The One Ring 2E Tales From The Lone-Lands
The One Ring 2E Tales From The Lone-Lands
L E A D WRIT E R
Gareth Hanrahan
E D IT ORS
Francesco Nepitello, Lorenzo Perassi,
Tomas Härenstam, Nils Karlén
COV E R A RT
Antonio De Luca
OT H E R A RT
Antonio De Luca, Jan Pospíšil,
Federica Costantini
Doug Shute
ISBN PR I NT
The Lord of the Rings, The One Ring, Middle-earth, and the characters, items, events and
places therein are trademarks or registered trademarks of Middle-earth Enterprises, LLC and
are used under license by Sophisticated Games Ltd and their respective licensees.
© 2023 Middle-earth Enterprises, LLC & Sophisticated Games Ltd
1 2 3
A Troll-
hole, Kings of
Introduction 4 if Ever There Was One 9 Messing About in Boats 25 Little Kingdoms 43
OVERVIEW 4 Jari the Wanderer 10 A Partial Tale of Years 26 The False Wizard 44
The Lone-lands of Eriador 5
PART 1: BY THE SIGN PART 1: THE SEER AND THE SAILORS 27 PART 1: A MOTHER’S PLEA 45
The Hill of Fear 5
OF THE PRANCING PONY 11 The Queen’s Hall 28 The Mystery of Gandalf 45
A HEROIC LINEAGE 6 Sitting by the Fire 11 Meeting Aglaen 29
PART 2: FOLLOWING THE TRAIL 45
A Fellowship, The Laughing Sailor 29
PART 2: THE JOURNEY
Not a Backup Crew 6 TO THE TROLL-VALE 13 The Queen’s Command 30 PART 3: THE HOUSE OF FARRELL 46
The Journey North 13 An Audience with Farrell 46
EXAMPLE ANCESTORS 6 PART 2: VOYAGE INTO THE SUNSET30
A Night at Farrell’s House 47
Tarandis, the Knight of Arnor 6 16
PART 3: THE HIDDEN VALLEY Merry Mariners 31
Farrell Awakes 48
Jack of Bree 7 Background16 Dreams32
Dvalin, Dwarf in Exile 7 Locations17 The Gulf of Lune 32 49
PART 4: THE RUINED TOWER
The Hill and the Ancestor 7 Schemes and Trouble 22 The Northern Seas 32 Background49
Himling and the Western Isles 32 Locations49
PART 4: HOMEWARD BOUND 23 The Unnatural Storm 33 Schemes and Trouble 54
33
PART 3: THE HAUNTED ISLE PART 5: HOMEWARD BOUND 55
Background33
Locations34
Schemes and Trouble 39
4 5 6
The Outlaw and the Rangers 58 PART 1: FLOKI’S ERRAND 74 Planning the Expedition 93
The Shadow of the Past 75
PART 1: JON-A-LEAPING 59 PART 1: COLD WELCOME 93
The Letter 75
The Prisoner 59 Meeting Jagat 93
PART 2: THE VALE OF GOLD 76 A Council with Egel 94
PART 2: JOURNEY TO THARBAD 60
Flonar’s Hall 76
Meeting Orothel 60 PART 2: THE WASTELAND 94
Flonar’s Body 76
Entering Tharbad 63 Across the Ice 94
The Goblins 76
PART 3: AN AUDIENCE WITH GURNOW 63 Reading the Riddle 77 PART 3: SENNAS GAER 96
Jon’s Fate 64 The Ruined Castle 98
PART 3: CHASING THE ORCS 78
Inside the Cottage 98
PART 4: THE FORTRESS The Orc-host 78
The Evening Feast 99
OF GARTH TAURON 64 Hunting the Orcs 78
Opening the Way 101
Background65 Catching Up With Hultmar 79
Locations65 Rescuing the Dwarves 79 102
PART 4: AMON GURUTHOS
Schemes and Troubles 68 A Grisly Homecoming 79 Background102
Locations103
PART 5: THE RANGER SPY 68 PART 4: COUNCIL UNDER
THE MOUNTAINS 80 Schemes and Trouble 109
Finding the Letter 68
Return to Orothel 69 Floki’s Grief 80 PART 5: HOMEWARD BOUND 112
The Halls of the Dwarves 80
PART 6: THE HUNT FOR DÉOR 70 The Council Begins 82
The Ambush 70
PART 5: RATH SEREG 84
PART 7: HOMEWARD BOUND 71 Background85
Locations85
Schemes and Trouble 88
INTRODUCTION
“The quest has failed, Sam. Even if we get out of here, we can’t escape.
Only Elves can escape. Away, away, out of Middle-earth, far away
over the Sea. If even that is wide enough to keep the Shadow out.”
“No, not everything, Mr. Frodo. And it hasn’t failed, not yet.”
ales from the Lone-lands contains six adventures set conform to the format of presentation outlined on page
in the Lone-lands of north-western Middle-earth. 221 of The One Ring. As with any roleplaying game adventure,
This volume is intended for Loremasters, who it’s entirely possible — even likely! — that the players will
can weave the material presented among these come up with some unexpected plan or take some action
pages into their current campaigns. Players should refrain that the text has not anticipated. The Loremaster should use
from reading to avoid spoiling their experience. the material in this volume as suggestions, guidelines and
Each adventure contains a number of sequential parts, inspiration, not a set script. The game always takes prece-
as well as a Landmark of some sort. These Landmarks dence over both the text as presented and the Tolkien canon.
Overview
All adventures presented in this volume can be played indi- While the adventures are presented in a suggested order
vidually, but are connected to a larger tale. of play, they can be shuffled around somewhat. Messing About
A Troll-hole, if Ever There Was One and Kings of Little King- in Boats includes more enchantment and magical strangeness
doms are both relatively self-contained, but still hint at the than most with its tale of ghosts, ancient heroes and prophe-
growing danger. cies. Depending on the tastes of the playing group, the Lore
Messing About in Boats gives one of the Player-heroes in master may choose to run this earlier in the campaign (to give
the Company an ancient lineage, a magical weapon — and the players a hint of Middle-earth’s wonder and epic history)
a duty to fight the Shadow. or later (to mark a shift from relatively mundane tales of
Not to Strike Without Need and Wonder of the Northern World Outlaws and Trolls to those of magic and terror). Not to Strike
follow the slow infiltration of spies from Mordor. Without Need leads into Wonder of the Northern World, which in
Finally, The Quest of Amon Guruthos challenges the heroes turn leads into The Quest of Amon Guruthos, but there’s space
to battle an ancient evil, and face the Shadow of Death between these tales to intersperse other adventures if desired.
beneath the Hill of Fear. All adventures assume that the time frame is the same as
the one in The One Ring — the years around 2965.
4
I ntroduction
The Lone-
lands of Eriador into the living land of Middle-earth, seeking to control all
The dark lord lifts his hand creation, and the Hill of Fear rose like a cancerous growth
Over dead sea and withered land. from the earth. The Elves of old called it Amon Guruthos,
“The Mountain of the Shadow of Death,” for in its presence
Wide are the lands of the old North-kingdom, where the even some of the Firstborn felt the fear of mortality.
sea-wind howls over stony hills and bends the grasses of the It is certainly not the only such malicious place in
empty plains. It plays amid the ruins of cities and the barrows Middle-earth — there are other haunted regions like the
of kings, and whistles in the mountaintops of the east. Ask the vale of the Withywindle, or the haunted wood of Eryn Vorn,
wind for tidings, maybe, for you will seldom meet travellers or the Dead Marshes on the border of Mordor — but the
in the Lone-lands of Eriador. Hill has a baleful influence over those who dwell nearby. It
But if you know where to look — under the hills and in haunts their dreams and draws them into the ruinous wor-
hidden valleys, along the old roads and the secret refuges, ship of the dark.
the guarded lands of Shire and Bree — then there are still Heroes have tried and failed to destroy the darkness
dwellers in the Lone-lands west of the mountains, east of beneath Amon Guruthos. Many have entered those dark
the sea. They are few in number, for these are wounded halls; some fled, broken by the horrors below. Others never
lands, ravaged by forgotten wars and plague, beset by foes returned.
in days of old, but for the most part they are friendly folk. The power of the Hill of Fear waxes and wanes over time,
Ask them for tales, and they have tales aplenty — merry and it can be awoken with rites and sacrifices. The Hill’s
tales of foolery and misadventure, tales of ancient kings malign influence faded during the days of the Sea-kings of
and heroes, tales of adventure in far-off lands. A fire may old, until the Witch-king of Angmar called up its power once
warm a traveller’s cold feet, but it’s story and song shared more. Soon, the folk of Rhudaur turned their faces from the
among friends that warms the heart. Find those who yet west and were corrupted by the Shadow.
dwell in the Lone-lands, and you will hear tales to stave off After the defeat of Angmar, the Hill fell back into its sul-
the dread of night. len slumber. Monsters still lurked in the caves and tunnels
Wide are the lands, too, between Eriador and Mordor, beneath its dark slopes, but it no longer weighed so heavily
where the Shadows lie, and while vague rumour has come on the minds of those nearby — though few now dwell in the
up the Greenway of war in far-off Gondor, the folk of Eri- wild lands beyond the North Downs. Now, stirred by agents of
ador still sleep untroubled, believing the Enemy pays no Mordor, the power of the Hill of Fear grows again…
heed to them.
They are wrong. Agents of Mordor are moving, creeping
north to stir up sleeping evils and prepare the land for the
war to come. A dark time is coming, a final war to put all the
realms of the Free Peoples under the Shadow and plunge
the land into everlasting despair. And these tales of Eriador,
too, are part of the one great tale of desperate hope: the tale DREAMING OF THE HILL
that began at the Beginning, the tale of Beren and Lúthien, The malign power of the Hill of Fear reaches far
of Turin and Eärendil, of Elendil and Gil-Galad… the tale of across the land. If any of the heroes gain Shadow
Middle-earth, the tale of Arda Marred. points through events connected to the Hill or
those it has touched, then they begin to dream
5
I ntroduction
A Heroic Lineage
A Fellowship,
These adventures give one of the Player-heroes in the Com-
Example Ancestors
6
I ntroduction
RUMOUR RUMOUR
“Once upon a time, there were three evil giants, and they lived in a “Know this: in Khazad-Dûm the honoured dead sleep soundly in
castle beyond the north wind. Now, being giants, the castle wasn’t their stone houses, in the quiet street of the tombs. But one of those
big enough for all of them, so they made a wager, and the wager tombs is empty, for the bones of great Dvalin never came home. Now
was this; whichever giant did the most evil would inherit the castle. Dvalin was accounted mighty among the Dwarves; Durin’s Shield,
The first giant was as tall as a tree, and he went down to Bree, they named him, for he was ever at the king’s right hand. One day,
and stood astride the Road. And whenever anyone came by, he’d when Khazad-Dûm is ours once more, then his bones will be found
reach down and gobble them up. And he attracted many outlaws and laid in their proper place of honour. Until then, Dvalin sleeps
and thieves to his side, for they also attacked travellers on the road, lightly, a sentry in the valley of death.”
and they were glad to have a giant with them.
Now, in Bree-land there lived a lad called Jack, and he was the OLD LORE
pot-boy at the Pony (don’t you know the Pony’s older than Bree- “The annals of the kings speak of Dvalin. He was among the coun-
hill?), and when he heard of this giant he took up his axe and he sellors of King Burin I, and he argued for a closer friendship with
went a-hunting. When he met the giant, the giant bent down to the kingdoms of Eriador. The king disagreed, saying ‘let the Dwarves
eat him, and Jack said, “don’t kill me! I’ll be one of your outlaws, keep to their own affairs; let us not become enmeshed in the quarrels
too. In fact, I’ve the keenest eyes of anyone you’ll ever meet, so if of Men’. But Dvalin did not relent, arguing that even though the
you pick me up and put me on your shoulder, I’ll be your lookout Great Enemy was defeated, the Shadow might rise again in another
and find more people to rob.” Excited by the prospect of doing even form, and that it would be wise to forge strong alliances. In time,
more mischief, the giant agreed. He picked Jack up and put the boy the king grew wrathful, and exiled Dvalin from the city, and he
on his shoulder, right next to his neck — and then out came Jack’s never returned. It is said that when Arthedain fell, King Burin II
axe, right quick, and chop chop chop!” wept, and cursed the folly of his father.”
(The tale goes on to describe how Jack became king of
7
CHAPTER 1
A TROLL-HOLE,
IF EVER THERE
WAS ONE
They searched about, and soon found the marks of Trolls’ stony boots
going away through the trees. They followed the tracks up the hill, until
hidden by bushes they came on a big door of stone leading to a cave.
CHAPTER 1
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A T roll - hole , if E ver T here Was O ne
Part
1: By the Sign
of the Prancing Pony
The fire is warm, the beer frothy, and the worthies of Bree way back from a journey into the lonely lands north of
have gathered in the common room of the Pony to sing songs Bree, and that they are glad of the firelight and stout hedge
and make merry. This night, there are two (or three) groups around Bree — they saw eerie things in the wilderness, and
of strangers as well as the locals — a pair of Dwarves, a trio though they encountered no perils, they felt there were
of strangers from over the mountains, and (if they are not eyes watching them in the night. (Floki plays only a minor
known in Bree) the Player-heroes. role in this adventure, but is an important character in a
later part of the campaign, Wonder of the Northern World,
ENTER JARI
Shortly after his grand entrance, Jari the Dwarf demands to
WE MET IN AN INN know if there are “any brave souls in the inn who’d like to earn
If this is the first session of your The One Ring cam- their fair share of a great treasure.” He avoids the Dwarves in the
paign, then you could have your fellowship meet corner, and instead focuses on the three travellers from Lake-
for the first time here in the Pony. town and the Player-heroes.
11
CHAPTER 1
12
A T roll - hole , if E ver T here Was O ne
ACCEPTING THE QUEST while no-one can prove that he robbed anyone, there
Diarmoc and Jari adjust their approach to suit the Player-heroes. are whispers of valuables gone missing after Jari passed
If there is a Dwarf in the Company, then Jari might declare through town.
how woeful it is that the gold of the Dwarves is lost to them. ♦ The taciturn Dwarves, if pressed, admit that Jari is known
If there are Hobbits, then he compares them to “that Hobbit to them; he was exiled from the Blue Mountains for theft
who went east and stole a Dragon’s hoard”. Breelanders might be and fraud. Floki urges the Player-heroes not to trust the
encouraged to help defend their homeland by slaying whatever wretch. The Dwarves do not speak further of Jari’s crimes
monsters live in the valley before they threaten Bree. to outsiders, but if asked by a Dwarf, they reveal that
If the heroes agree to Jari’s plan, he proposes they leave Jari was accused of tomb-robbing and dealing in relics
tomorrow morning; “it’s a week’s travel” to the valley where his from lost Moria — a crime in the eyes of the Longbeard
uncle’s treasure is buried. He gives the Player-heroes a hand- Dwarves. Floki admits that associating with Jari tarnished
ful of silver pennies to buy supplies and other needed things the good name of Floki’s own brother Flonar (A tale fully
for the journey. He tells them that he will meet them outside told in Wonder of the Northern World), and he warns that
Bree — he’s got some ponies tied up in the woods outside town. Jari brings ill-luck to those who travel with him.
♦ A close examination of the silver pennies that Jari gave
NOSING AROUND IN BREE as part payment for the quest notes that the coins are
Wise or suspicious Player-heroes may wish to do a little inves- strange — they were minted in far-off Rohan, and bear
tigating before they depart. the image of the King of that land.
♦ Jari is well known in Bree; he has passed through sev- ♦ If the door warden of Bree is questioned, he recalls
eral times. Few people have a bad word to say about that Jari the Dwarf entered just as the gate was closing,
him, although a successful RIDDLE roll discovers that in the company of a strange Man. The pair seemed to
he has failed to pay for his drinks a few times — and be travelling together.
13
CHAPTER 1
JARI’S TALE north, but were waylaid by Trolls on the way. Only Diarmoc
As the Company travels north, Jari engages the Player-heroes escaped, and he does not know what became of his family.
in conversation, ingratiating himself with them as best he can. He hopes, one day, to find a way to rescue them — if they
He might ask about where the characters come from, why have not already been eaten.
they have gone wandering, or what they will do with the vast ♦ Left unchecked, Diarmoc descends into despairing
treasure they are sure to find in the hidden valley. imaginings about what might have happened to his
Along the way, Jari tells the tale of his great-uncle Bori. family, speculating grimly that they’ve been devoured.
Again, the Loremaster should tailor his tale to the personali- A successful ENHEARTEN roll rallies his spirits; other-
ties of the Player-heroes — if they are the sort to be enchanted wise, everyone listening to his woes gains 1 point of
by tales of magic, then Jari might claim that his uncle laid Shadow (Dread).
magical spells of concealment on the hoard, and that only ♦ If the Player-heroes suggest that they could help Diar-
Bori’s rightful heir can open the cave — and it has to be at moc rescue his family, he realises that he’s said too
sunset on Durin’s day, and you need the right magic key, much, and hastily says that the quest at hand is to
and a magic map that can only be read in moonlight. If the find Bori’s buried treasure in the hidden valley, and
heroes are cynical swords for hire, then Jari might emphasise has nothing to do with Trolls. An INSIGHT roll con-
the threat of Goblins and urge the Company to hurry before firms he is lying — and likely leads into Challenging
someone else finds the treasure. Diarmoc.
The bones of the tale are always the same: Jari claims that
his family has always been unjustly mistreated by the jealous ON THE ROAD WITH DIARMOC
Dwarves of the Blue Mountains, and that his uncle was a trav- If the Player-heroes leave Bree in the company of Diarmoc,
eller and treasure-seeker of renown. Why, he entered into sooner or later they may choose to confront him about his
lost Dwarven cities in the Grey Mountains, and who knows relationship with Jari and the Dwarf’s true intention.
what fabulous gems and jewels he found there? Anyway, the But discovering the truth about the situation is not so
Dwarf-lords of the Blue Mountains threatened to take Bori’s easy — Diarmoc’s goal is to safeguard his family. To do this,
hard-earned gold with fines and taxes, and rather than yield he must bring victims to the Troll-vale, and he must ensure
up his treasure to them, Bori buried it. that Jari has no reason to think that he has strayed from this
If the Player-heroes ask troublesome questions, then Jari task. If the Dwarf suspects that Diarmoc is plotting against
says that he has to scout ahead, and leaves the Company for the Trolls, or that Diarmoc has given warning to the victims,
the evening. The Dwarf is remarkably stealthy when he wishes then the children’s lives are forfeit.
to be; following Jari requires a HUNTING roll — losing (1d), as Diarmoc hates Jari and the Trolls for forcing him to do
Jari is Cunning. If a Player-hero manages to follow Jari, they this, to sacrifice the lives of innocents to save his children —
see that the Dwarf does not scout ahead; instead, he circles but if he must choose between the Player-heroes’ lives and
back and spies on the Company as they travel or encamp for those of his children, there is no question which he will pick.
the night. Alternatively, if the Company has nearly reached He would like to believe that the heroes can destroy the Trolls
the hidden valley, then Jari sneaks off to tell the Trolls that and free his children, but he has lost all hope, and with it,
their next meal is coming by signalling to Nelly Longarms — all courage.
he climbs a tree and imitates the cry of a curlew. Therefore, the truth is revealed slowly, peeled like the
layers of an onion. The Loremaster may use the information
DIARMOC’S TALE presented in the nearby box to manage the slow unravelling
Well-travelled Player-heroes may (with a successful TRAVEL or of Diarmoc’s conscience.
LORE roll) guess from Diarmoc’s garb and mode of speech
that he comes from the near south beyond Dunland, from THE LAST NIGHT
the border of Gondor’s western marches. Travellers from As the travellers approach the Weather Hills, Jari leads the
that region are not unheard-of lately, as rumours of trouble Company to a sheltered spot. The trail winds its way up a
and shadow in the south drive them to safer lands, but they steep-sided hillock, one of the westernmost of the hills. At the
are still unusual. top are a few tumbled stones that mark the watchtower that
If questioned, Diarmoc reluctantly gives a version of the once stood here — long ago, there was a beacon fire here,
truth (leaving out how his family are the prisoners of Nelly signalling along the line of hills from the Road to Fornost
Longarms and her Trolls, and how he’s bound to serve Jari). Erain. He points east, and tells the characters that yonder lies
He says that he and his kinfolk left the South and travelled the hidden valley of Morglynd.
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A T roll - hole , if E ver T here Was O ne
THE FIRST REVELATION quickly assures the adventurers that the Trolls probably
TRIGGERED BY: Challenging Diarmoc have a fortune worth taking, and there’s more to this
If confronted, Diarmoc “admits” that he met the quest than mere revenge.
Dwarf on the road outside Bree, and that Jari paid him
to bolster the Dwarf’s attempts to recruit adventurers. A successful INSIGHT or RIDDLE roll confirms
Diarmoc claims that Jari fears there may be dangers in that Diarmoc’s being mostly truthful, but he still
the hidden valley, and so he had Diarmoc enter Bree seems weighted down by guilt, suggesting there
separately as a ruse to ensure that the Dwarf would be is more to the tale.
able to recruit a goodly number of adventurers.
THE THIRD REVELATION
A successful INSIGHT or RIDDLE roll reveals that TRIGGERED BY: A successful ENHEARTEN roll when Jari is
Diarmoc is still hiding something; the Southern- not listening
er’s mood continues to grow ever darker and Diarmoc finally breaks down and tells the truth — his
more troubled as they travel north. family is being held hostage by Trolls. If he does not
bring them victims to eat — or Jari warns the Trolls that
THE SECOND REVELATION Diarmoc has failed — then the Trolls will kill his children.
TRIGGERED BY: Either continuing to press Diarmoc after He does not know how Jari will signal to the Trolls, but
Diarmoc’s Tale (page 14) is told, or if the Player-heroes if the Trolls do not receive a message from the Dwarf,
accuse Jari of treachery. then all is lost.
Diarmoc admits that there is more to this quest than The fault is Diarmoc’s — he brought his family to this
was said at Bree. The hidden valley contains little treasure desolate land, he led them into the clutches of the Trolls.
— “it’s home to a band of foul Trolls who capture and eat His conscience will no longer permit him to continue —
people.” They waylaid Diarmoc’s family and devoured he is already lost, but he will not damn others. He urges
them. He met Jari as he wandered, bereft and lost, and the Player-heroes to flee south before the Trolls come for
Jari came up with the tale of the lost treasure in order them too, and warns them that Jari the Dwarf is in league
to recruit some stalwart adventurers. Their real goal is with the Trolls, and tells the Heroes that they should slip
slaying the Trolls, not finding Dwarf-gold — although Jari away when Jari is not watching them.
Jari insists that it is a good place to camp, and suggests damp, and tries to sneak off to signal the Trolls by imitating
lighting a fire there, claiming that no-one will be able to see the cry of a curlew.
it from below. (“Trust a Dwarf to know a sheltered spot amid the The next morning, Jari delays breaking camp as long as
rocks,” he says.) In truth, Jari intends to signal to the Trolls possible, so the Player-heroes reach the hidden valley with
that dinner is coming tomorrow. If the Player-heroes protest, only a few hours of daylight. The goal is to stall the Company
Jari sits down in a huff and complains about the cold and so they are easy prey for the nocturnal Trolls.
15
CHAPTER 1
RUMOUR lower hills dotted with small thickets. A stream runs through
There are haunted places away up in the Weather Hills, valleys the valley, quick and cold. It flows around an earthen mound
where the shadows lie deep and the sun never reaches. I heard a tale called the Wart of Morglynd, forming a little mountain lake
that there’s old buried treasure in one such valley. Now, some say it before it finds the path down west. The Wart was raised by
was the Dwarves who buried it, and some say it was the Kings of old, Men of Arnor, long ago.
and I don’t know who has the right to it. But I’ll tell you this — you
wouldn’t catch me going treasure hunting in those hills. Too easy to
fall and break your neck… or have something there break it for you.
OLD LORE
In the last years of the old kingdom of Arthedain, when there was
war with the dark land of Angmar, the King’s soldiers built many
hidden fortresses and watch-towers along the Weather Hills as a HOW MANY TROLLS?
bulwark against invasion. Secret paths and stairs, too, they cut Assume Nelly has one son for every two Player-
into the earth so they could move unseen. They never left themselves heroes (rounding up). So, if you have a Company of
without a hidden way out. five Player-heroes, then there are three Trolls, plus
Nelly herself. Use the Stone-troll Robber statistics
Background
from page 152 of The One Ring for Nelly’s sons.
Clever heroes will avoid getting ambushed
The valley of Morglynd is one of many in the wrinkled old and facing all the Trolls at once!
skin of the Weather Hills. To the north, south and east of
the valley rise tall grey hills, stony and barren; to the west are
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A T roll - hole , if E ver T here Was O ne
Other than the landmark of the Wart, the rest of the L ocations
valley is a landscape of moss-hung rocks, shadowy clefts, and
piles of scree. 1. THE SOUTHERN APPROACH
Mortal Men dwelt here in the old days. Middle Men, first, This path runs along the bank of the little stream. It was obvi-
then Men of the West. There was a time when great herds of ously cleared at some point in the last few years; rocks have
sheep and cattle grazed here before being brought to market been rolled aside and brambles cut to make the going easier.
at Bree — or other towns and castles that are now forgotten The path was made by Tolgarth Heather’s family. A successful
and lost under the grass. War and plague emptied out the HUNTING roll determines that the path was restored about
valley and the lands around. fifteen or twenty years ago, but has not been used regularly
In recent years, Morglynd was home to Tolgarth Heather in the last year. With a Great or Extraordinary Success, the
and his family, a fellow of Archet who so disliked his neigh- hunter finds a Troll footprint in the mud beside the river.
bours that he set off into the wild to build a new farmstead, There are no other Troll-tracks — which suggests the Troll
despite their dire warnings. Tolgarth Heather and his family deliberately brushed away other signs of its presence. Cun-
were the first victims of Nelly Longarms — she crept into ning work, for a Troll.
the valley by night, and hid from the sun beneath the waters
of the little lake. When the Heathers’ sheep came down to 2. TROLL LOOK-O UT
drink, Nelly Longarms snatched them and drowned them and One of Nelly’s sons may be stationed on this ridge if the Trolls
ate them — and when the Heathers came to investigate, she expect trouble, equipped with a Troll-shawl to hide from the
took them too. Now, the valley is hers… and her sons have daylight. If the Trolls are not forewarned, then a successful
eaten every wild goat and sheep within miles, so they must SCAN roll of the ridge discovers evidence of Trolling behaviour
look elsewhere for prey. here, like gnawed bones and tree-roots used as toothpicks.
17
CHAPTER 1
3. AMBUSH GULLEY
This narrow gulley near the Wart is the Trolls’ preferred place
to ambush intruders. The gulley is so narrow that a Troll can
scramble over the rocks and block off any line of retreat, while
the other Trolls emerge from hiding and seize their victims.
The advantageous terrain gains (1d) to the Trolls’ attacks, in
addition to the usual benefits of Ambush if they take the
heroes by surprise.
As the goal of the Trolls is to add food to their larder,
they attempt to grab intruders instead of killing them. In
this encounter, a Troll may choose to inflict no damage with
an attack, but instead automatically activate the Seize special
damage option. If the Trolls find themselves losing, they with-
draw to the Wart (and anyone following them risks running
into Nelly Longarms).
If Diarmoc is on the side of the Player-heroes, he warns
them of the gulley and its perils.
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A T roll - hole , if E ver T here Was O ne
6. THE WART claimed the largest of these as their hall, and shelter here
In days of old, the followers of the king of Arthedain wrought during the day. Side tunnels look from the flanks of the Wart
fortifications of earth and stone in this valley; they dug out over the valley, although the Trolls cover the mouths of
trenches and tunnels, and piled up the earth from them to these tunnels with curtains of woven reeds and cloth.
make the Wart. A tower once stood atop it; built in the last The Wart’s covered with scraggly grass and furze; if the
years of the kingdom, it was crudely made in comparison to weather is rainy, the hillside turns into a muddy morass. There
other castles raised by the Men of Westernesse. That tower is is a trail up to the top of the hill that was partially paved long
long gone, but its wells and cellars remain. The Trolls have ago, and is still the best way up.
13
11
14
10
7 12
8 9
6 5
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CHAPTER 1
20
A T roll - hole , if E ver T here Was O ne
21
CHAPTER 1
12. HIDDEN BOAT have not been seized may delay the capture of their allies
Hidden amid the reeds here is a little boat of hide, stretched by staying engaged with the trolls, but this may prove to be
over a frame of woven branches, made by Scylda Heather’s a very difficult battle against multiple Trolls — make sure
older brothers before they were eaten. It’s simple but ser- the players realise this.
viceable, and can be used to paddle out to the raft to rescue Each Troll will only seize one Player-hero. Their goal is
the prisoners. The boat can carry up to four people safely. to capture the tastiest victims, not to immediately kill the
intruders. If the Trolls are losing, they try to flee back to the
13. PERILOUS CLIMB stronghold of the Wart (6).
For those who wish to avoid the treacherous waters of the lake,
a steep climb down this cliff is a drier alternative. Descend- PRISONERS OF THE TROLLS
ing the cliff requires an ATHLETICS roll; failure means the Captured victims face one of three possible fates — hostage,
climber either falls or gets stuck in place — and Nelly has lure, or lunch. If the Trolls think that a particular traveller
such very long arms to snatch victims from their perches on would make a good replacement for Diarmoc, then that trav-
her doorstep… eller is forced to lure more victims to the valley. Another victim
(likely the lure’s fellowship focus) is kept as a hostage, just like
14. NELLY’S TREASURE Diarmoc’s family. Victims designated as food are destined for
Concealed in Nelly’s den in the shallows of the lake is a cache the cooking pot, although Nelly’s sons always offer their fear-
of treasure. Some of these coins she brought down from the some mother the final say on how the meal should be prepared.
Trollshaws, and others her sons found in the Wart. The rest Characters captured by the Trolls are stripped of their
she stole along the way from the Heathers or from Diarmoc’s weapons and stuffed in the larder (9) to await Nelly’s
kinfolk or from other victims. This is a Lesser Hoard. delectation.
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A T roll - hole , if E ver T here Was O ne
Orothel
‘For I was talking aloud to myself. A habit of the old: they
choose the wisest person present to speak to; the long
explanations needed by the young are wearying.’
OCCUPATION: Ranger
23
CHAPTER 2
MESSING ABOUT
IN BOATS
Indeed, few Hobbits had ever seen or sailed upon the Sea,
and fewer still had ever returned to report it.
CHAPTER 2
his is the Third Age of Middle-earth. out of the distant past. They also face the question: what is
Long ago, before all the world was changed, the price of heroism? What does it mean to be the ones who
there were other lands. Their names have passed stand against the Shadow?
into legend — Beleriand and Doriath, Gondolin
OTHER ROADS TO ADVENTURE ♦ Aglaen’s vision on the shore was of a tall warrior
Instead of having Falmir Fairbairns drop the adventure of ancient Arnor, not any of the Player-heroes.
in the Company’s lap, some other introductions: There is no obvious connection to any of the
♦ A scholar might find references to a mysterious Company.
island in the Western Seas that the heroes of the ♦ Instead of having the investigation of the mys-
old Kingdom visited — and there are those in the terious vision be the main driver of the voyage
House of Elrond who bore witness to the deeds north, have Eagre talk of his missing daughter;
of ancient heroes. he asks the heroes to sail with him. Alternatively,
♦ Círdan the Shipwright might tell the Player-heroes give the characters another reason to take ship —
of strange things seen by Elven mariners, and maybe they are sent to explore the coasts north
send them on one of his ships to the Isle of the of Lindon by Queen Nimue, or looking to trade
Mother. with the Lossoth of the far north. They might be
♦ A character who looks into a palantír might searching for rumours of spies from the south
glimpse the shore of the Isle of the Mother. (see Ruins of the Lost Realm) or even searching for
poor Falmir Fairbairns after he was lost at sea…
REMOVING THE ANCIENT HERO ♦ The Ghost does not single out any of the Com-
If the Loremaster prefers to do without the Ancient Hero pany or speak of their ancestors (page 6).
subplot, then make the following changes:
26
M essing A bout in B oats
IN THE SECOND AGE… ♦ The Hero flees across the sea and returns to the Isle,
♦ Ancestors of the Lossoth-folk of the north visit the Isle, pursued by evil spirits from the hill.
and hunt the fabled Fastitocalon.
♦ Mariners from Númenór find the Isle and rediscover RECENTLY…
the mound of the hero. It becomes a place of pilgrim- ♦ Eagre, a mariner of Lond Daer, is blown off course by
age. A fortress is built on the shore. a storm and visits the Isle. Sailing home, he retells the
story of his adventure many times.
IN THE THIRD AGE… ♦ Years later, his daughter Elwing sets out to retrace her
♦ The ancestor of one of the Player-heroes, a great Hero, father’s course.
comes to the island in their youth and is inspired to ♦ Elwing does not find the Isle at first, but reaches the Ice-
battle the Enemy. bay of Forochel. There, she befriends the Lossoth and
♦ The Hero swears to defeat the evil that lurks under the from their ancient tales learns more of the Isle. She and
Hill of Fear. a Lossoth hunter, Jagat, mount an expedition to the Isle.
♦ Seeking to bolster their courage, the Hero returns ♦ The shade of the Hero draws Elwing to discover the
to the Isle many years later, and forges a sword in the Hero’s sword. Finding the sword draws the attention of
ruins of the Númenórean fortress. the evil spirits, who assail the island with storms, trap-
♦ The Hero returns to Eriador and again attempts to ping the travellers. Elwing is wounded and forced to
defeat the Hill of Fear. Again, they fail. take shelter in a cave…
27
CHAPTER 2
28
M essing A bout in B oats
the Player-heroes have a request for the young queen. Nimue Aglaen’s jaw drops when he sees the Heir. He walks over and
may become a Patron for the Company if they return to Lond probes the Heir’s face with a bony finger, and examines whatever
Daer later. She has heard of Aglaen’s vision of the Heir — and weapon they bear. “I saw you…” he says, “I saw you on the shore.”
Aglaen has also spoken of darker portents. She hopes that At the Queen’s prompting, he tells the tale. The hall falls
one vision coming true does not imply that Aglaen’s other silent, the assembled worthies enthralled by the story unfold-
foretellings will also come to pass. ing before them.
Aglaen explains that after a long night staring at the stars,
Meeting Aglaen
he went for a walk, listening to the sighing of the sea on the
shore of Middle-earth. There, he thought he heard a voice
Aglaen the Seer is a nervous, grey-haired fellow, thin and always whispering to him, whispering the name of the Heir, and a
shivering in the chilly sea-wind. He stammers when he speaks, vision entered his mind. He saw the Heir standing in the surf
which makes his pronouncements and prognostications worry- on the shore of a lonely island, a great sword in hand. The
ingly unclear. He came to the business of prophecy and foresight sword seemed odd to his sight — the blade was blackened,
late in life, having heard tales of the ancient seers of Lond Daer. as if covered in mud or soot, or marred by some impurity in
the metal. There was a ruined fortress behind him, an ancient
structure like the towers of the stargazers. Then shadows blew
in like a storm, and the vision was lost.
As Aglaen speaks, there’s a snort and a laugh from the
back of the hall, coming from a bearded sailor.
Since then, he has had three other visions — or rather, the
same dream three times. In this darker vision, he sees a great
dark hill looming over him, rising like a wave about to crash
down on him. Howling spirits whirl around this hill, things of
such terror that each time Aglaen saw them he awoke screaming.
Aglaen has no idea what these visions mean, or why they
came to him. He knows — or at least believes –that a foresight
was on him, but what it portends for the Heir, he cannot say.
The bearded sailor interrupts at this point, if the charac-
ters have not already spoken to him.
29
CHAPTER 2
EAGRE’S TALE
As he mentioned when first introduced, when
Eagre was a boy, he and his father were blown
out to sea by a storm, and he visited the Isle of
the Mother on the long journey home. No-one
else from Lond Daer has ever made such a long
voyage, and for all his life Eagre boasted of his
masterful seamanship. He proclaimed himself the
greatest of mariners.
Now, Eagre had a daughter named Elwing,
and he taught her to sail. She listened to his boasts,
and aspired to be an even greater sailor than her
father. Two years ago, Elwing set off on a voyage
of her own — and never returned.
Eagre insists that she will sail back to Lond Daer
one day, but he blames himself for filling her head
with wild tales of the sea — and he knows that his
own claim to fame is founded on an accident. He
would never have dared sail as far as he did, if not
for that fateful storm.
The Queen’s Command random mischance from intentional design. She asks the
Queen Nimue says that she guesses it is no co-incidence that heroes to take Aglaen’s visions seriously, and to visit the Isle
Eagre happened to be there in the hall when Aglaen’s tale and see what they might find there. She shall hire Eagre and
was retold - sometimes, the powers of the world do their work his fishing ship to take them there, and outfit them with such
so subtly and secretly that it takes one of the Wise to discern arms and provisions that her realm can provide.
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M essing A bout in B oats
1 Attacked If the roll fails, everyone in the Company must make a Protection roll 2
(TN 12) to avoid being Wounded.
2–3 Bad Weather If the roll fails, everyone in the Company gains 1 Fatigue. 2
4–7 Becalmed If the roll fails, the target gains 1 Shadow Point (Dread). 1
10 Favourable If the roll succeeds, no Fatigue is gained and the next Feat die roll on 1
Circumstances this table is Favoured.
Joyful Sight If the roll succeeds, everyone in the Company regains 1 Hope. —
Voyage Events are resolved just like Journey Events. BECALMED: No wind, so the Company must keep each oth-
er’s spirits up in the face of an unchanging horizon; spoiled
TERRIBLE ACCIDENT: A traveller is knocked overboard or falls or scanty provisions make for hungry bellies; bad dreams
from the mast; a fire breaks out aboard ship; the Seawing risks fray nerves.
running aground.
FAIR WEATHER: Warm winds, good fishing, calm seas.
ATTACKED: By a sea monster (perhaps even dread Fastito-
calon!), foes on the shore like the Wild Men of Eryn Vorn, FAVOURABLE CIRCUMSTANCES: A fine tail-wind, a glimpse of
pirates on the southern coast. a distant land, a dream of the open sea.
BAD WEATHER: A storm, foul winds, a maelstrom, grinding JOYFUL SIGHT: Another ship; a glorious sunset or sunrise;
ice in the Northern Sea. Elven-ships sailing West forever.
31
CHAPTER 2
Dreams
As the Seawing travels along Harlindon, each of the Player-
heroes (except Elves) start to experience oddly similar EAGRE’S TALE
dreams. In these dreams, the hero meets with someone During this phase of the Journey, the characters
from their past — a close family member like a parent, notice Eagre scanning the coastline intently, as if
an old friend, a mentor — who asks the hero why they searching for signs of a shipwreck. He is looking
have wandered so far from home, and where they think for some trace of his daughter Elwing. If he has
they are going. Not why are they on the Seawing, going to come to trust the Player-heroes, he relates Eagre’s
some lost island, but why have they forsaken the comfort Tale (page 30) at this point.
and safety of home in favour of the perilous Road that has
taken them so far away? Did something drive them away?
Were words left unsaid, or cruel words spoken? Are they
Himling and
following some foolish quest? In short, why has the hero
the Western Isles
gone adventuring?
As each dream fades, the figure changes, taking on the
appearance of an old, old Woman, haggard and careworn, In time, the island of Himling rises above the horizon, a great
sitting hunched in the shadow of a great stone. She reaches hump-backed mound, wide-shouldered and with a flattened
out withered hands and asks “Tell me, what will become of you? top. Snow lies heavily on the treeless isle, and there is little
Where does thy road end, except in death and sorrow?” Those who worth hunting there. On the shoreline, keen-eyed heroes spot
experience the dream gain 1 point of Shadow (Dread). a few huts of seal-skin stretched over timber frames. This was
This vision is the result of forces stirred up by the lingering an encampment of the Lossoth, the Snowmen of Forochel to
ghost of the Heir’s heroic ancestor, who will be encountered the north, but there is no-one here now, and the camp has
in Part 3: The Haunted Isle. not been used in years.
Eagre presses on. The next in the chain is a dark isle, thickly
8 1 2 — 1
The Northern Seas
The coastline of Forlindon is a landscape of steep, forebod- COMBAT PROFICIENCIES: Fangs 3 (2/14, Bitten — works like
ing cliffs and crashing waves. When the wind blows from the Seize, but the victim also loses 2 Endurance at the end of
west, it threatens to drive the Seawing into the many hidden each combat round in which they are Seized)
rocks and shoals, and Captain Eagre must fight the tiller
and call every hand on board to the lines and sails. But the FELL ABILITIES: Fear of Fire. The creature loses 1 Hate at the
west wind is still better than the north wind, which carries start of each round it is engaged in close combat with an
with it the bite of ice. adversary wielding a torch or other sort of burning item.
The odd dreams fade, but wild waves prevent most of the Ghastly Wings. The creature can attack any Player-
Player-heroes to sleep comfortably. hero, in any combat stance, including Rearward.
Snake-like Speed. When targeted by an attack,
spend 1 Hate to make the attack roll Ill-favoured.
32
M e s s i n g A b o u t i n B o at s
The Unnatural Storm These spirits reserve their full strength and malice for
However, as the Seawing approaches the Isle of the Mother, ships trying to leave the Isle, as the characters will soon dis-
a sudden squall blows out of the north-east, a chill wind cover, but they still torment approaching vessels, lashing them
out of Angmar. There are fell voices on the wind, and the with icy winds and clawing at the crew with spectral hands,
characters glimpse shadowy shapes riding the air — evil driving them into panic and despair. Eagre freezes in ter-
spirits, disembodied and terrible. The Witch-king called ror when the spirits attack; the Player-heroes must make a
these spirits out of the Void long ago, and sent them to VALOUR test to resist the evil of the spirits. If any of them
harry and torment the Hero. Now they have been stirred up pass the test, they can grab the tiller and steer the Seawing
again by the discovery of the Hero’s sword, and are bound through the storm; if everyone fails, then the Seawing crashes
to stop it leaving the Isle and prevent it from being used on the rocks and runs aground without a hand to guide her.
against the Shadow. Regardless of the fate of the Seawing, the horror of the spirits
forces all Player-heroes to gain 2 points of Shadow (Sorcery).
RUMOUR then, the Isle has become a place of honour and an inspira-
There’s a little island in the western seas, scarcely more than a spike of tion to heroes. Many have come here seeking the courage of
rock rising above the cold waters. They say some great hero of old was bur- Turin, who stood against the father of Dragons and defied
ied there, but who knows for sure? The stories may endure, but the details the curse of the Great Enemy Morgoth (but each of them
are washed away by the passing years, and only the Elves remember. prayed that they would not share Turin’s dreadful fate, for he
brought ruin on all those he loved, and bought victory at such
OLD LORE a high price he slew himself at the last). The Númenóreans
Of the great stories that come down to us from the Elder Days, the visited here in the days of their power, but for much of the
saddest is the tale of Turin, who struggled against the dreadful Third Age the Isle was left empty.
doom that stalked him, and slew the first of the Dragons after the Heroes and adventurers still came here, from time to time,
fall of Gondolin. Now Turin was laid to rest on a hilltop, and his for the legend of Turin the Dragon-slayer shall be told until
mother wept over him, and it was prophesied that his grave would the world’s ending. Among those who made that pilgrimage
remain undespoiled until the world’s ending, when some say Turin was the ancestor of the Heir, a hero who fought against the
will return to battle the Enemy at the Last Battle. enemy in days of old, and here the ancestor swore an oath
In time, the world changed, and all Beleriand drowned beneath to destroy the Hill of Fear (page 7) in the far northern
the waves — save Turin’s grave, and a few other places in the east. wastes, a quest that was never fulfilled.
In time, the sailors of Númenor discovered the grave, and raised there In later years, the Lossoth of the north came to this place
a tower to guard the Isle, for Turin was a kinsman of the ancestors and encamped as they hunted the gigantic Fastitocalon, the
of the line of kings. The isle became a place of pilgrimage for the island-beast, of the cold northern waters. And that is a strange
knights and heroes of Númenor, a place of oath-swearing and the tale in itself, for it was to the Lossoth that Arvedui Last-king
making of fellowships and covenants. entrusted the Ring of Barahir, and Turin’s mother was a
And yet, the world changed again. Númenor sank, and the Isle close kinswoman of Barahir long ago. Fate drew the bones
was lost once more. But Turin still slumbers there beneath the earth of Turin’s mother and the keepers of her uncle’s ring back
until the world’s ending. together after many thousands of years.
This season, the Lossoth have been troubled by ghosts
Background
and evil spirits. They do not know what brought this woe
to them, for the roots of this disturbance lie far to the
The Isle of the Mother is the smallest and westernmost of the east — but they are now trapped on the Isle, unable to
Western Isles, the last land east of the Blessed Realm now that sail for home.
Númenor is gone. Here of old perished ill-fated Turin. Since
33
CHAPTER 2
L ocations
3. STEEP SLOPES
Some ancient convulsion of the earth lifted the central por-
tion of the island up above the waters. Steep cliffs surround
the heart of the Isle; it’s almost impossible to climb, and
those attempting to do so lose (2d) on their ATHLETICS roll.
34
M essing A bout in B oats
7
8
35
CHAPTER 2
36
M essing A bout in B oats
MEETING THE MOURNER any came here. I dared think I might sleep, but now the
As the heroes explore the mound near the Stone of the Shadow is rising once again, and the stories are retold.
Hapless (location 6), they suddenly become aware that To you I say: Go home. Live and laugh. Turn aside from
there is an old, old Woman sitting in the shadow of the the quest. Only doom waits for you.”
stone. She is a ghost, or something like a ghost. If she Ask each of the Player-heroes if they wish to follow
had a name, it is long lost. Now, she is closer to an arche- the ghost’s advice and give up adventuring. On the off-
type; she is every mother who mourns her lost son, taken chance that a player decides to retire their hero, their
by war or questing; she is everyone left behind when a next one gains +5 points to their Previous Experience.
loved one goes down the Road to adventure. Call her That player continues to play their hero until the end of
the Mourner. the current Adventuring Phase, and may then create a
The characters likely recognise her as the figure from replacement Player-hero with more of an appetite for
their dreams. peril.
“My son lies here,” she whispers, “and the waters took Once they have all declared their intention to con-
my daughter. They fought the Enemy, and all that was tinue, the ghost turns to the Heir.
left to me was sorrow and stories. They are gone. They “One of your kinsmen came here, many years ago.
are gone, and I weep.” She looks up at the characters, He should have heeded my words; instead, now he too
and her gaze is like a spear of ice. “Others have come is bound to this world of sorrow. I say to you a third time
here, so many others. Stories brought them, and sorrow — turn aside. Go home.”
follows them. To them I said, go home. Live and laugh. If the Heir continues to refuse, the ghost extends a
Turn aside from the quest.” She lowers her head again. bony finger, pointing deeper into the wood, and then
“They never listen. But it has been a long, long time since vanishes.
37
CHAPTER 2
38
M essing A bout in B oats
39
CHAPTER 2
40
M essing A bout in B oats
If the Player-heroes are in dire need, then offer the Heir a for the rest of the combat. However, the oath now binds the
choice. If the Heir takes on the burden of their ancestor’s Heir, and they must dedicate themselves to destroying the
oath, then all the Player-heroes gain (1d) on all attack rolls Hill of Fear — a task no hero has accomplished in all the
and Shadow tests, and enemies lose (1d) on all attack rolls Ages of the world.
41
CHAPTER 3
KINGS OF
LITTLE KINGDOMS
That’s haunted land, they say.
None but a robber would go there.
CHAPTER 3
f you have heard a quarter of the tales about Gandalf, then impressionable Dwarf called Grungi, or even a visiting trader
you will know the sort of dangerous person he is. Off wan- from far-off Dale. (Neither Elves nor Rangers are suitable, as
dering the road without so much as a by-your-leave, drift- should be plain.)
ing from town to town like some sort of vagabond. The
44
K ings of L ittle K ingdoms
45
CHAPTER 3
Finally, they come to a fold in the hills east of Weathertop but they scowl all the while as if meeting with anyone not
(If you’ve moved this adventure, then it’s near some other of their family is a great imposition. In years past, Farrell’s
point on the Road, or a river crossing — anywhere that would father gave grudging shelter to passing Rangers, but of late
make a good lair for outlaws!). Rangers are more likely to be told to stay off his land lest he
Ahead, on a hilltop, they see a fortified farmstead sur- set the dogs on them. Still, while rude and unpleasant, he’s
rounded by a sturdy wall. Smoke rises from its chimney — and not an Evil Man — he may dislike his fellow Men, but he’s
also from the smouldering remains of one of the outhouses. no friend of Orcs.
Some misfortune has recently befallen the place. If the heroes approach the house, run Part 3: The House
Bree-folk or experienced travellers in these parts know of Farrell.
the House of Farrell. The farmer and his kin live on the edge The trail peters out amid the scree fallen from the heights;
of the wild, for Farrell has no great love of people. His sons an extraordinary HUNTING success could find more of a trail
bring their cart into the market at Archet every few months, leading to Part 4: The Ruined Tower (page 49).
46
K ings of L ittle K ingdoms
47
CHAPTER 3
If an adventurer makes themself known, then Farrell the land near the main gate. Unless stopped, the dogs fall upon
Younger asks them for their counsel — what should Farrell the parcel eagerly and devour it. If intercepted, the parcel is
do about his stubborn father? The world is becoming darker found to contain a lump of raw meat.
and more dangerous with each passing year, and old Farrell The two intruders flee back down the hill; they can be
will not change. How long should a son wait for his father followed back to the ruined tower.
to see sense?
SICK DOGS
FIRE IN THE VALLEY If the dogs ate the parcel, then they both fall sick — Osmer
While looking out at the dark valley, and the moonlit rib- poisoned the meat. The dogs perish unless a Player-hero suc-
bon of the Road, a keen-eyed Player-hero spots a flash of ceeds at a HEALING roll.
flame in the distance — a successful SCAN roll allows them
Farrell Awakes
to determine that someone has lit a torch with a flint. The
light vanishes a moment later, but the character now knows
the location of the old watchtower. The next morning, Farrell the Elder awakens, much the worse
for wear. He grumbles about how badly he slept — stupid
BAD DREAMS dreams about a dark tower, or a hill, or somesuch. Oh, the
A sleeping Player-hero has a strange and disturbing dream of adventurers are still here? Well, if they want breakfast, they’ll
a great hill, black against a snowy landscape. Somehow, the have to pay again, given they were no help repelling attackers
character feels that the hill is getting closer, or larger, like it during the night…
is going to crash down on them or swallow them up, like a
wave of earth tumbling into a grave… the disturbing dream
is worth 1 Shadow point (Dread).
The character is not the only person in the farmstead to
have such a dream; some of the servants are troubled by the
same vision, as is Farweld. He interprets it as another vision
of the giant he’s dreamed of before, and wakes in terror, FARRELL’S MADNESS
screaming for help. His young wife Tulla comforts him, but The shadow of the Hill of Fear falls across Farrell
grumbles to anyone nearby that this sort of thing never hap- the Elder in this adventure. His dreams of the
pened back home in Bree, and curses the fate that brought dark hill — and the growing burden of despair
her to this desolate farmstead. that comes with those dreams — may not be
especially important to the events of Kings of Lit-
A SHAPE IN THE DARK tle Kingdoms, but if the Player-heroes return to
One character (ideally, an Elf) senses an eerie presence that the farmstead in later years, they see the effects
troubles their rest. Looking out, they glimpse for a moment of the Hill on Farrell. He seems to age faster and
a shape moving in the valley, and hear a distant howling on faster, and is consumed with thoughts of death.
the cold north wind. A successful AWARENESS roll lets them He grows ever more jealous of the youth of his
spot the dark shape descending towards a tangled thicket sons, and quarrels with them, until eventually he
near the road (the location of the ruined tower.) strikes Farrell the Younger while in a drunken stu-
por, killing the young Man. Over time, the other
INTRUDERS! members of his household flee one by one, until
A Look-out or other watchman spots movement about the only Farweld remains with his father. The two sit
lower slopes of the hill. A successful AWARENESS roll (lose up in the dark of the night, listening to whispers
(1d) due to the darkness) allows them to distinguish a pair of from the ruined tower…
outlaws climbing up. These outlaws do not attempt to enter
the compound, but instead throw a parcel over the wall to
48
K ings of L ittle K ingdoms
RUMOUR tomb, was a library where travellers could rest and peruse the
It’s dangerous to leave the Road. You might fall into some long- teachings of Gwendaith.
abandoned cellar or sunken path, and break a leg, and then where Now, many centuries later, long after the North-kingdom
are you? Lost and alone and meat for Trolls, what’s where! Don’t was divided, the tomb was left unattended and it became over-
leave the path! grown. Mud filled the tomb, and the library was looted. Gwen-
daith’s name and deeds were forgotten. When war came, sol-
OLD LORE diers in the service of some petty king found the remains of
The borders of the former kingdoms are dotted with ruins of watch- the tomb and said ‘here is good stone and solid foundations,
towers and border forts. The heirs of Elendil grew to mistrust each built with craft we have forgotten; let us quarry it to make a
other, and built many castles on their borders as they squabbled over watchtower.’ They discovered the tomb of Gwendaith as they
territory. Then, war came from Angmar, and they built yet more did, but her spirit had gone to whatever fate awaits Mortals,
fortifications to defend against the dark hosts of the Witch-king. and no ghost lingered there. The Men of Angmar overran the
Alas! Many of the secrets of building were lost over the centuries, north, and the tower was forgotten once more, and it too fell
and the Men of the later kingdoms were forced to loot the ancient into ruin. Ruin on ruin, that was the fate of the North-kingdom.
monuments of Arnor for good stone. They tore down palaces and Some years ago, the outlaw Osmer found the overgrown
tombs to build their little castles, and who knows what things of remains of the tower, and saw that it was a good place to
beauty and worth were lost in those dark days? ambush travellers on the Road. However, he could not recruit
more cut-throats to this plan, for it is a superstition among
Background
many in Eriador that the ruins of the old kingdoms are
haunted. Osmer’s solution was to masquerade as a Wizard,
In the days of Elendil there lived a spear-maiden named Gwen- for surely a Wizard could drive away ghosts…
daith; she marched to war as part of the Last Alliance, and won
ocations
honour in the battle against the Enemy. She fought in the siege
of Barad-dûr, and when Anárion was slain, she guarded his body L
so that Orcs and Trolls might not defile it. She returned to the
North-kingdom after the war, and was one of the counsellors of 1. TO THE ROAD
Valandil for a time. She ruled her domain well, and when her The great East Road (or whatever thoroughfare you’ve sit-
daughter was of age she gave up her spear and spent her last uated the tower near) lies in this direction. From the top
years studying and writing. In time, when her work was done, of the watchtower, approaching travellers can be seen at a
she breathed out her last strength and was laid to rest in a tomb distance in either direction, but the immediate area around
built in the fashion of Númenor. This tomb was a monument the tower is hilly and overgrown, offering plenty of cover for
by the Road, a square building of marble that flashed in the stealth or ambush.
young sun. Inside, around the carven sarcophagus, were murals
depicting the deeds of Gwendaith, and travellers came from 2. TO FARRELL’S HOUSE
far away to see this wonder. Above, on the upper level of the Farrell’s farmstead lies in this direction.
49
CHAPTER 3
4. OLD WALLS
The walls of the fallen watchtower are made of stone salvaged
from the old tomb, so in places the stonework is excellent, in
others less good. Weathered carvings leer from beneath the
moss. The gaps in the walls are small enough that a single
fighter could block entry.
Outlaws
Notable outlaws among the Company include:
♦ HAMFAST, the young Breelander that the heroes
were sent to rescue. Impressionable and not that
bright, Hamfast is only slowly realising that he’s not
on a heroic quest orchestrated by a Wizard.
♦ BREGHEL, an ambitious Ruffian Chief who considers
himself Osmer’s right-hand man (for now, at least
— he will switch sides and attempt to take over the
band if opportunity arises).
♦ TAM, an unlucky Man who suffered a blow to the
head years ago. His wits are addled, so he is utterly
convinced that Osmer is a genuine Wizard. He will
stay loyal to Osmer no matter what. Use the stats for
a Southerner Raider.
Hamfast
50
K ings of L ittle K ingdoms
9
3
1
3
51
CHAPTER 3
16 1 4 +1 1
52
K ings of L ittle K ingdoms
53
CHAPTER 3
COMBAT PROFICIENCIES: Chilling Touch 2 (5/12, Seize) A BARGAIN WITH FARRELL THE YOUNGER
If the adventurers only barely repelled the attack last night,
FELL ABILITIES: Denizen of the Dark. All attack rolls are then Farrell the Younger travels to the watchtower in secret
Favoured while in darkness. to strike a bargain with Osmer — if they spare the lives of
Dreadful Spells. Spend 1 Hate to make one Player- everyone at the household, then he’ll serve Osmer. Osmer
hero gain 3 Shadow points (Sorcery). Targets who fail agrees — on condition that Farrell the Younger gives up the
their Shadow test or who are Miserable fall unconscious troublesome adventurers. Farrell the Younger agrees. In this
and may be roused only with a SONG roll. case, Hamfast becomes bait for the heroes: Osmer lets Ham-
Hate Sunlight. The creature loses 1 Hate at the start fast go, and Farrell tells the adventurers where to find the boy,
of each round it is exposed to the full light of the sun. knowing the Wight will ambush them as they go in search
Deathless. Spend 1 Hate to cancel a Wound; spend of Hamfast.
1 Hate to reset to full Endurance if reduced to 0 Endur-
ance. Ineffective against Player-heroes wielding a Bane THE WIGHT RISES
weapon (Undead). Also that night, while most of the outlaws are out attacking
Heartless. Unaffected by the Intimidate Foe combat Farrell’s farmstead, the Wight claws its way out of the grave in
action, unless a Magical success is obtained. the cellar and kills one of the two guards who stayed to watch
Thing of Terror. At the start of the first round of the over the tower, and terrifies the other — he may be found
battle all Player-heroes in sight of one or more creatures shivering in a corner, talking about the ‘ghost’ that came out
with this ability gain 2 Shadow points (Dread). Those of the cellar. The corpse of the second guard is found on the
who fail their Shadow test are daunted and cannot floor of the cellar, arranged with his spear clasped in his hand
spend Hope for the rest of the fight. like some fallen hero laid to rest. At the break of dawn, the
Wight returns to its lair under the earth.
54
K ings of L ittle K ingdoms
HAMFAST TRIES TO LEAVE to strike Farrell’s house from the far side. As the sun sets, he
The next morning, a shaken Hamfast mutters that he wants to descends into the cellar and cuts the bonds around Hamfast’s
go back to his mother Lucinda. Osmer gives a speech, declar- feet so the boy can stand. He then cuts Hamfast’s still-bound
ing that the boy has clearly fallen under the malign influence hand and squeezes his blood over the grave. The Wight wakes
of Farrell. He has two of his loyal henchmen tie Hamfast up and rises from Gwendaith’s grave.
and imprisons him in the cellar for the day. Osmer and his henchmen then make the terrifying climb
That afternoon, Osmer conceives a cruel plan. He has the up the hill, with the Wight stalking them, sniffing the air and
idea of using Hamfast as bait to lure the Wight out of the cellar tasting the trail of blood.
— and then up the hill to the House of Farrell. Osmer knows Unless the Player-heroes intercede, then Osmer’s grisly
next to nothing about Wights, but he has heard tales of the plan works — the Wight catches and kills Hamfast, but then
Barrow-downs, and believes that Wights hunger for the blood of turns on Farrell and his household. Farrell the Elder is slain,
the living. So, he will give the monster all the blood it can drink. and most of the household tries to flee, but they run right
into the arms of Osmer’s other robbers and are forced to sur-
THE THIRD ATTACK render. (Osmer abandons his plans to use the ruined watch-
In preparation for the third attack, Osmer sends all but two tower as a base for his banditry, but the House of Farrell
of his brigands off up the hill, ordering them to make ready works almost as well.)
55
CHAPTER 4
NOT TO STRIKE
WITHOUT NEED
Many that live deserve death. And some that die deserve life.
Can you give it to them? Then do not be too eager to deal out death
in judgement. For even the very wise cannot see all ends.
CHAPTER 4
he land has no king. Now, the Rangers have a spy in that town — her name
Without a king, without law, Men must make is Gwilleth, and she is one of Gurnow’s scouts (see Ruins of
their own justice, and all too often, it is made not the Lost Realm, page 16). She is closely watched by the other
with wisdom, but with brute force. In this adven- brigands and guards loyal to Gurnow, so Orothel forcibly
ture, the heroes are called upon to bring an outlaw to justice. recruited an agent who could move freely in and out of the
When their prisoner claims to have secret knowledge and a watchful town — Orothel captured Jon-a-Leaping and put
higher purpose to his crimes, will the heroes listen? the fear of death in him, telling him that she would kill him
The adventure begins with the Player-heroes escorting if he did not serve her. For some months now, Jon has car-
to Tharbad a captured criminal known by the name of Jon- ried messages back and forth between Gwilleth and Orothel.
a-Leaping. On the way, they discover that the criminal was However, Jon’s fear of being killed by Orothel or by
also an agent employed by Orothel, a Ranger, forcing the Gurnow’s men grew too great for him, and he tried to escape
heroes to choose between completing their original task by returning to his old habits of thievery. He stole money from
or aiding her cause. Depending on how events in Tharbad Gurnow’s house and fled the town…
unfold, the heroes may then aid Orothel in hunting an
emissary of the Enemy.
There are several ways this adventure might play out,
depending on the courage and cunning of the heroes.
OTHER ROADS TO ADVENTURE
58
N ot T o S trike W ithout N eed
Part 1: Jon-a-Leaping
This scene can be set in any small community or homestead doubt Gurnow wants to force Borlas to stay in Tharbad, he
that might plausibly have contact with Tharbad. Bree or Lond collects talented craftsmen like a miser hoards coins.
Daer work equally well. The only way to free Borlas is to ransom him by exchang-
The Player-heroes arrive to hear angry shouts and sounds ing him for Jon-a-Leaping. So, will the heroes bring Jon to
of argument. A small crowd has gathered on the village green Tharbad as their prisoner? The leader has little treasure, but
(or in the hall, or on the shores — wherever the people gather). can offer the gratitude of the community and the promise
The crowd are angry, and their wrath is aimed at a Man who of fine new travelling boots when they bring Borlas home.
might look tough and dangerous under other circumstances,
The Prisoner
but here he is clearly a prisoner. Dried blood from a head
wound encrusts his face and hair. A leader of the community
(for example, the Reeve of Bree, or Queen Nimue in Lond Jon-a-Leaping is sullen and uncooperative when handed
Daer) stands by the wounded Man, appealing for calm. into the heroes’ custody. He is bound and gagged when
“He should be killed for what he’s done!” Shouts someone in first given to them; the Player-heroes must decide whether
the crowd. “He’s one of them Rangers!” Cries another. “Justice!” to unbind him or carry him all the way to Tharbad. If ques-
Shouts a third, and the crowd takes up the cry. “We want justice!” tioned, Jon claims innocence; he says that if he was ever an
The leader raises their hands again and calls for quiet. outlaw, it’s all behind him now, and that any suggestion
“Please! If you take this wretch’s head — and no doubt it is war- that he’s quarrelled with Gurnow is nonsense! He’s still
ranted — then what will become of our friend Borlas? Put aside fast friends with the Master of Tharbad, and anyone who
your anger and think!” The crowd seems unconvinced by these harms Jon will face punishment — If the Players-heroes
appeals for calm. know what’s good for them, they’ll cut Jon’s bonds and set
Seeing the Player-heroes, the leader seizes on them as him free right away!
a way to avoid an ugly confrontation. The leader takes the Unless the Player-heroes are ready to believe Jon right
heroes aside and explains that the prisoner is a away, a roll of INSIGHT suggests that the bandit is not half
well-known outlaw, a thief and bandit named so confident as he seems — his demeanour serves only to
Jon-a-Leaping. In years past he preyed on hide that he is on the verge of panic.
the people of this area, jumping out of Last but not least, a successful SCAN roll notices
the hedgerow to waylay them on the a concealed knife strapped to the inside of Jon’s
road. He hasn’t been seen in this right shin pad (something that is also discov-
part of the world in a few years, but ered if the Player-heroes search the bandit
people remember his crimes well. thoroughly).
He was captured by good fortune
— a girl gathering firewood found PLAYING JON-A -LEAPING
him sleeping, and summoned help A year ago, Jon- a-Leaping was
before he woke. exactly the sort of Man he seems
Now, it’s known (not least at first glance — a cruel, uncouth
through Jon’s own protests and bandit who cares only for his own
threats) that Jon is a friend of interests, who sees himself as a
Captain Gurnow, the ruler of wolf among sheep. Since then,
Tharbad. And it happens that however, Jon has discovered that
one of the people of this village, while he may be a wolf, there are
a shoemaker named Borlas, is Wargs and Dragons in the world
languishing in the prisons of too — the Ranger Orothel terri-
that town — Borlas did noth- fied him so badly with threats and
ing wrong, insists the leader. He stories about the rising Shadow
was charged an absurd fee for that she nearly broke him, and
crossing the ford, just so Gurnow now he hides his fear under
could stop him from leaving. No bluster and threats.
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CHAPTER 4
Meeting Orothel
All roads in the north lead to the Crossings of Tharbad; there
is no better place to cross the rushing Greyflood. The trav-
ellers, therefore, can keep to frequently used paths if they A three day’s journey outside Tharbad (on whatever route the
choose — although that risks running into scouts or brig- Player-heroes take) is a minor landmark called the Watchful
ands loyal to Gurnow. Alternatively, they can strike out cross- Stones. It’s a ring of thirteen standing stones on a low hill.
country to avoid encountering others on the road. Some tales claim they were Trolls caught while dancing in the
Jon’s demeanour changes as the characters draw closer to open; others say that they were raised by nameless kings of
Tharbad. At first, he was full of threats and wild claims about
how Gurnow will punish the adventurers. Now, he seems more
fearful and nervous, although he won’t willingly talk about
what troubles him.
Should a Player-hero threaten him with a successful AWE
roll, Jon admits that his bluster about his friendship with
Gurnow was a lie. He stole from Gurnow in order to escape
the oppressive regime in Tharbad (“It’s awful — everyone’s
watching everyone else, and plotting, and scheming. A man can’t
breathe there!”). The captain does not tolerate betrayal, so if
the characters bring Jon back to Tharbad, they are condemn-
ing him to death! And there’s no guarantee that Gurnow will
honour any bargains made and release Borlas if the charac-
ters do hand Jon over!
If a Player-hero establishes a friendly conversation with
Jon with a successful ENHEARTEN roll, or if Jon suspects any
of the Player-heroes to be a Ranger, then Jon claims that he’s
working for a Ranger. He does not know her name, but she
forced him to carry messages in and out of Tharbad. If he
saw a bonfire or a candle-flame in certain places, he’d know
there was a letter there for him to fetch. Why, if the characters
are also allied with the Rangers, then why not let him go? If
the characters ask him to describe the Ranger, he describes
her as a “cruel old hag with a strange dagger”. Any Ranger rec-
ognises Orothel from this description.
JON-A -SCAPING
If the characters are not vigilant (or as an event
during the Journey), then Jon might slip his bonds
and escape, or take one of the Company hostage
with his hidden knife (if he still has it). If Jon does
flee, then the characters can follow his trail with
a HUNTING roll that leads them to the Watchful
Stones.
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N ot T o S trike W ithout N eed
Men in the Dark Years. Those with LORE know, however, that (If the characters ignore the beacon fire and continue on,
the ring was made by the Elves of Hollin long ago, and that then Orothel follows them the next day, and confronts them
Elf-princes feasted under the stars in better times. on the road outside Tharbad.)
As the characters approach the stones, they see a campfire Waiting in the middle of the Watchful Stones is the ranger
burning on the hilltop. Jon-a-Leaping is terrified by the sight Orothel. She’s angry that she’s camped here for five nights
— it’s the signal that the Rangers want to meet him there. He without any response from Jon, and even angrier that he
alternates between begging that the heroes take him there, hasn’t come alone. Her anger extends to the Player-heroes,
and despairing that all his fates are dire and they should unless any of them are Elves or fellow Rangers, or unless they
bring him to Tharbad so he can throw himself at Gurnow’s already met her in another adventure.
feet and beg for mercy. Jon whimpers and refuses to look at Orothel while in
her presence.
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CHAPTER 4
THE STORY OF OROTHEL other than her own daughter Gwilleth, who has infiltrated
Angrily, Orothel tells her story and explains her involve- Gurnow’s household as one of his scouts.
ment with Jon. She is a Ranger, a protector of travellers in Gwilleth’s position is precarious, and she cannot afford
the wild, and keeps watch for things of shadow. She cap- to give herself away, hence the ruse of using wretched Jon-a-
tured that wretch Jon when he was an outlaw, and put him Leaping. If the Company offers to help Orothel and Gwilleth,
to better use as a messenger. But she hasn’t heard anything she instructs them on how to contact her daughter in Thar-
from Jon in some months, and came here to make con- bad (see Part 5: The Ranger Spy, on page 68).
tact with him — this is one of their pre-arranged meeting
places. She has a friend in Tharbad who likely has news WHERE TO NOW?
for her — she needs Jon to return to the town and make How do the Player-heroes proceed from here?
contact with her friend. ♦ The characters could hand Jon over to Orothel, and
Orothel becomes infuriated when she discovers that Jon see if the brigand returns with the message. However,
has ruined his use as a courier by stealing from Gurnow, this does mean abandoning their original purpose of
and grows angrier still as she learns that Jon fled Tharbad trading Jon for the imprisoned shoemaker Borlas —
and returned to his old life as a brigand. She draws Dragon- and it also means trusting Jon, who has already proven
tooth (her enchanted dagger) and threatens to end Jon on himself dishonourable.
the spot. (Orothel is tired and burdened by Shadow, but ♦ They could reject the Ranger’s plea out of hand, and
not so far gone that she would murder the wretch — she continue with their original plan of trading Jon for the
might, however, scare him so badly that he goes a-leaping shoemaker.
and a-yelping into the wild and is never seen again in this ♦ The characters could agree to enter Tharbad them-
part of the world.) selves and make contact with the Ranger spy. Again,
Orothel is reluctant to discuss her ally in Tharbad; the though, they must decide what to do with Jon — do
ally’s identity is known only to her, and not even Jon-a-Leaping they take the brigand to the rough justice of Gurnow,
knows who the Ranger spy is — they communicate through or leave him to Orothel, or have him serve as a guide
signs and signals, and Jon knows where to look to find written to Tharbad?
letters left by the spy. If any of the Player-heroes are Rangers ♦ They could try rescuing Borlas themselves. The shoe-
of good repute, or if they’ve convinced Orothel of their wor- maker is imprisoned in the dungeons of Garth Tauron,
thiness, then Orothel reveals that the spy in Tharbad is none the mostly-abandoned castle in the heart of town.
CONFUSING KINDNESS AND BLINDNESS more treasure from Tharbad. Gurnow dispatches
If the characters choose to trust Jon, either as a guide some of his guards, commanded by his son Thar-
or by sending him alone into Tharbad, then roll the Feat now, to deal with the miscreants lurking in the
die to determine whether or not he betrays them. As a Watchful Stones. (And to ensure the intruders
baseline, assume that Jon-a-Leaping stays true on a 8+, don’t escape, he sends his best tracker, Gwilleth,
and all other results mean he betrays the heroes and to lead the hunt…)
Orothel to Gurnow. For every good deed or kindness
the heroes showed Jon, add one to the roll. If this comes to pass, use the Southerner Raider sta-
♦ If Jon stays true, he returns to the Watchful Stones tistics (The One Ring, page 146) for Tharnow’s guards,
a few days later with a message from Gwilleth — while Tharnow himself counts as a Southerner Cham-
skip onto Part 6: The Hunt for Déor. pion. Assume there are three guards per Player-hero,
♦ If Jon betrays the characters, then he claims that plus Tharnow. Clever heroes may sneak away rather than
the Player-heroes and Orothel forced him to steal engage in a perilous battle.
from Gurnow, and that they sent him back to steal
62
N ot T o S trike W ithout N eed
Entering Tharbad ♦ Otherwise, they still get invited to the Red Palace
Tharbad is a rotten, soggy town. A generation ago, floods if they seem like dangerous armed adventurers, or
washed out the heart of Tharbad, and what’s left shambles if they ask to see Gurnow. The characters only get
on, decaying ever faster now. There’s an undeniable feeling ignored if they seem like just a band of humble travel-
of desperation in the town, a sense that no-one can be trusted lers, not worth the effort of robbing — and even then,
and everyone’s out to rob you. Only a fraction of the town’s they are still watched…
many ancient buildings are inhabited, but somehow the empty
windows seem as watchful as the ones from which suspicious RESCUING BORLAS
townsfolk glare at newcomers. Guards unsubtly direct new arriv- Alas, poor Borlas. The shoemaker travelled to the market
als towards the Bridge Inn (Ruins of the Lost Realm, page 13) in at Tharbad to buy fur and leather for his workshop and
the shadow of the fortress and the ruined bridge, and also draw ran afoul of a ‘rule’ that one of the guards invented on the
their attention to the copies of the Rules posted everywhere. spot, demanding a tax on any furs carried across the ford.
If the characters have visited Tharbad before, they know When Borlas could not pay, he was thrown in prison. He
their way around the town — and know that while Thar- could obtain his freedom by agreeing to live in Tharbad —
bad is unwelcoming and dangerous, it’s not a bastion of the but that would be exchanging one prison for another, as he
Enemy either. knows he’d be forced to dwell on the isolated Middle Island
However, if this is their first time in the town of thieves, in the river, and his movement would still be dictated by
then play up the paranoia. Tharbad is in the iron grip of a Gurnow’s guards.
gang of cut-throats with a thin veneer of civility; scratch that So, for now, Borlas refuses to give in, and languishes in
surface, and they scratch back. prison.
♦ If the characters openly have Jon-a-Leaping with them ♦ There are two likely ways for the heroes to rescue Bor-
(as opposed to concealing his identity with a hooded las; by convincing Gurnow to free the shoemaker (in
cloak or other disguise), then the guards recognise the Part 3: An Audience with Gurnow), or by breaking into
thief and demand that the characters proceed straight the dungeon of Garth Tauron (see Part 4: The Fortress
to Gurnow’s court at the Red Palace. of Garth Tauron).
Part 3: An Audience
With Gurnow
The Master of Tharbad takes a keen interest in everyone who ♦ LADY STOCK: Gurnow’s wife and mother of his children.
passes through his town — and an especially keen interest in A Noblewoman of the town who clings to the dream of
bands of armed strangers — so he invites the Player-heroes bringing back Tharbad’s glory days when it was the last
to attend his court soon after they arrive. And if those armed remnant of the old kingdoms. Lady Stock hates Rang-
strangers have brought a prisoner for trade, well now! That ers, believing them to be meddling troublemakers.
warrants a place at Gurnow’s table at court! ♦ GURNOW’S LARGELY INTERCHANGEABLE SONS, the
Gurnow’s court is a rough affair. His wife, the aristocratic eldest of whom is the brutal Tharnow.
Lady Stock, tries to maintain some decorum, but her hus- ♦ Lurking in the shadows are more henchmen, includ-
band’s henchmen are mostly brigands and brutes, and it’s ing the secret ranger Gwilleth and ambitious watch
a rare night in the Red Palace that passes without a knifing. lieutenant Tom Brass, who’s always on the look-out for
Gurnow’s court is described more fully in Ruins of the Lost ways to curry favour with the Master.
Realm, page 14, but the key characters present include: ♦ Other members of the court include a collection of
♦ CAPTAIN GURNOW, MASTER OF THARBAD: A former miserable artisans, scholars and assorted worthies that
bandit chief who took over the town. Gurnow’s a petty Gurnow has trapped in Tharbad by threatening their
warlord. He’s surprisingly insightful and cunning for families or imposing upon them punitive fees for leav-
someone who thrived on violence. ing the town.
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CHAPTER 4
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N ot T o S trike W ithout N eed
Background haunt the fortress, but mainly because of the danger of falling
Garth Tauron is an ancient fortress; the foundations of this masonry. Despite its decrepitude, the keep is still a magnif-
place were laid in the Second Age. Many kings have passed icent structure — the largest work of the ancients between
by since then, and it seemed like every one of them was eager Annúminas and Isengard. Much of the keep’s stone has been
to add some tower or bastion or parapet to the castle — until quarried, and a scaffolding supports the eastern wall. Smash-
the last king, and the castle is now slowly crumbling. Today, ing this scaffold could cause an extensive collapse.
only portions of the sprawling castle are usable. In other parts,
one unwary step could send an intruder crashing through a 2. THE NEW KEEP
rotten floorboard, or topple some precarious tower, its foun- Built in the failing days of the Kingdom, the New Keep was
dations gnawed away by floodwaters. intended as a replacement when maintaining the rotting Old
Part of the fortress stands on a rocky outcrop by the riv- Keep proved too expensive. Now, the New Keep too is a rot-
erbank, although later sections extend away from the waters ting relic of elder days, but parts are still used by Gurnow as a
to the north and west. The fortress has been many things in garrison and gaol. Guards stationed here patrol the northern
its long history — a watchtower, a military fortress, a counting part of town, while troublemakers in the market or drunken
house for tribute, and latterly a great palace, then a rotting one, oafs who disrupt Gurnow’s court are thrown into cells here.
and now at last a prison. The fortress walls are riddled with Long-term prisoners (like Borlas, page 67) are kept in the
wounds and scars, and sagely locals insist that one particular dungeons of the Old Keep.
breach in the walls was made by Sauron himself, in the War of
the Elves and Sauron more than 4,000 years ago. (This is, of 3. FIVE TOWERS
course, nonsense — while Garth Tauron was attacked in that These towers, albeit similar in structure, were built at dif-
ancient war, nothing of the fortress of that era survives, bar ferent times over the centuries, and each one reflects the
some deep-rooted foundations and a few stones. Most of the skills and resources available to the builders at the time. The
present fortress is of much newer construction, from either the Arnorian-built towers are magnificent and steady; the ones
last years of the Second Age or the first half of the Third). Of built by the kings of Cardolan are still good, but look like a
late, though, the fortress suffers much more from neglect and pale imitation of their elders; the sole tower built since the
quarrying than the attacks of the Enemy. Half the houses in the fall of the North-kingdom is best not talked about. Walkways
north quarter of Tharbad use cut stone taken from the fortress and perilous rope bridges connect the towers.
walls and towers, and most of the decorative stonework in the
‘new keep’ was removed to the Master’s Palace centuries ago. 4. MOAT
Today, less than a tenth of the sprawling fortress is in use. An ancient canal, green with scum and weeds, protects the
Gurnow uses the place as his grand prison, incarcerating his fortress. There are several culverts allowing boats to be rowed
enemies and debtors in rooms scattered throughout the land- into underground chambers beneath Garth Tauron; these
ward portion of Garth Tauron. Some of the cells are dank were used by smugglers in the past.
pits that flood when the river is high; others are once-grand
chambers where lords and kings formerly gathered. 5. THE GIBBET WALK
Sneaking into Garth Tauron is not at all difficult — the This path atop the River-gate was clearly visible from the old
fortress has many unguarded doors, and even more holes bridge, and can also be seen by any boats on the river or
in the walls. The tricky parts of any rescue attempt is find- travellers heading to the town market. Therefore, Gurnow
ing where in this massive hulk of rotting stone a particular uses the walk for executions and the display of prisoners.
prisoner is kept, navigating the few safe routes through the Troublemakers may be dragged up here and put in stocks
crumbling stonework, and avoiding the guards. for the entertainment of the mob; enemies of Gurnow may
be beheaded and their remains put on spikes.
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CHAPTER 4
7. THE GAOLER’S HOUSE Technically, the gaoler of Garth Tauron is also the master
The position of gaoler of Garth Tauron is a sinecure, an easy of the fortress — making Valandur the current holder of an
job granted to henchmen and allies of Gurnow. The current office more than four thousand years old. No-one knows if
gaoler is an arrogant fellow named Valandur, a cousin of the jewelled rod of office held by the gaoler is the original
Gurnow’s highborn wife. The gaoler’s house is a fine house, symbol of authority granted to the first master of Garth
built of stone taken from the fortress. Previously, the gaoler Tauron in the days of Númenor, but it is certainly
was assigned rooms in the New Keep, but the roof there hundreds of years old.
leaks ever since the floods of 2912.
4
7
8
3
3 10
THE FORTRESS
OF GARTH TAURON
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N ot T o S trike W ithout N eed
Valandur
Valandur belongs to one of the old families of Tharbad,
who pride themselves on their descent from the Sea-
kings of old. The blood of Númenor flows through these
veins, declares Valandur, even though he has only the haz-
iest idea what Númenor was. His appointment as Gaoler
(although he becomes infuriated whenever anyone calls
him a mere gaoler — he is Master of Garth Tauron, keeper
of the fortress of the crossings) was a sop to those aristo-
cratic families so they could continue to tolerate the pres-
ence of a bandit king as Captain. Valandur spends his days
preening and trying to convince his slovenly guards to
behave like Arnorian soldiers. He augments the small sti-
pend that comes with the title of gaoler by taking bribes
from prisoners and their families — a prisoner may not be
released without the permission of Captain Gurnow, but
a prisoner can be moved to more salubrious accommo-
dation, or given better food, or permitted the liberty of
the castle grounds.
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CHAPTER 4
in the town; if the agent (Gwilleth) leaves a candle burning in If the Company is looking for the Ranger spy, A SCAN roll is
the window of a ruined house by night, then she has hidden required to spot the candle at night; the characters can try
a letter in that ruin for Jon (or another courier) to collect. again on subsequent nights. (If Jon-a-Leaping is with them,
The superstitious folk of Tharbad believe that these eerie then there is no need to roll, as he knows just where to look.)
lights signify the presence of ghosts, and stay away from them. The longer the characters linger, the more likely circumstances
And they are wise to do so — Tharbad was besieged by the will turn against them and they’ll have to flee Gurnow’s min-
forces of the Enemy long ago, and the town’s spirit is still ions. Note that there’s a curfew in Tharbad, so it’s forbidden for
scarred. Strange things move in Tharbad by night... anyone to be out after dark without permission from the Master.
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N ot T o S trike W ithout N eed
Gwilleth has been waiting for weeks to get a message out, Now, Déor returned alone some days later, burdened by a heavy
so a delay of another day or so is not a grave concern. Once sack. He spoke long with Captain Gurnow and Lady Stock; about
the characters identify the deserted house on the south side of what, I cannot say. Déor bought a boat and set off north along the
the river, they need to sneak there to recover the letter. Gwil- Greyflood, and I noted that his boat sat very low in the water.
leth concealed her letter inside an old chimney. The letter is It may be that Déor and the Dwarves found treasure in the
obviously unsigned (it is a poor spy who signs their secret mes- mountains, and nothing more. But I thought it strange they did
sages with their own name…), and was clearly written in haste. not return together, and what business he has in the Lone-lands,
The letter describes a suspicious traveller from the south I cannot guess.
named Déor, who claimed to be a Man of Rohan. The spy
Return to Orothel
calls for the other Rangers to watch this stranger. The letter
is dated a month ago.
Orothel the Ranger waits at the Watchful Stones (although if
Brethren, the Player-heroes need rescuing, she could enter the town to
aid their escape). When they return with the letter from her
Of note: a traveller on the Road named Déor, a stranger to these lands, spy, she snatches it from them and reads it swiftly, then gives
who claimed to hail from Rohan. He arrived in Tharbad with only it to the Player-heroes to read before burning it.
scanty belongings, travelling on foot, and stayed at the Road-house. He “An odd tale — but she would not have sent this message unless
spoke little, but I marked that he listened closely. After a week in town, she thought it important. Curse that wretch Jon! If he had not strayed
he departed up the river Glanduin, and returned a month later, much from his task, I would have had this information four weeks ago!
the worse for wear, and complaining muchly of the marshes at Swanfleet. Now this Déor is far gone into lands where even a Ranger would be
I saw him again in the company of some Dwarves, and they hard-pressed to find the trail — but I must try. Several hunters may
departed together, following the valley of the river into Eregion. The have better luck than one alone — will you help me?”
Dwarves returned without Déor, and they seemed to me to be bur- If the Player-heroes agree, the hunt for Déor begins.
dened with great sorrow. The Dwarves set off north along the Road. (Should they refuse, perhaps preferring to bring Borlas back
One was named Flonar; I do not know the name of his companion. home, then Orothel goes alone. See Orothel’s Fate, page 71).
69
CHAPTER 4
The Ambush
cle the base of the hill; Player-heroes gain (1d) on all attack
rolls, and any attempt to withdraw from combat is Favoured.
After a few days’ journey, the characters spot something flut-
tering on a hilltop, like a black flag. Approaching, they dis- AFTER THE BATTLE
cover that it is a cloak, pinned to the ground with a broken Once the Orcs are defeated, the heroes may search the hill-
spear. Lying there is the corpse of Déor. He’s been dead for side and the surrounding area. Examining Déor’s body and
some days; flies and maggots infest his rotting flesh. the traces left on the hilltop suggest he was captured by the
When anyone touches the corpse of Déor, the corpse’s Orcs and questioned before he was killed — there are still
eyes flicker open and its dead hand flashes out to grab hold the marks left by ropes around his wrists, and his throat was
of the nearest Player-hero, clutching with an iron grip. cut with a single knife-wound suggesting an execution, not
a struggle. There’s no sign of his belongings on the hillside,
The horror of seeing a dead body awaken is worth 2 and it’s clear that his corpse was left out in the open as a lure.
points of Shadow (Dread); for the grabbed character, In a shallow cave nearby, the Player-heroes find the rem-
it is a 3 points gain. nants of the Orc-camp. The Orcs have not been here long,
for the cave is not fortified and does not have the Orc-stink
As the dead Déor holds on, his lips move soundlessly, and about it. The Orcs have travelling-gear and some little sup-
dark clouds suddenly gather over the hillside. Keen-eared plies, but not much; at a guess, they left their lair in haste,
characters hear wailing on the wind — the same wailing they stalked Déor along the river, and ambushed him when they
heard on the Isle of the Mother. Spirits are abroad, called had the opportunity. Why the Orcs then waited in ambush
from the dark place under the Hill of Fear to trouble the wak- is not obvious, unless they expected someone to come look-
ing world once more. This time, the spirits do not conjure a ing for Déor.
storm, but weave a cloud so thick and dark it blocks out the Should the characters capture and question any of the
sun, plunging the hills into deep shadow. Orcs, they gain little for their efforts except threats and dis-
Then, as suddenly as it came to life, Déor’s body returns turbing hints. These are Moria-Orcs, and know little of the
to its deathly stiffness, as Orcs emerge howling in counter- outside world. The prisoner says that “Dwarves have come sniff-
point to the spirits in the air. They crawl out of gullies and ing around our mountain, Azog’s place, and they came with Déor.
cave-mouths, and come loping down from the heights. Some There’s no trespassing in Azog’s Place, that’s the rule.”
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N ot T o S trike W ithout N eed
♦ The Orcs say that Snava “is one of the Orc-bosses. A that count as Blessings of COURTESY and PERSUADE ;
strange one. Up from the fire, I’ll wager. Snava will sort those using it counts as a Misdeed (incurring a gain of 1 or
trespassing Dwarves out. Snava’s got power. He’s got friends. 2 Shadow points, depending on the circumstances).
And he’s gone north to sort this matter out.” This talisman was forged in Mordor, and entrusted to
♦ If any of the heroes have dreamed of the Hill of Fear, Déor to aid in his mission.
the Orc prisoner senses this and snarls “You’ve seen it, ♦ The second is an amulet made of some sort of strange
ain’t you? I can smell the stink of it on you. All your fear is shell. This talisman has no magical properties, but it is
coming, and worse! Run west as far and as fast as you can if made from the carapace of the fabled Fastitocalon —
you want to live, because one night soon, everywhere west of the island-beast of the northern seas.
the mountains will be ours.”
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CHAPTER 5
WONDER OF THE
NORTHERN WORLD
When all was ready they assailed and sacked one by one
all the strongholds of the Orcs that they could find from Gundabad
to the Gladden. Both sides were pitiless, and there was
death and cruel deeds by dark and by light.
CHAPTER 5
he wounds of the war of the Dwarves and Orcs From Gundabad to the eaves of Fangorn, from the Blue
are still raw and bloody. Two hundred years ago, Mountains to the Iron Hills, the cry resounded: BARUK
the Orcs of Moria unjustly slew Thrór, who had KHAZÂD! KHAZÂD AI-MÊNU!
been King Under The Mountain. In response, But, as the power of Mordor has grown, the Orcs have
the seven Houses of the Dwarves gathered together to exact returned to their lairs and fortresses in the Misty Mountains
vengeance in the name of Durin’s heir, and for six years they and in the ill-omened reaches of Mirkwood. And they have
waged bloody war in the dark places under the mountains. not forgotten the injuries dealt to them by the Dwarves…
NO CLEAR PATH methodically build support for Floki’s quest for vengeance,
There is no ‘correct’ way to traverse this story. In some sce- and help raise an army out of the Blue Mountains. Maybe
narios, there’s a clear goal for the Player-heroes — they’re they’ll reject Floki’s plea and counsel him to mourn his
trying to find the treasure, or slay the dragon, or destroy brother in other ways, or even decide that the brother was
the One Ring. In others, like this one, it’s up to the Player- a criminal who brought ruin on himself and his followers.
heroes to react to the circumstances and find a path forward Only circumstances and challenges are described
that they can accept. Maybe the heroes will go on a reck- here — it is for the Player-heroes to decide what to do
less chase to rescue the Dwarven prisoners. Maybe they’ll with them.
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The Letter
Floki gives the characters a letter for his brother, as well as a
few silver pennies for travelling expenses. His brother’s hall,
he says, lies north-west of Lake Evendim, far from the habi-
tations of any other living soul. There are tales that the ruins
around the Lake are haunted, and he warns the adventurers
to stay away from ghosts and wights.
Floki’s letter is sealed with wax. If the characters open
it, they find that it is written in the Common Tongue and
discusses Floki’s efforts to quietly plead Flonar’s case to the
Dwarven leaders, and asks Flonar for more money so that
Floki may hire advocates, scribes and lawyers. There is noth-
Floki ing especially strange or suspicious about the letter (opening
Floki is a minor Dwarven noble, a distant cousin of Thorin a sealed letter is a minor Misdeed worth 1 Shadow Point).
Oakenshield, although his elder brother Flonar is the head
of their branch of the family. Floki’s defining trait is his
sheer enthusiasm; he throws himself into any problem or
challenge with full force. He enjoys travelling more than
other Dwarves, and so is often found on the Road between
the Blue Mountains and distant Erebor.
Presently, although Floki dwells in the Blue Mountains, BY ANOTHER ROAD
like many Dwarves in this age of the world, he often talks Alternatively, if your Player-h eroes happen to
loudly of the fabulous wealth of Erebor and how he might be adventuring in the hills around Lake Evendim
one day go there to seek his fortune. on some other quest, they might come upon the
disaster of the Vale of Gold by chance, and be
OCCUPATION: Messenger drawn into the adventure that way. They find the
bodies of the slaughtered Dwarves, and discover
DISTINCTIVE FEATURES: Eager, Proud Floki’s letter to his brother among Flonar’s pos-
sessions, giving them the clue that leads to Part
4: Council Under The Mountains.
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CHAPTER 5
Flonar’s Hall
once attached to it, but was recently hacked off when the Orcs
could not open the chain — and little wonder! The chain is
Following the smoke leads to the Vale of Gold where Flonar forged of Mithril, and cannot be opened without the secret
and his followers settled. It was named for the blazing golden of the clasp or a suitable magical success. Clearly, Flonar had
gorse bushes that cover the slopes, but they are all ash now some treasured item hung on the chain, and would not yield
— as are most of the houses and pens built by the Dwarves. it over to the Orcs no matter how they tormented him. They
What lies in front of the heroes is a scene of devastation and tortured him, they tried to cut the chain, they tried to saw off
chaos — the buildings have been burnt down, and the corpses his head, and in the end they just tore away the iron object,
of a dozen Dwarves lie scattered and dismembered across the suggesting they were in great haste.
hillside. Great black crows peck and tear at their spilled guts, (If this is the first scene of the adventure, then there’s also
cawing and spitting as the Player-heroes draw near. Notably, all a letter in Flonar’s pocket. Scrape away the blood, and it can
of the Dwarves have had their right hand hacked off, leaving be read. It is a letter from his brother Floki.)
only bloody stumps. The hands themselves are missing. There
The Goblins
are a few Orc-carcasses too, left where they fell by their com-
rades, although they have been stripped of any useful gear.
A multitude of Orc footprints mar the churned-up ground, The Loremaster calls for an AWARENESS roll as the characters
dozens of Orc-arrows lie embedded in the corpses — there can search the site. If successful, the Player-heroes hear the yelp-
be no doubt that a large Orc-host was responsible for this attack. ing and cruel jests of Goblins close at hand, and can sneak up
The Dwarven settlement was quite small. There are a few on the foul creatures. If the heroes fail, then the Goblins are
little houses made of river-mud, branches and piled stones, not taken by surprise, and have time to grab their weapons.
and a few ancient cellars that have been partially excavated These Goblins are stragglers that got separated from the
and repaired. The Dwarves had not dwelt here for long, and host that sacked the Vale of Gold. They lingered here to loot
were in the process of building better homes for themselves. the ruins, and were caught by the rising sun. They took shelter
Flonar and his followers only settled here two years ago, after in a cellar, and are whiling away the daylight hours digging
his exile. At a guess, there were at least three dozen Dwarves for hidden treasure.
living here — but counting the bodies, there are only twenty ♦ There are three Goblin Archers for each Player-hero
or so Dwarven corpses, suggesting that some were taken as in the Company.
prisoners by the Orcs. ♦ The Goblins’ shields and helms are marked with a
symbol — the mark of a two-headed Troll. A hero with
Flonar’s Body
ENEMY- L ORE (Orcs) knows that this is the symbol of a
Goblin-band that dwells in the Ettenmoors, far to the
The remains of the chieftain of the Vale of Gold are tied to east of the Vale of Gold, a tribe led by an Orc named
one of the ancient statues that dot the landscape around Lake Hultmar Manyhanded.
Evendim. It is clear that he was tortured before he died; his
76
W onder of the N orthern W orld
THE SPIES OF SAURON thwart his schemes if they learn of them too soon. At this
The War is coming. All across the East, the thralls and stage in his preparations, he must be like a great spider,
servants of Sauron the Terrible labour in preparation for patiently spinning a web to invisibly enmesh his ene-
the final assault. Ever since Sauron returned to Barad-dûr mies, so that they do not realise they are trapped until it
and declared his presence in Mordor once again, the War is too late for a bright sword to cut them free. His spies
has been inevitable. The first stroke must fall on Gondor, must stay hidden.
on the sevenfold walls of Minas Tirith and the crossings Now, the Dwarf Flonar and one of his companions
of Osgiliath, but the defenders there are but mortals, secretly visited Moria, in defiance of the command of
and few mortals have ever troubled Sauron’s thought. King Dáin, who long ago warned that no Dwarf would
No, ever the Eye probes for those few he fears have the walk in Moria while Durin’s Bane yet waited for them
power to defy him. The Istari sent from the West, and there. Dáin made this prophecy as a stripling warrior
the remaining Elf-lords, the bearers of the Three — these, at the Battle of Dimrill Dale, but now that he is King
Sauron believes, are the only forces left that might con- Under The Mountain, it has the force of a royal com-
test his dominion of Middle-earth. mand, and woe betide anyone who breaks it. Flonar
A key element of Sauron’s plan, therefore, is the and his companion sought to enter Moria by a secret
assault on the remaining Elven strongholds. He intends path that he thought was known only to the Dwarves
to encircle Lothlórien, striking at the Golden Wood from and thus avoid the watchers at the Gates. He learned
east and west at once. He has sent his Nazgûl to reclaim from the thief Jari the Wanderer that the archives in
his old fortress in Dol Guldur to prepare the assault from the Blue Mountains contained the key to this secret
the east; from the west, he intends to send the Goblin- door, and stole it.
rabble of the Misty Mountains, and for that he needs Alas! This secret way was known to Thorin’s father
to command the strongholds of the mountains; Mount Thráin, and he yielded it up in the dungeons of Dol
Gram, Mount Gundabad, Goblin-town — and, nearest Guldur after many torments. The door was the very
and greatest, Moria! one used by Sauron’s agents when they crept into
With Moria, he can command the Dimrill Stair and Moria, and when Flonar and his companions used the
the other passes of the mountains, and cut Riven- hidden door, they caused great alarm among those
dell and the Grey Havens off from Wilderland. And spies of Mordor.
should his other spies find the hidden valley, then All this long tale is a prologue: fearing discovery, one
from Moria he can send forth a host to despoil the of Sauron’s spies spied on Flonar’s company, following
Last Homely House. them back north to the Vale of Gold. The spy — another
Sauron has dispatched spies and agents to Moria, Orc, by the name of Snava, (see page 101) — then
to sway the Orcs who dwell there. Their mission must recruited Hultmar Manyhanded to destroy the Dwarves
be one of utmost secrecy — Sauron knows that there of the Vale of Gold, and thus ensure the secrecy of Sau-
are hunters and heroes in Elrond’s household that might ron’s emissaries in Moria…
Reading the Riddle that the Orcs have taken some Dwarves prisoner — but it’s
So — a large band of Orcs crossed hundreds of leagues of certain that the Orcs heavily outnumber the heroes.
the Lone-lands to attack an isolated and obscure Dwarven set- The heroes could pursue them — or they could return
tlement. The Orcs are only a day or two ahead of the heroes, to Floki and the Blue Mountains, and learn more of Flonar
but are likely marching east with great haste. It’s also likely and what might have been taken from him….
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CHAPTER 5
The Orc-
host
though, and they lose all chances of rescuing the cap-
tives before the Orcs reach their stronghold.
The warband that sacked the Vale of Gold is led by a dread-
ful Orc-captain of the north by the name of Hultmar, known The Loremaster can enliven the chase interspersing the nar-
among his kind as the Manyhanded, for it is his custom to take ration with the following events:
the sword-hand of anyone who defies him, Man or Orc. Worse, ♦ THE DEAD DWARF: The heroes come across the
it’s whispered that he possesses some vile sorcery learned in corpse of one of the prisoners from the Vale of Gold,
the secret clefts of Angmar or Dol Guldur, and that he can dumped in a shallow pit. This unlucky Dwarf, Glodi,
breathe life and motion into his collection of rotten hands, so has had his throat slit and his right hand hacked off.
that they crawl like spiders around his lair and strangle the life While a grisly sight, at least it’s proof that the heroes
from his foes. When he was inspired to attack the Vale of Gold, are on the right track.
he gathered his best Orcs and set off from his stronghold in ♦ THE SHADOW OUT OF ANGMAR: Clouds — heavy, black,
the Ettenmoors, the place called Rath Sereg, the Fort of Blood. and full of icy sleet — blow down from the north-
His host consists of some fifty fighting Orcs, and they are east. This bad weather impedes the heroes’ chase, and
accompanied by lesser Goblins who came chiefly for plunder, reduces the amount of daylight (Player-heroes are now
not fighting. The Orcs travel only by night, though the gloomy allowed to make a maximum of one roll each day).
clouds of northern Eriador admit little sunlight, and so they ♦ THE DROPPED TOKEN: As the heroes hurry across
can march long at dusk. By day, they hide in whatever hole or the grey world beyond the North Downs, they spot a
sheltered glen they can find — Hultmar is well-travelled, and flash of gold amid the murk — it is a sprig of gorse
knows the best places to hide from the sun. (Unlike Trolls, from the Vale of Gold, far from home. Someone —
the touch of the sun does not harm Orcs, though they do one of the Dwarven prisoners — took this flower and
find it unpleasant; if the Orcs are caught in the open, they dropped it as a sign.
can just hurl themselves to the ground and bury their faces ♦ THE CRAWLING HAND: One of the heroes spots a pale
in the mud until the searing light passes.) shape scuttling across the rocks nearby. Searching,
they discover a disembodied hand — it is the hand
THE PRISONERS of one of the Dwarves from the Vale of Gold, hacked
In addition to what little gold and iron they took from the off by Hultmar. The hand is now unmoving, and it
Vale of Gold, the Orcs also took nine Dwarves as prisoners. is possible that the grisly trophy was just dropped by
These unfortunates have had their hands bound and ropes the Orcs as they ran — but the hero who saw it would
tied to their beards or necks, to drag them along when the swear it was crawling.
Orcs run. Dwarves are not as swift as Orcs, and Hultmar has
given orders that any Dwarf who cannot keep up is to be killed. THE REAR-G UARD
Hultmar fought at the Battle of Five Armies and survived the
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W onder of the N orthern W orld
At a suitable juncture during the chase (for example, ♦ AIL, a wise old Dwarf sage
should the Player-heroes all fail one round of rolls), ♦ BOFIN, clumsy but lucky
the heroes encounter this rear-guard. There is one Orc ♦ HILVI, a talented weaponsmith
Guard for each Player-hero in the Company. ♦ GLOMAR, a secretive and taciturn hunter
♦ DVARI, merry with his axe
Catching Up With Hultmar If Hultmar murders any of his captives, choose the victim
If the heroes manage to catch up with the Orcs, then they may at random.
attempt to rescue the captives. (Especially brave heroes might
even sneak into the Orc-camp to question Hultmar Many- THE PRISONER’S TALE
handed). If the Orcs have a sheltered place to camp and wait If the Player-heroes rescue one of the Dwarves, either now
out the sunlight, then they set guards to watch over the captives or later in the scenario, then the Dwarf tells them this tale.
during the day. Otherwise, the Orcs bind their captives’ feet Alternatively, if events go awry, the heroes may hear the tale as
and shackle them to an iron spike driven into the ground. The a last confession from the blood-flecked lips of a dying Dwarf.
Orcs also have lookouts stationed around their camp. If multiple Dwarves are rescued (or are mortally wounded),
Hultmar Manyhanded takes his own precautions — he then Alvir, Ail, Hilvi or Glomar are the best candidates.
puts his collection of hands in a circle around him before The Dwarf says that he accompanied Flonar south to the dis-
spreading out on the ground to sleep. The Orcs whisper that tant city of Tharbad, and from there up into the mountains. For
the hands change position in the night, scuttling around Hul- a time, they travelled with a Man from the south, but they parted
tmar and warding off danger. ways before they reached the Redhorn Pass. Flonar and the Dwarf
climbed the pass — but they were not bound for Wilderland. No,
Player-heroes sneaking into a secure camp or cave Flonar had a great secret — a hidden way into Khazad-Dûm! A
must pass a STEALTH roll, losing (1d). Sneaking in way that led to an ancient watchpost overlooking the pass!
when the Orcs are caught in the open is easier, and How Flonar discovered this route, the Dwarf does not know,
the STEALTH roll suffers no penalties. In either case, but the Dwarf leader was hopeful that the Orcs did not know
if the roll fails, the alarm is raised and the Orcs rise of that entrance into the mountain fortress. Flonar even dared
up to slay the intruders. dream that the Dwarves could one day use this route to retake the
city in a surprise assault, just as Thorin Oakenshield’s companions
The captive Dwarves are too weak to fight, and cannot run planned to use the hidden door into Erebor to strike at Smaug.
quickly — the heroes must either find a hiding place or lure Alas! They entered Moria, and found that Orcs had tres-
any Orc hunters away once they escape, or Hultmar’s Orcs passed even into the hidden watchpost. The Orcs must have
may simply recapture the escaped prisoners once night falls. found their way there only recently, for those particular halls
The Orcs will not spend more than a single night searching were still mostly unspoiled and unlooted.
for escaped Dwarves.
A Grisly Homecoming
If the heroes get into a fight with the Orcs, assume there are
two Orc Soldiers for each Player-hero at the start of the battle.
25 days after the sack of the Vale of Gold, the Orcs return to
At the end of each round of combat, roll a Feat die their lair in the Fort of Blood. This fortress lies in the west-
and divide the result by 2, rounding down, to deter- ern Ettenmoors. Long ago, it was an outpost of Angmar, built
mine how many more Orcs join the fray. On an , by Evil Men; now, the ruins are overgrown and inhabited by
Hultmar Manyhanded joins the fray. On a , some Orcs. The ghastly name of the place originally referred to
distraction gives the heroes a chance to flee. the reddish brambles that grow in great profusion there, but
now the title is earned by Hultmar’s practise of smearing the
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CHAPTER 5
Part
4: Council
Under the Mountains
The Loremaster should present this scene if the heroes return than the one inhabiting it, the Dwarf-hold is ancient and
to Floki or bring word of the sack of the Vale of Gold to the vast, and its draughty chambers and rune-scored passages
Dwarf-lords of the Ered Luin. are poorly lit.
Floki’s Grief
If the heroes have not already met Floki, then they may seek
him out after having discovered the corpse of his brother.
Wherever the heroes seek Floki — in Bree, in Ered Luin, or
on the Road — they find him, as if fate is eager to add to
his sorrows.
Floki is appalled to learn of his brother’s death at the Vale
of Gold. He tears at his beard, weeps, gnashes his teeth — and
then rashly swears an oath. If the heroes are his friends, he
invites them to join him. “I swear by Aulë the Maker and Durin
Deathless, by all the Powers of the West and those below in the dark,
that I shall have vengeance. Death to he who slew my brother, and
death to anyone who stands between me and my revenge!” Such an
oath is a perilous and ill-chosen one, but Floki will not be
dissuaded. He urges the heroes to accompany him to the
halls of the Dwarves in the Blue Mountains to gather a force
to hunt down the Orcs.
If the heroes ask about the necklace carried by Flonar,
Floki does not recognise it. He guesses that it was a treasure
that his brother recovered from Moria (in truth, Flonar stole
it from the archives in the Blue Mountains).
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Flonar was a fool; do not let Floki follow him down the heads she clove that day. So great was her renown that
same ruinous path. As for the Orcs who sacked the Vale of word of her prowess reached even the ears of Azog, and
Gold, there is little that can be done about them. They are he ordered his Goblin-archers to target her in particular. A
far away, across the breadth of the Lone-lands, and secure in poisoned dart felled Vilia by the shore of the Mirrormere.
their mountain fortresses. She should have perished, but she fought on, and
She asks if the characters know any reason why the Orcs clung to life. When she awoke, her limbs were as stone.
marched so far to attack the Vale of Gold. If the characters She set herself to a new path; if her limbs no longer obeyed
mention the Mithril-chain, then she bows her head, and says her, then eye and tongue would have to do instead. She
that a key to a secret way into Moria was brought out of the became a historian and counsellor.
wreck of that city by King Thráin I. A copy of that key was held One bold young stripling of a Dwarf once asked if
in the archives in the Blue Mountains. She suspects Flonar she regretted joining the fray, and Vilia answered thusly:
stole it. She asks the characters to keep this quiet — if the “I wish I had not been injured, but I cannot change my deci-
other Dwarves knew that there was a secret way into Moria, it sion. And who knows — perhaps if I had not been there that
might inspire others to the same folly as Flonar. day, the battle would have gone worse for the Dwarves,
If the heroes do as Vilia suggests and ensure that Flo- and more would have perished. No, what I regret is that
ki’s plea is ignored by the council, she promises she will aid I joined the fray without consideration. I was young and
them in future. hot-b looded, but taking up the axe is a decision that
should be made reluctantly, and with due consideration.
The axe-blade comes hot and blazing from the forge, but
it must be tempered and cooled before it is of any use.”
THE CHOICE
When the council resumes, Floki stands and declares that this
insult to the Dwarves cannot go unanswered. His brother is
dead, and two dozen other Dwarves are dead or in shackles!
The Orcs must answer for this! He calls upon the Dwarves of the
Blue Mountains to muster an army and march to war against
the Orcs who did this. Vilia turns to the Player-heroes (especially
any Dwarves in the Company) and asks what they would counsel.
♦ A reasonable request (Resistance 3) would be to follow
Vilia’s advice, and suggest that the Dwarves do noth-
ing rash. They might suggest investigating the Orcs, or
sending a small fellowship of heroes to rescue any pris-
oners. Suggesting this cautious course of action likely
enrages Floki.
♦ A bold request (Resistance 6) would be to ignore both
Vilia and Floki, and suggest a middle ground — mus-
Vilia tering a small raiding party of Dwarves to extract ven-
Some are gifted with wisdom; for others, it is hard-won. In geance upon the Orcs. This would be a highly danger-
her youth, Vilia was an impetuous Dwarf-woman, unwilling ous quest, as the Dwarves would be heavily outnum-
to be sheltered and kept hidden as is the custom for many bered and far from any allies. However, it would satisfy
of her sisters. She took up the axe, and when the call went Floki’s demand for vengeance while also ensuring that
out to the Seven Houses of the Dwarves to avenge the death the Dwarves do not go to war.
of Thror, she answered it eagerly. She was the first through ♦ An outrageous request (Resistance 9) would be to sup-
the gate of Mount Gram, and not little was the count of the port Floki’s call for all-out war against the Orcs.
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CHAPTER 5
THE DEBATE so clear now! There were no Orcs! It was you who attacked the Vale
The time limit of the council is set using the result of the of Gold and murdered Flonar, and then brought this nonsensical tale
characters’ Introduction rolls. All skill rolls can be modified of Orcs to cover up their misdeeds!” Floki snatches up his axe and
by the attitude of the assembled Dwarven dignitaries. attacks the heroes; he is quickly restrained by the Dwarves and
♦ If there are no Dwarves in the Company, then the atti- exiled from the Blue Mountains like his brother.
tude of the council is Reluctant — lose (1d). If the council elects to follow Vilia’s advice, then the
♦ If there is at least one Dwarf in the Company, or the Dwarves choose to do nothing. Depending on how events
heroes know the location of Rath Sereg, then the atti- played out, Floki may be bitterly resentful of the heroes, or
tude of the council is Open (no modifier). just blame Vilia for the decision. Either way, Floki declares
♦ If there’s a Dwarf and the characters have already found his intent to set out in search of vengeance. The heroes may
Rath Sereg, then the council is Friendly — gain (1d). accompany him if they wish.
If the council agrees to follow Floki’s call, then the
In the Interaction phase, the heroes may speak in support Dwarves lend support to the cause against Hultmar and the
of whatever course of action they suggested. Useful Skills Orcs of Rath Sereg. The degree of support depends on the
include: nature of the request.
♦ INSIGHT , to see that many of the Dwarves in the coun- ♦ A reasonable request (Resistance 3) could be asking
cil disliked Flonar and would be loath to go to war to the Dwarves to pay the Player-heroes if they find Rath
avenge him — or to spot which Dwarves are unde- Sereg and rescue any Dwarven prisoners, and if they
cided and might be swayed to support Floki. manage to slay Hultmar. The heroes will be paid 5
♦ BATTLE , to suggest strategies, to tell of the Orcs’ Treasure each for this quest, plus 5 Treasure for each
stronghold, or to warn of the dangers of crossing all of prisoner rescued, plus another 5 each for Hultmar’s
the Lone-lands on a fruitless quest for revenge. head (halve these values on a Success with Woe).
♦ ENHEARTEN, PERSUADE OR COURTESY to speak elo- ♦ A bold request (Resistance 6) could be as above, plus
quently in support of a course of action. the characters may each take two items (either wargear
♦ RIDDLE , to stall or speak empty words. or useful items) from the armouries of the Dwarves, or
♦ TRAVEL , to speak of the dangers of the Wild. a single item on a Success with Woe.
♦ An outrageous request (Resistance 9) could be asking
If the characters speak of the stolen key, it gives an auto- the Dwarves to march to war! On a Success, hundreds
matic success. of Dwarven warriors muster at the Blue Mountains
before marching on Rath Sereg. The Player-heroes may
RESULT: If the council ends in Disaster, then Floki explodes accompany this host to battle, and if they do they will
in anger. He blames both the Dwarves for being cowards, and get all the rewards above. Optionally, a character (espe-
the heroes for betraying him. “Why?! By Durin’s beard, it’s all cially a Dwarf) might be awarded a Magical Weapon.
84
W onder of the N orthern W orld
sailed from the south, and from that fleet came a great host, and L ocations
Angmar was destroyed. The city of Carn Dûm and all the border
forts were razed or fell into disrepair. 1. OUTER WALL
The walls of the fort are overgrown with red weeds and
Background
gorse bushes, and the long slow movement of the earth
has half-buried them in places, but this is still a strong and
Rath Sereg was once a mighty fortress, guarding the southern easily-defended place. The chief gaps in the defences are
approaches to the capital of the Witch-king at Carn Dûm. At the breaches made long ago by the armies of Gondor; these
its height, thousands of soldiers — Men and Orcs — dwelt have been filled with stones, but it’s possible for a company
here, and stranger creatures bred by the Witch-king’s sorcery of fighters to climb these piles of loose stone and gain the
lurked in the dungeons below. The fortress was virtually emp- top of the walls that way.
tied of troops before the Battle of Fornost in T.A. 1975, and
only a handful of sentries remained behind. They watched the 2. GATEHOUSE
horizon, expecting to see the banners of Angmar returning The Orcs have rebuilt the old gatehouse, although they
in triumph, their allies laden down with booty from the sack lack the skill to repair the gates. Instead of the gates of
of Arthedain. Instead, to their dismay, they saw the banners wood and steel that once hung here, these are gates of black
of the Lords of Gondor and the symbol of the White Tree. iron forged in Gundabad. The keeper of the gatehouse is
Had the defenders stayed at their posts, then Rath Sereg a Great Orc named Bataur, who uses his great ring of keys
might have held out for weeks, for back then its walls were as a knuckleduster (Bataur is a Great Orc Bodyguard, see
sturdy and tall, it was well-provisioned, and even a small page 149 of The One Ring). He has keys to both the gate-
few guards could have defended its gates against the might house and the prison.
of Gondor. Had they stayed, then Rath Sereg might have
checked the advance of the enemy, and given the scattered 3. RUINS
armies of Angmar time to reform. But the courage of Evil Most of the buildings of the inner courtyard are just piles of
Men was lacking at the pinch, and they fled. weed-choked rubble. Goblins lurk amid the debris, armed
Prince Eärnur of Gondor ordered that the fortress be put with wicked darts and bows.
beyond use. There was no time for even the skilled sappers
of Gondor to level Rath Sereg, but they collapsed much of 4. TOWER
the underground cellars and dungeons, breached the walls This tower, built atop the remains of the burnt-out keep, is a
in a dozen places, and set such a blaze in the main keep that pallid imitation of the matchless Barad-Dûr, at least in Hult-
the very stone melted. mar’s delusional mind. To most, it appears as a rough-made
Rath Sereg laid in ruins for many centuries. At times, Orcs watchtower of black stone and steel, erected above a grisly
or Men dwelt here again, for even the wreck of a mighty for- hall where Hultmar holds court — but he has grand plans
tress is a strong place, but it was not until the Orc-lord Hult- for expansion. Dwarven prisoners from the Vale of Gold are
mar came here after the Battle of Five Armies that any work put to work by day building the tower.
was done to rebuild the fortress. The Orcs could not rebuild
the central keep, but they have mended up the gaps in the 5. FORGE
walls with loose stones, and excavated enough of the tunnels A crude forge for the making of weapons and armour. Other
to house an army of Orcs. Hultmar dreams of rebuilding Dwarves are forced to work here.
Rath Sereg into a mighty fortress and establishing himself as
warlord of Angmar. 6. ORC-WARREN
Tunnels and caves used by the Orcs. Some are the old
HULTMAR’S GUEST cellars of the fortress, cleared of debris; others are the
Also present at Rath Sereg is the key villain of the whole cam- worm-like tunnellings of Goblins. There are hundreds of
paign — the Mordor Orc Snava. He travelled to Rath Sereg Goblins in these warrens, far too many for any hero to
after his secret lair in Moria was disturbed by Flonar, and defeat in battle.
convinced Hultmar to mount the raid on the Vale of Gold.
Now that the meddling Dwarves have been dealt with, Snava 7. PRISON
intends to continue on north to the Hill of Fear. However, Dwarven prisoners are kept chained up in this cave when not
he has yet to depart. working in the forge or on Hultmar’s tower.
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CHAPTER 5
NO, SERIOUSLY,
DO THE HANDS MOVE OR NOT?
Ambiguity is often spookier than certainty. A giant
spider lurking in the dark tunnels of Cirith Ungol is
scary, but so too are three-headed vulture statues
that never act, never move, but just stare. If you
describe Hultmar’s severed hands as moving, then
that’s almost to be expected in a fantasy game full
of ghosts and Goblins. If the hands are just there,
or drop to the ground from above in unexpected
places, and the Player-heroes cannot tell if they are
actually alive and moving or if it is just a series of
coincidences and cruel Orc-jests, it’s much more
disconcerting.
56 2 7 +3 4
86
W onder of the N orthern W orld
9. HULTMAR’S LAIR
The Orc warlord’s chamber is filled with maps of Eriador —
mostly stolen from Dwarven travellers, although there are
some old parchments obtained from the thieves of Tharbad
too — and schemes for conquest. In a heavy iron-bound chest,
he keeps most of the treasures taken from the Vale of Gold
and other raids, together with a great amount of Moria-gold
given to him by Snava as payment for the attack on the Vale
of Gold. All in all, this is a Greater Hoard of Treasure.
RATH SEREG
6
7
10
8
87
CHAPTER 5
88
W onder of the N orthern W orld
However, if the Dwarves come in force with the heroes, Then… the wind shifts, blowing from the north with an icy
then there is a great battle between the Orcs and Dwarves. breath, and, once again, the heroes hear that same howling
Orc watchers see the approaching Dwarves from a distance, of evil spirits loosed from the Hill of Fear. Unnatural dark-
and at first it seems like the courage of the Orcs wavers, and ness swallows the fort, and the Dwarves are dismayed by the
that they might break and flee even before battle is joined. terror of the spectres. At the same time, more Orcs join the
Then Hultmar rushes up to the top of his tower, and blows fray. They march under the banner of Mount Gram. These
his horn. “To the walls, dogs! Stand and fight! Let them break upon fresh Orcs attack the rear of the Dwarven host.
us!” The Orcs scramble for the safety of the fort, scurrying up Outnumbered, overwhelmed by the howling spirits,
the half-built walls and slamming the great iron gates behind exhausted by the day’s battle, the Dwarves have little hope
them. Goblin archers huddle atop the walls, bows at the ready. of escape. A few might break the encircling line of Orcs and
Mighty Orcs roar behind the gates. (If the Dwarves have the escape across the plains, to be hunted down by Orcs. Of
wit to attack when the sun is high in the sky, the Orcs must course, the actions of the Player-heroes might affect this fate
cower in the shadows of the fort, and cannot guard the walls — if they drive the spirits away and rally the surviving Dwarves,
as much as they should.) they might be able to eke out a bitter, hard-won victory, or
Now, Rath Sereg is well-fortified, but not enough of it has at least ensure more of the Dwarves escape with their lives.
been repaired to withstand Dwarven siegecraft. When battle
is joined, the Dwarves quickly identify the weaker sections of
the walls, and hew at their foundations. Other Dwarves armed
with great shields guard the sappers. The Orcs make several
sallies, trying to stop the sappers; the Player-heroes may be THE RANGERS ARRIVE!
instrumental in countering these assaults. If the heroes aided Orothel the Ranger, or if they
Near dusk, the Dwarves have dug enough to undermine are allies of Gilraen, then the Rangers of the North
one of the filled breaches in the wall, and with a great cry might arrive out of the grey mists in the nick of time,
of triumph they knock away the supports. There comes an stern-faced warriors striking in the rear of the Orcs’
avalanche of stone as the wall gives way, and then amid the lines to give the Dwarves a chance to reform and
dust and debris, the Dwarves advance, a wedge of steel push- retreat. The Rangers are accompanied by the sons of
ing into the heart of Rath Sereg. Iron-shod boots trample Elrond, their swords flashing as they drive back the
the red flowers, and it seems as though the Orcs are on the spirits and lift the hearts of their Company with song.
verge of defeat. Cowardly Goblins flee to take refuge in the Different Patrons might provide different aid
Orc-warren, or scramble over the walls at the rear of the fort, to their allies — Balin might show up with Dwarves
away from the Dwarven advance. from the Blue Mountains, or Círdan might send Elves
It seems as though all is lost for the Orcs. If the Player- from the Havens. Gandalf might arrive in the nick of
heroes are in the thick of the fighting, they may encounter time, light blazing from his staff to dismay the Orcs.
Hultmar Manyhanded and his retinue as they make their last
stand in the ruins of the keep.
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CHAPTER 6
THE QUEST OF
AMON GURUTHOS
Get out you old Wight! Vanish in the sunlight!
Shrivel like the cold mist, like the winds go wailing,
Out into the barren lands, far beyond the mountains!
Come never here again! Leave your barrow empty!
Lost and forgotten be, darker than the darkness,
Where gates stand for ever shut, till the world is mended.
CHAPTER 6
he heroes set out on a journey to the far north, to the Forodwaith, around the Ice Bay of Forochel. So, one pos-
seek answers among the folk of that region. Long sible path would be to retrace the famous journey of Arvedui
is the journey, and perilous, but the characters Last-king, and go north along the Ered Luin to the barren
may find friends amid the snow and ice — even lands of the Cape of Forochel. Another option is to take the
friends unlooked-for. long road to Lond Daer (or the Grey Havens, if the charac-
The Forodwaith — the northern waste — is a land vir- ters are friendly with Círdan) and sail around the cape into
tually unknown to most people of Middle-earth. In ancient the frozen waters.
times, it lay under the dominion of the Enemy, for the for- The bravest option is to follow the path that the unfor-
tress of Angband lay in that region. Elves crossing from the tunate Déor probably intended to tread, and follow the
West made their way through the icy wastes, but not even the line of the Misty Mountains past the dreadful haunted
great mariners of Númenor braved the crushing ice-fields ruins of Carn Dûm, and come into the Forodwaith from
and treacherous bays. Mortals have long dwelt there, a hardy the south.
and secretive folk who learned to survive in the cold lands. If the Company approaches Forochel from the west, run
The heroes have met one such tribe in a previous adven- Part 1: Cold Welcome. If they approach from the south, skip
ture — the folk of Jagat, who dwelt in the western portion of straight onto Part 2: The Wasteland.
THE CHOICE OF PATHS For Player-heroes who need a little more prompting:
There are several clues that might set the Company on ♦ Characters who undertake to Gather Rumours during
a path leading north. a Fellowship Phase hear stories of bad dreams and
♦ The Player-heroes have found the shell amulet on ill-omens among the few folk who dwell in the
the corpse of Déor — its possession implies a con- northern reaches of Eriador. The Elven travelling-
nection to the Snowmen of Forochel. If Déor was companies speak of sinister voices on the wind.
a spy out of Mordor, why was he on his way to the ♦ A Patron might send the characters north to inves-
Lossoth? tigate the growing threat of the Hill of Fear. Gan-
♦ Similarly, if the heroes triumphed at the fort of dalf, Balin, Gilraen or Bilbo might recommend the
Rath Sereg, then clues found there in Snava’s landward route past the ruins of Carn Dûm; Cír-
chamber point north too. dan recommends travel by sea. Tom doesn’t care
♦ They might even set off into the North in search how the characters get there, as long as it rhymes.
of the Hill with no more guidance than the vague ♦ Elwing of Lond Daer might bring word of peril
rumour that the Hill of Fear lies somewhere from the North, carrying a message from Jagat of
beyond Carn Dûm, or follow their dreams or the the Lossoth. She tells the heroes that the peo-
guidance of their Patron. ple of the Uttermost North are troubled by foul
dreams and evil forces, much like they encoun-
tered on the Isle of the Mother.
92
T he Q uest of A mon G uruthos
Planning the Expedition travelling; Journey Events targeting a Hunter may force
Reaching the far northern expanses of Forodwaith is such a the Company to delay for a short time, but do not force
long journey that the Company likely needs to carefully plan them to turn back.
their route. There is little good hunting north of Evendim,
so the Player-heroes cannot rely on living off the land, and Foraging in the Northern Waste is so difficult that
would be wise to find a place to resupply en route. all HUNTING rolls are Ill-favoured, and increase the
The regular Journey rules assume that the characters Fatigue penalty for a failed roll by 1.
are travelling in lands where they can find food while
93
CHAPTER 6
A Council with Egel set, who will aid the Lossoth? Is it not wiser for the Lossoth
Egel gathers the heroes around his campfire, but the leaping to do what they must to survive?
flames cannot drive away the chill of his glare. If convinced to aid the Company, then Egel warns the
The Loremaster can use the following guidelines to evaluate Player-heroes about old tales. It is easy, he says, to find the Hill
what the Company asks of him, applying the rules for councils: of Fear. They will see it on the horizon if they go east; indeed,
♦ Reasonable requests (3 successes required) might be there is no avoiding it. It will find them even if they do not seek
asking for food and basic provisions for the crossing it out. But the hill has a nightmarish property — no matter
of the Ice Waste, or asking Egel to tell the characters how long you walk towards it, it recedes, always lurking out of
what he knows of the lands to the east. reach. And if you turn away from it, it pursues you until you
♦ Bold requests (6 successes required) might be urging can see nothing but that dark shape, until it drives you mad.
Egel to take his tribe across the Ice-bay, or asking for There is only one way to reach the Hill, and it is a perilous
guides and other supplies such as Lossoth-style cloth- one. The Player-heroes must find a ruined castle of Angmar
ing in the journey across the Forochel. in the hills far to the east where an ageless sorcerer dwells.
♦ Outrageous requests (9 successes required) might be The tales say the place is called Sennas Gaer, and that the
telling Egel to fight against the darkness of the Hill of sorcerer holds the path to Amon Guruthos.
Fear, and to rally the Snowmen against the Enemy. If the characters show Egel (or Jagat) the shell amulet from
Déor’s corpse, they identify it as the sigil marking oaths taken
Egel is Reluctant, so the Player-heroes lose (1d) by default. If by the Lossoth of that region to serve the lord of Sennas Gaer,
Jagat vouches for the heroes, Egel is Open (no modifier). and to lend assistance to any messenger who bore such a device.
They gain (1d) if the heroes are especially Friendly with Egel,
or if they undertook a Hunt with the Lossoth (see page 40). THE AID OF THE LOSSOTH
Skills like COURTESY and ENHEARTEN work best here; Should the Player-heroes convince Egel to send guides with
attempts to browbeat proud Egel with AWE or confuse him them, then Egel sends Jagat and two of his warriors to escort
with RIDDLE are likely to backfire. the Company to the edge of Egel’s territory. Egel warns Jagat to
turn back before he sees the Hill of Fear with his waking eyes —
WISE WORDS it is one thing to dream of the Hill, and another thing to see it.
In conversation, Egel reveals that a darkness has returned to
this land; the Hill of Fear is awake once more. Ancient tales Being guided by the Lossoth allows the Player-heroes
handed down from the dark days speak of the power of Ang- to gain (1d) on any AWARENESS , EXPLORE , HUNTING ,
mar and the Great King in the North, of whom the Witch-king and TRAVEL rolls made while travelling in Forodwaith.
was but the shadow of a shadow.
Those tales speak, too, of Sea-kings and Elf-princes with Egel may also outfit the characters with snow-shoes, Lossoth-
bright swords who drove the Witch-king away. Where are these style coats and furs, and other supplies for surviving in the
heroes now? If there is darkness even when the sun does not north (see Across the Ice, below).
94
T he Q uest of A mon G uruthos
Snava’s Malice The heroes glimpse Snava the Orc in the distance. Spotting the Company, Snava might call down
Orcs from the mountains, or summon the spirits of the Hill of Fear to delay them while he heads
for Sennas Gaer.
1 Dreams of All the Player-heroes are tormented by dreams of the Hill of Fear, rising like a dark wave.
the Hill All heroes gain 2 Shadow points (Dread).
2 Snowstorms Terrible snow storms make travel virtually impossible. This counts as Severe Cold, or Moderate for
all those who wear Lossoth-style clothing and furs (The One Ring, page 134).
3 Not Welcome The Company comes upon an eerie icon of woven branches and animal bones — a warning from the
Here people of this land that they are not welcome here. All heroes gain 1 Shadow point (Dread).
4 Perilous Call for an EXPLORE roll; if the Company’s Scout fails, they fall into a hidden chasm — a Grievous
Crevasse Fall (The One Ring, page 134).
5 Fell Shades Wraiths from the Hill of Fear torment the player-heroes (use the stats on page 109).
on the Wind
6 Hunter Ambush The hunters lie in wait for the heroes, lurking in the woods or concealed in the snow.
7 Ancient Ruins The travellers come upon an ancient ruined keep that dates back to the days of Angmar. It’s intact
of Angmar enough to offer shelter from the cold, but evil yet sleeps in those old stones.
8 Chance-meeting In this empty land there are no other travellers — and yet the heroes spy someone moving in the
distance. Is it one of the Lossoth? A messenger? Aya of the Unwilling (page XX)? Or a shadow of
the past, a ghost against the snow.
9 Shadow of The heroes see a pack of hunters (see page 39) pursuing them. How do the characters deal with
the Hunters this threat? Hide? Turn and fight? Or press on and hope to outdistance their pursuers?
10 Wonder of A strange sight unknown in the southlands — a huge elk, perhaps, a glacier glittering in the sun-
the North light, or a river of churning ice. One character in the Company recovers 1 Hope.
A light in The clouds part for a brief moment, and a light shines from the far west — it is the light of Eärendil,
the North the Flammifer of Westernesse! The Valar have not turned their faces from Middle-earth. All heroes
may reduce their Shadow by 2.
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CHAPTER 6
96
T he Q uest of A mon G uruthos
Now, there was one Man of Angmar who proved espe- hidden glades and caves, rarely encountering the other folk
cially worthy of the Witch-king’s tutelage. He learned well, of Middle-earth. They delight in shadow and twilight, and
and served loyally, and was in turn rewarded with wealth and see little point in speaking to others. While they took no
power and the secrets of sorcery. To him were given many part in the wars between the Dark Lord and the other Elves
things — dominion over the wide lands of the north, and care of old, still they were hated by Sauron and his followers, and
of the sacred Hill of Fear, and a magic ring that extended his so they have been hunted and tormented. Some, it is said,
life, so that he lived on and on even as his sons and his sons’ have even turned to worship of the dark, but such tales may
sons grew old and died. be lies spread by Sauron.
And yet, when the war came, the lord of the house rode Few of these curious Elves remain in the Third Age, and
away south with all his knights, and there he was mortally none west of the Misty Mountains. It is virtually certain that
wounded in battle. He fled the field and returned to Sennas none of the Player-heroes have met an Elf of Aya’s kind before.
Gaer, and there — for all his power, for all the gifts of the
Witch-king, for all his magic — he shared the same doom as
all mortals, and died. Aya of the Unwilling
Angmar fell, and the castle was abandoned. It fell into Aya may be among the last of her kind in Middle-earth.
ruin; the Lossoth shunned the place, believing it to be Most of her kindred fell prey to misfortune, or were hunted
haunted. by the servants of Mordor, or have so faded away that
Then from the east came a stranger, and she took the they are quite invisible to the eyes of mortals. She has
ruins of the castle as her home for a few centuries. Her name been alone with only birds and beasts and the occasional
is Aya; she is an Elf, but not of any of the Elf-kindreds com- mortal for company for many, many years; to her, all the
monly encountered in the west of Middle-earth. She comes world is like a passing stream, and she is all that remains
from a branch of Elf-kind who never saw the light of the timeless. The Elf-havens of Rivendell, Lórien and Mithlond
Blessed Realm, and instead hid from the messengers of are preserved, frozen in time, but Aya has no such refuge.
the Valar. They are a secretive and strange folk, dwellers in She sees only the changing world.
She came to Sennas Gaer seven hundred years ago,
more than three centuries after the defeat of the Witch-
king. Back then, the Hill of Fear was dormant, but the place
still fascinated her. As one of the Eldar, Aya does not share
in death, the Doom assigned to mortals when the world
was made. Amon Guruthos is the Hill of the Fear of Death,
and in its presence even the undying can taste the terror
reserved for mortals.
Aya is a strange, fey creature. In temperament she is
more like an Ent or child than some wise Elf-prince like
Elrond; she is curious about the world, but in a detached,
almost alien manner. She considers herself neutral in the
great struggle between the Free Folk and the Shadow,
and would hide from the princes of the Noldor as swiftly
as she might from the forces of Sauron.
To Aya, the Player-heroes are a novelty, an entertain-
ment. She is fascinated by these strangers; much as a bored
child might put a fallen fledgling bird back in a nest, she
desires to keep the characters away from the Hill. At times,
her mask slips, revealing her own loneliness and confusion
— she still does not know her place in the world.
OCCUPATION: Hermit
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AN UNEXPECTED GUEST He’s done with them, He’ll come for you, and oh, won’t that be a glo-
In the midst of this strange feast, there is the sound of foot- rious day. We’ll finish what Angmar started, mark my words, and
steps, with one foot dragging, then comes a knock at the smash your little towns. Drive the Elves into the Sea and burn all
door. Aya frowns and says, “Ah, the wretch has returned. Heed their pretty ships. All the mountains are teeming with our lot — the
me — there shall be no violence under my roof, or my curse shall fall mountain-maggots ain’t much good, but we’ve got a hundred of ‘em
upon thee! I take no side; I have no enemy.” She bids one of the for every one of you.”
characters to open the door. “And there are other things, too, older things, that we’ll whip up.
Waiting on the doorstep is a figure wrapped in a heavy Yon hill for one — He made it in the first war, and I woke it up. Fed it,
cloak, encrusted with snow, one hand raised against the wan too — it likes a bit of meat, and there are plenty of hungry ones below
sunlight, the other grasping a strangely-carved staff. The fig- who smelled the blood. There are things not even the Elves know, and
ure is neither Man nor Elf, but an Orc. This is Snava, the spy oh, they’ll be ready when the big push comes. They’ll be ready, my friends
who ordained the attack on Flonar’s camp, who commanded — and you’ll all be dead. The last war is coming, and you’re going
Déor’s death, and who woke the Hill of Fear. He is a spy from to lose. Want my advice? Bow to Him. Bow before the Dark Throne,
Minas Morgul, an Orc-messenger steeped in sorcery and evil bow before Lugbúrz, and maybe the Eye will look upon you with pity.
cunning. He snarls in alarm at the sight of the Player-heroes. Elseways…” He draws his finger across his throat and laughs.
What do the characters do? Strike him down or welcome If asked about the Hill of Fear, then Snava laughs. “No
him in? harm in telling you. No harm in telling. It’s your ending, that’s what’s
♦ ATTACKING SNAVA: The Orc is a dangerous foe, even down there. The end of everything. I’ve seen it. I’ve seen it with my
when fatigued from a long journey, and he knows how own eyes, my friends. I came back to do the rites and open more of
to call on the evil spirits of the Hill of Fear. If attacked, the gates, but killing me won’t stop it. It can’t be stopped now. His
Snava turns and flees, running into the wilderness power is rising, and your time is over.”
towards the Hill of Fear where the characters cannot The one thing that can give Snava pause is the sight of the
follow. Aya is infuriated by the characters’ abuse of her sword Estelang. The Orc flinches, then laughs. “So you’ve dug
hospitality, and curses the character who struck the up some old ironmongery. I’ve heard tell of that blade. Doesn’t matter.
first blow. Aya’s curse has power — for the rest of the Know what happened to the last Man who brought that sword here?
character’s life, any Company they are part of loses (1d) He went mad and ran away. And everyone who came with him died.
in all Councils. He abandoned them to die down in the dark, or so the story goes.”
♦ INVITING THE ORC IN: Snava limps into the cottage
and takes a seat in the corner, glaring suspiciously at EVENTS IN THE NIGHT
the heroes around him. “Telling tales, are we? Stories by A night spent with such a diverse group of guests under the
the firelight? Well, I’ve a tale for you, and it’s the only one same roof isn’t likely to be uneventful — in particular, two
that’s true. But I’ll wait my turn. You get your stories, and things may come to pass.
mine comes last.”
SNAVA STEALS THE SWORD: If the Orc Snava sees that a Player-
If asked why an Orc is welcome under her roof, Aya explains hero carries the sword Estelang, he could creep into the bed-
that Snava has been here before. “He first passed this way a few room of the swordbearer and try to steal it. The character (or
years ago, looking for Amon Guruthos. I put an arrow in his leg when I the Look-out, if the heroes set a watch) gets an AWARENESS
saw him — Orcs have hunted me in the past. But he begged me to spare roll to spot the sneaky Orc; if spotted, Snava makes a lunge for
him, and I did. I have no enemies. I do not judge.” Still, she remains the sword. If he gets away with the blade, he intends to throw
wary of Snava, and does not get within reach of his knife. it into the bottomless well atop the Hill of Fear (page 106).
If any of the Player-heroes mention the sword Estelang, If Snava has no opportunity to steal the sword, then he
then Snava’s eyes glitter with interest. stalks the Player-heroes as they travel the Witch-king’s Road
(page 103). Optionally, he might call upon the Evil Men who
THE ORC’S TALE dwell nearby, invoking their old loyalty to Angmar so they aid
Once all the characters have spoken, Snava clears his throat him in pursuing the heroes.
with a foul noise. He grins, clearly enjoying this rare oppor-
tunity to torment the heroes. AYA’S OFFER: If any of the mortal Player-heroes have attracted
“I don’t have pretty words like you, and my story ain’t about long- Aya’s attention, and the characters have not suggested a way
agos and never-wases. Listen well — the Great Eye is looking north for her to find solace (see page 99), then the Elf approaches
across the River. He’s got the filthy Tarks to deal with first, but when them in private, almost shyly. “The Orc is right. I fear there can
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T he Q uest of A mon G uruthos
be no escape from the Shadow, and all efforts to fight it are in vain.
But neither will I give in. I will find what joy I may, in the time that
is left to me, however long or short that is. You could come with me.
I have this.” She holds up a jewelled ring — the same ring the
characters saw on the statue outside, the ring of Gurgolwen.
“This will not let you escape the doom of mortals, but it will delay it a
little while. Take it, and we shall flee together, and hide until the end.”
Aya’s offer is genuine — she no longer wishes to reside
here, and believes that struggling against the Shadow is futile. THE RING OF GURGOLWEN
The ring, too, is a genuine magical item. While this ring has been sullied by the hand of Sau-
Accepting Aya’s offer immediately means the chosen char- ron, who took it from the workshops of the Jewel-
acter leaves the campaign. However, a character could prom- smiths in Hollin of old, it is still a potent item. It has
ise to return to Aya after the Quest of Amon Guruthos, or the Blessings of AWE and CRAFT , and also prolongs
suggest one of the options under Solace for Aya (page 99). the wearer’s life indefinitely, though the joy of life
fades — while the ring is in their possession, the
48 2 6 +4 4
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RUMOUR Heroes tried to put an end to the malice of the Hill of Fear, but
“I’ve dreamed of this dark hill for a while now. Maybe I dreamed none succeeded. At times, its power faded and the Hill withdrew
of it when I was young, once or twice, but these last few years, it’s from the minds of Men; but that was temporary, the shadow returned
haunted my dreams every night. It’s strange to be scared of a hill, and the Hill troubled the world once more.
isn’t it? A hill can’t hurt you. Hills are just… there. In later years, the Hill of Fear was a stronghold of Angmar, and
I think that’s why it scares me, somehow. It’s there, and it’s the Witch-king presided over the rites. From the hilltop, he called up
always been there, and it will always be there. And I won’t. It gets evil spirits, and sent them to trouble the sleep of the North Kingdoms.
into your head and reminds you that you’re… fleeting. The child After the defeat of the Witch-king, it is said that warriors from the
who dreamed of that hill is gone like the winds of spring, and the House of Elrond entered the hill and found it deserted, and so it
Man who dreams of it now grows old and tired, and the hill’s must be hoped that an end has come to this malice of Morgoth.”
unchanged. It’s like it’s… no, that’s a foolish thought.
Background
Hills don’t eat people.”
OLD LORE The Hill of Fear was made as a tool of domination, a way for
“Of old, the Great Enemy Morgoth raised his fortress in the uttermost Morgoth — and, in latter years, his acolytes and followers
north, and declared that all Middle-earth was his dominion. He — to rule over the minds of mortals. The Elves are wise, for
put forth his power to claim the land. The Hill of Amon Guruthos in their tongue this place is Amon Guruthos, the Hill of the
rose like a dark wave, a bastion of his malice, and there of old the Shadow of Death. It is a monument to remind mortals that
fathers of the fathers of Men held dark rites in worship of the Enemy. they shall inevitably die. Once this horror was impressed on
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T he Q uest of A mon G uruthos
mortals, it was easy for Morgoth to deceive them with prom- spiked pit each time (a Grievous Fall, as per The One Ring page
ises of eternal life and woo them to his service. 134). This was a defence against intruders, for only those who
Morgoth conjured this utter terror by means of a magic had been initiated into the secret of the Road would know
mirror that reflects only the unknowable, eternal void beyond when to turn aside.
Creation, the infinite darkness untouched by the light of the With torches, the characters could easily avoid this sim-
One. From this void, the Witch-king would later call forth the ple trap. However, they are in a place of great malice; as they
spirits now known as the Barrow-wights, and other evils beside. make their way along the road, there’s a sudden gust of icy
wind that threatens to extinguish all the Company’s torches.
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5. IMPASSABLE REGION
This line marks the closest that the Player-heroes can approach
the Hill of Fear without taking the Witch-king’s road. The
magic of the Hill is almost impossible to overcome — a Wiz-
ard or an Elf-lord in full wrath might be able to break through
the sorcerous barrier and open the way, as can a Player-hero
with a suitable Magical Success. The magic also only works
on those who have never set foot on the Hill; after the Player-
heroes reach the Hill via the Witch-king’s Road, they can return
freely (not that they are likely to have any reason to come back,
one way or another, once the quest is done).
110), and leads down to the Worm-lair
6. THE DESOLATION (13). The tunnel widens in places and
The empty region around the Hill of Fear. There is no shelter, narrows in others; a Hobbit or small
no cover, nothing between the Player-heroes and that awful Dwarf could easily sneak down, but a
dark tor. As they approach, it seems to grow taller, towering over large Man would be hard pressed to
them like a dark wave. Ask each Player-hero to describe what squeeze through without getting stuck
their character secretly fears will be found beneath the Hill. or causing a cave-in.
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T he Q uest of A mon G uruthos
2 AMON GURUTHOS
11
10 9
7 8
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CHAPTER 6
10. THE DARK WELL dreadful days of Angmar. The Silent Watchers cry out in tri-
In front of the altar is a stone-lined well, a pit that descends umph with voices like brass trumpets, and the doors of the
right into the heart of the Hill of Fear. The characters cannot Witch-king’s Road open. The characters see a procession of
see anything at the bottom of the well; it vanishes into the horsemen approaching the Hill; stern knights and lords of
consuming dark. The sides of the well are carved from solid Angmar, flanked by armoured Trolls, and at their head is a
rock, without visible joints or mortar, as if the stone melted fearsome horseman wearing a fiery crown. To the character
and flowed. It is possible to climb down the well, but it’s dif- who did not gain Shadow, it appears that their companions
ficult — all rolls lose (1d). have frozen in place, eyes fixed open.
A character who falls into the well almost certainly per-
ishes (a Grievous Fall that proves fatal if it results in the char- This is a memory or vision of the Witch-king of Ang-
acter becoming Wounded or Dying — see page 134 of The mar. To break free, the characters must succeed at a
One Ring), although they might be lucky enough to catch Skill Endeavour with a Resistance equal to the total
themselves on the lip of location 16 as they plummet. number of Shadow Points accrued in the temple. Char-
Any characters who gain 2 or more Shadow points when acters in the vision can only use WISDOM to resist; char-
entering the temple experience a strange and incapacitat- acters who escaped the spell might use ENHEARTEN or
ing vision. They perceive that any companions who did not HEALING to aid their companions, or LORE to under-
gain Shadow points here have vanished. The world seems stand their plight, or ATHLETICS to drag them away
to whirl around the Hill of Fear, the heavens pinwheeling. from the temple. The time limit for this endeavour is
Stones drag themselves across the earth and pile themselves equal to the Resistance, so time is short.
up, the temple springing back into existence as it was in the
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T he Q uest of A mon G uruthos
If the Skill Endeavour fails, then in the vision the Witch- 12. BARROW CORRIDOR
king reaches the temple, and speaks a word of command. This passageway winds around the inside of the hill. For
The afflicted characters then hurl themselves into the well the most part, it’s tall and wide enough for the explorers to
to their deaths. move without impediment, but in places the ceiling bulges
or drops down, forcing the characters to crawl. Bags of bones
11. DOOR OF NIGHT — corpses laid here wrapped in reindeer-skins — lie along
A heavy stone blocks this passageway that leads into the heart the floor, the entombed remnants of generations of priests.
of the Hill of Fear. The stone is almost flush with the surround- In some sections, the corpses are so thickly packed that they
ing arch, but it can be levered out from where it rests and then pave the corridor, and the characters must trample the dead
dragged away. There are ancient scrapes and marks on the to proceed.
stone that precisely match the blade of Estelang — the magic All these corpses are Hill-wights, the remains inhabited by
sword was used to prise the entrance open many centuries ago. spirits, but they do not stir. Not yet. Not until called.
The air inside the Hill stinks of rotten stale air, mixed with
a strange smell of ash. It’s the smell of death.
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12
11
13
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T he Q uest of A mon G uruthos
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DESTROYING THE HILL OF FEAR WRESTLING THE WORM-WIGHT: The dead Dragon is the stron-
To defeat the magic of the Hill of Fear, the Company must gest of the Barrow-wights that troubled the North — could
overcome the fear of death as embodied by the dark Gate. It’s hurling it into the pit that spawned it destroy the Gate?
up to the Player-heroes to conceive of a way to do this, and to
the Loremaster to judge it fitting or otherwise. THE AID OF A PATRON: Perhaps it was the purpose of the
Some suggestions follow: heroes to open the way to the heart of the Hill, to trample a
path for another to follow. When all seems lost, then Gandalf
COLLECTIVE DEFIANCE: The Hill’s magic relies on division could arrive in the nick of time, or the voice of Tom Bomba-
and fear; it conjures images of despair, and seeks to turn the dil might somehow be heard on the wind, singing up a fair
heroes against one another by filling them with doubt and tune that blows away the darkness.
mistrust. Other fellowships of heroes failed and broke under
the shadow of the Hill — but the Player-heroes are different! PRAYER FOR DELIVERANCE: Gilthoniel, a Elbereth! Aiya elenion
If they all hold together, supporting one another, they can ancalima! Ultimately, the Shadow cannot be defeated by
drive away the darkness. heroes, no matter how courageous they may be. All they can
do is resist to the limits of their strength, and put their trust
STRIKE IT WITH THE SWORD: The sword Estelang was made in the Valar. Maybe slaying the Worm-wight and holding out
for this purpose — does it have enough magic to shatter the against the other wights will be rewarded by a single star —
spells of the Enemy, if wielded with valour? the light of Eärendil! — shining through the gloom…
BRING DOWN THE HILL: The Hill of Fear is an unnatural HEROIC SELF-SACRIFICE: A Player-hero might willingly hurl
place, a twisted aberration. That is not natural stonework back themselves into the pit, accepting that it is the hero’s destiny
there. A cunning Dwarf could hew away the foundations and to lay down their life for the benefit of others. That sacri-
collapse the hill, choking the pit with the earth and rubble fice ends the character’s tale — but also closes the Gate and
of the temple above. destroys the power of the Hill.
Their quest done, the surviving heroes may return to their at Flonar’s camp in order to safeguard his secret door into
respective homelands to rest and heal, while news of their Moria. The loss of the Hill of Fear will not stop Sauron’s mal-
demise in battle is brought to the kinfolk of the fallen. ice. His war on the Free Peoples of Middle-earth is inevitable,
Have each Player-hero describe their reception when they and brings death with it.
return home — what do their respective peoples make of But for now, be of good cheer! There is but one way for
the tale? How are the heroes honoured — or do their deeds a mortal to escape the clutches of Amon Guruthos, and it is
go unspoken? not with any magic ring or ritual. The great tales shall live
What becomes of the sword Estelang? Does the Heir on forever, told and retold, and with their deeds in the quest,
return it to the grave on the western isle? the heroes have earned their place in the story. Their names
And, most worrying of all — what of Sauron’s other plans? shall never die, not so long as tales are told by the fire in the
The Orc Snava was but one of the Enemy’s spies abroad in Lone-lands of Eriador.
Eriador, and he arranged for the slaughter of the Dwarves
112
Index
A H Q
Aglaen the Seer 29 Hamfast 50 Queen Nimue 28
Amon Guruthos 5, 41, 102–112 Haunted Isle, The 33–39 Queen’s Hall, The 28
Ancestors 6–7 Heroic Lineage 6–7
Aya of the Unwilling 97 Hero’s Sword, The. R
See Estelang Rath Sereg 84–89
B Hidden Valley, The 16–22 Ring of Gurgolwen, The 101
Black Númenórean spies 31 Hill of Fear, The. Ruined Tower, The 49–54
Borlas 67 See Amon Guruthos
Breghel 50 Hill-wight 109 S
Hultmar Manyhanded 78, 86 Scylda Heather 18
D Sennas Gaer 96–98, 103
Déor 69–70 I Shell Amulet, The 71
Diarmoc the Traveller 12 Iron Talisman, The 71 Snava’s Blades 88
Dvalin, Dwarf in Exile 7 Isle of the Mother, The. Snava’s Keys 102
See Haunted Isle, The Snava the Orc 88, 101
E
Eagre 29–30 J T
Egel 93–94 Jack of Bree 7 Tam 50
Elwing 39 Jagat of the Lossoth 36, 93 Tarandis, the Knight of Arnor 6
Ernalda 47 Jari the Wanderer 10, 12 Troll-parasols 17
Estelang 40 Jon-a-Leaping 59 Troll-shawls 17
F K U
Falmir Fairbairns 27 Kathuphazgân, The 31 Unhoused Wraiths 38
Farrell the Elder 47
Farrell the Younger 47 L V
Farweld 47 Lone-lands of Eriador, The 5 Valandur 67
Fastitocalon 40 Lossoth 34 Vale of Gold, The 76–77
Floki 75 Lossoth Hunter 39 Valley of Morglynd, The.
Flonar 76 Lucinda Willow 45 See Hidden Valley, The
Vampire Bats 32
G M Vilia 83
Garth Tauron 64–68 Mourner, The 37
Gwendaith, Long-dead 54 W
Gwilleth 68–69 N Wart, The 19
Nelly Longarms 21 Weathertop 13
Wood-wights 38
O Worm-wight, The 104, 110–111
Orothel 23, 60, 69, 71
Osmer the “Wizard” 52
4
LANDMARKS
1. Bree
2. The Hidden Valley
3. Lond Daer
4. The Isle of the Mother
5. Farrell’s House/
The Watchtower
6. Tharbad
7. Deor’s Grave
8. The Hill of Gold
9. Rath Sereg
10. Camp of the Lossoth
The Hill of Fear
Border Lands
Wild Lands
Dark Lands
Impassable Terrain
Perilous Area
1 hex = 20 miles
10
5
1
3
Now they had gone on far into the Lone-lands,
where there were no people left, no inns,
and the roads grew steadily worse.
Not far ahead were dreary hills,
rising higher and higher, dark with trees.
On some of them were old castles with an evil look,
as if they had been built by wicked people.
ISBN 978-91-89765-13-9
FLFTOR012