TEXT: Ride with the Horse-lords, visit Fangorn Forest, consult the Wizard Saruman  
  or explore Dunland in this guide to the world’s greatest fantasy setting
  TM
  TM
  
  TM
  TM
  
  2
  Written by Shane Ivey, Andrew Kenrick, T.S. Luikart, Francesco Nepitello, Jacob Rodgers and James M. Spahn
  Converted by Jacob Rodgers
  Producer: Emmet Byrne
  Cover Art: Ralph Horsley
  Artists: Andrew Hepworth, Jon Hodgson, Jason Juta, Sam Manley, Jeremy McHugh, Jan Pospíšil 
  and Egil Thompson
  Editors: Emmet Byrne, Andrew Kenrick, Francesco Nepitello and Christopher Walz
  Graphic Design and Layout: Paul Bourne and Rory McCormack
  Proofreaders: Amado Angulo, Ian Grainger-Allen, David Rea and Jacob Rodgers
  Publisher: Dominic McDowall 
   
  Based on The One Ring Roleplaying Game by Francesco Nepitello and Marco Maggi
  © Sophisticated Games Ltd 2019     © Cubicle 7 Entertainment Ltd 2019
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  Content: All trademarks, registered trade-marks, proper names (characters, place names, etc.), new rules, classes, items, virtues, backgrounds, places, characters, 
  artwork, sidebars, and trade dress. Open Game Content: The Open content in this book includes material taken from the Systems Reference Document. No other 
  portion of this work may be reproduced in any form without permission.
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  Cubicle 7 Entertainment Ltd, Unit 6, Block 3, City North Business Campus, Gormanston, 
  Co. Meath. K32 DP60, Ireland.
   
   
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  Printed in Lithuania
  - CREDITS -
  
  introduction 
  5
  How to Use the Rohan Region Guide 
  6
  The Tale of Years 
  6
  Adventurers from Wilderland and Eriador 
  6
  Songs of the Riders 
  8
  Bonds of Blood 
  8
  a history of rohan 
  8
  The Horse-lords 
  8
  The Host of Eorl 
  9
  The Kings of Rohan 
  10
  The Hammerhand 
  10
  The Stranger King 
  12
  regions of the mark 
  13
  Edoras 
  13
  Harrowdale 
  25
  The Plains of Rohan 
  29
  Eastfold 
  35
  Westfold 
  42
  The Great River 
  53
  The Gap of Rohan 
  60
  the forest of fangorn 
  69
  History of Fangorn Forest 
  69
  The Ents 
  72
  The Entwood 
  79
  Adventuring in Fangorn 
  88
  Hasty Tasks for Hasty Folk — Ent Patrons 
  88
  Things to do while in Fangorn 
  90
  New Fellowship Phase Undertakings  
  90
  a folk with no kings 
  92
  History of Dunland 
  92
  The Hillfolk of Calenardhon 
  93
  The Dunland Fells 
  95
  isengard  
  104
  History of Isengard  
  104
   The Wizard’s Domain   
  106
  Notable Characters  
  120
  Things to do While in Isengard 
  127
  New Fellowship Phase Undertakings  
  127
  dangers of the mark 
  130
  Foes of the Mark 
  130
  The Black Warg of Methedras 
  130
  Dunlendings 
  131
  Gazhúr Three-Deaths 
  133
  Orcs of the White Mountains 
  133
  Servants of the White Wizard 
  134
  Defenders of Isengard 
  134
  Goblin-Men 
  135
  Half-Orc 
  136
  Orcish Wolf Rider 
  136
  Uruk-Hai Soldiers 
  137
  Uruk-Hai Captain 
  138
  Dwellerers in Ancient places 
  139
  Dead Men of Dunharrow 
  139
  Great Boar of Everholt 
  140
  Fungal Troll 
  140
  Huorns 
  141
  The Pale Ones 
  144
  Stoneclaws the Bear 
  145
  the horse and the rider 
  146
  Handling Horses 
  147
  Riding on a Journey 
  148
  Acquiring Horses 
  148
  Characteristics of Horses 
  149
  Horse Features 
  152
  Riding in Combat 
  153
  a wide and green land 
  156
  Journey Event Tables 
  157
  Index 
  169
  Pre-generated Characters 
  171
  - CONTENTS -
  
  rohan region guide
  4
  …it is not, as you know, my wont to speak ill of the dead, 
  but there are days, Ecthelion, days when, I vow to you, if he 
  stood before me, I would strike my father down, as readily 
  as I would a serpent. Was there ever a less worthy king? 
  Fengel instructed my people far too well in his ways and they 
  took his lessons to heart. They’ve learned to be covetous, 
  suspicious, and more concerned for gold than for honour. 
  They believe provoking useless duels and killing those who 
  should be their allies will garner them glory. 
  Alas for the Rohirrim. 
  It may take my lifetime, but I will set it right, I will balance 
  the scales. 
  I will remind the Eorlingas who they are meant to be and 
  my son, in turn, will show them. Many think it ill that we 
  favour Sindarin and Westron in Meduseld, and perhaps 
  there is some truth in that charge, but Théoden already 
  speaks the tongue of his forefathers better than I and none 
  will question him when he comes into his own. 
  I confess on my darkest days, that my thoughts turn ever 
  to the Minas Tirith. I miss gazing out of the tower of your 
  namesake in the early morning, watching the Anduin turn
  to silver fire as the dawn kissed her. Morwen hides it well, 
  but she longs for the harps of her homeland, not the hard 
  songs of mine. 
  Enough of this, Rohan needs me. I shall not fail the 
  Riddermark. 
  Now as to my council, you do well to be concerned, I think, 
  for the Corsairs have ever been restive in the late spring. 
  Doubtless, you remember their attack on Linhir in 2942, 
  even before the Dark Lord made his return known. No, as I 
  have said before, you did well to send forth your call for aid. 
  There are still stout hearts in this world of ours and much 
  that is worth fighting for. 
  There are several warriors within my court that I will commend 
  to you. One though, I’ll not give up, not yet at least. I suspect 
  he is of your kin, for he is tall and stern, with grey eyes that 
  falter not. He said he lost his name on the road south, so my 
  people call him ‘the Eagle’. His conduct is nothing short of 
  exemplary, a soul of honour in these dark times, an example 
  to help the Eorlingas remember who they are… 
  Excerpt of a letter from Thengel King, Lord of the Mark, 
  to Ecthelion II, the Steward of Gondor. 
  
  INTRODUCTION
  5
  introduction
  - INTRODUCTION -
  South of the Misty Mountains lie vast fields of rolling 
  grasslands, where the horns of the distant north still 
  resound in battle over the thunder of hooves. There 
  dwell the Rohirrim, the Horse-lords of Rohan. In their 
  own tongue, they are the Eorlingas and their land, the 
  Riddermark. For years beyond counting, as Men reckon 
  time, the Rohirrim have dwelt upon the plains of Rohan, 
  but their ancestral enemies, the Dunlendings, claim the 
  land is theirs, stolen long ago. 
  The Rohan Region Guide takes Adventures in Middle-earth 
  far south of Wilderland, describing not only the land of 
  Rohan and the dauntless folk who inhabit it, but also the 
  lands and peoples surrounding the Riddermark. The first 
  and second sections of this supplement, A History of 
  Rohan and The Regions of Rohan, lay bare the history 
  of the Rohirrim and the geography of their lands, from the 
  contested West-march and the Gap of Rohan in the west 
  to the Great River in the east; from the Wold in the north 
  to the White Mountains in the south. 
  Each region contains descriptions of major features and 
  the wildlife that will typically be seen in the area, along 
  with brief accounts of whatever inhabitants, if any, dwell 
  there. Notable People and Notable Places are just that: 
  significant individuals, settlements, and landmarks that 
  can be found within that region. Loremasters, though, 
  may certainly add or remove such people and places as 
  they wish – or even move them about to other regions 
  more suitable to their own game – meaning players that 
  read up on a given region shouldn’t believe everything 
  listed about it is so! Several new Fellowship phase 
  undertakings are also included in this chapter, along 
  with other assorted challenges that might be faced by 
  heroes. 
  The third part, The Forest of Fangorn, describes the 
  legendary forest spoken of in whispers throughout Middle-
  earth. Few indeed know any of its secrets and fewer still 
  know that it is the last dwelling place of the Shepherds of 
  the Trees, the Ents. Herein is described the history of the 
  forest, its ancient guardians, and their strange ways, along 
  with some of the more unusual members of an already 
  extraordinary people. 
  The fourth section, A Folk with No Kings, describes 
  the Folk of the Fells, known to the Rohirrim as the 
  Dunlendings, along with their history and lands. While 
  they actually belong to many different tribes, all of the 
  
  HOW TO USE THE ROHAN REGION GUIDE
  THE TALE OF YEARS
  ADVENTURERS FROM  WILDERLAND AND ERIADOR
  rohan region guide
  6
  Dunlendings are united, at least, in their sworn enmity 
  against the Riders of Rohan. Scholars know that their 
  grievances are not without legitimacy and, despite what 
  others may claim, they are not Evil Men. Indeed, the 
  Dunlendings are presented as a Heroic Culture with their 
  own Cultural Virtues and Heirlooms.
  Isengard, the storied domain of Saruman the White, 
  foremost of the Wizards, is detailed in the fifth section. 
  The fabled Tower of Orthanc, built by the Men of the West 
  long ago, is examined in detail, as well as how its keys 
  came to be in the hands of the White Wizard. Saruman 
  and his plans, along with the many ways a Company 
  may become embroiled in his affairs, are discussed here. 
  Finally, several new Fellowship phase undertakings are 
  included in this chapter, for those who hold the White 
  Wizard to be a worthy patron… 
  Dangers of the Mark contains information on many 
  monstrous beings, from beasts red in claw, to menaces 
  wooden of limb. Here you will find bloodthirsty Dunlending 
  Raiders, the wild Huorns of Fangorn, and the merciless 
  fist of the White Hand: the Uruk-hai. 
  The seventh part, The Horse and the Rider, presents new 
  rules for horsemanship and mounted combat. It details 
  different types of horses and offers instructions for players 
  on how to breed and acquire mounts and use them in the 
  game.
  A Wide and Green Land, the eighth and final section, 
  provides a complete set of Journey Event tables for 
  wanderers in the Riddermark and nearby lands to use. 
  how to use the rohan region guide
  This supplement greatly expands the reach of any 
  campaign for Adventures in Middle-earth, exploring new 
  lands and cultures with distinctly different outlooks than 
  those of the North. While much of the material here is 
  intended for use by the Loremaster, there is certainly a 
  lot for players to explore – though even the most curious 
  should perhaps give the chapter on Isengard a miss – the 
  White Wizard doesn’t like others prying into his affairs 
  without leave.
  The companion volume to this guide is a scenario 
  supplement 
  entitled 
  Riddermark 
  Adventures. 
  This 
  supplement contains six adventures set in Rohan 
  during the troubled early years of Thengel King’s reign. 
  Many of the Loremaster characters and locations 
  featured in the Rohan Region Guide play key roles 
  in these adventures. While this guide stands alone, 
  you will need Rohan Region Guide to play through 
  Riddermark Adventures. 
  the tale of years
  It is the year 2960 of the Third Age of Middle-earth. 
  Thengel King has been Lord of the Mark for seven years. 
  His son, Théoden, at twelve, stands on the cusp of 
  manhood. It is a time of troubles for Rohan – ever since 
  Thengel was recalled from Gondor to take the throne of 
  the Riddermark his people have been fractious. Many 
  believe there is a real possibility of civil war between rival 
  factions led by Thengel’s two most important captains, 
  the Second and Third Marshals of the Mark. 
  With the wealth of information available in the Rohan 
  Region Guide, Loremasters who choose to do so can 
  readily move their campaign forward or backwards from 
  the default year of 2960, adjusting the details as they 
  go. See also the section on page 105 regarding the Tale 
  of Years and how it applies to events involving Isengard.
  adventurers from 
  wilderland and eriador
  …wanderers in the Riddermark would be wise to be less 
  haughty in these days of doubt.
  In the twilight of the Third Age, few are inclined to 
  go far from their homelands, and those that do are 
  frequently regarded with some suspicion, by both 
  their own folk and others. Still, there are always those 
  who wish to see more of their world and find their 
  feet leading them down paths they may never have 
  expected. 
  The Rohirrim have a long tradition of welcoming 
  travellers to their lands, though the troubles of recent 
  years have put them on edge. The borders of Rohan are 
  ‘open’ in both a literal and figurative sense. It would 
  be a fool’s errand to attempt to continually guard the 
  long leagues of rolling grasslands that make up the 
  edges of the Mark. Instead, the Rohirrim welcome 
  
  7
  introduction
  those that travel through the Gap of Rohan along the 
  Great West Road, or pass down the river Anduin and 
  cross over the Wold. Such ‘guests’ will invariably run 
  into a roaming patrol of Riders within a day of entering 
  the Mark. 
  Strangers to the Riddermark must declare themselves 
  before a Lord of the Mark. Those that wish to travel 
  Rohan freely must journey to Edoras to speak with the 
  King. Thengel King spent many years in Gondor; it is well 
  known that he is always eager for tidings from abroad, 
  and sets a generous table. The Eorlingas love a good 
  story and adventurers upon a quest will always find 
  eager audiences among them, perhaps even assistance 
  if their cause is noble. 
  If you are starting a new game set in the land of the 
  Horse-lords and you intend to allow character types 
  hailing from lands far from the Riddermark, you can 
  consider the following thematic opportunities. These 
  allow foreign heroes to go adventuring for the first 
  time side-by-side with a Rider of the Mark or a grim 
  Dunlending warrior: 
  • 
  Thengel King is the Lord of the Mark, a ruler known 
  to welcome foreign heroes to his court who might 
  help him in his ongoing efforts to recover Rohan’s lost 
  glory, tarnished by the long years of misrule by his 
  father, Fengel King. 
  • 
  King Bard seeks envoys to spread the word of the 
  reemergence of Dale as a kingdom in the north. 
  Worthy heroes may be called upon to journey to 
  Rohan and treat with Thengel King.
  • 
  Woodmen or Beornings seeking wisdom for 
  combating their troubles may hear that the Rohirrim 
  once lived in their lands and head south to seek out 
  their lore. Surely the Dunlendings may also know 
  something useful. 
  Here follow some plot hooks to start off a new campaign 
  involving folk from the North in Rohan: 
  • 
  A traitorous villain has fled into the Mark and hidden 
  among the Rohirrim. Your heroes must present 
  themselves to a Lord of the Mark and gain their leave 
  to seek out the serpent in their midst. Local warriors 
  may well insist on joining their Company, to help rid 
  Rohan of this new threat.
  • 
  Saruman summons to Isengard heroes from afar 
  according to some hidden design. He may be looking 
  for any adventurer, or he may have encountered 
  the companions before (for example, in the course 
  of the Mirkwood Campaign). Or the companions 
  might travel to Orthanc of their own volition, 
  seeking counsel from the wisest of the Wise.
  • 
  A company is sent into Rohan by the Elvenking to seek 
  out Fangorn. An unknown blight is killing his most 
  beloved trees in the forest of Mirkwood – Thranduil 
  intends to discover if the ancient wisdom of the Ents 
  may be of help. 
  Hobbits!
   
  Canonically, in 2960, there are no Hobbits in 
  Rohan. Théoden King clearly states in the books 
  (in the year 3019) that the Holbytlan are deemed 
  to be the stuff of legend in the Mark and none have 
  encountered them for time out of memory. 
  What then, is a Hobbit hero to do, especially if 
  their player is trying to not just simply ignore 
  canon? The Rohirrim are a superstitious folk 
  and more than a few may regard a Holbytlan 
  as a suspicious purveyor of dangerous mischief; 
  however, Dwarves are also rare in the Mark, 
  but known and accepted. Perhaps a wise Hobbit 
  should consider acquiring a beard and acting 
  grumpy? Or they might wish to become expert at 
  hiding from the Horse-lords, so that no tale of 
  their presence reaches a certain young prince of 
  the Rohirrim.
  
  A HISTORY OF ROHAN
  SONGS OF THE RIDERS
  BONDS OF BLOOD
  THE HORSE-LORDS
  rohan region guide
  8
  - A HISTORY OF -
   ROHAN
  songs of the riders
  The Riders of the Mark have long memories but not deep. 
  They share their history in songs, not books, and lore-
  masters in Gondor seem to know more about the history 
  of Rohan than do many Rohirrim. But the Riders have 
  wisdom in their ways, and, in the bright fragments of 
  ancient lays, the minstrels have hidden truths that cannot 
  be found among hoarded scrolls of lore. 
  The ancestors of the Rohirrim first settled in the Vales of 
  Anduin in forgotten years, where they found swift horses 
  running wild and strong and took the name of Éothéod, the 
  horse-people. Their kinship was with the dwellers of those 
  lands in the North; the Bardings of Dale, the Woodmen of 
  Mirkwood, and the Beornings. 
  But their past reaches further back, into days half 
  legendary. For the Horse-lords descend from the ancient 
  Northmen of Rhovanion, princes bound to Gondor by 
  oaths of fealty.
  Bonds of Blood
  The ties between the Horse-lords and Gondor began in the 
  days of Minalcar, regent of that realm. In those days, about 
  seventeen-hundred years ago, Minalcar made war upon the 
  Easterlings east of the forest of Mirkwood, aided by his allies 
  among the Northmen living in that region. In the year 1248 
  of the Third Age, Minalcar succeeded in driving his enemies 
  beyond the Sea of Rhûn and took the name of Rómendacil, 
  ‘East-victor’. He fortified the western shore of the Anduin up to 
  the river Limlight and built the Pillars of the Argonath. 
  Among the allies of Rómendacil in his wars against the 
  Easterlings was a powerful prince of the Northmen, 
  Vidugavia, who called himself the King of Rhovanion. 
  Rómendacil’s son, Valacar, lived with Vidugavia as an 
  ambassador for many years, and eventually married 
  Vidumavi, daughter of Vidugavia, to the displeasure of 
  many among the high men of Gondor. It was thus that 
  Vinitharya, son of Valacar and Vidumavi, grew up among 
  the Northmen and the Men of Gondor alike. 
  As regent of the realm, Rómendacil ruled Gondor in the 
  name of the king, his uncle Narmacil. Narmacil died 
  without an heir, and was succeeded by Calmacil, father 
  of Rómendacil. But being already ancient, Calmacil asked 
  Rómendacil to retain his position as regent. When the old 
  king died, Rómendacil finally ascended to the throne of 
  Gondor in 1304. 
  King Rómendacil reigned for many years in peace, despite 
  a disquiet spreading among the long-lived aristocracy 
  of Gondor and provoked by the king’s family ties to 
  the Northmen, a folk seen by many as a foreign race 
  removed from the nobility of the Men of Westernesse. 
  His son Valacar became king in 1366, and the disquiet 
  slowly turned to concern, to finally erupt into open 
  rebellion in the southern provinces of Gondor. When 
  Vinitharya, the son of Valacar and his Northman wife 
  Vidumavi, ascended to the throne sixty years later with 
  the name of Eldacar, the rebellion spread and there was 
  war in Gondor. 
  The war was a bitter struggle fought by brother against 
  brother and came to be remembered as the Kin-strife. 
  Eldacar’s main enemy was Castamir, a cruel and ruthless 
  man who burned the city of Osgiliath in his attempt to 
  overcome Eldacar, resulting in the destruction of the city 
  and its many treasures. Eventually, Eldacar prevailed upon 
  Castamir with the help of the Northmen of Rhovanion, 
  thus forever cementing the bond of friendship between 
  them and Gondor.
  the horse-lords
  For all their great deeds recorded in the annals of Gondor, 
  the Rohirrim count their days only from the gathering of 
  the Éothéod, the horse-people, as they called themselves in 
  the long years before they ever came to the land of Rohan. 
  It was around the year 1851 of the Third Age that the 
  Northmen of Rhovanion found themselves scattered and 
  conquered by the Wainriders. They were fierce invaders 
  from the East who fought from chariots and war-wagons, 
  and who enslaved the Northmen and ruled Rhovanion 
  for forty years. One of the Northmen tribes sought to 
  escape slavery by travelling west beyond Mirkwood and 
  north into the Vales of Anduin. They settled in the middle 
  vales of the Great River and there they became known as 
  the Éothéod for their love and mastery of horses.
  
  THE HOST OF EORL
  9
  a history of rohan
  In time, the Éothéod moved again, as the darkness in 
  Mirkwood grew and threatened their fortified homesteads 
  and villages. The dreaded realm of Angmar that extended 
  from Eriador into the vales of Anduin in the northwest 
  had been shattered and defeated, and it was so that a 
  young and brave chieftain named Frumgar led his people 
  to the far northern dales, where the river Greylin met the 
  Langwell, and the Misty Mountains met the Grey. That 
  land was home to mighty horses, and the Éothéod drove 
  out the hill-folk who were in league with Angmar and built 
  a great city on a hill. 
  Frumgar was followed by his son Fram, who lived to 
  become the greatest hero of the horse-people of Wilderland, 
  for he slew the great Dragon Scatha of Ered Mithrin. The 
  city of the Éothéod was renamed after the Dragon-slayer 
  and its halls made magnificent with the treasure Fram 
  claimed from the hoard of the great worm. (The Dwarves 
  of the Grey Mountains pressed Fram for a share in the 
  treasure, saying Scatha had despoiled their people. Fram 
  refused, and legends tell that there was enmity between 
  the Dwarves and the Northmen from that day). 
  Quiet years passed, then centuries, and the Éothéod 
  prospered in the vales that became their ancestral 
  kingdom. 
  the host of eorl
  Five hundred years went by as the Éothéod grew, generation 
  after generation, filling their far northern lands with herds 
  and homesteads. Then came an alliance with Gondor that 
  would shape the fate of the horse-people. At that time, 
  Eorl, son of Léod, was their lord. He was called the Young, 
  as he succeeded his father at the age of 16, when Léod 
  captured a wild white foal and died when the horse threw 
  him from its back. 
  In the year 2510, a messenger sent from distant Gondor 
  reached the halls of Eorl, bringing tidings of war and a 
  request for aid, in a message bearing the seal of Cirion, 
  Steward of Gondor. A host of wild men from the northeast, 
  assisted by Orcs from the mountains, had invaded the land 
  of Calenardhon, a wide region to the north of the White 
  Mountains of Gondor. These Balchoth (‘cruel horde’) had 
  already overrun the lands east of Mirkwood, leaving the 
  Northmen of Rhovanion incapable of honouring their 
  ancient oaths. 
  But the Éothéod remembered their old allegiance, and Eorl 
  assembled a great force of riders and set out south along 
  the Great River. Songs tell how Eorl’s seven thousand 
  riders and seven hundred horsed archers passed through 
  the lands in might and splendour, defying even the dark 
  shadow of Dol Guldur. Some minstrels remember how 
  a shimmering mist issued from the Dwimordene, an 
  unexpected gift from the sorcerous Lady of the Golden 
  Wood, lending speed and strength to both horses and 
  their riders. 
  
  THE KINGS OF ROHAN
  THE HAMMERHAND
  Rohan Region guide
  10
  The riders rode into the southern lands none too soon. The 
  army of Gondor had been driven by Easterlings and Orcs 
  through the Wold of Calenardhon and cornered against 
  the river Limlight. The Éothéod crossed the Anduin where 
  the river meandered in a great loop and became shallow 
  enough to ford, attacking the Balchoth from the rear. The 
  Éothéod and the Men of Gondor destroyed the Balchoth 
  and the Orcs throughout the land.
   
  In the aftermath of the glorious victory, which later 
  became known as the battle of the Field of Celebrant, 
  Cirion decided to recognise the great service that the 
  Éothéod had given to Gondor.
  With the authority of the Stewards of the Kings, Cirion 
  offered to Eorl, son of Léod, the gift of all the land of 
  Calenardhon, for him and his heirs to hold in kingship. 
  Eorl accepted, and in a secret hollow known only to the 
  Stewards of Gondor, the two rulers swore solemn oaths 
  of friendship and mutual aid before the Tomb of Elendil.
  the kings of rohan
  Eorl made his house on a green hill on the slopes of the 
  White Mountains, and there a fortified city grew, the capital 
  of the new kingdom. His riders grew in number steadily, but 
  it took many long years for the Éothéod to take possession 
  of the land granted to them, and, for the length of his life, 
  Eorl retained the title of Lord before his folk, adding to it 
  that of King of Calenardhon. In time, the land of the riders 
  would be known in Gondor as Rohan, land of horses, and 
  that of the Riddermark, the realm of the Horse-lords. 
  To ensure the safety of their settlers the Eorlings chased 
  away the tribes of Men that occupied the region before 
  their arrival, a hostile folk who had expanded east into 
  Calenardhon from Dunland, in the years when Orc-raids 
  had plagued the scattered folk of Gondor, who lived in the 
  region. The Riders now drove the Dunlendings out with 
  spear and torch – a deed that the Dunlendings never 
  forgot nor forgave for centuries to come. 
  Eorl the Young died in battle at sixty, his hair still a bright 
  yellow, when Easterlings invaded yet again. He was the 
  first in a line of kings destined to last for nine generations.
  the hammerhand
  Helm was the ninth King of Rohan, and the last of his 
  line, as both he and his two sons died in war against 
  the Dunlendings. Such grim events had their roots 
  many years before, when Helm felled a man who had 
  insulted him with a single blow, thus earning the name 
  of Hammerhand.
  The man he had killed was called Freca, and he was a 
  wealthy noble and counsellor to the king, with many loyal 
  followers among the Dunlendings. When in the year 2758 
  The First Line of Kings 
  Eorl’s son Brego drove the Easterling invaders out and kept the Dunlendings and Orcs at bay for many years. He moved 
  his family and the seat of the kingdom to Edoras and built the Golden Hall of Meduseld. Brego died of grief in 2570: 
  his son Baldor foolishly boasted that he would brave the Paths of the Dead, and passed through the Dark Door never to 
  return. 
  Brego’s younger son, Aldor, became king at the age of 27. He reigned for 75 years and was remembered as Aldor 
  the Old. Under him the Riders of the Mark drove the last of the Dunlendings across the river Isen and settled in the 
  Harrowdale and other mountain-valleys.
   
  Aldor’s son Fréa was already an old man when he became king. Fréawine followed him, then Goldwine, then Déor, in 
  whose time Dunlending raiders became bold again. In 2710 they seized the deserted ring of Isengard and could not be 
  dislodged. 
  
  11
  a history of rohan
  more invaders swept into Rohan from the East, Wulf, 
  the son of Freca, rebelled against the king to avenge his 
  father’s death, leading an army of Dunlendings across the 
  river Isen from the West.
  The Riders of Rohan were overrun. Helm Hammerhand 
  took refuge in the mountains, in the fortress then called 
  the Súthburg and the ravine beyond. In his absence, Wulf 
  seized Edoras, slew Helm’s son Haleth, and proclaimed 
  himself King of Rohan
  . 
  In the following months, the region was gripped by a cruel 
  cold season, afterwards known as the Long Winter, and 
  laid under snow from November to March. Helm and 
  his men were starving, and many desperate deeds were 
  committed. The king’s younger son, Háma, died in a vain 
  attempt to find provisions, and Helm himself froze to death 
  some time later, after one of his many crazed attempts at 
  breaking the siege; Helm would leave the fortress to go out 
  by himself, it is said, in search of enemies to kill, like a 
  beast hunting for prey. 
  The Long Winter broke at last. Fréaláf, the son of 
  Helm’s sister Hild, led a small, desperate raid out of 
  Dunharrow, where he had found refuge with many 
  followers, and he surprised Wulf in Edoras, killing 
  him. The Dunlendings dispersed, while their allies, the 
  Easterlings, were dying of sickness in the West, as the 
  snow melted and the land was flooded, becoming a 
  great marsh. 
  The Second Line of Kings 
  King Fréaláf ruled for nearly forty years, as did his son Brytta after him. Brytta was called Léofa, ‘the Beloved’, 
  because, like his father, he was active and generous in helping his people rebuild the herds and lands that had been 
  ravaged by war. In his days, the Orcs troubled Rohan, driven south from the Misty Mountains in defeat from the 
  War of the Dwarves and Orcs. They sought to hide in the White Mountains and Brytta and his son, Walda, fought 
  them relentlessly, but at a cost. Walda had ruled for only nine years when in the year 2851 Orcs ambushed him and 
  his companions in Dunharrow, slaying him. His son Folca waged a war of vengeance against the Orcs. A famous 
  hunter, Folca swore that he would chase no wild beast while there was an Orc in his kingdom. After 13 years the 
  Rohirrim found and destroyed the last Orc-hold – and Folca died on the tusks of the Great Boar of Everholt in the 
  Firien Wood, even after he dealt the beast the fatal thrust with his spear. 
  Folca’s son, Folcwine, had a long reign. At his time, the Riddermark could be said to have finally recovered its full 
  strength – one hundred years had passed since the rebellion of Wulf and the invasion of the Easterlings – and the king 
  drove the Dunlendings out of Rohan’s West-march, freeing the lands between the Adorn and Isen rivers that they had 
  long occupied. 
  Fifty-five years into Folcwine’s reign, a messenger from Gondor arrived carrying the Red Arrow, a token of 
  impending war. Armies from Harad had invaded and Gondor summoned their allies. Folcwine honoured the Oath of 
  Eorl, sending a great host of riders led by his twin sons, Folcred and Fastred. To Folcwine’s sorrow, the twins died 
  side-by-side, fighting in Ithilien. Túrin II, ruling Steward of Gondor, sent a great weregild of gold to King Folcwine 
  for his loss. 
  But the deaths of Folcred and Fastred were even more grievous for Rohan; for when King Folcwine died nearly twenty 
  years later, his younger son Fengel took the crown. He was 33 years old when he sat on the throne of the Golden Hall, 
  and he ruled for fifty troubled years. King Fengel was voracious, notoriously avaricious, and quarrelsome, and he 
  spent his long reign in strife with his marshals and his people. Rohan faced no invasion from East or West in those 
  years but suffered under a feckless king. In his days, Rohan was a kingdom ruled by caprice and greed.
  
  THE STRANGER KING
  rohan region guide
  12
  Gondor, which until that time had been beset by enemies 
  from Umbar, came at last to the rescue of Rohan, forcing 
  the Easterlings to withdraw. The Riders and Gondor 
  together then marched East to drive the Dunlendings 
  out, and dislodged them from Isengard for the first time 
  in fifty years. 
  Fréaláf Hildeson was crowned in Edoras, the first of the 
  second line of Kings of the Mark. Saruman the White 
  honoured his coronation, bearing gifts and praise. With 
  the blessings of King Fréaláf and the leave of Beren, 
  Steward of Gondor, Saruman entered Isengard and 
  made his home in Orthanc. The Rohirrim were glad to 
  have a friend in the high tower. It would be many years 
  before they regained the strength that they lost in the war 
  that nearly destroyed them.
  the stranger king
  Fengel was to be succeeded by his son Thengel, who 
  would become the 16th King of Rohan, and the seventh 
  of his line. He was the king’s only son, and he left Rohan 
  as soon as he came of age, as it is said that his temper 
  disagreed with that of his father. He made his home 
  in Gondor, seeking in the service of Turgon, the ruling 
  Steward, that honour he could not find in the eyes of his 
  father. 
  Thengel became fluent in Sindarin, the language favoured 
  by the Dúnedain, and after many years in the lands of the 
  South he took Morwen, a young woman of Lossarnach, 
  in marriage. Tall and graceful and black-haired, Morwen 
  was much younger than her husband, and she bore him 
  five children: four daughters, and one son, Théoden. 
  Thengel was 48 years old when news came that his father 
  had died. The people of Rohan called him to return to 
  Edoras as their king, but the tidings were ill-received by 
  Thengel; Gondor was his adopted home, a land where he 
  had lived most of his life, where he had won renown and 
  a happy marriage. But duty could not be ignored, and 
  heavy-hearted Thengel brought his family north to Rohan. 
  It was the year 2953. 
  The Rohirrim greeted Thengel as king and they named 
  his tall queen Morwen Steelsheen. But the king and 
  queen were strangers, and their ways were foreign to 
  the people they ruled. In the Golden Hall, Westron and 
  Sindarin were heard rather than the northern speech of 
  the Riders.
  The same year when Thengel King took the throne, 
  Saruman declared himself Lord of Isengard rather than 
  merely its caretaker. He began openly taking Dunlendings 
  as his followers and troubling the borders of Rohan. And 
  in the year 2954, Mount Doom, silent for three thousand 
  years, burst into flame again. 
  When Thengel was new and strange to the throne 
  of the Riddermark, shadows were growing long on 
  Middle-earth.
  
  EDORAS
  REGIONS OF THE MARK
  13
  regions of the mark 
  - REGIONS OF -
   THE MARK
  You are looking now southwest across the north plains of 
  the Riddermark, Rohan the land of the Horse-lords.’
  The following pages contain a description of the region of 
  Calenardhon and its adjoining lands — the Riddermark to 
  the Eorlingas, frequently referred to simply as the ‘Mark’. 
  It includes the plains of Westemnet and Eastemnet, the 
  Wold to the north, and the vales of Westfold and Eastfold 
  to the south, stretching from the Gap of Rohan in the west, 
  to the wetlands of the Entwash Vale to the east. This is the 
  land of the King of the Mark, the lord of a proud folk of 
  riders and horse-tamers, staunch allies of the Dúnedain 
  of the South, and bitter enemies of the Shadow. 
  descriBing rohan
  The Riddermark is a vast and diverse land, comprising wide 
  meads, meandering river-vales, dark woods, treacherous 
  marshes, and deep-cloven mountain dales. The populous 
  folk that inhabit it have built many villages and towns 
  along its valleys, and reinforced ancient strongholds 
  built close to the mountains in a forgotten time. Should 
  travellers be asked to summarise the region’s features 
  using only a few words, they would probably choose the 
  following traits, here described for the Loremaster to use 
  when setting an adventure in the Riddermark.
  A Green Land
  The greater part of the Riddermark is a vast, treeless 
  expanse, a green sea traversed by twisting rivers. But even 
  miles away from the plains of Westemnet and Eastemnet, 
  the grass of Rohan permeates the air with its warm, sweet 
  scent. Seen from every corner, Rohan is a rich and pleasant 
  region, full of life and quick to welcome the return of each 
  spring. The settling of the Eorlingas has done little to 
  change the lay of the land, and Calenardhon is not much 
  different today from how it looked five hundred years 
  ago, when Eorl the Young rode from the North. 
   
  A Frontier
  ‘Mark’ is an ancient term referring to the border of an 
  unsettled land and, thus, the Riddermark is aptly named. 
  The land of the Horse-lords stands between the realm of 
  Gondor and many wild, dangerous regions. Wilderland 
  and Mirkwood lay to the north, while the lone-lands of 
  Eriador extend west, beyond the Misty Mountains. Old 
  and eerie Fangorn casts its shadow directly upon the 
  northern border, near where the lofty spike of Orthanc 
  looms over the Fords of Isen. Few Rohirrim have explored 
  what lies beyond their lands for many lives of Men. Rohan 
  is so far removed from the northerly kingdoms of Elves 
  and Dwarves that their very existence is a rumour. Many 
  will live their whole lives without ever meeting members of 
  the other Free Folk.
  A World of Men
  Rohan is a realm inhabited and ruled by Men. Its roads 
  are traversed by Riders of the King, lords, merchants and 
  horse-herds, a folk facing adversities each day provoked 
  by things like common greed, jealousy, and lust for power, 
  rather than the raiding of Orcs, Wargs, or Trolls. In Rohan, 
  the Enemy hides in the overmastering pride that may 
  blind a noble and push them to abuse their subjects or 
  to scheme against their liege, or in the treacherous advice 
  of a counsellor bought by another lord with promises or 
  treasure. The Shadow is subtle in the Riddermark, but 
  its taint may run deeper than in the darkest recesses of 
  Mirkwood.
  edoras
  In the shadow of saw-toothed Mount Írensaga, on a 
  broad hill behind a high wall, stands Edoras, the court 
  of the king. The white waters of the Snowbourn run 
  swiftly at the foot of the walled hill, and a shallow ford 
  crosses the stream where the great West Road traverses 
  it. Beyond the ford, a wide rutted track weaves past lines 
  of great grassy mounds on either side — the barrows 
  of kings, thick with white flowers — up to the gates 
  where many spearmen stand guard. No mere footmen, 
  these are warriors of the King’s Guard, the Lord of the 
  Mark’s most trusted soldiers. These gate-wardens ask 
  the names and business of visitors, listening closely for 
  deception, and send reports up to Meduseld, the Hall of 
  King Thengel. 
  Beyond the gates, a paved street rises curving up the hill 
  on flagstones and many well-laid steps. Houses line the 
  path and narrow alleys lead off it. A clear stream sparkles 
  and chatters down a stone channel along the way. 
  
  rohan region guide
  14
  
  15
  regions of the mark 
  At the crown of the hill of Edoras gleams Meduseld, the 
  Golden Hall. Here the knights of the Riddermark come to 
  pay tribute to the king and hear his commands. From the 
  royal mead-hall they ride out to man remote fastnesses in 
  the mountains, to patrol the plains, and to guard against 
  incursions from the Gap of Rohan or from the Undeeps 
  of the Anduin, where Easterlings, Orcs, and outlaws have 
  crossed from time-to-time. In Meduseld gifts and honours 
  are given, and here emissaries and visitors come to ask 
  leave of the king to travel in his land. 
  Combat Scenery: ditches, doors, good cheer, thatched 
  roofs, varied slopes, walls, windows
  the bounty of the farmlands. A great part of the folk living 
  in farmsteads and manors in the proximity of the city may 
  find refuge behind the dike, wall, and fence of Edoras, 
  should war come to Rohan. 
  There are no thralls in the city; workers are paid for their 
  labour, however toilsome. Tradesmen buy the work of the 
  local smiths and woodwrights, and sell leather, cloths, 
  and ales from Westfold and Eastfold. Horse-merchants 
  come here to see what the best horse-herds have to offer, 
  and leave to bring the swift steeds of the Riddermark as 
  far as Gondor. 
  Since Edoras sees travellers coming from far provinces 
  and even from outside the borders of Rohan it also boasts 
  an inn, a longhouse where foreigners can gather for drinks 
  and meals and where they can find a bed in need. 
  Folde
  E
  Aldburg
  White Mountains
  E
  E Edoras
  Dunharrow
  River Snowbourn
  Westfold Vale
  c
  a
  Westfold
  Westemnet
  Great West Road
  E
  The Barrowfield
  E The Hold 
  of Dunharrow
  inhaBitants
  Edoras is the chief city of Rohan, counting the greatest 
  townsfolk in the entire Riddermark. Local chiefs and lords 
  live in Edoras with their households, meeting tradesmen 
  and craftsmen along its main street, while many farmers 
  and herders regularly come to see the king and bring him 
  notaBle characters
  King Thengel, Lord of the Riddermark
  The current King of Rohan often sits uneasy on his 
  throne. Thengel has returned to his country only in the 
  year 2953, already 48 years old. Before that time he had 
  lived for thirty years in Gondor, away from the land of his 
  forebears, to escape the influence of his ill-tempered and 
  unwise father. 
  When Fengel died, Thengel was summoned home by 
  a people who had spent a lifetime under a greedy, 
  fractious king. Few among them were ready to love 
  his son; even fewer expected anything more from 
  him than what they had got from King Fengel for 
  fifty years. 
  Opening Edoras as a Sanctuary 
  Companions who have entered Edoras for the first 
  time during an Adventuring phase and who have 
  made a good impression on the king and queen may 
  spend the next Fellowship phase as guests of the court. 
  If they wish to be welcomed by Thengel the next time 
  they visit, the companions must choose the Open 
  Sanctuary undertaking (see Adventures in Middle-
  earth Player’s Guide, page 201).
  
  rohan region guide
  16
  Combat Scenery for Towns
  Large towns like Edoras (or their much larger cousins in the South) allow the Loremaster to present some 
  additional challenges for a combat. Use the descriptions found in the sections below to determine the best 
  scenery to deploy as needed.
  Ditches
  During a combat in the streets, drainage-works can easily catch the unwary. Whenever a creature crosses 
  this terrain feature, they must make a DC 8 Dexterity saving throw or become Prone.
  Doors
  Most doors are made of wood, sometimes reinforced by metal strips (AC 15, 20 hp). An open door can 
  provide three-quarters cover for someone ducking behind it, and a closed door blocks line of sight entirely.
  Good Cheer
  Heroes hunting a skulking assassin in the dark streets of a town can easily forget why they are risking life 
  and limb. A sudden burst of song or laughter from a nearby tavern or inn can remind them that they protect 
  the innocence of the common folk. Goodly creatures gain Inspiration.
  Roofs 
  Thatched roofs are unlikely to support much weight, causing creatures to fall into the structure. Tiled or 
  wooden shingled roofs often count as steep slopes, giving those higher up Advantage and lower combatants 
  Disadvantage.
  Tunnels
  Larger townships might have complex sewer and drainage systems. Even the largest tunnels only allow 
  one or two creatures to stand side-by-side, creatures wielding two-handed weapons have Disadvantage on 
  attack rolls and only the foremost creature in an enemy group can be targeted by ranged weapons.
  Walls
  House walls are varied — sod (AC 10, 30 hp), wood (AC 15, 20 hp) or brick/stone (AC 17, 30 hp). A 
  creature next to a wall can gain half-cover from it if their attacker does not have a clear line of sight.
  Windows
  Most have wooden shutters and some will have glass panes. A large open window between two combatants 
  provides three-quarters cover while a smaller window offers full cover.
  There are many other pieces of combat scenery that could be featured in a town combat: covered or open pits, 
  foundations, lone trees, mud, rubble, and statues to name a few.
  
  17
  regions of the mark 
  Thengel himself was not ready to love again the green 
  plains of the realm he had learnt to call Rohan. He 
  returned a grown man, with a foreign queen and a foreign 
  heir. To his eyes the Golden Hall and the shadowy refuges 
  of Dunharrow and Helm’s Deep appeared quaint and 
  rough compared to the high, lofty castles of the Dúnedain; 
  the Riders of the Riddermark seemed a quarrelsome folk, 
  loud and boastful compared to the Knights of Dol Amroth 
  or Lossarnach. Thengel knew full well that his wife and 
  young son, born in Gondor, would feel out of place for 
  many years, perhaps all their lives, behind the wooden 
  walls of Edoras. 
  father and that one day he will pass on to his son, and so 
  on until his line is extinguished. 
  Thengel received the sword from the hands of Heáfod, the 
  captain of the King’s Guard, when he crossed the waters 
  of the Mering stream, riding into Rohan on his way back 
  from Gondor. 
  Motivations: Now that I am the rightful Lord of the 
  Riddermark it is my greatest ambition to set things right 
  once again, to rule wisely, and see the Rohirrim win such 
  renown that it will redeem the honour that my father 
  squandered. When the day comes for Théoden to sit upon 
  the throne, he will take his position without shame.
  Expectations: +1 if the Company greets the king in 
  Sindarin; +2 if the Company pledges loyalty to the the 
  house of Edoras and Thengel himself; -2 if they instead 
  seek to draw the king into the quarrels of their own houses.
  Because he has spent much of his adult life in Gondor, 
  Thengel respects the traditions and culture of his adoptive 
  homeland as much (if not more, some say) than those of his 
  birthplace. When encountering the royal court, any visitor is 
  first addressed in Sindarin. Once the necessary introductions 
  are made, the conversation may continue using the Common 
  speech, if so desired. A speaker wishing to use the tongue of 
  the Dúnedain for the length of the encounter would certainly 
  please the queen, as she considers the language of the Elves 
  a sure sign of deeper wisdom. 
  Thengel as Patron
  Thengel welcomes all strangers coming from afar and 
  encourages them to enter his service. Some among his 
  counsellors privately think his generosity to be heedless, 
  but the king knows full well the difference between 
  hospitality and trust, and the latter is not something he 
  concedes easily. But if there is a fault to be found in the 
  king’s judgement it might well hide in his predilection 
  for all things noble and magnificent. Dwelling for many 
  years in Gondor has made him susceptible to the fine 
  art of courtesy, song, and fair speeches. High lords and 
  powerful folk are almost sure to find him well disposed 
  towards what they came to ask him. 
  Saruman the White knows well this facet of Thengel’s 
  character, as he met him many times in Minas Tirith, when 
  For this and other reasons Thengel and his family speak 
  Sindarin and Westron, in the Golden Hall, even if not all his 
  subjects appreciate that custom. But in all public matters 
  the Lord of Rohan and his household use the language of 
  the Mark, and with every passing year this becomes more 
  and more natural to the king. The rich and stern tongue 
  of his younger days stirs bittersweet memories in Thengel, 
  recollections of a land he loved fiercely, and that he could 
  not suffer to see ruled by a greedy and unjust lord. 
  An Audience with Thengel King
  The king receives all guests in Meduseld, sitting on his 
  great gilded chair upon the dais, the queen beside him. 
  On such occasions he wears upon his head a thin golden 
  circlet set with a single white diamond. From his side 
  hangs Herugrim, the ancient blade that belonged to his 
  
  rohan region guide
  18
  the king was in the service of Steward Turgon. Whenever 
  Saruman comes visiting, he makes sure to appear in the 
  guise of a lord of lofty manners, coming to confer with his 
  most powerful and wise ally, he whom he calls ‘Thengel 
  the Thrice-renowned’. 
  Thengel can be made the patron of a Company if the heroes 
  met him during an Adventuring phase. Companies with at 
  least one member of the Rohirrim possessing a Proficiency 
  Bonus +3 or more are welcome to enter his service, as are 
  groups hailing from any Culture with a Proficiency Bonus 
  of +4 or more. 
  Receive Title: Esquire of Rohan
  A hero whose deeds have come to the attention 
  of Thengel King or one of the marshals of the 
  Riddermark 
  may 
  — 
  with 
  the 
  Loremaster’s 
  permission — choose this undertaking to secure 
  their connection with the Rohirrim. The companion 
  receives all the normal benefits connected to the 
  Receive Title undertaking described on page 201 of 
  the Player’s Guide, here briefly summarised: 
  The adventurer is considered two steps higher on 
  the Cultural Attitudes chart by any Rohirrim 
  and the king may grant the hero a small holding. 
  Companions wishing to serve at the king’s hand may 
  serve as his guard — they are granted an alcove to 
  sleep in within the hall of Meduseld, are well-fed, 
  and receive gifts from the king equalling 50 silver 
  pennies or more each year.
  Those who express a desire to settle down may instead 
  take on a house or farm within one of the settlements 
  of the Riddermark.
  thengel, king of the riddermark
  Medium Human
  STR 
  17 (+3)
  DEX 
  11 (+0)
  CON 
  18 (+4)
  INT 
  16 (+3)
  WIS 
  15 (+2)
  CHA 
  17 (+3)
  Armour Class 18 (Heavy mail, Shield)
  Hit Points 117 (14d8+56)
  Speed 30 ft, 65 ft when mounted
  Skills Animal Handling +5, Athletics +6, History +6, 
  Intimidation +6, Traditions +6
  Senses passive Perception 12
  Languages Rohan, Westron, Sindarin
  Challenge 6 (2,300 XP)
  Born to the Saddle. Thengel has Advantage on all 
  Wisdom (Animal Handling) checks and adds +3 to 
  ability checks when dealing with horses. 
  Charge. Thengel’s Mearh has the Charge feature (see 
  page 150). If the mount takes this action, Thengel gains 
  +6 to damage rolls during his turn.
  Fell Stroke. If Thengel scores a critical hit against a 
  creature, he can use his bonus action to knock the 
  creature Prone.
  Mounted. Thengel has a Mearh as a mount (see page 
  150).
  Reckless. Thengel may choose to gain Advantage on 
  all attacks he makes in a round, but all attacks on him 
  gain Advantage until the start of his next turn
  Actions
  Multiattack. Thengel makes three attacks with his 
  sword or spear.
  Spear. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft or range 20/60 ft, one target. Hit: 6 (1d6+3) 
  piercing damage or 7 (1d8+3) piercing damage if used 
  with two hands to make a melee attack.
  Herugrim (Long Sword). Melee Weapon Attack: +7 
  to hit, reach 5 ft, one target. Hit: 8 (1d8+4) magical 
  slashing damage or 9 (1d10+4) magical slashing 
  damage if wielded with two hands
  
  19
  regions of the mark 
  Queen Morwen of Rohan
  The king values courage and honour above all, but, when 
  it comes to the weighing of the intentions of strangers, 
  the Lord of the Mark relies much on the judgement of his 
  wife, a lady of high blood, not easily deceived. Her name 
  is Morwen, but the Rohirrim call her Steelsheen, a strong 
  name for a forbidding queen. 
  Much younger than her husband, Morwen was born in 
  Belfalas in the year 2922. As beauteous now as when she 
  first came to Rohan, the queen remains youthful. She 
  lived most of her early life in distant Lossarnach, a fief 
  to the south of Minas Tirith, but she is a descendant of 
  the princes of Dol Amroth, Dúnedain with Elven-blood in 
  their veins. 
  Morwen has given an heir to the Lord of the Mark and her 
  daughters someday will bind in marriage the worthiest 
  captains and marshals of the Rohirrim together. But the 
  Queen will ever be a stranger to her people, however much 
  they admire her. She is tall and fair-skinned with long black 
  hair — quite exotic to her husband’s fair-haired people — 
  The Errantries of the King 
  (2957-2980)
  In the year 2957, an unknown adventurer arrives 
  in Rohan from the North. He puts his sword to 
  the service of King Thengel, who accepts it. From 
  that day he rides with the Rohirrim, distinguishing 
  himself as a great captain, only to leave in the year 
  2965 as unexpectedly as he arrived. As long as he 
  remains in Edoras, the unknown adventurer rides 
  at the side of the Marshals of the Mark and sits to 
  the right of the king. The Rohirrim call him ‘The 
  Eagle’ for his sharp grey gaze that misses little. 
  Player-heroes who visit Rohan in the years between 
  2957 and 2965 might recognise Aragorn in 
  his disguise. If their characters knew him before, 
  Aragorn will ask them to preserve his secret, and 
  eventually to help him pursue his aims. Aragorn is in 
  Rohan as part of his errantries, and often encounters 
  Gandalf the Grey there, either openly upon one of the 
  official visits of the Wizard to the courts of Thengel, 
  or discreetly, meeting the Grey Wanderer upon the 
  grassy plains of Rohan, far from curious observers.
  Aragorn remains in Rohan for only eight years, 
  leaving to go to Gondor and serve the Steward 
  Ecthelion for fifteen years. In the course of his stay 
  he is certainly favoured by the king and his queen for 
  his nobility and prowess. What causes him to leave 
  the Golden Hall of Meduseld so early? Did Saruman 
  resent his presence and influence on the king? 
  Queen morwen
  Medium Human
  STR 
  11 (+0)
  DEX 
  18 (+4)
  CON 
  17 (+3)
  INT 
  15 (+2)
  WIS 
  16 (+3)
  CHA 
  14 (+2)
  Armour Class 14
  Hit Points 75 (10d8+30)
  Speed 30 ft (65 ft when mounted)
  Skills Insight +6, Lore +5, Perception +6
  Senses passive Perception 16
  Languages Westron, Sindarin, Rohan
  Challenge 5 (1,800 XP)
  Mounted. If met outside Meduseld, Morwen rides a 
  dappled Mearh.
  Truth-knowing. Morwen has a finely tuned ear for 
  deceptions. During an Audience, if a creature utters 
  a falsehood, they must contest their Charisma 
  (Deception) versus her Wisdom (Insight). If she 
  detects the lie, she imposes Disadvantage on the Final 
  Audience check.
  Wicked Cunning (1/day). Morwen can use her bonus 
  action to activate this ability. For the remainder of the 
  combat, she adds her Wisdom modifier (+3) to her AC.
  Actions
  Multiattack. Morwen makes two attacks with her 
  sword.
  Broadsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft, one target. Hit: 8 (1d8+4) slashing damage.
  Reactions
  Counterattack (Recharge 5-6). If an attack roll misses 
  Morwen, she can use her reaction to make an attack 
  roll against the attacker with Advantage. She must be 
  wielding a melee weapon and able to see her attacker.
  Parry. Morwen adds 3 to her AC against one melee 
  attack that would hit her. To do so, she must see the 
  attacker and be wielding a melee weapon.
  
  rohan region guide
  20
  appearing as foreign as her native speech and accent, so 
  soft and musical compared to the slow, rich language of 
  Rohan. Sometimes, her daunting strangeness has been 
  an advantage to her husband, as it has added depth to 
  the romance of a king who won fame far away. Moreover, 
  the queen is wise enough to strive to love the people of 
  her new home. She treats every honest man and woman 
  with fairness and generosity, yet she remains distant and 
  reserved, allowing her humour and compassion to come 
  to the fore only in rare circumstances. She has a keen 
  eye for folly and she values the steadfast honesty of the 
  Rohirrim. 
  Théoden, Son of Thengel
  Théoden was born in Gondor in the year 2948, 
  the only son of King Thengel. Already a boy of five 
  when his father took the throne, Théoden had to 
  learn the traditions of the Riders of the Riddermark 
  as a foreigner, but has quickly embraced their ways 
  as easily as every child born in Rohan. In his early 
  years Théoden was most moved by the ancient legends 
  recounting the heroic deeds of his ancestors, and he 
  could often be found in the Golden Hall of Meduseld 
  looking enraptured at the woven cloths hung upon the 
  walls, or sitting at his mother’s feet, listening to the 
  songs of the minstrels. 
  By his tenth year Théoden has trained every day with horse 
  and shield, spear and sword, with a fierce determination, 
  looking up to his father’s prowess as an example to 
  follow. Reared on tales of companionship and sacrifice, 
  Théoden is developing a deep and unwavering loyalty to 
  his folk and kin, and a brotherly love for his most trusted 
  companions; once earned, his faith is not easily lost. His 
  mother sees her great challenge in teaching Théoden to 
  be wary and discerning without becoming grasping and 
  suspicious. 
  Sunnifa, Servant of Meduseld
  Sunnifa is a serving-woman of Meduseld, a favourite of 
  Queen Morwen. Golden-haired and lovely, perceptive 
  and brave, Sunnifa draws attention without trying. 
  She comes from an old family of proud Eastfold 
  farmers. She was the youngest unmarried woman in 
  her household when her uncle squandered the last of 
  their old wealth and allowed their farms to be taken 
  The Daughters of the King
  As of 2960, Queen Morwen has born Thengel four 
  children, of whom Théoden, the second, is the only 
  son. She will bear a last daughter, Théodwyn, in 
  2963, the child of her father’s age and apple of his 
  eye. Théodwyn will marry Éomund of Eastfold and 
  become the mother of Éomer and Éowyn. 
  As to the other daughters, canonically, little was 
  recorded, not even their names, only that two were 
  born in Gondor, along with Théoden. Let us say, 
  then, that the eldest daughter, Meril, was born 
  in Gondor in 2945. At fifteen, she already shows 
  much of her mother’s grace, and well remembers her 
  life among the Dúnedain. Already, certain lords are 
  manoeuvring to prove their worth to Thengel so as 
  to hopefully secure Meril’s hand in marriage, thus 
  gaining an alliance with the royal family. Thaena 
  was also born in Gondor, but was too young to 
  remember any of it, she is presently nine. Saewara 
  was born in Rohan and is five years old.  
  
  21
  regions of the mark 
  by rivals and neighbours. Sunnifa refused to wed one 
  of the men that had brought her family to ruin and 
  fled to Edoras, seeking to serve in the Golden Hall. 
  She had no connections there to speak for her, so she 
  cynically played on old King Fengel’s lust to win a place, 
  only to later avoid his advances so deftly that, in his 
  amusement, he didn’t mind. 
  Today Sunnifa serves in the court of King Thengel. In 
  her few years of service she has gained bitter rivals 
  among the other serving-men and women of Meduseld, 
  but she has advanced much in station. She has taken 
  no husband, having never met one that seemed to want 
  her for anything other than her physical attributes — 
  until wise Gálmód came to the Golden Hall, the advisor 
  and foster-son of Cenric, Third Marshal of the Mark 
  (see page 36). Sunnifa and Gálmód became friends 
  almost at once, and soon their friendship became more 
  trusting and intimate. Gálmód has promised to marry 
  her when his position at court is secure enough to allow 
  the wedding of a common woman. Sunnifa accepts that, 
  but occasionally she resorts to sly manipulations when 
  more highborn women threaten to draw Gálmód’s 
  attentions. 
  Heáfod, Doorwarden of Meduseld
  Heáfod is the captain of the King’s Guard and the 
  Doorwarden of the Lord of the Mark. Soon he will 
  be considered an old man, as he was born a handful 
  of years before Thengel King. But he is determined 
  to serve for as long as he will have the strength to 
  carry his spear. He served old Fengel for most of his 
  life, not out of personal devotion to the callow king 
  but out of love for the line of Eorl. Fengel, for his part, 
  kept Heáfod close for his value as a bodyguard whose 
  loyalty came cheap. 
  Heáfod quietly disapproved of Thengel’s flight from 
  his homeland, and eyed suspiciously the new Lord 
  of the Mark when he returned, for he suspected that 
  Thengel had abandoned his people’s ways. Yet he 
  kneeled before him when Thengel came riding from 
  Gondor and brought him the sword of his ancestors. 
  From that day, Heáfod served the new king as 
  steadfastly as he served the old, and for the same 
  reasons. Heáfod’s opinions are not as well guarded 
  as he thinks. Thengel knows how Heáfod feels, but is 
  determined to win the old warrior over, however long 
  it takes. Queen Morwen knows, too, and fears that 
  Heáfod might be manipulated by Thengel’s enemies, 
  nobles who once prospered under the rule of his 
  father Fengel. 
  Heáfod’s once-golden plaits have turned grey, but his 
  dark blue eyes have lost none of their keenness. His wide 
  shoulders still bear heavy mail with ease. Heáfod crops 
  his silvery beard short with a simple knife. No one in 
  Edoras can ever remember seeing him smile, only rare 
  occasions when his scowl lightened. 
  heáfod
  Medium Human
  STR 
  16 (+3)
  DEX 
  12 (+1)
  CON 
  17 (+3)
  INT 
  12 (+1)
  WIS 
  16 (+3)
  CHA 
  8 (-1)
  Armour Class 16 (Heavy Mail)
  Hit Points 67 (9d8+27)
  Speed 30 ft
  Skills Animal Handling +5, History +6, Insight +5, 
  Riddle +3
  Senses passive Perception 13
  Languages Rohan, Westron
  Challenge 3 (700 XP)
  Hard Eyed. Heáfod has won many battles in defence of 
  his hall. He scores critical hits on an 18, 19, or 20 on 
  an attack roll.
  Unyielding (Recharge 5-6). Heáfod can use his bonus 
  action to gain 6 temporary hit points.
  Actions
  Great Spear. Melee Weapon Attack: +5 to hit, reach 10 
  ft, one target. Hit: 9 (1d12+3) piercing damage.
  Reactions
  Deadly Spear-Thrust. Heáfod may use his reaction to 
  make a single melee attack against a creature that has 
  just attacked him. If Heáfod inflicts a critical hit with 
  this attack, the target is knocked Prone as the blow 
  strikes a knee or other joint.
  
  rohan region guide
  22
  Goldred, Merchant of Edoras
  Fengel King was a great friend to merchants, at least to 
  those who learned to anticipate his fickle moods. Goldred 
  was the canniest among them and was able to gain the 
  favour of the king before anyone else. Welcomed in court, 
  Goldred encouraged Fengel’s suspicions and fears, and 
  pushed him to outlaw his competitors one-by-one. When 
  Thengel returned, he instantly proved less tractable than 
  his father, and Goldred fell quickly to disgrace. 
  Now the merchant schemes to overcome his competitors 
  with complex plots, seeking aid from those who still 
  respond properly to gifts of treasure. Goldred remains 
  wealthy, though his secret hoard-room is less fabulously 
  rich than before, and he is careful not to offend the king, 
  lest he find himself driven away and his treasure subject 
  to banditry or confiscation. But should a rival to Thengel 
  need a friend among the merchants, Goldred won’t be far 
  away. He is normally found scheming at Cépa’s House 
  (see page 24). 
  Goldred is a portly man in his late fifties, as swift to down 
  an ale as he is to discuss business. He is a skilled talker, 
  and eloquent in his way, always interested in news from 
  afar. He does his best to be charming around ‘useful’ folk. 
  Motivations: As long as I think you’re useful to me, I’ll be 
  very charming. But, if you have nothing to offer me, you’re 
  worth nothing.
  Expectations: +1 if the Company hails from foreign 
  lands; +3 if they propose an arrangement involving profit 
  for Goldred; -2 if they instead rely upon his word or his 
  honour — this will only amuse him, but he has little time 
  for gullible fools.
  notaBle Places
  The Snowbourn
  Strange things come down from the White Mountains 
  in the cold waters of the Snowbourn: shards of broken 
  pottery, gnawed bones, remnants of brutish butchery, and 
  riverworn artefacts bearing peculiar runes. 
  The Rohirrim deem it best to let such things lie, lest 
  they call some doom upon themselves, but bolder folk, 
  or perhaps the less wise, may profit from the river’s 
  debris. 
  The Barrowfield
  The deep-rutted road that leaves the great West Road 
  towards Edoras, on the other side of the ford crossing 
  the Snowbourn, passes under the shadow of many high, 
  green burial mounds: nine to the west and six to the east. 
  Upon their western sides the mounds are white with 
  simbelmynë, small Evermind flowers that blossom in 
  every season. The nine western mounds house the graves 
  of the first line of kings, from Eorl the Young to Helm 
  Hammerhand. On Helm’s mound, farthest from Edoras, 
  the white flowers grow thick as snow. In the six eastern 
  mounds lie the second line of kings, from Fengel to Fréaláf. 
  Out of the shadow of the barrow-mound of Eorl, nearest 
  Edoras, the road rises to the deep dike and thorny wall of 
  the town. 
  New Fellowship Phase Undertaking: 
  Sparring with the King’s Guard 
  The men of the King’s Guard are the household 
  Riders of the Lord of the Mark. When they are 
  not attending to their duties, the Riders of the 
  King’s Guard often fight friendly bouts with spear 
  and sword, sometimes on horseback and sometimes 
  on foot. They are glad to challenge warriors from 
  within or outside their ranks, to put their skill to the 
  test. 
  A companion spending the Fellowship phase in 
  Edoras may choose this undertaking and join them 
  in their training. The companion makes five attack 
  rolls against AC 16. If the companion scores more 
  successes than failures, then the hero gains the 
  admiration of the king’s Riders. During the next 
  Adventuring phase the companion has Advantage on 
  any ability checks made during Audiences with the 
  Rohirrim. 
  If you have more failures than successes, the 
  companion has taken a beating and learned a painful 
  lesson. The hero begins the next Adventuring phase 
  with a level of Exhaustion but can remember the 
  valour and skill of the King’s Guard in order to gain 
  Inspiration.
  
  23
  regions of the mark 
  Meduseld
  The high house where Thengel now sits is also called 
  the Golden Hall, for its roof is thatched with gold and 
  gold covers the posts of its doors. It stands upon a 
  high platform above a green hill, and the light from 
  it gleams far in the sunlight. It was built four hundred 
  years ago by Brego, son of Eorl, and fifteen lords and 
  one usurper have sat upon its high seat since that time. 
  Brego raised it following the tradition of the longhouses 
  of his ancestors, but no great hall in Wilderland is as 
  rich, not even the magnificent Wuduseld of Mirkwood 
  in the North. 
  1. Spring. A font of clear water spills from the ground 
  beneath the Golden Hall through the mouth of a stone 
  carved in the likeness of a horse’s head, and pours into 
  a wide basin, which feeds the stream that runs along the 
  main street of Edoras. 
  New Fellowship Phase Undertaking: 
  Honour the Kings of Old (Riders of 
  Rohan only)
  Riders of the Riddermark visiting the courts of 
  their king often go walking among the great mounds 
  where their kings sleep, singing songs mourning the 
  dead or celebrating their deeds. Rider companions 
  spending a Fellowship phase in Edoras may visit the 
  Barrowfield during their stay there and undertake to 
  Heal Corruption (see the Player’s Guide, page 200). 
  If you choose to make a Performance check, you roll 
  with Advantage. But if the roll fails producing a 
  natural 1, the companion’s voice fails and the hero 
  is convinced they have displeased the sleeping kings 
  and have brought bad luck upon themselves: for the 
  length of the next Adventuring phase the companion 
  gains one point of Shadow each time they roll a 
  natural 1 on an ability check. 
  
  rohan region guide
  24
  2. Terrace. A stair of stone, high and broad, leads up to 
  a wide, green terrace, where guards sit in full panoply on 
  stone seats on either side of the topmost step. One of the 
  guards is Heáfod, Doorwarden of King Thengel, captain of 
  the King’s Guard; no one can cross the gates of Meduseld 
  without his consent. 
  3. Portico and Doors. The thick wooden doors of the 
  mead-hall open beyond a porch lined with pillars made of 
  great trees, carved with interlacing images of beasts and 
  heroes gilded and painted. The doors themselves are cut 
  with many figures, more beasts and birds with bejewelled 
  eyes and golden claws. They are very heavy, and swing 
  inward on great hinges of iron only ponderously. In the 
  days of Thengel, the gates of the high house remain wide 
  open during the day, as the king and queen prefer to let 
  in as much light and clear air as possible, but at night the 
  guards shut the gates with heavy bars. 
  4. The Main Hall. The great hall of Meduseld is long 
  and wide, lined with massive pillars, carved beautifully, 
  holding up a high roof lost in shadows and smoke. Its 
  floor is paved with many-coloured stones, cunningly set to 
  create intertwining runes and devices. An opening in the 
  ceiling runs the length of the long hearth, directly above 
  it to let smoke escape and let sunbeams shine down. The 
  walls are hung with tapestries, both ancient and newly 
  woven, showing the deeds of mighty Fram, the slayer 
  of Scatha the Worm in the mountains of the forgotten 
  North, of golden-haired Eorl the Young, astride his white 
  horse, Felaróf, and those of other heroes of the Rohirrim, 
  who fought in countless battles against Dunlending and 
  Easterling hordes. Long tables on either side are set at 
  mealtimes for the king’s guards and guests. 
  5. The High Seat. At the far end of the hall, a dais rises 
  with three steps to a great gilded chair, the throne of the 
  Lord of the Riddermark, a smaller seat with a high back 
  beside it reserved for the queen. Here King Thengel and 
  Queen Morwen receive captains and messengers, hear the 
  needs and disputes of their people, and welcome visitors 
  from afar. 
  6. Side Aisles. Shadowed alcoves hold sleeping cots for 
  the servants and sword-thains serving the king during 
  the day. Beyond, an opening leads to other rooms: 
  bedchambers for the king and queen and for their 
  children. There are no rooms for guests in Meduseld: these 
  are lodged and served in the outbuildings nearby, close to 
  where the kitchens and storage for supplies and weapons, 
  beer, wine, and food is to be found. 
  New Fellowship Phase Undertaking: 
  Gain Favour in the Golden Hall 
  ...the words of the song brought a light to the eyes 
  of the folk of the Mark... 
  Many minstrels play and sing in the Golden Hall, to 
  entertain the king and his court, to welcome guests 
  from faraway lands, or to celebrate the deeds of the 
  sons of Eorl before the assembled lords and chiefs 
  who live in Edoras or dwell nearby. 
  Companions spending a Fellowship phase in Edoras 
  may attempt to curry the favour of the Rohirrim 
  by making songs about their deeds and singing their 
  praise in their greatest hall. The hero must make a 
  DC 15 Charisma (Performance) check. On a success, 
  the companion has earned a favour from one Rohan 
  Loremaster character (a captain, counsellor, or 
  perhaps even a marshal). If you succeed by 5 or more, 
  you gain two favours and three with a natural 20.
  During the next Adventuring phase, the companion 
  may ‘spend’ the earned favour to gain Advantage 
  in any way they see applicable to the current 
  circumstances. If the Performance check fails, the 
  companion has embarrassed someone of note: during 
  the next Adventuring phase, the companion can count 
  on trouble with this individual or their kin (if this 
  results in blood being spilled, the companion is in for 
  a feud). 
  Cépa’s House
  Cépa’s House is the foremost place for travellers and 
  merchants to find hospitality in Edoras. Built like a traditional 
  longhouse, but reinforced to account for occasional brawls, 
  strangers to Rohan gather here alongside locals to down 
  mead and hearty stews. Those with ready coin can even 
  secure a bed for a night or two. Built many years ago by a 
  prosperous trader, Cépa’s children squandered his wealth 
  
  HARROWDALE
  25
  regions of the mark 
  and ended up turning to the merchant Goldred to help 
  them. Instead, he hastened their ruin, encouraging them to 
  take on debt, which he quietly bought up. 
  When they had little left to pay with, he came to collect 
  and, though Cépa’s sons beseeched Fengel King for justice, 
  they received none of it. It amused Goldred to keep the 
  name. Cépa’s House is now a ready source of stories, 
  rumours, and opportunities for trade. Goldred can often 
  be found here, breaking bread with wary colleagues and 
  scheming to improve his fortunes.
  harrowdale
  To the north of the great hill of Edoras, the great West Road 
  runs towards Westfold on one hand, and runs east through 
  Eastfold into Gondor on the other. A northerly horse-road 
  leads away from the mountains, following the Snowbourn 
  to the willow-thickets, where it meets the Entwash, and then 
  turning north to the fords of the Entwade. 
  Yet a third road leads south, following the winding 
  stream deep into Harrowdale, a long valley cut far into 
  the shadows of the mighty Starkhorn peak. Stretching for 
  many miles, Harrowdale echoes with the waterfalls of 
  smaller streams joining the river. Pines and firs rise from 
  the rough grasses of the valley floor and cling to the steep 
  walls overhead. 
  It takes two days for travellers riding from Edoras to reach 
  the road’s end and find the Hold of Dunharrow, a fastness 
  of the Rohirrim, built by a vanished people in ancient days 
  above a sheer cliff in the lap of three mountains: Írensaga 
  to the north, Starkhorn to the south, and forbidding 
  Dwimorberg, the Haunted Mountain, to the east.
  Combat Scenery: bracken, dead silence, freezing cold, 
  rock pillars, statues, steep slopes, thickets
  inhaBitants
  Along the way from Edoras the road passes two hamlets, 
  Upbourn and Underharrow, and many small farmsteads, 
  hidden in small woods and narrow dales. Here live a folk 
  descended from those among the Eorlingas who long ago 
  chose to abide here, adapting to a life on the mountains. 
  With the passing of the centuries, they gradually grew 
  estranged from their kin inhabiting the lowlands. Even 
  if their speech is the same as that spoken throughout the 
  Mark, many among the folk of Harrowdale have dark hair 
  and grey eyes; a sure sign, some claim, that the blood of a 
  forgotten folk run in their veins. 
  In times of peace, the hardy villagers of Harrowdale fish 
  the quick river and tend goats and sheep on the valley 
  sides, keeping what numbers of horses the shadowy 
  valley’s grass can support. But in times of need, the able 
  Men from Harrowdale Alternative Cultural Virtue
  Players desiring to highlight the features of a hero 
  hailing from the dark valley of Harrowdale when 
  creating a new character may use the new virtue 
  below. 
  Ominous Blessing
  ‘…the Dead come seldom forth and only at times of 
  great unquiet and coming death.’ 
  The inhabitants of Harrowdale live under the shadow 
  of the Dwimorberg, and all their life they have felt 
  the stare of cold and unforgiving eyes watching them 
  from the dark below the Haunted Mountain. Some 
  in the Riddermark say that the sad-faced dale-folk 
  are bringers of ill-luck.  
  What you know is that a gift of good fortune has 
  started to favour you, or rather to work against 
  those who oppose you. 
  Whenever you make an ability check, attack roll, or 
  saving throw and obtain a natural 1, you may turn 
  it into a natural 20 instead by gaining a Shadow 
  point. The circumstances surrounding this are up to 
  you to describe, but should involve whenever possible 
  a stroke of misfortune befalling others and favouring 
  you instead. When you select this virtue you gain 1 
  point of Shadow.
  
  rohan region guide
  26
  rush to the weapontake in Edoras, where the muster of 
  Rohan is set, leaving only a few warriors to look after 
  those unable to follow the Lord of Harrowdale into battle. 
  But it is not war and strife that the people of Harrowdale 
  chiefly fear, for at times they are called to endure a 
  grimmer test. On nights without a moon, the shades of 
  armed men can be seen coming down from the Hold 
  of Dunharrow to march upon the stony road, up to the 
  village of Underharrow and beyond. Who these shades 
  are and where they are headed no one in the Mark knows, 
  and the people of Harrowdale do not ask questions but 
  bar their doors and do not let anyone go out at night. 
  notaBle characters
  Hereward, Lord of Harrowdale
  In these days the chieftain of the folk of Harrowdale rarely 
  wears a helm on his balding head, or a mail hauberk upon 
  his stooping shoulders, nor does he grasp a sword hilt with 
  his thin fingers. A violent life and old age have withered his 
  body. But his bright blue eyes still blaze with a fierce glow 
  when he is roused, and even in his weakness his spirit still 
  intimidates the strong young Riders around him. 
  Hereward, an ambitious man from a wealthy household of 
  the Folde, was long a favourite of Fengel King. His loyalty 
  saw him raised to the title of Lord of Harrowdale, and he 
  expected and schemed to take a marshal’s saddle next. 
  But it was never to be. Fengel needed a trusty follower in 
  Harrowdale, should he ever need to find sanctuary in the 
  Hold of Dunharrow. And at the same time the king didn’t 
  want to upset the fragile balance between the Second 
  Marshal in the west and the Third Marshal in the east, held 
  by a rivalry of his own devising. And so loyal Hereward 
  brooded in Harrowdale, far from glory, dreaming of the 
  Haunted Mountain to the east as the bitter years rolled 
  past. Now Fengel is dead and gone, yet Hereward remains 
  in Harrowdale: Thengel King, so different in every way 
  from his father, has just as much need of a reliable captain 
  in the shadow of the Dwimorberg.
  The folk of Harrowdale honour Hereward less from genuine 
  love than from respect for his long years of authority. 
  Many local chiefs are his cousins and his household riders 
  include his sons and grandsons. Their lord Hereward could 
  hardly care less about their loyalty; his thoughts dwell on 
  impossible ambitions. His every meeting with the Lord of 
  the Mark ends with him suggesting that Thengel send one 
  or the other of the marshals back to their farmsteads and 
  name trusted Hereward in his place; or better still to name 
  Hereward as First Marshal, with orders to bring the rivals 
  in line in the name of the king. Every refusal only sharpens 
  his hunger more. 
  Were trouble to threaten Edoras, Hereward imagines he 
  would lead his riders to a glorious rescue. But in the dark 
  corners of his mind unfathomable resentment festers. If 
  the king were truly in need, who can say how the old lord 
  would respond?
  Motivations: I have long served the house of Fréaláf and I 
  deserve the rank of marshal for that service.
  Expectations: +2 if the Company speaks openly of having 
  the favour of Thengel King; -1 if the heroes do not observe 
  the customs of the Rohirrim; -3 if they are agents of one of 
  the current marshals
  notaBle Places
  The Hold of Dunharrow
  The road from Edoras leads to Dunharrow, where the 
  valley of Harrowdale is little more than half a mile in 
  
  27
  regions of the mark 
  width. Here, another road leads west to the fastness 
  of Helm’s Deep, crossing the Snowbourn where it is 
  most shallow, while another path turns east, climbing 
  slowly towards the side of the valley. Men of the Lord of 
  Harrowdale stand guard at the ford, to question all those 
  who approach the Hold of Dunharrow. 
  The easterly path leads straight up to the valley wall, 
  where a looping road was carved centuries ago by long-
  forgotten people: the Stair of the Hold. The Stair winds 
  upwards, back and forth, cut directly out of the rock of the 
  Starkhorn in jagged switchbacks that barely allow horses 
  and wagons to ascend. At each turn a huge statue squats 
  cross-legged, with each so worn that often no features can 
  be discerned but deep eyeholes and hands resting on a 
  broad belly. The Rohirrim call the statues the Pûkel-men, 
  ‘little Goblin-men’ in their tongue, and say there’s no 
  harm or magic left in them. 
  Atop the Stair of the Hold lies the Firienfeld, a green 
  field of grass and heath a mile wide, stretched between 
  the three great mountain-peaks looming above it. A 
  road leading east from the Stair divides the Firienfeld 
  neatly in two, and runs between two lines of cracked 
  and uneven standing stones, plunging into the darkness 
  of a wood of fir-trees. In days gone, this green field was 
  the home of a people remembered only in dim legends. 
  Here upon the wide upland they dwelt, perhaps seeking 
  a safe place from their enemies, or maybe to stay close 
  to a secret burial place for their honoured dead, no one 
  can say. 
  Today, the folk of Edoras and the surrounding regions find 
  refuge in the Hold of Dunharrow in times of strife, for the 
  steep Stair allows for a handful of determined warriors to 
  oppose a vast army of assailants, and, while provisions 
  last, no foe entering the Mark will have any hope to 
  overtake the Rohirrim here. 
  The Dark Door
  The road traversing the Firienfeld from the Stair of the Hold 
  leads to the Dimholt, the wood of the Hold of Dunharrow, 
  rising dark against the feet of the Dwimorberg, the 
  Haunted Mountain. Going too far along the road lined 
  with standing stones stirs cold fear in the hearts of anyone, 
  and even the immortal Elves cannot endure for long the 
  gloom of the black trees. 
  Close to the mountain, in a clearing amidst the fir-trees 
  stands a huge standing stone poised like a finger of 
  doom. Beyond it, the road ends against the black wall of 
  the mountain where the Dark Door gapes, its stone arch 
  carved with runes and symbols worn by years uncounted. 
  The second King of Rohan, Brego, and his son Baldor 
  discovered the Dark Door when they first came to 
  Harrowdale long ago, when their realm was new. Before 
  its threshold, they encountered the ancient, withered form 
  of a man, who warned them that ‘the way was shut’ and 
  only the Dead would keep it until an appointed time; with 
  those words the man fell dead. Brego and Baldor heeded 
  the words and departed. But at the inauguration of 
  Meduseld, Baldor let his recklessness get the better of him 
  and boasted that he would brave the Paths of the Dead. He 
  entered the Dark Door and was never seen again. 
  The Rohirrim know not where the Dark Door leads, for 
  they will not pass that way since the boastful prince 
  crossed that cursed threshold and failed to ever return.
  
  rohan region guide
  28
  Old rhymes nobody dares to utter in the Mark tell of a 
  secret way winding deep beneath the mountains and 
  leading to some forgotten end. If those ancient tales are to 
  The Paths of the Dead
  ‘The Paths of the Dead!’ said Théoden, and trembled. 
  ‘Why do you speak of them?’ 
  The Paths of the Dead are a complex of underground 
  passages and darkened halls dug centuries ago by those 
  Men who once dwelt upon the White Mountains, and 
  whose name and purpose has been erased from all songs 
  and legends of the Mark. Its caverns and tunnels are 
  haunted by the ghosts of the Oathbreakers, poor souls 
  cursed by Isildur for their treachery. Simply mentioning 
  the Paths of the Dead anywhere in the Mark is a good 
  way for a companion to rouse suspicions and incite the 
  natural superstition of the Rohirrim. Should any hero 
  defy such reactions and remain intent on inquiring about 
  them, the Loremaster may use the information presented 
  in this chapter to share their history, as it’s known to the 
  Rohirrim. 
  Braving the Dark Door
  Approaching the Haunted Mountain is a trial for all but 
  High Elves, for whom the shades of dead Men have no 
  terror. A feeling of increasing fear settles in long before 
  the Dimholt is reached. When a group of companions 
  comes to the standing stone in the woods, all who intend 
  to continue must pass a DC 15 Wisdom saving throw or 
  gain 1 point of Shadow. No horse or pony will go further, 
  unless led by someone who passed the check (a companion 
  who fails must abandon their mount).
  Approaching the Dark Door requires a DC 20 Wisdom 
  saving throw, as the darkness feels more and more stifling; 
  failure gains another point of Shadow; companions who 
  failed the first saving throw are considered to fail this 
  second one automatically. Going through the Door of the 
  Dead adds another point of Shadow without requiring a 
  roll. 
  Beyond the Dark Door await burial chambers and secreted 
  alcoves,  but so too do the ghosts of the Oathbreakers
  who will eventually gather to drive intruders mad with 
  fear.
  Characters that pass into the darkness must be iron of 
  will and definite of purpose, for to be otherwise is to 
  invariably be lost to madness and death. Every hour spent 
  upon the Paths requires an increasingly difficult Wisdom 
  saving throw starting at DC 20, then DC 22, DC 24, 
  and so on. Any failure of will on the Paths of the Dead 
  means 2 Shadow points and sudden shrieking flight. 
  Know, though, that the hero must continue to make 
  saving throws, even as the character attempts to flee the 
  Paths. Any useful Speciality that may help steady a hero 
  can only be invoked once while beyond the Dark Door (see 
  page 121 of the Player’s Guide). 
  So why brave the Paths at all? Secret lore hidden in old 
  troves. Ancient treasures, long untouched by the light 
  of the sun. Characters who successfully make a DC 25 
  Intelligence (Investigation) check can find a hidden 
  passage leading to burial chambers with a hoard rated at 
  20*. Any artefacts or wondrous items found on the Paths 
  are invariably cursed. For High Elves, the ghosts of Men 
  hold little horror, though to walk through their halls is 
  a desecration the Eldar would consider unseemly at best. 
  An Elf will only walk upon the Paths at greatest need, 
  never for mere greed.
  Hidden Halls
  If the Paths of the Dead pose a challenge beyond the 
  strength of a Company, other underground realms may 
  have been carved under the mountains of Harrowdale by 
  the Men of the Mountains. Similarly to Dunharrow, 
  those secret places may still lie undiscovered since the 
  day when the dwellers of Harrowdale vanished from 
  all records. What treasure did the vanished folk hide in 
  those hidden halls? Does anyone stand guard there too? 
  What horrors from the deep may have claimed their dark 
  recesses?
  be trusted, then the path under Dwimorberg is watched by 
  Dead Men out of the Dark Years who will suffer no living 
  man to pass through their underground realm. 
  
  THE PLAINS OF ROHAN
  29
  regions of the mark 
  Much of the grasslands seem devoid of habitation, as the 
  Eorlingas keep no permanent settlements on the plains. 
  The herdsmen here live a nomadic lifestyle, following 
  their wandering charges across the land, directing them 
  only as necessary. Their camps are generally temporary 
  affairs, appearing before sunset, melting away just after 
  sunrise. Such supplies as they need, they trade from 
  passing merchants, the settlers and crofters that live along 
  the White Mountains, or from the shepherds of the Wold, 
  who keep more enduring dwellings. During the winter, the 
  herdsmen either direct their charges near the Entwade, to 
  camps they keep where the Entwash and the Snowbourn 
  rivers meet, or east to secure sites along the Anduin. 
  The Eorlingas keep no maps of the grasslands. Every 
  Rohirrim who regularly traverses the plains eventually 
  knows the folds of the land by heart and can often tell 
  exactly where they are, despite the lack of recognizable 
  landmarks. Conflicts between differing bands of herdsmen 
  are rare, but when they happen, can be vicious. If no easy 
  solution presents itself, folk from the royal household must 
  intervene to see that the King’s Law is enforced, seldom an 
  easy endeavour. 
  The great plains of Rohan are divided into two main 
  regions by the river Entwash. The Westemnet, or western 
  plain, sprawls west of the river between Westfold to the 
  south and Fangorn to the north and ends at the Gap of 
  Rohan. The Eastemnet, or eastern plain, rolls east of the 
  river between the marshes of the Entwash to the south 
  and the uplands of the Wold to the north, and ends at the 
  border traced by the loops of the Great River Anduin in 
  the east. 
  Combat Scenery: bogs, lone trees, mud, shallow slopes, 
  strong winds, warm golden sun
  wildlife
  The plains of Westfold and Eastfold are home to a great 
  number of animals, the great herds of cattle and horses of 
  the Rohirrim, but only the unbroken mares and stallions 
  that run free on the grassy meadows could be considered 
  ‘wild’. The almost continuous presence of the herdsmen 
  and their herds keep most other large animals away. 
  Wolves once roamed the plains on the prowl, but the 
  Rohirrim, fearing for their herds and dreading the dangers 
  of stampedes, hunt them mercilessly at the least sign of 
  The Oathbreakers
  At the time of the twin realms of the Men of the 
  West, Elendil’s son, Isildur of Gondor, made common 
  cause with a people of Men living in the mountains 
  and their king. He secured their allegiance with a 
  solemn oath sworn on a massive rock brought from 
  Númenor known as the Stone of Erech. When 
  Sauron returned, Elendil and the High Elven King 
  Gil-galad formed the Last Alliance to stand against 
  him, Isildur called upon the Men of the Mountains 
  to fulfil their oath of allegiance. They refused, for 
  they had worshipped the Dark Lord in the past. 
  Isildur cursed them, saying that their present king 
  would be their last, and that they would find no rest 
  till their oath was fulfilled one day. 
  The Men of the Mountains took no part in the War 
  of the Last Alliance, either for or against Sauron, 
  instead hiding in their mountains. They quickly 
  grew apart from the rest of their kin, growing 
  strange and sullen. It is said that as Isildur’s curse 
  took hold, children ceased to be born among them 
  and they faded into shadow. In the Third Age, they 
  still dwell in the White Mountains as undead spirits, 
  restless and accursed. They are known as the Dead 
  Men of Dunharrow, or the Oathbreakers, among 
  other, darker names and only those looking to die 
  seek them out along the Paths of the Dead. 
  the Plains of rohan
  The key to the prosperity of the Rohirrim is the great 
  sea of grassland that sways green and wide across 
  hundreds of miles. At the borders of the plains the 
  land breaks up and rises wild — the ancient tangles 
  of Fangorn, the deep dales of Westfold and Eastfold, 
  and the many rivers of the Mark —— but the plains roll 
  on, unbroken, to the distant horizon. The plains of the 
  Riddermark often seem peaceful, slowly rolling in cool 
  breezes that carry the scents of herb and leaf; but this 
  is an illusion, one swiftly broken when massive herds of 
  cattle and horses thunder past, guided and protected by 
  the bows and spears of the Rohirrim. 
  
  rohan region guide
  30
  their presence. Sharp-eyed travellers can spy countless 
  small animals among the grasses: voles, mice, rabbits, 
  hedgehogs, and shrews, with delicate red deer slipping out 
  of small groves that fill in the dales. The small creatures 
  are hunted by stoats and swift-moving foxes. The unwary 
  among them are snatched on the wing by eagle-owls and 
  prairie falcons that soar overhead. 
  In the northernmost regions, especially near the windy Wold, 
  snakes stir and become aggressive in the sunlight of spring 
  and summer. They prey on small animals, but an unwary 
  traveller could be bitten by stumbling on a serpent’s nest.
  inhaBitants
  The herdfolk of Rohan make their homes on the plains. 
  Though they have no fixed dwellings, they frequently 
  choose to return to favoured spots for their camps. 
  Their encampments are usually simple affairs: several 
  clusters of tents around a handful of fires, set up close to 
  a brook if they can manage it. If rain is expected, they opt 
  for higher ground if available. They are always armed, 
  taking turns to stand watch on the outskirts of their 
  camps, listening for trouble among their beasts. When 
  on the move they typically travel along hundreds of well 
  known tracks, many of which lead south to the crossings 
  of the Entwade, or north towards the farmsteads of the 
  Wold. 
  The folk of the Wold make their homes in small cottages 
  amidst the frequently dry brown hills of the north. The 
  householders here keep sheep and goats, with such 
  crops as they sow intended only to provide themselves 
  South Undeep
  North Undeep
  The Great River
  Sarn
  Gebir
  The Argonath
  E
  ~The East Wall
  E
  Amon Hen
  Nen
  Hithoel
  White Mountains
  E
  E Edoras
  Dunharrow
  River Snowbourn
  E
  Entwade
  Westfold Vale
  E
  E
  E
  E
  Helm’s Deep
  Aglarond
  The High Stone
  Frecasburg
  E
  Grimslade
  Fords 
  of Isen
  E
  E
  Isengard
  Dol Baran
  c
  Nan
  Curunir
  c
  a
  Westfold
  Westemnet
  c
  Eastemnet
  o
  E
  Whistlingdown
  E
  E
  E
  Nan Mordeleb
  Treebeard’s Hill
  Derndingle
  River Entwash
  River Limlight
  c
  Wold
  Field of
  Celebrant
  ~Fangorn
  
  31
  regions of the mark 
  with vegetables and grains for bread. While they can 
  ride their horses, they seldom choose to, for their 
  horses are of sturdy stock, built for hard work.
  notaBle characters
  Léothere Five-Fingers
  Léothere is an old wandering minstrel, driven long ago 
  from Edoras when Fengel King grew weary of hearing 
  unwanted truths. The king would have had Léothere in 
  chains or dead if the minstrel hadn’t been canny enough 
  to flee to the plains. As a consequence Fengel outlawed 
  him, promising a reward for his captor. Unfortunately 
  for Léothere, no one has told the new king about the 
  accusation that hangs above the head of the minstrel, and 
  the promised reward stands to this day. Léothere lives a 
  life on the move, joining the family of a horse-herd and 
  then another as a guest, singing to pay for his food and 
  shelter. When the old minstrel drinks to his fill, his songs 
  invariably start denouncing the misery that has befallen 
  the house of Eorl. Luckily, no one has yet dared to turn 
  the old man in. In the colder months of the year, Léothere 
  repairs to Béowyrt’s home in the hills of the Wold (see 
  opposite), where her husband only grudgingly admits the 
  old man. 
  Léothere earned his byname in his younger days — when 
  introducing himself he always proclaims that he will 
  wager the middle finger of his right hand that his songs 
  will ring as true as any oath since Eorl’s. Fengel made him 
  fear for his life but he hasn’t lost a finger yet. Léothere is 
  in his late sixties, but the turn of his fortunes has aged 
  him, making him appear older still. His once-generous 
  frame has worn away, leaving him gaunt, with hanging 
  folds of skin. Neither his gaze nor his wit have lost any 
  sharpness, though he reserves his verbal barbs for the 
  truly deserving. It amuses him to play the ‘doddering 
  old man’ on occasion, especially if he is trying to gauge 
  another’s character.
  Motivation: True wisdom is being able to laugh at one’s 
  own follies.
  Expectations: +2 if the companions greet Léothere with 
  jest or song; +3 if they can perform something for him 
  that he has never heard; -4 if they praise Thengel to the 
  old minstrel — he is not ready to believe that he will find 
  forgiveness if he returns to Edoras.
  Béowyrt of the Wold
  Béowyrt is considered a chieftain of sorts by all those 
  who live on the Wold, as she was able to rally the fighting 
  men of the region when a band of marauding Orcs came 
  upon them from the Undeeps to the east. She is famously 
  outspoken and unyielding in her principles, including 
  her belief that it should be every Rohirrim’s duty to help 
  others in need. Her mother died very young and her father 
  went missing after he rode away to fight a war to the East. 
  Béowyrt’s life was one of deep privation, working hard 
  for little, and scorning the boastful drinking, songs, and 
  laughter that so many Rohirrim warriors engage in. 
  Béowyrt is named after a sweet-smelling rush that grows 
  in the Entwash wetlands that the Rohirrim spread across 
  their floors to freshen up their halls. Her courage saved 
  the life of Swígon, a shepherd who was almost killed in 
  his sleep during the Orc raid. After a long courtship, she 
  consented to marry him. The couple has a boy named 
  Wídfara. Béowyrt is stout woman in her late thirties, with 
  a pleasant face and a ready smile. She frequently sets 
  small wildflowers into her plaited hair. 
  Motivation: If we all stick together we’ll get more done 
  than having us take up sides.
  Expectations: +1 if the companions expect to work for 
  their room and board — there are always jobs to be done; 
  -3 if the Company speaks too much of the conflict between 
  the marshals, she wants nothing to do with either one.
  
  rohan region guide
  32
  Swígon the Shepherd
  As famously reticent as his wife is open, Béowyrt’s quiet 
  shepherd husband is almost completely deaf, though it may 
  be he has gained something wondrous in exchange for his 
  hearing. Swígon entered Fangorn when he was a mere eight 
  years of age in search of a lamb lost in the ancient wood 
  during a thunderstorm. He emerged weeks later, after his 
  family had given him up for dead, with the recovered lamb, 
  but without his hearing. From that day, Swígon claimed to 
  be able to hear ‘messages in the air’ — subtle changes in 
  the wind, hinting at events to come. Those that scoff at him 
  generally fall silent after one of his warnings comes to pass. 
  Swígon is a soldier as needed, keeping his weapons sharp 
  should the king call on the Wold to march. His wife’s open 
  behaviour and practice of ‘taking in strays’ frustrates 
  him on occasion, but he bears it with a much grace as 
  he can muster, which is considerable. Swigon is a big 
  man, capable of lifting large sheep or goats one-handed. 
  He frequently tilts his head to the side, as if listening to 
  something far off when speaking with others, a strange 
  habit for a ‘deaf’ man. While the folk of the Wold generally 
  look to his wife for leadership, they look to Swígon for his 
  deep wisdom and the two are well matched.  
  Béowyrt
  Medium Human
  STR 
  11 (+0)
  DEX 
  17 (+3)
  CON 
  13 (+1)
  INT 
  15 (+2)
  WIS 
  14 (+2)
  CHA 
  15 (+2)
  Armour Class 17 (Corslet of Mail, Shield)
  Hit Points 38 (7d8+7)
  Speed 30 ft
  Skills Animal Handling +4, Medicine +4, Perception 
  +4, Persuasion +4
  Senses passive Perception 14
  Languages Rohan, Westron
  Challenge 2 (450 XP)
  Leadership. As a bonus action, Béowyrt can command 
  a nearby creature other than herself. That creature 
  takes its turn immediately after Béowyrt.
  Warrior’s Charge. Béowyrt gains Advantage on all 
  attacks made in the first round of combat.
  Actions
  Multiattack. Béowyrt makes two attacks with her 
  broadsword or her short bow.
  Broadsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft, one target. Hit: 7 (1d8+3) slashing damage.
  Short Bow. Ranged Weapon Attack: +5 to hit, range 
  80/320 ft, one target. Hit: 6 (1d6+3) piercing damage.
  swígon
  Medium Human
  STR 
  20 (+5)
  DEX 
  12 (+1)
  CON 
  14 (+2)
  INT 
  12 (+1)
  WIS 
  16 (+3)
  CHA 
  10 (+0)
  Armour Class 15 (Hide, Shield)
  Hit Points 45 (7d8+14)
  Speed 30 ft
  Skills Insight +5, Perception +5, Survival +5 
  Senses passive Perception 15
  Languages Rohan, Westron
  Challenge 2 (450 XP)
  Defender of That Which He Loves (1/day). If Swígon 
  is fighting in defense of Béowyrt, he can use his bonus 
  action to gain 10 temporary hit points.
  Horrible Strength. If Swígon makes a successful 
  melee attack, he may use his bonus action to cause 
  additional damage equal to his Strength modifier (+5) 
  to the target.
  Actions
  Axe. Melee Weapon Attack: +7 to hit, reach 5 ft, one 
  target. Hit: 9 (1d8+5) slashing damage or 10 (1d10+5) 
  slashing damage if wielded with two hands.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft or range 20/60 ft, one target. Hit: 8 (1d6+5) 
  piercing damage or 9 (1d8+5) piercing damage if used 
  with two hands to make a melee attack..
  Reactions
  Foresight. Swígon seems to know things that others do 
  not, even in combat. He may use his reaction to add 2 
  to his AC against one melee attack that would hit him. 
  He does not need to see the attacker.
  
  33
  regions of the mark 
  New Fellowship Phase Undertaking: Go Riding with the Horse-herds
  ‘A companion spending a Fellowship phase in Helm’s Deep, 
  Edoras, or Aldburg may go riding on the plains to help 
  the horse-herds of Rohan protect their studs and mares in 
  Westemnet, or beyond the Entwash, in Eastemnet. Make 
  a DC 15 Strength (Athletics) check. If you succeed, roll 
  on the following table with Advantage. If you fail, roll 
  with Disadvantage. A hero may invoke an appropriate 
  trait (like Beast-lore or Horsemanship) to skip the check 
  and roll normally on the table.
  1 
  Trouble on the Plains! Your poor handling 
  results in trouble with the herd; maybe several horses die 
  or are stolen, or part of the herd strayed into the wrong 
  territory and sparked an argument with other herders. 
  You gain nothing useful from the experience, and you 
  have Disadvantage during audiences with the Rohirrim 
  in the following Adventuring phase.
  2-6 
  Ill-luck. The undertaking results in continuous 
  strain and several accidents that leave you hurt and 
  frustrated. You gain nothing useful from the experience.
  7-14 
  A Job Well Done. You do your part to keep the 
  horse-herd safe. You gain 1 Horsemanship die, a d6. 
  During the next Adventuring phase, you may add the d6 to 
  any ability check involving horses. Unused Horsemanship 
  dice expire at the end of the Adventuring phase. 
  15-17 Horse-tamer. Your efforts saved the life of 
  several animals, or you even added to the size of the herd 
  by taming some wild horses. You gain 2 Horsemanship 
  dice, as above.
  18-19 Heroic Deed. During a dramatic accident (an 
  attack by Orcs? A sudden storm?) you heroically saved 
  both horses and herders. Gain a Horsemanship die and a 
  gift from the grateful chief of the horse-herders, a ring 
  or golden clasp. The gift is worth 1d6 gold pieces.
  20 
  Unexpected Tidings. You perform admirably 
  and earn 2 Horsemanship dice. Additionally, around 
  the campfire or in an unexpected meeting you hear news 
  of some interesting opportunity in Dunland (if in the 
  Westemnet) or Rhovanion (if in the Eastemnet). It is 
  up to the Loremaster to decide the details, but you may 
  suggest what it may be about. If interested, you may 
  investigate the rumour in the next Adventuring phase 
  before word of it spreads.
  
  rohan region guide
  34
  notaBle Places
  The River Entwash
  The waters of the Entwash divide the great plains 
  of Rohan in two, separating the Eastemnet from the 
  Westemnet, and in the south marking the border between 
  the Eastemnet and the farmlands of Eastfold. 
  The river springs from the Forest of Fangorn in a deep 
  cloven bed, a narrow winding silver ribbon in the 
  green floor of grass. Here the course of the stream can 
  be traversed, albeit with some difficulty, especially if 
  travelling with horses. The ground along the steep river-
  bed is rocky and dangerous, and horses do not like the 
  proximity of the ancient trees. In fact, the horse-herds 
  of Rohan only cross the Entwash at the crossings of the 
  Entwade. 
  Over the miles the twisting stream broadens as the ground 
  becomes more level. Far from Fangorn the river slows its 
  pace but its banks widen, becoming impossible to cross 
  without boats or rafts. 
  Approximately 20 miles to the north of where the 
  Snowbourn meets the Entwash, the river course becomes 
  so shallow that it can be forded. This small stretch of the 
  river is called the Entwade, and countless trails lead to it 
  from all directions. 
  Where the Entwash is joined by the Snowbourn, willow 
  trees droop over the water and reeds and rushes grow in 
  thickets. 
  Reinforced and running through rockier ground nearer 
  the White Mountains, the Entwash gradually veers 
  eastward toward the Great River. Surpassing Eastfold with 
  redoubled waters, the course of the Entwash becomes 
  meandering and tortuous, splitting in many different 
  streams, all slowly advancing to meet the Great River 
  Anduin. The riverbanks become fens and vast swamps: 
  the Mouths of the Entwash, draining into the Anduin from 
  the west. 
  The Wold
  In the north, the plains of the Eastemnet rise to miles and 
  miles of treeless, humpbacked downs. The firm, chalky 
  ground leaches water away so streams become infrequent 
  and the grass becomes thin. The downs soon grow into 
  high hills with long windswept slopes that lie between 
  Fangorn and the Great River. 
  Here live the shepherds who send their flocks of sheep 
  and goats to graze on the downs. They dwell in modest 
  cottages or, occasionally, in larger, isolated homesteads 
  that are frequently fortified, as these lands are close to 
  the eastern frontiers of Rohan and have seen far too 
  much strife in years past. 
  Folk crossing into Rohan from the north will frequently 
  travel over the downs of the Wold and the shepherds 
  have met more than a few adventurous folks in their 
  day. Still, they remain wary of outsiders and for good 
  reason; the northern edge of the Wold descends to lush 
  green downs along the river Limlight, which marks 
  the northern border of the Mark. The Rohirrim avoid 
  straying here long, for outlaws have been known to take 
  refuge along the river. 
  Field of Celebrant
  North of the river Limlight lies the Field of Celebrant, 
  a site of great import to the Eorlingas, though it lies 
  just north of the border of the Mark. On the Field of 
  Celebrant, great and bloody deeds were committed, 
  for it was here that Eorl the Young and the Éothéod 
  slaughtered the Balchoth by the thousands, saving 
  the army of Gondor from the horde of Easterlings and 
  their Orcish allies. While the Rohirrim considered 
  the field to be sacred, they also believe it to be 
  haunted. The witch-lit Dwimordene lies to the west, 
  as terrifying in its way as Fangorn, and many believe 
  that the ghosts of warriors long dead rise here at 
  night, stirred by the power of the Sorceress of the 
  Golden Wood. 
  Outlaws and other exiles sometimes venture here (see 
  The Leofrings, opposite) far from other folk, and outside 
  of the regions Rohirrim outriders patrol, but they rarely 
  linger, for not all of the rumours of the Field are entirely 
  superstition. Eventually, most choose to cross the 
  Great River upon the Undeeps, where the Anduin runs 
  shallower, and head East. 
  
  EASTFOLD
  35
  regions of the mark 
  eastfold
  The Eastfold of the realm of Rohan lies east of the Snowbourn 
  and south of the Entwash, and extends as far as Fenmarch, 
  where the Mering Stream separates the Riddermark from 
  Gondor. It includes the Folde, the East Dales, and the floodplain 
  of the lower Entwash, called the Wisce by its inhabitants. 
  The Folde is the region that was first occupied by the 
  Eorlingas when they moved to Calenardhon; it is still part 
  of the King’s Lands, the Lord of the Mark’s own demesne, 
  as there on a great hill stands Aldburg, the chief city 
  of Rohan at the time of Eorl. Between the Folde and 
  Fenmarch lie the East Dales, populous valleys opening 
  along the northern side of the White Mountains; here the 
  Rohirrim have many busy farmlands and pastures fed 
  by the rills, brooks, and torrents that flow down swiftly 
  from the slopes of the mountains into the Entwash to 
  the north. The Wisce is the name given to the fertile 
  meadows to the north of the great West Road; this land 
  is the granary of Rohan, a wide region dotted by farms 
  and dominated by the loops and meanders of the river. 
  Beyond Fenmarch lies Anórien, Sunlending in the speech 
  of the Mark, a land left largely empty in the waning years 
  of Gondor; its farmers and knights live mostly in the east 
  and leave the Rohirrim to guard the west. 
  The Mering Stream marks the border as it rolls down 
  from the dark Firien-dale, in the shadow of the Hallowed 
  Mountain. There the tomb of Elendil long rested, and 
  there Eorl the Young and the Steward Cirion swore the 
  oaths that founded Rohan and bound it forever to Gondor. 
  Combat Scenery: briar patches, hedges of tree limbs, 
  paths, scattered rocks, streams, thickets, varied slopes
  wildlife
  Predators do not fare well in Eastfold, as these are settled 
  and guarded lands and the wolves of the nearby mountains 
  have learned not to pursue their quarry 
  too far. Many kinds of goats roam the 
  high slopes among oaks, pines and 
  beeches, feeding on summer grass and 
  winter shrubs and shoots. 
  A few herds of cattle and countless flocks 
  of sheep roam the pastures of the Wisce. 
  Horse-herds are not a common sight, as 
  they are usually led north to run upon 
  the plains of Eastemnet. 
  Spruce, silver firs, and larches grow 
  on the foothills and in the dales. Deer, 
  badgers, and especially wild boars 
  abound in the Firien Wood, so much 
  that its westernmost part is called the 
  Everholt (‘boar-wood’). 
  The Leofrings
  Page 63 of the Rhovanion Region Guide introduces 
  the Leofrings, a nomadic folk of riders of sinister 
  inclination related to the Riders of Rohan. 
  Descendants of those Eorlings who didn’t follow their 
  leader to Calenardhon; the Leofrings chose to dwell in 
  the Nether Vales of Anduin. In the year 2940 they 
  were scattered by a host of Orcs, and many of them 
  fled the North, settling in the Field of Celebrant. It 
  is entirely possible that in the following years some 
  among them even crossed the river Limlight into 
  Rohan, to settle in the northern downs of the Wold. If 
  so, they probably keep close to the shores of the Great 
  River, working with bands of outlaws and plundering 
  Orcs to smuggle stolen horses across the Anduin.
  Mering 
  Stream
  Firien Wood
  E
  Halifirien
  Fenmarch
  Eastfold
  a
  Great West Road
  Folde
  E
  Aldburg
  E
  E Edoras
  Dunharrow
  River Snowbourn
  Everholt
  
  rohan region guide
  36
  Birds of many kind fly over Eastfold: swifts, swallows, 
  warblers and sparrows, kestrels, eagles, and buzzards. 
  Herons, storks, ducks, and geese ply the fens around the 
  Entwash where carp and great catfish swim.
   
  inhaBitants
  The farmers of Eastfold raise oats, wheat, rye, and barley, 
  tending their fields from their many farmsteads in the 
  Wisce; the rich soil yields exceptional harvests and the 
  floods of the Entwash are both predictable and relatively 
  mild (even if elders remember stories of the great floods 
  that followed the Long Winter, at the time of Helm 
  Hammerhand). In times of war or exceptional flooding, 
  the farmers repair to the higher ground, where Aldburg 
  stands. Here in the city dwells the largest population of 
  Rohan not living on farmsteads, dwarfed only by the 
  township of Edoras. 
  The mountain dales are dotted with many homesteads 
  and a number of small villages, composed of cottages 
  clustered along the bank of one of several water courses 
  descending from the mountains. 
  Each hamlet is home to its own smith, miller, and other 
  artisans who serve the farms of the area. At times, the 
  village is built close to a longhouse, often defended by 
  a ditch and rampart. The longhouse usually indicates 
  the presence of a chieftain or a local lord, appointed to 
  their place by the Lord of the Mark to enforce the King’s 
  Law. 
  As it rolls east, the Entwash gradually becomes broader 
  and swampier, and across much of its lower course the 
  river can hardly be seen for the marshes that surround 
  it. The fishers of Fenmarch take little boats out into the 
  fens to catch carp and catfish, which sometimes grow to 
  enormous size. 
  As everywhere else in the Riddermark, all able men of 
  Eastfold who own at least one riding horse are required 
  to answer to the muster in times of emergency. On 
  such occasions, all Riders must gather before the city 
  of Aldburg, where the Muster of the East-mark is held. 
  In times of peace, most men wealthy enough to own 
  warhorses are expected to keep them in fighting order 
  and are often sent to deliver messages and perform 
  errands.
  notaBle characters
  Cenric,Third Marshal of the Riddermark
  Cenric is a member of a noble house, tracing his lineage 
  back to Eofor, son of Brego. He has been Third Marshal 
  for many years, yet he remains as suspicious and wary of 
  his place as in his first uneasy days. The Third Marshal 
  before him was his uncle Edwin, brother to his father 
  Swidhun. When it came time to replace the elderly 
  marshal in his position, Edwin’s own son, Esmund, 
  approached Fengel King offering oaths of loyalty and 
  honour; Cenric promised all that and brought plenty of 
  gold. 
  Cenric has not squandered his years of service. He 
  has grown wealthy from trade with Gondor and 
  he has manipulated the local lords as deftly as 
  he handled the old king. Thanks to a network of 
  obligations, debts, and fear, he is the undisputed lord 
  of Eastfold, ruling from his rich home in Aldburg. 
  But Esmund remains a threat, at least in Cenric’s 
  eyes. Moreover, Cenric covets the position of Second 
  Marshal, currently occupied by Éogar of Westfold, 
  desiring his higher place close to the king. Like his 
  rival in Westfold, Cenric is often at odds with Thengel 
  King. Both marshals earned their place under Fengel, 
  whose capriciousness could be tamed with gold and 
  flattery. Neither ruse serves with Fengel’s son. The 
  new king dislikes Cenric’s vindictiveness and greed, 
  but he cannot simply remove him, as he cannot 
  jeopardise the fragile order of Eastfold: healing the 
  wounds that Fengel and his cronies left in the honour 
  of Rohan will be the work of many years. 
  Cenric has four daughters (Celwen — the oldest, 
  Cyneswith, Neriend, and little Ava) and a foster-
  son, Gálmód. The wise young man is not a valiant 
  warrior, but his counsel is becoming more precious to 
  Cenric than any bejewelled sword could. Cenric is a 
  lean and wiry warrior in his early fifties, with the air 
  of a starving wolf about to pounce. He is perceptive 
  and misses little, but his hard nature and clear 
  avariciousness can be off putting. He never overlooks 
  a slight, but neither does he forget those who’ve done 
  him favours. 
  Motivation: I want to know how you can help me further 
  my goals, or how I can use you against my enemies.
  
  37
  regions of the mark 
  Expectations: +1 if the heroes bring any sort of valuables 
  with them, especially horses; +3 if they can convince 
  Gálmód to advise Cenric on their plan; -4 if they side 
  openly with Esmund or turn Gálmód against the Company
  others. From them he learned to curb his anger, turning it 
  into a passion, and to divine the true motivations hidden 
  behind the actions of the people around him. He became 
  charming where he was violent, and wise words replaced 
  his bold remarks. At first, the change brought him to the 
  attention of many women, who appreciated his wit and 
  courteous manners, and Gálmód was glad to spend 
  his days in the shadowy bowers of Cenric’s residence 
  in Aldburg, away from the dust and din of the training 
  grounds of the young Rohirrim. In time, his meditative 
  attitude attracted first the curiosity of his adoptive father, 
  and then his trust, and Cenric began looking to him as 
  his personal counsellor and orator. 
  When he is in Aldburg, young Gálmód is in charge of 
  keeping in check the excessive boasting of overeager riders 
  in Cenric’s retinue who might otherwise disrespect the 
  Third Marshal in public occasions, whether accidentally 
  or on purpose. Many riders dislike him for this reason, as 
  it comes very easily to him to counter their coarse rhetoric 
  and ridicule them using their own words. Moreover, 
  Gálmód is not interested whatsoever in proving himself 
  a man of prowess, a concept that the valorous Rohirrim 
  find hard to grasp. Gálmód is glad that the riders do not 
  understand him, for he believes he can learn the most 
  cenric
  Medium Human
  STR 
  17 (+3)
  DEX 
  13 (+1)
  CON 
  19 (+4)
  INT 
  12 (+1)
  WIS 
  16 (+3)
  CHA 
  8 (-1)
  Armour Class 19 (Scale Hauberk, Great Shield)
  Hit Points 93 (11d8+44)
  Speed 30 ft, 65 ft when mounted.
  Skills Athletics +6, History +4, Insight +6, Riddle +4, 
  Traditions +4
  Senses passive Perception 13
  Languages Rohan, Westron
  Challenge 5 (1,800 XP)
  Broken Blades (1/day). Cenric may invoke this ability 
  as a bonus action. He automatically scores a critical hit 
  with all attacks until the beginning of the next round. 
  At the start of his next turn, his weapon is destroyed.
  Charge. Cenric’s Courser has the Charge feature (see 
  page 150). If the mount takes this action, Cenric gains 
  +4 to damage rolls while mounted until the end of his 
  turn.
  Commanding. Allies of Cenric gain Advantage on 
  attack rolls against enemies within 5 ft of him.
  Swift. Cenric’s Courser has the Swift feature (see page 
  153) and has 65 ft of movement.
  Mounted. Cenric has a Courser as a mount (see page 
  150).
  Actions
  Multiattack. Cenric makes three attacks with his long 
  sword.
  Long Sword. Melee Weapon Attack: +6 to hit, reach 
  5 ft, one target. Hit: 7 (1d8+3) slashing damage or 8 
  (1d10+3) slashing damage if wielded with two hands.
  The Marshals of the Mark
  The highest-ranking commanders of the Riders 
  of Rohan are the Marshals of the Mark, the 
  lieutenants of the king. At the time of Thengel there 
  are nominally three marshals. Nominally, because 
  the title of First Marshal is unassigned, left vacant 
  for the Lord of the Mark himself to take its mantle 
  should war come to the Riddermark. Its ward is 
  the capital city of Edoras and the king’s own lands 
  (Edoras and the nearby lands, Harrowdale, and 
  the Folde). The Second Marshal rules over West-
  mark, and the Third Marshal has its ward in the 
  East-mark. West-mark and East-mark are the two 
  military partitions of the realm of Rohan, separated 
  by the river Snowbourn up to its confluence with the 
  Entwash, and from there north along the Entwash 
  itself up to the Forest of Fangorn. 
  Gálmód, Foster-son of Cenric
  Sallow-faced Gálmód was too small for war but possessed 
  a combative spirit that was hard to tame. His parents died 
  in a Dunlending raid, and Gálmód was adopted by Cenric, 
  the future Third Marshal of the Mark, who came to repel 
  the marauders when it was too late. Gálmód came of age 
  among Cenric’s own daughters, loved by some, scorned by 
  
  rohan region guide
  38
  about the weaknesses of others when they are suspicious 
  and uncertain. Recently, the wisdom of Gálmód has 
  caught the attention of the king and his queen. Like them, 
  he knows how it feels to be a stranger among a tightly 
  knit people, to feel welcomed and set apart at the same 
  time. 
  Gálmód himself lends his trust to very few people, and not 
  a man among them. He trusts his current lover Sunnifa (see 
  page 20), a serving-woman of Edoras whose intelligence and 
  ambition far outstretch her position, and with each passing 
  season he is becoming closer to Morwen Steelsheen, who 
  awed him at first and then impressed him with her wit. It 
  is possible that through her Gálmód will one day learn to 
  trust his king. 
  For his part, Thengel is well aware of Gálmód. He knows 
  Cenric’s goals and methods, and he recognises that 
  Gálmód has insight and worth beyond that of his foster 
  father. Thengel has seen other riders try to use Gálmód as 
  a scapegoat, blaming him wrongly and sometimes even 
  falsely for grievances, and he has seen Gálmód weather 
  such crises with skill, patience, and sometimes a tad of 
  cruelty. He sees the potential for Gálmód to become either 
  a valuable advisor — perhaps his most valuable one beside 
  the queen — or a vicious, scheming enemy. Time will tell 
  what role Gálmód and his heirs will find in the Golden 
  Hall. Gálmód is short, slight, and pale, with light brown 
  hair and beard. His smile is more of a mocking smirk, but 
  it’s paired with friendly eyes.
  Motivation: I have no peers when it comes to wisdom 
  and cleverness, and I will gladly prove it to you.
  Expectations: +1 if the companions readily agree to 
  Gálmód’s boasts; +2 if they can convince him that their 
  plans will benefit him personally; -3 if they cause any sort 
  of embarrassment for Gálmód in front of an audience
  Esmund, Son of Edwin, Rider of Eastfold
  Esmund’s father was Third Marshal of the Mark, as was 
  his father before him, but when Edwin died, Esmund’s 
  cousin, Cenric, bought the title from Fengel King with 
  fine words and finer gifts of gold. Esmund, young and 
  forthright, swallowed his anger and set out to serve 
  king and marshal steadfastly even in the face of such a 
  blatant misdeed. 
  Tall, fair, and honourable to a fault, Esmund is a veteran 
  captain in command of his own éored: not the personal 
  company of Riders of the Third Marshal, but the most 
  renowned and active of the Eastfold. Cenric is pleased to 
  send his cousin, Esmund, away from Aldburg, out to the 
  far reaches of the Eastemnet, to guard against invaders 
  and outlaws, and Esmund is pleased to ride, even if no 
  word of his deeds is likely to make it back to Edoras while 
  Cenric carries the reports. It was while Esmund rode in the 
  far plains recently that his young wife died in childbirth. 
  His son, Éomund, survived, but Esmund was changed and 
  hardened by grief. He has seen little of his infant boy. That 
  may change if time and chance help Esmund heal, but for 
  the moment he leads his riders with a grimness that is 
  striking on a once-fair face. 
  esmund
  Medium Human
  STR 
  18 (+4)
  DEX 
  10 (+0)
  CON 
  15 (+2)
  INT 
  13 (+1)
  WIS 
  12 (+1)
  CHA 
  11 (+0)
  Armour Class 16 (Ring-mail, Shield)
  Hit Points 39 (6d8+12)
  Speed 30 ft, 60 ft when mounted.
  Skills Animal Handling +3, Perception +3, Survival +3
  Senses passive Perception 13
  Languages Rohan, Westron
  Challenge 3 (700 XP)
  Charge. Esmund’s Palfrey has the Charge feature (see 
  page 151). If the mount takes this action, Esmund gains 
  +4 to damage rolls until the end of his turn.
  Mounted. Esmund has a Palfrey as a mount (see page 
  151).
  Actions
  Multiattack. Esmund makes two attacks with his long 
  sword.
  Long Sword. Melee Weapon Attack: +6 to hit, reach 
  5 ft, one target. Hit: 8 (1d8+4) slashing damage or 9 
  (1d10+4) slashing damage if wielded with two hands.
  Reactions
  Counterattack (Recharge 5-6). If an attack roll misses 
  Esmund, he can use his reaction to make an attack 
  roll against the attacker with Advantage. He must be 
  wielding a melee weapon and able to see his attacker.
  
  39
  regions of the mark 
  Éofolda, Lady of Stotfold
  A plain woman in her early thirties, Lady Éofolda leads 
  the largest household in Eastfold. Her father, Foldwine, 
  and his brothers plotted continuously to take control 
  of other holdings by marriage and eventually by trade 
  and purchase. She became universally recognised as a 
  leader when she oversaw the purchase of wide lands 
  held by what had long been the most prosperous 
  farming-family, a household that had gone into poverty 
  and debt under a foolish chief (the youngest daughter 
  of that family, Sunnifa, took service in the Golden Hall 
  to get away from the rivals that humiliated and bested 
  her family). 
  Travellers through Eastfold are likely to encounter 
  Lady Éofolda if they stop to rest on the road between 
  Sunlending and Aldburg, for the most prominent village 
  found along the way is home to her family. Stotfold sports 
  two watermills, and the largest enclosure for horses in the 
  whole region. 
  Motivation: Generosity may win friends who can prove 
  valuable in the future. 
  Expectations: +1 if the Company readily pays their 
  bills, +3 if they agree to undertake some favour for 
  Lady Éofolda, -2 if they let other loyalties bind their 
  hands
  Fróda, Warden of Halifirien
  Fróda is a hale warrior in his mid-forties. His fair hair 
  has started to grey, but remains gold as yet. He is the 
  chief of the wardens of the beacon of Halifirien, the 
  westernmost of the seven warning towers of Gondor. 
  Companions who cross the Fenmarch bridge riding on 
  the great West Road into the Firien Wood are met by the 
  suspicious greeting of Fróda and his men, who are not 
  only tasked with the manning of the beacon, but must 
  also keep open the great road and the path leading to 
  Halifirien, the holy mountain. The unfriendliness of 
  the wardens should not be taken for discourtesy; the 
  hallowed aura of the tall hill affects deeply the mood 
  of the superstitious Rohirrim. Those who approach 
  under orders from the king, or who have otherwise 
  earned Fróda’s hospitality, can learn much of the holy 
  mountain’s role in the history of Rohan and its honour 
  as the former resting-place of Elendil. 
  The Éored
  A troop of riders fully harnessed for battle is called 
  an éored in the language of the Mark. The term 
  may be used to indicate any troop of mounted men 
  from Rohan, but in military terms a full éored 
  counts no fewer than 120 riders. When one of the 
  Marshals of the Mark rides out, he is accompanied 
  by his éored, trusted men of his own household, often 
  led by members of his extended family. 
  fróda
  Medium Human
  STR 
  13 (+1)
  DEX 
  17 (+3)
  CON 
  12 (+1)
  INT 
  15 (+2)
  WIS 
  10 (+0)
  CHA 
  13 (+1)
  Armour Class 17 (Corslet of Mail, Shield)
  Hit Points 38 (7d8+7)
  Speed 30 ft, 60 ft if mounted
  Skills History +4, Riddle +4, Shadow-lore +4, 
  Traditions +4
  Senses passive Perception 10
  Languages Rohan, Westron
  Challenge 3 (700 XP)
  Charge. Fróda’s Palfrey has the Charge feature (see 
  page 151). If the mount takes this action, Fróda gains 
  +4 to damage rolls until the end of his turn.
  Horse-Archery. If Fróda uses a bow while mounted in 
  close combat he does not suffer Disadvantage on his 
  attack rolls. He also gains +1 to his ranged attack rolls 
  whilst mounted.
  Mounted. Fróda has a Palfrey as a mount (see page 151).
  Actions
  Broadsword. Melee Weapon Attack: +5 to hit, reach 10 
  ft, one target. Hit: 7 (1d8+3) slashing damage.
  Short Bow. Ranged Weapon Attack: +5 (+6 if mounted) 
  to hit, range 80/320 ft, one target. Hit: 6 (1d6+3) 
  piercing damage.
  Reactions
  Parry. Fróda adds 3 to his AC against one melee attack 
  that would hit him. To do so, he must see the attacker 
  and be wielding a melee weapon.
  
  rohan region guide
  40
  notaBle Places
  Aldburg
  The ancient township of Aldburg stands on a wide, rocky 
  hill in the Folde, rising to the south of the great West Road. 
  Its great hall overlooks many houses and crowded alleys 
  twisting within an encircling wooden wall. Aldburg is the 
  second most populated city in Rohan, after Edoras, but it 
  was once the first, when Eorl took his place as the Lord of 
  the Mark, in a past remembered only in song. When Brego 
  built the Golden Hall above the loops of the Snowbourn, 
  where Eastfold and Westfold meet, the fortress of Aldburg 
  The Great West Road
  The great West Road is the southern portion of the 
  ancient way that once used to join the two kingdoms 
  of the Dúnedain: Arnor in the north and Gondor in 
  the south. Within the borders of Rohan it is kept in 
  working condition by the Lord of the Mark, but, by 
  an ancient agreement, travellers belonging to either 
  folk are free to use it without restriction or payment 
  of a toll. 
  To the east of Edoras, the road traverses the length 
  of Eastfold, then it crosses the Mering Stream on 
  a stone bridge and runs straight west into Anórien, 
  across a long cutting through the Firien Wood. To 
  the west, the road crosses the Snowbourn where it is 
  most shallow, then it rushes across Westfold, past the 
  fortress of Helm’s Deep to the Fords of Isen, where it 
  enters the Gap of Rohan. 
  The great West Road is considered to be a good road 
  as far as the rules for journeys are concerned (see 
  page 176 of the Player’s Guide).
  Opening Aldburg as a Sanctuary
  Companions who have entered Aldburg for the 
  first time may spend a Fellowship phase there as 
  guests of Cenric, Third Marshal of the Mark, 
  or of Esmund, son of Edwin, based on who they 
  met during the Adventuring phase. If they wish 
  to return, the companions must choose the Open 
  Sanctuary undertaking (see the Player’s Guide, 
  page 201).
  
  41
  regions of the mark 
  passed into the hands of his third son, Eofor; from that 
  remote day, the city has remained in the care of his 
  descendants. Aldburg is the ward of a Marshal of the 
  Mark, as before its walls gather the riders of East-mark 
  when the Muster of Rohan is called by the king. 
  Unlike Edoras, whose foundations were dug anew, 
  Aldburg was built on the bones of a much older settlement 
  of the Dúnedain. Wood carved after the fashion of 
  the Northmen, with frets and animals intertwining, 
  rises in the sunlight atop and among worn, chiselled 
  stones, wrought by the hands of the Men of the West in 
  the early days of Calenardhon. Today, the artisans of 
  Aldburg are renowned throughout the land for their skill: 
  woodwrights, saddle-makers, farriers, tanners, potters, 
  and cartwrights have their shops here, establishments 
  whose history traces back to the days of Eorl. Merchants 
  trading with Gondor sell their precious wares to the 
  lords and chiefs of the Mark, mainly spices, silks, and 
  expensive clothing, and especially the products of the 
  cunning smiths of the South. 
  The Fenmarch
  At the farthest end of Eastfold, the Mering Stream flows 
  down from the White Mountains through the Firien Wood, 
  marking the eastern border of Rohan. The sodden ground 
  through which the stream flows to the Entwash becomes 
  a wetland known as the Fenmarch. There are fishers who 
  make their trade here along with other folk, who travel the 
  Fenmarch in search of valuable rare plants and unusual 
  flowers that bloom in the autumn. Most Rohirrim other 
  than the natives of the Eastfold shun the Fenmarch, though, 
  for it has a reputation as a breeding ground for disease, and 
  horses cannot travel here lest they break a leg. 
  The Halifirien
  The Halifirien is a tall hill rising from the Firien Wood 
  over the border between Gondor and Rohan. On its south 
  side, a broad and deep dale separates it from the cliffs of 
  the White Mountains so it seems to stand alone. Its east, 
  west, and especially its north slopes are gentle and easy 
  to climb, and a path turning from the West Road leads 
  to a stone stair ascending to its summit. The trees grow 
  thinner as the mountain rises, but a ring of white birches 
  grows in the grass atop its level crown. There stands the 
  westernmost beacon of Gondor, ready to be set alight, and 
  its wardens stand watch in lodges hidden among the trees. 
  Called Amon Anwar in Gondor, the ‘Hill of Awe’ was the 
  resting place of Elendil for more than two thousand years 
  and here Eorl and Cirion swore their oath of allegiance. 
  Steward Cirion removed Elendil’s tomb five hundred years 
  ago, but an eerie silence lingered on the hill, and the place 
  earned its name in the language of the Mark: Halifirien, 
  the Holy Mountain. Its hallowed aura permeates the 
  surrounding Firienholt, called the Whispering Wood by 
  those few who wander among its trees. 
  The Beacons of Gondor
  Amon Dîn, Eilenach, Nardol, Erelas, Min-
  Rimmon, Calenhad, and the Halifirien: these are 
  the names of the seven northern war-beacons of 
  Gondor, going from east to west. These tall hills 
  were built as part of a system of signals, meant 
  to carry tidings should Gondor or Rohan be under 
  threat of war and in need of aid from its ally. The 
  system is still functioning after five hundred years, 
  and each beacon is kept by a number of faithful 
  beacon-wardens. The beacon-hill of Halifirien 
  stands within the borders of Gondor, but the people 
  of Anórien have moved farther east and left it in 
  the care of the Rohirrim. The wardens take turns in 
  manning the lodges, looking east in case the farthest 
  beacons ever light. At their camp the wardens keep 
  horses and provisions ready for messengers, should 
  that day come. 
  The Everholt
  The portion of the Firien Wood growing along the 
  western banks of the Mering Stream is called the Everholt 
  (‘boar-wood’). Game trails — deer, boar and badger — run 
  through the tangled spruce, larch, beech, and silver fir, 
  across little streams and out of sudden hollows. Deer 
  and boar are plentiful; the nearby farmers hunt only the 
  outskirts, kept at bay by rumours of sinister hauntings. 
  For the Everholt is deadly. Only a century ago the hunter-
  king, Folca, crossed its borders riding triumphantly. 
  Thirteen years before he had sworn never to hunt a 
  beast while Orcs plagued the Riddermark, and now he 
  returned to his great passion after having seen the last of 
  them. With a spear in his old but firm grasp, he pursued 
  
  WESTFOLD
  rohan region guide
  42
  the Great Boar, a tremendous and infamous beast, to its 
  death. But the ferocious beast dealt the king a mortal 
  wound with its tusks before it died. Since then, hunters 
  sometimes say they may hear the dead king’s horn 
  sounding, urging them to take up the hunt with him into 
  the shadows of Everholt. 
  westfold
  The region of Rohan known as Westfold extends north 
  westward for forty leagues from Edoras to the Fords of 
  Isen. It is a green country of rolling fields, running along 
  the foothills of the White Mountains, across small water 
  courses traversed by many fords. 
  About its middle, a great bay in the mountain range opens 
  to the west: this is the Westfold Vale, a rich land of many 
  farmsteads, the home of three parts of the folk of Westfold. 
  Their homes and pastures are spread densely along the 
  wooded eaves of the White Mountains, then quickly grow 
  sparse as the land rolls out north into the wide grassy 
  plains of the Westemnet. To the northwest of the vale, 
  under the shadows of the three peaks of Thrihyrne, runs 
  the Deeping-stream, out of a dale carven into the side of the 
  mountains. This is the Deeping-coomb, a valley guarded by 
  the strongest fastness of the Riddermark, the fortress that 
  its builders called Aglarond. Farther west, the river Isen 
  rushes between the southern end of the Misty Mountains 
  and the northernmost arm of the White Mountains at the 
  Gap of Rohan, marking the boundary of the Riddermark. 
  Beyond the gap, the Westfold yields to the ‘West-march’, a 
  land occupied by a folk of both Dunlending and Eorlingas 
  New Fellowship Phase Undertaking: Go Hunting in the Everholt
  ‘Companions spending a Fellowship phase in Aldburg 
  or Edoras and wishing to put their skill as hunters to 
  the test may go hunting in the Everholt. Make a DC 
  15 Wisdom (Survival) check. If you succeed, roll on the 
  following table with Advantage. If you fail, roll with 
  Disadvantage. A hero may invoke an appropriate trait 
  (such as Beast-lore) to skip the check and roll normally 
  on the table.
  1    The Lost Hunt. You are diverted by the distant 
  sounding of a mournful hunting-horn: the horn of 
  the Lost Hunt. It exerts a mighty pull and draws you 
  heedless into the dark woods. The Loremaster must 
  choose the result: either you gain 1 point of Shadow 
  after wandering in pursuit of fell spirits, or you are 
  attacked alone by the Great Boar of Everholt (see page 
  140)! 
  2-7  Troublesome Whispers. Your ability as a hunter 
  has been defeated! Soft voices and strange sounds carried 
  by the wind have made it impossible for you to discern 
  the tracks of your quarry. You return to Edoras empty-
  handed. If you were spending your Fellowship phase in 
  Aldburg, then your failure attracts the attention of 
  Gálmód, who are all too eager to impress their peers 
  with what he calls ‘empty demonstrations of skill’. 
  8-16  Good Hunt. You slay a boar, or an equally 
  prized quarry. You gain 1 Hunt die. A Hunt die is a 
  d4 and whenever you make a roll during a journey as a 
  Hunter, you can choose to spend the Hunt die and add it 
  to a roll before the Loremaster has told you if the roll 
  succeeded or failed. Once a Hunt die is used, it is lost. 
  Unused Hunt dice expire at the end of the Adventuring 
  phase.
  17-19  Princely Gift. The beast you fell was so huge 
  that your host suggests you send its tusks to the king as 
  a gift. You gain 2 Hunt dice, as above, and, if you visit 
  Meduseld during the next Adventuring phase, you have 
  Advantage on all audience checks there.
  20    Grand Feast. The fruit of the hunt was so 
  plentiful that it allows for a great feast! You gain 2 
  Hunt dice and can choose one trait: Bold (if you use the 
  feast to boast of your exploits) or Generous (if you use 
  the feast to feed as many as possible). During the next 
  Adventuring phase you are considered to have that trait, 
  
  43
  regions of the mark 
  ancestry. The Rohirrim do not trust them and the feeling 
  is mutual. 
  But these are not the only threats facing the Riders of 
  Westfold: to the north lies the dark forest of Fangorn, a 
  wood made of trees so old that anything crafted by Men in 
  Rohan is younger, and the Wizard’s Vale, the home of the 
  unfathomable Saruman. 
  Combat Scenery: birdsong, cliffs, crags, lone trees, nettle 
  banks, steep slopes, ravines, rock edges, thickets
  goats with slender, hooked black horns called firgengát 
  by mountaineers, who prize them for the soft leather of 
  their pelts. Higher up into the mountains live big, sturdy, 
  shaggy creatures called stonegoats with vast sweeping 
  horns. Along the high ridges, fat marmots amble and 
  whistle shrilly. Above, bearded vultures glide, searching 
  for carrion, while large crows haunt the crags of the 
  mountains, especially in the northern reaches where 
  steep Thrihyrne rises. 
  Down in the dales, owls ply the woods at night, while 
  swifts, swallows, and sparrows sing in the trees by day; 
  golden eagles, kestrels, and buzzards fly over the dales 
  seeking prey. Spruces, silver firs, stone pines, and larches 
  grow in the dales and under the eaves of the mountains. 
  Higher up, oaks and beeches take their place, and higher 
  still they give way to dwarf pines and green alders. 
  Summer grasses grow on the slopes with beautiful white 
  flowers called queenblossom; shrubs, shoots, lichen, and 
  conifer needles feed the goats and sheep in winter. 
  inhaBitants
  The people of Westfold do not welcome outsiders easily, 
  never forgetting that grim enemies live not far away. Most 
  farmers of the Westfold Vale dwell in wooden houses 
  and steadings very much like those of the East Dales 
  of Eastfold, but here the defensive works are generally 
  more extensive, and settlements are often encircled by 
  a wooden palisade. Where the farmsteads are not close 
  enough to have given birth to a hamlet, families load 
  their goods and wares on carts and gather on a field to 
  trade and barter. The horse-herds of the region ride into 
  the plains of the Westemnet, or cross over the Entwade to 
  the Eastemnet. The fields of Westfold yield rich crops of 
  oat, barley, rye, and wheat. Bread, beer, meat, and dairy 
  keep the riders and herd-folk strong. 
  The lords and chiefs of Westfold obey the orders of the 
  Second Marshal of the Mark. They dwell in homes scattered 
  across the region, but gather when commanded to ride on 
  patrol. Their companies thunder on the horse-roads of the 
  Westemnet, pushing as far north as the eaves of haunted 
  Fangorn or the foothills of the Misty Mountains. To keep 
  watch over the western borders of the Mark, they man the 
  earth-forts that guard the crossings of the Isen, but under 
  some especially bold captain they at times go raiding into 
  Dunland, burning the Hillmen out of their villages close 
  wildlife
  The green fields and woods of the Westfold are home to 
  deer with elk straying down from the mountains. Foxes are 
  the main predators as the wolves have been extensively 
  hunted; the few left are dangerously aggressive. 
  In the foothills sheep are common. They have brown 
  wool on their bodies, but white legs and faces, with big 
  curving horns on the rams. They are joined by lean 
  White Mountains
  E
  E
  Edoras
  Dunharrow
  Westfold Vale
  E
  E
  E
  Helm’s Deep
  Aglarond
  The High Stone
  E
  Grimslade
  E
  Isengard
  c
  Nan
  Curunir
  c
  a
  Westfold
  Westemnet
  
  rohan region guide
  44
  to the frontier, seizing what treasure they find in horses, 
  sheep, cattle, and gold. 
  In times of war and unquiet the Second Marshal can order 
  a levy of Westfold, to muster companies of men on foot 
  among its farmers and herders, to reinforce their forces 
  of mounted men. This can be done in Eastfold too, should 
  the Third Marshal require it, but the Men of Westfold are 
  more used to the hardship of warfare, and are sturdy and 
  well equipped. 
  notaBle characters
  Éogar, Second Marshal of the Riddermark
  Éogar, son of Halwin, is lord of Deeping-coomb and much 
  other land west of the Snowbourn. He is among the wealthiest 
  men of Westfold and a renowned captain, both ruthless and 
  politically shrewd. He long held the favour of Fengel King by 
  acting as his right-hand, in the absence of his son Thengel, 
  away in Gondor in search of fame. When the new king entered 
  Meduseld, the position of Éogar was so firmly established 
  that there was nothing Thengel could do but recognise his 
  influence: the king reconfirmed Éogar as the Second Marshal 
  of the Riddermark. Éogar has led many raids into the land of 
  the Dunlendings in his years of service under Fengel; he was 
  ordered to do so to feed a bitter feud between the two peoples — 
  the old king enjoyed diverting his unhappy people’s attention 
  to the enemy in the west. Thanks to these skirmishes, resentful 
  Dunland clans watch the borders closely for any chance to 
  raid Westfold in return. The riders of Éogar’s personal éored 
  are hardened veterans who have crossed swords with Hillmen 
  and Orcs alike, and they wait for such occasions to put their 
  strength to the test once more. 
  Cenric of Eastfold, the Third Marshal, is a rival to Éogar 
  of Westfold in the courts of Thengel. Years ago, Cenric 
  schemed to have Fengel remove Éogar from his station as 
  Second Marshal, but to no avail. The two lords and their 
  families have bickered for many years, and grievances 
  from both parties have festered. The crowning of Thengel, 
  a king with very different ideas and priorities from his 
  father, has only driven the feuding into the plains and out 
  of sight of Edoras. Thengel wants to heal the rift between 
  Westfold and Eastfold, but first he must tame his marshals, 
  or dare to replace them. In the year 2950 Éogar’s wife 
  Esfled gave him an heir, a son he named Erkenbrand. He 
  keeps him well-guarded in the Hornburg, in the fortress of 
  Helm’s Deep. 
  éogar
  Medium Human
  STR 
  20 (+5)
  DEX 
  12 (+1)
  CON 
  15 (+2)
  INT 
  16 (+3)
  WIS 
  14 (+2)
  CHA 
  8 (-1)
  Armour Class 18 (Heavy Mail, Shield)
  Hit Points 71 (11d8+22)
  Speed 30 ft, 60 ft when mounted
  Skills Animal Handling +4, Lore +5, Survival +4
  Senses passive Perception 12
  Languages Rohan, Dunlending, Westron
  Challenge 4 (1,100 XP)
  Born to the Saddle. Éogar has Advantage on all 
  Wisdom (Animal Handling) checks and adds +2 to his 
  checks when dealing with horses. 
  Charge. Éogar’s Destrier has the Charge feature (see 
  page 150). If the mount takes this action, Éogar gains 
  +4 to damage rolls until the end his turn.
  Mounted. Éogar has a Destrier as a mount (see page 
  150).
  Savage Assault. When Éogar rolls an 18 or 19 on an 
  attack roll, he may use a bonus action to make a single 
  additional melee attack against the same opponent.
  Surefooted. Éogar’s mount is Surefooted (see page 152) 
  and is not affected by difficult terrain.
  Actions
  Long Sword. Melee Weapon Attack: +7 to hit, reach 
  5 ft, one target. Hit: 9 (1d8+5) slashing damage or 10 
  (1d10+5) slashing damage if used with two hands.
  
  45
  regions of the mark 
  Éogar is a big man in his early sixties, though age 
  has not lessened his strength. He is broad across the 
  shoulders, and built like a bear. He keeps both hair and 
  beard in braids that turned silvery grey long ago. His 
  eyes are the deep blue of winter ice and just as cold to 
  his enemies, softening only for his wife and son. 
  Motivation: There are enemies to the west, south, 
  and north. I will not sit idly by while the Riddermark is 
  threatened.
  Expectations: +1 if they speak ill of Dunlendings or 
  propose counter-raids into their lands; +3 if they praise the 
  defenses of Helm’s Deep and Éogar’s wisdom at keeping 
  his family safe there; -3 if the Company encourages the 
  marshal to consider the Dunlendings as anything other 
  than enemies
  Elfthain, Lord of Fowlmere
  Elfthain is a proud lord of Westfold, chieftain of the 
  village of Fowlmere in the Westfold Vale. He counts Helm 
  Hammerhand among his family’s ancestors. His house 
  has failed so far to find an appropriate position among 
  their fellow riders, as Elfthain’s father, Elfbrand, was ever 
  at odds with Fengel King and lacked the cunning to bribe 
  or appease him. Today things are no better, as Elfthain 
  detests the political manoeuvrings of Éogar, the Second 
  Marshal of the Mark and the most powerful man in 
  Westfold, and the feeling is returned: only by staying away 
  from him has Elfthain avoided violence and the start of a 
  The Tale of Years: Erkenbrand
  According to canon, Erkenbrand, the ‘master of 
  Westfold’, was born in the year 2950, making 
  him ten years old at present, a young boy just 
  starting to question his father’s heavy restrictions 
  on his movements outside of Helm’s Deep. If a game 
  is set later in the chronology, Erkenbrand will 
  eventually join the ranks of the King’s Riders, 
  a career that will see him gather honours and a 
  reputation for unyielding strength. Eventually he 
  will return to take his father’s place.  
  Mildryd Shielding, Daughter of Galwyn
  In her early thirties, tall and strong, Mildryd, daughter of 
  Galwyn, is called Mildryd Shielding, for she has ridden 
  with the Riders of Rohan since her young children died 
  during a Dunlending raid that claimed the life of her 
  husband. She is yet young enough to bear children again, 
  but the charms of hearth and home lie buried with her 
  family. Mildryd is now the captain of Éogar’s personal 
  éored, sworn to the marshal and always ready to carry 
  out his most ruthless orders. She dwells in Helm’s Deep, 
  except when Éogar sends her to lead a raid or patrol that 
  needs hard eyes and a fell hand. 
  éogar
  Medium Human
  STR 
  16 (+3)
  DEX 
  12 (+1)
  CON 
  18 (+4)
  INT 
  10 (+0)
  WIS 
  11 (+0)
  CHA 
  14 (+2)
  Armour Class 17 (Scale Hauberk, Shield)
  Hit Points 51 (6d8+24)
  Speed 30 ft, 60 ft when mounted
  Skills Athletics +5, Intimidation +4, Perception +2, 
  Survival +2
  Senses passive Perception 12
  Languages Rohan, Westron
  Challenge 2 (450 XP)
  Charge. Mildryd’s Palfrey has the Charge feature (see 
  page 151). If the mount takes this action, Mildryd gains 
  +4 to damage rolls until the end of her turn.
  Hard Eyed. Mildryd does not hesitate at the killing 
  blow. She scores critical hits on a 18, 19, or 20 on an 
  attack roll.
  Hatred (Dunlendings, Recharge 5-6). Mildryd can 
  use her bonus action to gain Advantage on attack rolls 
  against Dunlendings until the end of her turn.
  Mounted. Mildryd has a Palfrey as a mount (see page 
  151).
  Actions
  Spear. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft or range 20/60 ft, one target. Hit: 6 (1d6+3) 
  piercing damage or 7 (1d8+3) piercing damage if used 
  with two hands to make a melee attack.
  Reactions
  Deadly Spear-Thrust. Mildryd may use her reaction to 
  make a single melee attack against a creature that has 
  just attacked her. If Mildryd inflicts a critical hit with 
  this attack, the target is knocked Prone as the blow 
  strikes a knee or other joint.
  
  rohan region guide
  46
  blood-feud between their families. The Lord of Fowlmere 
  is a lean, muscular man in his forties who does not fear 
  death, let alone a confrontation with Éogar, but he scorns 
  the futility of it. He would rather die leading his éored 
  in the defence of the Mark than in a duel. Thengel King 
  recognises the qualities of Elfthain and he would likely 
  make him a marshal if he could count on the approval of 
  enough chieftains of Westfold — something very unlikely 
  with Éogar in his place. 
  wildly when the lust of battle is upon them, a madness 
  that is placated only when ample blood has been shed. 
  He is the captain of an éored of hardened riders from 
  Westfold. Their deeds against Dunlendings and Orcs have 
  gained them the favour of the Lord of Deeping-coomb, but 
  Éogar is wary: Grimborn is a lifelong friend of Elfthain, his 
  enemy, and Éogar knows that should he and Elfthain ever 
  come at odds, Grimborn would side with his old friend no 
  matter the cost. 
  Grimborn owns many horses and cattle that run in the 
  Westemnet, herded by his kin. He and his ancestors 
  before him built up the herds over many years through 
  wise husbandry, canny trade and good marriages. 
  elfthain
  Medium Human
  STR 
  11 (+0)
  DEX 
  19 (+4)
  CON 
  15 (+2)
  INT 
  17 (+3)
  WIS 
  14 (+2)
  CHA 
  11 (+0)
  Armour Class 18 (Leather Corslet, Shield)
  Hit Points 45 (7d8+14)
  Speed 30 ft
  Skills Animal Handling +4, History +5, Riddle +5, 
  Traditions +5
  Senses passive Perception 12
  Languages Rohan, Westron, Dunleding
  Challenge 3 (700 XP)
  Charge. Elfthain’s Courser has the Charge feature (see 
  page 150). If the mount takes this action, Elfthain gains 
  +4 to damage rolls until the end of his turn.
  Mounted. Elfthain has a Courser as a mount (see page 
  150).
  Proud. Elfthain’s Courser has the Proud feature 
  (see page 152) and Elfthain has Advantage on all 
  Persuasion and Tradition checks made while mounted.
  Actions
  Broadsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft, one target. Hit: 8 (1d8+4) slashing damage.
  Reactions
  Parry. Elfthain adds +2 to his AC against one melee 
  attack that would hit him. To do so, Elfthain must see 
  the attacker and be wielding a melee weapon.
  Grimborn, Lord of Grimslade
  A roaring stump of a man, Grimborn descends many years 
  removed from Grim, the builder of Grimslade, a sturdy 
  longhouse in Westfold. Some say that a virtue, or curse, 
  runs in his family that has its members grumble and roar 
  grimBorn
  Medium Human
  STR 
  20 (+5)
  DEX 
  12 (+1)
  CON 
  19 (+4)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 
  10 (+0)
  Armour Class 13 (Hide)
  Hit Points 59 (7d8+28)
  Speed 30 ft, 60 ft when mounted
  Skills Animal Handling +3, Athletics +7, Traditions +3
  Senses passive Perception 11
  Languages Rohan, Westron
  Challenge 3 (700 XP)
  Battle-fury. Grimborn can use his bonus action to 
  enter a Fury. While in this state, he has Advantage on 
  Strength checks and saving throws, gains +4 damage 
  to his attacks and has resistance to nonmagical 
  bludgeoning, piercing and slashing damage. It ends 
  after 1 minute or if he is Unconscious, or ends his turn 
  without having attacked a hostile creature or taken 
  damage since his previous turn.
  Charge. Grimborn’s Courser has the Charge feature 
  (see page 150). If the mount takes this action, Grimborn 
  gains +4 to damage rolls until the end of his turn.
  Mounted. Grimborn has a Courser as a mount (see 
  page 150).
  Reckless. Grimborn may choose to gain Advantage on 
  all attacks he makes in a round, but all attacks on him 
  gain Advantage until the start of his next turn.
  Sturdy. Grimborn’s Courser has the Sturdy feature (see 
  page 152) and regains 1d10+4 hit points on a short rest.
  Actions
  Great Spear. Melee Weapon Attack: +7 to hit, reach 10 
  ft, one target. Hit: 11 (1d12+5) piercing damage.
  
  47
  regions of the mark 
  Éofara, Horse-herder of the Westemnet
  Modest herders like Éofara are the source of the Westfold’s 
  prosperity. The tradition of horse-husbandry in his family 
  reaches back to the Éothéod of the Vales of Anduin, and 
  some tales tell how his ancestors helped Eorl the Young 
  in tracking Felaróf, first of the Mearas. Éofara and his 
  children tend their own horse-herd as well as larger 
  herds belonging to the Lord of Fowlmere, Elfthain. When 
  Éofara wanders on the Westemnet, he lives in tents under 
  the stars as he and his men follow the horses. Travellers 
  crossing the Westemnet may encounter Éofara driving 
  a herd; a weathered, ruddy man, grey-haired in a thick 
  cloak, riding tall and watching all with keen eyes. 
  Motivation: I prefer to deal with horse-folk instead of 
  Men-folk, they are more honest.
  Expectations: +2 if the heroes approach Éofara with 
  respect and are willing to pay his fees; -4 if they show any 
  cruelty towards their mounts or other animals.
  Léofold and Merwyn, Farmers of the
  Deeping-Comb
  Léofold, his wife Merwyn, and their children keep a little 
  farmstead in the Westfold Vale, near the road that leads 
  into the Deeping-coomb. Travellers journeying to Helm’s 
  Deep late in the day may find Léofold’s house a comforting 
  resting-place. The family welcomes strangers, and Léofold 
  offers simple but hearty meals and songs. But they are 
  moved by more than hospitality. Léofold and Merwyn 
  secretly serve Saruman the White. They came into his 
  service years ago when he passed on the road disguised 
  as an old wanderer. When he revealed hints of his true 
  identity, the farmers were amazed; it barely took the 
  lulling power of his voice to win their allegiance. Léofold 
  and Merwyn have always told themselves that Saruman 
  is a friend to Rohan, but now they welcome visitors of any 
  kind and gather all the news they can, important or small. 
  From time to time one of those visitors is one of Saruman’s 
  people, or sometimes the Wizard himself, come to learn 
  the rumours of the land that circulate outside the Golden 
  Hall. If they are ever found out, they will realise the 
  extent of their betrayal, and will find themselves fleeing 
  for Isengard with a swiftness that proves their loyalties 
  shifted entirely long ago. 
  Motivation: To welcome visitors and exchange news, but 
  secretly we serve the White Wizard and we will do as he 
  instructs.
  Expectations: +1 if the heroes boast of their deeds; +3 if 
  they reveal the nature of their mission to the couple; -2 if 
  they speak ill of Saruman 
  notaBle Places
  Grimslade
  In the days of King Fréaláf, when Rohan was recovering 
  from the Long Winter two hundred years ago, a man 
  of Rohan named Grim established his household. 
  He was not rich, but he was a tireless enemy of the 
  Dunlendings and Easterlings that overran Rohan, and 
  when the invaders were driven out, the king granted 
  Grim a new holding and the wealth to build it. Grim’s 
  new house would stand watch over the road south of 
  the Gap of Rohan.
  The house that Grim constructed is a sturdy longhouse 
  built over a broad, sloping valley 2-miles long, 5 leagues 
  due south of the Fords of Isen. The house overlooks the 
  valley from an easily-defended steep bluff. A thick wooden 
  palisade encircles the other side; a well keeps the house 
  watered. A trail leads out of the palisade down into the 
  valley, where the village of Grimslade stands on a stream. 
  The trail goes on past little farms and fields where horses 
  graze. Just outside the valley the trail meets an older road 
  that runs north to the Fords of Isen and west into the 
  troubled West-march of Rohan. 
  The folk of Grimslade watch the road for enemies and 
  keep sounding-horns ready to call the alarm. The 
  land is too wide and rugged for them to catch every 
  Dunlending who trespasses into Westfold, but they 
  always watch, and their guard has saved many lives 
  and many horses. 
  Grim’s descendant, Grimborn, is the current Lord of 
  Grimslade. Merchants and other visitors known in the 
  Mark frequently stay there after passing through the Gap 
  of Rohan, as Grimborn welcomes news from afar. Many 
  éored muster near the longhouse before journeying into 
  the West-march and much of the news worth hearing in 
  the Westfold can be learned here. 
  
  rohan region guide
  48
  Thrihyrne
  Northernmost of the White Mountains, the three peaks 
  of Thrihyrne jut out of the mountain range as black 
  spears, marking the southern end of the Gap of Rohan. 
  The Glittering Caves of Aglarond are set about their rocky 
  roots and Helm’s Deep lies within a deep gorge between 
  them. Many stories are told about the Thrihyrne, as its 
  shadow has fallen over the lives of countless wariors 
  of the Mark, but most of them tell of the wisdom of the 
  crows haunting the steep cliffs, for the black birds that 
  dwell there are said by many to speak with the voices of 
  the dead. 
  Few among the Rohirrim brave the heights of the 
  Thrihyrne, but those who do go to seek answers from 
  their ancestors. Amidst the harsh peaks, the world is 
  thin and quiet; quiet enough, the Eorlingas believe, to 
  clearly distinguish the voices of those who have gone 
  before among the birds’ cawing, if one’s need for council 
  is truly great. Some that climb the peaks of Thrihyrne 
  return with nothing, others do not return at all, but once 
  every few years, someone returns with fire in their eyes 
  and, though they never speak of what they learned on 
  the heights, they are invariably filled with a new sense 
  of purpose.
  New Fellowship Phase Undertaking: Climb the White Mountains
  Not all slopes and summits of the White Mountains are as 
  forbidding as the Thrihyrne peaks. Even if winter becomes 
  impossibly snowy in any year’s end, a companion spending 
  a mid-year Fellowship phase in Helm’s Deep, Edoras, or 
  Aldburg might be tempted to climb the slopes in search of 
  rare game or rarer flowers. The queenblossom — a double 
  star of long woolly white petals around golden florets 
  — is especially valued for medicine and as a token of 
  dedication, and is found only high on the mountainsides. 
  Big mountain-goats in the unsteady heights are prized for 
  their sweeping horns; the smaller ones on the lower slopes 
  for the supple leather of their hides. 
  Make a DC 15 Strength (Athletics) check. If you succeed, 
  roll on the following table with Advantage. If you fail, 
  roll with Disadvantage.
  1 
  Frostbite. You pushed yourself too hard for 
  too long, or you climbed too high, suffering grievously 
  from the cold grip of the mountain. You begin the next 
  Adventuring phase with a level of Exhaustion that cannot 
  be removed until you take the Recovery undertaking (see 
  page 200 of the Player’s Guide).
  2-7 
  Lost in the Mountains! You have spent your time 
  losing your way in the mountains and finding it again. 
  You gain nothing useful, but at least you enjoyed a 
  wonderful sight! If you are a Rider of Rohan, your 
  fellow Rohirrim find your deed a tale worth retelling: 
  you have Disadvantage during any Audiences with 
  Rohirrim. 
  8-14 
  Firgengát. You return with enough mountain-
  goat hides to gain a number of gold pieces equal to your 
  Strength modifier. 
  15-17 Stánbucca. The majestic horn of the stone-goat 
  may be carved for blowing or for drinking, or sold to gain 
  gold pieces equal to your Proficiency Bonus.
  18-19 Idesbléd. You collect enough queenblossom to 
  allow you to make a salve that restores 2d6+3 hit points 
  and reduce your temporary Shadow score by 1 when 
  applied. You can only benefit from one application of 
  queenblossom per Adventuring phase.
  20 
  Púkel-stone. You have found a strangely shaped 
  stone, the size of your closed fist. You have discovered 
  that keeping the stone with you seems to make you acutely 
  aware of the presence of Orcs! When searching for signs 
  of Orc-kind, you have Advantage on Investigation, 
  Perception, and Shadow-lore checks.
  
  49
  regions of the mark 
  Helm’s Deep
  Storied in song, Helm’s Deep is the name of the greatest 
  refuge of the Rohirrim, although it has borne many names 
  in its time. It is a cleft cut into the northern spur of the White 
  Mountains, at the eastern end of the Deeping-coomb, 
  a green dale opening to the northwest of the Westfold 
  Vale. A watercourse, the Deeping-stream, runs along the 
  Coomb, pouring down from out of the heights behind the 
  cleft. At the far end of the gorge dark caves open beneath 
  the ground, where the high, crow-haunted cliffs of three-
  pronged Thrihyrne rise steep. A mighty fortress lies at the 
  mouth of the deep, where the Deeping-coomb narrows 
  and a long spur of rock thrusts outward from the northern 
  wall of the mountain. It was built of old by the Men of the 
  West, and all in the Riddermark say that they built it with 
  the help of giants, so high are its walls of stone. Few know 
  that its name was of old Aglarond, and that it was built as 
  a twin to Angrenost, now called Isengard, to the north, so 
  that the two fortresses could guard the approaches to the 
  Fords of Isen. 
  Its main keep is called the Hornburg, but the Rohirrim 
  first called it Súthburg, the southern fortress, where 
  troops were ever kept in readiness, guarding the Gap 
  of Rohan. When Helm Hammerhand took refuge in 
  Súthburg during the Long Winter, he blew his great 
  horn from its heights to warn the Dunlendings of his 
  coming, and the sounding echoed from the cliffs and 
  drove the enemies of the Mark mad with fear. The 
  Rohirrim renamed the fortress the Hornburg to honour 
  their doomed king, and even now, when a trumpet 
  sounds atop the tower, it echoes in the cleft behind, as 
  if the host of Helm was rushing to the onset of battle 
  from the caves beneath the hills. The Men of the West 
  also built a wall joining the Hornburg to the southern 
  cliff of the Coomb, barring the entrance to the deep 
  behind. It is called the Deeping Wall, and the Deeping-
  stream passes beneath it through a cunningly-wrought 
  tunnel. 
  In the Hornburg dwells Éogar, Lord of the Deeping-coomb 
  and Second Marshal of the Riddermark. Helm’s Deep is 
  his ward, and here in times of war takes place the Muster 
  of the Westfold. From the gates of the fortress the éored of 
  Éogar rides forth regularly, led by the steel-eyed Mildryd 
  Shielding. 
  1. Deeping-coomb: The fertile valley called the Coomb is 
  the personal demesne of Éogar, a green dale with grassy 
  slopes slowly rising to meet the foothills of the mountains. 
  Homesteads and little villages are scattered along the 
  course of the Deeping-stream. 
  2. Deeping-stream: The watercourse flows down 
  from the mountains through Helm’s Deep, past the 
  Hornburg, below the Deeping Wall, and around the 
  Hornrock. It passes beneath the Hornburg’s wide 
  causeway, and then eventually out into the Westfold 
  Vale. 
  3. Helm’s Dike: Approximately two hundred yards 
  before Helm’s Gate, a mile-long ditch and rampart runs 
  across the Coomb from cliff to cliff. Built in a time long 
  beyond the memory of the Rohirrim, the Dike has long 
  been breached in several places. The Deeping-stream 
  crosses it where the largest opening gapes along the 
  earthen rampart, and the ditch is now too shallow for 
  much of its length to be an effective defence and should 
  be dug anew. But the current Lord of Deeping-coomb 
  considers it unlikely that his enemies will push him to the 
  defensive and he is not interested in mending the ancient 
  defensive works. 
  4. Helm’s Gate: Here the Deeping-coomb narrows before 
  Helm’s Deep proper cuts into the mountains. To the north 
  stands the Hornrock, the heel of stone upon which stands 
  the tower of the Hornburg and its walls. The Deeping Wall 
  stretches from the Hornrock to reach the southern cliff of the 
  gorge. 
  5. Causeway: A wide ramp leads from the dale onto the 
  Hornrock. It crosses the Deeping-stream where it winds 
  around the base of the Rock. While not unduly wide, the 
  ramp is broad enough for many riders to ride upon it 
  without dismounting. 
  6. Great Gates: The causeway leading upon the 
  Rock narrows as it approaches the great gates of the 
  Hornburg, and determined defenders can keep many 
  attackers at bay from the battlements above. The gates 
  themselves are built using stout timbers from the forests 
  of the mountains, reinforced with iron bars and mounted 
  on great hinges.
  
  rohan region guide
  50
  7. Outer Court: Beyond the main gates of the fortress lies 
  the outer court, defended by thick walls, tall and sheer, 
  encircling it near the edges of the Hornrock. Battlements 
  run along its length, with clefts through which defenders 
  can target their foes with bows or thrown rocks. A rear-
  gate leads to a broad stairway descending into the Deep 
  behind the Hornburg, and a postern-door opens on 
  a corner of the wall, close to the cliff beyond it. On the 
  other side of the small iron gate a hidden path leads to the 
  causeway arching over the Deeping-stream, too narrow 
  for more than one horse or rider to advance along it at a 
  time. 
  8. Inner Court: The wall of the inner court, the court 
  itself, and the tower inside it are also known as the citadel 
  of the fortress. The wall is not as thick as the outer wall, 
  but it rises above it for several yards. Inside its circle 
  stand several outbuildings, including an armoury and 
  stables, and room for many soldiers, their war gear, and 
  provisions. 
  9. The Burg: It is said that the tower of the Hornburg, 
  known also as the King’s Tower, has never fallen to 
  assault, and it is not a difficult claim to believe. The 
  Burg rises as a lofty pillar of stone, like a tooth thrusting 
  upward from the northern cliff of the mountain, looking 
  upon the vale at its feet. Inside are many rooms, including 
  a hall for the soldiers to eat and feast, even if it is not as 
  wide or fair as the noblest halls of Edoras or Aldburg. It is 
  an abode suited to a warlike chieftain or lord, and it suits 
  well the current Second Marshal of the Mark. In a high 
  chamber rests the horn of Helm Hammerhand, waiting 
  
  51
  regions of the mark 
  to sound again against the walls of the Coomb and down 
  into the Deep. 
  10. Deeping Wall: A barrier twenty feet high and nearly 
  as thick, the Deeping Wall is built with great stones set 
  so cunningly that its outer face is smooth as if polished. 
  Moreover, the crenelated top of the wall hangs over its 
  bottom as if it was a cliff worn by the tide. It runs from the 
  Hornrock across the mouth of the Deep to the opposite 
  mountain side. A stair runs up to the outer court of the 
  Hornburg, and three flights of steps lead down to the Deep. 
  11. The Deep: Beyond the fortress, the Deeping-stream 
  flows through the narrows of the gorge, where its walls 
  become so steep and tall that all the light is shut out. 
  Beyond the narrows lie wide natural caves, where in times 
  of strife a great many folk can find refuge with great stores 
  of food and with access to the waters of the Deeping stream. 
  From the caves issue many secret paths, leading out into 
  the northern dales of the White Mountains by hidden 
  ways, though the journey can be long and frightful, if one 
  does not the know the way or fears the dark beneath the 
  mountains.
  Life in Helm’s Deep
  The grim and imposing ancient fortress of Helm’s Deep is a 
  suitable abode for the Second Marshal of the Riddermark, 
  for his thoughts are a safely guarded treasure even to 
  those who love him dearly. To be always by his side, 
  Éogar’s wife, Esfled, has long accepted a secluded life in 
  a remote fastness, surrounded only by stern and taciturn 
  warriors, the most loyal retainers of her wary husband. 
  For days on end, the only female voice that is heard raised 
  in the courts of the Hornburg is that of Mildryd Shielding, 
  uttering orders to the Lord of the Westfold’s first éored 
  and the grim captain’s speech is no gentle sound. 
  In recent years, though, there have been changes. While 
  Éogar is still reluctant to trust others too far, he has begun 
  to cautiously welcome foreigners under the cold roofs 
  of the Hornburg, if only to appease his loving wife and 
  young child. Éogar sets a relatively lean table, but despite 
  pretensions otherwise, there are many folk within the 
  Hornburg eager to hear new tales and songs. 
  Opening Helm’s Deep as a Sanctuary
  Companions who have entered the Hornburg for the first 
  time during an Adventuring phase may gain permission 
  to spend a single Fellowship phase as guests of the Second 
  Marshal of the Mark. If they wish to return in the future, 
  possibly to broach a longer term alliance with Éogar, they 
  need to win his trust. They will have their work cut out for 
  them, though, as the lord of Deeping-coomb is not easily 
  impressed. 
  In game terms, if the companions are interested in 
  opening Helm’s Deep as a sanctuary they may become 
  involved in a number of tasks that will take years to 
  complete. The companions will need to dedicate at least a 
  Fellowship phase (or even an Adventuring phase) to each 
  of the following activities in order to gain the confidence of 
  Éogar, if not his friendship:
  • 
  Make Peace with the Locals: The Lord of Fowlmere, 
  Elfthain (see page 45), is considered an enemy by 
  Éogar and the feeling is mutual. However, Éogar 
  respects Grimborn, the Lord of Grimslade (see page 
  46), who is lifelong friends with Elfthain. If the 
  companions can somehow forge a bond between 
  these three men, or at least get them all to a respectful 
  tolerance, the safety and strength of Westfold will 
  The Horn of Helm
  Helm’s legendary war-horn is a massive instrument, 
  twisting in a long smooth curve and carved from the 
  tusk of a very large beast, probably an oliphaunt 
  from Harad. Helm most likely received it as a 
  gift from Gondor, as its engravings are clearly not 
  the work of artisans from Rohan. It is kept under 
  lock and key in the Burg atop the Hornrock, as the 
  Rohirrim believe that it would bring the illest of 
  luck to sound the Horn of the Hammerhand without 
  Helm’s Deep being threatened by enemies. The most 
  superstitious among the Helmingas believe that such 
  a deed would indeed attract the ire of the wraith 
  of Helm himself. Saruman the White has shown 
  interest in the story of Helm and his war-horn, but 
  to this day Éogar has never invited him to enter the 
  Hornburg and see the precious heirloom. Maybe 
  some sly emissary of Orthanc will succeed where the 
  lord of Isengard failed? 
  
  rohan region guide
  52
  be vastly improved, and with it the consideration 
  of Éogar towards the companions. (A way to bring 
  the two proud lords to peace might lie in proving to 
  Elfthain that Éogar is not the sly schemer he appears 
  to be, but that he felt he had to engage in political 
  plots to safeguard his people against the misrule of 
  old Fengel King). 
  • 
  Help Esfled Restore the Keep: Despite being 
  a mighty fortress, Helm’s Deep cannot really be 
  considered comfortable, much to the displeasure of 
  Esfled, wife to Éogar. In the past decades much that 
  wasn’t immediately practical has been allowed to 
  deteriorate, and that was no accident. At the time of 
  his rule, Fengel subtly encouraged Éogar to not care 
  about such things, for two reasons: he did not want 
  anyone to possess a grander fortress than his halls 
  in Edoras, and it freed up more of Éogar’s money for 
  gifts. Convincing Éogar to renovate it will take some 
  doing, though. The only suitable stone quarry is 
  dangerous — creatures come down from the White 
  Mountains and must be dealt with, not to mention 
  finding stonemasons up to the task. But the gratitude 
  of the wife of the marshal will definitely reinforce the 
  companions’ stature in the eyes of Éogar.
   
  • 
  Encourage Trade: While Westfold does produce 
  rich crops, the land of Eastfold is far more famed 
  as a source of produce and trade goods, whereas 
  others look to the west as a source of treasures 
  seized from the Dunlendings. Encouraging traders 
  to regularly come to Helm’s Deep will take time and 
  effort. 
  A Company that has succeeded in gaining the respect of 
  Éogar and improving the lot of the folk of Westfold will 
  be allowed to choose the Open Sanctuary Fellowship 
  phase undertaking, gaining them access to such exclusive 
  undertakings like Enter the Hornburg and Gaze upon the 
  Glittering Caves. 
  Additionally, heroes who succeeded especially well, 
  putting their own resources to work for Éogar, brokering 
  real alliances between the various factions within 
  Westfold, setting up a successful trading post, and so on 
  may be publicly acknowledged for their efforts by the 
  Second Marshal:
  • 
  If the Loremaster is using the rules for Holdings in 
  their campaign (found on page 9 of the Mirkwood 
  Campaign), worthy companions will be granted 
  a small farm in Westfold (starting rating +1). 
  Neighbouring farmers from the vale will happily 
  assist the heroes with their new land if they lack the 
  appropriate skills (many that can swing a sword with 
  deadly accuracy know little of the plough). 
  New Fellowship Phase 
  Undertaking: Enter the 
  Hornburg (Rohirrim Only)
  Many among the Eorlingas, especially those that 
  have taken on a difficult task, find strength in the 
  grim tale of Helm. Before setting off on what is 
  likely to be a dangerous or even fatal quest, they 
  visit the ancient fortress of the Helmingas, to behold 
  with their own eyes the abode of the Hammerhand, 
  the fiercest Lord of the Mark that ever was. They 
  pace the cracked stones of the Deeping all, see the 
  Hornrock rise in the shadows of the mountains, and 
  when they feel their spirit is attuned to the place, 
  climb to the top of the Hornburg to sound their own 
  horn and hear it echo across the cliffs of the Deep. 
  For the length of the Adventuring phase following 
  such a pilgrimage, when the hero must make a 
  Corruption check (any Wisdom saving throw that 
  risks 1 or more Shadow points for failure), you can 
  spend Inspiration to succeed automatically, as if you 
  had rolled exactly what you needed. If no result on 
  the die would cause you to succeed, then you cannot 
  use this benefit.
  The Glittering Caves
  Deep under the roots of the Thrihyrne whence the Deeping-
  stream flows lies the secret refuge of the Men of Westfold. 
  The caverns of Helm’s Deep they call them, but they once 
  went by the name of Aglarond, the Glittering Cavern, and 
  they are more than mere underground hollows.
  The Men of the West found them first and dug passages 
  and stairs to connect the immeasurable natural halls 
  and chambers in one great underground realm. When 
  the Rohirrim discovered them they kept their location a 
  
  THE GREAT RIVER
  53
  regions of the mark 
  secret, using the caverns for the storage of provisions and 
  to provide a safe sanctuary for their folk and livestock in 
  time of war. But their history and usage does not reveal 
  the real secret of the caves of Aglarond: for they are vast 
  and beautiful, unlike anything crafted by Men, Elves, or 
  Dwarves. They open up, one after the other, great caves 
  where torchlight glitters and reflects spectacularly from 
  crystals, gems, and veins of precious metal, and the 
  sound of water dripping in meres and pools untouched by 
  wind or breeze becomes a music that would enrapture the 
  greatest minstrels among the Fair Folk. 
  That the Rohirrim have left such beauty and treasure 
  unmolested to this day says much of their wisdom and 
  generosity. Even a greedy man like Fengel King did not 
  dare to loot the caverns to enrich the Golden Hall, and 
  was content to enjoy the caves as a matchless treasure 
  in their own right. But the Rohirrim do not trust others 
  as well as they trust themselves, and they say little of the 
  glories of Aglarond to outsiders. 
  the south and east at the South Undeep, again shallow 
  enough to ford. Always to the east the treeless slopes of the 
  Brown Lands rise and fall, withered and empty. 
  Beyond the Undeeps, the Great River resumes its 
  southbound course along the borders of the Eastemnet 
  and towards the White Mountains. Its waters quicken 
  gradually, so gradually that even a veteran traveller 
  may not notice it. Eventually, Anduin enters a hilly land, 
  tangled with thorny thickets, and its banks rise and 
  become rocky. Boating becomes more difficult, as there 
  are rocks and stony eyots emerging from the stream. 
  Then, quite suddenly, Anduin comes upon the rapids of 
  Sarn Gebir, where stone shoals and sharp rocks rise up 
  and the water drives over them fast and dangerous. Wise 
  boaters paddle hurriedly to the bushes and trees of the 
  western shore, for no boat survives Sarn Gebir. 
  On the west bank, not far from the point where the river 
  becomes impossible to navigate, is an old portage-way. 
  Travellers may draw their boats out of the water and carry 
  them across it, traversing an unhappy stretch of limestone 
  dells and boulders, thick weeds, and brambles. The track 
  ends by a little pool under the lee of a rock-wall less than 2 
  miles away. From here, boating can be resumed on gentler 
  waters. 
  South of the rapids the river rolls swiftly. Its banks 
  narrow and rise to sheer grey cliffs. Only a lane of sky 
  and occasional struggling trees can be seen overhead. The 
  ravine grows darker and more foreboding as it gets closer 
  to the hills of Emyn Muil, until at last the waters of Anduin 
  flow between the pedestals of two great statues of stone, 
  rising as pinnacles on either side of the river. 
  These are the Argonath, the sentinels of Númenor, wrought 
  in the shape of two kings bearing an axe in one hand and 
  holding the other up in warning to the North. Once they 
  marked the northern border of Gondor, and still they 
  stand, worn but unbroken, provoking awe and fear in 
  those who behold them. The waters become narrow and 
  more turbulent between the statues, and the wind rushes 
  noisily between the rock faces of the gorge. 
  Beyond the Argonath, the river emerges into the light 
  of Nen Hithoel, a long oval lake measuring many miles 
  across. Wooded hills rise steep from its shores. At the 
  New Fellowship Phase 
  Undertaking: Gaze upon the 
  Glittering Caves
  A companion who spends a Fellowship phase in 
  Helm’s Deep and who has heard the rumours talking 
  of the ‘true jewels’ lying hidden beneath the earth in 
  Aglarond may wish to journey there to witness the 
  Glittering Caves. The great beauty of the caves is 
  such that hearts are raised and sorrows vanquished 
  by gazing at the stars that shine within the earth. 
  When a hero sees Aglarond for the first time, they 
  reduce their temporary Shadow score by 2 points.
  the great river
  Coming down from the north, the Anduin passes the Field 
  of Celebrant, where the Limlight adds its waters to those of 
  the Great River, among forests of great reeds. Beyond their 
  confluence, it flows along the eastern boundaries of the 
  Wold of Rohan and becomes wide and shallow between 
  stony banks. Here the river turns east, making a wide 
  meandering loop: the North Undeep. Then, it doubles 
  back and runs again westward, only to curve again to 
  
  rohan region guide
  54
  southern end of the lake three peaks rise, one on each 
  shore and the third in the lake itself, casting the waters to 
  either side. Beyond the centre peak, Tol Brandir, the Great 
  River, crashes over the Falls of Rauros, whose thunder can 
  be heard from afar. 
  Boats can be beached on the shores before Rauros. Trails 
  on the east shore lead to Amon Lhaw, the Hill of Hearing, 
  while other paths on the west bank lead up to Amon Hen, 
  the Hill of Seeing. Another trail leads down from Amon 
  Hen to the great North Stair, a portage-way where boats 
  can be carried safely down to the water below the falls. 
  Out of the thunder of Rauros the Great River rolls wide 
  and slow through boundless swamps. The Mouths of the 
  Entwash empty from the west and the Nindalf, which the 
  Rohirrim call Wetwang, sprawls in the east. Slowly the 
  Great River rolls on, out of sight of Rohan, through Gondor 
  and at long last to the Sea. 
  Combat Scenery: briar patch, cliffs, crags, hedges of tree 
  limbs, old walls, roar of water, rock pillars, statues, thick 
  fog, varied slopes
  wildlife
  The Great River passes fens and mires along the Field of 
  Celebrant, at the mouth of the Limlight, and between the 
  North and South Undeeps. In the fens, tall reeds grow 
  from the water, willows cling to the banks, and weeds 
  sway in the murk. Animals are rarely seen or heard except 
  for small birds whistling and piping unseen among the 
  reeds. At times, great flights of black swans can be seen 
  crossing the sky looking up from the river course. Between 
  the fens, meadows of grass stretch away to the west into 
  the Wold and the Eastemnet, which have their own wildlife 
  and ways. To the east are only the Brown Lands, blasted 
  and dead. 
  South of the Undeeps, the ground grows firmer and 
  woods grow thicker among the grassy meadows. Deer, 
  boars, and small bears roam the woods with rabbits and 
  squirrels, wary and stealthy as they come to the river 
  to drink. Likewise wooded and green are the hills of the 
  Emyn Muil around Nen Hithoel. 
  Beyond the Falls of Rauros the Great River runs through the 
  wetlands of the Nindalf and the Mouths of the Entwash. 
  Many fish swim in those marshes: catfish and carps and 
  poisonous barbels. Grebes and ducks and geese dive for 
  fish from above, and herons and white storks with black 
  wingtips. Frogs and snakes slither in and out of sight, and 
  marsh warblers sing in the nettles and willows sway in the 
  deep morning fog. 
  Brown Lands
  South Undeep
  North Undeep
  o
  o
  ~Emyn Muil
  The Great River
  Sarn
  Gebir
  The Argonath
  E
  ~The East Wall
  E
  E
  Amon Hen
  Amon Lhaw
  Falls of Rauros
  Nen
  Hithoel
  Mouths of
  the Entwash
  n
  Anorien
  c
  Mering Stream
  Firien Wood
  E
  Halifirien
  Fenmarch
  c
  Eastemnet
  Field of
  Celebrant
  -
  
  55
  regions of the mark 
  inhaBitants
  There are no permanent settlements along the Anduin 
  between Rhovanion and Gondor, for the region is too 
  isolated from the homelands of the Rohirrim. Old 
  ruins adorn the heights overlooking the South Undeep, 
  watchtowers of Gondor where guards protected the fords; 
  they are long abandoned, worn by time, or wrecked by 
  war, no one can say for certain. Only travellers and 
  wanderers can be encountered along the Great River 
  where it passes between Rohan and the Brown Lands, 
  and only rarely.
  notaBle characters
  Aegif, Wife of the River
  There are lore-masters in Rohan and a rare few in the 
  north, including Elrond of Rivendell, who have heard 
  whispers of the Wife of the River. The tale goes that there is 
  a woman who left behind her people — indeed, all people 
  — long ago, to hear only the voice of the Anduin and learn 
  its songs. The River Wife is real. Her name is Aegif and 
  she concerns herself with little save listening to the ever-
  changing song of her ‘husband’ and singing back to ‘him’ 
  in turn. What caused her to choose such a life is unknown 
  and though she has passed on ancient stories to those she 
  has met over the years, she keeps her own tale close, if she 
  even remembers it at all.
  The Anduin has taught her many things, many wondrous, 
  secret things. Aegif’s lore encompasses things she couldn’t 
  possibly know; if the Enemy knew of some of Aegif’s songs 
  concerning a ring that fell in the Great River long ago, he 
  The Anduin has taught her many things, many wondrous, 
  secret things. Aegif’s lore encompasses things she couldn’t 
  possibly know; if the Enemy knew of some of Aegif’s songs 
  concerning a ring that fell in the Great River long ago, he 
  would never stop hunting her…
  Companions passing swiftly through the lands of the 
  Great River might never meet Aegif, save only if they are 
  in trouble, for she may leave a fish or a snare-caught 
  squirrel for the starving. Those seeking her lore have a 
  difficult task before them as she roams over hundreds 
  of miles of the river, never lingering long in any one 
  place, and only a master tracker could pursue her in the 
  land she knows better than any other. Still, sometimes 
  the Anduin tells her to wait for folk whose need is truly 
  great. 
  aegif
  Medium Human
  STR 
  8 (-1)
  DEX 
  16 (+3)
  CON 
  17 (+3)
  INT 
  15 (+2)
  WIS 
  20 (+5)
  CHA 
  18 (+4)
  Armour Class 13
  Hit Points 45 (6d8+18)
  Speed 30 ft
  Skills Insight +9, Nature +4, Perception +9, Performance 
  +6, Survival +7
  Senses passive Perception 19
  Languages Rohan, Westron
  Challenge 3 (700 XP)
  Art of Disappearing. Aegif can Hide with perfect 
  success. She is considered to have rolled a 20 on any 
  Dexterity (Stealth) checks.
  Expert. Aegif doubles her Proficiency Bonus for her 
  Insight and Perception skills.
  Song of the River. Aegif cannot be Surprised and has 
  Advantage on initiative rolls within sight or sound of the 
  Anduin.
  Wicked Cunning (1/day). Aegif can use a bonus action 
  to activate this ability. For the remainder of the combat, 
  she has +5 to her AC.
  Actions
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft, one 
  target. Hit: 5 (1d4+3) piercing damage.
  Reactions
  Uncanny Dodge. If Aegif can see an attacker that has 
  struck her, she may halve that attack’s damage.
  Encountering Aegif
  If the companions catch a hint of the presence of 
  Aegif, they may try to find her: a DC 20  Wisdom 
  (Survival) check is required. If they succeed in 
  finding her, Aegif shows no fear. She might even 
  speak to them if they approach her courteously, or 
  if the Company includes an Elf. Aegif is withered 
  and thrawn and wild, but her voice is soft and rich. 
  Has she not sung to the river all these long years? An 
  Elf with the Elven-lore trait recognises something in 
  her songs: an echo of the voice of Ulmo, the Lord of 
  Waters, one of the great powers of the world. That 
  is a name that Aegif has never heard nor imagined. 
  She knows only the River, and the hope that comes 
  from seeing it wash clean whatever may befall; and 
  the sense that far away the River joins the Sea 
  whence all hopes spring. 
  
  rohan region guide
  56
  Aegif appears to be an ancient woman, with silvery 
  hair and eyes of a blue so deep they are almost black. 
  Whatever her age, she is remarkably spry for it. 
  Herulf, Outlaw Chief
  Along the riverbanks of the Anduin roam a band of 
  outlaws that style themselves like the heroic rebels of old 
  tales, fugitives from hated tyranny. Their chief, Herulf, is 
  the most enthusiastic teller of this tale, and may actually 
  believe it himself. To his victims, he apologises for his 
  noble banditry, reciting a litany of grievances levelled 
  against Fengel King, who, he says, drove Herulf’s family 
  out of the Riddermark long ago. 
  Most of Herulf’s followers think that posture is an 
  amusing lark. They are brigands and robbers, a gang 
  usually thirty or forty strong. Their numbers change, 
  because they often disband and regroup, lose members, 
  or gain desperate new ones. They sometimes camp in the 
  ruins that overlook the South Undeep, sometimes near 
  the portage-way at Sarn Gebir, and sometimes near the 
  North Stair at Rauros; when escaping, they retreat into 
  the Emyn Muil. 
  Herulf’s bandits like to prey on those horse-herds of 
  Eastemnet that camp too near to the river. Sometimes they 
  venture north and attack a homestead of the Wold. But the 
  bandits always flee quickly, lest vengeful riders pursue them. 
  As commerce between Rhovanion and the South grows, the 
  trade on the river itself has caught the outlaws’ attention. 
  Herulf is sturdily built, in his late thirties. He wears his 
  fair hair in long plaits and plays at being a wronged noble 
  Rohirrim lord, but his intimidating true nature comes to 
  the fore if he’s defied in any way.
  Motivation: I was robbed of my lands, my wealth, and 
  my rightful position. Now I rob from others whatever 
  paltry things I can.
  Expectations: +1 if the Company readily surrenders 
  their coin and other valuables to Herulf; +3 if they flatter 
  him as a lord; -4 if they defy him or question his ancestry.
  Odovacar and Mathilda, Traders from the Toft
  Odovacar and his wife are the elders and leaders of a 
  clan of traders from the Toft, the largest town of southern 
  Rhovanion (see Rhovanion Region Guide, page 68). They 
  spend at least half of each year making a long trading 
  journey to the South and back again with a dozen of their 
  kin. They row on the Anduin in three sturdy boats laden 
  with supplies and trading-goods: woven blankets, carved, 
  wooden tools, and statues, the pelts of black foxes, bears, 
  and wolves that are exotic in the South, and herbs found 
  only in the eaves of Mirkwood. Trade with the South was 
  scarce in the long years when the Necromancer ruled 
  Dol Guldur; Odovacar has been the earliest and most 
  successful to open the old trading-ways again. 
  Their expedition usually includes fifteen men and women, 
  all kin to Odovacar and Mathilda. They wear no armour, 
  but are heavily armed with bows, shields, spears, and 
  axes, and they are rarely troubled by robbers. Odovacar’s 
  herulf
  Medium Human (Evil Man)
  STR 
  16 (+3)
  DEX 
  13 (+1)
  CON 
  16 (+3)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 
  18 (+4)
  Armour Class 15 (Leather Corslet, Shield)
  Hit Points 45 (6d8+18)
  Speed 30 ft
  Skills Deception +6, Lore +3, Perception +4, Persuasion 
  +6, Survival +4
  Senses passive Perception 14
  Languages Rohan, Westron
  Challenge 2 (450 XP)
  Ambush. During his first turn, Herulf has Advantage 
  on attack rolls against any creature that hasn’t taken a 
  turn. If he scores a melee critical hit on a target in this 
  turn, that target is knocked Prone.
  Cruel Stroke (Recharge 5-6). If Herulf makes a 
  successful attack, he may use a bonus action to make 
  the attack a critical hit.
  Actions
  Long Sword. Melee Weapon Attack: +5 to hit, reach 
  5 ft, one target. Hit: 7 (1d8+3) slashing damage or 8 
  (1d10+3) slashing damage if wielded with two hands.
  Reactions
  Parry. Herulf adds 2 to his AC against one melee 
  attack that would hit him. To do so, he must see the
  attacker and be wielding a melee weapon.
  
  57
  regions of the mark 
  journey towards Gondor typically begins in April and takes 
  about a month. They spend thirty days or so trading in 
  Osgiliath, then they temporarily leave their boats to travel 
  overland, first stopping in Minas Tirith, and thence through 
  Anórien and into Rohan. From Edoras it takes another 
  month to cross the plains and ford the North Undeep; then 
  thirty days more to journey from the North Undeep home 
  to the Toft. If things go well, Odovacar and Mathilda return 
  home at the beginning of autumn. They trade the goods 
  and gold of Gondor and Rohan with their own people and 
  rest in preparation for the next spring’s adventure. 
  But there is a dark side to these peaceful traders from the 
  Toft. Odovacar, but especially Mathilda, the matriarch who 
  really organises and directs things, follow the old ways of 
  the East Nether Vales of Anduin, whose inhabitants in the 
  past often worshipped the Necromancer of Dol Guldur. 
  While they are north of the Argonath Mathilda performs 
  certain propitiatory rites in the night of each new moon, 
  rites involving the bloody killing of a black swan. Since it is 
  their tradition that the realm of the Necromancer ends at 
  the Argonath, Mathilda stops performing her rites when 
  they go beyond the sentinels of Gondor. But, when their 
  boats pass the Argonath, none of the family can bear to 
  cast eyes upward to behold the faces of the ancient kings. 
  Odovacar is a well-built man in his fifties, with deep 
  brown eyes and grey hair. He speaks in short sentences, 
  using just enough words to make a deal. Mathilda is also 
  in her fifties, but easily looks to be in her late thirties. Her 
  hair is a vibrant chestnut brown, with green eyes. She 
  is taciturn with outsiders. Both count as Merchants but 
  many of their companions are Warriors (see pages 69-72 
  in the Loremaster’s Guide).
  notaBle Places
  The Undeeps
  At the eastern border of the Wold and northeast of the 
  plains of Eastemnet, the Anduin loops to the east and west 
  several times before resuming its southward course. The 
  two westward bulges created by the river loops are called 
  the Undeeps, North and South. Here the river broadens 
  and its waters are shallower, over gravel shoals and stony 
  beaches suitable for fording. 
  The Undeeps were abandoned for long centuries, but 
  that is changing of late. Traders and other travellers 
  from Wilderland passing south have begun to use the 
  Undeeps to cross into Rohan, as others did of old, and 
  the Eorlingas have begun to patrol the crossings far more 
  regularly. They are wise in their caution, for the increase 
  in traffic has already been noted by other, less savoury 
  sorts as well… 
  A bow shot from the fords of the South Undeep the 
  land rises. There, two ancient hill-forts emerge from 
  the uneven ground. About their naked summits lie 
  large blocks of stone, as if scattered by a careless giant. 
  Some say that the Men of the West quarried the stones 
  in the White Mountains, though the truth is that no 
  one truly knows how they came to be here, as the forts 
  were naught but empty ruins long before the Eorlingas 
  arrived. They have never been rebuilt, but regardless, 
  they are now in use. 
  A band of brigands led by the self-styled ‘Lord among 
  Outlaws’, Herulf (see page 56), have established a 
  concealed camp within the ruins. They are careful to 
  come and go by unseen paths so that their makeshift 
  fortress is not discovered by a patrol of the Eorlingas, 
  but too many targets have identified them and several 
  éored already have orders to keep an eye out for them, 
  to remove the menace they represent to the burgeoning 
  trade in the area. 
  Travelling with Odovacar
  Companions journeying south from Rhovanion in 
  the spring, or travelling north again from Rohan 
  as summer ends, may encounter the traders from the 
  Toft and join them for a while. Since they are expert 
  journeymen, travelling with Odovacar’s caravan 
  grants Advantage on any Journey Events. What the 
  companions may discover along the way is another 
  story…
  
  rohan region guide
  58
  The Emyn Muil
  A great range of jagged, hard hills separate the plains of 
  the North from the lowlands of the South. These are the 
  highlands of the Emyn Muil, the ‘dreary hills’, and they 
  stand on either side of the Great River as the Anduin cuts 
  through them. 
  West of the river the hills rise up, stony and bleak. Some 
  30 miles west of the Nen Hithoel, the hills end in a sheer 
  falloff, with the green plains of the Eastemnet over a 
  hundred feet below. This cliff is the East Wall of Rohan, 
  the eastern boundary of the Mark, visible on the horizon 
  from nearly 40 miles away. 
  The jagged hills of the Emyn Muil have long hidden desperate 
  bandits from pursuit and other, darker, creatures as well. 
  Trolls have been known to abide here, preying on whatever 
  outlaws they can find. Some very daring, or desperate, folk 
  travel here in search of ancient treasures long lost, for a few 
  ancient tales hold that some of the warriors who fought in 
  a great battle to the east of the Emyn Muil fled here to die at 
  the end of the Second Age. 
  Amon Hen and Amon Lhaw
  The lake of Nen Hithoel is about 20-miles long and 10-miles 
  wide. East and west the shores rise into the steep hillsides 
  of the Emyn Muil, while in the south the lake narrows 
  New Fellowship Phase Undertaking: Guard the Crossings
  Riders of Rohan patrol the western shores of the 
  Undeeps from time to time, watching for signs 
  of bandits or Orcs marauding from the North. A 
  companion spending a Fellowship phase in Edoras 
  or Aldburg may join them and meet travellers 
  attempting to resume a trade between Wilderland 
  and the southern lands, help horse-herds in trouble, 
  or encounter dangerous outlaws. 
  You may choose to make a DC 15 Wisdom 
  (Perception) check. If you succeed, roll on the 
  following table with Advantage. If you fail, roll 
  with Disadvantage. If you choose not to attempt the 
  check, roll 1d20 and consult the table below:
  1 
  Ill-tidings. The crossings are attacked by 
  Outlaws, Orcs, or some other menace. You help in 
  repelling the threat, but sustain lingering injuries. 
  You begin the next Adventuring phase with 1 level of 
  Exhaustion.
  2-6 
  Nothing useful. Long days of little activity 
  are your only reward this time.
  7-10 
  Fruitful activity. The long hours sharpen 
  your senses. You receive 2 Patrol dice. A Patrol die is 
  a d4 and can be added to any roll during a journey 
  in which the hero is serving as a Look-out or Scout.  
  11-14 Very fruitful activity. As above, but you 
  receive 3 Patrol dice.
  15-17 Valuable practice. You can use your 
  experience 
  on 
  the 
  frontier 
  during 
  the 
  next 
  Adventuring phase. When you roll for initiative, 
  if you spend inspiration you gain a Preparation 
  die. Preparation dice represent special advantages 
  that heroes can gain in a complex battles. Each 
  Preparation die is a d6 and during the battle any 
  Player-hero can take and roll a Preparation die and 
  add the result to any one attack roll, damage roll, 
  saving throw, ability check, or add the result to their 
  AC as a reaction to an attack. Each Preparation die 
  can only be used once.
  18-19 News from afar. You have heard all sorts 
  of news and gossip. In the next Adventuring phase, 
  you may make an Introduction check for an audience 
  with Advantage.
  20 
  Chance 
  meeting. 
  You 
  encounter 
  a 
  potential patron (such as Thengel King touring 
  his kingdom, or Saruman or Gandalf on a 
  journey to or from Wilderland). You may elect to 
  engage them in an Audience. If you’re successful, 
  then you may later undertake to gain them as a 
  Patron.
  
  59
  regions of the mark 
  again amid three peaks, one rising on either shore and 
  one rising sheer from the water itself. 
  The central peak is Tol Brandir, the Tindrock. It emerges out 
  of the waters like a gigantic spire, its walls inaccessible to 
  any who would dare attempt to climb it. High overhead, 
  trees can be seen on its slopes, and many birds nest there, 
  but its summit is as sheer as its base. The waters flow on 
  each side of Tol Brandir and beyond over the Falls of Rauros. 
  The western peak is Amon Hen, the Hill of Seeing. Its base 
  at the water is a broad greensward, Parth Galen, where 
  boats can land easily and travellers camp in comfort. 
  Trees and hills rise all around on gentle slopes that only 
  slowly become rugged in the western reaches of the 
  Emyn Muil. The remains of an ancient road, now but a 
  broken, bramble-covered stone path, lead up to the broad 
  summit of Amon Hen. In some steep places stairs were 
  cut into the hill, but they too are ruined or buried in the 
  earth of centuries. Rowan trees grow about the hill, 
  but not upon its broad, flat summit. There large stones 
  pave a rounded courtyard within an encircling ruined 
  battlement. At its centre an ancient stone chair sits 
  atop four carven pillars and a stair of many steps: the 
  Seat of Seeing, built by the Men of the West. Whatever 
  power it once held seems lost today; sitting in it one 
  merely stares into the West across the great plains to 
  the shadow of the distant mountains. 
  The eastern peak is Amon Lhaw, the Hill of Hearing. The 
  slopes descend to a shelving shore where boats can set 
  safely down. Beyond, the slopes rise and end at cliffs over 
  the unhappy Brown Lands of the East. As a twin to Amon 
  Hen, atop the hill sits the ancient Seat of Hearing, built the 
  same as the Seat of Seeing but facing east. In days long 
  past the lords of Gondor would sit here and listen for the 
  voices from the wide world; now it is merely a cold throne 
  of stone. 
  New Fellowship Phase Undertaking: The Hills of Seeing and Hearing
  To most wanderers Amon Hen and Amon Lhaw are 
  still and silent ruins, relics of powers long forgotten. 
  But should a Player-hero visit the twin hills during 
  a Fellowship phase spent in Edoras or Aldburg, 
  undistracted by companions and the demands of 
  adventures and errands, they might see or hear more. 
  The visitor must choose which seat to study for a 
  time, the Hill of Seeing or the Hill of Hearing, and 
  then make a DC 20 Wisdom (Insight or Perception) 
  check.  If the hero is a Dúnadan, a Barding with the 
  Woeful Foresight virtue, a High Elf of Rivendell, 
  or a Wood-elf with the Elvish Dreams virtue, they 
  roll with Advantage. If the check fails, nothing is 
  learned and no special insights are experienced.
  If the check succeeds, the companion witnesses some 
  important event occurring in a faraway place or 
  hears important words uttered somewhere at a great 
  distance. The hero making the roll may choose 
  roughly where to look or listen before determining 
  the result, naming a city or region but cannot specify 
  anything more precise than that. The details of the 
  witnessed event are up to the Loremaster.
  A result of 20 on the die conveys a clearer vision 
  and leaves the Player-hero’s spirit uplifted, at peace 
  if the vision was good or firm of resolve if it was 
  painful; the companion gains Inspiration. 
  A result of 1 on the die, however, attracts the attention 
  of dark powers in distant shadows. If servants of 
  Shadow are actively seeking the companions, they 
  gain a sudden instinct where to seek. If you are 
  using the Eye of Mordor rules to track the Enemy’s 
  awareness of the Company, add 3 to the Hunt score. 
  It is worth noting that the Hill of Seeing allows a 
  momentary vision of an event as it happens, but does 
  not convey any sound. The Hill of Hearing allows 
  the hero to hear the speech of a person taking an 
  important decision, or perhaps even thoughts that 
  are so fully formed as to be nearly spoken aloud.
  
  THE GAP OF ROHAN
  rohan region guide
  60
  The Falls of Rauros
  Where the cliffs of the Emyn Muil loom over the swamps 
  of the Nindalf, the Anduin tumbles down thunderously 
  from the Nen Hithoel as the mighty Falls of Rauros. The 
  crashing waters cannot be passed by boat, though there is 
  a path — a portage way called the North Stair —  carved in 
  ancient times by Gondor, when travel between North and 
  South was frequent. The wide switchbacks of the North 
  Stair readily allow travellers to carry their boats and other 
  burdens along them. 
  At the foot of the North Stair, beyond the turbulence of the 
  falls, shelves of rock stand in the mist over the river. Boats 
  can be lowered safely again to the water and rowed south 
  past the Mouths of the Entwash. The vast mists caused 
  by the falls conceal much of the area surrounding them 
  and Gondor was said to have secreted refuges here of old, 
  carved into the rockface behind the falls. 
  The Mouths of the Entwash
  South of the Falls of Rauros the Anduin sprawls wide 
  amid great swamplands: the Nindalf to the east, which 
  the Rohirrim call the Wetwang, and the Mouths of the 
  Entwash to the west. Both wetlands lie within Gondor, 
  beyond the traditional borders of Rohan, though few 
  venture here. A traveller on the river must row many 
  leagues before the swamps give way to the gentle woods 
  of Ithilien and Anórien. The Mouths of the Entwash flow 
  east through countless vales, obscured in mists. Travel is 
  never undertaken lightly here, for the fog conceals safe 
  paths, and the weed-choked marshy waters easily foul 
  passing boats. 
  There are said to be plants of great medicinal value deep 
  in the swamp, which aid in swiftly staunching blood loss 
  and curing great fevers, but retrieving them can be a fool’s 
  errand. Many Eorlingas of the Eastemnet believe that Orcs 
  linger here, eking out a foul existence preying on the many 
  creatures of the swamp, but no rider is willing to seek 
  them out, for horses cannot travel over the boggy ground.
  The Wetwang to the west is equally perilous, for the 
  constant fog and wide surface of the water merge the river 
  with the swamp. Boats are easily mired in sucking mud 
  and attempting any journey by foot is utterly futile. The 
  only way through is to strive to keep to the deepest waters, 
  till the marsh at last gives way to the true river again.
  the gaP of rohan
  The rolling grassland of the Westemnet and the rising 
  hills of Westfold meet upon a narrow plain lying between 
  the White Mountains and the Misty Mountains. Through 
  the flat land of the Gap of Rohan, the river Isen descends 
  from the north and becomes slow, chattering over stones 
  at the ancient fords. From there, the river turns west into 
  Enedwaith, taking up speed and depth as it runs across 
  
  61
  regions of the mark 
  a sloping country towards the low-lying coastlands of 
  southwestern Gondor many miles beyond. 
  homesteads of Westfold. The folk of the West-march look 
  at the king in Edoras as a far-off tyrant. As an answer, 
  the Second Marshal of the Mark sends his men across 
  the river to burn villages and discourage further violent 
  actions. Sometimes, the bloodshed attracts Orcs who 
  descend at night from the northern mountains seeking 
  pillage, or emerge from their hiding places in the 
  mountains to the south. 
  Combat Scenery: ancient dykes, bogs, crags, mud, 
  shallow slopes, river shallows, roar of water, rock edges, 
  thickets
  wildlife
  The region is less settled than the other lands of the Mark 
  to the East. The herd-folk of Westfold try to stay at a safe 
  distance from the Isen, and few farmers till the land. The 
  result is an untamed area, where foxes and boars are 
  easily spotted, and eagles, falcons, and buzzards often fly 
  overhead, preying on fish in the river and small creatures 
  on the plains. 
  The folk of the West-march hunt for deer and boar in their 
  lands up to the Gap, and their traps and snares can be 
  found anywhere in the woods and fens between the Isen 
  and Adorn.
  inhaBitants
  The Gap of Rohan is guarded at all times by the men of the 
  Second Marshal of the Mark, and riders in full harness 
  are often seen going to and fro along the road leading 
  to the Fords of Isen. In times of war, the marshal orders 
  warriors to man the defences guarding the Fords, but no 
  one lives in the Gap itself—oo many enemies threaten it. 
  To the southwest of the Gap live the Wulfings of the West-
  march, a folk of mixed Rohirrim and Dunlendish lineage 
  taking their name from Wulf, son of Freca. Freca was a 
  local lord remembered in the old songs of the Wulfings 
  as a great warrior murdered treacherously by Helm 
  Hammerhand, King of Rohan. His son, Wulf, brought war 
  to the Mark seeking revenge, and seized Edoras and sat 
  upon its throne at the time of the Long Winter. But Wulf 
  was betrayed by his allies, southerners and Easterlings 
  that he let into the Mark to crush his enemies and that 
  failed in their promise. Wulf was murdered like his father, 
  and his folk forced to retreat to their old land. From that 
  E
  E
  E
  Aglarond
  The High Stone
  Frecasburg
  ~River Adorn
  c
  West-march
  E
  E
  Dinas Drust
  Grimslade
  Gap of Rohan
  c
  Fords 
  of Isen
  E
  E
  Isengard
  Dol Baran
  c
  Nan
  Curunir
  Old South Road
  At the Fords of Isen several roads meet. The great West 
  Road from Edoras and Helm’s Deep crosses the river to 
  turn north, towards the hills, woods, and rocky slopes of 
  Dunland. West of the fords, another road leads north along 
  the river to Isengard, in the shadow of the mountains. 
  Many easterly tracks disappear into the wild plains of the 
  Westemnet, while a smaller, muddier road turns south 
  at the fords toward the Dunlendish ‘West-march’. By this 
  name the Rohirrim refer to the wide angle of river-land 
  caught between the Isen and the Adorn to the southwest 
  of the Gap. In this country, Hillmen from Dunland resisted 
  in their holds long after they were driven out of the rest of 
  the Riddermark. 
  In time, Rohirrim and Dunlendings mingled and 
  intermarried, giving birth to a mixed folk often ill 
  considered in Rohan, and quick to reciprocate the 
  sentiment. 
  The Gap of Rohan marks the troubled western frontier 
  of Rohan. The Hillmen of Dunland regard the Rohirrim 
  as invaders and cross the river to harry the herds and 
  
  rohan region guide
  62
  day, strife has never ceased to trouble the West-march, 
  and the region has seen the Riders of Rohan taking control 
  of it, only to lose it yet again. Today, the West-march is 
  officially subject to the crown of Edoras, but the Horse-
  lords leave its rule to its clansmen and chieftains. 
  Many Dunlendings never left or moved back in years past 
  to live in the land south of the river Isen. They dwell mainly 
  to the west of the region, in a land that they call by its older 
  name, Gáetír, ‘spear-country’. They call themselves the 
  Gáesela, the ‘spear-folk’, and dwell mostly in little rugged 
  farms and fishing-villages along the countless streams 
  that feed the Isen and the Adorn. 
  notaBle characters
  Frána, Lord of the Wulfings
  Frána, the stocky, dark-bearded, ill-tempered heir of Wulf 
  is the Lord of the Wulfings, and rules over the country 
  around the source of the Adorn River from the ancient fort 
  of Frecasburg, in the shadows of the White Mountains. 
  His riders roam the West-march, collecting tribute from 
  farmers and herders, pursuing Orcs and brigands, and 
  sometimes raiding stealthily into Rohan for horses and 
  cattle. Frána rewards such raiding well, giving rings of 
  gold and silver to the raiders and keeping only a modest 
  portion of their plunder. The lords of Rohan know Frána 
  very well; Éogar of Westfold would love to see him dead 
  or in chains. 
  Frána’s folk, the Wulfings, descend from the Dunlendings 
  and the Riders of Rohan alike. They live obeying many 
  Dunlendish traditions, and indeed Frána himself married 
  into a great clan of the Gáesela to extend his power and 
  influence over Gáetír. But the speech of the Wulfings and 
  their names are alike to those of the Riddermark, their 
  homeland that they yearn to someday seize again. But he 
  lacks the strength to claim it. For the moment, the lord of 
  the Wulfings attempts to enrich his treasury encouraging 
  trade with the lands to the north and west, hoping to see it 
  flourish, but merchants out of Eriador have grown scarce 
  since Tharbad fell to flooding more than fifty years ago. 
  Frána knows that the Wizard Saruman has taken many 
  Hillmen of Dunland into his service. He does not trust 
  the sorcerous lord of Orthanc, who seems to entertain 
  good relations with the usurper Thengel of Rohan, but he 
  always seeks news and rumours concerning Isengard. 
  Frána hopes that Saruman will give the Rohirrim more 
  trouble than friendship. 
  Motivation: My forebear, Wulf, son of Freca, sat on 
  the throne of Edoras as king, and Meduseld itself is my 
  inheritance.
  Expectations: +2 if the heroes bring ill tidings about 
  Saruman or Éogar; +3 if they present a plan to enrich or 
  strengthen Frecasburg; -3 if they accuse Frána (rightfully 
  or wrongly) as behind a raid into Rohan or another such 
  scheme
  Rynelda Fast-rider
  Rynelda’s family hails from the West-march, but she is a 
  niece to Grimborn of Grimslade. She is a frequent sight 
  in the Gap of Rohan; young and slender, she is eager to 
  wield a sword and is trying to persuade Grimborn to ask 
  the king to recognise her as a shieldmaiden of Rohan. But 
  she has already earned fame as the most tireless and sure-
  seated errand-rider of the West-march. 
  Rynelda frequently brings tidings and orders to and from 
  Grimslade to the Fords of Isen or to Helm’s Deep. The 
  Second Marshal Éogar sometimes mocks her eagerness, 
  calling her ‘little weed’ because she’s always underfoot, 
  but he often relies on her to take urgent messages swiftly. 
  
  63
  regions of the mark 
  Glenys, Princess of the Gáesela
  Raven-haired and willowy, Glenys is the wife of Frána, 
  the lord of the Wulfings, but she is also a princess of the 
  Dunlendish tribes of the Gáesela. She is the daughter of 
  Drust, the most powerful chieftain of Gáetír, the ruler of 
  much land in that region. Frána wedded Glenys to forge 
  an alliance between the Wulfings and the Gáesela, an 
  allegiance that suits the ambitious dreams of the lord of 
  Frecasburg. 
  Even though Glenys has borne three Wulfing children 
  to Frána, she still feels foreign in Frecasburg. She loves 
  her people and their ancient ways, and some Wulfings — 
  those who think of themselves as exiled Rohirrim — resent 
  her as a savage who diminishes their lord’s glory. It does 
  not help that Glenys has little affection for her suspicious 
  husband. She surrounds herself with a handful of cousins 
  and nieces as companions and handmaidens, and keeps 
  several young female Dunlendish servants. 
  Even more than Frána, Glenys hungers for news from 
  abroad. She takes a sharp interest in any visitor from 
  other lands. Adventurers who visit Frecasburg may find 
  themselves summoned to private audiences with its lady 
  — and may find themselves the targets of the wrath of 
  suspicious Frána. 
  Motivation: Above all, I fear a cage made of wrath and 
  lies. I will make my own way in this world.
  Expectations: +1 if the Company agrees to meet secretly 
  with Glenys, +3 if they count one or more Dunlendings 
  among them; -4 if they lecture Glenys on loyalty to her 
  husband or father.
  Drust, Chieftain of the Gáesela
  Drust is a great chieftain of the Gáesela. He rules over 
  most of the Dunlendish tribes of Gáetír from his hold at 
  frána
  Medium Human
  STR 
  19 (+4)
  DEX 
  10 (+0)
  CON 
  14 (+2)
  INT 
  11 (+0)
  WIS 
  17 (+3)
  CHA 
  13 (+1)
  Armour Class 18 (Scale Hauberk, Great Shield)
  Hit Points 58 (9d8+18)
  Speed 30 ft, 60 ft if mounted
  Skills Animal Handling +5, Persuasion +3, Riddle +2, 
  Traditions +2
  Senses passive Perception 13
  Languages Rohan, Dunlending, Westron
  Challenge 3 (700 XP)
  Charge. Frána’s Courser has the Charge feature (see 
  page 150). If the mount takes this action, Frána gains +4 
  to damage rolls until the end of his turn.
  Mounted. Frána has a Courser as a mount (see page 
  150).
  Proud. Frána’s Courser has the Proud feature (see 
  page 152). He has Advantage on all Persuasion and 
  Traditions checks made while mounted.
  Savage Assault. When Frána rolls an 18 or 19 on an 
  attack roll, he may use his bonus action to make a single 
  additional melee attack against the same opponent.
  Actions
  Multiattack. Frána makes two attacks with his axe.
  Axe. Melee Weapon Attack: +6 to hit, reach 5 ft, one 
  target. Hit: 8 (1d8+4) slashing damage or 9 (1d10+4) 
  slashing damage if wielded with two hands.
  rynelda
  Medium Human
  STR 
  13 (+1)
  DEX 
  18 (+4)
  CON 
  14 (+2)
  INT 
  12 (+1)
  WIS 
  15 (+2)
  CHA 
  12 (+1)
  Armour Class 18 (Leather Corslet, Shield)
  Hit Points 32 (5d8+10)
  Speed 30 ft, 60 ft when mounted
  Skills Animal Handling +4, Lore +3, Survival +4, 
  Traditions +3
  Senses passive Perception 12
  Languages Rohan, Westron, Dunlending
  Challenge 1 (200 XP)
  Mounted. Rynelda has a Rouncy as a mount (see page 
  151).
  Tireless. Rynelda’s Rouncy has the Tireless feature 
  (see page 153). Her mount’s speed is unaffected by its 
  exhaustion level.
  Actions
  Broadsword. Melee Weapon Attack: +6 to hit, reach 5 ft 
  one target. Hit: 8 (1d8+4) slashing damage.
  Short Bow. Ranged Weapon Attack: +6 to hit, range 
  80/320 ft, one target. Hit: 7 (1d6+4) piercing damage.
  
  rohan region guide
  64
  Dinas Drust. His is a rich land, not in treasure or gold, 
  but for its yield in crops and fishing; a return that lets 
  Drust surround himself with well-equipped horsemen 
  and spearmen. This is the result of trading with the 
  Wulfings, which allowed him to buy himself a powerful 
  ally: Frána, lord of the Wulfings, who married fair 
  Glenys, Drust’s daughter. 
  Together, Drust and Frána dominate the West-march. The 
  remaining Dunlendish tribes of Gáetír pay tribute to them 
  in goods and food, and in slaves when they can afford 
  nothing else. 
  Dinas Drust is a fort overlooking a prosperous fishing 
  village at the heart of fertile Gáetír. Visitors can find 
  hospitality if they show respect for the Gáesela and their 
  chief. Arrogant strangers will not survive meeting the 
  chieftain, but even the courteous should be cautious: Drust 
  uses all about him to his own ends. Drust is a muscular 
  warrior in his early-forties, with long dark hair and 
  elegant features. He stares directly into the eyes of visitors 
  without blinking, giving most the distinct impression that 
  he may regard them as prey. 
  drust
  Medium Human
  STR 
  19 (+4)
  DEX 
  12 (+1)
  CON 
  20 (+5)
  INT 
  17 (+3)
  WIS 
  14 (+2)
  CHA 
  15 (+2)
  Armour Class 19 (Scale Hauberk, Great Shield)
  Hit Points 67 (11d8+55)
  Speed 30 ft
  Skills Athletics +7, Deception +5, History +6, 
  Intimidation +5, Persuasion +5
  Senses passive Perception 12
  Languages Dunlending, Rohan, Westron
  Challenge 5 (1,800 XP)
  Hard Eyed. Drust is a killer. He scores critical hits on an 
  18, 19, or 20 on an attack roll.
  Horrible Strength. If Drust makes a successful melee 
  attack, he may use his bonus action to cause his Strength 
  modifier (4) in additional damage to the target.
  Actions
  Multiattack. Drust makes three attacks with his spear.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 
  5 ft or range 20/60 ft, one target. Hit: 7 (1d6+4) piercing 
  damage or 8 (1d8+4) piercing damage if used with two 
  hands to make a melee attack.
  Reactions
  Counterattack (Recharge 5-6). If an attack roll misses 
  Drust, he can make an attack roll with Advantage. He 
  must be wielding a melee weapon and able to see his 
  attacker.
  Drustan, Brother of Drust
  The Mirkwood Campaign introduces Drustan, the 
  Dunlendish messenger of Saruman the White on page 
  46. He makes his first appearance in the year 2956, 
  already a grown man. Games set in a compatible 
  timeframe can have Drustan make an appearance in 
  the West-march, revealing him to be the brother of 
  the chieftain Drust of Gáetír, and opening plot twists 
  featuring the meddling of Wizards… 
  Edelyn of Stanshelf, Daughter of Trumbold
  Trumbold was a Wulfing warrior of renown who dreamed of 
  taking a place among the Riders of the Mark. But his home 
  and kin were all in the West-march, and the Rohirrim rarely 
  looked south of the Gap for anything else than to raid. Towards 
  the end of his life, Trumbold approached his lord Frána for 
  help, offering his daughter, Edelyn, to Frána in marriage. But 
  Frána chose a Dunlendish girl instead and Trumbold died 
  scorned. To his daughter he left his homestead in the valley of 
  Stanshelf, the leadership of his clan, and his ancient dream. 
  Edelyn inherited his bitterness too. 
  Spurned by Frána, Edelyn has come to see most of the 
  Wulfings as no different from the Dunlendings she 
  despises. She considers herself to be a shieldmaiden of 
  Rohan, denied of her birthright only by short distance and 
  an unwilling king. 
  In the years since the death of Trumbold, she has proven 
  as able a chieftain as her father. Stanshelf is her steading, 
  and rises atop a sheer rocky cliff protected by a high 
  wooden wall on the other side, overlooking the valley 
  where her folk toil in rocky soil, cold streams, and a few 
  wide pastures. The people of Stanshelf raise horses in the 
  Rohirrim fashion and train to fight on horseback with 
  spear and shield. 
  
  65
  regions of the mark 
  In recent years Edelyn has been beset by many foes; 
  warriors from Frecasburg regularly harass her people 
  though they deny it, claiming it to be the work of Orcs — a 
  difficult claim to refute, as the Orc raiders of the sadistic 
  chieftain Gazhúr Three-Deaths have attacked Stanshelf 
  many times. Edelyn has pressed Thengel to send riders 
  to join her along with other loyal West-marchers in the 
  hopes of rooting out the Orcs and overthrowing Frána, 
  but so far the silence of the king has burned her deeply. 
  Thengel King is torn. Éogar, the Second Marshal, says 
  Edelyn is merely another Wulfing herself, bound to betray 
  the Mark at the first opportunity. Thengel believes the 
  Second Marshal’s judgement is wrong, yet he has no wish 
  to start war with Frána or the Wulflings, though certainly 
  the Orcs must be dealt with… 
  In truth, the king values Edelyn far more than she knows. 
  The daughter of Trumbold is greatly respected in the 
  West-march by many Wulflings, the Gáesela, and the 
  Dunlendings alike. Thengel believes she may be in the best 
  possible position to be a peacemaker between the three 
  peoples and the Rohirrim. Unfortunately, in her present 
  loathing for the Dunlendings, she is more likely to incite a 
  feud or open war out of sheer spite. 
  Trumbold’s daughter is strong and scarred, nearing her 
  middle age, with fierce blue eyes in a weather-worn face. 
  When she rides across the trails and fields of the West-
  march, she wears the shining armour and helm of a 
  Rohirrim warrior. 
  Dera, Dunlendish Warrior
  Dera is a wanderer, a thin, young woman of the Gáesela, 
  with wild dark hair and haunted eyes. She has no home 
  in Gáetír, though when she was a child her family lived on 
  the Isen as fishers. What happened to them is a story that 
  has spread from village to village. Even Dera remembers 
  little of the truth, for she was very small at the time. 
  The folk of Dera’s family, it is said, one day welcomed an 
  old wanderer to stay with them for the winter. Somehow 
  they offended their visitor and he cursed them in return. 
  The man laid various dooms upon the villagers, which 
  each of them could avoid only by following scrupulously 
  some impossible rule or another, and then he strode away 
  into a storm and vanished. 
  One-by-one, Dera’s people broke their obligations, and 
  one-by-one they died to accident, murder, or illness. 
  edelyn
  Medium Human
  STR 
  16 (+3)
  DEX 
  15 (+2)
  CON 
  17 (+3)
  INT 
  10 (+0)
  WIS 
  11 (+0)
  CHA 
  8 (-1)
  Armour Class 18 (Scale Hauberk, Shield)
  Hit Points 60 (8d8+24)
  Speed 30 ft, 60 ft if mounted
  Skills Animal Handling +3, Athletics +6, History +3, 
  Traditions +3
  Senses passive Perception 10
  Languages Dunlending, Rohan, Westron
  Challenge 5 (1, 800 XP)
  Charge. Edelyn’s Courser has the Charge feature (see 
  page 150). If the mount takes this action, Edelyn gains +4 
  to damage rolls until the end of her turn.
  Fiery. Edelyn’s Courser has the Fiery feature (see page 
  152). She has Disadvantage on Riding checks for her 
  mount but gains Advantage on her attack rolls when she 
  uses the Charge feature.
  Mounted. Edelyn has a Courser as a mount (see page 
  150).
  Actions
  Multiattack. Edelyn makes three attacks with her spear.
  Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 
  5 ft or range 20/60 ft, one target. Hit: 6 (1d6+3) piercing 
  damage or 7 (1d8+3) piercing damage if used with two 
  hands to make a melee attack.
  
  Rohan Region guide
  66
  Dera is the last of her folk. The curse that the old wanderer 
  laid on her requires her to make peace between the 
  Gáesela and outsiders in their land: she will be released 
  from her obligation only when she averts a war that 
  otherwise would have been certain. 
  Dera roams the borders of the West-march, offering 
  to guide any wanderer who has lost their way. It’s a 
  dangerous calling, for not every traveller journeys in 
  peace; more than once her offer has been met with a 
  volley of arrows that forced her to flee. 
  She knows much about the Gáesela and the Wulfings, 
  but the inhabitants of the West-march consider her to be 
  a troublemaker, always meddling in affairs she was not 
  meant to be dealing with. 
  Gazhúr Three-Deaths
  The Orcs of the White Mountains often trouble the West-
  march (see box) and none among them is more trouble 
  than the Great Orc chieftain, Gazhúr. He is a huge monster, 
  made even greater for he is straight-backed, unlike others 
  of his kind. He wears furs from mountain-goats over a 
  suit of metal armour, loot from a lucky raid on merchants 
  from Gondor, of which he is greatly proud. He owes his 
  name to a dream that visited him three times in which he 
  escaped from certain death in battle. 
  Gazhúr musters his band of marauders in a high mountain 
  cleft he calls the ‘High Stone’, a place some miles north of 
  Frecasburg and shunned by the people of the West-march 
  who call the place the Gramberg, the ‘hill of fury’. 
  Someday, Gazhúr will meet agents of the power from the 
  East that has been guiding and aiding him from afar for 
  many years already. If Gazhúr is there to be roused for the 
  coming war, it will be a disaster for the Riddermark. See 
  page 133 for a description of Gazhúr.
  notaBle Places
  The Fords of Isen
  The great West Road crosses the river Isen at the Fords, 
  where the watercourse turns wide and shallow, splitting 
  in two arms around a small island. The island, a large 
  eyot made of stones and pebbles brought down from 
  the north by the rushing waters, rises to a low knoll at 
  its centre. 
  The banks of the river at this point are high, and the road 
  reaches the fords cutting its way down through grassy 
  terraces. From the shore, three lines of larger flat rocks 
  serve as stepping-stones across the stream. Between 
  them, the riverbed is shallow enough for horses to ford. 
  The stepping-stones and channels lead to the eyot in the 
  middle of the river where travellers can rest if necessary, 
  making the crossing even easier in hard weather. 
  To the west of the crossings, the road climbs the banks on 
  the other side and passes between two ancient earth-forts 
  guarding the approaches to the Fords. These fortifications, 
  each one not more than a mud-banked enclosure at the 
  top of a low hill, were not built by the Horse-lords and 
  are manned by men from Westfold only when the Second 
  Marshal of the Mark deems it necessary. Beyond them, 
  dera
  Medium Human
  STR 
  14 (+2)
  DEX 
  17 (+3)
  CON 
  15 (+2)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 
  11 (+0)
  Armour Class 17 (Leather Corslet, Shield)
  Hit Points 32 (5d8+10)
  Speed  30 ft
  Skills Insight +3, Perception +3, Persuasion +2,
  Stealth +5, Survival +3
  Senses passive Perception 13
  Languages Dunlending, Rohan, Westron
  Challenge 2 (700 XP)
  Region-lore (West-march). If Dera is with the Company 
  for a journey that begins or ends in the West-march, the 
  Guide rolls 1d8+4 for the Embarkation Roll.
  Wild Onset. Dera can use her bonus action to impose 
  Disadvantage on her attack roll. If she hits, add 6 to her 
  damage.
  Stealthy. Dera may use her bonus action each round to 
  Hide.
  Actions
  Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft, 
  one target. Hit: 6 (1d6+3) piercing damage.
  Reactions
  Snake-like Speed (Recharge 5-6). Dera is adept at 
  avoiding injury and can use her reaction to halve the 
  attack damage on an attack that she is aware of.
  
  67
  regions of the mark 
  the road soon turns north, heading into Dunland. Another 
  road reaches the Fords on its western bank. It is the road 
  that leads to Isengard, going north from the Fords along 
  the river. It runs on level ground and bends with the river 
  until it enters Nan Curunír, the Wizard’s Vale. There the 
  road leaves the river and leads for 16 miles straight to the 
  gates of Isengard. 
  East of the Fords, the great West Road runs towards Helm’s 
  Deep and Edoras and past them, then it enters Eastfold. No 
  road goes north from the Fords on the east bank, as there 
  the land is rocky and rough, and rises quickly towards a 
  long line of low hills, running east from the river. 
  To the south, a muddy road passes Grimslade and runs 
  through the narrows between the Isen and the White 
  Mountains into the West-march. 
  Frecasburg
  Wulf’s heir, Frána, sits in Frecasburg as Lord of the 
  Wulfings. The fortress was built by Freca more than two 
  hundred years ago, where the river Adorn roils out from 
  the mouth of a high, narrow valley and down to green 
  foothills. At the floor of the valley, a tall artificial hill 
  rises where the river makes a loop rushing in its deep 
  bed. A palisade made of sturdy trees encircles the lower 
  perimeter of the hill, and a great hall stands halfway to 
  its top. Beyond the hall, on the summit of the hill, sits a 
  squat, sturdy tower of stone, the work of giants and the 
  birthright of the heirs of Freca. 
  To the people of the West-march, Frecasburg is a work of 
  cunning and power. A visitor who has seen the stonework 
  of Gondor in Helm’s Deep, or the work of Dwarves and 
  Bardings in Rhovanion, would find the tower primitive, 
  and the great hall drafty and leaky — but would be wise to 
  keep those observations to themselves. 
  Warriors stand guard on the gates of Frecasburg and in 
  a little house high above on the valley’s heights, atop a 
  winding and difficult trail, where they can sound a horn 
  in alarm should they spot enemies approaching. Guards 
  open the gate each morning when day breaks over the 
  hills outside the valley; visitors who come in the night 
  must wait. Strangers are greeted first by the wary guards, 
  who call Frána’s steward from the castle. 
  The steward questions them suspiciously. If the visitors 
  seem hostile or look like they may pose a threat, he 
  refuses them entry unless they can persuade him of their 
  good intentions. If they seem safe and honest, or at least 
  important, he brings them to the castle’s great hall. There, 
  eventually, they’ll be questioned by Frána, or else by his 
  wife Glenys, if Frána is away. 
  
  Rohan Region guide
  68
  The Rohirrim have tried to capture Frecasburg before, but 
  they never succeeded. The fortress stands as a symbol of 
  the Wulfings’ defiance, never fully victorious yet never 
  fully defeated. 
  Those that would have dealings with the Wulflings 
  must travel to Frecasburg, for Frána will only treat with 
  foreigners here. 
  The High Stone
  A long slope of tumbled rocks and boulders along the 
  grey foothills of the western White Mountains leads to a 
  foreboding cleft. Black mosses cling to the rock where foul-
  smelling streams trickle down towards the West-march. 
  A traveller within the cleft would swiftly see Orc runes 
  marked in blood covering its inner walls, though none but 
  the hardiest could venture so far, for this is the ‘High Stone’ 
  — the stronghold of Gazhúr Three-Deaths, who intends to 
  crush all of the West-march under his iron-shod boots. 
  Rare intruders are allowed to travel into the cleft before the 
  Orcs close in, dozens on all sides, leaning out of cunning 
  murder holes to shoot poisoned arrows. The Orcs prey on 
  the West-march, slipping down to attack the Wulflings, 
  looting villages for food, treasure, and short-lived slaves. 
  Gazhúr is not ready to confront Frána’s troops, so his 
  raiders avoid Frecasburg. The Orcs are cunning and hide 
  their numbers, while the stony ground of their fortress 
  makes them difficult to track. Edelyn of Stanshelf is 
  determined to find the Orcs’ hiding place and destroy it, 
  but she will need warriors with stout hearts to help her.   
  
  THE FOREST OF FANGORN
  HISTORY OF FANGORN FOREST
  69
  the forest of fangorn
  THE FOREST OF 
  -FANGORN-
  ’Elrond says that [this is one of] the last strongholds 
  of the mighty woods of the Elder Days, in which the 
  Firstborn roamed while Men still slept. Yet Fangorn holds 
  some secret of its own.’ 
  At the dawning of the world, there was a vast forest that 
  stretched from the Mountains of Lune in the distant west 
  to the foothills east of the Misty Mountains, covering all 
  of what is now called Eriador and parts of Rhovanion. 
  The forest was spared the majority of the destruction at 
  the end of the First Age, but dwindled greatly throughout 
  the Second, retreating across the continent as its trees 
  were used by the Númenóreans for their tall ships and 
  elaborate settlements, or were ravaged by Orcs for naught 
  but malice. 
  In the twilight years of the Third Age, all that remains of 
  the once-vast forest is a wooded realm measuring barely a 
  hundred miles from both east to west and north to south, 
  draped across the southern foothills east of the Misty 
  Mountains, north of Rohan. An ancient wood steeped 
  in legend and myth, rumours of which have travelled far 
  beyond its greatly reduced boundaries. 
  Ambarona, Tauremorna, Aldalómë, Tauremornalómë, 
  it bears all these names and many more that have been 
  forgotten, lost to time and memory by all, save perhaps 
  one. The last dwelling place of the Shepherds of the Trees; 
  the land of the Onodrim, home of the Ents. Fangorn Forest.
  history of fangorn forest
  Fangorn’s roots are planted deep in the First Age, when 
  the Elves first awoke and walked through the forests of the 
  world before the coming of the Great Enemy Morgoth, of 
  whom Sauron of Mordor was merely a servant. The Elves 
  wished to converse with all living things and gave voice 
  to the trees, teaching some of them to speak. Yet they had 
  no hand in the creation of the Ents, who are the children 
  of a greater power, but upon encountering them, the Elves 
  did give them songs and words with which to express 
  themselves, a great gift that the Onodrim (the name of 
  their race in Sindarin) have not forgotten.
  the first age
  In the Elder Days, the tree-like Ents and their mates, the 
  Entwives, travelled throughout the world, visiting many 
  lands and wandering through their varied woods. The 
  Ents always preferred the grand forests, where the trees 
  grew as they willed, whereas the Entwives were more 
  inclined towards other, smaller plants, and creating their 
  own gardens, where they could order things as they chose.
  
  rohan region guide
  70
  The Ents never truly settled, preferring to wander freely, 
  but as time wore on, the forest that would one day be 
  known as Fangorn they came to call their own. In part 
  this was because of the many great and differing trees 
  that grew throughout the vast forest, but also because the 
  Entwives had approved of some of the vales not far from 
  the forest’s eaves where they could grow plants more to 
  their own liking. Numerous folk knew of the Entwives and 
  learned many of the secrets of agriculture from them, but 
  the Ents in their deep woods remained a wonder and a 
  legend to most of the Free Peoples. 
  When the Great Enemy stretched forth from his terrible 
  fortress in the north, the Entwives moved east of the river 
  Anduin to till their gardens anew. The wars that the Elves 
  and their allies among the Edain fought against Morgoth 
  seldom affected the Ents directly, save for the Darkness 
  that descended over parts of their forest. Indeed, even the 
  mighty Ents had to walk warily at times, avoiding some 
  valleys within their woods entirely, a fact that remains 
  true even in present times. 
  But the catastrophe that drowned Beleriand at the end of 
  the War of Wrath could not be escaped. Much of the lands 
  to the west were lost beneath the waves, including many 
  of the woods that the Ents had loved and protected. The 
  world was greatly diminished, but still there was peace for 
  many years after, and the gardens of the Entwives became 
  wonders to behold.
  the second age
  The Second Age saw the Men of the West rise in power, and 
  the return of the Shadow. The sails of the Númenóreans 
  appeared off the western coast of Eriador in the year 
  600. They came to the shores of Middle-earth looking 
  for resources, especially timber for the building of their 
  great fleets. At first the sea-kings were careful, taking only 
  moderately from the forest along the coast and thus they 
  didn’t attract the attention of the Onodrim, nor did they 
  come into contact with them. 
  In the eighth century, a group of Noldorin Elves beseeched 
  the Ents to let them found a realm in the woods west of the 
  Misty Mountains. They were great craftsmen, workers of 
  metal and gems, led by Celebrimbor, the greatest smith 
  of his age. They had learned that the nearby Dwarves of 
  Khazad-dûm had discovered large caches of the fabled 
  silvery metal called mithril. The Onodrim agreed, hoping 
  that the presence of the Elves would restrain the Dwarves 
  from cutting down too many trees for their forges. Thus, 
  Eregion was founded, known also as Hollin for the many 
  holly trees growing throughout that land. 
  For over eight hundred years there was peace, and the 
  folk of Eriador prospered. But then the Elves of Eregion 
  entered into conflict with Sauron and war returned to 
  Middle-earth. By the end of the 17th century of the Second 
  Age, the forces of Sauron had overrun Eregion and set the 
  forests ablaze, forcing the survivors to hide in the secret 
  sanctuary of Imladris. But the war was not over and the 
  Orcs continued to lay Eriador to waste, until the Men of 
  the West intervened. 
  In the year 1700, the King of Númenor sent a great 
  fleet and the Númenóreans utterly routed the forces of 
  darkness and humbled Sauron. Peace was restored, but, 
  in the aftermath of their victory, the sea-kings extended 
  their dominion over the shores of Middle-earth and 
  continued to exact a heavy price from the forests of 
  Eriador. Their felling of the trees continued unabated, 
  and the Ents witnessed the rapid diminishment of their 
  c
  Westemnet
  o
  E
  Whistlingdown
  E
  E
  E
  Nan Mordeleb
  Treebeard’s Hill
  Derndingle
  River Entwash
  ~Fangorn
  
  71
  the forest of fangorn
  realm, as spars of lumber beyond count passed down 
  the rivers of Eriador to the sea. 
  Eventually, enough of their forest had been felled that it no 
  longer offered such a ready prize to distant Númenor. As 
  the age passed, the Númenóreans eventually made war 
  upon and demanded tribute from the folk of the continent, 
  but the Ents and their mates were left in peace for over 
  fifteen hundred years to tend their charges as they willed. 
  After many long years, rumours came to the Ents of the 
  slow fall into darkness of the Men of the West until, at 
  last, they felt a great change in the world, but knew not 
  what it portended till news finally reached them of the 
  Downfall of Númenor. Of the great glory of Westernesse 
  only the smallest trace endured: a handful of survivors led 
  by Elendil the Tall came to Middle-earth and founded the 
  kingdom of Arnor in the North and Gondor in the South. 
  The following centuries of the Second Age saw the rise of 
  the two kingdoms of the Dúnedain, and the continuation 
  of their strife against Sauron and his servants. 
  It was at the time of the Last Alliance of Elves and Men 
  that the Onodrim suffered the most grievous hurt of their 
  long, sorrowful history. While the conflict ended with a 
  victory for the Free Peoples, in the course of the war the 
  gardens of the Entwives were burned and their trees and 
  plants uprooted. When the Ents finally went looking for 
  them, the Entwives were nowhere to be found in the desert 
  that came to be known as the Brown Lands. They have 
  never been seen since.
  the third age
  The Third Age has been a long tale of waning for the Ents. 
  Without the Entwives, there have been no ‘Entings’, no 
  children, and they are a failing people, slowly fading from 
  the world. With fewer of them to roam the forests, they 
  became especially intolerant of any outsider showing the 
  slightest intention of putting an axe to their trees. Tales 
  of the wrath of Fangorn spread far and wide throughout 
  many lands. 
  Around the year 1000 of the Third Age, the Wizards first 
  appeared in the West. The Ents came to know several of 
  them in turn, finding Gandalf and Radagast more to their 
  liking than Saruman, but they afforded all of them a fair 
  amount of respect. Not long after, the eldest Ents began 
  to sense something ‘wrong’ on the winds from the North. 
  They were hard pressed to place it exactly for many years, 
  but at last realised that something seemed amiss with the 
  vast forest of Greenwood the Great, which lies directly 
  northeast of Fangorn. After several centuries of careful 
  deliberation, Treebeard, the eldest among the Ents of 
  Fangorn, spoke of his concerns to Gandalf, reinforcing the 
  Grey Pilgrim’s suspicions about the shadows gathering 
  upon Mirkwood. 
  When the world was halfway through the second 
  millennium of the age, the Horse-lords descended from 
  the North and settled in the lands to the south and east of 
  the Forest of Fangorn. Many among the Eorlingas caught 
  sight of the Onodrim, especially along the southern edge 
  of the forest where it borders the River Onodló (Entwash), 
  and rumours of the giants of the forest started spreading. 
  They gave them an ancient name, passed down from 
  long before, calling them ‘Ents’ in their northern tongue. 
  Very old songs of the Rohirrim tell of an oath sworn by 
  Eorl, who promised that, if the Ents minded the Mark’s 
  border to the north where it touched Fangorn, his folk 
  would forever leave their trees in peace. No one believes 
  now that the words of those songs might relate a true 
  story, but the riders sing them to their children to teach 
  them that crossing the borders of Fangorn is prohibited 
  and no one in the Mark goes there but under the most 
  dire of circumstances. 
  Two hundred years ago the Long Winter came. The 
  devastating frost did not leave the Onodrim untouched, 
  and so bitter was the cold that many trees were lost. 
  Countless folk died throughout Eriador and Rohan. 
  When the winter relented, Saruman the White settled in 
  Isengard, welcomed by both Gondor and Rohan. Over the 
  following decades, the Wizard would occasionally wander 
  the paths of the forest, questioning the Ents about events 
  that only they could recall, though he seldom offered 
  much in return. 
  At present, times are troubling for the Shepherds of the 
  Trees. Of late, Orcs have begun wandering through 
  the forest with far more regularity than in previous 
  centuries, causing the Onodrim and their charges no end 
  of grief. This has provided a great deal of consternation 
  throughout the forest, though few of the Ents can claim 
  to find it entirely surprising, since Sauron has openly 
  
  THE ENTS
  rohan region guide
  72
  declared himself in Mordor. Few today know of the 
  existence of the Ents and yet even less dare enter their 
  realm. Thengel, the King of the Mark, superstitiously 
  considers Fangorn a land best left alone, as every King 
  of Rohan has since the time of Eorl. Saruman keeps to 
  his own counsel, as always, seemingly preoccupied with 
  other, loftier matters. 
  The Ents feel that a great change might be coming, but they 
  think there is naught the Ents may do to alter the course of 
  the events. As with all storms, the trees must weather the 
  wind, or break. 
  the ents
  In the earliest days, of which written records do not exist, 
  the Elves awoke and found the Shepherds of the Trees 
  already tending their charges. Though they could not speak 
  to the Elves at first, the Onodrim were clearly aware. Soon 
  enough, they learned speech and song from the Elves, in 
  return teaching them much of the natural world. Those 
  among the Wise that know of the Onodrim as more than a 
  mere legend hold them to be some of the sagest and most 
  ancient of all living beings on Middle-earth. 
  the earthBorn
  The Onodrim are extremely long-lived creatures, almost 
  immortal by the reckoning of Men. Man-shaped and 
  seemingly fashioned directly from trees, they are very 
  tall: even the shortest among them is at least 10 feet high, 
  whereas the tallest might stand over 16 feet. Their bodies 
  and heads are tall and elongated, with bushy hair or 
  beards resembling twigs or leaves, moss, or sometimes 
  trailing roots. The skin of their trunks commonly 
  resembles patches of green or grey bark, while most 
  have smooth brown arms that end in a variable number 
  of digits, anywhere from three to nine. Their legs look 
  like extensions of their torso, and bend at the knee only 
  slightly when they walk. The toes on their great feet also 
  vary greatly in number though all are long and somewhat 
  root-like. 
  Indeed, it isn’t just their fingers and toes that are wildly 
  variable; while all Ents share many similarities, no two 
  are exactly alike. They may be as different as trees of the 
  same kind are made different by the way they grew, or as 
  different as a beech is from a rowan, or a fir from an oak. In 
  fact, each Ent shares several characteristics with a specific 
  type of tree, generally the kind he loves best and spends 
  more time tending. So, an Ent favouring willows may be 
  permanently bent over, with long leafy limbs sweeping 
  the ground, whereas an Ent who looks after oaks may be 
  a great, wide, hulking being, with vast shoulders and a 
  thick torso. Whether this likeness was there from the time 
  when the Ents first appeared, or was something that they 
  developed over time, not even the Onodrim know. 
  The Ents are not a particularly sprightly race, unless 
  roused (something that happens only rarely). While their 
  Ent-draughts
  ‘Strange songs have been sung of the draughts of Fangorn.’ 
  The draughts of the Ents affect others in strange and powerful ways, forever changing those that have 
  partaken of them. To drink the draughts of Fangorn is to be filled with the vibrancy of the forest. Ent-
  draughts have caused some to grow taller, beyond the point at which their race stops growing, or even to 
  become wider, their shoulders perceptibly broadening; others have had lost eyes or limbs regenerate. Many 
  experience their hair lengthening, while their nails and teeth begin to grow faster. 
  A companion drinking from an Ent-draught for the first time has their hit point maximum raised by 
  4. Additionally, so long as they continue to consume at least one Ent-draught a year (which will only 
  be possible if they have an Ent patron – see page 83) they get the following benefit: once during each 
  Adventuring phase they receive Advantage on a Strength or Constitution ability check or saving throw.
  
  73
  the forest of fangorn
  arms are quite supple, they do not bend at the ‘waist’ 
  very readily, unless an Ent is young, or very slender. On 
  the other hand, their toes are wonderfully dexterous and 
  strong, gripping the ground before them as they open their 
  legs in great long strides. 
  The one feature that all Ents appear to share is the quality 
  of their eyes. Their colour is invariably a rich brown, and 
  they give the few others that have looked into them the 
  impression that they are gazing into deep wells of memory, 
  mixed with simple delight for the joys of the present. The 
  deep shade of their eyes is shot through with a green light 
  that seems to flicker when they survey someone. 
  The senses of the Ents are not those of the other Free 
  Peoples. Much of the natural world speaks to them in 
  ways that they only can understand and they would 
  be hard pressed to convey. They can hear rumours in 
  the earth, changes on the wind, perceive the shaping of 
  events far beyond Fangorn in the shift of sunlight, the 
  kiss of rain, and the ripples of water. They recognise with 
  precision everything that grows from the earth, trees, 
  flowers, blades of grass, seed, and acorn, but they find 
  it somewhat difficult to tell apart those living beings that 
  run, walk, slither, or burrow. One small furry creature 
  looks quite a bit like another small furry creature to an 
  Ent. Indeed, this even extends to those beings who walk on 
  two legs like them, Men, Elves, Dwarves, and even Orcs. 
  The Onodrim have ancient Rhymes of Lore of their own to 
  help out with classifying others, long lists that name the 
  various creatures and one or two (hopefully) identifying 
  characteristics to help out in recognising them should 
  they happen upon one. 
  Ents have deep voices that carry far, and their control 
  over them is great. They can curl their hands in such a 
  way as to form a ‘trumpet’ of sorts, which allows their 
  booming calls to travel many leagues. This helps them 
  both to communicate with their fellow Ents, but also to 
  better direct their charges amidst their tree-herds. 
  The Onodrim seem to sustain themselves on sunlight and 
  on liquids that they prepare or extract from somewhere 
  in the forest and preserve in stone jars and bowls. They 
  drink these Ent-draughts, and lave their feet in them. 
  Those lucky enough to have drunk it describe it as tasting 
  like water from a distant forest stream. Indeed, something 
  of the life of the forest itself must be within those draughts, 
  making some of them as nourishing as a tree laden with 
  walnuts, others merely refreshing, as the shade one can 
  enjoy under the boughs of a willow (see Ent-draughts 
  opposite for more details). 
  Ents are capable of great stillness, standing motionless for 
  days, weeks, even months at a time if it suits them and 
  become from the outside hardly distinguishable from 
  What actually happened to the Entwives?
  ‘…what about these Tree-men, these giants, as you might call them? They do say that one bigger than a 
  tree was seen up away beyond the North Moors not long back.’ 
  A campaign that involves Fangorn and the Ents could certainly touch upon the fate of the missing Entwives. 
  While the sad truth may indeed be that they have passed from Middle-earth, it does not have to be so. 
  Nothing certain is said in the books about what happened to the Entwives, though what is there seems to 
  indicate they perished at the hands of Sauron during the Second Age. 
  But this is merely a likely speculation; Loremasters willing to seize the reins of canon and ride for the 
  horizon may well decide that the Entwives passed far into the North, West, or East on a great journey. 
  They might yet be found, hiding in distant lands, waiting for the turning of the age to reveal themselves. 
  Perhaps the Old Forest east of the Shire or the moors to its north hold at least one truly wondrous secret 
  still…
  
  rohan region guide
  74
  ordinary trees. Sometimes they do this to contemplate 
  a particular scene before them. At other times, they are 
  merely lost in thought or memory. 
  The older an Ent grows, the longer these ‘pauses’ can 
  take and the younger among them fear what this stillness 
  might mean for their elders, as this sleepiness might 
  indicate that an Ent is growing more and more tree-ish: 
  less lively, sleepy and prone to setting down with roots, 
  to one day finally cease to be conscious and become a 
  true tree. 
  Ents are some of the strongest beings there are, surpassed 
  only by the Great Worms of the North. Their strength 
  exceeds that of Trolls, who many Ents believe are the 
  Enemy’s imperfect imitation of themselves. A strike by an 
  Ent may crumple an armoured man as easily as if he were 
  mailed in paper. Should they latch their root-like fingers 
  or toes onto earth and stone they would cause damage 
  equivalent to centuries of erosion in mere minutes. 
  Huge boulders crumble away before the might of the 
  Onodrim as if they were made of wet clay. Like trees they 
  are vulnerable to the hacking of axes though, and fire is 
  their bane, as they can be burnt and scorched, or even set 
  completely afire. 
  All Ents of Fangorn are male, and even the youngest 
  among them is several millennia old. The Entwives, their 
  female counterparts, disappeared during the Second Age 
  and have not been seen since, directly leading to the slow, 
  but steady, decline of their people.
  the shePherds of the trees
  The preservation of the Forest of Fangorn is a charge that 
  the Ents have received from the day of their appearance 
  on Middle-earth, a responsibility they have kept since 
  the earlier years of the First Age of the world. Though 
  many long millennia have passed, they show no sign of 
  relinquishing their burden, or even the thought that they 
  should consider doing so. 
  The Onodrim love each tree in their herds, naming even 
  those without voices of their own, singing them songs, 
  setting their limbs straight, shooing away pests, and so 
  on. To an Ent, the forest is alive in a way that no other 
  race, not even the Elves in the fading twilight years of the 
  Third Age, can truly appreciate. 
  The eldest among each folk of the Ents once had the 
  duty to pass on to the younger Ents of his people the 
  lore concerning the shepherding of their tree-herds. This 
  training, like so many things Entish, was a long, involved 
  process that could take several centuries and that is why 
  the chief of an Ent-folk could be often seen striding the 
  forest along with a younger companion. 
  The elder taught the younger how to care for each plant, 
  how to identify the signs of different maladies in trees, 
  how to read the weather, and so forth. The younger Ent 
  provided the elder with a ‘child’s’ perspective on life, 
  which was encouraged by the ancient beings themselves, 
  as a change of viewpoint can be refreshing when your 
  memory stretches back to the First Age. 
  Sadly, the training of a young Ent is something that 
  hasn’t been seen in Fangorn for a long time now; even the 
  youngest Ent is more than three thousand years old and 
  there are few secrets left of the shepherding of trees they 
  have not already learnt. 
  
  75
  the forest of fangorn
  Still, it happens from time to time that, during his 
  wanderings in the forest, an Ent encounters something 
  new to be learned: a puzzle presents itself, a rare creature 
  appears, some unidentifiable rot sets into a tree, and so 
  forth. On these rare occasions news of the event is passed 
  on throughout the forest, so that the tiding reaches the 
  elders for them to consider. They will then mull over the 
  correct course of action for a few days or up to a decade, 
  depending on the situation, before proposing a solution. 
  If the event is considered of significant import, then the 
  Entmoot may be called (see page 78). 
  Ent-folks
  While an individual Ent may be held responsible for 
  a specific grove of trees, areas of the forest that are far 
  greater than a single copse are given to the protection of 
  an Ent-folk, a group of Ents led by an elder. Each one of 
  these ‘countries’ within the larger confines of the Forest 
  of Fangorn contain several tree-herds and a number of 
  herders. For example, the foothills of the mountains west 
  of Isengard are the land of the people of Skinbark, one 
  of the oldest Ents of Fangorn (see page 82). Its tree-herds 
  comprise many rowan and birch trees. 
  The boundaries of each country are not so clearly set, 
  though, and the Onodrim of each folk continually wander 
  over the forest’s many paths, checking in on the more 
  communicative trees in their herds, clearing undergrowth 
  that could too readily be set ablaze during a fire, studying 
  the passage of streams to make certain they are not 
  washing away too much soil, and occasionally talking 
  with their fellows. 
  Ents call out to one another as they travel through portions 
  of the forest they know to be tended by members of other 
  folks. Strangers to Fangorn are occasionally frightened by 
  deep booming sounds echoing through the woods, without 
  knowing their source or purpose. Some Ents follow a 
  specific circuit through their woods, one that could take 
  them a decade or more to complete. Others wander far 
  and free, as they will, meandering across their appointed 
  land in no particular set pattern. 
  Whatever their itinerary, each Ent regularly returns to one 
  of his Ent-houses, favoured dwelling-places where they can 
  rest and drink. Ent-houses differ as much as their owners: 
  some are just simple glades, others only feature a mossy 
  stone to distinguish them from the woods around them, 
  others, like Wellinghall, the house of Treebeard (see 
  page 81) are complete with stone tables and arches, and 
  a leafy roof. What is never missing from an Ent-house 
  is a source of running water, be it a babbling brook, 
  a spring, or a fast-flowing mountain stream. Seats are 
  never an option.
  Old Entish
  Entish is a long-winded tonal language that the Ents 
  developed for themselves not long after the Elves ‘cured 
  them of their dumbness’. An impossible language for 
  a non-Onodrim to speak, Entish consists of a series 
  of run-on sentences and repetitive adjectives flowing 
  together in a constant stream of syllables that can 
  continually rise and fall for hours, days, even weeks, 
  on end. In the oldest versions of Entish, the real name 
  of a creature or thing consisted, in part, of its entire 
  history up to the point a speaker was speaking of it. 
  Extended conversations could theoretically last for 
  years and still never truly be finished because the 
  subjects being discussed would continue to change 
  while they were being talked about. 
  While the Onodrim still speak Entish amongst 
  themselves when significant matters are to be 
  discussed, they are aware that theirs is a slow 
  language. In everyday speech between themselves, 
  and always when dealing with folk from the other 
  Free Peoples, Ents will typically speak Quenya, 
  Sindarin, or the various tongues of Men, using 
  Entish words only with their fellow Ents. The verbal 
  structures of Entish follow their speech into other 
  languages, causing the Onodrim to be somewhat 
  long winded and given to the habit of using flowing 
  descriptions with multiple adjectives spoken in slow 
  succession. 
  old as mountains
  The Ents find it difficult to conceptualise how their fellow 
  peoples perceive the passage of time. The other Free Peoples 
  all share in the general notion that time moves by days, 
  months, and years, though they all have their own way of 
  
  rohan region guide
  76
  relating to this. For example, the Dwarves frequently think 
  in terms of great projects accomplished and the reigns of 
  their kings. The Elves pass through time as if in a dream, 
  one moment smoothly flowing into the next, the centuries 
  rolling by uncounted. Humans and Hobbits both cherish 
  occasions, celebrations, their birthdays and those of their 
  children. Ents, though, think in seasons and the long slow 
  cycles of the forest. They regard the coming of Spring as 
  both a joyous and solemn time, festive because of the 
  burst of new growth throughout the forest, but grave as 
  well, for the spring melt reveals which of their trees did not 
  survive the winter’s cold. 
  In most situations, the Onodrim naturally take the long 
  view; after all, there are very few problems that an Ent 
  cannot simply outlive and in time even the greatest of 
  events pass into obscurity and are forgotten. Conversely, 
  they are also highly aware of the fact that the smallest 
  of seeds can grow into the most colossal of trees. This 
  dual perspective on the impermanence of many things, 
  combined with the potential of others gives, the Onodrim 
  a cautious outlook. They often refuse to act until they’ve 
  considered all of the ramifications of their deeds, which 
  can take a good, long while. Additionally, they have 
  also become far more conservative than they once were 
  when it comes to risk, for while they do not like to dwell 
  upon it, theirs is a race in decline. Every Ent that falls 
  will never be replaced, and this certainty weighs heavily 
  upon them. 
  Ents and the Great Wars
  The Onodrim are not vicious creatures, regarding 
  violence as something to be employed reluctantly 
  and then only as a last resort. It takes something 
  exceptional to make an Ent angry enough to fight, 
  as a threat menacing to put their land and their trees 
  in deadly danger, for example. In recent centuries, 
  nothing has stirred the wrath of the Onodrim and they 
  have mostly kept themselves out of what they call the 
  ‘Great Wars’, the ongoing struggle between the Free 
  Peoples and the Shadow. 
  The Ents refer to their wrath as being ‘roused’ and it is, 
  fortunately, a rare condition for them, for as calm as they 
  normally are, their anger seems all the more frightening 
  when unleashed. The Onodrim dislike being roused 
  without very good reasons, mainly because they find it 
  difficult to stop until whatever angered them has been 
  permanently removed. No Ent ever likes to act without 
  thought, which is something they are all susceptible to do 
  when roused.
  ent customs
  While the Onodrim deeply value stories, there is no 
  written version of Entish. Even the greatest lore-masters 
  of the Elves never even attempted to capture the many 
  nuances of their speech in written form. Fortunately, the 
  Onodrim have both a rich oral tradition that dates back 
  to the First Age and the prodigious memories to recall 
  large portions of it. Their stories range from simple tales 
  of the doings of animals to tragic retellings of the burning 
  of woods and the evils of Orcs. The few other folk that 
  have had the honour of getting to know the Onodrim 
  are invariably surprised at how many of their legends 
  feature events concerning other Free Folk. Indeed, the 
  Ents remember tales that the rest of the world has all but 
  forgotten. 
  Along with stories, the Onodrim love songs and know 
  many that even the Elves have never heard. Ents will 
  sing or hum to themselves as they wander over the forest 
  paths. Songs sung in Entish sound like long rumbling 
  murmurs, difficult to discern either a beginning or an 
  end. Many Ents can easily render the songs they know 
  into Sindarin, Quenya, or one of the speeches of Men. 
  The voices of the Onodrim raised in song are deep and 
  sonorous, resonating throughout the woods. 
  The Onodrim express themselves also through something 
  others could only define as art. They sometimes indulge 
  in the placement of natural objects into pleasing patterns 
  that appear to be natural to all but a practised eye. Their 
  more complex pieces can take years to come to fruition, 
  as they are designed in such a way that one or more of 
  their components must grow into place, sometimes for 
  decades, such as a tree slowly reaching maturity, gently 
  tugging at nearby branches, forming a graceful fret amidst 
  the leaves. Some of their art can only be viewed during the 
  correct season; a stone outcropping precisely chipped so 
  that the icicles that form on it in winter create an intricate 
  downward curving spiral. Ents are always careful to 
  ensure that their alterations can be removed as needed, 
  making art pieces that can be decades in the making 
  strangely ephemeral. 
  
  77
  the forest of fangorn
  Teaching
  While the Ents are beholden to their own people and 
  their forest first, there was a time, long ago now by the 
  reckoning of Men, when they also regularly passed their 
  secrets on to other worthy beings. The Onodrim know 
  much of the hidden ways of the world and more about 
  the secret properties of trees and plants. Nature is very 
  much an open book to the Ents and even the Wise bow 
  to their wisdom in such matters. The Ents still keep an 
  eye out for proper pupils, even in the waning days of 
  the Third Age, but worthy candidates are rare and few 
  dare to cross the boundaries of Fangorn looking for 
  herb-lore. 
  Part of their desire to teach is sadly practical; the Onodrim 
  know that a time is coming when they will be no more. 
  Their numbers dwindle as the centuries roll on. The day 
  will inevitably come when there are no more Ents to walk 
  the paths of the forest and keep the trees safe. What then 
  of their charges? If they have not yet taught at least a few 
  among the younger races to love their trees, what chance 
  will Fangorn have without them? The Elves are departing 
  into the West and they were the only ones of the others 
  that ever loved the trees half so much as the Ents. It is 
  these thoughts that bother any Ent given to introspection, 
  and there are few among them who aren’t. 
  Weeding
  Of all the Onodrim’s many duties, the one that they 
  loathe the most, but will not shirk, they grimly refer 
  to as ‘weeding’. While the health of the forest is of 
  paramount concern to the Ents, few trees are ever 
  bothered by weeds. In fact, the Onodrim rather like a 
  number of different plant species that others may refer 
  to as weeds. When the Ents mention weeding, they are 
  generally referring to the practice of ‘pruning back an 
  undesirable element in a forest or garden’ — most of the 
  time, they mean Orcs. 
  The Onodrim greatly value life and take no pleasure in 
  killing, but if there is anything that can set a white-hot 
  rage ablaze within the predominantly kindly hearts of 
  the Ents, it is the wanton destruction that Orcs engage 
  in as a matter of course. Wherever Orcs travel, they 
  despoil their natural surroundings, corrupting the very 
  ground with their unclean presence. An Ent can often 
  perceive the passage of Orcs through his woods at a 
  glance, simply by studying the filth they discard along 
  the forest’s paths. 
  Additionally, Orcs delight in cutting down healthy trees 
  for their fires, disregarding easily taken fallen wood if it 
  is more than a few dozen steps from where they have set 
  their camp. 
  The Ents actively hunt Orcs within Fangorn whenever 
  they notice their presence and are never inclined to let 
  any escape when they catch them. While the Onodrim do 
  not enjoy killing, they take a great deal of satisfaction in 
  weeding out Orcs. 
  Keeping off Strangers and the Foolhardy
  There are places in the Forest of Fangorn where the trees 
  are so old that the light has never penetrated their canopy 
  in thousands of years. There the darkness has lain 
  undisturbed since the Dark Years, and in some hollow 
  dale, its shadow has spread to the trees themselves, 
  tainting their hearts and making it very dangerous for 
  outsiders to enter. The Ents set up guards and watch over 
  these blacker patches of Fangorn, as while their location 
  is obvious to the Onodrim, other folk cannot know what 
  lurks within the more shadowed valleys of their realm. 
  To prevent travellers from trespassing into excessively 
  dangerous areas, the Ents regularly spend time placing 
  natural barriers, sometimes rocks, at other times whole 
  groves of trees, which can serve to prevent easy passage 
  and encourage travellers to go elsewhere. 
  A few places are so perilous that one or more Ents always 
  remain nearby, actively standing vigil over the passages 
  that lead to them. 
  What other dangers lurk in the darker parts of Fangorn, 
  hiding in the mist-filled vales and hidden lairs where the 
  sun cannot reach? Stone and Cave-trolls maybe, clever 
  enough to have learned the ways of the forest proper 
  and so avoid the wrath of the Ents; a rare Spider or 
  two, directly descended from Ungoliant herself; Wargs 
  smart enough to smell the Onodrim and swift enough to 
  outpace them. Darker things too may have slipped down 
  from the North, through long-forgotten roads beneath 
  the Misty Mountains, or risen from the deeper roots of 
  the mountains themselves. 
  
  rohan region guide
  78
  entmoot
  When the Onodrim decide that important matters need 
  to be discussed among their people, they will call for an 
  Entmoot. An Entmoot is a gathering of Ents, a conclave 
  of both social and political import, to which all Ents that 
  can be reached are invited to attend. Participating is not 
  mandatory, and the number of Ents that will respond to the 
  call is directly proportional to the respect owed to the caller 
  for the Moot, something which is almost invariably tied to 
  age. Every Entmoot follows a long-established format and 
  every Ent knows it; the chosen location has always been the 
  hedged dale known as Derndingle (see page 80) and the 
  appointed time to start has always been before noon. Then, 
  the meeting is articulated along a number of stages. 
  When the first stage is finished, the caller of the Moot 
  proceeds to explain why he has summoned his fellows, 
  doing his best to give a detailed explanation of the issue at 
  hand. This presentation of evidence can take a very long 
  time indeed, for the Ents need to know every detail about 
  the facts and events that they have to make up their minds 
  about and everyone speaks in Entish. This second stage 
  of the conclave has never lasted less than four days, and 
  most take weeks. 
  Finally, when all present agree that they understand all 
  that is pertinent to the issue at hand, the Entmoot enters 
  its final stage, when Ents decide what to do about it. This is 
  typically a far faster process than the presentation of facts, 
  from a few hours to a few days. Whatever the Entmoot 
  decides, the Onodrim as a whole are expected to enact. 
  The Entmoot may very well decide to do nothing about an 
  issue, or all present may agree to watch out for all things 
  regarding some troubling concern and agree to meet to 
  discuss it again in a decade or two and see if anything 
  has changed. Ents who disagree with the decision of the 
  conclave will never go directly against it, that being far too 
  reckless for such a conservative and introspective people, 
  but they may seek to gather evidence in order to change 
  minds for the next Entmoot. 
  Attending an Entmoot
  It is possible that a Company that has met Ents may 
  one day be called upon to attend an Entmoot. While a 
  great honour, it can also be fairly tedious for many Free 
  Folk, unless they wish to influence the course of the 
  conclave. If that happens, the following modifications 
  to the Audience rules can be used to determine if the 
  companions succeed. 
  Introduction
  Members of a Company who wish to speak at an Entmoot 
  must be formally introduced during the first stage. They 
  are not allowed to do it themselves: they must have 
  a sponsor Ent who agrees to help them. If they wish to 
  do so, they may tell their sponsor exactly how they are 
  to be presented: this requires a DC 10 Intelligence 
  (Traditions) check. 
  Success indicates the sponsor spends several hours 
  translating the information into Entish, but the guest is 
  now properly presented to the council. Failure means the 
  The first stage is when introductions are made. The 
  caller of the Moot makes certain that everyone present 
  is acquainted with everyone else and accounted for. This 
  might seem unnecessary, as every Ent presently alive in 
  Middle-earth already knows every other Ent, but the 
  Onodrim regard themselves as being constantly altered 
  by their experiences, and their names in Entish develop 
  as a consequence of these changes. If others than Ents are 
  present, then the introduction needs a further step, as the 
  guests must be first introduced and then recognised for 
  what they are by every Ent at the Moot. 
  
  THE ENTWOOD
  79
  the forest of fangorn
  hero was too ‘hasty’ in the summary of their life and leads 
  to the conclave failing to place them in the old lists. For 
  example, the assembled Ents might now be persuaded 
  that a Dwarf or a Hobbit is just a sort of a small Man, 
  or, in the case of a 1 on the roll, they might even begin 
  to suspect that a disguised Orc is among them, a turn of 
  events that might have very unpleasant consequences… 
  Cultural Attitude
  The Onodrim are not on anyone’s side and consider no one 
  to be on their side either. Their remoteness and timeless 
  approach to the other races means that the best result a 
  hero can win is the Unknown attitude, but a speaker who 
  fails the introduction will be regarded with Mistrust instead.
  Interaction
  During the second stage of an Entmoot, heroes who were 
  properly introduced may now speak. This is a task that 
  can test the mettle of the most eloquent orator, as it is a 
  trying undertaking for a non-Ent to render each specific 
  bit of knowledge they wish to impart to the conclave in a 
  way that the Ents will find exhaustive. 
  In game terms, each relevant piece of information that 
  a companion wishes to relate requires a full day, a DC 
  10 Wisdom saving throw and two ability checks (with 
  the DC set by the Introduction check). The saving throw 
  is needed to remain focused long enough to tell the Ents 
  what the hero wishes them to consider. The two ability 
  checks must be made using two different abilities, to 
  reflect the multiple angles that the inquisitive Ents ask to 
  be considered for the evaluation of the matter at hand. The 
  following skills are the most likely to apply: History, Lore, 
  Medicine, Nature, Persuasion, Riddle, Shadow-lore, 
  and Traditions. Heroes might propose other skills as 
  relevant: Performance to repeat rhymes of lore, Animal 
  Handling to describe the strange actions of livestock, 
  Survival to report how the forest itself has changed in 
  recent years, etc.
  Evaluating the Company’s Effect on the Entmoot
  The Onodrim are given to introspection and will not be 
  rushed. No matter how important the Free Folk think a 
  given situation is, the Ents have likely seen something like 
  it before (and will again). It is very difficult to get them 
  to hurry to carry out any particular course of action. For 
  each day’s testimony that was completely successful, the 
  Company has nudged the Onodrim slightly towards their 
  proposed solution. If the heroes succeeded on at least 3 days, 
  they will begin to plan an action. If the heroes succeeded at 
  presenting 5 days or more of testimony, then the Ents will 
  begin to act very soon, within days or weeks of the Entmoot.
  the entwood
  ’I have heard nothing of this in my own land, save only songs 
  that tell how the Onodrim, that Men call Ents, dwelt there 
  long ago; for Fangorn is old, old even as the Elves would 
  reckon it.’
  Ancient beyond the reckoning of any who dwell on Middle-
  earth, the great age of Fangorn is evident in every aspect 
  of the forest: trailing beards of lichen hang to the ground 
  from numerous trees, innumerable unfallen leaves line 
  every deciduous branch between the fresh green sprouts, 
  causing a brief rain of crunching brown whenever a rare 
  wind manages to slip beneath the thick forest canopy, 
  
  rohan region guide
  80
  and the shadowy eaves are filled with the slowly settling 
  dust of centuries uncounted. The very air of the Entwood 
  is thick with a scent of loam so dense a traveller through 
  the ever-shifting shadows can nearly taste the woods 
  about them. 
  Dim and close though Fangorn may be, it is not the 
  unwholesome blackness that pervades Mirkwood. Still, the 
  darkness that lingers beneath a few of Fangorn’s leaves, 
  especially about some of the oldest dales, comes down 
  from the eldest times and it is perilous to tarry near it. 
  descriBing fangorn
  A legend even to the Elves, Fangorn is one of the great 
  mysteries of Middle-earth at the closing years of the 
  Third Age. Even one of the greatest travellers of his time, 
  Aragorn, had never been there and knew of it only by 
  odd stories passed down from old. While the oldest 
  among the Eldar are aware of the presence of the Ents, 
  it is a secret they mostly keep to themselves, lest other 
  beings seek out the Shepherds of the Trees. Besides, the 
  Elves are all too aware of the dangers that untrammelled 
  nature can pose to the unwary and make no mistake, 
  Fangorn is perilous. 
  A Loremaster setting adventures within Fangorn should 
  consider the following elements when describing the forest. 
  Old as the Hills 
  Everything in Fangorn shows the signs of great age. Even 
  Elves feel young again when looking upon the ancient 
  trees throughout the forest. Motes of slowly falling pollen 
  are kicked up with every step. Large boulders standing in 
  glades open to the sky have pock marks where raindrops 
  have worn them down over the millennia. The actual soil 
  of the forest floor takes real effort to dig down to, for it is 
  buried under layers of fallen wood, fungal growths, and 
  thick moss. 
  Trackless Wilderness 
  There are no easy paths through Fangorn. No trails to follow 
  between the trees. Many other lands, parts of Rhovanion, 
  and much of Eriador, show the former presence of Free 
  Folk: ruins, old statues, the broken remains of roads. 
  There is none of that in Fangorn and never has been. It 
  is a dark and frequently mist-filled forest, seemingly cut 
  off from the rest of the world. At all times, travellers from 
  elsewhere feel out of place there and totally isolated, the 
  weight of the shadowy forest presses in without respite. 
  So Very Strangely Alive 
  For all its age, Fangorn bustles with abundant life, but 
  none of it conforms to expectations a travelling Company 
  may have formed in other forests. Birds, squirrels, and 
  other creatures will be busily going about their lives, then 
  stop what they are doing to silently watch heroes pass 
  them by, before erupting back into motion and sound. 
  Camping in any given spot for more than a day will cause 
  invasive tendrils to start wrapping about one’s equipment. 
  A backpack left too long in the wet will sprout a few small 
  mushrooms with uncanny speed.
  the lay of the land
  The forest of Fangorn both rests against and covers the 
  rocky foothills of the southern Misty Mountains. The clear 
  waters of the river Limlight run through the northern 
  portion of the forest, wending their way through a series 
  of steep-sided gorges before heading east to the Great 
  River Anduin. Methedras, literally ‘Last Horn’ in Sindarin 
  and often translated as ‘Last Peak’ in the tongues of 
  Men, is the last great mountain (or the first depending 
  on which way you look at it) of the Misty Mountains, and 
  the southernmost of the grand peaks of the range. The 
  lower slopes of Methedras form the western portion of 
  Fangorn’s southern border. Its steep sides give birth to two 
  powerful rivers: the Isen, which flows directly south from 
  the mountain, and the Onodló or ‘Entwash’. 
  In Fangorn, travelling west invariably means heading 
  up slope as the forest floor rises continually to gradually 
  form the foothills of the Misty Mountains. East, then, is 
  downwards and usually wet, as many rivulets travel down 
  from the mountains and through the forest, then out onto 
  the grassland of the Wold. 
  The Entwood is home to a myriad different tree varieties, a 
  diversity unparalleled by any forest in Middle-earth. There 
  are both evergreens and deciduous trees throughout, the 
  evergreens tending to dominate as one draws nearer 
  to the Misty Mountains. Silver-barked birches fill the 
  heights, alongside endless waves of pines. Willows line the 
  banks of the Onodló, slowly dripping their leaves into the 
  river’s flow. The eastern forest is filled with ancient and 
  twisted linden trees, some of which have seen thousands 
  
  81
  the forest of fangorn
  of years pass. Their bark is covered with strange nodules, 
  almost giving them distorted features. They are frequently 
  touched by lichen in a wide variety of multi-coloured hues 
  that cause some of the pathways of the forest to resemble 
  hidden gardens. Massive fir and ash trees tower over the 
  forest canopy. The reddish bark of the Entwood’s fir trees 
  make it popular for wood-working in both Rohan and 
  Gondor, but few indeed dare to take even fallen trees from 
  Fangorn Forest. Finally, there are wide chestnut trees, 
  heavily laden with their unpicked fruits. 
  An explorer travelling through Fangorn may well soon 
  discern that the forest has a superficially ‘naturally’ 
  impossible differentiation of trees. Solitary oaks sprout 
  up in spots they have no business being, rowans line the 
  edges of picturesque glades, each placed with seemingly 
  precise care. These and countless other touches are the 
  work of the Ents, but theirs are subtle hands when it comes 
  to anything resembling ‘gardening’. 
  Combat Scenery: black toadstools (in Nan Mordeleb), 
  bracken, briar patches, impenetrable hedges, low boughs, 
  paths, thick-trunked trees, unsettling atmosphere, varied 
  slopes
  wildlife
  The Entwood teems with life, countless birds flit between 
  the trees, filling the air with their songs — and yet, they can 
  fall into eerie silence without warning, unnerving those 
  rare travellers who pass near the forest. The undergrowth 
  teems with small creatures, many of which seem to have 
  little fear, if any, of members of the Free Folk. There are few 
  hunters to fear, other than predatory beasts, and those 
  are rare within the Entwood. 
  Flocks of large birds can be seen wheeling over the 
  western regions, where the land approaches the 
  foothills of the Misty Mountains. They are the crebain, 
  crows of unusual cunning, natives of Dunland and 
  Fangorn. The Ents do not mind them, but the birds seem 
  to naturally avoid the areas where the tree-herders pass 
  more frequently. 
  There are packs of wolves within Fangorn proper, but they 
  are peaceful creatures that the Onodrim have known for 
  countless generations, very different from their wild kin 
  from the mountains.
  inhaBitants
  The diminished remains of Fangorn have never been 
  the abode of Men, nor even Elves for that matter. While 
  the Elves did wander beneath Fangorn’s boughs once, it 
  has been millennia since any of the Firstborn made their 
  homes in the Entwood. There are no ruins of habitations, 
  ancient or otherwise, nor any Elven glade to disturb 
  the unbroken wilderness of the forest. Few have passed 
  beneath the eaves of the trees. 
  When the forest stretched across the face of Eriador, the 
  Ents were many, but now a mere sixty or so remain to tend 
  to Fangorn. These are younger Ents that do not remember 
  the Elder Days, having been born much later. Much of 
  their days are spent repeating old rituals and tasks that 
  they’ve been doing for centuries. Anything novel, as 
  long as it doesn’t hurt their trees of course, is frequently 
  welcome among them, though they may be somewhat 
  slow to recognise it. Many of the younger Ents have never 
  spoken to any of the Free Folk before and can be quite shy 
  at times. Some are rather brusque, ignoring other people 
  altogether, utterly unconcerned for the doings of anyone 
  or anything that doesn’t directly affect their trees.
  notaBle characters
  Treebeard
  Treebeard is the eldest among the Onodrim of Fangorn. 
  Indeed, one of his names is Fangorn, Treebeard being 
  a rendering of that name into the common speech. 
  Treebeard would never claim that he ruled the forest; 
  indeed, the concept wouldn’t even occur to him, for, by 
  his thinking, it would make him responsible for every 
  living being within Fangorn, but he is the eldest Ent and 
  therefore the most respected by his people. Treebeard’s 
  memory stretches all the way back to before the proper 
  dawning of the First Age, and he has weathered many a 
  storm in his days. 
  As befits a being that has lived so long, Treebeard likes 
  to carefully consider his course, before finally acting with 
  surety, if he chooses to act at all, that is. ‘Do not be hasty’, 
  is Treebeard’s motto. His judgements are deliberate and 
  only made when he has had the time to consider all of the 
  ramifications of his deeds. 
  Treebeard is not an insular being. He keeps track of the 
  doings of the world as much as he can, and has extensive 
  
  rohan region guide
  82
  knowledge of important events happening beyond the 
  borders of Fangorn. More than most of his fellow Ents, he 
  spends a great deal of time considering what his senses 
  tell him of the world beyond the forest. Birds, beasts, and 
  trees all convey to him different types of news which he 
  constantly meditates upon. 
  He is always interested in news from afar, as his many 
  sources do not always present as clear a picture of 
  events as he would like. Unlike many of his fellow Ents 
  that frequently shy away from other folk, he may very 
  well approach travellers daring to traverse the paths 
  of Fangorn and question them thoroughly about 
  their intentions within the woods. Individuals giving 
  agreeable answers may earn his favour. Others will be 
  pointedly told they’d best get on their way, out of the 
  forest, immediately. 
  Ultimately, though, Treebeard is a kindly being. He 
  generally prefers Elves to Dwarves, suspecting Durin’s 
  Folk of being far too willing to cut down his trees for 
  their forges. But all Free Folk will get the benefit of the 
  doubt from Treebeard; for Orcs alone, there is no mercy 
  in his heart. 
  Folk that get to know Treebeard may be invited to one 
  of his Ent-houses for a good chat. One of Treebeard’s 
  favourite dwelling-places, Wellinghall, sits on the slopes 
  of Methedras, beneath a small stream. 
  Skinbark 
  ’Only three remain of the first Ents that walked in the woods 
  before the Darkness: only myself, Fangorn, and Finglas and 
  Fladrif — to give them their Elvish names; you may call them 
  Leaflock and Skinbark if you like that better.’ 
  Only a few Ents have both the age and the audacity to 
  openly get away with recruiting a company of Free Folk 
  to their cause. Treebeard is not among them, as he is 
  seldom inclined to worry about the affairs of others, in 
  part because he has seen little consideration his or his 
  forest’s way over the millennia. But there are two other 
  Ents that, like him, come from the First Age and walked the 
  world before the coming of Morgoth’s Darkness: Leaflock 
  and Skinbark. With the long years, Leaflock has grown 
  sleepy, descending into tree-dreams from which he can 
  no longer be readily roused and the world seems but a 
  distant memory to him. Skinbark, though, is another 
  story entirely. 
  Called Fladrif in the language of the Elves, Skinbark 
  watches the lofty pinnacle of Orthanc with great unease, 
  for he and his folk live along the mountain slopes west of 
  Isengard. His charges are mostly evergreens, red-berried 
  rowans, and beech trees, but it is the birches that grow in 
  the high places that he loves best. Looking about at his 
  beloved tree-herds, Skinbark is ready to do something 
  hasty… 
  
  83
  the forest of fangorn
  Skinbark appears as a slender Ent with a smooth, almost 
  white skin, standing close to 17 feet tall. His limbs are long 
  and lithe, ending in wide tapering fingers, five to a hand. 
  His voice is cool and melodious, sounding something like 
  a deep flute. 
  might arrange to introduce a company of adventurers 
  to Skinbark after they have somehow proven themselves 
  worthy. 
  Skinbark as a Patron 
  While the Onodrim seldom trouble with those outside their 
  forest, Skinbark hears and sees much from his mountain 
  home and he has decided to do something about the 
  encroaching darkness. While he would be very careful 
  about how he phrased it in conversation, what Skinbark 
  truly needs are individuals capable of accomplishing 
  tasks that are so dangerous that he would not dare to 
  entrust them to any Ent. He would certainly find it deeply 
  sad and highly regrettable if a hero of the Free Folk he sent 
  forth died in the attempt, but there are too few of his own 
  people left for him to afford to risk their lives. 
  Missions for Skinbark will usually involve investigating 
  what Saruman is up to and spying on the doings of Orcs 
  (see also Adventuring in Fangorn, page 88). 
  Quickbeam 
  Bregalad, Quickbeam in the common speech, is one of 
  the youngest among the folk of Skinbark, a tall Ent with 
  ruddy lips and long-fingered hands who can bend like a 
  slender tree in the wind. His fellow Ents consider him to 
  be exceedingly impetuous, to the point of recklessness. By 
  the measure of the Onodrim he is quick in stride, quick to 
  talk, and quick in drinking, and as a result makes for much 
  better company for creatures other than Ents. Skinbark 
  confides much in Bregalad, as far as his goal to find allies 
  outside of the forest is concerned, and often sends him to 
  watch over the eastern and southern boundaries of the 
  forest, hoping that he will succeed in entering in contact 
  with someone. 
  As all Ents, Quickbeam is utterly in love with the forest. 
  He laughs merrily at the slightest occasion, basking in 
  the simple joy of living, and he enjoys singing at his trees, 
  especially at the rowans that grow thick in the country of 
  his folk, to the west of Isengard. 
  Unlike his chief, Skinbark, and his fellow, Beechbone, 
  Quickbeam is not worried by the future, as he has often 
  met Saruman among the trees of Fangorn and he has 
  been captivated both by the eloquence of the Wizard 
  and by his profound knowledge and wisdom. Saruman 
  An Audience with Skinbark 
  Skinbark seldom leaves his mountainside or his tree-
  herds, though he does occasionally come down to ‘stretch 
  his legs a bit’ in the southern portions of the forest. The 
  chances of any outsiders ever meeting him by accident 
  would be slim indeed, if not for the fact that he has come 
  to the conclusion that he could use some help. 
  Skinbark has enjoined a number of younger Ents of his folk 
  to keep an eye out for ‘useful Free Folk’. Strangers reckless 
  enough to travel about the forest may find themselves first 
  spied upon, and then approached, by one of Skinbark’s 
  folk, either a very tall Ent named Beechbone, or an Ent 
  considered to be most hasty named Quickbeam. Either 
  
  Rohan Region guide
  84
  has described how he will one day transform the great 
  circle of Isengard into a magnificent garden, and how he 
  will entrust its keys to Bregalad himself. Saruman has 
  added that many difficulties prevent him from realising 
  his ‘dream’ for the moment, but one day he will achieve it, 
  especially if, in the meantime, he has the friendship and 
  understanding of the Ents. All he is asking for the moment 
  is to have permission to walk in Fangorn... 
  Beechbone 
  A relatively young Ent of the folk of Skinbark, Beechbone 
  acts as a ‘messenger’ of sorts for the Ents of the high 
  mountains. He roams up and down the foothills, regularly 
  travelling the forest to keep track of the doings of other 
  Ents as well as studying the many creatures that wander 
  the heights of the mountains and the forest alongside him. 
  Beechbone shares Skinbark’s worries over what the future 
  may hold for Fangorn and the trees he loves. Though it pains 
  him at times to be away, his adventurous spirit sustains 
  him far from his trees as he seeks anything that could help 
  the cause of his folk. The right sort of Company will find 
  Beechbone to be a stalwart ally and a useful friend, for his 
  knowledge of both beasts and plants runs deep. 
  Beechbone is very tall, and is described by other Ents as 
  handsome, for the many high branches that crown his 
  long head and his smooth, silver-white bark. His voice is a 
  cheerful rumble that gently shakes the bones of Free Folk 
  on the rare occasions that he gets to speak with them. 
  Wyrmwood 
  Most Ents tend to accumulate lore of one sort or 
  another over their long lives, but few have sought out 
  the strange and dark tales that fascinate the Ent known 
  as Wyrmwood. A collector of the macabre, Wyrmwood 
  delights in tales of fallen heroes, grand tragedies, and the 
  blackest of curses. His memory stretches back almost to 
  the eldest days and his stories, when he chooses to share 
  them, are not to be missed for those that can appreciate 
  a dark tale, well told. 
  Wyrmwood knows much of use to those that would 
  hunt the Shadow or delve into old (and possibly cursed!) 
  treasures of the past, but he is seldom inclined to divulge 
  what he knows without learning something new (and 
  hopefully gloomy) in return. 
  Wyrmwood stands just shy of 16 feet tall. His thick torso 
  splits along the centre of his back into multiple branching 
  limbs, the majority of which either flare outward or, 
  especially around his head, curl upward. Wyrmwood 
  has but one good eye, for his solemn features are marred 
  by heavy burn scars that also cover his torso, for he was 
  seared by Dragon-fire long ago and the wounds have never 
  fully healed. Sometimes, especially when he is telling a 
  particularly grim story, discoloured sap will slowly run 
  from his ruined eye. 
  Stoneclaws the Bear 
  There are few bears of any sort within Fangorn, much less 
  ones as massive as Stoneclaws. The Ents, as a rule, aren’t 
  very fond of bears. Their tendency to sharpen their claws 
  and mark their territory by tearing into the trunks of trees 
  has never endeared them to the Onodrim. Still, for every 
  rule there’s an exception. Stoneclaws’ mother staggered 
  down from the Misty Mountains long years ago, bloody 
  rents scored in her sides. The Ent Beechbone found her, 
  life all but spent, near the Limlight. Perhaps he would 
  have left her, letting nature take its course, if not for the 
  Orcish arrows that guaranteed his sympathy or the new 
  life struggling to escape her, for she was heavy with cub 
  and in labour. 
  
  85
  the forest of fangorn
  Thus, Beechbone the Ent found himself a midwife and soon 
  after a parent, for the she-bear passed with the birthing of 
  her cub. Beechbone turned to his fellow Ents and explained 
  (for over a week or so) what had occurred. Together, they 
  decided to raise the bear-cub. Fairly early on, the Ents 
  pointedly directed his claw sharpening away from trees 
  and towards stones within the forest, hence his name. 
  Stoneclaws is now a mighty beast, for he has been raised 
  on the draughts of the Ents and has grown to an impressive 
  size indeed. He wanders through the northern portions of 
  Fangorn foraging, occasionally roaming to the edge of the 
  woods when a tantalising new smell presents itself. He’s 
  exceedingly intelligent and fairly friendly, for a colossal 
  bear, but a Company that meets him in the woods may 
  not know that, and attacking him can quickly awaken a 
  terrible wrath. Beornings will find him a cheerful soul 
  who could help facilitate a meeting with the Onodrim if 
  treated well. Killing Stoneclaws would upset all the Ents 
  and certainly rouse the wrath of Beechbone. 
  Stats for Stoneclaws can be found on page 145. 
  Huorns 
  Beings of anger and great malice for all that go upon two 
  legs stand still in the forest of Fangorn or under its eaves, 
  keeping a silent guard over the trees. Some are as ancient as 
  the forest itself, others are younger, but all the more vigorous 
  in their hate. They are not easily encountered in the fringes 
  of the forest, but hundreds, if not thousands of them lurk 
  in the darkest vales. They are the Huorns, limb-lithe trees 
  filled with terrible power and dangerous malevolence. 
  None outside the eldest Onodrim know exactly what the 
  Huorns are, for they will not speak of it to others. Some 
  believe that they are Ents who have slipped into a more 
  tree-like state, their sentience slowly degenerating into 
  half-remembered dreams of wakefulness, retaining only 
  their great anger at the Orcs and others who would despoil 
  the woods. Others declare that they are trees awakened by 
  the Elves, or by the Ents in turn, who are slowly becoming 
  more Entish. If such is the case, they apparently resent the 
  burden of growing consciousness and use their new-found 
  mobility to punish those who would despoil the forest. 
  Regardless of what Huorns actually are, the Ents tend to 
  them as best they can, seeing to their few needs, speaking 
  to them to calm them, and soothing them into long 
  periods of sleep for much of the time. A waking Huorn is 
  a queer being, unpredictable, and often irrational, even 
  from an Ent’s point of view. The Onodrim do their best 
  to prevent the Huorns from harming others, or being 
  harmed in turn, gently herding them between dales under 
  the shadow of the mountains, far from Fangorn’s outer 
  borders. A fair number of Huorns are restless though and 
  some are adept at slipping away from their Ent shepherds 
  to wander throughout Fangorn seemingly at random. 
  The Huorns carry great power within them (leading 
  credence to the theory that they are, in fact, fallen Ents) 
  and are capable of moving with terrifying speed when 
  roused. They have the ability to wrap themselves in an 
  impenetrable shadow that cloaks their movements and 
  allows them to move unseen or to surround unwary 
  enemies before they realise their peril. They are cunning, 
  moving slowly if that will serve better to keep them quiet, 
  using their dark shrouds to blend into the night, while 
  their foes sleep or are otherwise distracted. Though they 
  are very strong, they lack the thoughtful minds of the Ents. 
  Still, they are exceedingly dangerous foes, and far stronger 
  than any Orc. Few outside of the very wise have ever heard 
  of the Huorns and that, too, is to their advantage, adding 
  to their secrecy. 
  
  Rohan Region guide
  86
  Standing still, Huorns appear to be oddly shaped trees, 
  with long sweeping limbs that clearly have more than 
  enough reach to touch the ground about them. Their 
  trunks are frequently grey, their leaves a dulled dark green 
  that can appear almost black in certain lights. No matter 
  how big a Huorn gets, their roots never seem to go very 
  deep into the ground. Instead, they lie along the surface, 
  curling in strange patterns. There are often seemingly 
  deep archways leading down between the masses of 
  a Huorn’s roots, but such ‘passages’ lead nowhere or 
  worse, to a terrible death. Huorns leave a distinct trail of 
  disturbed and broken earth behind them when they move, 
  especially if they pass over a grass field or other clearing, 
  but few have the knowledge to identify such trails when 
  they see them. 
  Stats for Huorns can be found on page pages 142-3.
  notaBle Places 
  Treebeard’s Hill 
  ’…a hasty word for a thing that has stood here ever since this 
  part of the world was shaped.’
  A few miles from the eastern edge of Fangorn, a lone 
  stony hill rises from the earth to stand level with the 
  tips of the tallest trees. The hill is nearly barren, a rocky 
  outcropping that looks like it belongs to the distant Misty 
  Mountains, yet somehow found itself far flung and alone. 
  One of the hill’s faces is curiously worn, splintered, and 
  weathered in such a way as to distinctly resemble a large 
  set of uneven stairs, made for a stride far longer than 
  average. Atop the hill there is little; no trees grow there, 
  nor anything else save a scattering of grasses and weeds, 
  yet much of the world can be seen from there, if one has 
  the senses to look. 
  Fangorn himself claimed the stony shelf ages ago, naming 
  it (well, at least in part): a-lalla-lalla-rumba-kamanda 
  lind-or-burúmë. From his hill, Treebeard regularly gazes 
  out at the world beyond the forest, drinking in what his 
  senses tell him and contemplating news from afar. Heroes 
  looking to meet the eldest Ent (if they know of him) could 
  do worse than waiting near his chosen hill on fine days. 
  Whether it was the long years Treebeard spent in 
  contemplation upon it, or a natural effect that led 
  Treebeard to it in the first place, the ancient hill sharpens 
  the mind and invigorates the spirit of those that spend 
  time meditating upon it. A traveller that spends an hour 
  or more in reflective thought on Treebeard’s Hill gains 
  Advantage on their next Insight check. 
  Derndingle
  The dale where the Onodrim have held their Entmoots 
  since time immemorial, Derndingle stands near the 
  southern edge of the forest, hidden within a dense patch 
  of woods and surrounded by a wide hedge of dark 
  evergreens. Derndingle resembles a massive, round 
  hollowed-out bowl that has been smoothed outwards 
  along the rim, forming a natural amphitheatre of sorts. 
  The ground of the hollow is grassy and treeless, save for 
  three tall silver birches at the centre of the depression. 
  There are three entrances through the evergreen hedge, 
  each with ancient paths worn deep into the ground. The 
  Ents took the name for their meeting place from one of 
  the now-ancient tongues of the First Men. It translates as 
  ‘hidden hollow’. 
  Outside of wanting to attend an Entmoot, which are 
  exceedingly rare, there are a few reasons that other 
  Free Folk may have cause to seek out Derndingle. The 
  hidden dale has long been sacred to the Onodrim and 
  the forest knows it; no predators approach within miles 
  of Derndingle, and Orcs, though completely ignorant 
  of exactly what may lurk within that southern portion 
  of Fangorn, never go there, for none of their kind have 
  ever returned from that region of the forest. Derndingle 
  is thus an excellent spot for the weary and the hunted to 
  rest. 
  Additionally, an Ent or two perpetually watches over the 
  area. While they may not be willing to reveal themselves, 
  depending on the circumstances, this is an excellent place 
  for the Company to find an Ent in a hurry, if they don’t 
  care which one they meet. 
  Whistlingdown
  The river Limlight runs its course from the Misty Mountains 
  down to the Anduin through the northern part of Fangorn. 
  It passes, at times, through deep gorges and over many 
  waterfalls, big and small. Along its way, near the centre of 
  where the Limlight meanders through the forest, there is a 
  massive waterfall that plunges into a naturally deep basin 
  of sorts before continuing to flow east. 
  
  87
  the forest of fangorn
  About the bottom of the falls is a small glade, hidden 
  by the slick sides of the gorge. The Onodrim call this 
  hidden clearing Whistlingdown and, while it is a place 
  of great natural beauty, there are additional reasons 
  that they sometimes bid others that they trust to seek 
  it out. 
  Whistlingdown is a place filled with the vibrancy of 
  Fangorn and the strength of the Hithaeglir, and whoever 
  rests here discovers any hurt finds rapid relief. The Ents 
  once brought their injured Entings to this place, ages 
  ago now, when the unexpected hurts of youth needed 
  mending. 
  There are no maps of what lies beneath the eaves of that 
  shadowed forest, for those few that venture there seldom 
  return and the remnant that manage to leave never wish 
  to speak of what they saw… 
  Save at the greatest necessity, the Onodrim do not walk 
  within the shadows of the dark vales that they collectively 
  call Nan Mordeleb. The trees about the valleys there 
  have purposefully been planted as thick as possible for 
  thousands of years to create a near impenetrable hedge, 
  walling the dark vales off from the rest of Fangorn as best 
  the Ents can manage. The darkness within Nan Mordeleb 
  comes down from the First Age, and the Onodrim are 
  wary of disturbing that which sleeps in the hollows. 
  Necessity occasionally forces the hand of the Ents, 
  for there are medicinal herbs with bizarre but potent 
  properties that grow only within the gloom of the dark 
  vales and terrible creatures have laired there over the 
  centuries, necessitating quests into the shadows to root 
  them out.
  Healing in Whistlingdown
  Companions resting for a time in Whistlingdown 
  will find themselves greatly refreshed and recover hit 
  points as if they were taking a long rest within a safe 
  sanctuary. Additionally, a companion can remove a 
  condition during the visit. 
   Nan Mordeleb 
  ’But there are hollow dales in this land where the Darkness 
  has never been lifted, and the trees are older than I am.’
  Deep within Fangorn, a series of cavernous valleys 
  sharply descend deep into the dark earth, down to the 
  very roots of the Misty Mountains. The upper portions 
  of the valleys are heavily wooded, thick with ancient 
  trees covered in curious lichens and strange nodules 
  that look unwholesome to even untrained eyes. As 
  one passes beneath the shadow of the mountains, the 
  trees become progressively stunted, forever swathed in 
  clinging fog, and few of them have ever seen the full face 
  of the sun. 
  The valleys’ sides are steep and treacherous, difficult to 
  climb down, and dangerous to be near. As one descends 
  deeper into the gloom, mushrooms and many other sorts 
  of unpleasant looking fungi soon appear. The trees begin 
  to change, passing beyond recognition into something 
  altogether strange: odd combinations of trees crossed with 
  massive toadstools. Eventually, the gorges pass beneath 
  the mountains, and ominous groves grow in the darkness. 
  What Lurks in the Dark? 
  Nan Mordeleb translates from Sindarin as ‘valley 
  of black horror’ and it is an apt name for the place. 
  Companions travelling down into the hollow dales 
  can leave a brilliant noon day in Fangorn behind to 
  step into thick, mist-shrouded gloom within moments 
  of passing the ring of ‘sentinel groves’ the Ents have 
  planted about the upper edges of Nan Mordeleb. So 
  what nameless things live in the black vales of Nan 
  Mordeleb? Whatever the Loremaster wants to be 
  there. But here are a few suggestions: 
  ●	
  Predatory hunting Huorns the size of 
  Oliphaunts.
  ●	
  Packs of Wargs that are too clever by far.
  ●	
  A tribe of sickly pale Goblins that use 
  strange poisons on their arrows and can see 
  better than perfectly in the dark.
  ●	
  A Troll more fungi than flesh.
  ●	
  A sleeping shadow of darkness and flame…
  
  ADVENTURING IN FANGORN
  HASTY TASKS FOR HASTY FOLK — ENT PATRONS
  Rohan Region guide
  88
  adventuring in fangorn
  Most of the Free Folk of Middle-earth have heard tales of 
  Fangorn, yet next to none know anything about the Ents. 
  The Fangorn of legend is a dark and twisted forest, filled 
  with strange beasts and where the trees move. Those that 
  walk beneath its eaves do not return, or so the common 
  wisdom goes. How, then, does a Loremaster get the 
  Company of heroes to go to such a place? 
  The following ideas can start many an adventure, but they 
  are all especially suitable for Fangorn:
  ●	
  Someone or something has been misplaced, 
  deliberately or otherwise. With few places left 
  to search, the Company reluctantly concludes 
  that Fangorn must be considered as the resting 
  place of whoever or whatever is missing. 
  ●	
  Orc raiding parties have struck into Rohan or 
  slaughtered shepherds out on the Wold, before 
  swiftly retreating into the shadows of Fangorn. 
  Setting a trap outside of the forest won’t work, 
  for there is far too much ground to cover. If 
  the Company truly wishes to stop the raiders, 
  they will have to find their courage and go in 
  after them (running the risk of being confused 
  with their quarry when the wrath of the Ents 
  finally falls upon every two-legged trespasser…). 
  ●	
  The Company is asked to enter Fangorn to find 
  some rare herbs that are hard to find elsewhere. The 
  plants may be anything from the secret ingredient 
  of a legendary ale to a desperately needed 
  medicine. Adding a limited-time component, such 
  as seeking the cure for a disease running unchecked 
  through the local communities, adds urgency and 
  the necessity to risk journeying into Fangorn. 
  ●	
  Some heroes wish to look upon that which 
  they haven’t seen — even better if no one else 
  has seen it either. Scholars and Wanderers 
  are especially susceptible to wanting to walk 
  where 
  few 
  others 
  have 
  travelled 
  before. 
  ●	
  Few but the Wise know of the Ents, but many 
  heroic companies end up knowing one or more 
  of the Wise, don’t they? Gandalf, Lord Elrond, or 
  another significant patron sends the Company 
  on a diplomatic mission to Fangorn to seek out 
  Treebeard’s counsel. Perhaps a terrible plague or 
  an ancient foe that has not been seen in centuries 
  has returned and they seek the wisdom of the 
  eldest living being in combating it.
  hasty tasks for hasty folk — 
  ent Patrons
  The Ents know a great deal about the world beyond their 
  borders, but they are limited in what they can do with their 
  knowledge, for they are unwilling to leave Fangorn, even 
  briefly. Their charges within the forest require their regular 
  care and the less of the Shadow’s attention they draw, the 
  better, or so they tell themselves. But occasionally an Ent 
  recognises the higher necessity and feels the need to act, 
  or find someone to act for them. 
  There are Ents within Fangorn willing to approach the 
  right sort of company to form an alliance with those who 
  can act as their hands, occasionally within, but most 
  often without, the forest. Skinbark is the best example (see 
  Skinbark as a Patron, page 83), but there may be other Ents 
  whose growing restlessness might push them to extreme 
  measures. Any such Ent would have to be very certain of 
  the heroes’ loyalties before they would ever consider such 
  an association, but there are ways to expedite this. While 
  it normally takes an Ent quite a few years to make their 
  mind up about someone, all of them trust both Gandalf 
  and Radagast without question; a recommendation from 
  either Wizard would go a long way towards earning the 
  Ents’ trust and respect. Actions, as always, speak louder 
  than words as well. A group that has already assisted 
  the forest or a given Ent through their actions may be 
  considered for a more long term arrangement as well. 
  So what do the Ents require? A few tasks are as simple 
  as taking seeds and planting them in some distant locale. 
  Others are more dangerous by far. The following are a 
  sample of the sorts of missions an Ent may ask a company 
  to perform. 
  Weeding 
  The Company is tasked to track down and eliminate a 
  band of Orcs, one that hides where the Ent patron cannot 
  follow. The heroes can either manage this on their own, or 
  
  89
  the forest of fangorn
  trick the Orcs into following them into an Ent and Huorn 
  ambush. The Company may soon discover that the Orcs 
  have found quite a few hidden ways through Fangorn: 
  unmarked paths that go readily unnoticed by the Ents and 
  secret tunnels to disguise their movements. Their trails all 
  seem to lead back to the mountains and to the south. 
  Distant Retrieval 
  The Company is sent far from Fangorn to bring back 
  something their Ent patron remembers from long ago. Such 
  a quest could send them roaming far to the north or to the 
  distant west of Eriador, and it is unlikely the area where 
  they are sent looks anything like the Ent remembers. Their 
  mission may involve something as simple as bringing 
  back a live tree or as complex as seeking out a legendary 
  Elven arborist in Rivendell or the Grey Havens and asking 
  them to accompany the companions back to Fangorn. 
  Information for an Entmoot 
  The Company is charged with finding out all they can 
  about a subject related to a decision made at the last 
  Entmoot. To put it another way, their patron wants the 
  characters’ help in advancing his agenda, whatever it may 
  be. The heroes may or may not know about the ‘political’ 
  side of things, only that they’ve been given what seems like 
  a straightforward task. 
  Landscaping 
  The patron wishes the Company to alter the landscape in 
  an area where the Ents cannot readily go. For example, the 
  heroes are asked to go to follow a spring to its headwaters, 
  high in the Misty Mountains, discover whence it flows and 
  then remove any obstructions that might have altered its 
  original course. Such chores are seldom as straightforward 
  as they seem they should be, especially since the Company 
  will likely have to travel into harrowing places to see it 
  done. 
  Seek for the Entwives 
  This is more of an ongoing charge than a specific task. 
  The Ents have tried on and off for a very long time to find 
  their lost mates; they certainly don’t think any companies 
  will ‘get lucky’ and find them. Rather, this is an injunction 
  to heroes working for the Ents to always keep their ears 
  open for rumours or news concerning ‘leafy women’ or 
  any other odd thing that sounds like it could be connected 
  to the missing Entwives. If any heroes were ever to find 
  real news of the Entwives’ whereabouts, it would certainly 
  The Laughing-folk
  Canonically, the Ents do not recognise the existence of Hobbits till the year 3019 of the Third Age, when 
  their existence is finally acknowledged and their names are added to the Long List of all living creatures. 
  This, obviously, can be a bit problematic if a hero from the Shire wanders into Fangorn and chats to an 
  Ent or two. Loremasters can go with any (or none) of the following explanations, should they feel the need: 
  What’s a burrahobbit? The Ents never acknowledged the existence of ‘Hobbits’ because they had no idea 
  the character was one. Many other folk look quite similar to the Ents. Perhaps the heroes in question 
  were thought to be children or some strange sort of beardless Dwarves and the Ents were too polite to ask, 
  knowing that Durin’s Folk treasure their beards. 
  Never Presented at Entmoot. Actually, the Ents that the Company deal with are all aware that 
  the Hobbits are some unrecognised sort of creature (and probably very excited to meet something 
  ‘new’) but they do not consider the matter to be urgent enough to call for an Entmoot. Besides, 
  what if they do so and they are found to be wrong? The embarrassment could last centuries…  
  The Red Book of Westmarch: it lies. All a Tookish gambit. Everyone knows about those Brandybucks. The 
  Ents knew all about Hobbits, they’d been introduced centuries ago…
  
  THINGS TO DO WHILE IN FANGORN
  NEW FELLOWSHIP PHASE UNDERTAKINGS 
  Rohan Region guide
  90
  be cause for an Entmoot at the very least. (If the players 
  have played through The Watch on the Heath adventure 
  contained in Wilderland Adventures and/or Sleeping 
  Dragons Lie in Erebor Adventures, they may have 
  encountered Witherfinger, a creature any Ent would love 
  to know more about...). 
  Into the Darkness 
  The Ent patron asks the Company to go where no Ent 
  dares to go: into the heart of Nan Mordeleb (see page 
  87). Perhaps a rot is spreading amidst the trees and the 
  Ents suspect its source is in Nan Mordeleb. Maybe some 
  creature within the hollow dales has figured out a way 
  past the sentinel trees and must be stopped. Whatever 
  the cause, the patron would send only the hardiest of 
  companies to see the task done. 
  we fight for the trees 
  So what does a company that works for the Ents get out 
  of the arrangement? The Shepherds of Trees have access 
  to information from a great many unusual sources and 
  often seem to be aware of events that they shouldn’t 
  possibly be able to know about. Their memory is long 
  indeed, stretching back to the very beginning of the world, 
  and they know the location of many hidden places, along 
  with other powerful secrets that the world has forgotten. 
  A company with an Ent patron will also be offered a place 
  at the Ent’s table, and to partake with their drink… (see 
  Ent-draughts on page 72.)
  things to do while in fangorn
  ’We keep off strangers and the foolhardy; and we train and 
  we teach, we walk and we weed.’
  new fellowshiP Phase undertakings 
  Open Fangorn as a Sanctuary 
  If a company has entered Fangorn during an Adventuring 
  phase and sufficiently impressed the Ents, the heroes 
  may gain permission to spend a first Fellowship phase 
  there. If they wish to return, they must all choose the 
  Open New Sanctuary undertaking and thus be accepted 
  as regular guests by the Ents, albeit in a slightly more 
  limited capacity than other such sanctuaries. 
  Upon opening Fangorn as a sanctuary, the whole of the 
  forest does not suddenly become a peaceful place for the 
  Company; rather, they will spend their resting season 
  with one or two of the Ents they’ve become friends with 
  in or near their Ent-homes. While such domiciles are 
  not built to accommodate Free Folk guests, the time the 
  Company spends taking on Fangorn as a sanctuary is 
  understood to include making a place for themselves in 
  the wood with the assistance of the Ents. Such dwellings 
  can be remarkable indeed; snug hollows carved from 
  seemingly impenetrable rock faces, buildings shaped 
  from interwoven bushes, and living treehouses are all 
  possible. 
  Study with the Ents 
  Companions who impress the Ents for their compassion 
  or their love for learning can prompt the Shepherds of 
  the Trees to take one of them as a pupil. Learning even a 
  portion of the lore of the Ents is not a task to be undertaken 
  lightly, for it takes several Fellowship phases to complete 
  a single ‘course of study’ among the long-lived, and long-
  winded, Onodrim. 
  A companion who spends the Fellowship phase in Fangorn 
  Forest and chooses this undertaking can either learn some 
  lore of the Roots of the World, or how to listen to the Song 
  of the Forest.
  The Roots of the World
  The Ents have spent many centuries studying their 
  forest, while still learning much of the world beyond 
  it and though they claim there is always more to 
  know, the knowledge they already have is vast. A 
  character who studies with the Ents for the entireity 
  of two Fellowship phases in a row can choose to 
  acquire either the Beast-lore (pg. 122 of the Player’s 
  Guide) or the Herb-lore (pg 134 of the Player’s Guide) 
  speciality. 
  A hero that would instead learn many of the tales of 
  old can spend three full Fellowship phases to take the 
  Old Lore speciality. It is permissible to take several 
  ‘courses’. Thus, a hero who wishes to learn all the 
  Ents’ have to teach one of the Free Folk would have 
  to spend seven Fellowship phases — and a number of 
  years — doing so. 
  
  91
  the forest of fangorn
  The Song of the Forest 
  Heroes who have spent time among the Ents eventually 
  discover that they perceive far more of the world about 
  them than other folk. The Ents attribute this to learning 
  how to ‘read the wind’ and ‘listen to the world’. A character 
  can spend two full Fellowship phases in a row learning to 
  hear and understand what the forest has to tell them. 
  A hero who learns to understand the Song of the Forest gains 
  Advantage on Survival checks made in the woods. Furthermore, 
  they can never be successfully ambushed or surprised in the 
  Wild, save in the most barren or blighted of lands. 
  Weeding in Fangorn 
  A hero who spends the Fellowship phase in Fangorn and 
  who has the trust of the Ents may volunteer to assist them 
  in ‘weeding’ as an undertaking. While not a particularly 
  restful way to spend a season, the hearts of some heroes 
  burn with a cold fire towards Orcs, a passion that the 
  Onodrim share. 
  A hero who spends a Fellowship phase ‘weeding’ in 
  Fangorn adds +3 damage to any hit on Orc-kind using a 
  melee attack. The bonus lasts for the length of the following 
  Adventuring phase. 
  
  A FOLK WITH NO KINGS
  HISTORY OF DUNLAND
  rohan region guide
  92
  A FOLK WITH
   
  -NO KINGS-
  Only in Dunland did Men of this race hold to their old 
  speech and manners: a secret folk, unfriendly to the 
  Dúnedain, hating the Rohirrim.
  There are highlands west of the southern Misty Mountains 
  where the sun rarely shows a full face. The foothills there 
  are heavily forested, filled with all manner of cunning 
  beasts. Strange sounds echo through the mists, as if 
  they were haunted by the spirits of the Elves who died 
  in the fall of Eregion, which lies directly to the north. 
  The lore-masters of Rohan name the area Dunland in 
  their tongue, the ‘brown land’, the easternmost region 
  of Enedwaith, and know that the hills resound not with 
  the cries of ghosts, but with the calls of those they call the 
  Dunlendings. 
  The Mists of Time
  The majority of the information contained in this 
  history section is provided for the Loremaster to 
  better understand the background that brought 
  about the current strife between the Dunlendings and 
  the Riders of the Mark. 
  Thousands of years are too wide a gap for the 
  memory of song. Not even the Rohirrim, who are 
  close to Gondor, are likely to know a thing about the 
  Hillfolk of Calenardhon, for example, apart from 
  more recent memories hinting at older roots, like the 
  fact that the tongue of the Dunlendings ‘is an ancient 
  speech of Men, and once was spoken in many western 
  valleys of the Mark.’ 
  history of dunland
  At the start of the Second Age, the land along the banks 
  of the river Gwathló, the ‘Greyflood’, was still heavily 
  forested. An indigenous folk of wild wood-dwellers 
  roamed the area hunting as they pleased, bowing to no 
  foreign king, nor chieftain of their own blood. 
  When the Men of the West landed at the estuary of the 
  Greyflood to begin vast lumbering operations for their 
  shipyards, the forest-dwellers hid in the shadows, in awe 
  of the power and splendour of the Númenóreans. Year 
  after year, the felling of trees became more devastating 
  and the nomads of the woods chose to gather their forces 
  and harry the invaders; they started to ambush the 
  Dúnedain, hoping to drive them back to the shores of the 
  sea whence they came. 
  But the forest-dwellers could not compete with the Men 
  of the West in matters of warfare, and they were greatly 
  outmatched. Many were slaughtered and the rest were 
  forced to abandon their land to save their lives. The 
  fleeing nomads retreated in many directions; those 
  who were living in the woods to the south of the river 
  fled east, towards the foothills of the Misty Mountains 
  or further south, in the northern vales of the White 
  Mountains, where others of their blood dwelt in dark 
  dales and highlands. 
  Fords 
  of Isen
  E
  E
  Isengard
  Dol Baran
  Old South Road
  n
  Enedwaith
  E
  E
  E
  Tunum
  The Crag
  The Gathering Stone
  Dunland 
  Fells
  n
  E
  The Giant’s Teeth
  
  THE HILLFOLK OF CALENARDHON
  93
  a folk with no kings 
  kingdoms to the north and south
  At the end of the Second Age, Elendil the Tall, along with 
  his sons and followers, fled the ruin of Númenor. The 
  last remnants of the Men of Westernesse founded two 
  kingdoms in Middle-earth: Arnor in the north and Gondor 
  in the south. 
  At their greatest extension, the borders of the twin realms 
  met along the Greyflood, but the Númenóreans of the 
  south had neither the numbers nor the will to enforce 
  their claim over the lands south of the river and soon 
  abandoned any pretence of ruling there, tracing their 
  western boundary along the Isen to the south. The 
  intervening region they called Enedwaith, the ‘middle-
  region‘. By that time, the region had become a wide, 
  treeless plain, devoid of any town or village, for the Men 
  of the West didn’t build any settlement there, content 
  as they were to maintain the bridge passing over the 
  Greyflood and watch over the great North-South Road, 
  which was the chief route of communication between the 
  Two Kingdoms except by sea. 
  As Arnor and Gondor flourished, those descendants of the 
  forest-dwellers who had sought refuge in the hills west of 
  the Misty Mountains settled permanently among those 
  rocky slopes. They kept to themselves, hiding, for they 
  still considered the Men of the West to be usurpers. For 
  the most part they even ignored that they were nominally 
  subjects of Gondor, and no one from that realm ever 
  attempted to enforce their rule upon them. 
  the hillfolk of calenardhon
  When the Great Plague of the year 1636 of the Third 
  Age swept north and west from out of Mordor, the 
  dead were soon beyond counting. Gondor was greatly 
  depopulated, and, in the following centuries, its people 
  dwindled and were forced to abandon many holdings 
  and fortresses. 
  The folk of the hills of Enedwaith and the White Mountains 
  were not as hard hit by the plague as others, as they kept to 
  themselves and did not trade much with their neighbours. 
  In time, many among the folk of the White Mountain 
  vales and the hills of Enedwaith were allowed to enter the 
  province known in Gondor as Calenardhon. Whole tribes 
  moved in and out onto its green meadows, where they let 
  their livestock roam freely. 
  For nearly a thousand years the Hillfolk of Calenardhon 
  prospered. Many tribes continued to live on the western 
  side of the Misty Mountains and in the vales of the 
  White, but many more now wandered over the plains of 
  Calenardhon. Still, all those among the wandering tribes 
  considered themselves as part of a single folk. While their 
  ways varied, they shared the same ancient speech and 
  traditions that marked them apart from the majority of 
  other folk in Middle-earth. 
  
  rohan region guide
  94
  Though they knew it not, these long centuries were the 
  greatest their people were to know.
  the forgoil
  In the year 2510, Gondor was besieged by foes. Cirion, 
  Steward of Gondor, sent forth messages asking for what 
  aid the North could give, but held little hope that there 
  would be any answer. Unlooked for, were the horsemen 
  of the Éothéod, who swept south to destroy the enemies 
  of Gondor on the Field of Celebrant. In gratitude, Cirion 
  ceded Eorl the Young and his people the province of 
  Calenardhon to be their new homeland. 
  In the following years, the Horse-folk of the North began 
  their migration into the land they now call the Riddermark. 
  Soon afterward they ruthlessly began chasing away the 
  tribesfolk that didn’t flee from ‘their’ new home. 
  Bitter were the days that followed, as the Eorlingas drove 
  the Hillfolk from the plains and the vales of the White 
  Mountains across the Isen. They escaped west, some 
  stopping in the angle between the Isen and Adorn rivers, 
  others returning north, back to the hills of the Misty 
  Mountains in Enedwaith. 
  The Sons of Eorl gave a name to the craggy eastern portion 
  of the land that the Hillmen seemed to recognise as their 
  ancestral home: Dunland they dubbed it, meaning ‘hill 
  land’ or ‘brown land’ and they called its inhabitants the 
  Dunlendings, maybe also in jest for their darker skin and 
  hair. As an answer, the Dunlendings started calling the 
  usurpers of their land the Forgoil, meaning ‘strawheads’. 
  During the forced migration, many fights between brother 
  and brother erupted among the Hillmen of Dunland, 
  grim affairs with no small amount of bloodletting as 
  kinfolk distant and close fought over limited resources. 
  Eventually, such matters were settled, and eventually the 
  newly reunited folk were able to turn back east. The first 
  raids against the Riddermark began. 
  the Brief glory of wulf
  Over the following two centuries, the Dunlendings made 
  several armed forays into the Riddermark, but most 
  such endeavours were repulsed. A time for retribution 
  finally arrived at the time of Helm, son of Gram, Lord 
  of the Riddermark. 
  Two hundred years later, many inhabitants of the west 
  march of Rohan still mourn the base treachery of Helm, 
  who murdered their noble kinsman, Freca, outside the 
  halls of Edoras and then proclaimed Freca’s son, Wulf, 
  and his near kin to be enemies of the Mark. But they 
  rejoice with all their hearts when they tell the tale of how 
  Wulf defeated the hated Forgoil in battle with the help of 
  powerful allies from the East, and of how he sat on the 
  throne of Meduseld as king. 
  But brief was the glory of Wulf, and even greater than the 
  first was the second treachery committed by the sons of 
  Eorl: Fréaláf, nephew of Helm, stole into Meduseld under 
  cover of darkness and slew the rightful king, snuffing out 
  all hope for the Hillfolk to reclaim their stolen land.
  the white wizard
  At the time of the coronation of Fréaláf, a feast was held to 
  celebrate the restoration of the lords of the Mark. During 
  that ceremony the Wizard Saruman appeared, having 
  been long away, supposedly in the distant East. He brought 
  many gifts and praised the deeds of the Riders of the Mark 
  and the daring of their new king in his war against the 
  invaders. He then offered his aid to Fréaláf, asking to be 
  allowed to enter and repair the Tower of Orthanc as its 
  new keeper and ward. 
  This request was held to be fortuitous in both Rohan and 
  Gondor, for it provided a solution to a long-standing 
  problem: since many years the Ring of Isengard had fallen 
  into the hands of the Dunlendings and had been only 
  recently recovered by the Rohirrim. They were unwilling to 
  let the Hillmen occupy it once more, though neither they 
  nor Gondor could spare the forces to man the fortress. The 
  answer to Saruman’s request was an easy one: the White 
  Wizard received the keys to Orthanc in the year 2759. 
  Over the following two centuries, Saruman proved to be 
  an excellent neighbour to the Eorlingas, often assisting the 
  rulers of Rohan with his great lore. Though he was sworn 
  to hold Isengard against any enemy of the Mark, Saruman 
  eventually employed many men from west of the Isen as 
  servants, to do his bidding abroad. 
  dwarves in exile
  In 2770, Smaug the Golden sacked Erebor, smoking the 
  Dwarves of the Lonely Mountain out from their halls 
  
  THE DUNLAND FELLS
  95
  a folk with no kings 
  and forcing them to flee into the wilderness. King Thrór 
  eventually crossed the Misty Mountains, finding refuge in 
  Dunland with those who chose to follow him. There he was 
  welcomed by the hill clans; though the Dunlendings had 
  certainly no love for any king, the Dwarves’ tale of being 
  forced to leave their home by a foe they had little hope of 
  defeating could not help but invoke their sympathy. 
  The exiles of Erebor came and went, leaving for a time 
  to fight in their great and terrible war against the Orcs. 
  Eventually, Thorin Oakenshield, son of Thráin, grandson 
  of Thrór, led what was left of his people into the North, to 
  the Blue Mountains, and they returned to live in Dunland 
  no more. 
  recent years
  The long strife with the Forgoil has continued, unabated, 
  for a long time indeed. Few are the years that pass 
  without bloodshed between the Dunlendings and the 
  Riders of the Mark. There may be change on the wind 
  though: the Rohirrim have a new lord, Thengel son of 
  Fengel. There are voices among the Hill-tribes who say 
  this king is not like his predecessors; whether this will 
  bode well or not for the Folk of the Dunland Fells has not 
  yet been determined. 
  News that the Dark Lord has returned means little on the 
  surface to the folk of Dunland; there have always been 
  powerful lords in other lands, far off. Still, there have been 
  far more Orc incursions and other troubles of late. 
  In 2953, the same year that Thengel took the throne of 
  the Mark, Saruman formally declared himself Lord of 
  Isengard, no longer beholden to the Stewards of Gondor. 
  Many Dunlending tribes approved of this, finding 
  Saruman to be a worthy neighbour, for all that he was 
  originally given charge of Isengard to keep them at bay. 
  Still, other tribes remain suspicious of the White Wizard 
  and his motives.
  the dunland fells
  The Glanduin river marks the northern border of 
  Dunland, just as the long line of the Misty Mountains sets 
  its eastern boundary. To the south, the land of the Hillmen 
  ends where the Gap of Rohan opens, but a great number 
  of Dunlendish tribes live beyond it, in the West-march of 
  the Riddermark, for example. 
  Dunland is a land of scrub grass, marshy fens, windswept 
  bushes, and a steady rise as one travels east, eventually 
  climbing swiftly to become the forested foothills west of 
  the Misty Mountains. The Dunland Fells vary from dull 
  browns to dark greens in shade, depending on the time 
  of the year, but this is seldom easy to discern, for they’re 
  continually shrouded in thick fogs that roll down off the 
  Hithaeglir. 
  The eastern forests are dense, but nothing like ancient 
  Fangorn or dreaded Mirkwood on the far side of the 
  mountains. The fells have a peculiar look to them, in 
  that some of them are covered with trees and others are 
  completely bare. This is because the composition of the 
  foothills varies between loamy soil and outcroppings of 
  granite that appear far more fertile than they actually 
  are. 
  The south is dominated mostly by arid plains, though the 
  land near the banks of the Isen is particularly fertile. 
  Combat Scenery: bogs, crags, mud, nettle patches, old 
  walls, steep slopes (near the Misty Mountains), thickets, 
  torrential downpours
  wildlife
  The beasts of Dunland have grown both swift and cunning, 
  for they regularly contend with greatly skilled hunters 
  who can read signs of their passage at a glance. Small 
  game creatures are ever on the move here, and quick to 
  disappear in an instant. Birds of prey and waterfowl ride 
  the wind off the mountains or hunt along the great rivers. 
  Most common by far though are the flocks of great black 
  crows, the crebain. Sullen and ill-omened, they fill the 
  skies and descend swiftly to feast on carrion, man or 
  animal alike. Of late, they’ve grown bolder and have been 
  known to go after the merely wounded as well.
  The Dunlendings have never ceased their long struggle 
  with the packs of Wild Wolves that creep down from the 
  mountains to raid their encampments, stealing away 
  stored food or even children, if they can get them. At times, 
  worse beasts will crawl out from under the mountains, 
  and the Dunlendings have long since learned to never let 
  their guard down, no matter how placid a given grassy 
  plain or quiet fell may seem.
  
  rohan region guide
  96
  inhaBitants
  The Hillmen of Dunland have always been a nomadic folk 
  composed mainly of herders. A few clans keep meagre 
  farms and villages among the hills near the Old South Road 
  and inside the borders of the Riddermark, in the lands of 
  the Wulfings (see page 94). Most disdain fixed settlements, 
  routinely moving from year to year and season to season 
  as the mood takes them. The life of a shepherd living in the 
  angle between the Isen and the Adorn differs greatly from 
  that of a hunter who stalks along the Glanduin. Even so, 
  all Dunlendings speak close versions of the same unique 
  language, an ancient tongue that has no connection to any 
  other spoken on Middle-earth. 
  Typically a Dunland clan is led by a chieftain, assisted by 
  a council of elders and warriors. In all clans the chieftain’s 
  sworn warriors dominate over the others, demanding 
  exorbitant gifts of the common herdfolk and giving little 
  in return. There’s little sense of reciprocity. Dunland 
  warriors feel little obligation to protect commoners, who 
  in turn cooperate because it’s better to let warriors have 
  their way in order to keep them loyal. 
  The Hillmen clans fight and feud, trade and intermarry. 
  Complex ties of blood and oaths and tradition link them, 
  sometimes binding them together and sometimes driving 
  them to war. This season’s ally might be next season’s victim. 
  Successful chieftains know when to count on alliances, when 
  to honour them with sweat and blood, and when survival 
  demands turning against an old ally to gain a new one. 
  The villages of the foothills and mountain dales are easiest 
  for strangers to approach and are the most accustomed to 
  travellers from afar. Some of them even hosted families of 
  Dwarves for many years in recent memory. The dwellers 
  of the highland fells are a harder folk, insular, grim, and 
  vicious, vengeful in guarding their kin and their herds. The 
  clans of the eastern heights are the fiercest, only coming 
  down from the mountains to raid others and take what 
  they cannot grow in the high crags. 
  notaBle characters
  Torannen, Chieftain of the Highland Fells 
  Torannen is in his forties, but his swift grin makes him 
  seem far younger. His lineage is one of the most storied 
  in Dunland, for he claims to descend in direct line from 
  one of the greatest heroines of Dunland: Tora, she who 
  taught her folk the language of the ferocious Wargs of 
  the mountains and saved them from countless Orc raids. 
  Torannen has inherited the gifts of his fabled ancestor, 
  and, thanks to that and his cunning, he has travelled 
  widely in his youth, which is rare in a Dunlending. He saw 
  much of Rhovanion and its varied peoples, some of which 
  he even came to admire. 
  Torannen’s clan moves along the highland fells, though 
  they generally avoid coming close to the Gap of Rohan 
  for he always advises against it, as Torannen is one 
  of the few Dunlendish leaders to doubt Saruman’s 
  intentions. He has spent much of his life roaming over 
  the Misty Mountains and knows much that is hidden. 
  Unlike his generally insular people, Torannen enjoys 
  conversing with outsiders, especially if they bring news 
  he hasn’t heard. 
  torannen
  Medium Human
  STR 
  16 (+3)
  DEX 
  10 (+0)
  CON 
  18 (+4)
  INT 
  12 (+1)
  WIS 
  15 (+2)
  CHA 
  13 (+1)
  Armour Class 16 (Scale Hauberk, Shield)
  Hit Points 76 (9d8+36)
  Speed 30 ft
  Skills History +3, Insight +4, Survival +4, Traditions +3
  Senses passive Perception 12
  Languages Dunlending,  Wargspeech, Rogan, Westron
  Challenge 3 (700 XP)
  Secret Ways. If the Company impresses Torannen during 
  an Audience, he might share with them knowledge of 
  hidden paths in Dunland. If they start a journey from his 
  location, they automatically gain Paths Both Swift and 
  True for their embarkation result.
  Shield-strike (Recharge 5-6). If Torannen has just hit 
  with his axe, he can use his bonus action to slam his 
  shield into the same target. The creature takes 4 points of 
  bludgeoning damage and must make a DC 13 Strength 
  saving throw or become Prone.
  Actions
  Multiattack. Torannen makes two attacks with his axe.
  Great Forest Axe. Melee Weapon Attack: +5 to hit, reach 
  5 ft, one target. Hit: 9 (1d12+3) slashing damage. This 
  weapon can be wielded with one hand.
  
  97
  a folk with no kings 
  Casferoch the Cold, Highland Raider 
  The Dunlending clans of the eastern heights are not 
  like their lowland fellows. They survive in hardship and 
  want, living short lives in a land that gives them little. 
  They cling to their bitter territories fiercely, taking pride 
  in their freedom and reputation. Savage and merciless, 
  they cleave from the old ways, taking what they wish from 
  others, delighting in carnage. Among that vicious folk, 
  wild and reckless behaviour is the standard, with little 
  thought for the morrow. There is one, though, who gives 
  even his fellow raiders pause: Casferoch the Cold. 
  Casferoch’s rage is icy, his raids deliberate and well-
  planned. Brutal and cruel, Casferoch shows little mercy 
  to Dunlendings who fall into his grasp and less still to 
  outsiders and none to the Orcs that raid his people and 
  other Dunlendings. His folk follow him out of fear of his 
  wrath and admiration for his successes; they are richer 
  with Casferoch than without him. But they are ever wary. 
  He is a survivor who delights in vengeance for slights real 
  and imagined. Casferoch is a heavily built warrior in his 
  thirties, with dark black eyes, set in a heavily scarred face. 
  He only smiles when he kills. 
  Leuwen of Tunum 
  Nertun Ironhand is the chieftain of the lowland village 
  and clan of Tunum. His prowess as a warrior has few 
  peers, but he has little patience for the daily toil of 
  ruling his people. He leaves that to his ancient mother, 
  Leuwen, a formidable crone who has overseen the trade 
  and prosperity of her clan for many decades. 
  Leuwen’s family grew to prominence in the village a long 
  time ago, when they were the first to welcome a number 
  of Dwarven exiles from Erebor. Now the Dwarves are 
  all but gone, but the gold in the coffers of Leuwen’s clan 
  lasted for many decades, buying them influence and 
  casferoch
  Medium Human (Evil Man)
  STR 
  19 (+4)
  DEX 
  13 (+1)
  CON 
  17 (+3)
  INT 
  15 (+2)
  WIS 
  14 (+2)
  CHA 
  8 (-1)
  Armour Class 13 (Hide)
  Hit Points 75 (10d8+30)
  Speed 30 ft
  Skills Athletics +6, Intimidation +1, Perception +4, 
  Survival +4
  Senses passive Perception 14
  Languages Dunlending, Westron
  Challenge 4 (1,100 XP)
  Brutal Assault (Recharge 5-6). Casferoch gains 
  Disadvantage on all attacks until the start of his next 
  turn, but any successful attacks count as critical hits.
  Horrible Strength. If Casferoch makes a successful 
  melee attack, he may use his bonus action to cause 
  additional damage equal to his Strength modifier (+4) to 
  the target.
  Actions
  Multiattack. Casferoch makes three attacks with his 
  spear.
  Great Spear.  Melee Weapon Attack: +6 to hit, reach 10 
  ft, one target. Hit: 10 (1d12+4) piercing damage.
  Reactions
  Deadly Spear-Thrust. Casferoch may use his reaction 
  to make a single melee attack against a creature that 
  has just attacked him. If Casferoch inflicts a critical hit 
  with this attack, the target is knocked Prone as the blow 
  strikes a knee or other joint.
  
  rohan region guide
  98
  power. In her lifetime, Leuwen didn’t squander what was 
  left, and she was successful in maintaining ties of trade 
  and alliance that keep Tunum strong. She entertains 
  good relations with most of the clans of the hills, and she 
  trades with many families dwelling in the West-march of 
  the Riddermark. But, as the years grow long, she fears for 
  her home. She knows her only child has little to offer as 
  a leader. She hopes against hope to wed him to a young 
  woman from the Wulfings or the Gáesela, a marriage that 
  would cement her trading relations with the West-march, 
  but no candidate has appeared. Leuwen foresees her 
  people reverting to the old feuding, warlike ways of the 
  hill-clans. 
  Gabren the Shepherd 
  Gabren is the widowed headwoman of a clan of herders in 
  the northern foothills of Methedras. Her people are kin to 
  Chieftain Torannen and look to him as leader in a crisis, 
  but most seasons Gabren looks to her people and their 
  herds. They move from place to place, season to season, 
  within the loose borders of their part of the hills. Some 
  stone huts stand year-round in the hills, stocked for winter 
  when possible, but often they only build simple, rude 
  houses at need. 
  Gabren maintains quiet, uneasy truces with the Orc-
  tribes of the mountains and with Casferoch’s highland 
  raiders. Her people trade each season with villages such 
  as Tunum, and welcome travellers who can bring news 
  of the lowlands and the hill-clans. And from time to time 
  they pay tribute to the Orcs and to Casferoch, bringing 
  leather, furs, meat, and information: Gabren tells the 
  raiders about the season’s easiest pickings, so that the 
  raiders go there and leave her alone. Sometimes it doesn’t 
  help. Sometimes a raiding party welcomes her news and 
  leuwen
  Medium Human 
  STR 
  12 (+1)
  DEX 
  15 (+2)
  CON 
  14 (+2)
  INT 
  17 (+3)
  WIS 
  12 (+1)
  CHA 
  18 (+4)
  Armour Class 15 (Hide, Shield)
  Hit Points 39 (6d8+12)
  Speed 30 ft
  Skills Intimidation +8, Lore +5, Persuasion +6, 
  Traditions +7
  Senses passive Perception 11
  Languages Dunlending, Rohan, Westron
  Challenge 2 (450 XP)
  Bodyguards. Leuwen is always accompanied by Nertun 
  (use Outlaw Chief on page 74 of the Loremaster’s Guide) 
  and several Dunlending Raiders (page 131).
  Expert. Leuwen doubles her Proficiency Bonus for 
  Intimidation and Traditions (included above).
  Lord of Her Domain. Leuwen has the respect of all of 
  Tunum and makes sure the Company is aware of her 
  station. She imposes Disadvantage on the Introduction 
  Check for an Audience.
  Actions
  Multiattack. Leuwen makes two attacks with her short 
  sword.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft, 
  one target. Hit: 5 (1d6+2) piercing damage.
  Reactions
  Parry. Leuwen adds 2 to her AC against one melee attack 
  that would hit her. To do so, she must see the attacker 
  and be wielding a melee weapon.
  gaBren
  Medium Human 
  STR 
  10 (+0)
  DEX 
  19 (+4)
  CON 
  16 (+3)
  INT 
  12 (+1)
  WIS 
  16 (+3)
  CHA 
  15 (+2)    
  Armour Class 15 (Hide, Shield)
  Hit Points 39 (6d8+12)
  Speed 30 ft
  Skills History +3, Insight +5, Persuasion +4, Stealth +6
  Senses passive Perception 13
  Languages Dunlending, Orcish, Westron
  Challenge 1 (200 XP)
  A Secret Folk. When Gabren makes a roll to avoid being 
  seen while outside or to detect an ambush, find a trap, or 
  discover treachery in others, she always has Advantage 
  on the ability check. (This will most commonly be 
  applied to Stealth, Perception, Investigation, Survival 
  and Insight checks).
  Silver-tongued. Gabren can use her bonus action to give 
  herself Advantage on Charisma ability checks.
  Actions
  Short Sword. Melee Weapon Attack: +6 to hit, reach 5 ft, 
  one target. Hit: 7 (1d6+4) piercing damage.
  
  99
  a folk with no kings 
  then attacks her people anyway. But more often, they 
  leave Gabren’s folk alone while they raid the other clans 
  and each other. Until some force draws the raiders away 
  to other lands, that’s the best Gabren can do. 
  Slugen Crowfoot 
  Sallow, squinting Slugen is a wanderer. He rarely lives in 
  one place for long but journeys from clan to clan, from 
  village to village, trading gossip for meals. No one knows 
  where he comes from; his story changes every time he tells 
  it. He may claim to be the exiled heir of a chieftain south 
  of the Isen or the last survivor of a hill-clan slaughtered by 
  Orcs in his childhood. His accent shifts easily and gives 
  nothing away. The Hillfolk regard him with suspicion 
  and never offer a warm welcome, but they rarely turn 
  him away. He is friend to none and foe to none. The only 
  place he never goes is the village of Tunum. Years ago the 
  inhabitants drove him out, calling him a half-Orc and a 
  spy, blaming him for the disappearance of a number of 
  women, abducted by Orcs and never seen again. The 
  villagers were half-right, at least. Slugen is a servant of 
  Isengard, tutored by Saruman and sent forth as a secret 
  emissary. Slugen gathers information as he trades it and 
  sows whatever seeds of mistrust and doubt that his master 
  wishes to plant among the Dunlendings and the Orcs. 
  Most often his rumours and reports serve to drive the hill 
  clans together against the lowland villages and especially 
  against the hated Rohirrim. He tells many a tale of Eorling 
  treachery and cruelty to those who wish to hear. 
  Slugen does his best to appear harmless. His dark hair 
  is unkempt, his clothes dishevelled. He flatters others as 
  easily as he lies. His true heritage and mission are closely 
  held secrets, for he knows to disclose them is invariably 
  death at either the hands of the Dunlendings or his master. 
  Slugen is a Goblin-man (see page 135).
  notaBle Places
  Tunum
  The largest settlement found between the Isen and the 
  Greyflood stands on a little hill overlooking the Old South 
  Road, not quite a third of the way between the Fords of 
  Isen and the ruins of Tharbad. Wide, sparsely-wooded 
  plains stretch away to the west, planted with many crops; 
  the Misty Mountains loom much nearer to the east. 
  Tunum stands within walls built up around and into 
  the hillside, the combined work of Dwarves who made 
  their home here centuries ago and Dunlendish masons. 
  The result is a sturdy fortification, an encircling curtain 
  of low, wide walls made with large blocks of stone and 
  large timbers. The walls cannot compare with the works 
  of the Dwarves in the North, but, for most of the raiding 
  parties that descend from the mountains, the stronghold 
  of Tunum is impregnable.
  But the village of Tunum profited from the friendship 
  of the Dwarves in many ways. Its best warriors pass on 
  from generation to generation shirts of mail armour, 
  sharp swords, and tall shields crafted by Dwarven 
  smiths, far superior than the axes and spears available 
  to most Dunland clans, and there are houses in Tunum 
  made of wood, brick, and stone that will still stand when 
  the memory of the passing of the Dwarves will be long 
  faded. 
  Sadly for Tunum, the Dwarves are gone. They all left 
  when they learned that Smaug the Golden, the Dragon 
  that had claimed and despoiled their homeland, was 
  dead. For all their friendship, the Dwarves taught little 
  of their craft to the Dunlendings, and much of the 
  weapons and tools and goods that they made have 
  found their way to other clans in trade or as loot. The 
  folk of Tunum do their best to maintain their stone 
  houses and walls, but it’s becoming harder every year to 
  find the necessary means, especially now that Tharbad, 
  Tunum’s major source for trade, is ruined, and the Old 
  South Road deserted. For the moment Tunum remains a 
  centre of trade among the lowland clans, but how long 
  this will last? 
  The Crag
  The highland raiders who follow Casferoch the Cold 
  descend each spring to seize food and goods from other 
  Dunland clans. But in the hard cold of winter they 
  return to the heights, to a refuge in the stones of the 
  Misty Mountains where no enemy can reach them: the 
  Crag. Winding trails and passes lead up the mountains 
  to a stony expanse where rocks tower and only the 
  hardiest trees can thrive. Casferoch’s people keep 
  mountain goats penned and live in stone huts, burning 
  just enough wood for comfort. Through the winter they 
  sing their ancient songs, dire and bleakly humorous, 
  and remember their forefathers. 
  
  rohan region guide
  100
  Captives who are seized by Casferoch’s raiders might be 
  brought to the Crag as thralls, bound to serve the men, 
  women, and children of the Hillfolk. It’s not unknown 
  for the raiders to take a liking to an especially clever and 
  brave thrall and turn them loose when the snows melt as 
  a gift to the spring. But it’s just as likely for an irritating 
  thrall to die at the Crag, murdered as a gift to the cruel, 
  nameless powers that raised the mountains in wrath. 
  The Giant’s Teeth
  Among the countless foothills of the Hithaeglir stands a 
  grass-covered hillock that rises steeply to a flat crown. In 
  a ring in the centre of the hilltop stand nine thick stones 
  like teeth, raised so long ago that the intricate symbols 
  engraved in them have weathered away to mere scratches. 
  The hill of the stones stands miles from the Old South Road. 
  A faint trail leads to it through the grass and bracken, the 
  remains of a road not taken in many years. The Dunland 
  clans all around keep their herds well away from the green 
  grass of the Giant’s Teeth and tell their children to avoid 
  even glancing at the trail that leads there. 
  On some nights, in the safety of their camps, the herders 
  might tell tales of the Giant’s Teeth. They say a magical 
  people raised it from the earth all around; Elves of a land 
  that faded long ago built it as their home and live inside 
  it still, a tomb where they sing and feast through the 
  endless night. 
  They say intruders sometimes see glimpses of beautiful 
  things among the stones, sometimes hear echoes of lovely 
  music, sometimes smell the most wonderful foods and 
  wines. But those are only lures by which the wicked Elves 
  trap intruders. To linger amid the Giant’s Teeth is to tempt 
  a curse of sleep, ageing, illness, or madness. 
  What truly lies beneath the Giant’s Teeth nobody knows. 
  But it is a blighted place and travellers are indeed wise to 
  avoid it. 
  The Gathering Stone
  Near the centre of the Dunland Fells there is a massive 
  grove of ancient trees that sits in the hollow between two 
  large foothills. The wood is criss-crossed by many paths, 
  all of which lead to its heart. At the centre of the grove is 
  a large glade that can hold many tents, and at the centre 
  of that is the stone. The Gathering Stone is a solitary spike 
  of rock that points directly to the heavens. No one knows 
  what it is made of; no weapon brought within the glade 
  has ever been capable of marring its surface. The stories 
  about the stone are countless; some say it is the shard of a 
  weapon that fell from the sky, others that it is the pinnacle 
  of a buried city of giants. 
  Regardless of what the stone may be, it is called the 
  Gathering Stone, for it is here that the tribes of the Dunland 
  Fells assemble under strict rules of neutrality to trade 
  amidst tribes and search for companions. Traders from 
  other folk may be welcome here, though the Dunlendings 
  tell few others of the stone or where it rests. No Dunlending 
  has broken the truce of the Gathering Stone in living 
  memory; to do so would be near unthinkable and the 
  punishment, gruesome. 
  The Old South Road
  The Men of the West built wonders in their time, engineering 
  marvels that were meant to last, undiminished, for 
  millennia. There is little left now of the road that once 
  stretched all the way from Fornost Erain on the North 
  Downs of Eriador to the gates of Minas Tirith itself. The 
  Dunland portion of the road ran from the great stone 
  bridge at Tharbad through the Gap of Rohan. The once-
  mighty bridge was destroyed by floods only decades ago, 
  and little visible remains of the causeway. Still, beneath 
  the sod, portions of the road are still intact, and of late, 
  travellers on the road have been seen in greater numbers 
  for the first time in close to fifty years. More information 
  about the ruins of Tharbad can be found in the Rivendell 
  Region Guide, on pages 65-8.
  dunlendings
  …in the hills of Dunland a remnant lingered of an old people…
  The wild folk dwelling in the misty fells of Dunland and to the 
  south of the river Isen have many enemies. Since centuries 
  uncounted they have been hunted, betrayed and despoiled, 
  until the coming of the accursed Strawheads, horsemen from 
  the North who drove them forth from their homes on the 
  plains of Calenardhon some five hundred years ago. 
  But the passing of the centuries have erased the usurpers’ 
  memory of the wrongs the Dunlendings suffered and left 
  no trace of their claims. To everyone, including many 
  
  101
  a folk with no kings 
  among the Wise, the Dunlendings are just a dwindling 
  folk of sullen herders and hunters, hating the Free Peoples 
  of Middle-earth and holding onto long-forgotten grudges. 
  Even so, they endure. Out of respect of their noble 
  forefathers and the sorrow they went through, the Hillmen 
  of Dunland choose not to forget. 
  For the Hillmen of Dunland are not a lowly folk of poor 
  herders and hunters to be looked down upon, but many 
  diverse clans united by ancient bonds of kinship. Most 
  currently dwell within or close to the western slopes of the 
  Misty Mountains, but their ancestors ruled over a wide 
  land west and east of the mountain range, and many can 
  be still found within the boundaries of the Mark of the 
  Riders. 
  Saruman, the White Wizard, currently lives in the tower 
  of Orthanc, north of the Gap of Rohan. He is known to 
  welcome those Hillmen who wish to return to live in 
  Isengard, where the Dunlendings long dwelt. Whether he 
  will remain a friend to the Dunlendings or he will prove 
  to be no better than any other lord is a matter yet to be 
  settled… 
  descriPtion
  The Riders of Rohan call the Hillmen Dunlendings, for 
  they are mostly swarthy, with dark hair and eyes. They 
  live a hard life in the empty lands west of the mountains, 
  roaming the Dunland Fells and the land between Isen 
  and Adorn accompanying their herds and shunning 
  other folk. 
  Men and women alike weave their hair in intricate braids, 
  and wear clothes of dull colours, as the Hillmen favour dyes 
  that allow them to blend easily with their surroundings. 
  The Dunlendings despise subtlety in speech, and they are 
  quick to take offence and slow to give their trust to anyone 
  outside those who speak their own tongue.
  dunlendish names
  The Folk of the Dunland Fells use names derived from 
  their own unique tongue. 
  Male Names: Aedin, Aurog, Banoc, Beolain, Cael, 
  Casferoch, Cuglas, Derc, Dumnoval, Emon, Etrer, Finsel, 
  Imhar, Iolun, Lon, Madrach, Malduin, Nynren, Osair, 
  Soroth, Talmach, Truis, Unthas, Veroch, Vron. 
  Female Names: Aeron, Ailsa, Biroth, Brina, Cleona, 
  Coras, Dalva, Dianach, Eisa, Enith, Feidelm, Finathas, 
  Graine, 
  Gwya, 
  Innas, 
  Ivsa, 
  Lakdar, 
  Lewiroth, 
  Maerbrach, Morna, Nynvia, Ralsora, Sinna, Tueren, 
  Unna. 
  standard of living
  The Dunlendings are a people of herders and hunters, 
  scraping a meagre living in the shadow of a more 
  powerful folk that exiled or confined them to the emptier 
  corners of their realm. They constantly struggle to 
  maintain their small flocks of sheep and horses along 
  the sides of their foothills and cannot afford to trade, 
  as their enmity with the Forgoil forbids it. Their culture 
  ranks as Frugal. 
  Bonus Equipment: A travelling cloak, travelling gear for 
  the current season, a belt dagger, 1d6 silver pennies, plus 
  choose either a Palfrey or two items from the following 
  list: 1d6 silver pennies, a hunting trap, a bespoke gaming 
  set, or a decorative armband or choker.
  dunlending traits
  Your Player-hero has certain traits deriving from your 
  Dunlendish ancestry.
  Ability Score Increase – Your Wisdom score increases by 
  1 and you may increase one additional ability score by 1.
  Adventuring Age – 16-30. Dunlendings often join 
  raiding parties from their 16th year, but sometimes set 
  out for adventure farther afield then instead. It is rare that 
  they adventure beyond their forties, returning instead to 
  life amongst their clan.
  Size – Dunlendings are shorter than their neighbours, 
  usually around 5 feet or so. Your size is Medium.
  Speed – Your base walking speed is 30 feet.
  Fierce Folk – The Hillmen of Dunland have been driven 
  from their rightful lands, hunted like animals, forced into 
  the hills, and all but forgotten. You gain proficiency in the 
  Survival skill.
  Starting Virtue – You gain one Dunlending Cultural 
  Virtue of your choice.
  
  rohan region guide
  102
  Languages – You speak the ancestral language of 
  Dunland and can make yourself understood in both the 
  language of the Forgoil and heavily accented Westron.
  Strangers to All – Dunlendings view all strangers 
  Askance, Mistrust the Rohirrim, and consider even 
  other tribes in the Dunland as Neutral. When they 
  chance to visit other lands, they are Mistrusted or 
  Unknown at best.
  cultural virtues
  A Secret Folk
  The Dunlendings fled and hid themselves…
  The other Free Folk call you savage and know little of your 
  ways, which is precisely as your people wish it to be. You 
  have embraced the land you have been given, becoming 
  one with the hills and woods, and you have learnt that it is 
  always wise to keep to your own counsel and look, ever, for 
  betrayal from others. When you make a roll to avoid being 
  seen while outside or to detect an ambush, find a trap, or 
  discover treachery in others, you always have Advantage 
  on the ability check. (This will most commonly be applied to 
  Stealth, Perception, Investigation, Survival and Insight 
  checks).
  Champion of the Hillmen
  Only in Dunland did Men of this race hold to their old speech 
  and manners… 
  Adventuring outside the confines of your homeland has 
  given you a different perspective from most members of your 
  kin. You have discovered a world that is indeed dangerous, 
  but where warriors like you are judged by their own merits, 
  not for the deeds of their ancestors. You have shaken off 
  many of the false beliefs and superstitions of your folk and 
  you are ever eager to learn more, as one day you will return 
  to your land and bring back a treasure trove of information 
  for your clan to profit from. You become proficient in your 
  choice of History, Lore or Shadow-lore and double your 
  Proficiency Bonus for that skill.
  Grim of Aspect
  ’Most of them were ordinary men, rather tall and dark 
  haired, and grim but not particularly evil looking.’ 
  The path of your folk through history has been a bitter 
  one, filled with many enemies and many unlikely allies. 
  You have no love whatsoever for Orcs or Evil Men, yet 
  your elders have taught you how to approach them on 
  relatively good terms, as they say that when the world 
  is in shadow, help is found in the darkest places. If you 
  can approach servants of the Shadow before an armed 
  confrontation becomes inevitable, you may interact with 
  them using the normal rules for Audiences. So long as you 
  keep Elves and Dwarves in your Company out of sight (or 
  bound as ‘prisoners’) most Orcs, Bandits, and other foul 
  folk will not attack you without cause. 
  Additionally, if you are using the rules for the Eye of 
  Mordor (see Rivendell Region Guide, page 110), your Hunt 
  Modifier is -1 (subtract 1 from the Hunt score).
  Ill Omen
  …many of the wild men paused, and looked back over their 
  shoulders to the valley, and some looked up doubtfully at the 
  sky. 
  The Forgoil say that the tongue of your folk is more akin to 
  that of wild creatures than the speech of Men. They say so 
  because they have forgotten what it means to be close to the 
  earth, and how to listen to the wind, or the rain. Your folk 
  hasn’t forgot, and you can at times receive useful tidings 
  from the sudden shift of the mountain breeze, or from the 
  cries of birds and beasts, or from their silences. 
  At night, you can make a DC 15 Intelligence (Riddle) 
  check to receive a sign, a foreshadowing of things to come 
  the next day. The knowledge you gain comes in the form of a 
  warning that you must interpret. If you succeed, you receive 
  1 Omen die. If you succeed by 5 or more, you receive 2 Omen 
  dice. If you roll a natural 20, you receive 3 Omen dice. If you 
  roll a natural 1, you receive a grim vision instead: you don’t 
  get any bonus dice and you are considered temporarily 
  Miserable for the length of the following day. 
  A Omen die is a d4 and you can add it to any ability check, 
  saving throw, or attack roll. Unused Omen dice are lost at 
  the end of the day (when you go to sleep or at midnight, 
  whichever comes first). It is up to you to provide the details 
  of the warning you received, but the Loremaster must 
  approve its application before you may proceed to use the 
  Omen die. Generally, you do so when the opportunity to 
  use the Omen die arises (it is not necessary to explain the 
  warning when you make the Riddle check). 
  
  103
  a folk with no kings 
  Wild Onset
  ’…the wild hillmen and herd-folk of Dunland … he loosed 
  upon us. We were overmastered. The shield wall was broken.’
  You have started to favour the bloody ways of the warlike 
  clans of the highlands, who like to rush their enemies 
  headlong, without much concern for their own defence. 
  You can use your bonus action to impose Disadvantage 
  on your attack rolls until the end of your turn. If you 
  succeed on an attack roll during this time, add twice your 
  Proficiency Bonus to your damage rolls.
  cultural heirlooms
  Great Forest Axe (Great Axe)
  The secret to make these great axes is so ancient that it 
  has been lost forever. Some among your elders say that 
  the wood used to make them came from a forest that once 
  covered all your land, from the Misty Mountains to the 
  distant sea. A Great Forest Axe is so well-balanced that it 
  can be wielded by you with one hand, allowing you to use 
  a shield as well. You cannot use a Great Shield, however.
  Heart-seeker (Spear) 
  These spears are said to have been the prized possession 
  of the first chieftains of the hillfolk, when terrible 
  foes from beyond the Sea hunted the ancestors of the 
  Dunlendings. Their staves are carven with ancient runes 
  of vengeance, and their broad heads are still encrusted 
  with the heart’s blood of slain great warriors. When 
  you attack a living Man with a Heart-seeker, a natural 1 
  counts as a critical hit instead of a failure.
  Spiral Armour (Leather Jerkin or Leather Corslet)
  Engraved with the most sacred of all the ancient 
  symbols of the Dunlendings, this armour is said to give 
  the greatest protection only to those worthy of it. You 
  add both your Dexterity modifier and your Wisdom 
  modifier (to a maximum of +2) to your Armour Class.
  
  HISTORY OF ISENGARD 
  ISENGARD 
  rohan region guide
  104
  -ISENGARD-
  A strong and wonderful place was Isengard, and long it 
  had been beautiful; and there great lords had dwelt, the 
  wardens of Gondor upon the West, and wise men that 
  watched the stars. 
  Should a wanderer turn north upon the Fords of Isen and 
  make their way across the rolling hills and scattered trees 
  that dot the Gap of Rohan, they will soon find themselves 
  set before one of the great wonders of the Elder Days. 
  It is here that the Misty Mountains finally reach their 
  end in a great circle of snow-capped spires. Set between 
  these peaks is the great valley currently known as Nan 
  Curunír, the valley of Saruman, where the fortress of 
  Isengard stands. 
  history of isengard 
  The building of Isengard began around the time of the 
  Last Alliance of Men and Elves in the closing years of 
  the Second Age. It is believed that the Dúnedain raised 
  Orthanc to serve as a watchtower upon the northwestern 
  border of Gondor and the Royal Road that passed across 
  it, but many legends tell of how Isildur hid there many 
  treasures brought out of Númenor, chief among them 
  being one of the seven palantíri, the Seeing-stone which 
  would later be called the Orthanc-stone.
  the days of the wardens 
  As centuries passed without open war, the Men of the 
  West turned to their own concerns in the north and 
  the east. The plains beyond the White Mountains were 
  paid increasingly less attention, as was the fortress that 
  guarded them. Peace was maintained for many long years 
  as the Men of Gondor stood watch over the Gap of Isen 
  through the vigilance of those who dwelt in the Hornburg 
  to the south and in Isengard to the north.
   
  But as seasons passed into years, and years into centuries, 
  the eyes of the Men of the West turned eastward and 
  northward, and the concerns of Calenardhon and Eriador 
  beyond came less and less to their mind. More foreign folk 
  crossed the Isen from the west, to settle in the wide plains 
  east of the river. Indeed, at some time after the plague, in 
  the year 1636 of the Third Age, the gates of Orthanc were 
  sealed and the keys kept safe in Minas Tirith, the officials 
  dwelling in the Ring of Isengard reduced to little more than 
  an honour guard. 
  the coming of the eorlingas
  More centuries rolled on, and even the Númenórean 
  kings disappeared under the weight of time, leaving 
  a divided realm in the North and a kingdom ruled by 
  stewards in the South. By the time the Sons of Eorl 
  came from the North to dwell in Calenardhon, the 
  Ring of Isengard had become the personal demesne 
  of local chieftains, passing their title from generation to 
  generation. 
  The Rohirrim dealt little with the folk of Isengard, as 
  it was too near to the dreaded Forest of Fangorn, and 
  wild rumours said that the lords of the Tower practised 
  sorcery.
  E
  Grimslade
  Gap of Rohan
  c
  Fords 
  of Isen
  E
  E
  Isengard
  Dol Baran
  c
  Nan
  Curunir
  a
  Westfold
  E
  The Crag
  Isengard, once called Angrenost by its builders, is 
  ringed by a great barrier with only a single gate to serve 
  as an entrance into the domain of Saruman the White. 
  Rising from the perfect centre of this ring is a structure 
  of legendary craftsmanship that rises hundreds of feet 
  into the air: the Tower of Orthanc. No keep nor castle 
  built in the Third Age can rival its glory, for Isengard 
  was crafted by the exiles of Númenor thousands of 
  years ago. 
  
  105
  isengard 
   It was not until much later that treachery was revealed. 
  Déor, Lord of the Mark, discovered that the chieftains 
  who had once dwelt in Isengard had been betrayed or 
  slaughtered by Wild Men and that now their number was 
  very great, as they had built villages east and west of the 
  circle of Isengard. The fortress itself was in their hands, 
  and while the king overcame the wild Hillmen in battle, 
  there was nothing he could do to free it of their presence. 
  Isengard remained under the control of the hillmen until 
  the Long Winter of 2758, when they were finally driven 
  out by starvation and defeated by Fréaláf King. 
  the days of the wizard
  In the spring of the year 2759, Saruman the White offered 
  his help to Gondor and Rohan. He proposed to enter 
  Isengard with leave from both Fréaláf King and Beren the 
  Steward and repair it, to restore its place as an outpost 
  and watchtower. Both lords readily agreed, knowing that 
  only a powerful ally like a Wizard would prevent Orthanc 
  and its valley from falling into enemy hands once again. 
  So then did Saruman receive the key of Orthanc, and 
  permission to dwell within it as its warden. 
  Recent Years 
  For over a century following his arrival at Isengard, the 
  White Wizard maintained good relations with Gondor, 
  frequently visiting Minas Tirith to consult ancient 
  records. With time the Wizard’s visits slowed, then 
  ceased. In the year 2953, Saruman seized Isengard as 
  his own, no longer beholden to the Steward. In the early 
  days of Thengel King’s reign, secret works of renovation 
  and fortification began. 
  The Tale of Years – Isengard 
  In The Lord of the Rings, when Gandalf the Grey comes 
  to visit Saruman in the year 3018, he finds Isengard 
  
   THE WIZARD’S DOMAIN  
  rohan region guide
  106
  transformed into a place of torment, an imitation of the 
  Dark Tower of Sauron. When did Saruman start to twist 
  the wonder that was Isengard to his corrupted purposes? 
  The following chronology highlights some of the 
  meaningful dates in the darkening of Isengard. 
  ●	
  Year 2953. Thengel crowned King of the Mark. 
  Saruman becomes the sole Lord of Isengard. 
  He mans the gates with guards and stops 
  welcoming strangers. Works of fortification and 
  renovation mainly concerning the ring-wall are 
  commenced.
  ●	
  Year 2960. A plan of extensive excavations under 
  the inner courtyard starts. Saruman says he has 
  found iron deposits under Orthanc.
  ●	
  Year 2965. By this time the secret forges of 
  Isengard are in full activity.
  ●	
  Year 2980. Théoden succeeds Thengel as King of 
  Rohan. Saruman sends gifts and spies to assess 
  the weaknesses and strengths of the new Lord of 
  the Mark.
  ●	
  Year 2990. Saruman starts manipulating bands 
  of great Uruks into harassing the Westemnet 
  of Rohan. In the following decades, he secretly 
  employs and supports more and more Orcs.
  ●	
  Years 2990-3000. The White Wizard first considers, 
  then initiates experimenting, with the ‘special 
  breeding’ of Orcs in the deepest pits under Isengard.
  ●	
  Year 3000. Saruman dares to gaze upon Barad-dûr 
  using the palantír of Orthanc. The Eye of Sauron 
  traps him and holds him. The corruption of 
  Isengard accelerates, Saruman starts planning the 
  ruin of Rohan and sends more Orcs and labourers 
  to Fangorn to cut trees and feed his furnaces.
  the wizard’s domain 
  Nan Curunír is a deep cleft opening by the feet of the Misty 
  Mountains. Its long arms stretch to the south, and the 
  land slopes downward from the Ring of Isengard towards 
  The Doom of Curunír
  The Tale of Years offered below delineates the facts as they will develop if the fate of Saruman follows the 
  established canon: the power of Isengard will rise to challenge even the Dark Tower, to then fall before the 
  unpredictable twists of fate and the deeds of a company of heroes. 
  But does it have to be so? Which are the turning points that dictate the doom of such a wise individual like 
  Saruman the Wise? Can the White Wizard make different choices and be saved? When is it too late to turn 
  back? 
  These are questions that may find different answers in different games of Adventures in Middle-earth. As 
  always, every Loremaster must keep in mind that their players are the heroes of the story and that it might 
  be within their power to affect those events that in The Lord of the Rings determine the fall of Saruman. 
  Of course, they will need to become aware the White Wizard is turning to shadow in the first place, and 
  they might utterly fail in accomplishing anything and die in the attempt, or fall themselves into darkness 
  as loyal servants of the White Hand. 
  While saving the White Wizard from himself is a legendary task that is worthy of a chronicle lasting many 
  years, all it takes is the willingness to deviate drastically from canon, accepting all the consequences that 
  will inevitably accumulate year after year. 
  
  107
  isengard 
  the Gap of Rohan. It is a fair and green valley, with rolling 
  hills and light forests offering a stark contrast to the black 
  walls of the mountain range. 
  The river Isen flows through the valley in its deep-cloven 
  bed, made fast by the many streams that flow down from 
  the foothills of the mountains. Along the Isen runs a paved 
  road that follows the watercourse from where the great 
  West Road crosses it at the Fords of Isen, up to the circle 
  of Isengard. 
  The Wizard’s Vale is vibrant with life, year round. Even 
  when the cold winds of winter blow down from the Last 
  Peak of the Misty Mountains, the plants and animals 
  of the vale thrive. Huge stags and graceful fawns run 
  beneath the trees, and large flocks of ravens and thrushes 
  roost within their branches. Despite the abundant wildlife, 
  the Wizard’s Vale remains peaceful. 
  Herders and hunters from the Mark say that these woods 
  are kept verdant by the enchantments of the White Wizard, 
  who tended its trees ever since his coming. Indeed, though 
  the forests of Nan Curunír are small compared to nearby 
  Fangorn, or especially Mirkwood to the north, they are 
  still regarded as blessed by those who cherish the earth.
  Combat Scenery: birdsong (until 2990), fallen trees, 
  paths, river shallows, roar of water, thickets of trees, 
  varied slopes
  dol Baran 
  A few miles before the circle of Isengard, a round hill rises 
  to the west of the road. No trees grow upon it; instead, it is 
  covered with heather and encircled by thick thornbushes, 
  tall as trees. Its name was of old Dol Baran, the ‘brown 
  hill’, or the ‘shaven hill’, no one today remembers exactly. 
  In late summer the hill becomes crowned with many 
  flowers, which paint its top in pale purple or white. 
  Local herders who bring their flocks to graze in the 
  nearby dales say that, when the heather flowers in 
  white on Dol Baran, then it means that the Wizard of 
  Orthanc is pleased. 
  the men of the isen
  Travellers wishing to reach Isengard need only follow the 
  paved road that runs along the Isen as it turns north. 
  The watercourse is cold and swift, and its riverbed is 
  cut deep into the soil of the Wizard’s Vale. Animals are 
  plentiful here, for none hunt along the river so far north. 
  The Rohirrim that guard the Fords of the Isen hold many 
  superstitions regarding the forbidding walls of Isengard, 
  and they pass north along the river only under strict 
  orders from the king or one of the Marshals of the Mark. 
  Other denizens of the vale profit from the reluctance of 
  the king’s men to extend their watch so far north. Small 
  tribes of Hillmen related to the Dunlendings dwell in this 
  sheltered land, never settling permanently in one place, 
  but travelling up and down the banks of the river, hunting 
  and fishing. They claim to be the descendants of those folk 
  that ruled last over the Wizard’s Vale, before the Horse-
  lords chased them away two hundred years ago. Saruman 
  does not know if the claim is a valid one, but he did not 
  oppose them when they started to return decades ago.
  The Hillmen of the upper Isen are a fierce folk, like their 
  western brethren, but they are few in number. So far 
  they have been careful not to stir the wrath of the Second 
  Marshal of the Mark, never openly pushing as far south 
  as the Fords of Isen, but on several occasions they harried 
  travellers that they spied after dark on the road to 
  Isengard. To ensure the safety of those who come to seek 
  his counsel, Saruman the Wise has recently resolved to 
  take the matter upon himself, and no more attacks have 
  occurred for a while now. 
  Yet, some in the Mark now say that those who take rest 
  near the Wizard’s Vale at the close of day risk vanishing 
  in the night, leaving no trace. The Wizard of Orthanc has 
  dismissed these rumours as idle concerns from a people 
  who would find any reason to make war, and bids the 
  Men of the Mark to hold to the virtues of patience and 
  peace instead. Though none dare question the wisdom of 
  Saruman, some fear he has been deceived by the Hillmen 
  for his kindness. 
  the mountains of the vale
  The strongest fortification of Isengard is not its ring-wall, 
  nor the Tower of Orthanc itself, but the black walls of the 
  southern spurs of the Misty Mountains that mark the 
  borders of the realm of the White Wizard on all but its 
  south side. The crowning jewel of the encircling range 
  lies beyond the northern end of Nan Curunír: it is tall 
  
  rohan region guide
  108
  Methedras, the last mountain, whose green roots dig deep 
  into Fangorn to the east, and whose white head can be 
  seen from miles away in all directions. 
  Many small dales open at the feet of the mountains, 
  and hundreds of fissures and caves open on their sides, 
  where beasts are said to make their hidden homes. 
  Most dwell in harmony among the ancient trees of Nan 
  Curunír; bears slumber in their caverns in winter and 
  birds nest in the nooks and crannies of stone. Indeed, 
  the long shadows and cool waters make this a place of 
  peace for all such creatures who find their way here, as 
  the Wild Wolves of the Hithaeglir do not venture into 
  the valley. 
  In recent years, the riders of Éogar, the Second Marshal of 
  the Mark, have started to suspect that Wargs are hiding 
  among the wolf packs of the mountains surrounding 
  Isengard, as they have found strange tracks along the 
  eastern banks of the Isen. Saruman has sent word that the 
  farmers and herders of Westemnet have nothing to fear, 
  for he has personally undertaken to keep watch along the 
  mountains’ edge. Still, many in the Gap of Rohan hear 
  howls in the small watches before sunrise that don’t arise 
  from wolves.
  the ring-wall of isengard
  Where the road leading to the circle of Isengard leaves 
  the river Isen to turn to the northwest, it becomes a 
  wide paved street. Here many workers have toiled for 
  Saruman, cutting and squaring great flat stones quarried 
  from the mountains, and laying them with skill. The road 
  progresses on its westerly course until it reaches a great 
  circle of stone standing against the face of the mountain 
  beyond: the ring-wall of Isengard. 
  More akin to a vast, natural cliffside than to the work of 
  Men, the ring-wall is a full mile wide. It runs out of the 
  mountain-side and returns to it, encircling the Tower of 
  Orthanc as a first formidable line of defence. No force or 
  cunning device available to the Free Peoples of Middle-
  earth today could open a breach in the black rock of 
  the ring-wall, nor conceive the mighty works that were 
  necessary to raise it, if the circle of stone was indeed ever 
  raised by Men. It is nearly one hundred feet high and 
  equally thick, and only one gate interrupts its perimeter, 
  a great archway opening where the circle faces south. 
  The arch leads to a long tunnel, dug into the black rock 
  of the wall and closed at either end with tall, iron doors. 
  Newly wrought, both outer and inner gates are set on their 
  
  109
  isengard 
  great hinges with such precision that when unbarred they 
  can be opened by a single man effortlessly and silently, 
  letting Saruman come and go at his will. 
  The outer gates are flanked by two towers that can only be 
  accessed from within the ring-wall. Several low windows 
  and arrow-slits betray the presence of the keepers of the gates 
  manning the guardrooms inside the towers, people chosen 
  among the most faithful servants of the White Wizard. 
  The entrance tunnel runs the full width of the ring-wall 
  and rises half as high. So wide is the passage that folk 
  on horseback may ride four abreast. Iron sconces line 
  the wall, but the torches within them seem to offer only 
  flickering shadows instead of illumination. 
  A wide door is set into the western wall half-way into the 
  passage, at the top of a stair. It leads to the main guard 
  room serving the entrance, where the gatekeepers in the 
  service of the White Wizard store arms and armour, 
  prepare their meals, and take rest. A large table ringed 
  with stools is set next to a great hearth built into the wall 
  of the guard house. Several windows open to the interior 
  of the entrance tunnel. 
  Entering Isengard
  ‘Late one evening I came to the gate, like a great arch in the wall of rock; and it was strongly guarded. 
  But the keepers of the gate were on the watch for me and told me that Saruman awaited me.’
  Saruman has never been particularly fond of visitors in the two centuries of his residence in Isengard, and 
  his need for secrecy becomes of paramount importance as his descent into darkness progresses. 
  After the meeting in Rivendell of the White Council in the year 2953, Saruman stops welcoming unexpected 
  guests altogether. Any stranger who comes knocking at his door will be turned away by his guards at the 
  gates of the ring-wall. If Saruman wishes to confer with anyone he has never met before, he will send a 
  messenger to summon them.
  ●	
  Companions who have never met Saruman and who wish to enter Isengard for the first time must 
  be accompanied by someone who has access to it — either a fellow Wizard or another patron of 
  note — or be escorted by one of Saruman’s emissaries. Otherwise, they will be refused admittance. 
  ●	
  Adventurers who have already met Saruman will have had to take him as a patron (see page 129). 
  Their names are known to the keepers of the gate and thus they are allowed to enter the inner courtyard. 
  ●	
  Heroes who have been allowed to take the Receive Title (Emissary of Saruman) Fellowship phase 
  undertaking are immediately led to the presence of the Wizard, in the Tower of Orthanc. 
  As the years pass, Saruman grows ever more secluded. His plots become too intricate to be made public, and 
  his secrets too dark. In a game following the canonical tale of years, after the year 2990 access to the 
  circle of Isengard is prohibited to most (see also the White Lies and Black Treachery on pages page 113). 
  ●	
  Companions who have the White Wizard as a patron are only allowed to enter at 
  night (when the changes he is making to the fortress can be disguised more easily). 
  Heroes who are emissaries of Saruman can enter by day, but are briskly led to Orthanc. If they notice 
  anything amiss, they will be given explanations containing a level of truth proportionate to their loyalty to 
  Saruman. See also the Things to do While in Isengard on page 128 for more details. 
  
  rohan region guide
  110
  A winding stone staircase leads from the guard room up to 
  a great walk that runs the length of the ring-wall, offering 
  a magnificent vista of the circle plain beyond, dominated 
  by the Tower of Orthanc rising in its middle. Hundreds of 
  windows and doors are set along the inner side of the ring 
  wall, as its inside is dug with countless chambers, halls, 
  and passages. The majority of these dwelling-places are 
  still deserted, for the fortress was built to accommodate 
  occupants in the thousands, and while the White Wizard 
  is letting in more and more people into Isengard every year 
  as his servants and aides, they only count in the hundreds 
  of individuals. 
  The Folk of Isengard 
  In addition to those he is letting in for the accomplishment 
  of his great works, Saruman has many Men that are 
  permanently in his service and that are entrusted with 
  guarding the gates, tending his gardens, hunting and 
  fishing and cooking for him, and generally accomplishing 
  all the domestic tasks that a large household like 
  Isengard requires. The Wizard took residence in Orthanc 
  two hundred years ago, and there are families among 
  his servants that have been in Isengard for so many 
  generations that to them it feels like they have always been 
  with him. 
  The blood of the folk of Isengard is akin to that of the 
  denizens of Dunland and to that of the ancient wardens of 
  Isengard, but they have no traditions or tales hearkening 
  back to that distant origin, save for their speech, an older 
  variation of the ancient language of the Dunlendings, 
  whose use Saruman preserved to keep his communications 
  with them as safe from curious ears as possible. 
  The folk of Isengard are composed of only a handful of 
  families of closely related individuals, never counting 
  more than two or three dozen. Saruman himself must 
  approve all marriages and new births, and he does not 
  look favourably upon the addition of new elements from 
  other communities. No one has ever defied his rules, for 
  every member of the folk of Isengard knows that, as long 
  as they obey their master, they will enjoy his protection. 
  Rarely has an infant or mother died in childbirth in 
  Isengard, and no servant of Saruman has ever died of 
  any sickness. 
  Theirs is truly a blessed life. 
  Saruman enforces a rigid hierarchy among his folk, and 
  he encourages a spirit of competitiveness by giving gifts 
  and luxuries to those he favours, and punishing those who 
  disappoint him. In general, his servants are exceedingly 
  proud of being in service to the wisest of the Wise and they 
  are utterly and completely devoted to him. They would do 
  anything for the Wizard of Orthanc. Anything. 
  While Saruman is an exacting master, up to the year 2990 
  his requests have never been much different from those 
  of any other mighty lord. But as his descent into darkness 
  accelerates, the moment when he will ask his faithful 
  servants to do something unspeakable draws near. 
  Tunnels and Passages 
  A maze of intertwined passageways dug in the black rock 
  of the ring-wall connects every hollow of its perimeter in 
  an intricate network, but many large and heavy doors of 
  wood or stone can be locked or barred to limit the access 
  to certain locations. The keys of those doors are entrusted 
  to the doorwardens, personal servants chosen exclusively 
  from among those families who have been part of 
  Saruman’s household since his arrival in Isengard. 
  The doorwardens bear iron rings with dozens of keys of 
  varying sizes, many of which appear to be identical. Each 
  doorwarden knows exactly which locks their varying keys 
  fit, but a thief would be hard pressed to tell them apart. 
  The most trusted among them are charged also with 
  important accounting tasks, and keep ledgers registering 
  all goods and resources that enter or leave the domain of 
  the Wizard. 
  Servants found guilty of theft or failing to satisfy the 
  requirements of their appointed tasks are quickly 
  dismissed from service and ushered out of Isengard, 
  never to return. Saruman ill suffers any form of 
  betrayal, no matter how petty, for he believes that, in 
  even the smallest actions, one’s true intentions may be 
  discerned. 
  Granaries, Stables, and Dormitories 
  Numerous chambers of the ring-wall have been put to use 
  as warehouses, granaries, and stables. Others have been 
  renovated and turned into workshops or dormitories for 
  the many artisans Saruman is currently employing for his 
  ongoing works of restoration. Whether they are labourers, 
  
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  isengard 
  smiths, stable-hands, cooks, or guards, they all reside 
  within the ring-wall. Saruman does not believe in luxuries 
  for his servants; all are given simple accommodations, 
  including a straw bed on a wood frame and a place within 
  the dormitories. 
  Private Rooms 
  Visitors and guests of the White Wizard who are not given 
  access to the Tower of Orthanc may be given a room to 
  sleep in inside the ring-wall. Simple but comfortable, 
  these rooms are locked at night by the doorwardens 
  of Isengard, and reopened at the break of dawn. All the 
  private chambers are set into the southwestern section of 
  the ring-wall, close to its gates. 
  Armouries 
  Among the restricted areas are the armouries of 
  Isengard. It is here that Saruman keeps the war gear 
  that he found stockpiled in the fortress when he first 
  entered it. A great store of steel swords and hauberks, 
  bows and arrows, horse-barding, helms, and shields 
  has lain undisturbed for centuries, as the Hillmen that 
  supplanted the wardens of Isengard never penetrated 
  many of its most secret recesses. 
  In recent years, Saruman has started to employ this 
  wealth of weaponry, entrusting favoured servants with 
  a selection of choice pieces of equipment. The White 
  Wizard has long studied the techniques that the Men 
  of the West used in the forging of such good blades and 
  armour, and his blacksmiths have begun to secretly 
  replicate their manufacture in the forges and furnaces 
  beneath the inner circle of Isengard. The armouries of 
  Saruman are kept under lock and key, and constantly 
  guarded. No visitors are normally allowed to enter them, 
  and even their existence is kept as secret as possible. 
  When war comes to Isengard, the White Wizard will not 
  be caught unprepared. 
  Storehouses 
  A large number of the chambers set within the ring-wall 
  are dedicated to storage. All manner of things are housed 
  there, the testimony of decades of trading across Eriador, 
  Wilderland, Rohan, and Gondor. Saruman sends many 
  messengers abroad all year round, and he has personally 
  paid visits to the courts of many kings and chieftains. The 
  result is a constant flow of goods that slowly make their 
  way to Isengard, as open gifts to the wisest of counsellors, 
  or as the result of secret dealings. Whether they be bolts 
  of precious cloth, pale gems, stocks of rare timbers and 
  stone, or the choicest cheeses or wines, all is kept in the 
  great storehouses of the ring-wall. 
  Many servants attend to these places, regularly seeing 
  to their organisation and disposing of anything that 
  might have become spoiled with time or worn with 
  usage. Saruman takes great pride in showing his great 
  treasure of goods to visitors, and guests worthy of it are 
  treated to the most exotic dainties in his larders, like a 
  taste of his best wines from Dorwinion or the honey-
  cakes of the Beornings. 
  Treasuries 
  Though it is said that Saruman keeps his greatest 
  treasure behind the impenetrable walls of Orthanc, 
  some chambers of the ring-wall are protected by great 
  stone doors that are kept always closed and can be 
  only opened using keys carried by the most trusted 
  doorwardens of Isengard. 
  Behind these doors Saruman keeps a treasure in gold and 
  gems, a vast wealth that the Wizard has accumulated in 
  over two centuries of cunning dealings with Gondor and 
  Rohan. Though he has no interest whatsoever in the idle 
  accumulation of wealth, Saruman acknowledges the 
  powerful effect that gold has on the mind of most Men 
  and he is considering enlarging his hoard by hiring 
  adventurers to recover the many other precious things, 
  ancient and beautiful, that lie buried under the many 
  mounds and tombs that cover the land. 
  Outside (and inside) of Isengard the rumours concerning 
  the treasures of the Wizard abound. Stories tell of hoards 
  of gold to make a Dragon writhe with envy, others 
  speak of piles of gems so beautiful that Dwarves and 
  Elves could start a war for their possession. Whatever 
  the nature of the riches of Saruman, the treasuries 
  are the most secure chambers outside of the Tower 
  of Orthanc itself. It is said that strong incantations 
  of protection are laid upon their doors, and that any 
  who would dare break their magical wards fall under a 
  terrible enchantment of the mind. None in Isengard or 
  elsewhere know if such rumours are true, and no one is 
  eager to find out for themselves. 
  
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  the inner courtyard
  The great courtyard set within the ring-wall of Isengard is 
  a circle plain a mile wide, slightly concave, like a shallow 
  basin. At its centre rises the Tower of Orthanc, like the hub of 
  a great wheel. Eight avenues spring from the foot of the tower 
  to reach the rim of the circle. Green grass grows between 
  the paths, among groves of trees and fruitful orchards. To 
  the north of Orthanc is a placid lake, fed by many streams 
  flowing down from the mountains to the northwest. 
  When Saruman entered Isengard two centuries ago, the 
  Tower of Orthanc rose from a nearly impenetrable sea 
  of trees and wild plants. It took many years to bend the 
  untamed wood to his well-ordered mind. Now, the inner 
  circle of Isengard is a bountiful garden, with avenues 
  lined by tall trees, placed to provide exactly the right 
  amount of shade. 
  But the great works of the White Wizard have only just 
  begun. In the year 2953, he began to consider the defence of 
  his fortress in earnest. Labourers were set to diverting many 
  of the small watercourses that entered the circle of Isengard 
  from the mountain-side. By cunning devices, Saruman 
  channelled their waters underground, harnessing their 
  power to feed hidden wheels, which drive mechanisms 
  of his own devising. As a result, the lake of Isengard has 
  shrunk considerably and some of the orchards on the 
  northwestern side of the circle have withered. 
  Moreover, Saruman ordered the widening of the avenue 
  connecting the stair of Orthanc to the great gate of the 
  ring-wall, felling many ancient trees and quarrying large 
  slabs of dark stone from the mountains to pave it. 
  The Underground Forges 
  The greatest effort of the White Wizard in changing 
  Isengard is still ongoing, and it is not visible. The majority 
  of Saruman’s labourers are toiling under the earth, as they 
  are busy delving shafts in the rocky soil beneath the plain 
  of Isengard, passages that lead to a complex of natural 
  caverns that the Wizard located far below. 
  The majority of these shafts surface where the withered 
  orchards stood, behind the tower, so that a visitor coming to 
  Orthanc would not immediately notice that anything is amiss 
  in its beautiful gardens. Moreover, should anyone become 
  aware of the undergoing excavations, Saruman will be quick 
  to explain that he has found valuable deposits of iron under 
  the circle of Isengard, a treasure that he will be ready to share 
  with his friends and allies as soon as he is able to exploit it. 
  The truth is that Saruman really has found iron deposits, 
  but many of his servants have already been sent to mine 
  the iron ore and put it to good use. 
  Countless workers already toil under Isengard. By the 
  year 2965 an ever-growing network of passages will exist 
  beneath the circle plain, frantic with activity. Where now 
  there are separate workshops, there will be passages of 
  seemingly endless depths connecting the marshalling 
  rooms and secret forges where Saruman’s blacksmiths 
  already work at expanding the armouries of Isengard. 
  Burglars in Isengard
  No adventurer worth their status would dare to steal 
  from Saruman, the wisest of the Wise, but it is possible 
  that in time the companions will find reasons to doubt 
  the reputation of the Wizard and become interested 
  in having a look in his treasure chambers, given the 
  chance. 
  To enter the treasuries of Isengard is impossible under 
  most circumstances, but Saruman might be interested 
  in letting burglars think they have succeeded. Perhaps 
  a different Wizard with a fondness for burglars may 
  wish to acquire something from the White Wizard’s 
  vaults without his knowledge… 
  In game terms, the treasuries count as a hoard rated at 
  500** (see page 91 of Rivendell Region Guide). Any 
  magical treasure found therein is likely to be no more 
  valuable than a Precious Object or Wondrous Artefact, 
  unless the discovery of a magical weapon or armour is 
  indeed what the White Wizard intended all along.
  Most locks will be DC 20 or higher and there is 
  every chance of fiendish traps that await the unwary: 
  poisoned needles inside lock mechanisms, doors that 
  can only be opened from one side, those that trigger a 
  mechanism that causes ceilings to lower or readies a 
  trap-door that will open once a thief steps onto it, and 
  more.
  
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  isengard
  Saruman is known to spend long hours walking in the wide 
  chamber above the cells, speaking to his prisoners and 
  patiently listening to their pleas, threats, and curses. The 
  White Wizard has learned many things about the Enemy 
  White Lies 
  Depending on when the companions set their eyes on 
  Isengard, they might notice smoke hanging over the 
  Tower of Orthanc like ominous clouds. If they return 
  to the fortress on a regular basis, they will certainly 
  realise that the gardens of Saruman are slowly but 
  steadily diminishing in size, as more and more trees 
  are felled to be burned in the furnaces. 
  Should they inquire about any of it, Saruman will 
  quickly and easily dismiss their concerns, attributing 
  the smoke clouds to the effect of hidden vents working 
  under Orthanc and created by its ancient engineers, 
  or justifying the felling of the trees to the necessity 
  of building houses for the growing community 
  of Hillmen the Wizard is mercifully receiving in 
  his domain. No matter how grievous his failings 
  might appear to the companions at first, Saruman 
  will always be able to turn their impressions or 
  accusations on their head. 
  After the year 2990, Saruman cannot let anyone 
  who is not a sworn servant of the White Hand see 
  what lies beneath the ground in Isengard. If he cannot 
  keep his secrets safe using peaceful means, he will not 
  hesitate to resort to more questionable solutions. 
  The Gaol 
  Saruman has set his will to understanding the mind and 
  methods of the Enemy above all things. He believes that 
  it is only through understanding its very devices that 
  victory can be achieved. To this end, those who serve the 
  White Wizard are commanded not to slay the agents of 
  the Enemy, but to take them into custody and bring these 
  minions before him. 
  To this end, Saruman has built a gaol under the inner 
  courtyard where his prisoners must be brought and 
  chained. This is a wide, arched subterranean chamber, 
  dug above a series of hundreds of small vaults accessible 
  only through slight openings on their ceiling, and shut 
  using heavy lids of hammered iron and sturdy locks. 
  Each cell may contain only one prisoner, who is kept in 
  the dark at all times. 
  Black Treachery
  Around the year 2990, the Lord of Isengard 
  manipulates a number of war-bands of great Uruks 
  into attacking and raiding Rohan from the Misty 
  Mountains. Recognising their usefulness in his ever-
  darkening designs, in the following years Saruman 
  invites more Orcs to dwell in secret dens among the 
  cliffs of tall Methedras. By the year 3000, the 
  White Wizard is actively training and equipping 
  Orcs with weapons and armour manufactured in the 
  furnaces of Isengard. 
  But Saruman’s treachery turns to a true black evil 
  when he endeavours to breed a new kind of warrior, in 
  an attempt to improve over the wicked efforts of the 
  Dark Lord himself. Unfortunately, he succeeds: Man-
  high and straight backed, but with the cruel savagery 
  and countenance of Goblins, Saruman’s Half-orcs and 
  Goblin-men are larger than most Orcs, stronger and 
  faster, and utterly loyal to the Wizard of Orthanc. 
  The dark pits where these abominations are bred lie 
  far down below Orthanc, even deeper than the forges 
  of Isengard, and Saruman keeps their location a 
  secret. As it is not known exactly when Saruman 
  begins mustering his army, individual Loremasters 
  may introduce the strange allies and creations of the 
  Wizard when they see fit. 
  However, if they wish to hold closely to canon, it 
  must be considered that the existence of an army of 
  Isengard was not known by anyone until the War 
  of the Ring. It is very likely though that smaller 
  groups of Orcs or other creatures were employed 
  by Saruman before that time: Bill Ferny’s squint-
  eyed companion from The Lord of the Rings was 
  probably a Goblin-man that was not particularly 
  evil-looking. (See page 134 for more about the 
  various cruel creations of Saruman).
  
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  114
  this way, and his voice has turned many minions of the 
  Dark Lord into potential servitors of the Tower of Orthanc, 
  should Saruman resolve to employ such dangerous tools.
  the tower of orthanc
  Rising from the centre of the circle of Isengard is the 
  formidable Tower of Orthanc. More than five hundred feet 
  in height, it is only matched in splendour by the city of Minas 
  Tirith far to the south. Its gleaming walls do not seem built 
  by Men, but appear as if four pillars of black stone cut with 
  many facets were joined into a single glimmering spear of 
  rock. At its top, a stone spike rises from each of the pillars, 
  like the prongs of a four-horned crown. 
  What ancient craft or wizardry its builders employed in 
  the shaping of Orthanc is now lost to the ages, but by their 
  labours the smooth walls of the tower are invulnerable 
  to blade, stone, fire, or piercing blow: no weapon that 
  was ever set against it has left the slightest mark on the 
  Orthanc-rock. 
  Those who come to stand before Orthanc are overcome 
  by awe and dread, marvelling at its ageless majesty. 
  Indeed, the name Orthanc has a dual meaning. In the 
  Sindarin tongue of the Elves it means ‘Mount Fang’, 
  while in the language of the Riddermark it is taken to 
  mean ‘Cunning Mind’. 
  The Stair of Saruman 
  A broad stair with 27 steps is cut into the black stone of 
  the eastern side of the tower, leading to the only visible 
  entrance into Orthanc. Though wide enough to let in 
  several doughty warriors side-by-side, the great door has 
  never admitted so many. Its plain surface does not bear 
  
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  isengard
  any marking or sigil and offers no handle or knocker, and 
  if barred cannot be opened save by he who bears the Key of 
  Orthanc: Saruman the Wise. Under most circumstances, 
  the door of Orthanc is left open during the day, to allow 
  for the coming and going of Saruman’s personal servants. 
  This notwithstanding, no one has ever dared to cross its 
  threshold without leave from the Master of Isengard. 
  The Lower Balcony 
  There are many deep-set windows along all the faces of 
  the tower, at regular intervals. The first window above the 
  door opens upon a balcony with an iron railing. Saruman 
  appears at the balcony when he addresses those who 
  come to Isengard seeking an audience, but who are not 
  permitted entry to the tower. 
  Like the door below it, the lower balcony itself is set 
  between two of the four rising stone spires of the tower, 
  and can often pass unnoticed to unwary eyes, until the 
  White Wizard lets his voice ring down upon all who 
  come before his doors. The balcony is accessed from the 
  scriptorium. 
  The Grand Hall 
  Few outside his fellow Wizards have received both a 
  summons from Saruman the White and are granted leave 
  to enter his tower. Those who cross the threshold feel the 
  weight of the honour they have been given when their eyes 
  adjust to the gloom and they see the majesty of the grand 
  hall of Orthanc. 
  This is a vast octagonal chamber almost one hundred feet 
  wide, filled with dense, spiralling columns. Its vaulted 
  ceiling is so tall it can only be glimpsed by the keen-
  eyed. The polished columns and floor reflect the light 
  filtering from the outside like mirrors of black glass, and 
  multiply the blaze of the torches that hang from great iron 
  sconces. Hundreds of lines cut into the stone floor weave a 
  geometrical fret across the hall, then wind around the base 
  of the pillars to spiral upwards toward the darkened ceiling. 
  At the centre of the chamber is a wooden table that runs 
  nearly half the length of the room. Almost as dark as the 
  rock floor of the hall, it stands on three massive legs and 
  is ringed by many chairs made of the same dark wood 
  and set with white cushions. It is around this table that 
  Saruman initially intended to invite the members of the 
  White Council to have their meetings, but later resolved 
  not to have the Wise feel entitled to enter Orthanc too 
  freely. Still, cups of gold and cutlery of silver set upon a 
  single long running cloth of gleaming ivory are always 
  ready upon the table, but are never used. 
  Kitchens and Lower Chambers 
  Set about the walls of the grand hall are a number of 
  smaller wooden doors that lead to the lesser chambers 
  of the lower floors of Orthanc. Here lie several kitchens 
  with deep hearths and cool, well-provisioned pantries. 
  Other passages lead to empty and deserted parlours 
  and studies, where those who once dwelt within Orthanc 
  found peace and comfort. 
  A small number of rooms are still used by some among 
  the highest-ranking servants of Saruman, especially those 
  messengers and emissaries who only stay in Isengard for 
  a few months of the year, to then leave on errands for their 
  master, but most lie undisturbed and gathering dust. 
  Right under the grand hall is a circular chamber with a 
  low domed ceiling, not higher than ten feet at its highest 
  point. An octagonal hole gapes in its centre, the opening 
  of a shaft sinking deep underground. The vault itself lies 
  several feet beneath the base of the tower, and there are 
  no windows to break the impenetrable darkness that 
  reigns here. A low hum can be felt rising from the ground 
  of the chamber, and a vague heat rises from the seemingly 
  bottomless octagonal opening on the floor. 
  The purpose of this underground chamber is lost to the 
  ages, and Saruman himself cannot guess it. Nonetheless, 
  the Wizard can clearly perceive a latent power, an energy 
  he intends to tap for future endeavours, especially those 
  concerning his studies on Ring-making. To this aim, 
  Saruman is preparing an expedition to the libraries of 
  Minas Tirith, where many records of the ancient days are 
  kept in scrolls and books. Whether he will go there himself 
  or entrust this delicate matter on some trusted emissary is 
  something he has yet to decide. 
  The Hidden Forge 
  In the Elvish tongue, Saruman is known as Curunír, 
  which means ‘Man of Skill’. This is a name not given in 
  idle kindness, for, in addition to his wisdom, Saruman 
  possesses a great cunning in all the applications of smith-
  
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  craft. Recognising the gift of the craftsman to be one of the 
  blessings of the Free Peoples, Saruman spent many long 
  years studying the art of metalworking among Men, Elves, 
  and Dwarves, until he mastered all their techniques. 
  Now the White Wizard does not practice his art as a smith 
  openly, but exclusively within the walls of a hidden forge, 
  located somewhere among the foundations of Orthanc or 
  in some high and hidden place. For no one in Isengard 
  knows its whereabouts, though in the small watches of the 
  night a distant sound of hammer upon anvil can be heard 
  from the inner courtyard. 
  The Rising Stair 
  Opening on the northern wall of the grand hall is a tall 
  and narrow iron gate. Here Saruman often issues orders 
  to servants who stand before it, as by some art he can 
  make his voice issue from any gate in Orthanc or within 
  the circle of Isengard as if he was standing behind it. 
  No one but the closest servants of the White Wizard may 
  open this iron door, and any visitor allowed to pass it must 
  always be accompanied by a doorwarden or a guard. 
  Behind it rises a steep stair, spiralling upward towards the 
  high chambers of Orthanc. 
  Light fills it through many small windows, multiplied by 
  the polished stone surfaces. Access to the topmost floors 
  of Orthanc is achieved by many iron gates opening at 
  regular intervals along the rising stair as it ascends. 
  The doors that lead to the lowest of these chambers 
  can be opened by any who would offer a gentle push, 
  but the higher one climbs the more often they find that 
  chambers have been sealed away, only to be opened by 
  the Key of Orthanc. 
  The Scriptorium 
  Just above the grand hall is the scriptorium, Saruman’s 
  lesser study. The White Wizard comes here to confer 
  with his emissaries and aides, and to meditate on 
  issues concerning the stewardship of his domain. Tall 
  bookshelves stand against the walls, the work of the best 
  artisans in Edoras. A hoard of scrolls of parchment and 
  bound books of lore lie upon them, mostly dealing with 
  matters of geography and the politics of Calenardhon. 
  Indeed, the bookshelves are so tall that the scrolls kept on 
  the topmost ledges can be reached only by making use of 
  ladders that are set about the room. 
  A writing desk lies close to the tall window opening on the 
  lower balcony. Above it hang many lanterns and candles, 
  a testimony to the nocturnal writing habits of Saruman 
  the Wise. Pots of ink, newly cut pens, and a supply of 
  stretched parchment lie close at hand. 
  At the centre of the chamber is a great chair of carved 
  wood, almost a throne. It is placed atop a low platform, so 
  that its high back rises even higher above anyone standing 
  in front of it. Saruman sits here when he is listening to the 
  daily reports of his chief servants, patiently giving detailed 
  instructions to each and every one of them. 
  In a darkened corner, above an iron lectern, lies a 
  prodigiously large tome, bound in dark leathers. It is so 
  large that a single person could not lift it alone and it 
  is nearly a foot thick. Its vellum pages are yellowed and 
  cracked and filled mainly with Saruman’s spidery script. 
  While ominous in appearance, the tome is only a record 
  and index of the day-to-day activities necessary for the 
  upkeep of Isengard, compiled using many abbreviations 
  and acronyms known only to the White Wizard. 
  Old and wizened Bocaern is the trusted keeper of 
  Saruman’s scriptorium, attending to the Wizard’s needs 
  when Saruman is present (see page 129). 
  The High Servants’ Quarters 
  Those agents that Saruman sends to faraway lands on 
  official errands are among his most trusted servants, folk 
  of superior talents and bearing. They are mostly picked 
  personally by the White Wizard from the oldest families of 
  the folk of Isengard or among the most promising youths 
  of the clans of Dunland, and are trained in the fine arts of 
  courtesy and diplomacy. 
  Saruman inspects many potential candidates every year, 
  but ends up discarding most of them when they prove not 
  to be up to the tasks he has in mind for them. The rare 
  few who do not fail him become the eyes and tongue of 
  the Lord of Isengard beyond his boundaries, and are sent 
  away for most of a year to serve openly as messengers 
  and envoys, or secretly as spies (the character of Uathach 
  of Tharbad from the adventure The Company of the 
  
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  isengard
  Wain contained in the supplement Eriador Adventures 
  and Drustan the messenger of Isengard featured in the 
  Mirkwood Campaign are two examples of how Saruman 
  employs his best agents around Eriador and Wilderland). 
  When his agents are not abroad, they are allowed to stay 
  in Orthanc, in the high servants’ quarters. These are lavish 
  accommodations when compared to the dormitories 
  of the ring-wall, as each occupant is given a private 
  chamber complete with a fine feather bed and great stone 
  hearth. Unless their mission requires that they hide their 
  allegiance to Saruman, when they leave Isengard, they 
  are equipped with arms of superior quality and the finest 
  steeds the stables have to offer. 
  The Library 
  The library of Orthanc is the inner sanctum of the 
  fortress of Saruman, the place where the White Wizard 
  studies the most delicate matter of all, the mission he 
  was sent to Middle-earth to accomplish: the long fight 
  against the Enemy. No servant is allowed to enter here 
  alone, as this is the only place where Saruman lets his 
  thoughts wander, free to contemplate all devices useful 
  to defeat the Dark Lord, including expedients that might 
  appear treacherous to the eyes of lesser folk. For Saruman 
  knows that there are matters that cannot be discussed 
  openly, deep things that are beyond the comprehension 
  of those he and the other Wise are meant to protect.  
  To further his hallowed goal, Saruman has gathered here 
  innumerable texts written using any script known to Men, 
  Dwarves, and Elves, and including many whose art and 
  origin have been lost. These scrolls, books, and rolls of 
  parchment are kept in many recesses cut in the black 
  rock of the walls. The White Wizard spends long hours 
  here poring over half-erased fragments of parchment and 
  cyphered codices, unlocking their secrets with the sharp 
  cunning of his unequalled mind. Saruman then dutifully 
  records his findings in scrolls that he locks away in a large 
  iron-bound chest of wood placed atop a stone block rising 
  from the floor at the centre of the chamber. 
  The texts of Saruman’s library and his stored records 
  contain the key to many great and terrible secrets of 
  Middle-earth. It is here that Saruman hopes one day to 
  find the right way to turn the same devices used by the 
  Enemy into weapons with which to strike. His hoard of 
  lore holds lost accounts of the Elder Days, records taken 
  from lairs and fortresses where servants of the Enemy 
  once dwelt, books containing rituals for worshipping the 
  dark powers, and even more terrible things, but even the 
  very wise can only guess at what his library may hold, for 
  Saruman speaks of what is stored here to no one. What 
  is known to the Wise is that the White Wizard is a master 
  of Ring-lore, the eminent scholar of the age on all matters 
  regarding the Rings of Power, and it is surely in his library 
  that such knowledge is kept. 
  The Rookery 
  High in the Tower of Orthanc is a vaulted chamber with 
  tall and narrow windows opening into the northern 
  wall. It is lined with iron cages, wooden perches, and 
  a floor strewn with straw. The constant screaming of 
  hawks and the cawing of large crows drowns out the 
  sounds of other birds that dwell here in the rookery of 
  Isengard. 
  Saruman has long used birds to send messages to 
  distant realms. From Dale to Gondor, the word of the 
  White Wizard can be quickly read across Middle-earth. 
  In recent years, Saruman has taken to using hawks and 
  crows not to communicate, but to watch over his domain 
  and the nearby lands. Those birds are swift and keen-
  eyed, and well-suited in their cunning to the temper of 
  the Wizard. 
  Much to the surprise of Gandalf the Grey, Saruman has 
  not sought the aid of Radagast the Brown in training such 
  birds, but instead relies on a Dunlending who has left 
  his hills to serve the White Wizard. Indeed, this master 
  of falconry has served his new lord well, and the rookery 
  now contains a large number of crebain, the large crows 
  native to Dunland and Fangorn. 
  The Higher Balcony 
  A second, larger balcony opens far above the first, looking 
  out from the eastern wall of Orthanc. From here Saruman 
  may look down upon the Wizard’s Vale and beyond. But 
  this is more than just a perch from which Saruman can 
  gaze upon his domain. 
  The White Wizard at times invites respected and powerful 
  guests here to sup with him in the adjoining chamber, so 
  that they might discuss matters of import. 
  
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  When the sun climbs at mid-morning above the Misty 
  Mountains, its rays set alight the walls of the chamber, 
  hung with ancient tapestries mended by the best weavers 
  of Gondor and depicting the great deeds of the Men of 
  Westernesse. At noon Saruman has his servants bring food 
  and wine, and takes his guests to stand upon the balcony 
  to gaze at distant sights. The sound of his voice seems to 
  gain even greater strength and authority here, and none 
  have visited the balcony without being profoundly moved 
  by the wisdom of Saruman the White. 
  The Map Room 
  A wide room among the high chambers of Orthanc is hung 
  with great lanterns that dangle from thick iron chains. 
  Beneath their flickering lights is a great round table of 
  wood that has stood here since the day when Saruman 
  took up dominion over Isengard. The surface of the table 
  is not simply polished, but is intricately carved and inlaid 
  with lacquers to create a great map of northwestern 
  Middle-earth as it was in the final days of the Second Age, 
  represented in great detail from the frozen northern realm 
  of Forochel to the southern deserts of Haradwaith. 
  Twenty feet wide, the table is a unique artefact, for there 
  is no map so complete in both the libraries of Rivendell 
  or Gondor, though it depicts the land as it lay some three 
  thousand years ago. 
  changes room constantly, others more that he has laid 
  a spell of confusion to obfuscate the minds of those who 
  seek to locate his private quarters. 
  The truth is that Saruman’s chambers are accessible 
  exclusively through a passage that can only be opened 
  using the Key of Orthanc. It is a small affair, with three 
  rooms. The first holds his private quarters, which lack 
  any ornamentation. The second is a small study, where 
  he keeps his personal journals and records his innermost 
  beliefs. Here he allows expression of thoughts that he does 
  not yet speak aloud — namely, that Saruman believes the 
  key to overcoming Sauron lies in unlocking the secrets 
  of the Rings of Power, but to do so is to walk the most 
  dangerous and treacherous of paths, for the devices of 
  the Enemy are many and subtle. The White Wizard is 
  increasingly convinced that he alone is capable of walking 
  that path without falling victim to the lure of power. 
  The third room of Saruman’s private quarters opens to the 
  highest window of Orthanc, right above that of the higher 
  balcony. Its opening is the only one that has been fitted 
  with a glazing of clear glass, mounted on an iron casing 
  swivelling on hinges of iron. Here, by the window, Saruman 
  sits enjoying the most harmless of his secrets: smoking a 
  pipe. A habit he has copied from Gandalf the Grey, smoking 
  the leaf of the halflings has led Saruman to keep an interest 
  in their land, this ‘Shire’ that he explored under a disguise 
  upon several occasions when he discovered that Gandalf 
  kept the place in particular esteem and often visited it. 
  The Pinnacle of Orthanc 
  Those who reach the top of the rising stair may cross a last 
  threshold leading to a narrow flight of many thousand 
  steps climbing along the outer sides of Orthanc up to the 
  very crown of the Tower of Isengard. Its four prongs of 
  stone rise to sharp points, flanking all who rise so high. 
  The Misty Mountains stretch far to the north, while the 
  eaves of Fangorn can be seen upon the eastern horizon, 
  and waters from the Fords of Isen twinkle far to the south. 
  Ancient sigils mark the black surface of the highest balcony 
  of Orthanc, a flat platform of polished stone without rails 
  or shelters from the chill winds blowing from the north 
  that seem to threaten to cast those who stand on the 
  pinnacle of Orthanc down upon the courtyard hundreds 
  of feet below. 
  The Great Map of Orthanc
  This great and finely wrought table depicts a realm 
  as it stood in the waning days of the Second Age, 
  but even if the lay of the land has changed much, 
  travellers may still profit from studying it. 
  If a companion surveys the Orthanc-table before 
  planning a Journey, they may automatically select 
  Paths Both Swift and True instead of making an 
  Embarkation roll.
  Saruman’s Private Chambers 
  None save the White Wizard himself knows where in the 
  many rooms of Orthanc his private chambers lie, and, if 
  his will is maintained, none ever shall. Some among his 
  servants hold that Saruman never sleeps, others that he 
  
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  Saruman often climbs all the way up to the pinnacle on 
  nights with a clear sky, fearing neither its height nor the 
  strength of the wind. He comes here to watch the stars and 
  read in their movement the passing of the seasons and 
  the foreshadowing of things to come. It is said that when 
  Saruman speaks from the pinnacle of Orthanc his voice is 
  carried far upon the wind, reaching the ears of those he 
  wishes to bring tidings to. Whether this is by the power of 
  his voice or some virtue laid upon the Orthanc-rock, no one 
  knows; what is certain is that many have claimed to have 
  heard the voice of the White Wizard in lands long distant. 
  On rare occasions, Saruman brings guests to this place, 
  a location that he regards as the most private place in 
  Orthanc. Away from the eyes and ears of his servants, he 
  bids those who are with him to speak freely and without 
  concern of the judgement of others. Those few who have 
  taken counsel with Saruman in this place often recall little 
  of their conversation, remembering only the wisdom and 
  truth in the White Wizard’s voice. 
  The Hidden Vault 
  The external stair leading to the pinnacle runs along the 
  topmost section of the tower, rising vertically for sixty 
  feet. This part of the tower reveals no visible openings nor 
  windows, but only the sheer and gleaming surface of the 
  rock of Orthanc. In truth, the topmost cavity of the fortress 
  of Saruman hides his most precious treasure chamber, 
  and the greatest threat to the integrity of his mission: the 
  secret vault where the palantír of Orthanc lies in the dark. 
  The chamber is tall and narrow, occupying in full the 
  remaining height of the tower. It is accessed through a 
  passage whose opening mechanism is known only to 
  Saruman and that connects it to the map room below. 
  The vault is windowless and completely empty, save for 
  a low round table of black marble placed at its centre. A 
  central depression on the table holds snugly in place a 
  shining globe of dark crystal, approximately the size of a 
  man’s head, flawless and marred by neither time nor wear. 
  The Palantír of Orthanc 
  Its existence suspected only by some of the Wise, the 
  palantír of Orthanc is a device from another age of the 
  world, one of the seven Seeing-stones of Gondor, brought 
  over the Sea by Elendil when Númenor was destroyed. The 
  palantíri were once used in concordance with each other by 
  the Kings of Gondor and Arnor to see far off and to converse 
  in thought, but to this day the stones are all lost or hidden. 
  When Saruman first entered Isengard, he did so in the hope 
  of finding the Orthanc-stone and use it to further his own 
  ends. To his marvel and joy, he found the precious stone 
  still gathering dust in its appointed place. This discovery 
  he kept to himself, to bide his time and study the precious 
  artefact without any interference from Gondor or the White 
  Council. One day, he will set aside his studies of Ring-lore 
  and dedicate himself fully to unveil the secrets of the Stone of 
  Orthanc. Until that moment, Saruman keeps the existence 
  of the palantír a secret to all but his most trusted servants. 
  The Fall of Saruman
  The Orthanc-stone is a sphere that is mystifying to behold. It is perfectly crafted, catching and reflecting 
  even the smallest light. It is completely dark inside, even if at times Saruman has spied a tiny glow at its 
  centre, as if he was observing a distant heart of burning fire. 
  All but the strongest minds that gaze upon the flickering fire within the palantír of Orthanc are eventually 
  drawn to its power and seek to look into its depths. And those who do become the prey of the malicious power 
  that holds another Seeing-stone… 
  Saruman resists the lure of the Stone of Orthanc until the year 3000, but after that even his sharp and 
  cunning mind is ensnared by the Eye of Sauron. From that moment, the White Wizard is tricked into believing 
  he can compete in power with the Dark Lord, and that he can win a direct confrontation by manoeuvring his 
  unsuspecting allies and especially gathering the ultimate weapons of the Enemy: his Rings of Power. 
  
  NOTABLE CHARACTERS 
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  The Secret Door 
  Behind a hidden door that can be unsealed only by uttering 
  a Spell of Opening or similar enchantment lies a steel closet. 
  Saruman has crafted it to receive a treasure so precious that 
  he does not dare to confess to anyone that he is searching 
  for it. For the moment, a casket placed on a shelf inside the 
  closet holds a small box of gold, attached to a fine chain, 
  the like of which is often worn around the neck. The golden 
  case is empty, but the image of what it contained a long 
  time ago burns hot in the mind of the White Wizard.
  notaBle characters
  The denizens of Isengard are many, and diverse are their 
  goals and ambitions. With the passing of the years the 
  number of those who dwell in the Wizard’s Vale increase 
  exponentially, and their aims darken. Where Isengard 
  in the early days of King Thengel can be a sanctuary 
  welcoming those who fight the encroaching darkness, it
  becomes a pit of seething wickedness with the turn of a few 
  decades. Companions visiting Isengard over the course of 
  many years will find it hard to distinguish between friends 
  and enemies. 
  saruman the white 
  His face was long, with a high forehead, he had deep darkling 
  eyes, hard to fathom, though the look they now bore was 
  brave and benevolent and a little weary. His hair and beard 
  were white, but strands of black still showed about his lips 
  and ears. 
  Saruman the White is the head of the White Council, 
  first among the five Wizards who came out of the 
  West in the Third Age of Middle-earth. Like Gandalf 
  the Grey and Radagast the Brown, Saruman appears 
  as an old man, but his age goes well beyond what his 
  countenance betrays. 
  He is generally arrayed in a robe of white and carries a 
  staff of dark polished wood, the symbols of his high status 
  as the chief of the order of Wizards. His features are long 
  and sharp, giving him the appearance of one both wise 
  and stern. Yet when his lips part in smile and welcome, 
  even the most reluctant and wary find themselves at ease. 
  The White Wizard concerns himself greatly with the affairs 
  of Middle-earth, particularly the growing threat posed by 
  
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  isengard
  the return of the Shadow in the East. He keeps counsel 
  with many who are deemed Wise and powerful in all the 
  realms of Eriador, Calenardhon, and Rhovanion. Yet, in 
  recent years he does not openly leave Isengard very often. 
  Instead, he trusts to his agents to both carry and bring 
  news to the Tower of Orthanc. 
  Saruman is respected for his deep knowledge, especially 
  concerning the lore of the Elven-rings crafted by 
  Celebrimbor in the Second Age. No one has studied the 
  subject as deeply as he did, and all the Wise keep his 
  counsel as precious in such matters. 
  Saruman carries himself with a regal bearing, inspiring 
  respect by his mere presence. Made proud by his 
  achievements and easily wearied by the meddling in 
  his affairs on the part of those he deems to be lesser 
  folk, Saruman may at times appear a haughty lord, 
  aloof and distant. But it takes him a moment to turn 
  his gaze upon a listener and offer a benevolent regard; 
  then, his words turn into music, and every advice he 
  gives becomes as precious as a rare gem. Indeed, all 
  who partake of Saruman’s wisdom come away with an 
  eased burden, though they often recall little of what was 
  spoken. 
  An Audience with Saruman 
  Around the year 2960 and beyond Saruman is found 
  almost exclusively within the ring of Isengard, typically 
  behind the walls of the Tower of Orthanc. Those who are 
  admitted to come before his great black tower seeking his 
  guidance will be greeted from the lower balcony ,where his 
  voice carries strong and clear across the width of the inner 
  courtyard. He receives his visitors with comforting words 
  and gentle wisdom, be they friends or foes, yet his voice 
  is powerful and his most honeyed words can rapidly turn 
  In the Service of the White Wizard
  Saruman has long been studying the Elven-rings, to unlock the secret to their powerful virtues, and to 
  locate where the Ruling Ring might lie since it was lost by Isildur. With the passing of the centuries, 
  the interest of the White Wizard turns into an obsession. As such, he might set the heroes upon a task to 
  further his search — though they would not know it. A company might be sent north to the Gladden Fields 
  to search the place where Isildur fell, and while they won’t find the One Ring there, they might succeed 
  in finding some other relic, like for example the lost Elendilmir, the Star of Elendil that Isildur wore 
  upon his brow. Or they could be tasked with the exploration of the Whispering Halls of Eregion, where 
  Celebrimbor once dwelt, in search of some lost text or tool that might prove useful in Saruman’s own 
  Ring-making. 
  The Lord of Isengard is also preparing for what he believes is an inevitable war, and winning a war is an 
  end that justifies all means. Companions working as emissaries might be sent to threaten those who have 
  attracted his ire, or they might find themselves giving ignoble advice to a lord of Rohan, or helping to 
  forge an alliance with a clan of wild Dunlendings. 
  As Saruman descends into darkness, it is quite possible that accomplishing missions on his behalf might 
  lead to heroes committing misdeeds and earning points of Shadow. Characters who express their concerns 
  to the White Wizard might find themselves under the thrall of his voice, earning yet more Shadow points 
  as anguish threatens to overtake them. Ironically, as the grip of the Shadow grows heavier upon them, 
  they will have less difficulty committing dark deeds in the name of the White Hand. 
  
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  into irresistible commands. Still, the wisdom of Saruman 
  is guarded, and many who speak with him find that they 
  have revealed more and learned less.
  Those few who earn his trust and prove themselves worthy 
  to be counted among his emissaries may be invited to 
  speak privately with him within the confines of Orthanc 
  itself. If they came to discuss the Enemy, there they find 
  its complex machinations laid before them and explained 
  with simple words, always checked by the encouragement 
  of the White Wizard and by his promises that he is taking 
  steps to bring order in the face of Mordor’s growing power. 
  At times, Saruman will offer his assistance to those who 
  come seeking his aid, in particular if their present goal 
  corresponds to something he himself is already seeking to 
  achieve. Saruman knows all that transpires in his domain 
  and a great many things beyond its borders. Those who 
  come to Isengard seeking him usually find that their desire 
  for counsel was known before their arrival. A company 
  who meets Saruman for the first time will be enchanted 
  by his wisdom and nobility and must take him as a 
  patron (see also the New Fellowship Phase Undertakings 
  on page 129). For this reason some companies may find 
  themselves wary of returning to Isengard. 
  Saruman as a Patron 
  According to canon, at the beginning of the War of the 
  Ring, Saruman is revealed to be corrupted by his ambition 
  and sets himself up as a rival power to the Lord of Barad-
  dûr. But at the time of most campaigns of Adventures in 
  Middle-earth, he is still the wisest of the Wise, in close 
  allegiance with his fellow Wizards Gandalf and Radagast. 
  His pride is already threatening to twist his ways, but as far 
  as an individual campaign is concerned, there is still hope 
  that he won’t stray too far from his appointed mission. 
  The Loremaster must present Saruman as he appears to 
  those who meet him at this time, and develop his future 
  strategies, taking into consideration the influence that the 
  deeds of the companions will have on his plans. 
  Will Saruman see the actions of the companions as 
  obstacles put on his appointed path, a nuisance to be 
  disposed with, or will he be surprised by their valour and 
  pushed to reconsider some of his most extreme plans? Will 
  he see a chance in the strength of the Free Peoples, or will 
  he be steeled in his belief that only the Wise know what 
  must be done to oppose the coming tide? Will he exploit 
  their good intentions and trick them, or will he confront 
  them with his truths and try to sway them to his side? 
  Whatever Saruman intends to do with them, companions 
  earning his patronage will find a powerful ally. He will 
  most often provide aid in the form of resources to assist 
  them on their journeys or advice concerning the devices 
  of the Enemy. 
  More often than not Saruman will communicate with them 
  through emissaries and intermediaries, only requesting 
  personal appearances in matters of extreme urgency or to 
  relay secret news. In such cases he always bids those in 
  his service return to Isengard so that he might speak to 
  them privately. 
  The Lord of Isengard 
  Saruman is not only one of the greatest lore-masters of 
  the age and an emissary of the Lords of the West, but 
  also a powerful lord, administering great resources 
  and dealing with his neighbours and fellow kings. In 
  the last two centuries, there is no issue concerning the 
  stewardship of his domain that he has forgotten to deal 
  with personally. 
  In recent years, Saruman has taken to strengthening his once-
  distant relationship with the Horse-lords of Rohan. When 
  Thengel returned from Gondor to the halls of Meduseld, 
  Saruman was quick to travel to Edoras and welcome the new 
  King of the Mark and was received in kind. Indeed, Thengel 
  King has often sought the counsel of the White Wizard, never 
  failing to recognise the great advantage that derives from 
  a friendship with the Lord of Isengard. Saruman honours 
  Thengel by visiting him in Edoras from time to time, bringing 
  gifts and offering his services. 
  The relationships of Isengard with Gondor are somewhat 
  less favourable, as the Steward Ecthelion hasn’t fully 
  accepted Saruman’s rule over Orthanc. But Minas Tirith 
  has other concerns, and while several among the lords of 
  the South still counsel the Steward not to trust Saruman, 
  Ecthelion still receives him graciously, letting him study 
   to the White City. 
  The Magic of Saruman 
  Saruman is a powerful Wizard, deeply learned in the 
  making of magical rings and the creation of cunning 
  
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  isengard
  devices and machinery. Among his many weapons is 
  the great strength in his voice, as its very sound is an 
  enchantment capable of swaying the hearts and minds of 
  those who listen. When he speaks to allies or rivals, he 
  may choose to sound profoundly wise and reasonable, or 
  kind but firm when he commands his servitors. Regardless 
  of what Saruman is saying, none can refuse to comply to 
  a request or obey an order without a determined attempt 
  to reject his wishes. Saruman can also counterfeit his 
  appearance to look like one of his fellow Wizards if it suits 
  his purpose, or he may disguise himself as a harmless 
  old wanderer. He can also simply pass unnoticed when 
  travelling or when moving about his domain, as he is 
  capable of walking without making any sound. 
  Adventurers undertaking missions for Saruman frequently 
  notice unusual, albeit useful, behaviour in others. Greedy 
  associates turn suddenly generous. Reluctant allies 
  soon bend to even the strangest requests with little 
  argument. Companies find their marching speeds 
  inexplicably increased or notice that, even when 
  they travel over muddy ground, they leave no tracks. 
  The White Wizard might even equip a company with 
  some wondrous mechanical or alchemical device: a 
  lamp that explodes with a blasting fire when thrown 
  against a wall to open a passage; a small wooden 
  box containing an ointment capable of staunching 
  grievous wounds; a clockwork apparatus that can be 
  operated to open any lock.
  For those who wish to add OGL spells to their games of 
  Adventures in Middle-earth, Saruman might instruct 
  Player-heroes in the schools of Divination, Enchantment, 
  and Illusion.
  Saruman Ring-maker
  Saruman applied his lore and great skill as a smith 
  especially to the art of Ring-making. By the time of 
  the War of the Ring, the White Wizard has crafted 
  several rings and even wears one upon his finger. 
  None can say exactly what power he was able to 
  lay upon his creations, but it is sure that they must 
  have proportioned to the great stature of their 
  maker (but certainly a lesser essay in the art when 
  compared to the Rings of Power crafted by Sauron 
  or Celebrimbor). Loremasters are encouraged to 
  decide for themselves when Saruman started crafting 
  his own rings and how far in replicating Sauron’s 
  dark art he has gone, but the following description 
  may serve as an example (the example refers to 
  the rules for Wondrous Artefacts presented in the 
  Loremaster’s Guide). 
  The Rings of the White Hand
  These rings are personally given by Saruman the 
  Wise to his most trusted servants and allies and 
  most often only to members of the race of Men, 
  though he might possibly offer a Ring of the White 
  Hand to a Dwarf. 
  They appear as narrow bands of silver, set with 
  a small device: a small white hand upon a black 
  field. Such rings can be considered a Wondrous 
  Artefact possessing one Blessing (see page 127 of 
  the Loremaster’s Guide). This blessing is always 
  tied to one of the following skills: Intimidation, 
  Investigation, Persuasion, Stealth, Riddle, or 
  Traditions. 
  However, these rings are also cursed by Shadow-
  taint, though this curse is not apparent to the wearer 
  (their Shadow score is augmented by 1 point, see page 
  101 of the Rivendell Region Guide). 
  As with all Rings of Power, destroying a Ring 
  of the White Hand is nearly impossible, unless 
  the right manner to undo them is guessed. The 
  Loremaster is encouraged to determine the 
  nature of a ring’s undoing to suit their individual 
  campaign. 
  At the Loremaster’s will, a character who received 
  the title of Emissary of Saruman (see page 129) 
  might be offered a Ring of the White Hand. 
  
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  garnoc
  Garnoc is the most influential chieftain of the Men of the 
  Isen, a folk of Dunlendish blood dwelling in the Wizard’s 
  Vale. Over six feet in height, he is the most imposing 
  warrior among his clan. He wields a wickedly barbed spear 
  to hunt both fish and men, a weapon he wrenched from 
  the stiff fingers of the previous chieftain, an old, grizzled 
  warrior by the name of Guthar, who he challenged and 
  killed with his bare hands. 
  Garnoc is known among his people to be bold in both 
  word and action, but it is another of his qualities that 
  is determining his fate: he is ambitious. In his youth, 
  he led a small war-band that preyed on travellers 
  journeying to Isengard. After too many important 
  visitors had gone missing, the Wizard of Orthanc 
  himself sought Garnoc out. Garnoc had enough will to 
  strike at the Wizard with his sword, though it shattered 
  in his hand. Garnoc prepared himself for death, or 
  worse, but it did not come. Instead, Saruman bade 
  the brigand to walk with him. The White Wizard told 
  Garnoc many things that night and by the morning, he 
  was a loyal servant prepared to do his new master’s 
  bidding. 
  Today Garnoc secretly serves the White Wizard, who 
  instructed him on how to challenge old Guthar and take 
  his place as chieftain of his folk. Most of the time, all he has 
  to do is to keep guard over the Wizard’s Vale, watchful but 
  unseen, but once in a while his master issues instructions 
  by way of emissaries and sends Garnoc and his men to 
  spy upon the Horse-lords, to track the movement of Orcs 
  on the cliffs of Methedras, or to carry a message deep into 
  Dunland or beyond. 
  Garnoc is content to obey the will of the White Wizard, as 
  he receives many boons in return. His clan is the wealthiest 
  in the vale, and he and his men are considered above any 
  law and may do as they wish, taking anything, or anyone, 
  they desire without fearing repercussions. While Saruman 
  does not condone any more raids or robberies in his 
  domain, Garnoc likes to test the boundaries of his freedom, 
  and he has been responsible for the disappearance of a 
  number of herders and hunters who strayed too close to 
  the Wizard’s Vale. For the moment, he has been clever 
  enough to avoid being tracked by the scouts of the Second 
  Marshal of the Mark. 
  the Black warg of methedras
  A pack of vile Wargs has descended from the North 
  to dwell on the cliffs of Methedras, above the ring of 
  Isengard. For the moment, they have been clever enough 
  to avoid drawing the attention of the White Wizard or that 
  of the Shepherds of the Trees to the east. Instead, these 
  beasts only leave their caverns on the darkest nights and 
  follow the eastern banks of the Isen into the Westemnet, 
  searching for Man-flesh. 
  Their pack-leader is a great black Warg with glowing green 
  eyes that only comes out to stalk on moonless nights. His 
  breath is like ice and he can whisper in both his own foul 
  tongue and in the common speech of Men. Unbeknownst 
  to anyone, including Saruman, the Black Warg of 
  Methedras is a spy, sent from Mordor to watch over the 
  actions of the White Wizard and his allies. (See page 130)
  garnoc
  Medium Human (Evil Man) 
  STR 
  16 (+3)
  DEX 
  15 (+2)
  CON 
  19 (+4)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 
  13 (+1)
  Armour Class 16 (Hide, Shield)
  Hit Points  85 (10d8+40)
  Speed 30 ft
  Skills Animal Handling +4, Deception +3, Intimidation 
  +3, Survival +4
  Senses passive Perception 12
  Languages Dunlending, Westron
  Challenge 3 (700 XP)
  Hard Eyed. Garnoc is a proven killer. He scores critical 
  hits on a 18, 19 or 20 on an attack roll
  Actions
  Barbed Spear. Melee Weapon Attack: +5 to hit, reach 
  5 ft, one target. Hit: 7 (1d8+3) piercing damage and 
  the target is Grappled (escape DC 13). When a creature 
  escapes the Grapple, it takes 7 (1d8+3) piercing damage. 
  Garnoc can release the Grapple and cause this damage 
  by using his bonus action.
  Reactions
  Deadly Spear-Thrust. Garnoc may use his reaction to 
  make a single melee attack against a creature that has 
  just attacked him. If Garnoc inflicts a critical hit with this 
  attack, the target is knocked Prone as the blow strikes a 
  knee or other joint.
  
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  isengard
  The beast is cunning and sly, and does not reveal his 
  mission to anyone, including the wolves in his pack. 
  When it is time to send a report to his Dark Master, the 
  Black Warg of Methedras leaves his den alone and climbs 
  to the tallest cliffs of the mountain, to meet with Orcs 
  that hide there and serve as messengers. But the beast 
  is more than just a spy, and his wild instincts drive him 
  to hunt. Seeking to slake his thirst only when necessary, 
  he goes out with his pack exclusively on nights without 
  moon, but returns to his secret cave bringing back as 
  many live prisoners as possible, to question and then 
  devour them slowly. (See the description of the Black 
  Warg of Methedras on page 130).
  alfric, guard of isengard
  The dark-eyed warrior Alfric is stern and fell, even for a 
  warrior of the Riddermark. He grew to manhood within 
  a village of the Westfold Vale where mixed Dunlendish 
  and Rohirrim ancestry was common. While the villagers 
  saw their heritage as a strength, drawing on the best 
  of both peoples, the Dunlending raiders that burned it 
  saw them only as enemy Rohirrim. Wounded and left 
  for dead, Alfric awoke to the smell of charred timbers 
  and spilled blood gone stale. His fellow villagers 
  had all been either slain or taken as captives by the 
  Dunlendings. When Alfric approached an éored seeking 
  help, they accused him of having helped the raiders and 
  refused to listen to his pleas. Alfric was forced to flee for 
  his life. 
  Alfric wandered the Mark, forever wary of being caught 
  and tried as an outlaw, until his feet brought him before 
  the gates of Isengard. There, he found comfort in the 
  words of Saruman, who offered him a position among his 
  servants. Alfric repaid the kindness of the White Wizard 
  with hard work and gained his trust with unreserved 
  loyalty. Saruman eventually gave him an honoured 
  position among the guards of the gates of Isengard, a 
  place usually reserved only to those whose families have 
  served Saruman for many generations. 
  In his years of service, Alfric has proven to be dependable, 
  with a sharp memory for faces. He seldom speaks of it, 
  but a fierce resentment burns in him aimed at the folk of 
  Rohan. One day, he is sure, he will be able to repay them 
  for all they’ve done to him. 
  alfric
  Medium Human 
  STR 
  19 (+4)
  DEX 
  12 (+1)
  CON 
  16 (+3)
  INT 
  11 (+0)
  WIS 
  13 (+1)
  CHA 
  10 (+0)
  Armour Class 19 (Scale Hauberk, Great Shield)
  Hit Points 67 (9d8+27)
  Speed 30 ft
  Skills Perception +3, Riddle +2, Survival +3
  Senses passive Perception 13
  Languages Dunlending, Rohan, Westron
  Challenge 4 (1,100 XP)
  Defender of That Which He Loves (1/day). If Alfric is 
  fighting in defense of Isengard, he can use his bonus 
  action to gain 10 temporary hit points.
  Hatred (Rohirrim) (Recharge 5-6). Alfric hates the 
  Rohirrim and will attack them first. He use a bonus 
  action to gain Advantage on all attack rolls against 
  Actions
  Multiattack. Alfric makes two attacks with his axe.
  Axe. Melee Weapon Attack: +6 to hit, reach 5 ft, one 
  target. Hit: 8 (1d8+4) slashing damage or 9 (1d10+4) 
  slashing damage if used with two hands.
  Reactions
  Counterattack (Recharge 5-6). If an attack misses 
  Alfric, he can use his reaction to make an attack roll with 
  Advantage. He must be wielding a melee weapon and be 
  able to see his attacker.
  
  rohan region guide
  126
  dianach, doorwardern of orthanc
  Silver-haired and stooped with age, Dianach has served the 
  White Wizard almost all her life. She once belonged to the 
  Gáesela, the Dunlendish folk of the West-march of Rohan; 
  when she was a child, she dreamt of riding along with the 
  riders of Fengel King as a shieldmaiden, a fancy that her 
  family was quick to dispel. She would become the wife of a 
  fisherman, like her mother and her grandmother before her. 
  But Dianach was too wild and rebellious to accept such 
  a fate, and, once grown to a robust girl, she abandoned 
  her village to roam north, across the empty expanses of 
  Enedwaith and Eriador beyond. Several months later, by 
  the ruins of the bridge of Tharbad, she came upon the 
  White Wizard in his wanderings. 
  He smiled upon her fair face and listened to her story. 
  When she was finished telling it, Saruman told her that, 
  if she was able to find her way to the gates of Isengard, he 
  would have a place for her to stay. 
  Dianach has spent almost five decades in the service of 
  Saruman the White, as a scout while her youth sustained 
  her, and then as a doorwarden in the Tower of Orthanc. 
  She has seen many wonders in her long life, and heard 
  many secrets. None have escaped her lips in the presence 
  of strangers. Her tongue is much looser when the White 
  Wizard asks her to tell him about the latest news and 
  gossip that is spoken in his domain: old Dianach is the 
  favourite informer of Saruman, as she is quick of hearing 
  and her insight is deep. 
  Bocaern, keePer of the scriPtorium 
  Bocaern has been attending to the scriptorium of 
  Orthanc for as long as anyone in Isengard can recall. A 
  withered, shuffling old man with nothing but a wisp of 
  white hair crowning his otherwise bald head, he leans 
  heavily upon a staff and is always whispering to himself. 
  He is among the oldest servants of the folk of 
  Isengard in the service of Saruman, but since the 
  White Wizard is slow in giving his trust to anyone, 
  he is loath to let him go. But the day approaches, 
  and for a few years now when Bocaern is attending 
  to his duties, he is accompanied by Melmidoc, his 
  young apprentice. 
  Bocaern is found at all times in the scriptorium, always 
  chasing some long-delayed task that needs his attention. 
  He is greatly annoyed when asked for assistance by anyone 
  other than Saruman, but nonetheless he lends his aid. 
  Only when his master calls does he spring forward eagerly. 
  In spite of his mutterings, Bocaern is not a dotard. 
  He observes all that goes on in the scriptorium when 
  Saruman is receiving a visitor or his servants, and weighs 
  every single word uttered in the presence of his master. 
  Once they are gone, Saruman listens attentively to the 
  considerations of Bocaern, as the old man has proved 
  useful in judging the true colours of an individual more 
  than once. 
  geth, Bird master of saruman 
  Geth was once regarded as a great soothsayer and 
  wise man among the hills of Dunland, but that was 
  dianach
  Medium Human 
  STR 
  12 (+1)
  DEX 
  18 (+4)
  CON 
  10 (+0)
  INT 
  12 (+1)
  WIS 
  17 (+3)
  CHA 
  12 (+1)
  Armour Class 14
  Hit Points 22 (5d8)
  Speed 30 ft
  Skills Deception +5, Insight +5, Perception +7, 
  Persuasion +5, Riddle +3, Traditions +5
  Senses passive Perception 17
  Languages Dunlending, Rohan, Westron
  Challenge 1 (200 XP)
  Expert. Dianach doubles her Proficiency Bonus for 
  Deception, Perception, Persuasion, and Traditions 
  (included above).
  Quick of Hearing. Dianach is aware of any 
  conversations that occur in her presence as long as she 
  can either see or hear the creatures at all.
  Sneak Attack. Once per turn, Dianach deals an extra 
  3 (1d6) damage when she hits a target with a weapon 
  attack and has Advantage on the attack roll, or when 
  the target is within 5 feet of an ally of Dianach that isn’t 
  Incapacitated and she doesn’t have Disadvantage on the 
  attack roll.
  Actions
  Multiattack. Dianach makes two attacks with her 
  dagger.
  Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft, one 
  target. Hit: 6 (1d4+4) piercing damage.
  
  THINGS TO DO WHILE IN ISENGARD
  NEW FELLOWSHIP PHASE UNDERTAKINGS 
  127
  isengard
  before his dreams led him to the tall spires of Orthanc. 
  In his sleep he had been visited by the vision of great 
  clouds gathering to the east and taking the shape of a 
  blazing white hand. In his waking hours he attempted 
  to follow his dreams and eventually found his way to 
  the Wizard’s Vale. When he met Saruman there, Geth 
  recognised the white hand of his visions and dropped 
  to his knees before him. 
  Geth regards his master with a silent awe, bowing his head 
  whenever the Wizard’s name is spoken in his presence. 
  A man of few words, he mostly talks to the birds of the 
  rookery of Orthanc, speaking only in whispers to any other. 
  Saruman himself treats Geth with the gentle patience one 
  might offer to a good hunting dog, or a favourite hawk. 
  Bocaern
  Medium Human 
  STR 
  10 (+0)
  DEX 
  11 (+0)
  CON 
  11 (+0)
  INT 
  20 (+5)
  WIS 
  15 (+2)
  CHA 
  6 (-2)
  Armour Class 10
  Hit Points 18 (4d8)
  Speed 30 ft
  Skills History +9, Insight +6, Lore +9, Shadow-lore +9
  Senses passive Perception 12
  Languages Dunlending, Westron, Black Speech, Orcish, 
  Sindarin
  Challenge 1/4 (50 XP)
  Ceaseless Mutterings. Bocaern imposes Disadvantage 
  on any checks made to convince him to part with his 
  knowledge.
  Expert. Bocaern doubles his Proficiency Bonus for his 
  skills (included above).
  Reluctant Advisor. Bocaern will not provide Aid or 
  Research unless the requesting character succeeds at a 
  DC 15 Charisma or Intelligence check, or the requester 
  is Saruman.
  Actions
  Staff. Melee Weapon Attack: +2 to hit, reach 5 ft, one 
  target. Hit: 3 (1d6) bludgeoning damage or 4 (1d8) 
  bludgeoning damage if used with two hands.
  Aid. Bocaern can assist a character that can see and 
  hear him in a research task or during combat. He grants 
  Advantage to that character’s next ability check or attack 
  roll.
  Research. If Bocaern is in the scriptorium, he may 
  make an appropriate ability check at an appropriate 
  DC (usually 15 or higher) to provide information to the 
  requesting character.
  geth
  Medium Human 
  STR 
  12 (+1)
  DEX 
  17 (+3)
  CON 
  15 (+2)
  INT 
  10 (+0)
  WIS 
  16 (+3)
  CHA 
  8 (-1)
  Armour Class 13
  Hit Points 26 (4d8+8)
  Speed 30 ft
  Skills Animal Handling +7, Nature +4, Survival +5
  Senses passive Perception 13
  Languages Dunlending, Westron, The Language of Birds
  Challenge  1/4 (50 XP)
  Bird Friend. In combat, Geth can use his bonus action 
  to command one of his bird friends to aid him against all 
  attackers. Until the start of his next turn, all attack rolls 
  against him are at Disadvantage. The bird is too quick 
  and clever to be the target of any normal attack.
  Expert. Geth doubles his Proficiency Bonus for Animal 
  Handling and Nature (included above).
  Actions
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft, one 
  target. Hit: 5 (1d4+3) piercing damage.
  
  rohan region guide
  128
  things to do while in isengard
  ’…I rode to the foot of Orthanc, and came to the stair of 
  Saruman; and there he met me and led me up to his high 
  chamber.’ 
  As detailed on page 109, Saruman does not give leave to 
  enter his domain to everyone. Those who pass the ring-
  wall and are allowed to behold the Tower of Orthanc 
  discover that Isengard is unlike any realm ruled by Men, 
  Elves, or Dwarves, for its lord does not belong to any of 
  those races. 
  new fellowshiP Phase undertakings 
  ’They took me and they set me alone on the pinnacle of 
  Orthanc, in the place where Saruman was accustomed to 
  watch the stars.’
  Here follow several new Fellowship phase undertakings, 
  primarily concerning activities that may be chosen 
  exclusively 
  by 
  companions 
  who 
  are 
  spending 
  a Fellowship phase in Isengard. A number of 
  undertakings have already appeared in previous 
  supplements, but are repeated here for the sake of 
  convenience. 
  Open Isengard as a Sanctuary 
  If the Company has entered Isengard during an 
  Adventuring phase, the heroes may gain permission to 
  spend a first Fellowship phase there. If they wish to return, 
  they must all choose the Open Sanctuary undertaking. 
  Companions spending a Fellowship phase in Isengard 
  but who are not emissaries of Saruman are lodged in the 
  private rooms set in the southwestern section of the ring 
  wall. Their doors are locked at night. 
  In the later years of the canonical chronology (see 
  The Tale of Years, page 105, and Entering Isengard, 
  page 109) Saruman grows more suspicious and 
  might reconsider his policy concerning guests. The 
  Loremaster must decide how to feature this change of 
  attitude in their own campaign, but it is highly unlikely 
  that companions who have not opened Isengard as a 
  sanctuary prior to the year 2990 should be allowed to 
  do so after that date. 
  
  129
  isengard
  Meet Patron (Saruman) 
  Any company that has met Saruman must take him as 
  a patron and will be inclined to listen to what he has to 
  say. He asks little of his ‘followers’ ,save that they report 
  strange events, unusual rumours and the doings of 
  Gandalf the Grey… 
  During a Fellowship phase spent in Isengard, a 
  companion may choose this undertaking to deliver 
  information to the White Wizard and gain 1 Counsel die 
  in return. A Counsel die is a d4, and it can be added 
  to any Intelligence ability check. Once it is used, it is 
  expended. Unused Counsel dice are lost at the end of an 
  Adventuring phase.
  It is up to the Loremaster to determine if the tidings 
  delivered are deemed important by the White Wizard 
  or not (anything concerning Gandalf is important, for 
  example), and especially to what use Saruman will put 
  that information. 
  Receive Title (Emissary of Saruman) 
  A hero who Saruman has deemed useful, either because 
  of his actions or the information he has brought 
  before the White Wizard, may – with the Loremaster’s 
  permission – choose this undertaking to secure his 
  connection with Isengard. The companion receives 
  all the normal benefits connected to the Receive Title 
  undertaking described on page 201 of the Adventures 
  in Middle-earth Player’s Guide. 
  An Emissary of Saruman is granted a private room within 
  the ring-wall of Isengard, or one of the lower chambers 
  found in the lower levels of Orthanc. Regardless of the 
  level of trust that an emissary might think he enjoys in 
  the eyes of Saruman, they are rarely allowed to wander 
  about Isengard without a doorwarden accompanying 
  them (unless they wear a Ring of the White Hand, see 
  page 123).
  Learn Lore from Saruman 
  Companions spending the Fellowship phase in 
  Isengard may go and listen to the words of Saruman 
  the White, great among the Wise of Middle-earth. 
  Heroes who are emissaries of Saruman meet him in 
  the scriptorium, while any other hero listens to his 
  voice as he speaks from the lower balcony, or in the 
  grand hall of Orthanc. 
  A companion who has spent a Fellowship phase 
  conferring with Saruman can make a DC 10 
  Intelligence (History or Lore) check. On a success, 
  the hero gains two Counsel dice for the upcoming 
  Adventuring phase, or three dice if they succeeded by 
  5 or more. A Counsel die is a d4, and it can be added 
  to any Intelligence ability check. Once it is used, it is 
  expended. Unused Counsel dice are lost at the end of an 
  Adventuring phase.
  You can use Shadow-lore to make the check instead: you 
  receive three Counsel dice automatically. But Saruman’s 
  knowledge of the Enemy is uncomfortable lore, your hero 
  receives 1 Shadow point as well.
  (This activity is featured in Mirkwood Campaign, as the 
  Confer with Saruman undertaking). 
  Go See a Lore-master (Saruman) 
  In a game using the rules for magical treasure, a 
  character spending a Fellowship phase in Isengard 
  may choose the Go See a Lore-master undertaking to 
  learn what there is to be learnt about a magical item, 
  its origins and history. 
  The undertaking works as described on page 23 of 
  the Rivendell Region Guide supplement, unless it is a 
  Wondrous Artefact in the form of a ring. In that case, 
  Saruman will first unveil its secrets, but will then offer to 
  buy the ring from the companion, as he is very interested 
  in such artefacts, be they great or small. Should the 
  companion comply, Saruman will pay 2d6+13 gold pieces 
  if the ring possesses a single Blessing, or 3d6+27 gold 
  pieces for a ring with two Blessings or a Greater Blessing. 
  Should the companion refuse to sell the ring, Saruman 
  will not insist, but will hold a grudge and refuse to examine 
  any other objects brought to him by that companion in the 
  future (the companion will not be allowed to choose this 
  undertaking).
  
  DANGERS OF THE MARK
  THE BLACK WARG OF METHEDRAS
  FOES OF THE MARK
  rohan region guide
  130
  DANGERS OF THE 
  -MARK-
  The Riddermark borders with many dangerous lands 
  inhabited by ancient enemies, and in its darkest corners 
  dwell mysterious creatures that are even older. But even if it 
  appears less frightening, the edge of a Dunlendish spearhead 
  is as deadly as the claws of any savage Orc or Troll. 
  The kings of Edoras are obligated to fight many wars, as 
  they have many enemies that press on all sides. Though 
  they remember their history in song, both the lands of the 
  North and their ally Gondor seem far away when the warg 
  howls, the orcs march forth, and strange shapes move in 
  the shadowed woods.
  foes of the mark
  ’Death to the Strawheads! Death to the robbers of the 
  North!’
  The following pages present a series of new adversaries, 
  foes of the Lord of the Mark and his Men, and of all those 
  who come seeking his courts in peace.
  the Black warg of methedras
  A dark spirit inhabits the form of the Black Warg of Methedras, 
  an evil shade that feeds off the breath of the living and is 
  augmented by the deep shadows of the blackest nights. 
  the Black warg of methedras
  Large Fiend (Warg-kind)
  STR 
  21 (+5)
  DEX 
  18 (+4)
  CON 
  23 (+6)
  INT 
  17 (+3)
  WIS 
  15 (+2)
  CHA 
  13 (+1)
  Armour Class 18 (Deadly Elusiveness)
  Hit Points 115 (10d10+60)
  Speed 40 ft
  Skills Perception +5, Shadow-lore +6, Stealth +7
  Senses darkvision 60 ft, passive Perception 15
  Languages Wargspeech, Rohan, Dunlending, Westron
  Challenge 8 (3,900 XP)
  Deadly Elusiveness. The Black Warg’s AC is equal to 10 
  plus twice its Dexterity modifier.
  Shadow Walker. The Black Warg can disappear into even 
  the faintest shadow. It is Invisible in dim light or darkness.
  Actions
  Multiattack. The Black Warg makes two attacks: one 
  with its bite and one with its claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft, one 
  target. Hit: 12 (2d6+5) piercing damage. If the target is 
  a creature, it must make a DC 15 Constitution saving 
  throw or take 7 (2d6) necrotic damage and the Black 
  Warg regains the same number of hit points, up to its 
  maximum. 
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft, one 
  target. Hit: 11 (1d12+5) slashing damage. If the target is 
  a creature, it must make a DC 15 Strength saving throw 
  or be knocked Prone.
  Legendary Actions
  The Black Warg can take 2 legendary actions, choosing 
  from the options below. Only one legendary action 
  can be used at a time, and only at the end of another 
  creature’s turn. Spent legendary actions are regained at 
  the start of each turn.
  Bite. The Black Warg makes a Bite attack.
  Move. The Black Warg can move up to its speed.
  
  DUNLENDINGS
  131
  dangers of the mark 
  dunlending raider
  Medium Human
  STR 
  15 (+2)
  DEX 
  12 (+1)
  CON 
  17 (+3)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 
  7 (-2)
  Armour Class 13 (Leather Corslet)
  Hit Points 30 (4d8+12)
  Speed  30 ft
  Skills Athletics +4, Perception +3, Survival +3
  Senses passive Perception 13
  Languages Dunlending
  Challenge 1 (200 XP)
  No Quarter. When the Raider reduces a creature to 0 
  hit points, the target immediately fails one death saving 
  throw. 
  Hatred (Rohirrim) (Recharge 5-6). The Raider can use 
  a bonus action to gain Advantage on all attack rolls 
  against Rohirrim until the beginning of their next turn.
  Actions
  Multiattack. The Raider makes two melee attacks.
  Great Axe. Melee Weapon Attack: +4 to hit, reach 5 ft, 
  one target. Hit: 8 (1d12+2) slashing damage.
  Great Spear. Melee Weapon Attack: +4 to hit, reach 10 
  ft, one target. Hit: 8 (1d12+2) piercing damage..
  dunlendings
  The folk that the Rohirrim call the Dunlending are a diverse 
  folk, living in the lands beyond the Mark to the west of the 
  river Isen, and in the country between the Isen and Adorn, 
  the West-march. While differing in many subtle ways, 
  they share one common sentiment: they do not love the 
  Eorlingas. 
  Dunlending Raiders
  Sometimes, when a particularly harsh winter has passed 
  or a provocation from the hated Forgoil rouses them, the 
  Men of Dunland assemble war parties and descend swiftly 
  from their hills to plunder and kill, before retreating just 
  as quickly back into the mountain mists, where few dare 
  follow them. Some of these raiders carry Great Axes, 
  others favour Great Spears, but any one raider will have 
  one weapon or the other.
  
  rohan region guide
  132
  gáesela warrior
  Medium Human
  STR 
  11 (+0)
  DEX 
  16 (+3)
  CON 
  12 (+1)
  INT 
  11 (+0)
  WIS 
  15 (+2)
  CHA 
  10 (+0)
  Armour Class 17 (Leather Corslet, Shield)
  Hit Points 16 (3d8+3)
  Speed  30 ft
  Skills Athletics +4, Perception +3, Survival +3
  Senses passive Perception 13
  Languages Dunlending
  Challenge 1 (200 XP)
  Shield-strike (Recharge 5-6). If the Gáesala Warrior has 
  just hit with their weapon, they can use a bonus action 
  to slam their shield into the target. The creature takes 2 
  points of bludgeoning damage and must make a DC 11 
  Strength saving throw or become Prone.
  Actions
  Broadsword. Melee Weapon Attack: +5 to hit, reach 5 ft, 
  one target. Hit: 7 (1d8+3) slashing damage.
  Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 
  5 ft or range 20/60 ft, one target. Hit: 3 (1d6) piercing 
  damage or 4 (1d8) if used with two hands to make a 
  melee attack.
  Reactions
  Snake-like Speed. The Gáesala Warrior is adept at 
  avoiding injury and can use their reaction to halve the 
  damage on an attack that they are aware of
  Warriors of the Gáesela
  Proud in their old ways, the Dunlendings of the West-
  march of Rohan are more peaceful than their kin living in 
  the Dunland Fells, but they are just as quick to draw blood 
  if given a reason.
  Wulfing Riders
  The Wulfings bear the symbols of their mixed ancestry, the 
  old roots of their Dunlendish blood and their Northman 
  heritage. They will draw their blade on anyone who forgets 
  that one of their lords was once king of all Rohan.
  wulfing rider
  Medium Human
  STR 
  15 (+2)
  DEX 
  14 (+2)
  CON 
  16 (+3)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 
  11 (+0)
  Armour Class 17 (Corslet of Mail, Shield)
  Hit Points 52 (7d8+21)
  Speed  30 ft, 60 ft when mounted
  Skills: Intimidation +2, Perception +3, Survival +3
  Senses passive Perception 13
  Languages Dunlending, Westron
  Challenge 2 (450 XP)XP)
  Charge. The Rider’s Palfrey has the Charge feature (see 
  page 151). If the mount takes this action, the Rider gains 
  +4 to damage rolls until the end of their turn.
  Hatred (Rohirrim) (Recharge 5-6). The Rider can use 
  a bonus action to gain Advantage on all attack rolls 
  against Rohirrim until the beginning of their next turn.
  Mounted. The Wolfing Rider has a Palfrey as a mount 
  (see page 151).
  Actions
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 
  5 ft or range 20/60 ft, one target. Hit: 5 (1d6+2) piercing 
  damage or 6 (1d8+2) piercing damage if used with two 
  hands to make a melee attack.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft, 
  one target. Hit: 6 (1d8+2) slashing damage or 7 (1d10+2) 
  slashing damage if wielded with two hands
  
  GAZHÚR THREE-DEATHS
  ORCS OF THE WHITE MOUNTAINS
  133
  dangers of the mark 
  gazhúr three-deaths
  A black darkness loomed beyond, and in it glinted, here and 
  there, cold, sharp, remote, white as the teeth of ghosts, the 
  peaks of Ered Nimrais, the White Mountains of the Realm 
  of Gondor, tipped with everlasting snow.
  Gazhúr is the chief of the Orcs of the High Stone, a 
  band of canny marauders biding their time in the White 
  Mountains, waiting for a sign from their distant lord in 
  Mordor. 
  orcs of the white mountains
  After their defeat in the Battle of Azanulbizar, countless 
  Orcs fled south from the Misty Mountains. Many of these 
  took refuge in the White Mountains, becoming a plague 
  on the lands of the Mark until the last of them were finally 
  hunted down and slain by Folca King in 2863. Yet in some 
  hidden fortresses within the least accessible corners of the 
  White Mountains, Orcs remain, lean and hungry and kept 
  warm against the cold by the hate burning within their 
  breasts. 
  gazhúr three-deaths
  Medium Humanoid (Orc-kind)
  STR 
  20 (+5)
  DEX 
  13 (+1)
  CON 
  17 (+3)
  INT 
  10 (+0)
  WIS 
  17 (+3)
  CHA 
  17 (+3)
  Armour Class 18 (Orc Mail, Shield)
  Hit Points 67 (9d8+27)
  Speed  30 ft
  Skills Intimidation +5, Perception +5, Survival +5
  Senses darkvision 60 ft, passive Perception 15
  Languages Orcish, Dunlending, Westron
  Challenge 5 (1,800 XP)
  Bulky Armour. Gazhúr has Disadvantage on Dexterity 
  ability checks.
  Horrible Strength. If Gazhúr makes a successful melee 
  attack, he may use his bonus action to cause additional 
  damage equal to his Strength modifier (+5) to the target.
  Wicked Cunning (1/day). Gazhúr can use his bonus 
  action to activate this ability. For the remainder of the 
  combat, he has +3 to his Armour Class.
  Actions
  Multiattack. Gazhúr makes three attacks with his 
  scimitar.
  Orcish Scimitar. Melee Weapon Attack: +8 to hit, reach 
  5 ft, one target. Hit: 10 (2d4+5) slashing damage.
  Reactions
  Commanding Voice. Gazhúr can inspire his allies 
  with threats of retribution and torture. He may use 
  his reaction to utter a command or shout a warning 
  whenever a non-hostile creature he can see within 30 ft 
  makes an attack roll or saving throw. The target can add 
  a d6 Command die to that roll, provided it can hear and 
  understand the message. A creature can benefit from only 
  one Command die at a time, and creatures that possess 
  Commanding Voice cannot benefit from this effect.
  
  SERVANTS OF THE WHITE WIZARD
  DEFENDERS OF ISENGARD
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  defender of isengard
  Medium Human (Evil Men*)
  STR 
  17 (+3)
  DEX 
  12 (+1)
  CON 
  16 (+3)
  INT 
  10 (+0)
  WIS 
  11 (+0)
  CHA 
  13 (+1
  Armour Class 15 (Scale Hauberk)
  Hit Points 15 (2d8+6)
  Speed 30 ft
  Skills Perception +2, Traditions +2
  Senses passive Perception 12
  Languages Westron
  Challenge 1/4 (50 XP)
  Fell Speed. The Defender may take a bonus action to 
  Disengage and move up to its speed towards an enemy it 
  can see.
  Actions
  Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 
  5 ft or range 20/60 ft, one target. Hit: 6 (1d6+3) piercing 
  damage or 7 (1d8+3) piercing damage if used with two 
  hands to make a melee attack
  orc of the white mountains
  Medium Humanoid (Orc-kind)
  STR 
  15 (+2)
  DEX 
  18 (+4)
  CON 
  14 (+2)
  INT 
  7 (-2)
  WIS 
  11 (+0
  CHA 
  10 (+0)
  Armour Class 15 (Orcish Leathers)
  Hit Points 19 (3d8+6)
  Speed 30 ft 
  Skills Intimidation +2, Stealth +6
  Senses darkvision 60 ft, passive Perception 10
  Languages Orcish, Westron
  Challenge 1/2 (100 XP)
  Hatred (Rohirrim) (Recharge 5-6). The Orc can use 
  its bonus action to gain Advantage on all attack rolls 
  against Rohirrim until the beginning of its next turn.
  Pack Tactics. The Orc has Advantage on attack 
  rolls against a creature if at least one of the Orc’s 
  allies is within 5 feet of the creature and the ally isn’t 
  Incapacitated.
  Sunlight Sensitivity. While in sunlight, the Orc has 
  Disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Bent Sword. Melee Weapon Attack: +6 to hit, reach 5 ft, 
  one target. Hit: 7 (1d6+4) slashing damage.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 
  5 ft or range 20/60 ft, one target. Hit: 5 (1d6+2) piercing 
  damage or 6 (1d8+2) piercing damage if used with two 
  hands to make a melee attack.
  servants of the white wizard
  Many houses there were… Thousands could dwell there, 
  workers, servants, slaves, and warriors with great store of 
  arms; wolves were fed and stabled in deep dens beneath.
  defenders of isengard
  Many of Saruman’s most trusted servants belong to the 
  folk of Isengard, people who have lived all their lives under 
  the shadow of the Tower of Orthanc. Well-fed and trained, 
  they are loyal and dependable. 
  
  GOBLIN-MEN
  135
  dangers of the mark 
  *Over time, as Isengard fills with Uruk-hai, Wargs, and 
  worse, only Evil Men remain. But before this time, the 
  Defenders are true-hearted and honourable.
  goBlin-man
  Medium Humanoid (Orc-kind)
  STR 
  14 (+2)
  DEX 
  17 (+3)
  CON 
  13 (+1)
  INT 
  10 (+0)
  WIS 
  12(+1)
  CHA 
  11 (+0)
  Armour Class 13
  Hit Points 38 (7d8+7)
  Speed 30 ft
  Skills Deception +4, Insight +3, Perception +3, Stealth +7
  Senses darkvision 60 ft, passive Perception 13
  Languages Orcish, Westron
  Challenge 2 (450 XP)
  Deadly Shot. At the start of its turn, the Goblin-man 
  may use its bonus action to aim. Its speed becomes 0 and 
  it has Advantage on all ranged weapon attacks it makes 
  until the beginning of its next turn.
  Expert. The Goblin-man doubles its Proficiency Bonus 
  for Deception and Stealth (included above).
  Hard Eyed. The Goblin-man scores a critical hit on an 
  18, 19 or 20 on its attack roll.
  Sneaking (Recharge 6). The Goblin-man inflicts an extra 
  7 (2d6) damage to a target it hits with a weapon attack if 
  its target is within 5 feet of an ally of the of the creature.
  Actions
  Multiattack. The Goblin-man makes two attacks with its 
  jagged knife or bow of horn.
  Jagged Knife. Melee Weapon Attack: +5 to hit, reach 5 
  ft, one target. Hit: 5 (1d4+3) piercing damage and the 
  target must make a DC 13 Constitution saving throw or 
  take 9 (1d12+3) poison damage.
  Bow of Horn. Ranged Weapon Attack: +5 to hit, range 
  80/320 ft, one target. Hit: 6 (1d6+3) piercing damage 
  and the target must make a DC 13 Constitution saving 
  throw or take 10 (3d6) poison damage
  Reactions
  Survivor. When outnumbered by its opponents, the 
  Goblin-man always uses the Dodge action. When an 
  opponent misses it, it can make a single melee attack as 
  a reaction.
  goBlin-men
  Not obviously as Orc-like as the Half-orcs, Goblin-men 
  are able to pass as individuals of a particularly foul 
  appearance and temperament. They often work as spies 
  and emissaries for their master in Orthanc, due to their 
  ability to pass relatively unnoticed in civilised lands. From 
  Bree to Gondor, they skulk in the shadows and listen to 
  idle talk across Middle-earth before returning to Isengard. 
  
  ORCISH WOLF RIDER
  HALF-ORC
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  half-orc
  Medium Humanoid (Orc-kind)
  STR 
  16 (+3)
  DEX 
  13 (+1)
  CON 
  17 (+3)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 
  17 (+3)
  Armour Class 18 (Orc Mail, Shield)
  Hit Points 60 (8d8+24)
  Speed 30 ft
  Skills Intimidation +5, Perception +4
  Senses darkvision 60 ft, passive Perception 14
  Languages Orcish, Westron
  Challenge 3 (700 XP)
  Bulky Armour. The Half-orc has Disadvantage on 
  Dexterity ability checks.
  Hatred (Enemies of Saruman) (Recharge 5-6). The 
  Half-orc can use its bonus action to gain Advantage on 
  all attack rolls against its foes until the beginning of its 
  next turn.
  Actions
  Multiattack. The Half-orc makes two melee attacks.
  Orc-axe. Melee Weapon Attack: +5 to hit, reach 5 ft, 
  one target. Hit: 6 (1d6+3) slashing damage or 7 (1d8+3) 
  slashing damage if used with two hands.
  Long Spear. Melee Weapon Attack: +5 to hit, reach 10 ft, 
  one target. Hit: 8 (1d10+3) piercing damage.
  wolf rider
  Medium Humanoid (Orc-kind)
  STR 
  13 (+1
  DEX 
  12 (+1)
  CON 
  15 (+2)
  INT 
  10 (+0)
  WIS 
  16 (+3)
  CHA 
  11 (+0)
  Armour Class 15 (Hide, Shield)
  Hit Points 13 (2d8+4)
  Speed 30 ft (50 ft when mounted)  
  Skills Animal Handling +5, Perception +5, Survival +5
  Senses passive Perception 15
  Languages Orcish, Dunlending, Westron
  Challenge 1/4 (50 XP)
  Hatred (Enemies of Saruman) (Recharge 5-6). The 
  Rider can use its bonus action to gain Advantage on all 
  attack rolls against its foes until the beginning of its next 
  turn.
  Mounted. The Wolf Rider has a Wild Wolf as a mount 
  (see page 111 of the Loremaster’s Guide).
  Actions
  Orc-Axe. Melee Weapon Attack: +3 to hit, reach 5 ft, 
  one target. Hit: 4 (1d6+1) slashing damage or 5 (1d8+1) 
  slashing damage if wielded with two hands.
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 
  5 ft or range 20/60 ft, one target. Hit: 5 (1d6+1) piercing 
  damage or 5 (1d8+1) piercing damage if used with two 
  hands to make a melee attack.
  half-orc
  The more ill-favoured of Saruman’s creations are the 
  Half-orcs, creatures whose ancestry cannot be disguised. 
  Known also as Man-orcs, they are tall and ferocious, and 
  are often dispatched to assault enemies defending behind 
  an advantageous position, like a shield-wall formation for 
  example, as their reach is longer than that of most Orcs.
  orcish wolf rider
  In his later schemes against Rohan, Saruman plans 
  to employ companies of Orcs riding Wild Wolves to 
  oppose the horse-riding Rohirrim. These fast riders are 
  particularly suited as scouts and as plunderers, as they 
  can strike swiftly and return. 
  
  URUK-HAI SOLDIERS
  137
  dangers of the mark 
  uruk-hai soldier
  Medium Humanoid (Orc-kind)
  STR 
  19 (+4
  DEX 
  13 (+1)
  CON 
  18 (+4)
  INT 
  12 (+1)
  WIS 
  15 (+2)
  CHA 
  10 (+0)
  Armour Class 17 (Iron mail, Shield)
  Hit Points 42 (5d8+20)
  Speed 30 ft
  Skills Athletics +6, Perception +4, Survival +4
  Senses darkvision 60 ft, passive Perception 14
  Languages Orcish, Westron
  Challenge 2 (200 XP)
  Bulky Armour. The Uruk-hai has Disadvantage on 
  Dexterity ability checks.
  Horrible Strength. If the Uruk-hai makes a successful 
  melee attack, it can use a bonus action to cause 
  additional damage equal to its Strength modifier (+4) to 
  the target.  
  Unyielding (Recharge 5-6). The Uruk-hai can use its 
  bonus action to gain 8 temporary hit points.
  Actions
  Multiattack. The Uruk-hai makes two attacks with 
  either its sword or bow.
  Heavy Sword. Melee Weapon Attack: +6 to hit, reach 5 
  ft, one target. Hit: 8 (1d8+4) slashing damage.
  Short Bow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft, one target. Hit: 4 (1d6+1) piercing damage.
  uruk-hai soldiers
  We are the fighting Uruk-hai! We slew the great warrior. 
  We took the prisoners. We are the servants of Saruman the 
  Wise, the White Hand: the Hand that gives us man’s-flesh 
  to eat. We came out of Isengard, and led you here, and we 
  shall lead you back by the way we choose.
  Large and heavily muscled with fearsome features, 
  many of these evil-eyed Orcs serve Saruman the White. 
  They are equipped in Isengard, and are clad in heavy 
  iron mail and wield heavy broad-bladed swords. But 
  the Uruk-hai are not crude and savage as other Orcs. 
  They are clever monsters, sent to accomplish delicate 
  missions whose objectives are known only to the mind 
  who plotted them. 
  
  URUK-HAI CAPTAIN
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  138
  uruk-hai caPtain
  As tall as Men and wielding terrible weaponry, the 
  captains of the Uruk-hai know no mercy — even towards 
  their own soldiers. They are keen-minded and brutally 
  efficient, driving their ‘lads’ with a combination of cracking 
  whips and promised pain for those who do not follow 
  their orders. Those serving Saruman are unwaveringly 
  loyal to the White Hand and are often the only Orcs in a 
  given company who have any hint at the reasons behind a 
  mysterious command from their master. 
  uruk-hai caPtain
  Medium Humanoid (Orc-kind)
  STR 
  20 (+5)
  DEX 
  19 (+4)
  CON 
  21 (+5)
  INT 
  14 (+2)
  WIS 
  15 (+2)
  CHA 
  12 (+1)
  Armour Class 17 (Iron mail, Shield)
  Hit Points 95 (10d8+50)
  Speed 30 ft 
  Skills Intimidation +4, Perception +5, Survival +5
  Senses darkvision 60 ft, passive Perception 15
  Languages Orcish, Westron
  Challenge 5 (1,800 XP)
  Bulky Armour. The Uruk-hai Captain has Disadvantage 
  on Dexterity ability checks.
  Horrible Strength. If the Uruk-hai Captain makes a 
  successful melee attack, it can use a bonus action to 
  cause additional damage equal to its Strength modifier 
  (+6) to the target. 
  Unyielding (Recharge 5-6). The Uruk-hai Captain can 
  use its bonus action to gain 10 temporary hit points.
  Savage Assault. When the Uruk-hai Captain rolls an 
  18 or 19 on its attack roll, it may use a bonus action to 
  make a single additional melee attack against the same 
  opponent.
  Actions
  Multiattack. The Uruk-hai Captain makes two melee 
  attacks.
  Heavy Sword. Melee Weapon Attack: +8 to hit, reach 5 
  ft, one target. Hit: 9 (1d8+5) slashing damage.
  Whip. Melee Weapon Attack: +8 to hit, reach 10 ft, one 
  target. Hit: 7 (1d4+5) slashing damage.
  Reactions
  Commanding Voice. The Uruk-hai Captain can inspire 
  its allies with threats of its whip and associated pain. 
  It may use its reaction to utter a command or shout 
  a warning whenever a non-hostile creature it can see 
  within 30 ft makes an attack roll or saving throw. The 
  target can add a d6 Command die to that roll, provided 
  it can hear and understand the message. A creature 
  can benefit from only one Command die at a time and 
  creatures that possess Commanding Voice cannot benefit 
  from this effect.
  
  DWELLERERS IN ANCIENT PLACES
  DEAD MEN OF DUNHARROW
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  dangers of the mark 
  dead man of dunharrow
  Medium Undead
  STR 
  11 (+0)
  DEX 
  17 (+3)
  CON 
  12 (+1)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 
  11 (+0)
  Armour Class 13
  Hit Points 66 (12d8+12)
  Speed 30 ft
  Damage Resistances: acid, fire, lightning, thunder; 
  non-magical bludgeoning, piercing and slashing
  Damage Immunities cold, necrotic, poison
  Condition Immunities Charmed, Exhaustion, 
  Frightened, Grappled, Paralysed, Petrified, Poisoned, 
  Prone, Restrained
  Senses darkvision 60 ft, passive Perception 11
  Languages Those it knew in life
  Challenge 4 (1,100 XP)
  Black Dread. When forced to make a Wisdom saving 
  throw against the Dead Man, targets automatically have 
  Disadvantage on the roll.
  Cold be Hand and Heart. If the Dead Man strikes a 
  creature with its Spectral Weapons, it can use its bonus 
  action to cause an additional 4 (1d8) necrotic damage 
  and the target can’t regain hit points until the start of the 
  Dead Man’s next turn.
  Ghost-form. The Dead Man is insubstantial and cannot 
  be easily hurt by normal means. See the damage and 
  condition resistances and immunities above.
  Incorporeal Movement. The Dead Man can move 
  through other creatures and objects as if they were 
  difficult terrain. It takes 5 (1d10) force damage if it ends 
  its turn inside an object.
  Actions
  Multiattack. The Dead Man makes two melee attacks.
  Spectral Weapons. Melee Weapon Attack: +5 to hit, 
  reach 5 ft, one target. Hit: 6 (1d6+3) necrotic damage and 
  the target must make a DC 15 Wisdom saving throw (at 
  Disadvantage, see above) or become Frightened of the 
  Dead Man until the end of its next turn.
  dwellers in ancient Places
  ‘No, it is not evil; or what evil is in it is far away. I catch 
  only the faintest echoes of dark places where the hearts 
  of the trees are black. There is no malice near us; but 
  there is watchfulness, and anger.’
  While Rohan is a land of Men and full of the concerns 
  of that young race, older things lurk at its borders. Those 
  who leave the safety of the fields and houses might find 
  dreams and legends springing to life out of deep places or 
  the dark woods.
  dunharrow
  Under the shadows of black Dwimorberg, the Haunted 
  Mountain, lies the Door of the Dead. And they say that 
  the Dead are restless, especially since Sauron returned to 
  Mordor and relit the fires of Mount Doom.
  Dead Men of Dunharrow
  ‘I see shapes of Men and of horses, and pale banners like shreds 
  of cloud, and spears like winter-thickets on a misty night.’ 
  It is said that at times of great unquiet the shades of Dead 
  Men out of the Dark Years descend from the Haunted 
  Mountain in Harrowdale. The folk of the villages of 
  Upbourn and Underharrow then shut their doors fast, 
  and never go out at night. For the Oathbreakers do not 
  suffer any living person to tread the stony roads of the 
  valley when they are abroad. 
  
  FUNGAL TROLL
  GREAT BOAR OF EVERHOLT
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  140
  fungal troll
  Huge Giant (Troll-kind)
  STR 
  20 (+5)
  DEX 
  11 (+0)
  CON 
  25 (+7)
  INT 
  2 (-4)
  WIS 
  12 (+1)
  CHA 
  4 (-3)
  Armour Class 15 (natural armour)
  Hit Points 135 (10d12+70)
  Speed 20 ft
  Senses passive Perception 11
  Languages –
  Challenge 6 (2,300 XP)
  Infect. If the Fungal Troll makes a successful attack 
  roll, it may use its bonus action to force the target to 
  make a DC 15 Constitution saving throw, taking 18 
  (4d8) poison damage on a failure, or half as much on a 
  success.
  Stench. Any creature other than the Fungal Troll that 
  starts its turn within 5 feet of the Fungal Troll must 
  succeed on a DC 15 Constitution saving throw or be 
  Poisoned until the start of its next turn. On a success, the 
  creature is immune to the Troll’s Stench for 1 hour.
  Actions
  Multiattack. The Fungal Troll makes two attacks: one 
  with its bite and one crush.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft, one 
  target. Hit: 12 (2d6+5) piercing damage.
  Crush. Melee Weapon Attack: +8 to hit, reach 10 ft, one 
  target. Hit: 9 (1d8+5) bludgeoning damage.
  everholt
  The closest part of the Firien Wood is known as the 
  Everholt, and is famed for its boar hunts. But there are 
  rumours of a beast so huge and dangerous that it has 
  slain a king… 
  Great Boar of Everholt
  Is the fabled Boar of Everholt a myth, an undying 
  creature that lives to be hunted and slain only to return 
  to prowl the woods, or is it the progeny of a breed of 
  boars that once every century generates a specimen of 
  prodigious size? No one knows the truth, but the folk of 
  Eastfold can tell dozens of stories about the Great Boar 
  of Everholt. 
  fangorn forest
  Treebeard’s forest has a well-deserved reputation as 
  a place of danger. And there is deadly danger there, 
  especially for those who go on two legs, but not all of the 
  forest’s inhabitants are evil, just wary, for they know that 
  no one is entirely on their side.
  Fungal Troll
  Cave-trolls that linger too long in the depths of Nan 
  Mordeleb can change nearly beyond recognition, their 
  bodies becoming hosts to swarms of fungal infestations. 
  This softens their hide, making them (somewhat) easier 
  to damage, yet all but inures them to pain. The resulting 
  creatures are terrible to behold and perilous to fight. 
  great Boar of everholt
  Huge Beast (Nature Spirit)
  STR 
  21 (+5)
  DEX 
  11 (+0)
  CON 
  24 (+7)
  INT 
  2 (-4)
  WIS 
  12 (+1)
  CHA 
  10 (+0)
  Armour Class 14 (natural armour)
  Hit Points 135 (10d12+70)
  Speed 40 ft
  Senses passive Perception 11
  Languages –
  Challenge 6 (2,300 XP)
  Charge. If the Great Boar moves at least 20 ft straight 
  toward a target and then hits it with a tusk attack on the 
  same turn, the target takes an extra 14 (4d6) slashing 
  damage. If the target is a creature, it must succeed on 
  a DC 15 Strength saving throw or be thrown 20 ft and 
  knocked Prone.
  Fell Speed. The Great Boar may take a bonus action to 
  Disengage and move up to its speed towards an enemy it 
  can see.
  Actions
  Tusk. Melee Weapon Attack: +8 to hit, reach 5 ft, one 
  target. Hit: 12 (2d6+5) slashing damage.
  Reactions
  Great Might (Recharge 5-6). The Great Boar may 
  use its reaction when it takes damage from a melee or 
  ranged weapon attack: the damage is reduced by 5, to a 
  minimum of 1 point of damage taken.
  
  HUORNS
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  dangers of the mark 
  Huorns
  Whether they are Ents that have become too tree-ish, or trees 
  that have become too Entish, Huorns are unpredictable, 
  deadly beings. Unless they are watched at all times by a 
  Shepherd of the Trees, they are dangerous to anyone when 
  angry. While they seem slow when looked upon, they can 
  move very rapidly and travel across many miles in a short 
  time. When they move, they wrap themselves in shadow 
  and can reach a group of enemies before they even realise 
  that a wood is surrounding them. 
  There are several known kinds of Huorn. Dark-
  Hearted Huorns might be young trees awakened by 
  a deep hatred, or an ancient monster brooding over 
  uncounted centuries. Wandering Huorns are often 
  young trees whose hearts rapidly darkened and are 
  still quick of limb and root. Most dangerous are the 
  Huorns of Nan Modeleb, even the Onodrim cannot 
  understand their dark speech and they have rarely 
  seen the light of the Sun.
  
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  142
  dark-hearted huorn
  Huge Plant (Huorn)
  STR 
  19 (+4)
  DEX 
  5 (-3)
  CON 
  15 (+2)
  INT 
  6 (-2)
  WIS 
  12 (+1)
  CHA 
  5 (-3)
  Armour Class 13 (natural armour)
  Hit Points 68 (8d12+16)
  Speed 20 ft
  Senses blindsight 30 ft, passive Perception 11
  Languages Entish
  Challenge 3 (700 XP)
  Crush. The Huorn can use its bonus action to deal 10 
  (1d12+4) bludgeoning damage to a Grappled creature.
  False Appearance. While the Huorn remains 
  motionless, it is indistinguishable from a normal tree.
  Fear of Fire. Huorns are fearful of fire. If a torch or other 
  flame comes within 10 feet of them, the Huorn suffers 
  Disadvantage on its attack rolls.
  Hatred (Those that go on two legs) (Recharge 5-6). 
  The Huorn can use its bonus action to gain Advantage 
  on all attack rolls against creatures on two legs until the 
  beginning of its next turn.
  Wrapped in Shadow. The Huorn can use a bonus action 
  to summon a concealing mist. Within 30 ft of the Huorn, 
  there is only dim light even during the brightest day and 
  only magical light can temporarily dispel the effect.
  Actions
  Bough Lash. Melee Weapon Attack: +6 to hit, reach 10 
  ft, one target. Hit: 13 (2d8+4) bludgeoning damage and 
  the target must make a DC 14 Strength saving throw or 
  become Grappled (Escape DC 14).
  wandering huorn
  Huge Plant (Huorn)
  STR 
  17 (+3)
  DEX 
  11 (+0)
  CON 
  13 (+1)
  INT 
  7 (-2)
  WIS 
  10 (+0)
  CHA 
  7 (-2)
  Armour Class 14 (natural armour)
  Hit Points 52 (7d12+7)
  Speed 30 ft
  Senses blindsight 30 ft, passive Perception 10
  Languages Entish
  Challenge 2 (450 XP)
  Crush. The Huorn can use its bonus action to deal 9 
  (1d12+3) bludgeoning damage to a Grappled creature.
  False Appearance. While the Huorn remains 
  motionless, it is indistinguishable from a normal tree.
  Fear of Fire. Huorns are fearful of fire. If a torch or other 
  flame comes within 10 feet of them, the Huorn suffers 
  Disadvantage on its attack rolls.
  Wrapped in Shadow. The Huorn can spend its bonus 
  action to summon a concealing mist. Within 30 ft of the 
  Huorn there is only dim light even during the brightest 
  day and only magical light can temporarily dispel the 
  effect.
  Actions
  Bough Lash. Melee Weapon Attack: +5 to hit, reach 10 
  ft, one target. Hit: 7 (1d8+3) bludgeoning damage and 
  the target must make a DC 13 Strength saving throw or 
  become Grappled (Escape DC 13).
  
  143
  dangers of the mark 
  huorn of nan mordeleB
  Huge Plant (Huorn)
  STR 
  21 (+5)
  DEX 
  4 (-3)
  CON 
  19 (+4)
  INT 
  12 (+1)
  WIS 
  15(+2)
  CHA 
  3 (-4)
  Armour Class 12 (natural armour)
  Hit Points 94 (9d12+36)
  Speed 25 ft
  Damage Resistance non-magical bludgeoning and 
  piercing (see below)
  Senses blindsight 30 ft, passive Perception 12
  Languages Entish 
  Challenge 6 (2,300 XP)
  Crush. The Huorn can use its bonus action to deal 11 
  (1d12+5) bludgeoning damage to a Grappled creature.
  False Appearance. While the Huorn remains 
  motionless, it is indistinguishable from a normal tree.
  Wood-like Hide. The Huorn’s bark-like skin provides 
  resistance to non-magical bludgeoning and piercing 
  damage. 
  Wrapped in Shadow. The Huorn can spend its bonus 
  action to summon a concealing mist. Within 30 ft of the 
  Huorn there is only darkness even during the brightest 
  day and only magical light can temporarily dispel the 
  effect.
  Actions
  Multiattack. The Huorn makes two attacks with its 
  boughs.
  Bough Lash. Melee Weapon Attack: +8 to hit, reach 10 
  ft, one target. Hit: 18 (3d8+5) bludgeoning damage and 
  the target must make a DC 15 Strength saving throw or 
  become Grappled (Escape DC 15).
  
  THE PALE ONES
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  144
  Pale one
  Small Humanoid (Orc-kind)
  STR 
  11 (+0)
  DEX 
  16 (+3)
  CON 
  17 (+3)
  INT 
  10 (+0)
  WIS 
  12(+1)
  CHA 
  6 (-2)
  Armour Class 14 (Orcish Leathers)
  Hit Points 13 (2d6+6)
  Speed 25 ft 
  Saves Constitution +5
  Skills Stealth +5, Survival +3
  Senses darkvision 60 ft, passive Perception 11
  Languages Orcish, Westron
  Challenge 1/2 (100 XP)
  Delirium. As a bonus action, the Pale One can ingest 
  the poison it uses on its weapons. It becomes Poisoned 
  for 1 minute but also has Advantage on Constitution 
  saving throws during this time.
  Determination. If damage reduces the Pale One to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage is 
  radiant or from a critical hit. On a success, the Pale One 
  drops to 1 hit point instead.
  Hate Sunlight. The Pale One despises the cleansing 
  light of the Sun. If it is exposed to direct bright sunlight, 
  it takes 3 (1d6) psychic damage each round.
  Actions
  Jagged Knife. Melee Weapon Attack: +5 to hit, reach 5 
  ft, one target. Hit: 5 (1d4+3) piercing damage and the 
  target must make a DC 13 Constitution saving throw or 
  become Poisoned for 1 minute.
  Bow of Horn. Ranged Weapon Attack: +5 to hit, range 
  80/320 ft, one target. Hit: 6 (1d6+3) piercing damage. 
  The victim must also make a DC 13 Constitution saving 
  throw or become Poisoned for 1 minute.
  the Pale ones
  Long ago, a small tribe of 
  Goblins passed beneath the 
  shadow of the mountains and 
  slipped past the Ents into the 
  gloom of Nan Mordeleb. As they 
  supped on sickly toadstools, 
  they changed, down in the 
  dark. They lost much of their 
  fears and gained a feral, vicious 
  cunning even by the standards 
  of their own cruel race. 
  
  STONECLAWS THE BEAR
  145
  dangers of the mark 
  stoneclaws the Bear
  Raised from a cub on the draughts 
  of the Ents, Stoneclaws is a (mostly) 
  benevolent sight within the forest. Woe 
  betide any who provoke or attack him, 
  however. 
  stoneclaws the Bear
  Huge Beast
  STR 
  20 (+5)
  DEX 
  10 (+0)
  CON 
  18 (+4)
  INT 
  5 (-3)
  WIS 
  14(+2)
  CHA 
  9 (-1)
  Armour Class 12 (natural armour)
  Hit Points 84 (8d12+32)
  Speed 40 ft, climb 20 ft
  Skills Perception +4
  Senses blindsight 30 ft, passive Perception 14
  Languages –
  Challenge 3 (700 XP)
  Fearsome Bellow. As a bonus action Stoneclaws may 
  roar at a target within 20 ft. That target must make a DC 
  15 Wisdom saving throw or become Frightened of the 
  bear until the end of Stoneclaws’ next turn.
  Keen Smell. Stoneclaws has Advantage on Wisdom 
  (Perception) checks that rely on smell.
  Actions
  Multiattack. Stoneclaws makes two attacks: one with 
  its bite and one with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft, one 
  target. Hit: 10 (1d10+5) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft, one 
  target. Hit: 15 (3d6+5) slashing damage and the target 
  must make a DC 15 Strength saving throw or become 
  Prone.
  
  THE HORSE AND THE RIDER
  rohan region guide
  146
  THE HORSE AND
  - THE RIDER-
  ’…there are no horses like those that are bred in that 
  great vale between the Misty Mountains and the White.’ 
  The horses bred by the Rohirrim are mighty steeds. Swift, 
  clever, and strong, they are worthy of the great praise 
  bestowed upon them. Indeed, their fame extends far beyond 
  the borders of the Mark, and the Eorlingas love them next 
  to their kin. To the Rohirrim, their horses embody many of 
  the qualities that they value in themselves: power, grace, 
  beauty, and the freedom to live as they choose. Horse and 
  rider share the same roots, for the horses of Rohan were 
  first bred in the fields of the North centuries ago, and they 
  reached the lands of the South together, when the Sons of 
  Eorl rode from the Vales of Anduin to enter battle upon the 
  Field of Celebrant. 
  masters of horses
  No folk was more suited to the wide, green plains of 
  Calenardhon than the horse-riding Eorlingas, and no trade 
  could prosper better than the breeding of their mounts. 
  The Rohirrim descend from the Men of Rhovanion, a 
  powerful confederation of Northmen already famed 
  centuries ago for their skill as tamers of the wild horses 
  that once roamed free and in great number on the plains 
  to the east of the Greenwood. These were originally hardy 
  beasts, not very tall, more suited to the drawing of wains 
  than as mounts. But by the time the Northmen moved 
  to what is now the Vales of Gundabad, they already had 
  with them several breeds of horses fit for riding that they 
  had bred themselves, separating the best animals from 
  their wilder kin. 
  It was by the shores of the Great River that the Northmen 
  would truly become known as the ‘Horse-folk’, and their 
  land as the ‘Horse-land’. For in those regions they found 
  many horses of great virtue, swift beasts roaming free in 
  the narrow dales along the Misty Mountains and under 
  the western eaves of the forest. In a handful of years the 
  Northmen managed to tame many wild stallions and 
  strong mares, which they mated with the best horses 
  they had brought from the plains of the East. Over the 
  turn of a few generations, the quality of the steeds of the 
  Éothéod surpassed that of any riding horse to be found in 
  Wilderland. 
  The horses that the Rohirrim ride today descend from 
  those exceptional steeds that the Northmen bred when 
  their world was young, and their many bloodlines have 
  been strengthened further when Eorl brought his folk 
  south to Calenardhon and more exotic breeds were 
  brought over as gifts from Gondor and from the far 
  South. 
  Horse-herds
  The majority of households in the Mark have at least one 
  member of the family devoted full-time to the training 
  of horses, though more well-off or noble families are 
  likely to have several, and each member has a share in 
  their upkeep. From an early age, children learn to be 
  comfortable around the large beasts and how best to 
  care for them. Indeed, more than a few riders will readily 
  declare that they learned to ride before they ever learned 
  to walk. A horse’s primary rider is considered to be the 
  horse’s ‘master’ and ultimately responsible for their well-
  being in the eyes of their fellow Eorlingas. A horse that is 
  unwell will draw immediate concern and frequently wise 
  counsel from other horse-herds. A steed that is clearly 
  mistreated will bring active scorn and condemnation. 
  To the Eorlingas, then, horses are family, friends, and 
  brothers-in-arms, valued as much as any of their fellows. 
  Any given rider will not just know the name and character 
  of their own horse, but also the names and dispositions 
  of all of their comrades’ horses as well. The qualities of 
  various exceptional horses are well known and widely 
  discussed, even praised in song; occasionally the fame of 
  certain horses has even superseded that of their rider! 
  When the Eorlingas prepare for battle, they carefully 
  braid the manes of their horses to the left of their neck, 
  to bind up their hair so it does not get in their way when 
  unsheathing a sword or to avoid it getting grabbed too 
  easily by an assailant. The most superstitious riders tie 
  an odd number of plaits on male horses and an even 
  number of plaits on mares, to attract good luck. Warriors 
  frequently lavish as much care on their horses’ looks and 
  equipment as their own. Most steeds bear intricately 
  tooled saddles and some sport colourful ribbons wound 
  through their hair.
  
  HANDLING HORSES
  147
  the horse and the rider
  The Éored
  When they are called to the Muster of the King’s Host, 
  all eiders in a household who have been fully trained for 
  war ride as a unit, the éored, led by a captain. In times of 
  war, each full éored counts not less than 120 warriors on 
  horseback, and is reckoned to be one hundredth part of 
  the éoherë, the Full Muster of Rohan, led by the Lord of 
  the Mark and the knights of his own household. In times 
  of peace, the vast majority of such units are not kept in 
  active service, with the exception of the Household of the 
  King himself and those of the Marshals of the Mark, but 
  every rider is expected to train and exercise regularly. 
  While many among the Rohirrim ride upon horses, not 
  every inhabitant of the Mark goes to war on horseback. 
  For every soldier well-horsed and fully armed, there are 
  as many warriors on foot or with ponies, carrying sword 
  and shield, or bow and spear, scouts, and hunters of the 
  mountain-dales. When the full Muster of Rohan is called 
  by the Lord of the Mark, the riders will be ready to ride to 
  battle far away, to leave the footmen to defend the strong 
  places of the land. 
  The Mearas 
  No horse bloodline is more renowned than the one sired 
  by Felaróf, the Mansbane. Felaróf was the white stallion 
  of Eorl the Young himself, a wild horse that he claimed 
  as his steed as weregild after Felaróf had killed his father, 
  Léod. It was upon his strong back that Eorl rode onto 
  the Field of Celebrant, and it is Felaróf that is depicted 
  on the flag of Rohan. Felaróf was more intelligent and 
  stronger than any other stallion of his age or since. He 
  lived as long as Eorl himself and was buried with him 
  beneath the first mound before Edoras. So exceptional 
  was he in every way that some say he must have 
  descended from steeds brought over from the Undying 
  West during the First Age. His descendants are called 
  the Mearas, horses without equal, ridden only by the 
  King of the Mark.
  handling horses
  Most Free Folk living in Middle-earth, and indeed many 
  creatures serving the Shadow, ride upon the back of swift 
  horses, to travel swiftly across the land or to gain an edge 
  over their adversaries in combat. Hobbits and Men, Elves 
  and Dwarves all ride upon a mount of choice, from the 
  overburdened ponies of wandering Dwarves and Hobbits, 
  to the great horses of the Eorlingas, and the magnificent 
  steeds of the Elves. 
  the riding check
  In Adventures in Middle-earth, mounted companions 
  do not need to make a roll whenever they sit astride 
  a horse or a pony, but only when they attempt some 
  difficult horsemanship task, or when the Loremaster 
  
  ACQUIRING HORSES
  RIDING ON A JOURNEY
  rohan region guide
  148
  calls for a Riding check. A hero can either use Strength 
  (Athletics) or Wisdom (Animal Handling) to make the 
  check. However, there may be circumstances that allow 
  a player to make a case for a different skill; horses are 
  intelligent and perceptive animals, and they develop a 
  very tight relationship with their riders; moreover, in the 
  novels, horses and ponies seem to relate to their owners 
  in even deeper and subtler ways. Considering this point 
  of view, a rider might try to calm their skittish horse using 
  Persuasion, for example, or push a horse to climb over 
  a narrow ledge bordering a cliff using Intimidation or 
  even Performance.
  Mounting or dismounting, or setting a horse to trot, 
  canter, or gallop, are all activities that are considered 
  ordinary for a rider. An action involving riding or 
  handling a horse requires a die roll whenever a player 
  is proposing a feat that effectively pushes a mount to do 
  something dangerous, like jumping over a high obstacle 
  or across a wide gap. If the check fails, the horse is 
  daunted and refuses to obey. (For example, a horse might 
  stop in its tracks in front of the obstacle it was supposed 
  to jump over.) 
  Heroes do not need to make Riding checks in combat 
  situations for a mount with the Trained Warhorse 
  feature. Loremasters might well ask for Riding checks for 
  steeds that are not accustomed to battle, in order to keep 
  the horse from fleeing the area.
  riding on a Journey
  Horses can make for swift travel. Riding a horse doubles 
  the distance that can be covered each day (40 miles, see 
  Adventures in Middle-earth Player’s Guide, page 176). 
  However, if half or more of the Company’s mounts have 
  2 or more levels of Exhaustion, then the heroes can travel 
  only 20 miles per day.
  Horse-roads
  Not all paths and roads are suited for riding, and travelling 
  across the wilderness on horseback does not always 
  yield the benefits a traveller might expect from a swift-
  footed mount. Loremasters wishing to better represent 
  the hardiness of traversing difficult terrains should allow 
  a riding companion to travel for 40 miles each day only 
  when the chosen route is traced across very easy, easy, or 
  moderate terrain.
  acQuiring horses
  They dismounted, and as grooms took Shadowfax and 
  the other horse, they walked forward to the sentinel at 
  the gate...’ 
  Companions without a mount and Riders of Rohan 
  wishing to enrich their stables may buy a horse from a 
  merchant at a market or from a horse-breeder, if they 
  happen to find one during the Adventuring phase, or they 
  may do so as part of their activities during a Fellowship 
  phase. In either case, the hero must find themselves in 
  an appropriate location, most likely a settlement of the 
  Free Peoples, and then consult the Types of Horses table 
  at the bottom of the page. All prices listed in the table 
  are to be considered minimums: the value of a horse 
  may rise considerably should it display some especially 
  uncommon feature, in particular colouring that varies 
  from ‘bay’ (a red-brown coat turning to black in the 
  mane and near the hooves). White or black horses are 
  particularly prized; as are dappled horses, a sign of 
  having southern blood, rarer and more exotic in the 
  northeast of Middle-earth. 
  A Wealth of Horses 
  Horses are amazing animals: they provide milk, a 
  strong back, and near unflagging strength. In times 
  of war, they stand as one of the most potent weapons 
  on Middle-earth. The fact that all households of 
  the Mark have at least one horse trainer devoted 
  to breeding and preparing mounts for battle speaks 
  volumes about the warlike nature of the Eorlingas. 
  In Rohan, the distinction between more or less 
  prestigious households is not drawn between those 
  who keep horses and those that do not, but rather, 
  between owners of a greater or lesser wealth of them 
  and the quality of their mounts.
  
  CHARACTERISTICS OF HORSES
  149
  the horse and the rider
  Borrowing Horses
  Heroes travelling on foot in the Riddermark may ask 
  to borrow a mount from a horse-herd or local lord, or 
  even be lent one should they appear to need it. Such a 
  hero must possess a sufficient status to be considered 
  trustworthy by the horse owner. This score is found 
  on the Types of Horses table below, under the Status 
  column. A foreign hero must have a Proficiency Bonus 
  equal to or higher than the horse’s Status to be deemed 
  worthy. Horseless Riders of Rohan may borrow a horse 
  one step higher than foreign heroes, if they cannot 
  instead acquire a mount from their own herds.
  Should a hero be found by the King’s Guard riding a 
  mount not fit for their standing, they will be questioned at 
  spearpoint and imprisoned if unable to provide sufficient 
  justification. 
  characteristics of horses
  Horses differ from each other on many accounts: their 
  colour, stature, temper, and swiftness, and they are 
  all put to different uses, based on their capabilities. 
  The Types of Horses table below summarises the 
  various kinds of horses and lists their relevant 
  characteristics.
  name
  name in 
  rohan
  tyPe
  tyPes of horses
  size
  Price
  status
  Affer
  Stot
  Draught horse
  A horse fit to pull carts
  Large
  10s
  0
  Courser
  Courser
  Fine-bred steed
  A horse fit for a noble.
  Large
  4g
  4
  Destrier
  Eoh
  Warhorse
  A horse fit for a hero.
  Large
  6g
  5
  —
  Mearh
  Royal horse
  A horse fit for a king.
  Large
  —
  6
  Palfrey
  Radhors
  Travel horse
  A horse fit for a journey
  Large
  2g
  2
  Pony
  —
  Smallest horse 
  breeds
  A small horse breed preferred by Hobbits
  Medium
  8s
  0
  Rouncy
  Hors
  Riding horse
  A horse fit to ride comfortably
  Large
  3g
  3
  Sumpter
  Seamhors
  Pack-horse
  A horse fit to carry luggage
  Large
  15s
  1
  Affer (Stot)
  These are working horses, used for pulling wagons to 
  market or as a plough through rough ground. Whil e 
  steady and well-muscled, they are rarely trained to take 
  riders and are slower than other breeds.
  affer
  Large Beast
  STR 
  16 (+3
  DEX 
  10 (+0)
  CON 
  12 (+1)
  INT 
  2 (-4)
  WIS 
  11 (+0)
  CHA 
  4 (-3)
  Armour Class 10
  Hit Points 19 (3d10+3)
  Speed 40 ft
  Senses passive Perception 10
  Challenge 1/8 (25 XP)
  Untrained for Combat. An Affer will not engage in 
  combat if it has a rider and will take the Dash or Dodge 
  action to escape combat. It only attacks with its hooves if 
  it has no other option.
  Actions
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft, one 
  target. Hit: 8 (2d4+3) bludgeoning damage.
  
  rohan region guide
  150
  destrier
  Large Beast
  STR 
  18 (+4)
  DEX 
  14 (+2)
  CON 
  15 (+2)
  INT 
  2 (-4)
  WIS 
  12 (+1)
  CHA 
  7 (-2
  Armour Class 12
  Hit Points 30 (4d10+8)
  Speed 60 ft
  Senses passive Perception 11
  Challenge 1 (200 XP)
  Trained Warhorse. In addition to the normal actions of 
  a controlled mount, a rider may instruct the Destrier to 
  Charge or Attack with its Hooves.
  Actions
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft, 
  one target. Hit: 11 (2d6+4) bludgeoning damage. If 
  the Destrier bears a rider when it attacks, the rider 
  must make a DC 10 Dexterity saving throw to remain 
  mounted.
  Charge. When the Destrier takes this action, it gains 
  additional movement equal to its speed. It must expend all 
  of its movement this round. A rider that takes the Attack 
  action during their turn gains +4 to their damage rolls.
  Courser (Steda)
  When the Riddermark goes to war, it does so on the back 
  of its stedan, its warhorses. They are strong and brave 
  animals, used to combat and the hunt. A wealthy horse-
  herder has many coursers in their fields.
  Destrier (Eoh)
  The Destrier is the pinnacle of the Mark’s horse-breeding, 
  for the Mearas have their own family lines. They are 
  exceptional warhorses, as strong and powerful as the best 
  found in any other land. In battle, they lead the charge.
  Mearh
  While the Eoh of the Mark are the rival of any other land, 
  there are no other horses like the Mearas in Middle-earth. 
  In them is some memory of the morning of the world: light 
  is their footfall and they are as swift as the wind. Their line 
  is as long and storied as the kings of Rohan, whom they 
  bear in battle.
  courser
  Large Beast
  STR 
  16 (+3)
  DEX 
  12 (+1)
  CON 
  14 (+2)
  INT 
  2 (-4)
  WIS 
  12 (+1)
  CHA 
  7 (-2)
  Armour Class 11
  Hit Points 22 (3d10+6)
  Speed 60 ft
  Senses passive Perception 11
  Challenge 1/4 (50 XP)
  Trained Warhorse. In addition to the normal actions of 
  a controlled mount, a rider may instruct the Courser to 
  Charge or Attack with its Hooves.
  Actions
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft, 
  one target. Hit: 10 (2d6+3) bludgeoning damage. If 
  the Courser bears a rider when it attacks, the rider 
  must make a DC 10 Dexterity saving throw to remain 
  mounted.
  Charge. When the Courser takes this action, it gains 
  additional movement equal to its speed. It must expend all 
  of its movement this round. A rider that takes the Attack 
  action during their turn gains +4 to their damage rolls.
  mearh
  Large Beast
  STR 
  20 (+5)
  DEX 
  18 (+4)
  CON 
  17 (+3)
  INT 
  10 (+0)
  WIS 
  16 (+3)
  CHA 
  15 (+2)
  Armour Class 14
  Hit Points 68 (8d10+24)
  Speed 65 ft
  Skills Perception +5, Stealth +6, Survival +5
  Senses passive Perception 15
  Challenge 4 (1,100 XP)
  Trained Warhorse. In addition to the normal actions of 
  a controlled mount, a rider may instruct the Mearh to 
  Charge or Attack with its Hooves.
  Actions
  Multiattack. A riderless Mearh can make two attacks with 
  its hooves.
  Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft, one 
  target. Hit: 14 (2d8+5) bludgeoning damage. If the Mearh 
  bears a rider when it attacks, the rider must make a DC 7 
  Dexterity saving throw to remain mounted.
  Charge. When the Mearh takes this action, it gains 
  additional movement equal to its speed. It must expend all 
  of its movement this round. A rider that takes the   Attack 
  action during their turn gains +6 to their damage rolls.
  Reactions
  Uncanny Dodge. The Mearh is adept at avoiding injury 
  and can use its reaction to halve the damage from an 
  attack that it is aware of.
  
  151
  the horse and the rider
  Palfrey
  Large Beast
  STR 
  14 (+2)
  DEX 
  15 (+2)
  CON 
  12 (+1)
  INT 
  2 (-4)
  WIS 
  10 (+0)
  CHA 
  5 (-3)
  Armour Class 12
  Hit Points 14 (2d10+2)
  Speed 60 ft
  Senses passive Perception 10
  Challenge 1/8 (25 XP)
  Trained Mount. In addition to the normal actions of 
  a controlled mount, a rider may instruct the Palfrey to 
  Charge. A mounted Palfrey will not attack with its hooves.
  Actions
  Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft, one 
  target. Hit: 7 (2d4+2) bludgeoning damage.
  Charge. When the Palfrey takes this action, it gains 
  additional movement equal to its speed. It must expend all 
  of its movement this round. A rider that takes the Attack 
  action during their turn gains +4 to their damage rolls.
  Palfrey (Radhors)
  A Palfrey is an excellent breed of horse for those who 
  find themselves on long journeys and in dangerous 
  circumstances. They can be trained to endure the terrors 
  of combat, and their steady gait welcomes a rider who will 
  spend all day in the saddle. 
  Pony
  Medium Beast
  STR 
  15 (+2)
  DEX 
  10 (+0)
  CON 
  13 (+1)
  INT 
  2 (-4)
  WIS 
  11 (+0)
  CHA 
  4 (-3)
  Armour Class 10
  Hit Points 11 (2d8+2)
  Speed 40 ft
  Senses passive Perception 10
  Challenge 0 (10 XP)
  Untrained for Combat. A Pony will not engage in 
  combat if it has a rider and will take the Dash or Dodge 
  action to escape combat. It only attacks with its hooves if 
  it has no other option.
  Actions
  Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft, one 
  target. Hit: 7 (2d4+2) bludgeoning damage. 
  Pony
  The smallest of horse breeds are not found in the Mark. The 
  only ponies are those brought south by Dwarves as pack 
  animals and any that an adventurous Hobbit might ride. 
  The tall folk of Rohan have little interest in the breeding of 
  ponies and they are almost never found for sale.
  
  HORSE FEATURES
  rohan region guide
  152
  Rouncy (Hors)
  The Rouncy is renown for its endurance over the long 
  miles and fast, easy gait. While they are not suitable 
  for combat, they are highly valued as riding horses for 
  herders, merchants, and minor nobles alike.
  horse features
  The horse-herds of Rohan may train their steeds to 
  consistently display virtues otherwise not noticeable in 
  their untutored kin. 
  The following Qualities are available to those characters 
  who have chosen the new undertaking: Riddermark 
  Horse-training (see page 155); it is up to the Loremaster 
  to decide whether the following features can be made 
  available to other players. During the undertaking, a 
  horse may be granted a single feature. Note that several 
  features refer to actions explained in the Riding in Combat 
  section, which follows. 
  Fiery. A Fiery horse can appear unruly and overly 
  spirited, but its restlessness becomes an advantage in 
  the hands of its rider when battle is joined. A character 
  riding this horse has Disadvantage on all Riding checks, 
  but gains Advantage on all attack rolls when they instruct 
  the mount to Charge.
  Night-eyed. It is said that a Night-eyed horse can see the 
  breeze in the dark, and warn its rider of an impending 
  danger. A rider of this horse does not suffer Disadvantage 
  due to poor lighting conditions.
  Proud. A Proud horse is tall and clean-limbed, and has 
  a noble bearing, whether it is walking or galloping.  A 
  rider of this horse has Advantage on all Persuasion and 
  Traditions checks made while mounted.
  Strong. A Strong horse has a broad chest, with thick and 
  robust muscles, and is well suited to charge its enemies 
  headlong. Add +2 to the damage bonus granted by the 
  Charge action.
  Sturdy. A Sturdy horse is less likely to receive permanent 
  harm when it is wounded in combat. When this horse 
  takes a short rest, it adds double its Constitution 
  modifier to the d10 for determining the number of hit 
  points regained.
  Surefooted. A Surefooted mount is less likely to stumble 
  or slip when riding across pathless terrain or upon ruined 
  roads and bridges. The mount is unaffected by difficult 
  terrain and can maintain 40 miles a day across hard 
  terrain (see page 148).
  sumPter
  Large Beast
  STR 
  16 (+3)
  DEX 
  10 (+0)
  CON 
  17 (+3)
  INT 
  2 (-4)
  WIS 
  11 (+0)
  CHA 
  4 (-3)
  Armour Class 10
  Hit Points 18 (2d10+6)
  Speed 50 ft
  Senses passive Perception 10
  Challenge 1/8 (25 XP)
  Untrained for Combat. A Sumpter will not engage in 
  combat if it has a rider and will take the Dash or Dodge 
  action to escape combat. It only attacks with its hooves if 
  it has no other option.
  Actions
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft, one 
  target. Hit: 8 (2d4+3) bludgeoning damage.
  rouncy
  Large Beast
  STR 
  16 (+3)
  DEX 
  10 (+0)
  CON 
  12 (+1)
  INT 
  2 (-4)
  WIS 
  11 (+0)
  CHA 
  7 (-2)
  Armour Class 10
  Hit Points 14 (2d10+2)
  Speed 60 ft 
  Senses passive Perception 10
  Challenge 1/8 (25 XP)
  Untrained for Combat. A Rouncy will not engage in 
  combat if it has a rider and will take the Dash or Dodge 
  action to escape combat. It only attacks with its hooves if 
  it has no other option.
  Actions
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft, one 
  target. Hit: 8 (2d4+3) bludgeoning damage. 
  Sumpter (Seamhors)
  While these are working horses as well, they are trained for 
  long journeys and carrying heavy loads.
  
  RIDING IN COMBAT
  153
  the horse and the rider
  Swift. A Swift mount responds promptly to the rein and 
  to its rider’s voice commands, making it easier for them 
  to perform tasks and manoeuvres. The mount’s speed 
  increases by 5 ft.
  Tireless. A Tireless horse needs only a few hours to 
  recover from a full day’s ride, thus making it easier for its 
  rider to bear with the fatigue of a journey. The horse is not 
  affected by Exhaustion levels that modify its movement 
  (i.e. levels 2 and 5 have no effect on the mount).
  Trample. This horse has been trained to attack downed 
  foes. If the horse moves at least 20 feet straight towards 
  a creature and then successfully strikes that creature 
  with its Hooves, the target must make a Strength saving 
  throw (DC equal to 10 plus the horse’s Strength modifier) 
  or be knocked Prone. If the target is knocked Prone, then 
  the horse may use its bonus action to make another 
  Hooves attack.
  riding in comBat
  ’Great was the clash of their meeting. But the white fury of 
  the Northmen burned the hotter, and more skilled was their 
  knighthood with long spears and bitter’. 
  Horses trained for war can be a formidable asset when 
  charging enemies on open ground. But riders need 
  ample space to manoeuvre and their edge is easily lost 
  if a battle is fought over difficult terrain like a marsh 
  or a wood, or in the frenzied confusion of a fight at 
  close quarters. 
  The following optional rules expand upon mounted 
  combat in the core rules, providing examples, additional 
  options, and drawbacks for riding horses into a fight.
  untrained horses
  The rules for mounted combat assume that all mounts 
  have been conditioned for the battlefield. A hero wishing 
  to control a mount that is not a Trained Warhorse must 
  make a Riding check at the start of each turn. In this first 
  round of combat this is DC 10, in the second DC 11, the 
  third DC 12, and so on. A hero that fails their Riding check 
  no longer controls their mount and the mount is likely to 
  take either the Dash or Dodge action and use all available 
  movement to leave the combat.
  mounting and dismounting
  Outside of combat no checks are required for mounting a 
  horse. During combat you can mount an allied horse as 
  long as it is within 5 ft of you and you spend movement 
  equal to half your speed. If you wish to mount an 
  unfamiliar horse during combat, you must also succeed 
  at a DC 10 Riding check.
  You can dismount a horse as part of your turn by 
  spending movement equal to half your speed. If an effect 
  moves your mount against its will while you’re on it, 
  you must make a DC 10 Dexterity saving throw or fall 
  off the mount, landing Prone within 5 ft of it. If you are 
  knocked Prone while mounted, you must make the same 
  saving throw.
  If your mount is knocked Prone, you can use your 
  reaction to dismount as it falls and land on your feet. 
  Otherwise, you are dismounted and fall Prone within 
  5 ft of it.
  
  Rohan Region guide
  154
  controlling a mount
  While you’re riding a horse, you are most likely 
  controlling the mount. The only circumstances in which 
  the mount acts independently are if the horse is not 
  trained for combat (see above) or if it is a mearh, in which 
  case it will still act on your turn but choose its own action 
  and movement. You can suggest courses of action to the 
  mearh.
  A controlled mount takes its turn at the same time as 
  your turn. You can use its movement and you can specify 
  its action. While mounted you retain your movement 
  (which might be used to dismount the horse) and your 
  action. All mounts have at least three action options: 
  Dash, Disengage, and Dodge — trained warhorses and 
  mounts with special features might have additional 
  options. A controlled mount can move and act even on 
  the turn that you mount it. Examples of each action are 
  listed below.
  If the mount provokes an Opportunity Attack while you’re 
  on it, the attacker can target you or the mount.
  Dash
  A mount that Dashes gains additional movement equal to 
  its speed. A mount that takes this action and moves out of 
  an enemy’s reach provokes an Opportunity Attack, which 
  can target you or the mount.
  Dodge
  A mount taking the Dodge action imposes Disadvantage 
  on attack rolls against attackers that it can see and gains 
  Advantage on Dexterity saving throws. Attacks that 
  target you do not receive Disadvantage. The mount has 
  movement equal to its base speed value.
  attacking horses
  Cunning adversaries might try to rob any riders of their 
  edge by targeting their mounts when resolving ranged 
  attacks and when fighting at close quarters. Moreover, 
  many fell creatures simply delight in the screaming of 
  horses, so it is up to the Loremaster when other adversaries 
  will choose to employ this tactic. 
  Horse Injury
  When an attack reduces a mount to 0 hit points, it 
  collapses and becomes Prone. The rider must make a DC 
  10 Dexterity saving throw (as above) or become knocked 
  Prone as well. Loremasters might consider the steeds of 
  the enemy and minor characters slain at this point, but 
  allow the named steeds of the heroes to make death 
  saving throws.
  Horse Recovery
  During a short rest, a mount can recover hit points equal 
  to 1d10 plus its Constitution modifier. Once a mount has 
  recovered hit points in this manner, it cannot do so again 
  until it has finished a long rest. A hero with a feature that 
  allows individual healing can focus their attention on a 
  mount, but horses do not benefit from staunching songs 
  of any kind or other group healing efforts.
  A horse that is reduced to 0 hit points loses its quality, if 
  it had one. The quality can only be regained by choosing 
  the Riddermark Horse-training undertaking and spending 
  time with the mount.
  riding checks in comBat
  The following situations might call for a Riding check, at 
  the Loremaster’s discretion.
  Frightening Effects
  If you must make a saving throw against becoming 
  Frightened and succeed, you may make a Riding check 
  with the same DC as the saving throw. If successful, your 
  mount is not Frightened either.
  Slayers and Mounted Combat
  A Slayer who takes the path of the Rider and gains 
  the Mounted Combat feature can make an attack 
  using their bonus action whether they or their mount 
  Dashes during the turn.
  Disengage
  A mount that Disengages can use its movement to get 
  away from enemies without provoking Opportunity 
  Attacks. Since you are being moved by the horse and not 
  your own movement, you do not provoke Opportunity 
  Attacks either.
  
  155
  the horse and the rider
  Losing Consciousness
  If damage or an effect causes you to become Unconscious 
  while mounted, you can make a DC 15 Riding check just 
  before you pass out. On a success, you remain on the 
  horse and slump across its back. It is no longer controlled 
  by you and will likely use its action and movement to leave 
  the battle in the safest and quickest manner possible. On 
  a failure you fall off of the horse and are Prone on the 
  ground.
  New Fellowship Phase Undertaking: 
  Riddermark Horse-training (Riders of Rohan only)
  When you select this undertaking, you spend time training one of your horses to display a quality (see page 
  152). Make a Wisdom (Animal Handling) check with the DC equal to 10 plus the horse’s Status (page 
  149). On a success, the horse now has that Quality. A horse can have only one quality at a time.
  
  A WIDE AND GREEN LAND
  Rohan Region guide
  156
  A WIDE AND GREEN
   -LAND-
  But now all the land was empty, and there was silence 
  that did not seem to be the quiet of peace.
  Rohan, the land of the Horse-lords, is unlike those in the 
  North. There is little of the Wild in the Riddermark, only at 
  its edges as a rule. Instead, it is a flat land, filled with horses, 
  people and empty space. Companies that journey across 
  the Mark might spend days in steady but uneventful travel. 
  When they do encounter danger and evil, it is often in the 
  guise of Men and not the servants of the Shadow. In Rohan, 
  all people are dangerous, after their own fashion, and there 
  are ties that bind the lowest herder or farmer to the great 
  lords and Marshals of the land. And the king too is bound by 
  these oaths and cannot do as he wishes. But when a Journey 
  Event asks for a danger to the Company, it is most likely to 
  come from within the peoples that live here than without.
  The very character of the land is different too, as Rohan 
  is a young nation, at least as how the Elves and the Wise 
  reckon such things. There are fewer reminders of the 
  ancient days here, for the land was spared much of the 
  conflict that marked the Elder Days and even the Last 
  Alliance passed quickly by these lands, tarrying not but 
  heading south to Mordor. So there are few ruins and 
  other reminders of ancient days, except in the fortresses 
  of Isengard and Súthburg, and the collected lore in 
  Meduseld’s richly decorated hall.
  New Herb: Queenblossom
  The Queenblossom, a flower with a double star of 
  long woolly white petals around golden florets, is 
  highly renown in Rohan for its medicinal properties 
  and as a symbol of affection. It is most likely found 
  in the high reaches of the White Mountains.
  A Master Healer can prepare a salve from 
  Queenblossom that will restore 2d6+3 hit points 
  and reduce your temporary Shadow score by 1 when 
  applied. You can only benefit from one application of 
  Queenblossom per Adventuring phase.
  The people of Rohan look inwards for the most part, 
  caring only about their own affairs and perhaps those 
  of the Dunlendings to the west. A prince and his guard 
  might ride south or east to join the forces of Gondor in 
  battle, but for most folk the lands beyond the border are 
  but rumours. Few will ask question of travellers and even 
  fewer will answer the travellers’ questions.
  At the twilight of the Third Age, Rohan strives to 
  recover from a bad king’s misrule over a superstitious 
  people who are fond of blood feuds and battle. As the 
  Company travels the Mark, they might aid the king in 
  readying Rohan to resist the coming Shadow or they 
  might find that the hearts of the Rohirrim are already 
  too enamoured of violence and old enmities to truly 
  serve their lord.
  
  JOURNEY EVENT TABLES
  157
  a wide and green land
  A Chance Encounter
  The Company meets a fellow traveller or group of travellers. 
  The Scout must make a Dexterity (Stealth) check to avoid 
  them, or any hero may make a Charisma (Persuasion) 
  check to interact with them.
  If the interaction is successful, the first roll of the next event 
  is made with Advantage. Failure results in Disadvantage.
  Farmfolk
  While raising horses is a sure way to win renown in the Mark, 
  the kingdom depends even more on those who choose to raise 
  livestock and tend fields instead. These are usually clustered 
  around Westfold, Eastfold, and Harrowdale as the plain-
  lands and the Wold are not rich in suitable farmland, though 
  the Wold does have many shepherds. The farmhands will be 
  willing enough to talk to visitors, but rarely know anything 
  about the lands further than a day’s walk away.
  Horse-Herders
  In the Westemnet or Eastemnet it is likely that the Company 
  has come across the grazing lands of a horse-herd and their 
  attendants. The young riders tasked with preventing the 
  animals from straying too far will be eager to talk to other 
  Rohirrim, but might have sharp questions for strangers. In 
  the Westfold or Eastfold it is more likely that the horse-herd is 
  on the move, going to market or returning back northward.
  Marshal’s Patrol
  The Company has encountered one of the Marshal’s patrols, 
  the King’s Guard, or one of Hereward’s patrols, if they are 
  near to the Dwimorberg. In the early years of Thengel’s reign, 
  the Marshals are set against each other and their warriors 
  are likely to carry that feud with them. Many questions will 
  be asked about the Company’s loyalty to the lords of the land. 
  During the course of the Riddermark Adventures, the heroes 
  will have many chances to influence the situation and make 
  alliances with the Marshals and others.
  Mearas in the Distance
  A Company travelling across the plains of Rohan might 
  be lucky enough to spy horse-royalty in the distance. The 
  mearas need no herders and roam their own ancestral 
  lands, which nominally belong to the king himself. It would 
  take exceptional circumstances (a High Elf or Wizard openly 
  displaying power, for example) to cause the mearas to come 
  closer to the Company and they have no hope of catching 
  up to them otherwise. Instead, a hero can make a Wisdom 
  (Insight) check to gain a deeper understanding of the Mark 
  from its rulers.
  Messenger of the Mark
  There are no post offices in the Mark, but, if a Hobbit were 
  to visit Rohan, they might be surprised at how fast word can 
  fly across the wide plains. Day and night, messengers for the 
  Marshals and the king ride fast horses, carrying news and 
  rumours alike. A generous Company might offer some food for 
  both rider and mount if they want to hear the latest.
  Pedlar’s Horse
  The companions come across an older merchant, guiding a 
  well-stocked packhorse along the road. It seems that there’s at 
  least one of everything strapped to the poor beast and all of it 
  is for sale. Heroes wanting to do business with the pedlar can 
  buy one of anything on page 153 of the Player’s Guide as long 
  as it has a price in silver pennies or copper coins. Those items 
  priced in copper sell for half or a quarter of the listed price, 
  with a corresponding drop in quality as well.
  Journey event taBle entry 1 (or less) 
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  rohan region guide
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  158
  Of Herbs and Stewed Rabbit
  The Hunter has an opportunity to gather food. They must 
  make a Wisdom (Survival) check. You have Advantage if 
  the Company won Feasts Fit for the Kings of Ancient Times, 
  or Disadvantage if you face Meagre Supplies and Poor 
  Meals. 
  If successful, you either gather food (restore a level of 
  Exhaustion or 1 Hit Die to each hero) or collect herbs 
  (Loremaster’s choice of herbs found). If you fail then the 
  Arrival roll gains a -1 penalty.
  Eastfold
  Those who choose to fish the Great River or its small 
  tributaries here will find carp and catfish easily enough. 
  Nearer to the mountains, there are many goats and great 
  herds of sheep abound, though they most certainly belong to 
  someone and are not wild. Deer, badgers, and especially wild 
  boar can be found in the Firien Wood. Chickweed, clovers, 
  field pennycress, milkweed, sheep sorrel, and white mustard 
  plants can all be found here. Water lilies can sometimes be 
  found in the slower parts of the Anduin as well as Reedmace 
  along its banks.
  The Gap of Rohan
  These are wilder lands than the rest of the Riddermark and thus 
  more deer, boar and smaller game animals can be found. The 
  folk of the West-march often set snares or traps for their game 
  and a Hunter must be wary to avoid being caught themselves. 
  In the rivers are trench, roach, and small carp. 
  You can find chickweed, clovers, dill, field pennycress, malllow, 
  milkweed, sheep sorrel, and shepherd’s purse here. Reedmace 
  and water lillies can be found in the rivers and it is said that 
  shadow-thorn grows in secret patches near Nan Curunir, the 
  Wizard’s Vale.
  The Great River
  As the Company approaches the Great River, the amount and 
  diversity of wildlife found increases. There are great black 
  swans that swim the river, while songbirds sing from the 
  brush. There are deer, boars, and even small bears that come 
  to the river for water, alongside rabbits and squirrels. In the 
  river itself are carp, catfish, and poisonous barbels, with frogs, 
  snakes, and storks on the shores. 
  There are rushes, reedmace, and thickets of berry bushes on 
  the river’s edge while you might find hagweed or waterlillies 
  amid the swirling waters themselves.
  Harrowdale
  You can find clover, chicory, fireweed, sheep sorrel, and 
  white mustard in the mountains. Sometimes kingcups and 
  queenblossom can be found here and it is said that shadow-
  thorn grows in abundance near the Dwimorberg, though few 
  venture up the shadowy mountain to find it.
  The Plains of Rohan
  There are voles, mice, rabbits, hedgehogs, and shrews to hunt 
  here, along with the red deer that hide in the infrequent thickets 
  of trees that grow at the bottom of dales. There are also stoats 
  and foxes to contend with, as well as eagle-owls and prairie 
  falcons. There is also dill, hazel, malllow. shepherd’s purse, 
  and sorrel to be found. Unfortunately there are unlikely to be 
  any herbs found on the plains.
  Westfold
  Near to the White Mountains, hunters can find deer and 
  firgengát (see page 43 to hunt, while lower down great herds 
  of sheep are a common sight. There are few animals here that 
  do not belong to a farmer or herder, however. A patient Hunter 
  can find wood sorrel, sheep sorrel, fireweed, pennycress, and 
  chicory here. Queenblossoms grow high up on the slopes.
  Journey event taBle entry 2
  
  159
  a wide and green land
  An Obstacle
  Something blocks the path ahead. The Guide must make a 
  Wisdom (Survival) check and each other companion must 
  make either Wisdom (Survival) or Strength (Athletics). If 
  the Company has horses or ponies, one hero must make 
  a Wisdom (Animal Handling) check. All checks have 
  Advantage if they are on Paths both Swift and True, or 
  Disadvantage if they face The Wearisome Toil of Many 
  Leagues.
  If all are successful, the Arrival roll gains +1. If half or more 
  are successful, there is no penalty. If more than half failed 
  then each hero gains a level of Exhaustion. If all fail add a 
  -1 penalty to the Arrival roll to the Exhaustion.
  Fording the Stream
  A fast-flowing stream or other watercourse blocks the 
  Company’s way forward. Heroes that are mounted can use 
  either Animal Handling or Athletics to urge their mount 
  to wade into the water. Failure indicates a level of Exhaustion 
  for the mount. Otherwise, the heroes must instead rely on 
  Survival to find a shallower place to cross.
  Lost in the Mists
  A Company that ventures near to the Great River on a cold 
  morning, one that gets too close to Nan Mordelieb, and one 
  who ventures into Nan Curunir when Saruman does not want 
  visitors risks becoming lost in the mists. Each hero must make 
  a Wisdom (Survival) check as above. The Loremaster might 
  wish to assign additional penalties for failure, including falling 
  into a river or becoming lost for hours.
  No Paths
  If the companions are on a journey across the plains of 
  Rohan, then one of the greatest obstacles that they may face 
  is the lack of landmarks and of clear pathways. The high grass 
  obscures any chance to see paths in any direction and the 
  flat featureless ground makes it hard for a Company to stay 
  orientated towards their goal. Each hero can make a Wisdom 
  (Survival) or Intelligence (Nature) check to find some small 
  clue about the way forward.
  The Old Pukel Statue
  The companions find a well-worn giant boulder carved 
  into the shape of a pukel-man along their path. While it is 
  not difficult to walk around the statue, it might serve as a 
  warning to travellers of some other danger. Heroes can make 
  Intelligence (Investigation or Riddle) checks to examine 
  the statue. If half of the Company or more succeed, then they 
  deduce some clue that allows them to avoid trouble (a dead
   
  end, rocky or unstable ground, dangerous animals, or Orcs).
  Uncertain Ground
  On the plains of Rohan, the grass grows tall. But that means 
  it is difficult to see sharp rocks and other scree or the holes 
  dug by burrowing animals. The heroes must use Wisdom 
  (Animal Handling or Perception) checks to coax their 
  mounts through the dangerous area. Those on foot can use 
  either Perception or Survival to find a safe path.
  Vicious Limb-lithe Trees
  Companions who dare to explore Fangorn Forest or other 
  ancient woods may find their way blocked by tree limbs that 
  seem to shift and move to prevent the heroes from moving 
  forward. Each companion must make a Strength (Athletics) 
  check as above, or become Grappled by the tree limbs. The 
  Escape DC is equal to the DC for the initial check.
  Journey event taBle entry 3
  159
  
  160
  In Need of Help
  The Company meets someone who needs aid. If they choose 
  not to assist each hero must make a Wisdom saving throw 
  to avoid a Shadow Point.
  If they do help, they make three checks, usually from Animal 
  Handling, Insight, Medicine, Nature, Persuasion, 
  Survival or Traditions.
  If all checks are successful then all heroes gain Inspiration 
  and +1 to the Arrival Roll. If two checks are successful then 
  one hero gains Inspiration and +1 to the Arrival Roll. If one 
  check is successful then +1 to Arrival Roll. If all rolls fail then 
  a -1 modifier is applied to the Arrival Roll.
  Casualties of a Raid
  The Company comes across the gruesome remnants of a raid. 
  Perhaps someone is still alive, or perhaps the companions’ 
  only task is to protect the unfortunate slain from becoming 
  a meal for the vultures and other carrion eaters. On the 
  western or southern edges of Rohan the raiders are likely to 
  be Dunlendings or Orcs from the mountains. On the eastern 
  or northern edges they might be bandits like Herulf (see page 
  56) or Orcs from the Brown Lands or emissaries from Mordor.
  Cruel Folk
  Too many young Riders learned the wrong lessons at the court 
  of Fengel. They are crude and callous, bullying anyone they 
  deem below them. The Company have come across such folk 
  harassing innocents (or for a more involved challenge they 
  are fighting amidst themselves). It will take tact (Insight, 
  Persuasion, and Traditions) to set things right here.
  Disrupt a Farmer’s Herd
  The Company runs into a herd of cattle or sheep, accidentally 
  spooking them. Heroes who ignore the frightened herd gain 
  a Shadow point. Those who wish help the herders regather 
  the animals must use either Animal Handling or Survival. 
  Mounted heroes can make a Riding check to round up the herd 
  as well. If the companions net more successes than failures, 
  they have redeemed themselves and the herder harbours no 
  ill-will towards them. If not, or if none make the attempt, word 
  spreads of their actions and trouble will likely await them in 
  their next encounter with the Rohirrim. 
  Flyting Words
  The practice of flyting is ancient. Two contestants do battle with 
  each other with sharp words and cutting insults. Sometimes 
  the flyt goes too far and true battle breaks out between the 
  duellers. The Company comes across such a flyt that is straying 
  desperately close to a brawl but preventing bloodshed can be 
  difficult. The heroes might need Intimidation, Performance, 
  or Riddle to diffuse the situation.
  Lost Horse
  The companions come across a single horse without tack, bridle, 
  or bit. It is young and obviously became separated from its herd. It 
  is well-bred and tractable, and the Company have a choice. They 
  could take the horse with them, reckoning that they have no way 
  of finding its owner. Despite this, such an act still counts as theft 
  and each hero gains a Shadow point. If the heroes instead spend 
  the time to retrace the horse’s path (using Survival checks and 
  taking them at least a day), then they can return the animal to a 
  very grateful herder, who might, once the horse is fully trained, 
  offer them an excellent price on the animal.
  Merchants out of Place
  Merchant-folk still walk the great road, carrying their wares 
  in great wains or on the backs of packhorses. But they rarely 
  venture outside the Folde or Westfold vale for they like to keep 
  to well-travelled and well-peopled paths. So encountering a 
  group of merchants out on the plains themselves might bring 
  many questions to the minds of the companions: are they lost? 
  victims of an attack? or a clever trap for the unwary?
  Journey event taBle entry 4
  
  Agents of the Enemy
  The Company approaches a hostile force. The Look-out 
  must make a Wisdom (Perception) check to spot the 
  enemy early. The Look-out has Advantage if the Company is 
  Hidden from the Shadow or Disadvantage if they face The 
  Keen Eyes of the Enemy. These modifiers apply to any rolls 
  made outside of combat.
  If successful, they may either sneak away or ambush them 
  (in which case the enemy is Surprised). If failed, the enemy 
  sets an ambush and the Player-heroes are Surprised.
  Dunlending Raid
  The Company has chanced across a small group of Dunlendings 
  on a raiding mission. There is one Dunlending Raider (page 
  131) for each hero and one of them (the commander) has 
  the Excessive Strength of Arms feature (see page 119 of the 
  Loremaster’s Guide). They are rated at Challenge 4.
  Herulf’s Outlaws
  A small group of Outlaws (page 75 of the Loremaster’s Guide) 
  not under Herulf’s direct command have dared to acost the 
  companions. There is one Outlaw for every hero and a low 
  shriek anytime the Outlaws are attacked. They are Desperate 
  (page 117 of the Loremaster’s Guide) and won’t easily flee the 
  Company, knowing only that Herulf will be looking for them. 
  They stand at Challenge 5.
  Huorns on the March
  If the companions are close to Fangorn, they might come 
  across a group of wandering Huorns (page 142) on the move. 
  There is one Huorn per hero. While the Ents will understand 
  a Company defending itself from attack, they will not 
  countenance companions who try to pursue the creatures 
  into the forest or who attack and burn trees in retaliation. The 
  meeting is Challenge 5.
  Orcs from the Mountains
  Orcs from either the White Mountains (page 133), if the heroes 
  are in the south) or the Misty Mountains (Orc Soldiers, see 
  page 103 of the Loremaster’s Guide and add the Big feature so 
  that they have 24 hit points and are at +5 to their attack rolls 
  and +3 to damage rolls) are on the prowl. There are 3 Orcs 
  for every two companions and the total encounter counts as 
  Challenge 3.
  Warg Invasion
  A group of Wargs has come down from the mountains and 
  dared to hunt in the Mark. There is one Wild Wolf (page 111 
  of the Loremaster’s Guide) for each hero, plus a Wolf Leader 
  (page 112 of the Loremaster’s Guide). The entire troupe has 
  an Unclean Stench (page 121 of the Loremaster’s Guide). The 
  encounter is rated at Challenge 5.
  Wulfing Riders
  A group of Wulfing Riders (page 132) leaves Frecasburg to 
  harass the Wet-march or to raid into the Riddermark itself. 
  There are two Wolfings per companion and they are likely to 
  deliver a War Cry (page 119 of the Loremaster’s Guide) as their 
  first action. The group is rated at Challenge 9.
  Journey event taBle entry 5
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  rohan region guide
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  162
  The Wonders of Middle-earth
  The Company is presented with a spectacular sight. Each 
  hero must make either a Wisdom check or an Intelligence 
  (Investigation) check. These checks are made with 
  Advantage in Fair Weather and Disadvantage under Foul 
  Weather.
  If successful, the hero recovers one level of Exhaustion or 
  gains one if they fail. If all heroes succeed, gain a +1 to 
  the Arrival Roll or if all fail then the Arrival Roll gains a -1 
  penalty.
  Wind in the Meadow
  A strong wind blows, rustling tents and cloaks, threatening to 
  pick up light objects and carry them off. Some heroes might be 
  glad of the stiff breeze, feeling that it bears news of great deeds 
  to be done. Others might resent it, rueing the cold that seeps 
  into their bones and the stinging wind that batters their faces.
  The Tall Corn Growing
  Across the plains of Rohan, tall grass grows for the great herds 
  of horses, sheep, and other livestock to eat. Closer to villages, 
  large fields of wheat and oats also grow in abundance. Some 
  companions may look out on the fields and see an abundance 
  that feeds a strong nation, whilst others might see many 
  dangers lurking among the stalks or the great devastation that 
  a single storm could bring.
  Rain on the Mountain
  In the summer months especially, the rain clouds speed 
  through the Gap of Rohan, only to linger around the edges 
  of the White Mountains. Many a pleasant summer day ends 
  with a gentle rainfall on the mountain. Hopefully, the heroes 
  can appreciate the cleansing waters or they might resent them 
  instead. 
  Hand on the Harpstring
  Somewhere, near or far, someone is playing an instrument 
  or has their voices lifted up in song. The Company may be 
  tempted to join them and make merry throughout the day 
  or night. Or, if the companions are trying to travel without 
  attracting attention, the performers might be a distraction, a 
  nuisance, or worse.
  Red Fire Glowing
  Night on the plains of Rohan comes quickly and turns cold 
  easily. The Company has chosen to make a fire tonight. It 
  warms the limbs and improves the end-day meal, but on 
  the open fields a fire can be seen for miles and miles. Do the 
  companions celebrate the heat and light? or are they nervous 
  and distrustful that it will give them and their secrets away?
  The Hills into Shadow
  Night is coming among the shallow hills of the plains of the 
  Riddermark or into the steeper vales of the Westfold or Eastfold. 
  As darkness descends, the Company’s thoughts might turn to 
  the many tales that the Rohirrim tell of dangers that lurk in the 
  night and the shadowy wood. Will the heroes find these tales 
  amusing or will every night noise startle them?
  Journey event taBle entry 6
  
  163
  a wide and green land
  A Hunt
  The Hunter has a particularly excellent chance to catch a 
  good meal. The Hunter must make a Wisdom (Survival) 
  check. These checks are made with Advantage with Feasts 
  Fit for the Kings of Ancient Times, and Disadvantage if the 
  Company has Meagre Supplies and Poor Meals.
  If successful by 5 or more, all heroes recover a level of 
  Exhaustion and the Company gains +1 to the Arrival Roll. 
  Other successes recover a level of Exhaustion only. If the 
  check fails then the Company gains a level of Exhaustion. If 
  the Hunter fails by 5 or more add a -1 penalty to the Arrival 
  Roll.
  Bear from the Mountains
  A bear has come down from the mountains and the Hunter 
  has a chance to pursue it. Of course, such a prey is dangerous 
  and even moreso if the Company is near to Fangorn forest and 
  the abode of Stoneclaws (see page 84) who may take exception 
  to someone putting an arrow into one of his kin. The Hunter 
  must make their check with Disadvantage due to the nature of 
  the beast, but, if they bring down the animal, they gain both 
  benefits.
  Boar of Everholt
  This is not the most famous resident of the Firien Wood (see 
  page 140), but only one of his lesser cousins. But even a regular 
  boar of this forest makes for  dangerous game: if the Hunter 
  fails, then they receive two levels of Exhaustion instead of the 
  one level that the other members of the Company gain. But 
  such a creature makes a fine meal and the companions receive 
  both benefits on any degree of success.
  Dwindling Supplies
  In the more well-settled parts of Rohan there may be no 
  opportunity for a great hunt. Instead, the Hunter must make 
  a Charisma (Persuasion) check to convince the Company 
  to tighten their belts and think of opportunities to come. If 
  successful, instead of recovering Exhaustion each companion 
  gains Advantage on the next ability check for a Journey Event 
  — they feel the need for success even more keenly on an empty 
  stomach.
  The Elk of the Deep
  It is rumoured that somewhere between the slopes of 
  Thrihyrne and Helm’s Dike wanders a great elk crowned with 
  branching antlers with innumerable points. It is said that it 
  passes between the coomb and the dike-fields by some secret 
  passage, knowledge of which Éogar would richly reward. A 
  Hunter in the area may choose to pursue the beast. They have 
  Disadvantage due to his wiliness, but any success counts as 
  the best possible result.
  A Mighty Stonegoat
  The Company’s travels bring them close enough to the 
  mountains in the south for the Hunter to spy one of the large 
  stonegoats that prefer the high places. If the companions are 
  willing to turn aside for some time (at least a day’s delay), then 
  the Hunter can stalk the goat with Advantage.
  Wolves on the Plains
  A lean pack of hungry and desperate wolves has come to 
  hunt in the same plains as the Company. Once the Hunter 
  brings prey down, they race in, hoping to steal a meal from 
  the companions. The Hunter must make a Charisma 
  (Intimidation) check to scare off the wolves. On a failure, the 
  animals have left some scraps behind for the heroes — each 
  companion may choose to go hungry and gain Inspiration and 
  a level of Exhaustion, or they may eat and recover a level of 
  Exhaustion instead.
  Journey event taBle entry 7
  163
  
  rohan region guide
  164
  164
  A Fine Spot for a Camp
  The Scout has spotted a location that might make an 
  excellent campsite. Make an Intelligence (Investigation) 
  check.
  If the check succeeds by 5 or more then the Company 
  recovers a level of Exhaustion and gains +1 to the Arrival 
  Roll. On a basic success the Company recovers a level of 
  Exhaustion. On a failure the Company gains a level of 
  Exhaustion. On a failure of 5 or more the Company is in 
  danger and might face enemies. They also gain Exhaustion 
  and a -1 penalty to the Arrival Roll.
  Abandoned Steading
  The Company come across a small farmhouse that is utterly 
  abandoned. If the Scout succeeds at their check, it has stood 
  empty for years and the Company may safely stay here. But if 
  the Scout fails the check, they do not realise that the inhabitants 
  have only temporarily left the building and they will return 
  soon, none pleased for finding the Company having treated 
  themselves to their hard-won property.
  Fen Fever
  Looking for a more comfortable lodgings, the Scout accidentally 
  allows the Company to stray into a fen or bog that surrounds 
  a waterway. If the Scout fails the Investigation check, then each 
  companion must make a Constitution saving throw or gain 
  another level of Exhaustion from the fevers brought on by the 
  fumes of the fens.
  Meeting-field
  The Scout has found what seems to be a good place for a 
  campsite — a wide, flat space with well-packed dirt that lies a 
  little higher than the rest of the land around it. But they have, 
  alas, chosen poorly for this site is the traditional meeting 
  place for several local steadings. They will not like to discover 
  strangers here when they arrive in the early morning hours 
  for a meeting and even the most humble farmers of Rohan are 
  skilled with bow and spear.
  Sheltered Dell
  This is a small depression or rill in the ground that is guarded 
  by standing stones, bushes or even a few trees whose roots 
  drink up the water that gathers there after a storm. In the dell, 
  the companions are easily overlooked by those passing by, but 
  also have a hard time noticing anyone’s approach. A failed 
  check might mean that the Scout has failed to notice the dark 
  clouds overhead that signal the dell will soon be a temporary 
  pond, or that they have misread the signs that someone else 
  has left and are disturbing a place safer left alone.
  A Soft Patch of Grass
  Sometimes in the open fields of the Mark, there is no shelter to 
  be found and an empty patch of land carpeted with soft and 
  springy grass is the best that can be hoped for. If the Scout fails 
  the check then there is something more here: biting insects that 
  burrow underneath the ground during the day and into the 
  companion’s skin at night, or it is the favorite meeting place of 
  those few wolves that still hunt the open grasslands.
  Tree Copse
  The Company has chanced to find a thicket of trees 
  surrounding a small dell or hill. The trees can help protect the 
  companions from the weather and hide them from unfriendly 
  eyes. However, there might be some other danger lurking here 
  amidst the trees, or Outlaws or worse might use this place for 
  their secret meetings.
  Journey event taBle entry 8
  
  165
  a wide and green land
  A Lingering Memory of Times Long Past
  The Company discovers a relic of past ages. Each companion 
  must make a Wisdom check.
  If successful, the hero gains Inspiration. If you succeed by 
  5 or more, you may remove a level of Exhaustion. If the 
  hero fails, you must make a DC 15 Wisdom saving throw 
  or gain 2 points of Shadow. If you fail the initial check by 5 
  or more, you must make the saving throw and gain a level 
  of Exhaustion.
  If at least half the Company succeed at the check, add +1 
  to the Arrival Roll. Otherwise apply a -1 modifier instead.
  Dunharrow
  Visitors to Dunharrow feel the ghosts of the past watching them 
  always. But there are more than just ghosts here. A keen-eyed 
  wanderer might find a stone in the grass that once served as 
  an axehead for an ancient and nearly forgotten people. They 
  might find rough figurines made to ward off the Orc-folk or 
  warn the bearer that strangers approach. However, their magic 
  is long faded. And, if the Company chance to visit with the folk 
  of this land, they will hear many tales of the restless dead.
  Edoras
  In the halls of Meduseld there are many woven cloths depicting 
  the deeds of ancient days and the floor itself is paved with 
  stones of many hues, carrying branching runes and other 
  devices that few among the Wise know how to read. Its pillars 
  are carven with the wisdom of the Horse-lords and tell of their 
  days in the North, Eorl’s journey to the Field of Celebrant, the 
  alliance between Gondor and Rohan, and the many battles 
  fought in its defence ever since. Perhaps there are other records 
  amidst the city that hold some secret knowledge.
  Fangorn
  In the forest of Fangorn resides the most complete tale of 
  Middle-earth, if you but have the patience to hear it and the 
  wisdom to understand the tale as it is told from the tree-
  shepherds’ point of view. Hasty heroes might hear only a tiny 
  fraction of the story — it might cheer them and move them to 
  new song, or it might move them to tears and despair despite 
  not knowing the end.
  Halifirien
  Those companions who venture to Amon Anwar are invariably 
  moved by the experience. A hero may make their check with 
  Advantage as they gaze upon the place where Elendil once 
  rested, but if they fail anyways they automatically gain a point 
  of Shadow as they remember that the Dark Lord slew Elendil 
  and he has reclaimed Mordor for his own even now.
  Helm’s Deep
  Many think that there is little of lore in the lands of Rohan or its 
  lords. And the dour walls of the Hornburg and the stern face 
  of its master would first seem to prove them correct. But the 
  Súthburg is an ancient place and there might be rooms full of 
  woven cloths and engraved runes that tell of even older days 
  when the Ship-lords built this fortress and its counterpart, 
  Orthanc.
  Nan Curunir
  There are many ancient things in Isengard, left to the safekeeping 
  of the White Wizard, the greatest of his order. Heroes visiting 
  Saruman are unlikely to stumble across anything that he does 
  not want them to see, but it might suit his purposes to remind 
  them of ancient days and his deep wisdom. In the valley itself, 
  the Company might come across some fragment of the past 
  that has not yet made its way to the Wizard’s hands.
  Journey event taBle entry 9
  165
  
  rohan region guide
  166
  166
  A Place Touched by the Shadow
  The essence of something dark and terrible lingers here. 
  The Scout must make an Intelligence (Investigation) 
  check to avoid the area.
  If successful, the Company gains a +1 to their Arrival 
  Roll. If the Scout succeeds by 5 or more, each hero gains 
  Inspiration and may remove 1 temporary Shadow point.
  If the Scout fails, each hero must make a DC 15 Wisdom 
  saving throw against Corruption or gain 1 point of Shadow. 
  If the Scout fails by 5 or more, some dark thing still lurks 
  here, ancient and evil…
  Burial Mounds
  The companions have come across burial mounds. These 
  are not the great barrows of Edoras with Evermind growing 
  on them, but smaller and ruder and perhaps more ancient. If 
  the Company tarries here, they may find the the houses of the 
  dead have attracted evil spirits out of the Brown Lands and 
  there is little rest for the living here.
  The Dark Grove
  If the Company’s journey brings them close to the Firien 
  Wood, the shaded vales of Dunharrow, the Westfold, the 
  outskirts of Fangorn, or the small forested vales of the Misty 
  Mountains, then they might come across a grove of trees 
  that grows so tightly together that they seem almost to be a 
  wall. Or, perhaps a cage is a better word. For the Shepherds 
  of the Trees, wishing to contain some evil thing they would 
  rather not disturb, will cause the forest to grow so tightly 
  together than only foolish heroes with axes will discover 
  what lies within.The danger might be an object or a beast, 
  a ruin of some description, or entrance to an underground 
  vault or cave. It is certainly a blighted place and only evil 
  awaits the heroes who push their way inside.
  Households at War
  The Marshals of Rohan are against each other and, while they 
  do not wage war upon each other, their quarrel has divided 
  families and destroyed marriages. The Company comes 
  across some evidence of this: a burned farmhouse, a gibbet 
  where a body hangs in as weregild in the bloody feud, or finds 
  themselves caught between two sides as they travel or walk the 
  streets of Edoras, Aldburg, or another village in the Mark. 
  The River Cave
  Travelling along the Great River, the heroes find a shallow cave 
  that at might first seem like an excellent campsite. But long 
  ago, the rising waters of the Anduin after an early spring storm 
  swept away a family camped here and drown them. For those 
  who wait in the cave, it now seems bone-chillingly cold and 
  every small breeze sounds like the dying gasp of a child.
  Slaughtered Beasts
  The companions come across slaughtered animals, livestock 
  if they are near the inhabited parts of Rohan, or wild things 
  if they are on its borders. The culprit is most likely Orcs or a 
  Troll, but it might also be wolves or Wargs forced to abandon 
  a meal before it was finished. The Company might attract 
  the evil thing’s further attention or they might be blamed for 
  the slaughter by the owner of the animals or the next ones to 
  stumble across the gruesome scene.
  A Warning to All
  For travellers used to the northern vales of the Anduin, the 
  Beorning practice of putting Orc and Warg heads on pikes to 
  warn off the Enemy is a familiar sight. But in the lands of the 
  Dunlendings, the West-march, and sometimes even the Mark 
  itself it is not a monster’s head impaled but that of a Man. The 
  Dunlendings believe that doing so grants them power over the 
  dead, but endless feuds have often turned the practice into one 
  of petty revenge.
  Journey event taBle entry 10
  
  167
  a wide and green land
  The Enemy is Abroad
  Evil Men, Orcs, Goblins or other servants of the Enemy are 
  moving through the area. If the Company is subject to The 
  Keen Eyes of the Enemy, the confrontation is unavoidable, 
  if the Look-out makes a Wisdom (Perception) check, the 
  enemy is Surprised on the first round of combat.
  If the Company is Hidden from the Shadow, the Look-out 
  can use Perception or Stealth to avoid the enemy. If the 
  check fails, the enemy is still Surprised on the first round 
  of combat.
  If neither applies, then each member of the Company 
  must make a Dexterity (Stealth) check. If the Company 
  has horses or ponies then one companion must make a 
  Wisdom (Animal Handling) check as well. If any of these 
  rolls fails, they have spotted and battle is engaged with no 
  advantage to either side.
  The Black Warg
  The Black Warg (page 130) is on the hunt for the Company. 
  He is accompanied by one Hound of Sauron (page 114 of the 
  Loremaster’s Guide) for each companion and will use his 
  Shadow Walker ability to silently observe the heroes unseen 
  for some time before he ambushes them during some dark 
  night when he has the best position. He comes to kill, not to 
  frighten away, unless the Company can tell him the secrets of 
  the White Wizard. This is a Challenge Rating 12 encounter.
  Casferoch’s Raiders
  Casferoch the Cold (see page 97) leads a group of Dunlending 
  Raiders (see page 131) on a daring raid far into the Mark. Or, 
  if the Company has ventured into Dunland, then he might 
  instead be defending his territory. There are two Raiders for 
  every hero in addition to Casferoch himself. This ranks as 
  Challenge Rating 7.
  Gazhúr Three-Deaths
  The Orc warlord leads a group of Orcs of the White Mountains 
  into battle (see pages 133-4). There are three Orcs for every 
  member of the Company and they count as a Vengeful Band 
  (see page 119 of the Loremaster’s Guide). Gazhúr is wise 
  enough to retreat if the tide of battle turns against him. If his 
  band is able to ambush a single character then the Orcs will 
  likely capture the hero to serve as a slave in the mountain 
  holds. This counts as Challenge Rating 9.
  Huorn Grove
  A large group of Huorns (pages 142-3) is on the move and 
  the companions have attracted their anger. There are at 
  least two Wandering Huorns and one Dark-Hearted Huorn 
  per hero, and the Loremaster might adjust this ratio to suit 
  the Company’s martial prowess. Quick-footed (or mounted) 
  heroes can outpace the grove, but they are relentless and no 
  not need to stop and rest while they are on the hunt. The Grove 
  is ranked at Challenge Rating 13.
  Scouts from Nan Mordeleb (CR 4)
  A small group of Pale Ones (page 144) has dared to venture 
  out of Nan Mordeleb. They will most likely be found in the 
  mountains or in Fangorn forest itself, but they might dare 
  a little further on a dark night. There are two of the Goblins 
  for each hero but The Strong Die First (see page 119 of the 
  Loremaster’s Guide) and they suffer Disadvantage once half of 
  them are slain. This is a Challenge Rating 4 encounter.
  Warriors of the Gáesala
  Something or someone has stirred the normally peaceful 
  Gáesala (page 132) to war against the Rohirrim and all other 
  strangers. If the Company consists of riders and their allies, 
  then there is little hope for any sort of truce. If the heroes are 
  instead foreigners, then they might attempt an Intimidation 
  or Persuasion check before battle begins to avoid bloodshed. 
  The Warriors are a Challenge Rating 5 troupe.
  Journey event taBle entry 11
  167
  
  168
  Many Meetings? Fly you Fools!
  The companions have encountered a traveller upon 
  the road, but all may not be as it at first appears. If the 
  Company began the journey under Dark Signs and Evil 
  Portents, it is a servant of the Enemy. If they started From 
  Auspicious Beginnings then it is one of the great powers 
  for good. Otherwise, the Look-out must make a Wisdom 
  (Perception) check. 
  If the Look-out succeeds by 5 or more, they recognise 
  the traveller for someone of great standing and may 
  immediately remove 1 Shadow point, gain +1 to their 
  Arrival Roll and may seek an Audience with the traveller. 
  On a basic success, the traveller’s identity is shielded from 
  them and the meeting should use the rules for A Chance 
  Encounter. Insight checks may reveal their true identity.
  If the check fails, each hero must make a DC 15 Wisdom 
  saving throw against Corruption or gain 2 Shadow points. 
  They must then hide from the enemy (using the rules in 
  The Enemy is Abroad) but also gain a level of Exhaustion 
  and -1 penalty to their Arrival Roll. If the Look-out fails by 
  5 or more then the Company is automatically spotted and 
  they must flee. Each hero gains 2 Shadow points, a level of 
  Exhaustion and a -1 to the Arrival Roll.
  Dera
  A young woman greets you and asks if you need aught. Her dark 
  hair and complexion speak of a heritage born in Dunland even 
  though her Westron is fair. This is Dera, seeking employment 
  as a guide or advisor. If the Company threatens her, she will 
  not hesitate to flee and pass on word of their ill-intent for the 
  folk of the West-march. But if they are kindly folk, then they 
  might be essential to her doom (see page 65).
  Gálmód
  The young man is well-dressed and well-spoken. His slight 
  frame and sallow skin show that he is not a rider, even though 
  he seems to have the respect of all around him. This is Gálmód, 
  foster-son of Cenric, Third Marshal of the Riddermark. The 
  Company might receive some of his wisdom or some of his 
  biting sarcasm, depending on how they greet him
  Goldred
  A stout, older man dressed in fine clothes motions for you to 
  come closer. His fingers bear many golden rings and his right 
  hand holds a goblet of sweet-smelling wine. He smiles broadly 
  at you. This is Goldred, merchant of Edoras. He is most likely 
  to be found at the very beginning or end of a journey, if the 
  heroes are beginning or ending their trip near the capital. 
  He might request simple favours of the heroes, like carrying 
  sealed documents to a trusted associate that lives along their 
  route, or more complex requests if he has some leverage over 
  the Company. Heroes should be careful or they might promise 
  too much to the rich man and find what they must do to clear 
  the ledger is distasteful to them.
  Herulf
  The leader is a tall man, with his blonde hair in long plaits. 
  Despite his rich speech, he wears only leathers and his long 
  sword has seen better days. This is Herulf, bandit lord. While 
  he will put on the airs of a nobleman of the Mark, he is not 
  interested in petitioning Thengel King for redress, he just wants 
  your valuables, handed over right now.
  Léothere
  An old man on an older horse stumbles along the path. He 
  seems well-spirited, or at least deep in drink. He strums an 
  instrument and you can catch some of his words, most of 
  which are not fit for the council chambers of lords or the hard-
  won wisdom of a farmstead’s kitchen table.This is Léothere 
  Five-fingers and he only plays at being a drunkard and a rake. 
  Heroes that show him respect anyways will find that both his 
  posture and his speech clean up nicely.
  Rynelda
  You can see a blur on the horizon, heading quickly your way. 
  Before half-a-dozen breaths, you can see the young woman, 
  riding fast and with great skill. This is Rynelda, well-called Fast 
  Rider. She is certainly on a mission for Éogar and will have 
  little time to pass pleasantries with the Company.
  Journey event taBle entry 12
  
  INDEX
  169
  169
  Index
  - INDEX -
  A
  A Secret Folk 
  102
  Adventurers from Wilderland and Eriador 
  6
  Aegif, Wife of the River 
  55
  Aldburg 
  37, 40 
  (Opening as a Sanctuary)
  Affer  
  149
  Aldor  
  10
  Alfric, Guard of Isengard 
  125
  Amon Hen (Seat of Seeing) 
  58
  Amon Lhaw (Seat of Hearing) 
  58
  Anduin 
  53
  Anórien (Sunlending) 
  35
  Argonath, The 
  53
  Attacking Horses 
  154
  Ava  
   
  36
  B
  Balchoth 
  9
  Baldor  
  10
  Barrowfield, The 
  22
  Beacons of Gondor, The 
  41
  Beechbone 
  84
  Béowyrt of the Wold 
  31
  Black Treachery 
  113
  Black Warg of Methedras, The 
  124, 130
  Bocaern 
  126
  Borrowing Horses 
  149
  Bregalad (Quickbeam) 
  83
  Brego  
  10
  Brown Lands 
  59
  Brytta (Léofa) 
  11
  Burglars in Isengard 
  112
  C
  Calenardhon  
  10, 13. 93, 146
  Caferoch the Cold 
  97
  Castamir 
  8
  Celwen 
  36
  Cenric, Third Marshal of the Riddermark 
  36
  Cépá’s House 
  24
  Champion of the Hillmen 
  102
  Cirion  
  10
  Combat Scenery for Towns 
  16
  Courser 
  149
  Crag, The 
  99
  Cyneswith 
  36
  D
  Dark Door, The 
  27
  Deeping-coomb 
  42, 49
  Deeping-stream 
  42, 49
  Deeping Wall 
  51
  Déor  
  10
  Dera  
  65, 168
  Derndingle 
  86
  Destrier 
  149
  Dianach 
  126
  Dol Baran 
  107
  Doom of Curunír 
  106
  Drust, Chieftain of the Gáesela 
  63
  Drustan, Brother of Drust 
  64
  Dunland 
  92
  Dunland Fells, The 
  95
  Dunlending Raider 
  131
  Dunlendings (Culture) 
  100-103
  Dwarves of Erebor 
  94, 99
  Dwimorberg 
  25
  E
  Eastfold 
  35
  Edelyn of Stanshelf 
  64
  Edoras 13
  Eldalcar (Vinitharya) 
  8
  Elfthain, Lord of Fowlmere 
  45
  Emyn Muil, The 
  58
  Ent-draughts 
  72
  Entmoot 
  78
  Ents, The (Onodrim) 
  72
  Entwives 
  73
  Entwood, The (Fangorn Forest) 
  69, 79
  Éofara  
  47
  Éogar, 
  Second Marshal of the Riddermark 
  44
  Éofolda, Lady of Stotfold 
  39
  Eoh  
   
  149, 150
  Éored, The 
  39, 147
  Eorl the Young 
  9
  Erkenbrand 
  45
  Errantries of the King, The 
  19
  Esmund 
  38
  Everholt 
  35, 41
  F
  Fall of Saruman, The 
  119
  Falls of Rauros 
  60
  Fangorn (Treebeard) 
  81
  Fangorn Forest (The Entwood) 
  69, 79
  Fastred 
  11
  Fengel  
  11
  Fenmarch, The 
  41
  Field of Celebrant 
  34
  Fiery  
  152
  Firien Wood 
  35
  Firien-dale 
  35
  Firienfeld 
  27
  Fladrif (Skinbark) 
  82
  Folca  
  11
  Folcred 
  11
  Folcwine 
  11
  Folk of Isengard, The 
  110
  Fords of Isen, The 
  61, 66
  Forgoil  
  94
  Fowlmere 
  45
  Frána, Lord of the Wulfings 
  62
  Fréa  
   
  10
  Fréaláf  
  11
  Fréawine 
  10
  Freca  
  10
  Frecasburg 
  67
  Fróda  
  39
  G
  Gabren the Shepherd 
  98
  Gálmód 
  36-7, 168
  Gaol of Isendgard  
  113
  Gap of Rohan 
  60
  Garnoc 
  124
  Gathering Stone, The 
  100
  Gazhúr Three-Deaths 
  66
  Geth  
  126
  Giant’s Teeth, The 
  100
  Glenys, Princess of the Gáesela                     
  63 
  Glittering Caves 
  52
  Goldred 
  22, 168
  Goldwine 
  10
  Great Boar of Everholt 
  140
  Great Forest Axe 
  103
  Great Map of Orthanc, The 
  118
  Great River, The (Anduin) 
  53
  Great West Road, The 
  40
  Grim of Aspect 
  102
  Grimborn 
  46
  Grimslade 
  46-7
  H
  Halifirien 
  41
  Harrowdale 
  25
  Heáfod 
  21
  Heart-seeker 
  103
  Helm (The Hammerhand) 
  10
  Helm’s Deep (Aglarond, Súthberg) 42, 49-52
  Helm’s Dike 
  49
  Helm’s Gate 
  49
  Hereward, Lord of Harrowdale 
  26
  Herulf  
  56, 161, 168
  Hidden Forge, The 
  115
  High Stone, The 
  68
  Hild  
   
  11
  Hobbits 
  7, 89
  Hold of Dunharrow, The 
  26
  Horn of Helm, The 
  51
  Hornburg 
  50
  Hornrock 
  49
  Hors  
  149, 152
  Huorns 
  85, 161
  I
  Ill Omen 
  102
  
  Rohan Region guide
  170
  In the Service of the White Wizard 
  121
  Írensaga  
  25
  Isengard 
  104, 109 
  (Entering Isengard)
  L
  Léofa  
  11
  Léofold 
  37
  Leofrings, The 
  35
  Léothere Five-Fingers 
  31, 168
  Leuwen of Tunum 
  97
  Library of Orthanc 
  117
  M
  Marshals of the Mark 
  37
  Mathilda 
  56
  Mearas (Mearh) 
  147, 149, 150
  Meduseld 
  21,23
  Men from Harrowdale 
  Alternative Cultural Virtue 
  25
  Men of the Isen, The 
  107
  Meril  
  20
  Mering Stream 
  35
  Merwyn 
  47
  Mildryd Shielding 
  45
  Minalcar (Rómendacil) 
  8
  Morwen Steelsheen 
  19
  Mouths of the Entwash 
  60
  N
  Nan Mordeleb 
  87
  Nen Hithoel 
  53
  Neriend 
  36
  Nertun Ironhand 
  97
  New Fellowship Phase Undertakings:
   
  Climb the White Mountains 
  48
   
  Enter the Hornburg 
  52
   
  Gain Favour in the Golden Hall 
  24
   
  Gaze upon the Glittering Caves 
  53
   
  Go Hunting in the Everholt 
  42
   
  Go Riding with the Horse-herds 
  33
   
  Go See a Lore-master (Saruman) 129
   
  Guard the Crossings 
  58
   
  Honour the Kings of Old 
  23
   
  Learn Lore from Saruman 
  129
   
  Meet Patron (Saruman) 
  129
   
  Open Fangorn as a Sanctuary 
  90
   
  Receive Title (Emissary of Saruman) 129
   
  Receive Title (Esquire of Rohan) 
  18
   
  Riddermark Horse-training 
  155
   
  Sparring with the King’s Guard 
  22
   
  Study with the Ents 
  90
   
  The Hills of Seeing and Hearing 
  59
   
  Weeding in Fangorn 
  91
  Night-eyed 
  152
  Northmen of Rhovanion,  
  8
  O
  Oathbreakers, The 
  29
  Odovacar 
  56-7
  Old Entish (language) 
  75
  Old South Road, The 
  100
  Ominous Blessing 
  25
  Onodrim (Ents) 
  72
  P
  Palantir of Orthanc, The 
  119
  Palfrey  
  149, 151
  Paths of the Dead, The 
  27
  Plains of Rohan, The 
  29
  Pony  
  149, 151
  Proud  
  152
  Pukel-man 
  159
  Q
  Qualities (Horse Features) 
  152
  Queenblossom 
  156
  Quickbeam (Bregalad) 
  83
  R
  Radhors 
  149, 151
  Riding Check, The 
  147
  Riding Checks in Combat 
  154
  Riding in Combat 
  153
  Riding on a Journey 
  148
  Ring-wall of Isengard, The                          108 
  Rings of the White Hand, The 
  123
  River Entwash, The 
  34
  Rómendacil 
  8
  Rouncy 
  149, 152
  Rynelda Fast-rider 
  62, 168
  S
  Saewara 
  20
  Sarn Gebir 
  53
  Saruman the White 
  11, 94, 120
  Schools of Magic 
  123
  Seamhors 
  149, 152
  Seat of Hearing (Amon Lhaw) 
  58
  Seat of Seeing (Amon Hen) 
  58
  Skinbark (Fladrif) 
  82
  Slayers and Mounted Combat 
  154
  Slugen Crowfoot 
  99
  Snowbourn, The 
  22
  Spiral Armour 
  103
  Stair of the Hold 
  27
  Starkhorn 
  25
  Steda  
  149, 150
  Stot  
   
  149
  Stoneclaws the Bear 
  84, 145
  Strong  
  152
  Sturdy  
  152
  Sumpter 
  149, 152
  Sunlending 
  35
  Sunnifa 
  20
  Surefooted 
  152
  Súthberg 
  49
  Swift  
  153
  Swígon the Shepherd 
  32
  T
  Tale of Years, The 
  6, 105
  Thaena 
  20
  Thengel 
  12, 15, 17 
  (Audiences, As Patron)
  Théoden 
  20
  Thrihyne 
  42, 48
  Tindrock (Tol Brandir) 
  59
  Tireless 
  153
  Tol Brandir (Tindrock) 
  59
  Tomb of Elendil 
  35
  Torannen 
  96
  Trample 
  153
  Treebeard (Fangorn) 
  81
  Treeheard’s Hill 
  86
  Tunum 99
  U
  Undeeps, The 
  57
  Underharrow 
  25
  Upbourn 
  25
  V
  Vales of Gundabad 
  146
  Vidugavia 
  8
  Vinitharya 
  8
  W
  Walda  
  11
  Warrior of the Gáesala 
  132
  Wealth of Horses, A 
  148
  Weeding 
  88
  Westfold 
  42
  Whistlingdown 
  86, 87 
  (Healing in)
  White Lies 
  113
  Wild Onset 
  103
  Wisce, The 
  35
  Wold, The 
  34
  Wulf  
  11, 94
  Wulfing Rider 
  132
  Wyrmwood 
  84
  
  PRE-GENERATED CHARACTERS
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  SKILLS
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  OTHER PROFICIENCIES & LANGUAGES
  xxxxxx
  xxxxxxx
  xxxxxxx
  CURRENT HIT POINTS
  xxxxxxxxxxxxxx____________________________
  HIT DICE
  Total _______________
  DEATH SAVES
  xxxxxxx
  xxxxxxx
  ATTACKS
  xxxx
  xxxxxxx
  xxx/xxx
  EQUIPMENT
  x
  x
  x
  FEATURES, TRAITS, AND VIRTUES
  CHARACTER TRAITS
  CHARACTER NAME
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  xxxx
  xxxx
  xxxx
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  CLASS & 
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  EXPERIENCE
  POINTS
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  MISERABLE
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  PLAYER
  NAME
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  ____ xxxxx
  SAVING THROWS
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  ____ xxxxx (xxx)
  SKILLS
  xxxxxxxxxx (xxxxxx)
  OTHER PROFICIENCIES & LANGUAGES
  xxxxxx
  xxxxxxx
  xxxxxxx
  CURRENT HIT POINTS
  xxxxxxxxxxxxxx____________________________
  HIT DICE
  Total _______________
  DEATH SAVES
  xxxxxxx
  xxxxxxx
  ATTACKS
  xxxx
  xxxxxxx
  xxx/xxx
  EQUIPMENT
  x
  x
  x
  FEATURES, TRAITS, AND VIRTUES
  CHARACTER TRAITS
  CHARACTER NAME
  xxxx xx xxx
  xxxx
  xxxx
  xxxx
  xxxx
  CLASS & 
  LEVEL
  CULTURE
  BACK-
  GROUND
  SHADOW
  WEAKNESS
  EXPERIENCE
  POINTS
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  TEMPORARY HIT 
  POINTS
  MISERABLE
  Permanent
  xxxxx
  xxx
  PLAYER
  NAME
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  ____ Strength
  ____ Dexterity
  ____ Constitution
  ____ Intelligence
  ____ Wisdom
  ____ Corruption
  ____ Charisma
  SAVING THROWS
  ____ Acrobatics (Dex)
  ____ Animal Handling (Wis)
  ____ Athletics (Str)
  ____ Deception (Cha)
  ____ History (Int)
  ____ Insight (Wis)
  ____ Intimidation (Cha)
  ____ Investigation (Int)
  ____ Lore (Int)
  ____ Medicine (Wis)
  ____ Nature (Int)
  ____ Perception (Wis)
  ____ Performance (Cha)
  ____ Persuasion (Cha)
  ____ Riddle (Int)
  ____ Shadow-lore (Int)
  ____ Sleight of Hand (Dex)
  ____Stealth (Dex)
  ____ Survival (Wis)
  ____ Traditions (Int)
  Passive Perception (wisdom)
  OTHER PROFICIENCIES & LANGUAGES
  Armour Class
  Initiative
  Speed
  CURRENT HIT POINTS
  HIT DICE
  DEATH SAVES
  Successes
  Failures
  ATTACKS
  Name
  Atk Bonus
  Damage/Type
  EQUIPMENT
  FEATURES, TRAITS, AND VIRTUES
  CHARACTER TRAITS
  CHARACTER NAME
  Standard of Living
  Distinctive Quality
  Speciality
  Hope
  Despair
  CLASS & 
  LEVEL
  CULTURE
  BACK-
  GROUND
  SHADOW
  WEAKNESS
  EXPERIENCE
  POINTS
  TM
  Charisma
  Shadow
  TEMPORARY HIT 
  POINTS
  MISERABLE
  PLAYER
  NAME
  Inspiration
  Proficiency Bonus
  SKILLS
  Hit Point Maximum____________________________
  Total _______________
  G
  S
  C
  Aelfilda
  Scholar 1
  Rider of Rohan
  Doomed to Die
  Lure of Secrets
  Martial
  8
  -1
  13
  +1
  14
  +2
  16
  +3
  14
  +2
  10
  +0
  +2
  -1
  +1
  +2
  +5
  +4
  +4
  +0
  +1
  +4
  +1
  +0
  +3
  +2
  +2
  +3
  +9
  +4
  +3
  +2
  +0
  +0
  +3
  +3
  +1
  +1
  +2
  +5
  12
  Languages – You can speak the tongue of Rohan 
  which is loosely related to the tongue of the Anduin 
  Vales. You can also speak Westron and easily make 
  yourself understood in accented Sindarin.
  12
  +1
  30 ft
  10
  1d8
   Short Bow* 
  +3  
  1d6+1 piercing  
    
   
   
  *You can shoot your short bow up to 80 feet, or up 
  to 320 feet with Disadvantage.
   
  A riding horse (Palfrey), travelling 
  cloak, gear for the current season, 
  saddlebags, decorative cloak-clasp, 
  leather jerkin, short bow, 20 arrows
  7
  Patient. While you know that you will die soon 
  you aren’t eager to hasten it. You live your life as 
  normal, knowing that the appointed hour will 
  come when it will.
  Dark Secrets. You have recognised the influence 
  of Shadow and you are certain that its advance is 
  what has sealed your fate.
  Though it shall end with my death, I shall push 
  forward because I am the only one who can.
  I fear that I will die alone and unremembered.
  Dark Foreboding - You can get some sense of the 
  Shadow’s presence. You might be able to sense 
  if an Orc warband is part of a larger force or if a 
  particular ruin is blighted by the Enemy.
  Old Songs and Children’s Tales. Grant yourself 
  Advantage on History, Insight, Investigation, Lore, 
  Medicine, Nature, Performance, Riddle, Survival 
  or Traditions checks up to 3 times per Adventuring 
  phase.
  Hands of a Healer: You have one Healing Die (1d8). 
  See page 64 of the Player’s Guide for how to use it.
  News from Afar. At the start of an adventuring 
  phase or after spending time in a Sanctuary, you 
  learn about one or two events of importance that 
  have happened nearby.
  Tongues of Many Peoples
  You know a little bit of many languages and can 
  have simple conversations with anyone, even if 
  you don’t share a language.
    
   
   
  Permanent
  0
  0
  
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  SAVING THROWS
  Passive Perception (wisdom)
  OTHER PROFICIENCIES & LANGUAGES
  Armour Class
  Initiative
  Speed
  CURRENT HIT POINTS
  HIT DICE
  DEATH SAVES
  Successes
  Failures
  ATTACKS
  Name
  Atk Bonus
  Damage/Type
  EQUIPMENT
  FEATURES, TRAITS, AND VIRTUES
  CHARACTER TRAITS
  CHARACTER NAME
  Standard of Living
  Distinctive Quality
  Speciality
  Hope
  Despair
  CLASS & 
  LEVEL
  CULTURE
  BACK-
  GROUND
  SHADOW
  WEAKNESS
  EXPERIENCE
  POINTS
  TM
  Charisma
  Shadow
  TEMPORARY HIT 
  POINTS
  MISERABLE
  PLAYER
  NAME
  Inspiration
  Proficiency Bonus
  SKILLS
  Hit Point Maximum____________________________
  Total _______________
  G
  S
  C
  Dúnhere
  Warrior 1
  Rider of Rohan
  Fallen Scion
  Lure of Power
  Martial
  16
  +3
  14
  +2
  14
  +2
  10
  +0
  13
  +1
  8
  -1
  +2
  +2
  +3
  +5
  -1
  +2
  +3
  -1
  +0
  +0
  +1
  +0
  +1
  -1
  -1
  +0
  +0
  +2
  +2
  +1
  +2
  11
  Languages – You can speak the tongue of Rohan 
  which is loosely related to the tongue of the Anduin 
  Vales. You can also speak Westron and easily make 
  yourself understood in accented Sindarin.
  15
  (17 with Shield) 
  +2
  30 ft
  12
  1d10
   Long Sword 
  +5  
  1d8+5 / 1d10+3  
   Short Bow* 
  +4 
   1d6+2 piercing 
  *You can shoot your short bow up to 80 feet, or up 
  to 320 feet with Disadvantage.
   
  A riding horse (Palfrey), travelling 
  cloak, gear for the current season, 
  saddlebags, drinking horn, corslet 
  of mail, short bow, 20 arrows, long 
  sword
  7
  Bold. Powerful blood still courses through your 
  veins and strengthens your resolve; you are not 
  easily daunted.
  Story-telling. There’s nothing you like better than 
  to share the tales of your lordly past with an 
  audience.
  I am a paragon of my bloodline; I shall bring no 
  shame to my ancestry
  My allies humour me; they have no interest in 
  seeing my position restored.
  Noble Bearing. Though your lands and birthright 
  are gone, your title remains. In social situations 
  you are still treated as being part of the nobility 
  with both the rewards and expectations that such 
  a title deserves.
  Master of Doom. At the start of an Adventuring 
  phase. you can reduce your Wisdom by up to 
  2 points. For each point spent you gain 1d10+2 
  temporary hit points.
  Fighting Style: Duelling. +2 damage when using 
  long sword 1-handed without another weapon.
  Second Wind - On your turn you can use your 
  bonus action to regain 1d10+1 hit points. You must 
  take a short or long rest before using this again.
    
   
   
  Permanent
  0
  0
  ____ Strength
  ____ Dexterity
  ____ Constitution
  ____ Intelligence
  ____ Wisdom
  ____ Corruption
  ____ Charisma
  ____ Acrobatics (Dex)
  ____ Animal Handling (Wis)
  ____ Athletics (Str)
  ____ Deception (Cha)
  ____ History (Int)
  ____ Insight (Wis)
  ____ Intimidation (Cha)
  ____ Investigation (Int)
  ____ Lore (Int)
  ____ Medicine (Wis)
  ____ Nature (Int)
  ____ Perception (Wis)
  ____ Performance (Cha)
  ____ Persuasion (Cha)
  ____ Riddle (Int)
  ____ Shadow-lore (Int)
  ____ Sleight of Hand (Dex)
  ____Stealth (Dex)
  ____ Survival (Wis)
  ____ Traditions (Int)
  +5
  +2
  +4
  +0
  +0
  +1
  -1
  
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  SAVING THROWS
  Passive Perception (wisdom)
  OTHER PROFICIENCIES & LANGUAGES
  Armour Class
  Initiative
  Speed
  CURRENT HIT POINTS
  HIT DICE
  DEATH SAVES
  Successes
  Failures
  ATTACKS
  Atk Bonus
  Damage/Type
  EQUIPMENT
  FEATURES, TRAITS, AND VIRTUES
  CHARACTER TRAITS
  CHARACTER NAME
  Standard of Living
  Distinctive Quality
  Speciality
  Hope
  Despair
  CLASS & 
  LEVEL
  CULTURE
  BACK-
  GROUND
  SHADOW
  WEAKNESS
  EXPERIENCE
  POINTS
  TM
  Charisma
  Shadow
  TEMPORARY HIT 
  POINTS
  MISERABLE
  PLAYER
  NAME
  Inspiration
  Proficiency Bonus
  SKILLS
  Hit Point Maximum____________________________
  Total _______________
  G
  S
  C
  Herubrand
  Warden 1
  Rider of Rohan
  The Harrowed
  Lure of Power
  Martial
  8
  -1
  14
  +2
  13
  +1
  10
  +0
  14
  +2
  16
  +3
  +2
  12
  Languages – You can speak the tongue of Rohan 
  which is loosely related to the tongue of the Anduin 
  Vales. You can also speak Westron and easily make 
  yourself understood in accented Sindarin.
  14
  (16 with Shield)
  +2
  30 ft
  9
  1d8
    
   
   
  * +4 damage when mounted
  *You can shoot your short bow up to 80 feet, or up 
  to 320 feet with Disadvantage.
   
   
  A riding horse (Palfrey), travelling 
  cloak, gear for the current season, 
  saddlebags, chess set, leather corslet, 
  short bow, 20 arrows, broadsword
  7
  Eager. You can barely contain your glee when an 
  opportunity to pursue your dream presents itself.
  Minstrelsy. You know that many facts are 
  preserved through song and that the emotional 
  responses to music are similar to your own 
  When I resolve what my dreams are telling me I 
  shall finally be at peace.
  I’ve badly misinterpreted my dreams and it is too 
  late to change course.
  Foreknowledge. Your dreams grant you riddles and 
  visions of things that might come to pass or that 
  signify knowledge that you have no other way of 
  gaining.
  King’s Guard (Sword and Spear). When mounted 
  you gain a +2 bonus to damage rolls using your 
  broadsword.
  Warden’s Gift. You have 3 Gift dice per long rest. 
  Each is a d6. See page 87 for how a creature can 
  use a Gift die.
  Ever Watchful. If you can talk to the locals, make 
  a DC 12 Intelligence (Investigation) check with 
  Advantage. On a success you hear at the latest 
  rumours and news.
  Permanent
  0
  0
  Strength
  Dexterity
  Constitution
  Wisdom
  SAVING THROWS
  Passive Perception (wisdom)
  OTHER PROFICIENCIES & LANGUAGES
  Armour Class
  CURRENT HIT POINTS
  HIT DICE
  DEATH SAVES
  Successes
  Failures
  EQUIPMENT
  FEATURES, TRAITS, AND VIRTUES
  CHARACTER TRAITS
  CHARACTER NAME
  Standard of Living
  Distinctive Quality
  Speciality
  Hope
  Despair
  CLASS & 
  LEVEL
  CULTURE
  BACK-
  GROUND
  SHADOW
  WEAKNESS
  EXPERIENCE
  POINTS
  TM
  Shadow
  TEMPORARY HIT 
  POINTS
  MISERABLE
  PLAYER
  NAME
  Inspiration
  Proficiency Bonus
  Total _______________
  G
  S
  C
  Martial
  8
  -1
  14
  +2
  +2
  12
  30 ft
  1d8
  7
  Permanent
  0
  0
   Broadsword 
  +4 
  1d8+2* slash-
   
  ____ Strength
  ____ Dexterity
  ____ Constitution
  ____ Intelligence
  ____ Wisdom
  ____ Corruption
  ____ Charisma
  ____ Acrobatics (Dex)
  ____ Animal Handling (Wis)
  ____ Athletics (Str)
  ____ Deception (Cha)
  ____ History (Int)
  ____ Insight (Wis)
  ____ Intimidation (Cha)
  ____ Investigation (Int)
  ____ Lore (Int)
  ____ Medicine (Wis)
  ____ Nature (Int)
  ____ Perception (Wis)
  ____ Performance (Cha)
  ____ Persuasion (Cha)
  ____ Riddle (Int)
  ____ Shadow-lore (Int)
  ____ Sleight of Hand (Dex)
  ____Stealth (Dex)
  ____ Survival (Wis)
  ____ Traditions (Int)
  Name
  -1
  +4
  +1
  +0
  +2
  +2
  +5
  +2
  +4
  -1
  +3
  +0
  +2
  +3
  +2
  +2
  +2
  +0
  +2
  +5
  +5
  +0
  +0
  +2
  +2
  +2
  +2
  Intelligence
  Initiative
  Speed
  ATTACKS
  Name
  Atk Bonus
  Damage/Type
  Charisma
  Hit Point Maximum____________________________
    Short Bow** 
  +4 
  1d6+2 piercing  
  
  TM
  TM
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  SAVING THROWS
  Passive Perception (wisdom)
  OTHER PROFICIENCIES & LANGUAGES
  Armour Class
  Initiative
  Speed
  CURRENT HIT POINTS
  HIT DICE
  DEATH SAVES
  Successes
  Failures
  ATTACKS
  Name
  Atk Bonus
  Damage/Type
  EQUIPMENT
  FEATURES, TRAITS, AND VIRTUES
  CHARACTER TRAITS
  CHARACTER NAME
  Standard of Living
  Distinctive Quality
  Speciality
  Hope
  Despair
  CLASS & 
  LEVEL
  CULTURE
  BACK-
  GROUND
  SHADOW
  WEAKNESS
  EXPERIENCE
  POINTS
  TM
  Charisma
  Shadow
  TEMPORARY HIT 
  POINTS
  MISERABLE
  PLAYER
  NAME
  Inspiration
  Proficiency Bonus
  SKILLS
  Hit Point Maximum____________________________
  Total _______________
  G
  S
  C
  Thuna
  Wanderer 1
  Rider of Rohan
  Seeker of the Lost
  Wandering-mad-
  ness
  Martial
  10
  +0
  14
  +2
  16
  +3
  14
  +2
  13
  +1
  8
  -1
  +2
  +2
  +5
  +0
  -1
  +2
  +1
  -1
  +4
  +4
  +1
  +2
  +3
  -1
  -1
  +2
  +2
  +2
  +4
  +3
  +2
  13
  Languages – You can speak the tongue of Rohan 
  which is loosely related to the tongue of the Anduin 
  Vales. You can also speak Westron and easily make 
  yourself understood in accented Sindarin.
  15
  (17 with Shield) 
  +2
  30 ft
  13
  1d10
   Scimitar 
  +4  
  1d6+2 slashing  
    Great Bow* 
  +4 
   1d8+2 piercing 
  *You can shoot your great bow up to 150 feet, or 
  up to 600 feet with Disadvantage.
   
   
  A riding horse (Palfrey), travelling 
  cloak, gear for the current season, 
  saddlebags, ornate helmet, corslet of 
  mail, great bow, 20 arrows, scimitar
  7
  Clever. One of the reasons why you know that you 
  are going to find what you seek is because of the 
  intuitive leaps you’ve made while examining the 
  clues.
  Old Lore. In order to uncover something lost in the 
  present you’ve had to do lots of research into the 
  half-forgotten past.
  By recovering the past I can make things better in 
  the present.
  I am certain that someone else has already solved 
  the mystery; I shall be disappointed.
  Lore of the Lost. You tend to know a little bit about 
  many ancient things and lands.
  Born to the Saddle: You have advantage on 
  Wisdom (Animal Handling) checks and double 
  your Proficiency Bonus (already included).
  Known Lands. Choose 3 regions, see page 82 of 
  the Player’s Guide for your abilities within those 
  regions.
  Ways of t he Wild. You have Advantage on Wisdom 
  (Survival) checks when tracking others. If you serve 
  as Guide on a Journey then you ‘fill in’ for any 
  missing roles.
    
   
   
  Permanent
  0
  0
  ____ Strength
  ____ Dexterity
  ____ Constitution
  ____ Intelligence
  ____ Wisdom
  ____ Corruption
  ____ Charisma
  ____ Acrobatics (Dex)
  ____ Animal Handling (Wis)
  ____ Athletics (Str)
  ____ Deception (Cha)
  ____ History (Int)
  ____ Insight (Wis)
  ____ Intimidation (Cha)
  ____ Investigation (Int)
  ____ Lore (Int)
  ____ Medicine (Wis)
  ____ Nature (Int)
  ____ Perception (Wis)
  ____ Performance (Cha)
  ____ Persuasion (Cha)
  ____ Riddle (Int)
  ____ Shadow-lore (Int)
  ____ Sleight of Hand (Dex)
  ____Stealth (Dex)
  ____ Survival (Wis)
  ____ Traditions (Int)
  +0
  +4
  +3
  +2
  +1
  +1
  +1
  
  TM
  “Explore the lands of Dale and venture beneath the Lonely Mountain (TM) in the latest supplements for 
  Adventures in Middle-earth. Visit www.cubicle7games.com to get your copy today”
  
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark 
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  such content does not embody the Product Identity and is an enhancement 
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  and You must add the title, the copyright date, and the copyright holder's 
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  7. Use of Product Identity: You agree not to Use any Product Identity, 
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  9. Updating the License: Wizards or its designated Agents may publish 
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  11. Use of Contributor Credits: You may not market or advertise the Open 
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  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may 
  not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
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  14. Reformation: If any provision of this License is held to be 
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  necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. 
  System Reference Document 5.1 Copyright 2016, Wizards of the Coast, 
  Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, 
  Chris Sims, and Steve Townshend, based on original material by E. Gary 
  Gygax and Dave Arneson. 
  Adventures in Middle-earth Player’s Guide Copyright 2016 Cubicle 7 
  Entertainment Ltd/Sophisticated Games Ltd; Authors: James Brown, Paul 
  Butler, Walt Ciechanowksi, Steve Emmott, Gareth Ryder-Hanrahan, Jon 
  Hodgson, Shane Ivey, Andrew Kenrick, TS Luikart, Dominic McDowall, 
  Francesco Nepitello, James Spahn, Ken Spencer.
  Adventures in Middle-earth Loremaster’s Guide Copyright 2017 
  Cubicle 7 Entertainment Ltd/Sophisticated Games Ltd; Authors: Walt 
  Ciechanowski, Steve Emmott, Jon Hodgson, TS Luikart, Dominic 
  McDowall, Francesco Nepitello, David Rea, Jacob Rodgers, Gareth 
  Ryder-Hanrahan and Ken Spencer.
  Adventures in Middle-earth Lonely Mountain Region Guide 
  Copyright 2019 Cubicle 7 Entertainment Ltd/Sophisticated Games Ltd; 
  Authors: Gabriel Garcia, Andrew Kenrick, Mark A. Latham, T.S. Luikart, 
  Francesco Nepitello, Jacob Rodgers, James M. Spahn and Kenneth 
  Spencer.
  Adventures in Middle-earth Rivendell Region Guide Copyright 2018 
  Cubicle 7 Entertainment Ltd/Sophisticated Games Ltd; Authors: Francesco 
  Nepitello, Shane Ivey, Andrew Kenrick, Thomas Morwinsky, Jacob 
  Rodgers, James M. Spahn, Amado Angulo and Marco Maggi.
  Adventures in Middle-earth Rohan Region Guide Copyright 2019 
  Cubicle 7 Entertainment Ltd/Sophisticated Games Ltd; Authors: Shane 
  Ivey, Andrew Kenrick, T.S. Luikart, Francesco Nepitello, Jacob Rodgers 
  and James M. Spahn
  END OF LICENSE 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Cubicle 7/Adventures in Middle Earth - Rohan Region Guide.pdf