TEXT:  
   
   
  TO JOURNEY’S END AND THE EAGLES’ EYRIE  
  AN ADVENTURE 
  BY  
  RICHARD HARRISON 
  FOR 
  THE ONE RING 
  ROLE-PLAYING GAME 
   
   
   
   
   
   
  Artwork Credits  
  Artwork found within this fan created adventure is strictly the copyright of the original artists and, if applicable, any publications associated 
  to their printing and distribution and such usage in no way challenges this. Special thanks to all those artists (known and otherwise), including: 
  self! 
  John Howe, Richard Dorran, et al, and Tolkien him
  
  - To Journey’s 
  End... -  
  INTRODUCTION 
   
  • 
  When
  When
  When
  When: The Company may undertake this 
  adventure in Early Spring of 2946 before 
  November’s  upcoming Gathering of Five 
  Armies 
   
  • 
  Where
  Where
  Where
  Where: Esgaroth. Travelling along the Old 
  Road, through Mirkwood, the Vale of Anduin, 
  and to the Eagles’ Eyrie 
   
  • 
  What
  What
  What
  What: King Dain seeks adventurers to take a 
  message to the Lord of the Eagles inviting him 
  to attend the Gathering of Five Armies 
   
  • 
  Why
  Why
  Why
  Why: Balin has been asked by King Dain to 
  deliver the invitation to the Lord of the Eagles 
  and under advice from Gandalf the Grey he 
  also has requested that representatives of the 
  free peoples accompany the Dwarf. The PCs fill 
  this significant role 
   
  • 
  Who
  Who
  Who
  Who: Gloin and King Dain as quest-givers, 
  Balin is a travelling companion, and Gwaihir, 
  the Lord of Eagles, and his brother Landroval 
   
  SO, WHY THIS ADVENTURE? 
  Having read through the scenario included within 
  the Loremaster's Book, The Marsh Bell, I felt that the 
  bigger 
  and 
  more 
  interesting 
  story 
  was 
  the 
  background as to why Balin was travelling through 
  Wilderland - ie, taking a message from King Dain to 
  the Eagles inviting them to attend the festivities 
  marking the victory in the Battle of Five Armies later 
  in the year. Based upon the Cultural Background's, 
  Traits, and so forth that my players had chosen for 
  their characters it would be more appropriate that 
  they were involved in such a mission.  
   
  I still wanted to test the rules though and give the 
  players an opportunity to make mistakes without 
  their PCs dying so I came up with the idea of them 
  accompanying Balin on his journey along the Old 
  Forest Road to the Eagles' Eyrie rather than 
  attempting the Marsh Bell in isolation.  
   
   
  OF ‘THE MARSH BELL’ AND 
  ‘DON’T LEAVE THE PATH’ 
  This scenario is very much a bespoke creation for 
  my particular gaming group as it involves Balin’s 
  journey to the Eagles’ Eyrie then it means the Marsh 
  Bell is an adventure that never happens in my 
  campaign and so I’ve used quite a bit of its content 
  with respect to the initial part of the journey to the 
  Old Forest Road. In addition, as my players have 
  characters with quite ‘high reputation’ backgrounds 
  and because we’re running a campaign where we 
  want the characters to begin quite well known, then 
  the setup/conceit of Don’t Leave the Path doesn’t 
  really fit in with our ideas. As this would never be 
  used, I’ve used some of the encounter ideas from it 
  within this adventure.  
   
  WARNING! As I’m using content from these 
  scenarios there will be sections within this PDF that 
  refer to those adventures rather than repeat them 
  wholesale. For this reason those wishing to run this 
  adventure will require a copy of “Tales from 
  Wilderland”. 
   
   
  
  THE FIRST ADVENTURING PHASE – THE 
  LONG ROAD 
  The adventure is presented in multiple parts and 
  contains a mini-Fellowship Phase where players can 
  rest and recuperate. 
   
  PART ONE – MANY MEETINGS 
  The main aim of the first part of the adventure is to 
  entrust the company with the mission.  
   
  PART TWO – ALONG THE RIVER RUNNING 
  The second part of the scenario starts when the 
  company decides to set off with Balin.  
   
  PART THREE – INTO THE LONG MARSHES 
  This part of the adventure sees the company making 
  camp at the river’s edge where they encounter an 
  injured troll and also meet an elven hunting party. 
   
  PART FOUR – BESIDE THE ROTTING RIVER 
  The fourth part of the adventure sees the company 
  reach the Sunken City. Here, the Mewlips reside and 
  this foreshadows a potential adventure later on. 
   
  PART FIVE – THE OLD FOREST ROAD 
  The 
  companions 
  begin 
  their 
  journey 
  across 
  Mirkwood, travelling the Old Forest Road. 
   
  PART SIX – DANGER ON THE ROAD 
  There are many creatures that call Mirkwood home 
  and herein the company are beset by an orc 
  scouting party. 
   
   
   
  PART SEVEN – THE OLD DWARVEN OUTPOST 
  Tracked across Mirkwood by a band of orcs, they 
  make haste to an old abandoned dwarf tower.  
   
  PART EIGHT – THE HUORN AND THE HERMIT 
  After the battle, they rest for the night at the 
  Dwarven Outpost, the company are attacked by an 
  ancient Huorn.  
   
  PART NINE – A BRIEF RESPITE 
  The company are taken by the woodmen to 
  Woodland Hall and may rest and recuperate for a 
  short time before continuing their journey. 
   
  THE SECOND ADVENTURING PHASE – 
  JOURNEY’S END 
  The final parts of this adventure are far less 
  dangerous than the journey through Mirkwood and 
  should come as pleasant relief to the company. 
   
  PART TEN – TO THE HOUSE OF BEORN 
  Travelling to Beorn’s House across the Vale of 
  Anduin, the company must convince Beorn as to 
  their honest intentions and impress him with their 
  actions requesting that one of his people journey 
  with them to 
  represent all the peoples 
  of 
  Wilderland. 
   
  PART ELEVEN – THE EAGLES’ EYRIE 
  The final part sees the company finally arrive at the 
  Eagles’ Eyrie and the invitation of the two kings is 
  made. 
   
  
  PART ONE – MANY MEETINGS 
  Lake-town is a free city, where adventurers hailing 
  from 
  different 
  places 
  come 
  in 
  search 
  of 
  opportunities to make their name. In addition to 
  Northmen of all extractions, Elves and Dwarves are 
  a common sight, as both the Woodland Realm and 
  the Kingdom under the Mountain have interests in 
  the city. Even Hobbits may come to Lake-town 
  without raising too much of a commotion, as 
  strange sights are becoming the norm, with 
  merchants from the south and east bringing their 
  wares into town with increasing regularity. 
   
  Much of the information found in Part One of the 
  Marsh 
  Bell 
  regarding 
  Gloin’s 
  residence, 
  appearance, etc can be used here and is not re-
  printed. Additional information is included herein. 
   
  A FRIENDLY REQUEST 
  The player’s characters are sent messages by ravens 
  of the mountain to attend a meeting in Esgaroth on 
  the Long Lake with Gloin regarding the King’s 
  Business. 
   
  ENCOUNTERING GLOIN 
  It should be noted though that Glóin is quite happy 
  to offer the mission to the companions based on 
  recommendation 
  by 
  Gandalf 
  the 
  Grey. 
  This 
  encounter therefore does not follow the standard 
  set=up of determining Tolerance, etc. 
   
   
  INTERACTION 
  During the interaction stage, Glóin briefs the 
  company with the additional details regarding the 
  journey, drawing on a piece of parchment a sketch 
  of the route that the King requires them to take.  
   
  “My cousin Balin son of Fundin has left the Lonely 
  Mountain with two companions. He is meant to 
  personally deliver a letter, a formal invitation from 
  King Dáin Ironfoot to the Lord of the Eagles for the 
  coming Gathering of Five Armies, an important 
  meeting to be held later this year. He plans to go 
  south along the Running River, on order of the King 
  Dain and King Bard to investigate the conditions of 
  the Old Forest Road and possibly traverse it, now 
  that the threat of Goblins has been greatly reduced.” 
   
  Map 1 (page 140 of the LM book) shows the route 
  that Balin is to take, he then adds the following: 
   
  “You must have important friends, for you have 
  been requested to accompany my cousin as envoys 
  representing the Free Peoples. But beware, the land 
  the you will be travelling is perilous. Not much is 
  now known about the Men-i-Naugrim and even 
  with the departure of the Necromancer from Dol 
  Guldur in the south of Mirkwood many dangerous 
  and foul creatures may still stalk these lands...” 
   
  The players can make an Insight
  Insight
  Insight
  Insight roll if they wish to 
  yield the following result: 
   
  •  
  A successful roll (TN 14) reveals that Glóin is 
  trying to hide his profound concern. A great or 
  extraordinary success uncovers that the Dwarf 
  is worried because of the unknown and 
  inherent dangers of the journey 
   
  ADVENTURE AWAITS 
  As the company has already been recommended it 
  is just a case of them accepting the task presented to 
  them – the adventure assumes they do! 
   
  They are officially tasked to accompany Balin and 
  represent the free peoples. He gives to them a map 
  of the lands to the south of Esgaroth. As the journey 
  by river is the only safe alternative to cross the Long 
  Marshes, Glóin also provides the adventurers with 
  papers permitting them to borrow boats from the 
  Lake-men. He also provides any Dwarf in the party 
  with money to purchase enough Cram for 2 weeks 
  travel for 6 people or a non-dwarf if the companion 
  obtained any successes during their interactions 
  with the old dwarf. 
  
  Cram
  Cram
  Cram
  Cram    
  Cram is a biscuit-like food made by the Men of 
  Esgaroth and Dale, which they share with the 
  Dwarves of the Lonely Mountain. It is very 
  nutritious, and is used for sustenance on long 
  journeys. However, it is not as flavourful as its 
  Elvish equivalent, lembas. 
   
  Eating Cram on a journey provides a +1 bonus to all 
  Travel checks made to avoid fatigue. 
   
  MEETING BALIN 
  Balin can be found within the Red Dragon Inn with 
  his two companions, the brothers Barrak and 
  Torrun. He’s an amiable old dwarf and even cordial 
  with elf characters – within reason! 
   
  Balin will talk at length with the characters about 
  planning the journey and is more than happy to act 
  as the company’s guide (with a Travel of 4), with 
  Barrak and Torrun volunteering as look-outs. 
   
  Tips for Playing Balin
  Tips for Playing Balin
  Tips for Playing Balin
  Tips for Playing Balin    
  An elderly Dwarf, Balin is far calmer and friendlier 
  to non-dwarves than others of his people. He enjoys 
  smoking his pipe as it reminds him of his good 
  friend Bilbo Baggins. 
      
  Tips for Playing Barrak
  Tips for Playing Barrak
  Tips for Playing Barrak
  Tips for Playing Barrak    
  Barrak is hot-headed and opinionated. The older 
  brother of Torrun he longs for glory and valour in 
  combat and is keen to prove himself. 
   
  Tips for Playing Torrun
  Tips for Playing Torrun
  Tips for Playing Torrun
  Tips for Playing Torrun    
  Quick-witted and quiet, Torrun keeps himself to 
  himself. 
    
  The Kingly Gift
  The Kingly Gift
  The Kingly Gift
  The Kingly Gift    
  This is the same as that referred to within the Marsh 
  Bell. 
   
  PLANNING THE JOURNEY 
  The journey from Lake Town to the Eagles’ Eyrie is a 
  long and significant one across some of the most 
  dangerous terrain in Wilderland. In total the 
  distance from start to finish is approximately 420 
  miles, across varying terrain. divided into the 
  following stages: 
   
  • 
  Lake Town to the Old Forest Road – 80 miles 
  across Easy terrain (ie, largely by boat). During 
  spring this should take about 4 days to travel 
  and have a TN of 16 for the (1) travel/fatigue 
  test 
   
  • 
  Along the Old Forest Road from East to Western 
  Mirkwood – 140 miles and 70 miles across 
  Daunting and Severe terrain respectively. This 
  should therefore take about 46 days to travel 
  and have a TN of 16 for the (9) travel/fatigue 
  tests (before 2947 Shadow and Dark Lands are 
  considered just to be Wild Lands) 
   
  • 
  From the Eaves of Western Mirkwood to 
  Beorn’s House – 40 miles across Easy terrain. 
  This should take around 2 days of travel and 
  have a TN of 12 for the (1) travel/fatigue test 
   
  • 
  From Beorn’s House to the Eagles’ Eyrie – 90 
  miles across Easy terrain. This should take 
  around 5 days of travel and have a TN of 14 for 
  the (1) travel/fatigue test 
   
  Planning the R
  Planning the R
  Planning the R
  Planning the Route
  oute
  oute
  oute    
  I recommend presenting the above as 4 different 
  journeys allowing for Lore rolls at the beginning of 
  each stage (as per the rules on page 31+ of the LM 
  book).  
   
   
  PART TWO – ALONG THE RIVER 
  RUNNING 
  This part of the adventure involves the companions 
  travelling along the River Running. 
   
  The information found in Part Two of the Marsh 
  Bell (specifically “The Journey South” and “From 
  Esgaroth to the Stair of Girion” sections) should be 
  used here and is therefore not re-printed. Additional 
  information is included herein. 
   
  THE MEWLIPS 
  It is while the companions are resting at night with 
  the Lake-men and if Nerulf repeats the rhyme of lore 
  “If you go south in the marshes take heed: tread 
  lightly and fear the gallows-weed...” that this will 
  trigger a memory of Balin’s of a poem told to him by 
  Bilbo Baggins, entitled “The Mewlips”. 
   
  The Shadows where the Mewlips dwell 
  Are dark and wet as ink, 
  And slow and softly rings their bell, 
  As in the slime you sink. 
   
  You sink into the slime, who dare 
  To knock upon their door, 
  While down the grinning gargoyles stare 
  And noisome waters pour. 
  
  Beside the rotting river-strand 
  The drooping willows weep, 
  And gloomily the Gorcrows stand 
  Croaking in their sleep. 
   
  Over the Merlock Mountains a long and weary way, 
  In a mouldy valley where the trees are grey, 
  By a dark pool´s borders without wind or tide, 
  Moonless and sunless, the Mewlips hide. 
   
  The cellars where the Mewlips sit 
  Are deep and dank and cold 
  With single sickly candle lit; 
  And there they count their gold. 
   
  Their walls are wet, their ceilings drip; 
  Their feet upon the floor 
  Go softly with a squish-flap-flip, 
  As they sidle to the door. 
   
  They peep out slyly; through a crack 
  Their feeling fingers creep, 
  And when they´ve finished, in a sack 
  Your bones they take to keep. 
   
  Beyond the Merlock Mountains,  
  a long and lonely road, 
  Through the spider-shadows,  
  and the marsh of Tode, 
  And through the wood of  
  hanging trees and gallows-weed, 
  You go to find the Mewlips 
  and the Mewlips feed. 
   
  Balin will smoke and talk at length of his 
  adventures and his old friend Bilbo to anyone who 
  will listen, musing that he really should pay him a 
  visit sooner rather than later.  
   
  PART THREE – INTO THE LONG 
  MARSHES 
  This part of the adventure involves the companions 
  travelling beyond the Stair of Girion and into the 
  Long Marshes. 
   
  The information found in Part Two of the Marsh 
  Bell (specifically “Into the Long Marshes”, “Balin’s 
  Camp”, and “By Orders of the Elven King” sections) 
  should be used here and is therefore not re-printed. 
  Additional information is included herein and it 
  should be noted that the encounter with the elves 
  occurs after 
  after 
  after 
  after the combat takes place with the troll. 
   
   
  THE COMPANIONS’ CAMP 
  Once the companions have navigating the marshes 
  and assuming they make decent progress, they will 
  make camp at the end of the third day of their 
  journey. The camp is a patch of dry land rising to 
  the west of the river course, a few miles north of 
  where a stream descends from the Mountains of 
  Mirkwood.  
   
  The Stone Troll
  The Stone Troll
  The Stone Troll
  The Stone Troll    
  The encounter with the Stone Troll follows the same 
  structure as that found within the Marsh Bell. 
   
  BY ORDERS OF THE ELVEN KING 
  The encounter follows a similar structure as that 
  found within the Marsh Bell with the obvious 
  exception that Balin is with the party.  
   
   
   
  What the Elves Know
  What the Elves Know
  What the Elves Know
  What the Elves Know    
  Galion wants to discover what the company are 
  doing travelling through such dangerous lands.  
   
  If the encounter proceeds well, the Elves might be 
  persuaded to lead the company further, to the start 
  of the Old Forest Road at the most but first 
  counselling them to turn back from such a 
  dangerous path.  
  
  PART FOUR – BESIDE THE ROTTING 
  RIVER 
  This part of the adventure begins when the 
  adventurers finally get near the lair of the Mewlips, 
  where the river meets the Old Forest Road (probably 
  on the fourth day since they left Esgaroth). 
   
  The information found in Part Three of the Marsh 
  Bell (specifically “The Journey South” and “From 
  Esgaroth to the Stair of Girion” sections) should be 
  used here and is therefore not re-printed. Additional 
  information is included herein. 
   
  Loremaster
  Loremaster
  Loremaster
  Loremaster    Note
  Note
  Note
  Note    
  The task that the company has been given should 
  mean that they merely pass through this area and 
  don’t encounter the Mewlips. Should they wish to 
  explore the abandoned city further then you’ll need 
  to refer to the Marsh Bell adventure found within 
  the Loremaster’s book and tailor accordingly. 
   
   
  PART FIVE – THE OLD FOREST ROAD 
  The Old Forest Road (also known as Dwarf Road or 
  Men-i-Naugrim) was in ancient times, before the 
  coming of Smaug and the Necromancer, the main 
  route through the great forest of Mirkwood.  
   
  Any characters succeeding in a Lore test (TN 14) or 
  with any appropriate trait will now the following 
  history: 
   
  The Old Forest Road originally ran from the Misty 
  Mountains near the High Pass and through 
  Rhovanion. Where the Road crossed the Great River, 
  there was originally a stone bridge, but by the later 
  years of the Third Age the bridge had been lost and 
  the river was crossed by the Old Ford.  
   
  A traveller following the Road east would cross 
  some miles of open country before plunging into the 
  depths of the forest. The Road then ran directly east 
  from one side of the forest to the other, covering 
  more than two hundred miles beneath the canopy 
  of trees before it emerged by the banks of the River 
  Running. 
   
  The Dwarves had a tradition of road-building 
  dating back to before the First Age, and they built 
  the Forest Road to carry traffic between their 
  western and eastern clans. 
   
   
  The old bridge over the Anduin at the Road's 
  western end lay almost exactly halfway between the 
  ancient Dwarvish meeting-place at Gundabad to the 
  north, and Durin's mansions of Khazad-dûm to the 
  south. It is thought that the western end of the road 
  was built by the dwarves of Khazad-dûm in the 
  Misty Mountains.  
   
  Khazad-dûm's inhabitants, the Longbeard dwarves, 
  continued to grow in power and influence, and their 
  trading needs meant that the road from the Iron 
  Hills that travelled through Mirkwood to their gates 
  became widely known. 
   
   
   
  Now, at the end of the Third Age, the Old Forest 
  Road has become overgrown and portions of the 
  road east of Mirkwood are almost impassable. On 
  the eastern edge of Mirkwood, the old road is 
  overgrown by grass, weeds, dirt and encroaching 
  trees that rise high and curve above the road 
  blocking out the sun. 
   
  Here begins the real test of the company’s mettle, 
  for the next 200 miles will be across some of the 
  most arduous terrain found in the Wilderlands.  
   
  THE JOURNEY 
  The companions must follow the old road across 
  the whole width of Mirkwood. While walking on the 
  road eases the toll of the journey somewhat (the 
  forest doesn’t darken their hearts as grievously as if 
  they were leaving  the trail - see Corruption Tests 
  below), being parted from the light of the sun and 
  the open air for so long is going to put the company 
  to the test.  
   
   
   
  
  Journeying through Mirkwood is very hard, so it 
  will take the company many days to cross the whole 
  forest. The journey is divided into a number of 
  phases to account for the differing terrain: 
   
  • 
  The road as it passes south of the Mountains of 
  Mirkwood to the centre of the forest calls for 7 
  fatigue tests at TN 16 
   
  • 
  The final leg of the journey through Mirkwood 
  calls for 2 fatigue tests also at TN 16 
   
  Instead of rolling everything at once, the Loremaster 
  should split these tests up between other encounters 
  and/or every 5 days of the journey (ie, should the 
  season be spring), Narrating and presenting the 
  journey as an ongoing adventure, reacting to 
  character actions/decisions as well as hazards and 
  role-playing opportunities. 
   
  Loremaster Note
  Loremaster Note
  Loremaster Note
  Loremaster Note    
  I recommend referring to my compilation of 
  additional rules and in particular the following 
  chapters: 
   
  • 
  Additional Journey Rules 
  • 
  Additional Hazards 
  • 
  Interesting Events 
   
  These provide extra rules variations which provide 
  more interesting opportunities within the system for 
  players to involve themselves within a journey, etc 
   
  Corruption Tests
  Corruption Tests
  Corruption Tests
  Corruption Tests    
  Certain areas along the Forest Road, particularly 
  south of the mountains should be considered 
  blighted areas and therefore the company should 
  make Corruption Tests every day while travelling 
  through them as the darkness of the forest weighs 
  heavily on the company’s spirits. The Loremaster 
  should subject the company to such blights 
  sparingly – used to increase tension or if the 
  journey is proving too easy (eg, no fatigue has been 
  gained). 
   
  In addition, the “Northern Mirkwood” section 
  (pages 12 and 13) from the adventure “Don’t Leave 
  the Path” could also be of consideration to the 
  Loremaster in providing further ideas. 
    
   
   
   
   
  PART SIX – DANGER ON THE ROAD 
  About 4 weeks into their journey the company will 
  encounter an orc patrol heading south from the 
  Mountains of Mirkwood. This patrol is an advanced 
  party of a larger orc war band. They have been 
  hiding in caves within the mountains since the 
  Battle of Five Armies and are now journeying south 
  to Dol Guldur. 
   
   
   
  THE ORC PATROL 
  Initially, the company should test their Awareness 
  Awareness 
  Awareness 
  Awareness 
  or    Hunting
  Hunting
  Hunting
  Hunting    (TN 14) skills. An overall success means 
  the company hears the approach of the noisy orcs 
  and if they wish they may attempt to arrange an 
  ambush for the foul creatures (see LM p. 43). If they 
  do not then resolve combat as standard – ie, the 
  players will hold the initiative as they defend 
  themselves against the orcs. The orc patrol is made 
  up of a number of differing types: 
   
  • 
  1 Orc Guard (patrol leader) 
  • 
  6 Orc Soldiers 
  • 
  2 Orc Archers 
   
  At some point, when the battle is going against the 
  orcs one of the Orc Archers will escape in order to 
  warn the war band of the company’s presence. 
  Their escape allows the PCs logically conclude that 
  they should expect to be pursued. 
   
   
   
  
  The orcs carry nothing of value (not that any self 
  respecting character should wish to find out) but 
  perceptive characters (ie, those succeeding at a 
  Riddle test at TN 14) will note that these creatures 
  are travelling lighter than they would expect. This 
  should be clue enough that they are a scouting 
  party for some larger force. 
   
  PURSUED! 
  As the company journeys upon the road it will be a 
  number of hours, either by discovering the 
  slaughtered orc patrol or being informed by the 
  escaped archer, that the orc war band will pick up 
  the scent of the companions. At some point, they 
  will hear the sound of distant hunting horns – the 
  hunt has begun! 
   
  Hunted by Orcs
  Hunted by Orcs
  Hunted by Orcs
  Hunted by Orcs    
  Once the Orc Snagas pick up the scent of the 
  dwarves then their pursuit will be relentless, filled 
  with thoughts of murder, revenge and feasting on 
  flesh. Knowing these lands they will make quick 
  progress in catching up with the companions. 
    
  Anyone with an understanding of orcs (ie, a 
  speciality) or who succeeds at a Lore action will 
  know how Snaga’s can pursue an enemy, tracking 
  them by scent alone and also how the prodigious 
  endurance of the orcs means they will not rest or 
  tire in chasing the companions who would do well 
  to find somewhere defensible.  
  Balin, or someone with Mirkwood Lore, recalls that 
  there is an old dwarf watchtower close to where they 
  are, to the north of the old road – if they set a fast 
  pace and don’t stop they should reach it sometime 
  late evening. 
   
  In order to keep ahead of the orc war band the 
  company will have to increase their pace. As Balin 
  leads the company, each companion should make 
  three Athletics
  Athletics
  Athletics
  Athletics tests at TN 14 over the course of the 
  pursuit. Any failure results in the character gaining 
  1 point of fatigue. 
   
  It is late evening when Balin finds the old 
  overgrown path that leads to the ruined Dwarven 
  outpost.   
   
  Balin and the Raven
  Balin and the Raven
  Balin and the Raven
  Balin and the Raven    
  To find the outpost, Balin will call his raven 
  Peloquin tasking him with searching out the old 
  tower and checking that it has not become an abode 
  of foul creatures.  
   
  Travelling the path is arduous work. The trail is 
  overgrown in places with thorn briars and other 
  foliage. Each companion should succeed at an 
  Explore
  Explore
  Explore
  Explore test of TN 14 or gain an additional point of 
  fatigue as they suffer cuts and abrasions from the 
  wild terrain. 
   
   
      
  Amon Naugrim and Surrounding Area
  Amon Naugrim and Surrounding Area
  Amon Naugrim and Surrounding Area
  Amon Naugrim and Surrounding Area    
      
  
  PART SEVEN – THE OLD DWARVEN 
  OUTPOST 
  Long ago, when the Men-i-Naugrim was more 
  commonly travelled, the dwarf outpost used to be a 
  watchtower for Durin’s folk and a safe haven for 
  travelling merchants. Now it is nothing more than a 
  deserted ruin atop a small hillock surrounded by 
  the dark trees of Mirkwood, but for the company it 
  is a beacon of hope. There was once a dwelling here 
  to the south of the watchtower, possibly an inn, but 
  it has long since vanished leaving only the 
  foundations and a few ruined walls and stones as 
  traces.  
   
  The hill and the ruins upon it will give the 
  characters an advantage when it comes to defence. 
  There is only one easy approach up to the hill, so 
  the orcs will have to come up the pathway, and as 
  long as the company defends this approach, they 
  stand a good chance of holding against the enemy. 
      
  Terrain and 
  Terrain and 
  Terrain and 
  Terrain and Tactics
  Tactics
  Tactics
  Tactics    
  Balin’s plan is simple: to hold off the attackers and 
  defeat them or die in the attempt – companions can 
  support this idea with a little more forethought 
  though! The old tower rests on a hillside where 
  there are a number of areas which the companions 
  could focus their defense on: 
   
  • 
  The Old Inn – once a busy establishment, 
  feeding and entertaining the travellers and 
  merchants that would make the way along the 
  Forest Road and stay at the Amon Naugrim in 
  times past. These ruins could be used by 
  archers to attack the approaching orc war band 
  providing cover and an excellent ambush 
  point. The only risk would be getting caught 
  here; an individual would need to sprint back 
  to the hillside stairs and beyond in order to flee 
  any pursuing orcs – no easy task 
    
  • 
  The Slopes of the Amon Naugrim – excavated 
  by the dwarves, these slopes have a steep 
  gradient, rising 10’ in just 2’, they are therefore 
  difficult to climb (TN 16) and those attacking 
  someone climbing a slope (eg, with bow) gain a 
  +2 circumstantial modifier 
   
  • 
  Hillside Stairs – Because of the steep slopes of 
  the hillside, the stairs also rise sharply and 
  could be defended at a push and some 
  ingenious individual could devise some trap of 
  pitfall involving them 
   
  • 
  Ruined Gate – Similar to the ‘Hillside Stairs’ 
  but flanked by ruined walls, this part of the 
  Amon 
  Naugrim 
  would 
  make 
  a 
  strong 
  defensible point for the defending party of 
  companions. The slopes either side are even 
  steeper than elsewhere (TN 18) and so any 
  enemies attempting to flank those defending 
  the site can be dealt with 
   
  • 
  Tower Ruin – The tower’s (only intact) upper 
  level provides an excellent vantage point for an 
  archer (offering a +2 circumstance bonus to 
  any ranged attack). In addition the ground 
  floor level has cover and points where, if 
  outnumbered, a defender could reduce the 
  number of those assailing him at one time to 
  one or two opponents. There is also a cellar, 
  but the stairs are rotten and may collapse at 
  any time as well as it being dank and flooded 
  in places  
   
  Th
  Th
  Th
  The Orc War Band
  e Orc War Band
  e Orc War Band
  e Orc War Band    
  From 
  their 
  vantage 
  point 
  on 
  the 
  hill, 
  the 
  companions can see shapes sneaking through the 
  dusk. A Hunting 
  Hunting 
  Hunting 
  Hunting or Awareness
  Awareness
  Awareness
  Awareness roll (TN 14), or 
  possession of a Trait like Keen-eyed, lets the 
  companions track individual figures and get a 
  rough count. Depending on the number of 
  successes, the players will receive information 
  representing the following with varying degrees of 
  accuracy: 
   
  • 
  1 Great Orc (Azgrask) 
  • 
  1 Orc Bannerman 
  • 
  2 Snaga Trackers 
  • 
  4 Orc Archers 
  • 
  12 Orc Soldiers 
  • 
  5 Orc Guards 
      
  Azgrask
  Azgrask
  Azgrask
  Azgrask    
  Leading the main assault, sure of his victory, 
  Azgrask charges into the attack wielding his deadly 
  scimitar. If he is defeated, then all the Orcs will flee 
  in terror, their morale shattered by the death of 
  their great leader. 
    
  BATTLE! 
  With a roar of vile battle-cries, battle is joined. The 
  first wave of attackers consists of 8 orc soldiers and 
  2 orc guards charging up the path and over the 
  walls. Azgrask and the rest of the soldiers, guards 
  and snaga march up the path behind the first 
  assault whilst the orc archers fire from range using 
  the old inn as cover from any enemy arrows. 
  
  AAAAllies in Battle
  llies in Battle
  llies in Battle
  llies in Battle    
  Each round the Loremaster should roll a feat dice 
  and consult the table below. 
   
  C 
   
  Torrun is slain and the attackers swarm 
  the Ruined Gate and the company must 
  retreat to the Tower.  
   
  If an C is rolled a second time then 
  Barrack is Wounded. A third C 
  results in Balin suffering a Wound. 
  Further C results do not yield any 
  additional complications. 
   
  1, 2, or 
  3 
   
  The allies are hard-pressed to hold the 
  enemy back. An orc slips past the front 
  line and attacks any defender currently 
  in a Rearward stance. If no companion 
  is fighting in Rearward, then ignore the 
  result. 
   
  4, 5, or 
  6 
   
  The allies hold their line and keep 
  fighting. Orc blood is spilt as the 
  Dwarves repel the enemies’ assault. 
   
  7, 8, 9, 
  or 10 
   
  The allies fight bravely, pushing the 
  enemy back. If this result is rolled twice 
  in a row, then the one of the Orcs is 
  slain. 
   
  A 
   
  One of the dwarves catches an orc with 
  a savage blow, cutting the brute’s head 
  clean off! 
   
   
  Hope is Rekindled!
  Hope is Rekindled!
  Hope is Rekindled!
  Hope is Rekindled!    
  As the orcs a driven away and defeated the 
  companions’ allies give out a great shout and the 
  companions 
  they 
  may 
  fully 
  replenish 
  their 
  Fellowship Hope Pool. 
   
   
   
   
   
   
   
   
  PART EIGHT – THE HUORN AND THE 
  HERMIT 
  In the time that the Dwarven outpost has been 
  abandoned the place has become an abode for evil, 
  but not orcs as some would believe. An ancient 
  Huorn has been perverted by the Shadow of the 
  South, and it lies in wait for the unwary.  
   
  THE ANCIENT SPELL 
  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. The forest depths are unwelcoming and have 
  no love for anything that walks on two legs.  
   
  The Ancient Wood
  The Ancient Wood
  The Ancient Wood
  The Ancient Wood    
  After the battle, a great storm breaks in the night 
  sky. As the companions huddle together, a sense of 
  sleepiness seems to creep out of the ground and up 
  their legs and water trickling from a hundred rills 
  sounds like a half-whispered lullaby.  
   
  A short distance to the north of the ruined tower 
  something nameless and malignant lies in wait. The 
  trees living in this area have been corrupted by the 
  ancient Huorn and have struck a deal with the 
  thing, luring any traveller who dare tread upon 
  their roots.  
   
  When the company is in the area close to the 
  Huorn, those companions who do not act as look-
  outs feel compelled to take a nap after their meal. 
  As soon as they close their eyes, they start having 
  vivid dreams.  
   
  Dreams and Intuitions 
  Dreams and Intuitions 
  Dreams and Intuitions 
  Dreams and Intuitions     
  The trees in the area that the company rest, weave a 
  spell to send the companions towards the Huorn 
  lurking to the north.  
   
  Companions should pass a Corruption test (TN 16) 
  or gain a Shadow point. Those who failed the 
  Corruption test 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; a Treasure Hunter might 
  glimpse gold, while a Wanderer is strangely drawn 
  to leave the path and explore the nearby woods. 
   
      
      
  
  Under the Spell
  Under the Spell
  Under the Spell
  Under the Spell    
  If any character succumbs to a Bout of Madness 
  while near the tree, they run towards it. If none of 
  the characters has such a fit, then one or more of 
  the dwarves or woodmen travelling with them 
  succumb to the spell. 
   
  If anyone is drawn into the woods, they crash 
  through the trees. Their companions can either try 
  to restrain the victims, or else follow them to the 
  tree. 
   
  THE OLD HUORN 
  The Huorn is an ancient twisted tree, with roughly 
  eye-shaped crevasses in its trunks. Remaining 
  motionless it appears to simply be a towering oak 
  tree. Its roots are choked with ropy plant growths 
  and among its boughs are tangled stems of creeper 
  vines. Among its roots are many old bones, the 
  remains of previous victims of the Huorn. The first 
  of the companions to reach the tree throws himself 
  towards its roots.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Huorn 
  ATTRIBUTE LEVEL 
  4 
  ENDURANCE 
  HATE 
  45 
  6 
  PARRY 
  ARMOUR 
  4 
  3d 
  SKILLS 
  Personality, 0 
  Survival, 0 
  Movement, 2 
  Custom, 0 
  Perception, 3 
  Vocation, 1 
  WEAPON SKILLS 
  Root Lash 
  Damage 5, Edge C, Injury 14, CS - 
  3 
  Strangle 
  Damage 6, Edge 10, Injury 14, CS - 
  3 
  The Huorn normally attacks using its Root Lash skill. If 
  successful, it applies its Seize Victim ability to 
  immobilise its victims and then attack them using 
  Strangle. 
  SPECIAL ABILITIES 
  Many Roots 
  Every round, the creature may attack up to three 
  different opponents attacking it in a close combat 
  stance. OR, reduce its Hate point score by one point to 
  attack ALL opponents fighting in close combat. 
  Root Lash 
  The thing attacks using its tentacle like roots. 
  Seize Victim 
  If the creature’s main form of attack has hit, the creature 
  may hold on to the target to reduce the mobility of the 
  victim: a seized victim cannot change stance, and sees 
  its Parry rating reduced to half (rounding fractions up). 
   
  The seizing creature cannot attack with its main weapon 
  as long as it is seizing the target (but can freely use a 
  secondary attack if it possesses one). 
  Strangle 
  When the creature has taken hold of a victim, it tries to 
  crush it tightening its coils. 
  Great Size 
  The creature is so resilient and tough that it is not 
  knocked out or killed when reduced to zero Endurance 
  or if wounded once. The creature keeps fighting at zero 
  Endurance or when wounded once, until wounded 
  twice, or reduced to zero Endurance AND wounded. 
  
  The 
  The 
  The 
  The Huorn
  Huorn
  Huorn
  Huorn    Attacks
  Attacks
  Attacks
  Attacks    
  When someone falls before the tree, or is at least 
  within 20 feet from its trunk, its roots like tendrils 
  rise 
  up 
  and 
  attack. 
  These 
  lashing 
  gnarled 
  appendages are all guided by one purpose, and try 
  to wrap around the companions to strangle and 
  crush them.  
   
  The companions who failed the Corruption test 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. 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.  
      
  Fighting the Creature
  Fighting the Creature
  Fighting the Creature
  Fighting the Creature    
  Characters within melee can fight only assuming a 
  Forward stance, and are considered to be severely 
  hindered both attacking and defending (the TN to 
  hit the creature is raised by +4, while the TN for the 
  creature to hit them is reduced by -4) due to the 
  entangling roots.  
   
  Companions outside the range of the roots (20 feet 
  from the tree’s huge trunk) can fight normally. The 
  companions harm the thing by hacking at its many 
  roots. Every Endurance loss inflicted is normally 
  deducted from the Endurance rating of the creature. 
  If the creature is wounded twice, or it is reduced to 
  zero Endurance and wounded (see Great size) its 
  gnarled tentacles slither back into the earth, 
  vanishing into the soil. 
   
  THE HERMIT 
  The information found in Part Five of “Don’t Leave 
  the Path” should be used here and is therefore not 
  re-printed. Additional information is included 
  herein. 
   
  Encountering the Hermit
  Encountering the Hermit
  Encountering the Hermit
  Encountering the Hermit    
  The hermit has been watching the company for 
  some time; their battle with the orcs and then their 
  encounter with the Huorn. During the battle, he 
  rushes towards the old tree, waving a branch that 
  smokes and reeks of some pungent odour.  
   
  Afterwards the company will talk with the old man - 
  an incredibly rank smell wafts from his filthy rags 
  and rail-thin body. His wrists and ankles are 
  scarred and he bears strange marking and pictures 
  upon his body.  
   
  PART NINE – A BRIEF RESPITE 
  If the companions receive Wolfbiter from the hermit 
  and 
  and 
  and 
  and recognise its importance and significance to the 
  Woodmen of Mirkwood then it would be wise to 
  return it to them – Balin is fully supportive of such 
  an endeavour, in fact recommending that they 
  make a detour to Woodland Hall and seek an 
  audience with the Woodmen there. Any woodmen 
  companions will escort the company from the Old 
  Forest Road to Woodland Road and their clan 
  leader, taking them by paths that are seldom 
  trodden by all but the men of Mirkwood. 
   
  Loremaster Note
  Loremaster Note
  Loremaster Note
  Loremaster Note    
  Loremaster’s should refer to the Loremaster’s Book, 
  page 105, for information on Woodland Hall and 
  the woodmen. 
   
   
   
  ENCOUNTERING BREGDAN THE WOODMAN 
  Bregdan is the chieftain of the woodmen and 
  Woodland Hall and kinsman to any woodman 
  companions. It will be he who the companions are 
  met by and who they will present the remains of 
  Wolfbiter and tell of the hermit in the woods, 
  Bregdan’s lost older brother. 
   
  Playing 
  Playing 
  Playing 
  Playing Bregdan
  Bregdan
  Bregdan
  Bregdan    
  Bregdan is a strong and passionate leader of the 
  Woodmen of Mirkwood. Forthright and plain-
  speaking he appreciates honesty and strength of 
  purpose and his generous to his friends and allies 
  but wrathful to those he counts as enemies or who 
  betray him. 
   
  
  Set Tolerance
  Set Tolerance
  Set Tolerance
  Set Tolerance    
  The basic Tolerance for this encounter is based on 
  the highest Valour rating among the company. 
  Increase the Tolerance by one if a Woodman is the 
  spokesman for the group, and reduce the Tolerance 
  by one if there are any Dwarves in the company. 
  Remember to take into account the Standing rating 
  of Woodmen heroes, if any are present. 
   
  Introduction
  Introduction
  Introduction
  Introduction    
  The company will want to present to Bregdan, the 
  lost axehead Wolfbiter. An Awe
  Awe
  Awe
  Awe or Courtesy
  Courtesy
  Courtesy
  Courtesy test will 
  receive will result in an automatic success, but the 
  character presenting the item should still roll for the 
  test as other successes will result in increased 
  rewards. 
   
  Interaction
  Interaction
  Interaction
  Interaction    
  As previously stated the axe head is from the 
  famous weapon called Wolfbiter, an heirloom of the 
  folk of Woodland Hall. It was carried by the eldest 
  son (Bargrim) of the previous clan leader, Baldred. 
  Bregdan is Bargrim’s younger brother and took his 
  place as clan leader upon their father’s death at the 
  Battle of Five Armies. 
   
  The companions will need to be sympathetic when 
  telling Bregdan about his lost brother (CCCCourtesy
  ourtesy
  ourtesy
  ourtesy TN 
  14) and would be wise to be sure to convince 
  (Persuade
  Persuade
  Persuade
  Persuade    TN 14) him that Bargrim is best left 
  alone. 
   
  Next, Bregdan asks of news of the outside world. 
  This is a chance for the companions to describe 
  their actions, indulge in some mild boasting (Awe
  Awe
  Awe
  Awe), 
  and/or tell of Lore
  Lore
  Lore
  Lore or share tales in Song
  Song
  Song
  Song.  All TNs 
  are 14 and add to the total amount of successes. 
   
  Bregdan will offer numerous rewards depending on 
  how successful they were during the previous 
  encounter with him. Compare the number of 
  successful rolls they achieved during the episode 
  with the entries given below. 
   
  0 - 1: Bregdan grumbles that the companions are 
  stormcrows who bring nothing but bad news! They 
  are allowed to sleep in the common hall for the 
  night but are sent on their way in the morning, 
  escorted to the Old Forest Road. 
   
  2 - 3: Bregdan offers a purse of coins as payment for 
  returning Wolfbiter, distributing silver among them 
  to a value of 1 Treasure for each companion. They 
  may stay the night as above and will be expected to 
  leave in the morning. 
  4 - 5: Bregdan is impressed with the companions. 
  Apply the results of 2 - 3 above; additionally, he 
  allows them to stay at the hall for a number of days 
  to recover from their journey so far (no more than 3 
  – as Balin is eager to complete his task). This allows 
  the companions to recover 3 travel fatigue points, 
  all lost endurance, and replenish any supplies as 
  they see fit. 
   
  6 - 7: Bregdan is very impressed. Apply the results of 
  4 - 5 above; additionally, the companions may 
  increase their Standing with the Woodmen by 1 
  point. 
   
  8 or more: Bregdan is very impressed. Apply the 
  results of 6 - 7 above; additionally, the companions 
  may return during the Fellowship Phase and will be 
  invited to meet the Council of Elders (increasing 
  their Standing by a further 1 point), and from now 
  on they can consider both Woodland Hall AND the 
  nearby Woodmen-town as sanctuaries. 
   
   
  PART TEN – TO THE HOUSE OF BEORN 
  Leaving the eaves of Mirkwood, the company 
  emerge into blazing sunlight and a refreshing 
  breeze. From here on in the companions’ journey 
  will be noticeably less arduous and thwart with 
  danger. 
    
   
  
  Upon Reaching the Old Ford
  Upon Reaching the Old Ford
  Upon Reaching the Old Ford
  Upon Reaching the Old Ford    
  The crossings of the Old Ford are kept by Beornings. 
  The company may pass after paying a small toll 
  (they can afford it, unless they are all at a Frugal 
  Standard of living). If the company wish to interact 
  further then Courtesy
  Courtesy
  Courtesy
  Courtesy tests (TN 14) will allow them 
  to be introduced to one of Beorn’s thanes, a tall 
  rangy Beorning called Merovech. The companions 
  could present Merovech with a gift but a simple 
  discussion as to their task will result in Merovech 
  escorting them to Beorn. 
   
  Note: Merovech is one of the Beorning’s found slain 
  at the beginning of the adventure, “Kinstrife and 
  Dark Tidings”. This is an excellent time to introduce 
  him and therefore foreshadow his tragic death to 
  orcs. 
   
  The hall of Beorn is a day’s easy walk from the Old 
  Ford. 
  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, 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
  Beyond the Gate
  Beyond the Gate
  Beyond the Gate    
  As they push open the heavy creaking gate, the 
  company is met along the track by dogs, who sniff 
  them and bark excitedly lovingly greeting Merovech 
  (if he is with the company). Reaching the courtyard 
  outside Beorn’s hall – a long, low building with 
  several wings and outhouses, Merovech asks them 
  to wait while he consults his master. Bees buzz 
  sleepily as the dusk sets it, and Merovech returns to 
  escort the company to Beorn. 
   
  Information found in Part Two of “Kinstrife and 
  Dark Tidings” should be used here to supplement 
  the encounter with Beorn. It is therefore not re-
  printed. Additional information is included herein. 
   
   
   
  ENCOUNTERING BEORN 
  As usual, Beorn is not comfortable around large 
  groups of people. The companions would be wise to 
  be as direct and forthright as possible. 
   
  If there is no player character Beorning then Balin 
  wishes to request that Beorn agree to send a 
  representative of his people with them.  
      
  Set Tolerance
  Set Tolerance
  Set Tolerance
  Set Tolerance    
  The basic Tolerance for this encounter is based on 
  the highest Valour rating among the company.  
   
  Increase the Tolerance by one if a Beorning or 
  Woodman is the spokesman for the group, and 
  reduce the Tolerance by one if there are any Elves or 
  Dwarves in the company. The Standing rating of 
  Beorning heroes should also be taken into account. 
   
  If the company as a whole fails a number of skill 
  rolls in excess of the Tolerance rating, skip onto 
  Arrangements for the Night. 
   
  Introduction
  Introduction
  Introduction
  Introduction    
  Beorn receives 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.  
   
  If 
  the 
  company 
  spokesman 
  makes 
  a 
  brief 
  introduction of themselves, then gets onto more 
  important matters, call for a Courtesy
  Courtesy
  Courtesy
  Courtesy test. If 
  everyone makes individual introductions, Beorn 
  grows visibly impatient.  
   
  Interacti
  Interacti
  Interacti
  Interaction
  on
  on
  on    
  The interaction with Beorn is divided into four 
  sections – telling the tale, the exchange of news, 
  dinner, and arrangements for the night. 
   
  Telling the Tale
  Telling the Tale
  Telling the Tale
  Telling the Tale    
  Beorn asks for one companion to describe their 
  quest. The difficulty for this test is based on how the 
  player role-plays; a clear, organised account gives a 
  TN of 12 but hiding information raises the TN to 16. 
  The spokesman can use Persuade
  Persuade
  Persuade
  Persuade to describe the 
  events. 
   
  A Gift of Honey
  A Gift of Honey
  A Gift of Honey
  A Gift of Honey    
  This will give the characters an automatic success 
  when interacting with Beorn. He is not flattered by 
  ostentatious gifts but one so simple and wholesome 
  wins his favour. Other interesting gifts that the 
  players may think of can also be used as well. 
      
  
  Exchange of News
  Exchange of News
  Exchange of News
  Exchange of News    
  Beorn asks the company for news of the wider 
  world, and offers his own stories in exchange. The 
  companions give an enjoyable account if they 
  succeed in a Courtesy or even Song roll (the default 
  TN is reduced to 12 if they talk about fighting Orcs 
  within Mirkwood and describe their battle at the 
  Amon Naugrim).  
   
  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 hiding places forcing 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”). 
      
  Dinner
  Dinner
  Dinner
  Dinner    
  If the encounter is progressing well then Beorn will 
  now serve dinner to his guests.  
      
  Arrangements for the Night
  Arrangements for the Night
  Arrangements for the Night
  Arrangements for the Night    
  If the companions haven’t exceeded the Tolerance 
  rating of the encounter by now, Beorn offers them 
  beds in his hall. Otherwise, he stalks out the door 
  telling the companions that they can sleep in the 
  stables.  
   
  THE NEXT DAY 
  Returning to Beorn’s Hall and based upon the 
  number 
  of 
  successes 
  achieved 
  within 
  their 
  encounter, Beorn decides on the following: 
   
  0 - 1: Without even breakfast Beorn refuses the 
  companions request to send a representative with 
  them to see the Eagles. 
   
  2 +: Beorn serves them a breakfast of eggs, sweet 
  toast, strong tea, and his famed honey-cakes. It is 
  here that he announces that Merovech will journey 
  with the company to see the eagles as representative 
  of the Beornings. 
   
   
   
   
   
   
   
   
   
  PART ELEVEN – THE EAGLES’ EYRIE 
  The final leg of the journey sees the company 
  travelling from Beorn’s house to the Eagles’ Eyrie to 
  deliver Dain and Bard’s invitation to Gwaihir.  
   
  THE JOURNEY 
  The first leg of the journey covers 40 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 with the great river 
  Anduin to their right.  
   
  After the journey south, the company must cross the 
  river and travel another 60 miles or so north-west 
  through more difficult terrain.  
   
  As usual, Lore rolls can be made to remember the 
  best route before setting out.  
   
  • Based on the journey rules, the distance between 
  Beorn’s house and the Old Ford takes 1 day and 
  one Fatigue test from each player, both in 
  summer or autumn 
   
  • The trek from the Old Ford to the Eagles’ Eyrie 
  takes 3 days to complete, and another Fatigue 
  test from each player, both in summer or 
  autumn 
   
  The first day of the journey is pleasant and easy. 
  Late spring weather 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. 
   
  After crossing the river, the travel becomes harder 
  as the company makes their way across country and 
  the highlands leading to the mountains. The route 
  passes through several marshy sections, and the 
  company must follow a more winding path that 
  navigates around muddy pools and bog land.  
   
  THE EAGLES’ EYRIE 
  Eventually, on the early morning of the fourth day 
  since leaving Beorn’s house the company will arrive 
  at the Eagles’ Eyrie – tall, sheer columns of rock 
  reaching up like fingers into the crisp morning air.  
   
  The eyrie of Gwaihir, the Great Shelf, lies upon a 
  lonely pinnacle of rock extending from the eastern 
  edge of the Misty Mountains.  
   
  
  An impregnable citadel of the skies, it is called by 
  the Elves Amon Thyryr (Eagles’ Hill), by the 
  Northmen Earnastede (Place of the Eagles), and by 
  other folk simply Eagles’ Eyrie.  
   
  As well as Gwaihir, fifteen of his chieftains 
  including his brother and captain Landroval dwell 
  nearby, serving as the Lord’s bodyguard and 
  standing army. This assemblage of Eagles is most 
  unique, for all other Great Eagles are solitary or 
  mated pairs. 
   
   
   
  Around the foot of the eyrie’s steeple are other 
  rocks. Upon one, the largest, can be seen deep 
  gouges within the stone – this is where an Eagle 
  may alight to receive earthbound visitors. 
   
  ENCOUNTERING LANDROVAL 
  Middle-earth’s most majestic hunters, the Great 
  Eagles rule the skies above the Misty Mountains. 
  Largest of all birds, the Eagles believe themselves 
  directly descended from divine spirits whom 
  Manwe, Lord of the Valar, commanded to take 
  avian form and observe the mortal world on his 
  behalf.  
   
  A Great Eagle’s very visage is awe-inspiring; its 
  golden brown plumage shines magnificently in the 
  sunlight. An adult eagle has a wingspan of 
  approximately 30 to 40 feet, whereas Gwaihir and 
  his brother Landroval are much larger with spans 
  in the region of at least twice that – and with their 
  powerful hooked beaks and razor sharp talons, the 
  Eagles of the Misty Mountain fear no foe. It is said 
  that the Lord of the Eagles can look at the sun 
  unblinking, and can see a rabbit moving a mile 
  below in moonlight. Among the swiftest of all 
  creatures, they can dive upon their prey at speeds of 
  over 200 miles per hour. 
   
  Few have mastered the art of befriending the Eagles. 
  These 
  are 
  not 
  kindly 
  creatures, 
  seeming 
  unsentimental and domineering to others. Free to 
  fly where they wish, Eagles tend to be proud and 
  aloof, accustomed to the respect engendered by 
  their great size and power. Nonetheless, the Great 
  Eagles are noble at heart and once an Eagle’s 
  gratitude is won, it is an ally for life, willing to bear 
  the traveller long leagues on its back.  
   
  Exceptionally intelligent and rational, the Eagles are 
  able to converse in the common tongue when they 
  choose, but beware of antagonising them, for they 
  can be a merciless foe, and never will they be 
  persuaded or easily deceived into aiding an evil 
  cause.  
   
  Playing Landroval
  Playing Landroval
  Playing Landroval
  Playing Landroval    
  Brother of Gwaihir, Lord of the Eagles, Landroval is 
  a great warrior in his own right and Captain of the 
  Thoronrim (Eagle Host), Landroval is proud, brave, 
  and swift.  
   
  When interacting with the players, move your head 
  in short, jerky motions and blink quickly. Tilt your 
  head to regard those who speak – as if they were a 
  tasty morsel pleading to be spared. 
   
      
      
      
      
  
  Set Tolerance
  Set Tolerance
  Set Tolerance
  Set Tolerance    
  The basic Tolerance for this encounter is based on 
  the highest Valour rating among the company as 
  above all things, Landroval is a great hunter and 
  warrior of his people. 
   
  Increase the Tolerance by one if there is an Elf in the 
  group, and reduce the Tolerance by one if there are 
  any Beornings or Woodmen in the group as the 
  Eagles hunt many creatures the men of the Vale of 
  Anduin keep – they often compete for the same 
  spoils!  
   
  If the company as a whole fails a number of skill 
  rolls in excess of the Tolerance rating then 
  Landroval will dismiss them from these lands. 
   
  Evaluating the Encounter
  Evaluating the Encounter
  Evaluating the Encounter
  Evaluating the Encounter    
  The Loremaster can evaluate the outcome of the 
  encounter by keeping track of how many successful 
  rolls 
  the 
  player-heroes 
  achieve 
  during 
  its 
  Introduction and Interaction stages. 
   
  Every successful roll counts for one, while a great 
  success equates to two successful rolls and an 
  extraordinary result to three successful rolls. For 
  Balin to gain an audience with Gwaihir, the 
  company must accumulate at least 4 successes over 
  the course of the encounter. 
   
      
      
  Introduction
  Introduction
  Introduction
  Introduction    
  Standing about 10 feet in front of the stone rock, 
  Balin looks to the heavens, raising his voice:  
   
  “I Balin, son of Fundin, Friend of Gandalf the Grey 
  and once companion of Thorin Oakenshield, call 
  upon the Eagles of Amon Thyryr – who I beseech to 
  hear my request!”  
   
  Long moments pass in the still morning air before a 
  dark shadow drops like a stone towards the 
  company; in the morning light the feathers are 
  golden and bright. 
   
  Interaction
  Interaction
  Interaction
  Interaction    
  The objective of this encounter is for Balin to gain 
  an audience with Gwaihir in order to invite him to 
  the upcoming festivities celebrating the free peoples’ 
  victory at the Battle of Five Armies.  
   
  • 
  In order for the companions to lead this 
  interaction then describe how Balin becomes 
  lost for words and eerily quiet once the great 
  eagle descends and addresses them. It is plain 
  that he is lost in awe and unable to present his 
  offering and request to the great lord – the 
  companions must step in! 
   
  Landroval will look upon the company, regarding 
  them with keen intelligent eyes. The characters will 
  feel like they are assessed by some deadly hunter, 
  and will suddenly have an all too real appreciation 
  of what a rabbit must feel like in its final moments! 
   
  In order to adequately represent Landroval’s 
  personality to the players, a number of responses to 
  specific remarks or questions are listed below. 
   
  If any of the company refers to Landroval as 
  Gwaihir, assuming they have been met by the Great 
  Eagle: 
   
  “Falsely have you named me, creatures of dull wit!” 
   
  Introducing himself: 
   
  “I am Landroval the Swift. Brother to Gwaihir, the 
  Wind Lord who is King of the Eagles of the Misty 
  Mountains.” 
   
  Referring to the Northmen who keep cattle: 
   
  “I see there are Men of the Vale among you, yet they 
  are not loosing their arrows upon me! This they 
  have been known to do when I hunt for sheep or 
  calf. Men seem yet to not understand that no 
  creature can own another, and why does a sheep 
  care who eats it in the end?   
   
  
  ... But do not be concerned; for the Eagles bear your 
  folk no real enmity, apart from this delusion, you 
  appear to be an otherwise decent folk!” 
   
  When he speaks to an elf in the company: 
   
  “Long has it been since my Lord and yours visited 
  each other. I trust the King of the Woodland Realm 
  is enjoying his prerogatives?” 
   
  Courtesy
  Courtesy
  Courtesy
  Courtesy, Persuade
  Persuade
  Persuade
  Persuade, and Riddle
  Riddle
  Riddle
  Riddle would be best 
  employed when dealing with Landroval, depending 
  on what is being discussed - all have a TN of 14. 
  Any attempts to Awe
  Awe
  Awe
  Awe this noble creature will be far 
  more difficult (TN 18) to achieve. 
   
  Landroval will parlay with the company for a short 
  time and if asked will confirm that Orcs have been 
  moving in the mountains, returning to the places of 
  their ancient holds. 
   
  Outcome
  Outcome
  Outcome
  Outcome    
  How well the characters perform in their interaction 
  with will directly impact on whether Balin is 
  successful or not. 
   
  • 
  0 successes – Oh no! Balin is refused and 
  Landroval informs the companions to return to 
  their homes and tarry here no longer 
   
  • 
  1 success - Gwaihir receives Balin, but declines 
  the invitation. Eagles do not attend such 
  festivities! 
   
  • 
  2 to 3 successes - Gwaihir receives Balin, and 
  will consider their offer. It's up to the LM as to 
  whether he attends or not 
   
  • 
  4 to 5 successes - Gwaihir receives Balin, and 
  will attend the festivities 
   
  • 
  6 to 7 successes - Gwaihir receives Balin, and 
  will attend along with his brother Landroval. 
  He is also impressed with the characters, 
  acknowledging and talking with them during 
  the festival (+ 1 to Standing for each PC) 
   
  Assuming the company achieve enough successes 
  Balin is permitted an audience with Gwaihir. 
   
  “Balin, Son of Fundin, you may speak with Gwaihir 
  and make your request. Come; take hold of my 
  talons and do not let go!” 
   
   
   
  With that, he lifts Balin into the air and to an 
  audience with the Lord of the Eagles. The rest of the 
  company are free to rest and eat at the foot of the 
  eagles’ rock. After an hour has passed, Landroval 
  returns with Balin, lowering him to the ground. 
   
  “Good health to you Balin and you all. Rest here 
  and in safety and travel back to your lands when 
  you see fit. I and my lord will see you again at 
  Esgaroth, in the east, when the leaves of Mirkwood 
  have turned golden brown and fallen from their 
  boughs. Farewell!” 
   
  With that, the great Eagle Landroval leaps into the 
  noon sky, flying from view – leaving the company to 
  themselves. 
   
  EPILOGUE 
   
  THE RETURN JOURNEY 
  From the Eagles’ Eyrie the company will look to 
  return to Laketown and beyond, for the Lord of the 
  Eagles will attend the festivities in November. 
   
  FELLOWSHIP PHASE 
  If a Fellowship Phase follows this adventure, then 
  the company have a number of options.  
   
  • Balin, Torrun, and Barrak will return to Esgaroth 
  by the Elf Path – a far less torturous route than 
  the Old Forest Road but still dangerous in these 
  times.  
   
  The company may return with Balin, at least to the 
  Last Inn where they can pick up another quest. It is 
  only May (Norui), so the characters have five full 
  months before they need to return. Balin suggests 
  that they should part for now, thus leaving them to 
  forge their own path... 
  
  APPENDIX: SUPPORTING CHARACTERS 
   
  Balin 
  ATTRIBUTE LEVEL 
  7 
  ENDURANCE 
  HOPE 
  25 
  4 
  PARRY 
  ARMOUR 
  7 
  4d + 1 
  SKILLS 
  Personality, 3 
  Survival, 3 
  Movement, 4 
  Custom, 3 
  Perception, 4 
  Vocation, 3 
  WEAPON SKILLS 
  Great Axe 
  Damage 11, Edge 10, Injury 20, CS Break 
  Shield  
  4 
  Throwing Axe 
  Damage 5, Edge A, Injury 14, CS Break Shield  
  3 
  SPECIAL ABILITIES 
  Toughness 
  Toughness 
  Toughness 
  Toughness     
  Reduce Balin’s Hope point score by one to reduce the 
  Endurance loss caused by an enemy’s attack by 7 points. 
  Traits
  Traits
  Traits
  Traits    
  Keen-eyed, Energetic, Smoking 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Barrack 
  ATTRIBUTE LEVEL 
  5 
  ENDURANCE 
  HOPE 
  23 
  n/a 
  PARRY 
  ARMOUR 
  5 
  4d + 4 
  SKILLS 
  Personality, 3 
  Survival, 2 
  Movement, 3 
  Custom, 2 
  Perception, 2 
  Vocation, 3 
  WEAPON SKILLS 
  Axe 
  Damage 5, Edge A, Injury 18, CS Break Shield  
  3 
  Shortsword 
  Damage 5, Edge 10, Injury 14, CS Disarm 
  2 
  SPECIAL ABILITIES 
  Dual Wielding
  Dual Wielding
  Dual Wielding
  Dual Wielding    
  Wielding two, one-handed weapons with lethal grace 
  and potent skill. One weapon must be designated the 
  primary; the other is the secondary. The bonus of dual 
  wielding depends on current Stance: 
   
  Forward
  Forward
  Forward
  Forward: Reduce Edge of the primary weapon by one. 
  Open
  Open
  Open
  Open: Increase Injury TN of the primary weapon by two. 
  Defensive
  Defensive
  Defensive
  Defensive: Add a parry value equal to the Encumbrance 
  of your secondary weapon. 
   
  Only a single attack roll is ever made and no more than 
  a single target can be attacked per turn. 
  Traits
  Traits
  Traits
  Traits    
  Fire-making, Fierce, Proud 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Torrun 
  ATTRIBUTE LEVEL 
  5 
  ENDURANCE 
  HOPE 
  23 
  n/a 
  PARRY 
  ARMOUR 
  5 
  4d + 4 
  SKILLS 
  Personality, 2 
  Survival, 2 
  Movement, 3 
  Custom, 3 
  Perception, 3 
  Vocation, 2 
  WEAPON SKILLS 
  Axe 
  Damage 5, Edge A, Injury 18, CS Break Shield  
  3 
  Shortsword 
  Damage 5, Edge 10, Injury 14, CS Disarm 
  2 
  SPECIAL ABILITIES 
  Dual Wielding
  Dual Wielding
  Dual Wielding
  Dual Wielding    
  Wielding two, one-handed weapons with lethal grace 
  and potent skill. One weapon must be designated the 
  primary; the other is the secondary. The bonus of dual 
  wielding depends on current Stance: 
   
  Forward
  Forward
  Forward
  Forward: Reduce Edge of the primary weapon by one. 
  Open
  Open
  Open
  Open: Increase Injury TN of the primary weapon by two. 
  Defensive
  Defensive
  Defensive
  Defensive: Add a parry value equal to the Encumbrance 
  of your secondary weapon. 
   
  Only a single attack roll is ever made and no more than 
  a single target can be attacked per turn. 
  Traits
  Traits
  Traits
  Traits    
  Smithcraft, Cautious, Steadfast 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/The One Ring/Third Party.Homebrew/Adventures/To Journey's End and the Eagles' Eyrie.pdf