TEXT: Seven linked, ready to play adventures for the world’s greatest fantasy setting.
  TM
  TM
  
  Written by: Gareth Ryder-Hanrahan, Francesco Nepitello, Jon Hodgson, and Steve Emmott
  Development by: Jon Hodgson, Jacob Rogers and David Rea
  Creative Direction by: Jon Hodgson
  Art by: Jon Hodgson and Tomasz Jedrusek
  Edited by: Francesco Nepitello and Dominic McDowall-Thomas
  Graphic Design and  Layout: Paul Bourne
  Maps by Paul Bourne
  Proofreading: Amado Angulo, David Rea, Jacob Rodgers, Luke Walker
  Based on The One Ring Roleplaying Game by Francesco Nepitello and Marco Maggi
  © Sophisticated Games Ltd 2017  © Cubicle 7 Entertainment Ltd 2017 
  To find out more about Adventures in Middle-earth, and 
  to subscribe to our newsletter, please go to: www.cubicle7.co.uk
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  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
   
   
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  - credits -
  
  IntroductIon 
  4
  How to Use this Guide 
  6
  Level Range 
  6
  The Passing of Years 
  6
  don’t Leave the Path 
  7
  Adventuring Phase 
  7
  Part One – Where Rivers Run With Gold 
  7
  Part Two – The Edge of the 
  Woodland Realm 
  10
  Part Three – The Long Road 
  11
  Part Four – Castle of the Spiders 
  12
  Part Five – The Hermit 
  15
  Part Six – The Well in the Wood 
  17
  Epilogue – The Forest Gate 
  19
  of Leaves & stewed hobbIt 
  20
  Adventuring Phase 
  20
  Part One – The Easterly Inn 
  20
  Part Two – Searching the High Pass 
  25
  Part Three – Battle at the Ringfort 
  27
  Part Four – Into The Mountains 
  31
  Part 5 – Prisoner of the Goblins 
  33
  Epilogue – Back To The Inn 
  36
  KInstrIfe & darK tIdIngs 
  37
  Adventuring Phase 
  37
  Part One – A Funeral Boat 
  38
  Part Two – Beorn’s Hall 
  39
  Part Three – The Chase 
  43
  Part Four – Kinstrife 
  44
  Part Five – The Chase Continued 
  48
  Part Six – Cruel, Ill-Favoured men 
  49
  Part Seven – The Outlaw Boy 
  52
  Part Eight – Grim Tidings 
  55
  Part Nine – Judgement at the Carrock 
  57
  Aftermath 
  58
  those who tarry no Longer 59
  Adventuring Phase 
  59
  Part One – The Borders of the Forest 
  60
  Part Two – Weary of the World 
  62
  Part Three – The Hill of Woe 
  64
  Part Four – A Guest of Eagles 
  66
  Part Five – The Ruins 
  67
  Part Six – Dark Dreams 
  72
  Part Seven – Dawn in the West 
  75
  The Journey Home 
  76
  a darKness In the Marshes 
  77
  Adventuring Phase 
  77
  Part One – Wizard’s Counsel 
  78
  Part Two – Across the River 
  80
  Part Three – The Harrowed Hall 
  82
  Part Four – The Passage of the Marshes 
  87
  Part Five – Slave & Hunters 
  89
  Part Six – By Secret Ways 
  90
  Part Seven – Fly, You Fools! 
  95
  Epilogue – The Shadow of the Future 
  98
  the crossIngs of ceLduIn 
  99
  Adventuring Phase 
  99
  Part One – The Gathering of Five Armies 
  99
  Part Two – A Golden Prize 
  104
  Part Three – An Ill-Made Party 
  108
  Part Four – Raven’s Tidings 
  110
  Part Five – The Journey South 
  113
  Part Six – The Calm Before The Storm 
  115
  Part Seven – The Battle Begins 
  118
  Part Eight – The Last Day 
  120
  Aftermath 
  124
  the watch on the heath 
  125
  Adventuring Phase 
  125
  Part One – Council Under The Mountain 
  125
  Part Two – Across the Trackless Waste 
  129
  Part Three – The Grey Mountains 
  132
  Part Four – Zirakinbar 
  133
  Part Five – The Scourge of the North 
  134
  Part Six – The Watchtower 
  137
  Epilogue – A Renewed Spring of Joy 
  142
  aPPendIx 
  143
  Introduction to the Journey Rules 
  143
  Journey Event Tables 
  144
  Index 
  157
  - contents -
  
  wILderLand adventures
  4
  - introduction -
  This guide contains seven ready-to-play adventures for 
  your company of heroes, complete scenarios that can 
  be played separately, or as a mini campaign spanning 
  across a number of years. All adventures are set in the 
  years after 2946, and take place in Wilderland. A wealth 
  of background material expands the setting information 
  contained in Adventures in Middle-earth, and will prove 
  useful to Loremasters and players alike, even after all the 
  adventures have been played through.
  The first adventure takes the companions from Lake-town 
  across the breadth of Mirkwood, while the following four 
  are set west of the forest. The last two take place in Dale 
  and the northern regions beyond the Lonely Mountain. 
  The adventures are presented in order of increasing 
  difficulty: while the first four adventures can be tackled by 
  a group of relatively inexperienced adventurers, the last 
  three offer a greater challenge. A suggested level range is 
  given for each adventure. These suggestions are based on 
  a company with four members of varied skills. The seven 
  adventures are:
  Don’t Leave the Path (Levels 1 or 2)
  The companions find adventure outside Lake-town and 
  are given the chance to discover why even the hardiest of 
  adventurers shun the forest of Mirkwood and its depths. In 
  the process, they go and see Elves, meet a crazed hermit, 
  and stumble into a wood of ancient and angry trees.
  Of Leaves & Stewed Hobbit (Levels 2 or 3)
  The company discovers the Easterly Inn, a piece of the 
  Shire in the land of the Beornings. But the Wild is still 
  the Wild, and it takes more than Hobbit cooking to keep 
  adventures at bay; in no time, the companions find 
  themselves involved in the search for a missing trade 
  caravan. Their quest will put them on the road to the High 
  Pass, and see them go over hills and under hills.
  Kinstrife and Dark Tidings (Levels 3 or 4)
  A sorrowful discovery along the banks of the Anduin 
  brings the characters to Beorn’s Hall. A terrible crime 
  has been committed, but the culprit has now escaped 
  his captors and fled into the Wild. Beorn charges the 
  adventurers with finding the lawbreaker and bringing 
  him to judgement – but as the company searches for their 
  quarry, they learn that right and wrong are not always as 
  clear-cut as one might hope.
  Those Who Tarry No Longer (Levels 3 or 4)
  The company is honoured beyond measure when asked 
  to escort an Elf-woman across Wilderland to the High 
  Pass. Irimë of the House of Gil-Galad is heading West, to 
  leave the shores of Middle-earth. But the passing of such 
  a bright light under the shadow of the mountains doesn’t 
  go unnoticed, and the company is waylaid by an evil 
  spirit. This powerful shade tries to wield Irimë’s sorrow 
  as a weapon against her. If the adventurers cannot restore 
  her hope, then the spirit will devour a light that has shone 
  since the First Age!
  
  5
  IntroductIon
  A Darkness in the Marshes (Levels 4 or 5)
  Troubled by recent news, Radagast the Brown sends the 
  company west across the Great River, to seek the counsel 
  of the Woodmen of Mountain Hall. There, they receive 
  tidings that lead them south, into the Gladden Fields. 
  Eventually, they find and explore the Dwimmerhorn, 
  a dark fastness where a dark plot is hatching. This is a 
  danger beyond the company’s ability to defeat alone, and 
  they flee. But in their attempt to return to Woodland Hall, 
  they risk bringing a great evil with them.
  The Crossings of Celduin (Levels 5 or 6)
  Black treachery shakes the great festivities held in Dale 
  for the Gathering of Five Armies! Warriors are poisoned, 
  and the next day brings news of an army approaching 
  from the south. With many of his soldiers sickened by 
  the poison, King Bard turns to the adventurers and sends 
  them to hold the Crossings of the River Running for as long 
  as they can. If the Enemy host crosses the bridge too soon, 
  then Dale will burn.
  The Watch on the Heath (Levels 6 or Higher)
  The Battle at Celduin didn’t end the threat to the North. 
  The army menacing Dale was but one of the many threads 
  woven into a foul scheme. As the Free Folk of the North are 
  enjoying a respite, the plot is secretly coming to fruition 
  among the dreary peaks of the Grey Mountains: an 
  ancient and unstoppable enemy is being summoned out 
  of the frozen wastes. Luckily, not everyone is fooled, and 
  the company is sent to the north by the King under the 
  Mountain, to investigate the suspicious theft of records 
  held in the Chamber of Mazarbul under Erebor. Will the 
  adventurers learn about the impending threat in time and 
  find a way to prevent it before it is too late?
  The Gibbet King
  The main villain of adventures 4 to 7 is an evil spirit 
  whose true name is lost and forgotten. Called the 
  Gibbet King by his servants, he is a wraith-creature, 
  felt by mortals only as a passing shadow, a whisper on 
  the wind. He served for centuries as the torturer and 
  jailer of the Necromancer of Dol Guldur, bound to its 
  pits by the will of his Master.
  When the Necromancer left his fortress in Mirkwood, 
  he forsook his many servants and slaves - the Gibbet 
  King among them. The spirit hid in the deepest 
  recesses of the stronghold, and escaped notice. When 
  he finally left Dol Guldur, he was no more than a 
  shapeless spectre of hate and malice. In time, he learnt 
  to use sorcery to take possession of dead bodies and 
  thus interact with the physical world. 
  Today, the Gibbet King hates Sauron as much as he 
  hates all living things, but in his wickedness he is bound 
  to seek similar ends. 
  
  wILderLand adventures
  6
  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 adventure. You can pick 
  the most appropriate adventures to run based on the 
  composition of your players’ company and their journeys 
  across the Wild. 
  Don’t Leave the Path, Of Leaves & Stewed Hobbit, 
  Kinstrife & Grim Tidings and Those Who Tarry No Longer 
  have no direct links to the other adventures, save whispers 
  of the Gibbet King’s influence. A Darkness in the Marshes, 
  The Crossings of Celduin and The Watch on the Heath are 
  all interlinked, but a Loremaster can pick the connections 
  apart easily. (For example, instead of the Gibbet King at 
  the head of the army that attacks Dale in The Crossings of 
  Celduin, make the villain an Orc-chieftain or an Easterling 
  warlord). A Darkness in the Marshes and The Watch on 
  the Heath are more closely linked still. Alternatively, you 
  can combine all seven adventures into a short campaign. 
  The adventures should be played in the order they are 
  presented in this guide. 
  exPerIence awards
  Throughout this volume you’ll see symbols in the margin. 
  These indicate a chance for the Loremaster to award 
  Experience Points for overcoming challenges. These 
  opportunities are optional, to be made at the Loremaster’s 
  discretion and in accordance with the method of levelling 
  they have chosen. They might form a direct, numerical 
  award, or a silently observed instance that counts towards 
  gaining a whole level if enough are checked off.
   
  Every game will vary, but these Experience Awards have 
  been calculated to offer a good chance for a typical 
  company to level up in accordance with the pace we 
  suggest for this campaign. 
   
  Wilderland Adventures makes use of the Experience 
  Rewards by Challenge table for non-combat encounters. 
  Just as a combat encounter should be scaled to reflect 
  the size of your company, so too should these Awards be 
  scaled to match your group of adventurers.
  The symbols [in red] represent an individual achievement. 
  Those [in green] are intended to be divided amongst the 
  party.
  Experience derived from battle is calculated according to 
  the core rules – for the sake of simplicity and consistency 
  there is no change there.
   
   
  Challenge 
  XP  
  Challenge 
  XP
   
  1/8 
  25 
  3 
  700
   
  1/4 
  50 
  4 
  1,100
   
  1/2 
  100 
  5 
  1,800
   
  1 
  200 
  6 
  2,300
   
  2 
  450
   
  the PassIng of years
  If you want to follow the default pacing of gameplay 
  suggested in Adventures in Middle-earth, playing all 
  the adventures contained in Wilderland Adventures 
  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. (Some 
  suggestions concerning the follow-up to each adventure 
  are presented at the end of each scenario).
  Even if you don’t feel comfortable with playing one 
  adventure per year of game time, we suggest that you at 
  least let one year pass for every two adventures. A tight pace 
  of gameplay could be as follows: 
  Don’t Leave the Path and Of Leaves & Stewed Hobbit 
  could be run over the course of the same year. Kinstrife & 
  Dark Tidings is suited to be the opening adventure of a new 
  year, while Those Who Tarry No Longer can be followed 
  aptly by a Fellowship phase marking the end of that year. 
  A Darkness in the Marshes is well suited to be the first 
  adventure of any given year, with The Crossings of Celduin 
  taking place the following November. 
  The Watch on the Heath should follow closely for an 
  intense campaign finale.
  Individual
  Award
  Group
  Award
  
  7
  - don’t leave - 
  the path 
  For heroes of level 1 or 2
  •	
  When: The company may undertake this quest at any 
  time during the spring, summer or autumn.
  •	
  Where: The quest begins in Lake-town, on the Long 
  Lake.
  •	
  What: The company are hired to escort a merchant’s 
  caravan across Mirkwood. The journey begins at the 
  Halls of the Elvenking. 
  •	
  Why: The Battle of Five Armies and the ensuing peace 
  means that there is more trade and travel across the 
  North. A Merchant of Dale intends to capitalise on 
  this by bringing Dalish smithcraft and jewels across 
  Mirkwood to Woodland Hall.
  •	
  Who: Baldor Rivergold is the name of the merchant. 
  He travels with his son Belgo, a youth of ten years.
  adventurIng Phase
  This adventure is divided into six parts, covering the 
  journey from Esgaroth to the Forest Gate.
  Part one – where rIvers run wIth goLd
  The company rescue Baldor the merchant from three 
  ruffians, and he asks them to serve as his caravan guards 
  on the crossing of Mirkwood.
  Part two – the edge of the woodLand reaLM
  Baldor has friends in Thranduil’s court, so the first part 
  of the journey is on board the Elven rafts up the Forest 
  River. The company are escorted to the edge of the forest 
  kingdom and warned not to leave the path.
  Part three – the Long road
  The company set off for the west, braving the perils of the 
  dark wood.
  Part four – castLe of the sPIders
  As the company make camp, Baldor falls afoul of 
  the enchanted stream that runs through Mirkwood. 
  Temporarily deprived of his memories, he flees into the 
  woods and is trapped by Spiders in a ruined castle.
  Part fIve – the herMIt of MIrKwood
  The company find shelter with a crazed hermit. Can they 
  convince him to aid them, or is he planning to murder 
  them in their sleep?
  Part sIx – the weLL In the wood
  The last danger of the woods comes from the trees 
  themselves. Their contempt for everything that goes on 
  two legs threatens to turn into a deadly trap.
  ePILogue - the forest gate
  Where the company exits Mirkwood, and possibly reaps 
  the benefits of their deeds.
  – Part one – 
  where rIvers run wIth goLd
  The company are out in the countryside near the Long 
  Lake. Perhaps they are returning from a previous journey, 
  or out fishing, or simply walking by the shore. The ruins of 
  the old Lake-town are visible in the water. Blackened poles 
  poke out like ribs, and when the water is very, very still, 
  one can sometimes spot the bones of Smaug the Dreadful. 
  Sometimes gemstones from the dragon’s fabled diamond 
  waistcoat wash up on the shore. 
  The company hear someone running, and shouts of ‘help! 
  help!’. A young boy about ten years old bursts out of the 
  rushes ahead of them. He spots the company and runs 
  towards them, waving his arms. Tears run down his 
  cheeks.
  “Help! Please help! My father – his guards – they’re going 
  to kill him! We’re going to Mirkwood and they’re going to 
  kill him! He told me to run! Find help! Help!”
  Belgo’s words tumble out in a terrified flood. The 
  company can piece together the story: his father Baldor 
  is a merchant of Dale. He has a caravan of trade goods, 
  and intended to bring it across Mirkwood. He hired three 
  guards for protection, but these guards have now turned 
  on him. The caravan is nearby – if the company hurry, 
  they can rescue Baldor.
  don’t Leave the Path
  
  wILderLand adventures
  8
  Playing Baldor
  Baldor is tired and careworn, and more than a little 
  out of his depth. He is too old and soft for long 
  journeys, but he lost his fortune in the destruction of 
  Lake-town and so he is forced to return to the road.
  Don’t be a burden to the company. Try to help the 
  player characters.
  Worry about everything, especially Belgo. Speculate 
  about the dangers in the wood.
  Speak softly but try to be persuasive. Pretend to lean 
  on a walking-staff.
  Playing Belgo
  Young Belgo is ten years old, on the cusp of 
  becoming an adult. 
  Take care of the ponies. Show that you are as useful 
  as any of the company. 
  Never argue directly with your father, but second-
  guess him when talking to the player characters.
  Look up at the players to give them the impression 
  that you are smaller than they are. 
  savIng baLdor
  Baldor and the three thugs are only a short distance away, 
  on the path that led from old Lake-town into the forest. 
  This path is now mostly overgrown – few people pass 
  this way now, as the site of the town was moved after the 
  death of the dragon. Baldor stands with his back to a tree 
  and a heavy branch in his hand. His three treacherous 
  caravan guards surround him with drawn swords. One of 
  the three has a nasty fresh welt on his face, where Baldor 
  struck him with the branch. Refer to the Path Map on the 
  front end papers.
  Anyone from Dale or Esgaroth recognises the three 
  guards as Jonar, Kelmund and Finnar, three notorious 
  troublemakers from Lake-town. A few years ago, they were 
  thugs in the service of the old Master. The new, wiser Master 
  dismissed them from service, and they are now thieves 
  and sell-swords. Obviously, they decided that murdering 
  Baldor and taking his caravan was more profitable and a 
  lot safer than braving the wilds of Mirkwood.
  When the company arrive, Jonar – the biggest of the trio – 
  tries to convince them to leave. “Be off!” he shouts, “This 
  is none of your business!” He claims that Baldor cheated 
  them, and that they are only taking what is due to them. 
  When it becomes clear that the company do not believe 
  1/2
  
  9
  him, he tries to appeal to their greed. All they need to do 
  is turn their backs for a minute, and keep their mouths 
  shut afterwards, and he’ll give them a cut of the stolen 
  goods. 
  Intimidating the Thugs
  The trio are craven at heart – the company can intimidate 
  them into leaving with an Charisma (Intimidation) 
  check before the fight begins. If the character beats a 
  DC 15, the thugs depart but nurse grudges against the 
  company, and may prove to be trouble in future should 
  the company ever return to Lake-town. If the character 
  beats a DC of 20, the thugs are so terrified that they never 
  dare cross the company again. 
  Fighting the Thugs
  Where words do not serve, then swords must out. The 
  thugs are not an especially difficult group of foes, and try 
  to surrender if reduced to half their starting Hit Points.
  During the fight, Baldor harasses the thugs by taking 
  wild swings with his tree-branch; each round, randomly 
  pick one player character fighting the thugs. That player 
  character has Advantage on their attacks this round.
  Use the Thug statistics on p. 73 of the Loremaster’s Guide. 
  Baldor’s Offer
  Once the thugs are dealt with, Baldor throws down his 
  branch and embraces his son. He then expresses his 
  thanks for the company’s prompt rescue. 
  “Thank you! Thank you! You arrived in the nick of time.”
  He explains that he set out from Lake-town with his son and 
  the three thugs. He is a merchant and a travelling trader, 
  and his four ponies are carrying iron tools and toys from 
  Dale that he intends to sell to the folk of Woodland Hall. 
  He has arranged with the Elves for passage through their 
  lands. He knows that Mirkwood is dangerous, and so he 
  looked in Esgaroth for guards who were brave enough to 
  risk the crossing of the forest. It seems that he chose poorly. 
  He offers the job of guarding the caravan to the company 
  instead. He promises to pay them in coin and goods 
  (totalling 50 silver pennies each) once they reach the 
  Forest Gate. 
  Baldor’s History
  If the company question Baldor, they can learn the 
  following as they travel:
  •	
  He was once a rich merchant of Lake-town, but he lost 
  a great deal when the dragon fell on the city.
  •	
  Not only was his fortune destroyed, but his wife Halla 
  also perished. He carried his young son out of the 
  flames, but could not find his wife.
  •	
  While others have found prosperity in the years since 
  the Battle of Five Armies, he has not been so lucky. He 
  moved to Dale when its reconstruction started, but he 
  has yet to rebuild his former wealth.
  •	
  Young Belgo is a good lad, his father’s pride and joy. 
  The Journey
  Baldor has already planned the journey, although well-
  travelled companions can make suggestions. He plans to 
  meet with Elvish friends of his at the edge of Mirkwood, 
  and these Elves will accompany the caravan up the river 
  on paddle-boats. From the Elvenking’s hall, the company 
  will set off down the Forest Path to the west side. 
  don’t Leave the Path
  
  wILderLand adventures
  10
  The caravan consists of Baldor, Belgo, and four ponies. 
  Most ponies refuse to travel under the eaves of Mirkwood, 
  but these hardy beasts have been acclimatised by arduous 
  training, and will at least consent to be dragged along the 
  Elf-Path.  He already has plenty of travelling supplies for 
  the company. Baldor leads the company along the banks 
  of the Forest River, taking a well-travelled path that runs 
  alongside the waters.
  – Part two – 
  the edge of the woodLand reaLM
  At twilight, a trio of rafts emerge from the mists on the 
  river. Green-cloaked figures punt these rafts to the shore. 
  The Elves greet Baldor and the company warmly – the 
  merchant is well known to them. The Elves are amused 
  and fascinated by Belgo; they say there are few children 
  among them in these days. 
  The ponies are unloaded and their burdens transferred to 
  the rafts. The animals are initially wary about getting onto 
  the rafts, but one of the Elves whispers in the ponies’ ears, 
  and instantly all four of the animals become perfectly 
  calm, happily trot onto the rafts and stand stock-still in 
  the middle. 
  Once departed, the Elves expertly pilot their rafts against 
  the current of the Forest River. After several days of slow 
  travel, the land on either side of the rafts rises and turns 
  stony and wooded, and the company pass into the shadow 
  of the trees. It is as though the rafts are sailing up a dark 
  tunnel, as the branches interlace overhead into a dark 
  canopy. The company glimpse tall hills in gaps between 
  the trees, until the river widens and the trees grow thinner 
  once again. Here, a bay opens, and huts cling close to a 
  shingly shore. The  Elves steer up a stream which flows 
  out of a rocky canyon. The canyon walls grow higher and 
  higher, until the rafts pass a portcullis and suddenly they 
  find themselves in the caves of the Elvenking.
  guests of the eLves
  Sadly, the company see little of the Elvenking’s halls. 
  Baldor is met by a friend of his, an Elf named Lindar who 
  is master of the king’s cellars. Baldor is welcome here – 
  the other characters may not be so lucky. If the company 
  are unable to convince Lindar of their good character, 
  they are obliged to wait under guard in the cellars until 
  the caravan is ready to depart. Elves of Mirkwood are of 
  course allowed to wander the halls as they wish.
  Motivation
  Lindar’s sole motivation is to ensure that the player 
  characters keep the peace within the Elf-King’s halls.
  1/2
  
  11
  Expectations
  +2: If the player characters are especially polite and 
  courteous, or bring interesting news from afar
  +1: If there are any Elves in the Company.
  -1: If there any Dwarves in the company. 
  -2: If the characters demand better accommodation or 
  complain about the guards.
  Introduction
  In the halls of the Elven-king, it is expected that one makes 
  a DC 15 Intelligence (Traditions) check. Less educated 
  heroes might make a DC 20 Charisma (Persuasion) 
  check instead.
  Interaction
  Lindar suggests that as the Elves do not know the company, 
  they should remain here to ‘guard the supplies’. In two 
  days, the Elves will bring the company to the edge of 
  Thranduil’s realm. In the meantime, they can remain here 
  in the caves; Lindar promises to send down some bread 
  and wine.
  Outcomes
  Failure: Insulted, Lindar demands that the company 
  leave immediately. It’s a Fell and Forboding Start to their 
  crossing of Mirkwood, and they automatically get that 
  result without having to roll on the Embarkation table.
  Success by 0-2: Lindar permits the adventures to reside in 
  the caves until they are ready to depart.
  Success by 3-4: Lindar sends down excellent meals from 
  the Elf-King’s kitchens, and the adventurers are welcome 
  to visit again in future.
  Success by 6 or more: The characters are permitted to 
  stay in better quarters in the upper caves, and may even 
  hear the Elves singing. The combination of soft beds 
  and good company ensures the characters depart With 
  Hopeful Hearts and Clear Purpose when the journey 
  begins without needing to roll on the Embarkation table.
  the Journey begIns
  After two days, Lindar and some other Elves escort the 
  company out of the caves by a secret route, and bring them 
  some miles down the Elf-path. This part of the wood is not 
  so oppressive; the path is lined with beeches, and sunlight 
  filters through the trees to dapple everything with green-
  gold light. This region still preserves the beauty and peace 
  of Greenwood the Great. Lindar warns that the company 
  will soon enter more perilous regions, and he gives them 
  one key piece of advice – don’t leave the path!  The path is 
  mostly clear of trouble, but the same cannot be said of the 
  woods to either side.
  Loading the Ponies
  Companions can profit from the fact that they are 
  travelling with ponies and load some of their gear 
  upon them. Heroes travelling with ponies can ignore 
  the first level of exhaustion incurred on a Journey. See 
  page 166 of the Adventures in Middle-earth Player’s 
  Guide.
  – Part three – 
  the Long road
  Lindar and the Elves have led the company to the point 
  where the Enchanted Stream crosses the Elf-path. They 
  bring the company across by boat – the ponies are 
  temporarily relieved of their load – and the Elves warn the 
  characters not to drink from the stream. Once their feet 
  are firmly set on the path, Lindar bids them good luck, 
  and vanishes into the shadows of the trees. The company 
  are now on their own, and face a long journey. 
  the Journey
  The companions must follow the Elf-path across almost 
  the whole width of Mirkwood. While walking on the path 
  eases the toll of the journey somewhat (the forest doesn’t 
  darken their hearts as grievously as if they were leaving 
  the trail), being parted from the light of the sun and the 
  open air for so long is going to put the company to the test.
  •	
  Travel through Mirkwood, even along the Elf-Path, is 
  arduous. This journey has a Peril Rating of 3. 
  •	
  The road from the Enchanted Stream to the Forest 
  Gate is 160 miles, making it a Medium journey. Roll 
  1d2+1 for the number of challenges. The DC for any 
  journey events is 15.
  don’t Leave the Path
  1/2
  
  wILderLand adventures
  12
  •	
  The darkness of the forest weighs heavily on the 
  company’s spirits. Travellers in wild lands like the 
  forest must make two Wisdom saving throws (DC 15); 
  each failed saving throw gives 1 point of Shadow. 
  While the truly perilous parts of the forest are away down 
  to the south, in the Heart of Mirkwood and around Dol 
  Guldur, that does not mean that travelling in Northern 
  Mirkwood is a pleasant stroll through the woods. 
  •	
  Refer to the Wilderland Adventures Journey Events 
  Table starting on Page 143 for the events that may 
  occur during this journey.
  Belgo’s Talisman
  As noted on page 15, Belgo wears a talisman around 
  his neck as a reminder of his lost mother. This talisman 
  plays a key role in the final part of this adventure, so 
  the Loremaster should establish its existence earlier in 
  the game. For example, if the company are attacked 
  by spiders, then Belgo could drop the talisman in the 
  struggle, and one of the other characters could spot it. 
   – Part four – 
  castLe of the sPIders
  The Enchanted Stream runs through Mirkwood, and the 
  main course of the waters crosses the Forest Path far to 
  the east of the company’s present location. There are other 
  streams in Mirkwood, though, and they too are not always 
  wholesome to drink from.
  This part of the adventure begins when the company 
  make camp. Their Scouts find an excellent place to rest 
  for the night, where the path opens into a pleasant, 
  grassy forest clearing. Any Elf in the party recognises this 
  spot as one of the open-air feast-halls of the Elvenking, 
  although this particular field has not been used in many 
  years. A sparkling stream of fresh water runs along the 
  edge of the clearing. The company make camp – if the 
  player characters mutter about wanting to push on, then 
  young Belgo throws himself down on the grassy floor and 
  announces that he is much too tired to travel any more 
  that day. 
  Presumably, the company set watches during the night.
  baLdor’s error
  During the night, Baldor the merchant wakes up. He leaves 
  his bedroll and exchanges a few words with whoever is on 
  watch, and complains about bad dreams. He is still half-
  asleep, but his mouth is dry so he wanders over to the 
  stream to take a drink of water. Moonlight shimmers on 
  the dancing waters, and what was safe and pure during 
  the day is not always unchanged at night.
  When Baldor drinks from the stream, it robs him of his 
  memories. The last five years fall away from Baldor’s 
  mind. He forgets where he is, and who he has become. 
  Suddenly, he believes he is back in Esgaroth on that 
  terrible night five years ago, when the dragon came to the 
  Long Lake.
  He sees the company and mistakes them for bandits who 
  have kidnapped him. All he knows is that he has to get back 
  to Lake-town, to save his wife and child from the dragon. 
  He does not even recognise Belgo – in his mind, Belgo is 
  a laughing five-year-old, not a prematurely serious boy of 
  ten. Belgo looks into his father’s eyes, and sees no spark 
  
  13
  of recognition or love. His father looks at the boy as if he 
  was a stranger.
  “Who are you? Where am I? Where... there is fire under 
  the Mountain! Those fools have woken the dragon! I must 
  find Halla! I... you’ve kidnapped me! You rogues! Where 
  is Belgo?”
  A DC 10 Wisdom (Insight) check makes it clear that 
  Baldor is not in his right mind – his eyes burn with crazed 
  intensity, and he clearly does not recognise the company. 
  If anyone approaches him, he turns and sprints headlong 
  in the forest. 
  foLLowIng baLdor
  The company need to decide what is to be done quickly. 
  The longer they wait, the farther Baldor strays from the 
  path. Will they all go after him? Will they take the ponies? 
  Belgo volunteers to remain behind to watch the animals, 
  while the characters rescue his father. 
  The most likely solution is that they leave the boy to guard 
  the ponies, as this clearing seems like a safe place. If one or 
  more player characters stay behind, then the Loremaster 
  could have the clearing attacked by spiders to put them 
  in peril. 
  Normally, tracking someone through the forest would 
  require a Wisdom (Survival) test, but in this case Baldor 
  trampled through the muddy ground near the stream, 
  leaving big deep footprints that even a blind Dwarf could 
  follow. However, the characters have to hunt around for 
  the trail with torches until dawn breaks, so it takes them 
  several hours to follow Baldor’s route. The trail plunges 
  into the dark woods, until it just suddenly stops, as if 
  Baldor vanished into thin air. Searching around reveals 
  a few strands of webbing hanging from two trees nearby. 
  A successful DC 10 Intelligence (Investigation) check 
  determines that Baldor blundered into a spider-web 
  at such speed that he pulled the web off the trees it was 
  anchored to. Looking around finds drag marks on the 
  ground. He must have gotten tangled up in the web, then 
  something dragged him off deeper into the woods.
  Following the trail brings the company to another 
  clearing.
  the castLe
  A castle stands on a low hill amid the sea of green trees. 
  It’s anybody guess if it was Elves or Men who built this 
  castle, but it has fallen into ruin. No trace remains of 
  the defensive walls or outbuildings; all that remains are 
  a single round tower and part of what must have once 
  been the keep. The keep has crumbled and collapsed in on 
  itself, leaving only one corner still standing as an L-shaped 
  wall. Both tower and wall are covered in a dense shroud 
  of cobwebs, and web-strands run between tower and wall. 
  Hanging from the very top of the wall is a wriggling bundle 
  of webbing. It must be Baldor.
  - Belgo -
  - Baldor -
  don’t Leave the Path
  1/2
  1/8
  
  wILderLand adventures
  14
  There is no sign of any spiders at first glance, but there 
  are any number of places where they could be hiding. The 
  only sound is the occasional thump as Baldor wrestles and 
  struggles against his bonds. To get to Baldor, the company 
  need to climb the wall, or else climb the still-intact spiral 
  staircase in the tower and then clamber across the 
  webbing to the top of the wall. Refer to the Castle Map on 
  the front end papers.
  Climbing the Wall
  The wall is thirty feet high and is tricky to climb, as the 
  character must be careful to avoid getting stuck on the 
  cobwebs. 
  •	
  Climbing the wall requires a DC 15 Strength 
  (Athletics) check. 
  If the test fails, the character gets stuck on the cobwebs 
  (becoming Restrained) and must cut their way free, which 
  attracts the attention of the spiders – see The March of 
  the Spiders, below. Cutting through the web requires a 
  DC 10 Dexterity (Sleight of Hand) or DC 13 Strength 
  (Athletics) check. If the test fails by 10 or more, then the 
  character falls from the wall and suffers 2d6 damage.
  The Tower Stairs
  The spiral staircase in the tower is mostly intact, so the 
  characters can easily make their way up to the top. From 
  there, they can see a ‘bridge’ of spider-webs running from 
  the tower to the top of the wall – but they can also see 
  dozens of spiders nesting on the far side of the ruined 
  keep. The spiders seem to be sleeping, but any vibration 
  on the web will alert them.
  •	
  Crossing the bridge requires a DC 15 Dexterity 
  (Acrobatics) check.. 
  Failing the test alerts the spiders; failing by 10 or more 
  alerts the spiders and means that the character is caught 
  by the webbing again; the hero is Restrained and must 
  make a DC 10 Dexterity (Sleight of Hand) or DC 13 
  Strength (Athletics) check to get free.
  Rescuing Baldor
  Once a character reaches Baldor, they can drag his body 
  to the top of the wall with a DC 13 Strength (Athletics) 
  check and then cut him loose. Baldor is Stunned, but can 
  move or climb with a hero’s assistance. Both Baldor and 
  the assisting hero move at half speed during this process. 
  Baldor and the heroes must make another Dexterity 
  check to cross the bridge and another Strength check to 
  descend the wall.
  March of the sPIders
  If the companions manage to reach Baldor, cut him loose 
  and escape the scene without failing a single skill check, 
  then they successfully rescue the merchant out from under 
  the noses of the spiders (if spiders have noses) without 
  
  15
  being seen. However, if one of the characters pulls on the 
  wrong strand, then the spiders come marching.
  •	
  In the first round, the characters feel the web moving, 
  but no spider appears. In the second and subsequent 
  rounds, a single Attercop arrives to menance the 
  heroes. Each Attercop that joins the fight gains the 
  same Initiative as its brethren. 
  While a single Attercop (page 105, LMG) is not a deadly 
  threat to a group of well-rested adventurers, unlucky dice 
  rolls might mean that the company is soon outnumbered. 
  If there are more spiders than heroes, they are in terrible 
  danger. The Attercops target characters who are stuck in 
  the web. 
  Doomed!
  If luck turns against the characters and it seems as 
  though they are about to be defeated by the spiders, 
  then the Loremaster can rescue them by having the 
  hermit show up with a bow. The hermit laughs and 
  shouts nonsense while he fires deadly accurate shots at 
  the biggest of the spiders. 
  escaPe!
  After the characters rescue Baldor, they still need to make 
  their way back to the path, and they must do so with a 
  host of brown hairy spiders scuttling after them. The 
  spiders move with unnatural speed, leaping from tree to 
  tree and trailing strands of webbing like fishing lures as 
  they try to snare the companions. Baldor is still confused 
  after drinking from the Enchanted Stream, but even in 
  his witless state, he recognises that he is better off with 
  these strange companions than as a spider’s supper. After 
  several minutes’ running, the characters arrive back at 
  the clearing, where they meet Belgo and the ponies. The 
  spiders do not dare cross the path.
  Baldor recovers most of his memories after a few hours’ 
  rest and conversation with his son. He seems unsteady 
  and wary for the rest of the journey. He tells the characters 
  that he thought that he was back in Esgaroth when Smaug 
  attacked, and relates the tale of how his wife Hilla was 
  lost when the dragon fell on Lake-town. Baldor was able 
  to carry his young son out of the flames, but never saw 
  Hilla again.
  Gathering Darkness
  During the rest of the journey, show that there is now a 
  wedge between Baldor and Belgo. The boy feels betrayed 
  and lonely, and Baldor is too confused and nervous to 
  comfort his son – the memory-erasing stream washed 
  away most of Baldor’s memory of the last five years, and 
  he finds it hard to reconcile his surviving memories of his 
  son with the present situation. 
  •	
  In game terms, poor Belgo has picked up several 
  Shadow points due to anguish and terror. Belgo spends 
  more and more time toying with the amulet he wears 
  around his neck.
   – Part fIve – 
  the herMIt
  The Hermit of Mirkwood had a name once, but he lost it 
  in the dungeons of Dol Guldur. He remembers only parts 
  of his life before the darkness. He was a Woodman, a 
  warrior, a hero. He remembers sun on the trees, the weight 
  of an axe in his hand, the smoke rising from the cooking 
  fires at the end of a long hunt, the warmth of the Great 
  House when the winter winds howled outside. All that was 
  lost when he was captured. For many years he suffered 
  in the dungeons, tormented by Orcs and other horrors. 
  Then, five years ago, the Shadow was driven from the Hill 
  of Sorcery. The Hermit heard the noise of a tremendous 
  storm overhead, a storm so loud it woke him in his gaol 
  cell deep underground. He found the door was unlocked, 
  and he fled through the endless warren of tunnels until he 
  came to a drain that opened into sunlight. He fled, naked 
  and shrieking and quite quite mad, into the forest, and 
  here he has lived alone since that day.
  the thunderstorM
  The company are travelling along the Elf-path when a 
  sudden storm descends on Mirkwood, turning the forest 
  as dark as midnight. High winds tear through the tree-tops, 
  sending a hail of leaves and twigs down on the company. 
  Larger branches creak ominously, and rotten boughs crack 
  and tumble. The clouds open as though some great hand 
  don’t Leave the Path
  
  wILderLand adventures
  16
  picked up the whole of the Long Lake and dumped it on the 
  forest. Thunder and lightning crash overhead, incredibly 
  loud and perilously close, and water starts trickling along 
  the trees more and more copiously until dozens of little 
  streams and rills start winding their way through the forest 
  floor. Further travel is impossible – the company must find 
  a dry place within sight of the path.
  •	
  As lightning flashes, one of the company’s Scouts 
  spots an unusual sight at some distance from the path. 
  There is a huge dead hollow tree up ahead, and a thin 
  plume of woodsmoke rises from the top. Someone is 
  living inside the hollow tree! Searching around the 
  base of the tree lets the characters find a tunnel that 
  runs between the roots into the tree’s interior.
  There is no sign of anyone around or inside, but they 
  cannot be far away if they left a cooking fire unattended. 
  Even if the company are willing to brave the weather and 
  travel on, neither Baldor nor Belgo is strong enough to 
  keep going in the teeth of the storm. The hermit’s tree is 
  the only source of shelter to hand. 
  the herMIt’s tree
  The hermit’s tree is hollow on the inside. The entrance 
  tunnel opens into a single round room. The walls are the 
  dead wood of the tree, and the roof is a mix of bark and 
  thatch that keeps most of the wind and rain out. It is not 
  as snug as a hobbit-hole, but it’s better than being outside 
  in Mirkwood in the storm. There is a ring of stones in the 
  middle of the room, and a small cooking-fire burns there, 
  with some hunks of meat (one hopes a rabbit or a squirrel) 
  cooking on a spit. Other unidentifiable bits of meat hang 
  from the ceiling on long black strings. There is a single bed 
  of leaves and furs near the fire. Jars of water and baskets of 
  fruit sit in a cool muddy hollow at the back of the room. Any 
  Woodmen recognise the style of the handiwork. Looking 
  around leads to a grim discovery, though – the walls are 
  covered in woodcarvings depicting horrible faces and 
  monsters of all sorts. Whoever lives here is tormented by 
  nightmares.
  encounterIng the herMIt
  After a few minutes, the company hear scratching outside, 
  as someone arrives at the entrance tunnel and wriggles 
  their way into the hollow tree. The characters smell the 
  hermit before they see him; an incredibly rank smell wafts 
  from his filthy rags and scarred, rail-thin body. His wrists 
  and ankles are scarred. The hermit shrieks in alarm when 
  he finds the company in his home, and levels a spear at 
  them, but he does not attack. 
  Playing the Hermit
  Talk to yourself. Argue with yourself. 
  Mutter random nonsense.
  You’re crazy, but you know you’re crazy. Get 
  irritated if the characters try to soothe you. Hunch 
  your shoulders, chatter your teeth, sniff the air like 
  an animal.
  Motivation
  Get the strangers out of your tree! Drive them away! But 
  wait… you remember, long ago… better days, sun on your 
  face. Maybe… friends? 
  Expectations
  +2: If the company treat the hermit with respect and 
  kindness; if there is a Woodman in the company
  +1: If threatened effectively
  -1: If anyone asks questions about the carvings; if there 
  are any Elves or Dwarves in the company
  -2: If threatened ineffectively
  Introduction
  The company must explain who they are and why they 
  have trespassed in the hermit’s home. 
  1/2
  
  17
  Interaction
  The first thing to do is to ask for permission to stay. This 
  requires a DC 13 Charisma (Persuasion) check, though 
  Intelligence (Riddle) may also be used. Offering the 
  hermit food and drink helps win him over – he is obviously 
  starving and gobbles down anything the company offer 
  him. If the company ask who the hermit is, he shrugs.
  “Don’t need a name, do I? There’s only me, I know who I 
  am. I’m me. You need name, though. You’re not me. Had a 
  name once, but they took it.”
  Asking about the carvings on the walls alarms him. He 
  made those to scare away his nightmares. There is a 
  darkness in the wood, he insists, a great shadow. The light 
  drove it away, but it is growing again. He hears it creep up 
  on him as he sleeps. That’s why he hides in this tree, and 
  why he stays away from Men. He knows that the Shadow 
  crawls into the hearts of Men and turns them into beasts. 
  Why, any of the company could be servants of the Shadow. 
  •	
  Unless the company reassure him that they are all 
  enemies of the Necromancer, he attacks them. 
  Outcomes
  Failure: The Hermit screams at them to leave his house. 
  If they agree to do so, then they find that the worst of the 
  storm has passed, but the company still suffer a -1 penalty 
  to their Arrival roll. If they refuse, then the Hermit attacks; 
  (If needed, use stats for Town Guard, LMG pg 69, with a 
  club for weapon.) killing the Hermit in his own home is a 
  Misdeed worth at least 3 Shadow Points.
  Success by 0-5: After a few minutes, the Hermit grows 
  tired of the conversation, and falls asleep. The company 
  can stay in the hollow tree for the rest of the night, but 
  must depart in the morning once the storm has passed.
  Success by 6+: If the company win his trust, then the hermit 
  reaches into his tattered rags and produces a broken piece 
  of metal. It is the remains of a once-magnificent axe-head. 
  The Hermit presses it into the hands of a companion, 
  saying that the Shadow hides in things and it is better 
  to have nothing of value, because the darkness could be 
  hiding in a stone or an egg-shell or a gemstone or a ring. 
  He carried this axe-head for too long, and now he wants 
  the characters to take it away.
  •	
  A successful DC 15 Intelligence (Lore) check 
  identifies the piece of metal as a shard from a famous 
  axe called Wolfbiter (Woodmen heroes recognise the 
  item right away). The weapon was an heirloom of the 
  folk of Woodland Hall, but was lost long ago when 
  one of their chieftain’s sons was captured by Orcs. 
   – Part sIx – 
  the weLL In the wood
  The western reaches of Mirkwood are grim and dangerous. 
  Some woods were inhabited by Men once, and the trees 
  still remember the bite of the axe. This part of the forest 
  is far from the Shadow in the south, but its depths are 
  unwelcoming nonetheless and have no love for anything 
  that walks on two legs. 
  Still, the air in some places is not so stagnant and heavy, 
  and the light is brighter. Sometimes, through gaps in the 
  canopy, the company can see the open sky above. In the 
  filtered sunlight, the company see stones scored with 
  runes, or piled rocks that show that Men once lived in 
  these parts. One day soon, they will come around a bend 
  in the path and see the end of the road and the Forest Gate 
  as the land slopes down towards the Vales of Anduin.  
  the ancIent wood
  The day after the storm sees the sun rising on a warm 
  morning (unusually warm if it’s autumn). Even if the 
  company is still in the shadow of Mirkwood, they feel 
  the temperature rising. As the company marches on, the 
  companions begin to feel very hot. Towards midday, a 
  sense of sleepiness seems to creep out of the ground and up 
  their legs. Flies buzz round their ears, and water trickling 
  from a hundred rills sounds like a half-whispered lullaby. 
  A short distance ahead of the company there is an old 
  stone well, and at the bottom of that well lives something 
  nameless and malignant. The ancient trees living in this 
  area have struck a deal with the thing, and lure to it any 
  traveller who dare tread upon their roots. 
  •	
  When the company is in the area close to the well, 
  call for a DC 16 Wisdom saving throw. All those 
  who fail gain a Shadow point as they start feeling 
  don’t Leave the Path
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  wILderLand adventures
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  downhearted and worn out. If at least half of the 
  companions fail the roll, the company agrees to stop 
  for a midday break. 
  If the company stop, they choose a place a short distance 
  from the path. Close by, the mouth of the old well opens. 
  The well is not readily visible, as it is simply a low ring of 
  stones around a hole in the ground, currently covered by 
  fallen leaves and thick undergrowth. Those companions 
  who do not act as look-outs feel compelled to take a nap 
  after a quick meal. As soon as they close their eyes, they 
  start having vivid dreams. If the companions do not 
  agree to stop (less than half the company failed their roll), 
  those who failed the saving throw begin to have strange 
  intuitions instead.
  Dreams and Intuitions
  The wood that the company is travelling across is weaving 
  a spell to send the companions towards the thing lurking 
  at the bottom of the well. Whether they are sleeping or still 
  marching, the heroes who failed the saving throw receive 
  suggestions from the ancient and malevolent trees.
  •	
  The companions dream or feel that something of 
  great importance is nearby, if only they can find it. Tie 
  these dreams or visions into the characters’ Shadow 
  Weaknesses. A Scholar might dream that there is a book 
  describing many secrets of the Enemy at the bottom of 
  a well nearby; a Treasure Hunter might glimpse gold 
  inside it, while a Wanderer is strangely drawn to leave 
  the path and explore the nearby woods.
  Under the Spell
  If any character succumbs to a Bout of Madness while 
  near the well, they run towards it. If none of the characters 
  has such a fit, then it falls to young Belgo to be the victim. 
  The boy is tormented by dreams that his mother’s ghost 
  is nearby, calling him from the trees. With his father half-
  lost to him because of the Enchanted Stream’s theft of 
  memories, Belgo is uniquely vulnerable to the lure of the 
  trees. He runs off into the wood, crying his mother’s name 
  and holding his talisman tightly. 
  If Belgo, or a companion, is drawn into the woods, 
  he crashes through the trees, leaving the path. Their 
  companions can either try to restrain the victims, or else 
  follow them into the woods to the well.
  the oLd weLL
  The well itself is some twenty feet deep. A stone ledge juts 
  out of the wall half-way down, and the bottom of the shaft 
  is choked with ropy plant growths, like thick roots or the 
  tangled stems of a monstrous creeper vine. Among the ropy 
  vines are many old bones, the remains of previous victims 
  of The Thing in the Well. An old rotten rope hangs down 
  into the well, but putting any weight on it snaps the rope 
  instantly. Refer to the Well Map on the front end papers.
  •	
  The first victim to reach the well throws himself into 
  it. If it is Belgo, he lands heavily on the stone ledge. A 
  player character who jumps into the well falls all the 
  way to the bottom and lands among the vines, falling 
  for the full twenty feet. 
  1/4
  
  19
  The Creature Attacks
  When someone falls into the well, or is at least within 20 
  feet from its mouth, the ropy vines unfold and attack. The 
  lashing tentacles are all guided by one purpose, and try to 
  wrap around the companions to strangle and crush them.
  The companions who failed the saving throw are still 
  under the power of the spell set upon them by the wood: 
  they don’t see the creature as a horrible monster, but as 
  whatever dream or vision drew them here. Belgo sees his 
  mother embracing him; a character who came here in 
  search of gold sees gold coins and jewels at the bottom of 
  the well, and thinks he is digging them out of the ground, 
  when he is actually being strangled by the creature. 
  •	
  As a consequence, they cannot attack the creature 
  in any way, and cannot be persuaded to stay away 
  from it.
  Victims are freed from their madness if the creature is 
  wounded, or if another character helps them snap out of 
  it. For example, if Belgo’s talisman is torn from his grasp, 
  then he sees the creature for what it really is. 
  Fighting the Creature
  Characters inside the well have Disadvantage on their 
  attacks on the creature, while the creature has Advantage 
  against them.
  •	
  Climbing out of the well requires a DC 15 Strength 
  (Athletics) check. Characters hit while climbing will 
  be knocked back down.
  •	
  Companions outside the well can fight normally. The 
  companions harm the thing by hacking at its many 
  tentacle-like arms. If the creature is reduced to 20 or 
  fewer hit points, its gnarled tentacles slither back into 
  the well and vanish into the mud at the bottom.
  the thIng In the weLL
  There are older and fouler things than Orcs in the deep 
  places of the world.
  Not even the Wise might guess whether the creature in the 
  well is a part of the wicked wood or something that crept 
  out of dark waters under Mirkwood.
  the thIng In the weLL
  Medium Aberration (Nameless Thing)
  STR 
  15 (+2)
  DEX 
  14 (+2)
  CON 
  13 (+1)
  INT 
  6 (-2)
  WIS 
  10 (+0)
  CHA 
  9 (-1)
  Armour Class 12
  Hit Points 55 (10d8+10)
  Speed 0 ft
  Condition Immunities: Blinded, Prone
  Skills Perception +2, Stealth +4
  Senses darkvision 60 ft, passive Perception 12
  Challenge 2 (450 XP)
  Many Tentacles (Recharge 6). The Thing in the Well 
  may use its action to make a tentacle attack on all 
  creatures within 20 feet of it.
  Actions
  Tentacle. Melee Attack: +4 to hit, reach 20 ft. Hit: 6 
  (1d8+2) bludgeoning damage. If the target was attempting 
  to climb out of the well, it must make a DC 13 Strength 
  or be knocked back into back into the well. If the target is 
  outside the well, it must make a DC 13 Dexterity saving 
  throw or be pulled into the well.
   – ePILogue – the forest gate –
  From the well, it is only a short few days travel to the edge 
  of the woods. The company emerge into blazing sunlight 
  and a refreshing breeze. From here, Baldor intends to travel 
  south to trade with the Woodmen and the Beornings; these 
  lands are protected by Beorn’s folk, so there is little danger 
  of bandits and he no longer needs the company’s services. 
  He thanks them and pays them what he promised. The 
  company have passed through Mirkwood and lived to tell 
  the tale. Wilderland lies before them!
  feLLowshIP Phase
  If a Fellowship Phase follows this adventure, then the 
  company could continue with Baldor to Woodland Hall 
  and stay there, to possibly turn the hall into a sanctuary. 
  Once there, they might consider returning the shard of the 
  axe Wolfbiter to their rightful owners, the Woodmen of the 
  House of Woodland Hall. If they do so, they are invited 
  to meet their Council of Elders, and then presented with 
  gifts worth 20 silver pennies each. Moreover, from now 
  on they can consider both Woodland Hall AND the nearby 
  Woodmen-town as Sanctuaries.
  don’t Leave the Path
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  - oF leaves - 
  & stewed hobbit 
  For heroes of level 2 or 3
  •	
  When: This quests fits best at any time during 
  summer or autumn, in any year from 2946 onwards. 
  •	
  Where: The adventure begins at the Easterly Inn, a 
  new establishment on the road from the Old Ford to 
  the Forest Gate of Mirkwood, and then leads across 
  the Great River to the High Pass.
  •	
  What: A caravan of goods and supplies from the 
  Shire has failed to arrive on time, and the innkeeper, 
  one Dodinas Brandybuck, Esq., newly arrived in the 
  Wild, fears for his brother’s safety. The characters are 
  asked to look for signs of the caravan and ensure the 
  safety of Dinodas Brandybuck and the trade goods.
  •	
  Why: The new Easterly Inn could be a haven for 
  travellers or even a Sanctuary for the player characters 
  if it survives, so protecting the inn is a good deed for all 
  who adventure in the Wild. More prosaically, Dodinas 
  offers a small sum of money and other treasures if the 
  companions find his brother.
  •	
  Who: The object of the quest is Dinodas ‘Dindy’ 
  Brandybuck, the younger brother of the innkeeper.
  adventurIng Phase
  This adventure is divided into six parts, comprising the 
  initial Audience at the inn, the journeys to and from the 
  High Pass and the dangers encountered there.
  Part one – the easterLy Inn
  The first part of the adventure describes how it came to 
  pass that a Hobbit opened an inn in the middle of the 
  Wild, the history of the Brandybuck brothers, and the fate 
  of the missing Dinodas. The Easterly Inn is described in 
  detail, as the company may return here again and again 
  on their travels.
  Part two – searchIng the hIgh Pass
  This section deals with the journey across Wilderland to 
  the foothills of the Misty Mountains and the High Pass. 
  The company encounter several dangers on this journey, 
  and pass through the ruins of a town built many centuries 
  ago. They find signs that the caravan was attacked.
  Part three – battLe at the rIngfort
  The company comes upon the survivors of the caravan, 
  and aid them in a desperate battle against a Goblin host. 
  The company is victorious (or else perish in the battle!), but 
  discover that the Goblins carried off Dinodas as they fled.
  Part four – under the hILLs
  Following the Goblin kidnappers brings the adventurers 
  into the tunnels under the Misty Mountains. After braving 
  these dark passages, they find that the Goblins have 
  imprisoned Dinodas with an unbreakable chain.
  Part fIve – the gobLIn feast
  The reputation of Hobbit cooking has reached even the 
  caves of the Goblins, and they demand that Dinodas cook 
  them a feast. The adventurers can use this feast to trick the 
  Goblins into fighting amongst themselves, or to steal the 
  key and free Dinodas from his bonds.
  ePILogue – bacK to the Inn
  After rescuing Dinodas, the companions return to the 
  Easterly Inn for their reward.
   – Part  one – 
  the easterLy  Inn
  In a hole in the ground there lived a Hobbit. Four Hobbits, 
  in fact, with a fifth coming to join them. The Hobbit in 
  question was one Dodinas Brandybuck, formerly of 
  Buckland in the Shire, but now a resident of Wilderland. 
  Above the newly-dug hole there was a newly-built inn, so 
  new it still smelled of sawdust and paint, and the white-
  washed walls were actually white and not yellowed with 
  pipe-smoke and spilled beer. He lived in the hole with his 
  wife Agatha and his two young sons, and there was a branch 
  of the hole awaiting the arrival of his brother Dinodas.
  Dodinas – or Dody, as his friends called him (and he had a 
  knack for making friends) – once considered himself to be 
  a well-travelled Hobbit. He had gone as far as Bree, which 
  for most Hobbits constitutes about twice the journey of a 
  lifetime, and dined out on his tales of strange, exotic folk 
  
  21
  and unusual customs. On one trip to Bree, in the common-
  room of the Prancing Pony, he met another Hobbit – the 
  famous (or infamous) Bilbo Baggins. 
  The two fell to sharing stories, and for once Dody was the 
  one who was flabbergasted and entranced by the other’s 
  stories of distant lands. Compared to Bilbo’s journey 
  There and Back Again, Dody had hardly stepped outside 
  his front door. After several hours and several pints, 
  Bilbo invited Dody to visit him at Bag End for dinner the 
  following Sunday. Dody brought his younger brother 
  Dindy and his wife Agatha along.
  The dinner involved several bottles of wine and more tales 
  of Wilderland, as well as innumerable courses. Dodinas 
  declared that he was determined to outdo Bilbo, Dinodas 
  climbed on the table and sang a story about giants, Bilbo 
  enthusiastically showed them his collection of maps and 
  diaries, and Agatha... well, Agatha sipped her wine and 
  thought about practicalities. When Agatha Took married 
  Dody Brandybuck, everyone assumed that the steely young 
  Hobbit-maid would drum some sense into the notoriously 
  eccentric and wild Brandybuck, and ensure that he found 
  a business or craft to occupy his days. However, Agatha 
  was a Took, and there is a latent streak of adventure and 
  wanderlust in that family.
  None of the three Hobbit gentlemen could quite remember 
  how it came to pass – again, a good deal of wine was 
  involved – but a curious plan was formed. Since the 
  successful Quest of Erebor and the defeat of the Dragon, a 
  new era of peace and prosperity had fallen on the North. 
  There was much more traffic on the Forest Road than 
  before, thanks to the watchful eyes of the Beorning-folk 
  and the revived Kingdom of Dale. These travellers and 
  merchants would need somewhere to stay along the road. 
  The plan was that the two brothers would build, open 
  and run an inn on the road between the Old Ford and the 
  Forest Gate – quite close to Beorn’s Hall, where no evil 
  thing dared go. 
  Bilbo gave the two brothers some money to start the 
  inn, as well as several letters of introduction to various 
  dignitaries and persons of importance that he had met 
  on his travels. The two brothers set off from Buckland a 
  few weeks later, still slightly dazed. They crossed the Misty 
  Mountains without incident, and presented themselves at 
  Beorn’s house. Beorn ignored the letter of introduction, 
  but was amused by the Hobbits’ presumptuousness (the 
  barrel of beer carried all the way from the Golden Perch 
  might also have helped matters), and gave them leave to 
  build their inn.
  a hoMeLy house
  The Easterly Inn is situated near a little brook that flows 
  out of Mirkwood towards the Great River, approximately 
  twenty miles south of where the Forest gate opens along the 
  eaves of the wild wood. A small stone bridge arches over 
  the babbling waters, and just beyond that stands the inn. 
  The Easterly Inn (Dindy jokes that it is the eastern-most 
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  outpost of the Shire) consists of a small but comfortable 
  wooden inn containing the common room and a few guest 
  rooms for Big Folk, some outbuildings and stables, and 
  the Hobbit-hole beneath, where Dindy, Dody, Agatha and 
  Dody’s two young sons live. 
  Although it only opened a few months ago, the inn 
  is gaining a reputation as a good stopping point for 
  journeys east of Mirkwood. The beer is good, the food 
  is excellent, and Hobbits make wonderful hosts (even 
  when their homes are invaded by thirteen dwarves and 
  a wizard, as Bilbo proved some years previously). In truth, 
  the success of the inn has less to do with Dody’s beer or 
  even Agatha’s delicious food, and owes more to Beorn’s 
  promise of protection and the curiosity of travellers come 
  to see the strange Halflings. Still, if someone comes to 
  shelter from bandits, and stays for the food and the soft 
  feather beds, that is still silver in Dody’s pocket. 
  Indeed, if the inn survives, it may become the heart of 
  a new village, just as Bree sprang up at the crossroads 
  around the Prancing Pony. 
  Folk of the Inn
  Dody Brandybuck: The owner and bartender of the 
  inn, Dody is exceptionally gregarious and friendly, even 
  for a Hobbit. He could talk the hind legs off any creature 
  in Middle-earth; if Dody had ended up in Gollum’s cave 
  instead of Bilbo, then he would have lost the Riddle-Game, 
  but the Dwarves would have found Dody by following 
  the noise of a drunken Gollum singing about fish. He is 
  everybody’s best friend. 
  Dindy Brandybuck: Dody’s younger and more nervous 
  brother. Unlike his garrulous sibling, Dindy never wanted 
  to travel in the Wild. He always dreamed of opening an 
  inn, but assumed it would be in Buckland or maybe the 
  Eastfarthing, not over the edge of the Wild. Still, if things 
  keep going smoothly, then the Easterly Inn could make the 
  fortune of both Brandybuck brothers, and he could move 
  back to the Shire in a few years with chests of silver and 
  gold, just like Bilbo Baggins.
  Last spring, Dindy returned to the Shire to obtain vitally 
  needed supplies, such as handkerchiefs, umbrellas, spice-
  racks, silverware, barrel-spigots, feather-bolsters and 
  round doors, as well as trade goods like pipe-weed and 
  Shire-beer (which, to be honest, could also be counted as 
  ‘vitally needed supplies’). 
  Agatha Brandybuck: Dody’s wife, a quiet woman of 
  Tookish blood. She is much more sensible and hard-
  working than Dody; she lets him keep the customers 
  entertained while she organises the rest of the business. 
  For example, she buys supplies off the Woodmen and the 
  Beornings – and even, rarely, the Elves – and sees to the 
  security of the inn. Underneath her businesslike, bustling 
  demeanour, she’s absolutely enchanted to be out here in 
  the Wild meeting all sorts of strange folk. 
  Her two sons Dando and Rodry both run wild around the 
  inn and the surrounding countryside. She intends to send 
  them to foster with relatives in the Shire in a few years. 
  Frier: Frier is a Dwarf tinker-smith who has travelled the 
  roads between the Misty Mountains and the Iron Hills 
  for years. He helped build the inn, and has signed on as 
  their carpenter/blacksmith/farrier/assistant bartender/
  woodcutter and general axeman in residence. Frier is fond 
  of the Hobbits and fonder still of the money they pay him. 
  After many years of wandering, the Easterly Inn is a good 
  place for him to rest his feet.
  Shadrach: A stray dog that was ‘adopted’ by the Hobbits 
  – or, more accurately, that adopted them. Shadrach is 
  actually one of the wonderful dogs who serve Beorn; 
  Beorn asked the dog to keep an eye on the Hobbits and 
  bark if anything truly dangerous menaced the inn. 
  Shadrach spends his days playing with the Hobbit boys or 
  lazing in front of the fire, but always keeps one ear cocked 
  for danger.
  The Adventure Begins
  The adventure begins when the company arrive at the Inn. 
  News of the new inn has likely reached them as they travel 
  through the Wild, as wayfarers often share news of good 
  stopping places and shelters. This may be the first time 
  any of them have visited the inn. Hobbit adventurers may 
  know the Brandybuck brothers already (and may have 
  even travelled with them in the past, or even be part of 
  this madcap scheme to open an inn in the Wild). The lights 
  of the Easterly Inn shine with a warm welcoming light in 
  the gloom as the company approaches. It is late summer, 
  but the dusk air has a chill in it that heralds the changing 
  
  23
  of the seasons. A dog strolls out of the twilight to sniff the 
  characters’ hands and see if they are worth barking about.
  Inside, the inn is half-full. At one table, there are a trio of 
  Beornings with great tankards of ale and a big plate of 
  Agatha’s sausage rolls; these Beornings are hard, fierce 
  men, forged by long years battling for survival in the wild, 
  but Agatha still insists they use napkins. At another table, 
  the innkeeper Dody is talking to some Dwarf travellers. He 
  leaps up and greets the company when they enter.
  A good bed for the night can be had for 2 silver pennies, 
  and heroes of lesser means can sleep in the common room 
  as long as they’re buying food (5c a plate) or drink (3c 
  a pint). Hobbit adventurers will be offered rooms in the 
  smials beneath the Inn. Anyone succeeding at a DC 10 
  Charisma (Performance) check gets a drink bought for 
  them by the Beornings, who appreciate music. 
  Rumours at the Inn
  A successful DC 10 Charisma (Persuasion) check gets 
  the characters some gossip. The Dwarves just crossed 
  over the mountains from the west, and they bring stories 
  about Goblins. It seems that Orcs are creeping south 
  once more from their fortresses under Mount Gram and 
  Mount Gundabad, and travellers in the High Pass are once 
  again under threat of their attacks. One of the Dwarves 
  speculates that something will have to be done about the 
  matter, and wonders aloud if King Dáin or one of the other 
  rulers of the North will act. The victory won at the Battle 
  of Five Armies should not be thrown away through lack 
  of vigilance. A more cynical Dwarf argues that the Misty 
  Mountains are far away from Dale, and that this new era of 
  prosperity and brotherhood will soon wither away and the 
  Free Peoples will once again grow suspicious and insular. 
  A successful DC 13 Wisdom (Insight) check notices that 
  the innkeeper seems concerned by this news, and while he 
  remains jocular and friendly, his demeanor now conceals 
  his worry. In time, Dinodas approaches the company. 
  dodInas’ PLea
  This encounter is weighted in favour of the adventurers, 
  as the innkeeper wants a favour from them. It follows the 
  standard format for Audiences.
  Motivation
  Dodinas wants the adventurers to go looking for his 
  missing brother.
  Expectations
  +2: Heroes do heroic things (the Company agree to aid 
  him without asking about a reward)
  +1: Hobbits stick together (+1 if there is a Hobbit in the 
  party, or if anyone mentions the deeds of Bilbo Baggins)
  -1: ‘Tis Evil in the Wild to fare (anyone suggests that 
  Dindy is already dead)
  -2: Big folk are greedy (the Company demand a larger 
  reward than he can readily afford)
  Introduction
  Once the company is comfortably sitting in the inn, and 
  they have eaten, Dodinas approaches them with a tray 
  of drinks. He carefully selects the drinks from his cellar 
  to appeal to the different adventurers, so Hobbits get a 
  pint of beer from the Shire, Elves are served fine wine, 
  Beornings get mead and so on. He is clearly trying to 
  curry favour. The characters can introduce themselves 
  with either a DC 15 Intelligence (Traditions) or 
  Charisma (Persuasion) check.
  of Leaves & stewed hobbIt
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  wILderLand adventures
  24
  Interaction
  Dodinas then inquires about what business might have 
  brought such a company of adventurers to visit his inn. 
  He listens attentively to what the companions have to say 
  about themselves. The Hobbit is preparing for his own 
  speech, the one he will deliver as soon as he thinks he 
  has figured the adventurers out; he will adjust his words 
  depending on how the characters presented themselves: 
  if during the introduction they used Intelligence to 
  recite their deeds and lineages, then he approaches them 
  formally with what amounts to a business proposal; if 
  they used Charisma, then he introduces his request as a 
  favour between friends. 
  Dody gives the company a brief history of the Easterly Inn. 
  He name-drops shamelessly, referring to Bilbo Baggins as 
  his ‘business partner and chief investor’. He explains that 
  his brother Dinodas (‘Dindy’) went West earlier in the year, 
  and was supposed to return by late summer. Dindy sent 
  word some months ago, saying that he had arrived and 
  was gathering supplies for the long journey east. Since 
  then, Dody has heard nothing of Dindy. 
  Dodinas asks the company if they are travelling west, and 
  if so, will they set his mind and ease and look for signs 
  of his brother. If they seem willing to help him, he offers 
  the companions a reward, a prize proportional to the 
  impression they made on him. Use the Expectations given 
  above, and modify the final roll accordingly. The hero can 
  once again use Intelligence (Traditions) or Charisma 
  (Persuasion) as modifiers for the final check..
  Outcomes
  Failure: Dodinas isn’t in a position to say no, so he 
  offers the characters 40 silver pennies each. However, the 
  negotiation is so fraught and bitter that all characters gain 
  a point of Shadow. 
  Success by 0-1: Dodinas needs the adventurers, but he 
  fears he is wasting his money on them: he offers a small 
  purse of coin, 20 silver pennies each.
  Success by 2-3: The Hobbit adds some family silverware 
  to the recompense, bringing the reward up to 40 silver 
  pennies for each companion.
  Success by 4-6: Apply the results of 2-3 below; moreover, 
  Dodinas trusts the company and adds free lodgings for all 
  companions and their direct relatives at the Easterly Inn 
  for the winter. He also promises that he will consider their 
  future employment as caravan guards.
  Success by 6 or more: Dody is impressed. Apply the 
  results of 4-6 below; additionally, Dodinas gives them the 
  letters of introduction written by Bilbo (see box below).
  If asked, Dody shows the company the letter he received 
  from his brother earlier in the year. In it, Dindy describes 
  how he has arrived in a village called Bree and started 
  Letters of Introduction
  Bilbo wrote several letters for the Brandybuck brothers before they left the Shire. These are very impressive legal-
  looking documents, sealed with red wax on fine paper and written in Bilbo’s best handwriting. The letters start off 
  with lengthy greetings to the recipient, reminding them of their past associations with Mr. Baggins, and then ask 
  that the recipient ‘give aid, shelter, hospitality, assistance, friendship, trust and all manner of like good favour to the 
  bearer of this missive’. Four such letters remain in Dody’s keeping – one addressed to King Dáin, one to the Master 
  of Lake-town, one to King Bard, and the last addressed to ‘Gandalf the Wizard, also called the Grey Wanderer, 
  of No Fixed Abode But Usually Where There’s Trouble, Middle-earth’. The other letters (to Elrond, Beorn and the 
  Lord of the Eagles) were already used or lost along the way. The bearer of such a letter may use it in an Audience to 
  use the starting attitude of the letter-writer in place of their own. For example, a Letter from Bilbo would allow a 
  character to be treated as a Hobbit for the purposes of determining starting attitude (it should be noted that Gandalf 
  considers Hobbits Favoured). Furthermore, the letter ensures that the Audience will, at minimum, be counted as a 
  success - even if the bearer of the letter fails the final check, they will still get something as a reward. Each letter 
  can only be used once. 
  
  25
  to gather supplies and guards for his journey. Based on 
  the date, Dindy should have arrived at the Easterly Inn 
  if he set off within a month of writing the letter as he 
  intended to do; adventurers know that journeys rarely go 
  smoothly, and that Dindy may have suffered unexpected 
  but quite ordinary delays. Still, if he does not arrive 
  within the next few weeks, then something may indeed 
  have happened to him. It is dangerous to go travelling in 
  the Wild when the autumn wind blows, and even more 
  so when winter comes. According to the letter, Dindy 
  should be travelling with half-a-dozen Men.
   – Part two – 
  searchIng the hIgh Pass
  If the companions agree to look for Dindy, then Frier the 
  Dwarf suggests they set out by heading south to the Old 
  Ford, and then march due west to the High Pass.
  the Journey
  The first leg of the journey covers ninety miles south to the 
  Old Ford, but the going is easy as the company marches 
  through the grassy plains and gentle countryside of the 
  Beornings. Alternatively, they can travel west and take 
  boats down the Great River; boats can be obtained from 
  the Beornings, but doing so is expensive (5 silver pennies 
  per boat for the hire) and requires a DC 15 Charisma 
  (Persuasion) check.
  After the long trek south, the company must cross the river 
  and travel another seventy miles or so west along the road. 
  The distance between the Easterly Inn and the Old Ford is 
  90 miles, requires about five days, and will provoke 1d2 
  Journey Events.
  The trek from the Old Ford to the High Pass is 60 miles, 
  takes two days to complete (thanks to the road), and will 
  provoke 1d2-1 Journey Events.
  froM the easterLy Inn to the oLd ford
  The first few days of the journey are pleasant and easy. 
  An unexpected last gasp of summer brings a series of 
  warm days, and the path leads through the rushes and 
  meadows of the river’s flood plain. When the companions 
  come upon the Old Forest Road, they will know it is time 
  to turn west towards the distant grey haze of the Misty 
  Mountains. 
  The journey has a Peril Rating of 1; roll 1d2 for the number 
  of Events at DC 13. Refer to the Wilderland Adventures 
  Journey Events table starting on page 143.
  Upon Reaching the Old Ford
  The crossings of the Old Ford are kept by Beornings. 
  The company may pass after paying a small toll (5c per 
  head, any Beornings can make a DC 10 Intelligence 
  (Traditions) check to waive the fee for themselves only). 
  The guards remember the strange Hobbit-folk, but have 
  heard no word of the caravan.
  Don’t make an Arrival roll yet; wait until the Company 
  arrive at the High Pass.
  froM the oLd ford to the hIgh Pass
  After crossing the river, the travel becomes harder in 
  places. The route passes through several marshy sections, 
  and the companions can see that the road – such as it 
  is – is supported by piled stones. In some places, though, 
  the old road has succumbed to the bog and the company 
  must follow a newer, more winding path that navigates 
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  wILderLand adventures
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  around muddy pools and bog land. Sometimes they come 
  upon lines of stones or even walls that mark some ancient 
  border. The Beornings keep the road in repair as best they 
  can, but they cannot build as well as Men once did.
  The Peril Rating for this part of the journey is 2; again, roll 
  1d2-1 for Challenges on the way. Refer to the Wilderland 
  Adventures Journey Events table starting on page 143.
  the MountaIn ruIns 
  After their long journey, the company arrives in a region 
  marked by ancient walls and ruined arches. Most of these 
  walls fell long ago and there are hardly more than two or 
  three stones still piled on each other, but it is clear from 
  marks in the ground and the old lines of the path that a 
  town once stood here. 
  A DC 13 Intelligence (History or Lore) lets a companion 
  guess that these are the ruins of some Mannish town, built 
  earlier in the Third Age. Those cities lasted only a brief 
  span of years – the Necromancer’s reach grew long, and 
  tore them down, and the Woodmen returned to the wild. 
  The road leads to what must have once been a wide square 
  in the heart of the town; from the marks of fire-pits, other 
  travellers have made camp here in the past, and there is 
  a mountain-brook nearby to provide water. It looks like 
  a good camp-site, but a successful DC 15 Intelligence 
  (Shadow-lore) check gives the character an eerie feeling 
  about this place, as if evil lingers here still. 
  If the company want to find a better resting place, 
  their scouts need to make a successful DC 20 Wisdom 
  (Survival) check to find another campsite. Otherwise, 
  they must stay here. 
  The Night-Wight
  The companions were right to be wary. A horror haunts 
  these ruins, a Night-Wight. If the company lie down to 
  sleep in the ruined square, then they are in danger. In the 
  middle of the night, the Night-Wight creeps out from its 
  lair and sneaks up on the adventurers.
  Have the Night-Wight make a Dexterity (Stealth) 
  check and compare the result to the Look-out’s passive 
  Perception. If the wight wins, it automatically places one 
  of the company in an enchanted slumber and carries him 
  off to its lair.  Continue making  checks for the Night-Wight 
  until the Look-out spots it or realises that he’s the only 
  member of the company left!
  Once a Look-out spots the Night-Wight (or if the Look-outs 
  are the only members of the company left) then he realises 
  that some of his companions are missing, and battle is 
  joined.
  Fighting the Night-Wight
  Few of the weapons that the heroes wield will prove very 
  effective in defeating the Night Wight. But the bright light 
  of torches will do more harm than cold steel. You might 
  foreshadow this by describing the wight as a thing of 
  shadow, with seemingly little substance. It shies away from 
  any fire that the companions have, and attacks with either 
  its Wicked Spear, or its Spells of Despair. If it seems that 
  any hero is trying to make torches it will viciously attack 
  them with either its long spear or its Strangling Claws. 
  Once the heroes begin to overwhelm it with torches, it will 
  flee rather than face the bright light and burning flame.
  The Wight’s Prisoners
  Those kidnapped by the Wight are dragged away to the 
  brook nearby. There, the wight submerges them in the 
  muddy banks of the river, pushing them into boggy graves 
  so that only the victims’ faces remain at the surface. They 
  are entombed alive in the clinging mud.
  Once battle is joined with the Wight, the victims may use 
  their action in order to make a Wisdom saving throw in 
  order to awaken. This starts at DC 14 and is reduced by 2 
  at the end of a round. An awake hero may make a DC 10 
  Strength (Athletics) check to escape the mud. Otherwise, 
  the hero remains Restrained by the mud.
  A hero who was buried in the mud is considered to be 
  temporarily at Disadvantage when attacking, until he 
  takes a round to scrape off the clinging, chilling grave-dirt.
  After the Battle
  If the company defeat the Night-Wight, then the next 
  morning they can search for its treasure. A successful DC 
  12 Intelligence (Investigation) check lets the company 
  find the ancient remains of a warrior buried in the bog. 
  Little remains save bones and rags, but there are a few 
  gemstones in what must have once been a fine neck-torc: 
  these gemstones are worth 100sp.
  1
  
  27
  nIght-wIght
  A shadow came out of dark places far away...
  The Night-Wight is a thing of shadow, haunting the 
  remains of a warrior who once fell into corruption. It 
  attacks using a wicked spear with a barbed head, and will 
  resort to using its Visions of Torment if disarmed. 
  nIght-wIght
  Medium undead
  STR 
  12 (+1)
  DEX 
  15 (+2)
  CON 
  16 (+3)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 
  15 (+2)
  Armour Class 14 (Wraith-like)
  Hit Points 45 (6d8+18)
  Speed 30 ft
  Damage Resistances Non-magical bludgeoning, 
  piercing and slashing
  Damage Vulnerabilities Fire
  Skills Perception +3, Stealth +4
  Senses darkvision 60 ft, passive Perception 13
  Languages Westron
  Challenge 3 (700 XP
  Craven. If the Night Wight starts its turn with 22 or less 
  hit points, it must make a DC 10 Wisdom saving throw. 
  On a failure, it is Frightened and must use its Dash or 
  Disengage action to move away from any enemies. If 
  movement is impossible, it will take the Dodge action.
  Fear of Fire. The Night Wight is fearful of fire. If a 
  torch or other flame comes within 10 feet of it, the 
  Wight suffers Disadvantage on its attack rolls.
  Actions
  Wicked Spear. Melee or Ranged Weapon Attack: +3 to 
  hit, reach 5 ft or range 20/60 ft, one target. Hit: 6 (1d6+3) 
  magical piercing damage or 7 (1d8+3) magical piercing 
  damage if used with two hands to make a melee attack.
  Strangling Claw. Melee Attack: +3 to hit, reach 5 ft, one 
  target. Hit: 4 (1d6+1) magical slashing damage.
  Spells of Despair. As an action, the Wight can force one 
  target within 30 feet to make a Wisdom saving throw 
  with the DC equal to 10 plus the target’s Shadow score. If 
  the target fails the saving throw they become Frightened 
  of the Wight until the end of its next turn.
  searchIng for the caravan
  After passing through the ruins of the town, the company 
  enter the foothills of the Misty Mountains. The caravan 
  should be nearby. Call for DC 10 Wisdom (Survival) 
  checks  as the day progresses; if successful, the companions 
  find Goblin-tracks, and later they encounter a pony that 
  has obviously escaped its harness and fled in terror. The 
  pony has a Goblin-arrow sticking out of its hind-quarters. 
  A successful DC 10 Wisdom (Medicine) check lets a 
  companion remove the arrow, which fortunately is not 
  poisoned and did not inflict any permanent injury on 
  the poor terrified creature. As twilight comes closer, the 
  company spot a big bonfire on a nearby hilltop – they 
  have found the caravan, and just in the nick of time! Dindy 
  and his guards have taken refuge in an old ringfort on the 
  hilltop, and the Goblins are coming...
   - Part three - 
  battLe at the rIngfort
  The company has only a few minutes to make it to the 
  ringfort and meet with the members of the caravan before 
  battle is joined, so they had best make those minutes 
  count!
  the rIngfort
  ‘Fort’ is too grand a term – this old fortification consists 
  of a ring-shaped earthen bank around the hilltop. There 
  was once a small settlement here, possibly a watch on the 
  pass or a shepherds’ cabin, but it has long since vanished 
  leaving only a few stones as traces. The earthen bank 
  is still in moderately good condition, and will give the 
  characters an advantage when it comes to defence. There 
  are only two easy approaches up to the ringfort, so the 
  Goblins will have to come up those mountain paths, and 
  as long as the company defends these approaches, they 
  stand a good chance of holding the fort against the enemy. 
  Characters manning the walls of the fort against foes 
  outside have Advantage on their attacks. The walls also 
  give half cover (+2AC) against enemies coming up the 
  path. Characters blocking the two gaps into the fort do 
  not gain these bonuses, but the gaps are so narrow that 
  only one enemy can engage them at a time.
  A successful DC 12 Intelligence (Investigation) check 
  uncovers an old souterrain (an underground passage) 
  that runs from the middle of the ringfort to a spot outside 
  the walls. The passage is choked with roots and dirt, but 
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  a companion could wriggle through with a successful DC 
  12 Dexterity (Acrobatics) check. The passage is of no 
  use as an escape route in this situation, as the Goblins see 
  better in the dark and would chase any would-be escapees 
  on the hillside, but the discovery of the passageway is 
  important nonetheless. Firstly, the Goblins might try to 
  creep up the passageway and attack from the defenders’ 
  rear, so the adventurer may wish to block the entrance with 
  heavy stones. Alternatively, a brave adventurer could use 
  the passageway to sneak out of the ringfort when battle is 
  joined, and attack the Goblins from behind.
  the caravan
  There are five travellers in the ringfort. There is no time for 
  proper introductions, so the caravan leader (Iwgar) hastily 
  greets the company and explains the situation.
  The Hobbit Dinodas Brandybuck: Poor Dindy is 
  exhausted and terrified by his ordeal, and even the news 
  that his brother sent the company to find him brings him 
  little relief. He is polite, in the way that only a desperate, 
  terrified Hobbit can be. (“I’m most grateful that you could 
  stop in for tea! Very grateful indeed! But as we’ve got some 
  uninvited guests coming, I do hope you’ll excuse me while 
  I hide under these boxes!” ) It is clear that Dindy will be of 
  little use in the coming battle, so Iwgar has ordered him to 
  keep the fire in the middle of the ringfort blazing.
  Iwgar Longleg: The caravan leader and guide, Iwgar is 
  a Beorning who travelled west. He is cursed with a great 
  wanderlust, and has even gone to see the Sea. He wears 
  a cockle-shell in his hat. He led the caravan over the 
  mountains, and is the best warrior and guide in the party. 
  Unfortunately, a poisoned Goblin-arrow caught him in the 
  flank last night, and he is clearly suffering from it. Unless 
  a hero is able to prepare a poison antidote (either a DC 
  20 Wisdom (Medicine) check or an appropriate ability), 
  Igwar cannot fight. If he can, treat him as a Warrior 
  (Loremaster’s Guide, page 71)
  the ringFort
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  29
  Andy Blackthorn, Bill the Bowman, Tom Lumpyface: 
  Three young men from Bree-land, in the West, hired to 
  protect the caravan. None are experienced warriors, and 
  they are all harrowed by the Goblin attack. They have all 
  sustained some cuts and injuries, and are clearly very 
  tired, but they can still fight. Treat them as Town Guards 
  (Loremaster’s Guide, page 68).
  Their Tale
  Dinodas and his travelling companions were late leaving 
  Bree. There are always delays when travelling, especially 
  with a heavy load. They journeyed across the land 
  towards the mountains without incident, and climbed 
  up the slopes to the High Pass. As far as they knew, the 
  mountains were still mostly free of Goblins, so they did 
  not hasten, but instead took the easiest route through 
  the pass. Two nights ago, Iwgar spotted a Goblin spying 
  on them. Since then, they have been beset by Goblin 
  attacks. The worst came last night. They managed to beat 
  the creatures back, but lost their ponies and most of their 
  supplies and trade goods. Fearing that they would not 
  make it to safety if they stayed on the road, Iwgar headed 
  to this easily-defended ringfort to fight. 
  Their Plight
  Now the travellers – and the companions – all face the 
  same danger. This fort is the most defensible spot in the 
  hills around here, and if they can hold it all night, then 
  they can make their escape down the mountainside the 
  next morning in the bright light of day. There are more 
  Beorning warriors in the foothills, and the goblins 
  will not dare pursue the caravan any farther east. The 
  numbers of Goblins have increased each night since the 
  first encounter – one on the first night, many more on the 
  second, and Iwgar expects a whole host of them tonight. 
  Already, in the gathering gloom, the companions can see 
  shapes skulking out there.
  Tactics
  Iwgar’s plan is simple: to keep the fire in the middle of the 
  ringfort burning, and to hold off the attackers for as long 
  possible. The Goblins will mostly approach by the two easy 
  paths up the hillside – Iwgar intended to split his forces 
  between these two points, but now that the companions 
  are here, they can take one side of the fort and he and the 
  Breelanders will guard the other.
  A successful DC 10 Intelligence (Shadow-lore) check 
  confirms that this is a good plan, although the Goblins 
  will probably send lightly armoured skirmishers around 
  the side, and that it would be wise to dedicate one or two 
  warriors to dealing with these attackers. It also suggests 
  that making a run for it would be suicidal. 
  the eneMy
  From their vantage point on the ringfort walls, the 
  companions can see Goblin-shapes sneaking through the 
  dusk and hear the howling of wolves. There are lots of 
  Goblins out there, mostly smaller scouts (Misty Mountain 
  Goblins, see the Loremaster’s Guide, starting on page 
  102), but a few bigger brutes (Orc Soldiers and Goblin 
  Archers, see the Loremaster’s Guide pages 103 and 104) 
  and Wolves. 
  •	
  The heroes will face one Orc Soldier for every 
  companion, plus their leader Ubhurz, who does not 
  join until at least one orc is slain..
  •	
  The Goblins and the Orcs are a Weak-willed Alliance. 
  If Ubhurz is slain, all goblins automatically flee.
  The Challenge
  Before battle is joined, the enemy leader – a big Orc – 
  shouts a threat to the defenders of the ringfort. 
  “Rragh! Trapped in your little circle like rats in a grave! I 
  am Ubhurz, and I am here to kill you – but if you throw out 
  your swords and spears, and give up, then maybe Ubhurz 
  will let some of you go!”
  One of the Breelanders, young Andy Blackthorn, moves 
  to throw his sword over the wall and surrender. The 
  adventurers may deal with this as they wish; they might 
  use a DC 13 Charisma (Persuasion) check to rally 
  Andy’s spirit, or give him Inspiration, or issue a counter-
  threat to Ubhurz with a DC 15 Charisma (Intimidation) 
  check – or just decide the time for talking is over, and fire 
  an arrow at the Orc! 
  The Goblin Tactics
  The Goblins’ plan of attack is a simple one – send a 
  wave of sword-fodder to swarm the defenders and drive 
  them back from the wall, and then the big Orcs follow up 
  behind them. 
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  If the company has not discovered the secret souterrain, 
  then the Goblins find the outer entrance as they advance 
  up the hill. The Goblins then send four of their number 
  through the passage, to attack the company from behind 
  at the worst possible moment (or, alternatively, they kidnap 
  Dinodas via the passage – see The Kidnapping, below). 
  battLe!
  With a roar of vile battle-cries and a hail of Goblin-arrows, 
  battle is joined. The goblins toss their spears at Iwgar and 
  the Breelanders and the Orc Soldiers do the same for the 
  heroes. Then they swarm up and over the dirt walls and 
  along the paths, attacking with their bent swords!
  Battle Events
  The Loremaster should apply the following battle events at 
  appropriate moments.
  A Rain of Arrows
  Goblins outside the ring fort keep firing arrows over the 
  banks. These attacks are not aimed at any particular target; 
  they are firing to keep the defenders off balance.  Each 
  round of combat, pick a player character at random and 
  roll an attack on him (+3 to hit, 5 (1d6+2) piercing damage).
  The Wolves Beyond The Walls
  The howling wolves do not participate in the battle unless 
  one of the company slips out via the secret passage. 
  Goblin Skirmishers
  If the company have not secured the secret passage, or if 
  the Loremaster wishes to make the fight harder, then a few 
  Goblins manage to climb over the steeper sides of the hill 
  and climb over the banks. These attackers swarm in and 
  attack the companions from behind, or else cause other 
  problems like kicking over the bonfire and plunging the 
  ringfort into darkness. 
  Dread Ubhurz
  The last Orc to join the fray is dread Ubhurz himself, the 
  Orc leader. He too scales the side walls like the Goblin 
  skirmishers, then charges into the rear of the company 
  wielding his mighty scimitar. Ubhurz is a huge Orc of the 
  Misty Mountains, an infamous hunter and mercenary. 
  Unlike the other Goblins in this host, he does not make 
  his lair in the caves nearby – he travels the mountains in 
  search of blood and gold. Ubhurz is an Orc Guard (page 
  104 of the Loremaster’s Guide ).
  Victory!
  If Dread Ubhurz is defeated, the remaining Goblins – if 
  any – flee the hilltop in terror. 
  the KIdnaPPIng
  As the Goblins go shrieking into the night, and the survivors 
  bind their wounds, the company hears a muffled cry of 
  alarm. A pair of Goblin stragglers crept into the ringfort 
  
  31
  and grabbed Dinodas Brandybuck! The unfortunate 
  Hobbit is half-way down the mountainside before the 
  companions notice he is gone. 
  The company can chase the Goblins, but before they reach 
  Dinodas, the Goblins duck into a cave mouth and vanish 
  into the tunnels. 
  Averting the Kidnapping
  Some Loremasters prefer to let everything be ruled by 
  the whims of the dice, and always give the players a 
  chance to stop their foes from acting. The advantage 
  of this approach is that the players never feel like their 
  fate is out of their hands; the downside is that if the 
  players are quick and lucky, they can rescue Dinodas 
  before the Goblins get underground. 
  If you favour this approach, then players who possess 
  Distinctive Qualities like Keen-eyed, Quick of 
  Hearing or Wary might be allowed to make a DC 
  20 Wisdom (Perception) check to spot the Goblins 
  grabbing the poor Hobbit. Then heroes who are 
  Nimble, Reckless or Swift might be allowed to make 
  a DC 20 Strength (Athletics) check to sprint down 
  the hillside and reach the kidnappers before they enter 
  the cave.
  If the companions do thwart the kidnapping, skip Parts 
  Four and Five and move right on to Part Six! 
   – Part four – 
  Into the MountaIns 
  After the fight, Iwgar and the Breelanders are all too badly 
  injured and exhausted to pursue Dinodas. They beg the 
  company to rescue the Hobbit. 
  If the company did not see Dinodas’s abduction, a 
  successful DC 10 Intelligence (Investigation) check 
  lets a hero find Goblin tracks going into a nearby cave. 
  Iwgar knows these mountains are riddled with tunnels 
  and caves. He suspects that the Goblins are heading for 
  one of their underground halls with the loot they stole 
  from the caravan the night before. He doubts the Goblins 
  will return to the surface tonight, not after the bloody 
  nose they got in the Battle of the Ringfort, but unless the 
  companions rescue Dinodas immediately, the poor Hobbit 
  will doubtless perish.
  the tunneLs
  There’s nothing to do except follow the Goblins. At the 
  back of the cave is a narrow, noisome passage that winds 
  steeply down into the rock. Rivulets of icy-cold water make 
  every footstep treacherous, and the whole place smells of 
  bat droppings. Climbing down the passage leads down to a 
  tunnel that slopes more gently downwards and heads west 
  towards the roots of the mountains – although working 
  out that they are facing West requires a a successful DC 13 
  Wisdom (Survival) check. 
  It would be very, very easy to get lost down here, but in 
  the distance, the companions can hear grotesque singing 
  echoing up the tunnel. The Goblins are marching back 
  through the tunnels to their Goblin-hall, and they are 
  singing as they go.
  The Goblin Song
  Goblins live down in the caves,
  Ain’t had nothing to eat for days!
  Empty bellies, sharpened teeth,
  Sharp blades in a blackened sheath!
  Goblins are a courteous folk
  Always polite and real well spoke!
  After a fight when we’re the winner
  Bring the foe back home for dinner!
  Dwarves is tough and mostly beard.
  Elves are stringy and taste weird.
  In better times we eat Man-flesh
  Smoke it, cook it or eat it fresh!
  Put the Hobbit in the pot!
  Eat him up, we’ll have the lot!
  Bring him to the Goblin feast!
  Bring him to the Goblin feast!
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  Journeys in the Dark
  Travelling underground can be more or less dangerous 
  than a journey on the surface, depending on where you 
  are. When passing through Moria, for example, the 
  Fellowship travelled forty miles underground between 
  the evening of the 13th of January and the afternoon 
  of the 15th – and that included their stop by Balin’s 
  tomb, Gandalf taking some time to decide which way 
  to go, and the battle with the Balrog! However, Moria 
  was in its day a great thoroughfare between West and 
  East, and travelling though it was comparatively 
  easy in terms of terrain. The Dwarrowdelf is full of 
  long straight passages and staircases. Adventurers in 
  Moria can travel quickly – the problem, of course, is 
  not getting lost!
  By contrast, natural caves are extremely difficult 
  terrain. With no light, no sure footing, many 
  opportunities to get lost and lots of narrow passages to 
  squeeze through, a company would be lucky to travel 
  more than a few miles for every arduous day they spent 
  underground. 
  Darkness and Light
  Having a good source of light is vitally important when 
  travelling underground. A companion caught in the pitch 
  darkness is at a great disadvantage. Luckily, Iwgar can 
  supply the company with torches. There are two torches 
  for every hero, but they do not last indefinitely, and can be 
  extinguished accidentally.
  the Journey through the tunneLs
  The Goblin hall is only a few miles away, but it still takes 
  the company the better part of a day to make their way 
  through the tunnels. 
  First, the company’s Scouts must pass a DC 15 Intelligence 
  (Investigation) check to follow the Goblins. If these 
  tests are failed, then the company is lost for a day in the 
  tunnels. Next, Due to the terrifying conditions, each hero 
  must make a DC 18 Wisdom saving throw, gaining 1 
  Shadow on a failure.. Finally, all companions must make 
  a DC 16 Wisdom (Survival) check as they trudge through 
  the echoing passage. Anyone who fails gains a level of 
  Exhaustion. If more than half the company fail, pick one of 
  the following events.
  Event Suggestions
  Getting Stuck 
  The tunnel gets narrower, and narrower, and narrower as 
  it branches off several times. In places, the companions 
  have to crawl or squeeze through little gaps. The Guide 
  must make a DC 13 Intelligence (Investigation) check 
  to select the correct tunnel branch. Otherwise, any heroes 
  wearing heavy armour find themselves getting stuck and 
  gain a level of Exhaustion as they struggle. 
  Falling Rocks 
  The Scout must open a blocked passageby making a DC 
  13 Strength (Athletics) check. If he fails, he accidentally 
  triggers a small rock-fall and everyone in the company is 
  pelted with stones, losing 1d6 Hit points. Worse, if the Scout 
  rolled a natural 1, they are buried alive and must be dug 
  out by their companions, slowing the company more.
  Cave Spiders 
  The company passes into a section of caves where huge 
  Cave Spiders lurk. The company Huntsman may make 
  a DC 13 Wisdom (Perception) check to recognise signs 
  of the impending danger; if he fails, then the company 
  blunders into spider-webs and are caught. The Cave 
  spiders are similar to the Attercops of Mirkwood (page 105 
  of the Loremaster’s Guide ).
  Wandering Troll
  The Look-out hears something huge moving through the 
  tunnel ahead. A Cave-troll is coming this way, blindly 
  snuffling as it shambles through the mountain. The 
  company can fight the monster, or – much wiser – they 
  can hide if the look-out gave them enough warning. First, 
  the Look-out makes a DC 10 Wisdom (Perception) check, 
  then everyone in the company must make Dexterity 
  (Stealth) checks to hide. The DC for the stealth tests is 8 if 
  the company have adequate warning, and 13 if they do not. 
  If anyone fails the stealth test, the troll spots them. 
  Tap-Tap-Tap 
  Ranging ahead in the darkness, the company hear a noise 
  echoing through the rock from far away and far below. 
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  33
  Tap-tap-tap, it says, tap-tap-tap. The noise is unsettling, 
  and everyone must make an immediate DC 12 Wisdom 
  saving throw to avoid gaining a point of shadow.
  Treacherous Footing
  The tunnel opens up into a chasm. A raging underground 
  river plunges into this pit, falling into the uttermost deeps 
  of the world. The tunnel continues on the far side of the 
  chasm, and a narrow ledge runs along the opposite wall 
  of the chasm to the waterfall. The company can – if they 
  dare – clamber along this water-slick ledge to continue 
  their journey. A wise Guide will advise the travellers to 
  rope themselves together, and then have the strongest 
  companion make the first crossing. The first crossing 
  requires passing a DC 10 Dexterity (Acrobatics) check. 
  Failure. Failure means the adventurer falls into the depths 
  and perishes, unless he is roped to other companions (if a 
  hero is lost this way, then all his companions must pass a 
  a DC 15 Wisdom saving throw or gain one Shadow point 
  for the distressing experience - see Anguish on page 181 of 
  the Player’s Guide.
  gobLIn sentIneLs
  At the end of their journey, the companions arrive at a 
  network of caves where the Goblins have clearly made 
  themselves at home – judging by the raucous singing and 
  the smell, there are lots of Orcs up ahead! The map on 
  page 34 shows the layout of the caves.
  Watching the cave entrance (map key no. 1) is a pair of 
  Orc Soldiers (page 103 of the Loremaster’s Guide ). The 
  Orcs have a bottle of fine wine from the vineyards of the 
  Southfarthing that was stolen from Dindy’s caravan and 
  are passing it back and forth between them and singing a 
  filthy song about dancing bears. The companions need to 
  deal with the Orcs without raising the alarm. 
  •	
  Ambushing the Sentinels: The guards are drunk, 
  so it is easy to take them by surprise. The DC for 
  Dexterity (Stealth) checks to ambush them is 5, 
  reflecting the goblins’ inattention. The Orcs try to 
  sound the alarm immediately instead of fighting, so 
  the adventurers need to knock the guards out before 
  they can act.
  •	
  Tricking the Sentinels: A clever adventurer can 
  exploit the guards’ drunkenness, either by disguising 
  the party as an Orc patrol, or by convincing the 
  guards to fight each other with a DC 20 Charisma 
  (Deception) check.
  •	
  Sneaking Past: These guards are not very attentive, 
  and can be avoided with a a DC 5 Dexterity (Stealth) 
  check.
  Alarums!
  If a Goblin shouts out a warning, then the alarm is 
  raised. If the Goblins do sound the alarm, then the 
  rest of the tribe come staggering out of the feast. The 
  Goblins are drunk and merry, and armed with dinner 
  forks and steak-knives (1 piercing or slashing damage, 
  respectively) instead of bows and spears, but that does 
  not make them any less dangerous. Quite the contrary, 
  in fact! The Goblins are hungry, and will try to eat 
  the companions alive! Each goblin now has the Biter 
  shadow ability, see page 118 of the Loremaster’s 
  Guide. There are countless Goblins in the feast-hall, so 
  standing and fighting is not an option. The company 
  might be able to carve their way through the crowd to 
  the chief, kill him, steal the key, and then escape, but 
  they will be hard pressed to do so. Stealth and burglary 
  are by far the better options here.
  - Part fIve - 
  PrIsoner of the gobLIns
  The first turning after the guard post brings the 
  companions to Dinodas’s prison (map key no. 2). As jail 
  cells under the mountain go, it is a very comfortable one. 
  The Goblins have stacked most of the provisions stolen 
  from the caravan in this room, which also serves as the 
  Goblins’ kitchen and larder. There is a roaring fire with 
  a spit and a stove on it, lots of stolen pots and pans, a 
  spice-rack, roasting-tins and egg-timers, knives and forks 
  and skewers and spoons and all the rest of the kitchen 
  implements that were supposed to end up at the Easterly 
  Inn. Meat sizzles and roasts in a dozen different ways. 
  In the middle of it all sits a very miserable Dinodas, busily 
  chopping potatoes. Even the arrival of the companions to 
  rescue him does not lift his spirits. “It’s very kind of you to 
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  try to rescue me,” he says, “but I fear it’s quite impossible. 
  Look!” He holds up his hairy foot, and the companions 
  see that he is chained to the wall.  “The chief Goblin locked 
  me in here. They demand that I cook them a feast... and I 
  think I’m the pudding!” 
  •	
  The Chain: The chain was not forged by Goblins. 
  Any character with the Old Lore specialty, or a Dwarf, 
  can tell this is ancient Mannish work, and the chain 
  is made from forged steel, unbreakable without the 
  proper tools. Picking the lock is equally impossible; 
  the only way to escape the chain is to unlock it, and 
  the chief Goblin has the only key.
  If the companions suggest to Dinodas that they cut his foot 
  off, he faints on the spot, and can only be revived with 
  a strong cup of tea, a sit down and a successful DC 10 
  Wisdom (Medicine) check.
  cooKIng tIMe! 
  As the characters are speaking to Dinodas, a Goblin voice 
  roars up the tunnel,  “Where’s our dinner? ‘Urry up, we’re 
  starvin’!” If the companions are to avoid raising the alarm, 
  they need to prepare a feast for the Goblins. Dinodas can do 
  most of the work, but anyone with the Cooking specialty 
  can help and keep the Goblins from noticing the intruders. 
  The Goblin Hall 
  1. Guard Posts: There are two guards standing watch at 
  each of these posts, just like the two the company passed 
  on the way in. Most of the other guards are not quite as 
  sloshed as the first two, though!
  2. The Larder: Where poor Dinodas is chained. The small 
  alcoves along the wall contain the gnawed remains of 
  some other prisoners.
  the goblins hall
  2
  
  35
  3. Wine Cellar: Where the beer and wine from the 
  caravan is stored.
  4. Feast-Hall: The main chamber, supported by several 
  rock pillars (see page 96 of the Loremaster’s Guide). See 
  The Feast, below.
  5. Goblin-Caves: Small caves where the Goblins live, full 
  of filth and chewed bones and stolen trinkets. These areas 
  have Low ceilings (see page 95 of the Loremaster’s Guide). 
  Most Goblins are in the feast-hall.
  6. Smithy: Where the Goblins forge their knives and 
  arrow-heads. 
  7. Goblin Chief’s Chamber: The Goblin chief resides 
  here, and here is where he keeps the best of his loot. 
  There is a four-poster bed covered in sheep-hides, a 
  fine shield stolen from some dead mountaineer and a 
  Dwarf-made mirror so the chief can admire his toad-like 
  features. The chamber is guarded by three Orc Soldiers, 
  who are more vigilant than the other guards. They are 
  not drunk, but are instead chewing on the thigh-bone of 
  one of the caravan’s ponies. 
  8. Goblin Treasure Hoard: A small pile of silver and 
  gold coins, ranging from crudely-made Goblin coins to 
  ingots of Dwarven silver, as well as a few other ill-gotten 
  treasures; as a whole, it is worth 200 silver. 
  The Feast
  Goblins are naturally wicked creatures. In any situation, 
  they instinctively know the best way to be cruel and 
  hurtful. Mockery and nasty tricks come to them without a 
  moment’s thought. So, when they captured a Hobbit, their 
  minds instantly settled on a plan to mock him. 
  In the feast-hall, the Goblins have erected long trestle tables 
  for their feast. All the Orcs have napkins, wine glasses, 
  fine silverware, and are behaving like Hobbit gentlemen 
  at a dinner (or rather, how Goblins imagine gentle-hobbits 
  behave). They have looted Dinodas’s wardrobe, and some 
  are now wearing torn waist-coasts, burst breeches and 
  even a top-hat (a gift from Dinodas’s uncle). At the head of 
  the table, the Goblin Chief sits on his throne, giving self-
  important speeches and toasting everything from Mount 
  Gundabad to the warts on his toes. 
  •	
  The key to Dinodas’s chain is in the Goblin Chief’s 
  pocket. He takes it out and toys with it every few 
  minutes when giving a speech. 
  More Meat! 
  As soon as the Goblins devour one course, they want 
  more! Every few minutes, a few of the more sober Goblins 
  stumble down to the larder and pick up whatever dishes 
  Dinodas has cooked. Some of this food even makes it back 
  to the feast-hall. Clever adventurers could intercept the 
  Goblins in small groups as they go in search of more food, 
  thereby fighting the Goblin horde in bite-sized chunks 
  instead of all-at-once.
  More Drink! 
  The caravan was laden down with barrels of beer and 
  bottles of wine from the Shire, and the Goblins are 
  drinking their way through them. They have hacked 
  open some of the barrels and watered the beer down 
  shamefully. Only the Goblin Chief’s chosen warriors 
  get the good beer and the wine. If the companions want 
  to trick the Goblins into getting even drunker, they can 
  swap the watered-down beer for full-strength barrels or 
  wine. Drunken Goblins wobble over to the wine cellar for 
  refills every few minutes.
  of Leaves & stewed hobbIt
  
  wILderLand adventures
  36
  rescuIng dInodas
  To save the Hobbit, the company need to obtain the key 
  from the Goblin Chief, free Dinodas, then escape the 
  way they came. Here are three of the likely methods for 
  obtaining the key; the players may invent other schemes 
  to save the day.
  Stealing The Key
  Stealing the key is, on its own, an impossible task. The 
  companions need to distract the Goblin Chief. They could 
  get the chief drunk by tampering with his wine-cup, or cook 
  a meal so outrageously heavy that the chief gets sleepy 
  after eating it, and then steal the key from his sleeping 
  chambers. They could cause a distraction, say by starting 
  a fight or demanding that the chief give an after-dinner 
  speech, or disguise one of their number as a Goblin, so he 
  can get close enough to pick-pocket the chief.
  •	
  Stealing the key requires two Dexterity tests (Stealth 
  to sneak up, Sleight of Hand to steal the key) at a DC 
  of 10 to 15 depending on how cleverly the companions 
  have arranged their scheme.
  Sabotaging The Feast
  An adventurer would never stoop to using poison, and 
  anyway, Goblins happily eat far worse things than poison. 
  The company could sabotage the feast by making the food 
  so rich it puts the Goblins to sleep, or mixing in strong 
  spices to ruin their digestion. They could sow dissent 
  among the Goblins by putting all the meat on one side of 
  a roasted goat, leaving nothing but skin and gristle on the 
  other, and waiting until the Goblins start fighting over the 
  unfair portions. They could break out the strong wine and 
  get all the Goblins drunk, or distract the Goblins by rolling 
  the barrels of wine down the sloping exit tunnel nearby.
  Surprise Attack
  Militant companions can take advantage of the situation 
  by charging into the middle of the feast and attacking 
  the Goblin Chief. The company automatically starts with 
  Advantage and have at least one full round of attacks 
  before the Goblins fight back.
  •	
  Most of the Goblins here are Misty Mountain Goblins 
  (see page 102 of the Loremaster’s Guide), with a few 
  Orc Soldiers (see page 103 of the Loremaster’s Guide). 
  The Goblin Chief himself is an Orc Chieftain (page 
  103 of the Loremaster’s Guide) and likely beyond 
  the strength of the company to defeat after they have 
  dealt with his guards.
  Escape!
  Once the companions have the key, they can free Dinodas 
  and escape the Goblin Hall. The journey back through the 
  caves is much easier, and within a few hours the company 
  emerges back on the hillside in the bright sunlight.
  ePILogue – bacK to the Inn
  If they survived, Iwgar and the Breelanders were not 
  idle while they waited. They found the scattered ponies, 
  repaired the carts, and loaded up the supplies that could 
  be salvaged. Once reunited with the company, the whole 
  caravan can depart again. The road lies straight east, 
  and the going is easy. Ten days after rescuing Dindy, 
  the company reaches the Easterly Inn and the warmest 
  welcome east of the mountains.
  Dody throws a feast in the company’s honour. Dindy is 
  shaken by his ordeal, but a few days of good food and soft 
  beds soon put him right. If the company managed to steal 
  some of the Goblins’ treasure, they can spend a few coins at 
  the inn buying food and drink for the Beornings and visiting 
  Dwarves, and so improve their reputation in the local area. 
  The loss of some of the supplies means that Dindy will have 
  to return to the West next year to purchase replacements. 
  If any of the company wish to travel with him, they can 
  find ready employment as caravan guards or guides. For 
  now, though, the beer is good and the company is merry 
  at the Easterly Inn, a little outpost of the Shire in the Wild!
  feLLowshIP Phase
  If the company spend a Fellowship Phase completing the 
  Open New Sanctuary undertaking at the Easterly Inn, then 
  they may count the inn as a Sanctuary in future adventures. 
  However, if they do not, then the inn falls prey to the 
  growing darkness of Wilderland in future years. By 2951, 
  the inn is destroyed by Orcs out of Southern Mirkwood. 
  Outposts like the Easterly Inn exist on a knife’s edge in 
  Wilderland, and it is only through the actions of heroes 
  like the companions that they can survive and prosper.  
  3
  
  37
  - KinstriFe - 
  & darK tidings 
  For heroes of level 3 or 4
  •	
  When: The company may undertake this quest at any 
  time from the year 2946 onwards. 
  •	
  Where: The adventure begins on the Great River 
  or one of its tributaries, within a short distance of 
  Beorn’s Hall. From there, the adventurers travel down 
  the river and search the Beornings’ territory for an 
  escaped prisoner.
  •	
  What: The company finds the bodies of two slain 
  Beornings in a boat on the river. Investigating their 
  deaths brings the company to Beorn’s Hall, where 
  Beorn asks them to recapture the prisoner. Travelling 
  to a nearby village, the companions discover that the 
  villain murdered a kinsman and has now fled into 
  the woods, where he has fallen in with evil men from 
  the South.
  •	
  Why: Beorn himself asks the adventurers to bring 
  the villain to justice. For a Beorning, capturing the 
  escaped prisoner is a matter of honour.
  •	
  Who: The prisoner was a young warrior named 
  Oderic, and his crime was one of passion. He 
  accidentally killed his kinsman Rathfic in a quarrel 
  over a woman. Now, Oderic has fled into the woods 
  and joined a band of outlaws, who plan to attack 
  the land of the Beornings. Sorrow is piled on sorrow 
  and tragedy breeds more tragedy as the curse of the 
  kinstrife works its baleful influence.
  adventurIng Phase
  This adventure is divided into nine parts.
  Part one - a funeraL boat
  The company happens upon a boat that has run aground 
  on the banks of the Great River. The corpses of two 
  Beorning men lie within, both pierced by many Orc-
  arrows. The companions discover that there was a third 
  man in the boat, a prisoner, and that the Beornings were 
  warriors bringing him back for trial.
  Part two - beorn’s haLL
  The company travels to Beorn’s House and delivers the 
  news. The next morning Beorn confirms their suspicions 
  and asks them to find this escaped prisoner and bring 
  him to justice. The companions may choose to wait a few 
  hours before beginning the chase in order to pay their 
  respects to the fallen.
  Part three - the chase
  The company travels south for several days, looking for 
  signs of the prisoner.
  Part four - KInstrIfe
  The trail leads to the village of Stonyford, where the 
  company learns the tale of Oderic’s crime and his strange 
  history. They question the witnesses, and learn that 
  Oderic returned to the village a few nights ago, and may 
  still be nearby.
  Part fIve - the chase contInued
  The hunt brings the companions across the Great River 
  into wilder lands.
  Part sIx - ILL-favoured Men
  The company finds signs that a band of outlaws is nearby, 
  and learns that Oderic has fallen in with them. By spying 
  on the outlaws, they see that Oderic is guiding the outlaws 
  – but has he turned traitor, or is he being forced to serve 
  them?
  Part seven - the outLaw boy
  The companions recapture Oderic, either by appealing to 
  his better nature, by trickery, or by force of arms.
  Part eIght - grIM tIdIngs
  With Oderic’s aid or without it, the company must choose 
  what to do about the outlaw band.
  Part nIne - JudgeMent at the carrocK
  The company returns to Beorn’s Carrock and the player-
  heroes speak at Oderic’s trial.
  KInstrIfe & darK tIdIngs
  
  wILderLand adventures
  38
  – Part one – 
  a funeraL boat
  While travelling along the Great River in the proximity 
  of Beorn’s house, either on the shore or by boat, the 
  company’s Look-out spots another boat that has run 
  aground in the thick rushes and weeds on the east side 
  of the stream. Flies buzz around two slumped shapes 
  that lie over the edge of the boat, and a limp arm trails in 
  the water. As the company come closer, they can see the 
  black shafts of arrows sticking out of both corpses and the 
  frame of the boat.
  Foreshadowing
  You can make the discovery of the boat creepier by 
  describing it in the right way. Talk about carrion-
  crows circling overhead, or describe how the arm 
  of one of the dead men beats against the hull of the 
  boat as the current buffets it, thumping like the 
  sound of a drum. Maybe the company come upon the 
  boat in the twilight, where the gathering darkness 
  makes everything uncertain and ghostly, or perhaps 
  a character with a Virtue like Woeful Foresight, 
  Night-Goer or Natural Watchfulness sees signs of the 
  Orc-attack before the boat is discovered.
  Investigating, they find:
  •	
  The boat is a simple wooden one, and the dead men 
  were clearly making their way up the Anduin. They 
  have few supplies left, suggesting they were nearly 
  at their destination (a DC 13 Intelligence (Riddle) 
  check yields the above information).
  •	
  The two bodies are both those of male Beornings. 
  From their weapons and clothing, they were warriors 
  of good standing and both of them have silver cloak-
  pins in the shape of a bear’s head. Any Beorning, or 
  a hero that makes a DC 10 Intelligence (Traditions) 
  check, recognises these badges as being of a sort given 
  to men trusted by Beorn. They serve as his thanes, his 
  wardens and watchmen.
  •	
  A Beorning might recognise one of the dead men as 
  Merovech the Mighty, one of the first warriors to 
  pledge allegiance to Beorn. Merovech was one of 
  Beorn’s must trusted allies. Merovech’s duty was 
  to travel from village to village, hearing cases and 
  resolving disputes. Furthermore, in cases of serious 
  crimes, it was Merovech’s duty to bring the accused to 
  Beorn for justice.
  •	
  A successful DC 10 Intelligence (Shadow-lore) check 
  identifies the arrows as Orc-arrows. 
  •	
  Searching the boat lets the companions find several 
  lengths of rope cut jaggedly with a blade. By making 
  a DC 10 Intelligence (Riddle) check, heroes can 
  1
  
  39
  deduce that someone was tied up in the boat, and 
  escaped by cutting their bonds and jumping into 
  the river. Merovech’s sword is missing — maybe the 
  prisoner took it with him as he fled.
  •	
  If the companions search the west bank of the river 
  with a successful DC 10 Intelligence (Investigation) 
  check, they come upon the remains of two Orcs lying 
  in the mud. Both Orcs were impaled on the same 
  spear! Merovech must have thrown his spear across 
  the breadth of the river with enough force to punch 
  clean through one Orc and kill another one behind 
  the first. That was a mighty throw indeed.
  Beorn’s house is not too far away from this spot on the 
  river-bank. Any Beorning will know, or a successful 
  Wisdom DC12 (Traditions) check will reveal, that the 
  right thing to do is to bring the bodies of his thanes to 
  Beorn. The easiest thing to do is to use the boat as a 
  makeshift bier, and carry the bodies in it. 
  Alternatively, they can bury the bodies, mark the graves, 
  and just bring the bear-pins as tokens to Beorn.
  Ignoring the Dead
  An unworthy band of adventurers, or a party already 
  on a quest, might decide that the fate of some dead 
  Beornings is none of their concern and ignore the 
  boat. If you want to gently nudge the players into 
  investigating the boat, then just have one of the 
  companions suffer from nightmares about being 
  attacked by Orcs while boating on the Anduin. A few 
  nights of guilty, broken sleep should be enough to 
  prompt the companion into visiting Beorn. Another 
  possibility is that the companions go straight after 
  the escaped prisoner, and do not bother visiting 
  Beorn’s house. If they do so, skip to Part Three 
  immediately. 
  - Part two - 
  beorn’s haLL 
  The hall of Beorn is a day’s easy walk from the river, 
  although the company may be weighed down with the 
  burden of the dead. In the middle of the afternoon, the 
  companions find themselves walking across vast patches 
  of clover of different colours; the air is fragrant with the 
  flowers’ sweet scents and is droning with the sound of 
  dozens of large bees. Several homesteads can be seen to 
  the north and south, the residences of those who have 
  come to live under Beorn’s protection. 
  By sunset, the company arrives in sight of an ancient belt 
  of mighty oak trees; beyond it rises the high thorny hedge 
  that surrounds Beorn’s Hall. A tall and wide wooden gate 
  opens in the thorn-hedge to the north, beyond which a 
  wide track leads south towards Beorn’s house and the 
  surrounding outbuildings. 
  Beyond the Gate
  If the company has chosen to carry the dead Beornings 
  with them, when they push open the heavy creaking 
  gate and start making their way towards the house of 
  Beorn, they feel as if they were returning home after 
  a lengthy absence. Their spirits feel uplifted, and 
  even the bodies of the Beornings seem suddenly easier 
  to carry – if they turn to inspect the bodies they are 
  surprised by the expressions on their faces: their facial 
  features are no longer twisted by pain and suffering, 
  but composed and seemingly at peace, as if they were 
  simply asleep. The companions feel the bonds of mutual 
  friendship that ties together their company reinforced 
  by the experience: each hero who is not already Inspired 
  gains Inspiration.
  The company is met along the track by dogs, who sniff them 
  and bark excitedly at first, but then grow momentarily 
  quiet as they notice the burden carried by the adventurers. 
  These dogs knew and loved Merovech, and start howling 
  mournfully once they realise he is dead. The adventurers 
  are accompanied by the wailing dogs until they reach the 
  courtyard outside Beorn’s hall – a long, low building with 
  several wings and out-houses. Bees buzz sleepily as the 
  dusk sets it. Beorn himself sits on the porch of his house, 
  whittling a piece of wood. Observant characters notice that 
  he is not using a knife to carve the wood – his fingernails 
  are tougher than oak.
  KInstrIfe & darK tIdIngs
  
  wILderLand adventures
  40
  encounterIng beorn
  The companions are starting at a disadvantage – they are 
  bringing bad news, and that is never the best way to start 
  a conversation. By far the safest thing to do is to deliver 
  the bodies, explain what happened, and wait for Beorn to 
  decide what to do. Failing to meet Beorn’s expectations or, 
  worse, demanding a reward is unwise.
  Motivation
  Beorn wants an honest, direct account of what happened, 
  not weasel-words and guesses. He just wants the facts. 
  Expectations
  +2: I will be shown respect without flattery, courtesy 
  without honeyed words
  +1: The customs of the Beornings are to be respected. 
  (Specifically, he expects that the characters brought the 
  bodies of the dead Beornings with them, as opposed to 
  just taking the bear-pins and burying the bodies.)
  -1: Strangers are not to be trusted. (Beorn distrusts Elves, 
  Dwarves, and Men from lands he does not know like 
  Rohan or Gondor).
  -2: The dead will not be left to the crows. (If the 
  characters brought the bear-pins and didn’t even stop to 
  bury the bodies.)
  Introduction
  Beorn brings the company into his hall and bids them sit 
  down on benches on either side of the long table, while he 
  settles his massive frame into an equally massive wooden 
  chair. Beorn is a giant of a man, dressed in a woollen tunic 
  tied with a simple belt. He wears no jewellery or silver to 
  mark his high standing, and the axe at his side is a plain, 
  unadorned weapon, notched and scraped with a lifetime 
  of use. The only sign that he is a great leader of men and 
  not a lone woodsman is the fact that his hair and flowing 
  black beard are now combed. Those who knew Beorn 
  of old notice a few flecks of grey in his beard, although 
  whether this is due to the advance of age or worry over his 
  new responsibilities is impossible to tell.
  If a company spokesman makes a brief introduction of the 
  company, then gets onto more important matters, call for 
  a DC 15 Intelligence (Traditions) check. If other heroes 
  wish to add to the formal introduction, Beorn grows 
  visibly impatient. 
  Interaction
  The interaction with Beorn is divided into four sections 
  – telling the tale, the exchange of news, dinner, and 
  arrangements for the night.
  2
  
  41
  Telling the Tale
  Beorn asks for one companion to describe what they saw 
  at the river. The difficulty for this test is based on how the 
  player roleplays; a clear, organised account adds a +1 
  modifier to the Final Audience Check. If the hero instead 
  spends too much time guessing, speculation or hiding 
  information from Beorn, a -1 modifier to the check is 
  applied instead. Beorn is troubled by the tale. 
  “Orcs so close to my house – they were either greatly 
  daring, or very, very foolish. Either way, they have killed 
  my men, and that I will not allow. I sent Merovech south, 
  to the other villages along the Great River. I told him to 
  sort out arguments and make sure all was well. I guess, 
  from the sounds of it, that he and Odo were bringing a 
  prisoner back to me for judgement.”
  Beorn shrugs his hairy shoulders and then continues. 
  “I never wanted to be a ruler of men, but if they choose 
  to follow me, then they must keep to my laws, and them 
  that break my laws must come before me for a trial at the 
  Carrock.”
  He then asks about Merovech’s purse of silver. Beorn 
  gave Merovech a purse of silver coins when he left on his 
  journey – did the company find it? The purse was already 
  gone when they arrived, taken by the escaped prisoner, 
  but the companions do not know this. Beorn takes any 
  Beornings or Woodmen at their word, but any other 
  strangers must pass a DC 15 Charisma (Persuasion) 
  check to give a convincing protestation of honesty: 
  •	
  If a character fails at the roll, Beorn frowns and looks 
  at him suspiciously, and any further check attempted 
  by the same character will be considered a failure 
  (without the player knowing it), as Beorn now thinks 
  the companion might be a thief and a liar.
  Exchange of News
  Next, Beorn asks the company for news of the wider 
  world, and offers his own stories in exchange. The heroes 
  can gain a further +1 modifier to the Final Audience Check 
  by telling stories of fighting Orcs or other creatures of the 
  Shadow. Alternatively, if they tell amusing tales of the 
  Hobbits at the Easterly Inn they might receive a +1 bonus 
  instead.
  For his part, Beorn relates that he has been troubled 
  lately by news of Orcs crossing his lands from the east, 
  coming out of Southern Mirkwood and making for the 
  Misty Mountains. Some travellers claimed that the 
  growing strength of the Free Peoples has driven the Orcs 
  out of their old hiding places and forced them to flee 
  Wilderland, but Beorn does not think they are so lucky, 
  nor so strong. Something else is behind the movements of 
  these Orcs. (This foreshadows the adventure A Darkness 
  in the Marshes on page 77). 
  Dinner
  “All this talking is hungry work!” declares Beorn. He claps 
  his hands, a door at the back of the hall opens, and in 
  comes a whole flock of sheep and several shaggy hounds. 
  The sheep have trays of food on their backs, and the dogs 
  can stand on their hind legs to serve their master. The 
  food consists of fresh-baked bread, a stew of herbs and 
  vegetables, mead, and then honey-cakes for dessert. 
  The companions are joined at dinner by other Beornings 
  coming from the nearby homesteads. They have been 
  warned of the recent events, and have come to pay their 
  respects to the dead. As wooden drinking-bowls are raised 
  in toast, tales are told of Merovech, Odo and other famous 
  Beornings. 
  KInstrIfe & darK tIdIngs
  
  wILderLand adventures
  42
  The heroes are part of the wake, and might steer from 
  becoming too grim or mournful. If not, then some begin 
  to weep and other stare glumly into their mead-bowls as 
  everyone remembers the dead. If this occurs, add a -1 
  modifier to the Final Audience Check.. 
  As the feast ends and people retire to bed, Beorn stands 
  and declares that he must go and think. “What is to be 
  done? What is to be done?” he mutters to himself. Call for 
  a final Audience check of Intelligence (traditions) from 
  one of the player characters; if that character succeeds, 
  he or she knows that the thing to do is step back and say 
  nothing, and let Beorn come to his own decisions. 
  Arrangements for the Night 
  If the companions haven’t angered their host, Beorn 
  offers them beds in his hall. Otherwise, he stalks out the 
  door at nightfall, and one of the other Beornings tells the 
  characters they can sleep in the stables. The companions 
  can raise a fuss about this treatment if they wish with a 
  DC 15 Charisma (Persuasion) check; if they succeed, 
  then the Beornings let them sleep in the hall. If they fail, 
  then one of Beorn’s wonderful horses closes the barn door 
  in their faces, and they have to sleep outside. 
  During the night, wherever the company sleeps, they 
  hear the noise of some tremendous animal growling and 
  snuffling somewhere by the house of Beorn. Before they 
  can do something about it, the sound swiftly dies away.
  •	
  Any hero forced to sleep outside must pass a DC 15 
  Constitution saving throw. Adventurers who fail 
  this saving throw sleep horribly and gain one level of 
  Exhaustion.
  the next day
  The following morning finds Beorn in a much better 
  mood. One of his dogs leads the characters back to his 
  hall, where they find the big man happily making toast 
  and cheese for breakfast. A dozen Orc-helms lie piled on 
  the table; anyone who examines one notices that it is 
  dented as if struck with immense force. Outside the stead, 
  there are a dozen pikes with fresh Orc-heads on them.
  Beorn puts plates of toast and cheese down in front of the 
  company, and then takes a huge iron kettle off the fire and 
  fills a strange teapot made of some greenish metal and 
  decorated with pictures of birds. 
  “I was busy last night. A dozen Orcs in my land without so 
  much as a by-your-leave, not that they would ever have 
  gotten my leave to do so. The deaths of a thousand Orcs 
  might pay for the deaths of Merovech and Odo. I would 
  sooner have my friends back, but at least some justice has 
  been done.”
  “Now, I also found signs – footprints, scents, the night-
  speech of bird and beast – that there was a third man on 
  the boat. As you guessed, he was a prisoner, and it looks 
  like he escaped when the Orcs attacked. He went south, 
  and he must be found.”
  Beorn asks the companions to undertake this quest. The 
  circumstances and the offered reward vary depending on 
  how successful they were during the previous audience 
  with him. 
  Failure: Beorn grumbles that the companions are 
  stormcrows who bring nothing but bad news, and that if 
  they are ever to be welcome in his lands again, then they 
  A Nightly Adventure
  A Beorning companion possessing a virtue like Brothers to Bears or Night-goer (or simply a curious adventurer!) 
  will almost certainly try to investigate the snuffling and join Beorn in his nocturnal hunt in bear-form. This 
  escapade is up to the Loremaster to improvise, but Beorn will most likely ignore and leave behind any hero not in 
  spirit form, or will attempt to confound any pursuer and get them lost in the wild. A hero possessing the Night-goer 
  virtue might be in for an unforgettable experience, as he joins a troop of spirit-bears as they dance and hunt with 
  Beorn all through the night for traces of what happened to Merovech and Odo. The next paragraph, The Next Day 
  (above), contains some information about what Beorn did during the night that might need adjusting to reflect the 
  events of your game. 
  1
  1/4
  
  43
  must complete Merovech’s mission. Obviously, fate put 
  the company on the path to finding that boat, and he is in 
  no mood to be picky with fate’s offerings!
  Success by 0-2: Beorn grudgingly offers a purse of coins 
  as bounty on the escaped prisoner. If the companions 
  find him and bring him back alive, Beorn will distribute 
  that silver among them to a value of 50 silver for each 
  companion, and then send them off.
  Success by 3-5: Beorn is impressed with the companions. 
  Apply the results of 0-2 above; additionally, he asks them 
  to undertake this quest as a favour to him, and he will one 
  day do them a favour in return. He bestows his blessing 
  upon them and asks if the companions wish to leave 
  immediately, or if they will attend the funeral.
  Success by 6+: Beorn is very impressed. Apply the results 
  of 3-5 above; additionally, Beorn asks that they attend 
  the funeral and speak in memory of Merovech and Odo’s 
  final stand. Finally, at the end of the adventure Beorn will 
  be available to be listed as a patron for the company. 
  The Funeral
  The funeral of Merovech and Odo is held that evening. 
  Neither of the two men were married, although Odo was 
  betrothed to a young shield-maiden named Avila who 
  stands quietly with red-rimmed eyes, refusing to weep. If 
  the bodies were brought back to the hall, then they are 
  taken to a line of burial mounds nearby to be interred. 
  Beorn honours his thanes by covering their bodies with 
  two funeral cloths decorated with golden bees. If they were 
  left by the river, then only the first day of the ceremony 
  takes place here, and the next day the mourners will travel 
  down to the river to gather the dead. 
  The full funeral rites take several days, but the first night is 
  devoted to honouring the fallen. The Beornings tell stories 
  and sing songs of the thanes’ heroism and bravery. Beorn 
  watches over the ceremony in silence, but nods gravely 
  when the tales please him. As the companions know the 
  most about how the two warriors died (even though they 
  only found their bodies), they are invited to speak. 
  •	
  A successful DC 15 Charisma (Persuasion) check 
  impresses the crowd, mentioning the spear throw that 
  killed the two orcs reduces the DC to 10. A failed roll 
  means the character cannot find the right words, or 
  exaggerates. The Beornings do not mind boasting, but 
  hate lies. 
  If the companions act respectfully at the funeral, then 
  they win friends among the Beornings; they are treated as 
  Favoured in interactions with Beornings in the coming year. 
  – Part three – 
  the chase 
  Beorn scented the trail of the prisoner on the banks of the 
  Great River – he emerged from the water a short distance 
  downstream, and then headed south along an ancient 
  path. As the companions are unsure how many days 
  passed between the deaths of Merovech and Odo and 
  the discovery of the boat, they do not know how much 
  of a head start the prisoner has. Beorn suggests that the 
  prisoner might return to the lands he came from, the 
  Beorning settlements south of the Old Ford, on the edge of 
  the land of the Woodmen.  
  KInstrIfe & darK tIdIngs
  
  wILderLand adventures
  44
  •	
  The journey south is around sixty miles, along open 
  terrain in Free lands. On foot, this should take around 
  three days; if the companions are travelling with 
  mounts or are given them by Beorn, they can make it 
  south in two days. The Peril Rating is 1, and there will 
  be 1d2-1 Events on the way
  In the morning of the second day of travel the company 
  should cross the Road near the Old Ford, where a great 
  bridge of stone once stood, built of old by Men from 
  the south, they say. Another day of marching will bring 
  the company to the vicinity of the Beorning village of 
  Stonyford, and Part Four of their adventure.
  Planning the Route
  The lands around the Old Ford are, in recent days, some of 
  the safest and most-travelled in Wilderland. The Beornings 
  protect this region, and have driven out the Orcs and 
  outlaws who once preyed on the few travellers who passed 
  this way. These are green, bright lands, untrammelled by 
  farms or fences. They are mostly empty, but there are a 
  few isolated homesteads in sheltered dales along the river. 
  Event Suggestions
  The land of the Beornings is usually safe, so the company 
  might expect to face no Events worth the name. However, 
  the Orc band that Beorn fought the night before was not 
  entirely defeated, and there are still a few scattered Orcs 
  abroad in the wild. These Orcs might attack the company 
  at night, or try to sneak up and cut the Look-out’s throat 
  so they can murder the rest of the company as they sleep.
  searchIng for the fugItIve
  The company is not travelling with a destination in mind, 
  and so the Journey Rules are not used at this point. 
  Instead each Player-hero is allowed to make two skill 
  checks each (using either Intelligence (Investigation) or 
  Wisdom (Perception or Survival), each at DC 15: every 
  successful check yields some traces of Oderic and lets the 
  company stay on the track. Most of these signs are subtle 
  ones – a footprint here, a path through the meadows 
  there, marks of a campfire and so on, but three are of 
  special note.
  •	
  Dead Orc: The corpse of an Orc lies at the bottom of 
  a stony gully. The Orc was one of those who attacked 
  the boat; Oderic slew the monster and kicked its body 
  down into this pit. Examining the Orc’s filthy remains 
  shows that its head was chopped clean off with a 
  sword, possibly even the same sword of Merovech 
  that went missing from the boat. 
  •	
  The farmstead: The company passes an isolated 
  Beorning farmstead. There, they meet an old man 
  called Geral. If questioned, a successful DC 10 
  Charisma (Persuasion) check reveals that a young 
  adventurer stayed with him a few days ago, and left 
  after one night leaving a silver coin as payment. Geral 
  remembers the young man’s name as Oderic and says 
  he was an odd sort, but respectful and generous.
  •	
  Rumours on the road: The company meets a small 
  band of Woodmen, travelling to Mountain Hall in the 
  far west. They passed through the village of Stonyford 
  recently, and heard tell there of a bloody murder. 
  Some Beorning named Oderic murdered another 
  hunter, an older man called Rathfic. According to the 
  tale, Rathfic caught Oderic in bed with his wife, the 
  two fought, and Rathfic was mortally wounded. 
  – Part four – 
  KInstrIfe
  There has not been a ford at Stonyford for hundreds of 
  years. The river was passable here once, but no longer. 
  The tumbledown pile of stones atop a low hill were once 
  a watchtower that guarded the road in a time when kings 
  ruled the land. The village remains, though; a few wooden 
  huts that cluster around the foot of the mound by the 
  river. The folk here survive by fishing and hunting, as they 
  have done for many generations. The trail of the escaped 
  prisoner leads to this village, and the circumstances 
  behind his crimes can be discovered here. Unless the 
  company travels by night and avoids the path by the river, 
  the villagers spot them long before they arrive, and the 
  village’s elders come out to meet them. The Beornings 
  do not welcome visitors to their lands with ease, so the 
  company must convince the elders to let them enter the 
  village.
  encounterIng the vILLage eLders
  The three Beornings who face the company are: Hartwulf, 
  a greybeard who leans heavily upon a staff, and mumbles 
  2
  1
  
  45
  when he talks. The villagers call him their wiseman, and 
  believe he knows all sorts of magical secrets – but who 
  knows what he means when he mutters to himself. Ava is 
  Hartwulf’s daughter and one of the strongest personalities 
  in the village. She is the clan’s diplomat and spokeswoman 
  when trading and dealing with outsiders. She mistrusts 
  visitors, and always tries to dissuade them from coming 
  too close to the village. Williferd, a warrior. With the 
  recent death of Rathfic and the disgrace of Oderic, Williferd 
  is now the most experienced warrior of Stonyford. He is 
  very nervous about this new honour, and is clearly jumpy. 
  He keeps one hand on his axe-handle at all times.
  Motivation
  Hartwulf just wants to get through the encounter without 
  too much fuss.
  Ava wishes to give a good impression of her village to the 
  strangers.
  Williferd is nervous, and desperate to show strength.
  Expectations
  +2: Beornings can be trusted; other folk less so. (If the 
  companions declare they are on a mission for Beorn 
  immediately or if the company has Beorn’s blessing, they 
  are counted as Beornings.)
  -1: (Ava only) Affairs are to be kept private. (Ava grows 
  worried if the characters seem too eager to pry into the 
  events that led to Oderic’s arrest.) 
  -1: (Hartwulf only) Discussions are to be kept short. 
  (Hartwulf grows tired if the characters are evasive or 
  longwinded.)
  -1: (Williferd only) Swords come easily to the hands of 
  strangers. (He’s looking for a fight.)
  Introduction
  The three villagers introduce themselves first, with Ava 
  doing most of the talking. 
  “Strangers we do not welcome to our homes. Unless you 
  have business here, you must move on. Woodland Hall is 
  but a few days travel east of here; doubtless you will find 
  better hospitality there. We have suffered enough sorrow 
  in recent days. I beg you, leave us in peace.”
  Ava is a hardened diplomat and difficult to impress. She 
  imposes Disadvantage upon the DC 15 Intelligence 
  (Traditions) introduction check). 
  Interaction
  The first thing the companions need to do is to get 
  permission to enter the village. If they provide a thorough 
  telling of how Oderic escaped and how the companions 
  have tracked him back here, they receive a +1 bonus 
  modifier to the Final Audience Check. If they instead 
  barge into the village without explaining themselves, 
  they gain a -1 modifier instead. In either case, Ava directs 
  them to an empty house near the river-bank, this was 
  Oderic’s house. 
  •	
  Unless persuaded otherwise, Ava demands they hand 
  their weapons over to Williferd before entering the 
  village. 
  Once they have permission to enter the village, they can 
  share news. On hearing that Oderic has escaped, the 
  Beornings are alarmed. Ava shakes her head. 
  “These are grim tidings. Oderic is a murderer and 
  kinslayer. We thought that by sending him to the Carrock 
  for judgement, we were done with his evil.” 
  Her aged father mutters something into his beard about 
  curses and ghosts, while Williferd grips his axe even 
  tighter and looks around warily as if expecting Oderic 
  to jump out from behind a tree. The company can get 
  the same story from Ava as they receive in Sorrows Old 
  & New, below, although Ava’s version of events is less 
  charitable than some. Ava tells the company that she has 
  heard nothing more of Oderic since he was taken away 
  up the river by Merovech and Odo, but it is possible that 
  someone in the village saw him and said nothing.
  Barred From The Village
  If the company fail the audience and are not permitted 
  to enter the village openly, then their adventure can 
  continue if they search the lands around the village. 
  They meet one of the villagers, a boy named after 
  Beorn, who tells them that he saw Oderic steal a 
  boat and cross the Great River a few days ago. The 
  adventure continues in Part Five, but the companions 
  now have little hope of redeeming Oderic without 
  knowing how he came to be outlawed.
  KInstrIfe & darK tIdIngs
  
  wILderLand adventures
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  Sorrows Old & New
  The villager’s goodwill depends on how they did meeting 
  the elders. Choose one hero to make a Final Audience 
  Check using any appropriate skills (Traditions or 
  Persuasion most likely)
  Failure: The villagers offer no welcome, and barely 
  acknowledge the travellers’ existence. They are given stale 
  bread to eat. The difficulty for all interactions in the village 
  is set at DC 15.
  0-4: The villagers give a grudging welcome, and invite the 
  company to share their fires. They are given fish to eat, and 
  the DC for interaction rolls stays at the level of DC 10.
  5 or more: The villagers greet the travellers as welcome 
  guests! A deer is roasted, and the whole village gathers 
  around to hear news and tell tales. The DC of Interaction 
  rolls is reduced to DC 5. 
  Village Stories and Rumours
  Asking about what happened is like opening a floodgate. 
  Everyone in the village has their own opinions about 
  Oderic, Rathfic and Brunhild. Use Intelligence (Riddle) 
  checks to get the following information and Wisdom 
  (Insight) can be used to weight its truthfulness. Entries in 
  bold are true facts, whereas those in italic are opinions.
  Oderic’s family were killed by outlaws when he was 
  a young child.
  He’s been strange since then.
  He never stopped practising fighting since that day.
  Oderic was fostered by an old warrior called 
  Helmgut, father of Brunhild.
  Helmgut treated Oderic like his son.
  Helmgut never liked Oderic; he only took him in to 
  honour Oderic’s dead father
  Helmgut was the best warrior in the village, and he was 
  training Oderic to follow in his footsteps. When Rathfic 
  came to live here, Oderic was jealous
  Oderic and Brunhild lived like sister and brother.
  Oderic was very close to Brunhild.
  Oderic was obsessed with Brunhild, and would follow 
  her around the village.
  He would do anything to protect her.
  If he came back to the village, she would know about it.
  A few years ago, Rathfic came down from the 
  mountains to settle here. 
  He became the village’s chief warrior, and was betrothed 
  to Brunhild.
  Rathfic bought Brunhild from her father.
  Helmgut was pleased to have Rathfic as a son-in-law.
  Rathfic was a great warrior, and an honourable man.
  Rathfic was a great warrior, but he was often cruel. He 
  cared only about himself, and treated his wife like a 
  servant.
  Oderic always hated Rathfic because he took Oderic’s 
  place in Helmgut’s heart.
  Oderic always hated Rathfic because Rathfic married 
  Brunhild.
  One night, Oderic and Rathfic fought, and Oderic 
  killed Rathfic.
  Oderic crept into Rathfic’s house and murdered him 
  while he slept.
  Rathfic caught Oderic in bed with Brunhild.
  Rathfic caught Oderic spying on him.
  Oderic broke into Rathfic’s house and challenged him to 
  a fight.
  After killing Rathfic, Oderic surrendered to his 
  foster-father Helmgut, and Helmgut sent Oderic to 
  the Carrock.
  Oderic would have fought his way out, but he couldn’t 
  bring himself to kill his foster-father.
  Oderic would have fought his way out, but Brunhild 
  begged him to stop.
  The fighting-madness left Oderic, and he realised what 
  he had done.
  the foster-father’s taLe
  Old Helmgut, Oderic’s foster-father, lies in his hut with a 
  skin of wine, staring at the woven rushes of the ceiling. Since 
  the murder of Rathfic by his foster-son, he has fallen into a 
  deep despair. The company can question him, but doing so 
  is risky. The old warrior has refused to leave his house since 
  Oderic left the village; he’s drunk, emotional and armed 
  with a big axe. If the company go in there to question him, 
  they make get more cloven heads than answers. 
  Helmgut really doesn’t want to talk to anyone other 
  than his wineskin. Courtesy and riddling talk don’t work 
  on him; it takes a DC 15 Charisma (Intimidation or 
  Persuasion) check to convince him to talk.
  1/2
  
  47
  Helmgut exclaims that he heard his daughter scream, 
  and came to investigate. He found Oderic standing over 
  Rathfic’s body, and he immediately assumed that Oderic 
  had killed Rathfic out of jealousy. He struck Oderic, 
  knocking the dagger from the boy’s hand. Oderic, he 
  sobs, was always a difficult, angry young man, and while 
  Helmgut tried to raise the boy, he has failed. Now his 
  son-in-law is dead, his foster-son is a murderer, and his 
  daughter refuses to speak to him. 
  •	
  If the company fail to convince Helmgut to speak, he 
  tries to attack them in a drunken rage - but the old 
  man is too drunk and exhausted to put up a proper 
  fight; he just swings his axe wildly before collapsing 
  into a wine-sodden heap.
  the wIdow’s taLe
  Since the death of her husband and the arrest of her foster-
  brother, Brunhild has attended to her duties as a grieving 
  widow. Every day, she puts fresh flowers on the grave-
  mound of Rathfic, and lights candles at night to guide his 
  soul to whatever doom awaits mankind. She has become 
  cold and brittle, like a woman of ice.
  As the only witness to Rathfic’s murder, questioning 
  Brunhild is vital if the company are to discover the truth 
  about what happened. So far, Brunhild has been icily 
  polite but evasive when anyone questioned her, saying 
  only that Oderic had committed a crime and would 
  be judged at the Carrock. This icy demeanour hides 
  her own guilt and confusion – she blames herself for 
  Oderic’s actions. 
  What happened that night? 
  Brunhild explains that her brother Oderic came to her and 
  said that he was tired of the village, and that he intended 
  to leave and seek his fortune in the wild. No-one in the 
  village other than Brunhild really trusted him, he said, 
  and he was sick of the place. He asked her to come with 
  him – she hesitated, and then Rathfic came home. 
  The two men never liked each other, and they immediately 
  began arguing. She tried to stop them, and Rathfic struck 
  her in the face, knocking her down. Oderic attacked him, 
  one of them drew a knife, they struggled – and then 
  the knife was in Rathfic’s chest, and there was blood 
  everywhere. She screamed. 
  Shortly afterwards, her father Helmgut came running. He 
  saw Oderic standing there over Rathfic’s body, and hit his 
  foster-son with the flat of his axe. Oderic did not even try 
  to fight back; he just dropped the knife and fell.
  Was Rathfic a good husband? 
  Not especially, but neither was he a monster. He and 
  Oderic quarrelled, but Oderic fought with everyone in the 
  village. She loves her foster-brother, but he has a talent for 
  making enemies. Still, the person who is most to blame, 
  she thinks, is herself – she wishes she could have stopped 
  the fight. No-one needed to die that day.
  Has she seen Oderic since then? 
  She hesitates, then nods. Oderic visited her one night, a 
  few days ago. He explained that Merovech and Odo were 
  killed by Orcs, but that he managed to slip away in the 
  confusion. He believed that fate had given him a second 
  chance, and that he now intended never to return to the 
  land of the Beornings. He went west, across the Great 
  River. She does not expect to see her brother ever again.
  KInstrIfe & darK tIdIngs
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  wILderLand adventures
  48
  Optional Complication: 
  Brunhild’s Crime
  Playtesters suggested an interesting added twist 
  to the dilemma – what if Brunhild was the real 
  murderer? She could have stabbed her husband to 
  protect her foster brother. In this variation, Oderic is 
  protecting Brunhild by taking the blame and fleeing. 
  If the company are unwilling to defend Oderic at the 
  Carrock, then he could confess the truth to them (see 
  page 57).
  – Part fIve – 
  the chase contInued
  If the companions have found the right clues in the village 
  of Stonyford, they will have learned something about 
  Oderic’s whereabouts from Brunhild. If they failed to 
  find anything of interest, they might discover that Oderic 
  crossed the river from the fact that a boat has gone missing 
  (see Signs of the Prisoner below). 
  If they are set on the right track, this second chase will 
  take them across the Great River and then south into the 
  woods north of the Gladden Fields. These are ill-omened 
  woods, long a dwelling-place of evil and misfortune. 
  across the great rIver
  The company must first cross the Anduin. If they are on 
  good terms with the Beornings of the village, they can be 
  ferried across. Otherwise, they must either find a way 
  to be granted passage or else brave the river. The frantic 
  current of the Anduin slows as it approaches the morass 
  of the Gladden Fields, so a strong swimmer may be able 
  to cross the water.
  •	
  The chase takes the company southwest and then 
  south for forty miles in the wilderness and across 
  sparse woods in the West Anduin Vales (moderate 
  terrain). The route is 40 miles long, and takes roughly 
  three days of march. It has a Peril rating of 2, and will 
  provoke 1d2 Journey Events with a DC of 14.
  Planning the Route
  This time the company will use the Journey rules As the 
  characters have no set destination, the Embarkation roll 
  will determine how well the search will progress. Use the 
  following chart to generate modifiers to the tests made 
  during the search:
   
         Embarkation Roll Result        Modifier to DC
   
  1-2 
  +2
   
  3-4 
  +1
   
  5-8 
  0 
   
  9-10 
  -1
   
  11-12 
  -2
  For Journey Events, refer to the Wilderland Adventures 
  Journey Event Table starting on page 143.
  sIgns of the PrIsoner
  This time, DC 13 Intelligence (Investigation) or Wisdom 
  (Perception or Survival) checks are needed to search for 
  signs of Oderic’s movements. Every hero is allowed to 
  make two skill rolls each day, with every successful check 
  revealing a significant sign of Oderic’s passage. Every clue 
  leads the company progressively to the south, towards the 
  woods north of the Gladden Fields.
  •	
  The Boat: One of the first clues found by the travellers 
  is along the banks of the Great River. Oderic stole a 
  1/4
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  49
  boat and rowed several miles downstream before 
  he abandoned it on the west bank. The companions 
  come upon this boat as they search the riverside.
  •	
  The Broken Knife: Oderic made camp one night on 
  the rolling plains between the river and the wood, 
  and while trying to prize a stone from his boot he 
  accidentally snapped the blade of a knife he stole 
  from Odo’s body. The broken shards of a Beorning-
  made knife lie in a sheltered dell, near the ashes of a 
  campfire.
  •	
  The Fight: A day or two before the company arrives, 
  Oderic was taken prisoner by outlaws, and the signs 
  of the fight are still visible to those who can read 
  them, at a short distance from the woods. Trampled 
  grasses, splinters hewn from a shield and a broken 
  spear-haft speak of a battle between one warrior 
  and several others. A successful DC 13 Intelligence 
  (Investigation) check reveals that the lone warrior 
  put up a brave fight, but was outnumbered and 
  overwhelmed. An especially good roll may reveal that 
  his foes spared his life, bound his hands, and led him 
  off into the woods. A clear trail leads into the forest. 
  sIgns of a host
  When the company finally arrives at the eaves of the 
  forest, a successful DC 12 Intelligence (Investigation) 
  check reveals clear signs that a number of armed men 
  are nearby. There are tracks in the mud, trees have been 
  hacked down for firewood and there is no game within 
  several miles. These strangers are not wood-wise and 
  so are unlikely to be Woodmen from Mountain Hall. A 
  successful Intelligence (Lore or Traditions) or Wisdom 
  (Perception) check at DC 12 suggests that these might be 
  strangers from the south.
  - Part sIx - 
  crueL, ILL-favoured Men
  The bandits hiding in the woods are cruel and malicious 
  men, lawless souls who have been easily seduced by the 
  growing power of Mordor. They are thieves, marauders 
  and slavers, with no common cause save wickedness and 
  greed. Some are exiles cast away from the Horse-lords 
  to the South, some come from the east, some from the 
  Woodland tribes, and still others call no place home save 
  the open road. They have come to Wilderland in search of 
  treasure and conquest. Their leader, though, is no mere 
  bandit. Valter the Bloody believes that he is a king. 
  vaLter the bLoody
  Valter’s ancestor Valind was a knight and close kin to 
  Girion, Lord of Dale, before the Dragon came. When 
  Girion fell, Valter’s ancestor took a fast horse and fled the 
  burning city. He travelled to the East, and sired a child on 
  some tavern girl. His son took up his father’s sword and 
  armour, as did his son, and his son after him, and with the 
  sword came the dream of kingship. Valter desires to make 
  his own kingdom in the wild, and to rule over lesser men.
  KInstrIfe & darK tIdIngs
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  wILderLand adventures
  50
  For many years, this dream was nothing but an idle fancy, 
  until some dark fate guided his steps and he fell in with a 
  company of outlaws in the south. He rose to lead the band, 
  and brought them north into Wilderland, promising them 
  that they would have land, women, gold, respect and 
  honour when he came into his new kingdom.
  Valter is a born leader of men. He can be charming and 
  well-spoken, but he believes that honour and truth are 
  delusions born of listening to too many stories. Only 
  strength and desire matter. 
  He has a talent for worming out secrets and for finding 
  weaknesses in the character of others. If you secretly nurse 
  some grudge, if some niggling desire gnaws at your soul, if 
  you ever felt that you were not given your proper due, then 
  Valter knows it and promises that he will make everything 
  right – if you follow him.
  When his men captured a sullen-eyed Beorning spy, Valter 
  did not have the boy put to death or tortured as some 
  advised. Instead, he freed Oderic from his bonds, fed him, 
  returned his sword and asked him where he came from 
  and how he came to be wandering in the wilds. 
  Valter intends to begin his conquest with the village of 
  Stonyford. Oderic knows that village as well as anyone, 
  and Valter believes that the young Beorning will be key to 
  his conquest of Wilderland. Today Stonyford, tomorrow 
  more of the land of the Beornings... and who knows what 
  the next year will bring?  The Dragon conquered Dale and 
  robbed Valter’s ancestor of his rightful place; now Valter 
  is the conqueror!
  Valter and the Spirit
  If the Loremaster is using the linking story for the 
  adventures (see page 5), then Valter is serving the will 
  of the Gibbet King, who plans to use Valter’s attacks 
  on the Free Peoples as a distraction. 
  Should the company slay Valter, then they find a 
  mummified human head among his possessions (the 
  spirit used the head to let his will be known to Valter). 
  vaLter the bLoody
  Valter claims to be the descendant of noble kings, but 
  he would be a bloody-handed tyrant if he ever won his 
  kingdom. His smile is the last thing his foes ever see.
  vaLter the bLoody
  Medium human
  STR 
  16 (+3)
  DEX 
  12 (+1)
  CON 
  14 (+2)
  INT 
  13 (+1)
  WIS 
  12 (+1)
  CHA 
  15 (+2)
  Armour Class 16 (corselet of mail, shield)
  Hit Points 65 (10d8+20)
  Speed 30 ft
  Skills Intimidation +4, Survival +3, Traditions +3
  Senses darkvision 60 ft, passive Perception 11
  Languages Westron
  Challenge 3 (700 XP)
  Craven. If Valter starts his turn with 32 or less hit points, 
  he must make a DC 10 Wisdom saving throw. On a 
  failure, he becomes Frightened and must use his Dash 
  or Disengage action to move away from any enemies. If 
  movement is impossible, he will take the Dodge action 
  instead.
  Survivor. If Valter is outnumbered, he always uses the 
  Dodge action. When an opponent misses him, he may use 
  his reaction to make a single melee attack.  
  Actions
  Multiattack. Valter makes two attacks with his longsword.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft, 
  one target. Hit: 7 (1d8+3) slashing damage or 8 (1d10+3) 
  slashing damage if used with two hands to make a melee 
  attack.
  Disarming Strike. Valter can aim to strike blows to 
  knock whatever his opponent is holding out of its hand. 
  On a successful roll to hit, his opponent must make a DC 
  12 Dexterity saving throw or drop whatever they are 
  holding. The attack does no other damage.
  Reaction
  Commanding Voice. Valter can shout inspiring words 
  to his allies. He may use his reaction to utter a command 
  or shout a warning when a non-hostile creature, that he 
  can see within 30 feet of it, is about to make an attack roll 
  or a saving throw. The target can add a d6 Command 
  Die to that roll, provided it can hear and understand the 
  message. A creature can benefit from only one Command 
  Die at a time, and creatures that possess Commanding 
  Voice cannot benefit from this effect.
  
  51
  Outlaw Archers
  Mean, ill-favoured men from the South, armed with bows 
  and knives. Some ride ugly, half-starved horses.
  outLaw archers
  Medium human
  STR 
  13 (+1)
  DEX 
  13 (+1)
  CON 
  11 (+0)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 
  8 (-1)
  Armour Class 12 (leather jerkin)
  Hit Points 18 (4d8)
  Speed 30 ft
  Skills Survival +3, Perception +3
  Senses passive Perception 13
  Languages Westron
  Challenge 1/4 (50 XP)
  Actions
  Short Bow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft, one target. Hit: 4 (1d6+1) piercing damage.
  Knife. Melee Weapon Attack: +3 to hit, reach 5 ft, one 
  target. Hit: 3 (1d6+1) piercing damage.
  Outlaw Warriors
  Grim-faced men, veterans of many battles.
  outLaw warrIors
  Medium human
  STR 
  14 (+2)
  DEX 
  10 (+0)
  CON 
  15 (+2)
  INT 
  11 (+0)
  WIS 
  11 (+0)
  CHA 
  8 (-1)
  Armour Class 14 (hide, shield)
  Hit Points 32 (5d8+10)
  Speed 30 ft
  Skills Perception +3, Survival +3
  Senses passive Perception 13
  Languages Westron
  Challenge 1/2 (100 XP)
  No Quarter. When an enemy is reduced to 0 hit points that 
  enemy is considered to already have failed one death save.  
  Actions
  Hand-Axe. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft or range 20/60 ft, one target. Hit: 5 (1d6+2) 
  slashing damage.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 
  5 ft or range 20/60 ft, one target. Hit: 5 (1d6+2) piercing 
  damage or 6 (1d8+2) piercing damage if used with two 
  hands to make a melee attack.
  the bandIt caMP
  The bandits are encamped in the shelter of the forest, 
  twenty miles north of the Gladden River. There are some 
  fifty warriors in their camp, and more will come from the 
  south if Valter’s plans come to fruition. Add in followers, 
  wives, children and slaves, and the full group numbers 
  nearly one hundred.
  Valter’s tent is easily visible at the centre of the camp, 
  and Valter himself can be seen around the main campfire 
  with his cronies and aides. He keeps Oderic close at hand, 
  and makes sure that the young man always has food and 
  drink and a place of honour at Valter’s side – he wants to 
  be sure of winning Oderic’s loyalty, so the boy will betray 
  the Beornings and tell Valter all their secrets. 
  Oderic’s own bedroll is at the edge of the camp, where he 
  sleeps under the stars.
  Outlaw Patrols
  The bandits rely on their patrols to warn them of 
  approaching danger. If the companions can evade or 
  defeat one of these patrols, they can sneak up on the camp 
  and observe it from a close distance without grave risk. 
  Each patrol consists of two outlaw archers and two outlaw 
  warriors. 
  Spotting the patrol in advance requires a passive 
  Perception of 13 or more (the thick forest makes it easier 
  for the patrol to come upon the adventures without 
  warning). If the characters have advance warning of the 
  patrol, they can choose either to hide (a DC 13 Dexterity 
  (Stealth) check, with Advantage due to the thick foliage) 
  or ambush their foes (the outlaws will be Surprised)..
  Watching for Oderic
  From a hidden vantage point overlooking the camp – and 
  there are several excellent and leafy trees in the area – 
  the company can watch the outlaws and identify Oderic. 
  A successful DC 10 Wisdom (Insight) check reveals the 
  following:
  •	
  Oderic is being treated as an honoured guest by 
  the outlaw king, but the other outlaws watch him 
  suspiciously. He is not a prisoner, but he is under 
  guard.
  KInstrIfe & darK tIdIngs
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  wILderLand adventures
  52
  •	
  One of the outlaws shadows Oderic wherever he goes.
  •	
  Oderic sometimes goes walking alone in the woods, 
  followed by his outlaw watcher; if the companions 
  can deal with the watcher, then they could talk to 
  Oderic – or take him prisoner.
  Sending Word to Beorn
  The company may decide that a whole army of 
  outlaws is much more important than one runaway 
  Beorning, and conclude that their duty at this point 
  is to return to Beorn’s stead and warn the Beornings 
  and the Woodsmen of this new danger. Point out that 
  their mission is to recapture Oderic, but if the players 
  are adamant, let them retreat. The battle with the 
  outlaws will be even bloodier in this case.
  - Part seven - 
  the outLaw boy
  The company have found their quarry, but now must spirit 
  him away from the outlaw band. There are three ways to 
  do this (and many tactics suggested by the players may be 
  reproduced by customising the suggestions given below).
  Openly, by Force
  A truly valorous (if lacking in wisdom) company could take 
  on the whole outlaw band in a surprise attack and carry 
  Oderic away. This is not quite as suicidal as it sounds if 
  the company have a few doughty warriors and can move 
  fast. They could attack the camp in the night, grab Oderic, 
  then flee into the trees. 
  This is the least likely option for most companies. If the 
  players choose this approach, then assume that the outlaw 
  camp has six guards at night, and that every five rounds 
  of combat after the attack begins, another 1d6 outlaws 
  join the fray until the whole camp is roused.
  Secretly, by Cunning
  The company could lure Oderic away, deal with the one 
  outlaw assigned to watch him, and then knock Oderic out 
  or put a sword to his throat.
  By Convincing Oderic to leave Willingly
  Again, the company must deal with the outlaw watchman, 
  but they could then choose to appeal to Oderic’s better 
  nature and convince him to aid them against the outlaws 
  or come back to the Carrock for trial.
  PLayIng oderIc KInsLayer
  The young Beorning man is the key character in this scene, 
  so let’s take a moment to discuss how best to play him. 
  Oderic is a tragic hero – his great gifts are matched by 
  equally great flaws of character. He wants to be loved, 
  but his dark moods and sullen attitude estrange him from 
  everyone else. Back in Stonyford, the villagers mistrusted 
  him from a young age because of his fey moods and the 
  horrible fate of his parents, and Brunhild was his only 
  friend. 
  He desperately wanted to prove himself to his foster-father 
  Helmgut but, while Oderic is an excellent warrior, he was 
  no leader of men, which is why Rathfic took Helmgut’s 
  place instead of Oderic. Oderic, of course, saw this as 
  a betrayal – and was betrayed again when Brunhild 
  married Rathfic. Convinced that there was nothing left for 
  
  53
  him in the village, he tried to leave, only to be insulted and 
  threatened by a drunken Rathfic. Oderic never meant to 
  kill the man, but a red mist descended upon him...
  When he was seized, Oderic sank into a depression 
  that lifted when fate seemed to intervene and the Orcs 
  killed his guards. He thought that he was free of all his 
  previous entanglements, free to prove that he was not the 
  troublesome orphan boy who caused trouble, but a heroic 
  adventurer. Instead of finding adventure, however, he has 
  fallen in with outlaws. He has let himself be enchanted 
  by Valter, and wants to convince himself that Valter is a 
  kingly man who means no ill to the Beornings – but in his 
  heart, Oderic knows that Valter is evil. 
  Here, then, is Oderic’s dilemma. If he stays with the 
  outlaws, he knows he is doing evil, but the outlaws offer 
  him a place in their camp and the promise of glory. If he 
  returns to the Beornings, he faces trial for a murder that 
  he did not intend to commit, and he will be judged by a 
  people who have always mistrusted and feared him. 
  Some of the time, Oderic is to be pitied; misfortune is 
  piled on misfortune, and everything he touches turns to 
  ill. Some of the time, he is to be admired; he is a brave 
  young warrior, and could become a great hero if given the 
  chance. The rest of the time, the players should just want 
  to slap him – he’s a moody teenager with a big sword who 
  is convinced the world is against him!
  the outLaw watchMan
  The chief, Valter the Bloody, ordered one of his most 
  trusted henchmen to shadow Oderic. This watchman is 
  a grim trapper and huntsman from Wilderland named 
  Faron. He never talks except when he is scornful, and 
  never smiles except when he plunges his wickedly sharp 
  knife into something living. In his youth, he was silent as 
  a shadow; he is not as lithe as he once was, but he is still 
  cunning enough to shadow Oderic without the younger 
  man spotting him.
  If the company are to speak to Oderic alone, they need to 
  deal with Faron. They might:
  •	
  Lure the huntsman away with a trick. It is plain to 
  see from looking at him that he is a cruel man, and 
  while he might raise the alarm if he sees a group of 
  intruders, he would prefer to deal with a lone traveller 
  on his own.
  •	
  Ambush him and either kill him or knock him out 
  before he can raise the alarm. Heroes might find any 
  Woodland scenery features they like in their chosen 
  ambush spot.
  •	
  Use some ability (Sleight of Hand plus herb-lore, 
  perhaps) to drug his ale and knock him out. 
  Once Faron is dealt with, the company may approach 
  Oderic.
  Faron, the Trapper
  Faron was exiled from his home when he began to hunt 
  two-legged prey...
  faron, the traPPer
  Medium Human
  STR 
  14 (+2)
  DEX 
  16 (+3)
  CON 
  15 (+2)
  INT 
  13 (+1)
  WIS 
  12 (+1)
  CHA 
  8 (-1)
  Armour Class 14 (Leather corselet)
  Hit Points 52 (8d8+16)
  Speed 30 ft
  Skills Perception +3, Stealth +5, Survival +3
  Senses passive Perception 13
  Languages Westron
  Challenge 3 (700 XP)
  Stalker. If Faron spends at least one minute observing his 
  opponents before attacking, he gains Advantage on all his 
  attacks for the first 1d3 rounds of combat.
  Actions
  Multiattack. Faron makes two melee attacks.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 
  5 ft or range 20/60 ft, one target. Hit: 5 (1d6+2) piercing 
  damage or 6 (1d8+2) piercing damage if used with two 
  hands to make a melee attack.
  Reaction
  Deadly Spear-Thrust. Faron may use his reaction to 
  make a single melee attack against a creature that has 
  just attacked him. If Faron inflicts a critical hit with this 
  ability, the target is knocked Prone as the blow strikes a 
  knee or other joint.
  Snake-like Speed (Recharge 5-6). Faron is adept at 
  avoiding injury. He can use his reaction to halve the 
  damage from an attack that he is aware of. 
  KInstrIfe & darK tIdIngs
  
  wILderLand adventures
  54
  caPturIng oderIc
  The direct approach is to engage Oderic in combat. While 
  the boy is a skilled and determined warrior, driven by a 
  gushing heart-spring of discontent and hatred, he is only 
  one man against the whole company. Oderic fights with 
  the sword he took from Merovech, putting all the skills he 
  learned from old Helmgut into action. To defeat Oderic, 
  the company can either:
  •	
  Reduce him to 0 hit points and knock him Unconscious.
  •	
  Reduce him to 1/2 his starting hit points and succeed 
  with a DC 15 Charisma (Persuasion) check.
  •	
  Disarm him.
  Oderic
  It can be a great misfortune to be born a hero when your 
  own folk fail to recognise your true worth.
  oderIc
  Medium human
  STR 
  17 (+3)
  DEX 
  15 (+2)
  CON 
  15 (+2)
  INT 
  11 (+0)
  WIS 
  8 (-1)
  CHA 
  13 (+1)
  Armour Class 14 (Leather corselet)
  Hit Points 52 (8d8+16)
  Speed 30 ft
  Skills Perception +1, Survival +1
  Senses passive Perception 11
  Languages Westron
  Challenge 3 (700 XP)
  Reckless. Oderic may choose to gain Advantage on all 
  attacks he makes in a round, but all attacks on him gain 
  Advantage until the start of his next turn.
  Savage Assault. When Oderic rolls a natural 18 or 19 
  he may use his bonus action to make a single additional 
  melee attack against the same opponent.
  Actions
  Multiattack. Oderic makes two melee attacks.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft, 
  one target. Hit: 7 (1d8+3) slashing damage or 8 (1d10+2) 
  piercing damage if used with both hands.
  sPeaKIng to oderIc
  This is an especially tricky encounter. If the company 
  have not visited Stonyford, they are unlikely to be able to 
  convince Oderic to go with them peacefully. 
  Motivation & Expectations
  Oderic’s initial assumption is that the adventurers are rivals 
  in Valter’s camp who want to murder him, and demands 
  to be released if held captive  – or else he threatens them 
  immediately, demanding they leave him alone. The best 
  introduction is at sword-point here: if the company show 
  they could take Oderic prisoner, but want to talk to him 
  instead of just attacking him, then he will listen to them.
  +2: Mentioning Brunhild by name gives a +2 to the final 
  audience test
  +1: Hinting that the characters sympathise with his 
  murder of Rathfic
  +1: Reminding him of Helmgut’s sorrow 
  -1: Insulting Valter – Oderic is under Valter’s spell and 
  mislikes it if the adventurers insult his new master.
  -2: Treating him as a criminal
  Interaction 
  Oderic is initially suspicious and mistrustful of the 
  companions. The first thing he wants to know is what they 
  are doing here. A DC 10 Wisdom (Insight) check reveals 
  that the boy is fighting against himself; he wants to believe 
  that the outlaws are his friends, but he knows they are 
  bandits and murderers. The company need to make him 
  confront this truth.
  Inquiring about Oderic’s involvement with the 
  outlaws
  Oderic admits that Valter wants him to reveal the secret 
  defences and strongholds of the Beornings. He knows 
  that Valter intends to attack the Beornings, but refuses 
  to admit it to himself. The company can point out the 
  obvious reason why Valter would want to know about the 
  Beornings defenses, beg Oderic to see reason, or inspire 
  Oderic to look within himself. If they do so, add a +1 
  modifier to the Final Audience Check.
  Proposing Oderic returns
  Oderic fears returning to the Beornings, as he believes 
  that he will be put to death for killing Rathfic. The 
  company could say they will speak for him at his trial, 
  or convince Oderic that the honourable thing to do is 
  take the consequences of his actions, Beorn might even 
  exile him and he could become a wandering hero. If the 
  companions convince Oderic add a +1 modifier to the 
  Final Audience Check..
  2
  
  55
  Success or Failure 
  If the heroes succeed at the Final Audience Check, they 
  convince Oderic to admit to himself that the bandits are 
  plotting to attack the Beornings, and that Oderic might 
  still have a place among his kinfolk. Now, they must 
  decide on their next course of action. 
  •	
  They could bring Oderic with them back to Beorn, but 
  that puts Stonyford in jeopardy. 
  •	
  Oderic suggests that he could lead the outlaws into 
  a trap by guiding them north, giving the Beornings 
  time to rally an army. This tactic has the best chance 
  of defeating the outlaws, but requires the company to 
  trust Oderic to do his part.
  If the company fail the audience, then Oderic violently 
  opposes any proposition and attacks them. The company 
  can still fight back and take him prisoner.
  – Part eIght – 
  grIM tIdIngs
  The outlaw band must be stopped, and the company 
  cannot do it alone! If Oderic remains allied with the 
  bandits, or if the company have captured him, then they 
  must flee and bring word to the Beornings as quickly 
  as possible. However, if the company convinced Oderic 
  to lead the outlaws into a trap, then the company must 
  head to Beorn’s stead as swiftly as they can to warn the 
  chieftain so he can rally an army.
  the Journey 
  The company is fifty miles away from Stonyford and more 
  than a hundred miles away from Beorn’s house. 
  •	
  Both the trip to Stonyford and to Beorn’s house are 
  short Journeys according to the rules, with a Peril 
  Rating of 2. Since time is of the essence, the rules on 
  page 176 of the Player’s Guide tell us that it would take 
  four days to get to Stonyford, and from Stonyford it 
  would take three days to get to the house of Beorn. 
  Straight from the forest to Beorn requires six days..
  Forced March
  The company can also press themselves, and march for 
  more hours each day than they would otherwise dare. If 
  the company undertakes a forced march, they halve the
  duration of each leg of a journey (round fractions up). 
  The same number of Journey events occur, but the heroes 
  cannot benefit from any rests while in a forced march.
  •	
  For every day spent in a forced march past the first 
  one each hero must make a DC 15 Constitution 
  saving throw. On a failure, the hero gains a level of 
  exhaustion. The company can stop the forced march 
  at any time, see Interrupting Journeys on page 59 of 
  the Loremaster’s Guide.
  On a forced march, the trip to Stonyford would take the 
  company two days to complete, and would require each 
  companion to make one DC 15 Constitution saving 
  throw. The trek from Stonyford to the house of Beorn 
  also takes two days and requires one saving throw as 
  well. Going from the forest to the house of Beorn directly 
  is three days, meaning each hero must make two DC 15 
  Constitution saving throws.
  cLouds gather
  When the company reaches his house, the shapeshifter is 
  quick to react. Beorn may not have desired to be chieftain 
  of a whole people, but when they are threatened, he does 
  not stand idly by.
  “These outlaws are a danger to me and my folk, and will 
  be driven from Wilderland. Tonight, you shall sleep in my 
  hall, for we leave for battle at dawn!”
  His wondrous horses ride from Beorn’s stead at great speed, 
  and bring word of the danger to many Beorning settlements 
  and outposts in the region. Sooner than the companions 
  expected, he assembles a fighting force of Beorning 
  warriors to battle the outlaws. He puts the host under the 
  command of another one of his trusted lieutenants, then 
  vanishes into the wilderness. The Beornings know he will 
  return to them when battle is joined. 
  Oderic’s Fate
  If Oderic is in the company’s custody, he begs to be allowed 
  to participate in the coming battle. He swears that he will 
  return to the company if they free him for the duration 
  of the fighting. If the company convinced him to go with 
  them willingly, then Oderic is as good as his word – after 
  the battle, he returns to them to face his judgement at the 
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  wILderLand adventures
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  Carrock. If they took him prisoner by force, but treated him 
  fairly and convinced him to stand trial honourably, then he 
  will also return after the battle. However, if they captured 
  him by force and treated him as an enemy, then he throws 
  himself into the fray and dies heroically in battle.
  The Battleground
  The location of the battle depends on the previous actions 
  of the company:
  Oderic guides the outlaws against the Beornings
  Oderic brings the outlaws to a stand of trees on the west 
  bank of the Great River a few miles north of Stonyford. 
  There, they make rafts and sail across the river by night; 
  at a spot he shows them where the crossing is easy. They 
  attack Stonyford the next morning. Beorn’s army arrives 
  too late to save the village, and battle is joined in the ruins 
  of the settlement. See the map on the front end papers.
  Oderic is a prisoner
  Without Oderic to guide them, the outlaws must travel 
  north to the one safe crossing spot they know – the Old 
  Ford. There, on the banks of the Anduin, they meet Beorn’s 
  army and fight. See the map on the front end papers.
  Oderic tricks the outlaws
  If the companions convince Oderic to lead the bandits 
  into a trap, then he brings them north in the direction 
  of the Old Ford, but convinces them that the best way of 
  travelling without being noticed is to follow him into a 
  steep-sided valley called the Gloomy Fold, near the ford. 
  Travelling through this stony valley puts the outlaws at a 
  disadvantage – it slows them down and lets the Beornings 
  trap them. See the map on the front end papers.
  battLe Is JoIned!
  The companions are not the commanders of the Beorning 
  forces in the battle – their time to command will come in 
  another adventure (see page 118). However, they do fight 
  on the front lines. Depending on the circumstances, they 
  face either a band of blood-thirsty outlaws flush with 
  victory or a tired band of foes. The enemy is the same in 
  either case, but the side that holds the upper hand varies 
  by the field of battle.
  •	
  Battle at Stonyford: The outlaws have Advantage in 
  the first d4 rounds of combat.
  •	
  Battle at the Old Ford: Neither side has Advantage.
  •	
  Battle at Gloomy Fold: The Beornings and their allies 
  have Advantage in the first d4 rounds of combat.
  In their section of the battle, the company faces one Outlaw 
  Warrior and one Outlaw Archer per hero (see page 51)
  In the Fray
  The swirling melee of a large battle is confusing, and there 
  are foes all around. Enemies lurch in and out of range; 
  new foes join the fight and wounded enemies fall back. 
  The ground underfoot becomes red-slick with blood. 
  If the companions defeat their foes, then they break 
  through the outlaw lines and see Valter the Bloody, the 
  outlaw captain. Valter leads his army from the rear, and 
  when Beorn shows up (see below), he turns tail and runs. 
  The only way for the companions to catch or kill Valter in 
  the battle is to break through the lines, and then engage 
  him in combat until Beorn arrives.
  If Oderic sided with the outlaws, then the company 
  find him at Valter’s side. However, when Beorn arrives 
  and Valter flees the field, then Oderic remains and dies 
  fighting either the companions or Beorn.
  Beorn! Beorn!
  At a key moment of the battle, just as the outlaws seem 
  about to rally, the Beornings start beating their spear-butts 
  on the ground and chanting ‘Beorn! Beorn! Beorn!’ over 
  and over. As the chanting reaches a crescendo, a hulking 
  shape appears at the flank of the Outlaw forces.  Beorn 
  has arrived, wearing the shape of a giant bear. 
  If the bandits were charged by a storm made flesh, the 
  effect could not be more devastating. Some of the outlaws 
  throw down their weapons and surrender; others are 
  crushed or torn to pieces by the wrathful bear. 
  The battle is soon over.
  after the battLe
  With the outlaws defeated, the companions can bind their 
  wounds and attend to the fallen, while they learn about 
  the fate of the other combatants.
  
  57
  Oderic
  If the company freed Oderic to fight in the battle, then he 
  either returns to them as he promised, or else sells his 
  life dearly in battle. If he sided with the Outlaws, then 
  he is most likely dead unless the companions took him 
  prisoner. If he tricked the Outlaws, then he survives the 
  battle and is captured by the Beornings.
  Valter The Bloody
  The outlaw chief escaped death and vanished into the 
  wild – unless the company were able to break through the 
  enemy lines and catch him, in which case Beorn’s wild 
  attack kills him.
  Brunhild & Helmgut
  If the battle took place at Stonyford, then both of Oderic’s 
  relatives perished in the fighting. Otherwise, they attend 
  the trial.
  – Part nIne – 
  JudgeMent at the carrocK
  The Beornings are a simple people, but they know their 
  law. Cases are brought before a clan chieftain or before 
  Beorn himself for judgement. Speakers on both sides may 
  argue for their cause, trying to curry the favour of the 
  listeners. But since Beorn is the source of all law, ultimately 
  everything depends on the judge.
  If he lives, Oderic is brought before Beorn for judgement 
  to answer for his crimes. If he sided with the outlaws, then 
  Beorn makes a summary judgement, and the companions 
  need not be involved at all. However, if Oderic was brought 
  back as a prisoner, or if he tricked the outlaws, then the 
  case is not so clear-cut. He killed Rathfic – but how should 
  he be punished for this crime? 
  the trIaL
  Beorn settles himself on a stone at the Carrock, overlooking 
  the silver thread of the moonlit Anduin, and listens to his 
  followers.
  Motivation
  Beorn wants justice. He is not a cruel man, not neither is 
  he a kindly one. He will weigh the evidence given to him 
  and see what the best thing to do is.
  Expectations
  -4: If any of the characters attempt to lie, they must pass a 
  DC 15 Charisma (Deception) check. Regardless of success 
  or failure, the so-called hero gains a point of Shadow. 
  KInstrIfe & darK tIdIngs
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  wILderLand adventures
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  Introduction
  The companions do not need to introduce themselves here. 
  Ava is the first to speak at the trial, and she introduces 
  Oderic’s case for all to hear. She describes how Oderic was 
  always a strange, troublesome boy, how he was jealous of 
  Rathfic, and how he broke into Rathfic’s house and killed 
  him. She then calls on Helmgut to describe what he saw, 
  and Oderic’s foster-father mumbles a few words about 
  how he found his son with a knife in his hand standing 
  over Rathfic’s body.
  Beorn then asks if anyone else wishes to speak. If the 
  companions wish to intervene, or if they want to push 
  Brunhild into speaking, now is the time. 
  Interaction
  It is up to the heroes to speak for or against Oderic. 
  They can use Charisma (Persuasion) to speak of his 
  heroism. They can call Brunhild or Helmgut as witnesses 
  and interrogate them with Intelligence (Riddle). They 
  can appeal to Beorn’s mercy with either Charisma 
  (Persuasion) or Intelligence (Traditions). They can 
  reflect that Oderic’s aid turned the tide of battle using 
  Wisdom (Insight), if appropriate. 
  Each argument can be used once, each requires DC 15 to 
  succeed. Each successful argument adds +1 to the Final 
  Audience Check, each failure applies -1.
  JudgeMent
  When everything is said and done, one character may 
  make a final argument with an Intelligence (Traditions) 
  check to resolve the audience. Regardless of the result, 
  Beorn sighs and learns forward. “Kinslaying is the worst 
  of crimes” he rumbles, “and this boy certainly murdered 
  Rathfic.” 
  Failure: “I am sorry, but the law is clear. Oderic is to be 
  cast out of the lands of the Beornings, never to return east 
  of the Great River, condemned to live as an outlaw, an Orc 
  or a Warg, in the shadows of the Misty Mountains. Every 
  free man is given the right to slay him, would he defy his 
  exile and dare to return.”
  Success by 0-5: “Oderic fought bravely, but he is still 
  guilty of a crime. He is condemned to pay a man’s worth 
  in gold to Brunhild and her father Helmgut, or serve as 
  their thrall for life.”
  Success by 6 or more: “Your words have moved me. I 
  think Oderic did not mean to kill Rathfic, and while he 
  acted unwisely, he was not the only one to do so. We will 
  be merciful.”
  Oderic accepts his fate stoically, no matter what happens.
  afterMath
  Regardless of what happens at the trial, Beorn thanks the 
  companions for recapturing the prisoner and warning 
  him of the outlaws. He gifts them, if they ask for it or if it 
  was previously agreed-upon, with 50 silver each. If they 
  did especially well, he promises them the friendship of the 
  Beornings for as long as there are honest men in these 
  lands. 
  feLLowshIP Phase
  This is an excellent opportunity for a member of the 
  company to gain Beorn as a patron, or to open Beorn’s 
  house as a sanctuary.
  1/2
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  - those who - 
  tarry no longer 
  For heroes of level 3 or 4
  •	
  When: The company may undertake this quest at any 
  time in any year from 2946 onwards. Thematically, it 
  works best during the autumn of the year, when the 
  leaves of Mirkwood turn yellow and red.
  •	
  Where: The adventure begins in the eaves of 
  Mirkwood, anywhere along the forest’s northern 
  edge or along the western border as far south as 
  Rhosgobel, but ideally near the Forest Gate.
  •	
  What: The company are called upon to escort an 
  elven noblewoman from Mirkwood to the High Pass.
  •	
  Why: The Elf-woman asks the company to serve her, 
  and offending so powerful an Elf would be unwise.
  •	
  Who: Irimë is a High Elf of the house of Gil-Galad. 
  She has lived in Middle-earth since the days of the First 
  Age, and now tires of the world. She is travelling West, 
  to the Havens and from thence to the Undying Lands.
  adventurIng Phase
  This adventure is divided into seven parts.
  Part one – the borders of the forest 
  While travelling, the companions meet a band of Elves, 
  including Legolas, son of Thranduil and Galion. They are 
  asked to escort Irimë to the High Pass, where she will be 
  met by the sons of Elrond.
  Part two – weary of the worLd
  The company travels across Wilderland, and Irimë speaks 
  of the history of the land and her sorrow. The companions 
  suspect they are being followed by Orcs.
  Part three – the hILL of woe
  Waylaid by an Orc-host, the companions fight to survive 
  until they are rescued by the Eagles.
  Part four – a guest of eagLes
  The company spends a night in the Eyrie, and Irimë speaks 
  of the growing shadow over Middle-earth.
  Part fIve – the ruIns
  The Eagles bring the company back to the High Pass, where 
  they wait for the sons of Elrond. While the companions 
  slumber, Irimë is attacked by an evil spirit, and the 
  company are drawn into her struggle in their dreams.
  Part sIx – darK dreaMs
  While trapped in the wraith-world, the dreaming 
  companions are thrown into the pits of Dol Guldur. If they 
  can sustain their hope, Irimë may prevail.
  Part seven – dawn In the west
  If Irimë survives the night, she bids the company farewell 
  and offers her blessing for the dark days to come.
  The Long Memory of the First-born
  If there is an Elf among the companions, the 
  first encounter with Legolas and Galion unfolds 
  differently, and the Elf would already know or have 
  heard of the lady Irimë. Before the game begins, 
  take the player of the Elf aside and tell him what he 
  knows about Irimë.
  Irimë of the House of Gil-Galad is one of the most 
  respected courtiers of King Thranduil’s court. She 
  is a Noldorin Elf, and was close kin to the rulers of 
  the kingdom of Lindon. It is said that she wove the 
  cloth of Gil-Galad’s shining banner. She came east 
  with Thranduil after the War of the Last Alliance, 
  and brought light to the Elvenking’s halls for many 
  years. In recent centuries, it is said that Irimë grows 
  weary of the mortal world, and more and more her 
  heart turns towards Valinor in the Uttermost West, 
  where most of her kin now dwell. When Irimë seeks 
  the solace of the Grey Havens, Middle-earth will be 
  forever diminished.
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  – Part one – 
  the borders of the forest 
  This encounter may happen at any time when the company 
  are in or near Northern Mirkwood. They might even be on 
  another errand when they meet the Elves.
  You can foreshadow this encounter by having the company 
  see signs of Orcs, such as footprints or young trees hacked 
  down with swords for no reason other than destructive 
  malice. The company might even run into Goblins as an 
  Event on their Journey.
  •	
  Before the Audience begins, check for passive 
  Perception from the company’s Look-out or Scout. The 
  DC for this test is 15 – only the truly wood-wise can 
  detect the tread of Elves in the forest. If the check is 
  successful – or if there is an Elf in the company, or 
  someone with a Wisdom of 16 or more – then the Elves 
  greet the companions openly. Otherwise, the first sign 
  the company see of the Elves is when they suddenly 
  find they are surrounded by archers in the trees.
  a chance MeetIng 
  One of the Elves steps forward to parley with the company. 
  If the companions have had dealings with him before, 
  they recognise Galion, Thranduil’s former cup-bearer. If 
  there are Elves in the company (or again someone with a 
  Wisdom of 16 or more), then Galion asks them to speak 
  with the lady Irimë and Prince Legolas; skip onto The 
  Lady’s Request, below. Otherwise, Galion addresses them 
  in a hostile tone. 
  “You trespass in the Woodland Realm, mortals. We 
  thought you Orcs at first by your smell. Lucky for you we 
  stayed our hands, or you would be dead now. Tell me, have 
  you seen Orcs in your travels. A band of them is nearby. 
  They are hunting us, and we are hunting them.”
  Galion
  If the company dealt with him before, then he may 
  be more friendly – or less! – depending on how that 
  encounter went. Galion wants news of the Orcs and of 
  conditions on the road west. Anyone making a successful 
  DC 10 Wisdom (Insight) or Intelligence (Lore) realises 
  that it is unusual for an Elf to take such an interest in the 
  wider world, and that Galion must be planning a journey. 
  Asking questions of Galion is unwise, as he sees it as prying 
  into elven affairs. However, if the company are courteous, 
  he does reveal that a large number of Orcs – “...powerful 
  Mordor-Orcs, not Goblins from Hithaeglir!” (the Misty 
  Mountains) – came out of the Heart of Mirkwood some 
  weeks ago and have harried his company ever since.
  After a few minute’s talking (or if the company impresses 
  Galion), he brings them to meet the leaders of the Elves 
  – see The Lady’s Request, below. If they were especially 
  polite, he gifts them with travelling supplies including 
  waybread and fresh water before they leave (the company 
  automatically gets a result of 7, Feasts Fit for the Kings of 
  Ancient Times, on their next Embarkation roll.).
  the Lady’s request
  Two of the Elves stand apart from the rest, and both seem... 
  brighter, perhaps? Or more solid than the rest? It is hard 
  to put one’s finger on it. A companion with Wisdom 16 or 
  more, or proficiency in Lore (or who is an Elf or Dunedain) 
  recognises these as noble Elves.
  One is dressed in green and brown, and carries a 
  bow upon his back. He appears young, confident and 
  brave, an Elf-lord in his prime. He is one of the nobility 
  of the Woodland Realm. The other Elf wears a gown of 
  shimmering white and cloud-grey silks, unmarked and 
  untorn despite the thickness of the undergrowth in the 
  forest. Her face is hidden by a grey veil, but her arms are 
  adorned with silver bracelets, and upon her finger a ring 
  glimmers with its own inner light. She must be one of the 
  Noldor, of whom but a few remain in Middle-earth. The 
  pair spend a few moments speaking to one another in the 
  Ancient Tongue. 
  It is unlikely any of the company speak this language (save 
  those with proficency in Lore, see page 31 of the Player’s 
  Guide). After a moment, the young Elf-lord turns to the 
  company and bows.
  “Greetings. I am Legolas, son of Thranduil. This is the lady 
  Irimë, of the House of Finwë. The lady is journeying west, 
  to the High Pass. It was our errand to take her there, but 
  these Orcs must be driven from our land.” He pauses and 
  glances at the veiled woman, then goes on. “The lady has 
  requested that you bring her the rest of the way.”
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  61
  Expectations
  (Legolas) 
  +2: Everyone understands the gravity of the charge. (The 
  company swear to defend Irimë with their lives)
  -1: A Plague on the Stiff Necks of the Dwarves! (If there 
  are any dwarves in the company.)
  (Irimë) 
  +1: Speak only beauty. (If the adventurers greet her in 
  Elvish)
  -1: I have the privacy of my thoughts. (No-one should ask 
  questions of Irimë that she does not wish to answer.)
  Introduction
  Legolas does most of the talking; Irimë stands impassively, 
  watching the companions as they speak. As they speak, 
  though, her gaze falls upon each of them, one by one, as if 
  reading the intentions of their hearts.
  Interaction
  The meeting (or Audience) is brief, and the companions 
  will do better to play upon their major strengths if they 
  want to make a good impression. As far as Legolas is 
  concerned, Irimë has made a request of these mortals, and 
  they should carry it out without delay, and be honoured 
  that so great a noble has deigned to entrust her safety to 
  them. The longer he dickers with the company, the greater 
  the chance the Orcs will cause more mischief.
  Legolas tells the company that the Lady is travelling 
  to the hidden valley of Imladris, which is Rivendell in 
  the Common Tongue. She has sent word ahead of her 
  coming, and riders were sent out from the Last Homely 
  House to meet her at the crossing of the mountains. The 
  company are to bring her from the edge of Mirkwood to 
  the High Pass. 
  If the company asks for a reward, the Legolas says that 
  his father Thranduil will recompense them (this applies 
  a -1 modifier to Final Audience Check). If they continue 
  to press, he grows impatient with the mortals (this is a 
  -2 modifier). If they ask about the Orcs, Legolas assures 
  them that none will leave the forest alive. If the heroes 
  thank him for this, grant a +1 modifier to the Final 
  Audience Check. 
  If the company are courteous and respectful, then 
  Irimë finishes the conversation by casting back her veil, 
  revealing a beautiful and ageless face. 
  “I am Irimë of the House of Gil-Galad. Elen sila lumenn’ 
  omentielvo.”
  Conclusions
  If the companions fail the Final Audience Check, Legolas 
  looks as though he is about to change his mind and bring 
  Irimë to the pass himself, but the lady touches his arm 
  and whispers a rebuke in Elvish. Legolas frowns, but lets 
  Irimë have her way.
  If on the contrary, the companions have impressed the 
  Lady, compare their individual actions with the entries 
  below:
  Negative Modifier(s):  the Lady is not impressed by the 
  adventurer. She will generally ignore the adventurer’s 
  presence and won’t address them directly, favouring other 
  heroes who achieved a better result during the encounter 
  (if any). 
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  This lack of consideration from such a beautiful and wise 
  creature weighs heavily on the companion.
  +1 Modifier: if one or more companions achieve such 
  a result, Irimë is intrigued with their ingenuity. When 
  she speaks, she makes sure she addresses them directly, 
  curious about their reactions.
  +2 Modifier or multiple +1 Modifiers: Irimë is 
  impressed. Apply the results as above; additionally, at 
  the end of the adventure the Lady will bestow her blessing 
  on such companions, if they survive, naming them Elf-
  friends (see page 76).
  suPPer by the forest eaves
  The Elves travel with the company until twilight falls, 
  then invite them to dine with them. In a clearing, the 
  company find a table covered in a white cloth, lamps 
  that glow with a silver light hanging from low boughs, 
  and a supper fit for Hobbits. The next morning, the Elves 
  are gone, except for Irimë, and she has changed her 
  shimmering gown for more practical travelling clothes, 
  including a heavy hooded cloak that hides her features. 
  Even more curiously, the company find that they are 
  close to the western border of Mirkwood, near the road 
  to the Old Ford, no matter where they thought they were 
  in the forest. Presumably, the company’s Guide was 
  wrong about their whereabouts; the alternative is that 
  the company were transported many miles while they 
  slept, which is of course impossible.
  –Part two – 
  weary of the worLd
  The journey from the edge of the wood to the Old Ford 
  is done along a well-travelled path. If the company have 
  come this way before (as they may have done if they 
  played through Of Leaves & Stewed Hobbits), they gain 
  Advantage on the first skill check made on the journey. 
  •	
  The journey from the eaves of Mirkwood to the 
  Old Ford should take one or two days, while the 
  trip from the Ford to the High Pass normally takes 
  two days, but this time it might take a day more, 
  as the Lady cautions the company about spending 
  the whole journey on the Road. If there are Orcs 
  abroad, they are likely watching the Road, and in 
  any case, there may be prying eyes about, and Irimë 
  would prefer not to reveal her presence in the Wild. 
  The Journey has a Peril Rating of 1 and provokes 1d2 
  Journey Events with DC 13.
   
   
  the shadow of the Past
  As the company travels, Irimë speaks only when some 
  feature of the landscape reminds her of the past. 
  Sometimes she sings songs of long-ago battles. While 
  Irimë never directly betrays any emotion, her tales of the 
  past are always tinged with sadness: she always describes 
  how the glories of the past were destroyed or tarnished. 
  Intersperse the following memories with signs of the Orcs 
  (see A Darkness in the Present below). 
  •	
  At the Old Ford, she describes how a great bridge built 
  by the Dwarves once spanned the river, and how it 
  was made even greater by the men of lost Arnor. Great 
  armies rode across that bridge, and she remembers 
  the ice-spear of her kinsman Gil-Galad glittering in the 
  sunlight. He rode away into shadow.
  •	
  Looking back at Mirkwood, she speaks of Eryn Galen, 
  the Green Wood, for so the Elves used to call it before 
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  63
  the Shadow came to Dol Guldur. The Wise may have 
  driven the Necromancer from his fastness in Southern 
  Mirkwood, but evil still lingers in its depths.  
  •	
  Near the river, she describes how the Anduin flows 
  south past the Golden Wood of Laurelindórenan. 
  There is a strange note in her voice when she speaks 
  of that land, and cautions the company against 
  travelling there, lest they fall into the enchantment of 
  the Lady of the Forest. 
  •	
  East of Laurelindórenan, she says, the river once 
  watered the Garden Lands, where the Enyd Bess 
  dwelled until the Enemy hunted them all down. The 
  burning of their gardens was one of the worst wounds 
  the Enemy ever inflicted upon Middle-earth. All that is 
  beautiful fades or is destroyed.
  •	
  At night, she sings of Beleriand, which is drowned 
  beneath the ocean, and the days of heroes.
  •	
  The Men of Dale and Woodmen she refers to as 
  ‘Middle-Men’ or ‘Men of Twilight’, to distinguish them 
  from the Men of Númenor she knew of old, and the 
  ‘Men of Shadow’ who dwell in the East. They once had 
  great kingdoms, but now they are a scattered people 
  who do not remember their own great works.
  •	
  She claims to have known men like Beorn in the 
  Second Age. They were dear to Oromë, she says, he 
  who the Northmen call Béma, and learned secrets 
  from his servants.  
  •	
  She rarely speaks to Dwarves, and then only when 
  she must. She does speak of Moria’s glorious halls, 
  which she visited long ago. Her bracelets were made 
  there, and are inlaid with ithildin, moon-silver. It was 
  a beautiful city, but the Dwarves were too greedy...
  •	
  Hobbits fascinate her. She has not seen any of the 
  periando, as they are named in the Ancient Tongue, 
  in many long years. They once dwelt in these parts, 
  digging their little holes in the banks of the Great River. 
  She does not know what happened to them; no doubt 
  the Enemy drove them away.
  Most of the words spoken by Irimë about her past hardly 
  mean anything to adventurers who are not long-lived 
  Elves, as the old lore of mortals runs only skin-deep in 
  comparison to the life of the elven Lady. But something in 
  her voice seems to awaken ancestral recollections in all 
  who listen. 
  •	
  Every companion who spends any part of the journey 
  listening to Irimë receives 100 bonus experience 
  points, as visions of the past are stirred within their 
  minds.
  Playing Irimë
  Irimë is one of the oldest creatures the companions are 
  ever likely to meet. The long years weigh heavily on 
  her. When playing the Elf, speak quietly and sadly. 
  Look off into the distance, as though you can see 
  things others cannot. Never smile, unless it is tinged 
  with melancholy. 
  a darKness In the Present
  After crossing the Old Ford and entering the wild lands 
  west of the Anduin, the companions realise that they 
  are being pursued by Orcs. Build this threat subtly. For 
  example:
  •	
  The company’s Scout spots a small band of Orcs 
  ahead of the company.
  •	
  The company’s Look-out spots cooking fires at night.
  •	
  Irimë extends her hand, and a sparrow lands on her 
  finger. She whispers to it, and it tells her that Orcs are 
  nearby.
  A successful DC 15 Dexterity (Stealth) check lets the 
  companions spy on their pursuers. They are being 
  followed by a sizeable Orc warband, composed of at least 
  two dozen Orcs, maybe more – certainly, too many for the 
  company to fight with any hope of victory. These Orcs are 
  not the same band that Legolas spoke of; more than one 
  hunting party was sent out to find Irimë. 
  Once the company discover they are being chased, they 
  may decide to turn back and head for a Sanctuary like 
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  Beorn’s house instead of risking the Road. If they do so, 
  then the Orcs catch them before they reach safety (go to 
  Part 3) — even if they stay ahead of their pursuers, there 
  are more Orcs coming down from the Misty Mountains to 
  catch them between hammer and anvil.
  Flight to the Pass
  These Orc warbands are not random misfortune – they 
  are part of a greater design. The Gibbet King has sensed 
  the presence of Irimë, and knows that her sorrow is her 
  weakness. It sent the Orcs after her – and if they cannot 
  capture her, the spirit will act directly... 
  The company’s only chance is to press on and evade the 
  enemy. For each of the three days of travel that separates 
  them from the High Pass, the company‘s Scouts must 
  make a Wisdom (Survival) check to find routes up the 
  hillsides that are not being watched by Orcs. 
  •	
  On a successful roll, the company seems to gain 
  ground, as they advance steadily along well-hidden 
  paths. However, the DC for the check rises each time 
  – the first is at DC 15, the second at DC 20, and the 
  third as DC 21 as the orcs close in. 
  •	
  If the characters make three successful checks in a 
  row, they manage to sneak past the orcs and reach 
  the High Pass. Skip onto Part Five – The Ruins.
  •	
  If they fail a check, run Part Three – the Hill of Woe.
  •	
  Alternatively, if the characters alert Irimë to the 
  danger posed by the orcs, and pass a DC 20 Charisma 
  (Persuasion) check, she is convinced to put forth her 
  power and summon aid immediately, even though she 
  fears it will draw the attention of darker foes than orcs. 
   – Part three – 
  the hILL of woe
  As the darkness draws in, the Orcs come closer. The noose 
  closes upon the adventurers. They know there are many 
  Orcs on their trail, but then the company’s look-outs spot 
  more Goblins coming down from the hills. There is no 
  escape – all that is left to do is to choose a place to make a 
  last stand.  A rocky outcrop is the most defensible spot in 
  the area, see page 90 of the Loremaster’s Guide. They may 
  hold out for a short time, but there is little hope of escape. 
  See the Hill of Woe map on the back end papers.
  Ask what preparations the company intend to make. Fire 
  is a necessity, as the light is dying; the company might 
  also scout around to survey the terrain, finding boulders 
  to use in their defense (see page 91 of the Loremaster’s 
  Guide). For her part, Irimë stands on the rock and sings 
  in Elvish, a high-pitched keening chant that sounds like a 
  funeral dirge. 
  the orcs asseMbLe
  Instead of attacking straight away, the Orcs gather a short 
  distance away in the gloom (just out of bow-range), and 
  start their own yowling and shouting to drown out Irimë’s 
  song. 
  •	
  The sight of so many Orcs requires a DC 10 Wisdom 
  saving throw from each member of the company: 
  failure to pass means the character is Frightened for 
  the first d4 rounds of combat.
  The Orc-captain shoves lesser goblins aside and strides 
  forward to issue a challenge to the company: “Give us the 
  elf-woman, and the rest of you can go!” The company can 
  ignore the Orc, reject his (false) offer, or make their own 
  response. A sufficiently brave response, coupled with a 
  successful DC 25 Charisma (Intimidation) check can 
  cow the Orcs, giving them Disadvantage in combat until 
  the character who intimidated them is struck and takes 
  damage.
  The Assault
  “Good! Tonight we eat man-flesh! Kill them all except the 
  elf!” roars the Orc-captain, and he charges up the hill 
  towards the company. A black tide of Orcs surges after 
  him. The adventurers are outnumbered twenty to one, and 
  all they can see is a wave of fangs and jagged swords and 
  blood-shot eyes. But before battle is joined, something 
  unexpected happens (read the following to the players):
  Irimë raises her hand, and from the jewel of the ring she 
  wears a bright light blooms, as if a star had uncloaked 
  itself beside you. The blaze dismays the Orcs. Some turn 
  and flee, and those in the lead must raise their shields to 
  shade their eyes from the elf-light. The advantage is yours!
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  65
  While the Orcs seem terrified by the light, the companions 
  feel heartened by the blaze: any companion who is 
  Frightened may immediately make another DC 10 
  Wisdom saving throw to remove the condition.
  the battLe of the hILLtoP
  Irimë’s blaze of light means the Orcs are Surprised, and 
  gives them Advantage in the first round of combat. But it 
  does not stop the Orc attack. There is a host of Orcs here, 
  far too many for the company to defeat. Each time an Orc 
  falls, another takes its place. Appear merciless – evoke 
  the feeling that the companions’ doom is at hand. Use the 
  following episodes as examples to set the pace:
  •	
  Three Black Uruks form a shield-wall and start 
  marching up the hill, trying to force a wedge between 
  members of the company and prevent the companions 
  from fighting side by side. How do the adventurers 
  break this shield-wall?
  •	
  One suicidally brave Goblin leaps over the front lines 
  and attacks the rear guard (this Goblin has the Great 
  Leap shadow ability). Who deals with this intruder?
  •	
  Another Orc Soldier carries a jar of some vile 
  concoction; it looks like tar, but clings and burns 
  without heat or fire. The Orc tries to hurl it into the 
  face and eyes of one of the companions; if this attack 
  hits, the companion is blinded and for the rest of the 
  fight, and his vision is restored only with a successful 
  DC 13 Wisdom (Medicine) check..
  Keep up this relentless assault until at least six rounds of 
  combat have passed, or until two members of the company 
  are unconscious. Award XP for defeated foes as normal.
  the eagLes
  When it seems that all hope is lost and the company 
  will soon be defeated, the defenders feel a wind rush by 
  overhead, and they hear the beating of tremendous wings. 
  The Orcs fall back in terror as a flight of gigantic birds 
  swoops upon them from above! First Irimë, then any other 
  wounded companions, and finally any who are still able 
  to fight are picked up by the Great Eagles of the Misty 
  Mountains. Other Eagles grab Orcs inn their talons and 
  fly off with them, then drop them from a great height to 
  break on the rocks below. The Orc captain roars to rally 
  his troops: “Stand and fight, you maggots! They’re only 
  feathery cows!” He grabs a huge black bow and looses an 
  arrow at one of the departing Eagles. The arrow flights 
  straight and true, piercing the Eagle’s breast. The bird 
  does not fall, but its flight becomes more laboured.
  The Eagles fly the company into the mountains. The 
  flight would be terrifying if the company could see their 
  surroundings, but in the darkness, all they can feel is the 
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  rush of the wind and the beating of the Eagles’ wings. The 
  bird carrying the companion with the heaviest armour 
  and other gear makes several cutting remarks about the 
  adventurer’s weight and choice of armour, but all the 
  Eagles manage to escape the hail of Orc-arrows and fly 
  off into the night.
  After a short but exhilarating flight, the Eagles bring the 
  company to their eyries.
  The Eagles are Coming!
  As Tolkien himself remarked in several instances, 
  the Great Eagles are a dangerous storytelling device. 
  An intervention on their part can be easily seen as 
  stripping the players of their chance to influence the 
  course of the adventure. To avoid this feeling on the 
  players’ part, you could try to personalize the reasons 
  for the intervention of the Great Eagles, exploiting 
  any suggestions coming from the players themselves. 
  For example, is there a Dwarf in the company with a 
  raven friend? The bird could have gone, or have been 
  sent, in search of help, finding the Eagles. Or did a 
  companion blow a horn before battle was joined, or 
  made something that could be noticed? Did the heroes 
  meet the Eagles before, or are they friends with 
  Radagast? Even if Irimë’s song could explain their 
  arrival, adding a modicum of player-driven elements 
  can only improve the result.
  – Part four – 
  a guest of eagLes 
  Dawn finds the company on a narrow stony ledge, high 
  in the mountains. Companions who know the mountains 
  well (or who have studied maps in Dale, Erebor or 
  Hobbiton that showed Thorin’s journey) might deduce 
  they are not at the main eyrie of the Eagles, but at some 
  other outpost nearby. 
  The Lord of the Eagles arrives shortly after they wake. 
  With a wingspan of more than 100 feet, his arrival is a 
  sight to behold. He lands on the edge of the platform, his 
  dwarf-wrought golden crown glittering in the morning 
  light. He addresses Irimë first of all, and she thanks him 
  for heeding her prayers.
  “We heard your song on the wind, but it was the light that 
  guided us to you. Long has there been friendship between 
  your kind and mine, and we came when we were needed.”
  Next, the Lord of the Eagles turns to the companions.
  “Gaerthor, one of my chieftains, was grievously wounded 
  as he rescued you from the Orcs. Tell me, whose lives did 
  he buy with his courage?”
  Motivation
  To discover the worthiness of the company. 
  Expectations
  +2: Two-legged folk are of little merit to the Eagles. (If the 
  characters offer – and succeed – in treating Gaerthor’s 
  wound.)
  +1: All are enemies of the one Enemy (the characters 
  defeated many orcs)
  -1: Bows get in the way of hunting sheep (if the characters 
  object to the eagles stealing sheep and goats from the 
  farmsteads of the Anduin valley)
  -2: The Lady Irimë is to be honoured (if the characters 
  blame Irimë for their plight)
  Interaction
  Offering to help the wounded Eagle requires a DC 15 
  Charisma (Persuasion) check – the Lord of the Eagles is 
  hesitant to trust outsiders (see Healing Gaerthor, below). 
  As far as the return of the adventurers to their journey is 
  concerned, the Lord of the Eagles initially refuses to carry 
  any companion wearing heavy armour, arguing that the 
  weight is too great for his fellows to bear except in great 
  need. He argues his point further, adding that he does not 
  see why adventurers should walk around wearing all that 
  iron (“how will you ever fly, weighed down as you are?”). 
  Arguing with the King of All Birds imposes a -1 modifier 
  to the Final Audience Check. Exchanging news gets the 
  company an interesting perspective on recent events. The 
  Eagle explains that something has stirred up the Orcs in 
  recent weeks. Heroes with similar tales add a +1 modifier 
  to the Final Audience Check.
  4
  
  67
  The Lord of the Eagles considers Elves and Dwarves as 
  Friendly, whilst all other cultures are Neutral, other than 
  Beornings and Woodmen of which he is Mistrustful (due 
  to their bows).
  The Final Audience Check may yield the following results:
  Failure: The Lord of the Eagles commands that the company 
  be dropped off back on the main road. The adventurers face 
  another day of march before they reach the pass.
  Success by 0-2: The company convinces the Eagles to 
  leave them higher up in the hills, closer to the pass (see 
  Part Five: The Ruins below). He will not carry them over 
  the mountains.
  Success by 3-5: As above, but the Lord of the Eagles adds 
  the following: on his more far-reaching flights, he has seen 
  something in the West Nether Vales, a new fortress on the 
  moors south of the River Gladden. He does not know what 
  it is, but he dislikes it.
  6 or more: As 3-5 above, and the Lord promises that if the 
  companions call, he will come to their aid if they are within 
  his reach: this lets the company call upon the Eagles once 
  during the adventure while within fifty miles of the Eyrie.
  Healing Gaerthor
  If he agrees to let a companion attend Gaerthor, the 
  adventurer faces a difficult challenge – removing the 
  Orc-arrow requires a Wisdom (medicine) roll (DC 20). 
  Succeeding at this feat gains the favour of Gaerthor: if 
  called, the Great Eagle will come to the aid of the company 
  once during the adventure (as for the “6 or more” entry 
  above, but limited to Gaerthor only).
  deParture
  Once the company are ready to leave, Irimë bids farewell 
  to the Lord of the Eagles, and the adventurers embark 
  on a new flight. The journey down the mountain is 
  more pleasant than the flight up, assuming one equates 
  ‘pleasant’ with ‘being able to see instead of flying blindly 
  in the dark’. The company can see all of Wilderland laid 
  out beneath them, like an astoundingly detailed map. In 
  the distance, there is the shadow of Mirkwood, then there 
  is the silver ribbon of the Anduin, its green vales, and then 
  the towering wall of the Misty Mountains.
  The Eagles drop the company off either on the road 
  leading to the High Pass (one day away), or else half-way 
  along, close to the spot where Irimë is to meet the riders 
  from Rivendell (the Mountain ruins, see Part Five below), 
  depending on the outcome of the encounter.
  – Part fIve – 
  the ruIns
  Sooner or later, the company arrives at the ruins of an 
  old town. If the companions played through Of Leaves 
  & Stewed Hobbit, they recognise the tumbled stones as 
  Elendil’s Camp — the place where they fought the Night-
  Wight. Irimë also remembers this place, but hers is a 
  different memory.
  “I have been here before. This was Haycombe, the trader’s 
  town leading to the Cirith Forn en Andrath. It was built 
  by Middle-Men with golden hair who traded over the 
  Mountains. They were a kind folk. They held a market 
  here, and my kin from Lindon would come sometimes, 
  and we would dance in the snow. The Men would laugh 
  to see us run.”
  “They are gone, now. Some went South, with a brave 
  chieftain called Eorl. Others stayed, until the shadow in 
  the forest reached out and destroyed them. Treachery 
  brought the enemy into the town, his horrors took the 
  people here as slaves, and then there was no more laughter 
  in the pass.” 
  Irimë explains that this is where she is to meet the 
  emissaries from Rivendell. She suggests that the company 
  make camp here and rest. If the companions are worried 
  about Night-Wights, then they can instead camp in a 
  less comfortable but more defensible position in the 
  surrounding hillside. 
  twILIght
  Again, the evening draws in. Irimë does not sleep; instead, 
  she wanders the hillside, following the unseen path of 
  streets that were buried centuries ago. She steps lightly 
  over snowfalls, remembering her vanished kin, and the 
  lights of the market. As the stars come out overhead, she 
  raises her voice in a song to Elbereth Starkindler.
  those who tarry no Longer
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  68
  •	
  Neither she nor the company are aware of the coming 
  danger. No mortal Look-out could give warning of 
  what approaches them. Its Orcs having failed, the 
  Gibbet King has left its refuge near the Gladden Fields 
  and comes to attack Irimë directly. This is not a foe 
  that can be fought with swords; it is a wraith-creature, 
  a spiteful spirit, a thing of shadow. 
  If the company have a Look-out, then the first sign of the 
  spirit is a feeling of unnatural coldness. This is not the chill 
  of the mountain air, but the clammy cold of sickness. A 
  shadow slithers through the night. Off in the distance, the 
  Look-out sees Irimë glimmering softly, as if surrounded 
  by a moonlit radiance – and then the shadow is upon her, 
  suffocating her light. Irimë casts a single desperate glance 
  back towards the sleeping adventurers... and then utter 
  darkness falls upon the whole company. 
  IrIMë’s dreaM
  The next part of this adventure takes place in a dream of 
  sorts. On one level, Irimë is struggling with the Gibbet King 
  as it tries to consume her spirit. She is not strong enough 
  to resist alone, so she is drawing on the companions to aid 
  her. The companions experience this spiritual struggle as 
  a dream-like state as they are all drawn into the wraith-
  world. (A close comparison for what is happening to them 
  would be the Hobbits’ experiences in the Barrow-Downs, 
  where Merry dreamt of being a Man of the North who 
  perished in battle with the forces of Angmar). 
  Set between Worlds
  In the physical world, the companions are all asleep (also 
  the adventurers who were on look-out or still awake for 
  any reason). In the wraith-world, Irimë battles the spirit. 
  Being mortals(1), the companions cannot perceive the 
  wraith-world directly, and so they dream. 
  Time flows differently in dreams. Events may seem to 
  take weeks or months, but only a few minutes pass in 
  the waking world. Expenditures of Inspiration within the 
  dream are real, as are Shadow point gains, but hit point 
  damage vanishes when a companion awakens. Similarly, 
  any Exhaustion accrued in the dream disappears when the 
  hero wakes up. Any companion who is killed in the dream 
  does not immediately awaken, but is instead trapped in 
  a terrifying darkness for some time and then awakens, 
  having gained two levels of Exhaustion and 1d6 Shadow 
  points (see also the Slain Companions sidebar on page 71). 
  Telling other people in the dream that they are dreaming is 
  futile, as is trying to wake up or to control the dream. 
  From time to time over the course of this dream, the 
  Loremaster should describe how the companions 
  sometimes glimpse the waking world. They stir in their 
  sleep, and see Irimë wrestling with the spirit in the 
  darkness, but then plunge back into the dream.
  the dreaM begIns
  The companions awaken, exactly where they fell asleep, 
  in the same positions on the mountainside. All their 
  equipment and weapons are at hand. The mountainside, 
  though, has changed. Where once there was an old and 
  ill-maintained track, there is now a well-travelled road. 
  Where once there were ruined walls and fallen stones, 
  there is a town called Haycombe. While it is but a small 
  town compared to the great cities of the South, it is a far 
  larger settlement than any that exist in Wilderland today, 
  save perhaps Esgaroth or Dale. It is protected by high 
  walls of timber. 
  The company can hear the sound of laughter and the 
  bustle of a market from inside the town, and it is clear that 
  many travellers have gathered here. Entering the town, 
  the companions are greeted by a crowd of tow-headed 
  children, who swirl around them and start pestering them 
  with questions: who are they? Where did they come from? 
  Exploring the town, the dreaming companions realise that 
  every sight and sound feels familiar to them, as though 
  they belong to this place and time. Should they address 
  any villager they discover that they not only perfectly 
  comprehend their language, but they speak it fluently too. 
  They are greeted warmly by the locals, who appear to 
  be of the same stock as the Woodmen, although most 
  seem to travel on horseback or else delight in feats of 
  (1) Elves of Mirkwood are not mortals, but are of lesser ‘spiritual stature’ compared to a Noldo like Galadriel, Irimë or Glorfindel. Any Elf companions, 
  Dunedain with the See the Unseen Virtue, or scholars with the secrets of Ancient Lore or Dark Knowledge, may be able to recognise the dream for 
  what it is, but cannot escape it.
  
  69
  horsemanship; they are clearly horse-tamers and riders, 
  and even refer to themselves as the Éothéod, the horse 
  people. In the centre of town is a large square, where the 
  market is held. The square is crowded with merchants, 
  traders and travellers from across the North. 
  the aLehouse
  A building stands out from other houses for the signboard 
  swinging over its door, showing a scrawny goat falling 
  down a cliff. The Falling Goat is a alehouse and inn, and 
  offers the companions a good place to rest and consider 
  what is happening. 
  The place is not especially crowded when the companions 
  arrive, as most people are at the market in the main 
  square. There are four people in the alehouse who are of 
  especial importance in the dream.
  Aldor: The place has been run by Aldor since he started 
  brewing ale for his neighbours many years before; today 
  he is an old greybeard who has lived in the town all his 
  life. He greets the companions as he hurries around the 
  crowded alehouse. Aldor is a storehouse of tales, rumours 
  and stories about Wilderland, both truthful and ‘enriched’ 
  by his vivid imagination. He is an old man, the count of 
  his years writ in wrinkles on his face.
  “Welcome, welcome good folk. Here for the market, no 
  doubt. Sit, have a drink, and rest here a while. Have you 
  come from the south? Any word of the Master’s return? 
  I’ve heard tell he’s on the road, but news is hard to come 
  by of late.”
  Playing Aldor: Everything reminds you of something from 
  your youth, or a story someone told you. Stroke your 
  beard. Groan a little when you move; you’re old.
  Geb: Also in the alehouse is a wandering minstrel and 
  trickster called Geb, a Woodman. He is a rogue and a 
  charmer, and is drawn to any comely women among the 
  company; failing that, he identifies the richest-looking 
  companion and starts trying to wheedle money out of them.
  “Noble travellers, you look like the sort who’d have a 
  coin or two to spare. It’s good luck to pay a minstrel, you 
  know. Give me a coin and I’ll sing you a song of Scatha the 
  Worm, and brave Fram the Dragonslayer!”
  Playing Geb: Never say what you actually feel; cloak 
  everything in glib words. Let others take the risks; save 
  your own skin if you have the chance. Smile and tell jokes; 
  even when you are in grave danger, you can use morbid 
  humour.
  Haleth: One of the older children from the crowd outside 
  keeps following the company wherever they go. This child 
  of eleven years is named Haleth, and he dreams of being a 
  warrior. He attaches himself to the most heroic-looking of 
  the player characters.
  “Have you a squire, sir? I could be your squire. I’d polish 
  your armour and keep your sword sharp. My father is 
  the captain of the Master’s guards, and he’s gone away 
  South, but when he comes back I’m sure he’ll tell you how 
  brave I am.”
  Playing Haleth: Don’t be an annoying kid. Hero-worship 
  the companions, but don’t play him as a fool. Bergil son of 
  Beregond (see The Lord of the Rings, V:I) is a good model 
  to follow. Keep your eyes as wide as possible. 
  Rodwen: If the company seek out Elves (perhaps in 
  the hope of finding a past version of Irimë), then they 
  encounter Rodwen, an Elf from Mirkwood. She travelled 
  west from the forest to visit the market as an emissary of 
  King Thranduil. Unusually for her kind, she enjoys the 
  company of mortals, and finds them entertaining. 
  “The shadow never truly departed our forest, and I do not 
  know if the present trouble is but a passing darkness, or if 
  some power has once again inhabited Dol Guldur.”
  Playing Rodwen: Be fascinated by anything that mortals 
  do. Take a detached perspective on events. Pause before 
  speaking.
  The Inn 
  The Falling Goat was originally Aldor’s family house. It 
  has a large common-room on the ground floor, with a 
  half-dozen tables, benches and a blazing log-fire. Next 
  to the common-room is a kitchen; off to the side are two 
  private parlours. Upstairs, there are small sleeping rooms 
  for guests.
  those who tarry no Longer
  
  wILderLand adventures
  70
  ruMours In the Inn 
  Asking around gets the company some sense of where – 
  and when – they are:
  •	
  The lord of this people is named Heáfod; Woodmen 
  and Beornings or Scholars with proficiency in Lore 
  recognise this as a name out of Mannish legend, 
  belonging to a time when a powerful Northman nation 
  ruled the northernmost vales of the Great River.
  •	
  Many travellers have brought word of a new darkness 
  in the great wood to the east. For many years, there 
  had been a respite, and it was hoped that the shadow 
  had departed Mirkwood. Recently, the tales claim, 
  there has been smoke and foulness issuing from the 
  Hill of Sorcery in Southern Mirkwood. 
  •	
  Some months ago, the Alderman of Haycombe, one 
  of Heáfod’s most trusted followers, went on a journey 
  south to survey the Hill of Sorcery, and to see for himself 
  if there is any truth to these tales of a new shadow. 
  •	
  Despite these rumours, the mood in the town is merry. 
  While little trade comes over the mountains these 
  years, the town still attracts merchants from the South. 
  From these stories, and from the manner of the people, 
  the company can work out that they are witnessing events 
  that transpired some five hundred years ago. It is a good 
  idea to have one of the companions stir in their sleep at 
  this point, see Irimë and the spirit, and realise that not all 
  is as it seems. 
  return of the aLderMan
  Once the companions have had a chance to gather some 
  information, and have met some of the other characters 
  in the inn, they hear the sound of a commotion outside. 
  From the shouts and excited conversation, they hear 
  that the Alderman of Haycombe has returned from his 
  journey south! The crowd outside is too thick to easily 
  push through, so Haleth suggests the company watch the 
  procession from the upper level of the inn, which overlooks 
  the main square.
  If the company do not already know, Haleth tells them 
  that the Alderman of the town went away south some 
  weeks ago, and is now returning. If the company shove 
  through the crowd, or if they watch with Haleth from 
  upstairs, they see the Alderman’s caravan approach. 
  At the head of the procession is the Alderman’s golden 
  wagon, accompanied by the guards he took South with 
  him. He is followed then by a large number of men in 
  strange red armour.
  •	
  As the procession grows closer, call for DC 10 
  Wisdom (Insight) checks from the company. Those 
  who succeed have a growing sense of danger, as if 
  disaster is about to strike. A great or extraordinary 
  success lets a companion catch a weak breath of 
  foul air coming from the caravan, the smell of things 
  long-dead, along with the realisation that all the 
  Alderman’s guards have pallid skin, blank white eyes, 
  and shamble rather than march.
  The procession stops in the middle of the market square. 
  The crowd draws in close to hear the Alderman of the town. 
  The Alderman – a tall man, wearing an exceptionally fine 
  torc of gold and well-made armour – stands and raises 
  his hands. “People of Haycombe! People of the North!” he 
  announces. “Your true lord has returned!”
  And then the killing begins.
  Fate of the Alderman 
  The Alderman of Haycombe was a victim of the Necromancer, who reclaimed Dol Guldur around the year 2460. 
  When he travelled south with his retinue he was captured by the Necromancer and driven insane. His guards were 
  tormented and murdered, and then raised again as undead warriors. Then, the Alderman was sent back with a 
  contingent of Men from the East to destroy his town. The Necromancer had a deeper plan than mere malice – the 
  destruction of the town would leave the High Pass unguarded and unprotected. With one hand, he removed Haycombe; 
  with the other, he summoned Orcs out of Mound Gundabad to block the pass, and thus divide the North.
  1
  1
  
  71
  sIege of the Inn 
  The men in red armour are Easterling warriors. They 
  are the first to strike: they attack with shocking speed, 
  targeting any warriors within reach of their weapons. 
  The guards of the Alderman are revealed for what they 
  are: walking corpses, animated by dread sorcery. They 
  attack the crowd, spreading panic like wildfire. Over the 
  carnage, the companions can hear the insane laughter of 
  the Alderman of the town. 
  Undead warriors stumble towards the inn; now is the 
  time for swords! The companions are probably inside the 
  alehouse, with Aldor, Geb, Haleth and others they might 
  have met so far. Refer to the Inn Map on the back end 
  papers.
  •	
  Barricading the Inn: Companions who think to 
  fortify the inn by blocking windows and locking 
  doors gain Advantage as long as they hold the inn; 
  the building’s walls are strong and this is a good 
  place to hold out.
  •	
  Battling the Undead & Easterlings: There is a 
  host of foes, too many to overcome. The first wave 
  of attackers consists of undead warriors that lumber 
  clumsily towards the company. The undead are 
  ungainly, but are possessed of fearsome strength. 
  Worse, wounding them is not always enough – they 
  keep coming even after taking blows that would kill a 
  mortal man.
  If the company kill the undead (there are two undead 
  warriors per companion), then the Easterlings join the 
  fray. These savage men fight with great axes, and speak in a 
  foreign tongue that sounds like a harsh bark to Northmen 
  ears. If the company defeat some of the Easterlings, the 
  others fall back and set the inn’s roof alight. The company 
  are then forced to choose between surrender and burning 
  to death – no victory is possible here — the town is doomed. 
  But who knows what opportunities will come later... 
  If a companion is reduced to 0 hit points in this struggle, 
  he momentarily wakes up and sees Irimë struggling with 
  the spirit on the mountainside. Keep dropping references 
  to the waking world into the dream when possible, to 
  remind the players of their true situation.
  Slain Companions
  If a companion dies here, or later in Dol Guldur, the 
  Loremaster has several options to keep the player in the 
  game. The player could temporarily take on another 
  character, like Geb, Rodwen, Aldor or Haleth. There 
  is no need for game statistics for these temporary 
  characters. The character could awaken in the present 
  day, and find his companions locked in a trance while 
  Irimë battles the spirit. Optionally, you could present 
  challenges for that companion, like keeping the 
  entranced companions alive and warm when it begins 
  to snow, or having goblins creep out of the hills and 
  menace the helpless dreamers.
  undead warrIors
  Once young and valorous men, the guards of the 
  Alderman have been stripped of their lives and will by the 
  Necromancer’s dark arts. Their shrivelled bodies are all 
  that is left of them.
  undead warrIors
  Medium undead
  STR 
  13 (+1)
  DEX 
  8 (-1)
  CON 
  12 (+1)
  INT 
  3 (-4)
  WIS 
  7 (-1)
  CHA 
  3 (-4)
  Armour Class 9
  Hit Points 27 (5d8+5)
  Speed 20 ft
  Damage Immunities poison
  Condition Immunities Charmed, Exhaustion, Poisoned
  Senses passive Perception 9
  Languages None
  Challenge ½ (100 XP)
  Fell Spirit (Recharge 5-6). When the Undead Warrior 
  would be reduced to 0 hit points, it may use its reaction to 
  add 7 (2d6) temporary hit points.
  Actions
  Bony Claws. Melee Weapon Attack: +3 to hit, reach 5 ft, 
  one target. Hit: 8 (2d6+1) slashing damage.
  those who tarry no Longer
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  wILderLand adventures
  72
  easterLIngs
  These men are mercenaries from the plains to the distant 
  East, drawn to Dol Guldur with promises of bloodshed 
  and fortune. 
  easterLIng warrIors
  Medium human
  STR 
  14 (+2)
  DEX 
  13 (+1)
  CON 
  12 (+1)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 
  8 (-1)
  Armour Class 14 (corslet of mail)
  Hit Points 22 (4d8+4)
  Speed 30 ft
  Skills Perception +3, Survival +3
  Senses passive Perception 13
  Languages Westron, Easterling
  Challenge ½ (100 XP)
  Actions
  Great Axe: Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 8 (1d12+2) slashing damage.
  the Journey south
  The dreaming companions are sharing the fate that befell 
  the villagers of Haycombe almost five centuries ago: they 
  are made prisoners by the Easterlings, and they find 
  themselves chained together with the others – Aldor, Geb, 
  Haleth and the Elf Rodwen – and forced to march south 
  for many long days. 
  Along the hard march, those slaves who cannot keep up are 
  whipped; those who fall are left to die when where they lie. 
  More than a thousand prisoners were taken in the sack of 
  Haycombe, but less than five hundred survived the grim 
  march south. The Easterlings drive the slaves quickly, and 
  use long horse-leather whips when necessary, but they are 
  not needlessly cruel. They do not torture their prisoners, 
  nor make sport of them.
  The days pass swiftly in the dream, like one moment of 
  horror drawn out endlessly. Before the company know it, 
  they have passed the Gladden Fields and are being driven 
  south towards Dol Guldur. As the slave caravan passes the 
  Narrows of the Forest, though, the Easterlings are met by 
  a column of Orcs. The Easterlings leave the slaves in the 
  tender care of the Orcs; the Men march east into the forest, 
  while the Orcs whip the slaves south.
  By the time Dol Guldur, the Hill of Sorcery, is in sight, all 
  the companions will have multiple levels of Exhaustion, 
  and the other prisoners are equally weary. Aldor, in 
  particular, suffers from a terrible fever and wracking 
  cough. The prisoners are driven into a dark tunnel that 
  runs under the forest into the dungeons beneath the hill. 
  They vanish into darkness. 
  a gLIMPse of IrIMë
  An Elf, or else the companion with the highest Wisdom, 
  wakes for a moment and sees Irimë contending with the 
  spirit. Irimë has the strength to whisper a warning to the 
  character. “A spirit of despair – it has entrapped us all in 
  sorcery! It will consume us if we cannot defeat it!”
  – Part sIx – 
  darK dreaMs
  The company are thrown into a lightless, noisome pit, their 
  weapons and gear taken from them, together with Aldor, 
  Geb, Haleth and Rodwen. They must be deep beneath Dol 
  Guldur, the dreaded fortress of the Necromancer. The cell 
  is cold and partially flooded with foul water that stings 
  the skin. There is a single door, locked from the far side, 
  and opened only when the Orc-guards throw in a few 
  lumps of mouldy bread or bowls of some grey gruel. In 
  the distance, the companions can hear screams and the 
  sounds of lamentation.
  At times, from far below, the companions hear noises, 
  as of some tremendous machinery. At other times, they 
  feel unreasoning, unrelenting terror, a feeling of fear so 
  overwhelming that they can do nothing but cower. The 
  air is tainted, choked with smoke, or with caustic fumes. 
  The companions now face foes that cannot be fought with 
  force of arms, but are none the less deadly: sickness, fear 
  and suffering.
  •	
  Call for Corruption tests now and after each of the 
  following scenes. The DC for these Wisdom saving 
  throws starts at DC 8. If the companions are unable 
  to keep their spirits up, then the DC for the Corruption 
  tests rises by 2 with each test. Ask the players how 
  
  73
  their characters endure this endless darkness, and 
  how they intend to stave off despair and madness. 
  This is a time for skills like Performance, as well 
  as the invocation of suitable backgrounds and good 
  roleplaying. The players should also include the other 
  four prisoners – if the other prisoners succumb to 
  despair, then it gets even harder to avoid Corruption.
  For example, a company of adventurers are trapped 
  in the dream. The players decide that, as nothing 
  here is real, they will just wait until they wake up. As 
  they are doing nothing to keep their spirits up, the DC 
  for the next corruption test rises to DC 10. Next, the 
  Loremaster describes how Aldor is dying of a fever. The 
  company manage to keep Aldor alive by getting the old 
  man to remember happier days in lost Haycombe. The 
  Loremaster decides that this counts as keeping their 
  spirits up, so the third Corruption check stays at DC 10. 
  Escape?
  Escaping the dungeons of the Necromancer is 
  impossible in the dream: all the prisoners from 
  Haycombe found their fate in Dol Guldur. The 
  companions can try if they wish, and the first attempt 
  counts towards keeping their spirits up. However, 
  there is no way to succeed – even if they were to 
  somehow overpower the Orc-guards, there are far 
  worse things in these dungeons. 
  aLdor’s sIcKness
  Old Aldor fell sick on the journey south, and barely made 
  it to Dol Guldur alive. The old man is dying of a fever. If the 
  company point his illness out to the guards, then the Orcs 
  march into the cell and pour a vile brown-orange liquid 
  down his throat that makes him convulse and vomit, but 
  does not break the fever.
  The only way to save Aldor is with Wisdom (Medicine) 
  checks. A prolonged series of rolls are needed to keep him 
  alive. The DC for these tests is the same as the DC for the 
  Corruption checks. Remind the healer that he must spend 
  hours every day nursing a dying man. Aldor is going to 
  perish anyway – why waste time on him?
  geb’s betrayaL
  The door to the cell opens, and a Woodman walks in 
  bearing a tray of food. This is good food, not the gruel and 
  Orc-bread the company has eaten for many weeks – meat 
  and roasted vegetables and good ale. The Woodman is a 
  tall and handsome young man who introduces himself as 
  Annatar, and offers food to the company.
  “There’s no need for you to suffer down here. The Master 
  of this place has many Men in his service – aye, and 
  Dwarves too, and other folk. Kneel to him, accept him as 
  your lord, and you shall be given a place of honour in his 
  service. Think on this offer, friends – it is better to live than 
  to die, is it not?”
  Annatar leaves the food for the company, then departs, 
  saying:
  “I shall return tomorrow – give me your answers then.” 
  Let the company debate the wisdom of serving the 
  Necromancer. Of the other prisoners, Aldor is too weak to 
  serve, Haleth refuses, and the Necromancer would never 
  permit an Elf – even a Wood-elf – to live. However, the 
  minstrel Geb is tempted by the offer.
  “I don’t want to die here in the dark, simple as that. What 
  difference does it make who I kneel to, or what oaths I 
  swear. Can you eat honour? Will valour keep you warm in 
  this dungeon?”
  The company can try to argue him out of serving, or suggest 
  that he put his talent for deception to good use and pretend 
  to serve the Necromancer. Again, the DC for any tests is 
  equal to the DC for the ongoing Corruption checks.
  Those Who Kneel
  If a player character agrees to serve the Necromancer, 
  that character gains 5 Shadow points immediately. 
  The companion is taken from the dungeon cell – and 
  remembers nothing more until the dream ends, except a 
  dim memory of horrors and the feeling of being watched.
  Geb the Servant
  If Geb chooses to serve the Necromancer honestly, then 
  the next time the companions see him in the dream, he is 
  dressed in fine armour and is in the company of a band 
  those who tarry no Longer
  1/2
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  wILderLand adventures
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  of other cruel guards. He never acknowledges his former 
  cell-mates, and the light has gone from his eyes.
  Geb the Trickster
  If Geb chooses to serve the Necromancer, but is secretly 
  planning to help the characters, then he can help them 
  with a single task, like smuggling in medicine for Aldor. 
  However, he is caught and executed shortly afterwards. 
  haLeth’s death
  Orcs burst into the cell and point at the companion with 
  the highest Strength. 
  “The lads want some sport. You’re coming with us, slave!”
  The companion is dragged out of the cell and a sack is 
  pulled over his head. The Orcs pull him through endless 
  corridors and forge-hot chambers until he is thrown down 
  onto a sandy floor. The bag is removed, and the companion 
  finds himself on lying in the middle of an arena. A crowd 
  of Orcs jeers at him from a ring of stone benches around 
  the arena. On the far side of the ring is a portcullis. There 
  is something behind it, something that snorts like a bull 
  and moves like a lumbering mountain – a Hill-troll!
  One of the Orcs throws down a sword or other weapon 
  to the companion. The portcullis cranks open, and the 
  Troll emerges blinking into the firelight. When it scents the 
  companion, it roars a challenge and slams its mighty fists 
  into the ground.
  The chances of a lone, unarmoured warrior defeating 
  a Hill-troll in single combat are remote, but let the 
  companion try nonetheless. If the companion is knocked 
  out in the fight, he is thrown back into the cell; if he dies 
  here, he awakens from the dream. On the incredible 
  chance that the companion beats the Hill-troll, then the 
  Orcs return the prisoner to the cell – skip right onto The 
  Spirit. In this case, Haleth was slain by the orcs while the 
  hero fought the troll.
  After the fight, the Orcs return to the cell (possibly 
  dragging the unconscious companion with them), and 
  announce that it was so much fun, they are going to 
  do it again tomorrow. One of the Orcs jabs a finger at 
  the young boy, Haleth. “You’re next, boy! We’ll be back 
  tomorrow night!”
  Saving Haleth
  The young man wanted to be a warrior, but he has never 
  held a sword. The companions could spend the next few 
  hours trying to prepare Haleth for what awaits him in the 
  arena and teaching him the basics of combat. Alternatively, 
  one of the other companions could volunteer to stand in 
  for Haleth, if they can find a way of convincing the Orcs 
  that the replacement offers more amusement than the 
  sight of a boy being torn to pieces by a Troll. 
  •	
  If the companions choose to train Haleth, the teacher 
  should roll either an Intelligence or Strength saving 
  throw against the same DC as the ongoing Corruption 
  tests. If successful, then the boy acquits himself well, 
  and wounds the Troll in battle. Haleth dies, but he 
  dies fighting bravely. If the saving throw succeeds by 
  10 or more, he slays the Troll but is returned to the 
  cell broken and dying. The Orcs return after the battle 
  regardless of the outcome and throw the boy’s body 
  into the cell. 
  awaKenIng
  By this time, any companions who have awoken see the 
  first rosy fingers of dawn to the East. Irimë stands as she 
  has stood all night long, locked in magical conflict with 
  the spirit, but the frozen features of her face are flushed 
  pink by the first light of the rising sun. The final phase of 
  the struggle is at hand.
  the sPIrIt
  Back in the dream, the cell is suddenly filled with an eerie 
  presence. An unearthly greenish light fills the chamber, 
  and the companions see a thing of shadow looming over 
  them. The spirit is vaguely man-shaped, like a shadow 
  cast on a wall, but its outline shifts and warps as it moves. 
  The spirit lashes out with fingers of darkness and seizes 
  the Elf Rodwen. It holds her up by the throat, and shakes 
  her. Her features change – one moment, she is Rodwen, 
  the next, Irimë.
  The spirit speaks through the dead body of Haleth. The 
  boy’s broken, bloodied lips and smashed jaw move, and a 
  sepulchral voice echoes from his dead mouth, addressing 
  the adventurers.
  “Do you know what the Noldor-witch has done? She dared 
  not face me alone, so she dragged you into this dream to 
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  75
  defend her. This has ever been the way of the High Elves – 
  to use others as their pawns! They despise the race of Men, 
  fearing your growing strength. They hate the Dwarves, 
  and are jealous of your craft. Even their own kin they do 
  not trust. I am more merciful than she. Leave her to her 
  fate. Deny her, here and now, and you may awaken.”
  Any companions who deny Irimë instantly awaken from 
  the dream, but gain 3 Shadow points. 
  the fInaL chaLLenge
  Those who do not deny Irimë remain in the dream. “Share 
  her fate then!” hisses the spirit through Haleth’s corpse. 
  Utter darkness crashes down upon them: “Despair!” 
  commands the spirit.
  The following test is rolled to determine whether 
  Irimë prevails over the Gibbet King or is conquered by 
  desperation. The difficulty of the roll depends on how well 
  the companions have managed to endure the torments of 
  the dream; the starting DC for the test is the same as the 
  Corruption test DC, and is modified as follows: 
  •	
  Add +2 to the DC if Aldor is dead. 
  •	
  Add +2 to the DC if Geb betrayed the company.
  •	
  Add +2 to the DC if Haleth did not die bravely. 
  This is a group check; at least half the companions must 
  pass a Wisdom saving throw for Irimë to succeed.
  If Irimë fails
  The companions find themselves back in the waking 
  world. A cloud passes in front of the rising sun, casting 
  a shadow over the Mountains. Irimë collapses to the 
  ground, unconscious. Her skin becomes pale and wan, 
  and her eyes are blank and lifeless. All her power is gone. 
  The spirit was victorious. It flees the High Pass before the 
  sons of Elrond arrive, carrying its prize back south to its 
  hidden fortress.
  If Irimë succeeds
  The companions find themselves back in the waking 
  world. They see Irimë standing before the rising sun. A 
  shadowy horror hangs in the air, lashing her with fingers 
  of darkness, but she is unafraid. She lifts her hand, and 
  it is as though the dawn shines through her fingers. The 
  spirit wails and vanishes as the morning breaks over 
  Wilderland. 
  – Part seven – 
  dawn In the west
  At the breaking of dawn, a company of travellers 
  approaches from the west, led by two Elf-Lords who are 
  alike in appearance and garb, dark-haired, grey-eyed, 
  their faces elven-fair, clad in bright mail beneath cloaks 
  of silver-grey. These are Elladan and Elrohir, the sons of 
  Elrond. 
  those who tarry no Longer
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  wILderLand adventures
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  IrIMë faILed
  If the spirit defeated Irimë, then Elladan races to her side. 
  He presses the cold steel of his vambrace to her lips, to see 
  if she still draws breath.
  “What has happened here?” he asks. “She still lives, but all 
  her strength is gone from her.”
  When the company explain the events of the dream, he 
  nods in understanding.
  “An evil spirit assailed her, and she was unable to defeat it. 
  Her body is here, but her mind wanders a dark labyrinth 
  and may never return. We shall take her to my father’s 
  house, where she may find healing.”
  The two brothers place Irimë’s unconscious form on a 
  horse, and turn back for Rivendell. One of the other Elves 
  stays to bid farewell to the company, and to offer them 
  help and healing if they need it. 
  IrIMë succeeded
  Elladan and Elrohir rush up to Irimë’s side. They explain 
  that they sensed a dark presence, and came as quickly as 
  they could. Irimë assures them she is safe.
  “A spirit attacked us in the night. Some ghost out of Dol 
  Guldur, perhaps. It tried to destroy us...” She smiles at the 
  companions for the first time. “But it seems there is still 
  strength and fire in the hearts of the Free Peoples. These 
  companions aided me in my struggle, preserving hope 
  when all hope seemed lost. I spoke truly when I said our 
  meeting was ordained by the stars.”
  She tells the company that she will continue on to 
  Rivendell, and urges them to bring word to the wizard 
  Radagast of their experiences. 
  “The spirit was driven off, not destroyed. I did not think 
  such evil things were abroad in this age of the world, but I 
  was wrong. Darkness is coming, I fear, and I have not the 
  strength to fight again. I go into the West, but I leave you 
  with my blessing, for what it is worth.”
  The Lady bestows her blessing upon all the companions 
  who impressed her during their first meeting (see page 
  62) and upon those who distinguished themselves in the 
  wraith-world: from now on they will be recognised as Elf-
  friends (see page 102 of the Player’s Guide) and gain a 
  new ability. 
  Blessed by the First-born
  ...I see you are an Elf-friend; the light in your eyes and the 
  ring in your voice tells it.
  Once per adventuring phase, you may invoke the name 
  of Elbereth and gain Inspiration. You may only do this at 
  night when you can see the stars coming out, or when you 
  are in a dark place and in need of hope.
  the Journey hoMe
  The path down the mountainside is eerily familiar – 
  the company travelled this way before, when they were 
  chained prisoners in the dream. When they pass the 
  ruins of the market town, they remember the buildings as 
  they once were, and can almost hear the laughter of the 
  children in the streets. 
  Whether it was defeated or victorious, there is no sign of 
  the spirit or its Orc servants. They have fled away south – 
  and finding them is another tale. For now, the company’s 
  path lies east, to Rhosgobel or some other destination. The 
  Road leads ever on...
  feLLowshIP Phase
  Although it is many leagues away, the company may travel 
  to the halls of the Elvenking and claim a more mundane 
  reward there. Galion promised that Thranduil would 
  recompense the adventurers for their efforts in protecting 
  Irimë. 
  •	
  If Irimë survived the journey, then Thranduil gives 
  them a pouch of white gemstones (worth 200 sp) 
  as a reward, and they may stay in his halls during 
  the Fellowship Phase. If Irimë perished, then they 
  get a paltry reward, and the Elvenking’s hall is not a 
  welcoming place for them. 
  If allowed to remain, the company can use Open 
  Sanctuary at Thranduil’s Halls, or try to gain Thranduil 
  as a patron. This is also an excellent place to Heal 
  Corruption.
  3
  
  77
  - a darKness - 
  in the Marshes 
  For heroes of level 4 or 5
  •	
  When: The company may undertake this quest at 
  any time in any year from 2946 onwards. However, 
  it works best as a sequel to Those Who Tarry No 
  Longer. 
  •	
  Where: The adventure begins at Rhosgobel. The 
  wizard Radagast has learned of a strange threat in 
  the west; he sends the companions to Mountain 
  Hall, hoping that the Woodmen know more. From 
  there, the company travels into the marshes of the 
  Gladden Fields. 
  •	
  What: News has come to Radagast of a growing 
  danger somewhere west of the Great River. The Orcs 
  who attacked the Lady Irimë were in league with 
  this mysterious threat, as were the outlaws who 
  attacked the land of the Beornings in Kinstrife & 
  Grim Tidings. 
  •	
  Why: Radagast fears – correctly – that some evil 
  driven out of Dol Guldur has taken root across the 
  Great River. If this threat is allowed to fester, the 
  Shadow over Mirkwood could spread to encompass 
  all of Wilderland.
  •	
  Who: The wizard Ragadast is the primary patron for 
  this adventure; the company also meet the head of 
  the House of Mountain Hall, Hartfast son of Hartmut. 
  adventurIng Phase
  This adventure is divided into eight parts.
  Part one – wIzard’s counseL
  The company meet with Ragadast in his home at 
  Rhosgobel, where the wizard explains his concerns and 
  asks the companions to investigate.
  Part two – across the rIver
  The company travel from Rhosgobel to Mountain Hall. 
  Along the way, they spy traces of the enemy’s movements.
  Part three – the harrowed haLL
  The company arrive at Mountain Hall, and meet with 
  Hartfast, the chieftain. He has his own troubles with 
  Goblin attacks, and can spare little time for the company’s 
  questions. He does point the company towards the Gladden 
  Fields, saying that some of his hunters have spoken of 
  strange sights in that unpleasant land.
  Part four – the Passage of the Marshes
  The company travel through the noisome swampy terrain 
  of the Gladden Fields. After several days of arduous travel, 
  they find eerie ruins atop a stony hill.
  Part fIve – sLave & hunters 
  The company meet an escaped slave and battle the Orcs 
  who hunt him. He relates his tale, and reveals the location 
  of a secret route into the fort.
  Part sIx – by secret ways
  The company enter the fort by a secret passage and spy 
  on the enemy. They learn that the enemy’s plans involve a 
  powerful and ancient relic. 
  Part seven – fLy, you fooLs!
  The company are discovered and must fight their way out 
  of the fort. They are pursued across the Gladden Fields 
  and the vales of Anduin to Mountain Hall. The company 
  must stay ahead of the Orcs for as long as they can.
  ePILogue – the shadow of the future
  Returning to the fort, the company discover that the 
  enemy has withdrawn from its fastness. The company 
  must have discovered the enemy before he was ready to 
  reveal himself...
  Following On...
  If your company played through Those Who Tarry 
  No Longer, then they are the ones to bring the news 
  to Radagast. Otherwise, Ragadast learns of the 
  potential threat through his own spies, and summons 
  the companions to help him.
  a darKness In the Marshes
  
  wILderLand adventures
  78
  – Part  one – 
  wIzard’s counseL
  The adventure begins at Rhosgobel, the small village of 
  the Woodmen that has grown up around the house of 
  Radagast on the edge of the wood. The wizard’s cottage 
  lies a short distance away through the trees, but it can 
  only be reached when the wizard wants visitors. For some 
  days, the company has rested here in the great long hall 
  of the Woodmen, waiting for the wizard’s summons. The 
  Woodmen are slightly concerned – Radagast has admitted 
  no visitors in several weeks, and while long periods of 
  isolation are not uncommon for the wizard, it has been 
  some years since he was so secretive.
  The summons comes one evening, as the dusk draws in. A 
  bushy-tailed red squirrel leaps from tree to tree, then lands 
  on the roof of the hall and scurries along the supporting 
  pillars before it drops down in front of the company. 
  It bows in the manner of a courtier, and beckons the 
  company to follow it. The company notice it has a golden 
  chain around its neck. 
  Following the squirrel brings the company along a 
  path of crushed white stones that the companions tried 
  to follow previously and didn’t seem to lead anywhere. 
  The path winds its way through the woods, travelling 
  alongside the sharp-thorned brown hedge that protects 
  Rhosgobel from the wild woods beyond, and brings the 
  company to a small cottage in a little clearing. The lights 
  of the cottage are warm and welcoming as the night draws 
  in. A horse eats grass contentedly in the field beside the 
  house. The squirrel runs ahead of the company, climbs 
  up the wall, and rings a little bell by the door. The door 
  swings open of its own accord. “Come in, come in,” says 
  the voice of Radagast.
  the wIzard
  The cottage is crammed with all sorts of stuff - the gifts of 
  generations of grateful visitors and villagers, from painted 
  earthenware to travelling gear, to jars of herbs and spices. 
  There are cages containing sick or wounded animals, casks 
  of wine, moth-eaten blankets, framed woodcarvings piled 
  against one wall, a teetering pile of scrolls, a writing-desk 
  that overflows with parchment, letters and notes, and 
  any number of birds hopping in and out of the window or 
  roosting in the thatched roof. 
  Inside, Radagast sits in a comfortable-looking chair, 
  wearing a ratty brown robe. He looks exhausted and 
  weatherbeaten, but an energetic spark still animates his 
  dark eyes. A simple supper of bread, cheese, jams and 
  fruits is spread out on the table – there is enough for the 
  whole company. Radagast insists that the company eat 
  first, before he moves onto the reason he called them here. 
  There is no need for formal introductions, the Wizard 
  already knows them.
  Motivation
  Radagast seeks a band of worthy adventurers to run an 
  errand for him.  
  Expectations
  +1: Travellers bring tidings (+1 if the characters bring 
  news of the Dwimmerhorn or other word from afar)
  -1: Greed is a flaw in the hearts of men (-1 if the players 
  ask for too many rewards or boons)
  -2: “A habit of the old; they choose the wisest person 
  present to speak to”  (if the characters interrupt or 
  question Radagast’s wisdom)
  Interaction
  Radagast begins by explaining what he needs from the 
  company.
  “News – well, rumour and wild stories - has reached me 
  of late. There is talk of Orcs moving across Wilderland, 
  of evil things stirring up, of disquiet and sorrow and all 
  manner of unpleasant things. This news comes from all 
  quarters, but mostly from the west.” 
  5
  
  79
  “I was so concerned that I sent word south to the head 
  of my order, Saruman the White, who is wise beyond all 
  others. He said that the best thing to do would be to act 
  quickly and quietly, and with caution. My intent is to send 
  you in search of the root of these stories. Your mission is 
  to gather information and report back – learn all you can, 
  but do not reveal your presence to the enemy! I think the 
  best place to start is Mountain Hall, the main settlement 
  of the Woodsfolk west of the Great River. Hartfast is head 
  of the council of Elders there – he is a good man, very 
  sensible, and little happens in the vale of Anduin that does 
  not escape his notice. Ask him for news.”
  Likely questions from the company are listed below, 
  together with the wizard’s response. Each question gains 
  the company a +1 modifier to the Final Audience Check, 
  as long as they are respectful of Radagast’s answer.
  What are we looking for?
  “As you may know, some years ago, the Necromancer 
  was driven from Dol Guldur. He could be back – and if it 
  is him, then you must be very careful indeed. He is a foe 
  beyond any of you, and beyond me too for that matter.
  More likely, though, the withdrawal of the Necromancer 
  means that some evil thing, perhaps one of his servants, is 
  trying to fill the void he left. We forced the Necromancer to 
  leave, but there are any number of Orcs, spirits and mean-
  spirited men in the lands around Dol Guldur who would 
  obey a new overlord.”
  “So, you are looking for... well, I don’t know. Something 
  evil. With luck, it is just some bandit, with less luck, a new 
  Great Goblin. If I knew what it was, I wouldn’t be sending 
  you, would I?”
  What is our reward?
  “Reward? What, like gold and treasure and magic swords? 
  Don’t be absurd. You shall have the gratitude of all living 
  beings in Wilderland, and that is worth more than silver 
  or precious stones.“
  If it is the Necromancer, wouldn’t he come back to 
  Dol Guldur?
  “The Hill of Sorcery is watched by many eyes. No, he will not 
  return to that fortress until he is secure in his power. I think 
  whatever this enemy is, it has yet to build its full strength. 
  We must root out this weed of evil before it grows!”
  Why Mountain Hall? 
  “Most of the recent troubles that have plagued the land 
  happened west of the Great River. The hall is the only safe 
  haven in that area and east of the Mountains for many 
  leagues.”
  What help can you give us?
  “There are any number of things I might work on you, but 
  I’m not sure if they would help you or hinder you. Say I 
  put a spell of concealment upon you – that will help you 
  hide from Orcs and men and beasts, but it would make it 
  easier for... other things to sense you. If I put a spell or two 
  on you, then I am writing ‘these are friends of Radagast’ 
  across your faces in letters of sunlight that can be read by 
  anyone with the wit to read them. Still, I will leave it up to 
  you – if you’d prefer to risk a little magic, in the hopes that 
  whatever you find is just a dumb brute and not one of the 
  Necromancer’s horrors, then you shall have it.” 
  If the companions ask for a spell, then Radagast offers 
  them a choice of magical boons. Compare the margin of 
  success for the Final Audience Check with the entries given 
  below.
  Failure: Radagast has changed his mind, he won’t risk any 
  magic on the company: in his opinion these adventurers 
  should try not to catch the attention of anyone who might 
  take notice...
  0-2: Radagast promises he will work his magic: he will 
  give them one magical boon.
  3-5: As 0-2 above, but he may be convinced to give up to 
  two magical boons.
  6 or more: As above, but he may be convinced to give up 
  to three magical boons.
  Radagast’s Magical Boons
  The following list contains some examples of the type of 
  magic that Radagast may employ to assist the company 
  in their quest. While the number of boons depends 
  on how the encounter turned out, the precise choice 
  depends on the Loremaster, even if the adventurers might 
  have attempted to influence Radagast advancing specific 
  requests (for example, “Can you hide us from the eyes of 
  our enemies?”or “Can you help us to endure the journey?” ).
  a darKness In the Marshes
  
  wILderLand adventures
  80
  Beast Protection
  The wizard promises he will tell his animal friends to 
  assist the company. When the company leaves, every 
  animal will keep an eye on their progress until the end of 
  the adventure. 
  •	
  For the length of the adventure, all companions benefit 
  from Advantage on all Wisdom (Animal Handling 
  or Perception) checks.. 
  The bonus is granted as animals send warnings to the 
  companions whenever danger is near: birds sing wildly or 
  stop singing all of a sudden, a thrush starts flying about 
  the companions’ heads to catch their attention, a hart 
  jumps in the middle of their encampment turning its head 
  in the direction of the enemy, etc. 
  Spell of Concealment
  When the company leaves his presence, Radagast places a 
  spell of concealment upon them. 
  •	
  For the duration of the adventure, all companions 
  benefit from Advantage on all Dexterity (Stealth) rolls.
  Travel Blessing
  Radagast casts a spell on the company’s boots (or Hobbit 
  feet!). 
  •	
  For the length of the adventure, all companions have 
  Advantage on Wisdom (Survival) rolls.
  Storm Bag
  Radagast digs up a battered leather pouch with a waxed 
  black drawstring. The pouch is oddly warm to the touch.
  •	
  If the pouch is opened, it seems empty and the 
  warmth disperses, but within minutes a tremendous 
  thunderstorm appears. The storm brings dark clouds, 
  high winds and torrential rain (or snow, if opened in 
  winter or in the mountains). The bag only works once.
  Mirkwood Cordial
  Radagast gives the company a flask of a powerful 
  alcoholic beverage, enough for six sips of the thick liquid. 
  He accompanies the offer with a warning: “Beware, as this 
  liquor has been distilled from rare herbs I picked deep in 
  the forest of Mirkwood. Remember, one sip at a time.” 
  •	
  Sipping from the flask once a day restores 1d4 Hit Dice. 
  Drinking two sips or more in the same day restores 
  Hit Dice proportionally but induces a stupor making a 
  character Miserable for 24 hours for each sip after the 
  first (this means that the drinker may now fall prey of 
  a Bout of Madness, see page 183 of the Adventures in 
  Middle-earth Player’s Guide).
  LeavIng rhosgobeL
  Once Radagast tires of the conversation, he announces 
  that it is time for bed. The companions can sleep in the 
  spare rooms of his cottage – and although the cottage 
  looked like it could only contain one or two rooms from 
  the outside, the company find there are just enough 
  bedrooms for all of them. Radagast does not sleep that 
  night, as he has been away from home for several weeks 
  and needs to catch up on news from the animals who 
  watch Dol Guldur. The company see him walk away into 
  the forest and vanish. 
  The wizard does not return the next morning. The company 
  are woken by the dawn chorus of birds in the thatch, and 
  can break their fast on the leftovers before departing.
  – Part two – 
  across the rIver
  A Woodwoman named Banna greets the company on the 
  edge of the forest. She is tall and gangly, and while her 
  features could not be called pretty, there is a merry glint in 
  her eye. She says that Radagast asked her to accompany 
  the companions to the River, where they can take boats 
  upriver and then travel west to Mountain Hall. 
  Banna
  Banna is one of Radagast’s aides and messengers. She 
  is eternally optimistic and positive, and loves tramping 
  through the forest and the vales of Anduin more than 
  anything else. She is curious about other folk, but has no 
  desire to leave the lands she knows and loves – maybe one 
  day, when she has seen all the forest and walked every 
  valley from the Forest Gate to the Mountain Pass, but not 
  yet. While she is a good shot with a bow and can handle 
  a knife, she only fights in defence of her homeland. She 
  knows little about the outside world, but knows everything 
  about the lands of the Woodmen, down to the smallest 
  
  81
  piece of gossip or the best-hidden path through the woods 
  of the Western Eaves.
  Playing Banna: Be cheery and upbeat. Ask questions of 
  any companions who are not Woodmen or Beornings; 
  Banna has never seen a Dwarf or a Hobbit, or even a 
  house that was made out of anything other than wood. Tilt 
  your head as if listening to the wind every few minutes. 
  Address animals as ‘Master Rabbit, Mistress Cow, Lord 
  Bear’ and so on – treat them as people.
  Banna will not accompany the party west of the Anduin, 
  but can show up in future adventures as a guide or 
  messenger. 
  the Journey
  The first part of the journey will see the company travel 
  from the western eaves of Mirkwood to the Great River. 
  The second has the companions paddle against the 
  current along the River Anduin to a landing spot chosen 
  by Banna. The third leg brings the company from the 
  Great River to Woodland Hall.
  The Journey has a peril rating of 2.
  •	
  The sixty miles trip from Rhosgobel to the River Anduin 
  is done across open terrain in Border lands, taking no 
  more than three days and provokes 1 Journey Event 
  at DC 14. Refer to the Wilderland Adventures Journey 
  table starting on page 143.
  •	
  The journey upriver is long, some forty miles by boat, 
  taking between four and eight days depending on 
  the weather and how hard they row (see below). The 
  Anduin is especially fierce during the early spring and 
  summer, when meltwater from the mountains feeds 
  the streams, but late summer and early autumn are 
  more pleasant. The company will experience 1d3 
  Journey Events on this section, at DC 14. Refer to the 
  Wilderland Adventures Journey table on page 143.
  •	
  The journey from the Great River to Woodland Hall 
  is more than eighty miles across pathless areas and 
  hills in Border lands, taking six days.  This section 
  of the journey will also provoke 1 Journey Event at 
  DC 14. Refer to the Wilderland Adventures Journey 
  table starting on page 143.
  Planning the Route
  As usual, the companions will plan their route, under the 
  auspices of their chosen Guide. Banna knows most of the 
  way, though, so the company may choose to listen to her. 
  Listening to Banna’s directions lets the Guide roll 1d8+4 
  on their Embarkation roll.
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  Alternative Routes
  Banna’s suggested route is the easiest, but not the 
  only option. The company might choose to cross the 
  Great River by boat to the west of Rhosgobel, then 
  head north-west across the Nether Vales or even 
  through the Gladden Fields. Alternatively, they 
  could take the boats up the Gladden River. Both 
  routes are much harder, but bring them closer to 
  the Dwimmerhorn; optionally, you could skip Part 
  Three and jump right to Part Four or Five if the 
  company choose the harder road. 
  froM rhosgobeL to the great rIver
  Banna leads the company northwest, to reach the river 
  north of the Gladden Fields. The travelling is pleasant, 
  and they swiftly leave the forest behind to march across 
  the green fields that slope down towards the River. Banna 
  brings the company to where the Woodmen have cleverly 
  hidden some boats in a little coppice overlooking the River. 
  uP the anduIn
  Assuming the companions follow Banna’s planned route, 
  then the next part of the journey involves paddling upriver, 
  to the point where Banna will bid the company farewell 
  after dropping them on the western shore. 
  The companions must all make a DC 10 Strength 
  (Athletics) check  (raise the DC by 2 in spring): if 
  more than half their number pass the test, the journey 
  upriver takes four days, and provokes 1 Journey Event. 
  Otherwise, they struggle against the current and spend 
  six days paddling northwards and experience 2 Journey 
  Events. If all the companions fail the test, the journey 
  takes eight days, and provokes 3 Journey Events. Any 
  Journey Events arising in this time occur as the company 
  make camp for the night, scout the local area around 
  their campsite, and seek to replenish their food supplies.
  The Gladden Fields
  The first day of the boat journey is the worst, as the 
  company begin quite close to the Gladden Fields. There, 
  the river is cloaked in a thick mist, and the company are 
  beset by buzzing flies and mosquitoes. Banna insists that 
  the going is easier later on, and she is proved right, as the 
  mist gives way to clear skies. 
  If there are any Hobbits in the party, she points to lines of 
  small hills by the river-banks. Her grandmother told her 
  stories of a fairy folk who lived in holes under those hills, 
  long ago, and who could vanish from the sight of men at 
  will.
  froM the great rIver to MountaIn haLL
  The third part of the journey is the longest and most 
  perilous. Before she departs, Banna suggests that they 
  travel due west, skirting the woods, and to follow the 
  mountain stream until they reach the Hall. The terrain on 
  the west bank is tougher to navigate, with fewer known 
  trails. In places, the company must struggle up rocky 
  slopes, or navigate tangles of gorse and thorny plants. 
  Around half-way through the journey, the company 
  may be lucky enough to find a well-worn path, used by 
  travellers coming from the Old Ford who are going to 
  Mountain Hall.
  – Part three – 
  the harrowed haLL
  The fast-flowing river waters that protect Mountain Hall 
  (see the Loremaster’s Guide, page 16) are icy cold as 
  they tumble down from the snowy heights of the Misty 
  Mountains. The waters churn and cascade around the 
  hall, surging down a gully that was shaped and widened 
  by many years of craft. The hall has no protective hedge 
  or walls – it needs only the river and the cliffs. A narrow 
  bridge crosses the river, leading to the knot of outbuildings 
  and storerooms at the front of the hall. Behind the long 
  hall itself, a watchtower rises as if in imitation of the 
  towering peaks around.
  When the company approaches the bridge, they are 
  challenged from the other side by the doorkeeper of 
  Mountain Hall, old Beranald. 
  “Stay where you are, strangers. Your journey has led you 
  here to seek our hall. I see you are warriors. I must ask 
  who you are, in the name of Hartfast, head of the House 
  of Mountain Hall.”
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  A pair of guards cross the bridge to hear the company’s 
  answers. If there are any Woodmen who will vouch for the 
  rest of the company, they can cross freely. Otherwise, the 
  company must make a DC 10 Intelligence (Traditions) 
  check to be allowed entrance to the hall, and must give 
  up their weapons to the keeping of Beranald (see below). 
  If they fail, they are kept waiting outside until Beranald 
  summons more guards to keep an eye on the strangers.
  The company are given a simple meal of bread, cold water 
  and grey mutton. If they ask to see Hartfast, they are 
  escorted up the hill past the watchtower to a cave entrance.
  Mountain Hall
  1. Narrow Bridge: This bridge is the only easy crossing 
  over the fast-flowing river. North and west of Mountain 
  Hall, the river cuts through a steep gorge; east of the hall, 
  the river clings to the sheer slopes of the mountains on one 
  side, and is too swift and cold to ford. The Woodmen have 
  fortified this river over the years by placing sharpened 
  stones along the west bank to further dissuade trespassers. 
  There is a hidden boathouse several miles east that marks 
  the uppermost point at which the river is navigable.
  2. Approach Road: This ramp is the only way into the 
  hall. It cuts back and forth across the mountainside, and 
  at its narrowest is wide enough only for a single cart. The 
  ramp is lined with carved stones to ward off evil spirits.
  3. Doorkeeper’s House: Here dwells Beranald, doorkeeper 
  of Mountain Hall. Woodmen of good standing may be 
  allowed to keep their weapons, but all other visitors must 
  leave their weapons here in Beranald’s care. Doing so gains 
  a +1 modifier for the coming Audience.
  Mountain hall
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  4. Great House: This high-ceilinged building is the heart 
  of the settlement. It has walls of timber and is kept warm 
  by three huge fire-pits. One fire is kept burning at all times 
  of the year, and the Woodmen believe that if this fire ever 
  goes out, doom will befall their hall.
  5. Trading Post: This is a trading post where furriers, 
  hunters and farmers may barter for the work of the forges 
  and the mines. Adventurers may also acquire supplies 
  here.
  6. Mine Entrance: At the back of the village is the 
  entrance to one of the mines worked by the mountain 
  folk. There are three other mines farther up the gorge, and 
  another two mines over the mountains.
  7. The Burg: This tall tower was raised by a great 
  chieftain of the Mountain Folk. His daughter, said to be 
  the most beautiful maiden ever seen in Wilderland, cast 
  herself from the top of the tower when her lover was slain 
  in battle with Dwarves. Her body was never found; one 
  story claims that the remorseful Dwarves found her and 
  placed her drowned, half-dead body in a crystal coffin, 
  where she sleeps until her lover returns from beyond the 
  land of the dead.
  8. Hartfast’s House: This large house is the home to 
  Hartfast son of Hartmut, head of the House of Mountain 
  Hall. It is always busy and full of life; Hartfast sired five 
  sons and seven daughters, and has more grandchildren 
  than he can remember or bother to count.
  the MIne
  The entrance leads into one of the mines that worm their 
  way into the Mountain’s roots. By the standards of the 
  Woodmen, these are extensive excavations – to a Dwarf, 
  they are a child’s idle scratchings. The Woodmen kindle 
  torches made from rushes, and bring the company down 
  into the mine. The walls and floor are slick with water, and 
  icy drops fall from above. The torchlight makes the walls 
  glitter. 
  These mines mostly dig useful metals out of the ground 
  – copper and tin and iron primarily, but they have found 
  some gold here too. It has long been the dream of the 
  mountain-folk to strike Mithril, the fabled Moria-silver, 
  but they have yet to do so. 
  The tunnels wind on and on, and the company descend 
  several flights of stairs until they come to a larger cave. 
  There, four burly mountain-folk stand with their ears 
  
  85
  pressed against the far wall. One of these folk turns 
  to greet the company. This is Hartfast, the chieftain of 
  Mountain Hall.
  MeetIng hartfast son of hartMut
  Hartfast looks like the Misty Mountains; craggy features, 
  absurdly tall, and a wild shock of white hair. Golden 
  amulets are braided into his grey beard. He has seen 
  more than fifty winters here in the mountains, but he is 
  yet unbowed. He does lean on a stout walking stave more 
  than he used to, but he can still swing an axe or draw a 
  bow with the best of his grandsons. 
  He is a proud man, and has little time for outsiders – not 
  even the other Woodman tribes are truly welcome here. 
  It is a long way across the River to Woodland Hall, and 
  Hartfast considers them distant cousins at best. Behind 
  his back, the other Woodmen call him the ‘tallest dwarf’ 
  for his stubborn pride and standoffishness. 
  Playing Hartfast: Stand and look down on the players. 
  Demand respect. Have no patience. Use silence as a 
  weapon. Don’t talk unless you have something to say, and 
  let foolish statements hang in the air.
  When the companions first meet him, Hartfast scowls 
  at them, and brusquely demands that they explain their 
  presence in his mountain fortress. 
  Motivation 
  To protect his people and his position
  Expectations
  +2: To be shown the respect I deserve. To be treated as a 
  Woodman, despite living far from Mirkwood
  +1: To be given gifts by supplicants. If the name of Radagast 
  is invoked
  -1: If Hartfast suspects the player characters will stir up 
  evil with their actions
  Interaction
  Providing news from afar gains a +1 modifier, as Hartfast 
  is always hungry for tidings from the outside. But begging 
  for favours with little preamble earns the heroes a -1 
  modifier instead. If the company hints about any threat 
  from the lands to the west of the River Anduin, then 
  Hartfast shrugs. 
  “Aye, there’s something afoot down south, in the Gladden 
  Fields. There’s always trouble in those parts, around 
  Dwimmerhorn. I pay it little heed – I’ve worries closer to 
  home.”
  Dwimmerhorn, he explains, is an old fort made by ‘evil 
  folk’ that sits on a stony hillock in the marshes. At least, 
  it usually does – Dwimmerhorn moves of its own accord, 
  they say, and is never in the same place twice. It is said by 
  the mountain-folk that the fort was built by servants of the 
  Necromancer many years ago. It was abandoned by the 
  enemy several times in the past, but it draws dark things to 
  itself, and is never empty for long. From what he knows, it 
  was somewhere in the western part of the Gladden Fields. 
  Local hunters may know more. That puffed-up trapper 
  Magric, for example, knows the marshes very well, even if 
  he is too big for his britches. 
  If asked for more tales of Dwimmerhorn, Hartfast calls 
  over another one of the greybeards, who says that the 
  marsh fortress is atop a ‘great black rock’ and that there is 
  only one way up, a narrow path that is watched by many 
  eyes. The fort was always well protected. Orcs and worse 
  things dwelt there, and it was reputed to be haunted. Tales 
  speak of dungeons and treasures delved deep into the 
  black rock below. Some say the rock fell from the sky.
  Some of the hunters who come to Mountain Hall to trade 
  have not been seen in several weeks. Maybe something 
  happened to them in the marsh. If he had time and men to 
  spare, then he would look into the matter, but he doesn’t 
  right now. 
  If asked about his ‘worries closer to home’, Hartfast 
  beckons the company over and bids them put their heads 
  against the stone wall. In the distance, echoing through the 
  stone, they hear the tap-tap-tap of a hammer in the depths.
  “Goblins”, says Hartfast. “They dig in search of our 
  mineshafts and tunnels. They want to find a secret way in 
  to my hall. We’ve killed many on the surface, but they are 
  more dangerous down here in the dark.”
  A Dwarf can suggest useful strategies for dealing with 
  underground combat; Hartfast welcomes such advice 
  (this wins a +2 modifer for the Final Audience Check), and 
  would in fact pay to have a few Dwarves come to his hall 
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  for a few years to expand the mine and teach his followers 
  the secrets of dwarven stone-craft. 
  If the companions ask for aid, make a Final Audience 
  Check, and compare the margin of success to the entries 
  below:
  Failure: Harfast has no time, provisions nor men to 
  spare. The companions are left to their own devices. They 
  will be required to leave as soon as possible, and won’t be 
  offered provisions for the journey: they will have to hunt 
  to provide their own food.
  0-3: Hartfast offers the company hospitality for several 
  nights and supplies for the journey south.
  4+: Hartfast sees wisdom in the company’s quest, and 
  offers to find them a guide, in addition to the boons above. 
  If the company accepts, then will introduce them to a hunter 
  named Magric (see Magric the Trapper on page 87).
  Hartfast & the Dwarves
  One potential follow-on from this adventure is for the 
  company to act as intermediaries, bringing  Hartfast’s 
  request to King Dáin of Erebor. The veins of ore 
  beneath the Misty Mountains are very rich, and while 
  the Dwarrowdelf is lost to Durin’s folk, there are other 
  mines to work. 
  However, both Hartfast and the Dwarves have stiff 
  necks and do not share wealth easily. If the company 
  pursue this quest, then they must later sort out disputes 
  between Hartfast and the Dwarves who come to live 
  in his hall, for both sides believe the other is cheating 
  them of their rightful wealth. Treasure is ever the 
  downfall of friendship between Dwarves and Men.
  nIght at MountaIn haLL
  After their encounter with Hartfast, the company can stay 
  in the hall. Depending on how well-disposed Hartfast is 
  to the company, they may get more grey mutton and stale 
  bread in the common hall, or a hot meal and a real bed in 
  the Great Hall. 
  A Rude Awakening
  During the night, the companions are awoken by shouts 
  from outside. If they rush outside, call for DC 18 Wisdom 
  (Perception) checks. Those who succeed spot a trio of 
  Goblins (see the Loremaster’s Guide, page 102) scrambling 
  up the steep mountain slope to the east of the hall! 
  The Goblins crept up into Mountain Hall from the mines 
  at night and tried to set fire to the storehouse. They were 
  discovered by two watchmen: they stabbed one, but could 
  not prevent the other from sounding the alarm. 
  •	
  The Goblins are deftly climbing the sheer mountain 
  side and have too much of a lead to be caught, 
  but an archer might attempt to pick them out with 
  an astonishingly good shot — it must be made at 
  Disadvantage and the Goblin receives a +5 bonus to 
  AC for the conditions!
  Every archer can make only one attempt before the Goblins 
  will be out of range. If the shot is successful, the Goblin is 
  too surprised to react and falls to its death regardless of 
  the damage inflicted. 
  •	
  If the companions pause to ask the surviving 
  watchman about what happened, they discover that 
  his companion was stabbed but is now nowhere to 
  be seen. 
  Companions who didn’t lose time in shooting the Goblins 
  and who succeed in a DC 15 Intelligence (Investigation) 
  check find bloody tracks and discover that the wounded 
  Woodman stumbled in the dark and fell over the cliff into 
  the river to the north of the trading post: they are just in 
  time to rescue him as he can be spied below as he clings 
  with his remaining strength to the stony shore.
  •	
  If the companions do not search for the missing 
  watchman, or tarry too long to shoot at the escaping 
  Goblins, the watchman’s corpse is found the day 
  after, stuck among the rocks where the bridge crosses 
  the river.
  A Bitter Morning
  The morning after, Hartfast visits the company and 
  thanks them for their help, or asks them to leave at once, 
  depending on what happened during the night.
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  87
  •	
  If the companions didn’t inquire about the missing 
  watchman, Hartfast shows them his body and asks 
  them to leave at once, regardless of whether they 
  killed any fleeing Goblins or not. 
  •	
  If they ignored the fleeing Goblins and rescued, or 
  at least searched for the watchman, Hartfast thanks 
  them for their help and the concern shown for his folk. 
  He provides food for the coming journey, even if he 
  didn’t offer to do so the night before.
  •	
  If they killed at least one Goblin and rescued the 
  watchman, they are met with Hartfast’s approval and 
  gratitude. He offers food and a guide for the coming 
  journey (again, Magric, see below), and invites the 
  companions to accompany him as he climbs the steps 
  leading to the burg to behold the Horn of Warning 
  before they take their leave (see the box, below). With 
  this informal ceremony, Hartfast has recognised the 
  companions as friends of the House of Woodland Hall. 
  The Horn of Warning
  Inside the burg, the stone tower overlooking the 
  narrow dale, the Woodmen of Woodland Hall keep 
  their greatest treasure: the great Horn of Warning. 
  Carved from the tusk of a Cold-drake, it is a huge 
  blowing horn, wrought with images carved by the 
  hands of many skilled craftsmen. It hangs from the 
  beams of the roof of the tower by means of two gilded 
  chains. Legends say that whoever beholds the Horn 
  of Warning will be able to hear its sound if they are 
  within sight of the Misty Mountains.
  The company may depart the day after they arrive, or stay 
  a while if Hartfast offered them hospitality.
  MagrIc the traPPer
  Tall, handsome and well-spoken for one of the Woodmen, 
  it is said there is Elvish blood in Magric’s family. He lives 
  alone, hunting and trapping in the vales of the Gladden 
  River. He comes to Mountain Hall each month or so to 
  trade. He talks easily, laughs easily, and has an interest in 
  all the doings of the wider world. Over the campfire, he is 
  always curious about the homelands and the cultures of 
  the people he travels with. He is an exceptionally skilled 
  guide, and knows many travel songs to make the miles go 
  quicker.
  Secretly, though, Magric is a servant of the enemy. He was 
  caught by Orc patrols in the marshes of the Gladden Fields 
  and brought in chains to the Dwimmerhorn. There, he 
  was threatened with torture, and he bought his freedom 
  by agreeing to act as the enemy’s spy. He justifies this 
  betrayal to himself by claiming that he had no choice, and 
  that he did what he had to do to survive. 
  Playing Magric: Joke and talk with the companions, but 
  never mean it. Try to say exactly what you think the 
  players want to hear. Subtly encourage the company 
  not to worry and to trust in your guidance. Rub your 
  wrists every so often, as if remembering the marks left 
  by chains.
  Travelling with Magric
  When the company is travelling south with Magric, if any 
  companion is curious about  Magric’s motivations and 
  talks with or observes the guide for some time, allow a DC 
  15 Wisdom (Insight) check. If successful, the character 
  realises that there is something strange about Magric’s 
  behaviour, and that while he knows exactly where he is 
  going, he is pretending to be unsure about their course.
  Unless the company challenge Magric before this 
  happens, he turns on the company in Part Five. 
   – Part four – 
  the Passage of the Marshes
  The journey south from Mountain Hall to the 
  Dwimmerhorn is a difficult one, as the company do not 
  know exactly where the fortress is located. The journey is 
  easier if the company have Magric guiding them.
  the Journey
  The first part of the journey has the companions travel 
  from Mountain Hall to where the Gladden River flows out 
  of the Misty Mountains. On the second section of their 
  journey, the adventurers enter the marshes of the Gladden 
  Fields, searching for the Dwimmerhorn.
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  •	
  On the first leg of the journey, the company skirts the 
  foothills of the mountains for nearly forty miles to the 
  south, then heads east for another thirty along the 
  Gladden River. It takes them five days 
  •	
  Once inside the Gladden Fields, the company 
  trudges along for twenty miles of marshy terrain. The 
  uncomfortable trip takes three days.
   
  The Journey has a peril rating of 2 and provokes 1d2 
  Journey Events split between the two sections.
  Planning the Route
  If the companions let Magric assist their Guide, they may 
  roll 1d10+2 on their Embarkation Roll..
  froM MountaIn haLL to the gLadden rIver
   Travelling along the wolds and valleys of this district is 
  easy enough, although the foreboding peaks cast long 
  shadows over the land. In the warmer months of the year, 
  great beds of iris and flowering reeds crowd the banks of 
  the Gladden River.
  Into the gLadden fIeLds
  The Gladden Fields are not the worst swamp in Middle-
  earth – these are not the Dead Marshes or the Long 
  Marshes south of the Long Lake. But its tangled terrain 
  can be confusing, as the company blunders from one 
  watery hillock to the next, and the thick fogs that rise from 
  the marsh may turn travellers from their path, but there 
  are few mortal perils here... at least, outside the region 
  around the Dwimmerhorn. 
  searchIng for the dwIMMerhorn
  To reach their destination, the company must search 
  the marshes. If they are on their own, their hunters and 
  scouts are allowed to make two skill rolls each per day 
  (making a successful DC 13 Wisdom (Perception or 
  Survival) or DC 15 Intelligence (Investigation) check: 
  when the companions have accumulated at least six 
  successful rolls, they can be considered to have reached 
  the Dwimmerhorn. 
  To enliven the search, a particularly good roll can yield a 
  significant clue and assure the company that they are on 
  the right track. Possible clues include:
  •	
  A well-trod path: A trail winds its way among the 
  great rushes and tangled reeds of the marshy terrain. 
  It seems to have been used recently.
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  89
  •	
  An ominous sight: The companions catch a glimpse 
  of a distant dark rocky hillock. They succeed in 
  heading towards it for a while, and then lose it in 
  the rising fog; this happens multiple times, giving the 
  companions the uneasy feeling that the stories about 
  the moving Dwimmerhorn might be true.
  •	
  Orc-camp: the adventurers uncover signs that Orcs 
  have recently camped in the area; chewed bones and 
  discarded remnants of food litter the area, the tall 
  grass has been savagely trampled and small trees and 
  plants hacked to pieces for no apparent reason.
  If the company is guided by Magric, he leads them straight 
  towards the fortress. Another possibility is to have the 
  companions stumble upon a slave escaping its captors... 
  (see the next chapter: Slave & Hunters). 
  – Part fIve – 
  sLave & hunters 
  As the company make their way through the marshes, 
  check the Look-out’s passive Perception score against DC 
  10. If successful, the company hear the sound of several 
  foes crashing through the marsh, and the savage howling 
  of hunting Wargs. A band of Orcs is bearing down on the 
  company!
  If the company are travelling with Magric, then any 
  companion who got a great success may also make a DC 
  15 Wisdom (Insight) check; if successful, he notices that 
  Magric paled when he heard the Orc-noise, and that their 
  guide has fallen back to the rear of the company. 
  The Orcs will be here in moments – if the companion wish 
  to prepare to ambush the enemy, they can hide with a DC 
  10 Dexterity (Stealth) check. 
  the fIght In the Marshes
  A single figure stumbles into view through the willow 
  trees. It’s a Man, a Northman by his looks, dressed in 
  rags and obviously in great distress. His hands are 
  manacled together. His face is drawn and gaunt with 
  months of starvation, and he is scarred from whippings 
  and beatings. Close on his heels are the Orcs and their 
  Wolves. 
  •	
  As soon as the Northman appears, if Magric is with 
  the company, he jumps in the open and runs towards 
  the Orcs crying out “Ambush! Ambush!” His betrayal 
  removes any chance for the company to Surprise the 
  enemy. 
  the eneMy
  There is one Orc Soldier per companion, plus a Black 
  Uruk and a pair of Wild Wolves. If Magric is present, 
  then the company must also deal with their treacherous 
  companion. The Orcs were expecting to be dealing with 
  a lone escaped slave, not a party of doughty adventurers, 
  so they are taken aback when battle is joined. The Uruk 
  roars commands to the soldiers, ordering them to capture 
  the company and not to fear ‘a pack of farmers and elf-
  maggots!’ Refer to the Marsh Map on the back end papers.
  Complications
  The Gladden Fields count as a Bog (see page 90 of the 
  Loremaster’s Guide). There are solid patches of ground 
  (see the map) but heroes must make a DC 10 Wisdom 
  saving throw to find one before the battle begins.
  Fight Events
  The Loremaster should read and consider the application 
  of the following battle events at appropriate moments.
  Call for Aid: The Orc-Horn
  If the Uruk or half of the Orc Soldiers are slain, one of the 
  Orcs takes an action to seek assistance from nearby allies 
  by wildly blowing his orc horn.  1d4 more Orc Soldiers 
  arrive in 1d6+1 rounds. If all the original opponents are 
  slain, the other Orcs are unable to find them and do not 
  appear.
  Act of Desperation
  The escaped slave leaps to his feet and wraps his manacles 
  around the neck of one of the Orc Soldiers. The throttled 
  Orc slumps to the muddy ground, dead.
  Magric’s Cowardice
  If the Orcs are losing, then Magric flees the battle, 
  running north. He knows the marshes well, and will have 
  advantage on attempts to evade pursuit, while pursuers 
  will suffer disadvantage. He shall return in Part Eight of 
  this adventure. 
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  after the fIght
  Once the Orcs are defeated, the company can tend to 
  their wounds and the wounds of the escaped prisoner. 
  The slave introduces himself as Walar, a Woodman. He 
  tells his tale desperately, the words spilling out of him, 
  as though trying to make up for months of isolation in a 
  minute of companionship.
  He recognised Magric the moment he saw him, for it was 
  Magric who brought about his thralldom – the trapper 
  told Walar that he had found a cache of treasure in the 
  marsh, and that he needed Walar’s help to recover it. The 
  pair went into the Gladden Fields, and Magric handed him 
  over to the Orcs. For long months, now, he has suffered as 
  a slave on the Dwimmerhorn. The fortress is not far away.
  Likely questions for Walar are listed below, together with 
  his responses.
  What were you doing there?
  “They made us repair the walls of the fort, and to work in 
  the smithy, making weapons for the Orcs. They whipped 
  us without reason, tortured us... they made us suffer for 
  sport!”
  How many orcs were there? What else lives there?
  “I don’t know how many Orcs there were. A great many. 
  There were Men, too, not as many. And in the temple... 
  there was something else, something horrible. It... was a 
  watchful shadow. It hated us. It delighted in our torment.”
  Temple?
  “On the north side of the rock, there is a stone building. 
  They never let us see beyond its doors, but I heard whispers 
  from within. The dead dwell there, I am sure of it! I do not 
  know what evil they wreak there, but... please, no, don’t 
  make me remember!”
  How did you escape?
  “When I was repairing one of the side walls, I saw that 
  there was a goat path down the side of the rock, on the far 
  side from the main road. I waited for weeks until I had my 
  chance. Two of the Orcs began quarrelling over typical Orc-
  ish things, and while they brawled, I jumped over the wall 
  and climbed down the cliff. I nearly fell, but luck was with 
  me, and I reached the bottom alive. A sentry spotted me, 
  and I fled, and they have been on my heels ever since.”
  Walar is too weak and exhausted to accompany the 
  characters to the Dwimmerhorn. If they free him from 
  his chains, then he will wait for them in the marshes and 
  return with them to Mountain Hall.
  – Part sIx – 
  by secret ways
  Following Walar’s directions, the company travel across 
  the marshes until the black rock of the Dwimmerhorn 
  looms out of the mist. The rock rises more than one 
  hundred and fifty feet above the marshy plain. Tufts of 
  2
  
  91
  green grass grow from small ledges and cracks in the 
  black cliffside, but the rock is almost sheer in places. 
  Climbing it will be exceedingly difficult. Atop the rock, 
  the company can make out a low curtain wall encircling 
  several buildings, a ghastly temple of black stone among 
  them: a sickly greenish light flares from time to time from 
  its narrow windows. 
  the dwIMMerhorn
  More than two thousand years ago, Isildur was ambushed 
  by Orcs and slain in the Gladden Fields. The One Ring – 
  Isildur’s Bane – slipped from his finger and was lost in the 
  waters of the Great River. When the Enemy came to Dol 
  Guldur, he sent out his slaves to search the marshes and 
  the river for signs of the Ring. The Dwimmerhorn housed 
  but one of their outposts and watchtowers. 
  When Gandalf entered Dol Guldur for the first time in the 
  year 2063, the Enemy fled before him, and his servants 
  dispersed. The Dwimmerhorn was abandoned and laid 
  empty for many long years. It was repaired and reoccupied 
  centuries later, when the search for the One Ring resumed. 
  When the White Council attacked Dol Guldur and the 
  Necromancer was again forced to retreat, a minion of the 
  Enemy, the spirit known as the Gibbet King (see page 5), 
  fled to the Dwimmerhorn and now dwells there.
  The Gibbet King commands more than two hundred 
  Orcs, and can demand service from the Orcs of the Misty 
  Mountains when necessary. Evil men who lived in Dol 
  Guldur and worshipped the darkness have followed the 
  spirit into exile. And other horrors may sleep beneath the 
  Dwimmerhorn, awaiting their true master’s call.
  The Dwimmerhorn
  1. The Road: The easiest approach to the fort atop the 
  Dwimmerhorn is this narrow path that winds across the 
  south face of the rock. In places, the path is so narrow 
  that only a single traveller can pass, and it is impossible 
  to climb it without being seen from the gatehouse above.
  the dwiMMerhorn
  a darKness In the Marshes
  
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  2. Gatehouse: This crumbling fortification controls 
  the main approach to the fort. The road ends at an iron 
  portcullis that is controlled from the gatehouse. Arrow-slits 
  and murder-holes allow those within to rain death down on 
  attackers. There are a dozen Orc Guards in the gatehouse.
  3. Curtain Walls: The low walls are no more than eight 
  feet tall at their highest, but they run right up against the 
  edge of the cliff, to dissuade those who might try to climb 
  the rock.
  4. Orc Barracks: This long building is a den for the Orc 
  warriors who dwell here. The building stinks like a midden 
  and is lit only by foul-smelling candles. At any time, there 
  are more than a score of Orcs here or in the courtyard 
  outside. Their taskmasters keep the Orcs hard at work, 
  whipping the slaves or drilling for battle.
  5. Storehouses: These contain supplies looted from the 
  surrounding countryside. The storehouses are simple 
  buildings of wood, not stone.
  6. Smithy: This smithy is at work night and day, churning 
  out weapons for the Orcs. 
  7. Warg Den: The blood-thirsty wolves are kept here, 
  tended by slaves and fed with slaves.
  8. Keep: The keep is only partially intact, and the whole 
  upper floor is crumbling and uninhabitable. The lower 
  floor is used to house the human servants of the spirit, as 
  well as the Orc-captain Ghor (see sidebar). 
  9. Temple: See The Shadow in the Temple, below.
  10. Pits: Slaves are kept in this underground prison, dug 
  into the upper surface of the rock. They have little shelter 
  from the weather – instead of a ceiling, they have only an 
  iron grating. 
  11. Catacomb Entrance: This foreboding crypt leads 
  down into tunnels beneath the rock. What lurks there is 
  a mystery.
  12. Secret Path: This is the secret path discovered by 
  Walar. Using the path allows members of the company to 
  scale the rock and enter the fort by secret.
  ghor the desPoILer
  ...a huge Orc-chieftain, almost man-high, clad in black 
  mail from head to foot, leaped into the chamber...
  Ghor was bred in the Mountains of Shadow, the western 
  fence of Mordor in the distant south. He came north to 
  serve the Necromancer in his woodland fastness. When 
  Dol Guldur fell, he gathered a band of strong Orcs and 
  went reaving through Mirkwood, hunting and killing 
  until the Elves ambushed them, and only Ghor survived. 
  Alone, he wandered aimlessly, hunting Woodmen for meat. 
  In the last year, he heard a call and found his way to the 
  Dwimmerhorn. Here, he quickly rose to become captain of 
  the fort (the previous captain he threw from the top of the 
  wall). He is a strong, proud Orc, at the height of his strength, 
  with a fearful iron helm bearing the sign of the Red Eye. 
  None rival him, and now that Bolg son of Azog is dead, it 
  shall be Ghor son of Ghâsh who rules the North!
  ghor the desPoILer
  Medium humanoid (Orc-kind)
  STR 
  18 (+4)
  DEX 
  12 (+1)
  CON 
  18 (+4)
  INT 
  11 (+0)
  WIS 
  11 (+0)
  CHA 
  16 (+3)
  Armour Class 15 (cobbled-together Orc armour)
  Hit Points 93 (11d8+44)
  Speed 30 ft
  Saving Throws Str +7, Con +7, Wis +3
  Skills Intimidation +6
  Senses passive Perception 10
  Languages Orkish, Black Speech, Westron
  Challenge 5 (1,800 XP)
  Leadership. As a bonus action, Ghor can command a 
  single orc within 30 ft orc other than himself. That orc 
  takes its turn immediately after Ghor.
  Horrible Strength. If Ghor makes a successful melee 
  attack, he may use his bonus action to cause 4 additional 
  damage of the same type as the original type.
  Actions
  Multiattack. Ghor makes two axe attacks.
  Heavy Orc-axe. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 11 (2d6+4) slashing damage.
  Battle Cry (1/day). Each orc within 30 feet other than 
  Ghor gains Advantage on attack rolls until the start of the 
  war chief’s next turn. Ghor may then make one attack as 
  a bonus action.
  
  93
  burgLary
  Not even one of the Elf-lords of old could storm the 
  Dwimmerhorn single-handedly and live to tell the tale, 
  and the companions are not yet legendary heroes. They 
  need stealth and secrecy, not force. Radagast gave them 
  the quest of finding out what evil lurked in the Gladden 
  Fields, and the answer to that question is within the 
  dark temple atop the rock. Ideally, the company make it 
  into the Temple and eavesdrop on the spirit. However, it 
  is possible that the company’s spying is spotted earlier. 
  When the company is discovered, they must flee or perish 
  – move onto Fly, You Fools! 
  Crossing the Marshes
  The first step is to cross the marshland at the foot of the 
  rock without being seen. This requires a DC 15 Dexterity 
  (Stealth) check; if the check fails then the hero is permitted 
  a DC 10 Wisdom saving throw to spot the danger and dive 
  into cover in the nick of time. 
  Climbing the Cliffs
  Climbing the cliffs requires a Strength (Athletics) check. 
  Most of the cliff face is a daunting climb (DC 20), but 
  the secret path described by Walar is simply hard (DC 
  15). Companions who do not dare to climb quickly can 
  approach the goat trail with caution, turning the attempt 
  into a prolonged action requiring three rolls at DC 12. 
  Falling
  Failing a roll while climbing means the companion slips 
  and falls. Fortunately, the cliff – while steep – is not sheer. A 
  character who falls takes 1d6 x 1d6 bludgeoning damage. 
  Sneaking Around the Fortress
  Once the burglar reaches the top of the cliff and clambers 
  over the wall, he can explore the Dwimmerhorn. Moving 
  from building to building requires a Dexterity (Stealth) 
  check, with the DC varying from 10 to 20 depending on 
  distance and circumstances. 
  the shadow In the teMPLe
  The fortress of the Dwimmerhorn is crudely built, raised 
  by Orcs and their slaves. It is functional, but the wind 
  whistles through gaps in the stones, and the buildings 
  lean and totter. The temple, though, was built by servants 
  of the Enemy out of the East. They cut the black stone of 
  the Dwimmerhorn with wicked cunning and raised up a 
  grim basilica in the manner of their homelands. 
  The black walls are devoid of decorations or statues, but 
  their surface is polished like a mirror, and reflects back 
  twisted images. Many narrow windows open high along 
  the walls, letting out a greenish luminescence. 
  Entering the Temple
  The heavy doors of the temple are tall and forged of green 
  bronze, but they open easily when pushed inward. As 
  soon as they cross the threshold, the companions are 
  nearly frozen on the spot in fear, and can enter only with 
  great effort: if the company obtained any magical boons 
  from Radagast at the beginning of the adventure (see page 
  79), there is a chance that what is inside the temple takes 
  notice of the power bestowed upon them and attempts to 
  dispel it.
  Lockmand
  A trader and dealer in strange artefacts and curiosities, Lockmand hails originally from Esgaroth, where he was one 
  of the previous Master’s closest associates. When the old Master fled, Lockmand decided that his affairs in the south 
  suddenly needed urgent attention, and he left Lake-town in haste. He has not been seen in the north in several years. 
  He fancies himself to be witty, urbane and sophisticated, and in his riddle-talk he has quite convinced himself 
  that morality is a thing for simple men. He speaks of ‘alliances of convenience’, of ‘contracts and treaties and 
  understandings’, and believes that by helping the Enemy he will bring a great new order to the North. Lockmand 
  plays little part in this adventure, but the company will meet him again in The Crossing of Celduin (page 99). It is 
  very important that the heroes get but a glimpse of his appearance, lest they recognise him when they meet the trader 
  in Dale.
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  •	
  One companion (the one with the highest Wisdom) 
  must make a DC 15 Wisdom saving throw for every 
  spell laid upon the company (the Beast Protection, the 
  Spell of Concealment, the Travel Blessing, even the 
  Storm bag, but not the Mirkwood Cordial). 
  For example, if the company was adventuring under a 
  Spell of Concealment, the Travel Blessing and carrying the 
  Mirkwood Cordial, then two rolls would be required.
  •	
  If a saving throw is successful, the spell resists and the 
  power in it remains concealed. 
  •	
  If the saving throw is failed, the spell is broken and 
  the company feels the wizard’s benevolence leave 
  them: all character gain a point of Shadow and the 
  company’s presence has been noticed. 
  •	
  Finally, if the roll fails with a natural 1, not only the 
  spell is broken and the company gain Shadow points, 
  but all companions are daunted and are Frightened 
  for as long as they remain inside the temple.
  The Sanctum
  Inside the temple, many pillars of black stone support 
  its tall roof. Upon entering, the companions see that the 
  unseemly light originates from the far end, where a heavily 
  sculpted casket with an open side lies against the wall of a 
  small shrine. Coffin-sized and apparently made of gilded 
  wood reinforced with iron bands, the casket displays an 
  oversized length of chain, each black metal link the size of 
  a human head. The luminescence seems to radiate from 
  the chain itself. 
  Bathed in the green glow stand two figures – one is a 
  human (Lockmand), the other is the Orc-captain Ghor. 
  They are deep in conversation, but even the hoarse voice 
  of the Orc is kept at a whisper. Between them, lying on the 
  floor, is an ancient withered corpse, with pale skin drawn 
  tight over bones. It is dressed in a black robe, its unmoving 
  head featureless but for a gleam in its eye-sockets. A harsh 
  and chilling voice emerges from the corpse’s lips as the 
  spirit speaks through them. 
  •	
  The companions are too far away to hear the 
  conversation, so they must sneak closer if they are 
  to listen. This requires a DC 15 Dexterity (Stealth) 
  check. If successful, they catch a few words of the 
  conversation between the three. 
  The Conversation 
  The man, the Orc and the spirit are planning their future 
  moves. 
  The Orc urges that they need to move sooner rather than 
  later. “The mountain-maggots want plunder and war. 
  They say they didn’t come south to sit and wait in their 
  holes. They want to kill!”
  The human argues that they are not ready. “We need 
  more time. The Chain is useless to us, unless we master its 
  secrets. We must bide our time, until we can strike with the 
  greatest weapon in all of Middle-earth.”
  The corpse stirs and whispers, every word a shiver along 
  the companions’ spines. “Send word to the mountain 
  tribes. They will wait, or they will die with the rest of the 
  North. Double your patrols. If we are discovered, all may 
  be lost.”
  The Orc and the man kneel before the corpse, then depart. 
  Stealth tests are again needed to avoid being spotted. 
  Exploring the Temple
  Once Lockmand and the Orc have left, the companions 
  may want to have a look around. The temple is empty, 
  except for the gilded casket containing the chain and the 
  dried corpse sprawled in front of it. Even from a distance, 
  the companions notice that the gleam that previously 
  animated the eye-sockets of the corpse seems to have been 
  extinguished. No voice emerges from its lips, and now it 
  appears as nothing more than the desiccated remains 
  of a man. Looking at the casket and its content from any 
  distance is uncomfortable, and makes the observer feel 
  a tightness in his chest, as if invisible bonds were closing 
  around him. 
  •	
  If anyone gets close enough to touch the chain, they 
  gain 1 Shadow point. The chain is too big and heavy 
  to be stolen. 
  Discovered!
  If by some great fortune the company have managed 
  to avoid detection thus far, then the spirit senses the 
  
  95
  intruders and raises the alarm. The burglars are surprised 
  when a shadowy figure slithers towards them. Any of 
  the company who saw the spirit in Those Who Tarry No 
  Longer recognises it as the same horror. 
  The spirit hisses a word in the Black Speech of Mordor, 
  then vanishes. A moment later, the Orc-horns blow.
  The Chain of Thangorodrim
  The chain inside the temple is a relic of great power. 
  It was forged in the Elder Days by the dark powers 
  of the world, and was used to enslave proud, rebellious 
  dragons. When placed around a creature, the chain 
  robs the creature of all free will and forces them to 
  serve the master of the chain. It was carried out of the 
  far north by evil men in the second age, and rested in 
  the tunnels under Mount Gram for many centuries. 
  When the Necromancer claimed Dol Guldur as his 
  new sanctum, the chain was brought there and given 
  into the keeping of the Gibbet King, although the 
  Necromancer retained mastery of the artefact. 
  Particularly troublesome slaves were subjected to the 
  iron mercy of the Chain. 
  When Dol Guldur was assaulted by the White 
  Council, the Gibbet King had the Chain moved to the 
  Dwimmerhorn, so that he might study it and master 
  it fully.
   – Part seven – 
  fLy, you fooLs!
  Once the company is discovered, they must escape. The 
  flight from the Dwimmerhorn itself is perilous – the 
  company must climb down the rockface again, or else 
  fight their way across the courtyard and out past the 
  gatehouse. If the company stop or try to hold their 
  ground, they will be overcome. Their only hope lies in 
  stealth and swiftness.
  cLIMbIng down the rocK
  It is easier to climb down than up, requiring only a DC 
  10 Strength (Athletics) check. The Orcs fire arrows at 
  the escaping intruders, so the longer the company cling 
  to the wall, the more attacks they are subjected to (they 
  are subject to one arrow shot each if they do not tarry 
  unnecessarily). 
  As the company escape the shadow of Dwimmerhorn, 
  they hear Orcs shouting commands from above. “Find 
  them! Kill them! No escape!” The portcullis grinds open, 
  and brigades of Orcs march forth. The company are the 
  quarry in a bloody hunt.
  the Journey
  The company is ninety miles away from Mountain Hall, 
  across the marshes and bogs of the Gladden Fields and 
  the foothills of the Misty Mountains. 
   
  The Journey has a Peril Rating of 2 and provokes 1d2 
  Journey Events.
  •	
  Based on the usual journey rules, the trip back to 
  Woodland Hall requires eight days of march.
  As first presented in the adventure Kinstrife & Dark Tidings 
  the companions can also press themselves with a Forced 
  march (see page 55). 
  •	
  If they undertake a forced march, the return trip will 
  take four days, but it requires two DC 15 Constitution 
  saving throws. 
  •	
  As far as the pursuit is concerned, attempting a Forced 
  march raises the company’s Lead by 2 points.
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  Other Routes?
  While Mountain Hall is the closest haven to the 
  Gladden Fields, the company may decide to head to 
  Rhosgobel or some other destination, or try to lead 
  the Orcs away from Mountain Hall. If the players 
  choose this, then adapt the journey to the company’s 
  new destination.
  hunted!
  The company is pursued by Orcs out of the Dwimmerhorn. 
  To handle the hunt, the Loremaster must keep track of the 
  company’s Lead, which measures how close the Orcs are 
  on their trail. 
  At the start of the hunt, the Lead begins at a value 
  determined by how the chase began.
  •	
  The characters were caught inside the 
  Dwimmerhorn: Lead of 2
  •	
  The characters were spotted outside the 
  Dwimmerhorn: Lead of 3
  •	
  The characters escaped the Dwimmerhorn without 
  being seen: Lead of 5
  This rating diminishes whenever the companions fail at a 
  roll made to resolve the journey.
  If the Lead rating is reduced to zero, then the company has 
  been overtaken by its pursuers (see Overtaken! Below). If 
  the company reach their destination before this happens, 
  then they are safe from the Orcs.
  Distance of the Pursuers
  At the beginning of the pursuit, the distance between the 
  company and its pursuers is rather small. The company 
  can increase their Lead by attempting the following:
  •	
  Hiding their tracks (Hunters): This requires a DC 
  15 Wisdom (Peception) check. Each Hunter in the 
  company may only make one check for the entire 
  journey. On a success, Lead increases by 1; on a 
  natural 20, by 2.
  •	
  Taking unexpected paths (Scouts): This requires 
  a DC 15 Wisdom (Survival) check. Each Scout in the 
  company may make only one check for the entire 
  journey. On a success, Lead increases by 1; on a 
  natural 20, by 2.
  If any of the rolls described above fail, the Loremaster 
  reduces the Lead of the company by one for each failed 
  roll. If any one of the tests fails on a natural 1, the company 
  has left a trail or lost ground: roll 1d6 and deduct that 
  much Lead.
  Overtaken!
  If the Lead is ever reduced to zero (or less), then the 
  company has been overtaken by outriders and scouts. 
  They have a last chance to either hide from these pursuers 
  (requiring a DC 15 Dexterity (Stealth) check), or ambush 
  them (their foes are Surprised and the heroes have 2d4 
  rounds to defeat them before the main host arrives). The 
  scouts consist of one Messenger of Lugbúrz and one Orc 
  Soldier per hero. 
  •	
  If they succeed, their Lead rating is restored to a value 
  of 1. If they fail, an enemy scout spots the company 
  and reports back to the main body of the pursuers (see 
  Caught in the Open, below).
  Caught in the Open
  If the company are overtaken by Ghor’s hunters, they 
  have several options, most of them unappealing.
  2
  
  97
  Stand and Fight
  The company are massively outnumbered, but they could 
  try fighting. They face some fifty Orcs, mostly Orc Soldiers 
  and Snaga Trackers, led by Ghor himself. The company 
  must find a place like a narrow gorge or rocky outcrop 
  (see page 90 of the Loremaster’s Guide) that they can 
  defend without taking on all the Orcs at once.
  I’ll Hold Them Off
  One or two members of the company could make a heroic 
  last stand, sacrificing their own lives by fighting the 
  entire Orc-host while the rest flee. The survivor’s Lead is 
  increased to 3, plus one per Orc slain by the defenders. 
  Unlikely Aid
  The companions may be able to call upon unlikely allies 
  to help them escape, such as the Lord of the Eagles, if 
  they won his favour in Those Who Tarry No Longer. Allies 
  may either increase the company’s Lead, or end the chase 
  prematurely.
  arrIvaL at the haLL
  When the company return to Mountain Hall, they find a 
  dozen archers levelling bows at them across the narrow 
  bridge. They are under the command of Beranald, the 
  doorkeeper. 
  A moment later, Hartfast arrives to speak to the company. 
  The traitorous guide Magric is at Hartfast’s side.
  The chieftain challenges the company: “You are not 
  welcome here. Magric has told us about how you tried 
  to murder him in the marshes. You are outlaws and Orc-
  friends! If I see you again, I shall have you put to death. 
  Leave now and never return!”
  The company must plead their case. This requires a 
  Charisma 
  check 
  (probably 
  Persuasion, 
  although 
  Intimidation or Intelligence (Traditions) can also work). 
  The DC for this test starts at DC 16, modified as follows:
  -2: if Walar is with the company
  -2: if the company left on good terms with Hartfast, or -4 
  if they left as friends of Mountain Hall (they have been 
  shown the Horn of Warning)
  -2: if the company are clearly injured after battles with 
  Orcs
  -1: if there is at least one Woodman in the company
  +2: if there are no Woodmen or Beornings in the 
  company
  Treachery!
  If the company succeeds in the test and instills some doubts 
  in the mind of Hartfast, then a blade flashes in Magric’s 
  hand and he attempts to swiftly stab the chieftain: if the 
  companions didn’t expect anything like that, then Magric 
  is able to wound Hartfast grievously, before he dives into 
  the river. If no companion gets him with a spear or bow, 
  he rapidly disappears as the bows of the Woodmen send 
  arrows into the raging waters.
  If Magric’s attempt to assassinate Hartfast is foiled and 
  the turncoat is still alive, the chieftain of Mountain Hall 
  turns on him with cold fury. 
  “How many of my people have you led to slavery? How 
  long have you plotted with my enemies? Damn you! If it 
  is gold that you want, then gold you shall have! Take him 
  to the deepest part of the gold mine and wall him up in a 
  side tunnel. Let the traitor live in the same darkness as his 
  Orc-friends!”
  If the company fails in winning back Hartfast’s trust, 
  the companions are refused entry into Mountain Hall, 
  and must face the Orcs alone – see Caught in the 
  Open opposite for guidelines on how to deal with the 
  unfortunate result. 
  assassIns In the haLL
  The company finds safety in Mountain Hall. The settlement 
  is well fortified, and Ghor’s force lacks the strength to 
  besiege it. Woodmen Look-outs spot Ghor’s host approach 
  the hall, and the Orcs even send some scouts up the 
  valley, but the Orcs turn back and seem to retreat south 
  towards the Marshes rather than risk an attack on the 
  hall. Hartfast is pleased by this, and invites the company 
  to stay for some days so they can rest and recover from the 
  long chase. He assigns them places to sleep in a house near 
  the trading post, and allows them to keep their weapons 
  instead of leaving them at the doorkeeper’s house.
  Unbeknownst to the company, Ghor travels only a few 
  miles south before turning west. He meets with Goblins of 
  the Misty Mountains, who show him secret underground 
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  passages that connect with the mines of Mountain Hall. 
  These passages are too narrow for Ghor’s entire host, 
  but are perfectly suited to sneaking a small number of 
  assassins into Mountain Hall. Ghor himself leads this 
  secret attack. His intent is to sneak into the Hall, find the 
  company, and kill them before they can tell what they 
  have discovered. 
  Waking in the Night
  One night, check passive Perception against DC 12 unless 
  the company keep a Look-out even when sleeping in the 
  hall. If any hero succeeds, then they are woken by the 
  sound of guttural voices outside their house, and have 
  time to grab weapons and don armour. If they fail, then 
  the first warning they get is when the Orcs smash down 
  their door, and the company begins the fight without 
  armour.
  The Assassins
  The assassins are led by Ghor himself; he is accompanied 
  by two Orc Soldiers and two Snaga Trackers (whose 
  snuffling nostrils have located the abode of the 
  companions). All are armed with poisoned blades (each 
  enemy has the Venomous shadow ability, see page 117 of 
  the Loremaster’s Guide). 
  •	
  The company must survive for six rounds before 
  help arrives. Afterwards, the Woodmen come with 
  Hartfast in the lead, and the Orcs are surrounded and 
  slaughtered. 
  – ePILogue – 
  the shadow of the future
  Surviving Ghor’s assault brings this adventure to an end. 
  After resting at Mountain Hall, the company can bring 
  word to Radagast at Rhosgobel of what they saw in the 
  marshes. The wizard is deeply troubled by the company’s 
  description of the spirit and the Chain.
  Strangely, when more scouts are sent to keep watch on the 
  Dwimmerhorn, they find the hilltop fort to be completely 
  deserted. The Gibbet King and his servants have vanished 
  into the marsh as though they never existed. 
  Radagast speculates that the enemy did not expect to be 
  discovered so soon, and has retreated to some other place 
  of safety. He fears that the enemy is still plotting against 
  the Free Peoples, and that the stroke will fall where they 
  least expect it...
  feLLowshIP Phase 
  Either Rhosgobel or Mountain Hall may be made into a 
  sanctuary through the Open New Sanctuary undertaking. 
  The characters could also use Research Lore to investigate 
  the Chain of Thangorodrim, and how it is said to be able 
  to enslave the wills of others.
  5
  
  99
  - the crossings - 
  oF celduin 
  For heroes of level 5 or 6
  •	
  When: The company may undertake this quest in any 
  year from 2946 onwards. The adventure A Darkness 
  in the Marshes should be played first. The adventure 
  starts in the last days of November, when the city of 
  Dale is preparing for the Gathering of Five Armies. 
  If the adventure is set in 2946, then this is the first 
  Gathering, held five years after the battle that gives 
  the celebration its name, otherwise it is the ongoing 
  annual celebration.
  •	
  Where: The adventure takes place east of Mirkwood, 
  in Dale and the regions south of Lake-town.
  •	
  What: A raven brings word of an army approaching 
  the Crossings of the River Running (the Celduin in 
  Elvish), and the company are sent south to hold off 
  the attackers until King Bard can rally an army.
  •	
  Why: Treachery has struck in the heart of Dale, 
  and a villain has poisoned many of King Bard’s best 
  warriors during the Gathering of the Five Armies.
  •	
  Who: The company meets and interacts with King 
  Bard the Dragonslayer, and face in battle the spirit 
  whose machinations have plagued Wilderland. 
  adventurIng Phase
  This adventure is divided into eight parts, taking the heroes 
  from frolic in Dale to a desperate battle at the crossings.
  Part one – the gatherIng of fIve arMIes
  Adventurers, warriors, travellers and heroes from across 
  the North gather for the great feast celebrating the victory 
  at the Battle of Five Armies. The companions arrive in 
  Dale for the festivities, as does a certain Grey Pilgrim... 
  Part two – a goLden PrIze
  A merchant from Esgaroth offers a prize for the best 
  warrior and best archer in Dale, and almost every fighting 
  man in the town enters the contest. The merchant also 
  promises that every entrant, regardless of how well they 
  perform, will be part of a great feast. The companions 
  may or may not choose to enter the contest.
  Part three – an ILL-Made Party
  The feast is poisoned, and most of Dale’s soldiers are 
  stricken with illness! The merchant attempts to flee – the 
  company may be able to capture him before he escapes 
  in a boat.
  Part four – raven’s tIdIngs
  A raven of the Mountain arrives, bringing word of an 
  army that marches against the North. Soon it will cross 
  the River Running. To buy time for the Kingdom and Lake-
  town to mount a defence, King Bard calls all those who 
  can still travel and fight to serve in this hour of need.
  Part fIve – south to the crossIngs
  The company travel south to the Crossings of Celduin, 
  rallying the countryside as they go. 
  Part sIx – the caLM before the storM
  The company arrive at a small village, and prepare for the 
  battle to come.
  Part seven – the battLe begIns
  The enemy attack the village, trying to force their way 
  across the river. Battle is joined!
  Part eIght – the Last day
  Having repulsed the first attackers, the company have 
  only a few more hours to hold out – but are they clinging 
  to a fool’s hope?
  – Part  one – 
  the gatherIng of fIve arMIes
  Word has spread throughout the North about the 
  magnificence of the festivities held in Dale at the end of the 
  month of November. For weeks now, travellers and traders 
  have made their way to the town. The roads are crowded 
  with all manner of folk, both locals and strange foreigners. 
  Farmers who never travelled farther than Esgaroth rub 
  shoulders with Elves of Mirkwood and Dwarves who came 
  all the way from the Iron Hills or even from the distant 
  Blue Mountains; some visitors have come north from as 
  far away as Dorwinion. 
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  If the company were separated during the most recent 
  Fellowship Phase, they may have agreed to meet at Dale. 
  Half the Free Folk in Wilderland will be here. Characters 
  whose  patron is not attending, or who are of exceptionally 
  high standing in their communities, may be sent as official 
  emissaries to represent their folk. 
  arrIvaL In daLe
  The town is filled to overflowing when the company 
  arrives. A sea of pitched tents has sprung up around the 
  Traders Gate, and the Merchant Way (the road leading 
  to Esgaroth) is positively crowded. There is a carnival 
  atmosphere in the town, an abundant joy that mixes the 
  excitement of the feast with the glorious end of the harvest 
  season. Pedlars offer the company trinkets and sweets 
  as they push through the crowded streets. Jugglers, fire-
  eaters and other entertainers caper and dance. Every inn 
  is full, and every voice is lifted in song. 
  If any of the companions are from Dale, then they can stay 
  with their kin or in their own homes. Visitors have trouble 
  finding a room; a Rich companion can afford a room in an 
  inn like the Drunkenstone, but everyone else must camp 
  outside the town. Dale-folk with a good reputation may be 
  offered a bed at the Royal Palace. 
  The Drunkenstone
  This was one of the first inns built in Dale, and was 
  originally called the New Inn. A man named Skelid 
  recently purchased it and changed the name. The 
  sign hanging outside depicts the fabled Arkenstone 
  above a mug of beer. Many of the older Dwarves of 
  the Mountain consider this to be disrespectful to the 
  gemstone, but that has not stopped younger, wilder 
  Dwarves from wetting their beards with the inn’s 
  ale. Skelid is young and ambitious, with his fingers 
  in many pies in Dale, and he sometimes has need of 
  discreet adventurers who are not afraid of a little 
  underhanded work or burglary.
  the MarKet
  Traders have come from far and wide to the great market, 
  the biggest in the North in many years. Dale is a young 
  kingdom, and one with coin to spend. The former 
  Desolation of Smaug has bloomed and brought forth 
  rich harvest after rich harvest. The Dwarves of the Lonely 
  Mountain get most of the benefit of this new wealth, as 
  
  101
  the Bardings hire stonecutters and builders and artisans. 
  The market brings many other treasures and wonders to 
  Dale – clothing and jewellery from Lake-town, leather and 
  woodcraft from as far as Mirkwood, wine from Dorwinion, 
  smithcraft from the Iron Hills.
  Many of the stalls offer toys, games or curiosities. 
  Candied apples and figs, meat on sticks, ale, wine, dwarf-
  spirits, mead from the Elvenking’s halls and all manner 
  of delights are to be had. There are carvings and banners 
  celebrating the victory at the Battle of Five Armies. Some 
  stalls offer stranger things – books of lore, ancient scrolls, 
  magical talismans, charms, love potions and enchanted 
  philtres, rings that ward off evil, scales and claws from 
  Smaug (they may look like bear claws or lizard scales, but 
  the merchant insists they were plucked from the dragon’s 
  corpse). The company pass two traders brawling, both 
  accusing the other of selling a fake Black Arrow when they 
  swear they have the original. 
  Masks
  Several stalls are selling painted wooden or leather masks, 
  and they are doing a lot of business. If the companions ask, 
  they learn that it is a fashion imported from Dorwinion, 
  and that almost everyone will wear one tonight, after the 
  ceremonial opening of the festivities. 
  aMuseMents & contests 
  In the streets around the market, there are games and 
  diversions where a lucky companion could win a few 
  coins. 
  Riddle-games
  One of the most popular contests among the folk of Dale, 
  the Riddle-game is held on a stage. Wit and charm are 
  just as important as cunning here – if you can’t make 
  the crowd laugh with your riddles, they are likely to boo 
  you off the stage in the early round of the contest. By the 
  end of the contest, though, the few surviving contestants 
  are those whose minds are a storehouse of riddles and 
  puzzles.
  •	
  If a companion participates in the Riddle-game, he 
  must make a series of three Intelligence (Riddle) 
  checks. The first is at DC 10, the second at DC 15, 
  and the third at DC 20. If he succeeds at all three, he 
  wins the Riddle-game and gains 200 XP. 
  Sample Riddles:
  Though I run all day, I never TIre
  For my bed Is hard and cold
  and Though you’ll meeT me on The plaIn
  For my head Is In The mounTaIn 
  and IF I breaThe on you
  you’ll ThInk I am a FounTaIn
  Who am I?
  The rIver runnIng, 
  WhIch rIses aT The lonely mounTaIn  
  The more oF Them you Take, The more you 
  leave behInd. WhaT are They?
  FooTprInTs
  you bury me When I’m alIve, and dIg me up 
  When I dIe. WhaT am I?
  a planT
  Song-contests
  To enter the singing contest, a character must have 
  proficiency in Performance. The DC to beat is 15. 
  A companion who succeeds acquits himself well; a 
  companion who passes by 5 or more is invited to sing at 
  the Royal Palace on some future day, and a companion 
  who passes by 10 or more is given a purse of silver pennies 
  (20s) and asked to sing at the masked ball this evening. 
  Any success is worth 100 XP.
  Games of Chance
  The most popular forms of gambling in Dale revolve 
  around dice and a popular Dwarf game that is basically 
  dominoes played with runes. There are stranger games 
  however, like betting on which rat will make it out of the 
  maze first or wagering sums of money on the colour of the 
  hood of the next stranger to come around the corner. 
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  the oPenIng cereMony
  At twilight, a crowd gathers around the fountain 
  commemorating the Fall of Smaug, in front of the Royal 
  Palace. A procession of nobles and courtiers emerges from 
  its great front gate, and is welcomed by cheers and shouts 
  from all bystanders. The group is led by Dáin, King under 
  the Mountain, and a trio of elven emissaries clad in green 
  and gold; they are followed by the Master of Lake-town. 
  Last, King Bard makes his appearance, followed by his 
  most trusted counsellors, all archers who formerly served 
  in his company when he was but a Captain in Esgaroth. 
  King Bard steps forward to address the crowd. His dwarf-
  wrought crown glitters in the light of many lanterns. His 
  frame is as lean and hard as it was when he brought down 
  the Dragon, but this night his grey eyes are alight with joy.
  “People of Wilderland!’ he shouts. “Years ago we were 
  strangers to each other, as we hid in shadows. We were 
  afraid of a world where Dragons ruled and Orcs were 
  free to plunder. Then, one day our worst fears came upon 
  us, and threatened to bury us forever, together with our 
  weaknesses and worries.”  
  The crowd grows silent, as an old man wrapped in cloak 
  and hood emerges from among the king’s counsellors and 
  takes place by Bard’s side. Bard continues his speech:
  “But then the clouds that darkened our days were torn by 
  the wind, and a red sunset slashed the West. We fought 
  together at the Battle of Five Armies, and we prevailed 
  together. And today we are here to testify that since that 
  day we stand united!”
  As the crowd erupts, the old man casts aside his hood and 
  cloak, raising a tall staff: Gandalf the Grey has come to 
  Dale! Sudddenly, the staff of the wizard blazes forth with 
  a flash, and behind the Royal Palace, the sky over Dale 
  erupts with the most magical fireworks, bright enough to 
  illuminate the flanks of the Mountain. Flowers and trees 
  and candelabras and shooting stars, and then a flock of 
  great golden eagles that burst like the dawn. 
  The Grey Pilgrim
  The Gathering of Five Armies might be the first occasion for the company to encounter the wandering wizard. If this 
  is not the first Gathering, then perhaps Gandalf is visiting Dale to evaluate the current political climate surrounding 
  the courts of Men, Elves and Dwarves. Regardless of the precise cause for his presence, Gandalf is busy making 
  private meetings with the various rulers of the area (especially if the year is 2948 or later) and won’t take part 
  in the celebrations (he will leave before the masked ball begins). As a consequence, only companions with access to 
  the court of King Bard can hope to get to talk to him: it requires a Barding character with the King’s Men virtue 
  to be invited to the Council, or a private meeting if King Bard is a patron of the company. If the companions have 
  played through the A Darkness in the Marshes adventure, then it is Gandalf who seeks them out. The grey wizard 
  has conferred with Radagast, and is now worried about the true nature of the spirit that the company last saw on the 
  Dwimmerhorn. Regardless of the nature of the encounter, the meeting is brief - Gandalf is busy with many concerns 
  - and starts with the wizard questioning the companions about what they know about the spirit. Then, it is his time 
  to talk, and his is an interesting tale...
  
  103
  The Dungeons of Dol Guldur
  "Many years ago I myself dared to pass the doors of 
  the Necromancer in Dol Guldur for the second time, 
  to secretly explore his ways. What I discovered in that 
  occasion is not a matter that I will discuss here, but 
  suffice it to say that I found the place to be even darker 
  and oppressive than before. It seemed to me that a new 
  power had allied itself with the Necromancer, and 
  ruled the deeper pits of Dol Guldur."
  "It was there that I found Thráin, the father of Thorin 
  Oakenshield, wandering witless and near death in the 
  blackest dungeons. I came too late, and he died before 
  I could help him, but with his last words he uttered the 
  name of his gaoler and tormentor: the Gibbet King."
  "I fled that accursed place before the Necromancer 
  could spy my presence, but I knew that my visit didn’t 
  go unnoticed. I felt the eyes of that dreadful lord of 
  prisons upon me. The Gibbet King saw me, but seemed 
  content to let me go."
  the MasKed baLL
  As the fireworks die down, everyone in the crowd puts 
  on a mask and starts to mingle. Musicians put hand to 
  harp and mouth to flute, and the warm night is filled with 
  song and dancing. There are several sets of musicians, 
  notably a band of thirteen Dwarves (including Bombur 
  himself) who get into a sort of musical battle with a group 
  of Elves. While the two sides have very different styles 
  (dwarven bombast contrasted with elvish harmonies), 
  they are equally enthusiastic, and end up joining together 
  to produce the strangest music ever heard in the North – 
  but at least you can dance to it!
  •	
  If a companion won the singing contest, he is invited to 
  sing. A successful DC 20 Charisma (Performance) 
  check here wins the hero even greater renown and an 
  invitation to play at the courts of the Elvenking and 
  the King under the Mountain. 
  Folk at the Gathering
  There are several characters that might be met at the ball:
  Bombur the Fat: As one of the thirteen dwarven 
  companions of Thorin Oakshield on the Quest of Erebor, 
  Bombur certainly qualifies as ‘great’. Since his adventure 
  he has adjusted to his new uneventful life, and he is 
  rapidly becoming the fattest Dwarf under the Mountain. 
  He is here as part of King Dáin’s court, and to sample 
  the Barding’s food. Dwelling mostly in dining halls and 
  kitchens, Bombur knows all the gossip and secrets in Dale 
  and the Lonely Mountain, and can be a useful source 
  of information for the company if they befriend him. At 
  the masked ball, he wears a Dragon mask – although no 
  mask could hide his weight. 
  Elstan: When Bard became king of Dale, Elstan was 
  among the first to swear loyalty to him. The tall grey-eyed, 
  gaunt northerner is called the First Captain of Dale, and 
  commands the Royal Barracks. He is famed for his skill 
  with the sword, and for his gleaming suit of dwarf-forged 
  armour. Whenever the kingdom is threatened, he is there 
  to defend it. The people love him, and he is the favourite in 
  the melee to be held tomorrow. If any of the company is a 
  member of the King’s Men, or are known for their service 
  to Dale, then Elstan greets them. Others can try to fight 
  their way through his crowd of admirers. Elstan wears his 
  visored steel helm in lieu of a mask.
  Gerold: Said by some to be kin to Beorn, Gerold is a fierce 
  mercenary. A veritable giant of a man, his size belies his 
  speed and reflexes. He can bury his axe in an Orc’s head 
  with a serpent-quick flick of the wrist. If he calls any place 
  other than the battlefield home, it is nearby Esgaroth. He 
  is here for whatever prize can be found in fighting contests 
  held during the gathering. Gerold wears no mask – he’s 
  here for the free drink.
  Galia: This young Elf-maid carries a bow that seems much 
  too large for her slender frame, but her skill at archery 
  is legendary even among her woodland kin. Of late, she 
  has succumbed to wanderlust, and this visit to Dale is the 
  start of her wanderings in the north. She wears a delicate 
  wooden mask that resembles the moon. 
  Lockmand: The merchant Lockmand is everywhere 
  tonight. He is a merchant from Esgaroth who left after the 
  previous Master fled the town. He has recently returned to 
  the north, having made his fortune trading in ‘antiquities 
  and curios’, and is eager to share his wealth. Secretly, 
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  Lockmand is in league with the spirit. He wears a great 
  golden mask that looks like a beaming sun. 
  •	
  A successful DC 13 Intelligence (Riddle) check 
  reveals rumours that he has a questionable past. He 
  was closely associated with the old Master of Lake-
  town, and is now trying to curry favour with King 
  Bard.
  Observant characters may spot Lockmand speaking to 
  Harrod the Fool in a corner about half-way through the 
  evening. 
  Harrod the Fool: A jester in green-and-red motley, Harrod 
  prances through the crowd, making fun of everyone of 
  note. He fixates on the proudest members of the company 
  and mocks and mimicks them mercilessly. 
  Harrod is not as young as he once was, and he hopes to 
  win a place in King Bard’s court to provide for him in his 
  old age, so he no longer has to wander from village to 
  village, making peasants laugh for a warm meal and a 
  place to sleep beside the fire. 
  •	
  Towards the end of the evening, Harrod’s spirits 
  suddenly improve, and he capers with renewed 
  vigour. Secretly, he was just hired by Lockmand to 
  play a prank at the feast tomorrow night...
  the chaLLenge 
  Towards the end of the evening, Lockmand the merchant 
  clambers onto the stage to address the crowd.
  “People of Dale! Tomorrow, there will be a great contest 
  of arms! Swords! Spears! Archery! Let us gather all the 
  defenders of the North, and see which of them is the 
  greatest! In honour of this fine Gathering of Five Armies I 
  shall give a prize to the victor! Behold!”
  He gestures to two of his servants, who drag a huge iron-
  bound chest onto the stage. Lockmand throws the lid back. 
  Gold and gems spill from the chest, which is crammed 
  with treasure. “For Wilderland!” shouts Lockmand. “For 
  the Free Folk of the North!” 
  – Part two – 
  a goLden PrIze
  Lockmand’s servants must have worked all night long, for 
  Dale awakens to find that a field has been cleared outside 
  the town, between Ravensgate and the river. The company 
  spot posters nailed to walls, calling for warriors to sign up 
  for the tournament, which begins at noon. 
  enterIng the contest
  If the company choose to enter the contest, they can do so, 
  and they are not alone – it seems that every warrior of note 
  in Dale, as well as half the fighting Dwarves of the Mountain 
  and most of the wandering heroes and adventurers in the 
  North have signed up. A small army of clerks handles the 
  entrants. The characters are asked where they hail from, 
  which events they wish to enter, and are reminded that 
  all entrants, regardless of how well or poorly they do, are 
  invited to a feast at Lockmand’s expense. 
  the contests
  Each of the three lesser contests - Archery, Strength, and 
  Horse riding - works in the same way. There are three 
  rounds – two qualification rounds, and a final round 
  against a named opponent. 
  Qualification Rounds
  Each companion makes two rolls for every qualification 
  round. The first test is to gauge the situation and prepare 
  2
  
  105
  (evaluation test) and the second to resolve the contest 
  itself. The DC used is the same for both rolls in a round 
  and is indicated in the Contests table below.
  •	
  Succeeding in the evaluation test grants Advantage in 
  the contest itself. 
  For example, in his first qualification round of an 
  Archery contest a companion would first roll Wisdom 
  (Perception) to aim and compensate for wind and 
  distance (thus gaining Advantage) and then a ranged 
  attack roll to hit the target (both rolls DC 15); then, in the 
  second qualification round he would roll the same skills 
  to the same effect but against DC 20.
  If a companion succeeds in both rounds of qualification, 
  he proceeds to the final round. If multiple companions 
  participate in the same contest, then any number of them 
  can pass through the qualification rounds, but only the 
  character who gets the highest result during the second 
  round of qualification moves through to the final round.
  For example, Caranthiel, Beli and Beran of the Mountains 
  enter the Strength contest. Caranthiel fails in round one and 
  is out, while Beli and Beran succeed and both proceed to 
  the second round of qualification. This time, they both pass 
  their Strength (Athletics) checks, but Beli only scrapes past 
  with an 18, whereas Beran gets a 21. As they are competing 
  in the same contest, Beran is the one who goes through to 
  the last round, where he will wrestle Gerold.
  Final Round
  The final round is resolved with two tests, as in the 
  previous rounds of qualification. The DC for the first test 
  (evaluation) is DC 20 for all contests, and success gains 
  Advantage as before. The second roll is resolved as a 
  contest against the Loremaster character. 
  For example, when Beran goes to the final round, he will 
  have to first roll Charisma (Intimidation) against DC 
  20 to impress Gerold and build his confidence up (gaining 
  Advantage) and then will have to make an opposed roll 
  putting his Strength directly against that of Gerold; this 
  means that Beran’s player and the Loremaster will both 
  roll the dice and directly compare their results.
  archery
  Each round involves firing at a wreath nailed to a wide 
  wooden board. Contestants must put their arrows inside 
  the circle inscribed within the wreath, or at least hit the 
  wreath itself. In each round, the targets are moved further 
  away (the DC increases as shown on the Contests table). 
  The Wisdom check at the start of each round is to judge the 
  wind whipping off the Lonely Mountain and to estimate 
  the distance.
  •	
  If a companion does not win then it is Galia the Elf 
  who cooly puts three arrows through the bulls-eye and 
  takes the prize out from under the noses of the Royal 
  Archers of Dale and the archers from the Bowmen’s 
  Guild of Esgaroth.
  horse rIdIng
  The contestants must ride by a set of straw targets at 
  high speed, and thrust or hurl a spear into the targets 
  as they pass. The Wisdom (Animal Handling) check is 
  to control the horse, while the attack roll is to drive the 
  weapon home.
  contests
  contest
  sKILLs used
  fIrst 
  quaLIfIcatIon 
  round dc
  second 
  quaLIfIcatIon 
  round  dc
  fInaL 
  round dc
  fInaL oPPonent
  Archery
  Wisdom (Perception) and 
  best ranged attack bonus
  15
  20
  20
  Galia (Short Bow +6)
  Strength
  Charisma (Intimidation) 
  and Strength (Athletics)
  15
  20
  -
  Gerold (Strength 
  (Athletics) +6)
  Horse 
  riding
  Wisdom (animal handling), 
  melee attack roll
  15
  20
  20
  Elstan (Dwarf-forged 
  Spear +7)
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  •	
  If a companion does not take the prize then it is Elstan, 
  the First Captain of Dale, who is declared the winner. 
  strength
  These are wrestling contests, held in a fighting ring of sand 
  by the riverbank. The Charisma check is to demoralise the 
  opposition and get the support of the crowd, while the 
  Strength test is the grappling contest itself.
  •	
  If a companion does not reach the final round, then 
  the brutal Gerold is victorious. His final opponent is 
  a strapping young Dwarf from the Mountain. Gerold 
  uses his greater reach to outmanoeuvre the Dwarf, 
  then lifts his foe by the beard and tosses him out of 
  the ring and into the river.
  PrIzes
  Lockmand promises that each winner will be presented 
  with a purse of gold at the feast tonight. 
  •	
  Each companion who is declared the winner in one of 
  the challenges gains Inspiration, along with 500 XP.
  the MeLee
  The final event – and the one that draws the most attention 
  – is the grand melee. This is a big mock battle. Theoretically, 
  it is every man for himself, but in practise different factions 
  stick together. So, the largest force on the field are the 
  warriors of Dale under their captain, Elstan, closely 
  followed by the Dwarves of the Lonely Mountain and the 
  warriors of Lake-town. The Elves do not enter the melee.
  Early Rounds
  The early rounds of the melee see the participating 
  companions fight against a host of lesser foes. To 
  determine how the adventurers fare in the chaotic mess 
  have each companion in the melee make two checks.
  •	
  First, each player describes how their character 
  intends to approach the melee. Is their tactic to sneak 
  around and wait for opportunities to take down 
  weak or distracted foes? Will they charge into the 
  middle of the fray, scattering their opponents with 
  forceful blows? Do they intend to work with the rest 
  of the adventurers, or make common cause with the 
  other participants from their home cultures (“Men of 
  Gondor, flock to my banner!” )
  If a character has a suitable Virtue or class ability that 
  matches their preferred tactic (Reckless Attack for 
  charging into the fray, Sneak Attack for picking off weaker 
  foes, Captain of Gondor for rallying their kinsfolk), they 
  automatically succeed at this first check. If there is not a 
  clear justification for the characters’ edge in battle, the 
  character must make a saving throw chosen by the LM – 
  Strength, Dexterity or Charisma to avoid the worst of the 
  scrum. If successful, the companion gains Advantage in 
  the first phase of the battle.  
  Next, each character makes a melee attack roll against AC 
  15 that determines how well the companion survives the 
  first part of the melee. Check the result obtained on the 
  table below.
  earLy rounds
  weaPon sKILL 
  resuLt
  conduct
  Failed with a 
  natural 1
  The companion is eliminated, losing 
  two-thirds of remaining hit points.
  Failed
  The companion is eliminated, losing 
  half his remaining hit points. 
  Success by 0-2
  The companion survives, but loses 
  half of his remaining hit points.
  Success by 3-5
  The companion survives, but loses 
  one quarter of his remaining hit 
  points.
  Success by 6 or 
  more
  The companion is uninjured in the 
  melee!
  Following Rounds
  Companions who survive the early rounds of the melee 
  must make the same two rolls once again, only this time 
  against a difficulty of DC 20. If any survive this second 
  part of the tourney, then they are among the last few 
  warriors to survive and move onto the final round.
  the Last few heroes
  After an hour of heavy fighting, only a few warriors 
  remain standing on the muddy field by the river. There 
  is Gerold, the wild mercenary. Despite using blunt axes, 
  he has maimed one foe and smashed the dwarf-forged 
  shield of another. In the middle of the field, atop a little 
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  hillock, are a company of Dwarves from the Lonely 
  Mountain, who fight with the tenacity of Durin’s folk but 
  are clearly exhausted. Finally, Elstan and a troupe of his 
  best warriors (one for each companion) command the 
  ground near the river, and have won the love of the crowd 
  with their heroics. 
  •	
  If the companions still stand, then they must choose 
  whether to fight against Gerold or Elstan and his 
  followers (the Dwarves are too distant). Whichever 
  group they do not fight battles the Dwarves. If they 
  win this fight, then they must finally defeat whichever 
  foe is left (among Elstan or Gerold). 
  •	
  Traditionally, only one warrior may claim the prize. 
  However, if the company are the only combatants left 
  on the field, they may either fight amongst themselves 
  or else come to some agreement about who is 
  considered the champion.
  geroLd the beornIng
  Medium Human
  STR 
  18 (+4)
  DEX 
  15 (+2)
  CON 
  16 (+3)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 
  15 (+2)
  Armour Class 15 (Unarmoured Defence)
  Hit Points 90 (12d8+36)
  Speed 30 ft
  Damage Resistance non-magical piercing
  Saving Throws Strength +7, Dexterity +5, Wisdom +4
  Skills Athletics +7, Intimidation +5
  Senses passive Perception 11
  Languages Westron
  Challenge 5  (1,800 XP)
  Horrible Strength. If Gerold makes a successful melee 
  attack, he may use his bonus action to cause 4 additional 
  damage of the same type as the original type.
  Skin Coat. Gerold has resistance to non-magical piercing 
  damage (see above).
  Actions
  Multiattack. Gerold makes three axe attacks.
  Great Axe. Melee Weapon Attack: +7 to hit, reach 5 ft, 
  one target. Hit: 10 (1d12+4) slashing damage.
  Reaction
  Retaliate. If Gerold suffers a critical hit from a foe, he 
  may use his reaction to make a single melee weapon 
  attack against that foe.
  eLstan, fIrst caPtaIn of daLe
  Medium Human
  STR 
  16 (+3)
  DEX 
  11 (+0)
  CON 
  14 (+2)
  INT 
  11 (+0)
  WIS 
  11 (+0)
  CHA 
  15 (+2)
  Armour Class 18 (heavy mail and shield) 
  Hit Points 65 (10d8 + 20)
  Speed 30 ft
  Saving Throws Constitution +4, Wisdom +2
  Senses passive Perception 10
  Languages Westron
  Challenge 4 (1,100 XP)
  Actions
  Multiattack. Elstan makes two longsword attacks.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft, 
  one target. Hit: 7 (1d8+3) slashing damage or 8 (1d10+3) 
  slashing damage if used with both hands.
  Reaction
  Commanding Voice. Elstan may use his reaction to 
  utter a command when a non-hostile creature, visible to 
  him within 30 feet, is about to make an attack roll or a 
  saving throw. The target adds a d6 Command Die to that 
  roll, provided it can understand the message. A creature 
  can benefit from only one Command Die at a time, and 
  creatures that possess Commanding Voice cannot benefit. 
  Parry. Elstan adds 2 to his AC against one melee attack 
  that would hit him. He must be aware of the incoming 
  attack in order to parry.
  eLstan foLLowers
  Medium Human
  STR 
  15 (+2)
  DEX 
  12 (+1)
  CON 
  12 (+1)
  INT 
  11 (+0)
  WIS 
  11 (+0)
  CHA 
  10 (+0)
  Armour Class 16 (corselet of mail, shield)
  Hit Points 16 (3d8+3)
  Speed 30 ft
  Senses passive Perception 10
  Languages Westron
  Challenge 1/2 (100 XP)
  Battle Brothers. If three or more followers are fighting the 
  same enemy, and that enemy has no allies engaged with the 
  followers, the followers have Advantage on their attacks.
  Actions
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft or 
  range 20/60 ft, one target. Hit: 6 (1d8+2) slashing damage 
  or 7 (1d10+2) slashing damage if used with both hands.
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  the end of the contest
  The victor of the contest is lifted from the battlefield by a 
  crowd of cheering spectators and carried shoulder-high 
  through the streets of Dale to the feast-hall prepared by 
  Lockmand. Other warriors pick themselves out of the mud 
  and stagger after the crowd, eager to get to the feast and 
  drown their sorrows. 
  •	
  If the winner was a companion, he receives 
  Experience Points for this outstanding deed, and 
  gains Inspiration.
  If the companions were all defeated, then a battered and 
  bruised Elstan stands victorious over Gerold.
  – Part three – 
  an ILL-Made Party
  The company – along with virtually every warrior in Dale 
  – is welcome at Lockman’s feast. The merchant has raised 
  a party tent in the market square. This is a feast even by 
  Hobbit-standards, where it snows food and rains drink, 
  especially the latter. 
  By the time the companions arrive, the sun has 
  disappeared behind the stony arms of the Mountain and 
  the barrels of wine and casks of ale have already been 
  opened. After all, tourney fighting is thirsty work! King 
  Bard is not present, nor is Dáin Ironfoot; Gandalf the Grey 
  has already left the city. Bombur, of course, would never 
  miss free food, so he is in a place of honour at the high 
  table, next to the winners of the various contests. 
  In front of the high table is a plinth that bears the chest 
  of gold promised to the winner of the melee and the 
  three small bags of treasure for the best archer, wrestler 
  and rider in Dale. Oddly, there is no sign of Lockmand, 
  the merchant who organised the whole dinner. If the 
  companions ask, then the servants assume that their 
  employer is busy dealing with the cooks. The truth is 
  much more sinister, although the company are unlikely to 
  discover this immediately. 
  treachery In the darK
  Last night, the merchant hired the jester Harrod to play 
  a ‘joke’ on the winners. Harrod is to disguise himself as 
  Lockmand; he will wear Lockmand’s robes and mask from 
  the ball the previous night, and pretend to have lost his 
  voice cheering at the tournament. He will present what 
  he believes to be an empty chest to the winner, open it 
  theatrically, and then pull of his mask and reveal that he 
  is in fact a jester. Lockmand will then enter with the real 
  chest, or so he told Harrod.
  •	
  In fact, the ‘fake’ chest contains a nest of poisonous 
  serpents and, by the time it is opened, Lockmand 
  intends to be half a league down the River Running in 
  a fast boat. The wine at the feast is poisoned, too. The 
  poison is very diluted, to disguise its taste, but any 
  warrior who drinks enough of it will be Incapacitated 
  for several days. 
  Intrigue at the Feast
  Suspicious companions may wish to pause their carousing 
  to find Lockmand. 
  •	
  If they do so, call ffor a DC 15 Intelligence 
  (Investigation) check. Succeeding by 0-2 means the 
  character finds ‘Lockmand’ – the disguised Harrod 
  – arriving at the back of the tent; succeeding by 3-5 
  means the character surprises ‘Lockmand’ getting 
  changed, and spots that it is the jester Harrod wearing 
  the merchant’s clothes and mask; succeeding by 6 or 
  more means the character sees Lockmand and several 
  of his surly guards loading a large heavy chest onto a 
  boat and fleeing Dale under cover of darkness – see 
  Tracking Down Lockmand, below.
  Other companions may prefer to just enjoy the feast, 
  trading tales of heroism on the battlefield and enjoying 
  themselves. The food is excellent, and while there is a 
  slightly bitter aftertaste to the wine and beer, there is plenty 
  of it. Make sure to roleplay the servants offering food and 
  drink to the companions, so you can determine whether or 
  not a particular character takes part in the feast. This feast 
  counts as a Short Rest, so characters may expend Hit Dice 
  to regain lost hit points.
  the ungracIous host
  Once the feast is in full swing, ‘Lockmand’ arrives. He 
  climbs theatrically up to the high table, then points to his 
  throat, shrugs and shakes his head. “He’s lost his voice!” 
  shouts someone at the back of the hall. ‘Lockmand’ nods, 
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  then picks up one of the three purses of treasure. He 
  mimes drawing a bow, then gives the purse to the winner 
  of the archery contest.  The pouch contains 25 gold pieces. 
  He then flexes his muscles and gives the second purse to 
  the winner of the wrestling contest. Finally, he leaps onto 
  the back of a passing servant and rides him around the 
  stage like a horse, grabbing the third pouch as he passes 
  and tossing it to the winner of the horse riding event. The 
  crowd laughs. Bombur lets loose a great guffaw and rocks 
  back on his couch, breaking it. He topples over backwards, 
  and the crowd laughs even more.
  Finally, ‘Lockmand’ goes to the chest and beckons 
  everyone to come closer. He throws open the chest, digs 
  his hands in and flings a shower of what was supposed 
  to be golden coins into the crowd. He screams as he does 
  so – the chest is full of snakes, not coins, and several just 
  slithered down his sleeves and bit deep into his flesh. He 
  falls to the ground, knocking his mask off, revealing the 
  face of the jester Harrod.
  •	
  The snakes swarm everywhere, attacking in a panic. 
  The companions can avoid being bitten by making a 
  DC 10 Dexterity saving throw to dodge or kill any 
  snakes that come nearby.
  PoIsoned!
  The snakes are not the only calamity that strikes the 
  feast. As warriors surge to their feet to avoid the swarming 
  snakes, they suddenly feel dizzy and ill. Some collapse, 
  others stumble. Any heroes who ate or drink at feast must 
  make a DC 10 Constitution saving throw. On a success, 
  they stay standing but count as being Poisoned for the rest 
  of the adventure. On a failure, they collapse, recovering 
  after a short rest but are Poisoned until the adventure ends. 
  Few of the victims of the poison drank a lethal dose, but 
  most are Incapacitated and cannot fight. 
  Curing the Poison
  The poison in the wine can be cured with purgative herbs, 
  but such herbs are rare in the north. A DC 15 Wisdom 
  (Medicine) check can restore a Poisoned character to full 
  health in a matter of hours, but there are only enough 
  herbs in Dale to cure a handful of warriors. More can be 
  obtained in Mirkwood, but that will take several weeks. 
  A Scholar might cure her companions, but to heal all the 
  warriors would take many days.
  Questioning Harrod
  If the company manage to save Harrod from the snakes, 
  they can question him. He is confused and terrified, and 
  his story is jumbled.
  “He, he said, it was just a joke! He’s supposed to be here 
  with the gold, and everyone should be laughing! Where is 
  he? What’s he done to me? Oh mercy, what has he done?”
  tracKIng down LocKMand
  After sending the jester in disguise, Lockmand fled 
  to a small boat that waited on the Running River. The 
  companions are unlikely to be able to catch him, unless 
  their suspicions were aroused earlier and they either got 
  an extraordinary (6 or better) margin of success while 
  searching for him (see Intrigue at the Feast, above), or 
  specifically headed for the river docks. 
  •	
  If the players’ actions put them on the right track well 
  in advance, they reach the merchant as his boat casts 
  off from the dock and heads down the river. 
  In the darkness, the company can see four figures on the 
  deck. One is clearly Lockmand; the other three are nasty-
  looking warriors from the South. When they spot the 
  characters, two warriors pick up bows from the deck and 
  start firing arrows to dissuade pursuit.
  Chasing Lockmand
  The characters can either race along the riverbank, swim 
  after the boat, or take other boats and row after it. 
  •	
  If the companions race along the river, Lockmand’s 
  boat distances them easily and disappears in the 
  dark.
  •	
  Swimming after Lockmand is actually not a good 
  idea, as the waters of the River Running are very 
  cold in November. The Loremaster should only 
  allow companions with proficiency in Athletics to 
  actually try. Catching up with the boat is a contest 
  between the swimmer and Lochmand’s rowers, who 
  have a +4 bonus to their rolls. The swimmer needs 
  three successive victories to catch the boat. Should a 
  swimmer fail a roll, he loses 1d6 hit points as he is 
  briefly overcome by the freezing waters.
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  •	
  If the companions can borrow a boat, they find that 
  the river is fast-flowing and only barely navigable as 
  its waters tumble from the Lonely Mountain; luckily, 
  Lockmand’s boat is weighed down by the heavy chest 
  of gold, so the characters can catch up with the boat 
  if they hurry. Chasing Lockmand on a boat is, again, 
  a contest against Lochmand’s rowers, but they have 
  Advantage on their rolls because they know the river 
  better than the adventurers.  
  Shot in the Dark
  The three southerners aboard Lockmand’s boat shoot 
  arrows in the direction of any pursuer. It is dark, and 
  the boat is moving, so their shots are mainly aimed to 
  discourage, not to kill. 
  •	
  If a companion gets a natural 1 on any roll while 
  pursuing Lockmand, he is hit by an arrow for a loss 
  of 1d6 hit points.
  Fighting Lockmand’s Guards
  The guards keep firing their bows until the company board 
  the boat, whereupon they draw swords and start hewing. 
  The merchant is a craven coward and will not fight back; if 
  his guards are overcome then he grabs the chest, throws it 
  overboard and dives after it. The chest disappears quickly 
  under the troubled waters, while Lockmand can be fished 
  out of the waters at little or no effort.
  Interrogating Lockmand
  If captured, Lockmand reveals that he was sent to gather 
  the best warriors in Dale in one place and poison them. 
  An army is marching on Dale from the south. Doom is at 
  hand – if King Bard surrenders and yields up his crown, 
  then maybe his folk will be spared the suffering. Lockmand 
  claims that his master commands “...all the host of Dol 
  Guldur – Orcs without number, men from the East, and 
  a great host of Wights and Wargs”. A DC 10 Wisdom 
  (Insight) check reveals reveals that Lockmand is lying 
  about the size of the enemy army, and that he is simply 
  trying to sap the morale of Dale.
  Lockmand’s Chest
  The chest that the black traitor sent to the bottom of 
  the river can become the object of a recovery mission, 
  probably a very adventurous one, especially because the 
  gold it contains came out of Dol Guldur. Unbeknown to 
  the companions, the treasure is tainted by the touch of 
  the Necromancer, and its malevolence it is sure to attract 
  the attention of some of the most evil denizens of the Long 
  Marshes, or even of the Mountains of Mirkwood... 
  •	
  If recovered from the cold bed of the river, Lockmand’s 
  chest can be opened to reveal a fortune in gold. 
  Anyone who takes a share of this treasure gains 1 
  point of Shadow automatically, and must pass a DC 
  20 Wisdom saving throw or gain 3 additional points 
  of Shadow.
  – Part four – 
  raven’s tIdIngs
  By the next morning, Dale is afire with wild rumour. Tales 
  of invasions, curses and poison are on everyone’s lips. 
  Some stories claim that everyone who was at the feast is 
  dying. Others claim that it is the curse of the Dragon taking 
  hold, or that it was the doing of the wicked Elvenking or 
  those troublesome Dwarves or some other foe. 
  the coMIng foe
  The next morning, a raven arrives in Dale. If any Dwarf 
  companions in the group have the Ravens of the Mountain 
  virtue, or a Barding has the Woeful Foresight virtue, then 
  the raven comes to them. Otherwise, the raven alights on 
  the roof of a bell tower and utters its doom to the townsfolk 
  directly.
  “Harken, men of Dale! Harken, folk of the Mountain! A 
  terrible army approaches. Orcs and Goblins, with Wild 
  Wolves to ride upon, coming with great speed up from the 
  south. They ride for Dale!”
  a royaL councIL
  The companions are among those least affected by 
  Lockmand’s poison – many warriors are Incapacitated or 
  too weak to stand. Considering this, it is possible that they 
  voluntarily propose to offer their help to King Bard. If they 
  do not, they are summoned to his presence by one of his 
  men. The king can be encountered at the Royal Palace. 
  When they go there, they pass through the vaulted stone 
  portal into the lamp-lit hall, and find Bard sitting grim-
  faced on his throne, with a map of his kingdom spread out 
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  111
  in front of him. Normally, this hall would be attended by 
  many heroes and warriors of Dale, but only a few managed 
  to struggle from their sick-beds to attend council. There 
  are, however, plenty of merchants and townsfolk here, 
  demanding that the king acts to safeguard Dale against 
  its enemies.
  The companions are received with a welcoming nod from 
  the king, who at this juncture is more than glad to see a 
  group of armed adventurers join his council. The crowd of 
  onlookers is less discreet, and the companions are greeted 
  with a cheer as soon as they pass the gates of the palace.
  If the company are unable to convince the fearful townsfolk 
  that they can save the kingdom, then panic and fear may 
  bring Dale down before the enemy even arrives. Dale calls 
  for aid – will the company answer?
  Motivation
  King Bard needs heroes to defend his young kingdom. 
  Anyone who can still fight is needed.
  Expectations
  +2: Heroes are first into the fray (the characters 
  demonstrate their eagerness to defend the kingdom)
  +2: Dale calls for aid (the characters can promise 
  aid from a nearby land, like the Dwarves under the 
  mountain, the Elves of Mirkwood, or the Men of 
  Laketown)
  +2: Wise counsel is always welcome
  +1: Heroes are hale and hearty (the characters are 
  clearly unpoisoned and healthy)
  -1: This is no time for quibblers (the characters delay or 
  haggle over rewards)
  -1: No time for fools (the characters suggest foolish plans 
  to defend Dale, or don’t offer any plans beyond fortifying 
  the Crossings of Celduin)
  -2: And no time for cowards (the characters openly worry 
  that the task is hopeless and Dale is lost)
  Interaction
  King Bard addresses the council with a sober assessment 
  of the situation. 
  “Lockmand’s treachery has blunted the spear of the forces 
  of Dale. The greater portion of our strength is lost until the 
  poisoned warriors recover. And when they do, it will be 
  too late.”
  “The power of the Orcs of the North was broken at the 
  Battle of Five Armies, but Wilderland is still stiff with 
  Wolves, Orcs, and creatures of the worst description. It 
  must be assumed that we face a powerful army.”
  “The enemy’s outriders will be here soon. Dale has the 
  strength to resist a siege, but if we retreat behind its stone 
  walls, then the farmlands and outlying villages – not to 
  mention Lake-town – will be vulnerable to attack.” 
  “We must resolve what to do with the remaining time. 
  There are two concerns at hand – stopping the enemy, 
  and preparing Dale for war, even in the lack of its best 
  defenders.“
  When the king is done with his speech, Reinald, the chief 
  of his advisors, asks those assembled for counsel. Various 
  concerns and strategies are addressed below; if the 
  companions do not suggest them, then Reinald himself or 
  one of the other counsellors present does so. Heroes that 
  suggest strategies or agree to reasonable ones earn a +1 
  modifier for the Final Audience Check.
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  Stopping the Enemy
  Looking at the maps identifies the likely route of the enemy. 
  They are coming out of the south and the River Running lies 
  between them and Dale. To reach the town, the enemy must 
  either pass through Mirkwood (unlikely, as they would get 
  lost and could not ride their horses through the woods), or 
  through the Long Marshes (impossible for an army). Only 
  the empty lands east of the marshes remain. However, 
  there are few places to cross the River Running to the east: 
  the enemy must be making for the Crossings of Celduin. 
  Marked on the maps of King Bard along the blue ribbon of 
  the river, two hundred miles south of Dale and almost one 
  hundred miles east of Mirkwood, in the region known as 
  the Nether Marches, a bridge crosses the Celduin.
  •	
  A character with proficiency in History or Lore 
  automatically identifies the tower drawn near the 
  crossing markings as an outpost of the old kingdom of 
  Dale, a tollgate perhaps. The map dates the settlement 
  back to the time of Girion, son of King Bladorthin of 
  Dale.  
  The Town of Celduin
  The companions might desire to find out more about 
  what lies at the Crossings of Celduin. Any Northman 
  knows that there are settlements along the River 
  Running, living relics out of a past when a powerful 
  kingdom ruled those lands. Some might be abandoned, 
  and some others might still be populated to this day. 
  Sometimes merchants from the south bring news 
  and snippets of information, but usually everyone is 
  too busy with their own lives to find interest in these 
  matters. Traders from Lake-town might know more, 
  and making a DC 15 Intelligence (Riddle) check while 
  conversing with one might bear interesting fruits (see 
  Part Six for details).
  Seeking Help from Allies
  While many of the best warriors of the Lonely Mountain are 
  similarly afflicted by Lockmand’s poison, Dáin will send 
  help if asked. So too will the Elves of Mirkwood. However, 
  the heroes will need to be passionate to convince the 
  mistrustful townsfolk of this course of action – many fear 
  that their allies will abandon them in their hour of need.
  Preparing Dale
  One of the merchants suggests that King Bard order all 
  his subjects to take refuge behind the city walls, or to seek 
  shelter within the Lonely Mountain. Another counsellor, 
  a farmer, says that if they abandon the countryside to the 
  enemy, the fields and orchards will burn and the harvest 
  will be lost. Which course of action do the companions 
  advocate? Whichever they choose, as long as they defend 
  their answer, they receive a +1 modifier to the Final 
  Audience Check.
  Stormcrows
  Some wild rumours trouble the council, and should be 
  put to rest. Who sent Lockmand? Everyone knows that he 
  was close to the old Master of Laketown; maybe Lake-town 
  is jealous of Dale’s newfound prosperity? Some of Bard’s 
  counsellors suggest that the folk of Esgaroth may be behind 
  the impending attack. Unless a companion convinces the 
  Bardings to trust their neighbours, then they argue against 
  King Bard’s decision to call on Lake-town for aid. Many 
  fear that the poisoned warriors will continue to worsen 
  until they die. A companion proficient in Medicine can 
  assure the court that the poison is not necessarily fatal, and 
  describe the course of herbs needed to cure the afflicted.
  Conclusions
  Make the Final Audience Check using whatever skills deemed 
  appropriate, especially History, Persuasion or Shadow-
  lore. Heroes that used skill proficiencies to provide valuable 
  insight earn a +1 modifier to the Final Audience check.
  Failure: While Bard is determined to defend the kingdom, 
  many people believe that all is lost and the city must be 
  abandoned. Dale will be sorely wounded by this panic, 
  and the city beset by looters and fearful rumours in days 
  to come. The companions will have to hold out for an 
  added day in Part Seven – The Battle of the Crossings.
  0-1: Bard politely thanks the companions for their 
  intervention, but privately dismisses any course of action 
  they proposed as meaningless. This will teach him about 
  admitting adventurers to his war council!
  2-3: The king is worried, but sees an opportunity in these 
  adventurers: he addresses them and the few others who 
  are strong enough to travel and presents them with a plan 
  (see the King Bard’s Command box).
  
  113
  4-5: King Bard is greatly relieved, as the words of the 
  companions plainly show him that not everything is yet 
  lost! He proposes his plan as for 2-3 above, but gladly 
  accepts suggestions and reasonable changes. Finally, he 
  promises the companions a reward should they return 
  victorious.
  6 or more: King Bard is very impressed. Apply the 
  results of 4-5 above; additionally, the king will consider 
  the companions’ admission to his restricted council of 
  advisors should they return alive and victorious.
  King Bard’s Command 
  The king knows that it will take days for him to 
  assemble a host mustering what forces are available 
  from the lands surrounding Dale and the Mountain, 
  and even weeks before reinforcements arrive from the 
  Iron Hills and from Mirkwood, if they come at all. 
  The enemy will probably arrive in less than two weeks, 
  substantially less if they press on under the light of day. 
  He needs time, so he intends to send the few healthy 
  soldiers he has to rally the countryside around Dale 
  and Esgaroth, and the company of adventurers to hold 
  the crossings of the River Running against the enemy. 
  A bridge is a very defensible place, one that can be held 
  by a handful of valorous individuals. With luck, they 
  will reach the river before the enemy can cross, and so 
  give him time to muster a force large enough to meet 
  the enemy in open battle. 
  Bard does not expect the companions to hold out 
  indefinitely – he just needs as much time as they can 
  give him. He will not command them to go (unless they 
  are sworn subjects of Dale), but he asks for their help 
  in this time of need.
  Greedy Adventurers
  Haggling over payment in times such as these can 
  hardly be considered behaviour worthy of a hero, so any 
  companion who does so is considered to have committed 
  a Misdeed and gains automatically a Shadow point. 
  – Part fIve – 
  the Journey south
  King Bard provides the company with swift horses for 
  the journey south. They are to ride with all speed to the 
  Crossings of Celduin, and to hold the river against the 
  enemy as best they can. Meanwhile, messengers are 
  dispatched to the surrounding countryside, to the Iron 
  Hills, the Woodland Realm and Esgaroth. Ravens too are 
  sent bearing letters to the allies of Dale.
  the Journey
  The companions are to travel south to the Long-lake. Then, 
  the company’s path moves into less travelled regions. 
  The wild lands between Esgaroth and the river are not 
  uninhabited, but are home to little isolated farmsteads and 
  herds of sheep and cows, and there are few villages of note. 
  They head south-east, skirting the edge of the Long Marshes, 
  and then strike across the countryside east of Mirkwood 
  towards the region known as the Nether Marches, beyond 
  where the Old Forest Road exits Mirkwood. 
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  The first section of the journey will see them ride from 
  Dale to the southern borders of the Upper Marches. The 
  second part brings them first to the River Running and 
  then to the Crossings of Celduin. 
  •	
  The forty-league trip to where the River Running exits 
  Mirkwood to turn east follows broken trails used by 
  merchants. 
  •	
  Once they reach the river, the companions ride for 
  eighty miles over easy terrain, for two more days of 
  travel.
   
  The journey takes five days if completed on horseback. It 
  has a Peril Rating of 2 and provokes 1d2 Journey Events 
  at DC 14.
   
  Planning the Route
  Because they are using mounts, the company ignore the 
  first level of Exhaustion they receive on the journey.
  froM daLe to the uPPer Marches
  The journey from Dale to the Long Lake is easy and 
  uneventful. The companions ride through the vales of 
  the upper river, formerly the Desolation of the Dragon. 
  In the years since Smaug’s death, this land has become a 
  bountiful garden, bringing forth vast harvests of fruit and 
  grain. They charge past many small hamlets, all of which 
  are newly-built and have no defences worth mentioning. 
  If the enemy makes it this far north, it will be disastrous. 
  The Upper Marches
  From the Long Lake, the companions head across open 
  countryside. The River Running becomes a silver ribbon 
  off to their right, before it is lost behind trees and the mists 
  of the marsh-fens. The land here is almost empty save for 
  flocks of sheep and their herdsmen. The inhabitants of these 
  lands are Northmen, kin to the Lake-men and Bardings; the 
  king has dispatched messengers to bring words of warning 
  to the areas surrounding Dale and Esgaroth, but it might 
  take days for them to reach these places. The company 
  could take time to seek out the herdsmen and warn them 
  of the approaching army, but this would delay them. The 
  herdsmen have some permanent villages, but they are not 
  on the company’s route. The company could search for a 
  herdsman camp instead, but finding one is not a certainty.
  Sounding the Alarm
  If the company choose to seek out the herdsmen, call for 
  a DC 12 Wisdom (Survival) check. Success means the 
  company find a recently-travelled path and can follow 
  it to a campsite where a dozen herders watch over their 
  flocks. The herders are loyal to Dale, but only come to 
  the valley for market every few months. They have heard 
  nothing of the impending danger. 
  •	
  Any appropriate skill check made at DC 10 can be 
  used to convince the herdsmen that Dale needs their 
  strength, too. If successful, the herdsmen agree to 
  contact their kinsfolk and send help to Dale’s muster. 
  They are excellent archers and fighters, so their help 
  A Thief In The Night
  If the company failed to capture Lockmand earlier, the company passes a boat on the river that is travelling south 
  from Dale to Lake-town. The boat crew pass on a strange story. A few hours previously, they spotted another boat 
  docked at the river bank. There were four men on board, three of whom were surly river-folk, but the third was a 
  merchant dressed in rich clothes. They seemed to be arguing over a chest. 
  If the company investigate by making a successful DC 10 Wisdom (Perception) check, then they find Lockmand’s 
  boat abandoned by the riverbank. Lying in the reeds nearby is the corpse of one of the guards. His throat has been 
  cut. A successful DC 12 Wisdom (Survival) check reveals tracks heading off east. If the company is determined to 
  find the traitor they can pursue Lockmand and his two remaining guards. Chasing down the treacherous merchant 
  adds a day to the company’s journey. The company overtake Lockmand as he tries to drag his pony out of the mud 
  east of the river; the poor animal is weighed down by the chest of gold. See page 109 for more details on Lockmand 
  and his guards.
  1
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  115
  will be welcome in Dale. If the test fails, then the 
  herdsmen decide that their best course of action is to 
  drive their herds north towards the Waste, and to look 
  to their own homes first instead of defending Dale.
  Scripted Journey Event: A Flock of Crows
  A huge flock of crows flies overhead. It suddenly 
  changes direction and closes in to circle once around the 
  company. Then, the flock scatters, with big black birds 
  flapping in every direction. A successful DC 12 Wisdom 
  (Perception) check (or bringing one down with a bow-
  shot) lets the company see that these are nasty gore-crows 
  out of Mirkwood. A companion with the Survival or other 
  applicable skill or virtue can say that such behaviour in 
  birds is very suspicious: it was as though the crows were 
  sent to spy or scout the area. In the distance, the company 
  see other flocks of such crows.
  froM the uPPer Marches to the brIdge
  Upon encountering the Running River again as it exits 
  Mirkwood, the company turns east. The final part of the 
  journey winds its path around rolling hills and river vales. 
  These lands are empty indeed, although the company pass 
  barrows and fallen stones that once marked the dwelling 
  places of long-dead chieftains in time immemorial. 
  Scripted Journey Event: The Raiders
  The company are not alone in this land. While the 
  approaching army is still south of the river, a few bands of 
  Orcs and Wolves from the Mountains of Mirkwood have 
  left the forest to meet the coming host. One such band (one 
  Orc Guard, two Wild Wolves and as many Orc Soldiers as 
  heroes) comes across the company as they make camp.
  •	
  Call for a DC 10 Wisdom (Perception) check from 
  the Look-outs to spot the enemy well in advance: Orcs 
  and Wargs are a loud lot, and they are thrilled by the 
  prospect of joining the invading host!
  If the company is aware of their presence, the companions 
  can try to ambush the Orcs. If the Look-outs fail, then they 
  may be the ones ambushed! There is one Orc Soldier for 
  each companion, and half as many Wild Wolves.
  Eavesdropping
  If the company has time to eavesdrop on the Orcs, or take 
  one of the brutes prisoner, they can learn something about 
  their enemy from their excited comments (unfortunately, 
  the Wargs speak among themselves only using their 
  dreadful language and nothing can be gleaned from their 
  growls and howls...):
  •	
  They have left their dens under the Mountains of 
  Mirkwood because the ‘gibbet boss’ has sent word 
  to leave the forest at once and meet the army at the 
  crossings of the river. He is claiming that the time for 
  revenge has come for all those who suffered by the 
  hands of Elves, Men and Dwarves! 
   
  •	
  Most of the army is still well south of the river, and 
  some of the Orcs grumble that by the look of it there 
  won’t be enough of them to beat the Bardings and the 
  Dwarves and the Elves all at the same time. The ‘gibbet 
  boss’ has been able to draw all those who found 
  refuge in Mirkwood out of the holes they had hidden 
  in since the Battle of Five Armies, but, as one of the 
  Orcs points out, they’ve less than a third of the troops 
  that were there at the time. And for all the promises of 
  the ‘gibbet boss’ about his dark magic, what counts is 
  still goblin-feet on the battlefield.
  •	
  The ‘gibbet boss’ is a ghost or a wraith out of Dol 
  Guldur, who speaks through the dead. Other Orcs 
  are cheered by this, and are convinced that they’ll 
  be joined on the battlefield by an ‘army of wights’. 
  Others cynically argue that the gibbet boss will leave 
  them in the lurch. 
  •	
  There is only one place where the army can cross 
  safely – the bridge at the crossings. The waters of the 
  River Running are too cold and fast for an army to 
  swim across. 
  – Part sIx – 
  the caLM before the storM
  As the company approaches the Crossings of Celduin, 
  even from a distance they can make out its narrow stone 
  bridge arching across the river. Somewhat unexpectedly, 
  they see a town sitting on its northern bank, with houses 
  clustered around a fortified tollgate built at the end of the 
  bridge. 
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  the town
  There has been a small village here by the bridge across 
  the River Running for as long as men have travelled this 
  path. Celduin takes its name from the Elven name for the 
  river. It is currently home to around one hundred people, 
  including some twenty men of fighting age. Its inhabitants 
  are a proud and independent folk of Northmen who collect 
  tolls from anyone who wants to cross the bridge. 
  Most buildings in Celduin resemble those of the town of 
  Dale, at least those that have been rebuilt following the 
  style of the old days. The bridge is different though, as 
  it was built by Men from the South centuries ago, when 
  a steady traffic of traders and merchants used to cross 
  it on their way north, and it is only maintained by the 
  inhabitants of Celduin.
  Celduin
  1. The Bridge: The bridge across the Celduin is made of 
  white stone. It is kept in good repair, although the craft of 
  the Men of the South cannot be replicated. The bridge is 
  wide enough for two riders to go abreast, or for a single 
  cart. Three men on foot could hold the bridge against 
  many.
  2. Tollgate: This two-storey fortification blocks unwanted 
  travellers from crossing the bridge with a great iron 
  portcullis. The upper level contains the wheels for raising 
  celduin
  
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  and lowering the portcullis, and also has a number of 
  arrow-slits and murder-holes to attack those who would 
  threaten the bridge. A narrow ladder leads up to the roof 
  of the building.
  3. The Inn at the Crossings: A large, stone-walled inn 
  built to shelter travellers on the road. This is the second 
  strongest building in town, and would make an excellent 
  fall-back position or command post for the company.
  4. Master’s House: This is where the Master of Celduin 
  lives. His house is bigger than any of the other in town.
  5. Docks: More merchants pass through Celduin by 
  the river than by the road, and the number of boats has 
  increased steadily in the last five years.
  6. The River Running: The fast-flowing River Running is 
  not easily fordable here; crossing the river is a prolonged 
  action, requiring six DC 12 Strength (Athletics) checks. 
  Each failure causes 1d6 cold damage.
  the Master of ceLduIn
  When the company arrives in town, they are welcomed by 
  a crotchety, half-blind old man named Erik, son of Erland. 
  He is led by two young maidens of about twelve years of 
  age, Erik’s twin granddaughters Eydis and Erna. 
  Playing the Master 
  You’re old, proud and cranky. Young people these days 
  are always rushing around, talking about doom and 
  dire portents and things being in thrall to other things 
  and dragons and necromancers. Pay no attention to 
  their nonsense. The only important thing is keeping 
  the bridge open, the tolls collected, and Celduin under 
  your thumb. 
  Erik is the current Master of Celduin, as was his father 
  Erland before him, and his grandfather Egil before that. 
  While the holder of the office of Master is chosen by the 
  villagers, it has been in Erik’s family for many generations. 
  Since the death of Smaug, news of the crowning of King 
  Bard have reached the town, to the dismay of old Erik: he 
  worries that the influence of Dale will diminish his own 
  power, and that in time the people of Celduin will look 
  towards the new king in the north and not towards his 
  household for leadership. Therefore, he strongly objects to 
  any interference from the adventurers.
  The Enemy is Coming!
  The Master of Celduin takes the news about an 
  approaching army with surprising calm.
  “So? I am no vassal of Dale. If whoever leads this army is 
  willing to pay the toll, why should I deny them the use of 
  the bridge?”
  The Master is no fool, and has no reasons to doubt the 
  words of the adventurers: if they are saying that it is Orcs 
  who are coming, then it’s probably true. However, his duty 
  is to protect the people of his village, and if the best way 
  to do that is to let the Orcs past without a fight, then so 
  be it! The village has only a handful of armed guards, and 
  he fears that Celduin will be wiped out if they resist. The 
  characters may argue that if Dale falls, so too will Celduin; 
  the Master agrees, but says that if they offer him a choice 
  between seeing Celduin falling after Dale and Celduin 
  falling first, then he must pick the option that preserves the 
  town for as long as possible. The companions can try to 
  convince the Master to aid them as they see fit. Here are 
  some examples:
  •	
  If they try to convince Erik that there is a hope of 
  holding off the enemy, they can try, needing a DC 
  20 Charisma (Intimidation) check, as the old man 
  resents the empty boasts of warriors.
  •	
  Arguing that Celduin is lost no matter what – but if 
  they fight back, then they buy time for the people of 
  Celduin to flee and for Bard to gather his forces, is a 
  plea that falls on deaf ears and automatically fails.
  •	
  They may try to move him with promises of wealth with 
  a DC 15 Charisma (Persuasion) check. If the Master 
  helps them protect Dale, then King Bard will reward 
  him, possibly even adding Celduin to the Kingdom of 
  Dale and making Erik the first Lord of Celduin. 
  •	
  Alternatively, they can bypass the master entirely 
  and appeal to the people of Celduin with a song. This 
  requires a DC 18 Charisma (Performance) check.
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  Whatever skill the heroes use, check their highest margin 
  of success:
  0-1: Erik is not really convinced by the words of the 
  companions. He feigns acceptance, and secretly starts 
  preparing a plan: he intends to sell the companions to the 
  enemy, possibly sending his two young granddaughters 
  as messengers, sure that no one will dare to raise a hand 
  against such innocent creatures...
  2-3: The Master agrees to help, albeit very grudgingly. He 
  puts the defence of Celduin in the hands of the company, 
  but will continually interfere with what the companions 
  are trying to do: the DC of all rolls made to prepare the 
  village for the coming battle is raised by +2.
  4+: The Master resigns the control of Celduin, trusting the 
  companions with its defence. He keeps busy preparing all 
  non-combatants to evacuate the town.
  I am the Master here!
  If the companions fail, then the Master stubbornly refuses 
  to help defend Dale. When the first wave of attackers 
  arrives at nightfall, the Master sends one of his sons to 
  greet the Orcs and declare that Celduin remains neutral 
  in their war on Dale. The Orcs laugh and one of them 
  skewers the Master’s son on his spear, then kicks the body 
  off the bridge into the River Running. “We take what we 
  want,” shouts the Orc. “You will be our slaves!”
  PreParatIons for battLe
  The companions can now prepare for the battle to come. 
  They can study the battleground and prepare the available 
  defences. The paragraphs below list some rolls that can 
  be attempted by the companions to successfully set up 
  the fight. For each successful preparation, the characters 
  gain one Preparation dice (d6). During the battle, any 
  player character can take and roll a Preparation die and 
  add the result to any one attack roll, damage roll, saving 
  throw, skill check, or add the result to their AC in reaction 
  to one attack. 
  The Tollgate
  The key to any defence of the town is the tollhouse. The 
  portcullis is well maintained, but the iron gates that should 
  close behind it are rusted open. They can be repaired by 
  anyone with the Smith-craft speciality or smith’s tools.
  Train Combatants
  There are some twenty men of fighting age in the town, 
  but only a dozen or so have weapons and armour and the 
  training to use them. A character with a suitable Virtue or 
  background can train them in discipline and combat. 
  Send Explorers
  Scouting on the south side of the river lets the company 
  spy on the approaching enemy. On a successful DC 12 
  Wisdom (Perception) check, they spot an advance 
  party composed of Orcs, Wargs, and Orcs riding on 
  Wolves approaching ahead of the main body of the 
  enemy force, with a vanguard trailing them and the main 
  host marching behind. 
  Collapsing the Bridge
  Collapsing the bridge is possible, but extremely 
  difficult. A character would have to swim out 
  into the middle of the river and then smash down 
  the weaker central pillar of the bridge. Doing so 
  requires several hours’ work to weaken the bridge 
  enough to collapse it. If the company do collapse the 
  bridge, then the enemy is halted, until they find that 
  they can still ford the river to the east of the town, 
  where the water is shallower, by having Orcs and 
  Trolls throw stones and debris to create a ford: the 
  delay buys the company extra time, corresponding to 
  three additional Preparation dice. 
  - Part seven - 
  the  battLe begIns
  The enemy reaches the River Running nine days after the 
  company left Dale (two days after they reached Celduin, 
  if they didn’t tarry). The sun sets over the Mountains of 
  Mirkwood, falling into the shadowy embrace of the forest. 
  The few defenders prepare for the enemy assault. 
  From across the river to the south, the company hear the 
  howling of wolves grow louder and louder. Where do the 
  companions make their stand? See the Bridge Map on the 
  back end papers.
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  119
  On The Bridge
  The bridge is narrow enough for two or three characters to 
  hold the bridge and block any enemies advancing across 
  it. A character who is knocked Prone or Pushed on the 
  bridge may be thrown over the side into the river.
  The Tollhouse, Ground Floor
  Companions using spears can stand behind the portcullis 
  and thrust their weapons through the gaps at enemies who 
  get too close. Characters standing behind the portcullis fight 
  at Disadvantage, but can gain the benefit of three-quarters 
  cover (+5 bonus to AC and Dexterity saving throws).
  The Tollhouse, Upper Floor
  The upper floor has the mechanisms to raise and lower the 
  portcullis. The arrow-slits in this room give a commanding 
  view of the bridge and the banks of the river. A narrow 
  ladder leads up to the roof.
  The Tollhouse, Roof
  Archers on the roof can fire arrows at enemies on the 
  bridge or banks of the river. The trapdoor from the roof 
  leads down to the upper floor.
  Banks of the Celduin
  Swimming the river requires six DC 12 Strength 
  (Athletics) checks to avoid being swept away. Climbing 
  out of the river is easy enough, and does not require a test, 
  but a character cannot attack while clambering out of the 
  water and up the muddy banks.
  The Town
  If the enemies break into the town, the companions can 
  take shelter in the wooden huts or the stone buildings. 
  Inventive Defending
  The players will probably come up with all sorts of plans 
  for the defence of the town and its bridge. You should 
  reward their good ideas with tangible rewards. For 
  example, companions who take up positions at arrow 
  slits or battlements could be harder to hit, giving them 
  half cover. Maybe there’s less cover if they take to the 
  battlements rather than the arrow slits below, but the 
  greater height means that their weapons gain range 
  and they can make an additional ranged attack as the 
  enemy closes? If the companions can find some nails 
  and have the time and ability to improvise caltrops, 
  their enemies might take some damage as they cross 
  the bridge. Encouraging and rewarding ingenuity will 
  help bring the encounter to life for your players and 
  lead to a memorable battle, fondly recalled around the 
  fireplace in Fellowship phases to come!
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  the fIrst assauLt – orcs and wargs
  A host of Orcs and Wargs comes first, with the smaller 
  goblins riding upon the bigger Wolves and scrambling 
  down the valley slope towards the bridge. Heroes from 
  the North recognise them as Orcs and Wolves of the 
  Mountains, probably veterans of the Battle of Five Armies 
  searching for retribution. 
  Their leader stops in front of the tollhouse, protecting 
  himself with a tall Barding shield defaced by bloody 
  smears. It’s a big Orc-chieftain with red burning eyes: he 
  observes the defenders and then sounds his hunting horn. 
  “Open yer gates, maggots, or you’ll hang from them!” 
  Assuming the gates stay closed, then the outriders charge 
  across the bridge in a horrific tide of slashing fangs and 
  black fur. Some of them make mad leaps from the end of 
  the bridge to the river-bank, while others stop in front of 
  the tollhouse where the Orcs start scaling the outer walls, 
  hoping to climb to the upper storey of the building and 
  open the portcullis and gates from within.
  Fighting the First Assault
  There are as many Orc Soldiers and Wild Wolves as 
  heroes, along with an Orc-Chieftain and a Wolf Leader. 
  Some Orc Soldiers try scaling the walls of the tollhouse, 
  while others leap off the end of the bridge and try to 
  reach the bank. The Orcs climbing the tollhouse reach 
  the topmost level in three combat rounds, and then try to 
  storm the upper level and open the portcullis. 
  If they open the portcullis (and, if they were repaired, the 
  gates), then the wolves on the bridge swarm through into 
  the town. 
  Defeating the Orcs and Wargs
  Once the companions have killed or driven off half the 
  enemies, the remainder either flee or are brought down by 
  the other defenders of the village. 
  The company have some four hours to rest before the next 
  wave of attackers arrives. They can use this time to take 
  a short rest, , recover spent arrows, rally their troops, or 
  improve the defences of the village.
  the second assauLt – hILL-troLL chIef
  Four hours after the first wave, in the black of night, a 
  monster over ten feet tall lumbers silently into view. The 
  Gibbet King has summoned a Troll-chief out of Mordor, 
  to bring destruction to the North!  The monster wears a 
  menagerie of armour from various victims and wields a 
  heavy hammer (see the Loremaster’s Guide, page 107). He 
  is escorted by a dozen Goblin Archers, whose main purpose 
  seems to be to direct the Troll towards the bridge. One of the 
  goblins points at the river and yelps something at the Troll-
  chief. The monster suddenly bellows thunderously as if in 
  answer, and charges towards the bridge, raising its titanic 
  weapon to smash the tollhouse down. 
  •	
  During the battle, the Troll-chief may scream at a target 
  within 20 ft as a bonus action. That target must make 
  a DC 15 Wisdom saving throw or become Frightened 
  until the end of the Troll-chief’s next turn. (This Troll-
  chief gains the Fearsome Bellow shadow ability.)
  Fighting the Troll-chief
  The Troll-chief is a very tough opponent. If allowed to 
  attack the tollhouse, it needs to inflict 50 damage on the 
  gate (AC 15) to smash it. If attacked, the stone troll ignores 
  its attackers until it is reduced to half its starting hit points, 
  or it suffers a critical hit. If the Troll-chief succeeds in 
  breaking down the tollhouse and opening the bridge, then 
  the goblins swarm across the bridge and into the town. 
  The Goblins
  While their Hill-troll champion hammers at the tollhouse, 
  the goblins stay on the south side of the river and fire 
  arrows into the town. Some of these arrows are dipped 
  in pitch and set alight to burn the thatched roofs of the 
  cottages; others are soiled with poison. The goblins are 
  cowards, and will not cross the bridge until the way is 
  clear. They flee if the Troll-chief is brought down.
  - Part eIght - 
  the Last day
  The next day dawns with a grey light, and grim clouds hang 
  low over the town. There is an air of impending doom and 
  the joy of the victories of the previous night melts away 
  when the townfolk see the carnage in the full light of day. 
  Worse, to the south, the company can see the enemy army 
  
  121
  approaching, seemingly as numberless as a tide of ants. 
  With the defeat of the Troll-chief, the companions have 
  several hours to consider their situation. How have the 
  defenders of Celduin fared? If the company drove off the 
  Orcs and the Troll without too much damage, then most of 
  the defenders are alive. If company was hurt badly, then 
  many of the defenders were also severely injured or slain. 
  If the company sends scouts, they find no sign of any army 
  coming from the north. To the south, across the river, they 
  see the enemy host preparing for battle. The final attack 
  will come tonight. The Master of Celduin suggests that 
  they have done all they can, and that they should flee the 
  town before the enemy attacks again. Heroes that choose 
  to remain can benefit from a long rest..
  Fleeing the Town
  The company might at this point consider abandoning 
  Celduin. As far as their mission is concerned they have 
  partially succeeded: they have bought Dale enough time 
  to gather an army, but not enough for King Bard to 
  muster his full strength. The battle that will ensue will 
  be much bloodier than it would otherwise be. But there 
  is the safety of the villagers of Celduin to consider: 
  if the companions flee without making sure the town 
  won’t fall prey to the bloodlust of the Orcs, they will 
  later discover that the Master didn’t succeed in buying 
  the lives of his subjects in exchange for safe passage, 
  and that Celduin was burned and pillaged. Having left 
  the villagers alone counts as a Misdeed, and all the 
  companions deserve at least 2 Shadow points for it.
  the wounded warrIor 
  A woman of Celduin named Amadisa approaches the 
  member of the company with proficiency in Medicine. Her 
  young husband Beoric was struck by a goblin-arrow in the 
  last fight, and he needs help. She leads the companion into 
  the inn, where Beoric lies on a table. Examining the warrior 
  yields a grim result – he is dying, and all that can be done is 
  to make his last hours comfortable. The arrow penetrated 
  his bowels and no surgery could hope to save him. Beoric 
  is delirious with pain and fever, so Amadisa sits by his side 
  and whispers prayers to whatever powers will listen.
  the raven
  When the sun starts to set, look-outs spot a black dot in 
  the northern skies, almost invisible in the dying light. Some 
  of the more fearful townsfolk whisper that it is the Dragon 
  returned, but as it comes closer, the company see that it is 
  just a raven from the Mountain. The bird starts to descend 
  towards the town – and then a flight of black darts shoots 
  from across the river - Orcish scouts were hiding from the 
  sun close to the river banks, and just emerged to bring down 
  the bird! The raven is hit by one of the darts, and bloody 
  black feathers rain down on Celduin as the bird plummets 
  to the ground. The Goblin Archers yell in triumph, and run 
  to hide again among the reeds and rushes.
  •	
  Call for DC 15 Wisdom (Perception) checks; if 
  someone succeeds, they notice that the raven carried 
  a small roll of parchment and let it fall. It was carried 
  briefly by the wind, to finally drop into the river. 
  If the companions recover the parchment, they discover 
  that it bears the unbroken sigil of King Bard. The message 
  it carries is still readable: 
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  Dale marches south with Esgaroth and the Dwarves of the 
  Mountain! Hold the river through the night. At dawn, look 
  to the North.
  Thus Quoth the Raven
  If the companions search the area where the raven fell, 
  they find him dying, neatly skewered by the Orc-arrow. 
  There is nothing the companions can do but listen to his 
  last words: 
  “I am Korun, son of Roäc. I have at last reached the end of 
  my days. Listen to my counsel! Fight the shadow with fire, 
  or water. A foresight is on me, I am warning you.”
  voIces In the darK
  When the night falls, the villagers of Celduin light lanterns 
  and torches, and ignite bonfires close to the river banks, 
  to better watch for the advancing enemy. But as the 
  preparations for the coming battle draw to a conclusion, 
  the wounded warrior Beoric dies. He shudders as he 
  draws his last breath, then slumps back down on the 
  table. There is a long moment of silence, broken only by 
  his widow’s weeping. Then the corpse stirs. An unnatural 
  light blooms in Beoric’s dead eyes, and his cold lips part 
  as a lifeless voice emerges. 
  The Gibbet King has taken Beoric’s body as its mouthpiece, 
  and it addresses the company. Any characters who played 
  through Those Who Tarry No Longer or A Darkness in 
  the Marshes instantly recognises the horrible voice of the 
  spirit.
  “Fools! You think Bard the Bowman is coming to save you? 
  Dale is afire, abandoned by Elf and Dwarf alike. No help 
  is coming to you. No hope is left to you. Yield!”
  The spirit knows that its forces need to cross the Celduin 
  tonight if it is to catch Dale unawares, so it tries to 
  demoralise the player characters. 
  •	
  The spirit’s baleful influence forces everyone to 
  immediately make a DC 15 Wisdom saving throw 
  or gain 1 Shadow Point. Worse, the company must 
  keep making such saving throw (gaining one Shadow 
  Point on a failed test) until one of the company 
  speaks up and defies the spirit, breaking the spell of 
  its evil words. 
  Once one of the company defies the spirit, it leaves 
  Beoric’s body. The dead man falls back and remains still. 
  From outside, the company hear the sound of war-horns. 
  the fInaL assauLt – orcs & worse thIngs 
  In the light of hundreds of torches and fires, an army of 
  Orcs swarms across the bridge, if it still stands. If the bridge 
  has collapsed, then they hurl themselves into the river and 
  struggle across, driven by terror of the thing behind them. 
  There are more Orcs than can easily be counted, but the 
  company is outnumbered by at least ten to one. All are Orc 
  Soldiers, Orc Guards and Goblin Archers. Judging from 
  the devices on their shields, a companion with profiency 
  in Shadow-lore or knowledge of orcs can identify the 
  bulk of the host as fierce Orcs out of southern Mirkwood, 
  reinforced by the survivors of the Battle of Five Armies and 
  Northeners from the Misty Mountains.
  Playing the Onslaught
  There is no time for tactics; keep throwing Orcs at the 
  company. For every Orc that falls, more take its place. The 
  company need to hold out for as long as they can. Dawn 
  will only come after they have confronted the Gibbet King 
  (see the next section). As the combat wears on, describe 
  the faint light on the horizon — the heroes should know 
  that they must put every effort into this final stand... 
  the gIbbet KIng coMes
  Once several of combat have elapsed, a new horror 
  appears on the far side of the river. In the wavering light, 
  the companions see a wooden cart, drawn by a pair of 
  black horses. On the cart stands an iron cage, a gibbet 
  containing a rotting human corpse, little more than a 
  skeleton held together with blackened sinews and rags. 
  The same unholy light that was in Beoric’s eyes dances in 
  the skeleton’s eye-sockets. 
  •	
  The skeleton raises one bony hand and points it at the 
  strongest hero, uttering a Dreadful Spell: that character 
  must make a DC 15 Wisdom saving throw; if he fails 
  he gains 1 Shadow Point and is frozen to the spot, 
  paralysed and unable to defend or attack for a number 
  of rounds equal to his current Shadow score, unless he 
  spends Inspiration to break the spell.
  The skeleton in the cart is the current host body of the 
  Gibbet King, the torturer and jailer of the Necromancer 
  2
  
  123
  of Dol Guldur. Normally perceived by mortals only as 
  a malevolent shadow, he needs a body to command its 
  followers and affect the material world. Destroying the 
  Gibbet King’s body will not kill him, but it will momentarily 
  banish him.
  If the bridge still stands, then the cart rattles down the 
  slope towards the tollhouse. The spirit exerts its power 
  on the portcullis, causing the iron wheels to slowly 
  grind backwards and the portcullis to rise as the cart 
  approaches. The company’s best chance of victory is to 
  launch a last-ditch attack on the spirit itself, ideally with 
  fire or water, as the last words of the raven suggested.
  Attacking the Gibbet King
  The cart carrying the Gibbet King is not especially 
  protected, as the Orcs themselves fear to be near it. But to 
  get to it, the companions still need to cut their way through 
  the raging battle. 
  Fighting the Spirit with Fire
  The companions can try to set the cart carrying the Gibbet 
  King on fire: to do so, they can throw torches or shoot 
  flaming arrows against it. 
  •	
  To throw a torch upon the cart, a hero must make 
  an attack roll as normal; thrown torches inflict 
  1d4, but only set fire to the cart if the damage die 
  rolls a 4. Shooting a flaming arrow puts the attack 
  at Disadvantage, but sets the cart ablaze if it does 4 
  damage or more.  
  If the cart is set alight, it takes 2d6 rounds for the flames 
  to reach the Gibbet King (further successful attempts to set 
  the cart alight hasten this process, reducing the number 
  of rounds by one). From that moment on, the Gibbet King 
  loses 2d6 Hit Points from fire damage every round. 
  the gIbbet KIng
  Medium undead
  STR 
  10 (+0)
  DEX 
  10 (+0)
  CON 
  16 (+3)
  INT 
  17 (+3)
  WIS 
  18 (+4)
  CHA 
  16 (+3)
  Armour Class 13 (Iron Cage)
  Hit Points 67 (9d8+27)
  Speed 0 ft
  Damage Resistances cold, lightning, poison, psychic; 
  bludgeoning, piercing, and slashing from non-magical attacks
  Condition Immunities Charmed, Exhaustion, 
  Grappled,Paralyzed, Petrified, Poisoned, Prone, Restrained
  Senses passive Perception 14
  Languages Westron, Black Speech
  Challenge 5  (1,800 XP)
  Actions
  Dreadful Spells (Recharge 5-6). One nearby foe must 
  make a DC 15 Wisdom saving throw. If the character fails, 
  he gains 1 Shadow point and becomes Paralysed for a 
  number of rounds equal to his current Shadow Point total. 
  A character can spend Inspiration to break this spell.
  Visions of Torment. As an action, the Gibbet King can 
  force one target within 60 feet to make a DC 15 Wisdom 
  saving throw or take psychic damage equal to 2 plus their 
  total Shadow score.
  Reaction
  Feast on Suffering. Whenever a foe suffers a critical hit 
  or is reduced to 0 hit points, the Gibbet King regains 7 
  (2d6) hit points.
  Fighting the Spirit with Water
  Another way to destroy the host body of the Gibbet King 
  could be to throw the cart into the Running River. Parts 
  of its waters pass along the Woodland Realm (the Forest 
  the crossIngs of ceLduIn
  
  wILderLand adventures
  124
  River) and carry with them some of the benevolence of the 
  Fair Folk, a bane for creatures such as the Gibbet King... 
  •	
  If the cart is upon the bridge, it takes a DC 25 
  Strength (Athletics) check to push it over the edge 
  (inventive players will certainly propose different 
  ways to accomplish the same feat). 
  Once his host body is immersed in the waters of the River 
  Running, the Gibbet King loses its grip on the material 
  world and is forced to flee.
  If the King is Defeated
  Destroying the king’s body by sword, fire or water scatters 
  the Orc-host. Terrified by the loss of their master, they 
  retreat back south or else flee the battle. The bulk of 
  the army is still on the south bank, so the enemy forces 
  are not wholly broken, but the defeat of the Gibbet King 
  significantly slows the invasion.
  If the Company is Overrun
  If the company are unable to defeat the Gibbet King, or if 
  they are overwhelmed by the Orcs, then a kind Loremaster 
  can pull them out of the fire by having a group of outriders 
  from Dale arrive, led by Elstan. The First Captain of Dale 
  charges, scattering the Orcs long enough for the company 
  to gather themselves and flee. 
  the arMy of the north
  King Bard and his allies meet the Orc-host somewhere 
  south of Dale. Whether the company was successful in 
  holding the bridge or not, the Free Folk of the North are 
  once again victorious – but the amount of time bought by 
  the deeds of the companions heavily influences the nature 
  of this victory.
  The Companions were Defeated on the 
  First Night (defeated in Part Seven)
  The Gibbet King crosses the River Running early and 
  pushes his army north. Bard is able to meet the enemy 
  forces only when they are already inside the borders of 
  the Upper Marches. The king of Dale is victorious and 
  the Orc-army is scattered, but raiders plague the local 
  farmsteads for months to come. The battle itself is costly 
  and calamitous: of those who marched forth from Dale, 
  less than a third march back home. Bard himself suffers 
  a terrible wound. This will be remembered as a black day 
  for many years to come.
  •	
  The companions are rewarded with 500 bonus XP.
  The Companions held the Crossings of Celduin 
  for one Night (defeated in Part Eight)
  The Orc-host crosses the Celduin and Bard is able to 
  intercept them several miles north of the river, fortunately 
  still outside the most populated areas. The battle is bloody, 
  but in the end the Orcs break and flee. If they weren’t led 
  by their dark master, the Orcs might have been routed, for 
  Bard and his men to pursue them and put an end to their 
  menace once and for all. Alas! The Free Folk of the North 
  must be content with a smaller victory.
  •	
  The companions are rewarded with bonus XP, and are 
  hailed as heroes of Dale. 
  The Companions held the Crossings of Celduin 
  for two Nights (victorious in Part Eight)
  King Bard reaches Celduin on the morning after the 
  second night of battle. His host crosses the bridge at the 
  Crossings amid the cheers of the exhausted villagers, and 
  falls upon the Orcs before they reorganize themselves. 
  Warriors from Dale, archers from Lake-town and many 
  stout dwarven warriors from the Mountain and the Iron 
  Hills utterly crush the enemy and win a glorious victory. 
  •	
  The companions are rewarded with bonus XP, and are 
  richly rewarded by King Bard.   
  afterMath
  There is one curious and worrisome footnote to the whole 
  affair. Among all the combatants who participated and 
  survived the battle, no one brings back news of the Gibbet 
  King. It is as though the spirit has once again vanished 
  into shadow...
  There is no time for a Fellowship Phase after this adventure 
  – the company have a few days to recover before The 
  Watch on the Heath begins.
  5
  
  125
  - the watch - 
  on the heath 
  For heroes of level 6 or higher
  •	
  When: This adventure takes place shortly after The 
  Crossings of Celduin. There is no time for a Fellowship 
  Phase between the two quests.
  •	
  Where: The company returns to Dale after their 
  defence of the bridge over the Celduin. While the 
  Orcs who served the Gibbet King were defeated, the 
  spirit itself is still at large. From Erebor, the company 
  travel across the Waste into the mountains of the 
  north, and the edge of the Withered Heath.
  •	
  What: The company are sent to an abandoned 
  dwarven watchtower to investigate.
  •	
  Why: Before betraying the warriors of Dale, the 
  merchant Lockmand visited the Lonely Mountain 
  and consulted with certain ancient records held in 
  the vaults there. His interest in the old watchtower 
  seemed innocent, but it must conceal a sinister 
  purpose.
  •	
  Who: The chief foe of this tale is the Gibbet King 
  itself, a spirit of growing power who plots to seize 
  control of a dragon and rain destruction on the Free 
  Folk of the North.  
  adventurIng Phase
  This adventure is divided into six parts.
  Part one – councIL under the MountaIn  
  The company are called to Dáin’s seat under the Mountain, 
  where he tells them of certain recent troubling events, and 
  commands them to investigate.
  Part two – across the tracKLess waste
  The company set forth from the Lonely Mountain and face 
  the perils of the Waste. There, they meet a strange creature 
  called Witherfinger, who knows much of what transpires 
  in the region. If the company can win her favour, she can 
  help them in their quest. 
  Part three – the grey MountaIns
  Monsters slumber in the foothills of the Grey Mountains, 
  and the company must tread warily as they find their way 
  to the watchtower.
  Part four – zIraKInbar
  The company arrive at the ancient watchtower, and 
  discover that a dire plan is afoot. 
  Part fIve – the scourge of the north 
  The companions have the chance to meet Raenar, the 
  plunderer, and strike an uneasy alliance (or die a dolorous 
  death).  
  Part sIx – the watchtower 
  Wherein the tower carved on the peak of Zirakinbar is 
  described, and the nefarious plans of the Gibbet King 
  discussed.
  ePILogue - a renewed sPrIng of Joy
  If the companions defeat the Gibbet King, they will have 
  bought Wilderland a few years of prosperity, and finally 
  concluded a threat that started plaguing them long before.
   
  – Part one – 
  councIL under the MountaIn 
  The army of Dale marches home. Whether they have come 
  back in glory, or on their shields, the warriors of the town 
  are welcomed back by their families and friends. The new 
  kingdom has survived another trial, another attack by the 
  forces of darkness. Dale endures. There are no feasts to 
  celebrate this victory, for it was bought at great cost. Help 
  has come from both the halls of Thranduil and from far 
  Rhosgobel to attend to those poisoned by Lockmand or 
  wounded in battle, so all the company are rapidly restored 
  to full health (they get all their hit points and Hit Dice back). 
  a secret suMMonIng
  A few days after the battle, the company are contacted 
  by a Dwarf wearing a grey hood. He bows low and 
  introduces himself as Ori, one of the companions of Thorin 
  Oakenshield. (If the company has had dealings with the 
  survivors of Thorin’s Company before then Ori recognises 
  them and greets them warmly.) Ori is a well-travelled 
  the watch on the heath
  
  wILderLand adventures
  126
  and personable Dwarf, friendly even to Elves, and often 
  serves King Dáin as an ambassador and diplomat. Today, 
  though, his mission is more secretive, and he wears a 
  humble, travel-stained cloak (the very same cloak, in fact, 
  that he wore on the Quest of Erebor some years ago) over 
  his fine clothes.
  •	
  Ori informs the company that King Dáin wishes to 
  speak with them under the Mountain. He has ponies 
  and horses waiting outside, and the company should 
  come immediately.
  To Erebor
  On the road that from Dale leads to the gate of the Lonely 
  Mountain, the company pass many Dwarves returning 
  home from the battle, or busy at work on the ancient road 
  that leads between the two cities. Soon, they reache the 
  great cliff-wall where the River Running springs out of the 
  Mountain. Leaving their mounts there, Ori leads them 
  through the Front Gate, into a maze of wide passages, 
  high chambers and halls. Inside the Dwarven fastness, 
  a veritable army of craftsmen are hard at work, and the 
  corridors echo with the din of hammers and chisels. 
  After a while, the companions lose count of the downward 
  stairs and sloping passages they have passed, and know 
  simply that they must be deep in the roots of the Lonely 
  Mountain. They pass the vast chamber where Smaug lay 
  atop his fabulous hoard - something of the dragon lingers 
  there, a trace of sulphur and greed and heat that will never 
  be washed away. The company are led past the hall down 
  into deeper tunnels. Smaug never despoiled this particular 
  section of the Mountain; he could smell there was no gold 
  down here, and the few Dwarves who did take refuge in 
  this warren of tunnels found themselves trapped here in 
  the darkness, and they starved to death. 
  Finally, Ori brings the company to a stone door, marked 
  with dwarf-runes. He pushes it open, leading them into 
  the Chamber of Mazarbul under Erebor - the Chamber of 
  Records of the Dwarves of the Mountain. Inside the wide 
  rectangular hall waits Dáin Ironfoot, Lord of the Iron Hills 
  and King under the Mountain. 
  an audIence wIth KIng dáIn 
  Dáin is a stern and proud Dwarf, perhaps the greatest 
  warrior of the line of Durin in this age of the world. A 
  crown of mithril glitters on his head, but on his feet he 
  still wears the iron-banded shoes of a miner. Also in the 
  chamber is a third Dwarf, whose white beard stretches 
  down to the floor. This is one of Dáin’s counsellors, a sage 
  named Munin. The Dwarves wait until the companions 
  formally introduce themselves (a DC 15 Intelligence 
  (Traditions) check)..
  Motivation
  Dain seeks heroes he can trust. The dwarf-king is secretive 
  by nature, and loathe to reveal the secrets of his folk to 
  outsiders. 
  Expectations
  +2: The secrets of the Dwarves will never be revealed 
  (gained if the company swear an oath to this effect)
  +1: Wisdom and long beards are to be honoured (if 
  there’s a dwarf or scholar in the company) 
  +1: Past deeds reflect future promise (for each relevant 
  deed that the company have already accomplished, 
  like capturing Lockmand or identifying the chain of 
  Thangorodrim)
  -1: Deference is a king’s due. (Dain is a stickler for 
  formality.)
  Interaction
  King Dáin begins by giving a short account of recent events 
  in Erebor. 
  “Last year, we received the visit of a merchant from Lake-
  town. He bore letters of introduction from the Master of 
  Esgaroth, and gave his name as Lockmand. He had a 
  treasure to trade with us, a shield that once belonged to 
  Thrór, the grandfather of Thorin Oakenshield. The shield 
  had passed from Thrór to his son Thráin, and it was 
  believed lost since when Thráin disappeared in Mirkwood 
  one hundred years ago. Lockmand claimed to have bought 
  the shield in a market in the far south.” 
  “In exchange for the shield, Lockmand wanted payment in 
  gold, and a fair price was arranged. He also asked, as a 
  favour, for a look in our records. He claimed to be a buyer 
  and seller of treasures and relics, and he hoped that the 
  old books might contain information useful to him. But 
  we do not let foreigners easily in our Chamber of Records, 
  and we deliberated for some time before finally refusing 
  his request.”
  5
  
  127
  At this point, Munin takes over the tale. He introduces 
  himself as the keeper of records. 
  “One night, I was awoken by strange sounds coming from 
  the Hall of Mazarbul. I descended to investigate, and 
  whatever-it-was fled before I could see it. I searched the 
  vaults, but found nothing amiss, and then I soon forgot 
  the matter.” 
  At this point, Munin hangs his head in shame. 
  “The truth is that I was not diligent enough. One book was 
  out of place, and I did not notice. It was only when news 
  reached the Mountain of Lockmand’s treachery in Dale 
  that I recognised the name and made a fuller search of the 
  vault, and found out what happened.”
  Munin takes a large metal-bound book out of a case and 
  places it carefully on the table. The book is obviously very 
  old, but the dry air of vaults has preserved the parchment 
  almost perfectly. The record-keeper handles the pages 
  carefully. 
  “This book is one of a great many similar records detailing 
  the building of the works and fortifications of the Kingdom 
  under the Mountain. This particular volume describes a 
  watchtower that our folk built in the Grey Mountains to 
  the north. Its purpose was to keep a watch on the Withered 
  Heath, and send a warning south would one of the great 
  worms that lived there threaten to cross the mountains.” 
  “No Dwarf living today knows if the watchtower was 
  attacked by Smaug before he came to Erebor, or if the 
  warning came too late. In any event, as far we can tell, the 
  watchtower has been deserted for many decades.” 
  Munin shows the company the book. Lockmand cut a 
  page out of it. From its placement in the book, it was likely 
  a map of the watchtower. King Dáin observes the reactions 
  of the companions, then concludes:
  “We do not know why this merchant seeks an abandoned 
  watchtower. We don’t even know if Lockmand’s theft has 
  anything to do with the recent attack on Dale. But I sent a 
  raven north to look for and investigate the watchtower, and 
  the bird has not returned. I worry that danger still hangs 
  over Dale and the Mountain.” 
  We Captured Lockmand!
  If the company captured the merchant Lockmand 
  during The Crossings of Celduin, then the players may 
  ask why the merchant is not being questioned to find 
  out what he was doing in Erebor last year. Ori shakes 
  his head and tells the company that Lockmand is dead. 
  The merchant was locked in a jail cell in Dale, but 
  was found dead a few days ago. His body was icy cold, 
  and there was an expression of utter terror on his face. 
  Whatever evil killed him, it passed by all the guards 
  and watchmen in King Bard’s hall without being seen. 
  The King under the Mountain needs counsel. What do the 
  company say? Various topics are addressed below.
  The War
  The companions can speculate (correctly) that the recent 
  attack on Dale may have been a diversion, to allow the 
  enemy to slip past the Mountain and head for the northern 
  wastes. The Orc army was too small to conquer Dale, and 
  the enemy does not squander forces without purpose. 
  The Chain
  If the company mention the chain they saw on the 
  Dwimmerhorn during A Darkness in the Marshes, then 
  both Dáin and Munin stroke their beards thoughtfully. 
  The connection between the chain and the watchtower 
  is a mystery to them, but the chain is another significant 
  factor that should be considered.
  Where Exactly is the Watchtower?
  The book that Lockmand perused and vandalised is unclear 
  about the location of the watchtower. If Lockmand is still 
  at large, this might lead the companions to the conclusion 
  that if the watchtower is involved in the next stage of the 
  merchant’s plans he cannot have too much of a lead on 
  them, as he is probably still searching the mountains. 
  •	
  Scholarly companions can try to locate the 
  watchtower by spending a fortnight studying with 
  Munin in the Chamber of Mazarbul and making a DC 
  15 Intelligence (Lore) check. On a success, they find 
  additional details in a volume about the construction of 
  the watch on the heath
  
  wILderLand adventures
  128
  Dwarven roads: the watchtower has been dug into the 
  tip of a mountain peak called Zirakinbar; this isolated 
  horn of rock rises about eighty miles north of Erebor, in 
  the southeastern arm of the Grey Mountains.
  Conclusions
  Make a Final Audience Check using Traditions, Lore or 
  History. Compare the margin of success to the list below:
  Failure: Dáin is dismayed by the lack of initiative from the 
  companions. The king doesn’t comment, but he certainly 
  hopes that they make better adventurers than diplomats!
  0-2: The King under the Mountain offers the company a 
  fine reward from his armoury once they return from the 
  quest. If there is at least one Dwarf in the company, the king 
  allows them to take the book describing the watchtower 
  with them, but only if they expressly ask for permission.
  3-5: As 0-2 above; additionally, the king allows the 
  company to take the book even without a Dwarf.
  6+: King Dáin is positively impressed. Apply the results 
  above; additionally, the king directly proposes that the 
  company carry the book with them, and permits the 
  characters to take their reward from his armoury before 
  departing for the watchtower. (See Epilogue on page 142.)
  If there are no Dwarves in the group, or if the companions 
  do not ask to take the book and the king doesn’t tell them 
  Dwarven records can be written in the secret language of 
  the Dwarves, but also in the Common speech, using dwarf-
  runes or various Elvish scripts. The book describing the 
  watchtower is written in a dense, hard-to-read style that 
  combines the Common Speech with Khuzdul terminology. 
  A character can try reading the book while travelling, 
  at night by the light of a campfire. Doing so costs one 
  level of Exhaustion, but allows the character to make a 
  Intelligence (Lore) check each night. The difficulty for 
  the roll is DC 15, or DC 10 if the reader is a Dwarf. 
  Each successful check reveals one of the following secrets:
  1. Secret Entrance: There is a concealed entrance into 
  the cellars of the watchtower. The key to the door is "a 
  polished axe, thrice".
  2. Traps: The Great Hall is guarded by a mighty stone. 
  Should enemies breach the gate, the stone can be lowered 
  to block the entrance tunnel, protecting the watchtower 
  from the mightiest foes.
  3. Treasure Vault: A secret vault was built when the tower 
  was carved out of the mountain. It is in the last bedchamber 
  on the left, and the entrance is hidden in the floor. 
  4. Dangers of Dragons: Light no fire when in the Grey 
  Mountains, and keep your gold out of the wind. Dragons 
  can smell gold.
  5. Chamber of Winds: The upper level of the watchtower 
  is a great chamber where eight tunnels meet and eight 
  windows look out over the world. Each of the tunnels has a 
  separate door that can be opened or closed independently. 
  When the wind blows, the tunnels become musical 
  instruments and the mountain produces powerful sounds, 
  originally used by the watchmen in the case of the direst 
  emergencies. But the ingenious device can prove very 
  dangerous: when the wind blows from the north, make 
  sure not to open the north, south and north-east doors 
  simultaneously, or the mountain’s howl is so loud as to be 
  dangerous!
  6. Raven’s Perch: For ordinary communications, at the 
  very top of the watchtower is a small chamber where the 
  Dwarves kept raven messengers. It looks down onto the 
  Chamber of Winds. It is reached by a spiral staircase that 
  opens off the main stairs. 
  If the companions do not take the book, then Munin’s 
  research reveals one of the secrets (roll a d6 to decide 
  which) before the company leaves Erebor. 
  Secrets of Mazarbul
  1
  
  129
  to do so, then Munin promises to study the volume as 
  much as he can before the group departs, but he fears that 
  the dense tome will take too long for him to unlock all its 
  secrets. See Secrets of Mazarbul, on the previous page.
  the Last nIght
  Once the company have agreed to undertake the quest, 
  Dáin tells them they will depart at first light tomorrow. 
  They will be provided with such supplies and travelling 
  gear as the Dwarves can muster; Ori will see to their 
  needs. The king departs, and leaves the company in Ori’s 
  care. Ori brings the company back up to the first level of 
  the Mountain, and shows them to a dining hall where 
  they are treated to the Dwarves’ hospitality. The company 
  are also equipped with travelling gear and other supplies 
  (each hero may select 100s of gear before leaving).
  –Part two – 
  across the tracKLess waste
  The company leave the Mountain by the North Door, a 
  postern gate only recently opened after some one hundred 
  and fifty years buried under fallen stones. The view from 
  the Mountain’s northern flank is not as pleasant as the 
  view from the Front Gate. Instead of the lights of Dale, the 
  green valley, and the bright waters of the river running 
  away into the south, the company look out upon miles of 
  empty, trackless wasteland. Beyond the Waste they see a 
  dark ridge of mountain peaks - the Grey Mountains.
  “Good luck”, says Ori, “I rather wish I was going with you. 
  You might see a Dragon along your quest. You may not 
  believe it, but during our adventure I never laid my eyes 
  upon Smaug, and some people from Lake-town described 
  his wrath as being terrible and beautiful at the same time. 
  Is that not strange? Well, good luck and safe travels.”
  the Journey
  The companions must journey across miles of broken 
  land to reach the Grey Mountains. The Waste is a trackless 
  wilderness, full of strange twisted shapes of stone and 
  blind canyons. Little grows there except thorny bracken 
  and weeds. No travellers go there and no folk dwell there. 
  •	
  This journey to the Grey Mountains covers eighty 
  miles across trackless, hard terrain. The journey takes 
  eight days on average. The Peril Rating for the Journey 
  is 3 and it provokes 1d2+1 Journey Events at DC 15.
  Once across, the company will have to find and ascend 
  the peak of Zirakinbar.
  Corruption Checks
  The Waste is a Shadow Land, so a DC 15 Wisdom saving 
  throw is required every day to avoid gaining a point of 
  Shadow. The endless piles of stone and looming tors seem 
  almost like gravestones, and as weariness takes hold, the 
  companions seem to glimpse impossible shapes lurking 
  in the stones or swirling in the fog. 
  froM erebor to the grey MountaIns 
  Unlike the Desolation of Smaug, the Waste is a land that 
  is forever tainted. The Desolation is a fresh scar that may 
  heal cleanly; this land is a rotten corpse, a gangrenous 
  wound. Nothing seems to live here, amidst the tumbled 
  hills and the reeking pools of foul water.
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  Searching for Signs
  As the company travel, they make a grim discovery. They 
  find the corpse of an Orc at the bottom of a gully. From 
  his gear and weapons, the Orc seems to have been part 
  of the same band that attacked Dale. Searching around 
  nearby, the companions find some tracks in a soft patch 
  of ground. Judging from the tracks, they are hunting a 
  dozen or more Orcs, and some of the Orcs were carrying 
  a very heavy burden. 
  •	
  As the company examine the tracks, call for a DC 10 
  Wisdom (Perception) check. Anyone who succeeds 
  notices an eerie glow in the eyes of the Orc-corpse. The 
  characters are being watched by the Gibbet King! If 
  anyone reacts, the spirit departs, slithering out of the 
  corpse and then vanishing into the north like a shadow.
  wItherfInger
  On the fifth day of travel into the Waste, the company 
  come upon a stagnant pool of brown water. By the side of 
  the pool is a figure. At first, it looks like a spindly, leafless 
  tree covered in dead moss and ivy, but as they draw closer, 
  they realise that it is an immensely old woman. 
  Her skin is brown and wrinkled, and her thin body is 
  hunched over with a lifetime’s work. Her eyes are old and 
  sad and utterly mad. She stands with her feet immersed 
  in the brown water, and sways gently back and forth, 
  sometimes trailing her thin fingertips in the pool. She does 
  not move while speaking with the company.
  This strange creature calls herself Witherfinger. Whether 
  she is human, Elf or something stranger, it is impossible 
  to say. What is certain is that Witherfinger has a terrible 
  fear of Orcs and fire, a legacy of some ancient tragedy, 
  and so she dwells in the Waste where there is no-one to 
  threaten her. She roams the land endlessly with only her 
  own thoughts and memories for company.
  Playing Witherfinger
  Witherfinger is a mystery in Middle-earth. She 
  might be an incredibly old Entwife, or an incarnate 
  spirit, or just a crazed old hermit. She is nervous 
  and fearful, and is utterly terrified of Orcs and the 
  shadow. She lives in the Waste to hide from these 
  enemies, and worries that the presence of the company 
  may draw the enemy to her. At the same time, she 
  seldom has the opportunity to speak to anyone, and 
  thus she cannot resist talking to them. Only listen to 
  half of what the company say. Pay more attention 
  to the hobbit’s shiny buttons than the elf’s tales of 
  impending doom. If someone mentions Orcs, panic! 
  Mutter to yourself. Stand with your legs straight 
  together, and sway back and forth when talking. 
  Motivation
  Witherfinger is nervous, and fearful of strangers, but she’s 
  also terribly lonely. 
  Expectations
  +2: Elves woke us up, long ago. (if there is an Elf or any 
  Elf-friends in the company)
  +1: A little kindness for an old woman. (If the company 
  are especially gentle and polite to her)
  -1: I don’t like hasty words. (If rushed or questioned 
  forcefully)
  -2: Strangers bring trouble. (If threatened)
  4
  
  131
  Introduction
   “I am... well, I had a name once. It went away, like all the 
  rest. Hmm. Call me Witherfinger. Come close, child, let 
  me smell you and touch you.” 
  She beckons the company closer with her long black 
  fingernails. Witherfinger wants to know what the company 
  are doing here, who they are and, most importantly, she 
  wants to make sure they are not Orcs. They could be 
  Orcs, after all. They may look like Free Folk, but Orcs are 
  tricky – maybe they are Orcs who peeled the faces off their 
  victims and are now using them as masks! She wants the 
  company to come close enough for her to touch them.
  If everyone refuses, then Witherfinger assumes they are 
  Orcs and panics – see Witherfinger’s Fear, below. If a 
  companion submits, then Witherfinger runs her withered 
  fingers over the companion’s face. It is a disconcerting 
  experience – her fingers are covered with wispy hairs 
  or tendrils or worms that wriggle and writhe, and force 
  their way into the companion’s ears, nose and mouth. 
  The hero must make a DC 15 Wisdom saving throw to 
  remain calm. Once satisfied that this hero is not an Orc, 
  she agrees to talk to the company.
  Interaction
  Witherfinger looks askance towards all strangers; the 
  DC for interactions with her is DC 14, or DC 16 if the 
  character(s) she touched failed their saving throws. 
  For her part, Witherfinger wants to know who the 
  company are and what they are doing. She knows little 
  of the ‘southlands’, as she refers to everything south of 
  the Lonely Mountain; Smaug’s conquest of the Mountain 
  counts as recent news to her, let alone the Dragon’s death. 
  If the company mention Orcs, she shivers and says:
  “Orcs! You brought Orcs here! I saw them! Orcs are bad, 
  bad, awful things. Don’t bring Orcs here! No Orcs here!’
  The company must immediately calm her with a DC 10 
  Charisma (Persuasion) check, otherwise, the encounter 
  comes to an abrupt end as Witherfinger panics. If they 
  calm her, they can question her about the Orcs she saw.
  “They passed by here a few days ago. I hid. I’m very clever 
  at hiding. I hid long ago, long ago, in a place where no-one 
  would ever find me. I saw them, and they did not see me. 
  I... what was the question again, dearie? Oh yes, what I 
  saw, I saw. Orcs! I saw Orcs, such Orcs as I have not seen 
  in an age. They were going north towards the mountains. 
  They were carrying a heavy chain. And I could smell dark 
  magic upon it.”
  To convince Witherfinger to help them, the companions 
  may persuade her they are ready for the challenges, or 
  beg for her help. Alternatively, they can address her fears 
  by telling her that there is now peace and friendship 
  between the Free Folk of the North, how the Bardings and 
  Woodsmen are allied with the Elves and Dwarves, how 
  there is a King under the Mountain again and a King 
  in Dale, and that the Orcs will be defeated by their new 
  alliance. If asked about the chain, she knows little. She 
  could tell it was evil, and powerful. If asked for directions, 
  Witherfinger shudders again. 
  “The Orcs went north, yes, but that way leads into a 
  dangerous land, where no one in their right mind should 
  go! Huge Snow-Trolls prowl there, fighting and eating 
  each other! Snow-Trolls are horrible, dangerous things, 
  creatures made by the Enemy in the Elder Days! They’ll eat 
  you in two bites, and come after me for dessert. No, it is 
  much safer for you to stay here and hide with me.”
  Conclusion
  Make a Final Audience Check using Persuasion or 
  Riddle. Compare to the results below.
  Failure: Witherfinger is easily scared, and by the end of 
  the audience she starts fearing she should have not spoken 
  to these foreigners. A sudden gust of wind throws dust in 
  the eyes of the companions, blinding them for an instant: 
  when they recover, Witherfinger is nowhere to be seen.
  0-2: Witherfinger fears for the safety of the companions. 
  She teaches them how to avoid attracting the unwanted 
  attention of the Snow-Trolls. The creatures slumber during 
  most of the day, but they can be awoken by the smell of 
  prey. Each Troll sleeps in a different cave inside a deep 
  valley. If you stay downwind of the caves’ entrances, 
  and avoid getting too close, you can creep past the Trolls 
  without waking them. Tread softly! 
  3+: As above, but Witherfinger adds an additional 
  warning; once the companions climb the Grey Mountains 
  the watch on the heath
  
  wILderLand adventures
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  and look out over the Withered Heath, they should light 
  no fire and carry no gold! Flame and treasure may both 
  draw dragons down upon unwary travellers. All that is 
  bright is death in the Withered Heath.
  Witherfinger bids the company farewell. If the company 
  return to the brown pool later, there is no sign of her.
  Witherfinger’s Fear
  If the company attack Witherfinger, or if they alarm 
  her, then she calls up a windstorm that whips dust 
  and small stones into the company’s eyes. Everyone 
  in the company takes 1d6 damage and is Blinded for 
  a moment. When they can see again, Witherfinger is 
  gone.
  Worse, from that moment on, it is as though the 
  whole of the Waste turns against the company. Stones 
  work their way into boots, the weather switches from 
  torrential rain to howling wind and back again, and 
  every path seems to twist and double back on itself. 
  The characters are at Disadvantage on all rolls for the 
  rest of the journey.
  – Part three – 
  the grey MountaIns
  Once the company have crossed the Waste, they have 
  another day or so of slow travel across the foothills of the 
  Grey Mountains. The terrain climbs steadily, as all the 
  paths wind among the peaks and mountain tops.
  •	
  To find the peak of Zirakinbar and climb it the 
  company must travel for ten miles on broken paths 
  and dangerous terrain. 
  Corruption Tests
  While travelling toward Zirakinbar, the companions can 
  sometimes espy the Withered Heath through gaps in the 
  mountains. The heath was once a green valley, but it was 
  despoiled by the great worms long ago, and now it is a 
  dead land. Its surface is scorched black, and the terrain 
  itself has been rent for centuries by the claws of fighting 
  dragons. There are always great smoky clouds above the 
  Heath, and the companions cannot shake the impression 
  that there is something moving within the clouds. There 
  is a smell of ash on the wind. This region ranks as a Dark 
  Land, and the companions must make a DC 15 Wisdom 
  saving throw twice a day, gaining a point of Shadow on 
  a failure. See page 181 of the Adventures in Middle-earth 
  Player’s Guide for more information.
  the snow-troLLs
  On their way to the watchtower the company enters a 
  deep, shadowy gorge, with high rock walls punctuated by 
  openings. This gully is the lair of the Snow-Trolls, and each 
  opening is a cave that might contain one of them. Luckily 
  for the company, there are no storms brewing, and the 
  Snow-Trolls are asleep in their caves (see the description 
  of Snow-Trolls below).  
  Scent of Prey
  To navigate around the sleeping Snow-Trolls, the company 
  need to stay downwind of their caves and to tread lightly. 
  Normally, that would be easy enough – but inside the gorge 
  the direction of the wind is not easy to divine, and every 
  sound echoes against the sheer surface of the gully walls
  .
  •	
  Crossing the gorge without waking a Troll requires 
  three DC 10 Dexterity (Stealth) checks from each 
  companion. Every round represents crossing in front 
  of the mouth of a cave. If one hero fails a test, then the 
  Troll inside the cave merely stirs and does not awaken. 
  Two failures in the same round– or one failure with a 
  natural 1 awakens a Troll.
  The Snow-Troll Wakes
  If the company are unlucky enough to wake a sleeping 
  Snow-Troll, then they are sent sprawling as the monster 
  emerges from the cave charging and roaring, stones 
  tumbling from the mouth cave like an avalanche. A Stone-
  Troll is a ferocious beast, ten feet tall, entirely covered by 
  shaggy white hair and with a head the size of a barrel.
  When fighting the Troll, there are two added dangers.
  •	
  The path used by the company is narrow and 
  steep: each round, one character in the group is at 
  Disadvantage when attacking. The players may choose 
  2
  
  133
  which character is inconvenienced at the start of each 
  round, with the proviso that no character can be 
  chosen two rounds in a row.
  •	
  There are other sleeping Snow-Trolls in the vicinity. 
  If the company flee in the wrong direction, or if the 
  fight disturbs a sleeping Troll, then they may awaken 
  another one.
  snow-troLLs
  He would go out by himself, clad in white, and stalk like a 
  snow-troll into the camps of his enemies, and slay many men 
  with his hands. 
  Snow-Trolls are smaller than many of their brethren, but 
  their ferocity makes up for the difference in size. They are 
  usually found in caves, where they slumber waiting for 
  a snowstorm to arrive. When the wind blows and snow 
  reduces the visibility to mere inches, they go out to hunt 
  in great numbers. Despite their size, Snow-Trolls are silent 
  hunters, capable of creeping upon their prey and catching 
  them completely by surprise. 
  snow-troLL
  Large Giant (Troll-kind)
  STR 
  18 (+4)
  DEX 
  12 (+1)
  CON 
  20 (+5)
  INT 
  7 (-2)
  WIS 
  9 (-1)
  CHA 
  7 (-2)
  Armour Class 16 (natural armour) 
  Hit Points 84 (8d10+40)
  Speed 30 ft
  Skills Perception +2, Stealth +4, Survival +2
  Senses passive Perception 12
  Languages Orkish
  Challenge 5 (1,800 XP)
  Camouflage. Snow-trolls have Advantage on all Stealth 
  checks in snowy terrain.
  Actions
  Multiattack. The Snow-troll makes three attacks: one 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft, one 
  target. Hit: 9 (2d4+4) slashing damage. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft, one 
  target. Hit: 11 (2d6+4) slashing damage.
  – Part four – 
  zIraKInbar
  Once past the gorge of the Snow-Trolls, the company 
  emerges in sight of the watchtower. There it stands, carved 
  by the Dwarves out of the living rock, atop the peak of 
  Zirakinbar. A narrow mountain road leads up to the main 
  gate of the watchtower. As the company approaches, they 
  see the many empty windows of the tower. Smoke issues 
  from the upper levels. The watchtower is occupied, and 
  there is a risk the company is being observed. 
  •	
  The company must immediately make DC 10 
  Dexterity saving throws to take cover before the Orcs 
  spot them. If successful, the company can sneak up 
  on the watchtower. Otherwise, the enemy knows they 
  are there.
  As soon as the companions begin to move towards the 
  tower they find their way blocked by the shade of a Man 
  who beckons them to stop.
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  the oLd Master
  The shade is that of a middle-aged Northman, dressed 
  in tatters. He stands motionless, but his clothes move 
  as if touched by intangible winds. Heroes from the local 
  area (Bardings, Men of the Lake, Dwarves of Erebor) will 
  recognise the apparition as the old Master of Lake-town, 
  who many years ago fell prey to the Dragon-sickness 
  and fled from Esgaroth with the city’s share of the gold 
  of Smaug, only to die in the Waste deserted by his 
  accomplices. His visage is a mask of sadness and distress 
  - if the companions address him, the old Master speaks.
  “They took my treasure, my share of gold thrice-cursed. 
  They brought it all here, my coins, my cups, my strings of 
  rings. Thrice-cursed, I call it. First, it made the Dwarves 
  greedy and drew their doom upon their heads. Then, it 
  consumed Smaug the Dreadful and made him weak. 
  Finally, it made me blind to the joys of life, and turned me 
  into an oath-breaker.”
  “Now my graven silver and carven gold will be offered 
  to the plunderer, the slithering death. A precious lure to 
  call him, an iron trap to chain him, and then unleash him 
  upon the North. My betrayal is complete. I already feel his 
  cold breath blowing from the North. Here he comes!”
  With his last words, the shade raises an emaciated arm 
  and points a finger towards the Withered Heath - there, 
  a faint plume of dust can now be seen. Judging from the 
  distance, whatever is causing the disturbance must be 
  very large, and it is advancing at great speed. Then, the 
  ghost of the old Master disappears.
  What should the Companions Do?
  The next two parts of the adventure aren’t necessarily 
  presented in chronological order. The first, Part Five: 
  The Scourge of the North, details the great Cold-drake 
  Raenar and how the company may deal with him. The 
  following section, Part Six: The Watchtower, concerns 
  what is inside the tower and the plans of the Gibbet 
  King. Since the two parts are closely connected, the 
  Loremaster should be familiar with the contents of 
  both sections, and be prepared to inter-mingle them 
  depending on the choices of the players.
  – Part fIve –
   the scourge of the north
  When there was a Dragon under the Lonely Mountain, 
  Gandalf the Grey feared that the Dark Lord could use 
  Smaug the Dreadful as a weapon, and send him to burn 
  the North in wrath. Bard the Bowman put that fear to rest, 
  but there are still Dragons in the North...
  a forgotten threat
  Far off in the Withered Heath, a great Cold-drake slept. 
  More than three hundred years ago he plagued the Grey 
  Mountains, killing and stealing from the Dwarves who 
  lived there. They called him Raenar, the Plunderer, for he 
  had smashed the gates of many halls since the reign of 
  Náin the Second. In 2589 he killed King Dáin the First, 
  together with Frór his second son, but was grievously hurt 
  in the battle. Soon after that, he abandoned the region. 
  But Raenar didn’t die of his wounds. He settled in a frozen 
  cave to heal, and slowly fell into a slumber. His sleep would 
  have lasted an age or more, if something didn’t wake him 
  up. His long sleep has diminished him in size and strength, 
  but it hasn’t robbed him of his wicked cunning or of his 
  ability to catch the scent of gold and precious things...
  a PrecIous Lure, an Iron traP
  Inside the watchtower, the Gibbet King has built a huge 
  bonfire in the middle of the chamber at one of the topmost 
  floors; he has also reopened the furnaces of the fortress, 
  and he is melting the gold of the Master of Esgaroth. The 
  firelight and smoke has been pouring out of the eight 
  windows of Zirakinbar for days now, to be carried by the 
  winds towards the Withered Heath. It didn’t take long for 
  Raenar to catch the scent of molten gold, and he soon 
  started to swiftly travel south... 
  With the Cold-drake unable to resist the scent of gold, the 
  Gibbet King has started to tap into the baleful power of the 
  Chain of Thangorodrim to enslave the monster to his will: 
  by the time Raenar arrives at Zirakinbar, he will be fully 
  under the spell of the Chain, ready to be attached to it and 
  enslaved to the Gibbet King’s will.
  a dangerous conversatIon
  If the company has figured out the plot of the Gibbet 
  King, they might want to face Raenar, to warn him of the 
  3
  6
  
  135
  plans of the spirit. Hopefully, he won’t like the prospect 
  of slavery and will either return to his frozen lair, or 
  even resolve to help the company to destroy the Gibbet 
  King as a punishment for his attempted treachery. But 
  it takes a lot of courage to face a living Dragon, and 
  the companions will understandably be very uncertain 
  about the prospect!
  •	
  It’s possible to have an audience with a dragon: after 
  all, the famous Bilbo Baggins had a nice conversation 
  with Smaug – at least before the dragon tried to burn 
  him! Naturally, the success of the task will depend on 
  how the conversation is led, and who will be doing the 
  talking: good sense should suggest they avoid sending 
  forward a Dwarf or an Elf spokesman!
  A Date with Death
  To approach Raenar, the companions must head down the 
  northward slopes of the mountains towards the Withered 
  Heath. The Great Worm advances swiftly, and they see 
  the dust cloud he raises in his march getting bigger and 
  bigger, until they meet while still upon the foothills of the 
  Grey Mountains. The Cold-drake’s arrival is heralded by 
  an almost overpowering stench.Raenar is a terrifying 
  sight, a vast silver-grey serpent, wingless, with a huge 
  head set upon a thick neck. He advances walking on four 
  short and robust legs, sometimes slithering on his slime-
  covered belly. From his beak-like muzzle and powerful, 
  saw-toothed jaw emerge wisps of venomous cold vapours. 
  Even reduced in size by centuries of slumber, Raenar is 
  one of the greatest calamities that might befall the North, 
  should his wrath be unleashed upon it. 
  If the companions do not hide from the Cold-drake, Raenar 
  sees them from afar, and slows his advance, curious to 
  discover what this is about. If they hide, he stops when 
  close, and hails them: his keen sense of smell has revealed 
  their presence from miles away...
  Motivation
  Raenar values little apart from murder, gold and precious 
  stones, but he feels that something is not right, and he 
  wants to discover what it is. 
  Expectations
  +2: Flattery will get you eaten last.
  +2: That flattery is especially obsequious. Keep talking.
  +1: Riddles amuse me.
  +1: Is that a smell I do not know? (if there is a Hobbit or 
  something equally strange to Raenar in the party)
  +1: Forewarned is forearmed (if they tell him of the 
  Chain)
  -1: Thieves are tricksters. (If he suspects the company are 
  trying to stall or fool him)
  -2: Do not doubt my will! (Raenar is irritated if anyone 
  claims he’s under the influence of the Chain already)
  -4: I! AM! RAENAR! (if anyone implies that he is anything 
  less than the mightiest dragon in this age of the world)
  Introduction
  Raenar is as vulnerable to flattery as any of his kin. 
  Moreover, his latest deeds and his sleep have made him 
  eager for a good duel of wits - the Dwarves he attacked 
  before he retreated north weren’t usually keen on making 
  conversation! If the company chooses a Dwarf or an Elf 
  Playing Raenar 
  Dragons are among the most powerful creatures to walk upon Middle-earth. This notion once made you impetuous 
  and proud, even by the standards of dragons. But the axe of Dáin I and the rune-scored sword of his son Frór have 
  taught you that you are not invincible. Moreover, during your rest in the frozen north you have seen the fall of 
  Smaug in your dragon-dreams. You are not sure it really happened, but to exercise some caution in the presence of 
  keen weapons will do no harm, especially until you’ll be properly fed and grown to full size once again - and when 
  that day comes, the Scourge of the North will be back! 
  Finally, there is something you secretly hold precious above all else, even your life, and that is freedom. In distant 
  ages you were born in thralldom, and long suffered the whip of your Master. That will never happen again, no 
  matter the cost...
  the watch on the heath
  
  wILderLand adventures
  136
  as their spokesman, Raenar will try to kill the chosen 
  representative right away, then resume the conversation 
  where it was interrupted. This introduction requires a DC 
  20 Intelligence (Traditions) check. Dragons view everyone 
  other than Elves and Dwarves as Askance at best.
  For his part, Raenar humbly presents himself as the 
  greatest of all Cold-drakes, the Dragon-king, the plunderer 
  of a hundred Dwarf-halls, the slayer of Kings, the Great 
  Worm of the Frozen Waste, the Scourge of the North, and 
  so on.
  Interaction
  The companions now face the difficult prospect of 
  convincing a dragon not to kill them, and possibly to help 
  them. Luckily for them, Raenar has only awoken recently 
  and feels weak, and he has also known too many dragons 
  who died because they underestimated the strength of 
  armed and armoured warriors...
  Each of the following entries could raise the modifier for 
  the Final Audience Check or lower it. As the Loremaster, 
  it is up to you to judge if the heroes have answered the 
  dragon politely enough but not angered him with any 
  unfortunate truths.
  There are a number of clues that the companions can pick 
  up to pursue their cause.
  Spellbound
  Heroes who have learned the Gibbet King’s plans 
  might realise that the dragon is being dragged forward 
  against his will. Raenar does not realize it though, so 
  the companions need to convince him that he is being 
  summoned by sorcery.
  Former Slave
  Raenar wears an iron-banded collar around his powerful 
  neck. Was he a slave before? The companions could fire 
  up his anger against the treasonous spirit who is trying to 
  put shackles on him again. 
  Smaug is Dead
  The company can tell Raenar that Smaug has been killed. 
  They do not need to roll to convince Raenar this time - inside 
  himself he knows it’s true. What the companions have to 
  decide is to what end they want to use the information. 
  Do they want to daunt Raenar, telling him that in Dale now 
  sits a Dragonslayer? Or do they want to flatter him, telling 
  that now he is the Chiefest and Greatest of Calamities? 
  Conclusions
  Make a Final Audience Check and compare the results to 
  the entries below:
  Failure: The dragon decides that the company are 
  plotting against him. He might attack them, or decide that 
  they’re just trying to trick him into leaving the treasure of 
  the watchtower for them to take. Furious, he rushes past 
  them – unless the characters hurry, Raenar will get to the 
  tower before they do, and they will have only moments to 
  stop him from falling under the spell of the Gibbet King. 
  0-1: The great Cold-drake has been convinced that 
  something is suspicious about this treasure he smells in 
  the air, but he can’t be bothered with helping the company 
  - he doesn’t feel confident enough, and turns his tail and 
  heads north, saying that one day he will return. The 
  company has to deal with the Gibbet King on their own. 
  2-4: Raenar hears what the companions say, but he 
  cannot believe someone will be able to subjugate him. He 
  commands the companions to return to the watchtower, 
  promising that he will take the Orcs and the spirit by 
  surprise. He secretly intends to kill everyone once there, 
  including the heroes, but he will fall under the Gibbet 
  King’s spell if the companions do not prevent it (see The 
  Chain of Thangorodrim, at page 95).
  5+: The Cold-drake sees the wisdom in the words of the 
  companions. He accepts this strange alliance, but with his 
  conditions: the companions will return to the watchtower 
  alone, and he will come later to take the spirit by surprise. 
  Once there, he will attack the spirit who intends to enslave 
  him before it can work its sorcery upon him, and take the 
  tower as his new lair and the treasure of the Master of 
  Esgaroth as his hoard.
  raenar the great coLd-draKe
  Raenar is a monster bred in another age of the world. 
  Once grown back to full stature, there will be no match for 
  his strength in the North, now that Smaug is dead.
  
  137
  raenar
  Huge dragon (Venerable Cold-drake)
  STR 
  24 (+7)
  DEX 
  18 (+4)
  CON 
  20 (+5)
  INT 
  14 (+2)
  WIS 
  13 (+1)
  CHA 
  18 (+4)
  Armour Class 21 (natural armour)
  Hit Points 241 (21d12+105)
  Speed 30 ft
  Saving Throws Con +10, Int +7, Wis +6
  Skills History +7, Intimidation +9, Perception +6
  Senses darkvision 60 ft, passive Perception 16
  Languages Westron, Black Speech, Sindarin
  Challenge 14 (11,500 XP)
  Resistance (1/day) If the dragon fails a saving throw, it 
  can choose to succeed instead.
  Weak Spot: Raenar’s belly is vulnerable. If a foe strikes 
  from below, that attacker gains Advantage on attacks 
  against the dragon.
  Horrible Strength. If Raenar makes a successful melee 
  attack, he may use his bonus action to cause 7 additional 
  damage of the same type.
  Weak Spot. If Raenar uses a special ability that uses an 
  action (Mesmerise, Multiattack, Poison Blast), any heroes 
  that are within reach may use their reaction to make a single 
  melee attack. For this attack only, Raenar is considered 
  vulnerable to Piercing, Slashing and Bludgeoning damage.
  Actions
  Multiattack. Raenar makes two attacks biting once and 
  then either rending or using his tail attack.
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft, one 
  target. Hit: 20 (3d8+7) piercing damage.
  Rend. Melee Weapon Attack: +12 to hit, reach 5 ft, one 
  target. Hit: 17 (3d6+7) slashing damage.
  Tail-Lash. Melee Weapon Attack: +12 to hit, reach 10 ft, 
  one target. Hit: 14 (3d4+7) bludgeoning damage and the 
  target is knocked Prone.
  Mesmerise. Raenar may use his action and target one 
  creature, who must make a DC 18 Wisdom saving throw. 
  On a failed save, the target becomes Charmed until 
  Raenar leaves the area or attacks the Charmed creature.
  Poison Blast (Recharge 5-6).  As an action, Raenar 
  exhales poisonous bile in a 40 ft cone. Each creature in 
  that area must make a DC 18 Dexterity saving throw, 
  taking 30 (4d4+20) poison damage and becoming 
  Poisoned for 2d4 rounds on a failed saving throw. A 
  successful saving throw reduces the damage by half, and 
  the target is Poisoned for only 1d4 rounds
  Reaction
  Draconic Resistance (Recharge 6). Dragons are 
  notoriously tough and free-willed. Raenar may activate 
  this ability as a reaction to failing a saving throw. He 
  automatically succeeds at the saving throw instead.
  - Part sIx - 
  the watchtower
  The watchtower is divided into four levels, carved into the 
  living rock of Zirakinbar. When the company arrives, the 
  Gibbet King is on the third level, bent on using the Chain 
  of Thangorodrim to enslave the dragon. His servants are 
  mostly on the second level, ready to attack anyone who 
  dares disturb their master. 
  •	
  If the company head straight to the main door, then 
  they walk into a fight (see The Battle of the Great Hall 
  below). A better alternative is to enter the fortress by 
  stealth, either by the hidden side door or by climbing 
  up the side of the mountain.
  cLIMbIng the MountaIn
  Climbing the sides of Zirakinbar requires a Strength 
  (Athletics) check. They can either make two tests at DC 
  10 if they take their time, or one test at DC 15 if they climb 
  in haste. 
  exPLorIng the watchtower
  If the companions enter the watchtower stealthily they 
  can explore it. Moving silently inside the fortress requires 
  Dexterity (Stealth) checks, with the DC set by the area, 
  see the entries overleaf.
  the watch on the heath
  2
  3
  
  wILderLand adventures
  138
  The Watchtower
  1. The Road (DC 10): This road zig-zags up the mountain 
  to the main gate. Parts of the road are badly damaged, but 
  the mountain keep itself is untouched.
  2. Main Gate (DC 10): Two great doors of stone stand 
  proud, engraved with runes of defiance and watchfulness. 
  The doors swing open when touched if they are unlocked, 
  but could not be pushed open by a dragon if locked. The 
  doors are unlocked, and one is ajar. 
  3. Secret Entrance (DC 10): This is a side portal, disguised 
  using dwarven artistry so it looks just like a rock face. The 
  outline of the door can only be seen in a mirror or some 
  other reflection. To open the door, a Dwarf must knock 
  three times with a hammer or axe-head. The secret entrance 
  opens into a narrow tunnel that leads to the cellars. 
  4. Guardrooms (DC 15): Orcs lurk in these rooms. Each 
  guardroom contains from 2 to 7 Orcs. If the company’s 
  presence is known, then the Orcs are alert and patrolling 
  nearby rooms, or getting ready to attack. If the company 
  have managed to approach the watchtower without being 
  spotted, however, then the Orcs are mostly lazing around, 
  sleeping or grumbling about being dragged here to the 
  end of the world by ‘Bloodybones’.
  5. Great Hall (DC 20): This hall was made using 
  cunning stonework. The ceiling arches so high up that 
  the roof is lost in shadow. Hidden vents in the floor and 
  1
  2
  3
  4
  4
  4
  4
  5
  6
  8
  9
  10
  Level 1
  Level 2
  Level 3
  Level 4
  the watchtower
  
  139
  walls connect to furnaces in the cellars, so that the hall 
  was once warm and welcoming even when the blizzards 
  howled on the mountain outside. Most of the furnaces 
  are dark and dead now, and the hall is icy cold. There 
  is a massive central platform where the Dwarves met in 
  council, a stone throne upon it. Around the edge of the 
  hall are benches, nooks for study and craft, and a kitchen.
  Directly over the entrance is a huge block of stone 
  suspended by chains. The Dwarves put this in place to 
  block the entrance should the main gates ever be breached. 
  A huge wheel next to the entrance corridor controls the 
  raising and lowering of the block. If the wheel is allowed to 
  spin freely, the block falls and crushes anyone or anything 
  beneath it. The company can use this trap in their fight if 
  they spot it, or learned of its existence by consulting the 
  dwarven records.
  The Gibbet King ordered his defenders to make their stand 
  here. A huge Troll lurks in the shadows. There are Goblin 
  Archers crawling in the darkness overhead. Meanwhile, 
  the Orcs in the two adjoining guardrooms are ready to 
  rush out and join the fray once battle begins. See The 
  Battle of the Great Hall. 
  6. Cellars (DC 15): The old cellars are lightless and 
  abandoned. Most of these rooms were old store-rooms; 
  others were furnaces used to heat the halls above. Two 
  of these have been opened and are being used to melt the 
  gold of the Master of Esgaroth. Two trusted servants of 
  the Gibbet King have been set to the task: a Messenger of 
  Lugbúrz and a lowly Snaga Tracker.
  7. Empty Chambers (DC 10): These rooms were once 
  inhabited by Dwarves, but no longer. Most are entirely 
  empty; others contain the shattered remains of furniture 
  and other debris. They have long since been picked bare 
  of any treasure or useful items. 
  8. Secret Vault (DC 10): The entrance to this vault is 
  cleverly concealed. A trap door opening onto steps leading 
  downward can be found with a DC 20 Intelligence 
  (Investigation) check, unless the searcher is a Dwarf or 
  the heroes know about the vault, in which case it is DC 10.
  •	
  The vault contains the part of the treasure of the Master 
  of Esgaroth that is not being burned in the furnaces: 
  gemstones, necklaces, carved idols, worth hundreds 
  of gold pieces all told. Getting this hoard across the 
  wastes and back to Erebor may prove tricky.
  9. Chamber of Winds (DC 25): This chamber is the heart 
  of the watchtower. Eight portals look out on the mountains 
  from this vantage point. From here, a watcher can look north 
  into the Withered Heath. Looking south, the observer can 
  see the sunlight gleaming off the snowy peak of the Lonely 
  Mountain on the horizon. East and west, the mountain 
  chain stretches off into the distance. There is a door half-
  way along each tunnel, so the eyes of the watchtower can 
  be closed in a particular direction to shelter observers from 
  the watch on the heath
  
  wILderLand adventures
  140
  the wind. The Dwarves wrought these doors and tunnels in 
  such a way that they can be left partially open. When the 
  wind blows in the right way, and the correct combination 
  of doors are open or half-open, then the whole chamber 
  resonates with the howling of the wind, becoming a mighty 
  musical instrument. The peak of Zirakinbar sings. 
  10. Raven’s Perch (DC 10): The raven’s perch is a small 
  room at the very top of the watchtower. Once, a colony of 
  ravens of the mountain lived here, and carried messages 
  between the outpost and Erebor. They are gone now. There 
  is a trapdoor in the floor of the perch that looks down on 
  the Chamber of Winds below. 
  The Howl of the Mountain 
  The Chamber of Winds holds a deadly secret – the 
  Dwarves calculated long ago that the right combination 
  of winds could cause the whole watchtower to resonate, 
  creating a thunderous dirge so loud that it would crush 
  the skull of anyone in the chamber. Left for long 
  enough, it could even cause the very walls to crack and 
  break. Creating the Howl of the Mountain requires the 
  wind to blow from the North, and for the companions 
  to close all the doors except the south, north and north-
  east doors. If this is done, then the Howl begins to 
  build. It takes six rounds of combat for the noise to 
  reach a dangerous intensity. After this, anyone in the 
  Chamber of Winds takes 2d8 thunder damage each 
  round. Any character who suffers more than 20 points 
  of damage in this fashion is permanently deafened.
  the battLe of the great haLL
  If the company dare defy the defences of the enemy, they 
  will find that their forces in this chamber are considerable. 
  The main danger is the Cave-Troll lurking on the far side of 
  the room, but there are also Goblin Archers hiding in the 
  ceiling — twice as many as the number of heroes. 
  Entering the Hall
  When the company enter the hall, spotting the Cave-
  Troll requires a passive Perception score of 14 or higher. 
  Otherwise, the company only realise they are not alone 
  when the Troll attacks. 
  The Battle Begins
  The troll begins the fight by leaping onto the middle 
  platform, grabbing the throne, and throwing it at the 
  company. This is an improvised attack: +5 to hit, range 
  20 ft., two adjacent targets. Hit: 13 (2d10+2) bludgeoning 
  damage. At the same time, the Goblins on the ceiling start 
  loosing arrows at the company, while the Orcs in the side 
  rooms (area 4) will join the battle next round. The Orcs try 
  to surround the company, blocking their retreat down the 
  tunnel to the main doors. 
  Escape but No Retreat
  While the company cannot flee out the main gate if the 
  tunnel is blocked by Orcs (or by the stone block), there 
  are other ways out of the chamber. A character could flee 
  up or down the stairs, or jump into one of the heating 
  vents and tumble down to the old furnace in the cellars 
  below.
  Dropping the Stone Block
  To use the stone block trap, the company must:
  •	
  Know about the trap: If the company read the 
  dwarven records at Erebor, they may know about this 
  trap. Otherwise, any character looking around the 
  hall will notice the block of stone hanging from the 
  ceiling, and the control wheel can easily be found by a 
  character who goes looking for it.
  •	
  Move their enemies under the block: This can be 
  done by shoving or grappling their foes, or by clever 
  footwork.
  •	
  Drop the block: A successful DC 15 Strength 
  (Athletics) check unlocks the wheel. Alternatively, a 
  character can cut the chain with a weapon attack and 
  spending Inspiration. 
  •	
  Get out of the way: Any companions under the block 
  must make DC 14 Dexterity saving throws to dodge 
  out of the way. Anyone under the block is crushed to 
  death when it falls.
  enterIng the chaMber of wInds
  The first thing the companions see if they enter the 
  Chamber of Winds is the blazing bonfire. Next to the 
  bonfire, in a cage, stands another mummified corpse like 
  
  141
  the ones they saw at Dwimmerhorn and at the Crossings 
  of Celduin – another mouthpiece for the Gibbet King. 
  The Gibbet King is accompanied by five Black Uruks of 
  Mordor, his bodyguards of choice; two of them carry the 
  heavy weight of the Chain of Thangorodrim, and cannot 
  join the fray.
  The Last Debate
  Once the company enter the Chamber of Winds and the 
  spirit detects them, he mocks them and bids them to lay 
  down their weapons.
  “This is the hour of my triumph. In ages past, the Dragons 
  were weapons of terror, wrought by the Lord of Middle-
  earth to enslave all the Mortal races. Now, this weapon 
  will once again be in the right hands. No sword nor 
  shield can withstand the fury of the Great Worm! Lay 
  down your weapons and I shall grant you a quick death. 
  Refuse, and your souls will be my playthings until the 
  ending of the world!”
  Assuming the company do not surrender, then battle is 
  joined. The Gibbet King orders the Black Uruks to engage 
  the company. The two Uruks holding the chain wait in 
  reserve, and only join the fight if the company are clearly 
  winning the battle. 
  Battling the Orcs
  The Orcs try to drive the companions away from the 
  Gibbet King, ideally by forcing them down one of the side 
  tunnels towards another window. 
  Sorcery
  The Gibbet King does not attack physically, but every round 
  he targets a companion, either with Dreadful Spells or 
  Visions of Torment, to open them to the attack of his Black 
  Uruk bodyguards. He uses his paralysing spell on the most 
  dangerous companions. He can only cast spells before the 
  Dragon arrives – if Raenar is present, the Gibbet King must 
  bend his will towards controlling the drake, and cannot 
  continue to weave his sorcery against the company. 
  Reinforcements
  More Orcs may arrive from the lower levels of the 
  watchtower during the fight, especially if the company 
  avoided the battle in the great hall below. 
  the chaIn of thangorodrIM
  If the company didn’t warn Raenar of the plans of the 
  Gibbet King, the Dragon arrives on Zirakinbar not 
  expecting a trap. If this happens, the spirit successfully 
  bewilders the Great Worm long enough for the remaining 
  Uruks to carry the Chain forward and place it around 
  Raenar’s neck. To keep the Dragon quiescent, the Gibbet 
  King must turn all his power towards the dragon, and thus 
  cannot target the companions.
  •	
  The company must stop the Orcs from placing the 
  chain on the Dragon. If they fail to do so, then the 
  Gibbet King gains complete control over Raenar. The 
  Gibbet King’s first command is to order the Cold-
  drake to destroy the companions. With no way to stop 
  the Gibbet King or to defeat the dragon, the company 
  are likely doomed.
  If the company slay the Orcs, then they have a chance to 
  defeat the Gibbet King once and for all before more Orcs 
  arrive from the lower halls. 
  Raenar
  When he arrives, the Dragon creeps upon the mountain 
  outpost. The company catch a whiff of his foul stench 
  carried by the wind. Suddenly, they hear a roar that 
  is louder than thunder, louder than an earthquake. 
  Raenar climbs the north face and scrabbles at the 
  windows, his claws ripping chunks of stone asunder as 
  a man might tear paper. What the Cold-drake will 
  try to do depends on whether the company encountered 
  him or not.
  The Power of a Dragon
  The spirit that animates Raenar can be considered 
  to be at least as powerful as the Gibbet King. If the 
  Great Worm were to breathe his poison upon the Gibbet 
  King, it would not only dissolve the bones and melt the 
  cage bars, but it could also send the spirit into oblivion, 
  consuming away so much of the King’s spiritual essence 
  as to reduce it to a bodiless, wordless spirit of hate. The 
  dragon attempts to annihilate the Gibbet King only if 
  the companions were able to inflame the Dragon’s fear 
  of being enslaved once again.
  the watch on the heath
  6
  
  wILderLand adventures
  142
  defeatIng the gIbbet KIng
  As the Gibbet King is an incorporeal spirit, the company 
  cannot attack him directly. Barring the unexpected help 
  of Raenar (see the The Power of a Dragon sidebar on the 
  previous page), there are two main ways that the company 
  can defeat him.
  Ruining His Plans
  Stopping the Gibbet King from enslaving the great Cold-
  drake is enough to temporarily defeat the spirit. The 
  Dwimmerhorn is empty, his Orc-host was destroyed by 
  the army of Dale, and now the Chain of Thangorodrim 
  has proven useless. 
  The Gibbet King may still be abroad in the world, but his 
  power base is depleted. The spirit may return to trouble 
  the Free Peoples once again in the future, but the company 
  have ruined his plans, and it will take him many years to 
  rebuild.
  Using the Chain of Thangorodrim
  The Chain of Thangorodrim enslaves the will of whoever 
  wears it, making them subservient to the Gibbet King. If the 
  companions place the chain upon the Gibbet King, they 
  create an endless loop. The spirit will be trapped within 
  the confines of the chain, beyond all darkness, unable to 
  give itself commands, endlessly waiting for orders from its 
  own dead lips. 
  - ePILogue - 
  a renewed sPrIng of Joy
  With the Gibbet King defeated, the company can start 
  on the long journey back to Erebor. If they didn’t defeat 
  Raenar too, the Cold-drake takes the watchtower as his 
  lair, and the dragon may prove to be a threat to the Lonely 
  Mountain in years to come. For the moment, the shadow 
  has been driven back once more, and the company have 
  won a few years of peace through their brave deeds. Each 
  hero is rewarded with 2000 XP for the victory.
  •	
  King Dáin is generous once he hears of the company’s 
  deeds, and rewards them each with one Dwarven-
  crafted Legendary item each (each item has a single 
  Enchanted Quality). He also gives them a cask of 
  silver and gold – enough coin to last several years, 
  unless the companions squander it. A feast is held in 
  the company’s honour in Dale, and their names are 
  spoken of with respect throughout Wilderland.
  feLLowshIP Phase
  The year after the defeat of the Gibbet King is a prosperous 
  one. The company may open Dale or Erebor as a sanctuary, 
  and can easily win the patronage of Dáin or Bard should 
  they wish. Any companions who wish to settle in Dale 
  will be given land by King Bard, who knows the value of 
  having trusty allies nearby.
  6
  5
  
  143
  - appendix - 
  IntroductIon to 
  the Journey ruLes
  The Journey rules in Adventures in Middle-earth are 
  designed to offer a varied selection of possible encounters 
  in the Wild, called Journey Events. These Events are 
  intended to be both well-suited to Middle-earth, and to 
  reduce the burden of work on the Loremaster. Each offers 
  a set of suggestions on what the company may have 
  encountered, along with the rules to resolve the Event.
  In this appendix you will find a section for each of the 12 
  possible outcomes on the Journey Events table. The basic 
  event description appears first in each numbered section 
  for reference.
   
  Below that standard Event description each adventure has 
  some customised Events specific to the locale and events 
  that are occurring at that point in the campaign.
   
  Loremasters should feel free to use these suggested 
  encounters or to work with the basic Event description to 
  create Events best suited to their group of Player-heroes. 
  You have the most direct knowledge of your players and 
  what they enjoy, or what would make an entertaining, 
  engaging and challenging event at any given moment.
   
  Should any Journey Event come up more than once or 
  twice, the Loremaster should feel free to select another 
  event. If there is an event on one of the tables you feel 
  your players will especially enjoy, then you should also 
  feel able to run it, regardless of the dice rolls. The Journey 
  Rules are there to help you make a great adventure, but 
  you need not feel bound by them.
   
  Note that “A Darkness in the Marshes” has two journeys. 
  Two different options are provided where necessary for that 
  adventure, to reflect both river-based and mountainous 
  terrain.
   
  adventure 
  events dc
   
  Don’t Leave the Path 
  15
  Of Leaves and Stewed Hobbit  
  13
  Kinstrife and Dark Tidings  
  varies
  Those Who Tarry No Longer  
  13
  A Darkness in the Marshes 
  14
  The Crossings of Celduin  
  14
  The Watch on the Heath  
  15
  aPPendIx
  
  Standard Journey Event Table Entry
  1. (or less) A Chance Encounter
  The company meet a fellow traveller or a group of travellers. 
  The Scout may either make a Dexterity (Stealth) ability check 
  to lead the company past the travellers undetected or any 
  member of the company may attempt a Charisma (Persuade) 
  ability test if they choose to interact with them.
   
  If the Persuasion test is successful the company gains 
  information concerning the path ahead of them; the first roll 
  of their next travel event is made with Advantage.
    
  If the Persuasion test is unsuccessful the company has made 
  a poor impression on the travellers and the information they 
  receive is inaccurate or misleading; the first roll of the next 
  event is made with Disadvantage.
   
  Don’t Leave the Path
  The company hear enchanting singing coming from the forest 
  at the edge of the path. A band of Wayward Elves are feasting 
  in the woods, and the company can almost smell the delicious 
  food on the breeze. The wise thing to do is to soldier on and not 
  leave the path. Follow the standard Journey Table entry above 
  to deal with the encounter.
   
  Of Leaves and Stewed Hobbit
  When making camp for the night, the travellers are approached 
  by a ragged figure, a battle-hardened old traveller with rotten 
  teeth and a pock-marked face. Without so much as a by-your-
  leave, he sits down by the fire, pulls off his old boots and sticks 
  his stinking, rotten feet out. If the companions question him, he 
  introduces himself sullenly as ‘Shanker’. If feeling inhospitable, 
  the companions can convince him to leave by threatening 
  him with weapons in hand, or with a successful Charisma 
  (Intimidation) check.
  If they allow Shanker to stay by the fire, though, he produces 
  a clay pipe and a bag of excellent pipe-weed. Any Hobbit 
  recognises it as Longbottom Leaf from the Shire. Shanker tells 
  the characters that he bought it a few days ago from a caravan 
  up in the mountains. The caravan was led by one of the ‘little 
  folk’ who sold him the pipe-weed. Shanker then laughs cruelly 
  – the fools did not know that the Goblins had come back to the 
  High Pass. If that caravan makes it down the hills intact, it will 
  be a miracle.
   
  This tale brings the company both hope and fear – Dindy’s 
  caravan is only a day or two ahead at most, but there are 
  indeed Goblins nearby.
  Kinstrife and Dark Tidings
  The company come across the wreckage of a trader’s caravan 
  that was ambushed by bandits. Blood on the Road, trampled 
  grass, torn sacks and broken crates – and the corpse of a man 
  feathered with three arrows. Crows found the body before the 
  adventurers did, and few clues remain. The event forewarns 
  the presence of bandits in the wood, but could also mislead. 
  Follow the standard Journey Table entry above to deal with 
  the encounter, substituting Intelligence (Investigation) for 
  the Charisma check.
  Those Who Tarry No Longer
  An Elven messenger, Miriel, approaches the company with 
  great haste, hoping to catch Irimë before she travels intro 
  the West. Irimë and the envoy will speak in quiet tones on a 
  secret matter that will not be shared with the company. There 
  is no chance to avoid this meeting, but otherwise follow the 
  standard Journey Table entry above to deal with the event. If 
  the company impress the envoy she will impart information 
  on shortcuts for the road ahead. If they do not impress the 
  envoy, then she speaks only in incomprehensible riddles 
  before departing.
   
  A Darkness in the Marshes
  On the way to the Marshes, the company encounters Marcha, 
  one of the fabled Wild Hobbits, the inhabitants of the Gladden 
  Fields who are distant kin to the Shire-Hobbits. The young 
  Hobbit hides from the travellers, vanishing as only Hobbits 
  can into the rushes and undergrowth. Only characters with a 
  passive Perception of 14 or more have a chance to spot her as 
  she hides. If persuaded through kindness to talk, Marcha can 
  give the characters directions to the Dwimmerhorn.
   
  The Crossings of Celduin
  The company encounter a lone shepherdess who has cared for 
  her sheep in these meagre pastures alone for many years. She 
  may be glad of the meeting, or hostile towards the appearance 
  of unexpected strangers. She grew up in Celduin, and can 
  relate any of the information in the description in the section 
  “The Town” on page 116. Follow the standard Journey Table 
  entry above to deal with the encounter.
   
  The Watch on the Heath
  Our heroes come across a wild eyed, disheveled old man 
  who calls himself The Crowherd. He has lost his wits, and is 
  barely surviving in The Waste. The Crowherd might give the 
  company useful information on the whereabouts of their final 
  destination. Or he may not. Follow the standard Journey Table 
  entry above to deal with the event.
  Journey event tabLe entry 1
  144
  1/4
  
  Standard Journey Event Table Entry
  2. Of Herbs and Stewed Rabbit
  The company finds signs of easily foraged food or useful herbs 
  at a fortuitous moment, perhaps as their own supplies are 
  running low. The Hunter must make a Wisdom (Survival) 
  check in an attempt to take advantage of this.
   
  If successful, they may choose to either gather food (in which 
  case they may prepare a meal which will restore 1 Exhaustion 
  level or 1 Hit Die to each member of the company) or they 
  may collect herbs (Selected by the LM). If they fail this roll, the 
  Guide’s Arrival roll will incur a -1 penalty.
   
  The roll made during this task is subject to Disadvantage/ 
  Advantage if the Guide’s Embarkation roll was either 6 
  (Meagre Supplies and Poor Meals) or 7 (Feasts Fit for the Kings 
  of Ancient Times).
   
  Don’t Leave the Path
  The Hunter  spots a flock of juicy fat black pheasants on a 
  branch. Follow the standard Journey Table entry above to 
  deal with the event, although there are no useful herbs to be 
  gathered in Mirkwood.
   
  Of Leaves and Stewed Hobbit
  In their search for food, the Hunter passes one of Beorn’s 
  flower-strewn meadows filled with honey-bees. They could try 
  to acquire some of Beorn’s honey; this requires a Wisdom 
  (Survival) check, and if successful the company may remove 
  one level of Exhaustion. If the Hunter fails, then the company 
  must flee a swarm of angry bees, provoking a -1 to their 
  Arrival Roll.
  Kinstrife and Dark Tidings
  This area is rich in opportunities to catch fish, and the 
  riverbanks are lined with fragrant green herbs. Follow the 
  standard Journey Table entry above to deal with the event.
   
  Those Who Tarry No Longer
  Irimë has a deep knowledge of all things that grow, and if 
  persuaded can help the company’s Hunter find nutritious 
  fruits, vegetables and useful herbs to sustain them while on the 
  road. Follow the standard Journey Table entry above to deal 
  with the event, substituting a Charisma (Persuasion) check 
  for the Wisdom (Survival) check.
  A Darkness in the Marshes
  Follow the standard Journey Table entry above. The Vales 
  of Anduin are full of rabbits, and verdant herbs. The Misty 
  Mountains is home to various wiry goats that offer good 
  eating if they can be caught.
   
  The Crossings of Celduin
  Many fat rabbits graze the sweet herbs of the region without 
  interference from men-folk. Follow the standard Journey Table 
  entry above to deal with the event.
  The Watch on the Heath
  Food is hard to come by in this place. But a sharp-eyed Hunter 
  will spot the stringy goats that eke out a meagre living here, 
  amid brackish pools in which grows a strain of Hagweed. 
  Follow the standard Journey Table entry above to deal with 
  the event.
  Journey event tabLe entry 2
  145
  1
  
  Standard Journey Event Table Entry
  3. An Obstacle
  Fallen trees, a fast flowing river, a rockslide, or a fallen bridge 
  block the path ahead. The company must work together to 
  clear their path. The Guide must make a Wisdom (Survival)
  ability check and each of the other company members must 
  test against their choice of Survival or Athletics.
  If the company has horses or pack ponies, one of the company 
  must instead test against Wisdom (Animal Handling). 
   
  All these tests are subject to Disadvantage/Advantage if the 
  Guide’s Embarkation roll was either 4 or 9. If all of the tests are 
  successful, the company has worked well together, clearing the 
  route and feeling a sense of satisfaction from their unity. As a 
  result, the Guide’s Arrival roll will benefit from a +1 modifier. If 
  half or more of the tests are successful, the route is cleared with 
  some difficulty and no bonus or penalty is incurred.
  If less than half of the rolls are successful, but not all fail, the 
  company has struggled to overcome the obstacle and each of 
  them gains a level of Exhaustion.
   
  If all the rolls fail, the company is forced to backtrack to bypass 
  the obstacle. Each of them gains a level of Exhaustion and the 
  Guide’s Arrival roll is subject to a -1 penalty.
  Don’t Leave the Path
  The company enter a region of the forest where thick spider-
  webs criss-cross the path. Follow the standard Journey Table 
  entry above to deal with the event.
   
  Of Leaves and Stewed Hobbit
  Streams running down from the Misty Mountains have turned 
  the road into a morass of mud. It might be faster - and cleaner 
  - to go cross-country over a rocky hillock and find the road 
  again a few miles easy. Follow the standard Journey Table 
  entry above to deal with the encounter.
   
  Kinstrife and Dark Tidings
  Blood-sucking insects from the marshes descend on the 
  company. These swarms are an obstacle to be overcome. 
  Follow the standard Journey Table entry above to deal with 
  the event.
   
  Those Who Tarry No Longer
  Heavy rain over the last few days has washed away an ancient 
  bridge spanning a fast flowing river. Irimë sees this as an event 
  of dark portent. Follow the standard Journey Table entry above 
  to deal with the event.
   
  A Darkness in the Marshes
  Pea Soup! A thick fog descends, and the company risk 
  separation. Follow the standard Journey Table entry above 
  to deal with the event, with the company having to use their 
  wilderness savvy or their athletic ability in order to stay 
  together, or backtrack and find their lost companions.
   
  The Crossings of Celduin
  A heavy rain has fallen for an entire day, and the terrain ahead 
  is now muddy and dangerous. Follow the standard Journey 
  Table entry above to deal with the quagmire.
  The Watch on the Heath
  The company lose their way as the path peters out. The 
  guide cannot find an easy way into the mountains, and the 
  companions are forced to retrace their steps several times. 
  They must exert themselves, using all their combined wits and 
  sinews to get back on track. Follow the standard Journey Table 
  entry above to deal with the event.
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  4. In Need of Help
  The company discover a band of travellers who have suffered 
  some misfortune, or a small settlement beset by woes. The 
  company may choose to help them, or not. If they choose not 
  to, they must make a Wisdom saving throw to avoid gaining 
  a point of Shadow. If, instead, they choose to help, the 
  company must make three tests, chosen by the Loremaster, 
  to reflect them aiding the innocent souls. Each test must be 
  made by a different character (unless there are fewer than 3 
  Player-heroes in the company) and will typically be selected 
  from: Survival, Traditions, Insight. Persuade, Animal 
  Handling, Medicine or Nature.
  It is possible that the same skill may be called upon more 
  than once, in which case it must be attempted by two different 
  Player-heroes.
  If all of the tests are successful, each member of the company 
  gains Inspiration. Additionally, the company will receive a +1 
  bonus to the Guide’s roll upon arrival at their destination. 
  If half or more of the rolls are successful, the company may 
  select one of its number to become Inspired and the company 
  receives a +1 bonus to the Guide’s Arrival roll.
  If one of the rolls is successful, the company receives a +1 
  bonus to the Guide’s Arrival roll.
  If all the rolls fail, the company is slightly despondent and 
  receives a -1 modifier to the Guide’s Arrival roll.
  Don’t Leave the Path
  Some movement in the woods at night startles the ponies, 
  who are already nervous in the forest gloom. All characters 
  make DC 15 Wisdom (Animal Handling) checks. (A kind 
  Loremaster might allow players to use Survival, Medicine or 
  Nature instead.
  If everyone succeeds, the ponies are calmed, and the company 
  get a +1 bonus to their Arrival roll. If half or more succeed, 
  there’s no further benefit or consequence. If less than half of 
  the company succeed, then one of the ponies runs off into the 
  woods and vanishes; recovering it means the company gains 1 
  level of Exhaustion. If everyone fails, then the pony is gone for 
  good: everyone gains 1 level of Exhaustion and their eventual 
  payment is reduced to 20 silver pennies each. 
  Of Leaves and Stewed Hobbit
  The company encounter a family of settlers from the southland, 
  who came north along the Anduin in search of hope, having 
  heard tell that Wilderland was becoming peaceful and 
  prosperous. Their wagon is stuck in the mud, and they cannot 
  get it out - will the characters help them? Follow the standard 
  Journey Table entry above to deal with the encounter.
   
  Kinstrife and Dark Tidings
  Late in the afternoon, the companions come across a band 
  of three Beornings. One of their number, Angund, has been 
  wounded by Goblin arrows while collecting firewood. He 
  needs help or he will die. His friends are fiercely suspicious 
  of these strangers in their land. Follow the standard Journey 
  Table entry above to deal with the event.
   
  Those Who Tarry No Longer
  Irimë is afflicted by a deep sense of despair. Her mood is fey: 
  she sees only the doom of the last of her people and thinks 
  back on those who have fallen over the long Ages. She yearns 
  for the sea and the uttermost West, yet finds no hope in this 
  desire. The Player Heroes may choose to try to help her lift her 
  dark mood, but in doing so, run the risk of being drawn into 
  the melancholy that afflicts her. Follow the standard Journey 
  Table entry above to deal with the event, encouraging the 
  company to be creative in their choice of skill check in their 
  attempt to raise Irimë’s spirits.
   
  A Darkness in the Marshes
  The company encounter a band of Woodmen travellers, 
  carrying stone or wooden carved goods for sale at the market 
  in Woodman Town. They have been beset by clouds of stinging 
  and biting insects. Follow the standard Journey Table entry 
  above to deal with the event.
   
  The Crossings of Celduin
  One of the company’s horses throws a shoe, or becomes lame 
  after a hard day’s ride. Follow the standard Journey Table 
  entry above to deal with the lame mount.
  The Watch on the Heath
  The company come across a juvenile Eagle flapping in the 
  dust of the Waste. It has been wounded by a wickedly barbed 
  Orc arrow. The noble creature is starved and giving up hope. 
  Follow the standard Journey Table entry above to deal with 
  the event.
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  Standard Journey Event Table Entry
  5. Agents of the Enemy
  Hostile scouts or hunters cross the company’s path, this may 
  even be a sharp eyed Creban, gathering news for the Enemy.
  The Look-out must make a Wisdom (Perception) check to 
  spot the enemy before they become aware of the company.
  If successful, the company has seized the initiative and may 
  decide how to proceed. They may either sneak past the hostile 
  force or ambush them, in which case their enemies are Surprised.
  If the Look-out’s Perception roll fails, the hostile scouts set an 
  ambush and the heroes are Surprised.
  If combat ensues, the Loremaster may resolve it as normal, 
  setting out the combat abilities of the small enemy party to give 
  a small to moderate challenge to the company.
  All rolls made outside of combat during this task are subject to 
  Disadvantage/Advantage if the Guide’s Embarkation roll was 
  either 3 or 10.
  Don’t Leave the Path
  A band of Attercops plots to snare the company with webs. The 
  look-out may make a DC 15 Wisdom (Perception) check to 
  spot the danger. If successful, the company avoid the spiders. 
  Otherwise, they blunder into the webs, and must battle the 
  spiders. See page 105 of the Loremasters Guide for details 
  of the Attercops. There is one Attercop for every two heroes, 
  rounding up if necessary.
   
  Of Leaves and Stewed Hobbit
  Early during the journey, the companions misread the weather, 
  and they are caught in a torrential summer downpour. If 
  the company’s Scouts cannot find shelter with a successful 
  Wisdom (Survival) check, then the company suffers a -1 
  penalty to the final Arrival roll.
   
  Kinstrife and Dark Tidings
  The company cross the hunting grounds of a band of outlaws. 
  Follow the standard Journey Table entry above to deal with 
  the event. There are as many Thugs as there are heroes and 
  one Outlaw that is their nominal captain (see pgs 73-75 of the 
  Loremaster’s Guide).
   
  Those Who Tarry No Longer
  The day has been especially long and hard, and every step 
  walked can be felt as a deep weariness in the bones. Irimë 
  on the other hand seems completely unaffected by any sign 
  of fatigue. The Look-out must make a Charisma (Persuasion) 
  check.  If successful, Irimë will share with the Company a flask 
  of Miruvor. This will remove 1d4 levels of Exhaustion and 
  returns 1 Hit Die.
  If the check fails, Irimë is struck only by the frailty of the 
  Company and will not share the cordial with them. Each 
  member of the Company gains a level of Exhaustion.
  A Darkness in the Marshes
  Will the Look-out spot the scouting party of Snaga before they 
  are ambushed? There is one Goblin for each member of the 
  company. These Snaga Trackers are direct servants of the 
  Gibbet King. Replace their Coward ability and replace it with 
  Bloodthirsty.
   
  The Crossings of Celduin
  A flock of suspiciously large black crows crosses the sky in 
  the company’s path. Follow the standard Journey Table entry 
  above to deal with the encounter. If the Look-out is successful 
  then the company may drive off the flock with 3 successful 
  ranged attacks. If the Look-out fails their Perception check, 
  the crows attack the company’s mounts before flapping off, 
  leaving the heroes to calm and tend their horses and with a -1 
  to their arrival roll.
   
  The Watch on the Heath
  The huge piles of stone in the waste seem to move at night. The 
  Look-out must make a DC 15 Wisdom (Perception) check to 
  become aware of this.
  If the test fails, the company suffers -1 to their Arrival roll as the 
  Look-out uses one of the stone piles as a landmark, and ends 
  up contributing to the Guide leading the company around in a 
  circle. Worse, the company are now surrounded by these stone 
  piles, which seem to be drawing closer every day. Another DC 
  15 Wisdom (Perception) check is required of the Look-out to 
  thread a course between the piles. 
  If this second test is failed, then the company is forced to climb 
  over one of the stone piles. The pile is made up of thousands of 
  jagged rocks and pebbles, and soon everyone in the company 
  has banged a shin or cut a foot on a piece of sharp rock, 
  gaining a level of Exhaustion. Weirdly, there is no blood on 
  any of the stones.
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  6. The Wonders of Middle-earth
  The company finds itself presented with a spectacular vista. 
  A sunset, a forest glade, a mountain range. Each member of 
  the company must make a Wisdom check or Investigation 
  (Intelligence) check (their choice). If successful, they see the 
  beauty of the scene and feel invigorated, recovering from a 
  level of Exhaustion. If unsuccessful, they instead see brooding 
  clouds, hard paths yet to be walked or steep and daunting hills 
  to be climbed and suffer a level of Exhaustion. If all members 
  of the company are successful, they receive a +1 bonus to the 
  Guide’s Arrival roll.
  If all fail, the Guide’s Arrival roll incurs a -1 penalty. Rolls 
  made for this task are subject to Disadvantage/Advantage if 
  the Guide’s Embarkation roll was either 5 or 8.
   
  Don’t Leave the Path
  A flock of huge purple butterflies flutter down from the treetops 
  and nest on the sleeping company. These butterflies are like 
  a velvet shroud; a wonderful sight, but also potentially a 
  claustrophobic and unsettling encounter. Follow the standard 
  Journey Table entry above to deal with the event.
   
  Of Leaves and Stewed Hobbit
  The setting sun casts a glow of honey gold across Beorn’s 
  lands. It is a beautiful and wild place, and the company 
  have a great distance to travel, and an important mission to 
  complete. Follow the standard Journey Table entry above to 
  deal with the event.
   
  Kinstrife and Dark Tidings
  The great Anduin River stretches before the company. Deep, 
  wide and fast flowing, it is both an invigorating and daunting 
  sight. Follow the standard Journey Table entry above to deal 
  with the event.
   
  Those Who Tarry No Longer
  Upon the road Irimë is most often quiet and reserved but this 
  night, as the Company settle into their camp she seems content 
  to engage in conversation. Any member of the Company may 
  choose to sit and talk with her. Irimë will speak about the 
  setting sun, of how, like her, it falls to the West. She will talk of 
  the lives of the Elves in Middle-earth as long summer’s days, 
  now reaching their twilight hour. She will speak of the lives of 
  Men and Dwarves as fleeting, the last flash of sunlight before 
  it dips below the horizon. Follow the standard Journey Table 
  entry above to deal with the event.
   
  A Darkness in the Marshes
  Follow the standard Journey Table entry above. The rolling 
  lands around the Great River, or the sheer rise of the Misty 
  Mountains can both daunt and inspire the weary traveller. 
  Follow the standard Journey Table entry above.
   
  The Crossings of Celduin
  From the backs of their mounts, the company are struck by 
  the early morning mist burning off across the ancient barrows 
  and fallen stones that pepper the vales around the Running 
  River. This may be an uplifting sight or an ill portent. Follow 
  the standard Journey Table entry above to deal with this event. 
  The Watch on the Heath
  The company pass through an incredible valley of wind 
  carved rocks, twisted into incredible shapes. Whether this is 
  an inspiring and beautiful sight, or an unnerving experience 
  is down to the dice. Follow the standard Journey Table entry 
  above to deal with the event.
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  Standard Journey Event Table Entry
  7. A Hunt
  The Hunter sees signs or tracks left by some game that would 
  likely prove a far better meal than their travelling rations, 
  perhaps at a point in the journey where the company’s supplies 
  are running low, or when their spirits seem to be flagging.
  The Hunter must make a Wisdom (Survival) ability check to 
  hunt down this game.
  If the check is successfully made by 5 or more, the prey is 
  brought down and a great feast is had, restoring 1 level of 
  Exhaustion and giving a +1 bonus to the Guide’s Arrival roll.
   
  If the check is successful, the company enjoy a hearty meal 
  and each may remove a level of Exhaustion.
  If the check fails, the hunt was unsuccessful and the company 
  spend a hungry night, resulting in each gaining a level of 
  Exhaustion.
   
  Don’t Leave the Path
  The company finds a good place to camp and rest, but there’s 
  a complication - the huntsman finds a gigantic paw-print in 
  the mud. It is definitely that of a wolf, but it is incredibly large 
  and heavy – the beast must be at least the size of a bear! The 
  prospect of encountering such a beast makes resting here less 
  appealing.
  The hunter must make a DC 15 Wisdom (Survival) or 
  Intelligence (Investigation) check. If successful, the 
  character correctly determines that the print is old, and that 
  the wolf is no longer nearby. The company can rest in comfort, 
  recovering a level of Exhaustion. If the character succeeds by 
  5 or more, the investigation also discovers a cache of supplies 
  left by some previous traveller that was partially destroyed by 
  the wolf. The remaining supplies, including a good bottle of 
  wine, give a +1 bonus to the Arrival roll.
  If unsuccessful, the hunter mistakenly determines that the 
  print is fresh and that a gigantic wolf is lurking in the woods 
  nearby. If the company continue on they fail to find a good 
  camp site.  If they choose to stay anyway, disturbing sounds 
  during the night frighten Balder and Belgo, who repeatedly 
  wake up the company with cries of “Wolf! Wolf!”  Either way, 
  the company gain 1 level of exhaustion.  If the hunter fails by 
  5 or more, Baldor panics and urges the caravan to travel all 
  night, giving a further -1 penalty to the Arrival roll. 
   
  Of Leaves and Stewed Hobbit
  The Hunter spots a wild sheep on a nearby hillside. It’s 
  completely out in the open, an easy shot that means a 
  delicious mutton dinner - but then the shadow of an Eagle 
  passes overhead. The Hunter isn’t the only one hunting this 
  prey! Does the character shoot or not?
   
  If the character does nothing, then a huge Eagle swoops down, 
  grabs the sheep, and flies off.
  If the character shoots it requires a DC 14 Wisdom (Survival) 
  check. Succeed, and the sheep is felled with one blow, and 
  the characters have a +1 bonus on their Arrival roll. Fail, and 
  the eagle gets the sheep. Fail by 5 or more, and the character 
  nearly hits the Eagle - and Eagles, like elephants, never forget. 
  If the unlucky hunter ever visits the fabled Eyrie of the Eagles, 
  he or she is treated with Mistrust.
  Kinstrife and Dark Tidings
  The hunter spots a huge silver salmon in either the great river 
  or a tributary. Either the company will feast like kings, or 
  someone is getting soaked to the bone. Follow the standard 
  Journey Table entry above to deal with the event.
   
  Those Who Tarry No Longer
  The Vales of Anduin are home to many tufted boar. Follow the 
  standard Journey Table entry above to deal with the event.
   
  A Darkness in the Marshes
  Follow the standard Journey Table entry above.
  The Crossings of Celduin
  The Hunter spies a tasty lowland goat that is all alone. Follow 
  the standard Journey Table entry above to deal with the hunt.
  The Watch on the Heath
  The hunter comes across an unusual sight - a prodigiously 
  meaty mountain sheep growing on the thin grass of the waste. 
  How it grew to such a large size is a mystery. But it looks like 
  mutton is back on the menu. Follow the standard Journey 
  Table entry above to deal with the event.
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  8. A Fine Spot for a Camp
  The Scout has spotted a place to make camp. Perhaps it is a 
  sheltered glade, or an existing campsite, used by travellers. 
  It may even be an ancient building, allowing the company to 
  rest a little easier on their journey. The Scout must make an 
  Investigation check as the company draw close to the site.
  If the check succeeds by 5 or more the camp site is all the 
  company could have hoped for, and they may benefit from 
  a long rest in addition to recovering a level of Exhaustion. As 
  an added bonus, the Guide will receive a +1 modifier to their 
  Arrival roll. If the check is simply successful, the company has 
  an undisturbed night, and if needed each may recover a level 
  of Exhaustion.
  If the check fails, the company spend a restless night. They 
  awake weary and dispirited and suffering from a level 
  of exhaustion. If the check failed by 5 or more, the camp is 
  already occupied by something hostile and dangerous; a Troll, 
  sheltering from the sun, an Orcish war party, a band of Evil 
  Men, intent on dark deeds, perhaps even a bear. Whatever 
  the nature of the threat, the company have blundered into its 
  midst and combat will surely ensue.
  Regardless of the result of the combat, assuming the company 
  survives, the night is a poor one at best and the only memories 
  they carry with them of the camp are those of hard knocks and 
  a final, unfulfilling rest. In addition to any damage sustained 
  the Guide’s Arrival roll is subject to a -1 modifier.
   
  Don’t Leave the Path
  The company has need to make camp in a region where the 
  trees are rotten and dead. Huge rotten branches hang low over 
  the path, and could break at any time. Follow the standard 
  Journey Table entry above to deal with the event: the easily 
  harvested wood may provide shelter and warmth, or perhaps 
  falls unexpectedly close to sleeping heroes. The dead wood 
  might be home to a number of Attercops equal to that of 
  company members. (See the Loremaster’s Guide page 105 for 
  Attercops).  The battle may also make use of the Rotten Trees 
  scenery feature (see page 93 of the Loremaster’s Guide).
   
  Of Leaves and Stewed Hobbit
  The company chances upon the campsite of some of Beorn’s 
  followers. A successful DC 12 Charisma (Persuasion) check 
  from the Guide lets the company stay the night in a hay-loft; 
  failing to express common courtesy means the company finds 
  no welcome and must sleep in the open. The companions sleep 
  miserably and are not considered to rest properly for the rest of 
  the journey, and so all suffer a level of Exhaustion.
  Kinstrife and Dark Tidings
  Long has this region been home to bandits. On finding a well- 
  used campsite it is hard to tell if it is still dangerously occupied, 
  or a highly convenient place in which to make a new camp. 
  Follow the standard Journey Table entry above to deal with the 
  event. There is a possibility that the Thugs will return to their 
  camp. Use the statistics on page 73 of the Loremaster’s Guide 
  for the thugs.
   
  Those Who Tarry No Longer
  The company come across a regularly used hunting camp 
  of the Woodmen, apparently sheltered by ancient trees, and 
  thick banks of bracken. But it may prove less than it first 
  appears, perhaps having been long abandoned as draughty 
  and uncomfortable. The presence of Irimë means there is no 
  chance of being attacked by enemies at this time. Otherwise 
  follow the standard Journey Table entry above to deal with the 
  event.
  A Darkness in the Marshes
  The company sets camp in a mouldering ruin, slowly sinking 
  into the landscape. While it may prove the best campsite in 
  the region, it could also be home to Wild Wolves (two per 
  hero). Follow the standard Journey Table entry above. Use the 
  statistics on page 111 of the Loremaster’s Guide for the Wolves.
  The Crossings of Celduin
  A sheltered cave in a rocky outcrop looks like a perfect campsite. 
  It may have a freshwater spring, or it may be home to a Cave or 
  Hill-troll (See pages 107-108 of the Loremaster’s Guide). Follow 
  the standard Journey Table entry above to deal with this event.
   
  The Watch on the Heath
  The temperature drops, and all the company are tired and wet 
  by the time darkness falls and they must make camp. Do they 
  light a fire, or do they heed Witherfinger’s warnings? If the 
  company do not light a fire, then everyone must immediately 
  make a DC 15 Wisdom (Survival) check or gain a level of 
  Exhaustion. If they do light a fire, there is no need for a test, 
  but something huge and reeking of death flies low over the 
  campsite in the middle of the night. All characters must 
  make a DC 15 Wisdom saving throw; if half or more of the 
  company fail then they suffer -1 to their Arrival Roll.
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  9. A Lingering Memory of Times Long Past
  The company discovers a relic of past ages. A statue, a building, 
  or the remains of an ancient settlement. It is even possible that 
  they witness a travelling company of Elves, making their way 
  towards the Grey Havens.
  With good fortune and a light heart, the company will be 
  uplifted by this sight, sensing something hopeful for the future 
  in this glimpse into the past. With poor fortune, the company 
  will be filled with a sense of doom, seeing the decay of lost 
  glory and the end of hope.
  Each member of the company should make a Wisdom check. 
  If successful, they are filled with hope regarding their journey 
  and their struggles against the Shadow and gain Inspiration. If 
  they make the roll by 5 or more they are so positively affected 
  by the sight that they may also remove a level of Exhaustion. 
  Additionally, if at least half of the company is successful, a 
  +1 modifier may be applied to the Guide’s Arrival roll. With 
  a failed roll, they see only the fleeting nature of life and the 
  fall of all that is good, and must make a Corruption check (a 
  Wisdom saving throw) to avoid gaining 2 points of Shadow.
  If they fail the roll by 5 or more, they feel morose and wearied 
  by the scene and suffer a level of Exhaustion in addition to the 
  Shadow points. Additionally, if more than half of the company 
  fail (since we’re talking about individual rolls) their roll, a -1 
  modifier must be applied to the Guide’s Arrival roll.
   
  Don’t Leave the Path
  The oppressive darkness of the woods drains the company’s 
  spirits. In a drift of skeletal leaves they come across a web 
  strewn skeleton, wearing a piece of beautifully wrought 
  jewellery - surely the work of Elves, or the ancient men from 
  across the sea. Follow the standard Journey Table entry above 
  to deal with the event. If the company attempt to take the 
  necklace it crumbles to powder, and they gain the ill effects of 
  the event, however they rolled.
   
  Of Leaves and Stewed Hobbit
  In the distance the company see a procession of silver-clad 
  Elves, heading West toward the Grey Havens and the sea. 
  The Elves are too far away to reach, but brief snatches of their 
  song are borne on the wind. Whether the song is uplifting or 
  saddening is up to the dice. Follow the standard Journey Table 
  entry above to deal with the event.
   
  Kinstrife and Dark Tidings
  The heroes find a ruin of elder days, featuring carvings of men-
  like figures battling monstrous foes, which could be orcs or 
  trolls. Follow the standard Journey Table entry above to deal 
  with the event.
  Depending on the rolls, the company are either buoyed up by 
  this ancient story of the battle against evil, or are daunted by 
  the numberless perils ahead.
   
  Those Who Tarry No Longer
  Pausing for a rest by the side of the road, the company realise 
  they have sat amidst not boulders, but huge fragments of an 
  ancient statue, made long ago by Men. Follow the standard 
  Journey Table entry above to deal with the event, with Irimë 
  adding to the sense of wonder at what Mannish folk may 
  achieve in their short span of years, or the despair of how 
  quickly everything falls to ruin.
  A Darkness in the Marshes
  By the River: Elves in graceful, silver boats pass silently by. 
  Depending on how the company roll, the elves are either deep 
  in quite contemplation, or under a heavy pall of sadness.
  Away from the River: The company stumble into the ruin of 
  an ancient Dwarven waystation, the stone work is still sharp, 
  but all woodwork is long gone and blue green lichen covers 
  everything. Is this a reminder of enduring craftsmanship, or 
  the slow decline of all things?
  Follow the standard Journey Table entry above to deal with 
  the event.
  The Crossings of Celduin
  The company realise they have made their camp in the midst 
  of an ancient burial site. Follow the standard Journey Table 
  entry above to deal with the event. If a creature is discovered, 
  then use the Night Wight on page 27.
   
  The Watch on the Heath
  In the dust of the Waste the company discover an ancient 
  artefact. It appears to be some kind of map from long ago, 
  carved into a black stone with a hole for a cord, perhaps carved 
  by a Dwarf. Is this a cause of inspiration, or a dismal reminder 
  of times past? Follow the standard Journey Table entry above 
  to deal with the event.
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  Standard Journey Event Table Entry
  10. A Place Touched by the Shadow
  The essence of something dark and terrible lingers here. 
  However even the darkest of Shadows may hide something 
  bright and good.
  The Scout must make an Intelligence (Investigation) check 
  to become aware of the darkness surrounding this area before 
  the company blunders too deeply into it.
  If the roll is a success by 5 or more, the company witness 
  some sign that reaffirms their hope in the struggle against the 
  Enemy. Each member of the company may remove one point 
  of Shadow and gains Inspiration. Additionally, the Guide will 
  receive a +1 bonus to their Arrival roll. On a successful roll, 
  they manage to avoid the pervasive sense of corruption that 
  lingers here and may count themselves lucky. Accordingly, the 
  Guide receives a +1 bonus to their Arrival roll.
  If the Scout fails their roll, the company has wandered into the 
  heart of the area and feels the dark nature of the place touch 
  their hearts. Each hero must make a Corruption check to avoid 
  gaining a point of Shadow. If the Scout’s roll fails by 5 or more, 
  some dark thing still lurks here, ancient and evil, and the 
  company have disturbed its slumber…
   
  Don’t Leave the Path
  This area is filled with pits of brackish water covered with 
  deep layers of ancient blackened leaves. Over thousands 
  of years these pits have swallowed hundreds of unfortunate 
  travellers. The air around them is thick with menace. Follow 
  the standard Journey Table entry above to deal with the event. 
  Spotting the pits before falling in is inspiring; coming close 
  to falling in will remind the company of the dangers ahead; 
  Failing the check by 5 or more means the company fall into the 
  pits, and spend a miserable time dragging one another out, 
  gaining a level of Exhaustion in the process.
   
  Of Leaves and Stewed Hobbit
  The company stumble into a darkened dell, littered with what 
  appear to be large wolf skulls. Follow the standard Journey 
  Table entry above to deal with the event. If the Scout fails by 5 
  or more then an ancient Warg that has been gnawing on the old 
  bones of its fellows is awoken from its slumber. (LMG, pg 111)
  Kinstrife and Dark Tidings
  The company’s route finds them crossing a boggy, backwater 
  lake that is draining away to an evil-smelling marsh. With the 
  disappearance of the water something foul is being revealed, 
  and an evil atmosphere is gathering in this place. Follow the 
  standard Journey Table entry above to deal with the event.
  Those Who Tarry No Longer
  The Company passes through an area of ancient ruins, 
  perhaps once inhabited by Elves in ages long past. Little 
  tangible remains, save a single graceful archway and a low 
  wall but, despite this, the beauty of the architecture is striking. 
  Irimë will begin to speak of the greatest artisans of the Noldor 
  and will speak of Celebrimbor and the wonders he wrought. 
  Follow the standard Journey Table entry above to deal with 
  the event, replacing Intelligence (Investigation) with 
  Charisma(Persuasion) to bring out the best of this brush 
  with the past in the company of such an awe-inspiring guide. 
  In this instance there is no chance of disturbing an ancient evil.
  A Darkness in the Marshes
  A nearby body of water, or the river itself, boils and froths with 
  a foul grey foam. The companions struggle to overcome their 
  fear and maintain control of their boats. A breed of grey skinned 
  Marsh Hags (LMG, pg. 99), (one per hero) call these treacherous 
  waters home and seek to drown any interlopers. Follow the 
  standard Journey Table entry above to deal with the event.
   
  The Crossings of Celduin
  The company’s route takes them through a glade of sinister-
  looking trees that have unnerving, agonised faces in their 
  gnarled boles. Follow the standard Journey Table entry above 
  to deal with the encounter. Hiding under the skeletal leaves 
  choking the glade are sleeping Hobgoblins, one per hero, (see 
  page 98 of the Lormaster’s Guide ).
   
  The Watch on the Heath
  The company’s scout finds one of the old dwarf-roads that 
  once crossed the Waste. This road does not head in the exact 
  direction of the watchtower, but the characters could choose to 
  take a longer but easier route by following the road for a while 
  instead of going cross-country. The company must decide. If 
  the company chose not to follow the road they feel suddenly 
  uplifted as if they have escaped a threatening situation, and 
  may remove a point of Shadow, or recover 1 Hit Die. If they 
  choose to follow the road, the company proceed along the 
  straight, flat road. However, when it comes time to leave it, 
  something strange happens. They feel an unnatural compulsion 
  to keep following the road. The company must make a DC 15 
  Wisdom saving throw to leave the road willingly. Those who 
  fail are unable to step off the road, and must be dragged off by 
  their companions. If everyone fails, the whole company can try 
  again a day later, but must make a Corruption check (a DC 12 
  Wisdom saving throw)or gain a Shadow point.
  (Whatever dark force reached out for the companions is not 
  part of this scenario. Brave companions can return to the road 
  after completing their current quest, to investigate the matter 
  further.)
  Journey event tabLe entry 10
  153
  1/4
  
  Standard Journey Event Table Entry
  11. The Enemy is Abroad
  Evil Men, Orcs, Goblins or other servants of the Enemy are 
  moving through the area. Avoiding them will be challenging.
  If the Guide’s result on the Embarkation roll was a 3, a 
  confrontation is unavoidable. In spite of this, a successful 
  Wisdom (Perception) ability check from the Look-out will 
  allow the company time to prepare and will grant them a 
  round of surprise in the combat.
  A failed Perception roll in this instance will indicate that the 
  company has little time to prepare and receives no such bonus.
  If the Guide received a 10 on the Embarkation roll, the Lookout 
  may make a Wisdom (Perception) or Dexterity (Stealth) 
  ability check (player’s choice) to allow the company to find a 
  path that will bypass the enemy force unnoticed.
  Don’t Leave the Path
  A host of Spiders gathers near the path.  If the Embarkation roll 
  was a 3, then the Attercops have been following the company 
  since they left the Elf-King’s halls, and there is no way to avoid 
  the Spiders. If it was a 10, then the company can sneak past 
  the Spiders with a DC 15 Dexterity (Stealth) or Wisdom 
  (Perception) check from the Look-out.
  If the Embarkation roll was neither a 3 nor a 10, then the 
  company as a whole can try to sneak past the Spiders with a 
  Dexterity (stealth) test. If anyone fails, the Spiders attack. See 
  page 105 of the Loremasters Guide for details of the Attercops. 
  There are sufficient numbers of the ½ CR Attercops to make an 
  appropriate challenge for the company.
  Of Leaves and Stewed Hobbit
  The company passes a pair of Woodman trappers, who stop 
  and ask if the companions have heard of a new Inn in these 
  parts, said to be run by ‘wise children’. A successful DC 13 
  Wisdom (Insight) check suggests that the trappers intend to 
  rob the inn, and the companions can confirm this by sneaking 
  after the trappers with a DC 13 Dexterity (Stealth) check and 
  listening to their conversation at the campfire. Challenging 
  the trappers dissuades them from their planned larceny, while 
  killing them outright to prevent their crime without trying to 
  discourage them is a despicable act and qualifies as a Misdeed 
  worthy of at least 3 points of Shadow.
   
  Kinstrife and Dark Tidings
  A pack of wolves has crossed the Gladden River and are now 
  hunting in the vales. While they are unlikely to attack a band 
  of armed adventurers, a lone Look-out might be easier prey, 
  especially if he is a toothsome morsel like a Hobbit or a fat 
  Dale-man. Follow the standard Journey Table entry above to 
  deal with the event.
  Those Who Tarry No Longer
  The Company has strayed into an area where a powerful 
  servant of the Enemy dwells. Perhaps some great Troll, maybe 
  an old and mighty Orc chieftain. Regardless of the nature of the 
  threat, such is Irimë’s power that she has caught the attention 
  of this creature and it will attempt to seek her out, drawn to 
  the brightness of her spirit. Follow the standard Journey Table 
  entry above to deal with the event.
   
  A Darkness in the Marshes
  A pack of wild wolves shadows the company (one Wild Wolf 
  per hero with a Wolf Leader). For a while they stay out of 
  bowshot, and can be heard howling at night. Eventually they 
  attack. Follow the standard Journey Table entry above to deal 
  with the event.
   
  The Crossings of Celduin
  Shortly after the sun sets, a group of Goblins come grumbling 
  and spitting across the company’s path. There are two Misty 
  Mountain Goblins for every member of the company. One has 
  the Call for Aid shadow ability. See page 102 of the Loremaster’s 
  Guide for the Goblins statistics.
  The Watch on the Heath
  There are steep shafts like dry wells scattered across the Waste, 
  and an unwary companion might accidentally fall into one. 
  There are loose stones and scree around the lip of each shaft, 
  so putting a foot wrong may send the character tumbling down. 
   
  The Look-out and Guide must both make DC 15 Wisdom 
  (Perception) checks to to avoid the shafts; if both tests are 
  failed, then the company tumble and slide into a hidden pit. 
  The company suffer a level of Exhaustion from the delay and 
  effort of rescuing themselves.
   
  If one test succeeds then some of the company fall in; everyone 
  must make a either a Dexterity (Acrobatics) or Strength 
  (Athletics) check. Those who fail fall in. After being forced to 
  extricate their comrades from the pit, the company suffer a -1 
  to their Arrival Roll.
  Journey event tabLe entry 11
  154
  1/4
  
  Standard Journey Event Table Entry
  12. (or more) Many Meetings? Fly you Fools!
  The company has encountered a traveller upon the road, but 
  all may not be as it at first appears.
  If the Embarkation roll was a 1, the encounter will automatically 
  be with a servant of the Enemy. Conversely, if it was a 12 the 
  company has encountered one of the great powers for Good. 
  The outcome of such a meeting however, will depend on how 
  the company approaches matters.
  If neither a 1 or a 12 was rolled on the Embarkation table, the 
  Look-out must make a Wisdom (Perception) check.
  If the roll succeeds by 5 or more, the company has encountered 
  a person of great standing, and sees them for what they are.
  Each member of the company may immediately remove one 
  point of Shadow. They may also seek an Audience (see page 
  192 of the Player’s Guide) with them and, if successful, they 
  may gain great knowledge of their path ahead which will grant 
  them advantage on the initial rolls on their next encounter, 
  and will also bestow a +1 bonus to their Arrival roll. If the 
  Audience goes particularly well, the Loremaster may decide 
  that the company have gained a Patron.
  If the Look-out’s roll succeeds, they have spotted the traveller, 
  but do not realise who they may truly be. The initial description 
  of this encounter should then be played out as if it was a result 
  of 1 on this table (A Chance Encounter).
  Should the company choose to interact with the traveller, 
  successful Wisdom (Insight) rolls or some demonstration 
  that the company has true and good purpose should lead 
  to the true identity of the person they have met. Should this 
  happen, the encounter should then play out in much the same 
  way as detailed above.
  If the Look-out’s roll fails, the company have encountered 
  a dark and powerful foe way beyond any of them. For low-
  level companies this could be a superior force of Orcs, a pack 
  of Wargs, or perhaps a particularly large and fierce Troll. At 
  higher levels it could be something much darker and more 
  powerful – a warband of Uruk-hai, or even a Nazgûl about his 
  master’s dark bidding.
  Companies must immediately make a Corruption check to 
  avoid gaining 2 points of Shadow and they must seek to avoid 
  further confrontation by each making a a Dexterity (Stealth) 
  check (with a single additional Animal Handling check if the 
  company has horses or pack ponies) to slip away unnoticed.
  Should more than half fail, they will need to flee in haste for fear 
  of their very lives. All gain an additional level of Exhaustion, 
  additionally the arrival roll will be subject to a -1 modifier.
  If the Look-out’s roll fails by 5 or more they are automatically 
  spotted, with no chance to sneak away. They must flee in haste 
  for fear of their very lives. They automatically gain 2 points of 
  Shadow, and an additional level of Exhaustion, additionally 
  the arrival roll will be subject to a -1 modifier.
  Don’t Leave the Path
  If the company meet an ally here, they they encounter King 
  Thranduil and his court, out hunting the fabled White Deer 
  of Mirkwood. The stag has vanished, much to the king’s 
  consternation, but at least this gives the company a chance to 
  pay their respects, and possibly make amends if their Audience 
  with Lindar went awry.
  If the company encounter a foe, then they meet Tauler the 
  Hunter, one of the most dangerous of the fabled Great Spiders 
  of Mirkwood. Big enough to suck an Oliphaunt dry, Tauler is 
  a foe far beyond the company. All they can do is run or hide 
  while he horrifically consumes one of their ponies.
  Of Leaves and Stewed Hobbit
  The company encounter an old man, with a long white beard, 
  bent almost double as he walks along the Road. He leans on 
  a gnarled staff of wood, and bright eyes glitter beneath his 
  battered hat. His raiment is grey, but keen-eyed companions 
  might spot the flash of white robes beneath his travel-soiled 
  cloak. The old man’s boots are caked with thick mud, as if 
  he has been walking in the marshlands near the Great River. 
  The old man does not stop as he walks south, but he makes 
  a strange gesture of benediction with one hand as he passes 
  the company. The blessing of Saruman the White is a potent 
  one – each companion may reroll one skill check at any point 
  in this adventure.
  Kinstrife and Dark Tidings
  Beorn – in the form of a bear – walks near the company. They 
  might glimpse the shadow of a tremendous bear watching 
  over their camp at night, or find signs that some of the bandits 
  pursuing them met with a gory end. Beorn’s protection 
  ensures that the company have a +1 bonus to their Arrival 
  roll. However, the chieftain avoids directs contact with the 
  player characters on the journey – he prefers solitude in his 
  bear shape.
  Journey event tabLe entry 12
  155
  2+
  
  Those Who Tarry No Longer
  Irimë is powerful and ancient beyond the reckoning of mortal 
  Men. Her memories are long and deep and, though intangible, 
  hold great power. As the Company take their rest, she begins to 
  speak of one such memory, a momentous occurrence from an 
  Age long since past. Companions have the choice to listen or to 
  absent themselves from the ensuing event.
   
  Such is the power and allure of Irimë that any Player-Hero 
  listening will find themselves drawn into this tale, witnessing it 
  as if they were actually there. To see such sights will be a huge 
  challenge and may leave the witness feeling utterly drained. 
  Conversely it has the potential to grant huge insight and 
  wisdom.
   
  Irimë remembers a conversation long ago with Lord Elrond in 
  Rivendell, when it was but newly built. She recalls how amid 
  the singing and feasting they engaged in a lively conversation 
  about the fate of the world.
   
  Companions should now make a Charisma (Persuasion) 
  check at the DC of the journey to test their ability to hold their 
  own in the conversation as Irimë relates these ancient events.
   
  If the check is passed, they are filled with hope as Irimë 
  remembers a younger, brighter time. This grants them 
  Advantage on the initial rolls on their next encounter, and will 
  also bestow a +1 bonus to their Arrival roll.
   
  If the check is failed, then Irimë’s memories are soured, and 
  she recalls a bitter argument when Elrond expressed his 
  darkest fears for the future.
  If the check is failed by 5 or more, then Irimë’s reminiscences 
  have also lit a beacon for all servants of the Shadow, who 
  begin to converge on the camp from miles around, the first 
  large band of goblins arriving within moments. The company 
  must immediately make a Corruption check to avoid gaining 
  2 points of Shadow, and they must seek to avoid further 
  confrontation by each making a DC 13 Dexterity (Stealth) 
  check (with a single additional Animal Handling check). if 
  the company has horses or pack ponies) to slip away unnoticed 
  by the converging orcs, trolls and worse creatures.
   
  A Darkness in the Marshes
  Suddenly, the company all feel terribly cold, as something icy 
  claws at their bones. A shadow passes over them – the Gibbet 
  King is on the wind, moving from one corpse to the next. In 
  this spirit form, it is invisible and immaterial, existing only as 
  a shade of horror. Still, the feeling of terror and oppressive evil 
  is unmistakable. All characters must immediately make a DC 
  14 Wisdom saving throw to avoid gaining 2 points of Shadow.
   
  The Crossings of Celduin
  Gandalf the Grey left Dale before the company did. The Wizard 
  is on his own errand – Radagast has warned him of the threat 
  posed by the Gibbet King, and he intends to confront the spirit 
  when the time is right. He urges the company to travel onto 
  Celduin as swiftly as they can, and hold the Crossings for as 
  long as they can. “I will come as soon as I can,” he promises, 
  “but all roads go awry this day.” The promise of a Wizard 
  carries great weight – if all hope seems lost in the Battle of the 
  Crossing, Gandalf might arrive in the nick of time to save the 
  company.
   
  The Watch on the Heath
  Suddenly, the company are in the grip of biting cold, and 
  the frozen wind seems to take on a dreadful voice, howling 
  incomprehensible imprecations. A shadow passes over them – 
  the Gibbet King is abroad, exerting his will across the Waste. In 
  this spirit form, it is invisible and immaterial, existing only as 
  a shade of horror. Still, the feeling of terror and oppressive evil 
  is unmistakable. All characters must immediately make a DC 
  15 Wisdom saving throw to avoid gaining 1 point of Shadow.
  156
  
  157
  Index
  - index -
  Appendix 
  143
  Introduction to the Journey Rules 
  143
  Journey Event Table Entry 1 
  144
  Journey Event Table Entry 2 
  145
  Journey Event Table Entry 3 
  146
  Journey Event Table Entry 4 
  147
  Journey Event Table Entry 5 
  148
  Journey Event Table Entry 6 
  149
  Journey Event Table Entry 7 
  150
  Journey Event Table Entry 8 
  151
  Journey Event Table Entry 9 
  152
  Journey Event Table Entry 10 
  153
  Journey Event Table Entry 11 
  154
  Journey Event Table Entry 12 
  155
  (The) Crossings of Celduin 
  99
  Adventuring Phase 
  99
  Aftermath 
  124
  Amusements & Contests 
  101
  Archery  
  105
  (The Final) Assault – Orcs & Worse Things 122
  (The First) Assault – Orcs and Wargs 
  120
  (The Second) Assault – Hill -Troll 
  120
  Bombur the Fat 
  103
  (On The) Bridge 
  119
  (Banks of the) Celduin 
  119
  Celduin  
  116
  (The) Challenge 
  104
  Collapsing the Bridge 
  118
  (The) Coming Foe 
  110
  (The) Companions held the Crossings of 
  Celduin for one Night 
  124
  The Companions held the Crossings of 
  Celduin for two Nights 
  124
  (The) Companions were Defeated on the
  First Night 
  124
  (If the) Company is Overrun 
  124
  Conclusions 
  112
  (Entering the) Contest 
  104
  (The End of the) Contest 
  108
  (The) Contests 
  104-105
  (Arrival in) Dale 
  100
  (Preparing) Dale 
  112
  (From) Dale to the Upper Marches 
  114
  Defeating the Orcs and Wargs 
  120
  (The) Drunkenstone 
  100
  (The) Dungeons of Dol Guldur 
  103
  Eavesdropping 
  115
  Elstan  
  103, 107
  Elstan Followers 
  107
  (The) Enemy is Coming! 
  117
  Expectations 
  111
  Fighting the Troll-chief 
  120
  Fighting the Spirit with Fire 
  123
  Fighting the Spirit with Water 
  123
  Fleeing the Town 
  121
  Folk at the Gathering 
  103
  Galia 
   
  103
  Games of Chance 
  101
  Gerold  
  103, 107
  (Attacking the) Gibbet King 
  123
  (The) Gibbet King 
  123
  (The) Gibbet King Comes 
  122
  (The) Goblins 
  120
  Greedy Adventurers 
  113
  (The) Grey Pilgrim 
  102
  (Questioning) Harrod 
  109
  Harrod the Fool 
  104
  Horse riding 
  105
  Interaction 
  111
  Intrigue at the Feast 
  108
  Inventive Defending 
  119
  (The) Journey 
  113
  King Bard’s Command 
  113
  (If the) King is Defeated 
  124
  (The) Last Few Heroes 
  106
  Lockmand 
  103
  (Chasing) Lockmand 
  109
  (Interrogating) Lockmand 
  110
  (Tracking Down) Lockmand 
  109
  Lockmand’s Chest 
  110 
  (Fighting) Lockmand’s Guards 
  110
  (The) Market 
  100
  (The) Masked Ball 
  103
  (Playing the) Master 
  117
  (I am the) Master here! 
  118
  (The) Master of Celduin 
  117
  (The) Melee 
  106
  Motivation 
  111
  (The) Opening Ceremony 
  102
  Part Eight – The Last Day 
  120
  Part Five – The Journey South 
  113
  Part Four – Raven’s Tidings 
  110
  Part One – The Gathering of Five Armies 
  99
  Part Seven – The Battle Begins 
  118
  Part Six – The Calm Before The Storm 
  115
  Part Three – An Ill -Made Party 
  108
  Part Two – A Golden Prize 
  104
  Planning the Route 
  114
  Playing the Onslaught 
  122
  (Curing the) Poison 
  109
  Poisoned! 
  109
  Preparations for Battle 
  118
  Prizes  
  106
  (The) Raven 
  121
  Riddle-games 
  101
  (Early) Rounds 
  106
  (Following) Rounds 
  106
  (A) Royal Council 
  110
  Sample Riddles 
  101
  Scripted Journey Event: A Flock of Crows 
  115
  Scripted Journey Event: The Raiders 
  115
  Seeking Help from Allies 
  112
  Send Explorers 
  118
  Shot in the Dark 
  110
  Strength 
  106
  Stopping the Enemy 
  112
  Stormcrows 
  112
  Song-contests 
  101
  Sounding the Alarm 
  114
  (A) Thief In The Night 
  114
  Thus Quoth the Raven 
  122
  (The) Tollgate 
  118
  (The) Tollhouse 
  119
  (The) Town 
  116, 119
  (The) Town of Celduin 
  112
  Train Combatants 
  118
  Treachery in the Dark 
  108
  (The) Ungracious Host 
  108
  (The) Upper Marches 
  114
  (From the) Upper Marches to the Bridge 
  115
  Voices in the Dark 
  122
  (The) Wounded Warrior 
  121
  (A) Darkness in the Marshes 
  77
  Adventuring Phase 
  77
  Alternative Routes 
  82
  (Up the) Anduin 
  82
  (The) Assassins 
  98
  Banna  
  80
  Beast Protection 
  80
  (A) Bitter Morning 
  86
  Burglary 
  93
  Caught in the Open 
  96
  (The) Chain of Thangorodrim 
  95
  Climbing down the Rock 
  95
  Climbing the Cliffs 
  93
  (The) Conversation 
  94
  Crossing the Marshes 
  93
  Discovered! 
  94
  Distance of the Pursuers 
  96
  (Searching for the) Dwimmerhorn 
  88
  (The) Dwimmerhorn 
  91
  (The) Enemy 
  89
  Epilogue – The Shadow of the Future 
  98
  Expectations 
  78, 85
  Falling  
  93
  Fellowship Phase 
  98
  (After the) Fight 
  90
  Fight Events 
  89
  (The) Fight in the Marshes 
  89
  Following On... 
  77
  Ghor the Despoiler 
  92
  (Into the) Gladden Fields 
  88
  (The) Gladden Fields 
  82
  (From the) Great River to Mountain Hall 
  82
  (Arrival at the) Hall 
  97
  (Assassins in the) Hall 
  97
  Hartfast & the Dwarves 
  86
  (Meeting) Hartfast son of Hartmut 
  85
  (The) Horn of Warning 
  87
  Hunted! 
  96
  Interaction 
  78, 85
  (The) Journey 
  81, 87, 95
  Lockmand 
  93
  (Travelling with) Magric 
  87
  Magric the Trapper 
  87
  
  wILderLand adventures
  158
  (The) Mine 
  84
  Mirkwood Cordial 
  80
  Motivation 
  78, 85
  Mountain Hall 
  83
  (Night at) Mountain Hall 
  96
  (From) Mountain Hall to the Gladden River 88
  Overtaken! 
  96
  Other Routes? 
  96
  Part Five – Slave & Hunters 
  89
  Part Four – The Passage of the Marshes 
  87
  Part One – Wizard’s Counsel 
  78
  Part Seven – Fly, You Fools! 
  95
  Part Six – By Secret Ways 
  90
  Part Three – The Harrowed Hall 
  82
  Part Two – Across the River 
  80
  Planning the Route 
  81, 88
  Radagast’s Magical Boons 
  79
  (Leaving) Rhosgobel 
  80
  (From) Rhosgobel to the Great River 
  82
  (A) Rude Awakening 
  86
  (The) Sanctum 
  94
  (The) Shadow in the Temple 
  93
  Sneaking Around the Fortress 
  93
  Spell of Concealment 
  80
  Storm Bag  
  80
  (Entering the) Temple 
  93
  (Exploring the) Temple 
  94
  Travel Blessing 
  80
  Treachery!  
  97
  Waking in the Night 
  98
  (The) Wizard 
  78
  Don’t Leave the Path 
  7
  Adventuring Phase 
  7
  (The) Ancient Wood 
  17
  (Following) Baldor 
  13
  (Playing) Baldor 
  8
  (Saving) Baldor 
  8
  Baldor’s Error 
  12
  Baldor’s History 
  9
  Baldor’s Offer 
  9
  (Playing) Belgo 
  8
  Belgo’s Talisman 
  12
  (The) Castle 
  13
  Climbing the Wall 
  14
  (The) Creature Attacks 
  19
  Doomed! 
  15
  Dreams and Intuitions 
  18
  (Guests of the) Elves 
  10
  Epilogue – The Forest Gate 
  19
  Escape!  
  15
  Expectations 
  11, 16
  Fellowship Phase 
  19
  Fighting the Thugs 
  9
  Gathering Darkness 
  15
  (Encountering the) Hermit 
  16
  (Playing the) Hermit 
  16
  (The) Hermit’s Tree 
  16
  Interaction 
  11, 17
  Intimidating the Thugs 
  9
  Introduction 
  11, 16
  (The) Journey 
  9, 11
  (The) Journey Begins 
  11
  Loading the Ponies 
  11 
  March of the Spiders 
  14
  Motivation 
  10, 16
  (The) Old Well 
  18
  Outcomes 
  11, 17
  Part Five – The Hermit 
  15
  Part Four – Castle of the Spiders 
  12
  Part One – Where Rivers Run With Gold 
  7
  Part Six – The Well in the Wood 
  17
  Part Three – The Long Road 
  11
  Part Two – The Edge of the Woodland Realm 10
  (The) Thing in the Well 
  19
  (The) Thunderstorm 
  15
  (The) Tower Stairs 
  14
  Under the Spell 
  18
  Introduction 
  4
  Experience Awards 
  6
  (The) Gibbet King 
  5
  How to Use this Guide 
  6
  (The) Passing of Years 
  6
  Kinstrife & Dark Tidings 
  37
  Adventuring Phase 
  37
  After the Battle 
  56
  Aftermath 
  58
  Arrangements for the Night 
  42
  (The) Bandit Camp 
  51
  Barred From The Village 
  45
  Battle is Joined! 
  56
  (The) Battleground 
  56
  (Encountering) Beorn 
  40
  Beorn! Beorn! 
  56
  Beyond the Gate 
  39
  Brunhild & Helmgut 
  57
  Brunhild’s Crime 
  48
  Clouds Gather 
  55
  Dinner  
  41
  Event Suggestions 
  44
  Exchange of News 
  41
  Expectations 
  40, 45, 54, 57
  Faron, the Trapper 
  53
  Fellowship Phase 
  58
  Forced March 
  55
  Foreshadowing 
  38
  (The) Foster-Father’s Tale 
  46
  (The) Funeral 
  43
  (Across the) Great River 
  48
  Ignoring the Dead 
  39
  In the Fray 
  56
  Interaction 
  40, 45, 54, 58
  Introduction 
  40, 45, 58
  (The) Journey 
  55
  Judgement 
  58
  Motivation 
  40, 45, 54, 57
  (The) Next Day 
  42
  (A) Nightly Adventure 
  42
  Oderic  
  54, 57
  (Capturing) Oderic  
  54
  (Speaking to) Oderic 
  54
  (Watching for) Oderic 
  51
  Oderic guides the outlaws 
  against the Beornings 
  56
  (Playing) Oderic Kinslayer 
  52
  Oderic is a prisoner 
  56
  Oderic tricks the outlaws 
  56
  Oderic’s Fate 
  55
  Outlaw Archers 
  51
  Outlaw Patrols 
  51
  Outlaw Warriors 
  51
  (The) Outlaw Watchman 
  53
  Planning the Route 
  44
  Searching for the Fugitive 
  44
  Sending Word to Beorn 
  52
  Telling the Tale 
  41
  Part Eight – Grim Tidings 
  55
  Part Five – The Chase Continued 
  48
  Part Four – Kinstrife 
  44
  Part Nine – Judgement at the Carrock 
  57
  Part One – A Funeral Boat 
  38
  Part Seven – The Outlaw Boy 
  52
  Part Six – Cruel, Ill -Favoured men 
  49
  Part Three – The Chase 
  43
  Part Two – Beorn’s Hall 
  39
  Planning the Route 
  48
  Signs of a Host 
  49
  Signs of the Prisoner 
  48
  Sorrows Old & New 
  46
  Success or Failure 
  55
  (The) Trial 
  57
  (Encountering the) Village Elders 
  44
  Valter and the Spirit 
  50
  Valter the Bloody 
  49-50, 57
  Village Stories and Rumours 
  46
  (The) Widow’s Tale 
  47
  Of Leaves & Stewed Hobbit 
  20
  Adventuring Phase 
  20
  (The) Adventure Begins 
  22
  Alarums! 
  33
  Battle!  
  30
  Battle Events 
  30
  (Andy) Blackthorn 
  29
  (Bill the) Bowman 
  29
  (Agatha) Brandybuck 
  22
  (Dindy) Brandybuck 
  22
  (The Hobbit Dinodas) Brandybuck 
  28
  (Dody) Brandybuck 
  22
  (The) Caravan 
  28
  Cave Spiders 
  32
  (The) Chain 
  34
  (The) Challenge 
  29
  Cooking Time! 
  34
  Darkness and Light 
  32
  (Rescuing) Dinodas 
  36
  Dodinas’ Plea 
  23
  Dread Ubhurz 
  30
  
  159
  Index
  (From The) Easterly Inn to The Old Ford 
  25
  (The) Enemy 
  29
  Epilogue – Back To The Inn 
  36
  Escape!  
  36
  Event Suggestions 
  32
  Expectations 
  23
  Falling Rocks 
  32
  (The) Feast 
  35
  Fellowship Phase 
  36
  Folk of the Inn 
  22
  Frier  
   
  22
  Getting Stuck 
  32
  (The) Goblin Hall 
  34
  Goblin Sentinels 
  33
  Goblin Skirmishers 
  30
  (The) Goblin Song 
  31
  (The) Goblin Tactics 
  29
  (A) Homely House 
  21
  Interaction 
  24
  Introduction 
  23
  (The) Journey 
  25
  (The) Journey Through the Tunnels 
  32
  Journeys in the Dark 
  32
  (Averting the) Kidnapping 
  31
  (The) Kidnapping 
  30
  Letters of Introduction 
  24
  (Tom) Lumpyface 
  29
  (Iwgar) Longleg 
  28
  Motivation 
  23
  (The) Mountain Ruins 
  26
  (The) Night-Wight 
  26-27
  (From The) Old Ford to The High Pass 
  25
  Outcomes 
  24
  Part Five – Prisoner of the Gobli ns 
  33
  Part Four – Into The Mountains 
  31
  Part One – The Easterly Inn 
  20
  Part Three – Battle at the Ringfort 
  27
  Part Two – Searching the High Pass 
  25
  (A) Rain of Arrows 
  30
  (The) Ringfort 
  27
  Rumours at the Inn 
  23
  Sabotaging The Feast 
  36
  Searching For The Caravan 
  27
  Shadrach 
  22
  Stealing The Key 
  36
  Surprise Attack 
  36
  Tactics  
  29
  Tap-Tap-Tap 
  32
  Their Plight 
  29
  Their Tale 
  29 
  Treacherous Footing 
  33
  (The) Tunnels  
  31
  Victory! 
  30
  Wandering Troll 
  32
  (The) Wolves Beyond The Walls 
  30
  Those Who Tarry No Longer 
  59
  Adventuring Phase 
  59
  (Fate of the) Alderman 
  70
  (Return of the) Alderman 
  70
  Aldor’s Sickness 
  73
  (The) Alehouse 
  69
  (The) Assault 
  64
  Awakening 
  74
  (The) Battle of the Hill top 
  65
  Blessed by the First-born 
  76
  (A) Chance Meeting 
  60
  Conclusions 
  61
  (A) Darkness in the Present 
  63
  Departure 
  67
  (The) Dream Begins 
  68
  (The) Eagles 
  65
  (The) Eagles are Coming!  
  66
  Easterling Warriors 
  72
  Escape?  
  73
  Expectations 
  61, 66
  Fellowship Phase 
  76
  (The) Final Challenge 
  75
  Flight to the Pass 
  64
  (Healing) Gaerthor 
  67
  Galion  
  60
  Geb the Servant 
  73
  Geb the Trickster 
  74
  Geb’s Betrayal 
  73
  (A) Glimpse of Irimë 
  72
  (Saving) Haleth 
  74
  Haleth’s Death 
  74
  (Rumours in the) Inn 
  70
  (Siege of the) Inn 
  71
  (The) Inn 
  69
  Interaction 
  61, 66
  Introduction 
  61
  (Playing) Irimë 
  63
  Irimë failed 
  76
  (If) Irimë fails 
  75
  Irimë succeeded 
  76
  (If) Irimë succeeds 
  75
  Irimë’s Dream 
  68
  (The) Journey Home 
  76
  (The) Journey South 
  72
  (The) Lady’s Request 
  60
  (The) Long Memory of the First-born 
  59
  Motivation 
  66
  (The) Orcs Assemble 
  64
  Part Five – The Ruins 
  67
  Part Four – A Guest of Eagles 
  66
  Part One – The Borders of the Forest 
  60
  Part Seven – Dawn in the West 
  75
  Part Six – Dark Dreams 
  72
  Part Three – The Hill of Woe 
  64
  Part Two – Weary of the World 
  62
  (The) Shadow of the Past 
  62
  Slain Companions 
  71
  Set between Worlds 
  68
  (The) Spirit 
  74
  Supper by the Forest Eaves 
  62
  Those Who Kneel 
  73
  Twilight  
  67
  Undead Warriors 
  71
  (The) Watch on the Heath 
  125
  Adventuring Phase 
  125
  (The) Battle of the Great Hall 
  140
  Battling the Orcs 
  141
  (The) Chain of Thangorodrim 
  141
  (Using the) Chain of Thangorodrim 
  142
  (Entering the) Chamber of Winds 
  140
  Climbing the Mountain 
  137
  Conclusions 
  128, 131, 136
  Corruption Checks 
  129, 132
  (A) Dangerous Conversation 
  134
  (A) Date with Death 
  135
  Dropping the Stone Block 
  140
  Epilogue - A Renewed Spring of Joy 
  142
  (To) Erebor 
  126
  (From) Erebor to the Grey Mountains 
  129
  Expectations 
  126, 130, 135
  Fellowship Phase 
  142
  (A) Forgotten Threat 
  134
  Former Slave 
  136
  (Defeating the) Gibbet King 
  142
  (The) Howl of the Mountain 
  140
  Interaction 
  126, 131, 136
  Introduction 
  131, 135
  (The) Journey 
  129
  (An Audience with) King Dáin 
  126
  (The) Last Debate 
  141
  (The) Last Night 
  129
  (We Captured) Lockmand! 
  127
  Motivation 
  126, 130, 135
  (The) Old Master 
  134
  Part Five – The Scourge of the North 
  134
  Part Four – Zirakinbar 
  133
  Part One – Council Under The Mountain 
  125
  Part Six – The Watchtower 
  137
  Part Three – The Grey Mountains 
  132
  Part Two – Across the Trackless Waste 
  129
  (The) Power of a Dragon 
  141
  (A) Precious Lure, an Iron Trap 
  134
  (Playing) Raenar 
  135
  Raenar the great Cold-drake 
  136-137, 141
  Ruining His Plans 
  142
  Scent of Prey 
  132
  Searching for Signs 
  130
  (A) Secret Summoning 
  125
  Secrets of Mazarbul 
  128
  Smaug is Dead 
  136
  (The) Snow-Troll Wakes 
  132
  (The) Snow-Trolls 
  132-133
  Spellbound 
  136
  (Exploring the) Watchtower 
  137
  (The) Watchtower 
  138
  What should the Companions Do? 
  134
  Witherfinger 
  130
  (Playing) Witherfinger 
  130
  Witherfinger’s Fear 
  132
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Cubicle 7/Adventures in Middle Earth - Wilderland Adventures.pdf