TEXT: Save Dale and the Lonely Mountain in these six linked ready to play
   adventures for the world’s greatest fantasy setting
  TM
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  Written by John Arcadian, Paul Butler, Gareth Hanrahan, Jon Hodgson, Andrew Kenrick, T.S. Luikart, Paul 
  Mitchener, Francesco Nepitello, Jacob Rodgers, James Semple, John Semple and Graham Spearing
  Converted by Jacob Rodgers
  Producer: Emmet Byrne
  Cover Art: Ralph Horsley
  Artists: Jon Hodgson, Sam Manley, Jan Pospíšil and Scott Purdy
  Editors: Emmet Byrne, Jon Hodgson, Andrew Kenrick, T.S. Luikart, Francesco Nepitello and Christopher Walz
  Graphic Design and Layout: Paul Bourne and Rory McCormack
  Proofreaders: David Rea, Jacob Rodgers, James Semple and Michele Garbuggio
  Publisher: Dominic McDowall 
   
  Based on The One Ring Roleplaying Game by Francesco Nepitello and Marco Maggi
  © Sophisticated Games Ltd 2019     © Cubicle 7 Entertainment Ltd 2019
  To find out more about Adventures in Middle-earth, and 
  to subscribe to our newsletter, please go to: www.cubicle7games.com
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trade-marks, proper names (characters, place names, etc.), new rules, classes, items, virtues, backgrounds, places, characters, 
  artwork, sidebars, and trade dress. Open Game Content: The Open content in this book includes material taken from the Systems Reference Document. No other 
  portion of this work may be reproduced in any form without permission.
  Published by Sophisticated Games Ltd, 3 Andersen Court, Newnham Road, Cambridge CB3 9EZ, UK and 
  Cubicle 7 Entertainment Ltd, Unit 6, Block 3, City North Business Campus, Gormanston, 
  Co. Meath. K32 DP60, Ireland.
   
   
  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 
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  Printed in Lithuania
  - CREDITS -
  2
  
  - CONTENTS -
  introduction 
  4
  How  to Use This guide 
  6
  Experience Awards 
  8
  The Passing of  Years 
  8
  the silver needle 
  9
  Adventuring Phase 
  9
  Part One - At the Traders Gate 
  9
  Part Two -  Searching the Roads 
  15
  Part Three -  Thieves in the Dale 
  17
  Part Four  - The Bandits’ Lair 
  21
  Epilogue 
  26
  of hammers and anvils 
  27
  Adventuring Phase 
  27
  Part One - Like the Falling of Small Stones 
  28
  Part Two  - A Grim Toy-Market 
  30
  Part Three - Uphill and Down Dale 
  32
  Part Four - An Interested Lord 
  38
  Part Five - In Deep Places 
  42
  Part Six - Treachery & Wisdom 
  44
  Epilogue 
  45
  to dungeons deep 
  46
  Adventuring Phase 
  46
  Part One - At the Court of the Grieving King 
  48
  Part Two - To the Grey Mountain Narrows 
  50
  Part Three - Hunters in the Waste 
  52
  Part Four - The Mausoleum 
  56
  Part Five - Wings of Iron 
  60
  Part Six - Clouds Gather,  Again 
  62
  Epilogue 
  65
  sleeping dragons lie 
  66
  Adventuring Phase 
  66
  Part One - Smoke on the Horizon 
  67
  Part Two - On Dragons 
  70
  Part Three - The Shadow of his Wing 
  73
  Part Four - Across the New Desolation 
  80
  Part Five - Approaching the Watchtower 
  86
  Part Six - By Stealth and Guile 
  89
  Part Seven - Slaying the Dragon 
  94
  Epilogue 
  96
  dark waters 
  97
  Adventuring Phase 
  97
  Part One - At the Sign of the Pike and Eel 
  98
  Part Two - The Apprentice 
  102
  Part Three - Tales, Secrets and Lies 
  104
  Part Four - The Guild of Artisians 
  107
  Part Five - Elf Stones and Dwarven Gold 
  110
  Part Six - Whispers in the Dark 
  112
  Part Seven - Floatsam and Jetsam 
  115
  Epilogue  
  118
  shadows in the north 
  119
  Adventuring Phase 
  119
  Part - One Expected Visitors 
  119
  Part Two - The Vale of Bones 
  121
  Part Three - A Warm Welcome 
  128
  Part Four - The City of Bells 
  135
  Part Five - Inside Information 
  140
  Part Six - The Concert of Kings 
  142
  Part Seven - Flight into the Mountain 
  144
  Epilogue 
  151
  appendix:  
  153
  Appendix A: Nazgul of the North 
  153
  Appendix B: Loremaster Characters 
  158
  Appendix C: Places and Things 
  159
  
  INTRODUCTION
  erebor adventures
  4
  This supplement presents six ready-to-play adventures 
  for your Company of heroes, complete scenarios that 
  concern both the Dwarves of Erebor and the Men of Dale. 
  They can be played separately, or as a series of connected 
  adventures set in the years after 2956 and taking place in 
  and around the Lonely Mountain. These adventures draw 
  on the setting details contained in the Lonely Mountain 
  Region Guide, and that supplement contains information 
  needed to run this series of adventures. Furthermore, 
  these adventures can be integrated with the Mirkwood 
  Campaign, and, while that volume is not essential, having 
  it on hand will be helpful as well.
  With the death of Smaug and the return of hope to the 
  region, Sauron’s plans to bring Dragon-fire and savage 
  swords to Wilderland have been momentarily foiled. 
  Thwarted and enraged by Gandalf’s scheming, the Lord 
  of Mordor has ordered another one of his Ringwraiths to 
  leave Minas Morgul and travel to Rhovanion to plunge the 
  North into a state of ruin. 
  This time, Sauron’s chosen agent will act with subtlety, 
  enthralling Men and perverting the desire of Dwarves and 
  Elves so that their own deeds will further the will of the 
  Dark Tower.
  Following are summaries of the six adventures presented 
  in the supplement.
  - INTRODUCTION -
  Then Smaug really did laugh… “Revenge!” he 
  snorted, and the light of his eyes lit the hall 
  from floor to ceiling like scarlet lightning. 
  “Revenge! The King under the Mountain is dead 
  and where are his kin that dare seek revenge? 
  Girion Lord of Dale is dead… where are his 
  sons’ sons that dare approach me?”
  
  5
  introduction
  The Silver Needle
  A mysterious Bandit-lord known by the name of 
  Longo wants to steal a wondrous artefact in Dale. The 
  adventurers become involved to stop the bandits and run 
  afoul of Orcs in the marshes and in Dale itself. The first 
  hints at a conspiracy are encountered.
  Of Hammers and Anvils
  The company rescues the famed Dwarf Balin and helps 
  him investigate a number of troubling events in Dale. A 
  plan attempting to mar the peace of Erebor is uncovered, 
  and sabotage must be avoided.
  To Dungeons Deep
  The discovery of a long-lost heirloom of the House of 
  Girion threatens to sow mistrust between the crowns 
  of Erebor and Dale. Wisdom is required to prevent old 
  grudges from resurfacing.
  Sleeping Dragons Lie
  In the Withered Heath, someone, or something, has kindled 
  the wrath of a dragon, and the great monster threatens to 
  unleash his fury on the Dalelands. The companions travel 
  to the peak of Zirakinbar, in a desperate attempt to spare 
  Erebor from certain destruction.
  Dark Waters
  The companions are in Esgaroth for the upcoming annual 
  celebration of Dragontide. They have come to see the 
  presentation of the bronze statue of King Bard, but soon 
  become entangled in a web of revenge, secrets and lies.
  Shadows in the North
  When Balin warns of a threat to both Mountain and City, 
  he does not realise that traitorous forces manipulate him. 
  The heroes must use subtlety and rely upon the bonds of 
  friendship to win their freedom. Then they must confront the 
  greatest servants of the Enemy to prevent war in the North.
  
  HOW  TO USE THIS GUIDE
  erebor adventures
  6
  how to use this guide
  Even if each quest presented in this supplement is played 
  as a stand-alone adventure, they tell a wider tale between 
  the lines. The bond tying Dáin and Bard and their cities 
  is being tested by a treacherous plan set in motion by 
  the Dark Lord. Minions of Sauron are working behind 
  the scenes to to sow strife and discord, twisting the will 
  of mortals and using them to strike unseen from the 
  shadows.
  The following descriptions present the main personalities 
  that appear in several of the adventures in this volume. 
  These represent the main cast of characters working for 
  or against the dark conspiracy threatening the unity of the 
  northern kingdoms. 
  The Sorcerer of Forod
  The great schemer behind the majority of the plots in 
  this supplement is the Sorcerer of Forod, one of the nine 
  Nazgûl. Known once among the Elves as Morlach, the 
  Black Flame, he was a wise and noble man among the 
  Northmen of Rhovanion. His spirit was ensnared by the 
  Dark Lord with promises of endless knowledge. Sauron 
  eventually gave him a ring of power, enabling him to 
  wield great sorcery, but condemned him to fade and 
  eventually become a bodiless wraith. When the Sorcerer 
  finally shed his mortal appearance and became one 
  of the Ringwraiths, Sauron unleashed him against the 
  North. Some say that it is due to his malevolence that the 
  Dragons of the Northern Wastes were roused and made to 
  attack the Dwarves of the Grey Mountains.
  Now, the Sorcerer of Forod has been sent back to the 
  North by his Master. The Ringwraith knows the lands 
  and the people of Rhovanion very well, and he intends to 
  employ this lore to sow discontent and strife over many 
  years. When the bonds between the free folk of the North 
  are weakened to the breaking point, a direct strike will 
  have maximum efficacy. A simple attempt at the lives of 
  Bard or Dáin will not do: The rising spirit of hope in the 
  region must be broken, and its people made ready for the 
  dominion of Mordor when that time comes.
  In most of the adventures the actions of the Sorcerer of 
  Forod occur behind the scenes, without the companions 
  being able to encounter the Nazgûl face to face. In 
  Shadows in the North, the deeds of the Player-heroes will 
  force the Ringwraith’s hand, and he will reveal himself 
  in a desperate bid to topple the throne of Erebor. (see 
  the Appendix on page 154 for the characteristics of the 
  Sorcerer of Forod).
  Hakon and Jofur
  Hakon and Jofur appear in Erebor Adventures as two 
  powerful courtiers who are helping King Bard in his day-
  to-day activities. Starting from the year 2957, when the 
  King’s mood begins keeping him away from the public eye 
  more and more, Hakon and Jofur begin taking his place. 
  Where generally their help is welcomed by most, some say 
  that the two nobles are taking advantage of this moment 
  of weakness on part of the King.
  Lord Hakon
  Not all of Sauron’s servants are wraiths. Hakon is a Barding 
  thegn who was once a rich and influential merchant from 
  Lake-town (first seen in the Lonely Mountain Region 
  Invoking Personality Traits
  The Adventures in Middle-earth Player’s Guide 
  provides information on how to use a hero’s traits 
  (Distinctive 
  Quality, 
  Speciality, 
  Hope 
  and 
  Despair) to earn Inspiration and provides details 
  on combining Specialities and ability checks. In 
  order to help highlight the traits that make each 
  hero unique, Erebor Adventures provides additional 
  optional rules for using a companion’s Distinctive 
  Quality.
  When an adventure notes that a particular trait 
  can be invoked, a Player-hero with that Distinctive 
  Quality automatically receives the result, which 
  is usually something that would require an ability 
  check. If no heroes have the appropriate Distinctive 
  Quality and the adventure doesn’t specify a check, 
  the Loremaster should call for a DC 10 check of 
  the appropriate ability to achieve the result instead.
  A Loremaster character can invoke a trait to grant 
  Advantage or Disadvantage on a Player-hero’s roll.
  
  7
  introduction
  Guide, page 61). He lost everything when Smaug fell on 
  the city, and has been struggling to recover his former 
  status ever since. Nominally a supporter of King Bard, 
  Hakon spent years building a web of allies among rogues 
  and criminals to pursue his personal aims, while at the 
  same time posing as a trustworthy advisor to the throne 
  of Dale. 
  When the Sorcerer of Forod returned to the North, the 
  Ringwraith came to see the courtier at Hakon’s holdings in 
  the Upper Marches. There, the Nazgûl made him an offer 
  the thegn could not refuse, and Lord Hakon has been in 
  Morlach’s grasp ever since.
  Manipulated by the Sorcerer of Forod into believing he 
  would be a better King, Hakon is putting all his efforts and 
  resources to bring the downfall of Bard. He is unaware 
  that the promised crown will mean very little should 
  Mordor’s plans come to full fruition.
  Thegn Jofur
  Jofur descends from a family from the southern Nether 
  Marches that long ago settled in Lake-town. An official of 
  the city of Dale, he strongly believes that the welfare of the 
  realm should rely on the decisions of wise men and on 
  the rule of law, not on the violent intervention of powerful 
  lords (or even so-called ‘heroes’, for that matter). This 
  position often puts him at odds with Lord Hakon, even 
  if he doesn’t suspect the nobleman to be anything more 
  than exceedingly ambitious.
  His uncompromising ideals can even make him appear 
  to be the villain of the campaign in several instances, 
  and Jofur is likely to be disliked by the Company, if not 
  considered to be guilty of great wrongdoing. Nothing 
  could be further from the truth: Jofur is steadfastly loyal to 
  King Bard, but knows how delicate the balance of power is 
  right now, with a weakened ruler on the throne.
  Balin, Son of Fundin
  One of Thorin’s Company who accompanied Bilbo’s 
  adventure to the Lonely Mountain, Balin is committed to 
  peace in the region more than anyone else in Erebor. He 
  works tirelessly as a loyal servant of King Dáin, and as 
  a friend of King Bard. Distraught at watching everything 
  he worked to restore sink into misery, Balin seeks to 
  preserve the alliance of the two kingdoms at all costs. He 
  undertakes what needs to be done behind the scenes to 
  maintain the good times that the death of the Dragon has 
  brought to Erebor and Dale. (Read more about Balin in the 
  Lonely Mountain Region Guide on page 24). 
  Journey Events
  The Lonely Mountain Region Guide provides an 
  extensive set of example standard Journey Events 
  customised for the lands around Erebor and includes 
  some characters that appear in Erebor Adventures. 
  However, there are additional custom Journey 
  Events provided herein for certain adventures. These 
  can be used in substitution for randomly generated 
  events or in addition to them.
  
  EXPERIENCE AWARDS
  THE PASSING YEARS
  erebor adventures
  8
  experience awards
  Throughout this volume you’ll see symbols in the margin. 
  These indicate a chance for the Loremaster to award 
  Experience Points for overcoming challenges. These 
  opportunities are optional, to be made at the Loremaster’s 
  discretion and in accordance with the method of levelling 
  they have chosen. 
  for non-combat encounters. Just as a combat encounter 
  should be scaled to reflect the size of your Company, so 
  too should these Awards be scaled to match your group of 
  adventurers. If you are running the Mirkwood Campaign 
  and Erebor Adventures concurrently, you may wish to 
  reduce rewards given in both volumes by 1 step and ignore 
  rewards given in the Epilogues in order to keep in line with 
  the progression expectations in that larger campaign.
  The symbols in red represent an individual achievement and 
  are awarded to a single hero. Those in green are intended 
  to be divided amongst the Company. Experience derived 
  from battle is calculated according to the core rules – for 
  the sake of simplicity and consistency there is no change 
  there.
  the passing of Years
  If you want to follow the default pacing of gameplay 
  suggested for Adventures in Middle-earth, playing all 
  the adventures contained in Erebor Adventures should 
  take several years.The Silver Needle might begin in 
  2957 after the tragic death of Queen Una the previous 
  year. If the pace of one adventure per year continues, 
  this places Shadows in the North opening in the year 
  2962. 
  A faster pace might put The Silver Needle and 
  Of Hammers and Anvils in the same year, To 
  Dungeons Deep the next year, Sleeping Dragons 
  Lie the spring afterwards, with Dark Waters that 
  same year or next. In any case, some time should pass 
  before the final confrontation found in Shadows in 
  the North.
  They might form a direct, numerical award, or a silently 
  observed instance that counts towards gaining a whole 
  level if enough are checked off. 
  Every game will vary, but these Experience Awards have been 
  calculated to offer a good chance for a typical Company to level 
  up in accordance with the pace we suggest for this campaign.
  Erebor Adventures makes use of the Companion and 
  Challenge Rating Experience Award Table (provided below) 
  Individual
  Award
  Group
  Award
  Challenge 
  XP 
  Challenge 
  XP 
    1 
   
  200
    2 
   
  450
    3 
   
  750
    4 
   
  1,100
    5 
   
  1,800
    6 
   
  2,300
    7 
   
  2,900
    8 
   
  3,900
    9 
   
  5,000
   10 
   
  5,900
   11 
   
  7,200
   12 
   
  8,400 
  
  THE SILVER NEEDLE
  PART ONE AT THE TRADERS GATE
  ADVENTURING PHASE
  9
  the silver needle
  For heroes of level 6 or 7
  • 
  When: This adventure is set at the end of the summer 
  of the year 2957.
  • 
  Where: The companions start in the city of Dale, 
  leave town to track down a bandit leader, and end up 
  fighting in the alleys of the Old Quarter.
  • 
  What: The Company seeks the leader of a bandit 
  gang plaguing travellers heading near Dale. The 
  companions discover the bandits are after an old 
  craftswoman and her prized possession. 
  • 
  Why: The old woman is the owner of a wondrous item 
  possessing great power. It blesses her creations with 
  an almost lifelike quality. 
  • 
  Who: The craftswoman, Kelda, is targeted by Longo 
  the Bandit-lord.
  • 
  Themes: The Company will learn that evil thoughts 
  lurk behind pleasant faces, a truth that will serve 
  them well as the darkness begins to creep over Dale 
  and the Mountain.
  adventuring phase
  This adventure is divided into four parts.
  part one – at the traders gate
  Traders leave Dale, their carts laden with goods from the 
  summer trading season, and their heads full of talk of 
  bandits. Evil men attack an old woman. A meek Hobbit 
  far from home has information on why she was attacked. 
  part two – searching the roads
  The bandits and their leader, Longo, have been seen on the 
  roads to the south of Dale. The companions leave Dale to 
  find the bandits, but will find more than simple robbers.
  part three – thieves in dale
  Rushing back to Dale, the Company finds Kelda’s home engulfed 
  in flames. Amongst the crowd, the bandits flee with their prize.
  part four – the bandits’ lair 
  A final showdown in the ruins of the Old Quarter.
  epilogue
  The Bandit-lord is dealt with and the final disposition of 
  the Silver Needle is made.
  - THE SILVER NEEDLE-
  Of Relics and Needles
  The adventure features two Wondrous Artefacts, 
  one cursed and one blessed. Longo, a Hobbit-turned-
  bandit-leader, years ago found a black dagger-
  sheath in the Barrow-downs. Made by the Men 
  of Westernesse, the sheath is tainted by a Curse of 
  Weakness that awoke dark thoughts of violence and 
  murder in the Hobbit and condemned him to a life 
  of misdeeds.
  The cursed Hobbit seeks the Silver Needle, an 
  ancient object of Elven-make, used for centuries to 
  create marvellous dresses and clothing that in time 
  now in the keeping of Kelda, an embroiderer from 
  Dale (see page 11). Longo was informed of the 
  needle’s existence by agents of the Sorcerer of Forod, 
  who wishes to steal the artefact to further his plans 
  of slowly bringing misery and despair to the area. 
  But Longo does not require an excuse to desire such 
  - part one – 
  at the traders gate
  The end of the summer trading season has come to Dale. 
  For days on end, the Merchants Way teems with carts piled 
  high with goods, streaming away from the town. Buyers 
  from all over Wilderland and beyond leave the Market 
  Square, carrying barrels of salted fish taken from the 
  headwaters of the River Running, longbows and shields 
  in the Dalish style, and precious woodwork crafted by the 
  Elves of Mirkwood. Chief among their prizes though, are 
  the cunning, almost magical toys made by the Dwarves of 
  the Lonely Mountain, and the extraordinary creations of 
  the fire-workers of Dale.
  - THE SILVER-
   NEEDLE
  
  erebor adventures
  10
  To the dismay of the many bystanders, eager to leave or 
  enter Dale, the Traders Gate has been shut, as the City 
  Officials need to see the matter through. Within a few 
  minutes, a dozen City Guards exit the gate leading a team 
  of mules and start to slowly make their way through the 
  assembled crowd to the broken cart: there seems to be no 
  other choice but wait for them to help the Dwarves and 
  free the road. Heroes eager to assist are shooed away – 
  this is ‘official business’ and ‘must be done the right way.’
  Patience
  The crowd of agitated people waiting for the cart to 
  be removed slowly spreads along the walls of the city, 
  breaking into small groups composed of people coming 
  from the same region. Everyone is complaining, talking 
  excitedly and grumbling about the situation. The same, 
  obvious solutions to the problem are offered multiple 
  times to the City Guards, as they try to patiently navigate 
  the situation. 
  A large group of Mannish strangers seem to adopt a better, 
  more philosophical answer to the trouble at hand: they all 
  sit down in a circle to the left of the gate, and start making 
  tea on a small campfire; Judging from their garb they all 
  seem to hail from the East. When it becomes obvious that 
  the wait is not going to be brief, other travellers follow 
  their example, and soon several improvised campsites 
  appear at the sides of the road.
  Waiting, Waiting… 
  A half-dozen or so armed companions do not pass 
  unobserved in a crowd of old merchants and young 
  apprentices. Soon, the heroes find themselves the 
  object of many conversations, and the target of multiple 
  questions from the most curious. Many queries concern 
  the security of Wilderland’s roads, and a matter of 
  bandits that are said to prowl the trading routes in recent 
  times. 
  It seems every traveller here has a story about this 
  Bandit-lord, Longo, and his group of vicious Men. The 
  true nature of the bandits remains obscure though, as 
  one rumour often contradicts another. Some say the 
  bandits are half-Orcs, others swear they are Wayward 
  Elves, other merchants even imply that the brigands are 
  likely hiding amongst the travellers stuck outside the city 
  right now!
  the gate is shut
  The Company is just arriving to town. Perhaps they are 
  returning from a previous adventure, to enjoy a well-
  deserved break in a town they know well, or they might 
  even have been called by from an influential patron. 
  Whatever the situation, they are on the Merchants Way, 
  moving with the flow of traders returning to the city.
  As the heroes approach the Traders Gate, they notice 
  that the doors are shut and that a large crowd of people 
  is assembling in front of the city walls. Getting closer, the 
  heroes discover that a cart carrying a heavy load of large 
  stone blocks is lying upturned in the middle of the road 
  with a broken wheel. An elderly Dwarf is lying motionless 
  under the cart. From the excited conversation of a dozen 
  Dwarves who are trying to move the broken cart and free 
  the unfortunate fellow, the heroes learn that the accident 
  may have been the consequence of a heated debate 
  between the old merchant and a younger relative, who is 
  now sitting by the side of the road, tearing at his beard in 
  desperation. 
  7
  
  11
  the silver needle
  Faces in the Crowd 
  Amongst the people waiting outside the Traders Gate are a 
  few individuals whom the characters may take note of or 
  have particular interactions with. As the Company is stuck 
  outside for a fair amount of time, the Loremaster may use 
  the following paragraphs to manage the Company’s  with 
  the various merchants and travellers.
  Kelda – Old Craftswoman
  Kelda is an older Barding woman, with long grey hair 
  bound in a braid in the style of the Northern Dalemen. She 
  is sitting with her legs crossed, stitching a figure on a small 
  girl’s robe, using a slender silver needle and red thread. 
  Under Kelda’s expert hands, the stitching soon takes the 
  form of a snake, twisting around the button holes of the 
  child’s tunic. The small girl is transfixed, as if watching a 
  magic worker. Kelda lives within the city and is waiting to 
  go home after visiting family in Esgaroth. 
  Thulim, Nephew of Dulin – Dwarven Mason
  Thulim is the Dwarven mason whose argument with his 
  uncle, Dulin, led to the accident. He is worried out of his 
  wits about his uncle’s well-being, and would be extremely 
  grateful if any adventurer does something to help him (he 
  will offer to compensate them with his work). Dulin isn’t 
  actually wounded too seriously, but he aims to aggrieve 
  his nephew – when drawn out from under the cart, he is 
  found to have only suffered a few cuts and bruises. 
  The City Guards
  Three members of the City Guard watch the crowd of 
  travellers waiting to enter Dale, telling everyone to wait at 
  the side of the road. They seem annoyed by the situation 
  and tolerate little interference from adventurers and 
  travellers alike. 
  Clovis – A Hobbit
  A Hobbit with a large nose, dark hair, and a full head of 
  greying curls is sharing some of his bread and cheese 
  with a group of travellers, all the while speaking about the 
  troubles on the roads lately. He says his name is Clovis, 
  and he is the first to mention hearing stories about this 
  bandit Longo and his fearsome group. 
  When asked about himself, Clovis tells quietly of how he 
  was captured by brigands while travelling to Sarn Ford, 
  in distant Eriador. He was lucky to escape with his life. He 
  says he is finally close to returning home, and is currently 
  seeking a caravan heading west, but has travelled enough 
  to be choosy about whom he will give his trust. Clovis has 
  deep set lines hinting at the many troubles he has faced, 
  but has an air of quiet confidence, much like that of a 
  seasoned adventurer.
  6
  
  erebor adventures
  12
  the scuffle 
  Mixed among the waiting travellers are three Men 
  who are keeping a watch over Kelda, the embroiderer. 
  They are dressed for travelling, with boots and cloaks, 
  and one wears a battered helm. They are waiting for a 
  chance to get to her and rob her of something of worth 
  to them. 
  The chance arrives when a loud, drawn-out creaking 
  draws all eyes to the gate - the cart is finally being drawn 
  off by the guards and their pack of mules. The wait seems 
  to be over and people make ready to approach the gate, 
  waiting for the moment when the doors will open. 
  As the crowd gathers closer to the Traders Gate, the 
  skulking Men make their move: they quickly and silently 
  wade through the crowd, reaching Kelda as she is still 
  collecting her belongings. Kelda starts screaming as the 
  attackers grab at her, their swords drawn, apparently 
  trying to take something from her. 
  If the companions react quickly and rush to the aid of the 
  distressed embroiderer, they find Clovis, the wandering 
  Hobbit, already there brandishing a dagger. He succeeded 
  in chasing the attackers away and the robbers flee, 
  running across the camp of the Easterlings and quickly 
  disappearing.
  Aftermath
  When the dust settles, the City Guards intervene and 
  disperse the crowd gathering around the spot where the 
  scuffle took place. 
  Luckily, Kelda has suffered only small bruises from 
  the aggression. If asked, the embroiderer says she is 
  not sure why the bandits attacked her, but they were 
  grabbing for her pouch. The only thing of value are a 
  few luck charms she keeps there, and her tools, like a 
  number of needles - the silken and golden threads she 
  carries in her backpack are much more valuable, she 
  says. Kelda adds that she heard one of the Men say the 
  name of the bandit-leader, Longo, and wonders what he 
  could want from her. 
  Clovis the Hobbit says that he has heard stories about 
  Longo as well. 
  Katun – Merchant of the Easterlings
  The leader of the company of Men from the East is a middle-
  aged woman, with a youthful smile and penetrating eyes. 
  She offers tea to any travellers who approach her and her 
  group. She patiently waits for the gate to open, urging her 
  companions to do the same.
  Idle Chatter
  There are many talking while they wait for the Traders 
  Gate to open. Here are some bits of small talk to provide 
  atmosphere.
  • 
  “Kelda is one of the best embroiderers in Dale. Her 
  creations aren’t precious in the common sense - she 
  doesn’t employ rich fabrics or jewels – but her best 
  work looks almost alive.”
  • 
  “I hear the Dwarves whose cart broke down leaving 
  the city tried to sell their stone at almost double the 
  price of other quarrymen. Only because it was cut by 
  Dwarves!”
  • 
  “That halfling is so nice. I was feeling unwell and he 
  told me about one of his people’s old remedies. I told 
  him to come stay with me anytime he is in Dale again.” 
  • 
  “I’m glad I went through the Grey Mountain Narrows. 
  That bandit, Longo, is on the Southern roads and I hear 
  he’s been attacking every merchant he encounters!”
  • 
  “I’ve got 10 pelts that I need to get inside for curing. I 
  only partially treated them for travel, and if I don’t get 
  them on racks soon they’ll all spoil!”
  • 
  “Longo’s no threat! I told that halfling over there 
  about the time I faced a talking Spider in the forest. He 
  just chuckled and told me about a time he was with a 
  group that killed four talking Spiders. What a story-
  teller. Small bodies make tall tales, aye.”
  • 
  “I hear tell that someone brought to town a brandy 
  distilled in Dorwinion that is so sweet, one drop and 
  nothing else will ever taste the same! No thank you! 
  If I ever got to try that, I’d never be satisfied with ale 
  again!”
  • 
  “If this cart isn’t cleared within the hour, the king 
  himself will hear of it! See if those Dwarves ever trade 
  here again! They must be Iron Hill Dwarves. Our 
  Dwarves are far more respectful!”
  7
  
  13
  the silver needle
  “People are always happy to talk to a Hobbit, and many 
  have told me that Longo is an Easterling, but that could 
  just be their taste for the exotic. Some other travellers I 
  spoke with said the bandits came out of the East, but that’s 
  just the Upper Marches, certainly not distant Khand! If 
  you seek this Longo out, you’ll probably have to start 
  somewhere along the river near there.”
  If any companion traded friendly words with Katun, she 
  approaches them and confirms that she too heard the 
  attackers saying the name Longo. She adds that she has 
  heard this name many times already, and has heard the 
  rumour about him being an Easterling. Katun seriously 
  doubts this, but she is interested in the reputation of her 
  folk to be cleared: since the companions are adventurers, 
  couldn’t they take the matter into their own capable 
  hands, and bring this Longo to justice? Katun could easily 
  persuade many merchants to pay them a reward should 
  they succeed.
  the gate opens
  Finally, the doors of the Traders Gate are pushed open, 
  and the traffic in and out of the city begins to resume in its 
  regularity. Within minutes, only a few burnt branches and 
  discarded foodstuff remain to mark the spots where the 
  waiting merchants set up various improvised campsites.
  The companions can now continue into the city, to go 
  about their business and experience the comforts of Dale 
  (the Loremaster may use the material presented in the 
  Lonely Mountain Region Guide, starting from page 35, to 
  bring the city to life).
  Hidden in Plain Sight 
  The Hobbit going by the name of Clovis is the Bandit-
  lord Longo, a clever fiend who uses his guile to set up his 
  targets. As the trustworthy-looking Clovis from the Shire 
  he gathers information, then employs it to remove the 
  biggest threats and hurdles, and finally proceeds to seek 
  his prize. 
  His story of being taken by brigands and escaping is 
  true, and he tells it without claiming any falsehoods. This 
  makes his cover more believable as he digs into his past 
  memories and emotions (a DC 10 Wisdom (Insight) 
  check to observe Clovis reveals nothing but a wary 
  personality that has lived through many unfortunate 
  occurrences). Clovis does truly seek to return to the Shire, 
  but desires to amass a large fortune before doing so. 
  What he leaves out of his story is that he was born into a 
  well-to-do family of the Southfarthing, the only son of an 
  innkeeper. Always troubled by a rebellious spirit, Longo 
  dreamed of hidden gold and gems, and he was still in 
  his tweens when he decided to leave the Shire. Soon, he 
  fell into a bad company, a ragtag band of big folk and 
  Hobbits, scrounging a meagre living in desolate Eriador 
  out of occasional work and small crimes. 
  After several years Longo decided he had enough and 
  concocted a lamentable plan: with the help of two Bree-
  landers he decided to rob his own home in the Shire, 
  succeeding in entering his father’s Hobbit-hole and 
  stealing the family jewels and precious heirlooms. Longo 
  and his two partners fled south, but upon reaching Sarn 
  Ford, the Hobbit experienced a moment of clarity and 
  stood frozen in his tracks: he told the two Breemen that 
  he had changed his mind, and ordered them to drop the 
  loot and let him return it. As an answer, the two stabbed 
  him. Longo managed to escape, albeit wounded, and fled 
  north into the Barrow-downs.
  Longo recalls only snippets of the nights he spent in 
  the Barrow-downs, bleeding from a wounded leg. He 
  remembers a cold voice, and a colder shadow that fell 
  upon him when he entered a barrow to find shelter from 
  the rain. When he finally stumbled upon the Road to the 
  North the morning after, he was clutching a black dagger 
  sheath, without recollections of how or where he found it. 
  In time, Longo discovered some of the properties of his 
  ‘treasure’. He found that he enjoyed a greater confidence 
  in his own capabilities while wearing the scabbard, and 
  that he could easily influence people, even have them 
  follow and obey him. Unfortunately, he also started to 
  develop an overpowering need to use his newfound power 
  to use others to pursue his own means, and, eventually, to 
  prey upon them.
  With a clever mind and the Shadow-tainted scabbard at 
  his side, Longo travelled East, across the Misty Mountains 
  and into Wilderland. There, he gathered around him 
  brigands, robbers and cutthroats of all sorts, Men that 
  could be easily swayed by his ambitions and superior 
  
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  charisma. Under his lead, the bandits have made quite a 
  name for themselves, and eventually came to the attention 
  of the Sorcerer of Forod, who was quick to recognise the 
  potential usefulness of Longo and his men. 
  Recently, the Nazgûl has sent Longo information that has 
  put him on the tracks of the Silver Needle. The Hobbit has 
  been promised a rich reward for it, something that has 
  made the Bandit-lord very suspicious... so suspicious that 
  he intends to see the artefact and inspect it for its real 
  worth before he hands it to someone else.
  taking the bait, or not?
  If the companions hesitate to go and seek out Longo and his 
  men, a guard may hear of their involvement with the scuffle 
  at the gate and ask for their help. Otherwise, a local patron 
  may ask if they can look into the issue, as Longo’s deeds are 
  starting to affect many amongst the people of Dale. If one of 
  the Company is of high enough standing to be seated at the 
  king’s table, they may find Bard’s young son Bain concerned 
  by tales of this Longo and the menace he presents to travellers. 
  Should the Company finally take an interest in Longo, 
  they soon hear many people in Dale talk of attacks on 
  the less travelled paths to the south of the city, east of the 
  River Running. Some merchants use these paths in place 
  of taking the Merchants Way or boating down the river 
  to avoid passing through Esgaroth or to return to their 
  homes in the Upper Marches by a more direct way. 
  There is speculation by some that the bandits have a large 
  camp somewhere there and travel in smaller groups to 
  make their raids.
  Longo’s Plan
  Now that his first attempt at stealing the Silver Needle was 
  interrupted, Longo needs to prepare a new plan and he 
  won’t suffer anyone to interfere with it, in particular the 
  companions: his hinting for them to seek out the bandits 
  aims to lead the group into an ambush far from Dale and 
  be rid of them. 
  The rest of this adventure is presented considering that the 
  companions leave Dale in search of Longo. If the heroes 
  do not take any of the baits that the bandit leader has 
  left for them, then the Loremaster should skip Part Two 
  entirely and adapt slightly the text for Part Three: Thieves 
  in Dale, and beyond.
  The Black Scabbard
  Wrought of black steel, light and strong, and set with 
  many fiery stones, this dagger sheath rested long in the 
  shadow under a mound in Tyrn Gorthad. The weaponsmith 
  who crafted it originally bestowed a blessing of Persuasion 
  upon it, to make the orders of a Captain of War resound 
  with superior authority. But the darkness of the barrow 
  has twisted the power wound about it, and when Longo 
  stole it from the mound, a curse fell upon the Hobbit, 
  marking his life forever. 
  The Blessing
  When Longo wears the black scabbard and displays 
  it openly (he keeps his long knife in it) his Charisma is 
  exalted much beyond his stature, and no one can escape 
  the power of his words. The men of his band of brigands 
  almost worship him, and would never think of deserting or 
  betraying him. 
  If the companions have no reason to doubt ‘Clovis’, the 
  power of the scabbard manifests by making him appear 
  completely trustworthy – for example, any Insight check 
  yields no alarming clues. Should a player explicitly say 
  they don’t trust the Hobbit, then only a DC 20 Wisdom 
  (Insight) check can reveal that some external power is at 
  work, giving strength to the Hobbit’s presence.
  The Curse
  The Curse of Weakness marring the Black Scabbard has 
  provoked Longo to become Murderous (see Rivendell 
  Region Guide, page 102), setting the Hobbit on a 
  downward path into Shadow. When the Sorcerer of Forod 
  arrived in the Dalelands, it was easy for Radbal and 
  Maugor, the Orcs of Dol Guldur (see pages 17 and 23 to 
  enlist Longo among the informants of the Nazgûl.
  
  PART TWO SEARCHING THE ROADS
  15
  the silver needle
  – part two – 
  searching the roads
  The Company sets off searching for the bandit camp 
  in the Upper Marches, to the east of the Running River. 
  Considering the relatively short distance, there’s no need 
  to invoke the full Journey rules. 
  But finding the bandits won’t be easy. Even by limiting the 
  search to the immediate vicinity of the watercourse there 
  is much ground to cover and the rains of the last few days 
  have made the paths muddy and unpleasant.
  • 
  All heroes acting as Scouts or Hunters are allowed two 
  DC 15 checks each day, using either Investigation or 
  Survival. With four successes, the companions have 
  found a well-trod path across the wilderness, a trail 
  likely to lead them to the bandit camp (see The Cold 
  Bog, below).
  The Company meet few travellers as they search for 
  Longo. When they do, the encounters are rarely pleasant: 
  the travellers seem to have chosen these paths exactly 
  to avoid meeting others and do not show much interest 
  in talking to strangers. Appropriate ability checks and 
  gestures of kindness, such as sharing food, are required 
  to open any traveller up to conversation. 
  • 
  When this happens, the companions hear again news 
  of Longo and his men: A successful DC 15 Charisma 
  (Persuasion) or Intelligence (Traditions) check 
  counts as one of the four required successes to find 
  the right path. From there, they will enter The Cold 
  Bog, below.
  On the Right Path 
  Once set upon the right path, the companions’ search 
  takes an easterly course, crossing into the western edges 
  of the Upper Marches. Here, they make their way across 
  the open countryside for several miles, until the trail starts 
  leading them south, into a desolate, miry heath, whose 
  eastern side is walled by a rampart of crags. No one lives 
  around here, it seems.
  For a while, the tracks lead the companions along a 
  gurgling stream, until its course becomes lost into a wet 
  bog. Now, dry reeds rise among wide fens and mires, and 
  6
  
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  a thick mist lays in heavy banks, unmoving in the windless 
  hours that precede the setting of the sun.
  Check the entry corresponding to the number of successes 
  produced while exploring:
  • 
  0-2: The companions haven’t found anything 
  that might tip them off about the ambush and are 
  completely unaware of the coming assault (DC 20).
  • 
  3-4: The heroes are following a trail of tracks (probably 
  those left by the lieutenants of Longo) but have no 
  reason to think they are expected (DC 18).
  • 
  5-6: The companions have found some proof of the 
  presence of Orcs in the bog, and are thus moderately 
  alert (DC 16).
  • 
  7+: The companions have found clear Orc tracks, and 
  thus are alert and ready (DC 14).
  the orcs of dol guldur
  The Orcs from Dol Guldur are not a group of cravenly 
  minions, only ready to do what is commanded of them 
  when whipped. Radbal and his lads have fought together 
  for many long years, and have fought several times against 
  both Elves and Men. They are all hardened veterans, and 
  their captain has felled many a champion with his heavy 
  scimitar.
  When they spring their trap, all the Orcs send their spears 
  flying in a single volley. They target each companion at 
  least once, but since there are more Orcs than heroes, they 
  target any Elf or Dwarf multiple times.
  the cold bog
  The companions have entered a desolate bog, part of 
  the Long Marshes, the main expanse of which lays to the 
  south-west of them. This remote corner of the Dalelands is 
  not the secret refuge of Longo and his men, but it is where a 
  band of Orcs of Dol Guldur have found sanctuary instead. 
  Longo of course knows about the Orcs. Their chieftain, 
  Radbal, is his liaison with the Sorcerer of Forod — the 
  Hobbit has sent the companions right into a well-prepared 
  ambush.
  Finding the Camp
  Marching across the marshy terrain of the bog makes 
  for some slow and uncomfortable exploring. Again, all 
  heroes acting as Scouts or Hunters can make their two 
  daily checks, using Investigation or Survival, but the 
  difficulty becomes DC 17. 
  The companions find the encampment of the Orcs after 
  two days of searching, in an area where the reeds are thick 
  and the fog lays heavy and cold. It is a narrow stretch of 
  dry land, shielded from view by tall reeds, covered with 
  sparse shrubs and a handful of mossy, skeletal trees. The 
  Orcs are waiting for the heroes to show up. 
  • 
  How prepared the companions will be to confront the 
  Orc’s ambush depends on how many successes they 
  will have achieved so far in exploring the bog.
  Ambush!
  When the companions get near to the Orc’s camp, the 
  Loremaster should ask the players to make a Wisdom 
  (Perception) check. The difficulty is determined using the 
  difficulty listed below; Companions who fail their check 
  are Surprised.
  6
  7
  
  PART THREE THIEVES IN THE DALE
  17
  the silver needle
  “Longo, that halfling maggot! He set up us very well 
  indeed… he wants the Needle for himself... I hope the 
  Sorcerer gets the fool and freezes the flesh off his back!”
  If he doesn’t get a chance in the heat of battle, the tough 
  old Orc can spit his curses through clenched teeth as he 
  dies. Longo’s treachery was of the more practical sort: no 
  matter who won the fight, a thorn in his side is gone. The 
  ‘Sorcerer’ is the first hint to the players there is more here 
  than simple banditry.
  return to dale
  Once the Company has dealt with the Orcs they will likely 
  return to Dale as fast as they can, to look for Clovis/Longo, 
  or, if they figured out what’s going on, to protect Kelda. 
  Going straight for Dale in a hurry requires all companions 
  to pass a DC 20 Wisdom (Survival) check; heroes failing 
  the check gain a level of Exhaustion on the return trip.
  – part three – 
  thieves in dale
  If the companions left Dale to look for Longo’s camp, as 
  they struggle to find their way in the Long Marshes, Longo 
  proceeds with his plan to steal the Silver Needle. 
  the craftswoman’s fate
  Kelda lives and works in a house in the Old Quarter of 
  Dale. She sleeps in a room on the first floor of the house, 
  while the ground floor serves as her workshop, an open 
  arched space facing a well-trafficked alley. On any given 
  weekday, Kelda can be seen sitting at her bench working 
  on her creations, with the exception of each Wednesday, 
  when she can be found selling her wares from her stall in 
  the Market-square of Dale.
  The night after the departure of the companions from Dale, 
  Longo and his men arrive at Kelda’s house after midnight. 
  They silently force their way into the shuttered workshop, 
  and take the Silver Needle. Kelda discovers that the needle 
  is missing the following morning. 
  The grief provoked by the loss is too much for the old 
  artisan, and she falls into a dark melancholic mood.
  Longo’s Lieutenants
  Longo sent three of his men (Vig, Kasper, and 
  Swain, see page 19) to warn Radbal to expect the 
  Company. If the Loremaster wants a tougher fight, 
  they can join the combat. However, they are expected
  back in Dale and will flee as soon as the tide of battle 
  turns against the Orcs.
  They use secret ways through the marshlands and 
  if the companions wish to follow them it requires 9 
  successful DC 15 Wisdom (Survival) checks to track 
  them back to the gates of Dale.
  Muddy Sword-work
  When the fight at close quarters begins, the companions 
  are still slowly emerging from the clinging mud of the bog, 
  while the Orcs are attacking from firmer ground.
  The heroes are considered to be at Disadvantage for this 
  round of combat. If they remain in the bog, use the rules 
  for combat scenery on page 90 of the Loremaster’s Guide.
  Radbal’s lads are Orc Guards (Loremaster’s Guide, page 
  104), and Radbal is a Great Orc (Loremaster’s Guide, page 
  97). There are three Orc Guards for every two companions. 
  Additionally, all the Orcs are Battle-hardened – 
  they have Advantage on any saving throws against 
  intimidation effects, and the troupe is also Skillful and 
  Trained – the Orc Guards have Advantage on Perception 
  checks (and their passive Perception is now 18) and their 
  scimitar attacks. Finally, the Orcs will not suffer from their 
  Sunlight Sensitivity ability at any hour of the day, as the 
  daylight is obscured by the heavy banks of mist.
  The Orcs fight at the best of their abilities, exploiting 
  their Aggressive nature with Radbal supporting them 
  from behind using his Commanding Voice. If Radbal is 
  killed, all the Orc Guards lose the benefit of their scimitar 
  training (see above).
  After the Battle
  Either during the battle or afterwards, the Company will 
  learn the true identity of Longo. Before he dies, Radbal 
  curses the Hobbit:
  
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  the companions return
  Tricked by the Hobbit’s cunning to leave town, the heroes 
  make their way back to Dale. 
  The companions have two main choices in front of them: 
  do they go and look for Kelda, as they have realised she 
  is in danger, or do they search for Longo and his hideout?
  Looking For Kelda
  If the companions look for Kelda, they can simply ask 
  about her in town, as many know her as one of the best 
  embroiderers in Dale. Word of the theft spreads rapidly.
  When they arrive at her shop in the Old Quarter, they find 
  it closed, its heavy wooden shutters showing clear signs 
  of intrusion. Kelda is actually inside, as the companions 
  may discover if they attempt to enter, or if they wait long 
  enough to hear her moving inside.
  When Kelda sees the companions, she recognises them 
  from the episode at the gate of Dale. In tears, the artisan 
  tells her sad story, eventually asking the heroes to leave 
  her alone in her sorrow. She considers her precious needle 
  to be lost, and would rather try to forget it completely than 
  nurture false hopes. 
  If pressed, Kelda may recount what she knows about 
  the needle (not much, see The Silver Needle). A DC 15 
  Intelligence (Lore or Riddle) check can at least determine 
  from her description that the item must be magical in origin.
  7
  The Silver Needle
  The story of the Silver Needle is a very long one, and it is 
  mostly lost. It was made by the Elves long, long ago, but 
  eventually ended up in the treasuries of Erebor, before the 
  coming of Smaug. When the Dragon claimed the Lonely 
  Mountain as his own, the Silver Needle was saved from ruin 
  by a couple of Dwarven clothiers, who were later forced to 
  sell it to some drapers from Lake-town.
  In time, the needle changed many hands, in the end becoming 
  a token of love, given by an adoring suitor to a young Kelda. 
  The craftswoman doesn’t know the story of the needle, nor 
  does she suspect its worth – all she knows is that she feels 
  as if she was still a young embroiderer when she uses it, 
  as her hand never trembles, and that she is always able to 
  accomplish exactly what she endeavours to create. 
  When used to sew a garment, or to stitch an embroidery or 
  tapestry, the Silver Needle works into the fabric of the piece 
  the subtle magic of its Elven creators: the cloth retains some 
  of the user’s thoughts when it was being sewn, and makes 
  them appear before the eyes of those that look at it, all the 
  while giving to the sewn object a life-like quality: a dress 
  seems to wave and ripple as if moved by a faint breeze, a 
  tapestry evokes the sounds and smells of the image it shows, 
  the embroidery on a cloak seems to shimmer and dance in the 
  corner of one’s eye.
  
  19
  the silver needle
  Vig, the Spy
  Longo’s bandits are keeping an eye on Kelda, as Longo 
  wants to be warned in advance if the companions, or 
  anyone else for that matter, goes to the embroiderer asking 
  questions. 
  If the heroes are keeping a look-out, on a successful DC 
  13 Wisdom (Perception) check they spot a man of 
  dubious intentions whose face they might find familiar: it 
  is Vig, one of Longo’s henchmen. If the companions try to 
  approach the spy, he runs, attempting to disappear into 
  the crowd.
  Should the companions attempt to seize Vig, the chase 
  is resolved as a prolonged action, requiring 5 successful 
  DC 17 Athletics checks (Vig is fast, and the streets are 
  crowded); the first to achieve the five successes is the one 
  to catch Vig. A check that succeeds by 5 or more counts 
  as two successes towards the total. If Vig is taken over, he 
  doesn’t try to resist and is easily captured. 
  • 
  If a companion fails a check, Vig gains ground on the 
  failing companion, and they must spend their next 
  success catching up (it does not count for the total). If 
  a companion fails twice, the hero has lost sight of the 
  spy and is out of the chase.
  • 
  If a hero fails with a natural 1, the companion suffers 
  an accident (they run into a passing wheelbarrow and 
  stumble, they take a wrong turn and hit a wall, etc.) 
  and is out of the chase.
  If the companions capture Vig, he is found to be a stray 
  Man from the Dalelands, made grim in both countenance 
  and spirit by many years spent in the Wild. Unfortunately 
  for the heroes, he is firmly under the influence of Longo’s 
  superior charisma, and will refuse to reveal anything 
  about what he was doing or who sent him. 
  A companion succeeding at a DC 15 Wisdom (Insight) 
  check gets the impression that Vig has an unnatural fear of 
  something, or someone. Using this information, the hero 
  may attempt to counter the effects of the ‘spell’ controlling 
  him, by making a DC 20 Charisma (Intimidation) check. 
  If the companions snap Vig out of Longo’s domination, 
  he breaks down under the sudden realisation of all the 
  wicked things he has done following the Hobbit’s orders, 
  and will give away the name and identity of his master: 
  Longo the Hobbit hides in a building in Brokenstone, 
  protected by his band of cutthroats.
  Kasper and Swain
  If at least some of the companions are busy running after 
  Vig, Kasper and Swain try to make sure their master will 
  have no further trouble from the embroiderer. Profiting 
  from the commotion that a bunch of running adventurers 
  is making in the streets of the Old Quarter, the two minions 
  of Longo set fire to Kelda’s apartment, throwing a lantern 
  through a first-floor window. 
  The fuel from the lantern spreads rapidly, as Kelda keeps 
  a store of her materials upstairs. When the smoke is seen 
  from the street it’s too late to save the shop. After a few 
  minutes, the wooden planks of the first floor start to fall 
  blazing onto the ground floor. 
  If the companions were all busy catching the spy, they 
  will discover the fire only when it’s too late. Otherwise, 
  vig the spY
  Medium Human
  STR 
  11 (+0)
  DEX 
  17 (+3)
  CON 
  15 (+2)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 
  12 (+1)
  Armour Class 18 (Deadly Elusiveness, shield, see below)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft
  Skills Deception +3, Sleight of Hand +5, Stealth +5
  Senses passive Perception 9
  Languages Westron
  Challenge 2 (450 XP)
  Deadly Elusiveness. If Vig does not wear any armour, 
  his Armour Class is 16.
  Sneaking (Recharge 6). Vig can use his bonus action to 
  inflict an extra 7 (2d6) damage to a target he hits with a 
  weapon attack if his target is within 5 feet of Vig’s ally.
  Actions
  Multiattack. Vig makes two attacks with his short sword.
  Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft, 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 
  5 ft or range 20/60 ft, one target. Hit: 3 (1d6) piercing 
  damage or 4 (1d8) piercing damage if used with two 
  hands to make a melee attack.
  
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  they may at least rescue Kelda – the old embroiderer is 
  desperately trying to save her life’s work, exposing herself 
  to the flames. 
  Running in and out of the burning building exposes a hero 
  to the fire for at least 3 rounds, causing 1d4+4 points of 
  fire damage each round, and the hero must make a DC 
  15 Constitution saving throw or gain a level Exhaustion 
  from the smoke. A hero that makes a successful DC 15 
  Wisdom (Perception) check finds Kelda and a successful 
  DC 10 Strength (Athletics) check allows a companion 
  to carry her out of the building the next round. If the old 
  embroiderer is saved, she collapses in the arms of the 
  adventurer that rescued her: with her precious needle lost 
  and her shop destroyed, she is utterly broken.
  Searching For Longo 
  The companions may have discovered where Longo is 
  hiding from the confession of his henchman Vig, but if the 
  brigand wasn’t captured, the companions have another 
  way to get that vital information, as a Hobbit is not yet a 
  familiar sight in Dale.
  kasper the bandit
  Medium Human
  STR 
  17 (+3)
  DEX 
  11 (+0)
  CON 
  15 (+2)
  INT 
  10 (+0)
  WIS 
  11 (+0)
  CHA 
  12 (+1)
  Armour Class 16 (Ring-mail, shield)
  Hit Points 39 (6d8+12)
  Speed 30 ft
  Skills Intimidation +3, Perception +2
  Senses passive Perception 12
  Languages Westron
  Challenge 1 (200 XP)
  Actions
  Multiattack. Kasper makes two attacks with his axe.
  Axe. Melee Weapon Attack: +5 to hit, reach 5 ft, one 
  target. Hit: 7 (1d8+3) slashing damage.
  Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 
  5 ft or range 20/60 ft, one target. Hit: 6 (1d6+3) piercing 
  damage or 7 (1d8+3) piercing damage if used with two 
  hands to make a melee attack.
  Battle Cry (1/day). Kasper may use his action to 
  activate this ability. Each ally within 30 feet of him gains 
  advantage on attack rolls until the start of Kasper’s next 
  turn. He may then make one attack as a bonus action.
  swain the enforcer
  Medium Human
  STR 
  18 (+4)
  DEX 
  12 (+1)
  CON 
  13 (+1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 
  15 (+2)
  Armour Class 16 (Corslet of mail, shield)
  Hit Points 38 (7d8+7)
  Speed 30 ft
  Skills Deception +3, Sleight of Hand +5, Stealth +5
  Senses passive Perception 9
  Languages Westron
  Challenge 2 (450 XP)
  Actions
  Multiattack. Swain makes two attacks with his short 
  sword.
  Short Sword. Melee Weapon Attack: +6 to hit, reach 5 ft, 
  one target. Hit: 7 (1d6+4) piercing damage.
  Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 
  5 ft or range 20/60 ft, one target. Hit: 7 (1d6+4) piercing 
  damage or 8 (1d8+4) piercing damage if used with two 
  hands to make a melee attack
  Reactions
  Great Might (Recharge 5-6). Swain reduces the damage 
  of one weapon attack that hits him by 4, to a minimum 1 
  point of damage
  The best way to conduct such an investigation is 
  probably at the Market Square and its surroundings. 
  The people sell their wares here, their customers coming 
  from all across town. The square is also the best place 
  to gossip. 
  • 
  Finding information about Longo in the Market Square 
  requires a total of 8 successes. The investigation is best 
  suited to skills like Insight, Persuasion, Riddle and 
  Traditions. Each companion is allowed two checks per 
  day.
  • 
  The difficulty of all checks is DC 17, as Longo has 
  proven extremely proficient in spreading false clues 
  about himself all over Dale, and the powers of his 
  scabbard have made his lies all the more believable. A 
  check that succeeds by 5 or more counts as 2 successes 
  toward the total.
  Reduce the number of checks required for each of 
  the following elements contributing to the heroes’ 
  reputation:
  
  PART FOUR THE BANDITS’ LAIR
  21
  the silver needle
  • 
  The heroes saved Kelda from the fire (-1).
  • 
  The Company captured Vig, but cannot break Longo’s 
  control over him (-1).
  • 
  At least one companion has a Dalish title or a holding 
  in Dale (-1).
  When the heroes achieve the total number of successes, 
  they figure out the general whereabouts of the bandits’ lair: 
  a building in Brokenstone, in the Old Quarter of Dale.
  Playing the Investigation
  Achieving 8 successes will probably take a few days 
  of investigation. The Loremaster can use the following 
  paragraphs to colour the interaction of the players with 
  the townsfolk. 
  • 
  Lissa is the youngest daughter of a smith. She has seen 
  Clovis and talked with him until the Hobbit became 
  annoyed with her many questions. He still gave her a 
  piece of sweet bread and asked her about Kelda. 
  • 
  An unusually talkative Dwarf named Donar is 
  convinced that the Hobbit has some clandestine 
  dealings in the Old Quarter. 
  • 
  Gudrun washes clothes all day and gossips with 
  (and about) everyone. She loves talking and saw the 
  Hobbit many times. Once, she overheard the Hobbit 
  say something about “the barracks”. 
  • 
  Olyia is a member of Katun’s group of merchants. She 
  has been looking for a place to use as a warehouse 
  in the Old Quarter when she was chased away from 
  a building by some men after she thought she heard 
  some wild beast’s grunting!
  Tipping off Longo
  If Vig hasn’t been captured by the companions and the 
  embroiderer’s shop has been burned down, Longo is 
  probably feeling rather safe from the companions. This 
  doesn’t mean he is not paying attention: 
  • 
  If the companions roll a natural 1 while looking for 
  information about Longo, they alert some of the spies 
  the Hobbit has planted all over town. 
  If this happens, the Hobbit will be ready for them when they 
  come to get him in his lair in the Old Quarter (see page 25).
  – part four – 
  the bandits’ lair
  When the companions find themselves armed with precise 
  information about where Longo is hiding, it is time to take 
  action and try to put an end to Longo’s misdeeds. 
  Will the heroes attempt to denounce Longo to King Bard, 
  or will they intervene personally, going to Longo’s Lair?
  denouncing longo to king bard
  The most natural course of action is probably going to the 
  authorities. Dale is a civilised town, not a forsaken village 
  lost in the Wilderland. How better to deal with a band of 
  brigands hiding in the middle of a populated area than 
  calling for the City Guard to intervene?
  If the companions go to the Royal Palace of Dale to 
  meet the king they do not find him. They are received 
  by one of his advisors instead, as King Bard leaves all 
  matters concerning public order in the hands of other 
  courtiers.
  Enter Lord Hakon
  The advisor meeting the heroes is Hakon, a sombre 
  nobleman that seems to have more pressing matters than 
  listening to adventurers requesting his help to solve some 
  trouble with brigands. He listens impatiently to what the 
  companions have to say, all the while writing something 
  on a piece of parchment. The companions finally receive 
  his attention when they mention Longo and his presence 
  in town.
  King Bard in 2957
  Following the events narrated in The Darkening of 
  Mirkwood, King Bard suffered the tragic loss of 
  his Queen in the year 2956. Accordingly, in the 
  years following, King Bard is often absent in body 
  or spirit as he grieves. He leaves everyday decisions 
  to his counsellors. If you are not considering those 
  events as canon, then simply have Bard away on a 
  diplomatic mission to the Elves, or out hunting in the 
  Dalelands.
  7
  
  erebor adventures
  22
  Unfortunately for the companions, Lord Hakon is a 
  plotting conspirator, furthering many personal concerns 
  at the expense of the common good (see page 6, and his 
  description in the Lonely Mountain Region Guide, page 
  61). He is well aware of the activities of Longo, and it is 
  against his best interests to see the Hobbit behind bars. 
  Perhaps something in Lord Hakon’s behaviour will tip the 
  players off, or at least make them doubt his competence. For 
  example, they might notice that Hakon doesn’t immediately 
  call for the guards to intervene, but simply promises to do 
  so ‘at the earliest convenience’. Should they keep watch 
  over the Royal Palace after the meeting with Hakon, the 
  heroes will see that no courier is dispatched to bring any 
  message to the City Guard headquarters. If the heroes 
  smell something fishy, they will still be in time to anticipate 
  the actions of the City Guard, especially because Hakon is 
  delaying their intervention on purpose. If the circumstances 
  allow it, the Loremaster could let the companions arrive 
  just as Longo is finally preparing to leave his hideout.
  longo’s lair 
  The portion of Dale nearest the river, to the east is known 
  as the Old Quarter. It was built over the ruins of the old 
  Dale, and the majority of its buildings have been erected 
  using stonework from the palaces and houses that Smaug 
  reduced to rubble. The result is a mixture of old and new. 
  The southernmost part of the Old Quarter is a maze of 
  twisting alleys and close-spaced buildings. Here the air is 
  less wholesome, and it is hard not to get lost, even for a 
  citizen of Dale. It is no coincidence that the majority of the 
  town businesses of the least savoury type are found here: 
  this area is what is known to some as the ‘Brokenstone’, 
  the black market of Dale.
  The Shadows of Brokenstone
  To get to Longo’s lair the companions must enter the 
  Brokenstone. The place they are looking for is an 
  abandoned barracks building, somewhere in the proximity 
  of the canal on the southern border of the Old Quarter. 
  The inhabitants of the Brokenstone are a suspicious lot 
  and are generally wary of any “outsider” trespassing, 
  but even the most daring among them would never try 
  something against a group of fully-armed adventurers. 
  But if the heroes simply march through the alleys without 
  concealing their intentions in any way, they will be noticed 
  by some of Longo’s men, on the look-out for any intruder. 
  Whether or not Hakon was consulted by the Company, the 
  Hobbit is warned of the coming of the adventurers within 
  minutes (any hero with a passive Perception of 15 or 
  higher will notice several individuals that seem to be 
  keeping an eye on them).
  So, when the name of Longo is mentioned, Hakon pretends 
  to be snapped out of his impatience, feigning surprise and 
  horror at the description of Longo’s misdeeds, and by the 
  end of the meeting he promises to send in the guards as 
  soon as possible. In truth, he will first warn Longo of the 
  imminent incursion, allowing the Hobbit to escape. The 
  dastardly Bandit-lord will leave a half dozen of his men 
  behind, to lend credibility to Hakon’s action.
  Playing Hakon
  To avoid giving Hakon’s double-dealing away to the 
  players, the Loremaster should set up an Audience with 
  him using the usual rules, pretending to take the heroes’ 
  words into account. In truth, nothing will affect the result. 
  Hakon gives the appearance of taking the Company’s 
  concerns seriously and is a Barding nobleman in his 
  late forties, with long hair, dressing in the finest silks. 
  (Lord Hakon will return in Of Hammers and Anvils, To 
  Dungeons Deep and Shadows in the North.)
  Is the Adventure Over?
  If the companions let Hakon take the matter in his own 
  hands, the adventure is basically over: Longo will leave 
  Dale with his life and the Silver Needle. 
  7
  
  23
  the silver needle 
  Searching
  If the companions enter the Old Quarter with a fairly 
  precise idea of where Longo is hiding (they captured 
  Vig and convinced him to talk, or they gathered enough 
  information in the Market Square), it doesn’t take much 
  time for them to locate the old guard barracks. 
  If, on the contrary, they haven’t yet pinpointed the 
  whereabouts of Longo’s lair, they can still find the villain 
  by succeeding at a DC 15 Intelligence (Investigation) 
  check and a DC 15 Intelligence (Riddle) check to find 
  their way to his hideout.
  The Barracks 
  The bandits’ lair was once a barracks building used by the 
  City Guard, in the south-eastern section of Brokenstone, 
  a mere few blocks from the Quays. It is a large square 
  building, with a central open area originally used by the 
  guards to train. It appears abandoned, and the entry 
  gate is boarded up. Longo and his men go in and out of 
  the barracks using an underground passage that leads 
  to an opening along the quays of a canal running south 
  of the building.
  There are 12 Bandits (or 3 for each hero) along with Longo. 
  To enter the building the companions have two options: 
  breaking in from the entry gates, or sneak along the 
  underground tunnel from the canal.
  Orcs in Dale!
  Maugor is a Great Orc from Dol Guldur like 
  Radbal. In the last few weeks, Maugor has acted 
  as a liaison between Longo and Radbal, all the 
  while keeping an eye on the Hobbit. He entered 
  the town by the river, and then hid in the barracks. 
  The Orc doesn’t know that Longo manoeuvred the 
  companions to kill off Radbal and keep the Silver 
  Needle for himself, and is a loyal ally to the Hobbit 
  (thanks to the influence of Longo’s cursed scabbard). 
  When the companions show up, Maugor bides his 
  time and hides, until he finds the right moment to 
  attack the companions – possibly, attacking one 
  of them by surprise when Longo tries to subdue 
  them thanks to his cursed scabbard (see The Final 
  Confrontation below).
  Smashing Down the Doors
  If they want to enter the barracks without any further 
  ado, the companions have no other choice than smash 
  the boarded-up double doors leading to the training area. 
  Alerted by the noise, the bandits inside will rapidly gather 
  to confront them, to buy some time for Longo to make his 
  escape. 
  
  erebor adventures
  24
  • 
  The Bandits will first unleash a volley of arrows, and 
  then charge across the training grounds. If they are 
  not defeated within three rounds of combat, Longo 
  will escape from the window of the Officers Chamber.
  1: The Tunnel
  With enough information, or with a thorough scouting 
  of the area, the companions may have located the canal 
  entry instead. The round passage is reached by walking 
  along the canal quay, and is barred by a locked iron 
  grate. If the grate is opened by picking the lock (a DC 15 
  Dexterity (Thieves’ Tools) check), the companions may 
  quietly crawl into the tunnel to emerge in the storeroom. 
  • 
  If they emerge from the storeroom, the Bandits are 
  taken by surprise. First, three of them show up (with 
  perhaps Swain or Kasper among them), and the rest 
  arrive only after three rounds of combat. If the first 
  three Bandits are defeated before the others join them, 
  the companions have a chance to get to the Officers 
  Chamber before Longo leaves.
  2: Sleeping Quarters A large, empty room that used to 
  house the benches where the soldiers slept. The bandits 
  sleep here, on the floor. A long table is set here for the 
  brigands to eat. 
  3: Storeroom A storage room filled with rotten and 
  cracked wooden barrels and a tipped-over shelf of wine 
  jugs. The narrow walking space between the two rows of 
  barrels is covered in debris and wood splinters. A wooden 
  trapdoor opens behind a row of barrels leading to the exit 
  tunnel. 
  4: The Gaol A small chamber, accessed by a single 
  doorway, barred by a heavy wooden gate. Maugor sleeps 
  here.
  5: The Officers Chamber This is Longo’s private 
  quarters. The chamber is protected by a reinforced door, 
  and has a window facing out. The window is boarded from 
  the outside, but Longo has loosened the boards to make 
  sure he can easily break through them, in case he needs to 
  make a quick exit from the building. The Hobbit keeps his 
  belongings here, including the Silver Needle.
  6: The Training Area The wide, open area in the middle 
  of the building has a dirt floor, and two rows of sturdy 
  longo’s trusted bandits
  Medium Human
  STR 
  10 (+0)
  DEX 
  15 (+2)
  CON 
  11 (+0)
  INT 
  10 (+0)
  WIS 
  11 (+0)
  CHA 
  8 (-1)
  Armour Class 14 (Leather Corslet)
  Hit Points 18 (4d8)
  Speed 30 ft
  Skills Perception +2
  Senses passive Perception 12
  Languages Westron
  Challenge 1/4 (50 XP)
  No Quarter. When the Bandit reduces an enemy to 0 hit 
  points that enemy is considered to already have failed 
  one death save. 
  Thrall (Longo). Under the influence of the scabbard, the 
  bandits will do anything for Longo. If Longo is within the 
  Bandit’s movement speed, the Bandit can use its reaction 
  to become the target of an attack that would have hit 
  Longo. If Longo is slain, the Bandit flees the battlefield.
  Actions
  Short Sword. Melee Weapon Attack: +4 to hit, reach 5 ft, 
  one target. Hit: 5 (1d6+2) piercing damage.
  Short Bow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft, one target. Hit: 5 (1d6+2) piercing damage.
  poles planted in the ground for sparring exercises, and a 
  number of archery targets against the eastern wall.
  
  25
  the silver needle
  longo
  Small Hobbit
  STR 
  10 (+0)
  DEX 
  16 (+3)
  CON 
  12 (+1)
  INT 
  14 (+2)
  WIS 
  17 (+3)
  CHA 
  18 (+4)
  Armour Class 15 (Leather Corslet)
  Hit Points 44 (8d8+8)
  Speed 25 ft
  Skills Perception +5, Persuasion +6, Sleight of Hand +7, 
  Stealth +7
  Senses passive Perception 15
  Languages Westron
  Challenge 3 (700 XP)
  Expert. Longo doubles his Proficiency Bonus for his 
  Sleight of Hand and Stealth (included above).
  Inoffensive. While Longo has the scabbard he seems to 
  not be a threat to anyone. Any creature that attacks him 
  has Disadvantage on their attack rolls. 
  Mesmerise. Longo may use his action to brandish the 
  scabbard at one target creature, who must make a DC 
  15 Wisdom saving throw. 
  On a failed save, the target becomes Charmed until 
  Longo leaves the area or attacks the Charmed creature. 
  Spell of the Scabbard (1/day). Longo can focus on 
  the Black Scabbard and attempt to curse any number 
  of creatures within 120 feet of him. Each creature must 
  make a DC 15 Charisma saving throw. On a success, 
  the creature gains a point of Shadow but is free to act. 
  On a failure, the creature gains a point of Shadow and is 
  Incapacitated. At the end of its turn, the creature makes 
  another DC 15 Charisma saving throw, ending the 
  effect on a success.
  Actions
  Multiattack. Longo makes two attacks with either his 
  short sword or short bow.
  Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft, 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Short Bow. Ranged Weapon Attack: +5 to hit, range 
  80/320 ft, one target. Hit: 6 (1d6 + 3) piercing damage
  Reactions
  Uncanny Dodge. If Longo is hit by an attack and can 
  see the attacker, he may halve that attack’s damage.
  The Final Confrontation 
  If Longo’s men are dealt with swiftly enough, the 
  companions can face the bandit leader himself. His back 
  to the wall, Longo tries to play his best hand yet. 
  When the companions approach the door of the Officers 
  Chamber, Longo opens it, presenting himself to the 
  armed companions with a kind and serene look on his 
  face:
  “Well?” says the Hobbit, “Why have you come to me with 
  such an aggressive disposition. If you tell me what it 
  is that you want from me, I am sure we can come to an 
  agreement.” 
  His voice is clear and musical, his tone benevolent. Longo 
  is of course wearing the Black Scabbard, and his left hand 
  is laid casually on his waist, to reveal it to everyone who 
  is looking at him. 
  While appearing relaxed, the Hobbit is bending his will 
  with all his force to swaying the companions’ intentions 
  and force them to come to a peaceful agreement. (He is 
  attempting his Spell of the Scabbard, see below).
  8
  
  EPILOGUE
  erebor adventures
  26
  – epilogue –
  If Longo is defeated and captured alive, the Company may 
  bring the Hobbit before an official of Dale for judgement. 
  Deprived of the Black Scabbard (it will have been taken 
  from him, together with every weapon and his belongings) 
  Longo soon breaks and confesses his many crimes, 
  pleading guilty and appealing to the mercy of the court. 
  But the Hobbit has committed too many misdeeds to be 
  pardoned, and will likely be imprisoned for the rest of his 
  days. If Longo was killed and evidence that he was behind 
  the attacks is presented, the city official has a hard time 
  believing a Hobbit was Longo the Bandit-lord, but anyone
  with a high standing in Dale can make a DC 15 Charisma 
  (Persuasion) check to convince the official of the truth.
  Katun will personally thank the companions and provide 
  each of them gifts equal to 5g if they were friendly to her. 
  If a patron set them on their path, the patron instead 
  provides the reward and thanks the companions for 
  making the roads safe for travellers and ending the cruel 
  time of Longo the Bandit-lord.
  Kelda, if alive, is grateful to the Company and bids them take 
  the Silver Needle: she senses that her time with the artefact 
  has passed and all she wants now is quiet rest. But the 
  wondrous artefact won’t remain in their hands for long…
  Just before the companions decide on the fate of the Silver 
  Needle, an envoy of the Elvenking arrives (or he comes 
  himself). The Silver Needle once belonged to Celebrían, 
  daughter of Celeborn and Galadriel, and wife to Elrond. 
  Celebrían used it almost three thousand years ago to 
  embroider the woven cloth she gave to Elrond on their 
  wedding day, now hung above the high table of the Great 
  Hall of Rivendell (see Rivendell Region Guide, page 9). 
  The messenger will make it clear that the Elves would like to 
  have the Silver Needle back, for Arwen Evenstar, daughter 
  of Elrond, in particular desires to have an heirloom of her 
  mother. (Perhaps, years later, Arwen will use it to sew and 
  embroider the banner that Aragorn will unfurl upon the 
  fields of Pelennor). 
  What About the Black Scabbard?
  The artefact itself can be destroyed by physical blows; 
  however this does not end the curse. The sheath or handle 
  of the weapon used to destroy the artefact darkens, 
  eventually turning black and gaining the powers of the 
  Black Scabbard, affecting its wielder in the same way as it 
  once worked on Longo. 
  To truly destroy the dark essence within, the item must 
  be melted down in a fire that burns very hot indeed. The 
  Dwarves of the Iron Hills have an ancient smelter that 
  might do the job. Dragon-fire would certainly work.
  
  OF HAMMERS AND ANVILS
  ADVENTURING PHASE
  27
  of hammers and anvils
  -OF HAMMERS-
   AND ANVILS
  For heroes of level 7 or 8
  • 
  When: The adventure is set in the summer or autumn 
  of the year 2958.
  • 
  Where: The majority of the adventure is set in Dale, 
  before briefly moving into the Northern Dalelands 
  and finally ending in Erebor.
  • 
  What: The Company assist the famed Dwarf Balin 
  in investigating a number of troubling events and 
  rumours disturbing the peace of Erebor and Dale. 
  • 
  Why: A once-famous Dwarven craftsman fallen from 
  grace will stop at nothing to reclaim his “stolen” glory. 
  To restore the prestige he craves, even the death of 
  many Dwarves and serious harm to Erebor would be 
  acceptable. 
  • 
  Who: Balin, son of Fundin, famed companion of 
  Thorin Oakenshield on the Quest of Erebor is the 
  Company’s patron for the adventure. Niping of the 
  Iron Hills conspires against the Kingdom under the 
  Mountain, with the help of Gunvar, a Barding petty-
  lord.
  • 
  Themes: The Sorcerer uses internal conflicts amidst 
  the Dwarves to begin sowing dissent in both kingdoms.
  adventuring phase
  This adventure is divided into six parts.
  part one – like the falling of small 
  stones
  Balin is rescued by the companions on the road to Dale. A 
  group of men attacked him and his guards, and then left 
  aboard a strange-looking boat along the river.
  part two – a grim toY-market
  While in Dale, the Company learns that Balin has 
  apparently been murdered in a second, successful attempt 
  on his life. More troubling rumours and events taint the 
  festive atmosphere of the Toy-market.
  part three – uphill and down dale
  The alive-but-in-hiding Balin engages the Company to 
  make inquiries in Dale about the mysterious events of the 
  last few days. The heroes may find the first evidence of a 
  conspiracy. 
  part four – an interested lord
  The Company’s enquiries bring them to the attention of 
  Gunvar, a lord of the Dalelands. He invites them to his 
  manor where he attempts to persuade them to join him. 
  Either acceptance or refusal lead to complications.
  part five – in deep places
  Gunvar’s men slip through the roots of the Mountain 
  to sabotage the Dwarven furnaces. The Company must 
  follow them into the depths in order to stop them.
  part six – treacherY & wisdom
  If the conspiracy is neutralised, the companions are 
  triumphant. Balin returns to shed light on the dark plots 
  woven in the depths of Erebor.
  epilogue
  The companions are rewarded for their loyalty to Balin.
  the doom of niping the smith
  When Dáin, son of Náin, was not yet King under the 
  Mountain, but still simply the Lord of the Iron Hills, Niping 
  the smith’s art of making mining tools, delving engines, and 
  devices was considered unmatched. More than that, his 
  work was vital to the life of the Dwarven community, and 
  Niping and his apprentices walked as lords among their 
  peers. No rock was hard enough for his thrice-tempered 
  picks and hammers, they said, no vein too deep. 
  With the refounding of the kingdom of Erebor and the 
  recovery of the treasure that the Dragon stole, Niping 
  saw his fame stripped away from him. Made rich and 
  complacent, the Dwarves turned their heads away from 
  the mines and furnaces of the Iron Hills, moving to the 
  Lonely Mountain to dedicate themselves to trifling 
  matters, like toy and jewel-making. The name of the once-
  celebrated smith sank into obscurity. 
  Year after year, the smith’s resentment has grown, 
  especially after making the acquaintance of Lord Hakon, 
  a Barding noble who also saw his star sink below the 
  
  PART ONE LIKE THE FALLING OF SMALL STONES
  erebor adventures
  28
  horizon with the refounding of Dale. For his own reasons, 
  the treacherous courtier has fed the embers of Niping’s 
  discontent with crooked words and unscrupulous counsel. 
  Bitterness has turned to anger, rancour to hatred, and a 
  dark plan has started to form in Niping’s mind: If he and 
  his art cannot reclaim their rightful position in the eyes 
  of Durin’s Folk, no one will. Niping would rather see the 
  works of Erebor broken, its furnaces wrecked, than die 
  forgotten in his cold mines.
  Niping’s Schemes
  Today, the Dwarf-smith blames his current misfortune 
  on the peace that Bard the Dragonslayer and King Dáin 
  Ironfoot forged between the Dwarves and the Bardings. 
  Niping is convinced that were the Dwarves still clinging to 
  their ancestral lifestyle, they would have never forsaken 
  their traditions to embrace their current foolish pursuits. 
  To see his art be awarded the recognition it deserves once 
  again, Niping has set to mind to weaken and then sever 
  the ties of friendship that unite Bard and Dáin. In the 
  last few years, Niping has dedicated himself to building 
  a loyal following among his fellow Dwarves of the Iron 
  Hills, some of which have become his agents. Inside the 
  Mountain, Gundri and Sígar of the ‘Stone Guard’ also 
  resent the importance of Dale and listen to the agents of 
  Niping. 
  In Dale, Dwarven merchants owing their allegiance to Niping 
  have arranged lucrative trades with petty lords, securing 
  the support of a number of greedy Bardings. Thanks to 
  Hakon’s intercession, Lord Gunvar of Ashbrook has become 
  Niping’s right-hand man, allowing the scheming Dwarf to 
  act without fear of being held responsible.
  - part one - 
  like the falling of small stones
  The adventure finds the companions travelling to Dale 
  along the Merchant’s Way, where it parallels the River 
  Running, before it flows into the Long Lake to the south. 
  It is late in the day, and they are still a few miles south 
  of town, pushing themselves to make the city and its 
  lodgings. 
  They might be going to Dale on personal affairs, for 
  example to check out the rumours that have the markets 
  flowing with the most exotic goods of late. In particular, 
  stories abound of rare and prestigious wares brought 
  from the East by many merchants who arrived last year. 
  the boat 
  As they arrive in sight of the river from behind a sheltering 
  hill, the companions spy a craft silently moving with the 
  favour of the current, partially hidden by a mist rising 
  from the river’s surface. The heroes take notice of it as it 
  is relatively unusual to see a southbound boat this late 
  in the day, as it won’t likely make it to Lake-town before 
  sundown. 
  The boat is a large skiff, with eight rear-facing oarsmen; If a 
  player proposes it, a successful DC 10 Intelligence (Lore) 
  check indicates that the boat looks similar to vessels built 
  in Lake-town, if it wasn’t for a large pair of eyes painted on 
  the lower sides of its prow. A DC 13 Wisdom (Perception) 
  check notices also that the boat is manoeuvred using 
  an unusually large steerboard (rudder), one that could 
  belong to a small longboat. 
  Should the companions hail the boatmen, they receive 
  no answer. As the boat moves opposite to the Company, 
  1
  
  29
  of hammers and anvils
  page 24 of the Lonely Mountain Region Guide for more on 
  Balin). If the heroes have met him before, Balin is overly 
  delighted to see the companions once more, shaking his 
  head at the wonder of it. 
  “You seem destined to be my friends at need, it seems. As 
  good in a pinch as a Hobbit I know!”
  If the Company has never met him before, due to the 
  circumstances Balin is certainly inclined to view them 
  favourably anyway. Moreover, any past help that the 
  Company has rendered to Durin’s Folk or the people of Dale 
  will of a certain be well known to him, as he sits on the King’s 
  Council of Erebor and often acts as an emissary for Dáin.
  it disappears behind them as quickly as it made its 
  appearance. If a companion attempts to follow it, the craft 
  soon gains distance, as it moves with the current.
  the raven
  Half a mile north from where they saw the passing boat, 
  the companions have a strange meeting: a raven perched 
  on a tree to the side of the road attracts their attention, 
  croaking and flapping its wings. When the companions 
  approach the raven, it takes flight, only to land a few yards 
  away from the road. Should the companions follow, the 
  bird takes flight again, until it lands on a rocky outcrop, 
  about fifty yards away.
  Reaching the outcrop, the companions arrive at the edge of a 
  deep cleft, a narrow ravine filled with dense vegetation. A hero 
  succeeding on a DC 13 Wisdom (Perception) check sees the 
  body of a Dwarf at the bottom of the ravine, half buried in 
  thick and thorny bushes: someone has fallen over the edge.
  Climbing down the steep slope requires a DC 13 Strength 
  (Athletics) check (the fall is 12 feet high). As they climb 
  down, the companions start hearing a moaning sound: 
  the Dwarf is alive!
  Balin
  The heroes help recover the fallen Dwarf alive. He looks 
  exhausted, and bleeds from a superficial cut to the side 
  of his head. After a few minutes, he appears to regain 
  his composure: the rescued Dwarf is none other than 
  the famed Balin, son of Fundin, companion of Thorin 
  Oakenshield on the great Quest for Erebor. 
  “We were heading for Lake-town, me, my squire, and a 
  bodyguard. They ambushed us on the road… a dozen 
  ruffians. Men, all of them. Storr, the bodyguard, was 
  the first to fall, pierced by a spear. My squire charged to 
  engage them, urging me to escape.” 
  “I fled, but they shot arrows at me. Many darts hit their 
  mark, but I have a thicker skin than most Dwarves...” 
  Balin opens his tunic to reveal a shiny corslet of close-set 
  silver rings. “When I fell over the cliff edge they must have 
  thought I was dead.”
  It is possible that the companions already know Balin, as 
  he is a prominent personality of the kingdom of Erebor (see 
  What Happened
  Upon returning to the road, the companions can 
  reconstruct what happened to Balin. The shaken Dwarf 
  retraces his steps, and leads the heroes to the place 
  7
  
  PART TWO A GRIM TOY-MARKET
  erebor adventures
  30
  where the fight with the ruffians took place. There are no 
  bodies left on the ground, and it is easy to assume that the 
  assailants must have dragged them away. 
  If the companions succeed on a DC 13 Wisdom (Survival) 
  check, they find a series of tracks leading away from the 
  road in the direction of the river. The tracks end at a shingly 
  shore, where deep grooves on the riverside indicate that 
  a boat was recently dragged on dry land: The ruffians 
  must have been aboard the boat that the companions saw 
  sailing past them. 
  words on the road
  The companions must be on their way soon, if they want to 
  reach Dale before the setting of the sun. Balin announces 
  that he wishes to go with them, forfeiting his trip to 
  Esgaroth; he thanks the companions for any assistance 
  they will provide him (a spare pony, a place on the saddle 
  behind another rider, etc.).
  On the way back, Balin doesn’t add much to what he said 
  so far. He notes sorrowfully that he will have to pass on 
  word of the deaths of his travelling companions, and that 
  he will complain with King Bard about the safety of his 
  roads. No matter how highly Balin thinks of the Company, 
  he won’t give additional details about what he was really 
  up to here (see Dark Business, page 32); if asked, he will 
  just shake his head muttering, “old Dwarvish business” 
  and say no more. 
  Instead, Balin asks about the Company’s doings of late, 
  how they feel about the current events in Dale, and 
  in Wilderland at large. He is keenly interested in the 
  companions’ past deeds, asking for accurate descriptions. 
  The Loremaster should encourage the players to reinforce 
  their narrative with DC 15 ability checks, for example using 
  skills like Performance, Persuasion or Traditions. 
  • 
  This is not just idle curiosity: Balin is assessing the 
  Company’s worth, their motives, trustworthiness, and 
  competence. The Loremaster should note the number 
  of successes the Company produces on any ability 
  checks during their talk with Balin, and set them aside 
  until the end of the next part of the adventure.
  At Traders Gate, the old Dwarf takes his leave and bids 
  farewell to the companions. With a wink, he says 
  “You might hear disturbing news soon enough. Seek out 
  my friend Thrun at the Toy-market once you do.”
  - part two -
  a grim toY-market
  The next Monday after the arrival of the companions in Dale 
  is the first Monday of the month, and, as it is customary in 
  town, it will be Toy-market Day. Rumour has it that this one 
  will be particularly splendid, as a score of wonderful new 
  toys will be presented to the public, and a good number of 
  new merchants, including many foreigners bearing rare 
  and exciting goods, are supposed to be in attendance. 
  Companions in town should not miss the chance to visit the 
  market that is called the “Wonder of the North”. 
  dark tidings
  Heroes walking around town on Toy-market Day soon 
  realise that something is wrong. Many Dwarf crafters and 
  traders encountered along the streets seem troubled. In 
  the Market Square in particular, long faces abound. Even 
  as they call out their wares, hawkers’ voices lack the usual 
  gusto, and the normally exuberant sounds of delighted 
  children are somewhat muted. Many armed guards can 
  be seen on the corners of the square, and moving through 
  the crowd.
  Questioning any of the passers-by, the companions 
  discover the reason for such doom and gloom: word on the 
  streets is that Balin, son of Fundin, emissary and advisor 
  to King Dáin, died the night before, a victim of murder! 
  This is not a case of confusion about the occasion the 
  Company aided Balin. This is a new attack, Balin being 
  slain in Dale itself, so soon after surviving the previous 
  attempt on his life.
  The atmosphere is (unsurprisingly) dour and serious 
  about the various Dwarven toymakers’ stalls. Some 
  manage a slight smile for their younger customers, but 
  most are clearly distraught. Balin’s murder, coupled with 
  the news of the previous aggression along the river, is 
  evidently putting every Dwarf on edge.
  Characters enquiring after Balin’s demise are met with a 
  frown by any Dwarf (“I have no wish to darken this bright 
  market with such talk!”), but the Dalish workers at the 
  7
  
  31
  of hammers and anvils
  But not everyone seems to agree on the worthiness of 
  his work: two older Dwarves, smiths by the rough look 
  of them, have started to comment loudly upon the work 
  of the toy-maker, belittling its relevance and using harsh 
  words. Dwarven companions will instantly recognise 
  them by their accent as coming from the Iron Hills, a 
  market are less sensible: should the companions ask, they 
  discover that word has it that Balin was attacked while 
  passing through the Old Quarter late at night. None seem 
  to know more than this. 
  seeking thrun
  Before they leave the Market Square, the heroes notice 
  that, despite the general gloom, quite a crowd has 
  gathered about one stall in particular. Here, people are 
  laughing heartily as they examine the wares on display. 
  Upon approaching, they see a relatively young and lively 
  Dwarf demonstrating the properties of some marvellous 
  wooden boxes that open in different ways depending on 
  how and where they are tapped, a series of interlinked 
  rings that move about one another in a flowing dance, 
  and small intricate dragons that writhe about one’s 
  fingers. The young Dwarf is named Thrun, and he is a 
  toy-maker, of course. His work seems genuinely wondrous 
  and deserving the general attention it is getting. 
  subtlety caught by other companions only on a successful 
  DC 13 Intelligence (Lore) check.
  Not content to bully a single toy-maker, one of the Dwarves 
  raises his voice, addressing everyone in the Market Square 
  able to hear him:
  “You all should be ashamed of yourself, wasting your time 
  on such trifling matters! Toys and trinkets! Only a few 
  years ago you would have been the laughingstock of any 
  Dwarf who ever set foot in a forge. Do you think it is of any 
  value the praise you are getting from Men? An Orc is better 
  at smithing than any Man!” 
  The crowd that gathered around the stall of Thrun rapidly 
  scatters, as everyone prefers to put some distance between 
  themselves and the two disgruntled Dwarves. The toy-maker 
  looks at the dispersing crowd, raising his arms in desperation: 
  “Look at what you have done now, all my clients gone! A 
  plague on miners and their stiff necks!”
  Upon hearing the toy-maker’s outburst, the two miners 
  move to face him menacingly, with one of them stepping 
  so close to Thrun that the beards of the two Dwarves 
  touch. Blows are about to be exchanged!
  Helping the Toy-maker
  Companions wishing to defuse the confrontation can 
  try different things, anything from making a DC 15 
  Charisma (Intimidation) check to counter the ugly 
  words of the two smiths, to using a DC 13 Intelligence 
  (Traditions) check to instil some sense of decorum in the 
  arguing Dwarves or intoning a distracting song (a DC 15 
  Charisma (Performance) check) to lighten the situation. 
  If the companions fail their checks or ignore the matter, 
  a brief scuffle erupts, ending with Thrun falling and 
  knocking over some of the crates he used to set up his 
  display; he isn’t injured, only bruised in body and spirit. 
  Then, the two miners look about the market crowd in 
  defiance and leave. 
  If the heroes succeed, the smiths end their outburst 
  without resorting to any violence, leaving the heroes with 
  a grateful Dwarf that might later be willing to speak more 
  openly about what is going on (see page 33). 
  7
  
  PART THREE UPHILL AND DOWN DALE
  erebor adventures
  32
  If the Loremaster deems that the companions handled 
  the situation particularly well, for example by making 
  a successful Traditions check, the two Iron Hills smiths 
  themselves will calm down and feel the need to elaborate 
  a bit about their discontent. From their words, the 
  companions might deduce that tension is building among 
  the Dwarves, because of ongoing discussions within King 
  Dáin’s own Council. The smiths won’t provide more details 
  to outsiders, but a Dwarven companion can learn that the 
  argument involves smithing techniques no longer being 
  honoured in the forges beneath the Lonely Mountain. 
  “Today, we already cannot rival the metal-work of our 
  fathers. At this pace, the secrets of our masters will be lost 
  at the turn of a generation. And all this only for the sake 
  of the gold of the Men of Dale? The gold that was ours in 
  the first place...”
  While most Free Folk would find the whole argument tedious, 
  to Dwarven smiths it is a most serious matter indeed.
  the raven, again
  After the commotion provoked by the Dwarven smiths 
  subsides, the companions will likely wish to speak to 
  Thrun about Balin. He simply points to a raven perched 
  on a nearby lamp post, where an alley going east from the 
  square leads to the Red Row. When the companions get 
  closer, the raven salutes them; croaking and flapping its 
  wings. In a sense of déjà-vu, the bird looks definitely to be 
  the same that led the companions to the Dwarf-lord!
  Once recognised, the bird takes flight, landing on a statue 
  in the middle of Red Row, before heading straight over 
  Snapfire Alley. The raven eventually comes to rest at the 
  top of a small building in the northern portion of the Old 
  Quarter. Once the companions reach the spot, a small door 
  on the front side of the building cracks open and a hand 
  beckons from the shadows to bid them quickly inside.
  “Well met again!”
   says Balin, son of Fundin.
  – part three – 
  uphill and down dale
  Balin leads the Company into a dark antechamber, 
  and then down a flight of steps, to a wide underground 
  room furnished with sturdy wooden furniture and lit by 
  beautiful Dwarven lamps that fill the room with light, but 
  emit no smoke. He gestures about the room. “One of the 
  few structures that remained intact from Dale of old. Only 
  a few old Dwarves know about it,” he declares with a wink.
  dark business
  After the Company has settled and Balin has passed about 
  flagons of ale, he gets down to business. 
  “I have a confession to make. I did not tell you everything 
  last time we met, but I wasn’t sure I could trust you. It 
  was no mere misfortune that befell my friends and I. It 
  seems clear that the ruffians didn’t attack us to rob us, 
  but were seeking us out with another purpose. Seeking 
  me out, most likely. This is why I resolved to retreat from 
  public appearances for the time being. If someone wants 
  me dead, then I’m safer if they think it so.”
  “I wasn’t going to Esgaroth on an ordinary business trip. 
  I was investigating a rumour concerning a secret meeting 
  of conspirators that I was told occurred on the road 
  from Dale to Lake-town. I was surprised when the thugs 
  attacked us. Since I confided my plans to only a few close 
  friends within the Lonely Mountain, I fear I have been 
  betrayed.”
  “Now, pretending to be dead will give me time to discover 
  who is behind this, and it may indeed make them bolder 
  and draw them from the shadows, but it severely limits 
  my operations, as you can imagine! In Erebor I have a 
  number of agents I can trust, but here in Dale I still haven’t 
  found someone up to the task. If you are willing to lend 
  your eyes and ears to me for a while, there are a number 
  of leads I wish to follow.”
  If the Company has no interest in helping Balin, he will be 
  both surprised and disappointed, but will send them on 
  their way, asking them only to not discuss this business 
  or his survival. Should the heroes agree to help the old 
  Dwarf, he discloses what he knows.
  Questions, Questions
  Balin tells the Company that months ago he started to feel 
  worried at a tension rising in Dale, between the Bardings 
  and the Dwarves of Erebor. What started as small quarrels 
  between counsellors and envoys had steadily grown 
  7
  
  33
  of hammers and anvils
  worse, to the point that in recent times every meeting 
  of the King’s Council seemed to have an endless list of 
  litigations to address, having to do with arguments flaring 
  up between Dwarven craftsmen and Dale merchants and 
  lords. Many in Erebor had started to openly speak against 
  the “ungrateful and scornful folk of Dale”.
  At first, Balin thought these troubles to be of minor concern, 
  and typical of two neighbouring young kingdoms. Several 
  weeks ago, that changed. Gundri, a veteran of the Battle 
  of Five Armies belonging to the so-called ‘Stone Guard’ 
  of Erebor got especially deep into his cups one night 
  and was heard by many saying that the time was soon 
  coming when, “matters would be set right, between Hills 
  and Mountain. And the greedy Mannish rabble will get 
  theirs...”. 
  Unsure at what his words could refer to, Balin resolved to 
  question the guard, but Gundri failed to show up when 
  summoned. He was eventually found dead, drowned in a 
  fermenting keg in Stángard, the very midst of Erebor. 
  Alarmed, Balin started a full-fledged investigation, but 
  has since been grasping at shadows, thwarted at multiple 
  turns. He was on the river the other night because his 
  agents had intercepted a message that made Balin believe 
  a ‘payment’ of some sort was due to be passed between 
  a Dwarf and other conspirators. The elderly statesman 
  now suspects that his quarry was on to him and the 
  ‘intercepted’ message was, in fact a trap for which he fell.
  the task 
  Balin listens grimly if the companions tell him of the 
  altercation at the Toy-market. He then asks them to 
  make discrete inquiries about town. He is interested in 
  discovering who attacked him, and who stands to gain 
  the most from rising tensions between and within Dale 
  and Erebor.
  Balin would like the heroes to find out what they can and 
  report back what they have learned so far in a few days.
  • 
  If the Company achieved 2 successes or less in their 
  talk with Balin on the road to Dale, he offers them the 
  equivalent of 5 gold pieces apiece for their assistance, 
  as well as his good will. If they achieved 3 successes 
  or more, the offer is 10 gold pieces and he will speak 
  to King Dáin on their behalf.
  The following entries detail what the companions can 
  learn in Dale, considering the players’ most likely courses 
  of investigation. It will take the heroes two or more days to 
  seek out every piece of information, based on their choices 
  and thoroughness. 
  The Toy-maker’s Tale
  If the companions tried to help the toy-maker at the square, 
  Thrun will look for them, as he is worried by the recent 
  events — Balin’s news and subsequent need to disappear
  has disturbed him. The Dwarf might ‘accidentally’ bump 
  into them as they are walking on the road right after 
  having met Balin, or he might show up at their favoured 
  inn one evening. When the meeting takes place, Thrun 
  thanks them profusely for their intervention and invites 
  them to visit him later in his workshop for a private chat.
  The Loremaster can structure the meeting using the rules 
  for Audiences found on page 80 of Adventures in Middle-
  earth Loremaster’s Guide. Thrun is an Anvil Way Smith 
  (see page 45 of the Lonely Mountain Region Guide) but the 
  toy-maker will not be Stubborn with the Company and 
  already has a +1 Expectation of the Company due to their 
  assisting Balin.
  The Toy Workshop
  Thrun’s workshop is on the ground floor of a building in 
  Anvil Way. It’s a wide, dark locale, filled with the intricate 
  mechanisms of his many toys. Wheels and gears whirr 
  and click constantly, and his workbench is lined with rows 
  of brass calipers, pliers and a multitude of strange-looking 
  hammers of all sizes. Drawings describing the design for 
  various mechanical engines line one wall. On a table 
  lies what looks to be the beginning of a magnificent toy 
  dragon, wrought from gold and silver.
  When the adventurers arrive, Thrun looks up from his 
  workbench through a series of lenses that magnify his eyes 
  to a ridiculously huge degree, before setting them aside. 
  Seen in his working environment, Thrun is the very model 
  of a Dwarven craftsman, obsessing with the minutiae of 
  his creations and always aiming for ways to perfect his 
  craft. Thrun has a very short beard for a Dwarf; his hair 
  7
  
  erebor adventures
  34
  “I feel that in recent years, Dwarves from the Iron Hills have 
  watched the rising of the Kingdom of Erebor with mixed 
  feelings. Where people like myself have found in it an 
  opportunity to develop our craft beyond even the wildest 
  dreams of our ancestors, others pity our ambition and 
  consider our work to be nothing more than a meaningless 
  waste of time, not befitting the cunning of our kind.”
  “It is thus understandable that those two poor lads from 
  the Iron Hills feel such anger to see that jewellers and 
  toy-makers encounter success and prosper in their trade. 
  All the more when to their eyes the honoured craft of the 
  toolsmith languishes, forsaken and forgotten.”
  “But this is nonsense of course! There is now a wide 
  world outside our mines and strongholds, and there will 
  be always someone needing good tools, like hammers, 
  pickaxes and mattocks. Why, several of my best tools 
  came from Niping’s forge!”
  Niping, he states, is one of the best Dwarven smiths alive 
  today, when it comes to good solid ironwork. He is one 
  of the masters of Durin’s Folk, deserving the respect and 
  admiration of all Dwarves, but he is too tied to the old 
  ways. He has made several public declarations criticising 
  the work of the smiths of Erebor, dismissing them as 
  unworthy of their trade. Judging from their words and 
  provenance, the two disgruntled miners were certainly 
  friends or apprentices to Niping.
  Where is Niping?
  Niping the smith resides in the Iron Hills, his 
  ancestral home, surrounded by his faithful. He 
  does not make an appearance in this adventure as 
  written. He plays the part of the puppeteer, holding 
  the strings but keeping himself in the dark .
  got snagged in his toys’ mechanisms one too many times 
  and so he sheared it short. His bright eyes twinkle when he 
  talks and he talks a lot when he’s not working.
  “Welcome! Welcome! Oh-ho, so you came. I hope I haven’t 
  discomforted you too much with my invitation, but I think 
  that what I have to say will be of interest.”
  Thrun bustles about clearing tools and bits of machinery 
  off chairs so one or two companions at least have a place 
  to sit. 
  “I am sorry if I disturbed you with my request to see 
  you, but I feel I haven’t adequately thanked you for your 
  help. Also, I wish to provide you with some explanation 
  for the behaviour of my kinsmen. It’s not my intention 
  to excuse them for their aggression, but I have pondered 
  the question and I think there might be more to it than a 
  simple grudge.”
  Thrun as an Informer
  The primary reason that prompted Thrun to contact the 
  companions is plain to see: the idea that someone could 
  take his craft from him, for example barring him from 
  working on toys and force him to return to the forge, is an 
  unacceptable nightmare, one Thrun would do anything to 
  prevent from becoming reality. 
  
  35
  of hammers and anvils
  If the companions mention Balin, Thrun glances furtively 
  about his workshop. “Let him stay safely dead for now,” 
  he says. “But I can help in other ways.” To further this end, 
  he has something to give the companions: the toy-maker 
  disappears at the back of his workshop for a few moments, 
  only to return unwrapping a parcel.
  As he reaches the companions he holds out what looks to 
  be a silvery mechanical bird, a thrush to be precise. 
  “This small mechanical friend of mine is a capable flier. If 
  you let it go from anywhere around town or in its vicinity, 
  it will fly straight back here, only to return to the precise 
  spot from where you let it go if I wound it back and send it 
  out again. This way, you could deliver a message, writing 
  on a small piece of parchment and tying it to the bird’s leg: 
  I will make sure the recipient will receive it. You could also 
  tell anyone you wish to check here regularly for messages, 
  I can keep a secret...”
  Investigating the Boat
  The Quays of Dale lie to the east of the Traders Gate. Its 
  docks are busy from the dawn to the setting of the sun, and 
  boats of many shapes and sizes are moored to the various 
  landings. At first sight, no craft seems to correspond 
  perfectly to the one the companions are looking for.
  If the companions look for help, catching the attention of 
  the right person can be a daunting prospect in the hustle 
  and bustle of the Quays. A hero already familiar with how 
  business is conducted here or one making a successful 
  DC 10 Intelligence (Traditions) check will know to go to 
  Halward, the present Reeve of the Quays. 
  Halward is a stout, dark-bearded fellow originally from Lake-
  town, performing his duties from a cabin near the South 
  Quay. He is a busy man and has little time for questions, 
  but a DC 10 Charisma (Persuasion) check will keep his 
  attention for enough time to entertain the Company.
  If asked about the boat the companions saw before they 
  met Balin on the road to Dale, Halward will remark that 
  vessels matching the description are a common sight 
  along the full length of the Running River:
  “Typical Dorwinion boat, for navigating the marshes. Some 
  like those as they are fast, but cannot carry much weight.”
  Thrun’s Marvellous Thrush
  The mechanical thrush is wrought of silver and 
  exceedingly intricate. A successful DC 20 Wisdom 
  (Perception) check will reveal the raven’s feathers 
  are in fact made of precious Mithril! The bird has an 
  obvious key on its underside. Once the key is turned, 
  the bird’s eyes "blink", it extends its wings and leaps 
  into the sky,  wheeling about and then heading the 
  right way.
  
  erebor adventures
  36
  A question specifically mentioning the boat’s unusually 
  large steerboard, or the painted eyes on its prow, will jog 
  his memory.
  “Aye, on the South Quay, there was such a skiff. Now that 
  you ask, it was a bit peculiar, its crew met with two men I’d 
  take for servants of a Barding noble.” 
  “They were wearing a cloak, and it was too dark to see 
  well, I fear, but when they left the docks I noticed that one 
  of them was wearing a red livery under the cloak.”
  The Dorwinion Connection 
  Companions from Dale, or those succeeding on a DC 10 
  Intelligence (Lore) check, suggest that if they wish to 
  investigate the Dorwinion clue, they should probably go 
  visit the Commons, the corner of the Residential Quarter 
  of Dale where merchants and wanderers passing through 
  town or waiting to find more stable housing in the city 
  normally stay (see also the Lonely Mountain Region 
  Guide, page 48). Here are the temporary accommodations 
  of many merchants from the East, as well as traders and 
  wine-sellers from Dorwinion.
  Finding information among the brightly-coloured silk tents 
  requires a DC 15 Intelligence (Riddle or Traditions) 
  check. On a success, the companions are introduced to 
  Katun, an Easterling merchant matriarch acting as head 
  of the small community of Easterlings of Dale (if the heroes 
  befriended Katun in the The Silver Needle, they do not 
  need to roll — they are led to her directly).
  Meeting Katun
  Katun will be quite cautious with those she doesn’t know, 
  but open and cheerful with friends. If asked about the 
  Dorwinion marsh boat, she says that a craft corresponding 
  to the companions’ description was reported stolen, only to 
  be found abandoned a few days ago. 
  Whoever stole it tried to sink it by smashing a hole in its 
  hull, but the currents pushed it on a shallow bend of the 
  River Running and some hunters noticed it. Katun knows 
  the original owner of the boat, a Dorwinion trader by the 
  name of Gwion. 
  Gwion
  With directions from Katun, the companions easily find 
  Gwion. He is a middle-aged dealer in musical instruments, 
  living in a house in the Residential Quarter. When the 
  companions mention the stolen boat to Gwion, he can 
  barely contain his rage – the boat was to be a gift to his 
  younger son, who likes to go fowling on the River Running. 
  One day the boat simply disappeared, and the dock 
  authorities had no explanation to give! Now he will have 
  to wait for a carpenter of Lake-town to repair the boat. 
  If the companions treat Gwion respectfully, before they 
  leave, the merchant will hand them an envelope, stained 
  with traces of mud. He says:
  “When I pulled the boat out of the water I found this, stuck 
  under the prow compartment. I was puzzled by it, see if 
  you can figure its meaning.” 
  The envelope is open and contains a letter written on plain 
  parchment. Written in Westron, it states:
  The passage is almost complete. Make sure that your 
  men are prepared.
  There are no other markings, nor a signature. A DC 15 
  Intelligence (Lore or Riddle) check indicates that the 
  handwriting might belong to a Dwarf.
  The Red Livery 
  Based on the information gathered on the quays, the 
  companions might decide to ask around amidst the streets 
  of Dale for petty nobles whose servants use a red livery. 
  7
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  37
  of hammers and anvils
  The Missing Scale
  One of the most convenient spots for gathering 
  information is certainly The Missing Scale, a famed 
  inn which sits on the southern edge of the Market 
  Square (see page 43 of the Lonely Mountain 
  Region Guide). A Loremaster may conveniently set 
  the description of a particularly fruitful meeting in 
  the common room of ‘the Scale’, under the gaze of the 
  wrought-iron Dragon that inspired the inn’s name.
  This course of investigation lets the heroes automatically 
  single out three lords from the Dalelands: Bryni, Lord of 
  Strandburg, Gunvar, Lord of Ashbrook, and Thegn Osgar.
  A successful DC 13 Wisdom (Insight) check (or the use of 
  an appropriate Distinctive Quality, see page 6) will reveal 
  the general take of the average inhabitant of Dale on each 
  of the three men. Each entry includes additional details 
  that a hero discovers if they succeed by 5 or more. 
  • 
  Bryni, Lord of Strandburg (see page 57 of the 
  Lonely Mountain Region Guide) is a nobleman from 
  the Northern Dalelands, in town to see if he can pick 
  up any fancy new trinkets. King Bard granted him the 
  village of Strandburg when Bryni was not yet twenty 
  years old. He is now in his thirties, and the years have 
  toughened him a bit, but he hasn’t lost his desire to 
  appear “lordly” to others. 
  A higher success reveals that the townsfolk considers 
  Bryni to be no more than a vain and incompetent fool.
  • 
  Gunvar, Lord of Ashbrook (see page 39 for a 
  full description) has come to visit the Toy-market, 
  a personal tradition he has honoured since the 
  refounding of the kingdom. Gunvar is known for his 
  ambition and his interest in governing of the city. 
  While his manor of Ashbrook is outside the walls, 
  Gunvar spends the vast majority of his days in Dale. 
  Note to the LM: Gunvar is involved in the disruptions 
  in Dale and is one of the villains of this adventure.
  Succeeding by 5 or more uncovers that many hold 
  Gunvar to be exceedingly ambitious.
  • 
  Thegn Osgar. An older lord who was in Lake-town 
  when it was attacked by Smaug in 2941. He was 
  badly burned and his left arm was left withered. He is 
  known for his dislike of Dwarves, as he blames their 
  greed for the destruction of Esgaroth.
   
  A superior level of success finds that most inhabitants 
  of Dale regard Osgar as an extremely honourable man.
  
  PART FOUR AN INTERESTED LORD
  erebor adventures
  38
  What if the Company refuses?
  If the heroes refuse to meet with Lord Gunvar, the 
  messenger indicates that his lord will be most upset, 
  but takes their answer all the same. What happens 
  next depends on the companions. Do they stealthily 
  follow after the messenger or continue to look for 
  answers in the city? 
  Regardless, Gunvar and Niping’s plans will then 
  proceed relatively unopposed. Balin may personally 
  bring the Company with him when he goes back 
  to Erebor to reveal himself, but much damage 
  will be wrought and it will be very difficult, if not 
  impossible, to determine the true guilty parties, 
  advancing Niping’s plan considerably. If the 
  Company accompanies Balin, they may end up being 
  called upon to help fight the fires that Niping’s 
  followers start in Erebor. (see 44 for details).
  back to balin 
  When the companions meet Balin again, he will listen 
  attentively to what the heroes have to report. The actions 
  that the Dwarf will take in the following hours is based 
  on the amount of useful information he receives from the 
  companions (see below).
  The items of information that the heroes may report are:
  • 
  The heroes describe what Thrun the toy-maker told 
  them about the quarrel between the smiths of the Iron 
  Hills and those of Erebor. Balin is not surprised, but 
  takes note.
  • 
  Niping is mentioned. Balin raises an eyebrow, as he 
  knows the smith very well, and he had no reasons to 
  doubt his loyalty so far. 
  • 
  The companions report that the boat is a marsh skiff 
  from Dorwinion.
  • 
  The Company shows Balin the letter found in the boat.
  • 
  The heroes report the testimony about the red-liveried 
  servants. 
  • 
  The identity of the suspected noblemen is revealed to 
  Balin.
  Balin tries not to betray any sentiment as the companions 
  recount their findings, but a DC 15 Wisdom (Insight) 
  check reveals, if the companions have reported at least 
  four information items out of the six listed above, that 
  Balin appears determined to take action. The companions 
  convinced him that something is indeed afoot. 
  As one of his most trusted advisors, Balin is to confer 
  with King Dáin in three days. The Dwarf encourages 
  the Company to learn anything else they can before his 
  meeting, as he intends to present the king his suspicions.
  – part four –
   an interested lord
  The day following the Company’s last meeting with Balin, 
  a messenger approaches a companion on the street. The 
  man wears red livery showing a wavy blue band across 
  a white field. A DC 13 Intelligence (Lore) check reveals 
  He bears a missive that invites the heroes to meet with 
  Lord Gunvar, as he has learned of their inquiries and 
  believes that there are things useful for them to hear.
  Ashbrook is about an hour’s ride to the west of Dale. If 
  the group agrees to meet with Lord Gunvar, the messenger 
  gives them precise directions, then he hurries off to tell his 
  lord of their coming.
  off to ashbrook
  Ashbrook is a rich manor house, an hour outside of the 
  walls of Dale, encircled by a short border wall delimiting 
  the lord’s demesne. The building itself is dominated by a 
  solid stone tower, once intended to keep bandits at bay. 
  When the companions arrive, they are met before the gates 
  by guards and the doorwarden, who requests that they 
  leave their weapons in his custody. If the heroes comply, 
  they are allowed to enter and meet the Lord of Ashbrook. 
  an audience over dinner 
  The companions are invited to take their place in the main 
  hall of the manor house. A wooden table occupies the 
  length of the hall, and wooden chairs with high backs are 
  arranged along the two sides. As the heroes sit, a butler 
  enters to fill the companions’ cups with red wine, poured 
  from an elegant glass decanter. 
  8
  7
  
  39
  of hammers and anvils
  When everyone is seated, Lord Gunvar enters and takes 
  his place at the far end of the table, raising a crystal goblet. 
  “Welcome to Ashbrook. I invited you here because I think 
  you and I are pursuing similar goals, and thus I wonder if 
  we could help each other...”
  Motivation & Expectations
  If the companions suspect Lord Gunvar, he is not aware 
  of it. He only knows that they have been asking questions 
  about the relations between Dale and Erebor and has 
  misinterpreted their investigation. He is certain that 
  Balin is dead and has no idea that the companions might 
  be acting on the Dwarf’s orders. This advantage should 
  allow the companions several options for the encounter, 
  for example they might ‘play along’, pretending to agree 
  with Gunvar’s resolutions and offer their help (see 
  overleaf).
  For his part, Gunvar’s goal with this Audience is to assess 
  the companions’ potential as a threat or resource, and 
  to eventually neutralise or employ them, as the time 
  to undertake his action of sabotage approaches. The 
  following Expectations apply:
  • 
  +1 if the companions have their own tales of strife 
  between Men and Dwarves.
  • 
  +2 if the heroes seem eager to take action on behalf of 
  Gunvar and Dale.
  • 
  -1 if there is a Dwarf or an Elf in the Company, unless 
  that individual convinces Lord Gunvar that they care 
  more for Men than their own people.
  • 
  -2 if they try to reason with him or attempt to convince 
  him to take peaceful measures instead of his more 
  radical ideas.
  Lord Gunvar
  Gunvar is a tall man in his mid to later 40s, with 
  black hair shot through with silver and sharp green 
  eyes that miss little. His ambition and strong dislike 
  for the current political situation in Dale has brought 
  him to forge an alliance with Niping, as he thinks 
  that the smith’s schemes will undermine the stability 
  of King Bard’s rule. Gunvar’s ultimate goal is to 
  replace the current king with Lord Hakon, who he 
  believes would make for a far better ruler than Bard.
  Gunvar is a Barding Noble (see page 46 of the 
  Lonely Mountain Region Guide). He is always 
  accompanied by several of his Men-at-Arms (see 
  below), at least one for each Player-hero.
  
  erebor adventures
  40
  gunvar’s men-at-arms
  Medium Human
  STR 
  16 (+3)
  DEX 
  14 (+2)
  CON 
  13 (+1)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 
  10 (+0)
  Armour 16 (Corslet of Mail, Swordmaster)
  Hit Points 33 (6d8+6)
  Speed 30 ft
  Skills Athletics +5, Perception +3
  Senses passive Perception 13
  Languages Westron
  Challenge 2 (450 XP)
  Swordmaster. The Man-at-Arms gains a +2 bonus to 
  AC while wielding a broadsword or long sword (included 
  above).
  Actions
  Multiattack. The Man-at-Arms makes two attacks with 
  his long sword.
  Long Sword. Melee Weapon Attack: +5 to hit, reach 5 
  feet, one target. Hit: 7 (1d8+3) slashing damage or 8 
  (1d10+3) slashing damage if used with two hands..
  Reactions
  Counterattack (Recharge 5-6). If an attack misses 
  the Man-at-Arms, he can use his reaction to make an 
  attack roll with Advantage. He must be wielding a melee 
  weapon and able to see his attacker.
  The Speech
  Gunvar says that the companions need no introduction, 
  as their reputation precedes them (he actually investigated 
  them prior to the Audience). He instead introduces himself 
  as a humble servant of the kingdom of Dale, blessed by a 
  title and personal wealth allowing him to do something 
  for his king. 
  The spokesperson for the Company succeeds automatically 
  at the Introduction check.
  Soon after the start of the dinner, Gunvar stands and starts 
  pacing the hall, declaiming as if making a public speech. 
  “I have asked to meet you because I think that you can 
  understand my concerns. The kingdom of Dale is a 
  young one, not more than an infant compared to our 
  neighbours, the ancient realms of the Dwarves and Elves. 
  But our lineage, our heritage, goes back in time for many 
  centuries. We were here before Smaug, and here we are 
  again, reborn from Dragon-fire. 
  But what matters more is that if it weren’t for our king there 
  would be no kingdom under the mountain, and certainly 
  the Woodland Realm itself would have been reduced to 
  ashes by the Dragon’s wrath.
  Yet today our neighbours see us as inferior, and treat us as 
  such. Years ago King Bard stood tall and demanded that 
  we were given what was ours by right, but he is not that 
  man anymore. Wizards and foreigners have weakened his 
  will, and the Dwarves and Elves have seen it. They fear 
  that the king’s weakness will eventually put their interests 
  in danger. 
  What is worse is that most of us refuse to see. We are 
  blinded by greed, and are willing to let others take 
  decisions for us, as long as we are allowed to get rich. Not 
  everyone is blind though. Warriors like you and I see that 
  there are many enemies threatening the kingdom, and not 
  all of them are beyond our borders. We see and we act 
  accordingly.
  “Listen, my guests,” says Gunvar, now speaking in a softer, 
  more accommodating voice. “I said we, for we it may be, if 
  you will join with me. Help me to strengthen the kingdom, 
  for the sake of Dale in the first place, but also for Erebor 
  and the Woodland Realm. A weakened throne isn’t good 
  for anyone in the region.”
  Gunvar’s Offer 
  The lord is offering the Company a chance to join him in 
  his efforts. Gunvar hints at a mission he will carry out this 
  same night they are allowed to be part of, should they 
  pledge their allegiance to him and his cause.
  The Loremaster must now adjudicate what happens next, 
  based on the actions and words of the companions during 
  the dinner. Here follow a number of possible outcomes, 
  to be adopted based on how the companions conduct the 
  encounter:
  The Companions Play Dumb
  The companions try to downplay their involvement and 
  their knowledge of what is going on, in an attempt to 
  7
  
  41
  of hammers and anvils
  The Mechanical Messenger
  Thrun the toy-maker’s marvellous mechanical 
  thrush (see page 35) can come in handy in whatever 
  circumstance the companions may find themselves. 
  In particular, the bird could be employed to carry a 
  message to warn Balin of Gunvar’s intention to do 
  something against Erebor; if this happens, Balin 
  could be forewarned and prepared for what’s coming. 
  However, Dale is a great distance away and the bird 
  might not succeed…
  convince Gunvar that they are incompetent, uninterested 
  or harmless, or a combination of the three. 
  • 
  They must make the Final Audience check at 
  Disadvantage (Gunvar is Cunning, see page 6) and 
  must use Performance or Riddle to convince him of 
  their worthlessness.
  If the companions succeed, Gunvar is convinced that the 
  heroes are no more than inept fools, and that they do not 
  represent a threat to his schemes. He lets them go, being 
  careful not to give them any inkling about his plans. This 
  allows the heroes to keep a watch on the manor should 
  they intend to do so, and eventually witness the mustering 
  of Gunvar’s men (see In Deep Places).
  An Uneasy Alliance
  The companions lie to Gunvar, pretending to agree with 
  him and accepting his offer to join him (anguish from the 
  deception causes each hero to gain 1 Shadow). 
  • 
  To convince Gunvar, the companions need to make 
  a Final Audience check and must use Performance 
  or Riddle to convince him of their sincerity. Since 
  Gunvar is hearing what he wants to hear from the 
  companions, his Cunning does not come into play.
  If they succeed Gunvar compliments them for their wisdom 
  and discernment. He then proceeds to reveal his plan 
  for the immediate future: by the break of dawn, Gunvar 
  and a select group of Men will finally take action and do 
  something that will finally set many gears in motion; a 
  demonstrative action that will shake the foundations of 
  the realm. Will they be part of it? (see In Deep Places).
  The Company is Imprisoned
  Failing to convince Gunvar one way or the other, or 
  refusing his offer outright leads to imprisonment. Guards 
  enter the dining hall at a signal from Gunvar and the 
  heroes are taken to several cells in the lower portion of the 
  manor. The lord of Ashbrook orders his men to keep the 
  companions under lock and key until further notice.
  Gunvar intends to keep them in his prison cells at least until 
  the sabotage of the furnaces of Erebor is accomplished. 
  Later in the same evening though, the companions hear 
  raised voices. Gunvar is speaking with someone (Lord 
  Hakon) who is outraged at Gunvar’s rash action. The voices 
  are distant and muffled — it is impossible to know who 
  Lord Gunvar is speaking with. The newcomer demands 
  that Gunvar send his men to Erebor immediately and 
  set their plans in motion, even if earlier than intended. 
  “I will send a message to inform our Dwarf friend.” The 
  companions must be ‘dealt with’ the moment Gunvar 
  leaves Ashbrook.
  At this point, the Company will doubtless decide that the 
  time has come to flee. The players will certainly come up 
  with several plans, and the mustering of Gunvar’s men in 
  the hours preceding the dawn could be the occasion they 
  were waiting for:
  • 
  The Loremaster can stage the escape from the manor 
  by improvising a fully detailed scene, or having the 
  companions pass a series of ability checks, requiring 
  a total of 9 successes. Suggested skills are Athletics, 
  Investigation, Riddle, Stealth and Survival. The 
  first time each skill is used set the DC at 13 and raise it 
  by 2 each time afterwards. Success by more 5 or more 
  counts as two successes towards the total. Have the 
  players narrate both their successes and failures as 
  they struggle to escape the clutches of the traitorous 
  lord.
  
  PART FIVE IN DEEP PLACES
  erebor adventures
  42
  If the companions manage to flee, they recover their weapons 
  from the manor’s armoury and slip out of Ashbrook.
  – part five – 
  in deep places
  The warriors of Lord Gunvar, about thirty men, assemble 
  before his manor a couple of hours before the breaking 
  of dawn. They are all on horseback, wearing cloaks 
  concealing their arms and armour. Gunvar intends to 
  lead them to Erebor and enter the Lonely Mountain using 
  a secret path that has been given to him by Niping. 
  • 
  If the companions have kept a watch over the manor, 
  they can follow Gunvar and his men until they enter 
  the Mountain.
  • 
  If they have accepted Gunvar’s offer and convinced 
  him of their sincerity, they are given a cloak each and 
  a mount, should they lack one. The Lord of Ashbrook 
  tells them only to be ready, as what they are going to 
  do will test their mettle and determination.
  • 
  If the companions were imprisoned, when they finally 
  break free they will be able to follow the tracks of 
  Gunvar’s men.
  The following paragraphs describe the path chosen by 
  Gunvar and his men and their actions. The Loremaster 
  can use the information provided to adapt it to the course 
  of action chosen by the players.
  to erebor 
  On the northeastern side of the Lonely Mountain there 
  is a large field of scree filling a narrow valley. The scree 
  was carefully placed by Niping and his followers to hide 
  a fissure in the mountainside that was once used as a 
  narrow vent for mining gases. Niping’s Dwarves have 
  secretly enlarged the fissure, connecting it to a disused 
  tunnel leading deep under Erebor. 
  A couple of hours after leaving Ashbrook, Gunvar and 
  his men reach the field of scree and enter the concealed 
  fissure. 
  Into the Depths
  The tunnel used by Gunvar wends down deep into the 
  roots of the Mountain. Sections of it are natural, while 
  others have been clearly opened or enlarged artificially. 
  At times, acrid fumes fill the hollows, and water trickles 
  down the passage. Clambering over the many jagged 
  edges within the roughly hewn tunnel for what seems to 
  be long hours is tiring (each companion must make a DC 
  13 Strength saving throw or gain a level of Exhaustion).
  The Abyss
  The passage eventually comes to a large crevasse 
  that stretches across the path. A large stone has been 
  purposefully placed across the chasm as a bridge, and 
  under it lies a bottomless gulf of inky blackness. Sounds 
  echo from unnerving directions, and a sickly sweet stench 
  rises from the depths. 
  Whoever attempts to cross the stone bridge must make 
  a DC 10 Wisdom saving throw or become Miserable 
  while they remain underground. Miserable heroes have 
  Disadvantage on attack rolls and automatically fail all 
  Charisma ability checks (see page 183 of the Player’s 
  Guide).
  the first forge 
  Eventually, the tunnel reaches the Lower Halls of Erebor, 
  not where the great underground city of Stángard lies, 
  or where Thorin Oakenshield sleeps his eternal sleep, 
  but where the fires feeding the furnaces of Durin’s Folk 
  are kept burning day and night (see the Lonely Mountain 
  Region Guide, page 14). 
  A Dwarf of the Lonely Mountain will instantly realise where 
  they are: in the proximity of the First Forge, a series of vast 
  furnaces where the bulk of the ore extracted from below 
  the Mountain is smelted. While there are many forges 
  within Erebor, the one they stand within is considered one 
  of the “pillars” of the Kingdom under the Mountain.
  The din made by the unceasing toil of the Dwarves and the 
  labouring of their great engines is deafening like the wind 
  in a stormy sea, and men must yell to be heard. Here is 
  where Gunvar intends to bring his plan to fruition.
  Sabotage!
  When they enter the vast, cavernous hall housing the 
  First Forge, Gunvar and his men set about sabotaging 
  the smelting furnaces and the engines employed to refine 
  the precious metals. The Dwarven labourers and smiths 
  8
  8
  
  43
  of hammers and anvil
  working the night shift cry out in outrage, but are quickly 
  rounded up by the armed saboteurs and imprisoned in a 
  nearby chamber.
  In a few moments, billows of dark smoke begin to fill the 
  air. It seems that Niping’s plan worked perfectly, and the 
  companions are the only ones who can do something 
  about it. Or are they?
  Balin’s Counterplan
  While the companions were investigating on his behalf, 
  Balin has been busy piecing together the parts of the 
  puzzle the heroes and his agents have been providing him. 
  In particular, the effectiveness of Balin’s countermeasures 
  to Niping’s plan is based on how much information the 
  companions brought him so far. 
  1. If the Company brought all available information 
  listed on page 38 to the attention of Balin, and 
  warned him of Gunvar’s imminent action using the 
  mechanical thrush, then a contingent of Dwarven 
  warriors from the ‘Stone Guard’ surprises Gunvar 
  and his men in the First Forge and surround them, 
  forcing the treacherous Lord to surrender. Balin 
  himself is present, fully armed and masked (and 
  thus incognito) to capture Gunvar alive.
  2. If Balin received all the available information 
  but wasn’t warned by the thrush, then a group 
  of warriors from the ‘Stone Guard’ has been 
  warned to stand on alert, but will intervene only 
  if the companions sound the alarms (see below), 
  arriving on the scene after four rounds.
  3.  If Balin has received at least four information 
  items out of the six listed on page 38, the Dwarf has 
  contacted Dwalin, telling him of his suspicions. 
  From that moment Dwalin has taken to make an 
  extra tour of patrol himself, and will intervene 
  with his men after six rounds, if the companions 
  sound the alarms (see below).
  4. If Balin has received less than four out of six of 
  the information items listed on page 38, then 
  Balin has been unable to prepare anything and 
  Erebor is caught by surprise by Gunvar’s initiative. 
  The companions must sort the situation out by 
  themselves, as even sounding the alarms allows 
  Gunvar to escape the Mountain without opposition.
  
  PART SIX TREACHERY & WISDOM
  erebor adventures
  44
  Sounding the Alarms
  Since the forges of Erebor are dangerous places, prone to 
  all sorts of accidents, great bells, gongs and huge horns 
  are distributed across the length of the hall housing 
  the furnaces. Getting to them unseen requires a DC 15 
  Dexterity (Stealth) check. The first alarm the companions 
  try to use proves to have been disabled – further proof 
  of treachery within Erebor. It takes an additional Stealth 
  check (as above) to move unseen to a new alarm. 
  Companions that fail either of the Stealth checks are in 
  for a running battle through the forges as they search for 
  an alarm to sound while Gunvar’s men attack them. Each 
  companion can either fight back, or desperately use their 
  action to make a DC 15 Intelligence (Investigation) 
  check to find a new alarm.
  fighting gunvar in the forge
  Unless Gunvar and his men are ambushed and captured 
  by Balin and the ‘Stone Guard’ warriors, the Company 
  will have to bring the fight directly to the Lord of Ashbrook 
  and his men at some point or another. 
   
  • 
  Gunvar has 20 Warriors (Loremaster’s Guide, page 
  71) of his personal retinue at his side, plus a dozen 
  hand-picked Men-at-Arms (see page 40) serving as 
  his bodyguard. Luckily for the companions, most of 
  them are busy sabotaging the furnaces, and thus no 
  more than 1 Warrior and 1 Man-at-Arms can face a 
  companion at a time.
  The entries listed above indicate for how long the Company 
  has to fight Gunvar, before the ‘Stone Guard’ or Dwalin 
  arrives to capture him and his men. If no one is coming 
  (see entry 4), then the companions will have to defeat the 
  saboteurs alone, let them escape from Erebor unchecked, 
  or die in the attempt to stop them.
  • 
  Within the First Forge are many crucibles, carts filled 
  with ore or slag, and other elements of the battlefield 
  that both the Player-heroes and the Loremaster might 
  use to their advantage. Such elements provide half-
  cover for a creature crouching near them but deal 
  2d4+2 fire damage to anyone forced to touch them 
  directly.
  – part six – 
  treacherY & wisdom
  The conclusive part of the adventure assumes that the 
  companions succeeded in avoiding the sabotage attempt, 
  and that Gunvar and his men have been subdued, in one 
  way or another. 
  When peace and order is restored in the great hall of 
  the First Forge, King Dáin himself enters the scene, 
  surrounded by his mattock-wielding Iron Guard. If he 
  knows the Company from past adventures, he looks 
  briefly surprised to see them in the depths of Erebor, but 
  immediately demands to know what is going on.
  At this opportune moment, Balin reveals himself by 
  removing his helm (or by arriving at the scene if he wasn’t 
  present), shocking everyone. All dignitaries (the king and 
  Dwalin if he is there) are both astounded and visibly 
  moved to see their friend alive and well. 
  Without further ado, Balin orders the guards to put all 
  outsiders in chains, inviting the companions to join him 
  7
  
  EPILOGUE
  45
  of hammers and anvil
  by his side. Nevertheless, Dáin demands that all present 
  come to the Great Chamber of Thrór at once and explain 
  themselves. But Balin intervenes:
  “My King, please let us assemble in the Great Hall of Thráin, 
  here in the Lower Halls. I know you don’t favour the place 
  where the Dragon used to sleep, dreaming of the butchery 
  he committed against our kin, but what we have to discuss 
  is not well suited to our hall of feasting and council.”
  After a moment of hesitation, Dáin accepts Balin’s 
  suggestion, and guards and prisoners assemble in a 
  throng. If the ‘Stone Guard’ was not already present, 
  then Sígar, a Dwarf loyal to Niping, slips in amidst the 
  assembly.
  before the king
  Balin swiftly questions the Company about what has 
  transpired since last they spoke. He presents what he 
  knows about the Dwarven traitor before the King under 
  the Mountain. 
  If the Company managed to keep Lord Gunvar alive, he 
  does not know the name of the Dwarf he has been working 
  with, but he has learned more than Niping realised. 
  Depending on their investigations, the Company may well 
  be able to make a fair guess at who might be involved, at 
  least enough to bring up Niping’s name.
  Niping Exposed!
  Once it is clear that Niping is the traitor, the king sighs. 
  “The Iron Hills are far away. But I will send for him… he will 
  answer for his plotting.” At this, Sígar can take no more. 
  He draws a sword and charges screaming at Gunvar. 
  The Company may have suspected this and attempt 
  to intervene, but unless one or more of companions 
  deliberately stated that they were keeping an eye on Sígar, 
  he strikes down Gunvar before being slain himself by the 
  Iron Guard. If Lord Gunvar survives, he’ll imply that for 
  fair treatment, he’ll impart information that could lead to 
  other conspirators. King Dáin orders him taken away. He 
  won’t survive Erebor’s prison – one of his own men loyal 
  to Hakon will ensure he swiftly dies in captivity before he 
  can reveal that lord’s involvement.
  No Proof!
  If the Company failed to provide evidence of the conspiracy 
  (and Gunvar died in the battle) then they are likely to be 
  held responsible along with the rest of Gunvar’s men for the 
  damage to the Grand Forges, a particularly serious crime 
  within Erebor. Thankfully, Balin intercedes on their behalf. 
  Despite Balin’s vote of confidence, failure here reflects 
  badly on the Company and they are at Disadvantage in 
  any Audiences with Dwarves of Erebor until such time as 
  their actions can rectify their mistake.
  No matter what suspicions they have about who was 
  behind this, their lack of proof leaves Niping at large. His 
  next move will depend on the campaign. Surely Balin will 
  be suspicious of him but can do very little. He will certainly 
  be planning vengeance on the Company…
  – epilogue –
  Once the aftermath of the destruction has become clear, 
  while cheered by the return of Balin, Erebor mourns the 
  death of several members of their ‘Stone Guard’ and 
  labourers of the First Forge. 
  Balin, Dwalin, and Dáin are hugely grateful to the 
  fellowship for helping in such a delicate matter, even if not 
  all goes well. If the matter of the traitor goes unresolved, 
  Dáin is publicly angry with the Company, but wishes them 
  well in private, citing “Dwarven politics” as the problem. 
  In additional to whatever Balin promised the Company, 
  if they exposed Niping, the king rewards each companion 
  with a small bag of gems worth 10 gold pieces.
  
  TO DUNGEONS DEEP
  ADVENTURING PHASE
  erebor adventures
  46
  -TO DUNGEONS-
  DEEP
  for heroes of level 8 or 9
  • 
  When: The adventure is set in 2959, in early autumn.
  • 
  Where: The Company goes west from Dale to the 
  Grey Mountains’ Narrows, then visits the remnants of 
  the kingdom of the Last Lord of Dale in the northern 
  Waste. 
  • 
  What: Events concern those who seek a treasure 
  mausoleum and, in particular, a coat of Dwarf-linked 
  rings that was commissioned by Girion, before the 
  coming of Smaug.
  • 
  Why: The adventure begins with a scholar going 
  missing. The heroes are summoned, and tasked with 
  going to the rescue.
  • 
  Who: The Company meets Thegn Jofur, a Barding 
  dignitary, then goes seeking for the missing scholar, a 
  famous Dwarf from the Blue Mountains by the name 
  of Domi. In time, other dignitaries will make their 
  appearance.
  • 
  Themes: An artefact representing the history of 
  cooperation between City and Mountain now 
  threatens to widen the present divisions between Men 
  and Dwarves.
  adventuring phase
  This adventure is divided into six parts.
  part one – at the court of 
  the grieving king
  Here the Company meet Bard’s self-appointed chief 
  counsellor, Thegn Jofur. They learn that Domi, a famous 
  Dwarf scholar from the Blue Mountains, has gone missing 
  while travelling to Dale. Later, they may meet Dwalin, 
  inquiring about the fate of the same studious Dwarf.
  part two – to the greY mountains narrows
  The companions go west, looking for Domi. They find 
  a member of Domi’s party in need of rescue, and learn 
  where the Dwarven scholar may have gone.
  part three – hunters in the waste
  The Company must travel into the Waste to seek Domi, 
  who has been abducted. The kidnappers are sell-swords 
  seeking the same treasure Domi was looking for, and are 
  joined by allies most dire.
  part four – the mausoleum
  The heroes uncover the lost mausoleum, but soon discover 
  that there are worse things than Orcs and brigands on the 
  Waste.
  part five – wings of iron
  When the heroes emerge from the mausoleum laden with 
  gold and jewels, they will have to face a storm of iron! Out 
  of the north comes revenge, riding wings of terror.
  part six – clouds gather, again
  The Company meet with armed representatives of the 
  Bardings and the Dwarves of Erebor, spurred into action 
  by mysterious letters. Tensions threaten to erupt when the 
  Dwarves and Bardings both lay claim to the treasure.
  epilogue
  A wandering Wizard and his friend take council with the 
  companions, to learn both the secrets of the past and the 
  dangers of the present.
  secret letters
  Last summer, Domi, a famed Dwarven scholar from the 
  Blue Mountains, made a great discovery while researching 
  the royal annals of Durin’s Folk: in an abandoned 
  depository in the western Halls of the Dwarves, Domi 
  found a travelling chest bearing King Thrór of Erebor’s 
  sigil. Apparently, the case was left behind after a royal 
  visit, and thus saved from the ruin of Smaug. 
  The chest contained a thick bundle of letters, the 
  correspondence between King Thrór and Girion, Lord of 
  Dale. Of particular interest was a missive from Girion, 
  describing his intention to employ a group of Dwarven 
  stonemasons for the building of a mausoleum in the 
  Northern portion of his realm, for the purpose of “...
  receiving the mortal remains of my beloved eldest, who, 
  as you know, died prematurely of a fever he contracted in 
  Mirkwood. He loved the frontier and will rest forever there.”
  
  47
  to dungeons deep
  Forgotten Secrets
  Centuries ago, before the Dragon came, Girion, Lord of 
  Dale, gave a necklace of five hundred emeralds to the 
  Dwarves, as payment “...for the arming of his eldest son 
  in a coat of Dwarf-linked rings the like of which had never 
  been made before...”. Everyone in Dale and Erebor knows 
  how King Dáin found the necklace in the Dragon’s hoard 
  and restored it to Girion’s heir, King Bard, who in turn 
  gave it to the Elvenking as a gift after the Battle of Five 
  Armies. 
  What no one remembers is what happened to the coat of 
  mail that the Dwarf-smiths forged. Legend says it was a 
  wondrous artefact, “...wrought of pure silver to the power 
  and strength of triple steel.” Perhaps it still lies buried in 
  the Northern Dalelands, hidden in the mausoleum that 
  Girion built, along with the remains of the Lord of Dale’s 
  unlucky son?
  Ironfoot, requesting the king’s permission to meet the 
  stonemasons of the Lonely Mountain: it is the scholar’s 
  hope that their ancient records will allow him to pinpoint 
  the location Girion chose for his son’s burial site.
  Secrets Stolen
  Lord Hakon, the devious courtier of Dale conspiring 
  against King Bard (see below), has many informers, and it 
  took only a day for one of them to deliver a copy of the letter 
  sent to Bard. It didn’t take much for Hakon to envision the 
  negative diplomatic repercussions that poorly handling 
  the matter of the treasure could produce.
  After a brief meeting with the Sorcerer of Forod, a new 
  plan for the ruin of Dale and Erebor was born. First, Lord 
  Hakon will retrieve the stonemasons of Erebor’s records 
  with the help of a new servant that Morlach has placed 
  under his command: a cunning Snaga tracker, expert in 
  sneaking into forbidden places. Then, he will send the 
  Snaga and a group of armed men to intercept and capture 
  Domi on the road to Erebor. 
  Hakon is certain his men will be able to locate the 
  mausoleum of Girion, travel there and take any treasure 
  contained therein. In the meantime, he will busy himself 
  in preparing a final, iniquitous act: pitting Bardings and 
  Dwarves, one against the other, for the possession of 
  Girion’s treasures.
  The Coat of Silver Mail
  Girion’s son’s mail coat first appeared in game terms 
  in the Rivendell Region Guide, page 107, as part 
  of the treasure reclaimed by Thorin’s Company at 
  the end of the Quest of Erebor. If this particular 
  information has been introduced in a campaign 
  (for example, the companions met Balin and he 
  was described as wearing the Silver Ring-mail), 
  then the Loremaster can specify that Domi also 
  found proof that the son of Girion was buried with 
  the famed coat of mail, and that the one that Balin 
  has is but an essay of the ancient Erebor’s armour-
  smiths before they completed the final product.
  Type: Corslet of Mail
  Craftsmanship: Dwarven
  Banes: n/a
  Qualities:
  1. Ancient Cunning Make  2. Ancient Close Fitting 
  3. Runes of Resilience
  At the end of summer, Domi wrote to King Bard informing 
  him of his discovery and announcing his intention to come 
  to Dale to confer with the king. The matter concerns Bard 
  directly as the heir of Girion by right of descent. 
  Soon after, the scholar sent another letter to King Dáin 
  King Bard in 2959
  Beginning with the tragic events narrated in the 
  Mirkwood Campaign for the year 2956, King 
  Bard has become morose and withdrawn, turning 
  increasingly grim as his years lengthen. By the 
  year 2959 much of the royal business is handled by 
  courtiers and lordlings while the king broods. 
  Within the last year, a minor noble, Thegn Jofur, has 
  become one of the king’s chief counsellors, competing 
  with Lord Hakon for premiership. Though not 
  formally appointed to the role, the two courtiers 
  carry the greater part of the burden of running the 
  kingdom whilst the king grieves. On his part, King 
  Bard obviously welcomes Jofur and Hakon’s presence 
  and the help they provide. 
  
  PART ONE AT THE COURT OF THE GRIEVING KING
  erebor adventures
  48
  – part one –
   at the court of 
  the grieving king
  The adventure begins when the heroes respond to a 
  summons from King Bard to attend him in his palace. If the 
  Company has ever seen the throne room before, they find it 
  a darkened place now. The glass lamps that light the main 
  hall have been turned low and it takes a while to adjust to 
  the gloom.
  When they reach the raised dais where the throne sits, the 
  companions find it empty. They are greeted by Thegn Jofur 
  instead, sitting on a chair set beside Bard’s vacant seat. The 
  Barding is a portly man in his late thirties, with fair hair 
  and the red cheeks of someone who is either easily excited 
  or overly fond of a good drink.
  It is not easy to meet individuals that do not place their 
  personal gain above all else... These are darkening days, 
  and we have need of heroes like you, to light our way out 
  of the murk. I am Jofur, son of Jormund, a humble servant 
  of the king.”
  Jofur’s manner of speech is pompous and elaborate, 
  and it is difficult to say whether this is because he is 
  unaccustomed to speaking in public, or if he is being 
  sarcastic and mocking the companions — a DC 13 
  Wisdom (Insight) or Intelligence (Riddle) check reveals 
  that Jofur is either honest to the point of being naive, or he 
  is a consummate orator.
  a plea for help
  The courtier stands up when the heroes approach, and 
  greets them.
  “Welcome, friends. You have been summoned here on a 
  personal invitation from King Bard, on account of those 
  valuable services that you have rendered to the realm in 
  the past. I have heard of your exploits myself, and I am 
  honoured to make your acquaintance.
  Expectations
  Bard has indeed asked for the heroes personally, and Jofur 
  has no reasons to doubt the choice of his king, but he will 
  make up his mind on them based on the outcome of the 
  audience nonetheless. 
  • 
  +1 if the Company has one or more Bardings or Men 
  of the Lake. Jofur is more likely to trust his king if he 
  has at least recommended someone local.
  • 
  +2 if the Company asks about the well-being of the 
  Playing Thegn  Jofur
  Thegn Jofur’s benevolent aims have been delineated 
  on page 6 of the Introduction. For the purpose of 
  roleplaying his part, the Loremaster should keep in 
  mind that it is the combination of Jofur’s haughty 
  manners and unadventurous spirit that make him 
  appear foul, even if his intentions are fair. 
  Thegn Joffur is a Courtier as seen as page 46 on the 
  Lonely Mountain Region Guide. He will not use 
  any of his special features as he is obeying a direct 
  order from King Bard, who has personally asked for 
  the Player-heroes to be summoned. If it was up to him, 
  he wouldn’t have resorted to asking the assistance of 
  individuals he considers not much more than sell-
  swords. Jofur doesn’t know the companions yet, but 
  he doesn’t have any loyal servants to spare for the 
  mission and must thus trust the king’s opinion. He 
  knows well the sensitivity of the task, as handling 
  it badly might endanger the relations between Dale 
  and Erebor.
  8
  
  49
  to dungeons deep
  king. He tells them that King Bard could not attend the 
  meeting because he didn’t feel well this morning and 
  that he is seeing his physician. For locals, he might 
  add that the king has not been feeling well for some 
  time, and that Bard’s personal sorrows threaten the 
  kingdom.
  • 
  -2 if at any time the heroes begin to speak of violent 
  action or extraordinary danger. Thegn Jofur would 
  rather have reliable and unexcitable guards for the 
  Dwarven scholar instead of braggarts who go out of 
  their way to look for trouble.
  The heroes automatically win a further +3 Expectation 
  modifier, since King Bard has asked for them directly.
  Introduction
  An introduction is not strictly necessary as Jofur is aware 
  of who the companions are. Should the heroes desire to 
  ask Jofur about the absence of the king, or to make polite 
  inquiries about his well-being, now would be the right 
  time. 
  Interaction
  After dealing with any opening questions, Jofur jumps 
  to the heart of the matter, assuming a serious and 
  confidential tone:
  “An important Dwarven scholar was expected to arrive in 
  Erebor from his home in the Blue Mountains. He was to 
  be a guest of King Bard and sent a letter before leaving, 
  describing his intended route and estimating a date for 
  his arrival. He is now a week late, and we fear that some 
  accident might be the cause of the delay.
  What the king requires of you is simple, and proportioned 
  to your abilities. Find the Dwarf, rescue him if he is in 
  danger, and bring him to court, for he has important 
  matters to relate to the king.”
  The companions at this point might wonder what a 
  Dwarven scholar has to do with King Bard, and will 
  probably want to know more about the matter at hand. 
  Thegn Jofur does not intend to tell them everything right 
  away though: they have yet to gain his trust. 
  The companions can question Jofur, but he seems strangely 
  hesitant to answer their questions and they should feel 
  like every question is an unwelcome imposition upon the 
  courtier. The entries below indicate Jofur’s answers and 
  his estimation of the Company, based on the result of the 
  Final Audience check:
  Failure. Jofur wonders if King Bard made an error of 
  judgement. Jofur mentions the minimum amount of 
  information needed for the expedition to succeed; finding 
  Domi and bringing him back will gain the companions 
  rewards amounting to a total of 5 gold pieces each along 
  with the gratitude of the king.
  Success by 0-2. Jofur lets it slip that the Dwarves could 
  be interested, by saying he is prepared to match any offer 
  the Dwarves make. He adds that Domi wrote to both King 
  Bard and King Dáin Ironfoot, but he stresses the fact that 
  the business that was bringing the scholar to Dale was 
  with King Bard.
  Success by 3-5. Jofur admits that a group of Dwarves from 
  Erebor are currently making inquiries in Dale. To reinforce 
  his position, he tells the companions that what Domi was 
  researching concerns the royal line of the Lords of Dale.
  Success by 6+. Jofur seems to surrender to the 
  inquisitiveness of the companions and adds that Domi’s 
  research concerns a lost mausoleum, built by Dwarves 
  but supposedly containing heirlooms of the line of Girion.
  inquisitive dwarves
  The Dwarves of Erebor making enquiries in Dale are 
  a dozen armed veterans from the Stone Guard, led by 
  Dwalin, brother of Balin. The old Dwarf is in town to find 
  Domi; he knew King Bard expected the scholar, and came 
  to persuade him to come to the Lonely Mountain before 
  striking any deal with the Bardings. He is not yet aware 
  that the scholar has gone missing.
  The Interrogation
  Heroes approaching Dwalin about the matter at hand 
  soon find themselves the object of an interrogation, as the 
  Dwarf will immediately try to find out what they know of 
  Domi and his mission. 
  He won’t be subtle about it, as Dwalin is not a cunning 
  courtier, nor a skilled orator — he is a warrior, and he is 
  not afraid of making enemies out of the companions, if 
  8
  
  PART TWO TO THE GREY MOUNTAIN NARROWS
  erebor adventures
  50
  need be. The presence of the twelve Stone Guards should 
  be enough to persuade any hero to oblige him. For 
  more information on Dwalin, see page 26 of the Lonely 
  Mountain Region Guide.
  Dwalin will direct his questions to whomever proposes 
  themselves as the spokesperson for the Company. The 
  gruff Dwarf has little time for introductions, instead 
  Dwalin will get right to the interrogation, summarised 
  here in three questions. Each are resolved in sequence as 
  contests. Dwalin and the interrogated companion each 
  make Charisma (Intimidation) checks, with the higher 
  result winning the contest. 
  regardless of the results, but for every false answer  a hero 
  gains 1 point of Shadow.
  Dwalin’s Conclusions
  At the end of the interrogation, the Dwarf will have an 
  opinion on the companions concerning the matter at hand, 
  based on the answers they provided to his questions. 
  To judge what they say from the point of view of Dwalin, 
  the Loremaster must consider that, as Dwalin sees it, the 
  ownership of any treasure found in the mausoleum is a 
  matter that the Dwarves in Erebor should discuss first. If 
  the companions find this debatable, Dwalin will conclude 
  that they are agents of Bard and won’t disclose any further 
  information to them. 
  Dwalin also cautions the heroes not to think about keeping 
  any Dwarven treasure for their own. If there are Dwarves 
  in the Company, he will warn them about the punishment 
  that a traitor deserves. 
  In general, if the companions answered his questions 
  truthfully (or at least convincingly so), then Dwalin will 
  see them as trustworthy, even if they are working against 
  his interests. If they lied to him or withheld information 
  and Dwalin is aware of it, then he will consider them 
  treacherous. (Dwalin’s opinion of the companions will 
  have a bearing on the conclusion of the adventure – see 
  page 63).
  – part two –
   to the greY mountain narrows
  The majority of travellers coming from the west heading 
  for the Dalelands choose to avoid braving the depths of 
  Mirkwood. They take the longer path leading round the 
  forest to the north, across the slopes of the Grey Mountains, 
  deeming it to be less dangerous. Unfortunately for Domi, 
  the perils of the Grey Mountains Narrows proved to be 
  enough to bring his journey to an abrupt end.
  There isn’t much choice for the companions if they wish 
  to investigate the fate of the Dwarven scholar: they must 
  trace the route he was supposed to follow, first finding 
  that grey road that starts in the Northern Dalelands and 
  heads towards the East Gap of the Narrows.
  Companions wishing to withhold information in their 
  answers may make Riddle checks in place of Intimidation, 
  but a failed roll will warn Dwalin that the hero is either 
  lying or not saying everything (Dwalin is Suspicious). 
  If this happens, then the Dwarf will say nothing, but 
  considers the companions to be enemies.
  The three questions are:
  • 
  Where is Domi?
  • 
  What have you been tasked to accomplish?
  • 
  What is Bard looking for?
  If the companions lose an opposed ability check, then 
  their answer must be truthful and complete, to the full 
  extent of their knowledge of the facts. If they succeed, they 
  can choose to answer truthfully, refuse to say a word, or 
  give just a partial answer. A hero can also choose to lie, 
  
  51
  to dungeons deep
  the JourneY begins
  The journey to the East Gap of the Narrows covers a 
  hundred miles across green hills and pleasant dales, 
  dotted with many farms and villages. This leg of the trip 
  takes five days, the Peril Rating is 1 and the companions 
  will face 1 Journey Event.
  Event Suggestions
  Once known as the Desolation of Smaug, this region 
  is more prosperous every year, the shadow of the 
  Dragon now only a distant memory. But memories may 
  sometimes return unexpectedly, as the following examples 
  demonstrate. You can use these events in place of regular 
  Journey Events.
  The Weather Takes a Nasty Turn
  It’s been raining for days, and the green, hilly landscape 
  of the Dalelands looks less pleasant when your boots are 
  heavy with mud and your cloak is full of water. The Scout 
  of the Company must pass an Investigation check, or 
  each hero gains a level of Exhaustion.
  The Ruin
  The companions pass a broken-down ruin by a placid 
  pool. By the edge of the pool are the fresh remains of a 
  Man and a Dwarf (not Domi but another unfortunate 
  traveller), laying in positions that indicate their final acts 
  were to drink from the pool. The heroes must each pass a 
  Corruption check (DC 15 Wisdom saving throw) or gain 
  2 points of Shadow each.
  Long
       Lake
  E
  Esgaroth
  E Dale
  E
  Erebor
  E
  Elven King’s
  Halls
  u
  Withered Heath
  The Waste
  c
  o
  Northern
  Dalelands
  Enchanted Stream
  Grey Mountain
   Narrows
  n
  Woodland 
  Realm
  c
  8
  
  PART THREE HUNTERS IN THE WASTE
  erebor adventures
  52
  a long shuddering howl
  After a few miles into the East Gap, the heroes see a fire to 
  the south of the path as they set up camp for the evening. 
  As they approach, they hear the howling of wolves. The 
  wild beasts are circling a lone, barren tree, trying to get 
  to a young man who climbed on top of it and who is 
  desperately fending off the wolves using a flaming branch. 
  To save the man the companions must fight the wolves, 
  killing them or driving them off. They are hungry and 
  fierce, for they recently escaped the Elves of Mirkwood, 
  and are ambushing any traveller they encounter in the 
  Narrows. 
  There are three Wolves for each member of the Company; 
  the beasts flee when half or fewer remain. (See the entry 
  for Wild Wolves, page 111 of the Loremaster’s Guide). 
  Final Words?
  The man on the tree goes by the name of Clifford Sedger. 
  He joined Domi and his following when the Dwarf passed 
  through Bree. Cliff left his home seeking his fortune, and 
  almost died in the attempt: he is bleeding from a wound 
  to his leg.
  When Cliff descends from the tree he has the time to ask 
  the Company for a final pipe, then he collapses to the 
  ground: the poor Bree-man has lost too much blood. A 
  companion can wrestle Cliff from the grasp of death by 
  healing him for 10 hit points or more. Cliff can still speak 
  with the companions otherwise, but in such a case he will 
  pass away before the night is over.
  Cliff can share the following information with the Company:
  • 
  Cliff was accompanying a ‘Dwarf-lord’ from the Blue 
  Mountains, travelling to Dale with a retinue of six 
  other Dwarves (if the companions mention Domi by 
  name, he confirms it’s the same Dwarf). Cliff was 
  in charge of taking care of the ponies the Dwarves 
  bought in Bree.
  • 
  Two nights ago, armed men ambushed the caravan 
  just before sundown. When the attack started, Cliff was 
  badly injured by an arrow to the leg and left for dead. 
  When he recovered his senses, he counted three bodies 
  of Dwarves on the ground. Domi was not among them.
  • 
  The attackers were men, well-armed and ruthless, and 
  among them was a small, squint-eyed creature, a Goblin 
  perhaps. It was that creature that shot Cliff through 
  the leg.
  the dawn breaks
  When the morning comes, the companions can start 
  looking for Domi and his captors. If Clifford didn’t make 
  it, the heroes should take the time to give him a decent 
  burial (failing to do so gains each hero a Shadow point). 
  If the Bree-man is alive, he insists on going with them: he 
  says that while he will certainly slow them down because 
  of his wound, he knows his ponies well and he is sure he 
  can follow their tracks better than anyone.
  The tracks left by the attackers are easily found in 
  daylight. They head north, towards the foothills of the 
  Grey Mountains, only to head east after a few miles.
  To stay on the path, the Guide must succeed in a DC 10 
  Wisdom (Survival) check each day. If Clifford is with 
  the Company he grants Advantage on these checks. On 
  a failed check, add one day to the journey as the Guide 
  struggles to retrace the tracks of Domi’s captors.
  – part three – 
  hunters in the waste
  Following the tracks of Domi and his captors, the heroes 
  head back east. It takes them three days to cross the 
  Northern Dalelands and get to the border of the Waste 
  (four days if they are travelling with Clifford). 
  Then, the companions travel without coming in sight of 
  Domi for another forty miles, marching across the Waste 
  for four more days. This leg of the journey has a Peril 
  Rating of 3 and the companions will experience 1d2 + 1 
  Journey Events — the dust storm (see below) might serve 
  as the final Journey Event. Furthermore, each companion 
  must make a Corruption check (DC 15 Wisdom saving 
  throw). On a failure the hero gains a Shadow point, as the 
  dreary nature of the land saps away at their spirit.
  While in the Waste, the companions must continue to pick 
  out Domi’s trail amidst the broken and desolate landscape. 
  They must make a DC 15 Wisdom (Survival) check each 
  8
  1
  
  53
  to dungeons deep
  day. If Cliff is still with them, he provides Advantage on 
  the checks. 
  Journey Event Suggestions
  Here in the Waste the Desolation of Smaug endures still. It 
  is a blasted land of ash, cracked earth, charcoal-fingered 
  woods, and incinerated buildings, blackened by Dragon-
  fire. There is little animal or plant life, just a few mean 
  shrubs, thorns, and endless beetles and maggots. Most of 
  the water here is found in sulphurous pools.
  Supply Shortage
  The companions discover that the stress of the hunt has 
  taken its toll beyond all expectations, leading them to 
  indulge excessively in eating, drinking, or in some habit. 
  Water or food is scarce now, or the cache of pipe-weed 
  is nearly depleted. All companions must make a Wisdom 
  saving throw or become temporarily Miserable for the 
  length of the journey.
  Fleabitten
  A nasty breed of fleas has infested the companions’ 
  sleeping cots! The companions sleep poorly for nights on 
  end, and suffer an unbearable itch by day. All companions 
  must make a Constitution saving throw or gain a level of 
  Exhaustion.
  catching up with domi 
  After four days of marching across the Waste, fierce winds 
  start blowing from the north at night, whipping up a storm 
  of ashes. Fine grit swirls and gets everywhere: equipment, 
  provisions, clothing, eyes and mouths, leaving an acrid 
  taste. When the wind finally drops the following dawn, 
  the companions realise they cannot find the tracks they 
  were following.
  • 
  To relocate the missing trail after the storm has 
  destroyed any sign of it, the Company must 
  thoroughly scout the area. Any Scouts must make a 
  DC 20 Intelligence (Investigation) check to find 
  the tracks. Cliff cannot aid in these efforts and each 
  Scout can only make two checks per day. A Scout 
  that voluntarily spends an entire day searching gains 
  a level of Exhaustion but finds the trail just before 
  nightfall and can lead the companions to it the next 
  morning.
  Regardless of the number of days it takes them to succeed, 
  the heroes are fortunate in that the villains expect no 
  one – the Company can easily catch them unawares. 
  They find Domi and three other Dwarves on top of a low 
  and wide hillock. They are busily digging in the ground 
  with pickaxes and mattocks, watched over by a strange 
  menagerie of creatures.
  goblins and hobgoblins of
  the worst description
  When the companions arrive (if they choose not to attack 
  the camp at first sight, they can be allowed an Arrival Roll 
  to judge how the journey has affected them), they witness 
  that two interested parties have come together in a loose 
  alliance to seize the contents of the mausoleum:
  One is a group of six tall, bony, Orc-like brutes, with long 
  arms and flat faces: a hero proficient in Shadow-lore or 
  possessing the Orc-lore trait identifies them as Hobgoblins, 
  particularly ferocious creatures, haters of other breeds 
  of Orcs and hated by them in return, and particularly 
  powerful in the dark. See page 98 of the Loremaster’s 
  Guide for more information. They have approached the 
  captors of Domi offering to guide them across the Waste, 
  in return for a reward.
   
  The other is the group of Cut-throats (see page 56) that 
  captured Domi: a band of mercenaries on the payroll of 
  Lord Hakon. They are brigands of the worst kind, they 
  are led by Firbul, a cunning Goblin sent by Morlach. The 
  group counts two Cut-throats for every companion, plus 
  their Goblin leader.
  8
  1
  Longo’s Lieutenants
  If the players have been playing the previous 
  adventures presented in this supplement, then Vig, 
  Kasper and Swain, the trusted right-hand men of 
  the bandit Longo, may make an appearance. Always 
  ready to make powerful friends, if they are still 
  alive and free they have taken Lord Hakon as their 
  new employer and have been sent to assist Firbul in 
  leading the cutthroats looking for Girion’s treasure.
  
  erebor adventures
  54
  The brigands have set up an encampment within a circle 
  of large stones, a few yards away from the digging site, 
  while the Hobgoblins squat beside a fallen and dried tree-
  trunk, on the other side of the hillock.
  In the Nick of Time?
  If the heroes succeeded in the prolonged search in the 
  Waste in two days or less, they arrive before the entrance 
  to the mausoleum of Girion has been fully unearthed. The 
  Dwarves are chained and being forced to dig in the rocky 
  ground, watched by the men that captured them. 
  If it took them more than two days to find Domi, the 
  companions arrive as they are in the final stages of 
  digging out the mausoleum, too late to save the Dwarves 
  other than Domi: having outlasted their usefulness, they 
  have been given to the Hobgoblins for them to feast upon. 
  The sight of their broken bodies causes all companions 
  to make a Corruption check (a DC 15 Wisdom saving 
  throw) due to anguish. A failure gains a hero a point of 
  Shadow. Fortunately for Domi, his captors decided the old 
  Dwarf was too useful to kill yet.
  outnumbered but not outwitted
  The Company is significantly outnumbered and may decide 
  that a direct assault is not a prudent idea. The heroes need a 
  clever plan, something that will let them reverse the odds. The 
  next paragraphs summarise a few possible courses of action. 
  Free the Prisoners
  If the companions manage to get the captives free (if they 
  are still alive), the three Dwarves accompanying Domi will 
  leap upon the Hobgoblins with fury, wielding their digging 
  tools to deadly effect and keeping the monsters out of the 
  combat while the Company fights the rest of the foes. Their 
  struggle will last for five rounds, at the end of which the 
  three Dwarves will end up dead, having brought down 
  four of the six Hobgoblins with them.
  Keep them Bickering and Quarrelling
  Should the heroes observe the group of adversaries for a 
  few hours before taking action, they will see that three of 
  the Hobgoblins and the Snaga tracker often quarrel over 
  who will get ‘the treasure’ once the Dwarves have dug it up. 
  The arguments always end with shouting and threatening, 
  but no weapons are drawn. Is this something that clever 
  heroes could find a way to exploit? Hobgoblins are not the 
  brightest creatures among the servants of the Shadow… 
  Divide and Conquer
  The companions can attempt to exploit the distance between 
  the men-at-arms’ encampment and the Hobgoblins, 
  possibly to attack them separately, by setting up a diversion. 
  Some examples include setting the encampment on fire 
  or using Elven magic. Also, small groups of Cutthroats 
  leave the encampment regularly on patrol, and try to find 
  something to eat or drink in the unwelcoming Waste. 
  8
  
  55
  to dungeons deep
  The companions could ambush a couple of patrols while 
  away from the digging site (each patrol is composed of 3 
  Cutthroats; if they are not all successfully Surprised, one 
  blows a horn to sound the alarm).
  the battle is on
  The Loremaster must take into account the following 
  elements when the companions finally engage the enemy:
  • 
  The pale light of the Waste is too weak to trigger the 
  Hobgoblin’s Sunlight Sensitivity. At night, they will 
  use their superior ability to see in even the blackest 
  night to gain any advantage. See page 98 of the 
  Loremaster’s Guide for more information.
  • 
  If the Hobgoblins are out of the fight for any reason, 
  or if the companions start gaining the upper hand in 
  the fight, Firbul will look for a way out and quickly 
  flee the battlefield. He won’t spare the lives of his men 
  to accomplish this, and he has another ace up his 
  sleeve… (see page 60).
  • 
  If Firbul is killed or he deserts his men, then any 
  surviving Cutthroats will rout and flee as soon as their 
  casualties exceed the number of surviving fighters. 
  • 
  Domi is too old for battle, and tries to stay out of it. He 
  won’t be of any use to the companions.
  Firbul, Snaga Tracker
  This small but guileful Orc serves the Sorcerer of Forod. 
  The Nazgûl has found several ways to employ the Goblin’s 
  cruel cunning. (Firbul’s superior capabilities have been 
  represented using special features presented in the 
  Rivendell Region Guide, page 69 and on).
  firbul
  Small humanoid (orc-kind)
  STR 
  10 (+0)
  DEX 
  17 (+3)
  CON 
  12 (+1)
  INT 
  13 (+1)
  WIS 
  15 (+2)
  CHA 
  11 (+0)
  Armour Class 14 (Orcish Leathers)
  Hit Points 31 (7d6+7)
  Speed 30 ft
  Skills Perception +6, Stealth +7
  Senses darkvision 60 ft, passive Perception 16
  Languages Orkish, Westron
  Challenge 1 (200 XP)
  Craven. If Firbul starts his turn with 15 or fewer hit 
  points, he must make a DC 10 Wisdom saving throw. 
  On a failure, he becomes Frightened until he finishes a 
  short or long rest and must use his Dash or Disengage 
  action to move away from any enemies. If movement is 
  impossible, he will take the Dodge action.
  Expertise. Firbul doubles his Proficiency Bonus for 
  Perception and Stealth (included above). 
  Nimble Escape. Firbul can take the Disengage or Hide 
  action as a bonus action on each of his turns.
  Sneak Attack. Once per turn, Firbul deals an extra 
  3 (1d6) damage when he hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of Firbul that isn’t 
  incapacitated and he doesn’t have disadvantage on the 
  attack roll.
  Sunlight Sensitivity. While in sunlight, Firbul has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Wicked Cunning (1/day). Firbul can use his bonus 
  action to add +2 to his Armour Class for the remainder 
  of the combat.
  Actions
  Multiattack. Firbul makes two attacks with either his 
  knife or his bow.
  Jagged Knife. Melee Weapon Attack: +5 to hit, reach 5 
  ft, one target. Hit: 5 (1d4+3) piercing damage.
  Bow of Horn. Ranged Weapon Attack: +5 to hit, range 
  80/320 ft, one target. Hit: 6 (1d6+3) piercing damage. 
  The target must also make a DC 13 Constitution saving 
  throw or be Poisoned for 1 minute
  
  PART FOUR THE MAUSOLEUM
  erebor adventures
  56
  Cut-throats of the Dalelands
  Firbul’s men are among the many outlaws and misfits that 
  Lord Hakon of Dale has been recruiting lately. Violent and 
  ruthless, they resent any authority, but they nevertheless 
  obey all orders the diminutive Goblin gives them, as they 
  sense that behind Firbul lies a longer, deeper shadow.
  after the battle
  At the end of the fight, the digging site will most likely be 
  covered by the bodies of friends and foes alike. Above, the 
  grey sky soon becomes speckled with black dots, carrion 
  birds slowly circling the battlefield. 
  If the companions investigate the corpses of the Cut-
  throats, they find several clues indicating that these men 
  must have visited Dale recently. In their pouches they 
  carry food clearly bought in town, and wine flagons that 
  any companion who knows the area can tell were bought 
  from local wine sellers. 
  cut-throats
  Medium Human
  STR 
  16 (+3)
  DEX 
  13 (+1)
  CON 
  18 (+4)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 
  10 (+0)
  Armour Class 14 (Corslet of Mail)
  Hit Points 51 (6d8+24)
  Speed 30 ft
  Skills Athletics +5, Perception +3, Survival +3
  Senses passive Perception 13
  Languages Westron
  Challenge 2 (450 XP)
  Berserk. After the first round of combat, the Cut-throat 
  may make a single melee weapon attack as a bonus 
  action on each of its turns.
  Horrible Strength. f the Cut-throat makes a successful 
  melee attack, they may use their bonus action to cause 
  additional damage equal to their Strength modifier (+3) 
  to the target.
  Actions
  Multiattack. The Cut-throat makes two attacks with their axe.
  Axe. Melee Weapon Attack: +5 to hit, reach 5 feet, one 
  target. Hit: 7 (1d8+3) slashing damage or 8 (1d10+3) 
  slashing damage when wielded with two hands.
  Reactions
  Reckless Hatred. When reduced to 0 hit points, the 
  Cutthroat can, as a reaction, make a single melee attack 
  against any target within 5 feet before succumbing to death.
  – part four – 
  the mausoleum
  Domi the scholar and any surviving Dwarves will be 
  extremely grateful to the Company for their intervention 
  and thank the adventurers profusely. As soon as they 
  learn that the heroes were not sent by fate but that they are 
  on an actual rescue mission, the Dwarves manifest their 
  firm decision not to leave and continue digging up the 
  mausoleum. It would be a terrible shame not to complete 
  the work they have started, after all the hardships they 
  have been through. 
  
  57
  to dungeons deep
  If the companions arrived at the digging site before the 
  entrance to the mausoleum was fully unearthed, Domi 
  and his surviving companions will immediately set to 
  work – it will take them another day to finish digging. If 
  the companions arrived late, then the stair descending to 
  the mausoleum is already visible at the bottom of a large 
  hole dug through the layers of ash. 
  the tomb
  The mausoleum was erected here, far away from the heart 
  of the kingdom of Dale, to hide it from the grieving eyes 
  of a father who lost his dearest son. Built with the aid of 
  Dwarven stonemasons, it is a small architectural wonder, 
  reflecting the greatness of a kingdom that only Dragon-fire 
  could consign to oblivion. 
  The mausoleum is a subterranean building, an inverted 
  construction with floors going below the ground, instead 
  of rising tall above the surface. 
  Domi the Scholar
  Domi was born close to three centuries ago. He 
  remembers Erebor’s former glory, but he can see 
  the fields of Azanulbizar and the Dwarf bodies that 
  covered them just as clearly. This notwithstanding, 
  Domi’s curiosity for the lore and legends of the past 
  is undimmed, compelling him to travel over mountain 
  and vale despite his advanced age, to uncover the 
  lives of the lost, their stories, and treasures. 
  There is a quiet, wizened peace to Domi. He knows 
  that he has lived beyond the years of many a Dwarf, 
  and his days are now limited. This acceptance has 
  brought him a brightness and joy for each day that 
  he sees. His face is so filled with wrinkles as to 
  appear like a cobblestone street, but his deep-set eyes 
  still twinkle above his cloudy white beard.
  
  erebor adventures
  58
  The Royal Mausoleum
  The mausoleum was planned such that it might 
  eventually house the sepulchres of Girion, Lord 
  of Dale, and his two sons. Only one of the burial 
  chambers was excavated fully, as the Lord of Dale 
  was killed by the Dragon, Smaug, and his younger 
  son outlived the realm he was meant to rule. From his 
  line descends the current Lord of Dale, King Bard.
  Players can guess the above information using their 
  knowledge of Dale’s history. Otherwise, a DC 15 
  Intelligence (Lore) check is required.
  The Entrance
  Domi’s companions have dug out a flight of stone stairs, 
  descending into the ground. The steps are covered in 
  heavy black ash, which takes some time to sweep away. At 
  the bottom of the stairs, a stone door awaits, untroubled 
  by time. 
  If the heroes are reluctant, Domi precedes down the stairs, 
  jumping two steps at a time, suddenly as sprightly as a 
  young deer. The other surviving Dwarves remain on the 
  surface, exhausted by the digging.
  The door is set into a dark grey wall. It is kept shut using 
  four rope knots held by wax seals bearing the sigil of 
  Girion. Dried by the arid air of the Waste, the seals 
  crumble upon inspection. The door is not locked, and 
  swings open when pushed, as if the centuries it laid under 
  the earth were but days.
  Beyond the door lies the vestibule, a dark, rectangular 
  chamber, with a low and vaulted roof. When the 
  companions make some light, they find that the walls are 
  decorated with wonderful murals, depicting a Dalish lord 
  holding court over many noble-looking men and receiving 
  homage from Dwarves and Silvan Elves. It is certainly the 
  work of a master craftsman, the shining example of an art 
  now long lost.
  On the corners of the wall opposite the gate stand two 
  stone statues, portraying armoured men with folded arms 
  and bowed head. No openings are visible on any of the walls.
  The Hidden Doors
  On the far wall of the vestibule, the Dwarven builders 
  cunningly hid three doors. It takes a DC 20 Intelligence 
  (Investigation) check to locate the first concealed door. 
  If a Dwarf is present (including Domi), the searcher has 
  Advantage on the check. As soon as one of the doors is 
  found, the other doors are easier to spot (DC 15). Each 
  door opens by applying pressure at a particular point, and 
  swings inward reluctantly with the the slow grinding of 
  stone on stone. 
  Beyond each opening is a roughly-hewn tunnel that 
  descends deeper into the ground; the tunnels to the left and 
  right end abruptly, as the construction of the chambers 
  they were meant to lead to was never completed. Only the 
  central door leads to a burial chamber, that of the eldest 
  son of Girion.
  The Bridge
  The tunnel starting from the central hidden door descends 
  for a few yards, to reach a chamber with a floor covered 
  by polished black marble tiles. Here, a cold breeze blows, 
  emerging from a fissure dividing the chamber in two. A 
  narrow stone bridge spans the fissure, whose dark depth 
  is impossible to fathom. A DC 10 Intelligence check 
  reveals that the bridge is safe. n a failure, the characters 
  waste time trying to work out how secure the bridge is, or 
  to find a way to traverse it safely. 
  An iron door opens on the far wall of the chamber, on the 
  other side of the bridge. At either sides of the door hang 
  two great braziers, wrought of black iron and suspended 
  from the ceiling using long chains. The iron door is closed 
  and locked, and no keyholes or opening mechanisms are 
  visible. 
  By some ancient Dwarven craft, the iron door opens only 
  if both braziers are lit. Lighting a brazier requires a DC 
  17 Dexterity (Sleight of Hand) check, as the cold breeze 
  keeps extinguishing the flames as if it were guided by a 
  malicious will (a hero possessing the Fire-making or 
  Smoking trait may invoke it here to gain its benefits).
  the sepulchre
  The iron door opens to the resting place of the eldest son of 
  Girion. It is an octagonal chamber, lit dimly by a narrow 
  shaft falling down from an opening at the centre of the 
  7
  7
  
  59
  to dungeons deep
  domed ceiling. When the companions enter, their feet 
  disturb a deep layer of dust covering the floor. The air is 
  stuffy, and feels warmer than the breeze blowing from the 
  fissure outside. 
  The light of the shaft falls directly on a stone sarcophagus 
  in the middle of the room. It is a massive, oblong block 
  of limestone, upon which is laid a great slab of white 
  marble. The slab is perfectly polished, its surface graven 
  with runes that read: 
  He who lies here was a Prince among Men, first born of 
  Girion, Lord of Dale
  cabinets, glass urns and vases, golden bowls, dishes and 
  cups. On the floor, along the walls, lie mounds of coins, 
  trunks of time-spoiled clothes, boxes of jewels, fine pottery, 
  old banners and ruined tapestries, and racks of blades, 
  well-crafted and rusty, set alongside suits of armour. 
  Right behind the sarcophagus is the object of the adventure: 
  hanging on a stand is the coat of armour of Girion’s eldest 
  son. When torchlight falls on it, the Dwarf-linked rings 
  shimmer like flames upon water, for a moment filling the 
  sepulchre with the blaze of ghostly Dragon-fire.
  Adventurers, or Tomb-robbers?
  Unfortunately for the adventurers, the riches that lie in 
  front of them are not a treasure trove accumulated by a 
  Dragon or by a family of thieving Trolls, but the grave 
  goods of a prince whose lineage leads directly to the 
  current ruler of Dale. This means that the heroes cannot 
  rightfully claim anything they find in the mausoleum, and 
  taking something is a Misdeed, causing each hero to gain 
  2 Shadow points each. 
  If this is not obvious to the companions and they start 
  looting the tomb, Domi will clarify the issue for them: in 
  a burst of outrage he will call them thieves, reminding 
  them that their actions will call upon their heads both the 
  enmity of the house of Bard and the everlasting hate of the 
  Dwarves of Erebor!
  The sides of the sarcophagus are intricately carven, 
  showing Dalish riders hunting deer in a forest. The fair 
  faces of Elves hiding in the trees spy the passing hunters. 
  The presence of a couple of hideous, many-legged creatures 
  identifies the forest as Mirkwood.
  The walls of the octagonal chamber are lined with shelves, 
  laden with many wooden chests, ivory caskets and 
  Magical Treasure Rolls
  Tf one or more companions are willing to pay the 
  cost and run the risks detailed above (including the 
  wrath of Domi), then the gold, gems and precious 
  items contained in the tomb can be considered a hoard 
  with a rating of 100**. If the Loremaster is using 
  the rules presented in the Rivendell Region Guide, 
  this is a good opportunity for the Loremaster to 
  introduce a Wondrous Object or Legendary Weapon 
  or Armour from the campaign’s Magical Treasure 
  Index. Something that can defend against, or harm, 
  a Dragon could be a good choice, considering the 
  adversary that the companions will face in the next 
  adventure… 
  
  PART FIVE WINGS OF IRON
  erebor adventures
  60
  a voice filled with evil and horror
  While the companions pause dumbstruck in front of 
  the magnificence of the sepulchre, the Sorcerer of Forod 
  arrives. Unclad and invisible, the presence of the Nazgûl is 
  immediately perceived by everyone inside the mausoleum 
  as a sudden chill, and the certainty that something 
  terrible has manifested on the surface. Each hero must 
  make a DC 10 (DC 15 at night) Wisdom saving throw 
  or become Miserable while they remain underground. 
  Miserable heroes have Disadvantage on attack rolls and 
  automatically fail all Charisma ability checks (see page 
  183 of the Player’s Guide).
  If any companions remained outside the mausoleum, 
  they can see nothing, but the feeling of dread is almost a 
  physical sensation, like drowning in cold water: exposed 
  companions must additionally resist his Thing of Terror 
  feature (see page 154 Heroes made Frightened will then be 
  targeted by his Shadow of Fear (see below).
  After appraising the situation, Morlach leaves, but not 
  before rending the air with his Deadly Voice: a deafening, 
  high-pitched cry provokes all Frightened companions to 
  become Stunned.
  – part five – 
  wings of iron
  The plan of Morlach was simple: he made his appearance to 
  weaken the companions, so that they will be more vulnerable 
  to the attacks he has planned with the help of Firbul.
  out of the forgotten north
  A lost breed of monstrous birds of prey still lives in the 
  Grey Mountains, survivors of the rookeries of the fortress 
  of Angband in the North. The Messenger of Mordor has 
  summoned a flock of the creatures from their hideous 
  eyrie, putting them under the command of Firbul the 
  Goblin.
  When the companions emerge from the mausoleum, 
  they will soon see dark shapes in the sky, circling lower 
  and lower, until it is too late to escape. Without a sound, 
  the flock of great birds falls upon the Company, trying to 
  shred them all to ribbons. 
  The Attack
  There are as many Silent Vultures as there are companions, 
  plus one that Firbul rides; he commands the great birds 
  to attack the companions. If the Goblin is killed, the rest 
  of the vultures will soon relent (after a number of rounds 
  of combat equal to the number of companions still in the 
  fight).
  Silent Vultures
  Bred by the Great Enemy uncounted centuries ago, 
  possibly in mockery of the Great Eagles, these creatures 
  are gigantic birds of prey, with wide wings, sharp talons and 
  serrated beaks. The black feathers of their wings are hard 
  as iron, and send sparks flying when they scrape stone, so 
  that the Silent Vultures are able to set fire to a forest, if it 
  helps them to ferret out their quarry. They emit no sound 
  nor noise: legends tell how the Great Enemy struck them 
  dumb when he grew tired of their screeching voices.
  8
  The Shadow of Fear
  If the Ringwraith finds only Loremaster characters 
  outside the mausoleum (for example, Clifford the Bree-
  man, or any of the surviving Dwarves accompanying 
  Domi), the Sorcerer scatters them to the four winds in 
  fear, and then singles one of them out to put the Shadow 
  of Fear upon. The Ringwraith turns the unfortunate into 
  a spell-bound agent, commanding them to steal the Coat 
  of Silver Mail when the first occasion presents itself. If 
  a companion is Frightened, the hero may instead become 
  the subject of the compulsion and be forced to betray his 
  friends by the Sorcerer. 
  Since it is not possible to establish beforehand what the 
  companions will resolve to do with the precious armour 
  (carry it with them, hide it, etc.), every Loremaster will 
  have to decide by themselves how and when to trigger this 
  eventuality, and which consequences it will generate. 
  Will the Dwarves blame the companions for the theft? 
  Will Lord Hakon succeed in pitting Dale against 
  Erebor? Will the disappearance of the main item of 
  contention between the two factions unite the Dwarves 
  and the Bardings against the common enemy?
  
  61
  to dungeons deep
  the JourneY back
  Hopefully, the companions will eventually emerge 
  victorious from the fight, probably wounded and weary, 
  still reeling from the dizzying sight of the magnificent 
  treasure buried in the sepulchre. They have accomplished 
  much of what they set out to do, but in front of them now 
  lies a long journey south, one they cannot hope to make 
  whist laden with treasure and also, potentially, in the 
  company of Clifford the Man of Bree, Domi the scholar, 
  and some other exhausted Dwarves in their train. 
  Before they set out, the companions need to take some 
  decisions about the disinterred mausoleum and the 
  treasure it contains. Concealing the entrance to the tomb 
  requires half a day, but one possibility they might consider 
  is to leave someone behind, to keep watch on the ruins.
  The Straightest Path
  As far as the return trip is concerned, the companions 
  have little option but to follow the shortest route back to 
  more civilised lands. Their path will bring them southeast 
  for about 30 miles, to the edge of the Waste, and then 50 
  miles south, to pass the Lonely Mountain to the east and 
  finally reach Dale.
  • 
  Since the heroes have a clear destination in mind, 
  they can consider this one journey with a Peril Rating 
  of 2 and 1d2 Journey Events. However, one day after 
  they have left the Waste behind, the companions 
  have an unexpected encounter...
  7
  silent vulture
  Large Monstrosity
  STR 
  15 (+2)
  DEX 
  18 (+4)
  CON 
  20 (+5)
  INT 
  6 (-2)
  WIS 
  13 (+1)
  CHA 
  10 (+0)
  Armour Class 15 (natural armour)
  Hit Points 63 (6d10+30)
  Speed 10 ft, fly 60 ft
  Skills Perception +3
  Senses passive Perception 13
  Challenge 3 (700 XP)
  Fell Speed. The Silent Vulture may take a bonus action 
  to Disengage and move up to its speed towards an 
  enemy it can see.
  Keen Sight. The Silent Vulture has advantage on 
  Wisdom (Perception) checks that rely on sight.
  Actions
  Multiattack. The Silent Vulture attacks once with its 
  talons and then either attacks with its beak or uses 
  Disgorge.
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft, one 
  target. Hit: 11 (2d6+4) piercing damage
  Talons. Melee Weapon Attack: +6 to hit, reach 5 ft, one 
  target. Hit: 9 (2d4+4) slashing damage and the target 
  becomes Grappled (escape DC 13). Until the Grapple 
  ends, the creature is Restrained and the Vulture cannot 
  Grapple another target.
  Disgorge (Recharge 6). The Silent Vulture regurgitates 
  the contents of its poisonous belly in a 10-ft cone. Each 
  creature in that area must make a DC 13 Dexterity 
  saving throw, taking 17 (4d6+5) acid damage on a failed 
  save and half as much damage on a successful one.
  
  PART SIX CLOUDS GATHER,  AGAIN
  erebor adventures
  62
  – part six – 
  clouds gather, again
  The Company is slowly approaching the Lonely Mountain 
  travelling across the Northern Dalelands, when they spy a 
  wide encampment filled with tents and banners, raised on 
  a green field not far from a small village. The companions 
  reach the field by crossing a wooden bridge, spanning a 
  narrow watercourse. On the other side of the bridge, the 
  companions are met by a group composed of both King 
  Bard’s Royal Archers in their head-to-toes black livery, 
  and mattock-wielding Dwarves that clearly belong to 
  Dáin’s famed Iron Guard.
  The guards seem to be expecting the companions, and 
  without further ado escort them to the centre of the 
  encampment.
  a council
  It seems that, days after the companions left Dale, word 
  of their secret mission surfaced and spread like wildfire 
  among Dwarves and Men alike (the work of Lord Hakon, 
  who secretly seeks to ignite a quarrel between Erebor 
  and Dale). 
  Even in the absence of an official confirmation to the 
  rumour, a number of Barding lords and Dwarves took 
  into their own hands the matter to find out what the 
  heroes may, or may not, have found on their adventure. 
  When Dwarves and Men met on the roads leading north, 
  everyone suspected that someone else knew more than 
  they did, and things seemed they could escalate very 
  quickly. Luckily for everyone involved, Thegn Jofur of the 
  Bardings and Dwalin of the Dwarves met and decided that 
  all they could do for the moment was to sit and wait for the 
  companions to return.
  When the companions do actually arrive, both Thegn Jofur 
  and Dwalin struggle to hide their surprise and relief. None 
  of them really expected the companions to return, not 
  to mention to see them appear with news of a fabulous 
  treasure! 
  When they recover, they jointly announce to the heroes 
  that they are called to participate in a council to ‘discuss 
  matters’ in the name of their respective kings. 
  A Knife’s Edge
  The companions will not be the only ones to speak at the 
  council, but their intervention will be necessary to tip the 
  balance in favour of one case or the other. Hopefully, they 
  won’t disgrace themselves in front of the assembled lords 
  before they can make a difference.
  To convince the assembled lords, the heroes will make a 
  series of ability checks and keep track of their score. Each 
  success adds at least 1 point to the score and an ability 
  check that succeeds by 5 or more adds 2 points.
  7
  
  63
  to dungeons deep
  When the heroes have scored 5 points or failed three 
  checks their time to speak is up. Consult the chart below 
  for the results.
  Introduction
  The council is held at the centre of the encampment, in 
  an open area dividing the two factions. Heralds announce 
  that Thegn Jofur and Lord Hakon will speak for the 
  Bardings, and that Dwalin and Domi will do the same for 
  the Dwarves. The names of many other lords present are 
  called, possibly some the Company knows, but they are 
  here to witness, not speak. 
  The companions are asked to introduce themselves in 
  front of the assembly, even if they are well-known to 
  everyone present, having likely served both kingdoms 
  in their time. The speaker for the Company must 
  make either a DC 15 Charisma (Intimidation) or 
  Intelligence (Traditions) check. A success on this 
  check does not add to the Company’s score but a failure 
  does count. 
  When they are finished, Thegn Jofur rises from his seat. 
  As the primary sponsor of their mission, he invites the 
  heroes to recount their tale in detail. This requires a DC 15 
  Charisma (Performance) or Intelligence (Traditions) 
  check. Riddle can be substituted for Traditions if the 
  companions intend to withhold some information. This 
  check counts both for the Company’s score and their total 
  number of successes.
  Interaction
  When the companions are finished describing what 
  happened since they left Dale, the council moves to the 
  most important matter, the true object of this gathering: 
  to solve the problem of who is the rightful owner of the 
  treasure of the mausoleum, and in particular of the Coat 
  of Silver Mail.
  Dwalin alone speaks for the Dwarves. Old Domi sits to 
  one side noting everything that is being said and only 
  correcting on points of historical accuracy. The presence 
  of Domi makes things difficult for Dwalin, as the scholar 
  cannot ignore the uncertain historical ground upon 
  which the Dwarven case is built (see below). Distracted by 
  Domi, Dwalin is quick to take offence, and Lord Hakon is 
  cunningly able to oblige.
  Lord Hakon speaks for the Bardings, as for the moment 
  he enjoys a leading position in court, compared to Thegn 
  Jofur. Jofur on his part takes every occasion to intervene, 
  reminding everyone about his role as the first sponsor for 
  the companions in their quest. 
  Lord Hakon’s Voice
  IIf this is the first time that the heroes have met 
  Hakon and found themselves imprisoned by Lord 
  Gunvar then allow them a DC 13 Wisdom (Insight 
  or Perception) check. Heroes that succeed realise 
  that it may have been Hakon’s voice who said that 
  they should be killed. This is, of course, impossible 
  to prove.
  Ancestral Rights
  The key points of the debate are as follows.
  • 
  Dwalin presents the Dwarven case first. His speech is 
  short and direct, with no concessions to persuasion or 
  rhetorical skills (Dwalin firmly believes what he says to 
  be right, and thinks that no oratory is required to make 
  his point). In a few words, he concedes that it is true that 
  all records chronicle how Girion paid for the Coat of 
  Silver Mail with a necklace of emeralds, but he reminds 
  everyone that the necklace was returned to Bard by 
  Dáin after the Battle of Five Armies. Moreover, the very 
  existence of the mausoleum has been discovered only 
  thanks to the studies of a Dwarven scholar.
  ‘As a consequence, it is only fair to recognise that 
  the Dwarves have the right to claim at least a share 
  of the treasure, and that the Bardings hold no right 
  whatsoever over the Dwarf-mail.’
  
  erebor adventures
  64
  1. Recognise the right of the Dwarves over the coat 
  of mail and a share of the treasure. Even if it is 
  debatable whether the necklace’s restitution to the 
  Bardings gives the Dwarves any right over the coat 
  of mail, it cannot be denied that the treasure of the 
  mausoleum has been found thanks to the efforts 
  of the Dwarves, and of old Domi in particular.
    
  This is the hardest option to drum support for, but 
  is the one that is most likely to avoid consequences 
  in the future. All checks are DC 17.
  2. Recognise the right of the Bardings to claim the 
  whole treasure. The tomb is clearly marked as that 
  of the son of Girion, Lord of Dale. King Bard is 
  Girion’s heir, and thus he has a rightful claim over 
  the coat of mail and the treasure.
    
  This is the easiest option, as it’s the one with the 
  soundest proofs supporting it, but it will gain the 
  companions the enmity of the Dwarves of Erebor 
  loyal to Dwalin. All checks are DC 15.
  3. Convince the Bardings to leave the Coat of Mail to 
  the Dwarves, regardless of any point of law, as a 
  token of goodwill from a loyal ally.
    
  The third option is difficult, as it finds a strong 
  opposition in Lord Hakon and his loyal Barding 
  supporters. All checks are DC 16.
  the decision
  When the players are finished trying to affect the council’s 
  decision, Lord Hakon and Dwalin call for a vote. If the 
  companions accomplished their ability checks, the 
  assembled dignitaries express their decision accordingly, 
  choosing the option sponsored by the heroes. Otherwise, 
  Lord Hakon has it his way, and the Bardings claim the 
  whole treasure (option 2).
  The following entries detail the consequences of the three 
  possible decisions.
  • 
  Option 1. The council gives in to the uncompromising 
  position of the Dwarves, possibly committing an 
  injustice, but saving the day and keeping the peace. 
  A minority among the Barding nobles criticise the 
  companions for their stance, but their hostility for the 
  • 
  Lord Hakon presents the case for Dale, turning 
  Dwalin’s own words against him. His oratory is as 
  eloquent and persuasive as Dwalin’s was dry: in so 
  many words Hakon states that Girion paid for the 
  coat of mail in his time, a fact that cannot be denied. 
  But what the Dwarves decided to do with Girion’s 
  necklace after that is of no consequence at all! Anyone 
  not of the house of Girion claiming any right over the 
  mausoleum or taking anything from it would be a 
  thief and a liar.
  ‘The coat of Dwarf-linked rings and everything else the 
  companions found in the tomb belong to the kingdom 
  of Dale and nothing is due the Dwarves.’ 
  It is indeed clear that both parties make claims that are 
  hardly reconcilable. As soon as the orators are done with 
  their speech, other voices are raised in support of this or 
  the other argument. Old grudges flare, and accusations 
  are exchanged. Survivors of the burning of Lake-town 
  recall how it was Erebor’s obvious wealth that brought 
  the Dragon to Dale; Dwarves from the Iron Hills remind 
  them how many of their kin laboured hard to rebuild 
  their city of stone. Veterans of the Battle of Five Armies 
  from both sides shake their heads, remembering how 
  this same spirit almost brought ruin upon them all that 
  day.
  The debate promises to become increasingly fierce. Harsh 
  words are on the verge of being exchanged that cannot be 
  unsaid, and dire consequences loom. If the Player-heroes 
  do not intervene, the argument will escalate to a degree 
  that may harm alliances.
  the debate 
  The heroes’ participation will help the council to reach 
  a conclusion. There are three main options (unless 
  the Loremaster or the players propose more) and the 
  companions must choose to side with either the Bardings 
  or the Dwarves, or opt for a middle ground.
  The companions must choose one proposal to back. 
  Convincing the council is a set of ability checks requiring 
  a total of 5 points (as above). Intimidation, Persuasion, 
  Traditions or even Performance are all equally valid 
  choices. The difficulty of the checks is indicated under 
  each proposal entry.
  8
  8
  
  EPILOGUE
  65
  to dungeons deep
  moment only takes the form of angry mutters. (Lord 
  Hakon is disappointed, but will attempt to add fuel to 
  this fire in the future).
  • 
  Option 2. The council rewards the speech of Lord 
  Hakon, denying the Dwarves any right over the coat 
  of mail or the treasure. Many voices raise in outrage 
  from the Dwarven camp, and Dwalin leaves to return 
  to Erebor, with a dozen followers in train. 
  To Lord Hakon’s great delight, from now on Dwalin is 
  considered to hold a grudge against the Bardings and 
  the companions, regardless of whether they sponsored 
  this option or if they opposed it, but failed to stop the 
  decision. If the heroes meet the Dwarf in the future, 
  they will find him ill-disposed towards them, to the 
  point that he will do anything in his power to foil their 
  endeavours.
  • 
  Option 3. The Dwarves are given the coat of mail as 
  a token of good friendship. Everyone but Lord Hakon 
  is happy.
  • 
  Another Option. If the Company found their own 
  way to a peaceful resolution, the Loremaster must 
  determine the consequences, using the information 
  above as a guide.
  – epilogue –
  Later in the day, as all the dignitaries that participated 
  in the council slowly start making their way back to 
  their respective manors and palaces, the companions 
  are discreetly approached by a hooded young man and 
  invited to follow him to a pavilion erected close to the 
  bridge. Companions who have visited King Bard in the 
  past may recognise the messenger as a minstrel from the 
  royal court of Dale.
  Inside the pavilion, the companions are probably 
  surprised to see Gandalf the Grey, seated on a stool 
  smoking his pipe, handing a tobacco-jar to Balin, son 
  of Fundin. The Wizard welcomes the companions with 
  a smile, as he invites them to enter the pavilion quickly, 
  and closes the tent behind them tightly. Balin bows 
  deeply, before sitting next to Gandalf and starting to light 
  his pipe.
  “So, it was quite a dreadful business,” says the Wizard, 
  “and it nearly was disastrous! Tell us a bit about it...”
  Gandalf and Balin wish to draw some conclusions about 
  the current relations between the Bardings and the 
  Dwarves of Erebor, and want to do this with the help of the 
  companions. Based on how the council went, the two will 
  either congratulate the heroes, exchange furtive, worried 
  looks, or, in the worst case, even shake their heads in 
  bitter disapproval. 
  Consequences
  If the heroes performed poorly in the council, the 
  relations between Dale and Erebor are chilled for the 
  immediate future. Both communities suffer as mutual 
  suspicion festers: trade slows, and Dale can no longer 
  automatically rely on immediate military assistance from 
  Erebor or the Iron Hills as grudges old and new will make 
  Dwarven leaders slow to act. Meanwhile, the Dwarves of 
  Erebor start laying in provisions and consider importing 
  foodstuffs from further abroad. Any Bardings or Dwarves 
  gain one point of Shadow.
  Neither Bard nor Dáin will allow war over a single coat of 
  mail, no matter how fair, but their friendship is, for a time, 
  strained. In the short term, Bard likely gains the coat, and 
  Lord Hakon’s reputation rises even higher among  the 
  king’s counsellors.
  If the heroes are very successful at the end, Lord Hakon’s 
  hopes for a political future are dashed and he is banished 
  from Dale. He returns to his estates to plot, gather 
  brigand forces, and make further alliance with the Orcs. 
  The Company will have made an enemy of Hakon. He will 
  maintain a cold anger towards them, and seek revenge at 
  a later time of his own choosing (Lord Hakon will restore 
  enough of his political influence to trouble the heroes in 
  Shadows in the North).
  Regardless of the outcome, the Company has a decent 
  chance of being well regarded by both Dale and Erebor. 
  Even if they ultimately sided with the Bowman, King Dáin 
  respects loyalty and he will not quickly forget the lives 
  of any Dwarves saved. Likewise, King Bard understands 
  all too well that duty can be a heavy burden and will not 
  hold a grudge against a Dwarf companion that spoke for 
  Erebor.
  12
  
  SLEEPING DRAGONS LIE
  ADVENTURING PHASE
  erebor adventures
  66
  -SLEEPING-
   DRAGONS LIE
  For heroes of level 9 or 10
  • 
  When: After the events of The Watch on the Heath, 
  in the Wilderland Adventures supplement. It is quite 
  likely that a few years have passed; the assumed 
  starting date is 2960, in late spring.
  • 
  Where: Erebor, and the Watchtower on the edge of 
  the Withered Heath.
  • 
  What: The Company are sent to slay a Dragon that 
  slumbers in the ruins of the Watchtower.
  • 
  Why: Smoke is rising from the Watchtower, and the 
  sages agree that this is an ill omen – for Dragon-
  smoke one day brings Dragon-fire the next.
  • 
  Who: King Dáin Ironfoot places a bounty on the 
  wyrm’s head.
  • 
  Themes: A Dragon stirs in the North, made bold 
  by Morlach. If the heroes do not triumph then the 
  divisions between City and Mountain will be set alight 
  by Dragon-fire.
  adventuring phase
  The adventure is divided into seven parts.
  part one – smoke on the horizon
  King Dáin fears that the Dragon of the Watchtower is 
  growing too strong, and will soon turn his greedy eyes 
  south to Erebor, as Smaug did before. He therefore calls 
  for heroes to strike before the wyrm turns.
  part two – on dragons
  The Company – and the Loremaster – are invited to consider 
  Dragons, and the many problems associated with them.
  part three – the shadow of his wings 
  On their journey north, the companions risk betrayal by 
  their rivals on this quest.
  part four – across the new desolation
  Leaving the lands of men, the Company must brave the 
  peril of the New Desolation around the Watchtower.
  part five – the passage of the gorge
  Approaching the borders of the Withered Heath, the 
  Company must evade or defeat the Dragon’s Orc-servants. 
  part six – bY stealth and guile 
  The Company arrive at the ancient Watchtower, and make 
  their way through its halls in search of the enemy. 
  part seven – slaYing the dragon
  Finally, the companions face the Dragon, and either defeat 
  it or perish.
  epilogue
  The Dragon is dead! Or is it not? If victorious, the heroes 
  earn honour and renown.
  the nature of the beast
  Wilderland Adventures introduced a Dragon named 
  Raenar, a terrible Cold-drake from the North that slew 
  King Dáin II Ironfoot’s great-grandfather (also named 
  Dáin) at the gates of his kingdom in the Grey Mountains. 
  Depending on how the final adventure played out, Raenar 
  might be:
  • 
  Dead, at the hands of the Company or in battle with 
  the vile Gibbet King.
  • 
  Alive, having heeded the companions’ warning and 
  avoided the Gibbet King’s sorcerous trap. In such a 
  situation, Raenar skulked around the mountains 
  for a few years before taking up residence in the 
  Watchtower. The Company’s warning means Raenar 
  will be better disposed towards them when at last they 
  meet (see page 92).
  • 
  Alive, having defeated the Gibbet King. In this case, 
  Raenar made the Watchtower of Zirakinbar his home 
  immediately.
  If Raenar was slain in The Watch on the Heath, then 
  his place in this adventure is taken by Wruenele, a young 
  and brash Fire-drake, hatched in some forgotten nest in 
  the north. Bravest and biggest of his brood, Wruenele 
  flew south with the intention of using the abandoned 
  Watchtower atop Zirakinbar as his lair until he grew 
  
  PART ONE SMOKE ON THE HORIZON
  67
  sleeping dragons lie
  big enough to rival Smaug the Mighty. Although he 
  can breathe hot fumes, his fire is as yet weak and thin 
  compared to the blazing conflagration of Smaug. If you 
  have not incorporated the events of The Watch on the 
  Heath, use whichever Dragon you prefer. 
  The 
  two 
  Dragons 
  are 
  effectively 
  interchangeable 
  throughout most of this scenario, so when a passage 
  refers to the Dragon, it applies to either candidate for arch-
  villain. When we need to refer to a specific Dragon, we 
  shall use his proper name of either Raenar or Wruenele 
  (for brevity, we must dispense with the honourifics and 
  titles that are properly used when referring to a Dragon!).
  Wasn’t Raenar a Cold-drake?
  The adventure is written presuming that the new draconic 
  threat to the North is of the fire-breathing quality. Since 
  the Great Worm Raenar was presented in Wilderland 
  Adventures as a Cold-drake, a wingless wyrm unable to 
  breath fire, then the Loremaster has two options if they 
  want him to be the main antagonist: 
  • 
  If you are playing Erebor Adventures as a campaign, 
  Raenar becomes a Fire-drake by means of powerful 
  dark magic, performed by Morlach, the Sorcerer of 
  Forod. The Ringwraith sets Raenar’s poisonous fumes 
  alight using ancient Morgothian spells, and gains a 
  new ally for Sauron.
  • 
  The second option is to consider that Cold-drakes are 
  Dragons whose fire has gone out, and that they can 
  grow hot again (see Hearing Stories about Dragons 
  on page 72), given enough time. When Raenar first 
  appeared he was diminished in size and strength by 
  a long slumber, and now he is approaching his full 
  stature again.
  – part one – 
  smoke on the horizon
  In the years prior to this adventure, travellers in the desolate 
  lands north of Erebor report seeing wisps of smoke on the 
  distant horizon. Campfires, perhaps, they thought, but the 
  next year the smoke plumes were darker, larger, and fouler, 
  like the grumblings of a volcano. At the same time, whispers 
  came back to Erebor that a Dragon may have returned to the 
  North, but those rumours were unsubstantiated by any proof. 
  Still, Dáin could not sleep easily, and he began to dream 
  of smoke against the winter sky. The King under the 
  Mountain consulted his sages, learned men and women 
  steeped in Dragon-lore. He spoke, too, to alchemists and 
  hunters from Dale who dare to hunt young and bestial 
  Cold-drakes out on the Waste, and even to those Elves 
  whose memory reaches back even unto the Elder Days 
  before the first Dragon arose to trouble Men and Dwarves 
  alike. He even sought the counsel of passing Wizards. All 
  agreed that sleeping Dragons are best left alone, but on 
  the question of Dragon-fire there was no consensus. 
  Some said that the fire of Dragons was placed in them 
  by the Enemy when the monsters were first bred in the 
  pits beneath the mountains, and that they have only a 
  certain reserve of hot breath, and that when this reserve is 
  emptied they wither and die. Others claimed that Dragons 
  draw strength from gold, and that the heat of their flames 
  depends on their greedy triumphs. Still others said that 
  the Enemy made different breeds of Dragons, hot and 
  cold, winged and wingless, and that the different breeds 
  cannot intermingle any more than Men and Elves (and 
  that brought Dáin little comfort, for he has heard the Lay of 
  Lúthien, and dreamt of a monster as hideous as the Half-
  elven are fair). No-one, not even the Wizards, could assure 
  Dáin that a Dragon’s fire could not grow in strength, or or 
  that a Cold-drake could not set its breath alight in time.
  the king’s summons
  If the Company enjoy a good reputation in the North, 
  they are contacted by one of the king’s messengers (a 
  raven, if they are in the wilderness, or a herald, if they 
  are at home). Dáin’s messenger describes the quest to the 
  Company, and bids them visit the Dwarven king at Erebor 
  so that he may speak with them more fully.
  Otherwise, they may hear of an opportunity to serve King 
  Dáin through their contacts or patrons. Dáin is careful 
  not to reveal his intention to destroy the Dragon – he 
  fears (correctly) that the Dragon might have spies and 
  agents who would give the monster advance warning if he 
  publicly called for Dragon-slaying heroes. 
  meeting the king
  King Dáin meets with the Company in his halls beneath 
  the Lonely Mountain.
  9
  
  erebor adventures
  68
  Motivation
  In addition to Dáin’s usual concerns (see page 19 of the 
  Lonely Mountain Region Guide), the dreams of Dragon-
  fire weigh heavily on the king.
  Expectations
  Add the following to Dáin’s regular Expectations:
  • 
  +1 if there are any Dwarves in the Company.
  • 
  +1 if the companions revealed Niping’s treachery in 
  Of Hammers & Anvils.
  • 
  +1 if they’ve met a Dragon before, +3 if they’ve killed 
  a Dragon.
  • 
  -5 if the Company betrayed Dáin’s trust and failed to 
  keep the mission secret (only if they were informed of 
  Dáin’s plans in advance by messenger or herald).
  Introduction
  The Company spokesperson must make an Introduction 
  check as normal. If the Company has slain a Dragon, this 
  check is made with Advantage.
  Interaction
  Dáin describes the threat of the Dragon to the Company. 
  He believes that the Dragon’s fires are waxing, and that 
  soon its breath will blaze as fiercely as Smaug’s — and, as 
  Dragon-greed and Dragon-fire are two sides of the same 
  coin — a fiery Dragon is a hungry one, this is bound to 
  bring devastation on Erebor. The Dragon must be killed or 
  driven away before its fires grow too strong.
  Dáin recommends that the Company travel in secret and 
  as swiftly as possible, in the hopes of reaching the peak of 
  Zirakinbar before it is too late. Such a recommendation is 
  reasonable.
   
  He also says that he cannot risk giving any support or 
  assistance to the Company, for fear of some spy seeing the 
  hand of the king and warning the Dragon. This paranoia 
  may seem unreasonable to the companions, so a successful 
  DC 15 Charisma (Persuasion) check convinces the king to 
  give the Company supplies and mounts for the journey, as 
  well as an escort to the edge of the Dale-lands. This allows 
  the Company to skip Preparing for the Journey (page 72).
  Final Audience Check
  Once the speaker for the Company has made the Final 
  Audience check, compare the result to the list below.
  Failure. Dáin doubts the Company’s competence and 
  will speak openly of seeking other groups to destroy the 
  Dragon. The heroes may still brave the quest, and the king 
  will grudgingly give them a partial reward (treasure worth 
  5g each). Of course, at that rate, they may be better off 
  taking the Dragon’s entire hoard for themselves, earning 
  a huge fortune… along with the eternal enmity of the King 
  under the Mountain and his folk.
  Success by 0-2. As a reward for slaying the Dragon, Dáin 
  offers each companion gold and precious gems amounting 
  to 15 gold pieces. He warns that the Dragon’s hoard, if 
  such a thing exists, is rightfully the property of the King 
  under the Mountain and must be returned to him intact 
  
  69
  sleeping dragons lie
  (depending on the events of To Dungeons Deep this may 
  be a particularly difficult conversation).
  Success by 3-4. In addition to the reward, the heroes may 
  select one of the benefits listed below. 
  Success by 5. As the previous entry but the companions 
  can select two benefits.
  Success by 6+. The companions can now select three 
  benefits in addition to the base reward.
  As the meeting with the king comes to a conclusion, the 
  companions may — depending on their level of success 
  — learn more about their mission or negotiate a higher 
  reward. The following benefits are available:
  • 
  The heroes may realise they will not be alone on the 
  quest and learn about The Other Hunters (see below).
  • 
  The companions may want to learn more about the 
  Dragon’s lair (see Secrets of Mazarbul on page 70).
  • 
  The Company might wish to research their foe (see 
  Hearing Stories about Dragons on page 72).
  • 
  The heroes might ask for a richer reward and increase 
  Dáin’s offer by 10g per companion (see below)
  the other hunters 
  In addition to the Company, there are three other groups 
  in Dale who plan to slay the Dragon and claim the bounty. 
  The Company may learn the identity of these rivals from 
  the king, or by spending a day to gather information in 
  Dale, requiring a DC 15 Intelligence (Riddle) check to 
  worm the truth out of various vendors and innkeeps.
  All of these rival hunters are already on the road, and 
  have a head start of a day or two on the Company.
  • 
  The Brothers Khuldrim: Despite the name, there 
  are rather more than two or three of them, and they’re 
  not related by blood. These are a company of Dwarves 
  led by a Dwarven warrior named Khuldri. Once, his 
  brother, Skuldri, fought by his side, hence the name of 
  their band. Skuldri and most of the rest of the group 
  perished on another quest. Now their places have been 
  filled by new and untried adventurers. Secretly, some of 
  these new companions plan to use Khuldri’s good name 
  and reputation as a cloak to hide their own foul deeds. 
  The Brothers are encountered again on page 75. 
  • 
  Greystroke and Skirfira: Greystroke is a human hero 
  from lands unknown; tall and grim, bitter and fell-
  handed, she carries an Elven great spear called Nameless 
  that she took from a Troll’s treasure-hoard (so called 
  because Greystroke cannot read Elf-letters, and never 
  lets the spear go so that anyone else can read it). She 
  rarely speaks. Her boon companion is a young Dwarf 
  of the Iron Hills named Skirfira Silvertongue, a scholar 
  and poet known for her merriment (and for being one of 
  the very few Dwarf-women to defy convention and travel 
  openly). These two show up twice in the adventure, on 
  pages 74 and 89.
  9
  
  PART TWO ON DRAGONS
  erebor adventures
  70
  • 
  Lord Elstan: The First Captain of Dale, commander 
  of the Royal Barracks, Elstan is widely known in 
  Wilderland. He wears shining Dwarven armour and 
  bears a mighty shield, the Aegis of Dale, inlaid with 
  truesilver and steel by the Dwarves in days of yore, 
  blazoned with the sigil of the River Running. He is a 
  hero of antique mode, like one of the fabulous toys 
  of the Dale-market sprung to life. Lord Elstan is not 
  as young or strong as he once was; he snoozes in his 
  armour in the summer heat, and catches cold more 
  quickly in winter. Still, he is the king’s champion and 
  determined not to fail. There is a further description 
  of Elstan on page 52 of the Lonely Mountain Region 
  Guide. He meets an unpleasant fate on page 76. 
  1. Secret Entrance: There is a concealed entrance into 
  the cellars of the Watchtower. The key to the door is ‘a 
  polished axe, thrice’.
  2. Traps: The Great Hall is guarded by a mighty stone. 
  Should enemies breach the gate, the stone can be lowered 
  to block the entrance tunnel, protecting the Watchtower 
  from the mightiest foe.
  3. Treasure Vault: A secret vault was built when the tower 
  was carved out of the mountain. It is in the last bedchamber 
  on the left, and the entrance is hidden in the floor. 
  The book also mentions other aspects of the Watchtower, 
  like the fabled Chamber of Winds that channelled the 
  howling winds of the mountains into music, or the Raven’s 
  Perch, but the Dragon has smashed the upper levels of the 
  fortress and those wonders are lost forever.
  – part two – 
  on dragons
  Before departing on their journey, the Company may 
  consult with sages or make other preparations for the 
  quest. The longer they linger, the greater the risk that the 
  Dragon’s fires grow hotter – but only a fool would go into 
  the Wild without so much as a handkerchief. 
  secrets of mazarbul
  The Dwarves’ record vaults contain a book that describes 
  the Watchtower on the heath where the Dragon lairs. 
  The original book was written in an obscure dialect of 
  Khuzdul, but Skirfira Silvertongue has translated the text 
  into the common tongue. In the introduction she laments 
  the loss of a page in the original that contained a plan for 
  the Watchtower.
  If the Company request it of Dáin, he permits them 
  to read this new translation, which takes a day. If the 
  companions once long ago read the original, they find 
  that Silvertongue’s work is much easier to understand. 
  The companions learn the following secrets:
  The Dragon’s Eye
  The Rivendell Region Guide presents rules for 
  the Eye of Mordor, representing the Dark Lord’s 
  hostility to the Free Peoples, and how he can more 
  easily spy the presence of large companies and 
  powerful heroes. In this adventure, the Dragon is a 
  more pressing danger, so a variation of those rules 
  is used.
  the dragon watches
  Much like the Eye of Mordor, these rules measure the 
  Dragon’s Hunt score and the Company’s  Veil score.
  The Dragon’s Hunt
  The Hunt score measures how aware the Dragon is of the 
  heroes. As the companions leave Erebor, the Hunt score 
  
  71
  sleeping dragons lie
  starts at the highest Proficiency Bonus of the Company, 
  modified as follows:
  +0 for each Hobbit
  +1 for each Man or Elf of any kind
  +2 for each Dwarf of any kind
  +1 for each Legendary Weapon or Armour
  If the Company is indiscrete about their plans, word will 
  reach the Lord Hakon’s ears and soon make it to Morlach 
  and thence to the Dragon. Increase the Dragon’s Hunt 
  Score by +4 if the Company speaks too loudly of their 
  secret mission from King Dáin.
  When the Hunt score increases, the Company must make 
  a Dragon Awareness check, which works the same as 
  an Eye Awareness check. On a failure, the Dragon goes 
  hunting (see Hunt Episodes, below).
  The Veil
  Use pages 112-3 of the Rivendell Region Guide to determine 
  the Company’s Veil score. Note that if the heroes are 
  indiscreet, then the Dragon will know their mission and 
  the -4 modifier applies. 
  After a Hunt
  The Dragon’s Hunt score resets to its starting value after 
  a Hunt Episode, as the Dragon assumes it has dealt with 
  the threat. However, the Dragon’s flames grow hotter each 
  time it hunts (see below).
  The Growing Fires
  As the Companions draw closer to the Dragon’s lair, they 
  see signs of his growing fires. The flames grow brighter 
  over time, as the Dragon’s power intensifies. waxes wroth. 
  The visible signs depend on the number of Hunt Episodes 
  that have occurred.
  0: The air is unwholesomely hot and heavy.
  1: A column of black smoke stains the horizon, giving the 
  Company a clear mark for which to aim. 
  2: The small scrub forests near the Watchtower are alight, 
  and their flames can be seen for miles. Afterwards, all that 
  remains is a blasted and withered landscape of skeletal 
  ashen trees. 
  3: The smell of ash and sulphur on the wind grows stronger. 
  The stench is foul and at times makes it hard to breathe. 
  Smaller jets of steam burst from cracks in the ground, as 
  the Dragon’s growing power corrupts the very land.
  4+: A hellish glow can be seen at night from within the 
  watchtower, as though the heart of the mountain is on 
  fire. Rumblings that might be earthquakes or the passage 
  of the Dragon tremble through the earth. 
  Hunt Episodes
  Unfriendly Eyes: Crebain and other unfriendly birds fly 
  overhead. The Company’s Look-out may attempt to hide 
  Raising Awareness
  The Dragon’s Hunt score increases by +1 each day that 
  passes. (This is a change from the regular Eye of Mordor 
  rules, and reflects the need for haste in this adventure.)
  The Hunt score increases by +1 when a hero rolls a natural 
  1 on an ability check. 
  Other events can also increase the Hunt score; such instances 
  are noted in the individual encounters. The Loremaster 
  should also increase the Dragon’s Hunt score if the 
  companions attract undue attention through odd behaviour, 
  loud boasting, profligate spending or other strangeness.
  Unlike the Eye of Mordor, the Dragon’s awareness of the 
  Company is not increased through Shadow gain or the 
  use of magic. 
  
  erebor adventures
  72
  from these watchers with a Stealth check (use the current 
  Hunt score as the DC). If the check fails, the crebain 
  spot the Look-out and report back to the Dragon — from 
  hereafter the Dragon knows the Company’s mission (see 
  The Veil, above).
  Rumbles in the Earth: The ground trembles and groans 
  as the Dragon stirs. All members of the Company must 
  make a Corruption check (DC 15 Wisdom saving throw); 
  those who fail gain a point of Shadow, and quail in the 
  face of such a primordial monster.
  Servants of the Dragon (From Part Four onwards): A 
  band of Orcs — three Orc Soldiers per hero, led by an Orc 
  Chieftain (see pages 102-3 of the Loremaster’s Guide) — 
  ambushes the Company. The Orcs fight under the banner 
  of the Dragon – they are from one of the war-bands that 
  serve the monster, anticipating looting and carnage when 
  the Dragon finally rises from its bed in the Watchtower 
  and goes south to Dale. For martially-focused companies, 
  count the troupe as Bloodthirsty (Loremaster’s  Guide, 
  page 119).
  The Burning Land (From Part Four onwards): The 
  Dragon’s growing fires have set the countryside alight, 
  and the Company’s path leads through wildfires. During 
  the Journey they may take another route - all Scouts 
  may make Investigation checks; if no-one succeeds, 
  the Company loses a day’s travel and may try again the 
  next day, or they can brave the flames – each companion 
  makes an Athletics check; failure means the character 
  takes 14 (4d6) fire damage.
  The Hunting Dragon (From Part Five onwards): The 
  Dragon rises from its bed and goes hunting. If the Dragon is 
  Wruenele, then the Company have little hope of battling the 
  flying Dragon in the open, and must hide from him (Stealth 
  checks use the current Hunt score; the Dragon will use his 
  Fire Breath against any heroes in the open). If the Dragon 
  is Raenar, then the Company may (foolishly) choose to 
  attack him in the open, in which case battle is joined. The 
  Dragon retreats if reduced to half its starting hit points, 
  covering its retreat with a thick cloud of impenetrable ash.
  preparing for the JourneY
  In a normal adventure, the Company are often assumed to 
  prepare thoroughly for their journey, and there is no need 
  to play through the purchasing of provisions, assembly of 
  gear, hiring of mounts, and other quotidian elements of 
  an expedition into the Wild. In this adventure, however, 
  the companions are up against a time limit.
  If King Dáin agrees to outfit the Company, they can leave 
  immediately and preparing takes no time. Otherwise, 
  they must each make a DC 16 Wisdom (Survival) check 
  to secure the necessary equipment quickly and efficiently. 
  The DC is modified as follows:
  -2 if any member of the Company is a resident in good
  standing in Dale or Erebor.
  -1 per 1g spent purchasing gear.
  -2 per previous attempt on this check.
  Only one attempt may be made per day. If the check fails, 
  the companion has failed to gather what they need, and 
  must wait a day before venturing forth. If they wish to start 
  travelling without all necessary supplies, they may do so 
  at added risk: for the rest of the journey, any checks made 
  as a result of a Journey Event are made at Disadvantage.
  hearing stories about dragons
  Each member of the Company may make a DC 10 
  Intelligence (Lore or Shadow-lore) check to recall useful 
  facts about Dragons and how to slay them. Each success 
  gives the Company one of the following bits of lore, which 
  translates to a Preparation die (see below) that the heroes 
  can use in the final battle.
  The Company may also choose to wait in Erebor and 
  consult with sages, skalds, lore-masters and old greybeards 
  in inns; each day spent researching gives another piece of 
  valid lore. Many entries list a skill or ability that the hero 
  might employ against the Dragon (see below).
  • 
  Some Dragons are hot and breathe fire. Their lesser 
  cousins, the Cold-drakes, are cold and breathe out 
  poisonous vapours. Whether these Cold-drakes are a 
  different breed wrought by the Enemy in the elder days, 
  or if they are Dragons whose fires have gone out, none 
  but the Wise can guess. It’s pointless asking Dragons 
  themselves about the matter, for all that a given Dragon 
  cares about is itself, and it always assumes that it is the 
  very model and paragon of the form. 
  7
  2
  
  PART THREE THE SHADOW OF HIS WING
  73
  sleeping dragons lie
  • 
  Dragons have a soft underbelly – it’s the only place 
  they’re really vulnerable.
  • 
  Dragons can confuse their victims with spells and foul 
  vapours. One must be stern of will when facing them. 
  (Wisdom helps resist many of their abilities.)
  • 
  They delight in riddles, and cannot resist playing the 
  riddle-game if challenged. (Riddle)
  • 
  And they delight in flattery all the more. The more 
  absurd and obsequious the better – and the more 
  powerful and egotistical the Dragon, the better. 
  (Traditions)
  • 
  They were made by the Enemy to serve in his terrible 
  wars. They are creatures of utter malice; cruelty and 
  greed vie for dominance in their hearts. (Insight)
  • 
  Their senses are very keen, but they can be confused 
  by unfamiliar smells. If you bring something they have 
  not smelled before, like a rare perfume (or a Hobbit) it 
  baffles them. (Stealth)
  • 
  Like snakes, they eat heavily when they feast, and take 
  some time to sleep off a big meal. In such moods, they 
  can be drowsy and vulnerable – or even lulled into a 
  deeper sleep through song. (Performance)
  – part three –
   the shadow of his wings
  If the companions wish to make straight for Zirakinbar 
  then they must plot their route and make an Embarkation 
  roll as normal. However, heroes familiar with the area 
  (any Dwarves, Bardings, or Men of Lake-town) know that 
  the North has been resettled and can plot a route that 
  takes them to the farmhouse of Ginar before having to 
  stumble into the Wild.
  the last homelY house
  The Company’s first lodging after leaving Erebor, if they 
  want to sleep in a bed and not outdoors, is at the house 
  of Ginar, a Dwarf farmer. He and his wife, Kona, were 
  wandering smiths until the Mountain was reclaimed and 
  they could come home. They found, however, that they had 
  lost their taste for living underground, and preferred wind 
  and sun to the caves and tunnels below. Ginar’s house sits 
  in a most unusual valley where the Northern Dalelands, 
  the Upper Marches, and the Wastes all converge.
  Preparation Dice
  First introduced in Wilderland Adventures (see page 
  118), Preparation dice represent special advantages 
  that heroes can gain in a complex battle. Each 
  Preparation die is a d6 and during the battle any 
  Player-hero can take and roll a Preparation die and 
  add the result to any one attack roll, damage roll, 
  saving throw, ability check, or add the result to their 
  AC as a reaction to an attack. Each Preparation die 
  can only be used once.
  9
  
  erebor adventures
  74
  Meeting Ginar
  Ginar welcomes travellers, as long as they are polite — a 
  DC 10 Intelligence (Traditions) check, so there is no 
  need for a full audience.
  • 
  He has no supplies to share beyond a little food. 
  If the Company are in need of stores or advice, he 
  recommends the House of Brech, another two days’ 
  travel north. He warns that Skarf, the Lord of Brech, 
  is not the most welcoming of hosts, but he knows the 
  Wastes. It is better to take the longer route via Brech 
  rather than head straight for the watchtower.
  • 
  He asks no questions about the Company’s purpose, 
  but if they give away the mission, increase the Dragon’s 
  Hunt score by 1 — Ginar cannot resist gossiping. 
  army of vagabonds, in the hope that one will survive.” 
  She taps her chest lightly with the head of the spear. “The 
  Dragon is mine. My foe. My kill. Mine.” With that, she 
  stumbles to bed, dragging the spear with her. Anyone who 
  disturbs her slumber gets a spear in the heart. 
  Departure
  The first part of the journey is a short one, from Ginar’s 
  house to the small hamlet of Brech on the edge of the 
  Waste, around 35 miles north of Erebor. After getting 
  a warm goodbye from Skirfira, and a sullen stare from 
  Greystroke, the companions depart Ginar’s farm. Skirfira 
  and Greystroke do not intend to visit Brech – ignoring 
  Ginar’s advice – they head due north, straight into the 
  Waste. 
  Setting a reasonable pace and keeping to the easier 
  terrain of the Northern Dalelands, the Company can 
  expect to reach Brech after two days of travel (remember 
  to note the time passing, as the longer the companions 
  spend travelling, the riskier the final battle becomes). If 
  the companions head straight for the hamlet, there is no 
  need for the journey rules yet, but if they head straight 
  into the Waste they must now make an Embarkation roll.
  The Other Guests
  The Company are not the only guests at the farmstead 
  this night; Greystroke and Skirfira are also resting here. 
  Greystroke sits in the corner, running her fingers over the 
  runes on the haft of her long spear and drinking heavily, 
  while Skirfira talks nervously with Ginar and Kona. The 
  older Dwarves do not approve of a young Dwarf-maid 
  running about adventuring, and Skirfira knows better 
  than to admit why she and Greystroke are travelling north.
  Greystroke, when she sees the Company, is less willing to 
  be circumspect. “So, Dáin is not a gambler like his cousin 
  must have been. He doesn’t wager the safety of his kingdom 
  on one band of rag-tag adventurers – he sends a whole 
  E
  E Dale
  c
  o
  Upper Marches
  n
  E
  E
  Long
       Lake
  Esgaroth
  E
  Erebor
  E
  Elven King’s
  Halls
  The Waste
  Ginar’s House
  Brech
  Northern
  Dalelands
  There are no roads in good repair in this part of the world. 
  The majority of trade from Erebor flows west and south 
  and occasionally east, but directly north of the Lonely 
  
  75
  sleeping dragons lie
  Mountain is nought but empty lands in this century. 
  The Bardings that have started to rebuild the Northern 
  Dalelands mainly keep to the west. Sometimes, the 
  Company can follow an old Dwarf-road that once ran 
  to some lost hold in the Grey Mountains, but these soon 
  vanish beneath the grass, lost to the memory of mortal 
  folk. 
  rumour of the lands
  Call for a Survival check from the Company’s Hunters. If 
  successful, the hero spots tracks along the way, and can 
  discern the following information:
  • 
  There are at least two other groups of travellers ahead 
  of the companions on the road.
  • 
  One group consists of many Dwarves, a dozen or so. 
  They march fast, as though eager to get ahead of their 
  competitors. (see The Brothers Khuldrim on page 69)
  • 
  The second is a lone traveller, mounted on a horse. 
  Despite this advantage, he is pacing himself for a 
  difficult journey. (see Elstan on page 70)
  brech
  Brech is the home of Skarf Skulson. It is a large house on 
  a hill, well-fortified and surrounded by a stake-topped 
  earthen mound, inhabited by Skarf, his family, and 
  retainers. In his youth, he was a ne’er-do-well and bully in 
  Lake-town, in the service of the old Master. Companions 
  who visited Esgaroth in those days may remember Skarf 
  with little fondness. He came north to look for the lost 
  treasure taken by the Master, and discovered that living 
  on the edge of the world with few other folk around to 
  annoy him suited him just fine. He does know the Waste 
  very well, and may have news of the Dragon or of the best 
  route to the Watchtower – but the Company cannot expect 
  a warm welcome.
  It is twilight as the Company approaches Brech’s low hill. 
  The wind blows from the east, out of the night, and carries 
  with it the sulphurous stink of the Wastes. Lights burn in 
  the hall, though, and it seems, hard as it is to believe, that 
  a party is in full swing in this lonely hall!
  Villainy Upon Villainy 
  Some years ago, Skarf Skulson made the error of 
  trespassing too close to the Watchtower, and the Dragon 
  sensed him. The wyrm’s voice spoke to him out of a deep 
  fissure in the ground, rumbling like an earthquake, and 
  warned him that if he did not flee, he would be burnt to a 
  cinder on the spot. Skarf, though a scoundrel and a thief, 
  was never accounted a coward – but he had never met a 
  Dragon before, and the threat of burning terrified him to 
  his core. Since then, he has been a creature of the Dragon. 
  When dealing with Men or even Dwarves, he is as callous 
  and cruel as ever, but now he lives in constant terror of the 
  Dragon’s wrath. 
  
  erebor adventures
  76
  Lord Elstan was the first to reach Brech – the old knight 
  wanted to sleep in a bed one more time before crossing the 
  Waste, and he assumed that any loyal subject of King Bard 
  or King Dáin would offer him shelter. Skarf grudgingly let 
  the knight stay, but when Elstan (forgetting the Dwarf-
  king’s warning) spoke of his great quest to slay the wyrm, 
  Skarf was terrified.
  Then the Brothers Khuldrim arrived. The Dwarves are 
  doughty warriors, and were lured by the thought of the 
  hoard, but had their own doubts about fighting an actual 
  Dragon. In conversation with Skarf, they learned that the 
  hoard of the Watchtower, while impressive, is the tiniest 
  fraction of the golden bed of Smaug the Unassessably 
  Wealthy, and victory in this quest will not bring them the 
  fortunes for which they hope. The two groups of villains – 
  Skarf and the Dwarves – decided that it would be best for 
  all concerned if the quest failed, and if the troublesome 
  knight never made it to the mountain. Lord Elstan was 
  already snoring in the corner, so dispatching him was easy. 
  Skarf ensured the knight would not anger the Dragon, and 
  the Dwarves looted Lord Elstan’s gear. 
  And as they celebrate their foul deed, the companions 
  come knocking on the doors.
  sinister welcomes
  “Ho there,” calls a voice, “are ye Men or Dwarves or Orcs?” 
  Assuming the companions aren’t actively hostile, the look-
  out – one of the sons of Skarf – tells them that they may enter 
  the ring of Brech, but they must leave their weapons outside 
  the hall in his care. A DC 15 Charisma (Intimidation) or 
  Intelligence (Traditions) sways the young man, and he 
  grudgingly allows them to keep their arms.
  Inside, the hall is lit by a roaring fire. A suckling pig turns 
  on a spit above the flames. There’s a strong smell of drink. 
  As the companions enter, a dozen faces turn to watch 
  them, and more than half those faces are hidden behind 
  bushy Dwarf beards and wide bright grins. Seated in the 
  place of honour at the head of the hall is an older Dwarf 
  who seems less merry than the rest, and by his side is a 
  small man, grey-haired, with a pock-marked face and a 
  cloak of fur. The Company guesses that this is Skarf, the 
  master of Brech. He leaps from his chair and comes down 
  to greet them.
  an audience with skarf
  The players may assume that the purpose of this audience 
  is to convince Skarf to let them stay in his hall. It’s not – 
  it’s to convince Skarf that he shouldn’t allow the Dwarves 
  to ambush them like Lord Elstan. If the Company convince 
  Skarf that they’re not going after the Dragon, or if they 
  go all the way and manage to convince him that they 
  can actually slay the Dragon and free him from its thrall, 
  then he will protect them from the Dwarves’ treachery. 
  However, if he believes they’re going to merely anger the 
  Dragon and draw it down upon him, then he’ll help the 
  Dwarves murder the companions in the night.
  Expectations
  Skarf’s reaction to the presence of the companions will 
  almost certainly be negative, unless they can prove to him 
  that they are Dragon-slayers
  • 
  -1 if any of the companions knew him in Lake-town.
  • 
  -1 if there is an Elf in the Company.
  • 
  -2 to +1, depending on how convincing the Company 
  is at claiming that the Dragon is as good as dead now 
  that they’ve taken up the quest.
  Avoiding Brech
  Should the Company choose to avoid Brech, then the 
  weather worsens as they make camp for the night. 
  This region of Middle-earth rarely sees heavy 
  downpours, but tonight the clouds burst across the 
  Waste. The Scout may make a Survival check to 
  find shelter; otherwise, the companions must either 
  ask Skarf for hospitality, or else have a sleepless 
  night on the edge of the Waste, and begin the second 
  phase of their journey without rest. (Each hero gains 
  a level of Exhaustion and must pass a Corruption 
  check (DC 15 Wisdom saving throw) or gain 1 
  Shadow point).
  Optionally, the Company might encounter some 
  of the Brothers Khuldrim carrying the bound and 
  unconscious Lord Elstan out into the Waste – see 
  Lord Elstan’s Grave, page 83.
  9
  
  77
  sleeping dragons lie
  • 
  +2 if they ask Skarf for advice in crossing the Waste 
  — his knowledge of the local area is his only point of 
  pride these days.
  Interaction
  The skill used for the Final Audience check depends on 
  how the companions present themselves:
  • 
  If the Company openly state they’re going to slay the 
  Dragon, they must do so with Intimidation and must 
  roll with Disadvantage due to Skarf’s overwhelming 
  fear of the Dragon.
  • 
  If they attempt to hide their intentions, they must 
  use Riddle. Prompted by the Dwarves, Skarf asks 
  the Company several prying questions about their 
  purpose – a DC 15 Wisdom (Insight) check suggests 
  that he suspects they’re going after the Dragon.
  Skarf is honour-bound to give them shelter on such 
  a horrible night, call for a DC 15 Wisdom (Insight) 
  check again. If successful, the character notices that 
  this line of conversation is exceedingly uncomfortable 
  for Skarf. 
  Final Audience Check
  Once the Company have made their gambit, have the 
  speaker make a Final Audience check.
  Failure. Skarf decides that he’s willing to let them die. He 
  offers them food and drink for the evening, a bed for the 
  night, and to speed them on their way before the dawn. 
  See Attack By Night, below, for what happens instead.
  Success by 0-1. Skarf declares that his house is full, 
  and he can’t take in every vagabond who shows up on 
  his doorstep. The Brothers Khuldrim were there first, so 
  the companions should go! A successful DC 10 Wisdom 
  (Insight) check suggests that Skarf is deliberately trying 
  to drive the companions away. Immediately, one of the 
  Dwarves jumps up and says that the Brothers will make 
  room, that they don’t mind getting cozy with such heroes 
  as these Dragon-slayers must be! If the Company press 
  to stay, Skarf shrugs and pretends to be persuaded by 
  the Dwarves (in which case, run Attack by Night when 
  the time comes). If they leave, he sends a warning to the 
  Dragon about the danger – see Slipping Out, below.
  Success by 2-3. Skarf is torn. He knows that the 
  safest thing to do is to kill the Player-heroes, but he 
  can’t quite bring himself to do it – they’ve woken some 
  nobler impulse in him. He allows them to stay, but gets 
  drunker and drunker as the night goes on. He’ll even 
  point them to some of the clues in Something Amiss, 
  below. For example, he might ask them if they want to 
  buy a horse, or start singing a song about Lord Elstan’s 
  exploits.
  Success by 4-5. Skarf realises that he has made a terrible 
  mistake in serving the Dragon, and compounded it by 
  allying with the Dwarves. He allows the Company to stay, 
  but during the evening, he takes the highest-Wisdom 
  companion aside and confides in them, admitting that he 
  conspired with the Dwarves to murder Lord Elstan. Now, 
  he and his family are at risk – will the companions save 
  Brech from his villainous guests?
  • 
  If the Company ask for shelter and lodging with 
  Traditions, then Skarf says he will consider letting 
  them stay, but as they can plainly see, he is hosting a 
  company of Dwarven heroes, the Brothers Khuldrim, 
  and finding a spare bed may be difficult!
  • 
  If any of the Company mention the customs of 
  hospitality, or suggest that as a good Man of Dale, 
  
  erebor adventures
  78
  Success by 6+. Skarf is driven mad with guilt! The brave 
  or wise words of the Company have shown him the error 
  of his ways, and only blood can wash away blood! If he 
  acts now, Elstan might yet be saved. He leaps up, shouting 
  that the Dwarves are murderers, and dashes Khuldri’s 
  skull open on the hearth! The Dwarves immediately stab 
  Skarf to death, but his sacrifice gives the companions time 
  to grab their weapons.
  something amiss
  In between feasting and talking with the Dwarves, the 
  companions may notice the following clues that something 
  is amiss with a successful check (or better yet, an 
  appropriate trait invocation; traits are perfect for picking 
  up on subtle clues without rolling. You’re Suspicious by 
  nature, so you’re the first to notice that something isn’t 
  quite right...). The Loremaster doesn’t need to include all 
  of these clues – give each companion one opportunity to 
  realise the danger. 
  • 
  Perception: There’s plenty of ale, but the Brothers 
  Khuldrim aren’t drinking heavily. They’re making a 
  big show of being drunk, but they’re just sipping their 
  drinks as if biding their time.
  • 
  Investigation: You spot one of the serving-girls 
  scrubbing away at a reddish stain on the floorboards. 
  It looks like spilled blood.
  • 
  Survival: There are more travelling packs stacked by 
  the wall than there are Dwarves in the hall. Where are 
  the rest?
  • 
  Lore: One of the Dwarves is eating from a fine silver 
  plate that bears the arms of Dale. Where did he get 
  such a treasure? You recall such items being given as 
  gifts by King Bard to his trusted knights.
  • 
  Performance: Two of the Dwarves are humming a 
  song as they wash their weary feet. It’s the Lay of Elstan, 
  a popular song in Dale describing the heroic deeds of 
  Lord Elstan. They grin cruelly when the song ends.
  • 
  Animal Handling: There’s a horse in the stables at 
  the back of the Ring of Brech. Unlike the other animals 
  there, this is clearly a fine war-horse fit for a tall 
  knight.
  • 
  Insight: Skarf’s daughters and servants seem 
  nervous and fearful around the Dwarves.
  Slipping Out
  If the Company leave before the Dwarves can 
  waylay them, then Skarf reports the news to the 
  Dragon. Raise Dragon Awareness by 2, or by 4 if 
  the Company openly admitted their intent to slay the 
  monster.
  attack bY night
  If the companions do not become suspicious, and actually 
  sleep in the hall, then the Dwarves attack them at night. 
  One companion, chosen at random, may make an DC 
  13 Wisdom (Perception) check to wake up in time; if 
  the hero succeeds by 5 or more, they may alert one other 
  companion; or, if they roll a natural 20, two others. In 
  addition, anyone with a suitable trait (like Wary or Quick 
  of Hearing) may invoke it to make a Perception check as 
  well. Companions who wake in time may fight normally 
  – although they’re not wearing their armour, and their 
  main weapons are likely stored outside the hall. Sleeping 
  companions are Unconscious until attacked or a creature 
  takes an action to wake the hero.
  The Battle of Brech
  There are two Dwarves per companion. Skarf’s kin may 
  take part in the battle, but are easily defeated. If they fight 
  against the heroes they apply Disadvantage to the hero’s 
  attack rolls for the first two rounds of combat, if they fight 
  for the Company then they earn Advantage for each hero’s 
  attack rolls for the first two rounds. Skarf himself will join 
  the combat if he’s still alive, siding with his family.
  Possible Complications in the Battle
  The following events can be employed to enliven the fight.
  • 
  The Burning Hall: The Dwarves set the roof of the 
  hall on fire. For the rest of the battle, the first time a 
  combatant rolls a natural 1 on an attack roll, it takes 
  1d6 bludgeoning damage from the collapsing structure. 
  The next time it’s 2d6 fire damage, then 3d6 bludgeoning 
  damage and so on. Only a fool fights in a burning house. 
  • 
  The Laughter of Dragons: The storm breaks over 
  Brech. Thunder and lightning crash overhead. If a 
  companion rolls a natural 20, the skies flash as if in 
  
  79
  sleeping dragons lie
  answer, and the enemies have Disadvantage on their 
  attack rolls for the remainder of the round.
  • 
  Out of the Frying Pan: One of Skarf’s daughters 
  throws a pan full of sizzling bacon fat into the face of 
  a foe (either a companion or a Dwarf). The victim of 
  this attack is Blinded and takes 1 point of fire damage 
  at the start of each of their turns until they spend their 
  action wiping the fat away. 
  Dwarven Assassin
  Swiftly do the hearts of the Dwarves turn dark and cold.
  after the battle
  If Skarf lives, he may be convinced to tell the companions 
  what really happened at Brech, and begs the Company to 
  go after Lord Elstan. Even if killed, he might confess the 
  knight’s murder with his dying breath. 
  Should the companions defeat the Brothers Khuldrim, they 
  may obtain fresh supplies and guidance at Brech for the 
  second part of their journey; this aid provides Advantage 
  on any checks made for their first Journey Event. 
  The Lost Knight
  Searching the Dwarves’ belongings – or questioning 
  survivors after the battle – confirms that the Dwarves 
  skarf, lord of brech
  Medium Human
  STR 
  17 (+3)
  DEX 
  13 (+1)
  CON 
  13 (+1)
  INT 
  13 (+1)
  WIS 
  11 (+0)
  CHA 
  14 (+2)
  Armour Class 13 (Hide)
  Hit Points 44 (8d8+ 8)
  Speed 30 ft
  Skills Deception +4, Insight +2, Perception +2
  Senses passive Perception 12
  Languages Westron
  Challenge 2 (450 XP))
  Broken Blades (1/day). Skarf may invoke this ability 
  as a bonus action. He automatically scores a critical hit 
  with all attacks this round. Afterwards, his weapon is 
  destroyed..
  Actions
  Multiattack. Skarf makes two attacks with his Great 
  Axe.
  Great Axe. Melee Weapon Attack: +5 to hit, reach 5 ft, 
  one target. Hit: 9 (1d12 + 3) slashing damage.
  skarf, lord of brech
  Medium Human
  STR 
  17 (+3)
  DEX 
  13 (+1)
  CON 
  13 (+1)
  INT 
  13 (+1)
  WIS 
  11 (+0)
  CHA 
  14 (+2)
  Armour Class 13 (Hide)
  Hit Points 44 (8d8+ 8)
  Speed 30 ft
  Skills Deception +4, Insight +2, Perception +2
  Senses passive Perception 12
  Languages Westron
  Challenge 2 (450 XP))
  Broken Blades (1/day). Skarf may invoke this ability 
  as a bonus action. He automatically scores a critical hit 
  with all attacks this round. Afterwards, his weapon is 
  destroyed..
  Actions
  Multiattack. Skarf makes two attacks with his Great 
  Axe.
  Great Axe. Melee Weapon Attack: +5 to hit, reach 5 ft, 
  one target. Hit: 9 (1d12 + 3) slashing damage.
  dwarven assassin
  Medium Dwarf
  STR 
  18 (+4)
  DEX 
  15 (+2)
  CON 
  20 (+5)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 
  11 (+0)
  Armour Class 12 (or 16 if allowed to don their hauberks)
  Hit Points 66 (7d8 + 35)
  Speed 25 ft
  Skills Riddle +2, Stealth +4
  Senses passive Perception 10, night vision
  Languages Khuzdûl, Westron
  Challenge 3 (700 XP)
  Khazâd ai-mênu! If the Assassin’s attack misses, they 
  may use their bonus action to make another attack 
  against the same target.
  Pack Tactics. The Assassin has Advantage on an attack 
  roll against a creature if at least one of the Assassin’s 
  allies is within 5 feet of the creature and that ally isn’t 
  Incapacitated.is within 5 feet of the creature and that ally 
  isn’t Incapacitated.
  Actions
  Axe. Melee Weapon Attack: +6 to hit, reach 5 ft, one 
  target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) 
  slashing damage if used with two hands.
  The Brothers Khuldrim
  The Brothers Khuldri and Skuldri were renowned 
  heroes of Erebor, but Skuldri died and Khuldri fell 
  in with a bad crowd of brigands. He is still of high 
  standing in Erebor, but his travelling companions 
  are the worst sort of Dwarves, more interested in 
  treasure than great deeds – and they are willing to 
  stoop to murder when it suits them.
  9
  
  PART FOUR ACROSS THE NEW DESOLATION
  erebor adventures
  80
  attacked Lord Elstan. Notably, one of the Dwarves has the 
  Aegis of Dale hidden in a sack. 
  After knocking Elstan unconscious, three of the Dwarves 
  went out into the Waste to find a place to hide the body. 
  They may be encountered in Lord Elstan’s Grave, page 83. 
  Following the trail of the Dwarves requires a DC 15 
  Wisdom (Survival) check and brings the Company 
  Across the New Desolation.
  – part four – 
  across the new desolation
  Between the northern edge of the lands of Men, and the 
  mountains of the Dragons, lies the Waste. A trackless, 
  uninhabitable, bitter region of broken stone and dust. 
  Crossing the Waste takes at least a week, at a Peril Rating 
  of 4 with 1d2 + 1 Journey Events. If the companions have 
  not yet made an Embarkation Roll, they must do so now. 
  The following Events, Meetings, and Perils can be used in 
  place of normal Journey Events (alternating between them). 
  However, they may delay the Company further, making the 
  final battle with the Dragon even more dangerous. It is not 
  required to run all of the following entries.
  The Aegis of Dale
  The Dwarves of Erebor made this shield for an 
  ancient Lord of Dale in the first days of that realm. 
  Chased in mithril and enchanted with potent runes, 
  the companions of Thorin Oakenshield recovered the 
  shield from the hoard of Smaug, and gifted it back 
  to King Bard. It is part of the crown jewels of Dale, 
  but King Bard allows one of his champions to carry 
  it. 
  Type: Great Shield
  Craftsmanship: Dwarven
  Banes: N/A
  Qualities: 
  1 – Reinforced: Add +1 to AC bonus..
  2 – Runes of Resilience: The wielder gains 
  Advantage on death saving throws. 
  3 – Runes of Fortitude: A custom enchantment, 
  these runes allow the wielder to use a bonus action to 
  gain 10 temporary hit points.
  9
  E Dale
  E
  Erebor
  The Waste
  o
  Upper Marches
  n
  E Ginar’s House
  E Brech
  Northern
  Dalelands
  c
  E Zirakinbar
  events 
  The following paragraphs describe potential Journey 
  Events for the trip through the Wastes. All the episodes 
  described use special rules, and thus are not formatted in 
  the usual way for Journey Events. Certain events focus on 
  extraordinary challenges, which have a fixed DC outside 
  of the usual range.
  Maggots (Hunter)
  Somehow, the Company’s food supplies become infested 
  with huge slimy maggots that are native to this part of the 
  world. Very little is salvageable – and worse, there is little 
  game to be caught in the Waste. The heroes must choose 
  one of the following two options:
  
  81
  sleeping dragons lie 
  • 
  Press on towards the watchtower. All Hunters must 
  make a DC 20 Wisdom (Survival) check. If no-one 
  succeeds, each companion gains a level of Exhaustion.
  • 
  Turn south, where there is better prospect of finding 
  food. This costs the Company 1d4 + 1 days, but the 
  Survival check is only DC 13. 
  No Way Forward (Scout)
  It should be easy to find a way to the Watchtower – all 
  the companions need to do is keep walking towards the 
  burning mountain on the horizon. However, as Frodo 
  and Sam discovered in the Emyn Muil, just knowing 
  where you’re going doesn’t mean you can see a route to 
  get there. The Company encounter a broken landscape 
  of jagged rocks, blind canyons, and sudden steep cliffs. 
  They cannot move forward until their Scouts succeed at an 
  Investigation check. Each attempt costs a day.
  Raging River (Guide)
  The Guide’s route goes along the bank of a dry valley – or 
  what’s usually a dry valley. The storms of recent days have 
  turned the gulch into a torrent of icy black water, mixed 
  with silt and ash. The Guide may choose to turn back and 
  find another route (in which case this counts as No Way 
  Forward) or risk pressing on by making a DC 20 Wisdom 
  (Survival) check. If the check fails, one of the companions 
  falls into the river when the bank collapses and is swept 
  away. The Company must search for their missing friend – 
  see Lost in the Wastes, page 85.
  Walking Stones (Look-Out)
  Those stones... were they always there? At twilight, it 
  seems to the Look-out that piles of stones are creeping 
  closer and closer to the Company. Every time they look, 
  the rocks appear nearer and nearer. The hero may rouse 
  the Company and get them to move camp (everyone gains 
  a level of Exhaustion), or ignore the impossible walking 
  stones (in which case the Loremaster should roll a d6: on 
  4-6, one of the companions finds themselves buried by the 
  stones. If they are dug out of this sudden cairn, they gain 
  2 Shadow points and a level of Exhaustion.
  Dreams of Fire (Any Companion)
  The character is troubled by dreams of being burnt to 
  death by Dragon-fire. On waking, the character must make 
  a Corruption check (a DC 15 Wisdom saving throw). If 
  the saving throw fails, the character gains 1 Shadow point 
  immediately, and another Shadow point whenever they 
  are attacked by a Dragon’s breath weapon or sees another 
  companion perish in flames.
  Scorpion in the Bed (Any Companion)
  One of the venomous creatures of the Waste crawls into 
  the character’s sleeping roll. The character is allowed a 
  Perception check to detect the danger; otherwise, the 
  companion is Poisoned until they take a long rest. 
  Ash Cloud (All) 
  A choking storm of ash and dust blows down without 
  warning from the north, reducing visibility to next to 
  nothing. All the Companions need to make a DC 10 
  Intelligence saving throw or be separated. All those who 
  succeed stay together; those who fail wander off and find 
  themselves in a labyrinth of echoing canyons. See Lost in 
  the Wastes, page 85.
  Seen By Orcs
  Orc scouts spot the Company at a distance. Raise the 
  Dragon Awareness by 1d6.
  Choking Thirst (All)
  The unseasonable heat and unutterable dryness of the 
  dust means the companions go through their water 
  supplies faster than they should. Each member of the 
  Company must choose:
  • 
  Ration their water and go slower, adding another 
  three days and another Journey Event to their trek.
  • 
  Search for drinkable water on the way – this requires 
  a DC 20 Intelligence (Investigation) check from the 
  Company’s Scout. If successful, the Scout finds water. 
  Otherwise, the Company gains a level of Exhaustion.
  meetings
  The following scenes don’t pose an immediate threat to 
  the Company, although few things in the Waste can truly 
  said to be friendly.
  Birds in an Empty Sky
  The presence of the Dragon has begun a new desolation 
  on the Waste. As the wyrm’s fires grow hotter, they burn 
  the living land, until nothing good can live there – not 
  9
  
  erebor adventures
  82
  that much good lived here before the Dragon, anyway. 
  Now, though, even the few animals who lived in or passed 
  through the Wastes are fleeing. The Company spot a flight 
  of birds circling down to the east. Anyone proficient at 
  Nature or Survival guesses they’re in search of drinkable 
  water. Following the birds costs a day’s travel time, but 
  brings the Company to a small pool of fresh water.
  • 
  A Hunter can easily — a DC 10 Wisdom (Survival) 
  check — trap a few birds here to eat, and the water is 
  good to drink.
  • 
  If the Company can communicate with birds (Raven of 
  the Mountain, The Speakers, a blessing from Beorn, 
  or some other gift), then the birds can give the same 
  advice as Witherfinger, below.
   
  Witherfinger
  A dead – well, mostly dead – tree, withered and bare 
  stands rooted in the dusty banks of a dry river valley. 
  It’s the only tree for miles around, not that it’s much of a 
  tree. Hunched and thin, leafless and twisted, gnawed by 
  worms, but still it cheers the spirit. Whatever else, it has 
  endured in the midst of the desolation.
  Companions who have played through The Watch on 
  the Heath in Wilderland Adventures recognise the ‘tree’ 
  as the mysterious Witherfinger. For those encountering 
  her for the first time, Witherfinger is... perhaps a tree 
  that has grown wakeful, or a woman grown tree-like, or 
  something else entirely. A few years ago, she remembered 
  how to speak in the manner of two-legged things, but her 
  wanderings in the wastes have sapped her spirit, and now 
  she can communicate only in dreams. 
  Should a character take an axe to Witherfinger’s hoary 
  hide, she hurls a cloud of dust and small stones at the 
  Company, Blinding them all for a moment. When their 
  vision clears, she is gone. 
  However, should a character rest amid Witherfinger’s 
  roots, they find a comfortable bed of moss there to lie 
  upon. Resting there restores 2d8 + 4 hit points, or recovers 
  a level of Exhaustion (companion’s choice). In addition, 
  Witherfinger whispers in the companion’s dreams. In 
  the dream, the companion hears the crotchety voice of a 
  nervous, somewhat rambling, but kindly old woman. She 
  might say:
  • 
  “Oh and oh. Dark-hearted Dwarves they are, 
  murderous and greedy. They kidnapped that poor 
  old man and threw him down a hole, and stole all 
  his shiny armour. Not fair, not fair at all. Will no-one 
  help him?” The companion sees Lord Elstan (see page 
  83) in the pit where the Dwarves threw him. Taking a 
  detour to aid Lord Elstan costs a day.
  
  83
  sleeping dragons lie
  • 
  “Orcs! I hate Orcs! Nasty mean axe-y brutes. Never 
  good for no-one. I watched ‘em throw the big one out, 
  drove him away with fire, but he’s worse than any of 
  them. He wanted to go south, you know. South, to 
  the dark land. To His land. Mordor.” The companion 
  glimpses Ukghash (page see The Burnt Orc below) 
  making his way across the ravines. 
  • 
  “Them traitors! Never ought good came out of a cold 
  Dwarf’s heart! Lying in wait, they are, with murder 
  in mind! Beware ‘em!” The companion has a vision 
  of the Dwarf Ambush (page 85), if that is still a 
  possibility. This warning gives the heroes Advantage 
  on the Dexterity check for initiative. 
  • 
  If any of the companions fall victim to The Haunted 
  Lake (page 85), then Witherfinger can help the other 
  heroes deal with the spirit. “They’re down there, in the 
  waters. Swim down and fetch ‘em up before they’re 
  stuck down there forever. Here, I’ll aid thee.” Her 
  assistance gives the heroes Advantage on any ability 
  checks made in the lake.
  Lord Elstan’s Grave
  After the Brothers Khuldrim stabbed Lord Elstan in his 
  sleep at Brech, in the House of Skarf, two of them carried 
  him out into the Waste, planning to dump his body in a 
  convenient ditch and return to their beds. However, Elstan 
  managed to wrest himself free of their clutches and ran off 
  into the night. The two Dwarves pursued, and after many 
  misadventures in the Waste they eventually caught up 
  with the old knight, stabbed him again for good measure, 
  and then threw him in a hole. The two villainous Dwarves 
  are still wandering the Waste (and may be encountered in 
  Dwarf Ambush, page 85). 
  Lord Elstan, twice-stabbed and his ankle twisted, 
  now lies at the bottom of a steep-sided sinkhole. The 
  Company may find him by following his trail with DC 
  15 Wisdom (Survival) check, or be guided here by a 
  dream or portent – or maybe they just hear his weak 
  calls for help. 
  Rescuing the knight requires a DC 13 Strength (Athletics) 
  check to climb down; failure means the companion takes 
  3 (1d6) slashing damage from scrapes and cuts. “Bless 
  you, youngsters. Those wretched Dwarves attacked me as 
  I slept, and stole my sword and shield. Witless, I wandered 
  in the Waste, until they came at me again and imprisoned 
  me here. They are in league with the Dragon, I guess, and 
  mean to stop any of us from reaching the Watchtower. I do 
  not know if I can make it – go on without me!”
  Any healing attempt fixes Elstan’s ankle, but his two knife-
  wounds are infected and likely mortal. Lord Elstan knows 
  this, but makes light of it. “Oh, I have had worse. Why, 
  at the Battle of Five Armies, this big Cave-Troll caught me 
  by the legs and lifted me up to gnaw on me like a dog 
  with a beef-bone! I had my dagger to hand, though, and 
  knew what to do! One cut across the nose, to startle him, 
  and then I drove the blade elbow-deep into his eye socket! 
  Better’n than sunlight for killing a troll you know! But aye, 
  I think this is my last quest for King Bard. I’ll go home and 
  rest. What was it the funny little man said – live happily to 
  the end of my days. However long they may be.”
  If the companions restore 20 or more hit points, or use 
  a feature or virtue like Staunching Song or the like, Lord 
  Elstan’s wounds are cured. 
  If the Company ask Elstan to accompany them, the old 
  man slows them down and is too weak to fight. They travel 
  at only half their normal speed. However, his company 
  cheers them and he is full of wisdom and good advice 
  – each member of the Company may recover a level of 
  Exhaustion and makes ability checks with Advantage, 
  thanks to Lord Elstan’s tutelage.
  If they escort Elstan to safety at the edge of the Waste, it 
  takes one day there and one day to return. They gain no 
  benefit from doing so, but do not accrue Shadow. If the 
  companions abandon Elstan or let the old man stumble 
  homewards alone, they each gain 2 Shadow points.
  The Burnt Orc
  A band of Orcs serve the Dragon (see Battling the Orcs, 
  page 88). Once, this band followed another chieftain, 
  Ukghash. When Sauron declared in Mordor, in the Year 
  2951, Ukghash heard the call of the Dark Lord. At the 
  time, the Orcs dwelt in caves in the Grey Mountains, but 
  Ukghash drove and dragged and harried them south and 
  east, always south and east, towards the Dark Tower. 
  When the Orcs came close to the Watchtower, one of 
  Ukghash’s lieutenants, a treacherous Orc named Haglach 
  
  erebor adventures
  84
  rebelled against the chieftain and offered the tribe’s 
  loyalty to the Dragon. Why sneak past the watchful men 
  of Dale and the Dwarves of the Lonely Mountain, or brave 
  the darkness of the Spider-thronged forest, when they 
  could serve the Dragon and eat roasted flesh every night!
  Ukghash quarrelled with Haglach, until the Dragon 
  intervened with a fiery blast. Ukghash fled the Dragon’s 
  wrath, and ever since has roamed the Waste, hoping 
  to reclaim his place at the head of the tribe. If he could 
  murder Haglach, or if the Dragon went away south... 
  or if the Dragon died, that would work too... Ukghash, 
  therefore, can be a most unlikely ally for the Company. 
  “I am Ukghash, burnt-Orc. You come to kill the Dragon. I want 
  to see him dead, too. We have common cause, you and I.”
  Ukghash offers to guide the Company to the Watchtower. 
  He claims he can get them past Haglach’s patrols, bringing 
  them down unseen paths to the Dragon’s very doorstep. 
  He won’t murder them in their sleep, or bring them into a 
  trap. This he swears in the name of the Dark Lord, in the 
  name of Sauron (and anyone with Orc-lore or proficient 
  in Shadow-lore knows that the Enemy does not permit 
  his true name to be spoken aloud, even by his servants. 
  For an Orc, swearing by that name is no small matter, 
  but it is still an oath founded on treachery and cruelty. In 
  return, he wants them to swear three oaths, in the name of 
  whatever powers they honour.
  • 
  First, that they will do Ukghash no harm while they 
  are in the Wastes.
  • 
  Second, they will slay the Dragon and Haglach too, 
  but not attack the rest of the Orcs. “Unless the fools 
  throw themselves on your blades, of course – I’ll not 
  gainsay you a kill.”
  • 
  Third, Ukghash gets a fair share of the treasure hoard, 
  to do with as he will. 
  A DC 13 Wisdom (Insight) check indicates that Ukghash 
  might indeed hate someone more than the companions. 
  Still, willingly travelling with a creature of the Enemy is 
  worth 1 Shadow point for each member of the Company. 
  The companions spot the lone Orc as they travel across the 
  Wastes. His face and left arm are still scarred with burns, 
  making him unusually ugly, even for an Orc. He stands 
  taller than most of his kind, and there is a dangerous light 
  in his eyes. The Dark Lord calls him, even now; he is not 
  craven, and can endure sunlight better than most.
  Ukghash knows the region well – and he knows that a 
  company of armed adventurers travelling towards the 
  Watchtower can only have one purpose. He meets the 
  Company at twilight in a region of broken rocks and narrow 
  ravines, where he can easily vanish if the encounter turns 
  hostile. If the Company move to attack, he turns and flees; 
  he can only be caught with a successful DC 20 Wisdom 
  (Survival) check. He speaks the Common tongue. 
  Playing Ukghash
  You are not a "good Orc". In fact, you’re worse than 
  any of the others in the tribe – you are a fanatical 
  servant of Sauron, and hear his dread voice more 
  clearly than your kinfolk.
  You know that you are making a dangerous gamble 
  by putting yourself in league with Tarks and stunted 
  Dwarves. They will not believe you are their friend, 
  so you must instead show them you are very very 
  useful, so they will not attack you.
  When Haglach is dead, then you kill them. Not 
  before. Not before. 
  
  85
  sleeping dragons lie
  If the companions reject Ukghash, but fail to track him 
  down and slay him, he runs back to the Dragon and curries 
  favour by warning of the Company’s approach. Roll a 
  d10 and add the result to the Dragon Awareness total, 
  counting ‘10’ as zero (the irritated Dragon incinerates 
  Ukghash without listening to him). Otherwise, the Dragon 
  forgives Ukghash and takes the Orc back into his service; 
  add Ukghash to the forces ranged against the Company in 
  Battling the Orcs, page 88. 
  Ukghash is a Great Orc (see Loremaster’s Guide, page 97).
  perils
  The following threats might be applied as the Loremaster 
  deems appropriate.
  Lost in the Wastes
  The Waste is especially perilous this time of year. The 
  Guide must make a DC 20 Wisdom (Survival) check to 
  find the right route through the broken lands. The hero has 
  Advantage on this check if the Company received advice 
  from Skarf (page 73) or have guidance from Ukghash. 
  If the Guide fails, the Company is lost: each Scout must 
  make DC 20 Intelligence (Investigation) checks until 
  one of them finds a way forward. Each set of checks costs 
  one day.
  On a failure with a natural 1, that companion becomes 
  separated from the rest of the group and gets lost. A 
  lost companion may be found with a successful DC 20 
  Wisdom (Survival); each set of Survival checks costs a 
  day of travel.
  On a natural 20 the Company discovers something useful: 
  drinkable water or a good shelter for one night against the 
  horrors of the Waste. All companions can recover a level 
  of Exhaustion.
  Dwarf Ambush
  If the companions defeated the Brothers Khuldrim in the 
  House of Brech, then this ambush is barely worthy of the 
  name. The three Dwarves who brought Elstan into the 
  Wastes attempt to waylay the Company, hoping to steal 
  their food and water.
  However, if the Company did not face the Brothers 
  Khuldrim at Brech, then this is a much larger ambush. In 
  this case, there are two Dwarves for each companion.
  • 
  In either case, the Dwarves hide in tunnels and cracks 
  in the chalky ground of the waste, and wait until the 
  Company pass by before emerging and attacking. 
  Heroes with passive Perception 14 or higher spot 
  the attackers before they strike and are not Surprised.
  • 
  The Dwarves use snares to entangle the Company. 
  Each companion must make a DC 13 Dexterity saving 
  throw or become Grappled (Escape DC 13). Surprised 
  heroes have Disadvantage on the saving throw. A 
  hero can spend an action to free a companion from 
  a snare.
  The Haunted Lake
  The companions come across a brown lake of stagnant 
  and foul water. Deaths-head midges rise from its surface 
  as they approach. All the adventurers feel a sudden 
  compulsion to drink the waters. Each companion can 
  make a DC 15 Wisdom saving throw to resist the 
  compulsion. Heroes with an appropriate trait like Wary 
  or Stubborn gain Advantage on the saving throw. 
  Those who do drink instantly fall into an enchanted 
  slumber and become Paralysed. A character who didn’t 
  drink and is proficient with Shadow-Lore or has a 
  suitable trait guesses that there is an evil spirit dwelling in 
  the lake that has ensorcelled the Company.
  A Scholar can use Hands of a Healer to remove the 
  paralysis; a hero can make a DC 15 Strength (Athletics) 
  check to carry or drag a Paralysed companion away from 
  the lake. Small heroes have Disadvantage on this check 
  if they’re attempting to move a Medium size companion. 
  The victim quickly falls back to sleep unless brought away 
  from the lake. It takes hours to coax or drag a victim away 
  from the lake; each set of rescue attempts by wakeful 
  companions costs a day. Characters freed from the lake’s 
  enchantment cannot help rescue others – only those who 
  initially resisted are immune. Others fall back asleep 
  immediately if they come close to the lake.
  A companion daring the water receives a vision of a 
  grand feast in the manner of the legends of older days. 
  In the vision, a hooded skeletal figure sits at the head of 
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  the feast-table in the bottom of the lake, surrounded by 
  the spirit-forms of the sleepers. This shadow – a Lake-
  wight, perhaps – serves the sleepers food and drink, but 
  the more they eat, the weaker and more emaciated their 
  dream-selves become. 
  Swimming to the bottom of the lake requires a DC 15 
  Strength (Athletics) check; failure means the character 
  takes 4 (1d8) necrotic damage and the character’s 
  maximum hit points are reduced by the same amount. 
  A hero must finish a long rest to restore their original 
  maximum hit points.
  Once at the bottom of the lake, the swimmer can make a 
  DC 10 Charisma check to free a companion’s spirit from 
  the spell. If the hero fails with a natural 1, the swimmer is 
  caught by the evil spell. The swimmer’s body floats back 
  to the surface, while the swimmer’s spirit joins the feast 
  below.
  If by terrible mischance, the whole Company falls victim 
  to the lake, then perhaps they might be rescued by 
  Witherfinger (page 82) or Ukghash (page 83). 
  Once the companions escape the enchantment, they may 
  dredge the mud at the bottom of the lake if they wish. 
  Doing so costs a day, but the Company discovers treasure 
  worth 10g in the form of old coins and jewels amid the 
  many, many bones that lie there. It seems evil men used 
  the lake as a ritual site for sacrifices in past ages.
  – part five – 
  approaching the watchtower
  A band of Orcs under the leadership of Haglach serves 
  the Dragon. The Orcs came from the north-west, from the 
  Grey Mountains, but now dwell in the caves and tunnels 
  along a gorge that runs between the edge of the Waste 
  and the peak of Zirakinbar, the Watchtower. In years past, 
  the gorge caves were frozen and home to Snow-trolls and 
  lesser Cold-worms, but the growing heat of the Dragon 
  has thawed them out. Now, they are mud-choked pits of 
  slime, full of secret hiding places and uncertain footing, 
  making them a perfect lair for Orcs. The gorge is the only 
  easy route through the hills.
  While the Company cannot see the Orcs at this distance, 
  by night it’s clear that the gorge is inhabited, for at 
  sundown the Orcs light huge bonfires and chant the name 
  of the Dragon, as if stoking his flames. Every day that the 
  Company draws nearer the pass, the chants get louder 
  and the air grows hotter, as though they are walking into 
  a furnace. If he is with the Company, Uzghash grudgingly 
  warns them of the Orc encampment’s guards and 
  watchers.
  
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  sleeping dragons lie
  orc-sentries
  Orc-sentries watch the approaches to the Watchtower 
  from perches on the hillsides and tors that dot the 
  northern wastes. The lands around are still and empty, 
  so any movement can be seen from a long distance away. 
  Fortunately, a maze of gullies and defiles offers cover, so 
  the companions can try to advance without being seeing. 
  Orcs have good night-vision, so there’s no advantage to 
  trying the crossing by dark – and by day, sentries in caves 
  high on the hillside take over, staring into the sunlight 
  until their eyes bleed.
   
  Before crossing the maze, the Company’s Scout can 
  range ahead and try to find the best route with a DC 15 
  Intelligence (Investigation) check. If the check fails, the 
  Scout risks being spotted and must succeed on a DC 13 
  Dexterity (Stealth) check to hide in time. 
  A successful Investigation check by the Scout gives the 
  companions Advantage on the Stealth checks required to 
  cross the maze. The Company must succeed on three DC 
  13 Dexterity (Stealth) group checks. If a group check is 
  failed, the Orcs spot the Company.
  Spotted!
  If the Company is spotted, there’s enough time for one 
  round’s worth of attacks against the Orc Guard lookout 
  (page 104 of the Loremaster’s Guide). If the companions 
  fail to slay the Orc, the alarm is raised. The Company may 
  retreat and try to hide in the Wastes, or press on.
  If they press on, then they’re going to be Battling The Orcs 
  (see below) as Orcs swarm out of holes and tunnels in the 
  valley and close in on the travellers.
  If they retreat, it costs a day and increases the Dragon’s 
  Hunt score by +4, but they can attempt the crossing again 
  the next day.
  If the Company reaches the hills on the edge of the Heath, 
  another choice lies before them. Do they take the shorter 
  route through the Orc-infested gorge, or the longer, harder but 
  possibly safer route through the mountains on either side?
  the mountain route
  At any time, the mountain route would be perilous. The 
  hills that mark the border between the Waste and the 
  Withered Heath are steep and rocky, and every route 
  goes up sheer cliffs or over mounds of loose scree. If the 
  Company were here before, they remember the biting cold 
  winds that howled around the slopes, or the icy rime on 
  the rocks. 
  Now, though, things are even worse, for the Dragon’s heat 
  has brought an unexpected and unwelcome false spring 
  to the region. The cliffs glisten like a poisoned blade in 
  the dying sun, as ice turns to slippery slush and back 
  again, and the hills slough mud in landslides like a snake 
  shedding its skin. Fortunately, once the companions reach 
  the top of the cliffs, they can easily hide in the scrub-
  forests along the hills and avoid the Orcs – assuming, of 
  course, they do reach the top of the cliffs.
  Crossing via the mountain takes three days, plus another 
  two to make it through the hills beyond to the Watchtower. 
  The Company will experience 1d2 Journey Events with a 
  Peril Rating of 5 as they cross the mountains.
  Potential Journey Events
  The following paragraphs describe potential events for 
  the mountain route (all the episodes described use special 
  rules, and thus are not formatted in the usual way).
  Landslide! (Guide)
  The ground begins to slip and slide beneath the Company. 
  The Guide must immediately make a Survival check at 
  Disadvantage as the land itself shifts underfoot. Failure 
  means the companions are caught in the landslide. Each 
  hero must make a Dexterity saving throw, taking 2d8 
  bludgeoning damage and gaining a level of Exhaustion on 
  a failure or 1d8 bludgeoning damage on a success. Worse, 
  the path is now blocked, costing the Company a day’s travel.
  The Cliff Path (Scout)
  The only way forward is to climb a sheer cliff. The Scout 
  goes first, with a rope. Climbing the cliff requires three 
  Athletics checks. Each success awards the Scout 10 feet 
  of vertical progress, but a failure represents a fall at the 
  accumulated height. For example, a failed first check is a 
  fall of 10 feet, a failure on the second is a fall of 20 feet and a 
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  failed third check is a 30-foot fall. Once the Scout gains the 
  summit, the remainder of the Company can easily follow 
  the guide-rope up. Alternatively, a day’s exploration and 
  a successful Investigation check at Disadvantage finds 
  another route hidden amidst the sheer slopes. 
  Warg-Tracks (Hunter)
  The Hunter notices the traces of a Warg, and the prints 
  suggest the beast is searching for the Company. The 
  Hunter may hide the Company’s tracks with a Survival 
  check; on a failure increase the Dragon’s Hunt score by 2. 
  Orc Scouts (Look-Out)
  Orc scouts creep abroad by night, searching the cliffs 
  around the gorge. The Look-out gets an Perception check 
  to notice their approach and warn the rest of the Company. 
  Otherwise, the companions are spotted and the scout warn 
  the other Orcs. Increase the Dragon’s Hunt score by 2. 
  Dreams of Fire (Any)
  The character is troubled by dreams of being burnt to 
  death by Dragon-fire. On waking, the character must 
  make a Corruption check (DC 15 Wisdom saving throw). 
  If the saving throw fails, the character gains 1 Shadow 
  point immediately, and another Shadow point whenever 
  he or she is attacked by a Dragon’s breath weapon or sees 
  another companion perish in flames.
  The Dragon Is Here! (All)
  The Dragon goes hunting, looking for one of the hardy 
  wild goats or maybe a fat Snow-troll to eat. As it circles, 
  though, it smells an unfamiliar scent on the air – 
  adventurers! Raise the Dragon’s Hunt score by 2.
  the gorge route
  The gorge route is faster, but requires sneaking past a host 
  of Orcs. There are two ways for the Company to attempt 
  this feat:
  By Brightest Day
  Creatures of the Enemy cannot abide sunlight – and even 
  this far north, even with clouds of ash or snow choking the 
  sky, the noonday sun is too bright for the Orcs to tolerate, 
  so they must retreat into their caves. The Company could 
  race across the valley at noon, hastening towards the 
  Withered Heath as fast as they can. The downside, of 
  course, is that they will certainly be seen and pursued 
  once the sun goes down, and then the companions will be 
  caught between the Orcs and the Dragon.
  If the companions choose this plan, they can cross the 
  valley and be at Zirakinbar in two days – but they will 
  have the Orc-host on their heels! Raise the Dragon’s Hunt 
  score by 6, and there’s no time to spare for subtlety once 
  they reach the Watchtower – the Company’s only hope is 
  to slay the Dragon before the Orcs arrive!
  By Darkest Night
  Each night, the Orcs celebrate the coming doom of the north 
  as their master’s fire grows. The Company can try sneaking 
  through as the Orcs are distracted by the bonfires. This has its 
  virtues – there’s a chance that the Company can get through 
  without being seen – and its perils, in that if the companions 
  are spotted, the whole Orc-host will be upon them. 
  It all comes down to one group DC 20 Dexterity (Stealth) 
  check. Succeed, and the Company gets through the gorge 
  undetected. Fail, and they must cut their way through.
  battling the orcs
  Haglach’s Orc tribe numbers more than five hundred. 
  Virtually all of them are lesser Misty Mountains Orcs and 
  Goblins, but they are no less dangerous for that. If the 
  Company engage with a patrol, then assume there’s one 
  Orc-Soldier and two Goblin Archers per companion, plus 
  an Orc Guard in command. If Haglach is present, he is a 
  Great Orc.
  If the Company are unlucky enough to take the whole tribe 
  on, then each wave consists of two Orc-Soldiers and three 
  Archers per companion.  A new wave joins the battle every 
  other round.
  A Red Day, A Sword Day, To Die on
  Optionally, if Lord Elstan is with the Company, he might 
  volunteer to stand rearguard in the gorge against the Orc-
  host. There are narrow places where one heroic old man, 
  wounded or no, could hold the pass against five hundred 
  for a time. 
  ambushing the orcs
  Every few days, Haglach and a few of his advisors travel 
  north to the Watchtower to offer obeisance to the Dragon. 
  If the companions manage to sneak past the Orcs without 
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  PART SIX BY STEALTH AND GUILE
  89
  sleeping dragons lie
  being spotted, they can ambush Haglach and his Orc 
  Guards (two per companion). Slaying Haglach throws 
  the Orc tribe into confusion (and allows Ukghash to take 
  over again, if he is nearby). Furthermore, the Company 
  could take the Orc-garb and disguise themselves as Orcs, 
  allowing them to sneak up close to the Dragon. 
  – part six – 
  bY stealth and guile
  Once, the Watchtower of Zirakinbar was a wonder to 
  behold. The hill was a hollow one, riven by many narrow 
  clefts and tunnels, and of them the Dwarves of yore 
  made an instrument, a harp of air and stone that could 
  be played by opening or shutting doors and valves. They 
  made the mountains sing. 
  The Dragon smashed all that. Nothing remains of the upper 
  levels of the Watchtower now. The Chamber of Winds and 
  Raven’s Perch are both nothing but rubble. Smoke and 
  sulphurous fumes rise from the mountain’s shattered crown. 
  a spear’s throw
  As the companions approach the mountain, a small dusty 
  shape scurries out from the shadow of a boulder. It takes 
  them a moment to recognise it as Skirfira, the young Dwarven 
  sage they met back in Erebor, the companion of Greystroke. 
  She runs up to meet them and explains breathlessly:
  “Greystroke... she wouldn’t listen... or wait. Dragon-fire...
  too hot... she’s climbing up!” With that, Skirfira points at 
  the side of the mountain. To the right of the road there 
  is a sheer cliff that leads up to a cave mouth, a crack big 
  enough for a Dragon to crawl out of (it’s the mouth of the 
  Rift, location 4 on the map below). Fumes pour from the 
  crack, almost hiding the shape of a lone figure scaling the 
  rocks —Greystroke. 
  • 
  If the Company don’t act, then a few moments later 
  there is a flare of red light from inside the mountain, 
  and then a terrifying roar that nearly dislodges 
  Greystroke. The Dragon emerges from the cave.
  • 
  If it’s Raenar, then he sees Greystroke and sneers. He 
  starts to climb down the cliff towards her. She snaps 
  at him with her spear, aiming for his eye-socket, but 
  the Dragon twists and she hits his shoulder instead. 
  The Dragon roars in pain so loudly the mountain 
  shakes, and Greystroke loses her grip. Before she can 
  fall, though, the Dragon’s head snakes out, bites her, 
  and swallows her whole.
  • 
  If it’s Wruenele, then the Dragon flies out across the 
  grey skies, heedless of the enemy behind him. He 
  circles around the mountain, exulting in his flight. 
  Once, twice, Greystroke raises her spear to throw 
  it, but it’s clear that she doesn’t have the leverage to 
  make the throw. On the third pass, she looks down for 
  a moment to the valley far below, as if bidding farewell 
  to Skirfira. Then she throws the spear, putting her full 
  strength behind it, pushing off with her legs to give the 
  throw added force. She falls to her death. The spear 
  flies towards Wruenele, who lets out a blast of flame 
  in alarm. The fires deflect the spear just enough, and 
  it clatters to the ground beyond him.
  • 
  Either way, the Dragon retrieves the spear after a few 
  minutes, and returns to its lair.
  Saving Greystroke: Saving the hero is no easy task. The 
  only options would be to attack or distract the Dragon as 
  it emerges, or race up the mountainside to stop Greystroke 
  before she gets too close and wakes the Dragon. Invoking 
  a suitable trait (like Swift) is necessary in the latter case. 
  Recovering the Spear: Grabbing the spear before the 
  Dragon gets to it is a little easier, although the companion 
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  must still make a Stealth check against the Dragon’s 
  passive Perception to avoid being seen by the Dragon. 
  Alternatively, they can steal the spear from the treasure 
  hoard once the Dragon brings it back up to the Watchtower.
  Skirfira’s Aid: If Greystroke dies, Skirfira is stricken 
  with grief. A DC 15 Charisma (Persuasion) check 
  convinces her to keep going and to mourn her friend 
  later. Skirfira can give the Company any three pieces of 
  lore from the Secrets of Mazarbul (page 70) or Stories of 
  Dragons (page 72). Otherwise, she stumbles away south, 
  as though blind.
  If the heroes rescue Greystroke, then Skirfira devotes 
  herself to tending to her wounded comrade. She offers 
  up the above secrets freely, and advises the Company to 
  make for the secret door into the Watchtower. She offers 
  her axe to open the secret door. 
  Greystroke’s Aid: If Greystroke survives, she grudgingly 
  thanks the Company for their aid and will fight alongside 
  them – her aid counts as four Preparation dice in the battle 
  with the Dragon.
  not at home
  The Dragon’s movements in this part of the adventure are 
  determined both directly and indirectly by the actions of 
  the Player-heroes. Depending on how A Spear’s Throw 
  resolved, the Dragon is either slumbering on his bed of 
  treasure, or returning after having retrieved Greystroke’s 
  spear.
  If the Dragon knows the Player-heroes are nearby, he 
  may attack or chase them. The Dragon will not normally 
  walk into a trap or a disadvantageous situation, but the 
  Company may be able to taunt him with an Intimidation 
  check (DC 20, -2 per Hunt Episode elapsed as the Dragon 
  gets more and more angry). 
  If the Dragon merely suspects the presence of intruders, 
  then continue to use the Dragon Awareness & Hunt rules. 
  The Shadow of the Past
  If your group played through all of Wilderland 
  Adventures, what happened in your game? What 
  was left here? Is the Chain of Thangorodrim 
  somewhere in the wreckage? For that matter, does 
  the foul Gibbet King lie here, poison-blasted or 
  caught by his own sorcery? Did the Dragon Raenar 
  perish on the slopes, or was his skull burst asunder by 
  the Chamber of Winds?
  This adventure assumes that the upper part of the 
  Watchtower is destroyed and no sign or device of the 
  Gibbet King remains.
  Nameless, The Elven Spear
  Type: Great Spear
  Craftsmanship: Elven
  Banes: Dragons 
  Qualities: 
  1 – Foe-Slaying: When attacking a Dragon, 
  you score a critical hit if your roll is within half 
  your Proficiency Bonus (rounded up) from 20. For 
  example a hero with a Proficiency Bonus of +3 scores 
  a critical hit on a roll of 18, 19 or 20.
  2 – Runes of Victory:  While bearing this weapon 
  you gain a +1 bonus to all saving throws. When 
  you attack with this weapon, a roll of 1 becomes a 
  critical hit instead of an automatic failure.
  See pages 136-7 of the Loremaster’s Guide for more 
  information on these Enchanted Qualities.
  
  91
   sleeping dragons lie
  locations in the tower
  1. The Road: This path winds up the steep sides of the 
  mountain to the main gate of the Watchtower. It’s exposed 
  to the sky (the Dragon deliberately tore away any shelter) 
  so anyone travelling along the road can be seen for miles.
  2. Main Gate: The main entrance to Zirakinbar. The 
  Dragon is still small enough to squeeze through the gates, 
  although it’s now a tight fit. 
  3. Secret Entrance: The Dragon never found this 
  cunningly concealed secret door. To open it, one must 
  knock three times with an axe-head.
  4. Rift: This huge crack in the mountain is the Dragon’s 
  back door. If the Dragon is winged Wruenele, then he 
  spreads his great wings to catch the cold winds howling 
  from the north, and takes flight. If the Dragon is crawling 
  Raenar, then he slithers down the sheer wall of the cliff 
  like some hideous bat, digging his claws deep into the 
  stone as he descends.
  5. Great Hall: This chamber has become the Dragon’s 
  lair. The room is unpleasantly hot and foul-smelling, 
  with thick clouds of smoke billowing around looking for 
  an exit. Even so large a creature as the Dragon is hard to 
  see in here. The companions might catch glimpses of the 
  beast, a burning eye there, a clawed foot there, a length 
  of tail or span of wing there, but they won’t see the whole 
  Dragon unless they lure it outside.
  A huge stone block hangs above the main door, suspended 
  by a chain with a quick-release pulley. In times past, a 
  cunning Dwarven machine controlled the block, but the 
  Orcs replaced this with this simple solution. The Dragon 
  uses this mechanism to prevent intruders from entering 
  his lair when he is out hunting – he closes the door, then 
  leaves through the rift. 
  6. Cellars: Empty and in danger of collapse.
  7. Empty Chambers: Not marked on map. 
  8. Bed of Treasure: The Dragon long ago sniffed out the 
  treasure kept in the secret vault, and gathered it into a 
  bed. The hoard here is rated at 400*** (if the Company 
  found the secret vault during The Watch on the Heath, 
  then the new hoard is a mere 200***). 
  
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  entering the watchtower
  There are three routes into the tower.
  • 
  The main door is easily accessible, but leaves no 
  possibility for stealth. If the companions go in that 
  way, the Dragon knows they’re coming.
  • 
  Climbing up the cliff wall to the rift is much more 
  dangerous (if that is the right word, when the “safer” 
  path leads literally right into a Dragon’s den!) To 
  climb the cliff, each adventurer must succeed on a 
  DC 15 Strength (Athletics) check. Failure means 
  the character slips and falls. A kind Loremaster might 
  permit the adventurer to land on some jagged rocks 
  20 or 30 feet below.
  • 
  If the heroes know the secret way in, they can sneak 
  up the road until they come to a goat-path, then circle 
  around the peak to the secret door. The path is narrow 
  and slippery, but can be traversed with care.
  Sneaking Around 
  The difficulty to sneak around outside or in the lower 
  level of the Watchtower is DC 15. Moving around the 
  upper level is DC 17; it’s DC 19 in the great hall or bed of 
  treasure. Failing a Stealth check raises the Dragon’s Hunt 
  score by 2; if the Company fails the Stealth check, the 
  Dragon spots the thief. If the companions are in disguise, 
  then they must make a DC 15 Charisma (Deception) 
  check to fool the Dragon.
  No check is required to boldly approach if they met Raenar 
  in the past and parted on ‘good’ terms. In such a case he 
  is curious why the Company has foolishly returned to his 
  supper table. 
  conversations with a dragon
  Conversing with the Dragon is an excellent way to stall 
  for time, in order to get other companions into position to 
  battle the foe.
  Motivations & Expectations
  Raenar’s personality is detailed on page 104 of the 
  Lonely Mountain Region Guide. Wruenele’s is not much 
  different, other than he has never experienced captivity. 
  His youthful heart desires both fame and fortune instead.
  9
  7
  9
  Playing Raenar
  Playing Wruenele
  • 
  You are old, but your heart was cold and bitter for 
  many of those long centuries. A skulking Cold-worm, 
  gnawing the roots of the mountains and biding your 
  time. Now, with Smaug gone, you are the oldest and 
  greatest of the wyrms of the North, and your spirit is 
  ablaze for the first time since the Elder Days.
  • 
  You know, though, that there are stronger forces in the 
  world than you (though none as strong as you shall be, 
  if you survive). An arrow brought down Smaug, and 
  rumour has reached your ears that the Necromancer 
  of Dol Guldur too has been defeated. There are many, 
  many enemies, so you must be cautious and conserve 
  your strength.
  • 
  Plunder and treasure is everything to you. Guard your 
  hoard jealously. Count every coin like a miser. 
  • 
  You do not laugh. You never laugh. You shall laugh 
  only when you have burnt Erebor, and Dale, and the 
  Greenwood, and smashed Lake-Town to splinters, and 
  when every living thing between the Crossings of Celduin 
  and the Fords of Anduin acknowledges you as Master. 
  • 
  What a time to be a Dragon! You are young and 
  glorious, a bright banner of flame across the skies 
  of a grey world! You are a god, a prince of Dragons! 
  Nothing can stop you!
  • 
  For you, play and punishment, laughter and fire are 
  all one. Indulge yourself. Be whimsical and joyful, for 
  nothing can harm you or stop you!
  • 
  Take special joy when others point out your 
  magnificence. 
  • 
  You are no fool, of course. You know that Smaug 
  died when some archer struck him with an arrow, and 
  you must admit that your diamond waistcoat is still 
  somewhat lacking. Speed must be your watchword, then 
  – fly faster than an arrow and hotter than a thunderbolt!
  
  93
  sleeping dragons lie
  Introduction
  The Company’s speaker must use DC 20 Intelligence 
  (Traditions) to introduce the Company to the Dragon (see 
  page 97 of the Lonely Mountain Region Guide). Success 
  or failure is fleeting — he’s going to eat you either way, of 
  course. Alternatively, the companions can jump straight 
  into Riddle, but starting with it means the Company 
  won’t be able to persuade the Dragon of anything during 
  the interaction phase.
  The Riddle Game
  The safest option is the Riddle-Game. If you want to use 
  mechanics, then start with a Riddle check at DC 10, then 
  DC 12, then DC 14 and so forth. The Player-heroes start 
  by posing a riddle for the Dragon to solve, and then the 
  Dragon responds with a harder one, and then the players 
  pose a still harder one and so on until one side fails a 
  check. If the Company wins, the Dragon grudgingly offers 
  them a single (small) favour or a bauble worth no more 
  than 1 gold piece. If the Dragon wins, he boasts loudly 
  and then gathers himself for an attack.
  Negotiations
  If the Company does not challenge the Dragon to the 
  Riddle Game, they have only a few minutes to convince the 
  worm to listen to them. Listed below are some common 
  approaches. The players might choose a different option 
  in which case you’ll need to decide how the Dragon reacts.
  If the companions try to convince the Dragon to delay 
  attacking Erebor, they must either make a Persuasion 
  check or an Intimidation check at Disadvantage. They 
  might say something like “Even Smaug the Dreadful was 
  unable to hold the Mountain, and the strength of Erebor 
  has been added to that of Dale and the Iron Hills. The lives 
  of Dragons are long, oh calamitous one – wait a short 
  few years, and then consider a foray south. Cleverness 
  and caution, alloyed with fire and wrath, will make you 
  greater than Smaug, greater than any Dragon in this Age 
  of the World or the last!”
  • 
  Failure. The Dragon attacks the presumptuous 
  visitors immediately.
  • 
  Success. The Dragon considers their words and 
  promises to wait ‘some time’ before attacking Erebor. 
  He will only keep this promise if the heroes succeeded 
  by 5 or more. (Of course, if the Company thinks that 
  this is a solution, they are sorely mistaken. Not only 
  will the Dragon attack in years to come with added 
  strength, but he may do so bolstered by the malign 
  will and desire of the Enemy.)
  If the Company tries to put the Dragon to sleep with a meal 
  and music, then a companion must make a Performance 
  check. If the meal was substantial (more than two Medium-
  sized creatures or even just one Elf or Dwarf) then the hero 
  has Advantage on this check.
  • 
  Failure. The tune is discordant with the Dragon’s 
  mood and it attacks immediately (the heroes are 
  Surprised).
  • 
  Success by 0-2. The Dragon will have Disadvantage 
  on its attack rolls for the first round of combat.
  • 
  Success by 3-5. The Dragon will have Disadvantage 
  on its attack rolls for the first two rounds of combat.
  • 
  Success of 6+. The Dragon will be Surprised for the 
  first round of combat and have Disadvantage for the 
  next two rounds as it shakes off it lethargy.
  Final Audience Check
  If the Company is speaking to the Dragon to buy time as 
  part of a stratagem or is trying to convince the Dragon of 
  some other course of action, use Traditions as normal.
  • 
  Failure. 
  Lunchtime! 
  The 
  Dragon 
  attacks 
  immediately, with sudden fury. This counts as an 
  Ambush.
  • 
  Success by 0-2. This has been an amusing diversion. 
  The Dragon stirs itself and prepares to attack. The 
  Company has a brief moment to flee or prepare some 
  stratagem.
  • 
  Success by 3-5. You are a most charming group. The 
  Dragon permits the Company to leave. He’ll still hunt 
  them down at his leisure, of course, but he would prefer 
  that they bring word of his magnificence to Erebor. Let 
  them be heralds of the destruction to come!
  • 
  Success by 6+. Have you considered a career as a 
  sycophant? The Dragon demands that one or more of the 
  Company stay with him as advisers (or entertainers). 
  Insulting the Dragon, or refusing any of his generous 
  offers, triggers an immediate attack. 
  
  PART SEVEN SLAYING THE DRAGON
  erebor adventures
  94
  – part seven – 
  slaYing the dragon
  The battle with the Dragon is going to be a complex fight, 
  and differs in parts depending on whether the heroes are 
  battling Raenar (see pages 104-5 of the Lonely Mountain 
  Region Guide) or Wruenele.
  the wrath of the dragon
  The longer it takes the Company to reach the Watchtower, 
  the more powerful the Dragon has become. This is 
  represented by reducing the number of Preparation dice (see 
  page 73) by the number of Hunt Episodes, to a minimum of 
  0 dice. Whenever the Company tries to employ whatever 
  preparations or assistance they’ve earned, somehow the 
  Dragon is aware of it and quickly negates it.
  raenar the plunderer
  His flames rekindled by some sorcerous power, Raenar is 
  a land-bound Dragon of great age and power. See page 
  104 of the Lonely Mountain Region Guide for his tactics in 
  battle. The only difference is that instead of Poison Blast, 
  he has Fire Breath (see below). Using Fire Breath triggers 
  Weak Spot just like Poison Blast.
  wruenele the fierY
  The younger Wruenele can fly, in order to attempt to 
  prevent the Company from using his Weak Spot to their 
  advantage. But he is easily made over-confident and 
  could easily be goaded into attacking an archer close-up, 
  only to be ambushed by hidden companions.
  Actions
  Fire Breath (Recharge 5-6). As an action, Raenar exhales 
  fire in a 50-ft cone. Each creature in that area must make a 
  DC 18 Dexterity saving throw, taking 52 (15d6) fire damage 
  on a failed save, or half as much damage on a successful one.
  wruenele
  Huge Dragon (Full-Grown Fire-drake)
  STR 
  24 (+7)
  DEX 
  18 (+4)
  CON 
  22 (+6)
  INT 
  16 (+3)
  WIS 
  12 (+1)
  CHA 
  20 (+5)
  Armour Class 20  
   
   
   
  Hit Points 225 (18d12 + 108)
  Speed 20 ft, fly 60 ft. (see below)
  Saving Throws Constitution +10, Wisdom +5, 
  Charisma +9
  Skills Lore +7, Perception +5, Riddle +7
  Senses darkvision 60 ft, passive Perception 15
  Languages Westron
  Challenge 12 (8,400 XP))
  Weak Spot. If Wruenele uses a special ability that uses 
  an action (Fire Breath), any heroes that are within range 
  may use their reaction to make a single attack. For this 
  attack only, he is vulnerable to Piercing, Slashing and 
  Bludgeoning damage.
  Winged. Wruenele has a flying speed of 60 ft.
  Actions
  Multiattack. Wruenele makes a Bite attack, a Rend 
  attack, and either another Rend attack or Tail-Lash attack.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft, one 
  target. Hit: 16 (2d8+7) piercing damage.
  Rend. Melee Weapon Attack: +11 to hit, reach 10 ft, one 
  target. Hit: 14 (2d6+7) slashing damage.
  Tail-Lash. Melee Weapon Attack: +11 to hit, reach 10 ft, 
  one target. Hit: 13 (1d12+7) bludgeoning damage. If the 
  target is a Large or smaller creature, it must make a DC 
  19 Strength saving throw or be knocked Prone.
  Fire Breath (Recharge 5-6). As an action, Wruenele 
  exhales fire in a 40-ft cone. Each creature in that area 
  must make a DC 17 Dexterity saving throw, taking 42 
  (12d6) fire damage on a failed save, or half as much 
  damage on a successful one.
  Reactions
  Baleful Gaze. As a reaction, when a creature Wruenele 
  can see makes an ability check, he may impose 
  Disadvantage on the roll. The creature must be able to see 
  Wruenele and the Dragon must not be Incapacitated for 
  this effect to apply
  
  95
  sleeping dragons lie
  the orcs
  As if a Dragon were not bad enough, the Company may 
  also need to contend with the Orcs from the valley, if 
  they were unable to sneak past them. The Dragon has 
  no regard for the lives of the Orcs, and will not hesitate 
  to use its breath even if it also catches a few ‘followers’ 
  in the blast.
  tricks & traps 
  The Company might employ one or more of these 
  stratagems:
  The Falling Block
  The old Dwarf-trap in the Great Hall can be used to pin 
  the Dragon. One member of the Company must lure or 
  drive the Dragon through the gate, while another springs 
  the trap. The falling block inflicts 38 (7d10) points of 
  bludgeoning damage. The Dragon is considered Grappled 
  by the block until it uses its action and succeeds at a DC 
  30 Strength (Athletics) check.
  Striking From Below
  The rift offers plenty of hiding places where a single spear-
  wielder could conceal themselves, waiting for the Dragon 
  to pass. If the hero spends Inspiration, the Dragon’s Weak 
  Spot is exposed for a brief moment. This will only work 
  once, as afterwards the Dragon will be exceedingly wary 
  of attacks from beneath.
  The Fatted Goat
  The Dragon gets sleepy after a big meal. If the Dragon 
  is sleepy, he is at Disadvantage on attack rolls until he 
  rouses himself, which takes one or two rounds of combat 
  (see page 93). 
  running the battle
  The Dragons employ different tactics.
  Raenar
  Raenar is cautious and protective of his hoard. He’ll 
  use his breath weapon to clear the Watchtower of any 
  intruders; only when he’s sure that the mountain is 
  empty will he close the main gate and crawl out the 
  rift. He attacks methodically, ripping the fiercest foes to 
  pieces before turning on less dangerous enemies. 
  Fighting Raenar in the close quarters of the mountain is 
  foolish; the Company need to get him outside where they 
  can attack him with ranged weapons and avoid his fire 
  breath. 
  Wruenele
  Wruenele’s chief advantages are agility and fierceness, 
  not tactics. He takes to the air as soon as he can, treating 
  the Company like goats to be scorched and hunted, not 
  foes to be respected. 
  To defeat Wruenele, the Company need to bring him down 
  to earth as swiftly as they can, or he will scorch them one 
  by one with his breath weapon. 
  
  EPILOGUE
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  96
  – epilogue –
  The Dragon is dead! Erebor is once again secure!
  Immediately after the Dragon perishes, a fierce snow-
  storm blows down from the north. Is this blizzard the 
  result of the Dragon’s unnatural fires being quenched, 
  allowing winter to reclaim its rightful place in the 
  mountains? Or was this storm sent from the Dark Lord, 
  his wrath made manifest as another of his plans is ruined 
  by the adventurers?
  Either way, the snow gives the Company cover to escape 
  the remaining Orcs; however, they must leave directly and 
  they will be exceedingly hard pressed to haul away the 
  Dragon’s entire hoard. The Orcs will hunt them if they do 
  not move at speed. The hoard, of course, rightfully belongs 
  to King Dáin, but the King under the Mountain will reward 
  the adventurers as agreed from his own treasury once they 
  return to Erebor. Depending on what they leave behind, 
  Dáin may well swiftly send an armed force to quietly claim 
  it before any rumours can spread.
  Of the other would-be Dragon slayers:
  • 
  If Khuldri survives the House of Brech, he goes mad 
  and runs into the waste to die. Some say his brother’s 
  ghost hounded him to atone for his misdeeds.
  • 
  If Elstan survives, he retires to a little cottage in Dale 
  and puts aside his weapons. A companion might 
  earn the Aegis of Dale by taking the Receive Title 
  undertaking in Dale. If he died, King Bard sends 
  adventurers out to find his remains and raise a cairn 
  over them.
  • 
  If Greystroke survives, she vanishes again – no doubt 
  going in search of some better death than a Dragon. Her 
  path must therefore bring her south, to the land of Gondor 
  and the coming battle with the armies of Mordor.
  • 
  And if Skirfira survives, she has seen a Dragon at last. 
  She returns to Erebor to write a practical manual on 
  Dragon-slaying.
  • 
  As few know of the Dragon’s presence, the Company 
  do not suddenly become famous throughout 
  Wilderland for their valiant deed; however, the Elves 
  and the Wise soon know what they have done, and in 
  their future dealings with such folk, their deeds will be 
  acknowledged and granted respect accordingly.
  
  DARK WATERS
  ADVENTURING PHASE
  97
  dark waters
  part two – the apprentice
  Two days later, the companions are called to a meeting 
  at Orsmid’s workshop, where they meet Magan. She asks 
  them to find Orsmid, who never returned home after the 
  party.
  part three – tales, secrets, and lies 
  The search begins at The Pike and Eel, the inn from the night 
  of the rainstorm. There, the Company hears witnesses 
  describe a late night argument between Orsmid and 
  another man. They soon learn that this man matches the 
  description of Odvarr, the head of the Guild of Artisans.
  part four – the guild of artisans
  The Company meets with Odvarr, the leader of the Guild. 
  Truth and deception mix in this meeting and it is likely 
  that both Odvarr and the companions will urgently seek 
  what exactly happened to Orsmid on the night of the 
  storm.
  part five – elf-stones and 
  dwarven gold 
  The heroes must navigate the dangerous political waters 
  of Lake-town as they negotiate with the Wood-elves’ 
  emissary in order to speak with the Dwarven gem-cutters 
  of the Glittering Gate. With success, they learn that more 
  than an old metalworker is missing.
  part six – whispers in the dark
  A stranger has a lead on the missing smith but following 
  up on it means that the Company will have to venture into 
  parts of Lake-town where few dare to venture. Before they 
  can rescue Orsmid, the heroes are caught!
  part seven – flotsam and Jetsam
  The companions must break free in order to save Orsmid 
  and the Mornamir. But then the Guttermaw comes.
  epilogue – the past is never that
  Both Orsmid and Odvarr (if he still lives) must face the 
  consequences of their recent and not so recent actions.
  past lives
  Odvarr, the Guild-master, and Orsmid, the sculptor, are 
  two respectable citizens of Lake-town, but they were very 
  different when they were young. Born from poor families, 
  - DARK WATERS - 
  For heroes of level 10 or 11
  • 
  When: The adventure is presented as set in the spring 
  of 2961, but can take place at any time after 2958, 
  with minimal adjustments.
  • 
  Where: The action takes place among the houses of 
  Lake-town, and below them.
  • 
  What: A bronze statue of Bard is being completed for 
  the forthcoming Dragontide celebrations. Orsmid, 
  the craftsman responsible for the statue, has gone 
  missing. The companions are asked to find him by 
  Orsmid’s apprentice, a young woman named Magan.
  • 
  Why: The companions are among the people who 
  saw the craftsman before the disappearance. Magan 
  knows of their deeds, and she is confident they will be 
  able to find Orsmid. 
  • 
  Who: Orsmid, master smith and sculptor; Orsmid’s 
  apprentice, Magan, and Odvarr, former friend to 
  Orsmid and head of the new Guild of Artisans of Lake-
  town. Linnon, an ambitious and greedy Raft-elf, and 
  finally, the Guttermaw.
  • 
  Themes: The Company have faced Dragons and 
  betrayals on all sides, this adventure sends them to Lake-
  town for a bit of relaxation before the Sorcerer makes his 
  final strike. But when a sculptor disappears, honourable 
  heroes have no choice but to become involved.
  adventuring phase
  The adventure is divided into seven parts.
  part one – at the sign of the pike 
  and eel
  A large rainstorm forces the Company to take refuge at an 
  inn along Bridge street. While there, the companions hear 
  rumours of a monstrous creature seen swimming in the 
  River Running, as well as plans for this year’s Dragontide 
  festival. Toasts are made to celebrate the life and success 
  of Orsmid, who is in attendance. Later that same night, 
  Orsmid encounters Odvarr, a former friend, and falls into 
  the waters of the Lake.
  
  PART ONE AT THE SIGN OF THE PIKE AND EEL
  erebor adventures
  98
  the two met on the streets of Lake-town when they were 
  still teenage boys. At the time, they were hoping to become 
  rich by stealthily reducing the load of many a merchant 
  boat; trade back then was not as prosperous as today, but 
  the two got lucky at times, and came to enjoy their life as 
  petty thieves. 
  One summer, a boat came to Lake-town from the distant 
  south, carrying precious fabrics and gems to sell to the 
  Elvenking. On a moonless night, Odvarr and Orsmid 
  climbed its side, and silently crawled below deck. There, 
  among crates and bales of cloth, the burglars experienced 
  a sight they would never forget: dozens of glittering jewels 
  lie wrapped in silk and velvet, a hoard worthy of a Dragon, 
  and in the middle of them, the Mornamir, a large gem cut 
  like a drop of black crystal, sitting in a crystal casket! 
  Orsmid and Odvarr were completely spellbound by the 
  sight of the wondrous gem, and almost didn’t hear the peal 
  of bells sounding the alarm: Odvarr was the first to bolt, a 
  handful of white gems in his pockets. A sailor took a swing 
  to his face with a blazing torch as he emerged on the deck, 
  but he managed to jump into the lake and swim away. Left 
  alone in the hold of the boat, Orsmid sat still in the dark, 
  listening to the steps of the seamen running after Odvarr 
  and unable to wrestle his eyes from the Mornamir. Then, 
  his hands trembling, Orsmid opened the crystal casket, 
  took the gem and ran. 
  He doesn’t remember exactly what happened next. 
  Orsmid woke up soaking wet in the hold of a fisherman’s 
  boat moored among the timbers of Lake-town, with a red-
  feathered arrow sticking from his side and the weight of 
  the precious stone in his pouch.
  Shortly after their nasty experience, Orsmid and Odvarr 
  parted ways, both considering their thieving days to be 
  over. Orsmid became an apprentice to a smith and never 
  said anything about the Mornamir to anyone, while Odvarr 
  used his ill-gotten wealth cunningly, slowly building a good 
  position as a merchant. Many years passed, without them 
  ever speaking again of what they saw that night.
  Many Years Later
  Smaug’s death dramatically changed the lives of Orsmid 
  and Odvarr. The smith distinguished himself fighting in 
  the Battle of Five Armies and was involved by King Bard 
  in rebuilding Lake-town and Dale, acquiring a reputation 
  as one of the finest craftsmen of the region. On his part, 
  Odvarr found himself in the perfect position to profit from 
  the growing importance of Lake-town as a trading port and 
  became one of the wealthiest traders in the city, dealing 
  mainly with wares produced by the many artisans of 
  Lake-town. After long years of political manoeuvring and 
  manipulating, Odvarr has succeeded in gaining the trust 
  of the majority of the city’s craftsmen and was recently 
  elected deacon of the newly-formed Guild of Artisans.
  But the past is never fully buried. When Orsmid presented 
  to the public the wondrous black gem he was going to use 
  as the head of the Black Arrow on his statue of Bard the 
  Bowman, Odvarr recognised the Mornamir and finally 
  knew what really happened in that darkened hold below 
  deck, so many years ago. Both shame for fleeing and 
  jealousy of the jewel stirred hatred in his heart for his 
  former friend.
  – part one – 
  at the sign of the pike and eel
  The adventure begins in the spring of the year 2961, while 
  the Company is in Lake-town. The spring so far has been 
  a very wet one, with Lake-town’s citizens waking up most 
  mornings to the sound of the falling rain, and bedding 
  down at night to the low rumble of thunder echoing across 
  the surface of the Long Lake.
  the statue
  It is early evening when the companions find themselves in 
  the Market square of Lake-town. They have come to have a 
  look at the bronze statue being erected for the forthcoming 
  twentieth annual Dragontide celebrations (if the adventure 
  is set in 2961). The monument, to be officially uncovered on 
  the Day of the Black Arrow (the first of November), will be a 
  20-foot tall figure of Bard drawing his great bow, sponsored 
  by the town’s Guild of Artisans.
  What can be seen for the moment is that the impressive 
  statue is cast and assembled on a stone platform, but its 
  features are rough and incomplete, as the artist has yet to 
  start the lengthy stages of chasing and polishing its metal 
  surface. The details of the face are vague, and the arrow 
  is conspicuously missing its arrowhead. Companions 
  
  99
  dark waters
  who have been in Lake-town the previous month know 
  that Orsmid, the sculptor working on the statue, publicly 
  announced that the Black Arrow will be topped by a 
  marvellous black gem, the like of which has never been 
  seen since the recovery of the hoard of the Dragon. As the 
  companions exchange their considerations about the work 
  of art they came to admire, a sudden, heavy downpour 
  sweeps the town, forcing them to take refuge in The Pike 
  and Eel, an inn situated at the end of Bridge Street, just 
  before the Market square. It is not long before many folk, 
  locals and travellers alike, find themselves packed into the 
  crowded quarters of the common room.
  Clouds and Storms
  The rain and thunderstorms of the season provide 
  atmosphere in this adventure. The themes of 
  misdirection and hidden intentions can be strongly 
  reinforced with visual cues from the Loremaster. 
  Lank damp hair beneath sodden hoods, puddle-
  filled streets, and swollen waterways should feature 
  prominently, and a near-constant drizzle of rain 
  should fall from a grey and turbulent sky.
  it is safer indoors
  The Pike and Eel is a small inn that is especially popular 
  with fishermen and fishmongers. It is owned by Nefgeir, a 
  stern but well-meaning man with a reputation for serving 
  the best beer outside of Erebor. The common room of the 
  inn is not only a comfortable place to weather the storm 
  and get some hot fish soup in one’s belly, but a fine spot to 
  share stories and take comfort in the renewed fellowship 
  of the Free Folk of the North. 
  The Loremaster should present this opening episode 
  as a free-form roleplaying scene, an opportunity for the 
  Player-heroes to have a bit of fun without the weight and 
  responsibility of great deeds laid out before them as in 
  previous adventures. The aim of this part of the adventure 
  is to seed information about forthcoming events, but the 
  Loremaster can also use it to plant their own adventure 
  hooks, see familiar faces, or introduce important 
  Loremaster characters of their own creation. 
  The following paragraphs describe the main characters 
  involved in the current story. The information provided 
  represents how the various characters behave and present 
  themselves to the companions (it does not include details 
  a character wishes to remain secret). Instead of formal 
  Audiences, some characters have information they will 
  reveal only if the heroes are persistent.
  
  erebor adventures
  100
  Nefgeir, the Innkeeper
  The innkeeper has seen good times and bad over the 
  course of his 60 years. His hair and prodigious sideburns 
  have long since gone grey, and his voice is like the sound 
  of stone breaking. Nefgeir was once an accomplished 
  fisherman, a career that left him with a great store of 
  patience, a useful virtue in his line of work. After the 
  destruction of the old Esgaroth, Nefgeir abandoned his 
  former trade and opened the inn.
  The innkeeper views the running of The Pike with great 
  severity, as many suppliers and customers have learned 
  to their cost. This notwithstanding, he is welcoming 
  to strangers and a kind word and a bit of respect for 
  Traditions goes a long way with him. 
  innkeeper seem to appreciate one another’s company in 
  that way that old men who have shared a hardship are 
  wont to do. 
  Orsmid, Metalworker
  Sitting by the table closest to the fire and drinking alone 
  is Orsmid, a man that doesn’t seem to belong to the usual 
  crowd of merchants and fishermen. He is a smith and 
  a sculptor, working with all kinds of metals, currently 
  tasked by the town council to create the bronze statue of 
  Bard the Bowman. A wiry, dark grey beard covers a face, 
  which is missing a few teeth, while deep crags on his face 
  and hands betray Orsmid’s true age: the master smith has 
  spent almost seven decades upon Middle-earth. 
  Orsmid, like Nefgeir, has witnessed the destruction that 
  Smaug brought to the old city. The sculptor and the 
  Despite being born in Lake-town and claiming to be a 
  full-blooded native of Esgaroth, Orsmid counts himself 
  among King Bard’s staunchest supporters and he speaks 
  about the Bowman in a manner more befitting a young 
  man talking about his hero. He fought by Bard’s side as 
  a spearman at the Battle of Five Armies: he bears a nasty 
  scar to show for it, a puckered pale ridge striking across 
  his chest, a gift from a Great Bat.
  Orsmid is a humble fellow and though he graciously 
  thanks well-wishers and admirers of his work, he spends 
  most of the evening slowly sipping at his ale and smiling 
  warmly at the younger patrons celebrating around him. 
  Not a man who is prone to talking, a companion might get 
  
  101
  dark waters
  him to open up a bit with a successful DC 10 Charisma 
  (Performance) check or talk of his craft. He might speak 
  of how pleased he is to be able to devote his talent to the 
  legacy of Lake-town before he’s “too old to be of much use” 
  and then broadly grinning. If asked about the black gem 
  to serve as the Black Arrow’s head, Orsmid says only that 
  he is honoured to contribute to the lasting glory of Bard 
  with his own personal treasure.
  waters below Lake-town itself. Smaller quarry to be sure, 
  and considered unwholesome by other fishermen, who in 
  truth ignore how Haldis manages to catch the fish that 
  dart among the timbers of the city. 
  Magan, Apprentice to Orsmid
  At some point during the evening, a tall young 
  woman enters the inn and approaches Orsmid with a 
  concerned look in her eyes. They seem to know each 
  other very well, and after a brief exchange, Orsmid 
  dismisses her with a nod and a paternal smile. If the 
  companions are talking to Orsmid when the woman 
  arrives, they are introduced briefly to Magan, 
  Orsmid’s apprentice. She came just to recommend 
  her master not to stay up all night, as he will need 
  his strength for the following morning’s work. When 
  Orsmid agrees to her recommendation, she leaves.
  Holti, Antique Dealer
  A middle-aged merchant visiting from Dale, where he owns 
  a curiosity shop. He is a man always on the lookout for a 
  deal, or continually making things out to be more valuable 
  than they are. With an unflinching smile and disturbingly 
  nice teeth, Holti is in Lake-town to determine if there is 
  coin to be made by hauling some of his ‘valuables’ here 
  for the anniversary celebrations. He wears a ridiculous 
  hat which sprouts two brightly coloured feathers.
  If approached, Holti is amiable but lets the companions 
  know it’s ‘after hours’ and business can wait until morning. 
  If they press — a successful DC 10 Charisma (Persuasion) 
  check or by invoking the Trading trait — he’ll make comments 
  about news of the Dwarven gem-cutters of the Glittering 
  Gate experiencing a peculiar absence of precious stones 
  and the associated rise in price, something he finds odd.
  Haldis
  A fisherwoman, Haldis is young and bright-eyed, her 
  clothes always smelling faintly of fish. She wears a small 
  golden fish hook tucked into her hat as a lucky charm. 
  Unlike many of her lake-going peers, Haldis fishes in the 
  Haldis is held by other patrons to be very quiet, too quiet 
  than is considered normal, to say the truth. And when 
  Haldis talks not everyone is able to make head or tails 
  of what she says. But she is harmless and good-natured, 
  and everyone loves her. If approached politely with a 
  DC 10 Intelligence (Traditions) check, Haldis shares a 
  number of sinister stories about town children who have 
  gone missing. According to her, they were devoured by 
  the ‘Guttermaw’, a creature escaped from the deepest 
  recesses of the Lonely Mountain and is now swimming in 
  the waters of the Long Lake.
  Eutaric of Woodland Hall
  Called ‘Shepherd’ by his friends, Eutaric is a Woodman of 
  Mirkwood, in Lake-town to visit the family of his wife, Aefre. 
  Small by the standards of Men, with a short brown beard 
  and shaggy hair, he bears a finely crafted bow that is worn 
  with years of use. Eutaric is quick with a jest and free with 
  his coin when buying drinks and will respond favourably 
  to simple courtesy or to True-hearted individuals. He is 
  always eager to hear tales from throughout Wilderland. 
  
  PART TWO THE APPRENTICE
  erebor adventures
  102
  Despite his friendly demeanour, a successful DC 10 
  Wisdom (Insight) check suggests that Eutaric is intently 
  searching the crowd for someone (in truth, he is hunting 
  for an old enemy and the trip to visit his wife’s family is 
  but an excuse to seek out his quarry. He will not speak of 
  it, unless befriended by a fellow Woodman).
  Aefre
  Aefre, wife to Eutaric, is a Barding. She is the daughter of 
  Arn, the chieftain of a family of herders from the Upper 
  Marches. Some years ago, Eutaric was passing through the 
  lands to the east of Dale and managed to impress Arn over 
  the course of one summer. Finding himself with a thinning 
  herd and ever more mouths to feed, Arn was quick to send 
  Aefre off to marry Eutaric. Though initially an arrangement, 
  their bond grew into a loving one and Aefre now oversees 
  the affairs of their home in Woodland Hall. She is gentle but 
  firm, and is very skilled at resolving the small disputes that 
  can arise amongst folk on a farmstead.
  Aefre is capable of seeing through simple deceptions, and 
  can often tell the heart of a person with a glance. She 
  is short with a sweet nature and a crooked smile. She 
  responds favourably to any hero who has a pet, and a DC 
  10 Intelligence (Nature) or Wisdom (Animal Handling) 
  check will see her greet the companions almost as family.
  later into the night
  Well before midnight, some of the storm’s intensity fades, 
  but there is still a persistently heavy rainfall. There is 
  space available at the inn if the Company chooses to stay 
  there. A hero can hire out a smaller sumptuous room for 
  2s a night or a Company-sized room for 75c. Companions 
  wanting more affordable lodging can stay in the common 
  room for 5c instead. Companions with other lodgings who 
  insist on returning there can make it, but will arrive home 
  soaking wet.
  • 
  For the purpose of this adventure, it is important 
  that the companions pay no particular attention to 
  Orsmid the metalworker leaving the tavern some time 
  after midnight. If they didn’t befriend him it is easy 
  to just avoid mentioning him leaving at all. If one or 
  more companions pay close attention to what he is 
  doing, just have him find an excuse to leave on his 
  own, maybe even taking offense if someone offers to 
  accompany him or to follow him.
  Sometime before sunrise, the rain lets up to a light 
  drizzle. If the companions are still at the inn, the smell 
  of simmering broth and baking bread coming from the 
  kitchen is enough to wake up even the late risers. Many of 
  the other occupants have left before the dawn to return to 
  their daily responsibilities, though perhaps with an aching 
  head to accompany them. 
  If the companions have other tasks to occupy them in 
  Lake-town, let them get to it. Two days later they will be 
  summoned to Orsmid’s workshop.
  – part two –
   the apprentice
  Orsmid works in one of the largest buildings in the 
  Artisans’ District of Lake-town. The high-ceilinged 
  warehouse serves the craftsman well, as he needs a 
  workshop that can house the large furnace and heavy 
  tools he uses for casting the separate pieces of his larger 
  bronze statuary. A smaller forge is used for melting 
  other metals, as Orsmid occasionally works also as a 
  blacksmith and coppersmith, making iron tools and 
  copper wares, like weather-vanes, plates, and pots. The 
  smith works and lives in his workshop, sharing the place 
  with his apprentice, Magan.
  Magan has not seen or heard from Orsmid since the night 
  of the storm, now two nights ago. Beginning to fear the 
  worst, and not wishing to create gossip, Magan turns to 
  the Company for help. She saw them at The Pike and Eel, 
  possibly talking to her master, and she has additionally 
  heard tales of their recent accomplishments (such as 
  saving her aunt Kelda in The Silver Needle). Magan 
  hires a street urchin to bring them a simple message: 
  ‘Your assistance is requested in a delicate matter related 
  to the planning of this year’s Dragontide celebrations.’
  the Young disciple 
  Magan meets the Company at Orsmid’s workshop. 
  Tools and materials cover every corner of a space 
  clearly used primarily for work, together with several 
  wax models and clay prototypes for the statue of Bard. 
  Magan receives her guests in her workwear, her pale 
  hair cut shorter than is fashionable and tied back with 
  a bit of leather scrap.
  10
  10
  
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  Motivation and Expectations
  Magan loves Orsmid as a father-figure and makes no effort 
  to disguise her affection for the old man. As a crafter she’s 
  fond of Dwarf-folk and the Company gains an automatic 
  +1 Expectation if there are any Dwarves present. Apply a 
  -2 Expectation modifier if the heroes are dismissive of her 
  master or criticise her decision to become a sculptor and 
  smith.
  Introduction
  Magan has sought out the Company specifically. Any 
  Barding, Dwarf, or Man of the Lake will have Advantage 
  on their initial Traditions check.
  but he seems to maintain a bottomless vitality that I do 
  not begrudge him. You may have heard, he has been 
  tasked by the Guild of Artisans to sculpt the statue of King 
  Bard that you have seen in the square.
  Now, my master has gone missing. Two nights ago he left 
  the workshop to go at The Pike and Eel, as is his custom 
  after a hard day of work. Two days without as much as 
  a word or note is not like him at all, and he would never 
  vanish while working on such a prestigious task! That is 
  why I fear for his safety.
  Would you help me find my master? Word of your deeds 
  has reached us, even here in our workshop, and I hope 
  that you may prove able to locate him.’
  Interaction
  Magan begins with earnestness, but as the conversation 
  progresses, her voice takes on a more familiar tone as her 
  emotional investment starts to win through:
  ‘For six years I have served as an apprentice to Orsmid, 
  whose home you are now standing in. His is a rare and 
  precious trade, and I am honoured to be his disciple and 
  heir. He is not a young man, and he intends to have me 
  take over his workshop when he finally decides to retire, 
  What do the Companions Know 
  about that Night?
  The companions were at The Pike the night Orsmid 
  disappeared, so it is entirely natural that they will 
  attempt to draw some conclusions based on what 
  they witnessed there. Each Loremaster must answer 
  the question individually, as it is impossible to 
  predetermine what the companions did while at the 
  inn. Did they befriend any of the patrons that night? 
  Did they sleep at the inn or leave early? Did they see 
  Orsmid leaving?
  .
  The companions will probably have several questions 
  to pose to Magan, to get a better picture of Orsmid as 
  a man, and to know what clues there may be about his 
  disappearance. The Loremaster should use any part of the 
  following dialogue to answer the Company’s questions. 
  “Orsmid has no family to speak of. He lost everything in 
  the destruction of the old Lake-town, and he helped in the 
  building of the new. But I don’t know much, as he doesn’t 
  talk about his past. I had always assumed that his family 
  died in the fires.”
  “Though he is friendly to all that he meets, I don’t think he 
  has anyone in his life that he is particularly close to, other 
  than myself, or the innkeeper at The Pike on Bridge street. 
  I can’t help but think there is some past tragedy that I am 
  not aware of that keeps him so solitary.”
  
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  “His commission for the statue was handled through the 
  new town Guild of Artisans. Orsmid was initially surprised 
  when they chose him to complete this great work, but was 
  excited and honoured.”
  “Orsmid took me in six summers ago. I was born in Dale, 
  my mother was sickly throughout much of my childhood 
  and I largely raised myself. I have always been big for my 
  age, and strong, and as a youngster I was fascinated by 
  the superior skill of the Dwarven smiths of my hometown. 
  I had dreamed of being taken as an apprentice to one of 
  them, but I had no one to pay for it.”
  “I was losing all hope when Orsmid caught me stealing 
  bread in the Market square of Dale. He was there to buy 
  ore and charcoal and took more pity on me than he should 
  have. I have been living with him ever since. He’s all the 
  family I have, I owe him everything.”
  “I don’t believe Orsmid has any enemies. I can’t imagine 
  anyone wanting to do the old man harm. His customers 
  are satisfied, and recently he is enjoying a measure of fame 
  since the construction of the statue has started. I suppose 
  it’s possible that some may be jealous of his success, but I 
  can’t imagine who that might be.”
  If asked about the black gem that Orsmid intended to use 
  as the head of the Black Arrow, Magan answers with some 
  reluctance.
   
  “It is my master’s greatest treasure. A great black jewel, as 
  wide as my open hand and tapering at one end. I do not 
  know from whence it came, I only know it has been in my 
  master’s possession as long as I have known him. He allowed 
  me to look upon it but once before the presentation. I don’t 
  know where he keeps it, and I fear it might be missing too.”
  Resolution
  If the Company agrees to search for Orsmid, make a Final 
  Audience check. Having offered up what information and 
  reward she might, Magan returns to her work. She can be 
  found here in the following days. 
  Failure. Magan is desperate. She worries that time is 
  not on her side, and that her master may be lying injured 
  somewhere. She doesn’t think much of the adventurers, 
  so once they’ve left, she will ask Odvarr at the Guild of 
  Artisans for help. Add +1 Expectation if the heroes meet 
  with Odvarr in Part Four: The Guild of Artisans as he will 
  already expect them and be prepared.
  Success by 0–2. Magan’s immediate panic is soothed, 
  though she is still fearful. If they can return Orsmid safely, 
  she offers the companions 20 silver pieces each, taken from 
  her own meagre earnings as an apprentice (she is unaware 
  how little that is likely to be from the Company’s perspective).
  Success by 3–5. Magan offers the reward as above, but the 
  Company has also raised her spirits somewhat. If Orsmid 
  lives, she now believes the companions may be able to 
  find him. Magan offers additional reward in the form of 
  professional assistance sometime in the future (see below).
  Success by 6+. Magan’s heart has been rekindled with 
  renewed hope. In addition to the previous two results, 
  should the companions prove successful, she invites them 
  to be official guests of herself and Orsmid at the ceremony 
  for the completion of the statue. (See the Epilogue on page 118).
  Magan’s Help
  The exact nature of this help can take many forms 
  and will be determined by individual groups. If using 
  the rules for Holdings (Mirkwood Campaign, page 
  9) perhaps Magan can make or repair metal wares, 
  or reinforce doors or window frames, potentially 
  improving the Holding’s rating by 1 point. 
  Alternately, Magan is adventurous enough to help 
  in many instances where metalworking might be 
  helpful, such as Restoring the Old Forest Road 
  (Mirkwood Campaign page 31) or other such 
  Fellowship phase endeavours.
  – part three – 
  tales, secrets and lies
  This part of the adventure assumes that the companions 
  start investigating the disappearance of Orsmid, and that 
  they return to The Pike and Eel to talk to folk they may 
  have met there.
  
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  back at the inn
  The Pike and Eel offers a different sight during the day: 
  the windows are open, and the daylight chases away 
  the shadows from the darkest corners. The innkeeper is 
  there, naturally, and a handful of regular patrons sit at the 
  tables, generally eating rather than drinking. Haldis, the 
  fisherwoman, is conspicuously missing from the patrons 
  the companions encountered that night.
  Nefgeir
  The innkeeper is found at the inn during most hours of the 
  day, as it is both his home and livelihood. If the Company 
  befriended Nefgeir previously, or if they’re staying at the 
  inn, he greets them with a smile and makes offers of food 
  or drink (the companions have Advantage on any checks 
  as long as they remain polite, paying customers).
  A DC 15 Intelligence (Traditions) check reveals that 
  Orsmid left the Inn just after midnight, while it was still 
  raining fairly heavily. While Nefgeir doesn’t have much 
  to add to the investigation at hand, having him as a 
  friend may pay off in other ways, for example, maybe the 
  Company can use the inn as a base for the investigation.
  Aefre and Eutaric
  The Company may also track down Aefre easily. She and 
  her husband are staying at the inn over the next few days, 
  and while Eutaric is gone in the daytime, Aefre awaits a 
  visit from her father, so can be found in the common room 
  or out about the Market square. 
  Aefre can provide a very valuable lead for the 
  companions: well after midnight on the night of the 
  storm, Orsmid took his leave of the inn, but did not 
  make it very far. 
  “I thought it peculiar that the old man was leaving so late, 
  and in such weather. Still, he seemed in a cheerful mood 
  and the wine had only brightened his eyes. When he left I 
  stepped out after him to watch the rain for a while. It was 
  then that I saw Orsmid over by the Market-pool and he was 
  not alone. There, standing in the rain, he and another man 
  were having an argument! I thought at first to get Eutaric to 
  break up a tussle if need be, but something about the way 
  the men spoke to one another suggested to me that they 
  were old acquaintances. I suddenly found myself feeling 
  a bit foolish for spying on two old men! I went back inside 
  and it wasn’t long before I retired for the night.”
  If asked to describe the other man, Aefre can provide some 
  details.
  “I didn’t get too close a look at him, though he seemed to 
  be of an age with Orsmid. But I can tell you this, his face 
  seemed to bear a horrible disfigurement on one side, as 
  though burned by fire.”
  The Guttermaw
  Everyone in Lake-town has heard something 
  about the water serpent haunting the waters of the 
  Long-lake, even though no one has seen it. Some 
  say it’s the cursed spawn of Smaug returned to 
  avenge the Dragon, others laugh at the nonsense 
  and say it must be a marsh drake, arrived from 
  the East following a trading boat. Those believing 
  themselves the wisest say it’s only a monstrous eel 
  or a gigantic catfish.
  For the length of the investigation, Loremasters are 
  encouraged to come up with their own fantastical 
  details about the ‘Guttermaw’ and to weave them into 
  the testimonies of those the companions interrogate 
  in their search for Orsmid. The blame for any 
  wrongdoing should be put on the creature, from 
  accidental deaths to the fever of a child — by the end 
  of the adventure, the companions should have heard 
  enough about it to be entirely sure it’s just a rumour.
  Nefgeir the Witness
  If the Loremaster finds it convenient, or if the 
  players need some help in figuring out what’s going 
  on, an additional detail can be added to Nefgeir’s 
  backstory. If this option is chosen, then Nefgeir is the 
  fisherman who many years ago recovered a wounded 
  Orsmid from the waters of the lake. Orsmid knows 
  he owes his life to Nefgeir, as he recognised the boat 
  on which he woke up, but the two never talked about 
  what really happened that night. This secret is the 
  shared experience that forged their friendship.
  10
  
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  If asked about the whereabouts of her husband, she 
  informs the companions that he is visiting old friends in 
  the city and purchasing supplies for their journey home.
   
  If the companions return to ask Nefgeir about the burned 
  man and give a description, he will easily identify the man 
  as Odvarr, the head of Lake-town’s Guild of Artisans. The 
  guild is a new association, created a few years ago for the 
  mutual assistance of all the craftsmen of the city, following 
  the example set by the powerful Guild of Merchants. 
  Holti
  Holti too stays at The Pike, and can be found perusing the 
  Market square throughout the day. Drifting from stall to 
  stall, he is an easy fellow to spot, due to the feathers in his 
  cap, as he looks for deals to make or people to swindle. 
  Holti didn’t have much interaction with Orsmid at the 
  inn as the old man didn’t have much patience for Holti’s 
  slippery language or merchant’s ways. He moved onto 
  easier targets, but only after having a brief conversation 
  with Orsmid about the quality of the inn’s beer. 
  If asked about a black jewel however, a successful DC 
  15 Charisma (Persuasion) check causes Holti’s eyes 
  light up and with a conspiratorial tone he suggests that 
  the companions head to the Glittering Gate in the Elven 
  quarter to inquire there about stolen jewels.
  “You cannot trust any Dwarf with an honest deal when 
  it’s gold or precious stones, but it’s one thing to make a 
  good profit, another to steal outright! I have heard that 
  the city’s current shortage of quality jewellery wasn’t a 
  plan of our mountain neighbours, but should rather be 
  investigated among the subjects of the Woodland ruler…”
  Holti cannot provide any proof to substantiate the 
  rumour; he can only add that it makes sense to him, as it 
  seems that the ‘quality jewellery’ that is currently missing 
  from the market refers especially to those white or green 
  precious stones that are called ‘Elf-stones’ around here. 
  Is Eutaric the Villain?
  Some players may latch onto Eutaric as a potential suspect in the disappearance, given his behaviour at 
  the inn. If the Loremaster wishes, tracking down Eutaric can provide a perfectly fruitless red herring 
  for the companions to chase after. In truth, he is spending his days searching for a man that killed his 
  younger brother many years ago, though he is not yet sure what he will do if he finds him! He is a careful 
  and thoughtful sort, used to spiriting between the trees in the Western Eaves of Mirkwood, but coming 
  so close to resolving this chapter of his life has made him reckless. If the players follow this hunch, 
  Eutaric can be found, though it will require a successful DC 20 Intelligence (Investigation) check. He 
  can currently be found in the vicinity of the Gatehouse. 
  
  PART FOUR THE GUILD OF ARTISIANS
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  – part four – 
  the guild of artisans
  If the heroes have identified the man who was arguing 
  with Orsmid the night of his disappearance, at some point 
  they will head toward the house of the Guild of Artisans to 
  speak to Odvarr. 
  The Guild of Artisans of Lake-town was formed five 
  years ago, to protect the business interests of the many 
  craftsmen of the city, as many had come to believe that 
  without organisation, they would be overshadowed by 
  the Guild of Merchants’ interests as far as the decisions 
  of the city council are concerned (the council is composed 
  mainly of retired traders). 
  Their meeting hall is a small two-storey building facing a 
  small square along the Street of Bowyers and Fletchers; the 
  members of the association call it their ‘guild house’ (and 
  not a ‘guild hall’) out of deference for the more powerful 
  Guild of Merchants.
  During the day, the house serves as a meeting place for 
  the members of the Guild to trade with tool and material 
  suppliers, or to secure commissions. In the evening, the 
  Guild members gather in a smaller room at the back of the 
  building, the Guild tavern, to drink beer as they discuss the 
  events of the day. The private office of the Guild deacon, 
  Odvarr, is on the second floor, as is the room where the 
  board of officers meet.
  entering the guild house
  A single guard is stationed at the wooden door of the guild 
  house. The guard carries a buckler and a short sword and 
  looks perfectly comfortable standing out in the rain; with 
  a scowl and a flinty look in his eyes it seems as though he 
  has spent most of his life doing just that. 
  The guard stops all visitors at the door, and asks to 
  know their business with the guild. The guild house is 
  members only, except by appointment, he explains. If the 
  companions mention Orsmid, the statue, or suggest that 
  they are investigating a crime, after a brief disappearance 
  inside, the guard returns to escort them inside and up a 
  short flight of stairs. As the companions enter the building, 
  the rain strengthens.
  At the top of the stairs is the office of the guild deacon. 
  Inside is a room dominated by a shining wooden desk 
  covered in heavily bound ledgers, stacks of parchment, 
  and an iron bound chest. The man behind the desk is no 
  less magisterial, with an embroidered waistcoat of bright 
  colours covering his expansive midsection. 
  Odvarr seems a man that likes everything in its place, 
  down to the last hair on his head, despite the burn-scarred 
  flesh that covers the right half of his face.
  
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  With a nod he dismisses the guard and lights a pipe before 
  gesturing for the companions to take a seat. When he 
  speaks, his scars require him to talk out of the left side of 
  his mouth, giving him a bit of a smirk that is sometimes 
  reflected in the twinkle in his eyes.
  a dark conscience
  Odvarr believes that he let Orsmid drown, after he saw him 
  fall into the waters of the lake. He was certain that there 
  weren’t any witnesses, but now that the companions are here 
  asking about Orsmid, he starts worrying that they might 
  discover something. He is ready to deny any involvement, 
  and will resort to putting the blame on the legendary 
  Guttermaw if the companions leave him no other possibility. 
  The outcome of the Audience with him will determine how 
  much of a threat Odvarr believes the companions to be.
  Expectations
  Odvarr has not ascended to this position by being blind 
  to the motivations of other men. Apply a -2 Expectation 
  modifier if the heroes explicitly seek news of Orsmid or a +1 
  modifier if he’s been warned by Magan (in which case he 
  is prepared and may become over-confident in his lying).
  the players already consider Odvarr a suspect and wish 
  to hide this from him, the speaker can use Riddle instead.
  Interaction
  The companions are either here to question Odvarr about 
  the argument with Orsmid, or to simply follow up on 
  the knowledge that the Guild of Artisans helped arrange 
  Orsmid’s commission for the statue. Some likely questions 
  and Odvarr’s answers are listed below. The Loremaster 
  should use the information provided as a guide, keeping 
  in mind that Odvarr believes he isn’t really responsible 
  for his former friend’s death, as he didn’t push him into 
  the water. He is both sly and shrewd, and almost every 
  response is a carefully crafted mixture of truths and lies.
  • 
  Was the Guild responsible for Orsmid’s commission 
  for the statue?
   
  “I take great pride in saying yes, the Guild of Artisans 
  was instrumental in arranging for Orsmid to be the 
  lead artisan on that grand work. While I am certain 
  our friends the Dwarves would have done an excellent 
  job with stone, the Guild felt that it was only fitting that 
  one of King Bard’s subjects should be the one doing the 
  work. And none better than Orsmid, who has served 
  our fine city for so many years.”
  • 
  Was there a great deal of money at stake?
  “You understand that while I cannot divulge the exact 
  terms of the commission, it the Guild’s hope that Orsmid 
  will complete the statue, and in so doing earn enough 
  coin and prestige that he will be able to finally lay down 
  his chisels and get some well-deserved rest in retirement.”
  • 
  Were you at The Pike and Eel two nights ago?
  “I wasn’t. I sometimes visit for a late glass of mulled 
  wine, but not that night. I passed by the Market square 
  on my way home, but didn’t think about stopping at the 
  inn.”
  • 
  Someone saw you arguing with Orsmid. Are you and 
  Orsmid old acquaintances? (At this question Odvarr 
  may pause, surprised that there were witnesses to 
  the event. But he is quick enough to answer with a 
  falsehood). 
  10
  Introduction
  Odvarr is used to dealing with silver-tongued merchants 
  and wealthy landowners, so the companions should 
  introduce themselves with Traditions as normal. It will 
  also prove to Odvarr that the Player-heroes are smart 
  enough to know how to approach a man like himself, so 
  they’re probably smart enough to cause him trouble. If 
  
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  “It was a personal matter. There are some wounds that 
  take a very long time to heal, try as we might. Orsmid 
  and I are old friends, it is true. We have known each 
  other for 25 years now.”
  • 
  If pressed about the argument, or confronted about 
  seeming nervous or dishonest, Odvarr recovers 
  quickly and with a sigh, feigning a reveal of the truth.
  “The heart of the matter is this: many years ago, there was 
  a woman. Her name was Eofara, and I loved her more than 
  the Dwarves love their Mountain. But her heart belonged 
  to Orsmid. It was… an unpleasant affair. My friendship 
  with Orsmid never recovered. If my regrets were put to 
  paper they would outnumber these ledgers surrounding 
  us. Please do not ask me to speak more of it.”
  • 
  Did you know that Orsmid is missing? 
  “Missing? It’s true that I have not seen or spoken to 
  Orsmid since that night. But missing? This is foul news.”
  • 
  What do you know about Orsmid’s black jewel? Do you 
  know that it is also missing? (More than any other, this 
  topic of conversation puts Odvarr on edge, as it was 
  his desire for the black gem that prevented him from 
  rescuing Orsmid. In an effort to hide his uneasiness, and 
  to find what the companions know of the whereabouts 
  of the jewel, he says what he really knows of the stone, 
  taking the chance to cast Orsmid under a negative light). 
  “Orsmid’s black jewel? That it and Orsmid are 
  missing… these are dark tidings indeed, though not 
  entirely unexpected...” 
  Here he takes a deep breath, as if releasing himself 
  from some burden: 
  “My friends, I very much doubt that the jewel belonged to 
  Orsmid… When he revealed it to the public, I recognised 
  it from some studies that I made when I was younger. 
  It was called the Mornamir by the Elves, though I don’t 
  know for certain where it came from. A local legend say it 
  came from the East, and that it was lost when treacherous 
  Men tried to lure the Elvenking into a trap and kill him. I 
  do not presume to know how he came to possess it, but 
  I am certain that it was not in Orsmid’s right to keep it.” 
  Ending the Audience
  Once he’s answered three or four questions, Odvarr will 
  end the conversation, citing a Guild meeting that he must 
  attend. If the jewel and the disappearance of Orsmid came 
  up during the audience, Odvarr insists he must make 
  preparations to replace Orsmid as the artisan responsible 
  for the statue’s completion, and with little time to waste. 
  Once the companions leave, Odvarr becomes bent on 
  finding the jewel, hoping that Orsmid didn’t have it on 
  himself when he fell in the water. Odvarr calls in many 
  favours among the craftsmen of the city in an effort to 
  locate the gem. 
  Make a Final Audience check to determine Odvarr’s 
  assessment of the Company, which will determine his 
  next course of action.
  Failure. Odvarr is not impressed with the companions 
  and does not believe them to be any serious threat to him. 
  He will instruct his contacts throughout the city to keep 
  their ears open just in case. The Company might suspect 
  that Odvarr is hiding something, though they won’t know 
  what.
  Success by 0–2. Odvarr is concerned about the 
  involvement of the companions. He believes that given 
  enough time they may somehow connect Orsmid’s 
  death back to him. To protect himself he will divert the 
  companions’ suspicions to the legendary Guttermaw, 
  providing at least one witness of the creature’s presence 
  under the waters of the lake. The Company might get the 
  distinct impression that Odvarr means them ill, though he 
  would hotly deny it if confronted, dismissing it as ‘stress’ 
  or some other excuse.
  Success by 3–5. Odvarr is seriously worried. He especially 
  fears that the companions may find the Mornamir before 
  he does. He takes all the precautions described above, 
  additionally starting to pay for information in gold. 
  Eventually, someone will direct him to the fisherwoman 
  Haldis, and Odvarr will learn how she witnessed an old 
  man being pulled from the water in the Elven quarter two 
  nights ago.
  Success by 6+. The companions get all the information 
  described above. Moreover, they notice that Odvarr was 
  
  PART FIVE ELF STONES AND DWARVEN GOLD
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  clearly upset by something the Company said, but he is 
  enough of a dissembler that he hid exactly what it was 
  that concerned him. The Company definitely leave with 
  the impression that Odvarr is not trustworthy and that 
  they need to be cautious.
  carry weapons and wear armour under their cloaks (see 
  the stats for Silvan Elf Sentinels, below). 
  The way they address the Company varies on whether 
  there are Elves in the group or not: if there are any Elves, 
  the guards start speaking in Elvish, asking about the 
  group’s intentions, their tone courteous but firm. If there 
  are no Elves, the guards speak in the Common tongue and 
  request the companions to leave any weapons in their 
  custody. They ask kindly at first, but are ready to resort to 
  more persuasive ways if provoked. 
  A companion wishing to impress them with their heroic 
  repute can attempt a DC 15 Charisma (Intimidation) 
  check. A success sees the guards relent from their request 
  and take a step back, while a failure means the Sentinels 
  drive the offending companion from the Elven quarter at 
  spear-point.
  What Really Happened?
  Later on the same night when the companions were 
  still inside at The Pike and Eel (or after they went 
  home), Odvarr confronted Orsmid in the streets of 
  Lake-town, asking him about the black gem. The 
  discussion quickly escalated into an argument, and 
  the over-excited (and quite drunk) Orsmid took a 
  literal false step and fell from the street into the 
  Long Lake, under the cold stare of Odvarr who stood 
  there, watching him disappear under the dark waters
  what now?
  The earlier driving rain has given way to a cold mist that 
  obscures Lake-town, hiding the many alleyways of Esgaroth 
  and making navigation difficult. Hopefully the companions 
  have started to have some ideas about the fate of Orsmid 
  and the jewel. Companions from Lake-town fearing that 
  the Mornamir could have been stolen know that there is 
  only one place where gems are dealt with by merchants, 
  and that is the Glittering Gate, in the Elven quarter.
  – part five – 
  elf-stones and dwarven gold
  Even in times of pleasant weather the Elven quarter is 
  not necessarily a hospitable place. Occupying the entire 
  southwestern corner of the town, the district is separated 
  from the rest of the city by a canal, and access to it can be 
  gained only by boat or crossing one of its three bridges. 
  When the companions arrive, the rain has softened to a 
  fine cool mist, but dark clouds threaten on the horizon 
  and, as the day wears on, thunder continually grumbles 
  a warning.
  a cold welcome
  A trio of cloaked Wood-elves appear out of the rainy mist 
  to stop the companions as they enter the Elven quarter. 
  Soundless and seemingly untouched by the rain, they 
  10
  The Emissary
  If the companions are let free to roam the Elven quarter 
  to carry on their investigation, they eventually bump into 
  Celebril, the emissary of the Woodland Realm currently 
  handling all the Elvenking’s business in Lake-town (see the 
  Elf-Lord on page 77 of the Loremaster’s Guide). 
  Celebril is not an old Elf by the reckoning of her folk, but she 
  has seen the birth and disappearance of many a realm of 
  
  111
  dark waters
  Men in her lifetime, so she has little or no patience for a trifling 
  matter such as a single mortal who has gone missing. This 
  means that she tries to dismiss the companions as quickly 
  as possible, making sure that they are allowed to stay in the 
  Elven quarter for only the shortest time. 
  The companions must pass a DC 20 Charisma (Persuasion) 
  check (Celebril is Impatient) to convince Celebril to allow 
  them to continue. On a success, the companions are allowed 
  to stay until midday (if they arrived in the morning) or until 
  sundown (if they arrived in the afternoon); on a failure, they 
  must depart immediately (see below). 
  the glittering gate
  The Glittering Gate is the group of small houses huddled 
  in the westernmost side of the Elven quarter. Painted in 
  bright geometric patterns, they are the workshops of the 
  Dwarven goldsmith and gem-cutters of Lake-town. This 
  is the only place where the trading of gems and gold is 
  allowed by the Master of Esgaroth, and thus where 
  many treasures and precious items change hands and 
  ownership. 
  Where normally this part of the city is enlivened at any 
  hour of the day by the sounds of dozens of small hammers 
  and chisels, and by the continuous murmuring of the 
  Dwarf-smiths and their customers (mostly Elves), today a 
  more sombre silence reigns, broken only by the incessant 
  drumming of the rain on the low roofs.
  The Guardian
  Before they can take a guess at the reason for such 
  tranquillity, the companions are hailed from across the 
  street by a stout Dwarf, a guard wearing a heavy coat of 
  mail and a steel helm concealing most of his face, but not 
  his flowing red beard. This is Gylfi, son of Gisli, keeper 
  of the Glittering Gate. Gylfi is used to dealing daily with 
  haughty merchants and their spouses, or with supercilious 
  Elves, and sees the meeting with the companions as a 
  welcome change of pace: he is a former adventurer, and is 
  able to recognise their ilk at a glance.
  The Power of the Elvenking
  If the Player-heroes try to remind Celebril that 
  the city is ruled by the Master of Esgaroth and 
  not by the Elvenking, they are treated as if they 
  failed the Persuasion check, and an angry letter is 
  immediately hand-delivered to the Master of Lake-
  town, requesting that the companions be punished, or 
  at least fined, for obstructing the work of an official 
  emissary of the Woodland Realm. As a consequence, 
  any companion with a Proficiency Bonus of +4 or 
  less is summoned by the Master to the Town-hall, 
  where they receive a public reprimand — they have 
  Disadvantage on all Audience checks in Esgaroth 
  until the end of the Adventuring phase.
  silvan elf sentinel
  Medium Elf
  STR 
  16 (+3
  DEX 
  18 (+4)
  CON 
  17 (+3)
  INT 
  11 (+0)
  WIS 
  14 (+2)
  CHA 
  13 (+1))
  Armour Class 16 (Leather Corslet)
  Hit Points 75 (10d8+30)
  Speed 30 ft
  Skills Athletics +6, Perception +5, Traditions +3
  Senses passive Perception 15
  Languages Sindarin, Westron
  Challenge 5 (1,800 XP)
  Disabling Strike. By spending a Focus point, the Sentinel 
  can force a target that they has struck to make a DC 13 
  Constitution saving throw or become Stunned until the 
  end of the Sentinel’s next turn.
  Focused. The Sentinel has trained for centuries. They 
  have 5 Focus points, which they regain when they finish a
  short or long rest. The Sentinel can use their bonus action 
  and spend one Focus point on their turn to take the Dash, 
  Disengage, or Dodge action, to make an attack with their 
  great spear, or attempt a Disabling Strike..
  Actions
  Multiattack: The Sentinel makes two attacks with either 
  their Great Spear or Great Bow.
  Great Spear: Melee Weapon Attack: +6 to hit, reach 5 ft, 
  one target. Hit: 9 (1d12+3) piercing damage.
  Great Bow: Ranged Weapon Attack: +7 to hit, range 
  150/600 ft, one target. Hit: 8 (1d8+4) piercing damage
  Reactions
  Parry. The Sentinel adds 3 to their AC against one melee 
  attack that would hit them. To do so, the Sentinel must see 
  the attacker and be wielding a melee weapon.
  
  PART SIX WHISPERS IN THE DARK
  erebor adventures
  112
  After their experience with the Elven sentinels, the 
  companions will probably welcome meeting someone 
  like Gylfi. Forthright and talkative, the Dwarf is not only 
  genuinely friendly, but he also possesses some potentially 
  useful information.
  – part six – 
  whispers in the dark
  At some point during the adventure the companions will 
  want to talk to Haldis, the fisherwoman. The companions 
  can find her only after a few days into the investigation, 
  on a quay along the Market-pool, mending fishing nets. 
  meeting haldis
  Haldis hasn’t any important information to share about 
  Orsmid or the Mornamir but she can instead tell them 
  all she knows about the ‘Guttermaw’ and the ‘mud-men’ 
  that roam the underside of the city, if the companions are 
  interested. Provided they don’t think this is only crazy talk, 
  the companions may find that missing piece of the puzzle 
  that will allow them to solve the situation.
  The ‘Guttermaw’
  Haldis tells a version of the legend darker than the 
  colourful renditions that the companions may have heard 
  about the creature so far. According to the fisherwoman, 
  the monster lurks in the dark waters below the city, feeding 
  on fish and waste, but climbs along the timbers with its 
  powerful short legs when hunger prompts it to search for 
  larger prey. She has never seen it, but she has seen the 
  scratches left by its talons on the timbers, and she has felt 
  its presence under the surface of the lake.
  The ‘Mud-men’
  If the companions show an interest on this matter, Haldis 
  explains that those she calls the ‘mud-men’ are a gang of 
  thieves roaming the same environment she herself favours: 
  the underside of Lake-town, the watery maze created by 
  the thousands of timbers rising from the surface of the 
  Long Lake. She has given them this name because she has 
  noticed that they mask their countenance, smearing mud 
  across their face and eyes. 
  Haldis has been observing these mud-men for the last couple 
  of days, moving about the underside of Lake-town. She thinks 
  they are thieves because who else would hide under the 
  town? Considering their movements, they must have built a 
  refuge somewhere under the Town-hall’s quarter, where the 
  wealthiest houses rest on the tallest timbers.
  If the companions are determined to find these mud-
  men, Haldis leads them to the Butcher’s Quay, where they 
  If informed of Orsmid’s disappearance, Gylfi is saddened, 
  as he knew the old craftsman from his business visits to 
  the Elven quarter. Unfortunately, he doesn’t know of any 
  enemies that the smith might have made.
  If the subject of precious stones is raised, Gylfi will 
  confirm that a rumour shared by all the jewel-smiths 
  of the Glittering Gate tells of an alarming number of 
  burglaries in the last three months, all concerning gems. 
  Many conjectures have been made, and more curses 
  have been uttered by every Dwarf in Lake-town, but to 
  no avail: the precious stones seem to have disappeared. 
  Several letters of aggravation have been delivered to the 
  Master of Esgaroth, and word has it that the Dwarves 
  of the Glittering Gate are a hair away from invoking the 
  intervention of the King under the Mountain himself. But 
  other Dwarves counsel for patience instead, fearing that 
  the Wood-elves might be involved - after all, who loves 
  gems and precious stones more than the Elvenking?
  10
  
  113
  dark waters
  can use a long ladder to climb down from the ‘surface’ 
  of the city and into the underside of Lake-town. Then, the 
  fisherwoman wishes the Company good luck with their 
  search, and leaves them to their dark business.
  lake-town down under
  The ladder leads the Company to a platform of wooden 
  boards. From here, a path made of planks nailed to the 
  stoutest timbers enters the dark forest that rises from the 
  waters under the Town-hall quarter. Hundreds of wide 
  stilts emerge from the surface of the lake, made the colour 
  of ink by the everlasting darkness that reigns here. 
  The maze of twisting ways the companions are following 
  was originally created for the maintenance of the city’s 
  underside, and enlarged secretly by thieves and burglars 
  for their own nefarious purposes. Spiders and bugs crawl 
  along the wet surfaces, and a smell of fish and rotten 
  things permeates the air.
  Lair of the Mud-men
  After some time of walking in the dark, the companions 
  see a flickering light: an oil lantern hanging from a hook 
  driven into a stout timber. The sources of light multiply as 
  they get closer, until the companions can make out what 
  seems the reconstruction of an encampment atop the trees 
  of Mirkwood: wooden platforms lie suspended between 
  the stilts sustaining the buildings above, and upon them 
  camp several warriors, clad in the colours of autumn. 
  They are silently sharing a small casket of wine they must 
  have stolen from the Market-pool, and several heaps of 
  loot lie scattered about. The companions can sense many 
  more warriors lurking at the edge of the firelight.
  The companions may be surprised to see that the 
  burglarious mud-men are in fact Wood-elves, squatting 
  on flets hanging from the timbers of Lake-town as if they 
  were in the dark depths of their Woodland Realm, but an 
  explanation for their behaviour can be the presence of 
  one individual: Linnon, their chief. He is tall and fair of 
  countenance, but a strange light glows in his gaze, made 
  sinister by the mud-smears on his cheeks and under his 
  eyes.
  There are seemingly two paths in front of the Player-
  heroes: they can reveal themselves to the mud-men and 
  request an audience with their chief, hoping that there 
  is truth to the saying that all Elves are ‘Good People’, or 
  they may try to sneak around, hoping to find something 
  that will help them puzzle this situation out.
  • 
  Sneaking Around. The mud-men do not expect an 
  intrusion in their darkened refuge, but it is easy to 
  make noise when walking on wooden planks. The 
  companions must pass several DC 18 Dexterity 
  (Stealth) group checks or be heard by the Wood-
  elves. Scouting the whole encampment requires a 
  total of 3 checks - if the heroes make it, they find the 
  cage where the mud-men are keeping Orsmid (see 
  page 115).
  • 
  Confronting Linnon. To meet the chief of the mud-
  men the companions need only reveal themselves. 
  When they do, the Elves react coolly, slowly standing 
  up one by one, leaving bows and spears close to hand 
  among the flets. Then Linnon welcomes them and 
  invites them to join him in his camp.
  
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  linnon, the renegade
  Linnon is a renegade Elf. He once belonged to the Wayward 
  Elves, those of the Fair Folk who choose to enjoy life in 
  Middle-earth to its fullest, while it lasts (see Rhovanion 
  Region Guide, page 86). But he eventually found their 
  lifestyle too soft for his adventurous tastes and, according 
  to his version, he ‘left’. 
  In truth, Linnon was expelled from the Woodland Realm 
  when he murdered a group of trespassing Bardings, in an 
  effort to convince his fellows that the weakness of mortals 
  is to blame for the Long Defeat that the Elves are suffering 
  Motivation & Expectations
  Linnon has been expelled from the Woodland Realm for 
  his violent means: the only thing he values is brute force. 
  He views everyone as enemies and expects the heroes 
  to treat him as a king — apply a -2 Expectation modifier 
  unless the heroes bow and scrape before him.
  Introduction
  Linnon demands to know who the companions are and 
  what they are doing here in ‘his’ dark domain. The speaker 
  for the Company has Disadvantage on the required 
  Traditions check.
  Interaction
  Linnon knows the party’s presence must have something 
  to do with the Black Jewel. He knows that Orsmid used to 
  possess the gem, and that the heroes seek it. Ultimately, 
  the jewel is all that Linnon cares about, and he is growing 
  restless with the thought that it might somehow fall into 
  the hands of someone other than himself. He will reveal 
  that Orsmid is his prisoner and is willing to talk about the 
  conditions of his release. Though possessed of a keen wit, 
  Linnon is ruthless but, from the point of view of a mortal, 
  quite mad. He will occasionally slip into a bit of a riddle 
  game during the conversation and expect the characters to 
  keep up with him despite his archaic speech mannerisms.
  Final Audience Check
  The longer the companions speak with Linnon, the more 
  evident the Elf’s madness becomes. The Final Audience 
  check must be made with Riddle, in order to pick out a 
  way forward between the thorns.
  Failure. Linnon is frustrated with the lack of answers coming 
  from the Company. He declares the companions guilty of 
  trespassing. They are escorted by many Mud-men and put 
  into hanging cages, next to the very one occupied by Orsmid.
  10
  in their struggle against the Enemy. Since that day, Linnon 
  has lived outside the Woodland Realm, recently moving 
  to the underside of Lake-town to initiate his most recent 
  endeavour: to reclaim all the gems and precious stones 
  that once belonged to his own kind and that are now being 
  traded by greedy Men and Dwarves at the Glittering Gate. 
  Linnon and his men are single-handedly responsible for the 
  disappearance of a great deal of precious gems from the 
  houses and storerooms of many a merchant in Lake-town.
  Old Enemies
  If the Player-heroes followed Eutaric during Part 3: Tales, Secrets and Lies and the Loremaster feels the 
  need to wrap up that subplot without further complications, perhaps Linnon is in fact the murderer of Eutaric’s 
  brother, and Eutaric can show up if needed to help the companions escape in Part 7: Flotsam and Jetsam.
  Alternatively, if the Company roused him to deep suspicion, it may be Odvarr that shows up, having followed 
  the same clues that the companions did. In this case, he only wants the location of the Mornamir from his old 
  friend. See Black Treachery on page 116.
  
  PART SEVEN FLOATSAM AND JETSAM
  115
  dark waters
  Success by 0–5. Linnon only desires the jewel. If they 
  think to offer it, Linnon agrees to release Orsmid to the 
  companions if they can recover the gem and return it to 
  him. They are imprisoned as above to confer with Orsmid 
  before being later set loose to recover the gem.
  Success by 6+. As above, but the companions may 
  substitute any gem worth at least 50g for the Black Jewel 
  to leave with Orsmid and far less trouble. 
  orsmid
  Linnon’s men brought a half-drowned Orsmid to him a 
  few days ago. By chance, Linnon discovered who the old 
  man was, and kept him as a prisoner to get hold of the 
  Mornamir. After the meeting with Linnon, the companions 
  will likely find themselves in cages next to that occupied by 
  the old man. The cages hang from a flet built at one of the 
  highest points of the under-town, but they still graze the 
  dark water of the lake. The only light comes from lanterns 
  hanging from timbers above. If the heroes stay here for 
  long, they soon realise that the water is rising as the storm 
  intensifies around them.
  Left here to rot, Orsmid is by now a frail and wet shadow 
  of the man he was but a few days ago. A fall, a swim in 
  the river, and rough treatment by the Elves have left him 
  aching and weak. He is disheartened and his courage is 
  failing. When the companions explain who they are and 
  why they have come, Orsmid describes his version of 
  events, including his personal history if necessary. 
  “I fully expect to die in this place. There will be no 
  peace for me. All I have attempted to build will come 
  to naught but rust. At least these fiends will not lay 
  their hands upon the Mornamir.”
  What’s more, he confides in them that he had the Black 
  Jewel on his person when he fell into the river and later 
  brought to this place. As he was taken into these tunnels, 
  he was able to briefly escape and hide away the jewel in 
  a side passage.
  The heroes can attempt to rouse Orsmid out of this dark 
  reverie with a DC 15 Charisma (Persuasion) check. 
  Heroes that think to pass him something to drink or eat 
  gain Advantage on the check. Once they have successfully 
  roused the old man, he will agree to guide them to the 
  jewel, especially if they think to mention Magan’s 
  dependence on his recovery.
  – part seven – 
  flotsam and Jetsam
  A cage may be enough to hold an old man, but an 
  accomplished group of heroes should have little trouble 
  escaping. Each hero can attempt to open the lock of the 
  cage with a DC 16 Dexterity (Sleight of Hand) check; a 
  failure alerts the Elf-guard at the top. Once free however, 
  the hero must contend with the guard, despite not having 
  any weapons!
  If the hero can overcome the guard, they can claim the 
  lantern and find the Company’s weapons in another nearby 
  flet. A hero made Unconscious by Elf-magic falls into the 
  raging waters below the piers, see Underwater! below.
  8
  mud-man
  Medium Elf
  STR 
  15 (+2)
  DEX 
  19 (+4)
  CON 
  16 (+3)
  INT 
  11 (+0)
  WIS 
  13 (+1)
  CHA 
  15 (+2)
  Armour Class 18 (Deadly Elusiveness)
  Hit Points 60 (8d8+24)
  Speed 30 ft
  Skills Acrobatics +6, Sleight of Hand +6, Stealth +6, 
  Survival +3
  Senses passive Perception 11
  Languages Sindarin, Westron
  Challenge 3 (700 XP)
  Deadly Elusiveness. If the Mud-man does not wear any 
  armour, their Armour Class is equal to 10 plus twice their 
  Dexterity modifier.
  Actions
  Multiattack: The Mud-man makes two attacks with their 
  Poisoned Dagger.
  Poisoned Dagger: Melee Weapon Attack: +6 to hit, reach 
  5 ft, one target. Hit: 6 (1d4+4) piercing damage plus 3 
  (1d6) poison damage. The target must make a DC 15 
  Constitution saving throw or become Poisoned until it 
  finishes a short rest.
  Enchanted Sleep (1/day). The Mud-man can target 
  a creature within 30 ft and force it to make a DC 12 
  Charisma saving throw or become Unconscious
  
  erebor adventures
  116
  Underwater!
  Heroes that fall into the water from anywhere in the 
  undercity take 4 (1d8) bludgeoning damage each round 
  as long as the storm lasts. The current twists and turns, 
  slamming the companion into the underwater supports 
  that hold the town up. It takes one round for the hero to 
  reach the surface, at which point they can use an action to 
  pull themselves up onto the supports again.
  recovering the mornamir 
  Once the heroes have escaped (or if they’ve been let out as 
  part of an agreement to turn to Black Jewel over to Linnon) 
  they must follow Orsmid to the side passage where he 
  concealed his prize. 
  Unfortunately, the last few hours have seen the rainstorm 
  above reach the peak of its strength, and waves are hitting 
  the stilts of Lake-town in fury. The heroes must navigate 
  their way against strong blowing winds, always risking 
  a fall into the raging waters. Companions must succeed 
  at a DC 15 Intelligence (Investigation) check or gain 
  a level of Exhaustion as they stumble from one storm-
  lashed support to another. If they failed to raise Orsmid’s 
  spirits in the pit, the Loremaster may opt to make them 
  Miserable instead.
  Once Orsmid gets them to the spot he was looking for, 
  matters are only worse. Alas for the companions, certain 
  rumours in Lake-town have their basis in truth…
  The Monster
  The ‘Guttermaw’ is no legend, but some bygone breed of 
  serpent left to bloat deep beneath the earth where rivers 
  are born. An ancient creature with a long, serpentine 
  body, and a massive head with small eyes near the end 
  of its pointed snout, it is a fearful monster, whose strange 
  senses have perceived the presence of an unusual 
  treasure like the Mornamir. The ‘Guttermaw’ has long 
  feasted in the cold waters deep beneath the Long Lake, 
  for long years feeding only on fish and such prey as it 
  could catch along the lake’s edge. With the rebuilding of 
  Lake-town, though, it began feeding upon the wayward 
  miscreants of the city. 
  Just as the hero in the passage is grasping the jewel, the 
  Guttermaw strikes. The fish-like monster rises out of 
  Black Treachery
  If Odvarr has followed the Company to the under-
  town, he creeps into the flet and knives the Elf-guard 
  in the back. Then he cuts the ropes for any cages 
  holding Player-heroes, causing them to fall into the 
  churning water below. He spares only Orsmid and 
  forces the smith to lead him to the hiding place of the 
  Black Jewel.
  Escaping the Cages Underwater
  If a companion has not yet escaped from the cage, 
  see Underwater! But the fall and the roaring water 
  makes breaking the cage open easier. The hero can 
  make a DC 16 Strength (Athletics) or Dexterity 
  (Sleight of Hand) check with Advantage. Once free, 
  it takes one round for them to swim to the surface.
  
  117
  dark waters
  the water snapping at the companions with its powerful 
  jaws. The companions must fight on the narrow beams 
  of the under-city, it’s considered difficult terrain and 
  a hero knocked Prone is likely to fall into the water (see 
  Underwater!, above).
  The Mornamir
  The Black Jewel that so many people seek is an 
  oblong gem about 6 inches long with many facets 
  running tip-to-tip. One end is sharply pointed. It is 
  an unusual dark silvery grey colour, and if one stares 
  into its depths, it flickers with a pale fire. Crafted 
  by the Elves in an earlier age of the world, the exact 
  nature and history of the Mornamir is left for the 
  Loremaster to decide. It may carry a curse of some 
  kind, but it is certainly not tainted by Shadow; quite 
  the contrary. If a character thinks to wield the jewel 
  as a weapon, it should be treated as a dagger that 
  does magical damage. When it strikes a creature of 
  Shadow, a bright flash shines forth like a star. A 
  hero can then spend Inspiration to add 1d12 radiant 
  damage to the attack.
  If the characters have reached an agreement with 
  Linnon to turn over the Black Jewel, then the 
  following sections need to be adjusted accordingly. 
  The statue will never truly be complete as intended if 
  Linnon ends up with the jewel. 
  the guttermaw
  Huge Monstrosity
  STR 
  16 (+3)
  DEX 
  18 (+4
  CON 
  17 (+3)
  INT 
  11 (+0)
  WIS 
  14 (+2)
  CHA 
  13 (+1)
  Armour Class 19 (Natural Armour)
  Hit Points 193 (17d12+85)
  Speed 30 ft, swim 60 ft.
  Damage Resistances non-magical bludgeoning and 
  piercing (see below)
  Skills Athletics +10, Stealth +11, Survival +7
  Senses passive Perception 13
  Languages None
  Challenge 12 (8,400 XP)
  Horrible Strength. If the Guttermaw makes a successful 
  melee attack, it may use its bonus action to cause extra 
  damage equal to its Strength modifier (+6) to the target.
  Scaly Hide. The Guttermaw is resistant to non-magical 
  bludgeoning and piercing damage.
  Water Dweller (Recharge 5-6). As a bonus action, if the 
  Guttermaw can gain half-cover from a scenery feature, 
  even if it would not normally provide it.
  Actions
  Iron Jaws. Melee Weapon Attack: +11 to hit, reach 10 ft, 
  one target. Hit: 20 (3d8+7) piercing damage.
  Seize Victim. Melee Weapon Attack: +10 to hit, reach 
  5 ft, one target. Hit: 12 (1d12+6) bludgeoning damage. 
  The target becomes Grappled (escape DC 20) and is held 
  underwater and begins to suffocate. The Guttermaw 
  can spend its action to cause 12 (1d12+6) bludgeoning 
  damage to the Grappled creature.
  Legendary Actions
  The Guttermaw has 2 Legendary actions, given below. 
  Only one legendary action option can be used at a time 
  and only at the end of another creature’s turn. At the start 
  of its turn it regains any spent Legendary actions.
  Bite. The Guttermaw attacks with its Iron Jaws.
  Constrict. The Guttermaw causes 12 (1d12+6) 
  bludgeoning damage to a Grappled creature.
  
  EPILOGUE THE PAST IS NEVER THAT
  erebor adventures
  118
  – epilogue – 
  The next morning sees the Town Watch arrive to 
  investigate the previous night’s violence. How they react 
  will largely depend on the heroes’ behaviour throughout 
  the adventure, along with the Company’s reputation, and 
  the current status of Odvarr and Orsmid. The Master of 
  Esgaroth will undoubtedly get involved and the characters 
  will have to make their case one way or another. Do they 
  reveal the existence of Elven robbers beneath Lake-town? 
  The crafty Mud-men might hide elsewhere if the Town 
  Watch starts patrolling the under-town. Will they accuse 
  the master of the Guild of Artisans of trying to murder 
  them? Odvarr can easily find someone willing to say 
  that he was at the guild house all night. Do they reveal 
  the provenance of the Black Jewel if they know it? Orsmid 
  might admit the theft, especially if it seems that it will calm 
  things down.
  What about Linnon? And there’s a matter of a hoard of 
  stolen gems somewhere beneath the Town-hall quarter 
  waiting to be recovered. The Elves have a long memory, and 
  it might be necessary to appease Celebril or pay restitution 
  before the Mornamir can adorn the statue of Bard. These 
  topics can provide opportunity for the Loremaster to create 
  additional adventures.
  the completion of the statue
  One way or another, at the end of the summer, the 
  statue of Bard is finished. It has been many lifetimes of 
  Men since the North has seen such a work completed 
  and the hearts of the citizens are brightened by it. If the 
  companions are present at the dedication ceremony, they 
  may reduce their temporary Shadow by 1 point. If they 
  are there as official companions to Orsmid and Magan, 
  they may instead reduce Shadow by 3 points. Note that 
  the statue will count as completed only if the Mornamir 
  is attached to it. 
  the flight up to lake-town
  Once they have recovered the Black Jewel, the heroes will 
  likely need to get back to Lake-town as quickly as possible. 
  The piercing screams of the monster will have alerted the 
  Silvan Elves to the Company’s escape, and they will soon 
  be on their heels.
  10
  In order to have any chance at all, the heroes must first 
  find their way out of the dark passageways. One or more 
  of the characters must make a DC 15 Wisdom (Survival) 
  check to find their way out to the surface. A failure should 
  result in a confrontation with a few Mud-men.
  A natural 1 means that a large force of Mud-men corner 
  the Company in a dead-end passage. Their only escape 
  option could be to dive into the lake and swim among the 
  raging waves. 
  When the Company makes it back above, they find the 
  streets of Lake-town taking a pounding from rain, along with 
  the crashing thunder and lightning of a powerful storm.
  
  SHADOWS IN THE NORTH
  ADVENTURING PHASE
  PART ONE EXPECTED VISITORS
  119
  shadows in the north
   -SHADOWS-
   IN THE NORTH
  For heroes of level 11 or higher
  • 
  When: This adventure occurs early in 2962, in the 
  last days of winter.
  • 
  Where: The Company begins in Dale, having been 
  summoned by Balin. But desperate need will send 
  them to the Mountains of Mirkwood, back to Dale, 
  and eventually to the heart of Erebor.
  • 
  What: The characters are asked to investigate dangers 
  gathering outside the city but then find more enemies 
  within the walls of Dale.
  • 
  Why: The companions are among the people who 
  saw the craftsman before the disappearance. Magan 
  knows of their deeds, and she is confident they will be 
  able to find Orsmid. 
  • 
  Who: Many of the Company’s foes and allies will 
  play a part in this adventure, each revealing their true 
  colours before the end.
  • 
  Themes: Foiled by the heroes at every turn, Morlach 
  the Nazgûl tricks the Company into deadly danger 
  and then attempts to have them executed. The 
  companions must put their trust in their true friends 
  and save both kingdoms.
  adventuring phase
  This adventure is divided into seven parts, from the 
  Company meeting with Balin to the Ringwraith’s attack 
  on Erebor.
  part one –  expected visitors
  The Company meets Balin again and learns of a threat to 
  both Dale and Erebor. Observant companions may realise 
  that Gandalf has taken notice of these activities as well.
  part two – the vale of bones
  Deep within the Netherwood, a foe lies in wait. But the 
  companions may find themselves hard pressed to bring 
  news of this evil back to Dale.
  part three – a warm welcome
  Once they have returned to Dale, the Company finds that 
  they — and Balin — are under arrest on false charges. 
  Proving their own innocence is difficult and the king will 
  pass judgement.
  part four – the citY of bells
  The companions must go into hiding within Dale. They 
  will now need every friend that they have made in their 
  course of their adventures to prevent disaster!
  part five – inside information
  A meeting will be held in depths of Erebor that will 
  determine the fate of the North for many years to come. 
  The companions must be present, no matter if the entire 
  Mountain stands in their way!
  part six – the concert of kings
  King Bard and King Dáin meet and the decisions made 
  here will echo across the land. But they are not alone… 
  friend and foe have come to the Mountain and the assault 
  by the Nazgûl begins.
  part seven – flight into the mountain
  The Arkenstone is in danger, and the Company has one 
  final chance to defeat the Sorcerer of Forod and ruin the 
  Nazgûl’s plans.
  epilogue
  Hopefully, the Arkenstone has been saved and the peace 
  between the Mountain and the City renewed. Otherwise, 
  dark days await the North.
  – part one – 
  expected visitors
  Balin has sent word to the Company that he needs to speak 
  with them on an urgent matter. He may send a raven to 
  find them, or use one of the marvellous mechanical birds of 
  his young friend, Thrun. It is best that the companions are 
  reminded of Thrun, for he will soon play a part in this tale.
  balin’s house
  Spring has not quite yet come to the city — it is a week or 
  two away, and the town seems to be in the melancholy 
  
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  120
  grip of winter still. In the evening glow, the streets of Dale 
  seem especially sickly. The happiness of Dragontide and 
  celebration of the anniversary and the raising of the statue 
  seem already a fading and hollow memory. No one has seen 
  King Bard in public in long weeks. Stray dogs pick through 
  midden heaps on the street corners. The brightly-coloured 
  paving in the main streets is lifting in places. On other streets, 
  sections of once brightly-coloured cobblestones appear to 
  have been entirely taken away. Who knows to what end?
  The Dwarf ambassador is not immune to the changing 
  mood in Dale. He has taken to moving his quarters on a 
  regular basis to avoid trouble. Currently he resides in a 
  tiny house between two boarded-up shops in the Quays.
  Balin opens his small green door and blinks his tired 
  eyes as the golden light of the waning sun falls on his 
  face. ‘Here finally? Come in! Come in! Quickly now…’ 
  He ushers the heroes into his small quarters. But he is 
  not without courtesy — if the companions introduce any 
  new members to him, he will bow low to the newcomers, 
  stating ‘Balin, son of Fundin, at your service.’ He trusts 
  that the Company has chosen wisely but will likely speak 
  foremost to those he has met before.
  If asked about his change in abode he will gruffly say he 
  has a restless heart, and cannot settle in one place too 
  long after years wandering. The truth is — and something 
  of his true frame of mind can be revealed by a successful 
  DC 13 Wisdom (Insight) check — he fears staying in one 
  place too long in the current climate of unrest. His work in 
  attempting to keep the peace between the cities has made 
  him ever more enemies.
  Balin’s home consists of two small rooms, with very little in 
  the way of creature comforts. He offers his bed and a couple 
  of plain wooden chairs to the Company to be seated, while 
  he brings some small mugs of beer for everyone to drink. 
  The Mark of the Wandering Wizard
  A hero that is Keen-eyed or Suspicious (or perhaps 
  a Small Hobbit) might chance to notice a strange 
  mark scratched into the paint at the bottom of 
  Balin’s door. It is a Gandalf rune, the mark of 
  Gandalf.
  If the companions point out the mark on his door, 
  Balin’s grim mood will be temporarily lightened. 
  However, the Wizard is not present and Balin will 
  state that ‘In the meantime, we must do what we 
  can.’
  He seems distracted and mutters to himself while he gathers 
  mugs. He seems to have developed the habit of touching his 
  belt with his right hand every few minutes, as if reaching for 
  his sword. He speaks:
  ‘Well now, no sense in beating about the bush, and I fear the 
  hour grows late. I have news relating to our misfortunes of 
  the last few years. I am now certain that there is evil at work 
  in the city of Dale, and worse in the city of Erebor.’
  Balin sits with a sigh and continues:
  ‘Yes. I am afraid that our misfortunes of the last few years 
  are not the natural waxing and waning in the friendship of 
  kings. Nor do I believe that there is simply some power 
  struggle for the throne of Dale going on. Something darker 
  is afoot, and I can finally prove it.’
  
  PART TWO THE VALE OF BONES
  121
  shadows in the north
  ‘I have sent word to my old friend, the Wizard Gandalf. 
  If any will be able to help us now it is he. But I have not 
  heard back from him yet, and I fear my messages will go 
  unanswered. He is a wanderer and often cannot be found 
  when he is most needed.’
  When asked about the ‘proofs’ he is certain to have 
  uncovered, Balin adds:
  ‘I am sure you know that not all the Orcs we fought at the 
  Battle of Five Armies were slain. Many of that craven lot 
  fled the field to hide in secret holds in the mountains, or 
  were scattered east, in the wilderness far from Dale. This 
  never troubled us much — Goblins and their ilk are a fact 
  of life, and while we slay them wherever we can, I fear we 
  will never be entirely rid of them.’
  ‘But recently word has come to Erebor of a great army, 
  massing near to our eastern borders with the intent 
  to strike. The Orc army seems to be hiding in the forest 
  known as the Netherwood, to the south of the Iron Hills, 
  to deceive us about their number. Many scouts have found 
  sign of their passing, converging on this spot. What’s more 
  is there are tales of some dark power, something greater 
  than a stray Orc warlord that is gathering this army, with 
  the intent to destroy both kingdoms.’
  ‘I have attempted to alert the notables of Dale to this 
  alarming news, but to no avail. Indeed Lord Hakon seems 
  careless of the threat, and I have been unable to reach 
  King Bard himself. He spends many long hours alone in 
  his chambers now, and Jofur will not spare any men. King 
  Dáin seems equally untroubled, and leans too heavily on 
  the wisdom of simply closing our gates.’
  ‘As for our current defences, I deem that we are weak now. 
  I fear that we are in no state to repel an assault, should 
  this Orc host reveal itself to be more than a phantom of 
  fear. And so I need to ask you a favour, and it will risk life 
  and limb.’
  ‘Go east and spy out the enemy’s encampment. Do what 
  you can to interfere with any assembling of Goblins, 
  though I fear you may find more than just Orcs out there. 
  Here is a map that shows my best guess of where the 
  Enemy is massing. Be careful! And report back to me, and 
  only me, when you have done all you can!’
  a deceiving plot
  What Balin does not know is that the tale of the army has 
  been fed to him by the dark forces that seek to ruin both 
  Dale and Erebor. It is a trap. So troubled is Balin by the 
  fortunes of the cities that he has been fooled — Morlach 
  dearly wishes him to send the Company, since they have 
  foiled so many of his plans. 
  Morlach hopes the heroes will meet their doom there, 
  or at least allow the Nazgûl to move more openly. The 
  folk of Dale and Erebor will soon have more troubles to 
  worry about, for the Sorcerer of Forod aims to goad the 
  Mountain to wage war upon the Bardings!
  But for now, the heroes know nothing other than that their 
  old friend Balin has asked them to spy out the Enemy and 
  report back. He has little in the way of treasure to offer 
  mercenary members of the Company, but he promises to 
  see them well-rewarded once Dáin comes to his senses.
  – part two –
   the vale of bones
  The Company prepares to travel to a forest of ill-omen 
  in order to prove that an army gathers in hiding to 
  assault Dale. The Player-heroes should gather whatever 
  provisions they need, and then set about their destination. 
  Balin provides the companions with a map, showing 
  the preferred route to reach the Netherwood (see the 
  illustration of Balin’s on page 122).
  Then, the Dwarf urges discretion. ‘Go out through the 
  Ravensgate to the north. Only when you are beyond the 
  sight of the bell towers of Dale should you turn to the 
  southeast.’
  
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  122
  the upper marches
  The map leads the Company southeast across the Upper 
  Marches. The hilly land is still in the grip of winter and 
  the companions are unlikely to encounter any farmers or 
  traders, especially if they stick to less frequented trails. 
  The heroes will spend about ten days crossing the Upper 
  Marches. This leg of the journey has a Peril Rating of 2 
  and the companions will have 1d2 Journey Events. Some 
  suggested events follow.
  Hidden Holes (the Scout)
  Voles, rabbits, shrews, badgers, and more dig burrows in 
  which to winter. A misplaced step at the entrance to one of 
  these holes can mean a tumble, twisted ankle, or worse. 
  The Scout must make a successful Investigation check 
  or find themselves hurt by a sudden fall. A failure means 
  that the companion takes 4 (1d8) bludgeoning damage 
  or, if the Scout rolls a natural 1, a level of Exhaustion 
  instead.
  The Howling in the Night (the Look-out)
  In the dead of night the air is split by the sounds of 
  raucous howls. The Devourer did not come south alone, 
  and the starving Wolves of the Waste (see overleaf) can 
  no longer wait to feast on Manflesh. As they draw closer 
  to the Company’s camp, their bone-chilling howls can 
  terrify even the most hardened hero. The Look-out 
  must make an Perception check. On a success, the 
  companions have enough time to gather up enough 
  torches to keep the wolves at bay for now. If the Scout 
  fails, the wolves attack. There are two wolves for each 
  companion, or more if you’d like the heroes to face a 
  stiffer challenge.
  Gathering Supplies and Rumours
  Setting up for their journey, the companions will find that the stores of Dale are not as they once were, and 
  the shopkeepers and outfitters are less than helpful to any they consider a stranger (and all Dwarves, even 
  those made thegn by King Bard himself, are strangers now). A successful DC 10 Wisdom (Insight) check 
  reveals that folk are more scared than suspicious. 
  Bard has not been seen in public for months and rumours of his death are on every corner. Wagging tongues 
  say that Dáin will take the throne of Dale as well. After all, what claim did he have on Erebor! He just 
  claimed it during the war. He is an ambitious Dwarf!
  Others say that Thegn Jofur rules the palace now and is king in all but name. He is an extremely stern 
  ruler, at least to judge by the increasing number of guard patrols. What will become of the once jolly City 
  of Bells?
  9
  
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  shadows in the north
  the nether marches
  The heroes leave the hilly lands of the Upper Marches 
  behind, continuing on towards the Netherwood. It takes 
  four more days to reach the outskirts of the forest and they 
  have one more Journey Event (Peril Rating 1).
  Cold Wind From the East (All Companions)
  As the companions make ready to camp one night, a 
  fierce wind begins to blow from the East. Its fingers seem 
  to get everywhere. It lifts up tents, blows out campfires, 
  and reaches into the warmest of winter clothing to bring 
  a chill to the heart. Each hero must make a Survival 
  check, gaining a level of Exhaustion on a failure or two 
  levels with a natural 1.
  Stolen Game (Hunters)
  One of the Hunters has brought down some game, only to 
  have it stolen by another predator of the Nether Marches 
  — a long-eared fox or a falcon, perhaps. The Hunter must 
  make a Survival check, becoming Miserable for the rest of 
  the journey on a failure.
  into the netherwood
  After days in the high grass, the companions come in sight 
  of the Netherwood. The ancient stretch of woodland is a 
  dark patch rising from the plains, the surviving fragment 
  of a greater forest that the Dwarves of the Iron Hills 
  diminished to feed their hungry furnaces. The remaining
  trees stand tall and close together, as if preparing for a 
  desperate last stand.
  Balin’s map indicates a place where his agents spied a 
  trail-head leading into the dark forest. It’s a lonesome hill, 
  rising a mile from the western eaves of the forest. From 
  there, the companions head towards the forest, looking 
  for the Orc camp.
  Once inside the woods, the heroes struggle to find a 
  passage among the tightly-packed trees. Fallen leaves 
  gather in great drifts against the rills of the land, obscuring 
  pits that twist ankles and sharp ridges that stub toes. After a 
  few hours of toilsome progress, the Company encounters a 
  dry stream bed. Skeletal, dead branches crunch underfoot, 
  and sudden bursts of wind lift dust and dirt in great choking 
  clouds. Eventually, the dry riverway enters a steep valley 
  descending towards the shadowy heart of the forest — the 
  Company has found the Vale of Bones! 
  wolf of the waste
  Large Monstrosity (Warg-kind)
  STR 
  16 (+3)
  DEX 
  18 (+4)
  CON 
  19 (+4)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 
  10 (+0)
  Armour Class 14
  Hit Points 57 (6d10+24)
  Speed 40 ft
  Skills Perception +3, Stealth +6
  Senses passive Perception 13
  Languages Wargspeech
  Challenge 2 (450 XP)
  Fear of Fire. The Wolf is fearful of fire. If a torch or 
  other flame comes within 10 feet of it, the Wolf suffers 
  Disadvantage on its attack rolls. In addition, the Wolf is 
  not able to use its Pack Tactics trait. 
  Pack Tactics. The Wolf has Advantage on an attack 
  roll against a creature if at least one of the Wolf’s 
  allies is within 5 feet of the creature and the ally isn’t 
  Incapacitated.
  Actions
  Multiattack. The Wolf makes two attacks: one bite and 
  one claw attack.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft, one 
  target. Hit: 11 (2d6+4) piercing damage. If the target is a 
  creature, it must make a DC 13 Strength saving throw or 
  be knocked prone.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft, one 
  target. Hit: 10 (1d12+4) slashing damage.
  11
  9
  
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  124
  The Descent
  Deep down in the vale, the companions can see tiny 
  flickering lights: torches, perhaps campfires. The safest 
  way to descend towards the lights is to follow the dry 
  stream’s course. Alternatively, the heroes can climb down 
  along the rocky sides of the dale.
  • 
  Heroes that follow the stream bed must pass a single 
  DC 10 Strength (Athletics) check to keep their feet.
  • 
  Heroes that prefer to climb down along the sheer 
  sides of the valley must make a series of four DC 
  15 Strength (Athletics) checks instead, descending 
  safely for a measure on each success. If the Company 
  reaches the bottom of the valley by climbing down, 
  they find another entrance to the Dark Passages (see 
  page 126).
  Failing an Athletics check causes the companion to slip and 
  slide down for several yards, taking 3 (1d6) bludgeoning 
  damage. Rolling a natural 1 means the hero falls for the 
  remaining distance (20 feet for every check remaining).
  bones and curses
  At the bottom of the climb the dale widens into a roughly 
  circular opening, measuring several hundreds of yards 
  across. The overhanging walls are a hundred feet tall, 
  filling the area with darkness. Huge rocks, piles of 
  deadwood, and assorted debris fallen from above clutter 
  the terrain, turning it into a maze.
  But what alarms the heroes the most is the almost 
  overpowering stench of rotting flesh, Goblin-filth, and 
  animal reek: the Vale of Bones is a blighted place, and 
  the companions must all pass a Corruption check (DC 15 
  Wisdom saving throw) each day, or gain 1 point of Shadow.
  The companions can now explore the Vale of Bones, 
  and may encounter any of the locations described 
  below, before they reach the lair of the Devourer, at the 
  Loremaster’s discretion:
  The Goblin Camp
  Companions that choose to investigate the faint lights 
  spied from above will quickly realise that the vale is 
  not the camp of some great army waiting to sack Dale. 
  Instead, they find a mostly empty encampment, inhabited 
  only by a few dozens emaciated Goblins wandering in 
  small groups among poorly flickering heaps of sticks and 
  burning torches. The Goblins shiver and bicker in the 
  dark, while attending to the cooking of meagre meals, like 
  a single skewered rat, or a pot of watery soup of roots and 
  other, less identifiable ingredients. No one is watching for
  intruders.
  
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  shadows in the north
  Stealthy heroes approaching any one of the small 
  gatherings will overhear the Goblins make bitter remarks 
  about their current poor state and fortune:
  ‘He’ll eat us soon enough. We need to leave here! I keep 
  telling you!’
  ‘No no no that’s not right! He’s been promised a meal of 
  Man-flesh! He won’t eat us if we do as we’re told!’
  ‘He will so eat us! He’s always hungry! He ate Gorbag and 
  Uzbug and Burritz and Nashog and all the others! He ate 
  the bats! And we was supposed to be friends with them!’
  ‘Trust me! I know what I ‘eard. The spook promised him 
  Man-flesh!’
  ‘Urgh that spook! What’s he want with us, I wonder?’
  ‘Shut up, you! You’re talking about things beyond your 
  station! Is that rat done yet?’
  ‘I’m so hungry!’
  ‘Well you’re only skinny and little! Imagine how hungry 
  he gets! He’s huge! With only Goblins to eat!’
  ‘When we ran away, did you reckon he’d eat so many of 
  us?’
  ‘Shut up! This rat’s as done as it’s ever gonna be!’
   
  There are several other fires scattered amongst the 
  huge boulders that litter the gorge floor. The Company 
  will hear similar conversations at all of them — the 
  theme is always food and hunger, and how to avoid 
  being eaten. At one fire the Company find a Ravenous 
  Goblin passed out from hunger, while his fellow makes 
  preparations to skin and eat him, muttering all the 
  while about ‘doin’ it quick so the master doesn’t gobble 
  us both up first’.
  Huge Dead Wings
  The Company stumbles across a pile of what at first 
  appears to be great sheets of dusty leather piled up 
  with old bones. Closer inspection reveals these are the 
  desiccated remains of a Giant Bat’s wings. There is no sign 
  ravenous goblin
  Small humanoid (Orc-kind)
  STR 
  6 (-2)
  DEX 
  18 (+4)
  CON 
  10 (+0)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 
  8 (-1)
  Armour Class 14
  Hit Points 3 (1d6)
  Speed 30 ft
  Skills Perception +4, Stealth +6
  Senses darkvision 60 ft, passive Perception 14
  Languages Orcish, Westron
  Challenge 1/8 (25 XP)
  Stealthy. The Goblin may use its bonus action each round 
  to Hide
  Actions
  Jagged Knife. Melee Weapon Attack: +6 to hit, reach 5 ft, 
  one target. Hit: 6 (1d4+4) piercing damage.
  Reactions
  Biter. When struck, the Goblin may use its reaction to 
  make a bite attack: +1 to hit, reach 5 ft, 5 (2d4) slashing 
  damage.
  
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  126
  of a torso, legs, or head. If they really wish to investigate, 
  there are the remains of three Giant Bats here.  Some of 
  the wing bones have been crushed with what seems an 
  enormous force.
  Dark Passages
  Heroes who creep close to the cliff walls along the dry 
  stream might find their way into one of the underground 
  passageways that riddle the walls of the vale. It is pitch 
  black in these narrow tunnels, and the companions 
  might be surprised by hungry Goblins at any moment. 
  However, if a hero can make either a DC 15 Intelligence 
  (Investigation or Riddle) check, the Company can find a 
  safe way forward and upward, until they reach a crack in 
  the rock walls of the passage, opening above the Goblin 
  Camp. If they manage to do this, the heroes can hear the 
  conversations of the ravenous Goblins from their hidden 
  position, without risking discovery.
  But there is a price to be paid for this good fortune — if 
  they press on beyond the opening, when the heroes reach 
  the far end of the vale, the rocky floor suddenly gives way 
  and they tumble into the chamber of the Devourer! (See 
  An Ancient Enemy, below).
  The Skull Piles
  As they proceed towards the opposite end of the vale, 
  beyond the Goblin Camp, the companions come to realise 
  they are walking on bones. The misshapen skulls of 
  Goblins, their ribs, and thigh bones cover the floor. There 
  is no army here, for this is a charnel house. Dried up 
  sword belts, the tattered remains of Orc-mail, and broken 
  weapons jut out as floating debris in a sea of bleached 
  bones. The darkness beyond torch or lantern light is 
  now absolute, and the gorge walls close in tighter as the 
  Company pick their way through the bones toward the 
  back of the defile.
  an ancient enemY 
  Once the heroes reach the far end of the vale, suddenly 
  and seemingly from all around comes a rasping voice, 
  gravelly and arid. 
  ‘So! You come as I was told you would. Good. Too long 
  has it been since I ate better than Goblin. Man-flesh is 
  better! Come close… Let me smell you before I gobble you 
  up!’
  If the Company have any way to make light, now is the 
  time to risk it: if they illuminate the chamber they will see 
  a horrific sight. A huge, half-starved, albino Wolf-thing 
  with crooked hind legs lies at the end of the valley. 
  The entire body of this huge and disgusting beast bears the 
  marks of ancient injuries, so much that the thing could be 
  mistaken for a carcass if it wasn’t for the glint in its small, 
  predatory eyes.
  It slowly raises itself up, and its fur hangs in tatters. Great 
  bald patches run across its bony head. Its mouth is stained 
  with old blood. The stench is almost unbearable. Huge black 
  flies rise lazily into the air from their nests in its stinking pelt.
  ‘They call me the Devourer now, for I have eaten all my 
  servants. Even those who served me well, even those who 
  carried me here from the battlefield. And now I will eat 
  you, and the master will mend my legs and I will return to 
  Dale and the Mountain and finish what we began!’
  ‘The Nazgûl will have the jewel of the Dwarves that the Dark 
  Lord wants and the Mountain will fall. The bell towers will 
  be pulled down, and all the Goblins and Bats and Wolves 
  from miles around will return to feast! I will grow fat on the 
  flesh of Men and Dwarves! So is it promised and so shall it 
  be! Just as you were promised to me, fools…’
  ‘Die now, dinner!’
   The Devourer lunges forward to attack.
  Fight or Be Eaten
  The companions have fallen into a trap, and must now 
  defeat the monster, or die trying. The battle they are about 
  to fight is made more challenging by the unique features of 
  its terrain, but they might be able to exploit the weakness 
  of the creature that is trying to eat them:
  • 
  Minions: The Devourer is joined by two Ravenous 
  Goblins for each hero (or more, if the Company is 
  especially effective in battle).
  • 
  The Darkness: The darkness of the Vale of Bones is 
  unnaturally deep. All companions, even Elves and 
  Dwarves, have Disadvantage on attack rolls unless 
  they wield a torch. Heroes who can provide magical 
  
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  shadows in the north
  light can negate this effect. The Devourer and the 
  Goblins are not affected by the darkness.
  • 
  The Footing: The floor of the area is strewn with bones 
  of all sizes, making it hard to move about without 
  risking to trip and fall: the entire area is considered 
  difficult terrain. The Devourer and his minions do not 
  suffer penalties due to the footing, being well used to 
  the environment of the vale.
  A Wizard Unlooked For
  At some point during the fight (when the Loremaster 
  deems it most appropriate), Gandalf and Balin arrive to 
  help the companions: the two left Erebor some time after 
  the heroes, having realised they sent the Company right 
  into a trap, and the Grey Wizard has employed every trick 
  up his sleeve to speed up their pursuit.
  So, just as things seem the most desperate, a bright 
  white light shines out, illuminating the horror that is the 
  Devourer and its blighted lair. The monster is Stunned 
  and Blinded for a round, and a booming voice is heard 
  encouraging  the companions on. “Strike now while it is 
  weakened! Slay the beast!”.
  the devourer
  Huge Fiend
  STR 
  25 (+7)
  DEX 
  18 (+4)
  CON 
  28 (+9)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 
  10 (+0
  Armour Class 14
  Hit Points  186 (12d12+108)
  Speed 10 ft
  Skills Perception +6
  Damage Resistances bludgeoning, piercing, and 
  slashing
  Senses darkvision 60 ft, passive Perception 16
  Languages Wargspeech, Common
  Challenge 12 (8,400 XP)
  Fell Spirit. The Devourer can use a bonus action to gain 
  10 (3d6) temporary hit points. 
  Horrible Strength. If the Devourer makes a successful 
  melee attack, it may use its bonus action to cause 
  additional damage equal to its Strength modifier (+7) to 
  the target.
  Pack Tactics. The Devourer has Advantage on 
  attack rolls against a creature if at least one of the its 
  allies is within 5 feet of the creature and the ally isn’t 
  Incapacitated.
  Stench. Any creature that starts its turn within 5 feet of 
  the Devourer must succeed on a DC 17 Constitution 
  saving throw or be Poisoned until the start of its next 
  turn. On a success, the creature is immune to the 
  Devourer’s Stench for 1 hour.
  Actions
  Multiattack. The Devourer makes three attacks: one bite 
  and two claw attacks.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft, one 
  target. Hit: 14 (2d6+7) piercing damage. If the target is a 
  creature, it must make a DC 17 Strength saving throw or 
  be knocked prone.
  Claw. Melee Weapon Attack: +11 to hit, reach 10 ft, one 
  target. Hit: 13 (1d12+7) slashing damage
  Legendary Actions
  The Devourer has 2 Legendary actions, given below. Only 
  one legendary action option can be used at a time and 
  only at the end of another creature’s turn. At the start of 
  its turn it regains any spent Legendary actions.
  Bite Attack. The Devourer makes a Bite attack.
  Move. The Devourer can move up to its speed.
  
  PART THREE A WARM WELCOME
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  If the Company still fares too badly, Balin will stride 
  intobattle to assist them, screaming the Dwarven battle-
  cry: ‘Baruk Khazâd! Khazâd ai-mênu!.’ See page 24 of the 
  Lonely Mountain Region Guide.
  After the battle, the Company learn something more of 
  Gandalf’s mind. The Wizard is aware that something very 
  wrong is occurring in Dale, and dark forces are at work. 
  He will share this information and is keen to hear anything 
  that the companions learned from the Devourer or
  the Goblins.
  If a companion mentions the rumour of a Nazgûl being 
  involved then he sighs heavily:
  ‘So the Ringwraiths have taken an interest in the North 
  again and dare to move against the kingdoms of Men and 
  Dwarves. But at least we know now… perhaps we can set 
  a trap for them, one to make it many long years before the 
  Dark Lord chances his most powerful servants again.’
  Gandalf will confirm the guesses of any companions 
  who venture that the ‘jewel of the Dwarves’ must be the 
  Arkenstone. ‘It is truly the heart of the Mountain, and 
  has a power upon any who look upon it. The theft of the 
  Arkenstone might mean war in the North.’
  After the impromptu council, Gandalf stands up. ‘Now 
  all of you must return to Dale. When you arrive there, 
  you will certainly be the target of any secret allies of the 
  Enemy. But it is not quite yet time for open defiance… 
  weather any storm that comes your way, so that you can 
  draw the traitors out into the open. And remember that 
  hope may arrive at the last hour, unlooked for.’
  – part three – 
  a warm welcome
  After uttering his final, mysterious words, the Wizard 
  leaps up on his horse and departs. Balin shrugs.
  ‘Well, there he goes again… we might as well be on our 
  way back to Dale.’
  Companions heading west towards Dale soon discover 
  that travelling along a route recently blazed by a Wizard 
  is a good thing: the companions do not encounter any 
  danger on the trip back.
  After sometime less than two weeks, the greatest city in 
  the North finally appears on the horizon by the end of the 
  last day, and the heroes can reach the Traders Gate before 
  sundown.
  at the gate
  As the companions approach the gate, they will notice a 
  larger number of guards than usual. Those who call Dale 
  home recognise that these are Jofur’s men, who seem 
  to have now replaced those hired by King Bard at every 
  important post. If the heroes are strangers, Balin notices 
  the change and informs them about it under his breath as 
  the Company draws closer to the checkpoint.
  In prior days, such heroes might have easily passed 
  into Dale with either a curt nod or an appreciative wave 
  (depending on the Company’s reputation in the city), but 
  now they are stopped at the gate. The guards look over the 
  companions, referring to a folded sheaf of papers again 
  and again. Finally, their leader holds up his hand, and a 
  dozen guards gather close by.
  ‘Balin, son of Fundin, and his known associates,’ 
  announces the guard captain, ‘You are wanted folk… 
  charged with murder and treason. You must come with 
  us.’
  The heroes have only moments to decide what to do. 
  Possibly to their surprise, Balin surrenders at once. He 
  certainly doesn’t want to raise a blade against Dalemen; 
  besides, he trusts Gandalf’s promises of forthcoming 
  aid. See the appropriate section below to play out the 
  consequences of the Player-heroes’ actions.
  Surrender
  If the Company chooses to give themselves up and be 
  taken into custody, then they are stripped of all weapons 
  and equipment. The guards place heavy iron manacles on 
  each hero, and lead them into the city. The companions 
  spend an uncomfortable night in the cells, given bread 
  and water but nothing else. They rarely see a guard, and 
  when they do, the guards do not speak. 
  Go ahead to The Trial, below.
  9
  
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  shadows in the north
  Flight
  If the companions choose to flee, they will be leaving Balin 
  to his fate alone — a Misdeed worth at least 1 Shadow 
  point. They will be pursued, and a bell can be heard 
  ringing from the gatehouse. More guards are coming!
  The escape attempt should be run as a prolonged 
  action requiring at least 9 group checks — DC 15 
  Strength (Athletics) or Dexterity (Stealth) to succeed. 
  Accumulating 3 or more failures means a group of guards 
  (one Guard Commander and at least two City Guards for 
  each hero, see page pages 48-9 of the Lonely Mountain 
  Region Guide) has caught up to them. 
  While the Company is being pursued for evil reasons, 
  the guards themselves are innocent pawns. Slaying any 
  of them, even in the heat of battle, is a Misdeed worth at 
  least 3 Shadow points.
  If the Company is overtaken, they are manacled and 
  dragged off in chains to the gaol as above. If they escape, 
  then a mysterious raven will find them the next day. The bird 
  doesn’t speak, but delivers a note and flies away without 
  waiting for a response. The note outlines that Balin is on 
  trial for murder and will likely be sentenced to death. It 
  urges the heroes to return to Dale and testify on his behalf.
  If the Company remains in hiding, another note delivered 
  in the same way reads ‘Look for a light on the south wall 
  just before dawn. A friend will be waiting.’ See Part Four 
  - The City of Bells.
  Fight
  Heroes who draw swords immediately against the guards 
  will find themselves in a pitched battle. In addition to the 
  Guard Commander, there are at least two City Guards 
  for each hero. The Guards will use their Silver Whistle 
  feature generously, summoning more aid. Sooner or later, 
  the Company will find themselves outnumbered and possibly 
  outmatched. Hopefully, the Player-heroes will surrender at 
  some point, before they are defeated or before they shed too 
  much innocent blood.  Any companions still living (even those 
  Unconscious) will soon find themselves in a cell, as above. 
  Once the battle-lust subsides, the Loremaster should 
  assign an appropriate amount of Shadow points for the 
  battle. the Company might wish to save Dale from the 
  Enemy, but the guards, while acting under erroneous 
  orders, are not servants of that Enemy. See The Trial, next.
  the trial
  The next morning, shortly after the dawn light slants 
  into their cells, the Company are taken in chains to the 
  Royal Palace of Dale, to hear the king’s justice. At the 
  far end of the main hall, Bard sits on his carved throne, 
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  wearing the golden crown of Dale upon a troubled brow. 
  Before him on the raised dais sit Thegn Jofur, Lord Hakon, 
  and an assortment of other minor nobles. A crowd of 
  onlookers has gathered, and more will arrive as word of 
  the accusations spread across town.
  Balin is brought in, in heavier chains than the companions. 
  He appears battered and bruised, a grim expression on his 
  face. When the Dwarf takes his place in front of the dais, 
  Thegn Jofur looks briefly at Bard, as if expecting a reaction 
  from him — when he realises that the king is remaining 
  completely motionless, Jofur stands, proceeding to read 
  the charges.
  ‘Balin of Erebor and companions. You are hereby charged 
  under the laws of Dale with the crimes of treason and 
  murder. You have willingly and maliciously committed 
  capricious crimes to the detriment of the reign of King 
  Bard, and have grievously wounded the people of Dale, 
  and grossly endangered them with your perfidy.’
  At this point he stops and shuffles his papers. He appears 
  less than comfortable, and indeed gives the companions 
  an uncharacteristic pained look. He pulls himself together, 
  regaining his usual haughty demeanour.
  ‘On behalf and in the name of King Bard I call you to 
  answer the charge. How do you plead?’
  Balin simply stands in the dock and looks straight ahead. He 
  will refuse to speak throughout the trial. Lord Hakon stands.
  ‘This is ridiculous. Get on with it Jofur. They are clearly 
  guilty! I have said so on many occasions that these ne’er 
  do wells and vagabonds should be at last cast from our 
  city! We have been too tolerant of their kind! Of Dwarves, 
  of strangers, and wanderers! Of those from the East…’
  He looks meaningfully at Jofur at this point.
  The Litany of Charges
  At this point anything that the companions have done 
  that could be twisted against them should be brought up. 
  Agents of Mordor have spied on them throughout their 
  time in Dale and Erebor. Any time they were in public, 
  or could have been spied upon in secret, there will be 
  evidence against them. The Loremaster should be careful 
  to cite only events that the Nazgûl or their agents could 
  have known about, but be mindful that the Sorcerer’s 
  powers are beyond the limits of mortal agents. The 
  charges should be shocking, and obviously a twisting of 
  prior events where the Company was doing good. Inciting 
  their tempers is part of the plan.
  Here are some suggestions.
  The Silver Needle: The companions may be blamed for the 
  destruction of Kelda’s shop or her death. As appropriate, 
  they might be charged with the slaying or beating of Vig, 
  Kasper, Swain, or Longo. If Maugor was seen in public, they 
  will be charged with smuggling an Orc into Dale.
  Of Hammers and Anvils: If a fight broke out at the Toy-
  market, the companions will be charged with inciting a 
  riot. Depending on the outcome of the adventure they 
  might be listed as co-conspirators with the traitorous Lord 
  Gunvar or in league with Dwarf assassins who slew the 
  Barding noble.
  To Dungeons Deep: If the Coat of Silver Mail was 
  delivered to the Dwarves (whether by judging it to be their 
  rightful possession or as a diplomatic overture), then the 
  heroes are charged with surrendering the heirloom of King 
  Bard to a foreign power. If the armour went missing in the 
  course of the adventure, they are charged with stealing it.
  Sleeping Dragons Lie: If the Company was unable to save 
  Lord Elstan, they will be charged with his disappearance. 
  If Skarf Skulson was slain, they are liable for his murder. 
  And, perhaps worst of all, the companions are charged 
  with conspiring with Dwarves and treating with a Dragon 
  — this last charge causes audible gasps in the courtroom.
  Dark Waters: The heroes might be charged with the 
  death of Orsmid or Odvarr, inciting trouble in the Elven 
  Quarter, the theft of the jewels of Esgaroth, vandalizing 
  the very foundations of Lake-town, and harbouring 
  fugitives from the Elvenking. These charges are not 
  brought directly against the Company, but are delivered 
  as examples of their behaviour in the free city of Lake-
  town.
  It is possible that the Company will need to be restrained 
  or subdued if they become too agitated in the face of these 
  
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  fake charges. The guards will only briefly hesitate before 
  clubbing the shackled prisoners on Hakon’s nod.
  The Conspirators’ Masterstroke
  Once the heroes’ various wrongdoings are recounted 
  before the king, Lord Hakon reveals the main crime with 
  which they are charged:
  ‘I have kept this accusation for last, as I wanted you here 
  assembled to evaluate these criminals for their past 
  misdeeds, before we even considered their most nefarious 
  action. My king, let it be put on record that the accomplices 
  of Balin, son of Fundin, are accused of murdering Thrun, 
  the toy-maker and friend to all, who was discovered near 
  his workshop two mornings ago, strangled to the point of 
  death!’
  either permanently imprisoned or executed forthwith. 
  What say you, Your Highness?’
  King Bard remains morose and unresponsive, as if his 
  thoughts are elsewhere. Eventually he sighs and says ‘Do 
  you have anything to say in your defence?’
  Thrun’s Tragic Termination
  The report of Thrun’s death has not been exaggerated, 
  unfortunately. In fact, the cunning Dwarf was 
  murdered by an agent of the Sorcerer of Forod, to 
  help Lord Hakon’s attempt to stage Balin’s treason. 
  A lover of street food and drink, Thrun was easily 
  poisoned by a fake street vendor of ale.
  The drug-laced drink asphyxiated him as soon as he 
  returned home, and made him appear as if someone
  strangled him. Thrun didn’t die right away though: 
  the Dwarf managed to return to the streets, only to 
  collapse after a few yards, in front of a small crowd. 
  In his last moments the toy-maker was delirious, and
  called out to the companions for help several times. 
  The assembled crowd is now very large, and the voices that 
  are raised in outrage are almost deafening. The guards 
  tighten their ranks to keep a distance from the onlookers 
  and the accused. Lord Hakon continues:
  ‘I am not bringing about these accusations lightly. Thrun 
  himself accused them with his own words several times in 
  his agony, in front of several witnesses.’
  ‘It is now clear from my investigation that these reckless 
  adventurers have been working with the Dwarf, Balin, in 
  an attempt to undermine the crown of Dale, and seize it 
  for Erebor. I recommend that he and his conspirators be 
  The Nazgûl Watches
  Depending on the disposition of the players, the 
  Loremaster may wish to tip the hand of the Sorcerer 
  now. The heroes might get a sense of chill sweeping 
  through the courtroom, or see a black-clad figure 
  in an open doorway out of the corner of their eyes. 
  For some groups, this may be too much. Others may 
  appreciate a clear clue of what is going on.
  Impressing the King
  At this point, the companions have little more than their 
  cunning and reputation to use against the charges they 
  face. While the king’s judgement may be clouded by 
  his grief, and possibly by the spells of the Ringwraith, 
  he has not completely lost his wits. The entries below 
  include Expectation modifiers for various arguments the 
  Company might put forth.
  The Company has a single chance to soften Bard’s mood. 
  The heroes have no need of a formal Introduction, but if 
  instead the Company’s spokesperson spends that time 
  reminding the assembled nobles and the king of the 
  companions’ previous interactions, then the atmosphere 
  of the courtroom might be lightened. The spokesperson 
  must make a Traditions check at Disadvantage. On a 
  success, apply a +1 modifier in addition to setting the 
  difficulty of the Final Audience check.
  Now the companions must address or refute the charges 
  that they face. The following are various approaches that 
  they may take.
  • 
  The heroes will certainly assert that they were not in 
  Dale at the time of the murder. Unfortunately, their 
  alibi is scoffed at by Lord Hakon and other nobles, 
  and without any witnesses (‘Gandalf the Wizard you 
  say? Well, if he was there where is he now? Gone you 
  say. How convenient!’) no roll will convince King Bard. 
  
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  Pursuing this argument provides a -1 Expectation 
  modifier.
  • 
  Similarly, for this scene the truth — that the Nazgûl 
  plot to steal the Arkenstone and bring both Dale and 
  Erebor to ruin — will result in open laughter from Lord 
  Hakon and other nobles. Hakon has already salted 
  this ground, and the truth will not find root here. 
  Insistence on supernatural occurrences will win a -2 
  modifier.
  • 
  The heroes might wish to call up witnesses, but 
  Lord Hakon refuses to delay the trial to track down 
  ‘wandering merchants of the East’ (Katun or any of 
  her followers) or ‘itinerant craftspeople’ (Orsmid or 
  Magan). It goes without saying that the testimony of 
  any Dwarf on their behalf is completely unacceptable. 
  • 
  If the Company names Lord Elstan, then King Bard 
  sits upright. If Elstan survived the Dragon-hunt, he 
  retired to a cottage west of the city. The king motions 
  to one of his guards. The old knight will arrive in a 
  couple of hours. Hopefully the court will not be out of 
  patience with the companions by then. If Lord Elstan 
  can speak on behalf of the Company, his testimony 
  provides a +3 modifier.
  • 
  The best chance that the companions have is to 
  poke holes at the various charges that Hakon has 
  trumped up. Careful questioning might point out 
  inconsistencies, or reveal that Hakon’s information 
  must have come from a supernatural source. 
  Depending on how much the heroes can make Lord 
  Hakon stumble, award them a +1 or +2 modifier.
  Throughout the defence, Balin remains silent. He will not 
  aid the heroes in his or their defence, but neither will he 
  hinder them.
  The Judgement 
  Sooner or later, King Bard will raise his hand. He has 
  heard enough. He stands to proclaim judgement over the 
  defendants. Make a Final Audience check.
  Failure. ‘You are guilty enough of the various charges 
  assembled against you. Tomorrow 
  morning you will be executed as criminals and traitors.’ 
  See The Pits, below.
  Success by 0-5. ‘I know not the rights and wrongs of men 
  nor women’s hearts. But you shall not be slain for these 
  crimes, if indeed crimes they are. I care not.’ He turns to 
  the captain of the guard. ‘Take them to the Pits, and let 
  them live there, beyond my sight.’ See The Pits, below.
  Success by 6+. ‘I cannot vouchsafe your guilt in these 
  matters. But I do not doubt that trouble follows in your 
  wake. You are exiled from the city, for the period of one 
  year and one day.’ He turns to the captain of the guard. 
  ‘Escort them to the gates and let it be known that they are 
  not allowed to return, upon pain of death.’ See Exile from 
  Dale, below.
  If King Bard has sentenced Balin and the Company to 
  death, then Lord Hakon smiles smugly. He has done his 
  true master’s bidding. 
  If the Company has been sentenced to the deep cells 
  or exiled from the city, then Hakon is more peevish. He 
  sweeps from the courtroom, declaring ‘This is not over!.’ 
  Thegn Jofur nods meaningfully to the companions as they 
  are escorted away.
  9
  Jofur’s Plea
  It is possible that the Company may choose to adopt 
  the stoic silence of Balin. In this case, Jofur will take
  a chance and approach them, whispering fiercely:
   ‘Your lives are on the line! You MUST impress 
  the king. You can’t get out of this fix, but you must 
  avoid the executioner’s sword! Convince him!’
  This will give away that Jofur is not the villain of 
  the piece, but now may be the appropriate time to 
  reveal it.
  the pits
  After the trial, guards escort the Company and Balin 
  out of the main hall of the Royal Palace, at spearpoint 
  if necessary. They are swiftly taken out of sight of any 
  onlooker, and led to the Pits, the deepest gaol of Bard’s 
  palace. By the number of steps they climb down, 
  the companions have the sense that they are deep 
  underground. Some players may enjoy a game of trying 
  
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  shadows in the north
  to remember the many twists, turns, and staircases that 
  they take.
  Eventually, the companions and their jailers reach a 
  narrow corridor, with doors of wrought iron and heavy 
  wood set into cold stone. One of the doors is unlocked, 
  revealing a dark and cold cell beyond. The Company is 
  pushed in, and the door is closed with an ominous thud 
  and the click of a lock. The guards take Balin further into 
  the dungeon.
  Time passes painfully slowly. There is a tiny grille in the 
  thick door that shows a short length of damp, torch-lit 
  corridor and nothing else. Balin is imprisoned elsewhere 
  — even if the heroes call for him, there is no response. There 
  is a steady dripping of water, and the occasional drifting, 
  distant sound of the guards making merry somewhere out 
  of sight.
  Escape?
  Some time in the bitter watches of the night, Thegn Jofur 
  appears at the door to their cell. He looks extremely 
  nervous as he shows them the key through the door, to 
  make clear his intention and prevent them from attacking 
  him as soon as he opens the cell.
  ‘Listen! We have but a short time! You must go from this 
  door in this direction…’ he gestures to his left, ‘Follow the 
  corridor, go down the stairs. Go quietly through the guard 
  room — they are all sleeping off the drugged wine I gave 
  them. Take the right-hand passage out and then go up two 
  flights of stairs. You will come to a canal, with a dock. Find 
  a craft or swim out. Go! Just before dawn, look for a light 
  on the southern wall. He will help you! Go! I must find 
  Balin now.’
  With this, he unlocks the door. 
  The Shadow of the North
  In the corridor, Jofur hands the companions a small 
  bundle containing some bread and a flask. There might 
  even be a few simple weapons as well (a few daggers and 
  knives). But as Jofur reaches out, the light from the torches 
  grows suddenly dim and there is a chill in the air. Jofur 
  drops the bundle, and the flask shatters. Blood-red wine 
  stains the stones of the corridor. ‘Go! Go! You must fly! 
  There is no time!’ he shrieks.
  At the end of the corridor a hooded and robed figure 
  appears, a corroded iron sword gripped in its mailed 
  hand. The air about the figure flickers with black fire. An 
  
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  excruciatingly high-pitched wail slices through the air, 
  rendering fear in all. The Sorcerer has used his Thing of 
  Terror feature, see page 154.
  Jofur gestures desperately for the companions to flee. ‘Run 
  you fools!’ He draws his sword and grabs a torch from the 
  wall. Then, with the battlecry of his Easterling ancestors, 
  he charges towards the Nazûl. It is time to go.
  may choose to make the companions swim through the 
  freezing water and tough it out in a swim through the dark 
  in the fast flowing river (causing each hero to gain at least 
  one level of Exhaustion). You might add any number of 
  complications to this scene:
  • 
  The heroes might need to make DC 10 Dexterity 
  (Stealth) checks to get past the guards.
  • 
  The players might be expected to have remembered 
  Jofur’s instructions, or the scout must make a DC 15 
  Intelligence (Investigation) check to get back on 
  track. Failure means all the companions gain a level 
  of Exhaustion from wandering the lightless tunnels for 
  hours.
  • 
  The Nazgûl might decide to pursue them through the 
  tunnels. The Loremaster might then have the heroes 
  make DC 15 Dexterity (Acrobatics) or Strength 
  (Athletics) checks to dodge the alerted guards, a DC 
  15 Intelligence (Riddle) check to pick the right way 
  in the maze, and another DC 15 Strength (Athletics) 
  check to put enough space between them and the 
  Sorcerer to escape. Of course they will escape, but it 
  will be by the skin of their teeth and there should be 
  real tension until they reach the River.
  exile from dale
  If the Company was lucky enough to earn this result, armed 
  guards soon escort them from the guardroom, through the 
  lavishly appointed rooms of the palace and out onto the 
  city streets. As the escort proceeds, certain guards hang 
  back at designated checkpoints whilst other guards join the 
  party. Perceptive heroes might soon realise that they are 
  soon surrounded by only Jofur’s hand-picked guards. There 
  is no sign of Balin — he was taken a different way.
  Thegn Jofur joins the group as they approach the city 
  gates. While he sternly lectures the heroes on receiving 
  such a light sentence for their various crimes, he passes 
  a scrap of parchment to one of the heroes. Once outside 
  of the city, their gear is returned to them and the captain 
  of the guard repeats King Bard’s injunction against 
  returning for a year and a day.
  When the heroes can examine the note, it says ‘Look for a 
  light on the south wall just before dawn. A friend will be 
  waiting.’
  The Company Remains
  Exceptionally bold companions might not allow Jofur 
  to stand alone against the Ringwraith. But they 
  are largely unarmed and certainly unarmoured. It 
  is unlikely that they will defeat the Nazgûl and the 
  corridor is too narrow for them to aid Jofur much. He 
  will again beg them to run.
  If they insist on fighting, perhaps using torches, then 
  a Loremaster might allow them a slight victory. 
  The Sorcerer relents for a moment and Jofur and the 
  heroes can make a mad dash for it. Somewhere along 
  the way, Jofur will make a different turn, explaining 
  that he goes to seek Balin out.
  Otherwise, if the heroes are insistent on the combat 
  then the Sorcerer of Forod will unleash all of his 
  might upon them (see page 154). After all, he came 
  to kill them in their cell. Jofur will fall, and perhaps 
  some of the companions as well. Balin might arrive 
  suddenly, having broken free of his own cell and 
  liberated some swords from the guards, possibly 
  giving the heroes a chance to make a fighting 
  retreat. Sooner or later, the heroes must escape 
  the way Jofur suggested, perhaps with a Nazgûl 
  chasing them.
  In the event that the heroes somehow gain the upper 
  hand, the Sorcerer will not let himself be destroyed 
  here. Eventually he will fade into the shadows, and 
  make ready the next stage of his plan.
  The Way Out
  Jofur’s instructions are accurate and if the Company 
  follows them, they can escape the deep cells by an 
  underground canal. There might be a leaky old rowboat 
  tied to the dock, or a listing raft. Or the Loremaster 
  
  PART FOUR THE CITY OF BELLS
  135
  shadows in the north
  – part four –
   the citY of bells
  For one reason or another, the companions are standing 
  outside the southern wall of Dale just before dawn. Just 
  before dawn, one of them sees a faintly glowing red light 
  at a certain spot along the wall.
  When the heroes approach, they will be greeted by a 
  familiar smell — pipeweed alight and being vigorously 
  smoked by a certain Wizard of renown. He is sitting on 
  the top of the wall and, with one foot, he kicks down a 
  rope ladder. ‘I was beginning to wonder when you would 
  arrive.’ he says in greeting.
  Once the heroes climb up, they can tell him all about their 
  experiences. If they have seen the Sorcerer, then Gandalf 
  nods gravely. 
  ‘One of the greatest trials of both Dale and Erebor is 
  coming to pass. Smaug would laugh if he could see that 
  City and Mountain are at each other’s throat. We can only 
  hope that we will be able to upset the Enemy’s plans.’
  Gandalf urges the companions to return to Dale — not 
  in the open, but in secret. He says that they have many 
  friends there, and they should be able to find help. When 
  the heroes ready, they must meet him in Erebor. 
  ‘Now, I have a missing Dwarf and some traitorous 
  nobles to attend to. Be careful, my friends!’ 
  Quicker than quick, Gandalf is away and the sun is 
  beginning to rise.
  Straight to Erebor
  Once they have spoken to Gandalf, the Company 
  might decide to press on to the Lonely Mountain. 
  This is unlikely, as the heroes are unprepared and 
  probably worse for wear. But a determined or 
  reckless group of Player-heroes (or a Company of 
  heroes that call Erebor home) might be bent on it. 
  In which case, skip directly to Part Five: Inside 
  Taking Stock
  The heroes are likely at one of the lowest points of their 
  careers, and it’s worth taking a moment to tally up the 
  situation.
  • 
  It is likely been more than a day since their last meal. 
  Award each hero a level of Exhaustion. They cannot 
  recover any hit points nor lose any levels of Exhaustion 
  until they have had good food, a safe place to sleep 
  and a warm change of clothes.
  
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  • 
  Also, they have been betrayed by the sinister forces at 
  work, and it seems as if the king himself has named 
  them traitors to the crown. Each hero must make a 
  DC 15 Wisdom saving throw or become Miserable until 
  they find someone who will support them in their cause.
  • 
  They will likely need weapons, armour, and other 
  equipment. This might be less pressing if they were 
  simply exiled, but it is a good idea for heroes with 
  distinctive wargear to set that equipment aside in lieu 
  of simpler and less noticeable pieces.
  • 
  Finally, once they have recovered their wits and made 
  themselves whole again, they will need to find some 
  way into Erebor.
  The remainder of this section is devoted to various 
  personages and locales the companions might visit to get 
  help. Interacting with individuals they previously met gives 
  the players and their characters a chance to enjoy everything 
  they achieved throughout their earlier adventures, and is 
  the pay off of the truth that was denied them in the trial.
  Since it is uncertain who the companions will visit and in 
  what order, the Loremaster will have to weave a tapestry 
  of sneaking through Dale using the following threads. The 
  heroes begin at the south wall, close to the Commons.
  The Need for Stealth
  The Company must move around Dale, but they are 
  wanted fugitives and will not want to attract the attention 
  of the city guards. Fortunately, the City of Bells is still the 
  heart of the North and there are many more people here 
  than the Guard could ever hope to track.
  Whenever the heroes move to a new district, have them 
  make either a DC 10 Dexterity (Stealth) or Intelligence 
  (Riddle) check. As long as at least half of the heroes 
  succeed, they go unnoticed in the new area (you can still 
  have fun narrating close calls for the companions who 
  failed their individual checks). If more fail than succeed, 
  then they’ve been spotted!
  A generous Loremaster might have the first set of guards 
  that find the Company be some of Jofur’s men. They’ll 
  provide a knowing wink, caution the heroes to be more 
  discreet, and then move off, saying ‘These aren’t the 
  troublemakers we’re looking for.’ 
  But otherwise the guards are alerted and the only 
  reasonable course of action will be for the heroes to flee. 
  Run this as a series of prolonged Athletics checks just like 
  the previous chase in Dale (see page 19). Each hero that 
  gets 5 successes has given the guards the slip. Heroes who 
  fail to get the needed successes within 8 checks are thrown 
  into the deep cells and won’t be seen again until the end of 
  the adventure, if at all.
  9
  Rumours in the City
  The companions are known to the Dale-folk, and 
  their imprisonment has met with mixed reactions. 
  As they sneak about town the heroes might overhear 
  some talk:
  • 
  Horror that they and Balin were traitors.
  • 
  Shock that King Bard would imprison or 
  execute such heroes.
  • 
  Stark warnings against the wandering life.
  • 
  Advice to keep one’s head down in such times.
  • 
  This is proof of the ill-intent of Dwarves and 
  indeed all strangers.
  • 
  War is inevitable now.
  • 
  People wondering if they should pack up and 
  leave the city now.
  • 
  The good times are over — war was always 
  coming. 
  the commons (katun)
  If the heroes head straight into this jumbled area of tents 
  and temporary huts they do not need to make checks to 
  avoid the Guards at this early hour. Katun and her fellow 
  Easterling merchants can be found here. Katun herself 
  has just set down to breakfast in a large purple and gold 
  tent where she normally conducts trade meetings. She can 
  provide the following assistance:
  Advice. If the companions speak to her of the Nazgûl, then 
  the merchant nods. She has seen and heard enough in the 
  alleyways and dark passages of Dale to make her think 
  an emissary of the Dark Lord has come. She can tell the 
  heroes of how these villains plague the land of her birth, 
  
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  shadows in the north
  setting brother against brother and sister against sister. 
  She is too mournful of her own past to give very many 
  details, but she warns that Dale is in terrible danger if a 
  Wraith is in the city. Katun is wise enough that she may 
  suggest to the Company to visit others within the city who 
  will be favourable to them.
  Comforts. If the heroes have good relations with the 
  Easterlings (having shown Katun and her fellows respect 
  in The Silver Needle, for example) then she will provide 
  new clothing for the heroes from her stocks of fine Eastern 
  garments. Such garb allows each companion to make 
  any checks to avoid guards with Advantage. While Katun 
  sets a fine table  — exceptionally strong tea, flat-bread 
  and honey — she often shares her food with newcomers 
  to the Commons. There’s enough food on offer for one 
  companion to have their fill, or the Company can share 
  the food out. The first time they do this, each hero gains 
  Inspiration. The second time counts as enough food for 
  everyone to have eaten their fill.
  Weapons. If Katun owes more to the heroes (for example, 
  if they saved her life or livelihood during their adventures) 
  then she can provide some weapons — curved swords 
  (scimitars), strange-handled daggers and dark-wooded 
  short bows to the heroes as well.
  anvil waY (thrun’s workshop) 
  The Company may wish to visit Thrun’s workshop to 
  ascertain the truth of the charges against them. Sadly, 
  from the outside nothing contradicts the story told by Lord 
  Hakon during the trial: the news about Thrun’s death 
  seems correct, and his workshop is closed.
  But for now his workshop is unoccupied and unwatched. The 
  door has a sturdy Dwarven lock on it, but it is in a secluded side 
  street, so a determined companion might sneak in a window 
  — a DC 15 Dexterity (Acrobatics) or Strength (Athletics) 
  check or pick the lock — a DC 20 Dexterity (Thieves’ Tools) 
  check. Dwarves make this check with Advantage.
  Once inside, the heroes find the following:
  Comforts. Thrun was fond of the many different food-
  stalls of Market Square and thus kept no provisions here. 
  But he had a small bedroom above his workshop. There is 
  a bed there and a chest with a few blankets and a couple 
  of spare travelling cloaks (with detachable hoods). The 
  Company can rest here.
  9
  
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  Fireworks. Thrun does have a small collection of 
  fireworks. Heroes that decide to use them in combat might 
  be able to use them in various ways. See Using Fireworks 
  in Battle, below.
  (a distance of 240 ft, perhaps carrying a note or very 
  small item) or gather up a flock of them. When the flock 
  is activated, they won’t fly very far but they’re incredibly 
  distracting — a companion can activate the flock as an 
  action in combat and any foe within 30 ft has Disadvantage 
  on attack rolls for the next two rounds.
  Traces of Treachery. If the companions search the 
  workshop, they find evidence suggesting that Thrun 
  struggled against someone, overturning chairs and 
  throwing tools all over the place. A DC 20 Intelligence 
  (Investigation or Riddle) check suggests another version: 
  Thrun was alone, and wrecked his house while suffering 
  from great pain! Among the fragments of a smashed 
  mechanical contraption lies a last, damning piece of 
  evidence: a small cup of silver, one from which Thrun 
  used to drink when eating out.
  Weapons. Unarmed heroes won’t find proper wargear 
  here, but they can use some of Thrun’s larger tools as 
  weapons. Chisels and knives can serve as daggers, and 
  there are a couple of small hand-axes as well.
  brokenstone
  Heroes on the run might remember the training barracks 
  that Longo the Bandit-lord used long ago, especially if 
  they discovered the secret canal entrance. Unfortunately, 
  the tumbled-down building is only in a worse state. It can 
  be a hideout, but it doesn’t provide anything other than a 
  place to lie low for a time.
  residential quarter (domi)
  The companions will visit the Residential Quarter if they try 
  to find Domi, the scholar from the Blue Mountains (see To 
  Dungeons Deep, page 46). The Dwarf has yet to return west, 
  and stays in a comfortable house not far from the ‘Nest’, the 
  keep of the City Guard. If the Company manages to sneak up 
  to his front door, Domi will be shocked to see them alive but 
  will listen to  what they have to say. He has followed their 
  fortunes closely since they aided him and he believes that 
  they have been wronged. Domi can only speak vaguely of 
  dark forces moving in Dale, seeking to bring ruin to them all.
  Domi can provide the following benefits to the Company:
  Comforts. The scholar does not keep much food in his 
  lodgings, but can supply some bread, meat, and drink. It 
  Using Fireworks in Battle
  Inventive (or desperate) heroes might wish to employ 
  fireworks against their enemies. It is up to the 
  Loremaster’s discretion, but three possible rulings 
  might be:
  • 
  A firework can be launched at a foe within 
  60 feet. The hero must make a Dexterity 
  attack roll at Disadvantage. The firework 
  does 7 (2d6) fire damage, but if the attack 
  roll is a natural 1, the damage is applied to 
  the hero instead.
  • 
  A firework can be employed as a distraction. 
  Enemies within 30 feet of the firework must 
  make a DC 10 Wisdom saving throw or have 
  Disadvantage on their attack rolls until the 
  end of their next turn.
  • 
  Fireworks might trigger an adversary’s Fear 
  of Fire if they are within range.
  Mechanical birds. Many varieties of Thrun’s speciality 
  craft can be found, in various states of repair or 
  development. The heroes can spend some time working 
  on a single bird that could fly from one hero to another 
  9
  
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  shadows in the north
  can make a fine meal for a single person (fulfilling that 
  requirement, see Taking Stock on page 135) or it can be 
  shared amongst the Company. Doing so offers meagre 
  compensation for hunger, but does strengthen the bond 
  between the heroes. The first time they share food each 
  companion gains Inspiration. The second time they share 
  food, the heroes are no longer hungry.
  Papers. Domi can write a letter of introduction for the 
  Company. If the heroes present it at the gates of Erebor, 
  they will be allowed to pass within (see The Front Gate, 
  page overleaf).
  Weapons. If the companions are really stuck for weapons 
  he will gift them his belt. It holds a finely-made short sword 
  and a dagger. Should the heroes ask him to procure more, 
  the Dwarf will sternly refuse — he will not risk shopping 
  for weapons on behalf of the Company.
  A Kingly Gift. If the Loremaster deems that the  
  companions have convinced Domi that they can effectively 
  oppose the evil that is threatening the North, the Dwarf 
  sighs, as he has made a weighty decision. Operating 
  a hidden mechanism, Domi opens a secret door and 
  descends a narrow set of stairs, bidding the heroes to 
  wait. When he returns, the Dwarf is carrying a bundle: 
  the Coat of Silver Mail! ‘I have been entrusted with it, to 
  see if I can learn more of its history. But now my heart tells 
  me that it is the time for action and not study. Take it.’  (see 
  page 47 for the enchantments laid on the armour.)
  the roYal palace (king bard)
  With the heroes being exiles or maybe even fugitives, 
  the Royal Palace is off-limits for them. Should they show 
  their face there, they would be immediately arrested. This 
  risk notwithstanding, it is possible that very experienced 
  companions would be insistent that if they just speak to 
  the king in private all will be resolved.
  If the heroes have solid bonds of friendship with the king, this 
  might indeed come to pass. King Bard is not in his best state of 
  mind though — during the course of Erebor Adventures, Bard 
  has become distant, as he fears his kingdom is threatened and 
  suspects everyone. He will need more than just reassurances, 
  the Player-heroes must bring proof (of the scheming of the 
  Nazgûl, of their innocence, etc.).
  The Loremaster can exploit this turn of events in various 
  ways. For example, if Thegn Jofur is alive (if the heroes were 
  exiled or fled from the guards and never faced trial) then 
  the Sorcerer of Forod will attack while the companions are 
  conferring with the king. This aggression will give Jofur 
  another chance to heroically sacrifice himself so that the 
  king and the heroes can flee to Erebor unhindered.
  the quaYs (balin’s house)
  Balin’s small house is under constant watch. If the heroes 
  dare to approach, then they must make two checks to 
  avoid the Guard (one for entering the district and one for 
  approaching the house). Any companion with appropriate 
  traits (such as Suspicious, Wary or especially Foresighted) 
  should receive a warning. If the heroes try to enter the 
  house without distracting its watchers, then they’ll be 
  arrested again (or perhaps for the first time. If this is the 
  case, then proceed to The Trial above). Those who do 
  manage to sneak into the house will find that someone 
  has destroyed the place, apparently seeking any scrap of 
  evidence that they could find.
  elstan’s cottage
  The heroes will have to leave Dale to reach the cottage 
  of the old knight. Elstan is glad to see the Company — 
  they saved his life when he was left for dead and no evil 
  rumours could turn him against them. He cautions them 
  against being rash, but then changes his mind and urges 
  them to save the town of Dale. Wet-eyed, he will press 
  onto them all the wargear he possesses and give them a 
  token that should allow them to pass the gates of Erebor. 
  He’s not sure if it still works, or will work in others’ hands, 
  but it is all he can offer.
  The heroes can gain the following advantages:
  Comforts. Elstan’s cottage is small, too small for the 
  heroes to find much rest here. He can provide them with 
  some spare clothes and he has enough food to make a 
  good meal for one person. The heroes can also share 
  the food out. The first time they do this, each hero gains 
  Inspiration. By the second time, each hero has gotten 
  enough to eat.
  Papers. Elstan’s token will allow the heroes to enter 
  Erebor, see The Front Gate on on the next page.
  9
  
  PART FIVE INSIDE INFORMATION
  erebor adventures
  140
  Weapons. Elstan keeps a set of weapons ready and stores 
  various other weapons he has won or has been gifted 
  throughout his career throughout his career in a large 
  chest in his kitchen, wrapped in oiled cloths.. The precise 
  weapons available are left to the Loremaster, but it is likely 
  that the Company will be able to rearm here.
  entering erebor
  There are only two ways to enter the Kingdom of the Lonely 
  Mountain — through the front door or a secret entrance.
  The Front Gate
  Dwalin’s Stone Guard warriors stand watch over the 
  entrance to Erebor. Any Dwarf can get past them as 
  a matter of course, but only a Dwarf of Erebor with a 
  Proficiency Bonus of +4 or  higher can bring along their 
  companions without problems. Otherwise, foreigners are 
  going to be questioned about their identity and business 
  in the Lonely Mountain, and possibly be denied access, 
  should they be recognised as fugitives or exiles from Dale. 
  There are ways around this, of course. Elstan’s token will 
  allow them entrance, as will Domi’s letter. In any of these 
  cases, the ‘Stone Guard’ takes the heroes to Dwalin. It will 
  be his job to arrange their visit to Erebor.
  If the heroes are confident that their hard-earned fame 
  should pave their way directly to the throne, they might 
  demand an audience with King Dáin himself. For a 
  Company which has done much in the service of Erebor, 
  this might be the easiest route to success, but it’s likely that
  Dwalin will need to be convinced of the Company’s need 
  to see his king (see The Stubborn Warrior, below).
  Comfort and Safety
  Once each hero has eaten, received some new (and dry) 
  clothes, and had a chance to sleep, they are eligible for a 
  long rest. This will also reduce their level of Exhaustion 
  by at least one level. Generous Loremasters might allow 
  the heroes to benefit from more than one night’s rest if 
  the Company has been particularly resourceful during 
  this segment of the adventure.
  – part five –
   inside information
  This part of the adventure is written considering that the 
  heroes have now managed, somehow, to recoup some of 
  what has been stolen from them — dignity at least, if not 
  their weapons and other belongings. Now, they are ready 
  to go to Erebor in order to help Gandalf or warn Dáin at 
  least that the Sorcerer of Forod seeks the Arkenstone.
  Meanwhile… 
  Whether the heroes have seen the king after the trial or 
  not, the words and deeds of the Company have not gone 
  completely unnoticed by Bard: slowly, the Dragon-slayer 
  is moved to action. He resolves to do so for a combination 
  of reasons, based on the progress of the campaign so far. 
  Maybe he was visited secretly by Balin and Gandalf, who 
  came to him to warn him of impending danger, or maybe 
  there is more in him of his old self than meets the eye after 
  all, and he was able to puzzle out the situation by himself. 
  What is important is that King Bard heads to the Lonely 
  Mountain with a small retinue, to meet with King Dáin, 
  roughly at the same time as the heroes. Is he going to meet 
  his old friend in anger, to accuse him of treachery, or is it 
  wisdom that dictated this course of action? The Loremaster 
  must decide, based on how King Bard has been portrayed 
  so far in the campaign.
  Sneaking in The Front Door
  The heroes might contrive other, more elaborate, 
  plans to get into Erebor. Perhaps Katun has a 
  shipment of cloth going to Erebor and the companions 
  hide among her wares as they are delivered to the 
  front gate. Or they might be friends with another 
  merchant and make arrangements to be shipped in 
  as another basket of grain or barrel full of apples. In 
  these cases, once the heroes are in the Mountain, see 
  Finding the Way, below.
  11
  
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  shadows in the north
  A Secret Entrance
  The companions might know of a hidden way into Erebor. 
  Perhaps the fissure that Niping’s allies used to gain access 
  to the First Forge has not be adequately blocked up again, 
  or perhaps the heroes might know of the Back Door (that 
  said, they must either have an accomplice on the inside 
  open the door for them, or they must be in possession of 
  the Key of Erebor — a rather unlikely possibility!)
  Once they have gained entrance to the Mountain, they 
  must find Dáin. See Finding the Way, below.
  the stubborn warrior
  If the Stone Guard have either stopped the Company from 
  entering Erebor or caught them sneaking about, they will 
  escort the companions to Dwalin. The old warrior is quite 
  on edge… the speaker for the Company will make their 
  Introduction at Disadvantage. If Dwalin is predisposed 
  against the heroes (65 and Finding the Way, overleaf) then 
  the Introduction check is automatically failed.
  Interaction
  Word has not yet reached Dwalin’s ears of Gandalf and 
  Balin coming to Erebor (the Wizard and the Dwarf might 
  have some secret way or the ‘Stone Guard’ found it 
  unremarkable enough not to send a messenger to Dwalin), 
  but he knows that King Bard is cloistered with King Dáin. 
  Here are some various approaches the Company might 
  take and the required skill for the Final Audience check:
  • 
  King Bard has been tricked! To convince Dwalin 
  that the soft Men of Dale have been affected by the 
  Shadow requires a Persuasion check with Advantage.
  • 
  King Dáin is in danger! Convincing Dwalin that his 
  battle-tested king is under threat is much harder. This 
  needs an Intimidation check with Disadvantage.
  • 
  The Nazgûl seek the Arkenstone! Everyone knows 
  that the jewel of Erebor is safe in Thorin’s tomb. To 
  convince Dwalin otherwise requires a Persuasion 
  check with Disadvantage.
  • 
  We are expected visitors! Dáin said nothing to 
  Dwalin about the Company, but as long as they 
  presented themselves at the Front Gate, this is an 
  ordinary Traditions check.
  Final Audience Check
  Dwalin’s final decision is based on the results of the Final 
  Audience check.
  Failure. Dwalin doesn’t know what to make of the 
  Company, but he’s not letting them see Dáin immediately. 
  He instructs the Stone Guard to escort the heroes to a 
  holding area. See Breaking Free, below.
  Success by 0-5. Dwalin believes that the Company might 
  have some business with King Dáin. He instructs the Stone 
  Guard to escort them to the Great Hall of Thráin. From 
  here, the Company can hear echoing voices in a side 
  chamber and come to the Tomb themselves (again,  see 
  Breaking Free, below).
  Success by 6+ Dwalin realises that King Dáin and Erebor 
  are in great peril. He personally escorts the heroes to King 
  Dáin at the Tomb of Thorin Oakenshield. 
  Introduction
  The heroes will certainly want to give some account of 
  themselves, although they might already be known to 
  Dwalin. If the heroes were caught by the Stone Guard they 
  automatically fail their Introduction check. Dwalin sees 
  them as only prisoners and conspirators in this case. 
  9
  
  PART SIX THE CONCERT OF KINGS
  erebor adventures
  142
  finding the waY
  Once inside the Mountain, if the heroes want to visit 
  the Arkenstone’s resting place, they must find their way 
  to the Great Hall of Thráin and then the Tomb of Thorin 
  Oakenshield. Otherwise, they will likely be heading for the 
  Great Chamber of Thrór, the seat of the King under the 
  Mountain.
  Heroes sneaking around must make a series of ability 
  checks: a DC 15 Intelligence (Riddle) check to find the 
  way, and a DC 10 Dexterity (Stealth) group check to 
  avoid being noticed by the Dwarves of Erebor — the halls 
  of Erebor are still somewhat dark and many Dwarves are 
  focused only on their own tasks.
  If a Dwarf companion can lead the Company, then the 
  Riddle checks are not required. If more than half the 
  Company fails any one Stealth check then they have 
  been spotted by the Stone Guard, who will escort them to 
  Dwalin (see The Stubborn Warrior, above and Dwalin is 
  predisposed against the heroes).
  • 
  It takes four sets of successful checks to get from the 
  Front Gate to the Great Chamber of Thrór; six successes 
  to get from either the Front Gate or the Great Chamber 
  to the Great Hall of Thráin. From a secret entrance 
  four successes are required to get to the Great Hall, or 
  six successes to get to the Great Chamber.
  Companions might be wise enough to listen in to nearby 
  Dwarven gossip. A hero who makes a DC 20 Wisdom 
  (Perception) check has caught enough familiar words 
  to know that the king is having a council at the Tomb of 
  Thorin Oakenshield.
  Breaking Free 
  Heroes who have been caught by the Stone Guard, and 
  especially those who are being escorted to a holding area 
  to wait upon King Dáin, might hear the raised voices of 
  King Bard, Balin, Gandalf, and King Dáin echoing by 
  some chance of the stonework. Heroes who act quickly 
  can momentarily break free from the guards (or find some 
  way to allow themselves to be noticed by the assembled 
  Great and Good).
  To escape, a companion must succeed on a DC 13 Strength 
  (Athletics) check. After a brief run, the hero is caught once 
  again, but not before they are seen by Balin: with a wave 
  of his hand the old Dwarf dismisses the Stone Guard. 
  The heroes have made it in time to see the meeting of two 
  powerful lords. But what words will pass between them?
  – part six –
   the concert of kings
  King Bard and King Dáin hold their council in the Tomb 
  of Thorin Oakenshield. Perhaps it was Gandalf who 
  chose this meeting place, or it might have been Dáin in 
  an attempt to remind Bard of the past that unites both 
  kingdoms.
  dark business
  Thorin’s mausoleum is a wide room, dominated by a large 
  stone casket. The outer lid holds a large gemstone, cut in 
  imitation of the original Arkenstone but without its inner 
  fire. Dáin removed the original as soon as he received 
  word from Gandalf of the Nazgûl’s plans.
  The chamber is at least fifty feet on a side. The high walls 
  are carved with many reliefs, illustrating the ancestral 
  history of the house of Durin. Above, high-set sconces 
  flicker with an amber light. (See also the Lonely Mountain 
  Region Guide, page 16).
  The tomb is neither empty nor silent — King Bard, King 
  Dáin, Balin, and Gandalf can all be present based on 
  how the events of the adventure unfolded, as well as a 
  small crowd of courtiers and guards for each of the lords.
  King Bard. Whether in wrath, or in the mood to make 
  peace, as a monarch and once-staunch ally, King Bard 
  9
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  shadows in the north
  was allowed entry to the Mountain. He may be extremely 
  short-tempered having had to demand an audience and 
  been kept waiting, or he may be back to his old noble self, 
  intent on righting a wrong.
  King Dáin. Dáin holds the Arkenstone, folded into his cloak; 
  its radiant light pours from the fabric. The king’s thoughts 
  lie heavy with the burden of rulership — the Nazgûl focused 
  on the more easily corrupted Men of Dale and he has been 
  caught off-guard by the severity of the threat he now faces.
  what he can to spur the companions to prove themselves 
  as heroes worthy of their fame.
  Bitter Words or Kind Deeds
  Whether they meet in anger, yelling dire imprecations at 
  one another, or if in a more reflective, remorseful mood, 
  the Company will come upon this scene at its height. 
  Either the two kings are about to apologise to one another 
  and renew their bonds of friendship, or declare outright 
  war between the kingdoms.
  The companions have their chance to resolve the 
  differences that have marred the friendship between the 
  two kings. Whether that comes from warning them of the 
  imminent threat or reminding them of oaths spoken, the 
  heroes can succeed in causing Dáin and Bard to put aside 
  their quarrel.
  If the events that transpired so far haven’t seriously 
  compromised the bonds uniting the two kingdoms, then 
  the heroes witness what is simply a heartwarming scene 
  of two old companions rekindling a friendship that was 
  almost lost.
  Otherwise, the scene that unfolds is a perfect example of 
  how the Shadow corrupts the spirit of the Free Peoples 
  from the inside, sowing fear and doubt in the minds of 
  the weak and the mighty, turning brother against brother, 
  friend against friend.
  In both cases, the Company has a chance to clear their 
  reputation after the humiliation suffered during the trial, 
  offering any new item of proof they might have gathered 
  so far.
  Just before things are about to conclude, with either Bard 
  and Dáin about to come to physical blows, or to embrace 
  as old friends, a deeper shadow darkens the chamber…
  enter the nazgûl
  An enemy unlike any other has come to the Mountain. 
  From the crypts below the Tomb of Thorin, the Sorcerer 
  of Forod enters the chamber. He has come to claim the 
  Arkenstone, whether or not he succeeded in destroying the 
  friendship between the two kings. The dark figure moves 
  forward. Gandalf raises his staff as the companions 
  prepare for battle. Any courtiers flee in utter terror.
  Balin. The old Dwarf likely makes a reappearance. If the 
  players are not great talkers, then Balin can be useful to 
  unpack recent events, and set the record straight. He is 
  still in a poor state from his earlier capture, and is in no 
  shape to steal anyone’s thunder in a battle. Though, as 
  ever, his determination is undimmed. 
  The Grey Pilgrim. Gandalf may also be present. He is 
  worried, for he fears that the power of a Ringwraith might 
  prove too much for the rulers of the North. He will do 
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  PART SEVEN FLIGHT INTO THE MOUNTAIN
  erebor adventures
  144
  When the heroes start to think that with Gandalf at 
  their side the odds aren’t that bad, one, two, perhaps 
  three or more Ringwraiths join the Sorcerer from the 
  shadows. Clad in hooded black robes and bedecked with 
  the accoutrements of warrior-kings of old, they wield 
  tarnished sword-blades, gleaming with a sickly light.
  As the assembled characters gasp, the Sorcerer of Forod 
  sweeps his pale hand across their number, invoking 
  his Terror of Desire feature (see page 153). Then, the 
  Ringwraiths shriek, their voice like that of ancient terror-
  birds of elder days, and rush towards Dáin and the 
  Arkenstone, silvery corpse-hands grasping for the jewel. 
  Dáin suddenly looks very small indeed.
  For the conclusion of the adventure, the Loremaster can 
  choose between the following two options: fight (see A 
  Desperate Battle, opposite) or flight.
  The Final Confrontation
  For heroes with a penchant for dramatic conclusions, a battle 
  with the Ringwraiths in the Tomb of Thorin Oakenshield 
  may be the most suitable ending to the adventure, if not to 
  their entire adventuring career! More cautious heroes might 
  prefer to focus on preventing the Nazgûl from achieving 
  their nefarious objective and also living to see another day.
  If they haven’t realised yet that it’s the Arkenstone that 
  the Ringwraiths want, Gandalf spells it out for them: the 
  voice of the Grey Wizard resounds clearly in their ears, as 
  if Gandalf was speaking in their minds.
  ‘They must not be allowed to claim the Arkenstone!’ he 
  says. ‘But we can use their desire against them. Take 
  the jewel to the Dawn Terrace!’ The companions receive 
  a vision of a chamber high above them, with a great 
  mechanism that tracks the motion of the Sun in the sky.
  Gandalf raises up his staff and shouts out. ‘Go back to the 
  darkness! Flee, servants of Mordor!’ The Ringwraiths only 
  laugh, but it is the moment that the Wizard needed. Bard 
  and Balin draw their weapons and Dáin opens his cloak, 
  revealing the Arkenstone. He nods to the companions and 
  then tosses the priceless jewel to them.
  ‘Take it and run! Keep safe the Heart of the Mountain!’
  A Desperate Battle
  Some heroes will not give way to the Nazgûl, no 
  matter what Gandalf wishes. In this case, Dáin
  keeps the Arkenstone himself. The heroes must face 
  all the other Ringwraiths first and only then will
  Morlach fall to Bard’s sword and Balin’s axe. The 
  shade of the Sorcerer will depart for Mordor and it
  will be years before Sauron attempts to corrupt the 
  Mountain again.
  – part seven –
   flight into the mountain
  The following section covers the Company’s desperate 
  journey through Erebor as they are pursued by the Nazgûl. 
  From the Tomb of Thorin Oakenshield, they will navigate 
  
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  shadows in the north
  through the Mountain, hopefully reaching the Dawn 
  Terrace before the Ringwraiths catch them. 
  the pursuit
  Each time the heroes enter a new area, they will make a 
  check to navigate to their next destination. Even on a failed 
  check, the heroes keep moving forward. There is no time 
  to double-back, so they simply go a more circuitous route 
  to their destination. But the enemy is close on their heels… 
  • 
  If a Dwarf serves as a Guide, the navigation roll 
  is a DC 13 Wisdom (Survival) check. If another 
  hero serves as Guide instead, a DC 18 Intelligence 
  (Riddle) check is required instead.
  Each location gives two possible destinations: one if the 
  companions succeed, the other if they fail.
  Lead Rating
  At all times, the heroes have a Lead value, which starts at 
  1. As long as the Lead does not reach 0, the companions 
  are ahead of the Nazgûl. When the Lead reaches 0, the 
  Ringwraiths have caught up. When that happens, the 
  heroes must either redouble their efforts or face the enemy 
  in battle.
  The Lead rating of the Company can be decreased by 
  a bad decision, or a bad roll (see the various location 
  descriptions below). On the other hand, other options 
  may allow the companions to distance themselves from 
  the pursuing wraiths.
  • 
  In one instance, one or more heroes can stay behind, 
  buying time for the others. Each hero that chooses this 
  option increases the Lead by 1. However, their hero 
  will face the combined might of the Nazgûl and are 
  unlikely to survive the fight. (A kind Loremaster might 
  subject such a hero to the Black Breath — see page 155 
  — instead of slaying them outright.)
  • 
  The heroes might be able to interact with the 
  environment to create distractions or obstacles for 
  their pursuers. Each area below will note certain 
  opportunities for the heroes to interact with the 
  environment. (Note that Dáin will be understanding 
  of some property damage, but putting innocents in 
  danger is a Misdeed worthy of Shadow points.)
  • 
  The Company could split up, with some of them going 
  one way (the destination for a successful navigation 
  check) and others going another way (the destination 
  for a failed check). This increases Lead by 1, but is only 
  effective once.
  • 
  One of the prominent Loremaster characters (such 
  as Dwalin, Balin, King Bard, or someone else) could 
  suddenly interfere, adding to the Company’s Lead by 1.
  the tomb of thorin oakenshield
  The companions leave the mausoleum of the slain king, but 
  which way do they head? This is their first navigation check. 
  If they succeed, then they head into the crypts for a 
  moment, only to turn aside soon afterwards. An open 
  arch leads to a stairwell. The companions hurry down the 
  stairs. The stone steps are shallow and turn to the left every 
  twenty paces or so. Soon the ceiling is uncomfortably close, 
  and the tallest of the Company must crouch down. The 
  heroes then reach a long, straight passageway. Following 
  it, they emerge into a lower accessway that leads into the 
  Heart of the Deeps (see page 48).
  If they fail, the Company must simply flee to The Great 
  Hall of Thrain (see below) outside the chamber.
  the great hall of thrain
  This vast chamber used to be the lair of Smaug and there 
  is still a feeling of unease in the dark corners of the huge 
  room. Now, with the Ringwraiths on their heels, the 
  companions might feel like there is a lurking danger in 
  every shadow. The Nazgûl shriek and the darkness seems 
  to grow. Each companion must make a DC 15 Wisdom 
  saving throw. Those that fail are Miserable (see page 183 
  of the Player’s Guide)until the end of the chase.
  If the Guide succeeds at the navigation check, the 
  Company heads out one of the many passageways at 
  the far end. They race past many workshops; surprised 
  Dwarven artisans might glance up at the fleeing heroes, 
  but are just as likely to stay focused on their tasks. 
  Eventually, they come to a great circular chamber: the 
  Entrance to the Deeps (see page 146).
  If the Guide fails, then the companions are hard-pressed. 
  They push open a sturdy stone door, perhaps hoping that 
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  they can wedge it shut afterwards. But now they are in the 
  Chamber of Mazarbul (see below).
  entrance to the deeps
  Another vast chamber opens up inside the Mountain, 
  a great domed ceiling overhead. The room is circular 
  and many, many passageways all meet here. Most of 
  them slope down into the darkness, leading to various 
  deeps. Several are flat, or slope slightly upwards. Most of 
  those come to dead ends or sudden shafts that descend 
  back into the lowest parts of Erebor. In the centre of 
  the chamber, another passage spirals down into the 
  darkness. A Company foolish enough to follow it would 
  find themselves soon enough in the Heart of the Deeps 
  (see page 148).
  A successful check by the Guide allows them to choose the 
  one passageway that leads to The Great Causeway (see 
  page 149). 
  But a failure means they spent too much time investigating 
  the many corridors: their Lead is reduced by 1. 
  Eventually they choose a promising passageway: there is 
  warmth and the smell of iron down the tunnel. It leads to 
  The First Forge (see page 147).
  chamber of mazarbul
  The great stone door opens onto a wide rectangular hall. 
  The air here is dry, and dusty with age, for many ancient 
  books and other manuscripts fill the chamber. This is the 
  great library and storehouse of Dwarven knowledge in 
  Erebor and the Company has lead the Enemy here!
  Munin (see page 20 of the Lonely Mountain Region Guide)  
  is here, with a few other Dwarven scholars engaged in the 
  processes of preservation, restoration, and reproduction 
  of treasured knowledge. As the heroes approach, the 
  Dwarves lay down, spill ink, and knock over stools. The 
  scholars gasp in alarm. It is plain to the companions that 
  simply fleeing the chamber invites the Nazgûl to slaughter 
  the Dwarves as they stand.
  The heroes must do something.
  • 
  The heroes could knock over the shelves near the 
  chamber entrance, doing much damage to many 
  irreplaceable tomes in the process. The players can 
  either add 1 to the Company’s Lead or give the 
  scholars enough time to flee.
  • 
  The heroes could instead sacrifice some of their Lead 
  (1 point) to make sure all of the scholars get out of 
  sight. There are small antechambers that lead to 
  reading tables or copying desks where they can hide.
  If Skirfira is present (see page 69), she is brave enough to 
  stand against the Nazgûl — a hero could toss her a weapon 
  (and a shield would not go amiss). She will perish in the 
  attempt, but, if she knows it is to protect the Arkenstone, then 
  it is a good death. This adds 1 to the Company’s Lead.
  9
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  shadows in the north
  One of the heroes instead could stay behind. The doorway 
  itself is narrow and a single companion could hold it, even 
  against a Ringwraith, for a little while.
  Fleeing the scene and allowing the scholars to be slain 
  is a Misdeed and each hero receives 3 Shadow points 
  immediately.
  As the heroes leave, the Guide must once again make a 
  navigation roll. On a success, they’ve left the records 
  room by a corridor that leads to The Great Causeway 
  (see page 149), or on a failure they flee into the heart of 
  Stángard (see page 149).
  the first forge
  The companions rush into another large chamber, its air 
  filled with the heat of smelting furnaces and echoes with 
  the ringing of hammers, the shouts of Dwarven workers, 
  and the workings of various machinery. The heroes might 
  have been here before, long ago, to foil Niping’s treachery 
  (see page 42). Due to those events, the furnaces are now 
  well-patrolled by the Stone Guard and the Company will 
  be challenged soon after they enter the chamber.
  If their Guide is a Dwarf or a Dwarven hero openly bears the 
  Arkenstone, a few breathless words are all that is needed to 
  allow the companions to pass unheeded (gaining 1 Lead). 
  Otherwise, the Guide must make a DC 15 Charisma 
  (Persuasion) check. On a failure, precious time is lost 
  explaining things and the Company’s Lead is reduced by 1. 
  The heroes can now begin to navigate between the furnaces, 
  smelters, and cauldrons of molten metal.
  Soon afterwards, the Ringwraiths enter. The brave 
  members of the Stone Guard advance upon their foe, but 
  the Sorcerer has other plans. He holds up his hand and the 
  machinery of The First Forge stops. The room trembles, the 
  furnaces flare brightly, the smelters smoke profusely, and 
  the cauldrons shiver in their holders. Flame and disaster 
  are only moments away — the heroes must act!
  • 
  The heroes might remember from their previous 
  visit that there are alarms in the chamber. It takes a 
  successful DC 13 Strength (Athletics) check to engage 
  an alarm. If at least three alarms are tripped, the 
  Dwarves receive enough warning to clear the chamber.
  • 
  Great cisterns of water rest above the furnaces. The 
  Company may reduce their Lead by 1 in order to 
  climb up and release their sluice gates. Water pours 
  forth and a great steam arises; it is a ruinous outcome 
  for the forges, but it will save the smiths.
  • 
  A hero could challenge the Sorcerer in order to disrupt 
  his magic. The Stone Guard will assist, but the Nazgûl 
  are a foe beyond them and the companion will soon 
  face the full wrath of the Ringwraiths alone.
  If the Company simply flees, then some surviving Dwarves 
  are able to open the channels and flood the chamber in 
  order to prevent the fire from spreading. But the loss of life 
  
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  148
  is immense. This outcome is worth an immediate gain of 
  3 Shadow points.
  If the Guide succeeds at the navigation check, they are 
  able to take one of the upper exits that leads to The Great 
  Causeway (see below). On a failure, the heroes are forced 
  to follow the only way they know. They charge down a 
  corridor that leads to Niping’s Fissure (see page 150). 
  The secret passage is now patrolled by the Stone Guard 
  against another incursion, but they will scatter as the heroes 
  charge out of the Mountain, the Ringwraiths at their heels.
  heart of the deeps
  The companions follow a passageway to the great central 
  shaft that forms the heart of the deeps. A stone span serves 
  as a bridge over the yawning darkness, gently sloping up 
  to another passageway that opens on the opposite side 
  of the gulf. There are no handrails, guide ropes, or other 
  safety features. Looking down into the chasm, they can 
  only see darkness and the faintest signs of other stone 
  bridges that cross the yawning deep. Above, the heroes 
  can see the shadows of spans that cross above them. 
  From below, the heroes can hear echoing sounds of rock 
  grinding against rock. Above, they chance to see a shadow 
  moving on a span a hundred feet above them. The Ringwraith 
  cries out, but it does not seem to be meant for the Company. 
  Instead, from below there are answering echoes and the 
  sounds of moving stones. The Stalker of the Deeps is coming!
  The Nazgûl does not descend, knowing that the Stalker of 
  the Deeps will not discriminate between friend and foe in its 
  rage. Instead, it waits above for either the creature to destroy 
  the heroes or for a weakened Company to stagger upward.
  Quick Thinking and Quicker Action
  Heroes who are fast on their feet might choose to 
  collapse the tunnel that houses the Stalker. To do 
  so, they must destroy at least three support beams. 
  It takes 15 points of damage to destroy a beam, but 
  an axe that produces a Critical Hit can break the 
  wooden support in a single blow.
  Heroes who collapse the tunnel in a single round of 
  attacks gain 1 Lead. The Nazgûl were not expecting 
  such an immediate reaction.
  the stalker in the deeps
  Huge Aberration (Nameless Thing)
  STR 
  25 (+7)
  DEX 
  15 (+2)
  CON 
  27 (+8)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 
  4 (-3)
  Armour Class 15 (Natural Armour)
  Hit Points 230 (16d12+128)
  Speed 30 ft
  Skills Athletics +11, Perception +4, Stealth +6, Survival +4
  Senses passive Perception 14
  Languages None
  Challenge 11 (7,200 XP)
  Swallow. After a successful Bite attack, the Stalker 
  can use its bonus action to swallow the target if it is 
  Medium or smaller. Swallowed creatures are Blinded 
  and Restrained and take 13 (2d12) acid damage at the 
  start of each of the Stalker’s turns. If the Stalker dies, 
  swallowed creatures are no longer Restrained and exit 
  by using 10 ft of movement. the corpse
  Venom. After a successful Bite attack, the Stalker can 
  use its bonus action to inject venom into its target. The 
  target must make a DC 17 Constitution saving throw. 
  On a failure, the target takes 19 (3d12) poison damage 
  and is Poisoned until it takes a short rest. On a success, 
  the target takes half damage.
  Actions
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft, one 
  target. Hit: 20 (3d8+7) piercing damage.
  Reactions
  Great Might. The Stalker may use its reaction when it 
  takes damage from a melee or ranged weapon attack to 
  reduce the amount of damage by its Strength modifier 
  (+7), to a minimum of 1 point of damage taken
  Stalker in the Deeps
  Among the Dwarves who explore the deepest tunnels, 
  there are legends of a silent killer who waits in the oldest 
  and darkest places of the Mountain. Those who claim to 
  have encountered it and survived speak of a huge mouth 
  full of poison fangs surrounded by a snake-like head with 
  
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  shadows in the north
  a crown of darkened bone. But it is larger than any serpent 
  that slithers in the grass. 
  Once the heroes have dealt with the Stalker, they can 
  begin to climb their way out of the Deeps. Making 
  progress requires one to cross a span, work your way 
  upwards along the edge of the shaft, and cross another 
  shaft to reach another higher passage. Heroes who spend 
  enough time here can gain the top of the shaft and reach 
  the Entrance to the Deeps (see page 146). Reduce the 
  Company’s Lead by 1 if they choose this route.
  A Guide that succeeds at their navigation check is 
  able to instead find a shaft that leads to The First Forge 
  (see page 147) instead. On a failure the Company must 
  instead climb up to the entrance, as above.
  the great causewaY
  This long passageway is one of the primary ways the 
  Dwarves of Erebor move their great works through the 
  Mountain. Thus it is wider and taller than most corridors 
  and is joined by many tributaries on its course. At any time, 
  day or night, there is traffic on the causeway — workers 
  finished with their shift heading home (with perhaps a 
  stop or two along the way), others just beginning their 
  day, great slaps of raw marble or other stone being moved 
  to a workroom, wagons of ore destined for the furnaces, 
  carts of finished ironwork going to the Front Gate, and 
  many more besides.
  When the Nazgûl appear, they will cause panic on the 
  road. But oftentimes there is too much traffic for fleeing 
  to be practical. The heroes might elect to overturn carts 
  or cut the lashes on loads in order to block the Causeway. 
  Each member of the Company must make an DC 13 
  Strength (Athletics) check. With 5 or more successes, 
  the heroes have blocked enough of the Causeway that the 
  Ringwraiths must follow using smaller passages that are 
  rarely trafficked and thereby gain 1 Lead. Otherwise, the 
  Company can spend 1 Lead to make another set of checks. 
  Fleeing outright without at least attempting to block the 
  Causeway is worth 3 or more Shadow points.
  If the Guide’s navigational check is successful, they 
  can reach the short passageway to Gloin’s Ladder (see 
  overleaf). Otherwise, they take a wrong turn and find one 
  of the staircases leading to Stángard (see below).
  stángard
  The passageway the companions have been following 
  intercepts a broad set of stairs. Racing up them, the heroes 
  find themselves amidst the many alleyways that lead to 
  private Dwarven abodes. The Company is in Stángard, 
  the living quarters of Erebor. As long as the heroes keep to 
  the main stairs heading to the town centre, the Dwarves 
  living along this spur of the city have little to fear from the 
  Nazgûl.
  Once the companions have reached the main square, they 
  have a few choices to make.
  • 
  The most responsible thing to do is ring the Bell of 
  Stángard. A gift from Dale in more trusting days, its 
  purpose is to warn those Dwarves in the city of some 
  danger. It is in the very centre of the town and reaching 
  it reduces the Company’s Lead by 2.
  • 
  If not, the heroes can try and find the Iron Guard 
  to raise the alarm. The staunch members of Dáin’s 
  personal bodyguard can stand against the assault of 
  the Ringwraiths but they will fall eventually. A DC 15 
  Charisma (Persuasion) check makes the Dwarven 
  warriors understand the threat. If successful, the 
  heroes add 1 to their Lead.
  • 
  Simply continuing to flee means that the heroes are 
  now leading the Nazgûl through the common areas of 
  Stángard, where there are many shops, taverns, and 
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  erebor adventures
  150
  storehouses. They are certain to encounter unarmed 
  Dwarves of all ages and the Ringwraiths will cause 
  them much panic and terror in their pursuit. Each 
  companion gains at least 5 points of Shadow if they 
  simply run, but the Company gains 1 Lead.
  If the Guide succeeds at the navigation check, then 
  the Company heads unerringly for the passageway that 
  leads to Gloin’s Ladder (see below). Otherwise they must 
  stop and ask for directions; the Ladder is the only way to 
  the Dawn Terrace. Reduce the Company’s Lead by 1 in 
  this case, but the heroes will still reach the Ladder. 
  gloin’s ladder
  This steep staircase is named after the son of Thorin I who, 
  before the folk of Erebor first left the Mountain, carved 
  it to gain access to the upper reaches of the mountain. It 
  winds its way upwards in a tight spiral and its tall steps 
  are another proof that it was a young Dwarf who planned 
  such an ambitious undertaking.
  These days it is rarely used, although it leads to places 
  such as the Ice Terrace (see page 18 of the Lonely Mountain 
  Region Guide), the access corridors for the Towers of 
  Thráin, and to the Dawn Terrace (see below). Once the 
  heroes are on the Ladder, there is nothing left to do but 
  climb. Each companion must make a DC 15 Strength 
  (Athletics) check. Heroes that fail the check gain a level of 
  Exhaustion. A hero that succeeds at the check can choose 
  to gain a level of Exhaustion. If they do so, increase the 
  Company’s Lead by 1.
  If the number of failures outweighs the number of 
  successes, then the Company’s Lead is reduced by 1. 
  If the Nazgûl catch up to the heroes on the Ladder, even a 
  single companion can hold them off for a long time on the 
  narrow staircase.
  After a long climb, the Company reaches the Dawn Terrace 
  (see page 151).
  niping’s fissure
  The Company perhaps retraces their steps that they once 
  took with Gunvar and his men when the traitorous lord 
  attacked Erebor. They once again (or perhaps for the 
  first time) must cross the stone bridge over a seemingly 
  bottomless chasm. Each hero must make a DC 10 
  Wisdom saving throw or become Miserable (see page 
  42). They then must once again scramble past razor-edged 
  rocks, vents of acrid gas, slippery rocks, and the cramped 
  conditions of the long and twisting passage. Each hero 
  must make a DC 10 Strength (Athletics) or Dexterity 
  (Acrobatics) check or take 10 (3d6) bludgeoning damage.
  Finally, the companions come to the actual fissure. It is 
  narrow and getting out of it is harder than clambering 
  down. Each hero must make another Athletics or 
  Acrobatics check as above. On a failure, the companion 
  slips and has a hard landing, taking 7 (2d6) bludgeoning 
  damage.
  Once outside, the Company finds itself in the narrow 
  valley of Niping’s fissure. It is gloomy here, the Sun is yet 
  low on the horizon, and ragged clouds gather in the East. 
  The Nazgûl come, and they will not be easily daunted, 
  even by the Arkenstone.
  The Battle of the Fissure
  The Ringwraiths advance, and there is nowhere left for 
  the heroes to flee. They have not reached their intended 
  location, but at least they are outside and the Sun is 
  rising, however slowly. The battle will be divided into 
  three phases, dependant on the amount of light available.
  • 
  For the first three rounds, no light from the rising Sun 
  reaches the shaded valley. If a companion wields the 
  Arkenstone, any Nazgûl attacks against that hero are 
  at Disadvantage.
  • 
  For the next three rounds, only the slightest glimmer 
  reaches the valley, but it is enough to set the Heart of the 
  Mountain aflame. If a member of the Company wields 
  the stone, then every companion within 10 ft of that 
  hero also gains the benefit of the Arkenstone (as above).
  • 
  During the last three rounds, day has come again. 
  If a hero wields the Arkenstone it gleams with a 
  brilliance that few can withstand. Each Nazgûl is at 
  Disadvantage for all attack rolls, saving throws, and 
  ability checks. If the Nazgûl have not stolen the gem 
  by the end of these three rounds, they forgo their black 
  robes and flee, thin shadows in the light of the Sun.
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  EPILOGUE
  151
  shadows in the north
  Wielding the Arkenstone
  The hero holding the Heart of the Mountain can reveal 
  it as an action. The impact of the stone depends on the 
  amount of sunlight available (see the effects listed above).
  • 
  It will take six rounds for dawn to come. For each point 
  of Lead remaining, that round passes uneventfully. 
  Once the Lead reaches 0, the Nazgûl emerge into the 
  chamber. A cold wind extinguishes all other sources 
  of light. This darkness is magical and even Elves and 
  Dwarves are at Disadvantage. A hero with a torch or 
  a candle can use an action to relight it, but any light 
  source only generates dim light in a 10 ft radius.
  Dawn Breaks
  On the seventh round, a thin ray of the Sun’s light comes 
  through the slit in the wall, piercing the darkness. If the 
  hero bearing the Arkenstone places it within the beam, the 
  gem flares and the entire chamber is illuminated by light 
  too brilliant for mortal eyes! No one can take an action 
  other than to shield their eyes from the glowing stone. 
  After a moment, the flare subsides to the light of a brightly 
  burning bonfire. There is no sign of the Nazgûl. Gandalf 
  will later explain that they have not been destroyed, but 
  the magic binding their dread wills to unseen sinews was 
  disrupted and it will be a long time before they are seen 
  again in the North. 
  – epilogue –
  The Sorcerer’s plot to steal the Arkenstone and plunge 
  Mountain and City into war with each other has failed. 
  Both King Bard and King Dáin thank the heroes for 
  preventing disaster — there are still dark times ahead 
  (especially for Bard) but today is a day of victory!
  The Arkenstone is restored to its rightful place in the Tomb 
  of Thorin Oakenshield. The two kings swear new oaths of 
  friendship and loyalty over his grave, so that the Shadow 
  will have no hope of setting them against each other again. 
  If members of the Company or their allies fell in battle 
  against the Nazgûl, then their bodies are recovered. 
  Dwarves will be laid to rest in a place of honour in the 
  crypts of the Mountain, others might be laid to rest in 
  Dale’s cemetery. 
  The Company are fêted as heroes and they are given the 
  freedom of both Erebor and Dale, meaning they gain the 
  The Arkenstone is lost!
  If the Company does battle with the Nazgûl inside 
  Erebor or at Niping’s Fissure, there’s a chance that 
  the Sorcerer’s plan will come to fruition and the 
  Ringwraiths will depart Erebor in possession of 
  the Arkenstone. If that happens, there may be some 
  ways to keep your game within the lore that we know 
  from the Tale of Years.
  Foremost, the Nazgûl are loathe to cross running 
  water. This means that they are likely headed for 
  the bridge of Celduin (see Wilderland Adventures, 
  page 116 and on) and could be intercepted there. 
  This gives the surviving heroes another chance at 
  fighting the Nazgûl and a plausible way to recover 
  the Arkenstone.
  A less satisfactory resolution could be that Gandalf 
  reveals that the companions have been carrying a 
  decoy the entire time, its glow provided by a little 
  magic of his own making. While frustrating, it does 
  keep the true Arkenstone in Thorin’s tomb for all time.
  the dawn terrace 
  The companions exit the steep staircase and race 
  eastwards along a newly carved passageway. It opens 
  into a semicircular room, the ceiling and wall are a 
  singular dome that disappears into a series of gears and 
  stone pinions that traces the border of the room. The 
  wall has one small slit in it. This is the Dawn Terrace, a 
  newly constructed chamber that will allow the Dwarves 
  to capture the first rays of any given morning for use in 
  their wondrous devices. But today, Gandalf’s plan is to 
  use the first light of the Sun with the natural power of the 
  Arkenstone.
  The Wizard is not here yet, and surely the Nazgûl are not 
  far behind. 
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  erebor adventures
  152
  standard of living of a Dwarf of Erebor, their basic needs 
  now being met without question in high style for the rest 
  of their lives. Heroes that petition for a title from King Bard 
  may find themselves well-rewarded. The king knows that 
  he needs new advisors that will not succumb to the Enemy. 
  They may also choose a holding in either city, if they wish.
  The Smiths of Erebor labour long hours over the coming 
  year, and King Bard opens the armoury of Girion. As a 
  just reward, the companions are gifted unique weapons 
  suited to their individual abilities. (The Loremaster may 
  fashion such weapons using the rules for Legendary 
  Weapons and Armour found on page 132 of the 
  Loremaster’s Guide).
  A statue of Thegn Jofur is raised in The Commons. A statue 
  of Balin is raised in Erebor. These require special stone 
  from the Iron Hills, and precious metals found only in the 
  Mountains of Mirkwood. If they are not ready to retire, 
  the Companions might choose to lead an expedition to 
  acquire the materials.
  The Nazgûl are sorely punished by their master, stripped 
  of their robes and forced to wander formless in agony for 
  long decades before being allowed back into His favour. 
  Eventually Sauron sends his Messenger back to Erebor to 
  attempt to treat with Dáin, who recognises an old enemy 
  and rebuffs them. 
  If, by some chance, the Arkenstone has been permanently 
  lost, then the mood of the two kings is much more dour. 
  They still swear oaths of loyalty to each other, but it has 
  become evident to both of them that few of their subjects 
  are able to stand against the Shadow.
  
  APPENDIX: 
  THE NAZGÛL OF THE NORTH
  DARK UNDEAD OR UNCLAD AND INVISIBLE
  DREADFUL SPELLS
  153
  appendix: the nazgûl of the north
  dreadful spells
  The Sorcerer knows several powerful magics that he can 
  use against the heroes.
  Terror of Desire
  All heroes within 90 ft of the Ringwraith must make a 
  Wisdom saving throw, with the DC equal to 10 plus 
  the hero’s total Shadow score. On a failure, the hero 
  is caught up in a fantasy derived from their Shadow 
  Weakness and is Stunned. At the beginning of the 
  hero’s turn, they can repeat the saving throw, ending 
  the effect on a success. If the hero rolls a natural 1, the 
  companion suffers a Bout of Madness and the Terror of 
  Desire effect ends.
  Shadow of Fear
  The Ringwraiths can terrorise mortals into doing their 
  dark bidding. The Sorcerer may use its action to force 
  the target to make a DC 17 Wisdom saving throw. 
  On a failure, the Nazgûl can compel the hero to carry 
  out some service (such as reporting information to the 
  Ringwraith) or to perform a secret task. The compulsion 
  lasts a number of weeks equal to the hero’s current 
  Shadow score.
  A spellbound hero is loathe to perform the compelled 
  action and is often nervous, moody, or morose. Other 
  members of the Company who note the change in 
  their Companion can make a DC 15 Charisma 
  (Intimidation) or Wisdom (Insight) check to provoke 
  the hero (those with Dark Knowledge make this check 
  with Advantage). A successful check allows the target to 
  make another saving throw against the spell, ending its 
  effects on a success. 
   appendix a: 
  the nazgûl of the north
  Nine (rings) he gave to Mortal Men, proud and great, and 
  so ensnared them. Long ago they fell under the dominion 
  of the One, and they became ringwraiths, shadows under 
  his great Shadow, his most terrible servants.
  In Erebor Adventures, the evil that befalls both Dale and 
  Erebor can be traced to the Sorcerer of Forod, one of the 
  nine Ringwraiths — the chief and most powerful servants 
  of Sauron, the Great Enemy.
  The years after the capture of Dol Guldur and the 
  restoration of Barad-dûr are ones of the Dark Lord 
  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 
  later on, 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 
  Sorcerer of Forod’s Challenge rating: a relatively low 
  value. Yet, this value is higher than that of the Nazgûl 
  of Dol Guldur as presented in the Mirkwood Campaign. 
  This is due to the solitary nature and importance of the 
  Sorcerer’s mission in the eye of the Dark Lord.
  dark undead or unclad and invisible
  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. Use the Nazgûl’s entry as Dark 
  Undead when it confronts the heroes in physical form.
  However, the Ringwraiths may choose to appear as 
  incorporeal ghosts. In this form few weapons in Middle-
  earth can assault them, and even the Elves perceive them 
  only as dark shadows upon the world. Use the Nazgûl’s 
  stats for Unclad and Invisible when they are spirits of 
  creeping horror and dread. While Unclad and Invisible, a 
  Ringwraith may make full use of his special features listed 
  for that form and never loses his invisibility. Thus, heroes 
  may be plagued by a foe that can strike at range and that 
  they can barely perceive.
  The Black Shadow
  A victim of the Black Shadow remains Unconscious 
  for a number of days equal to their Shadow score. 
  For each day spent in this state, the hero must make 
  a DC 15 Wisdom saving throw (this is reduced to 
  DC 10 if tended to by someone familiar with The 
  Weapons of the Enemy. See the Player’s Guide, 
  page 68). Each failed saving throw adds 1 Shadow 
  point to the hero, but does not extend the time spent 
  Unconscious.
  
  erebor adventures
  154
  The Morgul-knife
  “Alas! the wounds of this weapon are beyond my skill to 
  heal.”
  The Sorcerer of Forod carries a Morgul-knife, the mark of 
  the trust of his lord and of the importance of his task.
  Enemies of the Nazgûl who die when pierced by a Morgul-
  knife do not rest, but become Fell Wraiths under the 
  dominion of the Dark Lord. If a companion is struck by a 
  Morgul-knife, the hero must make a Constitution saving 
  throw. The DC is equal to 10 plus the damage done to the 
  companion by the knife. If the strike reduces the hero to 
  0 hit points, they automatically fail the saving throw. If 
  the hero fails the saving throw, the blade of the knife has 
  broken, and a splinter of the evil thing is within the hero.
  Such an injury must be treated by a master of healing 
  like Elrond Halfelven or a Scholar familiar with The 
  Weapons of the Enemy as soon as possible. Treatment 
  requires the healer tend to the victim during a long 
  rest and succeed on a DC 15 Wisdom (Medicine) 
  check. If this does not happen, the victim becomes sick 
  and does not recover, and will soon be overcome: the 
  wounded hero resists for a number of days equal to 12 
  plus the victim’s Wisdom modifier, then, if they are 
  still without cure, they die in pain, only to rise later as 
  a Fell Wraith.
  But a Morgul-wound will never truly heal. A hero who 
  sustained such a grim injury feels a great chill spreading 
  from the spot where they were pierced whenever they 
  traverse an area considered Blighted, or find themselves 
  in sight of a Ringwraith. The companion must pass a DC 
  20 Wisdom saving throw or gain a level of Exhaustion.
  the sorcerer of forod as dark undead
  Medium Undead
  STR 
  14 (+2)
  DEX 
  21 (+5)
  CON 
  21 (+5)
  INT 
  16 (+3)
  WIS 
  12 (+1)
  CHA 
  11 (+0)
  Armour Class 20 (Deadly Elusiveness)
  Hit Points  135 (18d8+54)
  Speed 30 ft
  Damage Resistances non-magical bludgeoning, 
  piercing and slashing; cold, psychic 
  Condition Immunities Blinded, Deafened, Frightened, 
  Paralysed, Petrified, Stunned
  Skills Lore +8, Shadow-lore +8, Perception +6
  Senses Truesight 30 ft (otherwise blind), passive 
  Perception 16
  Languages Black Speech, Orkish, Westron
  Challenge 13 (10,000 XP)
  Deadly Elusiveness. The Sorcerer’s Armour Class is equal 
  to 10 plus twice his Dexterity modifier.
  Deadly Voice. The Ringwraiths scream at their enemies 
  with long-drawn wails that rise to a deafeningly high 
  piercing note. The Sorcerer can use his bonus action to 
  make a Frightened creature become Stunned until the end 
  of the Sorcerer’s next turn.
  Gathering Shadows. If the Sorcerer is accompanied by 
  other Nazgûl, then the DC for saving throws against his 
  abilities are raised by 1 for each other Nazgûl within 90 ft.
  Actions
  Multiattack. The Sorcerer makes one attack with his 
  Black Sword and one with his Claw or Morgul-knife.
  Black Sword of Mordor. Melee Weapon Attack: +9 to 
  hit, reach 5 ft, one target. Hit: 8 (1d8+4) slashing damage 
  and 10 (2d6+3) necrotic damage.
  Morgul-knife. Melee Weapon Attack: +9 to hit, reach 
  5 ft, one target. Hit: 6 (1d4+4) piercing damage and see 
  Morgul-knives, above.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft, one 
  target. Hit: 7 (1d6+4) slashing damage.
  Black Breath. (see entry for The Sorcerer, Unclad and 
  Invisible)
  Shadow of Fear. (see page 153)
  Terror of Desire. (see page 153)
  Thing of Terror. (see entry for The Sorcerer, Unclad and 
  Invisible)
  Reaction
  Dwimmerlaik. If a hero strikes the Sorcerer with a critical 
  hit, he may use his reaction to invoke this ability. The hero 
  must make a DC 17 Strength saving throw. On a failure, 
  the hero’s weapon shatters, and the hero receives the 
  damage instead of the Ringwraith. Legendary weapons 
  might not be destroyed, but are lost as a cold pain shoots 
  through the hero’s body and they drop the weapon.
  Legendary Actions
  The Sorcerer has 2 Legendary actions, given below. At the 
  start of his turn he regains any spent Legendary actions.
  Sword Strike. The Sorcerer attacks with his Black Sword 
  of Mordor.
  Bringer of Terror. The Sorcerer uses his Thing of Terror 
  feature
  
  THE SORCERER OF FOROD
  155
  appendix: the nazgûl of the north
  Moreover, the pain will return every year on the day the 
  character received the Morgul-wound, and the companion 
  will have to pass a DC 20 Wisdom saving throw, or gain 
  5 (1d6 + 2) Shadow points.
  There is only one positive side for those who survive 
  a Morgul-wound: their senses become sharper, and 
  they are more aware of things that cannot be seen. 
  For example, the companion can see more in the dark 
  than most, including Dwarves and Elves. In game 
  terms, the hero gains Advantage on all Perception 
  checks.
  the sorcerer of forod
  In life, Morlach was a tall and noble Northman, whose 
  ambition pushed him too far. His mortal legacy is 
  forgotten, as everything concerning him has been lost 
  from the Tale of Years. Only a few among the Elves of 
  Mirkwood remember how he was caught by his folk 
  committing forbidden acts of necromancy, and how 
  he was blinded with hot irons and sent away into the 
  Forest of Mirkwood, to die as an outcast. Found by 
  servants of Sauron sent to search for him, Morlach 
  became another lethal weapon in the hand of his 
  saviour, the Dark Lord.
  Now Sauron has unleashed Morlach once again. 
  The Sorcerer moves subtly, setting one lord against 
  another, to destroy hope and friendship and leave 
  only bitterness and grief in his wake. He usually 
  appears in the shadows, Unclad and Invisible, 
  whispering words of treachery to his thralls. But 
  when he takes shape as a Dark Undead he is as 
  deadly as he is terrifying.
  the sorcerer of forod, unclad and invisible
  Medium Undead
  STR 
  14 (+2)
  DEX 
  18 (+4)
  CON 
  17 (+3)
  INT 
  16 (+3)
  WIS 
  12 (+1)
  CHA 
  11 (+0)
  Armour Class  18 (Deadly Elusiveness)
  Hit Points  135 (18d8+54)
  Speed 30 ft
  Damage Immunities non-magical bludgeoning, 
  piercing and slashing; cold, psychic 
  Condition Immunities Blinded, Deafened, Frightened, 
  Paralysed, Petrified, Stunned
  Skills Lore +8, Shadow-lore +8, Perception +6
  Senses Truesight 30 ft (otherwise blind), passive 
  Perception 16
  Languages Black Speech, Orkish, Westron
  Challenge 13 (10,000 XP)
  Deadly Elusiveness. The Sorcerer’s Armour Class is 
  equal to 10 plus twice his Dexterity modifier.
  Gathering Shadows. If the Sorcerer is accompanied by 
  other Nazgûl, then the DC for saving throws against his 
  abilities are raised by 1 for each other Nazgûl within 90 ft.
  Thing of Shadow. The Sorcerer is Invisible.
  Actions
  Black Breath. The Sorcerer can use its action to target 
  a creature within 10 feet. That creature must make a DC 
  17 Constitution saving throw. On a failure, the creature 
  gains 1 Shadow point and becomes Unconscious. They 
  may be revived as an action, but are Miserable until 
  they take a long rest. On a success, the creature gains 1 
  Shadow point but remains awake. If a Ringwraith targets 
  an Unconscious creature then they are subject to The 
  Black Shadow (see page 153).
  Shadow of Fear. The Sorcerer can direct its terrible will 
  upon any Frightened mortal (Dwarf, Hobbit, or Man) 
  such that the victim becomes an agent for the Enemy. On 
  a failure, see Shadow of Fear (page 153). 
  Thing of Terror. The Sorcerer can use his action to cause 
  any number of targets within 60 feet of him to make a DC 
  17 Wisdom saving throw. Those that fail are Frightened 
  until the end of the Ringwraith’s next turn.
  Legendary Actions
  The Sorcerer has 2 Legendary actions, given below. At the 
  start of his turn he regains any spent Legendary actions.
  Breath of Mordor. The Sorcerer attacks with his Black 
  Breath.
  Bringer of Terror. The Sorcerer uses his Thing of Terror 
  feature.
  
  MORE NAZGÛL
  erebor adventures
  156
  more nazgûl
  A climatic scene featured in the adventure Shadows in the 
  North (page 144) can see the Sorcerer of Mirkwood make 
  an appearance, accompanied by a number of Ringwraiths. 
  In that occasion, it is left to the Loremaster to judge how 
  many Nazgûl will enter the fray, based on the composition 
  and heroic stature of the Company of heroes, but also on 
  the players’ attitudes towards combat. It is not the aim of 
  the scene to wipe out the entire fellowship, but to confront 
  them with a challenge that will seriously make them 
  consider escaping.
  The Loremaster is free to use the stats for the Nazgûl of Dol 
  Guldur contained in the Mirkwood Campaign supplement, 
  or the generic ones described below (The Lord of the Nazgûl 
  should not make an appearance under any circumstance, to 
  avoid taking the spotlight away from the Sorcerer of Forod).
  ringwraith as dark undead
  Medium Undead
  STR 
  17 (+3)
  DEX 
  20 (+5)
  CON 
  15 (+2)
  INT 
  10 (+0)
  WIS 
  11 (+0)
  CHA 
  10 (+0)
  Armour Class 15
  Hit Points 91 (14d8+28)
  Speed 30 ft
  Damage Resistances non-magical bludgeoning, piercing 
  and slashing; cold, psychic 
  Condition Immunities Blinded, Deafened, Frightened, 
  Paralysed, Petrified, Stunned
  Skills Investigation +4, Perception +4
  Senses Truesight 30 ft (otherwise blind), passive 
  Perception 14
  Languages Black Speech, Orkish, Westron
  Challenge 8 (3,900 XP)
  Deadly Voice. The Ringwraiths scream at their enemies 
  with long-drawn wails that rise to a deafeningly high 
  piercing note. The Ringwraith can use his bonus action to 
  make a Frightened creature become Stunned until the end 
  of the Ringwraith’s next turn.
  Fear of Fire. If a torch or other flame comes within 10 feet 
  of him, the Ringwraith suffers Disadvantage on attack rolls.
  Gathering Shadows. If the Ringwraith is accompanied 
  by other Nazgûl, then the DC for saving throws against his 
  abilities are raised by 1 for each Nazgûl within 90 ft.
  Actions
  Multiattack. The Ringwraith makes one attack with his 
  broadsword and one with his claw.
  Broadsword. Melee Weapon Attack: +8 to hit, reach 5 ft, 
  one target. Hit: 9 (1d8+5) slashing damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft, one 
  target. Hit: 8 (1d6+5) slashing damage.
  Black Breath. The Ringwraith can use its action to target 
  a creature within 10 feet. That creature must make a DC 
  15 Constitution saving throw. On a failure, the creature 
  gains 1 Shadow point and becomes Unconscious. They 
  may be revived as an action, but are Miserable until 
  they take a long rest. On a success, the creature gains 1 
  Shadow point but remains awake. If a Ringwraith targets 
  an Unconscious creature then they are subject to The Black 
  Shadow (see page 153).
  Shadow of Fear. The Ringwraith can direct its terrible 
  will upon any Frightened mortal (Dwarf, Hobbit, or Man) 
  such that the victim becomes an agent for the Enemy. The 
  Ringwraith may use its action to force the target to make a 
  DC 15 Wisdom saving throw. On a failure, see Shadow of 
  Fear (page 153).
  Thing of Terror (1/day). The Ringwraith can use his 
  action to cause any number of targets within 60 feet of him 
  to make a DC 15 Wisdom saving throw. Those that fail 
  are Frightened until the end of the Ringwraith’s next turn.
  Reaction
  Dwimmerlaik. If a hero strikes the Ringwraith with a 
  critical hit, he may use his reaction to invoke this ability. 
  The hero must make a DC 15 Strength saving throw. On 
  a failure, the hero’s weapon shatters, and the hero receives 
  the damage instead of the Ringwraith. Legendary weapons 
  might not be destroyed, but are lost as a cold pain shoots 
  through the hero’s body and they drop the weapon.
  
  157
  appendix: the nazgûl of the north
  ringwraith, unclad and invisible
  Medium Undead
  STR 
  17 (+3)
  DEX 
  20 (+5)
  CON 
  15 (+2)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 
  10 (+0)
  Armour Class 15
  Hit Points 91 (14d8+28)
  Speed 30 ft
  Damage Resistances non-magical bludgeoning, piercing 
  and slashing; cold, psychic 
  Condition Immunities Blinded, Deafened, Frightened, 
  Paralysed, Petrified, Stunned
  Skills Investigation +4, Perception +4
  Senses Truesight 30 ft (otherwise blind), passive 
  Perception 14
  Languages Black Speech, Orkish, Westron
  Challenge 8 (3,900 XP)
  Gathering Shadows. If the Ringwraith is accompanied 
  by other Nazgûl, then the DC for saving throws against his 
  abilities are raised by 1 for each Nazgûl within 90 ft.
  Thing of Shadow. The Ringwraith is Invisible.
  Actions
  Black Breath. The Ringwraith can use its action to target 
  a creature within 10 feet. That creature must make a DC 
  15 Constitution saving throw. On a failure, the creature 
  gains 1 Shadow point and becomes Unconscious. They 
  may be revived as an action, but are Miserable until 
  they take a long rest. On a success, the creature gains 1 
  Shadow point but remains awake. If a Ringwraith targets 
  an Unconscious creature then they are subject to The Black 
  Shadow (see page 153).
  Shadow of Fear. The Ringwraith can direct its terrible 
  will upon any Frightened mortal (Dwarf, Hobbit, or Man) 
  such that the victim becomes an agent for the Enemy. 
  The Ringwraith may use its action to force the target to 
  make a DC 15 Wisdom saving throw. On a failure, see 
  Shadow of Fear (page 153).
  Thing of Terror (1/day). The Ringwraith can use his 
  action to cause any number of targets within 60 feet of 
  him to make a DC 15 Wisdom saving throw. Those that 
  fail are Frightened until the end of the Ringwraith’s next 
  turn.
  
  erebor adventures
  158
   appendix b:
  loremaster characters
  The following characters feature in the various stories 
  interwoven in Erebor Adventures. Each entry provides a 
  listing of the most prominent entries for the individual. A 
  bold entry indicates especially useful information, such as 
  a statblock.
  Aefre, wife of Eutaric 
  102, 105
  Balin the Statesman,son of Fundin 
  7, 29, 43, 119, 130, 139, 142
  King Bard, lord of Dale 
  130, 139, 142
  Bryni, Lord of Strandburg 
  37
  Clifford Sedger, Man of Bree 
  52
  Clovis the Hobbit 
  11
  King Dáin, King under the Mountain 
  67, 142
  Domi, scholar from the Blue Mountains 
  46, 57, 138
  Dwalin the Warrior, brother of Balin 
  49, 62, 141,
  Lord Elstan, aged Captain of Dale 
  70, 83, 130, 132, 139
  Eutaric of Woodland Hall 
  101, 105, 106
  Firbul the Goblin, agent of Morlach 
  53, 55, 60
  Gandalf the Grey, wizard of some renown 
  127, 135, 142
  Ginar, Dwarf farmer 
  73
  Greystroke, Hunter of Monsters 
  69, 74, 89
  Gunvar, Lord of Ashbrook 
  37, 39, 130
  Gwion, dealer of musical instruments 
  36
  Gylfi, son of Gisli, keeper of the Glittering Gate 
  111
  Lord Hakon, courtier to King Bard 
  6, 21, 63, 130
  Haldis, a fisherwoman 
  101, 112
  Halward, Reeve of the Quays 
  35
  Holti, antique dealer 
  101, 106
  Thegn Jofur, courtier to King Bard 
  7, 48, 62, 130, 132
  Kasper the Bandit, Longo’s lieutenant 
  20, 53
  Katun the Merchant 
  12, 130, 136
  Kelda the Embroiderer 
  11,
  The Brothers Khuldrim 
  69, 78-9
  Linnon, Wayward Elf 
  114
  Longo the Bandit-lord 
  10, 25,
  Magan, apprentice of Orsmid, niece of Kelda 
  101, 102-4, 118
  Morlach, the Sorcerer of Forod 
  6, 133, 154-5
  Nefgeir, innkeeper of The Pike and Eel 
  100, 105
  Niping the Smith 
  27
  Odvarr, head of the Guild of Artisans
  of Lake-town 
  97, 107-9, 116,118, 130
  Orsmid, master smith and sculptor 
  97, 100, 130
  Thegn Osgar 
  37
  Raenar the Plunderer, Dragon of the North 
  66, 92, 94
  Sígar the Dwarf, follower of Niping 
  45
  Skarf Skulson 
  75, 79,130
  Skirfira Silvertongue, Dwarven scholar 
  69, 74, 89
  Swain the Enforcer, Longo’s lieutenant 
  20, 53
  Thrun the Toymaker, friend of Balin 
  31, 131, 137
  Thulim, nephew of Dulin 
  11
  Ukgash Burnt-Orc, traitorous Orc-leader 
  83, 84
  Vig the Spy, Longo’s lieutenant 
  19, 53
  Witherfinger, mysterious wanderer of the Waste 
  82
  Wruenele, young Fire-drake 
  66, 92, 94
   
  
  159
  appendix: the nazgûl of the north
   appendix c:
  places & things
  The following locations and items are important to the 
  events of Erebor Adventures. Some locations are known 
  by more than one name, or might have an item or location 
  of interest contained within a larger category.
  Great Chamber of Thrór 
  45
  Great Hall of Thráin 
  45, 145
  Guild House for the Guild of Artisans 
  107
  Haunted Lake, The 
  85
  Heart of the Deeps 
  148
  Katun’s Tent 
  36
  Kelda’s House 
  17
  King Bard’s Statue 
  98
  Lair of the Mud-men 
  11
  Longo’s Lair 
  22
  Lord Elstan’s Grave 
  83
  Mark of the Wandering Wizard, The 
  120
  Mausoleum, The (The Tomb of the Prince) 
  56
  Morgul-knife, The 
  154
  Mornamir, The 
  98, 117
  Nameless, The Elven Spear 
  90
  Abyss, The 
  42
  Aegis of Dale, The 
  80
  Anvil Way 
  137
  Ashbrook 
  37-42
  Balin’s Hideout 
  32
  Balin’s House 
  119
  Barracks, The (Longo’s Lair) 
  22
  Black Scabbard, The 
  14, 26
  Brech  
  75
  Brokenstone 
  22, 138
  Chamber of Mazarbul 
  146
  Coat of Silver Mail, The 
  47
  Cold Bog, The 
  16
  Commons, The (Katun’s Tent) 
  136
  Dawn Terrace, The 
  151
  Domi’s House 
  138
  Elstan’s Cottage 
  139
  Entrance to the Deeps 
  146
  Fireworks 
  138
  First Forge, The 
  42, 147
  Forge Alarms 
  44
  Ginar’s House 
  73
  Glittering Gate, The 
  111
  Gloin’s Ladder 
  150
  Gorge, The 
  86
  Great Causeway, The 
  149
  Netherwood, The 
  123
  Niping’s Fissure 
  42, 150
  Orsmid’s Workshop 
  102
  Pits, The 
  132 
  Quays, The (Balin’s House) 
  35, 139
  Residential Quarter (Domi) 
  138
  Royal Palace, The 
  48
  Silver Needle, The 
  18
  Stángard 
  149
  Strandburg 
  37
  The Missing Scale 
  37
  The Pike and Eel 
  99
  Thrun’s Marvellous Thrush 
  35. 41
  Thrun’s Workshop 
  33, 137
  Tomb of the Prince, The 
  53
  Tomb of Thorin Oakenshield 
  142
  Toymarket, The 
  30
  Traders Gate 
  9
  Vale of Bones, The 
  121
  Watchtower of Zirakinbar 
  89
  
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  supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are  used by a Contributor 
  to identify itself or its products or the associated products contributed to the Open Game License by the Contributor 
  (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game 
  Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No 
  other terms or conditions may be applied to any Open Game Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty free, non exclusive license with the exact terms of this License to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text 
  of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add 
  the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game 
  Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, 
  except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co adaptability with any Trademark or Registered Trademark in conjunction 
  with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the 
  owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are 
  distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use 
  any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed 
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  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You 
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  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some 
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  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure 
  such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this 
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  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to 
  the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. 
  System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, 
  Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve 
  Townshend, based on original material by E. Gary Gygax and Dave Arneson. 
  Adventures in Middle-earth Player’s Guide Copyright 2016 Cubicle 7 Entertainment Ltd/Sophisticated Games Ltd; 
  Authors: James Brown, Paul Butler, Walt Ciechanowksi, Steve Emmott, Gareth Ryder-Hanrahan, Jon Hodgson, 
  Shane Ivey, Andrew Kenrick, TS Luikart, Dominic McDowall, Francesco Nepitello, James Spahn, Ken Spencer.
  Adventures in Middle-earth Loremaster’s Guide Copyright 2017 Cubicle 7 Entertainment Ltd/Sophisticated Games 
  Ltd; Authors: Walt Ciechanowski, Steve Emmott, Jon Hodgson, TS Luikart, Dominic McDowall, Francesco Nepitello, 
  David Rea, Jacob Rodgers, Gareth Ryder-Hanrahan and Ken Spencer.
  Adventures in Middle-earth Rivendell Region Guide Copyright 2018 Cubicle 7 Entertainment Ltd/Sophisticated 
  Games Ltd; Authors: Francesco Nepitello, Shane Ivey, Andrew Kenrick, Thomas Morwinsky, Jacob Rodgers, James 
  M. Spahn, Amado Angulo and Marco Maggi.
  Adventures in Middle-earth Lonely Mountain Region Guide Copyright 2019 Cubicle 7 Entertainment Ltd/
  Sophisticated Games Ltd; Authors: Gabriel Garcia, Andrew Kenrick, Mark A. Latham, T.S. Luikart, Francesco 
  Nepitello, Jacob Rodgers, James M. Spahn and Kenneth Spencer.
  Adventures in Middle-earth Erebor Adventures Copyright 2019 Cubicle 7 Entertainment Ltd/Sophisticated Games 
  Ltd; Authors: John Arcadian, Paul Butler, Gareth Hanrahan, Jon Hodgson, Andrew Kenrick, T.S. Luikart, Paul 
  Mitchener, Francesco Nepitello, Jacob Rodgers, James Semple, John Semple and Graham Spearing.
  END OF LICENSE
  TM
  TM
  Visit the city of Dale and discover the wonders of the Kingdom Under the Mountain 
  and the lands beyond with this essential guide for the world’s greatest fantasy setting.
  TM
  TM
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Cubicle 7/Adventures in Middle Earth - Erebor Adventures.pdf