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  Published by Sophisticated Games Ltd, 3 Andersen Court, Newnham 
  Road, Cambridge CB3 9EZ, UK and 
  Cubicle 7 Entertainment Ltd,  Suite D3, Unit 4, Gemini House, 
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  the characters, items, events and places therein are trademarks or 
  registered trademarks of The Saul Zaentz Company d/b/a Middle-
  earth Enterprises and are used under license by Sophisticated 
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  - credits -
  Designed and Written by: Steve Emmott, Jon Hodgson, 
  TS Luikart, and Jacob Rogers
  Cover by Sam Manley and Paul Bourne
  Art by Andy Hepworth, Jon Hodgson, Sam Manley 
  Editors: Francesco Nepitello with Andrew Kenrick 
  Graphic Design and Layout: Paul Bourne
  Creative Direction by Jon Hodgson
  Proofreading by Jacob Rogers and David Rea 
  Based on The One Ring Roleplaying Game by 
  Francesco Nepitello and Marco Maggi
  © Sophisticated Games Ltd 2017  
  © Cubicle 7 Entertainment Ltd 2017 
  To find out more about Adventures in Middle-earth, and 
  to subscribe to our newsletter, please go to: www.cubicle7.co.uk
  
  - introduction and contents -
  EvEnts ExpandEd 3
  Chapter One offers a series of tables that 
  provide ideas, inspiration and details for the 
  entries of the standard Journey Event table.
  Of Herbs and Stewed Rabbit 
  3
  An Obstacle 
  3
  Agents of the Enemy 
  3
  A Hunt 
  4
  Fine Spot for a Camp 
  4
  Lingering Memory of Times Long Past 
  4
  Place Touched by the Shadow 
  5
  Many Meetings 
  5
  EncountErs on thE road 5
  Chapter Two presents rules for generating NPC 
  encounters on the fly or ahead of the game.
  Time of day 
  6
  Weather 
  6
  Culture Chart 
  7
  Motivation Chart 
  7
  Expanded Motivations 
  9
   
  1. Merchants 
  9
   
  2. Itinerant Craftspeople looking 
   
  for Work 
  9
   
  3. Servants of a Patron on a Mission 
  10
   
  4. Lost Scion 
  10
   
  5. Having Suffered Attack 
  10
   
  6. Hunters 
  11
   
  7. Herbalists 
  11
   
  8. Visitors 
  11
   
  9 Meeting their Fate 
  12
   
  10 Spies for the Enemy 
  12
   
  11. Survivors 
  12
   
  12. Naïve Travellers 
  12
   
  13. Scholars Seeking Knowledge 
  12
   
  14. Wardens 
  13
   
  15. Treasure Hunters 
  13
   
  16. In Pursuit of a Quarry 
  13
   
  17. Minor Nobles 
  14
   
  18. Travelling to a New Home 
  14
   
  19. Herders 
  14
   
  20. Common Folk 
  14
  BonEs of thE Earth 15
  Chapter Three features ruins across Middle-
  earth, and a system for generating them.
  Creating a Ruin 
  15
   
  1. Who Built It? 
  15
   
  2. What was it Originally? 
  16
   
  3. What Does it Look Like Now? 
  18
   
  4. What is it Used For Now? 
  19
  dangErs along thE Way 20
  Chapter Four provides the Loremaster with a 
  series of pre-made enemy troupes to use during 
  journeys.
  Goblins and Wargs 
  20
   
  Blódolg’s Band 
  20
   
  The Army of Outcasts 
  21
  Trolls 
  22
   
  The Stone-troll Family 
  22
   
  Tarl’s Team 
  22
  Orc Warbands 
  23
   
  Morgul Vale Warband 
  23
  Spider Colonies 
  24
   
  Nightweaver’s Colony 
  24
  BattlE Maps 25
  Chapter Five offers two battle maps for camps 
  along the road should they be needed.
  avoiding BattlE 27
  Chapter Six details an optional system for 
  awarding Experience for avoiding battle with 
  enemies, along with a system for adjudicating 
  such wilderness evasions.
  1: Instigate the Encounter 
  27
  2: Spot the Enemy Early 
  27
  3: Hide 
  27
  4: Fight or Flight 
  27
  5: Pursuit 
  28
  6: Rewards 
  28
   
  WondErs of MiddlE-Earth 28
  Chapter Seven presents suggestions on sights 
  seen along the way, and expanded ideas for the 
  Wonders of Middle-earth Journey Event.
  Vistas 
  28
  Unusual Thickets 
  28
  Hollow Trees 
  28
  Waterfalls 
  29
  Fallen Giants 
  29
  Caves 
  29
  Mine 
  30
  Quarry 
  30
  Chasm 
  30
  Sinkhole Lake 
  30
  lodgings along thE road 30
  Chapter Eight details places where a Company 
  might break a Journey without sleeping under 
  the stars.
  Lodgings 
  30
  Poor Farmstead 
  30
  Rich Farmstead 
  31
  Roadside Inn 
  31
   
  sights nonE yEt havE sEEn 32
  Chapter Nine provides options for awarding 
  Experience on Journeys.
  Dooms of Departure and Oaths of Return 
  33
   
  Dooms of Departure 
  33
   
  Oaths of Return 
  33
  “The Road goes ever on and on 
  Down from the door where it began.”
  It’s a dangerous business, stepping out your door, and not just because of the far-off places a traveller might end up, but 
  also because of the dangers they’ll face along the way. Just as journeys play a central role in the adventures of Bilbo and 
  Frodo, so too are they at the heart of Adventures in Middle-earth. The Road Goes Ever On is all about the adventures 
  and encounters that a company might have along the way.
  2
  
  thE road goEs EvEr on
   - events -
  expanded 
   “It’s a dangerous business, Frodo, going out 
  your door. You step onto the road, and if you 
  don’t keep your feet, there’s no knowing where 
  you might be swept off to.”
  This section presents a series of lists of suggestions for the 
  Loremaster, each corresponding to a Journey Event. Some 
  of these events are detailed in separate chapters, in which 
  case page references are given. The Loremaster should feel 
  free to chose events or roll the appropriate die. 
  The Journey Event table can be found starting on page 169 
  of the Adventures in Middle-earth Player’s Guide).
  1: a chancE EncountEr - sEE pagE 5
  2: of hErBs and stEWEd raBBit 
  1d12 (Animals)
  1:  Wild pig/boar
  2:  Goat/sheep
  3:  Wild cattle/wild oxen
  4:  Deer/roebuck/elk/
  5:  Rabbit/hare
  6:  Pheasant/grouse/partridge
  7:  Thrush/quail/woodcock
  8:  Swan/goose/duck
  9:  Vole/squirrel/marten
  10: Fox/bear/wolf
  11: Fish: roach/salmon/bream/handful of 
   
  minnows/trout
  12:  Wood pigeon/wild hen
  1d12 (Plants)
  1:  Wild garlic/wild onions
  2:  Wild potatoes/turnips
  3:  Blackberries/gooseberries
  4:  Redcurrants/blackcurrants
  5:  Blueberries/strawberries
  6:  Chestnuts/hazelnuts
  7:  Wild barley/wild oats
  8:  Asparagus/mushrooms
  9:  Rosehips/haws
  10:  Elderberries/birch leaves
  11:  Dandelion roots/nettle roots
  12:  Duckweed/chickweed
  For Herbs see page 154 of the Loremaster’s Guide.
  3: an oBstaclE
  1d12
  1:  Fallen Bridge
  2:  Chasm
  3:  Landslip
  4:  Mud slide
  5:  Burst riverbank
  6:  Crags to descend
  7:  Fallen trees
  8:  Fast-flowing river
  9:  Series of waterfalls
  10:  Peat bog
  11:  Tangled undergrowth
  12:  Very steep inclines
   
  4: in nEEd of hElp - sEE pagE 5
  5: agEnts of thE EnEMy
  1d10
  1:  Spying Crebain
  2:  Sinister Black Squirrels
  3:  Bedraggled Wolves
  4:  Goblin scouts
  5:  Evil Men
  6:  Half-orc spies
  7:  Slavers
  8:  Orc Warband
  9:  Sinister Messenger
  10:  Disguised as innocent travellers/merchants
   
  3
  
  1d6 (Where seen)
  1:  In the distance
  2:  Shadowing the company
  3:  Stumbled upon, in the midst of their shady business
  4:  Fleeing back to their Master from some other encounter
  5:  Overheard from the road
  6:  Warned of by other passing travellers
   
  6: WondErs of MiddlE-Earth - sEE pagE 28
   
  7: a hunt
  This event specifically covers game animals that are 
  hunted, and of sufficient size to offer a feast.
  1d10
  1:  Unusually large pheasants
  2:  Well-fed grouse
  3:  Meaty wild ox
  4:  Stout wild cow
  5:  Large goat
  6:  Plump sheep
  7:  Huge boar
  8:  Well fed deer
  9:  Brawny elk
  10:  Huge salmon
   
  8: finE spot for a caMp
  1d10
  1:  Sheltered clearing amongst trees
  2:  In the lee of mighty boulders or crags
  3:  A dry cave or hidden gorge
  4:  A sheltered spot amongst old walls or tumbled,  
   
   
  ancient masonry
  5:  A comfortable riverbank, or comfortable outcrop of   
   
  land in a lake or river bend
  6:  Dry spot beneath huge banks of bracken or gorse
  7:  A hidden clearing in a remote thicket/stand of birch/ 
   
  pine trees
  8:  A hollow tree, the lee of a fallen tree, or shelter  
   
   
  beneath a huge pile of fallen tree limbs 
  9:  A fallen-in barrow or collapsed, long abandoned  
   
   
  tomb 
  10:  Under an ancient dolmen or standing stone
  9: lingEring MEMory of tiMEs long past
  1d12
  1:  A ruin (see page 15)
  2:  Rotted remains of ancient tree houses
  3:  Fallen statue
  4:  Moss-covered, carved masonry
  5:  Remains of an ancient mosaic or tile floor 
  6:  The ancient remains of a once mighty ring fort 
  7:  The footings of a once beautiful bridge, now long  
   
   
  fallen 
  8:  Elves heading West in the distance
  9:  A cache of ancient, decaying (and unusable)  
   
   
  weapons
  10:  A corroded piece of jewelry that still shows a  
   
   
  glimpse of brilliance 
  11:  A cairn with a name carved onto a marker stone
  12:  A field of small burial mounds
  EvEnts ExpandEd
  4
  
  thE road goEs EvEr on
  10: placE touchEd By thE shadoW
  1d12
  1:  A deep pool of foul-smelling, tainted water
  2:  A glade of twisted black thorn trees/black nettles/ 
   
   
  huge black thistles
  3:  An ancient battleground littered with skeletons
  4:  A ruined building or cave that shows signs of being   
   
  used as a prison
  5:  A clearing with one or more Trolls, turned to stone
  6:  A gully filled with Orc skulls
  7:  Foundation stones of an ancient outpost of evil Men 
  8:  A valley filled with carved stones that show   
   
   
  disturbing scenes
  9:  An abandoned Orc-camp
  10:  A clearing where servants of the Enemy feasted on   
   
  horses
  11:  An abandoned Spider’s larder, with desiccated corpses
  12:  A gully filled with fat, black flies
  11: thE EnEMy is aBroad - sEE pagE 20
  12: Many MEEtings
  1d12 (The Great and the Good)
  1:  Gandalf
  2:  Radagast
  3:  Elrond
  4:  Saruman
  5:  Beorn
  6:  Thranduil
  7:  Elrohir/Elladan
  8:  Prince Legolas
  9:  A survivor of Thorin’s Company
  10:  Bilbo Baggins
  11:  Glorfindel
  12:  King Bard
   
  1d10 (Enemies)
  1:  A warband of Uruk-Hai
  2:  An overwhelmingly large group of Orcs 
  3:  A horseman all in black, uncanny and terrifying
  4:  An angry Giant, or number of angry Giants 
  5:  A great swarm of Spiders 
  6:  Trolls having a drinking party 
  7:  A great swarm of Giant Bats
  8:  A terrifying band of ghostly-seeming warriors 
  9:  A warband of evil horsemen or raiders 
  10:  A Dragon
   - encounters -
  on the road 
   “What fun to be off again, off on the 
  Road with dwarves!”
  Some of the Journey Events suggest a meeting with a 
  Non-Player Character, or group of NPCs. Given time, 
  any Loremaster can come up with a good selection of 
  encounters for the road, but there are occasions in every 
  campaign when inspiration runs short, or there is an 
  unexpected need for a group of credible travellers on the 
  road. This section aims to help the Loremaster create a 
  meaningful encounter from what might otherwise be a 
  random happening.  You may wish to construct encounters 
  by choosing thematically or dramatically appropriate 
  elements from these charts, choosing not to roll dice. You 
  should also feel free to ignore or re-roll any result once 
  inspiration strikes.
  Clichés have a purpose and pose a danger
  Remember that travellers may display attributes 
  and attitudes commonly associated with their home 
  culture, or they may be very different than anticipated. 
  Presenting encounters that cleave closely to established 
  expectations can increase the feeling of inhabiting a 
  familiar, shared idea of Middle-earth. It does also run 
  the risk of being predictable and ultimately boring, 
  and clearly that isn’t good for your game! When to 
  present something familiar, and when to present an 
  unexpected twist falls to the Loremaster’s ability to 
  read what is needed at a given moment. 
  There are plenty of surprises to be found in the texts 
  themselves, not everything is as well known as one 
  might think. Hunting down Tolkien’s inspirations 
  for cultures, characters and events can let you dip into 
  the same well, providing something which is familiar 
  enough to promote the feel of the setting, while also 
  adding something unexpected.
  5
  
  The nature of an encounter can vary depending on when 
  in the day it occurs, and the prevailing weather conditions. 
  Roll both on the Time of Day Chart and on the Weather 
  Chart. Two results on the weather chart can be combined 
  to make transitional weather. 
  D6
  tiME of day
  1
  Daybreak as the Company set out on the road
  2
  Mid-morning
  3
  As the Company break for midday vittles
  4
   Mid-afternoon
  5
  Evening as the Company make camp
  6
  Night time as most of the Company rest
  WEathEr
  d10
  WintEr
  1
  Driving sleet
  2
  Pale silver sun
  3
  Thick freezing fog
  4
   Torrential rain
  5
  Intermittent rain and snow
  6
  Howling wind, driven snow
  7
  Clear sky, crisp frost on the ground
  8
  A sky full of snow, with snow on the ground
  9
  Dim sunshine failing to melt lying snow
  10
  Snowstorm
  WEathEr
  D10
  spring, suMMEr, autuMn
  1
  Misty drizzle
  2
  Pale golden sunshine
  Night: Scudding clouds across dimly twinkling stars
  3
  Dense mist, low cloud
  4
   Persistent heavy rain
  5
  Sporadic Showers
  6
  Gusty wind and clear skies
  7
  Clear sky, bright golden sun
  Night: Shining stars studding the black sky
  8
  Unmoving iron-grey clouds
  Night: Pitch black night, without a glimmer of light
  9
  Rays of sun piercing heavy cloud
  Night: A bright round moon visible through silver 
  clouds 
  10
  Angry black clouds and rolling thunder
  Next, roll on the following Culture Chart to determine the 
  cultural origins of the travellers encountered. Each broad 
  region of Middle-earth, which corresponds to a map in this 
  set, has its own sets of cultures that might be encountered. 
  Mordor is the exception to this, and is such a unique place 
  that travellers encountered there are beyond the scope of 
  this supplement. 
  The Loremaster may wish to simply choose a culture 
  that best fits recent events in the campaign, or reflects 
  the region in which the Company are travelling. Note 
  that while each of these cultures has an equal chance (or 
  thereabouts) of being rolled, this Chart is not intended to 
  reflect the demographics of Middle-earth. Encounters on 
  the road are designed to be exceptional and worthy of the 
  tale being told.
  Loremasters should also feel free to prepare their own 
  tables with an adventure-appropriate selection of cultures 
  that match what they’d like to include. Such encounters 
  (and possibly Audiences) can also be usefully generated 
  in advance.
  6
  EncountErs on thE road
  
  thE road goEs EvEr on
  culturE chart
  Eriador 
  (d8)
  WildErland
  (d10)
  southlands
  (d10)
  culturE
  1
  Elves of the Grey 
  Havens
  2
  Rangers of the 
  North
  3
  Men of Bree
  4
  Dwarves of the 
  Blue Mountains
  5
  Hobbits
  6
  1
  Elves of Rivendell
  7
  2
  Dwarves of Erebor
  8
  3
  Dwarves of the 
  Iron Hills
  4
  Bardings
  5
  Elves of Mirkwood 
  or Lorien
  6
  Men of the Lake
  7
  Woodmen
  8
  Beornings
  9
  1
  Men of Dunland/
  Isengard
  10
  2
  Rohirrim
  3
  Men of Minas 
  Tirith
  4
  Men of Dol 
  Amroth
  5
  Rangers of Ithilien
  6
  Men of 
  Dorwinion
  7
  Men of Near 
  Harad/The South
  8
  Men of Lebennin
  9
  Men of Lamedon
  10
  Men of Pelagir
  Next, roll 1d20 on the following Motivation Chart, and 
  look up the accompanying description.
  Each description includes several choices for the Loremaster 
  and some ideas for side-quests that might be provoked.
  D20
  Motivation chart
  1
  Merchants
  2
  Itinerant Craftspeople on the Road for Work
  3
  Servants of a Patron on a Mission
  4
  Fallen Scion
  5
  Having Suffered Attack
  6
  Hunters
  7
  Herbalist
  8
  Visitors
  9
  Meeting their Fate
  10
  Spies for the Enemy
  11
  Survivors
  12
  Naive Travellers
  13
  Scholars Seeking Knowledge
  14
  Wardens
  15
  Treasure Hunters
  16
  In Pursuit of a Quarry
  17
  Minor Nobles
  18
  Travelling to a New Home
  19
  Herders
  20
  Common Folk
  Some of the combinations that can be rolled might not 
  make immediate sense - for example, Rangers apparently 
  working as travelling merchants. Such results can either 
  be rerolled if desired, or considered laterally: perhaps a 
  group of Rangers have discovered a cache of trade goods 
  abandoned on their patch and are looking for the owners. 
  Or perhaps they have been gifted them by someone they 
  helped and the Rangers are now seeking to trade them 
  for more useful items. Perhaps the head merchant has 
  Dúnedain heritage which she has rejected for a life of trade. 
  Perhaps she’s in disguise? These unlikely combinations 
  7
  
  can generate a story and should be considered as just a 
  springboard for your own creativity.
  You may wish to combine more than one motivation to add 
  further depth to your encounter. That decision depends on 
  the pacing of your game: if your group of players enjoys a 
  lengthy discussion with NPCs then by all means introduce 
  this kind of depth. Alternatively if you judge your player 
  group just wants to get to their destination then an 
  encounter can be merely a fleeting one in a lonely land.
  Aspects Common to All Encounters 
  Many of the Encounter Motivations below share common decision points that can be used by the Loremaster to offer 
  variety and interest. By combining the underlying answers to these questions in different combinations you can keep 
  your encounters fresh and varied, as well as making use of them to drive the greater story of your campaign and the 
  themes of the setting.
  Big or Small? Is the encountered group a lone figure, or a group?
  Prosperous or Poor? At what level of material wealth are the encountered NPCs?
  Successful or Struggling? Are the NPCs doing well on the road, or are they suffering ill fortune?
  Givers or Takers? Will the encounter offer the Company an opportunity to give aid or information, or receive it?
  Typical or Atypical? Is it enough to use the title of the motivation as written, and the culture as one would expect? 
  Will your players simply enjoy travelling alongside a gruff, pipe-smoking Dwarf with a big beard, or do they need 
  something much more unexpected to make them sit up and pay attention?
  Side quest? Will this encounter offer the chance to spontaneously embark on a new lesser mission? To right a wrong, 
  or follow a treasure map?
  Inspiring or Dismal? Will this encounter provide a heartening boost to the Company’s spirits, or will it remind them 
  of the encroaching darkness and inevitable failing of all good things?
  Echo or Seed? Will this encounter call back to something that has already happened to reinforce it in the story, or 
  will it foreshadow something new, which will pay off later? Or is it an entirely random event that has no bearing 
  on the past or future story?
  Thematic Opportunities?: What will this encounter do to reinforce the themes of the setting, and what will it do for 
  the tone of the quest?
  Game Opportunities?: What will this encounter do for the state of the Company.
  Crossing the Path or Travelling Along It? The Loremaster has the choice of sharing a fleeting encounter that 
  might last just a moment, or a more sustained "encounter" that involves spending days in the Company of those 
  encountered. Don’t forget to keep this varied.
  Travelling together
  A Company might decide to travel along with those they encounter. If the Loremaster deems it appropriate to allow 
  it, and the encountered group agree, then working together with their new companions the Company should gain 
  Advantage on an appropriate future Journey Event checks while travelling together. The Player-heroes are the focus 
  of the game, so an NPC shouldn’t take checks on their behalf. But they can certainly assist, and this bonus reflects 
  that, without making it too much the focus of a journey to find extra companions. It is entirely up to the Loremaster 
  how long a group of NPCs will accompany Player-heroes on the road. Once they depart the bonus departs with them.
  8
  EncountErs on thE road
  
  thE road goEs EvEr on
  Each expanded entry offers a series of options or questions 
  for the Loremaster to decide on and be inspired by.
  ExpandEd Motivations
  1. MErchants
  Since the death of Smaug, more and more merchants are 
  criss-crossing Wilderland on new trade routes. In Eriador, 
  occasional bands of merchants and hardy lone pedlars 
  wind their way between the ancient carved stones, bringing 
  goods and news to far flung homesteads. In Gondor, 
  prosperous trade to and from the great sea ports has always 
  been the glue that binds the kingdom together. Or at least 
  that’s what the merchants will tell you.
  A merchant might be rich or poor. They might appear in a 
  large caravan with armed guards, or they might be just one 
  old woman with a small bag of goods to sell.
  They will always have a destination in mind, but they 
  might not have passed this way before and are determined 
  to open up new trade routes. Others will stick to well-trod 
  paths, the knowledge of which is handed down from 
  generation to generation.
  As travellers they are used to strangers, and often carry 
  the news from settlement to settlement. Most are canny, 
  wily fellows, but others seem to survive more on sheer 
  luck and their good-hearted view of the world.
  On lonely paths, merchants can easily fall prey to attack 
  or misfortune. More experienced pedlars know of the 
  dangers along their specific routes and are well-prepared 
  for such. They might even help fellow travellers out with 
  food or medicine (some may charge for their assistance). 
  Other merchants might need aid themselves, having found 
  themselves far from their usual paths.
  A merchant may have set out in fine fettle, but be 
  encountered in a terrible state. Or they might have come 
  from a long patch of ill luck to be met just as their fortunes 
  turn around. Perhaps the Company can help?
  A merchant is someone with something to sell. This might 
  not be their calling in life, it could be a single instance 
  of having something to trade. Something which might 
  lead to adventure. Something stolen, or something found. 
  Something they know very well what it is, or something 
  about which they have no real clue.
  2. itinErant craftspEoplE on thE road 
  for Work
  Craftspeople often have need to be on the road. Perhaps 
  they come from the itinerant Dwarven peoples who 
  no longer have a place to call home, or are taking their 
  specialist crafts from place to place, since no single 
  settlement can support them forever. 
  Artisans have need of supplies which are often sought 
  out in the wild, or else they might be travelling to learn 
  
  new techniques from the masters of their craft. Other 
  craftspeople transport their goods to market themselves, 
  and having made a batch of goods take them on the road 
  to their customers.
  Some craftspeople are incredibly skilled, others barely 
  competent at their calling. They might be affluent from 
  their efforts, or they might be on the point of starvation, 
  unable to find work.
  Do they have their goods, raw materials and tools with 
  them? Or have those been lost? Are they truly craftspeople, 
  or merely travelling in that guise? Will the Company 
  encounter them again in the future?
  An individual or group might be temporarily filling the 
  role of craftsperson. The travellers might be seeking a 
  new source of supplies for someone else. They might be 
  working for a craftsperson, finding tools or raw materials 
  on their behalf. Perhaps a group of travellers is looking 
  for a specific craftsperson who lives somewhere in the 
  Wild, or has gone missing? The Company might encounter 
  other folk who are temporarily in the role of craftspeople 
  — Dúnedain building secret fortifications, or agents of 
  the Elves of Lorien constructing a temporary flet (tree-
  platform) for a night’s stay.
  3. sErvants of a patron on a Mission
  The Great and the Good (and indeed the less than Good) 
  have need of servants who are able to travel. Such folk 
  are tasked with taking messages or gifts to other lords, 
  acquiring necessary goods or services, forging trade 
  agreements or finding new opportunities, researching 
  rumours or spying on rivals, collecting  news, requesting 
  urgent aid or have been sent out into the world to 
  accomplish the aims of their master. Whether they are well 
  disposed to meeting fellow travellers is very much up to 
  the Loremaster. Whether a friendly disposition is genuine, 
  or a mask from behind which to gather information is also 
  in the Loremaster’s hands.
  A meeting with a servant might lead to a later introduction 
  and chance to win a Patron. Conversely, if it goes poorly 
  the Company might make a powerful enemy.
  The servant of a Patron might need help with their 
  mission, or might be able to offer help to Company if their 
  Patrons are allied. Or the servant’s aid might require that 
  the Company present themselves to that Patron in order to 
  settle debts. A Patron might not be some powerful Wizard 
  in a tower: they might simply be a village elder, or a chief 
  among shepherds. Whether serving the high or low, an 
  encounter with a servant is an excellent way to bring 
  matters and individuals to the attention of the Company 
  in order to foreshadow later use.
  4. lost scion
  Those denied their rightful heritage can, curiously 
  enough, often be found on the Road or deep within the 
  Wild. Perhaps the wilderness and lonely places of the 
  world are suited to those denied their rightful place. A lost 
  scion might be filled with determination and hope for the 
  future, full of plans to prove themselves, counter the hand 
  of fickle fortune and regain their rightful place. They may 
  have abandoned their fate, either from dismay or stoic 
  acceptance of the hand that they have been dealt. Such an 
  encounter might offer the chance to cheer the dismal, or 
  to join a cause. It might foreshadow a later encounter with 
  the enemies of the scion, or it might be an opportunity to 
  meet someone who later becomes great and powerful. 
  How they are treated now might have great ramifications 
  for the future.
  A scion’s rightful heritage might be a whole kingdom, or 
  it might just be the simplest of Hobbit holes. It might be a 
  bag of silver spoons that can be regained this afternoon.
  Perhaps the scion is unaware of their position, which will 
  only be revealed later in the story. Or perhaps they are not 
  a lost scion at all, and are merely a charlatan seeking a 
  position to which they have no just claim. The Company 
  may later realise they have aided a villain, and then strive 
  to set things right. 
  5. having suffErEd attack
  Middle-earth is a place fraught with danger for the 
  common folk, and heroes need a chance to shine. The 
  Company may encounter travellers of any kind that have 
  found ill luck on the Road, or their journeys have brought 
  them near ordinary folk who are in desperate need of aid.
  Villagers from a raided settlement, wanderers beset by 
  bandits, or travellers who have fallen foul of bad weather 
  all need help. And helping others is the perfect opening 
  to a side quest, or later reappearance. Alternatively the 
  Company may be mistaken for the attackers, and treated 
  very poorly. 
  10
  EncountErs on thE road
  
  thE road goEs EvEr on
  Who did the attacking?  Orcs are the obvious choice, and 
  there’s nothing wrong with a good old Orc raid. As the 
  years pass intrusions by the Enemy will grow in frequency. 
  But there are other enemies in the lands of Middle-earth: 
  Spiders driven mad by the piping of a strange girl in the 
  forest, rival factions within the emerging culture of the 
  Beornings, and ancient family feuds in the Bree-land. 
  What can be drawn from past events in your adventures, 
  and what seeds could be sown for the future?
  6. huntErs
  Gathering food is a neccesity of life, and it falls to the 
  common folk to hunt for their subsistence. More powerful 
  inhabitants of Middle-earth may hunt for pleasure. A 
  hunt might be an everyday occurrence, or it might be 
  undertaken in preparation for a great feast. Hunters are 
  likely be very knowledgable about the local area, knowing 
  where to find game, where old ruins provide shelter, 
  where there are Spider nests, or strange muttering trees 
  that should be avoided. They might share the fruits of 
  their labour with the Company, or they might ask for 
  help in catching some specific prey. Hunters may have 
  noticed unusual events in the local area, and be able to 
  give precise directions to them. They might be angered by 
  a clumsy Company of so-called adventurers, laden with 
  clanging equipment, blundering into their hunt.
  Not all hunters are wily, taciturn woodsfolk possessed 
  of ever-reliable rustic knowledge. Some are unsuccessful 
  and desperate, and offer bad advice.
  Hunting takes many forms, from catching boar with 
  hounds, birds with hawks, jackrabbits with a sling and 
  pebbles, or deer with a bow. The form the hunt takes will 
  indicate something about the hunters - how affluent they 
  are, what culture they hail from and so on.
  What are the hunters seeking? Is it boar, deer and rabbits, 
  or is it something else? Are the hunters supposed to be 
  catching game in this place? Is this the king’s hunting 
  grounds or is the wildlife protected by a Wizard? Or can 
  they even speak, and respond poorly to being considered 
  dinner? Will accepting the gift of game put the Company 
  into the local folks’ debt? 
  7. hErBalists
  Finding the special herbs that can cool a fever, or mend 
  wounds is a skilled business, and Middle-earth is not 
  full of healing potions. An encounter with a wandering 
  herbalist, or group of herbalists, might offer a Company a 
  welcome chance to stock up on their supplies of medicinal 
  herbs.  Alternatively, the promise of future healing supplies 
  in return for aid might be an attractive side quest. Perhaps 
  a Troll has moved into the vicinity of certain significant 
  plants. Or maybe the herbalist stumbled across an ancient 
  ruin riddled with tunnels as they sought out rare plants.
  The traveller may be an itinerant healer, returning home 
  having treated someone of great significance. Or perhaps 
  they are en route to help a village beset by ill health. Not 
  everyone met on the road is who they appear to be: the 
  close access afforded by the herbalist’s art is the perfect 
  cover for a spy of the Enemy. Or feeding strangers in the 
  Wild foul medicine may be a way to steal their gold.
  A herbalist is someone who specialises in seeking out plants. 
  But they might not be collecting them to sell. Perhaps they 
  simply wish to be amid the quiet places of the world, and 
  admire growing things. They might know a lot about plants 
  without ever picking them. They may be counted among the 
  Wise of their village and a valued member of a community. 
  Alternatively, they may be seen as a lazy outcast, who fears 
  people and their harsh words.
  8. visitors
  We know Middle-earth is a place that includes family 
  life: there are birthday parties, feasts, weddings or other 
  gatherings to sing old songs and tell the great stories; 
  indeed there are coronations of kings! And so it is that 
  travellers can be found taking to the road to attend all 
  manner of family gatherings. This might be occurring in 
  the next valley, or many miles distant. The visitors may be 
  attending a joyous event or compelled to see a sad one to 
  the end.
  Whether the travellers are happy about being on the road 
  is another matter. Whether they know where they are 
  going, are well prepared for the road, or what they have 
  seen along the way are all things for the Loremaster to 
  determine in the service of their adventure.
  Does someone know someone who knows someone who 
  knows a Player-hero, or a member of their family? Is the 
  Company invited to the event? Does the event need a 
  special something that the Company can provide? Are the 
  travellers going to the event to celebrate or take revenge for 
  11
  
  past slights? What might the Company learn about nearby 
  settlements, or future Sanctuaries? Are the travellers on 
  their way to the event full of expectation, or returning from 
  it full of stories?
  9 MEEting thEir fatE
  The Company encounter one or more individuals 
  travelling to the climax of their personal story. Perhaps 
  they are settling an old score. Perhaps they are closing 
  in on recovering a lost heirloom. Or perhaps they are 
  en route to propose to the love of their life. Whichever is 
  the case they are almost at the final scene of their tale. 
  There may be an opportunity for the Company to become 
  entangled in the tale…
   
  10 spiEs for thE EnEMy
  The Company encounter, unbeknownst to them, spies of 
  the Enemy disguised as some other kind of traveller (roll 
  again on this chart to determine how the spies present 
  themselves). This isn’t an encounter where their true 
  nature is revealed, it is a seed that the Loremaster plants 
  for later harvesting. The travellers will be curious to know 
  everything about the Company. Whether they look fair and 
  feel foul, or look foul and feel fair is up to the Loremaster.
  11. survivors
  Not all travellers choose to take to the road. Some are 
  forced onto it by fire, flood, strife, famine or plague. 
  Victims of such ill fortune are often in dire need of 
  assistance, but can also inspire with their resolve or 
  dignity. Whether to break a journey in order to help the 
  unfortunate, in spite of other pressing needs, can test a 
  Company’s commitment to doing good. It can also be the 
  opening to a whole chain of events as they undertake to 
  establish, protect and nurture a new settlement.
  Not all those who survive a disaster are dignified or of 
  good character. They might well be angry and embittered 
  by the turn their lives have taken. They might be in 
  desperate need of things the Company possess, and be 
  prepared to demand and then take them. 
  The situation might not be morally simple: In Rohan they 
  might be Dunlendings forced from their homes by the 
  expansion of Rohirrim pastures. Further north, has King 
  Bard’s reclamation of the Dale-lands caused problems for 
  the folks who lived there when Smaug ruled the Lonely 
  Mountain?
  12. naïvE travEllErs
  Adventurers like our heroes take to the road in a state of 
  preparedness - armed and armoured, with provisions 
  and equipment that enable them to survive long days on 
  the road. But not everyone who sets forth on the road 
  is ready. Some head out ill prepared, and suffer grave 
  misfortune. This encounter is a meeting with such naïve 
  folk who intended to see the world, and found it a harder 
  place than they had hoped. But not all is lost. Even the 
  most bedraggled amateur might have seen something 
  on the road that is of use to the Company. They might 
  have brought something with them from home that the 
  Company need. Or they may have evaded a threat that the 
  Company have yet to encounter. 
  A naïve traveller might be full of youthful fire, or an older 
  person taking their last chance to see the world beyond 
  their garden gate. Perhaps they have resolved to make 
  a new start after their efforts at farming failed, or their 
  family suffered an unfortunate fate.
  The challenges of the journey might make them dismal 
  company, offer a foreshadowing of the inevitable decline 
  of all things. Alternatively, the traveller’s undiminished 
  resolve to see out their travelling plans in spite of their 
  current state might be inspiring, and the Company might 
  make a friend who reappears at a later date, renewed and 
  ready for new adventures.
  13. scholars sEEking knoWlEdgE
  Everyone knows that the Wild holds secrets. Places long 
  abandoned hide secret wisdom, and a history long 
  forgotten. There are those hardy souls who brave the 
  trials of the Road to seek out ancient knowledge. Some 
  do so for a love of learning, some seek a power that they 
  believe the artefacts of ancient times can furnish. Others 
  have a specific quest, a definite question to be answered 
  by their searching of the wild places of the world. Scholars 
  are of sundry kinds and means, but all seek something: 
  the story of their family, the rediscovery of lost heirlooms, 
  the answer to an ancient riddle, or the key to a forgotten 
  language.
  An unfortunate individual who appeared to harmlessly 
  rant and rave about ancient runes in the streets of Dale is 
  another matter to meet at midnight in an ancient ruin. On 
  a less alarming note, meeting someone who has studied 
  the local area for years might yield useful information to 
  12
  EncountErs on thE road
  
  thE road goEs EvEr on
  aid a quest. Such seekers of old lore might need assistance 
  opening up an ancient tomb, or to have their findings 
  taken to the nearest settlement. They might trade for 
  supplies or appreciate the assistance of those not opposed 
  to swinging steel in the name of discovery.
  Scholars might be young and keen, or old and cynical. 
  Either extreme might fall under the spell of the Shadow, or 
  be quietly working to further the aims of the Istari.
  14. WardEns
  Some places are protected: unseen boundaries are 
  patrolled by the folk who live nearby. Other times ancient 
  places are quietly watched.
  Those protectors of lands and people are not without 
  needs — they sometimes must seek answers, supplies, aid 
  or must pursue enemies. What have they seen along the 
  way? What news of the wider world do they seek? Those 
  who have travelled far from home might be lost. Perhaps 
  the guardians have abandoned their duty altogether, 
  and have a sad tale to tell. The protectors of a people or 
  place might also be encountered in need of help; if their 
  numbers have been diminished by attack or ill fortune 
  they may need temporary assistance. 
  15. trEasurE huntErs
  Knowing where ancient treasure is to be found is one 
  thing; being able to retrieve it is quite another. The Wild 
  is fraught with dangers, and those in possession of the 
  knowledge needed to find treasures might not be able to 
  win them. Whether this encounter is a fleeting one with 
  a group ill-equipped to succeed in their lengthy quest for 
  a Dragon’s hoard, or the start of a side quest into nearby 
  ruins is up to the Loremaster.
  Is the treasure map real? Are the ancient legends true? 
  Whether the gold it promises is unplundered is open to 
  exploration. Does the treasure have guardians? Whether 
  the treasure-seekers will truly share the loot once it has 
  been won is another consideration.
  What to do with a hoard of ancient silver and gold once it’s 
  been retrieved from a Troll’s cave can be a thorny issue. 
  It’s heavy and highly desirable, and perhaps it is more 
  trouble that it is worth (especially when the Troll returns 
  and finds its treasure missing).
  16. in pursuit of a Quarry
  Whether hunting fleeing criminals, raiders, Orcs or 
  Wolves, or a kidnapped friend this encounter centres on 
  those chasing a quarry. Is their pursuit a just one? Or a 
  case of unfair judgement and cruel revenge?
  Will this just be a story told by firelight, which may be further 
  developed later in the adventure, or a quest the Company 
  may briefly join right now? Is this a mounted pursuit that 
  briefly crosses the Company’s path, leaving a mysterious 
  object fallen on the road? Or are the pursuers rueing a 
  lost trail or obscured tracks? Will the Company gain the 
  13
  
  favour of a potential Patron, or the enmity of a powerful 
  adversary? Perhaps the hunters have already caught the 
  object of their pursuit and are returning them to justice. 
  Who is in the right? Should the Company intervene in a 
  local matter? Are these really agents of justice, or are they 
  kidnappers,or agents of the Enemy?
  17. Minor noBlEs
  While meeting one of the truly great personages of Middle-
  earth falls under the purview of a different Journey Event, 
  there is still the chance to meet an important person on 
  the road. They might be travelling with a retinue in good 
  order, or they may be travelling alone having suffered some 
  misfortune. Perhaps the notable is travelling in disguise as 
  a short term measure, or they seek trusty allies with whom 
  they can drop false pretences and share a cautionary tale.
  Given their resources, truly affluent nobles might offer the 
  chance for a long rest in their company, or may offer to 
  restock the Company’s supplies in return for later service, 
  or an immediate favour. They may have encountered some 
  problem on the road with wandering servants, a lack of 
  supplies, local bandits or Orcs. Perhaps the Company can 
  offer assistance?
  18. travElling to a nEW hoME
  These travellers might be full of hope, or be in possession 
  of a sad tale; either way they have taken to the Road to 
  move to a new home. This could be due to problems where 
  they previously lived, or at the invitation of a far away 
  friend or family member. They might have heard tales of 
  wonderful places to live now that Smaug the Terrible is 
  dead. Lake-town, Dale and Erebor all offer wonders and 
  new opportunities. 
  West of the Misty Mountains, a simple farm-steader might 
  give up their isolated croft for a house in Bree. Perhaps 
  a recent letter has informed them of an inheritance they 
  are travelling to claim. The grown children of a merchant 
  family of Esgaroth might be sent to establish a new holding 
  in the Vales of Anduin. A small Woodmen ring fort in the 
  Western Eaves can only hold so many families. And the 
  sea with its salted air and grey-sailed ships is always 
  calling to the Elves...
  A day spent in the company of these folk about to embark 
  on a new life might result in invitations to visit, or reveal a 
  mystery for later investigation.
  19. hErdErs
  Shepherds bringing their flocks down from the high 
  ground before the winter, or driving them back up to 
  mountain pastures is a common sight across Middle-
  earth. Herds of cattle or horses need to be moved to fresh 
  pastures with the turn of the seasons. Herders are for the 
  most part isolated loners, but who knows what they might 
  see out in the wild places of the world, far from habitation. 
  Those who live out in the countryside are well-versed in the 
  best places to camp, and the dangers to avoid. They will 
  note the passing of strangers, and their usually mundane 
  lives are strongly marked by anything unusual.
  Any threat to their flocks or herds from Wolves, Wargs 
  or hungry bandits might see them in need of help. What 
  evil force gathers those enemies and sends them into the 
  Wild?
  20. coMMon folk 
  Sometimes an encounter might simply be with ordinary 
  folk going about their business. They’re not undertaking 
  any great journey and have not suffered any great ill. 
  While unusual, it is not unknown for ordinary people 
  to travel simply for pleasure: to take up their favourite 
  walking stick and compile the sights they see into maps, 
  to visit nearby friends, check up on neighbor’s fields, 
  take crop surpluses to market, or having been sent on 
  an errand to buy some new pans. Common folk among 
  the Elves might be taking the air before writing a poem or 
  composing a song. They might be simply enjoying their 
  natural surroundings. 
  Despite their grimly determined purpose even the 
  Dúnedain appear at times as normal folk, tending to 
  animals, or heading to Bree for the beer of The Prancing 
  Pony and local gossip.
  In unusual locales such as the Misty Mountains, any 
  common folk encountered are likely to be hermits, going 
  about their daily business of a quiet life of isolation.
  Most common folk have simple needs, and a simple 
  outlook. They can provide a Company with a practical 
  view of the world, and information about their small 
  hopes and fears. Common folk might serve as a reminder 
  of hearth and home, and of how adventurers are curious 
  14
  EncountErs on thE road
  
  thE road goEs EvEr on
  folk. This can be used to push the Fellowship Phase in 
  more grounded and even sentimental directions. 
  Common folk also provide an example of the mundane 
  goodness that heroes seek to preserve - the simple, quiet 
  life of good things that eventually the Enemy will come 
  to threaten. Or the petty squabbles and rivalries that 
  the Enemy will seek to turn to a greater sourness. The 
  Loremaster may chose to come back to the common folk 
  encountered here in a different setting at a later time.
  For the practical and simple folk of Middle-earth, weather 
  and associated agricultural prospects have a great impact, 
  and any conversation will invariably reference it.
   - Bones -
  of the earth 
   “Here and there upon heights and ridges they 
  caught glimpses of ancient walls of stone, and 
  the ruins of towers: they had an ominous look.”
  Travellers throughout Middle-earth frequently encounter 
  the ruins of past kingdoms along their journeys, for the 
  builders of old shaped their works with skill now lost 
  in the Third Age. Roads laid down by the forefathers 
  of the Dwarves to link their underground realms were 
  maintained by the Númenóreans and are still used by 
  travellers between East and West. The Tower of Orthanc 
  remains unblemished, though it was crafted thousands of 
  years ago. The towers built in Eregion by the Elves might 
  be no more, but the stones remember them still.
  This section provides some advice and inspiration for 
  Loremasters wishing to create their own ruins for use 
  in their adventures, allowing for better descriptions and 
  helping to give some ideas as to what use they have since 
  been put to. 
  crEating a ruin
  To design or detail a ruin, the Loremaster can follow the 
  4-step process below, making a number of choices based 
  on the location and needs of his adventure:
  1. Who built it?
  2. What was it originally?
  3. What does it look like now?
  4. What is it used for now?
  1. Who Built it?
  The following paragraphs discuss the characteristics that 
  each of the Free Folk imparted to their buildings. Choose 
  between Elven, Dwarven or Dúnedain construction. The 
  Loremaster might also decide that the ruin is of lesser 
  provenance, or even created by servants of the Shadow. 
  The decision as to who built the structure should take 
  into account where in Middle-earth it is to be sited, and 
  which among the Free Peoples might have dwelt in that 
  land long ago.  
  Dúnedain: The Dúnedain once built mighty, awe-
  inspiring works: the Argonath, statues of kings as tall as 
  hills; the unassailable Tower of Orthanc; and the city of 
  Minas Tirith, carved out of the side of a mountain. But 
  they also fought terrible battles and bitter civil wars, and 
  much of their art was lost forever. The broken works of 
  the Men of the West are still fair to look upon, frequently 
  15
  
  bringing to mind old tales of noble heroes and great deeds, 
  but so too do their remnants remind the viewer that their 
  world is less than it was. 
  Dwarves: In the working of stone, none have ever 
  surpassed the Dwarves, and their creations were made to 
  endure. Dwarf-work may at times appear delicate or fragile, 
  but in this their great craft deceives the eye, for no matter 
  how their creations may seem, they are invariably strong. 
  Dwarf buildings, no matter how ornate in appearance, 
  feel solid as the roots of mountains and it is rare to find 
  them broken by the mere passage of time; only malice or 
  catastrophe topples the mansions of the Khazâd. Some 
  Dwarf-works are smoothed and polished to a mirror 
  sheen. Others are cleverly carved to resemble trees, or have 
  unusual properties. A few are perfectly camouflaged to 
  appear identical to the terrain about them, for the Dwarves 
  have ever been a guarded race and many of their doors are 
  meant to remain a secret when shut.
  Elves: Fair are all the creations of the Elves, their buildings 
  no less so than their crafts; there is much beauty to be found 
  in their grace, even when they lay fallen. Elven ruins often 
  carry a melancholic sadness about them that other folk 
  strongly perceive, and few can bear to inhabit them for long 
  periods. Those rare folk that can often observe that time 
  seems to pass strangely therein; a day can slip by all but 
  unnoticed. Many Elven works were built to accommodate 
  natural elements, often leaving spaces for trees to grow 
  through or even incorporating them directly into the 
  building itself. The peerless stonemasons of the Dwarves 
  had a hand in many an ancient ‘Elven’ building, which can 
  throw off a scholar seeking to identify the oldest ruins. 
  Servants of the Shadow: Although Orcs, Trolls, and even 
  fouler creatures rarely do their own building, preferring 
  to defile and corrupt the abodes of Free Folk, sometimes 
  Sauron sets his minions to work constructing towers of 
  their own. Dark masonry, sometimes engraved with foul 
  symbols or glowing with a baleful light, mark such places 
  as the work of the Shadow. Even long after they have been 
  abandoned or destroyed, these buildings remain tainted 
  by the presence of Shadow. They are invariably Blighted 
  Places.
  2. What Was it originally?
  Next, the Loremaster should decide what purpose 
  the structure originally served, either by rolling on or 
  picking from the table below. Was it once a sturdy castle 
  or an ornate tomb? Even after being reduced to a ruin, 
  something of the builder’s original intent might remain.
  d12
  purposE
  1
  Archive
  2
  Decorative
  3
  Villa
  4
  Fortification
  5
  Hall
  6
  Waystation
  7
  Observatory
  8
  Road
  9
  Tomb
  10
  Workshop
  11
  Wondrous
  12
  Dark Purpose
  Archive: Many of the Free Folk are long-lived and such 
  folk tend to accumulate a great deal of lore. Archives 
  were buildings meant to contain such records. Some held 
  accounts of kings and their doings, others tales of history 
  and exile. Many such places have long been plundered or 
  their contents removed elsewhere for safe keeping, but the 
  archives themselves endure. 
  Archives were typically securely built and heavily fortified, 
  with few windows, as they were meant to store and 
  protect books, records held on parchment, and other 
  easily damaged materials. Relatively intact archives may 
  still have long rows of shelves, hinting at their original 
  purpose. Few archives are found in out of the way places, 
  but occasionally an archive meant to carry especially 
  secret or dangerous lore might be found in a remote 
  location and as such may still hold deadly secrets...
  Decorative: Dwarves, Elves and the Dúnedain all built 
  beautiful buildings, though their embellishments varied. 
  Statues and monuments linger in abandoned courtyards. 
  Beloved trees might still be surrounded by elegant benches, 
  which their roots have long since toppled. Tunnels are 
  carved with mosaics depicting famous stories of past 
  triumphs that few can now remember. Even functional 
  constructions were often carved with style: a long-since 
  16
  BonEs of thE Earth
  
  thE road goEs EvEr on
  dry fountain with stones curving into the elegant shape of 
  the outstretched hands of a marble maiden, an intricately 
  carved post standing forlorn that once served to hold horse 
  leads, and a magnificent sculpture of a single vast eagle 
  clutching the body of a fallen Elven warrior, all are the 
  sorts of ornamental works that might still be discovered.
  Villa: Walled manor houses and villas were common 
  throughout the realms of the Dúnedain, but little remains 
  of them now. The stone foundations of a single house 
  may yet remain, but stables, barns and other outlying 
  structures were typically made of wood and have long 
  since turned to dust. A long, low line of stones that once 
  marked a property’s boundary or helped to mark off a pen 
  may still be discerned, but little else will remain. 
  Fortification: The Dúnedain fought many battles in 
  their time, not just against the Enemy, but also against 
  themselves, and neither the Dwarves, nor the Elves, 
  are strangers to war. The remains of watchtowers and 
  ramparts are fairly common throughout all lands. 
  Watchtowers were invariably built atop steep hills and 
  made of sturdy stone, whereas ramparts were a mixture 
  of earth and rock, depending on their importance. 
  Watchtowers, when still standing, will often be at least 
  three storeys tall. Fortifications built to house warriors 
  are generally known as keeps. The largest were vast, 
  intended to hold hundreds of fighters, whereas the 
  smallest were meant to house only a few patrols’ worth 
  of warriors – ten to twenty at most – and mainly served 
  to allow an alarm to be raised if necessary. Some smaller 
  keeps were built in inaccessible but important areas, such 
  as overlooking important mountain passes. Fallen keeps 
  will often still retain portions of their outer defensive 
  walls, but the inner portions may have collapsed and 
  sometimes sunk into whatever cellars that were carved 
  beneath them, leaving vast stony pits surrounded by 
  piles of crumbling stone.
  Hall: Generally a place for meetings of various types, halls 
  were buildings for large gatherings used for everything 
  from politics to leisure. What a given hall was originally 
  used for may be reflected in its structure: a warrior’s hall 
  would almost always be far more heavy in construction 
  than a library or a school and thus more likely to have 
  survived somewhat intact. Halls built for the exhibition of 
  music and song were designed to enhance sound – strange 
  tonal properties may yet linger in such places.
  Waystation: Travel between the Dúnedain kingdoms of 
  Arnor and Gondor flourished for a time, with many folk 
  passing along the North Road, and for many years, the 
  Dwarves and other traders travelled between the various 
  settlements of Durin’s folk from West to East. Waystations 
  were set along the road to meet the needs of travellers, 
  built as much for security as comfort, for many stood in 
  wild lands. Sturdy protecting walls may still stand, even if 
  the structures they once guarded have long since passed 
  into dust.
  Observatory: Above all things, the Elves love the light of 
  the stars and have ever been keen observers of the night 
  sky. The Dúnedain, too, were watchers of the heavens, 
  both to glimpse the future and to navigate, for the Men 
  of the West were great mariners and practised readers of 
  the stars. The Dwarves used the light of moon and stars 
  in their works, crafting runes that only showed under the 
  correct conditions in the night sky. Thus, all three peoples 
  crafted buildings that helped them gaze at the heavens, and 
  a few buildings that the unlearned would deem as merely 
  ‘watchtowers’ would once have served as observatories. 
  Some were constructed in such a way that sunlight would 
  pass through specific windows at different times of the year, 
  allowing for precise measurements of time. A few may yet 
  hold the remains of instruments once used for mapping 
  the course of the stars, or hint at the secret techniques of 
  deciphering hidden runes by moonlight.
  Road: Long roads once stretched across the land, connecting 
  villages and cities. The Dwarves built several major roads to 
  connect their far-flung mines and underground kingdoms, 
  roads which the Dúnedain put to use in their day. Stretches 
  of some of the old Dwarf roads are still in use at the end 
  of the Third Age, but the ancient way markers that once 
  showed the distances between settlements have long since 
  toppled. Many roads have fallen into decay, with whole 
  portions lost to weather, water and time. Others have had 
  their stones robbed for use elsewhere.
  Tomb: The Men of Arnor buried their dead in stone 
  barrows below ground, with nobles often being placed 
  alongside valuable treasures. Those of Gondor placed 
  their kings in elaborate mausolea. The Dwarves, too, 
  lay their dead in elaborate halls of stone, marked with 
  runes. Many of the crypts the Men of the West built have 
  long since been opened and ransacked. Others have 
  ‘occupants’ who don’t like to be disturbed…
  17
  
  Workshop: Much of the history of the Second and 
  Third Age has been dictated by the works of smiths, and 
  forges were common to all peoples. The sturdy buildings 
  that once held smithies often survive, for they were made 
  exceptionally strong to endure great heat, but the tools 
  employed in them are likely long since removed, leaving 
  little else to show what use the building may have once 
  been put to.
  Wondrous: The Loremaster should either roll again, 
  or choose another entry from the chart. The building in 
  question will have unusual properties that some Free 
  Folk may perceive as strange. For example a pool like 
  the Mirrormere that reflects images from the past; the 
  Hill of Seeing, where a traveller seated on its stone chair 
  might glimpse visions of far-away lands; or a tomb in the 
  Barrow-downs that haunts any who enter it with dreams 
  of the past.
  Dark Purpose: The Loremaster should either roll again, 
  or choose another entry from the chart. This building was 
  once used for sinister ends and a trace of the Shadow may 
  linger about it; for example, a keep once used for torturing 
  prisoners, an archive containing vile lore that was sealed 
  away, a secret shrine dedicated to the Great Enemy, or 
  similar. At the Loremaster’s discretion, such a building 
  may be considered a Blighted Place (see Adventures in 
  Middle-earth Player’s Guide, page 181).
  3. What doEs it look likE noW?
  Although the Loremaster now has an idea what the 
  structure once was, next they should decide on what 
  condition it is in now by rolling on or picking from the 
  table below. It may once have been a mighty keep or 
  glorious hall, but the passage of time eventually renders 
  all to ruin – has it collapsed entirely or is something of the 
  original structure still remaining?
  d6
  prEsEnt appEarancE
  1
  Crumbling
  2
  Fallen
  3
  Overgrown
  4
  Partly Buried
  5
  Partially Collapsed
  6
  Sunken
  Crumbling: Portions of the ruin are still standing, if only 
  just. Large portions of the stonework have clearly fallen 
  away, time and weather having worn them down. The 
  structures that support the building look weak and dust 
  regularly filters down from them. The whole ruin groans 
  alarmingly with the wind, punctuated by the sounds of 
  small stones falling from the ceiling. Anyone who fails 
  an attribute check with a natural ‘1’ on the die whilst 
  exploring the ruin dislodges something, and must make a 
  DC 13 Dexterity saving throw to dodge falling masonry 
  or suffer 11 (2d10) bludgeoning damage. 
  Fallen: The building has been broken by time and lies 
  in total ruin. Whatever it once was may no longer be 
  discernible, for it now appears to be merely a pile of 
  tumbled stone. Depending on where it was found, pieces 
  may have been removed for other buildings, giving the 
  ruin a haphazard appearance. There is no shelter to be 
  found here.
  Overgrown: Nature has taken the building back into its 
  keeping. While parts of the ruin are still standing, they 
  are all covered with plants, such as moss, lichen, or vines. 
  18
  BonEs of thE Earth
  
  thE road goEs EvEr on
  Portions of the building’s interior may well be blocked off 
  by the vegetation; however, there is likely some shelter 
  here and the mass of plant life helps hold the ancient 
  stones together.
  Partly Buried: The building may be more or less intact, 
  but a large portion of it has been buried by sand, stone, 
  mud or even snow. The extent of the burial is such that 
  there is no easy way to shift the material. Such buildings 
  may provide a little shelter, but much of the interior is 
  filled with whatever substance has buried it and there is 
  unlikely anything much to explore.
  Partially Collapsed: Portions of the building have fallen 
  down, but the rest is still standing and seems sturdy. 
  There is definitely shelter from inclement weather to be 
  found here and possibly even an opportunity for some 
  exploration into its interior. Such buildings may creak, 
  or be filled with dust from the crumbling masonry, but 
  they are otherwise sound. Such a building may allow the 
  Company to benefit from a long rest.
  Sunken: The ruin has settled into the earth, perhaps 
  sinking into a bog, or it was enveloped by the slow 
  shifting of ground. Such buildings can present a unique 
  opportunity, but they can also be very dangerous. Much 
  of a sunken ruin may still be intact, but swamp water 
  or shifting earth will have filled its interior. There is no 
  shelter to be had here, but the heroes might venture to 
  explore into the ruin’s depths...
  4. What is it usEd for noW?
  The Loremaster may wish to decide what the ruin is now 
  used for. Does it lie empty, or has it been overrun by 
  Goblins or inhabited by some foul creature? Either pick 
  from the results below, or roll 1d12 to decide.
  d12
  prEsEnt usE
  1-8
  Abandoned
  9
  Hideout/Lair
  10
  Infested
  11
  Refuge
  12
  Haunted
  Abandoned: The majority of the works of past kingdoms 
  are lonely remains, long since deserted and forsaken, 
  though seldom entirely forgotten. Rare passing travellers 
  occasionally spend the night in ruins for the shelter they 
  provide, but just as many will pass them by, superstitiously 
  avoiding the fallen buildings of past kingdoms and 
  vanished peoples.
  Hideout/Lair: The ruin is occupied, most likely by 
  nefarious sorts. Gangs of brigands sometimes make 
  use of sturdy ruins, as do Orcs and other foul creatures. 
  Occasionally, honest folk may put a local ruin to use, 
  perhaps as a storage place for goods. Particularly large 
  or cavernous buildings may conceal a pack of Wargs, a 
  swarm of vampiric bats or even a Troll seeking shelter 
  from the sun.
  Infested: The ruin is overrun with vermin of some sort: 
  insects, rats, hordes of spiders (small ones, usually…), 
  neekerbreekers and so on. The infestation is so great that 
  remaining within will be impossible, but this may not be 
  evident at first, causing an unsuspecting company to bed 
  down here, only to wake to the sounds of their stores being 
  consumed by a tide of field mice.
  Refuge: The ruin holds a hidden sanctuary of one of the 
  Free Folk. Dwarven shelters are often carefully concealed 
  behind cunningly wrought edifices with exceedingly well 
  hidden doors. The Elves will often place their shelters 
  hidden among nearby trees, adjacent to unused ruins, but 
  not actually within them. In Eriador, many such refuges 
  belong to the Dúnedain. The Rangers carefully ensure that 
  19
  
  buildings concealing one of their strongholds look just as 
  abandoned as all of the other past works of their people. 
  They take pains to conceal their stored goods behind false 
  walls and mask passages with fences woven from fallen 
  branches made to resemble natural obstructions.At the 
  Loremaster’s discretion, Companions that manage to find 
  such a refuge may rest in them, taking a long rest, even 
  while travelling; however, if a Company doesn’t have the 
  good will of the folk that built the refuge and are discovered 
  there, it may go ill for them…
  Haunted: One or more undead beings dwell in this place. 
  They may be the sorrowful spirits of those who were 
  cursed here long ago, or they may be of an altogether 
  darker sort, wraiths using borrowed flesh to terrorise the 
  living. Regardless, it is not wise to venture here without 
  good reason. Locals who live near a haunted ruin are often 
  aware of its dark reputation, though they are unlikely to 
  know how it became so for a certainty. 
   - dangers -
  along the way 
   He had many hardships and adventures 
  before he got back. The Wild was still the 
  Wild, and there were many other things in 
  it in those days beside Goblins…
  Over the course of a journey, or due to an unexpected 
  decision by the Company, the Loremaster may find that 
  they are suddenly in need of some foes with which to 
  challenge their heroes. The following section provides 
  sets of adversaries for these purposes. Each has a starting 
  Challenge Rating and several optional Strengths and 
  Weaknesses. If the group is defeated as a whole, then 
  it can be considered as a single entity when it comes to 
  determining Experience Point rewards.
  If your company is stronger that the base rating of the 
  enemy group, select (or roll) one or more of the Strengths 
  to increase the difficulty. If you’d like them to have an 
  easier time of it, use Weaknesses instead. Some of these 
  changes will impact the Challenge Rating of the encounter, 
  others do not have a significant enough impact. For a more 
  memorable fight, select both Strengths and Weaknesses 
  as seasonings to spice up the encounter.
  Change locations, names and abilities to best suit your 
  game and your players. Middle-earth is yours now: fill it 
  with foes to suit your needs.
  A Note On Names
  What matters most is how the game plays at your table. 
  Although the following examples provide some names 
  for groups and individuals, they remain examples only. 
  For your players, Isenfeax might be renamed ‘Blackmane’ 
  or simply ‘The Dark Warg’. The following groups should 
  serve as templates... when the heroes reach a new area 
  of Middle-earth, they might encounter other troupes with 
  different names and compositions.
  goBlins and Wargs
  The Wargs and Goblins often helped one another in wicked 
  deeds.
  Blódolg’s Band
  Blódolg and his fellows are raiders from Goblin-town 
  who ride great Wargs, striking quickly and fleeing before 
  any organised force can assemble. They can be found both 
  West and East of the Misty Mountains, as the Wargs live in 
  secret dells at the feet of the mountains and use the Goblin-
  tunnels when necessary to traverse the mountains. They 
  often plague the Woodmen and Beornings on one side of 
  the mountains and any travellers that dare the mountain 
  passes on the other side. Although Blódolg commands and 
  inspires loyalty by being unusually generous for a Goblin, 
  it is said that Isenfeax, the pitch-black Warg that he rides, 
  is the cunning mind behind their success. In fact, if Blódolg 
  were killed, it’s likely that Isenfeax will find with little trouble 
  another willing set of hands amidst the Goblin tribes.
  20
  dangErs along thE Way
  
  thE road goEs EvEr on
  Blódolg is a Misty Mountain Goblin that has Hideous 
  Toughness. Isenfeax is a Wild Wolf and has an Evil Maw 
  and is a Keen Mount. All other Wargs are Wild Wolves 
  and are Keen Mounts. There are as many Misty Mountain 
  Goblins and Wargs as the heroes, plus Blódolg and 
  Isenfeax. The Band begins as a Challenge 4 encounter 
  and can be further modified by the following tables:
  d6 strEngths
  1
  Blódolg has grown strong on the spoils of war, he 
  now counts as Big. (+1 to Challenge)
  2
  Isenfeax gains the Terrifying Howl ability. (+1 to 
  Challenge)
  3
  The Wargs are hungry, all of them gain the 
  Blood Driven ability. (no change)
  4
  Blódolg’s generous division of spoils has made 
  his fellows into a Vengeful Band. (+1 to 
  Challenge)
  5
  Goblins love to taunt and tease, and the gang is a 
  Foul Alliance. (+1 to Challenge)
  6
  Blódolg and his fellow Goblins hail from a 
  particular enclave of Goblins. They gain the 
  Hatred ability (select either Dwarves or Hobbits 
  as appropriate). (+1 to Challenge, or +2 if more 
  than half of the heroes are affected)
  d6 WEaknEssEs
  1
  One of the Wargs has been too much into the 
  Beorning mead from the last raid. It has the 
  Clumsy ability. (-1 to Challenge)
  2
  Blódolg for all his leadership is still a Coward at 
  heart. (no change)
  3
  The Wargs have no heart for true battle, they all 
  gain the Mewling ability. (-1 to Challenge)
  4
  The Band wasn’t expecting fierce resistance and 
  the Goblins are Ill-prepared for Battle. (-1 to 
  Challenge)
  5
  The Wargs are tired of dying in Goblin raids, and 
  are now at a Weak Willed Alliance with the 
  Goblins. If this ability is triggered, both Blódolg 
  and Isenfeax will attempt to rally the troupe and 
  who is successful might affect the leadership of 
  the Band. (-1 to Challenge)
  6
  The Wargs are hungry and are now Starving 
  Cannibals. (-2 to Challenge)
  The Army of Outcasts
  As the heroes set camp one night, the air is suddenly 
  filled with a storm of howls… Wolves attack out of the 
  darkness, retreating as soon as they are wounded. Then 
  there are twangs of bows, and Goblin arrows rain down. 
  Then the biggest Goblin they’ve ever seen on a huge Warg 
  charges the camp, leading a group of Goblin Wolf-riders 
  into battle. The Company has been beset by the Army of 
  Outcasts!
  Numol is the leader of the Army, and is a Really Big 
  Misty Mountain Goblin. He was born big and grew even 
  bigger (especially after eating his siblings). Eventually, he 
  was too big for the twisting Goblin tunnels and he (and his 
  insatiable hunger) were forced out. Now he has gathered 
  a mighty force of other outcasts and terrorises the lone-
  lands. 
  The Army consists of a number of Wild Wolves equal to 
  twice the number of heroes. Half of them are ridden by 
  other Misty Mountain Goblins. There are also Goblin 
  Archers equal to the size of the company. Numol rides 
  Murgen, a Wolf Leader. 
  The encounter begins as Challenge 10, and can further 
  be modified by the following: 
  21
  
  d6 strEngths
  1
  The Goblins have been working on riding drills, 
  the Wargs gain the Keen Mounts ability. (no 
  change)
  2
  Numol shouts orders as the army attacks, give 
  him the Commanding Voice ability (+1 to 
  Challenge)
  3
  Numol has made a standard for his army, this 
  gains them the Grim Banner ability. (+1 to 
  Challenge)
  4
  The troupe will fight to the Last One Standing. 
  If this is a Goblin, it gains the Screamer ability, 
  if it is a Warg then it gains the Vile ability. (no 
  change)
  5
  Numol and his band engage with a War Cry. (+1 
  to Challenge)
  6
  The Wargs gain the Evil Maw ability (+1 to 
  Challenge)
  d6 WEaknEssEs
  1
  This is an army of outcasts and misfits, one of the 
  ridden Wargs proves Stupid. (-1 to Challenge)
  2
  The Wargs are not likely to die for Numol, each of 
  them is Weak Willed. (no change)
  3
  Murgen has borne the hefty Numol for too long. 
  The wolf leader now counts as a Weakling. (-2 to 
  Challenge)
  4
  The Goblin archers aren’t keen on close quarters 
  combat, they are Mewling instead. (-1 to 
  Challenge)
  5
  The army has no armour-worker, and all the 
  Goblins are Poorly Protected. (-2 to Challenge)
  6
  The smell of the Wargs is overpowering and 
  even the Goblins are affected by their Unclean 
  Stench. (no change)
  trolls
  But they were Trolls. Obviously Trolls… from the great 
  heavy faces of them, and their size, and the shape of their 
  legs, not to mention their language which was not drawing-
  room fashion at all, at all.
  The Stone-troll Family
  Somewhere in the Wild, there’s a cave, and in that cave 
  are three trolls, having dinner. It’s shepherd pie and both 
  Pa-Troll and Junior are complaining that the shepherd 
  didn’t have much meat on him and what’s there is tough 
  and stringy. Troll-mum says that they ought to do a better 
  job of hunting tonight then, and maybe she’ll come along 
  to keep them in line…
  Junior almost got left outside a few years back and his 
  left side has partially solidified, giving him a Stony Hide. 
  When Troll-mum accompanies them, she’ll be sure to use 
  her Clobbering Sweep. If it’s just Pa-Troll and Junior, this 
  is a Challenge 6 encounter, while the entire Stone-troll 
  Family ranks as Challenge 10.
  d4 strEngths
  1
  The Stone-troll Family becomes Aggressive. (no 
  change)
  2
  Both Pa-Troll and Junior gain the Berserk ability. 
  (+1 to Challenge)
  3
  Each member of the Family gains the Thick Hide 
  ability. (+1 to Challenge)
  4
  Troll-mum gains both the Seize Victim and In 
  the Sack with You! abilities. (+1 to Challenge)
  d4 WEaknEssEs
  1
  Junior has never had a head for the family 
  business. He gains both the Clumsy and Stupid 
  abilities. (-1 to Challenge)
  2
  The Family care more for each other than for 
  their victims. They are Ill-prepared for Battle. 
  (-1 to Challenge)
  3
  Junior has brought his Fierce Bees collection 
  with him. (no change)
  4
  The Family has seen better days, each of them 
  count as Poorly Armed. (-1 to Challenge)
  Tarl’s Team
  Tarl is a Hill-Troll with ambition. He’s not a chieftain 
  yet, but he has a few buddies that follow him. They’ve 
  wandered the Wild, and have found that intimidating 
  yells and shows of force will often get guards and other 
  folk to flee before them, giving them a chance to pick over 
  whatever is left behind. A couple of times, they’ve even 
  been bribed by food and beer to unleash their violence 
  upon others.
  22
  dangErs along thE Way
  
  thE road goEs EvEr on
  Tarl is a Hill-Troll but he has a Commanding Voice 
  instead of a Fearsome Bellow. There is one additional 
  regular Hill-Troll for every hero. The troupe is a Foul 
  Alliance. They are a Challenge 8 encounter, which can 
  be further modified as below:
  d6 strEngths
  1
  The Team wears War Paint, great crimson 
  swatches on their faces and limbs. (No change)
  2
  Tarl and his fellows are not used to those 
  who fight back, but become Desperate when 
  challenged. (+1 to Challenge)
  3
  These Hill-Trolls have Long Arms and use them 
  to their advantage. This ability applies only to 
  their Slam attack. (+1 to Challenge)
  4
  The mercenary Team has learnt the advantage of 
  being Shield Smashers. (no change)
  5
  The troupe is a Bloodthirsty one. (+1 to Challenge)
  6
  Tarl always keeps a few of his fellows back, in 
  case of surprises. He gains the Call for Aid 
  ability. (+2 to Challenge)
  d6 WEaknEssEs
  1
  More used to threats than blades, the Team have 
  become Cowards. (-2 to Challenge)
  2
  These Hill-Trolls have weak natural armour and 
  are Poorly Protected. (-1 to Challenge)
  3
  The troupe worries that the The Strong Die 
  First  (the ability triggers when half the trolls are 
  defeated). (-1 to Challenge)
  4
  Tarl boasts the loudest, but is Mewling at his 
  core. (no change)
  5
  Hill-Trolls are never quick, and these are 
  especially Weak in Limb. (-1 to Challenge)
  6
  The troupe gains the Last One Standing ability, 
  but the sole survivor will perform a Vile act in 
  order to flee. (no change)
  orc WarBands
  Apparently the members of two or three quite different 
  tribes were present, and they could not understand one 
  another’s Orc-speech. There was an angry debate concerning 
  what they were to do now… 
  When the great Enemy needs work done, he is most likely 
  to send his most numerous servants, the Orcs. But they 
  often bring their own quarrels with them and easily fall to 
  infighting if they have no strong leader or other immediate 
  threat. As they march, they despoil the land and leave 
  wanton destruction in their wake. They prefer to move and 
  to battle under the cover of darkness, but the large fighting 
  Uruks of Mordor do not fear the light.
  Morgul Vale Warband
  Ufthak is a Black Uruk and commander of the warband, 
  ‘assisted’ (to his unending consternation) by Dushkû, the 
  overly clever Messenger of Lugbúrz. They’ve brought as 
  many Snaga Trackers with them as there are heroes, and 
  gathered up twice as many Orc Soldiers from the local 
  Orc tribes. Their mission might have nothing to do with 
  the Company, or perhaps they chase the heroes on orders 
  from Up Above. The Warband counts as Challenge 7, 
  and can be modified by the tables below:
  d6 strEngths
  1
  It seems to the heroes that Dushkû is Deeply 
  Sinister. (no change)
  2
  Ufthak has a heavy whip, and he gains the Cruel 
  Lash ability. (+1 to Challenge)
  3
  The warband will beat their Drums before 
  engaging their enemies. (+1 to Challenge)
  4
  Dushkû has a container of Foul Liquour. (no 
  change)
  5
  The Orc warband has orders and counts as a 
  Vile Gang. (+1 to Challenge)
  6
  Dushkû never trusted Ufthak. He gains the Call 
  for Aid ability, summoning more Orc Soldiers. 
  (+1 to Challenge)
  23
  
  d6 WEaknEssEs
  1
  Both Ufthak and Dushkû are Mewling. (-1 to 
  Challenge)
  2
  Some (1d3+1) of the Orc Soldiers are Weaklings. 
  (-1 to Challenge)
  3
  The troupe is a Weak Willed Alliance (Ufthak 
  will attempt to rally them). (-1 to Challenge)
  4
  The warband has the Last One Standing ability, 
  but the sole survivor will prove a Coward. (no 
  change)
  5
  The Snagas are unused to the Wild and count as 
  Clumsy. (-1 to Challenge)
  6
  All of the warband are Poorly Protected. (-2 to 
  Challenge)
  spidEr coloniEs
  As he drew nearer, he saw that it was made by spider-webs 
  one behind and over and tangled with another. Suddenly he 
  saw, too, that there were spiders huge and horrible sitting in 
  the branches above him… 
  Though the most numerous Spider colonies are found in 
  Mirkwood, no corner of the Wild is entirely free from the 
  presence of this ancient race. Heroes wandering in any 
  forest, or amidst caves or other dark places might stumble 
  upon a Spider colony, to their regret (if they survive the 
  encounter).
  Nightweaver’s Colony
  This colony consists of Nightweaver, a Great Spider, and 
  as many Attercops as there are heroes. Since the heroes 
  have stumbled into the territory of the Spiders, it’s likely 
  that the terrain favours the Spiders. There might be hedges 
  of tree limbs, low boughs and webs all about (see pages 
  92 and 93 of the Loremaster’s Guide). The colony begins 
  ranked as Challenge 8 and can be modified below.
  d6 strEngths
  1
  Nightweaver has eaten well, and is Really Big, 
  having 105 (10d12+40) hit points and her sting is 
  +7 to hit and does 9 (2d4+4) poison damage. (+1 
  to Challenge)
  2
  All of the Attercops gain the Dying Frenzy 
  ability. (+2 to Challenge)
  3
  Nightweaver has mastered the Eightfold Gaze. 
  (no change)
  4
  The spiders prove to be Bloodthirsty. (+1 to 
  Challenge)
  5
  Nightweaver gains the Vicious Hiss ability. (+1 
  to Challenge)
  6
  All of the Attercops are Aggressive. (+1 to 
  Challenge)
  d6 WEaknEssEs
  1
  The Spider colony is not expecting visitors and are 
  Ill-prepared for Battle. (-2 to Challenge)
  2
  The group is Terrifying in Aspect. (no change)
  3
  Nightweaver is old, fat, and slow. She is Weak in 
  Limb. (-1 to Challenge)
  4
  The Attercops are young and they are yet Poorly 
  Protected. (-1 to Challenge)
  5
  Nightweaver is resting from just having spun her 
  Web. She must roll to recharge, even on the first 
  round. (no change)
  6
  Nightweaver is well-fed and has grown Clumsy. 
  (-1 to Challenge)
  24
  dangErs along thE Way
  
  thE road goEs EvEr on
  
  BattlE Maps
  
  thE road goEs EvEr on
   - avoiding Battle -  
  Not every encounter with enemies in the Wild need result 
  in battle being joined. In Middle-earth healing is rare, and 
  rests are few and far between on the road. A Company on 
  a secretive quest might especially desire to avoid revealing 
  themselves.
  But what does this mean for a Company of adventurers 
  who require Experience Points to develop their abilities? 
  Will the satisfaction of purely narrative rewards diminish 
  over time?  Happily, Experience is typically awarded for 
  defeating adversaries, which need not mean at the point 
  of a sword.
  When confronted by the forces of the Shadow, a 
  Company might prefer to avoid revealing themselves and 
  jeopardizing their quest. The more ambitious may wish 
  to eavesdrop upon their foes, simply because that’s what 
  really first class and legendary adventurers do, at least in 
  the tales. 
  These optional rules comprise a series of skill checks to 
  spot the enemy, elude detection and, if necessary, flee from 
  pursuit while on a Journey. Failing to hide is not without 
  cost, and running and being caught can be deadly! When 
  DCs are unspecified, use the current Journey Event DC.
  stEp 1: instigatE thE EncountEr 
  Whether scripted or random, there are enemies in the 
  Wild and the Company must act!
  stEp 2: spot thE EnEMy Early
  As the enemy approaches, the Lookout is prompted to 
  make a Wisdom (Perception) check. Especially stealthy 
  enemies may apply Disadvantage to this check. A success 
  affords the Company extra time to prepare.
  stEp 3: coMpany rEaction
  The heroes must decide whether to stand and fight, find 
  a suitable observation point, or to flee from the enemy 
  while there is time to do so unnoticed.
  •	
  If the Company elects to stand and fight (or set an 
  ambush), the encounter is resolved using the combat 
  and XP rules.
  •	
  If the heroes elect to seek a place to hide and let 
  the enemy pass, then the Scout must make an 
  Intelligence (Investigation) check to find a suitable 
  hiding place, and the Hunter must make a Wisdom 
  (Survival) check to conceal the Company’s tracks. 
  If the Lookout succeeded in Step 2, these checks are 
  made with Advantage. If they are unsuccessful and 
  the Company wishes to run for it they will be spotted, 
  but will at least have a head start: skip to Step 5: Fight 
  or Flight and grant the heroes Advantage. Otherwise 
  go on to Step 4: The Enemy Draws Near.
  •	
  If the Company elects to flee, they are automatically 
  successful. Go to Step 6: Rewards and Consequences.
  stEp 4: thE EnEMy draWs nEar
  If the Company has elected to spy on the enemy, each hero 
  must make a Dexterity (Stealth) or Wisdom (Survival) 
  check against the highest passive Perception of the enemy 
  to avoid detection. If both the Scout and the Hunter were 
  successful then the companions have Advantage on these 
  checks. If both failed the heroes have Disadvantage. 
  Relevant abilities (such as a Hobbit’s elusiveness or a 
  Wanderer’s ability to hide in plain sight) may also be 
  applied.
  The Loremaster may wish to keep the DC secret, and 
  only reveal the result after some tense and atmospheric 
  description. If the heroes are successful, go to Step 6: 
  Rewards and Consequences.
  If one or more characters fail the check, something betrays 
  the presence of the Player-heroes and the enemy is alerted. 
  The Company is on the cusp of a critical decision, go to 
  Step 5: Fight or Flight.
  The Loremaster may wish, for narrative reasons, to have 
  the foes linger, or even camp, perilously close to the 
  Company’s hiding place.  If so, the enemies should make 
  periodic Wisdom (Perception) checks to notice their 
  “guests”.
  stEp 5: fight or flight
  If spotted, the Company may choose to abandon stealth 
  and fight. It is time to roll initiative!
  The compromised Company might make a last desperate 
  attempt to escape; instead of stealthy withdrawal it is 
  27
  
  now headlong pursuit. Each hero must make a Strength 
  (Athletics) check against a DC set by a single Strength 
  (Athletics) roll made by the enemy with the highest bonus. 
  Players might invoke Distinctive Qualities, Specialities, 
  Hopes, and Despairs to earn (and spend) Inspiration.
  If all of the Company succeed, the Company escapes. See 
  Step 6: Rewards and Consequences.
  If any of the Company fail then the Company has been 
  caught and must fight. Roll initiative! Heroes that 
  succeeded at Athletics must double back and will suffer 
  Disadvantage on Initiative.
  stEp 6: rEWards and consEQuEncEs
  •	
  A Company that spies on an enemy and remains 
  undiscovered receives half of the XP they would 
  have earned by defeating their enemies in combat. 
  Additionally, if it fits with the Loremaster’s plans, they 
  may have gleaned some useful information.
  •	
  A Company that flees receives no reward. Additionally, 
  their flight has complicated their journey. The Guide 
  must make a Wisdom check to plan a new route; on 
  a failure apply a -1 modifier to any remaining Journey 
  Event rolls. 
  •	
  A Company that fights (at any step) receives XP 
  rewards as normal.
  If the Company’s mission depends on subtlety the 
  Loremaster might award increased XP, even up to the full 
  amount. The risks of combat are a serious commitment 
  which should remain something that is rewarded in most 
  other instances.
   - wonders -
  of Middle-earth 
   They were at the end of their journey, but as far 
  as ever, it seemed, from the end of their quest.
  This chapter offers inspiration for the Wonders of Middle-
  earth Journey Event, as well as ideas for things seen along 
  the way outside of events.
  Loremasters can simply incorporate some of the elements 
  presented in this chapter into their description during a 
  journey, build an encounter around one of the places or 
  people, or even use them as the setting for an adventure. 
   
  vistas
  The scenery around the Company can inspire or cause 
  despair. Be it rolling hills with mist burning off in the 
  rising Summer sun, the endless tree-tops of Mirkwood, the 
  peaks of the Misty Mountains or the winding passage of 
  the Great River, there are any number of exceptional views 
  to be seen in Middle-earth
  unusual thickEts
  A thicket is a dense group of trees or interwoven bushes, 
  frequently all of the same species of plant. While many 
  thickets grow naturally, there are some that look odd to 
  even a discerning eye. 
  Some thickets may subtly form a pattern, or appear to be 
  wrapped about a specific place or meadow, protecting it 
  from prying eyes. 
  Other thickets seem to form shapes within them, appearing 
  to hold deer, wolves or other natural creatures that ‘vanish’ 
  as one draws closer to investigate. A particularly dense 
  thicket might even protect a Stone-troll from the sun.
  holloW trEEs 
  Living trees sometimes have cavities inside their trunks, 
  sometimes large ones. The tree hollow can serve as a refuge 
  against the elements, which all sorts of creatures might 
  take as a lair. A particularly large tree, such as an ancient 
  oak, might have been used as a building, with inhabitants 
  making additions to the tree, turning it into anything from 
  28
  WondErs of MiddlE-Earth
  
  thE road goEs EvEr on
  a dwelling to a fort; others may have camouflaged the 
  opening, resulting in a hard-to-find secret hollow.
  WatErfalls
  Crashing down from great mountain heights or gently 
  gurgling over smaller cascades, waterfalls vary greatly in 
  size and shape. Tiered waterfalls appear to leap between 
  ‘steps’ and might be scalable, if a company is prepared to 
  get very wet.  
  A few waterfalls are so massive that their rumble and roar 
  can be heard for miles about. Such waterfalls are often at 
  the end of powerful rapids, long stretches of treacherous 
  torrents that can easily kill the unwary with their 
  deceptive strength and speed. Many waterfalls, even some 
  seemingly small ones, can be deafeningly loud, rendering 
  conversation impossible, and obscuring all other sounds. 
  Wary scouts are ever mindful of ambushes in their vicinity. 
  See Roar of Water on page 96 of the Adventures in Middle-
  earth Loremaster’s Guide for more information.
  Both the Dúnedain and the Elves have built hidden 
  sanctuaries in caves hidden behind the plumes and 
  curtains caused by waterfalls. Unfortunately, over the long 
  centuries, Orcs have discovered some of these sanctuaries 
  and have claimed a few for their own uses…
  fallEn giants
  A tree so massive that its fall broke the earth all about 
  it lies collapsed upon the forest floor, daunting travellers 
  with its sheer size and ancient age. Perhaps lichen and 
  moss cover its recumbent form, or maybe large portions 
  have been cut away and used for building elsewhere. 
  A tree that fell across a trail may well have had a tunnel 
  bored through it, where passing travellers made their 
  marks long ago. Birds may live within the wood of the 
  tree, startling when a  company draws near, drawing 
  unwelcome attention with their caws.
  cavEs
  No wanderer looks at a cave without at least a little 
  trepidation, for many of them have hostile occupants as 
  Goblins and other creatures of the Shadow favour them. 
  But caves can also offer weary travellers refuge from a 
  storm and are frequently highly defensible, as narrow 
  entrances and winding passages can be used to force 
  assailants to attack in limited numbers. 
  Some caves hold great beauty; unusual rock formations, 
  crystalline pillars and the slow drip of water into 
  shimmering pools echoing in the depths of such hollows.
   
  29
  
  MinE
  From the outside, a mine entrance resembles a cave, and 
  an abandoned mine might well be used in the manner 
  described above. A Dwarf can tell at a glance whether or 
  not a given delve is the work of his people. If the mineral 
  wealth of a deserted mine hasn’t been entirely removed, 
  there will be other reasons as to why it was forsaken: 
  flooding in the lower shafts, treacherous shifting earth, 
  poisonous gases or intruding foes that drove away the 
  miners. A mine makes for a dangerous lair, but an easily 
  sealed off one; that is, if a hero is certain there are no 
  other exits…
  Quarry
  All of the Free Folk have, at one time or another, made 
  use of various types of stone in their works, but the 
  Númenóreans and the Dwarves are the most noted for 
  carving marble, slate, granite and other useful materials 
  from the earth. The distinctly chiselled rock of the great 
  quarries of the Westernesse can still be found in the wilds 
  of Eriador, close to their settlements of old. Most such 
  quarries are long abandoned now; large, open air mines 
  where sound echoes strangely off long walls of partially 
  carven bare stone, or even flooded to become lakes of 
  unusual depth (see also Sinkhole Lake, below).
  chasM
  Long crevasses in the earth, a particularly large chasm 
  can be just as difficult to pass as a wide river, especially 
  when the shifting ground has caused one to appear 
  unexpectedly. The interior walls of a chasm may be 
  beautiful, showing off glorious colours or even hinting 
  at valuable minerals contained within. Some gorges will 
  have waterfalls and rivers flowing through them, filling 
  the air with mist.
  Older chasms, especially on well-trod paths, will likely 
  have a bridge across them. Some bridges will merely 
  be fallen trees, whilst others may be made of woven 
  rope, sturdy wood or carefully worked stone; a bridge’s 
  construction can say much about the folk that made it, 
  perhaps giving a hint as to who may live nearby. 
  sinkholE lakE
  The ground here has collapsed, revealing a glistening blue 
  lake beneath the surface. The water is cool and amazingly 
  clear, revealing a tantalising glimpse of a few intact 
  buildings at the bottom of the lake. Brave heroes may wish 
  to test their swimming skills to discover what lies within 
  the watery ruins. (See the chapter Bones of the Earth for 
  more ideas as to what these ruins might be.)
   - lodgings -
  along the road 
  lodgings
  After long weeks of bedding down on soggy ground, 
  even the hardiest traveller can appreciate the charms 
  of a warm bed and a decent meal. The following entries 
  detail the most common places a company might find to 
  rest out on the road, far away from the more conventional 
  lodgings offered by towns and villages. Such lodgings can 
  be optionally used by the Loremaster to offer a long rest 
  on a journey.
  poor farMstEad
  Most farmsteads found in the Wild are poor, offering 
  barely more than sustenance to the owners and perhaps a 
  servant or two. They will often be situated far away from 
  well-travelled roads, the better to go unnoticed. Most poor 
  farms will have at least a simple main hall with several 
  adjoining rooms, a barn, a small stable, and a workshop 
  holding worn tools and a crude forge. A raised platform 
  on the roof of the main hall will often have someone 
  stationed in it to keep an eye out for travellers and trouble. 
  Poorer farmers usually have little to fear from bandits: 
  they generally have nothing worth stealing unless a band 
  of brigands is truly desperate. Goblins and other creatures 
  of the Shadow, though, will attack a farm out of sheer 
  malice.
  A farm’s buildings will have been constructed as sturdily 
  as the farmers could manage, but the majority will be 
  crafted from wood, with the main hall having reinforced 
  walls to take refuge behind if the farm is overrun by Orcs. 
  If they have any stones, such as those pulled from fields, 
  they will have been put to use in building defensive walls 
  of some kind.
  Strangers will be looked at with a touch of suspicion, 
  mixed with a genuine desire for news from abroad or a 
  brief diversion from their otherwise mundane lives. 
  30
  lodgings along thE road
  
  thE road goEs EvEr on
  An unknown company will have to talk their way into an 
  invitation to stay, or offer up some other incentive. While 
  money is welcome, as it can help with travelling merchants, 
  immediate practical aid may be even more desirable. A 
  Dwarf offering to work the forge for a bit is beyond even 
  the wildest dreams of many farmers, for example. 
  What lodgings a poor farmer can offer will invariably be 
  simple ones. A farmer is more likely to be able to have 
  room in their barn or a place in their stable than a spare 
  bed. If they have any food to share, it will likely consist of 
  simple stews and rough bread.
  rich farMstEad
  The more well-to-do farmsteads to be found in the Wild 
  will be placed closer to one of the regularly travelled roads, 
  or near a major trading river, such as the mighty Anduin 
  or the Running River, the better to move their goods to 
  market. The farm will consist of a main hall with several 
  floors including an adjoining kitchen, extra lodgings for 
  hired help, one or more barns, a large stable, a general 
  workshop, and a smithy. A watchtower will be attached to 
  one of the buildings, with a lookout posted regularly. The 
  buildings will all be well-made and regularly repaired. The 
  main hall and several of the outbuildings will be enclosed 
  by a sturdy stone wall with a gate.
  The farmer’s family live comfortable lives and they will 
  have several domestic servants, along with multiple 
  hired hands for farm work, including a blacksmith. Rich 
  farmsteads will raise sheep, goats or cattle to bring to 
  market, along with various small crops. The farm may 
  keep bees or employ someone skilled at carpentry or 
  glassblowing, allowing them to produce simple goods to 
  trade for extra coin.
  Such farms regularly welcome travellers, eager for news 
  from abroad, though they may keep a close eye on 
  strangers, depending greatly on where the farm is situated 
  and what sort of trouble the farmers have had to deal with 
  in the past. The farmer will likely know several travelling 
  merchants and if a Company has any local fame, may 
  well have heard of them too. 
  The farmer will not expect any recompense for a hot meal 
  and warm beds for a night, other than news and company, 
  though the offer of an evening’s entertainment, such as 
  songs or a story well-told, will not be turned down.
  roadsidE inn
  Travellers’ inns are invariably situated along trade routes 
  and other well-travelled roads, where they can more 
  readily cater to their patrons. Once a mainstay of long-
  distance travel, such inns are nowadays somewhat rare 
  due to the many dangers of keeping such an establishment 
  running; with the resurgence of the Kingdom of Dale, 
  however, several new inns are being founded throughout 
  Wilderland. If they become successful, such inns might 
  serve as the heart of a new village.
  A big inn will consist of a single large building with 
  several floors, though a few may have one or two small 
  outbuildings, regularly used for storage, but occasionally 
  as workshops. Long ago, inns in dangerous areas would 
  have had a sturdy outer wall of well-laid stone with an 
  armoured gate; at present, such inns are all but gone, save 
  perhaps in parts of Gondor. Most inns now reside behind 
  stockades and – if at all possible – have arrangements 
  for protection from dangers such as marauding Orcs with 
  Warriors or Town Guards dwelling near the inn. The inn 
  31
  
  will mostly likely be made of solid wood, though older inns 
  or those built with stone scavenged from nearby ruins may 
  have some good stonework as well. It will have a large 
  common room with a bar and a lot of sturdy furniture, a 
  huge kitchen, multiple rooms for guests, a study, several 
  storage rooms, servants’ quarters, a work room, a cellar 
  and a stable. An innkeeper and their family, along with 
  a few servants, will run the inn, tending to guests as 
  necessary. Common room bars see a lot of business from 
  locals as well as travellers.
  The Easterly Inn is a good example of a small roadside 
  inn (see Of Leaves and Stewed Hobbit in Wilderland 
  Adventures).
   - sights none -
  yet seen 
   “Is that The Mountain?” asked Bilbo in a 
  solemn voice, looking at it with round eyes. 
  He had never seen a thing that looked so big 
  before.  
  As Companions travel they will witness many marvels of 
  Middle-earth, and have many obstacles placed in their 
  way in the form of Journey Events.  While each hill must 
  be climbed and each stream forded, not every event along 
  the way is worthy of Experience Points. Indeed, in the core 
  rules, none are awarded outside battle.
   
  Most Journey Events are self-contained. They offer a 
  penalty or a reward for that Journey, depending on how 
  successfully they are resolved. This is an intentional feature 
  which means that the Journey rules can be optionally 
  removed from a game without unduly impacting character 
  progression. However a Loremaster, or indeed their Players, 
  may actively wish to reward exploits undertaken on the 
  road as part of Journey Events. This section offers some 
  guidance on implementing such awards.
   
  You can use the following guidelines to determine when 
  to award XP, and how much to give. Depending on your 
  game, you might optionally use these Experience Awards as 
  ‘tickboxes’ towards a whole level if enough are checked off. 
  During a journey, only Events that prompt an immediate 
  danger or unusual experience for the heroes may optionally 
  result in Experience Awards. For example, the first time 
  the Company travel across the Misty Mountains and 
  look down upon the wilderness of Eriador spread before 
  them, the Loremaster may wish to take that opportunity to 
  award some Experience, rather than simple Inspiration. 
  The first time a Company work together to cross a broken 
  bridge above a river in full flood, this might qualify for an 
  award of Experience.
  To gauge how much Experience to award a Company on 
  the Road, consider the whole Journey as an adversary of 
  an appropriate Challenge Rating to the company. This will 
  give you a Company Rating, which is equal to the Challenge 
  Rating that is most appropriate for your Company. Larger 
  or smaller companies may need to adjust their Company 
  Rating accordingly.
   
  coMpanion and challEngE rating
  ExpEriEncE aWard taBlE
  Challenge
  XP
  Challenge
  XP
  0
  0 or 10
  14
   11,500
  1/8
  25
  15
  13,000
  1/4
  50
  16
  15,000
  1/2
  100
  17
  18,000
  1
  200
  18
  20,000
  2
  450
  19
  22,000
  3
  700
  20
  25,000
  4
  1,100
  21
  33,000
  5
  1,800
  22
  41,000
  6
  2,300
  23
  50,000
  7
  2,900
  24
  62,000
  8
  3,900
  25
  75,000
  9
  5,000
  26
  90,000
  10
  5,900
  27
  105,000
  11
  7,200
  28
  120,000
  12
  8,400
  29
  135,000
  13
  10,000
  30
  155,000
   
  For example, a company of four level 1 Player-heroes are 
  suited to a Challenge Rating of 1, giving them the identical 
  Company Rating of 1. A journey for them would offer a 
  maximum of 200 XP. A company of four level 6 Player-
  32
  sights not yEt sEEn
  
  thE road goEs EvEr on
  heroes would qualify to face a Challenge Rating of 6, giving 
  them a Company Rating of 6, and so their journey would 
  offer a maximum of 2,300 XP. Some degree of estimation 
  is needed for larger groups, or those of mixed level. 
    
  The amount of Experience available for each Journey 
  can be calculated by the Loremaster beforehand, and 
  then divided into several smaller awards reserved for 
  each Event, any remainder being awarded on arrival. 
  Alternatively the whole award might be reserved for one 
  particularly significant event, especially if it ties into the 
  larger plot or themes of the adventure at hand. 
  Journey Events that cause the company to encounter foes 
  don’t usually need an additional reward of XP above the 
  award received for defeating the threat. Other events could 
  be more suited for individual awards; or a Loremaster 
  might consider that the whole company is in danger despite 
  one hero being called forth and award group XP instead.
   
  Eventually the difficulty of the journey will also limit what 
  the heroes will find remarkable. The struggles of their first 
  foray into the Wild will be as nothing to the veterans that 
  they might become: if the Peril Rating of the journey is 
  below the hero’s Proficiency Bonus they should not earn 
  XP from Journey Events outside of battle. 
   
  dooMs of dEparturE and oaths of rEturn
  While wonders abound in Middle-earth, certain splendours 
  might personally move a hero to new ambitions. Or 
  despair might move a hero to abandon a place that they 
  once loved. In such circumstances, a player can petition 
  the Loremaster for a special individual Experience Award, 
  called either either a Doom of Departure or an Oath of 
  Return. Once a hero is awarded either a Doom or an 
  Oath, they are not eligible for another such reward until 
  they improve their Proficiency Bonus.
  Dooms of Departure
  "…he left the hill of Cerin Amroth and came there never 
  again as a living man."
  A Player-hero may be so moved by dolorous events to 
  declare that they will never again return to a place from 
  which they embark onto the road. Only a Sanctuary or 
  a Player-hero’s home is significant enough a place of 
  embarkation to qualify for a Doom of Departure. Biding 
  farewell to such a place counts as a hero’s undertaking.
  The award for a Doom of Departure should correspond to 
  a Company Rating Experience Award one lower than the 
  hero’s Proficiency Bonus, and is awarded immediately. If 
  a Hero should ever return to a place they have foresworn, 
  the shame of betraying their own resolution means that 
  they immediately receive a number of Shadow Points 
  equal to one more than their Proficiency Bonus.  
  A Player Hero should take great care when declaring such 
  a Doom – to never return home or to a given Sanctuary 
  might have serious repercussions when they need to re-
  equip themselves, or gain rest and healing.
   
  Oaths of Return
  Then Legolas repaid his promise to Gimli and went with 
  him to the Glittering Caves...
  An Oath of Return is a promise to another Player-hero to 
  come back to, or visit for the first time, a place encountered 
  or distantly seen from the road. A hero might promise 
  her companion that she will look into the still waters of 
  Kheled-zâram on Durin’s Day, if he will but lead the way. 
  Merely visiting the place again in passing is not sufficient 
  to honour the oath: Experience Points awarded for an 
  Oath of Return are delayed until the Oath is fulfilled as an 
  Undertaking during a Fellowship Phase. Both the maker of 
  the Oath, and the Hero who witnessed it must undertake 
  the journey, and both receive the Experience Award. 
  The award for fulfilling an Oath of Return should 
  correspond to a Company Rating Experience Award one 
  greater than the hero’s Proficiency Bonus.
   
  33
  
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  termination of this License. 
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. 
  System Reference Document 5.1 Copyright 2016, Wizards of the Coast, 
  Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, 
  Chris Sims, and Steve Townshend, based on original material by E. Gary 
  Gygax and Dave Arneson. 
  Adventures in Middle-earth Player’s Guide Copyright 2016 Cubicle 7 
  Entertainment Ltd/Sophisticated Games Ltd; Authors: James Brown, Paul 
  Butler, Walt Ciechanowksi, Steve Emmott, Gareth Ryder-Hanrahan, Jon 
  Hodgson, Shane Ivey, Andrew Kenrick, TS Luikart, Dominic McDowall, 
  Francesco Nepitello, James Spahn, Ken Spencer.
  Adventures in Middle-earth Loremaster’s Guide Copyright 2017 
  Cubicle 7 Entertainment Ltd/Sophisticated Games Ltd; Authors: Walt 
  Ciechanowski, Steve Emmott, Jon Hodgson, TS Luikart, Dominic 
  McDowall, Francesco Nepitello, David Rea, Jacob Rodgers, Gareth 
  Ryder-Hanrahan and Ken Spencer.
  The Road Goes Ever On Copyright 2017 Cubicle 7 Entertainment Ltd/
  Sophisticated Games Ltd; Authors: Steve Emmott, Jon Hodgson, TS 
  Luikart, and Jacob Rogers.
  END OF LICENSE 
  
   
  The Road Goes Ever On
  TM is a beautiful collection of 4 large-format journey maps for Adventures in Middle-earth, 
  that comes with a 32 page supplement packed with setting information, rules and guidance on making the most 
  of your journeys.
   
  Each beautiful map is double-sided, with one set of player maps, and a set of hexed maps for Loremasters, 
  covering known Middle-earth.
  The handy supplement includes:
  •	
  Earning Experience on the road
  •	
  Maps for campsites in case there’s trouble
  •	
  Pre-made monster groups to drop into your journeys
  •	
  Rules on avoiding the Enemy in the Wild
  •	
  Guidance for creating ruins along the way 
  •	
  New rules for generating non-player travellers
  •	
  And more!
  SKU: CB72305
  Price: $29.99
  12+
  1-4+ hours
  2-7
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Cubicle 7/8 - Adventures in Middle-earth, The Road Goes Ever On.pdf