TEXT: TM
  FanTasy Roleplaying in The WoRld oF The hobbiT™ and The loRd oF The Rings™ 
  based on The novels by J.R.R. Tolkien
  by gaReTh RydeR-hanRahan, WiTh FRancesco nepiTello
  
  Written by Gareth Ryder-Hanrahan 
  Additional Writing by Francesco Nepitello
  Concept by Francesco Nepitello
  The One Ring rules designed by Francesco Nepitello with Marco Maggi
  Art by Jon Hodgson, Jason Juta and Jordy Lakiere
  Editors: Andrew Kenrick
  Graphic Design: Paul Bourne
  Creative Director: Dominic McDowall
  Line Developer (Cubicle 7 Entertainment): Gareth Ryder-Hanrahan
  Line Developer (Sophisticated Games): 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 Darkening of Mirkwood, 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 -
  The Darkening of MirkwooD 
  4
  A Chronology of Wilderland 
  4
  Rules for Holdings 
  8
  The Tale of Years 
  10
  The lasT gooD Years: 
  2947-2950 
  11
  Year 2947 
  11
   
  The Wizard’s Man 
  11
  Year 2948 
  13
   
  The Folk-moot at Rhosgobel 
  13
  Year 2949 
  17
   
  The Questing Beats 
  17
  Year 2950 
  19
   
  Secrets Buried 
  20
  The reTurn of The shaDow: 
  2951-2960 
  24
  Year 2951 
  24
   
  The Helm of Peace 
  24
  Year 2952 
  27
   
  The Staff of the Roadwarden 
  27
  Year 2953 
  30
   
  The Beast of the Forest 
  31
  Year 2954 
  34
   
  The Lost Path 
  34
  Year 2955 
  38
   
  Treacherous Waters 
  38
  Year 2956 
  41
   
  Murder in Lake-town 
  41
  Year 2957 
  45
   
  The Siege of Black Tarn Hall 
  45
  Year 2958 
  50
   
  Saving the Maiden 
  50
  Year 2959 
  58
   
  The Horse-Lord’s Daughter 
  59
  Year 2960 
  61
   
  The Death of Ingomer 
  61
  The gaThering glooM: 
  2961-2966 
  64
  Year 2961 
  64
   
  Paying the Troll 
  65
  Year 2962 
  68
   
  Honour Among Thieves 
  69
  Year 2963 
  71
   
  The Anger of the Elvenking 
  71
  Year 2964 
  73
   
  The Greydelve 
  74
  Year 2965 
  75
   
  The Thief of the Lamp 
  75
  Year 2966 
  80
   
  Return to Dol Guldur 
  80
  The Years of The Plague: 
  2967-2974 
  84
  Year 2967 
  84
   
  Treachery in the Woods 
  84
  Year 2968 
  88
   
  Nine in the Hall 
  89
   
  Events in the Hall 
  91
  Year 2969 
  94
   
  Wheels within Wheels 
  94
  Year 2970 
  97
   
  Slaying the Forest Dragon 
  99
  Year 2971 
  101
   
  The Dying of the Light 
  101
  Year 2972 
  104
   
  The Hame of the Vampire 
  104
  Year 2973 
  108
   
  The Reach of the Shadow 
  108
  Year 2974 
  111
   
  Beorn’s Quest 
  111
  The Darkening of MirkwooD: 
  2975-2977 
  116
  Year 2975 
  116
   
  The Last Folk-moot 
  116
  Year 2976 
  118
   
  The March of the Woodmen 
  118
   
  To Rivendell 
  121
  Year 2977 
  123
   
  Epilogue: The Passing of the King 
  123
   aPPenDix 
  125
  The Nazgûl of Dol Guldur 
  126
  Characters and Creatures 
  130
  inDex 
  140
  3
  
  The Darkening of
  MirkwooD
  4
  the darkening of 
  - mirkwood  -
  This supplement tells of the Darkening of Mirkwood 
  – how it began, how it progressed, and how the heroes 
  can possibly avert the worst effects of it. The structure 
  of the campaign was originally presented on pages 111 
  to 119 of the Loremaster’s Guide. Its theme and focus 
  is summarised there, and contains information about 
  important Loremaster’s characters like Beorn and 
  Radagast, and other plot elements and characters created 
  expressly for the telling of the saga, such as the Lamp of 
  Balthi, the River-maidens and the Werewolf of Mirkwood: 
  Loremasters should refresh their memory of that material 
  before continuing.
  a ChronologY of wilDerlanD
  Each year from 2947 (the first hints of the returning 
  shadow) to 2977 (the death of King Bard) is described 
  individually, in the following format:
  Year: The current game year.
  Events: Here are listed a number of noteworthy things 
  that happen in Mirkwood and the lands immediately 
  surrounding it. Sometimes, events that occur far from the 
  forest, either on the edge of the Wild or in civilised lands to 
  the South, are also featured. The companions may or may 
  not hear tell of such things, depending on circumstances.
  The Loremaster can use the information contained in 
  this section in any way he sees fit, as plot hooks to be 
  developed, to add depth and perspective to the deeds of 
  the player-heroes during an Adventuring phase or to keep 
  the company up to date with the passing of major events 
  affecting the land during a Fellowship phase. 
  Adventuring Phase: This section typically contains one 
  sample adventure for the company to embark upon. A 
  measure of customisation is required, especially as the 
  actual play campaign progresses and the actions of the 
  player-heroes affect and alter the history of Wilderland.
  Loremasters are strongly encouraged to modify the plot 
  elements or change the location of a sample adventure, or 
  even to substitute key characters to adapt the adventures 
  to their playing groups. The aim of this section is to provide 
  a strong foundation to build upon, not to impose a rigid 
  plot on everyone’s games (see also Using the Tale of Years 
  and Personal Stakes below).
  
  5
  Fellowship Phase: Year’s End: Here are listed any special 
  Fellowship phase undertakings or other circumstances 
  that affect the final Fellowship phase for the year. Some of 
  the later years may not offer a specific entry, as it becomes 
  more and more difficult to foresee what the companions 
  might do in their spare time. Loremasters should remember 
  that it is especially during the Year’s End Fellowship phase 
  that the occurrences described in the Events entries prove 
  particularly effective to let the players feel the history of 
  Middle-earth unfold before them.
  inTroDucTion
  News from Afar
  Outside of the Shire, there is no postal service in Middle-earth, and certainly no newspapers. And while it seems that 
  Elves can spread or gather information "as quick as water flows, or quicker", they rarely share what they know 
  with other folks. More often than not, tidings go far and wide only through the gossip of wandering merchants 
  and in the close-mouthed grumblings of travelling Dwarves, and may even become difficult to separate from wild 
  tales and distorted rumours. 
  Without the intervention of envoys or messengers, it might take one full year, sometimes more, for characters 
  in Wilderland to learn of events happening elsewhere in the region, and from 2 to 5 years for news from outside 
  Wilderland to reach them, and at least 3 to 8 years for news out of the South, East or West.
  Characters with a suitable LOrE speciality may be able to get news faster, or have access to better sources. 
  Furthermore, many powerful individuals either have their own networks of informants and messengers, or else have 
  some way of getting information quickly. radagast, for example, has his flocks of birds; Beorn has his animals 
  and can travel swiftly by night – but even a Wizard must go in search of rumours and news. In Middle-earth, miles 
  are miles, and someone has to cross them to bring word from afar.
  
  The Darkening of
  MirkwooD
  6
  running The CaMPaign 
  Should the Darkening of Mirkwood become the story told 
  in The Lord of the Rings and its appendixes, it will be the 
  telling of a long defeat for the Free Folks of the North. The 
  Shadow returns to the forest, and Dol Guldur is restored. 
  By the time of the War of the Ring, Mirkwood is again a 
  place of horror. The Woodmen are barely mentioned and 
  may be scattered or destroyed, Beorn is dead, Radagast 
  gone and the Woodland Realm is isolated. 
  Even heroes can hardly avert this fate – all the odds are 
  against them. But there is something they can certainly 
  do: they can fight to hold back the darkness for another 
  day, another month, maybe another year. Their plight 
  may be considered desperate, even hopeless, but they will 
  at least save something from the inevitable doom.
  For these reasons, the emphasis of the Darkening of 
  Mirkwood should be on personal tragedy. The forest 
  may be lost, but can the heroes save their own families 
  and friends from slavery and death? Can they preserve 
  the treasures kept by the Woodmen? Can they salvage 
  something from the ruin? They may not live to see the 
  downfall of the Enemy, but they can save the North from 
  his malice and give hope to the future.
  using The Tale of Years
  Among other things, the Loremaster’s Guide for The One 
  Ring elaborates why players should not be intimidated 
  by what some recognise as a ‘Tolkien canon‘ (pages 8 
  and 9). They should not feel limited by the Tale of Years 
  offered in this guide either, and for very similar reasons: 
  Middle-earth historians can be wrong, rumours are often 
  mistaken for truth and what is written may not be what 
  actually came to pass. 
  When considering the events described in this guide for 
  inclusion in their own game, Loremasters are encouraged 
  to customise the facts and adventures presented herein, 
  to the point of altering or discarding them altogether, to 
  replace with new ones of their own devising. 
  This guide is filled with plot elements that are meant to be 
  woven together with the deeds of the players, not a rigid 
  script for them to play through. 
  Not everything contained here will suit every campaign, 
  and Loremasters should not attempt to have their players 
  witness or take part in every single occurrence described. 
  If the year’s main’ events are in Southern Mirkwood, and 
  the players are currently in the Woodland Realm, there 
  is no need to force them to travel the length of Mirkwood 
  – either run another adventure, or let them simply hear 
  later about what transpired.
  Personal sTakes
  The campaign works best if the players have a stake in 
  Mirkwood. Ideally, most of the heroes come from the Free 
  Folk who live in or around the forest – either Woodmen, 
  Silvan Elves or Beornings. Characters from foreign 
  cultures should be given a personal reason to care about 
  what happens to the forest and to keep them close to the 
  action.
  The companions are the heroes of the campaign. That does 
  not mean they must be stronger than Beorn or wiser than 
  Radagast, nor does it mean that Loremaster characters 
  do not have weight – it means that every game session 
  should be about what the heroes do, about their part in 
  the fight against the Enemy. If Beorn defeats an army of 
  Goblins, it should be the epic consequence of the player-
  heroes’ infiltration into the caves under the Mountains of 
  Mirkwood to find the lost Sceptre of Oropher.
  Holdings
  The rules for creating and running a holding (page 8) give 
  the players something of their own to build and protect. 
  They make a character part of the setting – and they are 
  wonderful leverage for the Loremaster to use. If Spiders 
  attack a Woodman village, that’s a tragedy for the heroes 
  to avenge – but if the village includes a farm that is part of 
  a hero’s holding, then it’s personal. 
  Moreover, holdings may put heroes in a difficult position 
  where they are forced to choose between their own 
  interests and the common good: what will a hero choose 
  when faced with the option of remaining faithful to an 
  important quest, or return home to protect his own?
  Kin & Hearth
  When Bilbo Baggins went There and Back Again, the worst 
  he had to contend with at home with was the Sackville-
  
  7
  Bagginses stealing his spoons. Frodo went to Mordor and 
  returned to find the Shire wounded, but he still left a place 
  of comfort and safety to travel far into danger. Most of the 
  characters in The Darkening of Mirkwood do not have the 
  same luxury. For heroes native to Wilderland, danger is 
  not over the Misty Mountains and far away – it is right 
  outside their door. What is threatened by the growing 
  Shadow are their homes and their way of life. 
  When it is the case, the Loremaster should encourage the 
  players to describe where they live, who are the important 
  personalities of their folk and which stories are told in 
  their home culture. Over the course of the campaign, the 
  players should be offered the chance to become leaders in 
  their communities, marry and have children, make friends 
  and allies. Then, with a kin and a hearth to defend, it will 
  be easy for the Loremaster to threaten all they stand for. 
  Personal threats can take many forms in the Darkening of 
  Mirkwood. Orcs come down from the mountains to raid 
  villages, Spiders lurk in the shadows, and the dead walk 
  in the woods. Then, there are subtler threats, but no less 
  dangerous; a dark power corrupts and rots all that is good 
  and wholesome, sowing dissent among the Woodman 
  clans, the Elves turn their backs on the world, and once-
  trusted allies fall prey to fear, despair or even turn to the 
  Shadow. 
  As Mirkwood grows darker, the heroes should see the 
  world becoming more hostile and perilous with each 
  passing year.
  Customising the Adventures
  The plot elements described in the Adventuring Phase 
  entries are not detailed as other published adventures 
  (and become more and more so as the Tale of Years 
  progresses). Loremasters should look at them as starting 
  points and suggestions, to be customised around their 
  playing groups. 
  Where possible, the Loremaster should link the events of 
  the adventure directly to the companions. If an adventure 
  mentions a kidnap victim, it should be one of the 
  companions’ kin or friends. If an adventure has a villain, 
  it should be replaced with a recurring foe that the players 
  really hate!
  The Passing Years
  The Darkening of Mirkwood spans thirty years, longer 
  than the time most heroes spend adventuring (see 
  Adventuring Career, page 119 of the Loremaster’s Guide). 
  From the start of the campaign, players should have one 
  eye on the future. Bardings, Beornings, Woodmen and 
  even Hobbit heroes are encouraged to get married, settle 
  down, have children, and eventually hand over their 
  weapons to their sons and daughters. 
  Dwarves and Elves should set their aim on similarly-
  termed goals, such as the foundation of a settlement, 
  the hoarding of treasure, the recovery of a long-lost 
  heirloom, all for the greater glory of their folk or to pass 
  along to a worthy heir.
  During play, the Loremaster can remind the players of the 
  unfolding of time in more effective ways than just listing 
  the passing of year after year. New villages get founded, 
  grow, and then disappear, victim to Orcs or plague or 
  some other disaster. Loremaster characters enter the 
  heroes’ lives, then disappear and are forgotten, or age 
  and die; villains start off as strong young warriors and 
  end as aged tyrants. Mirkwood is a living forest, and 
  sometimes nothing more than describing yet another turn 
  of the colour of its leaves or the first snowfall is needed to 
  summon the feeling of time flowing ever on. 
  lighT & Dark
  A very simple metaphor runs through the entire campaign 
  – light and darkness are equated with good and evil. 
  Dark places are bad, dangerous and home to evil things; 
  sunshine, open fires and blazing lamps are good. A 
  brightly lit place is a safe haven. The Loremaster would do 
  good to play up this symbolism – hope should be kindled 
  with flaming torches, dark times be announced by the 
  coming of black clouds, the company should meet allies in 
  sunlit clearings, and face down foes in the shadows below 
  the trees. 
  This balance of light and darkness can also be used to 
  mark the current state of things in Mirkwood. If, by the 
  company’s actions, the Elves of Mirkwood become more 
  insular and wayward, then the halls of King Thranduil 
  may be described as lit by flickering candles and full of 
  ghostly shadows. If, conversely, the companions rally the 
  inTroDucTion
  
  The Darkening of
  MirkwooD
  8
  Elves and bring hope to the forest, then their sanctuaries 
  blaze with the glare of magical lamps, reflected off 
  the rocky ceilings like a heaven of shining stars above. 
  Absolute despair comes with absolute darkness.
  rules for holDings
  ‘He lives in an oakwood and has a great wooden 
  house; and as a man he keeps cattle and horses…’
  Over the course of the campaign, heroes may come into 
  possession of a holding. A holding might be a business, like 
  a smithy or a tavern. It might be a farm, or the companion 
  might own land that is tilled by peasants who rent the land 
  and give the character a portion of each harvest. Holdings 
  do not need to be limited to strictly physical possessions – 
  a Woodman’s home and family might together constitute 
  a holding. 
  A holding represents the hero’s main occupation when he 
  is not adventuring. Bag End might be considered part of 
  a holding belonging to Bilbo Baggins (and later, Frodo); 
  Sam’s gardening job there would also be a holding (of less 
  value). 
  Not every adventurer has a holding; a truant Hobbit 
  far from the Shire or a merry Elf might not have any 
  responsibilities or commitments.
  There are many ways for a hero to come into possession 
  of a holding. For example, a lucky hero might inherit a 
  holding from a wealthy family member. Typically, a 
  companion gains a holding as the result of an adventure, 
  perhaps as a gift, or perhaps by finding an unoccupied 
  holding and taking possession of it.
  Holdings table:
  raTing
  DesCriPTion
  MiniMuM 
  sCore
  exaMPle
  9
  Modest
  1
  Trapper’s 
  cabin
  8
  Adequate
  2
  Farm, cottage
  7
  Respectable
  3
  Small inn, 
  mansion
  6
  Superior
  4
  Rich hunting 
  ground, large 
  inn
  5
  Thriving
  5
  Iron mine
  4
  Opulent
  6
  Gold mine, 
  large estate
  Rating
  The value of a holding is measured in gaming terms by 
  a numerical rating, ranging from 4 to 9. This value is 
  comparable to the Target Number for an action, in the 
  sense that a low number is preferable to a high number 
  (see below). A poor farm on a rocky hillside might have a 
  rating of 9; a rich farm in the fertile Anduin valley might 
  have a rating of 6.
  Minimum Score
  Heroes cannot own a holding unless they possess a 
  minimum score in an appropriate characteristic. The 
  rating of a holding is limited by a character’s Standing if it 
  is found within the borders of a hero’s homeland, while it 
  is limited by a hero’s Valour score if it is located anywhere 
  else (owning property beyond one’s station is seen as 
  unusual and rather suspect almost anywhere).
  
  9
  Specialities
  A character who owns a holding may profit from having a 
  matching Speciality – an innkeeper should learn Cooking, 
  a Hunter Beast-Lore and so on (see the Tend to Holding 
  Fellowship phase undertaking, below). 
  running a holDing
  The mundane affairs of running a business – planting 
  crops, mining ore, forging tools and so on – can be ignored 
  in the game; it is assumed that the character has the 
  requisite skills, or can employ someone who does. What 
  is important to determine is how a holding may change 
  over the course of the years, and what fruits does it bear.
  Holdings Upkeep
  In the course of the last Fellowship phase of each year 
  (Year’s End) all players whose heroes have a holding must 
  make a roll using the Feat die.  
  •	
  If the roll result is equal to or less than the holding’s 
  rating, then the holding produces just enough wealth 
  to keep the character at his Standard of Living. 
  If the Loremaster deems it appropriate to the current 
  circumstances, a result of 1 or 2 may be interpreted to 
  mean that the character’s holding does not produce 
  enough to cover his living expenses, forcing the hero to 
  spend stored Treasure to maintain his Standard of Living.
  •	
  If the result is greater than the rating, then the 
  character does not only attain his appropriate 
  Standard of Living but, if the holding is a property 
  capable of producing wealth (such as an inn, or tracts 
  of land), it earns Treasure equal to the difference 
  between the roll and the rating. 
  For example, if a player rolls a 9 on a holding rated 6, he 
  earns three Treasure that year. 
  •	
  If the result is A, then good fortune strikes the hero! He 
  gains no extra Treasure, but prospers in some other 
  way – a sick child recovers, an old feud is settled, 
  the weather is unusually pleasant. The rating for the 
  holding is permanently lowered by 1 (to a minimum 
  of 3)
  .
  •	
  If the result is C, then the holding suffers some 
  disaster or misfortune. If the hero does not take action 
  in the next Fellowship phase, the holding may be 
  destroyed or have its rating increased. 
  For example, a farm might be damaged by flooding or bad 
  weather; an inn might be attacked by raiders, a gold mine 
  might be taken over from below by Goblins. 
  New Fellowship Phase Undertaking: 
  Tend to Holding
   
  A character may spend a Year’s End Fellowship phase 
  tending to his holding by choosing this undertaking. 
  If he does so, he may roll the Feat die twice and 
  choose the best result when determining the conditions 
  of his property. If the hero possesses an appropriate 
  Speciality, he additionally gains an Advancement 
  point.
  aB
  inTroDucTion
  
  The Darkening of
  MirkwooD
  10
  the tale of years
  B
  The Last Good Years (2947-2950) – Page 11
  The return of the Shadow (2951-2960) – Page 24
  The Gathering Gloom (2961-2966) – Page 64
  The Years of the Plague (2967-2974) – Page 84
  The Darkening of Mirkwood (2975-2977) – Page 116
  
  11
  the Last Good Years: 
  2947-2950
  These are the last years before the return of the Shadow. 
  The Woodmen multiply, but they must deal with the 
  scattered minions of Dol Guldur. In the north, the Elves 
  savour again the joy of living under the dark boughs of the 
  forest, but are later troubled by the Werewolf of Mirkwood 
  and quarrel with the folk of Dale.
  Year 2947
  evenTs
  Gollum passes through Mirkwood. The wretched creature 
  crosses the Long Marshes just south of the Elf-path, then 
  makes his way south-west, skirting away from any danger. 
  In the autumn, he crosses into the Western Eaves, and 
  survives by preying on the unwary and those who are too 
  weak to defend themselves. 
  Ceawin the Generous (Heart of the Wild, page 103) sends 
  messengers to Woodmen-town, Rhosgobel and Woodland 
  Hall, asking for the clan elders to hear his plea. He wants 
  to ally his followers living in the East Bight with the 
  Woodmen, his distant kin. The elders agree to hear his 
  request, and a folk-moot is arranged for the midsummer 
  of the following year at Rhosgobel. 
  The companions may meet these messengers, or be sent 
  to the East Bight with the reply of the elders. After several 
  years of peace, the howl of the Werewolf of Mirkwood is 
  again heard in the forest. It attacks a party of Dwarves 
  from Erebor after they foolishly stray from the Elf-path. 
  aDvenTuring Phase: 
  The wizarD’s Man
  While out hunting or travelling near Rhosgobel, the 
  companions encounter a wounded man. He stumbles 
  towards them, his face pale as a ghost, yellow-flecked spit 
  welling up from the corners of his mouth. He was waylaid 
  by Spiders in the woods, and their poison courses through 
  his veins. He presses a crumpled note into the character’s 
  hands before falling unconscious. 
  Any Woodman companion hailing from Mirkwood (or 
  anyone possessing the Trait Mirkwood-lore) recognise him 
  as Beran the Watchful; he is a Woodman, and is known as 
  one of Radagast’s informants and watchmen. 
  The LasT gooD Years: 
  2947-2950
  
  The Darkening of
  MirkwooD
  12
  The note he carries warns that Beran saw Orcs in Fenbridge 
  Castle, one of the outlying fortifications of Dol Guldur (Heart 
  of the Wild, page 108). A scrawled map notes the position 
  of Fenbridge, and also marks a tower near the Narrows 
  of the Forest (the Tyrant’s Hill). The Enemy abandoned the 
  castle after the White Council drove the Necromancer from 
  Dol Guldur, but now the Orcs have returned.
  The hanD of MogDreD
  Soon after Beran meets the company, a group of six armed 
  warriors emerge from the forest, accompanied by as 
  many huge snarling wolfhounds. They are clad not unlike 
  the Woodmen of Mirkwood, but do not bear the marks of 
  any known clan. They wear mail shirts, and carry helms 
  and shields on their back, but it is clear that they are not 
  looking for a fight. 
  The leader of the group steps forward: she’s a lean, broad-
  shouldered Northman woman, with dark hair streaked 
  with white. She announces herself as Dagmar, servant of 
  the Tyrant’s Hill. Pointing at the poisoned man, she claims 
  that Beran stole something from her, and arrogantly 
  demands that he should be handed over to them. If 
  questioned, Dagmar identifies herself as a free huntress of 
  the forest, a follower of Mogdred, the Lord of the Hill. Her 
  master, she tells them, claims the southern forest as his 
  realm, and is a Woodman born of Mirkwood. She insists 
  that they are friends to the Woodmen, but her demeanour 
  says otherwise. 
  Dagmar is lying – she captured Beran in the woods, and 
  forcibly escorted him to the Tyrant’s Hill. Beran escaped 
  but blundered into a Spider-web. Mogdred wants to 
  keep news of the Orcs from the Woodmen for as long as 
  possible, until he decides which side to support.
  If the companions point out the letter, Dagmar offers to 
  bring Beran to Rhosgobel and deliver it personally. 
  Dealing with Dagmar
  If the companions choose to fight Dagmar, use the statistics 
  for Servants of the Tyrant’s Hill, below. The warriors 
  fight until reduced to half their starting Endurance or 
  wounded, and then retreat. Dagmar does not want to kill 
  the companions – Mogdred does not want to antagonise 
  his neighbours – but neither is she overly solicitous of their 
  health. If the company surrender or flee, she lets them go. 
  If the companions hand Beran over, then Dagmar and her 
  followers vanish into the forest with the wounded man. He 
  is never seen again.
  If the companions insist on bringing Beran to Rhosgobel, 
  then Dagmar offers to accompany them. “These woods 
  are dangerous”, she says, “Spiders and worse things draw 
  near.” On the way there, Dagmar looks for an opportunity 
  to recapture Beran and the note. She might even attack the 
  company as they sleep. If the heroes refuse Dagmar’s offer, 
  then she and her men follow them through the woods; if 
  they are unable to escape her, she ambushes them before 
  they reach Rhosgobel. By then, her frustration is enough 
  to drive her to kill.
  Servants of the Tyrant’s Hill
  These are cruel men who once served the Necromancer 
  of Dol Guldur, but are now sworn to Mogdred. Some 
  were Woodmen, but many come from the Vales of 
  Anduin or further away. They are well-trained warriors, 
  and carry better arms and equipment than is common 
  in the North.
  aTTribuTe level
  3
  enDuranCe
  haTe
  16
  3
  ParrY
  arMour
  4 + 2 (Shield)
  2d + 2
  skills
  Personality, 2
  Survival, 3
  Movement, 2
  Custom, 1
  Perception, 2
  Vocation, 3
  weaPon skills
  Sword
  3
  Savage Hound
  3
  sPeCial abiliTies
  Beast-tamer
  No Quarter
  Beast-tamer. A servant may spend 1 point of Hate to 
  make one supplementary attack, using the Savage Hound 
  skill score. Additionally, when a hero scores a Piercing 
  Blow, the Loremaster may choose to eliminate one hound 
  to cancel it. Each servant controls one hound.
  
  13
  Weapons:
  weaPon 
  TYPe
  DaMage
  eDge
  injurY
  CalleD 
  shoT
  Sword
  5
  C
  16
  Disarm
  Savage Hound
  4
  C
  14
  -
  aT rhosgobel
  At Rhosgobel, the company meet Radagast, who is deeply 
  concerned by news of the Orcs at Fenbridge. He has been 
  keeping a close watch over the ruins of Dol Guldur and 
  the other outlying fortresses, and hoped that Mirkwood 
  would enjoy a long time of peace before evil returned to 
  the wood.
  If the company wish, they can try to gain Radagast as a 
  patron (see page 115 of the Loremaster’s Guide).
  The lorD of The TYranT’s hill
  The companions may wish to know more about Mogdred, 
  the so-called Lord of the Tyrant’s Hill (Heart of the Wild, 
  page 107). According to rumour, he commands many 
  well-equipped warriors, and claims part of Southern 
  Mirkwood and the Narrows as his domain. Some of the 
  settlements in the southern vales pay him tribute. No one 
  among his followers knows where Mogdred comes from, 
  but his tower was once inhabited by Orcs and Men who 
  bore the sigil of the Necromancer.
  fellowshiP Phase: Year’s enD
  This is one of the last good years before the Shadow 
  returns – when rolling for the upkeep of a holding, add 2 
  to the roll result.
  Year 2948
  evenTs
  Gandalf travels across Wilderland, with the intention 
  of inviting one of the rulers of the North to become a 
  member of the White Council. He visits the courts of 
  Elves, Dwarves and Men, and is generally received with 
  honour and a little suspicion – where the Grey Pilgrim 
  goes, trouble follows. If Gandalf meets the company, he 
  asks them questions about their rulers. Unless impressed 
  greatly to the contrary, he resolves not to invite anyone to 
  the White Council, not to compromise the fragile alliance 
  that the North seems to be enjoying. He ends his journey 
  in Rhosgobel, where he rests for a few days and confers 
  with his fellow Wizard. 
  Representatives from all the houses of the Woodmen 
  gather at Rhosgobel to hear Ceawin the Generous. See The 
  Folk-moot at Rhosgobel, below.
  Trespassers from Dale enter the Woodland Realm and 
  cut down trees, including some silver beeches that are 
  especially beloved of the Elves. 
  Una, a young merchant princess from Dorwinion, leaves 
  her court in early summer to visit Dale for diplomatic 
  reasons. A detachment of Barding warriors (possibly 
  including the companions) is sent by King Bard to meet her 
  caravan along the Running River; they reach the merchant 
  convoy just in time to discourage a band of raiders from 
  the East that was following them. When the princess 
  finally arrives in Dale, everyone witnesses how King Bard 
  is captivated by the sight of Una’s dancing during the feast 
  held in her honour.
  aDvenTuring Phase: 
  The folk-MooT aT rhosgobel
  Representatives from all the Houses of the Woodmen 
  come to Rhosgobel at midsummer. This gathering also 
  brings merchants and traders from far afield. Envoys and 
  guests from other Free Folk are also welcome to attend the 
  folk-moot, where many matters relating to the Woodmen 
  are debated (characters who are not Woodmen may be 
  given special missions or assignments by their rulers to 
  bring up at the gathering).
  Notable people present:
  •	
  Ingomer, of the House of Woodland Hall: Ingomer 
  Axebreaker is the head of the council of elders of 
  Woodland Hall (Heart of the Wild, page 92); he has 
  The LasT gooD Years: 
  2947-2950
  
  The Darkening of
  MirkwooD
  14
  the loudest voice in the folk-moot and keeps order in 
  the meeting. Ingomer greets the companions as they 
  enter; he announces to the gathering any Woodman 
  hero with a Standing rating of 3 or more, and any 
  adventurer with a Valour score of 3 or more. 
  •	
  Hartfast, of the House of Mountain Hall: Old and 
  quarrelsome, Hartfast son of Hartmut is the chieftain 
  of Mountain Hall. Unlike the other Woodmen, the 
  strange folk of the hall always elect a chieftain to rule 
  them and protect them from the Orcs of the Misty 
  Mountains. 
  •	
  Fridwald the Runner, of the House of Woodmen-
  town: Fridwald is a wiry old man who serves as chief 
  messenger and runner between the three Woodmen 
  settlements of Mirkwood since too many years to 
  count. Despite his advanced age, he is still hale and 
  hardy, and knows the paths of the forest better than 
  anyone else. When the folk of Woodmen-town do not 
  go to Radagast for counsel, they turn to old Fridwald. 
  With him is his nephew Munderic, a lazy boy of ten 
  who Fridwald is vainly trying to convince to be a 
  messenger for the Woodmen too. 
  •	
  Radagast the Brown: By ancient tradition, the 
  Wizard attends all folk-moots as an honoured friend. 
  Radagast says little, preferring to sit in a corner and 
  amuse the children with his magical dancing mice.
  •	
  Amaleoda, Shieldmaiden of the Black Tarn: in 
  charge of her family since her father’s death, Amaleoda 
  and her kin live on the western shore of the Black Tarn. 
  They are fishers and hunters. Of the Woodmen, they 
  live closest to the Shadow of Dol Guldur.
  Special guests:
  •	
  Ceawin the Generous: Golden-haired Ceawin is the 
  young leader of a band of settlers in the East Bight, 
  
  15
  on the far side of Mirkwood. Most of his followers are 
  distant kin to the Woodmen.
  •	
  Bofri, son of Bofur: The Dwarf visits the folk-moot in 
  search of brave warriors and scouts who can help him 
  explore the remains of the Old Forest Road (Heart of 
  the Wild, page 84).
  Before the folk-moot begins, the company can meet 
  friends, gather rumours or speak with Radagast. They may 
  hear tell of recent events, learn old stories like the tale of 
  Balthi, rumours about the River-maidens, or learn of the 
  loss of Ingomer’s son in the forest. Ceawin’s followers are 
  everywhere, offering gifts of food, drink and gold to win 
  support.
  At first, the folk-moot deals with trivial matters. The 
  assembled elders discuss trade between their Houses and 
  their allies. The traders of Mountain Hall complain about 
  the tolls requested by the Beornings; the folk of Woodmen-
  town ask for more iron and tin; foreign merchants come 
  to sell swords and spear-heads made by Dwarves in the 
  north.
  Next, the folk of the Black Tarn speak. Amaleoda says that 
  the recent years brought wonderful harvests, that the lake 
  is alive with fish, and the pestilent fogs that sometimes 
  blew up from the south are gone. The Maiden of the Lake 
  welcomes their presence. They invite more of the Woodmen 
  to come south with them to the Black Tarn, for they intend 
  to raise a longhouse and build a larger walled settlement. 
  The Woodmen greet this prospect with enthusiasm, but 
  Ingomer raises his hands for silence.
  “One not of our people – though a kin from afar – asked to 
  speak here. Come forth, Ceawin.”
  Ceawin sPeaks
  Ceawin the Generous climbs up on a platform to address 
  the crowd. “For those who do not know me,” and here he 
  addresses himself chiefly to Hartfast, “my people dwell 
  in the East Bight of Mirkwood.” Ceawin lists the virtues 
  of the East Bight – the soil is fertile, it is close to the rich 
  lands of Dale and Dorwinion, and it was the home of the 
  Northmen of old. He has many followers and a sturdy 
  longhouse. He asks to be counted among the Woodmen – 
  his people need to learn how to survive in Mirkwood, and 
  offers friendship and wealth in exchange.
  The response to Ceawin’s speech is divided. Some are 
  suspicious of newcomers; others, like Hartfast of Mountain 
  Hall, recognise the wisdom of his request. Firienseld is, 
  after all, even further from Woodmen-town than the East 
  Bight, and they are counted among the Woodmen.
  Just before Ingomer calls for the vote, one of Ragadast’s 
  birds flaps down and lands on the Wizard’s shoulder, 
  cawing frantically. A moment later, the sound of horns 
  echoes out of the wood. 
  The ProDigal son
  A dozen riders emerge quietly from the shadow of the 
  trees. If the companions played through The Wizard’s 
  Man (page 11), they recognise the garb of the men of the 
  Tyrant’s Hill. All are armed, and their weapons seem both 
  well-made and well-used. Two of them have big sacks tied 
  to the back of their mounts. At their head rides a dread 
  figure, wearing a helm made in the likeness of a dragon.
  “Only Woodmen and their friends are welcome here,” 
  declares Ingomer.
  The stranger removes his helm. “But I am a Woodman, 
  by blood and birth. Don’t you recognise me? You called 
  me Ingold, your son, though men now call me Mogdred.” 
  Shaken, Ingomer sits down.
  Mogdred address the crowd. “For many years, I was a slave 
  in the dungeons of the Necromancer! Now I am lord of the 
  place you call the Tyrant’s Hill, and I command many men.” 
  He points his sword at Amaleoda. “You and yours would be 
  long dead if it were not for our protection. Darkness returns 
  to the forest, had you but eyes to see it. There are Orcs in 
  Fenbridge, and shadows stir in Dol Guldur.”
  A warrior in the crowd wants to know what Mogdred asks 
  of this folk-moot. He responds with scorn, “A seat in the 
  councils of the Woodmen, tribute from the Black Tarn, 
  wives for my warriors, gold from the mountains. That 
  stranger -” he points at Ceawin the Generous, “offered you 
  trinkets and sweetcakes. My offer is of a more practical 
  sort.” 
  The LasT gooD Years: 
  2947-2950
  
  The Darkening of
  MirkwooD
  16
  His two followers up-end the sacks they brought with 
  them. Dozens of Orc-heads tumble from them. “What say 
  you?” he demands arrogantly.
  The DebaTe
  The Woodmen must choose how to respond. There are 
  three proposals before them:
  •	
  Welcome Ceawin’s people into the Woodmen: On the 
  one hand, they are wealthy and an alliance with them 
  would make the Woodmen stronger. On the other, 
  Ceawin is a stranger, and the East Bight is far away – 
  if Orcs have come back to Southern Mirkwood, then 
  maintaining trade with the East Bight will be perilous. 
  Opinion on Ceawin’s proposal is divided roughly evenly 
  among the Woodmen, but on balance they are currently 
  in favour of it.
  •	
  Build a new village by the Black Tarn (Black Tarn Hall): 
  Amaleoda’s folk are prospering, and establishing 
  a new House would strengthen the Woodmen as a 
  whole. The Black Tarn is rich in fish, and they have 
  the friendship of the River-maidens. 
  Virtually everyone supports Amaleoda on principle, but 
  some fear that the new village is too close to the dangers 
  of the south.
  •	
  Welcome the Lord of the Tyrant’s Hill into the 
  Woodmen: Mogdred’s sudden appearance at the 
  conclave means that few people are sure what to think. 
  He strongly implied a threat - “If you’re not my friends, 
  then you’re my enemies, and you already have more 
  enemies than you know” - and that was not the act of 
  a kind man. He demanded tribute instead of asking 
  for friendship, and seemed to consider the Black Tarn 
  part of his domain. However, is it not better to have his 
  warriors as allies instead of enemies? If the Woodmen 
  refuse Mogdred, then he could threaten both a new 
  Black Tarn village and anyone travelling to the East 
  Bight. Also, he is Ingomer’s son, and Ingomer was a 
  good leader. His son clearly suffered in the dungeons, 
  and he is not very polite, but is that a good reason to 
  reject him? 
  The Woodmen are divided on this proposal, but more are 
  against Mogdred than support him.
  If the players wish, they can speak in support or against 
  any of the proposals. A successful Awe, Courtesy, Inspire 
  or even Song roll can rally opinion. The difficulty of any 
  roll made to change opinions about Ceawin or Mogdred 
  should be set at the default level (TN 14), while it is much 
  harder to instill doubts about the proposal of Amaleoda 
  (TN 18). 
  After some time, Ingomer calls for a vote. 
  juDgeMenT of The folk-MooT
  The decisions made here have repercussions long into the 
  future:
  ProPosal
  aCCePTeD
  rejeCTeD
  Ceawin
  Over the next few 
  years, several 
  Woodmen families 
  move to the East 
  Bight to settle there. 
  Ceawin names his 
  main settlement the 
  Sunstead, and it 
  prospers for several 
  years.
  Ceawin returns 
  empty-handed and 
  angry. His people 
  rapidly dwindle as 
  many flee the forest 
  to the safer land of 
  the Bardings to the 
  north. 
  Amaleoda
  Any Woodmen who 
  wish to settle by the 
  lake are welcomed 
  in Black Tarn Hall. 
  Many people from 
  Woodmen-town and 
  Rhosgobel go east to 
  help its building. 
  Shocked and 
  surprised, the 
  shieldmaiden 
  returns home to the 
  lake. Her people 
  continue to grow in 
  numbers, but more 
  and more of them 
  turn to Mogdred’s 
  men for protection.
  Mogdred
  Mogdred’s men 
  help protect 
  the Woodmen’s 
  southern border, 
  but they cause lots 
  of trouble. There 
  is bitter fighting 
  between the Orcs of 
  Fenbridge  Castle 
  and the warriors of 
  the Tyrant’s Hill.
  Angered, Mogdred 
  returns to his 
  fortress. His 
  warriors become 
  raiders, attacking 
  the Woodmen 
  settlements and 
  making travel 
  through the 
  forest even more 
  dangerous.
  
  17
  If both Amaleoda’s and Mogdred’s proposals were 
  accepted, the two Houses watch each other suspiciously. If 
  the Woodmen support Ceawin or Amaleoda (or both), but 
  reject Mogdred, then the new Woodman settlements are 
  virtually cut off by the men of Tyrant’s Hill, and travelling 
  to those areas becomes dangerous. 
  fellowshiP Phase: Year’s enD
  Companions spending the Fellowship phase in Dale or 
  Esgaroth hear news of how King Bard is wooing fair Una 
  of Dorwinion. Barding heroes of sufficient Standing may 
  even play an important part in the king’s betrothal as 
  amorous intermediaries, if they wish to intervene and be 
  involved. 
  Year 2949
  evenTs
  Early this year, King Bard marries Una of Dorwinion. 
  The bond reinforces the status of the kingdom of Dale as 
  a rising power in the North, as Una comes with a rich 
  dowry of gold and diplomatic relations. In December, 
  Una gives birth to a male son, Prince Bain, making Bard a 
  father at the age of 38.
  Spiders attack a Woodman boat travelling down the Dusky 
  River. The River-maidens intercede to save the Woodmen 
  by guiding them out of the webs. One of the Woodmen 
  reports seeing a gigantic Spider lurking in the shadows.
  Gollum lingers on the fringes of the Western Eaves, 
  stealing food from the Woodmen. One farmer tries to 
  catch the chicken-thief; Gollum retaliates by terrifying 
  the farmer’s cows, who trample the Woodman to death. 
  Ingomer of Woodland Hall puts a bounty on the head of 
  this ’Bloody Ghost’.
  Beorn visits Northern Mirkwood, and meets with the 
  Elves. King Thranduil sends emissaries to meet with him. 
  Elven heroes of high Standing who have good relations 
  with the Beornings may be included in this mission.
  Tensions with the Barding villages along the eastern 
  border of the Woodland Realm continue, as the Bardings 
  trespass into the lands of the Elves. 
  Balin and Gandalf visit Bilbo in the Shire. On the way, they 
  speak of Moria and Balin begins dreaming of a return to 
  that lost city.
  aDvenTuring Phase: 
  The QuesTing beasTs
  For many years, King Thranduil has hunted the fabled 
  white deer of Mirkwood, a race of enchanted beasts known 
  to roam all of the forest. They are rarely seen, and some 
  consider their appearance to foreshadow portentous 
  events. Recently, hunters have spotted the creatures in 
  Northern Mirkwood, and the Elvenking has called for a 
  royal hunt.
  Normally, only Elves of the Woodland Realm would be 
  invited to participate in such a hunt, but the Elvenking 
  declares that mortals may participate if they are friends 
  of the realm. A few Woodmen and warriors from Dale 
  and Lake-town are allowed to join in the hunt. If the 
  heroes have good relations with the Woodland Realm, 
  or have Thranduil as a patron, they receive invitations. 
  Alternatively, if the characters have a different patron, 
  then he may ask them to represent him at Thranduil’s 
  hunt.
  The hunt begins at the Elvenking’s Halls, then ranges out 
  to the north and west. Thranduil and some of the Elves 
  ride grey horses that seem to magically slip through the 
  thickets and undergrowth without impediment, but most 
  hunters are on foot. The hunt may take many weeks to 
  complete, as the white deer wander far into Northern 
  Mirkwood.
  ruiThel
  One of the hunters who sets out at the same time as the 
  companions is an Elf-maiden named Ruithel, famed as 
  a huntress and a tracker. She wields one of the treasures 
  of the Woodland Realm, the bow Penbregol, strung with 
  mithril by the Dwarf-smith Gamil Zirak in the depths of 
  time. Ruithel was recently promoted to command the 
  The LasT gooD Years: 
  2947-2950
  
  The Darkening of
  MirkwooD
  18
  guards who watch the Elf-path and the borders of the 
  Realm, and is eager to prove herself worthy of the office 
  and the bow that comes with it.
  Ruithel laughs at any mortal hunters. Mirkwood has been 
  her home for more than two thousand years; how can 
  they call themselves hunters and woodwise when they 
  have not watched these mighty oaks leap up young and 
  green in the spring of the world? She also speaks softly 
  but coldly about the humans who trespassed in the east of 
  the Realm, and how they will be punished if they lay axe 
  to tree again.
  The Bow of Sudden Fury
  Penbregol is a bow with an Edge rating of 8. 
  Additionally, it is a Woodland Bow (Adventurer’s 
  Guide, page 139) and thus its wielder is always 
  allowed to make one additional opening volley, even 
  when no opening volleys are allowed (unless surprised).
  hunTing The whiTe Deer
  The white deer are somewhere in Northern Mirkwood. 
  When the Loremaster finds it to be convenient, the 
  creatures are spotted by scouts somewhere near the 
  company and the chase is on (if the Loremaster prefers 
  a random method, he may roll a Success die for every 
  three days of hunt - a roll of 6 indicates that a deer is 
  close by). 
  Each companion is allowed a Hunting roll each day to 
  find a trail. A success means that the hero can roll again 
  the following day and the day after - three successful 
  tests in a row brings a hero within sight of a white deer 
  (a great success equates to two successful tests, and an 
  extraordinary success to three successful tests).
  A companion who spots a white deer encounters a single 
  animal, or maybe a hind with fawns, as they stand 
  glimmering in the shadows – a hero has just enough time 
  to let loose an arrow (any other action sees the animals 
  turn and vanish silently in the forest). The difficulty to 
  shoot a deer is TN 18: a Piercing blow kills the animal; any 
  other result bloodies it, but the creature disappears in the 
  darkness of Mirkwood. 
  As an option, the Loremaster may choose to run The Pit of 
  the Exiled Dwarves (below) while the company is on the 
  hunt. A white deer might even lead the heroes to Ruithel in 
  her time of need.
   If a hero brings a white deer down, he is feasted and 
  féted at Thranduil’s Hall; this is certainly a deed worth 
  of an increase in Standing for a Silvan Elf, and of a gift of 
  Treasure for any other hero (worth five points).
  Killing a Hart in Mirkwood
  In The Hobbit, Thorin Oakenshield shoots an arrow 
  into a leaping hart just before the company encounters 
  the white hind and her fawns (it is possible that the 
  dark hart was the male companion of the snow-white 
  hind). Moments later, Bombur falls into the waters 
  of the Enchanted river…
  If the Loremaster likes the idea, he may have a hero 
  hunting the white deer find a dark stag instead, 
  guarding his mate and young (following the rules 
  described above). If the hart is killed everyone gains 
  a Shadow point, AND something really bad happens! 
  Examples include: a miserable hero suffers a bout of 
  madness, a companion has a riding accident, the noise 
  of the hunt rouses the unwanted attention of a whole 
  Spider colony, and so on.
  The PiT of The exileD Dwarves
  While travelling through Northern Mirkwood, the 
  company comes across a strange sight – a deep pit cut into 
  the forest floor, opening among the thick roots and fallen 
  leaves. The pit was obviously concealed in the underbrush 
  until recently. 
  At the bottom of the pit, keen-eyed companions (or 
  whoever passes an Awareness test) spot a silvery glimmer 
  in the murky green light: it is the precious bow Penbregol! 
  Something must have happened to Ruithel.
  A moment later, a pair of hooded Dwarves emerge from a 
  concealed door in the side of what appears to be a dead 
  tree, but is actually a cunningly carved entrance to their 
  
  19
  underground lair. They do not approach the company, 
  but watch them warily. The two introduce themselves as 
  the brothers Polin and Pomin, exiles from the vanished 
  Greydelve. They claim that this region is their home, 
  and that the companions are trespassing. If asked about 
  Ruithel, they admit the Elf is in their custody: they claim 
  that she cut the beard from their chieftain Frár the 
  Beardless (Heart of the Wild, page 22 - this is actually an 
  unfortunate misunderstanding; it was Guilin, the former 
  holder of Ruithel’s office that shaved Frár. 
  The two Dwarves recognised the famous bow and assumed 
  that Ruithel was responsible.)
  The Dwarves claim Ruithel as their prisoner, and refuse 
  to release her. If the company try to attack the Dwarves, 
  they flee back inside the hollow tree and run down the 
  concealed spiral staircase to the caves below. The entrance 
  to the hollow tree is concealed with spells of secrecy, 
  requiring an extraordinary success on a Search test (or a 
  normal success for a Dwarf) to find. The Dwarves say they 
  will ransom Ruithel once Frár arrives, but that may take 
  many weeks. If they must, they let the heroes get her bow 
  in exchange for their silence.
  saving ruiThel
  There are several possible ways for the company to rescue 
  Ruithel. They could try to gain entrance to the Dwarves’ 
  dwelling and fight their way past them. They could 
  negotiate. The Dwarves want two things – revenge and 
  help reclaiming their former home, the Greydelve, from 
  the Orcs. Negotiating with the two brothers is tricky, as 
  both are half-mad. They can also try to trick or threaten 
  the Dwarves into giving up the Elf, but this will result in 
  their perpetual enmity. 
  If the company can engineer a peaceful resolution, then 
  both Ruithel and the Dwarves are in their debt. Thranduil 
  may even consider meeting with their chieftain Frár 
  and helping the Dwarves in retaking the Greydelve. If 
  the company leave Ruithel to her fate, she escapes the 
  captivity of the Dwarves several weeks later. Ever after, 
  she bears a grudge against mortals, and becomes 
  sympathetic to the beliefs of the Wayward Elves (Heart of 
  the Wild, page 78). 
  fellowshiP Phase: Year’s enD
  No changes, although those who stay at Thranduil’s Halls 
  after a successful hunt of the white deer regain an extra 
  point of Hope. 
  Year 2950
  evenTs
  At the instigation of Gandalf, the Elvenking dispatches 
  scouts to the Mountains of Mirkwood. Their mission 
  is to search for records or documents that might have 
  been hidden there when the Necromancer fled from Dol 
  Guldur. The scouts find nothing, but report that evil things 
  are stirring in the dark.
  The strength of the Orcs at Fenbridge Castle grows. If 
  Mogdred was welcomed into the Woodmen in 2948, then 
  The LasT gooD Years: 
  2947-2950
  
  The Darkening of
  MirkwooD
  20
  his men stop the worst attacks. Otherwise, settlements 
  along the Black Tarn and the East Bight are attacked by 
  Orcs this year. At the suggestion of Gandalf, Radagast 
  travels to Dol Guldur. See Secrets Buried, below.
  The Woodmen continue to hunt for the ’Bloody Ghost’. 
  Some mutter darkly about Mogdred’s men, and blame 
  them for the evil. 
  A few of the younger Elves at a feast in the Bower (Heart 
  of the Wild, page 73) decide to punish the Bardings for 
  their trespassing. When a group of foresters next enter 
  the woods, the Elves harass and ensorcel them, weaving 
  spells around the mortals. The foresters lose their way 
  and wander into the depths of the forest. Three are met 
  by friendlier Elves and guided back to the Elf-path, but 
  another goes mad and dies.
  aDvenTuring Phase: seCreTs burieD
  Radagast calls upon the companions for aid. If he does 
  not know them already, he summons them by sending a 
  talking squirrel to each of them; Radagast is friendly to all 
  the birds and beasts of the forest, and they do his errands. 
  His furry messenger bids the company to gather at the 
  docks of Woodmen-town on Midsummer’s Day.
  If the companions go to the meeting-place on the appointed 
  day, they see a boat of strange design emerge out of the 
  summer mists on the dusky river. It has a high prow 
  decorated with the carved head of a bird, and low flanks 
  swept back like wooden wings. A brown sail billows from 
  its tall mast. Radagast stands with one hand on the tiller, 
  his staff resting at his feet. He welcomes the company on 
  board.
  Radagast is going to the south shore of the Black Tarn. As 
  they probably know, he explains, until some years ago a 
  great evil was threatening to overcome Mirkwood. Then, 
  a council of the wise and powerful chose to act and evil 
  was banished. 
  But even the very wise sometimes fail to see the end of all 
  things, and something rotten might have been left to fester 
  in the forest. Will the companions help him to make sure 
  that a deeper shadow doesn’t rise to take the place of the 
  first? 
  To The blaCk Tarn
  The journey takes only one day (and as such doesn’t 
  require the company to pass any Fatigue tests). The boat 
  seems much too big for the narrow river, but it somehow 
  passes through even the thickest parts of the forest without 
  getting caught, as if the branches parted overhead to let 
  the mast and sails go by. Sometimes, the heroes hear 
  bubbling laughter or glimpse the shape of a woman in the 
  water – one of the River-maidens is nearby (Heart of the 
  Wild, page 90).
  At the Black Tarn, Radagast and the company disembark 
  on the south shore of the lake, far from the eyes of the 
  villagers of Black Tarn Hall. The Wizard leaves the 
  companions and climbs a green hillock rising above the 
  lake front some distance away. When he reaches the 
  top, he is met there by a tall, dark-haired, dusky-skinned 
  woman in a black robe. She and Radagast speak privately 
  for a few moments, then the Wizard returns. 
  Radagast explains that the lady he has spoken to is 
  another River-maiden, the eldest and most powerful. She 
  has confirmed Radagast’s darkest fears - something is 
  stirring in Southern Mirkwood. The companions leave the 
  boat and set off marching south.
  froM The blaCk Tarn To 
  The TYranT’s hill
  The second part of the journey covers some thirty 
  miles through the Narrows of the Forest. Since they are 
  travelling with Radagast, the journey across Mirkwood 
  takes only three days of travel, and the companions must 
  pass a single Fatigue test at TN 16 (no Corruption test is 
  required). 
  If the men of the East Bight are allies of the Woodmen 
  after 2948, then the company may meet other travellers 
  going to or coming from the new village of Sunstead.On 
  the afternoon of the third day, the company spot a tall 
  tower rising above the tree-tops on a distant hill. Radagast 
  explains that it is the Tyrant’s Hill, once the northernmost 
  
  21
  outpost of Dol Guldur. Smoke climbs from many chimneys, 
  and the tower is clearly inhabited. 
  If Mogdred is an ally of the Woodmen at this time, then the 
  company can safely visit the tower (Heart of the Wild, page 
  107). Mogdred is an unwelcoming host and mistrusts the 
  Wizard, but he grudgingly allows them to stay. However, if 
  Mogdred was rejected at the folk-moot of Rhosgobel, then 
  the company must sneak past the vigilance of the tower. If 
  this fails, then Radagast decides to return to Rhosgobel – 
  the evil in the hearts of these folk is enough of an answer 
  for him. Whether the companions push on without him is 
  up to them.
  froM The TYranT’s hill To 
  The fens of Dol gulDur
  South of the Tyrant’s Hill, the journey changes dramatically. 
  The company are now in the haunted woods of Southern 
  Mirkwood, where the shadow lies heavily on the forest. 
  Even in midsummer, these woods are slimy and dank and 
  foul. 
  The journey to the edge of Dol Guldur covers sixty miles 
  and takes ten days, as even Radagast starts to suffer from 
  the oppressing gloom and noxious vapours that rise in 
  the morning and start to dissipate only by midday - all 
  companions must pass two Fatigue tests at TN 18. When the 
  company enters the fens that surround the hill of sorcery, 
  every companion must start making one Corruption test 
  every day (for the last three days of the journey).
  Once in the marshes, Radagast explains that the castle of 
  Fenbridge lies a short distance to the east. The Fenbridge 
  (Heart of the Wild, page 108) is a much easier way through 
  the swamp, but it is guarded by Orcs. The company can 
  choose to either risk a nasty encounter or to try their way 
  through the swamps. Braving the swamps requires a 
  successful Explore test (TN 20).
  Possible Hazards for the fens:
  Orc Patrols (Look-out)
  The look-out must make an Awareness test to spot an 
  approaching Orc patrol. If the test fails, the company is 
  ambushed. If successful, they hide as the Orcs go past.
  Sucking Sink-holes (Scout)
  The Scout makes an Explore test; if he fails, the group 
  blunders into a sucking sinkhole. Each hero loses one item 
  of equipment (or type of items, like ’all food’ or ’all arrows’.)
  Black Leeches (Guide)
  The Guide must make a Travel test; if he fails, the company 
  is infested with black leeches. Removing a leech requires 
  a Healing test; any character who does not receive a 
  successful Healing test rolls a Success die and loses that 
  many points of Endurance.
  All Things Foul (Huntsman)
  The company’s food is spoiled. Radagast says that the 
  only thing that is safe to eat in the fens are certain berries. 
  Finding them requires a successful Explore test. If this 
  fails, the company starves; all companions see their 
  Endurance reduced by 2 points for every failed Fatigue 
  test. (In additions to normal Fatigue.)
  Nightmares (Any)
  During the night, the companions suffer terrible 
  nightmares. All characters must pass a Fear test (Valour 
  roll vs TN 14) or become temporarily Weary for the length 
  of the journey.
  Grasping Hands (Any)
  The characters blunder into the outer moat of Dol Guldur, 
  and are waylaid by grasping dead hands that rise out 
  of the muck. To escape, each character must pass an 
  Athletics test. Those who fail must roll the Feat die and 
  lose that many Endurance points; heroes who roll an C 
  suffer a Wound instead! 
  inTo Dol gulDur
  The former fortress of the Necromancer is presented on 
  page 108 of The Heart of the Wild. In 2950, the fortress 
  is empty. Exploring the lower sections, the company find 
  signs that a few scavenger Orcs were here recently, but 
  it seems they fell to quarrelling and fought each other. 
  Radagast warns the company not to stray far into the 
  ruins – they should restrict their search to the High Keep. 
  They are to look for any documents related to whatever 
  the Necromancer was planning just before he was driven 
  from Dol Guldur.
  The LasT gooD Years: 
  2947-2950
  
  The Darkening of
  MirkwooD
  22
  Exploring the High Keep
  A dark will is focused on the companions while they 
  are inside the High Keep: if the characters tarry, 
  they will feel the effect of its malevolence. The heroes 
  may make a maximum number of rolls (any roll) up 
  to their Valour score; after that, every roll in excess 
  gains the hero a point of Shadow. If a character fails 
  a roll with an C in the confines of Dol Guldur, pick 
  one of the following results:
  •	
  Terrifying Vision: The companion has a chilling 
  vision of horror, and must pass a Fear test (against 
  TN 16) to avoid running out of the keep in terror.
  •	
  The Shadow of the Past: The darkness weighs 
  heavily on the character, and they must pass a 
  Corruption test (TN 16) or gain two points of 
  Shadow. 
  •	
  Sickness: The character develops a strange, 
  unnatural fever that resists even the curative arts 
  of the Woodmen or Elves: the hero recovers from 
  any Endurance loss at half speed. He spends the 
  next Fellowship phase recovering. 
  Simply walking into the darkness of the keep requires a 
  Fear test. Those who fail their Valour roll are daunted 
  and are unable to steel themselves to cross the threshold. 
  Exploring the keep is handled as a prolonged action 
  (see page 22 of the Loremaster’s Guide) requiring five 
  successful Search rolls. 
  For every successful roll, the Loremaster should reveal 
  one of the following clues (in order) until the completion 
  of the search.
  •	
  A Corpse. The company find the corpse of an Orc, 
  curled up in a corner. The brute was stabbed with a 
  knife and crawled off to die. The blade is still stuck 
  between the Orc’s ribs, and is of Elven make – it 
  was forged in the Woodland Realm. A Healing or 
  Hunting test suggests he was only killed recently 
  – despite the proximity of the marshes, his body is 
  relatively uncorrupted.
  •	
  A Puzzling Door. The company find a heavy iron door 
  deep within the keep. It is open: a successful roll of 
  Riddle will reveal that its lock was picked only a short 
  while ago, while at some point long before that, some 
  mighty brute smashed at the door with a huge axe – 
  the deep scars in the iron-shod frame bear testament 
  to that.
  
  23
  •	
  More Riddles. In the labyrinth of abandoned corridors 
  and cells beyond the iron door, the company find 
  several scattered parchments. It is clear that this was 
  once a library, and it was hastily abandoned. Some 
  of the documents speak of scouting missions into the 
  Vales of Anduin, and another has an alarmingly up-
  to-date description of the military forces of Lake-town. 
  The majority of the documents are written in the 
  Common Tongue, but some are in Elvish and others 
  in the Black Speech of Mordor. Radagast cautions the 
  company against reading those scrolls.
  •	
  A Secret Strife. In a side room, the companions find 
  another body. This time, the remains are those of a 
  Man, a fellow from Lake-town by his garb. His cloak is 
  caked with dried mud and blood, and his stiff fingers 
  press against a gaping wound in his side that was 
  made by the jagged Orc-sword that lies beside him. The 
  sequence of events is clear – the human was surprised 
  by the Orc, they fought, and both mortally wounded 
  the other. Searching his belongings reveals a pouch 
  of lozenge-shaped silver pennies, coins minted in the 
  Woodland Realm and usually employed to deal with 
  foreigners (60 coins, the equivalent of three points of 
  Treasure).
  •	
  Black Treachery! Aha! Near the body is a grating in 
  the floor, and stuffed into this grating are a handful 
  of bloodstained pages. The pages are written in the 
  Common Speech, and describe the Woodland Realm 
  in considerable detail. They mention the guards along 
  the Elf-path and Forest River, the East Gate, and the 
  defences of Thranduil’s Halls. Whoever gave this 
  information to the Enemy clearly had an intimate 
  knowledge of the Woodland Realm…
  Once the companions find the documents, Radagast 
  urges them to leave immediately. On the journey home, 
  he confides that their find proves that there is a traitor in 
  Thranduil’s Halls. The Wizard had hoped that the Woodland 
  Realm would continue to be a bastion against the corruption 
  of Mirkwood, for the Elves have never willingly served the 
  Enemy, but it seems that even this hope is lost.
  The Secret of Dol Guldur
  The spy in the Elvenking’s court is Halbrech, the 
  wineseller from Lake-town (see page 130). He hired a 
  mercenary from Esgaroth to sneak into Dol Guldur and 
  destroy any evidence connecting him to the Enemy. Now 
  that the Necromancer is gone, Halbrech hopes to put 
  all that behind him, also because he recently became a 
  father to a daughter, Hanna. He would do anything to 
  preserve her from harm, and to maintain his position in 
  Thranduil’s court (Halbrech’s dark past will resurface 
  many years later - see the adventure Treachery in the 
  Woods on page 84) . 
  fellowshiP Phase: Year’s enD
  Radagast blesses the company after they return from Dol 
  Guldur. Any character who accompanied him into the 
  black stronghold and undertakes to Heal Corruption (see 
  the Adventurer’s Guide, page 172) reduces their Shadow 
  total by twice the usual amount.
  aB
  The LasT gooD Years: 
  2947-2950
  
  The Darkening of
  MirkwooD
  24
  the return of the 
  shadow: 
  2951-2960
  Evil spirits enter Dol Guldur to reclaim the fortress for their 
  master. Malevolent creatures return to the forest to pledge 
  their allegiance. New threats rise to menace both the 
  Woodmen and the Silvan Elves as the ruined stronghold 
  of Southern Mirkwood is restored to its former strength.
  Year 2951
  evenTs
  At long last, Sauron unveils his presence in Mordor, and 
  commands his servants to gather in the Black Land. 
  Characters with at least a permanent Shadow point or a 
  Shadow rating of 3 or more may experience nightmares; 
  mostly visions of the Black Land, the raising of the Dark 
  Tower or the Flaming Eye.
  In the dead of winter, three shades enter Dol Guldur - the 
  Ringwraiths have returned in Southern Mirkwood, and 
  soon busy themselves with the errands their dark master 
  has given them. The first wraith, the Lieutenant of Dol 
  Guldur, remains to haunt its ruins and drive away any 
  intruders. For many years, the wraith drives to madness all 
  those who trespass into the dark stronghold. The second 
  wraith, the Ghost of the Forest, travels to the Mountains of 
  Mirkwood, gathering Orcs and Vampires. He seeks out the 
  Werewolf of Mirkwood and informs it that the agony that 
  constantly wracks its body is the result of Elven magic. The 
  third wraith, the Messenger of Mordor, enters the Heart of 
  Mirkwood and addresses the Parliament of Spiders (Heart 
  of the Wild, page 101). To renew the ancient alliance 
  between the Shadow and Shelob’s children, he brings 
  with him five great red gems, cut and fashioned of old by 
  Celebrimbor of Hollin. Three are consumed by the three 
  Children of Shelob; they quarrel over the other two. The 
  Ringwraith convinces Tyulqin the Weaver to aid him in 
  attacking the Woodmen.
  At some time, Gollum finally leaves Mirkwood. He soon 
  turns in the direction of Mordor, as if heeding a call.
  aDvenTuring Phase: 
  The helM of PeaCe
  Things are stirring in the dark places of the woods. The 
  name of Sauron is not yet spoken aloud in the North, 
  as most recognise it only as a shadow on the borders of 
  
  25
  old stories. Still, the Enemy’s power grows, and in the 
  lengthening Shadow old horrors awaken. 
  In the winter of 2951 the folk of the East Bight start 
  to whisper of glowing lights that dance amid the long 
  barrows where their ancestors lie, and of groaning voices 
  that echo from the deepest tombs. The Hall of Ghosts 
  (Heart of the Wild, page 104) is seen twice by hunters, 
  and the discovery of four dead men – killed, seemingly, by 
  fright – convinces Ceawin that something must be done. 
  Following the advice of seers, the chieftain of the East Bight 
  decides that the dead must be honoured with a gift, and 
  hires a Dwarf smith to forge a helm that commemorates 
  the deeds of the Northmen of old. 
  If the companions are in the East Bight or are allies of 
  Ceawin (perhaps they voted in his favour at the folk-moot 
  of 2948) then he may ask them to travel to Lake-town to 
  collect the helm. Alternatively, if they are in Erebor, Dale 
  or Lake-town, they may meet Ceawin’s representative and 
  be hired to deliver the helm to the East Bight.
  a gifT for The DeaD
  The gift for the dead is ready by the very end of summer. It 
  is a magnificent steel helmet inlaid with gold, made after 
  the fashion of the Northmen. It is carved with images of 
  heroes, and two golden trees grow on the cheek-guards, 
  their branches twining overhead in an arch over the 
  brow of the wearer. Mounted directly above the brow is 
  a glittering green gem, and its crest is made of fine horse-
  hair. The helm is worth eight points of Treasure. 
  The easiest route to the East Bight from the North is the 
  one currently used by merchants travelling south. Ten 
  years after the death of Smaug the traffic has intensified, 
  and it is not so difficult now to find a boat that navigates 
  the Running River, to then take the paths that follow the 
  eaves of Mirkwood to the south. The journey covers more 
  than 250 miles and takes about two weeks in total (and 
  four Fatigue tests).
  En route, the company may encounter the few folk who 
  dwell in the sullen valleys along the eastern edge of 
  Mirkwood, like Gwina, a wandering merchant from 
  Dorwinion (Heart of the Wild, page 100). 
  The ouTlaws
  The helm’s journey south is watched by unfriendly eyes. 
  A band of outlaws intends to ambush the company. These 
  outlaws are led by a warrior named Beldir and his lover 
  Valdis (Heart of the Wild, page 100). The outlaws use 
  Valdis’ raven Eágbitar (‘Eyebiter’) as a spy and scout. If 
  the bird finds them suitable victims, then they mount an 
  ambush. Valdis heard tell of the helm of the dead, and 
  intends to steal it.
  The reTurn of The shaDow: 
  2951-2960
  
  The Darkening of
  MirkwooD
  26
  The company may spot the strange behaviour of the bird 
  Eágbitar with a successful Hunting test. Otherwise, they 
  have a chance to spot the ambush with an Awareness test 
  (TN 16) before the enemy strikes. Beldir’s force consists 
  of three outlaws for every two companions, plus himself 
  and Valdis. She stays at the rear of the battle, using a bow 
  and spitting curses at the company, while Beldir wades in 
  swinging his sword. Beldir spares the companions if they 
  hand over the helm.
  If the companions slay Beldir, Valdis escapes into the 
  woods. Valdis is featured again in the tale of years in the 
  entry for 2962; if Valdis is slain, her role in the campaign 
  can be taken by her vengeful younger sister Valya.
  ghosTs of The easT bighT 
  The helm arrives at its destination when it is already 
  autumn. An unseasonably cold wind out of the North 
  has been blowing for weeks, and the land sleeps under a 
  shroud of snow. Many villagers believes the sudden cold 
  is a curse from the barrows, and that the gift of the helm 
  is an even more urgent errand.
  Ceawin asks the company to accompany him into the 
  wood; few of his other warriors are brave to enter the 
  shadow of the trees these days. The journey into the forest 
  is a short one. Snow tumbles from laden branches, and 
  the bare trees resemble leering skeletons or clutching 
  fingers. Patches of ice seem placed with deliberate malice. 
  After half an hour’s walk, the companions find one of the 
  barrows of old. Ceawin sweeps away some snow to reveal 
  that the mound is covered in Evermind flowers, which 
  were traditionally planted on the graves of the kings of 
  old. The entrance to the tomb is a small gap between the 
  roots of an oak tree. Ceawin lights a torch, takes the helm 
  and climbs down alone.
  The companions hear his voice, but it is very distant as 
  though he were many miles under the earth. He asks for 
  the honoured dead of the North to bless his people, and 
  thanks them for the fertile land they carved from the 
  forest. He offers them this helm as a gift. Suddenly, the 
  air grows intensely cold, and a sepulchral voice speaks 
  in answer.
  Cold be hand and heart and bone
  And cold be sleep under stone:
  Never more to wake on stony bed,
  Never, ’til the Sun fails and the Moon is dead.
  Terror strikes the company. Each of them must make a Fear 
  test immediately (TN 16). Companions who fail their Valour 
  roll are daunted and thus cannot spend Hope as long as 
  they are in the barrow (all of Ceawin’s guards turn round 
  and flee). Characters who are willing can enter the barrow, 
  but only one character at a time can wriggle through the 
  
  27
  narrow entrance (and it is even narrower now, as if the tree-
  roots have clenched together to bar the way)
  If a character enters the dark barrow, lit only by Ceawin’s 
  guttering, dropped torch, he dimly makes out a figure 
  lying on a stone bier, and looming over the bier is a bony 
  shadow – a Wood-wight (see page 137). The Wight has the 
  helm of the dead clutched in its cold fingers, and is about 
  to place it on Ceawin’s head. 
  If the companions fail to defeat the Wood-wight (or give 
  it the opportunity to place the helm on Ceawin’s head), 
  then the undead horror vanishes a moment later. Ceawin 
  recovers and emerges from the tomb, still wearing the 
  helm. He claims that the ’kings of old’ crowned him, and 
  that the Wights will not trouble the East Bight again. In 
  truth, the Wood-wight has cursed him, and Ceawin is now 
  in the thrall of the dead.
  If the companions rescue Ceawin from the Wood-wight, 
  then the barrow collapses on top of them. Each character 
  rolls the Feat die and loses that much Endurance, suffering 
  a Wound on a C result. Some of the characters feel cold 
  dead hands clutching at them, trying to drag them down 
  into the grave. The helm is lost forever. 
  fellowshiP Phase: Year’s enD
  If the companions successfully delivered the helm of 
  peace, then Ceawin offers land to any character without 
  a holding and gives him permission to build a farm there.
  Year 2952
  evenTs
  Duskwater, the eldest of the three River-maidens, falls 
  into a trap set by the Messenger of Mordor and the Spider 
  Tyulqin. The maiden is wrapped in a web that poisons her 
  mind, turning her against the Woodmen. Fishing in the 
  Black Tarn is especially poor this year.
  Viglund the Cruel (Heart of the Wild, page 29) tries to seize 
  the Forest Gate. The Beornings object, and the two sides 
  clash under the forest eaves. Initially, Viglund’s men have 
  the upper hand and several Beornings are slain or taken 
  prisoner, but then they glimpse a bear moving through the 
  woods and flee, fearing the wrath of Beorn. 
  A trade fair is held in Woodmen-town. Any hero owning a 
  holding in or near Woodmen-town sees its rating reduced 
  temporarily by 2 points (the reduction applies for one 
  year).
  If Ceawin of the East Bight is under the thrall of the 
  Wood-wights (see The Helm of Peace, page 27), then his 
  behaviour becomes more erratic over the coming years. 
  Sometimes, he slips into black rages; at other times, he 
  speaks as though he is one of the Northmen who died in 
  the Bight a thousand years ago. He grows increasingly 
  mistrustful of the Woodmen of the Western Eaves.
  aDvenTuring Phase: 
  The sTaff of The roaDwarDen
  If the companions are in any of the Woodmen settlements 
  of Mirkwood, Bofri, son of Bofur (Heart of the Wild, page 
  130) seeks them out. He has heard of their courage and 
  skill, and asks for their help. 
  Since arriving in Mirkwood four years earlier, Bofri has 
  surveyed both ends of the Old Forest Road outside the 
  forest. He believes that his ancestors wound the road with 
  potent spells to preserve it, and that it is still mostly intact. 
  Bofri intends to travel to the Millfort, one of the three 
  larger keeps the Dwarves built to protect the road, and 
  ascertain how intact it is. The Millfort was built roughly 
  two-fifths of the way along the road. 
  According to Dwarven records, the Staff of the Roadwarden, 
  the traditional symbol of office for the master of the road, 
  lies in the Millfort. Bofri wants to reclaim it, and needs 
  brave companions to succeed.
  To The MillforT
  The company will most likely start the journey somewhere 
  in the land of the Woodmen. If they are in Woodland Hall, 
  Bofri leads them north-east for some sixty miles through 
  Western Mirkwood and the edge of the Heart. It takes them 
  nine days (and two Fatigue tests) to reach their destination 
  (see The Old Road below).
  The reTurn of The shaDow: 
  2951-2960
  
  The Darkening of
  MirkwooD
  28
  If the companions follow the Dusky River, or paddle along 
  it, they encounter the River-maiden named Sunshadow, 
  who flirts with one of the more attractive male heroes. 
  Later along the journey, if the companions encounter a 
  Hazard, then Sunshadow’s sister Silverbell may appear to 
  aid them. 
  If the companions take an overland route, then they 
  may encounter Geirbald Kinslayer and his brotherhood 
  of outlaws (see The Appendix page 130). Approaching 
  them in a friendly fashion with a successful Courtesy 
  roll produces a useful titbit of information – a week ago, 
  Geirbald and his men ambushed a band of Orcs that were 
  fleeing west. Normally when threatened, the Goblins of 
  the forest head in the opposite direction, towards the 
  Mountains. They must have run into something so 
  scary that they decided to risk the Mannish lands of 
  the west. 
  The olD roaD
  At the end of their journey through thick woods, the 
  companions suddenly emerge into a leafy tunnel. “We’ve 
  found it!” exclaims Bofri, and he eagerly scrabbles at the 
  ground with a shovel until he uncovers cut stone. His 
  fingers trace the dirt-filled runes engraved on the slab. 
  “Five miles east to the Millfort from this spot. Forty-five to 
  the Beacon tower, and sixty-five west to where the Westfort 
  once stood! This way!” He hurries off down the overgrown 
  road to the east… and then stops dead. “What’s that?” he 
  exclaims, and points to the top of a nearby tree.
  The characters see a web-wrapped bundle stuck to the 
  upper branches. It looks like a victim of a Spider, but it’s 
  much too big to be a person. If someone climbs up and 
  cuts the webbing open, a gory mess tumbles down and 
  splatters on the ground below. It is, if they hold their noses 
  and examine it closely, the remains of two large boars.
  a sPiDer
  The Millfort was once a Dwarven way station, a fortified 
  coaching inn where travellers could rest in safety and 
  recover before continuing. A forest stream flows past the 
  back of the fortress, and a small mill wheel once turned 
  there. Today, the mill wheel is long gone and the fort is 
  entirely overgrown. The outer walls are still mostly intact, 
  and the squat drum-shaped tower in the middle… has an 
  absolutely gigantic Spider sleeping on it. 
  The biggest Spider any of the companions have ever seen 
  is sprawled across the top of the tower. The monster is at 
  least fifteen feet across, with its huge hairy legs dangling 
  over the edge. A companion possessing Mirkwood-lore or 
  Enemy-lore (Spiders) may invoke the Trait to be allowed a 
  Lore roll: a successful roll identifies the creature as Tauler 
  
  29
  the Hunter (see The Appendix, page 135). The monstrous 
  Spider clearly feasted on the boars and is now sleeping off 
  a heavy meal, or else it is very much awake and watching 
  the companions. It’s hard to tell with the glassy-eyes of 
  Spiders…
  Getting Past Tauler
  The Staff of the Roadwarden is somewhere inside the 
  tower. All the company needs to do is get past the giant 
  Spider…
  •	
  Attacking Tauler: Good luck! Tauler’s statistics are 
  found on page 135 of The Appendix. On the off-
  chance that the companions manage to wound Tauler 
  or reduce him to zero Endurance, Tauler makes a 
  great leap into the trees and vanishes, chittering in 
  pain. Plans that involve poisoning the beast, luring 
  it into a trap, setting it on fire or some other trickery 
  might work, but won’t easily kill Tauler. The best the 
  companions can hope to do is drive him away.
  •	
  Sneaking Past: Creeping past the slumbering Tauler 
  requires a Stealth test at TN 16 to get in, and another 
  one to move around inside and a third to get out of the 
  Millfort. Failing a test awakens the Spider.
  •	
  Begging the Spider’s Pardon: Tauler understands 
  the Common Speech, and can even speak a few 
  words of it. Should a companion obtain a great or 
  extraordinary success on a roll of Courtesy, the 
  Spider will let them pass; companions with one or 
  more points of Shadow need only a normal success, 
  as they discover they understand better what the 
  creature says. A gift of gemstones would result in an 
  automatic success - Tauler loves to consume their 
  light to see their beauty wither. Do the companions 
  have any precious stones?
  If the companions try to get past Tauler and fail, then there 
  might still be hope – they can try fleeing or else surrender 
  (in which case, they can try Courtesy again). If they sneak 
  past, but wake the Spider up while they are inside, then 
  they must somehow escape the tower with the monster 
  crawling around the outside of the building! 
  While inside the Millfort, a successful Search roll uncovers 
  a cunningly hidden chest in the topmost room of the tower; 
  inside lies the Roadwarden’s Staff – which Bofri is eager to 
  claim – alongside several crumbling leather-bound ledgers, 
  and a smaller casket of gold and gems worth 20 points of 
  Treasure (ten in gems, ten in gold and silver).
  fellowshiP Phase: Year’s enD
  This winter is very hard; all holdings see their rating 
  increased by 1 (or by 3 if near the Black Tarn), and heroes 
  cannot choose the Heal Corruption undertaking.
  The roadwarden’s Staff
  The magnificent staff of the roadwarden is a walking stick of Dwarf-make, with a shaft of polished wood topped 
  with a pearl as great as a small dove’s egg. Its maker engraved runes of power and protection on the wooden shaft. 
  A hidden compartment inside the staff once contained maps of the Old Forest road, but Bofri does not know if they 
  are still intact. 
  The staff might be worth up to 20 points of Treasure, maybe more if sold to Dwarves. It also has three special 
  benefits:
  •	
  The bearer of the staff gains a +1 bonus to all TrAVEL rolls (+2 on a Dwarf-made road)
  •	
  Certain doors, supply caches and vaults associated with the Old Dwarf road only open for the bearer of the staff
  •	
  A Dwarf who bears the staff and is acknowledged as Warden of the road sees his Standing raised by one level.
  The reTurn of The shaDow: 
  2951-2960
  
  The Darkening of
  MirkwooD
  30
  Year 2953
  evenTs
  The treachery of the River-maiden begins. The Black Tarn 
  darkens and becomes choked with weeds. Woodmen begin 
  to disappear and boats vanish as the corrupted River-
  maiden attacks those who stray too close to the water’s edge. 
  The Werewolf of Mirkwood appears in the Bower and 
  attacks the Elves as they make merry. If any of the 
  companions spent the last Fellowship phase in the 
  Woodland Realm, or have kin or holdings there, then they 
  may too be victims of the Werewolf’s rampage. 
  The Messenger of Mordor contacts the men of the Tyrant’s 
  Hill. If Mogdred was welcomed into the Woodmen during 
  the folk-moot at Rhosgobel, he refuses to listen and closes 
  his doors on the black rider. However, if Mogdred was 
  rejected by the Woodmen, then he listens to the wraith’s 
  message, and the strength of the Tyrant’s Hill is once again 
  added to that of Dol Guldur.
  In October, the Elvenking travels secretly to Rivendell, 
  summoned by the White Council. If encountered on his 
  way to Imladris, Thranduil pretends he is going West, to 
  the Grey Havens. On his way home, the Elvenking barely 
  stops along the journey, as he and his retinue of knights 
  ride day and night until they reach the Forest Gate.
  Squabbles and skirmishes continue between the 
  Beornings and the folk of Viglund.
  Saruman withdraws in Isengard in late October, after 
  the meeting of the White Council that will prove to be the 
  last. He has persuaded the Wise that the One Ring is lost 
  forever, and now intends to bring his study of the Rings of 
  Power to a more practical level…
  Fengel, King of Rohan, dies after a long but unpopular 
  rule. He was deemed a greedy and unwise king. His only 
  son, Thengel, left him to serve Gondor. Before Thengel 
  returns from his self-imposed exile, Fengel’s cupbearer 
  Lamas steals a chest of gold and other treasures from 
  Edoras and escapes on the king’s favourite horse. Lamas 
  rides north into Wilderland. He intends to spend his ill-
  gotten loot in Lake-town. 
  Turgon, the twenty-fourth Ruling Steward, dies in Gondor. False 
  rumours claim that he took to his bed after Sauron declared, 
  and never rose again. He is succeeded by his son Echtelion II. 
  Bofri’s ultimate goal is to open the road to traffic once 
  more, and charge a toll. Doing so would open trade 
  between west and east, and perhaps attract traffic even 
  from the lands of the South: the overland route between 
  Dorwinion and Gondor runs too close to the gates of 
  Mordor, especially now that Sauron has returned - 
  opening the road would let the merchants of Dale go 
  south on the running river, then load their cargo onto 
  carts and cross Mirkwood via the road (the Elf-path 
  is no good for such trade, as it twists and winds and 
  vanishes amid the trees).
  If the companions are interested, they might join Bofri 
  in his ambitious undertaking. Clearing the Old Forest 
  road and rebuilding the damaged sections is a great 
  endeavour that will take many years to complete. The 
  deed requires the companions to dedicate at least one 
  Fellowship phase for each of the following undertakings: 
  •	 The clearing of the forest. 
  •	 The recovery of the forts. 
  •	 The restoration of the road itself. 
  •	 Patrolling the woods.
  •	 Sending messengers to attract trade.
  Should the company accomplish this great deed, they 
  will share in the tolls collected by Bofri, giving them 
  a valuable holding (rating 8 initially, dropping by 1 
  in each year as the traffic along the Old Forest road 
  intensifies, to a minimum rating of 5: thriving).
  restoring the Old Forest road 
  
  31
  aDvenTuring Phase: 
  The beasT of The foresT
  Angered by the Werewolf’s attack on the Bower, King 
  Thranduil dispatches his hunters. One of them, a brave 
  knight named Orophal, tracks the Werewolf to its lair in 
  the Mountains of Mirkwood. He is wounded in the fight, 
  but slays the beast and then starts his journey home. On 
  the way, he attracts an entourage of younger Elves, many 
  of whom are Wayward Elves. 
  The companions hear tales of the triumphant return of 
  the hero as they travel in the Woodland Realm. One night, 
  they see campfires and lamps in the distance through the 
  trees. As they investigate, they find a band of Elves feasting 
  and celebrating beneath the stars. Gleaming lamps hang 
  from trees, and a long white cloth laden with delicious 
  food is laid over trestle tables. The horrible hame of the 
  Werewolf hangs from a branch over the feast, and brave 
  Orophal sits at a place of honour at the head of the table. 
  Assuming the companions approach in an appropriate 
  way and are not enemies of the Elves, they are invited to 
  join the feast. An inebriated Orophal greets them, then 
  returns to retelling the tale of his battle with the Werewolf. 
  The fight left him wounded and exhausted, but now it 
  is time to revel in the victory: he wields a chicken leg as 
  a sword, with the remainder of the chicken standing in 
  for either the Mountains of Mirkwood or the Werewolf, 
  depending on which stage of the story he is currently 
  drunkenly recounting. 
  At the feast, the companions may hear more tales of the 
  Wayward Elves, the troubles with the Barding foresters 
  and gossip from Thranduil’s court.
  The CoMing of The beasT
  Suddenly, Orophal points into the darkness beyond 
  the edge of the clearing in horror. “Those eyes!” The 
  companions see a pair of huge glowing-red eyes. Beneath 
  them, the firelight glints off a row of wickedly sharp teeth. 
  “It cannot be!” says Orophal. “I killed you already”. He 
  fumbles for his sword, but he is too slow – a huge shape 
  leaps out of the darkness and bounds across the feasting 
  table. It crashes into Orophal, sinks its teeth into his 
  sword-arm, then flings him far across the clearing to 
  smash into the bole of a beech tree.
  The Werewolf has returned. For an instant, as the beast 
  stands beneath the skin hanging from the tree overhead, 
  the companions clearly see that both creatures are 
  identical. Orophal did kill the Werewolf, but somehow it 
  didn’t stay dead.
  Few of the Elves at the feast are especially talented fighters, 
  so it is up to the companions to face the Werewolf. 
  Fortunately, the beast furiously turns to smash the lamps 
  hanging from the trees, giving the characters two options: 
  do they move in to a better position (they may roll for 
  Combat Advantages) OR attack the Werewolf before he 
  destroys all the lamps and plunges the clearing into pitch 
  darkness (giving the Werewolf the benefit of its Denizen of 
  the Dark ability)? 
  The statistics for the Werewolf of Mirkwood are found on 
  page 83 of the Loremaster’s Guide. The Werewolf flees if 
  wounded or reduced to 0 Endurance. If killed, it abandons 
  its current wolf-body to possess another.
  The reTurn of The shaDow: 
  2951-2960
  
  The Darkening of
  MirkwooD
  32
  afTer The baTTle
  Orophal is grievously injured. A successful Healing test 
  treats his wound and ensures that his spirit does not slip 
  away to the Halls of Mandos. The Werewolf (assuming it is 
  still alive) continues to stalk the companions as they make 
  their way to the palace of Thranduil. 
  At the Halls, the companions find safety behind their 
  magic doors. Outside, they hear the beast howling 
  and clawing at the gates of the Elvenking’s palace, but 
  Dwarf-wrought stone wound round with Elven spells can 
  withstand the fell strength of the Werewolf of Mirkwood. 
  After several hours, the beast departs. Thranduil’s scouts 
  follow it through the forest, and discover that it slips away 
  to the south-west across the Elf-path.
  The Elves are confused – some wonder if Orophal lied or 
  was mistaken when he spoke of slaying the Werewolf, 
  others wonder if the beast has somehow spawned more 
  of its kind. Others fear that Sauron, secure in his place of 
  The making of the shining crystals at the heart of the 
  two Lamps of Amon Lanc is lost to history. Perhaps 
  Fëanor made them in the depths of time, or some student 
  of his created them in homage to his master’s work. The 
  crystals were a tribute to the light of the Two Trees of 
  Valinor as they shone in the first days of the world, 
  bright and hopeful and unmarred. 
  Many long centuries later, Celebrimbor of Hollin 
  wrought the crystals into two lamps, with the help 
  of Ormal the Lampmaker. After the destruction of 
  Eregion by the armies of Sauron, Ormal carried the two 
  lamps out of the ruin. He brought them over the Misty 
  Mountains to Amon Lanc, where King Oropher hung 
  them in a place of honour above his gates. There the 
  lamps hung for more than three thousand years, until 
  the Shadow first descended on the forest. 
  When Thranduil decided to abandon the naked hill to 
  move his capital north, the lamps were escorted by a 
  company of picked Elven warriors as one of the treasures 
  of the realm. On the way, they were ambushed by 
  countless Spiders, and all were slain. The lamps were 
  lost. Thranduil assumed that both were destroyed by the 
  great Spiders, for it is said that the unhappy children of 
  Ungoliant consume gems and jewels as a lesser Spider 
  sucks the juices from its prey. In truth, none of the 
  Spiders could endure the light of the lamps, even though 
  they hungered for the beauty and power within. 
  In the end, the Spiders gave the lamps to the Necromancer, 
  who locked them away. Sauron intended to corrupt the 
  lamps, or at least to hide them away forever from the 
  Elves. 
  When Gandalf entered Dol Guldur in the year 2063, he 
  found one of the lamps, intact. He recognised its power, 
  and carried it out of the dungeon with him. This lamp 
  he entrusted to the young Woodman Balthi, who had 
  guided him through the forest.
  Now, it is a curious thing that Gandalf never told the 
  Elves of his discovery. He told the Woodmen to place the 
  lamp inside a glass case, hiding its shape but letting its 
  radiance burn forth. For fifty generations, the lamp has 
  hung from the rafters in the Great House of Woodmen-
  town, and only the Wizards and a few descendants of 
  Balthi know about its true origins.
  The Werewolf
  In 2460, Sauron returned to Dol Guldur and sought ways 
  to increase his power. His servants found a slumbering 
  spirit from the Elder Days. Long ago, the Elves blasted 
  the spirit with beams of light, wounding it and causing 
  it to flee to the dark caverns under Mirkwood to nurse 
  its wounds. Sauron convinced the spirit to serve him, 
  first by threatening it with the light of the remaining 
  lamp, and then by giving the spirit the lamp to destroy. 
  The Werewolf was braver than the Spiders – it endured 
  the agony of the light because its hatred was stronger.
  The other lamp remains hidden in plain sight in 
  Woodmen-town, and the glimmer of its light continues 
  to torment the Werewolf…
  Secrets of the Lamp
  
  33
  power, has created some new race of monsters to harass 
  the Free Peoples. 
  Thranduil decides that more information is needed 
  about the beast. Orophal found the beast’s lair – perhaps 
  there are clues hidden there about the nature of the 
  Werewolf. Orophal is too wounded to travel, but can tell 
  the companions exactly where he found the beast’s lair. 
  Otherwise, the characters must find it using Explore (and 
  failed rolls draw the attention of Orcs, Spiders, Vampires 
  or Wargs…).
  The lair of The beasT
  Eventually, the companions come to the network of bone-
  strewn caves where the Werewolf makes its lair. A cruel 
  Loremaster may add Orc sentries, lesser Hounds of 
  Mordor or Wargs to the vicinity of the lair. Entering the dark 
  tunnels, it seems that the Werewolf is not at home – the 
  foul smell of rotting flesh and animal musk is strong, but 
  not overpowering.  If they dare descend into the deepest 
  caverns, the companions find something strange. Lying in 
  one corner is the shattered remains of an ancient Elven 
  lamp. The lamp was clearly of astounding craftsmanship, 
  and was wrought of the finest materials. A companion 
  with Elven-lore may make a Lore roll: a success evokes the 
  days of Amon Lanc and the brightness of the two glorious 
  lamps – one gold, and one silver – that once hung outside 
  the doors of the fortress. They were made by Celebrimbor 
  and the Wood-elf Ormal (Heart of the Wild, page 79) in 
  the depths of time.
  The lamp was clearly the focus of the Werewolf’s frenzied 
  hate over many centuries. It has gnawed on the lamp, and 
  hurled it against the walls, clawed at it, dropped it from 
  a height, ripped it to pieces and shattered the enchanted 
  glass that once fuelled its light. Looking at the ruined 
  lamp, the company can sense that this artefact was hated 
  by the beast as much as anything has ever been hated in 
  all of Middle-earth. 
  reTurn To The halls
  If they leave the lair of the Werewolf alive, the companions 
  can return to the Halls of the Elvenking. On their journey 
  home, they hear the distant roaring of the Werewolf of 
  Mirkwood, and may even glimpse the monster if they are 
  unlucky. 
  New Fellowship Phase Undertaking: Search for Answers
  If the companions are spending a Fellowship phase at a 
  location with an appropriate source of learning, be it a 
  collection of scrolls of lore and song, a treasury of books 
  and tablets, or a wise man or council of elders, they may 
  choose this undertaking and research an obscure topic.
  When a companion chooses this undertaking, he first 
  specifies the subject he is researching; then, he makes 
  a Lore test, followed by a roll on the table below. This 
  second roll is modified by +1 if the hero possesses an 
  applicable Lore Speciality, +2 if the Lore roll was a 
  great success, +4 if the Lore roll was an extraordinary 
  success.
  A. Treat this as  8-9, A Mystery revealed, or roll 
  again.
  1-3 Nothing Useful! :You have spent days and nights 
  pouring over dusty books and crumbling parchments.
  4-5. Useful information : The Loremaster must 
  provide one useful element of information about your 
  researched subject.
  6-7. Precious information : The Loremaster must 
  provide two useful elements of information about the 
  researched subject.
  8-9. A Mystery revealed : You have uncovered 
  something substantial - the Loremaster must provide 
  two useful elements of information and you gain 1 
  Experience point.
  10. Great Secrets : You have discovered everything 
  that was possible to discover about the subject in the 
  place you have been making your research, and you also 
  recover 1 point of Hope and gain 1 Experience point.
  C. Forbidden Knowledge : Your curiosity has had 
  the best of you, and pushed you to crave for secrets that 
  were best left uncovered - gain 1 Shadow point.
  New Fellowship Phase Undertaking: Search for Answers
  The reTurn of The shaDow: 
  2951-2960
  
  The Darkening of
  MirkwooD
  34
  Thranduil recognises their description of the lamp. It must 
  surely be one of the two that once hung from the doors 
  of Amon Lanc, but were lost long ago. He suggests the 
  company consult with Ormal the Lampmaker (Heart of 
  the Wild, page 79) to learn more. If the companions do so, 
  they might learn the history of the lamp (see also the next 
  Fellowship Phase: Year’s End entry).
  fellowshiP Phase: Year’s enD
  Elven companions who have met Ormal may study with 
  him, either choosing the Study with the Lampmaker 
  undertaking (Heart of the Wild, page 79) or by choosing 
  the new undertaking Search for Answers (see the box on 
  the previous page). 
  Year 2954
  evenTs
  Maghaz the Orc-captain obeys the commands of the 
  Messenger of Mordor, and sends Orcs to reoccupy Dol 
  Guldur, previously inhabited only by the Ringwraiths and 
  the spirits of the dead. Maghaz himself remains at Fenbridge 
  Castle, preferring to retain some independence instead of 
  becoming a minion of the Lieutenant of Dol Guldur. 
  Orcs, Wargs and Vampires are drawn to Dol Guldur 
  this year. Many leave their lairs in the Mountains of 
  Mirkwood and travel south. They skirt around the Spider-
  haunted lands in the Heart of Mirkwood, and so enter the 
  Woodmen settlements in the Western Eaves and along the 
  Dusky River. The River-maidens help the Woodmen where 
  they can, but their eldest sister intervenes and tells them 
  to flee and hide rather than stand and fight.
  Black rain falls over much of southern Mirkwood, tainted 
  with soot and ash from Mount Doom. Where it falls, it 
  stains the leaves black. The shadow in the south deepens. 
  Most of the locations in Southern Mirkwood are now 
  considered to be blighted places. The foul rain hastens the 
  corruption of the Black Tarn. Over the year, the eastern 
  portion of the lake is choked with strangling weeds and 
  slime.
  Two young hunters from Black Tarn Hall return from a 
  frog-hunting expedition along the lake’s perilous north-
  eastern shore, carrying with them four handfuls of gold. 
  They entered an ancient cairn in the forest and found 
  there some forgotten gold. They dared only take a double 
  handful apiece, lest they anger the ghosts that they fear 
  live there. Despite their best efforts, the two hunters are 
  unable to find the ruin again. Tales of gold in the wood 
  draw some of the greedier Woodmen to explore the 
  dangerous area on the edge of the Heart of Mirkwood. 
  One such Woodman, a famed bowman named Hunald, 
  disappears in the forest. No sign of him is found, and it is 
  assumed that he has perished. 
  A shaft in the tin mine at Mountain Hall collapses, burying 
  several miners. The mountain-folk blame meddling 
  Goblins.
  In Mordor, Mount Doom erupts. The earthquake is felt as 
  far north as Rhosgobel, although there it is felt only as a 
  slight shaking. 
  aDvenTuring Phase: 
  The losT PaTh 
  Since settlers came to the East Bight, there has been more 
  traffic through the woods of the Narrows of the Forest. 
  Travellers take shortcuts across the area instead of making 
  the long journey around the south end or going north. 
  While Dol Guldur was empty and silent, the paths were 
  relatively safe, but now things have changed.
  If Mogdred was rejected at the folk-moot at Rhosgobel, then 
  it is his men who cause most of the trouble. If Mogdred 
  is allied with the Woodmen, then the larger problem is 
  caused by Wood-wights instead.
  If the companions are allies of the Woodmen of Rhosgobel, 
  or are known to Ceawin the Generous, then they may be 
  asked to help find a new route across the Narrows of the 
  Forest. If they are friends of the Woodland Realm, then 
  King Thranduil may send them south to explore the area 
  and determine the nature of the growing Shadow in Dol 
  Guldur. 
  
  35
  The company’s task is to find a path that runs from Black 
  Tarn Hall to the East Bight. They may begin their mission 
  at either side of the Narrows of the Forest; the encounters 
  below assume they start at Black Tarn Hall, guests of 
  Amaleoda the shieldmaiden; her village is located on the 
  north-western shore of the lake, where the Dusky River 
  enters the Black Tarn.
  Crossing The swaMPs
  The lands around the Black Tarn have grown treacherous. 
  The companions face a perilous march through the fens, 
  where the soggy, muddy ground conceals hidden tree-
  roots and many serpents. Thick greenish fogs wrap around 
  the trees. To find a safe path, the companions must pass 
  at least one successful Explore test (TN 18). A failure 
  indicates that the companions wander in the marshes for 
  another day. Failing with an C means the companions 
  are lost.
  While wandering in the swamps, one member of the 
  company sees a beautiful dark-haired woman slipping 
  through the trees, clad in a grey corslet of armour that 
  glitters like fish-scales. If the companions are not lost, 
  then she simply seems to be watching them as they 
  travel through her realm. However, if the companions 
  are wandering aimlessly, then the woman approaches 
  them. 
  She introduces herself as Duskwater (any Woodman, or 
  a character who possesses the Trait Mirkwood-lore or 
  makes a Lore roll, recognises this as the name of the eldest 
  River-maiden). Duskwater offers to guide the company 
  through the swamps, either to Black Tarn Hall or across 
  the swamps into the Narrows. 
  Duskwater is under the spell of Tyulqin the Weaver (see 
  page 136), but her offer is an honest one – she is curious, 
  and helps the company in order to allay suspicion. 
  If the company meet her, a keen-eyed hero (or an 
  Awareness test with TN 18) notices that what appeared to 
  be fish-scales on her corslet of armour is actually a lattice 
  of thousands of fine threads, rippling like gossamer.
  exPloring The wooDs
  The companions need to find a safe path through the forest, 
  one that can be followed not only by other adventurers 
  and travel-hardened Woodmen, but also by merchants 
  leading baggage ponies or fat traders from Dale. 
  To this end, Scouts must succeed in at least one Explore test 
  (TN 16) each day. If all tests fail, the companions haven’t 
  found a suitable route yet. On a success, they find a barely 
  adequate path, not enough for their needs; on a great or 
  extraordinary success they find an unusually easy route. 
  The reTurn of The shaDow: 
  2951-2960
  
  The Darkening of
  MirkwooD
  36
  valleY of illusion
  When the companions have travelled for some thirty miles 
  through severe (TN 18) terrain, they come upon what must 
  be an old Elf-road running through the wood. Following it, 
  they are led into a silent, high-sided valley. The forests on 
  either side are thick with dark firs, but the valley floor is 
  remarkably clear and smooth. This path is an ideal road 
  through the wood. In a few places, the companions see 
  signs of Spider-webs, but there are no monsters.
  After a few minutes’ walk, the companions come to a 
  spot where the valley branches in two. One spur goes off 
  north, towards the Mountains of Mirkwood, where they 
  can hear a familiar voice shouting for help. A huge Spider-
  web stretches across the mouth of the valley, and caught 
  like a fly in the web is… well, the companions see whoever 
  they are most likely to try to save. They might see an 
  important patron, like Radagast or Thranduil. They might 
  see a trusted friend, a loved one, or even a family member 
  caught in the web. This is an illusion woven by the great 
  Spider Tyulqin, whose evil magic has caught the company. 
  She is a clever huntress – whatever illusion she creates is a 
  plausible one. She will choose a victim who could end up 
  in a web in Mirkwood, so the companions are not going to 
  come across the Steward of Gondor or Lobelia Sackville-
  Baggins trussed up in a web (howsoever much she might 
  deserve it).
  Freeing the Prisoner
  The prisoner is tightly wrapped in webs. To free the 
  prisoner, the companions have to climb up onto the 
  web and cut the sticky strands. At least, that’s what they 
  think they are doing – in reality, they are walking up to a 
  thick black web and wrapping themselves in its grasping 
  strands.
  A character caught in the black web can free himself with 
  three successful Athletics test. A great success counts as 
  two successful tests, an extraordinary success as three. 
  Someone outside the web can use an edged weapon skill 
  like Dagger or Sword instead of Athletics to help cut a 
  victim free, or just pull with Athletics. 
  Breaking the Spell
  If a player smells a rat, he might propose a roll of Insight. 
  Should it succeed, the companion perceives that something 
  is wrong about the situation, and eventually snaps out of 
  the enchantment. Otherwise, a companion attempting 
  any action and succeeding with a A may be allowed to 
  make a Wisdom test to see through the Spider’s Dreadful 
  Spells. 
  Once a character sees through the illusion, he finds that 
  he is covered in an exceedingly fine black Spider-web, 
  so fragile and faint that he brushed through it without 
  noticing. Further, the other members of the companions 
  are similarly covered. Breaking this delicate web dispels 
  the illusion.
  Shadow of the Spider 
  Once three or all victims are trapped, or once the 
  companions discover the illusion, then Tyulqin reveals 
  herself. She lets the illusion melt away, and the characters 
  see a huge many-eyed Spider sitting at the top of the ravine 
  far overhead. She begins to crawl slowly down the wall. 
  Droplets of venom drool from her fangs and hiss upon the 
  ground.
  Killing Tyulqin is virtually impossible – like her sibling, 
  she flees if wounded or reduced to zero Endurance. She 
  recently ate, so she is slow and sleepy. It takes her six 
  rounds to lazily crawl down the wall, though she will 
  hasten if the companions try shooting her with arrows. 
  She may also choose to throw a web of illusion over an 
  archer.
  Once the companions are free of the illusion, they discover 
  that the smooth, safe Elf-road was actually a tangled trap, 
  and that they are not where they thought they are. They 
  are now lost in the forest, and must find their way back 
  with a successful Travel test (TN 16). Failure means they 
  are lost in the woods for another day, stalked by dread 
  Tyulqin.
  The Far End of the Forest
  Once the companions leave the Spider’s realm, they 
  find themselves in a wilderness of thorns and fir trees. 
  The companions progress through another thirty miles 
  of severe (TN 18) terrain. Once they cut their way free 
  of the tangle of the trees, they arrive in a region of the 
  forest where the trunks are more widely spaced. They have 
  reached the fringes of the East Bight, a land that was once 
  
  37
  cleared by the axes of the Northmen. The trees have since 
  reclaimed the territory, but are not as closely packed as 
  they once were.  Soon, they begin to spot rubble and fallen 
  stones amid the tree-roots. There was a town here, once, 
  long ago. The air is foul-smelling and foetid, and many-
  legged things scuttle over the broken white stones. 
  As the companions pass through the area, they come 
  upon one building that is entirely intact. It is a longhouse 
  of wood and stone, seemingly unmarked by the passage 
  of time. The doors are closed, but do not appear to be 
  locked. A successful Lore roll counsels caution, and 
  recalls tales of the Hall of Ghosts (Heart of the Wild, page 
  104). The door of the hall is marked with runes used by 
  the Woodmen and their Beorning kin, and read ’O CHILD 
  OF OAK, STAND YET AGAINST THE STORM’. 
  The silenT hall
  If a character opens the door of the longhouse and steps 
  through, he is trapped. The door shuts tight behind him, 
  and no force can pry it open again. Inside, the hall is 
  empty and dark, but the companion immediately sees a 
  huge bearded axe-head whistling towards him! 
  If the companions failed to protect Ceawin from the Wood-
  wight in The Helm of Peace (page 24), then the character 
  who entered the Hall of Ghosts catches a glimpse of the 
  chieftain of the East Bight wielding the axe, wearing the 
  jewelled helm made by the Dwarves: the spirit haunting 
  him goes abroad at night, wearing the lord’s face (this 
  vision in the Hall of Ghosts may encourage the company 
  to seek a cure for Ceawin). If the company successfully 
  protected Ceawin, then the attacker in the Hall of Ghosts 
  is an esteemed ancestor of the Woodmen, stirred by 
  Ceawin’s gift. 
  The ghost in the hall seeks to test the courage of the 
  companion – if the trapped hero does not attempt to 
  dodge the blow, but tries to stop the attack by addressing 
  the spirit or otherwise accepts the threat of a wound, then 
  the ghost will reward him. If the character flinches or tries 
  to dodge, the ghost’s intent is murderous. 
  The axe blow lands on the companion as if it was inflicted 
  by someone with a favoured Axe skill of 5, a Body of 6 and 
  using a weapon with the following stats: Damage 7, Edge 
  10, Injury 22. Any damage (or Wound!) is very real. The 
  TN of the blow depends on whether the companion tries 
  to oppose it and parry or not: 
  •	
  If the companion actively tries to dodge, the TN for the 
  blow is equal to 10 plus the Parry stat of the target. 
  Otherwise, the difficulty to hit is only TN 10.
  The ghost’s reward is a clear vision of a lonely oak tree 
  in the East Bight. Buried amid the roots of that tree is 
  an ancient chest, containing gold and precious stones 
  worth 50 Treasure and an iron crown, once worn by the 
  Chieftain of the Northmen of Rhovanion. 
  foes near aT hanD 
  Another challenge awaits on the edge of the forest. 
  Someone lies in ambush: the nature of the ambushers 
  depends on the current circumstances in Mirkwood.
  •	
  If Mogdred is an enemy of the Woodmen, then the 
  attackers are warriors bearing the symbol of Amon 
  Bauglir, the Tyrant’s Hill. One of the brigand women 
  pretends to be an injured and lost traveller, and when 
  the companions move to help her, the other brigands 
  ambush them.
  Otherwise, the attackers are a band of Orcs from Fenbridge 
  Castle, led by a Hill-Troll Chief (Loremaster’s Guide, page 
  80). The Orcs are under orders to attack anyone passing 
  through the Narrows of the Forest. The ambush begins 
  with the Hill-Troll toppling a tree on top of the company.
  afTer The journeY
  If the companions successfully find a safe path through 
  the Narrows, then either Ceawin or Amaleoda rewards 
  them with 3 points of Treasure apiece.
  fellowshiP Phase: Year’s enD
  The following winter is the worst in living memory. The 
  rating for all holdings is raised by 2, and many old and 
  sick perish in the biting cold.
  The reTurn of The shaDow: 
  2951-2960
  
  The Darkening of
  MirkwooD
  38
  Year 2955
  evenTs
  Marsh-dwellers are seen in the Black Tarn along the 
  eastern shore. The cryptic creatures arrive early in the 
  spring.
  If Ceawin is possessed, then the lord of the East Bight 
  becomes even stranger. He sends several of his trusted 
  men into exile for plotting against him. They end up joining 
  with the outlaws of Geirbald Kinslayer (The Appendix, 
  page 130).
  The quarrel between the Beornings and the followers 
  of Viglund is renewed when some of Viglund’s men 
  are attacked by an unseen bowman. They blame the 
  Beornings; in truth, the attacker was a mischievous Elf of 
  the woods. 
  The bitter winter of the last year struck Dorwinion 
  especially hard, and many of the vineyards of that land are 
  blighted. The coming grape harvest will be poor indeed. 
  Thranduil’s wine merchant Halbrech makes it known that 
  he seeks to purchase wine from the southlands if none can 
  be found in the North.
  aDvenTuring Phase: 
  TreaCherous waTers
  Ever since 2952, the River-maiden Duskwater has been in 
  the thrall of Dol Guldur. Her treachery grows more evident 
  this year. This adventure takes place either around the 
  Black Tarn or anywhere along the Dusky River. 
  This episode can be run in one of two ways: the 
  simplest approach is to have the adventure befall to 
  the company as they travel along the Dusky River on a 
  boat. Alternatively, companions might be hired to find 
  a missing boat, or better yet, have someone important 
  to them (a friend, a kinsman, a lover, a child) be on that 
  boat when it vanishes. 
  The river bore
  The characters are travelling on the dark waters of 
  the Dusky River on a little boat, in company of some 
  Woodmen. They are going south, in the direction of the 
  Black Tarn. The stream is fast-flowing where it is not 
  choked with black weeds, and the sharp-fingered branches 
  of the trees always seem to hang down just at eye-level, 
  but the Woodmen know this river well. It is their friend, 
  their shield against the Spiders, and their road through 
  the dark woods. One of the Woodmen glimpses a pale 
  slim form in the waters, and smiles – the River-maidens 
  are nearby, watching over the boat.
  And then something strikes the boat hard from below. 
  Cargo jolts free, poles are wrenched from hands, and 
  everyone falls about in disarray. Suddenly, the river 
  seems to seize the boat and carry it away downstream. 
  Faster and faster goes the boat, as if it had grown wings. 
  The waters whirl and churn – anyone jumping into the 
  river would surely be swept away and likely perish. 
  The boat thunders downstream, moving with terrifying 
  speed. Winds howl so loud that the passengers cannot 
  speak, while the spray blinds them so that all they can 
  do is hang on for dear life. Anyone on board must pass 
  an Athletics tests (TN 16) or lose a Success die worth of 
  Endurance points; those who fail with an C lose two 
  Success dice worth of Endurance points.
  Suddenly, the boat plunges into the forest along one of 
  the many narrow streams that head east into the Heart 
  of Mirkwood. The boat smashes through branches and 
  skips over rocks. From the river, the companions hear the 
  sound of cackling laughter.
  losT in The sea of Trees
  When the boat finally stops its mad journey, the 
  companions have no idea how far they travelled or exactly 
  where they are. The boat has smashed its frame against 
  the stony bottom of a shallow part of the stream, deep into 
  a tangled part of the forest. 
  Only one way seems obvious, to follow the river 
  downstream, but that is easier said than done – between 
  marshy ground, the icy-cold water, serpents and leeches, 
  and the tangle of trees, even following a clear route is hard. 
  
  39
  Also, that river twisted and bucked like a dying snake. 
  There might be a more direct route back to the Western 
  Eaves if the companions cut through the forest.
  •	
  Following the river is a journey of some 40 miles, 
  which is at least five days travel through the densest 
  part of Mirkwood.
  •	
  The most direct route through the forest is only 20 
  miles long. However, the company’s Scout must 
  make a successful Explore roll (TN 18) each day if 
  the companions are to make any progress in the right 
  direction. Travel rolls are at TN 18.
  •	
  Successful Hunting rolls are needed to find fish, 
  roots and edible berries each day. Failing a roll with 
  an C means that the characters eat something they 
  should not have touched and gain a Shadow point. 
  Other Passengers
  A cruel Loremaster may choose to inflict a few other 
  Woodmen on the company as travelling companions 
  on the boat.
  BALDAC: A hardened hunter with little attachment 
  to his fellow travellers. Baldac advocates leaving the 
  weaker members of the company behind, so that those 
  strong enough to survive are not slowed down by them.
  WIDUrIC: A middle-aged trader and experienced 
  boatsman, Widuric is shocked by the strange events 
  of the day. In all his years, he has never seen anything 
  like it. Mirkwood is dangerous, yes, but the river – 
  the river has always been their friend.
  AMASWINTA: Young and brash, she dreams of 
  being an adventurer and a shieldmaiden. She is brave, 
  but too impulsive and quick to act.
  GUDELIVA: Very old for one of the folk of the 
  Wood, Gudeliva has buried a husband, four sons 
  and six grandchildren. All that remains to her is her 
  daughter Amaleoda, who is one of the founders of 
  Black Tarn Hall. 
  TraCking The losT boaT 
  If the companions were not aboard the bewitched boat, 
  then they must find the lost travellers. This means 
  following their route up the nameless forest stream, 
  finding the wreck of the boat, and then discovering that 
  the lost travellers decided (or were forced by some horror 
  – the companions find the tracks of some huge beast in 
  the mud) to cut through the forest. More Hunting rolls 
  (TN 18) are needed to track the boat crew in the darkness 
  of Mirkwood. 
  hungrY sPiDers
  Being lost and hungry is the least of the dangers of 
  Mirkwood. The company is in the Heart of Mirkwood, and 
  it is here that Spiders dwell. 
  •	
  If the companions were on the boat, then they are 
  ambushed by Spiders as they make their way home. 
  There are two Attercops for every companion, plus at 
  least two Hunter Spiders and a single Great Spider. 
  (See The Appendix page 133 for Hunter Spiders, and 
  the Loremaster’s Guide, pages 76-77 for Attercops and 
  Great Spiders).
  •	
  If the companions are searching for the missing 
  travellers, then they find signs that the Spiders caught 
  them and dragged them away. Searching the woods, 
  they find the prisoners wrapped up in webs and 
  hanging from trees. Strangely, the Spiders have not 
  eaten a single victim. 
  If the companions were able to listen to the Spider’s 
  chittering language, it is possible that they were able to 
  grasp some information. 
  A successful roll of Riddle indicates that the Spiders 
  intended to carry their prisoners off into the Heart of 
  Mirkwood to feed them to a bigger Spider, the “Mother of 
  All” (heroes with one or more points of Shadow succeed at 
  the Riddle roll automatically). 
  Anyone with Mirkwood-lore or Enemy-lore (Spiders) 
  can guess that they mean the fabled horror Sarqin (The 
  Appendix, page 134).
  The reTurn of The shaDow: 
  2951-2960
  
  The Darkening of
  MirkwooD
  40
  sorrow of The MaiDens
  After rescuing the prisoners, or after having saved 
  themselves from the Spiders, the companions come to a 
  marshy area – they will eventually discover they are very 
  close to the northern shore of the Black Tarn. Here they 
  spy misshapen creatures sneaking in the shadow of the 
  willow trees (Marsh-dwellers) but the strange creatures 
  flee instead of attacking. Then, a slim figure emerges from 
  the waters and beckon to them. She is clearly one of the 
  River-maidens, but she is too far away and the mists are 
  too thick to tell which one she is.
  The Maiden does not speak to the company, but leads 
  them through the trees to an eerie, moss-covered cairn. 
  She points to where a hole opens on the side of the mound 
  of stones, revealing a hollow chamber. Looking around 
  with Search finds some golden coins, similar to the ones 
  found by the young Woodmen hunters near the Black 
  Tarn in 2954.
  Without a word, the Maiden slips into the water and 
  vanishes, leaving the company to puzzle out the meaning 
  of her cryptic actions. Is she saying that the River-maidens’ 
  mischief happened because the treasure was stolen? In 
  truth, this is another cruel trick played by the corrupted 
  Maiden – she had no particular interest in the treasure, 
  but wants the Woodmen to turn on each other or blame 
  themselves for her anger.
  fellowshiP Phase: Year’s enD
  In winter, news of a second Council of the North reaches 
  the companions. Ambitious heroes may choose to exploit 
  their renown in their area to drum up some support 
  themselves, by choosing the new Drumming up Support 
  undertaking.
  New Fellowship Phase Undertaking: 
  Drumming up Support
  Companions may return home to call in favours 
  and meet with influential people, with the goal of 
  gaining popularity among their neighbours and raise 
  their Standing rating for a limited time (usually, in 
  occasion of a specific event). 
  Buying support like this lets companions raise their 
  Standing rating at a sixth of the normal Treasure 
  point cost (see the Adventurer’s Guide, page 173). For 
  example, a companion could raise his Standing rating 
  from 3 to 4 at the cost of eight Treasure (instead of 48). 
  The temporary Standing raise is lost at the end of the 
  following Year’s End Fellowship phase.
  
  41
  Year 2956
  evenTs
  Messengers arrive from Lake-town, with news of the 
  second Council of the North that will be held there in late 
  autumn. Official representatives from all the Free Folk are 
  expected to attend. 
  The Wizard Radagast spends much of the year wandering 
  the shores of the Black Tarn. Some say that he takes the 
  form of a trout, and goes exploring the dark waters. Others 
  tell of  how he is wooing one of the River-maidens.
  King Thranduil declares that he will not personally attend 
  the Council of the North; other courtiers vie to be named 
  his ambassador.
  The quarrels between the followers of Viglund and the 
  followers of Beorn grows ever more bitter. Some of the folk 
  of Woodland Hall march north to aid Beorn’s men in their 
  skirmishes with the slavers. Beorn himself is unwilling to 
  go to war, but some of his followers are only too eager to 
  attack the folk of the Northern Vales.
  aDvenTuring Phase: 
  MurDer in lake-Town
  This adventure takes place outside Mirkwood, in the town 
  of Esgaroth. The first Council of the North took place in 
  Dale ten years ago, in 2946. Held on the occasion of the 
  first Gathering of Five Armies, the great feast celebrating 
  the victory at the eponymous battle, the meeting saw the 
  forging of alliances and friendship between the folk of the 
  North. Now, those bonds are being tested. 
  King Bard in 2956
  At the age of 45, Bard is considered a wise ruler, loyal 
  to allies and generous to friends. He is very ambitious, as 
  he sees the refounding of a wider kingdom of the North 
  as Dale’s manifest destiny. Fifteen years after the death 
  of Smaug, the king still holds excellent relations with 
  the Kingdom under the Mountain, as the economies of 
  Erebor and Dale are deeply interconnected - and last but 
  not least, Bard considers Dáin Ironfoot as a personal 
  friend. There is friendship also between King Bard and 
  King Thranduil, but this sentiment is weakening on 
  Bard’s part, as the memory of the Battle of Five Armies 
  grows dim (even if the Elvenking shows less and less 
  interest in the dealings of Men and Dwarves). Bard’s 
  rule is recognised in some measure in nearby Esgaroth, 
  especially since Bard’s marriage with Una of Dorwinion. 
  King Bard is a stern, practical man, still very tied 
  to his previous life as a captain. Held by many to be 
  grim and sometimes proud, he is universally considered 
  to be forthright and true to his word. His queen, Una 
  of Dorwinion, has given him a son, Bain, who is seven 
  years old in 2956. Bard holds court in the royal 
  Palace of Dale for the most part of the year, when he 
  is not visiting the nearby realms of Dwarves and Elves. 
  When in Dale, he leaves his palace often to hunt in the 
  lands west of the city. He does so in the company of his 
  closest counsellors, a handful of nobles who once served 
  in his company of archers. This group of advisers keep 
  the king informed about all matters, and help him with 
  the courtly activities, often sitting in council in his stead 
  when matters of lesser importance are at hand. When 
  heroes demand an audience with the King, it is most 
  likely that they will be met by one of his advisors instead. 
  A counsellor might prove more difficult to impress than 
  the King himself, as the increasing wealth and power of 
  these courtiers is pushing them to suspect all newcomers 
  - making an enemy out of any one of them would be a 
  bad idea, as Bard treasures their friendship and opinion 
  above any other consideration.
  If encountered face to face, King Bard appears as a man 
  wise beyond his age. He is quick to recognise the worth 
  of an individual, and easily befriends any Northman 
  showing a daring temperament and an interest in military 
  endeavours. By 2956, Bard is still actively trying to 
  strengthen his realm and encourages all adventurers to 
  come to Dale. He is ready to reward their deeds and use 
  them as an example to his people. 
  The reTurn of The shaDow: 
  2951-2960
  
  The Darkening of
  MirkwooD
  42
  The second council is called in Lake-town in the last days 
  of November. The meeting has been moved from Dale at 
  the request of King Bard. He fears that if the council is 
  again held in his halls, others will claim that he is trying 
  to assert his authority over the North, instead of being 
  counted as an equal to the other leaders. 
  CoMPanions as envoYs
  Any character with a Standing of 4 or more may be chosen 
  as a representative of his people, to attend the council and 
  speak. However, each faction has only a single vote at the 
  council, and that vote is cast by an envoy.
  •	
  King Bard of Dale will speak for the Bardings, King 
  Dáin for the Dwarves of the Lonely Mountain and the 
  Master of Lake-town for the Men of the Lake. Beorn 
  also attends in person - it is the first time he has been 
  east of the forest since the Battle of Five Armies.
  •	
  Thranduil the Elvenking won’t be present at the 
  council, so there’s room for a companion to be chosen. 
  If no Elf in the company volunteers or is of sufficient 
  standing, the King selects an emissary. If Ruithel is still 
  alive and the Wayward Elves’ influence is unchecked, 
  then Thranduil sends her to demand that the human 
  trespass in the Woodland Realm ceases; if Ruithel is 
  dead or if she is not aligned with the Wayward Elves, 
  he sends his son Legolas Greenleaf.
  •	
  The envoy of the Woodmen is elected by the Houses at a 
  folk-moot in Woodmen-town at Midsummer. Ingomer 
  of Woodland Hall chooses not to go, and Fridwald of 
  Woodmen-town agrees that a younger candidate is 
  needed. If Mogdred is part of the Woodmen he stands 
  for the position, but his choice is not supported by 
  many at the folk-moot and a companion with sufficient 
  Standing might challenge him and be elected in his 
  place. Ceawin of the East Bight does not propose 
  himself as a candidate, but goes to the council as a 
  representative of his own folk. If neither Mogdred or a 
  companion stand for the position, a Woodman healer 
  named Gailar goes as the envoy of the Wood. 
  Radagast’s absence will be noted at the Council of the 
  North. He remains by the Black Tarn, spending long hours 
  staring out over the murky waters. Gandalf the Grey does 
  not attend either – at least, not officially. He does not sit 
  on the council or appear in public, but some say the old 
  man is at work behind the scenes, giving counsel to the 
  various lords and nobles of the North.
  The CounCil aT lake-Town
  The Council of the North lasts for five days, starting 
  from the 25th of November. At this time, Esgaroth is 
  crowded with merchants, traders and peasants from the 
  neghbouring lands who come to the city for the end of the 
  harvest season. If the companions reach Lake-town early, 
  they might take part in the Dragontide, the three-day 
  festival held to celebrate the death of Smaug the Dragon. 
  (Dragontide begins on the 1st of November - see the Lake-
  town Guide).
  The envoys sent to the Council of the North meet every 
  day at the Town-hall. Some of the meetings are held in 
  the Justice Room, the private chamber at the west end 
  of the building, but others are open to petitioners and 
  messengers in the larger main hall.
  The news of the coming of Beorn, the fabled skinchanger, 
  the killer of Bolg son of Azog, has spread like fire through all 
  the town, and a crowd assembles every morning outside 
  the hall. But the real source of wonder for the folk of Lake-
  town quickly becomes fair Una, the Queen of Dale; the 
  streets and quays of the Town-hall’s quarter are thronged 
  by men, women and children who sing songs to praise her 
  beauty and grace. Even the envoys of the Elvenking cannot 
  escape her exotic charm, and the fascination of her deep, 
  dark eyes and dusky complexion.
  Bright Days, Dark Words
  Unfortunately, the council doesn’t proceed as joyously: 
  weighty topics are discussed, and every issue is rehashed 
  and debated over and over, but soon shadows of fear and 
  doubt seem to take hold of many speakers, especially 
  during the meetings held in the private chamber. The two 
  strongest voices – King Bard and King Dáin – are focused 
  on rebuilding their own kingdoms and are unwilling to 
  take an inspiring lead. Unless the heroes speak up, the 
  council accomplishes little.
  Matters discussed in the great hall include:
  •	
  The quarrel between the Viglundings and the 
  Beornings: None of the Free Folk have any liking for 
  
  43
  Viglund, and some argue that an alliance of the council 
  members could crush the cruel slaver. King Bard points 
  out that Mirkwood lies between Dale and Viglund’s 
  land, and that all paths around the forest are perilous 
  for an army. In the end, Beorn cuts the discussion 
  short – he will not have killing in his name without due 
  cause. If Viglund provokes him again, then he will act.
  Not all the Beornings are happy with this. Some whisper 
  that Beorn is growing a little old and lazy, and wonder 
  what will happen when he is gone.
  •	
  Trade in the North: Dáin, Bard and the Master of Lake-
  town spend many hours discussing trade. Previously, 
  the Woodmen and Beornings had little part of such 
  discussions, but now the Beornings control the 
  crossings of the Anduin and the folk of the East Bight 
  help feed Lake-town and Dale. King Bard says that the 
  fertility and growing wealth of the Dalelands shall 
  bring prosperity to all, if they can defend it. He speaks 
  of threats from the East, and the growing menace of 
  banditry. He ends with a speech inviting folk of good 
  character to come to the Dalelands, where there is 
  plenty of farmland and a great need of strong arms. 
  Some of the younger Woodmen mutter about leaving 
  Mirkwood and becoming farmers or soldiers in Dale, for 
  the pleasant open lands seem to offer better prospects 
  than the gloomy forest.
  •	
  The felling of timber in the Woodland Realm: The Elves 
  raise the problem of Men trespassing in the eastern 
  parts of the Woodland Realm and felling trees. The 
  men of Dale counter that there are no other trees 
  within many miles of the Lonely Mountain because of 
  the Desolation of the Dragon.
  A compromise is suggested where the Elves show the 
  foresters which trees are allowed to be felled, but the 
  Elves are unhappy with allowing any Men into their land. 
  Another compromise is that the Men of Dale buy all their 
  timber from the Elves at Lake-town, but the folk of Dale 
  argue that they should not have to pay to fell trees that 
  are, in their eyes, free for all to take. 
  •	
  The settlements in the East Bight: If Ceawin the 
  Generous was rejected by the Woodmen, then the 
  council raises the question of the new settlements – 
  can they trust this new lord?
  Other topics discussed in private in the Justice Room:
  •	
  Expanding the Council: The Master of Lake-town raises 
  the suggestion of expanding the council, perhaps by 
  offering a place to other Northman nobles. The matter 
  is debated without conclusion.
  •	
  Dol Guldur: The growing Shadow in the south cannot 
  be denied. King Dáin asks where the Wizards are, for 
  such matters are in their purview. The council decides 
  to send a message to Radagast and ask for his advice. 
  After word from Saruman arrives, they extend the 
  same request to him and Gandalf.
  •	
  Rumours from the South: The matter of Sauron is 
  briefly discussed. Only the Elves remember the Last 
  Alliance as anything other than ancient legend. For 
  the Men and Dwarves, Mordor is a distant rumour 
  and the Dark Lord is a bugbear from children’s stories. 
  Elves may try to make the mortals understand the threat 
  posed by Sauron, but it is hard for any Man to grasp a 
  menace that seems to belong to myth. A cynical councillor 
  from Esgaroth interjects abruptly, “Sauron is immortal, 
  like the Elves. What good does it to do us to meddle in the 
  affairs of immortals?”
  Messengers and petitioners include:
  •	
  Mogdred: Whether or not he is part of the Woodmen, 
  Mogdred approaches the council with a proposal. If 
  the Old Forest Roard was to be rebuilt, it would greatly 
  strengthen the North. His men have the strength and 
  numbers to help Bofri the Dwarf rebuild it. If the 
  council approves this option, then Mogdred’s aid will 
  allow the road to be reopened within ten years.
  •	
  Frár the Dwarf: Frár the Beardless (Heart of the 
  Wild, page 22) addresses the council, asking for help 
  reclaiming the Greydelve. Everyone – even Dáin – 
  counsels patience. The armies of the North are not 
  strong enough to countenance another war against 
  the Orcs.
  The reTurn of The shaDow: 
  2951-2960
  
  The Darkening of
  MirkwooD
  44
  •	
  Messengers from the East and North: Travellers speak 
  to the council, talking of new Orc armies breeding 
  under Mount Gundabad, of Wargs prowling the Vales 
  of Anduin, and of strangers coming out of the East in 
  ever greater numbers. 
  A Messenger from Isengard
  On the last day of the council, a messenger arrives on a 
  magnificent white horse. It’s a swarthy Man with long, 
  black hair, in his thirties. He carries a long spear with a 
  sharp bronze head and wears clothing of superior make 
  under a travelling cloak; a large key jangles at his waist. 
  He does not bow, but haughtily addresses the assembled 
  kings as equals, speaking in a strange accent. “I am 
  Drustan, messenger of Saruman the White. I come to you 
  now with a message of hope from the wisest of the Wise.” 
  Drustan is a Man from a land in the south called Dunland, 
  now serving the White Wizard. He addresses the council 
  in closed session, saying that Saruman will soon come to 
  Mirkwood to study Dol Guldur. For the next three years, 
  the White Wizard will reside in Rhosgobel with his brother 
  Radagast, and any who wish to learn of the ways of the 
  Enemy may learn from him…
  The assassin
  An assassin has come to Lake-town to kill King Bard. 
  The culprit is Hunald, a Woodman who disappeared in 
  Mirkwood in 2954 while searching for treasure. He is 
  a master bowman, and carries a quiver holding three 
  arrows whose heads were forged in Angmar. His plan is 
  to climb the roof of a warehouse in the Shipyards’ district, 
  to get a view on the market-pool where king Bard and his 
  retinue will board his royal boat for the journey back to 
  Dale. 
  Hunald is not completely in control of himself - in 
  Mirkwood he encountered the Messenger of Mordor who 
  put the Shadow of Fear upon him (see page 127), and sent 
  him to Esgaroth on this murderous mission. 
  The companions may get a chance to stop Hunald if 
  anyone in the group shows a concern for the security of 
  the emissaries sent to the city for the Council of the North. 
  Companions who keep an eye open on unusual 
  occurrences (and who are especially Wary, for example) 
  might become suspicious of a Woodman hunter who 
  drinks alone in an inn in Esgaroth one or two evenings 
  before the end of the council.
  Hunald, Spellbound Assassin
  Attribute Level:  
  5 
  Distinctive Features:  Mistrustful, Brooding
  Relevant skills:  
  Awareness, Sword ♦♦♦,   
   
   
   
   
  Great Bow ♦♦♦
  
  45
  a TragiC DeaTh
  If Hunald is not exposed before, the assassin will carry out 
  his plan. He takes position on the roof of the warehouse he 
  chose the day before, and when Bard and Queen Una stop 
  on the quay to address the crowd that gathered to bid the 
  royal couple farewell, the archer stands up, bends his bow 
  and quickly send three arrows flying, the last leaving the 
  string before the first finds its target.
  What follows is complete chaos - the assembled crowd 
  witness in dismay as Bard is hit on the shoulder by the 
  first arrow and Queen Una turns to shield his beloved 
  husband and is pierced by the other two black darts. The 
  bodyguards of the King close around the couple, while 
  six Royal Archers send a hail of arrows in the direction 
  of the attack - but it’s too late, Hunald has disappeared 
  from sight. The body of the archer is found some time later 
  - he threw himself into the cold waters of the Long Lake 
  immediately after the attack.
  When the town guard finally succeeds in placating the 
  crowd and containing the tumult, the full horror of the 
  truth emerges: King Bard is not grievously wounded and 
  will recover quickly, but the Queen is dead. 
  Examining the black darts shot at the royal couple 
  identifies them as the work of Angmar of old (the origin 
  is clear to a hero with Shadow-lore or Elven-lore). If this 
  piece of information spreads, it immediately raises the 
  suspicion among the common folk that the assassin 
  was hired by the Elves, because of the recent disputes 
  between the Woodland Realm and Dale (“Who could 
  have provided such a terrible and ancient weapon if not 
  Elves!”). 
  fellowshiP Phase: Year’s enD
  Despair, rumour and suspicion about the assassination of 
  Queen Una reign in Dale and Lake-town all winter. King 
  Bard mourns his wife by refusing to see anyone but his 
  closest counsellors.
  This winter is again harsh and cold, and wolves prowl 
  even at the gates of Woodmen-town. The rating for all 
  holdings is raised by two again.
  Year 2957
  evenTs
  Saruman the Wise takes up residence in Rhosgobel for a 
  time. He dwells not with his fellow Wizard, but in a cottage 
  within the tall hedge protecting the town. His servant, 
  Drustan, is never far away, and three tall, dark-eyed Men, 
  seemingly belonging to the same southern folk, help the 
  Dunlending with the daily chores. During the Fellowship 
  phases of this year (not only the one at Year’s End), 
  companions at Rhosgobel may confer with Saruman, 
  gaining the advantages coming with the associated 
  undertaking (see Confer with Saruman, page 50).
  The arrival of Saruman snaps Radagast out of his gloomy 
  reverie, and the Brown Wizard is once again seen coming 
  and going in and around Rhosgobel, always announced 
  and followed by flocks of excited birds. He is still not in 
  his best shape, though, and it is about at this time that the 
  once powerful and determined Wizard loses the respect 
  of Saruman.
  After several years of relative peace, the howl of the 
  Werewolf is heard along the East Bight.
  The Messenger of Mordor and the Ghost of the Forest 
  return to Dol Guldur and consult with the Lieutenant. The 
  Messenger then rides to Mordor to seek new orders from 
  their dark master, while the Ghost is sent to haunt the forest 
  in the vicinity of Rhosgobel, to spy on the Woodmen. All 
  three fear the presence of the White Wizard in Mirkwood.
  On his way south, the Messenger of Mordor rides through 
  the East Bight, awakening more Wood-wights as he goes. 
  If Ceawin is in the thrall of the Wights, then he meets with 
  the Messenger of Mordor by night. 
  aDvenTuring Phase: 
  The siege of blaCk Tarn hall
  This adventure determines the fate of Black Tarn Hall. 
  If the companions are unable to save the village, it is 
  abandoned forever and plays no further part in the 
  Darkening of Mirkwood.
  The reTurn of The shaDow: 
  2951-2960
  
  The Darkening of
  MirkwooD
  46
  What is the state of the village of Amaleoda at this stage 
  of the campaign? Is it a small collection of muddy shacks, 
  or has it become a stronghold of the Woodmen? Does 
  the shieldmaiden rule from a sturdy longhouse, or is the 
  village still unfortified? Are there only a few surly fisherfolk 
  living here, or have their numbers grown? What of their 
  allies – are they friendly with the Men of the Tyrant’s Hill? 
  Do they trade with the East Bight? Or do they stand alone 
  and friendless?
  There are many possible reasons for the company to be in 
  Black Tarn Hall. Woodmen heroes may be there to trade 
  or to visit relatives. Companions working for a patron 
  may be on their way back from a scouting mission in the 
  vicinity of Dol Guldur. The characters might be searching 
  for the treasure of the Black Tarn, or looking for the advice 
  of Radagast.
  Choking weeDs anD Yelling goblins
  The first threat to the village comes in early summer, in 
  the form of fast-growing weeds. They appear almost 
  overnight, sprouting with unnatural quickness along the 
  shoreline and wrapping themselves around the small 
  boats used by the Woodmen. 
  In a span of a week or so, most of the boats are so engulfed 
  by the weeds that they cannot be used, and the air by the 
  lakeside becomes unwholesome, as the weeds release a 
  sick stench as they dry in the sun. 
  The Woodmen have only a few days to contemplate this 
  strange development, when news reach Amaleoda of a 
  worse turn of events. Hunters return from the woods to 
  the south and east of the village, bringing tidings of an 
  infestation of Forest Goblins! The trees literally crawl with 
  the nasty critters, and their presence has deserted the area 
  of all animals. Something must have driven the otherwise 
  craven creatures out of their holes in the south.
  a siege
  The stinking vapours rising from the lake and the 
  incessant sound of the bleating Goblin-horns echoing 
  in the surrounding woods make the situation very clear 
  for the inhabitants of Black Tarn Hall. With the lake and 
  river chocked by noxious weeds and the woods infested 
  by Goblins, the Woodmen can’t catch the fish and game 
  they need to sustain themselves. It won’t be long before 
  the Woodmen start to suffer from hunger.
  The village has some fortune left to it – the Orcs cannot 
  abide sunlight, and the village has been built in the open 
  ground near the lake, without trees to shade it. But soon 
  the Goblins will try the defences of the village and attack 
  it at night.
  Amaleoda asks the companions for counsel; the current 
  situation cannot be sustained for long. How can the 
  Woodmen try to free the woods of the threat of the 
  Goblins? Should she remain to hold the village while the 
  companions go to find help? And if they go for allies, 
  where do they go? Rhosgobel is close by, but there are 
  few warriors there. Woodmen-town is populous, and 
  if the companions take the river it is a faster road – but 
  can they find help in time? Finally, the infested woods 
  stand between Black Tarn Hall and the Tyrant’s Hill, but 
  if they could get help from Mogdred, together they could 
  reasonably try to get rid of the Forest Goblins.
  All solutions seem equally difficult. What will the 
  companions suggest?
  The river-MaiDen unCloakeD
  Two days after the beginning of the ‘siege’ of Black Tarn 
  Hall, a pale mist rises from the waters of the lake. In the 
  mid-afternoon, a woman emerges from it and walks into 
  the village. Her beauty is heart-breaking, but cold, like a 
  waterfall frozen by a hard winter. Her eyes gleam with a 
  strange malice, and she wears a rippling corslet of shining 
  armour.
  “Children of the wood, children of my blood,” she says, 
  “long have you dwelt in the care of me and my sisters. 
  Long have we been friends. Listen now – against the 
  coming darkness there can be no victory. I shall protect 
  you – follow me, and I will lead you to a place of safety!”
  A successful Insight roll alerts the companions that she 
  is lying, if they have not already realised that Duskwater 
  is corrupt.
  If the companions do not speak up against the River-
  maiden, then the folk of Black Tarn Hall listen to her, 
  
  47
  driven by their doubts and fears. The River-maiden leads 
  them into the mists… and they are never seen again. (If 
  the companions are foolish enough to follow the River-
  maiden, then they are ambushed by Orcs in the mist.)
  Convincing the villagers to reject the River-maiden requires 
  decisive action from the companions. Awe or Inspire 
  rolls are at TN 16, lower if the company can provide proof 
  of the River-maiden’s treachery.
  If her offer is rejected, the Maiden laughs cruelly. She looks 
  at Amaleoda with her frozen eyes. “So be it. I will watch 
  as you and those who are so foolish to follow you slowly 
  starve. Then, one day, I’ll come to collect your bones, to 
  bring them to those who wait at the bottom of the lake.” 
  She vanishes, and suddenly a thick fog rolls in off the 
  Black Tarn. The weak light of the sun cannot penetrate the 
  grey mists. Every companion loses a point of Hope as the 
  villagers despair.
  The raiDs begin
  Five days into the siege, the Goblins start to encroach 
  the village, slowly moving through the canopy of 
  the encircling woods. The Orcs of Mirkwood are not 
  disciplined enough to attempt a full-fledged assault, so 
  they will come at night in gangs, in ragged war-bands, in 
  twos and threes, some already wounded and angry as a 
  consequence of an encounter with Spiders. They do not 
  expect resistance at first, so they attack recklessly, eager 
  for bloodshed. 
  The Loremaster should stage a fight based on what the 
  players decided to do so far. For example, Goblins may 
  crash through the door of the hall or cottage they are 
  sleeping in, or the companions may encounter enemies 
  along the streets of the village, as the critters revel in the 
  destruction of everything in their sight. Most opponents 
  are Forest Goblins (see page 132), but a very small 
  contingent of Mordor Orcs (see the Loremaster’s Guide, 
  page 72) has come to reinforce their ranks. 
  The first night of raids is won as soon as the companions 
  kill at least two enemies each. The Orcs clamber back into 
  the shadow of the forest, sounding the retreat on their 
  war-horns. But this was just the first night of raids; more 
  attacks will follow, every night claiming more lives.
  an invisible hanD
  The assault on Black Tarn Hall was provoked by one of the 
  three Nazgûl of Mirkwood, the Ghost of the Forest. It is to 
  do his bidding that the Forest Goblins have left their lairs 
  and have come to infest the woods surrounding Black 
  Tarn Hall. Only the terror they feel for the Ringwraith 
  overcomes the Goblins’ natural fear of becoming food for 
  the Spiders of Mirkwood. Should the Ghost of the Forest 
  relent his grip on the Goblins, they would immediately 
  flee back to their caves under Dol Guldur. 
  To avoid letting his control of the Orcs slip away, the Ghost 
  of the Forest has chosen to haunt the moss-covered cairn 
  that emerges out of the marshy ground, near the north-
  eastern shore of the lake. Here, a group of Marsh-dwellers 
  (see the Loremaster’s Guide, page 139) have been hiding 
  among the willow-trees since they arrived there in 2955. 
  The companions may become aware of the terrifying 
  presence of the Ghost of the Forest if they investigate 
  the coming and going of the Marsh-dwellers. In fact, the 
  horrid creatures may be spied as they lurk at the fringe of 
  every fight, waiting for a chance to steal corpses for their 
  cooking-pots. 
  Should the companions follow the Marsh-dwellers, they 
  will discover that the cannibalistic creatures have carried a 
  number of victims to the cairn (unless the Loremaster wants 
  to be particularly nasty, these are all Goblins and Orcs). If 
  they have been to the cairn before, the heroes find the place 
  to be even more desolate than before: a lingering sense of 
  terror makes the air thick and barely breathable, and no 
  creatures of the wild can be spied or heard in the vicinity.
  A Dead Giveaway
  At least one among the unfortunate guests of the Marsh-
  dwellers is still alive, and very keen at not being eaten! 
  It is a Messenger of Lugbúrz, an Orc of Mordor, come 
  to Mirkwood all the way from the South. He complains 
  loudly about his miserable fate, and perceiving the dark 
  presence of the Ghost of the Forest he addresses him 
  directly, pleading for his life.
  “Help me! I know you are here! You are one of them, you 
  can flay the skin off these corpse-eating buggers! Shrieker! 
  Nazgûl! Free me, please!”
  The reTurn of The shaDow: 
  2951-2960
  
  The Darkening of
  MirkwooD
  48
  Obedient to the will of his master who doesn’t want to 
  reveal the true power of his most trusted servants yet, the 
  Ghost of the Forest ignores the request. Overlooking the 
  presence of the companions is another matter entirely…
  The Ringwraith can deal with the companions even if 
  unclad and invisible (see the stats for the Nazgûl in The 
  Appendix at the end of this guide, page 128). He won’t 
  communicate with the heroes in any way, but will harm 
  them with his many terrible weapons, to leave them weak 
  and vulnerable to the attacks of a group of Marsh-dwellers 
  (at least one creature for every companion).
  Saving the village 
  To save the village, the company must act quickly. Soon 
  the Woodmen will be defeated by the double onslaught of 
  bloodshed and hunger, and will start to leave Black Tarn 
  Hall to find refuge elsewhere. The characters must choose 
  what to do.
  •	
  The woods encircling the village teem with Forest 
  Goblins. To leave the area on foot without being 
  spotted is a prolonged action requiring 5 rolls 
  (suggested skills are Stealth, of course, but possibly 
  Athletics to climb trees, or Explore, to find the better 
  path to follow). The difficulty is TN 18, unless the 
  companions set up a diversion or come up with some 
  other clever stratagem. If the company fails to sneak 
  out of the village, they are ambushed by a group of 
  Forest Goblins led by an Orc-chieftain carrying a 
  great shield emblazoned with a red eye. 
  •	
  If they succeed, they can reach Rhosgobel in little 
  more than two days of march (see To Rhosgobel) or 
  head south across the Narrows of the Forest to call 
  Mogdred for help (see The Tyrant’s Hill). Otherwise, 
  the company can search for a boat where the choking 
  weeds are thin enough - boarding it, the companions 
  can paddle all the way to Woodmen-town; the Goblins 
  do not have boats, and the Nazgûl does not chase 
  them along the flowing river (see To Woodmen-town). 
  To Rhosgobel
  Rhosgobel lies within three days of March from the Black 
  Tarn. If the companions successfully make their way 
  through the forest of Mirkwood, they may try to convince 
  Saruman the Wise to aid them. Radagast is eager to go, 
  even if what the companions say of Duskwater troubles 
  him visibly, but the White Wizard is his superior in the 
  order and he does not dare act without his permission. 
  Judging from what the companions say, Saruman fears 
  that the village is already lost, and that it would be better 
  to stay close to the protection offered by the Lamp of 
  Balthi. A dark tide is coming, he says, and it is better to 
  prepare a few fortresses of Men rather than try to save 
  every outpost.
  His reaction is very different should the companions 
  provide proof of the presence of a Ringwraith in 
  Mirkwood. In that case, the White Wizard immediately 
  commands the companions to lead him to where the 
  wraith was perceived last. A light is set blazing in the dark 
  eyes of Saruman, and he doesn’t waste any more time 
  but immediately calls for Drustan and his men. Saruman 
  then urges Radagast to stay behind in Rhosgobel, and 
  leaves with the companions in haste (See Saruman 
  Revealed in Wrath, on the opposite page).
  To Woodmen-town
  Woodmen-town is sixty miles north along the Dusky River; 
  it takes a boat about six days to reach it (and two Fatigue 
  tests), and three days more (and another Fatigue test) to 
  return to Black Tarn Hall. But the companions are sure to 
  find there enough warriors to face the threat of the Forest 
  Goblins. The Woodmen have long been enemies of Dol 
  Guldur, and word of Orcs may bring every fighting-man 
  and shieldmaiden to the river’s edge: a well-addressed 
  speech has every available boat take to the river in a 
  day, while a long throng of warriors heads south on the 
  western shore of the Dusky River.
  The downside of this choice is that it will take at least ten 
  days for the host of the Woodmen to reach the Black Tarn. 
  By the time the Woodmen reach the village, the Goblins 
  have set fire to the longhouse of Amaleoda, and the valiant 
  shieldmaiden has lost her life in a desperate last stand to 
  defend her folk.
  The Tyrant’s Hill
  A third unlikely choice is there for the companions to 
  choose. To the south lies the Tyrant’s Hill, across nearly 
  
  49
  fifty miles of thick woodland (7 days of travel, two Fatigue 
  tests, and then back again). If Mogdred is an ally of the 
  Woodmen, then he sends aid as soon as he hears of the 
  trouble. He also has his men find the captain of his border 
  guard and has him whipped to death as punishment for 
  failing to spot the advancing Goblins.
  Strangely, the Orcs learn of Mogdred’s march long in 
  advance, and fall back immediately instead of giving him 
  battle… almost as if they were warned. Mogdred is praised 
  for saving Black Tarn Hall, as the Goblins break their siege 
  before they can burn the longhouse of Amaleoda, but he 
  does it without inflicting any damage on the forces of Dol 
  Guldur.
  saruMan revealeD in wraTh
  Never in their life have the companions have seen a 
  Wizard prepare for such a confrontation - as they move 
  to meet the Ghost of the Forest, Saruman seems oblivious 
  to anything and anyone; he rapidly advances across any 
  terrain with sure strides and never ceases to speak arcane 
  words and ancient rhymes in a low voice. 
  Whatever the distance separating the company from the 
  bog where the haunted ruins rise, the journey appears to 
  take only minutes - when the heroes finally snap out of 
  their trance, they find themselves along the shore of the 
  Black Tarn, facing a group of slavering Marsh-dwellers. 
  Saruman is still among the companions, and seems to 
  stand above them like a tall pillar of white stone. 
  The Voice of Saruman suddenly resounds within their 
  heads - distant, yet clear and comforting, like the sound of 
  the ocean resonating inside a conch shell.
  “Fight now, my worthy friends! And pray that I didn’t 
  come too late to face this ruin. A shadow has come that is 
  beyond the strength of the mind and body of any of you.”
  A moment, and then Saruman is gone with a white flash; 
  the Marsh-dwellers yell covering their eyes - the light to 
  them was as blinding as the stroke of lightning. The fight 
  will start with the creatures being surprised and the 
  company holding the initiative. There are two Marsh-
  dwellers for any companion.
  Should the heroes prevail against the dangerous swamp 
  creatures, they will discover that Saruman has driven 
  away the darkness and what generated it. The Ghost of the 
  Forest has fled before the power unleashed by the White 
  Wizard, and the host of Forest Goblins has dispersed to 
  the four winds. Even the Marsh-dwellers seem to have 
  retreated to where they came from. Peace returns to Black 
  Tarn Hall.
  The reTurn of The shaDow: 
  2951-2960
  
  The Darkening of
  MirkwooD
  50
  Saruman remains a guest of Amaleoda for the following 
  three days. For the length of his permanence, Drustan 
  and his men never cease to search the area, concentrating 
  their efforts around the marshy grounds along the north 
  shore of the lake, where the cairn is located. Finally, the 
  Wizard leaves to return to Rhosgobel.
  fellowshiP Phase: Year’s enD
  As stated previously under the Events section for the 
  current year, companions at Rhosgobel may confer with 
  Saruman, but meeting the White Wizard may have its side 
  effects…
  •	
  A company who meets Saruman is enchanted by his 
  wisdom and nobility and must take him as a patron. 
  Saruman communicates with his followers mainly 
  through Drustan, his messenger. He asks little of his 
  followers, save that they report any strange events 
  or rumours to him: during a Fellowship phase, a 
  companion in the same location of Saruman or 
  Drustan may choose the Meet Patron undertaking 
  to deliver important information to the Wizard and 
  gain one Experience point in return (the Loremaster 
  determines if the information the companions deliver 
  is deemed important by the Wizard or not; anything 
  concerning Gandalf is important, for example).
  New Fellowship Phase Undertaking: 
  Confer with Saruman
  When companions are spending a Fellowship phase in 
  a location where he can be met, they may go and listen 
  to the words of Saruman the White, great among the 
  Wise of Middle-earth. 
  A companion who has spent a Fellowship phase 
  conferring with Saruman may gain his next 
  LOrE level at half the cost in Advancement points. 
  Alternatively, if the company does not have a warden, 
  Saruman may educate one hero in the dark ways of 
  the Enemy: the character gains the Shadow-lore 
  Trait - at the cost of a permanent Shadow point.
  Year 2958
  evenTs
  Despite having promised to stay for three years, Saruman 
  leaves in haste in late spring, following a visit from 
  Gandalf the Grey. The pair ride away south, in pursuit of 
  rumours of the Messenger of Mordor.
  If Black Tarn Hall was not saved, then the survivors of the 
  siege abandon the ’cursed lake’ and come to Rhosgobel 
  and Woodmen-town in search of a new home. If any 
  character has a holding in that area, then Woodmen come 
  looking for work and shelter.
  Brigands ambush a raft en route to the Elvenking’s halls. 
  They capture the crew and spill the barrels of Dorwinion 
  wine into the river. One of the Elves struggles, and in the fray 
  she is stabbed to death. Rumours claim that the brigands 
  were Men of Dale from the villages on the forest’s edge.
  Three children go missing from a Barding hamlet near the 
  forest’s edge. One boy returns a week later, claiming that 
  “beautiful Elves” took him and his two younger siblings 
  away to a magical feast. In fact, the children were taken 
  by the Wayward Elves (see also the entry for Year 2970, 
  page 98). Other children may go missing in later years, to 
  return in the same way. 
  Word comes from Mountain Hall that a great many 
  Goblins are moving under the mountains. Hartfast son of 
  Hartmut calls for aid.
  Swarthy strangers from the East arrive in Dale in late 
  summer. They speak the common tongue with a barbarous 
  accent, and say they are escaping a civil war that is raging 
  in their land. They ask for the protection of the Bardings. 
  aDvenTuring Phase: 
  saving The MaiDen
  When the Western Eaves of Mirkwood return to life with 
  the breaking of spring, Radagast the Brown seems to 
  awaken with renewed vigour. The Wizard of Wilderland 
  summons the company to his home in Rhosgobel. He is 
  
  51
  visibly troubled and questions the companions closely, 
  asking them to describe every interaction they had with 
  the River-maidens in recent years. 
  If the heroes mention Duskwater’s gossamer armour, 
  Radagast seems startled. If pressed, the Brown Wizard 
  confesses that the companions’ testimony confirms his 
  gravest suspicions: there is a terrible Spider-creature in 
  Mirkwood, he tells the company, one of three ancient 
  monsters descended from Ungoliant herself! She is 
  called Tyulqin, and she is the Weaver. Her silken threads 
  are bound with dreadful spells, and conjure illusions so 
  powerful they can even delude a spirit like a River-maiden.
  Breaking the Spell
  Radagast does not know exactly what must be done to free 
  Duskwater from the Spider’s curse, but he is certain that 
  the company must find the monster that keeps the River-
  maiden in thrall. But they won’t go alone, for the Wizard will 
  accompany them (for the second time, if the companions 
  went with Radagast to Dol Guldur in Secrets Buried). 
  Tyulqin’s lair lies somewhere deep in Mirkwood, but she is 
  a secretive monster, and can wrap her refuge in powerful 
  illusions and deceits so that it will never be found even 
  by the best hunter from the races of Men or Elves. (If the 
  companions have encountered Tyulqin before and believe 
  they know where she is to be found, Radagast tells them 
  that the valley they entered was only one of her traps, 
  not her lair). To discover the whereabouts of Tyulqin, the 
  company must go into the Heart of Mirkwood and attend 
  the Parliament of Spiders. 
  Every few years, Radagast says, the Spiders of Mirkwood 
  gather in an eerie parliament (Heart of the Wild, page 
  101). Through his spies in the birds and beasts, he has 
  learned the location of the next session. If Tyulqin is 
  there they can follow her back to her lair, but she rarely 
  attends the gathering. If she is not, then they may be able 
  to persuade the other Spiders to tell them where she lives 
  - Spiders are not like the other animals of the forest, says 
  Radagast with contempt, and they quarrel and fight as 
  easily as Men and Elves do. 
  And luckily they are also equally greedy: in fact, Radagast 
  prompts the companions to find and carry with them a 
  gem of unusual beauty, to excite the legendary lust of the 
  Spiders for such treasure and use it to their advantage. 
  If asked, Radagast explains that Spiders of great age 
  can suck the light from gemstones, and that jewels are a 
  delicacy to them.
  Acquiring a Suitable Gem
  There are a few options for the company to acquire 
  a stone of extraordinary worth: The roadwarden’s 
  Staff (see page 29) is topped with a large pearl. 
  King Thranduil is especially fond of precious stones 
  and has many white gems in his treasury. Green 
  gems are also favoured among his folk. The hoard 
  of Smaug too contained many precious crystals and 
  other jewels of great worth; most of that wealth is to 
  be found today in Dale, Lake-town, and especially in 
  the treasure halls of the Dwarves of Erebor. Finally, 
  the folk of Mountain Hall in the Misty Mountains 
  sometimes find gemstones in their mines.
  inTo The hearT of MirkwooD
  The Parliament is located deep in the Heart of Mirkwood 
  (Heart of the Wild, page 99). It is reputed to be 
  approximately one hundred miles east of Woodmen-
  town. Such a journey would test the endurance and the 
  spirit of even the hardiest traveller, but Radagast the 
  Wizard leads the companions, and his arts make the 
  journey easier. 
  •	
  It takes the company only 12 days and three Fatigue 
  tests to reach the Parliament, approximately half of 
  what it would have taken to get there if they were 
  travelling without Radagast. The TN of each Fatigue 
  tests is only 16.
  •	
  The Wizard’s presence makes the experience of 
  travelling across the rotten core of Mirkwood a less 
  unsavoury one - even so, each companion must pass 
  four Corruption tests at TN 16.
  Finally, Radagast carries a flask of his Mirkwood 
  cordial, enough for six sips. Sipping from the flask once 
  a day restores a number of Endurance points equal to the 
  The reTurn of The shaDow: 
  2951-2960
  
  The Darkening of
  MirkwooD
  52
  drinker’s favoured Heart score plus the roll of a Success 
  die. Radagast doesn’t let anyone drink from the flask 
  more than once a day. 
  aTTenDing The ParliaMenT
  Through the deep gloom that hangs eternally from 
  the tangled boughs in the Heart of Mirkwood, the 
  companions see a glimmer of light. This is not the sun, nor 
  the delicate silver radiance of the moon, but an unnatural, 
  sickly shimmering glow. As they draw closer, they see a 
  great clearing in the forest, entirely filled with the largest 
  expanse of Spider-webs any of them have ever seen. It is 
  a castle woven in silk, a city of Spiders, a hall of sticky 
  strands. 
  Radagast whispers at the company to be silent, but it is 
  too late – hundreds of Spiders suddenly spill out of the 
  trees and surround them. Radagast slams his staff into 
  the ground, and the many-legged creatures seem to freeze 
  on the spot, with only a thin creaking and bubbling issuing 
  from their mouths betraying their anger. “Talk to them”, 
  Radagast hisses, as he concentrates as if the Spiders were 
  held at bay by his very thought. 
  One of the company should then volunteer and beg leave 
  to attend the Parliament. The Spiders chitter amongst 
  themselves for a moment. Heroes with one or more points 
  of Shadow understand a few words of what they say, but 
  after a brief while a pair of Spiders scuttle off and return 
  in the company of a weird man with a tangled beard 
  and crazed eyes. He wears nothing but a loin-cloth, and 
  thousands of tiny Spider hatchlings dwell in his beard. 
  He speaks the Common Speech and understands the 
  language of his Spider-masters. In fact, it seems that he 
  thinks he is a Spider himself. He introduces himself as 
  ”Man-Talk-Slave-Meat”, Kch-thk in the Spider’s language 
  (he is a Wild Man of Mirkwood, see Heart of the Wild, 
  page 118). 
  The Spiders say that they will permit the companions to 
  attend for a suitable price -  which of them is the fattest 
  and juiciest? If, as they presumably will, the characters 
  proffer a gemstone instead, then a big Spider scuttles over 
  carrying a black chest. It flips the chest lid open with one 
  hairy leg, revealing a small cache of gemstones. Most are 
  of little worth, but resting atop the other stones are two 
  astoundingly beautiful rubies. These gems were given to 
  the Spiders by the Messenger of Mordor in 2951, and each 
  one of them is beyond priceless.
  If the companions place the jewel they brought with them 
  into the chest, the Spiders escort them into the Parliament.
  aDDressing The sPiDers
  This is a scene out of an arachnophobe’s nightmare. 
  Spiders are everywhere – big and small, thin and fat, some 
  black as night, others a weird iridescent green or a sickly 
  pale colour like infected pus with legs. One particularly 
  knobbly fat Spider seems to be in charge of ceremonies, 
  and old Kch-Thk squats next to it. There are three huge 
  webs that the companions realise must be the equivalent 
  of thrones, but these lie empty for the moment.
  “Order! Order!” cries the chair-Spider. “Sit down, fly-
  gobblers and web-spinners! Cease your chattering! The 
  Elders are coming!”
  Then, as if summoned by his words, a spidery thing drags 
  itself past the companions and struggles up to the leftmost 
  web-throne. Fat Sarquin is monstrously, obscenely fat and 
  bloated; the soft flesh of her abdomen pulsates and leaks 
  as her attendants struggle to push her up into her seat. 
  Around her, the lesser Spiders squeak “Mother-of-All! 
  Mother-of-All!” 
  Eight eyes fix on the companions. If they fail this encounter, 
  she’ll eat them (see the Appendix on page 134 for Sarqin’s 
  stats and abilities).
  Set Tolerance
  Three things keep the Spiders from eating the companions 
  – what they gave to attend the Parliament, the presence 
  of sharp swords and Radagast. The Tolerance for this 
  encounter is set at half the Valour of the strongest 
  companion, modified as follows:
  •	
  -1 if they offered anything but a gem as surety
  •	
  +1 if they offered a gemstone
  •	
  -1 for every Hobbit in the company (tales of Bilbo’s 
  deeds have spread far and wide in Mirkwood)
  •	
  +1 if there is a Woodman or Elf of Mirkwood
  
  53
  Introduction
  The companions should use Courtesy to introduce 
  themselves and explain that they are looking for Tyulqin. 
  Radagast can speak for the company, but prefers to stay 
  silent and prepare for a quick escape if it becomes necessary. 
  Interaction
  The companions need to find out where Tyulqin’s lair is, as 
  she is evidently is not attending the Parliament. But soon 
  after the conversation starts, another huge Spider arrives 
  and takes the rightmost throne. Characters who played 
  through The Staff of the Roadwarden recognise this beast 
  (and worse, he may remember them) as Tauler the Hunter. 
  Tauler hates his sister Tyulqin with a fierce loathing. He 
  announces to the Parliament that Tyulqin will not attend 
  because she ”serves the agent of the Dark Lord”. (Kch-tck 
  will not translate this, but companions with one or more 
  points of Shadow can catch this).
  At this point, the companions can ask the assembly of 
  Spiders for information directly using Persuade, or they 
  can try to be guileful and use Riddle, or proceed in any 
  way the players see fit. Unfortunately, the Spiders are 
  not willing to reveal where Tyulqin is to be found, either 
  because they fear her or because they don’t know. However, 
  a successful Insight test suggests that Tauler is willing to 
  talk to the companions afterwards, and this is true – once 
  the companions leave the Parliament, fleeing or not, he 
  follows them into the woods (see Meeting Tauler).
  Conclusions
  If the companions exceed the Tolerance of the encounter, 
  then Sarqin’s belly rumbles and she decides that 
  her appetite is more important than diplomacy: she 
  attacks! Fortunately, Radagast wants to avoid a direct 
  confrontation with such a powerful creature and, with 
  a spell he has been preparing since the beginning of the 
  encounter, he hides the company from the multiple eyes 
  of the assembled creatures! The heroes disappear and the 
  Parliament of Spiders is momentarily stunned, allowing 
  the companions to flee the place - there are far too many 
  Spiders to kill.
  If the companions do not exceed the Tolerance of the 
  Spiders, then compare the number of successful rolls the 
  companions achieved during the episode with the entries 
  given below.
  0-3: The Spiders barely tolerate the companions to finish 
  talking. They grow visibly impatient, and will hunt them 
  as soon as they leave the assembly.
   
  4-6: The companions entertain or otherwise arouse the 
  curiosity of the Spiders and obtain safe passage through 
  the Heart of Mirkwood - this time.
  7 or more: the Spiders are surprised, they have never 
  enjoyed the presence of food without eating it so much in 
  the past! Apply the results of 4-6 above; additionally, the 
  Spiders let their thrall Kch-tck accompany them until they 
  leave the borders of the Heart of Mirkwood (the presence 
  of the Spider-slave reduces the TN of any roll made by the 
  company as they traverse Mirkwood by one level).
  MeeTing Tauler
  For so huge a creature, Tauler moves with unnatural 
  stealth. He creeps right up on the companions before 
  The reTurn of The shaDow: 
  2951-2960
  
  The Darkening of
  MirkwooD
  54
  they spot his elephantine bulk scuttling through the trees. 
  The Spider hisses and speaks in a mangled version of the 
  Common Tongue, and says “Peeeeaaaceee” instead of 
  attacking. 
  Tauler has a simple offer. He hates his sister. He knows 
  where she hides, but cannot enter it because of the 
  powerful web-wards she weaves to protect her lair. If the 
  companions destroy her magic webs, then he will be able 
  to murder his sister. A roll of Insight (TN 16) may reveal 
  that Tauler intends to blame the murder of Tyulqin on the 
  companions, to avoid angering the other Spiders. If the 
  characters go along with this, they will find themselves 
  to be sworn enemies of the Spiders of Mirkwood forever – 
  but how do they say no to Tauler? 
  If they accept, then Tauler will lead them to Tyulqin’s lair.
  The lair
  Tyulqin has made her lair under a barren hill thirty miles 
  south-west of the Parliament. As they approach, they see 
  that the trees around the area are covered in some of 
  the most delicate, intricate webs, spun with a fine black 
  Spider-thread and similar to those they spied in the 
  valley in The Lost Path (Year 2954). This is a place of deep 
  Shadow, so Corruption tests must be made upon entering 
  and leaving, and if they tarry needlessly within. 
  When the company is finally in sight of the entrance to 
  Tyulqin’s lair, Tauler stops in his tracks and motions the 
  companions to continue; then, he slowly withdraws in the 
  darkness of Mirkwood. Inside the cave, the companions 
  discover that the walls are covered with macabre 
  traceries, beautifully grotesque frets composed of the 
  same black Spider-webs. Their intricacy remind any Elf 
  of something wrought from ithildin, and comparable 
  in artistry to the works of the High-elves of the West - if 
  they ever tried their hand at something so dreary and 
  cheerless. 
  Looking into these webs, the companions seem to see 
  faces or distant places or feel strange emotions. Why 
  would looking at a particular configuration of Spider-
  silk make a character feel sad, and another configuration 
  seem to bring nausea and a third trigger feeling like falling 
  in love? Radagast cautions the company against touching 
  or trusting anything in the cave; they need all their resolve 
  and clarity of mind if they dare to explore the deepest 
  tunnels of the Spider’s lair. Only by going there they might 
  be able to discover and break the enchantments that keep 
  the River-maiden in thrall.  
  Spider Magic
  Tyulqin has woven a number of spells to protect her 
  hideout: the companions must break them to get to the 
  centre of the cave. Each companion is targeted by at 
  least one spell before they reach the Heart of the Lair (see 
  opposite page); the bulleted entries below describe the 
  effects of the various enchantments. 
  Heroes targeted by a spell can perceive the illusion as 
  they did during their previous encounter with Tyulqin: 
  by proposing and succeeding in a roll of Insight when 
  subjected to a vision, or by getting a A result when 
  attempting any action and being allowed to make a 
  Wisdom test as a consequence (see The Lost Path, page 
  34). This time though, Insight rolls and Wisdom tests are 
  both rolled against TN 18. 
  Once a character sees through an illusion, he finds that 
  he can dispel it by cutting through a Spider-web nearby, 
  woven with the now-familiar fine black Spider-silk. 
  But breaking each web risks awakening Tyulqin: all the 
  characters must pass a Stealth test for each web that they 
  break. If at least one hero fails, then Tyulqin is alerted (see 
  Confronting Tyulqin, page 56). 
  •	
  Illusion of Enemies: On at least three occasions, a 
  hero sees enemies lunging out of dark corners and 
  side tunnels, and violently dodges and ducks to get 
  out of the way of their attacks. If the companion 
  does not break the enchantment, he inflicts a loss of 
  Endurance on himself equal to his Damage rating for 
  each delusional instance. 
  •	
  Webs of Misery: A character is convinced he is to 
  blame for something terrible that may befall the 
  company - either he believes he has accidentally 
  warned the Spider, something he chose to serve his 
  companions as food was poisoned, and so on. This 
  nagging doubt makes the hero temporarily Miserable 
  and will last until the company leaves the cave. 
  
  55
  •	
  The False Passage: The character sees a web-choked 
  passageway that he is sure leads to the Spider’s 
  secret lair. If he convinces the company to follow this 
  direction, everyone loses eight Endurance points due 
  to the strain to get through. 
  •	
  Seductive Spider: A companion has a vision revealing 
  that Tyulqin is in truth a most beautiful and desirable 
  woman trapped in a Spider’s body by the Dark Lord 
  himself. This delusion won’t permit the hero to attack 
  Tyulqin until the character is injured by the Spider or he 
  leaves the cave.
  •	
  Horror of Poison: The character imagines a tiny Spider 
  dart out of a web, scuttle up his leg and bite him. The 
  character feels the agony of poison pumping through 
  his veins, feels his leg burn as though his blood had 
  turned to fire and is considered to be temporarily 
  Weary for as long as he remains in the cave.
  •	
  Glimpse of Things to Come: Maybe not all of Tyulqin’s 
  webs are deceitful illusions. The companions sees 
  what he believes are a glimpse of things yet to come, 
  facts related to the character’s life and fate (possibly, 
  concerning the fate of a holding, of someone of 
  significance for the hero, a patron, a lord, a lover). The 
  spell hasn’t a temporary effect, but what the hero sees 
  might actually come true. Or not.
  The Heart of the Lair
  If the characters make it to the heart of the lair without 
  alerting the Spider, they enter a large circular chamber. 
  Here, large strands of Spider-web hang as tapestries from 
  above and seem to suck the light out of any torch or lamp 
  the companions might be carrying. The gloom here is that 
  of the blackest of nights. Tyulqin herself clings to the dark 
  ceiling above, almost invisible. She slumbers, her alien 
  mind exploring some strange Spider-dream.
  All companions must pass a Corruption test (TN 18) or 
  gain a point of Shadow; additionally, companions who 
  fail feel as if they are drowning in deep waters and have 
  trouble attempting any further action: as long as they 
  remain inside the chamber, their rolls fail automatically 
  upon an C result.
  After some distressing minutes of total blindness, all 
  companions start to see things once again, as if the 
  chamber was being revealed by the faintest luminescence 
  - Radagast is working his subtle magic. 
  The River-maiden’s Trap
  An enchanted web holding the River-maiden’s spell can be 
  seen directly under Tyulqin’s sleeping form. Looking at the 
  web, a silken spiral architecture covered in water-droplets, 
  the characters glimpse Duskwater’s terrified face. The 
  black web can be broken easily by throwing something at 
  The reTurn of The shaDow: 
  2951-2960
  
  The Darkening of
  MirkwooD
  56
  it, but this awakens the Spider. Sneaking up and gently 
  cutting the web requires a Stealth test at TN 18. 
  The Girdle of Tyulqin
  Around the perimeter of the chamber are seven pillars 
  of thick black webbing, each as big around as an Ogre’s 
  thigh. These webs form the magical girdle of Tyulqin, a 
  warding spell that keeps her siblings from entering her 
  lair unbidden. Breaking any one of these alerts Tyulqin - 
  but breaks the ward and lets Tauler in (see Confronting 
  Tyulqin, below). 
  Cutting through a strand requires a successful Sword or 
  Dagger roll AND the expenditure of a point of Hope.
  ConfronTing TYulQin
  If the company’s presence in the cave is revealed at any 
  time, then Tyulqin reacts with fury. The Spider-creature 
  descends on the company like a cloud of darkness and first 
  uses her Webs of Illusion ability to ambush the company; 
  then, she will employ her Stupefy spell to trap companions 
  in the thick webbing hanging virtually anywhere in her 
  lair. Finally, she will Strike Fear and poison her enemies 
  upon the first occasion (called shot).
  What About Radagast?
  Radagast cannot simply intervene and save the company 
  from the monster; he has been busy all along preserving 
  the group from the worst effects of entering a blighted 
  place like Tyulqin’s lair, and is already weary. But if things 
  seem to go catastrophically wrong, the Brown Wizard 
  may resort to desperate measures: if everything seems 
  lost, Radagast suddenly puts himself between Tyulqin 
  and the company, and smites the ground with his staff, 
  breaking it! 
  A blinding flash of light of many hues disperses the 
  strangling gloom of the Spider’s lair, repulsing back the 
  vast shape of the Child of Shelob for a time long enough to 
  let the company escape the place.
  •	
  If Radagast breaks his staff to save the company, he 
  will secretly leave Rhosgobel right after the end of 
  the adventure. The Brown Wizard will return only in 
  2966, leaning upon a new staff, courtesy of the chief 
  of his Order, Saruman the White.
  Enter Tauler
  If the companions managed to destroy the River-maiden’s 
  web without awakening Tyulqin, they will need to sneak 
  past Tauler (Stealth, TN 16) – normally, getting past 
  the master hunter of Mirkwood would be harder, but 
  the monster is waiting for his sister to emerge so he can 
  ambush her.
  If the companions have awoken Tyulqin, but also 
  destroyed her warding spell, then they need only survive 
  three rounds of battle before Tauler leaps into the fray. The 
  two Spiders stare at each other with their lifeless eyes for a 
  brief instant, then Tyulqin flees into the forest, with Tauler 
  hot on her heels. The companions will discover who won 
  the deadly confrontation only afterwards. 
  To determine the winner, roll the Feat die.
  C: Tyulqin weaves a desperate spell of command, 
  binding Tauler to her will. Both Spiders survive under 
  Tyulqin’s control. 
  1-5: Tyulqin kills Tauler, and now is consumed by an 
  undying hatred for the company.
  6-10: Tauler kills Tyulqin, but is wounded and disappears 
  from all activity in Mirkwood for months on end.
  A: Both Spiders kill each other. 
  reTurn To The blaCk Tarn
  The journey back to the Black Tarn takes another 12 
  days and three Fatigue tests, and the company must face 
  another round of four Corruption tests (all rolls at TN 16 
  - one does not simply walk into the Heart of Mirkwood!).
  Radagast leads the company to the shore of the Black 
  Tarn. Already, the lake seems healthier – the foul weeds 
  are rotting, the water is clearer, the fog less dense. The 
  Wizard searches the shores of the lake for some time, until 
  he spots a group of Black Herons standing still: lying in the 
  rushes among them is the unmoving form of Duskwater. 
  She is pale as death and clearly very weak. 
  Showing unexpected strength, the Wizard lifts the maiden 
  out of the water and bids that the companions go fetch 
  a boat. There is only one place where her spirit can be 
  
  57
  fully healed of the Spider’s taint – the Hall of Balthi in 
  Woodmen-town. If she is not brought there the River-
  maiden will die. 
  To wooDMen-Town
  The characters’ boat seems to be hastened on its way by 
  the other two River-maidens, who appear in the waters as 
  a funereal escort for their sister. It is as though the river 
  flows backwards among banks of glimmering mist, and 
  the companions arrive within two days of leaving the 
  Black Tarn. However, at Woodmen-town, the way to the 
  hall is barred by old Fridwald the Runner and several 
  other warriors of the Woodmen.
  “Hail, Radagast. Hail, heroes. You are welcome here.” He 
  points a wizened finger at the Maiden. “She is not. Many 
  have spoken of her treachery at Black Tarn Hall.”
  The final challenge is persuading Fridwald to let the 
  River-maiden enter the Hall of the Lamp. The company 
  and Radagast could force their way past, but that would 
  be an unforgivable breach of the trust between the 
  Wizard and the folk of the Wood. Telling Fridwald that 
  the Maiden was bewitched by agents of the Enemy is 
  also not enough – does that wash away all her crimes? 
  The nature of the company’s previous dealings with the 
  Woodmen of Woodmen-town is critical to the success of 
  their task here.
  The Hall of the Lamp
  If the companions convince Fridwald to let them into 
  the House, then Radagast arranges for the unmoving 
  body of Duskwater to be placed upon a bier on the dais, 
  close to where the lamp hangs. Then, the Wizard asks 
  the Woodmen to take down the Lamp of Balthi from its 
  place of honour. The Hall-warden, a woman in charge of 
  the keeping of the lamp, operates the chains and pulleys 
  that hold the lamp aloft, and lowers it. Then, she carefully 
  removes the glass case, exposing the Elven-lamp within 
  for all to see. The unfiltered blue light that issues from the 
  lamp washes over the assembly of bystenders. 
  Companions who have never seen the Lamp of Balthi 
  out of its case before must make a Valour roll with a 
  TN equal to 14 plus the number of Shadow points they 
  possess. Those who fail the test are partially blinded for 
  a few hours; those who pass it can either gain one point 
  of Hope, or remove one point of Shadow, or two points on 
  a great or extraordinary success (these effects only apply 
  upon the first occasion of looking at the unfiltered light of 
  the lamp).
  Any hero who participated in The Beast of the Forest (see 
  page 31) recognise the lamp as the twin of the ruined 
  one found in the Werewolf’s lair. If there are any Elves 
  of Mirkwood present when the lamp is exposed, they 
  recognise the crystal within as Elvish work. If this is 
  The reTurn of The shaDow: 
  2951-2960
  
  The Darkening of
  MirkwooD
  58
  reported to the Thranduil, it precipitates the events of The 
  Anger of the Elvenking early (see page 71).
  The effects of the light on Duskwater are difficult to 
  perceive: the River-maiden remains still, but a roll of 
  Healing catches imperceptible signs of a future recovery 
  - her breathing seems deeper and more regular, and some 
  warmth seems to have already returned to her limbs. She 
  will live.
  afTerMaTh
  If the companions saved the River-maiden form the 
  curse of the Spider, then that is worth a fine reward – the 
  Loremaster should consider giving each player at least 
  five Experience points in addition to the normal rewards 
  for adventuring and attending game sessions. 
  If the companions failed, or chose not to go on this quest, 
  then Radagast can only deal with Duskwater in a direct 
  and personal way. He sails out onto the Black Tarn alone 
  one night, and shortly after a thunderstorm hits the area. 
  For five days and nights heavy rains wash over the Black 
  Tarn, then, the storms cease abruptly. Radagast returns to 
  Rhosgobel, his face pale and drawn - Duskwater is never 
  seen again, and a new maiden takes her place in time (see 
  sidebar). The Brown Wizard is grief-stricken, and vanishes 
  for several years. He won’t return before 2966. 
  A New river-maiden
  If Duskwater perishes, then a new river-maiden is 
  needed. Over the course of the following year, both her 
  siblings grow older and darker – Silverbell leaves the 
  springs in the northern part of the river and moves to 
  dwell closer to Woodmen-town, while Sunshadow is 
  seen more and more in the Black Tarn itself.
  If any of the company have the river-blooded virtue 
  (Heart of the Wild, page 92), then one of their female 
  relatives may be called as the new river-maiden. (A 
  female companion who wishes to retire could also 
  become the new river-maiden). Otherwise, the new 
  river-maiden is a stern guardian of the forest, like a 
  feral child who ferociously defends the river, and her 
  name is Ice-spear. 
  fellowshiP Phase: Year’s enD
  Even if Black Tarn Hall survived, the borders of the 
  Westerns Eaves of Mirkwood are not yet safe: any 
  companion who spends the Fellowship phase there may 
  undertake to Patrol the Wild. 
  New Fellowship Phase Undertaking: 
  Patrol the Wild
  The Woodmen of Western Mirkwood always welcome 
  those who would join them as they spend long weeks 
  patrolling the borders of their settled lands, hunting 
  down trespassing Orcs and beasts, and generally 
  "beating the bounds" as the Hobbits put it. 
  A companion spending a Fellowship phase in 
  Woodland Hall, Woodmen-town or rhosgobel may 
  choose this undertaking and gain the benefits of 
  the Mirkwood-lore speciality for the duration of 
  the following Adventuring phase. If the character 
  already has Mirkwood-lore, then he may gain two 
  benefits out of a single Trait invocation (for example, 
  he could automatically succeed at a roll and gain an 
  Advancement point).
  Year 2959
  evenTs
  With the lifting of the curse, the Black Tarn begins to heal. 
  The Marsh-dwellers leave the lake and move north along 
  the river, digging their strange burrows among the reeds. 
  They try to lure the Woodmen into traps, and the weird 
  tolling of marsh-bells echoes from the eastern bank of the 
  Dusky River.
  Enraged by the attack on Tyulqin, the Spiders of Mirkwood 
  rampage through the woods. They turn on the Wild Men 
  of Mirkwood who dwell north of the East Bight (Heart of 
  the Wild, page 100) and these primitive barbarians flee 
  before their wrathful masters. Some even trespass into the 
  
  59
  Woodland Realm, while others take up residence in the 
  Long Marshes. 
  The Messenger of Mordor returns from his journey to 
  Barad-Dûr, bearing new orders from the Dark Lord. The 
  three Nazgûl of Mirkwood gather in council in Dol Guldur. 
  Those allied with the Shadow are also summoned to the 
  Hill of Sorcery; any character with a permanent Shadow 
  point or a Shadow rating of 3 or more feels strangely drawn 
  to Dol Guldur. If Mogdred is an enemy of the Woodmen, 
  then he goes to Dol Guldur. If Ceawin is in the thrall of 
  the Wood-wights, then he falls into a dreamless sleep for 
  several days during the gathering. 
  At the gathering, the Nazgûl discuss their new commands. 
  Before the death of Smaug the Dragon, Sauron intended to 
  attack the North first, to cut off the realms of the Elves from 
  the descendants of Númenor in the South. But now the 
  North has changed - the Ringwraiths are to redouble their 
  efforts to destroy the Free Peoples – first the Woodmen, 
  then the Elves, then Erebor and Dale. 
  Secretly, the Messenger of Mordor travels through the 
  Vales of Anduin to the land of the Viglundings. He 
  promises the friendship of Mordor to Viglund if he seizes 
  the crossings of the Anduin. He then travels on north, to 
  Mount Gundabad. 
  Men bearing the device of the Tyrant’s Hill attack villages 
  in the East Nether Vales. Many are slain, and many 
  houses put to the torch. Mogdred claims that the bandits 
  were former servants of his, but that he dismissed them 
  some months ago and they are now free men living in the 
  eaves of Southern Mirkwood, near Dol Guldur.
  aDvenTuring Phase: 
  The horse-lorD’s DaughTer
  Wilderland has been stricken by plagues and wars that 
  depopulated much of the region. Lands that once were 
  fertile and fruitful are today empty and barren, or sparsely 
  inhabited by tenacious tribes like the Woodmen and the 
  Beornings. The folk called the Leofrings were nomads and 
  herders who followed the summer grass along the vales. 
  They never settled in one place for long, but wandered 
  along the river banks on their horses. In years past, the 
  Leofrings were sometimes friends of the Woodmen of 
  Rhosgobel, but they never dared to defy their fear of 
  Mirkwood and visit Woodmen-town. 
  In the year 2940, a year before the death of Smaug, Orcs 
  and Men from Dol Guldur attacked Dwarrowhall, a 
  Leofring encampment, and killed many and took many 
  horses. The other Leofrings fled south and crossed the 
  river Anduin, settling in the Field of Celebrant. (See also 
  Heart of the Wild, page 48)
  The sTrangers froM The easT 
  Three strangers arrive from the East, and somehow cross 
  the company’s path. Perhaps they meet in a village of the 
  Woodmen, or maybe they blunder into the company in 
  the deep forest, or come to a companion’s home seeking 
  shelter. They are a curious trio indeed. 
  Two are clearly Easterlings, with dark skin and clothing of 
  a kind not seen in the west, although they have travelling 
  cloaks and boots that were clearly recently acquired ; 
  one is a boy of twelve years, and has a kingly air about 
  him, but his skin is marked by recent welts of whips and 
  the bite of knives. The other Easterling is the woman 
  who accompanies the boy, an old crone who is clearly 
  exhausted by her long journey. 
  The reTurn of The shaDow: 
  2951-2960
  
  The Darkening of
  MirkwooD
  60
  The third traveller is a woman of around twenty-five 
  years. She is dressed in similar clothes to the rest, but her 
  golden hair marks her as clearly kin to the Northmen. 
  She is tanned from long years in a hot country. She alone 
  carries a sword. She introduces herself as Athala, and 
  tells her tale if the heroes give her and her companions 
  shelter.
  Athala’s Tale
  Athala’s parents were folk of the Leofrings. She remembers 
  coming to Rhosgobel once, when she was very young, and 
  meeting Radagast. Nineteen years ago, their camp was 
  attacked by Orcs and Men from the forest. Her parents 
  were slain, and she was sold into slavery in the East. 
  There, she was raised and trained as an exotic bodyguard 
  for a noble family. 
  In recent years, great change has come to the East. 
  Servants of He who in the West is called the Dark Lord 
  Sauron have claimed positions of authority, and many 
  members of the older aristocracy were forced to flee. 
  The young man in Athala’s company is Sanjar, a prince 
  of one of the countries of Rhûn. The other woman is his 
  governess Nazhin. Athala brought Sanjar to Mirkwood to 
  save him from torture and assassination.
  But Athala had other reasons to return to Wilderland: 
  she is seeking revenge. Even if many years passed, 
  she remembers clearly the face of the man who killed 
  her parents and her sisters. He was a young man then, 
  younger than she is now. He may still be alive – but if he 
  is dead, why, someone must have ordered the attack. Her 
  sword is thirsty…
  First, though, she must bring Sanjar and Nazhin to a place 
  of safety. Then, she will seek out her enemy. She describes 
  the young man to the companions: the description clearly 
  matches Mogdred, the lord of the Tyrant’s Hill. 
  The CriMes of MogDreD
  Athala’s claim that Mogdred is responsible for her 
  suffering is of more importance to the folk of Mirkwood 
  than she realises. According to Mogdred, he was a slave in 
  Dol Guldur nineteen years ago, and only rose to command 
  the Tyrant’s Hill after the Wise drove out the Necromancer. 
  If Athala is to be believed, then Mogdred was leading Orc-
  raids long before that. Only one who had willingly chosen 
  to serve the Necromancer could have been of such high 
  standing. 
  What is to be Done?
  Athala wants to kill Mogdred, with or without the 
  company’s help. She’s a skilled warrior, but knows 
  nothing about surviving in the forest of Mirkwood. If she 
  goes off alone in search of the Tyrant’s Hill, she will likely 
  end up eaten by Spiders or killed by Mogdred’s men. The 
  companions can help Athala get to Mogdred and have her 
  revenge, or they can oppose her resolve. 
  •	
  Entering the Tyrant’s Hill: The Tyrant’s Hill is fortified 
  and well guarded (doubly so if Mogdred is a servant 
  of Dol Guldur). Sneaking in and coming out alive will 
  be very difficult. 
  •	
  Confronting Mogdred: If the companions ask 
  Mogdred for his side of the story, he laughs. He then 
  either denies everything (“I was a slave nineteen years 
  "There Was Something Else At Work…"
  The Loremaster should be warned that as the text of this guide goes, the following year’s Adventuring phase works 
  best if Mogdred is alive, seemingly allied with the Woodmen, but secretly in the service of Dol Guldur. If the actions 
  of the companions steer the campaign in a different direction (they let Athala kill Mogdred right away, for example) 
  a level of reworking will be required. The Loremaster should keep in mind that while it is never a good policy to 
  arrange events in spite of a company’s actions, things do not always develop in the way they seem destined to be. 
  For example, if Athala discredits Mogdred in the eyes of some of the Woodmen, other Houses may still support him. 
  Maybe Athala mortally wounds the lord of the Tyrant’s Hill but Mogdred is painfully healed by the ringwraiths 
  of Dol Guldur, using black arts that turn him in something more than just a black traitor…
  
  61
  ago, just as she was. She hates the wrong man”), or 
  claims that he was forced to lead the attack (“It was a 
  lifetime ago. The man I was is dead”). 
  •	
  Accusing Mogdred: The companions could wait until 
  the Woodmen are assembled, then accuse Mogdred 
  in public of lying (an opportunity will arise in 2960, at 
  Ingomer’s funeral). 
  •	
  Convincing Athala to wait: If the characters help her 
  find a place of safety for Sanjar, she is willing to forego 
  revenge for a year or two.
  fellowshiP Phase: Year’s enD
  In years past, the Leofrings were allies of the Woodmen. If 
  the horse-nomads returned to Wilderland, then they might 
  again be friends of the Free Peoples. The journey south to 
  the the Field of Celebrant is not especially hazardous if a 
  traveller takes a boat down the Great River, and avoids the 
  reach of Dol Guldur. There, the companions can meet with 
  the Leofrings and befriend them. If the companions speak 
  of the alliance of the Free Peoples, then the Leofrings may 
  even choose to migrate north once more. Alternatively, 
  the characters may choose to establish trade links with 
  the Leofrings (possibly as a holding), or even open the 
  Field of Celebrant as a sanctuary.
  Year 2960
  evenTs
  The conflict between the Viglundings and the Beornings 
  flares up again. The Viglundings attack several homesteads 
  of the followers of Beorn, and take many slaves. There are 
  no big battles, but many small skirmishes. 
  Beorn grudgingly dispatches a messenger to Thranduil, 
  telling him of the war he is fighting. Thranduil orders a 
  group of Elven warriors to travel to the western edge of 
  Northern Mirkwood and lend what aid they can to the 
  Beornings. Some in the court whisper that the affairs of 
  Men are of no concern to the Woodland Realm, and that 
  Thranduil is acting unwisely.
  The Forest Dragon (Heart of the Wild, page 71) leaves 
  her lair and startes hunting along the eaves of Northern 
  Mirkwood. Travel along the forest’s edge and the Elf-path 
  becomes more hazardous.
  The Messenger of Mordor commands the Orcs of Mount 
  Gundabad to aid the Viglundings in their war against 
  Beorn. The Orcs obey, and Goblins innumerable leave 
  their dens to harry the Beornings. Some go south to attack 
  Mountain Hall. 
  aDvenTuring Phase: 
  The DeaTh of ingoMer
  In this year, Ingomer Axebreaker of Woodland Hall dies 
  suddenly. The veteran warrior does not die in battle, but 
  neither does he die in bed like a weak old man – he falls 
  dead at a feast, tumbling from his chair and spilling his 
  horn of wine. 
  Ingomer’s death comes at a bad time for the folk of the 
  wood. The growing Shadow in the south, the siege of Black 
  Tarn Hall and now rumours of conflict in the north are all 
  worrisome. In times past, Ingomer was always called to 
  be the war-leader of the Men of Mirkwood and a rallying 
  banner for the four Houses; all the folk from the Misty 
  Mountains to the Wizard’s Hedge trusted and honoured 
  him. Many folk of the Wood gather at his funeral to 
  discuss the coming days.
  The funeral
  If Mogdred is an ally of the Woodmen, then he attends the 
  funeral as a matter of course. However, if he is an enemy, 
  then the Woodmen must decide whether or not to permit 
  him to attend. He was Ingomer’s son (see The Folk-moot at 
  Rhosgobel, page 13) and so it would be very rude not to 
  allow him pay his respects to his sire. The elders among 
  the Woodmen are divided on the matter, and discuss it at 
  length, but in the end they decide to let him in. If the players 
  argue forcefully against this, the elders may reconsider, but 
  this insult will damage the companions’ reputation among 
  the Woodmen - a son’s filial duty is held sacred.
  The funeral rites are held at Woodland Hall, and last four 
  days. The body of Ingomer is set upon a bier inside the 
  The reTurn of The shaDow: 
  2951-2960
  
  The Darkening of
  MirkwooD
  62
  Great Hall of Wuduseld. Many songs are sung of Ingomer’s 
  prowess and glorious battles. Many speak of how Ingomer 
  was elected war-leader in a time of need, and how dark 
  days are again at hand. Many voices speak of how a new 
  war-leader must be chosen, to bring the Houses together. 
  A successful Riddle test lets a companion realise that this 
  swell of demand for a new war-leader is no coincidence. 
  Someone has deliberately seeded rumours to raise the 
  question. While many do agree with the need for a new 
  war-leader, not all of the voices are honest ones. 
  The Arrival of Mogdred
  Mogdred enters the hall of Wuduseld dressed less like a 
  Man of Mirkwood and more like a prince from the South. 
  He wears a coat of gilded mail, and on his brow shines 
  a gemstone set upon a circlet. His men, too, are richly 
  dressed and are led by the warrior-maiden Dagmar (if she 
  is still alive). 
  Mogdred brings gifts of gold to those who mourn his 
  father’s passing. Thirteen years have passed since the folk-
  moot at Rhosgobel. At that time Mogdred was a young 
  chieftain. Now, he is more than forty years old; his beard 
  is grey, and he looks more like his father than ever. Many 
  whisper that he looks and sounds more like Ingomer than 
  Ingomer did in recent years.
  To the folk of Woodland Hall, any conflict or mistrust 
  between the Tyrant’s Hill and the Woodmen of Rhosgobel 
  is not much more than a distant rumour. Even if Mogdred 
  was previously an enemy of the Woodmen, the young 
  warriors of Woodland Hall start to clamour for him to be 
  elected war-leader. The whispers become shouts, and it is 
  clear that Mogdred will be chosen unless someone stands 
  against him.
  The eleCTion of The war-leaDer
  All the Houses of the Woodmen (Mountain Hall, Woodland 
  Hall, Woodmen-town, Rhosgobel, and possibly Sunstead, 
  Black Tarn Hall and Tyrant’s Hill, depending on previous 
  events) have sent representatives to the funeral, and they 
  have the authority to elect a war-leader. At the end of 
  the four days of mourning, they gather at the doom-ring 
  outside the hedge and stockade that protect the village, 
  and a council is held.
  Running the Election
  To see who will be chosen as the new war-leader of the 
  Woodmen, first the starting support of the candidates 
  must be determined, in the form of a numerical rating.
  •	
  Mogdred seems the obvious choice – he is the son 
  of Ingomer, he has the most supporters, his tower is 
  well-fortified and is a bulwark against Dol Guldur. He 
  has a starting support of 12 if the Tyrant’s Hill is allied 
  with the Woodmen, and between 8 and 6 if he is an 
  enemy, based on the current state of the campaign 
  being played. Discrediting Mogdred with Athala’s 
  testimony (see The Horse-Lord’s Daughter) reduces 
  his support by 3 points. 
  The only other candidates with any real hope are:
  •	
  Ceawin the Generous. If Sunstead is part of the 
  Woodmen Houses his starting support is 9, or 7 if he 
  is in the thrall of the Wood-wights.
  •	
  Munderic the Ponderous, a fat warrior from 
  Woodmen-town. He is Fridwald the Runner’s nephew, 
  and he is friend with many warriors of the Woodmen, 
  but he is more of a front-line fighter and a drinking 
  buddy than a leader. His starting support is 6.
  •	
  If a Woodman companion wishes to run for the 
  position, then his starting support is based on his 
  Standing rating, modified by adding his Valour score.
  Companions may then throw their support behind one 
  candidate or another, entering the doom-ring to make a 
  speech praising their chosen leader, possibly making an 
  Awe or Inspire roll). On a successful roll, add 1 to the 
  chosen leader’s support, 2 on a great success and 3 on an 
  extraordinary success; if the speaker is a Woodman, then 
  add that Woodman’s Standing rating instead.
  Once all speeches have been made, roll a Success die 
  for each candidate and add the result to their support. 
  The candidate with the highest total is deemed the new 
  war-leader of the Woodmen. (Ties are resolved by rolling 
  again, unless both candidates agree to act as joint 
  leaders). 
  
  63
  The DeCisions of The war-leaDer
  The actions of the Woodmen in the years to come are 
  partially determined by their choice of a war-leader:
  Mogdred 
  This is the worst possible choice – if he is not already in 
  the service of Dol Guldur, then Mogdred’s ascension to a 
  place of power in the Woodmen draws the attention of the 
  Ghost of the Forest. The Nazgûl approach Mogdred and 
  tempt him to use his authority to weaken the Woodmen. 
  In the years to come, Mogdred will order warriors into 
  fruitless quests and hopeless battles, and push the best of 
  the next generation of Woodmen to become followers of 
  darkness.
  Ceawin
  If the companions saved Ceawin from the Wood-wights, 
  then Ceawin makes a fine leader. He is understandably 
  focused on protecting the East Bight, but that means the 
  Woodmen form a bulwark against the Shadow in the 
  south. However, if Ceawin is in the thrall of the Wood-
  wights, then his election as war-leader proves disastrous. 
  His black rages and frequent bouts of madness become 
  more acute, and his words seem to indicate that in his 
  confused mind he is fighting a war not against Dol Guldur, 
  but against the plague and the foes that destroyed the 
  confederation of the Northmen many centuries ago. 
  Munderic
  Munderic is a poor but not disastrous war-leader. He 
  alternates between ignoring problems for too long, and 
  then charging wildly into battle without a clear plan. Still, 
  if the heroes and other wiser heads can exert influence on 
  him (his uncle Fridwald, for example) he can be guided to 
  a measure of success.
  A Companion
  This is the best result, if the character has the wisdom and 
  valour to see it through. See also the Fellowship phase: 
  Year’s End entry below.
  fellowshiP Phase: Year’s enD
  If a companion has been chosen to be the war-leader of the 
  Woodmen, then he must spend the Year’s End Fellowship 
  phase in Woodmen-town and choose the Receive Title 
  (War-leader) undertaking (see box below).
  The reTurn of The shaDow: 
  2951-2960
  receive Title (War-leader)
  As war-leader, a companion is required to command the 
  Woodmen in battle and has the respect of the Elders of 
  the Houses of the Woodmen. He is not a king, but he is a 
  general and a champion in times of strife. The title of war-
  leader can be revoked by a council of Elders at any time, 
  should the companion prove to be unworthy of the charge, 
  as in the case of a humiliating defeat on the field of battle. 
  •	   The Standing rating of the adventurer is increased 
  by 2 and his Standard of Living is now considered to 
  be Prosperous. Both modifications last as long as the 
  hero holds the title of war-leader. 
  Additionally, the companion becomes the bearer of the 
  Great War-horn of the Hunter, a treasure of the Woodmen 
  Houses of Mirkwood. Fashioned of old from the horn of 
  one of the great kine of Araw by a Gondorian hero by the 
  name of Vorondil, it was given to a prince of rhovanion 
  as a gift (Vorondil wore its mate on a baldric, and the 
  horn is today an heirloom of his family, the House of the 
  Stewards of Gondor). 
  The Great War-horn of the Hunter may be blown once 
  during a combat encounter by a companion in Open 
  stance, in place of the rally Comrades combat task. The 
  companion foregoes his chance to make an attack but does 
  not need to make a skill roll: all fighting companions 
  recover a number of Endurance points equal to the 
  rallying character’s Heart rating plus his Valour rating.
  
  The Darkening of
  MirkwooD
  64
  the Gathering 
  Gloom:
  2961-2966
  At this time, the fortress of Dol Guldur is rebuilt. The 
  Werewolf of Mirkwood attacks the settlements of the 
  Woodmen. The feud between the Beornings and the 
  Viglundings reach  a bloody conclusion. 
  The forest turns darker as Elves and Men see their dealings 
  become tense.
  Year 2961
  evenTs
  Since the year 2954, Orcs and evil Men have laboured to 
  rebuild the dread fortress of Dol Guldur. This year, their 
  task approaches completion. While not all the defences 
  of the Hill of Sorcery can be restored without the aid of 
  Sauron, the fortress is now fully manned again. 
  The Werewolf of Mirkwood is seen crossing the Dusky 
  River. It attacks homesteads near Woodland Hall, until 
  warriors with burning brands dismay it and drive it back. 
  Still, the monster lurks in the woods nearby for the rest of 
  the year, and kills again at least three times. 
  A council of Woodmen Elders gather in Woodmen-town 
  to discuss the recent events in the forest. Some argue 
  that they should join the Beornings in their fight with the 
  Viglundings, saying that if they help Beorn now, he will 
  help them in return.
  A wet spring and a warm summer augur for a good 
  harvest in Wilderland this year. While the Woodmen do 
  not sow much, their allies in the East Bight and Dale do 
  rely heavily on farmed crops.
  The Beornings defeat the Viglundings in a battle near the 
  Forest Gate, aided by Elves from the Woodland Realm. 
  Broken, some Viglundings retreat into Mirkwood while 
  the rest flee north. Beorn and his men pursue, but their 
  chase is interrupted by a counter-attack from a host of 
  Goblins and Trolls who lurked in the shadow of the trees. 
  The Messenger of Mordor rides around the northern edge 
  of Mirkwood, passing through the Narrows of the Grey 
  Mountains and calling up Orcs, Trolls and other monsters. 
  He then rides south, stealing past Dale like a shadow, and 
  meets with his spies and agents outside Lake-town. 
  
  65
  aDvenTuring Phase: 
  PaYing The Troll
  If the companions are familiar with the exiled Dwarf Frár 
  the Beardless (Heart of the Wild, page 22) then he seeks 
  them out to aid him. Otherwise, they can meet Frár if they 
  travel across the Grey Mountain Narrows, or even along 
  the Elf-path in Northern Mirkwood: the Dwarf is heading 
  towards the Woodland Realm to ask the Elves for help, but 
  he would much rather deal with a company of adventurers 
  than go begging at Thranduil’s door. 
  Frár tells the company of a band of ferocious Hill-trolls 
  that recently took up residence in Northern Mirkwood. 
  They were part of a Goblin army that came south out of 
  the Grey Mountains, but split off after the battle with the 
  Beornings and are now camped near the Elf-path, waiting 
  to ambush travellers. Frár begs the company for aid in 
  dealing with these Trolls. He knows roughly where they 
  are, and offers to guide the heroes there, once they have 
  stopped briefly by his refuge in the forest.
  The Dwarf leads the company through Mirkwood. 
  For a Dwarf, he is remarkably woodcrafty, and moves 
  through the underbrush almost as silently as a Hobbit. 
  He is taciturn for most of the journey, but as they draw 
  closer to his refuge, he starts talking heatedly about the 
  lost Greydelve (Heart of the Wild, page 23), a stronghold 
  that was built by his forefathers long ago in the Grey 
  Mountains, and now overrun with filthy creatures. Why, 
  he even suspects that these particular Trolls dwelt in its 
  halls! He is proud to have the chance to kill them. If the 
  companions met Frár before, they find the years have 
  mellowed him somewhat; his beard too has regrown, 
  and he seems less bitter and angry, as if his long exile has 
  finally taught him a little patience.
  Frár’s current hideout is located in a rocky hill covered 
  with dark pines. While a perceptive companion can spot 
  footprints in the mud, broken twigs and other signs 
  of habitation, the stones he has placed to cover the 
  entrance to a natural cave are positioned so cleverly that 
  the opening is invisible to anyone except a Dwarf. Frár 
  approaches the entrance to the cave, then stops dead. 
  “Someone is here,” he whispers. “Wait a moment.” He 
  slips into the darkness, then comes back a moment later. 
  “Forgive the alarm! It is my kinsman Flor. Come in, and 
  be welcome.”
  The refuge
  Frár’s current refuge is bare and grim. He normally resides 
  in a hidden house along the northern edge of Mirkwood, 
  in sight of the Grey Mountains Narrows, but his constant 
  wanderings require him to make use of several less 
  The gaThering gLooM: 
  2961-2966
  
  The Darkening of
  MirkwooD
  66
  comfortable lodgings. A corner of the cave is occupied by 
  some improvised pantry shelves storing a little dried fruit 
  and biscuits, while the hard stone floor is made somewhat 
  more comfortable by a thick layer of straw; there is no fire, 
  just a cunning portable Dwarven stove that gives little 
  heat and no smoke, for smoke would reveal the location 
  of the refuge.
  A second Dwarf, Flor, sits by the stove, digging out fleas 
  from his beard and roasting them on the hot griddle. He 
  grins as the companions enter, and hops up and bows. 
  “Flor, at your service.” He then beckons Frár aside, and the 
  two have a brief conversation in a hushed voice. It would 
  be the height of rudeness for a guest to eavesdrop. If a 
  character does so, then he gains a point of Shadow, but 
  hears Flor question Frár about where the company came 
  from: Flor thought Frár was going to fetch Elvish warriors, 
  not adventurers! Frár explains that the companions are 
  renowned heroes and experienced Troll-killers, and, 
  besides, they were closer than the Woodland Realm.
  Flor tells the company that he has been tracking the Trolls; 
  they are camped half a day’s march from their refuge. He 
  will lead the company there in the morning.
  If questioned, Flor tells the company that there are three 
  Trolls, but they are common Stone-trolls – dangerous, but 
  nothing an experienced band of heroes cannot handle. 
  As everyone knows, Stone-trolls turn to stone in the direct 
  light of the sun, but unfortunately the thick foliage of 
  Mirkwood provides almost as much shelter as a mountain 
  cave, allowing the Trolls to avoid sunlight. If a companion 
  requires and succeeds in an Insight roll, he feels uneasy 
  about Flor’s words, but the Dwarf is an accomplished liar 
  and it is impossible to tell for sure if he is being truthful or 
  deceitful. 
  Flor’s Secret
  Like Frár, Flor dreams of returning to the Greydelve. 
  Unlike his kinsman though, he is prepared to bargain with 
  the Enemy to do so. Flor met the Messenger of Mordor last 
  year, and promised to serve Dol Guldur. In exchange, the 
  Nazgûl promised Flor that the Orcs would one day hand 
  over control of the Greydelve, when the destruction of the 
  Woodland Realm will make all of Mirkwood the domain 
  of the Enemy.
  Faithful to his dark pact, Flor is about to lead the company 
  into a trap…
  The Troll aMbush
  The next day, Flor and Frár leave their refuge along with 
  the company, and lead the adventurers through the woods 
  to the encampment of the Trolls. Their journey passes 
  through a thicket of black yew trees of great height; an Elf 
  recognises this particular stand as Cuimenan, the Garden 
  
  67
  of the Crafted (or Piercing) Arches, a stand of trees planted 
  to grow wood for the Elven bows of war. In the gloom of 
  Mirkwood up ahead, the companions spot three Stone-
  trolls sitting around a campfire. The carcass of some 
  animal – possibly a boar, maybe a Man – roasts on a spit. 
  The Trolls pull at their skin, scraping off flakes of stone.
  Unfortunately for the heroes, more Trolls lurk in the 
  nearby woods, waiting to ambush the company. 
  •	
  If the companions charge into battle, the other Stone-
  trolls burst out of cover and attack with the advantage 
  of surprise.
  •	
  If the companions try scouting the area first, then a 
  successful Hunting roll spots the Trolls lurking in the 
  trees, while an Awareness test notices that there are 
  seven big stones in a ring around the campfire, but 
  there are only three Trolls sitting there on one stone 
  each. Those stones are seats – there must be four 
  more nearby!
  •	
  If the companions try sneaking up, then Fror shouts 
  “They’re here! They’re here!” to alert the Trolls.
  Unexpected Guests
  When the ambush is sprung, three tough-looking Stone-
  trolls stride out of the trees wielding clubs – followed 
  by something that looks like another Stone-troll, but a 
  lot bigger than the others, a hulking monster dressed in 
  black chain mail! This Stone-troll chief was king in the 
  wild wastes beyond the Grey Mountains, until the call 
  of the Shadow drew him south. The other Trolls just call 
  him Basher. He snarls a challenge to the companions in 
  mangled version of the Common Speech. Meanwhile, the 
  three Trolls by the fire grab clubs and weighted nets and 
  approach.
  Frár is appalled by his kinsman’s treachery. Flor screams 
  that “He promised that they would give us back the 
  Greydelve if we killed enough Elves! You were supposed 
  to bring me Elves!” Frár draws his axe, and starts to run 
  after his kinsman - both disappear into the forest (Frár 
  eventually cannot bring himself to slay Flor - the heroes 
  may not have any such compunction if they ever lay their 
  hands on him!).
  Weighted Nets
  Three of the Stone-trolls carry weighted nets, and 
  may throw them onto a victim to trap them. The Troll 
  must make an attack roll using his Movement rating. 
  If the roll succeeds, then the companions is treated as 
  though the victim of a Seize Victim attack (see page 
  68 of the Loremaster’s Guide). Unlike a normal 
  Seize Victim attack, though, the Troll can still use 
  its main attack to beat the entangled victim into a 
  bloody pulp.
  Unsurmountable Odds
  The companions face six Stone-trolls (page 81 of the 
  Loremaster’s Guide) and one Stone-troll chief (use the 
  statistics for a Stone-troll, with Endurance 80, Parry 6 and 
  favoured Armour) – those are never good odds. Fleeing is 
  an excellent plan, although hardened warriors may prefer 
  to fight.
  Flee!
  To leave the battle, each character needs to successfully 
  employ the Escape Combat special task (Adventurer’s 
  Guide, page 163), against a TN of 17. However, fleeing is not 
  enough – the Stone-trolls pursue the company through the 
  forest. The characters can either try outrunning the Trolls 
  with Athletics, outlasting them with Travel or hiding 
  from them with Stealth. The companions’ attempts can 
  be resolved as opposed actions (Loremaster’s Guide, page 
  21), all rolled against the Stone-troll chief’s Perception 
  rating of 2. Frár recommends returning to his house, as 
  the Stone-trolls will never find the entrance.
  Fight!
  Seven trolls would be a challenge even for a hero of old. 
  The Stone-trolls are much more frightened of their chief 
  Basher than they are of the companions, so they will fight 
  to the death as long as Basher is alive. If Basher is slain, 
  then all the Stone-trolls become Craven and flee if reduced 
  to zero Hate points.
  Captured!
  Companions captured by the Trolls are not killed – at 
  least, not right away. Basher questions them first - “no 
  The gaThering gLooM: 
  2961-2966
  
  The Darkening of
  MirkwooD
  68
  Elf-tricks”, he roars – demanding that they tell him all 
  they know about the Woodland Realm and the Elves who 
  guard the Forest Gate at the western end of the path. 
  He is clearly planning to make the road impassable, 
  preventing anyone from crossing Mirkwood safely. Once 
  a prisoner can no longer provide useful information, he 
  is handed over to the Stone-trolls to be prepared for the 
  cooking spit.
  surviving The enCounTer
  The situation is indeed complicated. First, these Trolls are 
  not easy to fool; while clever roleplaying might lead them 
  to bicker amongst themselves (with very good Persuade 
  rolls, for example), imprisoned companions cannot 
  simply keep them talking long enough for the sun to rise, 
  as its rays will not penetrate the forest canopy. Fleeing 
  characters could turn the tables on the Trolls, and guide 
  the monsters into an ambush or a trap at the Forest Gate. 
  (The pit trap encountered in The Questing Beasts is not too 
  far from the Troll camp, for example). 
  Some hope remains with Frár the Beardless. Ashamed for 
  his kinsman’s betrayal, he will return to the scene of the 
  ambush and attempt to save the companions if he can. He 
  brings reinforcements, the mad brothers Polin and Pomin 
  (page 19), if they are still alive, and possibly other Dwarf 
  exiles from the Greydelve. In any case, the force he is able 
  to gather is not enough to defeat the Stone-trolls, but only 
  to distract them long enough for the companions to find a 
  way to save themselves.
  If everything ends well, Frár apologises for Flor’s actions. 
  Some dark power must have reached to his kinsman, 
  promising the return of the Greydelve in exchange for his 
  betrayal. Flor is nowhere to be found; he fled screaming 
  madly into the depths of Mirkwood.
  fellowshiP Phase: Year’s enD
  The Stone-trolls on the Elf-path may become a problem 
  that requires several adventures to be dealt with. The 
  companions should consider paying a visit to the 
  Woodland Realm, to warn the Elvenking of the grievous 
  matter.
  Year 2962
  evenTs
  King Thranduil sends a delegation of Wood Elves to 
  Woodmen-town. If a new war-leader was elected in 2960, 
  then the Elves pay homage to that leader with gems worth 
  50 points of Treasure. A small number of Men are travelling 
  with the Elven delegation, to ease any discussion and 
  negotiation; among them is Halbrech the Wineseller (see 
  The Appendix, page 130) and his twelve year-old daughter 
  Hanna. 
  The Werewolf of Mirkwood continues to attack the 
  settlements in the Western Eaves. This time, it is seen in 
  the proximity of Rhosgobel. If Radagast is present, he 
  drives it away; if the Wizard is absent, then the wolf leaps 
  the hedge protecting Rhosgobel and spreads terror and 
  death before it flees. 
  Treasure of the Trolls 
  If Basher and the Stone-trolls are slain, companions looking for their lair find a cave nearby which the monsters used 
  as their larder – and their treasury. 200 points of Treasure are there for the taking, the bulk of it in Dwarf-gold 
  stolen from the Greydelve. Some of the treasure, though, was clearly taken from recent victims, so there are a few 
  Beorning combs and arm-rings thrown on top of the Dwarf-forged gilded helms and necklaces.
  Frár and the other exiled Dwarves claim all the treasure to come from the Greydelve. If the companions take all the 
  treasure for themselves they earn the enmity of Frár and his kin, even though Frár owes them a debt of honour after 
  his kinsman’s betrayal. If the companions speak to Frár, they may come to an arrangement.
  
  69
  The Beornings attack the homestead of Viglund. They fight 
  a great battle, and six of Viglund’s sons are slain. Viglund 
  himself flees the burning house and escapes west towards 
  the Misty Mountains, never to be seen again. In a secret 
  chamber under the house, the victors find the bodies of 
  three strange Men wearing robes of foreign design. Among 
  their devices, the bodies bear the sign of the Lidless Eye.
  aDvenTuring Phase: 
  honour aMong Thieves
  For many years, the outlaw band under Geirbald Kinslayer 
  has existed on the fringes of Woodman society. Geirbald 
  and his ragtag group of outcasts and misfits roamed 
  Mirkwood, hunting and fighting Orcs and Spiders. 
  The company of Geirbald was a place where dishonoured 
  or wayward warriors could find a home, where a man 
  could cast away his old misdeeds and begin again (see 
  Heart of the Wild, page 83).
  Geirbald’s original band of thirteen has swelled to nearly 
  fifty warriors and twice as many followers. Now, Geirbald 
  is very old and tired and desires to return to Woodland 
  Hall. He contacts the companions and asks them to come 
  see him in his camp in Western Mirkwood, so that he may 
  speak with them.
  The ouTlaw CaMP
  Geirbald’s camp is more like a small town. While once 
  Geirbald and his twelve wandered Mirkwood on wild 
  adventure, now the outlaws are mostly settled. The camp 
  is located in Western Mirkwood, approximately fifty miles 
  north of Woodland Hall, and is surrounded by a stockade 
  and several pens for grunting black pigs. 
  Future in the Past
  In the camp, any companion who played through The 
  Helm of Peace may recognise Valdis (or her sister Valya, 
  if Valdis is dead) watching children at play. One of the 
  children is hers, born of her union with her former lover 
  Beldir (page 25). His name is Girion, and he is eleven 
  years old. 
  Standing nearby is a slim young Woodman warrior who 
  must have fairy blood in his ancestry, such is his grace 
  and speed. This is Elfsigil, her new lover, who is accounted 
  the best swordsman and archer among the outlaws. He 
  smiles like a viper as the companions pass by. Valdis’ 
  raven Eágbitar still perches on her shoulder, cawing in the 
  tongues of Men and Elves. It mockingly mimics the voices 
  of the companions.
  The Story of Geirbald
  The companions are led towards a ramshackle longhouse 
  where Geirbald waits for them. He has grown too weak 
  The gaThering gLooM: 
  2961-2966
  
  The Darkening of
  MirkwooD
  70
  recently to even leave his bed. Inside, Geirbald lies on a 
  sleeping cot covered with furs. His skin is like thin paper; 
  his eyes are bleary and white with cataracts. He beckons 
  the company closer and tells his tale.
  Many years ago (Heart of the Wild, page 83), Geirbald 
  accidentally slew his sister with an arrow while hunting 
  the Werewolf of Mirkwood. The Woodmen called him 
  kinslayer, and Geirbald left his home for exile. There, he 
  hunted the Werewolf for many years, but alas, he never 
  caught the beast. He is too old now to continue the 
  quest. He wants to go home to Woodland Hall one last 
  time before he dies. Will the characters go to the Elders 
  of Woodland Hall and beg them to allow Geirbald’s 
  return?
  aT wooDlanD hall
  If they heed the request of the dying Geirbald, the 
  companions meet with the council of Elders in Woodland 
  Hall. Under the roof of Wuduseld they are permitted to 
  speak in the outlaw’s defence (the Loremaster should 
  stage the meeting as a full-fledged encounter). The Elders 
  are divided on the matter – some argue that Geirbald has 
  punished himself enough with thirty years of exile, and 
  that he should be allowed to die in the shadow of the hall. 
  Others say that kinslaying, even unwitting kinslaying, is 
  unforgivable. 
  When the encounter appears to be progressing and the 
  council seems approaching a resolution, a final obstacle 
  emerges: one Elder named Atarmud refuses to make a 
  decision without further thought. He seems sympathetic, 
  but refuses to vote in favour of allowing Geirbald to 
  return. A roll of Riddle during interaction reveals the 
  reason for his hesitancy – Atarmud was once betrothed 
  to Geirbald’s sister Geina, and loved both her and her 
  brother deeply. Atarmud decides that he must consider 
  the matter more deeply, and says that he will give his 
  answer tomorrow. 
  That evening, a band of some thirty warriors emerges 
  from the forest near Woodland Hall. Geirbald took a 
  turn for the worse after the companions departed, and is 
  clearly dying. The outlaws, led by Elfsigil, decided to carry 
  him straight to Woodland Hall. They encamp outside the 
  gates, waiting for permission to enter.
  Atarmud & the Ghost
  In the black of night, Atarmud leaves Woodland Hall to 
  go into the forest and visit his sister’s burial mound (the 
  companions have a chance to notice him if they keep a 
  watch). As he kneels there, he hears a whispered voice, 
  telling him that his sister does not rest easily, and that 
  Geirbald is still a murderer and a kinslayer who failed 
  to atone for his sin when he abandoned the hunt for the 
  Werewolf of Mirkwood. Amazed, Atarmud returns to 
  Woodland Hall and tells of this prodigious event. Steeled by 
  this ghostly visitation, Atarmud declares that he will vote 
  against Geirbald’s plea when the council meets tomorrow. 
  If the companions followed Atarmud, a successful 
  Hunting test lets them spot a big black bird flapping 
  away from a tree close to the burial mound. The bird is 
  Eágbitar, the raven ally of Valdis.
  Tensions grow overnight between the followers of 
  Geirbald and the warriors of Woodland Hall. The outlaws’ 
  beloved leader is dying, and his last request is a simple 
  one. Everyone knows that Geirbald has fought for thirty 
  years to make amend for his mistake – to refuse him now 
  would be a horrible insult, and would forever destroy the 
  uncertain bonds between the Woodmen and the outlaws. 
  Convincing Atarmud that he was tricked is difficult, he 
  is a proud, old man. But the companions may certainly 
  devise a way. Here follow a couple of suggestions:
  •	
  If the company could somehow capture Eágbitar 
  without killing it, they could demonstrate how 
  Atarmud was tricked by the talking bird. If they 
  attempt to confront Valdis herself, however, she slips 
  away into the woods – she has a greater part still to 
  play.
  •	
  If the companions take a solemn oath to take on the 
  quest to kill the Werewolf of Mirkwood, that could 
  fulfil the demands of honour. Atarmud wants to let 
  Geirbald die in the hall, but the ’ghost’ reminded him 
  of the oath of vengeance.
  In the absence of better options, the company could sneak 
  Geirbald into Woodland Hall under cover of darkness, so 
  he can die in peace.
  
  71
  geirbalD’s DYing wish
  If Geirbald dies in Woodland Hall, he whispers his last 
  words to those around him, including the heroes. 
  “The beast has taken everything from me. Three times I 
  fought it, and three times I was defeated – but a foresight 
  is on me now! The beast will die… in a place where there 
  are no shadows… in a time when there is no hope… and 
  its death… will be the doom of the Forest. It must be slain! 
  It must die… all things must pass from this world.”
  Pleased that Geirbald died peacefully, the outlaws return 
  to their camp. A new leader is chosen from among their 
  number – one of Geirbald’s oldest followers, a grizzled, 
  one-eyed hunter named Beral. 
  vengeanCe of The ouTlaws
  If Geirbald dies outside Woodland Hall, then he does not 
  pass gently. His last hours are marked with fevered dreams 
  and moans of agony. His followers are infuriated by the 
  sight of their leader dying within sight of his home, but 
  denied the grace of passing inside Wuduseld. When the 
  council of Elders finally make their decision, the outlaws 
  are so angry that they draw swords, and Woodman spills 
  Woodman blood outside the gates of the town. Three 
  warriors from Woodland Hall die, and two of the outlaws 
  perish. The rest flee into the forest. 
  Elfsigil becomes leader of the outlaws, with Valdis as the 
  clear power behind him. The outlaws become enemies of 
  the Woodmen, and in years to come there are many raids 
  and skirmishes between the two peoples. 
  fellowshiP Phase: Year’s enD
  A hero who spent time with the outlaws may elect to join 
  them. Eschewing home and kin, the companion joins the 
  band of merry outlaws who dwell in Mirkwood and loses 
  all Standing in his home culture, but may also erase up to 
  three Shadow points (including permanent Shadow!) as 
  he leaves his old burdens and worries behind. 
  As an outlaw, the companion may not gain Cultural 
  Weapons as Rewards.
  Year 2963
  evenTs
  In this year, curious weeds grow in many places throughout 
  Mirkwood. These thorny wild plants look black in the 
  darkness of the trees, but have an eerie purplish shade 
  when viewed under direct sunlight. The black pigs of the 
  Woodmen find that the weeds are very tasty, but the plant 
  is poisonous to both men and beasts and many pigs die 
  after eating them. The weeds also crowd into farmland, 
  choking fruit and crops.
  After appearing at the last battle against the Viglundings 
  in the form of a huge bear, Beorn leaves his hall and travels 
  towards the Misty Mountains on a mysterious errand. A 
  few among his followers say that after the Battle of Five 
  Armies Beorn made a similar journey and that when he 
  returned he welcomed Men to settle under his protection 
  for the first time. Some of the Beornings worry that Beorn 
  will change his mind upon his return, and will send them 
  away.
  aDvenTuring Phase: 
  The anger of The elvenking
  The delegation sent by the Elvenking to Woodmen-town 
  returns to the Woodland Realm, bringing strange tidings 
  to Thranduil. They speak of a great glowing lamp that 
  hangs from the roof of the longhouse there, and that its 
  light shines with a radiance they have not seen in an age 
  of the world. Would it be possible that these Woodmen 
  found and hid one of the lost lamps that once hung above 
  the gates of Amon Lanc? 
  Thranduil dismisses the claim. He remembers those lamps 
  of old, they were made of imperishable crystal, not glass 
  and wood, like the lamp the envoys are describing. Then 
  Hanna, the daughter of Halbrech the Wineseller steps 
  forward and says that she heard old men and women in 
  Woodmen-town tell stories of how their wondrous lamp 
  was carried out of Dol Guldur by ’the Grey Wizard’…
  The gaThering gLooM: 
  2961-2966
  
  The Darkening of
  MirkwooD
  72
  This testimony causes an uproar in the hall. If all this 
  should prove to be true, then the Woodmen could be 
  accused of stealing one of the treasures of the Silvan 
  Elves, of deceiving them by hiding it, and, worst of all, of 
  endangering the Woodland Realm by not letting the lamp 
  protect its borders. Why, if the Elves had the lamp they 
  might never have been driven north of the Mountains of 
  Mirkwood!
  If the outrage was not enough, it could seem also that their 
  “friends” the Wizards knew of this treachery. Mithrandir 
  brought the lamp out of Dol Guldur, and the Brown 
  Wizard lives not a day’s march from the hall. They must 
  have known and conspired to keep the lamp a secret! 
  Some – especially those aligned with the Wayward 
  Elves – argue that the Woodland Realm should rise in 
  arms and march south to reclaim their stolen property. 
  Thranduil raises his hands for silence. Mithrandir hid 
  the lamp, and Mithrandir will explain himself. Let the 
  word go forth – find Gandalf and bring him to the Halls 
  of the Elvenking!
  The hunT for ganDalf
  If the heroes were present in Thranduil’s Halls when the 
  envoys returned with their news, they may become involved 
  in the hunt for Gandalf. The Elvenking promises to reward 
  richly whoever brings news of the Wizard to him. 
  In 2963, Gandalf crosses over the Misty Mountains 
  from Rivendell in the company of Aragorn and the sons 
  of Elrond. The four cross into the land of the Beornings, 
  hoping to visit Beorn, but find that he is gone. They then 
  part company, with Gandalf and Aragorn travelling south 
  to Rhosgobel. Aragorn continues south to enter into the 
  service of King Thengel of Rohan, while Gandalf visits 
  Radagast before travelling north along the forest eaves to 
  the Forest Gate. 
  Upon leaving Rhosgobel Gandalf moves with haste – 
  Radagast reported that his spies in Dol Guldur saw several 
  riders leave the citadel and travel north in recent times. 
  The Grey Pilgrim suspects the hand of Dol Guldur behind 
  the actions of Viglund, and is bent to find out something 
  about it. The longer he waits, the colder the trail becomes. 
  Therefore, he does not welcome interruption. 
  The companions may encounter Gandalf anywhere along 
  the Wizard’s itinerary. If they intend to bring him to the 
  Elvenking, they must either convince him to accompany 
  them, or threaten him with the force of arms – Gandalf will 
  not attack any of the Free Folk, but neither is he particularly 
  pleased about being diverted from his mission.
  If the characters tarry, Gandalf is found by the Silvan Elves 
  first. The company encounters the Wizard anywhere on 
  the road from Rhosgobel to Thranduil’s Halls, seemingly 
  smoking his pipe alone while sitting on a rock or a fallen 
  tree. Upon approaching Gandalf, the companions will 
  discover that he is actually being escorted by a group of 
  armed Elves of Mirkwood, and that their bows are pointed 
  at the companions as they speak…
  
  73
  aT ThranDuil’s CourT
  The Elvenking might prefer to question Gandalf in private, 
  but his followers are greatly wroth, so circumstances 
  force his hand. Gandalf is questioned in the Halls of the 
  Elvenking as though he was a prisoner. 
  Thranduil intends to find all that is to be known about 
  this ‘Lamp of Balthi’. Knowing that this day would come 
  eventually, the Wizard sighs, and tells the full tale of how 
  a young Woodman guided him to Dol Guldur, hundreds 
  of years ago.
  When the tale of the discovery is over, Gandalf admits 
  openly that he gave the lamp to Balthi the Woodman of 
  his own volition. He recounts also how he consulted with 
  his cousin Radagast and conspired to conceal the lamp, 
  but not from the Elves. 
  He explains:
  “I was worried that the Enemy – the real Enemy – would 
  try to reclaim it if he knew exactly where it was, and how 
  could his Eye not be fixed perpetually upon the halls of 
  those who created it?
  “The lamp is indeed a potent weapon against the Shadow. 
  But the Woodmen have the greater need in the coming 
  war. Yes, war. Sauron has declared in Mordor. Soon, soon 
  as the Elves reckon it, but perhaps even as Men reckon 
  it, he will loose his gathering forces upon Middle-earth. 
  Dol Guldur is rebuilt, and evil things dwell there again. 
  Mirkwood will be a battleground.
  “If the Elves reclaim the lamp, then the Woodmen will 
  doubtless be destroyed. It will make the Woodland Realm 
  stronger for a while, but in the end it will be an island of 
  light surrounded by a sea of darkness, and it will founder 
  and fall at the last.
  “But I agree that now the choice belongs to the Elves. I 
  have urgent errands elsewhere.” 
  The Wizard strides out of the audience and walks to the 
  magic gates of the Halls, which only open at the wish of 
  Thranduil. The Elvenking pauses a moment, then lowers 
  his eyes - the doors swing open. 
  “I will not imprison a Wizard, even if he has wronged us – 
  and his words, though bitter, were not without wisdom. I 
  need counsel, and time to think.”
  If the characters wish, they can speak to the court. Some 
  Elves still want to take the lamp by force, others think they 
  should demand that the Woodmen return it. Others prefer 
  to wait, either heeding the words of Gandalf or arguing 
  that the lamp has been missing for hundreds of years, 
  so there is no need for a hasty decision. More worrying, 
  though, are the many voices who argue that if Thranduil 
  does not recover the lamp, it would be a betrayal of the 
  Realm.
  Thranduil makes no decision this year. However, he does 
  send trusted agents to fetch Ormal the Lampmaker and 
  bring him to Thranduil’s court. The companions might 
  be charged with the task, especially if they studied with 
  Ormal before. 
  fellowshiP Phase: Year’s enD
  Companions spending the Fellowship phase in the 
  Elvenking’s Halls who didn’t encounter the Lampmaker 
  before may make his acquaintance and choose the Study 
  with the Lampmaker undertaking (Heart of the Wild, page 
  79).
  Year 2964
  evenTs
  Escorted by Elven warriors, the Elf Ormal travels to 
  Woodmen-town to see the Lamp of Balthi. If the companions 
  knew or befriended the Lampmaker, or if the Elvenking 
  trusts them, they may be asked to accompany him on 
  the journey. Ormal is very interested in knowing any 
  information the companions might have about the lamps.
  Beorn and Gandalf return together from the far north. 
  No more Orcs trouble the Beorning lands for some years. 
  Beorn asks his people for counsel – should they welcome 
  the surviving Viglunding into their houses or drive them 
  away from the Vales of Anduin?
  The gaThering gLooM: 
  2961-2966
  
  The Darkening of
  MirkwooD
  74
  aDvenTuring Phase: 
  The greYDelve
  After many years, King Dáin finally listens to the petition 
  of Frár the Beardless and the exiled Dwarves at Yule-tide 
  in 2963. The kingdom of Erebor has grown strong enough 
  to consider aiding Frár in retaking their ancestral home, 
  the Greydelve. 
  In the Great Chamber of Thrór, the King Under the 
  Mountain speaks.
  “Long have you waited, Frár son of Fráen, and many times 
  have you asked for my aid in reclaiming what was yours. 
  Now, I will answer, but you may not like all that I have to 
  say.
  “When I was but a stripling, I marched to war with my 
  father Náin. We slew many Orcs and Goblins under the 
  mountains, and came at last to the gates of Moria. There, 
  we slew Azog and avenged the insult done to Thrór… and I 
  looked upon the field and wept, for half of those who went 
  to war lay dead or dying. Some counselled that we should 
  march on and reclaim the halls of Durin, but to do so… to 
  attempt that would have doomed us all.
  “Now we have the Lonely Mountain again, and have 
  grown strong and wealthy – but I saw how the strength 
  of a people can be bled out in a single battle, and thus 
  be diminished forever. I will give you back your halls, but 
  I will not endanger my kingdom for honour or kinship 
  alone.
  “Here, then, are my conditions. First, you shall not be King 
  of the Greydelve. You shall be Lord there, but you and 
  yours will acknowledge me as your king.
  “Second, you shall have such an army as we can gather, 
  equipped with the best weapons from my armouries, but I 
  will not take the strength of the Mountain. Long have you 
  lived among the folk of the Wood – ask them for help. Yea, 
  even the Elves.
  “Third, to aid you, I give you a portion of my treasure 
  hoard, gold and precious stones won by my cousin Thorin 
  from the dragon. With this treasure you may hire warriors 
  and sellswords, and they too shall be equipped from my 
  armouries – but when the Greydelve is yours again, you 
  shall labour to repay me.”
  Hearing this, Frár tears at his beard, and grows red, but 
  he chokes down his anger and bows, for he knows that he 
  will not get another chance at reclaiming his ancestor’s 
  halls.
  gaThering an arMY
  In the months to follow, Frár visits Dale, Lake-town, the 
  Halls of the Elvenking, the Beornings and the land of 
  the Woodmen. In each place, he calls for warriors and 
  adventurers to join him. 
  Those that join the fight will be paid in Dragon-gold and 
  Dwarf-steel. He successfully hires many mercenaries in 
  Lake-town, but needs more warriors. 
  
  75
  Even if the companions do not join the quest, then they 
  can speak for or against Frár’s proposal. Those who go 
  will be richly rewarded and gain valuable experience in 
  battle – assuming they return…
  reClaiMing The greYDelve
  The campaign to reclaim the Greydelve takes many 
  months. Most of those who take part in it will not return 
  until late autumn in 2966. The Dwarf-hold was once a 
  proud citadel atop an iron mine, but the Orcs took it long 
  ago. Now Orcs and Trolls live in the darkness below. 
  •	
  If the companions join Frár’s army, then they face 
  pitched battles in the shadow of the Grey Mountains, 
  followed by dungeon crawling through the dark mines 
  as they seek out the last of the Orcs. While Frár is 
  victorious at first, the bigger danger lies behind him. 
  Many of the mercenaries believe that the Greydelve 
  conceals some vast treasure, and once the battle is 
  won, they plot to murder Frár. 
  •	
  If the companions are not present, then Frár is 
  murdered and there is terrible strife among the 
  victors. The mercenaries are killed by Dáin’s warriors, 
  but Frár’s kin blame Dáin for failing to protect Frár. 
  The surviving exiled Dwarves banish everyone else 
  from the Greydelve and shut the doors.
  •	
  If the company saves Frár, then the Greydelve is 
  reclaimed successfully and becomes an ally of Erebor. 
  fellowshiP Phase: Year’s enD
  If the Greydelve is reclaimed, then it can be opened as a 
  sanctuary. Any Dwarves (or even, grudgingly, Men) who 
  settle there may be granted a holding (suggested rating 
  of 6). 
  Year 2965
  evenTs
  If Ormal the Lampmaker was allowed to enter Woodmen-
  town and see the Lamp of Balthi, he takes residence there 
  and spends long months studying the wondrous artefact. 
  While suspicious at first, the Woodmen let him do as he 
  likes, as the lamp seems to glow brighter since the day 
  Ormal has started to inspect it. 
  A band of Dwarves travelling along the Elf-path are going 
  to join Bofri son of Bofur (page 130) in his quest to reclaim 
  the Old Forest Road; unfortunately, they are waylaid by 
  Spiders and lose their path. This misfortune turns on its 
  head when they come upon a stream running down from 
  the Mountains of Mirkwood whose bed glitters with gold.
  Many of the Viglunding warriors and cottars defeated 
  by the Beornings migrate south. Some settle in the 
  fertile lands west of the Western Eaves and trade with 
  the Woodmen; others settle even further south, and pay 
  tribute to the Tyrant’s Hill.
  aDvenTuring Phase: 
  The ThefT of The laMP
  Several days before the beginning of Yule-tide, a band of 
  Wayward Elves arrives in the Western Eaves (optionally, 
  led by Ruithel - see page 17). They meet with Ormal the 
  Lampmaker and his retinue, and feast in an oak grove 
  near Woodmen-town. The coming of so many of the Fair 
  Folk so close to the Yule-tide festival is seen as a good 
  omen by the Woodmen. Three of these Elves are especially 
  notable. All three are young as Elves reckon years, and all 
  three are fey and wild. 
  •	
  The leader of the trio is Duvainiel, a dark-haired 
  Elf-maiden of some four hundred years. Despite her 
  youth, she is noted for the strength of her will, and she 
  has mastered arts that normally take many centuries 
  to learn – she has mastered all three forms of Wood-
  elf Magic (see the Adventurer’s Guide, page 130) to an 
  unusual degree. 
  B
  The gaThering gLooM: 
  2961-2966
  
  The Darkening of
  MirkwooD
  76
  •	
  Her younger brother Oldir is next in age. He is tall for a 
  Silvan Elf, and unusually strong. Unlike his moonpale 
  sister, Oldir is tanned and muscular, for he is one of 
  the Raft-elves who travel down to Lake-town regularly. 
  It is important that the companions discover Oldir’s 
  talents as a boatsman before The Festival, below.
  •	
  Third is Tinuhel. At only a hundred years old, she 
  is one of the youngest Elves in all Mirkwood, for the 
  Firstborn have few children. She is the wildest of the 
  three, and the strangest. Her mood changes swiftly, 
  like wild-born ripples breaking the tranquillity of a 
  forest pool. She has little time for the ways of mortals, 
  and considers Men and Orcs to be equally brutish 
  and stupid.
  If any of the companions are in Woodmen-town around 
  midsummer, they meet these Elves. Duvainiel studies with 
  the Lampmaker, while the other two make mischief in 
  Woodmen-town. 
  The fesTival
  The Woodmen of Mirkwood hold a feast at Midsummer 
  every year. They light torches and hang them from the 
  boughs of the trees, trying to drive away the gloom for one 
  day. It is a festival of light and hope, and reaffirms their 
  belief that one day the Shadow will be lifted and the wood 
  will again become green. It is a day for weddings and 
  betrothals, for song and dance, for celebration and trade. 
  Many come from the other Houses to visit Woodmen-
  town this day.
  That night, the Elders of the Houses gather in the Great 
  Hall. There, tales are told, songs sung and matters of 
  import both small and large are discussed over many 
  horns of drink. The Beornings gifted the feast with bread 
  and mead, and the delegation of the Elvenking that visited 
  Woodmen-town three years ago left behind some barrels 
  of good wine, so there is much rejoicing.
  Then, at the height of the feast, the Lamp of Balthi 
  flares with a sudden light. Every eye is drawn to the 
  blazing lamp. A moment later, the light of the lamp is 
  suddenly snuffed out, plunging the hall into darkness – 
  and everyone in the hall into an unnatural slumber, as 
  Duvainiel’s Elf-magic, augmented by the power of the 
  lamp, takes hold. As they fall asleep, the characters hear 
  the musical laughter of an Elf-maiden…
  When they awake, the Lamp of Balthi is gone. When 
  Duvainiel’s magic put the feasters to sleep, the three 
  Wayward Elves entered the Great Hall and carried it away.
  Chasing The Thieves
  The disappearance of the Lamp of Balthi is a terrible 
  blow for Woodmen-town. When despair finally gives 
  way to suspicion and anger, the Woodmen immediately 
  blame the Elves. If the war-leader of the Woodmen is 
  present, then the Woodmen look to him for leadership 
  in this dark hour. If there is no war-leader at the feast, 
  then various Woodmen warriors of renown start taking 
  action, helped by their respective followers. Some 
  march straight for the camp of the Lampmaker and take 
  him and his guards hostage. Others spread out into 
  the forest, looking for signs of the Elves. Most hunters 
  assume that the thieves fled north, back towards the 
  Woodland Realm. If there are any Elves of Mirkwood 
  
  77
  in the company, then they may be detained or even 
  attacked by infuriated Woodmen.
  A successful Search roll leads to the docks, where 
  one of the boats that was tied up there is missing. If 
  the companions can divine where they were headed 
  (foresight, a friendly raven, or another clever use of a 
  Virtue) they find that the Elves are going south along the 
  Dusky River. 
  Chasing the Elves south in haste can be resolved as a 
  prolonged action with a high difficulty. The fugitive Elves 
  have a distinct advantage over the company and planned 
  their misdeed carefully.
  Eventually (probably the next morning) the companions 
  find the stolen boat caught in weeds in the middle of the 
  river. As they approach, one of the River-maidens rises 
  from the water and points towards the east bank – the 
  Heart of Mirkwood. She tells the company that the Elves 
  went into the dark woods, and are bound for the tree 
  called the Eilian oak, the Skybridge tree. This is one of the 
  taller trees in the region, and once marked an old Elf-path 
  that ran from Amon Lanc to their refuge in the Mountains 
  of Mirkwood (Heart of the Wild, page 85). 
  As they travel, the companions notice the forest changing. 
  The atmosphere in the Heart of Mirkwood seems less dark 
  and unfriendly, while the Western Eaves seem to dim by 
  the hour, as the shadows lengthen visibly.
  As they follow the Elves through the forest, companions 
  succeeding in Hunting rolls find signs but not those 
  left by the thieves. Someone else is hunting them! From 
  the tracks, the Wayward Elves are being pursued by a 
  pack of Wargs, and the wild wolves are lead by a much 
  bigger creature. There are other tracks, too – the booted 
  footprints of a big man. 
  From ahead, the companions hear a howl.
  baTTle aT The skYbriDge Tree
  The companions arrive at the clearing around the Eilian 
  oak and discover that the Wayward Elves are trapped by 
  wolves. Oldir and Duvainiel have fallen back against a 
  large rock a few yards from the tree: Oldir wields a spear 
  to keep the wolves at bay, while his sister’s bow sings. 
  Already two Wargs lie dead, but many more circle them. 
  Young Tinuhel has retreated into a cave-like gap between 
  the roots of the Skybridge oak, carrying a heavy leather 
  sack. The Lamp of Balthi must be within. The Elf intended 
  to hang the Lamp from the tall tree, but she was surprised 
  by the ambush before she could climb it. 
  In front of the gap where Tinuhel is trapped is one gigantic 
  wolf-creature, whose eyes gleam with unholy fire. It is the 
  Werewolf of Mirkwood.
  When the companions arrive, the Werewolf turns to attack 
  them, while the other wolves concentrate on keeping the 
  Elves trapped where they are. If the Werewolf is wounded or 
  reduced to 0 Endurance, it lets its current body perish and 
  possesses another one of the wolves nearby (see page 83 
  of the Loremaster’s Guide and Heart of the Wild, page 86). 
  The company may call out to Tinuhel to let the light of 
  the Lamp shine on the wolf, or to use it as a distraction 
  or a weapon against the monster. Should they do so, the 
  Ringwraith comes…
  The CoMing of The nazgûl
  While Tinuhel fumbles with the sack, a dark figure steps 
  out of the shadow of the trees. It is man-shaped, and wears 
  a suit of heavy mail like some black knight out of the East, 
  but no face is visible in the visored darkness of the helm. A 
  long sword of steel gleams in one gauntleted hand. 
  A Ringwraith has come: the Lieutenant of Dol Guldur 
  himself. When the Wayward Elves stole the Lamp the 
  Werewolf of Mirkwood immediately took notice, and the 
  Nazgûl rode out to investigate. Now, the Lamp is almost in 
  his grasp. The Ringwraith turns to face the companions, 
  while the Werewolf of Mirkwood attacks Tinuhel to take 
  the Lamp.
  If the companions intend to face the Werewolf of Mirkwood 
  AND the Lieutenant of Dol Guldur, they have little hope 
  of victory. Escaping without much loss will be equally 
  difficult. 
  The gaThering gLooM: 
  2961-2966
  
  The Darkening of
  MirkwooD
  78
  Fleeing
  If the companions turn and run (using the normal rules 
  to escape combat, see the Adventurer’s Guide, page 163) 
  then the Werewolf kills Tinuhel and the Nazgûl takes the 
  Lamp. The companions will have a chance to regain the 
  Lamp in Return to Dol Guldur (see page 80) but for the 
  moment the treasure of the Woodmen is lost.
  Uncover the Lamp
  A hero who is allowed to take a Rearward stance by his 
  companions may spend his round to join Tinuhel and 
  fight the Werewolf, letting her take out the Lamp (this 
  means that the companion must face the Werewolf alone, 
  while the Elf opens the sack). 
  •	
  The uncovered Lamp inflicts a loss of Hate points 
  equal to the roll of two Success dice (the Loremaster 
  assigns the Hate points lost between the enemies 
  in any way he sees fit). It also gives them all the 
  Craven Trait, so any enemy reduced to 0 Hate flees. 
  Additionally, a character who attempts the Intimidate 
  Foe task while the Lamp is shining gets a bonus of +6 
  to his Awe or Battle roll, and triples any Hate point 
  loss generated. 
  Aftermath
  When the companions return to Woodmen-town, they 
  hear stories of Orc raids in several places along the 
  Western Eaves. It seems as though the forces of Dol 
  Guldur took advantage of the dimming of the Lamp 
  of Balthi to attack. The Orcs took several prisoners, 
  including, perhaps, people close to the companions: 
  friends, family members, even rivals might have been 
  captured by the Orcs. 
  
  79
  If the companions successfully recovered the Lamp of 
  Balthi, then they are welcomed as heroes by the Woodmen. 
  Any Woodman companions may increase their Standing 
  by one level immediately, and possibly be considered 
  worthy of raising a Hound of the West (see below). 
  fellowshiP Phase: Year’s enD
  Legends say that sometimes a hound is born in Mirkwood 
  whose lineage hearkens back to the wondrous beasts 
  that followed Béma, tamer of animals, when he came 
  to Middle-earth from West over Sea. Those hounds were 
  gifted with greater cunning and strength, and some could 
  even speak with words.
   If a companion is a Woodman of good standing (3+) and 
  possesses the Hound of Mirkwood virtue he may be given 
  a special pup to raise – a Hound of the West. When first 
  given the hound, the character must spend the whole 
  Fellowship phase weaning the pup and training it. 
  A Hound of the West works just like a regular Hound of 
  Mirkwood, with the following special abilities:
  •	
  Tearing Jaws: When employing the Harass Enemy 
  option, a companion engaged in close combat may 
  choose between having the Hound make a direct 
  adversary Weary OR raise the hero’s Damage rating 
  by 3.
  •	
  Bane of Wolves: Wargs and Wolves of the Wild have 
  a special dread of the Hounds of the West – when such 
  a hound is involved in a fight, any Wolf-creature is 
  considered to be Craven. 
  •	
  Speech of Mortals: Three times in its life, the Hound 
  of the West will speak in the Common Tongue.
  All is Lost
  If it seems as though all is lost and the entire company is about to perish, a kind Loremaster can consider the 
  intervention of a powerful Loremaster character (a Patron, for example) to rescue them. This sort of deus ex 
  machina is never the best way to go, and should be employed only if the players have done something to reasonably 
  prompt this intervention. A Wizard always arrives precisely at the right moment, after all.
  Any Wizard, but probably radagast or Gandalf: The Lamp bursts into a blinding flash that even burns through 
  the sack (if the Lamp is still covered) and seems to freeze everything in a blue radiance. The ringwraith and the 
  Werewolf are temporarily dismayed, and the companions may take the opportunity to flee (but must leave the Lamp). 
  Saruman: The White Wizard steps into the clearing and stands before the Nazgûl. One of the Wargs snarls at him. 
  Saruman glances at it, and the beast whimpers and flees. When the Nazgûl raises his sword, Saruman commands 
  the Lamp to burn. The bag bursts into flame, as does the fur of the wolves nearby.
  Beorn: Beorn secretly attended the festival at Woodmen-town (well, as secretly as a mountain of a skinchanging 
  man-bear can be). He followed the company into the woods when they went in pursuit of the Elves. He bursts into 
  the clearing and charges the Skybridge tree itself, uprooting it with a mighty effort and toppling it down onto the 
  Werewolf and the ringwraith. 
  Thranduil: The Elvenking learned that the wild Wayward Elves left his domain, and realised what mischief they 
  intended. He rode out with some of his warriors, and as they drew near to Woodmen-town they sensed the movements 
  of the Lamp. Though Thranduil is not Elrond or Galadriel, nor Thingol of old nor even his father Oropher, there 
  is yet power within him, and these are still his woods. Dismayed, the ringwraith flees.
  The gaThering gLooM: 
  2961-2966
  
  The Darkening of
  MirkwooD
  80
  Year 2966
  evenTs
  Rumours of gold in the Mountains of Mirkwood draw 
  many adventurers, mostly unemployed sell-swords 
  that were part of the army that went to the Greydelve 
  in 2964. Few of the new visitors find the gloomy woods 
  welcoming, and some perish or go missing in the wooded 
  hills. Still, seven enterprising Dwarves and their followers 
  establish a mining camp some miles east of the source of 
  the Enchanted Stream. They find little gold, so they start 
  searching the Elven ruins in the mountains looking for 
  buried treasure. 
  Quarrels with the Wayward Elves grow after the events of 
  last year. Thranduil punishes Tinuhel, Oldir and Duvainiel 
  (or, at least, those who survived) by sending them to guard 
  the northern frontier. Other Elves are displeased by the 
  miners and ruffians attracted by the tales of gold in the 
  hills to the south. 
  If Radagast went missing and left after the events of 
  Saving the Maiden then he returns this year. If he left 
  because of his grief, for several weeks he appears as if he 
  forgot the art of human speech - he speaks only in grunts 
  and animal noises, mixed with a few words of High-
  elven. If he left after breaking his staff, he returns with a 
  new one, wearing cleaner robes and a lofty demeanour, 
  courtesy of long years studying under Saruman the White.
  Word comes from the East Bight that a sickness stalks the 
  followers of Ceawin of Sunstead. Many have died, and 
  many more are ill. He calls for aid from the healers of the 
  Woodmen. 
  aDvenTuring Phase: 
  reTurn To Dol gulDur
  Having learned of the Orc-raids that occurred last Yule, 
  Radagast sends more of his birds and beasts to spy upon 
  Dol Guldur. He soon discovers that many prisoners (and 
  the Lamp of Balthi, if it was stolen) are currently locked 
  in Fenbridge Castle (Heart of the Wild, page 108) – 
  heavy rains made the swamps around the area virtually 
  impassable, even across the narrow bridge of stone that 
  links Fenbridge Castle to Dol Guldur, but the prisoners 
  will soon be moved to the dark hold. If the companions 
  are to have any hope of rescuing those who were lost, this 
  is their best opportunity to do so. 
  resCuing The Prisoners
  Someone of authority (a patron, perhaps) summons the 
  company to Rhosgobel early that spring. If any of the 
  companions travelled with Radagast before (for example, 
  sixteen years before - see Secrets Buried, page 20) then it is 
  the Brown Wizard who personally insists on seeing them 
  with urgency; the same happens if any hero is a relative of 
  one of those companions. 
  Once in Rhosgobel, the companions meet with Radagast, 
  and there they must prepare a plan to rescue the prisoners. 
  The following matters are discussed:
  •	
  Dol Guldur is fully rebuilt, and is again a place of 
  terror. If the prisoners reach the black hold, the 
  chances of rescuing them become desperate. The 
  best opportunity for success is to intercept them as 
  they make their way through the swampy woodlands 
  north of the fortress.
  •	
  The Orcs use the Fenbridge to get to Dol Guldur – 
  a winding path of some twenty miles through the 
  marshes. This is the only safe path through the bogs.
  •	
  The prisoners will probably be sick, weak and scared. 
  If they are to be rescued, then the companions will 
  need to have a plan to get them safely across the 
  wilderness.
  •	
  The nearest refuge in Mirkwood is the Tyrant’s Hill 
  (assuming that Mogdred is an ally of the Woodmen). 
  Another option would be to exit the forest going west, 
  into the Vales of Anduin. Mirkwood is perilous, but it 
  may be easier to slip away from pursuers in the darkness 
  of the woods than in the open terrain of the Vales. 
  Radagast believes that the best approach is to cause a 
  distraction while the prisoners are rescued. His talents 
  lie more in the fields of hiding and healing, so he thinks 
  
  81
  that he should accompany the party sent to rescue the 
  prisoners. 
  If Gandalf is present, then he volunteers to create a 
  diversion. “I have some small talent with fireworks,” he 
  says, puffing on his pipe.
  Beorn, if present, grunts and says that he will make sure 
  that all the watchers in Dol Guldur are looking the wrong 
  way at the right time.
  If none of these are present, then the companions must 
  come up with their own distraction. They might seek out 
  help (from Beorn, Thranduil or some other power), gather 
  forces to launch a sortie against Dol Guldur, or plan to 
  attack some other outpost of the enemy such as the 
  Tyrant’s Hill or Fenbridge Castle). 
  To fenbriDge CasTle
  Radagast the Brown accompanies the companions and 
  his arts make the journey shorter and less dangerous. 
  Assuming the journey starts at Black Tarn Hall, then it 
  covers forty miles across the Narrows of the Forest, taking 
  four days and one Fatigue test at TN 16, but requiring no 
  Corruption tests. Then, the company trudges through 
  fifty miles of deep forest across Southern Mirkwood. It 
  takes the company ten days and two Fatigue tests at TN 
  18 to arrive in sight of Fenbridge Castle. As soon as the 
  company reaches its destination, every companion will 
  have to pass one Corruption test every day.
  If the companions encounter any spies or agents of the 
  enemy, then they must take care to ensure that word of 
  their presence does not reach Dol Guldur – secrecy is all-
  important if this rescue is to be successful. 
  As the companions draw closer to the Fenbridge, Stealth 
  tests are required to avoid being spotted by an Orc patrol. 
  In case of a failure, the company is chased through the 
  trees. The heroes must either evade the Orcs, or turn and 
  slay them all. 
  At the Fenbridge
  Ahead, the moss-stained walls of Fenbridge Castle rise 
  from the murk. The castle is built on the remains of itself. 
  The towers and walls sink slipshod into the soft ground, 
  and when one topples, the Orcs build on top of the ruins. 
  One day, the castle will have a firm foundation of its own 
  past incarnations, but that time is far ahead in the future. 
  Now, Fenbridge is a ramshackle hulk of stone and wood, 
  a fortress that rots from within. Orcs watch from its walls, 
  and bats flitter overhead. The howling of Wargs masks the 
  moans of the unfortunate slaves trapped within its grim 
  walls. 
  Fenbridge Castle has two gates. One faces north-east, the 
  other south-west. A path, now mostly overgrown, runs up 
  to the north-east gate. The Fenbridge itself leads out from 
  the southern gate. At the start, the bridge is a causeway 
  supported by stone pillars dug deep into the mire, and 
  stands more than a dozen feet proud of the surrounding 
  terrain. Later, the path drops into the swamp and it 
  becomes hard to tell stone from sucking mud.
  A black squirrel darts out of the trees and bids the company 
  to follow it. This is one of Radagast’s creatures, and it leads 
  the company through a narrow defile in the woods that 
  conceals their passage from the sentries in the Fenbridge. 
  The defile leads to the edge of the marsh. For as far as the 
  eye can see (admittedly, in Mirkwood, that usually means 
  ”to the end of your arm on a good day”) is a wasteland of 
  stagnant pools, mud, weeds and tangled roots. Off to the 
  left, the Fenbridge runs south, and the company can see the 
  occasional flare of torchlight as Orcs patrol it.
  sTalking The foe
  One wet and misty morning, the prisoners leave the castle 
  in chains. The grim procession is guarded by a dozen Orc 
  soldiers, six Orc Guards and a mean-looking Hill-Troll Chief 
  carrying a spiked buckler of iron. (If the Lamp of Balthi was 
  captured, then in place of the Hill-Troll Chief there are two 
  Hill-Trolls carrying a heavy chest between them.
  There are fifteen chained prisoners. Most of them were 
  taken when the enemy attacked the Woodmen last Yule; 
  others were captured several years ago. If any of the 
  company’s allies or kin were kidnapped or disappeared 
  in previous adventures, they may be among the prisoners.
  Maghaz himself leads the group, although the canny 
  old Orc is careful to have a pair of big Orc Guards at the 
  head of the procession, while he stays near the Hill-troll 
  The gaThering gLooM: 
  2961-2966
  
  The Darkening of
  MirkwooD
  82
  (or Trolls) – if any sneaky Elf archer is in the woods, he’d 
  prefer for someone else to take the place of honour and 
  any associated arrow! 
  The prisoners travel around five miles per day, as both 
  Orcs and prisoners are laden with heavy loads. This means 
  it takes the convoy almost four days to move through the 
  swamps to Dol Guldur.
  •	
  The area around Dol Guldur makes for exceedingly 
  hard going. Every companion must make a Fatigue 
  test and a Corruption test every day (all at TN 18). 
  •	
  Any C result potentially reveals the position of the 
  company to the Orc guards marching on the bridge. 
  The companions can choose to launch their ambush 
  at any time. If they wait for a day or two, then it will be 
  unlikely that Maghaz will receive reinforcements from Dol 
  Guldur or Fenbridge Castle, but they will be right in the 
  middle of the marsh with their rescued prisoners. 
  The aMbush
  When the companions are ready, then Radagast sends a 
  sparrow to signal the time to attack to whatever allies lie 
  in wait to cause a diversion. An hour later, the distraction 
  begins. In the distance, the companions hear the sound of 
  whatever they have agreed to make happen. The diversion 
  is aimed at the watchful eyes in Dol Guldur and Fenbridge 
  Castle, not at the Orcs guarding the prisoners. 
  The Orc procession halts on a little grassy hillock. 
  Maghaz sends three Orc-guards off to investigate, while 
  he commands the Orc Soldiers to get into a defensive 
  position on the hillock. The prisoners are made to sit on 
  top of it, while the Orcs form a ring around the prisoners, 
  facing out, while Maghaz and the remaining three Orc 
  Guards keep order inside. The Hill-troll takes position on 
  the causeway (if there are two Trolls, one remains close to 
  the hillock, guarding the chest containing the Lamp).
  Attempting to ambush the Orcs in their defensive position 
  would normally require the companions to make Battle 
  rolls against TN 18. Luckily for them, Radagast has 
  something in mind: he starts whistling softly using a 
  small clay flute, and in a short while the whole forest 
  surrounding the Orcs and the company comes alive with 
  the chirping of birds, the croaking of frogs and the hissing 
  of snakes. The echo of the animal voices is so bewildering 
  that if the companions attack now, their Battle rolls to 
  ambush the Orcs would only face a TN of 12.
  Still, the companions face stiff opposition. They will 
  require all their strength, heart and wits to overcome their 
  enemies.
  The Chest of the Lamp
  If the company recapture the Lamp, they find it is locked 
  inside a heavy chest. A companion with Burglary can pick 
  the lock, otherwise a successful Craft roll will do. If the 
  companions cannot open the chest, they will have to carry 
  
  83
  it: it has an Encumbrance of 30. Two or more characters 
  can carry the chest together. The Lamp on its own has an 
  Encumbrance of 5. 
  esCaPe
  Once the companions rescue the prisoners, they can flee 
  across the marsh. It takes two days to reach the edge of 
  the marsh if the companions ambushed the Orcs near 
  Fenbridge Castle or Dol Guldur, or four days if they 
  ambushed the Orcs midway through the march across the 
  causeway. Again, while still in the marshes all companions 
  must make a Fatigue test and a Corruption test every day 
  (all at TN 18).
  At the edge of the swamp, the companions have about 
  twelve miles of thick forest to cross if they are heading for 
  open ground (one day with Radagast), or another fifty 
  miles if they head back to the Narrows (ten days and two 
  Fatigue tests, TN 18). Companions on open ground will 
  be pursued (see below) until they reach Rhosgobel or a 
  similar sanctuary, or cross the Great River.
  •	
  For the length of their flight, every C result the 
  companions roll on their tests, a prisoner must be 
  left behind or carried, as he cannot walk any more. 
  For each prisoner being carried one companion must 
  make an additional Fatigue test. Leaving behind 
  an exhausted survivor gains each companion five 
  Shadow points.
  PursuiT
  Dol Guldur does not let its prisoners go so easily. Once 
  the surviving Orcs raise the alarm, the Lieutenant of Dol 
  Guldur storms out of the fortress with Wargs and Orc-
  trackers in his wake. Each day, the companions must pass 
  either a Hunting or a Stealth roll to evade their pursuers; 
  the TN for these tests is TN 14 in Mirkwood or TN 18 on 
  open ground. Three successful tests in a row means they 
  have evaded the hunters; three failed tests or a failure 
  with an C means the enemy catches them. 
  The Lamp is Lost
  If disaster strikes and the Lamp of Balthi is lost to 
  the shadows of Dol Guldur, then the companions will 
  have to recover it somehow, or the woods will soon be 
  lost to the Shadow. Fortunately, the secret passageway 
  used by Gandalf to enter Dol Guldur is still open, so the 
  companions can creep into the tunnels under the Hill. 
  Surviving and escaping that hellish place, though, is 
  extremely unlikely.
  reTurning hoMe
  If the companions manage to return home with the 
  prisoners and the recovered Lamp, they are hailed as 
  heroes by the folk of the Wood. A feast is held in their 
  honour: Woodmen characters gain one level of Standing.
  fellowshiP Phase: Year’s enD
  Companions who took part in the saving of the prisoners 
  from Dol Guldur and who do not belong to the Woodmen 
  may choose the Receive Title (Hero of the Woodmen) 
  undertaking this year (see box).
  receive Title (Hero of the Woodmen)
  The companion is invited by the Council of Elders to become 
  a member of the folk of the Woodmen, as a recognition for 
  his deeds. To accept the title, the adventurer must spend 
  the Fellowship phase in any Woodman settlement of the 
  Western Eaves and choose the receive Title undertaking.
  The Standing rating of the adventurer now measures 
  also his repute among the Woodmen. The hero may now 
  affect the narration of a Year’s End Fellowship phase 
  as if he belonged to the Woodmen culture. Additionally, 
  when a companion spends a Fellowship phase among the 
  Woodmen, his score is not reduced, as if he returned home 
  (see Standing Upkeep at p. 169 of the Adventurer’s 
  Guide).
  The hero can freely dwell in a guest-house in Woodmen-
  town, or in a cottage in rhosgobel, or maybe even in a 
  tree-house in Woodland Hall (or in a house in Black Tarn 
  Hall or Sunstead). The comfort of the lodging should be 
  proportionate to the character’s Standard of Living.
  The gaThering gLooM: 
  2961-2966
  
  The Darkening of
  MirkwooD
  84
  the Years of the 
  Plague:
  2967-2974
  Mirkwood is plagued by a wasting sickness that claims 
  innumerable lives. The Woodland Realm is besieged by 
  evil creatures from the Mountains of Mirkwood, and the 
  paths through the forest are threatened. The power in Dol 
  Guldur stirs and shakes the foundations of all realms in 
  Wilderland.
  Year 2967
  evenTs
  One of the smaller settlements in the East Bight vanishes 
  during the winter. Scouts from Sunstead find that the 
  village was abandoned, but there are no clear signs as to 
  why nearly a hundred settlers fled their homes. Carved 
  into one post in the longhouse, though, are the runes for 
  the word “Raegenhere”. 
  Many throughout Mirkwood (those with a Shadow rating 
  of 3 or more) suffer from terrible dreams this year. They 
  are tormented by visions of death and suffering, including 
  the deaths of family members and friends. Companions 
  afflicted by this dreams must make a Corruption test and 
  gain a point of Shadow upon a failure.
  For several weeks in the autumn of this year, the magic 
  of the Elvenking seems to fail. Spiders swarm onto the 
  Elf-path, occupying a long stretch of the track from the 
  Enchanted Stream to the edge of Western Mirkwood. 
  aDvenTuring Phase: 
  TreaCherY in The wooDs
  This adventure takes place in Thranduil’s Halls in the 
  Woodland Realm. If the companions are regular visitors 
  to the Halls, then they may be in attendance at the 
  Elvenking’s court when this adventure begins. Otherwise, 
  they may be visiting the court on other business, or be 
  part of King Bard’s mission to the Elves.
  After recent troubles, King Bard decides to court the favour 
  of his ally, the Elvenking. He dispatches a group of nobles 
  and ambassadors from Dale to bring gifts to Thranduil, 
  and to discuss the quarrels with the foresters along the 
  eastern eaves of the Woodland Realm and other disputes. 
  Emissaries also go from Lake-town and – grudgingly – 
  from Erebor. 
  
  85
  The envoys gather in Esgaroth, then take a boat through 
  the marshes and up the Forest River to the gates of the 
  Halls, where they wait for an audience with the Elvenking.
  affairs of CourT
  Attending the Elvenking’s court is an encounter; 
  Thranduil’s Tolerance is based on either Valour or 
  Wisdom depending on what favours the companions 
  seek. If they wish to discuss matters of war or security, 
  then he listens more to the Valorous; on matters of trade, 
  lore or the cause of the growing darkness, he turns to 
  the Wise. The company may also have business with the 
  delegates from Dale or Lake-town.
  The visitors are feasted and entertained by the Elves for 
  two days. Notably, old Halbrech the Wineseller – now 
  nearly sixty years old and a source of fascination for the 
  immortal Elves – breaks out the finest vintages, including 
  a special treat brought from over the Misty Mountains 
  and far away: a few bottles of wine from the vineyards 
  of the Southfarthing in the Shire! If they never met her 
  before, Halbrech also introduces his daughter Hanna to 
  the visitors. She is now seventeen years old, and serves as 
  her father’s scribe and assistant; it is clear that Halbrech 
  intends for Hanna to take over the role his grandfather 
  and father held before him. 
  The Treachery of the Wineseller
  Secretly, Halbrech has once again fallen under the Shadow. 
  Many years ago, he was a spy in the Elvenking’s Halls (see 
  the adventure Secrets Buried), and now the Ringwraiths 
  of Dol Guldur have called on him to serve again. The 
  Woodland Realm is too strong to assault directly, but it 
  can still fall to treachery.
  The Messenger of Mordor himself rode to the Woodland 
  Realm, and one foggy night the black-cloaked figure 
  met Halbrech in a spot near the village of the Raft-elves. 
  After many years without contacts with the Shadow the 
  wineseller was overwhelmed with terror, and accepted 
  trembling a vial of poison from the gauntleted hands of 
  the Ringwraith, along with precise instructions on how to 
  employ it. 
  The plan is to poison the Elvenking’s own reserve of 
  Dorwinion wine, the one meant for the king’s feasts only. 
  This special vintage will be served at the end of the second 
  day of the gathering, to celebrate any treaty or agreement 
  the envoys may have stipulated with the Elvenking - or 
  to sweeten the bitter taste of failure. The council will be 
  restricted to the more important envoys, and Halbrech 
  plans to leave his daughter Hanna out of it, to avoid any 
  risk of her tasting the poisoned wine. This concern, added 
  to the wineseller, great fear of the Ringwraiths, makes 
  Halbrech extremely nervous and unusually gloomy. 
  A successful Insight roll made during the first day of the 
  gathering notices that Hanna seems concerned about her 
  father’s health, although Halbrech seems hale and strong 
  for a man of his years.
  a CuP of Poison
  The attendants of the second day of the council are the 
  most important notables sent from Dale, Esgaroth and 
  Erebor. At this point of the campaign, it is difficult to 
  determine who exactly these prominent personalities are, 
  but the Loremaster should make sure these are figures 
  known to the companions, and possibly dear to them. The 
  Elvenking is certainly included among them.
  It is also likely that the heroes themselves are counted 
  in the restricted council, if their renown (and Standing 
  ratings) allow for it. All who take part in the council risk 
  their lives, as the assassination attempt aims to rob the 
  folks of the North of several noteworthy dignitaries in one 
  fell blow.
  A Loving Daughter
  The companions have a better chance to avoid this 
  dreadful fate if they befriend Halbrech’s daughter Hanna 
  (or if they befriended her on a previous occasion). Hanna 
  is very worried about her father. He is nothing like his 
  usual self, a change that is escaping both the guests and 
  the Elves, who rarely concern themselves with the moods 
  of mortals, but something that a loving daughter will 
  never fail to notice.
  If the companions confront Halbrech before the end of the 
  second day, the wineseller first denies everything, then 
  tries to ascertain if the heroes are capable of keeping his 
  daughter safe; as his actions will demonstrate, he has 
  already forfeited his own life (see Halbrech’s Fate, page 
  86), but might reconsider bringing his plan to completion 
  The Year of The PLague: 
  2967-2974
  
  The Darkening of
  MirkwooD
  86
  if he is convinced that Hanna has nothing to fear from the 
  retaliation of the Messenger of Mordor - the Ringwraith 
  promised to torture and slay him and his family if he 
  refused to carry out the treacherous plan.
  a biTTer hour
  If the companions remain completely oblivious to what 
  is happening behind their backs, then disaster strikes. 
  Everyone who drinks from the poisoned wine contracts a 
  fierce form of the malady known as the Black Shadow (see 
  page 128) and slips into a fevered sleep lasting several days. 
  •	
  A companion who contracts the Black Shadow must 
  pass a Corruption test with TN 20 each day for eight 
  days, or gain a point of Shadow (a Healing roll a day 
  reduces the TN to 18). If the victim’s Shadow rating 
  overcomes his Hope score before the end of the eight-
  day period, then the character slips into ever deeper 
  dreams and dies. If the victim resists for eight days, 
  he finally overcomes his sickness and wakes up (but 
  maintains the new Shadow score).
  •	
  All Loremaster characters who took part in the 
  council becomes violently sick and eventually die. If 
  the Loremaster needs a random method to determine 
  who lives or dies he may roll the Feat die for every 
  victim of the Black Shadow: a character endures the 
  malady only if the result shows a A.
  •	
  The Elvenking himself drinks deeply from the 
  Dorwinion reserve, and falls unconscious along with 
  the other victims. But the blood of Thranduil is stronger 
  than that of most of those who live in Middle-earth and 
  it eventually overcomes the poison that burns in its 
  veins. But for the Elvenking the struggle lasts for years 
  instead of days… (see The Ailing King box).
  The Ailing King
  If Thranduil is poisoned, then his son Legolas and 
  a trusted circle of advisors step up to lead the realm 
  while the Elvenking heals. During this period of 
  interregnum, the Wayward Elves gains more and more 
  clout, as the Silvan Elves become ever more reclusive 
  and parochial. An adventure focused on finding a cure 
  for the ailing king might lead the companions to seek 
  help in distant lands, such as the elusive stronghold of 
  rivendell, or the fabled Golden Wood of Lothlórien.
  If Thranduil is left to his own devices, then he wakes 
  up three years later, in the year 2970.
  halbreCh’s faTe
  Whether the wineseller succeeded in poisoning the 
  ambassadors and the Elvenking or not, Halbrech’s fate is 
  
  87
  sealed. The traitor doesn’t wait to be discovered: if the 
  companions seek him out, they find him in the deepest 
  cellar of the halls, standing next to the open trapdoor. The 
  sound of the rushing river echoes through the chamber. 
  If confronted, Halbrech admits everything this time – for 
  many years, he has been in the service of Dol Guldur. 
  They tricked him into spying for them, long ago, and now 
  he is involved too deeply to have any hope left. He has 
  seen the shadows that dwell in Dol Guldur, he knows 
  their plans. Already, the forest grows darker, and soon 
  all Mirkwood will be theirs. Against this Enemy, there 
  can be no victory.
  And he hurls himself down the trapdoor to perish in the 
  waters below.
  Searching Halbrech’s room reveals a false bottom in one 
  chest of clothes; inside are sketches of the Halls, notes 
  on its defences, and estimates of the number of warriors 
  in Thranduil’s command. These notes are written in the 
  Common tongue, and are clearly more recent versions of 
  the notes found in Dol Guldur all those years ago.
  fellowshiP Phase: Year’s enD
  Companions may choose the Search for Answers 
  undertaking this year to investigate the name “Raegenhere”. 
  If they do, they may learn it was the name of one of the 
  old kings of the Northmen who lies buried in a barrow 
  under Mirkwood. In fact – it is the very barrow that the 
  company visited in The Helm of Peace (see page 24).
  The Plague of Mirkwood
  An ill wind blows out of Dol Guldur in the coming years. This evil breath carries a virulent plague, and many 
  among the Woodmen start to sicken and die. In time, the illness spreads throughout the North, as the plague spreads 
  through contact, but also seems to seep down from the mould that grows on the blackened trees. Only the Elves seem 
  immune to the terrible disease.
  The plague starts with a racking cough, a fever, weakness, and aches in the arms and legs. If the victim is lucky, 
  then this is as far as the plague goes, and the fortunate fellow recovers within a few weeks. 
  The second stage of the plague comes in the form of strange, yellowish pustules. These growths start around the 
  nose and mouth, but quickly spread to the hands. These pustules weep a clear liquid that carries the infection. This 
  stage of the plague is almost always lethal. If the pustules dry up and become hard, warty growths, then the victim 
  is sure to die.
  The third stage of the plague signals the approach of death. The warts spread all over the victim’s body, sometimes 
  growing into weird bark-like formations. The patient’s limbs convulse, then lock into twisted, agonising positions. 
  The patient’s muscles freeze, preventing them from moving, eating or doing anything but drawing shallow, terrified 
  breaths and staring out from the prison of their own flesh.
  This strange stiffness does not relent with death; in fact, it gets worse. The warts turn brown or grey as the patient 
  dies, so the twisted rigour mortis of the victim resembles nothing so much as a fallen tree limb. It is as though the 
  forest of Mirkwood claims the dead, absorbing them into its gloomy realm.
  The Year of The PLague: 
  2967-2974
  
  The Darkening of
  MirkwooD
  88
  Year 2968
  evenTs
  While travelling in Mirkwood, the companions come 
  across a recently abandoned camp. The ashes of the fire 
  are cold, but the camp was inhabited up to a week ago. 
  Searching around, they find a recently-dug mass grave 
  where at least a dozen bodies lie.
  A hideous vampire-bat flits down the Mountains of 
  Mirkwood and makes its hellish nest in the trees near the 
  residence of one of the companions. The monster proceeds 
  to suck the blood from one of the companion’s relatives, 
  children or friends. Unless the companions discover the 
  vampire and deal with it, the victim sickens and dies. 
  This year, rumours speak of eerie lights flickering in the 
  depths of the forest. Some tales claim that the lights hover 
  above buried treasure; others say that the lights are Elvish 
  trickery, and those who follow them will become lost in 
  Mirkwood and wander until they perish. 
  Word comes from the north of trouble at King Bard’s court. 
  Some of the nobles of Dale have grown greedy and proud. 
  As wealth and prosperity continues to make the kingdom 
  stronger, some nobles agitate for Bard to exert his power 
  more. They want Dale to seize the eastern woodlands 
  from the Elves, so there will be firewood for the winter and 
  timber for building, and to reclaim Lake-town and its rich 
  trade for the kingdom. 
  Beorn decides that the time has come for him to take a 
  wife. His bride might be the daughter of a simple farmer, 
  Players & the Plague 
  Heroes deserve heroic deaths, but life – and death – is not always fair. If the companions expose themselves to the 
  plague (for example, they are trapped inside a building with the plague-ridden for days, or they heroically enter a 
  plagued village to rescue a victim) they run the risk of infection. When this happens, the Loremaster may require a 
  roll using the Feat die. If the result is equal to or lower than the character’s basic Body or Heart scores, whichever 
  is higher, the victim suffers lightly from the exposition to the plague (first stage) but recovers quickly. If the result 
  is higher, the victim succumbs to the illness and may perish. An C means the victim’s deterioration is quicker 
  and more grievous (any HEALING test is made at one difficulty level higher, see Treating the Plague, below); A 
  indicates that the character was not infected at all and is immune.
  The plague is weaker outside Mirkwood. Beyond the forest eaves, use the victim’s Attribute level +3 when rolling 
  the Feat die.
  Treating the Plague
  If caught early enough, the plague can be treated by a character possessing the Leechcraft Trait (or a suitable 
  Loremaster character). The healer may treat a patient with a number of HEALING rolls up to the basic Body 
  rating of the victim. The TN is 12, or 16 in Mirkwood. The treatment takes several days of constant care. A 
  healer may simultaneously treat a number of patients equal to his HEALING rating. 
  A success in the HEALING roll allows the victim to roll the Feat die again once, twice on a great or extraordinary 
  success. A sick character is saved when he finally rolls equal to or lower than his Body or Heart score, or upon a A 
  result. If the character does not recover before the healer runs out of the allowed number of rolls, he succumbs to the 
  plague and dies. 
  
  89
  a princess of the Woodmen or a strange woman from the 
  mountains. Perhaps he marries one of the companions! 
  In any event, heroes from all over Wilderland attend 
  his wedding at the Carrock. Afterwards, it is said that 
  Beorn’s joyous laughter was so loud it echoed off the 
  Misty Mountains and could be heard from the Vales of 
  Gundabad to the Falls of Rauros. 
  aDvenTuring Phase: 
  nine in The hall 
  This adventure takes place in the East Bight, during the 
  winter. There are many reasons why the companions 
  might be in Sunstead during this time of year: 
  •	
  They might be there to investigate rumours of the 
  plague.
  •	
  Ceawin called for their aid in fighting some threat.
  •	
  They are inquiring about the disappearance of the 
  village (see the entry for last year).
  •	
  Their work with Bofri the Dwarf brings them to the 
  forests of the East Bight.
  •	
  They return from a journey to the East or South and 
  shelter in Sunstead for the winter.
  The adventure begins when the companions take shelter 
  in a longhouse for the winter. If the company failed to 
  save Ceawin from the Wood-wight in The Helm of Peace, 
  then they stay in Ceawin’s own great house in Sunstead. 
  Otherwise, the longhouse is one on the north side of the 
  East Bight, ruled by a warrior named Mordern. 
  Secrets of the House
  The lord of the longhouse hides a secret. If that lord is 
  Ceawin, then the circumstances by which he became 
  a thrall of the Wood-wights are already known to the 
  Loremaster. If the companions are staying under the 
  roof of Mordern, then their host became possessed when 
  he stole from one of the barrows in the shadows of the 
  wood. Throughout this adventure, the lord of the house 
  is referred to as the Host; replace references to the Host 
  with either Ceawin or Mordern, as appropriate.In either 
  case, the possessing Wood-wight was an ancient king of 
  the Northmen, by the name of Raegenhere. He intends to 
  murder everyone in the hall, one by one. 
  The haunTeD house
  When the companions first arrive at the longhouse they 
  are looking for shelter from a terrible snowstorm. There 
  are fell voices on the winds that carry the snow, and the 
  bite of the cold is ferocious (every companion must roll the 
  Feat die and lose that amount in Endurance points). The 
  weather shows no sign of abating; the companions must 
  take shelter or perish.
  Knocking at the door of the longhouse they are greeted by 
  the Host. If they have not had dealing with the host before, 
  then an introduction might be in order - Courtesy or Awe 
  will do - the Host, of course, welcomes them in.
  The Others
  There are eight other guests staying in the Hall tonight.
  •	
  Old Geleswinta: The mother of the Host, this old 
  crone is toothless, blind and more than half mad. She 
  knows that her son is not what he appears to be – that 
  another spirit inhabits his flesh – but she dares not 
  speak openly of the truth to foreigners.
  Geleswinta is off-putting and alarming. Gasp for breath, 
  mutter to yourself, and try to warn the companions of the 
  danger without ever mentioning the Host.
  •	
  Grimfried: A taciturn forester and warrior, recently 
  returned from the war fought to reclaim the Greydelve. 
  He brought gold and settled in Sunstead, but when his 
  treasure ran out, so too did his welcome, for Grimfried 
  is a violent and unpleasant man. He intends to travel 
  to the Tyrant’s Hill once the trail clears.
  Grimfried clearly lusts after Berana, as well as any 
  suitable female companions. He’s a lecherous lout who 
  tries to buy women with gold – or takes them by force, if 
  the opportunity arises. 
  •	
  Burin the Dwarf Merchant: A Dwarf from the 
  Lonely Mountain, Burin came to Sunstead to trade 
  The Year of The PLague: 
  2967-2974
  
  The Darkening of
  MirkwooD
  90
  and was caught by the storm. He has a fat purse of 
  gold, and suspects that everyone else is trying to rob 
  him. He wants to leave as soon as he can.
  Burin is suspicious and miserly – he’s the worst sort of 
  money-obsessed Dwarf. He is not a coward, and will aid 
  the companions if pressed, but any heroism in him is 
  buried very deeply indeed.
  •	
  Ingel, Berana and Radagasa: Ingel and Berana 
  are a young couple who settled in the East Bight some 
  years ago; their daughter Radagasa is four years old. 
  Ingel is a simple farmer, with a remarkably beautiful 
  wife. The roof of their cottage collapsed under the 
  weight of the snow, so they fled to this hall for shelter.
  These three are innocent victims in this affair. They are 
  simple folk, trying to survive on the edge of Mirkwood, 
  unprepared for the darkness to come.
  •	
  Gwina: Featured in Heart of the Wild (page 100), 
  Gwina is a trader from Dorwinion. She has travelled 
  far in her lifetime, but now she grows old and intends 
  to settle down in Lake-town. She came to the East Bight 
  to visit one of her former crewmen who lives here, a 
  man named Signar, but she found no sign of him (he 
  is a previous victim of the Host).
  •	
  The Ill-Favoured Man: His name is Angivisell; 
  sharp-toothed and cruel-eyed, he looks like there 
  is Orcish blood in his ancestry. He arrives after the 
  companions have entered the hall and is a spy for Dol 
  Guldur. 
  Angivisell is not the villain in this adventure. He suffers 
  from the plague that is about to descend on Mirkwood, 
  and dies from his infection early in the adventure. 
  The Host
  The Host is either Ceawin or Mordern. If it is Mordern, 
  then he is a tall, strong man. He is no longer young, but 
  has the corded muscles and deep-set strength of one who 
  has toiled and fought all his life. This hall is his home and 
  his domain, and he speaks with a commanding voice. A 
  huge great axe hangs above the hearth.
  The Hall
  The Host’s hall is a fine building, one of the strongest 
  in Sunstead. The walls are stone for the most part, with 
  heavy wooden doors. The roof is thatched, and supported 
  by eight huge wooden pillars carved from tree-trunks. The 
  floor is entirely covered with skins and rich rugs to keep 
  away the cold. There are three exits – the front door, the 
  stable door, and a small side door. 
  
  91
  The hall consists of one main room, with storerooms and 
  stables at the back. There are cramped sleeping quarters 
  in a loft above the door. While there are small lamps to 
  illuminate the hall, the Host ran out of lamp-oil some 
  weeks ago, so the only light comes from the flickering 
  flames of the fire in the heart – most of the hall is in 
  darkness.
  Hidden beneath the rugs and skins and stuffed into the 
  thatch are the remains of the host’s previous victims. More 
  than thirty corpses – or the parts of thirty corpses, at any 
  rate – lie hidden here, frozen stiff and caked with blood. 
  evenTs in The hall
  The timing on these events is left deliberately loose. The 
  adventure might take place over several days or in a single 
  night. 
  Dinner in The hall
  The Host invites the companions to dine with him and his 
  other guests. Supplies run low, but he still has one last goat 
  to slaughter. He hefts his axe and goes to the back room to 
  kill the animal. Gwina and Berana prepare the meal, while 
  Grimfried gets drunk on mead and shares lustful comments 
  with Burin and anyone else who will listen. 
  •	
  The Loremaster should use the dinner to briefly 
  introduce the other guests. Everyone is worried about 
  this unnatural winter, but are hopeful that the storm 
  will break soon and that spring will come on its heels.
  •	
  Burin is suspicious of the companions, and accuses 
  them of being brigands (unless there is a Dwarf in the 
  company, in which case he confides in his kinsman). 
  The Ill-Favoured Man Arrives
  There is a knock at the door, a frantic hammering. It is the 
  Ill-Favoured Man. If allowed entry to the hall, he speaks 
  of seeing white faces amid the snow, and claims that the 
  hall is surrounded. If the companions investigate (losing 
  another Feat die worth of Endurance points), they find 
  that the firewood that was stacked by the side door is 
  gone. There are several strange prints in the snow – the 
  footprints of booted Wood-wights.
  •	
  The Ill-Favoured man is sick. He coughs and shivers 
  even after warming himself by the fire, and his spittle 
  is flecked with blood. Any character with Healing 
  notices that he has alarming pustules on his neck and 
  behind his ears, suggesting that his illness is some 
  sort of plague.
  •	
  Each companion must roll the Feat die at this point 
  (see Players & the Plague, page 88). The reason for 
  the roll is left unspecified by the Loremaster, who 
  may hint that the companions may be infected by the 
  plague if they roll badly.
  Burin Vanishes
  The Dwarf wanders into the darkness of the hall – and 
  does not return. He could have crept out the side door or 
  the stable door without anyone noticing and most people 
  in the hall assume that the unpleasant Dwarf slipped out 
  without saying farewell.
  •	
  A successful Search test finds a pouch of gold (10 
  Treasure) forgotten in a corner. 
  The Sick Child
  Young Radagasa starts coughing, and soon develops a 
  fever. A successful Healing test is required to keep her 
  conscious.
  •	
  All companions must now pass a Corruption test or 
  else gain a Shadow point, as the night draws in and 
  an unnatural terror seems to fall upon everyone in the 
  house.
  No Firewood
  The fire runs low and needs fuel. The firewood that was 
  stacked outside the door is gone. Someone needs to go 
  fetch more wood; there is a stand of trees only a short 
  distance away, but someone has to go and chop it. 
  •	
  Any companions who go out to fetch wood are 
  attacked by Wood-wights. The spectres leer out of the 
  swirling snow and seem to vanish into the wild white 
  landscape (the Loremaster applies the Wights’ Strike 
  Fear ability).
  The Year of The PLague: 
  2967-2974
  
  The Darkening of
  MirkwooD
  92
  •	
  Once it becomes clear that the hall is under siege by 
  spectres, everyone must pass another Corruption 
  test or gain 1 Shadow point.
  The Ill-Favoured Man Dies
  Angivisell succumbs to his illness. He doubles over in pain, 
  then coughs and chokes, spitting blood over everyone 
  nearby. 
  •	
  Anyone who was near Angivisell when he died must 
  roll the Feat die again to check for infection from the 
  plague.
  Grimfried’s Lust
  Drunk on mead and half-convinced that everyone in 
  the hall is doomed anyway, Grimfried attacks Berana. 
  Berana’s husband Ingel tries to stop the warrior, but 
  Grimfried is much stronger and smashes Ingel to the floor. 
  It is up to the company to stop Grimfried.
  •	
  The Host stands by and does not react, while Gwina 
  comforts the sick child.
  •	
  Assuming they restrain Grimfried, Ingel demands that 
  they throw the warrior out of the hall as punishment 
  for his crime. 
  Siege of the Wights
  The companions hear scratching coming from outside. 
  The Wood-wights are coming! Soon, bony fists hammer 
  on the doors, and the spectres try to claw their way 
  inside. 
  •	
  The Wood-wights’ goal is to sow terror, not to kill the 
  companions – that is an honour reserved for their 
  chieftain, the Host. Therefore, the spectres demands 
  that the companions give them a sacrifice by handing 
  over one of the living in the hall.
  •	
  If the companions refuse, the Wood-wights laugh 
  mockingly and say that they will take what they want 
  before the storm breaks. They will take everyone. 
  •	
  If the companions agree, they must choose who to 
  sacrifice. The mad old woman? The dying child? The 
  thuggish warrior? One of their own? Handing over a 
  victim in this fashion is a Misdeed and results in the 
  mandatory gain of several Shadow points. 
  The Herb
  Geleswinta volunteers to help with the sick child. The 
  old woman hobbles over to examine the sick child. After 
  poking and prodding Radagasa for a few minutes, she 
  mutters about a herb that can help with fever. It is called 
  simbelmynë, and is a white flower that grows on certain 
  mounds and ditches. Place it in boiling water, she says, 
  and let the child breathe the vapours.
  •	
  Any companion with 
  Herb-lore or Leechcraft 
  recognises simbelmynë (Evermind in the Common 
  tongue, uilos in Sindarin). It is a white flower that 
  grows on the barrows of the dead. It has no known 
  healing power, but common wisdom attributes it the 
  power to keep the dead safe from the influence of evil 
  spirits. 
  There are mounds just within the forest edge where 
  Evermind may yet be found amid the snows. Ideally, some 
  of the company leave the hall in search of the herb, while 
  others stay behind to defend against the lurking Wood-
  wights.
  At the Mounds
  Those who go in search of the herb are beset by Wood-
  wights, who try to capture them and bury them in the 
  mounds, dressed in burial shrouds and grave goods.
  •	
  The Dwarf Burin lies there already, killed by terror. 
  •	
  If the companions played through The Helm of Peace, 
  then they recognise these mounds as the same ones 
  they (or their previous characters!) visited all those 
  years ago. The largest mound is empty. Runes on 
  the wall read “Raegenhere King sleeps here/until the 
  world’s ending. Cursed be he who moves these bones/
  And cursed be the Wight that wears them.”
  •	
  On another wall is a carving of a great king – 
  presumably Raegenhere – wielding a magnificent axe. 
  It is the same axe carried by the Host. 
  
  93
  Blood Dripping
  Meanwhile, back in the hall, one of the other survivors 
  throws more wood on the fire. The flames blaze up, 
  bringing a pleasant heat to the icy hall. For a moment, it is 
  almost as though the end of the storm has come and that 
  the nightmare is over. Then blood starts to drip from the 
  ceiling, as the heat from the fire thaws some of the frozen 
  bodies hidden in the thatch. 
  •	
  Seeing that is certainly a source of Anguish, and is 
  worth another Corruption test (one Shadow point).
  esCaPing The hall
  The Host waits for the companions to weaken, as they 
  face the various threats of the haunted hall. But soon the 
  possessed lord of the hall will make his move and attack; 
  he will swing his great axe with one hand, while he claws 
  at his opponents with the other. 
  Hopefully, by that time the companions will have realised 
  that the hall is not a place of safety, and will not be taken 
  excessively by surprise - their task will become to rescue 
  the remaining victims from the Host’s clutches and defeat 
  the spirit.
  •	
  When a direct confrontation with the Host is finally 
  reached, there is one Wood-wight per companion, as 
  well as Raegenhere himself (see his stats below). The 
  Wood-wights flee if Raegenhere is defeated.
  •	
  Geleswinta’s mumblings about the herb have more 
  than a grain of truth in them – if Evermind flowers 
  are thrown in boiling water, then the steam that rises 
  in the hall weakens the bond that ties the spirit of 
  Raegenhere to its host body (Ceawin or Mordern). The 
  spectral form of the Wight flows of out of the victim’s 
  body and hangs in the air like some nightmare made 
  real.
  •	
  Defeating Raegenhere’s physical form results also in 
  the death of the host body. While disembodied, the 
  Wight can be slain only if struck by his own axe. 
  Otherwise, it flees into the night.
  Raegenhere (incarnated Wood-wight)
  aTTribuTe level
  8
  enDuranCe
  haTe
  70
  10
  ParrY
  arMour
  7
  3d
  skills
  Personality, 3
  Survival, 2
  Movement, 3
  Custom, 4
  Perception, 3
  Vocation, 3
  weaPon skills
  Great axe
  3
  Strangling Claws
  3
  sPeCial abiliTies
  Denizen of the Dark
  Hideous Toughness
  Savage Assault
  Fear of Fire
  Weapons:
  weaPon 
  TYPe
  DaMage
  eDge
  injurY
  CalleD 
  shoT
  Great axe
  9
  C
  20
  Break 
  shield
  Claws
  5
  C
  16
  -
  afTerMaTh
  If the companions slay Raegenhere, then the unnatural 
  storm breaks and the blizzard subsides. If they managed 
  to defeat the Wight without killing the Host, the grateful 
  lord of the hall rewards them with the treasure from 
  the restless king’s barrow (50 Treasure). However, if the 
  companions were forced to slay the Host along with the 
  Wight, then they may be accused of murder, especially if 
  they killed Ceawin. 
  fellowshiP Phase: Year’s enD
  Nothing of note.
  The Year of The PLague: 
  2967-2974
  
  The Darkening of
  MirkwooD
  94
  Year 2969
  evenTs
  In this year, Spiders and bats from the Mountains of 
  Mirkwood attack the Woodland Realm. A power (the Ghost 
  of the Forest) moves with them, unseen but not undetected 
  by the Elves. If Thranduil is sick, then the enchantment of 
  the Elf-path is temporarily broken, and evil things flood 
  into the bower. Many Elves argue that they need the light 
  of the Lamp to defend the Woodland Realm.
  The plague spawned in the depths of Dol Guldur grows, 
  and victims are reported as far north as the Carrock. So 
  far, the plague takes only the sick, the weak, and the very 
  old, but the Wise and the Elves fear a recurrence of the 
  great plague that hit the region in the year 1640.
  Fearing the plague, the Master of Lake-town orders 
  that every foreigner and incoming ship be quarantined. 
  Warehouses and cottages are built on the other side of the 
  bridge that connects the city to the mainland, to house all 
  foreign goods, travellers and merchants for the period of 
  the quarantine. The townsfolk adopt the habit of burning 
  incense and other spices to ward off the evil breath of the 
  plague, raising alarmingly the danger of accidental fires.
  Sanjar, the prince of Rhûn who the companions may 
  have helped in 2959 (see The Horselord’s Daughter) is the 
  target of an assassination attempt. Strange assassins from 
  the East, dusky-skinned Easterlings wielding poisoned 
  blades, attempt to murder Sanjar. Unless the companions 
  are able to stop the assassins, the young man perishes far 
  from home beneath the trees.
  A son is born to Beorn. He calls him Grimbeorn. 
  aDvenTuring Phase: 
  wheels wiThin wheels
  While travelling in Western Mirkwood, or along the Old 
  Forest Road, the companions come upon the aftermath of 
  a battle. A dozen warriors lie among the trees, the victims 
  of an ambush by Orcs and Wargs. They slew more than 
  fifty Orcs before they perished. From the black liveries 
  worn by five archers among the dead, they came from 
  Dale.
  Searching around reveals prints leading deeper into the 
  woods. When the companions follow these prints, they 
  find two of the Bardings trapped in a Spider-web, with 
  a big nasty Spider about feast on them. Once they save 
  them, the younger of the two thanks them and introduces 
  
  95
  himself as no less than Bain son of Bard, Prince of Dale. 
  The other is old Ottarr, his personal counsellor and 
  bodyguard.
  The PrinCe’s Tale
  The prince is a handsome man of twenty years, with the 
  dark hair and build of his father, and the deep dark eyes 
  of his mother. He relates how he came to be trapped in 
  Mirkwood, so far from home. 
  Some years ago, a group of nobles in Dale started to 
  clamour for conquest and a show of strength from his 
  father, King Bard. They accused him of having abandoned 
  his loftier aims following the untimely death of his wife. 
  Last year, these nobles found their advocate in Girion, a 
  young man of seventeen claiming to be a direct descendant 
  of the last king of Dale before the Dragon came. This 
  young Girion bore a marked resemblance to his ancestors 
  indeed, and some of the nobles whispered that his claim 
  on the throne was superior to that of King Bard himself. 
  Following advice from his council, Bard cautiously 
  welcomed Girion at court. The boy claimed openly that 
  his mother lived as an outlaw in the Western Eaves of 
  Mirkwood and that her dying wish was that he seek his 
  fortune in Dale. The townsfolk were overjoyed to have 
  another of the line of Girion in their city, especially as 
  ’young Girion’ promised to be a skilled warrior and a 
  brave leader of men.
  Last year, at Yuletide, something strange happened: the 
  boy was in the main square of Dale in front of the Royal 
  Palace, when a raven flew down, circled around him 
  three times, and then placed a branch torn from a beech 
  tree upon his sword-arm. Many read an omen in that, 
  indicating that young Girion would lead an army of Dale 
  against the cruel Elves – for, Prince Bain explains, many 
  of the young folk in Dale know nothing of the Woodland 
  Realm, save only wild tales and the recent troubles along 
  the border. 
  But King Bard was suspicious of this strange raven who 
  bore a branch, and he set spies to watch Girion. One of his 
  counsellors witnessed the young boy talking to that same 
  raven more than once – the bird seemed to be conveying 
  messages between him and someone in Mirkwood.
  Bard resolved to send Bain and a group of chosen men 
  to investigate the origins of Girion in the Western Eaves 
  of Mirkwood. They travelled to Lake-town and found it 
  quarantined, so they took a boat down the River Running 
  to the end of the Long Marshes and tried to follow the 
  Old Forest Road to the land of the Woodmen. On the way, 
  they met a pair of Woodmen who offered their services as 
  guides – but they led the Bardings into a trap.
  Blood Ties
  Girion is the son of Valdis, or of her sister Valya, 
  if Valdis got killed in the adventure The Helm of 
  Peace. This makes him a direct descendant of Girion, 
  Lord of Dale, and a possible contender for the throne 
  currently occupied by King Bard, and destined for his 
  son Bain.
   
  The ouTlaws 
  As Bain finishes his tale, the companions hear the 
  noise of several people approaching. They seem to be 
  following Bain’s trail, just like the company did. Those 
  with excellent hearing hear human voices muttering that 
  “he went this way” and “how did the bastard survive?” If 
  the companions react immediately, they may be able to 
  ambush the six outlaws; otherwise, the outlaws arrive in 
  the glen and immediately draw swords.
  Two of the outlaws are the ’guides’ that tricked Bain into 
  an ambush. If the companions played through Honour 
  Among Thieves, they recognise some of the outlaws as 
  men who were in the outlaw band seven years ago. 
  The outlaws try to awkwardly bluff the company (“Prince 
  Bain! Thank fortune we found you alive! We assumed the 
  Orcs had… oh, sod it!”) before attacking (“Kill them all, 
  lads!”). Prince Bain is weakened and tired, and should not 
  be endangered in the fight (he is the future king of Dale!), 
  but Ottarr may help as his sword is sharp and his hand 
  is fell.
  Once the battle is won, the companions may interrogate 
  the surviving outlaws. If the companions try to kill them 
  The Year of The PLague: 
  2967-2974
  
  The Darkening of
  MirkwooD
  96
  all, then Bain asks - or commands any Barding hero - to 
  spare one. 
  •	
  The outlaws are part of a band led by Elfsigil (see 
  Honour Among Thieves). If the companions ensured 
  peace between the outlaws and the folk of Woodland 
  Hall, then the outlaw band is a small one that 
  splintered off from the main group. If the company 
  failed to accomplish Geirbald’s last wish, then the 
  cruel Elfsigil became the leader of the outlaws. 
  •	
  Their leader Elfsigil ordered them to find Prince Bain 
  and bring him to their camp north of the Old Forest 
  Road. He knew Prince Bain was coming because of 
  Elfsigil’s magic. Elfsigil can “talk to the birds” and is 
  visited by “black wizards”. From the description, the 
  company can at least tell that the bird is Eágbitar, the 
  raven associated with Valdis. 
  •	
  The Orcs seemed to be lying in wait. The outlaws 
  fled as soon as the first Orcs attacked. They were not 
  the usual Orcs of Mirkwood; they were “big, dark 
  bastards” in heavy armour and wielding ugly axes. 
  •	
  If asked about Valdis, the outlaws shrug. They 
  remember Valdis well. Elfsigil did everything she told 
  him to do, and everyone knew that she was really 
  running the outlaws. She vanished about a year ago, 
  taking with her half their treasure and some of their 
  best fighters. Elfsigil did not seem to care too much, 
  and most of the outlaws assumed that he got tired of 
  the old harridan and moved on to a younger wench. 
  Prince Bain asks the companions to help him find and 
  possibly capture Elfsigil. He will reward them well once he 
  returns to Dale.
  The lair of The ouTlaws
  If the companions cleared the Old Forest Road over 
  the course of the campaign, then the outlaws’ lair is a 
  poorly-defended camp on the edge of Western Mirkwood. 
  However, if they have not cleared the road, then the 
  outlaws have occupied and fortified the Beacon Tower on 
  the Haunted Hills (Heart of the Wild, page 89), making 
  attacking them a much more difficult prospect. The 
  description below assumes the outlaws are residence in 
  the Beacon Tower, but if they have just a small camp, then 
  the companions can easily sneak in. 
  There are one and half times as many outlaws as 
  companions if the company completed Geirbald’s last 
  request in 2962, or four times as many if Elfsigil rules the 
  entire band. How will the company deal with the outlaws? 
  Here are some suggestions.
  •	
  Sneaking In: The company can try sneaking past the 
  outlaws with Stealth. Elfsigil’s quarters are high atop 
  the Beacon Tower, which can be reached only by a 
  narrow spiral staircase that is easy to defend.
  •	
  The Secret Passage: If the companions have a Dwarf 
  in their number, they can find the entrance to the 
  Spider-haunted tin mines and stone quarries nearby, 
  and from there find a concealed entrance into the 
  cellars of the tower. 
  •	
  Besieging the Tower: The Beacon Tower is far from 
  the domains of Men, but within the reach of the 
  Beornings or the Woodmen of Woodland Hall. If the 
  company call in allies, they can besiege the tower and 
  take it by force of arms. 
  •	
  Calling Elfsigil Out: Elfsigil rules the outlaws by 
  force of personality. Should a champion challenge him 
  (with a successful Awe roll in front of the outlaws), 
  Elfsigil will have to come out and speak with them or 
  else risk looking weak. 
  The Messenger
  Elfsigil is not alone in the camp – the Messenger of 
  Mordor is there when the company arrives. The Nazgûl 
  leaves as soon as the company’s presence is detected. 
  The characters may only catch a glimpse of a hooded 
  horsemen on a black steed, or be scattered by a wave 
  of unreasoning fear when the Ringwraith rides out, but 
  there can be little doubt that Elfsigil is in league with Dol 
  Guldur.
  Elfsigil
  The outlaw chieftain scornfully dismisses the company 
  when he meets them. Valdis, he claims, is gone and good 
  riddance to her. He does not know where she is, nor does 
  
  97
  he care. Insight confirms that he is lying – he is still 
  serving Valdis, and still in love with the older woman. If 
  challenged, he fights to the death.
  The Letters
  Searching Elfsigil’s chamber reveals several letters, 
  carried south by Eágbitar. They reveal that Valdis went 
  north to the Mountains of Mirkwood to seek some 
  ’treasure’ that would be of great benefit to her son’s 
  ambitions. She communicates with her son and Elfsigil 
  using her raven, Eágbitar. Valdis is somewhere in the 
  Mountains. She commanded Elfsigil to gather more 
  outlaws and move to the Long Marshes, where she will 
  give him further commands.
  news froM Dale 
  While the company and Bain are in Mirkwood, word 
  comes from Dale (by way of the raven of a companion, for 
  example): the plague has come to the north. While there 
  have been only a few victims so far, it is widely reported 
  that King Bard has fallen terribly ill. The King is alive, but 
  he is too weak to leave his sickbed. 
  Furthermore, everyone believes that Prince Bain perished 
  in the forest along with his guards (one of Valdis’s 
  agents brought news of the Orc attack back soon after 
  it happened). With the King sick and his heir dead or 
  missing, the hearts of the people of Dale turn to another 
  hero of the line of kings of old – young Girion is not yet 
  acclaimed as heir-designate, but many in Dale look to him 
  to lead them in these dark times. 
  Prince Bain receives the news with grief and would return 
  to Dale immediately, but wise Ottarr counsels him not to 
  act rashly: with his father sick, only Prince Bain prevents 
  the nobles who oppose King Bard from putting young 
  Girion on the throne - a nuisance that can be easily 
  remedied by men without scruples. Ottarr fears for the life 
  of his prince, and counsels him to look for allies here in 
  Mirkwood to support him when he returns. 
  The Dark sCheMes of valDis
  Part of Valdis’ scheme is obvious. She gained allies in Dale 
  in a group of wealthy nobles who want more power, and 
  they support her son Girion as he has a good claim to the 
  throne. She also intends to move the outlaws to the eastern 
  side of Mirkwood so they can ’threaten’ the traders and 
  merchants, and then her son can ’defeat’ them, winning 
  glory without peril.
  But there is an even darker side to Valdis’ plans. For 
  Girion to become king without civil war, she needs to kill 
  King Bard. The Messenger of Mordor sent her to find a 
  dark treasure in the Mountains of Mirkwood. There, 
  amid the ruins and the twisted trees, she found what she 
  sought – the Hame of the Great Vampire. Following the 
  advice of the Ringwraith, Valdis wore the enchanted skin 
  and discovered she could turn into a vampire-bat. The old 
  schemer then used the hame to fly into the heart of Dale 
  and start sucking blood from King Bard in his sleep. His 
  plague is nothing of the sort; it is Valdis who is draining 
  his body and spirit night after night.
  The company may thwart Valdis’ schemes in the 
  adventure The Hame of the Vampire (page 104). 
  fellowshiP Phase: Year’s enD
  The company may help Prince Bain find a provisional 
  home in the Vales of Anduin or in the Western Eaves 
  of Mirkwood. Ottarr counsels Prince Bain to adopt a 
  different name and identity for the time being, as the 
  dispute between Bain and Girion promises to be difficult 
  to solve.
  Year 2970
  evenTs
  If King Thranduil fell victim of the poison of the traitor 
  Halbrech the Wineseller (see page 130) he finally wakes 
  up in the spring of this year. The Elvenking appears as if 
  he fully recovered in mind and body, but the dark dreams 
  he experienced while locked in his unnatural sleep have 
  tainted his spirit; Thranduil becomes sympathetic with 
  the views of the Wayward Elves, and his first command 
  is to expel all foreigners residing in the Woodland Realm 
  (Thranduil’s Halls cannot be considered a sanctuary by 
  companions any more).
  The Year of The PLague: 
  2967-2974
  
  The Darkening of
  MirkwooD
  98
  The children stolen by the Wayward Elves (see Year 2958, 
  page 50) return, greatly changed by the experience (and 
  twelve years older). The children appear wise and skilled 
  beyond their years, and there is something bright and 
  strange in their eyes. These ‘changelings’, as they come 
  to be known, return to their old homes, but are now 
  committed allies of the Elves. Some do not welcome their 
  return, and fear the children as they fear the wilder folk of 
  the woods (see also the Changeling Characters box). 
  The horrors of the plague are seen elsewhere in Mirkwood. 
  Many flee human contact, risking the perils of the wood 
  rather than fall victim to the disease. Strangely, the plague 
  spares Woodmen-town. Rumours quickly spread that the 
  light of the Lamp of Balthi protects against the plague. 
  Many travel from Woodman Hall, Rhosgobel and other 
  places in Mirkwood to find sanctuary close to the healing 
  light of the Lamp. 
  Woodmen fleeing their homes make themselves vulnerable 
  to the Werewolf of Mirkwood. This horror stalks the 
  Western Eaves this year, and more victims than ever fall 
  prey to its teeth and claws. 
  Prince Bain of Dale has not returned from his journey into 
  Mirkwood and the realm is ruled by a council of regents, 
  as King Bard is sick. Rumours say that Bain was slain by 
  outlaws in Mirkwood, while others claim that the prince 
  escaped and is now living in the woods.  
  The plague strikes the very heart of the Beornings when 
  Beorn’s infant son shows signs of illness. Beorn sends the 
  child to Radagast for healing.
  Changeling Characters
  A player who wants to retire an active Barding 
  character by this time may wish to play one of the 
  Changelings. Changeling companions are allowed to 
  pick a reward (should they wish to start with one) 
  choosing from the Cultural rewards available to 
  the Elves of Mirkwood. Changelings begin the game 
  with the same starting skill scores and Specialities as 
  Elves of Mirkwood.
  Changelings also use a special Background: Stolen by 
  the Elves
  You wandered into the enchanted land of the Elves 
  as a young child, and grew up under their care and 
  tutelage. They delighted in your mortal innocence 
  and wonder, and taught you the ways of the Elves. 
  Now, you have returned to the mortal realm, but you 
  remember with fondness the teachings of your foster-
  parents. You are a child of the twilight, halfway 
  between the starry night of the Elves and the harsh 
  day of the Edain. 
  BASIC ATTrIBUTES: (choose a set of Basic 
  Attributes from those available to the Bardings)
  FAVOUrED SKILL: Stealth
  DISTINCTIVE FEATUrES: 
  (choose two from those listed)
  Cautious, Cunning, Fair-spoken, Lordly, Merciful, 
  Patient, Proud, Wary.
  
  99
  aDvenTuring Phase: 
  slaYing The foresT Dragon 
  The Forest Dragon (Heart of the Wild, page 71) awoke 
  from her slumber ten years ago. The gloomy barrens of 
  Northern Mirkwood offer little in the way of sustenance, 
  so she turns her heavy-lidded gaze west to the fertile vales 
  of Anduin and the lands of the Beornings.
  In the middle of spring she reaches the eaves of Mirkwood, 
  and falls upon the defenders of the Forest Gate with savage 
  fury. Three gulps of her monstrous jaws, and the Elves 
  who watch the gate are gone. From there, she slithers west 
  again, and devours a herd of cattle before crawling back 
  into the woods.
  Both Beorn and the Elvenking call for heroes to seek out 
  and slay the Dragon.
  hunTing The foresT Dragon
  The Forest Dragon is canny and wood-wise. For a creature 
  so big, she is surprisingly stealthy, and her green-black 
  hide hides her in the darkness of the forest. It is relatively 
  simple to find her trail, but as soon as the Dragon realises 
  she is being followed, she likes to turn around and lay a 
  trap for her pursuers. She might slither up into the tree-
  tops and drop down on them from above, sink her long 
  body into a river and watch them like a crocodile or just 
  lurk in the shadows and ambush them. 
  The best way to catch her is to lure her out with food, for 
  the Forest Dragon is half-starved. She would devour all 
  the lands of the Beornings if she dared – but she is not 
  ready yet to challenge Beorn. If the companions lay a trap 
  with a few fat cows, then sooner or later the Dragon will 
  come to them. 
  fighTing The foresT Dragon
  The Forest Dragon is a Long-worm, a Wingless Dragon 
  of the line of Scatha, lesser in stature than Smaug the 
  Golden, but still a terrible threat to the Free Peoples. 
  In combat, the Forest Dragon targets her strongest foes 
  with her Dreadful Spells, preferably from a distance. 
  She avoids fighting outside of the forest, to exploit her 
  Mirkwood-dweller ability to her best advantage.
  The Forest Dragon:
  aTTribuTe level
  8
  enDuranCe
  haTe
  99
  10
  ParrY
  arMour
  6
  4d/1d*
  skills
  Personality, 3
  Survival, 4
  Movement, 4
  Custom, 2
  Perception, 5
  Vocation, 3
  weaPon skills
  Bite
  3
  Crush
  3
  sPeCial abiliTies
  Great Size
  Dreadful Spells*
  Thick Hide
  Weak Spot**
  Horrible Strength
  Mirkwood-dweller
  Thing of Terror
  Weapons:
  weaPon 
  TYPe
  DaMage
  eDge
  injurY
  CalleD 
  shoT
  Bite
  9
  9
  20
  Pierce
  Crush
  14
  C
  16
  -
  noTes
  Bite: Long-worms have very short limbs, in comparison 
  to their long, sinuous bodies. Their fangs compensate 
  for their lack of claws, though, as their bite can crunch 
  through steel or marble.
  Crush: The Forest Dragon whips her tail around her 
  enemies and crush them tightening her coils.
  *Dragon-spell: During combat, reduce the Dragon’s Hate 
  point score by one to force one companion who is within 
  her baleful gaze to make a Corruption check against TN 
  14. Those who get a extraordinary success shake off the 
  spell and may act normally. A great success means the 
  character is frozen and unable to act for one round. Those 
  who merely succeed are frozen for another three rounds. 
  Those who fail are frozen indefinitely, locked into their 
  stiffened flesh like living statues until they die of thirst. 
  The Year of The PLague: 
  2967-2974
  
  The Darkening of
  MirkwooD
  100
  Perhaps the healing powers of a Wizard might lift this 
  spell; slaying the Forest Dragon also frees her victims. 
  Mirkwood-dweller: While the creature fights inside 
  Mirkwood its Parry score is doubled. 
  **Weak Spot: It is said that it is the doom of all Dragon-
  kind that regardless of how hard is their armoured skin to 
  pierce, below they have the soft belly of a snake. Whenever 
  the Forest Dragon attempts a Called shot or spends a 
  point of Hate to use a special ability (Horrible Strength 
  or Dreadful Spells) she exposes her Weak Spot for enough 
  time for the companions to hit it with their next attack. 
  When hit for a Piercing Blow on her weak spot, the Forest 
  Dragon rolls only one die for her Protection test.
  The hoarD
  The death of a Dragon never fails to attracts thieves and 
  treasure-hunters, as the fell beast must have had a hoard 
  hidden somewhere! The curse of Dragon-gold is strong 
  indeed in such dark times… 
  If the exiled Dwarves of Northern Mirkwood are still 
  around (in other words, if the Greydelve was never 
  reclaimed), then they covet the hoard and try to steal it. 
  No one seems to have a clue to where the treasure might 
  lie undisturbed. The Viglundings used to live around the 
  area; survivors of that folk may still be living in the forest 
  and know where the Forest Dragon made her lair. If the 
  companions are able to locate where the Forest Dragon 
  slept (Heart of the Wild, page 71), then they may find her 
  treasure hoard – it is not as fabulous as the wonderful 
  treasure of Smaug, but it is worth a king’s ransom in these 
  fallen days. The hoard consists of some 250 Treasure, 
  including a few notable objects:
  •	
  The Torc of Fram: A treasure of the ancestors of 
  Rohan, this torc of gold with garnets was looted from 
  the ruins of a town in the Vales of Gundabad where 
  that folk dwelt for a time. The torc gives anyone who 
  wears it the Lordly Distinctive trait. 
  •	
  The Cup of Kinship: Another treasure from the Vales 
  of Anduin, it is said that those who drink from 
  this golden cup are forever bound together in true 
  friendship. If everyone in the company drinks from 
  the cup, the company’s Fellowship rating is raised by 
  3 points. This bond can be renewed once every year.
  fellowshiP Phase: Year’s enD
  The passing of a Dragon brings always good fortune – all 
  rolls made for the upkeep of a holding are modified by a 
  -2 this year.
  
  101
  Year 2971
  evenTs
  The plague continues to spread throughout Mirkwood. 
  Villagers abandon Black Tarn Hall, which suffered greatly 
  from the wasting sickness, and make for the healing light 
  of the Lamp of Balthi. Others leave Mirkwood altogether, 
  and seek shelter at Mountain Hall or with the Beornings.
  More evil creatures come down from the Mountains of 
  Mirkwood to trouble the Elves. Spiders, Vampires, Wargs 
  and Orcs trespass within thirty miles of the Halls of 
  Thranduil.
  To defend his Realm, the Elvenking causes the Enchanted 
  Stream to follow a new course. The stream now doesn’t 
  cross the Elf-path any more, but flows north-west to the 
  south following the track, until it plunges over a new 
  waterfall near the gates of Thranduil’s Halls.
  Prince Bain sends messengers to Dale from his exile to 
  reveal that he is alive and well, and meaning to return 
  soon. Some time later he takes the road, but must 
  abandon his plans when assassins try to kill him. He is 
  saved by faithful Ottarr, who is grievously wounded but 
  survives. 
  In the meantime in Dale, young Girion accuses Prince 
  Bain of having betrayed and deserted his own folk. More 
  and more nobles flock to support his cause. King Bard 
  remains bedridden and afflicted with the plague.
  aDvenTuring Phase: 
  The DYing of The lighT
  Radagast summons the company to Rhosgobel. Refugees 
  from all over the Western Eaves of Mirkwood crowd into 
  the small sheltered enclave within the hedge, and the 
  Wizard does his best to care for them. His face is careworn, 
  his eyes haunted by the sight of so much suffering. He 
  shows the company to another, equally horrific sight. In a 
  mass grave outside Rhosgobel are many recent victims of 
  the Werewolf of Mirkwood. 
  These were folk who fled Black Tarn Hall and came to 
  Rhosgobel seeking healing, but the Werewolf caught them 
  before they could find sanctuary. The beast’s attacks must 
  be stopped. 
  The naTure of The beasT
  Ever since the year 2965 (see the adventure The Theft of 
  the Lamp) Radagast has wondered about the connection 
  between the Werewolf of Mirkwood and the Lamp of 
  Balthi. The Lamp is the one power in Mirkwood that the 
  Werewolf cannot endure, but it is not strong enough to 
  destroy it. 
  By now, Radagast (and possibly the companions) have 
  realised that the Werewolf of Mirkwood cannot be defeated 
  normally, as the evil spirit that inhabits its physical body 
  can abandon it to escape destruction, only to later possess 
  another Warg or wolf and turn it into another monstrous 
  Werewolf. These days, the Werewolf rules a huge pack of 
  Wargs and is never seen alone.
  Radagast believes that the only way to permanently defeat 
  the Werewolf is to prevent the spirit from fleeing the 
  uncovered light of the Lamp (the companions may have 
  come to the same conclusions by themselves). 
  To do this, the company must:
  •	
  Fight the Werewolf of Mirkwood and slay it, making 
  sure that there are no wolves or Wargs nearby for the 
  spirit to flee into;
  •	
  Shine the Lamp of Balthi onto the disembodied spirit, 
  and hold it there until it is burnt away to nothing but 
  a fleeting shade of its former strength.
  Planning The TraP
  There are four distinct challenges that the company must 
  overcome to finally defeat the Werewolf of Mirkwood. 
  Travel to Woodmen-town
  In better days, the company could cross to the Dusky River 
  and take a boat, or make their way along the relatively 
  safe woods of the Western Eaves. Now, any travel risks 
  attack from the Werewolf or Spiders. 
  The Year of The PLague: 
  2967-2974
  
  The Darkening of
  MirkwooD
  102
  Get the Lamp
  The Lamp of Balthi is a cherished relic of the folk of 
  Woodmen-town, and they believe it is their only shelter 
  from the threat of the plague. Persuading them to give it 
  up, even only for a short time and even with Radagast’s 
  blessing, will not be easy. The company may have to swear 
  that they will protect the Lamp, or even steal the Lamp out 
  of the hall in order to use it against the Werewolf.
  Lure the Werewolf
  The Werewolf hates the Lamp of Balthi more than anything 
  else in Arda – but it is no fool, and will not charge into 
  Woodmen-town blindly. The company need to find a way 
  to lure the Werewolf into a trap. Some possibilities:
  •	
  Bring the Lamp to the Werewolf’s lair in the Mountains 
  of Mirkwood.
  •	
  Take the Lamp out of Woodmen-town and use it as 
  bait.
  •	
  Go and track the Werewolf down in the deep forest.
  Deal with the Pack
  The Werewolf of Mirkwood runs at the head of a pack of 
  more than a hundred wolves. The company must find a 
  way to drive these beasts away, lure them away from the 
  Werewolf or else kill them all first before engaging the 
  beast itself. Ideally, the company can call for help a patron 
  or ally.
  •	
  Beorn or Radagast can speak to the animals, and 
  could whistle up a herd of deer to lure the wolves 
  away;
  •	
  Saruman the White, should the company call on him, 
  is a Wizard of great power and authority. He alone 
  has the strength to stop the Werewolf from fleeing into 
  the body of another wolf. If the company can slay the 
  Werewolf once in his presence, he can hold the spirit 
  while they bring the Lamp to bear; 
  If a companion has been entrusted with a Hound of the 
  West, then the faithful beast  speaks up and volunteers 
  to drive away the wolves. If entrusted with the task, the 
  Hound succeeds admirably – all the Wargs and wolves 
  chase the Hound howling into the depths of Mirkwood – 
  but the Hound never returns.
  The Death of the Beast
  To defeat the Werewolf of Mirkwood once and for all 
  the company must first wound it and reduce it to zero 
  Endurance; no other wolves must be around, and the 
  Lamp of Balthi must be uncovered and its light made to 
  shine on the Werewolf. 
  If these conditions are acquired, then the spirit residing 
  inside the dying wolf-body will attempt to leave it, but will 
  be burned by the ancient radiance of the Lamp, never to 
  be seen or heard of in this age of the world again.
  The Lamp also provides some benefits in battle:
  •	
  The uncovered Lamp inflicts all enemies a loss of 
  Hate points equal to the roll of two Success dice (the 
  Loremaster assigns the Hate points loss in any way he 
  sees fit). It also gives them all the Craven trait, so any 
  enemy reduced to 0 Hate flees. 
  •	
  A character who attempts the Intimidate Foe task 
  while the Lamp is shining gets a bonus of +6 to his 
  Awe or Battle roll, and triples any Hate point loss 
  generated.
  unexPeCTeD CoMPliCaTions
  This is to be the final confrontation with the Werewolf 
  of Mirkwood, and the company’s last chance to slay 
  the beast forever. The Loremaster must let the heroes 
  drive the battle, adapting his description to reflect their 
  preparations and their planned trap. 
  However, things should never go as expected, and the 
  Loremaster may include one or more complications and 
  twists to the battle…
  Treachery of the Woodmen
  If Ceawin is still in the thrall of a Wight, or if Mogdred 
  is still alive, then they may interfere with the final battle. 
  Alternatively, well-meaning but foolish Woodmen may 
  try to take the Lamp back from the ’thieves’. Choose this 
  
  103
  complication for groups who have a long association with 
  the Woodmen and their internal politics. 
  The Nazgûl Strikes
  The Werewolf is a valuable weapon to the Enemy, and the 
  Lieutenant of Dol Guldur will not let it be destroyed so 
  easily. This option works best for players who enjoy nigh-
  impossible odds!
  The Werewolf’s Hostage
  Before the trap is sprung, the Werewolf captures someone 
  dear to one of the companions. In a snarling, bestial 
  tongue, it offers to exchange its hostage for the Lamp. 
  Refuse, and the hostage dies. Choose this option for 
  characters who have made their home in Mirkwood. 
  The Beast Within
  Burned and scarred by the Light of the Lamp, and denied 
  the body of a wolf to inhabit, the spirit leaps into the 
  only shelter it can find – the body of a companion! The 
  character must immediately make a Corruption test, at a 
  TN of 14 + the character’s Shadow rating. 
  •	
  If the test fails, then the body of the companion is 
  seized by the Werewolf of Mirkwood and the only 
  thing to free the world from this bane is to kill both 
  hero and monster! Should a companion let himself be 
  killed (or even kill himself!) his demise would count as 
  a Heroic Death (Loremaster’s Guide, page 121). 
  •	
  If the test succeeds, the character is able to imprison 
  the Werewolf within his own flesh. The character is 
  now a skinchanger and can turn into a wolf! (See 
  The Curse of the Werewolf box. Moreover, this is an 
  excellent lead-in to the adventure Beorn’s Quest - see 
  page 111). 
  A companion inhabited by the Werewolf of Mirkwood 
  immediately gains five Shadow points, as his spirit is consumed 
  by the unquenchable hunger of the evil spirit. The curse lets the 
  hero turn into a wolf of prodigious size at will (see the Werewolf’s 
  abilities below) but the companion must pass a Corruption test 
  against TN 18 during every Fellowship phase or gain another 
  Shadow point.
  Special Abilities
  rending Jaws: The companion in wolf-form can make attacks 
  using his primary weapon’s skill score and using the following 
  stats: Damage 8, Edge 10, Injury 16.
  Toughness: The companion may spend a point of Hope to reduce 
  his Endurance loss caused by the attack of an opponent by a 
  number of points equal to his favoured Body score.
  Terrible Strength: Following a successful attack, the companion 
  may spend a point of Hope to increase the target’s Endurance loss 
  by a number of points equal to his favoured Body score.
  The Curse of the Werewolf
  The Year of The PLague: 
  2967-2974
  
  The Darkening of
  MirkwooD
  104
  Pity Stays Your Hand
  The dying beast pleads for the company to shroud the 
  Lamp. It is dying, but the Lamp will burn its spirit and 
  make it suffer as it passes. If they shroud the Lamp, it can 
  die easily. The companions may suspect that the Werewolf 
  is lying, but this is exactly what it seems – an opportunity 
  to show pity. The spirit was not always evil, but the Dark 
  Powers corrupted it into something monstrous. However, 
  vengeful companions may wish to see the beast pay for all 
  its crimes.
  afTerMaTh
  If the companions fail to destroy the Werewolf, then it 
  continues to prey on the unfortunate Woodmen. Travel 
  between the various settlements becomes virtually 
  impossible. The Woodmen Houses must each stand alone 
  against the darkness.
  If they succeed, the Woodmen are initially suspicious of 
  tales that speak of the defeat of the Werewolf of Mirkwood 
  – other hunters have claimed the beast was dead, only to 
  be proved wrong. However, as the nights roll by and there 
  is no sign of the wolf reborn, the folk of Woodmen-town 
  realise that the beast is finally gone. The shadow of the 
  plague still hangs over them, but that day the companions 
  are hailed as heroes. 
  fellowshiP Phase: Year’s enD
  Companions who took part in the slaying of the Werewolf 
  of Mirkwood and who do not belong to the Woodmen 
  may choose to Receive Title (Hero of the Woodmen) 
  undertaking this year (see page 83).
  Year 2972
  evenTs
  The death of the Werewolf of Mirkwood is marked by 
  feasts and celebration from Northern Mirkwood to the 
  Black Tarn. 
  King Bard continues to grow weaker, and many in Dale 
  openly discuss the succession of Girion to the throne. 
  aDvenTuring Phase: 
  The haMe of The vaMPire 
  Several years ago, the outlaw Valdis went into the 
  Mountains of Mirkwood in search of a relic that could 
  further her son’s ambitions. Guided by the whispered 
  malice of the Ringwraiths of Dol Guldur, she found an 
  entrance into the labyrinth of tunnels and caves beneath 
  the dark hills. And there, in some lightless chasm, she 
  found what she sought.
  There are several ways for the companions to become 
  involved in this quest: 
  •	
  If they played the adventure Wheels Within Wheels 
  (page 94), then they know from Elfsigil that his mistress 
  is somewhere in the Mountains of Mirkwood. Finding 
  someone in the wilderness is no easy matter, but after 
  several weeks of cold trails and false starts, they spot 
  Eágbitar and follow the bird into the caves.
  •	
  Alternatively, they might be contacted by Thranduil. 
  The Elvenking believes that the recent spate of Vampire 
  attacks in the Woodland Realm are planned and 
  directed by a single dread will. He sends the company 
  into the mountains, telling them to retrace the path he 
  himself walked many years ago.
  •	
  Finally, a companion in Dale might see the monster 
  that is haunting King Bard, and track the Vampire to 
  the Mountains of Mirkwood. 
  B
  
  105
  The shaDow of The MounTain
  The journey into the Mountains of Mirkwood takes the 
  company through some of the most dangerous terrain 
  in the whole forest. The land is cracked and tortured, 
  resulting in many hidden chasms and ravines. The trees 
  cluster dark and thick together, so a traveller might not 
  see a cliff-edge or some other hazard until he falls over 
  it. The Mountains of Mirkwood are a blighted land, so 
  the Loremaster should call for Corruption tests as the 
  companions make their way through the wilderness. 
  In time, the companions come to the Elven ruins of the 
  Refuge. White marble pillars jut like dry bones out from 
  the black earth, and collapsed buildings stare with hollow-
  eyed windows at the intruders. The Refuge was despoiled 
  long ago, and there may be Orcs lurking in wait here. 
  This is where Thranduil’s path began when he quested to 
  destroy the Great Vampire (Heart of the Wild, page 88).
  The Path of Song
  Any companion with Song ♦♦ or Elven-lore knows the 
  ‘Lay of Thranduil & the Vampire’, although mortals have 
  long since forgotten the King’s name and now refer to it 
  as ’The Ballad of the Green Prince and the Red Queen’. 
  The middle section of the song describes how to find the 
  entrance used by Thranduil.
  All crowned with mist the twisted peak 
  Stood proud of its brethren, grey and bleak.
  Forth the hunters, brave and bold 
  Nine there were, yet ‘twas foretold.
  That one alone would climb back down 
  They did not shirk the oath they’d sworn.
  But climbed the hills through fir and thorn 
  the sun their herald that first morn.
  Three days they walked, and fought and bled 
  horrors uncounted behind them tread.
  Until at last they found the Gate 
  Morgoth’s maw, that pit of hate.
  Noisome vapours rose from the gulf 
  at last the prince said “hold, enough!
  Our foe is near, we’ve found her lair.” 
  And from the deeps, the foetid air
  Became a deathly pall, a hame of night 
  And darkness took him from our sight.
  If the companions follow the words of the song, they know 
  how to find the chasm. Travel three days east from the 
  Refuge, look for a twisted peak with bare sides that is 
  reached through a forest of fir and thorn, and then find a 
  black chasm. The journey is unpleasant and perilous, but 
  at least it is swift.
  If the company do not follow the song, then they must 
  Explore to find traces of the Vampire. The TN for these 
  Explore tests is TN 18, and one test may be made every 
  three days. 
  inTo The ChasM
  The trail ends at the lip of a deep chasm, a gaping cleft in 
  the flank of the mountain. There is no easy path down. 
  The only way to enter the chasm is to climb down. The 
  walls of the chasm are thronged with thousands of bats. 
  If the companions climb down slowly and carefully, taking 
  every necessary precaution, the task won’t require them to 
  make any roll. The companions face three very different 
  threats instead:
  •	
  Flocks of Vampire Bats: A huge swarm of Great Bats 
  (see page 85 of the Loremaster’s Guide) flap out of 
  the darkness and attack the companions. There are 
  three bats per companion. Climbing companions are 
  considered to be severely hindered both attacking and 
  defending (TN modified by +4/-4 respectively). They 
  also cannot assume a Rearward stance. 
  •	
  Noisome Vapours: A cloud of sulphurous smoke 
  rises from some hellish fire far below. This strange 
  smoke makes the companions feel light-headed and 
  uncertain, and causes them to make a Corruption test 
  at TN 18. Those who fail gain 3 Shadow points. 
  •	
  Any companion made Miserable by the smoke falls 
  under the influence of the Great Vampire (see page 
  88). 
  •	
  Outlaws: Several outlaws accompanied Valdis into the 
  Mountains, but only three of them survive to this day. 
  They attack the company as they make the final stage 
  of their descent into the chasm. The three outlaws 
  are deathly pale, rake-thin and obviously crazed. 
  The Year of The PLague: 
  2967-2974
  
  The Darkening of
  MirkwooD
  106
  They have seen horrors they dare not remember, 
  and survived by eating bats, lizards and their former 
  comrades. They serve Valdis out of terror, not loyalty; 
  if the companions spare them, or convince them to 
  surrender, then they will guide the company through 
  the caves to the vampire’s lair. 
  an anCienT shaDow reborn
  Valdis found what she sought: the remains of the Great 
  Vampire (Heart of the Wild, page 88). Through vile arts 
  taught to her by the Messenger of Mordor and with the 
  aid of the hungry shade of the Vampire itself, she was able 
  to take the dreadful bat-fell of the creature and drape it 
  around her own body as a cloak. But she didn’t obtain the 
  result she was looking for: she became the Great Vampire 
  itself, reborn with the lesser evil of her sinful soul merging 
  with the dark spirit of the monster. 
  All the Vampires of Mirkwood bowed before their new 
  queen, and at the urging of the Nazgûl she sent them 
  north to attack the Elves. 
  Valdis herself flapped north to Dale to pursue her dark 
  agenda. In the dead of night she crept into the bedchambers 
  of King Bard and started to feed on his blood. She has been 
  haunting the King since that night, taking just enough to 
  keep him weak and sick, but not enough to kill him; she 
  knows she must wait for her son Girion to reinforce his 
  claim to the throne.
  For the last year or more, Valdis travelled back and forth 
  between Dale and the Mountains of Mirkwood. Each time 
  she visited Bard, she left him weaker and less able to rule. 
  By her magic, she avoided his guards, and his physicians 
  were puzzled by the king’s continuing weakness. 
  Little of her humanity remains. She is wedded to the 
  darkness as surely as any Ringwraith, but she deludes 
  herself that one day she will cast off the Vampire’s hame and 
  enter Dale as a queen, or at least as the mother of a king. 
  The lair of The vaMPire
  Valdis makes her lair in the huge cavern once used by the 
  Great Vampire. This cathedral of black stone has many 
  bottomless pits and cracks in its floor, so only a flying 
  creature can easily cross from one side to another. Those 
  who cannot take to the air must follow more circuitous 
  routes across the chamber. The ceiling is more than thirty 
  feet high in places, and hundreds of bats nest there.
  There is, of course, no light in the cave, and anyone who 
  brings in so much as a candle is smothered by the bats. 
  Valdis’s throne – she no longer sleeps – is in the centre of 
  the cavern. 
  
  107
  The Great Vampire 
  Valdis may appear in any of three forms. 
  First, there is her true shape: an old woman, once comely 
  maybe, but now bent and haggard with long years in 
  the wilderness, wearing only the vile skin of a long-dead 
  Giant Bat draped around her filthy shoulders. Gobbets 
  of dried blood stain her mouth and sagging breasts, and 
  she fumbles blearily amid the bat droppings with sightless 
  eyes. If the company can sneak into the cavern without 
  making a sound or using any light, this is the form they 
  see.
  Second, she can shroud herself in a magical illusion. In 
  this form, she becomes both beautiful and terrible, a dark 
  queen of the night, young and seductive, to be desired 
  and feared in equal measure. If Valdis knows that the 
  companions are coming, she may take on this form and 
  try to seduce one of them (especially if they are Miserable 
  because of the vapours, and therefore vulnerable to her 
  influence). She may also use this form to bargain with the 
  company.
  Third, she can become a huge vampire bat, more vicious 
  than any the companions have yet faced. This is the form 
  she uses when flying to Dale.
  enCounTering The vaMPire 
  Instead of attacking as soon as the companions show 
  themselves, Valdis prefers to speak with them. She is a 
  reasonable monster – her plans are nearly complete, and 
  she intends to leave this place for Dale within the year - 
  so she won’t take any unnecessary risks. Valdis may try 
  gambits like the following:
  •	
  Valdis offers to withdraw her Vampires from the 
  Woodland Realm, if Thranduil recognises her as 
  Queen of the Mountains of Mirkwood.
  •	
  She might promise to lift her curse from King Bard, 
  if her son is named heir to the kingdom of Dale. 
  She claims that young Girion knows nothing of her 
  machinations on his behalf.
  •	
  She may point out that the companions are in her 
  stronghold, far from the light, and that she commands 
  Orcs and Vampires and all manner of frightful things. 
  She will spare them… for a price.
  baTTling valDis
  In addition to Valdis herself, there are uncountable Great 
  Bats, Goblin Archers and Orc Soldiers in the caverns. 
  As soon as fighting starts, these minions flood into the 
  chamber. The company can use the terrain to their 
  advantage by moving to one of the rocky ’islands’, but that 
  also risks cutting off their line of retreat.
  The Great Vampire:
  aTTribuTe level
  7
  enDuranCe
  haTe
  70
  12
  ParrY
  arMour
  9
  3d
  skills
  Personality, 3
  Survival, 3
  Movement, 5
  Custom, 2
  Perception, 4
  Vocation, 1
  weaPon skills
  Rake
  4
  Bite
  4
  sPeCial abiliTies
  Hate Sunlight
  Denizen of the Dark
  Snake-like Speed
  Fell Speed
  Savage Assault
  Bewilder
  Enthral
  Great Size
  Enthral: Miserable companions count as automatically 
  Enthralled by the Great Vampire. The Great Vampire 
  steals up to 3 points of Hope from an Enthralled victim 
  each round. Hope points stolen in this fashion are added 
  to the Vampire’s Hate score.
  Weapons:
  weaPon 
  TYPe
  DaMage
  eDge
  injurY
  CalleD 
  shoT
  Bite
  7
  C
  16
  Pierce
  Rake
  7
  C
  14
  -
  The Year of The PLague: 
  2967-2974
  
  The Darkening of
  MirkwooD
  108
  Valdis flees if reduced to 0 Endurance, or if wounded and 
  reduced to half her starting Endurance. She flaps towards 
  the exit at the southern edge of the cavern. Should the 
  companions pursue her through the maze of tunnels and 
  passageways, they arrive at another cave-mouth high 
  above Mirkwood just in time to see a huge bat-winged 
  shape flapping away into the night. The companions 
  should be content with surviving the encounter and return 
  home with precious information. Valdis flees north to 
  Dale and her son. She may be encountered again in 2973, 
  in the adventure The Reach of the Shadow. 
  fellowshiP Phase: Year’s enD
  Nothing of note.
  Year 2973
  evenTs
  The worst of the plague is past. While some fall ill this 
  winter, there are few new outbreaks. Most of those who 
  are still alive are immune to the disease.
  The preciptious fall in the numbers of Woodmen means 
  that they are now too few to sustain all their settlements. 
  Some leave their homes and travel to larger communities 
  like Woodmen-town; others vanish into the forest.
  Bofri and the other Dwarves who came south to open the 
  Old Forest Road are found dead in one of their waystations. 
  From the signs, it seems that they were attacked by bandits 
  or warriors from Dol Guldur. 
  The quarrels between Prince Bain and young Girion 
  continue. While it has not yet come to open war, the two 
  continue to gather allies. 
  aDvenTuring Phase: 
  The reaCh of The shaDow
  In the Northern Dalelands just beyond the eastern edge 
  of Mirkwood, north of the River Running, lies a tall green 
  mound. A lord of Dale named Orlmond built his castle 
  there and today it is a mighty fortress by the standards of 
  the North, with Dwarf-wrought gates and high towers, for 
  Orlmond is a wealthy man.
  Orlmond’s role in this adventure depends on the current 
  state of Dale, and the nature of the company:
  •	
  If the company aided Prince Bain and helped him to 
  force young Girion out of Dale, then Orlmond is an 
  ally of Girion, one of the greedy lords whose ambition 
  led them to oppose King Bard and support Girion in 
  the first place. Recently, Orlmond sent a message to 
  Prince Bain, inviting him to feast in his castle and to 
  hunt in Mirkwood, so they could discuss their recent 
  differences. This offer was a trap – Girion and his men 
  were waiting for Bain, and now he is a prisoner in the 
  castle.
  •	
  Conversely, if Prince Bain is still in exile somewhere 
  in Wilderland, then Orlmond is one of his few allies. 
  Orlmond has long been a friend of the Elves. Prince 
  Bain went to visit Orlmond, but while he was at the 
  castle, it was attacked by Girion’s men. The castle was 
  taken by treachery, and now Bain is a prisoner in the 
  castle, while Orlmond is a hostage in his own home – 
  Girion hopes that Orlmond will switch sides.
  So, either way, Prince Bain is a prisoner in the castle of 
  Orlmond, and must be rescued. Prince Bain’s squire, 
  faithful Ottarr, escaped the castle and went in search of 
  help.
  The PlighT of The PrinCe
  Ottarr seeks out the companions and tells them that 
  Prince Bain is imprisoned in Orlmond Castle. He begs for 
  their help in rescuing his master from young Girion. 
  Companions wise in the matters of politics and diplomacy 
  understand the dilemma: if Girion’s imprisonment of the 
  prince becomes public knowledge – say, if Ottarr brought 
  word to Dale itself – then it would certainly lead to open 
  conflict between Bain’s supporters and Girion’s men. If 
  the company can rescue Bain quietly, then it will avoid a 
  civil war.
  
  109
  CasTle orlMonD
  Castle Orlmond is a new fortification, consisting of a tall 
  central keep surrounded by a stone wall. Another wooden 
  wall encompasses a larger bailey-yard in front of the 
  keep. The steep-sided mound is the castle’s best defence, 
  especially as the moat at the base of the mound is filled 
  with black, leech-ridden mud and sharp stones.
  The castle is guarded by some thirty warriors, all loyal to 
  Girion. Many of the cottagers and foresters in the land 
  nearby support him, so Girion can call hundreds more men 
  to his banner if he is attacked openly. If that wasn’t enough, 
  the pretender has also brought a number of mercenaries 
  from the East with him. Young Girion and Orlmond are 
  of course there too. Finally, if the company failed to slay 
  Girion’s mother Valdis in the adventure The Hame of the 
  Vampire (page 104), then she too is in the castle. 
  Prince Bain and his surviving companions are imprisoned 
  in the dungeons of the keep. 
  Sneaking into the Castle
  There are three possible routes for entering the castle:
  •	
  Through the front gate: The company could just 
  try walking in, either in disguise (as wandering 
  mercenaries or minstrels), or brazenly as themselves, 
  feigning that they know nothing of Orlmond’s 
  imprisonment of Prince Bain. Convicing Orlmond 
  to let them in requires Courtesy or Awe, based on 
  whether Orlmond is a prisoner himself or not.
  •	
  Over the walls: A good burglar could climb over 
  the wooden outer wall easily, sneak up through the 
  outbuildings and sheds in the bailey, then find a way 
  over the sturdy inner wall and from there into the 
  keep. Doing so requires Stealth.
  •	
  The gutter stream: A stream of water – black with filth 
  and waste from the castle kitchens – runs down the 
  steep western side of the mound. An adventurous 
  thief with a strong stomach could climb up this steep, 
  stony gutter and somehow find a way through the 
  iron grating where it runs under the outer stone wall. 
  From there, they can follow the stream into the keep 
  via a narrow tunnel. Climbing up the gutter stream is 
  a test of Athletics.
  Once in the keep, the companions must find a way down 
  into the dungeon. The only door is locked, and the key 
  kept by Orlmond. Furthermore, the door is guarded by 
  a ferocious hound, a beast kept by Girion that savagely 
  Honeyed Words
  Should the companions meet young Girion, the pretender tries to woo them to his cause. Girion certainly looks the 
  part – the handsome hero might be a marble statue brought to life or a champion who leapt from the pages of a saga 
  of old. He speaks of the potential greatness of Dale, how all the North can be brought together in a single kingdom 
  like in the days of old, when all rhovanion was one. He claims that he does not wish to steal King Bard’s throne, 
  but Bard’s claim to kingship rests on a single bow-shot, nothing more. There is still time to restore the ancient line, 
  the true line of Girion. Those who support him, he hints, will be well rewarded with land and gold and titles when he 
  is king. 
  The Year of The PLague: 
  2967-2974
  
  The Darkening of
  MirkwooD
  110
  attacks any intruders. Getting past the hound without 
  raising the alarm is almost impossible – an Elf with the 
  gift of the Speakers might be able to soothe the beast with 
  Song, a Woodman who keeps her own hound might know 
  enough Beast-lore or use Insight or someone with Herb-
  lore could drug the beast with the right herbs mixed in 
  with its meat. 
  Prince Bain is kept in a lightless cell in the dungeon. When 
  the company rescues him, he decides that it is time that 
  Girion pay for his crimes once and for all, and asks them 
  to accompany him as he storms the castle above. Move 
  onto Storming the Castle. 
  gaThering allies
  Should the companions prefer to besiege the castle, they 
  must first gather allies. There are four prospective factions 
  they might call on for aid:
  In Dale
  Travelling to the town of Dale itself means walking into 
  the lion’s den. Girion has many supporters and allies in 
  Dale, especially in the Royal Palace. Most dangerous of 
  all, though, is Valdis herself. The Great Vampire regularly 
  visits King Bard to keep the king weak and delirious. If 
  Valdis is still alive, then she may attack any companions 
  who travel to Dale. 
  If the companions have already dealt with the Vampire 
  queen, then King Bard is on the mend. With healing and 
  inspiring words, they can rouse the old man (he is over 
  sixty years old by this time) and have him ride out one 
  more time to put down the pretender and rescue his son.
  In the Dalelands
  The locals are supporters of Girion, and have long grudges 
  against the Elves. However, if the company can convince 
  them that the Woodland Realm is not to be feared, and that 
  young Girion is a traitor in league with dark forces, they 
  can cut Girion’s support off and deny him reinforcements.
  Erebor
  A Dwarf of good Standing can plead with King Dáin to 
  intercede, and send warriors to besiege Castle Orlmond. 
  The Dwarves helped build the keep, and know it well. They 
  know how to break down the gates and breach the walls.
  The Elves of Mirkwood
  Thranduil’s Halls are not far from Castle Orlmond, and 
  the soldiers of the wood are few in number but great in 
  valour. Thranduil knows, though, that the strength of the 
  Elves is doomed to dwindle, and must be convinced to 
  spend a portion of that strength on mortal affairs. 
  besieging The CasTle
  The difficulty of besieging the castle varies depending on 
  the preparations made by the company and the allies they 
  have. If the companions are few in number, then taking 
  a strong castle defended by so many foes will be very 
  difficult (anyone with Battle knows that, traditionally, the 
  attacker needs at least three times as many warriors as 
  the defender to take a fortified castle). 
  However, if the companions gather a huge force behind 
  them, then the courage of Girion’s men flees them and 
  they surrender.
  If Girion does not yield, then the swords will decide. The 
  Loremaster should describe in broad strokes the course of 
  the battle – how the defenders hurl down boiling oil and 
  arrows; how the attackers breach the gate and burst into 
  the bailey; how the foes are driven back up the hill and 
  so forth – and concentrate on the actions and the point of 
  view of the companions. 
  Young Girion is no coward, and takes part in the battle. If 
  the fighting takes place at night, then his mother may also 
  join the fray. 
  sTorMing The CasTle
  Once it becomes clear that the battle is lost, young Girion 
  and his guards retreat back to the keep and lock the 
  doors behind them to make their last stand in the great 
  arched feast-hall above. What the companions find there 
  when they finally force open the doors depends on their 
  previous actions:
  If Valdis is still alive
  If the Great Vampire is still around, then the companions 
  find that all the guards are dead. Climbing the stairs to the 
  main hall, they discover that Valdis has drained the blood 
  from all her son’s soldiers. As they enter, the Vampire 
  drops the body she holds and attacks.
  
  111
  •	
  If the companions have not yet rescued Prince Bain, 
  then she has just drained his blood. The company can 
  still save him, but he needs immediate assistance. 
  •	
  If Prince Bain is free, then in her thirst and madness 
  Valdis turned on her own son! Girion lies dead at her 
  feet. 
  If Valdis is dead, and Prince Bain is a captive
  The companions enter the great hall to see Girion holding 
  Bain hostage, a dagger to his throat. Words come spilling 
  out of Girion, about how he is destined to rule Dale and 
  how he is the only true heir.
  •	
  Girion was unaware of his mother’s machinations, 
  and is convinced that he is an enemy of the Shadow. 
  The company can try to convince Girion to surrender 
  with Inspire or Persuade.
  Alternatively, they can find a way to stop him from 
  stabbing Bain – say, with an accurate bow-shot.
  If Girion has neither Valdis nor Bain
  The young lord loses his mind and fights to the death, 
  screaming that the companions are servants of the 
  Shadow, and that doom has come.
  fellowshiP Phase: Year’s enD
  Any companion who helped in healing King Bard or in 
  saving Prince Bain may choose the Receive Title (Barding 
  Thegn) undertaking this year (see box below).
  Year 2974
  evenTs
  Word is sent from Woodmen-town that a great folk-moot 
  will be held at midsummer next year, to discuss the fate of 
  the Houses. 
  A fierce storm strikes the land of the Beornings, scattering 
  their herds and tearing the roofs from their homes.
  aDvenTuring Phase: beorn’s QuesT 
  Beorn calls his most trusted men to him; if the companions 
  are among those he considers friends, then they are 
  counted in this number. They meet in secret at the Carrock 
  one night.
  “I have to go away for a while,” says Beorn. “There are 
  things I have to do. If I do not come back, then my son 
  Grimbeorn will take my place when he is of age. Until 
  then, he will be in the care and tutelage of his mother, and 
  some of you will have to run things in my absence. Do not 
  meddle in the affairs of others, do not let anyone tell you 
  what to do. And try not to upset my bees.”
  He then turns to the companions. “I’ll need company on 
  the journey. I won’t bother warning you that it will be 
  dangerous and we might well all die horribly – I gather 
  those are the sort of journeys you’re used to. So, are you 
  coming?”
  receive Title (Barding Thegn)
  King Bard has invited the companion to enter his service 
  as a thegn, as a recognition for his deeds. To accept the 
  title, the adventurer must spend the Fellowship phase in 
  Dale and choose the receive Title undertaking.
  If the hero is not a Barding, his Standing rating now also 
  measures his repute among that folk. The hero may now 
  affect the narration of a Year’s End Fellowship phase 
  as if he belonged to the Barding culture. Additionally, 
  when a companion spends a Fellowship phase in Dale, his 
  score is not reduced, as if he returned home (see Standing 
  Upkeep on p. 169 of the Adventurer’s Guide).
  The companion is granted a tract of land to dwell upon, 
  either in the Northern Dalelands, or in the Upper or 
  Nether Marches. The size and features of the land grant 
  can be determined using the rules for holdings found at 
  page 8.
  The Year of The PLague: 
  2967-2974
  
  The Darkening of
  MirkwooD
  112
  The Werewolf
  If one of the company has become the new Werewolf 
  of Mirkwood (see The Dying of the Light) then 
  Beorn insists that he come with Beorn on his journey. 
  There is, says Beorn, someone that the skinchanger 
  must talk to. 
  inTo The MisTY MounTains 
  The companions set off from Beorn’s stead and travel 
  west, towards the purple line of the Misty Mountains in 
  the distance. They cross the Great River at the Carrock, 
  then their path takes to the north-west, to the tallest peaks 
  where the Eagles make their nests. Indeed, the companions 
  see a number of great birds circling far overhead. Beorn 
  waves at them, but instead of landing they wheel around 
  and fly west, travelling very fast and very far as if they 
  intend to cross the sea. 
  The early parts of the journey pass uneventfully. Beorn 
  refuses to talk about where they are going, saying that he 
  is sworn to secrecy. They will see what they see, he says, 
  and think what they think, and that is the end of that – if 
  they get there. 
  From Beorn’s House to the mountains covers some sixty 
  miles of easy terrain. This land is watched by the Beornings, 
  and there are no dangers; indeed, the Beornings in that 
  region welcome the company to stay with them each night. 
  After that, though, their journey takes them across the 
  trackless foothills of the Misty Mountains for some forty 
  miles. 
  Crossing this leg of the journey takes ten days and two or 
  three Fatigue tests at TN 20. Beorn is leading the company 
  into a region where travellers rarely go.
  aTTaCk of The MounTain-Trolls
  As the companions travel, stones begin to rain down 
  on them from far above. They have trespassed into the 
  territory of a pack of Mountain-trolls, who haunt the 
  peaks far above. The thick mists shroud the Trolls from 
  view, so the companions are taken by surprise. 
  Each member of the company suffers a loss of Endurance 
  equal to the roll of a Feat die. Any companion who loses 
  eight or more Endurance must make a Protection test 
  to avoid being Wounded (TN 16). The roll of an C 
  indicates that the character has been knocked off by the 
  impact and falls, losing another Success die worth of 
  Endurance.
  If the companions survive this initial assault, they can 
  climb the cliffs to attack the Mountain-trolls or ignore 
  them and run past. 
  Crossing The borDer
  Beorn leads the company higher and higher, past the 
  snow-line, into a grey realm of jagged peaks and howling 
  winds. The air is frightfully thin and cold up here, on the 
  roof of the world. At night, the stars are strange, as if huge 
  unseen shapes pressed against the firmament from the far 
  side. 
  “We are almost there,” says Beorn through his frost-rimed 
  beard. “If you want to turn back now, you can. If you want 
  to come with me, though, then you must promise never to 
  speak to anyone about what you see from this point on.”
  The next day is the hardest of all. It is as though the 
  landscape was created to stop anyone crossing it. Every 
  foothold is treacherous and tries to send the traveller 
  falling to the sharp rocks below. The wind is a malicious 
  thing that deliberately tries to push a traveller off-course, 
  or blows snow and dust into their eyes. The biting cold is 
  malicious. 
  •	
  All characters must pass three Fatigue tests at TN 20; 
  each failed roll increases the companion’s Fatigue by 2. 
  A companion who is made Weary is unable to go on.
  The guarDian
  At the end of the day, the companions arrive at a sheer 
  cliff that blocks their path. From certain angles though, 
  the cliff looks like a gigantic stone face, as if an immense 
  giant was buried in the living rock of the mountain. Beorn 
  calls out to the face.
  “Ho, old one. Wake up and let us pass.”
  
  113
  A mighty echo makes the booming voice of Beorn crack 
  like thunder. The ground shakes. Rocks fall as part of 
  the cliff crumbles. When the dust subsides, it is as if the 
  features of the face changed, and its eyes opened! A deep, 
  vibrant voice seem to emerge from the very roots of the 
  mountain, making the legs of the companions tremble. 
  “HRMMM. WHO WAKES ME? IS THAT YOU, BEORN?”
  “Let me past, old one. I have business beyond.”
  “WHO ELSE IS THAT WHO WALKS ON MY SNOWY BEARD?” 
  The companions should introduce themselves. Courtesy 
  seems the best choice, and anyone brazen enough to try 
  and use Awe on a mountain makes Beorn erupt with 
  laughter. But the voice is unimpressed anyway. It scorns 
  the company and their words.
  “MORTALS AND STRAY ELVES, BEORN? NOTHING MORE? 
  YOU INSULT ME…”
  Beorn beckons the company aside and explains what is 
  happening.
  “This thing is not necessarily an evil thing, but the life and 
  the problems of mortals are but a trifle to it. I had hoped 
  that it would let us past on my word alone, but the world 
  is changing. If you want to get past, then you have to pay 
  a toll. Promise it a gift, take a vow or give it something.”
  Suitable gifts for the guardian include:
  •	
  Some wonderful treasure.
  •	
  Taking a vow never to cross the Misty Mountains 
  again (the companion might still travel west by taking 
  the Gap of Rohan).
  •	
  Singing a song for the guardian that makes it weep 
  (Song, TN 16)
  Otherwise, the company and Beorn are stuck. They cannot 
  push through, and Beorn will be forced to lead them back, 
  before eventually returning alone. 
  The oTher siDe
  If the companions pay the guardian its due, after a while 
  they spot a narrow set of stairs that wasn’t there before, 
  leading to a secret vale in the mountains. Thick fog turns 
  the vale into a strange, ghostly land. Beorn leads the 
  company through the mist-shrouded trees.
  Some time later, the companions feel an irresistible urge 
  to lay down and sleep. Beorn is feeling the need to rest 
  too and invites the companions to lay down and stop 
  The Year of The PLague: 
  2967-2974
  
  The Darkening of
  MirkwooD
  114
  worrying. When they wake up, night has come and the 
  sky is alight with a thousand stars. The mist still covers 
  most of their surroundings.
  The Hunter Comes
  After a while, the heroes hear a hunting horn in the distance 
  and the sound of thundering hooves. Keen-eyed companions 
  believe they see a rider approaching, and moments later 
  everyone sees the terrifying, awesome figure of a hunter on 
  horseback, Man-like, yet greater in size, accompanied by 
  four huge bears who follow him like hounds. 
  Beorn bows his head. “Show no fear, but raise no weapon. 
  We must be resolute.”
  The Werewolf of Mirkwood
  If one of the companions is possessed by the spirit of the Werewolf of Mirkwood, then he must make his own Valour 
  test when confronted by the Hunter. The TN is equal to 18, plus the companion’s Shadow rating. 
  The skinchanging hero knows that if he fails the test, the Hunter will take him. The companion also knows that 
  he may enjoy a better chance to please the Hunter by taking on oaths or geases, imposing on himself a number of 
  magical obligations.
  The hero may reduce the TN by accepting one or more strictures (TN -2 for each obligation). Should the companion 
  ever fail to honour the geases he has taken on (if any) he will gain a point of Shadow and his skinchanging powers 
  will fail him for one full year.
  For each vow, roll the Feat die:
  A:  
  Choose a geas of any type or roll again.
  1.  
  Never eat meat in a particular place (choose a location or region).
  2.  
  Never eat anything but one type of food (choose one).
  3.  
  Never cross a stream of running water in a particular season (choose one).
  4.  
  Never embark upon a journey under a full moon.
  5.  
  Never quarrel or fight with a member of a folk (choose one folk).
  6.  
  Never refuse to give quarter to a member of a folk (choose one folk).
  7.  
  Never sleep under the same roof as your fellow companions.
  8.  
  Never refuse the demand of a Wizard.
  9.  
  Never flee from an enemy (choose one enemy creature type).
  10.  
  Never fail to return home on Yule-tide.
  C:  The Hunter imposes a particularly grievous geas: roll on the table twice, but reduce the TN only by -2.
  If the skinchanger eventually fails the Valour test, then the Hunter takes the companion with him when he leaves, 
  removing him from the campaign forever. 
  If the test is passed, then the curse of the Werewolf is lifted, and the companion is granted permission to take on the 
  shape of a wolf, just as Beorn can become a bear: the skinchanger may reduce his Shadow score by 3 points and 
  from now on he does not need to pass a Corruption test every Fellowship phase. The evil of the Werewolf is cleansed, 
  and the beast can now be a force for good.
  
  115
  And then the Hunter is upon them, like the crashing of a 
  great wave, like an onrushing storm. This rider is neither 
  Elf nor mortal Man, but a being older and stronger than 
  the Dark Lord himself. 
  All companions must make a roll using Valour, with a TN 
  equal to 14, plus the companion’s current Shadow rating. 
  •	
  Any companions who fail are unable to endure the 
  presence of the Hunter and must flee before him. If 
  all the companions fail, then Beorn is taken by the 
  Hunter and is never seen again.
  •	
  If more than half the companions fail, the Hunter 
  shakes his head. Beorn nods, then turns to the 
  company. “I must leave you know. When my son 
  Grimbeorn is of age, bring him here so he may take 
  my mantle.”
  •	
  If more than half the companions succeed, then the 
  Hunter salutes them. Beorn bows, and the Hunter 
  rides by. “I pass the test,” says Beorn, “he has seen 
  that I am still a friend to the Free Peoples.”
  •	
  If the entire company succeeds, then the Hunter 
  blows a triumphant blast on the hunting horn. All the 
  companions see their maximum Hope score increase 
  permanently by two points. Beorn is overjoyed, and 
  explains that the Hunter has honoured the company. 
  They may return to the lowlands with joy in their 
  hearts.
  afTerMaTh
  If Beorn is still with the companions in their return 
  journey, they may ask the skinchanger about the 
  strange Hunter as they descend the mountains. The old 
  skinchanger shrugs his vast shoulders. “The Hunter has 
  many names,” he says. “Béma, some in the North call 
  him, for his voice can be heard for miles. Araw, the Elves 
  name him, for the same reason. He has been a friend to 
  the Elves since he found them, long long ago. He dwells 
  in the West, far away…” 
  fellowshiP Phase: Year’s enD
  Nothing of note.
  B
  The Year of The PLague: 
  2967-2974
  
  The Darkening of
  MirkwooD
  116
  the darkening of 
  Mirkwood:
  2975-2977
  The Shadow over the forest grows, and life in Mirkwood 
  outside the Woodland Realm becomes untenable. The 
  Woodmen are faced with a choice between fleeing or 
  making a last desperate assault on Dol Guldur.
  Year 2975
  evenTs
  Dol Guldur looses a tide of evil on the wood. Orcs pour 
  out of Fenbridge Castle, and Spiders cross the Dusky River 
  using webbing as bridges. 
  Dark stormclouds hang low over the whole of Mirkwood 
  for weeks at a time, deepening the gloom and terrifying 
  the animals. 
  In the north, meltwater from the Grey Mountains causes 
  the Forest River to burst its banks and become unnavigable 
  for weeks. The force of the rushing river is enough to tear 
  down the ancient stone bridge outside Thranduil’s halls. 
  Pushed by the Wayward Elves (and by his own dark 
  moods, if he woke up from his poisoned sleep in 2970) 
  the Elvenking himself rides south to Woodmen-town, 
  accompanied by a host of Elves, to seek the return of the 
  Lamp. 
  aDvenTuring Phase: 
  The lasT folk-MooT 
  The Woodmen gather at Woodmen-town. Ten years ago, 
  the great hall here could not have held more than a fraction 
  of their warriors and chieftains. Now, all the champions 
  of the Houses of the Woodmen gather here and the hall 
  is not even crowded. The Lamp of Balthi hangs above 
  them, its light undiminished despite the gathering gloom 
  outside.
   The war-leader of the Woodmen addresses the diminished 
  crowd. After he speaks, other Woodmen advocate the 
  other options listed below. 
  If Mogdred is the war-leader – or if Ceawin is the leader, 
  and he is still in the thrall of the Wood-wight – then the 
  war-leader calls for an attack on Dol Guldur. For too long 
  the Woodmen have suffered in the darkness. The White 
  Council drove the Shadow away thirty years ago. What 
  Wizards can do, surely the brave warriors of the Wood 
  can do so too? They shall march with the Lamp of Balthi 
  as their banner, and lift the Shadow from the forest.
  If another Loremaster character is the war-leader, then 
  they speak sadly of the plight of the Woodmen. The plague 
  and other horrors have robbed the Woodmen of their 
  strength. Few children remain alive. 
  Madness and death stalk the forest. Perhaps it is time 
  to leave their homes, to seek a better life elsewhere in 
  Wilderland. They could flee north, to the land of the 
  Beornings, or to the cold forests of Northern Mirkwood, 
  and abandon the halls of their ancestors.
  Other Woodmen elders claim that they must endure. 
  There have been dark years before, when the Shadow 
  lay heavily on the forest. They can survive here, as their 
  forefathers did, if only they have courage. The Lamp will 
  protect them. 
  The elves arrive
  King Thranduil and a retinue of Elven warriors arrive at 
  twilight. The Elvenking asks for permission to enter out of 
  courtesy, but will not take no for an answer, nor do the 
  Woodmen have the strength to bar their door against the 
  Elvenking and his warriors. Inside, Thranduil points to the 
  shining Lamp of Balthi. 
  “That Lamp was made by my kin, and hung from the door 
  of my father’s hall. It belongs to the Elves, and must be 
  returned to us. In my hall it will be safe. Leave it here, and 
  the Enemy will take it and destroy it.”
  
  117
  Some of the Woodmen seem willing to listen to the Elves; 
  others angrily argue back, saying that Thranduil is trying 
  to steal their last treasure, their last hope with Elvish 
  trickery. 
  One overly impetuous young warrior even picks up his 
  axe – and suddenly freezes as if mesmerised. An old 
  man in drab brown robes emerges from the shadows 
  in the corner. Radagast the Brown raises his voice and 
  challenges Thranduil. 
  “The Lamp was made by the Elves of Hollin, my lord, 
  not your kin. If any living soul owns that Lamp, then it is 
  Elrond of Rivendell who has the best claim, for those few 
  who survived the ruin of Hollin now reside in his hidden 
  valley. The Lamp should go to Rivendell.”
  The firsT ChoiCe
  Radagast turns to the companions. “Your deeds are known 
  to all who stand here. They shall abide by your decision. 
  What is to be done with the Lamp?”
  The players must choose the fate of the Lamp of Balthi:
  •	
  If they leave the Lamp where it stands, then the 
  Woodmen have the best chance of survival, but the 
  Lamp will be in terrible danger. The forces of Dol 
  Guldur know where the Lamp is, and they will keep 
  trying to destroy it. 
  •	
  If they leave the Lamp to Thranduil, then he will lock it 
  away in his vaults. The Lamp will continue to shine its 
  light over Mirkwood, and maybe that will be enough 
  to keep the Shadow out of the northern forest – but 
  the land of the Woodmen will certainly fall under the 
  Shadow.
  •	
  If they send the Lamp to Rivendell, then it will be safe 
  (or, at least, as safe as any place in Middle-earth can 
  be), but Mirkwood will be lost to the Shadow. The Elves 
  may endure, but the Woodmen have little chance of 
  surviving in Mirkwood.
  Radagast will advise the companions, but the ultimate 
  decision is theirs. If the companions do not choose to give 
  the Lamp to Thranduil, then the Elvenking respects their 
  decision, but many of the Wayward Elves do not. Their hostility 
  grows, as they no longer accept Thranduil as their king. 
  The seConD ChoiCe
  Once the companions have decided what to do with the 
  Lamp, the Woodmen must decide what they will do next. 
  The Darkening of MirkwooD: 
  2975-2977
  
  The Darkening of
  MirkwooD
  118
  Only Woodmen companions may speak in this last 
  debate, or those who have been recognised as Heroes of 
  the Woodmen (see page 83). 
  Do they advocate for an attack on Dol Guldur, to stay where 
  they are or to abandon their halls and leave Mirkwood?
  If the war-leader of the Woodmen serves Dol Guldur 
  (Mogdred or a still-possessed Ceawin), then they continue 
  to press for an attack on the black hold. Otherwise, the 
  war-leader’s recommended course of action is determined 
  by the fate of the Lamp. A passionate companion could 
  convince the Woodmen to follow one path or another.
  afTerMaTh
  If the folk-moot has decided for an attack on Dol Guldur, the 
  Woodmen begin mustering their forces. The companions 
  may wish to summon allies or call in any debts they have 
  obtained over the course of the campaign. The actual 
  attack takes place next year. 
  •	
  Next year play the adventure The March of the 
  Woodmen.
  If the folk-moot has resolved to send the Lamp of Balthi to 
  the safety of Rivendell, then someone has to carry it over 
  the Misty Mountains and find the hidden vale of Imladris. 
  •	
  Next year play the adventure To Rivendell.
  If the folk-moot accepted to give the Lamp to Thranduil, 
  then the Elvenking carries it back to his halls. 
  fellowshiP Phase: Year’s enD
  Nothing of note.
  Year 2976
  evenTs
  If the Lamp of Balthi is taken from Woodmen-town, then 
  the Western Eaves of Mirkwood become first a Wild Land; 
  then, both the Western Eaves and Western Mirkwood 
  degenerate into Shadow Lands. The Heart of Mirkwood 
  and the Narrows of the Forest become Dark Lands.
  If the Elves of Mirkwood possess the Lamp of Balthi, then 
  there is light and feasting in the halls of Thranduil. Any 
  Elves of Mirkwood regain two points of Hope.
  If the Woodmen chose to leave their halls, then they settle 
  in the lands of the Beornings and the fringes of Northern 
  Mirkwood. Raising new settlements is hard work, and 
  many will perish in the cold years to come.
  aDvenTuring Phase: 
  The MarCh of The wooDMen
  War-bands from all Houses of the Woodmen gather at 
  Woodmen-town. Warriors come from Woodland Hall and 
  Rhosgobel. If the companions have good relations with 
  the folk of Mountain Hall, then they send many warriors 
  too; otherwise, the Mountain-folk send only a handful of 
  hardy axe-men, but keep the greater part of their strength 
  back. If the Tyrant’s Hill or Sunstead are still part of the 
  Woodmen, then they too send warriors.
  If the Woodmen carry the Lamp of Balthi with them as 
  their banner, then its light seems to change as it is lifted 
  aloft, becoming more fiery and piercing as if the Lamp 
  senses the darkness of the hour. 
  The war-leader must determine the tactics for the army. 
  Do they take boats down to the Black Tarn or do they 
  march along the banks of the Dusky River? Do they march 
  out in the open, following the edge of the forest down the 
  Vales of Anduin, or use the forest as cover and try to take 
  the enemy by surprise? 
  B
  
  119
  running this Adventure 
  An attack on Dol Guldur is a doomed endeavour. 
  The warriors who go to war will never return. Any 
  companions who embark on this quest will likely 
  perish. The Loremaster should tell the players this 
  before the adventure begins - as it is what their 
  characters know in their hearts. 
  Victory is impossible. However, if the Woodmen 
  inflict enough damage on the forces of Dol Guldur, 
  they can drive back the darkness for many years. They 
  could buy time for the Woodmen to survive for another 
  generation or two in the woods. The companions may 
  well die here – but their deeds will live on.
  Tracking the Fighting Strength 
  of the Woodmen 
  The numbers and combat ability of the Woodmen force is 
  measured using a value called Fighting Strength. Fighting 
  Strength starts at 7, and is increased as follows:
  •	
  +1 if Mountain Hall sends warriors
  •	
  +1 if the Tyrant’s Hill sends warriors
  •	
  +1 if Sunstead sends warriors
  •	
  +1 per ally the company bring
  •	
  +3 if the companions bring the Lamp of Balthi
  If the Fighting Strength of the Woodmen is ever reduced to 
  0, then their army is vanquished and scattered.
  TreaCherY
  If the war-leader of the Woodmen is in the service of Dol 
  Guldur, then he leads them into a trap. He urges them on, 
  The Darkening of MirkwooD: 
  2975-2977
  
  The Darkening of
  MirkwooD
  120
  faster and faster, to take the enemy by surprise. This haste 
  means that the Woodmen scouts cannot range ahead of 
  the advancing forces to give adequate warning and the 
  army finds itself trapped between Fenbridge Castle (or Dol 
  Guldur) and a host of Orcs and Spiders that emerge from 
  the trees. Pit the companions against many Orcs, Trolls 
  and Hunting Spiders. 
  •	
  The ambush reduces the Fighting Strength of the 
  Woodmen by the roll of a Success die.
  fenbriDge CasTle
  The second obstacle to be overcome is Fenbridge Castle. 
  This fortress blocks the only safe path to Dol Guldur. The 
  Woodmen can choose to either besiege the castle or else 
  try crossing the swamps beyond it. 
  Besieging the castle drains the army’s Fighting Strength by 
  1 point per day. Each day, roll the Feat die. On the result of 
  a A the castle falls. Reduce this threshold by one each day. 
  So, on the second day of siege, the castle falls on a 10 or 
  A, on the third on a 9, 10 or A, and so on. 
  •	
  Heroic actions by the companions, such as scaling 
  the walls, slaying monsters or sneaking into the castle 
  allows for the Feat die to be rolled twice, keeping the 
  best result.
  •	
  If a companion is the war-leader, a successful Battle 
  test (TN 16) lowers the threshold by 1; a great success 
  by 2, and an extraordinary success by 3.
  The swamps are a death trap for a whole army, and many 
  Woodmen perish in the mud. If this road is taken, then the 
  Fighting Strength of the Woodmen is reduced by the roll of 
  a Success die.
  The baTTle of Dol gulDur
  Finally, the Woodmen come to the very gate of the Hill 
  of Sorcery, and the full strength of Dol Guldur is loosed 
  upon them. The battle begins with a sudden wave of 
  unreasoning terror; each companion must pass a Fear test 
  – those who fail are daunted and cannot invoke Attribute 
  bonuses for the rest of the battle. This fear also reduces the 
  Fighting Strength of the Woodmen by 1. 
  Next, the Loremaster should roll the Feat die and consult 
  the table below to determine what sort of foes the 
  companions face. Each roll also reduces the Fighting 
  Strength of the Woodmen. Stop rolling when all the 
  companions are dead, or when the Fighting Strength of the 
  Woodmen is reduced to 0. The Loremaster should note the 
  number of times that he rolls on the Battle of Dol Guldur 
  table – each roll means that the Shadow of Dol Guldur is 
  lifted from Mirkwood for a little longer.
  roll
  foes
  fighTing 
  sTrengTh 
  reDuCTion
  C
  The Lieutenant of Dol Guldur 
  rides forth in full panoply of 
  battle to face the companions.
  -3
  1
  One of the Children of Shelob 
  arrives.
  -2
  2
  Mountain-Trolls
  -2
  3
  Black Uruks lead by a Great Orc
  -2
  4
  Wood-wights
  -1
  5
  A swarm of Spiders led by 
  Hunting Spiders
  -1
  6
  A pack of Wargs led by a Hound 
  of Sauron
  -1
  7
  Servants of the Tyrant’s Hill
  -1
  8
  A host of Forest Goblins and 
  Orcs
  0
  9
  A miserable, beaten force of 
  slaves and Wild Men of the 
  Shadow.
  0
  10
  A pack of shrieking Goblin 
  Archers and Orc Soldiers
  0
  A
  A breathing space – each 
  companion may regain 
  Endurance as per the Recovery 
  rules on page 144 of the 
  Adventurer’s Guide. 
  0
  afTerMaTh
  The companions – and a whole generation of Woodmen 
  warriors – lie dead beneath the trees. What have they won 
  with their heroism?
  
  121
  nuMber 
  of rolls
  resulT
  1
  Dol Guldur cannot attack this year, so 
  the surviving Woodmen families can flee 
  safely, but all of Mirkwood south of the 
  Elf-path is lost to the darkness.
  2-3
  The Shadow is beaten back for a few 
  years, giving the Woodmen time to 
  rebuild, but they cannot escape the 
  Shadow. 
  4-5
  The sons of the Woodmen who died here 
  will face a renewed Shadow in the years 
  to come, but there may be as many as ten 
  years of peace.
  6-10
  A generation live peacefully in Mirkwood, 
  as the wounded Shadow retreats to lick 
  its wounds and rebuild its strength. The 
  Woodmen survive in Mirkwood.
  11 or more 
  The power of Dol Guldur is broken. The 
  Woodmen thrive in Mirkwood until the 
  War of the Ring brings new enemies from 
  the East and South.
  aDvenTuring Phase: To rivenDell
  The journey to Rivendell is a long one and perilous even 
  in good years, and this is far from a good year. The Enemy 
  can sense the movement of the Lamp of Balthi, and will 
  not let it go easily. The Messenger of Mordor is dispatched 
  from Dol Guldur to recover the Lamp before it reaches 
  Rivendell.
  The journeY
  From Woodmen-town to the High Pass is a journey of 
  some 180 miles, mostly through relatively friendly and 
  gentle terrain. The baleful influence of Dol Guldur means 
  the company faces fierce storms and driving rain, but 
  such weather is pleasant compared to the grim terrain of 
  Mirkwood. The companions are followed and harassed 
  by Orcs and Wargs, but these attacks are not a significant 
  danger to such experienced heroes.
  More worrying are rumours of a rider in black, a dark 
  figure that passed through these lands, bringing sorrow 
  and fear with it. It is as though the Messenger of Mordor 
  is circling around the company, never far away, always 
  both behind and ahead but never in view. Wherever the 
  Messenger goes, it awakens things of evil: cruel men with 
  watchful eyes, hungry beasts and evil spirits.
  The companions know they are being watched and 
  followed as they draw closer to the mountains.
  The voiCe in The nighT
  On the evening before the companions reach the High 
  Pass, a terrible storm blows out of the east. Snow and high 
  winds swirl around the mountains, so wild that even the 
  Eagles could not fly in such a tempest. The companions 
  realise that crossing the High Pass will be a test for even 
  the most seasoned traveller.
  That night, their Look-out man hears a strange noise in 
  the darkness, like something sniffing the air. Then a voice 
  whispering into the companion’s ear. It is a cold voice, like 
  frost cracking a gravestone, like the death rattle of a sick 
  man, like the winds of winter. Call for a Corruption test 
  (TN 16); if the companion fails, he gains three Shadow 
  points. 
  “Give me the Lamp. Give me the Lamp and I will give you 
  gold.”
  If the companion hesitates, the Nazgûl makes another 
  offer. He might offer to spare the Look-out man’s children, 
  return some lost treasure, free a loved one from the 
  dungeons of Dol Guldur or lift some curse. 
  If the Look-out man rejects the offer, then all the sleeping 
  companions have strange, disturbing dreams where 
  similar offers are made to them; they must also all make 
  Corruption tests, as above.
  Crossing The MounTains 
  The high pass is choked with ice and snow, meaning it is 
  close to impassable (TN 20 for Fatigue tests, and requiring 
  twelve days to cross. Furthermore, the Nazgûl’s proximity 
  makes this a blighted place (requiring a TN 18 Corruption 
  test each day to avoid gaining a Shadow point). 
  Potential Hazards include:
  The Darkening of MirkwooD: 
  2975-2977
  
  The Darkening of
  MirkwooD
  122
  Lost in the Mountains (Guide)
  The Guide must pass a Travel test or the companions from 
  now on will trigger Hazards on a roll of a 1 or 2 on the Feat 
  die as well as an C.
  Crevasse (Scout)
  The Scout must make an Explore test at TN 18; if he fails, he 
  does not notice an icy crevasse that crosses the company’s 
  path. The companion with the highest Encumbrance 
  breaks the ice over the crevasse and falls thirty feet into 
  the depths (see Falling, page 50 of the Loremaster’s Guide). 
  Furthermore, the crevasse leads into Goblin tunnels, and 
  they heard the companion come crashing down. They are 
  coming…
  No Fire (Huntsman)
  The company’s supply of fuel is lost, and without a fire they 
  will perish. The Huntsman must find a supply of wood to 
  keep them alive. A successful TN 16 Hunting test finds a 
  small stand of trees in a sheltered alcove. However, these 
  trees are watched by Orcs. 
  Stalking in the Night (Look-out)
  The Look-out spots signs of Orcs trying to sneak up on 
  the company. If he fails an Awareness test (TN 16), then 
  the Orcs are able to ambush the company one night. If he 
  passes, then he is able to rouse the alarm in time.
  Avalanche (All Companions)
  The companions hear a loud, inhuman wail echoing up 
  from somewhere far ahead. In response, the mountainside 
  cracks and crumbles, sending tons of snow and rock 
  pouring down towards the companions. 
  Each companion must make an Athletics test (TN 
  16). Failing means the companion is swept away in the 
  avalanche, losing 15 points of Endurance and risking a 
  wound (Protection test, TN 18 to avoid). Success avoids 
  any damage; a great or extraordinary success lets the 
  companion rescue another member of the company who 
  failed the Athletics test.
  The lasT foe
  On the ninth day, the companions come to the crest of 
  a ridge, and find that they have crossed the spine of 
  the mountains. All of Eriador stretches out below them. 
  Straight ahead, they can see the hills of the Trollshaws 
  and the broken lands of the mountain foothills. To their 
  right lies the snowy expanse of the Coldfells, and below 
  them the sunlight glitters off the winding waters of the 
  Loudwater. Somewhere in that unfamiliar wilderness lies 
  the hidden valley of Rivendell. 
  As the companions descend the western slopes of the Misty 
  Mountains, they spot a line of footprints in the snow. On 
  
  123
  closer examination, they are hoof-prints. Most of the trail 
  is obscured by the shifting snows, but there is a clear line 
  of prints ahead of the company, left by a heavy horse. The 
  Messenger of Mordor crossed the mountains first.
  That night, as twilight draws in, the Nazgûl appears out of 
  the darkness. “Give me the Lamp”, it hisses, “or perish”. It 
  draws its long sword, and the steel of its blade is reflected 
  in hundreds of eyes behind it. A host of Orcs crawled out 
  of some noisome cavern in the foothills of the mountains, 
  and now surround the company.
  There are too many Orcs to defeat. The companions have 
  two options:
  •	
  Unveil the Lamp, and hope that scouts from 
  Rivendell see the Light. The burning Lamp of Balthi 
  blazes with an unearthly radiance, as though a star 
  descended to rest on the mountains. It is visible as far 
  west as Weathertop. All the companions need to do is 
  survive through the night, and the next day they will 
  be met by the sons of Elrond who will escort them to 
  Rivendell. 
  •	
  Some flee, others stand and fight. If some 
  members of the companions remained behind to hold 
  back the Nazgûl, the others could escape down the 
  mountainside to safety.
  aT rivenDell
  Bright Elf-lords escort the Lamp of Balthi and its defenders 
  into the hidden valley of Imladris. There, the companions 
  meet with Elrond Halfelven, who invites them to rest in the 
  Last Homely House. In its fabled Hall of Fire the Lamp of 
  Balthi will hang, until even Rivendell will be no more.
  fellowshiP Phase: Year’s enD
  Companions in Rivendell may choose the Open New 
  Sanctuary undertaking.
  Year 2977
  evenTs
  In Erebor, Balin son of Fundin, one of the twelve 
  companions of Thorin Oakenshield, suggests that the 
  strength of the kingdom is growing, and that in a few years 
  they could turn their gaze west to the halls of Durin. Any 
  Dwarves, or even non-Dwarves of good reputation, might 
  be invited to discuss this plan. 
  ePilogue: The Passing of The king
  In this year, King Bard the Dragonslayer dies in bed, and 
  the crown of Dale passes to his son, Prince Bain. Many 
  gather in Dale, both to celebrate the new king and to 
  discuss recent events in Wilderland.
  Thirty years have passed since the company first met in 
  Wilderland. Thirty times have the black leaves fallen in 
  the wild wood. A lifetime, as the short-lived Northmen 
  reckon time; a brief spell for the immortal Elves. This 
  final year is an opportunity for the surviving companions, 
  if any, to reflect on their deeds and even lay down their 
  burdens. Characters who helped Prince Bain in earlier 
  adventures can retire to the safety of Dale. Others may 
  prefer to continue adventuring outside Mirkwood. 
  The forest itself lies under a dark shadow. The Woodmen, 
  if they still endure, are few in number. Radagast remains 
  in his cottage at Rhosgobel, where he has lived for many 
  years, but his absences grow longer and longer as he 
  wanders the forest. Some rumours claim he goes to visit 
  the River-maidens, other stories say he travels through the 
  wood in the shape of a bird or a fox. 
  In the south, the Messenger of Mordor leaves Dol Guldur. 
  The Ringwraith is recalled to Barad-Dûr, to report to 
  Sauron. What tidings does he bring the Dark Lord on his 
  Dark Throne? Does the Nazgûl tell that the north is weak 
  and divided, or does he speak of heroes that drove back 
  the Shadow from the wood?
  The Darkening of MirkwooD: 
  2975-2977
  
  The Darkening of
  MirkwooD
  124
  
  125
  
  The Darkening of
  MirkwooD
  126
  the nazGûL of 
  doL GuLdur
  Nine (rings) he gave to Mortal Men, proud and 
  great, and so ensnared them. Long ago they fell 
  under the dominion of the One, and they became 
  ringwraiths, shadows under his great Shadow, his 
  most terrible servants.
  The evil spirits sent by Sauron to reclaim Dol Guldur 
  are three of the Nine Nazgûl, the apple of the Great Eye. 
  The chief among them is the Black Easterling, second 
  in command only after the Lord of Morgul himself, the 
  Witch-king of Angmar. 
  When the Ringwraiths return to Mirkwood in 2951, Sauron 
  has just entered his fastness in Mordor and is still far from 
  reclaiming his ancient power. As their fate is inextricably 
  linked to that of their Master, the Nazgûl of Dol Guldur are 
  yet but a dark reflection of what the Nine will become in 
  sixty years time, when the Lord of the Rings will unleash 
  them and their Black Captain to hunt for the One Ring. 
  In gaming terms, this lesser stature is reflected by the 
  three Nazgûl’s Attribute levels; theirs is a relatively low 
  value – even if at night it is doubled by their Denizen of the 
  Dark ability (the physical power and the fear inspired by 
  the Nazgûl is enormously increased in darkness). 
  The Ringwraiths’ Attribute level will progressively become 
  higher as the Shadow grows, in anticipation of the War of 
  the Ring.
  The nazgûl as Dark unDeaD
  The Nazgûl wear robes or suits of armour to assume a 
  shape when they must have dealings with the living. But 
  even when given a physical shape they cannot be easily 
  destroyed, for the power of their Master is in them as long 
  as the Ruling Ring endures. 
  •	
  A Ringwraith suffers damage normally in combat, 
  but is not defeated when reduced to zero Endurance. 
  Instead, the Nazgûl loses half its current Hate and 
  becomes Craven (it flees if reduced to zero Hate). 
  Nazgûl cannot be Wounded except by weapons especially 
  wound with spells for the bane of Mordor. A Nazgûl who 
  is both wounded and reduced to zero Endurance vanishes 
  with a shrill wailing.
  The nazgûl when unClaD anD invisible
  When unclad, the Ringwraiths are invisible, safe for a 
  deadly gleam of eyes, but the terror they evoke is even 
  greater. 
  •	
  When forced to make a Fear test in the presence of an 
  invisible Ringwraith, a companion rolls the Feat die 
  twice and keeps the worst result. 
  Invisible Nazgûl cannot attack or be attacked physically, 
  but may target enemies using other special abilities 
  (the stats corresponding to weapon attacks and special 
  abilities requiring a physical form are ignored when a 
  Ringwraith is unclad).
  CoMMon weaPons
  When appearing as Dark Undead the Nazgûl employ their 
  weapons to lethal effect.
  
  127
  Weapons of the Ringwraiths:
  weaPon 
  TYPe
  DaMage
  eDge
  injurY
  CalleD 
  shoT
  Long sword
  7 (1h)
  9 (2h)
  9
  16 (1h)
  18 (2h)
  Disarm
  Claw
  Attribute
  Level
  C
  16
  -
  noTes
  Long sword: The Ringwraiths wield their sword of steel 
  with one hand when they want to claw at their opponent 
  employing their Savage Assault ability. Otherwise, they 
  swing their long swords with both hands.
  sPeCial abiliTies
  All Ringwraiths wield many powers dark and terrible and 
  can prove lethal either if encountered in the flesh or faced 
  as shapeless wraiths. (The individual descriptions for 
  the three Nazgûl of Dol Guldur may indicate additional 
  abilities, appropriate to the character described).
  Powers of The ringwraiThs
  Denizen of the Dark
  Thing of Terror*
  Black Breath
  Deadly Voice
  Dreadful Spells: Shadow of Fear
  onlY as Dark unDeaD
  Dwimmerlaik
  Fear of Fire
  *The TN for all Fear tests provoked by the Nazgûl is equal 
  to 10 plus the Attribute level of the most powerful among 
  them, adding 1 for every additional Ringwraith present.
  Black Breath
  Anyone who comes near the Nazgûl must immediately 
  make a Corruption test. The TN is equal to 10 plus the 
  Attribute level of the most powerful Nazgûl, adding 1 for 
  every additional Ringwraith present. A companion who 
  fails the roll gains a Shadow point and falls unconscious. 
  A successful Healing roll revives the character. Upon 
  awakening, the character is confused and is temporarily 
  Miserable until able to rest for a prolonged time. If the 
  Corruption test fails with an C then the companion 
  has been stricken by the Black Shadow (see box on the 
  following page). 
  A Ringwraith can force a companion to make a new 
  Corruption test for the Black Breath by reducing its Hate 
  score by one point.
  Deadly Voice
  The Ringwraiths scream at their enemies with long-
  drawn wails that rise to a deafeningly high piercing note. 
  Reduce the creature’s Hate point score by one to make a 
  companion who failed a Fear test and thus was daunted 
  to additionally become temporarily weary. The effect ends 
  when the companions leave the presence of the Nazgûl.
  Dreadful Spells: Shadow of Fear
  The Ringwraiths are capable of provoking a terror so great 
  in any Man, Hobbit or Dwarf that the victim becomes an 
  agent for the Shadow. The spell lasts a number of weeks 
  equal to the highest Attribute level among the Nazgûl 
  faced by the victim. A spellbound agent tries to accomplish 
  what the Ringwraith commanded him to do out of great 
  fear (usually to report information or to carry out a single 
  task) but is generally loathe to do it or otherwise nervous 
  about it. 
  A victim of the Shadow of Fear can be snapped out of 
  the spell with an Awe roll or another personality skill 
  appropriate to the situation, but only if the roll results in a 
  great or extraordinary success. The TN to break the spell is 
  equal to 10 plus the Attribute level of the Ringwraith who 
  placed the Shadow of Fear on the agent.
  Dwimmerlaik
  A companion who hits a Ringwraith for a Piercing blow 
  using a close combat weapon must immediately make 
  a Valour test: if the roll fails, the weapon used to strike 
  the Nazgûl breaks into many shards, and the hero loses 
  a number of Endurance points equal to the Attribute level 
  of the Ringwraith he attacked. Additionally, the character 
  is considered to have been exposed to the Black Breath. 
  Note that a Piercing blow scored using a normal weapon 
  cannot wound a Ringwraith.
  aPPenDix: The nazgûL of 
  DoL guLDur
  
  The Darkening of
  MirkwooD
  128
  The lieuTenanT of Dol gulDur
  Chief of the three Wraiths of the forest, the Lieutenant 
  remains Unclad and Invisible while in Dol Guldur, 
  speaking from the shadows as the Necromancer did. 
  When he must go abroad as a Dark Undead he is clad as 
  a tall Easterling warrior wearing a black suit of armour, 
  his invisible face concealed behind a heavy mask.
  The Lieutenant of Dol Guldur:
  aTTribuTe level
  5
  enDuranCe
  haTe
  60
  12
  ParrY
  arMour
  7
  2d
  skills
  Personality, 4
  Survival, 2
  Movement, 3
  Custom, 2
  Perception, 4
  Vocation, 4
  weaPon skills
  Long sword
  3
  Claw
  3
  sPeCial abiliTies
  Horrible Strength
  Savage Assault
  The Black Shadow
  A victim of the Black Shadow remains unconscious for a number of days equal to the Attribute level of the 
  highest-rated ringwraith the character faced when he was exposed to the Black Breath. For each of these days, 
  the sick character must pass a Corruption test against TN 16 or gain a point of Shadow; reduce the TN to 14 if 
  the hero is assisted with a successful Healing roll. 
  Should a stricken hero’s Shadow rating overcome his Hope score during the malady, then the character slips into 
  ever deeper dreams and then dies. If the hero resists for the length of the malady, he finally overcomes his sickness 
  and wakes up (but maintains the new Shadow score). 
  
  129
  The ghosT of The foresT
  The Ghost of the Forest roams Mirkwood Unclad and 
  Invisible, and can only be discerned as a rustling in the 
  leaves, a sudden chill in the air, and an unreasoning 
  terror that strikes the very soul.
  The Ghost of the Forest:
  aTTribuTe level
  4
  enDuranCe
  haTe
  50
  10
  ParrY
  arMour
  6
  2d
  skills
  Personality, 3
  Survival, 3
  Movement, 3
  Custom, 2
  Perception, 2
  Vocation, 2
  weaPon skills
  Long sword
  3
  Claw
  2
  sPeCial abiliTies
  Fell Speed (only when Unclad and Invisible)
  The Messenger of MorDor
  The chief messenger of Sauron has been given a swift black 
  horse and raiment to hide his Dark Undead features, so 
  that he may present himself at the gates of Men, Elves or 
  Dwarves to carry his Lord’s will. 
  The Messenger of Mordor:
  aTTribuTe level
  4
  enDuranCe
  haTe
  50
  10
  ParrY
  arMour
  6
  2d
  skills
  Personality, 2
  Survival, 3
  Movement, 3
  Custom, 3
  Perception, 3
  Vocation, 2
  weaPon skills
  Long sword
  2
  Claw
  3
  sPeCial abiliTies
  Bewilder
  Savage Assault
  aPPenDix: The nazgûL of 
  DoL guLDur
  
  The Darkening of
  MirkwooD
  130
  characters and
  creatures
  Included in this appendix is a summary of any relevant 
  characters, creatures and monsters from The Heart of the 
  Wild that appear in The Darkening of Mirkwood.
  Bofri son of Bofur
  This young Dwarf was sent by King Dáin to the Woodmen 
  of Mirkwood with a royal command. Bofri’s mission is to 
  examine the state of the Old Forest Road and determine if 
  it could be re-opened. 
  Bofri is brave and clever, and eager to see the world. His 
  father, one of the companions of Thorin Oakenshield, is 
  today a Dwarf of wealth and influence under the Mountain, 
  but Bofri intends to match his deeds. He plans to live 
  among the Woodmen for a few years, learning the ways 
  of the wood before exploring the Road and discovering 
  which of the old keeps and fortifications survive. 
  Attribute level:  
  3
  Specialities:  
  Stone-Craft, Map-Making
  Distinctive Features:  Energetic, Adventurous.
  Relevant skills:  
  Explore ♦♦♦, Craft ♦♦♦♦
  Endurance:  
  21
  Geirbald Kinslayer
  Geirbald is a Woodman, of the House of Woodland 
  Hall. In years past, he was accounted a great hunter and 
  warrior among his people. On one hunt, the Werewolf of 
  Mirkwood attacked their company; young Geirbald bore 
  a bitter hatred of the beast, and loosed arrow after arrow 
  at it, hoping to slay it. Even when his companions were 
  scattered and the beast leapt away into the underbrush, 
  he kept shooting until his quiver was empty. The next 
  morning, scouts found the body of Geirbald’s younger 
  sister lying in the bushes. One of her brother’s reckless 
  arrows killed her. 
  Stricken with guilt and horror, Geirbald fled Woodland 
  Hall. Since then, he has lived in the forest as an outlaw. 
  A dozen warriors joined him, and together the thirteen 
  roam the deep forests, hunting Orcs and Wolves. Their 
  chief camp is in Western Mirkwood, and they winter 
  there. Some of Geirbald’s men are still welcome in 
  Woodland Hall and Woodmen-town, but others are ill-
  favoured men, or outlaws, or madmen. These outlaws 
  rarely prey on travellers or commit crimes. They are 
  called outlaws because they are not part of any of the 
  Houses of the Woodmen, and so are outside the law of 
  society. 
  Attribute level:  
  5
  Specialities:  
  Mirkwood-Lore, Beast-Lore
  Distinctive Features:  Hardened, True-Hearted
  Relevant skills:  
  Hunting ♦♦♦♦♦, 
   
  Long-hafted Axe ♦♦♦
  Endurance:  
  17
  Halbrech the Wineseller 
  Merry Halbrech hails from distant Dorwinion, though 
  he lives in Lake-town. He is one of the merchants who 
  provide wine for the Elvenking’s table. Halbrech’s father 
  Harod was a particular favourite of Thranduil, for he had 
  an excellent palate and could find the very best wine in 
  each season. The House of Harod has long been under the 
  patronage of the Woodland Realm.
  Halbrech’s ruddy round face and feigned happiness hide 
  a terrible secret. Many years ago, a servant of the Enemy 
  seduced him into telling her the secrets of the Woodland 
  
  131
  Realm. Halbrech knew a great deal about the defences of 
  Thranduil’s Halls, and could guess at how many warriors 
  served the Elvenking. 
  When the White Council drove the Necromancer from 
  Dol Guldur, Halbrech dared to hope that his ordeal was 
  over, and that the Enemy’s spies would never contact him 
  again. He made arrangements to destroy any evidence of 
  his treason. 
  Attribute level:  
  4
  Specialities:  
  Elven-Lore, Trading
  Distinctive Features:  Merry, Secretive
  Relevant skills:  
  Courtesy ♦♦♦♦, Stealth ♦♦♦
  Endurance:  
  16
  Mogdred
  Once, Mogdred was a warrior and hunter from Rhosgobel, 
  green as the first leaves of spring. Orcs captured him in 
  battle and carried him off to the dungeons of Dol Guldur. 
  There, he chose to serve instead of facing the tortures of 
  the pit. He rose swiftly in the Necromancer’s favour, and 
  became Captain of the Guard. He was clad in Orc-mail 
  from head to toe, and given an ancient blade forged by 
  those renegades called the Black Númenóreans. Mogdred 
  was feared as the right hand of the Necromancer. 
  In truth, his role was to deceive, not to conquer. To maintain 
  his disguise, Sauron could not send the Ringwraiths to do 
  his bidding, nor could he reveal himself. Therefore, he 
  used Mogdred as his mouthpiece among his servants, and 
  as an envoy among his enemy.
  When Sauron fled Dol Guldur, Mogdred was forsaken, 
  left to command a fortress deserted of its defenders. 
  From a high place, he spied the Wise approaching 
  and fear overcame him. Angry at the Necromancer’s 
  betrayal, Mogdred fled Dol Guldur with a retinue of 
  trusted followers. Today, he inhabits the tower upon 
  Amon Bauglir, the Tyrant’s Hill, and has gathered many 
  warriors and fell beasts to his side, with the intent of 
  creating his own kingdom in the wood. Whether he shall 
  ally himself with Dol Guldur once more, or try to preserve 
  his petty domain by allying with the Woodmen against 
  his former masters is a question he has yet to answer. 
  Attribute level:  
  6
  Specialities:  
  Shadow-Lore, Mirkwood-Lore
  Distinctive Features:  Bold, Reckless
  Relevant skills:  
  Battle ♦♦♦♦, Awe ♦♦♦♦, Sword ♦♦♦
  Endurance:  
  20
  Valdis 
  The line of Girion has fallen low indeed, for one of its 
  daughters to be a murderous outlaw. Valdis is a direct 
  descendant of the old kings of Dale; her great-grandfather 
  was a young boy who was spirited out of the wreck of 
  Dale when the Dragon came. Valdis grew up in Lake-town 
  as a penniless beggar with dreams of lost glory. Her one 
  companion was a strange mad raven of the mountain 
  called Eyebiter. The raven has a taste for human flesh, 
  especially the carrion of the battlefield.
  In 2940, young Valdis stabbed a man in a tavern in 
  Lake-town and fled into the wilderness. She is clever and 
  charismatic, and dreams of returning to Dale as queen. 
  She blames Bard for ‘stealing’ her throne, and believes 
  that if she had been in Dale in 2941, she would have been 
  the one to bring the Dragon down. Bard took her place in 
  the prophecies, or so she claims. 
  Those who have played through Kinstrife and Bad Tidings 
  from the Tales from Wilderland anthology may notice a 
  resemblance between Valdis and the warlord Valter the 
  Bloody; they are both rotten fruit from the same family 
  tree. Valter is her cousin, the son of her father’s sister. If 
  the player characters were responsible for slaying Valter 
  the Bloody, then Eyebiter brought tidings of his death to 
  Valdis, and she swore bloody vengeance upon those who 
  slew her kin. 
  Attribute level:  
  5
  Specialities:  
  Esgaroth-lore, Intrigue 
  Distinctive Features:  Determined, Fair, Cunning
  Relevant skills:  
  Hunting ♦♦♦, Battle ♦♦, 
   
  Riddle ♦♦♦♦
  Endurance:  
  19
  aPPenDix: characTers
  anD creaTures
  
  The Darkening of
  MirkwooD
  132
  Forest Goblin:
  aTTribuTe level
  2
  enDuranCe
  haTe
  10
  2
  ParrY
  arMour
  2 +1 (buckler)
  2d
  skills
  Personality, 1
  Survival, 2
  Movement, 3
  Custom, 1
  Perception, 2
  Vocation, 1
  weaPon skills
  Stone Spear 
  2
  Jagged Knife
  1
  sPeCial abiliTies
  Hate Sunlight
  Craven
  Horrible Strength
  Mirkwood-dweller*
  *Mirkwood-dweller: While the creature fights inside 
  Mirkwood its Parry score is doubled.
  Weapons:
  weaPon 
  TYPe
  DaMage
  eDge
  injurY
  CalleD 
  shoT
  Stone Spear
  4
  10
  12
  Pierce
  noTes
  The spears of Forest Goblins have wicked heads of 
  stone that sometimes break (the spear breaks on an 
  attack roll of A 
  foresT goblins
  The Orcs of Mirkwood are wiry, pale creatures, mostly 
  inhabiting the caves under the Mountains of Mirkwood 
  and haunting the ruins of Dol Guldur. Their long limbs and 
  bony hands are surprisingly powerful, a characteristic 
  that many enemies discovered too late. 
  When they leave their underground lairs they smear filth 
  and mud over themselves, to better hide in the gloom of 
  the forest. They are excellent climbers and trackers, and 
  often clamber through the canopy instead of travelling 
  along the ground. They have a special terror of Spiders, 
  as Forest Goblins are one of the most common snacks for 
  a hungry spider.
  
  133
  Hunter Spider:
  aTTribuTe level
  4
  enDuranCe
  haTe
  25
  3
  ParrY
  arMour
  6
  3d
  skills
  Personality, 2
  Survival, 3
  Movement, 3
  Custom, 1
  Perception, 2
  Vocation, 1
  weaPon skills
  Beak
  2
  sPeCial abiliTies
  Great Leap
  Horrible Strength
  Weapons:
  weaPon 
  TYPe
  DaMage
  eDge
  injurY
  CalleD 
  shoT
  Beak
  6
  C
  15
  Poison
  noTes
  These giant spiders do not inject poison in their 
  victims using a sting, but with their beak, as does 
  Tauler, their sire.
  Spider-poison: A poisoned character is paralysed and 
  falls to the ground the round following the bite, in addition 
  to suffering from the normal effects of being Poisoned (see 
  page 144 of the Adventurer’s Guide). The effects of poison 
  wear off after one full day.
  hunTer sPiDers
  Hunter Spiders are said to be the spawn of Tauler the Hunter and his sister Sarqin. They are large, hairy beasts, quicker 
  and stronger and more aggressive than the rest of their kin. They do not spin webs, but lurk in the shadows and under 
  piles of dead leaves until their unsuspecting prey comes near.
  aPPenDix: characTers
  anD creaTures
  
  The Darkening of
  MirkwooD
  134
  The ChilDren of shelob
  Far and wide her lesser broods ... spread from glen 
  to glen, ... to Dol Guldur and the fastnesses of 
  Mirkwood.
  Tauler, Tyulqin and Sarqin are the spawn of Shelob the 
  Great, the last child of Ungoliant, the weaver of darkness, 
  ancient evil in spider-form. They hide deep inside the 
  Heart of Mirkwood, their domain.
  The Children of Shelob in Combat
  The three spider-things are ancient, and care for their 
  hideous hides. If any one of them is wounded in combat 
  once, or reduced to zero Endurance, it breaks off the fight 
  and attempts to flee.
  Weapons:
  weaPon 
  TYPe
  DaMage
  eDge
  injurY
  CalleD 
  shoT
  Beak
  Attribute
  Level
  8
  18
  Poison
  Stomp
  Attribute
  Level
  C
  14
  Knock-
  down
  noTes
  Beak: These giant spiders inject poison in their victims 
  using a beak.
  Stomp: The Children of Shelob use their massive bodies 
  as a crushing weapon.
  Called Shot Effects:
  weaPon TYPe
  suCCesful CalleD shoT
  Poison
  The target has been Poisoned.*
  Knockdown
  The target has been Knocked 
  down.**
  *Greater Spider-Poison: A poisoned character is paralysed 
  and falls to the ground the round following the bite, in 
  addition to suffering from the normal effects of being 
  Poisoned (see page 144 of the Adventurer’s Guide). The 
  paralysis wears off after 1-6 full days (roll one Success die).
  **Knockdown: The target has been knocked down by the 
  force of the blow. A character that is knocked down cannot 
  choose to be ‘knocked back’ to lesser the impact of the 
  blow that knocked him down. A character that has been 
  knocked down cannot change his stance and will spend 
  his following round recovering his fighting position, 
  unable to take any further action that turn.
  sarQin, The MoTher-of-all
  The Spiders of Mirkwood revere Fat Sarqin as the Mother-
  of-All. While she certainly didn’t spawn everything that 
  goes on eight legs in the forest, she might well have given 
  birth to half of them. Sarqin is a gigantic, bloated spider-
  thing, with multiple bulbous eyes that glow coldly in the 
  dark. 
  Sarquin doesn’t usually leave her abode above 
  Spiderhollow, not even when her Spider servants fail to 
  bring her food — in those cases, she stays her appetite on 
  her numerous offspring.
  Fat Sarqin:
  aTTribuTe level
  8
  enDuranCe
  haTe
  90
  8
  ParrY
  arMour
  5
  3d
  skills
  Personality, 4
  Survival, 2
  Movement, 1
  Custom, 3
  Perception, 3
  Vocation, 2
  weaPon skills
  Ensnare
  3
  Beak
  4
  sPeCial abiliTies
  Great Size
  Seize Victim
  Thick Hide
  Thing of Terror (TN 16)
  Foul Reek
  Countless Children*
  *Countless Children: Sarqin’s spawn are never far away. 
  By spending a point of Hate, she may summon a number 
  of Great Spiders equal to her current Hate score. These 
  Spiders arrive the following round. 
  
  135
  Tauler, The hunTer
  Tauler is as large as a small elephant, yet he is nimble for 
  his size. He can also be very patient and can lay in ambush 
  for weeks, waiting for the perfect moment to attack. Not 
  that he fears any opponent — his beak is hard as steel, and 
  his hide can withstand the edge of the toughest of blades. 
  He has feasted on the blood of Elves and Men, and intends 
  to do so for a long time to come.
  Savage Tauler:
  aTTribuTe level
  7
  enDuranCe
  haTe
  60
  8
  ParrY
  arMour
  8
  3d
  skills
  Personality, 3
  Survival, 4
  Movement, 4
  Custom, 3
  Perception, 4
  Vocation, 3
  weaPon skills
  Beak
  5
  Stomp
  3
  sPeCial abiliTies
  Great Size
  Horrible Strength
  Hideous Toughness
  Strike Fear (TN 16)
  aPPenDix: characTers
  anD creaTures
  
  The Darkening of
  MirkwooD
  136
  Black Tyulqin:
  aTTribuTe level
  9
  enDuranCe
  haTe
  60
  8
  ParrY
  arMour
  7
  3d
  skills
  Personality, 4
  Survival, 3
  Movement, 3
  Custom, 2
  Perception, 4
  Vocation, 4
  weaPon skills
  Ensnare
  3
  Beak
  4
  sPeCial abiliTies
  Great Size
  Seize Victim
  Strike Fear (TN 20)
  Dreadful Spells*
  Webs of Illusion***
  Many Poisons**
  *Stupefy: A hero who fails a Corruption check (TN 16) 
  due to Dreadful Spells falls under the thrall of the spider, 
  and walks straight into the nearest web. The companion 
  loses his next action and is automatically captured as if 
  targeted by a successful Seize Victim ability.
  **Many Poisons: When Tyulqin poisons a hero, instead 
  of paralysing him she may choose to inflict one of the 
  following effects (Loremaster’s choice):
  •	
  Despair: The victim is counted as Miserable.
  •	
  Drowning in Sorrow: The victim must make a Corruption 
  (TN 14) test each day to avoid gaining a Shadow point.
  •	
  Weakened: The victim is counted as Weary.
  •	
  Sleep: The victim falls unconscious.
  •	
  Crazed: The victim is treated as if having all the Flaws 
  associated with their Shadow weakness. 
  ***Webs of Illusion: Tyulqin can weave magical webs 
  to deceive and bewilder her enemies. By spending a 
  point of Hate, she can automatically ambush her foes (all 
  companions are considered to be surprised).
  TYulQin, The weaver
  Tyulqin spins webs as black as the void between the stars, making her lair darker than the pits of Dol Guldur. Her malice 
  is so twisted that the minds of mortals are simple toys to manipulate with phantoms and illusions. There aren’t many 
  heroes in Middle-earth who can dare defy the sight of this many-legged horror.
  
  137
  Wood-wight:
  aTTribuTe level
  5
  enDuranCe
  haTe
  54
  8
  ParrY
  arMour
  7
  4d
  skills
  Personality, 1
  Survival, 1
  Movement, 3
  Custom, 2
  Perception, 2
  Vocation, 3
  weaPon skills
  Strangling Claws
  3
  sPeCial abiliTies
  Denizen of the Dark
  Craven
  Strike Fear (TN 16)
  Fear of Fire
  Horror of the Wood*
  The Wood-Wight’s very high Endurance and Armour score 
  reflect the thing’s resilience to harm inflicted by corporeal 
  weapons.  
  *Horror of the Wood: If the creature is encountered 
  in Mirkwood, all rolls of Battle made to gain Combat 
  Advantages see their TN raised by the creature’s Attribute 
  Level (+5).
  Weapons:
  weaPon 
  TYPe
  DaMage
  eDge
  injurY
  CalleD 
  shoT
  Strangling 
  Claws
  5
  C
  16
  -
  wooD-wighTs
  During the long centuries of the rule of the Necromancer, many evil spirits issued from Dol Guldur. Some found their 
  way into the burial places of the Northmen, others inhabited the corpses of lost travellers and victims of the Spiders. 
  Those who have seen Wood-wights and lived to tell the tale speak fearfully of shambling horrors composed of bones, 
  leaf mould and fallen tree branches, and skulls that leered out of the darkness.
  aPPenDix: characTers
  anD creaTures
  
  The Darkening of
  MirkwooD
  138
  E
  The Hill 
  of Skulls
  E
  The Lost Watchtower
  E
  The Hidden House
  E
  The City of the Éothéod
  E
  The Greydelve 
  E
  The Hoary Mountain 
  E
  The Long Delve
  E
  Eagles’ Falls
  E
  E
  The Path 
  of Serpents
  E
   The North Ford
  E
  The Mouth of Dust
  E The Elfwood
  E
  The Eyrie
  E The Back Door
  E
  The High Pass
  E
  EThe Burned 
  Glade
  E
  Isle of Strangling Trees
  The Cleft of Storms
  E
  E
  The Carrock
  EThe House 
  of Beorn
  E
  The Grey Heath
  E
  The Old Ford
  E The Forest Gate
  E
  The Roaring Falls
  E The Elf-path
  E
  The Spider’s Ring
  E
  The Enchanted Stream
  E The Hall of 
  the Elvenking
  E
  The Sentinel Oak
  E
  The Great Clearing
  EThe Lampmaker’s House
  E
  The East Gate
  The White Statues
  E
  EThe Old Forest Road
  Ruins of the Refuge
  E
  The Beacon Tower
  
  139
  Elendil’s Camp 
  E Mountain Hall
  E
  The Wolfswood
  E
  Hag’s Island
  E
  Trader’s Island
  The Village of Stonyford
  E
  E
  Pale Rider Caves
  E
  The Long Barrows
  E
  Stonehallow
  E
  The Elftower
  E
  Field of Heroes
  Holes of the
  Wild Hobbits
  E
  Dwimmerhorn
  E
  E Dwarrowhall
  E
  The Old Dwarf Road
  E
  The Lady’s Garden
  E
  The Ford of 
  the Leofrings
  Isildur’s Field
  E
  E
  Kingstone
  EThe Toft
  The Barrows of the Northmen
  The Old Oak
  E
  E
  The Parliament of Spiders
  E
  The Lost River
  E Woodland Hall
  E
  Woodmen-town
  Rhosgobel
  E
  Tyrant’s Hill (Amon Bauglir)
  E
  Fenbridge Castle
  E
  Dol Guldur
  E
  E
  The Corpse-Woods
  Demon’s Tower (Minas Raug)
  E
  region MaP
  
  The Darkening of
  MirkwooD
  140
  - index -
  A
  Acquiring a Suitable Gem 
  51
  Affairs of Court 
  85
  After the Journey 
  37
  Aftermath 58, 78, 93, 104, 115, 118, 120
  All is Lost 
  79
  Amaleoda, Shieldmaiden of the Black Tarn 14
  (The) Ambush 
  82
  Angivisell 
  90
  Appendix 
  125
  (Gathering an) Army 
  74
  (The) Assassin 
  44
  Atarmud & the Ghost 
  70
  Athala’s Tale 
  60
  B
  Bane of Wolves 
  79
  (King) Bard in 2956 
  41
  (The Coming of the) Beast 
  31
  (The Lair of the) Beast 
  33
  Beast-tamer 
  12
  (After) the Battle 
  32
  Black Breath 
  127
  (The) Black Shadow 
  128
  (From the) Black Tarn to the Tyrant’s Hill 20
  (Return to the) Black Tarn 
  56
  (To the) Black Tarn 
  20
  Blood Ties 
  95
  Bofri, son of Bofur 
  15, 130
  (The) Bow of Sudden Fury 
  18
  Breaking the Spell 
  36, 51
  Burin the Dwarf Merchant 
  89
  Burin Vanishes 
  91
  C
  (Besieging the) Castle 
  110
  (Sneaking into the) Castle 
  109
  (Storming the) Castle 
  110
  Ceawin Speaks 
  15
  Ceawin the Generous 
  14, 62, 63
  Changeling Characters 
  98
  Characters and Creatures 
  130
  (Into the) Chasm 
  105
  (The) Children of Shelob 
  134
  Choking Weeds and Yelling Goblins 
  46
  (A) Chronology of Wilderland 
  4
  Companions as Envoys 
  42
  Contents 
  3
  (The) Council at Lake-town 
  42
  Crossing the Border 
  112
  (A) Cup of Poison 
  85
  Customising the Adventures 
  7
  D
  (In) Dale 
  110
  (News from) Dale 
  97
  (In the) Dalelands 
  110
  (The) Darkening of Mirkwood 
  4, 116
  (Dealing with) Dagmar 
  12
  (A) Dead Giveaway 
  47
  Deadly Voice 
  127
  (The) Death of the Beast 
  102
  (The) Debate 
  16
  Dinner in the Hall 
  91
  (Into) Dol Guldur 
  21
  (The Battle of) Dol Guldur 
  120
  (The Secret of) Dol Guldur 
  23
  Dwimmerlaik 
  127
  E
  Elfsigil  
  96
  (The) Elves Arrive 
  116
  (The) Elves of Mirkwood 
  110
  Enthral 
  107
  Erebor  
  110
  Exploring the High Keep 
  22
  F
  (The) Far End of the Forest 
  36
  (At the) Fenbridge 
  81
  Fenbridge Castle 
  120
  (To) Fenbridge Castle 
  81
  (The) Festival 
  76
  Flor’s Secret 
  66
  Foes Neat at Hand 
  37
  (Judgement of the) Folk-moot 
  16
  (The) Forest Dragon 
  99
  (Fighting the) Forest Dragon 
  99
  (Hunting the) Forest Dragon 
  99
  Forest Goblins 
  132
  Fridwald the Runner, of the House of 
  Woodmentown 
  14
  Freeing the Prisoner 
  36
  (The) Funeral 
  61
  G
  (The Hunt for) Gandalf 
  72
  Gathering Allies 
  110
  (The) Gathering Gloom: 2961-2966 
  64
  (The Story of) Geirbald 
  69
  Geirbald’s Dying Wish 
  71
  (Old) Geleswinta 
  89
  (The) Ghost of the Forest 
  129
  Ghosts of the East Bight 
  26
  (A) Gift for the Dead 
  25
  (If) Girion has neither Valdis nor Bain 111
  (Reclaiming the) Greydelve 
  75
  Grimfried 
  89
  Grimfried’s Lust 
  92
  (The) Guardian 
  112
  Gwina  
  90
  H
  Halbrech the Wineseller 
  130
  Halbrech’s Fate 
  86
  (Escaping the) Hall 
  93
  (The) Hall of the Lamp 
  57
  (The) Hand of Mogdred 
  12
  Hartfast, of the House of Mountain Hall 
  14
  (The) Haunted House 
  89
  (Into the) Heart of Mirkwood 
  51
  (The) Herb 
  92
  (The) Hoard 
  100
  Honeyed Words 
  109
  (Running a) Holding 
  9
  Holdings 
  6
  (Rules of) Holdings 
  8
   
  Holdings Table 
  8
   
  Minimum Score 
  8
   
  Rating 
  8
   
  Specialities 
  9
  Holdings Upkeep 
  9
  Hunald, Spellbound Assassin 
  44
  Hungry Spiders 
  39
  Hunter Spiders 
  133
  Hunting the White Deer 
  18
  I
  (The) Ill-Favoured Man 
  90
  (The) Ill-Favoured Man Arrives 
  91
  (The) Ill-Favoured Man Dies 
  92
  Ingel, Berana and Radagasa 
  90
  Ingomer, of the House of Woodland Hall 13
  (An) Invisible Hand 
  47
  K
  Killing a Hart in Mirkwood 
  18
  Kin & Hearth 
  6
  (Geirbald) Kinslayer 
  130
  (The Ailing) King 
  86
  L
  (The) Lair 
  54
  (The Heart of the) Lair 
  55
  (Get the) Lamp 
  102
  
  141
  (The Chest of the) Lamp 
  82
  (Uncover the) Lamp 
  78
  (The) Lamp is Lost 
  83
  (The) Last Foe 
  122
  (The) Last Good Years: 2947-2950 
  11
  (The) Lieutenant of Dol Guldur 
  128
  Light & Dark 
  7
  Lost in the Sea of Trees 
  38
  (A) Loving Daughter 
  85
  M
  (A) Messenger from Isengard 
  44
  (The) Messenger 
  96
  (The) Messenger of Mordor 
  129
  (To the) Millfort 
  27
  (Into the) Misty Mountains 
  112
  Mogdred 
  63, 131
  (The Arrival of) Mogdred 
  62
  (The Crimes of) Mogdred 
  60
  (Attack of the) Mountain-trolls 
  112
  (Crossing the) Mountains 
  121
  Munderic the Ponderous 
  62, 63
  N
  (The) Nature of the Beast 
  101
  (The Coming of the) Nazgûl 
  77
  The Nazgûl as Dark Undead 
  126
  (The) Nazgûl of Dol Guldur 
  126
  (The) Nazgûl Strikes 
  103
  (The) Nazgûl when Unclad and Invisible 126
  New Fellowship Phase Undertakings
   
  Confer with Saruman 
  50
   
  Drumming up Support 
  40
   
  Patrol the Wild 
  58
   
  Search for Answers 
  33
   
  Tend a Holding 
  9
  News from Afar 
  5
  O
  (Restoring the) Old Forest Road 
  30
  (The) Old Road 
  28
  (Castle) Orlmond 
  109
  (The) Other Side 
  113
  (The) Outlaw Camp 
  69
  (The) Outlaws 
  25, 95
  (The Lair of the) Outlaws 
  96
  (Vengeance of the) Outlaws 
  71
  P
  (Attending the) Parliament 
  52
  (The) Passing Years 
  7
  (The) Path of Song 
  105
  Personal Stakes 
  6
  (The) Pit of the Exciled Dwarves 
  18
  (Players & the) Plague 
  88
  (The) Plague of Mirkwood 
  87
  (Treating the) Plague 
  88
  (The Plight of the) Prince 
  108
  (The) Prince’s Tale 
  95
  (Rescuing the) Prisoners 
  80
  (The) Prodigal Son 
  15
  R
  Radagast the Brown 
  14
  (What About) Radagast? 
  56
  Raegenhere (incarnated Wood-wight) 93
  (The) Raids Begin 
  47
  Receive Title (Barding Thegn) 
  111
  Receive Title (Hero of the Woodmen) 
  83
  Receive Title (War-leader) 
  63
  (The) Refuge 
  65
  (The) Return of the Shadow: 2951-2960 24
  Return to the Halls 
  33
  (At) Rhosgobel 
  13
  (To) Rhosgobel 
  48
  (Weapons of the) Ringwraiths 
  127
  (At) Rivendell 
  123
  (The) River Bore 
  38
  (A New) River-maiden 
  58
  (The) River-maiden Uncloaked 
  46
  (The) River-maiden’s Trap 
  55
  (The) Roadwarden’s Staff 
  29
  Ruithel 
  17
  (Saving) Ruithel 
  19
  Running the Campaign 
  6
  Running this Adventure 
  119
  S
  Sarqin, the Mother-of-All 
  134
  Saruman Revealed in Wrath 
  49
  Saving the Village 
  48
  Secrets of the Lamp 
  32
  Secrets of the House 
  89
  (An Ancient) Shadow Reborn 
  106
  Shadow of Fear 
  127
  (The) Shadow of the Mountain 
  105
  Shadow of the Spider 
  36
  (The) Sick Child 
  91
  (A) Siege 
  46
  (The) Silent Hall 
  37
  (Battle at the) Skybridge Tree 
  77
  Sorrow of the Maidens 
  40
  Speech of Mortals 
  79
  (A) Spider 
  28
  Spider Magic 
  54
  (Addressing the) Spiders 
  52
  (The) Strangers from the East 
  59
  Surviving the Encounter 
  68
  (Crossing the) Swamps 
  35
  T
  (Using the) Tale of Years 
  6
  Tauler, the Hunter 
  135
  (Enter) Tauler 
  56
  (Getting Past) Tauler 
  29
  (Meeting) Tauler 
  53
  Tearing Jaws 
  79
  (Chasing the) Thieves 
  76
  (At) Thranduil’s Court 
  73
  Tracking the Fighting Strength of the
  Woodmen 
  119
  Tracking the Lost Boat 
  39
  (A) Tragic Death 
  45
  Treasure of the Trolls 
  68
  Treachery 
  119
  (The) Treachery of the Wineseller 
  85
  Treachery of the Woodmen 
  102
  (The) Troll Ambush 
  66
  (From the) Tyrant’s Hill to the Fens of Dol
  Guldur 
  21
  Tyulqin, the Weaver 
  136
  (The) Tyrant’s Hill 
  48
  (The Lord of the) Tyrant’s Hill 
  13
  (Servants of the) Tyrant’s Hill 
  12
  (Confronting) Tyulqin 
  56
  (The Girdle of) Tyulqin 
  56
  V
  Valdis  
  131
  (Battling) Valdis 
  107
  (If) Valdis is dead, and Prince Bain is a  
   
  captive 
  111
  (If) Valdis is still alive 
  110
  (The Dark Schemes of) Valdis 
  97
  Valley of Illusion 
  36
  (The Lair of the) Vampire 
  106
  (The Great) Vampire 
  107
  (The) Voice in the Night 
  121
  W
  (The Decisions of the) War-Leader 
  63
  (The) Election of the War-Leader 
  62
  Weapons of the Ringwraiths 
  127
  Weighted Nets 
  67
  (Lure the) Werewolf 
  102
  (The) Werewolf 
  32, 111
  (The Curse of the) Werewolf 
  103
  (The) Werewolf of Mirkwood 
  114
  (The) Werewolf’s Hostage 
  103
  
  The Darkening of
  MirkwooD
  142
  (Siege of the) Wights 
  92
  Wood-wights 
  137
  (At) Woodland Hall 
  70
  (To) Woodmen-town 
  48, 57
  (Travel to) Woodmen-town 
  101
  (Exploring the) Woods 
  35
  Y
  Year 2947 
  11
   
  Adventuring Phase: The Wizard’s  
   
   
  Man 
  11
   
  Events 
  11
   
  Fellowship Phase: Year’s End 
  13
  Year 2948 
  13
   
  Adventuring Phase: The Folk-moot  
   
   
  of Rhosgobel 
  13
   
  Events 
  13
   
  Fellowship Phase: Year’s End 
  17
  Year 2949 
  17
   
  Adventuring Phase: The Questing  
   
   
  Beasts 
  17
   
  Events 
  17
   
  Fellowship Phase: Year’s End 
  19
  Year 2950 
  19
   
  Adventuring Phase: Secrets Buried 20
   
  Events 
  19
   
  Fellowship Phase: Year’s End 
  23
  Year 2951 
  24
   
  Adventuring Phase: The Helm of 
   
  Peace 
  24
   
  Events 
  24
   
  Fellowship Phase: Year’s End 
  27
  Year 2952 
  27
   
  Adventuring Phase: The Staff of the
   
  Roadwarden 
  27
   
  Events 
  27
   
  Fellowship Phase: Year’s End 
  29
  Year 2953 
  30
   
  Adventuring Phase: The Beast of the   
   
  Forest 
  31
   
  Events 
  30
   
  Fellowship Phase: Year’s End 
  34
  Year 2954 
  34
   
  Adventuring Phase: The Lost Path 34
   
  Events 
  34
   
  Fellowship Phase: Year’s End 
  37
  Year 2955 
  38
   
  Adventuring Phase: Treacherous  
   
   
  Waters 
  38
   
  Events 
  38
   
  Fellowship Phase: Year’s End 
  40
  Year 2956 
  41
   
  Adventuring Phase: Murder in 
   
  Lake-town 
  41
   
  Events 
  41
   
  Fellowship Phase: Year’s End 
  45
  Year 2957 
  45
   
  Adventuring Phase: The Siege of
   
  Black Tarn Hall 
  45
   
  Events 
  45
   
  Fellowship Phase: Year’s End 
  50
  Year 2958 
  50
   
  Adventuring Phase: Saving the  
   
   
  Maiden 
  50
   
  Events 
  50 
   
  Fellowship Phase: Year’s End 
  50
  Year 2959 
  58
   
  Adventuring Phase: The Horse-Lord’s   
   
  Daughter 
  59
   
  Events 
  58 
   
  Fellowship Phase: Year’s End 
  61
  Year 2960 
  61
   
  Adventuring Phase: The Death of  
   
   
  Ingomer 
  61
   
  Events 
  61 
   
  Fellowship Phase: Year’s End 
  63
  Year 2961 
  64
   
  Adventuring Phase: Paying the Troll 65
   
  Events 
  64 
   
  Fellowship Phase: Year’s End 
  68
  Year 2962 
  68 
   
  Adventuring Phase: Honour Among  
   
   
  Thieves 
  69
   
  Events 
  68 
   
  Fellowship Phase: Year’s End 
  71
  Year 2963 
  71 
   
  Adventuring Phase: The Anger of the 
   
  Elvenking 
  71
   
  Events 
  71 
   
  Fellowship Phase: Year’s End 
  73
  Year 2964 
  73
   
  Adventuring Phase: The Greydelve 74
   
  Events 
  73
   
  Fellowship Phase: Year’s End 
  75
  Year 2965 
  75
   
  Adventuring Phase: The Theft of the   
   
  Lamp 
  75
   
  Events 
  75
   
  Fellowship Phase: Year’s End 
  79
  Year 2966 
  80
   
  Adventuring Phase: Return to Dol  
   
   
  Guldur 
  80
   
  Events 
  80
   
  Fellowship Phase: Year’s End 
  83
  Year 2967 
  84
   
  Adventuring Phase: Treachery in the   
   
  Woods 
  84
   
  Events 
  84 
   
  Fellowship Phase: Year’s End 
  87
  Year 2968 
  88
   
  Adventuring Phase: Nine in  
   
   
  the Hall 
  89
   
  Events 
  88
   
  Events in the Hall 
  91
   
  Fellowship Phase: Year’s End 
  93
  Year 2969 
  94
   
  Adventuring Phase: Wheels within  
   
   
  Wheels 
  94
   
  Events 
  94
   
  Fellowship Phase: Year’s End 
  97
  Year 2970 
  97
   
  Adventuring Phase: Slaying the Forest   
   
  Dragon 
  99 
   
  Events 
  97
   
  Fellowship Phase: Year’s End 
  100
  Year 2971 
  101 
   
  Adventuring Phase: The Dying of the   
   
  Light 
  101 
   
  Events 
  101 
   
  Fellowship Phase: Year’s End 
  104
  Year 2972 
  104 
   
  Adventuring Phase: The Hame of the   
   
  Vampire 
  104 
   
  Events 
  104 
   
  Fellowship Phase: Year’s End 
  108
  Year 2973 
  108 
   
  Adventuring Phase: The Reach of the   
   
  Shadow 
  108 
   
  Events 
  108 
   
  Fellowship Phase: Year’s End 
  111
  Year 2974 
  111 
   
  Adventuring Phase: Beorn’s Quest 111 
   
  Events 
  111 
   
  Fellowship Phase: Year’s End 
  115
  Year 2975 
  116 
   
  Adventuring Phase: The Last 
   
  Folk-moot 
  116 
   
  Events 
  116 
   
  Fellowship Phase: Year’s End 
  118
  Year 2976 
  118 
   
  Adventuring Phase: The March of 
   
  the Woodmen 
  118
   
  Adventuring Phase: To Rivendell 
  121
   
  Events 
  118 
   
  Fellowship Phase: Year’s End 
  123
  Year 2977 
  123 
   
  Epilogue: The Passing of the King 123
   
  Events 
  123
  
  ‘Queer things you do hear these days, to be sure,’ said Sam. ‘Ah,’ said 
  Ted, ‘you do, if you listen. But I can hear fireside-tales and children’s 
  stories at home, if I want to.’ ‘No doubt you can,’ retorted Sam, ‘and 
  I daresay there’s more truth in some of them than you reckon. Who 
  invented the stories anyway?’
  The Lord of the rings,  J.r.r. Tolkien
  In the Hobbit Tales storytelling card game, players compete to tell 
  the most fantastic story. A narrator uses beautifully illustrated 
  large-format cards to form the basis of the tale, with the other 
  players interrupting with monster and hazard cards to disrupt 
  the storyteller and forcing them to think on their feet. Drinks are 
  served, smoke-rings are blown, and the best storyteller is cheered by 
  everyone present.
  Hobbit Tales is a game for 2 to 5 Hobbits, designed by award-winning 
  designers Marco Maggi and Francesco Nepitello, creators of the War of 
  the Ring strategy game and The One Ring role-playing game.
  This game contains a set of rules, 1 board, 75 Adventure cards, 40 Hazard 
  cards, 5 coasters, a set of cardboard tokens and a twelve-sided The One 
  Ring Feat die.
  Includes rules to use Hobbit Tales in conjunction with the The One 
  Ring role-playing game set in Middle-earth. 
  CB72101
  www.cubicle7.co.uk
  
  The Heart of the Wild is a resource for The One Ring: Adventures Over the Edge of the Wild describing the 
  lands of the River and the Forest — the Vales of Anduin along the banks of the Great River, and the trackless 
  forest of Mirkwood to the east. It expands on the descriptions given in the Loremaster’s Guide, offering 
  new sanctuaries and new perils for the players to discover. Each region is described in detail, listing 
  potential friends and foes, sites of interest and potential adventures.
  An expanded bestiary contains a host of 
  strange creatures and servants of the Enemy, 
  from the beasts of the forest to the fabled 
  Great Spiders. Variant Cultural Backgrounds 
  like River Hobbits or Wayward Elves offer 
  new options for adventurers, while new 
  Fellowship Phase actions bring the wild to life 
  in your games.
  Follow the Anduin river down from the 
  chill springs of the Misty Mountains to 
  the southern edge of the Wild! Explore the 
  dread forest of Mirkwood, running from the 
  lonely thickets of the north to the very gates 
  of Dol Guldur! Enter the Heart of the Wild, 
  and defend it against the rising Shadow.
  SKU: CB71007
  Price: $34.99
  www.cubicle7.co.uk
  
SOURCE: textdata/thevault/Middle-Earth™ (MERP) [multi]/The One Ring/Darkening of Mirkwood.pdf