TEXT: ™
  Fantasy Roleplaying in the WoRld oF the hobbittM and the loRd oF the RingstM 
  based on the novels by J.R.R. tolkien
  ™
  
  Written by John Arcadian, Paul Butler, Gareth Hanrahan, Jon Hodgson, Andrew Kenrick, T.S. Luikart, 
  Paul Mitchener, Francesco Nepitello, Jacob Rodgers, James Semple, John Semple and Graham Spearing
  The One Ring rules designed by Francesco Nepitello and Marco Maggi
  Additional Rules Development by Amado Angulo
  Art Director: Jon Hodgson
  Cover Art by Sam Manley
  Art by Jon Hodgson, Sam Manley, Jan Pospíšil and Scott Purdy
  Editors: Jon Hodgson, Andrew Kenrick, T.S. Luikart and Francesco Nepitello
  Graphic Design and Layout: Paul Bourne
  Line Development Team: Jon Hodgson, Robert Hyde, 
  Dominic McDowall and Francesco Nepitello
  Publisher: Dominic McDowall
  Proofreaders: David Rea, Jacob Rodgers, James Semple and Michele Garbuggio
  Published by Sophisticated Games Ltd, 3 Andersen Court, Newnham Road, Cambridge CB3 9EZ, UK and 
  Cubicle 7 Entertainment Ltd,  Suite D3, Unit 4, Gemini House, Hargreaves Road, Groundwell Industrial Estate, 
  Swindon, SN25 5AZ, UK
  © Sophisticated Games 2018          © Cubicle 7 Entertainment 2018
   
   
  The One Ring, Middle-earth, The Hobbit, The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered 
  trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used under license by Sophisticated Games Ltd and their 
  respective licensees.
   
  All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, 
  electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
   
  Printed in Lithuania
   
  - credits -
  2
  
  - contents -
  intRoduction 
  4
  How to Use this Guide 
  5
  The Passing of Years 
  6
  the silveR needle 
  7
  Adventuring Phase 
  7
  Part One - At the Traders Gate 
  7
  Part Two - Searching the Roads 
  13
  Part Three - Thieves in Dale 
  16
  Part Four - The Bandit’s Lair 
  19
  Epilogue 
  23
  oF haMMeRs and anvils 
  24
  Adventuring Phase 
  24
  Part One - Like the Falling of Small Stones 
  25
  Part Two - A Grim Toy-market 
  27
  Part Three - Uphill and Down Dale 
  29
  Part Four - An Interested Lord 
  35
  Part Five - In Deep Places 
  38
  Part Six - Treachery & Wisdom 
  41
  Epilogue 
  42
  to dungeons deep 
  43
  Adventuring Phase 
  43
  Part One - At the Court of the Grieving King 
  45
  Part Two - To the Grey Mountains Narrow 
  48
  Part Three - Hunters in the Waste 
  49
  Part Four - The Mausoleum 
  54
  Part Five - Wings of Iron 
  58
  Part Six - Clouds Gather, Again 
  59
  Epilogue 
  63
  sleeping dRagons lie 
  64
  Adventuring Phase 
  64
  Part One - Smoke on the Horizon 
  65
  Part Two - On Dragons 
  68
  Part Three - The Shadow of his Wings 
  72
  Part Four - Across the New Desolation 
  79
  Part Five - Approaching the Watchtower 
  85
  Part Six - By Stealth and Guile 
  89
  Part Seven - Slaying The Dragon 
  93
  Epilogue 
  95
  daRk WateRs 
  96
  Adventuring Phase 
  96
  Part One - At the Sign of the Pike and Eel 
  97
  Part Two - The Apprentice 
  101
  Part Three - Tales, Secrets and Lies 
  104
  Part Four - The Guild of Artisans 
  106
  Part Five - Elf-stones and Dwarven Gold 
  109
  Part Six - Whispers in the Dark 
  111
  Part Seven - Flotsam and Jetsam 
  114
  Epilogue - The Past is Never That 
  117
  shadoWs in the noRth 
  118
  Adventuring Phase 
  118
  Part One - Expected Visitors 
  118
  Part Two - The Vale of Bones 
  120
  Part Three - A Warm Welcome 
  127
  Part Four - The City of Bells 
  134
  Part Five - Inside Information 
  139
  Part Six - The Concert of Kings 
  141
  Part Seven - Flight into the Mountain 
  143
  Epilogue 
  149
  appendix 
  152
  The Sorcerer of Forod 
  152
  More Nazgûl 
  154
  Special Abilities of the Ringwraiths 
  155
  index 
  157 
  3
  
  4
  The LaughTer of Dragons
  - introduction -
  Then Smaug really did laugh… “Revenge!” he 
  snorted, and the light of his eyes lit the hall from 
  floor to ceiling like scarlet lightning. “Revenge! 
  The King under the Mountain is dead and where 
  are his kin that dare seek revenge? Girion Lord 
  of Dale is dead… where are his sons’ sons that 
  dare approach me?”
  This supplement presents six ready-to-play adventures 
  for your company of heroes, complete scenarios that 
  concern both the Dwarves of Erebor and the Men of Dale.
  They can be played separately, or as a series of connected 
  adventures set in the years after 2956 and taking place in 
  and around the Lonely Mountain. These adventures draw 
  on the setting information contained in Erebor, and, 
  while that supplement is not strictly necessary for the 
  enjoyment of The Laughter of Dragons, a Loremaster will 
  find a great deal of useful material in that volume that is 
  not repeated here.
   
  With the death of Smaug and the return of hope to the 
  region, Sauron’s plans to bring Dragon-fire and savage 
  swords in Wilderland have been momentarily foiled. 
  Thwarted and enraged by Gandalf’s scheming, the Lord 
  of Mordor has ordered another one of his Ringwraiths to 
  leave Minas Morgul and travel to Rhovanion to plunge the 
  North in a state of ruin.
   
  This time, Sauron’s chosen agent will act with subtlety: 
  enthralling Men and perverting the desire of Dwarves and 
  Elves so that their own deeds will further the will of the 
  Dark Tower.
   
  Here below follow the summary of the six adventures 
  presented in the supplement.
  The Silver Needle
  A mysterious Bandit-lord known by the name of 
  Longo wants to steal a wondrous artefact in Dale. The 
  adventurers become involved to stop the bandits and run 
  afoul of Orcs in the marshes and in Dale itself. The first 
  hints at a conspiracy are encountered.
  Of Hammers and Anvils
  The company rescues the famed Dwarf Balin and helps 
  him to investigate a number of troubling events in Dale. A 
  plan attempting to mar the peace of Erebor is uncovered, 
  and sabotage must be avoided.
  To Dungeons Deep
  The discovery of a long-lost heirloom of the House of 
  Girion threatens to sow mistrust between the crowns 
  of Erebor and Dale. Wisdom is required to prevent old 
  grudges from resurfacing.
  
  5
  Sleeping Dragons Lie
  In the Withered Heath, someone, or something, has 
  kindled the wrath of a Dragon, and the great monster 
  threatens to unleash his fury on the Dalelands. The 
  companions travel to the peak of Zirakinbar, in a desperate 
  attempt to spare Erebor from certain destruction.
  Dark Waters
  The companions are in Esgaroth for the upcoming annual 
  celebrations of Dragontide. They have come to see the 
  presentation of the bronze statue of King Bard, but soon 
  become entangled in a web of revenge, secrets and lies.
  Shadows in the North
  When Balin warns of a threat to both Mountain and City, 
  he does not realise that traitorous forces manipulate 
  him. The heroes must rely on subtlety and the bonds of 
  friendship to win their freedom. Then they must confront 
  the greatest servants of the Enemy to prevent war from 
  destroying Dale and the Mountain.
  hoW to use this guide
  Even if each quest presented in this supplement is played 
  as a stand-alone adventure, a wider tale is told between the 
  lines. The bond tying Dáin and Bard and their cities is being 
  tested by a treacherous plan set in motion by the Dark Lord. 
  Minions of Sauron are working behind the scenes to sow 
  strife and discord, twisting the will of mortals and using 
  them to strike unseen from the shadows.
  The following descriptions present the main personalities 
  that appear in several of the adventures presented in this 
  volume, representing the main cast of characters working 
  for or against the dark conspiracy threatening the unity of 
  the northern kingdoms. 
  The Sorcerer of Forod
  The great schemer behind the majority of the plots 
  presented in this supplement is the Sorcerer of Forod, 
  one of the nine Nazgûl. Known of old among the Elves as 
  Morlach, the Black Flame, he was once a wise and noble 
  man among the Northmen of Rhovanion, whose spirit 
  was ensnared by the Dark Lord with promises of endless 
  knowledge. Sauron eventually gave him a ring of power, 
  enabling him to wield great sorcery, but condemning him 
  to fade and eventually become a bodiless wraith. When 
  the Sorcerer finally shed his mortal raiment and became 
  one of the Ringwraiths, Sauron unleashed him against the 
  North. Some say that it is due to his malevolence that the 
  Dragons of the Northern Wastes were roused and made to 
  attack the Dwarves of the Grey Mountains.
   
  Now, the Sorcerer of Forod has been sent back to the North 
  by his Master. The Ringwraith knows the lands and the 
  people of Rhovanion very well, and he intends to employ 
  this lore to sow discontent and strife slowly over many 
  years. When the bonds between the free folk of the North 
  have been weakened to the breaking point, a direct strike 
  will have maximum efficacy. A simple attempt at the lives 
  InTroDucTIon
  
  6
  The LaughTer of Dragons
  of Bard or Dáin will not do: The rising spirit of hope in the 
  region must be broken, and its people made ready for the 
  dominion of Mordor when that time comes.
   
  In most of the adventures the actions of the Sorcerer of 
  Forod occur behind the scenes, without the companions 
  being able to encounter the Nazgûl face to face. In the 
  final adventure — Shadows in the North, the deeds of 
  the Player-heroes will force the hand of the Ringwraith, 
  and he will reveal himself in a desperate bid to topple the 
  throne of Erebor. (See the Appendix on page 152 for the 
  characteristics of the Sorcerer of Forod).
  Hakon and Jofur
  Hakon and Jofur appear in The Laughter of Dragons as 
  two powerful courtiers who are helping King Bard in his 
  day-to-day activities, often taking his place in official 
  gatherings and ceremonies, when, starting from the year 
  2957, the mood of the King starts keeping him away more 
  and more from the public eye. While generally their help 
  is welcomed by most, some say that the two nobles are 
  taking advantage of this moment of weakness on part of 
  the King.
  Lord Hakon
  Not all of Sauron’s servants are wraiths. Hakon is a 
  Barding thegn who was once a rich and influential 
  merchant from Lake-town (first seen in Erebor, on page 58). 
  He lost everything when Smaug fell on the city, and has 
  been struggling to recover his former status ever since. 
  Nominally a supporter of King Bard, Hakon spent years 
  in building a web of allies among rogues and criminals, to 
  pursue his personal aims, while at the same time posing 
  as a trustworthy advisor to the throne of Dale. 
  When the Sorcerer of Forod returned to the North, the 
  Ringwraith visited the courtier at Hakon’s holdings in the 
  Upper Marches. There, the Nazgûl made him an offer he 
  could not refuse, and Lord Hakon has been in Morlach’s 
  grasp ever since.
  Manipulated by the Sorcerer of Forod into believing he 
  would be a better King, Hakon is putting all his efforts 
  and resources toward bringing the downfall of Bard. He 
  is unaware that the promised crown will mean very little 
  should Mordor’s plans come to full fruition.
  Thegn Jofur
  Jofur descends from a family from the southern Nether 
  Marches that long ago settled in Lake-town. An official of 
  the city of Dale, he strongly believes that the welfare of the 
  realm should rely on the decisions of wise men and on 
  the rule of law, not on the violent intervention of powerful 
  lords (or even so-called ‘heroes’, for that matter). This 
  position often puts him at odds with Lord Hakon, even 
  if he doesn’t suspect the nobleman to be anything more 
  than exceedingly ambitious. 
  His uncompromising ideals can even make him appear to 
  be the villain of the piece in several instances, and Jofur 
  is likely to be disliked by the company, if not considered 
  to be guilty of great wrongdoing. Nothing could be further 
  from the truth: Jofur is steadfastly loyal to King Bard, but 
  knows how delicate the balance of power is right now, 
  with a weakened ruler on the throne.
  Balin, Son of Fundin
  One of Thorin’s Company who accompanied Bilbo’s 
  adventure to the Lonely Mountain, Balin is committed to 
  peace in the region more than anyone else in Erebor. He 
  works tirelessly as a loyal servant of King Dáin, and as a 
  friend of King Bard. Distraught at watching everything he 
  worked to restore sink into misery, Balin seeks to preserve 
  the alliance of the two kingdoms at all costs. He undertakes 
  what needs to be done behind the scenes to maintain the 
  peace and prosperity that the death of the Dragon has 
  brought to Erebor and Dale. (Read more about Balin in 
  Erebor on page 22). 
  the passing oF yeaRs
  If you want to follow the default pacing of gameplay 
  suggested in The One Ring Roleplaying Game, playing 
  all the adventures contained in The Laughter of Dragons 
  should take several years. The Silver Needle might begin 
  in 2957 after the tragic death of Queen Una the previous 
  year. If the pace of one adventure per year continues, this 
  places Shadows in the North opening in the year 2962. 
  A faster pace might put The Silver Needle and Of 
  Hammers and Anvils in the same year, To Dungeons 
  Deep the next year, Sleeping Dragons Lie the spring 
  afterwards with Dark Waters that same year or the 
  next. In any case, some time should pass before the final 
  confrontation found in Shadows in the North.
  
  7
  - the silver -
  needle
  •	
  When: This adventure is set at the end of the summer 
  of the year 2957.
  •	
  Where: The companions start in the city of Dale, leave 
  town to track down a bandit leader, and end up fighting 
  in the alleys of the Old Quarter.
   
  •	
  What: The company seeks the leader of a bandit gang 
  plaguing travellers in the Dalelands. The companions 
  discover the bandits are after an old craftswoman and 
  her prized possession. 
  •	
  Why: The old woman is the owner of a wondrous item 
  possessing great power. It blesses her creations with an 
  almost lifelike quality. 
  •	
  Who: The craftswoman, Kelda, is targeted by Longo 
  the Bandit-lord.
  adventuRing phase
  This adventure is divided into four parts.
  paRt one – at the tRadeRs gate
  Traders leave Dale, their carts laden with goods from the 
  summer trading season, and their heads full of talk of 
  bandits. Bandits attack an old woman. A meek Hobbit far 
  from home has information on why she was attacked. 
  paRt tWo – seaRching the Roads
  The bandits and their leader, Longo, have been seen on the 
  roads to the south of Dale. The companions leave Dale to 
  find the bandits, but will find more than simple robbers.
  paRt thRee – thieves in dale
  Rushing back to Dale, the company finds Kelda’s home 
  engulfed in flames. Amongst the crowd, the bandits flee 
  with their prize.
  paRt FouR – the bandit’s laiR
  A final showdown in the ruins of the Old Quarter.
  epilogue
  The Bandit Lord is dealt with and the final disposition of 
  the Silver Needle is made.
  Of Relics and Needles
  The adventure features two Wondrous Artefacts, one 
  cursed and one blessed. Longo, a Hobbit-turned-
  bandit-leader, years ago found a black dagger-
  sheath in the Barrow-downs. Made by the Men 
  of Westernesse, the sheath is tainted by a Curse of 
  Weakness that awoke dark thoughts of violence 
  and murder in the Hobbit and condemned him to a 
  life of misdeeds. The cursed Hobbit now seeks the 
  Silver Needle, an ancient object of Elven-make, 
  used for centuries to create marvellous dresses and 
  clothing that in time ended in the keeping of Kelda, 
  an embroiderer from Dale (see page 9). Longo was 
  informed of the needle’s existence by agents of the 
  Sorcerer of Forod, who desires the artefact to further 
  his plans of slowly bringing misery and despair in the 
  area. But Longo does not require an excuse to desire 
  such an artefact – such is his thirst for power.
  - paRt one - 
  at the tRadeRs gate
  The end of the summer trading season has come to Dale. 
  For days on end, the Merchants Way teems with carts piled 
  high with goods, streaming away from the town. Buyers 
  from all over Wilderland and beyond leave the Market 
  Square, carrying barrels of salted fish taken from the 
  headwaters of the River Running, longbows and shields 
  in the Dalish style, and precious woodwork crafted by the 
  Elves of Mirkwood. Chief among their prizes though, are 
  the cunning, almost magical toys made by the Dwarves of 
  the Lonely Mountain, and the extraordinary creations of 
  the fire-workers of Dale.
  The sILver neeDLe
  
  8
  The LaughTer of Dragons
  the gate is shut
  The company is just arriving to town. Perhaps they are 
  returning from a previous adventure, to enjoy a well-
  deserved break in a town they know well, or they might even 
  have been called back from an influential patron. Whatever 
  the situation, they are on the Merchants Way, moving with 
  the flow of traders returning to the city.
  As the heroes approach the Traders Gate, they notice 
  that the doors are shut and that a large crowd of people 
  is assembling in front of the city walls. Getting closer, the 
  heroes discover that a cart carrying a heavy load of large 
  blocks of stone is lying upturned in the middle of the road 
  with a broken wheel, and that an elderly Dwarf is lying 
  motionless under it. From the excited conversation of a 
  dozen Dwarves who are trying to move the broken cart 
  out of the way and free the unfortunate fellow, the heroes 
  learn that the accident may have been the consequence of 
  a heated debate between the old merchant and a younger 
  relative, who is now sitting by the side of the road, tearing 
  at his beard in desperation. 
  To the dismay of the many bystanders, eager to leave or 
  enter Dale, the Traders Gate has been shut, as the City 
  Officials need to see the matter through. Within a few 
  minutes, a dozen City Guards exit the gate leading a team 
  of mules and start to slowly make their way through the 
  assembled crowd to the broken cart: there seems to be no 
  other choice but wait for them to help the Dwarves and free 
  the road. Heroes eager to assist are shooed away… this is 
  Official business and must be done the Right Way.
  Patience
  The crowd of agitated people waiting for the cart to be 
  removed slowly spreads along the walls of the city, forming 
  small knots of people as friends seek each other. Everyone 
  is complaining, talking excitedly and grumbling about the 
  situation. The same, obvious solutions to the problem are 
  offered multiple times to the City Guards, as they try to 
  patiently navigate the situation. 
  A large group of Mannish strangers seem to adopt a 
  better, more philosophical answer to the trouble at 
  hand: they all sit down in a circle to the left of the gate, 
  and start making tea on a small campfire. Judging from 
  their garb they all seem to hail from the East. When it 
  becomes obvious that the wait is not going to be brief, 
  other travellers follow their example, and soon several 
  improvised campsites appear at the sides of the road.
  Waiting, Waiting… 
  A half-dozen or so armed companions do not pass 
  unobserved in a crowd composed mainly of old merchants 
  and young apprentices. Soon, the heroes find themselves 
  the object of many a conversation, and the target of 
  multiple questions from the most curious: many queries 
  concern the security of the roads of Wilderland, and a 
  matter of bandits that are said to prowl the trading routes 
  in recent times. 
  Every traveller here has a story about this Bandit-lord, 
  Longo, and his group of vicious Men. The true nature of 
  the bandits remains obscure though, as a rumour often 
  contradicts another. Some say the bandits are half-Orcs, 
  others swear they are Wayward Elves, others merchants 
  even imply that the brigands are likely hiding amongst the 
  travellers stuck outside the city right now!
  
  9
  Faces in the Crowd
  Amongst the people waiting outside the Traders Gate are a 
  few individuals whom the characters may take note of or 
  have particular interactions with. As the company is stuck 
  outside for a fair amount of time, the Loremaster may use 
  the following paragraphs to manage the interaction of the 
  companions with the various merchants and travellers. 
  Kelda – Old Craftswoman
  An older Barding woman, with long grey hair wrapped 
  with a colourful cloth in the style of the Northern Dalemen. 
  She is sitting with her legs crossed, stitching a figure on the 
  robe of a small girl, using a slender silver needle and a red 
  thread. Under her expert hands, the stitching soon takes 
  the form of a snake, twisting around the button holes of 
  the child’s tunic. The small girl is transfixed, as if watching 
  a magic worker. Kelda lives within the city and is waiting 
  to go home after visiting family in Esgaroth. 
  Thulim, Nephew of Dulin – Dwarven Mason
  Thulim is the Dwarven mason whose argument with his 
  uncle led to the accident. He is worried out of his wits 
  about his uncle’s well-being, and would be extremely 
  grateful if any adventurer does something to help him (he 
  will offer to compensate them with his work). Dulin isn’t 
  actually wounded too seriously, but he aims to aggrieve 
  his nephew – when drawn out from under the cart, he is 
  found to have only suffered a few cuts and bruises. 
  The City Guards
  Three members of the City Guard watch the crowd of 
  travellers waiting to enter Dale, telling everyone to wait at 
  the side of the road. They seem annoyed by the situation 
  and tolerate little interference from adventurers and 
  travellers alike. 
  Clovis – A Hobbit
  A Hobbit with a large nose, dark hair, and a full head of 
  greying curls is sharing some of his bread and cheese 
  with a group of travellers, all the while speaking about the 
  troubles on the roads lately. He says his name is Clovis, 
  and he is the first to mention having heard about this 
  bandit Longo and his fearsome group. 
  When asked about himself, Clovis tells quietly of how he 
  was captured by brigands while travelling to Sarn Ford, 
  in distant Eriador. He was lucky to escape with his life. He 
  says he is finally close to returning home, and is currently 
  seeking a caravan heading west, but has travelled enough 
  to be choosy about to whom he will give his trust. Clovis 
  has deep set lines hinting at the many troubles he has 
  faced, but has an air of quiet confidence, much like that of 
  a seasoned adventurer.
  Katun – Merchant of the Easterlings
  The leader of the company of Men from the East is a middle-
  aged woman, with a youthful smile and penetrating eyes. 
  The sILver neeDLe
  
  10
  The LaughTer of Dragons
  She offers tea to any travellers who approach her and her 
  group. She patiently waits for the gate to open, urging her 
  companions to do the same. 
  Idle Chatter
  There are many talking while they wait for the Traders 
  Gate to open. Here are some bits of small talk to provide 
  atmosphere.
  •	
  “Kelda is one of the best embroiderers in Dale. Her 
  creations aren’t precious in the common sense - she 
  doesn’t employ rich fabrics or jewels – but her best 
  work looks almost alive.”
  •	
  “I hear the Dwarves whose cart broke down leaving 
  the city tried to sell their stone at almost double the 
  price of other quarrymen. Only because it was cut by 
  Dwarves!”
  •	
  “That halfling is so nice. I was feeling unwell and he 
  told me about one of his people’s old remedies. I told 
  him to come stay with me anytime he is in Dale again.” 
  •	
  “I’m glad I went through the Grey Mountain Narrows. 
  That bandit, Longo, is on the Southern roads and I hear 
  he’s been attacking every merchant he encounters!”
  •	
  “I’ve got 10 pelts that I need to get inside for curing. I 
  only partially treated them for travel, and if I don’t get 
  them on racks soon they’ll all spoil!”
  •	
  “Longo’s no threat! I told that halfling over there 
  about the time I faced a talking Spider in the forest. He 
  just chuckled and told me about a time he was with a 
  group that killed four talking Spiders. What a story-
  teller. Small bodies make tall tales, aye.”
  •	
  “I hear tell that someone brought to town a brandy 
  distilled in Dorwinion that is so sweet, one drop and 
  nothing else will ever taste the same! No thank you! 
  If I ever got to try that, I’d never be satisfied with ale 
  again!”
  •	
  “If this cart isn’t cleared within the hour, the King 
  himself will hear of it! See if those Dwarves ever trade 
  here again! They must be Iron Hill Dwarves. Our 
  Dwarves are far more respectful!”
  the scuFFle
  Mixed among the waiting travellers are three Men who 
  are keeping a watch over Kelda, the embroiderer. They 
  are dressed for travelling, with boots and cloaks, and 
  one wears a battered helm. They are waiting for a chance 
  to get to her and take something of worth from her. The 
  chance arrives when a loud, drawn-out creaking draws all 
  eyes to the gate - the cart is finally being drawn off by the 
  guards and their pack of mules. The wait seems to be over 
  and people make ready to approach the gate, waiting for 
  the moment when the doors will open. 
  As the crowd gathers closer to the Traders Gate, the 
  skulking Men make their move: they quickly and silently 
  wade through the crowd, reaching Kelda as she is still 
  collecting her belongings. Kelda starts screaming as the 
  attackers grab at her, their swords drawn, apparently 
  trying to take something from her. 
  If the companions react quickly and rush to the aid of the 
  distressed embroiderer, they find Clovis, the wandering 
  Hobbit, already there brandishing a dagger. He succeeded 
  in chasing the attackers away and the robbers flee, 
  running across the camp of the Easterlings and quickly 
  disappearing.
  Aftermath
  When the dust settles, the City Guards intervene and 
  disperse the crowd gathering around the spot where the 
  scuffle took place. Luckily, Kelda has suffered only small 
  bruises from the aggression. If asked, the embroiderer 
  says she is not sure why the bandits attacked her, but they 
  were grabbing for her pouch. The only thing of value are 
  a few luck charms she keeps there, and her tools, like a 
  number of needles - the silken and golden threads she 
  
  11
  carries in her backpack are much more valuable, she 
  says. Kelda adds that she has heard one of the Men say 
  the name of the bandit-leader, Longo, and wonders what 
  he could want from her. 
  Clovis the Hobbit says that he has heard stories about 
  Longo as well. 
  “People are always happy to talk to a Hobbit, and many 
  have told me that Longo is a Easterling, but that could 
  just be their taste for the exotic... Some other travellers I 
  spoke with said the bandits came out of the East, but that’s 
  just the Upper Marches, certainly not distant Khand! If 
  you seek this Longo out, you’ll probably have to start 
  somewhere along the river near there.”
  If any companion traded friendly words with Katun, she 
  approaches them and confirms that she too heard the 
  attackers saying the name Longo. She adds that she has 
  heard this name many times already, and has heard the 
  rumour about him being an Easterling. Katun seriously 
  doubts this, but she is interested in the reputation of her 
  folk to be cleared: since the companions are adventurers, 
  couldn’t they take the matter into their own capable 
  hands, and bring this Longo to justice? Katun could easily 
  persuade many merchants to pay them a reward should 
  they succeed.
  the gate opens
  Finally, the doors of the Traders Gate are pushed open, 
  and the traffic in and out of the city begins to resume in its 
  regularity. Within minutes, only a few burnt branches and 
  discarded foodstuff remain to mark the spots where the 
  various improvised campsites were set up by the waiting 
  merchants.
  The companions can now continue into the city, to go 
  about their business and experience the comforts of Dale 
  (the Loremaster may use the material presented in Erebor, 
  starting from page 34).
  Hidden in Plain Sight 
  The Hobbit going by the name of Clovis is the bandit-lord 
  Longo, a clever fiend who uses his guile to set up his targets. 
  As the trustworthy-looking Clovis from the Shire he gathers 
  information, then he employs it to remove the biggest 
  threats and hurdles, and finally proceeds to seek his prize. 
  His story of being taken by brigands and escaping is 
  true, and he tells it without claiming any falsehoods. This 
  makes his cover more believable as he digs into his past 
  memories and emotions (Insight rolls made to observe 
  Clovis reveal nothing but a wary personality that has lived 
  through many unfortunate occurrences). Clovis does truly 
  seek to return to the Shire, but desires to amass a large 
  fortune before doing so. 
  What he leaves out of his story is that he was born into 
  a well-to-do family of the Southfarthing, the only son 
  of an inn-keeper. Always troubled by a rebellious spirit, 
  Longo dreamed of hidden gold and gems, and he was still 
  in his tweens when he decided to leave the Shire. Soon, 
  he fell into a bad company, a ragtag band of big folk and 
  Hobbits, scrounging a meagre living in desolate Eriador 
  out of occasional work and small crimes. 
  After several years Longo decided he had enough and 
  concocted a lamentable plan: with the help of two 
  Breelanders he decided to rob his own home in the Shire, 
  succeeding in entering his father’s Hobbit-hole and 
  stealing the family jewels and precious heirlooms. Longo 
  and his two partners fled south, but upon reaching Sarn 
  Ford, the Hobbit experienced a moment of clarity and 
  stood frozen in his tracks: he told the two Breemen that 
  he had changed his mind, and ordered them to drop the 
  loot and let him return it. As an answer, the two stabbed 
  him. Longo managed to escape, albeit wounded, and fled 
  north into the Barrow-downs…
  Longo recalls only snippets of the nights he spent in 
  the Barrow-downs, bleeding from a wounded leg. He 
  remembers a cold voice, and a colder shadow that fell 
  upon him when he entered a barrow to find shelter from 
  the rain. When he finally stumbled upon the Road to the 
  North the morning after, he was clutching a black dagger 
  sheath, without recollections of how or where he found it. 
  In time, Longo discovered some of the properties of his 
  ‘treasure’. He found that he enjoyed a greater confidence 
  in his own capabilities while wearing the scabbard, and 
  that he could easily influence people, even have them 
  follow and obey him. Unfortunately, he also started to 
  develop an overpowering need to use his newfound power 
  to use others to pursue his own means, and to prey upon 
  them.
  The sILver neeDLe
  
  12
  The LaughTer of Dragons
  With a clever mind and the Shadow-tainted scabbard at 
  his side, Longo travelled East, across the Misty Mountains 
  and into Wilderland. There, he gathered around him 
  brigands, robbers and cutthroats of all sorts, Men that 
  could be easily swayed by his ambitions and superior 
  charisma. Under his lead, the bandits have made quite a 
  name for themselves, and eventually came to the attention 
  of the Sorcerer of Forod, who was quick to recognise the 
  potential usefulness of Longo and his men. 
  Recently, the Nazgûl has sent Longo information that has 
  put him on the tracks of the Silver Needle. The Hobbit has 
  been promised a rich reward for it, something that has 
  made the Bandit-lord very suspicious... so suspicious that 
  he intends to see the artefact and inspect it for its real 
  worth before he hands it to someone else.
  taking the bait, oR not?
  If the companions hesitate to go and seek out Longo and 
  his men, a guard may hear of their involvement with the 
  scuffle at the gate and ask for their help. Otherwise, a local 
  patron may ask if they can look into the issue, as Longo’s 
  deeds are starting to affect many amongst the people of 
  Dale. If one of the company is of high enough standing to 
  be seated at the King’s table, they may find Bard’s young 
  son Bain concerned by tales of this Longo and the menace 
  he presents to travellers. 
  Should the company finally take an interest in Longo, 
  they soon hear many people in Dale talk of attacks on 
  the less travelled paths to the south of the city, east of the 
  River Running. Some merchants use these paths in place 
  of taking the Merchants Way or boating down the river 
  The Black Scabbard
  Wrought of black steel, light and strong, and set with 
  many fiery stones, this dagger sheath rested long in the 
  shadow under a mound in Tyrn Gorthad. The weaponsmith 
  who crafted it originally bestowed a blessing of Awe upon 
  it, to make the orders of a Captain of War resound with 
  superior authority. But the darkness of the barrow has 
  twisted the power wound about it, and when Longo stole 
  it from the mound, a curse fell upon the Hobbit, marking 
  his life forever. 
  The Blessing
  When Longo wears the black scabbard and displays it 
  openly (he keeps his long knife in it) his charisma is 
  exalted much beyond his stature, and no one can escape 
  the power of his words. The men of his band of brigands 
  almost worship him, and would never think of deserting 
  or betraying him. 
  If the companions have no reason to doubt ‘Clovis’, 
  the power of the scabbard manifests by making him 
  appear completely trustworthy – for example, any 
  Insight roll yields no alarming clues. Should a player 
  explicitly say they don’t trust the hobbit, then a roll of 
  Insight would give a result only if it produces a great or 
  extraordinary result. In that case, the roll will reveal 
  that some external power is at work, giving strength to 
  the Hobbit’s presence.
  The Curse
  The Curse of Weakness marring the Black Scabbard has 
  provoked Longo to become Murderous (see Rivendell, 
  page 102), setting the Hobbit on a downward path 
  into Shadow. When the Sorcerer of Forod arrived in 
  the Dalelands, it was easy for Radbal and Maugor, 
  the Orcs of Dol Guldur (see pages 14 and 21) to enlist 
  Longo among the informants of the Nazgûl.
  
  13
  to avoid passing through Esgaroth or to return to their 
  villages and farms in the Upper Marches by a more direct 
  way. There is speculation by some that the bandits have a 
  large camp somewhere there and travel in smaller groups 
  to make their raids.
  Longo’s Plan
  Now that his first attempt at stealing the Silver Needle was 
  interrupted, Longo needs to prepare a new plan and he 
  won’t suffer anyone to interfere with it, in particular the 
  companions: his hinting for them to seek out the bandits 
  aims to lead the group into an ambush far from Dale and 
  be rid of them. 
  The rest of this adventure is presented considering that the 
  companions leave Dale in search of Longo. If the heroes 
  do not take any of the baits that the bandit leader has 
  left for them, then the Loremaster should skip Part Two 
  entirely and adapt slightly the text for Part Three: Thieves 
  in Dale, and beyond.
  - paRt tWo -
  seaRching the Roads
  The company sets off searching for the bandit camp 
  in the Upper Marches, to the east of the Running River. 
  Considering the relatively short distance, there’s no need 
  to call for Fatigue tests.
  But finding the bandits won’t be easy. There is much 
  ground to cover, and even if the search is limited to the 
  immediate vicinity of the watercourse the rains of the last 
  few days have made the paths muddy and unpleasant.
  •	
  All heroes acting as scouts or huntsmen are allowed 
  two rolls every day, using Explore, Search, or 
  Hunting. With four successes, the companions have 
  found a well-trod path across the wilderness, a trail 
  likely to lead them to the bandit camp (see The Cold 
  Bog, below).
  The company meet few travellers as they search for 
  Longo. When they do, the encounters are rarely pleasant: 
  the travellers seem to have chosen these paths exactly to 
  avoid meeting others and do not show much interest in 
  talking to strangers. Appropriate skill rolls and gestures of 
  kindness, such as sharing food, are required to open any 
  traveller up to conversation. 
  •	
  When this happens, the companions hear again news 
  of Longo and his men: A successful roll of Persuade or 
  Courtesy counts as one of the four required successes 
  to find the right path.
  On the Right Path
  Once set upon the right path, the companions’ search 
  takes an easterly course, crossing into the western edges 
  of the Upper Marches. Here, they make their way across 
  The sILver neeDLe
  
  14
  The LaughTer of Dragons
  the open countryside for several miles, until the trail starts 
  leading them south, into a desolate, miry heath, whose 
  eastern side is walled by a rampart of crags. No one lives 
  around here, it seems.
  For a while, the tracks lead the companions along a 
  gurgling stream, until its course becomes lost into a wet 
  bog. Now, dry reeds rise among wide fens and mires, and 
  a thick mist lays in heavy banks, unmoving in the windless 
  hours that precede the setting of the sun.
  the cold bog
  The companions have entered a desolate bog, part of the 
  Long Marshes, the main expanse of which lays to the 
  south-west of them. This remote corner of the Dalelands 
  is not the secret refuge of Longo and his men, but it is 
  where a band of Orcs of Dol Guldur have found sanctuary 
  instead. 
  Longo of course knows about the Orcs. Their chieftain, 
  Radbal, is his liaison with the Sorcerer of Forod — the 
  Hobbit has sent the companions right into a well-prepared 
  ambush.
  Finding the Camp
  Marching across the marshy terrain of the bog makes 
  for some slow and uncomfortable exploring. Again, all 
  heroes acting as scouts or huntsmen can make their two 
  daily rolls, using Explore, Search, or Hunting, but the 
  difficulty is raised to TN 16. 
  The companions find the encampment of the Orcs after 
  two days of searching, in an area where the reeds are thick 
  and the fog lays heavy and cold. It is a narrow stretch of 
  dry land, shielded from view by tall reeds, covered with 
  sparse shrubs and a handful of mossy, skeletal trees. The 
  Orcs are waiting for the heroes to show up. 
  •	
  How prepared the companions will be to confront the 
  Orc’s ambush depends on how many successes they 
  will have achieved that far exploring the bog (as usual, 
  consider each great success to count for two successes, 
  and three successes for an extraordinary roll).
  Ambush!
  When the heroes draw close to the Orc camp, their success 
  at tracking the enemy determines whether they will be 
  ambushed or able to sneak up on the Orcs themselves. 
  Each player rolls Awareness or Hunting, using the 
  difficulty listed below. If they fail, they will be surprised 
  (see page 167 of The One Ring Roleplaying Game for the 
  full rules on surprise attacks).
  Check the entry corresponding to the number of successes 
  produced while exploring:
  •	
  0-2: The companions haven’t found anything 
  that might tip them off about the ambush and are 
  completely unaware of the coming assault (TN 20).
  •	
  3-4: The heroes are following a trail of tracks (probably 
  those left by the lieutenants of Longo) but have no 
  reason to think they are expected (TN 18).
  •	
  5-6: The companions have found some proof of the 
  presence of Orcs in the bog, and are thus moderately 
  alert (TN 16).
  •	
  7+: The companions have found clear Orc tracks, and 
  thus are alert and ready (TN 14).
  the oRcs oF dol gulduR
  The Orcs from Dol Guldur are not a group of cravenly 
  minions, only ready to do what is commanded of them 
  when whipped. Radbal and his lads have fought together 
  for many long years, and have fought several times against 
  both Elves and Men. 
  They are all hardened veterans, and their captain has 
  felled many a champion with his heavy scimitar. When 
  they spring their trap, all the Orcs send their spears flying 
  in a single volley. They target each companion at least 
  once, but since there are more Orcs than heroes, they 
  target any Elf or Dwarf multiple times. 
  
  15
  Longo’s Lieutenants
  Longo sent three of his men (Vig, Kasper and 
  Swain) to warn Radbal to expect the company. If the 
  Loremaster wants a tougher fight, they can join the 
  combat (see page 23). However, they are expected 
  back in Dale and will flee as soon as the tide of battle 
  turns against the Orcs. 
  They use secret ways through the marshlands and if the 
  company wishes to follow them it requires 9 successes 
  at Hunting (TN 20) to track them back to the gates 
  of Dale.
  Muddy Sword-work
  When the fight at close quarters begins, the companions 
  are still slowly emerging from the clinging mud of the 
  bog, while the Orcs are attacking from firmer ground. The 
  heroes are considered to be severely hindered for the first 
  round of combat. 
  Radbal’s lads are Orc Guards (The One Ring Roleplaying 
  Game, page 240), and Radbal is a Messenger of Lugbúrz 
  (The One Ring, page 238). There are 2 Orc Guards for each 
  companion. Additionally, all the Orcs are Battle-hardened 
  – they add their Attribute rating to their Parry score, and 
  Radbal is also Skillful and Trained – both his Weapon skills 
  are augmented by 1 rank each, and his heavy scimitar is 
  favoured (see Rivendell, page 67, for more on adversary 
  enhancements). 
  Finally, the Orcs will not suffer from their Hate Sunlight 
  ability at any hour of the day, as the light is obscured by 
  the heavy banks of mist.
  The Orcs fight at the best of their abilities, exploiting their 
  Hideous Toughness, with Radbal supporting them from 
  behind using his Commanding Voice. If Radbal is killed, 
  all the Orc Guards lose immediately 1 point of Hate.
  A Mystery Revealed
  Either during the battle or afterwards, the company will 
  learn the true identity of Longo. Before he dies, Radbal 
  curses the Hobbit:
  “Longo, that halfling maggot! He set up us very well 
  indeed… he wants the Needle for himself... I hope the 
  Sorcerer gets the fool and freezes the flesh off his back!”
  If he doesn’t get a chance in the heat of battle, the tough 
  old Orc can spit his curses through clenched teeth as he 
  dies. Longo’s treachery was of the more practical sort: no 
  matter who won the fight, a thorn in his side is gone. The 
  ‘Sorcerer’ is the first hint to the players there is more here 
  than simple banditry.
  RetuRn to dale
  Once the company has dealt with the Orcs they will likely 
  try to return to Dale as fast as they can, to look for Clovis/
  Longo, or, if they figured out what’s going on, to protect 
  Kelda. 
  •	
  Going straight for Dale in a hurry requires all 
  companions to pass a Travel test with TN 16; heroes 
  failing the roll see their Fatigue rating raise by a 
  number equal to the Encumbrance value of their 
  Travelling gear. 
  The sILver neeDLe
  
  16
  The LaughTer of Dragons
  - paRt thRee -
  thieves in dale
  If the companions left Dale to look for Longo’s camp, as 
  they struggle to find their way in the Long Marshes, Longo 
  proceeds with his plan to steal the Silver Needle. 
  the cRaFtsWoMan’s Fate
  Kelda lives and works in a house in the Old Quarter of 
  Dale. She sleeps in a room on the first floor of the house, 
  while the ground floor, an open arched space facing a 
  well-trafficked alley, serves as her workshop. On any given 
  weekday, Kelda can be seen sitting on her bench working 
  on her creations, with the exception of each Wednesday, 
  when she can be found selling her wares from her stall in 
  the Market-square of Dale.
  The night after the departure of the companions from Dale, 
  Longo and his men arrive at Kelda’s house after midnight. 
  They silently force their way into the shuttered workshop, 
  and take the Silver Needle. Kelda discovers that the needle 
  is missing the following morning. The grief provoked by 
  the loss is too much for the old artisan, and she falls into 
  a dark melancholic mood.
  the coMpanions RetuRn
  Tricked by the Hobbit’s cunning to leave town, the heroes 
  make their way back to Dale. 
  The companions have two main choices in front of them: 
  do they go and look for Kelda, as they have realised she 
  is in danger, or do they search for Longo and his hideout?
  Looking For Kelda
  If the companions look for Kelda, they can simply ask 
  about her in town, as many know her as one of the best 
  embroiderers in Dale. Moreover, word of the theft spreads 
  rapidly.
  When they arrive at her shop in the Old Quarter, they find 
  it closed, its heavy wooden shutters showing clear signs 
  of intrusion. Kelda is actually inside, as the companions 
  may discover if they attempt to enter, or if they wait long 
  enough to hear her moving inside.
  When Kelda sees the companions, she recognises them 
  from the episode at the gate of Dale. In tears, the artisan 
  tells her sad story, eventually asking the heroes to leave 
  her alone in her sorrow. She considers her precious needle 
  The Silver Needle
  The story of the Silver Needle is a very long one, and 
  it is mostly lost. It was made by the Elves long, long 
  ago, but eventually ended up in the treasuries of Erebor, 
  before the coming of Smaug. When the Dragon claimed 
  the Lonely Mountain as his own, the Silver Needle was 
  saved from ruin by a couple of Dwarven clothiers, who 
  were later forced to sell it to some drapers from Lake-
  town. 
  In time, the needle changed many hands, in the end 
  becoming a token of love, given by an adoring suitor 
  to a young Kelda. The craftswoman doesn’t know the 
  story of the needle, nor does she suspect its worth – all 
  she knows is that she feels as if she were still a young 
  embroiderer when she uses it, as her hand never trembles, 
  and that she is always able to accomplish exactly what 
  she endeavours to create. 
  When used to sew a garment, or to stitch an embroidery 
  or tapestry, the Silver Needle works into the fabric of 
  the piece the subtle magic of its Elven creators: the 
  cloth retains some of the user’s thoughts when it was 
  being sewn, and makes them appear before the eyes 
  of those that look at it, all the while giving to the 
  sewn object a life-like quality: a dress seems to wave 
  and ripple as if moved by a faint breeze, a tapestry 
  evokes the sounds and smells of the image it shows, the 
  embroidery on a cloak seems to shimmer and dance in 
  the corner of one’s eye.
  
  17
  to be lost, and would rather try to forget it completely than 
  nurture false hopes. 
  If pressed, Kelda may recount what she knows about the 
  needle (not much, see The Silver Needle). A roll of Lore or 
  Riddle can at least determine from her description that 
  the item must be magical in origin. 
  Vig, the Spy
  Longo’s bandits are keeping an eye on Kelda, as Longo 
  wants to be warned in advance if the companions, or 
  anyone else for that matter, go to the embroiderer asking 
  questions. 
  If the heroes are keeping a look-out, on a successful roll of 
  Awareness they spot a man of dubious intentions whose 
  face they might find familiar: it is Vig, one of Longo’s 
  henchmen. If the companions try to approach the spy, he 
  runs, trying to disappear into the crowd.
   Should the companions attempt to seize Vig, the chase can 
  be resolved as a prolonged action, requiring 5 successful 
  rolls of Athletics against a severe difficulty (TN 18, Vig 
  is fast, and the streets are crowded); no cooperation is 
  allowed, each chasing companion must gain the required 
  rolls individually to succeed (the first to achieve the five 
  successes is the one to catch Vig). If Vig is taken over, he 
  doesn’t try to resist and is easily captured. 
  •	
  If a companion fails a roll, Vig gains ground on the 
  failing companion, and she must spend her next 
  success catching up (it does not count for the total). If 
  a companion fails twice, the hero has lost sight of the 
  spy and is out of the chase.
  •	
  If a hero fails producing an C, the companion suffers 
  an accident (he runs into a passing wheelbarrow and 
  stumbles, he takes a wrong turn and hits a wall, etc.) 
  and is out of the chase.
  If the companions capture Vig, he is found to be a stray 
  Man from the Dalelands, made grim in both countenance 
  and spirit by many years spent in the Wild. Unfortunately 
  for the heroes, he is firmly under the influence of Longo’s 
  superior charisma, and will refuse to reveal anything 
  about what he was doing or who sent him. 
  A companion succeeding in a roll using Insight gets the 
  impression that Vig has an unnatural fear of something, 
  or someone. Using this information, the hero may attempt 
  to counter the effects of the ‘spell’ controlling him, by 
  making an Awe roll against TN 16 and getting a great or 
  extraordinary success. 
  If Vig is snapped out of Longo’s domination, he breaks 
  down under the sudden realisation of all the wicked 
  things he has done following the Hobbit’s orders, and will 
  give away the name and identity of his master: Longo the 
  Hobbit hides in a building in Brokenstone, protected by 
  his band of cutthroats. 
  Kasper and Swain
  If at least some of the companions are busy running after 
  Vig, Kasper and Swain enact the next part of the Sorcerer’s 
  plan to destroy the spirit of the Dalefolk. Profiting from 
  the commotion that a bunch of running adventurers is 
  making in the streets of the Old Quarter, the two minions 
  The sILver neeDLe
  
  18
  The LaughTer of Dragons
  of Longo set fire to Kelda’s apartment, throwing a lantern 
  through a window of her first floor. The fuel from the 
  lantern spreads rapidly, as Kelda keeps a store of her 
  materials upstairs, and when the smoke is seen from the 
  street it’s too late to save the shop. After a few minutes, the 
  wooden planks of the first floor start to fall blazing onto 
  the ground floor. 
  If the companions were all busy catching the spy, they 
  will discover the fire only when it’s too late. Otherwise, 
  they may at least rescue Kelda – the old embroiderer is 
  desperately trying to save her life’s work exposing herself 
  to the flames. 
  Searching the burning, smoke-filled building exposes a 
  hero to the fire for at least 3 rounds, causing a loss of 6 
  Endurance points per round, and the hero must make a 
  Protection test (TN 16) to avoid being Wounded by the 
  flames. A hero that makes a successful Awareness roll 
  finds Kelda and a successful Athletics roll carries her out 
  of the building the next round. If the old embroiderer is 
  saved, she collapses in the arms of the adventurer that 
  rescued her: with her precious needle lost and her shop 
  destroyed, she is utterly broken.
  Searching For Longo
  The companions may have discovered where Longo is 
  hiding from the confession of his henchman Vig, but if the 
  brigand wasn’t captured, the companions have another 
  way to get that vital information, as a Hobbit is not yet a 
  familiar sight in Dale.
  The best way to conduct such an investigation is probably 
  the Market Square and its surroundings: the people selling 
  their wares and their customers come from all across 
  town, and the square is also the best place to gossip. 
  •	
  Finding information about Longo in the Market 
  Square is a prolonged action, requiring 8 successful 
  rolls to be achieved, allowing for cooperation and best 
  suited to skills like Courtesy, Insight, Persuade and 
  Riddle. Each companion is allowed two rolls per day.
  •	
  The difficulty of all rolls is TN 18, as Longo has proven 
  extremely proficient in spreading false clues about 
  himself all over Dale, and the powers of his scabbard 
  have made his lies all the more believable.
  Reduce the rolls required for each of the following elements 
  contributing to the heroes’ reputation:
  •	
  The heroes saved Kelda from the fire (-1).
  •	
  The company captured Vig, but could not break 
  Longo’s control over him (-1).
  •	
  At least one companion has a Standing level in Dale 
  of 3+ (-1). 
  When the prolonged action is achieved, the heroes will 
  have figured out the general whereabouts of the bandits’ 
  lair: a building in Brokenstone, in the Old Quarter of 
  Dale.
  Playing the Investigation
  Achieving 8 successful rolls will probably take a few days 
  of investigation. The Loremaster can use the following 
  paragraphs to colour the interaction of the players with 
  the townsfolk. 
  •	
  Lissa is the youngest daughter of a smith. She has seen 
  Clovis and talked with him until the Hobbit became 
  annoyed with her many questions. He still gave her a 
  piece of sweet bread and asked her about Kelda. 
  •	
  An unusually talkative Dwarf named Donar is 
  convinced that the Hobbit has some clandestine 
  dealings in the Old Quarter. 
  •	
  Gudrun washes clothes all day and gossips with 
  (and about) everyone. She loves talking and saw the 
  Hobbit many times. Once, she overheard the Hobbit 
  say something about “the barracks”. 
  •	
  Olyia is a member of Katun’s group of merchants. She 
  has been looking for a place to use as a warehouse 
  in the Old Quarter when she was chased away from 
  a building by some men after she thought she heard 
  some wild beast’s grunting!
  Tipping off Longo
  If Vig hasn’t been captured by the companions and the 
  embroiderer’s shop has been burned down, Longo is 
  probably feeling rather safe from the companions. This 
  doesn’t mean he is not paying attention: 
  
  19
  •	
  If the companions roll one or more C while looking 
  for information about Longo, they alert some of the 
  spies the Hobbit has planted all over town. 
  If this happens, the Hobbit will be ready for them when they 
  come to get him in his lair in the Old Quarter (see overleaf). 
  - paRt FouR -
  the bandit’s laiR
  When the companions find themselves armed with precise 
  information about where Longo is hiding, it is time to take 
  action and try to put an end to Longo’s misdeeds. 
  Will the heroes attempt to denounce Longo to King Bard, 
  or will they intervene personally, going to Longo’s Lair?
  denouncing longo to king baRd
  The most natural course of action is probably going to the 
  authorities. Dale is a civilised town, not a forsaken village 
  lost in the Wilderland. How better to deal with a band of 
  brigands hiding in the middle of a populated area than 
  calling for the City Guard to intervene?
  If the companions go to the Royal Palace of Dale to meet 
  the King they do not find him. They are received by one 
  of his advisors instead, as King Bard leaves all matters 
  concerning public order in the hands of other courtiers. 
  King Bard in 2957
  Following the events narrated in The Darkening of 
  Mirkwood, King Bard suffered the tragic loss of 
  his Queen in the year 2956. Accordingly, in the 
  years following King Bard is often absent in body 
  or spirit as he grieves. He leaves everyday decisions 
  to his counsellors. If you are not considering those 
  events as canon, then simply have Bard be away on a 
  diplomatic mission to the Elves, or out hunting in the 
  Dalelands.
  Enter Lord Hakon
  The advisor meeting the heroes is Hakon, a sombre 
  nobleman who seems to have more pressing matters than 
  listening to adventurers requesting his help to solve some 
  trouble with brigands. He listens impatiently to what the 
  companions have to say, all the while writing something 
  on a piece of parchment. The companions finally get his 
  attention when they mention Longo and his presence in 
  town…
  Unfortunately for the companions, Lord Hakon is a 
  plotting conspirator, furthering many personal concerns 
  at the expense of the common good (see page 6, and his 
  description in Erebor, page 58). He is well aware of the 
  activities of Longo, and it is against his best interests to see 
  the Hobbit behind bars. 
  When the name of Longo is mentioned, Hakon pretends 
  to be snapped out of his impatience, feigning surprise and 
  horror at the description of Longo’s misdeeds, and by the 
  end of the meeting he promises to send in the guards as 
  soon as possible. In truth, he will first warn Longo of the 
  imminent incursion, allowing the Hobbit to escape. The 
  dastardly bandit lord will leave a half dozen of his men 
  behind, to lend credibility to Hakon’s actions.
  Playing Hakon
  To avoid giving Hakon’s double-dealing away to the 
  players, the Loremaster should set up the encounter with 
  him using the usual rules, pretending to take the heroes’ 
  words (and skill rolls) into account. In truth, nothing will 
  affect the result. 
  The sILver neeDLe
  
  20
  The LaughTer of Dragons
  Hakon is a Barding nobleman in his late forties, with 
  long hair, and dressing in the finest silks. He apparently 
  values Valour over Wisdom. (Lord Hakon will return in 
  Of Hammers and Anvils, To Dungeons Deep and 
  Shadows in the North.)
  Is the Adventure Over?
  If the companions let Hakon take the matter into his own 
  hands, the adventure is basically over: Longo will leave 
  Dale with his life and the Silver Needle. 
  Perhaps, something in Lord Hakon’s behaviour will 
  tip the players off, or at least make them doubt his 
  competence. For example, they might notice that Hakon 
  doesn’t immediately call for the guards to intervene, but 
  simply promises to do so ‘at the earliest convenience’. 
  Should they keep watch over the Royal Palace after the 
  meeting with Hakon, the heroes will see that no courier 
  is dispatched to bring any message to the City Guard 
  headquarters. If the heroes smell something fishy, 
  they will still be in time to anticipate the actions of the 
  City Guard, especially because Hakon is delaying their 
  intervention on purpose. If the circumstances allow it, 
  the Loremaster could let the companions arrive as Longo 
  is still preparing to leave his hideout.
  longo’s laiR
  The portion of Dale nearest the river, to the east is known 
  as the Old Quarter. It was built over the ruins of the old 
  Dale, and the majority of its buildings have been erected 
  using stonework from the palaces and houses that Smaug 
  reduced to rubble. The result is a mixture of old and new. 
  The southernmost part of the Old Quarter is a maze of 
  twisting alleys and close-spaced buildings. Here the air is 
  less wholesome, and it is hard not to get lost, even for a 
  citizen of Dale. It is no coincidence that the majority of 
  the town businesses of the least savoury type are to be 
  found here: this area is what is known to some as the 
  ‘Brokenstone’, the black market of Dale.
  The Shadows of Brokenstone
  To get to Longo’s lair the companions must enter the 
  Brokenstone, as the place they are looking for is an 
  abandoned barracks building, somewhere in the proximity 
  of the canal on the southern border of the Old Quarter. 
  The inhabitants of the Brokenstone are a suspicious lot 
  and are generally wary of any “outsider” trespassing, 
  but even the most daring among them would never try 
  something against a group of fully armed adventurers. 
  But if the heroes simply march through the alleys 
  without concealing their intentions in any way, they will 
  be noticed by some of Longo’s men, on the look-out for 
  any intruder: whether or not Hakon was consulted by 
  the company, the Hobbit will be warned of the coming of 
  the adventurers within minutes (an Awareness roll will 
  notice several individuals that seem to be keeping an eye 
  on them).
  Searching
  If the companions enter the Old Quarter with a fairly 
  precise idea of where Longo is hiding (they captured 
  Vig and convinced him to talk, or they gathered enough 
  information in the market Square), it doesn’t take much for 
  them to locate the old army barracks. If, on the contrary, 
  they haven’t yet pinpointed the whereabouts of Longo’s 
  lair, they can still find the villain by succeeding in another 
  prolonged action, requiring 6 rolls, using Hunting, 
  Search or Riddle and allowing for cooperation. 
  The Barracks 
  The bandits’ lair was once a barracks building used by the 
  City Guard, in the south-eastern section of Brokenstone, 
  a mere few blocks from the Quays. It is a large square 
  building, with a central open area originally used by the 
  guards to train. It appears abandoned, and the entry gate 
  is boarded up. Longo and his men go in and out of the 
  barracks using an underground passage that leads to an 
  opening along the quays of a canal running south of the 
  building.
  There are 12 brigands along with Longo. To enter the 
  building the companions have two options: breaking in 
  from the entry gates, or sneak along the underground 
  tunnel from the canal.
  Smashing Down the Doors
  If they want to enter the barracks without any further 
  ado, the companions have no other choice than smash 
  the boarded-up entry double doors leading to the training 
  area. Alerted by the noise, the bandits inside will rapidly 
  gather to confront them, to buy some time for Longo to 
  make his escape. 
  
  21
  •	
  The brigands will first unleash a volley of arrows,  and 
  then charge across the training grounds. If they are 
  not defeated within three rounds of combat, Longo 
  will escape from the window of the Officers Chamber.
  Orcs in Dale!
  Maugor is an Orc of Dol Guldur. In the last few 
  weeks, Maugor has acted as a liaison between Longo 
  and Radbal, all the while keeping an eye on the 
  Hobbit. He has entered the town by the river, and 
  then hid in the barracks. The Orc is a loyal ally to 
  the Hobbit (thanks to the influence of Longo’s cursed 
  scabbard). 
  When the companions show up, Maugor bides his 
  time and hides, until he finds the right moment to 
  attack the companions – possibly attacking one 
  of them by surprise when Longo tries to subdue 
  them thanks to his cursed scabbard (see The Final 
  Confrontation below).
  Sneaking along the Tunnel
  With enough information, or with a thorough scouting 
  of the area, the companions may have located the canal 
  entry instead. The round passage is reached by walking 
  along the canal quay, and is barred by a locked iron grate. 
  If the grate is opened by picking the lock (a roll of Craft, or 
  using Burglary), the companions may quietly crawl into 
  the tunnel to emerge in the storeroom. 
  •	
  If they emerge from the storeroom, the brigands are 
  taken by surprise: first, three of them show up (with 
  perhaps Swain or Kasper among them), and the 
  rest arrive only after three rounds of combat. If the 
  first three are defeated before the others join them, 
  the companions have a chance to get to the Officers 
  chambers before Longo leaves.
  Sleeping Quarters. A large, empty room that used to 
  house the benches where the soldiers slept. The bandits 
  sleep here, on the floor. A long table is set here for the 
  brigands to eat. 
  Storeroom. A storage room filled with rotten and 
  cracked wooden barrels and a tipped-over shelf of wine 
  jugs. The narrow walking space between the two rows 
  of barrels is covered in debris and wood splinters. A 
  wooden trapdoor opens behind a row of barrels leading 
  to the exit tunnel. 
   
  The Gaol. A small chamber, accessed by a single doorway, 
  barred by a heavy wooden gate. Here sleeps Maugor, the 
  Orc of Dol Guldur.
  The sILver neeDLe
  
  22
  The LaughTer of Dragons
  The Officers Chamber. This is Longo’s private quarters. 
  The chamber is protected by a reinforced door, and has 
  a window facing out. The window is boarded from the 
  outside, but Longo has loosened the boards to make sure 
  he can easily break through them, in case he needs to 
  make a quick exit from the building. The Hobbit keeps his 
  belongings here, including the Silver Needle.
  The Training Area. The wide, open area in the middle 
  of the building has a dirt floor, and two rows of sturdy 
  poles planted in the ground for sparring exercises, and a 
  number of archery targets against the eastern wall.
  The Final Confrontation
  If Longo’s men are dealt with swiftly enough, the 
  companions can face the bandit leader himself. His 
  back to the wall, Longo tries to play his best hand yet. 
  When the companions approach the door of the Officers 
  chamber, Longo opens it, presenting himself to the armed 
  companions with a kind and serene look on his face:
  “Well?” says the Hobbit, “Why have you come to me with 
  such an aggressive disposition. If you tell me what it 
  is that you want from me, I am sure we can come to an 
  agreement.” 
  His voice is clear and musical, his tone benevolent. Longo 
  is of course wearing his black scabbard, and his left hand 
  is laid casually on his waist, to reveal it to everyone who 
  is looking at him. 
  While appearing relaxed, the Hobbit is bending his will 
  with all his force to swaying the companions’ intentions 
  and force them to come to a peaceful agreement. 
  •	
  Any companion who wishes to act against Longo 
  must make a Corruption test (TN 20). Only heroes 
  who previously perceived the Hobbit’s unusual 
  power with an Insight roll the first time they met 
  him are allowed to spend a Hope point to get an 
  Attribute bonus.
  •	
  Companions who fail the roll become Miserable and 
  view Longo as a trusted friend and leader. They may 
  attempt the test again, but on a failure will have a 
  Bout of Madness centred on saving their ally Longo 
  from the treachery of the other heroes.
  Longo
  attRibute level
  6
  enduRance
  hate
  18
  5
  paRRy
  aRMouR
  4+1 (buckler)
  2d+1
  skills
  Personality, 3
  Survival, 3
  Movement, 3
  Custom, 1
  Perception, 3
  Vocation, 2
  Weapon skills
  Dagger
  3
  Weapons:
  Weapon type
  daMage
  edge
  inJuRy
  called 
  shot
  Dagger
  3
  C
  12
  -
  
  23
  Longo’s Lieutenants
  attRibute level
  4
  enduRance
  hate
  16
  3
  paRRy
  aRMouR
  4
  2d+1
  skills
  Personality, 2
  Survival, 3
  Movement, 2
  Custom, 1
  Perception, 2
  Vocation, 2
  Weapon skills
  Sword
  2
  Bow
  2
  special abilities
  No Quarter (lost if Longo dies)
  Weapons:
  Weapon type
  daMage
  edge
  inJuRy
  called 
  shot
  Sword
  5
  10
  16
  Disarm
  Bow
  5
  10
  14
  Pierce
  - epilogue -
  If Longo is defeated and captured alive, the company may 
  bring the Hobbit before an official of Dale for judgement. 
  Deprived of the Black Scabbard (it will have been taken 
  from him, together with every weapon and belongings) 
  Longo soon breaks and confesses his many crimes, 
  pleading guilty and appealing to the mercy of the court. 
  But the Hobbit has committed too many misdeeds to be 
  pardoned, and will likely be imprisoned for the rest of his 
  days. If Longo was killed and evidence that he was behind 
  the attacks is presented, the city official has a hard time 
  believing a Hobbit was Longo the Bandit-lord, but anyone 
  with a high Standing rating in Dale (3 or higher) can make 
  a Persuade roll to convince the official of the truth. 
  Katun will personally thank the companions and provide 
  them 2 treasure apiece in gifts if they were friendly to 
  her. If a patron set them on their path, the patron instead 
  provides the reward and thanks the companions for 
  making the roads safe for travellers and ending the cruel 
  time of Longo the Bandit-lord. 
  Kelda, if alive, is grateful to the company and bids them 
  take the Silver Needle: she senses that her time with the 
  artefact has passed and all she wants now is quiet rest. 
  But the wondrous artefact won’t remain in their hands for 
  long...
  Just before the companions decide on the fate of the Needle, 
  an envoy of the Elvenking arrives (or he comes himself). 
  The Silver Needle once belonged to Celebrían, daughter 
  of Celeborn and Galadriel, and wife to Elrond. Celebrían 
  used it almost three thousand years ago to embroider the 
  woven cloth she gave to Elrond on their wedding day, now 
  hung above the high table of the Great Hall of Rivendell 
  (see Rivendell, page 9). The messenger will make it clear 
  that the Elves would like to have the Silver Needle back, for 
  Arwen Evenstar, daughter of Elrond, in particular desires 
  to have an heirloom of her mother. (Perhaps, years later, 
  Arwen will use it to sew and embroider the banner that 
  Aragorn will unfurl upon the fields of Pelennor).
  What About the Black Scabbard?
  The artefact itself can be destroyed by physical blows; 
  however this does not end the curse. (The sheath or 
  handle of the weapon used to destroy the artefact darkens, 
  eventually turning black and gaining the powers of the 
  Black Scabbard, affecting its wielder in the same way as it 
  once worked on Longo.) To truly destroy the dark essence 
  within, the item must be melted down in a fire that burns 
  very hot indeed. The Dwarves of the Iron Hills have an 
  ancient smelter that might do the job. Dragon-fire would 
  certainly work.
  The sILver neeDLe
  
  24
  The LaughTer of Dragons
  - of hammers -
  and anvils
  •	
  When: The adventure is set in the summer or autumn 
  of the year 2958.
  •	
  Where: The majority of the adventure is set in Dale, 
  before briefly moving into the Northern Dalelands and 
  finally ending in Erebor.
   
  •	
  What: The company assist the famed Dwarf Balin 
  in investigating a number of troubling events and 
  rumours disturbing the peace of Erebor and Dale. 
  •	
  Why: A once-famous Dwarven craftsman fallen from 
  grace will stop at nothing to reclaim his “stolen” glory. 
  To restore the prestige he craves, even the death of 
  many Dwarves and serious harm to Erebor would be 
  acceptable. 
  •	
  Who: Balin, son of Fundin, famed companion of Thorin 
  Oakenshield on the Quest of Erebor is the company’s 
  patron for the adventure. Niping of the Iron Hills 
  conspires against the Kingdom under the Mountain, 
  with the help of Gunvar, a Barding petty-lord.
  adventuRing phase
  This adventure is divided into six parts.
  paRt one – like the Falling oF sMall 
  stones
  Balin is rescued by the companions on the road to Dale. A 
  group of men attacked him and his guards, and then left 
  aboard a strange-looking boat along the river.
  paRt tWo – a gRiM toy-MaRket
  While in Dale, the company learns that Balin has 
  apparently been murdered in a second, successful attempt 
  on his life. More troubling rumours and events taint the 
  festive atmosphere of the toy-market.
  paRt thRee – uphill and doWn dale
  The alive-but-in-hiding Balin engages the company to 
  make inquiries in Dale about the mysterious events of the 
  last few days. The heroes may find the first evidence of a 
  conspiracy. 
  paRt FouR – an inteRested loRd
  The company’s enquiries bring them to the attention of 
  Gunvar, a lord of the Dalelands. He invites them to his 
  manor where he attempts to persuade them to join him. 
  Either acceptance or refusal lead to complications.
  paRt Five – in deep places
  Gunvar’s men slip through the roots of the Mountain 
  to sabotage the Dwarven furnaces. The company must 
  follow them into the depths in order to stop them.
  paRt six – tReacheRy & WisdoM
  If the conspiracy is neutralised, the companions are 
  triumphant. Balin returns to shed light on the dark plots 
  woven in the depths of Erebor.
  epilogue
  The companions are rewarded for their loyalty to Balin.
  the dooM oF niping the sMith
  When Dáin son of Nain was not yet King under the 
  Mountain, but still simply the Lord of the Iron Hills, the art 
  of the smith Niping in the making of mining tools, delving 
  engines and devices was considered unmatched. More 
  than that, his work was vital to the life of the Dwarven 
  community, and Niping and his apprentices walked as 
  lords among their peers. No rock was hard enough for his 
  thrice-tempered picks and hammers, they said, no vein 
  too deep. 
  With the refounding of the kingdom of Erebor and the 
  recovery of the treasure that the Dragon stole, Niping 
  saw his fame stripped away from him: made rich and 
  complacent, the Dwarves turned their heads away from 
  the mines and furnaces of the Iron Hills, moving to the 
  Lonely Mountain to dedicate themselves to trifling 
  matters, like toy and jewel-making. The name of the once-
  celebrated smith sank toward obscurity. 
  Year after year, the smith’s resentment has grown, especially 
  after making the acquaintance of Lord Hakon, a Barding 
  
  25
  noble who saw his own star sink below the horizon 
  with the refounding of Dale. For his own reasons, the 
  treacherous courtier has fed the embers of Niping’s 
  discontent with crooked words and unscrupulous 
  counsel. Bitterness has turned to anger, rancour to 
  hatred, and a dark plan has started to form in Niping’s 
  mind: if he and his art cannot reclaim their rightful 
  position in the eyes of Durin’s Folk, no one will. Niping 
  would rather see the works of Erebor broken, its furnaces 
  wrecked, than die forgotten in his cold mines.
  Niping’s Schemes
  Today, the Dwarf-smith blames his current misfortune 
  on the peace that Bard the Dragonslayer and King Dáin 
  Ironfoot forged between the Dwarves and the Bardings. 
  Niping is convinced that were the Dwarves still clinging to 
  their ancestral lifestyle, they would have never forsaken 
  their traditions to embrace their current frivolous pursuits. 
  To see his art awarded the recognition it deserves once 
  again, Niping has set his mind to weakening and then 
  severing the ties of friendship that unite Bard and Dáin. 
  In the last few years, Niping has dedicated himself to 
  building a loyal following among his fellow Dwarves of 
  the Iron Hills, some of whom have become his agents. 
  Inside the Mountain, Gundri and Sígar of the ‘Stone 
  Guard’ also resent the importance of Dale and listen to 
  the agents of Niping. 
  In Dale, Dwarven merchants owing their allegiance to 
  Niping have arranged lucrative trades with petty lords, 
  securing the support of a number of greedy Bardings. 
  Thanks to Hakon’s intercession, Lord Gunvar of Ashbrook 
  has become Niping’s chief agent, allowing the scheming 
  Dwarf to act without fear of being held responsible.
  - paRt one - 
  like the Falling oF sMall stones
  The adventure finds the companions travelling to Dale 
  along the Merchant’s Way, where it parallels the River 
  Running, before it flows into the Long Lake to the south. It is 
  late in the day, and they are still a few miles south of town, 
  pushing themselves to make it to the city and its lodgings. 
  They might be going to Dale on personal affairs, for 
  example to check out the rumours that have the markets 
  flowing with the most exotic goods of late. In particular, 
  stories abound of rare and prestigious wares brought 
  from the East by many merchants who arrived last year. 
  the boat
  As they arrive in sight of the river from behind a sheltering 
  hill, the companions spy a craft silently moving with the 
  favour of the current, partially hidden by a mist rising 
  from the river’s surface. The heroes take notice of it as it 
  is relatively unusual to see a southbound boat this late 
  in the day, as it won’t likely make it to Lake-town before 
  sundown. 
  The boat is a large skiff, with eight rear-facing oarsmen. 
  If a player proposes it, a successful roll of Craft (or the 
  invocation of an appropriate trait like Boating) indicates 
  that the boat looks similar to vessels built in Lake-town, 
  if it wasn’t for a large pair of eyes painted on the lower 
  sides of its prow. A roll of Awareness notices also that the 
  boat is manoeuvred using an unusually large steerboard 
  (rudder), one that could belong to a small longboat. 
  Should the companions hail the boatmen, they receive 
  no answer. As the boat moves opposite to the company, 
  it disappears behind them as quickly as it made its 
  appearance (if any companions attempt to follow it, the 
  craft soon gains distance, as it moves with the current).
  of hammers anD anvILs
  
  26
  The LaughTer of Dragons
  the Raven
  Half a mile north from where they saw the passing boat, 
  the companions have a strange meeting: a raven perched 
  on a tree to the side of the road attracts their attention, 
  croaking and flapping its wings. When the companions 
  approach the raven, it takes flight, only to land a few yards 
  away from the road. Should the companions follow, the 
  bird takes flight again, until it lands on a rocky outcrop, 
  about fifty yards away.
  Reaching the outcrop, the companions arrive at the edge of 
  a deep cleft, a narrow ravine filled with dense vegetation. 
  A hero succeeding in an Awareness roll sees the body of a 
  Dwarf at the bottom of the ravine, half buried in thick and 
  thorny bushes: someone has fallen over the edge.
  Climbing down the steep slope requires a roll of Athletics 
  (the fall is 12 feet high). As they climb down, the companions 
  start hearing a moaning sound: the Dwarf is alive!
  Balin
  With the help of the heroes, the fallen Dwarf is recovered 
  from the ravine alive. He looks exhausted, and bleeds 
  from a superficial cut to the side of his head. After a few 
  minutes, he appears to regain his composure: the rescued 
  Dwarf is none other than the famed Balin, son of Fundin, 
  companion of Thorin Oakenshield on the great Quest for 
  Erebor. 
  “We were heading for Lake-town, me, my squire and a 
  bodyguard. They ambushed us on the road… a dozen 
  ruffians. Men, all of them. Storr, the bodyguard, was 
  the first to fall, pierced by a spear. My squire charged to 
  engage them, urging me to escape.” 
  “I fled, but they shot arrows at me. Many darts hit their 
  mark, but I have a thicker skin than most Dwarves...” 
  Balin opens his tunic to reveal a shiny corslet of close-set 
  silver rings. “When I fell over the cliff edge they must have 
  thought I was dead.”
  It is possible that the companions already know Balin, as 
  he is a prominent personality of the kingdom of Erebor 
  (see page 22 of the Erebor supplement for more on 
  Balin). Moreover, the heroes could have taken part in the 
  adventure of The Marsh Bell years before (The One Ring 
  Roleplaying Game, page 286), in which case they do not 
  simply know Balin, but they have rescued him before! 
  If such is the case, Balin is overly delighted to meet the 
  company once more, shaking his head at the wonder of it. 
  “You seem destined to be my friends in need, it seems. As 
  good in a pinch as a Hobbit I know!”
  If the company has never met him before, due to the 
  circumstances Balin is certainly inclined to view them 
  favourably anyway. Moreover, any past help that the 
  company has rendered to Durin’s Folk or the people of 
  Dale will certainly be well known to him, as he sits on the 
  King’s Council of Erebor and often acts as an emissary for 
  Dáin.
  What Happened
  Upon returning to the road, the companions can 
  reconstruct what happened to Balin. The shaken Dwarf 
  retraces his steps, and leads the heroes to the place 
  where the fight with the ruffians took place. There are no 
  bodies left on the ground, and it is easy to assume that the 
  assailants must have dragged them away. 
  
  27
  If the companions succeed in an Explore or Hunting roll, 
  they find a series of tracks leading away from the road in 
  the direction of the river. The tracks end at a shingly shore, 
  where deep grooves on the riverside indicates that a boat 
  was recently dragged on dry land: The ruffians must have 
  been aboard the boat that the companions saw sailing 
  past them. 
  WoRds on the Road
  The companions must be on their way soon, if they want to 
  reach Dale before the setting of the sun. Balin announces 
  that he wishes to accompany them, forgoing his trip to 
  Esgaroth; he thanks the companions for any assistance 
  they will provide him (a spare pony, a place on the saddle 
  behind another rider, etc.). On the way back, Balin doesn’t 
  add much to what he said so far. He notes sorrowfully 
  that he will have to pass on word of the deaths of his 
  travelling companions, and that he will complain to King 
  Bard about the safety of his roads. 
  No matter how highly Balin thinks of the company, he 
  won’t give additional details about what he was really up 
  to here (see Dark Business, page 29); if asked, he will just 
  shake his head muttering, “old Dwarvish business” and 
  say no more. 
  Instead, Balin asks about the company’s doings of late, 
  how they feel about the current events in Dale, and 
  in Wilderland at large. He is keenly interested in the 
  companions’ past deeds, asking for accurate descriptions. 
  The Loremaster should encourage the players to reinforce 
  their narrative with skill rolls, for example using abilities 
  like Song, Courtesy, Awe or Persuade. 
  •	
  This is not just idle curiosity: it is apparent that Balin 
  is assessing the company’s worth, their motives, 
  trustworthiness, and competence; the Loremaster 
  should note the number of successes the company 
  produces on any skill rolls during their talk with 
  Balin, and set them aside until the end of the next part 
  of the adventure.
  At Traders Gate, the old Dwarf takes his leave and bids 
  farewell to the companions. With a wink, he says “You 
  might hear disturbing news soon enough. Seek out my 
  friend Thrun at the Toy-market once you do.”
  - paRt tWo -
  a gRiM toy-MaRket
  The next Monday after the arrival of the companions 
  in Dale is the first Monday of the month, and, as it is 
  customary in town, it will be Toy-market Day. Rumour has 
  it that this one will be particularly splendid, as a score 
  of wonderful new toys will be presented to the public, 
  and a good number of new merchants, including many 
  foreigners bearing rare and exciting goods, are supposed 
  to be in attendance. Companions in town should not miss 
  the chance to visit the market that is called the “Wonder 
  of the North”. 
  daRk tidings
  Heroes walking around town on Toy-market Day soon 
  realise that something is wrong. Many Dwarf crafters and 
  traders encountered along the streets seem troubled. In 
  the Market Square in particular, long faces abound. Even 
  as they call out their wares, hawkers’ voices lack the usual 
  gusto, and the normally exuberant sounds of delighted 
  children are somewhat muted. Many armed guards can 
  be seen on the corners of the square, and moving through 
  the crowd.
  Questioning any of the passers-by, the companions 
  discover the reason for such doom and gloom: word on the 
  streets is that Balin, son of Fundin, emissary and advisor 
  to King Dáin, died the night before, victim of murder!
  This is not a case of confusion about the occasion the 
  company aided Balin. This is a new attack, Balin being 
  slain in Dale itself, so soon after surviving the previous 
  attempt on his life.
  The atmosphere is (unsurprisingly) dour and serious about 
  the various Dwarven toymakers’ stalls. Some manage 
  a slight smile for their younger customers, but most are 
  clearly distraught. Balin’s murder, coupled with the news of 
  the previous aggression along the river, is evidently putting 
  every Dwarf on edge. 
  Characters enquiring after Balin’s demise are met with a 
  frown by any Dwarf (“I have no wish to darken this bright 
  market with such talk!”), but the Dalish workers at the 
  market are less sensible: should the companions ask, they 
  discover that word has it that Balin was attacked while 
  of hammers anD anvILs
  
  28
  The LaughTer of Dragons
  passing through the Old Quarter late at night. None seem 
  to know more than this. 
  seeking thRun
  Before they leave the Market Square, the heroes notice 
  that, despite the general gloom, quite a crowd has gathered 
  about one stall in particular. Here, people are laughing 
  heartily as they examine the wares on display. Upon 
  approaching, they see a relatively young and lively Dwarf 
  demonstrating the properties of some marvellous wooden 
  boxes that open in different ways depending on how and 
  where they are tapped, a series of interlinked rings that 
  move about one another in a flowing dance, and small 
  intricate dragons that writhe about one’s fingers. The young 
  Dwarf is named Thrun, and he is a toymaker of course. 
  His work seems genuinely wondrous and deserving of the 
  attention it receives. 
  But not everyone seems to agree on the worthiness of 
  his work: two older Dwarves, smiths by the rough look 
  of them, have started to comment loudly upon the work 
  of the toymaker, belittling its relevance and using harsh 
  words. Dwarven companions will instantly recognise 
  them by their accent as coming from the Iron Hills, a 
  subtlety caught by other companions only on a successful 
  Lore roll.
  Not content to bully a single toymaker, one of the Dwarves 
  raises his voice, addressing all the other Dwarves in the 
  Market Square able to hear him:
  “You all should be ashamed of yourself, wasting your time 
  on such trifling matters! Toys and trinkets! Only a few 
  years ago you would have been the laughingstock of any 
  Dwarf who ever set foot in a forge. Do you think it is of any 
  value the praise you are getting from Men? An Orc is better 
  at smithing than any Man!” 
  The crowd that gathered around the stall of Thrun 
  rapidly scatters, as everyone prefers to put some distance 
  between themselves and the two disgruntled Dwarves. 
  The toymaker looks at the dispersing crowd, raising his 
  arms in desperation: 
  “Look at what you have done now, all my clients gone! A 
  plague on miners and their stiff necks!”
  Upon hearing the toymaker’s outburst, the two miners 
  move to face him menacingly, with one of them stepping 
  so close to Thrun that the beards of the two Dwarves 
  touch. Blows are about to be exchanged!
  Helping the Toymaker
  Companions wishing to defuse the confrontation can try 
  different things, anything from rolling Awe to counter the 
  intimidating words of the two smiths, using Persuade 
  to instil some sense in the arguing Dwarves, intoning a 
  distracting  Song to lighten the situation.  If the companions 
  fail their rolls or ignore the situation, a brief scuffle erupts, 
  ending with Thrun falling and knocking over some of the 
  crates he used to set up his display; he isn’t injured, only 
  bruised in body and spirit. Then, the two miners look about 
  the market crowd in defiance and leave. 
  If the heroes succeed, the smiths end their outburst 
  without resorting to any violence, leaving the heroes with 
  a grateful Dwarf that might later be willing to speak more 
  openly about what is going on (see page 30). 
  If the Loremaster deems that the companions handled 
  the situation particularly well, for example employing 
  pertinent traits, or producing a great or extraordinary 
  result with a roll, the two Iron Hills smiths themselves 
  will calm down and feel the need to elaborate a bit about 
  
  29
  their discontent. From their words, it can be deduced 
  that tension is building among the Dwarves, because of 
  ongoing discussions within King Dáin’s own Council. 
  The smiths won’t provide more details to outsiders, but a 
  Dwarven companion can learn that the argument involves 
  smithing traditions no longer being honoured in the forges 
  beneath the Lonely Mountain. 
  “Today, we already cannot rival the metal-work of our 
  fathers. At this pace, the secrets of our masters will be lost 
  at the turn of a generation. And all this only for the sake 
  of the gold of the Men of Dale? That gold that was ours in 
  the first place...”
  While most Free Folk would find the whole argument 
  tedious, to Dwarven smiths it is a most serious matter 
  indeed.
  the Raven, again
  After the commotion provoked by the Dwarven smiths 
  subsides, the companions will likely wish to speak with 
  Thrun. He simply points to a raven perched on a nearby 
  lamp post where an alley going east from the square leads 
  to the Red Row. When the companions get closer, the 
  raven salutes them croaking and flapping its wings. In a 
  sense of déjà-vu, the bird looks definitely to be the same 
  that led the companions to Balin!
  Once recognised, the bird takes flight, landing on a statue 
  in the middle of Red Row, before heading straight over 
  Snapfire Alley. The raven eventually comes to rest at the 
  top of a small building in the northern portion of the Old 
  Quarter. Once the companions reach the spot, a small door 
  on the front side of the building cracks open and a hand 
  beckons from the shadows to bid them quickly inside.
  “Well met again!” says Balin, son of Fundin.
  - paRt thRee -
  uphill and doWn dale
  Balin leads the company into a dark antechamber, and 
  then down a flight of steps, to a wide underground 
  room furnished with sturdy wooden furniture and lit by 
  beautiful Dwarven lamps that fill the room with light, but 
  emit no smoke. He gestures about the room. “One of the 
  few structures that remained intact from Dale of old. Only 
  a few old Dwarves know about it,” he declares with a wink.
  daRk business
  After the company has settled and Balin has passed about 
  flagons of ale, he gets down to business. 
  “I have a confession to make. I didn’t tell you everything 
  last time we met, but I wasn’t sure I could trust you. It 
  was no mere misfortune that befell my friends and I. It 
  seems clear that the ruffians didn’t attack us to rob us, 
  but were seeking us out with another purpose. Seeking 
  me out, most likely. This is why I resolved to retreat from 
  public appearances for the time being. If someone wants 
  me dead, then I’m safer if they think it so.”
  “I wasn’t going to Esgaroth on an ordinary business trip. 
  I was investigating a rumour concerning a secret meeting 
  of conspirators that I was told occurred on the road 
  from Dale to Lake-town. I was surprised when the thugs 
  attacked us. Since I confided my plans to only a few close 
  friends within the Lonely Mountain, I fear I have been 
  betrayed.”
  “Now, pretending to be dead will give me time to discover 
  who is behind this, and it may indeed make them bolder 
  and draw them from the shadows, but it severely limits 
  my operations, as you can imagine! In Erebor I have a 
  number of agents I can trust, but here in Dale I still haven’t 
  found someone up to the task. If you are willing to lend 
  your eyes and ears to me for a while, there are a number 
  of leads I wish to follow.”
  If the company has no interest in helping Balin, he will be 
  both surprised and disappointed, but will send them on 
  their way, asking them only to not discuss this business 
  or his survival. Should the company agree to help the old 
  Dwarf, he discloses what he knows.
  Questions, Questions
  Balin tells the company that months ago he began to feel 
  worried at a tension rising in Dale, between the Bardings 
  and the Dwarves of Erebor. What started as small quarrels 
  between counsellors and envoys had steadily grown 
  worse, to the point that in recent times every meeting 
  of the King’s Council seemed to have an endless list of 
  litigations to address, having to do with arguments flaring 
  of hammers anD anvILs
  
  30
  The LaughTer of Dragons
  up between Dwarven craftsmen and Dale merchants and 
  lords. Many in Erebor had started to openly speak against 
  the “ungrateful and scornful folk of Dale”.
  At first, Balin thought these troubles to be of minor 
  concern, and typical of two neighbouring young 
  kingdoms. Several weeks ago, that changed. Gundri, a 
  veteran of the Battle of Five Armies belonging to the so-
  called ‘Stone Guard’ of Erebor got especially deep into his 
  cups one night and was heard by many saying that the 
  time was soon coming when, “matters would be set right, 
  between Hills and Mountain. And the greedy Mannish 
  rabble will get theirs...”. 
  Unsure at what his words could refer to, Balin resolved to 
  question the guard, but Gundri failed to show up when 
  summoned. He was eventually found dead, drowned in 
  a fermenting keg in Stángard, in the very midst of Erebor. 
  Alarmed, Balin started a full-fledged investigation, but 
  has since been grasping at shadows, thwarted at multiple 
  turns. He was on the river the other night because his 
  agents had intercepted a message that made Balin believe 
  a “payment” of some sort was due to be passed between a 
  Dwarf and other conspirators. The elderly statesman now 
  suspects that his quarry was on to him and the “intercepted” 
  message was, in fact a trap into which he fell.
  the task
  Balin listens grimly if the companions tell him of the 
  altercation at the Toy-market. He then asks them to 
  make discrete inquiries about town. He is interested in 
  discovering who attacked him, and who stands to gain 
  the most from rising tensions between and within Dale 
  and Erebor. Balin would like the company to find out what 
  they can and report back what they have learned so far in 
  a few days.
  •	
  If the company achieved 3 successes or less in their 
  talk with Balin on the road to Dale, he offers them the 
  equivalent of 5 Treasure apiece for their assistance, 
  as well as his good will. If they achieved 4 successes 
  or more, the offer is 10 Treasure and he will speak to 
  King Dáin on their behalf.
  The following entries detail what the company can learn 
  in Dale, considering the players’ most likely courses of 
  investigation. It will take the heroes two or more days to 
  seek out every piece of information, based on their choices 
  and thoroughness. 
  The Toymaker’s Tale
  If the companions tried to help the toymaker at the square, 
  Thrun will look for them, as he is worried by the recent 
  events and Balin’s news and subsequent need to disappear 
  has disturbed him. The Dwarf might ‘accidentally’ bump 
  into them as they are walking on the road right after having 
  met Balin, or he might show up at their favoured inn one 
  evening. When the encounter takes place, Thrun thanks 
  them profusely for their intervention and invites them to 
  meet him later in his workshop for a private chat… 
  The Loremaster can structure the meeting using the 
  normal rules for encounters found on page 185 of The 
  One Ring Roleplaying Game. Thrun the toymaker values 
  Wisdom over Valour, and already knows and appreciates 
  them for the help they tried to give him and Balin (add 1 
  to Tolerance, or 2 if they were successful).
  The Toy Workshop
  Thrun’s workshop is on the ground floor of a building in 
  Anvil Way. It’s a wide, dark locale, filled with the intricate 
  mechanisms of his many toys. Wheels and gears whirr 
  and click constantly, and his workbench is lined with rows 
  of brass calipers, numerous strange-looking pliers, and a 
  multitude of hammers in all sizes. Drawings describing the 
  design for various mechanical engines line one wall. On a 
  table lies what looks to be the beginning of a magnificent 
  toy dragon, wrought from gold and silver.
  When the adventurers arrive, Thrun looks up from his 
  workbench through a series of lenses that magnify his eyes 
  to a ridiculously huge degree, before setting them aside.
  “Welcome! Welcome! Oh-ho, so you came. I hope I haven’t 
  discomforted you too much with my invitation, but I think 
  that what I have to say will be of interest.”
  Thrun bustles about clearing tools and bits of machinery 
  off chairs so one or two companions at least have a place 
  to sit. 
  “I am sorry if I disturbed you with my request to see 
  you, but I feel I haven’t adequately thanked you for your 
  
  31
  help. Also, I wish to provide you with some explanation 
  for the behaviour of my kinsmen. It’s not my intention 
  to excuse them for their aggression, but I have pondered 
  the question and I think there might be more to it than a 
  simple grudge.”
  “I feel that in recent years, Dwarves from the Iron Hills have 
  watched the rising of the Kingdom of Erebor with mixed 
  feelings. Where people like myself have found in it an 
  opportunity to develop our craft beyond even the wildest 
  dreams of our ancestors, others pity our ambition and 
  consider our work to be nothing more than a meaningless 
  waste of time, not befitting the cunning of our kind.”
  “It is thus understandable that those two poor lads from 
  the Iron Hills feel such anger to see that jewellers and 
  toymakers encounter success and prosper in their trade. 
  All the more when to their eyes the honoured craft of the 
  toolsmith languishes, forsaken and forgotten.”
  “But this is nonsense of course! There is now a wide 
  world outside our mines and strongholds, and there will 
  be always someone needing good tools, like hammers, 
  pickaxes and mattocks. Why, several of my best tools 
  came from Niping’s forge!”
  Niping, he states, is one of the best Dwarven smiths alive 
  today, when it comes to good solid ironwork. He is one 
  of the masters of Durin’s Folk, deserving the respect and 
  admiration of all Dwarves, but he is too tied to the old 
  ways. He has made several public declarations criticising 
  the work of the smiths of Erebor, dismissing them as 
  unworthy of their trade. Judging from their words and 
  provenance, the two disgruntled miners were certainly 
  friends or apprentices to Niping.
  Where is Niping?
  Niping the smith resides in the Iron Hills, his 
  ancestral home, surrounded by his faithful. He does 
  not make an appearance in this adventure as written. 
  He plays the part of the puppeteer, holding the strings 
  but keeping himself in the shadows.
  Thrun as an Informer
  The primary reason that prompted Thrun to contact the 
  companions is plain to see: the idea that someone could 
  take his craft from him, for example barring him from 
  working on toys and force him to return to the forge, is an 
  unacceptable nightmare, one Thrun would do anything to 
  prevent from becoming reality. 
  If the companions mention Balin, Thrun glances furtively 
  about his workshop. “Let him stay safely dead for now,” 
  he says. “But I can help in other ways.” To further this end, 
  he has something to give the companions: the toymaker 
  disappears at the back of his workshop for a few moments, 
  only to return unwrapping a parcel. 
  As he reaches the companions he holds out what looks to 
  be a silvery mechanical bird, a thrush to be precise. 
  “This small mechanical friend of mine is a capable flier. If 
  you let it go from anywhere around town or in its vicinity, 
  it will fly straight back here, only to return to the precise 
  spot from where you let it go if I rewind it and send it out 
  of hammers anD anvILs
  
  32
  The LaughTer of Dragons
  again. This way, you could deliver a message, writing on 
  a small piece of parchment and tying it to the bird’s leg: I 
  will make sure the recipient will receive it. You could also 
  tell anyone you wish to check here regularly for messages, 
  I can keep a secret...” 
  Thrun the Toymaker
  Seen in his working environment, Thrun is the very 
  model of a Dwarven craftsman, obsessing with the 
  minutiae of his creations and always aiming for ways 
  to perfect his craft. Thrun has a very short beard for a 
  Dwarf; his hair got snagged in his toys’ mechanisms 
  one too many times and so he sheared it short. His 
  bright eyes twinkle when he talks and he talks a lot 
  when he’s not working.
  Attribute Level: 5 
  Specialties: Smith-craft, Woodworking 
  Distinctive Features: Clever, Merry
  Relevant Skills: Craft ♦♦♦♦, Lore ♦♦♦ 
  Thrun’s Marvellous Thrush
  The mechanical thrush is wrought of silver and 
  exceedingly intricate. A successful Craft roll against 
  TN 18 will reveal the raven’s feathers are in fact 
  made of precious Mithril! The bird has an obvious 
  key on its underside. Once the key is turned, the bird’s 
  eyes "blink", it extends its wings and leaps into the 
  sky, wheeling about and then heading the right way.
  Investigating the Boat
  The Quays of Dale lie to the east of the Trader’s Gate. Its 
  docks are busy from the dawn to the setting of the sun, and 
  boats of many shapes and sizes are moored to the various 
  landings. At first sight, no craft seems to correspond 
  perfectly to the one the companions remember seeing just 
  before rescuing Balin.
  If the companions look for help, catching the attention of 
  the right person can be a daunting prospect in the hustle 
  and bustle of the Quays. A hero already familiar with how 
  business is conducted here (or who succeeds at a roll of 
  Courtesy) will know to go to Halward, the present Reeve 
  of the Quays. 
  Halward is a stout, dark-bearded fellow originally from 
  Lake-town, performing his duties from a cabin near the 
  South Quay. He is a busy man and has little time for 
  questions, but a roll of Persuade or Courtesy will keep 
  his attention for enough time.
  If asked about the boat the companions saw before they 
  met Balin on the road to Dale, Halward will remark that 
  vessels matching the description are a common sight 
  along the full length of the Running River:
  
  33
  “Typical Dorwinion boat, for navigating the marshes. 
  Some like those as they are fast, but cannot carry much 
  weight.”
  A question specifically mentioning the boat’s unusually 
  large steerboard, or the painted eyes on its prow, will jog 
  his memory.
  “Aye, on the South Quay, there was such a skiff. Now that 
  you ask, it was a bit peculiar, its crew met with two men I’d 
  take for servants of a Barding noble.” 
  “They were wearing cloaks, and it was too dark to see well, 
  I fear, but when they left the docks I noticed that one of 
  them was wearing a red livery under the cloak.”
  The Dorwinion Connection
  Companions from Dale, or succeeding in a Lore roll, 
  know that if they wish to investigate the Dorwinion clue, 
  they should probably go visit the Commons, the corner 
  of the Residential Quarter of Dale where merchants and 
  wanderers passing through town or waiting to find more 
  stable housing in the city normally stay (see also Erebor, 
  page 46). Here are the temporary accommodations of 
  many merchants from the East, as well as traders and 
  wine-sellers from Dorwinion.
  Finding information among the brightly-coloured silk 
  tents requires a roll of Riddle with TN 16; on a success, 
  the companions are introduced to Katun, an Easterling 
  merchant matriarch acting as head of the small community 
  of Easterlings of Dale (if the companions befriended Katun 
  in The Silver Needle, they do not need to roll — they are 
  led to her directly).
  Meeting Katun
  Katun will be quite cautious with those she doesn’t know, 
  but open and cheerful with friends. If asked about the 
  Dorwinion marsh boat, she says that a craft corresponding 
  to the companions’ description was reported stolen, only 
  to be found abandoned a few days ago. 
  Whoever stole it tried to sink it by smashing a hole in its 
  hull, but the currents pushed it into a shallow bend of the 
  River Running and some hunters noticed it. Katun knows 
  the original owner of the boat, a Dorwinion trader by the 
  name of Gwion. 
  Gwion
  With directions from Katun, Gwion is easily found. He is 
  a middle-aged dealer in musical instruments, living in a 
  house in the Residential Quarter. When the companions 
  mention the stolen boat to Gwion, he can barely contain 
  his rage – the boat was to be a gift to his younger son, 
  who likes to go fowling on the River Running. One day 
  the boat simply disappeared, and the dock authorities 
  had no explanation to give! Now he will have to wait for a 
  carpenter of Lake-town to repair the boat. 
  If the companions treat Gwion respectfully, before they 
  leave, the merchant will hand them an envelope, stained 
  with traces of mud. He says:
  “When I pulled the boat out of the water I found this, stuck 
  under the prow compartment. I was puzzled by it, see if 
  you can figure its meaning.” 
  The envelope is open and contains a letter written on plain 
  parchment. Written in Westron it states:
  The passage is almost complete. Make sure that your 
  men are prepared.
  There are no other markings, nor a signature. A Lore test 
  against TN 16 indicates that the handwriting might belong 
  to a Dwarf.
  of hammers anD anvILs
  
  34
  The LaughTer of Dragons
  The Red Livery
  Based on the information gathered on the quays, the 
  companions might decide to ask around amidst the streets 
  of Dale for petty nobles whose servants use a red livery. 
  This course of investigation lets the heroes automatically 
  single out three lords from the Dalelands; Bryni, Lord of 
  Strandburg; Gunvar, Lord of Ashbrook and Thegn Osgar.
  One successful Riddle roll (or the use of an appropriate 
  trait) will reveal the general take of the average inhabitant 
  of Dale on each of the three men. Each entry includes 
  additional details that a hero may uncover with a higher 
  degree of success. 
  •	
  Bryni, Lord of Strandburg (see page 54 of the 
  Erebor supplement) is a nobleman from the Northern 
  Dalelands, in town to see if he can pick up any fancy 
  new trinkets. King Bard granted him the village of 
  Strandburg when Bryni was not yet twenty years 
  old. He is now in his thirties, and the years have 
  toughened him a bit, but he hasn’t lost his desire to 
  appear “lordly” to others. A great or extraordinary 
  success reveals that the townsfolk considers Bryni to 
  be no more than a vain and incompetent fool.
  •	
  Gunvar, Lord of Ashbrook (see page 36 for a 
  full description) has come to visit the Toy-market, 
  a personal tradition he has honoured since the 
  refounding of the kingdom. Gunvar is known for 
  his ambition and his aspirations to increase his 
  prominence in the city. While his manor of Ashbrook 
  is outside the walls, Gunvar spends the vast majority 
  of his days in Dale. (Gunvar is involved in the 
  disruptions in Dale and is one of the villains of this 
  adventure.) A great or extraordinary success uncovers 
  that many hold Gunvar to be exceedingly ambitious.
  •	
  Thegn Osgar. An older lord who was in Lake-town 
  when it was attacked by Smaug in 2941. He was 
  badly burned and his left arm was left withered. He is 
  known for his dislike of Dwarves, as he blames their 
  greed for the destruction of Esgaroth. Any superior 
  level of success finds that most inhabitants of Dale 
  regard Osgar as an extremely honourable man.
  The Missing Scale
  One of the most convenient spots for gathering 
  information is certainly "The Missing Scale", 
  a famed inn which sits on the southern edge of 
  the Market Square (see page 43 of Erebor). A 
  Loremaster may conveniently set the description of 
  a particularly fruitful meeting in the common room 
  of ‘the Scale’, under the gaze of the wrought-iron 
  Dragon that inspired the inn’s name.
  
  35
  back to balin
  When the companions meet Balin again, he will listen 
  attentively to what the heroes have to report. The actions 
  that the Dwarf will take in the following hours are based 
  on the amount of useful information he receives from the 
  companions (see below).
  The items of information that the heroes may report are:
  •	
  The heroes describe what Thrun the Toymaker told 
  them about the quarrel between the smiths of the 
  Iron Hills and those of Erebor. Balin is not surprised, 
  but takes note.
  •	
  Niping is mentioned. Balin raises an eyebrow, as he 
  knows the smith very well, and he had no reasons to 
  doubt his loyalty so far. 
  •	
  The information about the boat being a marsh skiff 
  from Dorwinion is reported.
  •	
  Balin is shown the letter found in the boat.
  •	
  The heroes report the testimony about the red-
  liveried servants. 
  •	
  The identities of the suspected Noblemen are 
  revealed to Balin.
  Balin tries not to betray any sentiment as the companions 
  recount their findings, but a roll of Insight may reveal 
  the following: if the companions have reported at least 
  four information items out of the six listed above, then 
  Balin appears determined to take action: the companions 
  convinced him that something is indeed afoot. As one 
  of his most trusted advisors, Balin is to confer with King 
  Dáin in three days. The Dwarf encourages the company 
  to learn anything else they can before his meeting, as he 
  intends to present the King his suspicions.
  - paRt FouR -
  an inteRested loRd
  The day following the company’s last meeting with Balin, 
  one companion is approached on the street by a man in a 
  red livery showing a wavy blue band across a white field. 
  A Lore roll reveals this as the coat of arms of Gunvar, Lord 
  of Ashbrook. The messenger bears a missive that invites 
  the heroes to meet with Lord Gunvar, as he has learned of 
  their inquiries and believes that he has uncovered things 
  useful for them to hear.
  Ashbrook is about at one hour’s ride to the west of Dale. If 
  the group agrees to meet with Lord Gunvar, the messenger 
  gives them precise directions, then he hurries off to tell his 
  lord of their coming.
  What if the Company Refuses?
  If the heroes refuse to meet with Lord Gunvar, the 
  messenger indicates that his Lord will be most upset, 
  but takes their answer all the same. What happens 
  next depends on the company. Do they stealthily 
  follow after the messenger or continue to look 
  for answers in the city? Regardless, Gunvar and 
  Niping’s plans will then proceed relatively unopposed. 
  Balin may personally bring the company with him 
  when he goes back to Erebor to reveal himself, but 
  much damage will be wrought and it will be very 
  difficult, if not impossible, to determine the true 
  guilty parties, advancing Niping’s plan considerably. 
  If the company accompanies Balin, they may end up 
  being called upon to help fight the fires that Niping’s 
  followers start in Erebor. (see 39 for details).
  of hammers anD anvILs
  
  36
  The LaughTer of Dragons
  oFF to ashbRook
  Ashbrook is a rich manor house, within an hour of the 
  walls of Dale, encircled by a short border wall delimiting 
  the lord’s demesne. The building itself is dominated by a 
  solid stone tower, once intended to keep bandits at bay. 
  When the companions arrive, they are met before the 
  gates by guards and the doorwarden, who requests them 
  to leave their weapons in his custody. If the heroes comply, 
  they are allowed to enter and meet the Lord of Ashbrook. 
  Lord Gunvar
  Gunvar is a tall man in his mid to later 40s, with 
  black hair shot through with silver and sharp green 
  eyes that miss little. His ambition and strong dislike 
  for the current political situation in Dale has brought 
  him to forge an alliance with Niping, as he thinks 
  that the smith’s schemes will undermine the stability 
  of King Bard’s rule. Gunvar’s ultimate goal is to 
  replace the current King with Lord Hakon, who he 
  believes would make for a far better ruler than Bard.
  Attribute Level: 5 
  Specialties: Dale-lore 
  Distinctive Features: Bold, Cunning
  Relevant Skills: Courtesy ♦♦♦♦, Inspire ♦♦, 
  Persuade ♦♦♦
  an encounteR oveR dinneR
  The companions are invited to take their place in the main 
  hall of the manor house. A wooden table occupies the 
  length of the hall, and wooden chairs with high backs are 
  arranged along the two sides. As the heroes sit, a butler 
  enters to fill the companions’ cups with red wine, poured 
  from an elegant glass decanter. When everyone is seated, 
  Lord Gunvar enters and takes his place at the far end of 
  the table, raising a crystal goblet. 
  “Welcome to Ashbrook. I invited you here because I think 
  you and I are pursuing similar goals, and thus I wonder if 
  we could help each other...”
  It quickly becomes apparent that Gunvar is unaware of 
  their connection to Balin and any suspicions they might 
  have of him. He only knows that they have been asking 
  questions about the relations between Dale and Erebor 
  and has misinterpreted their intent. He is certain that 
  Balin is dead and has no idea that the companions might 
  be acting on the Dwarf’s orders. This advantage should 
  allow the companions several options for the encounter, 
  for example they might ‘play along’, pretending to agree 
  with Gunvar’s resolutions and offer their help.
  For his part, Gunvar’s goal with this encounter is to assess 
  the companions’ potential as a threat or resource, and 
  to eventually neutralise or employ them, as the time to 
  undertake his action of sabotage approaches. 
  The Tolerance for the encounter is based on the highest 
  rating between Valour and Wisdom, reduced by 2 (Gunvar 
  is being cautious).
  The Speech
  Gunvar says that the companions need no introduction, 
  as their reputation precedes them (he actually investigated 
  them prior to the encounter). He instead introduces himself 
  as a humble servant of the kingdom of Dale, blessed by a 
  title and personal wealth allowing him to do something 
  for his king.
  Soon after the start of the dinner, Gunvar stands and starts 
  pacing the hall, declaiming as if making a public speech. 
  “I have asked to meet you because I think that you can 
  understand my concerns. The kingdom of Dale is a 
  
  37
  young one, not more than an infant compared to our 
  neighbours, the ancient realms of the Dwarves and Elves. 
  But our lineage, our heritage, goes back in time for many 
  centuries. We were here before Smaug, and here we are 
  again, reborn from dragon-fire. 
  But what matters more is that if it weren’t for our King there 
  would be no kingdom under the mountain, and certainly 
  the Woodland Realm itself would have been reduced to 
  ashes by the Dragon’s wrath.
  Yet today our neighbours see us as inferior, and treat us as 
  such. Years ago King Bard stood tall and demanded that 
  we be given what was ours by right, but he is not that man 
  anymore. Wizards and foreigners have weakened his will, 
  and the Dwarves and Elves have seen it. They fear that 
  the King’s weakness will eventually put their interests in 
  danger. 
  What is worse is that most of us refuse to see. We are blinded 
  by greed, and are willing to let others take decisions for us, 
  as long as we are allowed to get rich. Not everyone is blind 
  though. Warriors like you and I see that there are many 
  enemies threatening the kingdom, and not all of them are 
  beyond our borders. We see and we act accordingly.
  Listen, my guests,” says Gunvar, now speaking in a softer, 
  more accommodating voice. “I said we, for we it may be, if 
  you will join with me. Help me to strengthen the kingdom, 
  for the sake of Dale in the first place, but also for Erebor 
  and the Woodland Realm. A weakened throne isn’t good 
  for anyone in the region.”
  Gunvar’s Offer
  The lord is offering the company a chance to join him in 
  his efforts. Gunvar hints at a mission he will carry out 
  this same night that they can be allowed to be part of, 
  should they pledge their allegiance to him and his cause.
  The Loremaster must now adjudicate what happens next, 
  based on the actions and words of the companions during 
  the dinner. Here follow a number of possible outcomes, 
  to be adopted based on how the companions conduct the 
  encounter:
  The Companions Play Dumb
  The companions try to downplay their involvement and 
  their knowledge of what is going on, in an attempt to 
  convince Gunvar that they are incompetent, uninterested 
  or harmless, or a combination of the three. 
  •	
  To pull this off, the companions need to accumulate 
  at least 5 successes before Tolerance is exceeded. The 
  main suggested skills are Riddle and Persuade, and 
  all rolls are against TN 16 (Gunvar is Cunning).
  If the companions succeed, Gunvar is convinced that the 
  heroes are no more than inept fools, and that they do not 
  represent a threat to his schemes. He lets them go, being 
  careful not to give them any inkling about his plans. This 
  allows the heroes to keep a watch on the manor should 
  they intend to do so, and eventually witness the mustering 
  of Gunvar’s men (see overleaf). 
  An Uneasy Alliance
  The companions lie to Gunvar, pretending to agree with 
  him and accepting his offer to join him (the deception 
  causes each hero to gain 1 Shadow). 
  •	
  To convince Gunvar, the companions need to 
  accumulate at least 6 successes before Tolerance is 
  exceeded. The main suggested skills are again Riddle 
  and Persuade against TN 16.
  If they succeed in the prolonged action, Gunvar 
  compliments them for their wisdom and discernment. 
  He then proceeds to reveal his plan for the immediate 
  future: by the break of dawn, Gunvar and a selected 
  group of men will take action and do something that will 
  finally set many gears in motion; a demonstrative action 
  that will shake the foundations of the realm. Will they be 
  part of it? 
  The Company is Imprisoned
  Failing to convince Gunvar one way or the other, or refusing 
  his offer outright leads to imprisonment. Guards enter the 
  dining hall at a signal from Gunvar and the heroes are 
  taken to several cells in the lower portion of the manor. 
  of hammers anD anvILs
  
  38
  The LaughTer of Dragons
  The lord of Ashbrook orders his men, (Men-at-Arms and 
  Bodyguards, see page 41), to keep the companions under 
  lock and key until further notice.
  Gunvar intends to keep them in his prison cells at least until 
  the sabotage of the furnaces of Erebor is accomplished. 
  Later in the same evening, though, the companions hear 
  raised voices. Gunvar is speaking with someone (Lord 
  Hakon) who is outraged at Gunvar’s rash action. The voices 
  are distant and muffled — it is impossible to know who 
  Lord Gunvar is speaking with. The newcomer demands 
  that Gunvar send his men to Erebor immediately and set 
  their plans in motion, even if earlier than intended. “I will 
  send a message to inform our Dwarf friend. Leave them to 
  rot.  After tonight nobody will miss them.” 
  At this point, the company will doubtless decide that the 
  time has come to flee. The players will certainly come up 
  with several plans, and the mustering of Gunvar’s men in 
  the hours preceding the dawn could be the occasion they 
  were waiting for:
  •	
  The Loremaster can improvise a fully detailed escape 
  from the manor or could use a prolonged action if time 
  is of the essence. This requires 9 successes (Athletics, 
  Battle, Explore, Riddle or Stealth) and the heroes 
  will face two Men-at-Arms before the end for each 
  failure they accrue.
  If the companions manage to flee, they recover their 
  weapons from the doorwarden’s closet and slip out of 
  Ashbrook.
  The Mechanical Messenger
  Thrun 
  the 
  Toymaker’s 
  marvellous 
  mechanical 
  thrush (see page 32) can come in handy in whatever 
  circumstance the companions may find themselves. 
  In particular, the bird could be employed to carry a 
  message to warn Balin of Gunvar’s intention to do 
  something against Erebor; if this happens, Balin 
  could be forewarned and prepared for what’s coming. 
  However, Dale is a great distance away and the bird 
  might not succeed… 
  - paRt Five -
  in deep places
  The men of Lord Gunvar, about thirty men, assemble 
  before his manor a couple of hours before the breaking 
  of dawn. They are all on horseback, wearing cloaks 
  concealing their arms and armour. Gunvar intends to 
  lead them to Erebor and enter the Lonely Mountain using 
  a secret path that has been prepared for him by Niping. 
  •	
  If the companions have kept a watch over the manor, 
  they can follow Gunvar and his men until they enter 
  the Mountain.
  •	
  If they have accepted Gunvar’s offer and convinced 
  him of their sincerity, they are given a cloak each and 
  a mount, should they lack one. The Lord of Ashbrook 
  tells them only to be ready, as what they are going to 
  do will test their mettle and determination.
  •	
  If the companions were imprisoned, when they finally 
  break free they will be able to follow the tracks of 
  Gunvar’s men.
  The following paragraphs describe the path chosen by 
  Gunvar and his men and their actions: the Loremaster can 
  use the information provided to adapt it to the course of 
  action chosen by the players.
  to eReboR
  On the northeastern side of the Lonely Mountain there 
  is a large field of scree filling a narrow valley. The scree 
  was carefully placed by Niping and his followers to hide 
  a fissure in the mountainside that was once used as a 
  narrow vent for mining gases. Niping’s Dwarves have 
  secretly enlarged the fissure,  connecting it to a disused 
  tunnel leading deep under Erebor. 
  A couple of hours after leaving Ashbrook, Gunvar and 
  his men reach the field of scree and enter the concealed 
  fissure. 
  Into the Depths
  The tunnel used by Gunvar wends down deep into the roots 
  of the Mountain. Sections of it are natural, while others 
  have been clearly opened or enlarged artificially. At times, 
  acrid fumes fill the hollows, and water trickles down the 
  
  39
  passage: clambering over the many jagged edges within 
  the roughly hewn tunnel for what seems to be long hours 
  is exhausting (companions must pass an Athletics test or 
  lose a Success die worth of Endurance points).
  The Abyss
  The passage eventually comes to a large crevasse 
  that stretches across the path. A large stone has been 
  purposefully placed across the chasm as a bridge, and 
  under it lies a bottomless gulf of inky blackness. Sounds 
  echo from unnerving directions, and a sickly sweet stench 
  rises from the depths. 
  Whoever attempts to cross the stone bridge must pass a 
  Fear test or be daunted as long as they remain underground 
  (daunted heroes cannot spend Hope points).
  the FiRst FoRge
  Eventually, the tunnel reaches the Lower Halls of Erebor, 
  not where the great underground city of Stángard lies, or 
  where Thorin Oakenshield sleeps his eternal sleep, but 
  where the fires feeding the furnaces of Durin’s Folk are 
  kept burning day and night (see Erebor, page 14). 
  A Dwarf of the Lonely Mountain will instantly realise 
  where they are: in the proximity of the First Forge, a 
  series of vast furnaces where the bulk of the ore extracted 
  from below the Mountain is smelted. While there are 
  many forges within Erebor, the one they stand within is 
  considered one of the “pillars” of the Kingdom under the 
  Mountain.
  The din made by the unceasing toil of the Dwarves and the 
  labouring of their great engines is deafening like the wind 
  in a stormy sea, and men must yell to be heard. Here is 
  where Gunvar intends to bring his plan to fruition.
  Sabotage!
  When they enter the vast, cavernous hall housing the 
  First Forge, Gunvar and his men set about sabotaging 
  the smelting furnaces and the engines employed to refine 
  the precious metals. The Dwarven labourers and smiths 
  working the night shift cry out in outrage, but are quickly 
  rounded up by the armed saboteurs and imprisoned in a 
  nearby chamber.
  In a few moments, billows of dark smoke begin to fill the 
  air. It seems that Niping’s plan is working perfectly, and 
  the companions are the only ones who can do something 
  about it. Or are they?
  Balin’s Counterplan
  While the companions were investigating on his behalf, 
  Balin has been busy piecing together the parts of the puzzle 
  the heroes and his agents have been providing him. In 
  particular, the effectiveness of Balin’s countermeasures to 
  Niping’s plan will be based on how much information the 
  companions have brought him so far. 
  of hammers anD anvILs
  
  40
  The LaughTer of Dragons
  1. If all the available information has been brought 
  to the attention of Balin, AND he has been warned 
  of Gunvar’s imminent action using the mechanical 
  thrush, then, moments later, a contingent of Dwarven 
  warriors from the ‘Stone Guard’ surprises Gunvar and 
  his men in the First Forge and surround them, forcing 
  the treacherous Lord to surrender. Balin himself 
  appears after 2 rounds, fully armed and masked and 
  thus incognito, to capture Gunvar alive.
  2. If Balin received all the available information but 
  wasn’t warned by the thrush, then a group of warriors 
  from the ‘Stone Guard’ has been warned to stand on 
  alert, but will intervene only if the companions sound 
  the alarms (see below), arriving on the scene after 
  four rounds.
  3. If Balin has received at least four information items 
  out of the six listed on page 35, the Dwarf has 
  contacted Dwalin, telling him of his suspicions. From 
  that moment Dwalin has taken to making an extra 
  tour of patrol himself, and will intervene with his men 
  after six rounds if the companions sound the alarms 
  (see below).
  4. If Balin has received less than four out of six of the 
  information items listed on page 35, then Balin has 
  been unable to prepare anything and Erebor is caught 
  by surprise by Gunvar’s initiative: the companions 
  must sort the situation out by themselves, as even 
  sounding the alarms allows Gunvar to escape the 
  Mountain without opposition.
  Sounding the Alarms
  Since the forges of Erebor are dangerous places, prone to 
  all sorts of accidents, great bells, gongs and huge horns 
  are distributed across the length of the hall housing the 
  furnaces. Getting to them unseen requires a Stealth roll 
  against TN 16. 
  The first alarms the company try to use prove to have 
  been disabled – further proof of treachery within Erebor. It 
  takes an additional Stealth roll to move unseen to a new 
  alarm. 
  Companions that fail either of their Stealth rolls are in 
  for a running battle through the forges as they search 
  for an alarm to sound while Gunvar’s men attack them. 
  Each companion can either fight back, or take a Defensive 
  stance without attacking, instead making Search rolls as 
  they desperately seek a new alarm to try.
  Fighting gunvaR in the FoRges
  Unless Gunvar and his men are ambushed and captured 
  by Balin and the ‘Stone Guard’ warriors, the company 
  will have to bring the fight directly to the Lord of Ashbrook 
  and his men at some point or another. 
  •	
  Gunvar has 20 men-at-arms of his personal retinue at 
  his side, plus 10 hand-picked warriors serving as his 
  bodyguard. Luckily for the companions, most of them 
  are out of earshot sabotaging the furnaces, and thus 
  no more than 4 men-at-arms plus 2 bodyguards can 
  face the companions at a time.
  The entries listed above indicate for how long the 
  company has to fight, before the ‘Stone Guard’ or Dwalin 
  arrives to capture Gunvar and his men. If no one is 
  coming (see entry 4), then the companions will have to 
  defeat the saboteurs alone, let them escape from Erebor 
  unchecked, or die in the attempt to stop them.
  
  41
  •	
  Players rolling Battle to get bonus success dice as 
  combat advantages in the First Forge roll against 
  an easy difficulty (TN 12), thanks to the many 
  opportunities to use the many crucibles, carts filled 
  with ore or slag, and other elements of the battlefield 
  to their advantage.
  Gunvar’s Men-at-Arms
  attRibute level
  3
  enduRance
  hate
  12
  2
  paRRy
  aRMouR
  4+2(shield)
  3d+1
  skills
  Personality, 1
  Survival, 2
  Movement, 1
  Custom, 1
  Perception, 2
  Vocation, 2
  Weapon skills
  Sword
  2
  Gunvar’s Bodyguards
  attRibute level
  4
  enduRance
  hate
  16
  3
  paRRy
  aRMouR
  4+2(shield)
  3d+1
  skills
  Personality, 1
  Survival, 2
  Movement, 1
  Custom, 1
  Perception, 2
  Vocation, 2
  Weapon skills
  Sword
  2
  special abilities
  Reckless Hate
  -
  Weapons:
  Weapon type
  daMage
  edge
  inJuRy
  called 
  shot
  Sword
  5
  10
  16
  Disarm
  - paRt six -
  tReacheRy & WisdoM
  The conclusive part of the adventure assumes that the 
  companions have succeeded in thwarting the sabotage 
  attempt, and that Gunvar and his men have been subdued, 
  in one way or another. 
  When peace and order is restored in the great hall of the 
  First Forge, King Dáin himself enters the scene, surrounded 
  by his mattock-wielding Iron Guard. If he knows the 
  company from past adventures, he looks briefly surprised 
  to see them in the depths of Erebor, but immediately 
  demands to know what is going on.
  At this opportune moment, Balin reveals himself by 
  removing his helm (or by arriving at the scene if he wasn’t 
  present), shocking everyone. All dignitaries (the King 
  and Dwalin if he is there) are both astounded and visibly 
  moved to see their friend alive and well. 
  Without further ado, Balin orders the guards to put all 
  outsiders in chains, inviting the companions to join him 
  by his side. Nevertheless, Dáin demands that all present 
  come to the Great Chamber of Thrór at once and explain 
  themselves. But Balin intervenes:
  “My King, please let us assemble in the Great Hall of 
  Thráin, here in the Lower Halls. I know you don’t favour 
  the place where the Dragon used to sleep, dreaming of 
  the butchery he committed against our kin, but what we 
  have to discuss is not well suited to our hall of feasting 
  and council.”
  After a moment of hesitation, Dáin accepts Balin’s 
  suggestion, and guards and prisoners assemble in a throng. 
  If the ‘Stone Guard’ was not already present, then Sígar, a 
  Dwarf loyal to Niping, slips in amidst the assembly.
  of hammers anD anvILs
  
  42
  The LaughTer of Dragons
  beFoRe the king
  Balin swiftly questions the company about what has 
  transpired since last they spoke. He presents what he 
  knows about the Dwarven traitor to the King under the 
  Mountain. 
  If the company managed to keep Lord Gunvar alive, he 
  does not know the name of the Dwarf he has been working 
  with, but he has learned more than Niping realised. 
  Depending on their investigations, the company may well 
  be able to make a fair guess at who might be involved, at 
  least enough to bring up Niping’s name…
  Niping Exposed!
  Once it is clear that Niping is the traitor, the King sighs. 
  “The Iron Hills are far away. But I will send for him… he will 
  answer for his plotting.” At this, Sígar can take no more… 
  he draws a sword and charges screaming at Gunvar. The 
  company may have suspected this and attempt to intervene, 
  but unless one or more of companions deliberately stated 
  that they were keeping an eye on Sígar, he strikes down 
  Gunvar before being slain himself by the Iron Guard. 
  If Lord Gunvar survives, he’ll offer that for fair treatment, 
  he’ll impart information that could lead to other 
  conspirators. King Dáin orders him taken away. Gunvar 
  won’t survive Erebor’s prison – one of his own men loyal 
  to Hakon will ensure he swiftly dies in captivity before he 
  can reveal Lord Hakon’s involvement.
  No Proof!
  If the company failed to provide evidence of the 
  conspiracy (and Gunvar died in the battle) then they 
  are likely to be held responsible along with the rest of 
  Gunvar’s men for the damage to the Grand Forges, a 
  particularly serious crime within Erebor. Thankfully, 
  Balin intercedes on their behalf. Despite Balin’s vote of 
  confidence, failure here reflects badly on the group and 
  they all lose 1 Standing when dealing with Dwarves of 
  Erebor until such time as their actions can rectify their 
  mistake.
  No matter what suspicions they have about who was 
  behind this, their lack of proof leaves Niping at large. His 
  next move will depend on the campaign. Surely Balin will 
  be suspicious of him but can do very little. The smith will 
  certainly be planning vengeance on the company…
  - epilogue -
  Once the aftermath of the destruction has become clear, 
  while cheered by the return of Balin, Erebor mourns the 
  death of several members of their ‘Stone Guard’ and 
  labourers of the First Forge. 
  Balin, Dwalin and Dáin are hugely grateful to the 
  fellowship for helping in such a delicate matter, even if not 
  all goes well. If the matter of the traitor goes unresolved, 
  Dáin is publicly angry with the company, but wishes them 
  well in private, citing “Dwarven politics” as the problem. 
  In addition to whatever Balin promised the company, if 
  they exposed Niping, the King rewards each companion 
  with a small bag of gems worth 10 points of Treasure 
  each.
  
  43
  - t0 dungeons -
  deep
  •	
  When: The adventure is set in 2959, in early Autumn.
  •	
  Where: The company goes west from Dale to the 
  Grey Mountains Narrows, then visits the remnants of 
  the kingdom of the Last Lord of Dale in the northern 
  Waste. 
   
  •	
  What: Events concern those who seek a treasure 
  mausoleum and, in particular, a coat of Dwarf-linked 
  rings that once was commissioned by Girion before the 
  coming of Smaug. 
  •	
  Why: The adventure begins with a scholar going 
  missing. The heroes are summoned, and tasked with 
  going to the rescue.
  •	
  Who: The company meets Thegn Jofur, a Barding 
  dignitary, then goes seeking for the missing scholar, a 
  famous Dwarf from the Blue Mountains by the name 
  of Domi. In time, other dignitaries will make their 
  appearance.
  adventuRing phase
  This adventure is divided into six parts.
  paRt one – at the couRt oF 
  the gRieving king
  Here the company meet Bard’s self-appointed chief 
  counsellor, Thegn Jofur. They learn that Domi, a famous 
  Dwarf scholar from the Blue Mountains, has gone missing 
  while travelling to Dale. Later, they may meet Dwalin, 
  inquiring about the fate of the same studious Dwarf.
  paRt tWo – to the gRey Mountains 
  naRRoWs
  The company goes west looking for Domi. They find 
  a member of Domi’s party in need of rescue, and learn 
  where the Dwarven scholar may have gone.
  paRt thRee – hunteRs in the Waste
  The company must travel into the Waste to seek Domi, 
  who has been abducted. The kidnappers are sellswords 
  seeking the same treasure Domi was looking for, and are 
  joined by allies most dire.
  paRt FouR – the MausoleuM
  The heroes uncover the lost mausoleum, but soon discover 
  that there are worse things than Orcs and brigands on the 
  Waste.
  paRt Five – Wings oF iRon
  When the heroes emerge from the mausoleum laden with 
  gold and jewels, they will have to face a storm of iron! Out 
  of the north comes revenge, riding wings of terror.
  paRt six – clouds gatheR, again
  The company meet with armed representatives of the 
  Bardings and the Dwarves of Erebor, spurred into action 
  by mysterious letters. Tensions threaten to erupt when the 
  Dwarves and Bardings both lay claim to the treasure.
  epilogue
  A wandering Wizard and his friend take council with the 
  company, to learn both the secrets of the past and the 
  dangers of the present.
  secRet letteRs
  Last summer, Domi, a famed Dwarven scholar from the 
  Blue Mountains, made a great discovery while researching 
  the annals of the Kings of Durin’s Folk: in an abandoned 
  depository in the western Halls of the Dwarves Domi 
  found a travelling chest bearing the sigil of King Thrór of 
  Erebor. Apparently, the case was left behind after a royal 
  visit, and thus saved from the ruin of Smaug. 
  Opened, the chest was found to contain a thick bundle 
  of letters, the correspondence between King Thrór and 
  Girion, Lord of Dale. Among many items of interest was 
  a missive from Girion, describing his intention to employ 
  a group of Dwarven stonemasons for the building of a 
  mausoleum in the Northern portion of his realm, for 
  the purpose of “...receiving the mortal remains of my 
  beloved eldest, who as you know died prematurely of a 
  fever he contracted in Mirkwood. He loved the frontier 
  and will rest forever there.” 
  To Dungeons Deep
  
  44
  The LaughTer of Dragons
  Forgotten Secrets
  Centuries ago, before the Dragon came, Girion, Lord of 
  Dale, gave a necklace of five hundred emeralds to the 
  Dwarves, as payment “...for the arming of his eldest son 
  in a coat of dwarf-linked rings the like of which had never 
  been made before...”. Everyone in Dale and Erebor knows 
  how King Dáin found the necklace in the Dragon’s hoard 
  and restored it to Girion’s heir, King Bard, who in turn 
  gave it to the Elvenking as a gift after the Battle of Five 
  Armies. 
  What no one remembers is what happened to the coat of 
  mail that the Dwarf-smiths forged. Legend says it was a 
  wondrous artefact, “...wrought of pure silver to the power 
  and strength of triple steel.” Perhaps it still lies buried in 
  the Northern Dalelands, hidden in the mausoleum that 
  Girion built, along with the remains of the Lord of Dale’s 
  unlucky son?
  The Coat of Silver Mail
  The mail coat of the son of Girion was first 
  translated in game terms in Rivendell, page 108, as 
  part of the treasure reclaimed by Thorin’s company 
  at the end of the Quest of Erebor. If this particular 
  information has been introduced in a campaign (for 
  example, the companions met Balin and he was 
  described as wearing the Coat of Silver Mail) then 
  the Loremaster can specify that Domi also found 
  proof that the son of Girion was buried with the famed 
  coat of mail, and that the one that Balin has is but an 
  essay of the armour-smiths of ancient Erebor before 
  they completed the final product.
  Type: Coat of Mail
  Craftsmanship: Dwarven
  Banes: n/a
  Qualities:
  1. Ancient Cunning Make  2. Ancient Close-fitting 
  3. Rune-Scored Armour
  At the end of summer, Domi wrote to King Bard informing 
  him of his discovery and announcing his intention to come 
  to Dale to confer with him, as the matter directly concerns 
  Bard, the heir of Girion by right of descent. 
  Soon after, the scholar sent another letter to King Dáin 
  Ironfoot, requesting the King’s permission to meet the 
  stonemasons of the Lonely Mountain: it is the scholar’s 
  hope that their ancient records will allow him to pinpoint 
  the location chosen by Girion for the burial site of his son. 
  Secrets Stolen
  Lord Hakon, the devious courtier of Dale conspiring 
  against King Bard (see below), has many informers, and it 
  took only a day for one of them to deliver him a copy of the 
  letter sent to Bard.  It didn’t take much for him to envision 
  the negative diplomatic repercussions that poor handling 
  of the matter of the treasure of Girion would bring.  
  After a brief meeting with the Sorcerer of Forod, a new 
  plan for the ruin of Dale and Erebor has been made: first, 
  Lord Hakon will retrieve the records of the stonemasons 
  of Erebor with the help of a new servant that Morlach has 
  placed under his command — a cunning Snaga tracker, 
  expert in sneaking into forbidden places. Then, he will 
  send the Snaga and a group of armed men to intercept 
  Domi on the road to Erebor, to capture him. Hakon is 
  certain his men will be able to locate the mausoleum of 
  Girion, travel there, and take any treasure there contained. 
  In the meantime, he will busy himself in preparing a final, 
  iniquitous act: pitting Bardings and Dwarves one against 
  the other for the possession of Girion’s treasures.
  King Bard in 2959
  Beginning with the tragic events narrated in The 
  Darkening of Mirkwood for the year 2956, King 
  Bard has become fey and withdrawn, turning 
  increasingly grim as his years lengthen. By the 
  year 2959 much of the royal business is handled by 
  courtiers and lordlings while the King broods. Within 
  the last year, a minor noble, Thegn Jofur, has become 
  one of the King’s chief counsellors, competing with 
  Lord Hakon for premiership. Though not formally 
  appointed to the role, the two courtiers carry the 
  greater part of the burden of running the kingdom 
  whilst the King grieves. On his part, King Bard 
  obviously welcomes Jofur and Hakon’s presence and 
  the help they provide. 
  
  45
  - paRt one -
  at the couRt oF 
  the gRieving king
  The adventure begins when the heroes respond to a 
  summons from King Bard to attend him in his palace. If 
  the company has ever seen the throne room before, they 
  find it a darkened place now. The glass lamps that light 
  the main hall have been turned low and it takes a while to 
  adjust to the gloom.
  When they reach the raised dais where the throne sits, the 
  companions find it empty. They are greeted by Thegn Jofur 
  instead, sitting on a chair set beside Bard’s vacant seat. 
  The Barding is a portly man in his late thirties, with fair 
  hair and the red cheeks of someone who is either easily 
  excited or overly fond of a good drink. 
  a plea FoR help
  The courtier stands up when the heroes approach, and 
  greets them.
  “Welcome, friends. You have been summoned here on 
  a personal invitation from King Bard, on account of 
  previous services that you paid to the realm in the past. I 
  have heard of your exploits myself, and I am honoured to 
  make your acquaintance.
  It is not easy to meet individuals that do not place their 
  personal gain above all else... These are darkening days, 
  and we have need of men like you, to light our way out of 
  the murk. I am Jofur, son of Jormund, a humble servant 
  of the King.”
  Jofur’s manner of speech is pompous and elaborate, 
  and it is difficult to say whether this is because he is 
  unaccustomed to speaking in public, or if he is being 
  sarcastic and mocking the companions (an Insight or 
  Riddle roll reveals that Jofur is either honest to the point 
  of being naive, or he is a consummate orator). 
  Playing Thegn  Jofur
  Thegn Jofur’s benevolent aims have been delineated 
  on page 6 of the Introduction. For the purpose of 
  roleplaying his part, the Loremaster should keep in 
  mind that it is the combination of Jofur’s haughty 
  manners and unadventurous spirit that make him 
  appear foul, even if his intentions are fair. 
  In this particular occasion, Jofur is obeying a direct 
  order from King Bard, who has personally asked 
  for the heroes to be summoned. If it was up to him, 
  he wouldn’t have resorted to asking the assistance 
  of individuals he considers not much more than 
  sellswords. Jofur doesn’t know the companions yet, but 
  he doesn’t have any loyal servants with the required 
  talents and mettle for the mission and must thus trust 
  the King’s opinion. He knows well the sensitivity of 
  the task, as handling it badly might endanger the 
  relations between Dale and Erebor.
  Thegn  Jofur
  Attribute Level 5
  Specialities: Dale-lore
  Distinctive Features: Cunning, Suspicious
  Relevant Skills: Insight ♦♦♦, Persuade ♦♦♦♦, 
  Riddle ♦♦♦
  Set Tolerance
  Bard has indeed asked for the heroes personally, and 
  Jofur has no reasons to doubt the choice of his King, but he 
  To Dungeons Deep
  
  46
  The LaughTer of Dragons
  will make up his mind on them based on the outcome of 
  the encounter nonetheless. Jofur normally prizes Wisdom 
  over Valour, but the Thegn is keeping his cards close to 
  his chest, so for this encounter the initial Tolerance is set 
  equal to the highest rating among Valour or Wisdom in 
  the company, increased by 2 for the King’s intercession 
  (additionally, take into account the highest Standing of 
  either a Barding or a Dwarf of Erebor).
  Introduction
  An introduction is not strictly necessary as Jofur is aware 
  of who the companions are. Should the heroes desire to 
  ask Jofur about the absence of the King, or to make polite 
  inquiries about his well-being, now would be the right 
  time. 
  On a successful roll of Riddle or Courtesy, Jofur tells 
  the heroes that King Bard could not attend the meeting 
  because he didn’t feel well this morning and that he is 
  seeing his physician. On a great or extraordinary success, 
  the Thegn confesses that the king has not been feeling well 
  for some time, and that Bard’s personal sorrows threaten 
  the kingdom.
  Interaction
  After dealing with the opening questions, Jofur jumps 
  to the heart of the matter, assuming a serious and 
  confidential tone:
  “An important Dwarven scholar was expected to arrive in 
  Erebor from his home in the Blue Mountains. He was to 
  be a guest of King Bard and sent a letter before leaving, 
  describing his intended route and estimating a date for 
  his arrival. He is now a week late, and we fear that some 
  accident might be the cause of the delay.
  What the King requires of you is simple, and appropriate 
  to your abilities. Find the Dwarf, rescue him if he is in 
  danger, and bring him to court, for he has important 
  matters to relate to the King.”
  The companions at this point might wonder what had a 
  Dwarven scholar to do with King Bard, and will probably 
  want to know more about the matter at hand. Thegn Jofur 
  does not intend to tell them everything right away though; 
  they have yet to gain his trust. 
  Using skills such as Insight, Persuade and Riddle 
  will let the heroes get more information out of Jofur, 
  apparently unwillingly. Compare the number of 
  successful rolls the companions achieve with the entries 
  given below. When the Tolerance of the encounter is 
  exceeded, Jofur will give no further information, ending 
  the audience soon thereafter. 
  The entries below indicate Jofur’s answers and his 
  estimation of the company, based on the number of 
  successes they accrued.
  1. (Narrow Success): Jofur wonders if King Bard made 
  an error of judgement. Jofur mentions the minimum 
  amount of information needed for the expedition to 
  succeed; finding Domi and bringing him back will gain 
  the companions gold amounting to a total reward of 5 
  Treasure along with the gratitude of the King.
  2-4. (Success): Jofur lets it slip that the Dwarves could be 
  interested, by saying he is prepared to match any offer 
  the Dwarves make. He adds that Domi wrote to both King 
  Bard and King Dáin Ironfoot, but he stresses the fact that 
  the business that was bringing the scholar to Dale was 
  with King Bard.
  5-6. (Great Success): Jofur admits that a group of 
  Dwarves from Erebor are currently making inquiries in 
  Dale. To reinforce his position, he tells the companions 
  that what Domi was researching concerns the royal line 
  of the Lords of Dale.
  7+. (Extraordinary Success): Jofur seems to surrender 
  to the inquisitiveness of the companions and adds that 
  the research of Domi concerns a lost mausoleum, built by 
  Dwarves but supposedly containing heirlooms of the line 
  of Girion.
  inquisitive dWaRves
  The Dwarves of Erebor making enquiries in Dale are 
  a dozen armed veterans from the Stone Guard, led by 
  Dwalin, brother of Balin. The old Dwarf is in town to find 
  Domi; he knew the scholar was expected by King Bard, and 
  came to persuade him to come to the Lonely Mountain 
  before striking any deal with the Bardings. He is not yet 
  aware that the scholar has gone missing.
  
  47
  The Interrogation
  Heroes approaching Dwalin about the matter at hand 
  soon find themselves the object of an interrogation, as the 
  Dwarf will immediately try to find out what they know of 
  Domi and his mission. 
  He won’t be subtle about it, as Dwalin is not a cunning 
  courtier, nor a skilled orator - he is a warrior, and he is 
  not afraid of making enemies out of the companions, if 
  need be. The presence of the twelve Stone Guards should 
  be enough to persuade any hero to oblige him.
  Dwalin will direct his questions to one companion, either 
  the one who offers himself as the spokesperson for the 
  company, or the hero with the highest Valour score. 
  Dwalin will ask many things, summarised here in three 
  questions, each to be resolved in sequence as opposed 
  actions (see The One Ring Roleplaying Game, page 148), 
  pitting Dwalin’s Awe directly against the same skill of the 
  interrogated companion. 
  Companions wishing to withhold information in their 
  answers may roll Riddle in place of Awe, but a failed roll 
  will warn Dwalin that the hero is either lying or not saying 
  everything (Dwalin is Suspicious). If this happens, then the 
  Dwarf will say nothing, but will consider the companions 
  to be enemies.
  The three questions are:
  •	
  Where is Domi?
  •	
  What have you been tasked to accomplish?
  •	
  What is Bard looking for?
  If the companions lose an opposed roll, then their answer 
  must be truthful and complete, to the full extent of their 
  knowledge of the facts. If they win a roll, they can choose 
  to answer truthfully, refuse to say a word, or give just a 
  partial answer. A hero can also choose to lie, regardless 
  of the roll results, but every intentional lie gains the hero 
  1 Shadow point.
  Dwalin’s Conclusions
  At the end of the interrogation, the Dwarf will have an 
  opinion on the companions as far as the matter at hand 
  is concerned, based on the answers they provided to his 
  questions. 
  To judge what they say from the point of view of Dwalin, 
  the Loremaster must consider that, as Dwalin sees it, the 
  ownership of any treasure to be found in the mausoleum 
  is a matter that should be discussed by Dwarves in Erebor 
  first. If the companions find this debatable, Dwalin will 
  conclude that they are agents of Bard and won’t disclose 
  any further information to them. Dwalin also cautions 
  the heroes not to even think about keeping any Dwarven 
  treasure for their own. If there are Dwarves in the 
  company, he will warn them about the punishment that 
  a traitor deserves. 
  In general, if the companions answered his question 
  truthfully (or at least convincingly so), then Dwalin will 
  see them as trustworthy, even if they are working against 
  his interests. If they lied to him or withheld information 
  and Dwalin is aware of it, then he will consider them 
  treacherous. (Dwalin’s opinion of the companions will 
  have a bearing on the conclusion of the adventure – see 
  page 61).
  Dwalin the Warrior
  The brother of Balin is no statesman, preferring a 
  keen axe rather than honeyed words.
  Attribute Level 6
  Specialties: Erebor-lore, Orc-lore
  Distinctive Features: Hardened, Suspicious
  Relevant Skills: Axe ♦♦♦♦, Awe ♦♦♦♦
  Endurance: 25
  To Dungeons Deep
  
  48
  The LaughTer of Dragons
  - paRt tWo -
  to the gRey Mountains naRRoW
  The majority of travellers coming from the west heading 
  for the Dalelands choose to avoid braving the depths of 
  Mirkwood. They take the longer path leading round the 
  forest to the north, across the slopes of the Grey Mountains, 
  deeming it to be less dangerous. Unfortunately for Domi, 
  the perils of the Grey Mountains Narrows proved to be 
  enough to bring his journey to an abrupt end.
  There isn’t much choice for the companions if they wish 
  to investigate the fate of the Dwarven scholar: they must 
  trace the route he was supposed to follow, first finding 
  that grey road that starts in the Northern Dalelands and 
  heads towards the East Gap of the Narrows.
  the JouRney begins
  The journey to the East Gap of the Grey Mountains Narrows 
  covers 100 miles across green hills and pleasant dales, 
  dotted with many farms and villages. This leg of the trip 
  takes 5 days. Each companion must make 2 Fatigue tests.
  Hazard Suggestions
  Once known as the Desolation of Smaug, this region 
  grows more prosperous every year, the shadow of the 
  Dragon now only a distant memory. But memories may 
  sometimes return unexpectedly, as the following Hazard 
  examples for the Loremaster to use demonstrate.
  The Weather Takes a Nasty Turn (Scout, Fatigue)
  It’s been raining for days, and the green, hilly landscape 
  of the Dalelands looks less pleasant when your boots are 
  heavy with mud and your cloak is full of water. The scout 
  of the company must pass an Explore test, or add fatigue 
  again (twice on an C).
  Long
       Lake
  E
  Esgaroth
  E Dale
  E
  Erebor
  E
  Elven King’s
  Halls
  u
  Withered Heath
  The Waste
  c
  o
  Northern
  Dalelands
  Enchanted Stream
  Grey Mountain
   Narrows
  n
  Woodland 
  Realm
  c
  
  49
  The Ruin (All Companions, Despair)
  The companions pass a broken-down ruin by a placid pool. 
  By the edge of the water are the fresh remains of a Man 
  and a Dwarf (not Domi but another unfortunate traveller), 
  laying in positions that indicate their final acts were to 
  drink from the pool. The heroes must pass a Corruption 
  test or lose a point of Hope (2 points on an C).
  a long shuddeRing hoWl
  After a few miles into the East Gap, the heroes see a fire to 
  the south of the path as they set up camp for the evening. 
  As they approach, they hear the howling of wolves. The 
  wild beasts are circling a lone, barren tree, trying to get 
  to a young man who climbed on top of it and who is 
  desperately fending off the wolves using a flaming branch. 
  To save the man the companions must fight the wolves, 
  killing them or driving them off. They are hungry and fierce, 
  for they recently escaped the Elves of Mirkwood, and are 
  ambushing any traveller they encounter in the Narrows. 
  There are two Wolves for each member of the company; 
  the beasts flee when half or fewer remain. (See the entry 
  for Wild Wolves, page 246 of The One Ring Roleplaying 
  Game). 
  Final Words?
  The man on the tree goes by the name of Clifford Sedger. 
  He joined Domi and his following when the Dwarf passed 
  through Bree. Cliff left his home seeking his fortune, and 
  almost died in the attempt: pus drips from a festering 
  wound on his leg.
  When Cliff descends from the tree he has the time to ask 
  the company for a final pipe, then he collapses to the 
  ground: being chased by the Wargs was too much for the 
  injured Bree-man. A companion can wrestle Cliff from the 
  grasp of death with a successful Healing roll. Cliff can 
  speak with the companions even if the roll fails, but in 
  such a case he will pass away before the night is over.
  Cliff can share the following information with the 
  company:
  •	
  Cliff was accompanying a ‘Dwarf-lord’ from the Blue 
  Mountains, travelling to Dale with a retinue of six 
  other Dwarves (if the name Domi is mentioned, Cliff 
  confirms it’s the same Dwarf). He was in charge of 
  taking care of the ponies the Dwarves bought in Bree.
  •	
  Two weeks ago, armed men ambushed the caravan 
  just before sundown. When the attack started, Cliff 
  was badly injured by an arrow to the leg and left 
  for dead. When he recovered his senses, he counted 
  three bodies of Dwarves on the ground. Domi was 
  not among them. He has since been trying to make it 
  south to civilisation.
  •	
  The attackers were men, well-armed and ruthless, 
  and among them was a small, squint-eyed creature, 
  a Goblin perhaps. It was that creature who shot Cliff.
  the daWn bReaks
  When the morning comes, the companions can start 
  looking for Domi and his captors. If Clifford didn’t make 
  it, the heroes should take the time to give him a decent 
  burial (failing to do so gains each hero a Shadow point). 
  If the Breeman is alive, he insists on going with them: he 
  says that while he will certainly slow them down because 
  of his wound, he knows his ponies well and he is sure he 
  can follow their tracks better than anyone.
  The tracks left by the attackers are easily found in 
  daylight. They head north, towards the foothills of the 
  Grey Mountains, only to head east after a few miles.
  To stay on the path, the companions must succeed in a 
  Hunting test each day. The difficulty of the test is hard 
  (TN 16), or moderate (TN 14) if Clifford is travelling with 
  the company.
  - paRt thRee -
  hunteRs in the Waste
  Following the tracks of Domi and his captors, the heroes 
  head back east. It takes them 3 days and 1 Fatigue test to 
  cross the Northern Dalelands and get to the border of the 
  Waste (4 days if they are travelling with Clifford). 
  Then, the companions travel without coming in sight of 
  Domi for 40 miles, still marching across the Waste for 
  four more days: since it is Autumn, the heroes must pass 
  another Fatigue test (TN 18) and a Corruption test; failing 
  To Dungeons Deep
  
  50
  The LaughTer of Dragons
  the Corruption test gains a hero a Shadow point, as the 
  dreary nature of the land saps away at their spirit.
  While in the Waste, the companions must still succeed in 
  a Hunting test each day to keep following their quarry, 
  but the difficulty of the test is now severe (TN 18), or hard 
  (TN 16) if Clifford is travelling with the company.
  Hazards Suggestions
  Here in the Waste the Desolation of Smaug endures still. It 
  is a blasted land of ash, cracked earth, charcoal fingered 
  woods and incinerated buildings blackened by dragon-
  fire. There is little animal or plant life, just a few mean 
  shrubs, thorns, and endless beetles and maggots. Most of 
  the water here is found in sulphurous pools.
  Supply Shortage (All Companions, Misery)
  The companions discover that the stress of the hunt has 
  taken its toll beyond all expectations, leading them to 
  indulge excessively in eating, drinking, or in some habit. 
  Water or food is scarce now, or the cache of pipe-weed 
  is nearly depleted. All companions must pass a Wisdom 
  test or become temporarily Miserable for the length of the 
  journey.
  Fleas (All Companions, Strain)
  A nasty breed of fleas has infested the companions’ 
  sleeping cots! The companions sleep badly for nights on 
  end, and suffer an unbearable itch by day. All companions 
  must pass an additional Travel test or lose Endurance 
  equal to the result of a Success die.
  catching up With doMi
  After four days of marching across the Waste, fierce winds 
  start blowing from the north at night, whipping up a storm 
  of ashes. Fine grit swirls and gets everywhere: equipment, 
  provisions, clothing, eyes and mouths, leaving an acrid 
  taste. When the wind finally drops the following dawn, 
  the companions realise they cannot find the tracks they 
  were following.
  •	
  To find again the trail they were following the company 
  must scout the area. All heroes acting as huntsmen 
  and scouts are allowed to make two skill rolls every 
  day, using Hunting, Explore or Search. When the 
  companions have accumulated at least six successful 
  rolls, they will have finally caught up with their quarry.
  Regardless of the number of days it takes them to succeed, 
  the companions are fortunate in that the villains expect 
  no one – the company can easily approach unawares. 
  They find Domi and three other Dwarves on top of a rocky 
  and broken hillock. They are busily digging in the ground 
  with pickaxes and mattocks, watched over by a strange 
  menagerie of creatures...
  goblins and hobgoblins oF 
  the WoRst descRiption
  When the companions arrive, they witness that two 
  interested parties have come together in a loose alliance 
  to seize the contents of the mausoleum:
  One is a group of six tall, bony, Orc-like brutes, with long 
  arms and flat faces: a hero possessing the trait Shadow-
  lore or Orc-lore identifies them as Hobgoblins, particularly 
  ferocious creatures, haters of other breeds of Orcs and 
  hated by them in return, and particularly powerful in the 
  dark. They have approached the captors of Domi offering 
  to guide them across the Waste, in return for a reward.
  The other is the group of men-at-arms that captured Domi, 
  a band of mercenaries on the payroll of Lord Hakon, 
  cutthroats and brigands of the worst kind, led by Firbul, a 
  cunning Snaga tracker. The group consists of two men for 
  every companion, plus their Goblin leader.
  The men-at-arms have set up an encampment within a 
  circle of large stones, a few yards away from the digging 
  site, while the Hobgoblins squat beside a fallen and dried 
  tree-trunk, on the other side of the hillock.
  Longo’s Lieutenants
  If the players have been playing the previous 
  adventures presented in this supplement, then Vig, 
  Kasper and Swain, the trusted right-hand men of 
  the bandit Longo, may make an appearance. Always 
  ready to make powerful friends, if they are still alive 
  and free they have taken Lord Hakon as their new 
  employer and have been sent to assist Firbul in leading 
  the company of cutthroats looking for the treasure of 
  Girion.
  
  51
  In the Nick of Time?
  If the heroes succeeded at the prolonged search in the 
  Waste in two days or less, they arrive before the entrance 
  to the mausoleum of Girion has been fully unearthed. The 
  Dwarves are chained and being forced to dig in the rocky 
  ground, watched by the men that captured them. 
  If it took them more than two days to find Domi, the 
  companions arrive as they are in the final stages of 
  digging out the mausoleum, too late to save the Dwarves 
  other than Domi: having outlasted their usefulness, they 
  have been given to the Hobgoblins for them to feast upon... 
  The sight of their broken bodies causes all companions 
  to make a Corruption test due to anguish, with a failure 
  gaining a hero a point of Shadow. Fortunately for Domi, 
  his captors decided the old Dwarf was too useful to kill yet.
  outnuMbeRed but not outWitted
  The company is significantly outnumbered and may 
  decide that a direct assault is not a prudent idea. The 
  heroes need a clever plan, something that will let them 
  reverse the odds. The next paragraphs summarise a few 
  possible courses of action. 
  Free the Prisoners
  If the companions manage to get the captives free (if they 
  are still alive), the three Dwarves accompanying Domi will 
  leap upon the Hobgoblins with fury, wielding their digging 
  tools to deadly effect and keeping the monsters out of 
  the combat while the company fights the rest of the foes. 
  Their struggle will last for five rounds, at the end of which 
  the three Dwarves will end up dead, having brought with 
  them four of the six Hobgoblins.
   
  Keep them Bickering and Quarrelling
  Should the heroes observe the group of adversaries for a 
  few hours before taking action, they will see that three of 
  the Hobgoblins and the Snaga tracker often quarrel over 
  who will get “the treasure” once the Dwarves have dug it 
  up. The arguments always end with shouts and threats, 
  but no weapons are drawn. Is this something that clever 
  heroes could find a way to exploit? Hobgoblins are not the 
  brightest creatures among the servants of the Shadow… 
   
  Divide and Conquer
  The companions can attempt to exploit the distance 
  between the encampment of the men-at-arms and the 
  Hobgoblins, possibly to attack them separately by setting 
  up a diversion (set the encampment on fire? Use some 
  Elven magic?). 
  Alternatively, small groups of men-at-arms leave the 
  encampment regularly on patrol, and to try and find 
  something to eat or drink in the unwelcoming Waste. The 
  companions could ambush a couple of patrols while away 
  from the digging site (each patrol is composed of 3 men-
  at-arms; if they are not all engaged simultaneously one 
  blows a horn to sound the alarm).
  To Dungeons Deep
  
  52
  The LaughTer of Dragons
  the battle is on
  When the companions finally engage the enemy, the 
  Loremaster should make note of the time of day or night, 
  and also take into account the following elements:
  •	
  The Hobgoblins attack ferociously using their Horrible 
  Strength, attempting to deal swiftly with each 
  opponent. If at night, they will fight to the death. If the 
  battle is fought under the pale sunlight of the Waste, 
  they stop spending Hate when reduced to 2 points, 
  and will flee when at least two of them are killed.
  •	
  If the Hobgoblins are out of the fight for any reason, 
  or if the companions start gaining the upper hand in 
  the fight, Firbul will look for a way out and quickly 
  flee the battlefield. He won’t spare the lives of his men 
  to accomplish this, and he has another ace up his 
  sleeve… (see page 58).
  •	
  If Firbul is killed or he deserts his men, then any 
  surviving cutthroats will rout and flee as soon as their 
  casualties exceed the number of surviving fighters. 
  •	
  Domi is too old for battle, and tries to stay out of it. He 
  won’t be of any assistance in this fight.
  Firbul, Snaga Tracker
  This small but guileful Orc serves the Sorcerer of Forod. 
  The Nazgûl has found several ways to employ the Goblin’s 
  cruel cunning. (Firbul’s superior capabilities have been 
  represented using special abilities presented in Rivendell, 
  on page 67).
  attRibute level
  4
  enduRance
  hate
  16
  6
  paRRy
  aRMouR
  7
  2d
  skills
  Personality, 3
  Survival, 3
  Movement, 2
  Custom, 2
  Perception, 3
  Vocation, 3
  Weapon skills
  Bow of Horn
  3
  Jagged Knife
  3
  special abilities
  Cruel Stroke*
  Battle-hardened**
  Hate Sunlight
  Snake-like Speed
  * If Firbul’s attack has just hit producing a Piercing 
  blow, reduce his Hate point score by 1 point to raise 
  the weapon’s Injury rating by 4.
  ** Firbul’s basic Parry rating is equal to 7 (3 + his 
  Attribute level).
  Weapons:
  Weapon type
  daMage
  edge
  inJuRy
  called 
  shot
  Deadly Bow of 
  Horn
  4
  8
  12
  Poison*
  Jagged Knife
  3
  C
  14
  -
  *Orc-poison: See page 237 of The One Ring Roleplaying 
  Game.
  Cutthroats of the Dalelands
  Firbul’s men are some of the many outlaws and misfits 
  that Lord Hakon of Dale has been recruiting lately. 
  Violent and ruthless, they resent any authority, but they 
  nevertheless obey all orders the diminutive Goblin gives 
  them, as they sense that behind Firbul lies a longer, 
  deeper shadow.
  
  53
  attRibute level
  4
  enduRance
  hate
  14
  3
  paRRy
  aRMouR
  4
  1d
  skills
  Personality, 1
  Survival, 2
  Movement, 2
  Custom, 1
  Perception, 2
  Vocation, 1
  Weapon skills
  Sword
  2
  Bow
  2
  special abilities
  No Quarter
  -
  Weapons:
  Weapon type
  daMage
  edge
  inJuRy
  called 
  shot
  Bow
  5
  10
  14
  Pierce
  Sword
  5
  10
  16
  Disarm
  The Hobgoblins
  Cruel and cannibalistic, Hobgoblins detest the company 
  of other Orcs, and barely tolerate Trolls.
  attRibute level
  4
  enduRance
  hate
  36
  5
  paRRy
  aRMouR
  4+3(great shield)
  2d
  skills
  Personality, 1
  Survival, 2
  Movement, 2
  Custom, 1
  Perception, 3
  Vocation, 1
  Weapon skills
  Orc-axe
  3
  Bite
  3
  special abilities
  Denizen of the Dark
  Hate Sunlight
  Horrible Strength
  No Quarter
  To Dungeons Deep
  
  54
  The LaughTer of Dragons
  Weapons:
  Weapon type
  daMage
  edge
  inJuRy
  called 
  shot
  Bite
  4
  C
  14
  -
  Orc-axe
  5
  C
  16
  Break 
  Shield
  aFteR the battle
  At the end of the fight, the digging site will most likely be 
  covered by the bodies of friends and foes alike. Above, the 
  grey sky soon becomes speckled with black dots, carrion 
  birds slowly circling the battlefield. If the companions 
  investigate the corpses of the men-at-arms, they find 
  several clues indicating that these men must have visited 
  Dale recently. In their pouches they carry food clearly 
  bought in town, and wine flagons that any companion who 
  knows the area can tell were bought from local wine sellers. 
  - paRt FouR -
  the MausoleuM
  Domi the scholar and any surviving Dwarves will be 
  extremely grateful to the company for their intervention 
  and thank the adventurers profusely. As soon as they 
  learn that the heroes were not sent by fate but that they 
  are on actual rescue mission, the Dwarves manifest their 
  firm decision not to leave and continue digging up the 
  mausoleum. It would be a terrible shame not to complete 
  the work they have started, after all the hardships they 
  have been through. 
  If the companions arrived at the digging site before the 
  entrance to the mausoleum was fully unearthed, Domi 
  and his surviving companions will immediately set to 
  work – it will take them another day to finish digging. If 
  the companions arrived late, then the stair descending to 
  the mausoleum is already visible at the bottom of a large 
  hole dug through the layers of ash.
  Domi the Scholar
  Attribute Level 5
  Specialties: Old Lore, Erebor-Lore
  Distinctive Features: Curious, Honourable
  Relevant Skills: Explore ♦♦♦, Lore ♦♦♦♦♦, 
  Search ♦♦♦♦
  Domi was born close to three centuries ago. He 
  remembers Erebor’s former glory, but he can see 
  the fields of Azanulbizar and the Dwarf bodies that 
  covered them just as clearly. This notwithstanding, 
  Domi’s curiosity for the lore and legends of the past 
  is undimmed, compelling him to travel over mountain 
  and vale despite his advanced age, to uncover the 
  lives of the lost, their stories and treasures. There is 
  a quiet, wizened peace to Domi. He knows that he 
  has lived beyond the years of many a Dwarf, and his 
  days are now limited. This acceptance has brought 
  him a brightness and joy for each day that he sees. 
  His face is so filled with wrinkles as to appear like a 
  cobblestone street, but his deep-set eyes still twinkle 
  above his cloudy white beard.
  
  55
  the toMb
  The mausoleum was erected here, far away from the heart 
  of the kingdom of Dale, to hide it from the grieving eyes 
  of a father who lost his dearest son. Built with the aid of 
  Dwarven stonemasons, it is a small architectural wonder, 
  reflecting the greatness of a kingdom that only Dragonfire 
  could consign to oblivion. 
  The mausoleum is a subterranean building, an inverted 
  construction with floors going below the ground, instead 
  of rising tall above the surface. 
  The Entrance
  Domi’s companions have dug out a flight of stone stairs, 
  descending into the ground. The steps are covered in heavy 
  black ash which takes some time to sweep away. At the 
  bottom of the stairs, a stone door awaits, untroubled by 
  time. If the heroes are reluctant, Domi precedes down the 
  stairs, jumping two steps at a time, suddenly as sprightly 
  as a young deer. The other surviving Dwarves remain on 
  the surface, exhausted by the digging.
  The door is set into a dark grey wall. It is kept shut using 
  four rope knots held by wax seals bearing the sigil of 
  Girion. Dried by the arid air of the Waste, the seals 
  crumble upon inspection. The door is not locked, and 
  swings open when pushed, as if the centuries it laid under 
  the earth were but days.
  Beyond the door lies the vestibule, a dark, rectangular 
  chamber, with a low and vaulted roof. When the 
  companions make some light, they find that the walls are 
  decorated with wonderful murals, depicting a Dalish Lord 
  holding court over many noble-looking Men and receiving 
  homage from Dwarves and Silvan Elves. It is certainly the 
  work of a master craftsman, the shining example of an art 
  now long lost. 
  To Dungeons Deep
  
  56
  The LaughTer of Dragons
  On the corners of the wall opposite the gate stand two stone 
  statues, portraying armoured Men with folded arms and 
  bowed heads. No openings are visible on any of the walls.
  The Hidden Doors
  On the far wall of the vestibule, three doors have been 
  hidden by the cunning of their Dwarven builders. It 
  takes a Search test (TN 20) to locate the first concealed 
  door. If a Dwarf is present (including Domi) the difficulty 
  is lowered by two levels (TN 16). As soon as one of the 
  doors is found, the other doors are easier to spot (TN 14). 
  Each door opens by applying pressure at a particular 
  point, and swings inward reluctantly with the grinding of 
  stone on stone. 
  Beyond each opening is a roughly-hewn tunnel that 
  descends deeper into the ground; the tunnels to the left and 
  right end abruptly, as the construction of the chambers to 
  which they were intended to lead were never completed. 
  Only the central door leads to a burial chamber, that of 
  the eldest son of Girion. 
  The Royal Mausoleum
  The mausoleum was planned such that it might 
  eventually house the sepulchres of Girion, Lord 
  of Dale, and his two sons. Only one of the burial 
  chambers was excavated fully, as the Lord of Dale 
  was killed by the Dragon Smaug, and his younger 
  son outlived the realm he was meant to rule one day. 
  From his line descends the current Lord of Dale, King 
  Bard.
  Players can guess the above information using their 
  knowledge of the past history of the kingdom of Dale. 
  Otherwise, a roll of Lore will do.
  The Bridge
  The tunnel starting from the central hidden door descends 
  for a few yards, to reach a chamber with a floor covered 
  by polished black marble tiles. Here, a cold breeze blows, 
  emerging from a fissure dividing the chamber in two. A 
  narrow stone bridge spans the fissure, whose dark depth 
  is impossible to fathom. An Awareness or Craft skill test 
  reveals that the bridge is safe (on a failure, the characters 
  waste time trying to work out how secure the bridge is, or 
  to find a way to safely traverse it). 
  An iron door opens on the far wall of the chamber, on the 
  other side of the bridge. At either side of the door hang 
  two great braziers, wrought of black iron and suspended 
  from the ceiling using long chains. The iron door is closed 
  and locked, and no keyholes or opening mechanisms are 
  visible. 
  By some ancient Dwarven craft, the iron door opens only 
  if both braziers are lit. Lighting a brazier requires a Craft 
  roll with TN 16, as the cold breeze keeps extinguishing 
  the flames as if it were guided by a malicious will (a hero 
  possessing the Fire-making or Smoking trait may invoke it 
  to succeed automatically).
  the sepulchRe
  The iron door opens on the resting place of the eldest 
  son of Girion. It is an octagonal chamber, lit dimly by a 
  narrow shaft of light falling down from an opening at the 
  centre of the domed ceiling. 
  When the companions enter, their feet disturb a deep 
  layer of dust covering the floor. The air is stuffy, and feels 
  warmer than the breeze blowing from the fissure outside. 
  The shaft of light falls directly on a stone sarcophagus in 
  the middle of the room. It is a massive, oblong block of 
  limestone, upon which is laid a great slab of white marble. 
  The slab is perfectly polished, its surface graven with 
  runes that read: 
  He who lies here was a Prince among Men, first born of 
  Girion Lord of Dale
  The sides of the sarcophagus are intricately carven, 
  showing Dalish riders hunting deer in a forest. The fair 
  faces of Elves hiding in the trees spy the passing hunters. 
  The presence of a couple of hideous, many-legged 
  creatures identifies the forest as Mirkwood. 
  The walls of the octagonal chamber are lined with shelves, 
  laden with many wooden chests, ivory caskets and 
  cabinets, glass urns and vases, golden bowls, dishes and 
  cups. On the floor, along the walls, lie mounds of coins, 
  
  57
  trunks of time-spoiled clothes, boxes of jewels, fine pottery, 
  old banners and ruined tapestries, racks of blades well-
  crafted and rusty, set along suits of armour. 
  Right behind the sarcophagus is the object of the 
  adventure, hanging on a stand is the coat of armour 
  of Girion’s eldest son. When torchlight falls on it, the 
  Dwarf-linked rings shimmer like flames upon water, for 
  a moment filling the sepulchre with the blaze of a ghostly 
  Dragon-fire.
  Adventurers, or Tomb-robbers?
  Unfortunately for the adventurers, the riches that lie in 
  front of them are not a treasure trove accumulated by a 
  Dragon or by a family of thieving Trolls, but the grave 
  goods of a prince whose lineage leads directly to the 
  current ruler of Dale. This means that the heroes cannot 
  rightfully claim anything they find in the mausoleum, and 
  taking something is a Misdeed, resulting in an automatic 
  Shadow gain of 2 points each. If this is not obvious to the 
  companions and they start looting the tomb, Domi will 
  clarify the issue for them: in a burst of outrage he will call 
  them thieves, reminding them that their actions will call 
  upon their heads both the enmity of the house of Bard and 
  the everlasting hate of the Dwarves of Erebor!
  Magical Treasure Rolls
  If one or more companions are willing to pay the 
  cost and run the risks detailed above (including the 
  wrath of Domi), then the gold, gems and precious 
  items contained in the tomb can be considered a hoard 
  with a Treasure rating of 100**. If the Loremaster 
  is using the rules presented in Rivendell, this is a 
  good opportunity for the Loremaster to introduce a 
  Wondrous Object or Famous Weapon or Armour from 
  the campaign’s Magical Treasure Index. Something 
  that can defend against, or harm, a Dragon could 
  be a good choice, considering the adversary that the 
  companions will face in the next adventure… 
  a voice Filled With evil and hoRRoR
  While the companions pause dumbstruck in front of 
  the magnificence of the sepulchre, the Sorcerer of Forod 
  arrives on the hillock outside. Unclad and invisible, 
  the presence of the Nazgûl is immediately perceived by 
  everyone inside the mausoleum as a sudden chill, and the 
  certainty that something terrible has manifested on the 
  surface. Everyone must pass a Fear test with TN 14, or TN 
  18 at night, or be daunted (see The One Ring Roleplaying 
  Game, page 146)
  If any companions remained outside the mausoleum, 
  they can see nothing, but the feeling of dread is almost a 
  physical sensation, like drowning in cold water: exposed 
  companions must additionally resist the Black Breath, 
  passing immediately a Corruption test against TN 14 
  (TN 18 if at night). Failure means the companion falls 
  unconscious and gains a point of Shadow.
  After appraising the situation, Morlach leaves, but not 
  before rending the air with his Deadly Voice: a deafening, 
  high-pitched cry causes all daunted companions to 
  additionally become Weary.
  To Dungeons Deep
  
  58
  The LaughTer of Dragons
  The Shadow of Fear
  If the Ringwraith finds only Loremaster characters 
  outside the mausoleum (for example, Clifford 
  the Breeman, or any of the surviving Dwarves 
  accompanying Domi), the Sorcerer scatters them 
  to the four winds in fear, and then singles one of 
  them out to put the Shadow of Fear upon him: the 
  Ringwraith turns the unfortunate into a spell-bound 
  agent, commanding him to steal the Coat of Silver 
  Mail when the first occasion presents itself. 
  Since it is not possible to establish beforehand what 
  the companions will resolve to do with the precious 
  armour (carry it with them, hide it, etc.), every 
  Loremaster will have to decide for themselves how 
  and when to trigger this eventuality, and which 
  consequences it will generate. 
  Will the Dwarves blame the companions for the theft? 
  Will Lord Hakon succeed in pitting Dale against 
  Erebor? Will the disappearance of the main item of 
  contention between the two factions unite the Dwarves 
  and the Bardings against the common enemy?
  - paRt Five -
  Wings oF iRon
  The plan of Morlach was simple: he made his appearance 
  to weaken the companions, so that they will be more 
  vulnerable to the attacks he has planned with the help of 
  Firbul.
  out oF the FoRgotten noRth
  A lost breed of monstrous birds of prey still lives in the 
  Grey Mountains, survivors of the rookeries of the fortress 
  of Angband in the North. The Messenger of Mordor has 
  summoned a flock of the creatures from their hideous 
  eyrie, putting them under the command of Firbul the 
  Goblin.
  When the companions emerge from the mausoleum, they 
  will soon see dark shapes in the sky. The creatures will 
  wait until the heroes leave the safety of the mausoleum, 
  and then begin to circle lower and lower, until it will be too 
  late to escape. Without a sound, the flock of great birds falls 
  upon the company, trying to shred them all to ribbons. 
  The Attack
  There are as many Silent Vultures as there are 
  companions, plus two. Firbul is riding the largest vulture, 
  commanding the great birds to attack the companions. If 
  the Goblin is killed, the rest of the vultures will soon relent 
  (after a number of rounds of combat equal to the number 
  of companions still in the fight).
  Silent Vultures
  Bred by the Great Enemy uncounted centuries ago, 
  possibly in mockery of the Great Eagles, these creatures 
  are gigantic birds of prey, with wide wings, sharp talons 
  and serrated beaks. The black feathers of their wings are 
  hard as iron, and send sparks flying when their wings 
  scrape stone, so that the Silent Vultures are able to set fire 
  to a forest, if it helps them to ferret out their quarry. They 
  emit no sound nor noise: legends tell how the Great Enemy 
  struck them dumb when he grew tired of their screeching 
  voices.
  
  59
  attRibute level
  6
  enduRance
  hate
  35
  5
  paRRy
  aRMouR
  7
  2d
  skills
  Personality, 2
  Survival, 2
  Movement, 3
  Custom, 1
  Perception, 3
  Vocation, 1
  Weapon skills
  Talons
  3
  Beak
  3
  special abilities
  Disgorge*
  Fell Speed
  Formidable**
  Savage Assault
  Seize Victim
  Weak Spot
  * A vulture that successfully seized a character may 
  attack its victim using its Beak, or may regurgitate 
  the contents of its poisonous belly over its victim: the 
  victim must pass a Protection test against TN 14 or 
  be Poisoned and suffer 2 Success dice of endurance 
  damage. 
  ** When a Silent Vulture attacks using its Talons, the 
  creature rolls the Feat die twice and keeps the best 
  result.
  Weapons:
  Weapon type
  daMage
  edge
  inJuRy
  called 
  shot
  Talons
  8
  cC
  16
  Piercing 
  Blow
  Beak
  6
  10
  16
  Piercing 
  Blow
  the JouRney back
  Hopefully, the companions will eventually emerge 
  victorious from the fight, probably wounded and weary, 
  still reeling from the dizzying sight of the magnificent 
  treasure buried in the sepulchre. They have accomplished 
  much of what they set out to do, but in front of them now 
  lies a long journey south, one they cannot hope to make 
  whilst laden with treasure and also, potentially, in the 
  company of Clifford the Man of Bree, Domi the scholar, 
  and some other exhausted Dwarves in their train. 
  Before they set out, the companions need to make some 
  decisions about the disinterred mausoleum and the 
  treasure it contains. Concealing the entrance to the tomb 
  requires half a day, but one possibility they might consider 
  is to leave someone behind, to keep watch on the ruins.
  The Straightest Path
  As far as the return trip is concerned, they have little option 
  but to follow the shortest route back to more civilised 
  lands. Their path will bring them southeast for about 30 
  miles, to the edge of the Waste, and then 50 miles south, 
  to pass the Lonely Mountain to the east and finally reach 
  Dale.
  •	
  The first leg of the journey has the company trudge 
  along for 3 days, requiring 1 Fatigue test (TN 18) and 
  a Corruption test: again, failing the Corruption test 
  gains a hero a Shadow point. 
  •	
  The second leg across the Northern Dalelands would 
  take 3 more days to complete, and 1 Fatigue test (TN 
  14), but one day after they leave the Waste behind, the 
  companions have an unexpected encounter...
  - paRt six -
  clouds gatheR, again
  The company is slowly approaching the Lonely Mountain, 
  travelling across the Northern Dalelands, when they 
  spy a wide encampment filled with tents and banners, 
  raised on a green field not far from a small village. The 
  field is reached by crossing a wooden bridge, spanning a 
  narrow watercourse. On the other side of the bridge, the 
  companions are met by a group composed of both King 
  Bard’s Royal Archers in their head-to-toe black livery, and 
  mattock-wielding Dwarves that clearly belong to Dáin’s 
  famed Iron Guard.
  The guards seem to be expecting the companions, and 
  without further ado escort them to the centre of the 
  encampment.
  To Dungeons Deep
  
  60
  The LaughTer of Dragons
  a council
  It seems that, days after the companions left Dale, word 
  of their secret mission surfaced and spread like wildfire 
  among Dwarves and Men alike (the work of Lord Hakon, 
  who secretly seeks to ignite a quarrel between Erebor and 
  Dale). 
  Even in the absence of an official confirmation to the 
  rumour, a number of Barding lords and Dwarves took into 
  their own hands the matter to find out what the heroes 
  may, or may not, have found on their adventure. 
  When Dwarves and Men met on the roads leading north, 
  each suspected that the other knew more than they did, 
  and things might have escalated very quickly. Luckily 
  for everyone involved, Thegn Jofur of the Bardings and 
  Dwalin of the Dwarves met and decided that all they could 
  do for the moment was to sit and wait for the companions 
  to return.
  When the companions do arrive, both Thegn Jofur and 
  Dwalin struggle to hide their surprise and relief. None of 
  them really expected the companions to return, let alone 
  to see them appear with news of a fabulous treasure! 
  When they recover, they jointly announce to the heroes 
  that they are called to participate in a council to “discuss 
  matters” in the name of their respective Kings. 
  Set Tolerance
  The companions will not be the only ones to speak at the 
  council, but their intervention will be necessary to tip the 
  balance in favour of one case or the other. Hopefully, they 
  won’t disgrace themselves in front of the assembled lords 
  before they can make a difference (if the heroes exceed 
  Tolerance before they can state their case in The Debate 
  then Lord Hakon has his way).
  The assembled Barding nobles respond better to Wisdom 
  when gathered in council, but Dwalin is not interested 
  in hearing the companions address points of law, and is 
  only impressed by Valour. As a consequence, the basic 
  Tolerance rating of the encounter is based on the average 
  between the highest Valour and Wisdom in the group 
  (rounding fractions down). The score is then modified by 
  +2 if the companions are known and appreciated by both 
  cultures. Standing cannot be applied, as the favour of one 
  culture is seen as a bias by the other.
  Introduction
  The council is held at the centre of the encampment, in 
  an open area dividing the two factions. Heralds announce 
  that Thegn Jofur and Lord Hakon will speak for the 
  Bardings, and that Dwalin and Domi will do the same for 
  the Dwarves. The names of many other lords present are 
  called, possibly some the company knows, but they are 
  here to witness, not to speak. 
  
  61
  The companions are asked to introduce themselves in front 
  of the assembly, even if they are well-known to everyone 
  present, having likely served both kingdoms in their time. 
  Awe is the skill most suited for such an occasion.
  When they are done, Thegn Jofur rises from his seat. As 
  the primary sponsor of their mission, he invites the heroes 
  to recount their tale in detail. A roll of Inspire or Song 
  will do (Riddle if the companions intend to withhold 
  some information).
  Interaction
  When the companions are done describing what 
  happened since they left Dale, the council moves to the 
  most important matter, the true object of this gathering: 
  to solve the problem of who is the rightful owner of the 
  treasures of the mausoleum, and in particular of the Coat 
  of Silver Mail.
  Dwalin alone speaks for the Dwarves. Old Domi sits to 
  one side noting everything that is being said and only 
  correcting him on points of historical accuracy. 
  The presence of Domi makes things difficult for Dwalin, 
  as the scholar cannot ignore the uncertain historical 
  ground upon which the Dwarven case is built (see below). 
  Distracted by Domi, Dwalin is quick to take offence, and 
  Lord Hakon is cunningly able to exploit Dwalin’s temper.
  Lord Hakon speaks for the Bardings, as for the moment 
  he enjoys a leading position in court, compared to Thegn 
  Jofur. Jofur on his part takes every occasion to intervene, 
  reminding everyone about his role as the first sponsor for 
  the companions in their quest. 
  Ancestral Rights
  The key points of the debate are as follows.
  •	
  Dwalin presents the Dwarven Case first. His speech is 
  short and direct, with no concessions to persuasion or 
  rhetorical skills (Dwalin firmly believes what he says to 
  be right, and thinks that no oratory is required to make 
  his point). In a few words, he concedes that it is true that 
  all records chronicle how Girion paid for the Coat of 
  Silver Mail with a necklace of emeralds, but he reminds 
  everyone that the necklace was returned to Bard by 
  Dáin after the Battle of Five Armies. Moreover, the very 
  existence of the mausoleum has been discovered only 
  thanks to the studies of a Dwarven scholar.
   
  As a consequence, it is only fair to recognise that 
  the Dwarves have the right to claim at least a share 
  of the treasure, and that the Bardings hold no right 
  whatsoever over the Dwarf-mail.
  •	
  Lord Hakon presents the case for Dale, turning 
  Dwalin’s own words against him. His oratory is as 
  eloquent and persuasive as Dwalin’s was dry: in 
  so many words Hakon states that Girion paid for 
  the coat of mail in his time, a fact that cannot be 
  denied. But what the Dwarves decided to do with the 
  necklace of Girion after that is of no consequence at 
  all! Anyone not of the house of Girion claiming any 
  right over the mausoleum or taking anything from it 
  would be a thief and a liar.
   
  The coat of Dwarf-linked rings and everything else the 
  companions found in the tomb belong to the kingdom 
  of Dale and nothing is due to the Dwarves. 
  It is indeed clear that both parties make claims that are 
  hardly reconcilable. As soon as the orators are done with 
  their speech, other voices are raised in support of this 
  or the other argument. Reasonable suggestions that the 
  coat of mail be returned to the Dwarves as a token of 
  friendship are quickly drowned out by angrier voices. Old 
  grudges flare, and accusations are exchanged. Survivors 
  of the burning of Lake-town recall how it was Erebor’s 
  obvious wealth that brought the Dragon to Dale; Dwarves 
  from the Iron Hills remind them how many of their kin 
  laboured hard to rebuild their city of stone. Veterans of the 
  Battle of Five Armies from both sides shake their heads, 
  To Dungeons Deep
  
  62
  The LaughTer of Dragons
  remembering how this same spirit almost brought ruin 
  upon them all that day…
  The debate promises to become increasingly fierce. Harsh 
  words are on the verge of being exchanged that cannot be 
  unsaid, and dire consequences loom. If the player-heroes 
  do not intervene the argument will escalate to a degree 
  that may harm alliances.
  the debate
  The heroes’ participation will help the council to reach 
  a conclusion. There are three main options (unless 
  the players propose a different compromise) and the 
  companions must basically choose to side with either 
  the Bardings or the Dwarves, or opt for a middle ground. 
  The companions must choose one proposal to back. The 
  company must win five successes without exceeding 
  Tolerance to convince the council. Awe, Courtesy, Inspire 
  or even Song are all equally valid choices. The difficulty of 
  the rolls is indicated under each proposal entry.
  1. Recognise the right of the Dwarves over the coat of 
  mail and a share of the treasure. Even if it is debatable 
  whether the restitution of the necklace to the Bardings 
  gives the Dwarves any right over the coat of mail, it 
  cannot be denied that the treasure of the mausoleum 
  has been found thanks to the efforts of the Dwarves, 
  and of old Domi in particular.
  This is the hardest option to drum up support for, but 
  is the one that is most likely to avoid consequences in 
  the future. All rolls are made against TN 18.
  2. Recognise the right of the Bardings to claim the whole 
  treasure. The tomb is clearly marked as that of the son 
  of Girion, Lord of Dale. King Bard is Girion’s heir, and 
  thus he has a rightful claim over the coat of mail and 
  the treasure.
  This is the easiest option, as it’s the one with the 
  soundest proofs supporting it, but it will gain the 
  companions the enmity of the Dwarves of Erebor loyal 
  to Dwalin. All rolls are made against TN 14.
  3. Convince the Bardings to leave the Coat of Mail to the 
  Dwarves, regardless of any point of law, as a token of 
  goodwill from a loyal ally.
  The third option is hard, as it finds strong opposition 
  from Lord Hakon and his loyal Barding supporters. 
  All rolls are made against TN 16.
  the decision
  When the players are done trying to affect the council’s 
  decision, Lord Hakon and Dwalin call for a vote. If 
  the companions achieved the required successes, the 
  assembled dignitaries express their decision accordingly, 
  choosing the option sponsored by the heroes. Otherwise, 
  Lord Hakon has it his way, and the Bardings claim the 
  whole treasure (option 2). The following entries detail the 
  consequences of the three possible decisions.
  •	
  Option 1. The council gives in to the uncompromising 
  position of the Dwarves, possibly committing an 
  injustice, but saving the day and keeping the peace. 
  A minority among the Barding nobles criticise the 
  companions for their stance, but their hostility for the 
  moment only takes the form of angry mutters. (Lord 
  Hakon is disappointed, but will attempt to add fuel to 
  this fire in the future).
  •	
  Option 2. The council awards the speech of Lord 
  Hakon, denying the Dwarves any right over the coat 
  of mail or the treasure. Many voices rise in outrage 
  from the Dwarven camp, and Dwalin leaves to return 
  to Erebor, with a dozen followers in train. 
  To Lord Hakon’s great delight, from now on Dwalin 
  is considered to hold a grudge against the Bardings 
  and the companions, regardless of whether they 
  sponsored this option or if they opposed it but failed 
  to prevent this injustice. If the heroes meet the Dwarf 
  in the future, they will find him ill-disposed towards 
  them, to the point that he will do anything in his 
  power to foil their endeavours.
  •	
  Option 3. The Dwarves are given the coat of mail as 
  a token of good friendship. Everyone but Lord Hakon 
  is happy.
  •	
  Another Option. If the company found their own 
  way to a peaceful resolution, the Loremaster must 
  determine the consequences, using the information 
  above as a guide.
  
  63
  - epilogue -
  Later in the day, as all the dignitaries that participated 
  in the council slowly start making their way back to 
  their respective manors and palaces, the companions 
  are discreetly approached by a hooded young man and 
  invited to follow him to a pavilion erected close to the 
  bridge. Companions who have visited King Bard in the 
  past may recognise the messenger as a minstrel from the 
  royal court of Dale.
  Inside the pavilion, the companions are probably 
  surprised to see Gandalf the Grey, seated on a stool 
  smoking his pipe, handing a tobacco-jar to Balin, son 
  of Fundin. The Wizard welcomes the companions with a 
  smile, as he invites them to enter the pavilion quickly, and 
  to close the tent behind them tightly. Balin bows deeply, 
  before sitting next to Gandalf and starting to light his pipe.
  “So, it was quite a dreadful business,” says the Wizard, 
  “and it nearly was disastrous! Tell us a bit about it...”
  Gandalf and Balin wish to draw some conclusions about 
  the current relations between the Bardings and the 
  Dwarves of Erebor, and want to do this with the help of the 
  companions. Based on how the council went, the two will 
  either congratulate the heroes, exchange furtive, worried 
  looks, or in the worst case even shake their heads in bitter 
  disapproval. 
  Consequences
  If the heroes performed poorly in the council, the relations 
  between Dale and Erebor are chilled for the immediate 
  future. Both communities suffer as mutual suspicion 
  festers: trade slows, and Dale can no longer automatically 
  rely on immediate military assistance from Erebor or the 
  Iron Hills as grudges old and new will make Dwarven 
  leaders slow to act. Meanwhile, the Dwarves of Erebor 
  start laying in provisions and consider importing 
  foodstuffs from further abroad. Any Bardings or Dwarves 
  gain one point of Shadow.
  Neither Bard nor Dáin will allow war over a single coat 
  of mail, but their friendship is, for a time, strained. In the 
  short term, Bard likely gains the coat, and Lord Hakon 
  rises even higher in his counsels.
  If the heroes are very successful at the end, Lord Hakon’s 
  hopes for a political future are dashed and he leaves Dale 
  in disgust. He returns to his estates to plot, gather brigand 
  forces, and make further alliance with the Orcs. 
  The company will have made an enemy of Hakon. He will 
  maintain a cold anger towards them, and seek revenge at 
  a later time of his own choosing (Lord Hakon will restore 
  enough of his political influence to trouble the heroes in 
  Shadows in the North).
  Regardless of the outcome, the company has a decent 
  chance of being well regarded by both Dale and Erebor. 
  Even if they ultimately sided with the Bowman, King Dáin 
  respects loyalty and he will not quickly forget the lives 
  of any Dwarves saved. Likewise, King Bard understands 
  all too well that duty can be a heavy burden and will not 
  hold a grudge against a Dwarf companion that spoke for 
  Erebor.
  To Dungeons Deep
  
  64
  The LaughTer of Dragons
  - sleeping -
  dragons lie
  •	
  When: After the events of The Watch on the Heath, 
  in the Tales from Wilderland supplement. It is quite 
  likely that a few years have passed; the assumed 
  starting date is 2960, in late spring.
  •	
  Where: Erebor, and the watchtower on the edge of the 
  Withered Heath.
  •	
  What: The company are sent to slay a Dragon that 
  slumbers in the ruins of the watchtower.
  •	
  Why: Why now? Smoke is rising from the watchtower, 
  and the sages agree that this is an ill omen – for Dragon-
  smoke one day brings Dragon-fire the next...
  •	
  Who: King Dáin Ironfoot places a bounty on the 
  wyrm’s head. 
  adventuRing phase
  The adventure is divided into seven parts.
  paRt one – sMoke on the hoRizon 
  King Dáin fears that the Dragon of the watchtower is 
  growing too strong, and will soon turn his greedy eyes 
  south to Erebor, as Smaug did before. He therefore calls 
  for heroes to strike before the wyrm turns.
  paRt tWo – on dRagons
  The company – and the Loremaster – are invited to 
  consider Dragons, and the many problems associated 
  with them.
  paRt thRee – the shadoW oF his Wings 
  On their journey north, the company risk betrayal by 
  their rivals on this quest.
  paRt FouR – acRoss the neW desolation
  Leaving the lands of men, the company must brave the 
  peril of the New Desolation around the watchtower.
  paRt Five – the passage oF the goRge
  Approaching the borders of the Withered Heath, the 
  company must evade or defeat the Dragon’s Orc-servants. 
  paRt six – by stealth and guile 
  The company arrive at the ancient watchtower, and make 
  their way through its halls in search of the enemy. 
  paRt seven – slaying the dRagon
  Finally, the companions face the Dragon, and either defeat 
  it or perish.
  epilogue
  The Dragon is dead! Or is it not? If victorious, the heroes 
  earn honour and renown.
  the natuRe oF the beast
  Tales from Wilderland introduced a Dragon named 
  Raenar, a terrible Cold-drake from the North that slew 
  King Dáin II Ironfoot’s great-grandfather (also named 
  Dáin) at the gates of his kingdom in the Grey Mountains. 
  Depending on how the final adventure in Tales played out, 
  Raenar might be:
  •	
  Dead, at the hands of the company or in battle with 
  the vile Gibbet King.
  •	
  Alive, having heeded the company’s warning and 
  avoided the Gibbet King’s sorcerous trap. In such 
  a situation, Raenar skulked around the mountains 
  for a few years before taking up residence in the 
  watchtower. The company’s warning means Raenar 
  will be better disposed towards them when at last 
  they meet (see page 91).
  •	
  Alive, having defeated the Gibbet King. In this case, 
  Raenar made the watchtower of Zirakinbar his home 
  immediately.
  If Raenar was slain in The Watch on the Heath, then his 
  place in this adventure is taken by Wruenele, a young and 
  brash Fire-drake, hatched in some forgotten nest in the 
  north. Bravest and biggest of his brood, Wruenele flew 
  south with the intention of using the abandoned watchtower 
  atop Zirakinbar as his lair until he grew big enough to rival 
  Smaug the Mighty. 
  Although he can breathe hot fumes, his fire is as yet weak 
  and thin compared to the blazing conflagration of Smaug. 
  
  65
  If you have not incorporated the events of The Watch on 
  the Heath, use whichever Dragon you prefer. 
  The 
  two 
  Dragons 
  are 
  effectively 
  interchangeable 
  throughout most of this scenario, so when a passage 
  refers to the Dragon, it applies to either candidate for arch-
  villain. When we need to refer to a specific Dragon, we 
  shall use his proper name of either Raenar or Wruenele 
  (for brevity, we must dispense with the honourifics and 
  titles that are properly used when referring to a Dragon!).
  Wasn’t Raenar a Cold-drake?
  The adventure is written presuming that the new draconic 
  threat to the North is of the fire-breathing quality. Since 
  the Great Worm Raenar was presented in Tales from 
  Wilderland as a Cold-drake, a wingless wyrm unable to 
  breath fire, then the Loremaster has basically two options 
  if they want him to be the main antagonist: 
  •	
  The first option is available if the adventures contained 
  in this supplement are being played as a campaign. 
  Raenar becomes a Fire-drake by means of powerful 
  dark magic, performed by Morlach, the Sorcerer of 
  Forod. The Ringwraith sets Raenar’s poisonous fumes 
  alight using ancient Morgothian spells, and gains a 
  new ally for Sauron.
  •	
  The second option is to consider that Cold-drakes are 
  Dragons whose fire has gone out, and that they can 
  grow hot again (see Hearing Stories about Dragons 
  on page 70), given enough time to grow. When Raenar 
  first appeared he was diminished in size and strength 
  by a long slumber, and now he is approaching his full 
  stature again.
  – paRt one – 
  sMoke on the hoRizon
  In the years prior to this adventure, travellers in the 
  desolate lands north of Erebor report seeing wisps of 
  smoke on the distant horizon. Campfires, perhaps, they 
  thought, but the next year the smoke plumes were darker, 
  larger, fouler, like the grumblings of a volcano. At the 
  same time, whispers came back to Erebor that a Dragon 
  may have returned to the North, but those rumours were 
  unsubstantiated by any proof. 
  Still, Dáin could not sleep easily, and he began to dream 
  of smoke against the winter sky. The King Under the 
  Mountain consulted his sages, learned men and women 
  steeped in Dragon-lore. He spoke, too, to alchemists and 
  hunters from Dale who dare to hunt young and bestial 
  Cold-drakes out on the Waste, and even to those Elves 
  whose memory reaches back even unto the Elder Days 
  before the first Dragon arose to trouble Men and Dwarves 
  alike. He even sought the counsel of passing Wizards. All 
  agreed that sleeping Dragons are best left alone, but on 
  the question of Dragon-fire there was no consensus. 
  Some said that the fire of Dragons was placed in them 
  by the Enemy when the monsters were first bred in the 
  pits beneath the mountains, and that they have only a 
  certain reserve of hot breath, and that when this reserve is 
  emptied they wither and die. Others claimed that Dragons 
  draw strength from gold, and that the heat of their flames 
  depends on their greedy triumphs. Still others said that 
  the Enemy made different breeds of Dragons, hot and 
  cold, winged and wingless, and that the different breeds 
  cannot intermingle any more than Men and Elves (and 
  that brought Dáin little comfort, for he has heard the 
  Lay of Lúthien, and dreamt of a monster as hideous as 
  the Halfelven are fair). No-one, not even the Wizards, 
  could assure Dáin that a Dragon’s fire could not grow in 
  strength, or that a once-cold drake could not set its breath 
  alight in time.
  One night, Dáin dreamed of Dragon-fire consuming Erebor 
  once more, and he knew that he could stay idle no longer.
  the king’s suMMons
  If the company enjoy a good reputation in the North, or 
  if any of them have a Standing of 3 or more in Erebor or 
  Dale, they are contacted by one of the King’s messengers 
  (a raven, if they are in the wilderness, or a herald if they 
  are at home). Dáin’s messenger describes the quest to the 
  company, and bids them visit the Dwarven King at Erebor 
  so that he may speak with them more fully.
  Otherwise, they may hear of an opportunity to serve King 
  Dáin through their contacts or patrons. Dáin is careful 
  not to reveal his intention to destroy the Dragon – he 
  fears (correctly) that the Dragon might have spies and 
  agents who would give the monster advance warning if he 
  publicly called for Dragon-slaying heroes. 
  sLeepIng Dragons LIe
  
  66
  The LaughTer of Dragons
  Meeting the king
  King Dáin meets with the company in his halls beneath 
  the Lonely Mountain.
  Set Tolerance
  The initial Tolerance for this encounter is based on Valour, 
  modified as follows:
  •	
  +1 if there are any Dwarves in the party
  •	
  +1 if any member of the company has a Standing of 
  3 or more in Erebor
  •	
  +1 if they revealed Niping’s treachery in the 
  adventure Of Hammers & Anvils
  •	
  +1 if the company have encountered a Dragon before 
  (+3 if they’ve killed a Dragon)
  •	
  -5 if the company were informed of Dáin’s plans in 
  advance by messenger or herald, and subsequently 
  betrayed his trust by failing to keep the mission a secret
  Introduction
  Courtesy is, of course, preferred when meeting a king (TN 
  12). Rolls using Awe are at TN 18 (dropping to TN 12 if the 
  company have slain a Dragon before).
  Interaction
  Dáin describes the threat of the Dragon to the company. 
  He believes that the Dragon’s fires are waxing, and that 
  soon its breath will blaze as fiercely as Smaug’s, and since 
  — as Dragon-greed and Dragon-fire are two sides of the 
  same coin — a fiery Dragon is a hungry one, this is bound 
  to bring devastation on Erebor. The Dragon must be killed 
  or driven away before its fires grow too strong.
  Dáin recommends that the company travel in secret and 
  that they travel as swiftly as possible, in the hopes of 
  reaching the peak of Zirakinbar before it is too late. Such 
  a recommendation is reasonable.
   
  He also says that he cannot risk giving any support or 
  assistance to the company, for fear of some spy seeing the 
  hand of the king and warning the Dragon. This paranoia 
  may seem unreasonable to the company, so a successful 
  Persuade test convinces the king to give the company 
  supplies and mounts for the journey, as well as an escort 
  to the edge of the Dale-lands. This allows the company to 
  skip Preparing for the Journey (page 70).
  As a reward for slaying the Dragon, Dáin offers each 
  companion gold and precious gems amounting to 15 
  Treasure. He warns that the Dragon’s hoard, if such a 
  thing exists, is rightfully the property of the King under 
  the Mountain and must be returned to him intact 
  (depending on the events of To Dungeons Deep this 
  may be a particularly… interesting… conversation). He 
  will consider giving additional shares of such treasure at 
  his own discretion. 
  Other likely questions may yield additional information:
  
  67
  •	
  “Are we the only hunters?” — A roll of Riddle or Insight 
  provides information about The Other Hunters
  •	
  “Where does the dragon lair?” — A roll of Lore or 
  Courtesy gives access to Dwarven records about the 
  Watchtower (see Secrets of Mazarbul, overleaf)
  •	
  “What do you know of dragons?” — A roll of Lore or 
  Courtesy will convince Dáin to provide the company 
  Dwarven records about Dragons (see page 70)
  •	
  “Doesn’t defeating a foe such as this deserve a richer 
  reward?” — A roll of Awe or Persuade increases the 
  offered reward of Treasure (+5 Treasure per successful 
  test)
  Should the company exceed Tolerance, King Dáin grows 
  frustrated with their questions and dismisses them. They 
  may still brave the quest, and King Dáin will grudgingly 
  give them a partial reward (5 Treasure each). Of course, at 
  that rate, they may be better off taking the Dragon’s entire 
  hoard for themselves, earning a huge fortune… along with 
  the eternal enmity of the King under the Mountain and 
  his folk. 
  the otheR hunteRs
  In addition to the company, there are three other groups 
  in Dale who plan to slay the Dragon and claim the bounty. 
  The company may learn the identity of these rivals from 
  the King, or by spending a day on a Riddle test (TN 16) to 
  gather information in Dale.
  All of these rival hunters are already on the road, and 
  have a head start of a day or two on the company.
  •	
  The Brothers Khuldrim: Despite the name, there 
  are rather more than two or three of them, and they’re 
  not related by blood. These are a company of Dwarves 
  led by a Dwarven warrior named Khuldri. Once, his 
  brother Skuldri fought by his side, hence the name 
  of their band, but Skuldri and most of the rest of the 
  company perished on another quest, and their places 
  have been filled by new and untried adventurers. 
  Secretly, some of these new companions plan to use 
  Khuldri’s good name and reputation as a cloak to hide 
  their own foul deeds. The Brothers are encountered 
  again on page 73. 
  •	
  Greystroke and Skirfira: Greystroke is a human 
  hero from lands unknown; tall and grim, bitter and 
  fell-handed, she carries an Elven long-spear called 
  Nameless that she took from a troll’s treasure-hoard (so 
  called because Greystroke cannot read elf-letters, and 
  never lets the spear go so that anyone else can study 
  it). She rarely speaks. Her boon companion is a young 
  Dwarf of the Iron Hills named Skirfira Silvertongue, 
  a scholar and poet known for her merriment (and 
  for being one of the very few Dwarf-women to defy 
  convention and travel openly). These two show up 
  twice in the adventure, on pages 72 and 87.
   
  sLeepIng Dragons LIe
  
  68
  The LaughTer of Dragons
  •	
  Lord Elstan: The First Captain of Dale, commander 
  of the Royal Barracks, Elstan is widely known in 
  Wilderland. He wears shining Dwarven armour and 
  bears a mighty shield, the Aegis of Dale, inlaid with 
  truesilver and steel by the Dwarves in days of yore, 
  blazoned with the sigil of the River Running. He is a 
  hero of antique mode, like one of the fabulous toys 
  of the Dale-market sprung to life. Lord Elstan is not 
  as young or strong as he once was; he snoozes in his 
  armour in the summer heat, and catches cold more 
  quickly in winter. Still, he is the king’s champion and 
  determined not to fail. There is a further description 
  of Elstan on page 50 of the Erebor supplement. He 
  meets an unpleasant fate on page 74. 
  secRets oF MazaRbul
  The record vaults of the Dwarves contain a book that 
  describes the watchtower on the heath where the Dragon 
  lairs. The original book was written in an obscure dialect 
  of Khuzdul, but Skirfira Silvertongue has translated the 
  text into the common tongue. In the introduction she 
  laments the loss of a page in the original that contained 
  a plan of the watchtower. If the company request it of 
  Dáin, he permits them to read this new translation, which 
  takes a day. If the companions once long ago read the 
  original, they find that Silvertongue’s work is much easier 
  to understand. The company learn 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 foe.
  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. 
  The book also mentions other aspects of the watchtower, 
  like the fabled Chamber of Winds that channelled the 
  howling winds of the mountains into music, or the Raven’s 
  Perch, but the Dragon has smashed the upper levels of the 
  fortress and those wonders are lost forever. 
  - paRt tWo - 
  on dRagons
  Before departing on their journey, the company may 
  consult with sages or make other preparations for the 
  quest. The longer they linger, the greater the risk that the 
  Dragon’s fires grow hotter – but only a fool would go into 
  the Wild without so much as a handkerchief. 
  The Dragon’s Eye
  The Rivendell supplement presents rules for the Eye 
  of Mordor, representing the Dark Lord’s hostility to 
  the Free Peoples, and how he can more easily spy the 
  presence of large companies and powerful heroes. 
  In this adventure, the Dragon is a more pressing 
  danger, so a variation of those rules is used.
  the dRagon Watches
  Much like the Eye of Mordor, these rules measure Dragon 
  Awareness and the Hunt Threshold.
  
  69
  Dragon Awareness
  This measures how aware the Dragon is of the company. 
  As the company leaves Erebor, Dragon Awareness starts 
  at 0, modified as follows:
  •	
  +0 for each Hobbit
  •	
  +1 for each Man or Elf
  •	
  +2 for each Dwarf
  •	
  +1 additionally for each companion with a Wisdom 
  or Valour of 4 or more 
  •	
  +1 additionally for each Famous Weapon or Armour
  If the company is indiscrete about their plans, word will 
  reach the ears of Lord Hakon and soon make it to Morlach 
  and thence to the Dragon. Increase Dragon Awareness by 
  +4 if the company speaks too loudly of their secret mission 
  from King Dáin.
  Raising Awareness
  Dragon Awareness increases by +1 each day that passes. 
  (This is a change from the regular Eye of Mordor rules, 
  and reflects the need for haste in this adventure.)
  Dragon Awareness increases by +1 whenever an C is 
  rolled on the Feat die outside of combat.
  Other encounters and hazards can also increase 
  Awareness; such instances are noted in the individual 
  encounters. The Loremaster should also increase Dragon 
  Awareness if the company attract undue attention through 
  odd behaviour, loud boasting, profligate spending or 
  other strangeness.
  Unlike the Eye of Mordor, the Dragon’s awareness of the 
  company is not increased through Shadow gain or the use 
  of magic. 
  Hunt Thresholds
  Different regions have different Hunt Thresholds. 
  Whenever the Dragon Awareness total exceeds the Hunt 
  Threshold, it triggers a Hunt Episode where the Dragon 
  takes action against the company. See below for examples 
  of possible Hunt Episodes.
  Region Threshold:
  Northern Dalelands 
  18
  The Waste 
   
  14
  Withered Heath  
  12
  After a Hunt
  Dragon Awareness resets to its starting value after a Hunt 
  Episode, as the Dragon assumes it has dealt with the 
  threat. However, the Dragon’s flames grow hotter each 
  time it hunts (see below).
  The Growing Fires
  As they draw closer to the Dragon’s lair, they see signs of 
  his growing fires. The flames grow brighter over time, as 
  the Dragon waxes wroth. The visible signs depend on the 
  number of Hunt Episodes that have occurred.
  0: The air is unwholesomely hot and heavy.
  1: A column of black smoke stains the horizon, giving the 
  Company a clear mark to aim for. 
  2: The small scrub forests near the Watchtower are alight, 
  and their flames can be seen for miles. Afterwards, all that 
  remains is a blasted and withered landscape of skeletal 
  ashen trees. 
  3: The smell of ash and sulphur on the wind grows stronger. 
  The stench is foul and at times makes it hard to breathe. 
  Smaller jets of steam burst from cracks in the ground, as 
  the Dragon’s growing power corrupts the very land.
  4+: A hellish glow seen at night from within the Watchtower, 
  as though the heart of the mountain is on fire. Rumblings 
  that might be earthquakes or the passage of the Dragon 
  tremble through the earth. 
  sLeepIng Dragons LIe
  
  70
  The LaughTer of Dragons
  Hunt Episodes
  Unfriendly Eyes (Part Three): Crebain and other 
  unfriendly birds fly overhead. The Company’s Look-out 
  may attempt to hide from these watchers with a Stealth 
  test (use the current Dragon Awareness as the TN). If the 
  test fails, the crebain spot the Look-out and report back to 
  the Dragon. Reset Dragon Awareness back to its starting 
  level and increase the Growing Fires as normal, then add 
  +4 to Dragon Awareness. 
  Rumbles in the Earth: The ground trembles and groans as 
  the Dragon stirs. All members of the company must make 
  a Corruption test (TN 14); those who fail gain a point 
  of Shadow, and quail in the face of such a primordial 
  monster.
  Servants of the Dragon (From Part Four onwards): A band 
  of Orcs ambushes the Company. The Orcs fight under 
  the banner of the Dragon – they are from one of the war-
  bands that serve the monster, anticipating looting and 
  carnage when the Dragon finally rises from its bed in the 
  watchtower and goes south to Dale. 
  The Burning Land (From Part Four onwards): The 
  Dragon’s growing fires have set the countryside alight, 
  and the company’s path leads through wildfires. They 
  may take another route - all Scouts may make Explore 
  tests; if no-one succeeds, the company loses a day’s 
  travel and may try again the next day, or they can brave 
  the flames – each companion makes an Athletics test; 
  failure means the character is burnt and gains Fatigue 
  equal to the roll of a Success die. 
  The Hunting Dragon (From Part Five onwards): The 
  Dragon rises from its bed and goes hunting. If the Dragon 
  is Wruenele, then the Company have little hope of battling 
  the flying Dragon in the open, and must hide from him 
  (Stealth tests are at TN 14; one of those who fails is 
  attacked by the Dragon’s breath weapon). 
  If the Dragon is Raenar, then the Company may (foolishly) 
  choose to attack him in the open, in which case battle is 
  joined. The Dragon retreats if Wounded or reduced to half 
  its starting Endurance, covering its retreat with a thick 
  cloud of impenetrable ash. 
  pRepaRing FoR the JouRney
  In a normal adventure, the company are assumed to 
  prepare thoroughly for their journey, and there is no need 
  to play through the purchasing of provisions, assembly of 
  gear, hiring of mounts and other quotidian elements of an 
  expedition into the Wild. In this adventure, however, the 
  company are up against a time limit.
  If King Dáin agrees to outfit the company, they can leave 
  immediately and preparing takes no time. Otherwise, 
  they must make a Travel test to secure the necessary 
  equipment quickly and efficiently. 
  The difficulty for this test is TN 16, modified as follows:
  -2 if any member of the company is a resident in good 
  standing in Dale or Erebor
  -1 per point of Treasure spent purchasing gear
  -2 per previous attempt on this test
  Only one attempt may be made per day. If the test fails, the 
  company has failed to gather what they need, and must 
  wait a day before venturing forth. If they wish to start 
  travelling without all necessary supplies, they may do so 
  at added risk: for the rest of the journey, any Feat die result 
  of 1 counts as an C for the purpose of determining the 
  presence of Hazards.
  heaRing stoRies about dRagons
  Each member of the company may make a Lore, Song or 
  Riddle test to recall useful facts about Dragons and how 
  to slay them. Each success gives the company one of the 
  following bits of lore, which translates to an additional 
  success die that can be used later in the adventure when 
  battling the Dragon (the Loremaster should keep track 
  of how many dice the company earn). These success 
  
  71
  dice form a common pool, usable by all heroes in the 
  company.
  The company may also choose to wait in Erebor and consult 
  with sages, skalds, lore-masters and old greybeards in 
  inns; each day spent researching gives another piece of 
  valid lore.
  •	
  Some Dragons are hot and breathe fire. Their lesser 
  cousins, the Cold-drakes, are cold and breathe out 
  poisonous vapours. Whether these Cold-drakes are 
  a different breed wrought by the Enemy in the elder 
  days, or if they are Dragons whose fires have gone 
  out, none but the Wise can guess. It’s pointless asking 
  Dragons themselves about the matter, for all that 
  a given Dragon cares about is itself, and it always 
  assumes that it is the very model and paragon of the 
  form. 
  •	
  Dragons have a soft underbelly – it’s the only place 
  where they are really vulnerable.
  •	
  Dragons can confuse their victims with spells and foul 
  vapours. One must be stern of will when facing them. 
  (Wisdom helps resist many of their abilities.)
  •	
  They delight in riddles, and cannot resist playing the 
  riddle-game if challenged... (Riddle)
  •	
  And they delight in flattery all the more. The more 
  absurd and obsequious the better – and the more 
  powerful and egotistical the Dragon, the better. 
  (Courtesy)
  •	
  They were made by the Enemy to serve in his terrible 
  wars. They are creatures of utter malice; cruelty and 
  greed vie for dominance in their hearts. (Insight)
  •	
  Their senses are very keen, but they can be confused 
  by unfamiliar smells. If you bring something they have 
  not smelled before, like a rare perfume (or a Hobbit) it 
  baffles them. (Stealth)
  •	
  Like snakes, they eat heavily when they feast, and take 
  some time to sleep off a big meal. In such moods, they 
  can be drowsy and vulnerable – or even lulled into a 
  deeper sleep through song. (Song or Hunting)
  the last hoMely house
  The company’s first lodging after leaving Erebor, if they 
  want to sleep in a bed and not outdoors, is at the house 
  of Ginar, a Dwarf farmer. He and his wife Kona were 
  wandering smiths until the Mountain was reclaimed and 
  they could come home. They found, however, that they had 
  lost their taste for living underground, and preferred wind 
  and sun to the caves and tunnels below. Ginar’s house sits 
  in a most unusual valley where the Northern Dalelands, 
  the Upper Marches and the Wastes all converge.
  Encountering Ginar
  Ginar welcomes travellers, as long as they are polite, so 
  there is no need for a full encounter. A little Courtesy goes 
  a long way.
  •	
  He has no supplies to share beyond a little food. 
  If the company are in need of stores or advice, he 
  recommends the House of Brech, another two days’ 
  travel north. He warns that Skarf, the lord of Brech, 
  is not the most welcoming of hosts, but he knows the 
  sLeepIng Dragons LIe
  
  72
  The LaughTer of Dragons
  Wastes. It is better to take the longer route via Brech 
  rather than head straight for the Watchtower.
  •	
  He asks no questions about the company’s purpose, 
  but if they give away the mission, increase Dragon 
  Awareness by 1 – Ginar cannot resist gossiping. 
  The Other Guests
  The company are not the only guests at the farmstead 
  this night; Greystroke and Skirfira are also resting here. 
  Greystroke sits in the corner, running her fingers over the 
  runes on the haft of her long spear and drinking heavily, 
  while Skirfira talks nervously with Ginar and Kona. The 
  older Dwarves do not approve of a young Dwarf-maid 
  running about adventuring, and Skirfira knows better 
  than to admit why she and Greystroke are travelling north.
  Greystroke, when she sees the company, is less willing to 
  be circumspect. “So, Dáin is not a gambler like his cousin 
  must have been. He doesn’t wager the safety of his kingdom 
  on one band of rag-tag adventurers – he sends a whole 
  army of vagabonds, in the hope that one will survive.” 
  She taps her chest lightly with the head of the spear. “The 
  Dragon is mine. My foe. My kill. Mine.” With that, she 
  stumbles to bed, dragging the spear with her. Anyone who 
  disturbs her slumber gets a spear in the heart. 
  Skirfira apologises for her companion’s rude behaviour 
  – Greystroke is in a fey mood, she says, a death-wish. 
  Such black moods often overcome her. Once their task is 
  revealed to the company, she expresses excitement. All her 
  life she has studied Dragons, and now she will see one in 
  the flesh! 
   
  – paRt thRee – 
  the shadoW oF his Wings
  The first part of the journey is a short one, from Ginar’s 
  house to the small hamlet of Brech on the edge of the 
  Waste, around thirty-five miles north of Erebor. After 
  getting a warm goodbye from Skirfira, and a sullen stare 
  from Greystroke, the company depart Ginar’s farm. 
  Skirfira and Greystroke do not intend to visit Brech – 
  ignoring Ginar’s advice, they head due north, straight into 
  the Waste. 
  Setting a reasonable pace and keeping to the easier terrain 
  of the Northern Dalelands, the company can expect to 
  reach Brech after two days of travel (remember to note the 
  time passing, as the longer the company spend travelling, 
  the riskier the final battle becomes). A single Travel test is 
  required at TN 14 to avoid fatigue.
  There are no roads in good repair in this part of the 
  world. The majority of trade from Erebor flows west 
  and south and occasionally east, but directly north of 
  Long
       Lake
  E
  Esgaroth
  E Dale
  E
  Erebor
  E
  Elven King’s
  Halls
  The Waste
  c
  o
  Upper Marches
  n
  E Ginar’s House
  E Brech
  Northern
  Dalelands
  
  73
  the Lonely Mountain is nought but empty lands in this 
  century. The Bardings that have started to rebuild the 
  Northern Dalelands mainly keep to the west. Sometimes, 
  the company can follow an old Dwarf-road that once ran 
  to some lost hold in the Grey Mountains, but these soon 
  vanish beneath the grass, lost to the memory of mortal folk.
  RuMouR oF the lands
  Call for a Hunting test from the Company’s scout (TN 16). 
  If successful, the scout spots tracks along the way, and can 
  discern the following information:
  •	
  There are at least two other groups of travellers ahead 
  of the company on the road.
  •	
  One group consists of many Dwarves, a dozen or so. 
  They march fast, as though eager to get ahead of their 
  competitors. (The Brothers Khuldrim)
  •	
  The second is a lone traveller, mounted on a horse. 
  Despite this advantage, he is pacing himself for a 
  difficult journey. (Lord Elstan)
  bRech
  Brech is the home of Skarf Skulson. It is a large house on 
  a hill, well-fortified and surrounded by a stake-topped 
  earthen mound, inhabited by Skarf and his family 
  and retainers. In his youth, he was a ne’er-do-well and 
  bully in Lake-town, in the service of the old Master, and 
  companions who visited Esgaroth in those days may 
  remember Skarf with little fondness. He came north to look 
  for the lost treasure taken by the Master, and discovered 
  that living on the edge of the world with few other folk 
  around to annoy him suited him just fine. He does know 
  the Waste very well, and may have news of the Dragon or 
  of the best route to the Watchtower – but the Company 
  cannot expect a warm welcome.
  It is twilight as the company approach Brech’s low hill. 
  The wind blows from the east, out of the night, and carries 
  with it the sulphurous stink of the Wastes. Lights burn in 
  the hall, though, and it seems, hard as it is to believe, that 
  a party is in full swing in this lonely hall!
  villainy upon villainy 
  Some years ago, Skarf Skulson made the error of 
  trespassing too close to the Watchtower, and the Dragon 
  sensed him. The wyrm’s voice spoke to him out of a deep 
  fissure in the ground, rumbling like an earthquake, and 
  warned him that if he did not flee, he would be burnt to a 
  cinder on the spot. Skarf, though a scoundrel and a thief, 
  was never accounted a coward – but he had never met a 
  Dragon before, and the threat of burning terrified him to 
  his core. Since then, he has been a creature of the Dragon. 
  When dealing with Men or even Dwarves, he is as callous 
  and cruel as ever, but now he lives in constant terror of the 
  Dragon’s wrath. 
  sLeepIng Dragons LIe
  
  74
  The LaughTer of Dragons
  Lord Elstan was the first to reach Brech – the old knight 
  wanted to sleep in a bed one more time before crossing the 
  Waste, and he assumed that any loyal subject of King Bard 
  or King Dáin would offer him shelter. Skarf grudgingly 
  let the knight stay, but when Elstan (forgetting the Dwarf 
  king’s warning) spoke of his great quest to slay the wyrm, 
  Skarf was terrified.
  Then the Brothers Khuldrim arrived. The Dwarves are 
  doughty warriors, and were lured by the thought of the 
  hoard, but had their own doubts about fighting an actual 
  Dragon. In conversation with Skarf, they learned that the 
  hoard of the Watchtower, while impressive, is the tiniest 
  fraction of the golden bed of Smaug the Unassessably 
  Wealthy, and victory in this quest will not bring them the 
  fortunes they hope for. The two groups of villains – Skarf 
  and the Dwarves – decided that it would be best for all 
  concerned if the Quest failed, and if the troublesome knight 
  never made it to the mountain. Lord Elstan was already 
  snoring in the corner, so dealing with him was easy. Skarf 
  ensured the knight would not anger the Dragon, and the 
  Dwarves looted Lord Elstan’s gear. 
  And as they celebrate their foul deed, the company come 
  knocking on the doors...
  Avoiding Brech
  Should the company choose to avoid Brech, then the 
  weather worsens as they make camp for the night. 
  This region of Middle-earth rarely sees heavy 
  downpours, but tonight the clouds burst across the 
  Waste. The scout may make an Explore test (TN 16) 
  to find shelter; otherwise, the company must either 
  ask Skarf for hospitality, or else have a sleepless 
  night on the edge of the Waste, and begin the second 
  phase of their journey without rest. (Each hero gains 
  1 Fatigue and must pass a Corruption test or gain 1 
  Shadow).
  Optionally, the company might encounter some 
  of the Brothers Khuldrim carrying the bound and 
  unconscious Lord Elstan out into the waste – see Lord 
  Elstan, page 81.
  sinisteR WelcoMes
  "Ho there," calls a voice, "are ye Men or Dwarves or Orcs?" 
  Assuming the company aren’t actively hostile, the look-
  out – one of the sons of Skarf – tells them that they may 
  enter the ring of Brech, but they must leave their weapons 
  outside the hall in his care. A successful Awe or Courtesy 
  test sways the young man, and he grudgingly allows them 
  to keep their arms.
  Inside, the hall is lit by a roaring fire. A suckling pig turns 
  on a spit above the flames. There’s a strong smell of drink. 
  As the companions enter, a dozen faces turn to see them, 
  and more than half those faces are hidden behind bushy 
  Dwarf beards and wide bright grins. Seated in the place 
  of honour at the head of the hall is an older Dwarf who 
  seems less merry than the rest, and by his side is a small 
  man, grey-haired, with a pock-marked face and a cloak of 
  fur. The company might guess that this is Skarf, the master 
  of Brech. He leaps from his chair and comes down to greet 
  them.
  encounteRing skaRF
  The players may assume that the purpose of this 
  encounter is to convince Skarf to let them stay in his hall. 
  It’s not – it’s to convince Skarf that he shouldn’t allow 
  the Dwarves to ambush them like Lord Elstan. If the 
  company convince Skarf that they’re not going after the 
  Dragon, or if they exceed all expectations and manage to 
  convince him that they can actually slay the Dragon and 
  free him from its thrall, then he will protect them from the 
  Dwarves’ treachery. However, if he believes they’re going 
  to merely anger the Dragon and draw it down upon him, 
  then he’ll help the Dwarves murder the companions in 
  the night.
  Set Tolerance
  Skarf’s initial Tolerance is equal to the highest Valour in 
  the company, modified as follows:
  -1 if any of the companions knew him in Lake-town
  -1 if there is an Elf in the party
  Interaction
  If the company openly state they’re going to slay the 
  Dragon, they must do so with Awe (TN 20); using any 
  other skill is an automatic failure that counts triply 
  
  75
  against Tolerance. If successful, then it counts as two 
  bonus successes (in addition to any extra successes from 
  a great or extraordinary roll). 
  If they attempt to hide their intentions, they must use 
  Riddle. Prompted by the Dwarves, Skarf asks the 
  company several prying questions about their purpose 
  – Insight suggests that he suspects they’re going after 
  the Dragon. Again, these questions can be deflected with 
  Riddle, but each failed test counts against Tolerance. 
  If the company ask for shelter and lodging with Courtesy, 
  then Skarf says he will consider letting them stay, but as 
  they can plainly see, he is hosting a company of Dwarven 
  heroes, the Brothers Khuldrim, and finding a spare bed 
  may be difficult!
  If any of the company mention the customs of hospitality, 
  or suggest that as a good man of Dale, Skarf is honour-
  bound to give them shelter on such a horrible night, call for 
  an Insight test again. If successful, the character notices 
  that this line of conversation is exceedingly uncomfortable 
  for Skarf, and that only Inspire will do (TN 20). Again, if 
  successful, this counts as two bonus successes. If Inspire 
  is not used after opening this particular conversational 
  gambit, or if the roll fails, it counts as three failures.
  The company may use Courtesy to ask for advice on 
  crossing the waste. If successful, Skarf tells them about 
  the current state of the Waste, which may well help when 
  avoiding getting Lost in the Wastes (page 83). 
  Resolution
  If the companions exceed Tolerance, then use the entry for 
  1-2 (Narrow Success), below, but Skarf’s protestations at 
  not having room are perfunctory at best. He offers them 
  food and drink for the evening, a bed for the night, and 
  to speed them on their way before the dawn. See Attack 
  By Night, below, for what happens instead. Otherwise, 
  compare the number of successful rolls the companions 
  have achieved so far with the entries below:
  1-2. (Narrow Success): Skarf declares that his house 
  is full, and he can’t take in every vagabond who shows 
  up on his doorstep. The Brothers Khuldrim were there 
  first, so the companions should go! A successful Insight 
  tests suggests that Skarf is deliberately trying to drive the 
  company away. Immediately, one of the Dwarves jumps 
  up and says that the Brothers will make room, that they 
  don’t mind getting cozy with such heroes as these Dragon-
  slayers must be! If the company press to stay, Skarf shrugs 
  and pretends to be persuaded by the Dwarves (in which 
  case, run Attack by Night when the time comes.) If they 
  leave, he sends a warning to the Dragon about the danger 
  – see Slipping Out, below.
  3-4. (Success): Skarf is torn. He knows that the safest thing 
  to do is to kill the player-heroes, but he can’t quite bring 
  himself to do it – they’ve woken some nobler impulse in 
  him. He allows them to stay, but gets drunker and drunker 
  as the night goes on. He’ll even point them to some of the 
  clues in Something Amiss, below. For example, he might 
  ask them if they want to buy a horse, or start singing a 
  song about Lord Elstan’s exploits.
  5-6. (Great Success): Skarf realises that he has made a 
  terrible mistake in serving the Dragon, and compounded 
  it by allying with the Dwarves. He allows the company to 
  stay, but during the evening, he takes the highest-Wisdom 
  companion aside and confides in her, admitting that he 
  conspired with the Dwarves to murder Lord Elstan. Now, 
  he and his family are at risk – will the companions save 
  Brech from his villainous guests?
  sLeepIng Dragons LIe
  
  76
  The LaughTer of Dragons
  7+. (Extraordinary Success): Skarf is driven mad with 
  guilt! The brave or wise words of the company have shown 
  him the error of his ways, and only blood can wash away 
  blood! If he acts now, Elstan might yet be saved. He 
  leaps up, shouting that the Dwarves are murderers, and 
  dashes Khuldri’s skull open on the hearth! The Dwarves 
  immediately stab Skarf to death, but his sacrifice gives the 
  companions time to grab their weapons.
  soMething aMiss
  In between feasting and talking with the Dwarves, 
  the companions may notice the following clues that 
  something is amiss with a successful roll (or better yet, an 
  appropriate trait invocation; traits are perfect for picking 
  up on subtle clues without rolling. You’re Suspicious by 
  nature, so you’re the first to notice that something isn’t 
  quite right...). The Loremaster doesn’t need to include all 
  of these clues – give each companion one opportunity to 
  realise the danger. 
  •	
  Awareness: There’s plenty of ale, but the Brothers 
  Khuldrim aren’t drinking heavily. They’re making a 
  big show of being drunk, but they’re just sipping their 
  drinks as if biding their time.
  •	
  Search: You spot one of the serving-girls scrubbing 
  away at a reddish stain on the floorboards. It looks 
  like spilled blood.
  •	
  Travel: There are more travelling packs stacked by 
  the wall than there are Dwarves in the hall. Where are 
  the rest?
  •	
  Craft: One of the Dwarves is eating from a fine silver 
  plate that bears the arms of Dale. Where did he get 
  such a treasure? You recall such items being given as 
  gifts by King Bard to his trusted knights.
  •	
  Song: Two of the Dwarves are humming a song as 
  they wash their weary feet. It’s the Lay of Elstan, a 
  popular song in Dale describing the heroic deeds of 
  Lord Elstan. They grin cruelly when the song ends.
  •	
  Explore: There’s a horse in the stables at the back of 
  the Ring of Brech. Unlike the other animals there, this 
  is clearly a fine war-horse fit for a tall knight.
  •	
  Insight: Skarf’s daughters and servants seem 
  nervous and fearful around the Dwarves.
  Slipping Out
  If the company leave before the Dwarves can waylay 
  them, then Skarf reports the news to the Dragon. 
  Raise Dragon Awareness by 2, or by 4 if the company 
  openly admitted their intent to slay the monster.
  attack by night
  If the company do not become suspicious, and actually 
  sleep in the hall, then the Dwarves attack them at 
  night. One companion chosen at random may make an 
  Awareness test to wake up in time; on a great success, 
  she may alert one other companion; on an extraordinary 
  success, two others. In addition, anyone with a suitable 
  trait (like Wary or Quick of Hearing) may invoke it to 
  get an Awareness test. Companions who wake in time 
  may fight normally – although they’re not wearing their 
  armour, and their main weapons might be outside the 
  hall. 
  Companions who are stabbed in their sleep are 
  automatically hit, and lose 6 Endurance. These attacks 
  count as Piercing blows, so the companions must make 
  Protection tests against the Dwarven dagger’s Injury score 
  of 12. (A player may spend a point of Hope to invoke Body 
  as an Attribute Bonus as normal.)
  The Battle of Brech
  There are two Dwarves per companion. Skarf’s kin may 
  take part in the battle, but are easily defeated. Still, they 
  count as two additional Success dice for whichever side 
  they choose. If Skarf fights against the companions, his 
  statistics are below; if he fights for the companions, he 
  reduces the number of Dwarves by two before dying. 
  
  77
  Skarf, Lord of Brech
  attRibute level
  4
  enduRance
  hate
  20
  2
  paRRy
  aRMouR
  4
  3d
  skills
  Personality, 3
  Survival, 4
  Movement, 2
  Custom, 2
  Perception, 3
  Vocation, 2
  Weapon skills
  Great Axe
  4
  special abilities
  Great Leap
  -
  Weapons:
  Weapon type
  daMage
  edge
  inJuRy
  called 
  shot
  Great Axe
  9
  C
  20
  Break 
  Shield
  Dwarven Assassin
  Swiftly do the hearts of the Dwarves turn dark and 
  cold.
  attRibute level
  3
  enduRance
  hate
  18
  3
  paRRy
  aRMouR
  5
  3d
  skills
  Personality, 1
  Survival, 3
  Movement, 2
  Custom, 2
  Perception, 2
  Vocation, 3
  Weapon skills
  Axe
  3
  Dagger
  2
  special abilities
  No Quarter
  Savage Assault
  Craven
  -
  Weapons:
  Weapon type
  daMage
  edge
  inJuRy
  called 
  shot
  Axe
  5
  C
  18
  Break 
  Shield
  Dagger
  3
  C
  12
  -
  Possible Complications in the Battle
  The following events can be employed to enliven the fight.
  •	
  The Burning Hall: The Dwarves set the roof of 
  the hall on fire. For the rest of the battle, whenever 
  a combatant rolls an C on the Feat die, he or she 
  loses Endurance equal to the roll of a success die. 
  After the first round, anyone who rolls an Cor a 1 
  on the Feat Die takes damage; after the second, a roll 
  of an C, 1 or 2 takes damage and so on. Only a fool 
  fights in a burning house.
  •	
  The Laughter of Dragons: The storm breaks over 
  Brech. Thunder and lightning crash overhead. If a 
  companion rolls a A when attempting to Intimidate 
  Foes, the skies flashes as if in answer, and the enemies 
  sLeepIng Dragons LIe
  
  78
  The LaughTer of Dragons
  lose another Success die’s worth of Hate in addition to 
  the normal amount.
  •	
  Out of the Frying Pan: One of Skarf’s daughters 
  throws a pan full of sizzling bacon fat into the face 
  of a foe (either a companion or a Dwarf). The victim 
  of this attack loses 1 Endurance every turn until they 
  spend their action wiping the fat away. 
  The Brothers Khuldrim
  The Brothers Khuldri and Skuldri were renowned 
  heroes of Erebor, but Skuldri died and Khuldri fell 
  in with a bad crowd of brigands. He is still of high 
  Standing in Erebor, but his travelling companions 
  are the worst sort of Dwarves, more interested in 
  treasure than great deeds – and they are willing to 
  stoop to murder when it suits them.
  aFteR the battle
  If Skarf lives, he may be convinced (through Persuade 
  or Inspire, depending on how the encounter played out) 
  to tell the companions what really happened at Brech, 
  and begs the company to go after Lord Elstan. Even if 
  killed, he might confess the knight’s murder with his 
  dying breath. 
  Should the company defeat the Brothers Khuldrim, they 
  may obtain fresh supplies and guidance at Brech for the 
  second part of their journey; this aid is worth two bonus 
  Success dice to use when crossing the Waste. 
  The Lost Knight
  Searching the Dwarves’ belongings – or questioning 
  survivors after the battle – confirms that the Dwarves 
  attacked Lord Elstan. Notably, one of the Dwarves has the 
  Aegis of Dale hidden in a sack. 
  After knocking Elstan unconscious, three of the Dwarves 
  went out into the Waste to find a place to hide the body. 
  They may be encountered in Lord Elstan’s Grave, page 81. 
  Following the trail of the Dwarves requires a Hunting test 
  and brings the company Across the New Desolation. 
  The Aegis of Dale
  The Dwarves of Erebor made this shield for an 
  ancient Lord of Dale in the first days of that realm. 
  Chased in mithril and enchanted with potent runes, 
  the shield was recovered from the hoard of Smaug by 
  the companions of Thorin Oakenshield, and gifted 
  back to King Bard. It is part of the crown jewels of 
  Dale, but King Bard allows one of his champions to 
  carry it. 
  Type: Shield
  Craftsmanship: Dwarven
  Banes: N/A
  Qualities: 
  1. Fireproof: Once per battle, the wielder does not 
  suffer harm from any source of flame, including 
  Dragon fire, for a number of rounds equal to 
  their Valour.
  2. Superior Reinforced: Increases the Shield’s 
  Parry bonus by 2. The shield cannot be smashed. 
  Additionally, if the wielder’s Valour is 4 
  or more, once per battle when an enemy hits 
  without scoring a Piercing blow, they miss 
  instead. 
  3. Cunning Make: Reduces the Shield’s 
  Encumbrance by 2
   
   
  
  79
  - paRt FouR - 
  acRoss the neW desolation
  Between the northern edge of the lands of Men, and the 
  mountains of the Dragons, lies the Waste: a trackless, 
  uninhabitable, bitter region of broken stone and dust. 
  Crossing the Waste takes at least a week, requiring two 
  Fatigue tests at TN 18. However, many of the Hazards and 
  Perils in this section may delay the company further, making 
  the final battle with the Dragon even more dangerous.
  The Loremaster should employ the Hazard episodes listed 
  here as dictated normally by Journey rolls, and describe 
  the rest of the journey using the various Encounters 
  and Perils listed below (alternate between Encounters 
  and Perils as needed). It is not required to run all the 
  Encounters or Perils.
  hazaRds
  The following paragraphs describe potential hazards for 
  the journey through the Wastes (all the episodes described 
  use special rules, and thus are not formatted in the usual 
  way).
  Maggots (Hunter)
  Somehow, the company’s food supplies become infested 
  with huge slimy maggots that are native to this part of 
  the world. Very little is salvageable – and worse, there is 
  little game to be caught in the Waste. The company must 
  choose one of the following two options:
  •	
  Press on towards the Watchtower. All Huntsmen may 
  make Hunting tests at TN 20. If no-one succeeds, the 
  company are all considered Weary until they find 
  food. 
  •	
  Turn south, where there is better prospect of finding 
  food. This costs the company a number of days equal 
  to the roll of a Success die, but the Hunting tests are 
  at TN 14 instead. 
  No Way Forward (Scout)
  It should be easy to find a way to the Watchtower – all the 
  company need to do is keep walking towards the burning 
  mountain on the horizon. However, as Frodo and Sam 
  discovered in the Emyn Muil, just knowing where you’re 
  going doesn’t mean you can see a route to get there. The 
  company encounter a broken landscape of jagged rocks, 
  blind canyons, and sudden steep cliffs. They cannot move 
  forward until their Scouts succeed at an Explore test. 
  Each attempt by the company costs a day.
  Raging River (Guide)
  The Guide’s route goes along the bank of a dry valley – 
  or what’s usually a dry valley. The storms of recent days 
  have turned the gulch into a torrent of icy black water 
  mixed with silt and ash. The Guide may choose to turn 
  back and find another route (in which case this counts as 
  No Way Forward) or risk pressing on by making a Travel 
  test (TN 18). 
  If the test fails, one of the companions falls into the river 
  when the bank collapses and is swept away. The company 
  must search for their missing friend – see Lost in the 
  Wastes, page 83.
  Walking Stones (Look-Out)
  Those stones... were they always there? At twilight, it 
  seems to the Look-out that piles of stones are creeping 
  closer and closer to the company. Every time she looks, 
  those rocks appear nearer and nearer. The hero may rouse 
  the company and get them to move camp (everyone gains 
  1 Fatigue), or ignore the impossible walking stones (in 
  which case the Loremaster should roll a Success die; on a 
  4 or more, one of the companions suddenly finds himself 
  buried. He can be dug out of this sudden cairn, but gains 
  2 Shadow points and a number of Fatigue points equal to 
  the roll of a Success die.
  sLeepIng Dragons LIe
  E Dale
  E
  Erebor
  The Waste
  o
  Upper Marches
  n
  E Ginar’s House
  E Brech
  Northern
  Dalelands
  c
  E Zirakinbar
  
  80
  The LaughTer of Dragons
  Dreams of Fire (Any Companion)
  The character is troubled by dreams of being burnt to 
  death by Dragon-fire. On waking, the character must 
  make a Corruption test. If the roll fails, the character 
  gains 1 Shadow point immediately, and another Shadow 
  point whenever he or she is attacked by a Dragon’s breath 
  weapon or sees another companion perish in flames.
  Scorpion in the Bed (Any Companion)
  One of the venomous creatures of the Waste crawls into 
  the character’s sleeping roll. The character is allowed 
  an Awareness test to detect the danger; otherwise, the 
  companion is Poisoned, and cannot travel until the poison 
  is treated using Healing (TN 18, one attempt each day). 
  Ash Cloud (All) 
  A choking storm of ash and dust blows down without 
  warning from the north, reducing visibility to next to 
  nothing. All the Companions need to make Search tests or 
  be separated. All those who succeed stay together; those 
  who fail wander off and find themselves in a labyrinth of 
  echoing canyons. See Lost in the Wastes, page 83.
  Seen By Orcs
  Orc scouts spot the company at a distance. Raise the 
  Dragon Awareness by the roll of a Success die. 
  Choking Thirst (All)
  The unseasonable heat and unutterable dryness of the 
  dust means the company go through their water supplies 
  faster than they should. Each member of the company 
  must choose:
  •	
  Ration their water and travel only in the earlier, cooler 
  hours, adding another three days and another Fatigue 
  test to their trek.
  •	
  Search for drinkable water on the way – this requires 
  an Explore roll at TN 18 from the Company’s scout. 
  If successful, the Scout finds water. Otherwise, the 
  company becomes Weary until they find water.
  encounteRs
  The following scenes don’t pose an immediate threat to 
  the company, although few things in the Waste can truly 
  said to be friendly.
  Birds in an Empty Sky
  The presence of the Dragon has begun a new desolation 
  on the Waste. As the wyrm’s fires grow hotter, they burn 
  the living land, until nothing good can live there – not 
  that much good lived here before the Dragon, anyway. 
  Now, though, even the few animals who lived in or passed 
  through the Wastes are fleeing. The company spot a flight 
  of birds circling down to the east. Anyone with at least 
  Hunting or Travel at 2 or more guesses they’re in search 
  of drinkable water. Following the birds costs a day’s travel 
  time, but brings the company to a small pool of fresh water.
  •	
  A Hunter can easily (Hunting, TN 10) trap a few birds 
  here to eat, and the water is good to drink.
  
  81
  •	
  If the company can communicate with birds (Raven 
  of the Mountain, The Speakers, a blessing from Beorn 
  or some other gift), then the birds can give the same 
  advice as Witherfinger, below.
   
  Witherfinger
  A dead – well, mostly dead – tree, withered and bare 
  stands rooted in the dusty banks of a dry river valley. 
  It’s the only tree for miles around, not that it’s much of a 
  tree. Hunched and thin, leafless and twisted, gnawed by 
  worms, but still it cheers the spirit. Whatever else, it has 
  endured in the midst of the desolation.
  Companions who have played through The Watch on 
  the Heath in Tales from Wilderland recognise the tree 
  as the mysterious Witherfinger. For those encountering 
  her for the first time, Witherfinger is perhaps a tree 
  that has grown wakeful, or a woman grown tree-like, or 
  something else entirely. A few years ago, she remembered 
  how to speak in the manner of two-legged things, but her 
  wanderings in the wastes have sapped her spirit, and now 
  she can communicate only in dreams. 
  Should a character take an axe to Witherfinger’s hoary 
  hide, she hurls a cloud of dust and small stones at the 
  company, blinding them all for a moment. When their 
  vision clears, she is gone. However, should a character 
  rest amid Witherfinger’s roots, they find a comfortable 
  bed of moss there to lie upon. Resting there cures Fatigue 
  equal to the character’s Wisdom, or restores a point of 
  Hope (companion’s choice). In addition, Witherfinger 
  whispers in the companion’s dreams. In the dream, 
  the companion hears the crotchety voice of a nervous, 
  somewhat rambling but kindly old woman. She might say:
  •	
  “Oh and oh. Dark-hearted Dwarves they are, 
  murderous and greedy. They kidnapped that poor 
  old man and threw him down a hole, and stole all 
  his shiny armour. Not fair, not fair at all. Will no-one 
  help him?” The companion sees Lord Elstan (see Lord 
  Elstan’s Grave, below) in the pit where the Dwarves 
  threw him. Taking a detour to aid Lord Elstan costs a 
  day and a Fatigue test (TN 18).
  •	
  “Orcs! I hate Orcs! Nasty mean axe-y brutes. Never 
  good for no-one. I watched ‘em throw the big one out, 
  drove him away with fire, but he’s worse than any of 
  them. He wanted to go south, you know. South, to 
  the dark land. To His land. Mordor.” The companion 
  glimpses Ukghash (overleaf) making his way across 
  the ravines. 
  •	
  “Them traitors! Never ought good came out of a cold 
  Dwarf’s heart! Lying in wait, they are, with murder 
  in mind! Beware ‘em!” The companion has a vision 
  of the Dwarf Ambush (page 84), if that is still a 
  possibility. This warning gives two bonus Success dice 
  for Awareness tests to anticipate ambush. 
  •	
  If any of the company fall victim to The Haunted 
  Lake (page 84), then Witherfinger can help their 
  companions deal with the spirit. “They’re down there, 
  in the waters. Swim down and fetch ‘em up before 
  they’re stuck down there forever. Here, I’ll aid thee.” 
  Her assistance gives three bonus Success dice that 
  can be spent on Athletics or Inspire rolls made in 
  the lake.
  Lord Elstan’s Grave
  After the Brothers Khuldrim stabbed Lord Elstan in his 
  sleep at Brech, in the House of Skarf, two of them carried 
  him out into the wastes, planning to dump his body in a 
  convenient ditch and return to their beds; however, Elstan 
  managed to wrest himself free of their clutches and ran off 
  into the night. The two Dwarves pursued, and after many 
  misadventures in the Waste they eventually caught up 
  with the old knight, stabbed him again for good measure, 
  and then threw him in a hole. The two villainous Dwarves 
  are still wandering the Waste (and may be encountered in 
  Dwarf Ambush, page 84). 
  Lord Elstan, twice-stabbed and his ankle twisted, now lies 
  at the bottom of a steep-sided sinkhole. The company may 
  find him by following his trail with Hunting, or be guided 
  here by a dream or portent – or maybe they just hear his 
  weak calls for help. 
  Rescuing the knight requires an Athletics test to climb 
  down; failure means the companion loses a Success die’s 
  worth of Endurance from scrapes and cuts. “Bless you, 
  youngsters. Those wretched Dwarves attacked me as I 
  slept, and stole my sword and shield. Witless I wandered 
  in the wastes, until they came at me again and imprisoned 
  me here. They are in league with the Dragon, I guess, and 
  sLeepIng Dragons LIe
  
  82
  The LaughTer of Dragons
  mean to stop any of us from reaching the Watchtower. I do 
  not know if I can make it – go on without me!”
  A Healing test fixes Elstan’s ankle, but his two knife-
  wounds are infected and likely mortal. Lord Elstan knows 
  this, but makes light of it. “Oh, I have had worse. Why, 
  at the Battle of Five Armies, this big Cave-Troll caught 
  me by the legs and lifted me up to gnaw on me like a 
  dog with a beef-bone! I had my dagger to hand, though, 
  and knew what to do! One cut across the nose, to startle 
  him, and then I drove the blade elbow-deep into his 
  eyesocket! Better’n than sunlight for killing a troll you 
  know! But aye, I think this is my last quest for King Bard. 
  I’ll go home and rest. What was it the funny little man 
  said – live happily to the end of my days. However long 
  they may be.”
  It takes an extraordinary success on the Healing test, 
  or the use of a Virtue like Staunching Song, to cure the 
  wounds. 
  If the company ask Elstan to accompany them, the old 
  man slows them down and is too weak to fight. They travel 
  at only half their normal speed. However, his company 
  cheers them and he is full of wisdom and good advice – 
  each member of the company may regain a point of Hope 
  and mark Advancement Points in three different skill 
  groups of their choice, thanks to Lord Elstan’s tutelage.
  If they escort Elstan to safety at the edge of the Wastes, 
  it takes one day there and one day to return. They gain 
  no benefit from doing so, but do not accrue Shadow. If 
  the company abandon Elstan or let the old man stumble 
  homewards alone, they each gain 2 Shadow points.
  The Burnt Orc
  A band of Orcs serve the Dragon (see Battling the Orcs, 
  page 87). Once, this band followed another chieftain, 
  Ukghash. When Sauron declared in Mordor, in the Year 
  2951, Ukghash heard the call of the Dark Lord. At the 
  time, the Orcs dwelt in caves in the Grey Mountains, but 
  Ukghash drove and dragged and harried them south and 
  east, always south and east, towards the Dark Tower. 
  When the Orcs came close to the Watchtower, one of 
  Ukghash’s lieutenants, a treacherous Orc named Haglach 
  rebelled against the chieftain and offered the tribe’s 
  loyalty to the Dragon. Why sneak past the watchful men 
  of Dale and the Dwarves of the Lonely Mountain, or brave 
  the darkness of the Spider-thronged forest, when they 
  could serve the Dragon and eat roasted flesh every night!
  Ukghash quarrelled with Haglach, until the Dragon 
  intervened with a fiery blast. Ukghash fled the Dragon’s 
  wrath, and ever since has roamed the wastes, hoping 
  to reclaim his place at the head of the tribe. If he could 
  murder Haglach, maybe, or if the Dragon went away 
  south... or if the Dragon died, that would work too... 
  Ukghash, therefore, can be a most unlikely ally for the 
  company. 
  The companions spot the lone Orc as they travel across 
  the wastes. His face and left arm are still scarred with 
  burns, making him unusually ugly even for an Orc. 
  He stands taller than most of his kind, and there is a 
  dangerous light in his eyes. (The Dark Lord calls him, 
  even now; he is not craven, and can endure sunlight 
  better than most).
  Ukghash knows the region well – and he knows that a 
  company of armed adventurers travelling towards the 
  watchtower can only have one purpose. He meets the 
  company at twilight in a region of broken rocks and narrow 
  
  83
  ravines, where he can easily vanish if the encounter turns 
  hostile. 
  If the company move to attack, he turns and flees; he 
  can only be caught with a successful TN 18 Hunting or 
  Search test. He speaks the Common tongue. 
  “I am Ukghash, burnt-Orc. You come to kill the Dragon. I 
  want to see him dead, too. We have common cause, you 
  and I.”
  Ukghash offers to guide the company to the Watchtower. 
  He claims he can get them past Haglach’s patrols, bringing 
  them down unseen paths to the Dragon’s very doorstep. 
  He won’t murder them in their sleep, or bring them into a 
  trap. This he swears in the name of the Dark Lord, in the 
  name of Sauron (and anyone with Orc-Lore or Shadow-
  Lore knows that the Enemy does not permit his true name 
  to be spoke aloud, even by his servants – for an Orc, 
  swearing by that name is no small matter, but it is still an 
  oath founded on treachery and cruelty...). In return, he 
  wants them to swear three oaths, in the name of whatever 
  powers they honour.
  •	
  First, that they will do Ukghash no harm while they 
  are in the Wastes.
  •	
  Second, they will slay the Dragon and Haglach too, 
  but not attack the rest of the Orcs. “Unless the fools 
  throw themselves on your blades, of course – I’ll not 
  gainsay you a kill.”
  •	
  Third, Ukghash gets a fair share of the treasure hoard, 
  to do with as he will. 
  An Insight test indicates that Ukghash might indeed 
  hate someone more than the companions. Still, willingly 
  travelling with a creature of the Enemy is worth 1 Shadow 
  point for each member of the company. 
  If the companions reject Ukghash, but fail to track him 
  down and slay him, he runs back to the Dragon and curries 
  favour by warning of the company’s approach. Roll the 
  Feat die and add the result to the Dragon Awareness total, 
  countingGA as zero (the irritated Dragon incinerates 
  Ukghash without listening to him) and an C as 10 (and 
  the Dragon forgives Ukghash and takes the Orc back into 
  his service; add Ukghash to the forces ranged against the 
  company in Battling the Orcs, page 87.
  Ukghash is an Orc-Chieftain (see The One Ring Roleplaying 
  Game, page 239).
  Playing Ukghash
  You are not a "good orc". In fact, you’re worse than 
  any of the others in the tribe – you are a fanatical 
  servant of Sauron, and hear his dread voice more 
  clearly than your kinfolk.
  You know that you are making a dangerous gamble 
  by putting yourself in league with Tarks and stunted 
  Dwarves. They will not believe you are their friend, 
  so you must instead show them you are very very 
  useful, so they will not attack you.
  When Haglach is dead, then you kill them. Not 
  before. Not before. 
  peRils
  The following threats might be applied as the consequence 
  of a Hazard or as the Loremaster deems appropriate.
  Lost in the Wastes
  The Waste is especially perilous this time of year. Even if 
  the company don’t roll a Hazard, they still risk getting 
  lost. Their Guide must make a TN 18 Travel test to find 
  the right route through the broken lands. (Reduce the 
  difficulty to TN 14 if the company received advice from 
  Skarf (page 75) or have guidance from Ukghash). 
  If the Guide fails, the company is lost: each Scout must 
  make Explore tests (TN 18) until one of them finds a way 
  forward. Each set of tests costs one day.
  On a failure with an C, that companion becomes 
  separated from the rest of the group and gets lost. A lost 
  companion may be found with a successful Hunting test; 
  again, each set of Hunting rolls costs a day of travel.
  sLeepIng Dragons LIe
  
  84
  The LaughTer of Dragons
  On a A the company discovers something useful, drinkable 
  water or a good shelter for one night against the horrors 
  of the Waste. All companions can recover 2 Endurance 
  points.
  Dwarf Ambush
  If the company defeated the Brothers Khuldrim in the 
  House of Brech, then this ambush is barely worthy of the 
  name. The three Dwarves who brought Elstan into the 
  wastes attempt to waylay the company, hoping to steal 
  their food and water.
  However, if the company did not face the Brothers 
  Khuldrim at Brech, then this is a much larger ambush. In 
  this case, there are two Dwarves for each companion.
  •	
  In either case, the Dwarves hide in tunnels and cracks 
  in the chalky ground of the waste, and wait until the 
  company pass by before emerging and attacking. An 
  Awareness test spots the attackers before they strike.
   
  •	
  If the ambush is successful, the Dwarves use snares 
  to entangle the company. These are resolved like 
  Opening Volleys, but inflict no damage. Instead, 
  characters hit by a snare cannot attack until they free 
  themselves with a Dagger skill roll (TN 14). Another 
  companion can automatically free an ensnared ally 
  instead of attacking. 
  The Haunted Lake
  The company come across a brown lake of stagnant and 
  foul water. Deaths-head midges rise from its surface 
  as they approach. All the adventurers feel a sudden 
  compulsion to drink the waters. The companion(s) with 
  the highest Wisdom may make a Wisdom test to resist; 
  other characters may make a roll to resist only if they have 
  an appropriate trait like Wary or Stubborn. 
  Those who drink instantly fall into an enchanted slumber. 
  A character who didn’t drink and who possesses Shadow-
  Lore or another suitable trait guesses that there is an 
  evil spirit dwelling in the lake that has ensorcelled the 
  company.
  A successful Healing roll awakens one of the sleepers, 
  however the victim quickly falls back to sleep unless they 
  are led away from the lake.  
  Alternately, a successful Athletics test (TN 10 for Hobbits, 
  12 for Elves and Dwarves, 14 for Men) can be used to carry 
  a companion away. 
  It takes hours to coax or drag a victim away from the 
  lake, and each set of rescue attempts by the wakeful 
  companions costs a day. Characters freed from the lake’s 
  enchantment cannot help rescue others — only those who 
  initially resisted are immune.
  A companion touching the water receives a vision of a 
  grand feast in the manner of the legends of older days. 
  In the vision, a hooded skeletal figure sits at the head of 
  the feast-table in the bottom of the lake, surrounded by 
  the spirit-forms of the sleepers. This shadow – a Lake-
  Wight, perhaps – serves the sleepers food and drink, but 
  the more they eat, the weaker and more emaciated their 
  dream-selves become. 
  Swimming to the bottom of the lake requires an Athletics 
  test; failure means the character loses a Success die 
  worth of Endurance. Once there, an Inspire test lets 
  the character wake the sleepers (two sleepers on a great 
  Success, three on an extraordinary success). 
  If a hero frees a companion’s spirit from the lake, then 
  that companion is no longer under the effect of the spell 
  and can assist in rescuing others.
  Failing with an C means the swimmer is caught by the 
  evil spell. The swimmer’s body floats back to the surface, 
  while the swimmer’s spirit joins the feast below.
  If by terrible mischance, the whole company falls victim 
  to the lake, then perhaps they might be rescued by 
  Witherfinger (page 81) or Ukghash (page 82). 
  Once the company escape the enchantment, they may 
  dredge the mud at the bottom of the lake if they wish. 
  Doing so costs a day, but the company discovers 10 points 
  of Treasure in the form of old coins and jewels amid the 
  many, many bones that lie there. This lake, it seems, 
  was used as a ritual site for sacrifices by evil men who 
  laboured under the Shadow in past ages. 
  
  85
  - paRt Five - 
  appRoaching the WatchtoWeR
  A band of Orcs under the leadership of Haglach serves 
  the Dragon. The Orcs came from the north-west, from the 
  Grey Mountains, but now dwell in the caves and tunnels 
  along a gorge that runs between the edge of the Waste 
  and the peak of Zirakinbar, the Watchtower. In years past, 
  the gorge caves were frozen and home to Snow-Trolls and 
  lesser cold-worms, but the growing heat of the Dragon has 
  thawed them out. Now, they are mud-choked pits of slime, 
  full of secret hiding places and uncertain footing, making 
  them a perfect lair for Orcs. Nevertheless, the gorge is the 
  least difficult route through the hills.
  While the company cannot see the Orcs at a distance, by 
  night it’s clear that the gorge is inhabited, for at sundown the 
  Orcs light huge bonfires and chant the name of the Dragon, 
  as if stoking his flames. Every day that the company draws 
  nearer the pass, the chants get louder and the air grows 
  hotter, as though they are walking into a furnace. If he is 
  with the company, Uzghash grudgingly warns them of the 
  Orc encampment’s guards and watchers.
  oRc-sentRies
  Orc-Sentries watch the approaches to the Watchtower 
  from perches on the hillsides and tors that dot the 
  northern wastes. The lands around are still and empty, 
  so any movement can be seen from a long distance away. 
  Fortunately, a maze of gullies and defiles offers cover, so 
  the companions can try to advance without being seen. 
  Orcs have good night-vision, so there’s no advantage to 
  trying the crossing by dark – and by day, sentries in caves 
  high on the hillside take over, staring into the sunlight 
  until their eyes bleed.
   
  Before crossing the maze, the company’s Scout can range 
  ahead and try to find the best route with an Explore test. 
  If the roll fails, the Scout risks being spotted and must 
  pass a Stealth test to hide in time. 
  A successful Explore test from the Scout gives the 
  company one Success die that can be applied to the later 
  Stealth tests (two dice on a great success, three on an 
  extraordinary success). Crossing the maze without being 
  noticed by the Orcs requires three successful Stealth rolls. 
  Choose the companions who take these tests randomly. If 
  any of these rolls are failed, the company is spotted.
  Spotted!
  If the company is spotted, there’s time for a single bow-
  shot by the swiftest companion to bring down the Orc. 
  The difficulty for this attack is TN 20. On a successful hit, 
  the Orc falls. Otherwise, the alarm is raised. The company 
  may retreat and try to hide in the Wastes, or press on. If 
  they press on, then they’re going to be Battling The Orcs 
  (see below) as Orcs swarm out of holes and tunnels in the 
  valley and close in on the travellers.
  sLeepIng Dragons LIe
  
  86
  The LaughTer of Dragons
  If they retreat, it costs a day and increases Dragon 
  Awareness by +4, but they can attempt the crossing again 
  the next day.
  Once the company has reached the gorge entrance another 
  choice lies before them. Do they take the shorter route 
  through the Orc-infested gorge, or the longer, harder but 
  possibly safer route through the mountains on either side?
  the Mountain Route
  At any time, the mountain route would be perilous. The 
  hills that mark the border between the Waste and the 
  Withered Heath are steep and rocky, and every route 
  goes up sheer cliffs or over mounds of loose scree. If the 
  company were here before, they remember the biting cold 
  winds that howled around the slopes, or the icy rime on 
  the rocks. 
  Now, though, things are even worse, for the Dragon’s heat 
  has brought an unexpected and unwelcome false spring 
  to the region. The cliffs glisten like a poisoned blade in 
  the dying sun, as ice turns to slippery slush and back 
  again, and the hills slough mud in landslides like a snake 
  shedding its skin. Fortunately, once the company reach 
  the top of the cliffs, they can easily hide in the scrub-
  forests along the hills and avoid the Orcs – assuming, of 
  course, they do reach the top of the cliffs.
  Crossing via the mountain takes three days, plus another 
  two to make it through the hills beyond to the Watchtower. 
  The company must pass two Fatigue tests at TN 20 to cross 
  the mountains.
  Potential Hazards
  The following paragraphs describe potential hazards for 
  the mountain route (all the episodes described use special 
  rules, and thus are not formatted in the usual way).
  Landslide! (Guide)
  The false spring means that the very rocks themselves 
  are unstable. The Guide must make a Travel roll (TN 
  20) to avoid the danger, otherwise the ground begins to 
  slip and slide beneath the company. Failure means the 
  company is caught in the landslide, losing a Success die 
  worth of Endurance each. Worse, the path is now blocked, 
  costing the company a day’s travel. On an C one of the 
  company is also Wounded. 
  The Cliff Path (Scout)
  The only way forward is to climb a sheer cliff. The Scout 
  goes first, with a rope. Climbing the cliff requires three 
  Athletics tests. Each success awards the Scout ten feet 
  of vertical progress, but a failure represents a fall at the 
  accumulated height. For example, a failed first test is a fall 
  of 10 feet, a failure on the second is a fall of 20 feet and a 
  failed third test is a 30-foot fall. See page 184 of The One 
  Ring Roleplaying Game. Alternatively, a day’s exploration 
  and a successful Explore test (TN 18) finds an alternative 
  route. 
  Warg-Tracks (Hunter)
  The hunter notices the traces of a Warg, and the prints 
  suggest the beast is searching for the company. The hunter 
  may hide the company’s tracks with a Hunting or Search 
  test; if the test fails, increase Dragon Awareness by 2. 
  Orc Scouts (Look-Out)
  Orc scouts creep abroad by night, searching the cliffs 
  around the gorge. The look-out gets an Awareness test to 
  notice their approach and warn the rest of the company. 
  Otherwise, the company are spotted and the scouts warns 
  the other Orcs. Increase Dragon Awareness by 2. 
  Dreams of Fire (Any)
  The character is troubled by dreams of being burnt to 
  death by Dragon-fire. On waking, the character must 
  make a Corruption test. If the roll fails, the character 
  gains 1 Shadow point immediately, and another Shadow 
  point whenever he or she is attacked by a Dragon’s breath 
  weapon or sees another companion perish in flames.
  The Dragon Is Here! (All)
  The Dragon goes hunting, looking for one of the hardy wild 
  goats or maybe a fat Snow-Troll to eat. As it circles, though, 
  it smells an unfamiliar scent on the air – adventurers! 
  Raise Dragon Awareness by 2.
  the goRge Route
  The gorge route is faster, but requires sneaking past a host 
  of Orcs. There are two ways for the company to attempt 
  this feat.
  By Brightest Day
  Creatures of the Enemy cannot abide sunlight – and even 
  this far north, even with clouds of ash or snow choking the 
  
  87
  sky, the noonday sun is too bright for the Orcs to tolerate, 
  so they must retreat into their caves. The company could 
  race across the valley at noon, hastening towards the 
  Withered Heath as fast as they can. The downside, of 
  course, is that they’ll certainly be seen and pursued once 
  the sun goes down, and then they’ll be caught between the 
  Orcs and the Dragon.
  If the company choose this plan, they can cross the valley 
  and be at Zirakinbar in two days – but they’ll have the 
  Orc-host on their heels! Raise Dragon Awareness by 6, 
  and there’s no time to spare for subtlety once they reach 
  the Watchtower – the company’s only hope is to slay the 
  Dragon before the Orcs arrive!
  By Darkest Night
  Each night, the Orcs celebrate the coming doom of the 
  north as their master’s fire grows. The company can 
  try sneaking through as the Orcs are distracted by the 
  bonfires. This has its virtues – there’s a chance that the 
  company can get through without being seen – and its 
  perils, in that if the company are spotted, the whole orc-
  host will be upon them. 
  To get through the gorge undetected, each companion 
  must pass a Stealth test at TN 16. If one of them fails, they 
  will have to cut their way through.
  battling the oRcs
  Haglach’s Orc tribe numbers more than five hundred. 
  Virtually all of them are lesser Misty Mountains Orcs 
  and Goblins, but they are no less dangerous for that. If 
  the company engage with a patrol, then assume there’s 
  one Orc-Soldier and two Goblin Archers per companion, 
  plus an Orc Guard in command. If Haglach is present, he 
  counts as an Orc-Chieftain.
  If the company are unlucky enough to take the whole tribe 
  on, then each wave consists of two Orc-Soldiers and three 
  Archers per companion. 
  A Red Day, A Sword Day, To Die on
  Optionally, if Lord Elstan is with the company, he might 
  volunteer to stand rearguard in the gorge against the Orc-
  host. There are narrow places where one heroic old man, 
  wounded or no, could hold the pass against five hundred 
  for a time. 
  aMbushing the oRcs
  Every few days, Haglach and a few of his advisors travel 
  north to the Watchtower to offer obeisance to the Dragon. 
  If the company manage to sneak past the Orcs without 
  being spotted, they can ambush Haglach and his guards. 
  Slaying Haglach throws the Orc tribe into confusion 
  (and allows Ukghash to take over again, if he is nearby). 
  Furthermore, the company could take the Orc-garb and 
  disguise themselves as Orcs, allowing them to sneak up 
  close to the Dragon. 
  a speaR’s thRoW
  As the company approach the mountain, a small dusty 
  shape scurries out from the shadow of a boulder. It takes 
  them a moment to recognise it as Skirfira, the young 
  Dwarven sage they met back in Erebor, the companion 
  of Greystroke. She runs up to meet them and explains 
  breathlessly:
  “Greystroke... she wouldn’t listen... or wait. Dragon-fire...
  too hot... she’s climbing up!” With that, Skirfira points at 
  the side of the mountain. To the right of the road there 
  is a sheer cliff that leads up to a cave mouth, a crack big 
  enough for a Dragon to crawl out of (it’s the mouth of the 
  Rift, location 4 on the map below). Fumes pour from the 
  crack, almost hiding the shape of a lone figure scaling the 
  rocks. It’s Greystroke. 
  sLeepIng Dragons LIe
  
  88
  The LaughTer of Dragons
  •	
  If the company don’t act then a few moments later 
  there is a flare of red light from inside the mountain, 
  and then a terrifying roar that nearly dislodges 
  Greystroke. The Dragon emerges from the cave.
  •	
  If it’s Raenar, then he sees Greystroke and sneers. He 
  starts to climb down the cliff towards her. She snaps 
  at him with her spear, aiming for his eye-socket, but 
  the Dragon twists and she hits his shoulder instead. 
  The Dragon roars in pain so loudly the mountain 
  shakes, and Greystroke loses her grip. Before she can 
  fall, though, the Dragon’s head snakes out, bites her, 
  and swallows her whole.
  •	
  If it’s Wruenele, then the Dragon flies out across the 
  grey skies, heedless of the enemy behind him. He 
  circles around the mountain, exulting in his flight. 
  Once, twice, Greystroke raises her spear to throw 
  it, but it’s clear that she doesn’t have the leverage to 
  make the throw. On the third pass, she looks down for 
  a moment to the valley far below, as if bidding farewell 
  to Skirfira. Then she throws the spear, putting her full 
  strength behind it, pushing off with her legs to give the 
  throw added force. She falls to her death. The spear 
  flies towards Wruenele, who lets out a blast of flame 
  in alarm. The fires deflect the spear just enough, and 
  it clatters to the ground beyond him.
  •	
  Either way, the Dragon retrieves the spear after a few 
  minutes, and returns to its lair.
  Saving Greystroke: Saving the hero is no easy task. The 
  only options would be to attack or distract the Dragon as 
  it emerges, or race up the mountainside to stop Greystroke 
  before she gets too close and wakes the Dragon. Invoking 
  a suitable trait (like Swift) is necessary in the latter case. 
  Recovering the Spear: Grabbing the spear before the 
  Dragon gets to it is a little easier, although the companion 
  must still make a Stealth test to avoid being seen by the 
  Dragon. Alternatively, they can steal the spear from the 
  treasure hoard once the Dragon brings it back up to the 
  Watchtower.
  Skirfira’s Aid: If Greystroke dies, Skirfira is stricken 
  with grief. A roll of Inspire (TN 16) convinces her to keep 
  going and to mourn her friend later. Skirfira can give the 
  company any three pieces of lore from Secrets of Mazarbul 
  (page 68) or Stories of Dragons (page 70). Otherwise, she 
  stumbles away south, as though blind.
  If the company rescue Greystroke, then Skirfira devotes 
  herself to tending to her wounded comrade. She offers up 
  the above secrets freely, and advises the company to make 
  for the secret door into the Watchtower. She offers her axe 
  to open the secret door. 
  Greystroke’s Aid: If Greystroke survives, she grudgingly 
  thanks the company for their aid and will fight alongside 
  them – her aid counts as four Success dice in the battle 
  with the Dragon. 
  Nameless, The Elven Spear
  Type: Spear
  Craftsmanship: Elven
  Banes: Dragons 
  Qualities: 
  1. Foe-Slaying: When attacking a Dragon, reduce this 
  weapon’s Edge by the wielder’s Valour.
  2. Runes of Victory: When you attack with this weapon, 
  you score an automatic hit on a A and also on a C 
  result.
  
  89
  The Shadow of the Past
  If your group played through all of Tales from 
  Wilderland, what happened in your game? What was 
  left here? Is the Chain of Thangorodrim somewhere 
  in the wreckage? For that matter, does the foul 
  Gibbet King lie here, poison-blasted or caught by his 
  own sorcery? Did the Dragon Raenar perish on the 
  slopes, or was his skull burst asunder by the Chamber 
  of Winds?
  This adventure assumes that the upper part of the 
  Watchtower is destroyed and no sign or device of the 
  Gibbet King remains.
  - paRt six - 
  by stealth and guile
  Once, the Watchtower of Zirakinbar was a wonder to 
  behold. The hill was a hollow one, riven by many narrow 
  clefts and tunnels, and of them the Dwarves of yore 
  made an instrument, a harp of air and stone that could 
  be played by opening or shutting doors and valves. They 
  made the mountains sing. 
  The Dragon smashed all that. Nothing remains of the 
  upper levels of the Watchtower now. The Chamber of 
  Winds and Raven’s Perch are both nothing but rubble. 
  Smoke and sulphurous fumes rise from the mountain’s 
  shattered crown. 
  not at hoMe
  The Dragon’s movements in this part of the adventure are 
  determined both directly and indirectly by the actions of 
  the player-heroes. Depending on how A Spear’s Throw 
  resolved, the Dragon is either snoozing on his bed of 
  treasure, or returning after having retrieved Greystroke’s 
  spear.
  If the Dragon knows the player characters are nearby, he 
  may attack or chase them. The Dragon will not normally 
  walk into a trap or a disadvantageous situation, but 
  the company may be able to taunt him with an Awe or 
  Inspire test (TN 20, -2 per Hunt Episode elapsed as the 
  Dragon gets more and more angry) 
  If the Dragon merely suspects the presence of intruders, 
  then continue to use the Dragon Awareness & Hunt rules. 
  locations in the toWeR
  1. The Road: This path winds up the steep sides of the 
  mountain to the main gate of the watchtower. It’s exposed 
  to the sky (the Dragon deliberately tore away any shelter) 
  so anyone travelling along the road can be seen for miles.
  2. Main Gate: The main entrance to Zirakinbar. The 
  Dragon is still small enough to squeeze through the gates, 
  although it’s now a tight fit. 
  3. Secret Entrance: The Dragon never found this 
  cunningly concealed secret door. To open it, one must 
  knock three times with an axe-head.
  4. Rift: This huge crack in the mountain is the Dragon’s 
  back door. If the Dragon is winged Wruenele, then he 
  spreads his great wings to catch the cold winds howling 
  from the north, and takes flight. If the Dragon is crawling 
  Raenar, then he slithers down the sheer wall of the cliff 
  like some primeval lizard, digging his claws deep into the 
  stone as he descends.
  5. Great Hall: This chamber has become the Dragon’s 
  lair. The room is unpleasantly hot and foul-smelling, 
  with thick clouds of smoke billowing around looking for 
  an exit. Even so large a creature as the Dragon is hard to 
  see in here; the companions might catch glimpses of the 
  beast, a burning eye there, a clawed foot there, a length 
  of tail or span of wing there, but they won’t see the whole 
  Dragon unless they lure it outside.
  A huge stone block hangs above the main door, suspended 
  by a chain with a quick-release pulley. In times past, a 
  cunning Dwarven machine controlled the raising and 
  lowering of the block, but the Orcs replaced this with a 
  quick-and-dirty solution. The Dragon uses this mechanism 
  to prevent intruders from entering his lair when he is out 
  hunting – he closes the door, then leaves through the rift. 
  6. Cellars: Empty and in danger of collapse.
  sLeepIng Dragons LIe
  
  90
  The LaughTer of Dragons
  7. Empty Chambers: Not marked on map. 
  8. Bed of Treasure: The Dragon long ago sniffed out the 
  treasure kept in the secret vault, and gathered it into a bed. 
  The hoard here contains 400 Treasure*** (if the company 
  found the secret vault during The Watch on the Heath, 
  then the new hoard is a mere 200***). 
  enteRing the WatchtoWeR
  There are three routes into the tower.
  •	
  The main door is easily accessible, but leaves no 
  possibility for stealth. If the company go in that way, 
  the Dragon knows they’re coming.
  •	
  Climbing up the cliff wall to the rift is much more 
  dangerous (if that is the right word, when the “safer” 
  path leads literally right into a Dragon’s den!) To climb 
  the cliff, each adventurer must succeed at an Athletics 
  test (TN 16). Failure means the character slips and 
  falls. A kind Loremaster might permit the adventurer 
  to land on the jagged rocks 20 or 30 feet below and 
  become Wounded rather than slain outright.
  •	
  If the company know the secret way in, they can sneak 
  up the road until they come to a goat-path, then circle 
  around the peak to the secret door. The path is narrow 
  and slippery, but can be traversed with care.
  sneaking aRound
  The difficulty to sneak around outside or in the lower level 
  of the Watchtower is TN 14. Moving around the upper 
  level is TN 16; it’s TN 18 in the great hall or bed of treasure. 
  Failing a Stealth test raises the Dragon Awareness by 2; if 
  awareness crosses the Hunt Threshold, the Dragon spots 
  the thief. If the company are in disguise, then they must 
  make normal Persuade tests to deceive the Dragon when 
  they arrive, or TN 18 tests to approach his magnificence.
  No test is required to boldly approach if they met Raenar 
  in the past and parted on “good” terms. In such a case he 
  is curious why the company has foolishly returned to his 
  supper table… 
  1
  2
  3
  4
  5
  6
  8
  Level 1
  Level 2
  Level 3
  Level 4
  
  91
  Playing Raenar
  •	
  You are old, but your heart was cold and bitter 
  for many of those long centuries; a skulking 
  Cold-worm, gnawing the roots of the mountains 
  and biding your time. Now, with Smaug gone, 
  you are the oldest and greatest of the wyrms of 
  the North, and your spirit is ablaze for the first 
  time since the Elder Days.
  •	
  You know, though, that there are stronger forces 
  in the world than you (though none as strong as 
  you shall be, if you survive). An arrow brought 
  down Smaug, and rumour has reached your ears 
  that the Necromancer of Dol Guldur too has been 
  defeated. There are many, many enemies, so you 
  must be cautious and conserve your strength.
  •	
  Plunder and treasure is everything to you. Guard 
  your hoard jealously. Count every coin like a 
  miser. 
  •	
  You do not laugh. You never laugh. You shall 
  laugh only when you have burnt Erebor, and 
  Dale, and the Greenwood, and smashed Lake-
  Town to splinters, and when every living thing 
  between the Crossings of Celduin and the Fords of 
  Anduin acknowledges you Master. 
  Playing Wruenele
  •	
  What a time to be a Dragon! You are young and 
  glorious, a bright banner of flame across the 
  skies of a grey world! You are a god, a prince of 
  Dragons! Nothing can stop you!
  •	
  For you, play and punishment, laughter and fire 
  are all one. Indulge yourself. Be whimsical and 
  joyful, for nothing can harm you or stop you!
  •	
  Take special joy when others point out your 
  magnificence. 
  •	
  You are no fool, of course. You know that Smaug 
  died when some archer struck him with an arrow, 
  and you must admit that your diamond waistcoat 
  is still somewhat lacking. Speed must be your 
  watchword, then – fly faster than an arrow and 
  hotter than a thunderbolt!
  conveRsations With a dRagon
  Conversing with the Dragon is an excellent way to stall 
  for time, in order to get other companions into position to 
  battle the foe.
  Set Tolerance
  The hotter the Dragon’s fires, the less Tolerant he is. The 
  Dragon’s Tolerance starts equal to the lowest Valour or 
  Wisdom rating among those daring to address him, 
  minus the number of Hunt Episodes that have elapsed. 
  Reduce the Dragon’s Tolerance by one for each Dwarf or 
  Elf in the company and for each famous weapon.
  The Dragon’s minimum Tolerance is one. 
  Introduction
  Either Courtesy or Awe works – he’s going to eat you 
  either way, of course. Alternatively, the company can 
  jump straight into Riddle, but starting with it means 
  the company won’t be able to persuade the Dragon of 
  anything during the interaction phase.
  Interaction
  The safest option is the Riddle-Game. If you want to use 
  mechanics, then start with a Riddle test at TN 10, then TN 
  12, then TN 14 and so forth. The players start by posing 
  a riddle for the Dragon to solve, and then the Dragon 
  responds with a harder one, and then the players pose a 
  still harder one and so on until one side fails a test. 
  If the companions have already exceeded the Tolerance 
  when he fails to guess a Riddle, his frustration overcomes 
  him and he attacks. If he still tolerates the company’s 
  presence, he grudgingly offers them a single (small) favour 
  or a 1-point item of Treasure from his hoard.
  If zero or one Hunt Episodes have occurred, the Dragon’s 
  flames are still relatively low, and he is less confident and 
  courageous. In such a situation, he mistakes honeyed 
  words for traps, and flattery for deceit. The difficulty for 
  Courtesy is TN 18, and for Persuade it is TN 14. 
  If two or more Hunt Episodes have occurred, then the 
  Dragon is full of fire and vigour. In such a mood, only 
  flattery will do – the difficulty for Courtesy is 14, and that 
  for Persuade rises to TN 20.
  sLeepIng Dragons LIe
  
  92
  The LaughTer of Dragons
  Persuade (or a particular loquacious roll of Battle) 
  might be able to convince the Dragon to delay attacking 
  Erebor. “Even Smaug the Dreadful was unable to hold the 
  Mountain, and to the strength of Erebor has been added 
  to that of Dale and the Iron Hills. The lives of Dragons 
  are long, oh calamitous one – wait a short few years, 
  and then consider a foray south. Cleverness and caution, 
  alloyed with fire and wrath, will make you greater than 
  Smaug, greater than any Dragon in this Age of the World 
  or the last!” (Of course, if the company thinks that this is 
  a solution, they are sorely mistaken. Not only shall the 
  Dragon attack in years to come with added strength, but 
  he may do so bolstered by the malign will and desire of 
  the Enemy...)
  Song (or a heavy meal) can lull the Dragon to sleep. A 
  successful Song test means the Dragon cannot spend Hate 
  in the first round of battle, as he shakes off his slumber. 
  A great success gives two rounds of grace; an extraordinary 
  success means the Dragon cannot spend Hate for the first 
  three rounds of battle.
  Resolution
  How many successes did the company accrue?
  0-1. (Narrow Success): Lunchtime! The Dragon attacks 
  immediately, with sudden fury. This counts as an Ambush.
  2-3. (Success): This has been an amusing diversion. The 
  Dragon stirs itself and prepares to attack. The company 
  have a brief moment to flee or prepare some stratagem.
  4-5. (Great Success): You are a most charming fellow. 
  The Dragon permits the company to leave. He’ll still hunt 
  them down at his leisure, of course, but he would prefer 
  that they bring word of his magnificence to Erebor. Let 
  them be heralds of the destruction to come!
  6+. (Extraordinary Success): Have you considered a 
  career as a sycophant? The Dragon demands that one 
  or more of the company stay with him as advisers (or 
  entertainers). 
  Insulting the Dragon, or refusing any of his generous 
  offers, triggers an immediate attack. 
  Raenar The Plunderer
  attRibute level
  10
  enduRance
  hate
  140
  12
  paRRy
  aRMouR
  12
  7d/1d*
  skills
  Personality, 6
  Survival, 3
  Movement, 5
  Custom, 5
  Perception, 6
  Vocation, 4
  Weapon skills
  Bite
  5
  Rend
  3
  Tail-lash
  1
  Crush
  3
  special abilities
  Dreadful Spells
  Horrible Strength
  Fire Breath 
  (Special – see below)
  Savage Assault
  Foul Reek
  Thick Hide
  Great Size
  Thing of Terror
  Hatred (Dwarves & Elves)
  *Weak Spot
  
  93
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Bite
  10
  8
  18
  -
  Rend
  7
  9
  20
  Piercing
  Tail-Lash
  20
  C
  18
  Knock-
  down
  Crush
  20
  C
  20
  -
  Wruenele The Fiery
  attRibute level
  9
  enduRance
  hate
  90
  9
  paRRy
  aRMouR
  4
  5d/1d*
  skills
  Personality, 7
  Survival, 4
  Movement, 7
  Custom, 3
  Perception, 3
  Vocation, 2
  Weapon skills
  Bite
  4
  Rend
  3
  Tail-lash
  2
  Crush
  1
  special abilities
  Dreadful Spells
  Great Size
  Fell Speed
  Thing of Terror
  Fire Breath
  *Weak Spot
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Bite
  7
  8
  18
  -
  Rend
  9
  9
  18
  Piercing
  Tail-Lash
  18
  C
  16
  Knock-
  down
  Crush
  18
  C
  18
  -
  - paRt seven - 
  slaying the dRagon
  The battle with the Dragon is going to be a complex fight, 
  and differs in parts depending on whether the company 
  are battling Raenar the Plunderer or Wruenele the Fiery. 
  First, let’s enumerate the Dragon’s advantages in the 
  battle:
  FiRe bReath
  By spending a point of Hate, the Dragon sends fire leaping 
  from its jaws to engulf its enemies. Anyone attacking 
  the Dragon in close combat risks being caught in the 
  blast and losing a number of Endurance points equal to 
  10 plus the monster’s Attribute level. Additionally, they 
  must immediately make a Protection test or be Wounded 
  (armour applies its benefits).
  The number of targets affected by the blast, the damage 
  they receive and the difficulty of the Protection test depend 
  on the number of Hunt Episodes that have occurred.
  sLeepIng Dragons LIe
  
  94
  The LaughTer of Dragons
  hunt 
  episodes
  taRgets
  pRotection 
  tn
  0-1
  All in close combat*
  16
  2-3
  All in close combat
  18
  4+
  All nearby
  20
  *Heroes reduce the loss of Endurance if fighting in the 
  following stances:  -2 if in Open, -4 if in Defensive or 
  Rearward.
  Wings
  Only young Wruenele can fly, giving him Fell Speed. He 
  may use his Fire Breath while flying. 
  When making a Called Shot, a companion may target 
  Wruenele’s wings instead of attempting to Wound him. 
  Reduce the Dragon’s Armour by 2d when defending against 
  such an attack. If the Protection test fails, the arrow slices 
  through the delicate membranes of the Dragon’s wing and 
  the monster must land. 
  dReadFul spells
  Both Dragons have the power of dark sorcery.
  Raenar
  During combat, spend one point of Hate to force a 
  companion who is within his baleful gaze to make a 
  Corruption check (TN 16). If failed, the companion gains 1 
  Shadow Point and cannot attack the Dragon for a number 
  of rounds equal to 10 minus his Wisdom score. The 
  Dragon can spend several Hate points to affect an equal 
  number of companions at the same time. If used during 
  an encounter, companions put under the Dragon-spell feel 
  compelled to answer questions truthfully.
  Wruenele
  During combat, spend one point of Hate to force a 
  companion who is within his baleful gaze to make a 
  Corruption check (TN 16). If failed, the companion 
  becomes Miserable for a number of rounds equal to 10 
  minus his Wisdom score. 
  Remember, Miserable characters suffer a bout of madness 
  if they roll a C on the Feat die. In this case, a bout of 
  madness might result in:
  •	
  Obsessive greed for the Dragon’s hoard
  •	
  Irrational terror of fire
  •	
  Jealousy of the other Dragon-hunters
  •	
  The overwhelming desire to leap into the abyss below
  Weak spot
  All Dragons have a Weak Spot. Whenever either Dragon 
  attempts a called shot or spends Hate to use a special 
  ability (Horrible Strength, Fire Breath, Savage Assault or 
  Dreadful Spells), he exposes his Weak Spot for enough time 
  for the companions to hit it with their next attack. When 
  hit with a Piercing Blow on his weak spot, the Dragon rolls 
  only one die for his Protection test.
  Raenar: Raenar’s belly is tough and hoary, and girded 
  with gold and gems. His Weak Spot can only be struck by 
  an attack in Forward stance.
  Wruenele: The younger wyrm has not attained the 
  toughness of the elder – his Weak Spot may be hit in any 
  stance. 
  the oRcs
  As if a Dragon were not bad enough, the company may 
  also need to contend with the Orcs from the valley if they 
  were unable to sneak past them. The Dragon has no regard 
  for the lives of the Orcs, and will not hesitate to use its 
  breath even if it also catches a few “followers” in the blast.
  tRicks & tRaps
  Likely tactics for the company.
  The Falling Block
  The old Dwarf trap in the Great Hall can be used to pin 
  the Dragon. One member of the company must lure or 
  drive the Dragon through the gate, while another springs 
  the trap. The falling block inflicts 40 points of damage. It 
  cannot Wound the Dragon, but traps him in place until 
  the Dragon succeeds at a Movement test (TN 30).
  Striking From Below
  The rift offers plenty of hiding places where a single 
  spearman could conceal himself, waiting for the Dragon 
  to pass. The Dragon’s weak spot is exposed when attacking 
  from below, even if the monster did not just spend Hate. 
  This will only work once, as afterwards the Dragon will be 
  exceedingly wary of attacks from beneath.
  
  95
  The Fatted Goat
  The Dragon gets sleepy after a big meal. If the Dragon 
  is sleepy, he cannot spend Hate until he rouses himself, 
  which takes one or two rounds of combat. 
  Running the battle
  The Dragons employ different tactics.
  Raenar
  Raenar is cautious and protective of his hoard. He’ll use his 
  breath weapon to clear the watchtower of any intruders; 
  only when he’s sure that the mountain is empty will he 
  close the main gate and crawl out the rift. He attacks 
  methodically, ripping the fiercest foes to pieces before 
  turning on less dangerous enemies. 
  Fighting Raenar in the close quarters of the mountain is 
  foolish; the company need to get him outside where they 
  can attack him with ranged weapons and avoid his fire 
  breath. 
  Wruenele
  Wruenele’s chief advantages are agility and fierceness, 
  not tactics. He takes to the air as soon as he can, treating 
  the company like goats to be scorched and hunted, not 
  foes to be respected. 
  To defeat Wruenele, the company need to bring him down 
  to earth as swiftly as they can, or he’ll burn them one by 
  one with his breath weapon. 
  - epilogue -
  The Dragon is dead! Erebor is once again secure!
  Immediately after the Dragon perishes, a fierce snow-
  storm blows down from the north. Is this blizzard the 
  result of the Dragon’s unnatural fires being quenched, 
  allowing winter to reclaim its rightful place in the 
  mountains? Or was this storm sent from the Dark Lord, 
  his wrath made manifest as another of his plans is ruined 
  by the adventurers?
  Either way, the snow gives the company cover to escape 
  the remaining Orcs; however, they must leave directly 
  and they will be exceedingly hard pressed to haul away 
  the Dragon’s entire hoard and the Orcs will hunt them if 
  they do not move at speed. The hoard, of course, rightfully 
  belongs to King Dáin, but the King Under the Mountain 
  will reward the adventurers as agreed from his own 
  treasury once they return to the land they have defended. 
  Depending on what they leave behind, Dáin may well 
  swiftly send an armed force to quietly claim it before any 
  rumours can spread.
  Of the other would-be Dragon slayers:
  •	
  If Khuldri survives the House of Brech, he goes mad 
  and runs into the waste to die. Some say his brother’s 
  ghost hounded him to atone for his misdeeds.
  •	
  If Elstan survives, he retires to a little cottage in Dale 
  and puts aside his sword and shield. A suitable 
  companion (a knight of Dale or hero who has Bard as 
  a patron) may receive the Aegis of Dale by taking the 
  Receive Title undertaking in Dale. If he dies, King Bard 
  sends adventurers out to find his remains and raise a 
  cairn over them.
  •	
  If Greystroke survives, she vanishes again – no doubt 
  going in search of some better death than a Dragon. 
  Her path must therefore bring her south, to the land 
  of Gondor and the coming battle with the armies of 
  Mordor.
  •	
  And if Skirfira survives, she has seen a Dragon at last. 
  She returns to Erebor to write a practical manual on 
  Dragon-slaying...
  All members of the company receive an extra 3 Experience 
  points. As few know of the Dragon’s presence, the company 
  do not suddenly become famous throughout Wilderland 
  for their valiant deed; however, the Elves and the Wise 
  soon know what they have done, and in their future 
  dealings with such folk, their deeds will be acknowledged 
  and granted respect accordingly.
  sLeepIng Dragons LIe
  
  96
  The LaughTer of Dragons
  - dark Waters -
  •	
  When: The adventure is presented as set in the spring 
  of 2961, but can take place at any time after 2958, with 
  minimum adjustments.
  •	
  Where: The action takes place among the houses of 
  Lake-town, and below them.
  •	
  What: A bronze statue of Bard is being completed for 
  the forthcoming Dragontide celebrations. Orsmid, the 
  craftsman responsible for the statue, has gone missing. 
  The companions are asked to find him by Orsmid’s 
  apprentice, a young woman named Magan.
  •	
  Why: The companions are among the people that saw 
  the craftsman before the disappearance. Magan knows 
  of their deeds, and she is confident they will be able to 
  find Orsmid. 
  •	
  Who: Orsmid, master smith and sculptor; Orsmid’s 
  apprentice, Magan, and Odvarr, former friend to 
  Orsmid and head of the new Guild of Artisans in Lake-
  town. Linnon, an ambitious and greedy Raft-elf, and 
  finally, the Guttermaw.
  adventuRing phase
  The adventure is divided into seven parts. 
  paRt one - at the sign oF the 
  pike and eel
  A large rainstorm forces the company to take refuge at an 
  inn along Bridge Street. While at the inn, the companions 
  hear rumours of a monstrous creature seen swimming 
  in the River Running, as well as plans for this year’s 
  Dragontide festival. Toasts are made to celebrate the life 
  and success of Orsmid, who is in attendance. Later that 
  same night, Orsmid encounters Odvarr, a former friend, 
  and falls into the waters of the Lake.
  paRt tWo – the appRentice
  Two days later, the companions are called to a meeting 
  at Orsmid’s workshop, where they meet Magan. She asks 
  them to find Orsmid, who never returned home after the 
  party.
   
  paRt thRee – tales, secRets and lies
  The search begins at The Pike and Eel, the inn from the 
  night of the rainstorm. There, the company hears witnesses 
  describe a late night argument between Orsmid and 
  another man. They soon learn that this man matches the 
  description of Odvarr, the head of the Guild of Artisans.
  paRt FouR – the guild oF aRtisans
  The company meets with Odvarr, the leader of the Guild. 
  Truth and deception mix in this meeting and it is likely that 
  both Odvarr and the companions will urgently seek what 
  exactly happened to Orsmid on the night of the storm.
  paRt Five – elF-stones and 
  dWaRven gold 
  The heroes must navigate the dangerous political waters 
  of Lake-town as they negotiate with the emissary of the 
  Wood-elves in order to speak with the Dwarven gem-
  cutters of the Glittering Gate. With success, they learn that 
  more than an old metalworker is missing.
  paRt six – WhispeRs in the daRk
  A stranger has a lead on the missing smith but following 
  up on it means that the company will have to venture into 
  parts of Lake-town where few dare to venture. Before they 
  can rescue Orsmid, the heroes are caught!
  paRt seven – FlotsaM and JetsaM
  The companions must break free in order to save Orsmid 
  and the Mornamir. But then the Guttermaw comes… 
  epilogue – the past is neveR that
  Where both Orsmid and Odvarr (if he still lives) must face 
  the consequences of their recent and not so recent actions.
  past lives
  Odvarr the guild-master and Orsmid the sculptor are 
  two respectable citizens of Lake-town, but they were very 
  different when they were young. Born from poor families, 
  the two met on the streets of Lake-town when they were 
  still teenage boys. At the time, they were hoping to become 
  
  97
  rich by stealthily reducing the load of many a merchant 
  boat; trade back then was not as prosperous as it is today, 
  but the two got lucky at times, and came to enjoy their life 
  as petty thieves. 
  One summer, a boat came to Lake-town from the distant 
  south, carrying precious fabrics and gems to sell to the 
  Elvenking. On a night without a moon, Odvarr and Orsmid 
  climbed its side, and silently crawled below deck. There, 
  among crates and bales of cloth, the burglars experienced 
  a sight they would never forget: dozens of glittering jewels 
  lying wrapped in silk and velvet, a hoard worthy of a 
  Dragon, and in the middle of them, the Mornamir, a large 
  gem cut like a drop of black crystal, sitting in a crystal 
  casket! 
  Orsmid and Odvarr were completely spellbound by the 
  sight of the wondrous gem, and almost didn’t hear the 
  peal of bells sounding the alarm: In a panic, Odvarr fled, a 
  handful of white gems in his pockets. A sailor took a swing 
  to his face with a blazing torch as he emerged on the deck, 
  but he managed to jump into the lake and swim away. Left 
  alone in the hold of the boat, Orsmid sat still in the dark, 
  listening to the steps of the seamen running after Odvarr 
  and unable to wrestle his eyes from the Mornamir. Then, 
  his hands trembling, Orsmid opened the crystal casket, 
  took the gem and ran. 
  He doesn’t remember exactly what happened next: 
  Orsmid woke up soaking wet in the hold of a fisherman’s 
  boat moored among the timbers of Lake-town, with a red-
  feathered arrow sticking from his side and the weight of 
  the precious stone in his pouch.
  Shortly after this near catastrophe, Orsmid and Odvarr 
  parted ways, both considering their thieving days to 
  be over. Orsmid became an apprentice to a smith and 
  never said anything about the Mornamir to anyone, 
  while Odvarr used his ill-gotten wealth cunningly, slowly 
  building a good position as a merchant. Many years 
  passed, without them ever speaking again of what they 
  saw that night.
  Many Years Later
  The death of Smaug dramatically changed the lives of 
  Orsmid and Odvarr. The smith distinguished himself 
  fighting in the Battle of Five Armies and was engaged 
  by King Bard in the rebuilding of Lake-town and Dale, 
  acquiring a reputation as one of the finest craftsmen of the 
  region. On his part, Odvarr found himself in the perfect 
  position to profit from the growing importance of Lake-
  town as a trading port and became one of the wealthiest 
  traders in the city, dealing mainly with the selling of the 
  wares produced by the many artisans of Lake-town; after 
  long years of political manoeuvrings and manipulations, 
  Odvarr has succeeded in gaining the trust of the majority 
  of craftsmen of the city and was recently elected deacon of 
  the newly-formed Guild of Artisans.
  But the past is never fully buried. When Orsmid presented 
  to the public the wondrous black gem he was going to use 
  as the head of the Black Arrow on his statue of Bard the 
  Bowman, Odvarr recognised the Mornamir and finally 
  knew what really happened in that darkened hold below 
  deck, so many years ago, both shame for fleeing and 
  jealousy of the jewel stirred hatred in his heart for his 
  former friend. 
  - paRt one - 
  at the sign oF the pike and eel
  The adventure begins in the spring of the year, while the 
  company is in Lake-town. The spring of 2961 has been a 
  very wet one, with Lake-town’s citizens waking up most 
  mornings to the sound of the falling rain, and bedding 
  down at night to the low rumble of thunder echoing across 
  the surface of the Long Lake.
  the statue
  It is early evening when the companions find themselves in 
  the Market square of Lake-town. They have come to have a 
  look at the bronze statue being erected for the forthcoming 
  twentieth annual Dragontide celebrations (if the adventure 
  is set in 2961). The monument, to be officially uncovered 
  on the Day of the Black Arrow (first of November), will be 
  a 20-foot tall figure of Bard drawing his great bow and has 
  been sponsored by the town’s Guild of Artisans.
  What can be seen for the moment is that the impressive 
  statue has been cast and assembled on a stone platform, 
  but its features are rough and incomplete, as the artist has 
  yet to start the lengthy stages of chasing and polishing its 
  metal surface. The details of the face are vague, and the 
  Dark WaTers
  
  98
  The LaughTer of Dragons
  arrow is conspicuously missing its arrowhead. Companions 
  who have been in Lake-town the previous month know 
  that Orsmid, the sculptor working on the statue, publicly 
  announced that the Black Arrow will be topped by a 
  marvellous black gem, the like of which has never been 
  seen since the recovery of the hoard of the Dragon.
  As the companions exchange their considerations about 
  the work of art they came to admire, a sudden, heavy 
  downpour sweeps the town, forcing them to take refuge 
  in The Pike and Eel, an inn situated at the end of Bridge 
  Street, just before the Market square. It is not long before 
  many folk, locals and travellers alike, find themselves 
  packed into the crowded quarters of the common room.
  Clouds and Storms
  The rain and thunderstorms of the season provide 
  atmosphere in this adventure. The themes of 
  misdirection and hidden intentions can be strongly 
  reinforced with visual cues from the Loremaster. 
  Lank damp hair beneath sodden hoods, puddle-
  filled streets, and swollen waterways should feature 
  prominently, and a near constant drizzle of rain 
  should fall from a grey and turbulent sky.
  it is saFeR indooRs
  The Pike and Eel is a small inn that is especially popular 
  with fishermen and fishmongers. It is owned by Nefgeir, a 
  stern but well-meaning man with a reputation for serving 
  the best beer outside of Erebor. The common room of the 
  inn is not only a comfortable place to weather the storm 
  and get some hot fish soup in one’s belly, but a fine spot to 
  share stories and take comfort in the renewed fellowship 
  of the Free Folk of the North. 
  The Loremaster should present this opening episode 
  as a free-form roleplaying scene, an opportunity for the 
  player-heroes to have a bit of fun without the weight and 
  responsibility of great deeds laid out before them. The aim 
  of this part of the adventure is to seed information about 
  forthcoming events, but the Loremaster can also use it 
  to plant their own adventure hooks, see familiar faces or 
  introduce important Loremaster characters of their own 
  creation. 
  The following paragraphs describe the main characters 
  involved in the current story. The information provided 
  represents how the various characters behave and present 
  themselves to the companions (it does not include details 
  a character wishes to remain secret). 
  
  99
  Orsmid, Metalworker
  Sitting by the table closest to the fire and drinking alone 
  is Orsmid, a man that doesn’t seem to belong to the usual 
  crowd of merchants and fishermen. He is a smith and a 
  sculptor, working with all kinds of metals, currently tasked 
  by the town council with the creation of the bronze statue 
  of Bard the Bowman. A wiry, dark grey beard covers a face 
  which is missing a few teeth, while deep crags on his face 
  and hands betray Orsmid’s true age: the master smith has 
  spent almost seven decades upon Middle-earth. 
  Orsmid, like Nefgeir, has witnessed the destruction that 
  Smaug brought to the old city. The sculptor and the 
  innkeeper seem to appreciate one another’s company in 
  that way that old men who have shared a hardship are 
  wont to do. 
  Despite being born in Lake-town and claiming to be a 
  full-blooded native of Esgaroth, Orsmid counts himself 
  among King Bard’s staunchest supporters and he speaks 
  about the Bowman in a manner more befitting a young 
  man talking about his hero. He fought by Bard’s side as 
  a spearman at the Battle of Five Armies: he bears a nasty 
  scar to show for it, a puckered pale ridge striking across 
  his chest, a gift from a Great Bat.
  Orsmid is a humble fellow and though he graciously thanks 
  well-wishers and admirers of his work, he spends most of 
  the evening slowly sipping at his ale and smiling warmly 
  at the younger patrons celebrating around him. Not a man 
  who is prone to talking, a companion might get him to open 
  up a bit with a successful roll of Song or talk of his Craft. 
  He might speak of how pleased he is to be able to devote 
  his talent to the legacy of Lake-town before he’s “too old to 
  be of much use,” and then grin broadly. If asked about the 
  black gem to serve as the Black Arrow’s head, Orsmid says 
  only that he is honoured to contribute to the lasting glory of 
  Bard with his own personal treasure.
  Magan, Apprentice to Orsmid
  At some point during the evening, a tall young 
  woman enters the inn and approaches Orsmid with a 
  concerned look in her eyes. They seem to know each 
  other very well, and after a brief exchange, Orsmid 
  dismisses her with a nod and a paternal smile. If the 
  companions are talking to Orsmid when the woman 
  arrives, they are introduced briefly to Magan, 
  Orsmid’s apprentice. She came just to recommend 
  her master not to stay up all night, as he will need 
  his strength for the following morning’s work. When 
  Orsmid agrees to her recommendation, she leaves.
  Nefgeir, the Innkeeper
  The innkeeper has seen good times and bad over the 
  course of his 60 years. His hair and prodigious sideburns 
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  100
  The LaughTer of Dragons
  have long since gone grey, and his voice is like the sound 
  of stone breaking. Nefgeir was once an accomplished 
  fisherman, a career that left him with a great store of 
  patience, a useful virtue in his line of work. After the 
  destruction of the old Esgaroth, Nefgeir abandoned his 
  former trade and opened the inn.
  The innkeeper views the running of The Pike with great 
  severity, as many suppliers and customers have learned 
  to their cost. This notwithstanding, he is welcoming to 
  strangers and a kind word and a bit of Courtesy go a long 
  way with him. 
  Holti, Antique Dealer
  A middle-aged merchant visiting from Dale, where he owns 
  a curiosity shop. He is a man always on the lookout for a 
  deal, or continually making things out to be more valuable 
  than they are. With an unflinching smile and disturbingly 
  nice teeth, Holti is in Lake-town to determine if there is 
  coin to be made by hauling some of his ‘valuables’ here 
  for the anniversary celebrations. He wears a ridiculous 
  hat which sprouts two brightly coloured feathers.
  If approached, Holti makes comments on the reports 
  about the Dwarven gem-cutters of the Glittering Gate 
  experiencing a peculiar absence of precious stones and 
  an associated rise in price, something he finds odd. 
  Persuade or the Trading trait should be used while 
  speaking with Holti. 
  Haldis
  A fisherwoman, Haldis is young and bright-eyed, her 
  clothes always smelling faintly of fish. She wears a small 
  golden fish hook tucked into her hat as a lucky charm. 
  Unlike many of her lake-going peers, Haldis fishes in the 
  waters below Lake-town itself. Smaller quarry to be sure, 
  and considered unwholesome by other fishermen, who in 
  truth ignore how Haldis manages to catch the fish that 
  darts among the timbers of the city. 
  Haldis is held by other patrons to be very quiet, more 
  quiet than it is considered normal, to say the truth. And 
  when Haldis talks most can’t make head or tails of what 
  she says. But she is harmless and good-natured, and 
  everyone loves her. If approached with the right word (a 
  roll of Courtesy or an appropriate trait), Haldis shares a 
  number of sinister stories about town children who have 
  gone missing. According to her, they were devoured by the 
  ‘guttermaw’, a creature escaped from the deepest recesses 
  of the Lonely Mountain and now swimming in the waters 
  of the Long Lake.
  
  101
  Eutaric of Woodland Hall
  Called “Shepherd” by his friends, Eutaric is a Woodman 
  of Mirkwood, in Lake-town to visit the family of his wife 
  Aefre. Small by the standards of men, with a short brown 
  beard and shaggy hair, he bears a finely crafted bow that 
  is worn with years of use. Eutaric is quick with a jest and 
  free with his coin when buying drinks and will respond 
  favourably to Courtesy or to True-hearted individuals. He 
  is always eager to hear tales from throughout Wilderland. 
  Despite his friendly demeanour, a successful Awareness 
  or Insight roll suggests that Eutaric is intently searching 
  the crowd for someone (in truth, he is hunting for an 
  old enemy and the trip to visit his wife’s family is but 
  an excuse to seek out his quarry. He will not speak of it, 
  unless befriended by a fellow Woodman).
  Aefre
  Aefre, wife to Eutaric, is a Barding. She is the daughter of 
  Arn, the chieftain of a family of herders from the Upper 
  Marches. Some years ago, Eutaric was passing through the 
  lands to the east of Dale and managed to impress Arn over 
  the course of a summer. Finding himself with a thinning 
  herd and ever more mouths to feed, Arn was quick to send 
  Aefre off to marry Eutaric, whom he judged honorable 
  and dependable. Though initially an arrangement, their 
  bond grew into a loving one and Aefre now oversees the 
  affairs of their home in Woodland Hall. She is gentle but 
  firm, and is very skilled at resolving the small disputes 
  that can arise amongst folk on a farmstead.
  Aefre is capable of seeing through simple deceptions, and 
  can often tell the heart of a person with a glance. She 
  is short with a sweet nature and a crooked smile. She 
  responds favourably to Courtesy, and will immediately 
  take a liking to any companion who seems to know their 
  way around animals.
  lateR into the night
  Well before midnight, some of the storm’s intensity fades, 
  but there is still a persistently heavy rainfall. There is 
  space available at the inn if the company chooses to stay 
  there. A character with a Prosperous or Rich Standard of 
  Living may get a bed for the night while others may stay in 
  the common room. Companions with other lodgings who 
  insist on returning there can make it, but will arrive home 
  soaking wet.
  •	
  For the purpose of this adventure, it is important 
  that the companions pay no particular attention to 
  Orsmid the metalworker leaving the tavern some time 
  after midnight. If they didn’t befriend him it is easy 
  to just avoid mentioning him leaving at all. If one or 
  more companions pay close attention to what he is 
  doing, just have him find an excuse to leave on his 
  own, maybe even taking offense if someone offers to 
  accompany him or to follow him.
  Sometime before sunrise, the rain lets up to a light 
  drizzle. If the companions are still at the inn, the smell 
  of simmering broth and baking bread coming from the 
  kitchen is enough to wake up even the latest of late risers. 
  Many of the other occupants have left before the dawn to 
  return to their daily responsibilities, though perhaps with 
  an aching head to accompany them. 
  If the companions have other tasks to occupy them in 
  Lake-town, let them get to it. Two days later they will be 
  summoned to Orsmid’s workshop.
  - paRt tWo - 
  the appRentice
  Orsmid works in one of the largest buildings of the 
  Artisans’ District of Lake-town. The high-ceilinged 
  warehouse serves the craftsman well, as he needs a 
  workshop that can house the large furnace and heavy 
  tools he uses for the casting of the separate pieces of his 
  larger bronze statuary. A smaller forge is used for the 
  working of other metals, as Orsmid occasionally serves 
  also as a blacksmith and coppersmith, making iron tools 
  and copper wares, like weather-vanes, plates and pots. 
  The smith works and lives in his workshop, sharing the 
  place with his apprentice, Magan.
  Magan has not seen or heard from Orsmid since the night 
  of the storm, now two nights ago. Beginning to fear the 
  worst, and not wishing to create gossip, Magan turns to 
  the company for help. She saw them at The Pike and Inn, 
  possibly talking to her master, and she has additionally 
  heard tales of their recent accomplishments (such as their 
  saving her aunt Kelda in The Silver Needle). Magan hires 
  a street urchin to bring them a simple message from her: 
  Dark WaTers
  
  102
  The LaughTer of Dragons
  “Your assistance is requested in a delicate matter related 
  to the planning of this year’s Dragontide celebrations.”
  the young disciple
  Magan meets the company at Orsmid’s workshop. Tools 
  and materials cover every corner of a space clearly used 
  primarily for work, together with several wax models and 
  clay prototypes for the statue of Bard. Magan receives her 
  guests in her workwear, her pale hair cut shorter than is 
  fashionable and tied back with a bit of leather scrap.
  Set Tolerance
  Her time spent as Orsmid’s student has taught Magan to 
  look beyond the surface of both her work and people: the 
  basic Tolerance for the encounter is based on the highest 
  Wisdom in the party. Add 1 to the rating for each Dwarf 
  present. 
  Introduction
  Using Awe to introduce themselves to Magan will serve 
  the company well (TN 12). She is actually deeply worried 
  that something terrible has happened to her master, and 
  a company that seems confident and capable will quell 
  some of that fear. 
  Interaction
  Magan begins with earnestness, but as the conversation 
  progresses, her voice takes on a more familiar tone as her 
  emotional investment starts to win through:
  “For six years I have served as an apprentice to Orsmid, 
  whose home you are now standing in. His is a rare and 
  precious trade, and I am honoured to be his disciple and 
  heir. He is not a young man, and he intends to have me 
  take over his workshop when he finally decides to retire, 
  but he seems to maintain a bottomless vitality that I do 
  not begrudge him. You may have heard, he has been 
  tasked by the Guild of Artisans to sculpt the statue of King 
  Bard that you have seen in the square.
  Now, my master has gone missing. Two nights ago he left 
  the workshop to go at The Pike and Eel, as is his custom 
  after a hard day of work. Two days without as much as 
  a word or note is not like him at all, and he would never 
  vanish while working on such a prestigious task! That is 
  why I fear for his safety.
  Would you help me find my master? Word of your deeds 
  has reached us, even here in our workshop, and I hope 
  that you may prove able to locate him.”
  What do the Companions know 
  about that Night?
  The companions were at The Pike the night Orsmid 
  disappeared, so it is entirely natural that they will 
  attempt to draw some conclusions based on what 
  they witnessed there. Each Loremaster must answer 
  the question individually, as it is impossible to 
  predetermine what the companions did while at the 
  inn. Did they befriend any of the patrons that night? 
  Did they sleep at the inn or leave early? Did they see 
  Orsmid leaving?
  The companions will probably have several questions 
  to pose to Magan, to get a better picture of Orsmid as 
  a man, and to know what clues there may be about his 
  disappearance. The Loremaster should use any part of the 
  following dialogue to answer the company’s questions. 
  
  103
  “Orsmid has no family to speak of. He lost everything in 
  the destruction of the old Lake-town, and he helped in the 
  building of the new. But I don’t know much, as he doesn’t 
  talk about his past. I had always assumed that his family 
  died in the fires.”
  “Though he is friendly to all that he meets, I don’t think 
  he has any in his life that he is particularly close to, other 
  than myself, or the innkeeper at The Pike on Bridge street. 
  I can’t help but think there is some past tragedy that I am 
  not aware of that keeps him so solitary.”
  “His commission for the statue was handled through the 
  new town Guild of Artisans. Orsmid was initially surprised 
  when they chose him to complete this great work, but was 
  excited and honoured.”
  “Orsmid took me in six summers ago. I was born in Dale, 
  my mother was sickly throughout much of my childhood 
  and I largely raised myself. I have always been big for my 
  age, and strong, and as a youngster I was fascinated by 
  the superior skill of the Dwarven smiths of my hometown. 
  I had dreamed of being taken as an apprentice to one of 
  them, but I had no one to pay for it.”
  “I was losing all hope when Orsmid caught me stealing 
  bread in the Market Square of Dale. He was there to 
  buy ore and charcoal and took more pity on me than he 
  should have. I have been living with him ever since. I owe 
  him everything.”
  “I don’t believe Orsmid has any enemies. I can’t imagine 
  anyone wanting to do the old man harm. His customers 
  are satisfied, and recently he is enjoying a measure of fame 
  since the construction of the statue has started. I suppose 
  it’s possible that some may be jealous of his success, but I 
  can’t imagine who that might be.”
  If asked about the black gem that Orsmid intended to use 
  as the head of the Black Arrow, Magan answers with some 
  reluctance.
   
  “It is my master’s greatest treasure. A great black jewel, 
  as wide as my open hand and tapering at one end. I do 
  not know from whence it came, he only told me that he 
  received it long ago, and had never found a purpose for 
  it before being given this job. He allowed me to look upon 
  it but once before the presentation. I have no idea if the 
  jewel is missing; I don’t know where he keeps it.”
  Resolution
  If the company agrees to search for Orsmid, compare the 
  number of successes rolled during the Encounter with the 
  results below. Having offered up what information and 
  reward she might, Magan returns to her work. She can be 
  found here in the following days. 
  0-1. (Narrow Success): Magan is desperate. She worries 
  that time is not on her side, and that her master may be 
  lying injured somewhere. She doesn’t think much of the 
  adventurers, so once they’ve left, she will ask Odvarr at 
  the Guild of Artisans for help. Add 1 to the Tolerance of the 
  Encounter in Part Four: The Guild of Artisans.
  2-4. (Success): Magan’s immediate panic is soothed, 
  though she is still fearful. If they can return Orsmid safely, 
  she offers the companions 2 points of Treasure apiece, 
  taken from her own meagre earnings as an apprentice 
  (she is unaware how little that is likely to be from the 
  company’s perspective).
  Magan’s Help
  The exact nature of this help can take many forms and will be determined by individual groups. If using the rules for 
  Holdings (The Darkening of Mirkwood pg. 8) perhaps Magan can make or repair metal wares, or reinforce doors 
  or window frames, potentially decreasing the Holding’s rating by 1 point. 
  Alternately, Magan is adventurous enough to help in many instances where metalworking might be helpful, such as 
  Restoring the Old Forest Road (The Darkening of Mirkwood pg. 30) or other such Fellowship phase endeavours.
  Dark WaTers
  
  104
  The LaughTer of Dragons
  5-6. (Great Success): Results as 2-4 above, but the 
  company has also raised Magan’s spirits somewhat. If 
  Orsmid lives, she now believes the companions may be 
  able to find him. Magan offers additional reward in the 
  form of professional assistance sometime in the future.
  7+. (Extraordinary Success): Magan’s heart has been 
  rekindled with renewed hope. In addition to the previous 
  two results, should the companions prove successful, she 
  invites them to be official guests of herself and Orsmid at 
  the ceremony for the completion of the statue. (See notes 
  in the Epilogue on page 117).
   
  - paRt thRee -
  tales, secRets and lies
  This part of the adventure assumes that the companions 
  start investigating the disappearance of Orsmid, and that 
  they return to The Pike and Eel to talk to folk they may 
  have met there. 
  The Guttermaw
  Everyone in Lake-town has heard something about 
  the water serpent haunting the waters of the Long-
  lake, even though no one has seen it. Some say it’s 
  the cursed spawn of Smaug returned to avenge the 
  Dragon, others laugh at the nonsense and say it must 
  be a marsh drake, arrived from the East following a 
  trading boat. Those believing themselves the wisest 
  say it’s only a monstrous eel or a gigantic catfish.
  For the length of the investigation, Loremasters are 
  encouraged to come up with their own fantastical 
  details about the ‘guttermaw’ and to weave them into 
  the testimonies of those the companions interrogate 
  in their search for Orsmid. The blame for any wrong 
  should be put on the creature, from accidental deaths 
  to the fever of a child - by the end of the adventure, 
  the companions should have heard enough about it to 
  be entirely sure it’s just a rumour.
  back at the inn
  The Pike and Eel offers a different sight during the day: 
  the windows are open, and the daylight chases away 
  the shadows from the darkest corners. The innkeeper is 
  there, naturally, and a handful of regular patrons sit at the 
  tables, generally eating rather than drinking. Haldis, the 
  fisherwoman, is conspicuously missing from the patrons 
  the companions encountered that night.
  Nefgeir
  The innkeeper is found at the inn during most hours of the 
  day, as it is both his home and livelihood. If the company 
  befriended Nefgeir previously, or if they’re staying at 
  the inn, he greets them with a smile and makes offers 
  of food or drink (the difficulty is lowered to TN 12 for all 
  interaction rolls.) 
  Rolls of Courtesy will reveal that Orsmid left the Inn 
  just after midnight, while it was still raining fairly 
  heavily. While Nefgeir doesn’t have much to add to the 
  investigation at hand, having him as a friend may pay off 
  in other ways, for example, maybe the company can use 
  the inn as a base for the investigation. 
  Nefgeir the Witness
  If the Loremaster finds it convenient, or if the 
  players need some help in figuring out what’s going 
  on, an additional detail can be added to Nefgeir’s 
  backstory. If this option is chosen, then Nefgeir is the 
  fisherman that many years ago recovered a wounded 
  Orsmid from the waters of the lake. Orsmid knows he 
  owns his life to Nefgeir, as he recognised the boat in 
  which he awoke, but the two never talked about what 
  really happened that night. This secret is the shared 
  experience that forged their friendship.
  Aefre and Eutaric
  The company may also track down Aefre relatively easily. 
  She and her husband are staying at the inn over the next 
  few days, and while Eutaric is gone in the daytime, Aefre 
  awaits a visit from her father, so can be found in the 
  common room or out about the Market square. 
  
  105
  Aefre can provide a very valuable lead for the company: 
  well after midnight on the night of the storm, Orsmid took 
  his leave of the inn, but did not make it very far. 
  “I thought it peculiar that the old man was leaving so late, 
  and in such weather. Still, he seemed in a cheerful mood 
  and the wine had only brightened his eyes. When he left I 
  stepped out after him to watch the rain for a while. It was 
  then that I saw Orsmid over by the Market-pool and he 
  was not alone. There, standing in the rain, he and another 
  man were having an argument! 
  I thought at first to get Eutaric to break up a tussle if need 
  be, but something about the way the men spoke to one 
  another suggested to me that they were old acquaintances. 
  I suddenly found myself feeling a bit foolish for spying on 
  two old men! I went back inside and it wasn’t long before 
  I retired for the night.”
  If asked to describe the other man, Aefre can provide some 
  details.
  “I didn’t get too close a look at him, though he seemed to 
  be of an age with Orsmid. But I can tell you this, his face 
  seemed to bear a horrible disfigurement on one side, as 
  though burned by Dragon-fire.”
  If asked about the whereabouts of her husband, she 
  informs the companions that he is visiting old friends in 
  the city and purchasing supplies for their journey home. 
  If the companions return to ask Nefgeir about the burned 
  man and give a description, he will easily identify the man 
  as Odvarr, the head of Lake-town’s Guild of Artisans. The 
  guild is a new association, created a few years ago for the 
  mutual assistance of all the craftsmen of the city, following 
  the example set by the powerful Guild of Merchants. 
  Holti
  Holti is also staying at The Pike, and can be found perusing 
  the Market square throughout the day. Drifting from stall 
  to stall, he is an easy fellow to spot (those feathers!) as he 
  looks for deals to make or people to swindle. 
  Holti didn’t have much interaction with Orsmid at the 
  inn as the old man didn’t have much patience for Holti’s 
  slippery language or merchant’s ways. He moved onto 
  easier targets, but only after having a brief conversation 
  with Orsmid about the quality of the inn’s beer. If asked 
  about a black jewel however, a successful Persuade roll 
  causes Holti’s eyes light up and with a conspiratorial tone 
  he suggests that the companions head to the Glittering Gate 
  in the Elven quarter to inquire there about stolen jewels... 
  “You cannot trust any Dwarf with an honest deal when 
  it’s gold or precious stones, but it’s one thing to make a 
  good profit, another to steal outright! I have heard that 
  the city’s current shortage of quality jewellery wasn’t a 
  plan of our mountain neighbours, but should rather be 
  investigated among the subjects of the Woodland ruler…”
  Holti cannot provide any proof to substantiate the 
  rumour; he can only add that it makes sense to him, as it 
  seems that the ‘quality jewellery’ that is currently missing 
  from the market refers especially to those white or green 
  precious stones that are called ‘Elf-stones’ around here. 
  Dark WaTers
  
  106
  The LaughTer of Dragons
  Is Eutaric the Villain?
  Some players may latch onto Eutaric as a potential 
  suspect in the disappearance, given his behaviour at 
  the Inn. If the Loremaster wishes, tracking down 
  Eutaric can provide a perfectly fruitless red herring 
  for the companions to chase after. In truth, he is 
  spending his days searching for a man that killed his 
  younger brother many years ago, though he is not yet 
  sure what he will do if he finds him! He is a careful and 
  thoughtful sort, used to spiriting between the trees in 
  the Western Eaves of Mirkwood, but coming so close to 
  resolving this chapter of his life has made him reckless. 
  If the players follow this hunch, Eutaric can be found, 
  though it will require six successes on a prolonged 
  Search test and occupy an entire day’s time. He can 
  currently be found in the vicinity of the Gatehouse. 
  - paRt FouR - 
  the guild oF aRtisans
  If the heroes have identified the man who was arguing 
  with Orsmid the night of his disappearance, at some point 
  they will head toward the house of the Guild of Artisans to 
  speak to Odvarr. 
  The Guild of Artisans of Lake-town was formed five 
  years ago, to protect the business interests of the many 
  craftsmen of the city, as many had come to believe that 
  without organisation they would be overshadowed by 
  the Guild of Merchant’s interests as far as the decisions 
  of the city council are concerned (the council is composed 
  mainly of retired traders). 
  Their meeting hall is a small two-storey building facing a 
  small square along the street of bowyers and fletchers; the 
  members of the association call it their ‘guild house’ (and 
  not a ‘guild hall’) out of deference for the more powerful 
  Guild of Merchants.
  During the day, the house serves as a meeting place for 
  the members of the guild to trade with suppliers of tools 
  and materials, or to secure commissions. In the evening, 
  guild members gather in a smaller room at the back of the 
  building, the guild tavern, to drink beer as they discuss the 
  events of the day. The private office of the guild deacon, 
  Odvarr, is on the second floor, as is the room where the 
  board of officers meet.
  enteRing the guild house
  A single guard is stationed at the wooden door of the guild 
  house. The guard carries a buckler and a short sword and 
  looks perfectly comfortable standing out in the rain; with 
  a scowl and a flinty look in his eyes it seems as though he 
  has spent most of his life doing just that. 
  
  107
  The guard stops all visitors at the door, and asks to 
  know their business with the guild. The Guild-house is 
  members only, except by appointment, he explains. If the 
  companions mention Orsmid, the statue or suggest that 
  they are investigating a crime, after a brief disappearance 
  inside, the guard returns to escort them inside and up a 
  short flight of stairs. As the companions enter the building, 
  the rain comes down heavier.
  At the top of the stairs is the office of the guild deacon. 
  Inside is a room dominated by an imposing wooden desk 
  covered in heavily bound ledgers, stacks of parchment, 
  and an iron bound chest. The man behind the desk is no 
  less magisterial, with an embroidered waistcoat of bright 
  colours covering his expansive midsection.
  Odvarr seems a man that likes everything in its place, 
  down to the last hair on his head, despite the burn-scarred 
  flesh that covers the right half of his face.
  With a nod he dismisses the guard and lights a pipe before 
  gesturing for the companions to take a seat. When he 
  speaks, his scars require him to talk out of the left side of 
  his mouth, giving him a bit of a smirk that is sometimes 
  reflected in the twinkle in his eyes.
  a daRk conscience
  Odvarr believes that he let Orsmid drown, after he saw 
  him fall into the waters of the lake. He was certain that 
  there weren’t any witnesses, but now that the companions 
  are here asking about Orsmid, he starts worrying that 
  they might discover something. He is ready to deny any 
  involvement, and will resort to putting the blame on the 
  legendary Guttermaw if the companions leave him no 
  other possibility. 
  The outcome of the Encounter with him will determine 
  how much of a threat Odvarr believes the companions to 
  be.
  Set Tolerance
  Odvarr has not ascended to this position by being blind 
  to the motivations of other men. The base Tolerance is 
  based on the highest Wisdom among the companions. 
  Reduce the Tolerance by 2 if the companions were explicit 
  about their search for Orsmid, as Odvarr is wary of the 
  companions’ intentions. 
  Introduction
  Odvarr is used to dealing with silver-tongued merchants 
  and wealthy landowners, so the companions should 
  introduce themselves with Courtesy. It will also prove to 
  Odvarr that the player-heroes are smart enough to know 
  how to approach a man like himself, so they’re probably 
  smart enough to cause him trouble. As the players are 
  very likely looking to Odvarr as a possible suspect, Riddle 
  is the skill that should be used for most interactions.
  Interaction
  The companions are either here to question Odvarr about 
  the argument with Orsmid, or to simply follow up on 
  the knowledge that the Guild of Artisans helped arrange 
  Orsmid’s commission for the statue. Some likely questions 
  and Odvarr’s answers are listed below. The Loremaster 
  should use the information provided as a guide, keeping 
  in mind that Odvarr believes he isn’t really responsible 
  for his former friend’s death, as he didn’t push him into 
  the water. He is both sly and shrewd, and almost every 
  response is a carefully crafted mixture of truths and lies. 
  •	
  Was the Guild responsible for Orsmid’s commission 
  for the statue?
   
  “I take great pride in saying yes, the Guild of Artisans 
  was instrumental in arranging for Orsmid to be the 
  lead artisan on that grand work. While I am certain 
  our friends the Dwarves would have done an excellent 
  job with stone, the guild felt that it was only fitting 
  Dark WaTers
  
  108
  The LaughTer of Dragons
  that one of King Bard’s subjects should be the one 
  doing the work. And none better than Orsmid, who 
  has served our fine city for so many years.”
  •	
  Was there a great deal of money at stake?
   
  “You understand that while I cannot divulge the exact 
  terms of the commission, it is the Guild’s hope that 
  Orsmid will complete the statue, and in so doing earn 
  enough coin and prestige that he will be able to finally 
  lay down his chisels and get some well-deserved rest in 
  retirement.”
  •	
  Were you at The Pike and Eel two nights ago?
   
  “I wasn’t. I sometimes visit for a late glass of mulled 
  wine, but not that night. I passed by the Market square 
  on my way home, but didn’t think about stopping at 
  the inn.”
  •	
  Someone saw you arguing with Orsmid. Are you and 
  Orsmid old acquaintances? (At this question Odvarr 
  pauses, surprised that there were witnesses to the event. 
  But he is quick enough to answer with a falsehood).
   
  “It was a personal matter. There are some wounds that 
  take a very long time to heal, try as we might. Orsmid 
  and I are old friends, it is true. We have known each 
  other for 25 years now.”
  •	
  If pressed about the argument, or confronted about 
  seeming nervous or dishonest, Odvarr recovers quickly 
  and with a sigh, feigns a reveal of the truth.
   
  “The heart of the matter is this: many years ago, there 
  was a woman. Her name was Eofara, and I loved her 
  more than the Dwarves love their Mountain. But her 
  heart belonged to Orsmid. It was… an unpleasant 
  affair. My friendship with Orsmid never recovered. If 
  my regrets were put to paper they would outnumber 
  these ledgers surrounding us. Please do not ask me to 
  speak more of it.”
  •	
  Did you know that Orsmid is missing? 
   
  “Missing? It’s true that I have not seen or spoken to 
  Orsmid since that night. But missing? This is foul news.”
  •	
  What do you know about Orsmid’s black jewel? Do 
  you know that it is also missing? (More than any 
  other, this topic of conversation puts Odvarr on edge, 
  as it was his desire for the black gem that prevented 
  him from rescuing Orsmid. In an effort to hide his 
  uneasiness, and to find what the companions know 
  of the whereabouts of the jewel, he says what he really 
  knows of the stone, taking the chance to cast Orsmid 
  under a negative light). 
   
  “Orsmid’s black jewel? That it and Orsmid are 
  missing… these are dark tidings indeed, though not 
  entirely unexpected...”
   
  Here he takes a deep breath, as if releasing himself 
  from some burden: 
   
  “My friends, I very much doubt that the jewel belonged 
  to Orsmid… When he revealed it to the public, I 
  recognised it from some studies that I made when I 
  was younger. It was called the Mornamir by the Elves, 
  though I don’t know for certain where it came from. A 
  local legend says it came from the East, and that it was 
  lost when treacherous Men tried to lure the Elvenking 
  into a trap and kill him. I do not presume to know how 
  he came to possess it, but I am certain that it was not 
  in Orsmid’s right to keep it.”
  Evaluating the Outcome of the Encounter
  If Tolerance is exceeded, Odvarr will end the 
  conversation, citing a guild meeting that he must attend. 
  If the jewel and the disappearance of Orsmid came up 
  during the encounter, Odvarr insists he must make 
  preparations to replace Orsmid as the artisan responsible 
  for the statue’s completion, and with little time to waste. 
  Once the companions leave, Odvarr becomes bent on 
  finding the jewel, hoping that Orsmid didn’t have it on 
  himself when he fell in the water. Odvarr calls in many 
  favours among the craftpeople of the city in an effort to 
  locate the gem. 
  The total number of successes the party rolled during the 
  Encounter will determine his next course of action.
  1. (Narrow Success): Odvarr is not impressed with the 
  companions and does not believe them to be any serious 
  
  109
  threat to him. He will instruct his contacts throughout 
  the city to keep their ears open just in case. The company 
  will suspect that Odvarr is hiding something, though they 
  won’t know what.
  2-4. (Success): Odvarr is concerned about the 
  involvement of the companions. He believes that given 
  enough time they may somehow connect Orsmid’s 
  death back to him. To protect himself he will divert the 
  companions’ suspicions to Orsmid’s drunkenness, and 
  the legendary Guttermaw, providing at least one witness 
  of the creature’s presence under the waters of the lake. 
  The company will get the distinct impression that Odvarr 
  means them ill, though he would hotly deny it confronted, 
  dismissing it as “stress” or some other excuse.
  5-6. (Great Success): Odvarr is seriously worried. He 
  especially fears that the companions may find the Mornamir 
  before he does. He takes all the precautions described 
  above, additionally starting to pay for information in gold. 
  Eventually, someone will direct him to the fisherwoman 
  Haldis, and Odvarr will learn how she witnessed an old 
  man being pulled from the water in the Elven Quarter two 
  nights ago. See Old Enemies on page 113.
  7+. (Extraordinary Success): The companions get all the 
  information described above. Moreover, they notice that 
  Odvarr was clearly upset by something the company said, 
  but he is enough of a dissembler that he hid exactly what 
  it was that concerned him. The company definitely leave 
  with the impression that Odvarr is not trustworthy and 
  that they need to be cautious.
  What Really Happened?
  Later on the same night when the companions were 
  still inside at The Pike and Eel (or after they went 
  home), Odvarr confronted Orsmid in the streets of 
  Lake-town, asking him about the black gem. The 
  discussion quickly escalated into an argument, and 
  the over-excited (and quite drunk) Orsmid took a 
  literal false step and fell from the street into the Long 
  Lake, under the cold stare of Odvarr who stood there, 
  watching him disappear under the dark waters.
  What noW?
  The earlier driving rain has given way to a cold mist 
  that obscures Lake-town, hiding the many alleyways of 
  Esgaroth and making navigation difficult. Hopefully the 
  companions have started to have some ideas about the 
  fate of Orsmid and the jewel. Companions from Lake-
  town fearing that the Mornamir could have been stolen 
  know that there is only one place where gems are dealt 
  with by merchants, and that is the Glittering Gate, in the 
  Elven quarter.
   
  - paRt Five - 
  elF-stones and dWaRven gold
  Even in times of pleasant weather the Elven quarter is 
  not necessarily a hospitable place. Occupying the entire 
  southwestern corner of the town, the district is separated 
  from the rest of the city by a canal, and access to it can be 
  gained only by boat or crossing one of its three bridges. 
  When the companions arrive, the rain has softened to a 
  fine cool mist, but dark clouds threaten on the horizon 
  and as the day wears on, thunder continually grumbles 
  a warning.
  a cold WelcoMe
  A trio of cloaked Wood-elves appear out of the rainy mist 
  to stop the companions as they enter the Elven quarter. 
  Soundless and seemingly untouched by the rain, they 
  carry weapons and wear armour under their cloaks (see 
  the stats for Silvan Elf Sentinels, below). 
  The way they address the company varies on whether 
  there are Elves in the group or not: if there are any Elves, 
  the guards start speaking in Elvish, asking about the 
  group’s intentions, their tone courteous but firm. If there 
  are no Elves, the guards speak in the Common tongue and 
  request the companions to leave any weapons in their 
  custody. They ask kindly at first, but are ready to resort to 
  more persuasive ways if provoked. 
  A companion wishing to impress them with their heroic 
  repute can attempt a roll of Awe: a success sees the 
  guards relent from their request and take a step back, 
  while a failure sees the offending companion driven from 
  the Elven quarter at spear-point.
  Dark WaTers
  
  110
  The LaughTer of Dragons
  The Emissary
  If the companions are left free to roam the Elven quarter 
  to carry on their investigation, they eventually bump into 
  Celebril, the emissary of the Woodland Realm currently 
  handling all the Elvenking’s business in Lake-town (see the 
  stats for Silvan Elf Emissaries, below). 
  Celebril is not an old Elf by the reckoning of her folk, 
  but she has seen the birth and disappearance of many 
  a realm of Men in her lifetime, so she has little or no 
  patience for a trifling matter such as the disappearance 
  of a single individual. This means that she tries to dismiss 
  the companions as quickly as possible, making sure that 
  they are allowed to stay in the Elven quarter for only a 
  short time. 
  The companions must pass a severe Persuade test (TN 18, 
  Celebril is Impatient ) to convince Celebril to allow them 
  to continue: on a success, the companions are allowed 
  to stay until midday (if they arrived in the morning) or 
  until sundown (if they arrived in the afternoon); on a 
  failure, they must depart immediately (see The Power of 
  the Elvenking). 
  If at any moment during their interaction with Celebril 
  the companions mention the Mornamir (or ‘a large, black 
  gem’), the emissary shows no noticeable reaction. The 
  Elven diplomat isn’t lying - she knows nothing about the 
  gem - but she suspects she knows who might be involved in 
  the affair: Linnon, the rebellious Elf who Celebril knows 
  has been hiding in Lake-town for some time (see The 
  Mud-men, page 112) - Celebril has no interest in defending 
  Linnon, but she will let him know that someone might be 
  looking for him.
  If the players look no further, or are ordered to leave the 
  Elven quarter, their investigation there comes to a dead 
  end.
  The Power of the Elvenking
  If the player heroes try to remind Celebril that the 
  city is ruled by the Master of Esgaroth and not by 
  the Elvenking, they are treated as if they failed the 
  Persuade test, and an angry letter is immediately 
  hand-delivered 
  to 
  the 
  Master 
  of 
  Lake-town, 
  requesting that the companions be punished, or at 
  least fined, for obstructing the work of an official 
  emissary of the Woodland Realm: as a consequence, 
  any companion with a Standing or a Valour rating 
  of 3 or less is summoned by the Master to the Town-
  hall, where they receive a public reprimand costing 
  them a point of Standing.
  Silvan Elf Sentinel
  Attribute Level: 6 
  Specialties: —
  Distinctive Features: Steadfast, Keen-eyed
  Relevant Skills: Athletics ♦♦, Bow ♦♦♦, Spear ♦♦ 
  Endurance: 18 
  Silvan Elf Emissary
  Attribute Level: 6 
  Specialties: Elven-lore
  Distinctive Features: Cunning, Secretive, Suspicious
  Relevant Skills: Courtesy ♦♦♦, Insight ♦♦ 
  the glitteRing gate
  The Glittering Gate is the group of small houses huddled 
  in the westernmost side of the Elven quarter. Painted in 
  bright geometric patterns, they are the workshops of the 
  Dwarven goldsmith and gem-cutters of Lake-town. This 
  
  111
  is the only place where the trading of gems and gold is 
  allowed by the Master of Esgaroth, and thus where 
  many treasures and precious items change hands and 
  ownership. 
  Where normally this part of the city is enlivened at any 
  hour of the day by the sounds of dozens of small hammers 
  and chisels, and by the continuous murmuring of the 
  Dwarf-smiths and their customers (mostly Elves), today a 
  more sombre silence reigns, broken only by the incessant 
  drumming of the rain on the low roofs.
  The Guardian
  Before they can take a guess at the reason for such 
  tranquillity, the companions are hailed from across the 
  street by a stout Dwarf, a guard wearing a heavy coat of 
  mail and a steel helm concealing most of his face, but not 
  his flowing red beard. This is Gylfi, son of Gisli, keeper 
  of the Glittering Gate. Gylfi is used to dealing daily with 
  haughty merchants and their wives, or with supercilious 
  Elves, and sees the encounter with the companions as a 
  welcome change of pace: he is a former adventurer, and is 
  able to recognise their ilk at a glance.
  After their experience with the Elven sentinels, the 
  companions will probably welcome meeting someone 
  like Gylfi. Forthright and talkative, the Dwarf is not only 
  genuinely friendly, but he also possesses some potentially 
  useful information.
  If informed of the disappearance of Orsmid, Gylfi is 
  saddened, as he knew the old craftsman from his business 
  visits to the Elven quarter. Unfortunately, he doesn’t know 
  of any enemies that the smith might have made.
  If the subject of precious stones is raised, Gylfi will 
  confirm that a rumour shared by all the jewelsmiths of the 
  Glittering Gate tells of an alarming number of episodes of 
  burglary in the last three months, all concerning gems. 
  Many conjectures have been made, and more curses have 
  been uttered by every Dwarf in Lake-town, but to no avail: 
  the precious stones seem to have disappeared. 
  Several letters of grievance have been delivered to the 
  Master of Esgaroth, and word has it that the Dwarves 
  of the Glittering Gate are a hair away from invoking the 
  intervention of the King Under the Mountain himself. But 
  several Dwarves counsel for patience instead, fearing that 
  the Wood Elves might be involved - after all, who loves 
  gems and precious stones more than the Elvenking?
  - paRt six - 
  WhispeRs in the daRk
  At some point during the adventure the companions will 
  want to talk to Haldis, the fisherwoman. The companions 
  can find her only after a few days into the investigation, 
  on a quay along the Market-pool, mending fishing nets. 
  Meeting haldis
  Haldis hasn’t any important information to share about 
  Orsmid or the Mornamir but she can instead tell them 
  all she knows about the ‘guttermaw’ and the ‘mud-men’ 
  that roam the underside of the city, if the companions are 
  interested. Provided they don’t think this is only crazy talk, 
  the companions may find that missing piece of the puzzle 
  that will allow them to solve the situation…
  The ‘Guttermaw’
  Haldis tells a version of the legend darker than the 
  colourful renditions that the companions may have heard 
  about the creature so far. According to the fisherwoman, 
  the monster lurks in the dark waters below the city, feeding 
  on fish and waste, but climbs along the timbers with its 
  powerful short legs when hunger prompts it to search for 
  larger prey. She has never seen it, but she has seen the 
  Dark WaTers
  
  112
  The LaughTer of Dragons
  scratches left by its talons on the timbers, and she has felt 
  its presence under the surface of the lake.
  The ‘Mud-men’
  If the companions show an interest on this matter, Haldis 
  explains that those she calls the ‘mud-men’ are a gang of 
  thieves roaming the same environment she herself favours: 
  the underside of Lake-town, the watery maze created by 
  the thousands of timbers rising from the surface of the 
  Long Lake. She has given them this name because she has 
  noticed that they mask their countenance smearing mud 
  across their face and eyes. 
  Haldis has been observing these ‘mud-men’ for the last 
  couple of days, moving about the underside of Lake-town. 
  She thinks they are thieves because who else would hide 
  under the town? Considering their movements, they must 
  have built a refuge somewhere under the Town-hall’s 
  quarter, where the wealthiest houses rest on the tallest 
  timbers.
  If the companions are determined to find these ‘mud-
  men’, Haldis leads them to the Butcher’s Quay, where they 
  can use a long ladder to climb down from the ‘surface’ 
  of the city and into the underside of Lake-town. Then, the 
  fisherwoman wishes the company good luck with their 
  search, and leaves them to their dark business.
  lake-toWn doWn undeR
  The ladder leads the company to a platform of wooden 
  boards. From here, a path made of planks nailed to the 
  stoutest timbers enters the dark forest that rises from the 
  waters under the Town-hall quarter. Hundreds of wide 
  stilts emerge from the surface of the lake, made the colour 
  of ink by the everlasting darkness that reigns here. 
  The maze of twisting ways the companions are following 
  was originally created for the maintenance of the city’s 
  underside, and enlarged secretly by thieves and burglars 
  for their own nefarious purposes. Spiders and bugs crawl 
  along the wet surfaces, and a smell of fish and rotten 
  things permeates the air.
  Lair of the Mud-men
  After some time walking in the dark the companions see a 
  flickering light, an oil lantern hanging from a hook driven 
  into a stout timber. The sources of light multiply as they 
  get closer, until the companions can make out what seems 
  to be the reconstruction of an encampment atop the trees 
  of Mirkwood: wooden platforms lie suspended between 
  the stilts sustaining the buildings above, and upon them 
  camp several warriors, clad in the colours of autumn. They 
  are silently sharing a small casket of wine they must have 
  stolen from the Market-pool, and several heaps of loot lie 
  scattered about. The companions can sense many more 
  warriors lurking at the edge of the firelight.
  The companions may be surprised to see that the 
  burglarious ‘mud-men’ are in fact Wood-elves, squatting 
  on flets hanging from the timbers of Lake-town as if they 
  were in the dark depths of their Woodland Realm, but 
  an explanation for their behaviour can be found in the 
  
  113
  presence of one individual: This is Linnon, their chief. He 
  is tall and fair of countenance, but a strange light glows in 
  his gaze, made sinister by the mud-smears on his cheeks 
  and under his eyes.
  There are seemingly two paths in front of the player-
  heroes: they can reveal themselves to the ‘mud-men’ and 
  request an audience with their chief, hoping that there is 
  truth to the saying that all Elves are ‘Good People’, or they 
  may try to sneak around, hoping to find something that 
  will help them puzzle this situation out.
  •	
  Sneaking Around. The ‘mud-men’ do not expect 
  an intrusion in their darkened refuge, but it is easy 
  to make noise when walking on wooden planks. The 
  companions must pass a number of severe Stealth 
  tests (TN 18) or be heard by the Wood-elves. Scouting 
  the whole encampment requires a total of 3 tests - if 
  the player heroes make it, they find the cage where the 
  ‘mud-men’ are keeping Orsmid (see 114).
  •	
  Confronting Linnon. To meet the chief of the ‘mud-
  men’ the companions need only reveal themselves. 
  When they do, the Elves react coolly, slowly standing 
  up one by one, leaving bows and spears close to hand 
  among the flets. Then Linnon welcomes them and 
  invites them to join him in his camp.
  linnon, the Renegade
  Linnon is a renegade Elf. He once belonged to the Wayward 
  Elves, those of the Fair Folk who choose to enjoy life in 
  Middle-earth to its fullest, while it lasts (see The Heart of 
  the Wild, page 78). But he eventually found their lifestyle 
  too soft for his adventurous tastes and, according to his 
  version, he ‘left’. 
  In truth, Linnon was expelled from the Woodland Realm 
  when he murdered a group of trespassing Bardings, in an 
  effort to convince his fellows that the weakness of Mortals 
  is to blame for the Long Defeat that the Elves are suffering 
  in their struggle against the Enemy. Since that day, Linnon 
  has lived outside the Woodland Realm, recently moving 
  to the underside of Lake-town to initiate his most recent 
  endeavour: to reclaim all the gems and precious stones 
  that once belonged to his kind and that are being traded 
  by greedy Men and Dwarves at the Glittering Gate. Linnon 
  and his followers are responsible for the disappearance 
  of a great deal of precious gems from the houses and 
  storerooms of many a merchant in Lake-town.
  Old Enemies
  If the players followed Eutaric during Part 3: Tales, 
  Secrets and Lies and the Loremaster feels the need to 
  wrap up that subplot without further complications, 
  perhaps Linnon is in fact the murderer of Eutaric’s 
  brother, and Eutaric can show up if needed to help 
  the companions escape in Part 7: Flotsam and Jetsam.
  Alternatively, if the company roused him to deep 
  suspicion, it may be Odvarr that shows up, having 
  followed the same clues that the companions did. In this 
  case, he only wants the location of the Mornamir from 
  his old friend. See Black Treachery on page 115.
  Set Tolerance
  Linnon has been expelled from the Woodland Realm for 
  his violent means: the only thing he values is brute force. 
  Tolerance is based on the highest Valour in the company, 
  minus 3 points (to a minimum of 1) as Linnon sees 
  everyone, Elves, Men or Dwarves, as enemies.
  Introduction
  Linnon demands to know who the companions are and 
  what they are doing here in “his” dark domain. He behaves 
  Dark WaTers
  
  114
  The LaughTer of Dragons
  like a King ruling over his own petty kingdom, so Courtesy 
  is the best approach during introductions.
  Interaction
  Linnon knows the party’s presence must have something 
  to do with the Black Jewel. He knows that Orsmid used to 
  possess the gem, and that the heroes seek it. Ultimately, 
  the jewel is all that Linnon cares about, and he is growing 
  restless with the thought that it might somehow fall into 
  the hands of someone other than himself. He will reveal 
  that Orsmid is his prisoner and is willing to talk about 
  the conditions of the old man’s release. Though possessed 
  of a keen wit, Linnon is ruthless but, from the point of 
  view of a mortal, quite mad. He will occasionally slip 
  into a bit of a riddle game during the conversation and 
  expect the characters to keep up with him. Rolls of Riddle 
  or Persuade are required for the heroes to barter with 
  him, against a severe difficulty (TN 18) due to his archaic 
  speech.
  Evaluating the Outcome of the Encounter
  Use the number of successes earned in the encounter to 
  determine Linnon’s judgement.
  0-4. (Narrow Success): Linnon is frustrated with the lack 
  of answers coming from the company. He declares the 
  companions guilty of trespassing. They are disarmed and 
  escorted by many men and put into hanging cages,near to 
  the cage occupied by Orsmid.
  5-6. (Success): Linnon only desires the jewel. If they think 
  to offer it, Linnon agrees to release Orsmid to the company 
  if they can recover the gem and return it to him. They are 
  imprisoned as above to confer with Orsmid before being 
  later set loose to recover the gem.
  7+. (Great Success): As 5-6, but the companions may 
  substitute any gem worth at least 50 Treasure for the Black 
  Jewel to leave with Orsmid and far less trouble. 
  oRsMid
  Linnon’s men brought a half-drowned Orsmid to him a 
  few days ago. By chance, Linnon discovered who the old 
  man was, and kept him as a prisoner to get hold of the 
  Mornamir. After the meeting with Linnon, the companions 
  will likely find themselves in cages next to that occupied by 
  the old man. The cages hang from a flet built at one of the 
  highest points of the under-town, but they still graze the 
  dark water of the lake. The only light comes from lanterns 
  hanging on the timbers above. If the heroes stay here for 
  long, they soon realise that the water is rising as the storm 
  intensifies around them.
  Left here to rot, Orsmid is by now a frail and wet shadow 
  of the man he was but a few days ago. A fall, a swim in 
  the river, and rough treatment by the Elves have left him 
  aching and weak. He is disheartened and his courage is 
  failing. When the companions explain who they are and 
  why they have come, Orsmid describes his version of 
  events, including his personal history if necessary. 
  “I fully expect to die in this place. There will be no peace 
  for me. All I have attempted to build will come to naught 
  but rust. At least these fiends will not lay their hands upon 
  the Mornamir.”
  What’s more, he confides in them that he had the Black 
  Jewel on his person when he fell into the river and later 
  brought to this place! As he was being taken into these 
  tunnels, he was able to briefly escape and hide the jewel 
  away in a side passage.
  Players should be made to roll Inspire in an attempt to 
  rouse Orsmid out of this dark reverie. The roll is easy (TN 
  12) if they have managed to give him something to drink 
  or eat. Once they have successfully roused the old man, 
  he will agree to guide them to the jewel, especially if they 
  think to mention Magan’s dependence on his recovery.
  - paRt seven - 
  FlotsaM and JetsaM
  A cage may be enough to hold an old man, but an 
  accomplished group of heroes should have little trouble 
  escaping. Each hero can attempt to open the lock of the 
  cage with a Craft roll; the difficulty is hard (TN 16) to 
  do it without alerting the Elf-guard at the top. Once free 
  however, the hero must contend with the guard, despite 
  not having any weapons! (See Brawling Attacks, pg. 175 
  of The One Ring Roleplaying Game). If the heroes can 
  overcome the guard, they can claim the lantern and find 
  the company’s weapons in another nearby flet.
  
  115
  Mud-man 
  attRibute level
  3
  enduRance
  hate
  12
  2
  paRRy
  aRMouR
  3
  1d
  skills
  Personality, 1
  Survival, 2
  Movement, 3
  Custom, 1
  Perception, 2
  Vocation, 2
  Weapon skills
  Dagger
  2
  Bow
  3
  Spear
  1
  special abilities
  Strange Venoms*
  -
  * On a successful strike, the Mud-man can spend a 
  point of Hate to force a Protection test. If the victim fails, 
  they become Poisoned for an hour. While Poisoned, they 
  always roll two Feat dice and take the worst one.
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Dagger
  3
  C
  12
  Poison*
  Black Treachery
  If Odvarr has followed the company to the under-
  town, he creeps into the flet and knifes the Elf guard 
  in the back. Then he cuts the ropes for any cages 
  holding player-heroes, causing them to fall into the 
  churning water below. He spares only Orsmid and 
  forces the smith to lead him to the hiding place of the 
  Black Jewel.
  Escaping the Cages Underwater
  If a companion has not yet escaped from the cage, 
  they take 5 Endurance points each round that they 
  are in the water. But the fall and the roaring water 
  makes breaking the cage open easier… it requires 
  only a regular roll of Athletics or Craft to get free 
  and then the hero can swim to the nearby surface.
  RecoveRing the MoRnaMiR
  Once the heroes have escaped (or if they’ve been let out 
  as part of an agreement to turn the Black Jewel over to 
  Linnon) they must follow Orsmid to the side passage 
  where he concealed his prize. 
  Unfortunately, the last few hours have seen the rainstorm 
  above reach the peak of its strength, and waves are 
  striking the stilts of Lake-town in a relentless fury. The 
  heroes must navigate their way against strong blowing 
  winds, always risking a fall into the raging waters. 
  Companions must succeed at an Explore test or become 
  Weary for the remainder of the adventure. If they failed 
  to raise Orsmid’s spirits in the pit, the Loremaster may 
  opt to make them Miserable instead.
  Once Orsmid gets them to the spot he was looking for, 
  matters only get worse. Alas for the companions, certain 
  rumours in Lake-town have their basis in truth…
  The Monster
  The ‘guttermaw’ is no legend, but some bygone breed of 
  serpent left to breed deep beneath the earth where rivers 
  are born. An ancient creature with a long, serpentine 
  body, and a massive head with small eyes near the end of 
  its pointed snout, it is a fearsome monster, whose strange 
  Dark WaTers
  
  116
  The LaughTer of Dragons
  senses have perceived the presence of an unusual treasure 
  in the Mornamir. The ‘guttermaw’ has long feasted in the 
  cold waters deep beneath the Long lake, for many years 
  feeding only on fish and such prey as it could catch along 
  the lake’s edge. With the rebuilding of Lake-town, though, 
  it began feeding upon the wayward miscreants of the city. 
  Just as the hero in the passage is grasping the jewel, the 
  Guttermaw strikes. The fish-like monster leaps out of 
  the water snapping at the companions with its powerful 
  jaws. The Loremaster should consider the heroes severely 
  hindered during the course of the combat.
  The Guttermaw
  attRibute level
  5
  enduRance
  hate
  32
  6
  paRRy
  aRMouR
  4
  2d
  skills
  Personality, 1
  Survival, 2
  Movement, 3
  Custom, 0
  Perception, 3
  Vocation, 1
  Weapon skills
  Iron Claws
  3
  special abilities
  Fell Speed
  Seize Victim*
  *Seize Victim – If the Guttermaw successfully seizes a 
  victim, they automatically begin drowning, as per the 
  rules on page 184 of The One Ring Roleplaying Game. 
  Seized victims begin losing 5 Endurance points every 
  round until they can break free of the thing’s grasp by 
  successfully making an Athletics test against TN 15 (TN 
  19 for being severely hindered).
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Hooked 
  Jaws
  6
  C
  15
  -
  The Mornamir
  The "Black Jewel" that so many people seek is an 
  oblong gem about 6 inches long with many facets 
  running tip to tip. One end is sharply pointed. It is 
  an unusual dark silvery grey colour, and if one stares 
  into its depths, it flickers with a pale fire. Crafted 
  by the Elves in an earlier age of the world, the exact 
  nature and history of the Mornamir is left for the 
  Loremaster to decide. It may carry a curse of some 
  kind, but it is certainly not tainted by Shadow; quite 
  the contrary. If a character thinks to wield the jewel 
  as a weapon, it should be treated as a dagger with an 
  Edge of 10 and an Injury of 14. When it strikes a 
  creature of Shadow, a bright flash shines forth like 
  a star.
  If the characters have reached an agreement with 
  Linnon to turn over the Black Jewel, then the 
  following sections need to be adjusted accordingly. 
  The statue will never truly be complete as intended if 
  Linnon ends up with the jewel. 
  
  117
  the Flight up to lake-toWn
  Once they have recovered the Black Jewel, the heroes will 
  likely need to get back to Lake-town as quickly as possible. 
  The piercing screams of the monster will have alerted the 
  Silvan Elves to the company’s escape, and they will soon 
  be on their heels.
  In order to have any chance at all, the heroes must first 
  find their way out of the dark passageways. One or more 
  of the characters must make an Orientation Test (The One 
  Ring Roleplaying Game, page 146) to find their way out to 
  the surface. A failure should result in a confrontation with 
  a few Mud-men. An C results in the company being 
  cornered in a dead end passage by far too many Mud-
  men to fight. Their only escape option could be to dive into 
  the lake and swim among the raging waves. 
  When the company makes it back above, they find the 
  streets of Lake-town taking a pounding from rain, along 
  with the crashing thunder and lightning of a powerful 
  storm.
  - epilogue - 
  the past is neveR that
  The next morning sees the Town Watch arrive to 
  investigate the previous night’s violence. How they react 
  will largely depend on the heroes’ behaviour throughout 
  the adventure, along with the company’s reputation, and 
  the current status of Odvarr and Orsmid. The Master of 
  Esgaroth will undoubtedly get involved and the characters 
  will have to make their case one way or another. Do they 
  reveal the existence of Elven robbers beneath Lake-town? 
  The crafty Mud-men might hide elsewhere if the Town 
  Watch starts patrolling the under-town. Will they accuse 
  the master of the Guild of Artisans of trying to murder 
  them? Odvarr can easily find someone willing to say 
  that he was at the guild house all night. Do they reveal 
  the provenance of the Black Jewel if they know it? Orsmid 
  might admit the theft, especially if it seems that it will calm 
  things down.
  What about Linnon? And there’s a matter of a hoard of 
  stolen gems somewhere beneath the Town-hall quarter 
  waiting to be recovered. The Elves have a long memory, 
  and it might be necessary to appease Celebril or pay 
  restitution before the Mornamir can adorn the statue 
  of Bard. These topics can provide opportunity for the 
  Loremaster to create additional adventures.
  the coMpletion oF the statue
  One way or another, at the end of the summer, the 
  statue of Bard is finished. It has been many lifetimes of 
  Men since the North has seen such a work completed 
  and the hearts of the citizens are brightened by it. If the 
  companions are present at the dedication ceremony, they 
  may restore 1 point of Hope. If they are there as official 
  companions to Orsmid and Magan, they may instead 
  restore 3 points of Hope. Note that the statue will count 
  as completed only if the Mornamir is attached to it. 
  Dark WaTers
  
  118
  The LaughTer of Dragons
  - shadoWs -
  in the north
  •	
  When: This adventure occurs early in 2962, in the last 
  days of winter.
  •	
  Where: The company begins in Dale, answering a 
  summons from Balin. But desperate need will send 
  them to the Netherwood, back to Dale and eventually 
  to the heart of Erebor.
   
  •	
  What: The characters are asked to investigate dangers 
  gathering outside the city but then find more enemies 
  within the walls of Dale.
  •	
  Why: Morlach, the Sorcerer of Forod has long 
  manipulated the leaders of Dale and Erebor, hoping 
  for strife and war between the allies. But subtle means 
  have failed. Now he will begin the assault directly, by 
  attacking the heart of the Mountain.
  •	
  Who: Many of the company’s foes and allies will play a 
  part in this adventure, each revealing their true colours 
  before the end.
  adventuRing phase
  This adventure is divided into seven parts, from the 
  company meeting with Balin to the Ringwraith’s attack on 
  Erebor.
  paRt one – expected visitoRs
  The company meets Balin again and learns of a threat to 
  both Dale and Erebor. Observant companions may realise 
  that Gandalf has taken notice of these activities as well.
  paRt tWo – the vale oF bones
  Deep within the Netherwood, a foe lies in wait. But the 
  company may find themselves hard pressed to bring news 
  of this evil back to Dale.
  paRt thRee – a WaRM WelcoMe
  Once they have returned to Dale, the company finds that 
  they — and Balin — are under arrest on false charges. 
  Proving their own innocence is difficult and the King will 
  pass judgement.
  paRt FouR – the city oF bells
  The companions must go into hiding within Dale. They 
  will now need every friend that they have made in the 
  course of their adventures to prevent disaster!
  paRt Five – inside inFoRMation
  A meeting will be held in the depths of Erebor that will 
  determine the fate of the North for many years to come. 
  The companions must be present, no matter if the entire 
  Mountain stands in their way!
  paRt six – the conceRt oF kings
  King Bard and King Dáin meet and the decisions made 
  here will echo across the land. But they are not alone… 
  friend and foe have come to the Mountain and the assault 
  by the Nazgûl begins.
  paRt seven – Flight into the Mountain
  The Arkenstone is in danger, and the company has one 
  final chance to defeat the Sorcerer of Forod and ruin the 
  Ringwraith’s plans.
  epilogue
  Hopefully, the Arkenstone has been saved and the peace 
  between the Mountain and the City renewed. Otherwise, 
  dark days await the North.
  - paRt one -
  expected visitoRs
  Balin has sent word to the company that he needs to speak 
  with them on an urgent matter. He may send a raven to 
  find them, or use one of the marvellous mechanical birds 
  of his young friend Thrun. It is best that the companions are 
  reminded of Thrun, for he will soon play a part in this tale.
  balin’s house
  Spring has not quite yet come to the city. It is a week or 
  two away, and the town is in the melancholy grip of winter 
  still. In the evening glow, the streets of Dale look especially 
  
  119
  sickly. The happiness of Dragontide and celebration of the 
  anniversary and the raising of the statue seem already a 
  fading and hollow memory. No one has seen King Bard 
  in public in long weeks. Stray dogs pick through midden 
  heaps on the street corners. The brightly-coloured paving 
  in the main streets is lifting in places. In other streets, 
  sections of once brightly-coloured cobblestones appear to 
  have been entirely taken away. Who knows to what end?
  The Dwarf ambassador is not immune to the changing 
  mood in Dale. He has taken to moving his quarters on 
  a regular basis, and currently he resides in a tiny house 
  between two boarded-up shops in the Quays.
  Balin opens his small green door and blinks his tired 
  eyes as the golden light of the waning sun falls on his 
  face. “Here finally? Come in! Come in! Quickly now…” 
  He ushers the heroes into his small quarters, but he is 
  not without courtesy. If the companions introduce any 
  new members to him, he will bow low to the newcomers, 
  stating “Balin, son of Fundin, at your service”. He trusts 
  that the company has chosen wisely but will likely speak 
  foremost to those he has met before.
  If asked about his change in abode the Dwarf will gruffly 
  say he has a restless heart, and cannot settle in one 
  place too long after years wandering. The truth is (and 
  something of his frame of mind can be revealed with a 
  successful Insight roll) he deems staying in one place too 
  long to be dangerous in the current climate of unrest. His 
  work in attempting to keep the peace between the cities 
  has gained him even more enemies.
  The Mark of the Wandering Wizard
  A hero that is Keen-eyed or Suspicious (or perhaps 
  a Small Hobbit) might chance to notice a strange 
  mark scratched into the paint at the bottom of 
  Balin’s door. It is a A rune, the mark of Gandalf. 
  If the companions point out the mark on his door, 
  Balin’s grim mood will be temporarily lightened. 
  However, the Wizard is not present and Balin will 
  state that "In the meantime, we must do what we can."
  Balin’s home consists of two small rooms, with very little 
  in the way of creature comforts. He offers his bed and a 
  couple of plain wooden chairs to the company to be seated, 
  while he brings some small mugs of beer for everyone to 
  drink. He looks distracted, muttering to himself while he 
  gathers mugs. He seems to have developed the habit of 
  touching his belt with his right hand every few minutes, 
  as if reaching for his sword. He speaks:
  “Well now, no sense in beating about the bush, and I fear 
  the hour grows late. I am now certain that there is evil at 
  work in the city of Dale, and worse in the city of Erebor.” 
  Balin sits with a sigh and continues:
  “Yes. I am afraid that our misfortunes of the last few 
  years are not due the natural waxing and waning in the 
  friendship of kings. Nor do I believe that there is simply 
  some power struggle for the throne of Dale going on. 
  Something darker is afoot, and I can finally prove it.”
  shaDoWs In The norTh
  
  120
  The LaughTer of Dragons
  “I have sent word to my old friend the Wizard Gandalf. 
  If any will be able to help us now it is he. But I have not 
  heard back from him yet, and I fear my messages will go 
  unanswered. He is a wanderer and often cannot be found 
  when he is most needed.”
  When asked about the “proofs” he is certain to have 
  uncovered, Balin adds:
  “I am sure you know that not all the Orcs we fought at the 
  Battle of Five Armies were slain. Many of that craven lot 
  fled the field to hide in secret holds in the mountains, or 
  were scattered east, in the wilderness far from Dale. This 
  never troubled us much - Goblins and their ilk are a fact 
  of life, and while we slay them wherever we can, I fear we 
  will never be entirely rid of them.” 
  “But recently word has come to Erebor of a great army, 
  massing near to our eastern borders with the intent to 
  strike. The Orc army seems to be hiding in the forest 
  known as the Netherwood, to the south of the Iron Hills, 
  to deceive us about their number. Many scouts have 
  found sign of their passing, converging on this spot.”
  “I have attempted to alert the notables of Dale to this 
  alarming news, but to no avail. Indeed Lord Hakon 
  seems careless of the threat, and I have been unable to 
  reach King Bard himself. He spends many long hours 
  alone in his chambers now, and Jofur will not spare any 
  men. King Dáin seems equally untroubled, and leans too 
  heavily on the wisdom of simply closing our gates.”
  “As for our current defences, I deem that we are weak now. 
  I fear that we are in no state to repel an assault, should 
  this Orc host reveal itself to be more than a phantom of 
  fear. And so I need to ask you a favour, and it will risk life 
  and limb.” 
  “Go east and spy out the enemy’s encampment. Do what 
  you can to interfere with any assembling of Goblins, 
  though I fear you may find more than just Orcs out there. 
  Here is a map that shows my best guess of where the 
  Enemy is massing. Be careful! And report back to me, and 
  only me, when you have done all you can!”
  a deceiving plot
  What Balin does not know is that the tale of the Orc-army 
  has been fed to him by the dark forces that seek to ruin 
  both Dale and Erebor. It is a trap. So troubled is Balin by 
  the fortunes of the cities that he has been fooled — Morlach 
  dearly wishes him to send the company, since they have 
  foiled so many of his plans. 
  Morlach hopes the heroes will meet their doom there, 
  or at least allow the Nazgûl to move more openly. The 
  folk of Dale and Erebor will soon have more troubles to 
  worry about, for the Sorcerer of Forod aims to goad the 
  Mountain to wage war upon the Bardings!
  But for now, the heroes know nothing other than that their 
  old friend Balin has asked them to spy out the Enemy and 
  report back. He has little in the way of Treasure to offer 
  mercenary members of the company, but he promises to 
  see them well rewarded once Dáin comes to his senses 
  and acknowledges their actions.
  - paRt tWo -
  the vale oF bones
  The company prepares to travel to a forest of ill-omen 
  in order to prove that an army gathers in hiding to 
  assault Dale. The player-heroes should gather whatever 
  provisions they need, and then set about their destination. 
  Balin provides the companions with a map, showing 
  the preferred route to reach the Netherwood (see the 
  illustration of Balin’s map opposite). 
  Then, the Dwarf urges discretion: “Go out through the 
  Ravensgate to the north. Only when you are beyond the 
  sight of the bell-towers of Dale should you turn to the 
  south-east.”
  
  121
  acRoss the uppeR MaRches
  Away from Dale, the map of Balin leads the company 
  south-east. The plains of the northern portion of the Upper 
  Marches are still in the grip of winter and the companions 
  are unlikely to encounter many farmers or shepherds. 
  Only when they reach the rolling hills near the border 
  with the Nether Marches the heroes start seeing the 
  first traces of the spring to come. The heroes will spend 
  about nine days crossing the Upper Marches and make 
  three Fatigue tests (TN 16). If the heroes chance across a 
  Hazard, one of the following episodes can be employed:
  Hidden Holes (Scout - Wound)
  Voles, rabbits, shrews, badgers and more dig burrows in 
  which to winter. A misplaced step at the entrance to one of 
  these holes can mean a tumble, a twisted ankle, or worse. 
  The Scout must make a successful Explore test or find 
  themselves hurt by a sudden fall. A failure means that the 
  companion loses a success die’s worth of Endurance or 
  takes a Wound if the hero rolls an C on the feat die.
  The Howling in the Night (Look-out - 
  Dangerous Meeting)
  In the dead of night the air is split by the sounds of raucous 
  howls. The Devourer (see page 124) did not come south 
  alone, and the starving wolves of the waste can no longer 
  wait to feast on Man’s-flesh. As they draw closer to the 
  company’s camp, their bone-chilling howls can terrify 
  even the most hardened hero. The Look-out must make an 
  Awareness test. On a success, the companions have time 
  to gather up enough torches to keep the wolves at bay for 
  now. If the Look-out fails, they attack. There is at least one 
  wolf for each companion.
  Gathering Supplies and Rumours
  Setting up for their journey, the companions will find that the stores of Dale are not as they once were, and the 
  shopkeepers and outfitters are less than helpful to any they consider a stranger (and all Dwarves, even those made 
  Thegn by King Bard himself, are strangers now). A successful roll of Insight or Courtesy reveals that folk are more 
  scared than suspicious. 
  Bard has not been seen in public for months and rumours of his death are on every corner. Wagging tongues say that 
  Dáin desires to take over the throne of Dale as well. After all, what claim did he have on Erebor! He is a Dwarf 
  from the East, he just claimed the title of King under the Mountain during the war. He is an ambitious Dwarf!
  Others say that Thegn Jofur rules the palace of Dale now and is king in all but name. He is an extremely stern 
  ruler, at least to judge by the increasing number of guard patrols. What will become of the once jolly City of Bells?
  shaDoWs In The norTh
  
  122
  The LaughTer of Dragons
  Wolf of the Waste
  attRibute level
  5
  enduRance
  hate
  20
  4
  paRRy
  aRMouR
  4
  2d
  skills
  Personality, 1
  Survival, 2
  Movement, 3
  Custom, 0
  Perception, 3
  Vocation, 0
  Weapon skills
  Bite
  3
  Rend
  1
  special abilities
  Fear of Fire
  Seize Victim*
  Fell Speed
  -
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Bite
  6
  10
  14
  Pierce
  Rend
  5
  C
  14
  -
  the netheR MaRches
  Soon after they pass the faint traces of the Old Dwarf Road 
  crossing the Upper Marches roughly from east to west, the 
  heroes enter the Nether Marches. Rolling hills give way to 
  smoother terrain, as wide plains open up before the eyes 
  of the travellers. 
  It takes the companions four more days to reach the 
  Netherwood and they must make one more Fatigue test 
  (TN 14). If they encounter a Hazard, adapt one episode 
  from those listed below:
  Cold Wind From the East 
  (All Companions - Fatigue)
  As the companions make ready to camp one night, a fierce 
  wind begins to blow from the East. Its fingers seem to get 
  everywhere… it lifts up tents, blows out campfires and 
  reaches into the warmest of winter clothing to bring a chill 
  to the heart. Each hero must make a Travel test, gaining 
  a point of Fatigue on a failure or two points with an C.
  Stolen Game (Huntsman - Misery)
  One of the hunters has brought down some game, only to 
  have it stolen by another predator of the Nether Marches 
  — a long-eared fox or a falcon, perhaps. The Huntsman 
  must make a Hunting test, becoming Miserable for the 
  rest of the journey on a failure.
  into the netheRWood
  After days in the high grass, the companions come in sight 
  of the Netherwood. The ancient stretch of woodland is a 
  dark patch rising from the plains, the surviving fragment 
  of a greater forest that the Dwarves of the Iron Hills 
  diminished to feed their hungry furnaces. The remaining 
  trees stand tall and close together, as if preparing for a 
  desperate last stand.
  The map of Balin indicates a place where his agents spied 
  a trail-head leading into the dark forest. It’s a lonesome 
  hill, rising a mile from the western eaves of the forest. 
  From there, the companions head towards the forest, 
  looking for the Orc camp. 
  Once inside the woods, the heroes struggle to find a passage 
  among the tightly-packed trees. Fallen leaves gather in 
  great drifts against the rills of the land, obscuring pits 
  that twist ankles and sharp ridges that stub toes. After a 
  
  123
  few hours of toilsome progress, the company encounters a 
  dry stream bed. Skeletal, dead branches crunch underfoot, 
  and sudden bursts of wind lift dust and dirt in great choking 
  clouds. Eventually, the dry riverway enters a steep valley 
  descending towards the shadowy heart of the forest — the 
  company has found the Vale of Bones! 
  The Descent
  Deep down in the vale, the companions can see tiny 
  flickering lights: torches, perhaps campfires. The safest 
  way to descend towards the lights is to follow the dry 
  stream’s course. Alternatively, the heroes can climb down 
  along the rocky sides of the dale. 
  •	
  Heroes that follow the stream bed must pass a single 
  Athletics roll to keep their feet.
  •	
  Heroes that prefer to climb down along the sheer sides 
  of the valley must make a series of four Athletics 
  rolls instead, descending safely for a measure on 
  each success. If the company reaches the bottom 
  of the valley by climbing down, they find another 
  entrance to the Dark Passages (see below).
  Failing an Athletics roll causes the companion to slip 
  and slide down for several yards, losing a Success die’s 
  worth of Endurance. Rolling an C even on a successful 
  roll sees the failing hero fall for the remaining distance, 
  requiring a Protection test against TN 16.
  bones and cuRses
  At the bottom of the climb the dale widens into a roughly 
  circular opening, measuring several hundreds of yards 
  across. The overhanging walls are a hundred feet tall, 
  filling the area with darkness. Huge rocks, piles of 
  deadwood and assorted debris fallen from above clutter 
  the terrain, turning it into a maze. 
  But what alarms the heroes the most is the almost 
  overpowering stench of rotting flesh, Goblin-filth and 
  animal reek: the Vale of Bones is a blighted place, and the 
  companions must all pass a Corruption test each day, or 
  else gain one point of Shadow.
  The companions can now explore the Vale of Bones, 
  and may encounter any of the locations described 
  below, before they reach the lair of the Devourer, at the 
  Loremaster’s discretion: 
  The Goblin Camp
  Companions that choose to investigate the faint lights 
  spied from above will quickly realise that the vale is 
  not the camp of some great army waiting to sack Dale. 
  Instead, they find a mostly empty encampment, inhabited 
  only by a few dozens emaciated Goblins wandering in 
  small groups among poorly flickering heaps of sticks and 
  burning torches. The Goblins shiver and bicker in the 
  dark, while attending to the cooking of meagre meals, like 
  a single skewered rat, or a pot of watery soup of roots and 
  shaDoWs In The norTh
  
  124
  The LaughTer of Dragons
  other, less identifiable ingredients. No one is watching for 
  intruders.
  Stealthy heroes approaching any one of the small 
  gatherings will overhear the Goblins make bitter remarks 
  about their current poor state and fortune:
  “‘He’ll eat us soon enough. We need to leave here! I keep 
  telling you!”
  “No no no that’s not right! He’s been promised a meal of 
  man’s-flesh! He won’t eat us if we do as we’re told!
  “He will so eat us! He’s always hungry! He ate Gormul 
  and Uzbug and Nashog and that other fat guy with the peg 
  leg! He ate the bats! And we was supposed to be friends 
  with them!”
  “Trust me! I know what I ‘eard. The spook promised him 
  man’s-flesh!”
  “Urgh that spook! What’s he want with us, I wonder?”
  “Shut up, you! You’re talking about things beyond your 
  station! Is that rat done yet?”
  “I’m so hungry!”
  ‘Well you’re only skinny and little! Imagine how hungry 
  he gets! He’s huge! With only Goblins to eat!”
  “When we ran away, did you reckon he’d eat so many of us?”
  “Shut up! This rat’s as done as it’s ever gonna be!”
   
  There are several fires scattered amongst the huge 
  boulders that litter the gorge floor, and the company will 
  hear similar conversations at all of them - the theme is 
  always food and hunger, and how to avoid being eaten. At 
  one fire a Goblin passed out from hunger, and his fellow 
  are making preparations to skin and eat him, muttering 
  all the while about “doin’ it quick so the master doesn’t 
  gobble us both up first”.
  Huge Dead Wings
  The company stumbles across a pile of what at first 
  appears to be great sheets of dusty leather, piled up with 
  old bones. Closer inspection reveals this is the desiccated 
  remains of a Giant Bat’s wings. There is no sign of a torso, 
  legs or head. If they really wish to investigate there are the 
  remains of three Giant Bats here. Some of the wing bones 
  have been crushed with what seems an enormous force.
  Dark Passages
  Heroes that creep close to the cliff walls along the dry 
  stream might find their way into one of the underground 
  passageways that riddle the walls of the vale. It is pitch 
  black in these narrow tunnels, and the company might be 
  surprised by hungry Goblins at any moment. However, 
  if each hero can make either an Explore or Riddle test, 
  they can find a safe way forward and upward, until they 
  reach a crack in the rock walls of the passage, opening 
  above the Goblin Camp. If they manage to do this, 
  the heroes can hear the conversations of the ravenous 
  Goblins from their hidden position, without risking 
  discovery. 
  But there is a price to be paid for this good fortune — if 
  they press on beyond the opening, when the heroes reach 
  the far end of the vale, the rocky floor suddenly gives way 
  and they tumble into the chamber of the Devourer! (See 
  An Ancient Enemy, below).
  The Skull Piles
  As they proceed towards the opposite end of the vale, 
  beyond the Goblin Camp, the company come to realise 
  they are walking on bones. The misshapen skulls of 
  Goblins, their ribs and thigh bones cover the floor. There 
  is no army here, for this is a charnel house. Dried up 
  sword belts, the tattered remains of Orc-mail and broken 
  weapons jut out as floating debris in a sea of bleached 
  bones. The darkness beyond torch or lantern light is 
  now absolute, and the gorge walls close in tighter as the 
  company pick their way through the bones toward the 
  back of the defile.
  an ancient eneMy
  Once the heroes reach the far end of the vale, suddenly 
  and seemingly from all around comes a rasping voice, 
  gravelly and arid. 
  “So! You come as I was told you would. Good. Too long 
  has it been since I ate Man’s-flesh! Come close… Let me 
  savour your smell you before I gobble you up!”
  
  125
  If the company have any way to make light, now is the 
  time to risk it: if they illuminate the chamber they will see 
  a horrific sight. A huge, half-starved, albino Wolf-thing 
  with crooked hind legs lies at the end of the valley. 
  The entire body of this huge and disgusting beast bear the 
  marks of ancient injuries, so much that the thing could be 
  mistaken for a carcass if it wasn’t for the glint in its small, 
  predatory eyes. 
  It slowly raises itself up, and its fur hangs in tatters. 
  Great bald patches run across its bony head. Its mouth is 
  stained with old blood. The stench is almost unbearable. 
  Huge black flies rise lazily into the air from their nests in 
  its stinking pelt.
  “They call me the Devourer now, for I have eaten all my 
  servants. Even those who served me well, even those who 
  carried me here from the battlefield. And now I will eat 
  you, and the master will mend my legs and I will return to 
  Dale and the Mountain and finish what we began!” 
  “The Nazgûl will have the jewel of the Dwarves that the 
  Dark Lord wants and the Mountain will fall. The bell 
  towers will be pulled down, and all the Goblins and 
  Bats and Wolves from miles around will return to feast! 
  I will grow fat on the flesh of Men and Dwarves! So is it 
  promised and so shall it be! Just as you were promised to 
  me, fools…”
  “Die now, dinner!”
  The Devourer lunges forward to attack. 
  Fight or be Eaten
  The companions have fallen into a trap, and must now 
  defeat the monster, or die trying. The battle they are about 
  to fight is made more challenging by the unique features of 
  its terrain, but they might be able to exploit the weakness 
  of the creature that is trying to eat them:
  •	
  The Darkness: The darkness of the Vale of Bones 
  is unnaturally deep. Heroes without any source of 
  light make their preliminary rolls to gain Combat 
  Advantages at TN 18; Torch-bearing heroes roll at TN 
  16, as natural light only penetrates the darkness for 
  a few feet. A magical source of light is bright enough 
  to allow the companions to roll against the normal 
  difficulty of TN 14.
  •	
  Minions: The Devourer is joined by one Ravenous 
  Goblin for each hero in the company (or more, if the 
  company is especially effective in battle). 
  •	
  Lame Legs: The Devourer is crippled by the wounds 
  he suffered to his rear legs and cannot move much. 
  Once any Ravenous Goblins have been defeated, 
  each companion in Rearward Stance will require 
  only one companion in close combat, instead of the 
  usual two.
  •	
  The Footing: The floor of the area is strewn with bones 
  of all sizes, making it hard to move about without 
  risking to trip and fall: all heroes are considered to be 
  moderately hindered both attacking and defending. 
  The Devourer and his minions do not suffer penalties 
  due to reduced vision or footing, being well used to 
  the environment of the vale. 
  The Devourer (Greater Warg)
  attRibute level
  8
  enduRance
  hate
  80
  10
  paRRy
  aRMouR
  4
  4d
  skills
  Personality, 3
  Survival, 3
  Movement, 1
  Custom, 1
  Perception, 3
  Vocation, 3
  Weapon skills
  Bite
  3
  Rend
  3
  special abilities
  Strike Fear (TN 16)
  Foul Reek
  Great Size
  Horrible Strength
  Commanding Voice
  -
  shaDoWs In The norTh
  
  126
  The LaughTer of Dragons
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Bite
  8
  10
  14
  Pierce
  Rend
  8
  C
  14
  -
  Ravenous Goblins
  attRibute level
  1
  enduRance
  hate
  10
  2
  paRRy
  aRMouR
  3
  2d
  skills
  Personality, 1
  Survival, 1
  Movement, 3
  Custom, 0
  Perception, 1
  Vocation, 0
  Weapon skills
  Jagged Knife
  2
  Bite
  1
  special abilities
  No Quarter
  Snake-like Speed
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Bite
  1
  C
  10
  -
  Jagged Knife
  3
  C
  14
  -
  A Wizard Unlooked For
  At some point during the fight (when the Loremaster 
  deems it most appropriate), Gandalf and Balin arrive to 
  help them out: the two left Erebor some time after the 
  heroes, having realised they sent the company right into 
  a trap, and the Grey Wizard has employed every trick in 
  his sleeve to speed up their pursuit. 
  So, just as things seem the most desperate, a bright 
  white light shines out, illuminating the horror that is the 
  Devourer and its blighted lair. The monster is stunned 
  and blinded, and a booming voice is heard encouraging 
  the companions on. “Strike now while it is weakened! 
  Slay the beast!”.
  The Devourer is severely hindered attacking and 
  defending. If the company still fares too badly, Balin will 
  stride into battle (Axe ♦♦♦) to assist them, screaming the 
  Dwarven battle-cry: “Baruk Khazâd! Khazâd ai-mênu!”
  
  127
  After the battle, the company learn something more of 
  Gandalf’s mind. The Wizard is aware that something 
  very wrong is occurring in Dale, and dark forces are at 
  work. He will share this information and is keen to hear 
  anything that the company learned from the Devourer or 
  the Goblins. 
  If the company mentions the rumour of a Nazgûl being 
  involved then he sighs heavily:
  “So the Ringwraiths have taken an interest in the North 
  again and dare to move against the kingdoms of Men and 
  Dwarves. But at least we know now… perhaps we can set 
  a trap for them, one to make it many long years before the 
  Dark Lord chances his most powerful servants again.”
  Gandalf will confirm the guesses of any companions 
  who venture that the ‘jewel of the Dwarves’ must be the 
  Arkenstone. “It is truly the heart of the mountain, and 
  has a power upon any who look upon it. The theft of the 
  Arkenstone might mean war in the North.” 
  After the impromptu council, Gandalf stands up. “Now 
  all of you must return to Dale. When you arrive there, 
  you will certainly be the target of any secret allies of the 
  Enemy. But it is not quite yet time for open defiance… 
  weather any storm that comes your way, so that you can 
  draw the traitors out into the open. And remember that 
  hope may arrive at the last hour, unlooked for.” 
  - paRt thRee -
  a WaRM WelcoMe
  After uttering his final, mysterious words, the Wizard 
  leaps up on his horse and departs. Balin shrugs.
  “Well, there he goes again… we might as well be on our 
  way back to Dale.”
  Companions heading west towards Dale soon discover 
  that travelling along a route recently blazed by a Wizard 
  is a good thing: the companions do not encounter any 
  danger on the trip back. 
  After something less than two weeks (and a total of four 
  Fatigue tests at TN 14), the greatest city in the North finally 
  appears on the horizon by the end of the last day, and the 
  heroes can reach the Traders Gate before sundown.
  at the gate
  As 
  they 
  approach 
  the 
  Traders 
  Gate, 
  keen-eyed 
  companions notice a larger number of guards than 
  usual. Those who call Dale home recognise that these are 
  men loyal to Jofur, who lately seem to have replaced the 
  men of the King at every important post. If the heroes are 
  strangers, Balin notices the change and informs them 
  about it under his breath as the company draws closer 
  to the checkpoint.
  In prior days, such heroes might have easily passed 
  into Dale with either a curt nod or an appreciative wave 
  (depending on the company’s reputation in the city) but 
  now they are stopped at the gate. The guards look over the 
  companions, referring to a folded sheaf of papers again 
  and again. Finally, their leader holds up his hand, and a 
  dozen guards gather close by.
  “Balin, son of Fundin, and his known associates,” 
  announces the guard captain. “You are wanted folk, 
  charged with murder and treason. You must come with 
  us.”
  The heroes have only moments to decide what to do. 
  Possibly to their surprise, Balin surrenders at once. He 
  certainly doesn’t want to raise a blade against Dalemen; 
  besides, he trusts Gandalf’s promises of forthcoming 
  aid. See the appropriate section below to play out the 
  consequences of the players’ actions.
  Surrender
  If the company chooses to give themselves up to the City 
  Guard, they are stripped of all weapons and equipment. 
  Then heavy iron manacles are placed on the wrists of 
  each hero, and they are led into the city. They spend an 
  uncomfortable night in custody, given bread and water 
  but nothing else. They rarely see a guard, and when they 
  do, the guards do not speak. 
  Go ahead to The Trial, below.
  Flight
  If the companions choose to flee, they will be leaving Balin 
  to his fate alone — a Misdeed worth at least 1 Shadow 
  shaDoWs In The norTh
  
  128
  The LaughTer of Dragons
  point. They will be pursued, and a bell can be heard 
  ringing from the gatehouse. More guards are coming!
  The escape attempt can be run as a prolonged action 
  requiring 9 successful rolls of Athletics or Stealth. 
  Accumulating three or more failures means a group of 
  guards (a Guard Commander and at least one City Guard 
  for each hero, see page 46 of Erebor) has caught up to them. 
  While the company is being pursued for evil reasons, 
  the guards themselves are innocent pawns. Slaying any 
  of them, even in the heat of battle, is a Misdeed worth at 
  least 3 Shadow points.
  If the company is overtaken, they are manacled and 
  dragged off in chains to the gaol as above. If they escape, 
  then a mysterious raven will find them the next day. The 
  bird doesn’t speak, but delivers a note and flies away 
  without waiting for a response. The note outlines that 
  Balin is on trial for murder and will likely be sentenced to 
  death. It urges the heroes to return to Dale and testify on 
  his behalf.
  If the company remains in hiding, another note delivered 
  in the same way reads “Look for a light on the south wall 
  just before dawn. A friend will be waiting”. See Part Four - 
  The City of Bells.
  Fight
  Heroes that draw swords immediately against the guards 
  will find themselves confronted by the Guard Commander 
  and two City Guards for each hero. After every three 
  rounds of battle, another Guard Commander and more 
  City Guards show up as reinforcements.
  Sooner or later, the company will find themselves 
  outnumbered and possibly outmatched. Hopefully, the 
  player-heroes will surrender at some point, before they 
  are defeated or before they shed too much innocent blood. 
  In both cases, they soon find themselves in a cell. (Once 
  the battle-lust subsides, the Loremaster must distribute an 
  appropriate amount of Shadow points for the battle). 
  The company might wish to save Dale from the Enemy, but 
  the City Guard, while acting under erroneous orders, are 
  not servants of the Enemy. See The Trial, next.
  the tRial
  The next morning, shortly after the dawn light slants into 
  their cells, the company are taken in chains to the Royal 
  Palace of Dale, to hear the King’s justice. At the far end 
  of the main hall Bard sits on his carved throne, wearing 
  the golden crown of Dale upon a troubled brow. Before 
  him on the raised dais sit Thegn Jofur and Lord Hakon, 
  and an assortment of other minor nobles. A crowd of 
  
  129
  onlookers has gathered, and more will arrive as words of 
  the accusations spread across town. 
  Balin is brought in, in heavier chains than the companions. 
  He appears battered and bruised, a grim expression on his 
  face. When the Dwarf takes his place in front of the dais, 
  Thegn Jofur looks briefly at Bard, as if expecting a reaction 
  from him - when he realises that the King is remaining 
  completely motionless, Jofur stands, proceeding to read 
  the charges.
  “Balin of Erebor and companions. You are hereby charged 
  under the laws of Dale with the crimes of treason and 
  murder. You have willingly and maliciously committed 
  capricious crimes to the detriment of the reign of King 
  Bard, and have grievously wounded the people of Dale, 
  and grossly endangered them with your perfidy…“
  At this point he stops and shuffles his papers. He appears 
  less than comfortable, and indeed gives the companions 
  an uncharacteristic pained look. He pulls himself together, 
  regaining his usual haughty demeanour.
  “On behalf and in the name of King Bard I call you to 
  answer the charge. How do you plead?”
  Balin simply raises his head and looks straight ahead. 
  He will refuse to speak throughout the trial. Lord Hakon 
  stands.
  “This is ridiculous. Get on with it Jofur. They are clearly 
  guilty! I have said so on many occasions that these ne’er 
  do wells and vagabonds should be at last cast from our 
  city! We have been too tolerant of their kind! Of Dwarves, 
  of strangers and wanderers! Of those from the East…”
  He looks meaningfully at Jofur at this point.
  The Litany of Charges
  At this point, anything that the companions have done 
  in recent times that could be twisted against them should 
  be brought up. Agents of Mordor have spied on them 
  throughout their time in Dale and Erebor. Any time they 
  were in public, or could have been spied upon in secret, 
  there will be evidence against them. The Loremaster 
  should be careful to cite only events that the Nazgûl or 
  their agents could have known about, but also be mindful 
  that the Sorcerer’s powers are beyond the limits of mortal 
  agents. The charges should be shocking, and obviously 
  a twisting of prior events where the company was doing 
  good. Inciting their tempers is part of the plan. Here are 
  some suggestions:
  The Silver Needle: The company may be blamed for the 
  destruction of Kelda’s shop or her death. As appropriate, 
  they might be charged with the slaying or beating of Vig, 
  Kasper, Swain or Longo. If Maugor was seen in public, 
  they will be charged with smuggling an Orc into Dale.
  Of Hammers and Anvils: If a fight broke out at the toy-
  market, the companions will be charged with inciting a 
  riot. Depending on the outcome of the adventure they 
  might be listed as co-conspirators with the traitorous Lord 
  Gunvar or in league with Dwarf assassins that slew the 
  Barding noble.
  To Dungeons Deep: If the Coat of Silver Mail was 
  delivered to the Dwarves (whether by judging it to be their 
  rightful possession or as a diplomatic overture) then the 
  heroes are charged with surrendering the heirloom of 
  King Bard to a foreign power. If the armour went missing 
  in the course of the adventure, they are charged with 
  stealing it.
  Sleeping Dragons Lie: If the company was unable 
  to save Lord Elstan, they will be charged with his 
  disappearance. If Skarf Skulson was slain, they are 
  liable for his murder. And, perhaps worst of all, the 
  companions are charged with conspiring with Dwarves 
  and consorting with a Dragon — this last charge causes 
  audible gasps in the courtroom.
  Dark Waters: The heroes might be charged with the death 
  of Orsmid or Odvarr, inciting trouble in the Elven Quarter, 
  the theft of the jewels of Esgaroth, vandalizing the very 
  foundations of Lake-town and harbouring fugitives from 
  the Elven-king. These charges are not brought directly 
  against the company, but are delivered as examples of 
  their behaviour in the free city of Lake-town. 
  It is possible that the company will need to be restrained 
  or subdued if they become too agitated in the face of 
  these charges. The guards will only briefly hesitate before 
  clubbing the shackled prisoners on Hakon’s nod.
  shaDoWs In The norTh
  
  130
  The LaughTer of Dragons
  The Conspirators’ Masterstroke
  Once the heroes’ various wrongdoings are recounted 
  before the King, Lord Hakon reveals the main crime they 
  are charged with:
  “I have kept this accusation for last, as I wanted you 
  here assembled to evaluate these criminals for their 
  past misdeeds, before we even considered their most 
  nefarious action… My King, let it be put on record that 
  the accomplices of Balin, son of Fundin, are accused of 
  murdering Thrun, the toy maker and friend to all, who 
  was discovered near his workshop two mornings ago, 
  strangled to the point of death!”
  Thrun’s Tragic Termination
  The report of Thrun’s death have not been 
  exaggerated, unfortunately. In fact, the cunning 
  Dwarf was murdered by an agent of the Sorcerer of 
  Forod, to help Lord Hakon’s attempt to stage Balin’s 
  treason. A lover of street food and drink, Thrun was 
  easily poisoned by a fake street vendor of ale. 
  The drug-laced drink asphyxiated him as soon as he 
  returned home, and made him appear as if someone 
  strangled him. Thrun didn’t die right away though: 
  the Dwarf managed to return to the streets, only to 
  collapse after a few yards, in front of a small crowd. 
  In his last moments the toymaker was delirious, and 
  called out to the companions for help several times. 
  The assembled crowd is now very large, and the voices that 
  are raised in outrage are almost deafening. The guards 
  tighten their ranks to keep a distance from the onlookers 
  and the accused. Lord Hakon continues:
  “I am not bringing about these accusations lightly. Thrun 
  himself accused them with his own words several times in 
  his agony, in front of several witnesses.”
  “It is now clear from my investigation that these reckless 
  adventurers have been working with the Dwarf Balin, in 
  an attempt to undermine the crown of Dale, and seize it 
  for Erebor. I recommend that he and his conspirators be 
  either permanently imprisoned or executed forthwith. 
  What say you, Your Highness?”
  King Bard remains morose and unresponsive, as if his 
  thoughts are elsewhere. Eventually he sighs and says: 
  “Do you have anything to say in your defence?” 
  The Nazgûl Watches
  Depending on the disposition of the players, the 
  Loremaster may wish to tip the hand of the Sorcerer 
  now. The heroes might get a sense of chill sweeping 
  through the courtroom, or see a black-clad figure 
  in an open doorway out of the corner of their eyes. 
  For some groups, this may be too much. Others may 
  appreciate a clear clue of what is going on.
  Setting Tolerance
  At this point, the companions have little more than their 
  cunning and reputation to use against the charges they 
  face. The Tolerance for the company’s response to Bard 
  is based on the highest Wisdom in the company, as 
  the King’s judgement may be clouded by his grief, and 
  possibly by the spells of the Ringwraith, but he has not 
  completely lost his wits. This rating is modified positively 
  by any level of Standing enjoyed in Dale, but is reduced 
  by the highest level of Standing that they have in Erebor: 
  The assembled nobles are suspicious of their Dwarven 
  neighbours to the north, and especially of anyone who 
  has ties to the Dwarven kingdom. 
  Introduction
  The heroes have naturally no need of a formal introduction, 
  but the company has a chance to soften Bard’s mood, 
  should they attempt to remind the court of their previous 
  services rendered to the King. A roll of Courtesy will do: 
  On a great or extraordinary result, Tolerance is improved 
  by one, in addition to their normal effect of counting as 
  additional successes.
  Interaction
  The companions must address the charges that they face. 
  The following are various approaches that they may take.
  
  131
  •	
  The heroes may assert that they were not in Dale 
  at the time of the murder. Unfortunately, their alibi 
  is scoffed at by Lord Hakon and other nobles, and 
  without any witnesses (“Gandalf the Wizard you say? 
  Well, if he was there where is he now? Gone you say. 
  How convenient!”) no roll will convince King Bard.
  •	
  Recounting the truth of what is going on - that a Nazgûl 
  plots to steal the Arkenstone and bring both Dale and 
  Erebor to ruin, results in open laughter first from Lord 
  Hakon, and then from many other nobles. Hakon has 
  already salted this ground, and the truth will not find 
  root here.
  •	
  The heroes might wish to call up witnesses, but 
  Lord Hakon refuses to delay the trial to track down 
  ‘wandering merchants of the East’ (Katun or any of 
  her followers) or ‘itinerant craftspeople’ (Orsmid or 
  Magan). It goes without saying that the testimony of 
  any Dwarf on their behalf is completely unacceptable.  
  •	
  If the company names Lord Elstan, then King Bard sits 
  upright. If Elstan survived the Dragon-hunt, he retired 
  to a cottage west of the city… the King motions to one 
  of his guards. The old knight will arrive in a couple of 
  hours. Hopefully the court will not be out of patience 
  with the company by then. (If Lord Elstan can speak 
  on behalf of the company, his testimony counts as two 
  successes in their favour).
  The best chance that the companions have is to poke holes 
  at the various charges that Hakon has trumped up. Careful 
  questioning with Riddle might point out inconsistencies, 
  or reveal that Hakon’s information must have come from 
  a supernatural source.
  Throughout the defence, Balin remains silent. He will not 
  aid the heroes in his or their defence, but neither will he 
  hinder them. 
  The Judgement
  Sooner or later, King Bard will raise his hand. He has 
  heard enough. He stands to proclaim judgement over the 
  defendants, according to the number of successes they 
  accrued.
  0-2. (Narrow success): “You are guilty enough of the 
  various charges assembled against you. Tomorrow 
  morning you will be executed as criminals and traitors.” 
  See The Pits, below.
  3-6. (Success): “I know not the rights and wrongs of men 
  nor women’s hearts. But you shall not be slain for these 
  crimes, if indeed crimes they are. I care not.” He turns to 
  the captain of the guard. “Take them to the Pits, and let 
  them live there, beyond my sight.” See The Pits, below.
  7+. (Great Success): “I cannot vouchsafe your guilt in 
  these matters. But I do not doubt that trouble follows in 
  your wake. You are exiled from the city, for the period of 
  one year and one day.” He turns to the captain of the guard. 
  “Escort them to the Traders Gate and let it be known that 
  they are not allowed to return, upon pain of death.” See 
  Exile from Dale, below.
  If King Bard has sentenced Balin and the company to 
  death, then Lord Hakon smiles smugly. He has done his 
  true master’s bidding. 
  If the company has been sentenced to the deep cells or 
  exiled from the city, then Hakon is more peevish. He 
  sweeps from the courtroom, declaring “This is not over!” 
  Thegn Jofur nods meaningfully to the companions as they 
  are escorted away.
  Jofur’s Plea
  It is possible that the company may choose to adopt 
  the stoic silence of Balin. In this case, Jofur will take 
  a chance and approach them, whispering fiercely: 
  "Your lives are on the line! You MUST impress the 
  King. You can’t get out of this fix, but you must 
  avoid the executioner’s sword! Convince him!"
  This will give away that Jofur is not the villain of the 
  piece, but now may be the appropriate time to reveal 
  it.
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  The LaughTer of Dragons
  the pits
  After the trial, guards escort the company and Balin 
  out of the main hall of the Royal Palace, at spear-
  point if necessary. They are swiftly taken out of sight 
  of any onlooker, and led to the Pits, the deepest  gaol 
  of Bard’s palace. By the number of steps they climb 
  down, the companions have the sense that they are deep 
  underground. Some players may enjoy a game of trying 
  to remember the many twists, turns and staircases that 
  they take.
  Eventually, the companions and their jailers reach a narrow 
  corridor, with doors of wrought iron and heavy wood, set 
  into cold stone. One of the doors is unlocked, revealing a 
  dark and cold cell beyond. The company is pushed in, and 
  the door is closed with an ominous thud and the click of a 
  lock. The guards take Balin further into the dungeon.
  Time passes painfully slowly. There is a tiny grille in the 
  thick door that shows a short length of damp, torch-lit 
  corridor and nothing else. Balin is imprisoned elsewhere: 
  even if the heroes call for him, there is no response. There 
  is a steady dripping of water, and the occasional drifting, 
  distant sound of the guards making merry somewhere out 
  of sight.
  Escape?
  Some time in the bitter watches of the night, Thegn Jofur 
  appears at the door to their cell. He looks extremely 
  nervous as he shows them the key through the door, to 
  make clear his intention and prevent them from attacking 
  him as soon as he opens the cell.
  “Listen! We have but a short time! You must go from this 
  door to the left. Then, follow the corridor, go down the 
  stairs. Go quietly through the guard room — they are all 
  sleeping off the drugged wine I gave them. Take the right-
  hand passage out and then go up two flights of stairs. You 
  will come to a canal, with a dock. Find a craft or swim out. 
  Go! Just before dawn, look for a light on the southern wall. 
  He will help you! Go! I must find Balin now.”
  With this, he unlocks the door.
  The Shadow of the North
  In the corridor, Jofur hands the companions a small 
  bundle containing some bread and a flask. There might 
  even be a few simple weapons as well (a few daggers and 
  knives). But as Jofur reaches out, the light from the torches 
  grows suddenly dim and there is a chill in the air. Jofur 
  drops the bundle, and the flask shatters. Blood-red wine 
  stains the stones of the corridor. “Go! Go! You must fly! 
  There is no time!” he shrieks.
  At one end of the corridor stands a hooded and robed 
  figure, a corroded iron sword gripped in its mailed hand. 
  The air about the figure flickers with black fire. An aura of 
  terror exudes from the silent apparition: Each companion 
  
  133
  must pass a Fear test against TN 18 (due to the Wraith’s 
  Thing of Terror ability, worsened by the circumstances 
  of the encounter) or become daunted (see The One Ring 
  Roleplaying Game, page 146).
  With fear in his eyes, Jofur gestures desperately for the 
  companions to flee. “Run you fools!” He draws his sword 
  and grabs a torch from the wall. Then, with the battle-
  cry of his Easterling ancestors, he charges towards the 
  Nazgûl. It is time to go.
  The Company Remains
  Exceptionally bold companions might not allow Jofur 
  to stand alone against the Ringwraith. But they 
  are largely unarmed and certainly unarmoured… 
  it is unlikely that they will defeat the Nazgûl and 
  the corridor is too narrow for them to even aid Jofur 
  much. He will again beg them to run.
  If they insist on fighting, perhaps using torches, then 
  a Loremaster might allow them a slight victory… 
  the Sorcerer relents for a moment and Jofur and the 
  heroes can make a mad dash for it. Somewhere along 
  the way, Jofur will make a different turn, explaining 
  that he goes to seek Balin out.
  Otherwise, if the heroes are insistent on the combat, 
  then the Sorcerer of Forod will unleash all of his 
  might upon them (starting on page 142). After all, 
  he came to kill them in their cell. Jofur will fall, and 
  probably some of the companions as well. 
  Balin might arrive suddenly, having broken free 
  of his own cell and liberated some swords from the 
  guards, possibly giving the heroes a chance to make 
  a fighting retreat. Sooner or later, the heroes must 
  escape the way Jofur suggested, perhaps with a 
  Nazgûl chasing them.
  In the event that the heroes somehow gain the upper 
  hand, the Sorcerer will not let himself be destroyed 
  here. Eventually he will fade into the shadows, and 
  make ready the next stage of his plan.
  The Way Out
  Jofur’s instructions are accurate and if the company follow 
  them, they can escape the Pits by an underground canal. 
  A leaky old rowboat is tied to the dock. The Loremaster 
  may add any number of complications to this scene, in 
  case it was too easy for them to escape their fate so far:
  •	
  The heroes might need to make rolls of Stealth to get 
  past the guards.
  •	
  Jofur’s instructions were a bit hasty: the heroes need 
  to make an Explore test to stay on track.
  •	
  The Nazgûl might decide to pursue them through the 
  tunnels. The Loremaster might then make the heroes 
  use Athletics to dodge the alerted guards, Riddle to 
  pick the right way in the maze and another Athletics 
  roll to put enough space between them and the 
  Sorcerer to escape. Should they still escape, it will be 
  by the skin of their teeth…
  exile FRoM dale
  If the company was lucky enough to earn this result, armed 
  guards soon escort them from the main hall of the Palace, 
  out onto the city streets. As the escort proceeds through 
  town, certain guards hang back whilst other guards take 
  their place. Perceptive heroes might soon realise that the 
  heroes are soon surrounded only by Jofur’s men. There is 
  no sign of Balin, he has taken a different way.
  Thegn Jofur joins the group as they approach the city 
  gates. While he sternly lectures the heroes on receiving 
  such a light sentence for their various crimes, he passes 
  a scrap of parchment to one of the heroes. Upon leaving 
  the city, their gear is returned to them and a captain of the 
  City Guard repeats King Bard’s injunction forbidding them 
  to return for a year and a day again.
  When the heroes can examine the note, it says “Look for 
  a light on the south wall just before dawn. A friend will be 
  waiting.”
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  The LaughTer of Dragons
  - paRt FouR -
  the city oF bells
  For one reason or another, the companions are standing 
  outside the southern wall of Dale. Just before dawn, one 
  of them sees a faintly glowing red light at a certain spot 
  along the wall.
  When the heroes approach, they will be greeted by a 
  familiar smell — pipe-weed alight and being vigorously 
  smoked by a certain Wizard of renown. He is sitting on 
  the top of the wall and with one foot he kicks down a 
  rope ladder. “I was beginning to wonder when you would 
  arrive.” he says in greeting.
  Once the heroes climb up, they can tell him all about their 
  experiences. If they have met the Sorcerer of Forod then 
  Gandalf nods gravely. 
  “One of the greatest trials of both Dale and Erebor is 
  coming to pass. Smaug would laugh if he could see that 
  City and Mountain are at each other’s throat. We can only 
  hope that we will be able to upset the Enemy’s plans.”
  Gandalf urges them to return to Dale… not in the open, 
  but in secret. He says that they have many friends there, 
  and they should be able to find help. When they’re ready, 
  they must meet him in Erebor.
  “Now, I have a missing Dwarf to attend to. Be careful, my 
  friends!” 
  Quicker than quick, Gandalf is away and the sun is 
  beginning to rise.
  Straight to Erebor
  Once they have spoken to Gandalf, the company might 
  decide to press on to the Lonely Mountain. This is 
  unlikely, as the heroes are unprepared and probably 
  worse for wear. But a determined or reckless group 
  of players (or a company of heroes that call Erebor 
  home) might be bent on it. In which case, skip directly 
  to Part Five: Inside Information.
  Taking Stock
  At this point of the adventure, the heroes are possibly at 
  one of the lowest points of their careers, and it’s worth 
  taking a moment to tally up the situation. 
  •	
  It is likely been more than a day since their last meal. 
  Each hero gains a point of Fatigue, two if they had to 
  swim in the cold river as well. They cannot recover 
  any Endurance nor lose any Fatigue until they have 
  
  135
  had good food, a safe place to sleep and a warm 
  change of clothes.
  •	
  They have been betrayed by sinister forces at work, 
  and it seems as if the King himself has named them 
  traitors to the crown: Each hero must pass a Wisdom 
  test (TN 16) or become temporarily Miserable until 
  they find someone who will support them in their 
  cause.
  •	
  They will need weapons, armour and other equipment. 
  This might be less pressing if the companions were 
  simply exiled, but it is a good idea for heroes with 
  distinctive gear to set that equipment aside in lieu of 
  simpler and less noticeable pieces.
  •	
  Finally, once they have recovered their wits and made 
  themselves whole again, they will need to find some 
  way into Erebor.
  The remainder of this chapter is devoted to various 
  personages and locales the companions might visit to 
  get help. Interacting with individuals they previously 
  met gives the players and their characters a chance to 
  enjoy everything they achieved throughout their earlier 
  adventures, and is the pay off of the truth that was denied 
  them in the trial.
  Since it is uncertain who the companions will visit and in 
  what order, the Loremaster will have to weave a tapestry 
  of sneaking through Dale using the following threads. The 
  heroes begin at the south wall, close to the Commons.
  The Need for Stealth
  The company must move around Dale, but they are 
  exiles or wanted fugitives… they will not want to attract the 
  attention of the City Guard. Fortunately, the City of Bells is 
  still the heart of the North and there are more people here 
  than the Guard could ever hope to keep track of.
  •	
  Whenever the heroes move to a new district, have 
  them make rolls of either Stealth or Riddle. A hero 
  that gets a great success can cover for another hero 
  who failed, an extraordinary success can make up 
  for two failures. If most of the heroes succeed, they go 
  unnoticed in the area. If more fail than succeed then 
  they’ve been spotted!
  A generous Loremaster might have the first set of guards 
  that find the company be some of Jofur’s men. They’ll 
  provide a knowing wink, caution the heroes to be more 
  discreet, and then move off, saying “These aren’t the 
  troublemakers we’re looking for.”
  But otherwise the guards will be alerted and the only 
  reasonable course of action will be for the heroes to 
  flee. An escape attempt can be resolved as a series of 
  prolonged Athletics tests. Each hero that gets five 
  successes has given the guards the slip. Any heroes who 
  fail to get the needed successes within eight rolls are 
  thrown into the Pits and won’t be seen again until the 
  end of the adventure, if at all.
  Rumours in the City
  The companions are known to the Dale-folk, and 
  their imprisonment was met with mixed reactions. 
  As they sneak about town, the heroes might overhear 
  some talk:
  •	
  Horror that they and Balin were traitors.
  •	
  Shock that King Bard would imprison or 
  execute such heroes.
  •	
  Stark warnings against the wandering life.
  •	
  Advice to keep one’s head down in such times.
  •	
  This is proof of the ill-intent of Dwarves and 
  indeed all strangers.
  •	
  War is inevitable now.
  •	
  People wondering if they should pack up and 
  leave the city now.
  •	
  The good times are over… war was always 
  coming.
  anvil Way (thRun’s WoRkshop)
  The company may wish to visit Thrun’s workshop to find 
  out what really happened to the toymaker. Sadly, from the 
  outside nothing contradicts the story told by Lord Hakon 
  during the trial: the news about Thrun’s death seems 
  correct, and his workshop is closed. 
  If the companions try the door, they find it’s locked, using 
  a sturdy Dwarven padlock. Picking the lock requires a roll 
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  136
  The LaughTer of Dragons
  of Craft (TN 14 for Dwarves, 18 for others). But there is 
  another way in: the shop sits on a corner with a secluded 
  side street, so a determined companion might sneak in 
  through a window (only a roll of Athletics is required). 
  Once inside, the heroes find the following items of 
  interest:
  Comforts. Thrun was fond of the many different food-
  stalls of Market Square and thus kept no provisions here. 
  But he had a small bedroom above his workshop. There is 
  a bed there and a chest with a few blankets and a couple 
  of spare travelling cloaks (with detachable hoods). The 
  company can rest here.
  Mechanical birds. Many varieties of Thrun’s speciality 
  craft can be found, in various states of repair or 
  development. The companions can spend some time 
  tinkering with one or more bird automatons - with a roll 
  of Craft (TN 16) a hero can make a bird fly from one hero 
  to another (perhaps carrying a note or very small item) 
  up to a distance of 80 yards, or gather up a flock of them. 
  When the flock is activated, they won’t fly very far but they 
  are incredibly distracting — a companion can activate the 
  flock as an action in combat to make all foes moderately 
  hindered for the following two rounds.
  Fireworks. A small chest placed high on a shelf contains 
  Thrun’s small collection of fireworks. Heroes that decide 
  to use them in combat might be able to employ them in 
  various ways. See Using Fireworks in Battle, opposite.
  Weapons. Unarmed heroes won’t find proper wargear 
  here, but they can use some of Thrun’s larger tools as 
  weapons. Chisels and knives can serve as Daggers, and 
  there are a couple of small hand Axes as well.
  Traces of Treachery. If the companions search the 
  workshop, they find evidence suggesting that Thrun 
  struggled against someone, overturning chairs and 
  throwing tools all over the place. A great or extraordinary 
  roll of Search (or an additional roll of Riddle) suggests 
  another version: Thrun was alone, and wrecked his house 
  while suffering from great pain! Among the fragments of 
  a smashed mechanical contraption lies a last, damning 
  piece of evidence: a small cup of silver, one from which 
  Thrun used to drink when eating out.
  Using Fireworks in Battle
  Inventive (or desperate) heroes might wish to employ 
  fireworks against their enemies. The best way would 
  probably be to light them up and throw them as 
  explosives. It is up to the Loremaster’s discretion but 
  three possible rulings might be:
  •	
  A hero in Rearward stance can throw a bundle 
  of firework sticks at an enemy. Using the rules 
  for throwing, the hero must make a roll using the 
  Dagger skill. On a success, the explosion causes 
  8 points of damage, 12 on a great success, 16 
  on an extraordinary roll. However, if the roll 
  misses and an C is produced, the hero receives 
  the damage instead, as the firework explodes in 
  their hand!
  •	
  Employed as a distraction, exploding fireworks 
  cause each adversary in combat to make a 
  Vocation roll against TN 16. Any who fail are 
  moderately hindered for one round.
  •	
  Exploding fireworks might trigger an adversary’s 
  Fear of Fire if they are within range. 
   
  bRokenstone
  Heroes on the run might remember the training barracks 
  in which Longo the thief used to hide, especially if they 
  discovered the secret canal entrance. Unfortunately, the 
  
  137
  tumbled-down building is only in a worse state… it can 
  be a hideout, but it doesn’t provide anything other than a 
  place to lie low for a time.
  the coMMons (katun)
  If the heroes head straight into this jumbled area of tents 
  and temporary huts from the south wall they do not need 
  to make checks to avoid the Guards at that early hour. 
  Katun and her fellow Easterling merchants can be found 
  here. Katun herself has just set down to breakfast — 
  exceptionally strong tea, flat-bread and honey — in a large 
  purple and gold tent where she normally conducts trade 
  meetings. 
  If the heroes have good relations with the Easterlings 
  (having shown Katun and her fellows respect in The 
  Silver Needle, for example) then she will provide new 
  clothing for the heroes from her stocks of fine Eastern 
  garments. Such garb allows each companion to roll the 
  Feat die twice and take the best result when trying to 
  avoid the guards using Stealth or Riddle. If Katun owes 
  more to the heroes (for example, if they saved her life or 
  livelihood during their adventures) then she can provide 
  some weapons — curved swords, strange-handled 
  daggers and dark-wooded bows to the heroes as well.
  If they speak to her of the Nazgûl then the merchant nods. 
  She has seen and heard enough in the alleyways and 
  dark passages of Dale to make her think an emissary 
  of the Dark Lord has come. She can tell the heroes of 
  how these villains plague the land of her birth, setting 
  brother against brother and sister against sister. She is 
  too mournful of her own past to give very many details, 
  but she warns that Dale is in terrible danger if a Wraith 
  is in the city. Katun is wise enough that she may suggest 
  to the company to visit others within the city that will be 
  favourable to them.
  Residential quaRteR (doMi)
  The companions will visit the residential quarter if they 
  try to find Domi, the scholar from the Blue Mountains 
  (see To Dungeons Deep, page 43). The Dwarf  has yet 
  to return west, and stays in a comfortable house not 
  far from the ‘Nest’, the keep of the City Guard. If the 
  company manages to sneak up to his front door, Domi 
  will be shocked to see them alive but will listen to what 
  they have to say. He has followed their fortunes closely 
  since they aided him and he believes that they have been 
  wronged. Domi can only speak vaguely of dark forces 
  moving in Dale, seeking to bring ruin to them all.
  Domi can provide the following benefits to the company:
  Comforts. The scholar does not keep much food in his 
  lodgings, but can supply some bread, meat and drink. It 
  can make a fine meal for a single person (fulfilling that 
  requirement, see Taking Stock on page 134) or it can be 
  shared amongst the company. Doing so offers meagre 
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  138
  The LaughTer of Dragons
  compensation for hunger, but does strengthen the bond 
  between the heroes. Raise the Fellowship pool by 1 point.
  Weapons. If the companions are really stuck for weapons 
  he will gift them his belt. It holds a finely-made short sword 
  and a dagger. Should the heroes ask him to procure more, 
  the Dwarf will sternly refuse - he will not risk shopping for 
  weapons on behalf of the company.
  Papers. Domi can write a letter of introduction for the 
  company. If the heroes present it at the gates of Erebor, 
  they will be allowed to pass within (see The Front Gate on 
  the facing page).
  A Kingly Gift. If the Loremaster deems that the 
  companions have convinced Domi that they can effectively 
  oppose the evil that is threatening the North, the Dwarf 
  sighs, as he has made a weighty decision. Operating 
  a hidden mechanism, Domi opens a secret door and 
  descends a narrow set of stairs, bidding the heroes to 
  wait. When he returns, the Dwarf is carrying a bundle: 
  the Coat of Silver Mail! “I have been entrusted with it, to 
  see if I can learn more of its history. But now my heart tells 
  me that it is the time for action and not study. Take it.” (see 
  page 44 for the enchantments laid on the armour.)
  the quays (balin’s house)
  Balin’s small house is under constant watch. If the 
  heroes dare to approach, then they must make two tests 
  to avoid the guards (one for entering the district and 
  one for approaching the house). Any companion with 
  appropriate traits (such as Suspicious, Wary or especially 
  Foresighted) should receive a warning… if the heroes try 
  to enter the house without distracting its watchers then 
  they’ll be arrested again (or perhaps for the first time… 
  if this is the case, then proceed to The Trial above). Those 
  who do manage to sneak into it will find that someone 
  has already ransacked the place, apparently seeking any 
  scrap of evidence that they could find.
  elstan’s cottage
  The heroes will have to leave Dale to reach the cottage 
  of the old knight. Elstan is glad to see the company — 
  they saved his life when he was left for dead and no evil 
  rumours could turn him against them. He cautions them 
  against being rash, but then changes his mind and urges 
  them to save the town of Dale. Wet-eyed, he will press 
  onto them all the war-gear he possesses and give them a 
  token that should allow them to pass the gates of Erebor. 
  He’s not sure if it still works, or will work in others’ hands, 
  but it is all he can offer.
  The heroes can gain the following advantages:
  Rest. Elstan’s cottage is small, too small for the heroes 
  to find much rest. He can provide them with some spare 
  clothes and he has enough food to make a good meal for 
  one person. The heroes can also share the food out. The 
  The Royal Palace (King Bard)
  With the heroes being exiles or maybe even fugitives, the Royal Palace is off-limits for them. Should they 
  show their face there, they would be immediately arrested. This risk notwithstanding, it is possible that very 
  experienced companions would be insistent that if they just speak to the King in private all will be resolved.
  If the heroes have solid bonds of friendship with the King, this might indeed come to pass. King Bard is not in his 
  best state of mind though - during the course of The Laughter of Dragons campaign, Bard has become distant, 
  as he fears his kingdom is threatened and suspects everyone. He will need more than just reassurances, the player-
  heroes must bring proof (of the scheming of the Nazgûl, of their innocence, etc.). 
  The Loremaster can exploit this turn of events in various ways. For example, if Thegn Jofur is alive (if the 
  heroes were exiled or fled from the guards and never faced trial) then the Sorcerer of Forod will attack while the 
  companions are conferring with the King. This aggression will give Jofur another chance to heroically sacrifice 
  himself so that the King and the heroes can flee to Erebor unhindered.
  
  139
  first time they do this they add a point to the Fellowship 
  pool. The second time provides enough food to ensure that 
  each hero has had enough to eat and drink.
  Weapons. Elstan keeps a set of weapons ready and 
  stores various other weapons he has won or been gifted 
  throughout his career in oiled cloths in a large chest in 
  his kitchen. The precise weapons available are left to the 
  Loremaster but it is likely that the company will be able to 
  re-arm here.
  Papers. Elstan’s token will allow the heroes to enter 
  Erebor (see The Front Gate opposite).
  - paRt Five -
  inside inFoRMation
  This part of the adventure is written considering that the 
  heroes have now managed, somehow, to recoup some of 
  what has been stolen from them — dignity at least, if not 
  their weapons and other belongings. Now, they are ready 
  to go to Erebor and warn Dáin that the Sorcerer of Forod 
  seeks the Arkenstone.
  Meanwhile… 
  Whether the heroes have seen the King after the trial or 
  not, the words and deeds of the company have not gone 
  completely unnoticed by Bard: slowly, the Dragon-slayer is 
  moved to action. He resolves to do so for a combination 
  of reasons, based on the progress of the campaign so far. 
  Maybe he was visited secretly by Balin and Gandalf, who 
  came to him to warn him of impending danger, or maybe 
  there is more in him of his old self than meets the eye after 
  all, and he was able to puzzle out the situation by himself.
  What is important is that King Bard heads to the Lonely 
  Mountain with a small retinue, to meet with King Dáin, 
  roughly at the same time as the heroes. Is he going to meet 
  his old friend in anger, to accuse him of treachery, or is it 
  wisdom that dictated this course of action? The Loremaster 
  must decide, based on how King Bard has been portrayed 
  so far in the campaign.
  enteRing eReboR
  There are only two ways for the player-heroes to enter the 
  Kingdom of the Lonely Mountain — through the front door 
  or a secret entrance.
  The Front Gate
  Dwalin’s Stone Guard warriors stand watch over the 
  entrance to Erebor. Any Dwarf can get past them as a 
  matter of course, and a Dwarf of Erebor with a Standing 
  of 4 or more can bring along his companions without 
  problems. Otherwise, foreigners are going to be questioned 
  about their identity and business in the Lonely Mountain, 
  and possibly be denied access, should they be recognised 
  as fugitives or exiles from Dale. There are ways around this, 
  of course. Elstan’s token will allow them entrance, as will 
  Domi’s letter. In any of these cases, the heroes will be taken 
  to Dwalin. It will be his job to arrange their visit to Erebor.
  If the heroes are confident that their hard-earned fame 
  should pave their way directly to the throne, they might 
  demand an audience with King Dáin himself. For a 
  company which has done much in the service of Erebor, 
  this might be the easiest route to success, but it’s likely that 
  Dwalin will need to be convinced of the company’s need to 
  see his king (see The Stubborn Warrior, overleaf.)
  Sneaking in the Front Door
  The heroes might contrive other, more elaborate, 
  plans to get into Erebor. Perhaps Katun has a 
  shipment of cloth going to Erebor and the companions 
  will hide among her wares as they are delivered to the 
  Front Gate. Or they might be friends with another 
  merchant and make arrangements to be shipped in 
  as another basket of grain or another barrel full 
  of apples. In these cases once the heroes are in the 
  Mountain, see Finding The Way, below.
  A Secret Entrance
  The company might know of a hidden way into Erebor. 
  Perhaps the fissure that Niping’s allies used to gain access 
  shaDoWs In The norTh
  
  140
  The LaughTer of Dragons
  to the First Forge has not be adequately blocked up again, 
  or perhaps the heroes might know of the Back Door (that 
  said, they must either have an accomplice on the inside 
  open the door for them, or they must be in possession of 
  the Key of Erebor — a rather unlikely possibility!)
  Once they have gained entrance to the Mountain, they 
  must find Dáin. See Finding the Way, below.
  the stubboRn WaRRioR
  If the Stone Guard have either stopped the company from 
  entering Erebor or caught them sneaking about, they 
  will escort the companions to Dwalin. The old warrior is 
  quite on edge: the Tolerance for this encounter is equal to 
  their lowest Valour score (Standing always modifies this 
  rating). If Dwalin is predisposed against the heroes (see 
  page 62 and the section below), then Tolerance is halved 
  (rounding down).
  Introduction
  The heroes will certainly want to give some account of 
  themselves, although they might already be known to 
  Dwalin. If the heroes were caught by the Stone Guard then 
  even a successful roll here counts as a failure. Dwalin sees 
  them only as potential prisoners and conspirators. 
  Interaction
  Dwalin knows that King Bard is cloistered with King Dáin, 
  but he is not yet privy to the reasons why. Here are some 
  various approaches the company might take to persuade 
  the Dwarf that they are in Erebor on an errand of great 
  import:
  King Bard has been tricked! The companions try to 
  convince Dwalin that the soft Men of Dale have been 
  affected by the Shadow: this requires a Persuasion roll.
  King Dáin is in danger! Convincing Dwalin that his king 
  is under threat is much harder. This needs an Awe roll, 
  TN 18.
  The Nazgûl seek the Arkenstone! Everyone knows that 
  the jewel of Erebor is safe in Thorin’s tomb. To convince 
  Dwalin otherwise requires a Persuasion roll (TN 18).
  We are expected visitors! Dáin said nothing to Dwalin 
  about the company, but as long as they presented themselves 
  at the Front Gate this is an ordinary roll of Courtesy.
  Possible Outcome
  Dwalin’s final decision is based on the results that the 
  company achieved before he ran out of patience.
  0-2. (Narrow Success): Dwalin doesn’t know what to 
  make of the company, but he’s not letting them see Dáin 
  immediately. He instructs the Stone Guard to escort the 
  heroes to a secure area. (See Breaking Free, below.)
  3-5. (Success): Dwalin believes that the company has 
  some business with King Dáin. He instructs the Stone 
  Guard to escort them to the Great Hall of Thráin. From 
  there, the company can hear echoing voices in a side 
  chamber and come to the Tomb themselves (again, see 
  Breaking Free, below).
  6+. (Great Success): Dwalin realises that King Dáin and 
  Erebor are in great peril. He personally escorts the heroes 
  to King Dáin at the Tomb of Thorin Oakenshield. 
  Finding the Way
  Once inside the Mountain, if the heroes want to visit 
  the Arkenstone’s resting place, they must find their way 
  to the Great Hall of Thráin and then the Tomb of Thorin 
  Oakenshield. Otherwise, they will likely be heading for the 
  Great Chamber of Thrór, the seat of the King under the 
  Mountain.
  
  141
  Heroes sneaking around must make two series of 
  prolonged action rolls… Riddle to find the way, and 
  Stealth to avoid being noticed by the Dwarves of Erebor. 
  If a Dwarf companion can lead the company, then the 
  Riddle rolls are not required. Stealth rolls are rolled 
  against TN 12 (the halls of Erebor are still somewhat dark 
  and many Dwarves are focused only on their own tasks). 
  If more than half the company fails any one Stealth roll 
  then they have been spotted by the Stone Guard, who will 
  escort them to Dwalin (see The Stubborn Warrior, above 
  and Dwalin is predisposed against the heroes).
  •	
  It takes four successes to get from the Front Gate to 
  the Great Chamber of Thrór; six successes to get 
  from either the Front Gate or the Great Chamber to 
  the Great Hall of Thráin. From a secret entrance four 
  successes are required to get to the Great Hall, or six 
  successes to get to the Great Chamber.
  Companions might be wise enough to listen in to nearby 
  Dwarven gossip. A hero that makes an Awareness roll 
  with a great or extraordinary success has caught enough 
  familiar words to know that the King is having a council at 
  the Tomb of Thorin Oakenshield.
  Breaking Free
  Heroes that have been caught by the Stone Guard, and 
  especially those who are being escorted to a holding area 
  to wait upon King Dáin may chance to hear the raised 
  voices of King Bard, Balin, Gandalf and King Dáin echoing 
  by some chance of the stonework. Heroes that act quickly 
  can momentarily break free from the guards (or find some 
  way to allow themselves to be noticed by the assembled 
  Great and Good).
  To escape, a companion must succeed in a roll of 
  Athletics. After a brief run, the hero is caught once again, 
  but not before he is seen by Balin: with a wave of his hand 
  the old Dwarf dismisses the Stone Guard. The heroes have 
  made it in time to see the meeting of two powerful lords. 
  But what words will pass between them?
  - paRt six -
  the conceRt oF kings
  King Bard and King Dáin are holding council in the Tomb 
  of Thorin Oakenshield. Perhaps it was Gandalf who 
  chose this meeting place, or it might have been Dáin in 
  an attempt to remind Bard of the past that unites both 
  kingdoms.
  daRk business
  Thorin’s mausoleum is a wide room, dominated by a large 
  stone casket. The outer lid holds a large gemstone, cut in 
  imitation of the original Arkenstone but without its inner 
  fire: Dáin removed the original as soon as he received 
  word from Gandalf of the Nazgûl’s plans.
  The chamber is at least fifty feet on a side. The high walls 
  are carved with many reliefs, illustrating the ancestral 
  history of the house of Durin. Above, high-set sconces 
  flicker with an amber light. (See also Erebor, page 16).
  The tomb is neither empty nor silent — King Bard, King 
  Dáin, Balin and Gandalf can all be present based on how 
  the events of the adventure unfolded, as well as a small 
  crowd of courtiers and guards for each of the lords.
  King Bard. Whether in wrath, or in the mood to make 
  peace, as a monarch and once-staunch ally, King Bard 
  was allowed entry to the Mountain. He may be extremely 
  short-tempered having had to demand an audience and 
  been kept waiting, or he may be back to his old noble self, 
  intent on righting a wrong.
  shaDoWs In The norTh
  
  142
  The LaughTer of Dragons
  King Dáin. King Dáin is holding the Arkenstone, folded 
  into his cloak: its radiant light pours from the fabric. 
  Dáin’s thoughts lie heavy with the burden of kingship — the 
  Nazgûl have focused on the more easily corrupted Men of 
  Dale and he has been caught off-guard by the severity of 
  the threat he now faces.
  Balin. The old Dwarf likely makes a reappearance. If the 
  players are not great talkers, then Balin can be useful to 
  unpack recent events, and set the record straight. He is 
  still in a poor state from his earlier capture, and is in no 
  shape to steal anyone’s thunder in a battle. Though, as 
  ever, his determination is undimmed. 
  The Grey Pilgrim. Gandalf may also be present. He is 
  worried, for he fears that the power of a Ringwraith might 
  prove too much for the rulers of the North. He will do 
  what he can to spur the companions to prove themselves 
  as heroes worthy of their fame.
  Whether they meet in anger, yelling dire imprecations at 
  one another, or if in a more reflective, remorseful mood, 
  the company will come upon this scene at its height. Either 
  the two kings are about to apologise to one another and 
  renew their bonds of friendship, or declare outright war 
  between the Kingdoms.
  Bitter Words or Kind Deeds
  The companions have their chance to resolve the 
  differences that have marred the friendship between the 
  two kings. Whether that comes from warning them of the 
  imminent threat or reminding them of oaths spoken, the 
  heroes can succeed in causing Dáin and Bard to put aside 
  their quarrel. 
  If the events that transpired so far haven’t really 
  compromised seriously the bonds uniting the two kingdoms, 
  then the heroes witness what is simply a heartwarming 
  scene of two old companions rekindling a friendship that 
  was almost lost. 
  Otherwise, the scene that unfolds in front of their eyes is 
  a perfect example of how the Shadow corrupts the spirit 
  of the Free Peoples from the inside, sowing fear and doubt 
  in the minds of the weak and the mighty, turning brother 
  against brother, friend against friend. 
  In both cases, the company has a chance to clear their 
  reputation after the humiliation suffered during the trial, 
  offering any new item of proof they might have gathered 
  so far.
  Just before things are about to conclude, with either Bard 
  and Dáin about to come to physical blows, or to embrace 
  as old friends, a deeper shadow darkens the chamber…
  enteR the nazgûl
  An enemy unlike any other has come to the Mountain. 
  From the crypts below the Tomb of Thorin, the Sorcerer 
  of Forod enters the chamber. He has come to claim the 
  Arkenstone, whether or not he succeeded in destroying the 
  friendship between the two kings. The dark figure moves 
  forward. Gandalf raises his staff as the companions 
  prepare for battle. Any courtiers flee in utter terror.
  When the companions start to think that with Gandalf 
  at their side the odds aren’t that bad, one, two, perhaps 
  three or more Ringwraiths join the Sorcerer from the 
  shadows. Clad in hooded black robes and bedecked with 
  
  143
  the accoutrements of warrior-kings of old, they wield 
  tarnished sword-blades, gleaming with a sickly light. 
  As the assembled characters gasp , the Sorcerer of Forod 
  sweeps his pale hand across their number, casting a 
  Dreadful Spell (see page 153). Then, the Ringwraiths 
  shriek, their voice like that of ancient terror-birds of elder 
  days, and rush towards Dáin and the Arkenstone, silvery 
  corpse-hands grasping for the jewel. Dáin suddenly looks 
  very small indeed.
  For the conclusion of the adventure, the Loremaster can 
  choose between the following two options: fight (see A 
  Desperate Battle opposite) or flight.
  The Final Confrontation 
  For heroes with a penchant for dramatic conclusions, 
  a battle with the Ringwraiths in the Tomb of Thorin 
  Oakenshield may be the most suitable ending to the 
  adventure, if not to their entire adventuring career! More 
  cautious heroes might prefer to focus on preventing the 
  Nazgûl from achieving their nefarious objective and also 
  live to see another day… 
  If they haven’t realised yet that it’s the Arkenstone that 
  the Ringwraiths want, Gandalf spells it out for them: the 
  voice of the Grey Wizard resounds clearly in their ears, as 
  if Gandalf was speaking in their minds. 
  “They must not be allowed to claim the Arkenstone!” 
  he says. “But we can use their desire against them. Take 
  the jewel to the Dawn Terrace!” The companions receive 
  a vision of a chamber high above them, with a great 
  mechanism that tracks the motion of the Sun in the sky.
  Gandalf raise up his staff and shouts out. “Go back to the 
  darkness! Flee, servants of Mordor!” The Ringwraiths only 
  laugh, but it is the moment that the Wizard needed. Bard 
  and Balin draw their weapons and Dáin opens his cloak, 
  revealing the Arkenstone. He nods to the companions and 
  then tosses the priceless jewel to them.
  “Take it and run! Keep safe the Heart of the Mountain!”
   
  A Desperate Battle
  Some heroes will not give way to the Nazgûl, no 
  matter what Gandalf would wish. In this case, Dáin 
  keeps the Arkenstone himself. The heroes must face 
  all the other Ringwraiths first and only then will 
  Morlach fall to Bard’s sword and Balin’s axe. The 
  shade of the Sorcerer will depart for Mordor and it 
  will be years before Sauron attempts to corrupt the 
  Mountain again.
  - paRt seven -
  Flight into the Mountain
  The following section covers the company’s desperate 
  journey through Erebor as they are pursued by the 
  Nazgûl. From the Tomb of Thorin Oakenshield they will 
  navigate through the Mountain, hopefully reaching the 
  Dawn Terrace before the Ringwraiths catch them. 
  the puRsuit
  Each time the heroes enter a new area, they will make a 
  roll to navigate to their next destination. Even on a failed 
  shaDoWs In The norTh
  
  144
  The LaughTer of Dragons
  roll, the heroes keep moving forward.  There is no time to 
  double-back, so they simply go a more circuitous route to 
  their destination. But the enemy is close on their heels… 
  •	
  If a Dwarf serves as a Guide, the navigation roll is a 
  regular test of Travel. If another hero serves as Guide 
  instead, a Riddle test at TN 18 is required instead. 
  Each location description gives two possible destinations, 
  one if the roll is successful, the other if it is failed.
  Lead Rating
  At all times, the heroes have a Lead rating, which starts at 
  1. As long as the Lead does not reach zero, the companions 
  are ahead of the Nazgûl. When the Lead reaches zero, 
  the Ringwraiths have caught up. When that happens, the 
  heroes must either redouble their efforts or face the enemy 
  in battle.
  The Lead rating of the company can be decreased by a 
  bad decision, or a bad roll (see the various location 
  descriptions below). On the other hand, other options may 
  allow the companions to distance the pursuing wraiths. 
  •	
  In one instance, one or more heroes can stay behind, 
  buying time for the others. Each hero that chooses this 
  option increases the Lead by one. However, their hero 
  will face the combined might of the Nazgûl and are 
  unlikely to survive the fight. (A kind Loremaster might 
  subject such a hero to the Black Breath - see page 155, 
  instead of slaying them outright.)
  •	
  The heroes might be able to interact with the 
  environment to create distractions or obstacles for 
  their pursuers. Each area below will note certain 
  opportunities for the heroes to interact with the 
  environment. (Note that Dáin will be understanding 
  of some property damage, but putting innocents in 
  danger is a Misdeed worthy of Shadow points.)
  •	
  The company could split up, with some of them going 
  one way (the destination for a successful navigation 
  check) and others going another way (the destination 
  for a failed check). This increases Lead by one, but is 
  only effective once.
  •	
  One of the prominent Loremaster characters (such as 
  Dwalin, Balin, King Bard or someone else) could also 
  interfere, adding to the company’s Lead by one.
  the toMb oF thoRin oakenshield
  The companions leave the mausoleum of the slain king, but 
  which way do they head? This is their first navigation roll. 
  If they succeed, then they head into the crypts for a 
  moment, only to turn aside soon afterwards. An open 
  
  145
  arch leads to a stairwell. The companions hurry down 
  the stairs. The stone steps are shallow and turn to 
  the left every twenty paces or so. Soon the ceiling is 
  uncomfortably close, and the tallest of the company 
  must crouch down. The heroes then emerge on a long 
  straight passageway. Following it, they emerge into a 
  lower accessway that emerges into the Heart of the Deeps 
  (see page 146).
  If they fail, the company must simply flee to The Great 
  Hall of Thráin (see below) outside the chamber.
  the gReat hall oF thRáin
  This vast chamber used to be the lair of Smaug and 
  there is still a feeling of unease in the dark corners of the 
  huge room. Now with the Ringwraiths on their heels, the 
  companions might feel like there is a lurking danger in 
  every shadow. The Nazgûl shriek and the darkness seems 
  to grow. Each companion must make a Fear test. Those 
  who fail are Daunted and may not spend Hope for the 
  remainder of the chase sequence.
  If the Guide succeeds at the navigation roll, the company 
  heads out one of the many passageways at the far end. 
  They race past many workshops; surprised Dwarven 
  artisans might glance up at the fleeing heroes, but are just 
  as likely to stay focused on their tasks. Eventually, they 
  come to a great circular chamber… the Entrance to the 
  Deeps (see below).
  If the roll is failed, then the companions are hard-pressed. 
  They push open a sturdy stone door, perhaps hoping that 
  they can wedge it shut afterwards. But now they are in the 
  Chamber of Mazarbul (see opposite).
  entRance to the deeps
  Another vast chamber opens up inside the mountain, 
  a great domed ceiling overhead. The room is circular 
  and many, many passageways all meet here. Most of 
  them slope down into the darkness, leading to various 
  deeps. Several are flat, or slope slightly upwards. Most of 
  those come to dead ends or sudden shafts that descend 
  back into the lowest parts of Erebor. In the centre of 
  the chamber, another passage spirals down into the 
  darkness. A company foolish enough to follow it would 
  find themselves soon enough in the Heart of the Deeps 
  (see page 146).
  A successful roll by the Guide allows them to choose the 
  one passageway that leads to The Great Causeway (see 
  page 148). But a failure means they spent too much time 
  investigating the many corridors… their Lead is reduced 
  by 1. Eventually they choose a promising passageway. 
  There is warmth and the smell of iron down that tunnel. It 
  leads to The First Forge (see page 146).
  chaMbeR oF MazaRbul
  The great stone door opens onto a wide rectangular hall. 
  The air here is dry, and dusty with age, for many ancient 
  books and other manuscripts fill the chamber. This is the 
  great library and storehouse of Dwarven knowledge in 
  Erebor and the company has lead the Enemy here!
  Munin is here, with a few other Dwarven scholars 
  engaged in the processes of preservation, restoration 
  and reproduction of treasured knowledge. At the heroes’ 
  approach, quills are laid down, ink is spilled and stools 
  are knocked down. The scholars gasp in alarm. It is plain 
  to the companions that simply fleeing the chamber invites 
  the Nazgûl to slaughter the Dwarves as they stand.
  shaDoWs In The norTh
  
  146
  The LaughTer of Dragons
  The heroes must do something. For example:
  •	
  The heroes could knock over the shelves near the 
  chamber entrance, doing much damage to many 
  irreplaceable tomes in the process. This can either 
  add 1 to the company’s Lead or can give the scholars 
  enough time to flee.
  •	
  The heroes can sacrifice some of their Lead (at 
  least 1 point) to make sure all of the scholars get out 
  of sight. There are small antechambers that lead to 
  reading tables or copying desks where they can hide.
  If Skirfira is present (see 67), she is brave enough to stand 
  against the Nazgûl — a hero could toss her a weapon 
  (and a shield would not go amiss). She will perish in the 
  attempt, but if she knows it is to protect the Arkenstone 
  then it is a good death. This adds 1 to the company’s 
  Lead.
  One of the heroes instead could stay behind. The doorway 
  itself is narrow and a single companion could hold it, even 
  against a Ringwraith, for a little while.
  Fleeing the scene and allowing the scholars to be slain 
  is a Misdeed and each hero receives 3 Shadow points 
  immediately.
  As the heroes leave, the Guide must once again make 
  a navigation roll. On a success, they’ve left the records 
  room by a corridor that leads to The Great Causeway (see 
  page 148). On a failure they flee into the heart of Stángard 
  (see page 148).
  the FiRst FoRge
  The companions race into another large chamber, its air 
  filled with the heat of smelting furnaces and echoes with 
  the ringing of hammers, the shouts of Dwarven workers 
  and the workings of various machinery. The heroes might 
  have been here before, long ago, to foil Niping’s treachery 
  (see page 39). Due to those events, the furnaces are now 
  well-patrolled by the Stone Guard and the company will 
  be challenged soon after they enter the chamber.
  If their Guide is a Dwarf or a Dwarven hero openly bears the 
  Arkenstone, a few breathless words are all that is needed 
  to allow the companions to pass unheeded and gain 1 
  Lead. Otherwise, the Guide must make a Persuasion 
  roll. On a failure, precious time is lost explaining things 
  and the company’s Lead is reduced by 1. The heroes 
  can now begin to navigate between the furnaces, smelters 
  and cauldrons of molten metal.
  Soon afterwards, the Ringwraiths enter. The brave members 
  of the Stone Guard advance upon their foe, but the Sorcerer 
  has other plans. He holds up his hand and the machinery 
  of the forges stop. The room trembles, the furnaces flare 
  brightly, the smelters smoke profusely and the cauldrons 
  shiver in their holders. It is plain to see that flame and 
  disaster are only moments away. The heroes must act!
  •	
  The heroes might remember from their previous 
  visit that there are alarms in the chamber. It takes 
  a successful Athletics roll to engage an Alarm. If at 
  least three Alarms are tripped, the Dwarves receive 
  enough warning to clear the chamber.
  •	
  Great cisterns of water rest above the furnaces. The 
  company may reduce their Lead by 1 in order to 
  climb up and release their sluice gates. Water pours 
  forth and a great steam arises! It is a ruinous outcome 
  for the forges, but it will save the smiths.
  •	
  A hero could challenge the Sorcerer in order to disrupt 
  his dark magic. The Stone Guard will assist, but the 
  Nazgûl are a foe beyond them and the companion will 
  soon face the full wrath of the Ringwraiths alone.
  If the company simply flees, then some surviving Dwarves 
  are able to open the channels and flood the chamber in 
  order to prevent the fire from spreading. But the loss of life 
  is grievous. This outcome is worth an immediate gain of 
  3 Shadow points.
  If the Guide succeeds at the navigation roll, they are able 
  to take one of the upper exits that leads to The Great 
  Causeway. On a failure, the heroes are forced to follow 
  the only way they know… they charge down a corridor 
  that leads to Niping’s Fissure (see page 149). 
  The secret passage is now patrolled by the Stone Guard 
  against another incursion, but they will scatter as the 
  
  147
  heroes charge out of the mountain, the Ringwraiths at 
  their heels.
  heaRt oF the deeps
  The companions follow a passageway to the great central 
  shaft that forms the heart of the deeps. A stone span serves 
  as a bridge over the yawning darkness, gently sloping up 
  to another passageway that opens on the opposite side 
  of the gulf. There are no handrails, guide ropes or other 
  safety features. Looking down into the chasm, they can 
  only see darkness and the faintest signs of other stone-
  bridges that cross the yawning deep. Above, the heroes 
  can see the shadows of spans that cross above them. 
  From below, the heroes can hear echoing sounds of 
  rock grinding against rock. Above, they chance to see a 
  shadow moving on a span a hundred feet above them. 
  The Ringwraith cries out, but it does not seem to be meant 
  for the company. Instead, from below there are answering 
  echoes and the sounds of moving stones. The Stalker in 
  the Deeps is coming!
  The Nazgûl does not descend, knowing that the Stalker in 
  the Deeps will not discriminate between friend and foe in 
  its rage. Instead, it waits above for either the creature to 
  destroy the heroes, or for a weakened company to stagger 
  upward.
  Quick Thinking and Quicker Action
  Heroes that are fast on their feet might choose to 
  collapse the tunnel that houses the Stalker. To do 
  so, they must destroy at least three support beams. 
  It takes 15 points of damage to destroy a beam, but 
  an Axe that produces a Piercing Blow or the Break 
  Shield called shot can break the wooden support in a 
  single blow.
  Heroes that collapse the tunnel in a single round of 
  blows gain 1 Lead. The Nazgûl were not expecting 
  such an immediate reaction.
  The Stalker in the Deeps
  Among the Dwarves who explore the deepest tunnels, 
  there are legends of a silent killer who waits in the oldest 
  and darkest places of the Mountain. Those who claim to 
  have encountered it and survived speak of a huge mouth 
  full of poison fangs surrounded by a snake-like head with 
  a crown of darkened bone. But it is larger than any serpent 
  that slithers in the grass… 
  attRibute level
  6
  enduRance
  hate
  50
  6
  paRRy
  aRMouR
  2
  4d
  skills
  Personality, 1
  Survival, 2
  Movement, 3
  Custom, 1
  Perception, 2
  Vocation, 1
  Weapon skills
  Bite
  3
  Swallow
  1
  special abilities
  Hideous Toughness
  Great Size
  Savage Assault
  -
  shaDoWs In The norTh
  
  148
  The LaughTer of Dragons
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Bite
  8
  10
  16
  Poison*
  Swallow**
  0
  C
  16
  -
  * If the Stalker makes a called shot with its Bite attack, 
  it injects the victim with a powerful venom that causes 
  confusion. For the next day, the victim must roll two 
  Feat dice and take the worse result for any common 
  skill rolls.
  ** A swallowed companion must make a Protection 
  test against the powerful stomach acids on each of 
  the Stalker’s next turns, until the Stalker is slain or the 
  companion has become unconscious. 
  Once the heroes have dealt with the Stalker, they can 
  begin to climb their way out of the Deeps. Making progress 
  requires one to cross a span, work your way upwards 
  along the edge of the shaft and cross another shaft to reach 
  another higher passage. Heroes who spend enough time 
  here can gain the top of the shaft and reach the Entrance 
  to the Deeps (see page 145). Reduce the company’s Lead 
  by 1 if they choose this route.
  A Guide that succeeds at their navigation roll is able to 
  instead find a shaft that leads to The First Forge (see 
  above) instead. On a failure, the company must instead 
  climb up to the entrance, as above.
  the gReat causeWay
  This long passageway is one of the primary ways the 
  Dwarves of Erebor move their great works through the 
  mountain. Thus it is wider and taller than most corridors 
  and is joined by many tributaries on its course. At any time, 
  day or night, there is traffic on the causeway — workers 
  finished with their shift heading home (with perhaps a 
  stop or two along the way), others just beginning their 
  day, great slabs of raw marble or other stone being moved 
  to a workroom, wagons of ore destined for the furnaces, 
  carts of finished ironwork going to the Front Gate and 
  many more besides.
  When the Nazgûl appear, they will cause panic on the 
  road. But oftentimes there is too much traffic for fleeing 
  to be practical. The heroes might elect to overturn 
  carts or cut the lashes on loads in order to block the 
  Causeway. Each member of the company must make an 
  Athletics roll. With a total of five or more successes, the 
  heroes have blocked enough of the Causeway that the 
  Ringwraiths must follow using smaller passages that are 
  rarely trafficked and thereby gain 1 Lead. Otherwise, the 
  company can spend 1 Lead to make another roll. Fleeing 
  outright without at least attempting to block the Causeway 
  is worth 3 or more Shadow points.
  If the Guide’s navigational roll is successful, they can reach 
  the short passageway to Glóin’s Ladder (see opposite). 
  On a failure, they take a wrong turn and find one of the 
  staircases leading to Stángard (see below).
  stángaRd
  The passageway the companions have been following 
  intercepts a broad set of stairs. Racing up them, the heroes 
  find themselves amidst the many alleyways that lead to 
  private abodes of Dwarves. The company is in Stángard, 
  the living quarters of Erebor. As long as the heroes keep to 
  the main stairs heading to the town centre, the Dwarves 
  living along this spur of the city have little to fear from the 
  Nazgûl.
  Once the companions have reached the main square, they 
  have a few choices to make.
  •	
  The most responsible thing to do is ring the Bell of 
  Stángard. A gift from Dale in more trusting days, its 
  purpose is to warn those Dwarves in the city of danger. 
  It is in the very centre of the town and reaching it 
  reduces the company’s Lead by 2.
  •	
  The heroes can try and find the Iron Guard to raise 
  the alarm. The staunch members of Dáin’s personal 
  bodyguard can stand against the assault of the 
  Ringwraiths but they will fall eventually. A roll of 
  Persuade or Battle is necessary to make the Dwarven 
  warriors understand the threat. If successful, the 
  heroes add 1 to their Lead.
  •	
  Simply continuing to flee means that the heroes are 
  now leading the Nazgûl through the common areas of 
  Stángard, where there are many shops, taverns and 
  storehouses. They are certain to encounter unarmed 
  
  149
  Dwarves of all ages and the Ringwraiths will cause 
  them much panic and terror in their pursuit. Each 
  companion gains at least 5 points of Shadow if they 
  simply run but gain 1 Lead.
  If the Guide succeeds at the navigation roll, then the 
  company heads unerringly for the passageway that leads 
  to Glóin’s Ladder (see below). On a failure,  they must stop 
  and ask for directions… the Ladder is the only way to the 
  Dawn Terrace. Reduce the company’s Lead by 1 in this 
  case, but the heroes will still reach the Ladder. 
  glóin’s laddeR
  This steep staircase is named after the son of Thorin the 
  First who, before the folk of Erebor ventured to the Grey 
  Mountains, carved it to gain access to the upper reaches 
  of the mountain. It winds its way upwards in a tight spiral 
  and its tall steps are another proof that it was a young 
  Dwarf who planned such an ambitious undertaking.
  These days it is rarely used, although it leads to places 
  such as the Ice Terrace (see Erebor, page 17), the access 
  corridors for the towers of Thráin and to the Dawn 
  Terrace (see below). Once the heroes are on the Ladder, 
  there is nothing left to do but climb. Each companion 
  must make an Athletics roll. 
  If the number of failures outweighs the number of 
  successes then the company’s Lead is reduced by the 
  difference between the number of failures to successes. 
  If the Nazgûl catch up to the heroes on the Ladder, even 
  a single companion can hold them off for a long time 
  on the narrow staircase. Conversely, if the heroes have 
  more successes then they can choose to gain a point of 
  Fatigue. If all the heroes do so, then their Lead increases 
  by 1.
  After an exhausting climb, the company reaches The 
  Dawn Terrace (see overleaf).
  niping’s FissuRe
  The company perhaps retraces their steps that they once 
  took with Gunvar and his men when the traitorous lord 
  attacked Erebor. They once again (or perhaps for the 
  first time) must cross the stone bridge over a seemingly 
  bottomless chasm. Each hero must make a Fear test or 
  become Daunted (see The One Ring, page 146). They then 
  must once again scramble past razor-edged rocks, vents 
  of acrid gas, slippery rocks and the cramped conditions 
  of the long and twisting passage. Each hero must make an 
  Athletics test or lose a Success die worth of Endurance 
  points.
  Finally, the companions come to the actual fissure. It is 
  narrow and getting out of it is harder than clambering 
  down. Each hero must make another roll of Athletics. On 
  a failure, the companion slips and has a hard landing, 
  gaining a point of Fatigue. A hero that gets a great or 
  extraordinary success can choose to take on a point of 
  Fatigue to catch a companion and prevent them from 
  becoming hurt instead.
  Once outside, the company finds itself in the narrow valley 
  of Niping’s fissure. It is gloomy here and the Sun is yet low 
  on the horizon and ragged clouds gather in the East. The 
  Nazgûl come, and they will not be easily daunted, even by 
  the Arkenstone.
  The Battle of the Fissure
  The Ringwraiths advance, and there is nowhere left for 
  the heroes to flee. They have not reached their intended 
  location, but at least they are outside and the Sun is rising, 
  however slowly.
   
  The battle is divided into three phases, dependant on the 
  amount of light available. The hero holding the heart of 
  the Mountain can reveal it as a combat action (instead of 
  attacking). The impact of the stone depends on the amount 
  of sunlight available.
  •	
  For the first three rounds, no light from the rising Sun 
  reaches the shaded valley. If a companion wields the 
  Arkenstone, any Nazgûl attacks against that hero are 
  moderately hindered.
  •	
  For the next three rounds, only the slightest glimmer 
  reaches the valley, but it is enough to set the Heart of 
  the Mountain aflame! If a member of the company 
  wields the stone, then every companion that shares 
  that hero’s stance also gains the benefit of the 
  Arkenstone (as above).
  shaDoWs In The norTh
  
  150
  The LaughTer of Dragons
  •	
  During the last three rounds, day has come again. If a 
  hero wields the Arkenstone it gleams with a brilliance 
  that few can withstand. Each Nazgûl is severely 
  hindered in this case. If the Nazgûl have not stolen 
  the gem by the end of these three rounds, they forgo 
  their black robes and flee, thin shadows in the light of 
  the Sun.
  The Arkenstone is lost!
  If the company does battle with the Nazgûl inside 
  Erebor or at Niping’s Fissure, there’s a chance that 
  the Sorcerer’s plan will come to fruition and the 
  Ringwraiths will depart Erebor in possession of the 
  Arkenstone. If that happens, there may be some ways 
  to keep your game within the lore that we know from 
  the Tale of Years.
  Foremost, the Nazgûl are loathe to cross running 
  water. This means that they are likely headed for the 
  bridge of Celduin (see Tales from Wilderland, page 
  125 and on) and could be intercepted there. This gives 
  the surviving heroes another chance at fighting the 
  Nazgûl and a plausible way to recover the Arkenstone.
  A less satisfactory resolution could be that Gandalf 
  reveals that the companions have been carrying a 
  decoy the entire time, its glow provided by a little 
  magic of his own making. While frustrating, it does 
  keep the true Arkenstone in Thorin’s tomb for all 
  time.
  the daWn teRRace
  The companions exit the steep staircase and race 
  eastwards along a newly carved passageway. It opens into 
  a semicircular room, the ceiling and walls of which are a 
  singular dome that disappears into a series of gears and 
  stone pinions that trace the border of the room. 
  The wall has one small slit in it. This is the Dawn Terrace, 
  a newly constructed chamber that will allow the Dwarves 
  to capture the first rays of any given morning for use in 
  their wondrous devices. But today, Gandalf’s plan is to 
  harness the dawn light of the Sun and amplify the natural 
  power of the Arkenstone.
  The Wizard is not here yet, and surely the Nazgûl are not 
  far behind. 
  •	
  It will take six combat rounds for dawn to come. For 
  each point of Lead remaining, that round passes 
  uneventfully. Once the Lead reaches 0, the Nazgûl 
  emerge into the chamber. A cold wind extinguishes all 
  sources of light. Until the sun rises at the beginning 
  of the seventh round, the heroes will be severely 
  hindered by the darkness. A hero with a torch can give 
  up their attack in order to relight it. 
  Dawn Breaks
  On the seventh round, a thin ray of the Sun’s light 
  comes through the slit in the wall. If the hero bearing the 
  Arkenstone places it within the beam then the gem flares 
  and the entire chamber is illuminated by light too brilliant 
  for mortal eyes! No-one can take any actions other than to 
  shield their eyes from the glowing stone. 
  After a moment, the flare subsides to the light of a brightly 
  burning bonfire. There is no sign of the Nazgûl. Gandalf 
  will later explain that they have not been destroyed, but 
  the magic binding their dread wills to unseen sinews was 
  disrupted and it will be a long time before they are seen 
  again in the North. 
  - epilogue -
  The Sorcerer’s plot to steal the Arkenstone and plunge the 
  Lonely Mountain and Dale into war with each other has 
  failed. Both King Bard and King Dáin thank the heroes 
  for preventing disaster — there are still dark times ahead 
  (especially for Bard) but today is a day of victory!
  The Arkenstone is restored to its rightful place in the Tomb 
  of Thorin Oakenshield. The two kings swear new oaths of 
  friendship and loyalty over his grave, so that the Shadow 
  will have no hope of setting them against each other again. 
  If members of the company or their allies fell in battle 
  against the Nazgûl then their bodies are recovered. 
  
  151
  Dwarves will be laid to rest in a place of honour in the 
  crypts of the Mountain, others might be laid to rest in 
  Dale’s cemetery. 
  The company are fêted as heroes and they are given the 
  freedom of both Erebor and Dale, meaning they gain 
  the standard of living of a Dwarf of Erebor, their basic 
  needs now being met without question in high style for 
  the rest of their lives. Heroes that petition for a title from 
  King Bard may find themselves well-rewarded… the King 
  knows that he needs new advisors that will not succumb 
  to the Enemy. They may also choose a holding in either 
  city, if they wish.
  The Smiths of Erebor labour long hours over the coming 
  year, and King Bard opens the armoury of Girion. As a just 
  reward the companions are gifted unique weapons suited 
  to their individual abilities. (The Loremaster may fashion 
  such weapons using the rules for Magical Treasure found 
  in Rivendell, page 85.)
  A statue of Thegn Jofur is raised in the Commons. A 
  statue of Balin is raised in Erebor. These require special 
  stone from the Iron Hills, and precious metals found 
  only in the Mountains of Mirkwood. If they are not ready 
  to retire, the companions might choose to lead in their 
  acquisition.
  Lord Hakon flees Dale when he hears of events in Erebor, 
  taking a small body of loyal troops and a brace of chests 
  of Bard’s gold. Precisely what becomes of the corrupt 
  nobleman of Dale is another story…
  The Nazgûl are sorely punished by their master, stripped 
  of their robes and forced to wander formless in agony for 
  long decades before being allowed back into His favour. 
  Eventually Sauron sends his Messenger back to Erebor to 
  attempt to treat with Dáin, who recognises an old enemy 
  and rebuffs him.
  If, by some chance, the Arkenstone has been permanently 
  lost then the mood of the two kings is much more dour. 
  They still swear oaths of loyalty to each other, but it has 
  become evident to both of them that few of their subjects 
  are able to stand against the Shadow.
  shaDoWs In The norTh
  
  152
  The LaughTer of Dragons
  - appendix -
  the nazgûl of the north
  Nine (rings) he gave to Mortal Men, proud and 
  great, and so ensnared them. Long ago they 
  fell under the dominion of the One, and they 
  became Ringwraiths, shadows under his great 
  Shadow, his most terrible servants.
  In The Laughter of Dragons, the evil that befalls both 
  Dale and Erebor can be traced to the Sorcerer of Forod, 
  one of the nine Ringwraiths — the chief and most powerful 
  servants of Sauron, the Great Enemy.
  In the years after the capture of Dol Guldur and the 
  restoration of Barad-dûr, the Dark Lord is still bent on 
  reclaiming his ancient power. As their fate is tied to that 
  of their Master, the power of the Ringwraiths is yet pale if 
  compared to what the Nine will become years later, when 
  the Lord of the Rings will send them to hunt for the One 
  Ring. 
  In gaming terms, this lesser stature is reflected by the 
  Sorcerer of Forod’s Attribute level: a relatively low value 
  – even if at night it is doubled by its Denizen of the Dark 
  ability. Yet, this value is higher than that of the Nazgûl of 
  Dol Guldur as presented in the Darkening of Mirkwood. 
  This is due to the solitary nature and importance of the 
  Sorcerer’s mission in the eye of the Dark Lord.
  the soRceReR oF FoRod
  In life, Morlach was a tall and noble Northman, whose 
  ambition pushed him too far. His mortal legacy is 
  forgotten, as everything concerning him has been lost from 
  the tale of years. Only a few among the Elves of Mirkwood 
  remember how he was caught by his folk committing 
  forbidden acts of necromancy, and how he was blinded 
  with hot irons and sent away into the Forest of Mirkwood, 
  to die as an outcast. Found by servants of Sauron sent to 
  search for him, Morlach became another lethal weapon in 
  the hand of his saviour, the Dark Lord.
  Now Sauron has unleashed Morlach once again. The 
  Sorcerer moves subtly, setting one lord against another, 
  to destroy hope and friendship and leave only bitterness 
  and grief in his wake. He usually appears in the shadows, 
  Unclad and Invisible, whispering words of treachery to 
  his thralls. But when he takes shape as a Dark Undead he 
  is as deadly as he is terrifying.
  The Sorcerer as Dark Undead
  Morlach appears as a tall robed and hooded figure, 
  wearing a helm with a full visor, without slits for eyes (for 
  Morlach was eyeless when still mortal). When confronting 
  enemies in combat, the air about the Ringwraith flickers 
  with black fire.
  •	
  If engaged in combat, the Sorcerer of Forod suffers 
  damage normally, but is not defeated when reduced 
  to 0 Endurance. Instead, Morlach loses half his 
  current Hate and becomes Craven (he flees if reduced 
  to 0 Hate).
  •	
  The Sorcerer cannot be Wounded except by weapons 
  especially wound with spells for the bane of Mordor. 
  Also, he is not defeated if Wounded once. If the 
  Sorcerer is both wounded and reduced to 0 Endurance 
  he vanishes with a shrill wailing.
  The Sorcerer when Unclad and Invisible
  When unclad, the Sorcerer of Forod is completely invisible 
  but his presence can be perceived as a gust of cold air or 
  a sudden chill, and an ominous feeling, as if something 
  terrible is about to happen.
  •	
  When forced to make a Fear test in the presence of an 
  invisible Sorcerer, a companion rolls the Feat die twice 
  and keeps the worst result.
  
  153
  The Sorcerer cannot attack or be attacked physically when 
  invisible, but may target enemies using other special 
  abilities (the stats corresponding to weapon attacks and 
  special abilities requiring a physical form are ignored 
  when Morlach is unclad).
  poWeRs oF the soRceReR oF FoRod
  Black Breath
  Deadly Voice 
  Denizen of the Dark
  Dreadful Spells (see below)
  Thing of Terror* 
  only as daRk undead
  Bewilder
  Dwimmerlaik
  Fear of Fire
  Fell Speed
  Savage Assault
  *The TN for all Fear tests provoked by the Sorcerer is 
  equal to 16, plus 1 for every additional Ringwraith 
  present.
  Dreadful Spells of the Sorcerer of Forod
  In addition to the weapons and the powers dark and 
  terrible possessed by all Ringwraiths (see page 155), the 
  Sorcerer of Forod has been bestowed with powerful spells 
  for the enslavement of the folk of the North.
  When Morlach uses Dreadful Spells, the Loremaster 
  chooses between the Terror of Desire or the Shadow of 
  Fear (see page 156. Note that the Shadow of Fear spell is 
  especially appropriate for Loremaster’s characters). The 
  TN of all Corruption tests is 16.
  Terror of Desire: All heroes are caught up in the fantasy 
  of their Shadow Weakness, and must struggle to break 
  free. At the start of each round, the heroes must roll the 
  Feat die once, plus one time for each Flaw a companion 
  has developed due to degeneration (see The One Ring 
  Roleplaying Game, page 226). A companion must keep 
  rolling until the Feat die results in aGA and the hero 
  breaks free of the ensorcellment, or until an C is rolled, 
  in which case the companion suffers a Bout of Madness, 
  and cannot take any other actions until it ends and he 
  passes a Wisdom test to recover. 
  The Morgul-knife
  "Alas! the wounds of this weapon are beyond my skill 
  to heal."
  The Sorcerer of Forod carries a Morgul-knife, the mark of 
  the trust of his Lord and of the importance of his task. 
  Enemies of the Nazgûl who die when pierced by a 
  Morgul- knife do not rest, but become Fell Wraiths under 
  the dominion of the Dark Lord (see Rivendell, page 79). 
  If a companion is Wounded, his injury must be treated 
  by a master of healing like Elrond Halfelven as soon as 
  possible. 
  If this does not happen, the victim becomes sick and does 
  not recover, and will soon be overcome: the wounded hero 
  resists for a number of days equal to 10 plus the victim’s 
  favoured Heart rating, then if he is still without cure he 
  dies in pain, only to rise later as a Fell Wraith. 
  But a Morgul-wound will never truly heal. A hero who 
  sustained such a grim injury feels a great chill spreading 
  from the spot where he was pierced whenever he is 
  traversing an area considered Blighted, or finds himself 
  appenDIx
  
  154
  The LaughTer of Dragons
  in sight of a Ringwraith: the companion must pass 
  one Corruption test (TN 20) or be made Weary by the 
  throbbing pain (he remains Weary as long as he remains 
  in the cursed area, or in the presence of the Nazgûl). 
  Moreover, the pain will return every year on the day the 
  character received the Morgul-wound, and the companion 
  will have to pass a Corruption test (TN 20), or gain a 
  number of Shadow points equal to the Attribute level of 
  the enemy who dealt him the fateful blow. 
  There is only one positive side for those who survive a 
  Morgul-wound: his senses become sharper, and he is 
  more aware of things that cannot be seen. For example, the 
  companion can see more in the dark than most, including 
  Dwarves and Elves. In game terms, all his Perception skill 
  rolls are considered to enjoy a bonus equal to his current 
  Shadow score.
  The Morgul-knife
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Morgul-knife
  4
  C
  20
  Pierce
  The Sorcerer of Forod
  attRibute level
  6
  enduRance
  hate
  70
  12
  paRRy
  aRMouR
  8
  2d
  skills
  Personality, 3
  Survival, 3
  Movement, 3
  Custom, 4
  Perception, 3
  Vocation, 3
  Weapon skills
  Long Sword
  3
  Claw
  3
  Morgul-Knife
  3
  special abilities
  See description above.
  MoRe nazgûl
  A climatic scene featured in the adventure Shadows in 
  the North (page 142) can see the Sorcerer of Mirkwood 
  make an appearance, accompanied by a number of 
  Ringwraiths. In that occasion, it is left to the Loremaster to 
  judge how many Nazgûl will enter the fray, based on the 
  composition and heroic stature of the company of heroes, 
  but also on the players’ attitude towards combat: it is not 
  the aim of the scene to wipe out the entire fellowship, but 
  to confront them with a challenge that will seriously make 
  them consider escaping.
  The Loremaster is free to use the stats for the Nazgûl of 
  Dol Guldur contained in the supplement The Darkening of 
  Mirkwood, or the generic ones described below (The Lord 
  of the Nazgûl should not make an appearance under any 
  circumstance, to avoid taking the spotlight away from the 
  Sorcerer of Forod).
  All Ringwraiths as Dark Undead or when Unclad and 
  Invisible follow the same rules detailed for the Sorcerer of 
  Forod on page 152.
  special abilities oF the RingWRaiths
  All Nazgûl employ the special abilities and weapons 
  listed here.
  poWeRs oF the RingWRaiths
  Black Breath
  Deadly Voice 
  Denizen of the Dark
  Dreadful Spells: the Shadow of Fear
  Thing of Terror* 
  only as daRk undead
  Dwimmerlaik
  Fear of Fire
  Savage Assault
  *The TN for all Fear tests provoked by the Nazgûl 
  is equal to 10 plus the Attribute level of the most 
  powerful among them, adding 1 for every additional 
  Ringwraith present.
  
  155
  Weapons of the Ringwraiths
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Long sword
  7 (1h)
  9 (2h)
  9
  16 (1h)
  18 (2h)
  Disarm
  Claw
  Att. Level
  C
  16
  -
  Long sword: The Ringwraiths wield their sword of steel 
  with one hand when they want to claw at their opponent 
  employing their Savage Assault ability. Otherwise, they 
  swing their long swords with both hands. 
  The Nazgûl
  attRibute level
  4
  enduRance
  hate
  50
  10
  paRRy
  aRMouR
  6
  2d
  skills
  Personality, 2
  Survival, 3
  Movement, 3
  Custom, 2
  Perception, 3
  Vocation, 3
  Weapon skills
  Long Sword
  3
  Claw
  2
  special abilities
  See description above.
  special abilities oF the RingWRaiths
  The Ringwraiths have a fearsome arsenal of uncanny 
  powers to employ against those who dare come between 
  them and their prey.
  Black Breath
  Anyone who comes near the Nazgûl must immediately 
  make a Corruption test. The TN is equal to 10 plus the 
  Attribute level of the most powerful Nazgûl, adding 1 for 
  every additional Ringwraith present. A companion who 
  fails the roll gains a Shadow point and falls unconscious.
  A successful Healing roll revives the character. Upon 
  awakening, the character is confused and is temporarily 
  Miserable until able to rest for a prolonged time. If the 
  Corruption test fails with an C then the companion 
  has been stricken by the Black Shadow (see box on page 
  156). A Ringwraith can force a companion to make a new 
  Corruption test for the Black Breath by reducing its Hate 
  score by one point.
  Deadly Voice
  The Ringwraiths scream at their enemies with long-
  drawn wails that rise to a deafeningly high piercing note. 
  Reduce the creature’s Hate point score by one to make a 
  companion who failed a Fear test and thus was daunted 
  appenDIx
  
  156
  The LaughTer of Dragons
  to additionally become temporarily weary. The effect ends 
  when the companions leave the presence of the Nazgûl.
  Dreadful Spells: Shadow of Fear
  The Ringwraiths may lay this spell upon a Man, Hobbit 
  or Dwarf to make them agents for the Shadow. A Nazgûl 
  may employ the spell multiple times to seed a region he 
  has set his aim upon with spies and informants. The spell 
  lasts for up to a number of weeks equal to the highest 
  Attribute level among the Ringwraiths facing the victim. A 
  spellbound agent tries to accomplish what the Ringwraith 
  commanded him to do out of great fear (usually to report 
  information or to carry out a single task) but is generally 
  loathe to do it or is otherwise nervous about it. 
  A victim of the Shadow of Fear can be snapped out of 
  the spell with an Awe roll or another Personality skill 
  appropriate to the situation, but only if the roll results in 
  a great or extraordinary success. The TN to break the spell 
  is equal to 16 (10 plus the Attribute level of the Sorcerer of 
  Forod).
  Dwimmerlaik
  A companion who hits a Ringwraith for a Piercing blow 
  using a close combat weapon must immediately make 
  a Valour test: if the roll fails, the weapon used to strike 
  the Nazgûl breaks into many shards, and the hero loses 
  a number of Endurance points equal to the Attribute level 
  of the Ringwraith he attacked. Additionally, the character 
  is considered to have been exposed to the Black Breath. 
  Note that a Piercing blow scored using a normal weapon 
  cannot wound a Ringwraith. A famous weapon might not 
  shatter, but is lost as the hero’s hands go numb and cold.
  The Black Shadow
  A victim of the Black Shadow remains unconscious 
  for a number of days equal to the Attribute level of 
  the highest-rated Ringwraith the character faced 
  when he was exposed to the Black Breath. For each of 
  these days, the sick character must pass a Corruption 
  test against TN 16 or gain a point of Shadow; reduce 
  the TN to 14 if the hero is assisted with a successful 
  Healing roll.
  Should a stricken hero’s Shadow rating overcome his 
  Hope score during the malady, then the character 
  slips into ever deeper dreams and then dies. If the 
  hero resists for the length of the malady, he finally 
  overcomes his sickness and wakes up (but maintains 
  the new Shadow score).
  
  157
  InDex
  - index -
  Appendix - The Nazgûl of the North 
  152
  Black Breath 
  155
  (The) Black Shadow 
  156
  Dreadful Spells of the Sorcerer of  Forod 
  153
  Deadly Voice 
  155
  Dreadful Spells: Shadow of Fear 
  156
  Dwimmerlaik 
  156
  (The) Morgul-knife 
  153, 154
  (More) Nazgûl 
  154
  (The) Nazgûl 
  155
  Powers of the Sorcerer of Forod 
  153
  (The) Sorcerer of Forod 
  152, 154
  (The) Sorcerer as Dark Undead 
  152
  (The) Sorcerer when Unclad and Invisible 152
  Special Abilities of the Ringwraiths 
  154, 155
  Terror of Desire 
  153
  Weapons of the Ringwraiths 
  155
  Dark Waters 
  96
  Adventuring Phase 
  96
  Aefre 
   
  101
  Aefre and Eutaric 
  104
  Back at the Inn 
  104
  Black Treachery 
  115
  (The) Completion of the Statue 
  117
  Clouds and Storms 
  98
  (A) Cold Welcome 
  109
  (A) Dark Conscience 
  107
  (The) Emissary 
  110
  Entering the Guild House 
  106
  Epilogue - The Past is Never That 
  117
  Escaping the Cages Underwater 
  115
  (Is) Eutaric the Villain? 
  106
  Eutaric of Woodland Hall 
  101
  Evaluating the Outcome 
  108, 114
  (The) Flight Up to Lake-town 
  117
  (The) Glittering Gate 
  110
  (The) Guardian 
  111
  (The) Guttermaw 
  104, 111, 116
  Haldis  
  100
  Meeting Haldis 
  111
  Holti, Antique Dealer 
  100, 105
  Interaction 
  102, 107, 114
  Introduction 
  102, 107, 113
  It is Safer Indoors 
  98
  Lair of the Mud-men 
  112
  Lake-town Down Under 
  112
  Later into the Night 
  101
  Linnon, the Renegade 
  113
  Magan, Apprentice to Orsmid 
  99
  Magan’s Help 
  103
  Many Years Later 
  97
  (The) Monster 
  115
  (The) Mornamir 
  116
  (The) ‘Mud-men’ 
  112, 115
  Nefgeir, the Innkeeper 
  99, 104
  Nefgeir the Witness 
  104
  Old Enemies 
  113
  Orsmid, Metalworker 
  99, 114
  Part Five - Elf-stones and Dwarven Gold 
  109
  Part Four - The Guild of Artisans 
  106
  Part One - At the Sign of the Pike and Eel 
  97
  Part Seven - Flotsam and Jetsam 
  114
  Part Six - Whispers in the Dark 
  111
  Part Three - Tales, Secrets and Lies 
  104
  Part Two - The Apprentice 
  101
  Past Lives 
  96
  (The) Power of the Elvenking 
  110
  Recovering the Mornamir 
  115
  Resolution 
  103
  Set Tolerance 
  102, 107, 113
  Silvan Elf Emissary 
  110
  Silvan Elf Sentinel 
  110
  (The) Statue 
  97
  What do the Companions know
  about that Night? 
  102
  What Now? 
  109
  What Really Happened? 
  109
  (The) Young Disciple 
  102
  Introduction 
  4
  Balin, Son of Fundin 
  6
  Hakon and Jofur 
  6
  How to Use This Guide 
  5
  Lord Hakon 
  6
  (The) Passing of Years 
  6
  (The) Sorcerer of Forod 
  5
  Thegn Jofur 
  6
  Of Hammers and Anvils 
  24
  (The) Abyss 
  39
  Adventuring Phase 
  24
  Back to Balin 
  35
  Balin 
   
  26
  Balin’s Counterplan 
  39
  Before the King 
  42
  (The) Boat 
  25
  Bryni, Lord of Strandburg 
  34
  (The) Companions Play Dumb 
  37
  (The) Company is Imprisoned 
  37
  Dark Business 
  29
  Dark Tidings 
  27
  (The) Doom of Niping the Smith 
  24
  (The) Dorwinion Connection 
  33
  (An) Encounter over Dinner 
  36
  Epilogue 
  42
  (To) Erebor 
  38
  Fighting Gunvar in the Forges 
  40
  (The) First Forge 
  39
  Gunvar, Lord of Ashbrook 
  34
  Gunvar’s Bodyguards 
  41
  Gunvar’s Men-at-Arms 
  41
  Gunvar’s Offer 
  37
  Gwion  
  33
  Halward 
  32
  Helping the Toymaker 
  28
  Into the Depths 
  38
  Investigating the Boat 
  32
  Lord Gunvar 
  36
  (The) Mechanical Messenger 
  38
  Meeting Katun 
  33
  (The) Missing Scale 
  34
  Niping Exposed! 
  42
  Niping’s Schemes 
  25
  No Proof! 
  42
  Off to Ashbrook 
  36
  Part Five - In Deep Places 
  38
  Part Four - An Interested Lord 
  35
  Part One - Like the Falling of Small Stones 
  25
  Part Six - Treachery & Wisdom 
  41
  Part Three - Uphill and Down Dale 
  29
  Part Two - A Grim Toy-market 
  27
  Questions, Questions 
  29
  (The) Raven 
  26
  (The) Raven, Again 
  29
  (The) Red Livery 
  34
  Sabotage! 
  39
  Seeking Thrun 
  28
  Sounding the Alarms 
  40
  (The) Speech 
  36
  (The) Task 
  30
  Thegn Osgar 
  34
  Thrun as an Informer 
  31
  Thrun the Toymaker 
  32
  Thrun’s Marvellous Thrush 
  32
  (The) Toy Workshop 
  30
  (The) Toymaker’s Tale 
  30
  (An) Uneasy Alliance 
  37
  What if the Company Refuses? 
  35
  Where is Niping? 
  31
  Words on the Road 
  27
  Shadows in the North 
  118
  Across the Upper Marches 
  121
  Adventuring Phase 
  118
  (An) Ancient Enemy 
  124
  Anvil Way (Thrun’s Workshop) 
  135
  (The) Arkenstone is lost! 
  150
  At the Gate 
  127
  
  158
  The LaughTer of Dragons
  Balin’s House 
  118
  (The) Battle of the Fissure 
  149
  Bitter Words or Kind Deeds 
  142
  Bones and Curses 
  123
  Breaking Free 
  141
  Brokenstone 
  136
  Chamber of Mazarbul 
  145
  Cold Wind From the East 
  122
  The Commons (Katun) 
  137
  (The) Company Remains 
  133
  (The) Conspirators’ Masterstroke 
  130
  Dark Business 
  141
  Dark Passages 
  124
  Dawn Breaks 
  150
  (The) Dawn Terrace 
  150
  (A) Deceiving Plot 
  120
  (The) Descent 
  123
  (A) Desperate Battle 
  143
  (The) Devourer 
  125
  Elstan’s Cottage 
  138
  Enter the Nazgûl 
  142
  Entering Erebor 
  139
  Entrance to the Deeps 
  145
  Epilogue 
  150
  Escape?  
  132
  Exile from Dale 
  133
  Fight  
   
  128
  Fight or be Eaten 
  125
  (The) Final Confrontation 
  143
  Finding the Way 
  140
  (Using) Fireworks in Battle 
  136
  (The) First Forge 
  146
  Flight 
   
  127
  (The) Front Gate 
  139
  Gathering Supplies and Rumours 
  121
  Glóin’s Ladder 
  149
  (The) Goblin Camp 
  123
  (The) Great Causeway 
  147
  (The) Great Hall of Thráin 
  145
  Heart of the Deeps 
  147
  Hidden Holes 
  121
  (The) Howling in the Night 
  121
  Huge Dead Wings 
  124
  Interaction 
  130, 140
  Into the Netherwood 
  122
  Introduction 
  130, 140
  Jofur’s Plea 
  131
  (The) Judgement 
  131
  Lead Rating 
  144
  (The) Litany of Charges 
  129
  (The) Mark of the Wandering Wizard 
  119
  (The) Nazgûl Watches 
  130
  (The) Need for Stealth 
  135
  (The) Nether Marches 
  122
  Niping’s Fissure 
  149
  Part Five - Inside Information 
  139
  Part Four - The City of Bells 
  134
  Part One - Expected Visitors 
  118
  Part Seven - Flight into the Mountain 
  143
  Part Six - The Concert of Kings 
  141
  Part Three - A Warm Welcome 
  127
  Part Two - The Vale of Bones 
  120
  (The) Pits 
  132
  Possible Outcome 
  140
  (The) Pursuit 
  143
  (The) Quays (Balin’s house) 
  138
  Quick Thinking and Quicker Action 
  147
  Ravenous Goblins 
  126
  Residential Quarter (Domi) 
  137
  (The) Royal Palace (King Bard) 
  138
  Rumours in the City 
  135
  (A) Secret Entrance 
  139
  Setting Tolerance 
  130
  (The) Shadow of the North 
  132
  (The) Skull Piles 
  124
  Sneaking in the Front Door 
  139
  Stolen Game 
  122
  Straight to Erebor 
  134
  Stángard 
  148
  (The) Stalker in the Deeps 
  147
  (The) Stubborn Warrior 
  140
  Surrender 
  127
  Taking Stock 
  134
  Thrun’s Tragic Termination 
  130
  (The) Tomb of Thorin Oakenshield 
  144
  (The) Trial 
  128
  (The) Way Out 
  133
  (A) Wizard Unlooked For 
  126
  Wolf of the Waste 
  122
  (The) Silver Needle 
  7
  Adventuring Phase 
  7
  Aftermath 
  10
  Ambush! 
  14
  (The) Barracks 
  20
  (The) Black Scabbard 
  12
  (The) City Guards 
  9
  Clovis – A Hobbit 
  9
  (The) Cold Bog 
  14
  (The) Companions Return 
  16
  (The) Craftswoman’s Fate 
  16
  Denouncing Longo to King Bard 
  19
  Enter Lord Hakon 
  19
  Epilogue 
  23
  Faces in the Crowd 
  9
  (The) Final Confrontation 
  22
  Finding the Camp 
  14
  (The) Gate is Shut 
  8
  (The) Gate Opens 
  11
  Hidden in Plain Sight 
  11
  Idle Chatter 
  10
  Is the Adventure Over? 
  20
  Kasper and Swain 
  17
  Katun – Merchant of the Easterlings 
  9
  Kelda – Old Craftswoman 
  9
  King Bard in 2957 
  19
  Longo  
  22
  Longo’s Lair 
  20
  Longo’s Lieutenants 
  15, 23
  Longo’s Plan 
  13
  Looking For Kelda 
  16
  Muddy Sword-work 
  15
  (A) Mystery Revealed 
  15
  Of Relics and Needles 
  7
  On the Right Path 
  13
  (The) Orcs of Dol Guldur 
  14
  Part Four - The Bandit’s Lair 
  19
  Part One - At the Traders Gate 
  7
  Part Three - Thieves in Dale 
  16
  Part Two - Searching the Roads 
  13
  Patience 
  8
  Playing Hakon 
  19
  Playing the Investigation 
  18
  Return to Dale 
  15
  (The) Scuffle 
  10
  Searching 
  20
  Searching For Longo 
  18
  (The) Shadows of Brokenstone 
  20
  (The) Silver Needle 
  16
  Smashing Down the Doors 
  20
  Sneaking along the Tunnel 
  21
  Taking the Bait, or Not? 
  12
  Thulim, Nephew of Dulin  
  9
  Tipping off Longo 
  18
  Vig, the Spy 
  17
  Waiting, Waiting… 
  8
  What About the Black Scabbard? 
  23
  Sleeping Dragons Lie 
  64
  Adventuring Phase 
  64
  (The) Aegis of Dale 
  78
  After a Hunt 
  69
  After the Battle 
  78
  Ambushing the Orcs 
  87
  Ash Cloud 
  80
  Attack By Night 
  76
  Avoiding Brech 
  74
  (The) Battle of Brech 
  76
  Battling the Orcs 
  87
  Birds in an Empty Sky 
  80
  Brech  
  73
  (The) Brothers Khuldrim 
  67, 78
  
  159
  InDex
  (The) Burnt Orc 
  82
  By Brightest Day 
  86
  By Darkest Night 
  87
  Choking Thirst 
  80
  (The) Cliff Path 
  86
  Conversations with a Dragon 
  91
  Dragon Awareness 
  69
  (The) Dragon Is Here! 
  86
  (The) Dragon Watches 
  68
  (The) Dragon’s Eye 
  68
  Dreadful Spells 
  94
  Dreams of Fire 
  80, 86
  Dwarf Ambush 
  84
  Dwarven Assassin 
  77
  Encountering Ginar 
  71
  Encountering Skarf 
  74
  Encounters 
  80
  Entering the Watchtower 
  90
  Epilogue 
  95
  (The) Falling Block 
  94
  (The) Fatted Goat 
  95
  Fire Breath 
  93
  (The) Gorge Route 
  86
  Greystroke and Skirfira 
  67
  (The) Growing Fires 
  69
  (The) Haunted Lake 
  84
  Hazards 
  79
  Hearing Stories about Dragons 
  70
  Hunt Episodes 
  70
  Hunt Thresholds  
  69
  Interaction 
  66, 74, 91
  Introduction 
  66, 91
  (The) King’s Summons 
  65
  Landslide! 
  86
  (The) Last Homely House 
  71
  Locations in the Tower 
  89
  Lord Elstan 
  68
  Lord Elstan’s Grave 
  81
  Lost in the Wastes 
  83
  (The) Lost Knight 
  78
  Maggots 
  79
  Meeting the King 
  66
  (The) Mountain Route 
  86
  Nameless, The Elven Spear 
  88
  (The) Nature of the Beast 
  64
  No Way Forward 
  79
  Not At Home 
  89
  Orc Scouts 
  86
  Orc-Sentries 
  85
  (The) Orcs 
  94
  (The) Other Guests 
  72
  (The) Other Hunters 
  67
  Part Five - Approaching the Watchtower 
  85
  Part Four - A cross the New Desolation 
  79
  Part One - Smoke on the Horizon 
  65
  Part Seven - Slaying The Dragon 
  93
  Part Six - By Stealth and Guile 
  89
  Part Three - The Shadow of his Wings 
  72
  Part Two - On Dragons 
  68
  Perils 
   
  83
  Playing Ukghash 
  83
  Playing Raenar 
  91
  Playing Wruenele 
  91
  Possible Complications in the Battle 
  77
  Potential Hazards 
  86
  Preparing for the Journey 
  70
  Raenar The Plunderer 
  92, 94, 95
  Raging River 
  79
  Raising Awareness 
  69
  (A) Red Day, A Sword Day, To Die on 
  87
  Resolution 
  75, 92
  Rumour of the Lands 
  73
  Running the Battle 
  95
  Scorpion in the Bed 
  80
  Secrets of Mazarbul 
  68
  Seen By Orcs 
  80
  Set Tolerance 
  66, 74, 91
  (The) Shadow of the Past 
  89
  Sinister Welcomes 
  74
  Skarf, Lord of Brech 
  77
  Slipping Out 
  76
  Sneaking Around 
  90
  Something Amiss 
  76
  (A) Spear’s Throw 
  87
  Spotted! 
  85
  Striking From Below 
  94
  Tricks & Traps 
  94
  Villainy Upon Villainy 
  73
  Walking Stones 
  79
  Warg-Tracks 
  86
  Wasn’t Raenar a Cold-drake? 
  65
  Weak Spot 
  94
  Wings  
  94
  Witherfinger 
  81
  Wruenele The Fiery 
  93, 94, 95
  To Dungeons Deep 
  43
  Adventurers, or Tomb-robbers? 
  57
  Adventuring Phase 
  43
  After the Battle 
  54
  Ancestral Rights 
  61
  (The) Attack 
  58
  (The) Battle is On 
  52
  (The) Bridge 
  56
  Catching up with Domi 
  50
  (The) Coat of Silver Mail 
  44
  (A) Council 
  60
  Cutthroats of the Dalelands 
  52
  (The) Dawn Breaks 
  49
  (The) Debate 
  62
  (The) Decision 
  62
  Divide and Conquer 
  51
  Domi the Scholar 
  54
  Dwalin’s Conclusions 
  47
  Dwalin the Warrior 
  47
  (The) Entrance 
  55
  Epilogue 
  63
  Final Words? 
  49
  Firbul, Snaga Tracker 
  52
  Forgotten Secrets 
  44
  Free the Prisoners 
  51
  Goblins and Hobgoblins of
  the Worst Description 
  50
  Hazard Suggestions 
  48, 50
  (The) Hidden Doors 
  56
  (The) Hobgoblins 
  53
  In the Nick of Time? 
  51
  Inquisitive Dwarves 
  46
  Interaction 
  46, 61
  (The) Interrogation 
  47
  Introduction 
  46, 60
  (The) Journey Back 
  59
  (The) Journey Begins 
  48
  Keep them Bickering and Quarrelling 
  51
  King Bard in 2959 
  44
  (A) Long Shuddering Howl 
  49
  Longo’s Lieutenants 
  50
  Magical Treasure Rolls 
  57
  Outnumbered but not Outwitted 
  51
  Part Five - Wings of Iron 
  58
  Part Four - The Mausoleum 
  54
  Part One - At the Court of the Grieving King 45
  Part Six - Clouds Gather, Again 
  59
  Part Three - Hunters in the Waste 
  49
  Part Two - To the Grey Mountains Narrow 
  48
  Out of the Forgotten North 
  58
  Playing Thegn Jofur 
  45
  (A) Plea for Help 
  45
  (The) Royal Mausoleum 
  56
  (The) Shadow of Fear 
  58
  Secret Letters 
  43
  Secrets Stolen 
  44
  (The) Sepulchre 
  56
  Set Tolerance 
  45, 60
  Silent Vultures 
  58
  (The) Straightest Path 
  59
  Thegn Jofur 
  45
  (The) Tomb 
  55
  (A) Voice Filled with Evil and Horror 
  57
  
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SOURCE: textdata/thevault/Middle-Earth™ (MERP) [multi]/The One Ring/The Laughter of Dragons.pdf