TEXT: Fantasy Roleplaying in the WoRld oF the hobbittM and the loRd oF the RingstM 
  based on the novels by J.R.R. tolkien
  TM
  TM
  
  Written by Adam Dials, James R. Brown, Richard Harrison, T.S. Luikart, Marco Rafalá and James M. Spahn.
  Additional writing by Andrew Kenrick and Francesco Nepitello
  The One Ring rules designed by Francesco Nepitello and Marco Maggi
  Art Director: Jon Hodgson
  Art by Andy Hepworth, Jon Hodgson, Sam Manley, Jeremy McHugh and Jan Pospíšil
  Editors: Andrew Kenrick and Francesco Nepitello
  Graphic Design and Layout: Paul Bourne
  Line Development Team: Jon Hodgson, Robert Hyde, Andrew Kenrick, 
  Dominic McDowall and Francesco Nepitello
  Published by Sophisticated Games Ltd, 1 Andersen Court, Newnham Road, Cambridge CB3 9EZ, UK and 
  Cubicle 7 Entertainment Ltd, Riverside House, Osney Mead, Oxford, OX2 0ES, UK.
   
   
  The One Ring, Middle-earth, The Hobbit, The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered 
  trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used under license by Sophisticated Games Ltd and their 
  respective licensees.
   
  All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, 
  electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
   
  - credits -
  2
  
  - contents -
  intRoduction 
  4
  How to Use This Guide 
  6
  nightMaRes oF angMaR 
  7
  Adventuring Phase 
  7
  Part One: Black Helms 
  8
  Part Two: Orc-work 
  14
  Part Three: Concerning Hill-women 
  18
  Part Four: Mountains & Monsters 
  22
  Part Five: Carn Dûm 
  27
  Part Six: An Unexpected Foe 
  33
  Epilogue: To Rivendell 
  35
  haRdeR than stone 
  36
  Adventuring Phase 
  36
  Part One: Road Maintenance 
  36
  Part Two: At the House of Elrond 
  42
  Part Three: Picking up the Trail 
  44
  Part Four: Deep Plans 
  47
  Part Five: Bargains in the Night 
  51
  Part Six: Into the Ettendales 
  55
  Epilogue: The Black Voice 
  60
  conceRning aRcheRs 
  61
  Adventuring Phase 
  61
  Part One: Riddles in Rivendell 
  61
  Part Two: The Dead and The Fallen 
  65
  Part Three: Into Darkness 
  68
  Part Four: The Last Battle of the Green Company 
  70
  Epilogue: Bringers of Tidings 
  74
  Fellowship Phase 
  74
  the coMpany oF the Wain 
  75
  Adventuring Phase 
  75
  Part One: A Travelling Fair 
  76
  Part Two: Investigating the Caravan 
  82
  Part Three: False Accusations 
  85
  Part Four: She Sees, She Knows 
  88
  Part Five: When Dark Things… 
  90
  Fellowship Phase 
  91
  What lies beneath 
  92
  Adventuring Phase 
  92
  Part One: In Rivendell Where Elves Yet Dwell 
  93
  Part Two: The Journey West 
  95
  Part Three: The Secret Manor 
  99
  Part Four: A Night of Treachery and Madness 
  104
  Epilogue: Húldrahir Defeated 
  109
  shadoWs oveRtyRn goRthad 
  110
  Adventuring Phase 
  110
  Part One: The Vigilance of Mithrandir 
  112
  Part Two: Return to Angmar 
  117
  Part Three: The Valley of the Dead 
  119
  Part Four: On the Downs 
  127
  Part Five: The Hidden Vault at Fornost 
  128
  Part Six: Mirabella’s Song  
  131
  Part Seven: Oldest & Fatherless 
  133
  Part Eight: Casting Out The Shadow 
  136
  Epilogue 
  141
  index 
  142
  3
  B
  
  4
  Ruins of the noRth
  - introduction -
  This guide contains six ready-to-play adventures for 
  your company of heroes, complete scenarios that can 
  be played separately, or as a linked series of adventures 
  spanning across a number of years. All adventures are 
  notionally set in the years after 2954, and take place 
  in eastern Eriador, but none are strongly tied to a date 
  so you can move them earlier or later, depending on 
  the needs of your campaign. These adventures all draw 
  on the setting information contained in Rivendell, and 
  that supplement will provide a useful companion to this 
  anthology.
  The first adventure takes the companions from the 
  foothills of Gundabad across the Misty Mountains to the 
  former capital city of Angmar and finally to Rivendell 
  itself. The following five adventures are all based out of 
  Rivendell and are set in the various lands surrounding the 
  Vale of Imladris. The adventures are presented in order 
  of increasing difficulty: while the first five adventures 
  can be tackled by a group of relatively inexperienced 
  adventurers, the final adventure offers a much greater 
  challenge. 
  None are recommended for completely novice heroes – it 
  is recommend that a group have played through at least 
  a few adventures first, such as those from Tales from 
  Wilderland or even The Darkening of Mirkwood.
  The six adventures are: 
  nightMaRes oF angMaR
  A company of heroes embark on a desperate mission 
  to recover the stolen children of the Black Hills from the 
  Goblins who took them. They must find safe passage 
  through snow and peril into the mountains of Angmar and 
  the ruined city of Carn Dûm. As the enemy there seeks to 
  poison their minds against one another, they must flee in 
  the company of Glorfindel to seek sanctuary in Rivendell.
  haRdeR than stone
  A fearsome servant of Sauron has arrived in Eriador to rally 
  the Trolls to the service of his dark master. The heroes set 
  out to find out more about this ‘Ogre Captain’ and discover 
  both a sinister plot and an unlikely ally, a spirit bound to 
  the will of Sauron but who would dearly like to escape.
  conceRning aRcheRs
  Bilbo Baggins, at Rivendell researching his book in the 
  company of Glorfindel and Lindir, asks the heroes to 
  
  5
  search the ruins of the north to prove that there really was 
  a regiment of Hobbit archers that marched to fight in the 
  Battle of Fornost. To do so they must search a forgotten 
  battlefield and enter a long-abandoned ruin, all the while 
  contending with spirits, Orcs and the ghosts of the past.
  the coMpany oF the Wain
  The heroes cross paths with an itinerant group of 
  tinkers and traders, selling their wares to the scattered 
  folk of Eriador. But the traders are not what they seem 
  – their leader is an agent of the White Hand, gathering 
  information for Saruman.
  What lies beneath
  The company join a Ranger, Hiraval, on his quest to 
  reclaim his ancestral home in the ruins of Arthedain, 
  crossing paths with a group of bandits who might not 
  be all they appear at first. But an ancient ancestor still 
  resides within the holding, a Spectre who seeks to corrupt 
  Hiraval’s bloodline forever.
  shadoWs oveR tyRn goRthad
  The Barrow-wights are slipping beyond the edge of the 
  Barrow-downs for the first time in centuries and the 
  heroes must help Gandalf the Grey restore them to their 
  tombs.
  The Return of the Witch-king
  While the adventures found in Ruins of the North are 
  all standalone, they do form a thematic story arc in 
  their own way: that of the rise of the Shadow and the 
  return of the Witch-king to Angmar in readiness for 
  the War of the Ring. 
  As the players play each adventure, they should find 
  themselves more and more troubled by this growing 
  threat, fearful of the future and what is to come. 
  Unlike in other campaigns, there is no chance of a 
  denouement or a climax where the bad guy is bested; 
  such a victory over the Shadow remains a distant, 
  impossible dream that most will not live long enough 
  to see. 
  You may think this premise gloom-laden and dour, 
  and you would be right to do so; but have heart that 
  the actions of heroes can still have an impact, and 
  mayhap their victories combined will afford their 
  people respite against the Shadow.
  intRoduction
  
  6
  Ruins of the noRth
  hoW to use this guide
  All of the adventures presented in this guide are self 
  contained, and can be played as single quests without 
  reference to any past or future adventure. You can pick 
  the most appropriate adventures to run based on the 
  composition of your players’ company and their journeys 
  across Eriador. While the adventures have no direct links 
  to the other adventures, save for mounting evidence of 
  the return of the Shadow to the North, you can combine 
  all six adventures into a campaign. The adventures 
  should be played in the order they are presented in this 
  guide.
  Target Numbers
  As detailed in The One Ring Roleplaying Game, 
  the default Target Number for all actions is 14. 
  This convention is followed in the adventures in this 
  supplement; therefore if a Target Number is not 
  specified for an action, it can be considered to be 14.
  the passing oF yeaRs
  If you want to follow the default pacing of gameplay 
  suggested in The One Ring Roleplaying Game, playing all 
  the adventures contained in Ruins of the North should take 
  several years. Every scenario offers plenty of opportunities 
  to keep the companions busy for a year of game time, as 
  the players can easily follow their Adventuring phase with 
  a fruitful Fellowship phase, or even start a supplemental 
  Adventuring phase building upon the consequences of the 
  previous one. (Some suggestions concerning the follow-up 
  to each adventure are presented at the end of the scenario). 
  Even if you don’t feel comfortable with playing one 
  adventure per year of game time, we suggest that you at 
  least let one year pass for every two adventures. A tight 
  pace of gameplay could be as follows:
  Nightmares of Angmar could be run as the last 
  adventure of 2973, starting in Wilderland and ending 
  with the heroes spending a Year’s End Fellowship phase 
  at Rivendell. Harder than Stone is suited as the first 
  adventure of the following year, starting in spring as the 
  company meets up once again. Concerning Archers 
  could then be played as the second adventure of that year, 
  starting in the summer. 
  The events of The Company of the Wain could, if the 
  Loremaster wishes it, be spread across several years, 
  woven in between any of the previous adventures as 
  required. 
  What Lies Beneath is best started in spring or summer 
  of 2975, so would suit being played as the first adventure 
  of the following year. Shadows Over Tyrn Gorthad 
  might then begin later in that summer, but this adventure 
  is intended to take multiple Adventuring phases across 
  several years to complete.
  B
  
  7
  nightmares of
  - angmar -
  •	
  When: The company may undertake this quest during 
  the autumn of any year between 2954 and 2977.
  •	
  Where: The adventure begins in the Black Hills in the 
  Vales of Gundabad, goes to the Mountains of Angmar 
  and the ruined fortress of Carn Dûm, and may end in 
  Rivendell among the Elves.
  •	
  What: Goblins raid the dens of a Hill-men tribe and 
  kidnap their children, kill some of their wives, and 
  escape into the North. The player-heroes begin having 
  nightmares of a desolate fortress where the children 
  are being held captive. They embark on a quest to 
  rescue them and must persuade the Hill-men to 
  forsake their dark past and join the Free Folk of the 
  North against the Shadow.
  •	
  Why: The Lord of the Nazgûl is luring the Hill-men 
  of Gundabad back to the ruins of Carn Dûm to re-
  establish it as a stronghold of sorcery. If the player-
  heroes can save their children and make allies of the 
  Hill-men, they will save the Hill-men from going down 
  such a terrible path of evil and thwart the plans of the 
  Enemy.
  •	
  Who: The company is joined by Hwalda, Essylt, and 
  Fráech — three Hill-men whose fate hangs in the balance.
  adventuRing phase
  This adventure is divided into six parts, comprising the 
  opening contest with the Hill-men, the gathering of the 
  company, the journey over the Misty Mountains into 
  Angmar, the hunt in the ruins of Carn Dûm, and the final 
  flight to Rivendell. 
  For details concerning several locations and characters 
  featured in this adventure (including the Hill-men of 
  Gundabad, Werewolf Hollow, Hwalda the Guide, and 
  so on) see the description for the Vales of Gundabad, in 
  The Heart of the Wild, starting from page 13.
  paRt one – black helMs
  In the Black Hills of Gundabad, the player-heroes 
  encounter a tribe of Hill-men. The companions compete 
  in a ritual fight to prove themselves and achieve trust with 
  the savages, but their celebration is interrupted by a thick 
  grey cloak of mist that quickly settles over the land. 
  paRt tWo – oRc-WoRk 
  When screams are heard through the fog, it is soon 
  discovered that Goblins have raided the dens of the Hill-
  men, killing their wives and kidnapping their children. 
  Pursuit is cut off by a pack of vicious Wargs. The player-
  heroes begin to have nightmares of ancient ruins filled 
  with evil creatures.
  paRt thRee – conceRning hill-WoMen
  The companions join a young orphaned woman named 
  Essylt on a quest to recover the stolen children, which 
  include her younger siblings. She is protected by Fráech: 
  a fierce warrior from her uncle’s tribe. But how will they 
  navigate the frozen mountains of the North? They must 
  locate Hwalda, an experienced guide with no love for 
  Goblins or Wolves, and persuade her to lead them.   
  paRt FouR – Mountains and MonsteRs
  The companions dare to journey across the Misty 
  Mountains and into Angmar, in the face of patrolling 
  Goblins and a terrible threat from the ancient past. 
  paRt Five – caRn dûM
  When at last the company reaches the ruins haunting 
  their dreams, they must search their underground halls 
  and tunnels to find the children. 
  paRt six – an unexpected Foe
  An evil servant of the Shadow tries to seduce Essylt to join 
  him in rebuilding the kingdom of Angmar. The fate of the 
  Hill-men and their children is finally determined.   
  epilogue – to Rivendell
  Thanks to their heroic deeds, the companions are granted 
  access to Rivendell, the sanctuary guarded by Master Elrond. 
  nightmaRes of angmaR
  
  8
  Ruins of the noRth
  Key Moments
  During parts of the adventure, Key Moments will be 
  identified that will determine the fate of Essylt in the 
  end. If the companions take certain actions, they will 
  influence her positively; if they do not take those actions, 
  they will influence her negatively. The Loremaster 
  should keep track of the outcomes of these scenes, for 
  they will determine the difficulty of persuading Essylt 
  to turn against the Witch-king. Her decision in this 
  matter will change the history of her people.
  While the Loremaster is aware of these Key 
  Moments, the player-heroes should be unaware of 
  them and how important they will be to the conclusion 
  of the quest. 
  If it seems appropriate, additional Key Moments can 
  be created on the spot. It does not matter how many 
  of these scenes are factored into the final difficulty.
  Companies from Wilderland
  As this adventure begins in Wilderland, it is the 
  perfect way to bring an existing company from 
  Wilderland over the Misty Mountains and into 
  Eriador. While a company might then desire to return 
  to Wilderland once the adventure is over, they might 
  fall under the enchantment of Rivendell instead, and 
  find themselves eager to explore this new land further.
  Companies from Eriador
  It may be the case that the players’ company is 
  already based in Eriador. If this is the case, the Hill-
  men of Gundabad may be replaced by Hill-men of 
  Rhudaur, and have the adventure begin in Rhudaur 
  instead. Part Four will most likely be cut out entirely, 
  but the trek along the Frozen Path may be enlarged 
  instead by adding in any of the material presented in 
  Rivendell or of your own devising.
  The Eye of Mordor
  If you are using the optional Eye of Mordor rules 
  presented in Rivendell, any revelation episodes 
  occurring during this adventure are likely to revolve 
  around the sudden treachery of allies, in particular 
  Hill-men of Gundabad that the company encounters, 
  or an increase in the threat posed by the Goblins of 
  Carn Dûm. 
  - paRt one - 
  black helMs
  It is a gloomy day when the company steps foot in the 
  Black Hills. A cold mist is gradually descending from 
  Mount Gundabad to the North, spreading forth like 
  probing, ghostly fingers across the ground.
  There are several reasons why the player-heroes may have 
  travelled to this area, when most days they would likely 
  have avoided the dangerous Vales of Gundabad:
  •	
  They are searching for wild horses, offspring of the 
  steeds of the Éothéod.
  •	
  They are hunting Wargs or Goblins, or searching for 
  the legendary Werewolf Hollow.
  •	
  They were sent by a patron, such as Beorn or Radagast, 
  to muster allies to stand against the wicked things 
  being drawn to Dol Guldur in recent years. 
  •	
  They have come to explore any of the notable places 
  in the Vales of Gundabad or to search for the Lost 
  Watchtower (see The Heart of the Wild, pages 17-19) 
  and they want to consult the Hill-men for lore or even 
  to hire a guide. 
  Whatever their purpose, upon entering the lightly wooded 
  hills, they pass a barren patch of ground in the shape of 
  an imperfect circle. The rock and dirt are a smoky grey, as 
  if an intense fire had burned there in ages past. 
  
  9
  The player-heroes may wish to stop and inspect the circle. 
  If they do, a successful Lore roll tells them that this might 
  be a funeral site from long ago, used when the Éothéod 
  cleansed the Vales of the Men of Angmar. 
  Memorial Circles
  They say the Black Hills are haunted by ghosts, 
  inhabited by wild men, and crawling with wolves. 
  Northmen are encountered rarely here, as they shun 
  the Black Hills out of fear that a cruel vengeance will 
  be enacted upon them for the actions of their ancestors 
  – centuries ago, the Éothéod had been relentless in 
  their fight against all servitors of Angmar, seeing 
  them only as wicked workers of sorcery and friends of 
  Goblins and Wargs.
  Today, circles of barren ground pepper the hills 
  where the Éothéod piled and burned the bodies of 
  their enemies. No grass or flower ever grows on these 
  dead spots, and their emptiness remind the Hill-men 
  of their sorrow-filled past and the divide that exists 
  between them and the Northmen. Yet, among the 
  Hill-men tribes, there are some who speak of a day 
  when the circles will bloom again. That will be when 
  the strength of their people will be restored, when they 
  will rise from the ashes. Tribesmen holding to such 
  beliefs visit a memorial circle before they engage in 
  important endeavours, like going on a raid, or hunting.
  discoveRed in the hills
  A pair of Savage Wolfdogs comes bounding over a high 
  wall of earth in the distance, greeting the company with 
  barks and snarls. They are large beasts with a wolf-like 
  appearance. They do not attack, but turn and head in the 
  direction whence they came. 
  At this point, the companions must decide what to do.
  1. The companions may ascend the hill and follow the 
  Wolfdogs;
  2. They may take up defensive positions among the trees 
  and rocks in preparation for a possible encounter;
  3. They may dash in the opposite direction to escape a 
  possible confrontation.
  A companion acting as the Look-out of the company and 
  succeeding in an Awareness roll may have noticed the 
  Wolfdogs in time to attempt a single ranged attack before 
  the Wolfdogs disappear. The shot will be moderately 
  hindered (TN 14) due to the medium range and sparse 
  woods.
  The Wolfdogs belong to a group of Hill-men who were 
  approaching the memorial circle from the other side of 
  the mound. Their barking alerts the warriors who quickly 
  draw their weapons and prepare themselves for any 
  aggressive action that might be coming; they cannot be 
  ambushed.
  •	
  If their pets were shot at, the Hill-men become enraged 
  and charge over the hill with great howls in the 
  tongues of Wargs to attack the player-heroes.
  •	
  If they stayed their bows, the Hill-men warriors will 
  wait for the companions to approach, or after a few 
  minutes they will quietly climb the hill themselves in 
  search of the source of the disturbance. 
  The companions may try to stop them and engage them 
  socially before things turn deadly. If combat erupts, the 
  statistics for Hill-men warriors can be found in The Heart 
  of the Wild, page 115. There are 12 warriors (plus a maid, 
  see Among the Hill-men on the following page), but of 
  varying health and ability, accompanied by six Savage 
  Wolfdogs. However, as soon as one Wolfdog or Hill-man 
  is killed, Cynbal, their Chieftain, orders his men to stop 
  fighting. Enough bloodshed and tragedy has occurred in 
  these hills and they cannot afford more losses now. (If one 
  of the Hill-men dies, it will be either Heilyn, Sul or Uthecar. 
  savage WolFdogs
  The dogs of the Hill-men of Gundabad have been bred 
  with Wild Wolves to increase their ferocity. Fully grown, 
  they are tenacious beasts, easily pitted against predators 
  twice their size. Sometimes, their savage nature is difficult 
  to deal with, as they may easily harm a child if unwittingly 
  provoked.
  nightmaRes of angmaR
  
  10
  Ruins of the noRth
  Savage Wolfdogs:
  attRibute level
  2
  enduRance
  hate
  10
  2
  paRRy
  aRMouR
  5
  2d
  skills
  Personality, 2
  Survival, 1
  Movement, 2
  Custom, 0
  Perception, 3
  Vocation, 0
  Weapon skills
  Bite
  2
  special abilities
  Seize Victim
  Great Leap
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Bite
  4
  10
  14
  Pierce
  aMong the hill-Men
  In all accounts of history and lore, the Hill-men of 
  Gundabad are described as a hateful and wicked folk 
  (see also the description for Angmar in Rivendell, on page 
  48). Their forefathers served the Witch-king in Angmar, 
  performing many vile and murderous acts, and were 
  almost annihilated when the Morgul-lord was defeated by 
  an alliance of Elves and Men. The warriors encountered by 
  the companions belong to a tribe descending from those 
  Hill-men who escaped the wrath of their enemies by hiding 
  east of the Misty Mountains, in the Vales of Gundabad. 
  They dwell in a nearby cluster of primitive shelters, more 
  dens than houses, and are a malnourished, easily angered 
  lot. The more unfortunate among them are stunted or 
  otherwise deformed, the result of decades of inbreeding. 
  Here follow the description of the group of Hill-men 
  encountered by the companions. With the exception of 
  Essylt (a girl) and Forgall (an old man), they are the best 
  warriors of the tribe (their wives and children remained at 
  home). If the player-heroes can somehow make allies out 
  of the Hill-men, they can turn the tide of hundreds of years 
  of history and redeem them from their ill-favoured past…
  Cynbal the Chief: The leader of the pack. Cynbal is 
  rugged and weather-worn, yet pallid from living in the 
  darkness under the hills. His brother Heddwyn the Seer 
  and most of his tribe were lost in a tragic cave-in last 
  year, leaving Cynbal in charge of raising his nieces and 
  nephews and providing for their grieving mother. As of 
  late, his patience is waning; too many nights dealing with 
  children and not enough time in spirit-Warg form. He 
  talks in a low, jarring voice while pointing two scabrous 
  fingers at anyone he addresses. Cynbal’s main concern is 
  always the preservation of his kin.     
  Fráech: The second-in-command. Fráech is a warrior of 
  great strength and skill with a spear. He brazenly shows 
  awful scars on his left arm: the evidence of a bear attack. 
  He is not well-spoken and is unable to write, but if he is 
  caught in a good mood, he may recount the tale of the night 
  he killed the beast by ripping its muzzle apart and stabbing 
  it through the heart. He will recall the great feast that lasted 
  many days afterwards. To end his story, he will bare his 
  teeth in a wicked grin while stroking the fur cape wrapped 
  around his torso and jabbing his spear into the air.
  Fráech has never married, but he is quietly interested in the 
  Chief’s eldest niece: the fairest Hill-maiden he has ever seen.
  Bedwyr: Protector and personal bodyguard of the Chief. 
  He is never caught without his spear and a thick wooden 
  shield displaying the carved image of a Savage Wolfdog’s 
  head: the chosen symbol of the tribe. He wears a black 
  iron cap matching his equally dark eyes, while his beard 
  is full and untamed, covering the birth deformity of his 
  jaw. Bedwyr is a fiercely loyal cousin to Cynbal and is 
  easily driven to rage when he perceives that the chief’s life 
  is threatened. That is why he is the preferred choice to take 
  the Chief’s niece as a wife.
  Heilyn, Sul and Uthecar: Three scraggy men carrying 
  shields and blades. These are the Chief’s younger brothers 
  serving as the tribes’ scouts and look-outs. They are 
  agile and keen-eyed and are able to command their dogs 
  
  11
  well. They are similar in appearance and age, yet easily 
  distinguished by their embellishments: one wears an 
  armband of teeth, another a bright green tunic, and the 
  other a large helm masking his countenance.
  Daga and Nantha are the names of their Savage Wolfdogs 
  — male and female. Nantha recently had a litter of pups 
  who are resting safely at home in the dens.
  Gwal: Small and simple, Gwal is Cynbal’s disfigured 
  son, born of his youngest sister who died of blood-loss in 
  childbirth. He was a child of pity and disconsolation, for 
  no one else would give her offspring. His one eye droops 
  while the other one raises; one ear is deaf while the other 
  never formed; one hand has six fingers while the other has 
  two. As for his legs and feet, they work better than those 
  of others. Therefore, Cynbal uses Gwal as an errand-rider, 
  to run hotfoot to the dens and warn the wives of looming 
  hazards.         
  Durthacht and Madacht: Twin sons of the Chief. These 
  burly men carry extra-long iron spears, self-made using a 
  crucible, moulds and hammers as taught to them by their 
  uncle. In fact, they wear many pieces of iron jewellery such 
  as rings, bracelets, and clasps. Even their helms are shod 
  with layered plates, sections, and ornaments, making 
  them the most elaborately designed of the tribal headgear. 
  Their beards are forked and plaited for convenience when 
  they eat or speak. Durthacht is missing fingers while 
  Madacht is blind in one eye.      
  Forgall: Cynbal’s venerable father. In his lifetime, Forgall 
  has witnessed the diminishing of his folk. Many have died 
  of disease, weak bones, flooding, and in squabbles with 
  their enemies. He believes all of this has been brought 
  on because they have parleyed with River-folk traders, 
  Beornings, Woodmen and other Men of the Anduin Vales 
  who have dared travel as far north as the Black Hills. 
  “Werewolves and Goblins make better friends,” he always 
  says, his eyes red and feral.
  March: Sprouting son of Madacht. Only recently has 
  March joined the men on their outings. He is half the size 
  of his father, but wears a heavy iron helm and carries a 
  broad sword. He is eager to kill his first large mountain 
  goat for its horns; but if he could slaughter a bear? Why, 
  then he would be as famous as Fráech among the tribes 
  and his father would be very proud!
  Taredd: Crazed and unstable warrior. Of all the tribe 
  members, Taredd is the cruellest, acting more like a wild 
  wolf than a Man. He wears no helm, leaving his unkempt 
  hair to poke in every direction, filled with needles and 
  thistles. His clothes are ragged and stained by the blood 
  nightmaRes of angmaR
  
  12
  Ruins of the noRth
  of pine martens, which he loves to kill for sport — with 
  his teeth! Anyone encountering him needs to be wary, for 
  at any moment his mood may shift, and they could find 
  themselves the victim of a savage bite or a razor-sharp 
  fingernail cut to the throat.
  Essylt: Soon-to-be wife-prize, niece of Cynbal. Possessing 
  a beauty rare among Hill-women, Essylt has drawn the 
  attention of several suitors. Her uncle wishes to give her 
  away to Bedwyr today, but he will have to win the Black 
  Helms first, proving himself to be superior in strength 
  and cunning. She is not happy with these arrangements 
  because she is not ready for marriage; she would rather 
  jump in a river! (For a Hill-man — that’s the worst kind 
  of death). Oh, how she misses her father Heddwyn, the 
  wisest man she’s ever known, unlike all these muddled 
  dimwits. She hisses and spits at the thought of a husband!
  speaking With cynbal
  If the company engages the Hill-men peacefully, they speak 
  to their Chief face to face. He orders his warriors to lower 
  their weapons, then pushes his way forward. As usual, all 
  players may make a roll of Insight to gain bonus Success 
  dice to employ during the encounter (see Preliminary Rolls 
  on page 151 of The One Ring Roleplaying Game).
  Set Tolerance
  The initial Tolerance is equal to the highest Valour in the 
  company. Increase the Tolerance by 1 if no aggression has 
  been shown. Reduce the Tolerance by 1 if there are any 
  Elves present; by 2 if the Hill-men have lost a Wolfdog; or 
  by 3 if a member of the tribe was killed.
  Introduction  
  The Chief will respond positively to any presentation given 
  using humble Courtesy, but he will automatically reject 
  all attempts to impress him with Awe. It is best that one 
  person handles these remarks.
  Interaction   
  The Hill-men want to know what is the company’s purpose 
  for coming to the Black Hills. What the companions want 
  from the Hill-men depends on why they were wandering 
  the Black Hills in the first place. 
  Cynbal is a man of few words, but generally answers to 
  any questions the companions pose him in a respectful 
  manner. Generally, for each piece of information he 
  provides, he requires to be told something about the 
  company in return. If the companions indulge the old 
  chief’s curiosity, he may offer lore about the Vales of 
  Gundabad, how to find a guide, or even offer temporary 
  shelter and food in his tribe’s dens. After the encounter 
  has been going on for a while, Cynbal tires of the word-
  duel, and stands up while twirling and swinging his sword 
  in an impressive manner, showing his mastery with the 
  aged weapon. He then points at the spokesman to do 
  something similar.
  Black Helms is a form of ritual fight practised by 
  the Hill-men of Gundabad. It was invented when two 
  rambunctious warriors squabbled over the magnificent 
  helms of two fallen enemies, lords of the Éothéod. 
  Legends say that the warriors each strapped a helm upon 
  their head, and then in a display of bestial savagery, 
  wrestled to remove their opponent’s helm until one 
  finally succeeded by breaking the other’s neck. During 
  the contest, onlookers hallooed and guffawed while 
  slinging black mud into the eyes of the wrestlers, which 
  ended up splattering and caking their helms too; thus the 
  name Black Helms.
  Much of the game remains the same today (without 
  the requirement of breaking a neck) and any number of 
  contestants can compete at once. This mock combat has 
  helped to preserve some of the greater warriors among 
  the tribes. The winner of the contest is simply the last 
  person to keep his headgear on; when it is removed, they 
  are eliminated. Wooden buckets of fresh, slick mud are 
  placed around the arena’s perimeter so that spectators 
  can join the action and make a mess of things. Prior to 
  each challenge, rewards for the winner are negotiated, 
  with the Chief getting the last word.
  The Black Helms
  
  13
  “In these lands, men are judged worthy by their skill with a 
  blade or a spear, or by a display of their strength. Show me!”
  To truly impress Cynbal, the player-hero will need to 
  perform a spectacular move with a weapon by making 
  two successful rolls in a row using the Weapon skill of 
  his choice (TN 14). As soon as he fails any roll, Cynbal is 
  unimpressed and he dismisses him. The rest of the Hill-
  men howl in mockery. 
  If two successful rolls are made consecutively, Cynbal is 
  satisfied, and invites the hero to participate in a contest 
  of strength he calls “the Black Helms” as the company’s 
  champion… 
  If the Tolerance of the encounter is exceeded, Cynbal offers 
  little help, but allows the companions to redeem themselves 
  by offering one hero the chance to participate in the games.
  WRestling With hill-Men
  The companions are led to a small patch of hard ground, 
  nestled in the centre of surrounding hills, where the earth 
  forms a natural arena.
  The rules and prizes are quickly reviewed by the Chief: 
  Contestants will be disqualified for using weapons, 
  deliberately harming opponents or if they get outside 
  assistance. The prizes include a roast of cow, a lush fur 
  cape, and Essylt the Fair, the niece of the Chief! 
  Companions wishing to influence the stated rewards can 
  do so with skills such as Inspire or Persuade, but treasure 
  is not available even if they get on their knees and beg for it. 
  Key Moment: Test of Sympathy 
  If the player-heroes recognise Essylt’s unhappiness 
  (proposing a task using Insight, for example) and 
  suggest an alternative prize, they will influence 
  her positively. Otherwise, she will remember their 
  moment of indifference and be influenced negatively.    
  The fight is handled in a series of rounds in which the 
  contestants try to remove the helms from their opponents.
  The last man with their helmet on wins.
  Bedwyr, Fráech, and Taredd are the competitors for today. 
  Each wears a distinct and dramatic helm. If the company’s 
  champion does not have his own helm, he must borrow 
  one, for example using Persuade. If he can think of 
  another way to acquire one, that would be fun too! 
  When the Chief raises his spear, all hell breaks loose amid 
  uncontrolled Warg-cries!
  Running the Fight
  The mock fight uses the following guidelines:
  •	
  At the beginning of every round, the company’s 
  champion may make a roll of Awe to intimidate 
  or demoralise his opponents. The TN for this test is 
  equal to 10 plus the highest Attribute level among all 
  remaining contenders. A success grants him 1 bonus 
  die to use on his Athletics test during the round, a 
  great success grants 2 dice, and an extraordinary 
  success grants 3.  
  •	
  Companions who are watching the fight may assist 
  their champion by flinging mud on a specific opponent. 
  They do this by making a roll using the Dagger skill 
  against TN 16. In order to be effective, however, they 
  must achieve a great or extraordinary success. A 
  great success causes the target to become moderately 
  hindered (all rolls TN +2) while an extraordinary success 
  makes him severely hindered (all TNs +4). Failing with 
  an C means that mud got in their companion’s eyes 
  instead, and he becomes severely hindered!
  •	
  The Loremaster makes a single roll for the entire tribe to 
  sling mud at the company’s champion against TN 14. 
  He does this using a Feat die and 2 Success dice. A great 
  success leaves the player-hero moderately hindered and 
  an extraordinary success leaves him severely hindered. 
  Failing with a A means that one random Loremaster 
  character is now severely hindered instead.
  •	
  During the first round, Fráech charges the company’s 
  champion, choosing him out as his opponent. 
  Meanwhile, Bedwyr charges Taredd, puts him in a 
  tight head-lock, and pops off his helm with a terrible 
  nightmaRes of angmaR
  
  14
  Ruins of the noRth
  squeeze! That leaves the companion to face Bedwyr if 
  he beats Fráech. 
  •	
  If the companion is eliminated first, Fráech will win 
  Black Helms, fuelled by his desire for Essylt.
  •	
  Every round, the companion must make an opposed 
  Athletics roll against his opponent (both roll against 
  TN 18, appropriately adjusted with all relevant 
  modifiers). A helm is removed by a successful roll only if 
  the opposing roll fails. Wrestlers that achieve a great or 
  extraordinary success are no longer hindered by mud.
  Hill-men Wrestlers:
   
  opponents  
  statistics
   
  Bedwyr 
   
  Athletics 3, Attribute level 5
   
  Fráech 
   
  Athletics 3, Attribute level 4
   
  Taredd 
   
  Athletics 2, Attribute level 4
  a celebRation Ruined 
  As soon as the ritual fight is over, a dense fog rolls 
  in, making it impossible to proceed with the planned 
  celebrations in honour of the winner. The loss of visibility 
  and sudden chill strikes fear in the superstitious Hill-men, 
  and the companions find themselves doing all they can to 
  keep from being hustled and trampled underfoot by the 
  escaping tribesmen. Cynbal orders everyone back to the 
  dens and Gwal is already on the move to warn the Hill-
  women. The Chief addresses the company:
  “This fog is the work of sorcery! It is dangerous to stay 
  outside. Please, come and stay the night under the earth 
  with us. We’ll eat and finish our ceremonies there.”
  But before the companions can respond to Cynbal, a 
  distant scream is heard. It is a woman crying out in absolute 
  terror. Her voice is sustained and echoes throughout the 
  hills, increasing to its highest pitch before suddenly being 
  cut off, leaving only the sound of the cold wind.   
  Old Forgall speaks in a scolding growl to his son.
  “That was your woman! You should not have welcomed 
  these outsiders!”
  - paRt tWo - 
  oRc-WoRk
  After a short run in the fog, thick smoke suddenly fills 
  everyone’s nostrils. Flames can be seen rising from the 
  Hill-men refuges, rough houses of dried mud, wood and 
  piled rocks built around the entrances to their tunnel 
  network under the hills. Gwal stands there coughing and 
  choking and the sound of yelping puppies can be heard in 
  the lick of flames. Daga and Nantha – if they are still alive 
  – race in to find their offspring but never return.
  Deathly afraid of the fire, the Hill-men are frantic and 
  bewildered. They can go no further, except Fráech, who 
  reluctantly proceeds, disappearing into the smoke. Essylt 
  is crying and looks to the companions for help.
  “Please, please. I am too scared to go! My mother and 
  sisters and brothers are in there. They are all I have.”
  Key Moment: Test of Sacrifice
  If the player-heroes respond to Essylt immediately 
  and head into the flames, they will influence her 
  positively; for she will remember their sacrifice. 
  If they hesitate or stop to talk or plan, they will 
  influence her negatively.
  FiRe and anguish
  Choosing to rush into the fire is extremely dangerous. 
  Player-heroes will automatically lose 2 points of 
  Endurance in the first round due to smoke and flame, 
  increasing to 3 points the second round, 4 the third round 
  and so on (up to 5 points per round). In addition, they 
  must make a Protection test against TN 16 each round to 
  keep from being Wounded.  
  Have them make a Search test every round to locate 
  survivors. Sadly, during the first few rounds, they discover 
  several Hill-women lying dead on the ground, pierced with 
  arrows, broken blades sticking out of their lifeless bodies, 
  hands tied behind their backs with ropes (companions 
  witnessing this gruesome scene must make a Corruption 
  test or gain 1 Shadow point (see Anguish, on page 222 of 
  The One Ring Roleplaying Game).
  
  15
  A hero succeeding with a great of extraordinary result 
  finds the only survivor: a Hill-woman hiding in a large 
  hole in the ground weeping with deep sobs. She will 
  emerge from the flames on her own if they do not find her, 
  or if they have left the camp already. It is Briga, the wife of 
  Madacht; she is pregnant. 
  “Goblins! Goblins! They have taken all the children! They 
  went down into the tunnels and disappeared into the 
  dark! Save them, please, save them…” 
  The fire is too intense to reach the tunnels, however. 
  Anyone who foolishly attempts this will fall unconscious 
  and need to be rescued before they burn in the flames. 
  They must join the tribe on the outskirts of camp and seek 
  another entrance. 
  WaRg attack 
  Outside the burning camp, a pack of Wild Wolves arrives 
  to attack the companions: emissaries of an unseen enemy 
  sent to thwart them. Forgall greets his Warg friends in 
  their growling tongue and speaks to a large Wolf-leader, 
  while the rest of the tribe, including Cynbal and Essylt 
  leaves quickly to access other passageways in pursuit of 
  the Goblins. 
  The companions do not understand the language of the 
  Wild Wolves, but anyone who makes an Insight roll 
  understands enough to prepare for an attack, allowing 
  them to check for combat advantages. Those with Enemy-
  lore (Wargs) may invoke the Trait for an automatic success.
  The Enemy
  There are two Wild Wolves for every companion in addition 
  to a Wolf-leader. Forgall does not fight, but his loyalty is 
  to the Wargs. The player-heroes may wish to address him, 
  but if they kill him, they will each gain 4 points of Shadow 
  for the misdeed and effectively end their relations with the 
  Hill-men (see the box to the right).  
  Complications
  The hills are lightly wooded and the grey fog makes 
  visibility difficult. This causes the player-heroes to be 
  moderately hindered when attacking, meaning all their 
  Target Numbers to hit will be modified by +2. The Wild 
  Wolves are unhindered by the fog and the woods.
  Killing Forgall
  If the companions kill Forgall, the Loremaster will 
  need to rework some of the adventure as any future 
  encounters with the Hill-men tribe will be futile. He 
  was the eldest of their kin, beloved and well respected. 
  The Hill-men will order the player-heroes to leave the 
  Black Hills upon discovering Forgall’s body, or fight 
  them to the death in a rage of fury. If the companions 
  hide the body, they will gain another 2 points of 
  Shadow each for their treachery and it will be found 
  before morning. 
  The tribe will ambush the company at first light, but 
  not before one of them is awakened by a nightmare 
  (see The Nightmares Begin on page 16). If the 
  companions escape or kill the entire tribe in the fight, 
  Essylt and Briga will be the only survivors. Briga 
  will leave to find another tribe, but Essylt will plead 
  with the companions to help her find her siblings. It 
  will be the last hope the heroes have for reconciling 
  with the Hill-men of Gundabad.
  Fight Events
  The following battle events may be considered by the 
  Loremaster and incorporated at appropriate moments.
  Forgall’s Hatred
  The elderly Hill-man surges with primal energy, circling 
  the fight and baring his teeth, saying: “Die! All of you; for 
  you should never have come here.”
  •	
  This counts as using his Strike Fear special ability. All 
  companions must make a Fear Test or lose their ability 
  to spend Hope points for the remainder of the fight.
  Freezing Fog
  The temperature falls rapidly, filling the air with small 
  ice crystals similar to a light snow, and hard rime begins 
  forming on surfaces here and there, adding to the already 
  terrible conditions. 
  •	
  The companions become severely hindered, modifying 
  their TN to hit by +4. 
  nightmaRes of angmaR
  
  16
  Ruins of the noRth
  Cowardly Retreat
  If the Wild Wolves are losing, Forgall slinks away to avoid 
  being left alone with the player-heroes in the aftermath. 
  The Wargs will fight to the death.
  After the Fight
  Before the companions can address their wounds, a 
  regiment of grey crows scatter suddenly from the pines, 
  heading northward. The snow and fog obscure them 
  slightly from view, but amidst their crowing a few words 
  can be heard distinctly: “Return to Angmar! Carn Dûm! 
  Carn Dûm!” they say, over and over as they fly away.
  Soon after, Cynbal and the tribesmen return to address the 
  company, taking notice of the dead wolves lying slumped 
  on the ground. They are distraught, soaked and troubled. 
  One of them – possibly Bedwyr – steps forward to speak:
  “You have brought ill upon us! We should kill you now, as 
  you have killed these wolves. Our anger grows hot, for we are 
  vexed. The Goblins were our friends, yet this is their work? 
  We cannot enter the tunnels: they are filled with smoke. Why 
  have they turned on us? Why have they taken our kin, slain 
  our women, and burned our homes? Where have they gone? 
  They will pay for this! We will hunt them down, rip apart 
  their stinking flesh, and eat them for dinner.”
  Let the companions talk with the tribesmen to sort out 
  these disconcerting events using Inspire, Persuade, 
  Courtesy, or other appropriate skills. Forgall tries to rally 
  the tribe against the company, while March – his great 
  grandson – seems to be smitten with the adventurers, 
  especially anyone carrying a sword. No major decisions 
  will be made yet concerning a rescue. In the morning, 
  they will gather other chieftains and warriors for a 
  special tribal council to decide the best course of action. 
  Essylt, overcome with grief, only cries and never utters 
  a word.
  If the companions mention the message of the crows, 
  Cynbal recognises Angmar and Carn Dûm as places 
  connected to the history of his folk, but fails to remember 
  the sorcery and wickedness of the Lord of the Nazgûl. 
  In his imagination, Carn Dûm was a magnificent city, 
  destroyed by the cruel Men of the West and the ferocious 
  Elves. Why their children should be taken to Angmar now, 
  he does not know. 
  the nightMaRes begin
  By the time the conversation ends, the fog has lifted, and 
  night has fallen. If the company has been able to uphold 
  good relations with the Hill-men, Cynbal offers them shelter 
  in a hidden burrow outside the camp. It is a crude hideout 
  of sorts, used only by husbands temporarily banned from 
  home (they do not see where the Hill-men go to sleep).     
  That evening, some of the warriors prowl the land in 
  spirit-Warg form in search of their children, but they find 
  nothing. Wherever the companions end up, they toss and 
  turn, unable to get a good night’s rest. They do not recover 
  Endurance.
  Before the break of dawn, the companion with the highest 
  Shadow points score awakens from a nightmare, drenched 
  in sweat, and startles the rest of the group with a loud gasp. 
  In case of a tie, or if no companion has any Shadow points, 
  then the dreamer is the hero with the lowest Hope score. 
  
  17
  The following should be read aloud or given to the 
  dreaming hero in advance so he can relay the nightmare 
  to the rest of the company:
  There is a long wide bridge covered in snow before you. It 
  spans across a deep gorge. Across the chasm, the remnants 
  of great towers lie in ruins and shrouded in ice. You can hear 
  the sounds of children crying from somewhere beneath it, 
  in the bowels of the mountain. But when you begin to cross 
  over, a piercing wail fills the freezing air, as something high 
  above you blots out the light of the dying sun…   
  The dreamer must pass a Corruption test (TN 16) or gain 
  1 Shadow point.
  The children have been kidnapped and are being taken 
  to Carn Dûm, the stronghold that once was the capital 
  of the ancient kingdom of Angmar. There, they will 
  grow as servants of the new Shadow that is gathering in 
  the depths of the fortress, trained in poison-making and 
  metalworking side-by-side with Orcs and Goblins. Their 
  capture has been ordered by a new minion of Angmar, a 
  Hill-man of Gundabad restored to his sorcerous roots: 
  Heddwyn, father of Essylt and brother to Cynbal! 
  Heddwyn the Seer was a man foresighted, and could 
  travel the farthest as a spirit-wolf. The night before a 
  tragic cave-in buried him and a large part of his tribe, 
  he had dreamt that he would die soon, and be reborn as 
  a greater man. He ignored that the fateful accident was 
  part of a larger plan orchestrated by the Enemy, for 
  most of the victims were not killed as everyone supposed. 
  Rather, the buried tribesmen were rescued by Goblins 
  and then taken in chains through long, dark tunnels and 
  pathways under the mountains all the way to Angmar. 
  The Hill-men never attempted to recover the bodies of 
  their kin — to dig them out would have cost more lives — 
  so they believed them all dead. 
  Heddwyn reached the ruins of Carn Dûm in the grip of 
  a burning fever. Left for dead in a deep dungeon, he 
  was visited by the Lord of the Nazgûl himself, recently 
  arrived in Angmar in his guise as the Wraith-lord (see 
  Rivendell, page 82). Sensing an unusual power in the 
  derelict form of the Hill-man seer, the Lord of Morgul 
  saved Heddwyn’s life with his dark arts, at the same 
  time awakening in his soul the memories of the sorcery 
  of his ancestors. 
  When he finally recovered from his illness, Heddwyn 
  felt reborn into a new stature, and destined to a higher, 
  albeit darker, fate. He started to believe that only by 
  obeying the will of the Witch-king could his people 
  rise again to their former strength. If they entered his 
  service they would no longer need to hide in the Black 
  Hills, suffering at the hands of the hated Northmen.
  Months have now passed since the rebirth of he who was 
  once known as Heddwyn, of the tribes of the Black Hills. 
  He is now a dabbler in sorcery and poisons, a spear of 
  terror in the hand of the Lord of the Nazgûl. Placed in 
  a position of power by the Wraith-lord himself, he has 
  commanded the Goblins of Angmar to fire the forges 
  of Carn Dûm once again and create a new arsenal of 
  weapons and armour. 
  Through the terrible strength of Mountain Trolls and 
  Orcs he has dug a stone vault to protect his sleeping body 
  and those of his fellow Hill-men. Each night, he roams 
  the icy mountains and the wastes in spirit-wolf form, 
  howling words of power in the language of Wargs. He 
  summons all Orcs and Evil Men into service, for he has 
  become the Witch-servant of Angmar! 
  It is by obeying his orders that the Goblins have come 
  to the Vales of Gundabad to collect the children of the 
  Black Hills, knowing that the vile act would draw his 
  daughter Essylt to him. It is his sorcerous cries that 
  are causing the nightmares of the companions; visions 
  designed to draw them toward their doom.  
  Secrets of a Resurrecting Kingdom
  nightmaRes of angmaR
  
  18
  Ruins of the noRth
  - paRt thRee - 
  conceRning hill-WoMen
  The Hill-women of Gundabad are a reticent but very 
  perceptive bunch, wild-looking and unkempt, for theirs is a 
  toilsome life. Under the leadership of their men they have 
  suffered many trials: the loss of children and husbands, 
  siblings and parents, and the many dangers deriving 
  from living in the Black Hills, surrounded by Wargs, 
  Werewolves, and Goblins. In spite of all this, most Hill-
  women are content with serving and surviving, enjoying 
  their everyday activities of raising children, tending cows, 
  sheep and goats, making and washing clothes, growing 
  beans, churning butter, and cooking meals. But there are 
  some among them who desire to be able to change all this 
  one day, as the companions will soon discover…
  Essylt the Fair
  Essylt is a young Hill-woman with a fiery spirit 
  and an eagerness to break free from the constraints 
  of the life of the Hill-men. She was born without 
  deformity, her skin smoother and softer than that of 
  most newborns, her eyes tinted green. She has always 
  been the object of curiosity, gaining wanted and 
  unwanted attention. But her father Heddwyn was 
  always there to protect her — until the day he died. 
  Essylt hasn’t stopped grieving for her loss, for her 
  father’s death changed everything, but most notably, 
  it left her vulnerable. Last night, that vulnerability 
  was exploited, and now her mother lays dead on the 
  cold, wet ground and her siblings are lost somewhere 
  in a dark, winding tunnel, being led by filthy Goblins 
  into the frozen north. She is alone in the world, but 
  not forever — not if she determines her own fate.
  tRibal council         
  Early in the morning, the companions discover that a 
  number of chieftains of various Hill-man tribes have 
  gathered for a council, on top of a nearby mound within 
  sight of the now smouldering camp. The bodies of the dead 
  have been covered and gently laid out on slats of wood 
  in preparation for burial. The leaders are deciding their 
  next course of action, but things do not appear to be going 
  well. If the children of Cynbal’s tribe are still alive, they 
  now must be farther than any Hill-man of Gundabad dare 
  travel for fear of flood waters and the mountain mists. 
  Tempers flare as they discuss their options. They cannot 
  count on the Beornings for help or any Northmen for that 
  matter. Some entertain the idea of going to speak with 
  Nagrhaw, the Chief of the Wargs of the Black Hills (see The 
  Heart of the Wild, page 16): his spies and informants roam 
  far and wide. Another chief reluctantly mentions sending 
  a rescue expedition, but this idea is protested with pleas 
  that they should remain in the Black Hills to preserve their 
  lives, rather than risking exposure to their enemies; the 
  chief withdraws his suggestion quickly.
  Company Interjections
  Any companion making a successful Courtesy roll may 
  join the council to ask questions and proffer solutions.
  •	
  If inquiring about their fear of flood waters, a 
  companion need only make a roll of Riddle to prompt 
  the following story from one of the chiefs:  
  “Many years ago, Northmen raided our hunting camps 
  and enslaved twenty of our warriors. They were put in 
  chains and forced to row fishing boats for long hours on 
  the twin rivers of the vales. One day, when the boats were 
  moored on the shore, they saw an opportunity to free 
  themselves and they seized it. They took the Northmen by 
  surprise and secured them with ropes. After eating some 
  fish from the packing barrels, they emptied the rest. Then, 
  they got their revenge: they crammed the prisoners into 
  the containers, filled them with river-water, and sealed 
  them shut and drowned the slavers. As soon as they were 
  finished, a terrible storm arose out of the mountains; 
  floodwaters rushed in and swept them down the river, 
  along with the barrels of dead Northmen. Most of the 
  warriors perished, the water took them, but a few survived 
  to tell the tale. The storm lasted a fortnight, killing many 
  of our hill people and livestock as recompense for their 
  actions. Today, the curse is not fully satisfied, so we avoid 
  the rivers and the mists, trying not to provoke them and 
  remind them of our debt.”     
  •	
  Anyone wishing to convince the Hill-men not to visit 
  Nagrhaw, may use Persuade or Inspire (TN 16), 
  but if they suggest that the chief of the Wargs is in 
  
  19
  league with the kidnapping Goblins by mentioning 
  last night’s attack, the TN may be lowered for rousing 
  their suspicions. 
  •	
  A successful Insight roll reveals that nothing will 
  persuade the Hill-men to undertake a rescue mission 
  of their own. They are deeply afraid to leave their 
  families and uncertain about future Orc raids. 
  It seems that no satisfactory solution will be reached to 
  recover the children.
  Key Moment: Test of Courage
  If the companions offer themselves to go on a quest 
  for the children without any prompting, Essylt will 
  be positively impacted by their bold courage. If they 
  do not suggest it on their own, without her plea, this 
  moment will result in an overall negative impact due 
  to her disillusionment of them as noble heroes.
  essylt’s Resolve   
  If the company volunteers to lead an expedition to recover 
  the children, Essylt is very thankful and announces that 
  she will go too. Fráech offers to be her bodyguard (go to 
  Cynbal’s Farewell). 
  If the companions do not volunteer to lead a rescue 
  expedition, Essylt steps into the centre of the gathering, her 
  sable hair shining and flowing freely upon her shoulders, 
  her eyes hard and resolute as she makes a proposal of 
  her own. She especially looks at her Uncle Cynbal and the 
  companions when she speaks.
  “Sit here and argue to no end as you will, brave warriors of 
  the Black Hills and strange visitors too. But here is what I 
  will: I will hinder your safe plans by marching into Angmar 
  myself and reclaiming my brothers and sisters! They are 
  but frightened children in the cruel hands of Goblins. I 
  may now be an orphan maiden, but that is not all. Essylt 
  I am, Heddwyn’s daughter. Do not stand between me and 
  my kin. Move aside or join me, for I defy the man who 
  would attempt to stop me.”
  One of the Hill-men jumps up suddenly and leaps toward 
  her. He threatens her with a snarl.
  “Submit yourself, woman, to the wishes of the council.” 
  Still she does not blench. In one swift motion, Fráech steps 
  forward and shoves the man aside. 
  “Leave her alone. I will go with Essylt – as her protector.” 
  It is time for the companions to respond. Will they join 
  her too? They are not obligated to go on such a dangerous 
  quest, but this is a test of their heroism and their only 
  chance to broker peace between the Hill-men tribes and 
  the Free Folk of the North, and to gain them as allies in the 
  fight against the Dark Lord. 
  cynbal’s FaReWell
  Observing that he cannot halt such determination, Cynbal 
  finally concedes and the council disperses amid concerns. 
  He lets out a heavy sigh, and addresses the company.
  “How long your journey will be, I do not know. It is 
  autumn now, but the cold freeze of winter is upon us and 
  it will be worse high in the mountains. You will need the 
  warmest clothes, plenty of food, and sharp weapons by 
  your side. I fear for your life Essylt, but there is nothing 
  left for you here. If you must, go and find your brothers 
  and sisters and bring them home again. We will look for 
  nightmaRes of angmaR
  
  20
  Ruins of the noRth
  your coming over the hilltops, on a clear, cool morning 
  in spring. And if the grasses and flowers are growing 
  upon the memorial circles, it will be a sign that our dark 
  days have passed.”    
    
  but We do not knoW the Way
  Neither Essylt nor Fráech have ever travelled outside the 
  Vales of Gundabad, let alone across the Misty Mountains 
  into the West. They do not know the passes or where the 
  dangers are to avoid them. They also haven’t the foggiest 
  idea of how to find the fabled citadel of Carn Dûm. 
  These facts are unnerving considering the severe cold 
  and awful conditions that the company is certain to 
  face. Therefore, sometime during the packing of their 
  fur-lined cloaks, thick warm clothes, boots, dried meats, 
  nuts, frying pans, pots, water-skins, ropes, torches, flint, 
  weapons, helms and other important travelling gear, 
  Essylt makes the suggestion that they go and find a guide, 
  who can keep them alive during the journey. And the only 
  person she can think of is a Hill-woman named Hwalda, 
  a strange figure that her father always referred to as the 
  Angry Mixed-blood. She lives among the tribes on the 
  south-western edge of the Black Hills about a days walk 
  from here. She is seldom home, however, choosing to be 
  an explorer and guide for anyone willing to give her the 
  proper remuneration.
  Fortunately for the company, Cynbal and his men saw her 
  a few days ago returning from a trip; she will be easy to 
  find.
  Meeting hWalda
  After a day’s walk through the hills, the company comes 
  to a new encampment of Hill-men in an alcove of pines. 
  Essylt and Fráech suggest they should approach alone 
  first, to prevent frightening the women and children seen 
  milling about. 
  If the company takes this advice, everything will proceed 
  as normal; otherwise, they will modify the Tolerance of 
  this encounter by -1. One of the women calls to Hwalda, 
  who emerges from a small hut. She approaches with her 
  hand on the hilt of her sword. The initial Tolerance is set 
  equal to the highest Valour among the company.
  Hwalda: The Mixed-blood Guide
  When she was just a small girl, Hwalda’s Northman 
  father would take her on hunts beyond the boundaries 
  of the rivers. She learned to be unafraid of others and 
  to befriend those with a kind heart. After her father 
  was slain by Goblins and wolves, she was taken by 
  her mother to live in the Black Hills among her 
  relatives, where she still returns after long treks into 
  the wilderness in search of ancient treasure. 
  Hwalda is not a typical Hill-woman. She has no 
  husband, nor is she interested in having one. All the 
  trappings of being a mother and taking care of men 
  do not appeal to her. Her spirit is an adventurous one; 
  but among her kin, this is not appreciated. They believe 
  she is putting the tribes at risk every time she ventures 
  beyond the borders, but she takes no heed to their 
  superstitions and fears. After all, they do not share 
  the same friends or enemies; her Warg-hide cloak and 
  Dwarven sword prove this. Unlike most Hill-men, she 
  is well-travelled, which makes her an excellent guide for 
  hire. More about Hwalda can be found in The Heart 
  of the Wild, page 15.
  Wait! It can’t be Hwalda!
  It is entirely possible that the companions have already 
  encountered Hwalda in an earlier adventure and that 
  something might prevent her from being part of this 
  tale (she died, or is away on another assignment). If 
  that is the case, simply create an alternative figure 
  that they can approach, and substitute that person for 
  Hwalda throughout the rest of this adventure.   
  Evaluating the Outcome of the Encounter 
  The Loremaster can evaluate the outcome of the encounter 
  in the usual way (see The One Ring Roleplaying Game, 
  page 189). The total number of successes will be used to 
  determine Hwalda’s fees and contract.   
  Introduction 
  The Introduction stage can be handled with Awe or 
  Courtesy just fine. The player-heroes should present 
  
  21
  themselves and the purpose of their coming. Hwalda is 
  fascinated to see those of her kin travelling with a group 
  of adventurers. They may also use Riddle to extract 
  information about Hwalda’s background. Otherwise, she 
  does not speak of herself.
  Interaction
  After hearing the company’s request, anyone choosing 
  to observe closely can make a roll of Insight to notice 
  that something is troubling Hwalda and can inquire 
  about it using Riddle. She will reveal that she has been 
  experiencing dreams of a dark fortress in the past and has 
  indeed crossed the Misty Mountains in search of it. If they 
  mention the message of the crows or their own dreams 
  with Riddle, they can also make a roll of Persuade to 
  convince her that the dreams are related to Carn Dûm and 
  carry some dark significance. 
  Because the quest is very dangerous, she will need to be 
  convinced using Awe or Persuade to undertake the task 
  of guiding them. She is particularly concerned about the 
  onset of winter in the mountains. Even with her knowledge 
  of the passes, it will be a difficult journey, and there can 
  be no guarantees of their safety. 
  As far as the overall motivation to rescue the children 
  is concerned, using Inspire will go a long way to evoke 
  a good response from Hwalda to join the cause. It can 
  also be used to speak about how the quest will positively 
  affect relations between the Northmen and the Hill-men 
  tribes.      
  The encounter may yield the following results (compare 
  the number of successful rolls the companions achieved 
  along the encounter with the entries below):
  1: Hwalda is troubled over their chances of survival and 
  asks for a payment of 10 Treasure up front to join the group, 
  to be completed with half of all Treasures found during the 
  expedition. In addition, her contract includes abandonment 
  of the quest as soon as anyone dies or is captured. She will 
  not be responsible for any casualty and she will not divert 
  from the course to Carn Dûm for any reason.
  2-4: The company has impressed Hwalda, but not 
  completely. She will require only 5 Treasure to start and 
  four shares of all Treasure found. The contract stipulates 
  that she will abandon the quest if more than one death or 
  capture occurs. She will participate in a rescue attempt 
  only if she deems it possible, but she will not divert from 
  the route to Carn Dûm for any reason.
  5-6: What has been shared has gripped Hwalda in some 
  way. She requires 3 Treasure to begin and only three shares 
  of all found. Her contract recognises the danger of such a 
  quest and says that she will only abandon it if at least half 
  the company is killed or captured. She will cooperate in 
  any necessary rescue attempts and she is willing to divert 
  from her planned route only if she feels it is safe enough 
  and will not add too much to the estimated timeframe of 
  the quest.
  7 +: Hwalda is completely sold on the purpose and cause 
  of this quest. She likes the companions and therefore only 
  requires two shares of the Treasure found as remuneration 
  for her services. She does not ask for any prior payment, 
  and she commits to the quest wholeheartedly. Deaths 
  and captures are noted as possibilities, but she will not 
  abandon the company. She is willing to assist in all rescues 
  and see the company through to the end. If diversions are 
  called for and it seems profitable, she is willing to extend 
  her duties to accommodate them.
  Key Moment: Test of Zeal
  If the companions use Inspire successfully when 
  talking about saving the children and making peace 
  between Northmen and Hill-men, they will influence 
  Essylt positively in the end. If they do not, she will 
  remember their dullness and be influenced negatively.
  beFoRe depaRtuRe  
  The company is invited to stay as guests of Hwalda in the 
  Hill-men camp. Not much activity takes place, as all the 
  warriors are away on a hunting trip for several days and 
  do not return. This is a good time to get proper rest and 
  healing for any companion in need of it.   
  nightmaRes of angmaR
  
  22
  Ruins of the noRth
  Loremaster Characters 
  in the Company 
  The Loremaster should keep in mind for the rest of 
  the adventure that the companions are not alone. 
  Hazard (and revelation) episodes can be customised to 
  feature Hwalda, Essylt or Fráech, and their presence 
  should be accounted for in any combat encounter. 
  This said, it can be a tricky thing to keep track of 
  their Endurance, combat rolls, and so on. Essylt 
  and Fráech are easily managed, possibly using the 
  statistics for Hill-men warriors on page 115 of The 
  Heart of the Wild, while Hwalda is detailed on page 
  15 of the same manual. The rules for Loremasters 
  characters found on page 217 of The One Ring can 
  come in handy, to adjudicate if a Trait or a stat of 
  one of the Hill-men may be considered to favour the 
  companions (for example, Hwalda’s is Wary and 
  Suspicious, and rolls of Insight or Awareness might 
  see their TN lowered if Hwalda is about).
  a second nightMaRe
  One night, another nightmare visits the company. As 
  before, the dreamer is the companion with the highest 
  Shadow points score. In case of a tie, or if no companion 
  has any Shadow points, then the dreamer is the hero with 
  the lowest Hope score.
  Down, down, down, you descend a spiral stair into blackness 
  toward the sounds of crying children. You are careful not 
  to slip or tread too hard, for the steps are damaged and 
  chipped as if some ancient army trampled on them with 
  heavy iron shoes. In your hand is a flickering torch casting 
  unsettling shadows on the stone walls all around. The air is 
  chilled and carries the scent of must, fur, and rotten meat. 
  Your heartbeat grows stronger with each footstep. When 
  you reach a landing, you step onto it, waving your torch 
  from side-to-side to reveal what lies ahead in the darkness: 
  nothing to the right; nothing to the left; nothing before or 
  behind. Yet, a long nasty growl seems to be coming from… 
  above! Without warning, a monstrous wolf jumps down 
  from a shelf, planting itself face-to-face with you. Its eyes 
  are crimson and threatening, its fur is matted and coarse. 
  You draw your weapon with your free hand before it lunges 
  to bite your neck. You intercept the attack, jabbing deep into 
  the creature’s mouth; but then it evaporates! For a moment 
  you stand in the torch-light alone… until a low, eerie voice 
  whispers from behind, “Serve him, or die!” And you snap 
  out of your dream.                
  The dreamer must pass a Corruption test (TN 16) or gain 
  1 Shadow point.
  Sending a Message to a Patron
  If the companions think of it, before they depart they 
  might desire to send a message to a patron or to some 
  leader of the Free Folk of the North. If they do, their 
  choice will provide an additional reason for Glorfindel 
  to show up at Carn Dûm in the end, as the patron may 
  pass the message to Rivendell.
  - paRt FouR - 
  Mountains & MonsteRs
  The journey from the Black Hills to Carn Dûm is a dangerous 
  adventure in itself, an endeavour the companion may 
  face only with Hwalda accompanying them. Without the 
  knowledge of the hidden Goblin-roads criss-crossing the 
  foothills of Mount Gundabad leading west, the companions 
  do not have many chances to find the way leading across 
  the Misty Mountains. And even if they get there, only 
  Hwalda (or another experienced guide…) may lead them 
  across the blasted Grey Waste of Gundabad without them 
  losing days on end, searching for a good trail to follow.
  the JouRney
  During the first leg of the journey, the company will travel 
  from the Black Hills north across the Vales of Gundabad, 
  and then cross the Misty Mountains to enter the Grey 
  Waste on the other side. On the second leg of the journey, 
  they will cross the waste to find a road leading into the 
  Mountains of Angmar, and all the way to Carn Dûm.
  Preliminary Lore Rolls
  The companions are allowed to make Lore rolls to check for 
  journey advantages. If Hwalda (or a chosen replacement) is 
  
  23
  their guide, the company may listen to her plans, for she 
  has travelled this route before (in spirit-form and physically): 
  all preliminary Lore rolls enjoy a free Attribute bonus.
  The Gift of a Guide
  If Hwalda or another experienced Loremaster’s 
  character is guiding the company to Angmar, any 
  Hazard episode associated with the Guide role is 
  considered to be automatically overcome with no 
  negative consequences (therefore, no Hazard suggestions 
  are given for the Guide role, but those in The One Ring 
  Roleplaying Game, page 161 can be used if needed).  
  cRossing the Misty Mountains
  To traverse the mountain range the company must head 
  north-west for 20 miles, and ascend a tract of upland 
  moor to find the entrance to the Long Valley. It is a steep-
  sided gap in the Misty Mountains, opening right under the 
  face of Mount Gundabad. The valley climbs roughly from 
  east to west for 60 miles, to finally descend in a south-west 
  direction into the Grey Waste. 
  •	
  The trek is considered to traverse severe terrain in 
  Dark Lands and it takes the company 12 days to cross 
  it. All companions must pass 3 Fatigue tests (TN 16 
  with a guide like Hwalda, TN 18 without one).
  To approach the mountain range in autumn worsens a 
  traveller’s predicament, as strong winds are channelled 
  between the steep rock faces of the valley. If the 
  companions are attempting the crossing of the mountains 
  in the fall of 2954, it will be the worst winter on record (see 
  The Darkening of Mirkwood, page 37), and snow and ice will 
  put the company under the continuous threat of freezing (all 
  Fatigue tests receive a TN modifier of +2).The companions 
  have packed enough dried food in their travelling gear for 
  one week, but after that they will need to make Hunting 
  rolls to catch rabbits and the like for fresh meat.
  Hazard Suggestions
  Here follow suggestions to set up one or more specific 
  Hazard episodes (see The One Ring Roleplaying Game, 
  page 160).
  Out on a Ledge (Scout – Wound)  
  The companion is tricked by the thick snow that has fallen 
  during the night, and treads too close to the edge and risks 
  falling onto a lower path of rock. The Scout loses Endurance, 
  or is Wounded on an C result. Additionally, rescuing the 
  Scout requires an Explore test to find footholds down, and 
  an Athletics test to make the climb back.
  Orc Ambush (Look-out – Dangerous Meeting)
  The Orcs of Mount Gundabad occasionally send spies and 
  scouts to watch over the entrance into the Long Valley. 
  Mountains of Angmar
  o
  E
  The Frozen Path 
  The Grey Waste 
  Carn Dum E
  >
  u
  Vales of
  Gundabad
  o
  o
  Angmar
  nightmaRes of angmaR
  
  24
  Ruins of the noRth
  They hide on ridges with archers waiting to ambush 
  unsuspecting travellers. The Orcs should at least equal 
  the number of the companions and can outnumber them 
  by up to two to one. A Look-out can prevent an ambush 
  attempt with an Awareness test.
  Freezing Waters (All Companions – Strain)
  Unable to find a way around it, the companions must 
  follow a mountain stream rushing between two steep 
  rock-faces. To do so, they must enter its frigid waters up to 
  their waist. All companions must roll Travel; on a failure, 
  a hero loses Endurance equal to the roll of a Success die.
  The Lurker in the Long Valley
  The Long Valley could be considered the safest way to 
  cross the Misty Mountains north of the Gap of Isengard, if 
  it wasn’t for the threat of flooding and the many precipices 
  filled with waterfalls that travellers must traverse (see also 
  The Heart of the Wild, page 13). The presence of Goblins 
  from Mount Gundabad would be a problem too, but the 
  real menace hiding in the deep cleft is much worse than 
  just Orcs…
  Lurking in the crevices and fissures cut by wind and water 
  in the rock is an ancient and foul creature. Originally a 
  dweller of the deep places of the world, it was attracted to 
  the surface by the blood spilt in the wars fought under the 
  earth by Dwarves and Orcs. Once it made its lair among 
  their peaks, the thing fed for centuries on the travellers who 
  attempted to cross the Misty Mountains and lost their lives 
  at the bottom of the many waterfalls of the Long Valley. 
  When the Men of the West crossed over to the Vales of 
  Gundabad chasing their enemies at the time of their 
  war against Angmar, they encountered the monster and 
  fought it, for they could not suffer such a foulness to live. 
  The creature retreated in front of those tall Men and their 
  long swords of steel and, finding refuge among the roots 
  of the mountains, it bade its time. With the passing of the 
  centuries it finally grew hungry again, and slowly crawled 
  back to the surface. 
  Today, the threat posed by the Lurker in the Long Valley 
  is known well to the Orcs and Goblins, who have learnt 
  how to pay tribute to it and quench its hunger from time 
  to time: a small band of scrawny Goblins pose as bait, and 
  provoke any traveller into chasing them into the narrow 
  confines of a cave opening. Then, the thing emerges, 
  taking care of the unfortunates.
  The Eye is Watching
  If you are using the rules for the Eye of Mordor introduced in Rivendell on page 111, consider the following: to 
  keep warm, the company needs to risk lighting fires, though it may attract unwanted adversaries. Each day they 
  don’t start a fire raises their Fatigue score by 1 point, as they tire from shivering in the cold, but if they do, reduce 
  the company’s Hunt threshold by -2. If the company is revealed in the mountains, they draw the attention of an Orc 
  patrol from Gundabad! You may use the Hazard suggestion Orc Ambush below to resolve the encounter. 
  
  25
  Hwalda has never encountered the creature, nor has she 
  fallen into the Goblins’ trap. But she does not like the 
  eerie silence that sometimes seems to suddenly shut out 
  all sounds in the valley, leaving only the echo of a faint 
  piping; heard or maybe just imagined, she could not say.
  At some time during the crossing of the mountains, when 
  the Loremaster deems it most appropriate, the Look-out 
  of the company spots a group of Goblins traversing their 
  path ahead of them. They seem to be carrying a bundle, 
  vaguely human-like in shape. Fleet of foot, the Goblins start 
  running among the rocks, along a trail descending towards 
  a shadowy cleft among mossy rocks and trickling water...
  If the companions fall for the ruse, then they track the 
  Goblins to a dark cave opening. The weakly creatures 
  seem to be taking their last stand, as they huddle together, 
  swords and spears at the ready, their backs to the sheer 
  rock wall. When the companions approach them, the 
  heroes have barely the time to notice the discarded bundle 
  used as bait and the unusual chill that seems to issue from 
  the cave mouth — then, the Lurker attacks!
  The monstrosity that emerges from the darkness defies 
  description. A cluster of pincers and blade-like legs seems 
  to explode from the dark recesses of the cavern, as an 
  intermittent piping sound breaks the unnatural silence 
  that had fallen on the valley. If it could be seen in its 
  entirety, the thing could be likened to a giant, misshapen 
  hermit crab: it pushes its crustacean front end into the 
  cleft outside the cave, leaving its long, soft vulnerable 
  abdomen inside the cavern opening. 
  The Lurker is armed with a set of long chelae and many 
  steel-hard knobbly legs, which keep any attacker away 
  from the small head crowned with small, pale eyes shining 
  like opals. From its slit-like mouth issues the incessant, 
  sickly piping that raises its tempo whenever the creature 
  lunges to attack its enemies.
  The Lurker in the Long Valley
  The Lurker in the Long Valley is a powerful adversary – 
  the companions might decide it could be time to use that 
  ‘Escape Combat’ task. Cunning and experienced fighters 
  might try to find another access to the cave the thing is 
  hiding in, to attack its vulnerable hindquarters.
  attRibute level
  9
  enduRance
  hate
  90
  9
  paRRy
  aRMouR
  9
  5d/1d*
  skills
  Personality, 2
  Survival, 3
  Movement, 3
  Custom, 0
  Perception, 2
  Vocation, 0
  Weapon skills
  Pincer crush
  3
  Leg stab
  2
  special abilities
  Deadly Elusiveness
  Great Size
  Weak Spot*
  Horrible Strength
  Savage Assault
  -
  nightmaRes of angmaR
  
  26
  Ruins of the noRth
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Pincer
  Attribute 
  level
  8
  18
  Break 
  Shield
  Blade-like leg
  7
  10
  16
  Pierce
  notes
  Pincer : The strong chelae of the thing can crush bones 
  and splinter shields.  
  Blade-like leg: The long legs of the Lurker are as hard as 
  steel. 
  The heroes can engage the thing in close combat only by 
  choosing the Forward stance (see Deadly Elusiveness, in 
  Rivendell, page 67), as the long pincers and frontal legs of 
  the creature prevent any attacker from hitting a vulnerable 
  spot from a distance.  If the companions succeed in reducing 
  the creature to less than half its starting Endurance score, 
  the monster retreats into the depths of the earth, leaving 
  a trail of black, thick blood. If they advance to explore the 
  cave opening or to finish off the monster, they discover that 
  the creature has slithered into an almost vertical tunnel 
  that seems to spiral downwards into the deeps. Barring 
  a full-fledged expedition to the centre of the earth, the 
  companions will be left to explore just the antechamber, 
  the room lying just beyond the cave opening…
  The antechamber is bleak and barren, filled with an 
  almost overpowering stench. Scattered about is a hoard 
  of stolen treasures, half-buried in bones and debris: brittle 
  weapons, splintered shields and dry rotten clothing and 
  gear paint the sad story of many an unfortunate traveller. 
  But among the waste lie older artefacts, relics from a past 
  when these mountains and their underground paths saw 
  the passage of many Dwarves: Gold coins, jewellery and 
  other precious objects amount to a value of 40** Treasure, 
  mostly of Dwarven craftsmanship. On top of the lot is a 
  pale green beryl, an Elf-stone, but “whether it was set 
  there, or let fall by chance” it’s impossible to say…
  What catches the eye of anyone entering the room though 
  is an inscription graven against the rock walls of the 
  cave opening, cut by a Man of considerable height, or by 
  someone standing on some support. 
  HERE BELEGORN SON OF BERGIL OF DOL AMROTH 
  BANISHED THE THING FROM THE ABYSS
  BUT DIED OF ITS FOUL WOUNDS
  GLORFINDEL OF THE ELVES RETRIEVED HIS BODY
  TO RETURN TO HIS FAMILY
  The writing is in Sindarin, and it reveals how the Lurker 
  was encountered here before, centuries ago, and how the 
  sacrifice of a valiant Man had ultimately been in vain…
  into the Mountains oF angMaR
  The journey from the Grey Waste to Carn Dûm is a trek 
  almost 200 miles long, made across daunting terrain — 
  a leg normally taking more than a month to complete. 
  Fortunately, Hwalda takes the companions along paths she 
  has seen while travelling in her spirit-wolf form, twisting 
  trails that skirt the southern foothills of the Mountains of 
  Angmar in a north-westerly direction. When the company 
  finally hits the Frozen Path, they must journey across it for 
  another 40 miles north-west to reach Carn Dûm. 
  •	
  This leg of the journey takes the company a total of 
  24 days, and requires 6 Fatigue tests (TN set as for the 
  first leg).
  The ancient kingdom of Angmar, the Grey Waste and the 
  Frozen Path are described in more detail in Rivendell, 
  starting from page 48.
  Hazard Suggestions
  Here follow suggestions to set up one or more Hazard 
  episodes specifically for the second leg of the journey (see 
  The One Ring Roleplaying Game, page 160).
  Orc-recruiters (Look-out, Scout or Hunter – 
  Dangerous Meeting) 
  The companion stumbles upon a scene of Orc-slaughter. 
  An Orc-chieftain and his war band are killing a group 
  of Goblins because they refused to join them, or maybe 
  just for ‘good sport’. The big, ugly chieftain can be heard 
  saying, “Die! You’re just useless to the Witch-servant of 
  Angmar!” If the companion fails his roll, the Orcs have 
  noticed the approach of the company and attack. They 
  will attempt to capture the player-heroes and bring them 
  as captives to Carn Dûm. If the heroes allow this, they will 
  be taken to a prison hall deep below the bowels of the 
  
  27
  ruined citadel and must escape before they are delivered 
  to the Witch-servant.
  If using Rivendell, replace the Orc-Chieftain with Burzash, 
  the Orc Warlord described on page 50, who travels with 
  an Orc company and a pair of Mountain-trolls. 
  Storm of Ashes (Scout – Weariness)      
  While in the Grey Waste, the Scout is lost for a few hours 
  in a cloud of ashes, blown up by stiff winds. On a failure, 
  the companion returns to the company covered in the fine 
  dust, and is temporarily Weary for the rest of the journey.
  Whispers from the Waste (All Companions – Misery)
  The company in its entirety suffers from an uneasy sleep, 
  as whenever a hero closes his eyes, he starts hearing 
  distant wails coming from the deserted emptiness of the 
  Grey Waste. All companions must pass a Corruption test, 
  or be made temporarily Miserable for the length of the 
  journey. 
  Frozen Past (All Companions – Fatigue)
  While the companions are on the Frozen Path, an 
  enormous block of grey ice bars their way. Inside the thick, 
  semitransparent boulder, a faint humanoid shape can be 
  seen, as if someone was trapped under the ice ages ago. A 
  closer inspection seems to indicate that something, rather 
  than someone, is blocked in the frozen matter, as the 
  proportions do not seem right. The companions must all 
  work to remove the obstacle, and pass each an Athletics 
  test. On a failure, companions add Fatigue again, twice on 
  an C result.
  continued nightMaRes…
  Sometime during the journey, yet another nightmare visits 
  the company. As before, the dreamer is the hero with the 
  highest Shadow points score, or the one with the lowest 
  Hope score (the companion must again pass a Corruption 
  test with TN 16 or gain 1 Shadow point).
  This time, the details of the dream are left to the 
  Loremaster, as the story as played thus far should provide 
  enough inspiration for a personalised nightmare. As 
  before, the vision may anticipate some of the events that 
  will transpire in the accursed citadel.
  - paRt Five - 
  caRn dûM
  If the companions have braved all the dangers placed before 
  them, the heroes and their Hill-men followers finally reach 
  the great bridge arcing out over the deep cleft known as the 
  Red Valley. Cracked boulders and great pieces of crushed 
  stone clutter the bottom of the chasm below, fragments 
  of walls and towers cast down in an ancient catastrophic 
  Mountains of Angmar
  o
  E
  The Frozen Path 
  The Grey Waste 
  Carn Dum E
  >
  u
  Vales of
  Gundabad
  o
  o
  Angmar
  nightmaRes of angmaR
  
  28
  Ruins of the noRth
  battle. A narrow stream of reddish waters, rich in iron, can 
  be seen making its way among the rubble.
  On the other side of the bridge rise the ruined gates of 
  Carn Dûm, perched atop a steep cliff of stone, the face 
  of which is mottled with carved vents spewing plumes of 
  vapour, indicating the operation of furnaces somewhere 
  in the deep of the mountain. Beyond the gate, the remains 
  of ancient structures are barely distinguishable against 
  the night sky and the jagged peaks rising above them like 
  a twisted crown. 
  The great stone bridge spans the chasm with sinister 
  grace, joining the southern cliff with the northern rock 
  face. Great stalactites of ice hang down from the structure, 
  like the colossal fangs of an invisible monster.    
  Where is the Steward of Carn Dûm?
  In Rivendell, on page 51, is introduced a mysterious 
  character, he who once was a sorcerer of great power, 
  Keeper of the Iron Crown of Angmar, the Steward of 
  Carn Dûm. For the sake of this adventure, the Steward 
  is considered to be hiding in his dark cell, awaiting the 
  return of the Lord of the Nazgûl, but if the Loremaster 
  wants to make it even harder for the companions to 
  succeed, he may be thrown into the fray, as a sorcerous 
  backup for Heddwyn, the Witch-servant of Angmar.
  Finding a Way in
  There are two ways the company can enter the ancient 
  citadel, although it appears to them the bridge is the only 
  way. This, they might conclude, was the plan of its builders, 
  to force all enemies to approach the defenses exclusively 
  through the front gates. However, there is another entrance 
  at the base of the Red Valley, if they can find it… 
  •	
  The ruins of the citadel of Carn Dûm count as a blighted 
  place (see The One Ring Roleplaying Game, page 223). 
  As Angmar is in Dark Lands, the companions are 
  required to pass two Corruption tests each day.
  Ruins oF caRn dûM
  1. The Frozen Path: This road leads to the great bridge, 
  spanning across the Red Valley.
  2. Secret Tunnel: This hidden entrance into the mountain 
  opens into a tunnel, leading directly to the Vault of 
  Heddwyn. See Finding the Secret Tunnel.
  3. Rocky Stair: Carved into the southern cliffside, this 
  stair was used by Goblins to descend into the Red Valley. 
  Climbing down the stair requires an Athletics test. A hero 
  who fails slips and suffers a Success die in damage. If he 
  fails with an C, he falls down several steps and suffers 
  double damage.
  4. Great Bridge: Spanning more than 100 yards, the 
  bridge is 50-feet wide. No traces of masonry can be seen, 
  as if the bridge had been grown out of the same stone of 
  the two facing rock cliffs. See Crossing the Great Bridge.
  5. Piles of Rubble: Great heaps of crushed rock, burnt 
  wood, and metal are buried in snow across the breadth 
  of the citadel. These used to be storehouses, barracks, 
  armouries and smithies. Any companion successfully 
  using  Search may notice that some of the giant blocks have 
  recently been rearranged, or pushed aside. A tremendous 
  strength is needed to accomplish such a feat… (the work of 
  the Mountain-troll sleeping nearby, see #7...).
  6. The Hall of the Witch-king: The main structure of the 
  capital, this massive building is today half its former height, 
  the walls have been brought down and its interior exposed 
  to the weather. Even in its current state, the former abode 
  of the Lord of Morgul is an oppressive sight, a rotting 
  mausoleum of greenish black stone. Many sorcerous 
  inscriptions once decorated the interior of its walls, but 
  the enemies of Angmar carefully effaced from the smooth 
  surface every accursed letter, and now the walls appear 
  pitted as if pockmarked by a virulent disease. Companions 
  with one or more Shadow points who enter the ruined 
  structure must pass a Wisdom test (TN 16) or see the 
  colours of what they see slowly bleed away, leaving only 
  a heavily blurred version of the world in black and white: 
  they are considered to be severely hindered in combat (TN 
  -4 when attacked, TN +4 when attacking) for a number of 
  hours equal to the amount of Shadow points they possess.
  7. Mural Chambers: Cut into the walls on the north 
  side of the ruins are many recesses of variable depth 
  and height. Anyone using Search will find old tools, 
  
  29
  nightmaRes of angmaR
  
  30
  Ruins of the noRth
  weapons and shirts of Orc chain. However, in one of 
  the larger niches sleeps a monstrous Mountain-troll on 
  the threshold of a tall iron door. Sneaking past the Troll 
  without awakening it, requires a roll of Stealth. The door 
  is locked, but can be picked with a roll of Craft (the roll is 
  automatically successful if the hero possesses the Burglary 
  Trait). Inside is a hoard worth 80** Treasure! Fighting the 
  Troll is serious business, especially if the companions still 
  suffer from the hardness of their long journey… 
  8. Covered Shafts: Several openings in the western 
  and eastern outskirts of the ruins lead to almost 
  vertical shafts. These are covered by grates of iron and 
  are concealed from sight by a thick cover of snow and 
  ice, but can be discovered with a roll of Search (a hero 
  succeeding in a roll of Awareness might notice something 
  odd about the snow banks). Companions may lift the 
  grates and attempt to climb down one of the shafts; the 
  hero must make a roll of Athletics to slow his descent 
  enough to grab the ledge of a side tunnel descending to 
  a furnace room (leading to #13). If a hero fails his roll, 
  he cannot stop his descent, and he falls straight into a 
  chimney filled with hot steam and black soot, losing 
  5 Endurance points, twice as much on an C. The 
  chimney eventually leads to a furnace (#12) and the fallen 
  companion may exit the shaft using a iron runged ladder.
  9. Guard House: This building conceals the main steps 
  spiralling downward into the belly of the fortress. If the 
  companions enter here, they first encounter a swirling 
  room of grey crows who squawk and fly down the stairwell 
  ahead of them. Heroes will recognise these as the same 
  crows they saw the night the children were kidnapped. The 
  stairs end at #10, the sleeping quarters.     
  10. Sleeping Quarters: If the companions enter this 
  area, which contains rooms for the slaves, workers, 
  servants, and warriors of the Witch-servant, a series of 
  battles begins (see Goblin Frenzy below). The only exits 
  from here are west to the prison hall or south to the maze.
  11. Prison Hall: This dreadful hall contains dozens of 
  barred alcoves on multiple levels. An Orc-Chieftain and 
  several guards watch the prisoners, who consist of unruly 
  Goblins, Men and, of course, the Hill-men children of 
  the Vales of Gundabad. Cruel instruments of torture and 
  murder are placed in the centre of the hall. To rescue the 
  children, the company will need to kill the Orcs and take 
  their keys. If they succeed, Heddwyn comes, possibly 
  with two companions and a pair of Savage Wolfdogs (see 
  page 9). Passageways from here lead back to the sleeping 
  quarters, to the maze or to the vault of Heddwyn. If the 
  companions have been captured, this is also where they 
  will be imprisoned. They must cleverly escape before they 
  may rescue the children.
  12. Furnaces and Forges: In these halls, fires rage, 
  fuelled by red-hot coals. Goblin slaves labour in the heat 
  with long rakes, shovels, hammers and tongs (20-30 of 
  them in all). They are forging steel blades, chains, and 
  armour, tossing them in great piles. The slaves are driven 
  by a cruel Hill-man of Rhudaur (see Rivendell, page 72). 
  Companions will need to use Stealth to sneak past them 
  without notice. These rooms lead to the maze.
  13. The Maze: This vast section of the underbelly is 
  a maze of endless hallways, tunnels and stairs. It is 
  pitch black, the air is stagnant, and many segments 
  are caved-in and littered with the skeletons of Orcs and 
  other unidentifiable things. If the companions enter 
  here, they need a source of light to see or they will be 
  groping around in the darkness, making all Perception, 
  Movement or Survival-based rolls two levels harder 
  (if the hero is a Dwarf with the Durin’s Way Virtue or 
  the Tunnelling Trait, there is no hindrance). Even their 
  combat skills are severely reduced. To escape the maze 
  requires a prolonged action of 9 Explore or Riddle rolls. 
  However, once they escape, a random roll of the Feat die 
  will determine where they exit:
  C:  To the sleeping quarters!
  1-6:  
  To the furnaces and the forges!
  7-10:  
  To the prison hall!
  A:  
  To the vault of Heddwyn!
  14. Vault of Heddwyn: The entrance to this vault is 
  located in a recessed archway that will be spotted by 
  anyone entering the fortress through the secret tunnel, or 
  
  31
  heading east from the prison or the maze. It is usually 
  guarded by two Savage Wolfdogs (see page 9). The 
  reinforced wooden door is normally barred from the 
  inside, but can be forced open with a roll of Athletics 
  (TN 20). Otherwise, it can be chopped through with an 
  axe requiring a prolonged action of 6 successful rolls. 
  These are the personal quarters of Heddwyn – the Witch-
  servant of Angmar! He normally sleeps here, along with a 
  couple other Hill-men companions, sprawled on his back 
  on a lush fur rug, so that he can roam the fortress and 
  the mountains in spirit-Warg form, gathering followers. 
  As long as he keeps his body locked in this room, he 
  will be safe, he thinks. Stored here are valuables equal 
  to 30*** Treasure, most likely containing at least one 
  Cursed Item.
  Navigating the Ruins
  For groups that are having a difficult time finding 
  their way around the fortress, the Loremaster may 
  allow rolls of Explore in exchange for clues. For 
  example, when exploring the surface of the ruins, 
  a successful roll may lead the player-heroes to the 
  guard house where they find the spiral stairs down. 
  Or, after they rescue the children, a successful roll 
  helps them ascertain that taking the hallway east 
  is the best route (leading to the Vault of Heddwyn), 
  rather than returning to the sleeping quarters or 
  heading north (into the dark maze).
  Finding the secRet tunnel
  Companions who descend to the bottom of the Red Valley 
  can easily traverse the weak stream running along the dale. 
  Companions making rolls of Search may locate a passage 
  concealed by a moveable stone against the north wall. The 
  search can be done by either requiring one roll at TN 20, 
  or handling it as a prolonged action, requiring 6 successes 
  at TN 14. If the company has not accumulated 6 successes 
  after four rounds of tests, they become temporarily Weary 
  as the night passes into dawn. 
  Either way, the drawback to the search is that if anyone 
  fails with an C, they will alert several Savage Wolfdogs 
  of the Witch-servant, who come racing through the tunnel 
  when the stone blocking the passage is moved aside. The 
  Hill-men companions will be surprised to see the dogs and 
  guess that they were stolen as pups.
  If the company wins the fight, they can head west in the 
  tunnel, eventually coming to a three-way intersection. To 
  the left is the vault of Heddwyn; to the right is the maze; 
  and continuing west, the echo of crying children is heard. 
  cRossing the gReat bRidge       
  The Witch-king’s former abode looks impressive when 
  seen across the great bridge, even in its current ruinous 
  state. The main iron gate lays twisted and broken, its 
  pieces entwined with the splintered stones of a once-
  magnificent arch. Beyond the gate, what appears to be a 
  central keep remains intact more than anything else, but 
  wide gaps open in its dark walls. 
  The main stronghold of Angmar could not be in greater 
  ruin, but watching the red steam rise from the vents in 
  the cliff face leaves no doubt among the companions that 
  the heart of the fortress is beating still.
  If a hero recalls the first nightmare, he might be wary of 
  the danger that lies ahead, lowering the difficulty of the 
  upcoming tests by one level:
  •	
  When the companions set foot upon the bridge, “a 
  dark shape, like a cloud and yet not a cloud” seems 
  to detach from the top of one of the mountain peaks 
  above. Partly obscured by the cruel weather, the 
  shape grows larger, as a piercing cry strikes terror in 
  the hearts of the companions: everyone must make 
  a Fear test against TN 18. Those who fail fall to the 
  ground shaking, and are daunted for the rest of the 
  day (they cannot spend Hope). Then, the shadow 
  passes: as it appeared, the black shape disappears 
  into the clouded sky.
  •	
  Seconds later, an ill gust of foul air sweeps through 
  the Red Valley below. The heroes feel the bridge 
  under their feet sway, as if the wind multiplied their 
  weight! Great frozen icicles detach from the bridge, 
  carrying with them large chunks of the stonework. All 
  nightmaRes of angmaR
  
  32
  Ruins of the noRth
  companions must make a roll of Athletics to dash 
  across the remaining length of the bridge. If three or 
  more companions fail their roll, a large section of the 
  bridge collapses behind them, sending pieces of rock 
  hurtling down into the bottom of the cleft. The way 
  back has just become more complicated…
  goblin FRenzy!
  If the company enters the sleeping quarters (# 10) from the 
  stairs, they immediately trigger the attention of the Goblins 
  of Carn Dûm. From this point on, no matter where they 
  hide, Goblins will always be lurking around the corner. 
  They have been breeding lately, and their numbers are too 
  great to count! 
  •	
  Starting now, whenever an C is rolled, more 
  Goblins of Carn Dûm arrive at the end of the round 
  to attack the company (roll a Success die to see 
  how many). This is in addition to other  enemies, 
  and regardless of their location, as long as they are 
  underground.
  The companions will need to win the following two battles 
  to progress to the Witch-servant’s prison halls where 
  the children are being held captive. They can make a 
  preliminary roll of Battle as usual.
  1. Battle of the Crow’s Den 
  Grey crows fly into a room squawking, “Wake up! Wake 
  up!” A few moments later, armed warriors emerge. 
  Run the fight using two Hill-men of Rhudaur for every 
  companion (see Rivendell, page 72). Once this battle is 
  finished, they must decide whether to proceed further west 
  into the sleeping chambers to battle on (see The Goblin 
  Pit below), escape south into a more obscure passage (see 
  The Maze above), or go back up the stairs into the guard 
  house.
  2. The Goblin Pit  
  Brave adventurers coming this direction will wonder 
  if they made the right decision! Before they know it, 
  Goblins of Carn Dûm seem to be crawling over wall 
  and ceiling, swarming over them like ants on a piece 
  of dropped fruit. The creatures engage the companions 
  three each. When one dies, another takes its place at the 
  start of the next round (see Rivendell, page 71, or else 
  use the profile for Goblin Archers found in The One Ring 
  Roleplaying Game).
  Whenever a hero or Goblin rolls a A, make a note of it. 
  When the number rolled equals the number of companions, 
  the Goblins are suddenly called away and disappear out of 
  sight.
  If the companions take the stairs south from here, they 
  soon hear the cries of the children in the prison hall…
  B
  
  33
  - paRt six - 
  an unexpected Foe
  The encounter with Heddwyn can happen in one of two 
  ways: by finding him in his vault after accessing the secret 
  tunnel, or by encountering him immediately upon rescuing 
  the children. Either way, he is likely to be accompanied 
  by four Hill-men warriors of Gundabad and a couple of 
  Savage Wolfdogs. If the company finds him in his vault, 
  they will encounter his body directly; but if he shows up 
  after the rescue, he may manifest either physically or in 
  spirit-Warg form (his Hill-men bodyguards appear in the 
  same guise as their master).
  If encountered in spirit form, Essylt does not recognise her 
  father or the others, for the corruption of their souls have 
  twisted their countenance and form. She will, however, 
  be alarmed seeing that there are spirit-Wargs here in 
  Carn Dûm. Were more than children kidnapped from the 
  Vales of Gundabad? The spirit-Wargs will fight the player-
  heroes, but they will disappear or retreat back to the vault 
  of Heddwyn if they are seriously injured.
  Once the company encounters Heddwyn in the flesh, Essylt 
  and Fráech will immediately recognise the tall Hill-man 
  warrior. Essylt is devastated and gasps at the revelation: 
  first that he is alive, and second that he is alive in Carn 
  Dûm. Everything has been leading to this moment, when 
  he will make his appeal for her to join him. The resonance 
  of his voice fills the room.
  “Essylt, my love! It has been long since I last laid eyes on 
  you. I have been calling to you and you have come. Great 
  things lie ahead for us and our people. Nevermore shall we 
  hide in the Black Hills. Look about you! This fortress is our 
  new home. Soon, a king will return, powerful and generous 
  to his servitors. Why ally yourself with these beggars and 
  liars? Join me and you will live as a Queen in Angmar!”
  Then, Heddwyn utters words of power in an unknown 
  tongue, while raising up his right hand and facing the 
  companions. All player-heroes must pass a Corruption 
  test against TN 16, or fall victim to Heddwyn’s Red 
  Madness spell (see overleaf).
  Key Moment: Test of Will
  If all the companions are able to resist Heddwyn’s 
  spell, Essylt will admire them for their strong spirit 
  and be influenced positively. If any of them fail and 
  display their weaknesses, she will be frightened and 
  influenced negatively.
  essylt’s Reply           
  The fate of Essylt, Fráech, and the Hill-men children is 
  now decided. One of the companions might attempt a 
  final plea for Essylt to join them against her father. A roll 
  of Awe, Inspire or Persuade would be appropriate: the 
  difficulty is set at TN 20, but it is modified up or down 
  depending on how many times Essylt was positively or 
  negatively influenced. Lower the TN by one level each time 
  she was positively influenced and raise it by one level each 
  time she was negatively influenced.
  For example, if the player-heroes influenced her positively 
  3 times and negatively 2 times, the TN will be modified by 
  one level down to TN 18.
  If the companion fails the test, Essylt concedes her will 
  and subjects herself to her father. If the test is passed, she 
  chooses to be free, and sides with the companions. 
  Fighting heddWyn
  Essylt and Fráech will not fight Heddwyn directly if Essylt 
  sides with the companions, but they will join the battle 
  against them if she joins her father. Use the statistics for Hill-
  men Warriors and Spirit-Wargs (see The Heart of the Wild, 
  page 115). Heddwyn will fight the companions to the death, 
  using all of his powers to stop them. If the companions win, 
  they need to escape the fortress with the children.  
  heddWyn, the Witch-seRvant oF angMaR
  Heddwyn is wholly under the domination of the Witch-
  king and he will even kill Essylt if she stands in his way. 
  He is clad in ancient armour and has been turned by the 
  Witch-king into a powerful adversary by sorcerous means 
  (as his Dreadful Spells and Reckless Hate special abilities 
  testify).
  nightmaRes of angmaR
  
  34
  Ruins of the noRth
  Heddwyn the Witch-servant of Angmar:
  attRibute level
  6
  enduRance
  hate
  26
  6
  paRRy
  aRMouR
  6
  2d
  skills
  Personality, 3
  Survival, 3
  Movement, 2
  Custom, 3
  Perception, 2
  Vocation, 3
  Weapon skills
  Spear
  3
  Short sword
  2
  special abilities
  Strike Fear (TN 16)
  Dreadful Spells
  Reckless Hate*
  -
  *Heddwyn may spend 1 point of Hate to recover 6 
  Endurance points (his Attribute level), up to its maximum 
  Endurance rating (see Reckless Hate, in Rivendell, page 68).
  Dreadful Spells of the Witch-servant of Angmar
  When Heddwyn uses Dreadful Spells, the Loremaster 
  chooses one spell from among the following two. The TN 
  for all Corruption tests is 16.
  Frost and Thaw: A companion failing the Corruption 
  test starts suffering from the effects of extreme cold, as if 
  exposed to a freezing wind. The hero is made temporarily 
  Weary for the length of the encounter. 
  Red Madness:  On a failed Corruption test, the targeted 
  hero is made temporarily Miserable for the length of 
  the encounter. Should the hero fall prey to a bout of 
  madness (on the roll of an C), he will be overcome by 
  an uncontrollable rage and turns against his friends and 
  allies. 
  The Loremaster takes control of the hero and attacks the 
  other companions, for a number of rounds equal to 10 
  minus the Wisdom score of the companion.
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Spear
  6
  9
  14
  Pierce
  Short sword
  5
  10
  16
  Disarm
  Heddwyn as Spirit-Warg:
  attRibute level
  5
  enduRance
  hate
  20
  5*
  paRRy
  aRMouR
  6
  2d
  skills
  Personality, 2
  Survival, 2
  Movement, 3
  Custom, 0
  Perception, 2
  Vocation, 0
  Weapon skills
  Bite
  3
  special abilities
  Great Leap
  Fear of Fire
  *If reduced to 0 Hate, 0 Endurance or Wounded while in 
  Spirit-warg form, Heddwyn retreats back to his sleeping 
  body in the vault. Any damage sustained is not transferred 
  to Heddwyn’s physical form (this applies to Heddwyin’s 
  bodyguards too). 
  
  35
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Bite
  4
  10
  16
  Pierce
  - epilogue - 
  to Rivendell
  Out of the fortress, the companions will most likely find 
  themselves in the Red Valley, where they breathe in the 
  crisp, cold air. If Essylt, Fráech and the children are with 
  them, they intend to go back to the Vales of Gundabad 
  and persuade their kin to make allies with the Free Folk of 
  the North and to drive the Goblins and Wild Wolves from 
  the Black Hills. 
  If the company found any Treasure, Hwalda (or their other 
  guide) reminds them of their contract. “It was a pleasure 
  doing business… friends, but we must part ways. If we 
  shall journey together again, you’ll find me among my 
  kin. Even if it will take a while for me to recover my will to 
  wander the land!”
  The companions should say their goodbyes and make 
  ready to leave… 
  a FateFul Meeting
  If the companions have fought the Lurker in the Long Valley 
  and have found the Elf-stone hidden among its treasure 
  hoard, a tall cloaked figure emerges suddenly from the 
  rocky stair. The stranger removes his hood, revealing golden 
  hair and fair features. He is one of the Elven-folk! 
  “Well met, wanderers. I have come from the house of 
  Elrond over many dangerous leagues looking for you, even 
  though I didn’t know you before this day. Several days ago 
  a sad remembrance was stirred in my heart, and I left my 
  home to find out the answer to this riddle.”
  The Elf is Glorfindel, and the memory he is talking about 
  is the death of Belegorn, the Man of Gondor who almost 
  one thousand years ago died fighting against the thing in 
  the Long Valley…
  “But you seem tired, and careworn. Come now, drink 
  this! It will give you strength and vigour.” Glorfindel offers 
  each companion a sip of his leather flask: it is miruvor, 
  the cordial of Imladris, and each draught from it restores 
  a number of Endurance points equal to the drinker’s 
  favoured Heart’s score plus the roll of a Success die (see 
  Rivendell, page 17).
  Glorfindel asks the companions to tell him their story. 
  When the Elf-lord realises that there is a lot to say, he will 
  add:
  “Follow me to the house of Elrond. I am sure the master 
  of Imladris will be interested in your tales, and it seems 
  that we are joined in our cause against the oncoming 
  darkness. In Rivendell you will find rest, and many 
  answers.”
  JouRney to the last hoMely house
  Glorfindel guides the company to the Last Homely 
  House, opening the way leading his horse Asfaloth on 
  foot. The journey is a trek of approximately 400 miles 
  south through Angmar, the Lone-lands and finally along 
  the great East Road to Rivendell, taking almost two 
  months in all. 
  Such a long voyage can be resolved by splitting the journey 
  into three legs: the first leg, south through Angmar and 
  the Grey Waste takes 30 days on foot, requiring 8 Fatigue 
  tests; the second leg through the empty, Lone-lands takes 
  21 days and requires 6 tests; the last leg lasts 3 days along 
  the Great East Road, requiring 1 Fatigue test. All difficulties 
  for the tests can be set at TN 14, a benefit of the presence of 
  Glorfindel as a Guide.
  Once in Rivendell, the companions are welcomed by 
  Elrond Halfelven. For the moment, the company has 
  slowed the progress of Angmar, and for that they are 
  welcome to spend the Fellowship phase in the Last 
  Homely House, before venturing off into the world once 
  more.
  nightmaRes of angmaR
  
  36
  Ruins of the noRth
  harder than
  - stone -
  •	
  When: This quest could be set in the very late spring 
  of any year between 2954 and 2977.
  •	
  Where: The adventure begins along the great East 
  Road, returns to Rivendell, then heads into the north, 
  through the Trollshaws and the Coldfells, eventually 
  ending in the Ettenmoors.
  •	
  What: A Dwarven caravan was ransacked by a group 
  of Human Bandits working with Trolls led by an “Ogre 
  Captain”. The company is asked to discover more 
  about this unusual arrangement and who or what the 
  “captain” actually is.
  •	
  Why: Elrond of Rivendell asks the company to do it, 
  offering his gratitude.
  •	
  Who: The object of the quest is Captain Mormog, a 
  favoured agent of Sauron who has been sent into the 
  West to foment trouble and stir up the Trolls. Another 
  mysterious figure lurks in the dark, and might help 
  the company to shed some light on the Captain’s 
  identity.
  adventuRing phase
  This adventure is divided into six parts, which begin and 
  end along the mighty river Hoarwell.
  paRt one – Road Maintenance
  The company rescues the last few survivors of a waylaid 
  Dwarven caravan from a pack of vicious bandits, who 
  consisted of both Men and Trolls, before escorting them 
  to Rivendell.
  paRt tWo – at the house oF elRond
  The company is tasked by Elrond into discovering more 
  about the highly suspect “Ogre Captain” who was leading 
  the bandits.
  paRt thRee – picking up the tRail
  The company heads into the wild after the “Ogre Captain” 
  through the dangerous Trollshaws and on into the barren 
  Coldfells.
  paRt FouR – deep plans
  The company explore the ruins of an ancient keep, 
  discovering that the riddle they are trying to solve is more 
  complicated than it seems.
  paRt Five – baRgains in the night
  The company is approached by an Agent of Sauron who 
  wishes to make a most unusual bargain with them in 
  exchange for help against Mormog.
  paRt six – into the ettendales
  The company travels east into the region known as the 
  Ettendales. In a remote valley, the companions learn of 
  Captain Mormog’s plans for Eriador.
  epilogue – the black voice
  The company returns to Rivendell with what they’ve learned 
  about Captain Mormog and what he intends for the North.
  The Eye of Mordor
  If you are using the optional Eye of Mordor rules 
  presented in Rivendell, any revelation episodes 
  occurring during this adventure are likely to revolve 
  around the servants of Captain Mormog discovering 
  the company, or minions that they encounter proving 
  to be far deadlier than expected. Be careful about 
  alerting Mormog of their presence too soon, however, 
  as he is a deadly foe; similarly, Feredrûn should not 
  be turned from ally to enemy, as this will affect the 
  course of the adventure too much.
  - paRt one - 
  Road Maintenance
  Deep, fast, and aching cold are the waters of mighty 
  Mitheithel as it flows down from the Misty Mountains in 
  the late spring. Called Hoarwell by the Men of Eriador, the 
  river runs in a great curve from its headwaters above the 
  
  37
  Ettenmoors, along the western edge of both the Coldfells 
  and the Trollshaws, before eventually being joined by 
  the River Bruinen and flowing away south. The only safe 
  crossing of the Hoarwell is the Last Bridge, an ancient stone 
  structure consisting of three arches spanning the river at the 
  bottom of a deep gorge which rests along the south-western 
  edge of the Trollshaws. The Last Bridge lies along the great 
  East Road built by the Dwarves in ages past, though none 
  are left that can remember whether they built the bridge 
  too or whether it was the work of the Men of the West, who 
  certainly had a hand in expanding it.
  Regardless of its provenance, the Last Bridge and the 
  road it sits upon are essential for those travelling east or 
  west, and the Master of Imladris makes it his business to 
  maintain them such as they are, within a week’s journey 
  of his home. Unfortunately, the floods brought by this 
  year’s thawing may have damaged portions of the road 
  and possibly even the Last Bridge itself.
  The adventure begins with the company on an errand 
  for the Folk of Rivendell, so they are supposed to have 
  gained entrance to the Last Homely House. They have 
  been sent to accompany an Elvish stone-mason named 
  Gondril as she travels along the great East Road to the 
  Last Bridge to assess how well it weathered the winter. 
  If the group is following the events of Nightmares 
  of Angmar, the company might accept the task as a 
  token of good-will towards the Master of the House. If 
  one or more of the company are Hobbits of the Shire, 
  or travelling Dwarves, perhaps they’ve agreed to meet 
  their friends in late Spring near the Last Bridge as they 
  journey to the west of Eriador.
  the shatteRed caRavan
  The player-heroes reach the Last Bridge after three days 
  of travel (no roll is required, as the trip is a very short 
  one). The Hoarwell is roaring, strong and fierce, but the 
  Last Bridge looks untouched by the winter and appears to 
  be holding up fine. Characters with the Stone-craft Trait 
  can tell at a glance that the bridge was made to endure 
  for ages and remains faultless. Gondril declares as much 
  after spending some time making certain. 
  While the characters are inspecting the bridge, a 
  companion succeeding in an Awareness roll notices that 
  a wooden object, and not just driftwood, is wedged under 
  one of the arches of the bridge. It is half submerged by the 
  running waters, so it is not possible to determine exactly 
  what it is without getting closer.
  To safely retrieve the object from the river requires an 
  Athletics roll (TN 16). While the river is cold and swift, 
  there are many points along the bridge where a character 
  can securely fasten himself before they go “fishing”. 
  Any character with the Swimming Trait can succeed 
  automatically. If a companion fails his Athletics test, he 
  is made temporarily Weary until a prolonged rest by the 
  cold waters of the river. 
  The object proves to be several wooden planks connected 
  by a crossbar. One side of the planks are painted a bright 
  green.
  Any character with an applicable Trait such as Boating 
  or Woodwright can tell that the object hasn’t been in the 
  water very long. Woodwright also reveals the handiwork 
  of the smooth joining of the planks to be of Dwarven origin, 
  haRdeR than stone
  Gondril is talented carver of stone, though young by 
  Elven standards (she is only 437 years old…). She is a 
  thoughtful lady, often given to quiet introspection but 
  followed by swift, decisive actions in her work. While 
  she isn’t much of a fighter, she will absolutely insist on 
  helping out – meaning somebody will have to constantly 
  keep an eye on her if trouble starts.
  Attribute level:  
  5
  Specialties:  
  Stone-craft
  Distinctive Features:  Bold, Elusive
  Relevant Skills:  
  Craft ♦♦♦, Long sword ♦♦
  Endurance:  
  18
  Gondril
  
  38
  Ruins of the noRth
  likely from a wagon of some sort. A Riddle roll can reveal 
  more: on a success, the hero notes that the edges of the 
  wood have been roughly hacked, chopped apart with either 
  an axe or a sword; a great success or better notes notches in 
  the wood that indicate where arrows were retrieved.
  If none of the company think about it, Gondril suggests 
  they should look about upriver, to the north of the road. 
  If they do so, they easily find the remains of a campsite 
  some forty paces or so back from the road, where a battle 
  of some sort clearly occurred. 
  Anyone succeeding in either a Search or Hunting roll 
  finds evidence that someone attempted to cover the 
  remains of two different sets of wagon tracks that were 
  clearly located beside the camp, along with several pack 
  mules. There are bloodstains on the rocks and some of 
  the bushes around the campsite. On a great success, a 
  companion finds and identifies separate tracks belonging 
  to Men, Dwarves, and one or more Trolls.
  It is hard to determine exactly what happened here, as 
  someone clearly went out of their way to obscure their 
  actions. A successful Lore roll may indicate that Trolls are 
  not clever enough to conceal their activities (someone with 
  the Troll-Lore Trait knows this automatically). What can be 
  gleaned with appropriate rolls (Riddle, Hunting, Search) 
  is that survivors of the fight headed northwards, deeper 
  into the dense woods of the Trollshaws, carrying heavy 
  burdens, and that at least one among them is a Troll. 
  When the time to decide what to do arrives, Gondril will 
  listen to what the company has to say first, but she will 
  then insist that they follow and see if there are survivors 
  that the company can help, or, if not, be able to report 
  what happened.
  If the company fails to find anything of interest, or if they 
  choose to ignore what they’ve seen, they get ambushed by 
  the bandits led by Amos the Stone-troll (see opposite) as 
  they are sleeping one night on the way back to Rivendell. 
  The Look-Out Man should get a decent chance to spot 
  them beforehand (they aren’t the stealthiest bunch), but 
  then the fight is on. From there, the companions may have 
  more reasons to follow the trail of any survivors and find 
  about the Dwarves…
  into the tRollshaWs
  Once they managed to get a long bowshot from the road, 
  the bandits stopped bothering to conceal their tracks. 
  Adventurers who are worth their salt should not find it 
  too hard to follow their trail. 
  •	
  The company need only accumulate a total of 3 
  successful Hunting rolls (or the application of some 
  relevant Virtue, as the Rangers’ Rumor of the Earth, 
  for example). Once they hit the trail, it takes them just 
  over an hour to get to the bandit’s camp. 
  The encampment is located not far from the river, 
  between two large hillocks in a particularly dense copse 
  of tall beeches and willows. This is no accident – the deep 
  shade enables Trolls to safely rest without having to hide 
  underground during the day. If the companions reach the 
  camp trying to be discreet (they propose Stealth rolls) 
  they will be able to ambush the bandits at their leisure. 
  Failing to consider this means each side is aware of the 
  other before battle is joined. 
  Two nights ago, a band of outlaws and a pack of Trolls 
  led by Mormog, the "Ogre" Captain, plundered a 
  Dwarven caravan that was heading east. After killing 
  the majority of the Dwarves, the bandits took the bulk of 
  their stolen supplies back to their camp, along with a few 
  prisoners destined for the Trolls’ "larder". They got rid 
  or concealed any material they didn’t want to keep, and 
  threw the bodies of the slain into the river. 
  Finally, they chopped up the two wagons, as they could 
  not use them in the broken terrain of the Trollshaws: 
  they kept some of the pieces for firewood, and tossed the 
  remains into the river.
  When they attacked the Dwarves they were led by 
  Mormog, their Captain, but the mysterious monster left 
  the camp the morning after the attack on the caravan.
  What Really Happened Here?
  
  39
  The Bandit Camp
  The bandits consist of “Sergeant Cyrnan”, a rugged 
  cutthroat accompanied by four hardened-looking Men 
  (add two Men for every character in the company) and 
  Amos, a Stone-troll. Men and Trolls do not normally work 
  side by side, everybody knows that, yet these clearly are.
  The camp is a simple affair with a one small fire pit in the 
  centre of a clearing before the hillocks and a particularly 
  large one off to the side. Several tents and lean-tos are 
  scattered about. One of the hillocks has a strangely shaped 
  massive wooden door on its side, which looks like it was 
  built using parts from the hull of a boat.
  Three large sacks lie against the other hillock. Keen-eyed 
  companions and those succeeding in an Awareness 
  roll note that one of the Dwarf-sized sacks occasionally 
  squirms…
  If the characters didn’t alert the bandits to their 
  presence, Cyrnan and several others are sitting about 
  the smaller fire pit, talking. After a time, a Troll with a 
  belly of prodigious girth emerges through the boat-door 
  and walks around the edge of the hillock to a large keg 
  situated in the shadow of the trees. Once there, he fills 
  up a small barrel that has clearly been converted into 
  a flagon, before joining the Men.The Troll is protected 
  by the rays of the Sun by the shadow of the hills and 
  the dense trees, but still walks about with a measure 
  of circumspection, squinting fiercely. Companions do 
  not need to make a roll to guess that this behaviour is 
  indicative of a Stone-troll…
  The companions must decide what to do. They might 
  exploit the vegetation to get close enough to the camp 
  and hear the bandits’ conversation without being 
  noticed. If they wait too long, the Troll eventually makes 
  a wide-grinned comment to one of the younger bandits, 
  who visibly pales slightly, before he heads back into the 
  hillock, laughing with a deep, booming voice. The other 
  bandits finish their meal soon after and move off to do 
  chores about the camp. At this point, the chances of the 
  companions to remain unnoticed decrease sharply (any 
  TN is raised by one level).
  If the characters moved closer to hear the bandits and the 
  Troll, they are talking about their recent raid and their 
  “new orders”. After a while, the younger bandit lowers his 
  voice and asks his fellows, “What happens when Amos 
  gets hungry and his larder’s out?” The Troll overhears 
  this and replies in semi-broken Westron, “Don’t fret, little 
  Man, the Cap’n have my bones fer his stew if I put any of 
  yer on the spit. Sides, I like yer. I’d just et yer leg at most,” 
  followed by his rough laughter.
  haRdeR than stone
  
  40
  Ruins of the noRth
  Choices and Challenges
  If the companions remained hidden, they have several 
  choices available to them. A particularly stealthy character 
  could try to slip into the camp and save the prisoners, 
  though if they try this before an attack, this runs the risk of 
  the frightened Dwarves crying out and rob the company of 
  the advantage of surprise. If they wish to attempt a rescue 
  in advance, read the section on the Survivors below, to 
  gauge how the Dwarves may react. 
  If the heroes have figured out that Amos is a Stone-troll, 
  then they have a distinct advantage over him in a fight, 
  as they might use the light of the Sun to  concentrate 
  on dealing with the bandits and worry about the Stone-
  troll afterwards.
  The characters can certainly ambush the camp with a 
  clear conscience. These Men have robbed and murdered 
  travellers on the road, as well as plainly standing by 
  while their Troll compatriot is pondering on how to 
  consume his Dwarves; they are unmistakably ruthless 
  villains. Should they attempt to parlay with them, any 
  discussion and Persuasion roll is wasted on them, but 
  an extraordinary Awe roll could send some of them 
  packing… or encourage them to shoot the presumptive 
  braggart on a failure!
  Gondril is not much of a fighter, but she will still want to 
  help however she can. Depending on how the characters 
  direct her, she could be either an asset or a liability. She 
  will not “just stay back” once fighting starts…
  If combat erupts, the Bandits will try to let loose with 
  arrows before wading into melee (unless surprised). 
  Cyrnan directs his Men to ruthlessly finish off any 
  adventurer who falls down (see their No Quarter special 
  ability). At some point during the battle, if half or more of 
  the bandits are defeated, the youngest-looking one (the one 
  who spoke to Amos) tries to surrender; Cyrnan promptly 
  cuts him down from behind. Soon after, the rest will lose 
  their stomach for the fight and flee into the Trollshaws, 
  trying to escape pursuit. 
  If the adventurers manage to take one of the bandits alive, 
  they will find that they are one and all, vicious outlaws 
  and unwilling to say much about their business.
  Ruthless Bandits:
  attRibute level
  4
  enduRance
  hate
  14
  3
  paRRy
  aRMouR
  4
  1d + 1
  skills
  Personality, 1
  Survival, 2
  Movement, 2
  Custom, 1
  Perception, 2
  Vocation, 2
  Weapon skills
  Sword
  2
  Bow
  1
  special abilities
  No Quarter
  -
  Sergeant Cyrnan:
  attRibute level
  5
  enduRance
  hate
  22
  5
  paRRy
  aRMouR
  5
  2d + 1
  skills
  Personality, 3
  Survival, 3
  Movement, 3
  Custom, 2
  Perception, 2
  Vocation, 2
  Weapon skills
  Sword
  3
  special abilities
  Commanding Voice
  No Quarter
  Dealing with Amos
  Amos has the same stats as a standard Stone-troll (see 
  The One Ring Roleplaying Game, page 245). While he isn’t 
  the “sharpest sword in the armoury”, he is wary of being 
  tricked into coming out into direct sunlight and will try to 
  make his stand inside the cavern. The confined corners 
  
  41
  of the cave are wide enough to admit three characters to 
  engage the Troll in close combat, but no one is allowed to 
  assume a Rearward stance. The room certainly counts as 
  underground if any Dwarves have the Durin’s Way Virtue.
  The characters’ options here are only limited to their 
  cunning: they could try to set a fire and smoke Amos out of 
  his cave, they could cut down parts of the covering that is 
  keeping the camp in the shade. They might even try to talk to 
  him. A successful Persuade roll could get Amos to bargain 
  for his life, though he will not deal with Dwarves in any 
  way, shape or form (other than violently). True-hearted and 
  Trusty companions succeed automatically. If they choose 
  to negotiate, Amos will only believe the characters if they 
  swear a sacred oath on their honour to let him go. Breaking 
  such an oath is a misdeed worth 2 Shadow points.
  Should Amos broker a deal with the characters, the 
  companions will face the wrath of the rescued Dwarven 
  prisoners. They will absolutely insist that the Stone-troll 
  be slain, to avenge their fallen brethren. The Dwarves will 
  be both incredulous and furious if any character let the 
  Stone-troll go, but their obligation to their rescuers will 
  cause them to keep their peace after a while (though they 
  will neither forgive nor forget the insult).
  If Amos somehow manages to survive, he will flee north 
  as soon as the light allows him to do so, to report to “his 
  Cap’n”. If anything Amos witnessed or overheard about the 
  characters could be used against them in a confrontation 
  with Mormog, it will be.
  The Troll cave has a larder the heroes won’t want to look 
  too closely in. In a side alcove sit a number of large clay 
  pots holding a mishmash of gold and silver coins, along 
  with a few bright gems and a series of Dwarven rune-
  stamped gold ingots. The whole Hoard is worth Treasure 
  50*, a good 40 of which at least was stolen from the 
  Dwarven prisoners. A successful Riddle roll notes that 
  there are clearly a number of clay pots missing; smooth 
  round spaces on the dirt floor where pots were sitting till 
  just recently.
  The Survivors
  Anar, Vidar and Ginar are the only survivors of the Dwarven 
  caravan. They were travelling east from the Blue Mountains 
  to Erebor. Anar and Vidar are brothers, whereas Ginar is 
  the son of Vidar. There is no need to set Tolerance for this 
  Encounter – the characters just saved three Dwarves from 
  a Stone-troll’s gullet and the Dwarves in question are far 
  beyond pleased to make the company’s acquaintance. All 
  three bow low, introducing themselves  by name and adding 
  the Dwarven greeting-honorific: “(Name) at your service!”
  All three Dwarves are ill-used, battered and weary; a 
  shadow of fear is still clearly on them, their eyes haunted. 
  All three are in rough tunics, their mail having been 
  stripped away. Anar and Vidar are unmistakably brothers, 
  so similar are they in appearance. Both of their once-fine 
  beards are now dirty and roughed-up, Vidar’s especially: 
  the bandits tore some of his gold beard-braids out forcibly. 
  Ginar’s sports a much shorter russet beard – the younger 
  Dwarf is actually a female, Vidar’s daughter! This is 
  no secret for any Dwarf in the company, of course, the 
  differences are for them plain to see, but it is impossible for 
  anyone else to notice it. This piece of information should 
  be provided secretly to any Dwarf hero, along with the fact 
  that traditionally Dwarves never share such secrets with 
  anyone not belonging to their folk…
  The caravan was attacked at night as they camped along 
  the great East Road. They were ambushed by bandits, 
  several Stone-trolls, and something else... They claim that 
  the attack was led by a horrifying figure – a massive Ogre 
  right out of old legends. Anar states:
  ”Their leader, I’ve never seen anything like him. Big. Fast. 
  Nothing so massive has the right to move so quickly, 
  like one of the great mountain bears. He bore a wicked 
  notched sword. It was huge. He cut poor Narvi in half with 
  a single stroke. One of the bandits called him, ‘Captain’. 
  I’ve never seen anything like him.”
  Vidar adds on to his brother’s words. “He was like to an 
  Ogre, from the old tales.” His voice drops to a hoarse 
  whisper that still manages to carry far. “And he spoke the 
  Black Speech.” 
  Ginar adds quietly:
  “His voice… Till the end of my days, I will hear that voice… 
  Like fear, given breath… And there was someone with him, 
  haRdeR than stone
  
  42
  Ruins of the noRth
  something else that kept to the shadows… They were in a 
  rush when they left, the following day, several of the Men 
  spoke together about still having to go to the Coldfells and 
  being behind schedule.”
  The Dwarves can remember little else about their ordeal, 
  other than that they heard the “Captain” leaving sometime 
  early last night, taking several Trolls and Men with him. If 
  any of the characters decides to do a Search or Hunting 
  roll north of the camp, they easily find a trail smashed 
  through the woods by several large creatures, heading 
  north, deeper into the Trollshaws.
  The Dwarves clearly need help. Gondril will insist that the 
  best course of action is to escort them back to Rivendell 
  at once. The characters can sort out the Treasure with 
  the Dwarves as they see fit; the Dwarves really aren’t in 
  a position to argue, but they will definitely remember 
  how honourably the company deals with them and “their 
  stolen wealth,” as will Gondril.
  - paRt tWo - 
  at the house oF elRond
  The journey back to the Last Homely House takes another 
  three days. Fortunately the weather is fine, so the company 
  travels at a decent speed, regardless of the presence of 
  three weary Dwarves. Soon after passing the borders of 
  the Trollshaws and moving into the foothills that lead up 
  towards the Misty Mountains, riders appear unexpectedly 
  to the east and swiftly approach the characters. These 
  outriders from Rivendell take in a brief summary of the 
  characters’ tidings of what occurred and after passing 
  over some extra supplies, return to tell the house of their 
  coming.
  When the companions first arrive in sight of Rivendell, 
  wonder fills the eyes of the Dwarves as they tread the path 
  going down into the valley. The doors of the house are flung 
  open, and several Elves come to take care of the Dwarves 
  and calmly usher them away. Lindir, the seneschal of the 
  house welcomes the heroes and invites them to eat and 
  drink their fill in the great hall, then to get a good night’s 
  rest, for they are to meet with Master Elrond himself in the 
  morning. Presuming they brought her back safely, Gondril 
  thanks the company “for the adventure” and states that 
  she will pass on the tale of their bravery.
  A company that has played through Nightmares of 
  Angmar (see page 7) has seen Rivendell and met Elrond 
  already. Companions who never entered the secret 
  valley before will certainly take the chance to take a look 
  around: the information presented in Rivendell starting 
  on page 6 can be used to improvise a memorable session 
  of exploration and discovery.
  Meeting elRond
  In the early morning, Lindir comes to wake the characters 
  and invite them to join Elrond at the eastern porch. 
  The sun hasn’t even risen all the way above the Misty 
  Mountains yet. Elrond meets the companions wearing a 
  simple blue robe lined with silver, held with a Mithril belt 
  that glitters in the rising light. He asks the company to sit 
  in chairs placed in a semi-circle with a kindly smile, before 
  settling into a chair set across from them. He softly thanks 
  the characters for coming before the break of day.
  The Loremaster can evaluate the outcome of the Encounter 
  by keeping track of how many successes the player-heroes 
  achieve during the Introduction and Interaction stages 
  (see The One Ring, page 189). The total will be used to 
  determine exactly what Elrond expects of the company 
  and what he will offer them in turn.
  Set Tolerance
  The starting Tolerance for this encounter is based on the 
  average (rounded up) of the highest Valour and Wisdom 
  ratings in the company; Elrond Halfelven has seen three 
  Ages of the world, long enough to know that every quest 
  requires Valour and Wisdom both before its end. Increase 
  the Tolerance by 1 for each Ranger and Elf in the company. 
  Elrond finds himself looking with far more favour on the 
  folk of Durin these days, so Dwarves do not decrease 
  Elrond’s Tolerance. Standing means little to him, however, 
  unless companions have received the Friend of Elrond title 
  (see Rivendell, page 22).
  Introduction
  The eyes of Elrond shine perceptibly in the darkness of 
  the porch like two luminous stars as he regards each 
  character in turn with great attentiveness when they are 
  
  43
  speaking. Elrond expects each player-hero to introduce 
  themselves individually (companions who are already 
  known to Elrond are asked to briefly summarise what 
  happened in the Trollshaws). Courtesy would be the best 
  option for most characters, but neither does he object to a 
  good tale, so some heroes may avail themselves of Song. 
  Anyone attempting to use Awe on the Master of Imladris 
  will be quietly regarded as very foolish and ignored for the 
  rest of the encounter.
  Interaction
  By the time the characters have finished speaking, the first 
  rays of the sun have finally begun to shine fully on the valley 
  of Imladris. Elrond stands and walks about the porch, and 
  starts explaining why he asked to see the companions.
  “I made this valley my home in the Second Age of this world. 
  A place of healing, of refuge. A stronghold of wisdom. A 
  house filled with light to hold the darkness at bay.
  “There is a riddle I have thought on many times, perhaps 
  because it has no true answer. Whose is the greater calling? 
  The scholar who knows the ways to heal a wound, or the 
  warden who prevents it from ever occurring?”
  Elrond listens with interest to the company’s opinions. There 
  is no right answer, rather it is a test of sorts to see how the 
  characters think. The players may propose different ability 
  rolls to support their views, and Insight, Lore and Riddle 
  can all be used to help define each characters’ answer to 
  the conundrum and how well they express it. 
  After the characters have finished, Elrond states:
  “While we need to give them time to heal, I have spoken a 
  little with the Dwarves you rescued. Vidar and his brother 
  fought at the Battle of Nanduhirion and are not like to forget 
  what they learned on that blood-soaked field. What do you 
  make of these bandits and their… singular Captain?”
  The characters can answer as they will. Lore rolls, 
  suitable Traits or any other appropriate skills may be used 
  as needed to help them bolster or back up their opinions. 
  Take note of what they say (and any successes) as it will 
  temper Elrond’s final response.
  Elrond’s Task
  At the end of the encounter, Elrond has probably heard 
  enough to determine that the company will serve for the 
  mission he has in mind, though their cumulative successes 
  over the encounter will determine exactly how much he 
  expects from them and what he ultimately offers in return.
  “Far to the south lies the black land of Mordor, but not 
  far enough, I deem. I see the hand of the Shadow in this 
  haRdeR than stone
  
  44
  Ruins of the noRth
  and my heart bids me to act. It is in my mind to send you 
  forth after this ‘Captain’ who knows the Black Speech; to 
  discover as far as you are able who he is, and what he is 
  about here in the West. 
  “If you agree, you must go at once. While he is perhaps 
  four or five days ahead of you, his Stone-troll companions 
  will slow his progress, as they cannot abide the light of 
  the Sun. If he is truly headed north into the Coldfells, you 
  should be able to pick up his trail in the Trollshaws.”
  Presuming the company agrees to undertake the mission, 
  Elrond’s offer is determined by how much they have 
  managed to impress him. Compare their successful rolls 
  so far with the entries below.
  1: Elrond is not exactly impressed with the company and 
  wonders if he made an error in judgment. He implies that 
  doing this task for him is what is required to keep the 
  company in his good graces and still welcome in the halls 
  of Imladris.
  2-4: Elrond regards the company as young and perhaps 
  rash, and does not trust them enough to give them more 
  confidential information or support. This said, he concludes 
  that you must use what tools you have to hand…
  5-6: The companions have won the trust of Elrond, showing 
  both wit and spirit. The Master of Imladris offers them a 
  flask of Erestor’s Travelling Cordial (see Rivendell, page 17).
  7+: Elrond believes the companions may just be some of 
  the heroes he has been seeking for the dark times to come. 
  Apply the result for the entry above. Additionally, should 
  the company succeed in the task, Elrond will propose 
  himself a patron for the company in the future.
  If the company agrees to undertake Elrond’s quest, the 
  Master of Imladris summons Lindir to make sure that 
  the companions’ need for provisions and travelling gear 
  are swiftly being seen to. Then, he presents the characters 
  with a map of the region, showing the Trollshaws and the 
  Coldfells beyond. 
  Lindir and Elrond briefly speak about what awaits them 
  if they haven’t travelled in the region before, noting that 
  the lands they are heading to are far from the abodes 
  of Men or Elves – the wastes north of Imladris are Troll 
  country.
  Characters with the appropriate Traits (Old-lore, Elven-lore 
  or similar) know that the lands they are to travel through 
  were once part of the eastern border of the realm of Arnor, 
  before becoming part of the kingdom of Rhudaur. Its history 
  has ever been troubled, its final kings were of Hillmen, 
  not Númenórean, descent, and they were vassals of the 
  dreaded kingdom of Angmar. All that remains of them are 
  ruins amidst the cracked highlands and old, sad songs.
  When the preparations are over, the companions can be 
  off when they want to, but they better hurry. When they 
  are finally ready to go, Elrond wishes them good luck and 
  sees them on their way.
  - paRt thRee - 
  picking up the tRail
  It takes three days to return to the bandit’s camp, 
  where the companions can endeavour to pick up the 
  trail. Other than having endured one or two light rains, 
  the encampment has not changed much from how the 
  company left it. If any of the companions searched the 
  north of the bandit camp when they were first there and 
  found their quarry’s trail, they automatically pick it up 
  again. If not, a Search or Hunting roll will pick up the 
  correct trail heading north. 
  •	
  If the company fails all their rolls, or someone rolls 
  an C they have found one or more false trails that 
  resemble the true one too closely to be certain. The 
  companions are made temporarily Weary for as 
  long as they remain in the Trollshaws, to represent 
  the exhaustion that comes from having to constantly 
  double-check their route through the thick, hilly 
  woods.
  back into the tRollshaWs
   The Trollshaws are justly famed as an area not to travel 
  through lightly. Not only are Trolls a frequent danger, the 
  heavily forested hills are covered with sharp rocks and 
  thick blankets of mouldering leaves, which are ever wet 
  and prone to shifting beneath one’s feet without warning. 
  
  45
  •	
  The company will spend five days through the Trollshaws 
  on the trail of the bandit’s Captain. Three days into the 
  woods, they must pass their first Fatigue test (TN 16).
  Hazard Suggestions
  Should the companions succeed in triggering a Hazard 
  episode even during such a short trek, the Loremaster 
  may use the following suggestions to set up one or more 
  specific accidents (see The One Ring, page 160).
  Troll Trap (Look-out Man – Wound)
  Trolls are famously dull-witted, but one or two seem to 
  have picked up a new trick. The Look-out must make an 
  Awareness test. Failure indicates the companion gets 
  hauled into the air by a rope about the ankle as the hero 
  stumbles into a Troll’s snare trap. The companion loses 
  Endurance, or is Wounded on an C result.
  Hailstorm (All Companions – Strain)
  The canopy of interwoven tree branches above the 
  Trollshaws is thick, even if not quite as oppressive as 
  Mirkwood. There are many gaps through which sun, rain 
  and wind pour through. Sometimes, too many. A sudden 
  storm of heavy hail strikes, bombarding the company 
  with pellets of ice the size of pigeon’s eggs. All companions 
  must roll Travel; on a failure, a hero loses Endurance 
  equal to the roll of a Success die.
  into the coldFells
  Eight days into their journey, the company leaves the 
  beeches and pines of the Trollshaws behind to see the vast 
  windswept foothills of the Coldfells rising before them. 
  Rivendell
  E
  The Last Bridge
  n
  Lone-lands
  The Troll-Hole 
  E
  Castle Hill 
  E
  E
  The Refuge of 
  the Dúnedain
  a
  n
  n
  Cairn of the Crag-king
  E
  o
  East 
  Road
  The Burial Bog
  E
  haRdeR than stone
  
  46
  Ruins of the noRth
  The Coldfells are highlands criss-crossed by deep crevasses 
  and unexpected gorges, many holding tributaries to the 
  river Hoarwell. Nimble sheep and agile goats bound 
  between broken cairns and barrows along the peaks, long 
  since overturned and despoiled by Trolls.
  •	
  70 miles of travel across the hard terrain of the 
  Coldfells leads the company to the broken keep in Part 
  Four – Deep Plans. It takes them 7 days and another 
  Fatigue test at TN16 to reach it.
  Hazard Suggestions
  The Coldfells are windswept and frequently dreary, but 
  late spring sees small wild flowers covering the knolls, 
  lending some much-needed colour to the long high hills, 
  ever rising east towards the Misty Mountains. Much of 
  the Coldfells appears to be the same as one traverses them 
  and this can be a deadly illusion, for cracks and crevices 
  appear without warning before an unwary traveller, 
  potentially plunging them to their doom.
  Unexpected Ravine (Guide – Fatigue)
  A wide and unseen valley suddenly opens at the characters’ 
  feet, one with such steep sides that they cannot be easily 
  traversed. The Guide has to make a Travel test to find a 
  way around that will put the company back onto the trail. 
  If the roll fails, the companion adds Fatigue again from 
  climbing up and down the hillsides searching for a proper 
  way around (add Fatigue twice on an C).
  Fell Hunters (Huntsman – Dangerous Meeting)
  While hunting for game along a low ridge, one of the 
  Huntsmen for the company notices the long grey body of a 
  wolf lope away over a hill top. Fortunately, the Huntsman 
  was downwind and went unnoticed… so far. The Huntsman 
  must make a Stealth test to slip away without drawing 
  Rivendell
  E
  The Last Bridge
  n
  Lone-lands
  The Troll-Hole 
  E
  Castle Hill 
  E
  E
  The Refuge of 
  the Dúnedain
  a
  n
  n
  Cairn of the 
  Crag-king
  E
  o
  East 
  Road
  The Burial Bog
  E
  Hunting the Captain in the Coldfells
  The shifting sides of the Coldfells’ many hills require a Hunting or Search test to stay on the Captain’s trail. 
  While it has been about six days since Mormog passed this way, he has a heavy tread and travels with a decent-
  sized company. If the trail is successfully kept, a Riddle test can be made to sort through the various evidence 
  left behind at a small camp. Success indicates that the "Ogre" passed that way with at least two other Trolls 
  and several Men. 
  A great or extraordinary success on the Search or Hunting roll reveals that Mormog is followed by something 
  else, but its tracks are utterly confusing: based on who examines them, they appear as the markings of a different 
  creature, a Man, an Elf, an Orc, even a four-legged creature…
  On a failure, the company exhaust themselves searching among the foothills before they finally discern the right 
  trail: the heroes are considered temporarily Weary for as long as they remain in the Coldfells,
  
  47
  the wolf’s attention. Failure brings a pack of hungry Wild 
  Wolves down on the company equal to 4 + 1 for each 
  player-hero.
  - paRt FouR - 
  deep plans
  Fifteen days after the company set out from Rivendell they 
  descend into a gorge, climbing down a series of steps, 
  hewn roughly on the side of one of its steep walls. They 
  follow a gurgling stream at the bottom of the gorge as it 
  slowly turns to the West, until they come in sight of a tall 
  hill, towering above them to their left. On the top of the 
  hill sit the ruined stump of an old keep and the remains 
  of a long curtain wall of stone. These ruins don’t look so 
  different than others the characters have seen over the last 
  five days in the Coldfells, with two notable exceptions: the 
  tracks they are following lead right towards the hill and 
  the ruins seem occupied. The tell-tale gleam of metal and 
  motion gives the occupants of the outpost away from quite 
  a distance, but it doesn’t exactly look like they’re trying to 
  hide, either.
  From the gorge, the companions can see that a trail climbs 
  the steep side of the hill towards its summit. The roar of 
  rushing waters tells them that the river Hoarwell must be 
  close, somewhere to the north-west of the ruins. 
  the bRoken keep
  The fortification is ancient beyond the reckoning of the 
  Men of Eriador, yet there it stands, still partially intact. 
  It was erected by the Men of Westernesse for a precise 
  purpose, now lost to memory, but the Númenóreans built 
  things to last and the fort outlasted the line of the kings 
  that ordered its construction. Indeed, it was the hardiness 
  of its foundations that prompted Captain Mormog to 
  choose it for his grand plans.
  From the outside, the fort looks just like many other ruins 
  that rise from the broken terrain of the Coldfells. But, like 
  a floating island of ice, what lies beneath the surface is 
  far larger. 
  Mormog has expanded a series of existing underground 
  passages and chambers, making room for large creatures 
  like Trolls to come and go. Then, he brought Goblin slaves 
  from Mount Gram for an ambitious undertaking, the 
  excavation of a wide tunnel that will pass beneath the 
  river Hoarwell: a subterranean road that one day will let 
  entire armies enter unseen the lands to the West!
  The Goblins have been digging Mormog’s tunnel for years 
  now, and have many long years of work before them still. 
  But last year, the excavations brought to light something 
  that was meant to be buried forever: an underground 
  chamber, sealed with the markings of the kingdoms of 
  Arnor (see The Vault box below).
  The Vault
  When Mormog was alerted to the discovery of the 
  buried vault, he ordered the seals to be removed, and 
  the stone door of the chamber was pried open. Inside 
  the chamber Mormog found something completely 
  unexpected: chained to a wall was a slave of Sauron, 
  a corrupted spirit made flesh, buried alive and trapped 
  centuries ago and left to languish in the dark. But what 
  happened next was something even more surprising: 
  the chained being kneeled before Mormog, promising 
  to serve him with unswerving loyalty, should he break 
  its fetters. The Captain ordered the thing to be freed, 
  as the cunning Troll had read the runes graven into 
  the thing’s collar in Black Speech: spells of obeisance 
  and submission.
  It is a strange fate the one that has placed Feredrûn, 
  the Hunter of the East, at the service of Mormog, a 
  stroke of luck that the Captain is eager to exploit fully 
  to further his own wicked ends (see Part Five – Bargains 
  in the Night).
  Captain Mormog and several of his more trusted warriors 
  stayed at the fort for several days, inspecting how the works 
  were proceeding there. Two days before the arrival of the 
  company they left again heading north-east, towards the 
  Ettendales. The adventurers are unlikely to discover this 
  before they enter the ruins. 
  Once the company has learned enough to move on, they 
  can attempt to follow Mormog. It isn’t hard to pick up 
  haRdeR than stone
  
  48
  Ruins of the noRth
  the Captain’s trail when they are certain of what they are 
  seeking. There are tracks of several large creatures (no 
  Men this time) headed to the north-east that are only two 
  days old.
  the FoRt
  The following descriptions present the layout of the 
  structures above the ground, and those below (it might 
  be worth noting that nothing suggests immediately that 
  the keep sits upon an extensive complex of underground 
  passages and chambers).
  The Surface
  The ruins rising above the hilltop are presently inhabited 
  by six Men (use the Ruthless Bandits stats found at 
  page 40). They are in charge of keeping watch on the 
  surrounding countryside, and of catching some game to 
  enrich with some fresh meat the soup served to everyone 
  in the fort (there is a chance every day that two of them 
  leave the fort to go hunting).
  1. Curtain Wall: A long stone wall surrounds the top 
  of the hill almost completely. Several gaps open along 
  its length, and the side of the hilltop looking out towards 
  the river Hoarwell is completely open (the height and 
  steepness of the hillside didn’t need further defense).
  2. Broken Keep: Once rising almost forty feet above 
  the already tall vantage afforded by the hill, the square 
  tower has been greatly reduced in size. Whether it was 
  the hand of time that gnawed at it, or fire and warfare, 
  it is impossible to tell. There are generally two Bandits 
  stationed on top of it on guard, keeping look-out on the 
  surrounding lands. Most of the time, they are somewhat 
  idle as they don’t expect to see anything of interest.
  a) Old Barracks: Several well-made chambers on 
  the ground floor of the keep still serve their original 
  purpose. Rough made cots sit in the corners of two 
  of these rooms. The bandits that aren’t on watch can 
  either be found here, or in the Map Room.
  b) Map Room: Located at the first floor of the keep, 
  this room sports a beautiful mosaic floor. The stone 
  tiles are still perfectly set so as to leave the surface 
  flawlessly smooth. The mosaic shows a map of Arnor 
  as it was, before the division into three kingdoms. The 
  largest and most detailed element of the topographic 
  depiction is the city of Annúminas, the ancient capital 
  of that realm. The north-eastern portion of the map 
  appears now cracked, as the roots of a sickly plant 
  have pushed and fractured the mosaic tiles, making it 
  look like a plague is creeping across the map from the 
  north. It doesn’t take a Lore-master to know that the 
  cracks correspond to the witch-realm of Angmar. The 
  room now houses a table and several rough chairs.
  c) Armoury: Here is where the arms and armour for 
  the outpost’s garrison were originally kept. Now, it 
  serves as a larder and storage room for assorted pieces 
  of equipment, broken weapons and various other junk. 
  There is a haunch or two of fresh venison here, among 
  other meats and sundries.
  3. Cave Entrance: To the east of the keep, right below the 
  curtain wall, a roughly expanded cavern entrance leads 
  to the chambers below ground. This opening isn’t difficult 
  to reach, but someone who gets attacked by surprise while 
  approaching it risks falling into the gorge below.
  Underground
  In the caves and underground chambers dug in the hill 
  below the fort live Bron and Pell, two Stone-trolls, and 
  Gorzim, an especially mean Hill-troll. Deeper underground, 
  fifty or so Goblin slaves can be met in the various locales, 
  digging the tunnel or going about on other errands. The 
  slaves are kept in line by a band of three cruel Orcs slave-
  drivers, carrying whips in addition to their usual war gear 
  (use the statistics for Orcs of Mount Gram, from Rivendell, 
  page 73).
  1. Troll Caves: Not part of the original building are a 
  series of caves that have been hacked out of the hillside, 
  providing room for approximately seven Trolls, if they 
  squeezed in tight. During the day, Bron and Pell can 
  usually be found here, dozing. Occasionally, they get up 
  and go looking for something to eat down below in the 
  Goblin Pits.
  2. Treasury: This is a narrow, rectangular room, probably 
  an old cellar. An exquisite fresco covers the far wall. It 
  depicts a city built from white stone, with many elaborate 
  
  49
  haRdeR than stone
  The Surface
  The Broken Keep
  Underground
  
  50
  Ruins of the noRth
  columns, and a large white tree. While still beautiful, 
  part of the fresco has been defaced when a Troll cave 
  was dug through it. Gorzim makes his home here in the 
  treasury of Captain Mormog and his men. Gems twinkle 
  from the floor amidst clay pots spilling silver, which sit 
  beside small chests filled with gold, surrounded by arms 
  and armour, some of them potentially centuries old. The 
  room holds a hoard containing Treasure 120**, the loot 
  of many years of scouring the ruins and tombs of ancient 
  Rhudaur. There is no way to get to the treasure without 
  alerting Gorzim.
  3. Entrance to the Tunnel: Beyond the Troll caves is a 
  long tunnel leading downwards in a big slow spiral to the 
  beginning of the Goblin Pits below.
  4. Goblin Pits: A large series of caves, some natural, 
  some expanded upon, with enough room to house the 
  Goblin slaves. A large meat pantry is nearby.
  5. Tool ‘Shed’: A large storage pit where various digging 
  tools are kept. Everything from picks and mattocks to 
  large kegs of awful ale, beer and other spirits, mixed with 
  other liquids of dubious provenance. The bones of dozens 
  of Goblins line the bottom of the pit. Mormog and the Orc 
  slave-drivers know how to make the Goblins work hard, 
  and the Trolls grow too hungry sometimes…
  6. The Tunnel: Here begins the long tunnel that will pass 
  beneath the river Hoarwell. A character possessing the 
  Stone-craft Trait can tell at a glance that the shaft is at 
  least ten years or so in the making, with years to go before 
  completion.
  7. The Vault: A short side passage from the main 
  excavation of the tunnel leads to where the vault was 
  accidentally discovered. The large door of stone lies on the 
  ground, among the remains of the brass seals removed 
  by Mormog. If the companions inspect the door and 
  seals, they recognise the stone-craft as Númenórean, and 
  the seals as bearing the symbols of Arnor; this clearly 
  marks the vault as something built in the Second Age! 
  Inside, the vault is empty and bare, its surfaces smooth 
  and blank, devoid of any signs of wear or other marks, 
  with the exception of the wall facing the opening: there, a 
  heavy chain of iron hangs from a ring set into the wall; the 
  last ring on the other end of the chain has been broken, 
  as if something was fastened to it but was set loose. The 
  darkness here seems to be thick as a cold vapour, and 
  every companion entering the chamber must pass a 
  Corruption test (TN16) or gain a point of Shadow.
  enteRing the Ruins
  The company needs information, as Captain Mormog 
  hasn’t left any useful paper trail or other obvious clues; 
  however, while the occupants of the fort are not privy to 
  all the Captain’s plans, they all know that he has left and 
  where he is headed.
  The companions have time to consider how to enter the 
  broken fort, but there seem to be two main ways into the 
  ruins: through one of the gaps in the curtain wall to reach 
  the keep, or going directly underground, once discovered 
  that there is a cave entrance dug into the side of the hill.
  Unless the companions want to be spotted immediately 
  by the bandits standing watch on the keep, they will want 
  to avoid taking the path climbing to the top of the hill. 
  Climbing the steep hillside from the bottom of the gorge 
  requires an Athletics test (TN 16). On a success, the 
  companions reach the curtain wall, and can enter the 
  ruins through one of the gaps opening along it.
  “We’re the New Guys”
  Clever (or foolish!) companions may try to enter the fort 
  taking the place of some of the bandits, or posing as new 
  arrivals. This has a chance of working spectacularly well, 
  as new faces arrive occasionally at the keep: Mormog 
  is always looking to reinforce his forces, and has been 
  welcoming all sorts.
  It takes at least a Persuade roll to convince any of the 
  Trolls, or the Orcs below, that the characters are supposed 
  to be here, asking whatever questions they may be asking. 
  Characters who supply Bron or Pell with ale, or any of the 
  Goblins with food, are automatically cheerfully accepted 
  and swiftly brought into conversation about the latest 
  doings; everybody is bored, so news from a newcomer 
  is welcome. A failed roll means that everybody clams up 
  and says they’ve got to work. On an C they ask about 
  the newcomer as soon as they get a chance, setting off a 
  search.
  
  51
  Gorzim is not so easily fooled, requiring a roll with TN 
  16, unless a character’s thinks to say, “Captain’s orders” 
  or any variation thereof, in which case they automatically 
  succeed. Anyone failing to convince Gorzim leads to him 
  checking immediately with the other bandits to see who 
  the new face is…
  Attacking the Guards
  Entering the ruins and attacking the Bandits on guard 
  duty on the top of the keep is a fairly straightforward 
  endeavour; taking them down before they can sound the 
  large bell they’ve got will be hard. The bandits really don’t 
  expect to be attacked – they are, after all, in the middle 
  of nowhere – so, all Target Numbers for preliminary rolls 
  and surprise attacks are reduced by one level (-2). Once 
  attacked, they will immediately try to sound the bell. If 
  they are given enough time (two rounds), they will succeed, 
  and the other four bandits will show up. 
  A fight will in any case make enough noise that Bron and 
  Pell will be alerted (but they won’t come into the sun). 
  Gorzim on the other hand might choose to intervene: 
  player-heroes approaching the fort during the day and 
  assuming that all the Trolls in the fort are Stone-trolls will 
  be in for a big surprise when he charges out of the cave 
  entrance and attempts to smash them flat. The Orcs and 
  Goblins down below can hear nothing of what is going 
  on above and vice-versa, unless the alarm is sounded. It 
  would never occur to any of the Trolls to ask for help, but if 
  the Bandits get overwhelmed and any of them manage to 
  escape, they may well run down to the mines and the Orc 
  slave-drivers from Gundabad will drop their whips and 
  unsheathe their curved swords.
  Dealing with the Trolls
  Bron and Pell do not like be awoken during the day and 
  are sluggish if attacked (they automatically lose initiative). 
  They are also quite chatty if bribed with ale. They don’t 
  know exactly what Mormog is up to but, “Oh, aye, the 
  Cap’n’s a tricky one, don’ yer know. Wants to ‘ave a bit of 
  a chat wit’ ta other lads, doesn’t he?”
  Gorzim is a Hill-troll (see The One Ring page 244). He is 
  far more suspicious than the Stone-trolls and generally far 
  more dangerous, too. His main priority, before all others, is 
  to protect the treasury, like the Captain told him to.
  Sneaking Around
  As long as the alarm is not sounded, it takes one or 
  more Stealth rolls to move about the fort unnoticed. The 
  difficulty of any roll is generally lowered to TN 12, as the 
  roar of the Hoarwell is very loud here.
  Characters successfully skulking about get to make an 
  Awareness test to hear the following bits of information. 
  A great success yields two pieces of information and an 
  extraordinary roll gives three:
  •	
  Captain Mormog has big plans for this region of Eriador.
  •	
  Bron and Pell are Stone-trolls who love ale. They are 
  asleep in one of the caves.
  •	
  The Captain is heading into the Ettendales.
  •	
  Something occasionally travels with the Captain, and its 
  presence creeps out everyone. 
  •	
  Gorzim is a Hill-troll and it’s best not to cheek him in the 
  slightest, but he near worships the Captain.
  A character with the Shadow-lore Trait knows that 
  “Mormog” in the Black Speech means “Black Voice” but it 
  tells them little else.
  - paRt Five - 
  baRgains in the night
  The first evening the companions make camp after they 
  have left the fort behind, they encounter the thing that 
  Mormog freed from the buried vault under the broken 
  keep. It is a disloyal agent of Sauron, a hunting spirit from 
  beyond the Circles of the World (see The Hunter of the 
  East box overleaf).
  The creature chooses to approach the adventurers when 
  the night is well underway. The companion who is set on 
  watch notices a deepening of the darkness around the 
  encampment, as if a cloud was covering the light of the 
  stars and moon, yet the night sky is very clear. Then, a voice 
  comes out of the still night, addressing the companion on 
  guard:
  “Greetings. Perhaps you should wake your companions 
  and we can talk.” The creature waits in the shadows while 
  the character complies. A company with a fire, or lighting 
  haRdeR than stone
  
  52
  Ruins of the noRth
  a torch to see better, who asks the voice to “come into the 
  light” or some variation thereof will receive a reply of, 
  “When you are all ready.”
  When the company expresses a general willingness to meet 
  with the unknown visitor, the darkness seem to recede, 
  and Feredrûn walks into view. Her appearance is that of a 
  young woman clad in glittering raiment, her hair lying on 
  her shoulders as pale in the moonlight as polished silver. 
  Her beauty seems unmeasurable in mortal terms, and any 
  Elf laying eyes on her realises she does not belong to the 
  race of Men, nor to that of the Firstborn. The only blemish 
  marring such a vision is the heavy collar of iron she wears 
  around her neck. Fiery runes glitter along its surface.
  The apparition surveys the company, her dark, cold eyes 
  looking at each of them for several long moments. Then 
  she speaks:
  “I have been called with many names since I entered Arda, 
  many long years ago, but here in the West I am called 
  Feredrûn. I think you may be the ones I’ve been searching 
  for.”
  the encounteR
  To be in the presence of Feredrûn is like standing in the 
  middle of a great cave, or at the opening of a deep valley 
  — all sounds seem remote and near at the same time, as if 
  they were echoes carried by the wind. Her otherworldness, 
  and her power, is plain for anyone to perceive. 
  Hopefully, the companions address the creature peacefully: 
  all players are allowed to make a roll of Insight to gain 
  bonus Success dice for the encounter, but do so with a 
  difficulty equal to TN 20 (see Preliminary Rolls on page 
  151 of The One Ring).
  The Loremaster can evaluate the outcome of the Encounter 
  with Feredrûn by keeping track of how many successes 
  the player-heroes achieve during the Introduction and 
  Interaction stages (see The One Ring, page 189) and by 
  comparing the total to the entries at the end of this section.
  The creature’s name is Feredrûn, the "Hunter of the 
  East", and was once a huntress of the host of Oromë. 
  The Dark Lord invited her centuries ago to return to 
  Middle-earth and assume a physical form, seducing her 
  with lies and promises. Then, Sauron bound her to his 
  will by setting about her neck an iron collar, inscribed 
  with powerful sorceries of obeisance and submission; thus 
  spell-enslaved, Feredrûn could not choose but submit to 
  the will of any loyal servant of Sauron. 
  According to the Dark Lord’s plans, Feredrûn was first 
  sent to spy and waylay the enemies of Sauron, and then 
  to hunt for the Rings of Power created by the Elves of 
  Eregion and that Sauron greatly desired. For many 
  years, the incarnated spirit carried out the orders of his 
  Master, until the Dark Lord himself was defeated in the 
  War of the Last Alliance. 
  When the Ruling Ring was cut from Sauron’s hand, 
  Feredrûn wandered witless and purposeless for a while. 
  Then, she was encountered and captured in Eriador by a 
  lieutenant of Isildur, as he was making his way home after 
  the long siege in the Black Land. Unable to defeat or banish 
  her, the Númenórean lieutenant resolved to imprison the 
  powerful spirit, and ordered the construction of a secret 
  vault, dug deep under the foundations of a watchtower. 
  In the following centuries, the power of Arnor waned. 
  After the death of its tenth king the realm was divided 
  in three kingdoms, and the purpose of the keep and the 
  vault it guarded was lost. Deep under the earth, Feredrûn 
  slumbered uneasily, of a sleep that lasted centuries. 
  She awakened from it only a few years ago, when the 
  discovery of the One Ring stirred her conscience. 
  Today, the Hunter of the East is free from the chains 
  that confined her underground, but she is once again spell-
  bound to a servitor of her Master, Captain Mormog. 
  After so many years of slavery, what Feredrûn desires 
  beyond all other things is to leave Middle-earth…
  The Hunter of the East
  
  53
  Set Tolerance
  Feredrûn has no patience for Wisdom, as in her experiences 
  it is too easily replaced by guile. As a consequence, the 
  Encounter’s initial Tolerance is equal to the highest Valour 
  in the group. Increase the Tolerance of the encounter if 
  there are any Elves in the company, as  Feredrûn believes 
  members of their race have the best chance of helping her, 
  and subtract one if there are Rangers, as she was once 
  imprisoned by the Men of the West.
  Introduction
  For the same reasons presented above, Feredrûn favours a 
  plain speech over fair or crooked words. If anyone presents 
  himself using Awe and succeeds, consider the roll to 
  have achieved an additional success for the purposes of 
  determining the outcome of the encounter. Conversely, 
  any success obtained rolling Riddle or Courtesy does not 
  count towards that total at all. If anyone dares to present 
  himself using Song, the company is in for a surprise. Any 
  song, poem or music successfully played by the company 
  at this stage seems to mesmerise Feredrûn, as she is briefly 
  recalled of a time when she danced before the Valar upon 
  the green grass of Valinor: add twice any success obtained 
  rolling Song to the total of the encounter.
  Interaction   
  Feredrûn may pass on the following information about 
  herself to the players as the interaction stage progresses:
  “I am an unwilling servant of the Shadow. The body you 
  see before you is my prison, cast in flesh and bone. Once 
  I roamed free in the void between songs, unclad and 
  formless. The Dark Lord called me out of the Night, lulling 
  me with honeyed words. He promised me new experiences, 
  such as I could not dream of, in exchange for a simple task, 
  and then I could return to the void if I wished it…
  “Truly he is named the Deceiver. When I came into the 
  world and kneeled before him, Sauron placed this collar 
  around my neck, binding me to his will and that of his 
  servants. He sent me to hunt for his enemies, and later to 
  search for the Rings of Power. I obeyed, unable to oppose 
  his will.
  “I have laboured long on his quests and I have grown 
  weary of this shackled body. Now I long only to leave 
  the circles of this world, to return whence I came. But the 
  spells that Sauron laid on this collar are still too powerful 
  for me to break by my strength alone, and here I am after 
  all these years, still leashed to yet another minion of the 
  Dark Lord who imprisoned me. 
  “But maybe the time has come… My current master is 
  the one you are seeking, Mormog. Do you wish to find 
  him, and, perhaps, thwart his plans? You cannot tarry, for 
  some of them, at least, are reaching fruition. I can help 
  you, but only if you promise to set me free.”
  haRdeR than stone
  
  54
  Ruins of the noRth
  While the players will certainly recognise the various 
  subjects that she refers to in her speech, several of the 
  things that Feredrûn mentions would only be known to the 
  Wise and characters with appropriate Traits. But the gist of 
  what she wants is clear to anyone listening to her words. 
  Feredrûn knows that the companions are searching 
  for Mormog; bound by her collar, she cannot openly 
  betray her master, but she can choose not to oppose the 
  adventurers. She will do so if the heroes can convince her 
  that they can help her leave Middle-earth once and for all. 
  The huntress knows that no one in the company has the 
  power to break her collar or otherwise set her free, but the 
  heroes may suggest that they know someone who might 
  be able to help (a patron like Elrond, or Gandalf the Grey, 
  or wise Saruman…).
  Many Questions
  These are the answers that Feredrûn gives before a 
  bargain is struck, if she is posed the right questions:
  How can we help you?
  "My shackles are too strong for you to break, but I 
  know that there is a place of lore hidden somewhere 
  west of the mountains where someone who might know 
  how to set me free resides. Even if I knew where it was, 
  access to it would be forbidden to me. But perhaps you 
  may enter it, or may find your way to it."
  What can you offer us in return?
  "I know where Mormog is headed and some of his 
  plans. I know how to help you avoid his guards, help 
  you are going to need, for the way will be perilous."
  How can we trust you?
  "Consider this: what would I gain by deceiving you? 
  Surely Mormog would reward me if I reported your 
  presence. Even if you do not believe me, would you not 
  still seek him? Or would you have me believe it mere 
  coincidence that you have followed his trail so far?"
  If the company refuses Feredrûn’s bargain, she shakes her 
  head in a sad gesture.
  “So be it. I will not report you to Mormog. You may yet 
  change your minds when you see what lies ahead… I will 
  visit you again before this is finished.”
  Then, the huntress retreats into the darkness, as the 
  sounds of the night return to fill the space left vacant 
  by her leave. Will she keep her word, or she is off to tell 
  Captain Mormog all about them?
  If the companions are willing to strike a pact with 
  Feredrûn, the Loremaster may gauge the achievement of 
  the company and the trust they earned by comparing the 
  number of successful rolls the heroes obtained along the 
  encounter with the entries below (applying the modifiers 
  listed in the Introduction paragraph). Then, she leaves, 
  leaving no trace of her having ever manifested.
  1: Feredrûn suspects her days of waiting for heroes to help 
  aren’t over yet. She keeps her answers to a minimum and 
  may be willing to sell the characters out to Mormog, as 
  she doubts they have any chance of freeing her.
  2-4: Feredrûn sees an opportunity, but she has been tricked 
  far too many times to trust the companions too openly. 
  She provides a selection of the information presented 
  below, including what is contained in a maximum of two 
  entries (the Loremaster chooses, based on the questions 
  of the heroes).
  5-6: Feredrûn’s hunger for freedom is stirred, and she 
  answers to most of the company’s questions, explaining or 
  expanding on its answers when she can. The information 
  given to the players should include at least four entries 
  among those listed below, as above based on the questions 
  made by the companions.
  7+: Feredrûn is truly hopeful for the first time in centuries, 
  and puts her trust in the companions. She provides all the 
  information asked of her, making sure to include what is 
  contained in the Concerning Trolls entry opposite.
  What Feredrûn Knows
  Who is Captain Mormog?
  “Mormog is a fearsome monster, larger than the largest 
  of Orc-kind but agile and cunning as the cleverest among 
  
  55
  them. He is evil and fierce as the meanest Mountain-troll, 
  and able to endure the light of the sun. He is the first of his 
  kind to have come to the North, the member of a fell race 
  no doubt bred by Sauron himself.”
  Why is he called “Captain”?
  “It is his rank in the armies of the Black Land. He commands 
  many dark-hearted minions: Trolls, Orcs and Evil Men.”
  Why are you with Captain Mormog?
  “Mormog freed me from my underground prison, and I 
  had no choice but bend my will to the spells engraved on 
  my collar. I am to assist him as needed with his plans.”
  Where is he headed?
  “Just beyond the borders of the Coldfells lie the Ettendales. 
  Near the headwaters of the river Hoarwell there is a deep 
  forested ravine, which opens into a wide valley floor. That 
  narrow dale was once known as the Broadcleave, but no 
  one today remembers it. Mormog has summoned there a 
  gathering of the Troll-kindreds, and he will attend to give 
  a speech.”
  What is his speech about?
  “I don’t know. Mormog tells me little. If you hurry, you 
  should manage to arrive before the night on which he 
  intends to speak.”
  Concerning Trolls
  Feredrûn explains that Trolls have, in general, very poor 
  eyesight, especially during the day (for those that don’t turn 
  into stone); however, nearly all of them have an excellent 
  sense of smell. As the huntress explains, the characters must 
  cover their scent to avoid being discovered too soon by their 
  ‘quarry’. If the heroes have gained her full trust (7 successes 
  or more), Feredrûn lays a spell upon the company, reducing 
  the TN of any Stealth test by two levels (-4) for a week.
  - paRt six - 
  into the ettendales
  After leaving the fort behind, the company travels north 
  for a time, but soon swings more and more directly 
  east, the river Hoarwell running to their left towards the 
  Misty Mountains. The broken land and crevasses of the 
  Coldfells give way to the broad, open valleys between the 
  high hills of the Ettenmoors. This panorama is frequently 
  difficult to see, though, as a heavy fog regularly obscures 
  the company’s vision. Countless streams flow past, 
  tributaries to the river in its rocky bed.
  What if the Companions Attack Feredrûn?
  Feredrûn is a hunting spirit clad in a physical body. She can suffer pain and weariness, but because of the original 
  nobility of her spirit she does not age and cannot be slain. Moreover, her nature has endowed her physical form with 
  many virtues: she can enshroud herself in a supernatural darkness to hide from her enemies, and she can travel long 
  distances in the pursuit of her quarry, being able to move at night as far as the flight of a fast bird. Should the 
  companions try to attack her, or otherwise harm her, she will simply leave their presence, retreating into her darkness. 
  Rivendell
  E
  The Last Bridge
  n
  Lone-lands
  The Troll-Hole 
  E
  Castle Hill 
  E
  E
  The Refuge of 
  the Dúnedain
  a
  n
  n
  Cairn of the 
  Crag-king
  E
  o
  East 
  Road
  The Burial Bog
  E
  haRdeR than stone
  
  56
  Ruins of the noRth
  •	
  The company travels for 40 miles to the headwaters 
  of the southern branch of the Hoarwell. This leg of 
  the journey takes six days to complete, and a single 
  Fatigue check made against TN 18 (the Ettenmoors are 
  a land lost to Shadow).
  The closer the company comes to the headwaters of the 
  southernmost branch of the Hoarwell, the harsher the 
  terrain. The highlands are all hard stone and sharp falls, 
  surrounded by deep valleys whose bottoms are nearly 
  always bogs filled with sucking black mud. The fog is even 
  thicker and more perpetual than it was in the dales. Even 
  where it isn’t completely sodden, the ground is thick and 
  spongy with peat. Water collects into pools which run off 
  downwards and west to feed the river.
  Hazard Suggestions
  The Loremaster may use the following suggestions to set 
  up one or more specific Hazard episodes (see The One 
  Ring Roleplaying Game, page 160).
  Struggling through Mud (All Companions – Fatigue)
  The company does not seem able to find its way out of a 
  deep fog-bank, and is struggling across one of the many 
  boggy areas between the hills. All characters must make a 
  Travel test or add Fatigue again as they struggle against 
  the sucking mud (add Fatigue twice on an C).
  Down from the Mountains (Look-out – Dangerous 
  Meeting)
  Stomping slowly over the highlands comes a Mountain-
  troll, slowly working his way towards the Broadcleave. See 
  page 245 of The One Ring Roleplaying Game for the stats. 
  The Look-out must make an Awareness test to notice him 
  coming in time to give adequate warning, otherwise the 
  Troll sniffs the companions and attacks them by surprise. 
  If the heroes are under Feredrûn’s spell of concealment, 
  the Troll does not see them (unless they attack him, of 
  course!).
  to the bRoadcleave
  Beyond the headwaters of the Hoarwell there lies an 
  ancient path cleaved out of the stones. Along the path, 
  there are steps deeper and wider than the stride of any 
  Troll. Many of the steps are long broken, or have been 
  hacked away in turn, to allow for the passage of smaller 
  beings. The path eventually leads down into a cavernous, 
  forested ravine, which resembles nothing so much as an 
  axe-strike deep into the base of the mountainside. 
  At the bottom of the ravine, the floor of the dale is wider, 
  and filled with grass and pine trees of such a dark green 
  hue that the valley is almost uniformly black. The ravine 
  ends against a massive, smooth, sheer rock-face that 
  echoes and greatly increases all sounds.
  The company arrives in sight of the place where the path 
  starts descending into the Broadcleave at about mid-
  afternoon and easily finds a place among the forested 
  hills to gaze, unnoticed, at what is going on at the entrance 
  of the dale…
  An Unhappy Hour
  In front of the entrance to the ravine stand barrels, 
  and barrels and barrels… so many, in fact, that the 
  companions spot them long before they see the actual 
  entrance to the Broadcleave. There are big barrels, small 
  barrels, casks, kegs, butts, drums, pipes, kilderkins, and 
  hogsheads, and a great variety of large drinking vessels, 
  like jugs, horns, tankards, canteens, even waterskins, 
  pitchers and flagons. 
  Before the huge stacks of containers and drinking 
  implements are three massive Hill-trolls. They are busy 
  arranging the materials for transportation, following the 
  peremptory directions of a brute of size comparable to 
  theirs, but clad in black mail from bony head to clawed 
  foot. The fearsome creature stands erect, making it look 
  more like a gigantic Orc than a Troll; a huge sword with a 
  curved and jagged blade is strapped across its wide back. 
  The echoes of its harsh voice clearly reach the player-
  heroes where they are hiding, and sends shudders up 
  their spines.
  Even at a great distance, the company can feel the 
  shadow of fear touch their hearts at even the thought 
  of confronting such a monster: this must undoubtedly 
  be the target of their quest, Captain Mormog. Not long 
  after the arrival of the companions, Mormog leaves the 
  three Hill-trolls to their business, and descends into the 
  Broadcleave.
  
  57
  ouR hope is in secRecy
  The company’s practical choices are to either slip forward 
  to hide within the Broadcleave during the day or wait until 
  after nightfall, when the Trolls have already gathered.
  By Daylight
  The company decides that their best bet is to slip into 
  the Broadcleave by day. Approaching the entrance to 
  the dale requires a Stealth test (TN 18; characters under 
  Feredrûn’s spell roll against TN 14). A hero who obtained a 
  great success on his roll can assist another character who 
  failed his own roll, or two characters on an extraordinary 
  success. An assisted hero is considered to have succeeded 
  in his own Stealth roll.
  A companion who fails his roll and is not helped by 
  another hero can make an Awareness test to dive for 
  cover before he is spotted by the Hill-troll guards. If the 
  roll succeeds, the companion can wait until the rest of the 
  company has passed, and then try once more a Stealth 
  test. If the second roll fails, the hero is separated from the 
  company, or he is spotted by the Trolls (player’s choice).
  The companions who pass unnoticed descend the path 
  into the Broadcleave. At the bottom of the valley they find 
  that they may easily find a place to hide in the small but 
  thick groves of pines on either side of the dale. Hiding is 
  highly recommended: there are already several Hill-trolls 
  and one or two huge Mountain-trolls down in the valley, 
  waiting and attending to Mormog’s commands…
  By Moonlight
  If the company decides to wait until nightfall, soon after 
  twilight they see dozens of torches approaching from 
  the north and east. A veritable army of Stone-trolls, 
  accompanied by several Mountain-trolls and a few 
  more Hill-trolls walk out of the darkness, and soon help 
  themselves to the barrels and drinking vessels passed 
  over by Mormog’s guards. 
  A good fifty or more Trolls of various sizes and breeds 
  wander past the company, down into the Broadcleave, 
  many of them carrying the barrels and already drinking 
  as they go. The noise is nearly deafening, the Trolls’ heavy 
  voices booming and reverberating off the stones of the 
  mountains. When the bulk have passed by, the three Hill-
  trolls head down into the valley as well, leaving what 
  looks to be a strange looking pile of mossy stones at 
  the entrance to the Broadcleave. As the guards leave, to 
  the company’s astonishment, the stones move, features 
  slowly emerging. A gigantic, two-headed Ettin now guards 
  the entry!
  If the company made a bargain with Feredrûn, she finds 
  them unerringly. She walks to them as the twilight 
  approaches, out of a swirling fog. She seems wearier 
  than before, with black bruises around her neck, where 
  the iron collar sits: Mormog thought she was too late to 
  arrive at their latest meeting, and so he gave her a lesson 
  in obedience. As they ponder how to enter the valley, 
  Feredrûn says:
  "You have finally seen my current gaoler. Already, the 
  Trolls gather at his call. The ones intelligent enough to 
  heed such a request, at least. Once the sun sets, many 
  more will come to hear him speak. You won’t have 
  problems understanding what he says: Mormog has 
  been taught to speak by his Dark Master and favours 
  the Black Speech, but few other Trolls speak it, so he 
  will address them in the Common Tongue tonight. Since 
  you’ve come this far, you should hear what he has to say. 
  To do so, you will have to enter the Broadcleave."
  Feredrûn believes the company’s best chance is to wait 
  until the Trolls have started drinking, when the Sun 
  sets. The barrels contain beer, wine and other liquors, 
  and that will dull the Trolls’ senses. Alternatively, they 
  might try to pass while the Sun is still up, but they will 
  have to slip past the three Hill-trolls, plus any other 
  Troll that happens to arrive in the meantime. The ravine 
  sides leading down to the Broadcleave are far too steep 
  to even attempt climbing. Eventually, Feredrûn takes its 
  leave of the company.
  The Hunter Returns
  haRdeR than stone
  
  58
  Ruins of the noRth
  Anyone in the company easily realises that it will be very 
  difficult to slip past the Ettin without a fight. Fortunately, 
  there is one distinct advantage: the raucous drinking and 
  shouting of the Trolls down in the Broadcleave means that 
  no one will hear the Ettin roar for help. 
  If the company tries to ambush the Ettin, see the section 
  on Two-Headed for the penalties they have to overcome. 
  Once the Ettin is toppled, the companions may enter the 
  Broadcleave.
  Ettin Guardian:
  attRibute level
  6
  enduRance
  hate
  76
  7
  paRRy
  aRMouR
  6
  3d
  skills
  Personality, 1
  Survival, 1
  Movement, 0
  Custom, 0
  Perception, 3
  Vocation, 0
  Weapon skills
  Crush
  3
  Tear
  2
  special abilities
  Great Size
  Seize Victim
  Horrible Strength
  Two-headed*
  *Two-headed Ettins are much harder to catch unawares. 
  Whenever a hero attempts to ambush it must roll their Feat 
  die twice on their Battle, Hunting or Stealth test, taking 
  the lower of the two rolls. In addition, all Stealth tests 
  made to slip past an Ettin unaware are increased by +2 TN.
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Crush
  Attribute 
  Level
  C
  12
  -
  Tear
  Attribute 
  Level
  C
  16
  -
  captain MoRMog’s speech
  The Broadcleave’s valley floor is filled from side-to-side 
  with heartily drinking Trolls of nearly every kind (there are 
  no Cave-trolls). A massive bonfire blazes away at the centre 
  of the dale and the smell of roasting meat fills the night air.
  A few hours into the night, the thunderous noise of the 
  Trolls drops audibly, as the black-clad figure of Captain 
  Mormog climbs up onto a large stone set before the sheer 
  rock wall at the end of the valley. Mormog’s terrible, grim 
  voice carries to every corner of the Broadcleave and the 
  company members know they will hear it again in their 
  nightmares until the end of their days.
  “Brothers, Sisters, yer have et and yer have drank hearty, 
  eh? Now harken here. Yer knows from where I came. Yer 
  knows who I serve. Long time since last he walked here 
  in the North, but here ever his heart flies and with good 
  reason. Here are soldiers he favours afore all others. Here 
  is the strength of his armies of old! Know this you lot, he’s 
  coming back, he is.
  
  59
  “Weak are the west-lands, gone soft with age. They 
  haven’t known strife in a thousand years! Yet yer sit 
  in the mountains and grind rock for yer bread. Listen: 
  we have many friends in these lands now, men what’s 
  useful for more than their flesh. Men to serve yer, keep 
  a sharp eye out while yer sleep. I’ve been busy, yer see. 
  Digging places, caves and such, set all about Eriador. 
  Secret places where the light of the sun will never touch 
  yer, until by the Dark Lord’s will, the sun will come out 
  no more ’round here.”
  “Time’s soon coming to leave these highlands and take 
  back what was yers long afore. Join up with me and yer will 
  never want for meat, nor drink. Join with us, and yer’ll have 
  plunder the likes of which have not been seen in an age!”
  Many Trolls throughout the Broadcleave pick up the chant 
  of “Mormog!” others yell, “Angmar!”
  We Can Take ’im!
  It is possible that some player-heroes may insist on 
  trying to fight Captain Mormog directly. Remind 
  them of their mission, and how getting themselves 
  killed is not what Elrond meant when he entrusted 
  them with the quest. 
  It goes without saying that the companions must find 
  a way to confront Mormog away from his assembled 
  Troll-army, unless the heroes are planning to leave 
  the game messily and before their time. To make 
  matters worse, Mormog is always accompanied by 
  three bodyguards, two Hill-trolls and a Hill-troll 
  Chief (see page 244 of The One Ring Roleplaying 
  Game).
  Captain Mormog
  Trolls they were, but filled with the evil will of their 
  master: a fell race, strong, agile, fierce and cunning, 
  but harder than stone.
  Mormog is a member of a new troll-race, bred by Sauron 
  himself in recent years, in preparation for his great war. 
  They are called Olog-hai in the Black Speech, and are 
  stronger and faster than most of the older races.
  Mormog:
  attRibute level
  9
  enduRance
  hate
  95
  10
  paRRy
  aRMouR
  7
  3d
  skills
  Personality, 4
  Survival, 3
  Movement, 3
  Custom, 2
  Perception, 3
  Vocation, 3
  Weapon skills
  Notched Sword (2h)
  3
  Claw
  3
  special abilities
  Fearsome*
  Great Size
  Hideous Toughness
  Horrible Strength
  Snake-like Speed
  -
  *Mormog’s voice and the words he utters in the Black 
  Speech are so terrifying that he gains the Fearsome ability. 
  At the beginning of each combat round, he may spend 
  1 point of Hate to activate it. When the ability is active, 
  Mormog may be attacked only by companions who pass 
  a Valour test at TN 19 (Fearsome is an ability for powerful 
  adversaries first introduced in the Rivendell supplement).
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Notched 
  Sword
  8
  C
  16
  Pierce
  Claw
  6
  C
  12
  Disarm
  notes
  Notched Sword : Mormog’s two-handed sword has 
  a heavy blade of iron, capable to cut right through an 
  armoured opponent.  
  Claw: The Captain will occasionally claw at his enemies, 
  to rip their weapons out of their hands.
  slipping aWay
  If the companions have penetrated the Broadcleave and 
  heard about the plans of Mormog, they have probably 
  haRdeR than stone
  
  60
  Ruins of the noRth
  accomplished everything that was in their power to 
  achieve. Now it is time to leave, possibly saving their skin. 
  The ease with which the company flees depends on 
  the choices they have made so far. If they sneaked into 
  the Broadcleave during the day, they will have an Ettin 
  to sneak past again or deal with on the way out. If they 
  ended up killing the Ettin at any point they might have it 
  easier, but within an hour or so from the end of Mormog’s 
  speech, one of his Hill-troll guards discover traces of the 
  fight while hauling more drink down into the dale…
  If the company manages to completely avoid detection, 
  leaving no obvious traces of their presence, they are not 
  pursued out of the Ettenmoors.
  The Search
  If Mormog suspects spies or sniffs trouble for any reason, 
  he sends out a hunting party to see what is going on. 
  The band consists of a Hill-troll Chief  and two Hill-trolls 
  (see page 244 of The One Ring Roleplaying Game). The 
  company is fortunate in that so many Trolls have trampled 
  the valley floor that it is difficult to track their flight and if 
  they manage to reach the river Hoarwell proper, they can 
  disappear by following the riverbed for a while.
  The Loremaster may handle the flight of the company as 
  a prolonged action, requiring 8 successes using Hunting, 
  Travel or Stealth to be completed (see page 149 of The One 
  Ring Roleplaying Game). The difficulty of the rolls may be 
  set between TN 14 and TN 20, based on the circumstances. 
  Each failed roll gains the hero a point of Fatigue.
  If the companions reach the requisite number of successes 
  before they roll a total of three C icons (one for each 
  Troll pursuer!), they pass the headwaters of the Hoarwell, 
  slipping out of the Ettenmoors into the Ettendales, and 
  leave their Troll pursuers far behind. If they fail, the 
  hunting party catches them before they can reach the 
  river. If the company manages to kill the Chief, the other 
  two will flee.
  One or more company members might choose to make a 
  last stand, telling the rest to run. If this occurs, those who 
  flee automatically escape. Resolve the combat normally; 
  those who fight may yet triumph!
  bound by honouR
  If the company made a bargain with Feredrûn, she 
  approaches them at twilight in the Ettendales, two days 
  after they left the Broadcleave behind. There and then, she 
  will remind the companions of their given word, and wait 
  for what instructions they will impart her.
  The Shadow Is Not Lightly Denied
  The adventure as written does not offer a way to free 
  Feredrûn of her sorcerous shackles. We have chosen not 
  to provide a solution here, to leave the Loremaster free to 
  engineer the story into his own campaign in the way he 
  sees best. The denouement of the plot can be as simple as 
  promising Feredrûn to talk to Gandalf about it, but it may 
  be worth the while of the Loremaster to significantly up 
  the odds, and fill out the story further. 
  Mormog might possess a key capable to unlock the collar 
  binding Feredrûn, an artefact given him by the no less 
  than the Witch-king of Angmar. Or maybe one of the Wise, 
  such as Saruman or Elrond, must be consulted. The vaults 
  under Rivendell are said to contain objects dating back to 
  previous ages of the world…
  If the Loremaster chooses to expand Feredrûn’s story, a 
  special award should be offered to the company at the end 
  of it. For example, forever after helping Feredrûn, when 
  under a night sky, each character can choose to roll the 
  Feat die twice once a night and choose the best result, to 
  represent the lucky star that from that day seems to always 
  shine on their path…
  - epilogue - 
  the black voice
  Escaping from the Ettenmoors with the knowledge they 
  sought brings the adventure to an end. When they finally 
  return to Rivendell, Elrond is concerned by the company’s 
  tidings and immediately sends word to the Dúnedain 
  about the Captain’s plans for Eriador. The implications of 
  what Mormog said and the long-term plans hinted at are 
  even more worrisome. Captain Mormog is a villain that 
  the company may indeed have to directly face one day, for 
  he is one of the Shadow’s chief agents in the North and a 
  threat to all of Eriador…
  
  61
  concerning
  - archers -
  •	
  When: The company could undertake this quest in 
  any spring or summer between 2946 and 2977.
  •	
  Where: This adventure begins in Rivendell and may 
  lead the company to travel to where Fornost, the city 
  of the Kings, once stood.
  •	
  What: The characters are asked to travel to the ruins 
  of Fornost and search for evidence that Hobbits 
  participated in a great battle, despite the lack of 
  historical records.
  •	
  Why: Bilbo Baggins is visiting Rivendell and after a 
  disagreement with another scholar over the Archers of 
  Fornost, he endeavours to settle the matter once and 
  for all. 
  •	
  Who: Gishak Gashnaga, an Orc Chieftain from 
  Mount Gram, is digging his underground realm under 
  the North Downs.
  adventuRing phase
  This adventure is divided into five parts, from the initial 
  encounter in Rivendell to the climactic confrontation with 
  an unpredicted threat.
  paRt one – Riddles in Rivendell
  This episode may be presented to the companions at any 
  time they are visiting Rivendell. The company is drawn 
  into a scholarly debate between Bilbo Baggins and Lindir. 
  Bilbo asks the heroes to journey to the ruins of Fornost to 
  settle the matter once and for all.
  paRt tWo – the dead and the lost
  In Fornost, the company begins their search for signs of 
  the legendary Hobbit archers. But the land has been long 
  under the taint of shadow, and the companions may find 
  that the past does not always rest easily.
  paRt thRee – into daRkness
  The company investigate the Hall of Eärendur, where they 
  encounter dangerous and spectral relics from the past.
  paRt FouR – the last battle oF the
  gReen coMpany
  The company is attacked by Gishak, the new ruler 
  underground Fornost. But the companions are not alone, 
  and with the aid of Rufus Took and the Green Company 
  they can win the day.
  epilogue – bRingeRs oF tidings
  The company can choose to lay Rufus and his company 
  to rest, and to bring what clues and tidings they found in 
  their adventure to Rivendell.
  The Eye of Mordor
  If you are using the optional Eye of Mordor rules 
  presented in the Rivendell supplement, any revelation 
  episodes during this adventure are likely to revolve 
  around the threat posed by the Orc war-band hiding 
  under the ruins of Fornost Erain. Suggested revelation 
  episodes include Reckless Hate, Deadly Strife or We 
  Come to Kill. 
  - paRt one - 
  Riddles in Rivendell
  The company has taken refuge in the house of Elrond. 
  Perhaps they are resting here by the leave of Lord Elrond 
  following the events of the previous adventure, or taking 
  stock of their provisions as they cross from the first time 
  from Wilderland into the western lands, or any other 
  number of other reasons. 
  The Hidden Valley is a place of timeless peace and the 
  companions find themselves able to engage in all manner of 
  activity while resting, be it the study of books of lore, enjoying 
  the many songs woven by Elvish minstrels, or simply taking 
  a simple and comfortable nap. Indeed, it is the height of the 
  season here and it is as though Rivendell and the very trees 
  of the valley are as one, for even when no songs are played in 
  its halls a warm wind carries music to all present.
  conceRning aRcheRs
  
  62
  Ruins of the noRth
  a conveRsation aMong FRiends
  As the company walks past the great Hall of Fire they hear 
  raised voices. Like most days, the hall itself sits empty, 
  save for two individuals at the far end. To their surprise 
  they are not both Elves. A Hobbit of the Shire is visiting 
  the Hidden Valley and has engaged himself in quite the 
  debate.
  “Though Elves may be wise, they do not know all that 
  has happened in Middle-earth,” protests a Hobbit from 
  a distant corner of the Hall of Fire. Drawn by the raised 
  voices the companions see a small figure planted atop a 
  stool near the crackling flames of a great hearth carved 
  into delicately etched stone walls. He wears a fine crimson 
  waistcoat and a long-stemmed pipe is clenched between 
  his teeth, plumes of white smoke rising to the ceiling 
  above. In odd contrast to his fine wardrobe a patched 
  green cloak rests across his lap beneath a collection of 
  aged tomes. His identity is immediately obvious to any 
  Hobbit hero, as it is to any Ranger or Elf of Rivendell: it 
  is no less than Bilbo Baggins, the companion of Thorin 
  Oakenshield! To all others, he is a Hobbit in the prime 
  of adulthood, though there is a wry look upon his round 
  face. “I tell you, they were there! The Old Took told stories 
  of the archers company to me when I was a lad!”
   
  “That does not make it so, Master Hobbit,” comes the 
  even and calm reply of a fair Elf in flowing robes of gold. 
  “Did you not say that Gerontius Took was known to tell all 
  manner of wild stories?” 
  “That does not make them untrue, Lindir!” The Hobbit’s 
  curly hair bounces as he crosses his arms, offering the Elf 
  a dour glance. His eyes brighten a bit when he sees your 
  company at the doors of the hall. “Here, I am willing to 
  wager others have heard of the Hobbit archers who came 
  to the aid of the high king at Fornost in ages past.” Lindir 
  turns to gaze upon the company as the Hobbit eagerly 
  motions you to join him. 
  “Come in, come in! Help settle a disagreement between 
  my dear friend Lindir and I.” Bilbo scurries from his stool, 
  almost forgetting to set down his cloak and book before 
  bowing low, an arm spreads across his ample waistline 
  and a hand dips into the pocket of his waistcoat. “Bilbo 
  Baggins, at your service.” 
  Bilbo explains that he and Lindir were discussing an 
  important event in the lore of Hobbits: the fall of Fornost, or 
  King’s Norbury, as Hobbits used to call it. Lindir interjects, 
  and explains that ancient chroniclers of the old kingdom of 
  Arthedain recount how in the year 1974 of the Third Age King 
  Arvedui left Fornost at the coming of the forces of Angmar 
  to assemble a host on the North Downs. Bilbo insists that 
  the Shire sent a company of archers to assist King Arvedui 
  while Lindir claims no records exist to confirm this, nor 
  
  63
  have anyone in Rivendell heard of such a thing. Indeed, not 
  even the Rangers tell tales of such an event.
  Hobbit companions succeeding in a Lore roll are able 
  to confirm Bilbo’s version (Hobbits with Rhymes of 
  Lore succeed automatically). Heroes belonging to other 
  cultures never heard of such a thing, unless they had the 
  story related by a Hobbit friend. No one is able to recall 
  details on the matter. 
  the encounteR
  Regardless of their provenance, Bilbo invites the 
  companions to join in the conversation and share their 
  opinions, as they are well-travelled and have undoubtedly 
  heard many stories and histories beyond Rivendell. All 
  companions may roll Insight to gain bonus Success dice 
  for this encounter, using the rules for Preliminary Rolls 
  (see The One Ring, page 151).
  The Loremaster can evaluate the outcome of the Encounter 
  with Bilbo by keeping track of how many successes 
  the player-heroes achieve during the Introduction and 
  Interaction stages (see The One Ring, page 189) and by 
  comparing the total to the entries at the end of this section.
  Set Tolerance
  Bilbo is eager to hear beings other than Elves have their say 
  and values Wisdom over Valour. Because he is frustrated 
  with Lindir at the moment, reduce the Tolerance by 1 if 
  there are Elves in the group, and increase it by 1 if there 
  are fellow Hobbits. Remember to add the Standing of any 
  Hobbits of the Shire to the Tolerance.
  Introduction
  The company will be expected by Bilbo to share their 
  knowledge of the wide world and to show the manners 
  valued by all Hobbits, but first they must attend to the 
  Shire tradition of small talk. By showing their Courtesy 
  through a polite discussion of opening pleasantries such 
  as the weather or their last meal, Bilbo is willing to open 
  up to the true matter at hand.
  Interaction
  With Lore out of the conversation already, the heroes 
  can either roll Song to recall a ballad from ages past or 
  attempt to engage Master Baggins in some wordy banter 
  using Riddle.
  Bilbo is impressed by a successful use of either skill, 
  as is Lindir. The Elf follows the conversation with Elven 
  detachment, only to break his poise to make good-natured 
  jests at Bilbo’s expense and frustration whenever the Hobbit 
  Archers of Fornost are brought up. Any characters who 
  actively take to the Hobbit’s defence are warmly thanked by 
  Master Baggins, while those who join Lindir in his mockery 
  are reprimanded with a scowl. After long discussion, Lindir 
  finally tries to bring the matter to a close: 
  “Regardless of what any of us may believe to be true, 
  Master Baggins, it is of little consequence. Without 
  evidence to accompany your claims they are nothing more 
  than fanciful tales passed down from parent to child.” 
  But Bilbo is not defeated yet, especially if he had some 
  adventurous Hobbits by his side backing his claims.
  The encounter with Bilbo is perfectly suited to be inserted 
  in the course of another adventure. Doing this would 
  leave the companions free to honour their obligation 
  with Bilbo at a more convenient time, for example 
  if they happen to be close to the North Downs. If the 
  company does not embark on the quest immediately, the 
  Loremaster should make sure to have them encounter 
  again Lindir or Bilbo, or someone else from Rivendell to 
  remind them of their obligation at a later date. Another 
  option is to have the encounter occur during a Fellowship 
  phase for a Year’s End, if the whole company is present 
  at the Last Homely House. This would let the players 
  add the task of finding out about the Hobbit archers to 
  the list of things they want to accomplish in a future 
  Adventuring phase.
  A Chance Meeting
  conceRning aRcheRs
  
  64
  Ruins of the noRth
  “I must concede you this, Lindir. Without proof, they may 
  just be ‘fanciful tales’, as you call them.” The Hobbit puts a 
  finger to his lips in thought for a moment before an impish 
  smile slips onto his face. There is a twinkle in his eyes as 
  he turns his gaze upon the company:
  “Perhaps a wager is in order! I am willing to bet that these 
  valiant travellers will one day make the journey to Norbury 
  and might be persuaded to return to tell us about their finds!”
  Lindir’s face darkens as the Hobbit speaks. “I am not 
  sure such a wager is wise, my friend. I do not wish to be 
  considered accountable for such a perilous quest.” Bilbo 
  waves his hand dismissively, “Nonsense! What do you say 
  my friends? Would you dare be part of this very unwise 
  endeavour for the sake of an old Hobbit’s pride?”
  Confustication and Admiration
  If the companions choose to back the wager of Bilbo, they 
  take on the task to one day visit the ruins of Fornost, to 
  try and ascertain the presence of Hobbit archers at the fall 
  of the city. He does not want to press upon a date for the 
  completion of the task, but then adds that he is as not long-
  lived as his friend Lindir… maybe some time next year?
  Bilbo is eager to learn the truth, but his excitement may be 
  fired up or quenched by the performance of the heroes during 
  the encounter. Compare the number of successful rolls the 
  heroes obtained along the encounter with the entries below.
  1: Bilbo is wilfully determined to prove Lindir wrong, 
  but the companions do not strike him as sharing his 
  enthusiasm. He will offer little support to assist them 
  beyond a somewhat churlish encouragement.
  2-4: Bilbo gladly entrusts his wager to the company, and 
  spends the rest of their time together giving hints and 
  advice about travelling in Eriador.
  5-6: The Hobbit digs up a map of the North Downs from 
  his belongings, a document he has found in the house 
  of Elrond. He entrusts the companions with its keeping, 
  saying that they can bring it back when they will return. 
  The map provides all companions a bonus Success die 
  to any Lore, Search or Exploration roll made while 
  adventuring in the North Downs.
  7+: In addition to the map, Bilbo also offers a pouch of 
  his beloved Longbottom Leaf to help ease the weariness 
  of their journey.
  If the company is reluctant to take up Bilbo’s request 
  to explore the ruins of Fornost, then he seems a bit 
  disappointed though Lindir eases off a bit. Regardless 
  of whether or not the heroes take up this quest, Master 
  Baggins asks the party to join him for supper that evening 
  so that they might discuss other adventures as a gesture of 
  good will and new friendships.
  Bilbo and The Ring
  Players of The One Ring know of course that Bilbo 
  has the Ring at the time of this adventure, and that 
  he is probably carrying it on himself. But there are 
  a few things to consider. At this period in time, the 
  hold of the Ruling Ring on Bilbo is strengthening, 
  but the Hobbit is unaware of this growing burden and 
  he does not reveal that he carries it to anyone – not 
  even his closest friends and relations. Indeed, only 
  Gandalf is aware of "Bilbo’s Magic Ring," and the 
  Wizard plays no part in this adventure. Moreover, 
  the atmosphere of the Last Homely House makes the 
  Hobbit less worried about the Ring, and there are no 
  reasons why the companions should suspect anything.
  Wise counsel
  If the company spends time in Rivendell after the 
  conversation with Bilbo, they realise that word of the 
  Hobbit’s wager has spread among the various guests 
  of the house of Elrond, whether the heroes accepted 
  to be part of it or not. One evening, they are visited by 
  Glorfindel, the Elf-lord. If the companions have played 
  through Nightmares of Angmar, it is likely that they will 
  have met him before, in which case the Loremaster should 
  modify the following encounter slightly. Glorfindel comes 
  bearing both a warning and a request.
  “I have learned that Master Baggins asked you to visit 
  Fornost Erain one day, the place Hobbits used to call 
  Norbury. It is indeed no merry errand, but it might prove 
  to be a necessary one sooner or later. The shadows of 
  
  65
  Angmar lingered long in that region and dark things may 
  still dwell upon that land. I was there when Arthedain 
  fell to the malice of the Black Captain and I fear that his 
  power has not been entirely cancelled by the passage of 
  time.”
  Glorfindel is interested in the company’s intentions 
  because he fears that the Shadow might be returning to 
  these lands – if the player-heroes have completed both 
  Nightmares of Angmar and Harder than Stone, 
  they will likely know something about it already. If the 
  companions say they will visit the place, the Elf-lord asks 
  them to bring him news of whatever they might discover 
  in the North Downs, actually expressing a measure of 
  haste; even if he cannot explain the reasons for it.
  If the characters know or imagine that Glorfindel took 
  part in the conflict that saw the fall of Fornost, they may 
  ask him about the Hobbit archers that Bilbo claims came 
  to Fornost. Unfortunately, his recollections are not useful 
  in setting the matter: in his words, that war was long and 
  terrible, and he remembers few things of those dark days, 
  save the heavy burden placed upon his spirit by the loss 
  and destruction brought upon Middle-earth.
  getting to FoRnost
  The adventure as presented does not provide an 
  itinerary to reach Fornost directly from Rivendell, as the 
  companions won’t necessarily head there right away. 
  Fornost is very distant from Rivendell, and it might be 
  more convenient for them to travel there at another 
  time, when their wanderings will lead them closer to the 
  North Downs. Moreover, what might eventually befall the 
  company along their journey to Norbury is not relevant to 
  this adventure; when the companions finally choose to go 
  there, the Loremaster should use the rules for travelling 
  presented in The One Ring.
  - paRt tWo - 
  the dead and the Fallen
  The high hills of the North Downs and the ruins of Fornost 
  Erain are described in Rivendell, starting from page 57. 
  The broken, moss-covered stones that once were the walls 
  and paved streets of the capital city of the kingdom of 
  Arthedain lie scattered among the verdant knolls and lush 
  hillocks of what local folks now call Deadmen’s Dike. 
  The heroes are most likely approaching the North Downs 
  from the south, and they will access the ruined city by 
  climbing a great grassy ridge (the ‘dike’). When they are 
  done climbing it, they look upon the desolation that once 
  was a great city of Men. Fire consumed it centuries ago, and 
  the long grass and unploughed soil have buried it, leaving 
  almost no trace of its former glory. In places, spurs of 
  masonry jut out from the ground, rarely reaching to a great 
  height. Occasionally, a hole in the ground turns out to be 
  the dirt-filled entrance of a greater structure, now sunken 
  beneath the ground. Long shadows seem to claw out at the 
  companions from hidden places and the chilling air carries 
  a dirge that slithers into their ears and down their spines. 
  The Ghostly Voices of Fornost
  Although there are dangers aplenty to be found in 
  Fornost, one of the most insidious is the sorrow that 
  pervades the place. For more information on the 
  danger this poses to those who spend the night amidst 
  the ruins, see Rivendell, page 59.
  exploRing FoRnost
  Searching the ruins for signs of the lost Hobbit archers 
  is no brief task. It will probably take several days for the 
  company to find the evidence that Bilbo seeks. In addition, 
  the tragic history of the city still haunts its ruins and the 
  area is considered a grievously blighted place: all searching 
  companions must pass a Corruption test each day, or gain 
  1 point of Shadow (blighted areas in the North Downs 
  normally would require only a Corruption test each week, 
  but the Shadow is heavier in the ruins of Fornost).
  •	
  Searching companions may choose to roll Explore 
  or Search; each hero is allowed to make two rolls for 
  every day of searching (TN 18). A great success equates 
  to two successful rolls, and an extraordinary success 
  to three successful rolls. If the companions have been 
  entrusted with the map of the North Downs by Bilbo 
  in Rivendell (see page 64) they all roll an additional 
  Success die.
  conceRning aRcheRs
  
  66
  Ruins of the noRth
  For every three successful rolls accumulated by the 
  company, the Loremaster reveals one clue from 
  those listed below as the result of their search (the 
  items are revealed in the order they are presented).
  •	
  Broken Blades and Bows: The company 
  discovers a few broken short swords and short 
  bows. Characters who succeed in a Craft test 
  recognise that they are crafted in a manner 
  similar to those of the Shire, hinting that they 
  may have been borne by the ill-fated archers.
  •	
  Torn Banner: This cloth standard has almost 
  fallen to rags in the fading of centuries. It may 
  have once been green and had some sigil 
  upon it, but the markings have long ago been 
  worn away by time and wear. Amazingly the 
  staff upon which it hanged is intact, though it 
  is only six-feet long.
  •	
  Tattered Map: This is a simple map of animal 
  skin and inked in oil. It is faded, tattered and 
  barely legible, but it clearly shows a depiction 
  of Fornost Erain as it stood one thousand years 
  ago. There are several faded markings towards 
  the centre of the city, along with the simple word 
  “tunnels.” (see Part Four – Into Darkness).
  Where is Talandil, the Ranger of
  the North Downs?
  Talandil, the self-appointed guardian of Fornost 
  Erain is described in Rivendell, on page 59. If the 
  Loremaster wants to introduce him, he may have 
  the Ranger spy upon the company, trying to learn 
  about their intentions. If any companion passes a 
  Search or Explore test by rolling a A, the Loremaster 
  should then ask for an Awareness test; on a success, 
  the hero notices Talandil. If he is invited to meet the 
  companions and he is informed of their quests, the 
  Ranger will grow curious (he knows nothing about the 
  archers) and endeavour to help them in their search: 
  all Search and Explore tests from that moment are 
  rolled against TN 16.
  Exploration Hazards
  If a companion rolls an C on a Search or Explore 
  roll, then the company faces an accident, using the same 
  manner as Hazard episodes (see The One Ring Roleplaying 
  Game, page 160). Listed below are a few examples:
  Wrong Footing (Scout – Wound) 
  While exploring one of the half-buried stone keeps amidst 
  the ruins of Fornost, the Scout must make an Explore 
  check to notice that the long and winding stairwell that 
  they are descending is not stable. If the Scout is successful, 
  he manages to avoid stepping upon the degenerated 
  masonry. If he fails, the stairwell gives way and he loses 
  a Success die of Endurance. If he rolls an C result, he 
  suffers a Wound instead.
  Goblin Scouts (Huntsman – Dangerous Meeting) 
  Finding a short-shafted arrow that he believes may 
  have belonged to one of the mythic Hobbit archers, the 
  
  67
  Huntsman must make a Hunting test (TN 12) to recognise 
  it correctly as  Goblin-crafted. If he fails the roll, he leads 
  the company to where he found the arrow, only to be 
  ambushed by a number of Snaga Trackers equal to the 
  number in the company.
  Lingering Shadows (Look-Out – Fatigue)
  As the party makes camp one night in the ruins of Fornost 
  long, flickering shadows seem to cling to nearby ruins, 
  troubling the party. The Look-out Man should make an 
  Awareness test to check there is nothing there. If he fails, 
  his sleep is troubled by dark dreams and awakens both 
  tired and filled with doubts. He gains Fatigue equal to his 
  carried gear again, or twice that amount if he rolled an 
  C instead.
  Echoes of War (All Companions – Corruption)
  While moving through the ruins a long, eerie silence 
  falls over the city. There is no sound of northern winds 
  or whispers of beasts. Only quiet. Slow, the sound of a 
  great battle rises, seeming far off before it draws closer. 
  Eventually, it sounds as if a great and terrible fight is 
  occurring all around them and then, suddenly, all is 
  quiet again. Each member of the company must make a 
  Corruption test or gain 1 Shadow. If they roll an C, 
  they gain 2 Shadow instead.
  aRcheRs in the night
  Starting from the second evening of the company’s search, 
  the heroes are beset by mysterious spirits. These spectres 
  have long lingered in the ruins of Fornost and have been 
  awakened by the coming of the Orcs. Now, they have 
  returned from death to put an end to anyone trespassing 
  into this once fair realm…
  One night, a strong wind rises from the north, suddenly 
  howling with a renewed chill. It is so powerful and fierce 
  that the companions’ cloaks and mantles are whipped 
  about and the campfire is suddenly extinguished. As the 
  wind fades, the heroes hear a whistle mingling with the 
  evening air. It is high-pitched, sorrowful and fierce. All of a 
  sudden, an arrow strikes the centre of the camp, followed 
  by a second, and a third. Soon the sky is filled with piercing 
  shafts. In the darkness, just at the edge of their vision, the 
  companions see small shapes with bright eyes raise their 
  bows for a second volley… 
  These are no hateful spirits of Angmar bound to the 
  battlefield. Instead they are the very evidence that the 
  company has sought, though they do not know it yet. They 
  are the restless spirits of the Hobbit Archers of Fornost who 
  came to serve the High King so long ago. They swore an 
  oath to serve King Arvedui with all the faith of the Shire 
  and their stout hearts are still bound to it – even beyond 
  death. To the companions, they appear as little more than 
  small, ghostly forms between three and four feet in height, 
  with few discernible details. They seem to fade when the 
  company attempts to look closely.
  Harrowing Memories
  The arrows shot by the Hobbit spectres seem very real to 
  the companions, and the damage they cause to anyone 
  who is hit does not seem to have anything spiritual about it!
  On the first night they manifest (the second night of 
  searching the ruins) the Hobbit archers appear to unleash 
  two volleys of arrows on the companions: each hero must 
  pass an Athletics test (TN 14) for each volley, or suffer an 
  Endurance loss equal to the roll of a Success die as the 
  arrows seem absolutely tangible and lethal!
  On the second night of apparition, the archers let loose 
  three volleys: each companion must pass an Athletics 
  test (TN 16) for each volley, or again suffer an Endurance 
  loss equal to the roll of a Success die.
  On the third night, the Hobbits fire four volleys, with the 
  consequences detailed above. With the passing of each 
  night, the number of volleys increase by one and the 
  difficulty of the Athletics tests raises by one level…
  The supernatural origin of the attacks is much clearer 
  in the morning though — all that remains of the arrows 
  in the light of the sun are a few broken shafts or dented 
  arrowheads with no shafts at all. Companions tipped off 
  by this may try to oppose their disbelief to the dangerous 
  visions during one of the following nights:
  •	
  A hero openly stating that he defies the dangerousness 
  of the arrow attack may make a Valour test against TN 
  18. Upon a success, the hero is considered impervious 
  to the spectral arrows, that now seem to pass through 
  him as if he wasn’t there.
  conceRning aRcheRs
  
  68
  Ruins of the noRth
  During the attacks any members of the company who 
  state they are paying close attention to the spectres may 
  make an Awareness test (TN18). If successful they notice 
  that these ghostly archers seem to have round, sad faces 
  and their tattered tunics have a spectral green colour. 
  If at any point during an attack the company makes it known 
  that they have any of the artefacts found in the ruined city 
  the spirits instantly fade away. Otherwise, the spirits let 
  loose their volleys and then retreat into the darkness.
  About the Spectres
  The Hobbit archers attacking the company are only 
  incorporeal shades, and cannot be harmed by normal 
  means. As explained in the Rivendell supplement, weapons 
  that do not possess Enchanted Qualities cannot inflict any 
  Endurance loss on creatures possessing the Ghost-form 
  special ability, nor can they wound them (see Rivendell, 
  page 76). Being incorporeal, they also can harm their 
  enemies only by supernatural means (see the Harrowing 
  Memories section on page 67). The spirits of the Hobbit 
  archers can still be encountered in the North Downs 
  because they swore an oath to King Arvedui. However, the 
  blight weighing upon this land is taking a slow but terrible 
  toll upon them. While they have not become servants of 
  the Enemy yet (as shown by their reduced Hate points 
  score), it will eventually happen if they are not put to rest.
  attRibute level
  4
  enduRance
  hate
  30
  3
  paRRy
  aRMouR
  5
  2d
  skills
  Personality, 3
  Survival, 1
  Movement, 4
  Custom, 3
  Perception, 3
  Vocation, 2
  Weapon skills
  -
  -
  special abilities
  Ghost Form
  Strike Fear
  - paRt thRee - 
  into daRkness
  Once the companions have found the tattered map they 
  have the chance to study it in detail. It is more than just 
  a general depiction of Fornost Erain, as it indicates the 
  existence of what appears to be a complex of tunnels 
  opening under one of the main buildings of the ancient 
  city, the Hall of Eärendur. 
  As they might remember from their conversation with 
  Bilbo and Lindir in Rivendell, some stories tell how King 
  Arvedui left the city to reach his army assembled in the 
  North Downs. It is likely that these tunnels were used by 
  the King himself to flee!
  Characters who succeed at an Awareness test notice a 
  name written on one corner of the map: “Captain Rufus 
  T-.”, penned in a simple flowing script…
  the hall oF eäRenduR
  Using the map as a guide (or asking Talandil about it, if he 
  is present) the companions are able to locate the Hall of 
  Eärendur. It was once the largest palace in Fornost, though 
  it fell to ruin long ago. Today, only a great earthen mound 
  and a few large white stones covered by moss and thorny 
  undergrowth remain. But even as a spectre of its former 
  glory, there is still great beauty to be uncovered, as every 
  turned stone reveals a broken mosaic, a marble statue, a 
  twisting pillar carved with entwining decorations. 
  A half-collapsed archway that once stood as the grand 
  entrance to the hall now leads into the mound. Long 
  shadows reach from dark corners, yet faint rays of sunlight 
  still peek desperately through the ceiling, where the fall of 
  stones have opened holes in the surface of the mound. 
  There aren’t many paths inside the mound, as the vast 
  majority of the palace has crumbled under the combined 
  weight of warfare and time, but it is not easy to keep one’s 
  direction while under the earth. The companions are often 
  forced to push through narrow openings to continue their 
  underground exploration, and the chambers they cross are 
  revealed to be barren and empty at the light of their torches. 
  Eventually, the companions are able to find their bearing 
  thanks to the indication on their map, and after several 
  conceRning aRcheRs
  
  69
  wearisome hours of trudging on in the stifling darkness 
  they reach the great throne room of Fornost. 
  A Little Footpad
  As the companions make their way underground, those 
  who succeed in an Awareness test hear odd noises softly 
  echoing in the darkness. If anyone specifically attempts 
  to discover if they’re being followed, they may may 
  attempt a Hunting test (TN 16). If successful, the 
  companions discover a single Snaga Scout who is 
  tracking the party (on orders from Gishak Gashnaga, 
  see page 71). If he is not slain in the same round he is 
  discovered, he will flee into the darkness.
  the thRone RooM oF aRvedui
  This vast chamber is partially intact, especially compared 
  to the rest of the underground hall. The far side of it is 
  buried under tons of rubble, but at least half of its length is 
  free and relatively untouched. There is a timeless beauty to 
  be found in this place: stone pillars reach up towards the 
  ceiling hidden by the darkness, and their size and carvings 
  remind all onlookers that this was once a place of majesty 
  and power.  Some light from the surface streams through 
  invisible openings and descends upon a raised throne that 
  appears as if emerging from the broken stones around it. 
  The light bathes it in a reassuring warmth that feels out of 
  place in the otherwise bleak surroundings. Its high marble 
  back is carved with the image of a single, five-pointed star. 
  It is untouched by decay. 
  A Secret Hoard
  If a companion spends a point of Hope on any skill 
  roll made in the throne room, he notices how the light 
  seeping through an opening on the ceiling briefly rests 
  upon the centre of a spiralling mosaic on the floor, to 
  the right of the throne of Arvedui. If inspected with a 
  Search roll, the mosaic contours reveal a removable 
  slab of marble. Under the heavy slab lies a hoard of 
  treasure, hidden there centuries ago by men loyal to 
  the King, before they left the city to the plunder and 
  ruin of their victors. Golden dishes, cups studded with 
  precious stones, lacquered drinking horns, bejewelled 
  books and manuscripts, illuminated maps and scrolls, 
  and a small armoury of items of worth is secreted 
  there, amounting to 100 T**. 
  On the left end of the room is a stone arch, edged with 
  intertwining tree branches that rise to half the height of the 
  chamber. A flowing script graces its decorations: players 
  possessing the Elven-lore Trait or making a Lore test (TN 
  conceRning aRcheRs
  
  70
  Ruins of the noRth
  16) recognise the language as Sindarin. The writing reads 
  “This way rest the Stones of Far Seeing, may their watch 
  be ever-vigilant against the Shadow”. The arch was once 
  blocked by a stone door that is now lying in pieces on the 
  ground, and opens into a half-collapsed passageway that 
  used to lead to the Dome of Sight (see Rivendell, pages 59-
  60), the chamber where the wondrous Seeing Stones of 
  the North-kingdom were kept for centuries. The passage is 
  currently blocked halfway, and as such it leads nowhere, 
  but someone is working to open it…
  Unexpected Guests
  Moments after the company deciphers the writing on the 
  arch, a chill wind sweeps through the throne room and 
  the already feeble sunlight fades into darkness. Four Man-
  shaped forms rise from the shadowy far side of the room, 
  spectral and born of darkness. There is a cold hatred for 
  all things living and beautiful burning in the eyes of these 
  Fell Wraiths, and they wield rusted but wicked-looking 
  blades, spears and battered shields. They advance with a 
  predatory calm towards the company.
  “For Angmar, Our Lord.” 
  There are four Fell Wraiths facing the company. They 
  are formidable opponents, as they can be truly harmed 
  only using weapons possessing Enchanted Qualities, and 
  their Unnatural Vitality keeps them fighting until their 
  Endurance and Hate scores are depleted.
  If the companions show the intention of retreating whence 
  they came, the wickedness permeating the place makes its 
  presence felt in a new form — a cave-in occurs, cutting off 
  the entrance to the throne room with a great pile of stone 
  and earth. If the company takes the passage leading to the 
  Dome of Sight they are trapped, as the tunnel is blocked 
  after a few dozen yards. 
  There is luckily another way out. A companion possessing 
  the Tunnelling Trait automatically perceives a feeble draft 
  of air, something that other companions discover only 
  upon an Awareness roll. Following the draft, the heroes 
  find the passage from where the Fell Wraiths emerged. It 
  opens on the far side of the hall, and is partially hidden 
  by the debris. The companions will need to succeed in an 
  Athletics test to climb the dangerous rubble and reach 
  the opening; those who fail lose 3 points of Endurance (a 
  hero is Wounded if he fails rolling an C. Once inside 
  the passage, the heroes are safe from the Fell Wraiths: 
  they stop attacking them and disappear.
  Fell Wraiths:
  attRibute level
  4
  enduRance
  hate
  35
  6
  paRRy
  aRMouR
  5 + 2 (shield)
  2d
  skills
  Personality, 2
  Survival, 0
  Movement, 4
  Custom, 1
  Perception, 3
  Vocation, 3
  Weapon skills
  Pitted blade
  2
  Cruel spear
  2
  special abilities
  Denizen of the Dark
  Unnatural Vitality
  Fear of Fire
  Wraith-like
  Strike Fear
  -
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Pitted blade
  4
  10
  12
  Disarm
  Cruel spear
  4
  9
  12
  Pierce
  - paRt FouR - 
  the last battle oF the 
  gReen coMpany
  Alone in the darkened passage, the companions 
  contemplate their remaining option: they must push 
  through the ruined remains of the Hall of Eärendur. 
  Luckily for them, the tunnel they have entered leads to the 
  passages that King Arvedui used to leave his beloved city 
  centuries before. After a few suffocating yards of pitch-
  
  71
  black darkness, the heroes discover a narrow stairwell 
  that descends further beneath the city. 
  The descent is difficult, as the stairway is narrow and the 
  air is getting colder. Water coats the walls of the passage, 
  as if it was inside a well. Finally, the steps lead to another 
  passage, cut into the stone bowels of the earth. The 
  footsteps of the companions seem to break the hallowed 
  peace of a tomb that has remained long undisturbed. 
  After what seems like countless hours, the companions 
  realise that they must have walked enough distance to be 
  somewhere outside the ruins of the city and among the 
  hills of the North Downs. After a sharp corner, the narrow 
  passage suddenly opens into a cavern of rock, a gaping 
  natural chamber large enough that its ceiling and far 
  confines stretch beyond the light of the torches. 
  In the flickering light, the companions see that part of 
  the floor is littered with bones. These remains belong to 
  several different folks: some are smaller, others are larger. 
  The smaller bones belong beyond any doubt to a dozen 
  Hobbit archers: several broken bows and arrows are 
  scattered on the ground. The larger remains are clearly 
  identifiable to belong to tall Men. Misshapen skulls give 
  away the identity of the other remains: Orcs. 
  In this cavern, over a thousand years ago, King Arvedui 
  and his bodyguard was ambushed as he left Fornost to 
  reach his men in the North Downs, and several Hobbits 
  who were helping him to flee died defending him!
  The companions may receive the above information by 
  succeeding on a Search roll, or by invoking applicable 
  Traits, but there isn’t much time: unfortunately for the 
  companions, not all the Orcs around the cavern are 
  dead ones… The war-band of Gishak Gashnaga uses the 
  passage to enter the ruins of Fornost! 
  A low tittering howl echoes through the cave. From the 
  passage through which the company just came the heroes 
  spy the distant flicker of torchlight and hear the sound of 
  a large number of scurrying feet. Orcs are searching for 
  the companions! If the companions rush in the opposite 
  direction, they quickly reach the end of King Arvedui’s 
  secret passage.
  Who is Gishak Gashnaga?
  Gishak is a Great Orc from Mount Gram, first 
  introduced in Rivendell, on page 58. He came to 
  the North Downs with a small army, but his force 
  was destroyed by the Rangers of the North. He 
  fled unscathed, and hid in tunnels under the North 
  Downs, plotting his revenge. He has made his home in 
  the abandoned catacombs and tunnels dug under the 
  ruins of Fornost, and many have secretly joined him 
  there. Now, his men are extending the underground 
  complex of passages with night after night of tireless 
  digging. Scouts have noticed the company’s intrusion 
  in what they now consider their domain, and Gishak 
  is assembling a war-band to kill them all!
  the noRtheRn valley
  The cavern eventually leads into another twisting 
  passage that finally opens into a small dale cut deep 
  among rising hillsides. There would be a simple peace to 
  be found here, if Orcs were not pursuing. The night sky 
  is filled with stars, and their light tinges with silver the 
  pines and blooming birch trees that flank the sides of the 
  small, green valley. 
  Among the tall grass, bones and broken weapons glitter in 
  the starlight, untouched by the passing years. Here, many 
  Hobbit archers died for their King, and now lie unburied, 
  their deed unrecorded and forgotten by everyone.
  To the surprise of the heroes, a fresh, warm wind blowing 
  from the west carries the whisper of a song. It starts as 
  a soft, melancholy tune, then it rises to the rhythm of a 
  merry marching song.
  As the companions take a look around, possibly looking 
  for a way out, they realise they are not alone. Each 
  companion feels a queer chill run down his spine, or 
  feels the hair on the back of his neck stand up. Then, a 
  spirit materialises before their eyes. It is a small creature, 
  barely three feet in height, clad in a simple corslet of green 
  leather. Ringlets of hair frame his face and he holds a 
  small bow in his hand…
  conceRning aRcheRs
  
  72
  Ruins of the noRth
  Rufus’ Song
  This is the song sung by the Hobbit archers who came 
  to Fornost in service of King Arvedui. The spirits of 
  the Green Company still sing it, lamenting their fate 
  and the knowledge that they will never again see the 
  hills of the Shire.
  Hobbits go marching north to war
  The Shire! The Shire!
  Longing for our hearth so warm
  The Shire! The Shire!
  We go to serve and lend our bows
  And off to face the northern woes!
  And stop the Shadow
  Hobbit go marching north!
  And slay the darkness
  Hobbits go marching north!
  Crying aloud with shaft to string
  The Shire! The Shire!
  The Enemy shall feel our sting
  The Shire! The Shire!
  Yet we long to turn away
  We know the cause to which we stay!
  Sing one last song
  Hobbits go marching north!
  Sing our last song
  Hobbits go marching north!
  “My name is Rufus Took, and I was the Captain of the 
  Green Company. Long ago, we left our homes in the Shire 
  to come to the aid of the King of Fornost, and we gave our 
  lives so that he could escape the city. I was the last to fall, 
  here in this very place.
  “From the day of our passing, we have honoured our oath to 
  protect the city of our King. When the filth from Mount Gram 
  came, we were stirred, and arose once again to answer the 
  call of battle. We will not rest until the enemy is defeated.
  “But we do not have much time. The curse laid upon these 
  ruins by the evil usurper who captured the city long ago 
  ever gnaws at our souls, threatening to throw us into 
  nothingness, or worse, to draw us into an abyss from where 
  we would return only as evil shades, hating the living.
  “If you survive this day, search for the bow that I once used 
  to fight my last battle, and bring home the words of our 
  marching song, so that someone of our blood may sing it, 
  and give us rest.”
  When Rufus is done with his speech, he nocks a single 
  ghostly arrow to his bow and then shoots it into the air. 
  The dart whistles as it speeds into the night sky. As the 
  arrow disappears, dozens of spectral Hobbit archers 
  materialise around the company – the Green Company 
  has come again! 
  the coMing oF gishnak
  The Orcs that were searching for the company do not take 
  much to locate the heroes, and soon emerge out of the cave 
  in battle array. At the forefront is Gishnak, a huge, ugly 
  Orc with a misplaced jaw, the consequence of his latest 
  encounter with the Rangers of the North. When the Orc 
  sees the companions, he points a claw-like hand towards 
  them, as if he were attempting to tear out their very hearts:
  
  73
  “Who are you filthy trespassers? How do you dare enter 
  my domain? I will have your heads for this, or maybe I’ll 
  spare you, and flay the skin off your backs with my whip…”
  It is in that very moment that the companions discover 
  that they are again alone — there is no trace of the Hobbit 
  archers! 
  Gishak’s Charge
  Gishak’s war-band charges into the fray. The enemy group 
  is composed of Gishak, a number of Orcs of Mount Gram 
  equal to three times the size of the company and a sinister 
  trio of gaunt figures, three sorcerous Hill-men of Rhudaur 
  (see Rivendell, pages 72 and 73 for their characteristics). 
  Generally, the Orcs (including Gishak) charge head-first 
  against the company, while the three gaunt Men start 
  chanting their Dreadful Spells or throw their spears from 
  a rearward position. Gishak is a powerful Great Orc, as 
  described at page 237 of The One Ring.
  An instant before the Orcs crash into the company, the 
  Hobbit archers appear on both sides of the companions’ 
  formation, and a volley of ghostly arrows fly into the 
  advancing creatures, among their cries of surprise and 
  dismay. Reduce the Endurance of all Orcs by the roll of 
  a Success die (including Gishak). Then, the battle rages 
  on. The presence of the Hobbit archers alongside the 
  companions makes all their opponents Weary for the 
  length of the fight. Moreover, if anyone in the company 
  proposes to sing the Hobbit song they heard when they 
  entered the valley, the Loremaster must ask for a Song 
  roll. For every hero who succeeds, another volley of 
  arrows hits each of the Orcs, reducing their Endurance by 
  the roll of a further Success die.
  When half of his war-band is taken out of the fight, Gishak 
  reconsiders his priorities and turns tail, heading for the 
  cavern opening. If he is allowed to escape, the Great Orc 
  and his subterranean domain will have to be dealt with at 
  another time.
  victoRy
  Once the battle is over, the Hobbit archers disappear one 
  by one, leaving only their Captain to face the heroes. The 
  Hobbit seems to offer a weary smile and then bows. 
  “Thank you for helping us defend the city of our King. Now, 
  remember what I asked you, find my bow and give us rest”. 
  With these last words, the shade of the Hobbit captain 
  fades away as a breeze blows from the West. 
  Rufus’ Bow
  Searching for the bow of Rufus Took is a prolonged 
  action, requiring four successful rolls of Search as 
  the companions examine most of the remains of the 
  conceRning aRcheRs
  
  74
  Ruins of the noRth
  Green Company left on the ancient field of battle. If 
  they accomplish the task, they finally find what they are 
  looking for: it is a simple bow, with a grip wound with 
  leather and fastened with a brass tack inscribed with the 
  initial “RT”. When a companion lifts the bow from the 
  place where it rested, a lonesome bird seems to sing the 
  first few notes of the Hobbits’ marching song.
  Once they have rested and are ready, the companions can 
  finally leave the ruins of Fornost, and find their way home.
  - epilogue - 
  bRingeRs oF tidings
  If the company meets Bilbo and tell him about their 
  adventure, the Hobbit is both heartened and saddened 
  when he hears the story of the Green Company. He takes 
  any recovered artefact the company shows him for what 
  they are, proof that there were Hobbit archers at Fornost 
  at the time of its fall. If he is told about Rufus’ song, he 
  questions the company extensively, hoping that they can 
  recite it to him so that he may record it. 
  If told about their finds in Fornost, Glorfindel and Lindir 
  prove to be much harder to convince, and express a wish 
  to study what the companions have found there closely, 
  before they may return them to the Shire.
  What interests Glorfindel more is news of Gishak, and the 
  wraiths encountered by the company in the throne room 
  of Arvedui. His face darkens when the company speaks of 
  the evil they witnessed. He asks them to bring this news to 
  Lord Elrond as soon as they are able.
  FelloWship phase
  If a Fellowship phase follows this adventure, the characters 
  are offered refuge in Rivendell. The company is invited to 
  sit in council with Elrond, Glorfindel and Lindir to discuss 
  the dark things that came to Fornost and what possible 
  threats could be growing in Angmar.
  Otherwise, they might accept another offer: that of 
  spending a Fellowship phase at Bag-end, in Hobbiton, the 
  Shire… 
  Bilbo has returned home, taking the artefacts of the Green 
  Company to the Mathom House in Michel Delving. If the 
  company joins Bilbo, they may even be offered the option 
  to take him as a Patron.
  The Marching Song of the 
  Green Company 
  A companion may try to reconstruct the march of 
  the Green Company by choosing the Write a Song 
  Fellowship phase undertaking (see Rivendell, page 23). 
  The difficulty of the Song roll to compose the march is 
  equal to TN 14, as the song is considered a Hobbit song 
  (Traditional), and is a marching tune (Thematic). 
  The difficulty is reduced by a further -2 if it is 
  composed in Rivendell, or the composer possesses 
  the Minstrelsy Trait, and by another -2 if Bilbo is 
  helping out the companion.
  B
  
  75
  the company of
  - the wain -
  •	
  When: The company may undertake this adventure at 
  any time after the year 2953. It is worthy to note that the 
  adventure, being episodic in its presentation, may be 
  the object of a single Adventuring phase, or otherwise 
  allow the companions to encounter the mysterious 
  caravan over the course of several Adventuring phases 
  (to make its threat seem more pervasive).
  •	
  Where: On the road along the Greenway, between 
  Tharbad and Bree. Because this adventure revolves 
  around a group of travelling traders, the Loremaster 
  can present it at almost any point along its route.
  •	
  What: The Company of the Wain is an itinerant group 
  of wanderers bringing wares and offering services to 
  the scattered folk of Eriador. The heroes encounter 
  them and witness some strange happenings that may 
  raise their suspicions about the real objectives of some 
  of its members.
  •	
  Why: There are several reasons why the heroes should 
  become interested in the wandering traders. The most 
  obvious one is curiosity — a travelling company is a 
  very unusual sight in Eriador at this time.
  •	
  Who:  The company commander is a woman called 
  Uathach of Tharbad. She poses as a blind seer, but 
  she is actually on the service of Saruman the Wise. 
  While being a servitor of the head of the White Council 
  would not make her an enemy of the companions, 
  she has been given the task of establishing a secret 
  network of spies for the White Wizard.
  adventuRing phase
  This adventure is divided into five parts. The first part 
  contains a detailed description of the Company of the 
  Wain, and can be used separately from the events of this 
  adventure.
  paRt one – a tRavelling FaiR
  The player-heroes first encounter the Company of the 
  Wain. As the company is departing in the early morning, 
  they witnesses a suspicious scene. A man with a burlap 
  sack tied over his head attempts to scramble out of one of 
  the carts, but is quickly battered and thrown back in. 
  paRt tWo – investigating the caRavan
  The caravan is on the road again. The player-heroes 
  consider their options in dealing with the matter. 
  Eventually, the kidnapped man is handed over to two 
  mysterious riders.
  paRt thRee – False accusations
  The caravan stops in another settlement, and the player-
  heroes are accused of being brigands. A folk-moot will be 
  called, and their voices heard.
  paRt FouR – she sees, she knoWs
  When Uathach of Tharbad realises the threat posed by the 
  companions she will act to counter their schemes. She will 
  rely on her minions, but she may also call upon the direct 
  support of her own master…
  paRt Five – When daRk things…
  The investigation of the player-heroes has attracted the 
  interest of a company of Rangers. Their leader, Randír, 
  asks the company to aid him in bringing an end to the 
  infiltrations of spies in Eriador.
  The Eye of Mordor
  If you are using the optional Eye of Mordor rules found within Rivendell, any revelation episodes during this 
  adventure are likely to tie into the machinations of Uathach of Tharbad, or into those of her master, Saruman 
  the White. The company will find communities already turned against them, erstwhile allies will become corrupted 
  and the heroes will generally find themselves weighed down from paranoia, if not from the effects of the sorcery of 
  Saruman (see also Part Four: She Sees, She Knows).
  the company 
  of the Wain
  
  76
  Ruins of the noRth
  epilogue
  Sooner or later the companions will stop their 
  investigations and draw their conclusions, possibly with 
  the help of the Wise.
  - paRt one - 
  a tRavelling FaiR
  The folk of Eriador has dwindled steadily in the last 
  centuries (see also Rivendell, page 32). In recent times, 
  the Fell Winter of 2911 and the following floods have 
  taken a heavy toll, and the most southerly regions of 
  Eriador have been grievously depopulated. Their cities 
  cast into ruin, those few people who remain there are 
  huddled into lonely hamlets and isolated farmsteads. 
  Traffic on the main roads of Eriador is now sparse at 
  best, especially since the bridge at Tharbad has been 
  ruined by the floods.
  All this notwithstanding, the old North Road does see 
  the occasional wanderer. Brave and hardy travellers 
  keep using the Greenway to bring what wares reach the 
  crossings at Tharbad from the South, all the way to Bree. 
  The Company of the Wain are among them, and they 
  travel on that route for months on end, from north to 
  south, stopping at every settlement they encounter on 
  their way. If no hamlet is available for long, the company 
  stops at a prominent farmstead, allowing what folk that 
  dwell in an area to gather their goods and meet them for 
  an improvised fair.
  The company is composed mostly of Bree-folk, although 
  there are a couple of members from further afield among 
  the wagons. Most travel with their family, with sons 
  and daughters helping in their trade. Each trader is a 
  shareholder in the venture and owns one or more wains, 
  which they convert into shops and stalls when they stop. 
  There are more than a dozen wains in the caravan at 
  any time, either set in a wide ring when encamped, or 
  proceeding on the road slowly in a long column, led by the 
  wain of their commander, Uathach the Seer, carrying the 
  standard of the company: a painted board set on a pole, 
  showing a covered wagon with a tent of many colours.
  Uathach’s Secret
  While not everyone in the company is aware of it, the 
  caravan is being exploited by Saruman the White for 
  his scheming. The proud Wizard has been pushed to 
  do so by his jealousy of Gandalf, and the suspicion 
  aroused by the Grey Wizard’s dealings in the Shire: 
  starting from the year 2953, Saruman sets spies to 
  watch upon the actions of the Grey Pilgrim, and soon 
  resolves to keep agents in Eriador.
  The Company’s commander is a capable means to 
  this end. Though she travels under the guise of blind 
  Uathach of Tharbad, she isn’t actually blind at all, and 
  hails from far beyond the river Greyflood. She was in 
  fact born in the port-city of Umbar, and Númenórean 
  blood runs in her veins. She came to Gondor many years 
  ago, and met Saruman in Minas Tirith during one of 
  his frequent visits, and entered his service. 
  Uathach has been prepared for this mission by the 
  White Wizard himself: her goal is to enlist more men 
  to his cause. These agents must answer to Uathach, 
  either by reporting any unusual occurrences they would 
  chance to witness, or even by assuming the roles of 
  travelling traders and vagabonds and accumulating 
  information about the dwellers of Eriador, the deeds 
  of the Rangers and the movements of Gandalf. 
  The presence of Uathach in the Company of the 
  Wain ensures that she can quickly receive any tidings 
  from her informants, and that she can readily send 
  messages to her master. Moreover, the activities 
  of the caravan ensure to draw attention from her 
  dealings. The Company travels according to her 
  whims, taking her to agents she must pass messages 
  to, or to settlements she must watch.
  Uathach is a tall woman, handsome and well built, 
  with a bearing betraying her noble descent. But she 
  plays the role of the blind diviner convincingly, her grey 
  eyes helping her greatly in making the ruse a believable 
  one. Everyone in the caravan pays her respect, more out 
  of fear than out of respect for her wisdom.
  
  77
  the coMpany oF the Wain
  The wagons sell the goods and provide the services listed 
  below. The manner in which the Loremaster permits the 
  player-heroes to shop and purchase items is based on 
  their Standard of Living, unless specified differently.
  •	
  Based on what is described on pages 120 and 121 of 
  the rules for The One Ring Roleplaying Game,, a Rich 
  or Prosperous companion should be able to afford to 
  buy anything on offer, and possibly to pay for at least 
  another hero in the group, while a character from a 
  Martial culture might afford to pay for a single expense; 
  Frugal and Poor heroes may not pay for anything.
  Caradog, the Bear-baiter
  A large cage of wood and iron sits on a large wagon, empty 
  except for straw laid across the floor for bedding. Outside, 
  a bear chained to a thick pole set into the ground ‘dances’, 
  a thin rope looped through a hole cut cruelly into its snout. 
  A short man with long hair directs the animal’s dance with 
  what looks much like a fishing pole with the rope attached 
  to the end. As he twists, lifts, and dips the stick, the bear 
  stands on its hind legs, bends or turns around, affecting 
  a crude ‘dance’. A crowd stands in a semi-circle around 
  the bear, jeering and laughing.The wiry little man is called 
  Caradog. A hunter from Dunland, he doesn’t talk much, 
  and is gruff and curt if approached. He will only talk about 
  how he trained the bear if offered a drink or a gift.
  Caradog is a minion of Uathach. He provides one of 
  the shows needed to draw customers to the stalls and 
  counters of the merchants. He is a violent, cruel man, 
  capable of inflicting suffering upon animals as well as 
  any other living creature without any regret or remorse. 
  He speaks in a growling tone, and seems to understand 
  the mewlings of his tormented pet.
  Caradog, Dunlending Hunter:
  attRibute level
  5
  enduRance
  hate
  15
  4
  paRRy
  aRMouR
  4
  2d
  skills
  Personality, 1
  Survival, 3
  Movement, 2
  Custom, 1
  Perception, 3
  Vocation, 2
  Weapon skills
  Spear
  2
  Dagger
  2
  special abilities
  No Quarter
  -
  the company 
  of the Wain
  
  78
  Ruins of the noRth
  Traps
  A second cart is attached to Caradog’s wagon. A cruel 
  display of iron traps hangs from its rafters. The traps range 
  in size; some look large enough to have been built to catch 
  an animal as large as a bear, others for prey as small as a 
  hare. All have a plate used as a trigger and spikes about the 
  maw designed to hold its ward indefinitely. No merchant 
  is present at this cart, as the traps belong to Caradog. The 
  Dunlending can be convinced to part with one or two traps 
  if the prospective customer can pass an Awe, Persuade or 
  Courtesy test . The price for a trap large enough to catch 
  medium-sized creatures (Men, Hobbits, Wargs and so 
  on) is 1 Treasure point per trap; the same price buys the 
  companion a set of smaller traps. 
  A companion carrying a large trap or a set of small traps 
  adds 1 Encumbrance to his carried gear, and receives 1 
  bonus Success die to use with his Hunting skill. If the player 
  can come up with an appropriate plan, the large trap can be 
  used during a battle: if the player succeed in a Hunting roll 
  against a difficulty equal to 10 plus the highest Attribute level 
  among the enemies, one adversary (Loremaster’s choice) 
  steps on the trap and is considered severely hindered for the 
  rest of the fight (see The One Ring, page 181).
  Áinfean, the Apothecary
  A collection of odd glass bottles and 
  charms are displayed on shelves on 
  this wagon. The bottles are labelled 
  with strange symbols and filled with 
  substances stranger still. Áinfean, a 
  middle-aged woman with fiery red hair 
  kept in two plaits attends the wares, 
  ready to explain the benefits of her concoctions if asked to. 
  The goods she offers are all actually quite effective, giving 
  away the great lore that Áinfean possesses. But if anyone 
  shows a learned interest, Áinfean is quick to belittle her 
  own craft, dismissing her work as no more than rustic 
  remedies of dubious effectiveness. 
  This is what Áinfean has on her shelves (in brackets are 
  the effects of each remedy): Sundew Tea (cures coughs, 
  strengthens the heart and alleviates stomach pains), 
  Greenleaf Tea (facilitates digestion), Tincture of Lebethron 
  Bark (helps babies and children sleep), Yellow-flower 
  Infusion (improves mood), Witch Milk (diuretic, helps 
  treating infection) and Elderberry Cordial (helpful in 
  treating fevers, and help impaired breathing).
  A player-hero with the Herb-lore Trait automatically 
  recognises yellow-flower as golden moly, a type of lily 
  supposedly capable of strengthening a man’s power 
  to resist sorcery. Only one sample of this infusion is 
  available, and the apothecary demands 1 Treasure point 
  for it (the price of a riding horse!). The draught lets a single 
  companion lower the difficulty of all Corruption rolls due 
  to sorcerous effects by two levels (TN -4) for the duration of 
  the Adventuring phase.
  Áinfean’s real speciality is the mixing of poisons. Learned 
  in her upbringing among the covens of the Hill-Men of 
  Rhudaur, she is quite skilled and able to easily estimate 
  the amount and method of application for nearly any 
  creature. Uathach has used her talents to great effect, 
  poisoning several men who posed obstacles to her designs.
  Del’s Dwarven Spirits 
  Del Thistlewool is a vendor originally 
  from Combe. The tall, ruddy man loudly 
  proclaims the virtues of his product, 
  which he calls ‘Dwarven Spirits’. He 
  claims he forged a strong friendship 
  with Dwarven wanderers from the 
  Blue Mountains, and that he gained 
  their permission to sell their secret beverage to the Men of 
  Eriador. His bottles are displayed on a table outside his cart, 
  their labels illustrated with a crude drawing of Dwarven 
  ghosts pursuing a hapless drunkard.
  The Breeman’s wares are displayed on a table in the open 
  air. He will provide a single free sample, but will attempt to 
  avoid doing so near a Dwarven player-hero. A Dwarf will 
  recognise on taste that these spirits are not of Dwarven 
  origin, and may take offence accordingly. Del’s liquor is 
  in truth a potent beverage he himself distils in a travelling 
  still, a crude copper kettle hidden inside his cart.
  Uathach the Seer
  Animal bones and stones inscribed with symbols of portent 
  swing from a tent erected beside this cart. Exotic smells waft 
  from the curtained entrance, inviting passers-by to enter 
  and learn about what the future may hold for them. 
  
  79
  Inside, a woman in her thirties clad 
  in voluminous robes and silks sits on 
  the corner of a rich carpet woven with 
  strange markings, her head covered 
  with a black veil. The woman presents 
  herself as Uathach of Tharbad, as she 
  lifts her veil to reveal her vacant grey 
  eyes for dramatic effect. She lost her 
  sight in the practice of fire-gazing, a form of divination she 
  learned in the far South, she says. 
  Uathach volunteers to read the fortune of one companion, 
  for a small fee that is easily payable by a Prosperous or 
  Rich adventurer. She asks the chosen hero to hold out his 
  right hand. Then, she grasps the outstretched hand in her 
  left hand, and asks the companion to pose her a question. 
  Pretending to be directed by the hero’s voice, Uathach 
  stares without ever blinking right into the eyes of the 
  companion for several long minutes. Then, she releases 
  her grip with a sigh, and closes her unsettling eyes. Slowly, 
  her response arrives in the form of short, whispered 
  sentences: the Loremaster must provide a cryptic answer 
  to the hero’s question to the best of his ability, trying to 
  suggest some actual power, but without actually crossing 
  over into the supernatural -Uathach is not gifted with 
  foresight, she is simply very cunning.
  Any companion who spends some time observing the 
  woman during the reading may propose an Insight 
  task; if the roll is successful, the hero finds her fortune-
  telling to be very suspicious. On a great or extraordinary 
  success, the companion starts to even doubt Uathach’s 
  blindness. If confronted with this information, Uathach 
  flares with indignation, and chases the companions out 
  of her tent.
  Uathach, Treacherous Fortune-teller:
  attRibute level
  6
  enduRance
  hate
  14
  8
  paRRy
  aRMouR
  4
  2d*
  skills
  Personality, 3
  Survival, 1
  Movement, 2
  Custom, 3
  Perception, 3
  Vocation, 3
  Weapon skills
  Jagged Knife
  3
  special abilities
  Commanding Voice
  -
  *Should Uathach fear for her life, she will start wearing 
  armour under her garments. Caradog and Thelred are her 
  right-hand men, and are ready to die for her.
  the company 
  of the Wain
  
  80
  Ruins of the noRth
  Shell Game
  A group of men play a game with a small round stone 
  the size of a pea and three walnut shells set upon a table. 
  A lanky fellow with a big nose and wearing a black felt 
  cap shuffles dextrously around the three walnut shells, 
  challenging the onlookers to guess under which shell the 
  pea-sized stone might be. Several  individuals wager a coin 
  or two, and eventually most lose their money grumbling, 
  but some seem to win each round. Eyeing the companions, 
  the tablemaster invites them to play with a gesture.
  If any companion feels to be more clever than the 
  tablemaster, he is welcome to play and attempt an 
  Awareness test. But the game is unwinnable, as it is just 
  a trick devised to make easy money — the tablemaster can 
  place or remove the stone from under any shell and thus 
  win all the time, and the onlookers are shills backing the 
  act. The Loremaster may let the companion attempt task 
  rolls to try and win the game, but to no avail: a companion 
  gullible enough to fall for the trick loses valuable coins, 
  and is considered to be at a lower Standard of Living 
  for the rest of the Adventuring phase (A Rich companion 
  becomes Prosperous, and so on). If the heroes try to expose 
  the ruse they will eventually confront the tablemaster with 
  an accusation. When this happens, all the onlookers will 
  drop their façade and threaten the company with violence. 
  There are six thugs, plus the tablemaster.
  Thugs:
  attRibute level
  2
  enduRance
  hate
  8
  1
  paRRy
  aRMouR
  3
  1d
  skills
  Personality, 2
  Survival, 1
  Movement, 1
  Custom, 1
  Perception, 2
  Vocation, 1
  Weapon skills
  Dagger
  2
  special abilities
  Craven
  -
  Thelred the Rider
  In the centre of the caravan, a 
  talented horseman performs. He 
  rides inside an area bound within a 
  circle of wooden stakes, showing off 
  his ability with the sword and spear 
  from horseback, and conducting 
  assorted feats of extraordinary 
  horsemanship that cause his crowd 
  of onlookers to cheer and gasp. He directs his horse with 
  a series of grunts and groans rather than commands, 
  which seems strange until he smiles widely at the crowd, 
  displaying a tongue cut at its root. This rider’s name 
  is Thelred (see Part Four - She Sees, She Knows for a 
  complete character description). He comes from the land 
  of Rohan to the south; any player-hero with the Folk-lore 
  Trait may recognise this.
  Terry’s Menagerie
  Two carts filled with small 
  wooden cages display various 
  animals: stoats, a litter of 
  field-hares, a tailless fox, and 
  several varieties of tortoise 
  and snake. A large thrush, 
  dark brown with a yellow-speckled breast and belly, 
  flitters in an iron cage, singing sweetly. Children crowd 
  about the cages, gawking and carrying on loudly. A dark-
  haired Hobbit from Archet by the name of Terry Banks 
  uses his wide-brimmed hat to collect offers.
  If a companion with the Beast-lore Trait or an Elf 
  approaches the bird, his song takes on a livelier tone. 
  It repeats the same cry, and heroes spending a point of 
  Hope discover they may understand what it says: “Set me 
  free, and I shall serve you faithfully for one year.” The bird 
  understands what is said to him in the Common speech, 
  and speaks the tongues of crows and eagles. If the heroes 
  get interested, Terry senses something strange afoot, and 
  attempts to get as much as possible from the purchase, 
  asking the outrageous sum of 2 gold pieces for the bird (2 
  Treasure!). On a successful Persuade test, his price can 
  be bartered down to 1 gold piece.
  The thrush will serve his new owner for one year, or more 
  if a bond of friendship is developed. The bird flies at an 
  
  81
  average speed of 20 miles per hour, up to a maximum of 
  100 miles per day. It cannot carry any items over long 
  distances.
  The Wose
  A very unusual creature sits still in 
  a cage, different from anything the 
  companions have seem before. It 
  is a short-legged, squat shape of a 
  man, almost completely naked but 
  for a leather cloth about his waist. 
  He stares straight ahead, with dark, unflinching and 
  unblinking eyes, set deep in a flat face. Several children 
  attempt to break his reverie by poking and tossing small 
  items at him, as his keeper, Morton, a squint-eyed Man 
  of Bree, laughs and addresses loudly any passers-by, 
  inviting them to come see “the man-eating Wild Man of 
  the South”.
  This man is a Wose, a Wild Man of the Woods. He is 
  treated like a beast by his keeper, cruel Morton, and will 
  not communicate from inside the cage whatsoever (but 
  will aid the company if freed: see Freeing the Captives 
  on page 83). 
  Osbert the Woodturner 
  An old-looking man with a curved 
  back works a strange contraption 
  outside his cart. His name is 
  Osbert, and he sits operating a 
  foot-pedal attached by a rope to 
  a pole hung high overhead. The 
  moving rope turns a spindle in front of the craftsman, and 
  attached to the spindle is a piece of wood. The man uses a 
  sharp tool, similar to a knife, to shape the rotating piece of 
  wood. In just a few minutes and the application of several 
  skilful strokes, the craftsman has fashioned a long handle 
  for a smithing hammer. This is carried inside the cart by 
  a girl of no more than 10 years, where other spun wood 
  items are displayed. 
  A Rich or Prosperous player-hero can commission the 
  craftsman to make a tool that requires a pole – a walking 
  staff, a fishing spear, a hammer haft, and so on. (the man 
  is no weaponsmith). The item will take the better part of 
  the day to fashion, requiring the companion to return to 
  pick it up before nightfall, as the caravan leaves at dawn. 
  The item gives the owner a bonus of +1 to all rolls made 
  using an appropriate skill (Travel, Hunting, Craft or 
  similar); the bonus is applied until the hero acquires a 
  new level in the modified skill: when this happens, the 
  bonus is lost.
  Larry’s Fireworks
  A bright-eyed old man from Combe 
  named Larry Appledore sits on a 
  stool beneath a tarpaulin rigged to 
  the roof of a cart. Wooden boxes, 
  barrels and crates sit around him 
  filled with strange tubes and parcels 
  wrapped in paper. Only a few folk 
  pass by his cart, pausing briefly before moving on with 
  worried or suspicious expressions on their faces.
  Any Hobbit, Barding, Man of the Lake or Dwarf, or even 
  anyone with the Folk-lore Trait, will know the tubes and 
  parcels are in fact fireworks. Interested companions may 
  purchase enough fireworks for one use at 1 Treasure 
  point. The effects of fireworks are left to the Loremaster’s 
  discretion, but they might well serve as a distraction in 
  combat or fulfilling the requirements of an adversary’s 
  Fear of Fire for a round.
  Larry is a friend of Gandalf. He owes his business to the 
  old conjurer, who taught him a trick or two about the 
  manufacturing of fireworks. Unbeknownst to Larry, he is 
  a valuable source of information for the Grey Wizard, who 
  likes to chat with him in front of a pint from time to time. 
  Larry has joined the Company of the Wain only recently, 
  and does not suspect anything. He hasn’t seen Gandalf 
  since he joined the caravan, so the old Wizard does not 
  know he is there.
  Wilma’s Furs
  Wilma is a sunburnt lady in her 
  forties who has wandered across 
  Eriador all her life. She claims to 
  sell genuine furs she bought from 
  the “Snow-folk of the Northern 
  Wastes”. Coats both short and long, boots, hats and 
  mittens are displayed. A young boy, possibly her son, is 
  the company 
  of the Wain
  
  82
  Ruins of the noRth
  dressed in a full set as a walking display. His costume 
  looks to be keeping him exceedingly warm, to his chagrin.
  A player-hero can be fully outfitted for 2 Gold pieces (2 
  Treasure points). Wilma’s furs reduce the Encumbrance of 
  a hero’s winter travelling gear by 1 point (Encumbrance 
  rating of 2 instead of 3) but make the companion look so 
  outlandish that the difficulty of any roll he makes during 
  an encounter is raised by one level (TN +1).
  Lodin the Toymaker
  This cart is filled with toys that 
  would make any child giggle with 
  delight. There are wooden horses, 
  tin soldiers and straw dolls, all 
  painted colourfully. However, the 
  fellow that occupies the cart seems 
  ill-fitting to be a toymaker. Lodin, 
  a craftsman from Lake-town, is 
  dour and gruff, and unpleasant to any who bother him. 
  He travels alone, as he was forced to leave his family in 
  Esgaroth on a matter of debts.
  the adventuRe begins
  The adventure begins when the heroes visit the Company 
  of the Wain for the first time. The caravan can be met 
  anywhere along the Greenway, headed north for Bree, or 
  south for the Crossing of Tharbad (Loremaster’s choice). 
  The companions might just stumble upon it by chance 
  during one of their journeys across Eriador, or they may 
  have heard something about the travelling fair from other 
  wanderers and decided to find out what it is all about.
  The Wain Ring
  The caravan has just mustered in the proximity of a village 
  or farmhouse, and the traders are busy setting up their 
  camp and the various distractions and entertainments. 
  The wagons, approximately a dozen, are set in a large 
  circle. The folk of the settlement begin perusing the offered 
  wares, some returning with exotic goods, but all returning 
  with tales of sights and spectacles not often seen in 
  Eriador.
  The Loremaster should let the companions explore the 
  caravan freely, referring to the description of the Company 
  of the Wain and its denizens offered in this same chapter. 
  The interaction with the various Loremaster characters 
  should be enough to take a good part of a gaming session, 
  and a full day for the heroes. 
  The Company does not offer lodging for the night, so the 
  adventurers will probably look for a place to sleep in the 
  immediate surroundings. It is very convenient to set up 
  camp close to the ring of wagons.
  The Bound Man
  The morning after their first visit, one companion 
  awakens to see figures shrouded in the mists bustling 
  about the wains, preparing the caravan for departure. 
  Many wagons are already slowly making their way to the 
  road. A break in the tumbling fog reveals a strange sight – 
  a figure, hands bound and head covered completely in a 
  burlap sack, is moved from one wagon to another. 
  Almost immediately thereafter, the last wagon begins 
  moving to reach the Greenway.
  - paRt tWo - 
  investigating the caRavan
  There are several reasons why the companions might 
  choose to know more about the caravan. They will 
  probably want to investigate the fate of the bound man, 
  but they might be worried about the caged Wose, or 
  even care for the mistreated bear (especially if there is a 
  Beorning in the group). 
  What they can choose to do is to follow the caravan, 
  to eventually infiltrate or even attack it. Eventually, the 
  Loremaster will further the plot by proceeding to the 
  The Captive is Handed Over on page 84.
  FolloWing the caRavan
  Whatever their objective, the heroes may choose to follow 
  the caravan openly or covertly.
  Following Openly
  If they choose to follow openly the player-heroes will 
  be unmolested, but the the caravan’s defences will 
  immediately be considered to be alert for the purpose of 
  attacking or infiltrating it (see below).
  
  83
  Following Covertly
  If they choose to follow covertly, each member of the 
  company must take a Stealth test each day to avoid 
  detection. The difficulty is TN 14, but it raises by one 
  level with every day of pursuit (TN +2). All heroes must 
  succeed in their roll for the group to remain undetected. 
  A character who obtains a great success on his roll can 
  assist another character who failed his own roll, or two 
  characters on an extraordinary success. If any hero fails 
  his roll and is not helped by another companion, apply 
  the rules for following the caravan openly.
  inFiltRating the caRavan
  Infiltrating the caravan unnoticed requires all infiltrating 
  companions to pass a Stealth test at TN 16 during the day 
  and TN 14 at night. If the caravan is alert (see Following the 
  Caravan above) the difficulty is raised by one level (TN +2). 
  Also in this case, a hero who obtains a great success on his 
  roll can assist another character who failed his own roll, or 
  two characters on an extraordinary success. If the company 
  fails to enter the caravan while undetected, the guards on 
  duty intervene (see Attacking the Caravan below).
  If the heroes penetrate the camp successfully, they can 
  spy on the wagons and their occupants, or attempt to free 
  the Wose or the bear. The Loremaster may ask for further 
  tests, should the heroes take actions that run the risk of 
  being discovered (for example, freeing the captives). The 
  information gathered during this investigation is left to 
  the Loremaster, based on the description of the caravan 
  given at page 77.
  Freeing the Captives
  The companions might want to free the Wild Man or the 
  caged bear because they have been moved to pity, or 
  maybe because they are need information (from the Wild 
  Man) or need a distraction (by unleashing the bear on the 
  caravan). 
  Both captives’ cages are locked: opening them require 
  a Craft test. Getting to the respective cages unnoticed 
  requires Stealth.
  If the Wose is freed, he will follow the player-heroes and 
  pledge to serve the company for a while (see the boxout 
  opposite).
  If the bear is freed, the companions have only a few 
  moments to get away from the cage before the animal 
  leaves it. At this point, the tormented creature will roar 
  savagely at any person standing between it and its 
  freedom, and then trample them. If the companions stay 
  clear of its path, the bear will probably destroy Caradog’s 
  wain, before it makes a beeline for the closest woods. 
  The Wose
  The Wild Man was given two years ago to Uathach 
  as a gift from the White Wizard himself, to be put on 
  show as an attraction. He has spent every day since 
  that time in fetters. He hasn’t uttered a word since 
  that day, and interacted minimally with his captors 
  or the audience he was presented to. 
  He is grateful to anyone who frees him, but his 
  suspicion of any Man prevents him from speaking or 
  giving his name to anyone. If presented with gifts, 
  he refuses, showing no interest in clothing, weapons 
  or treasure of any sort. He will gladly accept food. 
  He communicates with gestures, and the companions 
  require a roll of Riddle to understand complicated 
  information (for example, the habits of the members 
  of the Company of the Wain, or the number of guards 
  they have, or the Wild Man’s origins). He knows 
  he was captured by servants of Saruman, but he is 
  too afraid of the Wizard’s sorcery to even think of 
  revealing such information.
  If invited to remain with the companions, he stays for 
  thirty days, less the total amount of Shadow points 
  among all the heroes. As long as the Wild Man is in 
  the company, all heroes roll the Feat die twice and 
  keep the best result when making Awareness, Explore 
  or Hunting rolls. Additionally, the Wild Man alerts 
  the company automatically of the presence of Orcs, 
  being able to scent them from a day away – when 
  this happens, he speaks, shouting a single word as a 
  warning: "Gorgûn!".
  attacking the caRavan
  There are at least two dozens fighting men among the 
  members of the Company of the Wain, so it is rather 
  the company 
  of the Wain
  
  84
  Ruins of the noRth
  unlikely that the heroes will ever consider attacking it. Not 
  to mention the moral implications of such an aggression 
  against a group mostly composed of innocent traders...
  During the day, calls for alarm are carried through the 
  caravan quickly, causing it to stop soon after. At night, 
  the caravan camps by arranging the wagons in a ring, 
  using them as a fortification. The merchants camp inside, 
  bringing in all the horses and mules and building a large 
  fire. Attackers from outside the ring are not allowed to 
  make preliminary rolls of Battle to gain bonus Success 
  dice, as the terrain is at their disadvantage.
  Setting fire to the wagons is impractical as they are not 
  easily set aflame and any fires that are started are quickly 
  put out.
  In the case of any attack, every able-bodied man arms 
  himself readily and rushes to the battle in a few instants, 
  arriving in successive waves of two or three armed men 
  every two rounds of combat (twice as much if the caravan 
  is alert, see Following the Caravan above). If the threat 
  is an organised group (such a company of heroes!) the 
  defenders will instead assemble first, and then rush the 
  attackers.
  Armed Men of the Company of the Wain:
  attRibute level
  4
  enduRance
  hate
  12
  2
  paRRy
  aRMouR
  3
  1d
  skills
  Personality, 1
  Survival, 2
  Movement, 2
  Custom, 1
  Perception, 2
  Vocation, 2
  Weapon skills
  Spear or Bow
  2
  Dagger
  1
  special abilities
  -
  -
  the captive is handed oveR
  A couple of days after the company encountered the 
  caravan the traders stop for the evening and make camp 
  just before dusk (the Loremaster chooses the precise 
  location, based on whether the Company was travelling 
  north or south). Soon after, two riders leading a third 
  horse arrive at the camp. They are both black-haired and 
  wear travelling clothes of mud-spattered leather, and they 
  stay for the evening, guests of Uathach. 
  Should the company wish to investigate more closely, they 
  may learn the riders are Men from Dunland. They look 
  to be of the capable sort, and both carry weapons. One 
  carries an axe with a long haft, the other a long spear.
  If unmolested, the two Dunlendings leave the camp at 
  dawn, tossing the bound man over the third horse, and 
  depart at the same time as the caravan. The men ride south 
  with haste. Should the company wish to follow them, they 
  will find themselves quickly outdistanced, unless they are 
  on horseback themselves. 
  If the companions wish to follow them on foot, they must 
  travel through the night, hoping that the two riders won’t 
  do the same. Every companion must make an Athletics 
  test: on a success the hero’s Fatigue rating goes up one 
  point, two points on a failure, and remains unchanged on 
  a great or extraordinary success.
  The Dunlendings
  Whether on horseback or by forced march, a pursuing 
  company catches up with the riders just before the 
  following dawn. They see three bodies lying wrapped 
  in bedrolls; it is not possible to distinguish which is the 
  bound man. If the companions wish to attack and succeed 
  in taking the Dunlendings by surprise they are unable to 
  don their armour, and use the value in parentheses.
  The Dunlendings are canny, hardened warriors. They 
  make their way to the horses, and use them as cover against 
  both ranged and close combat attacks. Accordingly, any 
  attacker is considered moderately hindered (+2 TN).
  Should the riders be reduced to 1 Hate point between them 
  or less, they will offer they company a bag of Dwarven 
  silver coins worth 3 Treasure points in exchange for their 
  
  85
  lives. If the company accepts the bag and leaves the bound 
  man to the riders, this counts as a Misdeed (worth 3 
  Shadow points). Should both riders’ Endurance fall to less 
  than 5 or should either suffer a Wound, they will attempt 
  to mount their horses and flee, leaving the bound man 
  entirely. They won’t let themselves be captured alive.
  Dunlending Warriors:
  attRibute level
  5
  enduRance
  hate
  16
  4
  paRRy
  aRMouR
  5
  2d (1d)
  skills
  Personality, 2
  Survival, 3
  Movement, 3
  Custom, 1
  Perception, 2
  Vocation, 1
  Weapon skills
  Long-hafted Axe (#1) and 
  Long Spear (#2)
  3
  Dagger
  1
  special abilities
  No Quarter
  -
  Who is the Bound Man?
  If the company is able to drive off or kill the riders, 
  they may free the bound man. It is Larry Appledore, the 
  fireworks vendor from Combe. He is extremely relieved 
  to have been saved from “those ruffians”, but he really 
  cannot explain why he was kidnapped in the first place! 
  He isn’t rich, nor does he know anyone who could pay 
  a ransom for his life. He doesn’t know even where the 
  Dunlendings were headed. 
  If the companions cannot make head or tail of the reason 
  why the Dunlendings had an interest in Larry, a Riddle roll 
  may uncover his friendship with Gandalf, an association 
  he might have been too liberal in telling the people of the 
  caravan about…
  - paRt thRee - 
  False accusations
  This part of the adventure is written assuming that the 
  heroes are again on the trail of the Company of the Wain, 
  and that they didn’t attack or confronted directly any 
  of its members – if they did, you may need to adapt the 
  next part or skip ahead entirely. The caravan is met in a 
  different location along the Greenway, as the traders set 
  up their wares and once more the smallfolk come out to 
  be entertained and swindled. However, there is a different 
  air about the caravan this time. The merchants seem 
  more hesitant and less carefree than they were previously, 
  scowling at the company and demanding ridiculous sums 
  if asked about their merchandise.
  the toWn oF Road’s end
  The Loremaster can set this part of the adventure at any 
  farmstead or village along the Greenway. The adventure 
  proposes Road’s End, a village that can be placed exactly 
  where it suits best the narration of the Loremaster, any 
  place along the path of the Company of the Wain. Its 
  location (and name!) is most suited to the point were the 
  Greenway forks, to continue north towards Bree, and 
  north-west, towards Sarn Ford.
  The village is composed of a dozen of buildings, clustered 
  around a larger and crumbling mansion of ancient 
  foundation, possibly once a waystation built to serve a 
  forgotten kingdom. A wide, partially overgrown clearing, 
  the remnant of what was once the town’s market square, 
  serves travelling caravans well to make camp.
  The inhabitants of Road’s End are not more than a couple 
  hundred individuals, among those living in the village 
  itself, and in other farms in the vicinity. While most 
  villagers are simple farmers, the trade along the Greenway 
  has attracted some of the rougher types that can be found 
  in Eriador: bandits, thugs and assorted ruffians. Rangers 
  of the North sometimes mingle among them, to spy the 
  Enemy from within and to single out the most dangerous 
  individuals (to later deal with them). 
  The alderman of Road’s End is an old cutthroat called 
  Morsad. Originally from Tharbad, Morsad has left his 
  life of wrongdoing, but has used his previous career 
  the company 
  of the Wain
  
  86
  Ruins of the noRth
  (and friends!) to win a position of influence in the small 
  community. His friendship with Uathach has helped too, 
  together with the gold he received from Isengard.
  bRigands!
  Should the company stay near or in the settlement for the 
  night, they find themselves awakened by a sizeable group 
  of local men. 
  Armed Villagers:
  attRibute level
  3
  enduRance
  hate
  10
  1
  paRRy
  aRMouR
  3
  1d
  skills
  Personality, 1
  Survival, 2
  Movement, 1
  Custom, 1
  Perception, 2
  Vocation, 1
  Weapon skills
  Sword, Spear or Bow
  2,1,3
  Dagger
  1
  special abilities
  No Quarter
  -
  There must be at least twenty armed fellows, bearing 
  weapons of various provenances, from old, rusty swords 
  and knives, to farm implements of various sizes; some 
  carry hunting bows strung with an arrow nocked. The 
  group is led by a threatening fellow, a white-bearded old 
  man with the look of a crazed hermit, called Morsad. 
  In the name of the population of Road’s End, Morsad 
  addresses the companions and informs them that a 
  traveller has made accusations of brigandry against 
  them. The company is severely outnumbered and asked to 
  leave their weapons where they lie and come with them to 
  resolve the matter. If they want to avoid a bloodbath, the 
  heroes will have to surrender…
  Prisoners
  The companions are held in a barn. No ways of escaping 
  are visible, and it seems that the heroes will have to wait 
  this out. 
  Shortly after dawn, the men of Morsad return. They bind 
  the heroes’ hands and take the company to a stand of trees, 
  where a folk-moot is going to be held. All the inhabitants 
  of Road’s End trickle in, to watch the show. 
  A wounded man is then brought out stretched on a board 
  carried by several local men. It’s an ill-favoured fellow 
  with a grimy face, who holds his left arm tied up in a 
  
  87
  bloodied bandage. The companions have never seen him 
  before. He is their accuser.
  the Folk-Moot
  The folk-moot is set up to frame the companions, so its 
  proceeding won’t have much to do with justice. The 
  accuser, Idderig, is a man in Uathach’s payroll, and 
  Morsad, the alderman, is an agent of Saruman, placed 
  in Road’s End to assist Uathach in her missions. But there 
  is hope, as the doom of the folk-moot will be pronounced 
  by the assembled villagers, and the companions will have 
  their chance to influence their judgement and convince 
  them of their innocence. 
  Setting Tolerance
  The Tolerance rating for this encounter is based on 
  Wisdom, as the earnest villagers respect measured words 
  more than brawn or skill with weapons. The following 
  modifiers apply:
  •	
  Elves are a very unusual encounter here: if any Elf is in 
  the company, the Tolerance is reduced by 1. 
  •	
  Hobbits and Dwarves are considered forthright folk: if 
  any are present, add 1 to Tolerance. 
  •	
  If the company fought or resisted in the course of being 
  detained, subtract 2 from Tolerance. If they wounded 
  or killed anyone, Tolerance is reduced by 3 instead.
  Introduction
  As the heroes wait in chains, Morsad opens the folk-moot, 
  announcing the reason for the assembly. He introduces 
  Idderig, the accuser, a wanderer from Rhudaur who has 
  asked for justice against the company of brigands that 
  wounded him.
  When he is given permission to speak, Idderig presents 
  himself as a simple itinerant tinker. The alderman asks 
  anyone in the folk-moot to give their pledge that they 
  know the tinker, several of the assembled raise their hand, 
  nodding. 
  The alderman then asks the “headman” of the company 
  to introduce his companions and state their business on 
  the Greenway. 
  Interaction
  Morsad asks Idderig to tell his tale. The tinker claims 
  he was ambushed by the company, and wounded in his 
  escape attempt. For proper storytelling, the Loremaster 
  should ensure Idderig’s tale is consistent with details 
  about the company that Uathach might have gathered 
  since the heroes have started showing an interest in the 
  caravan. If at all possible, Idderig could even exhibit some 
  token previously stolen from the companions by one of 
  Uathach’s servants.
  Then it is the turn of the companions to defend themselves. 
  They are allowed to counter the accusations of Idderig: 
  the player can lead his defence in the way he prefers, 
  proposing appropriate skill tasks. If the companion 
  addresses Idderig directly, any particularly successful roll 
  leads him to blubber incoherently, while failures have him 
  deny convincingly.
  If the company attacked the local men while being 
  apprehended, they must now also defend their actions. If 
  they wounded anyone, the difficulty of any roll is equal to 
  TN 16. If they killed someone, it is equal to TN 18.
  The Loremaster should play out the exchange under the 
  normal rules for encounters. The folk-moot ends either 
  when the company has run out of things to say, or when 
  they exceed the Tolerance of the encounter, at which 
  point the elder has heard enough and nothing more will 
  convince him any further. 
  Evaluating the Outcome of the Encounter
  The Loremaster can evaluate the outcome by keeping 
  track of how many successful rolls were achieved by the 
  companions. 
  1: The elder pronounces his doom. The companions are 
  found guilty of wounding a free man, and are requested 
  to pay a weregild of 60 silver pennies (3 Treasure points). 
  In this case, proceed immediately to A Dark Dawn on 
  page 88.
  2-4: The alderman declares that he “senses something 
  sinister upon you”, and informs the companions that 
  they are free to go, but also that they are never to return 
  to Road’s End. They will be escorted to the Greenway, 
  the company 
  of the Wain
  
  88
  Ruins of the noRth
  whereupon their weapons will be returned. This way, they 
  won’t have a chance to question Idderig (see below).
  5-6: The doom of the tinker is apparent to the assembled 
  villagers, and the alderman cannot choose but to 
  pronounce it: Idderig has accused the companions falsely, 
  and is to be taken to the nearest crossroads and left there, 
  not to return to the settlement on pain of death. Morsad 
  reluctantly apologises to the company and orders their 
  weapons to be returned to them.
  7+: The company is recognised as being victims of a false 
  testimony; the villagers sympathise with them. They are 
  cheered, and given shelter and food for one day. Idderig is 
  chased away as for the previous entry.
  Questioning iddeRig
  Even if they are recognised to be innocent, the 
  companions will be prohibited to follow Idderig to the 
  crossroads. If they try to find him later, he can be tracked 
  with a Hunting roll. He will be on the run towards the 
  south, and wary of the player-heroes looking for him. 
  Idderig will attempt to hide but a successful Search roll 
  will reveal him. He will not fight but will immediately 
  begin grovelling for mercy. 
  Much can be gained in the questioning of the wretch, as 
  he knows the identity of she who hired him to accuse the 
  companions: Uathach of Tharbad. But Idderig is a very 
  good liar, and the difficulty of any roll to interrogate him 
  is set at TN 18. He will also build a believable castle of 
  falsehoods, if the rolls made by the company to interrogate 
  him fail (or produce C results).
  a daRk daWn
  If the companions failed to demonstrate their innocence 
  at the folk-moot, they will be kept in the barn overnight, 
  and the following dawn one of them will be allowed to go 
  and fetch the money needed to pay the due weregild. 
  But before that happens, Idderig will set the barn ablaze. 
  A companion with an appropriate Trait (Wary, Smoking, 
  or similar) will notice the fire in time. If they cry for help, 
  their guards will open the door of the barn and attempt to 
  restrain them while also putting out the fire. This is a good 
  time to attack or flee, should the companions wish to do so. 
  Until the company retrieves their weapons, the brawling 
  rules (see The One Ring Roleplaying Game, page 175) 
  apply. There is one armed guard for every two unarmed 
  companions. If they defeat the guards, recovering their 
  gear will be easy: it is kept in another barn nearby.
  - paRt FouR - 
  she sees, she knoWs
  By now, Uathach of Tharbad certainly knows about the 
  suspicions of the companions and their interest in her 
  dealings. She has informed her master about it, and she 
  is ready to take extreme measures to protect herself and 
  her mission. 
  What follows detail some of the actions that Uathach 
  might undertake to convince the companions that they 
  are being exceedingly nosy. The material can be used by 
  the Loremaster in the way he deems fit, to conform with 
  how the adventure has gone so far.
  a lone RideR
  Uathach may send Thelred of Rohan to hound the 
  company and keep a watch on their whereabouts. The 
  mute is Uathach’s minion of choice, as he does not run 
  the risk of divulging her secrets.
  With appropriate rolls the heroes soon may find they 
  are followed by a single rider. Thelred stays well out of 
  bowshot, and handles his horse adeptly, always ready 
  to ride away should they pursue. He tries to disguise 
  his features under a long scarf, but a Keen-eyed hero, or 
  anyone succeeding in an Awareness roll may recognise 
  him if they have a chance to get a good look at him.
  If the heroes are perceived as a threat by Uathach, Thelred 
  will attempt to harm them when a chance offers itself, 
  possibly singling out one companion and attacking him 
  by surprise. He will silently approach his victim, throw 
  a spear at the unfortunate, and then jump on his horse 
  to escape. He will probably attempt this at dusk, as the 
  companions are setting up camp.
  If caught, Thelred fights to the death.
  
  89
  Thelred, Renegade Rider of Rohan:
  attRibute level
  6
  enduRance
  hate
  15
  5
  paRRy
  aRMouR
  6
  2d
  skills
  Personality, 2
  Survival, 2
  Movement, 3
  Custom, 1
  Perception, 3
  Vocation, 3
  Weapon skills
  Sword
  3
  (Spears)
  3*
  Dagger
  2
  special abilities
  No Quarter
  -
  *Thelred’s spears have been smeared with a poison 
  concocted by Áinfean, and given him by Uathach. A 
  character hit by a spear falls to the ground convulsing and 
  frothing after a number of rounds equal to his Body rating 
  (in addition to suffering from the normal effects of being 
  Poisoned – see The One Ring Roleplaying Game, page 130).
  a RegiMents oF cRoWs
  Uathach has sent word of the troublesome company to 
  Saruman, who has sent a regiment of crebain, the birds of 
  Dunland, to spy over them. The company notices a kind of 
  crow of large size watching them from a branch. This bird 
  does not follow, it simply watches as they pass. Some time 
  later, the companions spot another crow, or maybe the 
  same one, perched upon a rock. 
  This sighting occurs regularly, several times each day. 
  Should the heroes attempt to kill the bird, it simply flies 
  away before the companions can get a clear shot at it.
  When the company has gotten used to the presence of 
  the dark bird, the crebain strike. As soon as one or more 
  companions engage in a potentially dangerous activity, 
  like scaling a cliffside or traversing a swift-moving stream, 
  a full murder of crebain swoop upon the endangered 
  companions, worsening their predicament. The targeted 
  heroes must pass a test of Athletics to avoid plummeting 
  to the ground or falling into the waters (see page 184 of 
  The One Ring Roleplaying Game for the rules for falling, 
  drowning and fire damage).
  a WeaRiness oF the heaRt
  Saruman does not necessarily need murderous servants or 
  wicked birds to hinder the companions or further his plans. 
  the company 
  of the Wain
  
  90
  Ruins of the noRth
  His arm is growing long, and he is always learning new 
  ways to exert his power. If the actions of the companions 
  worry him, the will of the White Wizard can become like an 
  unseen barrier, set before the companions and obstructing 
  them in their progress: when this happens, each companion 
  is considered to be temporarily Weary.
  - paRt Five - 
  When daRk things…
  The companions are not the only ones who are keeping 
  an eye on the Company of the Wain. A group of Rangers 
  of the North normally set on guard upon Sarn Ford are 
  becoming interested, especially since the companions 
  have started taking a look. 
  The Loremaster must determine the best way to introduce 
  the Rangers to the company, based on the current 
  circumstances. A few suggestions include:
  •	
  The Rangers show up one night at the company’s camp. 
  They basically ‘ambush’ them to keep their presence a 
  secret from prying eyes, but they make sure to avoid 
  any bloodshed.
  •	
  If the player-heroes spared Idderig, the Rangers capture 
  him later and learn about the company and their 
  suspicions. They deliver a message to the companions, 
  asking them to meet in an isolated location.
  •	
  If the company performed well while on trial in 
  Road’s End (see page 85), they have been noticed by 
  the Rangers disguised in the village and assessed as 
  potential allies.
  Once the company meets the Rangers, they soon make 
  the acquaintance of Randír, their captain. Randír leads a 
  group of eight Dúnedain warriors, normally set to watch 
  upon the crossing at Sarn Ford, to the north. He is very 
  curious about the involvement of the companions with the 
  Company of the Wain, and he will hear their testimony 
  with extreme attention. 
  Randír is an Elf-friend, so he will instinctively trust any 
  Elven companion, and naturally another fellow Ranger of 
  the North. 
  Foreshadowing
  The Loremaster might like to use the encounter with 
  Randír to introduce other Ranger characters who 
  will be featured in future scenarios, such as Hiraval 
  (see page 92), Cirion (see page 111), or even a new 
  Ranger player-hero.
  dealing With the spies
  When the companions are done telling Randír all they 
  know, or at least what they want him to know, the 
  Dúnadan captain tells them that the matter is now in their 
  hands, should they wish to continue to further adventures. 
  Should they insist on dealing personally with the Company 
  of the Wain, Randír will then offer his support and that of 
  
  91
  his men, and is available to give advice on the possible 
  courses of action.
  There are several possibilities, based on what the 
  companions have learnt about the Company of the Wain:
  Let the Company Be
  Unsure about the right thing to do, the companions 
  choose to wait and see. The Rangers will watch over the 
  caravan, and keep the player-heroes informed, should 
  they ask for it. 
  If this is the chosen course of action, the Loremaster 
  can close the current Adventuring phase; the heroes will 
  certainly encounter the Company of the Wain again, as 
  Uathach will become a ‘recurring villain’ in their campaign. 
  Deal directly with Uathach
  If the heroes have singled out the ‘blind’ seer as the 
  protagonist of the dark scheme, they may attempt to 
  kidnap her, or worse. This will need a well-organised 
  plan, as Uathach has several servitors to protect her, 
  and is well respected by all members of the Company of 
  the Wain.
  The Loremaster should refer to the description of the 
  caravan and its members to play out this development 
  of the adventure. Randír and his men will propose to 
  ambush the caravan at an appropriate location, to let the 
  companions break into Uathach’s wagon to confront her 
  or take her away.
  FelloWship phase
  The Adventuring phase will reach its conclusion when 
  the player-heroes have dealt with Uathach once and for 
  all, or when they decide they need to know more about 
  the dealings of the Company of the Wain before they can 
  act.
  To this end, the companions may want to hear some 
  valuable advice during the following Fellowship phase, 
  especially if they have someone among their patrons that 
  is accounted among the Wise and powerful…
  the coMpanions conFeR With saRuMan
  If the White Wizard is suspected to have something to do 
  with the Company of the Wain, he might be confronted by 
  the companions with proof of his involvement. Naturally, 
  Saruman will deny everything: the Loremaster should 
  find a plausible explanation or alibi for any and all 
  accusations moved against the Head of the White Council; 
  he is not easily cornered. 
  If Saruman happens to be a patron of the company of 
  heroes, he will find it even easier to hide his tracks: he will 
  provide the player-heroes with some ‘insider information’ 
  capable of putting the blame on others, perhaps even 
  Gandalf himself. However, Saruman will easily sacrifice 
  his minions to clear his name of any allegation, Uathach 
  included.
  the coMpanions conFeR With gandalF
  If the heroes go to the Grey Pilgrim for advice, Gandalf 
  will hear patiently what they have to say. His reaction will 
  depend on the information gathered so far, but in general 
  terms the Wizard will tend to underestimate any proof 
  of the involvement of the head of his order, Saruman. 
  Gandalf has had disagreements with the White Wizard 
  before, but at this time he has nothing but respect for his 
  supposedly greater wisdom…
  investigating FuRtheR
  Of course, the player-heroes may not be satisfied that 
  the threat to Eriador is at an end, even if they have dealt 
  with Uathach or consulted with the Wise. The presence 
  of Dunlendings and an outcast from the Rohirrim, not to 
  mention suspicions of Isengard’s involvement, might draw 
  them south, into the lands of The Horse-lords of Rohan… 
  But that, as they say, is for a future supplement.
  B
  the company 
  of the Wain
  
  92
  Ruins of the noRth
  what lies
  - beneath -
  •	
  When The company may undertake this adventure at 
  any time between 2954 and 2977. The journey is of a 
  significant length so it would be prudent to begin it in 
  spring or early summer.
  •	
  Where: The adventure begins at Rivendell and then 
  leads west across the great East Road to the Weather 
  Hills, north of Amon Sûl, and the ruins of a secret 
  manor in ancient Arthedain.
  •	
  What: Hiraval, a Ranger of the North, has set upon a 
  difficult undertaking: to reclaim his family’s ancient 
  mansion. Its ruins seem to have recently become the 
  refuge of a number of brigands, and he has need of 
  allies to accompany him. 
  •	
  Why: The Ranger believes that the ancestral mansion 
  could serve well as a base of operations for the 
  Dúnedain north of Weathertop. Securing it would 
  make travelling in Eriador safer for everyone.
  •	
  Who: Hiraval is the main Loremaster character of 
  this adventure. He was a proud and noble Ranger of 
  the North, but the spirit of an ancestor has haunted 
  him for many years, and the spectre is slowly driving 
  him towards madness.
  adventuRing phase
  The adventure sets out as a journey across the rugged 
  lands that lie between Rivendell and the Weather Hills. 
  After this, the player-heroes will encounter the group of 
  ‘bandits’ that have made the old manor their home and 
  base of operations. The final part of the adventure relates 
  to the far more terrifying prospect of dealing with the 
  Spectre Húldrahir.
  paRt one – in Rivendell WheRe elves 
  yet dWell
  Wherein it is established why the characters are in 
  Rivendell and introduces them to Elrond and Hiraval.
  paRt tWo – the JouRney West
  Here the company leaves Rivendell, travelling west 
  through the harsh landscape of the Trollshaws and on to 
  Weathertop, where they meet with a patrol of Rangers.
  paRt thRee – the secRet ManoR
  The company make their way north through the Weather 
  Hills to the ruins of a manor built at the time of the 
  kingdom of Arthedain, and find it occupied by a peculiar 
  sort of individuals.
  Húldrahir is an ancestor of Hiraval, the Ranger. Once 
  the head of a noble house of the Dúnedain of Arthedain, 
  Húldrahir was so prideful that he believed he could discover 
  the secrets of the Witch-king and use them against him. 
  Tragically, he was wrong and he fell facing the Lord 
  of the Nazgûl, leaving his mortal remains cursed and 
  trapped in an unquiet sleep. His manor followed his fate, 
  and the house has lain in ruins ever since.
  A few years ago, Hiraval, a descendant of Húldrahir, 
  returned to his family’s mansion, searching for answers 
  to the many mysteries surrounding his family. The 
  arrival of a man of his own blood roused Húldrahir from 
  his centuries of rest, and the Spectre started to gnaw at 
  Hiraval’s mind, tainting his dreams with visions of fear 
  and torment. 
  Eventually, Hiraval left his ancestral home as a man 
  haunted by nightmares, but before he could fully succumb to 
  the Shadow. He wandered long in the exercise of his duties 
  as a Ranger, but the desire of reclaiming his family’s 
  mansion has become an obsession he can barely contain.
  Húldrahir the Spectre
  
  93
  paRt FouR – a night oF tReacheRy 
  and Madness
  The Spectre Húldrahir reaches out to corrupt the hearts 
  of those who dwell in the ruins of the manor.   The result 
  will be murder and treachery, and the companions will 
  be hard pressed to avoid the tragic end of a once noble 
  bloodline born out of Westernesse.
  epilogue – húldRahiR deFeated
  Wherein the companions reap the fruit of their efforts, or 
  mourn the tragic events they witnessed.
  The Eye of Mordor
  If you are using the optional Eye of Mordor rules 
  found within Rivendell, any revelation episodes 
  during this adventure are likely to relate to the 
  strain put on Hiraval’s mind by the Shadow, or to 
  Húldrahir’s growing power. The Ranger might 
  turn on the company by subtle means, unwittingly 
  boycotting their actions, or by pushing them to choose 
  always the most reckless or rash course of action. 
  Since the adventure as written already presents a 
  similar development, the Loremaster should worsen 
  each episode accordingly.
  - paRt one - 
  in Rivendell WheRe elves 
  yet dWell
  The adventure begins in Rivendell, the Last Homely House. 
  One evening, while the companions have settled in the 
  Hall of Fire, telling tales of adventures past and singing 
  songs about heroes of old, Master Elrond invites them to 
  meet him in the eastern porch. 
  helping a RangeR
  The eastern porch opens on the moonlit gardens of 
  Imladris. White stone-marked paths lead out among the 
  pine trees, and the river cuts a sparkling ribbon through the 
  valley below. The company linger for a moment, taking in 
  the wondrous view, before they realise that Master Elrond 
  is sitting in a high-backed chair, his eyes glittering in the 
  dark. Someone else sits to his left, wrapped in a dark cloak.
  “Welcome! I have an important matter to discuss with 
  you.” Master Elrond begins, “A Ranger of the North needs 
  help in an important task. This is Hiraval, son of Hirgeleb.”
  Hiraval stands to greet the companions with a curt bow. 
  He removes his hood, to reveal a chiselled face that shows 
  the many years he has spent on the road. His coal-black 
  hair and beard are shot through with a few silver strands. 
  Playing Hiraval
  Hiraval was once a proud and generous Ranger, but 
  his mind is breaking under the strain put on him by his 
  unquiet dead ancestor. He is still sane when he meets 
  the companions in Rivendell, but a darker nature is 
  emerging, replacing his generosity with bitterness, 
  changing his pride into arrogance and turning his 
  courage to overconfidence. He is in control of his 
  deeds, but his goals are not entirely his own any more. 
  During the first meeting, the Ranger plays it safe. 
  He knows that asking the heroes to accompany him is 
  his only chance to have his mission be given Elrond’s 
  blessing, so he is hardly in a position to be picky. This 
  notwithstanding, the Ranger will try to assess the 
  companions’ strengths and weaknesses, by observing 
  the way they behave and judging their replies to 
  his questions. He wants to figure out what they are 
  made of, as he is in need of help, but does not want 
  unexpected trouble from any of them, should they at 
  any moment refuse to do what he wants them to do…
  When playing Hiraval during the adventure, the 
  Loremaster should remember to have him react 
  with anger to any unexpected news, especially that 
  concerning the brigands occupying the ruins of his 
  family’s land, and with impatience to any other event 
  threatening to delay his mission. 
  Can the companions detect a hint of over-eagerness 
  whenever he talks of reclaiming his family’s manor? 
  A touch of resentment when he speaks about those he 
  is supposed to protect? A successful Insight skill roll 
  suggests there is.
  What Lies Beneath
  
  94
  Ruins of the noRth
  Set Tolerance
  The meeting with Hiraval follows the standard format for 
  Encounters. The Ranger has no respect for anything but 
  courage and determination, so the initial Tolerance is set 
  equal to the highest Valour from amongst the companions.
  If the companions fail a number of rolls greater than their 
  Tolerance, Hiraval has made up his mind on them all, for 
  good or for ill.
  Introduction
  Using Awe to introduce themselves is the best course 
  of action here, as the Ranger is impatient, and eager to 
  depart (the difficulty for such rolls is lowered to TN 12).
  Interaction
  Hiraval begins by explaining his plans and asking each 
  character a pointed question. These questions should 
  let the players propose skill rolls, useful to evaluate the 
  Encounter’s final outcome. Hiraval’s speech begins thus:
  “Elrond has told me something about you and praised 
  your deeds. He considers you to be worthy warriors, 
  fighting to protect those who are heedless. I come to you 
  today with a mission of the utmost importance. There is a 
  manor, in the Weather Hills north of Weathertop, where 
  my family dwelt of old. Mere ruins remain today, haunted 
  by craven brigands who dared defile its stones.
  “Long have my kin protected Eriador, the land we once 
  ruled as kings. If I were to reclaim my family’s estate, our 
  guard would be renewed and allowed to continue. I seek 
  allies in this quest, men who would not fear to tread a 
  path fraught with danger.”
  Hiraval then asks each companion in turn a question. 
  Examples of such questions are as follows:  
  “What is most important to you in life?”
  “Tell me about your greatest victory.”
  “Is it better to be feared or loved by those who you guard?”
  “What one mistake in your life would you change?”
  “What would you be willing to sacrifice your wealth and 
  loved ones for?”
  Players should be asked by the Loremaster whether they 
  are answering truthfully or not as such lies may well be 
  noted by Master Elrond who observes these discussions 
  (although the master of Imladris offers counsel only when 
  asked directly). When all the companions have answered, 
  Hiraval asks them if they now have any questions for him. 
  Some questions the companions may likely ask are listed 
  below along with the Ranger’s response.
  Why do you not seek to involve others of your kin in 
  this expedition?
  “Our numbers are few and spread thin across these 
  lands, though our mission has not diminished in need 
  or importance. We seek allies in our efforts against the 
  Enemy.”
  What can you tell us of your family’s lands?
  “My family lands lie within a day’s ride to the north of 
  Weathertop, nestled within the Weather Hills. Our manor 
  provided the watchtower at Amon Sûl with supplies and 
  men. Now, my ancestral home is but a shadow of itself; all 
  ruined and overgrown.”
  
  95
  What do you know of the brigands there?
  “There isn’t much I need to know. It is a group of miserable 
  wretches without honour, seeking to profit from those who 
  cannot defend themselves in the wild.”
  Why does this undertaking interests Elrond and 
  Rivendell?
  “Long have the Elves assisted my people in our struggles 
  against the Shadow. This mission will give us an advantage 
  against our common foe.”
  Evaluating the Outcome of the Encounter
  The Loremaster can evaluate the outcome of the encounter 
  with Hiraval by keeping track of how many successful rolls 
  were achieved by the companions. Their performance 
  determines the attitude that the Ranger will have towards 
  them in the course of the adventure.
  1-3: Hiraval accepts the company of the heroes only 
  because he cannot find another solution, and secretly 
  despises them. Any choices taken by them contrary to 
  his counsel will vex him profoundly. As the adventure 
  progresses, his reactions will worsen, and when his mind 
  finally breaks (see Breaking Hiraval on page 106), he 
  won’t hesitate in harming the companions, should his 
  goals require him to. His behaviour will at times betray 
  his feelings, as contemptuous remarks will escape his 
  lips.
  4-6: Hiraval is generally indifferent to the companions. 
  Their association with him is nothing more than a means 
  to an end. The Ranger will treat the character with little 
  warmth, unless the behaviour of the heroes towards 
  him or his son Edrahil succeed in warming his feelings 
  towards them.
  7+: The companions succeeded in impressing what is left 
  in Hiraval that respects valour and the value of friendship. 
  Even if his aims do not change, deep inside himself Hiraval 
  hopes that his quest will have a positive outcome. The 
  Ranger is generally amicable towards the player-heroes 
  and he ends up sharing many thoughts with them about 
  the glorious past of his folk, or about what the future 
  holds for his land and kin. The Loremaster should curb the 
  Ranger’s reactions as described in the adventure towards 
  a somewhat more positive edge.
  Developing the Relationship with Hiraval
  The companions will share a long journey with Hiraval, 
  and will face several threats in the course of the adventure. 
  The Loremaster should take into account what happens 
  during the Adventuring phase and modify accordingly 
  the attitude of Hiraval towards the companions. To do so 
  the Loremaster must keep in mind that the starting point 
  has been set during the encounter in Rivendell, and that 
  the Ranger’s disposition towards the adventurers is going 
  to worsen with the passage of time, as Hiraval’s sanity 
  slowly degenerates. 
  Examples of actions that might warm Hiraval towards the 
  heroes include performing a particularly valiant action 
  in combat (but Hiraval is hard to impress) or protecting 
  his son Edrahil, or even treating the young boy as an 
  equal and with respect. On the contrary, putting Edrahil 
  in unnecessary danger will not fail in marring Hiraval’s 
  opinion almost beyond the possibility of recovering.
  Hiraval the Ranger
  Attribute Level:  
  7
  Specialities:  
   Lore of Arnor, Shadow Lore,  
   
   
   Smoking.
  Distinctive Features:  Resentful, Overconfident.
  Relevant Skills:  
  Awe ♦♦♦, Travel ♦♦♦, 
   
   Long Sword ♦♦♦, Bow ♦♦
  Endurance:  
   20
  - paRt tWo - 
  the JouRney West
  In the morning, the company meets in Rivendell’s Great 
  Hall and sit around the table for a light breakfast. Hiraval 
  joins them, and takes the chance to introduce his 14 year-
  old son, Edrahil. The young boy strikingly resembles his 
  father, apart from the fair hair of his mother, a Dúnadan 
  woman who died giving birth to the boy. 
  Edrahil has spent many months training as Hiraval’s 
  squire, cleaning the Ranger’s supplies, preparing food and 
  treating his master with the deference due to someone not 
  of his blood. He will join his father, and the companions, 
  on the coming adventure.
  What Lies Beneath
  
  96
  Ruins of the noRth
  Edrahil, Son of Hiraval
  Attribute Level:  
  3
  Specialities:  
  Beast-lore, Fire-making
  Distinctive Features:  Energetic, Steadfast
  Relevant skills:  
  Song ♦♦, Healing ♦, Courtesy ♦♦,   
   
  Bow ♦♦♦
  Endurance:  
  12
  Playing Edrahil
  Edrahil is capable, calm and energetic. He is interested 
  in any Elves or Dwarves in the party and will pepper 
  them with questions about their adventures, hoping 
  one day that he too can stand against the Shadow. If 
  given the opportunity, he will form strong friendships 
  with any Hobbit hero.
  the JouRney
  The adventure assumes that the characters will travel in 
  early summer along the great East Road until they get 
  within sight of Weathertop.
  •	
  The journey is 240 miles long. If the companions do 
  not leave the old road, it takes them six days and a 
  single Fatigue test (TN 16) to reach their destination.
  FRoM Rivendell to WeatheRtop
  The company travels for three days under the shadow of 
  the Trollshaws. Hiraval warns the companions to be on 
  their guard as Trolls come down from the Ettenmoors in 
  the north and wolves stalk anything on four legs or two 
  who dare venture through these parts. Ancient ruins 
  covered by thick woods recall a time when men ruled 
  these lands. 
  If any of the player-heroes question Hiraval about these 
  lands, the Ranger speaks wistfully of the lost realm of 
  Arnor, and how it fell before the dark power of Angmar. 
  Edrahil has heard theses stories before, but he is always 
  glad to hear his father talk, something the grim Ranger 
  does less and less with the passing of the months…
  Eventually, the company passes the Last Bridge, leaving 
  behind the Trollshaws and entering the Lone-lands 
  crossed by the great East Road heading West. 
  Hazards Suggestions
  The Loremaster may use the following suggestions to set 
  up one or more specific Hazard episodes (see The One 
  Ring, page 160), keeping in mind what is relevant to the 
  current terrain. For example, water hazards should be 
  used when the player-heroes are close to a river (either the 
  Loudwater or the Hoarwell).
  n
  a
  Rivendell
  E
  East Road
  Castle Hill 
  The Troll-Hole 
  E
  E
  The Refuge of 
  the Dúnedain
  E
  n
  c
  The Angle
  n
  n
  Lone-lands
  n
  Lone-lands
  Weathertop
  E
  Weather 
  Hills
  Midgewater
  Marshes
  n
  South Downs
  c
  E
  Bree
  E
  Manor Ruins
  
  97
  A Cold, Grey Fog (All Companions – Misery)
  A damp fog settles in around the company and the air 
  becomes colder, a bone-deep ghostly chill. All companions 
  must pass a Valour test or be temporarily Miserable for 
  the rest of the journey.
  Danger Underfoot (Guide – Wound)
  Not all ruins are above ground. The Guide must make a 
  Travel test. If the test fails, he has stumbled into a long-
  forgotten cellar while choosing the right path to follow. 
  The Guide loses Endurance equal to the roll of a Success 
  die; if an C was rolled on the Travel test, he takes a 
  Wound instead.
  Wolves in the Night (Look-out – Dangerous Meeting)
  One of the Look-outs must make an Awareness test. 
  If the test fails, the company is surprised when wolves 
  attack their camp at night and cannot roll for Combat 
  Advantages or Opening Volleys as per the normal rules 
  concerning being ambushed. There is a Wild Wolf for 
  each companion, plus a Wolf Leader (see The One Ring 
  Roleplaying Game, page 246).
  Little Supper, Less Breakfast, and Wet Clothes all 
  Night (Scout – Dangerous Meeting)
  The weather has taken a turn for the worse as the company 
  is caught in a torrential downpour. The Scout must make 
  an Explore test as the company abandon the road they 
  were following in seek of shelter. If the test fails, he makes 
  the mistake of leading them to a shelter being used by two 
  wet, hungry Stone-trolls (see The One Ring Roleplaying 
  Game, page 245).
  No Food (Huntsman – Weariness)
  A bear or some other animal has eaten the company’s 
  reserves of food while they slept. The Hunter must make a 
  Hunting test to bring in sufficient food for the company. 
  If the test fails, he is temporarily Weary for the length of 
  the journey as he wastes his time on a fruitless hunt.
  Travellers in Need
  At some point during the journey west and before 
  reaching Weathertop, the company encounters a group 
  of four harried strangers travelling on the great East 
  Road in the opposite direction and whose wagon has 
  broken down. They claim to be travelling blade grinders, 
  offering their services to wanderers and villagers alike, 
  but several mouldy blankets cover their gear and a foul 
  smell emanates from within the covered wain. An Insight 
  test (TN 12) indicates that the presence of the company 
  frightens the travellers. 
  If pressed about their trade, the travellers are evasive. 
  They say they have been robbed by highwaymen several 
  What Lies Beneath
  
  98
  Ruins of the noRth
  days out of Bree and to have lost what little coin they had. 
  Unbeknownst to the companions, the filthy blankets cover 
  the travellers’ recently deceased mother. If a companion 
  peeks under the blankets, one of the strangers pulls them 
  down abruptly and says, “Don’t disturb mother. She’s at 
  her rest now.”
  Their suspicious behaviour notwithstanding, the four 
  strangers are a simple folk – maybe not very bright but 
  honest. They are armed with poor weapons for their own 
  defence should the need arise, but they are not aggressive 
  nor are they looking for trouble. What they are trying to 
  do is to fulfil their mother’s dying wish to be buried in 
  her ancestral homeland in the hills rising to the south 
  of the East Road, some miles before the Last Bridge. 
  Their journey is a perilous one and it is obvious to the 
  companions that these strangers are ill-equipped for the 
  dangers that lie ahead of them. 
  The companions must choose whether to help the strangers 
  repair their wagon or to leave them to their own devices. 
  If the companions choose to help the strangers, their 
  journey will last an additional day and require an 
  additional Fatigue test. But more interesting to them 
  might be Hiraval’s reaction to their decision; the Ranger 
  will complain openly that the heroes are only wasting 
  his time, and that delaying their quest will have far 
  worse consequences than what may befall a “wagon 
  of thoughtless and misguided rovers”. His task is an 
  important one, he insists, and it is not something to be 
  trifled with. 
  Should the companion insist on helping the wanderers, 
  Hiraval will stop complaining, but will appear sullen and 
  discontent for a while, only to recover his usual mood a 
  couple of days later, as if nothing happened.
  WeatheRtop in sight
  A couple of days after having left the Last Bridge behind, 
  the East Road turns slightly to the south-west. Eventually, 
  the companions arrive in sight of the Weather Hills, and 
  the highest rise among them, Weathertop. 
  Upon seeing Amon Sûl outlined against the horizon, Hiraval’s 
  chest swells with pride. As the company progresses, the 
  Ranger tells them a little of the history of this place: a 
  tower stood once above Weathertop, built by Elendil, the 
  high king. When Arnor fell, lesser kings fought for the 
  control of the tower, until it was captured by Angmar 
  after long and bitter wars (see also A History of 
  Eriador, in Rivendell, page 25). But Weathertop is still 
  a place much loved by the Dúnedain of the North, and 
  they keep a watch over it.
  Rangers on the Road
  When Weathertop is within a half-day’s travel, the heroes 
  meet Arbarad, the Warden of Amon Sûl (see Rivendell, 
  page 55) travelling with two companions. The Rangers 
  were watching over the great East Road from Weathertop 
  but have now been called away on pressing matters to 
  the south. They are of course kinsmen of Hiraval and any 
  other Dúnedain characters so the encounter is friendly 
  and doesn’t require any rolls as information is freely 
  given. However, they will not linger. 
  On Hiraval’s express request, Arbarad has kept watch 
  over his family mansion since when the Ranger left for 
  Rivendell, and can now tell the company that the brigands 
  have not yet left their camp among the ruins. Arbarad 
  additionally provides the player-heroes with the following 
  information:
  •	
  There are five brigands camping out in the old ruins 
  to the north of Weathertop.
  •	
  As far as Arbarad can tell, the brigands are highwaymen 
  looking for easy coin, but there are heated exchanges 
  within the group; the leader and another often 
  appear to disagree although often the reason for such 
  arguments is not known.
  At this point, the Rangers will end the discussion and 
  bid the company farewell; pressing business to the south 
  means that they cannot assist them in dealing with the 
  brigands. Hiraval waits for the Rangers to be out of 
  sight, then complains loudly about the blindness that is 
  preventing his own comrades from seeing what is really 
  important. But one day they will see for themselves that 
  he was not deceived…
  
  99
  - paRt thRee - 
  the secRet ManoR
  The Weather Hills used to mark the border between the 
  realms of Arthedain and Rhudaur of old. Hiraval says that 
  the remains of his manor are a day’s march north of Amon 
  Sûl, nestled within a range of windswept hills, crumbling 
  stone walls and broken towers. It is a secret place, difficult 
  to find. Unless you know the way, of course.
  The terrain to traverse is rugged and hilly, dotted with 
  thick, hard bushes, stones and rocks, but Hiraval follows 
  the faint tracery of a safer path with surety. The Ranger 
  leads the company across many twists and turns, until 
  the heroes reach a circle of boulders, rising on the edge 
  of a deep cleft running from west to east. “Welcome to my 
  humble abode,” says Hiraval.
  At first glance, the companions see only the steep walls 
  of the fissure, covered by vegetation, as they descend 
  into the darkness, and hear the gurgling of a slow stream 
  running at its bottom. But suddenly their eyes adjust to 
  the deep shadows of the opening, and they finally see 
  what cannot be seen from any other place in the Weather 
  Hills: against the far wall of the cleft, no more than sixty 
  yards from them, rise the walls of the hidden mansion 
  of Hiraval’s family, a manor built entirely against the 
  northern cliffside of the deep valley!
  the “bRigands”
  The men who occupy the ruins and who Hiraval refers to 
  as ‘brigands’ are in fact individuals of a more peculiar 
  sort… they are a company of aspiring adventurers! For 
  the moment they are no more than a bunch of young and 
  foolhardy rovers, but they are ambitious, and eager to 
  make a name for themselves. 
  Their companionship was born in Bree last year, when 
  Elwin met Fay for the first time at the Prancing Pony. Elwin 
  and his men have recently left Bree. They have chosen 
  the ruins of the manor as their current refuge of choice, 
  and always return to them after their exploration of the 
  surrounding countryside. They have never encountered 
  Hiraval and don’t know much about the Rangers of the 
  North, as they still suffer from the preconceptions about 
  them they heard tell in Bree. The Rangers consider them 
  to be no more than brigands, as they trust Hiraval’s 
  word. The company of Elwin sees Eriador as a region full 
  of opportunities for people who, like them, are willing 
  to put their lives at risk for the sake of adventuring and 
  committing deeds worthy of remembrance. 
  Unfortunately, the darkness hiding in Hiraval’s manor is 
  threatening to break their fellowship already…
  Playing the ‘Adventurers’
  The Loremaster does not have to play the men from 
  Elwin’s company as if they were player-heroes. This 
  means that these characters do not need to be fleshed 
  out using the same character creation rules found in 
  The One Ring Roleplaying Game, nor is it necessary 
  to worry about things like Hope, Virtues or Rewards. 
  These characters are meant to provide for an 
  entertaining and unusual encounter, something that 
  should surprise the player-heroes and let them wonder 
  about how to deal with these young troublemakers. 
  Not everyone who wanders about Eriador need be 
  either a brigand, a Ranger, a ghost or an Orc… 
  Should a fight between the companions and the 
  ‘adventurers’ break out, the Loremaster may use the 
  stats provided for each character below, giving each 
  of them a Parry rating between 4 and 6, and an 
  Armour rating of 1d, 1d or 2d. 
  Elwin
  Elwin is a young Man of Bree, charismatic and quick-
  witted. In time, he could make a good leader, but for 
  the moment he is a bit too naive and unwary. He grew 
  up listening eagerly to all the old stories told about the 
  time of the King, when all the land was united under one 
  Crown. All his life he dreamt of buried treasure and the 
  lost heritage of a heroic time, and one day he decided to 
  leave home and go look for adventure.
  Attribute Level:  
  4
  Specialities:  
  Eriador-lore
  Distinctive Features:  Eager, True-hearted
  Relevant Skills:  
  Inspire ♦♦♦, Travel ♦, Sword ♦♦
  Endurance:  
  12
  What Lies Beneath
  
  100
  Ruins of the noRth
  Fay
  Enemies often underestimate the capabilities of this 
  Hobbit-lass from Staddle, often to their disadvantage. Fay 
  met Elwin in Bree when he caught her attempting to pick his 
  money pouch, during last year’s autumn festivities. Seeing 
  a misguided potential in her, Elwin lectured the Hobbit girl 
  about heroes and adventures, and a companionship was 
  forged. Fay is the best archer in the band of outlaws and 
  has a cutting sense of humour, which Herbert has been on 
  the receiving end of too many times for his liking.
  Attribute Level:  
  5
  Specialities:  
  Burglary
  Distinctive Features:  Gruff, Keen-eyed
  Relevant Skills:  
  Awareness ♦♦♦, Stealth ♦♦♦, 
   
  Bow ♦♦
  Endurance:  
  10
  Herbert
  Shorter than the average Breelander and with a rough 
  tangle of blond hair, Herbert would be considered 
  handsome if it wasn’t for a permanent sneer etched upon 
  his face. A fellow already prone to jealousy, Herbert has 
  secretly envied Elwin and his status as the groups’ guide 
  since they first met, and this sentiment is starting to turn 
  into hate under the influence of Húldrahir (see page 108). 
  It will not be long before Herbert decides enough is enough 
  and tries to take Elwin’s place.
  Attribute Level:  
  3
  Specialities:  
  Enemy-lore (Wolves)
  Distinctive Features:  Spiteful, Brutal
  Relevant Skills:  
  Awe ♦♦, Athletics ♦♦, Spear ♦♦,  
   
   
  Dagger ♦♦♦
  Endurance:  
  12
  Folulf and Arnulf
  Two Woodmen, Folulf and Arnulf hail from distant 
  Wilderland. They made the journey across the Misty 
  Mountains just a few months ago and met Elwin and his 
  companions on the East Road. The young Breelander was 
  elated at having met such far-distance travellers, and 
  insisted that they join his fellowship. The two brothers 
  gladly accepted what they deemed was a true-hearted 
  proposal, and they joined the company. Folulf, the more 
  superstitious of the two Woodmen, believes the manor to 
  be haunted. A creeping shadow that crawls amongst the 
  ruins during the night plagues his dreams. He will freely 
  comment on this if given the chance.
  Attribute Level:  
  4
  Specialities:  
  Folk-lore
  Distinctive Features:  Swift (Folulf), Wary (Arnulf)
  Relevant Skills:  
  Awe ♦♦, Hunting ♦♦, Axe ♦♦♦  
   
   
  (Folulf), Bow ♦♦ (Arnulf)
  Endurance:  
  12
  
  101
  the secRet ManoR
  Hiraval’s fortress is nothing short of unusual. Built by 
  the best stonemasons living in Arthedain at the time, 
  the structure is composed of different levels built one on 
  top of the other, against the north wall of the cleft. From 
  their vantage point atop the opposing side of the fissure, 
  the company can easily see the various parts of the 
  fortification, as they emerge from the leafy fretwork of the 
  thick vegetation covering the rock wall.
  1. Watchtower
  This narrow, round stone tower constitutes the highest 
  structure of the manor, and is easily the first thing the 
  companions notice as it emerges from the foliage. It 
  used to be three storeys in height, but its topmost floor 
  collapsed at some time in the past. Arnulf and Folulf keep 
  watch here during the day. By night, one of them in turn 
  returns to the manor ruins, leaving the other on watch. 
  From here they enjoy a good view of the bottom of the cleft 
  and the stairway leading to the manor house.
  2. Manor House
  Constituting the main part of the construction, the manor 
  house is built on two floors above the stables, and is reached 
  from the bottom of the cleft by a flight of stone steps. The 
  manor house comprises family rooms, servant quarters, 
  the main hall, kitchen and library. All rooms are deserted 
  and mainly devoid of any furniture. Large fireplaces gape 
  open against the blackened walls, and carven timbers criss-
  cross the ceilings above. Debris litter all floors, making it 
  almost impossible to move about stealthily. It is in these 
  places, among the shadows of forgotten traditions that 
  Elwin’s company make their camp. 
  3. Stables
  Occupying the lowest level of the manor on the surface, 
  the stables open on the floor at the bottom of the cleft. A 
  single horse is stabled inside, well looked after by Elwin. 
  She is a large cart-horse, built more for strength and 
  stamina than speed. Elwin got her from his father, as a 
  parting gift, and he has named her Drum. During the night 
  Drum is often nervous and skittish, requiring Elwin to 
  remain with her, calming her with soothing words. Those 
  with some skill in horse husbandry or perhaps an Elf may 
  see deeper meaning in the horse’s behaviour, for she senses 
  the presence of Húldrahir in the dark of the night.
  4. Cellars 
  Although extremely damp and flooded in places, the 
  cellars remain largely intact. They are infested by rats that 
  nest within rotten crates.
  5. Family Crypt
  Beneath the cellars there lies the family tomb of the 
  Dúnedain who were once masters of these lands, the 
  ancestors of Hiraval. These crypts are not reached from 
  What Lies Beneath
  
  102
  Ruins of the noRth
  the cellars, but by a hidden stairway, whose entrance is 
  secreted among the vegetation on the cleft bottom, a few 
  yards from the entrance to the stables. This is the resting 
  place of Húldrahir and it is from under these grounds that 
  he extends his malice (see page 107). 
  enteRing the ManoR
  If the companions still trust Hiraval’s word, they will see 
  the adventurers occupying the ruins as a group of craven 
  brigands, probably to be dealt with swiftly. Looking at the 
  situation from the opposing side, the men from Elwin’s 
  company will think the same about the companions, and 
  react accordingly. 
  The Loremaster must consider the approach chosen by the 
  companions carefully, and select the  most appropriate 
  response for Elwin and his men. Violence will most likely 
  generate violence, while a more friendly attitude will give 
  a chance to the ‘brigands’ to identify the threat they are 
  facing and possibly let them make an attempt at resolving 
  the situation peacefully. The following paragraphs 
  examine two options: a direct assault and a stealthy 
  approach.
  A Direct Assault
  This is Hiraval’s preferred course of action, one he will 
  propose and advocate as soon as the companions start 
  discussing their options; the Ranger openly resents the 
  ‘bandits’’ intrusion in what he feels is his own house and 
  wishes to get rid of them as quickly as possible. He does 
  not seem to mind the likelihood of a bloodbath… what 
  the player-heroes will think of the inevitable increase in 
  Shadow points is entirely another matter!
  The following paragraphs consider the challenges the 
  companions will face when attacking the manor. 
  •	
  Look-outs in the Tower. Folulf and Arnulf regularly 
  man the tower as their company’s look-outs. They 
  have an excellent vantage point and can shoot arrows 
  down upon any attacker at will.
  •	
  The Lay of the Land. Given the unusual structure of 
  the manor, it will be difficult to scout the land in or 
  around it. Considering such circumstances, all Battle 
  rolls made to gain combat advantages are set at TN 18.
  •	
  Protecting Edrahil. Although capable, Edrahil is still 
  just a boy and not hardened to the dangers of battle. 
  Hiraval insists in him not joining any fight, but what if 
  he should be spotted or targeted by an attack?
  •	
  Recklessness. The ‘brigands’ are unlikely to flee or 
  surrender if attacked openly, as they feel they hold the 
  better position. They will resist at least until both their 
  leader Elwin and Herbert are slain.
  •	
  Brigand Tactics. The Woodmen will stay in the 
  watchtower, peppering the companions with arrows 
  as they advance on the outlaw camp, while the others 
  hold their line within the manor, using it as cover 
  against any ranged attacks. Once the player-heroes 
  close the ground the ‘brigands’ will engage them in 
  close combat.
  A Stealthy Approach
  If the companions persuade Hiraval, they may approach 
  the manor stealthily, in order to ambush the ‘brigands’ 
  as they rest. Hiraval openly demonstrates his impatience, 
  and might even voluntarily give away the presence of the 
  player-heroes to force the companions to attack instead.
  •	
  Approaching the Manor. Even in darkness, it will 
  be a difficult task to approach the camp without being 
  spotted: Elwin’s men may be young, but are are not 
  fools and they do place a watch during the night. If 
  Arnulf is on watch, he is Wary, and this makes all 
  attempts at sneaking more difficult by one level (see 
  Loremaster Characters as Obstacles, on page 216 
  of The One Ring).
  •	
  Identifying the Brigands. If the companions enter 
  the manor without being spotted, they may spy upon 
  the group of ‘brigands’. A successful roll of Riddle, 
  Insight or Battle will identify Elwin as their leader, 
  and should lead the companions to put their identity 
  into question, especially if there are Hobbits or 
  Woodmen in the company.
  •	
  Brigand Tactics. If the companions profit from a 
  successful infiltration to attack the ‘brigands’ by 
  surprise, the would-be adventurers will not be as 
  organised as if they were defending themselves 
  
  103
  from a direct assault, and might actually consider 
  surrendering if confronted by a violent onslaught. If 
  they are ambushed, Fay will promptly disappear into 
  the shadows.
  Meeting elWin
  If the adventurers identify Elwin’s band for what it really 
  is, either during a fight or because they got a chance to 
  give them a good look, they might want to interact with 
  them. If they choose to do so, the encounter can be set up 
  using the usual rules.
  What do the companions want to achieve from this 
  encounter? The best outcome they may get may be to have 
  Elwin and his men agree to leave the manor, but it won’t 
  be easy; Hiraval will hinder any attempt at a peaceful 
  negotiation, as he is firmly convinced of the ill-will of 
  these ‘brigands’. The Ranger would rather have them 
  stripped of their weapons and armour, if not put in chains 
  and thrown down into the cellars.
  Set Tolerance
  Elwin is impressed by Valour, so the base Tolerance rating 
  is set equal to the highest value among the companions. 
  But the encounter suffers from the strain that is put on 
  all negotiations by the suspicious Hiraval (-2 Tolerance). 
  Moreover, if the heroes approached the ‘brigands’ with 
  weapons in hand, decrease Tolerance by 1 further point; 
  if anyone among Elwin’s men has been harmed, decrease 
  the rating by 2. Finally, the Loremaster should take into 
  account the Standing rating of any Woodman or Hobbit 
  character, as their names might not be unknown to Folulf, 
  Arnulf or Fay.
  Introduction
  The player-heroes are free to present themselves in the way 
  they see fit. Elwin is True-hearted, and thus appreciates 
  plain speech, possibly given by a spokesman. When 
  the heroes are done making their introduction, Elwin 
  introduces his companions:
   
  “I am Elwin, an adventurer from Bree, and I am the leader 
  of this group of... free spirits. The one who looks like he 
  wants to stick a knife in you is Herbert, my right-hand 
  man. Our Hobbit-lass with eyes of steel is Fay. Those 
  ready to pin you with arrows,” he nods briefly towards the 
  watchtower, “are Folulf and Arnulf, hailing from distant 
  Wilderland. Now speak freely; why are you here?”
  Interaction
  Confronted by the real deal, Elwin and his aspiring 
  adventurers adopt a competitive attitude towards the 
  companions. They are easily awed by them, and will 
  probably be very impressed if the companions start 
  recounting something of their deeds, but at the same time 
  they will feel the need to impress them on their part. 
  What Lies Beneath
  
  104
  Ruins of the noRth
  The Loremaster should consider the direction the 
  conversation takes, to find the appropriate moment to set 
  up one or more challenges, pitting one companion against 
  one of the ‘brigands’. These challenges may be of different 
  nature, from a drinking contest to a round of archery. Two 
  examples follow:
  •	
  Fay challenges an archer in the company. She places a 
  full waterskin against a wall as a target. The difficulty 
  to hit it is TN 16 – the player-hero goes first. If he scores 
  a great success or more, Fay declares herself beaten 
  and congratulates the companion. If the hero fails 
  or scores an ordinary success, Fay shoots an arrow 
  and scores a great success! A great or extraordinary 
  success counts towards the encounter’s total (see 
  Evaluating the Outcome of the Encounter below).
  •	
  Herbert draws his dagger and challenges a hero to a 
  ‘fake’ duel with knives. The contestants lunge, dodge 
  and slash, trying to surprise their opponent, but 
  refraining from actually doing any harm. This works 
  as an opposed action using the Dagger skill (see 
  The One Ring, page 148); the contestants roll against 
  a difficulty equal to 10 plus the Parry rating of the 
  opponent. The first contestant to win three times is 
  declared the winner. If Herbert wins, his final strike 
  is a real thrust, dealing 5 points of Endurance loss! 
  If the player-hero wins, add three successes to the 
  encounter’s total.
  Evaluating the Outcome of the Encounter
  Once the interaction has been played out, the total number 
  of successes is compared to the following:
  1: If the player-heroes proposed that Elwin leave the 
  manor, Hiraval demands that they leave their weapons 
  and armour behind when they do so. Elwin will not 
  accept it, unless threatened by the prospect of an armed 
  confrontation. If this happens, Elwin commands his 
  friends to drop their weapons; he does not want them 
  to die this way. The companions have gained an enemy, 
  and it is possible that Elwin and his friends will actually 
  turn into real brigands one day, failing to find another 
  opportunity to gain fame and fortune. If the heroes deny 
  Hiraval’s request, he erupts in a rage and can be calmed 
  down only after a prolonged effort.
  2-4: The companions succeed in negotiating peacefully 
  with Elwin, and he promises to leave the manor the next 
  day. Hiraval does not say anything against the decision, 
  but he secretly feels betrayed by the heroes and takes 
  another step towards darkness.
  5-6: Elwin agrees to whatever the companions proposed 
  him, and Hiraval seems to go along with the decision. 
  7+: The encounter has progressed splendidly, and Elwin 
  and his men are impressed by the heroes so much they 
  propose to help them in their task, should they consent for 
  them to join up temporarily. Hiraval seems gladdened by 
  their presence, as if the meeting made him think of how 
  many strangers became friends under that same roof in the 
  years when the manor stood intact and his family ruled.
  - paRt FouR - 
  a night oF tReacheRy 
  and Madness
  This part of the adventure considers that Elwin and his 
  men are still at the manor, either as prisoners of the 
  company or as friends. 
  During that same night, following the encounter, the 
  malice of the shade Húldrahir threatens the companions 
  and Elwin’s men. The hungry ghost seeks to stir everyone 
  up against each other, in particular acting against those 
  whose spirit it has weakened already: Hiraval and Herbert. 
  Húldrahir may naturally also target a player-hero, should 
  his Shadow rating make him a suitable victim.
  In the case of Herbert and Hiraval, the consequences of 
  Húldrahir’s malicious actions are detailed in the paragraphs 
  Breaking Herbert and Breaking Hiraval, respectively. 
  Ideally, the two episodes will take place shortly one after the 
  other, in a chaotic crescendo. If a hero is targeted, Húldrahir 
  employs its Dreadful Spells (Madness) special ability, to 
  increase its victim’s Shadow point score or to trigger a bout 
  of madness, should a hero fail a Corruption check with 
  an C result (see Húldrahir’s description on page 108). 
  Húldrahir will employ a maximum of 3 Hate points to fuel 
  his Dreadful Spells before the final confrontation with the 
  companions is initiated.
  
  105
  bReaking heRbeRt
  Long, finger-like shadows stretch out amongst the manor 
  ruins. As the companions and the ‘brigands’ finish eating 
  a supper of weak broth around the fire, Herbert drifts into 
  an uneasy sleep. As he lies by the fire, the evil will of the 
  shade Húldrahir reaches out to the young man, filling his 
  dreams with fear and delusions. 
  A hero with an appropriate Trait (Wary, Keen-eyed or similar) 
  may be allowed a roll of Insight: a success notices that 
  Herbert’s rest seems very troubled; if the issue is raised with 
  Elwin or Fay, they can both confirm that Herbert has been 
  sleeping fitfully since they started staying inside the manor. 
  If any companion is keeping an eye on Herbert, a few 
  hours later he wakes up and approaches the group leader 
  to engage him in small talk. If no one is spying on him 
  openly, Herbert suddenly and silently plunges a dagger 
  deep into Elwin’s chest, killing him!
  If the companions do not witness this foul deed, Herbert 
  returns to his resting place and raises the alarm claiming 
  that he has just witnessed one of the player-heroes kill 
  their leader…
  A Confrontation
  As the alarm is sounded, Herbert points to the player-
  hero he has accused (the Loremaster should choose the 
  character acting as the company’s leader or Guide), while 
  Fay cries out in dismay and rushes towards the stricken 
  Elwin. With the camp in disarray, Herbert shouts, “I saw 
  him just now. He buried his knife deep in Elwin’s chest”. 
  The companions need to think fast, as Hiraval sees the 
  opportunity to finally get rid of these ‘brigands’ with the 
  help of the companions – the Ranger quickly sides with the 
  player-heroes and draws his long sword, ready for battle. 
  Seeing the impending threat, Fay, Folulf, Arnulf and the 
  deranged Herbert are left without a choice and must stand 
  against the company. 
  The Loremaster may allow one of the following options 
  before the battle begins:
  •	
  A hero succeeding at a Riddle test will notice that 
  Herbert’s scabbard is empty, the weapon now lodged 
  in Elwin’s chest. If accused, Herbert shrugs, stating 
  that the player-hero must have taken it from him while 
  he slept. Unconvinced, Fay will attack Herbert as the 
  fight with the heroes erupts, killing him instantly with 
  a well-placed arrow to the back.
  •	
  The player-heroes may attempt to intimidate (an 
  Awe test at TN 16) Elwin’s men, counting on their 
  superior strength. A great or extraordinary success 
  results in both Folulf and Arnulf laying down their 
  weapons. If this happens, Fay takes the chance to put 
  her art of disappearing into use and vanish into the 
  darkness. If left alone, Herbert will madly charge into 
  the companions, only to be cut down mercilessly by 
  Hiraval.
  If a full fight with Elwin’s men erupts, the battle will 
  probably be short and bloody. The ‘brigands’ will fight 
  desperately, believing they are facing the murderers of 
  their leader and friend. 
  As the battle reaches its tragic conclusion, the Loremaster 
  should consider a Shadow points increase for each 
  companion, as killing Elwin’s men qualifies as a misdeed 
  (the amount must be weighed by the Loremaster, as the 
  circumstances are certainly going to vary wildly for each 
  group of players). 
  If that was not enough, when the unfortunate fight with 
  Elwin’s men finally reaches its conclusion, the heroes start 
  perceiving an oppressing presence weighing down upon 
  their spirit, a feeling that finally hints at something more 
  sinister working amongst the shadows of the manor. All 
  companions must pass a Corruption test: those who fail 
  gain a point of Shadow. 
  a daRk night
  As the night deepens, a storm breaks overhead, distant 
  thunder quickly followed by a light rain that progressively 
  worsens. 
  If any of Elwin’s men are still alive, they will now talk 
  of many nights here filled with restless sleep and dark 
  dreams. A darkness rests over this place, they say, even 
  on the brightest day. With a little cajoling, Folulf or Arnulf 
  will blame the tragic occurrences of the last few hours on 
  What Lies Beneath
  
  106
  Ruins of the noRth
  this darkness, adding that they are now certain that the 
  manor is cursed, and that they all should leave. At these 
  words, Hiraval will burst into laughter, his apparent mirth 
  turning quickly into scorn. The Ranger will again accuse the 
  ‘brigands’ for everything that occurred so far, and bid them 
  leave his house, if they do not like it here.
  Searching the Ruins
  It is highly likely that the player-heroes will at some 
  point search the ruins. Perhaps the concerns raised by 
  Elwin’s men match what they feel about the manor 
  or maybe they simply want to explore the area before 
  once again bedding down for the night. 
  The Loremaster should use the map and manor 
  description at page 100 to describe what they find. 
  In particular, a Search test made near the stables will 
  discover the hidden gate leading to the tomb, an opening 
  covered by overgrown roots and underbrush. A sturdy 
  wooden door reinforced with iron blocks the entrance. 
  A great or extraordinary success in the Search test 
  identifies sinister signs and figures scrawled above the 
  doorway, their carvings too dim to read. 
  If the heroes are searching the ruins through the night 
  the storm is now at its height, making it impossible for 
  the player-heroes to see anything. Hiraval insists they 
  continue any investigation at daybreak, and he and 
  Edrahil return to the ruins to spend the night inside.
  The rain continues unabated, quickly turning the 
  grass and earth at the bottom of the cleft into thick 
  mud. Each flash of lightning casts stark and eerie 
  shadows, the dark ruins reaching up like claws…
  Dark Portents
  In the middle of the night, Húldrahir reaches out to the 
  sleeping adventurers, darkening their dreams, and puts 
  fear in the hearts of those who are awake.  
  Everyone sleeping must pass a Corruption test at TN 14, 
  TN 16 for those who saw the uncanny signs carved in the 
  stones outside. Those who fail the test dream of walking 
  towards the wooden door. As they approach they hear a 
  chilling voice, as if carried on the wind:
  “To my house of old you roam,
  Usurpers to my noble throne,
  To rouse me from my longest sleep,
  Your blood and sinew mine to keep!”
  If anyone is keeping watch, the Loremaster requires them 
  to pass a Fear test, as the thunder crashes with such 
  unnatural violence that the companions believe they can 
  perceive an evil wrath behind it.  Those who fail cover their 
  ears in fear, while those who still have their wits about 
  them are allowed to make an Awareness test with TN 
  16: on a success, a hero hears the splintering of shattered 
  wood and cracked stone.
  If the player-heroes wake Hiraval to discuss these sounds and 
  dreams, the Ranger seems oblivious to them at all. Edrahil 
  sleeps soundly as the companions discuss these events and 
  Hiraval will not wake the boy under any circumstances. 
  “Let the child rest,” the Ranger will say. “He has seen much 
  these past days. Too much for a boy of his years.”  Perceptive 
  characters succeeding at an Insight test will see that dark 
  circles underline Hiraval’s eyes and his brow is furrowed 
  with concern. Should a character raise these issues 
  he waves them away with a comment: “Dark eyes and 
  furrowed brow are a Ranger’s lot in life.” 
  Should any player-hero mention or especially recite the 
  poem heard in dream, then Hiraval’s reaction will be more 
  severe. Quickly rising to his feet, he hisses, “Do not speak 
  aloud of such things in the dark watches of the night!” 
  After a terrible moment passes, the Ranger composes 
  himself and sits down again, raising his hand in placation. 
  “Please, be still. I am troubled by mere thoughts and will 
  speak of them in the morning, but no sooner! Now sleep”.
  bReaking hiRaval
  Unknown to the player-heroes, Hiraval has suffered far 
  greater than everyone else at the hands of the restless 
  Spectre haunting the manor. By now, the cursed Ranger 
  believes he has struck a bargain with Húldrahir that will 
  see the curse laid upon his family be finally lifted. All the 
  Ranger needs to do is to bring his own son Edrahil down 
  into the crypts of his family…
  
  107
  As the turn of Hiraval to keep watch comes, Húldrahir 
  instructs him to bring Edrahil to him. Carrying the 
  sleeping boy, the Ranger will make his way towards the 
  entrance to the crypt and their doom. If the player-heroes 
  have no one on watch with Hiraval during such time, then 
  they will notice his absence and that of his son only when 
  the Ranger is but a shadow in the night.
  If someone is awake when Hiraval takes Edrahil, then 
  questioning the Dúnadan will result in no response; the 
  Ranger’s eyes are fixed to a distant point, his face set. 
  The Ranger must be tackled physically to prevent him 
  from entering the crypt, something that the assembled 
  companions succeed at automatically. If a companion 
  tries to stop Hiraval by himself, he needs to succeed in an 
  Athletics test (TN 18); upon a failure, the Ranger pushes 
  away the intruder and presses on.
  Edrahil’s Fate as a 
  Revelation Episode
  If you are using the optional Eye of Mordor rules 
  found within Rivendell, you might tie the fate of 
  Hiraval’s son to a Revelation episode. If such an 
  occurrence is due to the rules for Eye Awareness, then 
  the Ranger might disappear with his son without the 
  player-heroes be given the chance to stop him at all. 
  In such a case, the heroes will be left with just the 
  option of running after the deranged Ranger, in the 
  hope of finding him in time.
  A much harsher application of the principle that a 
  Revelation episode always worsens the company’s 
  predicament, might be that of having the attempts at 
  saving Edrahil actually harm the boy, or even kill 
  him. The boy might fall from his father’s embrace 
  and break his neck upon a stone as a companion tries 
  to restrain or attack Hiraval, or an attack aimed at 
  Hiraval might hit his son instead.
  into the cRypt
  This part of the adventure is written on the assumption 
  that Hiraval has brought Edrahil into the crypt, and has 
  been followed by the player-heroes soon after. 
  The storm rages around the companions as they make their 
  way to the crypt. Thunder shakes the ground, lightning 
  flashes across the black sky and the rain beats down upon 
  them all, quickly drenching their clothes. Reaching the 
  gateway, they discover the door has been torn asunder; 
  charred and blasted wood lies scattered around the 
  archway while the long iron hinges are bent and twisted 
  like an old crone’s fingers, beckoning in the dark.
  As the companions stand before the opening, the storm 
  suddenly quiets and the rain stops, its place taken by 
  a freezing wind that rushes past them and beyond the 
  blasted crypt door. The light from the companions’ torches 
  flickers in the night and long shadows dance about them 
  as they take the stairs and descend into darkness.
  Inner Darkness
  Fear flows out of the opening like a cold vapour. The flight 
  of centuries-old steps climbs down into the ground. As 
  the companions make their descent they see the light of a 
  torch ahead mixed with an eerie, sickly glow. Those who 
  previously heard the poem in their dreams must now pass 
  a Corruption test (TN 16) or be overwhelmed by a sense of 
  ill-omen –  they gain a point of Shadow (the TN is normal 
  for those who didn’t hear it).
  The companions follow the steep and low-ceilinged 
  stairway into the earth for about sixty feet before they step 
  out into a large room, approximately thirty feet in width 
  and stretching out into the darkness ahead. Many torches 
  illuminate the chamber, as they hang from iron-wrought 
  wall brackets. In two columns stretching out beyond the 
  light cast by the torches are the tombs of Hiraval’s ancestors, 
  laid to rest over many centuries under their manor home.
  But it is something else that grabs the attention of the 
  companions. Twenty feet away, between the two columns 
  of tombs stands Hiraval, his back to the approaching 
  companions. Before him lies the boy Edrahil, his sleeping 
  body stretched upon the floor. At the edge of torchlight 
  stands a dark, vague figure wrapped in ghost-like and 
  torn robes; and where a head should be, two points of 
  sickly green light burning with wicked intent.
  “…Your blood and sinew mine to keep,” a dreary voice 
  rasps. “Slay the boy and the spell will be broken, the Morgul-
  What Lies Beneath
  
  108
  Ruins of the noRth
  lord’s curse finally lifted. For too many centuries the wind 
  howling in the halls of your fathers has been black.”
  A claw-like hand reaches out, pointing to the child and you 
  see Hiraval visibly shaking and trembling, moaning as if in 
  pain, as he draws his sword and looks down upon Edrahil.
  The Doom of Hiraval
  The ghost-like apparition in the crypt is the Spectre of 
  Húldrahir, an ancestor of Hiraval who once was cursed 
  by the Lord of the Ringwraiths himself, the Witch-king of 
  Angmar. The restless spirit haunts the ruins of his former 
  abode, and drives to madness all those who linger here. 
  Suffering from the Witch-king’s curse himself, Hiraval 
  has been slowly consumed by the dark presence of his 
  ancestor, and he is now on the verge of taking the last 
  step towards madness that will end his line and curse him 
  forever. 
  When this finally comes to pass, the will of the Lord of the 
  Ringwraiths will be done, and the shade of Húldrahir will 
  be all that remains of a once proud and noble family. 
  The scene set before the companions has them facing 
  the Spectre, but also a deranged Hiraval. The Ranger is 
  under the thrall of the Spectre and is considered to be 
  suffering the effects of a Bout of Madness: he will attack 
  anyone who tries to prevent him from killing the boy (the 
  characteristics of the Ranger are on page 95; additionally, 
  consider him to have a Parry rating of 6, and an Armour 
  rating of 2d).
  With all that has gone before, the player-heroes should 
  now be conscious that the Ranger is not in control of his 
  actions and might wish to stop him without killing him 
  (see Non-lethal Attacks, opposite). Other options include 
  attempting to disarm him and then wrestling him to the 
  ground (using an opposed Athletics test).
  Incapable of attacking the companions physically, 
  Húldrahir the Spectre will employ his Dreadful Spells and 
  Visions of Torment special abilities to harm them. 
  If the companions do not do something about it, Hiraval 
  will kill Edrahil before their eyes, and then break under 
  the weight of his demented deed and succumb fully to the 
  Shadow: he will turn against the heroes, sword in hand, 
  and attack them relentlessly, searching for release in a 
  quick death.
  Non-lethal Attacks
  Sometimes a companion may wish to refrain from 
  dealing potentially lethal damage to an adversary 
  – for example, by using only the flat of a blade, 
  the haft of an axe, and so on. When this happens, a 
  successful attack deals only a loss of Endurance, but 
  cannot inflict a Wound (regardless of the result on the 
  Feat die).
  Húldrahir, Dúnadan Spectre
  Húldrahir appears as a tall, ghost-like figure shrouded in 
  a threadbare cloak and rusted chain armour, once finely 
  wrought. Beneath a helm of silvered metal his eyes burn with 
  a green and sickly light from where his head should be.
  attRibute level
  6
  enduRance
  hate
  35
  9
  paRRy
  aRMouR
  7
  2d
  skills
  Personality, 3
  Survival, 1
  Movement, 4
  Custom, 3
  Perception, 3
  Vocation, 2
  Weapon skills
  None (incorporeal)
  special abilities
  Ghost-form
  Dreadful Spells*
  Strike Fear
  Visions of Torment
  *Madness: A hero who fails a Corruption check (TN 16) 
  due to Dreadful Spells experiences harrowing visions, 
  causing him to gain 5 Shadow points. If the check failed 
  producing an C, then the player relinquishes the control 
  of the hero to the Loremaster for a full round of combat, 
  as if he experienced a Bout of Madness (see The One Ring, 
  page 225). 
  
  109
  Húldrahir can be harmed only by heroes wielding a 
  weapon possessing an Enchanted Quality (see Ghost-
  form, in Rivendell, page 76). If the heroes cannot defeat 
  the Spectre, at least its plans may be thwarted by saving 
  Hiraval and his son.
  - epilogue - 
  húldRahiR deFeated
  Achieving victory at Hiraval’s manor may come at a great 
  cost. The body count may be high, including some (or all!) 
  among Elwin’s men, or Hiraval and his son Edrahil.
  If the Ranger and his son (or one among them) end up dead, 
  the Loremaster will most likely have the companions gain 
  a number of additional points of Shadow, based on the 
  circumstances of their demise and the type of relationship 
  the heroes had with the deceased; 1 or 2 points should be 
  enough, to represent the guilt and regret felt by the player-
  heroes.
  If Hiraval survives his son, the Ranger will be wracked 
  with grief. He won’t survive the experience, unless the 
  companions think of escorting him back to Rivendell, in 
  order to rest and heal.
  If Edrahil survives his father, the player-heroes should 
  feel duty-bound to bring him back to the safety of 
  Rivendell. It will take some time for the boy to recover 
  but he will never forget; in years to come,  Edrahil will 
  become a Ranger, to redeem the name of his father and 
  that of his family.
  If Húldrahir is not defeated, the deaths of Hiraval and/or 
  Edrahil will spell the end for the ruins of the manor and 
  the surrounding lands. The region will become a dark and 
  blighted place, shunned by everyone who wanders across 
  Eriador. 
  If the Spectre has been banished, the Ranger might leave 
  the secret manor to the companions as a gift with his 
  dying words. The ruins and the surrounding land can be 
  set up as a rating 9 holding (see the rules for holdings on 
  page 8 of The Darkening of Mirkwood).
  Should both Hiraval and Edrahil survive, the Ranger will 
  have miraculously succeeded in reclaiming his heritage. 
  Within weeks, other Rangers and allies will arrive at the 
  ruins of the former manor and a small settlement of tents 
  will quickly spring up with more permanent structures 
  added during the later years. 
  Although it will never reach the past glories of the manor, 
  the settlement will prove vital to the Rangers as a waypoint 
  just north of Weathertop and a place to recuperate and 
  replenish supplies.
  What Lies Beneath
  
  110
  Ruins of the noRth
  shadows over
  - tyrn gorthad -
  •	
  When: The company starts this quest in the Summer 
  of 2975, though this can be moved a few years forward 
  or backwards as necessary.
  •	
  Where: The adventure starts in Rivendell, but eventually 
  ranges across much of Eriador, from Angmar, to the 
  edge of the Old Forest, before eventually ending in the 
  Barrow-downs.
  •	
  What: Barrow-wights are passing far beyond the 
  Barrow-downs and growing bolder all the time. Gandalf 
  the Grey asks the characters to help him discover what 
  can be done to put them to rest permanently.
  •	
  Why: All of Eriador is in mortal danger from free-
  roaming Barrow-wights. Worse still, they may very 
  well represent the vanguard for the return of the 
  Witch-king of Angmar. Rivendell would certainly be 
  one of the primary targets for such an army.
  •	
  Who: The ultimate aim of the quest is finding a way 
  to help Gandalf permanently deal with the Barrow-
  wights of Tyrn Gorthad.
  Stout Hearts
  Gandalf will not approach a company that hasn’t 
  already impressed him – though they may not 
  know it, or have ever met him personally before. 
  Before starting this quest characters should have 
  already completed several of the other adventures 
  from Ruins of the North, particularly Nightmares 
  of Angmar, or equally harrowing Loremaster 
  originals. Alternatively they may be adventurers 
  from Wilderland who impressed Gandalf during 
  the events of The Darkening of Mirkwood. 
  Additionally, there should be at least one Ranger 
  of the North or High Elf of Rivendell in the party, 
  and one or more characters with either a Valour or 
  Wisdom score of 4.
  FoReWoRd
  Shadows over Tyrn Gorthad is structured a bit differently 
  than other adventures for The One Ring Roleplaying 
  Game. It is not played out over a single Adventuring 
  phase, indeed, it will take several in-game years before 
  the company is ready to confront the danger at the heart 
  of this adventure; but ready or not, they will have to act 
  before the danger grows too great for all of Eriador.
  After being approached by Gandalf the Grey to undertake 
  a vitally important quest, the company will travel across 
  Eriador, frequently into great peril, as they seek out key 
  pieces of ancient lore that they will need to set right a 
  terrible menace. They will learn more than even most of 
  the Wise know about the Barrow-downs, in Sindarin “Tyrn 
  Gorthad”; a place of sacred burial mounds, now long 
  haunted by evil spirits. The spells that once bound the 
  undead to their tombs are fading with the slowly waxing 
  power of the Shadow. Gandalf needs the company’s help to 
  gather the lore he needs and, ultimately, protect him while 
  he attempts to enact them anew. Time, though, is not on 
  their side. The characters will have just over two years to 
  gather the knowledge that will help the Grey Pilgrim enact 
  the rites. Correspondingly, there are portions of Shadows 
  over Tyrn Gorthad that some companies may never get 
  to, it will entirely depend on how much they learn and the 
  choices they make along the way.
  adventuRing phase
  paRt one – the vigilance oF MithRandiR
  The first part of the adventure describes Gandalf’s fears 
  and sees him asking the company if they will undertake a 
  quest to retrieve vital information about how the Barrow-
  wights of Tyrn Gorthad were summoned and bound to the 
  Barrow-downs.
  paRt tWo – RetuRn to angMaR
  This section deals with the long journey from Rivendell to 
  the Grey Waste of Angmar. The company may have to deal 
  with fierce weather and fiercer foes along the way.
  paRt thRee – the valley oF the dead
  In the easternmost reaches of the Mountains of Angmar 
  rests the valley of Nan Gorthrim. There, a sorcerous tower 
  
  111
  holds the secrets that the Grey Pilgrim seeks, along with a 
  lot of Goblins and a terrible Great Orc.
  paRt FouR – on the doWns
  Depending on what they learn in Rivendell, the company 
  may wish to journey to the Barrow-downs to study them 
  and learn all that they can about them in the hopes of 
  helping Gandalf with what needs to be done.
  paRt Five – the hidden vault at FoRnost
  The company may decide to return to Fornost Erain, in 
  order to find the hidden vault of the chronicler Egalmir 
  and see what information they can learn from his family’s 
  dedicated scholarship.
  paRt six – MiRabella’s song
  The company may hear rumours of a Hobbit girl who 
  spent a night on the Barrow-downs and despite assault by 
  a Barrow-wight, miraculously survived. Interviewing the 
  young lady seems to be in order.
  paRt seven – oldest & FatheRless
  The company is sent by Gandalf the Grey to meet with Tom 
  Bombadil and receive his blessings before they confront 
  the Barrow-wights. 
  paRt eight – casting out the shadoW
  Gandalf the Grey must reinforce the ancient magic that 
  binds the Barrow-downs. He can only succeed if the 
  company manages to protect him from a horde of Barrow-
  wights lead by the terrible master of Tyrn Gorthad himself, 
  the evil being known only as the Wight-king.
  staging events
  While running adventures in an ongoing campaign of 
  The One Ring, Loremasters are encouraged to speak 
  of news and tidings of distant events that come to the 
  company’s attention each year. The recent events in Eriador 
  that will eventually lead to the opening of Shadows over 
  Tyrn Gorthad should be introduced two years before the 
  adventure proper begins.
  Year 2973
  In early autumn, dark rumours spread amidst the 
  Dúnedain. Stories tell of how two Rangers dealt with the 
  threat of a Barrow-wight that was seen wandering along 
  a street leading to Bree. If the story is to be given credit, it 
  relates a most unusual occurrence.
  Year 2974
  In the spring, several witnesses see a ghostly apparition 
  wander into the northern reaches of Buckland. A group 
  of Rangers investigate the matter, and reportedly destroy 
  a Barrow-wight before it could ford the Brandywine into 
  the Shire. The fight attracts the attention of several Hobbit 
  Shirriffs, but the Rangers manage to conceal their deed. 
  Word is passed through “unobtrusive” channels to the 
  Master of Buckland that he should set a few more stout 
  souls to watching the boundaries.
  In the late winter, a Ranger named Cirion (alternatively, 
  a friend of the company’s – see page 113) is attacked and 
  killed by a Barrow-wight at the base of the Weather Hills. 
  The creature then flees west before other Rangers can 
  track it. 
  Year 2975 (In this year, Gandalf asks for the 
  company’s assistance in the early summer.)
  A Hobbit girl from Bree loses her way and wanders into 
  the Barrow-downs at night early in the autumn. She 
  survives the experience, and upon her return she tells 
  the tale of how she found refuge atop one of the hills, and 
  how a Barrow-wight came for her, but did not get near 
  until daybreak. The story swiftly became the talk of the 
  town in Bree. The company first hear this tale told in late 
  spring or early summer of 2976, unless their adventures 
  took them somewhere near Bree (see Mirabella’s Song 
  on page 131).
  Year 2976
  In the spring, a determined group of Rangers fights off a 
  group of Barrow-wights wandering along the East Road. 
  The Rangers speak with some apprehension of how close 
  the Wights were getting to Weathertop, and how difficult 
  it was for them to stop them.
  In the summer, Rangers watching the Shire report ghostly 
  figures spying the land of the Hobbits from a distance.
  Year 2977
  More and more witnesses report seeing Barrow-wights in 
  full daylight.
  shadoWs oveR 
  tyRn goRthad
  
  112
  Ruins of the noRth
  - paRt one - 
  the vigilance oF MithRandiR
  It is the lot of all Wizards to ponder, ruminating over 
  scraps of news and lore for long, wearying hours, far past 
  the point when other less-wisdom filled heads would have 
  sought their rest. Even so, Gandalf the Grey is far more 
  frequently given to brooding than others, and with good 
  reason, for his cares are greater.  Tidings from the west 
  have been troubling of late: Barrow-wights have been seen 
  beyond the borders of the Barrow-downs…
  As the Grey Pilgrim’s thoughts once lingered in the East, 
  contemplating the dangers of a Dragon running rampant 
  throughout the North, they have recently, unexpectedly, 
  turned to the West and not just towards his friends in the 
  Shire, but to the dark land not so far from their borders. 
  If the Dragon of Erebor could have been used to serve the 
  Shadow’s purposes, how much worse could come from 
  an army of the undead rising in the very heart of Eriador?
  Little, in truth, is known of what really happened to Tyrn 
  Gorthad. Many hold that the Witch-king of Angmar was 
  behind its blight (see The History of Tyrn Gorthad box 
  below), but where is the proof of this? And why did it take 
  him so very long to enact his evil against a people that 
  were already beaten? Why did the greatest of the Nazgûl go 
  to such lengths, if not part of a move of a grander scheme?
  Gandalf the Grey slowly puffs away at his pipe, thinking, 
  and a plan begins to form...
  elvish singing & daRk tidings
  The company has been invited to Rivendell, to take part 
  in a celebration commemorating the anniversary of a 
  legendary victory from the First Age. There is to be a great 
  The History of Tyrn Gorthad
  Characters with the appropriate Traits will doubtless want 
  to know exactly what they do know about the history of 
  the Barrow-downs. What is generally known by the folk 
  of Eriador is that the Barrow-downs are a place to avoid 
  if you wish to stay alive. The perpetually fog-shrouded 
  hills are covered with grave markers so weathered that 
  whomever they once venerated or whatever they once 
  represented is long lost to time. Stone doors in the sides of 
  the hills mark the greatest of the tombs, but robbers that 
  seek after such things are considered to be fools, one and 
  all. The barrows are cursed and their owners are restless. 
  Nothing good ever comes of interfering with the dead. If 
  a traveller must pass through the Barrow-downs, they go 
  quickly and only by day. Generally folks take the extra 
  time to travel around them, especially since the great 
  East Road lies immediately north of the Downs and the 
  Old Forest borders them to the west.
  Those whose lore or memory reaches back into the 
  past (those with the appropriate Lore Traits) may be 
  considered to possess a knowledge comparable to the 
  information about the Barrow-downs presented in 
  Rivendell on page 60 and 61, and here further detailed. 
  Tyrn Gorthad was once one of the most sacred sites 
  in all the West. The Great Barrows were originally 
  built by Men living in Eriador before the Men of the 
  West came to the shores of Middle-earth. Their funerary 
  tradition was maintained by Elendil and his heirs, until 
  the wars with Angmar many centuries later. When in the 
  year 1409 of the Third Age the armies of the Witch-
  king destroyed the Tower of Amon Sûl and ravaged the 
  kingdom of Cardolan, the few surviving Dúnedain took 
  refuge in the hills of Tyrn Gorthad where they made their 
  homes for two more centuries. Then, a terrible plague 
  from the south devastated their numbers. Not long after, 
  evil spirits arose from under the barrows and slaughtered 
  or drove out all that remained.
  From that time forth, the Barrow-wights ruled the 
  Barrow-downs and the Dúnedain only tread there with 
  great care. Many among the Wise and the Rangers of 
  the North believe that the Witch-king of Angmar sent 
  the evil spirits that dwell in the Barrow-downs. Others 
  hold that the many deaths caused by the plague awoke 
  something sinister that already slumbered beneath the 
  barrows.
  
  113
  deal of singing, along with feasting, and the telling of 
  ancient legends that are seldom recounted in the twilight 
  years of the Third Age. 
  The valley of Imladris is dotted with great silver and gold 
  lanterns that shine like stars even by day, but more so 
  at night when they flare bright holding back the dark, 
  save where the Elves have purposefully dimmed them to 
  create a continuous twilight amidst the trees. Wine and 
  good cheer fills the valley, along with fair voices raised 
  in hymns to Elbereth. The characters all have glasses of 
  whatever they most like to drink thrust into their hands as 
  they wander down towards the House of Elrond. 
  The companions are hailed by friends and acquaintances 
  (the more so if Master Elrond is one of their Patrons or 
  Rivendell has been opened as a sanctuary) with a few 
  asking what news they bring. A successful Insight roll 
  notices that some of the Elves are hiding some sorrow. 
  When asked at first, they avert saying it isn’t the time for 
  grim tidings, but if pressed they will sadly note that news 
  of the death of a Ranger who was greatly esteemed in 
  Rivendell has recently come to the valley. His name was 
  Cirion, a kindly Dúnadan, and he was well loved for both 
  his wisdom and his singing voice. (If possible, this should 
  instead be a Ranger the player-heroes knew and liked – 
  perhaps Randír from The Company of the Wain). They 
  don’t know any of the details as yet, other than that he 
  was apparently killed near the Weather Hills.
  MasteR elRond’s suMMons
  After the characters have had a few hours to enjoy 
  themselves, perhaps during a break between tales, a 
  messenger comes to them saying that Master Elrond 
  requests their presence. The player-heroes are led to a 
  beautiful library on the second floor of the house, a room 
  with enough comfortable chairs to serve as a meeting 
  room.
  Elrond already stands in the room, holding a long tapering 
  crystalline wine glass and turns, smiling, to greet the 
  company as they arrive.
  “Ah, here they are. Welcome and thank you all for coming. 
  May I present my dear friend, Mithrandir, or as he is 
  frequently called in the North, Gandalf the Grey.”
  Gandalf! There is not one child in the north that has not 
  heard at least one remarkable tale about the Wandering 
  Wizard. He steps out of the shadows of the room, where 
  he was hidden in an alcove, and regards the company 
  with his penetrating dark eyes beneath long, bushy white 
  eyebrows. He wears a simple grey cloak and his immense 
  silver beard which hangs to his waist. In one hand he holds 
  a glass twinned to the one Elrond is drinking from and 
  with his other, he gestures towards a small assortment of 
  similar ones along with a decanter of wine, while asking 
  the company to join them.
  Set Tolerance
  Gandalf values Wisdom and Valour both, so the 
  Encounter’s initial Tolerance is equal to the highest of either 
  attribute in the company. Increase the Tolerance of the 
  encounter by 1 if there are any Elves in the company, and 
  by an additional 1 if there are any Rangers of the North. 
  Finally, if Master Elrond is well disposed to the party, add 
  another +1; if Elrond is a formal Patron of the party, add 
  +3 instead. Add similar bonuses for far-travelling groups, 
  if they are friendly with Beorn or Radagast.
  Evaluating the Outcome of the Encounter
  This encounter is a bit different from most adventures for 
  The One Ring Roleplaying Game: Gandalf has already 
  chosen the company for his quest (whether they like it 
  or not!) or he wouldn’t be meeting with them at all. The 
  successes rolled throughout the encounter allow the 
  Loremaster to determine just how far into his confidence 
  Gandalf is willing to let the characters at this time. Far too 
  often, treachery has undone his plans against the Shadow. 
  What the Wizard has learned about the company gives him 
  hope, their past actions are inspiring, and the assessment 
  of Master Elrond means much to him, but still, he must 
  judge for himself how far he can trust them – this is vitally 
  important, because Gandalf will have to place his life in 
  their hands before the end…
  Introduction
  Gandalf already knows perfectly well who the members of 
  the company are and has no particular need to hear their 
  presentations embellished upon. All the companions need 
  do is have a spokesman give their names. An Insight roll 
  will easily reveal this. Otherwise, Courtesy will do.
  shadoWs oveR 
  tyRn goRthad
  
  114
  Ruins of the noRth
  Playing Gandalf the Grey
  "Do not meddle in the affairs of Wizards, for they 
  are subtle and quick to anger."
  Stare right at members of the company when they 
  are talking to you, as if weighing every word. When 
  considering your own words, stroke your long beard, 
  or take slow, thoughtful puffs off your pipe. You 
  have more cares than most will ever comprehend, yet 
  mirth and hope still bubble up within you, appearing 
  at unexpected times.
  You can play the doddering old man if it suits you, 
  but most times, you’re swift of action and razor sharp 
  of tongue. You always know more than you let on. 
  Always.
  Interaction
  After the group has become acquainted, Gandalf settles 
  himself into one of the cushioned chairs surrounding the 
  table, gesturing for the company to do likewise. Elrond 
  also sits, but for the most part, he only listens to the rest 
  of the conversation, though he responds when spoken to; 
  however, his keen glance seldom leaves the company as 
  they interact with the Wizard.
  Gandalf steeples his fingers and asks: “What do you know 
  of Barrow-wights?”
  The company can answer as they will. They may have 
  faced such creatures during their adventures before, 
  which they can recount with an appropriate task (a roll of 
  Inspire, Song or using the Story-telling Trait). Otherwise 
  a Lore test will bring up what they heard about them: 
  that they are undead, walking in the hollow places under 
  the Great Barrows of Tyrn Gorthad. A Ranger making a 
  Riddle roll can recall rumours, in Dúnedain circles, of 
  a Barrow-wight having been encountered outside Bree 
  within the last few years.
  When the party is finished, Gandalf says, “Late this past 
  winter, a Ranger named Cirion was slain on the Weather 
  Hills by a Barrow-wight, over a hundred miles from the 
  Barrow-downs. Early last year, a Wight was destroyed 
  inside the borders of the Shire. Within the last two years, 
  another one was encountered on a street leading to Bree. 
  One or two can be chance. Three?”
  Gandalf pauses and looks about the room.
  “You are, none of you, fools or you would not be here. The 
  Dark Lord openly declared himself nearly three decades ago 
  now, though his plots and agents were in motion long years 
  before that. We cannot claim to know what is on his mind, 
  but one thing is certain – Sauron would see the valley of 
  Imladris dealt with once and for all, along with those who 
  dwell within it. I once spent a very long time indeed thinking 
  about how to remove a live Dragon from the North, lest see 
  it one day be used against the House of Elrond.” 
  “The Barrow-wights are an evil to which we have long 
  grown accustomed and we think of them but little. Their 
  recent restlessness made me start asking questions. This 
  winter I woke to a sudden fear, one I had not yet considered: 
  what if they are more than the cursed guardians of tombs? 
  What if they are an army, sitting in the very heart of 
  Eriador, awaiting their master’s call? I resolved to know 
  more and opened my mind to Master Elrond.”
  “Here in this place of lore I have discovered much, yet there 
  might be more that is hidden from me, secreted where I 
  cannot go without the Enemy immediately knowing; in the 
  north, where the witch-realm of Angmar once stood. Now, 
  I know you’ve been to Carn Dûm itself. A touchy business 
  that, yet here you all are. For the safety of all Eriador 
  and this house, I must ask you to return to Angmar and 
  retrieve the information I seek.”
  Below are some of the company’s likely questions and 
  Gandalf’s responses; an Insight, Persuade or Riddle 
  roll is suitable for each.
  What do you hope to learn?
  “Many scholars and the wisest among the Dúnedain 
  assume that it was the Witch-king who cursed the Barrow-
  downs. But there is no irrefutable proof of this, and I need 
  more than speculations. If that proves to be the case, 
  then I need to learn what sort of spells the Black Captain 
  wrought in order to have any chance of undoing them.”
  
  115
  How do you know what you seek is there?
  “After the fall of the Witch-king, much of his realm was 
  destroyed. But a measure of lore about the lay of that land 
  survived and was preserved here in Rivendell. Among the 
  figured maps of Master Elrond there are some marking 
  the location of many fastnesses and watchtowers that 
  once stood throughout the Mountains of Angmar.”
  “The location of one of such places, located furthest away 
  from Carn Dûm, has been annotated by the Elven scribe 
  who drew the map, and identified as ‘Nan Gorthrim’. 
  As Master Elrond here can confirm, that is Sindarin for 
  ‘Valley of the Dead’, a name that other tales associate 
  closely with the Witch-king and the working of sorcery.”
  What will we be looking for?
  “I am seeking a writing, or maybe a collection of writings, 
  inscribed using a peculiar set of symbols. They could be 
  carved on stone walls, worked in metal or penned on rolls 
  of parchment perhaps. I will show you drawings of such 
  symbols and teach you how to recognise them.”
  Where is this Nan Gorthrim?
  “North-east of Mount Gram, below one of the south-
  easternmost peaks of the mountains of Angmar. Its 
  distance from Carn Dûm is another reason why I think it 
  is the place we seek. The Witch-king needed a secret place, 
  away from the chaos of ruling a kingdom and mustering 
  armies of Orcs and Trolls.”
  Why aren’t you coming with us?
  “The journey will take you deep into a Shadow Land, a 
  place where there might be watchers set to spy upon any 
  trespassers. If I was to enter that land, then the purpose of 
  our quest, or at least its significance for the Free Peoples, 
  would be immediately revealed.”
  How much help are we going to receive?
  “Master Elrond has already agreed to outfit our expedition. 
  I shall accompany you to the edge of the wastes and there 
  await your return.”
  Compare the number of successful rolls the companions 
  have made during their conversation with Gandalf against 
  the entries below. While Gandalf was fairly certain that 
  the company was his choice, the number of successes 
  indicates just how far into his confidence the old conjurer 
  is willing to bring them. 
  0-2: Gandalf is wary. Something is amiss with this 
  company: they seem to be somewhat less than he was 
  led to believe, which makes him fear that the heroes 
  have weaknesses that the Enemy will be ready to exploit. 
  Gandalf is willing to accompany the characters, but will 
  say little of what he thinks, spending most of his time 
  studying them closely. He will escort the characters to the 
  camp of the Rangers, but will leave promptly when the 
  company’s “three weeks” is up (see page 118).
  3-5: Gandalf is satisfied with the player-heroes. He 
  confesses to them that he fears there might have been more 
  encounters with the Barrow-wights beyond the borders 
  of the Barrow-downs than have been signalled, and that 
  they’ve been increasing yearly. He will lead the company 
  all the way to the shadow of Mount Gram, sharing much 
  of what he knows and strange tales besides. He will await 
  the player-heroes’ return beyond the time he says he will. 
  All companions gain an additional Experience point from 
  travelling with Gandalf.
  6+: Gandalf is impressed. The entry for 2-5 applies, but all 
  the characters will instead get 2 extra Experience points, 
  as Gandalf will be particularly informative during the 
  journey. 
  Gandalf and Elrond are aware they’ve just asked the 
  company to go into a great deal of peril on an uncertain 
  mission with little reward. If the company refuses, they’re 
  disappointed but understanding. If this happens, Gandalf 
  eventually determines he must go himself, despite the 
  consequences. This has repercussions later in the adventure: 
  see page 137; however, the Loremaster may still contrive for 
  the company to get involved, see the end of Part Three – 
  The Tower of Icy Flame on page 126 for details.
  the daRk heaRt oF the MatteR
  If the company agrees to undertake Gandalf’s quest, they 
  spend a few weeks at Rivendell planning, going over old 
  maps, talking to Elves that had been to Angmar long ago 
  (including Glorfindel, whose recent forays in Nightmares 
  of Angmar took him back to that realm), and speaking to 
  a few Rangers who’ve been there more recently. 
  shadoWs oveR 
  tyRn goRthad
  
  116
  Ruins of the noRth
  The general consensus is that things are getting worse in 
  the North: the Shadow is slowly lengthening, Trolls are a 
  growing menace, and are occasionally seen far from the 
  Coldfells and the Ettenmoors. 
  Before the company sets out, Gandalf makes sure to find 
  the time to illustrate to the heroes the runic marks he is 
  seeking. The Grey Pilgrim arranges for a private meeting 
  with Erestor, Rivendell’s foremost expert on written 
  languages, and one or two companions, those whose 
  abilities distinguish them as the more scholarly types – 
  heroes possessing at least three ranks in the Lore skill, or 
  a relevant Trait.
  The chosen characters are subjected by Erestor to an 
  erudite examination of the many tongues of the Elves, Men 
  and Orcs that were ever used to weave spells of sorcery. 
  The skilful scribe of Imladris delves deep into the subject, 
  showing the characters several examples of manuscripts 
  taken from the collection of Elrond.
  Then, Gandalf takes on the subject most pertinent to the 
  quest at hand: the tongue of the Black Land. Erestor takes 
  out a handful of withered scrolls, held by several waxen 
  seals and passes them over to Gandalf. With a worried 
  look creasing his brow, the Wizard carefully proceeds 
  to break the seals, and to unfold before the companions 
  a number of sheets of parchment, their surface thickly 
  covered by covered by evil-looking runes arranged in 
  spiralling patterns.
  “In the Dark Years, Sauron devised a language for his 
  servants to use.” Gandalf explains. “In his pride he 
  envisioned a world united under his rule and populated 
  by slaves knowing no speech than his own. But Sauron 
  knew many defeats, and the Black Speech of Mordor 
  failed to spread even among his servants. Today, no 
  Orcs know how to speak it, save for their captains and 
  foremost champions, and they do so use a debased form, 
  appropriate to their curses and profanities.
  “Only the Nazgûl know the tongue of the Black Land in 
  its ancient form, and only their Black Captain had the 
  cunning to conceive and develop letters to write it.
  “The writings you will look for are composed using the 
  symbols that the Lord of the Nazgûl himself devised for the 
  study and application of sorcery. These Morgul-runes are 
  foul signs, created to carry the meaning of a detestable 
  language and to preserve the power of ancient spells.” 
  Gandalf makes sure that everyone has had a good look 
  at the scrolls, then he hastily rolls them up again, setting 
  them aside.
  “What I am asking you is to bring back to Rivendell any 
  scroll or book written using the runes of the Lord of Morgul, 
  or to otherwise copy any such writing you encounter. Be 
  careful, as such is the malevolence of these sorcerous 
  runes that you might find yourself able to read them, even 
  if you have never encountered such writ before. The Lord 
  of the Ringwraiths used this ruse before to enthral many 
  of his current servants…
  “Let me repeat this: do not attempt to decipher the runes, 
  nor do not linger to look at them for too long. And if you 
  find yourself able to comprehend their meaning, by no 
  means utter any of the words they represent! Spells of 
  ancient sorcery are not things to be trifled with…”
  
  117
  - paRt tWo - 
  RetuRn to angMaR
  Summer has begun when the company sets out from 
  Rivendell accompanied by Gandalf the Grey. They all ride 
  the best of horses that the stables of Imladris had to offer: 
  clever, swift and sure of foot. Their packs are filled with 
  provisions and their spirits are high. Additionally, their 
  horses are laden with full sets of winter equipment for 
  each of the companions.
  the JouRney
  The first leg of the journey takes the company west from 
  Rivendell to the south-western end of the Trollshaws and 
  the Last Bridge. 
  On the second leg of their trip, they head almost directly 
  north across the Lone-lands of Eriador, veering a little west 
  so as not to come too close to Mount Gram. The Rangers 
  of the North have a small outpost there, hidden amidst the 
  hills along the edge of Angmar’s waste. There Gandalf will 
  remain with the horses as the company sets out on foot 
  north-east towards the supposed location of the valley of 
  Nan Gorthrim.
  FRoM Rivendell to the last bRidge
  The company heads west along the East Road making good 
  time. Brightly coloured butterflies flit across their path 
  and it’s hard to imagine that there are troubles elsewhere 
  in the world. Gandalf is mostly lost in thought, though he 
  eventually responds cheerfully if spoken to.
  •	
  120 miles lie between Rivendell and the Last Bridge. 
  Fair company and swift horses on a good road reduce 
  this to a mere 2 days and a single Fatigue test.
  Hazard Suggestions
  Travelling with the Grey Pilgrim along a sunny road in the 
  summer doesn’t exactly conjure up thoughts of “danger” 
  other than from an overly hot sun, but the Wild is the 
  Wild…
  Summer Storm (All Companions – Fatigue)
  After passing under the forest eaves, the company can’t 
  see the rapidly changing weather patterns sweeping south 
  from over the Trollshaws. A sudden squall catches them 
  unaware as they gallop along the road. The company 
  must make Explore rolls to quickly find shelter, or their 
  next Fatigue test is increased in difficult by one level (TN 
  +2) due to all of their gear being thoroughly soaked. 
  n
  a
  Rivendell
  E
  c The Angle
  The Troll-Hole 
  E
  The Last 
  Bridge
  Castle Hill 
  E
  E
  The Refuge of 
  the Dúnedain
  n
  Lone-lands
  Mount Gram
  The Peak of Mount Gram
  The Grey Waste 
  o
  o
  Mountains of Angmar
  o
  E
  Golfimbul’s Gully 
  E
  E
  The Burial Bog
  E
  n
  The Refuge of 
  the Rangers
  E
  Nan Gorthrim
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  118
  Ruins of the noRth
  FRoM the last bRidge to the 
  hidden ReFuge oF the RangeRs
  The company passes north over green grasslands and 
  wooded hills all but abandoned by man. These lands 
  clearly once held many people, for ruins dot the landscape, 
  but they are all covered in greenery now. The summer sun 
  grows steadily colder and soon ceases to give any cheer as 
  the characters continue over the grasslands to the wastes 
  south of Angmar.
  •	
  This leg of the journey is 160 miles over pathless 
  wilderness. Fortunately, Eriador is green in the summer 
  and the rolling hills make for fast going. It takes 12 days 
  to reach the secret refuge west of the long shadow of 
  Mount Gram and two Fatigue tests at TN 16.
  Gandalf leads the company to a hidden Dúnedain camp 
  some 40 miles west of the foothills of Mount Gram. Distant 
  enough, but still, perhaps too close for comfort.
  Hazard Suggestions
  The farther the company travels north, the more their 
  gloom increases and the terrain, which started bright 
  green, slowly fades to a dull grey and turns increasingly 
  hostile.
  Unfriendly Eyes (All Companions – Dangerous Meeting)
  Gandalf brings his horse to an abrupt halt, his gaze set 
  sharply to the east. He suddenly leaps off his horse, swiftly 
  pulling it into the cover of a copse of trees, while telling 
  the company in a low terse voice, “Swiftly, into the trees. 
  Hide!” All the character must make either Athletics or 
  Stealth rolls to swiftly conceal themselves. A dust cloud 
  appears in the distance and sharp eyed characters can see 
  a hunting party of Orcs from Mount Gram running over 
  the hills. 
  Note any failures – the characters won’t be attacked at this 
  time, but the Orcs scent them on the wind… and recognise 
  the smell on the waste on the next leg of the company’s 
  journey! (See the Stalking Orcs episode opposite).
  the ReFuge oF the RangeRs
  The refuge is hidden in a small gully, beneath a natural 
  optical illusion. It appears to be nothing more than a few 
  boulders set amidst some sparse trees, but if approached 
  at just the right angle and taking the right turn, a maze of 
  stones (with several dead ends) leads down into a small 
  natural cavern. The horses must enter one at a time, 
  but there is more than enough room for them, plus the 
  company and their gear. A small natural stream runs 
  along part of the cavern, which Gandalf indicates is safe 
  to drink from. No one else is currently there, but the place 
  looks like it’s occupied from time to time.
  Gandalf kindles a warm fire and tells the companions 
  tales of heroes long past, whose deeds have been 
  forgotten by all but him. The voice of the Grey Pilgrim 
  softly lulls them into a deep sleep. In the early morning 
  the companions awake with a surprising zest, as if they 
  slept on deep mattresses: they all reduce their Fatigue 
  rating by 1 point, if they’ve gained any so far. 
  After breakfast, the Wizard passes over a rough map 
  showing the location of Nan Gorthrim, handing to the 
  scholarly heroes he selected for the task several rolls of 
  newly scraped parchment and writing implements.
  
  119
  “We come to it at last. I shall await you here. If you have 
  not returned after three weeks, I shall deem that you are 
  not returning at all. Know that I would not ask this of any 
  of you, if it was not of the greatest importance. Go quickly, 
  quietly, and with my blessing.”
  FRoM the ReFuge oF the RangeRs 
  to nan goRthRiM
  The final part of the company’s journey is by far the most 
  dangerous. The characters swiftly pass into the barren 
  lands that mark the southern outer reaches of Angmar 
  and eventually into the perilous region known as the 
  Grey Waste, a desolate country filled with grey scrub and 
  stunted, gnarled trees. It is swiftly obvious why it would have 
  been dangerous to bring horses here: the broken ground 
  conceals countless holes and pockmarks where a horse’s 
  leg would readily break. The sky is perpetually overcast and 
  gloomy. It is hard to believe that it is summer in Eriador, 
  for there is no trace of it here. (For more information about 
  Angmar and the Grey Waste, see Rivendell, page 48.)
  •	
  Travelling on foot from the hidden camp of the Rangers 
  to Nan Gorthrim is a daunting task, sure to put to the 
  test the hardiest of adventurers. It’s a 100-mile trek, 
  heading north-east across the Grey Waste. It takes 25 
  days for the company to reach the Valley of the Dead. 
  It requires 5 Fatigue tests at TN 18. They also have to 
  make a single Corruption test, as the valley of Nan 
  Gorthrim is considered Blighted (see The One Ring 
  Roleplaying Game, page 223).
  After a few days of travel over their wastes, snow drifts 
  appear and flurries occasionally assail the company. The 
  cold gets steadily worse as the southernmost of Angmar’s 
  mountains grows continually higher on the horizon as 
  they pass east.
  Hazard Suggestions
  The Grey Waste of Angmar is a Shadow Land and conceals 
  many perils. See Rivendell, page 55 for further inspiration.
  Blinding Glare (All Companions – Strain)
  The company is traversing a plain of bone-white ashes, 
  and the light of the summer sun reflects upon its surface 
  even if the sky is overcast. All companions must make 
  a Travel test to limit their exposition to the blinding 
  luminescence. Failure indicates they lose a Success die’s 
  worth of Endurance.
  Mourning Shade (Look-out Man – Misery)
  A moaning spectre visits a Look-out man every night, to tell 
  the tale of how he and his family died when Orcs fleeing the 
  advance of the Men of the West put his village to the torch. 
  The companion must pass a Fear test or be considered 
  temporarily Miserable for the length go the journey.
  Wolves (All Companions – Dangerous Meeting)
  A pack of starving, ferocious wolves is wandering the 
  waste, led astray from the mountains by an ash storm. The 
  hungry beasts follow the heroes from a distance, but won’t 
  attack them openly. They look for stragglers instead, or 
  consider attacking a Look-out Man at night. These wolves 
  are Wild Wolves, as described on page 246 of The One Ring 
  Roleplaying Game. Packs generally have 4 to 6 members.
  Stalking Orcs (All Companions – Dangerous Meeting) 
  If the company experienced the Unfriendly Eyes hazard 
  during the previous leg of the journey, they are now 
  ambushed by the band of Orcs of Mount Gram that 
  smelled them before. The Loremaster must set up a 
  combat encounter based on the company’s current 
  circumstances (rules for the Orcs of Mount Gram can be 
  found in Rivendell, page 73).
  - paRt thRee - 
  the valley oF the dead
  Mithrandir’s research was accurate; the frozen valley that 
  the company enters upon leaving behind the Grey Waste of 
  Angmar is indeed worthy of being called “Nan Gorthrim”, 
  for it is here that the Witch-king worked his foul sorceries 
  of old. The Morgul-lord studied his dark matters behind 
  the stone walls of a tower, and that tower miraculously 
  escaped the destruction of Angmar and is still standing 
  today. The Hill-men who used to live in the valley named 
  the tower the “Icy Flame” for the eldritch energies that 
  ignited the sky about the fastness and made it appear as if 
  the snow itself was burning with blue-green flame.
  Nan Gorthrim opens at the southernmost end of the Frozen 
  Path, the hidden road that runs across the Mountains of 
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  120
  Ruins of the noRth
  Angmar (see Rivendell, page 52). Fortunately, the company 
  doesn’t have to walk that cursed trail: rather, they pass 
  through the foothills and up a winding track that eventually 
  leads into the valley itself. It is a long and narrow dale, cut 
  by many streams of dirty or even poisonous water, flowing 
  down from the sides of the dark mountain range. The land 
  is lifeless and empty, nothing seems to grow here, and no 
  sound can be heard echoing against the sides of the valley 
  as the company makes its progress.
  Eventually, the companions arrive in sight of their 
  destination: the stonework of the Tower of Icy Flame is 
  barely visible through the ice and snow encrusted about 
  the side of the mountain that it is carved from. It seems to 
  have no discernible “door” or entrance that can be seen 
  from a distance. Windows sealed with great iron shutters 
  and rimmed with ice open about the very top of the tower. 
  Gandalf’s map roughly indicates the location of a tunnel 
  entrance at its base that eventually leads to the tower 
  itself, but there are no details of the interior.
  the staiRWay
  A successful Explore roll will bring the company to the right 
  winding track: a treacherous staircase that winds steadily 
  upwards along the mountainside. A failure indicates they 
  have taken the wrong path: they still reach the staircase, 
  but each member of the company gains 1 point of Fatigue 
  as they spend many hours climbing a frozen rock face.
  When they reach the staircase, they find that it is cut from 
  a reddish stone, and that it emerges from the surrounding 
  snow and ice because a rivulet of water runs along its 
  steps like a diminutive waterfall. Wisps of vapour rise 
  from the thin film of running water, twisting about the 
  staircase. To climb the stairs, the companions need to 
  pass an Athletics test. It is a hard climb, made worse by 
  the wet, slippery steps (TN 16). 
  If a companion fails the Athletics test, he slips off the 
  steps and falls! If this happens, the player-hero must the 
  Feat die and consult the table below:
  C
  The companion falls off the winding stairs and 
  hits the frozen ground. suffering a Wound.
  1-4
  Several of the ancient steps shatter and fall 
  away! The companion on them loses a number 
  of Endurance points equal to double the Feat 
  die result as they fall hard onto the next still-
  intact steps. Additionally, the Target Number 
  of the climb for any companion behind them 
  on the stairs is immediately increased by +2 as 
  they must now navigate the huge gap.
  5-10
  The companion slams down hard on the icy 
  stairs, losing a number of Endurance points 
  equal to the Feat die result.
  A
  The companion slips, but finds a handhold 
  before falling off the stairs.
  
  121
  At the top, the stairs reach a stone ledge that seems made 
  out of a single, gigantic slab of dark red marble. Here, 
  the companions find the source of the water that trickles 
  down the stairway: it drops from high above right on the 
  stone ledge, probably from the thawing of the ice crowning 
  the top of the tower. Before the heroes, a wide entrance 
  gapes like an open wound along the western face of the 
  mountain, leading into a vast tunnel.
  undeR the toWeR
  The tunnel leads straight into the mountainside, until it 
  reaches a ’T’ junction. The left-hand path leads into a maze 
  of rough-hewn stone passages, the other heads up towards 
  the upper levels of the Tower of the Icy Flame proper (see 
  The Tower, on page 123). The maze to the left is empty and 
  dark, and most passages lead only to dead-ends; a thorough 
  and wearisome search will locate a narrow corridor that 
  gradually slopes downward, until it reaches a steep staircase 
  leading to the underground dungeons beneath the tower. A 
  draft of cold, rank air blows from below.
  A Patch of Midnight
  It is completely lightless inside the Tower of Icy 
  Flame. Characters without light are at a severe 
  disadvantage. 
  •	
  The difficulty of any roll using a Perception, 
  Movement or Survival skill is raised by one level 
  (TN +2). Fighting companions are considered to be 
  severely hindered when attacking and defending.
  Fortunately, Gandalf thought this circumstance 
  likely. Every member of the company carries two 
  torches that Gandalf prepared himself. They burn 
  brightly and long, but not forever: 
  •	
  Whenever a player carrying a torch gets an C 
  result in any roll, he must spend one point of Hope 
  or the torch sputters out and cannot be relit.
  the goblins oF the toWeR oF icy FlaMe
  The Tower of Icy Flame and the complex of underground 
  passages that wind beneath it is the domain of a group 
  of Goblins of Carn Dûm. These weak but canny creatures 
  were abandoned by their slavers long ago and have led a 
  quiet life ever since, never getting too far away from the 
  protection of their underground lair. They fully intend to 
  continue this way, and will consider with attention how to 
  proceed against a group of well-armed intruders such as 
  the companions. 
  The Goblins discover immediately that someone has 
  entered their domain, but they know that strength is not on 
  their side. They will then try to exploit their advantage of 
  knowing the territory. They know every nook and cranny 
  of the ancient structure, and will use every secret passage 
  and spy hole to observe the companions from a distance, 
  being careful not to give away their presence. 
  For the length of their stay, the companions will always 
  feel like they are being watched, but they will be unable 
  to identify the reason why. They might at times spot small 
  movements at the corner of their eyes, or hear distant 
  scuttling sounds, or the soft thump of furtive steps above 
  them, but will unable to actually see the Goblin scouts that 
  track their every movement.
  The Goblins will continue to watch the heroes until 
  they commit a mistake, like splitting the party or leave 
  someone behind. When this finally happens, the Goblins 
  will summon the Deadly One and ask him to solve their 
  problem. The Deadly One is a very old monster, a Great 
  Orc so ancient that he was among those who fought 
  alongside the Lord of the Nazgûl himself when he was the 
  king of the witch-realm of Angmar. 
  There are another 60 Goblins or so deep down in the 
  bowels of the mountain. The company has a fair amount 
  of time to finish their business and be gone before the 
  Goblins take action, but if the companions linger too much 
  the Loremaster will take action and set up a confrontation.
  The Deadly One
  The Deadly One is a Great Orc with only one eye on 
  his misshapen face, a baleful red orb that is so eerily 
  positioned that it looks like it is set in the middle of his 
  forehead. He is a cruel and dangerous creature, and he 
  doesn’t like to be awakened from his slumber… 
  When the Loremaster considers it appropriate, he will 
  ambush the companions, and attack with a small horde 
  of Goblins to precede him. Considering how well they 
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  122
  Ruins of the noRth
  know the tower, the Goblins will always choose the best 
  place to set up their surprise attack, and will exploit any 
  available advantage. The stats for the Deadly One are 
  based on those of a Great Orc, reinforced by two new 
  special abilities taken from the Rivendell guide (see the 
  Powerful Adversaries chapter, page 67).
  attRibute level
  7
  enduRance
  hate
  48
  8
  paRRy
  aRMouR
  5+2 (shield)
  4d
  skills
  Personality, 3
  Survival, 2
  Movement, 2
  Custom, 2
  Perception, 3
  Vocation, 3
  Weapon skills
  Heavy Scimitar (2h)
  4
  Broad-headed Spear
  3
  special abilities
  Deadly Elusiveness*
  Great Size
  Hideous Toughness
  Horrible Strength
  Commanding Voice
  -
  *The Great Orc can be engaged in close combat only 
  by heroes fighting in Forward stance. The Deadly One 
  maintains this special ability as long as he is fighting 
  alongside a horde of Goblins (see their description below).
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Heavy 
  Scimitar  (2h)
  7
  9*
  17
  Break 
  shield
  Broad-headed 
  Spear
  5
  10
  12
  Pierce
  Heavy Scimitar : * The Deadly One’s Heavy Axe is 
  augmented by the Deadly* special ability (its Edge rating is 
  lower than normal by 2 points). 
  Broad-headed Spear: The Deadly One always initiate 
  combat by hurling his spear at a target wielding a long range 
  weapon (if available).
  Goblins Horde (Goblins of Carn Dûm)
  attRibute level
  2
  enduRance
  hate
  10
  2
  paRRy
  aRMouR
  3
  2d
  skills
  Personality, 1
  Survival, 2
  Movement, 3
  Custom, 1
  Perception, 3
  Vocation, 1
  Weapon skills
  Broad-bladed sword
  2
  Bow of Horn
  1
  special abilities
  Craven
  Hate Sunlight
  Hatred (Dúnedain)
  Hatred (Elves)
  Special: When the Deadly One attacks, he is preceded by 
  a small horde of Goblins. There is apparently no end to 
  their number: the Loremaster allocates 2 Goblins for every 
  
  123
  companion, always leaving 4 Goblins to shoot the company 
  using their bows. Whenever a Goblin dies, another takes its 
  place the following round. 
  When the companions have slain at least 12 Goblins the 
  reinforcements stop. Additionally, the Deadly One ceases 
  to enjoy his Deadly Elusiveness special ability.
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Broad-bladed 
  sword
  5
  10
  14
  Poison
  Bow of Horn
  4
  10
  12
  Poison
  the toWeR
  If the companions take the right-hand tunnel from the 
  entrance, they find that it winds upward, soon turning 
  from exceedingly crudely formed to skilled stone work.
  Ground Floor
  1. The Broken Entranceway: Once there was an imposing 
  entranceway carved out of the rock here, designed to look 
  like a leering face, with vast doors set within its jaws. 
  No more. The doors are long since rotted away and the 
  ends of the rock have been broken, as though something 
  burst through them long ago. A Dwarven player-hero can 
  immediately tell that the stonework is of Dwarven make. 
  Something is slightly wrong with it, though. A successful 
  Riddle test suggests the exact flaw: there is no joy in this 
  work, it was doubtless carved by Dwarven slaves.
  2. Guardroom: Beyond the entrance there is a room 
  that once served as a guard post. It’s door is still intact. 
  Stone alcoves line the room, evidence of rusted weapons 
  remain, but it has long since been picked clean by Goblins.
  3. Main Hall: A huge circular hall, with a once-polished 
  marble floor, now cracked and pitted with age. A few 
  pieces of broken masonry lie about the room, but it is 
  mostly clean. A massive staircase sweeps up along the 
  wall disappearing to the upper floors where it touches 
  the 40-foot high ceiling. A small cupboard of sorts is 
  under the staircase, but it holds nothing of value. Three 
  great lanterns of wrought black metal hang from the 
  ceiling, suspended by heavy chains affixed to the walls at 
  different points. A Craft test will readily figure out how to 
  lower the lanterns, which hold candles that will still burn, 
  lighting up the room with a sickly yellow light; however, 
  the sounds of a lantern being lowered and raised will alert 
  the Deadly One that someone is about.
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  124
  Ruins of the noRth
  First Floor
  4. Landing: At the top of the stairs, there is a wide landing 
  on the first floor of the tower. A shuttered and barred 
  window is set in the wall. It is inoperable (the outside is 
  covered with ice). A massive, broken doorway leads into 
  a room beyond and the vast staircase continues up in a 
  spiral along the tower wall.
  5. The Lair of the Deadly One: Whatever purpose this 
  room once served, it has since been turned into the lair of 
  the Deadly One. A huge makeshift bed built using bones, 
  pieces of shattered furniture, blocks of marble and a 
  hundred different types of cloth, furs and skins occupies 
  one corner. Here the Deadly One normally slumbers, but 
  the bed is now empty, as the Great Orc has been warned 
  of the company’s arrival. In the centre of the room, set 
  within an alcove where he can view it, is the hoard of the 
  Deadly One: a wealth of icy gems, ill-gotten silver, and 
  old armaments worth Treasure 100**, piled up here by 
  the Goblins of the Tower who accumulated it in years of 
  plundering and searching ruins. There is a stout door on 
  the far side of the room, across from the alcove. Strangely, 
  it is clearly untouched.
  6. The Sorcerer’s Study: Characters attempting to 
  approach this door find their hearts racing faster and 
  faster, with icy tendrils of dread running through them 
  as they reach for the handle. Player-heroes must pass a 
  Fear test (TN 18) to open this door. Failure means they 
  cannot bring themselves to do it. The room beyond is a 
  high-ceilinged chamber with no windows nor tables or 
  chairs. Several hollows dug into the walls were clearly 
  used as a bookshelf, as a number of those still have scrolls 
  of parchment sticking out of them. An ornate lectern of 
  wrought iron lies toppled on the floor. If the companions 
  unroll them, they discover that a number of scrolls are 
  written using the same runes that Gandalf showed them 
  in Rivendell.
  7. Conjuring Chamber: The top of the tower is a wide 
  chamber with a smooth floor and featureless walls of 
  dark red marble. Four mullioned glass windows are set 
  at each of the four cardinal directions. They are tall and 
  narrow, and currently sealed with heavy iron shutters. 
  The atmosphere here feels particularly oppressive and 
  suffocating, the darkness hard to dispel by torchlight. 
  The cold that permeates every other part of the tower is 
  replaced here by a sinister warmth that emanates from 
  the walls themselves and explains the thawing of the ice 
  trapping the top of the structure. A character who proposes 
  a Search roll and succeeds discovers that there are four 
  levers concealed at the base of each window; operating 
  each lever opens the corresponding iron shutter. If the 
  companions open one or more windows during the day, 
  the light washes over the chamber walls in shades of many 
  colours, revealing an intricate web of finely etched runes 
  covering every smooth surface in the room. The signs 
  correspond to the symbols that Gandalf is searching for. 
  copying the black speech
  To accomplish what the Grey Wizard asked them to do, 
  the companions must bring back documents written using 
  the Morgul-runes they have been shown in Rivendell. As 
  described above, several scrolls in the Sorcerer’s Study 
  display such writing, and these are easily taken and 
  added to the company’s carried gear. 
  The runes etched on the walls of the Conjuring Chamber 
  are a different matter: if they want to bring proof of this 
  find back to Rivendell, the companions must take out their 
  writing implements and patiently copy the markings on 
  the parchment provided by Gandalf, a pen in one hand 
  and a candle in another. 
  •	
  After every two hours of patient copying each character 
  is allowed to make a Lore roll.
  The Loremaster should take note of the number of 
  successes obtained by any companion writing down the 
  runes, as this total will later influence the research of 
  Gandalf the Grey (see page 137). A great success equates 
  to two successful rolls, and an extraordinary success to 
  three successful rolls.
  But copying sorcerous spells is a dangerous endeavour; to 
  their dismay, the heroes discover that the more they look 
  at the spiralling script the more they seem to comprehend 
  the meaning of the various symbols… for every Lore roll, 
  the copying companions must pass a Corruption test. If 
  the roll is failed the companion gains 1 point of Shadow 
  and cannot continue to copy (he cannot make any further 
  Lore rolls).
  
  125
  The Witch-king Sees
  The first time that a player-hero rolls an C on any roll 
  while in the Conjuring Chamber, something uncanny 
  happens: the companion is first heard muttering under his 
  breath, and before anyone can intervene, he unwittingly 
  utters a few words in what sounds like a harsh, menacing 
  tongue: the Black Speech of Mordor! 
  When this happens, a cold draft of air snuffs out all the 
  candles at the same time, and the chamber grows dark. 
  Then, thin lines of fire appear on the chamber walls. 
  They soon race across the room, symbols and runes 
  appearing as the fire traces over the stone. The room 
  flares with eldritch light and the companions see clearly 
  how the symbols that Gandalf was searching for cover 
  every surface of the room: floor, walls and ceiling. There 
  must be hundreds, maybe thousands of lines of Morgul-
  runes. With a final blinding flash, the darkness returns, 
  weighing upon the heroes with a new sense of oppression, 
  as if a malevolent will was bent upon them, gazing into 
  their souls.
  •	
  All companions are now considered to be temporarily 
  Weary. Each companion will remain Weary as long 
  as he is inside the tower, or until he rolls a A on a 
  following die roll.
  If that was not enough, the commotion caused by the 
  sorcerous conflagration probably offers the best occasion 
  for the Goblins of the Tower to take their chance and attack 
  the company in the Conjuring Chamber...
  getting out alive
  After they’ve gotten what they came for, the company still 
  has to get out. If they dawdled too long in the Icy Flame and 
  they haven’t been attacked yet they run the risk of being 
  ambushed by the Deadly One as they are trying to leave. 
  If this is the case, the Great Orc will ambush the 
  companions as they enter the Main Hall. A swift-thinking 
  character can try to drop one or more of the hall’s lanterns 
  onto the Deadly One. It takes a Craft test to disengage the 
  mechanism at just the right moment to hit the Great Orc 
  with the falling lantern. On a success, the monster suffers 
  a loss of Endurance equal to the roll of three Success dice. 
  If the Craft test is a great success add two Success dice, 
  four on an extraordinary success. Once the Great Orc gets 
  hit, he won’t fall for this trick again.
  The stairs leading down the valley of Nan Gorthrim are 
  far easier to navigate on the way back down than up and 
  the company can automatically traverse them.
  RetuRn to Rivendell
  Presuming all went relatively smoothly, Gandalf meets 
  with the company as they leave the Grey Waste. The 
  night they spend in the refuge of the Rangers is the first 
  comfortable rest the company has had in weeks. When the 
  player-heroes show Gandalf what they found in the Tower 
  of Icy Flame, he studies briefly every sample of writing by 
  the firelight, muttering to himself with interest as he skims 
  every parchment over. He then quickly lays everything 
  aside, saying, “Best if I look at this far from here.”
  In Imladris
  It is still high summer in Eriador when the company sets out 
  the following morning and the heroes make excellent time, 
  returning to Rivendell some two months after they set out. 
  Once there, Gandalf confers with Master Elrond and Erestor 
  for several days, always in the company of one or more of the 
  scholarly companions he prepared for the quest. 
  One morning, Gandalf, Elrond and Erestor invite the 
  company to meet them in the eastern porch to share their 
  early conclusions.
  Master Elrond states: “Alas, it as is we have long suspected: 
  the fears of the Dúnedain are not unfounded, the Witch-king 
  is responsible for the darkness that plagues Tyrn Gorthad.”
  When he speaks at first, Gandalf practically spits the words 
  in his anger. “Dark and terrible is the will of the Lord of the 
  Nazgûl, exceeded in cruelty only by that of his Master. The 
  Shadow over the Barrow-downs is not the work of a single 
  curse. The Witch-king summoned hundreds, perhaps 
  thousands of evil wights, dark and accursed, to haunt the 
  hollow places beneath the green hills. It was the work of 
  centuries of malice.”
  The Grey Pilgrim sighs deeply and calms down. “Yet there 
  is a glimmer of hope – we do not think all went as he 
  intended. From what we could glean from his writings, 
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  126
  Ruins of the noRth
  in the barrows the Morgul-lord encountered a power he 
  wasn’t expecting to face, a force whose nature and purpose 
  he didn’t understand, for it is older than he.” 
  Erestor adds: “There is still much to learn yet from the 
  scrolls you brought back from the cold and dreary lands of 
  Angmar, and much we don’t yet understand. We thank you 
  for the service you have done to the House of Elrond, and 
  we encourage you to continue. If you will keep searching 
  for answers on your own, you might well provide us with 
  the key that will unlock the many riddles wrought by the 
  evil cunning of the Lord of the Nazgûl.” 
  “Erestor is right. There is much yet to unravel here,” 
  concludes Gandalf, “but other pressing errands call and I 
  must be off. If you were to look for me in these halls at the 
  onset of winter, you may very well find me.” With a smile 
  and a wink, he departs.
  On the following day, Mithrandir heads out from Rivendell.
  hoW to continue
  Depending on how the Loremaster wishes to structure 
  Shadows over Tyrn Gorthad another adventure could 
  easily be inserted here, as it is still only mid-summer. The 
  Trolls of the Ettenmoors have certainly been acting up of 
  late, as have other less-than-savoury sorts and Master 
  Elrond may wish the characters to look into various 
  troubles that have come to his attention.
  Otherwise, it would be appropriate to conclude the 
  Adventuring phase here, and initiate a Fellowship phase 
  for the end of the year. 
  Despite the dark times, the winter is bright in Rivendell. 
  Characters choosing to spend their Fellowship phase in 
  the Last Homely House may select any of the options listed 
  on page 21 of Rivendell, and have a new option available 
  to them – to confer with Gandalf himself! Good as his 
  word, Mithrandir does indeed return to Imladris for the 
  winter (see nearby box).
  Researching the Barrow-downs in Imladris
  Heroes spending the Fellowship phase in Rivendell may 
  choose the Researching Lore in the House of Elrond 
  undertaking to further investigate the mysteries of the 
  Barrow-downs (see Rivendell, page 22).
  Should the undertaking yield one or more ‘useful elements 
  of information’, the Loremaster may use The History of Tyrn 
  Gorthad box on page 112 to fill his players in, along with 
  one or more stories from the three tales detailed below.
  Secrets in Stone: Records kept in Imladris indicate that 
  the Dúnedain of Cardolan buried many of their honoured 
  dead in Tyrn Gorthad over the years. Following the 
  tradition of that kingdom, the names and heroic deeds of 
  those who were interred there were traditionally inscribed 
  onto the stones placed atop their barrows. Some stories 
  tell of Dúnedain who encountered Wights that emerged 
  from barrows of individuals they knew in life – when 
  hailed using the names of their departed friends, the 
  Barrow-wights would look confused, as if struggling with 
  themselves and occasionally let people flee, unharmed. 
  •	
  Studying the stones of the Barrow-downs might 
  provide some useful answers. (See Part Four – On 
  the Downs).
  The Story of Egalmir: Egalmir was a descendant of 
  the chroniclers of the royal house of Cardolan. He lived 
  in Arthedain at the time of the last war against Angmar. 
  During his long life he continued the tradition of his family 
  and preserved a wealth of lore, including a great deal of 
  information about the evil spirits that came to infest the 
  Barrow-downs. When the Witch-king seized Fornost in 
  New Fellowship Phase Undertaking: Confer with Gandalf
  When companions spend a Fellowship phase in a location where Gandalf can be met, they may go and swap stories 
  with the Wandering Wizard. A companion who has spent a Fellowship phase talking with Mithrandir may gain his 
  next Lore or Travel level (player’s choice) at half the cost in Advancement points. Alternatively, they learn less, but 
  have more fun and pick up one of Gandalf’s bad habits, acquiring the Smoking Trait.
  
  127
  1974 of the Third Age, Egalmir sealed his family’s records 
  in a hidden vault. 
  •	
  Egalmir died before he could return to Fornost and 
  his notes on where the vault was located, along with 
  hints at the means required to open it, found their way 
  to Rivendell (see Part Five  – The Hidden Vault at 
  Fornost).
  A Númenórean Tale: A tale of the Second Age, hearkening 
  back to the time when the House of Elrond was founded, 
  tells of a Númenórean captain who passed through Tyrn 
  Gorthad returning home from the battle fought at Sarn 
  Ford where Sauron himself was routed. Traversing the hills 
  the captain stumbled upon a place where a fierce battle 
  had recently taken place. The bodies of many Orcs and 
  other fell creatures were strewn across the hills, amidst 
  the remains of a number of Elven warriors. The greatest 
  number of dead enemies were arranged in a wide circle 
  about the remains of a single Elf-lord, clad in a blood-
  soaked, once-golden cloak and wielding a bright blade 
  (see also Part Six – Mirabella’s Song).
  “Mighty he must have been, even among the Eldar, though 
  we knew not his name. I have never seen the like of his 
  blade, silver run through with a black metal we could not 
  identify. It had a curious name, engraved in the script of 
  Eregion: ‘Dambeth Medui’ – ‘Last Answer’. We thought 
  his people dead, it was long before we learned that 
  some had survived, passing north. We buried him with 
  honour in one of the eastern hills, his blade with him. A 
  curious thing, one of my men told me that mallos flowers 
  eventually grew on that hill, though otherwise, they have 
  only been seen growing far to the south.”
  The mallos is a small, lovely wildflower, its name means 
  “gold-snow” in Sindarin. None of the lore-masters of 
  Rivendell can recall any blade named “Dambeth Medui” 
  – but the last years of Eregion were dark ones and much 
  knowledge was lost. 
  WheReveR the Road leads us
  The next three parts of Shadows over Tyrn Gorthad 
  (Parts Four, Five and Six) are all optional – if the players 
  never research the events behind the recent activities of 
  the Barrow-wights and ignore rumours that come their 
  way, they might never get to play them. Or, they might 
  play through only one or two or them, based on what they 
  deem to be worthy of their investigations.
  If the Loremaster is using the default pacing for this 
  adventure, it is now the year 2976. The company may set 
  off on exploits having little to do with Shadows over Tyrn 
  Gorthad. If they do participate in a different adventure, 
  one of the following parts could still be undertaken in 
  late summer or early autumn. If the player-heroes do 
  concentrate on investigating the Barrow-downs, they can 
  complete two parts in one year. 
  Gandalf encourages the company to learn whatever they 
  can, especially if anything interesting was turned up during 
  research over the winter. He has errands “away to the East” 
  and will not be back in Eriador till the following year.
  - paRt FouR - 
  on the doWns
  The green hills of the Barrow-downs hold no cheer. Wet and 
  dreary, even in summer, they stretch out into the distance 
  in a long line of monolith-crowned hills and oddly shaped 
  tors. Fog fills the reaches between hills in the morning, 
  shifting upwards to reform on the hilltops as the sun burns 
  it off in the vales, before spilling back below to cover all 
  again at twilight. Those who have visited the Barrow-
  downs before find them even more oppressive than they 
  remember, as if the world is holding its breath, waiting…
  to Find you Must seek
  A company seeking more information about what is going on 
  with Tyrn Gorthad has a difficult task, in the main, because 
  they don’t entirely know what they are looking for. Finally, 
  the Barrow-downs are a blighted place, and their dark 
  atmosphere threatens to mar the spirit of the most hardiest 
  of adventurers: all companions must pass a Corruption test 
  each day, or gain 1 point of Shadow (this presumes that the 
  characters are regularly leaving the Barrow-downs at night 
  to avoid camping directly on the Downs, which is probably 
  an unattractive idea, to say the least).
  •	
  Searching companions may choose to roll Explore 
  or Search; each hero is allowed to make two rolls for 
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  128
  Ruins of the noRth
  every day of searching. A great success equates to two 
  successful rolls, and an extraordinary success to three 
  successful rolls. 
  •	
  For every six successful rolls accumulated by the 
  company, the Loremaster reveals one clue from those 
  listed below as the result of their search (the items are 
  revealed in the order they are presented). 
  •	
  Each time the company learns something, the difficulty 
  of any subsequent roll goes up by one level, thus it is TN 
  14 to learn the first useful piece of information, TN 16 to 
  learn the second and TN 18 to learn the third. The more 
  the company learns, the more the Barrow-downs seem 
  to actively hinder them, fog shrouds what they seek in 
  odd ways, and they easily lose track of which stones 
  they’ve already inspected if they aren’t very careful…
  The Eye of Mordor
  If you are using the optional Eye of Mordor rules 
  found within Rivendell, rolling an C while 
  investigating the Barrow-downs increases the Eye 
  Awareness by 3 points instead of 1. Needless to 
  say, all revelation episodes during this part of the 
  adventure will result in the Barrow-wights taking 
  action against the trespassing adventurers.
  Companions researching Tyrn Gorthad directly among the 
  barrows can unearth the following pieces of information:
  •	
  Shrouded Names: If the companions inspect those 
  barrows that were erected at the time of the kingdom 
  of Cardolan, they discover that the names of those 
  interred beneath them have been deliberated defaced 
  from the stones on top of the hills. They frequently 
  look as if they were clawed away.
  •	
  Ancient Truths: The oldest tombs of the Barrow-
  downs are said by the Wise to date all the way back 
  to the First Age. The majority of these ancient burial 
  mounds lie undisturbed. In fact, it looks like very few 
  of them have ever been opened. The symbols on their 
  monoliths are defaced only by time and weather. 
  However, several of the tombs have been ruined; 
  not opened, ruined, as if the earth and stones of the 
  barrow had been deliberately dug out and scattered.
  •	
  Lines of Power: Unlike the barrows of later eras, the 
  First Age tombs do not lie across the Barrow-downs 
  randomly. Their placement seems deliberate, part of 
  a vast symbol that stretches for many miles. All of 
  the damaged tombs lie along the outer boundaries of 
  this pattern. Whatever the massive “rune” might once 
  have been, the ruined tombs clearly disrupted the 
  pattern in several points.
  See page 137 for how all this information helps Gandalf 
  and the company.
  WatchFul eyes
  After the company has discovered the first piece of lore, 
  they are approached by Mad Ostley, an old treasure-
  hunter whose lust for gold often brings him in the Barrow-
  downs (see also Rivendell, page 62). The crazed-looking 
  wanderer is interested in what the adventurers are doing, 
  and if they manage to impress him, he will give them 
  advice that gives them each a free Attribute bonus on their 
  next Explore or Search roll in the Barrow-downs. 
  Accidentally, it was Mad Ostley who brought the lost 
  Mirabella Thorndike home (with the help of the Rangers, 
  see page 132) and he knows where the ancient barrow 
  covered in small golden flowers is to be found. Mad Ostley 
  will study the company for a while before approaching 
  them. Characters who are honest with him about their 
  intentions will find him a ready ally, if a little unhinged. He 
  says that tombs he knows were sealed in the past have now 
  been re-opened; far too many in fact. The fog has also been 
  troublesome of late, carrying strange sounds, and moving 
  in unnatural ways even more so than it had in past years.
  - paRt Five - 
  the hidden vault at FoRnost
  At the southernmost tip of the North Downs, the ancient 
  road known as the Greenway ends in the ruins of Fornost 
  Erain, Norbury of the Kings. It is now all but lost to nature, 
  its fallen stone towers covered in greenery, its former 
  grandeur forgotten. Whatever the forces of the Witch-
  
  129
  king of Angmar did not break in its siege long ago, time 
  has since reclaimed. The majority of the folk of Eriador 
  think of the ruins as a haunted place where no sane man 
  ventures. The Bree-landers call it “Deadman’s Dike” and 
  shudder at the thought of willingly going to such a place. 
  If the companions have studied the story of Egalmir 
  and have unearthed his notes, they will certainly travel 
  to Fornost Erain to find his vault. Egalmir’s notes are 
  fairly clear, but the passage of time has destroyed many 
  landmarks that would have helped finding the right place.
  Been There…
  The story of Fornost Erain is detailed in the Rivendell 
  supplement. If the companions played through the 
  events of Concerning Archers (see page 61) they 
  have visited its ruins already. They might also have 
  encountered Talandil, the Ranger of the North Downs 
  (see Rivendell, page 59). If the Loremaster wants to 
  involve the old Dúnadan with the company, he may 
  follow the suggestions given at page 66 (the Where is 
  Talandil, the Ranger of the North Downs? box).
  seaRching FoR the vault
  Companions looking for the vault using the notes left 
  by Egalmir roll Explore or Lore; each hero is allowed 
  to make two rolls for every day of searching in Fornost 
  (all searching companions must also pass a Corruption 
  test each day, or gain 1 point of Shadow). A great success 
  equates to two successful rolls, and an extraordinary 
  success to three successful rolls. It takes a total of five 
  successful rolls for the companions to pick their way 
  through the greenery to find the right location. 
  When they finally succeed, the companions navigate their 
  way down to a plant-filled cellar. Its ceiling collapsed a 
  long time ago, but the entrance to the vault of Egalmir 
  seems undisturbed. It takes a Riddle or Craft roll to 
  discern how to undo the latch that allows it to open. Once 
  triggered, the door of the vault slowly swings open to 
  reveal… nothing! Sort of. In fact, the empty chamber is 
  filled with rubble, as a roughly dug tunnel opens on its 
  floor. Someone has clearly tunnelled into the vault from 
  below and removed any content it might have still been 
  there. A character with the Tunnelling Trait automatically 
  notes that the passage can’t be more than a few months 
  old; any other character will need to make a Craft roll to 
  recognise this.
  Rogues beneath the Ruins
  The majority of Dwarves are hard-working sorts, gruff, 
  but honest. There are some Dwarves though, that never 
  quite fit in… and then there are Dwarves like Lófar. Lófar 
  Light-finger is considered to be disreputable scum by 
  the Dwarves of the Blue Mountains. He was banished 
  many years ago for his larcenous tendencies. When his 
  sobriquet was laid on him it was meant to be an insult, 
  but he embraced it with pride. In Lófar’s mind, a life spent 
  digging deep into the earth for uncertain profit was a 
  total waste of his days; but digging with a real chance of 
  treasure though, now that is a worthwhile endeavour. 
  Lófar turned his skills as a miner to tomb-robbing, 
  though he’s clever enough not to have plied his trade on 
  the Barrow-downs. The ruins of Fornost Erain seemed a 
  perfect location…
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  130
  Ruins of the noRth
  Gathering a small band of like-minded Dwarves, Lófar 
  slipped into the ruins of Fornost and went to work. Swiftly 
  discovering that if they tried to excavate from above the 
  Rangers would surely catch them, Lófar and his thieving 
  band moved their operations underground. They have 
  been tunnelling for two years now and business has been 
  terrific! Or so Lófar would claim if asked. In truth, while 
  they have recovered many treasures, Lófar and all of his 
  Dwarves are slowly becoming more than a little unhinged, 
  due to the creeping Dragon-sickness that their ill-gotten 
  gold has awakened in them…
  In Deep Places
  It takes a Hunting test to follow the trail left by Lófar and 
  his Dwarves. They weren’t bothering to conceal their trail, 
  thinking no one would ever come looking. The tunnel is 
  cramped and it’s pitch black, meaning the characters 
  will have to figure out some sort of illumination or suffer 
  the penalties described on page 121. It only takes fifteen 
  minutes or so to get to the centre of Lófar’s operations. 
  The Dwarves found a submerged chamber that was once 
  likely a meeting hall of some kind and dug outwards from 
  there in multiple directions. All characters should make 
  an Awareness test (TN 18) in order to identify the sounds 
  of mining in the distance. It’s so difficult because the 
  Dwarves work carefully to avoid detection from above. 
  Lófar has half a dozen Dwarves working for him. At any 
  given time, three are sitting about drinking while the 
  others are working.
  Thieving Dwarves:
  attRibute level
  4
  enduRance
  hate
  18
  3
  paRRy
  aRMouR
  4
  3d
  skills
  Personality, 0
  Survival, 1
  Movement, 2
  Custom, 0
  Perception, 2
  Vocation, 3
  Weapon skills
  Mattock
  2
  Lófar Light-finger:
  attRibute level
  6
  enduRance
  hate
  22
  5
  paRRy
  aRMouR
  6/9 (+3 underground)
  3d
  skills
  Personality, 3
  Survival, 1
  Movement, 2
  Custom, 1
  Perception, 3
  Vocation, 3
  Weapon skills
  Mattock
  4
  special abilities
  Commanding Voice
  -
  The company can attempt to ambush the Dwarves if they 
  wish, or negotiate. Lófar’s reaction to the arrival of the 
  company depends on how they approach him. If they just 
  attack, he fights for long enough to take their measure 
  and if it looks like the battle is turning against him, flees, 
  abandoning his fellows without compunction. If the 
  company’s approach is to talk, Lófar first studies, then goes 
  one of two ways: he either tries to persuade them to take a 
  
  131
  share and move on, or he claims to have the permission of 
  the Rangers to be working here. He lies very well. It takes an 
  Insight roll (TN 20) to determine that he is lying.
  Whatever the company says, it doesn’t matter truly – Lófar 
  is so gone into Shadow that he assumes everyone lies just 
  as much as he does. The second the characters let their 
  guard down, he and his Dwarves attack without warning. 
  A company that claims they’ve come for book records and 
  nothing else will give him pause though. 
  A Persuade test (TN 18) will convince Lófar that maybe 
  the company does consist of weird scholars, in which 
  case he’ll admit that he does have some interesting books 
  (including Egalmir’s records) stored nearby… so what are 
  they worth to the company?
  Lófar and his Dwarves have amassed enough assorted 
  grave-goods to have a hoard equal to Treasure 50*. Egalmir’s 
  records contain much of value, including diagrams of the 
  layout of the tombs of the Barrow-downs and even sketches 
  of the interiors of several barrows along with notes on who 
  was buried where. See page 137 for how this helps Gandalf 
  and the company. However the company ends up handling 
  the situation, the Dúnedain will also be very interested to 
  hear about Lófar and his operation.
  - paRt six - 
  MiRabella’s song
  Rumours have spread through Eriador that in autumn 
  of the previous year (2975 by default) a Hobbit girl from 
  Bree was caught on the Barrow-downs after her uncle’s 
  caravan had some sort of terrible mishap. Lost in the 
  heavy fog, she ended up deep in the Barrow-downs where 
  she eventually took refuge on a hillock to sleep for the 
  night. A Barrow-wight came for her, but apparently never 
  approached her closely, calling her from a distance, and 
  so she lived to see the morning. The story was the talk of 
  the town in the village of Bree for a time. The company 
  will have heard this rumor in the spring (possibly earlier, 
  if they visited or stayed in Bree last year) and may wish 
  to follow up by heading to Bree to talk to the Hobbit girl, 
  to hear what actually happened without all the inevitable 
  embellishments that such stories acquire. 
  How About Bree?
  Every player of The One Ring can easily picture the village 
  of Bree… but no information has been provided so far for 
  the game. In the meantime, the information found in The 
  Lord of the Rings and the summary below will suffice...
  Bree is a big village that sits on the west side of Bree Hill in 
  central Eriador, part of a group of settlements with three 
  other communities, Staddle, Combe and Archet. Bree is 
  the home of an old famous inn, the Prancing Pony, and 
  rests at the crossroads of two ancient roads, the Greenway 
  and the great East Road. As used as they are to foreigners, 
  Bree-landers tolerate outsiders so long as they don’t make 
  any trouble, but they aren’t passing fond of them: “Asking 
  after things what aren’t none of their business, as is.” 
  Bree and the other three villages are unique in that they 
  are communities of both Hobbits and Men living together. 
  While outsiders might say “Bree-hobbit” or “Bree-man” 
  to differentiate them from a Shire Hobbit or a Man from 
  elsewhere, they refer to themselves as the “Big Folk” and 
  the “Little Folk”.
  looking FoR MiRabella
  The Hobbit girl in question is one Mirabella Thorndike, a 
  brave lass who got very lucky indeed for she took refuge 
  on the Hill of the Elf Prince which still has great power to 
  hold evil at bay (see overleaf). To find her, the companions 
  will have to ask about for where her family might be. A 
  Persuade or Courtesy roll will do, though using Song in 
  the inn may prove fruitful too.
  The Thorndikes are pedlars who sell some Shire goods 
  to Breelanders along with simple crafts made in the four 
  villages. Presuming the company finds them, it isn’t just 
  Mirabella they have to win over, it’s her uncle, Moro too. 
  While they have both had quite enough of adventures, 
  Mirabella and Moro both found they’re kind of fun to 
  recount after the fact.  
  Moro is a stout Hobbit of late middling age. He hooks his 
  thumbs behind his braces when he talks, occasionally 
  rocking back and forth on his big feet. Getting to hear 
  Mirabella’s story (see overleaf) means persuading her 
  uncle. This takes a Persuade roll (TN 18), lowered by one 
  level if a Hobbit or Dúnadan is asking. While Breelanders 
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  132
  Ruins of the noRth
  normally look down upon the Rangers, Mirabella was 
  ultimately rescued and brought home by Mad Ostley and 
  a group of Rangers  so her family now looks on them with 
  more favour.
  When Moro asks why the companions want to hear the 
  tale as plenty already know it, honestly answering that the 
  heroes want to stop the Barrow-wights will automatically 
  convince both him and Mirabella that the characters are, 
  “Heroes, like from the old tales.”
  Mirabella is just 10, a slender young Hobbit girl with 
  bright, inquisitive hazel eyes and dark hair.
  Mirabella’s Story
  “We were coming back from getting supplies in Buckland, 
  on the border of the Shire. We were trying to hurry along 
  the East Road, and we hadn’t cleared the Downs proper. It 
  was getting dark, and no one likes to be on that part of the 
  road after sundown.
  “At some point, the fog starts spilling over that wall that 
  runs alongside the road to the south… it’s an old wall, 
  but it’s tall. Uncle Moro said it was nothing, but he looked 
  very upset. Thistle, that’s our pony, Thistle was awful 
  upset, whinnying and carrying on so.
  “The later it was, the thicker the fog got. We heard sounds 
  in the distance, like someone crying, and then metal 
  clanging. Thistle took such a fright he bolted and we hit a 
  runnel. Off came a wheel. Uncle could barely calm poor 
  Thistle, we thought he’d hurt himself straining so. Uncle 
  tried to calm him, took off his bridle and someone came 
  out of the fog. I saw burning eyes, like fires, but so cold. I 
  saw a pale sword, heard Uncle yell ‘Run, girl!’ and Thistle 
  screaming.
  “I ran, fast as I could. I kept hearing sounds and I was so 
  frightened. So worried about Uncle and Thistle. The fog 
  was thick, so thick I could barely see. I hit a stone while 
  running and I couldn’t figure out which way the road was. I 
  looked up and saw the sky and stars. The fog cleared a little 
  and I saw the hill, it didn’t look like the others. I made my 
  way there, quick as I could. It was covered with little golden 
  flowers, they smelled real sweet. I climbed up the hill, 
  leaned against one of the stones and I think I fell asleep.
  “A while later, I heard a voice and saw one of the Big Folk, 
  down in the fog. He called me, said he’d take me someplace 
  safe, but when I asked him to come up, he wouldn’t. He kept 
  looking at the hill and then me, insisting that I come down 
  to him. When I asked him why, he snarled at me and his 
  eyes burned right through the fog. I knew he was a Barrow-
  wight, then. I closed my eyes and sang an old song, so I 
  couldn’t hear him any more. Eventually, he went away.
  “In the morning, the sun came. A man with white, wild 
  hair found me. He was a little scary, too, but not at all 
  like that Barrow-wight. He asked who I was, and he said 
  he had some friends who could get me back to Uncle. 
  We walked for a while among the hills until he found his 
  friends. Uncle said they were Rangers.”
  Mirabella can recall little else of her ordeal; she cannot 
  remember exactly what song she sang, but she is 
  absolutely certain that the stars were burning brightly 
  above her, comforting her as she kept her eyes upon them 
  while the Barrow-wight roamed about the base of the hill 
  without touching it.
  the hill oF the elF pRince
  The barrow that Mirabella took shelter on is a tall hill 
  covered with small golden flowers called mallos, which 
  typically grow far to the south. In all the Barrow-downs, 
  they only grow on this singular hill. Companions that read 
  
  133
  the Númenórean Tale of the Elf Prince from page 127 will 
  instantly recognise this as the same hill from that story.
  Any character who searched the Barrow-downs (On the 
  Downs, on page 127) may very well have seen the hill 
  already. An Explore test will recall its exact location, not 
  far from the East Road along the north-eastern side of the 
  Barrow-downs. Mad Ostley also knows where it lies.
  For millennia a blade and a suit of armour were buried 
  beneath the ground here that had great power against the 
  Shadow. The blade was removed many centuries ago, the 
  armour long since eroded, but its enchantment has slowly 
  passed into the very earth itself. The hill now acts as a 
  ward against Barrow-wights and other unclean spirits. 
  Unless forced on by a greater will, they will not approach 
  it and to stand upon it causes them great anguish.
  - paRt seven - 
  oldest & FatheRless
  In late spring or early summer of the year 2977, Gandalf 
  the Grey seeks out the company in Rivendell, as he has 
  returned to Eriador with grave news for the great task 
  that lies ahead. But before Mithrandir meets them, word 
  may already reach the company that some Barrow-wights 
  have been spotted in daylight away from the Downs. This 
  is completely unprecedented and Master Elrond is openly 
  troubled by the implications.
  Alternatively, depending on what the company has been 
  up to, the Loremaster may wish to inform them that 
  Barrow-wights have been seen during the day by setting 
  up a combat encounter featuring one, just after lunch, 
  after an C triggers a Hazard episode, for example.
  the counsel oF the gRey pilgRiM
  Mithrandir greets the company cheerfully, though 
  his face looks grim. “Well met, indeed!” He inquires 
  after all they’ve learned, asking sharp questions about 
  everything. He will be especially pleased to receive 
  Egalmir’s records noting that he’ll have to study them at 
  length. Eventually, he will tell the company (or they will 
  perhaps tell him) that Barrow-wights have been seen in 
  the daylight. He nods.
  “Truly, it is as I feared. We must act soon. I’ve had many 
  concerns that have kept me occupied, but this matter 
  has never gone far from my mind. While I was east of 
  the mountains, I spoke with a very old friend about this 
  problem and she gave me much to think on. I had to return 
  to Rivendell, there are some ancient texts here I must read 
  again to refresh my memory, which is not what it once 
  was, and some materials I must gather for our task, if you 
  will help me once more.”
  The company are Free Folk and can answer as they will 
  – though they’ll likely want to know what he wants them 
  to do.
  “For centuries, a powerful and ancient magic has prevented 
  the Barrow-wights from straying far from their hollows 
  under the earth. But what force once restrained them is 
  failing, its efficacy disrupted. Whether this is happening 
  by design or due to the wear of time I could not say. But 
  what I do know is that the wards of Tyrn Gorthad must be 
  reinforced, and that to do this I will need your help. It will 
  be very dangerous. We must reset the boundaries…”
  Gandalf falls silent, as if stunned, allowing the company 
  to think a new thought has crossed his mind. “Of course. 
  Boundaries. Of course! There is someone else I would have 
  you seek out, if you will. His house lies on the western edge 
  of the Barrow-downs, on the edge of the Old Forest.”
  Gandalf tells the company that they should seek the house 
  of Tom Bombadil, which lies near the headwaters of the 
  Withywindle, a stream that flows from the Downs and 
  almost neatly splits the Old Forest in twain. Characters 
  that succeed at a Lore test (TN 18) have heard the name 
  “Bombadil” before. He is thought of by the Dúnedain as a 
  guardian of the Old Forest, bigger than a Hobbit, smaller 
  than a Man. Gandalf declares that after they’ve talked to 
  Tom Bombadil, he’ll meet them at the Prancing Pony, in 
  the village of Bree, and they’ll discuss exactly what must 
  be done next.
  Finding boMbadil
  It’s over 400 miles from Rivendell to the House of 
  Bombadil; depending on where the characters start out 
  from, the journey could take a while. Hazard episodes 
  don’t necessarily have to involve Barrow-wights, but the 
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  Ruins of the noRth
  characters should soon realise it’s a near cheerless summer 
  this year. The weather is frequently overcast throughout 
  Eriador, summer storms continually lash the road, making 
  it less safe than usual and gloom is omnipresent.
  The weather about Tyrn Gorthad is, if possible, worse than 
  the rest of Eriador. The clouds are near black with rain and 
  ominous to behold. The company may well decide that, 
  while it will take longer, going around the Barrow-downs 
  and then heading south along the border of the Old Forest 
  is the safest way to find the House of Tom Bombadil.
  The Old Forest is widely famed as a strange land, the final 
  remains of a wood that once stretched from the sea all the 
  way to the Gap of Rohan in the distant south and beyond. 
  Queer creatures are said to roam inside and rumour has it 
  that the trees within it frequently move of their own accord.
  Fortunately, the company doesn’t have to enter the woods; 
  however, they should all make Awareness tests. On a 
  success, they realise that all of the animals they see along 
  the edge of the woods, whether birds or beasts, watch 
  them as they pass in eerie silence.
  As they are wandering, the player-heroes see several 
  bright rays of sunshine slip through the clouds to touch 
  down in the distance and a clear voice comes to them, 
  ringing along the trees:
  Ho Tom! Swift Tom! Tom Bombadil!
  Dancer over fields and glens, singer to the hills.
  Bright blue his jacket is, and his boots are yellow.
  Tom saw you coming from afar, no need to bellow!
  Encountering Tom Bombadil
  The companions don’t know quite what to expect as 
  Gandalf didn’t give them a lot of details, mainly because no 
  amount of warnings could quite prepare anybody for Tom 
  Bombadil. As the companions approach where they heard 
  the voice from, a short man with a bushy brown beard and 
  happy blue eyes bounds out of the woods before them. He 
  does indeed, have a bright blue jacket and yellow boots, 
  along with a rumpled hat, crowned by a long feather. 
  Set Tolerance
  The basic Tolerance for this encounter is based on the 
  highest Wisdom rating among the company, modified by 
  +2, for Tom already knows of the company’s quest and 
  approves, after his fashion. Standing rating in any culture 
  means very little indeed to Tom.
  Evaluating the Outcome of the Encounter
  The successes gained by the company over the course of 
  their time with Tom Bombadil will determine exactly how 
  much help he decides to give them on their quest. Once 
  they exceed the Tolerance, Tom won’t boot them out, but 
  he’ll have made up his mind on what he will do for them.
  
  135
  Introduction
  The companions can introduce themselves to Tom using 
  either Courtesy or Song. They quickly find, no doubt to 
  their surprise, that he already knows something about 
  each of them. He knows all about any Hobbit from the 
  Shire, including details about their families. He also 
  knows a fair amount about the company’s larger exploits 
  throughout Eriador. If they try to explain themselves, or 
  why they’ve come, Tom stops them, waggling a finger 
  while casting his eyes eastward.
  He’ll smoothly take the arm of any Ranger, especially 
  those who typically hang back because they are used to 
  disturbing “civilised” folk and says with a grin, as he drags 
  them along:
  Wandering fast, far, and free,
  between the mountains and the sea.
  Bright sword in shadows swinging!
  Ancient oaths in heart still ringing!
  Lay down your burdens for one night.
  Sing with us in the candles’ light!
  Interaction
  Tom swiftly brings the company to his home nearby, 
  which rests at the top of a grassy knoll overlooking the 
  Barrow-downs from the edge of the Old Forest. His home 
  is solid, built of stone and the inside is filled with brightly 
  shining lamps along with a wide variety of merrily burning 
  candles. Tom sings out as they approach: 
  Hail lady of cheerful rains!
  Star of my days who never wanes!
  Fairer than the sun on water!
  Queen of my heart, the River-daughter!
  A beautiful maid, more like to an Elven lady than a mortal 
  woman, welcomes the characters into their home. Her long 
  bright gold hair is loose about her shoulders and she wears 
  a silvery-green dress that almost looks like brightly coloured 
  fish scales, twinkling in the many lights of the house. Water 
  lilies float in earthen jars filled with water and set about the 
  room. Tom introduces her as  “My pretty lady, Goldberry”. 
  Tom and Goldberry rush about in a merry, coordinated 
  dance seeing to their guests needs (putting horses in a 
  small stable Tom keeps if the company has them), putting 
  drinks into their hands, removing their cloaks and so 
  on. Goldberry speaks in a melodious voice and seems 
  gracious and kind.
  At some point, someone will ask the obvious – “Do you 
  know why we’ve come?” or something along those lines. 
  Bombadil turns very solemn for a moment and responds:
  “Aye, Tom knows why you’ve come.”
  Bold wights, mouldy wights, slipping out their hills.
  Running here, striking there, travelling where they will.
  Malice that will not rest, nor accept their ever after.
  Cursed souls walking in the night, cold fingers choking 
  laughter.
  He shakes his head sadly, but his mirth swiftly returns. 
  “Time enough for such things. Eat! Drink!” Tom excuses 
  himself to return with a crown of leaves in place of his hat.
  Hey dol! Merry dol! Caper or be stillo!
  Sheath your swords! Choose your chords! Now it’s time 
  to trillo!
  Sing along, ring along, with Tom Bombadillo!
  Tom laughs. “You want my help, noble heroes? First you 
  sing with us!” Tom expects all company members to join 
  in with him and Goldberry in a Song test. If someone tries 
  to beg off due to lack of skill at singing, Tom laughs and 
  says:
  Come Orcs, come Trolls, never a quaver!
  But ask for a jolly tune and your friend needs a saviour!
  All characters find they enjoy a free Attribute bonus to 
  their Song rolls – even the most tone-deaf find that they 
  can sing merrily in the House of Tom Bombadil. All of 
  their successes directly add to their final success during 
  their interactions with Tom. 
  After many hours of singing, drinking and good cheer, 
  Tom and Goldberry insist that their guests spend the 
  night. The company finds that beds have already been laid 
  for them, ones appropriate to their sizes. In the morning, 
  after serving the company a big breakfast, Goldberry 
  disappears and Tom sits with the characters to talk.
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  136
  Ruins of the noRth
  Tom speaks of the Barrow-downs as they are, Tyrn 
  Gorthad as it was, and the hills as they were before the 
  first of the Edain chose to bury their dead within them. His 
  voice murmurs on, telling them great truths of the earth 
  and old secrets that the characters can never after directly 
  recall, but something of the wonder and the majesty of 
  Bombadil’s words remains with them after.
  Bombadil speaks of the Barrow-wights, their epic greed, 
  and terrible loneliness. Finally, Tom tells the company 
  that what they are to attempt is a noble endeavour, for 
  many have been hurt and many more will be if the Wights 
  are not confined to the Downs once more. He gives direct 
  answer to few questions. He laughs if asked who he is. 
  “Why, I’m Tom Bombadil of course! All that you see of me, 
  I am! Eldest, that’s what.”
  He concludes: “Tell Gandalf that he has tarried long 
  enough. Mid-summer is when he must act, farthest from 
  the winter in which they were bound. Tell him the Wight-
  king will come before the end.” Characters that make 
  a Lore test (TN 18) know the Wight-king as a terrible 
  legendary figure, the greatest among the Wights of the 
  Barrow-downs.
  Parting Blessings
  When it is time for the company to depart, compare the 
  number of successful rolls they achieved against the 
  following entries:
  0-1: Tom regrets that such grim souls had to be called 
  in to handle such a sad task, but some things cannot be 
  helped. All companions regain 1 point of Hope.
  2-4: Tom’s words and songs linger deeply within the 
  company, comforting them against darkness. All 
  companions regain 1 point of Hope, and on the night of 
  the renewal of the wards the company is immune to the 
  Barrow-wights’ Dreadfuls Spells, as the songs of Bombadil 
  echo in their mind and drive away the weariness.
  5-7+: Not only do Tom’s songs linger, but so does the 
  outrage at what the Barrow-wights have done and may yet 
  do. As 2-4, but the company is also immune to the Wights’ 
  Strike Fear special ability.
  Tom walks the characters to the edge of the Barrow-downs 
  and waves them goodbye with a final song:
  Heed no shadows, my hearties.
  Be bold, but be wary!
  Old Tom’s songs are about you now,
  But no more time to tarry!
  - paRt eight - 
  casting out the shadoW
  Gandalf the Grey meets the company at Bree as promised 
  so they can discuss what must be done and exactly what 
  he thinks will happen. To renew the wards of Tyrn Gorthad 
  the Wizard will have to concentrate over the ancient magic 
  for many, many hours. In fact, Gandalf isn’t entirely certain 
  how long it will take him to succeed – there is too much he 
  does not know about the old spells he is about to cast. 
  Gandalf will start at noon on Mid-Summer’s Day, 
  following Tom Bombadil’s advice. He is certain that it will 
  take to midnight at least to finish, if not far later into the 
  night. He is equally certain that the Barrow-wights will 
  attack in earnest when they realise what he is up to…
  Gandalf declares that there will be little he can do to help 
  the company once he starts. On the contrary, he will rely 
  on the companions for his own safety: they will need to 
  protect him as best they can, and they will be on their own 
  until he finishes.
  Finding the Right spot
  Gandalf isn’t entirely certain where he should begin. 
  Clearly atop a tall hill, perhaps in the middle of the 
  Downs? The characters can say as they will, but if they’ve 
  discovered it, the absolute best answer is the Hill of the 
  Elf Prince. The effects of the hill are listed throughout the 
  section detailing the hours of the fateful day and night 
  that the magic is being performed.
  If the company doesn’t know about the golden-flower 
  covered hill, they’ll likely want a high topped hill that 
  is easily defended. A successful Explore test will show 
  several likely candidates for this and allow the characters 
  to make their Battle tests with a modifier of +2 before they 
  
  137
  engage the Barrow-wights as they will have picked their 
  chosen ground well. The Explore roll is automatically 
  successful if they know about the Hill of the Elf Prince.
  Many pRepaRations
  To help the companions in their difficult task, Gandalf has 
  procured a cart-load of gear. For the occasion, the Grey 
  Wizard has spent several sleepless nights applying his 
  skills in the creation of fireworks and assorted explosives 
  to ignite some blazing fires to chase away the darkness 
  (perhaps with the aid of Larry Appledore, if no ill befell him 
  in The Company of the Covered Wain - see page 85)
  “To ward off the night and to help you against Wights as well!”
  Using Gandalf’s preparations, the companions may be 
  able to set up multiple bright bonfires, fuelled by special 
  powders that will have them blazing all through the day 
  and night. The bonfires might be placed about whatever 
  hill the magic is to be performed on, and atop the 
  surrounding ones too. 
  •	
  If the Loremaster deems that the companions exploited 
  the ruse efficiently, the Wights won’t be able to profit 
  from their Denizen of the Dark special ability.
  Gandalf also gives each member of the company a gleaming 
  glass vial, closed by a cork stopper. Inside is a yellowish 
  waxen liquid. “When things look darkest for you, hurl these 
  against the ground, but mind you don’t look!” 
  •	
  Gandalf’s vials burn with a bright incandescent light 
  when shattered. Barrow-wights engaged in combat 
  with a character who breaks a vial are set on fire and 
  are considered to be Weary for a Success die’s worth 
  of combat rounds. Multiple vials do not stack effects, 
  other than the longest time rolled prevailing.
  MithRandiR’s Magic
  Gandalf the Grey knows many spells, but this time he will 
  be tackling a power he does not know fully. The company’s 
  help over the last two years proves itself now.
  To reseal the mystic boundaries that prevent the Barrow-
  wights to leave Tyrn Gorthad, Gandalf will start weaving 
  his magic on Mid-summer’s Day. 
  •	
  In game terms, the Loremaster will make a number of 
  rolls using the Feat die and 5 Success dice. 
  The first roll is made at four o’ clock, followed by three 
  more rolls, one every four hours (at eight o’clock, midnight, 
  and at four in the morning).
  •	
  Gandalf must last out the night, or accumulate 7 
  successes, whichever comes first, to succeed and send 
  the Barrow-wights back to their hollows.
  A great success counts as 2 successful rolls and an 
  extraordinary success counts as 3 successful rolls. On 
  an C result, the difficulty of all subsequent rolls is 
  increased by one level (TN +2).
  The base difficulty for the rolls depends on the previous 
  deeds of the companions:
  •	
  If the company didn’t journey to Angmar at all and 
  left Gandalf to his own devices, the difficulty is equal 
  to TN 28. 
  •	
  If the company only brought back the scrolls found 
  in the Sorcerer’s Study, the difficulty is equal to TN 
  24.
  •	
  If the company copied the Morgul-runes in the 
  Conjuring Chamber of the Tower of Icy Flame the 
  difficulty is equal to TN 24, minus the number of 
  successes rolled by the copying companions (to a 
  minimum of TN 14).
  Other modifiers can change the base difficulty:
  •	
  Reduce the TN by -1 if the company told Gandalf 
  about the Shrouded Names they found.
  •	
  Reduce the TN by -1 if the company told Gandalf 
  about the Ancient Truths they learned.
  •	
  Reduce the TN by -1 if the company told Gandalf 
  about the Lines of Power they discovered.
  •	
  Reduce the TN by -2 If the company recovered 
  Egalmir’s Records and gave them to Gandalf.
  pRotecting gandalF
  Gandalf needs to concentrate on his magic, and for the 
  purposes of combat counts as if he is in a Rearward stance. 
  If attacked, Gandalf cannot Parry, but is considered to 
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  138
  Ruins of the noRth
  have a Protection value of 4d. If Gandalf suffers a loss 
  of more than 20 Endurance points during any four-hour 
  block, he doesn’t get to roll the dice at the end of it.
  The following paragraphs detail the various events 
  occurring on Midsummer’s Day. The Loremaster will 
  have to adjust the various descriptions to the current 
  circumstances of his own playing group.
  Noon till Four
  Gandalf and the company are assembled, all is in 
  readiness. The sky is overcast, with patches of blue 
  glimpsing through occasionally, but it grows progressively 
  worse as the day wears on. As it gets later in the day, the 
  fog begins to swirl about the base of the company’s chosen 
  hill in odd patterns.
  Gandalf stands at the top of the hill, in the middle and 
  begins to speak a chant of words that roll out of him in 
  a measured tone, occasionally waving his staff toward 
  the various cardinal directions as a punctuation. The 
  characters can understand little of what he does, though 
  they may occasionally recognise words of Sindarin or 
  Quenya, the language of the Noldor Elves.
  Gandalf accomplishes the first part of his magic 
  undertaking.
  Four till Eight
  As the sun begins to set but it is still light out, the swirling 
  fog comes to a sudden halt and voices start whispering out 
  of the growing darkness. The first probing wave of Barrow-
  wights emerges from the fog to assault the company. There 
  are a number of Barrow-wights equal to the number of 
  companions, minus 1. 
  Based on the companions’ preparations, the Barrow-
  wights might or might not benefit from their Denizen of 
  the Dark ability. The Barrow-wights will try to use either 
  Strike Fear or Dreadful Spells: Wight Song before they 
  attack with their cold blades.
  If the company stand on the Hill of the Elf Prince, the 
  Wights stop at the base of the hill and will come no closer. 
  They do try to use their Dreadful Spells on each one of the 
  characters from a distance. Even if it is successful, they 
  will not approach, but they’ll note which companions 
  seem more susceptible to their voices. 
  At no point do any of the Barrow-wights attempt to 
  interfere with Gandalf at this time, though some time 
  during the fight one of them will look as though it is going 
  to approach the Grey Pilgrim, but then it clearly thinks 
  better of it and turns elsewhere.
  
  139
  Eight till Midnight
  One of the most terrible powers behind the Barrow-
  downs has become aware of what the companions are 
  doing and moves directly to stop Gandalf. The fog returns 
  with a vengeance, racing over the Downs, and making 
  what’s coming difficult to see. Sounds echo strangely off 
  the stones of the hills, further distorting movement. The 
  company’s bonfires roar to life about their chosen hill.
  A wave of Wights equal to the number in the company 
  (including Gandalf) stalk out of the fog. If Gandalf has 
  already accumulated 5 or more successes, they are 
  accompanied by the dread Wight-king (see Rivendell page 
  80 for more about the Wight-king). The terrible undead 
  king will move directly to try to cut down the Grey Wizard. 
  If the Wight-king loses more than 40 points of Endurance, 
  he withdraws, for the moment.
  Wights forced to move onto the Hill of the Elf Prince by the 
  fierce will of the Wight-king automatically become Weary 
  (that includes the Wight-king himself). A Barrow-wight 
  (not the Wight-king) that is already Weary (for example 
  due to one of Gandalf’s silver vials) loses a Success dice 
  worth of Hate points instead.
  Midnight till Dawn
  The fog partially rolls away and the company can see 
  Barrow-wights coming from every direction, their eyes like 
  dull stars approaching over the Downs. The light from the 
  bonfires seems pale and barely stretches beyond the hill.
  The Wight-king returns, or if he has not yet attacked, 
  he does so for the first time now. He leads a seemingly 
  endless spectral horde of Wights. They have come to 
  kill. Two come for every player-hero and the Wight-king 
  himself comes for Gandalf. Every time a Barrow-wight is 
  struck down, it is replaced by another within three rounds.
  Gandalf’s voice raises to a thunderous roar. As his left 
  hand holds his staff high, light blazing from it, his right 
  hand waves and all the bonfires burst into brilliant life. All 
  characters regain 2 points of Hope as they feel their hearts 
  surge within them. Amidst his singing Gandalf gestures at 
  the Wight-king.
  To end the onslaught, the company must either end the 
  Wight-king or collectively destroy a number of Barrow-
  wights equal to the following: 7 minus the number of 
  successes Gandalf has achieved so far, times the number 
  of heroes in the company. 
  For example, in Gandalf’s first three tests, he has 
  accumulated 5 successes. There are 5 company members. 
  7 – 5 = 2 and 2 x 5 = 10 Barrow-wights that must be slain.
  If the Wight-king falls and there are Wights standing on 
  the Hill of the Elf Prince, they explode in blazing balls of 
  greenish light. Everywhere else, the Barrow-wights swiftly 
  retreat into the fog.
  If the company manages to kill enough Barrow-wights to 
  rout them without destroying the Wight-king, he retreats 
  with measured steps, his terrible eyes never leaving 
  those of the company. His voice hisses through the early 
  morning air: “We will meet again.” 
  The companions know they’ve made a deathless enemy, 
  who will not forget his defeat at their hands… Either 
  way, dawn comes as the Barrow-wights slip away into 
  the fog.
  The Wight-king:
  attRibute level
  6
  enduRance
  hate
  74
  12
  paRRy
  aRMouR
  7 +1 (Buckler)
  2d
  skills
  Personality, 5
  Survival, 2
  Movement, 4
  Custom, 4
  Perception, 3
  Vocation, 3
  Weapon skills
  Ancient Sword
  3
  Chilling Touch
  3
  special abilities
  Black Dread
  Denizen of the Dark
  Hate Sunlight
  Dreadful Spells*
  Darker than the Darkness
  Thing of Terror
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  140
  Ruins of the noRth
  *The Wight-king Song: The Wight-king sings a song 
  composed of sad but horrible sounds, with a voice that 
  seems far away and dreary, as if it was rising from the 
  ground. A hero who fails a Corruption check (TN 20) due 
  to Dreadful Spells first finds himself separated from the 
  rest of the company, and then falls into a deep slumber 
  and is considered unconscious. Sleeping companions are 
  dragged into the Wight-king’s barrow to be sacrificed; if 
  found, they may be roused with a successful Healing roll.
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Chilling 
  touch*
  Att. Level
  C
  18
  Pierce
  Ancient 
  sword**
  6
  10
  14
  Disarm
  * The cold, bony hands of the Wight-king grasp at 
  exposed flesh – often the neck or face – and send an 
  unnatural chill up that leaves their foe frozen to the very 
  centre of their being.
  ** These ancient, pitted blades are still sharp and 
  dangerous, their blows often stinging with an unnatural 
  cold.
  Barrow-wight:
  attRibute level
  4
  enduRance
  hate
  54
  6
  paRRy
  aRMouR
  4
  2d
  skills
  Personality, 2
  Survival, 1
  Movement, 3
  Custom, 1
  Perception, 2
  Vocation, 2
  Weapon skills
  Ancient Sword
  3
  Chilling Touch
  1
  special abilities
  Hate Sunlight
  Dreadful Spells*
  Denizen of the Dark
  Strike Fear
  *Wight Song: Barrow-wights chant a low, chilling song 
  to subdue their foes with the dark enchantment of their 
  voice. A hero who fails a Corruption check (TN 16) due to 
  Dreadful Spells first finds himself separated from the rest 
  of the company, and then falls into a deep slumber and is 
  considered unconscious. Sleeping companions are dragged 
  into the Wight’s barrow to be sacrificed; if found in time, 
  they may be roused with a successful Healing roll.
  Weapons:
  Weapon 
  type
  daMage
  edge
  inJuRy
  called 
  shot
  Chilling 
  touch*
  Att. Level
  C
  18
  Pierce
  Ancient 
  sword**
  6
  10
  14
  Disarm
  * The cold, bony hands of the Barrow-wights grasp at 
  exposed flesh – often the neck or face – and send an 
  unnatural chill up that leaves their foe frozen to the very 
  centre of their being.
  ** These ancient, pitted blades are still sharp and 
  dangerous, their blows often stinging with an unnatural 
  cold.
  
  141
  Success!
  Gandalf has reinstated the magical wards! A blue-white 
  luminescence surges up from the hill and ripples far into 
  the distance along the edge of the Barrow-downs. Any 
  Wights immediately flee, if the Wight-king is present, he 
  snarls and curses, before swiftly retreating. The weather 
  improves tremendously over the space of an hour. In the 
  morning, the sun shines through the breaking clouds and 
  rainbows dance about the hills.
  Barrow-wights can no longer pass beyond the boundaries 
  of Tyrn Gorthad, though alas, they do remain dangerous 
  throughout the Barrow-downs.
  Renewed but Flawed
  Dawn comes and Gandalf finishes his magic, but he 
  knows that the boundaries are unsound. If Gandalf 
  doesn’t achieve 7 successes by his fourth and final roll, 
  the Barrow-downs are contained, but there are ‘cracks’ in 
  the mystic wall. The Loremaster should take note that the 
  Wight-king can leave the Barrow-downs when he chooses 
  and may be able to occasionally force a breach, allowing 
  a small group of Barrow-wights to pass beyond the Downs 
  to work his will…
  Failure & Death
  The company is struck down to the last and Gandalf 
  cannot complete his magic before he is assailed and forced 
  to retreat from the Barrow-downs. A Loremaster willing 
  to abandon Tolkien canon should plan for an assault on 
  Bree and, not long after that, the Shire…
  Otherwise, Gandalf retreats to Rivendell and calls a 
  council of the Dúnedain to explain what happened. The 
  company are mourned and remembered in song. Their 
  deaths certainly count as heroic and Gandalf makes a 
  point of looking into the doings of their chosen heirs. The 
  Rangers spend much of the rest of 2977 fending off attacks 
  by Barrow-wights. In summer of 2978, Gandalf returns 
  with a small troop of Dúnedain volunteers to Tyrn Gorthad 
  to finish what he started. He succeeds, but the ranks of the 
  Rangers are diminished by that many more brave souls… 
  unless the player-heroes’ heirs help out, that is.
  epilogue
  If any of the characters fell during the night, Gandalf 
  mourns their passing with the rest of the company, but 
  otherwise he is pleased with how things went. 
  “They did not die in vain.”
  The weather throughout Eriador improves tremendously 
  and the year 2977 ends up being remembered as a fair 
  one, all things considered. The threat of the Barrow-
  wights has finally been contained and while it may not be 
  entirely resolved, they are no longer a large-scale problem 
  for Eriador.
  Gandalf gives each surviving member of the company a 
  pouch. The pouches contain small, but exceedingly well-
  wrought gemstones from Erebor of old. The contents of 
  each pouch are worth 30 Treasure, but they incur only 1 
  Encumbrance.
  Mithrandir is returning to Rivendell to rest for a time 
  before moving on to other concerns, and the company 
  is most welcome to accompany him if they wish. Over 
  the following year, the company’s renown is widespread 
  among the Rangers and the Wise.
  B
  shadoWs oveR 
  tyRn goRthad
  
  142
  Ruins of the noRth
  - index -
  (The) Company of the Wain 
  75
  Adventuring Phase 
  75
  (The) Adventure Begins 
  82
  Áinfean, the Apothecary 
  78
  Armed Men of the Company of the Wain 
  84
  Armed Villagers 
  86
  Attacking the Caravan 
  83
  (The) Bound Man 
  82
  Brigands! 
  86
  (The) Captive is Handed Over 
  84
  Caradog, the Bear-baiter 
  77
  (The) Companions Confer with Gandalf 
  91
  (The) Companions Confer with Saruman 
  91
  (The) Company of the Wain 
  77
  (A) Dark Dawn 
  88
  Deal directly with Uathach 
  91
  Dealing with the Spies 
  90
  Del’s Dwarven Spirits 
  78
  Dunlending Warriors 
  85
  (The) Dunlendings 
  84
  Evaluating the Outcome of the Encounter 
  87
  (The) Eye of Mordor 
  75
  Fellowship Phase 
  91
  (The) Folk-moot 
  87
  Following Covertly 
  83
  Following Openly 
  82
  Following the Caravan 
  82
  Foreshadowing 
  90
  Freeing the Captives 
  83
  Infiltrating the Caravan 
  83
  Interaction 
  87
  Introduction 
  87
  Investigating Further 
  91
  Larry’s Fireworks 
  81
  Let the Company Be 
  91
  Lodin the Toymaker 
  82
  (A) Lone Rider 
  88
  Osbert the Woodturner 
  81
  Part Five: When Dark Things… 
  90
  Part Four: She Sees, She Knows 
  88
  Part One: A Travelling Fair 
  76
  Part Three: False Accusations 
  85
  Part Two: Investigating the Caravan 
  82
  Prisoners 
  86
  Questioning Idderig 
  88
  (A) Regiments of Crows 
  89
  Setting Tolerance 
  87
  Shell Game 
  80
  Thelred the Rider 
  80
  Thelred, Renegade Rider of Rohan 
  89
  Terry’s Menagerie 
  80
  Thugs  
  80
  (The) Town of Road’s End 
  85
  Traps 
   
  78
  Uathach the Seer 
  78
  Uathach, Treacherous Fortune-teller 
  79
  Uathach’s Secret 
  76
  Wilma’s Furs 
  81
  (The) Wain Ring 
  82
  (A) Weariness of the Heart 
  89
  Who is the Bound Man? 
  85
  (The) Wose 
  81, 83
  Concerning Archers 
  61
  Adventuring Phase 
  61
  Archers in the Night 
  67
  Bilbo and The Ring 
  64
  (A) Chance Meeting 
  63
  Confustication and Admiration 
  64
  (A) Conversation Among Friends 
  62
  (The Hall of) Eärendur 
  68
  (The) Encounter 
  63
  Epilogue: Bringers of Tidings 
  74
  Exploration Hazards 
  66
  (The) Eye of Mordor 
  61
  Fell Wraiths 
  70
  Fellowship Phase 
  74
  (Exploring) Fornost 
  65
  (Getting to) Fornost 
  65
  (The Ghostly Voices of) Fornost 
  65
  (The Coming of) Gishnak 
  72
  (Who is) Gishak Gashnaga? 
  71
  Gishak’s Charge 
  73
  Interaction 
  63
  Introduction 
  63
  Harrowing Memories 
  67
  (A) Little Footpad 
  69
  (The) Marching Song of the Green Company 74
  (The) Northern Valley 
  71
  Part Four: The Last Battle of the 
  Green Company 
  70
  Part One: Riddles in Rivendell 
  61
  Part Three: Into Darkness 
  68
  Part Two: The Dead and The Fallen 
  65
  Rufus’ Bow 
  73
  Rufus’ Song 
  72
  (A) Secret Hoard 
  69
  Set Tolerance 
  63
  (About the) Spectres 
  68
  (Where is) Talandil, the Ranger of the 
  North Downs? 
  66
  (The) Throne Room of Arvedui 
  69
  Unexpected Guests 
  70
  Victory  
  73
  Wise Counsel 
  64
  Harder than Stone 
  36
  Adventuring Phase 
  36
  (Dealing with) Amos 
  40
  (The) Bandit Camp 
  39
  (Ruthless) Bandits 
  40
  Bound by Honour 
  60
  (To the) Broadcleave 
  56
  (The) Broken Keep 
  47
  Choices and Challenges 
  40
  (Into the) Coldfells 
  45
  Concerning Trolls 
  55
  (Sergeant) Cyrnan 
  40
  (By) Daylight 
  57
  (Meeting) Elrond 
  42
  Elrond’s Task 
  43
  (The) Encounter 
  52
  Epilogue: The Black Voice 
  60
  Ettin Guardian 
  58
  (The) Eye of Mordor 
  36
  Feredrûn 
  52
  (What) Feredrûn Knows 
  54
  (What if the Companions Attack) Feredrûn? 55
  (The) Fort 
  48
  Gondril  
  37
  (Attacking the) Guards 
  51
  Hazard Suggestions 
  45, 46, 56
  (The) Hunter of the East 
  52
  (The) Hunter Returns 
  57
  Hunting the Captain in the Coldfells 
  46
  Interaction 
  43, 53
  Introduction 
  42, 53
  Many Questions 
  54
  (By) Moonlight 
  57
  (Captain) Mormog 
  59
  (Captain) Mormog’s Speech 
  58
  Our Hope is in Secrecy 
  57
  Part Five: Bargains in the Night 
  51
  Part Four: Deep Plans 
  47
  Part One: Road Maintenance 
  36
  Part Six: Into the Ettendales 
  55
  
  143
  index
  Part Three: Picking up the Trail 
  44
  Part Two: At the House of Elrond 
  42
  (Entering the) Ruins 
  50
  (The) Search 
  60
  Set Tolerance 
  42, 53
  (The) Shadow Is Not Lightly Denied 
  60
  (The) Shattered Caravan 
  37
  Sneaking Around 
  51
  (The) Surface 
  48
  (The) Survivors 
  41
  (Dealing with the) Trolls 
  51
  (Back into the) Trollshaws 
  44
  (Into the) Trollshaws 
  38
  Underground 
  48
  (An) Unhappy Hour 
  56
  (The) Vault 
  47
  We Can Take ’im! 
  59
  “We’re the New Guys” 
  50
  What Really Happened Here? 
  38
  Introduction 
  4
  How to Use This Guide 
  6
  (The) Passing of Years 
  6
  (The) Return of the Witch-king 
  5
  Target Numbers 
  6
  Nightmares of Angmar 
  7
  Adventuring Phase 
  7
  Among the Hill-men 
  10
  Bedwyr  
  10
  Before Departure 
  21
  (The) Black Helms 
  12
  But We Do Not Know The Way 
  20
  (Ruins of) Carn Dûm 
  28
  (A) Celebration Ruined 
  14
  Companies from Eriador 
  8
  Companies from Wilderland 
  8
  Company Interjections 
  18
  Complications 
  15
  Continued Nightmares… 
  27
  Cowardly Retreat 
  16
  Crossing the Great Bridge 
  31
  Cynbal the Chief 
  10
  Cynbal’s Farewell 
  19
  Discovered in the Hills 
  9
  Durthacht and Madacht 
  11
  (The) Enemy 
  15
  Epilogue: To Rivendell 
  35
  Essylt  
  12
  Essylt the Fair 
  18
  Essylt’s Reply 
  32
  Essylt’s Resolve 
  19
  Evaluating the Outcome of the Encounter 
  20
  (The) Eye is Watching 
  24
  (A) Fateful Meeting 
  35
  (After the) Fight 
  16
  Finding the Secret Tunnel 
  31
  Fight Events 
  15
  Finding a Way In 
  28
  Fire and Anguish 
  14
  Forgall  
  11
  Forgall’s Hatred 
  15
  Fráech  
  10
  Freezing Fog 
  15
  (The) Eye of Mordor 
  8
  (The) Gift of a Guide 
  23
  Goblin Frenzy! 
  32
  Goblins of Carn Dûm 
  32
  Gwal 
   
  11
  Hazard Suggestions 
  23, 26
  Heddwyn, the Witch-servant of Angmar 33-34
  (Fighting) Heddwyn 
  33
  Heilyn, Sul and Uthecar 
  10
  Hill-men Wrestlers 
  14
  Hwalda: The Mixed-blood Guide 
  20
  Interaction 
  21
  Introduction 
  20
  (The) Journey 
  22
  Key Moment: Test of Courage 
  19
  Key Moment: Test of Sacrifice 
  14
  Key Moment: Test of Sympathy 
  13
  Key Moment: Test of Will 
  33
  Key Moment: Test of Zeal 
  21
  Key Moments 
  8
  Killing Forgall 
  15
  (Journey to the) Last Homely House 
  35
  Loremaster Characters in the Company 
  22
  (The) Lurker in the Long Valley 
  24-26
  March  
  11
  Meeting Hwalda 
  20
  Memorial Circles 
  9
  (Crossing the) Misty Mountains 
  23
  (Into the) Mountains of Angmar 
  26
  Navigating the Ruins 
  31
  (The) Nightmares Begin  
  16
  Part Five: Carn Dûm 
  27
  Part Four: Mountains & Monsters 
  22
  Part One: Black Helms 
  8
  Part Six: An Unexpected Foe 
  33
  Part Three: Concerning Hill -women 
  18
  Part Two Orc-work 
  14
  Running the Fight 
  13
  Savage Wolfdogs 
  9
  (A) Second Nightmare 
  22
  Secrets of a Resurrecting Kingdom 
  17
  Sending a Message to a Patron 
  22
  Speaking with Cynbal 
  12
  (Where is the) Steward of Carn Dûm? 
  28
  Taredd  
  11
  Tribal Council 
  18
  Wait! It can’t be Hwalda! 
  20
  Warg Attack 
  15
  Wrestling with Hill-men 
  13
  Shadows over Tyrn Gorthad 
  110
  Adventuring Phase 
  110
  (Researching the) Barrow-downs in Imladris 126
  Barrow-wight 
  140
  Been There… 
  129
  (Encountering Tom) Bombadil 
  134
  Copying the Black Speech 
  124
  (The) Counsel of the Grey Pilgrim 
  133
  (The) Dark Heart of the Matter 
  115
  (The) Deadly One 
  121
  Eight till Midnight 
  139
  (Master) Elrond’s Summons 
  113
  Elvish Singing & Dark Tidings 
  112
  Epilogue 
  141
  Evaluating the Outcome of the Encounter 113, 134
  (The) Eye of Mordor 
  128
  Failure & Death 
  141
  (New) Fellowship Phase Undertaking: Confer
  with Gandalf 
  126
  Finding Bombadil 
  133
  Finding the Right Spot 
  136
  First Floor 
  124
  Foreword 
  110
  Four till Eight 
  138
  (Protecting) Gandalf 
  137
  (Playing) Gandalf the Grey 
  114
  Getting Out Alive 
  125
  Goblins Horde 
  122
  (The) Goblins of the Tower of Icy Flame 
  121
  Ground Floor 
  123
  Hazard Suggestions 
  117, 118, 119
  (The) Hill of the Elf Prince 
  132
  (The) History of Tyrn Gorthad 
  112
  How About Bree? 
  131
  How to Continue 
  126
  (In) Imladris 
  125
  
  144
  Ruins of the noRth
  In Deep Places 
  130
  Interaction 
  114, 135
  Introduction 
  113, 135
  (The) Journey 
  117
  (From the) Last Bridge to the Hidden 
  Refuge of the Rangers 
  118
  Lófar Light-finger 
  130
  Looking for Mirabella 
  131
  Many Preparations 
  137
  Midnight till Dawn 
  139
  Mirabella’s Story 
  132
  Mithrandir’s Magic 
  137
  Noon till Four 
  138
  Part Eight: Casting Out The Shadow 
  136
  Part Five: The Hidden Vault at Fornost 
  128
  Part Four: On the Downs 
  127
  Part One: The Vigilance of Mithrandir 
  112
  Part Seven: Oldest & Fatherless 
  133
  Part Six: Mirabella’s Song 
  131
  Part Three: The Valley of the Dead 
  119
  Part Two: Return to Angmar 
  117
  Parting Blessings 
  136
  (A) Patch of Midnight 
  121
  (From the) Refuge of the Rangers to 
  Nan Gorthrim 
  119
  (The) Refuge of the Rangers 
  118
  Renewed but Flawed 
  141
  (Return to) Rivendell 
  125
  (From) Rivendell to the Last Bridge 
  117
  Rogues Beneath the Ruins 
  129
  Searching for the Vault 
  129
  Set Tolerance 
  113, 134
  (The) Stairway 
  120
  Stout Hearts 
  110
  Success! 
  141
  Thieving Dwarves 
  130
  To Find You Must Seek 
  127
  (The) Tower 
  123
  (Under the) Tower 
  121
  Watchful Eyes 
  128
  Wherever the Road Leads Us 
  127
  (The) Wight-king 
  139
  (The) Witch-king Sees 
  125
  Year 2973 
  111
  Year 2974 
  111
  Year 2975 (In this year, Gandalf asks for the
  company’s assistance in the early summer.) 111
  Year 2976 
  111
  Year 2977 
  111
  What Lies Beneath 
  92
  1. Watchtower 
  101
  2. Manor House 
  101
  3. Stables 
  101
  4. Cellars 
  101
  5. Family Crypt 
  101
  Adventuring Phase 
  92
  (The) “Brigands” 
  99
  (A) Confrontation 
  105
  (Into the) Crypt 
  107
  (A) Dark Night 
  105
  Dark Portents 
  106
  Developing the Relationship with Hiraval 
  95
  (The) Doom of Hiraval 
  108
  (A) Direct Assault 
  102
  (Playing) Edrahil 
  96
  Edrahil, Son of Hiraval 
  96
  Edrahil’s Fate as a Revelation Episode 
  107
  Elwin 
   
  99
  (Meeting) Elwin 
  103
  Epilogue: Húldrahir Defeated 
  109
  Evaluating the Outcome of the Encounter 95, 104
  (The) Eye of Mordor 
  93
  Fay  
   
  100
  Folulf and Arnulf 
  100
  Hazards Suggestions 
  96
  Helping a Ranger 
  93
  Herbert  
  100
  (Breaking) Herbert 
  105
  (Breaking) Hiraval 
  106
  (Playing) Hiraval 
  93
  Hiraval the Ranger 
  95
  Húldrahir the Spectre 
  92, 108
  Inner Darkness 
  107
  Interaction 
  94, 103
  Introduction 
  94, 103
  (The) Journey 
  96
  (Entering the) Manor 
  102
  Non-lethal Attacks 
  108
  Part Four: A Night of Treachery and Madness 104
  Part One: In Rivendell Where Elves Yet Dwell 93
  Part Three: The Secret Manor 
  99
  Part Two: The Journey West 
  95
  Playing the ‘Adventurers’ 
  99
  Rangers on the Road 
  98
  (From) Rivendell to Weathertop 
  96
  Searching the Ruins 
  106
  (The) Secret Manor 
  101
  Set Tolerance 
  94, 103
  (A) Stealthy Approach 
  102
  Travellers in Need 
  97
  Weathertop in Sight 
  98
  B
  
SOURCE: textdata/thevault/Middle-Earth™ (MERP) [multi]/The One Ring/Ruins of the North.pdf