TEXT: ™
  ™
  Fantasy Roleplaying in the WoRld oF the hobbittM and the loRd oF the RingstM 
  based on the novels by J.R.R. tolkien
  
  Written by Gary Astleford, Jon Hodgson, Shane Ivey, TS Luikart, Francesco Nepitello, Ken Spencer
  The One Ring rules designed by Francesco Nepitello and Marco Maggi.
  Art Director: Jon Hodgson
  Cover Art by by Sam Manley
  Art by Andrew Hepworth, Jon Hodgson, Jason Juta, Sam Manley, Jan Pospisil, Naomi Robinson
  Edited by TS Luikart, Andrew Kenrick and Amanda Valentine
  Graphic Design and Layout: Paul Bourne
  Line Development Team: Jon Hodgson, Robert Hyde, Dominic McDowall and Francesco Nepitello.
  Proofread by David Rea and Jacob Rodgers
  Published by Sophisticated Games Ltd, 3 Andersen Court, Newnham Road, Cambridge CB3 9EZ, UK and 
  Cubicle 7 Entertainment Ltd,  Suite D3, Unit 4, Gemini House, Hargreaves Road, Groundwell Industrial Estate, 
  Swindon, SN25 5AZ, UK
  © Sophisticated Games 2017          © Cubicle 7 Entertainment 2017
   
   
  The One Ring, Middle-earth, The Hobbit, The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered 
  trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used under license by Sophisticated Games Ltd and their 
  respective licensees.
   
  All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, 
  electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
   
  - credits -
  2
  
  - contents -
  intRoduction 
  4
  How to Use this Guide 
  6
  The Passing of Years 
  6
  blood on the snoW 
  7
  Adventuring Phase 
  7
  Part One – To Edoras! 
  7
  Part Two – Northward Bound 
  10
  Part Three – Stepping into Darkness 
  13
  Part Four – The Horse-eater 
  16
  Epilogue 
  18
  Red days Rising 
  19
  Adventuring Phase 
  19
  Part One – Wisdom of the Riders 
  19
  Part Two – Flytes at the Ford 
  24
  Part Three – Where the Sky-Spear Falls 
  27
  Part Four – The River-reavers 
  33
  Part Five – A Blood-Red Evening 
  42
  Epilogue 
  45
  WRath oF the RideRs 
  46
  Adventuring Phase 
  46
  Part One – The Marshal’s Command 
  47
  Part Two – Beyond the Crossings 
  48
  Part Three – Into the Red Moor 
  50
  Part Four – Warriors’ Words 
  52
  Part Five – The Chieftain and the Barrow-witch 
  56
  Part Six – The Grey Horse 
  60
  Aftermath 
  65
  black hoRses, black deeds 
  66
  Adventuring Phase 
  66
  Part One – By Order of the Marshal 
  67
  Part Two – The Village of Stotfold 
  69
  Part Three – Fury in the Darkness 
  72
  Part Four – Merchants Most Foul 
  77
  Part Five – Turning the Tables 
  79
  Part Six – Sharp Words 
  81
  Part Seven – Victory and Regret 
  86
  Aftermath 
  87
  beloW the last Mountain 
  88
  Adventuring Phase 
  88
  Part One – The Two Marshals 
  89
  Part Two – The Villages of West-march 
  91
  Part Three – The Raider’s Trail 
  93
  Part Four – The Orc Camp 
  97
  Part Five – Distant Kin 
  100
  Part Six – Hunters and Hunted 
  101
  Epilogue – Return to Grimslade 
  104
  the Woes oF WinteR 
  106
  Adventuring Phase 
  106
  Part One – A Gathering of Rivals 
  107
  Part Two – The Murder of Ceorl the Bold 
  111
  Part Three – The Bride’s Horse 
  113
  Part Four – Fell Tidings 
  115
  Part Five – Red Fell the Snow 
  118
  Epilogue 
  123
  A Wedding Feast 
  124
  Aftermath 
  124
  loReMasteR chaRacteRs appendix 125
  pRe-geneRated chaRacteRs 
  127
  Aelfilda 
  128
  Dúnhere 
  130
  Herubrand 
  132
  Saewara of Starkhorn 
  134
  Thuna 
  136
  Wulf 
  138
  index 
  140
  3
  
  4
  Oaths Of the RiddeRmaRk
  - introduction -
  This guide contains six ready-to-play adventures for 
  your company of heroes, complete scenarios that can 
  be played separately, or as a linked series of adventures 
  spanning a number of years. 
  All adventures are set in Rohan after the year 2955, 
  during the rule of King Thengel, father of Théoden, but 
  there is no canonical requirement for a certain year, so 
  you can set them earlier or later depending on the needs 
  of your campaign. 
  These adventures all draw strongly on the setting 
  information contained in Horse-lords of Rohan, and 
  that supplement will provide a useful companion to this 
  anthology. 
  The adventures are all designed for a group of young 
  Riders of Rohan characters, or novice heroes who swiftly 
  find themselves in the service of Thengel King. 
  We Come from the North!
  If your players want to play a company of heroes 
  from Wilderland, venturing south to find glory in the 
  Riddermark, it is recommended that at least one of 
  them play a Rider of Rohan instead, to guide them 
  in this distant land, or else provide a reason to become 
  involved with the politics of the Rohirrim. 
  Perhaps Thengel King, himself a stranger to his 
  own people, has decided that only a band of outsiders 
  can bring his warring people together. Be warned 
  though, as such a choice add a level of difficulty to 
  the adventures, as the Rohirrim do not let strangers 
  meddle in their own affairs easily.
  (If a company is already complete, you might consider 
  to add to its members one of the pre-generated 
  characters found in the Appendix as a Loremaster 
  character).
  
  5
  The six adventures are:
  Blood on the Snow
  A terrible beast hunts the Westfold Vale, slaying horses. 
  As the company investigates, they discover a band of 
  Dunlendings hunting the beast, for it has been preying 
  on their people too. High up in the White Mountains, 
  the companions must face evil of many kinds to emerge 
  triumphant.
  Red Days Rising
  Tensions mount between the Second and Third Marshals 
  of the Riddermark, threatening bloodshed between the 
  Rohirrim. Thengel King asks the heroes to make peace 
  between the Marshals, suggesting a marriage between 
  their two households. But in order to be heard, they will 
  have to earn the trust of bitter foes.
  Wrath of the Riders
  The Rohirrim have long fought against the tribes of 
  Dunlendings beyond their border, but must it always be 
  this way? Thengel King has set a task before the Second 
  Marshal, Éogar of Westfold – to make peace with the 
  tribes of Dunland. Éogar wants no part of it, so instead 
  sets a task before the company… 
  Black Horses, Black Deeds
  Orcs threaten the borders of Eastfold and a band of 
  brigands have murdered horse-traders travelling along 
  the great West Road. Cenric, the Third Marshal, cannot 
  spare the riders to track them, so asks the companions 
  to bring them to justice. The brigands are horse-thieves 
  exiled from Gondor, stealing black horses to sell to ill-
  favoured merchants serving the Dark Lord…
  Below the Last Mountain
  When a great band of Dunlendings are seen making for 
  the Fords of Isen, the company is dispatched to find out 
  what threat they pose. They discover the Dunlendings are 
  refugees, fleeing before marauding Orcs from the White 
  Mountains, intent on taking slaves. The company must 
  hunt down the Orcs, in particular their hated leader, 
  Gazhur Three-Deaths.
  The Woes of Winter
  The fragile peace brokered between the marshals is to 
  be bound by the wedding of Esmund Son of Edwin and 
  Mildryd Shielding. But Orcs of the White Mountains and 
  tribes out of the Dunland Fells have crossed into Rohan, 
  threatening to test the bonds of loyalty and kinship when 
  battle is joined. The company must ensure kinstrife is put 
  intROductiOn
  
  6
  Oaths Of the RiddeRmaRk
  to one side and the oaths of the Riddermark upheld on the 
  field of battle.
  The Trials of Thengel King
  While each of the adventures can be played on its 
  own, when played together they form a story arc of 
  linked adventures telling the tale of the early part of 
  Thengel’s reign. The first adventure finds Thengel 
  newly crowned King of Rohan, but the households 
  of his marshals at one another’s throats, a division 
  deliberately fostered by his father, King Fengel.
  As the players play each adventure, they should 
  find themselves more and more invested in helping 
  Thengel King bring his divided people together. Each 
  adventure presents a different challenge facing the 
  Rohirrim, and the success or failure of the player-
  heroes in helping the Eorlingas overcome these 
  adversities will have lasting repercussions for the 
  Riddermark. 
  Succeed and Rohan will stand united, Thengel’s 
  reign one of peace and bounty. Fail and Rohan will 
  be divided, Thengel’s reign marred by continued 
  kinstrife and resentment.
  hoW to use this guide
  Most of the adventures presented in this guide are self-
  contained, and can be played as single quests without 
  reference to any past or future adventures. You can pick 
  the most appropriate adventures to run based on the 
  composition of your players’ company and their journeys 
  across Rohan. 
  Blood on the Snow provides a short introductory 
  adventure to allow the company access to the great and 
  good of Rohan. Wrath of the Riders, Black Horses, 
  Black Deeds have no direct links to the other adventures, 
  save continuing to illustrate the various troubles of Thengel 
  King. Red Days Rising, Below the Last Mountain and 
  The Woes of Winter are much more closely interlinked, 
  but a Loremaster can pick the connections apart easily 
  enough (for example, in Below the Last Mountain the 
  assembly of the marshals might be removed, and the 
  wedding taking place in The Woes of Winter need not be 
  related to prior events). 
  Alternatively, you can combine all six adventures into a 
  short campaign (see The Trials of Thengel King box, 
  opposite), in which case they should be played in the order 
  presented in this guide.
  the passing oF yeaRs
  If you want to follow the default pacing of gameplay 
  suggested in The One Ring Roleplaying Game, playing 
  all the adventures contained in Oaths of the Riddermark 
  should take several years. Every scenario offers plenty 
  of opportunities to keep the companions busy for a 
  year of game time, as the players can easily follow their 
  Adventuring phase with a fruitful Fellowship phase, or 
  even start a supplemental Adventuring phase building 
  upon the consequences of the previous one. 
  Even if you don’t feel comfortable with playing one 
  adventure per year, we suggest that you at least let one year 
  pass for every two adventures. A tight pace of gameplay 
  could be as follows:
   
  Blood on the Snow can occur in early 2959.
   
  Red Days Rising could be run as the first adventure of 
  2960, starting and ending in Edoras. Wrath of the Riders 
  could then follow in the summer of the same year, with 
  the heroes dispatched to Helm’s Deep on a mission for the 
  King. A Year’s End Fellowship phase could then follow, set 
  in Edoras.
  Black Horses, Black Deeds could then follow as the first 
  adventure of 2961, with the companions meeting up at 
  Edoras once again before riding for Aldburg. Below the 
  Last Mountain is suited as the last adventure in the year, 
  taking place that autumn. A Year’s End Fellowship phase 
  could then follow, based either in Grimslade, Helm’s Deep 
  or Edoras.
  The Woes of Winter might be either the last adventure of 
  2962 or the very first adventure early in 2963.  
  
  7
  - Blood -
  on the snow
  •	
  When: This short, introductory adventure can be set in 
  the early spring of any year between 2955 and 2965.
  •	
  Where: The adventure begins with the company 
  already in or arriving at Edoras, to discover Thengel 
  King has urgent need of brave adventurers. It then 
  moves through Westfold before concluding in the 
  White Mountains above Helm’s Deep.
  •	
  What: Several steadings have been attacked, their 
  horses slain. Reports tell that many have died 
  attempting to defend their animals. Due to unfolding 
  events at Edoras, the King cannot spare the warriors he 
  would normally send. Rumour has it that Dunlendings 
  are killing and eating horses of the Mark.
  •	
  Why: This quest is an opportunity for the company 
  to win favour with the King, and become known in 
  Rohan. 
  •	
  Who: The companions meet many different characters 
  in the Mark, exemplifying the contrasts and tumults 
  stirring in the realm. 
  adventuRing phase
  The adventure is divided into four parts, which begin in 
  Meduseld and end in the mountains surrounding Helm’s 
  Deep.
  paRt one – to edoRas!
  The company is in Edoras, looking for adventure. Ominous 
  reports have reached the city from Westfold and someone 
  must be dispatched to discover what has occurred and if 
  possible put it right.
  paRt tWo – noRthWaRd bound
  The company travels into the foothills of the White 
  Mountains to learn more about the events that have 
  transpired. Discovering the ruin of several homesteads 
  they begin to piece together the story. Some great beast 
  has been attacking homesteads and eating their horses.
  paRt thRee – stepping into daRkness
  The company begin tracking the creature in earnest, 
  meeting a group of Dunlending hunters who have also 
  come to destroy the creature they claim hunts their land.
  paRt FouR – the hoRse-eateR
  The company catch up with their dread quarry, and learn 
  something about hatred.
  epilogue
  The company return to Meduseld, gaining favour with the 
  King, laying the foundations for the next adventure.
  - paRt one - 
  to edoRas!
  Edoras is a natural destination for any group of 
  adventurers entering the Mark of the Riders. Perhaps the 
  companions already live here and are looking to embark 
  on a life of adventure. On their way to the capital, or in the 
  drinking halls and stables of Edoras, they hear some or all 
  of the following rumours. Companions from Rohan may 
  even hold some of these ideas to be true:
  •	
  There are caves in the White Mountains so shaped 
  that the wind blowing through tells secrets. 
  •	
  The Dunlendings hate us because in the Mark we 
  know how to ride, and they don’t.
  •	
  The Dunlendings eat horse meat, curse them! They 
  know we raise the finest horses, and they make the 
  finest prize for those foul Dunlending horse-eaters.
  •	
  The Dunlendings work sorcery! They control animals 
  through wicked spells, and this has brought them 
  much bad luck. We have no truck with such things, 
  and that’s why fortune always favours us.
  •	
  A farming family were killed in their beds by 
  Dunlendings. Honest people cannot trust them - they 
  are not even truly Men! They are something different, 
  cunning beasts walking on two legs.
  BlOOd On the snOw
  
  8
  Oaths Of the RiddeRmaRk
  •	
  Some Dunlendings have proven themselves to be 
  decent, and some can swing a sword in the right 
  direction, but they are the exception.
  •	
  Up near the White Mountains, the Dunlendings have 
  been attacking isolated farmsteads in the name of 
  centuries-old grudges. This shows how they don’t 
  understand proper war.
  •	
  Orcs in numbers have been sighted in the White 
  Mountains, and no one knows where they come 
  from. We need to take action immediately and face 
  this threat - The King must settle the squabbles of his 
  Marshals once and for all!
  •	
  The winter has been long and hard. There are wolves 
  roaming the Mark, bolder than ever. They’ve been 
  harrying our herds of horses. The King must do 
  something about it.
  On arrival in Edoras the company will find the place in a 
  state of some excitement. Armed men and women march 
  with purpose on one errand or another, and parties of 
  Riders seem to be heading out to the East. 
  If they ask around no one seems to be willing to say what 
  is happening: “If you don’t know, then it is not for you to 
  know”. If the company comprises mostly Riders of Rohan 
  they will be told with a roll of an eye: “Oh you know the 
  old rhyme - The Marshals! A strong sword arm needs 
  work or it finds trouble, and the King likes to keep both his 
  sword hands occupied.”
  Sooner or later our heroes will be told that if they’re 
  looking for work, or something to occupy their enquiring 
  minds, then they should head to the Reeve’s House, 
  which they will find on the road up to Meduseld. Groups 
  of capable and wily warriors are being sought for some 
  unusual mission.
  in seaRch oF adventuRe
  On their way to the Reeve’s House, the company will 
  encounter Ulfúr, a Rider from Edoras. He is heading the 
  same way, with his band of fellows. They are the very 
  essence of the Men of the Mark, tall, clad in long coats 
  of shining knot-edged mail, with fierce thatches of blonde 
  and red hair woven in thick braids. Their shoulders are 
  decked with furs, their arms and fingers bear many gold 
  rings. They are fierce men and women of Rohan, girt for 
  war, and are glorious to behold. 
  Ulfúr will eye the company up and down: if they are from 
  the Mark he will know something of them, and if they hail 
  from beyond Edoras he will be highly suspicious of what 
  they are doing here in lands that are not their own. He is 
  however always keen to boast, and will delight in telling 
  them of his deeds. Once a minstrel, he slew a man in the 
  mead hall for stealing his song. 
  Now he sings only a song of battle: disgraced at court he 
  roams the Mark as a sellsword. While he is very brash, 
  he has a twinkle in his eye and a smile as quick as his 
  temper. It’s hard not to like him and his melodious voice, 
  even if he is very boastful. Many warriors aspire to be this 
  self-assured.
  The Reeve’s Address
  Arriving at the Reeve’s House, the company find a small 
  group of armed warriors gathered around the porch. The 
  
  9
  Reeve, the city officer in charge of speaking for the King in 
  his absence, is about to address them:
  “The winter has been hard, and the King’s warriors are all 
  committed to urgent matters in the East. Thengel King bids 
  you unsworn warriors to take now his coin, and one of 
  these maps. They will lead the willing to the Westfold Vale, 
  from where come tales of horses and kin slain. The loyal 
  will discover the culprits of this horse-murder and right 
  any wrongs they uncover in the name of Thengel King.”
  At this point Ulfúr spits on the ground. “Dunlendings! 
  Horse-eaters and kinslayers all! Too long has the King 
  allowed them to breed in the Western Marches. Well do 
  I understand this quest, and long have I wished for it. 
  Certain it is to me that the culprits are the dark-haired 
  and dirty dogs of Dunland. Let us ride to bring steel to the 
  savages. A good day this!”
  The Reeve hands out a small gold coin, struck with the 
  symbol of a leaping horse,  to all those who volunteer to 
  undertake the mission - it is clear any who take this coin 
  are bound to the quest.
  Companies Gather
  Three groups of adventurers and sellswords are formed: 
  Ulfúr leads one, the player-heroes forming another, 
  and a third comprising a motley crew of Riders from 
  Harrowdale, led by a dark-haired shieldmaiden, Léora; 
  She and her companions eye Ulfúr warily - whether it is 
  his constant boasts, or his constant stream of disdain for 
  the Dunlendings that cause their reticence is unclear.
  The Reeve brings out a number of sets of carved bones, 
  cunningly linked together on rings of bronze. He assigns 
  one set to each company, instructing them on how to 
  hold them up, to align their shape with the peaks of the 
  mountains and thereby use holes drilled into them to 
  navigate to the foothills of the White Mountains. Each 
  bone map features different sets of marks, corresponding 
  to the farmsteads that must be visited, investigated and 
  secured by each company.
  It is expected that the groups of adventurers will obtain 
  mounts for the journey, and if they have none, the Reeve 
  can point them to stables able to provide them horses to 
  speed their progress on the King’s mission, along with 
  stern imprecations to bring back their mounts in as good 
  a condition as they were loaned them. This “advice” is very 
  seriously delivered, and none will have any doubt about 
  the consequences of losing a loaned horse from Edoras. 
  The Other Companies
  If the company take the time prior to leaving to find 
  out more about their competitors, they will easily find 
  someone who has heard of Ulfúr, and knows him to 
  be boastful but strong, and a proud son of the Mark. 
  Most like him, while also knowing to be wary of 
  him in his cups. Many share his views on the threat 
  posed by the Dunlendings, and his easy solutions are 
  popular. It is true that he slew a fellow minstrel, 
  though the cause is disputed. Some say he was simply 
  jealous of his rival’s clear voice. Others say he slew 
  a man of Dunlending blood, because he couldn’t bear 
  Dunlending songs to be heard in Edoras. On the 
  contrary, no one knows much about Léora: if asked, 
  anyone from Edoras dismisses her and her company 
  as being "a sad-faced lot, those ones, as everyone 
  from that ill-fated valley."
  BlOOd On the snOw
  
  10
  Oaths Of the RiddeRmaRk
  - paRt tWo - 
  noRthWaRd bound
  All bone maps direct the companies to head northwest. 
  When it’s time to leave, the companions see that Ulfúr is 
  taking it easy, drinking with friends at Cépa’s House; if 
  asked about their intentions, Ulfúr answers that he and 
  his men all ride fine horses and see no reason to hurry. 
  Léora is nowhere to be seen – her company must have set 
  out already.
  Secret Plans
  Ulfúr considers himself to be very clever: his plan is 
  to keep an eye on the other questing companies, to 
  eventually sweep in at the best opportunity and reap 
  the benefits of their work. (His scheme will come to 
  fruition in Part Four). The company led by Léora is a 
  wild card for the Loremaster to hold close. 
  Her actions can be ignored, having her follow her own 
  bone map and never cross paths with the companions, 
  or she can be made part of the plot, as the sister of 
  the minstrel that Ulfúr murdered – in that case, she 
  joins the quest to spy on Ulfúr, hoping to find a way 
  to disgrace him, if not to avenge her brother.
  on the Road
  The journey from Edoras to the Westfold Vale allows 
  the company to follow the great West Road for a time, 
  speeding their journey. While no longer repaired as well 
  as it was in times gone by, the ancient road still helps the 
  company greatly. Unfortunately, there is little cover from 
  the elements out on the road and eventually moving closer 
  to the forested foothills becomes a necessity.
  Westfold is studded with small farming settlements all 
  across the plains stretching to the Westemnet. Individual 
  steadings line the foothills, with Helm’s Deep itself resting 
  along the western reaches of the northernmost spur of 
  the White Mountains. The plains are mostly covered with 
  snow now, though more and more areas of discoloured 
  winter grass are evident. As spring waxes,  rich green 
  grasses will soon appear, stretching out in all directions.
  •	
  It is 50 miles from Edoras to the first of the steadings 
  assigned to the company, which lie deep in the 
  foothills of the mountains. The journey will take two 
  days (while riding horses) requiring a single Fatigue 
  test (TN 12).
  Hazard Suggestions
  Westfold is a mostly settled area, but travel in early spring 
  is not without risks.
  All Roads the Same (Guide – Weariness)
  The blanketing snow and the similarity of the vales 
  opening along the White Mountains forces the guide to 
  retrace his steps many times, taxing them greatly. On a 
  failed Travel test, the Guide is temporarily made Weary 
  for the rest of the journey.
  Blinding Blizzard (All Companions – Strain)
  A sudden late blizzard sweeps down off the White 
  Mountains, taking all of the heroes by surprise. With so 
  little shelter on the open plains before the foothills, they 
  are all forced to endure and press on for a time through 
  the cruel driving snow. All the companions must make 
  another Travel roll – if they fail they lose an amount of 
  Endurance equal to the roll of a success die.
  Rest can be found at any of the small steadings within 
  a short canter of the road. The companions are likely to 
  hear more of the rumours from Edoras if they partake 
  of the hospitality easily-won by showing the King’s coin. 
  The main concerns in this part of Rohan are wolves, 
  wild bands of Dunlendings, and how well the herds have 
  wintered. To player-heroes who are themselves from the 
  Mark, the near endless talk on the matter of horses will 
  seem entirely normal. 
  To outsiders it will seem to be an unfathomable, wearying 
  obsession. The Rohirrim seem to care about their horses 
  above all else. The idea that wild Dunlendings may have 
  been stealing and eating horses is absolutely abhorrent 
  to them, and any Rider the company meet will urge the 
  stiffest of justice to be meted out in revenge.
  the FiRst steading
  Early one crisp, clear morning, the company arrive at 
  the first steading marked on their bone map. Without 
  indications from the Reeve, and being completely 
  
  11
  deserted, this settlement is sadly nameless. It is set up 
  on a hill, partly surrounded by wind-blown trees. Snow 
  lies heavy on the ground. Everything is eerily quiet, the 
  chill bites hard, and the wind starts up a low moaning as 
  the company draw closer. This place has an unnerving, 
  spooky feel - what should be a bustling farmstead stands 
  still in a silent landscape drained of colour.
  Refer to the map on page 12 as the company explore.
  Map locations
  Boundary Rocks
  Boulders traditionally mark the borders of a steading 
  where no fence and ditch is built. This steading has no 
  defences, and the boundary boulders can be seen under 
  their hats of snow.
  The Main Longhouse
  Most steadings in Rohan are centred around a longhouse. 
  These wooden, rectangular buildings with thatched roofs 
  provide a home for the homesteaders, as well as their 
  beloved horses, who sleep in stables well cared for, below 
  a sleeping platform at one end of the building. A central 
  hearth provides warmth and a place to cook. Smoke 
  leaves through a hole in the centre of the roof, as well as 
  through the thatch itself.
  This particular longhouse has suffered terrible damage. 
  From a distance it’s clear there is no smoke coming from 
  the smoke hole, and indeed the roof itself is slumped in 
  at one end. Drawing closer, the company can see the end 
  wall has collapsed outwards, its ancient grey timbers 
  strewn all around. It appears as if something pulled it 
  out of the building – perhaps using a team of horses? 
  A thorough search of the area requires a Hunting or 
  Search roll at TN 16, as snow has since fallen, and 
  there is a light covering over all the hard ground. On a 
  successful roll the companions find a thick iron ring, one 
  of those that riders use to tie their horses to the wall: it 
  has been wrested out of its socket with great force, and 
  it’s broken and twisted.
  Peering inside, the traditional sleeping platform has fallen 
  down onto the stables. There is nothing unusual to be 
  found here, though a thorough search through the snow 
  may take an hour or more.
  There are no horses or people here, and no signs of a 
  struggle beyond the collapsed building. 
  Outbuildings
  They contain tools and farming implements - hoes, 
  shovels, rakes, pitchforks, as well as fodder for the horses 
  (hay), and bedding (straw). Many steadings have a smoke 
  house for preserving meat caught on the plains - largely 
  rabbit and venison. Currently at the end of a long winter 
  food supplies are short.
  Trees
  The trees surrounding the buildings provide a good 
  vantage point on which to spy on the steading.
  Stream
  Down at the stream the companions may find a wooden 
  bucket laid on its side. Perhaps left in haste.
  The general mood here is one of silent isolation. Nothing 
  living moves, or makes a sound. The low moaning of the 
  wind is all that can be heard.
  the second steading
  There is still time before nightfall to head to the next 
  steading marked on the next section of the bone map. A 
  half hour’s ride, and another isolated steading is visible 
  on a lonely rise ahead. In contrast to the empty and eerie 
  silence of the previous farm, events begin to accelerate.
  Again the longhouse has been partially demolished. 
  This time there is less snow on the ruined building and 
  its timbers have only a light scattering of ice. As the 
  companions approach, figures can be seen lying on the 
  ground. The first one they come across is a woman, who 
  appears to have died from a grievous blow to the head. 
  Drawing closer, a second body reveals itself to be a boy 
  of perhaps fourteen winters, clutching a broken spear-
  shaft in his cold hands. He doesn’t seem ready for battle, 
  wearing a night shift.
  At this point a moaning sound is heard. Resting against 
  a broken roof beam is a Man of the Mark who yet lives, 
  also dressed for sleeping. His blood-soaked hands grip 
  his belly, and there is red at his lips. A broken sword 
  lies beside him in the snow, black blood on its snapped 
  blade.
  BlOOd On the snOw
  
  12
  Oaths Of the RiddeRmaRk
  
  13
  As the companions move toward him, they spy great tracks 
  in the trampled snow around the man - huge footprints, 
  splashes of blood, both red and black, and deep ruts 
  through the snow and earth, as if something heavy was 
  dragged away from the collapsed longhouse.
  The wounded man speaks in a rasping voice. He is clearly 
  in his final moments.
  “It came from the Grimgelad! The cursed gully! It came 
  in the night. Silvermane and Hardhoof. Hardhoof... he 
  fought so hard, but who could stand against such a beast? 
  Six steadings, their horses devoured! I have failed them... 
  I failed my kin, I could not protect mount nor hearth, what 
  use am I? I will meet my ancestors in shame.” His eyes roll 
  up to the sky, and a pair of crows clatter noisily from a 
  nearby tree.
  The man groans again and utters through gritted 
  and bloodied teeth “A great wild-eyed beast from the 
  mountain! An evil thing with a skin hard as iron ‘neath 
  it’s coat! Find it in the Grimgelad whence it has returned 
  and kill it, make revenge where I have failed!”. And then 
  he is gone.
  Digging graves in the cold earth is hard work. There are no 
  more bodies to be found, and this steading to all intents 
  and purposes is much like the last. 
  Great tracks lead away through the snow toward the 
  jagged slopes of the White Mountains where the company 
  must go...
  – paRt thRee – 
  stepping into daRkness
  The tracks lead the company up through the rising 
  terrain into the gullies breaking the foothills of the White 
  Mountains. Jagged rocks and sliding shale cover the 
  hillsides under the partially melted snow. It’s slow going 
  and dangerous, and the company have to dismount and 
  lead their horses on foot. 
  While they will have no idea what they are looking for, 
  beyond following the beast’s tracks, they know it when 
  they see it. Between two huge, basalt-black boulders, 
  which bear faint traces of ancient carvings, yawns the 
  entrance to the Grimgelad. The tracks lead directly into it.
  the cuRsed gully
  The Grimgelad bears a very old name indeed. Heroes with 
  the Old Lore trait and familiar with the tongue of the Mark 
  could hazard a translation as the “fierce pass” or perhaps 
  the “dark way”. Companions from Rohan may have heard 
  childhood tales of places in the White Mountains just 
  like this, from whence come Goblins and Trolls and other 
  terrifying eaters of horseflesh. 
  Twisted, ancient trees grow at strange angles from the 
  splintered rock, crossing back and forth across the gaping 
  gully. It resembles an uneven tunnel, thirty or forty feet 
  across, with the crossing evergreens serving as a roof of 
  sorts. It appears to head straight into the mountain. Bones 
  can be seen scattered about the gully-mouth, some quite 
  fresh looking, and there are splashes of red on the snow. 
  An ill wind wails from the entrance. A companion 
  succeeding at an Insight roll catches the sound of a 
  whisper, while a superior level of success means they 
  hear the voice of an old man, melodious to the ear, but 
  chanting dark imprecations to murder. The sound of the 
  voice goes as quickly as it came, and the wind returns to 
  its eerie wailing.
  A short way from the mouth of the Grimgelad the 
  companions find a small campsite, showing evidence of 
  a party of five or six having been here within the last few 
  days. Heroes with knowledge of such things will guess that 
  these were Dunlendings due to their lack of boot prints. 
  Dunlending hunters wear footgear made of leather strips 
  and linen in winter, frequently going barefoot during 
  other seasons. There is no way to tell exactly where the 
  Dunlending party came from.
  The Hunters Hunted
  And so it is that the company learn that there is a hunting 
  party of Dunlendings in Westfold, but they had no part 
  in the brutal killings of the farmers. Indeed, they seek 
  BlOOd On the snOw
  
  14
  Oaths Of the RiddeRmaRk
  the creature who has committed the massacres, for it has 
  done far worse in the Dunlending West-march. They have 
  spotted the company wending their way up towards the 
  mouth of the gully, and are waiting to learn the company’s 
  intentions.
  Companions succeeding at an Awareness roll have the 
  distinct feeling of being watched. A great or extraordinary 
  success spots one or more figures hidden in the darkness 
  and twisted tree roots of the Grimgelad mouth. If the 
  heroes do not spot anyone, the first the company learn of 
  the Dunlending hunters is the arrows that thud into the 
  ground at their feet. A deep and sonorous voice rings out, 
  in a Dunland accent “We wish to speak with you, straw-
  heads. We mean you no harm, but harm may soon befall 
  us all. Let us parley.”
  At this point it is worth remembering that the company 
  have been largely set up to believe the Dunlendings are 
  bad, eat horses, and are the villains of the piece. However, 
  the companions also know that it is a great monster that 
  they are searching for. Perhaps a monster connected to 
  the Dunlendings, but there’s no direct link to them as yet. 
  Recognising the threat of the common enemy, and realising 
  that they have much in common with the Dunlendings is 
  the path of true heroes at this juncture.
  Should the player-heroes attack the Dunlendings, use the 
  Dunlending Raiders stats presented on page 118 of Horse-
  lords of Rohan.
  an unlikely Meeting
  If the companions agree to talk to the Dunlendings, 
  three of them come in the open. One, their leader, goes 
  by the name of Imhar Far-Reach, a grizzled, hardy man 
  with sharp grey eyes and a trim silver beard. Unlike the 
  majority of his folk, he wears his hair short. He carries a 
  bow, a worthy weapon, elaborately carved with images of 
  beasts. 
  Set Tolerance
  Both Imhar and the members of the company are seeking 
  answers, but despite needing knowledge, it is Valour that 
  the Dunlendings value. The initial Tolerance is equal to 
  the highest Valour among the company, increased by 2 to 
  reflect Imhar’s intentions. If the company’s spokesperson 
  is a Rider of Rohan, decrease the Tolerance by 1. If by 
  strange chance a Dunlending hero accompanies the 
  company, increase the Tolerance by their Standing. 
  Introductions
  A successful Lore roll will tell a hero that conventional 
  courtesy won’t work when dealing with the Dunlendings, 
  as they generally prefer deeds to words. Awe invoking 
  tales of the company’s feats is far more likely to impress 
  them. Riddle is unlikely to set the proper tone, but 
  depending on the company’s disposition and past 
  interactions with Dunlendings, they may wish to conceal 
  who they are and avoid plain speech.
  Interaction
  Depending on the circumstances, Imhar Far-Reach may 
  introduce himself before the characters do; otherwise, 
  he will do so immediately after they finish. He says little 
  of himself other than that he is a hunter and the other 
  Dunlendings present have chosen to follow him. 
  Characters with an appropriate background have a good 
  chance of having heard of Imhar as a renowned hunter.
  
  15
  Though they may manage to ask with some grace, the 
  company will doubtless demand to know what the 
  Dunlendings are doing in the Riddermark, likely before 
  they are willing to reveal much more of themselves than 
  who they are. Imhar expects this; after all, he and his 
  followers are not in their own lands. He is also canny and 
  wise, and quite unlike the impetuous Rohirrim.
  Here are some likely questions the company may have 
  and Imhar’s responses:
  What are you doing in the Riddermark?
  “We hunt a creature that has slain many of our people. 
  What little tracks it has left led us here.”
  What sort of ‘creature’?
  “A terrible one. It hunts by night, when the moon is 
  covered, so I cannot say for certain what it is, but it is a 
  great beast, hungering for the flesh of our beasts.” 
  How do you intend to deal with it?
  “We will find where it lays down to sleep, and kill it. With 
  fire.”
  What do you know of the cursed valley?
  “Nothing. But the wind carries evil voices, and dark 
  dreams. It is a blighted place.”
  Do you eat horses?
  “I prefer lamb or goat.”
  Imhar has little else to relate, other than they have hunted 
  the creature for well over a month. All those who follow 
  him have lost loved ones to the creature’s ravages. Insight 
  rolls indicate that he is telling the truth. 
  After sharing what he knows, the Far-Reach asks why 
  a company such as the heroes are out here in this chill 
  spring weather? If the company chooses to be honest and 
  reveals the deaths of the farmers, all of the Dunlendings 
  are clearly sympathetic, many shaking their heads sadly 
  as all-too-familiar details are revealed.
  If the company chooses to lie to Imhar and the 
  Dunlendings about the killings in Westfold, it is a Misdeed 
  automatically causing each hero that puts forward or 
  supports such a lie to gain 2 Shadow points. While the 
  Far-Reach will not probe to deeply, he will suspect he is 
  being lied to and will be deeply cautious of the company.
  When the conversation draws to a natural conclusion – 
  or if the Tolerance is exceeded – the company and the 
  Dunlendings will have to decide what comes next. The 
  outcome of the encounter indicates what Imhar is willing 
  to offer to the characters, adjusted for what they have 
  told him of themselves and their quest. If all parties have 
  been honest, it is fairly clear that they are all hunting the 
  same foe.
  0-1: Imhar is either unimpressed by the company, or 
  deeply suspicious of them. He decides he cannot trust 
  them enough to share his mission, and will seek to slay 
  the beast without relying on their help. He won’t resist 
  travelling in their company to find the creature, but he will 
  not offer any help to them. 
  2-4: Imhar believes there is worthiness in the player-
  heroes and honour enough at least to trust them. He 
  offers his assistance in tracking the creature. The other 
  Dunlendings will remain stand-offish with the company. 
  5-6: Imhar and his folk are genuinely impressed by the 
  company. The Far-Reach offers to track the creature and 
  states that if the heroes will it, they will all stand together 
  against it. The Dunlendings are friendly on the road to any 
  heroes that have not directly insulted them. 
  7+: In addition to the previous entry, should Imhar Far-
  Reach survive the events of the adventure, he offers to 
  travel to Meduseld to speak with Thengel King regarding 
  all that occurred. All members of the company gain an 
  additional Experience point during the Epilogue.
  Once the encounter is over, the sun is on the wane, and it is 
  high time to enter the Grimgelad, and confront the beast. 
  Be that the Snow-Troll who has attacked the steadings, or 
  something darker in the hearts of men…
  BlOOd On the snOw
  
  16
  Oaths Of the RiddeRmaRk
  – paRt FouR – 
  the hoRse-eateR
  Whether working together as one band, or eyeing one 
  another with suspicion, the company and the Dunlending 
  hunters head into the daunting gully.
  into the gRiMgelad
  The dimming light of late afternoon is almost entirely 
  extinguished once the company pass into the blighted 
  Grimgelad. There is a sense here of deep and ancient 
  malignancy, the air is thick with a smell of musty pine sap 
  and sour-sweating stones. All companions must pass a 
  Corruption test, or gain one point of Shadow.
  No snow reaches the bottom of the gully, but the floor is 
  thickly carpeted with pine needles. Strewn throughout 
  these are yet more bones. Some are so old that they 
  crumble at a touch. Others so fresh they still show traces 
  of fat and marrow. But also great tooth marks and the 
  scraping of great claws.
  A deep trough has been dragged through the thick carpet 
  of pine needles, showing the way forward through the 
  increasingly oppressive gloom. The wind howls and 
  whispers ever louder the further the companions press on. 
  After heading steadily downward toward the roots of the 
  mountain, the gully begins to twist. Light begins to make 
  its presence known again as the trees overhead become a 
  tangle of mean boughs. 
  The Horse-eater’s Hollow
  Eventually, the passageway the companions are following 
  opens out into a wider, almost circular opening, 
  surrounded by jagged cliffs that cast unsettling shadows 
  across the scene. The darkening sky is visible overhead, 
  and grey clouds, ripe with snow glower down into this 
  natural theatre. More bones can be seen strewn amongst 
  the rocks here, and in the centre there is the red-stained 
  carcass of a chestnut horse. Squatting over it is a huge, 
  snow-white Troll, its head buried inside the rib cage of the 
  slain animal. 
  Above the sounds of what must be its terrible jaws 
  tearing meat, the wind has reached a high pitched whine. 
  Everyone now hears the voice of the Grimgelad, speaking 
  hideous words on the wind, cursing. The voice drips with 
  honey, and yet arouses murderous passions, threatening 
  and cajoling.
  The Horse-eater is a Snow-Troll of prodigious size with a 
  blunt snout, stained red with blood. It looks up from its 
  feasting. Tiny, blue-rimmed eyes spark a glowing red gold 
  in the gloom. The creature sniffs the air with a deep growl, 
  then stands still, its misshapen head tilted, as if listening 
  to the voice in the wind.
  
  17
  The Horse-eater (Greater Snow-Troll):
  attRibute level
  8
  enduRance
  hate
  96
  9
  paRRy
  aRMouR
  6
  3d
  skills
  Personality, 3
  Survival, 2
  Movement, 3
  Custom, 0
  Perception, 2
  Vocation, 0
  Weapon skills
  Crush
  3
  Bite
  4
  Dagger
  2
  special abilities
  Great Seize
  Strike Fear
  Seize Victim
  Wicked Cunning*
  Horrible Strength
  -
  *The voice of the Grimgelad whispers to the Troll, giving 
  it advice when the creature is threatened. The Troll can 
  spend 1 point of Hate at the start of a round: when 
  attacked, the Troll gains a bonus to its Parry rating 
  equal to the basic TN of the attacking hero’s Combat 
  stance. 
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Bite
  5
  10
  16
  -
  Crush
  8
  C
  14
  -
  Ulfúr is Back
  Shaken by the Troll’s appearance and strange behaviour, 
  the Dunlendings and the companions prepare for the 
  fight. Suddenly there is a scornful laugh from behind the 
  company. Ulfúr has arrived. 
  “Well done comrades! You have tracked the Dunlending 
  beasts to their lair. And barely a step ahead of me! You 
  must be very proud to have beaten Ulfúr to his prize. But 
  join us now, and let us slay these dirty haired savages and 
  their monster together! Revenge for the Eorlings!”
   
  He and his men draw their swords, and Ulfúr spits 
  towards Imhar with a hiss. He clearly intends to slaughter 
  the Dunlendings, along with the monster. The Troll is 
  crouching amongst the bones, eyeing the intruders but 
  continuing to remain still. The wind howls louder, and the
  company must decide! 
  As heroes, the companions have little choice. Even the 
  most prejudiced Man of the Mark will be unhappy at 
  Ulfúr’s rash judgement. Will the companions be steadfast 
  enough to refuse to side with him, or will they get ready 
  to attack the Dunlendings? But the heroes haven’t 
  much time to consider their quandary, as something 
  unexpected happens. When Ulfúr made his appearance 
  the wind was slowly dropping, until the wind is entirely 
  silent. Without any warning, the Troll lunges forward 
  with surprising quickness and seizes Ulfúr! It delivers 
  him a terrible bite across the neck and shoulders, the 
  great jagged maw clamping fast and tearing away his 
  life. Then, the creature turns back, running towards the 
  far side of the hollow still holding its prey, and disappears 
  into a shadowed cave opening.
  Dismayed, Ulfúr’s men lower their weapons, their lust for 
  battle completely snuffed out by the gruesome end of their 
  BlOOd On the snOw
  
  18
  Oaths Of the RiddeRmaRk
  leader. Eyeing the beweaponed Dunlendings, they hastily 
  retreat and leave the Grimgelad in shame. Imhar and the 
  Dunlendings turn to the companions, waiting for their 
  decisions. 
  How to Kill a Snow-Troll
  The companions came to kill the monster, and now have 
  their chance, because the cave opening leads to a small 
  underground chamber, and the monster is lurking there 
  (as grim sounds of gnawing testify). They can face it alone, 
  or they can ask the Dunlendings and the Riders for help. 
  After the Snow-Troll’s display of ferocity, only Imhar and 
  another Dunlending warrior will volunteer for the task, 
  but only after at least one successful roll of Inspire.
  Then, it is up to the players to concoct a plan to better face 
  the challenge of the Horse-eater. If they enter the chamber 
  where the creature hid into, everyone will be considered 
  to be moderately hindered  both in attack and defence (TN 
  +2 and 2, respectively). 
  If they try to smoke the monster out, for example, they will 
  succeed, and the Troll will rush out to attack them, and 
  they will fight in the open without being hindered. 
  When battle is finally joined, the Loremaster can represent 
  the assistance of the Dunlendings and Riders using the 
  stats for Dunlending Raiders (page 118 of Horse-lords of 
  Rohan), making their Axe skill favoured, and adding 1 to 
  the Spear rank.
  If the Snow-Troll is slain, the companions are free to 
  search the lair of the Horse-eater: the chamber where the 
  monster hid is a round artificial grotto, its walls carved 
  with figures and signs made too dim to read by the passing 
  of centuries. Among many dried bones, and not far from 
  the mangled body of Ulfúr, they find a small chest and a 
  large two-handled cup. 
  Both containers are filled with coins and jewels - a treasure 
  hoard collected by the monster from its victims maybe, or 
  the treasures of those who once dwelt in the Grimgelad 
  before the creature (see The Hoard, bellow).
  - epilogue - 
  When the dust settles, the companions will likely find 
  themselves weary or even wounded, if not with a few 
  bodies to bury. In any case, hurrying away from the evil 
  Grimgelad as night falls seems like a good idea. Certainly 
  Imhar will be keen to depart and return to his people. 
  Based on how the adventure went and the behaviour 
  of the heroes towards the Dunlendings, the Far-Reach 
  may become a useful ally to return in future adventures, 
  especially if the companions think about rewarding him. 
  Likewise, one or more of Ulfúr’s men may show up at a 
  later date in search of revenge, especially if no weregild 
  was paid. (See The Hoard below).
  The trip back to Edoras is uneventful, and spring seems 
  to finally be reaching the Mark in earnest. Green shoots 
  show in abundance, and small yellow flowers seem to be 
  opening all across the thawing plains to welcome the pale 
  Spring sun. 
  the hoaRd
  The Snow-Troll’s hoard is worth 250** Treasure. Being the 
  monster-slayers, the heroes may feel they should be free 
  to dispose of the treasure as they will, but letting the Reeve 
  take this decision is a better idea: keeping gold from the 
  King is a crime, punishable by exile. 
  If the heroes return to Edoras and bring the gold to the 
  Reeve, he will hear their story and dispose of the hoard 
  as follows:
  •	
  The companions are allowed to keep the best part 
  of the hoard, as their fair reward (30 Treasure each, 
  or an item if the hero found something special in the 
  Hoard).
  •	
  Only if the companions recommend it, the Reeve will 
  reserve a share for Imhar and his men, for their part 
  in the monster-slaying (20 Treasure);
  •	
  Again, only if the heroes suggest it, a share will be set 
  apart as weregild to be paid to the family of Ulfúr (30 
  Treasure).
  •	
  The remaining share will be sent to the treasuries of 
  the King.
  Finally, the Reeve promises that he will pass word of their 
  good deeds, and good judgement to Thengel King.
  
  19
  - red days rising -
  •	
  When: This quest is set during the spring of the year 
  2960, but could be set any year early in the reign of 
  Thengel King.
  •	
  Where: The adventure begins in Edoras, where the 
  company has a conversation with the King. It takes 
  them to the Eastemnet camp of the Third Marshal and 
  to the West-march to see the Second Marshal.
  •	
  What: The household of the Second Marshal and that 
  of the Third Marshal of Rohan stand nearly at war. 
  The companions are sent by the King to advocate a 
  union that might finally set to right old grievances 
  and rivalries.
  •	
  Why: Thengel King asks the company to help him 
  intercede with his feuding marshals to ease their 
  enmity. The King is a dauntless captain, but he prefers 
  not to bring his marshals to heel by command if he 
  can instead lead them to wisdom. 
  •	
  Who: The rival marshals are Cenric, Third Marshal 
  of the Riddermark, who is lord of Eastfold; and 
  Éogar, Second Marshal of the Riddermark and lord of 
  Westfold, as well as many of their followers and kin. 
  The bride and groom proposed to end the feud are 
  Esmund, cousin of the Third Marshal, and Mildryd 
  Shielding, captain of the Second Marshal’s personal 
  éored.
  adventuRing phase
  This adventure is divided into five parts, which begin 
  at Edoras and end at the Entwade. The company must 
  include one or more Riders of Rohan.
  paRt one – WisdoM oF the RideRs
  The company, as guests at the table of Thengel King, 
  discuss the virtues of a worthy Eorling. It is revealed that 
  the highest marshals of Rohan stand nearly at war. Queen 
  Morwen has seen a chance to end their feud honourably 
  – without the King having to shame his proud marshals 
  with a stern rebuke – with a wedding. The companions 
  could serve Rohan well by persuading the quarrelsome 
  marshals to accept peace and unite their peoples. 
  paRt tWo – Flytes at the FoRd
  Riding to the Eastemnet to consult with Cenric, Third 
  Marshal of Rohan, the company finds rivals from the 
  feuding households bickering at the Entwade and ready to 
  come to blows in a duel. The companions have a chance 
  to prevent any killing if they wish to risk intervening…
  paRt thRee – WheRe the sky-speaR Falls
  Deep in the Eastemnet the companions meet with Cenric 
  and Esmund. But unusual trouble and a sudden storm 
  may mean disaster for Cenric’s cattle-herd. Helping to 
  save the herd could prove deadly, but success may make 
  Cenric more willing to heed the companions.
  paRt FouR – the RiveR-ReaveRs
  The company crosses the Westemnet to the Gap of Rohan 
  seeking Éogar, Second Marshal of Rohan, and Mildryd 
  Shielding, one of his captains. They find Éogar in a crisis, 
  pursuing Dunlending raiders who abducted his wife 
  Esfled. Helping to rescue Esfled will surely make Éogar 
  listen to a proposal of peace.
  paRt Five – a blood-Red evening
  The companions, if successful in their quest, bring 
  Mildryd Shielding and Esmund of Eastfold together at the 
  Entwade. Spilt blood has a hold of its own though, and not 
  all among the Rohirrim wish for peace…
  - paRt one -
  WisdoM oF the RideRs
  Théoden, son of Thengel, was born in Gondor and spent 
  his first five years there. His mother the Queen is a noble 
  woman of Lossarnach, and his father loved that land and 
  its people. As a consequence, the household of Edoras 
  speaks Sindarin and Westron, along with the tongue 
  of Rohan. To the Rohirrim all of their speech carries 
  strange accents, reminiscent of Elves and the Sea. Thengel 
  therefore sometimes summons Théoden and his sisters 
  to the great hall of Meduseld, so that they may learn the 
  ways of the land they now call their home. They attend 
  to meetings of great lords and gatherings of the common 
  Red day Rising
  
  20
  Oaths Of the RiddeRmaRk
  people alike. The King rarely allows his children to speak 
  at these meetings – they generally deal with matters 
  more important than a child’s education – but requires 
  them always to listen, and eventually to ask questions of 
  Thengel, Morwen, and their counsellors afterwards.
  Thus this spring afternoon, when the King and Queen 
  honour the player-heroes by seeing them in the Golden 
  Hall to tell tales and discuss the ways of the Eorlingas, 
  Théoden is also present.
  Midday in Edoras
  What exactly brought the player-heroes to Thengel’s 
  table is up to the Loremaster and the players. If 
  this is to be the companions’ first adventure, the 
  Loremaster should invite the players to narrate an 
  event that impressed or helped the King when he rode 
  near their family’s territory recently (if they all hail 
  from Rohan). If the players are stumped for a story, 
  then the Loremaster may offer that the King and his 
  retinue were delayed while travelling in the winter and 
  the player-heroes offered them shelter for a night.
  Meeting the king
  It is not unusual for common Eorlingas to sit at table with 
  the King in Meduseld; Thengel ofttimes has a midday 
  meal with his folk, great or small. But it is a rare honour 
  for the player-heroes, and it is still a recent development 
  for anyone in Edoras to call it normal. For 50 years the 
  former King, Fengel, made his every appearance an 
  opportunity for great lords and merchants to gain position 
  and influence by flattering him and bringing rich gifts, so 
  much so that some in Edoras whispered that the “Golden 
  Hall” had a meaning more than just its brightly-coloured 
  roof..
  Today at the table are Thengel King, his dark hair streaked 
  with grey but hale and Queen Morwen Steelsheen, tall and 
  black-haired and regal. Young Prince Théoden, thoughtful 
  and patient for his age, sits beside the player-heroes 
  (Théoden’s sisters are away with cousins in Aldburg.)
  Sunnifa, the lovely, golden-haired serving-woman to the 
  Queen, serves the dishes: beef from the King’s own herd; 
  pork from a wild boar hunted in the Everholt; a stew of 
  carrots, cabbage, peas and leeks spiced with herbs; bread 
  in small loaves; berries, apples, and almond cake; red 
  wine from Gondor; and mead and beer brewed in the 
  Westfold Vale. 
  Heáfod, the old captain of the King’s Guard, and other 
  Riders of the King’s éored lurk in alcoves just out of sight. 
  (Information on Edoras, the hall of Meduseld and the 
  royal court is presented in Horse-lords of Rohan starting 
  on page 13).
  
  21
  At the outset of the meal Morwen fills Thengel’s cup with 
  wine for him to take the first drink, and then brings the 
  vessel to each guest to drink in turn. Thus all are welcomed 
  and honoured, high and low alike. Morwen returns the 
  cup to her husband and takes her own seat at the table.
  How Old is Théoden?
  In 2960, Théoden is twelve years old. If this 
  adventure is set much later, perhaps it is Théoden’s 
  little sister, Théodwyn, future wife of Éomund of 
  Eastfold and mother of Éomer and Éowyn, who is 
  invited to propose a topic of discussion instead.
  Encounter Goal
  This meeting is not a typical encounter. The adventure 
  presumes that the player-heroes met the King before 
  and therefore need no introduction. Furthermore, the 
  player-heroes aren’t necessarily out to persuade Thengel 
  or Morwen of anything. They hope only to make a good 
  impression on the King and Queen, which may lead to an 
  increase in a new company’s influence and prominence. 
  Thengel, on the other hand, has singled the player-heroes 
  out for a purpose. He does not broach it until the end, 
  but he needs the aid of a few trusty men, ones not tied to 
  either the Second Marshal or to the Third Marshal, nor yet 
  acknowledged members of the King’s own household. He 
  needs errand-riders who can carry messages between the 
  two lords, heroes who can be trusted to put the King’s and 
  the kingdom’s interests ahead of anything else. The King 
  listens to his guests’ speech closely, gauging which of them 
  seems the wisest…
  Set Tolerance
  The initial Tolerance for the encounter is equal to the 
  highest Wisdom in the company. Increase the Tolerance 
  by 1 if one or more companions addressed the court 
  Boldness
  "The bravery of our ancestors has earned us a great 
  kingdom. Being bold is the fastest way to gain renown, 
  but also the most dangerous. " - Thengel
  "Courage is a shield against our enemies. But one should 
  look carefully before entering any doorway." - Morwen
  Pride
  "Our ancient songs demonstrate that what we do in life 
  outlasts us. Pride will make sure of that, for better or 
  worse." - Thengel
  "As pride waxes, wisdom often wanes." - Morwen
  Generosity
  "Generosity proves loyalty and earns friendship. A greedy 
  man is good to none and worst to himself." - Thengel
  "No friend is he who flatters with words too kind or gifts 
  too rich." - Morwen
  Loyalty
  "Loyalty binds us together. It holds you to your oaths 
  and keeps you standing by your kin." - Thengel
  "Do not swear loyalty too freely. No one can be the 
  friend of everyone." - Morwen
  Wisdom
  "A wise heart sees which course to take when the path is 
  unclear." - Morwen
  "Even the wisest of us can be overtaken by a fool. In 
  doubt, trust to truth and bravery." - Thengel
  Truthfulness
  "If you doubt a man’s words, you doubt everything about 
  him. Nothing is as vile as a fickle tongue." - Morwen
  "Truth is a treasure that is easily tainted. If a word is not 
  yours to tell, it is better not to speak at all." - Thengel
  Worthy Qualities
  The following list offers a number of ‘virtues’ that may be considered valuable in the court of Thengel King, along 
  with short commentaries from the King and the Queen of the Mark themselves – generally, Thengel advocates the 
  merits of a quality, while Morwen offers a warning. Loremasters may use this information as they see fit.
  Red day Rising
  
  22
  Oaths Of the RiddeRmaRk
  speaking in Sindarin, and by another 1 to reflect the 
  goodwill of the Lord of the Mark towards the companions.
  Interaction
  Early on in the course of the meal, Thengel announces that 
  he wishes to ask something of his son. 
  “Rarely our table sees such a gathering of warriors bonded 
  by the same adventurous spirit, or who have seen so 
  much of the world. Théoden, my son, is there a question 
  you would like to ask our guests?”
  The young prince of the Riddermark thinks a moment, 
  and then says he wishes to discuss the qualities of a man 
  of worth. Which virtue is most desirable? Morwen chides 
  Théoden gently, saying that guests in a house might rightly 
  fear to instruct the Lord of the Mark on virtue, but Thengel 
  bids everyone at the table to speak freely.
  “No one is ever too wise to learn new wisdom, neither 
  child nor king. Speak, friends, what hold you to be the 
  greatest virtue in a man? Is it bravery maybe, or wisdom? 
  Generosity, or truthfulness?”
  The King listens, plainly weighing the words of his guests. 
  He is not looking for a specific answer, but he is interested 
  in how the player-heroes will explain their choices. The 
  players are free to advocate their position, proposing a 
  quality of their own, possibly selecting one virtue they feel 
  they themselves display, at least to a measure, based on 
  which Distinctive Features they possess for example (see 
  also the Worthy Qualities box on the previous page).
  When the players have chosen the quality to propose they 
  all must make a skill roll to convey their wisdom (Awe, 
  Courtesy, Insight, Inspire, Persuade, Riddle or Song 
  are all legitimate choices). Since the companions are 
  debating between themselves which virtue should be held 
  greatest, the roll is an opposed one: the companion who 
  obtains the best result is considered to have proved his 
  position better than the others (see Opposed Actions, The 
  One Ring Roleplaying Game page 148).
  The Worries of the King
  When the discussion is over, Thengel acknowledges the 
  superior wisdom of the winner of the debate and treats 
  that hero as the company’s leader from that moment on. 
  Then, the Lord of the Mark turns to Théoden and asks 
  which he thinks is the greatest virtue. The young boy 
  answers:
  “My mother taught me that truthfulness stands above 
  as the king of all virtues, as truth protects all the other 
  qualities of a man of worth. And yet I have learnt from you, 
  my father, that it is loyalty that binds Rider to King, King to 
  retainer. Without loyalty there would be no Eorlingas, nor 
  the other virtues that make them great.”
  Thengel grows thoughtful at Théoden’s talk of loyalty. 
  He stares pensively at the burning hearth for a few long 
  moments, then he raises his eyes to look first at his son, 
  then to the companions sitting next to the young lord. 
  “This is well said, my son. Yet, while I do not doubt the 
  steadfastness of the people of Rohan, at times pride takes 
  over and clouds the mind of those whose position would 
  require them to stand as an example instead.”
   
  Thengel continues his speech explaining to his guests 
  how a bitter feud among his right-hand men, the Second 
  Marshal and the Third Marshal of the Mark, is worrying 
  him. The rivalry between Cenric of Eastfold and Éogar of 
  Westfold began at the time of Fengel King and has only 
  deepened since Thengel took the throne. Each marshal 
  despises the other, and their loyal kinsmen carry their 
  struggle far and wide. 
  Individuals from each faction watch their rivals constantly 
  and sometimes chase each other down. Insults fly at the 
  Entwade crossings and at feast-day gatherings, and there 
  has been bloodshed more than once when taunts went too 
  far. Over the years, weregilds in gold have been paid to 
  make amends, but others have fled as outlaws. This has 
  gone far enough, says Thengel. 
  There might come a day when the Lord of the Mark must 
  tame his marshals by force. But he would rather lead them 
  to peace by wisdom. Éogar and Cenric are mighty men, 
  stern and powerful. The Riddermark needs their strength, 
  uncowed and unbroken. 
  And Queen Morwen has observed that they may still have 
  a chance at peace with honour...
  
  23
  Who’s Who
  Éogar of Westfold, lord of the Hornburg, is the 
  Second Marshal of the Riddermark. He has led the 
  Riders of his household for many years defending 
  against Dunlending raids and launching countless 
  sorties against them. Yet his greatest foe seems to 
  be Cenric of Eastfold, his fellow marshal. Cenric, 
  Third Marshal of the Riddermark, has led the 
  Riders of Eastfold for many years, defending the 
  Eastemnet plains and the crossings of the Undeeps. 
  He has also grown very rich over the years through 
  the Riddermark’s trade with Gondor. (Information 
  on the two marshals is presented in Horse-lords of 
  Rohan, pages 41 and 34, respectively).
  Recent Events in the 
  Feud of the Marshals
  A few years ago, a nephew of Cenric’s killed a cousin 
  of Éogar in a fight over a woman. Éogar’s family 
  said it was murder. Cenric’s family said the killer 
  was attacked first and therefore refused to pay 
  weregild. The nephew holed up in a village in the 
  Folde, but the next year he was caught on the road 
  by riders from Westfold and slain – and the woman 
  who was the cause of the dispute married into Éogar’s 
  family after all. Compensation was offered for the 
  death of his nephew, but Cenric refused, saying blood 
  alone would suffice. 
  Tying a Knot
  Prompted by the King, the Queen tells the player-heroes 
  the tale of Mildryd Shielding of Westfold and Esmund, son 
  of Edwin of Eastfold.
  “Many years ago, Mildryd and Esmund, though not related 
  by blood, grew as inseparable as brother and sister, as 
  their families were united by a strong friendship. They 
  remained close as they grew to adults, and many thought 
  that brotherly love would soon give way to a different type 
  of feeling.” 
  “But they surprised everyone when Esmund married 
  a lady from a prominent Eastfold family following his 
  father Edwin’s advice, and Mildryd married a rich 
  Westfold retainer. Both seemed content with their 
  choice, and would have probably continued to be so, 
  had not fate devised different plans for both unions. Not 
  long ago, Esmund’s wife died bearing their first child, 
  while Mildryd’s husband and children were slain in a 
  Dunlending raid several years back.” 
  Queen Morwen pauses with furrowed brow, and looks to 
  her husband. Thengel continues the tale.
  “Today, Esmund is a brave captain despite his ill-luck 
  and all the people of Eastfold love him. He is no friend 
  to Cenric and would have cause to feud with the Third 
  Marshal, but his loyalty instead has won his lord’s 
  respect. Mildryd went seeking peace on the battlefield, 
  as she took up shield and spear after the death of her 
  husband as a Shieldmaiden and soon became famous 
  for her relentlessness. Now she is one of Éogar’s chief 
  lieutenants, the captain of his personal éored.”
  “You all see where this tale brings us: can the life-thread 
  of these two be entwined, to heal their spirit and mend the 
  rift that jealousy and spite has dug between the folks of 
  Westfold and Eastfold?”
  Thengel’s Task
  Thengel needs his marshals to make peace and to 
  immediately settle whatever payments of weregilds and 
  damages remain between them. But if he orders them 
  directly to set their households’ differences aside, it may 
  embarrass them and their people. 
  Only a marriage between the two households might 
  provide the proud marshals with the excuse for peace that 
  mere goodwill has yet to find. That may allow them to end 
  their feud without shame. As free Eorlingas, Mildryd and 
  Esmund are entitled to make their own decisions. They 
  know each other. They may be far easier to persuade than 
  the lords they serve.
  Thengel asks the company to act as his messengers. Not 
  as his agents – they will not go with any authority! – but 
  rather to carry proposals and to convey the King’s desires. 
  If the companions agree to help, Thengel thanks them, 
  Red day Rising
  
  24
  Oaths Of the RiddeRmaRk
  saying this is a great service to the Mark. He promises rich 
  reward if they bring swift peace between the marshals. 
  the coMpany sets out
  Thengel informs the companions that they may look for 
  Cenric in the Eastemnet, as he is visiting his herds and 
  their guards; Esmund will be there too, patrolling the area 
  with his men. 
  The King mentions the cunning of Gálmód, Cenric’s foster-
  son and counsellor, as a warning to the companions. 
  Based on his latest information, Éogar should be found at 
  the Fords of Isen, making plans for the spring and summer. 
  Morwen suggests that when they speak with him, it may 
  help to win the approval of Esfled, his wife. 
  The adventure now proceeds based on the players’ choices. 
  If the company rides first to the Gap of Rohan seeking 
  Éogar, then Part Four - The River-reavers begins. If they go 
  to the Eastemnet seeking Cenric, their first encounter will 
  be at the Entwade in Part Two - Flytes at the Ford.
  Should the companions decide to inquire a bit about the 
  marshals in Edoras, Eastfold or Westfold, looking for clues 
  to aid in their negotiations, the Loremaster may make 
  use of the information offered in the relevant chapters of 
  Horse Lords of Rohan. 
  - paRt tWo - 
  Flytes at the FoRd
  Spring in Rohan makes for fine weather to travel in, and 
  the Plains of Rohan are easy terrain for a horse to ride 
  swiftly across. If the company sets out from Edoras for 
  the Eastemnet, they can follow a wide, well-packed road 
  along the southern reach of the Westemnet, the vast green 
  plains where countless herds of horses and cattle roam. 
  South of the road the land grows lower and wetter, thick 
  with willows where the Snowbourn River runs to the 
  Entwash. It’s spring and the rivers and fens are swollen 
  from the mountain thaws.
  •	
  The journey from Edoras to the Entwade is 80 miles 
  and takes two days. The company need only make a 
  single Fatigue test (TN 12).
  If the company instead went looking for Éogar first (Part 
  Four - The River-reavers), then they can either travel from 
  the Fords of Isen directly across the Westemnet, or follow 
  the Great West Road back through Westfold to Edoras and 
  then follow the Snowbourn to the Entwade. 
  •	
  If the company travel directly across the Westemnet, 
  this is a journey of 190 miles, taking five days and a 
  single Fatigue test (TN 14). 
  
  25
  •	
  If the company return to Edoras along the Great West 
  Road, this leg of the journey is 110 miles. It only takes 
  a day and a half due to the quality of the road, and 
  a single Fatigue test (TN 12). The second leg is as 
  described previously.
  at the cRossings
  At the Entwade, the companions discover that Riders are 
  encamped on either side of the river. On the western shore 
  are a score of Riders from Westfold. On the eastern shore 
  are two dozen from Eastfold. 
  As the sun sets and the company approaches, the Riders 
  have gathered close on either shore, listening and 
  laughing. One from the west has ridden out a short way 
  into the water, as has one from the east. The two rivals 
  call out taunts and insults in song and stories: flyting, an 
  ancient tradition in these parts. 
  Usually flyting is a peaceful contest. For a feast, the 
  laughter and applause of the hall would tell the winner, 
  who would win only renown and then share a cup with the 
  loser. But in wartime, flyting often comes before a battle, 
  as a fighter challenges the enemy and taunts one, perhaps 
  a particular rival, to come forward and fight. And even in 
  peacetime, some flytes go too far and lead to violence...
  Heroes who wish to interfere with the flyting can attempt 
  Insight rolls to gain bonus Success dice for the coming 
  encounter (see page 151 of The One Ring Roleplaying 
  Game). Any success confirms that from the way the rivals 
  speak and carry themselves a duel is likely.
  The player-heroes are here at Thengel’s wish to make 
  peace between the feuding households. They may wish 
  to interrupt. But can they stop the fight without drawing 
  anger on themselves by insulting the rivals?
  If Mildryd rides with the player-heroes because they went 
  to Éogar first (see page 24), she prefers to wait until the 
  rivals finish their flyting, and their duel if it comes to that. 
  Maerstan and Ashgar are free men, after all, and must be 
  free to choose their dooms. She neither hinders nor aids 
  any companions who choose to intervene.
  If the company steps forth, call for an encounter to 
  convince the rivals to leave the contest at mere insults.
  Set Tolerance
  The Riders of Rohan are impressed by Valour, so the base 
  Tolerance rating is set equal to the highest value amongst 
  the companions. Standing is added normally to this 
  score (if applicable), but only if a single companion goes 
  Songs in the Sunset
  Here is a sample of the flyting that the player-heroes hear as they approach. After every line the Riders on either 
  side laugh and cheer, but as the company arrives it has taken a hard, dangerous edge.
  Maerstan of Eastfold sings: 
  "With the strength of Swiftsun, I stride to the water.
  I sing out of Evenbright, sword undefeated.
  Evenbright shines now, eager and laughing!"
  "I come from the east-plains, from Cenric’s rich people.
  I give gleaming treasures, gold rings if you earn them.
  But scorn I bring Ashgar! Scars and quick death!"
  Ashgar of Westfold answers:
  "With the strong legs of Steelshanks, I strive for the crossings!
  With the power of my spear-hand, I pierce your rich hauberk.
  With laughter and song, your life-blood I spill."
  "I stand with Éogar, sturdy and stern,
  A warrior in battle, no weaver of words.
  Yet mercy I bring now, if Maerstan but begs!"
  It goes on like that, in song and in boastful story, as the other Riders’ laughter becomes harder and more cruel. 
  Bloodshed approaches.
  Red day Rising
  
  26
  Oaths Of the RiddeRmaRk
  forward to speak as a peacemaker. If the player-heroes go 
  in as a group, this looks cowardly and angers the Riders 
  on both sides: any applicable Standing rating is ignored 
  and the starting Tolerance is reduced by one.
  Introduction
  By what right do the player-heroes interfere? That’s what 
  the rivals, Maerstan of Westfold and Ashgar of Eastfold, 
  demand to know. Courtesy and Riddle are useless here, 
  though few Eorlingas can resist a good tale and Song may 
  work; Awe (TN 12) will best convince the Riders that the 
  newcomers deserve to be heard. 
  Interaction
  The aim of the company is to talk both rivals into backing 
  down, while convincing their respective factions that the 
  decision did not cause a stain to their honour. 
  The discussions on virtues that the companion had at 
  court may prove useful in searching for a way to make 
  peace between the flyting contestants: to slay a fellow 
  Rider is folly when real enemies are not far away. 
  Has stubborn wilfulness replaced genuine pride? 
  Generosity of spirit sometimes is a greater proof of courage 
  than willingness to fight and die. Pride and boldness drive 
  the rivals; what virtues outweigh those?
  Calming down each rival may be set up as a prolonged 
  action, requiring 4 successes for each quarrelling Rider. 
  Cooperation is allowed. (See Prolonged Actions, The One 
  Ring page 149). The players are free to propose which 
  skills their characters will employ to achieve their goal, 
  but several examples follow below. At each attempt the 
  Riders watching from the shores cheer the player-heroes’ 
  successes and jeer at their failures. 
  •	
  If the Awe roll in the Introduction succeeded, Inspire 
  may move one of the Rider; perhaps by demonstrating 
  that even a powerful warrior like the player-hero is 
  willing to laugh rather than slay when no true enemies 
  are about. If the Awe roll failed, Inspire is useless.
  •	
  Persuade might convince one of the Riders to back 
  down, perhaps by proving that sometimes valour can 
  be found in setting aside overweening pride.
  •	
  The player-heroes can launch flytes of their own 
  using Riddle! Cheerfully taunting the rivals for their 
  eagerness to fight and die over a triviality may make 
  their friends laugh until they see reason.
  •	
  Finally, the Eorlingas sing many songs of many kinds 
  of courage. Not all end in death. Using Song may 
  soothe such savage tempers.
  Flyte or Fight?
  If the companions exceed the Tolerance rating for the 
  encounter before they complete the prolonged actions, 
  things immediately turn violent. The riders refuse to back 
  down, each accusing the other of cowardice and both 
  charge screaming. The rivals meet on horseback in the 
  water of the ford. 
  As they collide, Ashgar’s spear runs through Maerstan, 
  whereas Maerstan’s sword wounds Ashgar’s leg; as their 
  horses dance apart, Maerstan slides dead into the river. 
  The rivals all withdraw to their respective camps, glaring. 
  If the company manages to quell the violence, compare 
  the number of successful rolls the heroes obtained before 
  Tolerance was exceeded with the entries below to denote 
  how well they bring the flyting contest to a close.
  1 (Narrow Success): The two warriors launch a few more 
  pointed barbs, but no clear winner emerges. The two 
  factions insist that the company must declare a winner. 
  Both sides accept whatever they choose, but make note 
  of which side the company favoured – their choice may 
  be brought up to the company’s detriment if they need 
  to convince whatever faction they choose against of 
  something later on.
  2-4 (Success): The flyting ends with no hard feelings. 
  Mearstan and Ashgar launch a few more taunts but they 
  are more good-natured. Maerstan’s are funnier and win 
  the loudest cheers, so eventually Ashgar accepts defeat; 
  Ashgar promises Maerstan a full draught of ale as long 
  as he lets Ashgar drink first. The two rivals return to their 
  camps in peace. Both factions welcome the player-heroes 
  for the night, to hear the latest news; however, both sides 
  take note of who the companions choose to make camp 
  with…
  
  27
  5+ (Great Success): As the previous entry, only both 
  factions will tentatively send a few warriors across to hear 
  the company’s news together with their erstwhile rivals 
  and none begrudge where the player-heroes choose to 
  make camp.
  Restraining the Riders
  What if the companions wish to restrain Maerstan 
  or Ashgar (or both) by force, invoking the name of 
  the King? That might be the worst idea of all, as 
  Thengel King granted the company no such authority 
  to act in his name, only to carry his messages: such a 
  choice constitutes a misdeed by itself, gaining each 
  companion taking part in the scene at least 1 Shadow 
  point, if not more (see page 224 of The One Ring 
  for guidance). 
  If the companions resort to violence and harm one 
  or both rivals, their actions constitute an even more 
  grievous offence, a misdeed worth at least 4 Shadow 
  points, maybe more if someone is killed; the offending 
  companion may mitigate the Shadow gain by opting 
  immediately to comply to the laws of the Mark, 
  offering to pay the due weregild as reparation to the 
  Rider’s family (halve the Shadow gain). Weregild 
  for a slain Rider equals to 30 points of Treasure.
  Use the following stats for the any of the rivals if 
  necessary:
  Attribute Level:  
  5
  Specialities:   
  Horsemanship
  Distincitve Features:  Energetic, Vengeful
  Relevant Skills:  
  Athletics ♦♦♦, Spear ♦♦, 
   
   
   
  Sword ♦♦♦
  Endurance:   
  18
  beyond the entWade
  Whatever course the encounter at the fords takes, the 
  Riders from Westfold leave camp the morning after to 
  go into the Westemnet, while the Riders from Eastfold 
  leave immediately after the confrontation, to cross the 
  Eastemnet and join their men patrolling the Undeeps.
  Companions pressing on beyond the Entwade looking for 
  Cenric find a trail leading into the southern plains of the 
  Eastemnet, where the herds of the marshal roam. 
  - paRt thRee -
  WheRe the sky-speaR Falls
  The company rides deep into the Eastemnet to find Cenric, 
  Third Marshal of the Riddermark, and Esmund, son of 
  Edwin. It will take at least a day of riding and searching to 
  find Cenric’s camp, possibly more. 
  Soon the river Entwash is out of sight behind them and 
  there is nothing to see but tall grass from horizon to 
  horizon. From time to time the company passes horse-
  herds and their herders. The herds are kept miles apart so 
  they don’t overburden the grasses or disturb each other. 
  The herders bear bows for hunting small game, not the 
  mail and shields of warriors. They greet the companions 
  courteously and point the way southward. 
  The company passes a few cow-herds as well. Some families 
  keep too many cattle for the small pastures of their Eastfold 
  farms and so they roam parts of the plains. Cenric’s cattle-
  herd is the largest and ranges far into the Eastemnet, a 
  product of years of prosperous trading and husbandry. 
  the WandeRing MinstRel
  Midway through the day, the company crosses paths with 
  an old herdsman riding a crabby old gelding apart from 
  any herd, heading north. A young girl sits before him, 
  holding the reins. They watch the companions approach 
  with curiosity. When they are at calling distance, the girl 
  speaks up on the old man’s behalf. 
  “Hail, strangers. You cross paths with Léothere Five-
  Fingers, minstrel of Meduseld, singer of forgotten songs 
  and keeper of ancient ways!” 
  The old man wears a wry smile and waits for the 
  companions’ introductions. 
  It is possible for a companion from the Mark to recognise 
  the name. Léothere was a famous minstrel in the early 
  years of Fengel’s reign, but his songs were too pointed 
  for the King and he found himself unwelcome. Indeed, 
  Red day Rising
  
  28
  Oaths Of the RiddeRmaRk
  he found himself unwelcome in every hall where once he 
  sang. He left the courts and left his minstrel days behind, 
  fleeing Fengel’s fury. The companions may also learn that 
  much talking with Léothere and his little spokeswoman. 
  The girl’s name is Bída Softsong, apprentice to Léothere. 
  She says proudly that someday she will sing in the Golden 
  Hall as her master once did. At that Léothere hurriedly 
  hushes her and lets the companions speak. While Bída 
  clearly adores her master, she regularly teases him as 
  well. If the companions want nothing of Léothere and 
  Bída, they trade a few passing bits of news and are on 
  their way. They say that Cenric’s camp lies another 20 
  miles or so south-east. 
  Riddles and Rumours
  If the companions are interested in what the old man 
  and his apprentice might tell them, Léothere needs some 
  convincing to follow them, otherwise he will soon be on 
  his way. A successful roll of Persuade (TN 16) will do, 
  as would a roll of Song, to demonstrate a hero’s love for 
  the art of minstrelsy. Once he has joined the companions 
  on their way, the old minstrel’s tongue loosens up, and it 
  is quickly clear that he is hungry for news from Edoras. 
  For every item of news that the companions provide him, 
  Léothere tells them something useful in return. 
  The Loremaster may pass on the information summarised 
  below, based on which questions the companions ask:
  •	
  Concerning Thengel and his marshals: Éogar and 
  Cenric have been marshals for many years. Fengel 
  King would have named his son Second Marshal 
  following tradition, but Thengel chose exile in Gondor 
  over serving his father and Éogar seized his chance. 
  Now that Thengel is King, his son Théoden is likely 
  to become Second Marshal in a few years. That won’t 
  please Éogar, but it’s the way of things and all among 
  the Rohirrim expect it. 
  •	
  Concerning the Marshals: Those were rivals even in 
  the days of Fengel King. Fengel knew of their quarrel 
  full well. It’s one reason he chose them as marshals; 
  old Fengel seemed to thrive best when his kingdom was 
  bitter and fearful. The rivals outdid each other bringing 
  gifts to Fengel King; Éogar’s loot from Dunland raids 
  and Cenric’s treasures gained in trade with Gondor. 
  •	
  Everything changed at court when Fengel died. Cenric 
  and Éogar were the first to call for Thengel to come 
  home and take the throne, but they were happier 
  before. Fengel King may have been a greedy, callow 
  drunk, but they knew how to manage him. Flattery 
  and bribery and the fear of war hold no sway with 
  Thengel King. As a consequence, Cenric and Éogar 
  have turned their attention away from the throne and 
  toward their hatred of each other.
  •	
  If the player-heroes seem receptive, Léothere has a few 
  songs that mock Cenric and Éogar rather savagely. He 
  sings of a marshal who has the blind greed of a Hill-
  Dwarf and the heedless wrath of a Snow-Troll, such 
  that even his warhorse guards its treasures and its 
  skin when the marshal is around; then he sings the 
  same of the other marshal, and it’s unclear which one 
  is worse in his opinion.
  •	
  The minstrel knows well the story of Mildryd and 
  Esmund. Indeed, he has songs that mock their ‘tryst’. 
  Of Esmund he sings about his apparent fear of water 
  (since he won’t cross the Entwade to find his lost love); 
  and of Mildryd slaughtering Dunlendings and Orcs 
  by the score out of boredom waiting for her man. Of 
  course Léothere knows their tragic history. All the 
  more reason, he says with surprising gentleness, for 
  them to find each other and replace sorrow with joy. 
  If the company learns at least three news items from 
  Léothere, he has one more piece of advice to offer:
  •	
  Thunder himself, the mighty horse of Béma the 
  Huntsman, brought a warning to Léothere in his 
  sleep: summer storms are coming early to the plains 
  of Eastemnet. The sky-spears soon will fall when Béma 
  leads his Great Hunt through the heavens!
  Give and Take
  In exchange for every piece of information that Léothere 
  relays to the companions he asks a question of them. Here 
  are some examples:
  •	
  What’s the worst the companions can say about the 
  new king, Thengel?
  •	
  Léothere has heard of “Queen Steelsheen’s” beauty and 
  dignity. What else can the player-heroes say about her?
  
  29
  •	
  Did they speak to the son of the King, young Théoden? 
  What lessons is he learning from his royal parents?
  •	
  Did they hear music in the Golden Hall? Stories? 
  Laughter?
  •	
  What happened at the Entwade? What did the player-
  heroes do?
  Additional information on Léothere is found in Horse-
  lords of Rohan, page 28. He fled the Golden Hall decades 
  ago. Fengel King is long gone, but Léothere remembers 
  the threat in the eyes of Fengel’s marshals. He has not yet 
  determined whether it’s safe to return to Edoras – whether 
  Thengel King and Morwen Steelsheen in all their dignity 
  will let a minstrel sing the truth and live. 
  a stoRM appRoaches
  Throughout the afternoon the air darkens quicker than it 
  should and grows very still. Any companion who succeeds 
  at a Travel test senses a storm brewing. 
  The company finds the outskirts of Cenric’s great cattle 
  herd as sundown nears. If Léothere rode with them, here 
  is where he departs. He wants nothing to do with Cenric; 
  he and Bída bid farewell and turn northward again, 
  planning to stop and sleep late at night and several miles 
  away, perhaps after the rain has passed. 
  Herders hail the companions and point them toward 
  Cenric’s camp a mile or so further. Soon the companions 
  see some of Cenric’s warriors, outriders with their own 
  camp already set. They stand around an open space 
  laughing and watching a few horses: three stallions 
  challenging a lead stallion, unusually young but strong, 
  and each other. 
  A player-hero who makes a Hunting test notices that the 
  horses’ aggressive snorts, sudden whinnies, and stamping 
  hooves have the nearby cattle even further on edge than 
  the imminent weather. The Riders point the companions 
  onward to Cenric’s camp. 
  Fairy-fire
  Cenric’s camp is in sight despite the rolling plains and 
  cattle, only a third of a mile away, when strange things 
  begin to happen. The companions notice their arm-hair 
  standing on end. Bright blue and violet fairy-lights take 
  flickering shape: on the tips of spears, on helmets, on 
  horses’ ears and crawling along stalks of grass with a 
  hissing sound. It’s beautiful and strange. Riders wonder 
  in alarm if they’re being bewitched. Some cry in growing 
  alarm that it’s Fairy-fire from the Sorceress of the Golden 
  Wood. Others scoff that strange lights often gather in 
  storm season – but they can’t fully stifle their fear.
  A successful Travel or Lore roll recognises the fairy-fire 
  as a sign that a storm of rare power is about to erupt – 
  the powers of the air gathering their might, perhaps. 
  That allows them to call out warnings to the others, who 
  blow horn-signals and hurriedly go to their horses. Any 
  warning will reduce the challenge to come and will be 
  noted in a companion’s favour.
  Quite suddenly the storm erupts in full fury. The dim dusk 
  becomes dark as night, so dark that sometimes only the 
  sparks of fairy-fire can be seen on beasts’ horns and ears. 
  A thunder of rain lashes down, sheet after sheet. Lightning 
  strikes nearby in a blinding flash and a deafening crash. 
  Herders, Riders, horses and cows cry out in alarm. There’s 
  a quaking rumble from the ground as the cattle lurch to 
  and fro and then begin to run in a stampede of blind panic. 
  Into the Thunder
  How does the company react? Brave characters may try 
  to help the herders prevent the coming chaos. Others 
  may be wiser to get away from the maddened animals. 
  The herders ride alongside the stampeding herd and sing 
  simple herding-songs in clear, sonorous voices, trying to 
  calm the animals.
  Each player-hero who wants to get away to safety must 
  roll Athletics. Success takes the character out of danger. 
  Failure means the hero faces a complication and must 
  roll once on the Trouble of the Stampede table below. 
  Companions not running away from the danger may help 
  others instead...
  Stopping the Stampede
  Stopping the panicked cattle-herd is a prolonged action, 
  set at TN 18 and requiring 9 successful skill rolls. Only 
  characters on horseback can take part in it. If any hero got 
  wind of the impending storm with any of the rolls described 
  before (Travel, Hunting and Lore) or were warned by 
  Léothere, then the companions got a head start and see their 
  difficulty reduced to TN 16. Each companion who wants to 
  Red day Rising
  
  30
  Oaths Of the RiddeRmaRk
  cooperate on the prolonged action may choose whatever 
  skills the players and Loremaster deem appropriate to 
  calm the stampede: Awareness to hear another herder’s 
  directions, Hunting to pursue and herd the beasts, Song 
  to calm them with a herding-song, Athletics to ride swiftly, 
  and so on. Failing a skill roll triggers a complication, see 
  Trouble with the Stampede, below.
  The Loremaster should take note of the number of rounds
  that it takes the company to complete the prolonged 
  action, as this determines the damage that the cattle 
  herd of Cenric and his people suffer during the storm. 
  Additionally, failing a skill roll triggers a complication (see
  the Trouble of the Stampede table below).
  •	
  1 round: Three cows lost. No one is injured. (Reward 1).
  •	
  2-3 rounds: Half a dozen cows lost. One herder 
  injured. (Reward 2).
  •	
  4-5 rounds: A dozen or so cows lost. Two herders 
  injured and one horse slain. (Reward 3).
  •	
  6+ rounds: More than a dozen cows lost. Three 
  herders injured and two horses slain. (Reward 4).
  The last entry (6+) also denotes what happens if the 
  player-heroes do not help the horse-herds to control their 
  animals.
  Trouble with the Stampede
  Player-heroes facing a complication must roll the 
  Feat die and consult the results below:
  C: The hero is trapped in the stampede! (See below).
  1-4: The companion’s horse runs across an unseen 
  rivulet or hole, or the body of a fallen beast. A 
  successful roll of Athletics (TN 16) prompts the 
  beast to leap over the danger. On a failure, the hero 
  falls from horseback and suffers a loss of 4 points of 
  Endurance. If the failed roll produces an C result, 
  the companion must also pass a Protection test (TN 
  14) or else suffer a Wound. 
  5-10: A crack of lightning and thunder sends the horse 
  bucking and running in panic. To calm the mount the 
  companion must roll Athletics or Song against TN 
  16. If the roll is failed, the hero is trapped in the 
  stampede (see below).
  A: The hero successfully overcomes the complication 
  and emerges unscathed!
  Trapped in the Stampede
  A character who is trapped in the stampede may be 
  rescued by another player-hero who is still free to 
  move. The would-be rescuer must make an Awareness 
  roll to spot the hapless companion, then must make an 
  Athletics or Hunting test to grab their trapped friend 
  and get to safety instead of attempting to calm the 
  herd next turn. A character who is not rescued loses 
  Endurance equal to the sum of two rolls of the Feat 
  die and then is out of the stampede. Rolling an C 
  means the hero must pass a Protection test (TN 14) 
  or else suffer a Wound. Each roll of a A does no harm. 
  A character who falls unconscious in the middle of the 
  stampede is automatically trampled to death.
  
  31
  at cenRic’s caMp
  After a couple of hard hours the storm softens to a quiet 
  rainfall. Cenric’s exhausted herders remain with the 
  animals, but his Riders approach the player-heroes. They 
  are plainly grateful, if the companions helped them during 
  the storm. If the players’ efforts reduced the stampede 
  significantly they express open, unstinting admiration. 
  The Riders take the company to Cenric. A few servants 
  are restoring his pavilion, which was demolished by the 
  storm, so Cenric greets the visitors sitting on a saddle on 
  the ground near a hissing fire. Cenric of Eastfold is about 
  the same age as Thengel King, his hair and beard greying, 
  but thinner. His eyes are harder; to a perceptive hero (or 
  an Insight roll) they seem more cunning but less wise. 
  Esmund and Gálmód are with Cenric also. Esmund is 
  younger and taller than Cenric, and is a charismatic 
  captain of men, with a grim face that betrays past grief. 
  He is presently leading his éored in patrol, and has been 
  joined by Cenric in the marshal’s survey of his herds. 
  Gálmód is Cenric’s foster-son, a short, slight and sallow 
  fellow, with friendly eyes and a mercurial temperament. 
  He is the marshal’s advisor, not a warrior. 
  A Kingly Reward
  Cenric’s Riders introduce the company. They call out some 
  particular success or piece of heroism achieved by each 
  companion in the stampede. Esmund and Gálmód admire 
  the heroics as Cenric listens, smiling. 
  At the end, Cenric clasps each companion’s hand and 
  gives his thanks. Based on the table on page 30, Cenric 
  rewards the company according to their deeds: a riding 
  horse (Reward 3), a fine-bred steed (Reward 2), or even a 
  warhorse (Reward 1) if their help proved critical; golden 
  and silver rings worth 2 Treasure if they tried to help but 
  not to much avail (Reward 4). The Lord of the Mark leaves 
  it to the companions’ righteousness to decide who should 
  get the most credit (and the reward!).
  If the companions did very well and collected a rich 
  reward, Gálmód and Esmund comment on Cenric’s 
  generosity. Esmund says Cenric is too free with his riches. 
  Gálmód replies that every gift a chieftain gives raises him 
  in the eyes of the men he would command, and Cenric 
  plans to command many men.
  The player-heroes have a chance to learn about Esmund 
  or Gálmód while sitting with them around the fire, eating 
  and drinking and resting. Cenric participates, friendly 
  and willing. Esmund and Gálmód are described in Horse-
  lords of Rohan, pages 35 and 34. 
  Red day Rising
  
  32
  Oaths Of the RiddeRmaRk
  How much the player-heroes learn is up to the Loremaster; 
  it depends on how long they talk and how much they 
  share of themselves. It will take superior success at Riddle 
  to glean information from Esmund or Gálmód. Both have 
  secrets: Esmund resents Cenric and is loathe to talk of his 
  wife’s death; Gálmód will never directly mention Sunnifa, 
  his lover in Meduseld.
  a pRoposal FoR esMund
  Eventually the players will get around to telling Cenric 
  and Esmund why they came. If they did well protecting 
  the marshal’s herd and his people, he listens much more 
  willingly than if they stood back and let the disaster unfold. 
  Esmund is openly surprised to hear of the King  and Queen 
  arranged a marriage for him. When Cenric asks if Esmund 
  would be willing to wed Mildryd, he immediately says 
  yes. He had thought of it often since his wife died, but with 
  the feud ongoing he saw no way to arrange it. Mildryd 
  Shielding is as loyal to her kin as Esmund is to his.
  Gálmód, strangely, is not surprised at all. If asked why, 
  he says the idea came without warning but is not strange. 
  He has himself counselled his lord about finding an end 
  to the feud. But every new fight or insult only worsens 
  things. Gálmód asks if it was Queen Morwen’s idea, and 
  is equally unsurprised to hear it was. 
  Persuading Cenric to let a wedding between Esmund and 
  Mildryd resolve the feud will took some convincing…
  peRsuading cenRic
  Following the usual rules for encounter advantages all 
  players may now attempt Insight rolls to gain bonus 
  Success dice to employ during the encounter (see 
  Preliminary Rolls, The One Ring, page 151). Heroes that 
  get a basic success also realise that Awe and Riddle will 
  have little effect on the marshal.
  A great success with Insight senses that the demands for 
  weregild and for restitution for damaged property are only 
  part of the story; the feud serves Cenric’s purposes. It feeds 
  resentment of Éogar and Westfold and keeps Cenric’s kin 
  loyal to his household against a common foe. It would 
  be enormously unwise for the player-heroes to challenge 
  Cenric on that – he would take it as a grave insult and the 
  encounter would end immediately in wrath – but it does 
  gives a bonus Success die that the spokesperson can roll 
  during the Interaction if the player can think of a way to 
  manipulate Cenric’s true motivations.
  Additionally, the player-heroes have a very brief moment 
  in which they might get Gálmód to vouch for the idea 
  before they start actively trying to persuade Cenric. 
  Gálmód is not naturally willing to overstep his bounds, 
  so it requires a Persuade roll. Success grants a bonus die 
  in the Encounter with Cenric, or two for a great success or 
  three for an extraordinary success. 
  Set Tolerance
  When the talk deals with a feud, courage and strength-of-
  arms is all that matters to Cenric, so initial Tolerance is set 
  equal to the highest Valour amongst the companions. Add 
  1 to the Tolerance if the player-heroes took risks to help in 
  the stampede.
  The Loremaster can evaluate the outcome of the Encounter 
  with Cenric using the total number of successes achieved 
  to determine its consequences and then conside the 
  possible outcomes listed under Cenric’s Decision below.
  Introduction
  If the companions assisted with the stampede, there is no 
  need for an introduction. He is willing to hear them. If they 
  did not, then Courtesy may smooth their explanation for 
  why they stood back and watched. 
  Interaction
  Cenric’s instinct is to refuse the proposal outright. The 
  player-heroes must try to make him reconsider. Inspire 
  may succeed by playing on his pride as a Rider in the 
  greatness of the Eorlingas as a united people. Song too 
  may work by singing or telling a story of the Eorlingas 
  that emphasises their strength in unity. Persuade is 
  appropriate for most arguments the companion might 
  wish to put to Cenric. Riddle is risky; Cenric has little 
  patience for clever words – unless they are especially 
  clever. Successful Riddle rolls garners additional 
  successes normally, but a failed Riddle roll reduces the 
  Tolerance by 2 instead of 1. 
  Cenric’s Decision
  The player-heroes must roll a number of successes to 
  bring Cenric around. The more successes they achieve 
  
  33
  before the Tolerance is exceeded, the more Cenric gives 
  up. The entries below take into consideration the outcome 
  of an encounter with Éogar, to assess the final success or 
  failure of the diplomatic endeavours  of the company.
  1. (Narrow Success): Cenric agrees to peace with minor 
  concessions. He is willing to forego a few of his household’s 
  demands. This will mean peace if the company earns 5 or 
  more successes in their negotiation with Éogar.
  2-4. (Success): Cenric agrees to peace with substantial 
  concessions. He will drop some of his household’s 
  demands and even agree to make a token payment toward 
  Éogar’s demands. This means peace if the company earns 
  2 or more successes in their negotiation with Éogar.
  5-6. (Great Success): Cenric agrees to peace with major 
  concessions, dropping most of his demands. This means 
  peace if the company earns 1 or more successes in their 
  negotiation with Éogar.
  7+. (Extraordinary Success): Cenric has had a dramatic 
  change of heart and is willing to forego the feud 
  immediately, dropping all demands, even if the player-
  heroes earn no successes in their negotiations with Éogar. 
  They have only to put the case before the Second Marshal 
  to have peace.
  Success
  If the negotiations succeed at any level, Esmund gladly 
  says he will go to Mildryd and have her if she will have 
  him. He follows the companions to the Entwade and 
  there either meet with Mildryd, or wait for her or word of 
  her refusal. Otherwise, he will abide by his loyalty to his 
  household.
  Failure
  If the player-heroes exceed the Tolerance rating before 
  the companions can earn any successes, Cenric refuses 
  out of hand and loses patience with the company. He 
  will end the feud and greet his old rival in friendship 
  at Esmund’s wedding only if Éogar agrees to pay all the 
  treasure and land and horses that Cenric says he owes 
  – an unreasonable amount (something made possible 
  only if the companions earn 7 or more successes 
  negotiating with Éogar). Otherwise, only spilt blood will 
  satisfy him. 
  aFteR the stoRM
  However it goes (unless the player-heroes managed to 
  greatly offend him during the encounter) Cenric allows 
  them to rest in his camp until they wish to depart. If the 
  companions came to Cenric before approaching Éogar, 
  proceed on to Part Four: The River-reavers. 
  - paRt FouR - 
  the RiveR-ReaveRs
  Coming from either Edoras or the Entwade, the company 
  must travel to the Fords of Isen to find Éogar. Along the 
  way the player-heroes pass herds in the Westemnet and, 
  as the mountains draw together near the Gap, scattered 
  Westfold farms and steadings.
  •	
  The quickest route from Cenric’s camp in the 
  Eastemnet to the Gap of Rohan is back to Edoras, then 
  along the Great West Road from there. The journey to 
  Edoras is 90 miles, taking 2 and a half days and one 
  Fatigue test (TN 14).
  •	
  The journey from Edoras to the Gap of Rohan along 
  the Great West Road is 110 miles. It only takes a day 
  and a half due to the quality of the road, and a single 
  Fatigue test (TN 12). 
  Red day Rising
  
  34
  Oaths Of the RiddeRmaRk
  An Urgent Errand
  Approaching the Gap of Rohan the player-heroes cross 
  paths with Rynelda Fast-rider (see Horse-lords of Rohan, 
  page 58, for a complete description), hurrying along 
  the road towards Edoras. She stops just long enough to 
  breathlessly tell the companions that the Second Marshal 
  needs aid and they can learn more from Grimborn at the 
  Fords of Isen. 
  She is riding for Edoras with Éogar’s request to raise the 
  muster of Westfold. If the companions don’t try to stop her 
  and ask questions, she spurs her horse onward again and 
  rides out of sight. Convincing her to delay long enough to 
  answer questions requires a successful skill roll. 
  •	
  Awe is most suited to have Rynelda pause and listen 
  to what the companions have to say. She admires 
  bold warriors who do not hide behind fanciful words.
  •	
  She’s too much in a hurry for someone to stop her 
  long enough to use Persuade, or even Song and 
  Riddle, so any such attempt simply fails. 
  •	
  Inspire can be a good choice if the companions reveal 
  to Rynelda they are helping the King.
  If the attempted roll fails, Rynelda tells the company 
  to ask Grimborn at the Fords and then gallops off. Any 
  success causes her to stay long enough to tell what she 
  knows, but she does so quickly; Rynelda is too desperate 
  to tarry. “Join Grimborn at the Fords or join Éogar in the 
  West-march, by the Derne Wood,” she cries. “Do as you 
  will. I must ride!”
  tRouble in the West-MaRch
  A week ago, Éogar left his home in Helm’s Deep to travel to 
  the Dunlendish West-march, the land between the rivers 
  Adorn and Isen, to prepare for the spring’s first patrol of 
  the marches in the name of the King of the Mark. He rode 
  out with Mildryd Shielding, at the lead of a selection of 
  men from his personal éored, and his wife Esfled (their 
  son Erkenbrand, who is 10 in 2960, might have been with 
  them also). 
  All in all, Éogar crossed into the West-march with about 
  sixty Riders.
  Two days after their departure, they stopped in a cool, 
  wooded valley of waterfalls and green shade, deep in the 
  folds of the hills and lower slopes of Thrihyrne, about 20 
  miles south of the Gap of Rohan. As they were setting up 
  their camp, night fell and a thick fog descended on them 
  from the mountains, shutting out the light of the stars 
  and moon and drowning everything in an unnatural 
  silence. 
  The Riders of Westfold could not see anything beyond 
  arm’s length. Then the horses began to whinny for no 
  apparent reason and the camp was sent into confusion. 
  Esfled was gone! But in the dark fog there was little that 
  could be done... 
  After some frantic searching, Éogar’s scouts discovered 
  the tracks of a group of men, a warband that evidently 
  penetrated the encampment hiding in the fog and left 
  after having taken Esfled with them. Judging from the 
  tracks and the direction they took after leaving, the 
  kidnappers were men from the westernmost marches, 
  members of the Dunlendish Gáesela (see Horse-lords of 
  Rohan, page 57).
  Éogar and his Riders immediately followed the tracks, 
  often losing the trail and then finding it again. The trail 
  seemed to be going more south than west, and eventually 
  led them to the edges of a forest, the Derne Wood, covering 
  a line of low hills. By then three days had passed. 
  One day ago Éogar sent a messenger carrying word for 
  Grimborn, Lord of Grimslade (see Horse-lords of Rohan, 
  page 42) to gather his men and call for reinforcements in 
  case they encountered trouble with locals. 
  The West-march is home to the Gáesela, but also to the 
  Wulfings, heirs to both Rohirrim and Dunlendish blood, 
  and their lord Frána does not suffer gladly the intrusion 
  of Riders from Edoras. 
  Grimborn is now gathering Riders at the Fords of Isen. 
  Unless he hears a command from Thengel King, in three 
  days he will join Éogar and ride south upon the West-
  march in force. Rynelda set out at daybreak to carry the 
  word to Edoras and it was then that she encountered the 
  companions.
  
  35
  The Riders of Westfold
  If the companions go towards the Fords of Isen they 
  find Grimborn, Éogar’s chief lieutenant, preparing for a 
  brutal ride south from the Gap of Rohan in three days. 
  Grimborn and the Riders at the Fords of Isen can provide 
  any background the company did not get from Rynelda.
  Grimborn says the Dunlendings of West-march must have 
  gone mad to take the Lady of Westfold. They must be 
  taught a lesson, and Grimborn will make sure it will be a 
  lesson they won’t forget soon. 
  The Lord of Grimslade says it would be better for the 
  player-heroes to remain with him than to scatter into the 
  West-march, but he does not stop them if they go on. 
  into the West-MaRch
  To enter the West-march, the company must leave the 
  Great West Road and take the muddy road leading south. 
  It passes by Grimslade, the valley that is home to reckless 
  Grimborn, and leads into a country that is wilder than 
  the vales of Westfold or Eastfold. From time to time the 
  road passes meagre little villages of the mixed folk of the 
  West-march, fishers and farmers, some more Dunlending 
  and some closer to the Eorlingas. It is a fertile, wooded 
  land with many hills and valleys tumbling out from the 
  mountains. 
  A player-hero possessing the Riddermark-lore trait may 
  attempt a Lore roll to know where to find the Derne Wood. 
  Failing that, the companions may ask for directions in the 
  villages; but the villagers and farmers rush indoors at the 
  first sound of hurrying hooves. 
  A skill roll is needed to coax them out, but trying to 
  intimidate them with Awe only makes them all the more 
  suspicious (threatening them with physical violence or 
  actually harming them is a misdeed ).
  The raiders that took Esfled are members of the Iron-
  folk, a rebel tribe from the northernmost West-march, 
  led by a chieftain named Caswelun and his twin sister 
  Rhonwen. Caswelun, who has dozens of children from 
  women all along the Isen, made himself infamous among 
  the Gáesela a few years ago saying that he would only 
  take as his wife a great lady of the Riddermark. He 
  seems to have decided to finally fulfil his promise… 
  As desperate as it may appear, Caswelun has a plan. 
  The Derne Wood is the ideal sanctuary for a band of 
  marauders, and is in the middle of the West-march, 
  between Gáetír and the land of the Wulfings. Caswelun 
  plans to hide there until the Lord of Frecasburg will 
  come to face Éogar and question him about his business 
  in the West-march. Trouble will certainly ensue and 
  the cunning raider will profit from it, and disappear 
  with his prize. This outcome will be made certain if 
  Éogar fails to find where Caswelun hides with his men, 
  or if Grimborn rides to the aid of his marshal, as the 
  Wulfings will be up in arms in no time. 
  The River-reavers
  Red day Rising
  
  36
  Oaths Of the RiddeRmaRk
  To find the wood without help or directions takes three 
  days. If they know or learn the way it only takes one.
  The Old Camp
  Before reaching the Derne Wood, the companions find the 
  location of the old encampment of Éogar, in the foothills 
  of the western White Mountains. There they find a dozen 
  of Riders from Westfold, left on guard to watch over the 
  possessions of the men that left in haste to pursue the 
  kidnappers. Angry and suspicious, these men grudgingly 
  confirm the whereabouts of their Lord if asked, but offer 
  no help to the companions. They let them investigate the 
  area if they wish to do so.
  If the companions search for signs of the raiders 
  themselves, they easily find those tracks that the scouts 
  of Éogar already found, and they can be on the trail of the 
  raiders in no time.
  •	
  If they choose to follow the trail, the task can be set up 
  as a prolonged action, requiring 8 total successes (see 
  The One Ring, page 149). Each companion is allowed 
  to attempt two rolls each day (see Actions while 
  Travelling, page 162 of The One Ring ). Useful skills 
  include primarily Hunting, then Explore, Search, or 
  even Riddle (to interpret the most puzzling clues the 
  heroes discover).
  It takes three days for the companions to reach Éogar 
  and his men camping outside the Derne Wood: if they 
  manage to achieve the successes needed to complete 
  the prolonged action before that time, the player-heroes 
  stumble across the Dunlending raiders themselves 
  before they find Éogar (see The Hideout ). Otherwise, 
  they arrive at the camp of the pursuers (skip ahead to 
  Joining the Marshal ).
  the hideout
  If the company completed the prolonged action to follow 
  the trail of the abductors, they succeed where the men of 
  Westfold failed and find tracks approaching the Derne 
  Wood from a more southerly direction than that followed 
  by Éogar’s scouts. Companions with relevant traits (or 
  those passing an Awareness test) catch a man’s distant 
  laughter on a stray gust of wind, coming from deeper in 
  the woods; a great or extraordinary success on the skill 
  roll tells the laughter was not from one of the Eorlingas. 
  The companion need now decide how to investigate the 
  matter. They may send a spy ahead, or try to approach 
  stealthily as a group. 
  •	
  A companion seeking the source of the laughter must 
  make a Stealth test (TN 18) to get close, and another 
  test at the same difficulty to get away. Any failure 
  alerts the look-outs among the Dunlending raiding 
  party, and the Dunlendings quickly retreat into the 
  deep woods.
  If approached silently, the companions may have a good 
  look at the Dunlendings. They are encamped by a brook 
  running among large mossy boulders, well hidden in the 
  dense woodland. They are wild-looking men and women 
  in leather and furs, dusky-hued with bushy dark hair, led 
  by a tall man and woman so alike that they must be twins. 
  It is a small warband, one raider for every companion 
  plus their two leaders, but they seem determined and well-
  armed. Laid across a bed of leaves and twigs is a large 
  bundle: a woman bound up tight and hooded with a sack. 
  •	
  If the companions are able to spy the raiders and 
  get away undetected, they will probably attempt to 
  ambush them and try to free Esfled. If they tarry, they 
  will be probably forced to pursue the raiders as they 
  move their camp.  (see Confronting the Raiders on 
  page 38).
  If they wish to take action, they quickly realise that the 
  woods are too deep for riding and horses will have to be 
  led on foot or left out of the woods. 
  Joining the MaRshal
  The companions find the marshal’s new camp to the north 
  of the Derne Wood. Éogar waits there as his men patrol 
  the perimeter of the forest night and day. Each patrol has 
  three Riders: two to hunt and track and one to ride quickly 
  back to brooding Éogar when the Dunlendings are found. 
  When they arrive, the player-heroes are spotted by one 
  of the patrols and are hailed in a grim-faced greeting. 
  
  37
  From them, the companions discover that the men of 
  Westfold have had little clear sign of the raiders so far, for 
  the Dunlendings are skilled at escaping pursuit. Éogar is 
  determined to keep searching until he finds his wife or else 
  Grimborn arrives with hundreds of Riders to lay waste to 
  the West-march in revenge. Mildryd Shielding is with the 
  Lord of Westfold, as the captain of his Riders. The Riders 
  warn that she and Éogar are in a fell mood. 
  Soon another Rider comes, a messenger to take reports. 
  He brings the player-heroes to Éogar’s camp some miles 
  away. When they encounter them, it is clear that Éogar 
  and Mildryd are unwilling to discuss anything except 
  the abduction. Should the company try to discuss the 
  proposed wedding and truce now, Éogar and Mildryd 
  would angrily tell them to either turn their attention to the 
  search or find some farmer’s wife to hear their gossip. 
  Éogar and Mildryd
  Éogar is older than Thengel King, with long, braided 
  hair and beard turned grey long ago. He is stout and 
  strong with fierce blue eyes. Mildryd Shielding, 
  daughter of Galwyn, is in her early thirties, tall and 
  strong, an energetic woman, quick to anger. Éogar is 
  like a father for her, as her own family are all dead, 
  parents and husband and children alike. 
  If the companions volunteer to help Éogar in his plight, 
  then Mildryd loses no time in finding some use for them. 
  She assigns them a stretch of land to cover, arraying them 
  in pairs with single messengers like the other Riders. 
  During the following days, the player-heroes take part in 
  the search for Esfled, contributing with their skill rolls in 
  locating the band of kidnappers (Awareness, Search or 
  Riddle are all useful choices).
  •	
  The companions need 8 successes to find clues about 
  the locations of Caswelun’s camp. If the companions 
  achieve the number of successes required within three 
  days, then they find tracks leading to Caswelun! 
  Unless they use the information to confront the 
  raiders on their own (see page 38), the ensuing violent 
  confrontation leads soon to the same outcome: 
  the raiders are greatly outnumbered by the men of 
  Westfold and are soon overwhelmed - but not before 
  Caswelun abandons his men to flee! The companions 
  must now pursue (see Pursuit).
  •	
  If they search for three days without getting 8 
  successes, one morning a group of armed riders 
  from Frecasburg makes its appearance, delivering 
  a challenge to the authority of the Second Marshal 
  of the Mark (see below). The men from Frecasburg 
  will also arrive if the companions tarry and take no 
  actions for those three days.
  Men from Frecasburg
  A messenger comes galloping hard over the rough 
  meadows and through the trees. The wide-eyed young 
  Rider says that three-dozen Riders of the Wulfings are 
  riding towards the camp, a lieutenant of their lord Frána 
  at their lead. 
  Minutes later, a troop of armoured riders appear, heading 
  straight for the spot where Éogar and his bodyguard stand. 
  They are fully armed and ready for battle, and stop only 
  when the marshal’s men hop on horseback and form a 
  line of riders before their lord. 
  A tall man of about thirty years of age and wearing a thick 
  fur mantle on his shoulders leaps from his horse and in 
  a blur of silver unsheathes his sword. Before the men of 
  Éogar’s retinue can react, he jabs his sword-point deeply it 
  in the ground before his feet in a furious motion. Then, he 
  raises his defiant gaze to meet that of the Second Marshal. 
  “What are you Mark-men doing in my Lord’s land? You 
  have no business here! You, Éogar! Take your lackeys back 
  to your pastures and barns!”
  This grim and rash fellow is Déormód, nephew to Frána, 
  Lord of the Wulfings. He has come to find out what is 
  the Second Marshal doing riding about in the land of 
  the Wulfings, and to warn Éogar that his days of raiding 
  into the West-march are over. While it is unlikely that 
  Red day Rising
  
  38
  Oaths Of the RiddeRmaRk
  Déormód will actually carry his threats to their ultimate 
  consequences, it will take hours for him and Éogar to 
  come to peaceful terms.
  This is the occasion that Caswelun was waiting for. As 
  Déormód and Éogar face each other off and the men of 
  the Second Marshal abandon their positions around the 
  Derne Wood to rush to the aid of their lord, the Dunlendings 
  seize their chance and sneak out of the forest... 
  This is the last occasion for the player-heroes to prove 
  their worth and recover Esfled.
  Confronting the Raiders
  There are several ways for the companions to confront 
  the Dunlending raiders of Caswelun and his twin sister. 
  The following paragraphs deal with the most plausible 
  possibilities. 
  Should 
  the 
  companions 
  choose 
  an 
  unexpected way (for example, a diplomatic approach) 
  then the Loremaster may refer to the standard rules for 
  encounters presented in The One Ring. 
  Battle
  Should the companions try to attack the raiders in the 
  Derne Wood at night, the wary Dunlendings will attempt 
  to ambush them (see Being Ambushed, page 167 of The 
  One Ring). Otherwise, the companions may try and 
  ambush the raiders themselves (see Ambushing Enemies, 
  page 168 of The One Ring).
  However battle begins, the Dunlending raiders are not 
  fanatics, their leader Caswelun least of all. Any raider who 
  loses more than half their Endurance attempts to escape 
  combat or surrenders. Caswelun attempts to stay away 
  from close combat as much as possible. 
  •	
  If more than two raiders fall, surrender or take flight, 
  Caswelun flees: he picks up Esfled, and runs away into 
  the woods while his sister and tribesmen engage the 
  enemy. After two more rounds, the rest of the raiders 
  scatter and escape as well.
  •	
  If the fight takes an ill turn for the player-heroes 
  instead, the raiders take no time to profit from their 
  misfortune: they leave fallen enemies and dead kin 
  behind and rush away. They are not interested in 
  exterminating the companions, they want to leave 
  with their lives and their prize.
  If the raiders break away from combat, the companions 
  may try to pursue them  (see Pursuit below – otherwise, 
  see opposite for the combat characteristics of Caswelun 
  and his men).
  Pursuit
  The company must pursue the raiders if Caswelun and 
  his men successfully break away from combat, or if the 
  companions do not attack the raiders soon after they find 
  where they hide, as Caswelun will move their camp after 
  each nightfall to avoid detection (the company will discover 
  the morning after that the raiders simply disappeared and 
  that they have missed their chance to get them if they do not 
  keep a watch over the raiders’ camp). 
  •	
  To follow the warband as it moves through the wood 
  (or to catch Caswelun as he flees with Esfled, see Battle 
  above) the companions must achieve a prolonged 
  action requiring 6 successful rolls (see The One Ring, 
  page 149). 
  Each companion is allowed to attempt two rolls each day. 
  Useful skills include primarily Hunting, then Explore, 
  Search, but also Athletics, as the companions are trying 
  to close in with the fleeing Dunlendings.
  •	
  Failing a roll during the prolonged action means 
  that the hero confused the tracks and the trail is lost 
  momentarily: add 1 success to the total required to 
  achieve the action.
  •	
  If a hero fails producing an C, the trail is lost and the 
  prolonged action fails completely.
  If the company catches up with the raiders and it is not the 
  first time they face the Dunlendings, this time Caswelun 
  fights for his life.
  Rhonwen
  Rhonwen is Caswelun’s twin sister. Caswelun often leads 
  his men by his enthusiasm and energy, but wary Rhonwen 
  has kept them safe. She wishes she had convinced her 
  brother to quit this whole scheme.
  
  39
  attRibute level
  5
  enduRance
  hate
  20
  4
  paRRy
  aRMouR
  7
  2d
  skills
  Personality, 2
  Survival, 3
  Movement, 4
  Custom, 2
  Perception, 3
  Vocation, 1
  Weapon skills
  Spear
  4
  Axe
  3
  Dagger
  2
  special abilities
  Commanding Voice (Reduce Rhonwen’s Hate score by 
  1 to restore 1 Hate to all other Dunlendings involved in 
  the confrontation.)
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Spear
  5
  9
  14
  Pierce
  Axe
  5
  C
  18
  Break 
  shield
  Dagger
  3
  C
  12
  -
  the RaideRs’ WaRband
  There is one stern, wild-looking raider per companion. Two 
  have bows and the rest have spears and axes. 
  Warriors of the Gáesela
  attRibute level
  4
  enduRance
  hate
  16
  3
  paRRy
  aRMouR
  6
  1d
  skills
  Personality, 1
  Survival, 3
  Movement, 2
  Custom, 2
  Perception, 3
  Vocation, 2
  Weapon skills
  Spear
  3
  Bow
  3
  Axe
  2
  special abilities
  Snake-like Speed
  -
  Red day Rising
  
  40
  Oaths Of the RiddeRmaRk
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Bow
  5
  10
  12
  Pierce
  Spear
  5
  9
  14
  Pierce
  Axe
  5
  C
  18
  Break 
  shield
  Caswelun
  Reckless Caswelun still ponders keeping Esfled as his 
  unwilling wife, but he might take the captive to Frána of 
  Frecasburg as a gift instead.
  attRibute level
  5
  enduRance
  hate
  20
  4
  paRRy
  aRMouR
  6
  1d
  skills
  Personality, 3
  Survival, 3
  Movement, 4
  Custom, 2
  Perception, 3
  Vocation, 1
  Weapon skills
  Spear
  4
  Axe
  3
  Dagger
  2
  special abilities
  Snake-like Speed
  -
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Spear
  5
  9
  14
  Pierce
  Axe
  5
  C
  18
  Break 
  shield
  Dagger
  3
  C
  12
  -
  iF esFled is lost
  If Caswelun flees or otherwise Esfled remains in 
  Dunlending hands, neither Éogar nor Mildryd will hear 
  any talk of the feud or marriage. Whether they faced the 
  Wulfings or not, they retreat out of the West-march to 
  meet Grimborn and the men he mustered at the Fords of 
  Isen. By then word has come from Thengel King granting 
  leave to raid into the West-march for two weeks to rescue 
  or avenge Esfled. 
  Éogar, Mildryd, and Grimborn prepare to wreak 
  vengeance on the hapless Dunlending villages and 
  then turn south to make demands of Frána, Lord of the 
  Wulfings. They leave the companions to bring the ill 
  tidings to Thengel King in Edoras.
  a pRoposal FoR MildRyd
  If the player-heroes saved Esfled the Second Marshal 
  honours and rewards them with gold rings, bracelets 
  and assorted Treasure for each equal to the sum of each 
  player-hero’s Valour and Standing scores. If they assisted 
  Éogar and his Riders in her rescue, they are each given 
  a ring or other ornament worth 2 Treasure. Then he sits 
  down with Mildryd at his side to hear their proposal from 
  Thengel. 
  Mildryd is surprised by the turning of the events, but she 
  remains quiet and thoughtful. She says that she knew 
  Esmund of old and they were the closest of friends in 
  
  41
  youth. She cannot now remember any happiness, her life 
  has been bitter, but she will take Esmund to husband if 
  Éogar will give his blessing and release her from his service 
  as a Shieldmaiden. Mildryd leaves unsaid the fact that if 
  Éogar does not release her from service she will remain 
  with her lord. 
  Following the rules for encounter advantages all players 
  may now attempt Insight rolls to gain bonus Success dice 
  (see Preliminary Rolls, The One Ring page 151). 
  Set Tolerance
  Éogar’s reputation and honour are at stake, so he values 
  men and women of strong arms over strong minds. The 
  initial Tolerance is set equal to the highest Valour from 
  amongst the companions. 
  The Loremaster can evaluate the outcome of the Encounter 
  with Éogar using the total number of successes achieved 
  and checking the Éogar’s Will paragraph below.
  Interaction
  There’s no need for an Introduction stage for this encounter. 
  If the player-heroes rescued Esfled by themselves, Éogar 
  is already favourably disposed to them, reducing the TN 
  of all their efforts to 12. Either way, Esfled remains close 
  and her favour of the plan is what makes Éogar willing to 
  listen. She keenly sees the wisdom of making peace with 
  Esmund and, by that, with Thengel King.
  Still, Éogar clings to the hunger for vengeance against 
  Cenric and his kin, including Esmund. Inspire might 
  persuade Éogar out of his love for Mildryd.
  Éogar says Cenric’s household owes him much treasure 
  in weregild and in land for marriages spoiled and stolen: 
  Persuade may convince Éogar of the value of generosity 
  in forgiving debts if Cenric forgives (or already forgave) 
  his as well. 
  Éogar’s pride makes him stubborn, more willing to ignore 
  the King’s wishes than to make peace: Awe might impress 
  him that a Rider of that player-hero’s calibre sees peace 
  as honourable and the feud as petty. Finally, Song might 
  move him with a verse about the Eorlingas standing 
  together under their king against true foes.
  Éogar’s Will 
  The Second Marshal’s response depends on the number 
  of successes the companions achieve before running out 
  of Tolerance. 
  The player-heroes must roll a number of successes to 
  bring Cenric around. The more successes they roll before 
  the Tolerance is exceeded, the more Éogar is willing to 
  listen to their arguments.
  The entries below take into consideration the outcome of 
  an encounter with Cenric, to assess the final success or 
  failure of the diplomatic endeavours of the company.
  1. (Narrow Success): Éogar agrees to peace with minor 
  concessions. He has many negotiations to undertake with 
  Cenric but is willing to make the attempt. This means 
  peace if the company earns 5 or more successes in their 
  negotiation with Cenric.
  2-4. (Success): Éogar agrees to peace and sees the 
  justice in many of Cenric’s claims. He will meet Cenric 
  and expects to put the feud behind them. This means 
  peace if the company earns 2 or more successes in their 
  negotiation with Cenric.
  5-6. (Great Success): Éogar agrees to peace with major 
  concessions, dropping most demands. This means peace if 
  Red day Rising
  
  42
  Oaths Of the RiddeRmaRk
  the company earns 1 or more successes in their negotiation 
  with Cenric.
  7+. (Extraordinary Success): Éogar has had a dramatic 
  change of heart and is willing to forego the feud 
  immediately, dropping all demands, even if the player-
  heroes earn no successes in their negotiations with Cenric. 
  They have only to put the case before the Third Marshal 
  to have peace.
  Success
  If the negotiations succeed at any level, Mildryd will go 
  with the companions to the Entwade and either meet with 
  Esmund, or wait for him or word of his refusal. Otherwise, 
  she will remain with her lord.
  Failure
  If the player-heroes exceed the Tolerance of the encounter 
  with no successes, Éogar angrily loses patience and says 
  he’d sooner see Esmund spitted on his spear than greet 
  him as a kinsman.  
  - paRt Five - 
  a blood-Red evening
  The course of the final part of this adventure depends on 
  what came before. 
  •	
  If the player-heroes went first to Éogar and succeeded 
  in persuading him, then Mildryd Shielding came with 
  them and waited at the Entwade while they negotiated 
  with Cenric. If they then succeeded at negotiations 
  with Cenric, they return to the Entwade with Esmund. 
  If negotiations with Cenric failed, they return to the 
  Entwade with the bad news that Esmund won’t come.
  •	
  If the player-heroes went first to Cenric and succeeded, 
  then Esmund came with them and waited at the 
  Entwade while they negotiated with Éogar. If they then 
  succeeded at negotiations with Éogar, they return to 
  the Entwade with Mildryd. If negotiations with Éogar 
  failed, they return to the Entwade with the bad news 
  that Mildryd won’t come. 
  Riding with Mildryd
  Journeying with Mildryd to the Entwade, the company can 
  learn more about her and her relationship with Esmund 
  if they wish. She is grudging about such matters at first 
  out of long habit as a ruthless captain of warriors. But 
  as long as the companions are respectful she confirms 
  what they may have heard in Edoras. She and Esmund 
  were childhood friends and came to love each other in 
  their youth, but they heeded family loyalty and married 
  others. She was happy enough with her husband and 
  Esmund seemed happy with his wife. Perhaps she and 
  Esmund can be friends again in marriage if that will help 
  their households. A successful Insight roll senses that 
  she yearns for the chance at happiness but doubts it will 
  be hers.
  Mildryd says readily that Esmund would be Third Marshal 
  now if not for his youth when Cenric bribed Fengel King 
  for the post. She thinks Esmund would have been a wiser 
  marshal by far; but she doubts he would have lasted long 
  under Fengel’s capricious rule: Fengel King valued gold 
  over wisdom.
  Riding with Esmund 
  Journeying with Esmund to the Entwade, the company 
  can confirm some of the same details they would have 
  learned from Mildryd. He says he was happy with his 
  wife, but he thinks he and Mildryd may be happy with 
  each other now. Esmund says nothing about his opinion 
  of Cenric as marshal. Only if they know him very well, 
  or if they succeed at an Insight roll, do the player-heroes 
  discern that he rues having been too young and naive to 
  keep the post after his father died in Fengel’s day. But he is 
  loyal to Cenric even if he has little love for him.
  the gatheRing at the entWade
  The company reaches the Entwade near day’s end. A 
  dim and sullen sunset reddens the Entwash, casting long 
  shadows over the swirling waters. Two loose camps are 
  still set up on either side of the Entwade, east and west.
  The tension level of the two camps and the corresponding 
  levels of difficulty the company will have in their dealings 
  with them depends on their actions in the previous parts 
  of Red Days Rising.
  
  43
  If the player-heroes failed to reduce tension between the 
  rivals in Flytes at the Fords, or worse, got in a fight, then a 
  dark mood is thick in the air here, with bitter warriors on 
  each side quietly awaiting the renewal of bloodshed and 
  they will be little willing to pay heed to what the company 
  has to say. 
  If they succeeded in preventing bloodshed or even actively 
  brought the two sides together, the atmosphere is far more 
  relaxed with songs and actual (cautious) criss-crossing of 
  warriors between the two camps.
  If the player-heroes left Mildryd Shielding at the Entwade 
  among the Riders of Westfold, or else left Esmund here 
  among Riders of Eastfold, this also will have served to 
  reduce some tension, for both leaders will have actively 
  discouraged hostility and violence.
  If they Return in Triumph
  If the company have managed to bring Esmund and 
  Mildryd together at the Entwade, then at first there is 
  surprised gladness on both sides. The estranged lovers 
  meet in the middle of the ford on their horses and confirm 
  their willingness to join in friendship and marriage, first 
  in quiet voices to each other.
  Then they encourage the player-heroes – it is the 
  companions’ doing, after all – to announce that Cenric 
  and Éogar have agreed to meet and find an end to the 
  feud. 
  But as soon as one of the player-heroes begins to make the 
  announcement, an angry Rider interrupts with a shout... 
  If they Return in Sorrow
  If the player-heroes return to the Entwade in failure, 
  bringing word to Esmund that Mildryd won’t come or 
  bringing word to Mildryd that Esmund won’t come, then 
  the one who waited hears the news with sorrow but not 
  surprise. The feud has lasted many years and it will take 
  more than the mere promise of goodwill to end it. 
  Esmund or Mildryd, whichever is present, leads the Riders 
  on his or her side of the river away, withdrawing to rejoin 
  their respective marshal. Most follow – but not all...
  Hard Words
  Whether the player-heroes have made peace by bringing 
  Esmund and Mildryd together, or have brought word of 
  their failed attempt, there is still anger over their meddling 
  in a matter that “doesn’t concern them”. One of these 
  embittered Riders will seek to challenge the player-heroes 
  for interfering.
  •	
  If Cenric agreed to peace, the Rider is Blódred of 
  Eastfold. He says that some in Eastfold shall never 
  forget lands stolen and murders unavenged. 
  •	
  If Éogar agreed to peace, the lead Rider is Blódred of 
  Westfold. He says that some in Westfold shall never 
  forget their dead or weregild still unpaid. 
  •	
  If neither Cenric nor Éogar agreed to peace (or both 
  did), then Blódred’s allegiance is to whichever faction 
  the company had the most trouble with (either by 
  number of failed rolls or strained roleplaying).
  Blódred declares that the companions have joined the 
  feud by interfering with it, he is furiously angry, raging 
  over the unavenged death of his lover, brother, child, etc. 
  The Loremaster should work to make his words sting, for 
  he, like many, has been wronged in the ongoing feud, 
  and many Rohirrim would argue that he has a right to 
  vengeance. If there is a great deal of tension in the camp, 
  other Riders may well place themselves about Blódred, 
  ready to back him if violence ensues. The heroes will have 
  to talk him down, or blood may well be spilt…
  The following encounter scene is entirely structured by 
  the company’s previous successes and failures. Standing, 
  Valour, Wisdom – none of them hold sway here, only the 
  player-heroes actions count. 
  Set Tolerance
  Blódred stands on the sword’s edge and is prepared to die. 
  His Tolerance level starts at 0, but it can be modified by 
  several factors. If the company failed to prevent a fight at 
  the Entwade earlier, but made a decent attempt to stop it, 
  raise the Tolerance by 1. If they actively caused or joined 
  a fight, reduce the Tolerance by 1. If they succeeded in 
  bringing about an acceptable resolution, raise Tolerance 
  Red day Rising
  
  44
  Oaths Of the RiddeRmaRk
  by 2. If they had a Great Success during the Flytes, 
  Mearstan and Ashgar have since become boon drinking 
  companions. They call out to Blódred and those with him 
  to stop this foolishness. They do not raise Tolerance, they 
  lower the difficulty of speaking to Blódred from TN 16 to 
  TN 14. If Mildred or Esmund was present at the camps 
  helping to reduce tensions, raise Tolerance by 1.
  If the Tolerance is below 0, then a companion may spend 
  a point of Hope to have a chance to prevent bloodshed. 
  The hero must make a Persuade or Song roll (TN 16) 
  and achieve a great or extraordinary success to make 
  Blódred pause and listen (briefly).
  Interaction
  The aim of the company is to talk Blódred out of doing 
  anything rash. At the same time, they have to be aware 
  of all the eyes on them, and that they cannot afford to 
  appear cowardly or lack reasons for their actions.
  Calming Blódred down is a prolonged action requiring 
  6 successful rolls against TN 16 (TN 14 if Mearstan and 
  Ashgar have become friends). The players can choose 
  whatever approach they wish, some will work better than 
  others and everyone present is listening closely…
  •	
  Awe is near useless. Blódred already knows who the 
  company are and some of what they’ve done. Awe 
  can help to sway the surrounding crowd a bit. An 
  extraordinary success counts as a single successful 
  roll.
  •	
  Persuade will also be hard to use as Blódred has 
  been steeling himself against such arguments for 
  some time. A great success or better counts as a single 
  successful roll, but may well move the surrounding 
  Riders.
  •	
  This is not the time for Riddle.
  •	
  Surprisingly, Inspire can work, if the companion makes 
  a passionate argument about the benefits of standing 
  together. A non-Rohirrim making such an argument 
  gets to lower the difficulty by 1 level (-2 to the TN).
  •	
  No Eorling is unmoved by Song.
  If the company manages to achieve the needed successes 
  before Tolerance is exceeded, Blódred is reluctantly 
  persuaded to withdraw. The hard set of his eyes does not 
  readily change, but his mood clearly shifts and he retreats 
  to his camp to brood. Tension at the Entwade lessens 
  considerably. If Tolerance is exceeded, Blódred chooses 
  the companion with the highest Valour and challenges 
  them to a duel to the death. He immediately draws his 
  sword and attacks without quarter.
  Blódred 
  The thirst for vengeance has consumed him, turning Hope 
  to Hate in lesser measure.
  attRibute level
  6
  enduRance
  hate
  22
  3
  paRRy
  aRMouR
  5 + 2 (Shield)
  4d+4
   (Coat of Mail, Helm)
  skills
  Personality, 2
  Survival, 1
  Movement, 4
  Custom, 2
  Perception, 1
  Vocation, 2
  Weapon skills
  Spear
  3
  Sword
  3
  Dagger
  1
  
  45
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Great Spear
  9
  9
  14
  Pierce
  Sword
  5
  10
  16
  Disarm
  Dagger
  3
  C
  12
  -
  The Red Entwade
  Was blood spilt or did reason triumph? Is Blódred dead 
  or only injured? All present judge the company on their 
  words and deeds.
  When the fighting is done,  Riders and esquires from both 
  sides approach to see to the wounded and the dead.
  Does one of the player-heroes consider this to be the 
  appropriate moment to announce news of the impending 
  wedding if there is to be one?  If not, Mildryd raises her voice 
  so all can hear. She says that if Éogar will seek peace, so will 
  she; and if her friend Esmund seeks marriage, so does she. 
  Then Esmund raises his voice and says that if Cenric seeks 
  peace, who are any of his kin to refuse? And if his friend 
  Mildryd will take him as husband, he will take her as wife. 
  The other Riders laugh, appreciating their boldness. 
  Many of the rivals come forward and gruffly begin to 
  greet each other as friends. Weeks or months of talks 
  and planning lie ahead, but Mildryd and Esmund come 
  together in the promise of peace.
  If the companions fought against Blódred without having 
  brought Mildryd and Esmund together, then whichever of 
  them is present thanks the company. He or she honours 
  the player-heroes for their courage and their sacrifice 
  in trying to secure peace on Thengel King’s behalf, and 
  wishes without much hope that the feuding Sons of Eorl 
  might be brought to wisdom after all.
  - epilogue -
  What tidings does the company bring to Edoras? 
  If Esfled was not returned to her husband, Thengel King 
  has already departed to gather Riders from Helm’s Deep 
  and Westfold. Queen Morwen Steelsheen thanks them for 
  their efforts and says that even valour and wisdom are 
  sometimes overcome by dark deeds. She assures them 
  that Thengel will remember their efforts on his behalf. 
  After meeting the Queen, the companions may join the 
  Westfold host as Thengel rides through the Gap of Rohan. 
  By then Éogar has burnt and pillaged many Dunlending 
  villages along the Isen. Thengel and Frána of the Wulfings 
  meet outside Frecasburg and Frána returns Esfled to 
  him, saying that he only had her as a guest to protect 
  her from the Riders’ many enemies. He asks no ransom, 
  even though he secretly paid a rich one to Caswelun. It is 
  enough to humiliate the Eorlingas.
  If the player-heroes rescued Esfled but the truce fell apart, 
  Thengel thanks them himself. He is disappointed in his 
  marshals, but not in the companions who strove so hard 
  on his behalf to save the marshals from themselves. Any 
  player-hero may undertake to gain Thengel or Morwen 
  as a patron in the Fellowship phase, or the company may 
  open Edoras as a sanctuary. Thengel lets each companion 
  choose a fine-bred steed from those in his own stables (see 
  Horse-lords of Rohan, page 133).
  If the player-heroes secured the marriage and a promise 
  of peace between Cenric and Éogar, Thengel and Morwen 
  praise the player-heroes as warriors both valiant and 
  wise. Thengel gifts each companion with a fine-bred steed 
  from his stables; he also gives each gold, silver and jewels 
  worth 1 Treasure per point of the hero’s Standing in any 
  culture, plus the hero’s Valour or Wisdom, whichever is 
  greater. The player-heroes may gain Thengel or Morwen 
  as patrons or may open Edoras as a sanctuary.
  The wedding between Mildryd and Esmund will take place 
  the following winter. See The Woes of Winter, page 106.
  Red day Rising
  
  46
  Oaths Of the RiddeRmaRk
  - wrath of -
  the riders
  •	
  When: This quest is set in the summer of 2960 – though 
  it could be set during a different summer, sometime 
  early in Thengel King’s reign. It should follow after 
  the events of the adventure Red Days Rising, where 
  the deadly bitterness between the Rohirrim and the 
  Dunlendings can be seen first-hand.
  •	
  Where: The adventure begins at Helm’s Deep, but it takes 
  the company along the River Isen and into Dunland.
  •	
  What: Rebellion festers in the north of the West-march 
  of Rohan. Thengel King has ordered Éogar, Second 
  Marshal of the Riddermark, to offer a truce to the 
  Dunlendish folk that lives along the River Isen.For long 
  and bitter years, Éogar has fought the Dunlendings and 
  recently raiders from that land dared to kidnap his 
  wife (see Red Days Rising). So, rather than refuse the 
  command outright, Éogar sends the player-heroes to 
  make the offer.
  •	
  Why: Thengel’s father Fengel encouraged vicious 
  raids and reprisals between the Rohirrim and the 
  Dunlendings, and Thengel King wants to see an end to 
  this policy. If Éogar makes the truce, then the rest of the 
  Rohirrim will certainly follow.
  •	
  Who: The company’s mission comes from Éogar, 
  Second Marshal of the Riddermark and Lord of 
  Westfold. In Dunland they meet adversaries who 
  they may have faced in battle during Red Days Rising, 
  Caswelun and his twin sister Rhonwen.
  adventuRing phase
  This adventure is divided into five parts, which begin at 
  Helm’s Deep and ends in Dunland. 
  paRt one – the MaRshal’s coMMand
  The companions are guests of Éogar, Second Marshal 
  of the Riddermark, when he returns from an unhappy 
  meeting with Thengel King. Éogar puts the burden of 
  Thengel’s command on the player-heroes. But does he 
  send them as trusted allies or as potential rivals for the 
  King’s favour?
  paRt tWo – beyond the cRossings
  The company crosses the River Isen. Meeting the Riders 
  stationed at the ford, they will find that many warriors of 
  the Rohirrim are baffled at Thengel King’s offer of peace 
  to their savage foes.
  paRt thRee – into the Red MooR
  The player-heroes journey through a land tormented by 
  raids and brigandry. They have an opportunity to help a 
  family heal and to learn the hearts of their adversaries, if 
  their own hearts are willing.
  paRt FouR – WaRRioRs’ WoRds
  The company visit the main settlement of the Iron-folk 
  and meet of a band of chosen Dunlending warriors, who 
  suspect their talk of truce and seek to bring the truth out 
  with insulting challenges. 
  paRt Five – the chieFtain and 
  the baRRoW-Witch
  The Dunlending chieftain hears the company’s proposal 
  and says he must take them to a wise-woman to measure 
  it. The wise-woman surprises everyone by appearing at a 
  feast that very night. She proposes a test: fight a swamp-
  monster that holds the Dunlendings in thrall.
  paRt six – the gRey hoRse
  The player-heroes face the deadly and cunning swamp-
  monster. If they slay it, there is a chance for peace with at 
  least one tribe of Dunland.
  The Eye of Mordor
  If you are using the optional Eye of Mordor rules 
  presented in Rivendell, any revelation episodes 
  occurring during this adventure are likely to revolve 
  around the merciless savagery of the struggle 
  between the Dunlendings and the Men of the Mark, 
  as well as erstwhile allies revealing their treacherous 
  sides.
  
  47
  – paRt one – 
  the MaRshal’s coMMand
  It is summer and the company has journeyed to Helm’s 
  Deep for some reason. Perhaps they are Riders of Westfold 
  already under Éogar’s command; maybe they have just 
  delivered a message or completed a mundane errand. 
  They might have spent a Fellowship phase there, in the 
  company of Éogar and his recently rescued wife, Esfled, 
  especially if they participated in her rescue (see Red Days 
  Rising).
  A runner finds the companions with a message. They are 
  called to a meeting with Éogar in his council-chamber in 
  the Hornburg. 
  The council-chamber is sparsely furnished with but a few 
  tapestries and a carved wooden table and benches, and 
  there’s no forgetting that other hands built it. The stones of 
  the high walls were fashioned and joined with the forgotten 
  skill of Númenor, as smooth and narrow-seamed today as 
  when they were laid in days ancient beyond reckoning. 
  When the companions arrive, Éogar calls for refreshments 
  for them and then sends servants and counsellors away 
  so he may speak with them privately. Pacing in obvious 
  anger and irritation, he says that a task has fallen to him 
  that involves dealing with the Dunlendings of the West-
  march of Rohan once again.
  Raids and reprisals have increased between them and the 
  Eorlingas of late. A number of chieftains of the Gáesela 
  arose in arms after a confrontation in the West-march 
  turned bloody (either the skirmish described in Red Days 
  Rising or another). Some of their warriors have gone so 
  far to cross the river Isen and steal cattle from farms in 
  Rohan. Éogar’s Riders have burned Dunlendish villages in 
  the West-march in retribution. 
  the king’s Will
  Éogar grows quiet for a moment. Grim-faced, he says that 
  he has received a command from the Lord of the Mark 
  himself: Thengel King has ordered Éogar – of all people! – 
  to offer a truce to the Dunlendings of West-march… 
  Éogar relates the word of the royal envoy: “Blood only calls 
  for more blood. If peace shall return to the West-march of 
  Rohan, then trade will resume and all raids will cease. The 
  West-march is part of the Mark. This needless strife has 
  been fed for too long.”
  Éogar clearly finds the idea preposterous, but he is too 
  canny to say that aloud. Instead, he invites the companions 
  to act as his ambassadors – or he simply commands them 
  if they are under his authority. 
  Why us?
  The reasons Éogar chooses the player-heroes are up to 
  the Loremaster. If they worked hard to end the feud 
  between Éogar and Cenric in Red Days Rising then 
  he says he knows their willingness to be peacemakers. 
  If they saved his wife, he knows them to be competent. 
  Privately, he may believe they are in Cenric’s camp or 
  may resent the favour Thengel shows them and hopes 
  that a debacle in Dunland tarnishes the company’s 
  reputation in the King’s eyes. An Insight roll might 
  tease out such hidden motivations, or perhaps Riddle 
  but at the risk of earning Éogar’s anger without a 
  great success or better on the test..
  wRath Of the RideRs
  
  48
  Oaths Of the RiddeRmaRk
  WheRe aRe the Rebels?
  There are, in fact, many different clans of “Dunlendings” 
  west of the Gap of Rohan, something the majority of the 
  Rohirrim do not entirely understand. The Second Marshal 
  wants to avoid trouble with the Wulfings of West-march, 
  a powerful folk living closest to the Westfold, so he 
  instructs the ambassadors to cross the Isen at the Fords, 
  and then follow the river west along its north bank and 
  through the Gap of Rohan. 
  The Dunlendish Gáesela have villages on both sides of 
  the river Isen as it runs west from the Gap, but from the 
  information Éogar has gathered, the rebels who rose up 
  in arms live mainly on the north bank.
  If the company have played through the events of Red 
  Days Rising, they have met the River-reavers, raiders of the 
  Gáesela that dared to kidnap Éogar’s wife and may have 
  fought them. (If their leader Caswelun and his twin sister 
  Rhonwen died during that adventure, then the leader of 
  the rebels is their cousin Boddatun.)
  – paRt tWo – 
  beyond the cRossings
  In summer, riding from Helm’s Deep to the Fords of Isen 
  takes about a day. 
  on the WestFold Road
  A few miles north-west of Grimslade, the companions 
  pass a farm looted a week ago during a Dunlending raid. 
  The heroes may have heard of the raid before, though this 
  would be the first time they see the victims. They notice 
  three farmers tending to a small field and a couple of 
  sickly animals that the raiders left behind. One of the 
  farmers, a wrinkled woman, hails the passing riders. 
  If they answer, she invites them to stop and talk. She is 
  named Earda daughter of Eardfara. Her son and his young 
  wife briefly acknowledge the presence of the companions 
  and continue to work.
  Earda offers mead to the travellers and water for their 
  horses. She asks for news from the Hornburg or Edoras. 
  She confirms reports of the raid. They fled away from 
  the house so they suffered no harm, but they lost most 
  of their cattle. When they were done pillaging, the raiders 
  retreated towards the river and hid their tracks.
  Earda says that until these latest hostilities began, many 
  farmers regularly traded with the Wulfings and Gáesela 
  alike, including herself. The folk of the West-march may 
  not be rich as the Rohirrim, but they sell good furs and 
  herbs and have always dealt honourably in the past.
  Earda’s son overhears her mother’s talk of trading again 
  with the Dunlendings and interjects, saying that those 
  Hillmen have always been the enemies of the Eorlingas. 
  The only peace they understand is fear, and he hopes that 
  the companions are going there to teach them a lesson.
  Earda dismisses the words of her son with a sad smile. She 
  knows her son’s anger, he’d rather have revenge upon the 
  thieves than trade with them. But that’s because he doesn’t 
  understand that those who used to come from the West-
  march to trade were women and herders, different from 
  those young warriors who crossed the river to plunder. 
  She thinks that common folk like herself want the same 
  things everywhere: peace and trade, healthy children and 
  beasts, and a full harvest. If the companions listen to what 
  Earda has to say and recall it later, they can draw upon a 
  bonus Success die for use during a later encounter with 
  Dunlendings. 
  the FoRds oF isen
  The company reaches the Fords of Isen by nightfall. There 
  is still enough light for them to cross the watercourse, and 
  they soon reach the other bank. The western road climbs 
  rapidly, guarded on both sides by ancient earth-forts, 
  built on the top of two low hills (see Horse-lords of Rohan, 
  page 61).
   
  The old fortifications are not normally manned, but the 
  recent circumstances have led the Second Marshal to 
  send a contingent of Riders to stand watch. They have 
  reinforced the hill-forts surrounding each hill with a tall 
  palisade, interrupted by a stout wooden gate. From here, 
  patrols ride out, a dozen or so Riders at a time, to guard 
  the borderlands and bring back any word of trouble. 
  Guards at the gate of the southern fort hail the visitors 
  and take them in to see their captain. An Insight roll 
  
  49
  discerns that many of these Riders are troubled in their 
  hearts while others are hard-eyed. They have done cruel 
  deeds of late. The captain is Léofward, son of Béoward, an 
  impatient and ruthless young man with long unbraided 
  hair and no beard.
  bad blood
  The companions are not obligated to hold forth with 
  Léofward, but if they reveal their mission they will be 
  dragged into an encounter as the angry young leader 
  challenges such a rash idea. He hates the Dunlendings, 
  refusing to distinguish between the different clans and 
  believes them all in league with Orcs.
  If the company argue with him, they are entitled to Insight 
  rolls to determine encounter advantages. Any time a 
  companion uses a bonus die, reveal both Léofward’s 
  words and the truth behind them. The Tolerance is set to 
  the highest Valour of the company.
  The 
  companions 
  may 
  introduce 
  themselves 
  as 
  normal but the young man dismisses their titles and 
  accomplishments, Edoras is far away. Only the mention 
  of Esfled or Éogar will get his respect. He tells all 
  assembled that things were better when Fengel was King 
  and the Eorlingas exacted tribute from the Dunlendings 
  and Riders punished those who refused.
  Every attempt at Courtesy or Riddle will garner scorn 
  and he will twist the heroes’ words, trying his best to make 
  the player-heroes hate the Dunlendings as much as he 
  does. Other skills will prompt one of the stories below (the 
  heroes make spend bonus dice or make additional Insight 
  rolls to learnt the truth behind Léofward’s words). If the 
  heroes exceed Tolerance, he is insulted that they doubt his 
  words and sends them on their way in anger.
  •	
  Léofward says that everyone knows the Dunlendings 
  kill their prisoners in bloody rituals in the dark of the 
  moon. (In truth he doesn’t know anyone who has seen 
  it happen, but no one can convince him otherwise.)
  •	
  He says the Dunlendings give their children to Orcs. 
  That makes them no better than Orcs themselves – 
  worse, even! He saw with his own eyes Dunlending 
  children running amid an Orc band not long ago. 
  They fled into a swamp together to escape the Riders. 
  (In truth he didn’t see whether the children’s hands 
  were bound or whether they were willing to be there, 
  only that they were surrounded by Orcs.)
  •	
  He says that no Dunlending will make peace, and they 
  won’t submit to the King’s law either. A few weeks ago, 
  in retaliation for their raiding, his Riders attacked two 
  of their villages, putting their houses to the torch on 
  Éogar’s command. He has no idea if the burnt villages 
  were where the brigands came from, nor does he 
  care. “They’re all raiders, what does it matter?” is his 
  reply. They slew those who confronted them, and the 
  rest scattered into the swamps and woods, swearing 
  vengeance in their screeching tongue.
  If the player-heroes plan to go on with the mission in 
  earnest, Léofward unconvincingly wishes them well and 
  offers to let them camp in the outpost a night or two until 
  they are ready to set out. 
  the Red MooR
  If they ask Léofward or any other Rider, the player-heroes 
  learn that the rebel Dunlendings live in a wooded, swampy 
  waste along the river they call the Red Moor, for the colour 
  of its muddy ground. 
  Tracks and trails are few and brief there, and it is easy to 
  get lost. Even following the river is not much use, since one 
  must sometimes ride far inland to stay on firm ground. 
  The nearest village is barely 15 miles away, but it may take 
  longer to find it in such a tangled land.
  Jouneys in the Red Moor
  The next part of the adventure follows the heroes as 
  they explore the swampy Red Moor, searching for 
  the Dunlending rebels. The villages of the Gaesela in 
  this area are very close to each other, but the lack of 
  clear trails and paths makes it difficult for outsiders 
  to find their way around easily. For this reason, 
  finding each village in the Red Moor is a matter 
  of exploration, rather than something to be resolved 
  using the usual rules for journeys.
  wRath Of the RideRs
  
  50
  Oaths Of the RiddeRmaRk
  – paRt thRee – 
  into the Red MooR
  If the player-heroes got directions from Léofward at the 
  outpost, they reach the first Dunlendish village at the end 
  of the day. Otherwise, they will be in for a tougher time, 
  for the river bank is broken up here and there with bogs 
  and trackless woods that make travel exhausting.
  To navigate the Red Moor without directions and find each 
  village, the huntsmen and scouts of the company must 
  pass a prolonged action requiring 4 successful rolls. Each 
  acting hero is allowed to make two skill rolls each day, 
  using either Hunting, Explore or Search. Each failure 
  gains a hero a point of Fatigue; failing producing an C 
  results in a Success die’s worth of Fatigue.
  the FiRst village
  The nearest Dunlendish village is a gathering of crude 
  houses on a broad river bank of red mud. The houses were 
  built in the style of the river Dunlendings, in wood and 
  propped up on stilts against flooding. Now the village is 
  burnt and abandoned. Bodies still lie amongst the ruins, 
  mutilated, and despoiled. 
  Characters that choose to search the ruins and inspect the 
  insides of several of the burnt buildings have to pass a 
  Corruption test or gain 1 Shadow point due to Anguish. 
  Whether they succeed or fail, they find Orc-arrows, jagged 
  and black, lodge in several bodies, including those of 
  children.
  What Happened Here?
  A group of Eorlings attacked the village in reprisal. After 
  the attack, its people returned and began to rebuild. But 
  a week later, Orc-raiders came upon them by night, and 
  they were too weak to offer any resistance. The Orc-raid 
  happened at least a week ago, maybe two. The raiders 
  are long gone. There are no clear trails leading to the 
  next village. (The company’s Scouts must accomplish a 
  prolonged action to find it, as before.) 
  the second village
  The next village is another collection of huts and houses 
  on the north bank of the River Isen. It too is desolate, 
  burnt by the Riders and not yet rebuilt, and at first it seems 
  just as empty but for the barking of a dog. A successful 
  Awareness or Search roll among the ruins finds a child 
  of about eight years, with scruffy dark hair and tattered 
  clothing, trying to hide behind a pile of freshly-cut timber. 
  He is clearly frightened, and the companions can attempt 
  to bring him out by showing they mean no harm with a 
  suitable roll or the use of applicable Traits. 
  If they succeed, the child speaks to them using a stilted 
  form of the common speech. His name is Mornun. He 
  
  51
  says he hid in the swamp with his family when the Riders 
  attacked, but they returned to the village when his mother 
  became ill a few days ago: Unfortunately, the village wise-
  woman, their best healer, was nowhere to be found. His 
  father is now away fishing and gathering firewood and 
  herbs, but his mother is resting in what remains of their 
  house. The companions can find the child’s home easily, 
  following him. It is still standing and is not as badly burnt 
  as most. Its timbers are carved with spirals, swirling 
  patterns and images of every kind of water-bird. 
  Inside, the child’s mother lies pale and feverish, a thin, 
  dark-haired woman aged by hardship. She smiles seeing 
  the intruders, lost in dreamy delirium. 
  “Have you brought my daughter back to me? The woodkin 
  lured her away with trinkets and deceits. Poor, playful girl.”
  The child says that his little sister was stolen by the 
  ‘woodkin’ the night before, when everyone was asleep. He 
  says they are known to come and steal children, keeping 
  them alive for reasons nobody knows. With a little inquiry, 
  the companions may readily discover that the ‘woodkin’ 
  must be Goblins or Orcs.
  After an hour or two, Mornun’s father Comlar, returns. 
  A short, wiry fisherman, he is angry and terrified to see 
  enemies in his home. The companions can try to calm 
  him using appropriate skills, but having attempted to 
  help his wife in his absence sets him more at ease. Comlar 
  remains highly cautious around Riders and if any of the 
  company comes from another people, he favours talking 
  to them. 
  loRe oF the iRon-Folk
  If the companions help Mornun’s family, they learn from 
  them that the Dunlendings are not all the same, and that 
  the burnt villages they entered so far and their inhabitants 
  did not take part in the rebellion against the Men of the 
  Mark… 
  Comlar states (bitterly) that the rebels they are looking 
  for call themselves “the Iron-folk”, and that they are a 
  powerful group of warriors, exacting a tribute of food and 
  gold from more peaceful villages, in exchange for their 
  ‘protection’. Most villages in the Red Moor pay the tribute, 
  and thus are ‘protected’ by a chief of the Iron-folk and his 
  men. In turn, each chief answers to the Iron-folk’s high 
  chieftain, who sits in their fortified village of Trefa.
  Mornun’s village was supposed to be protected by the 
  Iron-folk under the command of a brute called Gutun 
  the Singer. Unfortunately, when the Riders attacked the 
  village, Gutun and his men decided that their tribute was 
  not high enough for him to risk his or his warrior’s lives, 
  and they left without offering battle. Comlar never thought 
  much of the Iron-folk and now actively despises them. To 
  him, they were cruel men, willing to live off the efforts of 
  other hard-working men like himself, as leeches attached 
  to the belly of a cow.
  Comlar has no great love for the Rohirrim, but he has 
  an offer for the company: if they will rescue his daughter 
  Meahrwen, he will give the companions detailed 
  directions on exactly how to reach Trefa, the main village 
  of the Iron-folk which lies to the west, along with what he 
  knows of their ways.
  the Woodkin
  Mornun’s little sister Meahrwen was taken by Goblins the 
  night before. 
  Mornun says they came in the middle of the night, as they 
  shun the light of day. Their sanctuary, a forest called the 
  Great Black Woods, is about 20 miles from the village, 
  and there are no good paths to follow, so the Goblins may 
  have not have yet made it home in the same night. They 
  probably hid in some cave along the way.
  To find the Goblins, the companions must pass a 
  prolonged action, requiring 5 successful rolls. Hunting 
  is the most appropriate skill for the task. Each hero can 
  make up to two rolls before nightfall.
  If the hunters succeed before nightfall, they track the 
  Goblins to the hollow of a hillside. If they fail, they can 
  keep trying the following day, but the difficulty of the 
  prolonged action increases to TN 16. If they succeed, they 
  find the Goblins in a cave on the outskirts of the Great 
  Black Woods. 
  Failing on the second day means that the Goblins found 
  sanctuary in the tangle of the dense wood and the child 
  is lost forever.
  wRath Of the RideRs
  
  52
  Oaths Of the RiddeRmaRk
  the beasts in the cave
  If the companions catch up with the Goblins, they find 
  them seeking sanctuary in the dark of a cave. A large stone 
  slab has been pushed into place from the inside to bar 
  the only opening. Inside, there is an Orc Guard and as 
  many Goblin Archers as heroes. A similar number of Orc 
  Soldiers are there as well. (See The One Ring Roleplaying 
  Game for their stats.)
  Attacking the Cave
  Shoving the slab out of the way makes a great deal of 
  noise, as the stone thumps against a log that the Goblins 
  have propped against it. When the log is finally dislodged, 
  the slab falls inward with a slam. This warns the Goblins 
  and grants them the initiative in any ensuing fight (unless 
  the companions attempt to be stealthy and propose a 
  way to carefully remove the slab from the opening). If the 
  Goblins are aware of their arrival, the player-heroes face 
  an opening volley but may not launch one of their own; 
  the cave is too dark to aim.
  Companions fighting in the cave cannot see until their 
  eyes adjust to the gloom, and the tunnel is cramped: the 
  heroes are considered to be severely hindered (TN +4) for 
  the first round of combat and moderately hindered (TN 
  +2) for the second. From the third round onwards, there 
  is no penalty.
  Waiting for the Goblins
  If the player-heroes bide their time until nightfall, they 
  eventually see the slab fall inward and the Goblins file 
  warily out. Two of them carry whimpering Meahrwen tied 
  to a stick between them. The player-heroes may attempt 
  an ambush. The Goblins fight hard to keep their prey, but 
  when half of them have fallen, they drop her and attempt 
  to flee.
  Saving the Child
  Should the player-heroes eventually triumph against their 
  adversaries, they find little Meahrwen tied with ropes 
  and bundled in a dirty and tattered blanket. She is very 
  weak and frightened, but alive. If the companions return 
  Meahrwen to her family alive, they also save her mother, 
  as having her child brought back to her brings her back 
  from her delirium and she starts to rapidly improve. All 
  characters can remove a point of Shadow.
  Comlar does as promised, giving the company precise 
  directions along with some information on whatever 
  Chieftain leads the Iron-folk that grants 1 bonus Success 
  die on interacting with them.
  The Great Black Woods
  The Great Black Woods are home to the Woodkin, 
  a band of Goblins, led by an Orc-Chieftain. Away 
  from the eyes of Dunlendings and Men of the Mark 
  alike, they survive offering living sacrifices to a 
  half-rotten, half-awake tree-thing. 
  If the player-heroes venture into the Great Black 
  Woods, play out the exploration. It’s a blighted place, 
  heavy with Shadow. The Woodkin know it all too 
  well. They avoid direct combat but lure strangers into 
  deadfalls and traps where the powders of bursting 
  fungus poison mind and body.  When the intruders are 
  weakest the Goblins close in. The Great Black Woods 
  are meant to be a threat that the player-heroes should 
  be glad to avoid and perhaps face another day…
  – paRt FouR – 
  WaRRioRs’ WoRds
  If the companions got detailed directions to find Trefa, the 
  main village of the Iron-folk, it takes about two days to get 
  there. If not, the huntsmen and scouts of the company must 
  pass another prolonged action requiring 4 successful rolls; 
  Once again, each acting hero is allowed to make two skill 
  rolls each day, using either Hunting, Explore or Search. 
  Failing a roll gains a hero a point of Fatigue, as they wander 
  through hills, woods, bogs and heavy mists. Failing with an 
  C gains them a Success die’s worth of Fatigue.
  The village of Trefa sprawls around a broad, low hill, 
  standing beside the foggy river. Atop the hill, an earthen 
  rampart reinforced with a wooden palisade protects the 
  heart of the town. A square wooden tower rises above the 
  palisade and the surrounding buildings. Cottages stand 
  along the riverside around the foot of the hill on either 
  side. Fishing-boats ply the water.
  
  53
  This village has clearly escaped the wrath of the Riders of 
  the Mark, as its houses and walls are untouched by flame 
  or stone. 
  the WelcoMing-paRty
  At the outskirts of Trefa, the first villagers to see the player-
  heroes drop everything and run howling toward the hill, 
  fearing a raid. The whole village is aroused in a matter of 
  minutes, as a bell starts clanging in the tower atop the hill.
  At the foot of the hill, a party of a half a dozen wild-looking 
  Iron-folk warriors on foot gather, making ready for a fight. 
  Many other men with bows now line the top of the tall 
  palisade. The warriors stand their ground, waiting for the 
  companions to close within range of the bowmen on the 
  hilltop. They wear light armour and helms, and carry tall 
  shields and a variety of arms. Most wear boar-skins and 
  have boar crests carved into their helms. One wears bear 
  skins and a bear-carved helm instead. Another has wolf-
  skins and a wolf-helm. 
  They are all on foot. They expect an honourable foe 
  to dismount and face them. If confronted by mounted 
  opponents, they will happily attack a mounted foe’s horse 
  to even the match. 
  an uncoMMon paRley
  Convincing the Iron-folk warriors to let the player-heroes 
  speak to the chieftain doesn’t take an encounter or skill 
  rolls – only patience. For as much as the Iron-folk warriors 
  would love to fight the intruders, they don’t just attack 
  them out of hand: Their chief has said to find out what 
  the visitors want – and to goad them enough to keep them 
  off-balance and trick the truth out of them. To accomplish 
  their appointed task, the warriors challenge the strangers’ 
  honesty and courage until they either start fighting or 
  they are certain why they have come. If the companions 
  stand up to the teasing and taunting with dignity, then 
  eventually they will win through. The Dunlendings will 
  challenge the player-heroes three times before acceding 
  they clearly have something to say…
  The Challenges
  The bear-helmed warrior, a hulking brute called Cavarun 
  the Giant, starts by asking with a smile: “What do you want 
  here, little horse-folk?” (If the companions are not all Riders, 
  Cavarun improvises a different insulting epithet.) 
  Each following challenge is meant to deliberately insult 
  and goad the player-heroes. A player-hero can try to turn 
  the insult around and make the Dunlending speaker look 
  foolish with a successful Riddle or Awe roll, or they can 
  make a mocking Song roll. Only one attempt by a single 
  player-hero can be made for each challenge; if it succeeds, 
  the Iron-folk warriors laugh good-naturedly at whichever 
  of them was rebuked.
  Here are some of the challenges the Iron-folk might make, 
  depending on how the companions reply:
  A Truce: The warriors look surprised and openly sceptical 
  if the company announce they seek a truce. Cavarun 
  provocatively says it’s not like the sons of mighty Eorl to 
  ride this far just to tell clearly preposterous lies. Why not 
  step forward instead and let him claim one of their heads?
  Messengers from the King: If the player-heroes say 
  their king sent them, another one, Gutun the Singer, says 
  they have a king who won’t fight his own fights, nor make 
  his own peace. How can they trust such a king’s words 
  coming from someone else’s mouth? 
  Worthy of Hearing: Logwhen of the Graves, a female 
  warrior, says their chieftain can’t speak to the player-
  heroes because none of the player-heroes is important 
  enough. Have they even earned names other than what 
  their parents gave them as infants? They should go home 
  to their milk and cream. Which of them has enough 
  honour to speak for their faraway king?
  wRath Of the RideRs
  
  54
  Oaths Of the RiddeRmaRk
  Shaming Gutun the Singer
  The player-heroes may have recently heard of Gutun 
  the Singer as the chief who left villagers he was meant 
  to protect to fend for themselves. That is not the story 
  he told here in Trefa; he said he and his warriors 
  escaped after leading his warband into the safety of 
  the wild and then hitting the forgoil from ambush 
  a time or two for diversion. The player-heroes can 
  earn a lot of goodwill if they convincingly call Gutun 
  on his lies and say they helped what few villagers 
  remained themselves. The other warriors laugh at 
  Gutun – not for avoiding combat with forgoil who 
  outnumbered him, but for getting caught lying about 
  it. This reduces the number of their challenges by one, 
  but Gutun shuts up for the rest of the encounter to plot 
  bloody vengeance instead… (See Gutun’s Grudge, 
  page 58.)
  iF theRe is a Fight
  If the parley degenerates into a fight, the Dunlendings 
  leave it to one-on-one duels if the companions allow it. 
  An Iron-folk warrior who defeats a player-hero slays 
  them in a coup de grâce the next round – cutting off the 
  character’s head for a prize – unless the others interfere. 
  Interfering in a single combat outrages the Iron-folk and 
  turns the whole thing into a grudge-fuelled melee. If the 
  player-heroes take the trouble to spare defeated foes, the 
  other warriors disapprove. They think that means the 
  player-hero plans to keep the foe as a thrall, and they say 
  that a true warrior won’t put up with thralldom. Better to 
  kill them now, cleanly. If the player-hero makes it clear that 
  they are letting the defeated opponent live and go free, the 
  Dunlendings are very surprised and entirely unsure how 
  to respond. 
  Chosen Dunlending Warriors
  These picked men and women carry fine weapons and 
  wear golden torcs to mark their status. They carry taller, 
  stouter shields than most Dunlending fighters. The 
  mightiest of them, Cavarun the Giant, has 5 Hate and 
  the additional special abilities Hideous Toughness and 
  Horrible Strength.
  attRibute level
  4
  enduRance
  hate
  16
  3
  paRRy
  aRMouR
  4 + 3 (great shield)
  2d+4 (leather corslet 
  and helm)
  skills
  Personality, 2
  Survival, 3
  Movement, 3
  Custom, 1
  Perception, 2
  Vocation, 1
  Weapon skills
  Axe
  3
  Spear
  3
  Sword
  3
  Dagger
  2
  special abilities
  Snake-like Speed*
  -
  *Snake-like Speed: When a hero has rolled an attack 
  against this warrior, reduce the warrior’s Hate score by 
  1 to double his or her basic Parry rating, not including 
  the Parry bonus of a shield. If the TN to hit the warrior 
  is now higher than the attack roll, the attack missed.
  Weapons:
  Weapon type
  daMage
  edge
  inJuRy called 
  shot
  Cavarun the Giant 
  – great axe with no 
  shield
  9
  A
  20
  Break 
  shield
  Gutun the Singer – 
  sword
  5
  10
  16
  Disarm
   Logwhen of the 
  Graves – spear
  5
  9
  14
  Pierce
   Wesun Wolfsblood 
  – great spear with no 
  shield
  9
  9
  16
  Pierce
  Cartartun Bear-shield 
  – spear
  5
  9
  14
  Pierce
  Vecodorun Mad-
  mouth – axe
  5
  C
  18
  Break 
  shield
  Lonely Onwen – 
  spear
  5
  9
  14
  Pierce
  All – dagger
  3
  C
  12
  -
  
  55
  the chieFtain speaks
  After the player-heroes finish all their fighting, or after 
  one of them defeats a warrior without killing them and 
  without taking the warrior as a thrall, or if the player-
  heroes navigate all the warriors’ challenges peacefully, 
  the Iron-folk chieftain finally shows his face. 
  The chieftain is likely Caswelun, the Dunlending raider 
  who dared kidnap the wife of a Marshal of the Mark. (If 
  the company slew Caswelun while rescuing Esfled in Red 
  Days Rising it may be his sister Rhonwen or their cousin 
  Boddatun instead.) 
  He leans out over the top of the palisade near the gate and 
  calls cheerfully down: “Cavarun, someone just told me the 
  King of the Horse-lords has sent an envoy. You shouldn’t 
  keep a great king’s people waiting! Send them up!” 
  By the time the gate opens, the chieftain has returned to 
  his tower.
  beyond the Wall
  Through the gate the path rises to a wide yard. Nearest 
  the chieftain’s tower are horse-yards and stables. The 
  chieftain’s best warriors have houses scattered around 
  town. The chosen warriors’ houses are the largest and 
  most distinctive. If those warriors escort the player-
  heroes in, they proudly point out their own homes. 
  Each has a pole on either side of the door where heads 
  are impaled, one stacked atop the other. Those at the 
  bottom are oldest, the skulls of great enemies defeated 
  by the warriors or their forefathers. Those at the top are 
  newest, some a few only weeks old. Three are the heads 
  of Orcs large and brave enough to be worth taking. One 
  at Wesun Wolfsblood’s house is the head of a massive 
  wolf; he claims it is a Warg’s, vicious and intelligent as 
  any man. Finally, one of the freshest at Cavarun’s house 
  is the head of a Rohan warrior (perhaps someone known 
  to the player-heroes?).
  The warriors watch for the player-heroes’ reactions to the 
  heads. They know the Rohirrim might be squeamish about 
  it, since they don’t have enough sense to take heads of their 
  own. If asked about their grim custom, one of the warriors 
  explains that the Dunlendings learned the secret of taking 
  heads long ago. Every head taken from a vanquished 
  enemy makes that enemy your thrall in death, just as 
  keeping him alive makes him your slave in life. Slaves lurk 
  in the shadows inside the chosen warriors’ houses, thralls 
  taken from rival tribes. Some of the warriors have wives 
  and children watching from the thresholds. 
  pits and stones
  Near the centre of the village, in the shadow of the wooden 
  tower, is an open space where three tall standing stones 
  loom over six wells. The standing stones and the stones of 
  the wells are carved intricately with spirals and curving 
  designs. Some of the standing stones are carved in designs 
  reminiscent of trees. A successful Awareness will note 
  that the villagers only draw water from three of the wells. 
  If a hero inspects more closely, they will catch a whiff of 
  corruption from the pits. At the bottom of each, barely 
  seen in the sunlight, lies silver, gold, swords, and human 
  dead given recently in sacrifice.
  If the player-heroes ask for an explanation, the Iron-folk 
  say they have recently gone back to the “old ways”, to 
  build up their strength against the raids of the Men of the 
  wRath Of the RideRs
  
  56
  Oaths Of the RiddeRmaRk
  Mark and the attacks that followed by Orcs. Some of the 
  Iron-folk seem unhappy with such cruel measures and 
  are clearly reluctant to discuss it. Others are hardened 
  enough to laugh about it.
  – paRt Five – 
  the chieFtain and 
  the baRRoW-Witch
  The chieftain’s square wooden tower has two levels 
  and a roof where guards stand watch. The posts are 
  all intricately carved with the sigils and designs of the 
  Iron-folk. Up a few stairs from the ground and through 
  a stout door the player-heroes enter the great hall. It is 
  built around a long hearth where many cauldrons hang 
  and a few fires burn. Tables and benches surround the 
  hearth. The chieftain’s chair sits on a dais at the far end. 
  The heads of fallen enemies hang from some posts, never 
  more nor fewer than three to a post. Here in the great hall 
  the player-heroes meet the chieftain of the Iron-folk tribe, 
  sitting on his or her throne.
  A Dunlendish Great Hall
  Similarly to the great houses of the Mark, a 
  Dunlendish great hall is inhabited by all those 
  warriors who don’t have houses of their own. Guests 
  of the chieftain sleep in the great hall too, as do the 
  chieftain’s preferred slaves. The chieftain and his 
  family sleep here in winter, when it’s too cold to sleep 
  upstairs. The hall is surrounded by little side rooms 
  with kitchens, storage-rooms, and workshops. The 
  ceiling above the hearth is open to the upper level 
  and to the sky above. Stairs lead up from the great 
  hall to the chieftain’s chambers, a large room where 
  the chieftain sleeps (and his family if he has one) 
  with side rooms for slaves and storage. The floor at 
  the middle of the upper level is open to the heat and 
  smells of the hearth below; above that the ceiling is 
  open to the sky. Stairs lead up from the chieftain’s 
  chambers to the roof, where guards keep watch on 
  the surrounding land. The middle of it is open to the 
  hearth far below so smoke and smells billow up. 
   
  Which Chieftain?
  The adventure assumes the chieftain is Caswelun, 
  who attempted to abduct Esfled in Red Days Rising. 
  He is clever and slippery, reckless and charismatic, 
  always ready to laugh. He is not the mightiest 
  warrior of his tribe but the mightiest warriors all 
  love him. 
  Rhonwen, twin sister of Caswelun and co-chieftain of 
  the tribe if she yet lives, doesn’t reside in Trefa. She is 
  not part of the action now, unless somehow Caswelun 
  died and she survived Red Days Rising. In that case 
  she is chieftain, stern and wary.
  If both are dead then the chieftain is their cousin 
  Boddatun, a tested warrior with a little less of 
  Caswelun’s dash but a little more of Rhonwen’s 
  steadiness.
  hospitality
  The chieftain extends his hospitality to the player-heroes. 
  He says they will sleep in safety in his hall and their horses 
  will be fed and cleaned and kept warm in his stables. This 
  is not idle talk: an Insight roll can tell the chieftain takes 
  an offer of hospitality with absolute seriousness and 
  wouldn’t dream of betraying it.
  
  57
  The chieftain takes special interest in how the player-
  heroes responded to the challenges of his warriors 
  outside. He compliments them for moments of special 
  courage and wit. If asked, he admits that he told his 
  warriors to do their best to get the intruders to draw 
  swords. If that was their intent all along, after all, better 
  to do it outside the walls.
  Eventually the chieftain asks the visitors what they have 
  come for. He hears them and speaks his mind, but he is 
  careful not to make an immediate decision. 
  If the player-heroes say they come to offer a truce, the 
  chieftain questions them closely. How were they charged 
  with bringing this offer? What did their King say? What 
  did the King’s marshal say? What do the warriors of the 
  Riddermark say? He asks many versions of the same 
  key questions, trying to discern whether agreeing to a 
  truce now will only weaken him for more Eorlings raids 
  to come. 
  Set Tolerance
  The chieftain sifts the visitors’ words for warlike intent, 
  not their actions, so the base Tolerance is set equal to the 
  highest Wisdom value amongst the companions. Increase 
  the Tolerance by 1 if they helped the Dunlending family in 
  the burnt village. Add 1 if they say that farmers of Westfold 
  hope to trade in peace. 
  Interaction
  The player-heroes can lend weight to their words with 
  Awe; they may have established their importance facing 
  the warriors outside, but the chieftain is happy to let 
  them remind onlookers that he deals with important 
  folk. Courtesy can help prove their friendly intent despite 
  recent violence. Song has no place in such a negotiation.
  Other skill rolls such as Persuade can convince the 
  chieftain. But he wants many things. 
  The chieftain is interested in an alliance: not just peace 
  but obligations on both sides. He wants the player-heroes 
  to promise to make the case for one to their king. The Iron-
  folk need security: The fierce Hillfolk of the Dunland Fells 
  grow stronger every year, and he fears they will soon reach 
  south across the miles to conquer and steal what they now 
  gain in trade. Would an alliance mean the Riders in their 
  outposts would help protect the Iron-folk from the Hillfolk 
  of the Fells? The Goblins of the Great Black Woods grow 
  bolder, too, but they are few compared to the Hillfolk of 
  Dunland.
  For his own part, the chieftain covets status. He says 
  he needs a wife. His marrying a “great lady” of the 
  Riddermark would seal their alliance with the bonds of 
  blood. But the player-heroes must promise him someone 
  whose agreement they can secure, such as one of their 
  own kin. Of course, any player-hero of Rohan knows that 
  a family marrying one of its own off to a Dunlending 
  chieftain, even one from the West-march, would mar their 
  reputation.
  The chieftain also needs gold. What great leader doesn’t? 
  the chieFtain’s decision
  However things go – whether the chieftain leans toward 
  truce or against – he says he cannot make such an 
  important decision swiftly. The tribe’s wise-woman must 
  measure the worth of the offer of peace. Tomorrow he 
  shall take the visitors to hear her advice. 
  The chieftain’s eventual decision is determined by how 
  many successes the company accrue. The more successes 
  they roll before the Tolerance is exceeded, the more swayed 
  he is by their negotiation. 
  0: The chieftain is unwilling to agree to a truce. He is more 
  likely to ally with other Dunlendings against the Eorlingas 
  unless the wise-woman convinces him otherwise. 
  1: The chieftain plans to agree to a truce only if the player-
  heroes offer him a marriage, at least 24 points of Treasure, 
  and agree that they will propose an alliance to their king.
  2-4: The chieftain plans to agree if they offer two of the 
  things he wants: marriage, Treasure, or an alliance.
  5-6: The chieftain plans to agree if they offer one of the 
  things he wants: marriage, Treasure, or an alliance.
  7+: The chieftain plans to agree even if they offer none of 
  the things he wants.
  But tonight, a feast!
  wRath Of the RideRs
  
  58
  Oaths Of the RiddeRmaRk
  about the baRRoW-Witch
  The chieftain says the Iron-folk bring their wise-woman 
  gifts and sacrifices, and she brings them the wisdom of 
  the spirits of the earth in return. She lives in an old barrow 
  near the Silver Mere, half a day’s journey to the west. The 
  chieftain warns that every person who comes to her must 
  bring a gift or risk ill-luck for all.
  As the chieftain talks of the Barrow-witch and the Silver 
  Mere, an Insight roll senses unease in the hall. There is 
  no sense of treachery, more of a generalised, superstitious 
  dread. None of the Iron-folk admit or explain it. 
  the Feast
  Since the chieftain is unmarried, his mother is 
  responsible for the feast. The best warriors of the tribe 
  come with their wives and children. Much food is 
  brought to the tables, so much that the feast could be 
  described as ‘lavish’ even for Men of the Mark. There is 
  seemingly endless ale, stews of fish, carrots and onions 
  bubble in cauldrons. A boar roasts in the middle of the 
  long hearth, but it goes untouched and the Dunlendings 
  glare and warn off any player-hero who goes near it. It is 
  being roasted for a special purpose.
  The Iron-folk all drink heartily, men and women and 
  children. They tell stories and sing songs. The greatest 
  Iron-folk warriors raise their own voices loudly to sing in 
  their own honour, boasting of exploits to put past heroes 
  and each other to shame. Sometimes those songs are 
  entertaining enough that others join in. Other times the 
  laughter is more mocking. They encourage the visitors 
  to sing their own songs and tell their own stories. Song, 
  Riddle and Awe all can make good impressions. Failure 
  means the player-hero is laughed down.
  The Hero’s Portion
  Eventually the mother of the chieftain brings daggers to 
  carve the boar in great pomp. She serves a great cut from 
  it to the chieftain and loudly calls it the “Hero’s Portion.” 
  A slightly lesser cut goes to the best of the chieftain’s 
  warriors (Cavarun the Giant if he is still alive); somewhat 
  more modest cuts to the other chosen warriors. If a player-
  hero bested one of them in combat, that player-hero gets a 
  Hero’s Portion, too. All other companions get decent lesser 
  cuts as a sign of respect. 
  Gutun’s Grudge
  If the companions shamed Gutun the Singer, he 
  tries to goad the weakest-looking of them (going by 
  Valour, Body and Heart in that order) into violating 
  the chieftain’s hospitality. Gutun singles that player-
  hero out in songs that make fun of some particular 
  feature or fact that everyone knows, or he may just 
  make up insulting facts. 
  If the targeted hero accepts the challenge, it can 
  be solved as an opposed action (see The One Ring, 
  page 148), with Gutun rolling 3 dice for Song and 
  the player answering choosing an appropriate skill 
  – Song to answer in rhyme, Riddle to twist Gutun’s 
  words in a cunning way, or even Courtesy or Lore. 
  If the hero wins the challenge Gutun leaves the hall. 
  Should the Dunlending win though, he doesn’t stop to 
  savour his victory, but continues to pile abuse upon 
  the companion. Left without means to answer by the 
  defeat, the hero can either leave the hall, or resort to 
  violence to silence the insolent warrior. 
  Of course, this is what Gutun is looking for: baring 
  a knife or sword in the hall will make the hero fair 
  game for slaying and outlawry. That may be a good 
  moment for the wise-woman to arrive and distract 
  everyone…
  the baRRoW-Witch
  Late into the feast there’s a murmur and hush of surprise. 
  The Barrow-witch has come, unannounced. 
  The Barrow-witch is a strange and frightful old woman 
  with wild eyes, wrapped in ragged black robes and 
  dishelleved hair. Amulets made of animal tusks and 
  fangs, human teeth, and many-coloured stones are 
  draped out her neck, and hang from her wrists. She is 
  the last of a lost people, her true name long forgotten. 
  She says in a reedy voice:
  “Yes, I have come to the Iron-folk. Why so daunted? Have 
  you forgotten how to be thankful?” 
  
  59
  The chieftain belatedly tells his mother to bring a seat 
  for the Barrow-witch, and meat and bread and drink, 
  and gifts of silver and gold to lighten her darkness. As the 
  Barrow-witch sits and eats, she reminds everyone that 
  without her, their sacrifices would only placate the cruel 
  spirits of water and earth, and not always do that much. 
  Only she can draw wisdom from the voices who speak to 
  her from the barrow.
  If the companions did not ask the Iron-folk about the 
  Barrow-witch before, they can certainly do so now. 
  If the player-heroes ask the Barrow-witch about the voices 
  of the barrow, she says they sing to her of birth and life 
  and death; of sickness and healing and health; of hope 
  and hatred and despair; of water and earth and sky. She 
  won’t give more detail than that. 
  Three Deaths or None
  After a while, the Barrow-witch sings that she sees three 
  deaths for the Iron-folk: 
  •	
  Death by the White Hand of the hillfolk.
  •	
  Death by the White Horse of the plains.
  •	
  Death by the Grey Horse of the fens.
  But then she sings of hope: 
  •	
  Three deaths become two if the Iron-folk call the 
  White Horse their brother.
  •	
  Two deaths becomes one if the White Horse and the 
  Iron-folk stand together against the White Hand.
  •	
  One last death becomes none if the White Horse 
  brings that death to the Grey Horse.
  Three deaths for the Iron-folk, or none. 
  Even more than that, she states that she knows many 
  among the Iron-folk dislike the sacrifices they must make 
  to the old spirits of earth and water, to face their many 
  enemies. She declares that if the “three deaths become 
  none”, then the Iron-folk need no longer sacrifice slaves 
  and children to the spirits… or to the Grey Horse.
  The choice is not for the Iron-folk alone, for only those of 
  the White Horse can slay the Grey. She looks to any Riders 
  of Rohan among the company. The Iron-folk watch as well.
  the gRey hoRse and the silveR MeRe
  At the mention of the Grey Horse, it does not take an 
  Insight roll to know that the Iron-folk are immediately 
  frightened. The wise-woman states that the Grey Horse 
  has long held the Iron-folk in thrall.
  “It lives in the fens of the Silver Mere, demanding sacrifices 
  of the Iron-folk – gold, living victims, men, women, 
  children… it matters not. Sacrifices to keep its peace. 
  The Iron-folk cannot oppose it and they cannot flee, for 
  an ancient doom was laid upon them, long ago. To defy 
  the Grey Horse will bring death to them all. But you are 
  not of the Iron-folk… your are foreigners, the Swift folk of 
  Eorl and their doom is not yours. Are not the Eorlingas the 
  masters of horses? You can destroy the Grey Horse, if your 
  courage holds. You can free the Iron-folk.”
  wRath Of the RideRs
  
  60
  Oaths Of the RiddeRmaRk
  If they Agree
  If the company offers to slay the Grey Horse, the stunned 
  crowd cheers them. The chieftain says that if the forgoil rid 
  them of it, then they will have the friendship of the Iron-folk 
  forever and he’ll forego any conditions on an alliance. 
  If they Decline
  If the company declines to go after the Grey Horse, the 
  Dunlendings don’t hold it against them. They live in terror 
  of the monster themselves. The Iron-folk chieftain stands 
  by whatever they negotiated previously. (see page 57).
  The Iron-Folk’s Oath
  If the companions offered to help, the wise-woman says 
  they have pleased her. She turns to the crowd and warns 
  that the defeat of the Grey Horse will save the Iron-folk 
  only if the Iron-folk swear by it. 
  The Iron-folk must be bound to the Eorlings’ effort. The 
  doom that would have befallen the Iron-folk for attacking 
  the Grey Horse will fall upon them if they betray the trust 
  of the Horse Folk.
  There’s a great deal of murmuring, but the chieftain says 
  he’ll swear and the Iron-folk eventually agree. She chants:
  Iron-folk sing
  in horse-lords’ hearing
  the barrow-woman’s song:
  Oaths here you swear;
  honour you swear;
  brotherhood swear
  to horse-masters’ kingdom
  in peace and in war
  when fen-rider falls.
  Mighty words bind you:
  doom here you gain
  for doombearer slain.
  The Iron-folk follow along: “Oaths here we swear, honour 
  we swear…when fen-rider falls.”
  The wise-woman is pleased. She tells the player-heroes to 
  come to her barrow in the morning. She will give them 
  wisdom and blessings to face their foe. It must be in the 
  morning and it must be at her home, not in a feast’s 
  merriment with night outside. 
  She shuffles out, refusing all aid, and soon is lost to the 
  night.
  abandoning the Mission
  What if the player-heroes, seeing signs of human sacrifice 
  and witchcraft, decide they’ve had enough and refuse to 
  work with the Iron-folk? The Iron-folk chieftain maintains 
  his hospitality until they leave his walled town, but he 
  quietly sends warriors out to lay snares on the muddy 
  road just outside town. 
  Each player-hero riding a horse on the road can attempt 
  an Awareness test to spot the snares in time to react. 
  Success means the player-hero can avoid them with an 
  Athletics test. Failure means the Athletics test requires 
  a great success. If a snare bites, it brings the horse down 
  with a wound (see Horse-lords of Rohan, page 138). 
  Moreover, the chosen Iron-folk warriors lead a raiding-
  party – each has one ordinary Dunlending warrior (see 
  Dunlending Raiders on page 118 of Horse-lords of Rohan) 
  and one of the chosen warriors (see page 54) per player-
  hero – on horseback in pursuit. 
  If the player-heroes escape, skip to the Aftermath (page 65).
  – paRt six – 
  the gRey hoRse
  The chieftain sends an escort to guide the player-heroes 
  to the wise-woman’s barrow, one chosen warrior for each 
  of them. If possible, it is the same band that they met at 
  Trefa’s gates (but not Gutun the Singer). It is about half a 
  day’s ride or walk from Trefa to the barrow; the ground 
  is uneven enough that riding doesn’t gain any speed. The 
  warriors ride their own horses alongside those of the 
  player-heroes.
  The player-heroes might want to find out whether the 
  escorts have secret plans with an Insight or Riddle roll. 
  Success discerns that they likely plan to finish off the 
  player-heroes if things go poorly with the Grey Horse. 
  
  61
  But if the player-heroes defeat the Grey Horse, they will 
  embrace them as brethren after. 
  The barrow is an overgrown hillock standing on the 
  borders of the Silver Mere. Beyond it the land sprawls in 
  a broad fen, still and silvery, stinking of rot. Willows and 
  reeds stand drooping here and there in the water. The 
  fen looks quite shallow, only two or three feet deep, but 
  the Iron-folk caution against trusting a swamp without 
  need. Their escorts say, in instinctively low voices, that 
  the Grey Horse lurks another few miles onward around 
  the shore. 
  When they finally reach the hillock, the companions 
  dismount and climb a short way to reach the barrow’s 
  entrance. There is no door to bar the way, and the heroes 
  enter a narrow corridor that winds around and around in 
  a spiral before it reaches the barrow’s centre. There, the 
  witch waits, stirring a cauldron, her face twisted by the 
  shadows cast by the ruddy fire beneath it. Smoke from 
  the fire filters up through stones and peat and out into the 
  mists, unseen. 
  The Barrow-witch welcomes the player-heroes. She says 
  they are brave to offer to fight for the Iron-folk. She says 
  if they defeat the Grey Horse, she will teach the Iron-folk 
  new songs to always remember their new oath. And she 
  will make sure they stop making bloody sacrifices in their 
  holy wells. Strength and courage will be enough if they 
  have stout allies.
  the baRRoW-Witch’s pRice
  The Barrow-witch tells the Iron-folk escort to wait nearby 
  and gathers the company about her cauldron, for the time 
  has come to speak of the Grey Horse.
  “It rises with the fog, rides along the water, and carries 
  its prizes off into the depths. The Silver Mere sings of its 
  wonder and glory, for the Grey Horse and the Silver Mere 
  are one. It cannot be held with ropes, like the horses of your 
  grasslands. Only a song of water and earth can charm or 
  bind such a creature and even then, not for long.”
  The Barrow-witch never explicitly says just what the Grey 
  Horse is. It is part of the mere, or the mere is part of it. It 
  has ridden the waters hungrily since the Dark Days, before 
  memory, which only the dreams of the dead remember. 
  She tells the company how to find the Grey Horse: follow 
  the shore of the mere three miles farther. There a strand 
  stretches out across the water, forming a lagoon shrouded 
  in willows on either side. The Iron-folk walk to the end of 
  that strand to leave their “gifts” for the Grey Horse. It can 
  be drawn to the end of the strand or to the lagoon with 
  a water-song to soothe and befuddle its senses; or it will 
  soon come to them if they but wait.
  She says it is safe enough for horses on the shore, and 
  even in the shallow water – usually.
  Now that they know something of what they face, would 
  they have her aid to face it? 
  The rest of the conversation with the wise-woman is resolved 
  as an encounter, though no Introduction is needed.
  Determining Tolerance
  Only Wisdom matters to the wise-woman. The highest 
  Wisdom amidst the company is the base Tolerance.
  Interaction
  The wise-woman is inclined to help the companions, for 
  her own reasons, but she will not make it easy. Old habits 
  and how she likes to be perceived means it will take some 
  persuasion to coax her into offering her assistance. She 
  requires either an exchange of knowledge or riches for her 
  support. How much help she offers up is assessed by the 
  total number of successes gained while negotiating for her 
  assistance.
  •	
  An offer of 2 to 5 Treasure allows each companion to 
  make a Persuade roll. 
  •	
  An offer of 6 to 9 Treasure gives a bonus Success die 
  to the Persuade roll.
  •	
  An offer of 10 Treasure or more automatically adds 2 
  successes to the encounter total.
  •	
  Offering to teach her some of the songs of the 
  Rohirrim allows each companion to make a Song 
  roll.
  •	
   Offering to teach her some of the songs particular to 
  the company (see Rivendell, page 23): allows a Song 
  roll with a bonus Success die.
  •	
  Offering to teach her riddles from the heroes’ folks 
  allows each companion to make a Riddle roll.
  wRath Of the RideRs
  
  62
  Oaths Of the RiddeRmaRk
  Compare the total successes rolled to the entries below.
  1. (Narrow Success): She warns the company of the 
  dangers of the Silver Mere, saying “It will tempt you. 
  Listen, but be wary.”
  2-4. (Success): She offers to teach her songs to the willing. 
  See the box “Songs of the Wise-woman”.
  5+. (Great Success): She gives the party a strange 
  shaped flute carved from bone. “To ward off the Grey 
  Horse’s terrible song.” As long as a companion rolls Song 
  each round to play the flute during combat, the Grey 
  Horse’s Thing of Terror Special Ability will not work on 
  listeners; however, player must be close to the fight and 
  concentrating, thus fighting in an Open stance; moreover, 
  the Grey Horse will attack the flute-bearer in preference to 
  other targets. 
  Songs of the Wise-woman
  The wise-woman will teach each player-hero a song 
  of the earth to bind and hold the Grey Horse, or a 
  song of the water to lure it, if they want it. Into the 
  companion’s ear she sings the secret name of some 
  forgotten power of the earth or the water: a water-
  song or an earth-song. 
  •	
  Each pupil automatically gains a point of 
  Shadow for each song learned. The songs of the 
  wise-woman are explained on the next page, they 
  have no effect away from the Silver Mere.
  conFRonting the Wise-WoMan
  If the company fails to gain any success, or refuses to 
  bargain with her, she curtly dismisses them from her 
  hut with a grim laugh and a “give my regards to the 
  Grey Horse.” An Insight roll against TN 18 deems that 
  the wise-woman’s assistance has nothing to do with 
  goodwill. In fact, the wise-woman believes that if the 
  death of the Grey Horse will free some of its power, which 
  she can gather to herself. She may be entirely mad, but 
  perhaps not…
  What if the player-heroes decide to slay the old villain? She 
  is a crone, easy prey if they have her in reach (her killing 
  would be considered a misdeed, though). But she has power 
  over the earth and water and mist of her home, gained in 
  long years of ugly rituals. She attempts to divert them and 
  flee into the fog, never to be seen by the company again.
  The Barrow-witch
  attRibute level
  5
  enduRance
  hate
  12
  9
  paRRy
  aRMouR
  5
  -
  skills
  Personality, 4
  Survival, 3
  Movement, 2
  Custom, 3
  Perception, 3
  Vocation, 4
  special abilities
  Dreadful Spells*
  -
  *Dark Glamour: The wise-woman may spend a point 
  of Hate to invoke power over the land and mist of her 
  home, to vanish with unnatural swiftness into the 
  mist, to bewilder an opponent with phantom sounds 
  and smells and half-glimpsed sights,  or in a last crisis 
  even to bring the stones and earth of the barrow itself 
  crashing down to bury everyone in it but herself. A 
  collapse of the barrow causes Endurance damage equal 
  to the roll of three Success Dice.
  phantoMs in the Fen
  The Silver Mere is quiet at first as the player-heroes walk 
  or ride along its shore. At times the shore seems only a 
  strand between two meres, as little as fifty yards across. 
  Along the way, at different times, each player-hero 
  should make a Corruption test. Each player-hero who 
  fails sees or hears something compelling, depending on 
  their Calling. 
  •	
  Leader: Distant shouts come over the water: a group 
  of warriors is under threat and needs help.
  •	
  Scholar: Hears echoes of a beautiful song laden with 
  meaning in an ancient tongue, just beyond hearing.
  •	
  Slayer: Smells the scent of a hated foe or a predator 
  hiding nearby.
  
  63
  •	
  Treasure-hunter: Sees the unmistakeable glint of 
  silver and gold.
  •	
  Wanderer: Spots a clear, firm path that leads into 
  the mists where the shape of a tall tower waits.
  •	
  Warden: Hears the cry of a lost child just out of 
  sight.
  A player-hero who refuses to pursue the lure gains a point 
  of Shadow. A player-hero who pursues a lure must roll the 
  player’s choice of either Awareness or Explore to avoid 
  falling into a deep pool. 
  Drowning in Black Water
  Falling into the mere is deadly. A dismounted victim must 
  attempt an Athletics roll to climb free, with a difficulty 
  equal to TN 10, plus half the player-hero’s present Fatigue. 
  The player-hero can drop held items and remove a shield 
  or helm, losing them forever to the water, to reduce the TN, 
  but has no time to remove armour. For each Athletics test 
  they fail, the player-hero loses 5 Endurance points from 
  the struggle. A player-hero who falls unconscious in the 
  water drowns and dies.
  A player-hero on horseback must attempt a Riding test at 
  TN 20 (minus the mount’s Riding modifier, as usual). If 
  it succeeds the horse swims to safety; if it fails the horse 
  suffers a Wound from drowning. Dismounting allows 
  the horse to swim free but then requires the player-hero 
  to make an Athletics roll as above to swim to safety 
  themselves.
  the gRey hoRse
  Eventually the player-heroes reach the little lagoon that 
  the wise-woman described. Willows droop all around. 
  The dark earth sinks gradually into the shallow mere. 
  A bank stretches out through the mere into the mists, 
  about twenty feet wide. If they walk out onto the strand, 
  eventually it ends with water and fog all around. The 
  lair of the monster is a blighted place, and walking here 
  requires a Corruption test to avoid gaining one point of 
  Shadow.
  If the player-heroes wait then the Grey Horse comes in 
  its own time, hours later, seeping from the black water 
  slowly and quietly. Each player-hero must succeed at an 
  Awareness roll (TN 12, as presumably they are alert) to 
  avoid being surprised when it strikes (as per the normal 
  rules for an ambush).
  A player-hero who sings one of the wise-woman’s songs 
  must be near the water – near enough to be attacked when 
  the Grey Horse appears.
  A Water-Song to Lure It
  Singing the wise-woman’s water-song to lure the monster 
  requires a Song roll. Each attempt gains the singer one 
  point of Shadow. More than one companion may sing the 
  song at the same time (both roll and gain Shadow).
  If the roll succeeds, the hero feels something awaken in 
  the waters, alluring but treacherous. The Grey Horse soon 
  rises up from the water near the singer. The player-heroes 
  have the initiative and an attempt to ambush it while 
  luring it automatically succeeds. 
  The singer cannot attack when the Grey Horse appears. 
  With a great success at Song, the disorientation leaves the 
  Grey Horse Weary for one round; with an extraordinary 
  success the Grey Horse is Weary for two rounds. If an C 
  was rolled, the Grey Horse attempts a called shot against 
  the singer as its next action. 
  An Earth-Song to Bind It
  Singing the wise-woman’s earth-song requires a Song roll. 
  Each attempt gains the singer one point of Shadow. More 
  than one companion may sing the song at the same time 
  (both roll and gain Shadow).
  In combat, the earth-song can be sung by a companion 
  in Open stance, forfeiting an attack. If the roll succeeds 
  the hero feels some latent power of the earth stirring, 
  greedy and cruel. The Grey Horse cannot attempt to 
  Escape Combat for one round; for two rounds with a great 
  success; for three on an extraordinary success. If an C 
  was rolled, the Grey Horse attempts a called shot against 
  the singer as its next action.
  the gRey hoRse stRikes
  A long fanged head, resembling nothing so much as that 
  of a dead horse, slime dripping from eye sockets empty 
  but for pale fires burning like the marsh-lights that lead 
  travellers astray, rises from the water first. A long neck, 
  wRath Of the RideRs
  
  64
  Oaths Of the RiddeRmaRk
  scaled and slimy, with a mane of rank swamp reeds 
  follows, then nimble claws drag its slippery bulk from 
  the water. Its grey hide seems faintly luminous with an 
  unhealthy light. Mist rises about it. However firm the 
  ground, water splashes beneath it.
  The Grey Horse ventures as far ashore as it must to seize 
  its prey. It suffers no harm being away from water. 
  If it suffers a Wound or is reduced to zero Endurance, 
  the Grey Horse attempts to Escape Combat back into 
  the safety of the mere – unless it is halted by the wise-
  woman’s earth-song. Slain, the monster’s body swiftly 
  deteriorates into slime as its spirit retreats into the water 
  like fog receding. 
  The swamp will always be cursed as the monster’s spirit 
  lurks in the waters. That makes it a blessing to the wise-
  woman, who hopes her powers will feed and grow on the 
  corruption.
  The Grey Horse
  attRibute level
  8
  enduRance
  hate
  96
  8
  paRRy
  aRMouR
  6
  3d
  skills
  Personality, 1
  Survival, 3
  Movement, 3
  Custom, 0
  Perception, 2
  Vocation, 0
  Weapon skills
  Bite
  4
  special abilities
  Thing of Terror
  Snake-like Speed
  Great Size
  Seize and Drown*
  Seize and Drown: If it attempts a called shot, the Grey 
  Horse seizes the victim in its claws and attempts to 
  Escape Combat at the end of the same round. If the 
  Grey Horse successfully Escapes Combat it drags the 
  victim into the water. A seized victim cannot attack. At 
  the end of each round the victim may attempt to escape 
  the Grey Horse’s grasp by making an Athletics roll 
  (TN 20). After breaking free the victim must swim to 
  safety; otherwise the victim drowns as the Grey Horse’s 
  glowing eyes watch and gloat. See Drowning in Black 
  Water on page 63.
  Weapons:
  Weapon type
  daMage
  edge
  inJuRy
  called 
  shot
  Bite
  7
  9
  16
  Seize and 
  Drown
  the hoaRd oF the gRey hoRse
  If the Grey Horse is slain, a hero could dive down into the 
  murk seeking what happened to the gold and silver left for 
  the monster by the Iron-folk. Roll the lowest of Athletics 
  or Awareness against a DC 16. 
  Failure means nothing is found; if the roll is failed and an 
  C is rolled, the companion loses 5 Endurance points 
  and begins to drown. A drowning companion must make 
  
  65
  a successful Athletics roll to escape the mire. Each failure 
  cases a loss of 5 Endurance points. 
  If the roll was instead a success the swimmer finds a hoard 
  worth 40** Treasure.
  the iRon-Folk’s gRatitude
  The company finds that their escort has changed. There 
  is one chosen Iron-folk warrior (see page 54) and one 
  Dunlending Raider (see page 118 of Horse-lords) per 
  player-hero, but this time they are led by Gutun the Singer. 
  How the Dunlendings react depends on what the player-
  heroes have achieved and how they interacted at the 
  chieftain’s feast.
  If the companions failed to slay the Grey Horse – or if they 
  slew the Grey Horse but they grievously offended the Iron-
  folk earlier and did not bind them in an oath of alliance 
  – the Iron-folk ambush the player-heroes. If they triumph, 
  the Iron-folk take captives as thralls; if the Grey Horse 
  still lives, they mean to offer them to the Grey Horse as 
  sacrifices to appease it. They take the heads of any slain 
  player-heroes in honour back to Trefa. The company will 
  have to escape as they may.
  If the companions slew the Grey Horse and bound the 
  Iron-folk in an oath, or if they didn’t bind them in an oath 
  but at least didn’t offend them deeply, the Iron-folk seem 
  awed by the feat. Gutun is furious, but also now somewhat 
  frightened of the company. The Iron-folk extend their 
  hands in friendship and guide the company back to Trefa 
  as heroes. When all the companions have recovered, a full 
  escort rides with them back to the Gap of Rohan, along with 
  some small tokens of friendship for Éogar and the King.
  - aFteRMath -
  Thengel King awaits the player-heroes at the Hornburg. 
  If the company secured the alliance of the Iron-folk, the 
  King praises their achievement – especially if they bested 
  the Grey Horse too. He says many Dunlending tribes are 
  forming alliances with one another, and if that continues 
  then there will be the risk of them uniting under a king 
  who hates the Riddermark. 
  Having the Iron-folk as allies may not add much to the 
  Mark’s strength but it unbalances those shaky alliances 
  and makes that threat less likely. He offers the player-
  heroes two horses each from his stables appropriate to 
  the player-hero’s Standing (see Horse-lords of Rohan, 
  page 133).
  Éogar offers gifts and praise in public, but an Insight 
  roll determines he’s inwardly furious at peace with the 
  Iron-folk and possibly with the heroes’ rising favour with 
  Thengel but he cannot oppose his king’s will. He rewards 
  each player-hero with Treasure equal to 2 points plus the 
  sum of the hero’s Valour and Standing scores.
  If they failed to secure an alliance, Éogar says with some 
  satisfaction that a mad dog always bites the hand of peace. 
  Thengel King is disappointed but not surprised. Hearing 
  of the Iron-folks’ submission to evil powers certainly takes 
  away any sting of failure. Unless he thinks the player-
  heroes deliberately sabotaged the mission, he offers each 
  a horse from his stables as thanks for their efforts.
  wRath Of the RideRs
  
  66
  Oaths Of the RiddeRmaRk
  - Black horses -
  Black deeds
  •	
  When: This quest could be set during the summer of 
  any year between 2961 and 2970, though it should be 
  set after the events of Red Days Rising.
  •	
  Where: The adventure begins in Edoras, where the 
  company meets with Cenric, Third Marshal of the 
  Riddermark. It then takes them to the village of Stotfold 
  in Eastfold, before crossing the Plains of Rohan towards 
  the Emyn Muil.
  •	
  What: A band of horse thieves from the south are 
  raiding along the Great West Road. Lives have been lost 
  and many horses have been stolen. 
  •	
  Why: The horse thieves are escaped prisoners from 
  Gondor. They are selling horses to agents from Mordor, 
  who offer especially good prices for black steeds.
  •	
  Who: The former leader of the brigands, Berevir, 
  is a disgraced captain of Minas Tirith who has been 
  deposed by his more violent and bloodthirsty deputy, 
  Hirdan. Berevir poses as a victim of the brigands in 
  Stotfold and is willing to help root them out.
  adventuRing phase
  This adventure is divided into seven parts, and it begins 
  and ends in Edoras.
  paRt one – by oRdeR oF the MaRshal
  The company are called to meet with the Third Marshal of 
  the Riddermark, Cenric. Cenric’s men are spread thin and 
  there are reports of a band of brigands and horse thieves 
  operating along the great West Road. The Third Marshal 
  requests that the company investigates.
  paRt tWo – the village oF stotFold
  The company travels to the village of Stotfold, where 
  Berevir of Gondor—a survivor of an outlaw attack—has 
  been found. Though injured, Berevir is determined to be 
  of help in tracking or capturing them. He claims to have 
  knowledge of their leader, a notorious criminal called 
  Hirdan the Cruel. Whether or not the company decides to 
  take Berevir with them, he follows them on his own.
  paRt thRee – FuRy in the daRkness
  The company discovers that the brigands haven’t limited 
  their activities to theft and murder when they come across 
  a barrow that has been recently plundered. Unfortunately 
  for the brigands, their attempts to make off with a long-
  dead Horse-lord’s treasure have awakened his Spectre. 
  One of the thieves is alive, albeit driven mad by the dead 
  man, and could be a valuable source of information… 
  if the company can convince the angry ghost to let him 
  live.
  paRt FouR – MeRchants Most Foul
  The company encounters two of Cenric’s men who have 
  been sent to enlist their aid in recovering half a dozen 
  black horses from a band of unsavoury traders. If the 
  company investigates the merchants, they learn they are 
  servants of Mordor.
  paRt Five – tuRning the tables
  As the company rides to meet the scouts searching for the 
  bandits, a horn rings out and the sounds of battle carry 
  on the breeze. The bandits have set an ambush for the 
  scouts – can the company save them?
  paRt six – shaRp WoRds
  The bandits have retreated to an abandoned tower, where 
  the company might choose to parley with them, or attack 
  outright. 
  paRt seven – victoRy and RegRet
  Berevir admits to his crimes as the bandits’ former 
  leader. With this admission, he surrenders himself to the 
  companions to face the King’s judgement. If they return 
  him to Edoras, Thengel King listens to their tale and relies 
  on their counsel before passing his final judgement.
  
  67
  The Eye of Mordor
  The Rivendell guide presents optional Eye of 
  Mordor rules that require revelation episodes. Such 
  episodes occurring during this adventure may revolve 
  around an unexpected Orc raid or Brigand ambush. 
  Alternatively, revelation episodes may be reserved for 
  later, for example at the Tower of Grass (see page 82).
  – paRt one – 
  by oRdeR oF the MaRshal
  When the companions meet once more, rumours of 
  trouble in the east have come to Edoras. There are tales 
  of Orcs pillaging villages, and a handful of refugees have 
  even trickled into Edoras. Cenric, Third Marshal of the 
  Riddermark, has committed his men to hunting down and 
  repelling the Orcs, but despite his best attempts, the raids 
  continue across the Anduin.
  Angered by the strife in his lands, Cenric is all too aware 
  that some – most notably the Second Marshal, Éogar, will 
  soon question his ability to maintain order. To this end, he 
  has come to Edoras to consult with his king before leaving 
  to personally oversee his easterly redoubts. Cenric’s 
  troubles continue to multiply though – word has come 
  to him that a band of brigands from Gondor have been 
  raiding travelling merchants in the Eastfold, murdering 
  good folk, and stealing prized horses.
  With too few men spread too wide, Cenric has decided to 
  call upon the company for aid. They may have impressed 
  him in the past (during the events of the Red Days Rising) 
  or Thengel King may have quietly recommended them. 
  Whatever his reasons, the Third Marshal decides to enlist 
  the company to deal with the bandits. 
  Meeting the MaRshal
  The company might be in Edoras for any number of 
  reasons when they receive a summons from the Third 
  Marshal. Even if they are not, Cenric sends a fast rider 
  to deliver his message, which instructs them to come to 
  Meduseld with all due haste. Whatever the circumstance, 
  Cenric is preparing to leave the Golden Hall when the 
  company is brought to him. His squire works to fasten his 
  armour as he speaks to the companions, and his tone is 
  somewhat rushed and impatient.
  Set Tolerance
  Under the circumstances, Cenric is more concerned 
  with bravery and skill at arms. The starting Tolerance is 
  Black hORses, Black deeds
  
  68
  Oaths Of the RiddeRmaRk
  based on the highest Valour rating in the company. Add 
  the highest Standing rating of any Rider of Rohan. If the 
  companions impressed Cenric during Red Days Rising – 
  by saving his herds, for example, or successfully getting 
  Éogar to agree to his demands – increase the Tolerance 
  by an additional 1 or even 2. If the company parted on ill 
  terms with Cenric, decrease the Tolerance accordingly – if 
  such is the case, it may be that Cenric has employed the 
  company due to desperation or the King’s order…
  Introduction
  With his squire close at hand securing his armour and 
  weapons, the boy is often a target of Cenric’s impatience. 
  When the company is brought in to speak to him, he 
  waves the young lad off for a moment and takes stock of 
  the company:
  “I suppose you’ve heard the rumours of Orcs on our 
  borders by now. As much as I’d like to send you to test your 
  steel against those foul creatures, I have other concerns in 
  Eastfold that need seeing to. A band of brigands from the 
  South, if their look and manner are to be believed, have 
  taken to theft and murder along the great West Road. I 
  would have you put an end to this with all haste. Go at once 
  to the village of Stotfold. My scouts have sent word that a 
  survivor there may have knowledge of these ruffians.”
  The company should choose one spokesman to introduce 
  them to Cenric, if he does not already know them – if 
  they all insist on individually introducing themselves, his 
  impatience will quickly show. Courtesy is the best way 
  to get on Cenric’s good side. Given his current mood, any 
  attempt to use Awe will fall flat.
  Interaction
  Once introductions have been made, Cenric motions 
  to his squire and returns to his preparations. The 
  companions may have questions for him concerning the 
  brigands. The Marshal knows few details, other than that 
  several men and women were killed at a farmstead near 
  the village of Stotfold, along the great West Road beyond 
  Aldburg. A wandering traveller attempted to intervene 
  but was overcome by the brigands and left for dead. The 
  companions may attempt to take stock of the Marshal’s 
  current state of mind with an Insight test. It is obvious that 
  Cenric is preoccupied by the Orc attacks and considers 
  these brigands to be, at worst, a minor irritation. The 
  Marshal is also concerned that his reputation is at stake, 
  and is impatient to see both the Orc incursion and the 
  matter of the brigands seen to as quickly as possible.
  They might also use Battle, to discuss strategy and tactics 
  with the Marshal, or Lore to appraise the landscape of 
  Eastfold. Courtesy or Riddle might tease out further 
  information from the Marshal, while Song could reassure 
  him of the company’s valour.
  Evaluating the Outcome of the Encounter
  While Cenric has little choice but to make use of the 
  company, the assistance and reward he offers them 
  depends on how many successes they accumulated 
  during the encounter:
  1: Cenric is largely unimpressed by the companions. If 
  he has the time, he would gladly find another company 
  to send on this errand. Unfortunately, he has little choice 
  but to trust in their dubious capabilities, and he isn’t shy 
  about letting them know how he feels about them. He 
  offers up purses of 2 Treasure each if the company can 
  bring the brigands to justice.
  2-4: The Marshal is satisfied the companions can take 
  care of the brigands. Though still preoccupied with the 
  matter of the Orcs, he wishes them well and takes time 
  to toast their departure and eventual success. He offers 
  up purses worth 6 Treasure each for completing this task.
  5-6: Impressed by their courteous behaviour, Cenric is 
  reassured by the company’s apparent competence. Not 
  only does he toast their journey and offer them the purse 
  above, he does so with a smile and offers to lend them 
  horses, armour and weapons, should they require them.
  7+: As above, and Cenric promises the companions a 
  purse of 10 Treasure on their return to Aldburg. He also 
  gives them a silver-encrusted horn – if they sound it in 
  Eastfold or the Eastemnet, one of his captains will answer 
  their call as swiftly as they can.
  depaRtuRe
  With the discussion concluded, Cenric takes his leave 
  of the company and rides for the Eastemnet within the 
  
  69
  hour. He sends word to his men to aid the companions 
  should they cross paths when hunting the brigands. If 
  the Marshal agreed to provide the company with horses 
  and weapons, he makes the proper arrangements with his 
  steward before departing Edoras. 
  The company is given access to a stable and a well-
  stocked armoury where they can choose horses and any 
  additional equipment they may require. It is important to 
  remind the company that these pieces of equipment are 
  on loan from the Marshal, though borrowed weapons 
  that serve the companions well may be added to the 
  company’s reward when all is said and done.
  Once their preparations have been made, the company is 
  free to leave for Stotfold. The village is  about thirty leagues 
  from Edoras along the great West Road, little more than 
  twenty miles to the east of Aldburg. A mounted company 
  can make the journey in two days, so just one Fatigue test 
  (TN 12) is required.
  - paRt tWo – 
  the village oF stotFold
  The walled village of Stotfold is the most prominent 
  settlement on the great West Road, and has existed for 
  over two-hundred years. Settled by horse-breeders from 
  Aldburg, it has grown into a stopping point for travellers 
  making their way up or down the great West Road. 
  Featuring a comfortable inn, at least by the standards of 
  Rohan, not one but two watermills, a thriving marketplace 
  and the largest horse enclosure in Eastfold, Stotfold is a 
  welcome sight to those seeking a respite from the rigours 
  of the road.
  The village’s walls are low and crafted from stacked 
  fieldstones, providing a defensible perimeter that is 
  manned by guards at all hours of the day. Entrance to 
  the village is normally restricted after dark, but with the 
  recent Orc activity to the east, as well as that of the bandits 
  closer to home, the guards rigorously inspect anyone who 
  comes or goes no matter the time of day. 
  Since the companions are formally representing the 
  Third Marshal, they will be taken to meet with Éofolda, 
  the Lady of Stotfold, soon after arriving in the village. 
  Lady Éofolda is widely known as a gracious host with a 
  sharp eye for talent (see Horse-lords of Rohan, page 35). 
  If the companions have accomplished anything of note in 
  Rohan, she is likely aware of it. 
  After pleasantries, and the latest news from Edoras, Lady 
  Éofolda notes that the company will, “...doubtless wish to 
  speak with the ‘survivor’. I am not certain what I think 
  of his tale. You must make your own judgment.” She 
  arranges for her guards to conduct the companions to the 
  inn where he is being held, and says they must but send 
  word if they have need of her before withdrawing to attend 
  to her many responsibilities.
  Fenmarch
  Eastfold
  a
  Great West Road
  Folde
  E
  Aldburg
  White Mountains
  E
  E Edoras
  Dunharrow
  River Snowbourn
  E Entwade
  Westfold Vale
  E
  E
  E
  Helm’s Deep
  Aglarond
  The High Stone
  c
  Eastemnet
  E
  Stotfold
  Black hORses, Black deeds
  
  70
  Oaths Of the RiddeRmaRk
  beReviR oF gondoR
  The ‘survivor’ is being held under guard at the Speckled 
  Roan “for his own good” since he was first found on the 
  road to the east of the village. His name is Berevir, a 
  rough looking Man from the South in his late thirties with 
  greying brown hair and hazel eyes. His face, specifically 
  the area around his left eye and temple, is beset by a 
  brilliant bruise, likely sustained from a blunt instrument 
  or heavy boot.
  Despite his wounds and lack of cleanliness, Berevir has 
  the bearing of a man who has known respect and seen 
  many hardships. He speaks with a surety and precision 
  that marks him as educated. Berevir is all too willing to tell 
  the companions what he knows – no rolls are necessary. 
  Here are some of the questions the companions might ask 
  him. (Note that most of his answers are lies – The Truth 
  about Berevir, opposite.)
  Where were you headed?
  “I was travelling north, trying to make my way to Dale, 
  eventually. I’m hoping to find work there as a guard or 
  soldier.”
  What do you do?
  “I served in the army of Gondor, but recently mustered out 
  to find my fortune in the North.”
  The Speckled Roan
  The Speckled Roan is a modest traveller’s inn that sees to the needs of traders and farmers who find themselves 
  inside the walls after dark. A successful Lore roll reveals some of the inn’s infamous history. Its name stems from 
  a story about the first family to settle the area, who were well known for the highly spirited nature of the horses 
  they bred. 
  One day, a warrior from Westfold came in search of a steed befitting his skill and fury in battle. He demanded 
  a particularly magnificent stallion the colour of a cloudy sky. The stallion belonged to the breeder, a man named 
  Theorl, and had seen him safely through many battles; all offers—even the most outrageous—were refused.Later 
  that evening, drunk and irritated by Theorl’s unwillingness to sell the horse, the warrior once again approached 
  him with an offer, even richer than before. When Theorl again refused, the warrior drew his sword and slew the 
  breeder before taking the horse and fleeing into the night. 
  The next day, guards from the village pursued the 
  murderer, but they found him trampled to death in 
  the road after only a few leagues. Theorl’s 
  stallion was nowhere to be seen.
  Ever since that day, it is whispered 
  that on nights when murder sullies 
  the souls of men in the earliest 
  morning hours, the sounds of an 
  angry stallion and the trampling 
  of hooves can be heard in the 
  distance about Stotfold.
  
  71
  What happened?
  “I came across a group of brigands assaulting some 
  traders just east of here. I attempted to defend the traders, 
  but I was overwhelmed and knocked from my saddle by 
  the brigands’ leader. The villains took my horse and all I 
  owned and left me for dead.”
  As no one else survived the brigands’ attack, there is no 
  one to corroborate (or refute) Berevir’s tale. Signs left 
  behind by the bandits revealed that they took the traders’ 
  horses and fled north-east. Berevir offers to help the 
  companions track the outlaws down. 
  He says he has a score to settle, but more importantly, 
  he wish to recover his sword—an heirloom of his family 
  that has been handed down from father to son for three 
  generations.
  Playing Berevir
  Berevir was once a proud citizen of Gondor, but bad 
  choices and ill fortune have made him a somewhat 
  desperate man. He can be hard and even cruel, but he 
  struggles with a guilt so deep that he is often plagued 
  by nightmares. 
  If the company accepts Berevir at his word, he will 
  attempt to prove his worth to them, as he is trying to 
  make up for the crimes of his past.
  If the companions reject his offer to join their 
  company, he will make every attempt to follow after 
  them. He will watch and wait for the right moment 
  to prove that they need him. Though Berevir tries to 
  convince himself that he desires justice, he knows deep 
  down that what he really craves is revenge against his 
  former comrades; especially Hirdan.
  Companions who are distrustful of Berevir’s story might 
  attempt an Insight or Riddle roll (TN 18, Berevir has done 
  a good job of concealing lies with truth). Companions 
  hailing from Gondor reduce the difficulty by one level as 
  they may have previously heard of him.
  On a success, a hero can tell that Berevir is hiding 
  something, but also that he seems honest about his 
  wishing to recover his sword. On a great or extraordinary 
  success, they note that Berevir appears sincere when 
  discussing his past in Gondor, but less so when talking 
  about why he left.
  Any companion who succeeds at a Search test notices 
  fresh scars ringing Berevir’s wrists; a successful Healing 
  test can identify them as signs that he has been manacled 
  recently. If asked about the scars, Berevir reluctantly 
  admits he was arrested for drunkenness while in Minas 
  Tirith; part of the reason he has decided to leave his old 
  life behind.
  the tRuth about beReviR
  Berevir of Gondor was once a soldier, serving the Steward 
  of Minas Tirith. He was given the position of captain 
  early in his career, being the first son of an influential 
  lord. From his position of privilege, Berevir grew idle and 
  complacent, and soon convinced himself that while war is 
  supposed to mete its victims among the renowned and the 
  nameless alike, to march to the front was solely the duty 
  of those of low birth. He was thus caught unprepared by 
  the reality of war when a large contingent of Orcs attacked 
  his position in Ithilien. Far from the ideals of courage and 
  sacrifice, Berevir fled, deserting his men with a handful 
  of soldiers. 
  He escaped north, with the intention of leaving Gondor. 
  In time, he formed a band of brigands, composed of 
  other deserters, common thieves and assorted criminals, 
  stealing to survive as they went. Only when they reached 
  Rohan did his men wrest themselves from his command. 
  Hirdan, Berevir’s deputy, betrayed him and left him for 
  dead. The remaining brigands, fearing Hirdan’s wrath, 
  put up no resistance.
  If, later in the adventure, the companions confront Berevir 
  directly about his duplicity, giving substance to their 
  doubts with some good rolls, the Man of Gondor might 
  reveal the truth.. Yes, he was the brigands’ leader until his 
  deputy supplanted him, for he was unwilling to murder 
  the traders in cold blood. Hirdan allowed Berevir to live, 
  yet the former captain feels that this was his usurper’s 
  greatest mistake. After all, Berevir knows exactly where 
  the bandits are going.
  Black hORses, Black deeds
  
  72
  Oaths Of the RiddeRmaRk
  a decision to Make
  Whether or not the company uncovers Berevir’s duplicity, 
  they must still decide what to do with him. They are likely 
  to be left with two choices: 
  •	
  If the company believes Berevir, they might invite 
  him to join them as a guide. After all, he knows what 
  the bandits look like and he has a personal reason 
  to see them brought to justice. Despite this, some of 
  the companions might prefer to leave Berevir behind. 
  Perhaps they don’t trust him, or they feel that he is 
  too infirm or injured to make much difference in the 
  battles that are to come—neither of which is true.
  •	
  If the companions are suspicious and do not trust 
  him, or if they already coaxed the truth out of him, 
  they can leave him in the custody of the guards in 
  Stotfold.
  If it seems that the companions are about to leave him in 
  Stotfold, Berevir reveals the truth of his past association 
  with the bandits to the company. At this point he feels 
  he has nothing left to lose, and hopes to appeal to the 
  companions’ sense of honour in a last-ditch effort to win 
  his freedom:
  “Should we catch these animals and see them punished, I 
  shall gladly kneel before the King of Rohan and beg for his 
  wise judgement. Though my honour in the eyes of Gondor 
  is tarnished, I swear to atone for the crimes I have been 
  party to upon Rohan’s soil. If it is my fate to die for my 
  crimes, I shall do so gladly…  but I beg you to take me 
  with you.”
  A successful Insight tests to discern Berevir’s sincerity 
  will confirm his willingness to lay down his life in order 
  to atone. Even under such a circumstance, the company 
  may still refuse Berevir’s request. If that is the case, he 
  will subsequently escape the guards and follow them at a 
  distance anyway.
  Berevir of Gondor
  Berevir is a Man of Gondor in his later thirties. His 
  countenance is rugged, though he was quite handsome 
  in his youth. His hazel eyes have a haunted look, and 
  his shaggy brown hair is shot through with grey. Though 
  Berevir does not wear a beard, it has been many days 
  since his face has felt the touch of a razor. 
  Attribute Level: 
  7
  Specialties:  
   
  Folk-lore, Storytelling
  Distinctive Features: Determined, Grim, Hardened
  Relevant Skills: 
  Athletics ♦♦♦, Battle ♦♦♦♦, 
   
   
   
  Sword ♦♦♦
  Endurance: 
   
  20
  – paRt thRee – 
  FuRy in the daRkness
  After a night spent in Stotfold, the company sets out after 
  the outlaws. If Berevir accompanies them, he guides them 
  to where the bandits left him for dead, some fifteen miles 
  south-east along the road towards Sunlending. Otherwise, 
  the company must locate the spot based on directions 
  given by the guards who found him.
  Fortunately, the site of the ambush is not terribly difficult 
  to find. Numerous tracks left by both men and horses cover 
  the road and surrounding area, and many hoofprints 
  can be seen leading off to the north-east. If the company 
  takes the time to investigate the area, they might learn the 
  following pieces of information:
  
  73
  •	
  A successful Hunting test singles out two groups of 
  tracks heading north-east. The first and oldest set of 
  tracks was left by the bandits and their stolen horses. 
  The second set of tracks were left by some of Cenric’s 
  Riders who picked up the trail the previous day.  If a 
  companion achieves a great success, they can discern 
  that there were fifteen horses in the outlaw’s group; 
  and six horses in the second group of Riders.
  •	
  A successful Search test reveals signs of dried blood 
  in several places on the roadside. This is where the 
  traders were killed by the bandits. Though there is 
  nothing more to learn from these patches of blood, 
  they do remind the company of the atrocities they 
  have been sent to avenge.
  the JouRney
  The path taken by the bandits can be easily followed 
  so long as a member of the company can succeed on a 
  Hunting test. 
  The fresh tracks left by Cenric’s scouts the day before 
  are even easier to follow than those of the outlaws, and 
  anyone tracking the scouts instead reduce the difficulty by 
  one level.
  •	
  The tracks leads north-east for the next forty miles, 
  ending at the river Entwash, close to the borders of 
  the Fenmarch. The tracks then follow the river west 
  for several miles, until they reach a point where the 
  meandering waters can be forded. At this point, both 
  sets of tracks disappear into the water. 
  •	
  Fording the Entwash here requires a successful 
  Athletics test. On a failure, the hero gains 1 point of 
  Fatigue and must attempt to ford the river again.
  Once across the river, a new Hunting test must be made 
  to pick up the scouts’ tracks. 
  •	
  The tracks continue to wind to the north-east for another 
  10 miles, stopping at the remnants of a campsite. 
  Companions who successfully roll Search or Hunting 
  may find out some of the following information:
  •	
  The camp was established by about a dozen men 
  two nights before. Their horses, about twenty, were 
  hobbled and left to graze while the men slept.
  •	
  The camp was broken in haste, the fire left to burn 
  itself out.
  •	
  Their horses left the camp in a north-eastern direction, 
  later followed by six more swift moving steeds – 
  doubtless Cenric’s Riders.
  •	
  Two pairs of footprints lead north-east into the tall 
  grass, away from the camp, but only one pair of them 
  returns. These tracks were not made by the scouts.
  •	
  The camp was later found by the Riders, who walked 
  the area before following the bandits north-east.
  Unless the company wishes to make camp here, they 
  have little reason to remain. They may choose to continue 
  north-east, or they might wish to investigate the two sets 
  of tracks leading off to the north-west.
  the hoRse-loRd’s baRRoW
  The two sets of footprints leading north-west are hardly 
  fresh. Any companion who succeeds at a Hunting test 
  (TN 16) can follow them for nearly half a mile, towards 
  a grass-covered mound. As the companions approach, a 
  successful Lore test (or invocation of an appropriate trait, 
  such as Riddermark-lore or Old Lore) reveals that the 
  mound is an old barrow, a tomb to protect the remains of 
  some long-dead lord.
  It is obvious that the tracks are headed straight for the 
  barrow. Though covered with earth and tall grass, old 
  stones peek out from the undergrowth along the earthen 
  structure’s sides. The tracks continue around the mound 
  in a clockwise direction and end near a pile of loose 
  earth and stones that have been pried from the barrow’s 
  northernmost wall. A rusty pickaxe lays forgotten near 
  the rocks. Only darkness can be seen inside, which is only 
  large enough to admit one man-sized individual at a time.
  A basic success at either Hunting or Riddle determines 
  that two men entered the barrow here. A great or 
  extraordinary success can read the signs that while two 
  Black hORses, Black deeds
  
  74
  Oaths Of the RiddeRmaRk
  men entered, only one exited, and running fast. A faint cry 
  echoes from inside the barrow. 
  Entering the Barrow
  Should the companions decide to investigate the barrow, 
  they must climb in through the ragged hole on its north 
  face. The distance to the barrow’s floor is only about 
  ten feet, but the climb down is treacherous nonetheless. 
  Any companion attempting the climb must succeed at 
  an Athletics test. If they take the time to use a rope or 
  properly light the way, the difficulty is reduced by one 
  level.  Companions failing the Athletics test slip and fall 
  for 10 feet in the darkness (see page 184 of The One Ring 
  Roleplaying Game for the consequences).
  Once inside the antechamber, a torch is required to make 
  out any details. Despite the gaping hole in the wall, the 
  daylight that filters through fails to penetrate the gloom. 
  The air smells of dust and old decay, and the ground is 
  cluttered with stones pushed inward when the bandits 
  forced their way inside. 
  The walls are decorated with old murals that depict the life 
  of a great lord of the Eorlingas: his victories in battle and 
  his achievements in peace. Above, written in the runes 
  that the men of the Mark use in their lore, is the mighty 
  lord’s oath to watch over the Eastemnet for all time.
  A single passage leads south from the antechamber, the 
  walls constructed of neatly-stacked stones. The passage’s 
  height is less than six feet, though the width allows two 
  companions to walk abreast. At the end of the passage is a 
  heavy wooden door that hangs slightly ajar. A successful 
  Awareness test detects the sound of pitiful sobbing from 
  within.
  The Horse-lord’s Spectre
  The wooden door creaks loudly when opened fully. Behind 
  it is the tomb. Three stone coffins, covered in cobwebs 
  and dust, dominate the centre of the chamber. By the 
  markings it can be discerned that one coffin contains the 
  lord to whom the barrow is dedicated, one contains the 
  remains of his wife, and the last the bones of his horse. 
  Surrounding the coffins are goods of all kinds in sealed 
  boxes, casks and other containers. Another wooden door, 
  closed and still sealed, can be seen beyond the coffins.
  Near the sealed door a man dressed in filthy traveller’s 
  clothes sits against the stone wall, gibbering and weeping. 
  His hair is white and dishevelled, and his eyes seem blind 
  to all but his own misery. 
  Calling out or speaking to him produces no response and 
  he continues to gibber unintelligibly unless a companion 
  attempts to touch him, at which point the man begins to 
  
  75
  scream and shriek in terror. The wooden door into the 
  tomb slams shut and all torches dim, though they do not 
  go out.
  A large, shadowy form coalesces from the darkness 
  beyond the three coffins, before moving to the shrieking 
  man’s side. The shadow solidifies into the shape of an old 
  warrior, sitting astride a ghostly horse. “More thieves?” it 
  hisses angrily. “You shall rue this day!”
  Set Tolerance
  The Horse-lord’s Spectre has lain silent within the barrow 
  for hundreds of years. The outlaws’ recent intrusion into 
  the barrow, combined with the growing darkness in the 
  East, has disturbed its rest. The Spectre is not wholly an 
  evil entity, and it allows a brief respite for parley before it 
  decides whether or not to attack. Given the ethereal nature 
  of the Horse-lord’s Spectre, Wisdom rather than Valour 
  determines the initial Tolerance for this encounter. 
  If the company contains at least one Rider of Rohan, 
  increase the Tolerance by 1, if at least one of the Riders 
  is from Eastemnet, increase it by an additional 1. If the 
  company contains an Elf or a Dwarf, the Tolerance is 
  reduced by 1. 
  Throughout the encounter, if a test is failed with an C, 
  the Horse-lord’s Spectre shrieks and immediately attacks 
  the nearest companion.
  Introduction
  The Spectre hisses angrily before addressing them.
  “Who are you to disturb my rest? Are you friend or foe to 
  this would-be thief, who I caught unawares not two nights 
  ago? I will not be denied my vengeance upon him, nor will 
  I suffer you to leave if you, too, seek to plunder my vault!”
  The Spectre is best placated with Courtesy, given its 
  obvious anger. However, Awe can stir old memories of 
  valour within it.
  Interaction
  The Spectre wishes to learn if the company intends to steal 
  its hoard. Moreover, it refuses to give its prisoner up to the 
  company unless convinced to do otherwise.
  The Spectre is quick to take insult from nearly any 
  provocation (see above), so the company must take special 
  care in choosing their words – Courtesy or Riddle work 
  best. However, any successful roll of Song—especially a 
  song of the Mark relating to battle or kinship—counts as a 
  great success, even if a ñ is not rolled. Another excellent 
  way to get on the spirit’s beneficent side is to promise to 
  repair the damage done to the barrow’s exterior (such as 
  closing up the hole) with a Craft roll.
  The encounter with the Horse-lord’s Spectre may yield the 
  following results:
  1: The Spectre is convinced that the companions are not 
  thieves. It does not attack them, but neither does it allow 
  them to question the prisoner. They must leave the barrow 
  immediately and never return, on pain of death.
  2-4: The Spectre softens its tone towards the company and 
  allows them to question its prisoner, though it does not 
  permit him to leave.
  Black hORses, Black deeds
  
  76
  Oaths Of the RiddeRmaRk
  5-6: The Spectre is impressed by the companions. It allows 
  the company to take the prisoner with them, so long as 
  they promise on their honour that he will be punished. In 
  addition, the Horse-lord’s Spectre offers a gold torc worth 
  4 Treasure to the company. 
  7+: As above, and the Spectre allows the company to 
  choose pick through its treasures instead. (see The Horse-
  lord’s Hoard).
  Horse-lord’s Spectre 
  (see Spectres in Rivendell, page 80)
  The Horse-lord’s Spectre cannot remember its own name, 
  but it does possess memories of its people. Even though it is 
  driven by anger towards those who disturbed its final resting 
  place, it recognises any Riders of Rohan in the company as 
  kinsmen. Should the company’s encounter end in combat, 
  the creature focuses its attention on non-Riders first. 
  attRibute level
  4
  enduRance
  hate
  28
  8
  paRRy
  aRMouR
  5
  2d
  skills
  Personality, 3
  Survival, 1
  Movement, 4
  Custom, 3
  Perception, 2
  Vocation, 2
  Weapon skills
  None (incorporeal)
  -
  special abilities
  Ghost-form
  Strike Fear (TN 16)
  Dreadful Spells*
  Visions of Torment
  *Grieve: A hero who fails a Corruption check (TN 16) 
  due to Dreadful Spells experiences a harrowing sorrow, 
  causing him to gain 4 Shadow points. If the check 
  failed producing an C, then the companion is also 
  Wounded as an old injury reopens.
  the pRisoneR
  Should the company have an opportunity to interrogate 
  the Spectre’s prisoner, they find him difficult to 
  communicate with. The Spectre has driven the poor fool 
  mad, and the only things that come out of his mouth 
  are senseless ramblings. To somehow elicit any manner 
  of lucidity from the man, one of the companions must 
  achieve a great success on an Awe, Persuade or Riddle 
  test. If Berevir is present, anyone attempting to speak 
  to the man reduces the difficulty by one level. If the test 
  succeeds, the man’s eyes clear for a moment and he can 
  be spoken to for a brief time.
  With his mind being as broken as it is, the outlaw is not 
  violent, nor does he attempt to escape. He only remains 
  lucid for a few scant minutes before he goes back to 
  his weeping, and no amount of threat, persuasion, or 
  deception can undo the damage done to his mind.
  Here are the answers to some of the likely questions:
  Who are you?
  My… name? J…Jor…al. Joral. I was… a soldier.  Soldier of 
  Gondor.
  Where are the outlaws headed?
  Emyn Muil. There is a tower there. Allies.
  (The bandits intend to join a larger band of outlaws active 
  in the area. See the entry for Herulf, Outlaw Chief, in 
  Horse-lords of Rohan, page 51).
  What do they want?
  Gold… Horses... Food. Freedom. 
  If Berevir is present 
  The man takes a moment to focus on his face, his eyes 
  shining with recognition. “Captain!” he cries, his voice 
  cracking with both fear and regret. “You’re alive! I’d no 
  idea Hirdan had it in for you, I swear it!” If Berevir’s true 
  identity is still unknown to the company, this revelation 
  might lead to a serious discussion with him concerning 
  the truth.
  the hoRse-loRd’s hoaRd
  The hoard of the Horse-lord is worth 20** Treasure, but 
  taking it without the Spectre’s permission (whether he 
  has been defeated or not) is a misdeed worth 3 Shadow 
  points. If the Spectre granted the heroes the right to 
  
  77
  pick through his treasures, one companion may make a 
  Magical Treasure roll (as per the Hoard rules in Rivendell) 
  a failure produces a lovely, if mundane, silver and gold 
  bauble worth 4 Treasure.
  Resolution
  Once they have escaped the Horse-lord’s barrow, the 
  company may return to the outlaw’s cold campsite and 
  continue on their way. If they are in custody of the outlaw 
  grave robber, he remains uncommunicative, though he 
  obeys simple commands and follows the companions like 
  a child. 
  What they decide to do with him is up to them. (Grave 
  robbing is a crime punishable by death in Rohan, but 
  it is not the company’s prerogative to mete out justice.) 
  Similarly, if Berevir is present and has had his identity 
  revealed by the prisoner, the party may need to make 
  similar decisions about him, too (see earlier, on page 72, 
  for more about this).
  - paRt FouR - 
  MeRchants Most Foul
  Leaving the Horse-lord’s barrow and the outlaws’ cold 
  camp behind them, the company continues to follow the 
  tracks left by the brigands and the Riders pursuing them. 
  Thirty miles north-east of the cold camp, the company 
  arrives in sight of the East Wall of Rohan, the sheer cliff 
  separating the green plains of the Mark and the Emyn 
  Muil. There, they spot two Riders openly approaching 
  them. Though wary of potential outlaws, the Riders have 
  received word that the companions are in the service of 
  Cenric and hail them peacefully as they approach.
  Once introductions have been made, the two Riders, 
  Hastred and Garhelm, tell their tale. Though their 
  comrades had not caught up with the outlaws as of that 
  morning, they did spot a group of merchants about 15 
  miles to the north. The merchants, several ill-favoured 
  men, were in possession of six black horses, similar to 
  those stolen on the great West Road. 
  Unfortunately, the Riders were forced to choose between 
  taking the merchants to task and potentially losing the 
  bandits, or continuing on their errand. In the end, they 
  decided to send this pair of Riders as messengers, to await 
  whatever aid Cenric was sending on.
  Now, a mere four Riders track the bandits towards the 
  Emyn Muil. Outside of news of the merchants, they have 
  little information of interest to the company except for a 
  warning: “The closer you ride to the Emyn Muil, the more 
  chance you’ll have of running afoul of Orcs.” Both Riders 
  are keen to get underway before the merchants can escape.
  Suggested Hazard Episode – Orcs 
  in the Ointment (Look-out Men – 
  Dangerous Meeting)
  As the company draws closer to the Emyn Muil, 
  their Look-out Man spies a band of Orcs searching 
  for the ill-favoured merchants, to escort them East. 
  While they can be avoided with a successful roll of 
  Awareness, leaving a band of Orcs to roam the 
  Westfold is not the best of ideas for a heroic company.
  WheRe theRe is sMoke
  With the Riders pointing the way, the company’s Look-out 
  Men easily make out a wisp of smoke on the horizon (if 
  they have no appointed Look-out Man, Hastred notes it 
  instead). The smoke appears to issue from a small cooking 
  fire. “Only an outsider would be foolish enough to light a 
  fire in our lands,” Garhelm mutters.
  If any of the companions wish to approach the camp 
  unseen, they must succeed at a Stealth test  to move silently 
  through the tall grass. If they succeed, they will spy that the 
  merchants have flattened an area of grass and are in the 
  process of setting up camp. There are two more merchants 
  then there are companions. If the Stealth test fails, they will 
  alert the merchants, negating the surprise of any attack.
  Once the situation is known to all, Hastred suggests the 
  company surprise the merchants with a frontal attack 
  from horseback. Despite his preference for a direct 
  confrontation, both he and Garhelm accept whatever 
  tactical advice is provided by the companions.
  Black hORses, Black deeds
  
  78
  Oaths Of the RiddeRmaRk
  haRd-Won hoRses
  Depending on the companions’ plan, the combat can go 
  any direction once the first blows are struck. Despite their 
  numbers, the merchants are not hardened fighting men, 
  and they prefer to flee rather than fight if given the chance. 
  If cornered though, they will fight to their deaths.
  Agents of Mordor (Evil Men)
  These wicked men have been sent forth from Mordor 
  to procure horses for their dark Master. Their clothing 
  and curved swords mark them plainly as hailing from 
  the South. It is the dark engravings on the black leather 
  armour they conceal beneath their robes that reveals their 
  allegiance with the Shadow in the East. They all speak 
  the Common Speech fluently enough, but refuse to say 
  anything should they be captured (a fate they try earnestly 
  to avoid).
  attRibute level
  4
  enduRance
  hate
  14
  2
  paRRy
  aRMouR
  2 +2 (shield)
  1d
  skills
  Personality, 3
  Survival, 2
  Movement, 2
  Custom, 2
  Perception, 1
  Vocation, 2
  Weapon skills
  Scimitar
  3
  Dagger
  2
  special abilities
  No Quarter
  -
  Weapons:
  Weapon type
  daMage
  edge
  inJuRy
  called 
  shot
  Scimitar
  4
  10
  12
  Disarm
  Dagger
  3
  C
  14
  -
  Once the fighting concludes, the companions have time 
  to see their fears confirmed - the gear carried by the 
  merchants has a foul look to it, and some of them wear 
  golden rings and clasps wound with repulsive motifs, 
  maybe a mark of rank and distinction. A small, iron-bound 
  chest contains several silver and bronze coins, struck with 
  unfamiliar symbols and writing. A successful Lore test 
  (TN 18) reveals that the coins are from Harad, a land far 
  to the south (they are collectively worth 3 Treasure). 
  Investigating the bodies of the merchants calls for a 
  Search test. If successful, a scroll case carved from dark 
  hardwood is found among the tall grass, as if someone 
  tried to hide it. Dried blood is smeared across the case’s 
  polished ebony. 
  Upon examination, the case has no seam, cap or hinges, 
  and appears to be completely solid. Despite this, the case’s 
  weight infers that it is, indeed, hollow.
  
  79
  Aside from smashing the case open with a weapon or 
  heavy weight—which would likely damage its contents—
  an in-depth examination of the case can reveal a hidden 
  mechanism. With a successful roll of Riddle (TN 18), the 
  case can be coaxed open. 
  Rolled up within the scroll case is a sheaf of papers, a small 
  vial of ink, and an ivory stylus carved with a serpent-like 
  scale pattern. Most of the papers are blank, but several 
  sheets are scrawled in foreign characters similar to those 
  featured on the coins. 
  The most interesting page features a hand-drawn map of 
  Rohan. Settlements and outposts are accurately marked 
  on the map, as well as lines that indicate travel routes—one 
  of which crosses over the spot where the goodly traders of 
  the Mark were slain.
  Should the company somehow decipher the foreign 
  tongue (a lore-master, or a far-travelled merchant), they 
  discern that the written pages are a record of transactions 
  and encounters. The most recent transaction involves the 
  purchase of six black horses, which the merchants paid 
  for using gold and silver. Other notations indicate that the 
  merchants planned to take the horses to the Morannon, 
  the Black Gate of Mordor.
  Enemy Intelligence
  The contents of the scroll case, especially the map, 
  are incredibly valuable to the Rohirrim. If offered 
  to Cenric, or the King himself, at the adventure’s 
  conclusion, the maps and documents should demand a 
  handsome reward. Not only does the map detail the 
  routes used by the servants of Mordor into Rohan, 
  it also reveals several spots along the Mark’s eastern 
  border where Orcs commonly slip into the Eastemnet 
  unseen. Armed with this information, Cenric should 
  have little trouble stemming the flow of Orcs into his 
  territory.
  If given the maps, Cenric rewards the company with 6 
  additional points of Treasure in addition to whatever 
  compensation they have already earned from him.
  With the horses recovered, Hastred and Garhelm volunteer 
  to return the beasts to their rightful owners. If one or more 
  of the merchants has been captured alive, they also offer 
  to take them back to Aldburg so they can be properly 
  questioned by Cenric. 
  – paRt Five – 
  tuRning the tables
  Returning to the pursuit, the companions can easily 
  find the bandit trail with turns to the north. A successful 
  Hunting test allows the company to discern that the Riders 
  slowed their pace when they turned north, as if they were 
  aware of nearby foes. Fresh tracks mark the grass to either 
  side of the Riders’ trail, likely left behind by other men 
  after the Rohirrim had passed by.
  Without warning, the silence is broken by three short 
  blasts of a horn. From the sound of it, the horn-blower is 
  just over a mile away, on the other side of a rock-studded 
  ridge. All Eorlingas know that such horns are often used 
  to signal to one another during engagements – indeed, 
  they may have been gifted with such a horn themselves 
  (see page 68). Three short horn blasts in quick succession 
  represents a call for aid.
  If the company responds to the horn, either by climbing the 
  ridge or riding around it, they discover four Riders under 
  attack by a group of armed men. At least six bowmen, 
  concealed behind rocks and high grass, are shooting 
  arrows at the Rohirrim. The dismounted Riders have 
  retreated behind the shelter of a large boulder. An arrow 
  protrudes from one’s shoulder. As the company looks on, 
  one of the Riders sounds his horn again in desperation.
  to the Rescue
  The bandits, preoccupied by their targets, will be 
  automatically surprised by the companions – no test is 
  required. There are two bandits per companion, roughly 
  spread out in pairs surrounding the besieged Riders. 
  Whatever the company decides to do, though, must be 
  done quickly. As the players prepare to engage the enemy, 
  another bandit arrow finds its mark in a Rider’s chest. The 
  man cries out in pain and slumps back against the boulder.
  Black hORses, Black deeds
  
  80
  Oaths Of the RiddeRmaRk
  Bandits from the South
  These men weren’t always wicked, but under Hirdan’s 
  command they have committed several dark acts. They 
  have no desire to die, but they do not wish to be caught as 
  they believe they will be executed by their captors.
  attRibute level
  4
  enduRance
  hate
  17
  2
  paRRy
  aRMouR
  2 +2 (shield)
  1d
  skills
  Personality, 1
  Survival, 2
  Movement, 3
  Custom, 1
  Perception, 2
  Vocation, 1
  Weapon skills
  Spear
  2
  Bow
  2
  Dagger
  2
  special abilities
  Craven
  -
  Weapons:
  Weapon type
  daMage
  edge
  inJuRy
  called 
  shot
  Spear
  4
  9
  12
  Pierce
  Bow
  4
  10
  12
  -
  Dagger
  3
  C
  14
  -
  As soon as one or more bandits are killed or seriously 
  wounded, the remaining outlaws attempt to flee. The 
  tall grass makes it difficult to see them as they escape, 
  but they are unconcerned with covering their tracks. A 
  successful Hunting (TN 12) roll allows the companions to 
  easily pursue them through the tall grass. 
  the Wounded and the dead
  Hilda of Eastfold is a shieldmaiden leading the four 
  remaining Riders of Rohan sent by Cenric to find the 
  outlaws’ trail. She is young and restless, spry in the saddle 
  and hardened by a lifetime of training. Two of her men 
  have been shot with arrows, though only one has survived 
  his wounds. Hilda explains that she was tracking the 
  outlaws through the grass when the signs they left behind 
  became confused. By the time Hilda realized it, she had 
  
  81
  walked into an ambush. Disoriented by the tall grass, the 
  Riders attempted to return fire as they sought a refuge 
  from the enemy’s arrows.
  One of the Riders has been struck in the back by an 
  arrow; the wound is serious and requires immediate 
  attention. Whether or not he is successfully treated, he is 
  incapacitated for the time being. 
  Hilda is torn, her duty is to see to her men, but she is 
  ashamed of her performance and believes the death of her 
  companion to be her fault. Unless she can be convinced to 
  accompany her men to the Entwade, she will try to remain 
  with the company until she finds redemption or glory.
  Hilda of Eastfold
  The youngest of five children, Hilda has spent much of 
  her life living in their shadows. When she managed to 
  became one of Cenric’s most trusted Riders, her opinion 
  of herself rose considerably. Due to the ambush, however, 
  the young shieldmaiden’s self-confidence has been 
  shaken. She believes that the only way she will recover 
  her honour is if she sees justice done to the bandits that 
  attacked her men.
  Attribute Level: 
  5
  Specialties:  
   
  Horsemanship, Riddermark-lore
  Distinctive Features: Forthright, Proud, Steadfast
  Relevant Skills: 
  Athletics ♦♦♦, Battle ♦♦, Bow ♦♦,   
   
   
   
  Hunting ♦♦♦, Spear ♦♦, Sword ♦♦♦
  Endurance: 
   
  18
  picking up the pieces
  After seeing to the wounded, there is also the matter of 
  tracking the outlaws following the battle. It is even possible 
  that one or more companions did not go immediately 
  to the Riders’ aid, instead pursuing the bandits in their 
  retreat. Whatever the circumstances, tracking the bandits 
  requires a successful roll of Hunting. From the markings 
  left behind, it appears that the remaining bandits 
  regrouped before moving further north on foot.
  For the next few miles, the ground gets rockier as the 
  company gets closer to the East Wall of Rohan. The tall 
  grass becomes sparse, replaced by shorter grasses that 
  provide little in the way of concealment. Wary companions 
  may yet be concerned with another bandit ambush, but 
  their fears prove to be unfounded.
  Eventually, the company spy to their right an old and 
  crumbling watchtower, perched on a rocky hillock, a few 
  hundred yards from the rising East Wall. A successful roll 
  of Awareness reveals that someone has taken shelter in 
  the ruin; likely the bandits, given their course. 
  With night approaching, the company must decide their 
  next course of action. Will they camp for the night and 
  approach the bandits in the morning, or will they wait 
  until after dark before striking the killing blow?
  – paRt six – 
  shaRp WoRds
  While some of the bandits were sent to ambush the scouts, 
  Hirdan and the others remained at the tower to prepare 
  a defence. The tower’s strongest asset is the visibility 
  it provides, which allows the bandits to see for miles in 
  every direction. 
  Though the tower’s upper floors have collapsed and the 
  wooden gate has long since rotted away, the ground floor 
  is still quite defensible. Arrow slits in the walls allow 
  for defensive fire as an enemy approaches, and piles of 
  rubble provide the bandits with cover should enemies 
  gain entrance to the tower.
  Hirdan has one bandit with him for each companion, 
  plus however many escaped the company in the previous 
  scene. He presses the survivors to hold their enemies back 
  until he can work out a way to escape; he is only concerned 
  about his own safety.
  Though weary from their travels and exhausted from their 
  failed ambush, the remaining bandits take up defensive 
  positions on the ground floor of the tower under Hirdan’s 
  orders. Some of the bandits man arrow slits, while at 
  least two guard the shattered gate from behind piles of 
  rubble. Hirdan leads from the rear, guarding his gold, 
  while considering his rapidly dwindling options. The 
  glimmerings of a plan comes to him. He takes off his 
  travelling cloak and motions to another bandit.
  Black hORses, Black deeds
  
  82
  Oaths Of the RiddeRmaRk
  The Tower of Grass
  No one in the Mark remembers the true name of 
  the Tower of Grass, for its stones are older than the 
  memory of any man living today. Abandoned by its 
  builders hundreds of years ago, its walls have been 
  gnawed at by both time and the elements. While it 
  is not garrisoned by the Men of Rohan, horsemen 
  riding across the plains occasionally take shelter 
  within the tower’s crumbling walls.
  Like many forgotten places, the Tower of Grass 
  has accumulated its share of legends with time. One 
  particularly persistent tale recounts the last battle 
  fought for the tower. The tower was besieged by a 
  band of Orcs, but the soldiers stationed here refused 
  to fight. Their leader, a doughty captain, cursed 
  them for cowards and went to face the Orcs alone. 
  Following their captain’s valiant death, the tower fell 
  to the Enemy, and the men were skinned alive.
  Stories such as this have contributed to the belief 
  that the Tower of Grass is haunted by the ghost of 
  the fallen captain. He is said to call out to his men 
  on stormy nights, rebuking them for their cowardice 
  and the part they played in his death. More than a 
  few travellers insist that such tales are true, and that 
  they have heard the ghost’s admonitions when the 
  wind blows through the tall grass.
  siege oR stoRM
  For the moment the companions have time to catch 
  their breath, but they must soon decide whether to set 
  up camp for the night or spring into immediate action. 
  Approaching the tower unseen during daylight is hard, 
  as its high vantage point combined with the low grasses 
  make hiding especially difficult. Creeping up at night 
  is somewhat easier, but the darkness can be as much a 
  hindrance for the company as it is for the bandits. With 
  evening approaching, however, a night assault may very 
  well be the method of choice for the company.
  Any character with an appropriate speciality (Old lore, 
  Region-lore, etc.) can attempt a Lore test to see what they 
  know of the watchtower. The results depend on their level 
  of success.
  •	
  Failure: They did not even know there was a tower 
  here!
  •	
  Success: They know the stories contained in the 
  nearby box, but little else of interest is known.
  •	
  Great Success: Though the Tower of Grass is equipped 
  with several arrow slits, one of the windows on the 
  western wall was walled from the inside recently, to 
  reinforce the crumbling structure. Approaching from 
  that side provides the best chance to remain unseen. 
  Each of the companions gain a bonus Success die to 
  use in any ensuing combat, in addition to any others 
  they may garner from a preliminary roll.
  •	
  Extraordinary Success: There is a well in the Tower 
  of Grass that is connected to a secret passage. Though 
  men of the tower’s last garrison attempted to escape 
  through the passage, they were discovered by the 
  Orcs and died horribly. If the passage’s entrance can 
  be found, the company may be able to surprise the 
  bandits by attacking them from within. The entrance 
  is rumoured to be at the base of the hillock, but its 
  exact location is unknown. A careful survey of the 
  hillock, combined with a successful roll of Search 
  or Explore (TN 16) locates a small, dank cave. The 
  companions gain a bonus Success die to use in any 
  ensuing combat, as above, and any ambush launched 
  through the tunnel is automatically successful.
  negotiating With hiRdan
  Another alternative to battle is an attempt at parley. 
  Hirdan may be willing to listen to what the company has 
  to say, but his tolerance for them is painfully low. In fact, if 
  Hirdan finds out that Berevir is with the company, he will 
  refuse to speak to them at all and orders his men to fire 
  at will. He knows his former captain’s mind all too well, 
  and (rightfully) expects that Berevir plans to kill him at the 
  earliest opportunity.
  Set Tolerance
  Hirdan is a man of action and is more impressed by 
  an able combatant than a learned sage. The starting 
  Tolerance for this encounter is equal to the highest Valour 
  
  83
  among the company. If there are any Men of Gondor 
  amongst the companions, reduce Tolerance by 1. If Hirdan 
  is certain the companions have come to capture or kill 
  him, reduce Tolerance by an additional 2. Finally, if the 
  company outnumbers the bandits, increase the Tolerance 
  by 1; Hirdan prefers to talk his way out of an unavoidable 
  defeat. At the very least, he is interested in seeing if they 
  have any weaknesses he can exploit.
  Introduction
  When the companions request a parley from the bandits, 
  Hirdan comes to speak. He stands out of sight, but near 
  enough to the tower door so that he can hear and be heard.
  “You wish to speak, eh? How civilised of you. I can’t say I 
  expected such good manners from a pack of dogs of the 
  Mark. Let’s get on with it, then. What do you want?”
  If the company intends to intimidate Hirdan and his men, 
  Awe is the most appropriate skill to use. Courtesy is not 
  something Hirdan responds well to, and all attempts to 
  use it to negotiate with him are more difficult than normal 
  (TN 16).
  Interaction
  Hirdan does not intend to take the company seriously. 
  Of course, a well-spoken or intimidating companion has 
  a chance of persuading the bandit into negotiating his 
  surrender. Such an outcome won’t be easy, given the initial 
  Tolerance of the encounter. In addition, the difficulty of 
  Courtesy tests remains elevated (TN 16); Hirdan cannot 
  listen to such civil tones (especially when they are directed 
  at him) without chuckling aloud.
  •	
  1: Hirdan is insulted and rejects any further 
  conversation with company. To make matters worse, 
  he orders his men at the arrow slits to fire upon the 
  companions. He has no intention of surrendering 
  without a fight.
  •	
  2-4: Hirdan is concerned by the obvious quality of 
  the company’s members, doubting that his men (such 
  as they are) can defeat them in battle. He makes no 
  commitment, and requests time to discuss the issue 
  with his comrades. However, instead of discussing 
  their surrender, the bandits formulate an escape plan 
  (see Hirdan’s Plan).
  •	
  5-6: Hirdan refuses to surrender on the companions’ 
  terms. Rather, he makes a counter-offer to the 
  company: “How about we make a deal? I’ll give you a 
  share of the gold I was paid for the horses we took. In 
  return, you’ll allow us to leave. I promise, you’ll never 
  see us again.” He’s entirely serious about his offer, and 
  plans to live up to his end so long as the company lives 
  up to theirs. Should the companions refuse to honour 
  Black hORses, Black deeds
  
  84
  Oaths Of the RiddeRmaRk
  Hirdan’s offer, he proceeds as detailed in the previous 
  entry. If Hilda of Eastfold is with the company and they 
  actually accept Hirdan’s offer, she immediately draws 
  her weapon and prepares to sell her life dearly, killing 
  as many “traitors to the Mark” as she can. Regardless 
  of the final outcome, all companions gain 4 Shadow 
  Points for such treachery – even if they only agreed to 
  turn on Hirdan at the first opportunity.
  •	
  7+: Hirdan agrees to a complete surrender. The 
  company has convinced him that his cause is 
  hopeless, and he can see fear in the face of each of 
  his men. Even though he expects to be hung for his 
  crimes, Hirdan hopes he may be able to escape before 
  the company returns to Meduseld – assuming they do 
  not kill him outright.
  hiRdan’s plan
  Assuming Hirdan doesn’t reject the company’s proposal 
  outright or surrenders to them without a fight, he reasons 
  they likely won’t expect his men to flee without warning. To 
  that end, he orders the bandits to mount their horses and 
  make for the Emyn Muil as quickly as they can, charging 
  through the companions’ lines. Hirdan makes one of 
  the bandits wear his cloak in order to fool the company 
  into believing he is leading his men in their escape. In 
  exchange, he promises to shoot at the companions from 
  the safety of the tower when they attempt to pursue the 
  bandits to the East.
  Hirdan’s plan to remain behind while his men flee to safety 
  is not as selfless as he would have them think. In fact, 
  he does not intend to fire a single shaft at the company. 
  Instead, he plans to hide in the tower until the heroes have 
  given chase to the decoys. Even if some of the companions 
  remain behind to search the tower, he reasons he may be 
  able to kill one or two of them by himself. At that point, 
  he will gather his gold, mount his own horse, and gallop 
  away in the opposite direction.
  Whether or not the company falls for Hirdan’s ruse 
  remains to be seen. Being able to discern that the bandit 
  wearing Hirdan’s cloak is just another brigand requires an 
  Awareness test (TN 18) – if Berevir is with the company, 
  lower the difficulty by one level. Should they give chase 
  to the bandits, it is not difficult for the company to catch 
  up to the thieves. The brigands are not as capable in the 
  saddle as Eorlings, and the rocky, uneven ground only 
  adds to the risk when riding at such a quick pace. Any 
  bandits captured alive by the company gladly confess that 
  Hirdan stayed behind.
  Unless someone was left behind to guard or search the 
  tower, it is doubtful that they will see Hirdan leave. He can, 
  of course, be tracked, but this proves more difficult than 
  following an entire company of brigands. Succeeding at a 
  Hunting test (TN 18) leads the party north after Hirdan, 
  who is moving as quickly as he can before veering east. It 
  is ultimately up to the Loremaster whether or not Hirdan 
  can successfully escape.
  If the companions did not bring Berevir with them, and 
  he has not been spied up till now, then he will find Hirdan 
  in the tower after the company have left in pursuit of the 
  bandits. Companions subsequently returning to the tower 
  will find Berevir’s corpse, Hirdan having finished what he 
  first started on the great West Road.
  Hirdan as a Reoccurring Villain
  If Hirdan escapes capture, it proves to be no small 
  failure on the company’s behalf. Not only is Cenric 
  angry that the job was left undone, word soon 
  spreads in Edoras about the companions’ inability to 
  catch the bandit. Their Standing score amongst the 
  Rohirrim is reduced by 1. While this may very well 
  be embarrassing for the companions, it allows the 
  Loremaster a chance to bring Hirdan back as a villain 
  during subsequent adventures. Giving the players a 
  chance to capture or kill the outlaw who eluded them 
  once before should allow them regain some face. 
  Hirdan, with the support of Herulf, the outlaw chief, 
  or his new masters in the East, will return with Orcs 
  and brigands, perhaps establishing themselves in the 
  Tower of Grass, and make travelling in north-east 
  Rohan dangerous for many years to come.
  attacking the toWeR
  If the company decides not to parley with Hirdan, or their 
  attempts to do so fail, they may launch an attack based 
  on whatever knowledge they have managed to uncover 
  
  85
  (see earlier). Depending on the method of assault they 
  choose, the company may face volleys of arrows before 
  making it to the tower gate. Once the companions gain 
  entry, the remaining bandits and their leader fight them 
  like cornered, desperate animals. No quarter is asked 
  unless Hirdan falls, in which case the remaining bandits 
  surrender immediately and unconditionally.
   
  Hirdan, Bandit Leader
  Hirdan is a large and imposing brute with reddish hair, 
  squinting blue eyes and hands scarred from years spent 
  breaking stone in Gondor’s quarries. He wears a ragged 
  red cloak over his armour and leathers. He is more cunning 
  than intelligent, relying on his intimidating demeanour 
  to cow his men into doing what he wants them to do. 
  He wears an ill-fitting chain shirt and wields a fine long 
  sword stolen from his former captain, Berevir.
  attRibute level
  5
  enduRance
  hate
  20
  5
  paRRy
  aRMouR
  5 +2 (shield)
  3d
  skills
  Personality, 3
  Survival, 2
  Movement, 2
  Custom, 1
  Perception, 2
  Vocation, 3
  Weapon skills
  Sword
  3
  Spear
  2
  special abilities
  Commanding Voice
  Savage Assault
  Weapons:
  Weapon type
  daMage
  edge
  inJuRy
  called 
  shot
  Sword
  7
  10
  18
  Disarm
  Spear
  4
  9
  12
  Pierce
  the bandits’ tReasuRe
  Hirdan and his bandits have stolen a number of horses 
  and no small amount of loot while in Rohan. Though five 
  of their horses were stolen in Gondor, the remainder (four 
  in total) were taken in Rohan and should be returned to 
  their owners if they can be found. As well as the animals, 
  the bandits have 2 points of Treasure between them. 
  Hirdan possesses the gold paid to him by the merchants, 
  which totals 8 points of  Treasure, all of it strange coins 
  with an unwholesome feel to them. Unless Hirdan 
  attempts to escape, his ill-gotten gold is hidden behind 
  some fallen masonry in the tower (requiring a Search 
  test to uncover).
  The equipment possessed by the bandits is a mixture of 
  weapons and armour, none of it having been maintained 
  particularly well. The sole exception is Hirdan’s longsword, 
  which is a fine weapon by any measure. Letters etched 
  Black hORses, Black deeds
  
  86
  Oaths Of the RiddeRmaRk
  into the blade record Berevir’s family line for several 
  generations, with his own sigil ending the progression. In 
  part its theft is the reason Berevir so dearly wishes revenge 
  upon Hirdan.
  – paRt seven – 
  victoRy and RegRet
  If Hirdan and the bandits are defeated, they must be 
  returned to Edoras to face the King’s justice. If Berevir 
  is with the company, he, too, must submit to the laws 
  of the Mark to answer his own crimes. If he has not yet 
  confessed the truth of his past crimes to the company, he 
  does so now and surrenders himself into their custody. If 
  the company takes him back to Meduseld with the rest of 
  the outlaws, Berevir makes no attempt to escape. In fact, 
  he keeps a close watch on the other prisoners and warns 
  the company if they look to be planning anything.
  The journey to Edoras and the route they take is up to the 
  company, and it may be several days until they arrive back 
  in the capital. Once they do, the prisoners are marched 
  off to their cells while the company is recognised for 
  their deeds. Though Cenric is still away in Eastemnet, his 
  subordinates send him a message concerning the outcome 
  of the adventure. When he returns, Cenric rewards the 
  company as he originally promised.
  in the couRt oF thengel king
  In the meantime, the bandits must be judged. Two days 
  after their return to Edoras, the companions’ presence is 
  requested in the hall of Thengel King. Also in attendance 
  is an envoy from Minas Tirith, a noblewoman named 
  Halwen, who has been sent to oversee the proceedings 
  against the criminals. She remains silent throughout, 
  only nodding when Thengel King passes judgement on the 
  bandits brought before him. Each and every one of them 
  is sentenced to death.
  Last of all, Berevir is brought before Thengel King. After the 
  charges against him are read out, the King asks Berevir if 
  they are true, to which he nods silently. As he has done 
  before, Thengel asks the assemblage, “Does anyone wish 
  to speak, either for or against this man and the charges 
  held against him?” This is when members of the company 
  may present themselves and speak on Berevir’s behalf. 
  Each companion may speak of his own accord, or the 
  company may nominate a spokesman to speak for all. 
  The number of successes the company gather during the 
  encounter will decide Berevir’s fate.
  Set Tolerance
  Thengel King prefers Wisdom when judging the accused. 
  The initial Tolerance is set equal to the highest Wisdom 
  among the companions, plus the highest Standing of any 
  Rider of Rohan. A Man of Gondor willing to speak for 
  Berevir increases the Tolerance by 1. If the companions 
  have served Thengel King faithfully in a prior adventure, 
  increase the Tolerance by 1, 2 if he is a formal Patron for 
  the company. Finally, if Hirdan escaped from the player-
  heroes and remains at large, reduce the Tolerance by 3.
  Introduction
  During courtly proceedings, Courtesy is by far the best 
  option open to anyone speaking to Thengel King. The 
  company is instructed to approach the King and stand 
  to the side of the prisoner. When they do so, Thengel 
  addresses them in turn:
  “Do you wish to speak on behalf of the accused?”
  Interaction
  The companions can attempt to convince Thengel King to 
  show mercy to Berevir. Mercy can mean many different 
  things in Rohan, but the ultimate goal is to prove that 
  Berevir has earned a reprieve and must be spared the 
  gibbet. Courtesy or Persuade is likely the best choice 
  when convincing Thengel King of Berevir’s value, though 
  musical companions might use Song to tell Berevir’s story 
  in a lyrical fashion. Awe might also be used if Berevir’s 
  deeds were especially heroic.
  Once they have made their case on Berevir’s behalf, 
  Thengel King makes his decision based on the company’s 
  successes.
  •	
  1: Thengel King is unconvinced by the company’s 
  dubious endorsement of Berevir. He has no choice but 
  to send Berevir to be hanged along with the rest of the 
  criminals.
  •	
  2-4: Thengel is somewhat moved by the company’s 
  support of Berevir. Instead of death, he sentences 
  
  87
  the Man of Gondor to be cast out of the Mark, under 
  penalty of death should he dare to return.
  •	
  5-6: Thengel is impressed. He condemns him to 
  several years’ indentured servitude to Rohan. While 
  this amounts to hard labour, Berevir is allowed to live 
  and may eventually earn his freedom. 
  •	
  7+: Berevir’s story, as well as the heartfelt support of 
  the company, sways Thengel King’s decision far more 
  than expected. The King decrees Berevir should be 
  set free, though he commands that the company be 
  responsible for him for a period of no less than one 
  year. If, after that time, Berevir has put his criminal 
  ways behind him, he shall earn his full freedom.
  If Berevir is placed in the care of the company, or is freed 
  altogether, Halwen addresses the King.
  “Though you are wise, Thengel King, I ask that you 
  reconsider such lenience. The accused is an escaped 
  convict, and he has been judged guilty for his crimes in 
  Gondor. If you do not intend to punish him for his actions 
  against the Mark, I beg you place him in my care so he 
  may be returned to his homeland. There he shall carry out 
  the remainder of his sentence.”
  Thengel knows that he must balance his desire to see 
  justice done with Rohan’s friendship with Gondor. 
  Thengel is certain his final decision will have few political 
  repercussions, for Berevir’s punishment is a trifling matter 
  in the grand scheme of things; however, he can also see 
  Halwen’s point, and understands why Gondor might wish 
  Berevir to serve the rest of his time under their care.
  Thengel King turns to the company once more. “What say 
  you to Halwen’s request? Is it not just that Berevir return 
  to Gondor and be punished for the crimes he committed 
  there?”
  If so inclined, the companions can now attempt an 
  opposed action against Halwen’s Persuade skill of 3. If 
  the company succeeds, Thengel confirms his judgement 
  of the man and lets him go free or puts him in the custody 
  of the companions.
  - aFteRMath -
  The bandits that were captured are executed for their 
  crimes and eventually Cenric returns to Meduseld after 
  seeing off the last of the Orc incursions in the east. He 
  rewards the companions as promised, depending on 
  the extent of their success (see page 68). If the company 
  managed to find the scroll case containing documents 
  belonging to and provide them to Cenric, he is able to do 
  even more to stem the flow of Orcs across his borders.
  FelloWship phase
  The outcome of the adventure can vary quite a bit, and 
  the Fellowship phase should reflect on the events that 
  transpired, as well as their consequences.
  •	
  If the bandits, including Hirdan, were caught and 
  punished, Cenric’s opinion of the company increases. 
  He allows them to keep any equipment or horses 
  they borrowed from him as further reward for their 
  excellent work. If the bandits, especially Hirdan, 
  were not brought before the King, Cenric makes his 
  displeasure with the company known.
  •	
  If Berevir is given over to the company’s care or freed 
  outright, his subsequent behaviour is unimpeachable. 
  He makes an effort to sell his skills as a soldier 
  and leader of men, eventually instructing Rohan’s 
  warriors in the battle techniques used in Gondor. He 
  remains a friend of the company, and can be counted 
  on to aid them in the future should they require him. 
  Should he return to Gondor in Halwen’s custody, he is 
  never heard from again.
  •	
  If Berevir is not sufficiently punished for his crimes 
  and allowed to walk free in Rohan, Halwen continues 
  to keep an eye on him. Should Berevir return to 
  Gondor for any reason, she makes certain that he 
  is arrested and sent to prison at once. Even if she is 
  given custody of Berevir, she remembers the company 
  and may cause trouble for them should they ever find 
  themselves in Gondor.
  Black hORses, Black deeds
  
  88
  Oaths Of the RiddeRmaRk
   Below the last
  - Mountain -
  •	
  When: This adventure is set in the autumn of 2961, 
  but could be set during any autumn between 2960 
  and 2970, following the events depicted in Red Days 
  Rising.
  •	
  Where: The adventure begins at Grimslade, but the 
  trail leads through the Gap of Rohan into the West-
  march, under the shadow of the White Mountains.
  •	
  What: 
  Orc 
  raiders 
  have 
  suddenly 
  assaulted 
  Dunlending villages near the mountains in force, 
  taking dozens of captives.
  •	
  Why: Orcs have taken traders from the Riddermark 
  and Dunlending villagers alike as slaves. The 
  Dunlendings point the player-heroes to the trail and 
  beg help for their own stolen people.
  •	
  Who: The player-heroes set out with a fractious band 
  of Riders from both West and East. Holding them 
  together in an unfamiliar land is a challenge itself.
  adventuRing phase
  This adventure is divided into six parts. It begins and ends 
  at Grimslade.
  paRt one — the tWo MaRshals
  In Grimslade the company is witness to a meeting of 
  Cenric of Eastfold and Éogar of Westfold. The feuding 
  marshals have come together to make peace at their king’s 
  command, but peace is not always easy for warriors 
  to find. Unexpected word of Dunlendings pulls the 
  companions away from an uneasy hall.
  paRt tWo — the villages oF 
  West-MaRch
  The company meet with Dunlendings and find them a 
  tragic lot. They report traders taken by Orcs along with 
  many Dunlending villagers. Riding to the rescue, divisions 
  among the Riders lead to disagreements on how best to 
  find the captors.
  paRt thRee — the RaideRs’ tRail
  The company follow an Orc-trail across difficult and 
  exhausting terrain. Along the way they find signs of 
  another, larger raiding-party heading elsewhere. If they 
  send scouts along the second trail, it leads north toward 
  an untouched village. The new trail, the difficulty of the 
  landscape, and the choice between speed and safety 
  threaten to further divide the Rohirrim.
  paRt FouR — the oRc-caMp
  If the company followed the trail swiftly enough, they 
  find the Orcs and their captives, along with a band of 
  Dunlending slaves, camped in a deep wooded vale. The 
  company must choose how to assail the raiders and what 
  to do with captives of their own.
  paRt Five — distant kin
  After defeating the Orcs the Riders meet a large band 
  of Wulfings from Frecasburg. They say they have seen 
  signs and heard rumours of another Orc raiding-party, 
  maybe more than one. They mean to confront and 
  destroy intruders into their land; whether they mean the 
  companions depends on the first encounter. Some Riders 
  would be glad to drive the Wulfings away in battle. Others 
  press for alliance.
  paRt six — hunteRs and hunted
  Other Orc raiding-parties converge on the company and 
  Wulfings, meaning to grab as many as they can. Do the 
  Riders detect them in time to protect themselves? Do they 
  join with the Wulfings or part ways? Do they seek shelter 
  in the area? The Riders must either defeat the raiders or 
  escape them to return to the Riddermark.
  epilogue — RetuRn to gRiMslade
  After avoiding, fleeing, or defeating the Orcs, the company 
  returns to Grimslade to bring news of their success 
  or defeat. Their mission has been used by the feuding 
  marshals to put off their peace-making, but now there 
  are no excuses, and rather they won the day or not, the 
  player-heroes have been instrumental in bringing some 
  peace to Rohan, for under their command Riders of the 
  
  89
  Westfold and Eastfold have shed blood together against 
  a greater foe. 
  The Eye of Mordor
  If you are using the optional Eye of Mordor rules 
  presented in Rivendell, any revelation episodes 
  occurring during this adventure are likely to revolve 
  around infighting breaking out between the marshals’ 
  households, enemies attacking from an unseen 
  quarter, or unexpectedly fierce weather.
   - paRt one -
  the tWo MaRshals
  The company is gathered at Grimslade, the holding of 
  Grimborn, a leading captain of the Riders of Westfold. 
  Many minor lords of Westfold are here. Thengel King has 
  ordered their leader Éogar to put aside their blood feuds 
  and make peace with Cenric of Eastfold. They have come 
  to Grimslade to witness this event, swelling the number 
  of guests that Grimborn has to contend with. Both 
  Grimborn and Grimslade are described in more detail 
  in Horse-lords of Rohan (pages 42-43). Grimslade is a 
  large longhouse, and can hold the majority of the lords 
  present, but most of the guests have joined one of two 
  camps nearby. The two camps are set a fair distance far 
  apart, but even so all can see suspicious eyes cast across 
  the grassy field. 
  the state oF aFFaiRs
  The situation at the start of this adventure will vary 
  depending on how the company fared in Red Days Rising, 
  as well as their ongoing relationships with Éogar, Cenric, 
  and Thengel King. If the players have not played Red Days 
  Rising, the Loremaster may pick whichever situation sets 
  the desired mood.
  The Company was Unsuccessful in 
  Ending the Feud
  Should the player-heroes have failed to end the feud in 
  Red Days Rising, their presence here will not be entirely 
  welcome. Both Cenric and Éogar may have been offended 
  by the company’s clumsy attempt to manipulate them, 
  though subsequent interaction with the player-heroes 
  may have changed their minds about the companions. If 
  the company has good relations with Thengel King, they 
  have travelled to Grimslade at his behest, to serve as his 
  eyes and ears. If not, they are present because of the great 
  significance of the event.
  The arrival of the feuding marshals is a tense affair. Both 
  Cenric and Éogar came with warriors; not so many so as 
  to appear threatening, but enough to maintain their safety 
  if things go poorly. No one is at ease, for even though 
  they have been ordered by their king to make peace, the 
  marshals and their clans have for too long shed each 
  other’s blood. 
  The Betrothal of Esmund and Mildyrd 
  was Successfully Arranged
  If the company succeeded in arranging the betrothal, the 
  gathering at Grimslade takes on a far different tone. The 
  marshals are there to make peace and to celebrate the 
  announcement that Esmund and Mildryd Shielding are 
  to be wed. The marshals will bring gifts for them both. 
  The player-heroes are there as representatives of the King, 
  but are still expected to bring their own gifts. Symbolic 
  gifts that help to reinforce the bonds between Eastfold and 
  Westfold are highly prized.
   
  As their role in forging these same bonds between the clans 
  of Cenric and Éogar was such a notable one, both marshals, 
  as well as Esmund and Mildryd, will be generous to them 
  in return. The gifts the company receives are small things, 
  but items that have a personal touch. They should suit the 
  player-heroes calling and culture: finely wrought saddles, a 
  gilded dagger, goose-fletched arrows, a wooden cup carved 
  from a lustrous wood and so forth.
  Relations with the Marshals
  Whether or not the company forged a treaty with the 
  Iron-folk (see Wrath of the Riders) will have greatly 
  influenced how Éogar regards them. He may respect them 
  as courageous, think them fools, view them as suspect 
  agents of the King, or any combination thereof. The 
  warriors of Westfold will certainly not know quite what to 
  make of them, especially if they succeeded in securing an 
  alliance with the Iron-folk. The Eorlings here have fought 
  BelOw the last mOuntain
  
  90
  Oaths Of the RiddeRmaRk
  Dunlendings for so long that formal peace with any of 
  their kind is a strange experience.
  If the company has played through the events of Black 
  Horses, Black Deeds and successfully ended the bandit 
  threat to the Eastfold, Cenric likely regards them well. If 
  they haven’t or failed to end the threat, relations depend 
  on how they left them during the events of Red Days Rising.
  daRk tidings
  The companions are gathered outside Grimslade’s 
  longhouse along with Grimborn, both marshals and their 
  respective entourages, and many other warriors perhaps 
  including Esmund and Mildryd Shielding. As morning 
  comes, the two parties break their fast and prepare to greet 
  each other, the player-heroes ready themselves to witness 
  a historic event, but none can say if it will be obedience 
  and peace, or war and treason. The atmosphere may be 
  tense or joyous, depending on the current state of political 
  affairs in Rohan. 
  Suddenly a horn sounds and all turn west to see a rider 
  coming fast up the trail. The rider’s helm and spear glint 
  in the sun, and all marvel at who this fast and reckless 
  rider is. The crowd mutters; some say it is a late member of 
  one or another marshal’s household, or perhaps someone 
  who still has the feud burning in their hearts. For his part, 
  Grimborn grumbles under his breath and passes a small 
  remark to Éogar with a sigh.
  The rider, Rynelda Fast-rider, her swift steed throwing 
  clods up from its fast-moving hooves and her long fair 
  hair streaming out behind her, soon comes into view. With 
  little more than a nod to her marshal, Éogar, she wheels 
  her horse and shouts out her report.
  “Harken for I bring news! Just as the sun passed 
  the mountains this morning I spied a large band of 
  Dunlendings crossing the West-march, streaming in 
  numbers towards Westfold. From some distance I saw 
  them and could not count their numbers, but it is many.”
  This is grave news, but one that the two marshals must 
  both answer. Yet it cannot be used as an excuse to distract 
  them from the orders of their king. Neither Cenric nor 
  Éogar can send many men, and Grimborn needs all he 
  can keep in case the day turns sour. However, this news 
  needs to be investigated, and if true, acted upon. 
  The dilemma here is clear – neither Marshal can send 
  anyone without the other sending some in turn and who 
  would be in charge? Having the company lead such a force 
  is clearly the best solution and if any of the player-heroes 
  volunteer, their offer is immediately taken up.
  
  91
  If not, Grimborn finally suggests that a mixed group of 
  riders should go, led by a neutral party – all eyes would 
  soon turn to the companions. As Rynelda Fast-rider did not 
  see a clear count of how many Dunlendings have crossed 
  the ford, the first task of any force will be to count their foes 
  and send Rynelda back with a more complete report. 
  The Heroes’ Riders
  Each marshal assigns commands two Riders from 
  their household to join each player-hero, meaning 
  there are there are four Riders for each companion. 
  These Riders, the chosen favourites of their respective 
  marshals, are steadfast and brave, but mostly serve 
  as background for this adventure. They bicker and 
  argue periodically, but will mostly defer to the 
  player-heroes. There is no need to make any rolls for 
  them.
  Handling such a large number of Loremaster 
  characters can be tricky. Loremasters should focus 
  on one or two Riders from each side, leaving the rest 
  as "window dressing". Below are some names for the 
  Riders, and a trait that best describes them. 
  •	
  Baldor, a rider from Westfold known for his 
  short temper and suspicious nature.
  •	
  Brego, a young rider who is curious about the 
  world and the creatures that live in it.
  •	
  Edyth, a rider hailing from Westfold, is loyal to 
  Éogar.
  •	
  Éofor, known mostly for his reckless riding and 
  disdain for danger.
  •	
  Grim Fastred of Eastfold always does his duty, 
  though he is usually rather sour in his attitude 
  towards success.
  •	
  Forthright and true-hearted, Folda of Eastfold 
  is a paragon of truth. 
  •	
  Bold Rowena of Eastfold weighs her chances 
  and bravely rides into danger.
  •	
  Strong and hardy, Frida is the most robust of all 
  those from Eastfold. 
  - paRt tWo -
  the villages oF West-MaRch
  Rynelda Fast-rider leads the company south-west of 
  Grimslade, between the southern bank of the Isen and the 
  northern peaks of the White Mountains. It is hilly country, 
  but the trail is in good repair so that horses may swiftly 
  ride upon it. After some twenty miles travel, a large cloud 
  of dust is spotted to the west, a sure sign of a large number 
  of people on the move. 
  The oncoming multitude is not a horde of Dunlending 
  raiders looking for loot and captives, but fleeing old men, 
  women, and children. They travel down the middle of the 
  road, driving livestock before them. Some drag small carts 
  laden with household goods, others strain under heavy 
  packs lashed with all their worldly possessions. 
  Most have nothing but the clothes on their backs. Only a 
  handful of warriors move with them, and then only at the 
  very edge of the group.
  This is unlikely to be what the company were expecting. 
  There might be a few hundred Dunlendings trudging 
  along, their faces torn with grief and their eyes just shy of 
  open panic. 
  At the first sight of the Riders of Rohan, a cry goes up 
  amongst the refugees, and some turn to flee in any 
  direction that takes them away from the company and 
  their troop. Their few warriors grip their spears and try 
  to move forward through the press. Most simply resign 
  themselves to their fate and collapse on the road or stand 
  bewildered.
  As the company approaches, a small knot of elders push 
  themselves out of the crowd and come forward, their arms 
  spread wide and their sheaths empty. 
  “Hold Forgoil and stay your spear arms! Rein back your 
  swift steeds and listen! We come not to invade your land 
  and despoil, for we ourselves have been despoiled this 
  day. A great party of Orcs, fierce fighters from their cursed 
  High Stone, have descended upon us. They have burned 
  our houses and fields, driven our cattle before them, and 
  scattered our people. 
  BelOw the last mOuntain
  
  92
  Oaths Of the RiddeRmaRk
  More, you share in our grief – these fiends have taken 
  with them traders of your people, merchants from the 
  Mark who had come to trade cattle for iron.
  You may ride us down and finish the fell work the Orcs 
  have begun, or you may leave us here to suffer. We do 
  not expect any of you to console us, nor provide even a 
  branch to shelter beneath. Your minds will doubtless to 
  set to rescuing your own. If you ride west swiftly, you will 
  soon find the raider’s trail.”
  There is some disagreement amongst the Riders 
  accompanying the company as to what to do about 
  the refugees and the raiders. Some say that these 
  Dunlendings are nothing but vermin and should be 
  driven back towards their own lands immediately. 
  Others speak of compassion and that they should be at 
  least watched and guarded. 
  Whoever speaks first, if the speaker is one of Cenric’s or 
  Éogar’s warriors, a Rider from the opposing household 
  will immediately contradict him, espousing the opposing 
  view. It will quickly become evident that the Riders are 
  more interested in fighting each other than dealing with 
  the problem at hand. It is up to the company to choose a 
  path and lead the rest of their éored along it.
  There is no fight to be had here: if the company decide to 
  chase the Dunlendings off they will flee south towards a 
  spur of the White Mountains with the hope to eventually 
  make their way to the land of the Wulfings or north 
  towards Isengard – this is a misdeed worth 4 Shadow 
  points. 
  If they make some small effort to help, the Dunlendings 
  will be grateful and will continue the way they had 
  intended, to cross the Fords of Isen and head north into 
  the Dunland Fells. (While this will not seem to benefit the 
  company at the time, it is a good deed that will not be 
  forgotten, see page 119 of Woes of Winter.)
  stonegap
  As the company continues to ride to the south-west, they 
  reach the nearest Dunlending village in the West-march, 
  Stonegap, nestled in the foothills of the mountains amidst 
  a large field of boulders. Their approach does not go 
  unnoticed; a small herd of goats are left unattended as the 
  young boys set to watch them run shrieking towards the 
  village. Soon after horns are heard from the settlement, 
  and people can be seen scurrying about, some seeking 
  shelter, others gathering in the middle of the settlement 
  where two trails cross. Within moments of the first horn 
  blast, a small band of Dunlending warriors have started 
  to form up, ready to see off the company. 
  The Dunlendings are scared, but not necessarily of the 
  recent Orc raids. They see the company approaching and 
  can only assume that so many Men of the Mark, armed 
  and armoured for war and set upon their swift horses, can 
  only mean to attack. The player-heroes must think and act 
  well in order to avoid needless bloodshed. 
  
  93
  Rolls of Awe or Persuade can be used to convince either 
  side to stand down and sheath their arms. The difficulty 
  is set at TN 14, but is lowered by one level if the company 
  is favourably known to the Dunlendings, or raised by 
  one level if the company has shed blood in these lands 
  before (most likely in Wrath of the Riders, on page 54, but 
  possibly also as a result of botching the rescue of Esfled in 
  Red Days Rising).  
  If diplomacy fails, battle is briefly joined – there are two 
  Gáesela warriors for each player-hero, and enough others 
  to keep their warriors busy. The fighting will swiftly grow 
  beyond the companions ability to control – Riders from 
  Westfold will be swift to set the Dunlending’s village ablaze 
  and will only stop if directly ordered to cease by the player-
  heroes. Failure to stop the burning of Stonegap is a misdeed 
  worth 4 Shadow points. With any number of warriors slain, 
  the Dunlendings will tell the company nothing. An hour’s 
  worth of search finds clear marks of where the fleeing 
  Dunlendings came from, on the trail to the south-west.
  If negotiation is successful, the player-heroes may then 
  speak with Stonegap’s chieftain, Madrach. He is a man of 
  plain talk and straight speech, more impressed by uses of 
  Awe then of Persuade or Courtesy. But any success will 
  earn the following from him:
  “I have not seen any raiders, but the folk who were driven 
  out passed this way. Many villages were attacked, and we 
  must be prepared ourselves lest one of our enemies, from 
  the west… or the east, comes. If you are looking for your 
  own folk, Widhelm the Shrewd came this way trading for 
  cattle. He went off west and south towards Ice Shadow.”
  ice shadoW
  Continuing to ride south-west from Stonegap, the company 
  approaches the remains of Ice Shadow. They can see the 
  smouldering remnants of homes, outbuildings, and fields. 
  The raiders are long gone, flies swarm over the corpses, 
  and dried blood has soaked into the soil; however, they 
  left not overly long ago, for some of the remains still send 
  thin tendrils of smoke into the air. 
  Signs abound that there was a short, sharp fight here; the 
  unburied bodies of Dunlendings and Orcs lie scattered 
  about. The livestock has been slaughtered or driven off, 
  and anything of value has been carried away. Amongst the 
  dead are two horses that clearly came from the Mark slain 
  by Orc arrows, a sure sign that the missing traders were 
  here. The raiders did little to cover their trail as they left 
  with their loot, and the boot prints of a dozen or more Orcs, 
  as well as their captives, can be seen heading south-west.   
  - paRt thRee - 
  the RaideR’s tRail
  Where the Orcs went across the West-march the trail is 
  easy to follow; it would have been all but impossible for the 
  Orcs to drive their captives and looted livestock without 
  leaving some mark in the ripened autumn grass. Once 
  the ground begins to rise, it becomes rockier, the grass 
  shortens and the trail starts to become more difficult to 
  follow. 
  Rynelda at this point declares that she must return and tell 
  the Marshals what the company intends, along with giving 
  them an idea of what has occurred. The company has a 
  few options as they pursue the raiders. They can attempt to 
  overtake them, or continue to follow their trail to see where 
  it leads. There are also three smaller trails that split off from 
  the main one – each side trail has a scene connected to it, 
  but pursuing these distractions almost guarantees they will 
  not be able to catch the raiders on the trail.
  FolloWing the RaideR’s tRail
  The Orc raiders are moving as fast as they can, pushing 
  their captives along using beatings and insults as 
  motivation. They do not bother to cover their trail until 
  they enter the mountains. While the initial pursuit across 
  the West-march is relatively easy, the rocky terrain and 
  circuitous routes of the White Mountains help hide the 
  Orcs’ route.  
  •	
  The pursuit of the Orc raiders is a prolonged action 
  requiring 9 successful Hunting tests against TN 16, 
  with cooperation of up to 3 player-heroes allowed. 
  Each player-hero can make only one roll a day due 
  to the stresses of crossing such difficult mountainous 
  terrain. A great success equates to two successful 
  rolls, and an extraordinary success to three successful 
  rolls, but any C result subtracts 1 success.
  BelOw the last mOuntain
  
  94
  Oaths Of the RiddeRmaRk
  The Orcs have quite a head start and will likely reach the 
  vale where they plan to camp well before the company 
  catches up to them. The Orc raiders’ camp is five days of 
  travel through the White Mountains from Ice Shadow: The 
  raiders struck the village two days before the company 
  arrived, and then swiftly left with their captives, meaning 
  that the companions have only only three days before the 
  raiders reach their destination. If the company manages 
  to reach the required total of 9 successful tests before 
  three days have passed they can catch the Orcs while they 
  are still on the trail (see Catching the Orcs on the Trail, on 
  page 97). 
  Hazards of the White Mountains
  During the pursuit, a failed roll with an C 
  produces in a Hazard episode exactly as during a 
  journey (in addition to subtracting a success from 
  those accumulated). A horse throws a shoe or gets 
  a stone in its hooves; Wild animals such as bears or 
  wolves threaten a lone player-hero; An early autumn 
  snowstorm falls and obscures the raiders’ tracks. Here 
  follow some examples.
  Blind Canyon (Guide - Fatigue)
  While looking for a way to get around a slope that the 
  horses could not climb, the guide leads the company on 
  a circuitous route leads to a dead end, forcing them to 
  retrace their paths across the rugged landscape.  
  Caught on the Mountain (Scout - Weariness)
  While looking for a route up the mountain, the scout 
  gets separated from the company and spends a long 
  cold night alone without even a fire to cheer and warm 
  him.
  Dropped Doll (Huntsman - Despair)
  The huntsman comes across a sign of the raiders, a 
  small rag doll dropped by one of the younger captives.
  Shower of Stones (Lookout-Man - Strain)
  A sudden rain of stones from above, possibly from the 
  passage of animals or the blowing of the wind, rain 
  down.
  sidetRails
  Each day of tracking offers up a distraction that could 
  slow pursuit as well. 
  Sidetrail 1 - The Lost Orcs
  Around midday on the first day, a smaller side trail 
  is spotted leading off to the west. A successful roll of 
  Hunting shows that at least several Orcs passed this 
  way. If the company wishes to investigate, they lose the 
  equivalent of 1 success from the prolonged action total. 
  The trails wends for a few miles over harsh terrain to a 
  small cave in the mountainside. A roll of Awareness 
  reveals a thin stream of smoke coming from the cave. 
  Inside are four Orcs, and their captives, a Dunlending 
  woman and a trader from Eastfold. The Orcs snuck away 
  from the rest of the raiders and struck out on their own. 
  Their plan was to make their own way towards the High 
  Stone, and throw their lot in with Gazhúr Three-Deaths, 
  offering up the slaves as tribute. Having a company of 
  Rohirrim arrive on the doorstep of their hiding hole was 
  not part of the plan. 
  If attacked, the four Orcs will try to fight their way out and 
  make a run for it over the rockiest and steepest ground 
  they can find, the better to outrun mounted warriors. 
  If rescued, the Dunlending woman is nearly incapacitated 
  with grief at the loss of her family and the brutality of her 
  captivity. The trader, Widhelm, is a little better comported, 
  but not by much. The Orcs have been treating him slightly 
  better in the hopes that he could be ransomed by the 
  Wulfings or Dunlendings further west. Both captives will 
  need care and compassion if they are going to survive the 
  mountain. A roll of Healing can mend the broken bodies, 
  whilst successful rolls of Inspire, Persuade or even Song 
  can be used to lift the spirits will get them moving, and 
  help Widhelm to gain enough composure to be talkative. 
  “I had stayed the night after the trading was done and 
  planned to set out in the morning … they came in the night 
  … howling and screaming … fires, they lit the houses on 
  fire and slaughtered the warriors as they came out… I 
  tried to fight clear, but my horse, oh my horse… the Orcs 
  took me there in the village, what was left of it… their 
  leader is a cunning brute named Malthor Axe-Bitten… you 
  will know him by his scarred face… they are heading for 
  
  95
  someplace … Malthor said … Malthor spoke of another 
  chieftain raiding … he fears his band will get eaten up by 
  a larger one.”
  The two freed captives can walk, but just barely. The 
  terrain is arduous and they have been beaten, starved 
  and deprived of sleep and water. The raiders, as Orcs 
  are wont to do, are travelling at night and seeking shelter 
  during the day. Someone will need to take these two back 
  down off the mountain; forcing them to march along in 
  the pursuit, even if given horses to ride, would be a cruelty 
  and abandoning them is a misdeed. Two of the Riders 
  accompanying the company can be given this task. 
  Sidetrail 2 - The Escapees
  The next day another trail can be spotted heading away 
  from the main raider’s trail. A successful roll of Hunting 
  shows that this trail is composed of two parts: three 
  sets of soft-shoed feet, with a pair of hobnailed booted 
  feet coming shortly after. Following the trail leads down 
  the mountain and south-east. If the company stops to 
  investigate, they lose 1 success from those accumulated in 
  their prolonged action.
  Following the trail, the company soon comes upon the 
  body of an Orc, its head smashed by a rock. The trail leads 
  on for several miles before coming to a bizarre scene. An 
  Orc is at the top of a scraggly mountain yew and three 
  Dunlending women stand below it attempting to reach it 
  with thrown rocks and long sticks. As the player-heroes 
  approach, two of the Dunlending women take off, skipping 
  over the boulders and scree like people born to run the 
  mountains and barren lands. 
  The third turns to the company while brandishing a large 
  piece of wood.
  “Turn back Riders, for this one is mine and I will not be 
  taken or murdered by the likes of you! I have slain one Orc 
  this day, and will do for this one and you as well if you 
  want to pass me and ride down my kin.”
  The Dunlending woman’s name is Gwya. She managed 
  to sneak away from the Orc camp last night and fled in 
  the direction of their village. A pair of Orcs followed, and 
  Gwya managed to kill one with a rock. When the second 
  Orc caught up to the women, they attacked him with 
  vicious howls and a shower of stones, forcing him to seek 
  safety in the tree. 
  If treated with respect – and especially if given food and 
  water – Gwya will tell them all she knows. The Orcs 
  attacked her village in the middle of the night and took 
  them by surprise. Their leader was a large Orc with a face 
  that had clearly once been cloven in two. There had been 
  merchants from Rohan in the village. Gwya herself is kin 
  BelOw the last mOuntain
  
  96
  Oaths Of the RiddeRmaRk
  by marriage to Déormód, a leader among the Wulfings 
  and believes it likely the Wulfing may have already heard 
  of their plight.
  Sidetrail 3 - The Ambush
  Malthor the Orc is no fool, and he knows that the Riders 
  of the Mark are in pursuit. He eventually cut north-west 
  into even more rugged and perilous terrain, while at the 
  same time leaving a small band of raiders back to harass 
  the Rohirrim. 
  The band comprises one Orc of the White Mountain (see 
  Horse-lords of Rohan, page 123) for every companion, 
  and one Goblin Archer for every two companions (see The 
  One Ring, page 240), but in the narrow mountain passes 
  a small number can hold off, or even defeat, a larger force. 
  The Orcs ambush them at dusk on the second day, hoping 
  to use the coming darkness to press their advantage or 
  scurry away as needed.
  The company must make successful Awareness tests to 
  avoid being ambushed, as described on page 167 of The 
  One Ring Roleplaying Game. If not spotted, the Orcs pen the 
  company with a volley of arrows and thrown spears. The 
  Orcs have arrayed themselves along the canyon walls in 
  such a way as to make fighting them exceedingly difficult. 
  Regardless as to whether the ambush was successful or 
  not, the Orcs have the advantage of terrain – the company 
  are moderately hindered throughout any combat.
  The Orc Ambush is not intended to cause much damage, 
  it is meant to delay the company. If they fail to spot it 
  and get into a struggle, they lose 2 successes from those 
  accumulated in their prolonged Hunting action. 
  Additionally, unless they slaughter the Orcs to the last, 
  Orc scouts will bring word to Malthor of their pursuit. If 
  they successfully make their initial Awareness tests, they 
  can go around the canyon without incident.
  a FoRk in the Road
  Late in the third day of the pursuit, the company comes 
  across another set of tracks that intersect the ones they 
  have been following. These tracks are more numerous 
  The Road Less Travelled
  The rest of the adventure assumes that the company decides to continue their pursuit of Malthor, rather than turn 
  back to attack the larger band. But the players might as well choose to pursue and attack the larger band of Orcs, 
  or even give up the pursuit entirely to ride back to the Mark and bring a warning. Both of these courses of action 
  will have dire consequences.
  Chasing the Larger Band
  The larger band of Orcs is not trying to cover their tracks and have left an easy to follow trail, as they are making 
  straight for Stonegap. The company is only a few hours behind them and can easily catch up. This band of Orcs 
  numbers well over fifty raiders: They are the minions of Gazhúr Three-Deaths, the master of the High Stone (see 
  Horse-lords of Rohan, page 123) and will pose a tremendous challenge for the most seasoned of Riders, as their 
  hatred of the Eorlingas is intense. Anyone spying the large band making its way down the mountain know that an 
  attack would be foolish in the extreme. 
  Give up the Pursuit and Ride Back
  No one in the Mark will be happy to see the Riders come back empty handed, and less so should they bring news 
  that another band of raiders is coming. While their actions could be regarded as prudent, they are taken as proof of 
  cowardice and lack of honour. The player-heroes will find the difficulty of any interaction with Eorlings increased 
  by 1 level for a year after. 
  
  97
  than the first ones and newer. Hunting will determine 
  that this second trail is from a large body of Orcs, and it 
  is heading north down the mountain towards the village 
  of Stonegap.
  There is much debate in amongst the Riders as to what 
  should be done about this trail. The meaning is clear: 
  another band of raiders is about, and its size seems to pose 
  a threat not just to the Dunlendings, but to the settlements 
  in Westfold. 
  The Riders accompanying the heroes look to the 
  companions for guidance. A choice must be made between 
  the lives of the captives in the hands of the first band and the 
  Dunlending village of Stonegap in the other (furthermore, 
  if the company has witnessed the destruction of Stonegap, 
  they realize that the Orcs, bereft of a “Dunlending” prize, 
  will surely raid into the Mark - this is worth an additional 
  Shadow point for anyone that didn’t actively try to stop 
  the destruction of the village.)
  The company should keep in mind that their numbers 
  are relatively small. They likely do not have a force large 
  enough to take on the larger band of Orcs, and splitting 
  their Riders up might lead to both parties failing in their 
  missions. Whatever choice the company agrees to, their 
  band of Riders will abide by it. If the company abandons 
  those taken by Malthor, the Wulfings may manage to 
  save a few of the traders from Rohan, but the majority 
  of them will perish (receiving news of this will cause all 
  companions to gain 1 Shadow point).
  catching the oRcs on the tRail
  If the company reaches the required total of 9 successful 
  Hunting rolls before three days are over, they overtake 
  Malthor’s raiders on their way to the vale. The Orcs will 
  see them coming, and will use their prisoners much as 
  they would if caught in the vale: Driving the captives 
  before them, the Orcs turn back to attack the company and 
  attempt to disperse the Riders. But their tactic won’t last, 
  and Malthor will swiftly lose control of his fractious band. 
  The Orcs will only sustain a brief fight before grabbing 
  whatever loot or captives they can and dispersing in a 
  dozen directions across the mountain. An Awareness test 
  can be used to pick out specific captives as they are being 
  carried away. 
  - paRt FouR -
  the oRc caMp
  The Orcs have settled in a wooded vale at the foot of a 
  towering cliff that throws a deep shade over the rearmost 
  parts of the camp. A small spring trickles down the cliff 
  face and forms a muddy pool at the base; around this the 
  Orcs have thrown down their bedding. 
  BelOw the last mOuntain
  
  98
  Oaths Of the RiddeRmaRk
  This stop is but one of several along the way back to their 
  caves and favoured haunts, and the state of affairs marks 
  it so. Never ones for hygiene or much care as to their 
  environment, the Orcs have already managed to turn a 
  picturesque vale into a burgeoning cesspit. 
  The camp is formed of three concentric rings that 
  terminate at the base of the cliff. That nearest the cliff and 
  around the muddy pool has been claimed by the Orcs 
  themselves. Malthor the Axe-Bitten holds court here with 
  his closest warriors. 
  The next ring is composed of Dunlending slaves, with 
  the most recent captives as well as the captured Eorlings 
  held closest to the Orcs. The outer ring is composed of a 
  handful of Orcs acting as sentries and serves as a both a 
  lookout and a guard over the Dunlendings. 
  attacking the oRc caMp
  The Orcs are expecting trouble; in fact, they are hoping 
  for it. Even Eorlings mounted on their swift steeds might 
  have problems attacking such prepared and forewarned 
  foes. Scouting out the camp and looking for the best line to 
  charge down would be the prudent thing to do.
  Scouting the Camp
  The Orcs have patrols out and watchmen set; they are 
  expecting some sort of reprisals, if only from the Wulfings 
  if no one else. There are small patrols comprising a Goblin 
  Archer and two Orcs of the White Mountains roaming the 
  surrounding area. Lookouts have also been posted on 
  three stony slopes from where they can watch over the 
  likely approaches. Each lookout point has one Goblin 
  Archer and one Orc of the White Mountain. 
  Player-heroes use Awareness to try to spot a patrol or 
  pair of lookouts as they advance. A successful Explore roll 
  finds them a good place to pass by unseen, and Stealth 
  rolls can be attempted to hide from any passing patrols. If 
  they are spotted, the Orcs immediately sound horns and 
  surprise attacks become impossible.
  Ambushing the Lookouts
  Considering that the companions have many Riders at their 
  orders, taking out the Orc patrols unseen may be resolved 
  as a prolonged action requiring 6 successes against TN 16. 
  To lead their men in such a tactic, each player is allowed 
  to make a single Battle roll. If the prolonged action is 
  achieved, all the lookouts are eliminated and the Orc 
  camp can be attacked by surprise. If they fail, or should 
  one roll fail with an C, the Orcs are alerted.
  Charging Straight In
  While stopping to have a good look would have been 
  the best plan, the player-heroes might very well want to 
  charge straight into the camp. If the company rushes in 
  heedlessly, the Orcs are sufficiently warned by the horns 
  of the lookouts or patrols so as not to be ambushed. 
  Despite this, the arrival of a war host of the Eorlingas will 
  come as a bit of a shock, and a speedy attack will throw 
  Turning the Slaves
  The player-heroes could attempt to turn the Dunlending prisoners upon their captors. Forfeiting of a combat action, 
  a hero can instead attempt an Inspire roll with TN 18 (if the companions established a good reputation among the 
  Dunlendings the difficulty is lowered to TN 16). Success convinces a small handful of slaves to seize weapons and 
  turn upon their "masters" which yields two extra Success dice for use in the battle. A great success grants the dice and 
  causes the Dunlendings to remove an Orc of the White Mountains and a Goblin Archer from the tally the company 
  must defeat. An extraordinary success grants three success dice and causes the Dunlendings to overwhelm a group of 
  Orcs, effectively removing 3 Orcs of the White Mountains and a Goblin Archer from those the company must defeat.
  The Orcs have Men of the Mark amongst their captives, but they set the stout children of Eorl in cruel bonds, which 
  they will not be able to break free of quickly enough to affect the outcome of the battle.
  
  99
  the Orcs into some disarray: The company may make the 
  standard Battle rolls to gain combat advantage dice.
  However, the Rohirrim will not be able to make charge 
  attacks, as the Orcs have placed Dunlending prisoners 
  throughout their lines (unless they’re willing to blatantly 
  overrun any Dunlendings: companions choosing to do so 
  will get all charge attacks they’re entitled to, but they’ll 
  also gain 5 Shadow points as they callously crush pitiful 
  slaves beneath their horses’ thundering hooves).
  the battle
  Once attacked, the Orcs continue to force their Dunlending 
  slaves forward to break up charges, keeping the bound 
  captives from the Mark they have seized close to the cliff 
  wall. If the lookouts were not successfully slain, they will 
  take random shots at the companions during the fight, 
  though they are just as prepared to flee if the battle should 
  go poorly.
  The key to the entire battle is Malthor Axe-Bitten. If Malthor 
  is taken down, his troops will break and run. Otherwise, 
  the company will have to deal with three Orcs of the White 
  Mountain and one Goblin Archer per companion – the 
  rest will be tied up fighting their band of Riders. If they 
  manage to kill all their opponents, or Malthor, then the 
  Orcs are broken and they flee.
  Malthor, the Axe-Bitten
  Malthor is a notable chieftain among the Orcs of the 
  White Mountains, though he lacks the stature of Gazhúr 
  Three-Deaths, a fact which galls him to no end. Malthor’s 
  sobriquet was earned when a Rider of Rohan nearly clove 
  his face in twain. His wound left him with a twisted evil 
  grin and an unyielding hatred of the Eorlingas. Malthor 
  the Axe-Bitten is a cunning warrior, a vicious battler 
  against Men, and a terror on the battlefield.
  attRibute level
  5
  enduRance
  hate
  20
  5
  paRRy
  aRMouR
  4 +3
  3d
  skills
  Personality, 4
  Survival, 2
  Movement, 4
  Custom, 1
  Perception, 2
  Vocation, 1
  Weapon skills
  Black-sword
  4
  Spear
  3
  special abilities
  Hate Sunlight
  Snake-like Speed
  Hatred (Riders of Rohan)
  Commanding Voice
  Hideous Toughness
  -
  Weapons:
  Weapon type
  daMage
  edge
  inJuRy
  called 
  shot
  Black-sword
  7
  10
  18
  Disarm
  Spear
  4
  9
  12
  Pierce
  BelOw the last mOuntain
  
  100
  Oaths Of the RiddeRmaRk
  – paRt Five – 
  distant kin
  Once Malthor the Axe-Bitten has been defeated and the 
  captives have been rescued, the company has a group 
  of some 30 traders and farmers from the Mark to deal 
  with, along with over a hundred Dunlending slaves. As the 
  company prepares to make their way down the mountain, 
  a large body of riders can be seen swiftly approaching 
  from the south-west. 
  These riders are a wild-looking bunch, dressed and 
  mounted much like the Rohirrim, but some also sport 
  war paint and other accoutrements in the manner of the 
  Dunlendings. There is no doubt that this is a party of 
  Wulfings, but their purpose and intent is unknown. 
  When the company spots the Wulfings, a sharp debate 
  boils up amongst the Eorlings. Some call for arms and 
  swift counter to those they consider brigands, bandits, 
  and traitors. Others say to stay spears and wait and see 
  what happens. 
  Once again, the followers of Cenric and the followers of 
  Éogar quickly take opposing sides and the debate threatens 
  to split the warriors or worse, bring them to blows. An 
  Awe, Inspire, Persuade, or even Song test may bring the 
  warriors about. 
  There is only time for one test though to quiet the fractious 
  warriors. Failure means the company is distracted and 
  cannot make Insight rolls in order to martial their wits 
  and gain encounter advantage dice when dealing with the 
  Wulfings. 
  the WulFings appRoach
  The Wulfings have been hard on the trail of massive 
  band of Orc raiders and certainly didn’t expect to find 
  the companions. They are led by Déormód, nephew to 
  Frána, Lord of the Wulfings (see Red Days Rising, page 
  37). Déormód spurs his riders near and gazes upon the 
  company.
  “Ho there intruders, you are on land ruled by the lord of 
  Frecasburg. I demand you make an accounting of yourself 
  and your presence here. Make your words swift and true, 
  for I will suffer no lies or sly speech, especially not from 
  trespassers.”
  Set Tolerance
  Déormód respects actions over words, so the initial 
  Tolerance is based on the highest Valour amongst the 
  company. Déormód is no friend to the Rohirrim, so 
  Tolerance is automatically reduced by 1. 
  Tolerance is reduced by an additional 1 if Déormód has 
  cause to distrust the company specifically; however, if 
  the company saved Gwya, raise Tolerance by 3 as she 
  rushes forward to hail her brother-in-law and speak well 
  of the player-heroes valiant efforts even in defense of 
  Dunlendings.
  Introductions and Interaction
  The player-heroes will need to be clear and honest in their 
  speech, so Awe and Persuade will be the best skills to 
  use. Déormód is alert for treacherous words, so any use of 
  Riddle will automatically fail. 
  paRley With the WulFings 
  The player-heroes must roll a number of successes to 
  convince Déormód of their sincerity. The more successes 
  they roll before the Tolerance is exceeded, the more 
  Déormód is convinced. 
  1. (Narrow Success): Déormód believes their story, but 
  commands the Rohirrim to depart their lands at once. He 
  offers no aid at all.
  2-4. (Success): Déormód believes their story. He notes 
  that the settlement of Stanshelf is a two-days ride, and 
  states that the Lady Edelyn would likely be willing to help 
  them. When the Orcs come he offers to delay them, but he 
  and his troops will not fight alongside men of the Mark.
  5-6. (Great Success): Déormód is moved by their story 
  and offers the Wulfings’ assistance in getting all the 
  Eorlings back to the Mark. His warriors will fight alongside 
  the company, and risk their lives to protect the folk of the 
  Mark. 
  7+. (Extraordinary Success): Déormód is deeply moved 
  by the company’s heroism. He offers the Wulfings’ aid 
  
  101
  as the previous entry and declares that he will discuss 
  the company’s courage with Frana, Lord of Frecasburg – 
  something which could have large future repercussions. 
  (See Woes of Winter, on page 106)
  The Company Fails to Convince Déormód 
  or Chooses to Fight
  Fresh from the fight with the Orcs, the company and their 
  warriors are likely in a poor state to take on the Wulfings, 
  for they are many, fresh, and unwounded. There are two 
  Wulfing Riders for every companion (see Horse-lords of 
  Rohan, page 118) and enough Wulfings to engage the rest 
  of the Eorlingas. 
  The final outcome of the battle depends on the actions 
  and success of the company. Once half of their Wulfing 
  adversaries have been vanquished, the rest wheel off and 
  ride off to safety. 
  This is not the end of the threat though, for the Wulfings 
  are not ones to let an intruder defeat them on their own 
  land. Instead, a pair of Wulfings will be dispatched to ride 
  back to Frecasburg and report the incident. 
  Meanwhile, the remaining Wulfings will do all they can to 
  make life hard for the companions, pushing rocks down 
  to block the path off the mountain, taking wild shots from 
  ridges and then riding off, driving away game, polluting 
  water sources and setting up constant noise at night to 
  keep the Rohirrim from getting a good night’s rest. 
  Increase the TN of any Fatigue tests the company must take 
  until they return to the Westfold. Any Hazard episodes that 
  occur during this time are likely to involve further conflict 
  with the Wulfings.
  - paRt six - 
  hunteRs and hunted
  There is more than one band of Orc raiders abroad on 
  the mountain, and the larger band spotted earlier has 
  doubled back. Gazhúr Three-Deaths himself leads the 
  largest band, and he desires nothing more than captive 
  Riders of Rohan.
  Shortly after the encounter with Déormód and his Wulfing 
  Riders (or during if they end up fighting) one of the 
  lookouts (either a Rider or a Wulfing if they joined forces) 
  blows a horn and waves her spear to get the attention of 
  the gathered Riders. She points off to the north-east and 
  then scurries quickly down from her high post.
  “Riders to horse! Not more than a league from here is 
  another band of Orcs, a massive horde, led by a dark 
  brute. They are making their way up the mountain in 
  broad daylight, confident in their numbers and lustful in 
  their hunt for prey.”
  If the player-heroes go to see for themselves, they spot a 
  large number of Orcs marching up the mountain trails. 
  A successful roll of Awareness will also spot two smaller 
  bands approaching from the south-west and south-east. 
  Within a very short amount of time they will be surrounded 
  if they don’t act. Hampered by the many freed captives, 
  If the Company battles with the Wulfings
  If the company fights with the Wulfings, Gazhúr Three-Deaths will take advantage of the situation to launch his 
  attack during the battle to seize as many captives as they can. 
  Both Wulfings and Eorlings must now turn and fight side by side for their very survival, for no matter the causes of 
  the conflicts between Men, the fight against Orcs takes precedence. In such a case, the company only has the time to 
  either fight in the Vale or promptly attempt to flee and the Wulfings will do nothing to aid them. See Part Six for 
  details on the attackers.
  BelOw the last mOuntain
  
  102
  Oaths Of the RiddeRmaRk
  the company must make a tough choice: stand and fight, 
  or flee to safety. 
  stand and Fight!
  If the company chooses to stand and fight the Orcs, 
  they would be advised to seek a defensible location. The 
  wooded vale where Malthor the Axe-Bitten made camp is 
  hidden, but not terribly well defended. There is enough 
  time to retreat to a better position or fortify a location, but 
  little beyond that before the Orcs arrive. 
  Retreat to a Better Position or Fortify a Location
  A successful roll of Battle will find the company a better 
  position to fight from. Standing firm on top of a knoll, 
  with their backs to a cliff wall, or even defending a 
  narrow pass or trail will certainly give the company a 
  slight advantage. 
  The Orcs will only be able to attack from one direction, 
  and the freed captives can be protected. 
  Against such a solid position, the Orcs will throw 
  themselves in three waves, and then retire, heading down 
  the mountain to raid easier targets. 
  Stand and Fight in the Vale
  The vale where the Orc raiders camped offers little in 
  the way of defence. True, lookouts can be posted on the 
  surrounding cliffs and peaks, and the cliff wall prevents 
  anyone from sneaking up from behind. However, as the 
  company has no doubt found for themselves, the wooded 
  vale provides cover, but not barrier, to approaching 
  enemies.
  There is a wide enough area at the base of the cliff to 
  mount a charge, and for any Riders of Rohan the ability 
  to fight mounted is likely a major tactical consideration. 
  The Orcs will attack the vale in five waves before giving up 
  and seeking softer prey. 
  Facing the Raiders of Gazhúr Three-Deaths
  Gazhúr Three-Deaths leads a large band of raiders, and 
  as the master of the High Stone, he commands lesser Orc 
  chieftains as well. Together there are dozens upon dozens 
  of Orcs converging on the company and their Riders, a 
  force the Eorlings (even if buoyed by the Wulfings) should 
  be wary to face. 
  When they attack, the Orcs do so in a number of waves 
  dependant on where the company chose to make their 
  stand. Each wave consists of two Orcs of the White 
  Mountains and one Goblin Archer  for every player-hero. 
  If the company has allied with the Wulfings, they face 
  only one Orc of the White Mountains and a Goblin Archer 
  for each player-hero.
  Gazhúr Three-Deaths (found in Horse Lords of Rohan, 
  page 123)  himself does not personally wade into combat. 
  He drives his forces before him and into the spears of 
  the Rohirrim, but he marks the player-heroes well and 
  remembers them for a later reckoning... 
  Flee FoR stanshelF 
  A Lore test will reveal that the nearest safety for the 
  companions is the settlement of Stanshelf, a two-day ride 
  around the mountain that passes over the steep sloping 
  ridges which form the very ribs of the White Mountains. 
  To have any chance of making it with the captives from 
  the Mark, the company would have to abandon the 
  Dunlending slaves to their fate, unless they have the help 
  of the Wulfings. 
  If Déormód is willing to help with the Dunlendings, the 
  player-heroes are not responsible for their fates. If not and 
  the company abandons them after saving them from the 
  Orcs, all gain 5 Shadow points.
  In order to get all of the former captives to Stanshelf, 
  the companions’ and their warriors’ steeds will all be 
  burdened with extra riders. All player-heroes will have to 
  take a Fatigue test. Failure indicates both an increase in 
  Fatigue and that they’ve fallen behind.  Anyone who falls 
  behind will have to contend with the leading elements 
  of the raiders and face a sharp fight with one Orc of the 
  White Mountains per companion. 
  Many of the captives, already worn down by the wild run 
  of the Orcs and their mistreatment at their hands, might 
  not be able to make it at all. Each day, a successful roll of 
  Inspire will be needed to keep them moving, or a Song 
  test might lift their hearts to press on one more step. 
  
  103
  If captives cannot be motivated, some fall behind and will 
  be recaptured by the Orcs if a player-hero does not go 
  back for them. 
  Stanshelf
  Stanshelf is a settlement perched in a valley in the lower 
  slopes of the White Mountains. Not as crude as the 
  holdings of the Dunlendings or the Wulfings, Stanshelf 
  comprises a long hall defended by a cliff and a stout 
  wall, scattered farms, and broad pastures indicative of a 
  prosperous lord of Rohan. For the fleeing player-heroes it 
  seems like a miraculous respite from the trials of the past 
  few days. 
  As the company approaches, a pair of brightly mailed 
  warriors on swift horses canter up. 
  “Hail and well met, at least to some of you. These are the 
  lands and people of Edelyn, Daughter of Trumbold. Come 
  as friends and be welcome, come as foes and be driven 
  back into the mountains from which you sprung.”
  The two Riders escort the company to the hall, but the rest 
  of their warriors must remain in the fields with the freed 
  captives and, if they are still with them, any Dunlendings 
  and the Wulfings.
  The company is then brought to the hall and asked to 
  dismount and make themselves presentable. Once this 
  has been accomplished, they are brought inside to speak 
  with Edelyn of Stanshelf. 
  Before they enter her house, Riders loyal to Éogar quietly 
  point out that Edelyn is a Wulfing with delusions of 
  grandeur, a wild raider and savage who styles herself a 
  shieldmaiden of Rohan. 
  Meeting with Edelyn of Stanshelf
  The company is brought into a very familiar scene, the hall 
  of a chieftain of Rohan. Peaked eaves rise high above and 
  are carved and painted in tasteful tones. The sides of the 
  hall are lined with benches, and the central tables have 
  been pushed aside to make room for the day’s activities. 
  There are pegs to hang one’s cloak, shield and weapons 
  upon, and a place by the door for spears to be propped up 
  yet be ready at hand. A low fire burns in the fire pit and 
  sends a thin column of smoke to the well-thatched roof. 
  Two large wolfhounds lounge near the fire, both with hair 
  silver tipped in age. They barely raise their heads as the 
  strangers enter.
  At the head of the hall benches have been cleared and 
  brought out for the guests, and a small table has been 
  set up with coarse black bread, apples, honey and ale. 
  The mistress of this hall, a woman nearing middle age of 
  Rohirrim ancestry, sits at the head on a raised platform. 
  “Welcome honoured guests, for we have few guests from 
  Westfold, only those who ride out of the mountains 
  dressed for war and haggard from trail and battle. Sit and 
  rest, take bread and ale and the fruit of our trees and tell 
  me what brings you to my lands.”
  Set Tolerance
  Edelyn values heroic deeds over lofty words, and so the 
  initial Tolerance of the encounter is based on the highest 
  Valour amongst the company. Increase Tolerance by the 
  highest Standing of any Rider of Rohan. If there are any 
  BelOw the last mOuntain
  
  104
  Oaths Of the RiddeRmaRk
  Dunlendings present, for whatever reason, lower the 
  Tolerance by 2.
  Introductions and Interaction
  Despite her rough treatment at their hands, Edelyn admires 
  the Rohirrim – both Awe and Song used to invoke their 
  glories are likely to gain the most traction with her. The 
  difficulty for such rolls is one level less.
  If the company tell Edeyln about fighting against Gazhúr 
  Three-Deaths, they will gain an automatic success. She is 
  the sworn enemy of the Orc chieftain and would gladly 
  learn what she can about him and his plans.
  Evaluating the Outcome of the Encounter
  If the company fails to get any successes, Edeyln is 
  disgusted with their cowardice. The player-heroes and all 
  with them are not welcome in Stanshelf, and must leave 
  immediately. 
  1. (Narrow Success): Edeyln is not impressed by the 
  company’s willingness to help Dunlendings, nor their flight 
  from Orcs. Any Wulfings and Dunlendings must leave 
  within the hour, or there will be a battle. The company 
  and their warriors can stay a single night, but must move 
  on in the morning; however, she is willing to take on the 
  captives from Rohan, whom she and her warriors will 
  escort back to Helm’s Deep in due course.
  2-4. (Success): The player-heroes, their troops, and the 
  former captives are welcome to stay and rest for a few days. 
  Edelyn will send her Riders forth to scour the mountains 
  for signs of Orc raiders, for Stanshelf has suffered from 
  the attacks of the Orcs of the High Stone in the past. Any 
  Wulfings are allowed to stay one night – under guard – 
  but must move on the next day. Any Dunlendings will be 
  allowed provisions, but are expected to leave within a day.
  5-6. (Great Success): Edeyln is thrilled by the company’s 
  courage, deeming them “proper” Eorlings. She personally 
  leads her own éored to drive off any Orcs, and escorts 
  the company, their troops, and the former captives back 
  to the Westfold. If the Wulfings are present, she is civil to 
  Déormód, improving relations in the future. She allows 
  any Dunlendings to stay on her lands and even feeds 
  them.
  7+. Extraordinary Success: Edeyln could not be more 
  impressed with the player-heroes. In addition to the 
  results of the previous entry, Stanshelf becomes eligible 
  for becoming a Sanctuary for the company.
  New Fellowship Undertaking – Open 
  Stanshelf as a Sanctuary
  If the company were particularly successful in their 
  treatment with Edelyn, they may choose to open it as 
  a Sanctuary in the next Fellowship phase. 
  – epilogue – 
  RetuRn to gRiMslade
  The company, no doubt weary and battle stained, must 
  eventually make their way back to Grimslade. There they 
  find that the two marshals have not yet completed the 
  peace-making that Thengel King has ordered.
  the honouR oF the eoRlingas
  The company returns to Grimslade, no doubt with wounds 
  and the honoured dead slung over their horses’ backs, 
  likely to both celebration and sorrow. The two marshals, 
  their faces showing pain at the losses sustained against 
  the Orcs but broken here and there with pride at the 
  comportment of their kinsmen, grimly stand to opposite 
  sides of the procession riding into Grimslade.
  The player-heroes are encouraged to tell of their deeds, 
  after they have had a chance to unsaddle their horses and 
  get some food and drink, of course. Their choices greatly 
  influence how their tale is received. A tale of valour and 
  courage in the face of terrible foes, especially if it resulted 
  in the rescue of captives from the Mark, goes over well. 
  Blood shed together does not go unacknowledged – if the 
  warriors from the Westfold and Eastfold fought together 
  well against the Orcs, it helps reduce the bitterness 
  between the forces of the two marshals considerably. If 
  the company had difficulty directing the two sides against 
  the common foe, some recriminations doubtless come up 
  
  105
  in the telling, which doesn’t help much with the peace-
  making process. These repercussions, positive or negative, 
  come up in the adventure, The Woes of Winter.
  the Fate oF the captives
  If the captives from the Mark were saved, they return to 
  their homes, offering many thanks to the player-heroes. 
  The company may find help from unexpected quarters 
  throughout Rohan for years to come, for everyone they 
  saved also has kin who spread the tale of the company’s 
  courage. 
  If the companions saved Widhelm the Shrewd, the 
  following year, he presents them with a set of magnificent 
  mounts – each of the player-heroes is given a courser 
  (steda in the tongue of the Eorlingas) with one Quality of 
  the player’s choice. (See pages 134-135 of Horse-lords of 
  Rohan for further details.) 
  the dooM oF the dunlendings
  While the Marshals care little about the Dunlendings the 
  company may or may not have saved, anyone living west of 
  the Fords of Isen certainly do. If the player-heroes went out 
  of their way to rescue the Dunlending slaves, they return 
  home to speak of the courageous warriors who freed them. 
  All of the company’s interactions with the folk of the West-
  march in the future are likely to go a bit smoother. In cases 
  where they’ve been identified by Dunlendings who know 
  their history, encounters should be lowered in difficulty 
  one level for the next year. Thereafter, unless they do 
  something to destroy their reputation, folk of the West-
  march will at least listen to what they have to say.
  If the company impressed Déormód, his praise will stand 
  them in good stead with the Wulfings in the future. The 
  Wulfings will come to the aid of the Eorlingas during the 
  events of Woes of Winter.
  If Gazhúr Three-Deaths and his raiders were not defeated, 
  the Orcs continue to raid and pillage the West-march until 
  a combined force of Dunlendings and Wulfings under the 
  leadership of Déormód drives them back into the White 
  Mountains. 
  The carnage is great, and although the Riddermark 
  need not fear Dunlending raiders for some time, the 
  Dunlendings themselves have suffered much. The player-
  heroes cannot expect any reward from that quarter, 
  though amongst certain villages they will be remembered 
  as heroic rescuers.  
  BelOw the last mOuntain
  
  106
  Oaths Of the RiddeRmaRk
   the woes
  - of winter -
  •	
  When: This adventure is set in the winter of 2961, but 
  could be set during any winter between 2960 and 
  2970, following the events depicted in Below the Last 
  Mountain.
  •	
  Where: The adventure begins at Edoras before taking 
  the company into Westfold. 
  •	
  What: A great gathering of the Eorlingas is to take 
  place at Edoras at the invitation of the King. There the 
  King would end the feud between his two marshals 
  with a wedding between their families.
    
  •	
  Why: As the company has been involved in trying to 
  settle the feud between the two marshals, they have 
  been asked to be present at what will be, hopefully, 
  the end of it.
  •	
  Who: Thengel King has set to formalise the truce 
  between his two feuding marshals, Éogar the Second 
  Marshal and Cenric the Third Marshal. This union 
  is to be sealed through the marriage of Esmund of 
  Eastfold and Mildryd Shielding of Westfold.
  adventuRing phase
  This adventure is divided into five parts, which begin and 
  end at Edoras. 
  paRt one - a gatheRing oF Rivals
  The company joins the gathering of Eorlingas at Edoras for 
  the wedding between Mildryd Shielding of Westfold and 
  Esmund of Eastfold. The two households remain apart but 
  tensions mount and threaten to put an end to the truce 
  and the wedding. Thengel King summons the company 
  and asks them to help avert any bloodshed.  
  paRt tWo - the MuRdeR oF ceoRl the bold
  The morning before the wedding, Ceorl the Bold, a rider 
  in the service of Cenric the Third Marshal, is found dead 
  outside Edoras. Cenric claims this is clearly the work 
  of Éogar or one of his followers. The two marshals look 
  as if they will come to blows in the King’s own hall. The 
  company must solve this murder if there is any hope to 
  avert a civil war.
  paRt thRee - the bRide’s hoRse
  The night before the wedding the bride and groom drink 
  with their closest companions. Someone puts forth the 
  idea that an ancient tradition of bridal kidnapping be 
  attempted. Deep in their cups, none can see the folly of 
  attempting to kidnap Mildyrd Shielding (a mighty warrior 
  indeed). The player-heroes need to placate the groom’s 
  party before the jape escalates. 
  paRt FouR - Fell tidings
  News arrives that an army of Orcs and Dunlendings led 
  by Gazhúr Three-Deaths has crept over the mountains 
  and is raiding the Westfold Vale. The messenger is kin 
  to Éogar, and Cenric wastes no time claiming this is a 
  ruse. The player-heroes must scout out this new threat 
  and report back, providing a reason for the marshals to 
  stand together. Thengel King summons his two marshals 
  and their households to confront the threat. However, 
  just as they have clashed in arms, Éogar and Cenric 
  clash over how to turn those arms to the protection of the 
  Riddermark. The company must take the reins and lead 
  where their marshals cannot.
  paRt Five – Red Fell the snoW
  Battle is joined against the forces of Gazhúr Three-Deaths, 
  before the gates of Edoras if at least a marshal can be 
  convinced to follow the King’s will, or before Aldburg days 
  later, in the midst of an invasion that threatens to mar the 
  Riddermark beyond repair.
  The Eye of Mordor
  If you are using the optional Eye of Mordor rules 
  presented in Rivendell, any revelation episodes 
  occurring during this adventure are likely to revolve 
  around renewed bitterness between the marshals’ 
  households, suddenly revealed traitors, or enemies 
  attacking from an unseen quarter.
  
  107
  - paRt one - 
  a gatheRing oF Rivals
  After a year or so of intense negotiations, the Second 
  and Third Marshals of the Riddermark have agreed to a 
  peace. The form that this peace will take is the marriage 
  of Mildryd Shielding, the captain of the Second Marshal’s 
  éored, and Esmund, the nephew of Cenric the Third 
  Marshal. This union would make the two factions kin, 
  and thus end the feud between them. Furthermore, both 
  marshals have agreed to pay a compensation for the 
  losses inflicted to each side so far, though both claim that 
  the amount the other is paying is far too low given the 
  offences and deaths caused by the feud.
  The leaders of the two factions, as well as their personal 
  armies, families, retainers and hangers-on will be staying 
  for most of the winter in Edoras as guests of the King. The 
  price the King is paying, in both political capital, and in 
  the more prosaic matter of food and drink, will be greatly 
  recouped should peace come to Rohan. 
  The risk is great, though, for both king and the kingdom. 
  If a lasting peace cannot be made here, under the King’s 
  own roof, what hope is there for Rohan?
  What if the Wedding was 
  Never Arranged?
  If the company failed to arrange the marriage of 
  Mildryd and Esmund in Red Days Rising, the 
  marshals are still gathered for their wedding because 
  the king has since commanded that this peace be made. 
  Mildryd and Esmund remain quietly willing to be 
  married, but they also have their pride, and the fact 
  that they’ve been ordered to wed by their respective 
  lords chafes, adding to the tension. 
  Whom do you Serve?
  This question is central to the entire story of Woes of 
  Winter. The player-heroes may be loyal to the king or give 
  their allegiance to the Mark itself, or they may have allied 
  themselves with one or the other of the feuding marshals.
  If the company have begun to officially serve as agents of 
  the King, their Standing effectively counts as one higher; 
  however, being clearly on the side of the King means that 
  in certain situations the role of the company changes. 
  The companions are no longer outsiders uninvolved in 
  the feud without a stake in its outcome; they are agents of 
  the man who wants to see it end. It also means that those 
  who oppose the King, which may mean both marshals, 
  have little reason to entirely trust the companions. Raise 
  the difficulty of any interactions with factional partisans 
  by one level and lower the Tolerance of such encounters 
  by 1. 
  a suMMons FRoM the king
  Assuming they have ably served the King in at least one 
  adventure, the companions will be invited to attend the 
  wedding. This is a great honour, for not only does it show 
  the esteem that Thengel King holds for them, but also 
  gives the player-heroes an opportunity to enjoy a winter 
  as guest of the monarch, with a place in the Golden Hall 
  for them until the last guests leave. No cold camp or damp 
  stable for the company this year, for this winter they feast 
  in the warm glow of Meduseld!
  When the company arrives in Edoras, they are escorted to 
  the Golden Hall, given a chance to refresh themselves, and 
  then presented to Thengel. 
  “Welcome to my hall. I have sent for you because the 
  wedding of Esmund and Mildryd Shielding is upon us 
  and I need trusted people to ensure that no feud mars the 
  peace. I do not ask you to patrol the streets or guard any 
  hall; those are duties my guard are more than capable of. 
  No, there are many tasks that need doing which require 
  steady hands, but more importantly, calm hearts. I need 
  you to help with the wedding preparations, but more 
  importantly, I need you to steer the followers of my sullen 
  marshals away from violence. Distract them, occupy 
  them, keep the peace. Can you do this?”
  Presuming the companions have already played through 
  several of the previous adventures in Oaths of the 
  Riddermark, the households of both marshals will be 
  known to them by now. Throughout the days leading up 
  to the wedding, the company must thread the difficulties 
  of getting their tasks done while reducing tensions amidst 
  the guests.
  the wOes Of winteR
  
  108
  Oaths Of the RiddeRmaRk
  Friendly Rivals
  It might be entirely possible that as a result of the 
  actions of the company in Red Days Rising, and 
  Below the Last Mountain, the tensions of the feud 
  may be far lower than is presented here. If this is 
  the case, the Loremaster should keep in mind that 
  no single act, no lucky happenstance, and certainly 
  not a season or two of peace, can fully wipe away the 
  pain and anger of decades of feuding. The marshals 
  might put on a better show of ending the feud and 
  reconciling, but their followers are lesser men and 
  women, and some might willingly, gleefully even, 
  give in to their hate. 
  a veRy long Week
  Early in the week, the various followers and hangers-on 
  of both marshals begin to arrive at Edoras. The highest-
  ranking lodge within Edoras itself – either in guesthouses 
  around Meduseld, houses in town, or sturdy pavilions 
  erected within the walls. 
  The majority of the households pitch large tents in the 
  surrounding fields. Within days, Edoras is filled with 
  Riders and their families, eating, drinking and milling 
  about. The chance of tensions boiling over increases as 
  the week rolls on, without the efforts of the player-heroes.
  During the week leading up to the wedding, the companions 
  are going to be kept very busy indeed. The various player-
  heroes will each have to decide how they will spend 
  each of their days, whether at one of three tasks for the 
  wedding - Hunting Game, Driving Cattle, Picking Flowers 
  (see Wedding Preparations, below) – or if they will mingle 
  amidst the various Eorlings filling Edoras, keeping an eye 
  out for trouble: The section on page 110 lists various events 
  likely to cause animosity that will crop up during the week, 
  which the Loremaster can employ as they see fit. 
  The company’s success at keeping the peace and helping 
  in the preparations will be evaluated at the end of the 
  week to determine the tension level in Edoras going into 
  the next section of the adventure.
  Wedding pRepaRations
  The activities described below exemplify the tasks 
  the companions can select if they wish to help in the 
  preparations for the event. 
  Should they think to propose such a thing, the companions 
  can attempt to enlist the help of some of the many Eorlings 
  who are waiting for the marriage in dangerous idleness. A 
  single roll of Awe, Inspire, or Persuade can be attempted 
  
  109
  each day regardless of the numbers of companions, a 
  success indicating that one or more Eorling has joined 
  them. Each preparation task described below indicates 
  the result of bringing someone along.
  Hunting Game
  While the King’s larder has already been stocked with 
  dried, smoked and pickled beef, pork and mutton, fresh 
  game will be welcome. Already the small folk of Edoras 
  have spread out across the fields and pastures and 
  brought in every rabbit, hare and squirrel they could find. 
  Something more is needed, something impressive to sit on 
  a spit over the fire and say to all that the King has set forth 
  a fine table, even if only the lords and chieftains of the 
  Rohirrim are to get a taste.
  Three options present themselves: a fine stag, a heavy 
  boar, or a bear thick with winter’s fat. All three present a 
  problem; for the deer found on the plains are rare, and not 
  terribly impressive due to their small stature. Larger stags 
  can be found in the mountains, but tracking them across 
  the dells and highlands might prove too lengthy a hunt. A 
  boar would serve well, but most of the boars in Rohan are 
  far to the east in the Everholt and are fractious foes at best. 
  Bears are unheard of near Edoras, unless one climbs up 
  into the White Mountains.
  •	
  Each half-day spent seeking game allows for a roll 
  of Hunting (TN 16, as it is winter). A success brings 
  a quarry within sight of the hunters, and the chase 
  can begin. The better the roll, the more magnificent 
  the beast sighted – a success results in a deer, a 
  great success a boar and an extraordinary success a 
  bear. A second roll must then be passed to catch the 
  beast. A failure on either roll results in the hunt being 
  unsuccessful for now – another roll may be attempted, 
  but this will take the companion another half-day. A 
  failed roll producing an C however, results in an 
  injury – the companion loses a Success die’s worth of 
  Endurance.
  If the company successfully brings back a stag, the task is 
  complete. If they bring back a boar or a bear, the difficulty 
  of interaction rolls for the rest of the week is lowered by one 
  level. If they thought to bring a few of the feuding Riders 
  from either camp with them and their hunt succeeds, the 
  shared danger and victory adds 1 to their success tally. 
  Driving Cattle
  The herds of the King graze on the snowy fields of the 
  Folde, the King’s personal demesne. This large herd, more 
  than enough to feed the hungry mouths of Edoras, must 
  be driven up the great West Road to the capital. Normally 
  guarding these kine would fall to some esquires of the 
  King’s Guard, but they are fairly well occupied keeping the 
  peace in Edoras. Cenric offered to merge the King’s herd 
  with his own and drive them to Edoras when he comes, 
  but Thengel King is not taking any chances. 
  •	
  It is sixty miles along the great West Road to where the 
  King’s drovers have gathered the herd, a gentle day’s 
  ride in better seasons, but less so in winter. The journey 
  will take two days to ride to the gathering point, but 
  a further three days to drive the cattle back to Edoras. 
  The companions will need to pass two Fatigue tests at 
  TN 12 during the journey. While the drovers take care 
  of moving the cattle, any player-heroes accompanying 
  them must keep a sharp eye out for danger. 
  If a Hazard episode occurs, it will come from either 
  inclement weather or the cattle themselves. A sudden 
  overnight snowfall might threaten to bury the camp, or 
  deepen the snow cover and thus make the journey longer 
  (keep in mind that the wedding is planned at the end 
  of the week, player-heroes arriving too late will be at a 
  disadvantage). A sudden thawing might bring warmer 
  weather, but it will turn the tracks along the great West 
  Road to mud, slowing progress and threatening to bog 
  down cattle. 
  The cattle themselves are not particularly clever. A 
  Hazard episode might mean that a number of cattle have 
  wandered off and will need to be found and driven back 
  using Athletics. If the company brought some of the 
  feuding Riders with them, successfully bringing the cattle 
  back adds 1 to their success total at the end of the week.
  Picking Flowers
  By tradition, the bride wears a headdress of garlands, but 
  there is not a great plentitude of flowers to be gathered in 
  the midst of winter. However, on the lower slopes of the 
  White Mountains there grows a flowery shrub known in 
  the Mark by the name of ice-spear. This low-lying plant 
  grows in dense clumps along the sunny side of slopes; it 
  flowers in the winter, producing short green shoots capped 
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  Oaths Of the RiddeRmaRk
  with bright blue flowers. The Queen herself desires that 
  some Riders make the short trip south into the mountains 
  and gather baskets of ice-spears.
  It should take a full day to ride to the lower slopes of the 
  White Mountains to the south, gather the flowers and ride 
  back. The company will need to leave in the morning and 
  will likely not get back until late in the afternoon or early 
  evening. The ride will be a cold one, as the wind tends to 
  come down from the mountains in frigid blasts and gusts. 
  •	
  Locating a patch of ice-spears is not a difficult task; a 
  companion who makes a successful roll of Hunting 
  or Explore (or who has an appropriate trait, such 
  as Gardening or Herb-lore) should be able to find 
  some; however, ice-spear often grows far up on the 
  side of cliffs, growing out of the crevices in the rock 
  and spreading far out of reach. Scaling the cliff face 
  requires Athletics. A failure means the player-hero 
  is unable to reach the ice-spears, even after several 
  hours of climbing. Each success results in enough 
  ice-spears gathered to fill one basket. Should a roll 
  be failed with an C, the companion falls from the 
  cliff into the rock strewn snow bank below, losing a 
  Success die’s worth of Endurance. 
  It will take three people to gather a full load of flowers in 
  time for the company to return to Edoras before sunset. 
  Successfully returning three baskets of ice-spears adds 2 
  to the success total at the end of the week. Failure subtracts 
  1 success.
  the Week’s tRials
  Each day of the week, something untoward occurs, and 
  the Loremaster may present one trial each day, choosing 
  from the examples below in any order. Companions 
  not out performing Wedding Preparations tasks can 
  take part in a day’s Trial. (If all player-heroes are busy, 
  automatically subtract 1 from their successes at the end of 
  the week when determining the tension level). 
  The player-heroes will generally have to deal with rowdy 
  Eorlings, though how they do so can vary wildly depending 
  on circumstances and their choices.
  •	
  Trials are typically resolved with a skill test suggested 
  by the player. A success eases the tension and keeps 
  things friendly; however, a great or extraordinary 
  result actively lowers the overall tension level adding 
  1 to the success tally at the end of the week.
  •	
  A failure subtracts 1 from the week’s final success 
  tally, and a failure with an C additionally increases 
  the difficulty of any further rolls by one level (TN +2). 
  Trial 1. Horsing About
  Horsemanship contests are popular amongst the 
  Rohirrim. Speed is just one manner in which the skill of a 
  rider and mount can be tested: A swift horse is a fine one, 
  a strong horse is a good one, but a smart horse is a thing 
  of wonder. Of course, proving one’s skills by recklessly 
  riding drunk through the streets of Edoras is unwise... 
  The player-heroes come upon a group of Riders from East 
  and West jeering one another on to increasingly greater, 
  and more dangerous, feats of riding. Talking them down 
  may not work, but outriding them certainly might…
  The gathered Rohirrim are a fractious lot, and with the 
  close confines and imposed limitations of winter, not to 
  mention the overcrowded nature of Edoras in the days 
  leading up to the wedding, chance encounters between 
  bitter enemies are likely. Two rivals from East and West 
  bump into each other in the street, and a nasty flyting 
  contest begins (see page 24).
  While using Awe, Inspire, or Persuade to get the flyting 
  parties to calm down and move on once they’ve said 
  their piece would work, a more daring companion may 
  contrive to allow both sides to let off steam by letting the 
  flyting occur, as everyone knows that one is not to take 
  the insults in a flyting too seriously. Unfortunately this 
  is dangerous, as words can swiftly lead to blows if not 
  carefully managed. If the player-heroes encourage a full 
  blown flyting contest, raise the difficulty of reining it in 
  by two levels (TN +4). If the hero succeeds, add 2 to the 
  success tally at the end of the week. 
  Trial 2. Sharp Words 
  When the Eorlingas gather, they like nothing more than to 
  boast of their exploits. A certain amount of exaggeration 
  is expected, even encouraged, but a friendly brag made 
  in jest can swiftly turn dangerous if accusations of lying 
  follow it. 
  
  111
  The player-heroes come upon a gathering where a drunken 
  warrior is on the edge of saying something far too rash to 
  her rivals. The companions will have to carefully redirect 
  the conversation, perhaps with boasts of their own, lest it 
  turn violent.
  Trial 3. “Friendly” Competition
  A noble has encouraged warriors from both East and West 
  to participate in a contest of prowess. There are challenges 
  to see who can lift, run, and carry the largest load, jump 
  over a bonfire, and scale an ice-slick wall. 
  While the contests start relatively smoothly, the later 
  competitions involve spear throwing and archery, 
  something the Companions may wish to keep a close eye 
  on. Failure could mean an “accident” with repercussions.
  Trial 4. Prank Gone Astray
  A prank between West and East has gotten of hand. 
  Someone started by filling the boots of a sleeping rival with 
  snow, and after a few turns the situation has escalated to 
  a favourite horse’s coat having been dyed a bright yellow. 
  The player-heroes must intervene, but with subtlety, as 
  after all “it’s only a prank”...
  Trial 5. Sheer Boredom
  In the early winter, with little to do, warriors often resort 
  to drinking to soothe their boredom. As Edoras fills 
  and the wedding nears, the gathered Rohirrim need to 
  be distracted, lest they come up with ways to entertain 
  themselves that break the peace. The player-heroes come 
  upon a large group of Riders, deep in their cups, bored by 
  the tedium of waiting, and itching to start a brawl. 
  Lore, Riddle, or Song could all serve as proper 
  distractions. Craft can be used as well, for the Eorlings 
  respect good workmanship and many amongst them 
  would be willing to spend hours watching a master 
  craftsman at her trade. Heroes from farther afield might 
  hold a dozen Eorlingas enthralled simply by telling them 
  stories of their homelands and people.
  evaluating the tension
  The player-heroes efforts over the week determine the level 
  of tension in Edoras going forward – which influences 
  many events over the next sections. The more successes 
  they accumulated, the better natured everyone is.
  Characters that had already established good relations 
  with the warriors of both Marshals, say, during the 
  adventure Below the Last Mountain, add 2 successes to 
  the tally. Those that failed to do so subtract 1.
  If they failed to gain any successes all week, a brawl 
  happens in the street and several warriors from both sides 
  are injured badly. The difficulty of all interactions going 
  forward is raised by 2 levels (TN +4).
  1. (Narrow Success): The pressure is easily felt on the 
  streets of Edoras – the city is ready to combust. All go about 
  with their hands on their sword-hilts. Voices are raised in 
  anger far more often than merriment. The difficulty of all 
  interactions is raised by 1 level (TN +2) going forward.
  2-4. (Success): While there have been some brief 
  altercations, the feud has been successfully suppressed. 
  The majority of the Eorlings in Edoras are in a fair mood 
  and ready for the ceremony to begin. Folk from East and 
  West are cordial to one another. All social interactions 
  going forward are resolved in the standard manner.
  5-6. (Great Success): The King is well pleased. Warriors 
  from both marshals’ camps have begun drinking together 
  with more jesting than brawling. The Eorlings are excited 
  for the wedding and looking forward to the grand feast to 
  accompany it. The difficulty of all interactions is lowered 
  by 1 level going forward (TN -2).
  7+. (Extraordinary Success): The streets of Edoras are 
  filled with song and all are in a festive mood. In addition 
  to the effect of the previous entry, each companion 
  automatically gets 1 bonus success die at the start of any 
  new social interaction for use during it, for the rest of the 
  adventure.
  -paRt tWo - 
  the MuRdeR oF ceoRl the bold
  The bright winter morning before the wedding is 
  interrupted by a scream, followed by the horns of the 
  King’s Guard and a great gathering of visitors along the 
  fence behind Cépa’s House (see Horse-lords of Rohan, 
  page 22). A portion of the fence has been torn down and 
  some of the livestock are wandering out into the streets 
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  Oaths Of the RiddeRmaRk
  of Edoras. Lying on top of the broken fence is the body 
  of a dead man. The snow beneath the corpse is stained 
  in blood, and a set of footprints lead from the scene, 
  disappearing over a nearby fenced enclosure.
  In moments Heáfod, the Doorwarden of Meduseld, pushes 
  his way through the crowd with stern glares. Kneeling next 
  to the body, he gently rolls it over to reveal it is Ceorl the 
  Bold, a kinsman of Cenric’s household and a famed Rider 
  from Eastfold. Upon seeing this, several groups of Riders 
  depart swiftly from the scene.
  sheath youR sWoRds 
  Éogar and Cenric quickly gather in Meduseld, each 
  accompanied by a small complement of followers. 
  They have come to Thengel King before they could be 
  summoned, and the King is both angry and concerned for 
  this is just the sort of thing to unravel the peace.
  Cenric is the first to speak.
  “Is this the peace you wish? Is this the end of bloodshed? 
  My kinsman lies dead in the snow not more than a spear’s 
  throw from here. It should be obvious to all that this is but 
  one more blow struck by Éogar’s bandits. I would demand 
  compensation, but this villain has yet to pay me what he 
  owes, much less settle this new debt.”
  Éogar responds.
  “None of my men broke the King’s peace, but you dare to 
  insult me! Fie, there is nought to what you say but vapours 
  in the wind. Your mouth is a great spewer of waste that 
  rivals fabled Mount Doom in its volume and wickedness.”
  Cenric states coldly.
  “You lie.”
  Which is enough for Éogar to place his hand upon the hilt 
  of his sword and prepare to draw it.
  “I will pay what you deserve, Cenric, a weregild of steel!”
  Heáfod, the Doorwarden of Meduseld, instantly steps 
  between the two marshals. Thengel King rises from his 
  seat,  his face flush with anger.
  “Enough! I will not have blood and blades in my own hall. 
  I hoped reason might prevail, but I see how wrong my faith 
  in my marshals may be. Will you agree that a murder in 
  my own city is a business of mine? I will bring justice here, 
  not the swift murder of fools who would spill the blood 
  of their kinsmen, aye their kinsmen, for we are all sons of 
  Eorl, no matter what fold we claim. Heáfod clear the hall, 
  clear it of all these fools… those trusted folk remain.”
  The murmuring crowd files out under the watchful stare of 
  the King’s Guard, save the “those trusted folk” – who are 
  the companions. Once the hall is cleared, Thengel King sits 
  back down and motions for the company to come forward.
   
  “All murders are grave, but this one threatens to bring a 
  storm of bloodletting down upon us. By rights I should 
  order the King’s Guard to settle this, but I cannot. They are 
  loyal to me and to the seat I sit, and that will cast doubt 
  on their actions in the eyes of many. You, though, by your 
  deeds, have the respect of both East and West. Heáfod must 
  
  113
  look into this matter, but I want you to do so as well. Go 
  now, and discover, for good or ill, who slew Ceorl the Bold 
  last night.”
  solving the MuRdeR
  The player-heroes will need to ask questions, follow leads 
  and look for clues in order to solve this mystery. They had 
  best do so quickly, as the true culprit needs to be found 
  before the wedding can take place and the marshals grow 
  impatient. 
  Ceorl was in truth murdered by his own cousin, Hild, 
  a young shieldmaiden. Hild killed her kinsman out of 
  greed. An ardent gambler, she has lost a great deal of her 
  inherited wealth to the merchant Goldred. On her way to 
  Edoras, a stranger offered her a great deal of gold if she 
  would kill Ceorl. Desperate, for Goldred the Merchant has 
  said he will take her horse and armour if she cannot pay 
  her debts, Hild accepted the offer. She was given a small 
  sack containing coins of foreign make and never saw the 
  stranger again (if the company find these coins, they may 
  recognise them as being of the same type found on the ill-
  favoured traders encountered in the Eastemnet in Black 
  Horses, Black Deeds, on page 78).
  Investigating the murder is treated as a prolonged action; 
  the company must accrue 6 successes in order to find 
  enough clues that point to Hild’s guilt and motivation. 
  However, should 3 failures be accrued first, two days pass 
  and the two marshals leave Edoras with their households. 
  The wedding is called off and the two marshals retreat 
  to their own halls to prepare for a spring which will be 
  marred by bloodletting and revenge…
  The Loremaster should allow the players to handle the 
  investigation in a way best fitting their heroes, proposing 
  skills to test against and avenues to pursue. 
  •	
  A roll of Hunting might be made to find Hild’s tracks 
  and follow them back to Gram the Smith’s house, 
  where Hild has stayed on occasion. 
  •	
  A Healing test might reveal the fatal wound was a 
  knife wound, while a Search roll will locate the bloody 
  dagger tossed behind a woodpile to the rear of a house 
  along the main street. 
  •	
  Asking around can reveal much with a successful roll 
  of Awe, Courtesy or Persuade; one could learn about 
  Hild’s gambling, about how Goldred the Merchant 
  had loaned her money, and that Ceorl and Hild were 
  drinking at Cépa’s House that night. 
  •	
  An Awareness test might show that Ceorl’s sword 
  never left its sheath, meaning his attacker surprised 
  him.
  •	
  A roll of Insight can be used to determine when 
  someone is lying; Hild, when questioned, will be less 
  than truthful. Hild’s dagger is missing from its sheath. 
  She claims to have broken it while hunting and hasn’t 
  found a suitable replacement yet.
  the aRRest oF hild “kinslayeR”
  If the company gathers sufficient evidence in time, the 
  player-heroes should go to Heáfod. The Doorwarden will 
  ponder their findings before taking it to the King. Thengel 
  King will order the arrest of Hild. Hild surrenders without 
  a fight, confessing her crime before the King and the 
  assembled lords of Rohan.
  “With heavy heart I must now rule as to the fate of Hild 
  Kinslayer. This Rider has committed fell crimes and for 
  mere gold. Her sentence will be death, but as the morrow 
  shall be a wedding I will not mar such a happy occasion 
  with death and grief. The sentence will be carried out after 
  Year’s End.”
  The hall is then cleared. A successful roll of Insight shows 
  that the two marshals are ashamed by their hasty words.
  - paRt thRee - 
  the bRide’s hoRse
  Before sunset on the day before the wedding, Esmund 
  and Mildryd Shielding have retired to await the morning. 
  Whereas the bride has gone to the camp of her marshal 
  and his followers, Esmund has gone to Cépa’s House. 
  There he and some invited companions, including the 
  player-heroes, spend the evening before the wedding 
  drinking, singing songs and telling tales.
  The night passes convivially enough, though Esmund is 
  fairly sombre. When asks, he says he remembers a similar 
  night, long ago it seems. The guest of honour’s brooding 
  does little to dispel the mirth and camaraderie of the other 
  Riders in the house. The fire is warm, the air outside is cold 
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  Oaths Of the RiddeRmaRk
  and a silvery moon has risen above the White Mountains. 
  One of the assembled Riders – it is hard to tell who in the 
  haze of smoke from the fire and the crowded nature of the 
  hall – makes a bold suggestion.
  “In days of yore, brave warriors dared to spirit away the 
  bride before the wedding. A jest, to lighten the mood of 
  such a grave event! I say we do such a thing tonight, for 
  tomorrow will see the peace, aye, the King’s peace, and 
  we might not get another chance to show those Westfold 
  farmers what warriors truly are!”
  This suggestion is passed around, and the assembled 
  warriors of Eastfold laugh it off as far too rash. Especially 
  considering that Mildryd Shielding is a deadly warrior 
  in her own right, her camp is closely guarded, and in the 
  past, all knew that such raids were in jest. 
  So, someone offers that they could try something equally 
  daring instead, like stealing the bride’s horse. So long as 
  it is returned in the morning, this would surely be seen 
  as a good-natured jest… An Insight test against a severe 
  difficulty (TN 18) notes that a few of the Eastfolders, deep 
  in their cups, think this is a very good idea indeed. Before 
  anyone can say else, though, an amused Esmund states 
  that he is for bed, as he has a grand battle to wage on 
  the morrow. He leaves to laughter and soon the evening 
  apparently draws to a close.
  pRopeR caution
  A suspicious player-hero may wish to keep an eye on the 
  Eastfolders, ensuring they stumble to their beds without 
  doing anything rash. This is wise, because a group of 
  them have indeed decided to steal Mildryd’s beloved 
  horse, Swiftmane. It will take an Awe or Persuade 
  roll to convince them otherwise. Failure will cause the 
  companions to have to rouse the King’s Guard to stop 
  them, or they will have to draw steel themselves. This will, 
  of course, get back to Éogar and his followers – depending 
  on the tension level in the town and their relationship 
  with the company, this may mean an amusing story with 
  hearty laughs all around… or all social interaction rolls 
  may get 1 difficulty level higher.
  the luck oF Fools
  If none of the companions thought to keep an eye on the 
  Eastfolders, they are awoken to a swift knocking on their 
  chamber doors, long past midnight. To their surprise, 
  a cold sober Esmund stands at their door, asking to be 
  let in. As soon as the company is assembled, he tells 
  them that something terrible has occurred. His foolish 
  drunken compatriots enacted their plan and through 
  the luck of fools, managed to pull it off, somewhat. They 
  successfully slipped Mildryd’s horse, Swiftmane, out 
  of the Westfolder’s camp blindfolded. But once they’d 
  wrangled him back to their camp, his blindfold came 
  astray. Swiftmane attacked, they panicked, and now, 
  “Swiftmane is dead.” Esmund shakes his head, holds his 
  hands out in supplication.
  “Was this drunken foolishness or deliberate? It matters 
  not. I know not how to handle this. Will you help me?”
  The companions now have to decide how to handle this 
  situation and the Loremasters should certainly reward 
  clever thinking. Insight will indicate that simply going with 
  “the truth” will cause many, many problems. Éogar and 
  Mildryd will doubtless demand that the perpetrators be 
  punished. Esmund isn’t certain who all was involved, as 
  all of the Eastfolders involved in the horse-napping were 
  drunk, and none of them are willing (or even able) to 
  name the others. 
  The player-heroes may decide to concoct a good story to 
  “explain what happened”. Swiftmane’s corpse is presently 
  hidden in a tent in the Eastfolder’s camp outside of Edoras. 
  Note that even for the best of causes, purposefully lying is 
  a 1 Shadow point misdeed. Still, for the good of Rohan, 
  they may take such a burden upon themselves.
  Finally, whatever they decide, the entire situation will be 
  greatly improved if the company can manage to produce a 
  new horse worthy of Mildryd Shielding. How they go about 
  this is up to them. If their relations with Thengel King are 
  good, they may ask for one from his stables. Otherwise, 
  they may have to purchase or otherwise acquire one.
  In the morning, Mildryd is obviously greatly upset at the 
  loss of her horse. How the company handles the situation 
  will greatly affect her response. At worst, her fury will 
  carry over to her folk and Éogar, who will cause more 
  trouble in the following section. At best, she will be sad, 
  but mollified over the gift of a fine new steed and Éogar 
  will be more affable.
  
  115
  – paRt FouR – 
  Fell tidings
  It is the day of the wedding, and hopefully through the 
  hard work (or luck) of the company, blood has not been 
  spilled on the streets of Edoras. The morning of the 
  wedding promises to be a day of peace, with the bonding 
  of not just husband and wife, but of two feuding houses. 
  Perhaps if Esmund and Mildryd Shielding can put aside 
  the tragedies of their pasts and start anew, so too can the 
  people of Rohan.
  Meduseld is filled beyond the Golden Hall’s ability to hold 
  all the lords, chieftains, notables, retainers, followers, 
  hangers-on and curious watchers. The crowd spills out 
  of the hall, crowding into the portico and down the steps 
  to gather in the street in front. Thengel King and Queen 
  Morwen stand at the front of the hall, flanked by the two 
  marshals, with the other lords of Rohan arrayed around 
  them.
  Two processions of Riders approach the town, one from the 
  camp of Westfold and the other from Eastfold. At the head 
  of the processions rides the bride and groom, dressed in 
  their best clothes and with their horses decorated for the 
  occasion, and their accompanying Riders are equally 
  magnificent. With a certain amount of solemnity – some 
  might say hesitation – both processions make their way 
  through up the main street to the Golden Hall. 
  At the foot of the steps the crowd, urged by the King’s 
  Guard, parts as the wedding party dismounts. Bride and 
  groom, avoiding eye contact with one another, have just 
  begun to ascend the first step when a horn is heard off in 
  the distance. Esmund and Mildryd hesitate, and then take 
  the next step, but are interrupted once again by a blowing 
  horn, this time much closer. 
  The horn continues to sound, and the crowd turns 
  away from the wedding procession to stare across the 
  surrounding plains, finally settling their gaze upon a 
  swift-moving rider coming down the great West Road. 
  This interruption brings the King and his marshals out of 
  the hall and onto the portico. 
  “What manner of foolery is this? Who interrupts this 
  wedding?”
  It is, of course, Rynelda Fast-Rider, niece to Grimborn 
  of Grimslade and favoured messenger of the Second 
  Marshal. She wastes no time in saying her piece, seemingly 
  oblivious to the gathered throngs.
  “My lords, I come fast with news from Elfthain, who my 
  lord Éogar left to command Helm’s Deep in his absence. 
  A vast army of Orcs and Dunlendings have descended 
  from the mountains across secret paths directly into the 
  Westfold Vale, and even as we speak are making their 
  way east down the great West Road! The army is great in 
  number, foul Orcs and savage warriors beyond counting. 
  We must to horse, Eorlingas, for there isn’t a moment to 
  lose!”
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  116
  Oaths Of the RiddeRmaRk
  bonds oF blood
  The words of Rynelda cause a great stir amongst the 
  assembled crowds, and fear is quick to turn lingering 
  doubts into deep mistrust: Even as Éogar calls for his 
  horse, Cenric accuses him of treachery, saying that this is 
  clearly a ruse concocted by Éogar and his camp. The day 
  immediately turns sour, as both marshals’ followers start 
  clamouring for the wedding to be halted. Warriors call for 
  their horses and arms, parents hurry their children away 
  to safety.
  Silence is brought about by the pounding of the King’s 
  Guards against their shields, restoring some order. Thengel 
  King stands before the crowd, his features darkening.
  “It chills my blood to see you all ready to go at each other’s 
  throats, even when faced with such a grave threat. Aye, I 
  would be chilled to my very core, if it wasn’t for the fire of 
  my anger! This is a threat to the Riddermark, the land you 
  have all sworn to defend! Did you not come here under 
  pledges of peace and fellowship? By the King’s order, none 
  of you will leave this place till given leave. Gird yourselves, 
  but wait till summoned.
  Rynelda, I do not wish to offer you insult, doubting your 
  sincerity; however, this is a grave matter on which much 
  turns. I shall send Riders back with you to verify your 
  claim and report back here.”
  Thengel King looks at the company.
  “You’ve long had my trust, now be my eyes. Swifter than 
  the wind you must be.” 
  With that the King and his family turn and go back into 
  the hall. 
  the aRMy oF gazhúR thRee-deaths
  It is a hard day’s ride before the company catches sight of 
  the invaders, and long before that they pass herdsmen 
  and villagers fleeing east with everything they can carry, 
  to the safety of Edoras and the valley of Harrowdale. Each 
  player-hero will need to make a Fatigue test, increasing 
  their Fatigue as normal if they fail. 
  If a Hazard is rolled, the company may fall afoul of a 
  pair of Orcish Wolf-Riders (see page 122 of Horse-lords 
  of Rohan) acting as scouts for the Orcs.
  The army of Gazhúr Three-Death is a large force; hundreds 
  of Orcs march in ragged lines under foul banners. A 
  hundred or more Dunlending warriors march alongside 
  and, judging by the war paint they wear they are fierce 
  Hillmen from the heights about the Dunland Fells. At the 
  head of the army, astride a fearsome Warg, rides Gazhúr 
  Three Deaths, the Lord of the High Stone and sworn enemy 
  of the Mark.  
  
  117
  the MaRshals’ debate
  When they return the next day with this news, the 
  company faces a dilemma still. The wedding is, of course, 
  postponed, and the King calls his marshals together to 
  plan a response; however, even in this time of crisis the 
  feud rears its angry head. Both marshals have their own 
  ideas as to how to defeat the army of Gazhúr Three-Deaths 
  with the forces they have, yet those plans are directly 
  opposed to one another.
  The Eorlings gather in and around the Golden Hall to hear 
  what is said and what is decided by their king and his 
  marshals. Reports come in every hour, for Thengel King 
  has dispatched several of his own Riders to keep watch 
  over the enemy. The King listens to the counsel of his 
  captains, but it is clear that he has his own plans on how 
  to resolve the crisis... 
  The Retreat of Cenric
  “We came here from Eastfold not armed for war, but 
  ready for a wedding. The Orcs and their foul allies are too 
  numerous and already girded for war, yet we are fewer in 
  number here and have not brought all our best gear. I say 
  we return to Aldburg in haste. Not to flee! Nay, but to seek 
  battle in our own time and in our own place. The foe will 
  come to us, and we will be waiting for them.”
  Éogar and the Charge of the Helmingas
  “Count me as one who calls this foolish, for such a 
  plan would give all of Westfold to the foul vermin from 
  the mountains. We Men of Westfold are known as the 
  Helmingas; we do not flee from a foe, we meet him head 
  on! Give me all your best Riders and we will meet Gazhúr 
  Three-Deaths on the road, as he still marches for Edoras, 
  to break through his lines to reach Helm’s Deep. There, I 
  will gather my entire forces and return to the help of the 
  King!”
  Forgetful of the gravity of the moment and spurred by old 
  habits, the two leaders and their followers both argue 
  fiercely for their chosen strategies. Thengel King patiently 
  listens, and then raises to face his unruly marshals.
  The King’s Plan
  “I have tried for a long time to solve your quarrels, for I 
  knew that a time like this would have come to Rohan. A 
  time when our bonds of blood will either tie us together as 
  one folk, or see ourselves united in defeat and death. Our 
  common enemy is here, and he doesn’t care for weregilds, 
  stolen horses or broken oaths. Now, if you don’t see the 
  wisdom in making peace, then there is nothing else I can 
  do to make you bury your recriminations. We have only 
  one choice against the onslaught of the Orcs: meet them 
  together in battle here, at the fords of the Snowbourn. As 
  his forces wade through the frigid water, his numbers will 
  count for less and we can rout him!”
  Once again, the King turns to the companions and asks 
  their counsel.
  Set Tolerance
  In this council of war, Wisdom and Valour are both valued, 
  so the initial Tolerance is equal to the highest of either 
  attribute in the company. Increase the Tolerance by the 
  highest Standing with Rohan. Then modify it as follows:
  •	
  Increase by 1 if the marshals are here in part as a 
  result of the company’s negotiations in Red Days 
  Rising.
  •	
  Increase by 1 if the companions rescued Esfled from 
  the Dunlendings in Red Days Rising.
  •	
  Increase by 1 if the companions brought the brigands 
  to justice in Black Horses, Black Deeds.
  •	
  Increase by 1 if the companions managed to get the 
  warriors of both marshals to fight alongside one 
  another in Below the Last Mountain.
  •	
  Reduce by 1 if the companions failed to coordinate 
  their troops during Below the Last Mountain.
  •	
  Reduce by 1 if the King was forced to order the 
  marshals to make peace here.
  Finally, remember that, for good or ill, the overall tension 
  level in Edoras affects the debate (apply the due modifiers 
  to the difficulty of any roll).
  Introduction
  Here is where the companions make their arguments for 
  why they should be heard in the war council of Rohan. The 
  player-heroes will generally have to use Awe, Inspire, 
  or Persuade, though a good argument for a different 
  skill, Song perhaps, may get some leniency from the 
  Loremaster. Their successes add to their chances to sway 
  the marshals to their thinking. 
  the wOes Of winteR
  
  118
  Oaths Of the RiddeRmaRk
  Interaction
  The aim of the company is to persuade both marshals to 
  agree to the King’s plan.
  Persuading the marshals is set up as a prolonged 
  action, requiring 6 successful rolls for each, 12 in total. 
  Cooperation is allowed. (See Prolonged Actions, The 
  One Ring Roleplaying Game, page 149). 
  The players are free to propose which skills their characters 
  will employ to achieve their goal, but several examples 
  follow below.
  •	
  Awe can be used to remind the quarrelling marshals 
  of the heroes’ valour in the service of Rohan.
  •	
  Rolls of Persuade present sound arguments and 
  ensure cool heads prevail.
  •	
  A roll of Inspire might be used to stir the martial 
  prowess of the marshals, rekindling a thirst for battle 
  against a shared foe.
  •	
  Song brings to the fore some of the Rohirrim’s past 
  victories, evoking the spirits of their most valorous 
  heroes.
  •	
  A test of Battle brings sound tactical judgements to 
  the table, demonstrating why the best plan is to meet 
  the foe at the Snowbourn, where their numbers may 
  not avail. 
  If the company succeeds in persuading both marshals 
  before the Tolerance is exceeded, then they successfully 
  convince them to join their households together and meet 
  the enemy at the fords of the Snowbourn.
  If Éogar is not convinced to abide by the King’s will, the 
  next morning will see him riding out with his own forces 
  to break through the Orcs and reach Helm’s Deep. If the 
  company fails to persuade Cenric, the marshal will leave 
  for Aldburg, promising to return to the rescue of Edoras. 
  – paRt Five – 
  Red Fell the snoW
  The Orcs and Dunlendings are pressing down the great 
  West Road. The day dawns red in the east, and promises 
  to be redder ere the sun sets. Faced with the oncoming 
  army of Gazhúr Three-Deaths, the Rohirrim must stand 
  together or die apart. What happens next depends largely 
  on what the companions were able to accomplish the day 
  before. 
  •	
  If Éogar could not be convinced, he leaves for Helm’s 
  Deep and engages the enemy in a bloody, one-
  sided battle. Surprised by the enemy’s numbers, the 
  marshal is defeated and Éogar himself is slain.
  
  119
  •	
  If Cenric could not be moved from his positions, he 
  leaves for Aldburg, followed by the men of Eastfold.
  If only one marshal defected, or both agreed to the 
  King’s plan, then the host of the Eorlingas will meet the 
  enemy at the ford of the Snowbourn (see The Battle at the 
  Snowbourn, below).
  If both marshals deserted the King, Thengel is forced to 
  leave Edoras for Harrowdale. Before the sun sets, his men 
  leave the city, and the inhabitants stream out of its gates to 
  find sanctuary in the hold of Dunharrow. (See page 122, 
  The Battle of Aldburg, for how this plays out.) 
  the battle oF the snoWbouRn
  Led by Thengel King, the Eorlingas and the companions 
  prepare to meet the horde of Gazhúr Three-Deaths on the 
  fords of the Snowbourn, where the great West Road meets 
  the stream. Here the King intends to assault the Orcs and 
  Dunlendings as they cross the cold and swift waters of the 
  stream, to reduce the disadvantage the Rohirrim suffer 
  as far as numbers are concerned. Having succeeded in 
  enlisting the aid of at least one of the two marshals of the 
  Mark, the companions fight right behind the ranks of the 
  King’s Guard. 
  Forth Eorlingas!
  To describe the companions’ viewpoint, the battle is 
  divided into 6 scenes, presented in chronological order. 
  The actions of the companions are instrumental to the 
  success of each scene, and, in the long run, to the outcome 
  of the battle itself. 
  Each scene presents a challenge to complete, and a 
  number of foes to face (if only one marshal is present 
  at the battle, increase the number of foes that must be 
  faced in every scene by 1). At the start of each scene, the 
  Loremaster describes the situation and the player-heroes 
  must either choose to participate in the event, or can hold 
  themselves “in reserve”. Companions in reserve recover 
  a number of Endurance points equal to their basic Heart 
  score. 
  A scene is considered to have been completed 
  successfully if at least one companion overcomes 
  all the tests presented and defeats all foes within six 
  rounds of combat. 
  Unlikely Allies
  The player-heroes might receive aid from those that 
  they have befriended in past adventures. The company 
  might have crossed paths with the Dunlendings 
  previously, entreating with the Iron-folk in Wrath of 
  the Riders, or with the Wulfings in Below the Last 
  Mountain.
  If oaths of friendship were sworn with the Iron-folk, 
  they arrive in a mixed band during Scene 3, attacking 
  the Orcs form the rear with wild war cries that ring 
  out above the din. This reduces the number of Orcs 
  each player-hero must fight in each scene by 1 for the 
  rest of the battle. 
  If the company went out of their way to save 
  Dunlending refugees and captives during the events of 
  Below the Last Mountain, word has spread amidst 
  the Folk of the Fells and only the most vicious of the 
  mountain tribes are interested in fighting the Forgoil 
  this year. This reduces the number of Dunlending 
  Raiders each player-hero must fight in all scenes by 
  1 for the entire battle.
  If the Wulfings encountered in Below the Last 
  Mountain were treated well and fought alongside the 
  company against the Orc raiders in that adventure, 
  they will have caught sight of the Orcs as they moved 
  through the White Mountains and followed. Déormód 
  himself leads a force of Wulfings who arrive at the 
  start of the Scene 4. This reduces the number of Orcs 
  each player-hero must fight in every scene by 1 for 
  the rest of the battle (and stacks with the reduction 
  caused by alliance with the Iron-folk.)
  If the company fared poorly with the Dunlendings 
  during Below the Last Mountain, this will have 
  spread amidst the tribes and many may seek 
  vengeance. If such is the case, then throughout the 
  battle, if Dunlending Raiders are present during a 
  scene, their numbers are increased by 1.
  the wOes Of winteR
  
  120
  Oaths Of the RiddeRmaRk
  Scene 1: The Opening Charge
  Prudence and good tactical advice would encourage the 
  Rohirrim to wait until the Orcs are crossing the river before 
  coming to grips with the enemy. This is not the way of the 
  Eorlingas, for battle from horseback is in their blood. As 
  soon as the enemy enters the shallowest part of the river 
  to cross it, the first volleys of arrows take flight and the 
  Riders of Rohan charge. If Cenric is present, he leads the 
  charge with his Riders from Eastfold. If not, Éogar leads 
  the charge. 
  •	
  Companions who join the charge must pass a 
  Riding test rolling Athletics against TN 18 to ford 
  the icy stream at speed; if successful, they get to 
  make a standard Charge attack as battle joins. Each 
  companion faces three Orcs of the White Mountains.
  Failure to complete this scene results in whichever 
  marshal led the charge getting surrounded on an eyot in 
  the middle of the ford. With only a handful of warriors 
  about him, the marshal is in a desperate situation. 
  Companions wishing to help him must choose the 
  Variant scene: Stand and Fight (see box) in place of 
  scene 2, or the marshal will be slain. 
  Scene 2: Struggle at the Ford
  Gazhúr Three-Deaths gathers his toughest warriors and 
  sends them in a wedge to drive impetuously across the 
  low banks of the river. The fierce Uruks will slaughter all 
  before them if they are not stopped before they cross the 
  icy waters. 
  •	
  The companions must make a Riding test to return to 
  the edge of the Snowbourn in time. If they succeed, 
  they can make a Charge attack, then fight from 
  horseback if they wish. If they fail, they cannot make 
  a Charge attack, and the press of bodies is such 
  that they must dismount to fight. Three Black Uruks 
  (page 238 of the The One Ring Roleplaying Game) 
  face each companion.
  If this event ends in failure, the player-heroes participating 
  in the scene are trapped for a while, fighting the Orcs in a 
  desperate melee that looks far too much like a last stand. 
  Once the Black Uruks are defeated, all companions must 
  choose the Variant scene: Stand and Fight in place of 
  scene 3.
  Variant scene: Stand and Fight
  The player-hero fights in the midst of a raging battle. 
  The companion must face three Orcs of the White 
  Mountains and one Dunlending Raider. If successful, 
  they are free to participate in a different scene; If 
  they fail, they must choose this variant scene again 
  instead. Any foes that they were fighting disappear 
  in the swirl of melee and they face a new (unhurt) set 
  of enemies.
  Scene 3: To the Rescue
  Marshals are men to lead from the front, and when Gazhúr 
  Three-Deaths finally shows himself, whichever marshal 
  of the Mark is present rides out with his personal éored 
  directly towards the  Orc-chieftain. At first the charge goes 
  well, but then a black dart strikes the marshal’s steed, 
  sending horse and rider tumbling into the ground. 
  If the marshal is Cenric, then the companions witness as 
  Esmund leaps from his horse and stands over his lord’s 
  body, defending him from Orcs and Dunlendings who 
  race to claim the head of a mighty chieftain of the straw-
  heads; if the marshal is Éogar, then the rescuer is Mildryd 
  Shielding of course.
  •	
  The player-heroes can attempt to rescue the marshal, 
  and by saving him save the valiant rescuer also (and 
  possibly save the only mean to find peace between 
  Eastfold and Westfold). There are three Orcs of the 
  White Mountains and two Dunlending Raiders per 
  companion. 
  If this scene is completed successfully, the Riders of the 
  saved marshal rally behind the company and take their 
  leader to safety. If the companions are unsuccessful, the 
  rescuer gives her lord his or her mount and dies fighting to 
  defend his retreat.
  Scene 4: Fight Beside Thengel King
  Even as the battle spreads out across the snow-strewn 
  plain and over the Snowbourn, Thengel King remains at 
  the forefront, fighting always in the vanguard. The King’s 
  Guard, resolute till now, have slowly been falling due to 
  
  121
  their fierce struggle. A Battle test will tell a trained eye 
  that his foes are moving to surround the King…
  •	
  If their Battle test is successful, a player-hero can 
  swiftly move to safeguard the King. If so, they 
  face three Orcs of the White Mountains and two 
  Dunlendings. If they fail, they face three Black Uruks 
  and two Dunlendings. 
  Failing this scene leads to Thengel King being placed in 
  mortal jeopardy and any player-character in this scene 
  must participate in the Variant scene: Save the King! in 
  place of scene 5.
  Variant scene: Save the King!
  Thengel King’s horse is slain and he is caught 
  beneath its flailing legs. Gazhúr Three-Deaths 
  desires nothing more than to see the King butchered, 
  and orders his warriors to press forward. Four Orcs of 
  the White Mountains and three Dunlending Raiders 
  per companion rush to slay the fallen King. 
  A successful roll of Athletics test is needed to reach the 
  King’s side in time, and then his foes must be defeated 
  or driven off. Failure on the Athletics test results in 
  Thengel being knocked unconscious. This fight goes 
  till all enemies are defeated. If Thengel was knocked 
  unconscious, at least one player-character must leave 
  the field entirely to escort the King’s supine body 
  away from the battle. If all companions fall before 
  their enemies, Thengel King is gravely wounded and 
  what remains of his guard lose him amidst the bodies 
  and swirling waters of the Snowbourn. 
  A cry goes up amidst the Eorlingas, as a roar of 
  exaltation goes up amidst their enemies: the King is 
  Dead! Add two to every type of foe the companions 
  face in the subsequent scenes, to reflect the loss of 
  morale among the Men of the Mark and the renewed 
  ferocity of the Orcs and Dunlendings.
  Thengel King is found after the Battle of the 
  Snowbourn, but he is never a hale man again, 
  weakened by his ordeal in both body and mind.
  Scene 5: Rally the Rohirrim
  As battle waxes, the rapidly piling bodies, steaming in the 
  snow, may cause the cold hand of fear to trouble many 
  hearts and some may look to flee. Those companions that 
  can must rally the defenders to carry on fighting. 
  •	
  A successful Awe or Inspire roll renews courage, 
  and then the player-hero will need to lead the charge 
  back into battle. There are three Orcs of the White 
  Mountains and one Dunlending Raider for each 
  companion. If they are mounted, they can indeed 
  charge them.
  If this scene ends in failure, many Riders flee the field, 
  and the player-hero is left alone to fight on. In place of the 
  following (and final) scene of the battle, the player-hero 
  must complete the Stand and Fight variant scene.
  Variant scene: Challenge Gazhúr 
  Three-Deaths
  A bold and daring hero might decide to challenge 
  Gazhúr Three-Deaths to single combat. 
  •	
  During the fifth and sixth scenes of the battle, a 
  player-hero may attempt an Awe test against TN 
  18 in order to challenge Gazhúr Three-Deaths. 
  If successful, the Orc Chief acknowledges their 
  desire to die on his blade and accepts the single 
  combat. 
  The fight lasts until one of the combatants lies dead. 
  No one can help either warrior. Victory for a player-
  hero shatters the morale of the invaders: the number 
  of foes fought in each subsequent scene is reduced 
  by half; additionally, add 2 to the company’s event 
  success total. 
  Failure emboldens the Orcs and Dunlendings, 
  adding an additional foe to each following event. 
  The Eorlingas, at the least, are impressed by the 
  companion and sing of their reckless bravery for 
  generations. Their death counts as a Heroic Death.
  the wOes Of winteR
  
  122
  Oaths Of the RiddeRmaRk
  Scene 6: Counter-charge!
  The Orcs and Dunlendings have broken through the right 
  flank and a valiant captain (Esmund or Midlryd) quickly 
  organises a counter-charge against them. The captain 
  leads from the front, and the éored scythes into the ranks 
  of the Orcs. However, in doing so the captain pushes ever 
  deeper into the swirling mob of Orcs and Dunlendings, 
  dangerously so. 
  If the wild charge slows down, instead of routing the 
  invaders, the captain might be pulled from his horse and 
  dragged down. The player-heroes must intervene, and 
  quickly. 
  •	
  There are six Orcs of the White Mountain and two 
  Dunlendings for each companion, but if they can 
  first rally some Riders to their side with an Inspire or 
  Song roll, this number is halved. 
  Failure to assist the captain results in his (or her) death. 
  Resolving the battle
  The Battle of the Snowbourn might be the victory that 
  unites the Rohirrim and solidifies Thengel King’s rule, 
  or it might be one of the worst defeats in the history of 
  Rohan and the first day of a long and dark era. There will 
  be many heroes that day, many brave deeds and many fell 
  strokes, but, sadly, many dead to be mourned and buried. 
  To determine the consequences of the battle, a total of 
  successes and failures must now be calculated.
  •	
  Add one success for each scene completed 
  successfully (variant scenes are not considered); 
  •	
  If, for whatever reason, no one participated in a 
  scene, add one failure. 
  •	
  Subtract one success for each dead marshal or 
  named captain;
  •	
  Subtract two successes if the companions attempted 
  and failed the Save the King! Variant scene. 
  Then, consult the results listed below:
  1: The Orcs crush the Riders and scatter them to the 
  winds. Thengel King or one of the marshals survives and 
  manages to hold up in Edoras or Dunharrow until spring, 
  but the future for Rohan is grim indeed.
  2: The Eorlingas have been defeated, but retain enough 
  cohesion and numbers to retreat to Edoras or the hold of 
  Dunharrow. The winter will be a long one of countering 
  the Orc siege. 
  3-4: The battle is a victory for the Rohirrim, but it comes 
  at a high cost. Gazhúr Three-Deaths is routed, but not 
  soundly defeated, and will no doubt return again to 
  trouble the Riddermark in a year or three. 
  5+: The outcome is a overwhelming victory for the Mark, 
  with the army of Gazhúr Three-Deaths ridden down by the 
  vengeful Eorlingas.
  the battle oF aldbuRg
  If the King was forced to leave Edoras by the insubordination 
  of both his marshals, the companions are subjected 
  to a sad sight: the folk of the city fleeing with what few 
  possessions they can carry, as the homes they leave 
  behind are sacked. The great hall of Meduseld is defiled 
  by Gazhúr Three-Deaths, and the Golden Hall is then set 
  aflame, a fire that roars for days as the massive timbers 
  burn. 
  After many days of skirmishing against the invading army, 
  Thengel is finally able to muster his forces and face the 
  enemy in open battle. Among his men are those Eastfolders 
  that Cenric repaired in Aldburg, and the survivors of the 
  forces of Westfold the King was able to gather after Éogar’s 
  defeat. Battle is eventually brought against the Orcs and 
  their allies along the great West Road, ten miles from the 
  gates of Aldburg.
  The battle is resolved using the same scenes presented 
  for the Battle of the Snowbourn, modifying them to suit 
  the different location. Due to the open nature of the 
  battlefield, all Riding tests made to Charge are resolved 
  rolling Athletics against TN 14 (instead of TN 16, see page 
  137 of Horse-lords of Rohan).
  When all scenes have been run, compare the number of 
  successes the companions were able to obtain to the list 
  below.
  0: If no scenes are successfully completed, the day is lost, 
  the King slain in battle and dark days lie ahead for Rohan.
   
  
  123
  1-2: The Rohirrim are defeated and must repair to their 
  mountain sanctuaries to resume fighting another day. 
  3: The victory is narrow, but the Rohirrim will still count 
  the day as one of glory and salvation. 
  4-5: Victory is assured, and the Orcs are routed. 
  - epilogue -
  After the battle come the cries of the wounded and dying, 
  and either victory or defeat. The consequences of such 
  a terrible fight affect the Rohirrim for many years, and 
  inform young Théoden’s experiences as he matures to 
  adulthood. 
  Thengel King, Éogar, and Cenric may be dead, or 
  estranged beyond reparation. Others, including Esmund 
  and Mildryd Shielding along with additional Riders the 
  company know, may well have fallen.
  an oRc victoRy
  Should Gazhúr Three-Deaths be victorious, the defeat 
  of the Eorlingas will mar the reign of Thengel King. The 
  invaders overrun much of Westfold, terrorise the King’s 
  own demesne in the Folde and even burn and loot much 
  of Eastfold. It will take years for the kingdom to recover, 
  as only a few mountain holds can stand against the 
  rampaging Orcs and Dunlendings. 
  It will not just be this invasion that throws the kingdom into 
  chaos. More Orc bands from both the White Mountains 
  and the Misty Mountains, along with Dunlendings, will 
  descend to take advantage of the situation. The Wulfings 
  will try to exercise their might, riding out from Frecasburg 
  to raid and claim new territory in the Gap of Rohan 
  and beyond. Strange and dark things will slip across the 
  borders, crawl out from dark holes beneath the mountains, 
  and slither across the Anduin from out of the East. 
  Eventually, Thengel King is forced to call upon Gondor for 
  aid…
  The coming years promise much adventure for the 
  companions, but not much hope. 
  a victoRy FoR the MaRk
  If the Eorlingas defeated the invaders at the Battle of the 
  Snowbourn, then this day will be well remembered. A great 
  victory such as this is the sort of thing that helps to unite 
  a people and adds weight to the words of the victorious 
  king. The player-heroes, whether they were instrumental 
  in victory or whether they made sure the Rohirrim fought 
  side by side instead of against one another, will be greatly 
  lauded – or remembered in song if they fell in battle. 
  If the Eorlings won at the Battle of Aldburg, the consequences 
  of the invasion are terrible, victory notwithstanding. Left 
  unchecked, the Orcs and Dunlendings have spent their 
  time looting and burning their way through fields and 
  farms. 
  With several lords of the Mark dead or wounded 
  grievously, the leadership of the realm is seriously 
  weakened, and bands of raiders will be left free to kill 
  and pillage with impunity for several years before the 
  Eorlings can bring back the rule of the Kings of the Mark. 
  If both Esmund and Mildryd Shielding Survive
  There will be a wedding after all. Both the bride and groom 
  are warriors, and what better wedding garb for them than 
  freshly-bound wounds? Having seen one another in the 
  midst of battle, they are duly impressed, and what union 
  might have been made out of duty or loyalty, is now one 
  made out of mutual respect and honour.
  If Esmund or Mildryd Shielding are Slain
  If either Esmund or Mildryd are slain in the battle, there 
  is great sorrow in Rohan, even if the day should be one of 
  victory. Should the day have ended with peace between 
  the two marshals, then there is always the chance that 
  another pairing could be made, even made quickly, to 
  signify the end of the feud. One of the player-heroes might 
  even serve as a replacement. A cold-hearted proposition, 
  but romance must be put aside in the name of peace.
  If both the bride and groom are slain in the battle, their 
  blood given to defend Rohan has a profound effect on the 
  feuding marshals and their followers. Their blood, along 
  with the blood of all who died in battle, joins Westfold 
  and Eastfold together in as strong a manner as a marriage 
  would have, for how can you kill a man in a feud whose 
  brother died saving yours?
  the wOes Of winteR
  
  124
  Oaths Of the RiddeRmaRk
  - a Wedding Feast -
  Following the battle, there will be a wedding. Hopefully, 
  it is that of Esmund and Mildryd Shielding, but perhaps 
  circumstances have led to the marriage of another. The 
  wedding ceremony is brief, as befits the Rohirrim. The 
  bride and groom exchange vows of love, loyalty, and 
  companionship. The King himself drapes leather thongs, 
  much like those used to tie two draft horses together to 
  pull one load, over the bride and grooms hands, and 
  announces them as a married couple.
  Following the wedding, there will is a feast, a feast not just 
  of a wedding and not merely to celebrate a union between 
  the bride and groom, but one that brings about the end of 
  the feud and honours the recently fallen. 
  Bread and meat are plentiful, platters are passed around, 
  and even those who have gathered outside the hall receive 
  a haunch of beef and a horn of ale. Songs are sung, boasts 
  are made and one can at last see once-bitter foes, even the 
  two marshals, enjoying each other’s company. 
  Following the feast, there will be some peace at last, for a 
  time…
  - aFteRMath -
  A few days after the wedding the guests will begin to leave, 
  and overcrowded Edoras will soon return to normal. 
  Before they depart the company is called once more to 
  appear before the King. 
  “What am I to say to you that can compare to your deeds? 
  There is no reward that I can bestow that can justly be set 
  against your efforts in bringing peace to Rohan. Even so, I 
  offer you these small tokens of my esteem, unworthy as I 
  deem them against the glory you have achieved.”
  Thengel King gives each of the player-heroes a beautifully 
  engraved ring of gold and silver, especially crafted for 
  them. Each ring is worth 5 Treasure points, but their 
  true value lies in raising a hero’s effective Standing by 1 
  whenever they are dealing with any Eorling.
  The King then presents various other gifts, new swords, 
  horse blankets, and so forth, along with small chests of 
  gold and silver, which amounts to 10 Treasure for each 
  companion. He also grants a large appointed house in 
  Edoras for the company’s use, whenever they should find 
  themselves in town.
  
  125
   loreMaster
  - characters -
  appendix
  The following section lists all the Loremaster Characters 
  that appear in Oaths of Riddermark, grouped by 
  adventure, and the order in which they appear. There is a 
  page reference for the first, or in some cases most useful 
  appearance, as well as a reference to Horse-lords of Rohan 
  where appropriate. Following the Loremaster Characters 
  is a list of suggested names for Rohirrim and Dunlendings 
  should they be needed.
   
  blood on the snoW
  Ulfúr – Swaggering Rider of Rohan, a hater of 
  Dunlendings, pg 8 
  The Reeve of Edoras – The representative of Thengel 
  King, pg 8 
  Léora – Dark-haired leader of a Rohirrim band, pg 9
  Imhar Far-Reach – a Dunlending hunter of some 
  renown, also hunting the Horse-eater, pg 14
  The Horse-eater – a monster, pg 17
   
  Red day Rising
  Thengel King of Rohan, pg 20 (Horse-lords of Rohan pg 
  12, 15)
  Queen Morwen Steelsheen, pg 20 (Horse-lords of 
  Rohan pg 17)
  Sunnifa, the lovely, golden-haired serving-woman to the
  Queen, pg 20 (Horse-lords of Rohan pg 18)
  Heáfod, the old captain of the King’s Guard, pg 20 
  (Horse-lords of Rohan pg 19)
  Young Prince Théoden, son of Thengel, pg 21 (Horse-
  lords of Rohan pg 18)
  Maerstan of Eastfold – a flyting rider-poet, pg 25
  Ashgar of Westfold,  – a flyting rider-poet, pg 25
  Léothere Five-Fingers, minstrel of Meduseld, an 
  unwelcome minstrel, pg 27 (Horse-lords of Rohan pg 28)
  Bída Softsong, apprentice of Léothere, pg 27
  Cenric, Third Marshal of the Riddermark (Horse-
  lords of Rohan pg 34)
  Esmund, son of Edwin of Eastfold, a brave captain, 
  grim of face. Pg 23 (Horse-lords of Rohan pg 35)
  Gálmód – Foster Son of Cenric (Horse-lords of Rohan pg 
  34)
  Rynelda Fast-rider, a messenger (Horse-lords of Rohan 
  pg 58) 
  Esfled, Lady of Westfold, wife of Eogar, pg 40
  Déormód - Wulfing, nephew to Frána, a grim rash 
  fellow pg 37 
  Rhonwen, Dunlending, twin sister of Caswelun, pg 38
  Caswelun, Dunlending, twin brother of Rhonwen, pg 40
  Blódred of the Westfold or Eastfold, and embittered 
  rider, pg 44 
  Mildryd Shielding, Shieldmaiden captain of Éogar, one 
  of his chief lieutenants, daughter of Galwyn (Horse-lords 
  of Rohan pg 42)
  Fengel King – Thengel’s father, pg 20 (Horse-lords of 
  Rohan pg 12)
  Éogar of Westfold, Lord of the Hornburg, Second 
  Marshal of the Riddermark, pg 22 (Horse-lords of Rohan 
  pg 41) 
  Erkenbrand, son of Eogar and Esfled, pg 34
  Grimborn lord of Grimslade, pg 34 (Horse-lords of 
  Rohan pg 42)
  Frana, Lord of the Wulfings, pg 37 (Horse-lords of 
  Rohan pg 57)
  WRath oF the RideRs
  Éogar of Westfold, Lord of the Hornburg, Second 
  Marshal of the Riddermark, pg 47  (Horse-lords of Rohan 
  pg 41)
  Earda, daughter of Eardfara, wrinkled woman, 
  farmer, pg 48
  Léofward, son of Béoward, Captain of the fort at the 
  Fords of Isen, an impatient and ruthless young man. 
  Mornun, an eight year old Dunlending hiding in a 
  ruined vilage, pg 50
  Cormlar father of Mornun and Maehrwen, 
  Dunlending, pg 51
  Meahrwen, daughter of Cormlar, sister of Mornun, 
  pg 50 
  Cavarun of the Ironfolk, a hulking brute, pg 53
  Logwhen of the Graves, woman warrior of the Ironfolk, 
  pg 53 
  Caswelun, Dunlending, twin brother of Rhonwen, cousin 
  to Boddatun, potential cheiftain of the Iron-folk, pg 55
  Rhonwen, Dunlending, twin sister of Caswelun, cousin 
  to Boddatun, potential cheiftain of the Iron-folk, pg 55
  lORemasteR chaRacteRs
  appendix
  
  126
  Oaths Of the RiddeRmaRk
  Boddatun cousin of Caswelun and Rhonwen, potential 
  cheiftain of the Iron-folk, pg 55
  Gutun the Singer, Dunlending, a disgraced chieftain? 
  pg 51, 54 
  The Barrow-witch, a wise-woman of the Dunlendings, 
  pg 58 
  The Grey Horse – a monster, pg 64
  black hoRses, black deeds
  Cenric, Third Marshal of the Riddermark, pg 67 (Horse-
  lords of Rohan pg 34)
  Lady Éofolda, the Lady of Stotfold, pg 69(Horse-lords of 
  Rohan pg 35)
  Berevir, a once-proud man of Gondor, pg 70
  The Horse-lord’s Spectre, pg 74
  Joral, a soldier of Gondor, pg 76
  Hastred – Rider of Rohan,  a messenger of Cenric, pg 77
  Garhelm  – Rider of Rohan, a messenger of Cenric, pg 77
  Agents of Mordor – evil men, pg 78
  Bandits from the South – followers of Hirdan, pg 80
  Hilda of Eastfold, a Shieldmaiden of Rohan, pg 80
  Hirdan – a bandit leader, and imposing brute, pg 85
  Thengel King of Rohan, pg 86 (Horse-lords of Rohan pg 
  12, 15) 
  Mentioned:
  Theorl – a breeder of horses in a legend of The Speckled 
  Roan, pg 70
   
  beloW the last Mountain
  Grimborn lord of Grimslade, pg 89 (Horse-lords of 
  Rohan pg 12)
  Éogar of Westfold, Lord of the Hornburg, Second 
  Marshal of the Riddermark, pg 89 (Horse-lords of Rohan 
  pg 41)
  Cenric, Third Marshal of the Riddermark, pg 89 (Horse-
  lords of Rohan pg 34)
  Rynelda Fast-rider, a messenger pg 90 (Horse-lords of 
  Rohan pg 58)
  Various Riders of Rohan, pg 91
  Gwya, Dunlending woman, escapee, kin of Déormód of 
  the Wulfings, pg 95 
  Malthor the Axe-Bitten – Orc chieftain of the White 
  Mountain, pg 99 
  Déormód - Wulfing, nephew to Frána, a grim rash 
  fellow, pg 100
  Gazhúr Three-Deaths, an orc chieftain pg 102 (Horse 
  Lords of Rohan pg 60, 123)
  Edelyn, Lady of Stanshelf, values heroic deeds over lofty 
  words, pg 103 
   
  the Woes oF WinteR
  Thengel King of Rohan, pg 107 (Horse-lords of Rohan 
  pg 12, 15) 
  Queen Morwen Steelsheen, pg 110  (Horse-lords of 
  Rohan pg 17)
  Ceorl the Bold – a rider, murdered. Pg 112
  Hild, a young Shieldmaiden, pg 113
  Goldred – a merchant,  pg 113
  Esmund, son of Edwin of Eastfold, a brave captain, 
  about to be wed, pg 113 (Horse-lords of Rohan pg 35)
  Mildryd Shielding, Shieldmaiden captain of Éogar, 
  daughter of Galwyn  about to be wed, pg 113  (Horse-
  lords of Rohan pg 42)
  Swiftmane, a horse of some quality, sadly slain
  Rynelda Fast-rider, a messenger, pg 115 (Horse-lords of 
  Rohan pg 58)
  Gazhúr Three-Deaths, an orc chieftain pg 116 (Horse 
  Lords of Rohan pg 60, 123)
  typical RohiRRiM naMes
  Aldor, Baldor, Brego, Brytta, Ceorl, Déor, Déorwine, 
  Dernhelm, Dúnhere, Elfhelm,  Elfhild, Eofor, Éomund,
  Eorl, Éothain, Éowyn, Erkenbrand, Fastred, Fengel, Folca,
  Folcwine, Folcred, Folda, Fréa, Fréawine, Freca, Gálmód,
  Gamling, Gárulf, Gléowine, Goldwine, Gram, Grim,
  Gríma, Grimbold, Guthláf, Háma, Harding, Helm,
  Herefara, Herubrand, Hild, Horn, Théoden, Théodwyn,  
  Wídfara, Wulf.
   
  typical dunlending naMes
  Aedin, Aer, Ailsa, Ainsar, Attus, Aurog, Banoc,
  Beolain, Biroth, Breavel, Brina, Brys, Cael, Casferoch, 
  Cernoc, Comlar, Coras,  Cuglas, Dalva, Derc, Dianach, 
  Domnar, Dumnoval, Eisa, Emon, Etrer, Finathas, Finsel,
   Forsa, Gwya, Imhar, Iolun, Ivsa, Lakdar, Lon, Losvo, 
  Madrach, Maerbrach, Malduin, Nynren, Nynvia, Osair, 
  Ralsora, Senbra, Sinna, Soroth, Talmach, Torannen, 
  Truis, Tueren, Unna, Unthas, Veroch, Vilen, Vron.
  
  C
  pRe-geneRated
  chaRacteR sheets
  
  Your uncle taught you everything he 
  knew of field and stream, turning 
  you into a passing hunter, but prey 
  animals have never been the quarry 
  you sought. What you hunt is knowledge. It has 
  never been enough for you to know which birds 
  will nest in the forest as opposed to the fields, you 
  need to know why. On your ‘quest’ you’ve learned 
  many strange, wonderful and useful things, along 
  with the painful truth that no matter how long you 
  hunt, you will never know everything you wish to.
  riders
   of 
  - rohan -
  aelFilda
  128
  
  Name: Aelfilda
  Culture: Rider of Rohan 
   
   
   
  Standard of Living: Martial
  Cultural Blessing: Fey Mood (enter a battle-fury on an C or  A result on your attack or Protection rolls)
  Calling: Scholar 
   
   
   
   
  Shadow weakness Lure of Secrets
  - TRAITS -
  Specialities: Beast-lore, Riddermark-lore, Rhymes of Lore
  Distinctive Features: Curious, Wary
  - ATTRIBUTES -
  - COMMON SKILLS -
  Awe 
   
  Inspire 
   
    Persuade   
  Athletics  
  Travel 
   
    Stealth 
     
  Awareness  
  Insight 
   
    Search 
     
  Explore 
   
  Healing 
    
    Hunting   
  Song 
   
  Courtesy  
    Riddle 
    
  Craft 
   
  Battle 
   
    Lore 
    
  - WEAPON SKILLS -
    Sword           Bow                  Dagger     
    _________        ________     ________
  Body  
   
         Heart 
   
   
        Wits
  Endurance 
   
  Hope
  Fatigue 
           
            Shadow
  Weary
  Miserable
  Wounded
  Armour
  Parry
  Damage
  Experience
  Valour
  Wisdom
  - SKILL GROUPS -
    personality   
    movement     
    perception     
    survival         
    custom          
    vocation         
  favoured  
   
              favoured 
   
   
         favoured
  TM
  1
  2
  6
  7
  5
  7
  3
  6
  6
  3
  3d
  27
  13
  Rating 
  Rating 
  Total
  armour: 
   
   
   
  enc
  headgear:  
   
   
  enc
  shield: 
   
   
   
  enc
  _______________________________
  ________________________________
  ________________________________
  ________________________________
  ________________________________
  - VIRTUES -
  ________________________________
   ________________________________
  ________________________________
  ________________________________
  ________________________________
    _________________ damage  5                      edge  10    injury  16                                 enc  2  
    _________________ damage  5                         edge   10    injury  14                               enc  1
    _________________ damage                              edge             injury                                                    enc    
   Sword
   Bow
  - GEAR -
  15
  weapon
  weapon
  weapon
  Head
  gear
  Shield
  Ranged
  - REWARDS -
  ________________________________
   ________________________________
  ________________________________
  ________________________________
  ________________________________
  Mail-shirt  
  12
   
   
   
   
  Radhors (Travel Horse)
  (-6 Encumbrance reduction when mounted.)
  horse: 
   
   
   
  Virtue: Old Songs & Children’s Tales 
  (When you succeed in a roll using Inspire, Travel, Insight, 
  Healing, or  Riddle upgrade the quality of the roll by one level. If 
  you got a A on the Feat Die you may raise your Hope by one, once 
  a session.)
  
  Many minstrels are content to find a generous 
  lord and an honoured place by the fire, but not 
  you. The fires of Rohan’s history will not ring 
  true in your songs if you haven’t experienced 
  what they are meant to convey, or so you tell yourself. 
  Perhaps you are just meant for more than mead halls.
  riders
   of 
  - rohan -
  dúnheRe
  130
  
  Name: Dúnhere
  Culture: Rider of Rohan 
   
   
   
  Standard of Living: Martial
  Cultural Blessing: Fey Mood (enter a battle-fury on an C or  A result on your attack or Protection rolls)
  Calling: Scholar 
   
   
   
   
  Shadow weakness Lure of Secrets
  - TRAITS -
  Specialities: Minstrelsy, Rhymes of Lore, Story-telling
  Distinctive Features: Adventurous, True-hearted
  - ATTRIBUTES -
  - COMMON SKILLS -
  Awe 
   
  Inspire 
   
    Persuade   
  Athletics  
  Travel 
   
    Stealth 
     
  Awareness  
  Insight 
   
    Search 
     
  Explore 
   
  Healing 
    
    Hunting   
  Song 
   
  Courtesy  
    Riddle 
    
  Craft 
   
  Battle 
   
    Lore 
    
  - WEAPON SKILLS -
    Sword           Bow                  Dagger     
    _________        ________     ________
  Body  
   
         Heart 
   
   
        Wits
  Endurance 
   
  Hope
  Fatigue 
           
            Shadow
  Weary
  Miserable
  Wounded
  Armour
  Parry
  Damage
  Experience
  Valour
  Wisdom
  - SKILL GROUPS -
    personality   
    movement     
    perception     
    survival         
    custom          
    vocation         
  favoured  
   
              favoured 
   
   
         favoured
  TM
  2
  1
  5
  8
  5
  6
  4
  6
  5
  4
  4d
  27
  13
  Rating 
  Rating 
  Total
  armour: 
   
   
   
  enc
  headgear:  
   
   
  enc
  shield: 
   
   
   
  enc
  _______________________________
  ________________________________
  ________________________________
  ________________________________
  ________________________________
  - VIRTUES -
  ________________________________
   ________________________________
  ________________________________
  ________________________________
  ________________________________
    _________________ damage  5                      edge  10    injury  16                                 enc  2  
    _________________ damage  5                         edge   10    injury  14                               enc   1
    _________________ damage                              edge             injury                                                    enc    
   Sword
   Bow
  - GEAR -
  19
  weapon
  weapon
  weapon
  Head
  gear
  Shield
  Ranged
  - REWARDS -
  ________________________________
   ________________________________
  ________________________________
  ________________________________
  ________________________________
  Ancient Coat of Mail 
  16
   
   
   
   
  Lyre, Radhors (Travel Horse)
  (-6 Encumbrance reduction when mounted.)
  horse: 
   
   
   
  Ancient Mail from Gondor 
  (Mail Armour)
  
  Forever at odds with yourself, in your heart you 
  would prefer peace, but you know you were 
  born for war. When you speak of your hopes 
  for the future, your people hear the thunder of 
  hooves on the Field of Celebrant and whisper 
  that one of the war leaders of old has returned to 
  lead the Eorlingas in the dark days ahead. You’ve 
  not yet become the man you will be, yet already 
  warriors many winters your senior heed your 
  counsels.
  riders
   of 
  - rohan -
  heRubRand
  132
  
  Name: Herubrand
  Culture: Rider of Rohan 
   
   
   
  Standard of Living: Martial
  Cultural Blessing: Fey Mood (enter a battle-fury on an C or  A result on your attack or Protection rolls)
  Calling: Warden 
   
   
   
   
  Shadow weakness Lure of Power
  - TRAITS -
  Specialities: Riddermark-lore, Horsemanship, Shadow-lore
  Distinctive Features: Proud, Steadfast
  - ATTRIBUTES -
  - COMMON SKILLS -
  Awe 
   
  Inspire 
   
    Persuade   
  Athletics  
  Travel 
   
    Stealth 
     
  Awareness  
  Insight 
   
    Search 
     
  Explore 
   
  Healing 
    
    Hunting   
  Song 
   
  Courtesy  
    Riddle 
    
  Craft 
   
  Battle 
   
    Lore 
    
  - WEAPON SKILLS -
    Sword           Bow                  Dagger     
    _________        ________     ________
  Body  
   
         Heart 
   
   
        Wits
  Endurance 
   
  Hope
  Fatigue 
           
            Shadow
  Weary
  Miserable
  Wounded
  Armour
  Parry
  Damage
  Experience
  Valour
  Wisdom
  - SKILL GROUPS -
    personality   
    movement     
    perception     
    survival         
    custom          
    vocation         
  favoured  
   
              favoured 
   
   
         favoured
  TM
  1
  2
  6
  7
  4
  7
  4
  6
  6
  4
  3d
  26
  12
  Rating 
  Rating 
  Total
  armour: 
   
   
   
  enc
  headgear:  
   
   
  enc
  shield: 
   
   
   
  enc
  _______________________________
  ________________________________
  ________________________________
  ________________________________
  ________________________________
  - VIRTUES -
  ________________________________
   ________________________________
  ________________________________
  ________________________________
  ________________________________
    _________________ damage  5                      edge  10    injury  16                                 enc  2  
    _________________ damage  5                         edge   10    injury  14                               enc  1
    _________________ damage                              edge             injury                                                    enc    
   Sword
   Bow
  - GEAR -
  23
  weapon
  weapon
  weapon
  Head
  gear
  Shield
  Ranged
  - REWARDS -
  ________________________________
   ________________________________
  ________________________________
  ________________________________
  ________________________________
  +2
  +4
  Mail-shirt  
  12
  Helm 
   
  6
  Shield 
   
  2
  Radhors (Travel Horse)
  (-6 Encumbrance reduction when mounted.)
  horse: 
   
   
   
  Master of Doom 
  (at the start of an Adventuring phase, reduce your 
  maximum Hope to raise your maximum Endurance)
  
  For others, the needle and the hearth; 
  for you, the spear, ever the spear. You’ve 
  given your life to mastering it, a quest 
  you know which has reached a point 
  where your already impressive skill 
  can only be improved on the field 
  of battle. Like all true Eorlingas, 
  you sing when you kill.
  riders
   of 
  - rohan -
  saeWaRa oF staRkhoRn
  134
  
  Name: Saewara of Starkhorn
  Culture: Rider of Rohan 
   
   
   
  Standard of Living: Martial
  Cultural Blessing: Fey Mood (enter a battle-fury on an C or  A result on your attack or Protection rolls)
  Calling: Wanderer 
   
   
   
   
  Shadow weakness Lure of Secrets
  - TRAITS -
  Specialities: Folk-lore, Horsemanship, Woodwright
  Distinctive Features: Fierce, Swift
  - ATTRIBUTES -
  - COMMON SKILLS -
  Awe 
   
  Inspire 
   
    Persuade   
  Athletics  
  Travel 
   
    Stealth 
     
  Awareness   
  Insight 
   
    Search 
     
  Explore 
   
  Healing 
    
    Hunting   
  Song 
   
  Courtesy  
    Riddle 
    
  Craft 
   
  Battle 
   
    Lore 
    
  - WEAPON SKILLS -
    (Spears)         Bow                  Dagger     
    _________        ________     ________
  Body  
   
         Heart 
   
   
        Wits
  Endurance 
   
  Hope
  Fatigue 
           
            Shadow
  Weary
  Miserable
  Wounded
  Armour
  Parry
  Damage
  Experience
  Valour
  Wisdom
  - SKILL GROUPS -
    personality   
    movement     
    perception     
    survival         
    custom          
    vocation         
  favoured  
   
              favoured 
   
   
         favoured
  TM
  2
  1
  7
  10
  4
  6
  3
  4
  7
  3
  4d
  26
  12
  Rating 
  Rating 
  Total
  armour: 
   
   
   
  enc
  headgear:  
   
   
  enc
  shield: 
   
   
   
  enc
  _______________________________
  ________________________________
  ________________________________
  ________________________________
  ________________________________
  - VIRTUES -
  ________________________________
   ________________________________
  ________________________________
  ________________________________
  ________________________________
    _________________ damage  5                      edge  9      injury  14                                 enc  2  
    _________________ damage  9                         edge   9       injury  16                               enc  4
    _________________ damage                              edge             injury                                                    enc    
   Spear
   Grievous Spear
  - GEAR -
  23
  weapon
  weapon
  weapon
  Head
  gear
  Shield
  Ranged
  - REWARDS -
  ________________________________
   ________________________________
  ________________________________
  ________________________________
  ________________________________
  +2
  Coat of mail 
  16
   
   
  Shield 
   
  3
  Radhors (Travel Horse)
  (-6 Encumbrance reduction when mounted.)
  horse: 
   
   
   
  Grievous Spear 
  
  Since you were a small girl, your sharp dark eyes 
  have missed little and your knowing glance is 
  uncomfortable to those who would keep secrets 
  from you. Your family’s line is justly famed for 
  producing shrewd and capable guards for the 
  Riddermark for many generations – and this 
  tradition has continued with you. Your unusual 
  dark hair and eyes marked you out as a child 
  and you learned to fight from a very young 
  age. What you are yet to know is your own 
  origin as a foundling child of Dunlending 
  heritage.
  riders
   of 
  - rohan -
  thuna
  136
  
  Name: Thuna
  Culture: Rider of Rohan (Shieldmaiden) 
   
  Standard of Living: Martial
  Cultural Blessing: Faithful beyond Fear
  Calling: Warden 
   
   
   
   
  Shadow weakness Lure of Power
  - TRAITS -
  Specialities: Shadow-lore, Story-telling, Woodwright
  Distinctive Features: Generous, Keen-eyed
  - ATTRIBUTES -
  - COMMON SKILLS -
  Awe 
   
  Inspire 
   
    Persuade   
  Athletics  
  Travel 
   
    Stealth 
     
  Awareness  
  Insight 
   
    Search 
     
  Explore 
   
  Healing 
    
    Hunting   
  Song 
   
  Courtesy  
    Riddle 
    
  Craft 
   
  Battle 
   
    Lore 
    
  - WEAPON SKILLS -
    Sword           Bow                  Dagger     
    _________        ________     ________
  Body  
   
         Heart 
   
   
        Wits
  Endurance 
   
  Hope
  Fatigue 
           
            Shadow
  Weary
  Miserable
  Wounded
  Armour
  Parry
  Damage
  Experience
  Valour
  Wisdom
  - SKILL GROUPS -
    personality   
    movement     
    perception     
    survival         
    custom          
    vocation         
  favoured  
   
              favoured 
   
   
         favoured
  TM
  2
  1
  6
  8
  6
  9
  2
  3
  6
  2
  4d
  28
  14
  Rating 
  Rating 
  Total
  armour: 
   
   
   
  enc
  headgear:  
   
   
  enc
  shield: 
   
   
   
  enc
  _______________________________
  ________________________________
  ________________________________
  ________________________________
  ________________________________
  - VIRTUES -
  ________________________________
   ________________________________
  ________________________________
  ________________________________
  ________________________________
    _________________ damage  5                      edge  10    injury  16                                 enc  2  
    _________________ damage  5                         edge   10    injury  14                               enc  1
    _________________ damage                              edge             injury                                                    enc    
   Sword
   Bow
  - GEAR -
  22
  weapon
  weapon
  weapon
  Head
  gear
  Shield
  Ranged
  - REWARDS -
  ________________________________
   ________________________________
  ________________________________
  ________________________________
  ________________________________
  +2
  Coat of mail 
  16
   
   
  Shield 
   
  3
  Radhors (Travel Horse)
  (-6 Encumbrance reduction when mounted.)
  horse: 
   
   
   
  Reinforced Shield
  (When making a Fear test, use favoured Heart. If successful add 
  one Success dice to all attacks against that creature.)
  
  There was a time when you were carefree, boastful 
  as the rest of your éored, but then a night came 
  that saw too much mead drunk and too much 
  blood spilt. The man you were before that night 
  is dead. You managed to pay the weregilds on the 
  slain, but the cost all but destroyed your family. Once 
  your debts were paid, you severed all ties to your 
  family and kin to spare them any more dishonour. 
  Now you roam over Rohan, occasionally joining 
  sorties against the Orcs, seeking redemption or, 
  perhaps, a death worthy of song.
  riders
   of 
  - rohan -
  WulF
  138
  
  Name: Wulf
  Culture: Rider of Rohan 
   
   
   
  Standard of Living: Martial
  Cultural Blessing: Fey Mood (enter a battle-fury on an C or  A result on your attack or Protection rolls)
  Calling: Slayer 
   
   
   
   
  Shadow weakness Curse of Vengeance
  - TRAITS -
  Specialities: Enemy-lore (Orcs), Horsemanship, Riddermark-lore
  Distinctive Features: Grim, Reckless
  - ATTRIBUTES -
  - COMMON SKILLS -
  Awe 
   
  Inspire 
   
    Persuade   
  Athletics  
  Travel 
   
    Stealth 
     
  Awareness  
  Insight 
   
    Search 
     
  Explore 
   
  Healing 
   
    Hunting   
  Song 
   
  Courtesy  
    Riddle 
    
  Craft 
   
  Battle 
   
    Lore 
    
  - WEAPON SKILLS -
    (Spears)        Sword              Dagger     
    _________        ________     ________
  Body  
   
         Heart 
   
   
        Wits
  Endurance 
   
  Hope
  Fatigue 
           
            Shadow
  Weary
  Miserable
  Wounded
  Armour
  Parry
  Damage
  Experience
  Valour
  Wisdom
  - SKILL GROUPS -
    personality   
    movement     
    perception     
    survival         
    custom          
    vocation         
  favoured  
   
              favoured 
   
   
         favoured
  TM
  2
  1
  7
  9
  5
  6
  2
  5
  7
  2
  5d
  27
  13
  Rating 
  Rating 
  Total
  armour: 
   
   
   
  enc
  headgear:  
   
   
  enc
  shield: 
   
   
   
  enc
  _______________________________
  ________________________________
  ________________________________
  ________________________________
  ________________________________
  - VIRTUES -
  ________________________________
   ________________________________
  ________________________________
  ________________________________
  ________________________________
    _________________ damage  9                      edge  9      injury  16                                 enc  4  
    _________________ damage                              edge             injury                                                    enc
    _________________ damage                              edge             injury                                                    enc    
   Great Spear
  - GEAR -
  24
  weapon
  weapon
  weapon
  Head
  gear
  Shield
  Ranged
  - REWARDS -
  ________________________________
   ________________________________
  ________________________________
  ________________________________
  ________________________________
  Mail hauberk 
  20
   
   
   
   
  Radhors (Travel Horse)
  (-6 Encumbrance reduction when mounted.)
  horse: 
   
   
   
  Glinting Spear
  (Great Spear +4 Injury on a charge)
  
  140
  Oaths Of the RiddeRmaRk
  - index -
  Below the last Mountain 
  88
  Adventuring Phase 
  88
  Ambushing the Lookouts 
  98
  Attacking the Orc Camp  
  98
  (The) Battle 
  99
  (The) Betrothal of Esmund and Mildyrd
  was Successfully Arranged 
  89
  Catching the Orcs on the Trail 
  97
  Charging Straight In 
  98
  (If the) Company Battles with 
  the Wulfings 
  101
  (The) Company Fails to Convince 
  Déormód or Chooses to Fight 
  101
  (The) Company was Unsuccessful in
  Ending the Feud 
  89
  Dark Tidings 
  90
  (The) Doom of the Dunlendings 
  105
  (Meeting with) Edelyn of Stanshelf 
  103
  Epilogue – Return to Grims lade 
  104
  Evaluating the Outcome of 
  the Encounter 
  104
  (The) Eye of Mordor 
  89
  (The) Fate of the Captives 
  105
  Flee for Stanshelf 
  102
  (A) Fork in the Road 
  96
  Hazards of the White Mountains 
  94
  (The) Heroes’ Riders 
  91
  (The) Honour of the Eorlingas 
  104
  Ice Shadow 
  93
  Introductions and Interaction 
  100, 104
  Malthor, the Axe-Bitten 
  99
  New Fellowship Undertaking – Open
  Stanshelf as a Sanctuary 
  104
  Parley with the Wulfings 
  100
  Part Five – Distant Kin 
  100
  Part Four – The Orc Camp 
  97
  Part One – The Two Marshals 
  89
  Part Six – Hunters and Hunted 
  101
  Part Three – The Raider’s Trail 
  93
  Part Two – The Villages of West-march 91
  (Following the) Raider’s Trail 
  93
  Relations with the Marshals 
  89
  (The) Road Less Travelled 
  96
  Scouting the Camp 
  98
  Set Tolerance 
  100, 103
  Sidetrails 
  94
   
  Sidetrail 1 - The Lost Orcs 
  94
   
  Sidetrail 2 - The Escapees 
  95
   
  Sidetrail 3 - The Ambush 
  96
  Stand and Fight! 
  102
  Stanshelf 
  103
  (The) State of Affairs 
  89
  Stonegap 
  92
  Turning the Slaves 
  98
  (The) Wulfings Approach 
  100
  Black Horses, Black Deeds 
  66
  Adventuring Phase 
  66
  Aftermath 
  87
  Agents of Mordor 
  78
  Attacking the Tower 
  84
  Bandits from the South 
  80
  (The) Bandits’ Treasure 
  85
  (Entering the) Barrow 
  74
  (Playing) Berevir 
  71
  Berevir of Gondor 
  70, 72
  (A) Decision to Make 
  72
  Departure 
  68
  Enemy Intelligence 
  79
  Evaluating the Outcome of 
  the Encounter 
  68
  (The) Eye of Mordor 
  67
  Fellowship Phase 
  87
  Hard-won Horses 
  78
  (Suggested) Hazard Episode – Orcs in
  the Ointment 
  77
  Hilda of Eastfold 
  81
  (Negotiating with) Hirdan 
  82
  Hirdan as a Reoccurring Villain 
  84
  Hirdan, Bandit Leader 
  85
  Hirdan’s Plan 
  84
  (The) Horse-lord’s Barrow 
  73
  (The) Horse-lord’s Hoard 
  76
  (The) Horse-lord’s Spectre 
  74, 76
  Interaction 
  68, 75, 83, 86
  Introduction 
  68, 75, 83, 86
  (The) Journey 
  73
  Meeting the Marshal 
  67
  Part Five – Turning the Tables 
  79
  Part Four – Merchants Most Foul 
  77
  Part One – By Order of the Marshal 
  67
  Part Seven – Victory and Regret 
  86
  Part Six – Sharp Words 
  81
  Part Three – Fury in the Darkness 
  72
  Part Two – The Village of Stotfold 
  69
  Picking up the Pieces 
  81
  (The) Prisoner 
  76
  Resolution 
  77
  Set Tolerance 
  67, 75, 82,86
  Siege or Storm 
  82
  (The) Speckled Roan 
  70
  (In the Court of) Thengel King 
  86
  To the Rescue 
  79
  (The) Tower of Grass 
  82
  (The) Truth about Berevir 
  71
  Where there is Smoke 
  77
  (The) Wounded and the Dead 
  80
  Blood on the Snow 
  7
  Adventuring Phase 
  7
  Companies Gather 
  8
  (The) Cursed Gully 
  13
  Epilogue 
  18
  (The) First Steading 
  10
  (Into the) Grimgelad 
  16
  Hazard Suggestions 
  10
   
  All Roads the Same 
  10
   
  Blinding Blizzard 
  10
  (The) Hoard 
  18
  (The) Horse-eater 
  17
  (The) Horse-eater’s Hollow 
  16
  How to Kill a Snow-Troll 
  18
  (The) Hunters Hunted 
  13
  Imhar  
  14
  In Search of Adventure 
  8
  Interaction 
  14
  Introductions 
  14
  (The) Map 
  12
  Map locations 
  11
   
  Boundary Rocks 
  11
   
  (The) Main Longhouse 
  11
   
  Outbuildings 
  11
   
  Trees 
  11
   
  Stream 
  1
  
  141
  index
  On the Road 
  10
  (The) Other Companies 
  9
  Part Four – The Horse-eater 
  16
  Part One – To Edoras! 
  7
  Part Three – Stepping into Darkness 
  13
  Part Two – Northward Bound 
  10
  (The) Reeve’s Address 
  8
  (The) Second Steading 
  11
  Secret Plans 
  10
  Set Tolerance 
  14
  Ulfúr is Back 
  17
  (An) Unlikely Meeting 
  14
  Introduction 
  4
  How to Use this Guide 
  6
  (The) Passing of Years 
  6
  (The) Trials of Thengel King 
  6
  We Come from the North! 
  4
  Loremaster Characters Appendix 125
  Below the Last Mountain 
  126
  Black Horses, Black Deeds 
  126
  Blood on the Snow 
  125
  Red Day Rising 
  125
  Typical Dunlending Names 
  126
  Typical Rohirrim Names 
  126
  The Woes of Winter 
  126
  Wrath of the Riders 
  125
  Pre-generated Character Sheets 
  127
  Aelfilda 
  128
  Dúnhere 
  130
  Herubrand 
  132
  Saewara of Starkhorn 
  134
  Thuna  
  136
  Wulf  
  138
  Red Days Rising 
  19
  Adventuring Phase 
  19
  After the Storm 
  33
  Ashgar  
  26
  At the Crossings 
  25
  Battle  
  38
  Blódred 
  44
  Caswelun 
  40
  (Persuading) Cenric 
  32
  (At) Cenric’s Camp 
  31
  Cenric’s Decision 
  32
  (The) Company Sets Out 
  24
  Confronting the Raiders 
  38
  Encounter Goal 
  21
  (Beyond the) Entwade 
  27
  Éogar  
  33
  Éogar and Mildryd 
  37
  Éogar’s Will 
  41
  Epilogue 
  45
  (If) Esfled is Lost 
  40
  Esmund 
  31
  Fairy-fire 
  29
  Flyte or Fight? 
  26
  Gálmód 
  31
  (The) Gathering at the Entwade 
  42
   
  If they Return in Sorrow 
  43
   
  If they Return in Triumph 
  43
  Give and Take 
  28
  Hard Words 
  43
  (The) Hideout 
  36
  How Old is Théoden? 
  21
  Interaction 
  22, 26, 32, 41, 44
  Into the Thunder 
  29
  Introduction 
  26, 32
  Joining the Marshal 
  36
  (A) Kingly Reward 
  31
  Maerstan 
  26
  Meeting the King 
  20
  Men from Frecasburg 
  37
  Midday in Edoras 
  20
  (The) Old Camp 
  36
  Part Five – A Blood-Red Evening 
  42
  Part Four – The River-reavers 
  33
  Part One – Wisdom of the Riders 
  19
  Part Three – Where the Sky-Spear Falls 27
  Part Two – Flytes at the Ford 
  24
  (A) Proposal for Esmund 
  32
  (A) Proposal for Mildryd 
  40
  Pursuit 
  38
  (The) Raiders’ Warband 
  39
  Recent Events in the Feud of 
  the Marshals 
  23
  (The) Red Entwade 
  45
  Restraining the Riders 
  27
  Rhonwen 
  38
  Riddles and Rumours 
  28
  (The) Riders of Westfold 
  35
  Riding with Esmund 
  42
  Riding with Mildryd 
  42
  (The) River-reavers 
  34
  Set Tolerance 
  21, 25, 32, 41, 43
  Songs in the Sunset 
  25
  (Stopping the) Stampede 
  29
  (Trapped in the) Stampede 
  30
  (Trouble with the) Stampede 
  30
  (A) Storm Approaches 
  29
  Thengel 
  22
  Thengel’s Task 
  23
  Tying a Knot 
  23
  (An) Urgent Errand 
  34
  (The) Wandering Minstrel 
  27
  Warriors of the Gáesela 
  39
  (Into the) West-march 
  35
  (Trouble in the) West-march 
  34
  Who’s Who 
  23
  (The) Worries of the King 
  22
  Worthy Qualities 
  21
   
  Boldness 
  21
   
  Generosity 
  21
   
  Loyalty 
  21
   
  Pride 
  21
   
  Truthfulness 
  21
   
  Wisdom 
  21
  (The) Woes of Winter 
  106
  Adventuring Phase 
  106
  Aftermath 
  126
  (The) Army of Gazhúr Three-Deaths 
  116
  (The) Arrest of Hild “Kinslayer” 
  113
  (The) Battle of Aldburg 
  122
  (The) Battle of the Snowbourn 
  119
   
  Scene 1: The Opening Charge 
  120
   
  Scene 2: Struggle at the Ford 
  120
   
  Scene 3: To the Rescue 
  120
   
  Scene 4: Fight Beside Thengel King 120
   
  Scene 5: Rally the Rohirrim 
  121
   
  Scene 6: Counter-charge! 
  122
   
  Variant scene: Challenge Gazhúr
   
  Three-Deaths 
  121
   
  Variant scene: Save the King! 
  121
   
  Variant scene: Stand and Fight 
  120
  
  142
  Oaths Of the RiddeRmaRk
  Bonds of Blood 
  116
  Driving Cattle 
  109
  Éogar and the Charge of the Helmingas 117
  Epilogue 
  123
  Evaluating the Tension 
  111
  (The) Eye of Mordor 
  106
  Forth Eorlingas! 
  119
  Friendly Rivals 
  108
  Hunting Game 
  109
  Interaction 
  118
  Introduction 
  117
  (The) King’s Plan 
  117
  (The) Luck of Fools 
  114
  (The) Marshals’ Debate 
  117
  (An) Orc Victory 
  123
  Part Five – Red Fell the Snow 
  118
  Part Four – Fell Tidings 
  115
  Part One – A Gathering of Rivals 
  107
  Part Three – The Bride’s Horse 
  113
  Part Two – The Murder of Ceorl the Bold 111
  Picking Flowers 
  109
  Proper Caution 
  114
  Resolving the Battle 
  122
  (The) Retreat of Cenric 
  117
  Set Tolerance 
  117
  Sheath Your Swords 
  112
  Solving the Murder 
  113
  (A) Summons from the King 
  107
  Unlikely Allies 
  119
  (A) Very Long Week 
  108
  (A) Victory for the Mark 
  123
   
  If Esmund or Mildryd Shielding 
   
  are Slain 
  123
   
  If both Esmund and Mildryd 
   
  Shielding Survive 
  123
  (A) Wedding Feast 
  124
  Wedding Preparations 
  108
  (The) Week’s Trials 
  110
   
  Trial 1. Horsing About 
  110
   
  Trial 2. Sharp Words 
  110
   
  Trial 3. “Friendly” Competition 
  111
   
  Trial 4. Prank Gone Astray 
  111
   
  Trial 5. Sheer Boredom 
  111
  What if the Wedding was 
  never Arranged? 
  107
  Whom do you Serve? 
  107
  Wrath of the Riders 
  46
  Abandoning the Mission 
  60
  Adventuring Phase 
  46
  Aftermath 
  65
  Attacking the Cave 
  52
  Bad Blood 
  49
  (About the) Barrow-witch 
  58
  (The) Barrow-witch 
  58, 62
  (The) Barrow-witch’s Price 
  61
  (The) Beasts in the Cave 
  52
  Beyond the Wall 
  55
  (The) Chieftain Speaks 
  55
  (The) Chieftain’s Decision 
  57
  Determining Tolerance 
  61
  Drowning in Black Water 
  63
  (Chosen) Dunlending Warriors 
  54
  (A) Dunlendish Great Hall 
  56
  (An) Earth-Song to Bind It 
  63
  (The) Eye of Mordor 
  46
  (The) Feast 
  58
  (The) First Village 
  50
  (The) Fords of Isen 
  48
  (The) Great Black Woods 
  52
  (The) Grey Horse 
  63, 64
  (The) Grey Horse and the Silver Mere 
  59
   
  If they Agree 
  60
   
  If they Decline 
  60
  (The) Grey Horse Strikes 
  63
  (Shaming) Gutun the Singer 
  54
  Gutun’s Grudge 
  58
  (The) Hero’s Portion 
  58
  (The) Hoard of the Grey Horse 
  64
  Hospitality 
  56
  If there is a Fight 
  54
  Interaction 
  57, 61
  (The) Iron-folk’s Gratitude 
  65
  (The) Iron-folk’s Oath 
  60
  (The) King’s Will 
  47
  Lore of the Iron-folk 
  51
  Part Five – The Chieftain and
  the Barrow-witch 
  56
  Part Four – Warriors’ Words 
  52
  Part One – The Marshal’s Command 
  47
  Part Six – The Grey Horse 
  60
  Part Three – Into the Red Moor 
  50
  Part Two – Beyond the Crossings 
  48
  Phantoms in the Fen 
  62
  Pits and Stones 
  55
  (Jouneys in the) Red Moor 
  49
  (The) Red Moor 
  49
  Saving the Child 
  52
  (The) Second Village 
  50
  Set Tolerance 
  56
  Songs of the Wise-woman 
  62
  Three Deaths or None 
  59
  (An) Uncommon Parley 
  53
  Waiting for the Goblins 
  52
  (A) Water-Song to Lure It 
  63
  (The) Welcoming-Party 
  53
  (On the) Westfold Road 
  48
  Where are the Rebels? 
  48
  Which Chieftain? 
  56
  Why us? 
  47
  (Confronting the) Wise-woman 
  62
  (The) Woodkin 
  51
  
  Tales from Wilderland
  CB71003
  Loremaster’s Screen and 
  Laketown Guide
  CB71004
  The Heart of the Wild
  CB71007
  Smaug has been defeated, the Battle of Five Armies has been won, and Bilbo has returned to the Shire. But much 
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  waits, recovering its strength, laying its plans, and slowly extending its shadow…
  The One Ring Core Rules
  CB71009
  With rich and detailed 
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  you really feel like you are 
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  Adventurer’s Companion
  CB71011 
  Packed with advice to make 
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  Containing seven ready-to-
  play adventures, complete 
  scenarios that can be played 
  separately, or as an epic 
  campaign spanning across a 
  number of years. 
  Journeys & Maps
  CB71013
  A set of four, double sided, 
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  earth plus a 32-page softcover 
  supplement containing 
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  The 32 page Lake-town Guide 
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  locale in detail, along iwht a 
  new playable Culture – Men 
  of the Lake. Also included 
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  Screen, which presents useful 
  information for easy reference 
  during a game.
  A setting guide describing 
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  Forest – the Vales of Anduin 
  along the banks of the Great 
  River, and the foreboding forest 
  of Mirkwood.
  
  Horse-lords of Rohan
  CB71012
  Erebor - The Lonely Mountain
  CB71015 
  Bree
  CB71019  
  The Darkening of Mirkwood 
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  of years unfolds before them.
  This setting supplement will take 
  your adventures west across the 
  Misty Mountains to the Last 
  Homely House, expanding play 
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  includes playable cultures for 
  Elves of Rivendell and Rangers 
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  Six ready-to-play adventures 
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  The Darkening of Mirkwood
  CB71005
  Rivendell
  CB71006
  Ruins of the North
  CB71010 
  The Lands of Rohan, the 
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  and Dunlendings.
  Packed with new information 
  on some of the best-known 
  locales and characters 
  described in The Hobbit, this 
  invaluable guide describes the 
  Dwarf-hold of Erebor, the city 
  of Dale, and the surrounding 
  regions. Erebor includes three 
  new playable cultures.
  Surrounded by deserted and 
  dangerous lands, and watched 
  over by the mysterious Rangers 
  of the North, Bree is an ideal 
  place to break a journey, or 
  to begin a new one! Featuring 
  loads of setting information, a 
  new playable culture, and three 
  new adventures in the Breeland.
  The One Ring Deluxe Dice Set
  CB71020
  Beautiful and unique deluxe 
  dice set for The One Ring by the 
  dicemasters at Q Workshop.
  cubicle7.co.uk 
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SOURCE: textdata/thevault/Middle-Earth™ (MERP) [multi]/The One Ring/Oaths of the Riddermark.pdf