the way the situation was handled.
During the robbery 3 ruffians will try to Rank of Holding and Standing increases
steal Una whilst she is screaming for the +1. And they still get the extra treasures
warriors to save her belongings, unless from Una.
she is protected by one of the Players.
appendix: other resources for fans
BBarlow: Form Fillable Character Sheet
~List of Aids made for The One
Beleg:
Ring~ Men of Rohan
(pdf unless stated) Men of Dol Amroth
Joshua Chewning
Fan Made Aids Creature Tracker (Excel)
The result:
Close up of Erebor
Close up of Anduin Vales
~A LITTLE RING [TOR for Kids] by reached only 4. Needing 2 more points to
reach 6 and succeed, she decides to erase
Falenthal~ 2 points from her Magic score and
manages to free the frightened rabbit.
“...a little ring, the least of rings, that once he
stole. It is but a trifle that Sauron fancies, and Attributes and Character Creation
an earnest of your good will.” Every character has 4 scores: The main 3
* Things you need: 1 six-sided die, pencil are Body, Heart and Mind (you can call it
and rubber, character sheets, one or Wits if you like), and then there's Magic
more kids, one adult, colour pencils and (or you can call it Hope) that is equal to
lots of patience double the Heart score.
iii
All Dwarves receive a true name at birth
that they do not reveal to members of other
races. In their dealings with other people,
they adopt personal names in the language of
other friendly cultures. The Dwarves of the
Blue Mountains are no exception, and
commonly use names after the fashion of the
Men of the North. This custom has been in
use for so long that a number of names have
become traditionally associated with
Dwarves of a particular House, and are used
almost exclusively by them. Dwarves of
renown are sometimes given a byname,
usually an honorific title celebrating an
exceptional deed or distinctive quality (eg.
Thorin Oakenshield, Dáin Ironfoot).
iv
[This is an optional system designed to give
players more background options, 1-3 are
bad, 4-6 good. All rolls to be done with 1d6, a
player can do as many rolls as they like on
whichever tables they wish, but choices
should be consistent with Cultural
Background chosen, or players can do this
before they choose]
v
This is a complete change of how weapon
skills work in The One Ring.
vi
These are optional virtues to be used
vii
Travel load adds to Fatigue due to Failed
Fatigue Tests on Journeys
viii
Some of these items also include optional
curses, up to the LM & player to decide.
ix
These were put on the forum before the
release of Erebor