TEXT: 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
  
  Written by Gabriel Garcia, Andrew Kenrick, Mark A. Latham, T.S. Luikart, 
  Francesco Nepitello, Jacob Rodgers, James M. Spahn and Kenneth Spencer.
  Producer: Emmet Byrne
  Converted by Jacob Rodgers
  Cover by Ralph Horsley
  Art by Jon Hodgson, Sam Manley, and Jan Pospíšil.
  Editors: Emmet Byrne, Zak Dale-Clutterbuck, Andrew Kenrick, Francesco Nepitello and Síne Quinn
  Graphic Design and Layout: Paul Bourne
  Proofreading: Jacob Rodgers
  Special Thanks to David Rea
  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.cubicle7.co.uk
  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,  Suite D3, Unit 4, Gemini House, Hargreaves Road, Groundwell Industrial Estate, 
  Swindon, SN25 5AZ, UK
   
   
  The Lonely Mountain, Middle-earth, The Hobbit, The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks of 
  The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used under license by Sophisticated Games Ltd and their respective licensees. All rights reserved. No 
  part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording 
  or otherwise, without the prior permission of the publishers. 
  Printed in Lithuania
  - CREDITS -
  2
  
  IntroductIon 
  4
  How to use the Lonely Mountain
  Region Guide 
  4
  The Passing of Years 
  4
  the KIngdom under the
  mountaIn 
  5
  A History of Erebor 
  6
   
  The Founding of Erebor  
  6
   
  The Desertion of Erebor  
  6
   
  The Second Kingdom and the
   
  Founding of Dale  
  7
   
  The Reign of Smaug  
  7
   
  The Bitter Years  
  7
   
  The Quest for Erebor and the
   
  Battle of Five Armies  
  8
   
  The Restoration of Erebor 
  8
  Erebor 
  9
   
  The Last Home of the Dwarves 
  9
   
  Erebor Map 
  10
   
  The Upper Halls 
  11
   
  The Lower Halls 
  15
   
  The Deeps 
  17
   
  The Mountain’s Sides 
  17
   
  Notable Characters 
  18
   
  The Surviving Members of
   
  Thorin’s Company 
  21
  Things to do while in Erebor 
  27
   
  Staying in Erebor 
  27
   
  New Fellowship Phase 
   
  Undertakings 
  28
  treasure of the 
  dwarves 
  29
  Dwarven Craftsmanship 
  29
   
  New Enchanted Qualities 
  30
  Famous DwarvenWeapons 
  and Armour 
  31
  Dwarven Smithing 
  33
   
  New Fellowship Phase Undertaking:
   
  Dwarven-Smithing 
  33
   
  Extended Example of 
   
  Dwarven-smithing 
  34
  dale 
  35
  A History of Dale 
  35
   
  The First Founding 
  35
   
  The Coming of the Dragon 
  36
   
  The Death of Smaug and The Rise of
   
  King Bard 
  36
  The City of Dale 
  37
   
  Dale Map 
  39
   
  The Gates of Dale 
  40
   
  The Merchants Way 
  40
   
  The Quays 
  40
   
  The Merchants Quarter 
  41
   
  Ravensgate District 
  44
   
  Royal Palace 
  45
   
  Royal Barracks 
  47
   
  Residential Quarter 
  48
   
  The Water House 
  49
   
  Old Quarter 
  49
   
  Notable Characters 
  51
  Things to do while in Dale 
  54
   
  New Fellowship Phase 
   
  Undertakings 
  54
  the lands about the 
  mountaIn 
  56
  The Northern Dalelands 
  56
  The Waste 
  60
  The Grey Mountains 
  65
  The Upper Marches 
  69
  The Long Marshes 
  73
  The Nether Marches 
  76
  concernIng dragons 
  81
  The Great Worms 
  81
  Hatching a Dragon 
  82
   
  Step 1: Choose Age and Breed 
  83
   
  Step 2: Define Personality 
  85
   
  Step 3: Choose Actions and 
   
  Features 
  86
   
  Step 4: Lair and Hoard 
  91
   
  Step 5. Choose a Name 
   
  and Backstory 
  95
  Hunting Dragons 
  96
   
  Treasures to Slay a Dragon 
  96
   
  Meeting a Dragon 
  97
   
  Rumours of Dragons 
  97
  Dragons of the Third Age 
  99
   
  The Forest Dragon 
  99
   
  Kibiluzn 
  100
   
  Lytegan 
  102
   
  Raenar 
  104
  the war of the 
  dwarves and orcs 
  106
  The Eve of War 
  106
  The Mustering of the Host 
  107
  The War of Vengeance 
  108
  The Battle of Azanulbizar 
  111
  Aftermath 
  111
  Treasures of the War of Vengeance 
  112
   
  Wondrous Artefacts 
  112
   
  Legendary Weapons and Armour 112
   
  Dwarven Grudges 
  112
  explorIng the restored
  KIngdoms 
  114
  Urban Journeys 
  114
  Journey Event Table Entry 1 
  115
  Journey Event Table Entry 2 
  116
  Journey Event Table Entry 3 
  117
  Journey Event Table Entry 4 
  118
  Journey Event Table Entry 5 
  119
  Journey Event Table Entry 6 
  120
  Journey Event Table Entry 7 
  121
  Journey Event Table Entry 8 
  122
  Journey Event Table Entry 9 
  123
  Journey Event Table Entry 10 
  124
  Journey Event Table Entry 11 
  125
  Journey Event Table Entry 12 
  126
  folK of stone 
  128
  Dwarves of the Iron Hills 
  129
  Dwarves of the Grey Mountains 
  132
  Pre-generated Character Sheets 
  135
  Index 
  139
  - CONTENTS -
  3
  
  LoneLy Mountain Region guide
  4
  - INTRODUCTION -
  For many centuries, the lands about the Lonely Mountain 
  were part of the Desolation of Smaug, abandoned by all 
  who feared the Dragon. But since Bard the Bowman slew 
  Smaug, the kingdoms of Erebor and Dale – their fates 
  entwined – are resurgent, their cities rebuilt, their fortunes 
  revived. In the North, there are no greater wonders than 
  Erebor and Dale.
  The Lonely Mountain Region Guide takes Adventures in 
  Middle-earth east of Mirkwood, to the Kingdom under the 
  Mountain and the Kingdom of Dale. As well as describing 
  both the cities of Erebor and Dale, it also details one of 
  the most terrible foes a hero might hope never to face: 
  Dragons.
  The first section, The Kingdom under the Mountain, 
  describes Erebor, its denizens and the wonders that might 
  be found there. The second section, Treasure of the 
  Dwarves, details the artifices of Durin’s folk, fabled items 
  crafted with skills now lost to the world. The third section 
  describes the city of Dale, foremost sanctuary of Men in 
  Wilderland, followed by the regions that surround the 
  Mountain, from the Grey Mountains in the north to the 
  Nether Marches in the south-east. Each region contains 
  descriptions of major features and the wildlife that will 
  typically be seen in the area, along with brief accounts of 
  whatever inhabitants dwell there. 
  The next section, Concerning Dragons, describes the 
  Great Worms, kin to Smaug and forever a bane upon 
  Durin’s folk. As well as providing ample background and 
  rules for Dragons, it also describes what might be found 
  within a Dragon’s hoard, and presents four fully-hatched 
  worms.The War of the Dwarves and Orcs presents a 
  history of the long war between Azog and King Thráin, 
  as well as outlining several ways that a Loremaster might 
  bring its dark legacy to the fore in their own game. The 
  seventh section, Exploring the Restored Kingdoms, 
  provides journey tables customised to the areas around 
  the Lonely Mountain. It also provides advice on adding 
  colour to an urban outing by using the Journey Event tables 
  in a new way. Folk of Stone, the last section, presents an 
  expanded version of the Dwarves of the Iron Hills culture 
  and a new culture: the Dwarves of the Grey Mountains.
  how to use the lonely mountaIn 
  regIon guIde
  This supplement is a guide to the places and peoples of 
  this part of Middle-earth, and is an invaluable source of 
  new gaming material that expands upon what has been 
  presented in Adventures in Middle-earth. It is intended 
  primarily for the Loremaster, who can use this material to 
  greatly enhance an ongoing campaign. Players – especially 
  those playing Dwarven or Barding heroes – may be allowed 
  to read some of this guide, but others should generally 
  refrain from doing so. The companion volume to the Lonely 
  Mountain Region Guide is entitled Erebor Adventures. This 
  supplement contains six adventures that see the kingdoms of 
  Dale and Erebor beset by dangers from within and without. 
  Many of the Loremaster characters and locations featured 
  in this guide play key roles in these adventures. You don’t 
  need Erebor Adventures to use the Lonely Mountain Region 
  Guide, but Erebor Adventures relies upon the information 
  in this supplement.
  the passIng of years
  The material presented in the Lonely Mountain Region 
  Guide assumes the year is contemporary with the default 
  starting date for Adventures in Middle-earth — 2946 of the 
  Third Age. Smaug has been dead for five years and Dale 
  and Erebor have been rebuilt, but much work still continues. 
  For Loremasters who wish to set their games later, perhaps 
  to use alongside the material in the Mirkwood Campaign, 
  they can do so with little modification.
  
  5
  the KIngdom under the mountaIn
  THE KINGDOM
  UNDER THE
  - MOUNTAIN -
  It seemed as if darkness flowed out like a vapour 
  from the hole in the mountain-side, and deep 
  darkness in which nothing could be seen lay 
  before their eyes, a yawning mouth leading in 
  and down. 
  Erebor is the last great stronghold of the House of Durin. 
  Built deep within the Lonely Mountain, it is more than just 
  a city, or a mining complex, or a fortress: it is a palace 
  of gems and marble, a mansion of emerald and iron, a 
  redoubt of diamond and steel. Great streams of gold run 
  through the living rock of its foundations and the columns 
  of its halls are dense as the trees of a forest. 
  The Lonely Mountain dominates the north-east of 
  Wilderland, standing guard over the Dalelands like a great 
  sentinel, a solitary peak rising between Mirkwood and the 
  Iron Hills. Shaped like a star, with six ridges extending 
  outwards from a central peak, this snow-capped mountain 
  has been the site of bitter struggle, bloodshed, and much 
  toil for many centuries. Other Dwarven holds have risen 
  and fallen, Erebor alone has been reclaimed and rebuilt 
  anew; not once, but twice. Its long history has become 
  legend among the Dwarves, much of its lore has been 
  lost in Dragon-fire; many secrets and dark mysteries may 
  yet lie within the depths of the Mountain, waiting to be 
  rediscovered. 
  When Smaug finally fell from the skies above Esgaroth, 
  Erebor was once again free, but there weren’t many 
  among those who first entered its befouled halls who 
  dared dream of restoring them to their former glory. It 
  took all Dáin Ironfoot’s will and energy to transform the 
  blasted peak back into one of the wonders of the North. 
  The old trade routes leading to the Mountain are being 
  reopened; the Men of Dale and Lake-town prosper once 
  more; and peace reigns between Durin’s folk and the 
  Elves of Mirkwood. In just a handful of years, the Dwarves 
  have restored the upper levels of their stronghold, while 
  The Folk of Durin
  The Dwarves keep themselves apart from the rest of 
  the Free Peoples and what few of their tales they share 
  with outsiders are strange and sometimes contradictory. 
  Even the Elves know little of them, saving only that 
  they believe the fire of Aulë the Smith burns within all 
  Dwarves, driving them to create cunning things with 
  their hands. 
  It is held by the Dwarves that their race is divided into 
  seven folks, each one descending from a founding father. 
  Durin was the eldest among the Seven Fathers and the 
  first to awaken in Middle-earth. The kings of his House, 
  known in the Common Tongue as the ‘Longbeards’, have 
  always been regarded with a special reverence by all 
  Dwarves. 
  Durin made his home under the Misty Mountains, in the 
  halls of Khazad-dûm, and the Longbeards dwelt there, 
  building and delving the great city of the Dwarrowdelf. 
  Durin lived an exceedingly long life, even as the Dwarves 
  measure age, so long that he was called ‘the Deathless’. 
  Yet he eventually passed away and was buried with great 
  honour in Khazad-dûm. 
  According to the lore of the Longbeards, there seems to be 
  an additional meaning to Durin’s fame as the Deathless. 
  For they say that his family line survived the passage of 
  the centuries unbroken, and that five times an heir has 
  been born in the House of the Longbeards who was so 
  alike to his Forefather in appearance and manner that he 
  inherited the name of Durin. To this day, many Dwarves 
  hold that this was Durin reborn. 
  King Dáin of Erebor, the King under the Mountain, 
  is a direct descendant of Durin and the majority of the 
  Dwarves of Erebor are Longbeards, or have permanently 
  aligned themselves with that House, and are collectively 
  known as "Durin’s folk". 
  
  LoneLy Mountain Region guide
  6
  reopening many of the lower passages and tunnels that 
  were blocked by the Dragon. Yet in recent years it seems 
  that a shadow may again fall over the Lonely Mountain. 
  Even from within their fortified mountain-halls, the 
  Dwarves hear tell of a growing darkness. Doubt festers 
  among those who feast in the well-lit halls of Erebor, as fell 
  creatures gather in the wilds and, they say, smoke rises 
  from Mount Doom far to the south. 
  a hIstory of erebor
  It is recorded that Dwarves have inhabited the Lonely 
  Mountain since it was first colonised by Thráin the First in 
  the year 1999 of the Third Age. Though it appears that the 
  days of peace may have returned, the history of Erebor is 
  one fraught with conflict.
  the foundIng of erebor (1999–2210)
  The Dwarves of Erebor were originally from Khazad-dûm, 
  the greatest Dwarf-hold of Middle-earth. However, in the 
  year 1980 of the Third Age, the Dwarves dug too deeply 
  for mithril beneath their mountain home, and unearthed 
  a terror of the ancient world in the depths beneath the 
  city. King Durin, the sixth to bear that name, was slain. 
  The following year his son, Náin, was killed too and the 
  Dwarves abandoned Khazad-dûm soon after. 
  Darkness and terror filled the halls of Khazad-dûm and it 
  soon bore a new name: Moria, the Black Pit. The Dwarves 
  scattered across Wilderland, seeking new homes. 
  Some followed their new king, Thráin the First, beyond 
  Mirkwood, until at last they settled around the year 1999 
  in an old mining colony under the Lonely Mountain. 
  Beneath the Mountain Thráin and his followers delved, 
  finding great riches. The foundations of a new Dwarven 
  mansion were soon laid. King Thráin and his followers 
  laboured incessantly, for they sought to restore the 
  honour of their folk, building a city that was worthy of 
  any of the realms of the Dwarves of old. Their hopes and 
  resolve were rewarded when among the deepest roots of 
  the Lonely Mountain they discovered what would become 
  the greatest treasure of Durin’s folk: the Arkenstone, the 
  Heart of the Mountain. Blessing their good fortune, the 
  Dwarves set about their task with redoubled strength and 
  all was well, for a time. 
  Durin’s Bane
  The Dwarves do not know what befell Moria, 
  nor indeed, do any of the Wise. The inhabitants of 
  Khazad-dûm know only that an unseen terror struck 
  at them, something that came up out of the mines. 
  They refer to it as "Durin’s Bane" as, whatever it 
  was, it killed their King. 
  Today, many years after the fall, some Dwarves 
  of Erebor believe that the time has come at last to 
  reclaim the halls of Khazad-dûm. But King Dáin 
  once peered into the Black Pit and fears that it would 
  take more than the strength of the Dwarves to free 
  Moria from the evil that now dwells there. 
  the desertIon of erebor (2210–2589)
  Ten years into the reign of Thorin the First, son of Thráin 
  the Old, the King resolved to remove the royal house of 
  Durin’s folk from Erebor to abide in the Grey Mountains. 
  At the time, those peaks were mostly unexplored and 
  their vast riches unexploited, and many Longbeards had 
  already begun gathering there. Collecting his treasures, 
  including the Arkenstone, Thorin and most of the denizens 
  of Erebor left their city and moved to a new mansion. At 
  the time, this decision was celebrated, for too long the 
  Longbeards had been divided, yet it was to prove an ill-
  fated choice. 
  The Dwarves prospered in the Grey Mountains for many 
  years, accumulating a great wealth, while Erebor lay 
  unfinished and almost deserted, inhabited only by a few 
  hardy miners. But late in the reign of Náin the Second, 
  a plague of Dragons began to afflict the Dwarves. Those 
  Great Worms dwelt and multiplied in the cold wastes 
  beyond the mountains to the north, and in the year 2570 
  they began attacking the Dwarves without warning and in 
  greater numbers as time went on. 
  In the following years, the Dwarves lost many mansions 
  to the greed of Dragons; King Dáin the First himself and 
  his second son Frór were slain before the gates of their 
  own hall by the great Cold-drake, Raenar. Soon after, the 
  Dwarves fled the Grey Mountains. The newly crowned 
  
  7
  King Thrór and his followers returned to Erebor, while his 
  younger brother, Grór and some of their folk, went with 
  the King’s blessing to the Iron Hills in the east.
  the second KIngdom and the 
  foundIng of dale (2590–2770)
  The Dwarves of Erebor thrived under Thrór’s rulership; 
  the Arkenstone returned to the Great Hall of Thráin in the 
  deep vaults and their treasure stores soon replenished. 
  Great works were begun beneath the Mountain, as the 
  Dwarves mined and tunnelled and made wider halls and 
  many workshops. 
  The wealth and generosity of the King under the Mountain 
  gained him the friendship of the Northmen living along the 
  River Running; the Dwarves traded them beautiful things, 
  shining weapons and sturdy mail, mainly in exchange for 
  food-supplies. Soon, the town of Dale arose at the foot of 
  the Lonely Mountain, with both peoples greatly profiting 
  by their commerce (see page 35 for the history of Dale). 
  Peace and prosperity reigned for many years, until one 
  fateful day a great shadow flew over the mountain…
  the reIgn of smaug (2770-2941)
  What possessed the great Dragon Smaug to leave the 
  Grey Mountains and fly south is not known. Perhaps 
  he bore the Dwarves some ill-will that had festered for 
  centuries since the war fought by his kin against the folk 
  of Durin; perhaps he had simply learned of the scale of 
  the Dwarves’ wealth beneath Erebor, and was driven by 
  gold-lust as many Dragons are. Whatever the reason, 
  Smaug the Golden, the greatest fire-breathing Dragon 
  of his age, swept down upon the Lonely Mountain like a 
  hurricane. He set the woods about the mountain ablaze, 
  then slaughtered the Dwarves as they came forth from 
  the Front Gate to meet their foe. His fiery breath turned 
  the River Running to steam and, striking from amidst the 
  clouds, he slew the warriors of Dale, including their lord, 
  Girion. Returning to the Mountain, Smaug crawled in 
  through the open gate and left no Dwarf he found alive. 
  A few of of Durin’s folk managed to escape the Dragon’s 
  onslaught, including Thrór and his son Thráin, both of 
  whom managed to flee by means of a secret door. Smaug 
  set about sealing the passages of the Mountain, save for 
  the Front Gate, which alone was large enough to allow 
  him access. He gathered the treasures of Erebor into a 
  vast pile within the Great Hall of Thráin, which became 
  his bed. In the years that followed, Smaug drove forth the 
  people of Dale, and ravaged the countryside surrounding 
  the Lonely Mountain for many miles. The region soon 
  became known as ‘the Desolation of Smaug’ and all who 
  valued their lives avoided it.
  the bItter years (2770–2941)
  Thrór, along with many other Dwarves in exile, set up 
  home far to the south, in Dunland, where they scratched 
  out a meagre living. Bitter and despairing, Thrór passed 
  the last great treasure he possessed, one of the Seven 
  Rings of the Dwarves, to his son Thráin. Then taking leave 
  of his kin, journeyed to the gates of Khazad-dûm. In that 
  darkened hall, Thrór  was slain by Orcs, and the name of 
  Moria’s new king was branded in Dwarven runes upon his 
  brow: Azog. Thráin and his sons, Thorin the Second and 
  Frerin, consumed by rage and grief, called all Dwarves to 
  a great war of vengeance against the Orcs and Goblins that 
  infested the Misty Mountains. The War of the Dwarves and 
  the Orcs is described elsewhere (see page 106), but suffice 
  it to say that more than half of the Dwarf-host perished in 
  the final battle in the valley of Azanulbizar; but vengeance 
  was theirs, for Azog was slain, and the Orcs and Goblins 
  were crushed for long years afterwards. 
  After the war, the Dwarves dared not enter Moria and 
  reclaim their lost realm. Instead, they chose exile again 
  and dispersed. Thráin and Thorin, now called the 
  Oakenshield, for defending himself with a stout branch 
  when his shield failed him at Azanulbizar, wandered west 
  with their people into Eriador, eventually repairing north 
  to a modest mansion along the eastern edge of the Blue 
  Mountains. Long years of hard labour followed, and the 
  folk in exile prospered in small measure, slowly increasing 
  their wealth and numbers. 
  At last, in the year 2845, Thráin left the Blue Mountains 
  with a small party, including the brothers Balin and 
  Dwalin. Travelling east, a hard rain drove them to camp 
  under the eaves of Mirkwood. In the morning, Thráin was 
  gone, never to be seen again by his kin. Unbeknownst to 
  the Dwarves, the Dark Lord Sauron’s emissaries captured 
  the King of Durin’s folk. Thráin was dragged to the fortress 
  of Dol Guldur. There, the Dwarf-lord was tortured and 
  Sauron reclaimed the last of the seven Dwarf-rings, before 
  leaving him in the dungeons to rot. Several years later, 
  the KIngdom under the mountaIn
  
  LoneLy Mountain Region guide
  8
  while searching the abandoned fortress, Gandalf the Grey 
  came upon a dying Thráin, who was so weak and crazed 
  that he could not even remember his own name. Thráin 
  gave Gandalf his last two possessions: the key to Erebor 
  and the map to the Lonely Mountain, and died shortly 
  thereafter. Gandalf left the Dwarf without learning his 
  identity, an ignominious end for a king.
  the Quest for erebor and the 
  battle of fIve armIes (2941)
  Many 
  years 
  later, 
  Gandalf 
  encountered 
  Thorin 
  Oakenshield in Bree, seemingly by chance. There, Gandalf 
  realised the Dwarf he had encountered in Dol Guldur 
  must have been Thráin, and in Thorin, he saw a way to 
  remove the Dragon from the Lonely Mountain and restore 
  the Dwarves to Erebor. Together, the Grey Wizard and the 
  Dwarf-lord crafted a plan to retake the Lonely Mountain. 
  Thorin and Company crossed Wilderland through many 
  dangers, but managed to reach the Back Door to Erebor 
  on Durin’s Day of the year 2941. The Hobbit Bilbo Baggins 
  stole into the Mountain, where he discovered that the 
  diamond waistcoat of Smaug the Golden was not without 
  flaw. As Smaug destroyed Lake-town, he was slain by Bard 
  the Bowman, descendant of Girion. The Lonely Mountain 
  was freed from the Dragon. 
  After Smaug’s death, Thorin’s Company claimed the 
  treasure as theirs by birthright, and declared Thorin King 
  under the Mountain. However, Bard and Thranduil, the 
  Elvenking of Mirkwood, each demanded a portion of the 
  treasure as reimbursement for the damage that Smaug had 
  inflicted upon their ancestral homes and people; Thorin, 
  seized by Dragon-sickness, refused them. Thorin’s cousin, 
  Dáin Ironfoot, arrived at the Mountain from the Iron 
  Hills with his own forces, summoned by Roäc the Raven. 
  Bolstered by Dáin’s presence, Thorin declared his intention 
  to go to war with the Elves of Mirkwood and the Men of 
  Esgaroth, who began to gather in great numbers outside the 
  Lonely Mountain, set on besieging the Dwarves. 
  All might have gone differently indeed, if not for a sudden 
  attack by an army of Orcs and other foul creatures led 
  by Bolg, son of Azog. Realising their common foe, the 
  Free Peoples stood together against them in the Battle of 
  Five Armies. Though the army of Elves, Men, Dwarves 
  and, at the last, Eagles, was victorious, Thorin received 
  a mortal wound, and his nephews Fili and Kili died 
  defending him. With his dying words, Thorin renounced 
  his own selfishness and greed, parting from Bilbo Baggins 
  in friendship. Thorin was entombed beneath the Lonely 
  Mountain, the Arkenstone given into his keeping, and the 
  ancient sword Orcrist placed upon his breast.
  the restoratIon of erebor (2941–present)
  With the death of Thorin, it was left to his cousin Dáin 
  Ironfoot to take up the mantle of King under the Mountain. 
  King Dáin became an ally and, soon, a friend of Bard the 
  
  9
  Dragon-slayer, now acclaimed as the new lord of Dale. 
  Together, the two set about building their kingdoms. Dáin 
  sent word to all the scattered exiles of Durin’s folk that 
  Erebor was theirs once more and, slowly, the Longbeards 
  began to return to the Lonely Mountain. 
  As more and more Dwarves flocked to the Kingdom 
  under the Mountain, the great rebuilding began. To this 
  day countless new chambers have been excavated, old 
  tunnels reopened, treasure reclaimed, statues repaired 
  or carved anew, and the halls have slowly been restored 
  to their former glory. The work continues still, with new 
  halls being opened and new expansion projects planned 
  yearly. Though much has been renewed, King Dáin ordered 
  the Great Hall of Thráin cleared of all wealth, cleansed of 
  the Dragon’s reek, and then left empty, for Smaug slept 
  there far too long and whispers of his dark dreams still 
  remain. Vacant, silent and still the Great Hall of Thráin 
  lies now, a reminder of all that was lost, even as Erebor 
  rises strong and secure once more. 
  erebor
  Between the two southerly spurs of the Lonely Mountain 
  lies a dark cavernous opening, from which the thundering 
  waters of the River Running surge. On either side of that 
  cleft, stand massive pillars of ornately engraved stone, each 
  one carved out of the living rock of the Mountain itself. The 
  mouth of the cavern is not just a hole in the cliff-wall, but 
  a mighty arch, formed from huge blocks of carefully placed 
  marble. Some of the stones here are pristine; others have 
  been scorched by fires so hot that they partially melted. 
  Beneath the arch is a set of massive wooden gates braced 
  with dark metal, opening to a wide passageway paved 
  with stones so well-laid, that a slip of parchment cannot be 
  placed into the seams between them. 
  Dwarven warriors stand before the gates clad in shining 
  mail; firm and resolute, with hard eyes and searching 
  looks for all that wish to enter the realm of Dáin, King 
  under the Mountain, stronghold of Durin’s folk, the 
  Kingdom of Erebor. 
  Combat scenery: dead silence, great heat (in the forges, 
  same effects as freezing cold), low ceilings, narrow walls, 
  pits, rock edges, rock pillars, thick smoke, varied slopes
  the last home of the dwarves
  A visitor entering Erebor through the Front Gate for the 
  first time will be awe-struck by the sight within. What lies 
  beyond its monumental threshold is no cold, gloomy mine, 
  but a royal mansion, spread across many levels and lit 
  by huge lanterns, innumerable torches and sunlight from 
  reflecting mirrors. It is a vast kingdom filled with halls 
  and chambers, workshops and treasuries, and crossed 
  by underground streets, tunnels, alleys and squares, 
  stretching for many miles into the depths of the Mountain. 
  At first it is hard to believe that Erebor is an underground 
  hold, although the lack of blue skies above and the scent 
  of earth on the air may at long last prove stifling to those 
  who favour the sight of distant mountains and open 
  meadows. For a Dwarf, however, even one who has never 
  before set foot inside Erebor, the subterranean city feels 
  like home. The tough bones of the Lonely Mountain under 
  their feet, the heat and smoke of the furnace, the smiting 
  of hammers on countless anvils, and the scrape of tools 
  against rock; everything conspires to make even the most 
  itinerant Dwarf want to set down roots. 
  The most important city of the Dwarves of Durin’s folk 
  in the Third Age is divided into the Upper Halls, the 
  Lower Halls, the Deeps and the buildings rising on the 
  Mountain’s Sides. 
  Long
       Lake
  E Esgaroth
  E Dale
  E
  Erebor
  E
  Elven King’s
  Halls
  The Waste
  c
  o
  Upper Marches
  n
  Northern
  Dalelands
  Long Marshes
  o
  Mountains
                  of  Mirkwood
  u
  erebor
  the KIngdom under the mountaIn
  
  LoneLy Mountain Region guide
  10
  1
  2
  3
  6
  5
  7
  8
  9
  4
  
  11
  the upper halls
  The locales found in the upper levels of Erebor are for the 
  most part the largest and most impressive. They were built 
  to instil fear and reverence into the hearts of those who 
  crossed the threshold of the Kingdom under the Mountain. 
  But as with a floating mountain of ice, the Upper Halls are 
  just a small part of the great realm of the Dwarves. 
  The Front Gate
  The Front Gate stands as a great monument to the power 
  and skill of the Dwarves. It is a tall arch, wide enough to 
  allow the march of many Dwarves abreast, cut from the 
  formidable rock of the mountainside. A large, high bridge 
  leads to it, and from the roadway a traveller can look out 
  right across the River Running, down into the valley where 
  Dale rises, and beyond to the south. 
  The sheer scale of the Front Gate, while providing an 
  intimidating bulwark for many centuries, contributed 
  to the downfall of Erebor in 2770. As the only portal 
  wide enough to grant him ingress, Smaug the Golden 
  assaulted the Front Gate and used it to enter the Dwarf-
  citadel, reducing the wondrous underground kingdom to 
  ruin. Smaug eventually sealed all other gates into Erebor 
  that he could find, the better to protect his ill-gotten 
  hoard. 
  Since the reclamation of Erebor, travel to the Lonely 
  Mountain is relatively safe. Dale thrives once more, 
  as does Lake-town, which was built wholly anew after 
  Smaug’s death. Entering the fortified mountain-city, 
  however, is not such an easy task. Dwarves are often 
  suspicious, and the dark days of Smaug have done 
  nothing to ameliorate their spirit. Erebor is guarded 
  ceaselessly, and ravens can be seen circling the skies 
  above the Mountain and the surrounding region at any 
  hour. The Front Gate is closed soon after nightfall, and a 
  strong garrison surveys all who pass through it during the 
  day. Those expecting a warm welcome from the Dwarves 
  of the Lonely Mountain are in for a bitter surprise.  
  • 
  Dwarves of any house not currently dwelling in 
  the Lonely Mountain are welcome to visit Erebor, 
  though if they wish to stay, or acquire a home or 
  workshop, they must show what skills they have to 
  offer their peers. A Proficiency Bonus of +4 or more 
  is sufficiently impressive to grant them a place.
  • 
  Merchants and traders who show up at the Front 
  Gate are invariably turned away and instead 
  directed to the townships of Dale and Esgaroth, as 
  is anyone seeking an apprenticeship with a Dwarf-
  smith. Only a handful of young Bardings are 
  granted the privilege of entering Erebor on a regular 
  basis, as they are pupils coming to visit their masters 
  thanks to special agreements, often tied to promises 
  and favours tracing back to the days of the Battle of 
  the Five Armies.
  • 
  Adventurers who wish to enter Erebor for the first 
  time must be accompanied by someone who has 
  already access to the Dwarven realm — either a 
  Dwarf of Erebor or a patron who is respected in 
  the Mountain (Gandalf or Beorn, for example). 
  Otherwise, they will be refused admittance.
  • 
  Everyone else wishing to enter the Kingdom under 
  the Mountain is stopped at the Gate and asked to 
  give a reason for their visit. Wanderers moved by 
  idle curiosity are not granted access, as is anyone not 
  travelling to Erebor on an official errand from some 
  friend of the Dwarves.
  • 
  Companions who have the King under the Mountain 
  as a patron may send word to him at the gate and 
  ask for permission to enter. 
  Normally, when someone is granted admittance they 
  are not allowed to go beyond the Upper Halls of Erebor. 
  Anyone caught trespassing will be imprisoned. 
  Entering the Lonely Mountain
  the KIngdom under the mountaIn
  
  LoneLy Mountain Region guide
  12
  Upon Dáin’s coronation, the King decreed that every Dwarf 
  leaving the Kingdom under the Mountain on business 
  should return one year hence, bringing marble suitable 
  for building, as tribute to the kingdom. As an exemplary 
  gesture, Dáin brought a huge block of red porphyry from 
  his own home in the Iron Hills, and used it as the Front 
  Gate’s new lintel. Even though Dáin’s order has since been 
  lifted, entering the Front Gate bringing a small piece of 
  marble is considered a token of respect and two large piles 
  of these “marble offerings” now lie on either side of the 
  hall immediately past the gate. 
  All who pass through the Gate of Erebor do so under the 
  watchful eyes of the guards under the orders of Dwalin, 
  one of the renowned members of Thorin’s Company. A 
  vast system of pulleys and wheels allows the mighty doors 
  to be opened and closed with great speed. Beyond the 
  gate, the Main Road of Erebor plunges into the depths of 
  the Mountain. 
  The ‘Stone Guard’
  The warriors that keep guard over the Gate and streets 
  of Erebor are stout Dwarves, old veterans of many wars. 
  They all have seen some two hundred winters or more, 
  and are on indefinite leave from their King, free to mind 
  their families and personal businesses. It is entirely of 
  their own will that they have taken up the duty of keeping 
  a watch over their underground home, under the nominal 
  lead of Dwalin, their eldest. Equipped with their most 
  trusted gear, mended mail coats and notched axes and 
  shields, they are affectionately referred to as the ‘Stone 
  Guard’, as opposed to the famed Iron Guard of the King 
  under the Mountain. 
  stone guard
  Medium Dwarf
  STR 
  16 (+3)
  DEX 
  11 (+0)
  CON 
  15 (+2)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 
  11 (+0)
  Armour Class 16 (Ring-mail, Shield)
  Hit Points 32 (5d8+10)
  Speed 25 ft
  Skills Investigation +2, Perception +3
  Senses passive Perception 13, night vision
  Languages Khuzdûl, Westron
  Challenge 1 (200 XP)
  Baruk Khazâd! If the Stone Guard’s attack reduces his 
  target to 0 hit points, he may use his bonus action to 
  move up to half of his speed and make another attack 
  against a different target.
  Old Hatred. When the Stone Guard is fighting Orc-kind 
  with a melee weapon, he can re-roll his weapon’s damage 
  die and use either total.
  Actions
  Axe. Melee Weapon Attack: +5 to hit, reach 5 ft, one 
  target. Hit: 7 (1d8+3) slashing damage or 8 (1d10+3) 
  slashing damage if used with two hands.
  
  13
  The River Running
  A rushing stream, the source of the River Running, flows 
  alongside the passage that runs through the Front Gate. 
  Its boiling waters are funnelled into a narrow channel 
  that splits into two arms at the Gate, letting the river 
  descend beneath the bridge outside in two falls before 
  flowing in a wide loop around Dale and back to the 
  southern spur. 
  The river then flows towards the Long Lake, where the Men 
  of Lake-town ply their trade, starting the long course that 
  will bring its waters across Rhovanion and thence east to 
  the Sea of Rhûn, past the land of Dorwinion. Even after the 
  arrival of the Dragon at the Lonely Mountain and the exile 
  of the Dwarves, the River Running remained an important 
  trading route for the Elves of Mirkwood, the old town of 
  Esgaroth and many of the lands to the south.
  Now, the great bridge to the Front Gate is restored, and the 
  waterfalls that feed the River Running cascade from the 
  Mountain, forming a natural defence for the Dwarf hold 
  and a means of hauling heavy trade goods to the docks 
  of Dale. The river has once more become the lifeblood of 
  prosperity in the region. 
  The Great Chamber of Thrór
  The Great Chamber of Thrór is the seat of the King under 
  the Mountain. Lying a short distance from the Main Road 
  leading to the Front Gate, the pulsating heart of Erebor 
  is a wide feast-hall, hewn from a large, natural cave, but 
  decorated with such skill that each corner of it is filled 
  with sculptures and graven runes providing the finest 
  examples of Dwarven stone-craft. 
  It is here that Dwarves and emissaries come to pledge 
  their allegiance to the King, while great gatherings are 
  held on feast days, to eat and drink, sing and cheer. At 
  other times, the King holds his council within the hall. 
  Then, both entrances to the Great Chamber are set under 
  heavy guard until the council’s business is complete. 
  The King under the Mountain rules over a fractious 
  folk, a congregation of many different clans that have 
  not been subject to a crown for many centuries. For 
  every clan there are a dozen chieftains, and many ill-
  tempered warriors, and even more smiths and miners used 
  to carrying out their duties following the instructions of 
  no one but themselves. But Durin’s folk are once again 
  united, and everyone must learn to work together if the 
  kingdom is to be preserved. 
  With this goal in mind, the King regularly calls for a 
  council to deal with any problem or concern affecting 
  Erebor as a whole. While Dáin ultimately decides what 
  will be done, those summoned to attend are called to 
  offer the King useful advice on the matter at hand, from 
  the smelting of ore, to the miners’ troubles and to the 
  brewing of good beer. 
  The council’s greatest worth lies in helping to mediate 
  the disagreements between the various divisions of 
  Dwarves working under the Mountain. All the major 
  groups within Erebor are asked to send representatives: 
  the miners, the smiths and the merchants all send several 
  members, representing different factions within those 
  groups. Many important and influential Dwarf advisors 
  are also called to appear at the council, including various 
  members of Thorin’s Company. 
  The full council meets rarely, as there are few issues that 
  require everyone to be present and even on such occasions, 
  many of its members prefer to be about their work, and 
  will often send apprentices to speak for them. On the 
  rare occasions that the King has desired to see the full 
  council, Dáin has had to send members of the Iron Guard 
  to roust some of them from their workshops. 
  Companions who bring grave or important news to the 
  attention of the Lonely Mountain may be summoned 
  before the council to discuss what they have learned. 
  Indeed, a Dwarf of high standing and Wisdom may be 
  asked to sit upon the council. 
  The King’s Council
  the KIngdom under the mountaIn
  
  LoneLy Mountain Region guide
  14
  When the great restoration works began, the King made 
  it a point of honour not only to bring the hall back to its 
  former glory, but to surpass it. The chamber’s high roof 
  echoes once more to the sound of the King’s speeches, 
  the songs of his warriors and the cheers of the Dwarves. 
  The seat of the King under the Mountain dominates the 
  hall, set against the great Cup of Thrór, a huge golden 
  chalice that is one of the most valuable treasures in the 
  hold. 
  The hall is accessed by large, gold-chased doors of foot-
  thick oak at the front and rear. The front doors lead to the 
  Main Road that runs through the Front Gate. The back 
  doors behind the Cup of Thrór lead down to a long series 
  of stairs and passages, and thence to the Great Hall of 
  Thráin, which was where the Arkenstone was once kept. 
  Off to the side of the hall lie a series of functional rooms: 
  a council room for the most secret meetings or private 
  audiences with the King; a vast kitchen and adjoining 
  pantry in which feasts are prepared; a guardroom and 
  armoury; and the King’s private library, from which few 
  but the King himself know that a secret passage leads out 
  to the eastern slopes of the Mountain. 
  The Iron Guard
  The dwarves are exceedingly strong for their height, but 
  most of these were strong even for dwarves. In battle they 
  wielded heavy two-handed mattocks… their beards were 
  forked and plaited and thrust into their belts… and their 
  faces were grim. 
  The King’s personal bodyguard is composed of tough 
  Dwarves of the Iron Hills, and new recruits continue to 
  be drawn from the finest warriors from Dáin’s former 
  home. Many among those of superior rank are close kin 
  to the King, cousins and nephews of different degrees of 
  lineage. 
  Every visitor admitted to the Chamber of Thrór is subject 
  to their stern gaze, seen glowering from behind their 
  grim iron face-masks, wrought to be hideous to behold. 
  The King’s bodyguards are known as the ‘Iron Guard’, a 
  testament not only to their homeland, but also to their will 
  and courage, even if some would say that their monicker 
  betrays that their loyalty is not to the Kingdom under the 
  Mountain, but to its current king: Dáin, the Ironfoot. 
  Iron guard
  Medium Dwarf
  STR 
  17 (+3)
  DEX 
  12 (+1)
  CON 
  19 (+4)
  INT 
  11 (+0)
  WIS 
  14 (+2)
  CHA 
  8 (-1)
  Armour Class 14 (Ring-mail)
  Hit Points 59 (7d8+28)
  Speed 25 ft
  Skills Insight +4, Perception +4
  Senses passive Perception 14, night vision
  Languages Khuzdûl, Westron
  Challenge 2 (450 XP)
  Khazâd ai-mênu! If the Iron Guard’s attack misses, he 
  may use his bonus action to make another attack against 
  the same target.
  Warrior’s Charge. The Iron Guard has Advantage on all 
  attacks made in the first round of combat.
  Actions
  Mattock. Melee Weapon Attack: +5 to hit, reach 5 ft, one 
  target. Hit: 10 (2d6+3) piercing damage.
  
  15
  the lower halls
  It might be said that the true home of Durin’s folk lies 
  in the Lower Halls of Erebor. Here, the extension of the 
  excavations is astounding, and the number of rooms, 
  chambers and halls is beyond measure. The life of the 
  Dwarves of the Mountain thrives in the depths, away from 
  the light of the sun and the prying eyes of strangers. 
  Stángard
  Stángard, meaning “Stone Enclousure or “Stone Court” 
  in the tongue of the Northemen, is the main residential 
  district of Erebor. It can be compared to a wide township, 
  consisting of many homes, shops, drinking halls and 
  counting-houses. Six wide, winding stairways stretch out 
  from a central square, one for each spur of the Mountain, 
  each one leading to a different part of Stángard. The 
  stairways are numbered, the First Stair being the one 
  leading to the part of the city lying below the Southern 
  Spur of the Lonely Mountain, the one pointing in the 
  direction of lost Khazad-dûm (despite its name, the ridge 
  is oriented to the south-west). 
  The great part of the Dwarves of Erebor live in Stángard, 
  and from here they descend daily into the chambers and 
  shafts known as “The Deeps” to mine for ore and gems; 
  others head into the many workshops and furnaces of the 
  Mountain to craft the wondrous jewellery, weapons and 
  armour for which Erebor is justly famed. 
  When not going about their business, which can be 
  rare in Durin’s folk, for they have a tendency to bury 
  themselves in their crafts, many Dwarves spend their 
  time in the square in the centre of Stángard. Here is 
  where food-supplies are bought and drink can always be 
  found, for the Dwarves work the mines and foundries of 
  Erebor in great ongoing shifts throughout the day and 
  night, resulting in hungry and thirsty miners and smiths 
  coming off work at nearly every hour. Dwarven voices 
  raised in song continually ring out of lively drinking 
  halls here, to be stilled only rarely by a tale well told. 
  Except for fellow Dwarves, few visitors ever walk the 
  carven streets of Stángard, or see the rare Dwarf-children 
  run between the square’s stalls and shops, or hear the 
  tinkling of small tools as delicate jewellery is crafted by 
  the Folk of Durin as a pleasant way to pass the time. 
  The Great Hall of Thráin
  This vast chamber was once Erebor’s main hall for 
  feasting and celebration, and also where the finest of the 
  Mountain’s treasures was kept safe: the Arkenstone. That 
  was before the coming of Smaug, who chose to make this 
  his lair, lying on his bed of gold and gems amongst the 
  bodies of the dead. The Great Hall is no longer filled with 
  the riches of Erebor; they have all been moved to smaller, 
  safer vaults and the hall cleansed as best the Dwarves 
  can. The Great Hall often lies empty now, a dark place 
  deemed unwholesome still by King Dáin, used mainly as 
  a passageway between other halls. 
  The Great Hall of Thráin can be accessed down many long 
  stairs and winding passages from the Great Chamber of 
  Thrór, and also from the secret Back Door in the side of the 
  Mountain. Other passages lead away from the Great Hall 
  to artisan workshops, vaults filled with treasure, and the 
  Chamber of Mazarbul under Erebor. The side-chambers 
  of the Great Hall have also been cleared, and it is here, in 
  silent repose, that Thorin Oakenshield’s tomb lies. 
  The Forges
  The “Forges” are a general reference that Durin’s folk 
  make to the many smithies, workshops and furnaces 
  spread among the depths of the Lonely Mountain. There 
  are forges of various kinds on every level of the Lower 
  Halls. Those of the deeper levels tend to be furnaces 
  where precious metals, iron, and steel are smelted and 
  worked. The forges nearest to Stángard’s residential 
  district are often the workshops of jewellers, engravers 
  and stone-cutters. In the higher levels of the Lower Halls 
  reside the laboratories of toy-makers and those rare 
  Dwarves who pursue some of the more esoteric of their 
  crafts, such as the carving of certain special runes and 
  the writing of moon-letters. 
  The Smiths of Erebor
  The countless workshops of the Lower Halls ring day and 
  night with the sound of smiths’ hammers and the tinkling 
  of small tools scraping over stone. Though the metalwork 
  of  Erebor’s smiths is not as majestic as their forefathers’, 
  they still make armour and weapons that are the envy of 
  the best smiths of Men. In stonework though, their skills 
  may yet surpass those of their ancestors. While the Folk of 
  Durin are completely loyal to King Dáin, they still guard 
  the secrets of their respective crafts quite carefully. 
  the KIngdom under the mountaIn
  
  LoneLy Mountain Region guide
  16
  erebor smIth
  Medium Dwarf
  STR 
  15 (+2)
  DEX 
  13 (+1)
  CON 
  12 (+1)
  INT 
  16 (+3)
  WIS 
  12 (+1)
  CHA 
  8 (-1)
  Armour Class 12 (Shop Leathers)
  Hit Points 16 (3d8+3)
  Speed 25 ft
  Skills History +5, Smith’s Tools +5
  Senses passive Perception 11, night vision
  Languages Khuzdûl, Westron
  Challenge 1/4 (50 XP)
  Secret Craft (1/day). The Smith can use his bonus action 
  to gain Advantage on one ability check (including tools).
  Stiff Necks. If one or more Smiths are present for 
  an Audience and the speaker for the Company is 
  not a Dwarf, the Introduction Check is made with 
  Disadvantage.
  Actions
  Hammer. Melee or Thrown Weapon Attack: +4 to hit, 
  reach 5 ft or range 20/60 ft, one target. Hit: 4 (1d4+2) 
  bludgeoning damage.
  The Back Door
  In a hidden, steep-walled bay, nestled between the two 
  westernmost spurs of the Lonely Mountain, a disused 
  path can be found. The path is an overgrown trail of rough-
  hewn steps that winds its way up the mountainside, to a 
  narrow, grassy ledge. This ledge is known only to a few as 
  “the Doorstep”, for it marks the location of a secret door, 
  once known only to the line of the Dwarf-kings of Erebor. 
  From the outside, the Back Door has been cunningly 
  concealed to blend into the natural rock face; all but 
  impossible to find, and even harder to open except with 
  the Key to Erebor. From the inside, however, it can be 
  opened more readily — if not easily. 
  Despite the door’s weight, it swings silently, and the 
  passageway beyond is smooth sided and smooth-floored, 
  gently descending eventually to the Great Hall of Thráin. 
  It is likely, then, that the original intent of the door was a 
  secret escape route for the King under the Mountain in the 
  event of a siege, whereupon he, his family and his guards 
  could leave Erebor undetected, with the greatest of their 
  treasures in tow. 
  The Chamber of Mazarbul under Erebor
  Beyond the Great Hall of Thráin, protected by a sturdy 
  stone door, lies a wide rectangular hall. This chamber 
  holds the great library and records of the Dwarves of 
  Erebor. Ignored by Smaug (for he could smell no gold 
  here) the hall holds books, stone tablets, ledgers, scrolls, 
  and annals stretching back to well before the foundations 
  of the Lonely Mountain. The chamber’s dry air serves as 
  an excellent preservative for the paper here and many of 
  the centuries-old books appear as if they were recently 
  written. Dwarves are always on the lookout for ancient 
  manuscripts of their folk to bring to this hall, and would 
  pay handsomely any adventurer who would return from 
  the ruins of a fallen mansion of the Dwarves with any sort 
  of document. Little by little, Munin, the Keeper of Records, 
  is adding to the collection with great care and reverence, 
  hoping that the time will come when the chamber will be 
  the greatest repository of knowledge in the North. 
  The Tomb of Thorin Oakenshield
  Though Thorin succeeded in liberating Erebor from 
  Smaug’s clutches, he fell in the Battle of Five Armies. The 
  returning Dwarves constructed a great tomb for their fallen 
  hero, set in an ante-room accessed through the Great Hall 
  of Thráin. Here, Bard the Bowman and Thranduil of the 
  Elves visited the fallen Thorin to pay their last respects. 
  Bard placed the Arkenstone upon Thorin’s breast, where 
  it lies still. Thranduil placed Orcrist at Thorin’s side, 
  where it will emit a brilliant glow if Erebor is ever again 
  endangered by Orcs and their foul kin. 
  
  17
  The Arkenstone of Thráin
  "That stone of all the treasure I name unto myself, 
  and I will be avenged on anyone who finds it and 
  withholds it."  
  Found in the deep mines of Erebor in the earliest 
  days of the Dwarf-hold’s founding, this pale jewel 
  – known as "the Heart of the Mountain" – is the 
  greatest treasure ever unearthed by the Dwarves. The 
  skill of the Dwarf-smiths transformed the already 
  beautiful stone into a fist-sized orb, with a thousand 
  flawless facets; it shines with an inner luminescence, 
  but when the merest sliver of outer light falls upon 
  it, it gleams like water in the sunlight, shot through 
  with the colours of the rainbow. 
  In the centuries after its discovery, the Arkenstone 
  became an heirloom of the Kings of Durin’s folk. 
  Thráin’s son, Thorin, carried it away into the Grey 
  Mountains where it remained until King Thrór 
  brought it back to the Great Hall of Thráin. When 
  the Dragon Smaug sacked Erebor, the Arkenstone 
  was thought lost, lying among Smaug’s treasure 
  trove in the bottommost cellar until Bilbo Baggins 
  discovered it and gave it to Bard. After the Battle of 
  Five Armies, enmity was set aside between the leaders 
  of the Dwarves, Elves and Men, and Bard of Dale 
  placed the Heart of the Mountain in Thorin’s tomb. 
  Nearly a thousand years after its discovery, the 
  Arkenstone is buried once more beneath the Lonely 
  Mountain. 
  • 
  The Arkenstone is a Wondrous Artefact with 
  a Greater Blessing of Intimidation (See the 
  Loremaster’s Guide, page 127).
  the deeps
  As they had with Khazad-dûm before it, when the Dwarves 
  first colonised Erebor they began delving deep into the 
  caverns under the Mountain. There, the Dwarves found gold 
  and precious stones in abundance, and over the centuries 
  the scale of the mines grew along with their fame. Yet, the 
  Dwarves that delved here did so with memories of Moria 
  and have exercised greater caution in how deep they are 
  willing to go. The mines are organised into many ‘deeps’, 
  which range from simple shafts, where the Dwarves work 
  for ore and gemstones, to large vaults, storerooms, cellars 
  and workshops. In some deeps, great smelters work day 
  and night, producing ingots for the forge halls high above. 
  Other deeps produce coins of silver and gold. 
  The heart of the deeps is a huge central shaft, filled with 
  great spans of stone stretching between various dig sites. 
  Mines of every shape, size and type are bored out from this 
  shaft, though many are presently filled in or collapsed. 
  Since the restoration of the hold, only a fraction of the 
  old mines have resumed operation, but even so it is an 
  impressive venture. 
  Some of the closed shafts are still marked with ancient 
  warning runes. They lead to far older caverns that were 
  blocked in the time of Thorin the First, possibly to protect 
  Durin’s folk from terrors burrowing in the depths. None 
  still live who can remember what, if anything, lies down 
  those dark tunnels, but some whisper of unquiet spirits 
  and scuttling monsters, and about the earth itself opening 
  up to gobble down trespassers. Sentries patrol the bridges 
  of the central shaft and the disused tunnels regularly, 
  lest something hideous stir beneath the earth and catch 
  Erebor unaware.
  the mountaIn’s sIdes
  While the delver mines in the depths of Erebor, the mason 
  builds atop its summit. The Dwarves have started a 
  number of construction endeavours upon the sides of the 
  Lonely Mountain that will keep them busy for decades to 
  come and that will surely make the house of the folk of 
  Durin one of the wonders of the North. 
  Thráin’s Towers 
  The most ambitious of all of the projects of the Dwarves 
  of Erebor has been under way since the refounding of the 
  realm. The foundations of six identical watchtowers have 
  been laid in the living stone of the stony ridges that make 
  up the Lonely Mountain, and unprecedented fundings are 
  being set aside for their construction. For their purpose 
  will not simply be that of giving the dwellers of the Lonely 
  Mountain a warning should enemies approach their 
  fastness, but to give them a weapon against their direst of 
  enemies: the Dragons. 
  the KIngdom under the mountaIn
  
  LoneLy Mountain Region guide
  18
  King Dáin’s objective is to create a chamber inside each 
  tower capable of capturing the winds, in the manner of 
  those built of old by the Dwarves of the Grey Mountains. 
  Under the right combination of air currents, these 
  “Chambers of Winds” were known to resonate mightily, 
  creating a thunderous dirge capable of deafening and 
  keeping away the Worms of the North. 
  But the secrets of their construction seem to escape the 
  grasp of the most cunning engineers of Durin’s folk; 
  complex calculations are being made in great secret every 
  day, and countless drafts for the structure of Thráin’s 
  Towers have been drawn and discarded. Maybe some 
  specification about the materials to be used has been lost, 
  or maybe magic was employed and no trace of its use 
  survived in the records? With each passing day, King Dáin 
  considers with more attention the counsel of those who 
  suggest that an expedition be organised to go and find an 
  intact “Chamber of the Winds”, to examine… (Loremasters 
  should see Wilderland Adventures, page 139.) 
  The Ice Terrace 
  High upon the southern slope of the Lonely Mountain, 
  a mere bowshot down from the heights where the snow 
  does not melt, the first of many planned terraces has been 
  carved out of the mountainside. The Ice Terrace overlooks 
  much of Wilderland. Looking down from its lofty position, 
  one can easily see Dale far below, Lake-town to the south, 
  and the dark reaches of Mirkwood stretching out to the 
  south and west. Yet the terrace was not built for peering 
  down, but for gazing up. The Ice Terrace is both Erebor’s 
  observatory, used for charting the course of stars and the 
  moon, and its most unusual workshop. A large portion 
  of the terrace holds an enclosed laboratory with a clear 
  crystal ceiling. Here, moon-letters are engraved, and the 
  lights of the night sky are sometimes caught by master 
  stonecutters in cunningly wrought gems. 
  Ravenhill 
  An outlying height at the extremity of Erebor’s great 
  southern spur, Ravenhill is the site of a large guard tower 
  directly overlooking the River Running and the city of Dale. 
  The height takes its name from the long-lived ravens that 
  roost above the watchpost’s chambers. At the time of the 
  destruction of Erebor, the chief of these magnificent birds 
  was Carc, known by the Dwarves to be exceptionally 
  wise and, like many of his kind, capable of speech. When 
  Thorin returned to the Lonely Mountain 171 years later, 
  Carc was dead, but the ravens remained, led by his son, 
  the ancient and balding Roäc (see page 20). 
  The ravens of the hill have always been loyal allies of the 
  Dwarves, relaying messages and secret tidings for Durin’s 
  folk in exchange for gold and trinkets to scatter about 
  their mountainside nests. Those Dwarf warriors who 
  man the guard-post today are chosen from amongst the 
  bird-friends of Erebor, so as to maintain good terms with 
  the ancient ravens who provide the Kingdom under the 
  Mountain with far-ranging spies. 
  Dwarf companions who have befriended a Raven of the 
  Mountain will always find a warm welcome here, and can 
  find out much that has been learnt by the winged denizens 
  of Ravenhill.
  notable characters
  Since the refounding of the Kingdom under the Mountain, 
  Erebor has become home to a host of mighty and revered 
  lords of the Dwarves. To rub shoulders with such heroes is 
  a singular honour extended to few, and their very presence 
  in the Lonely Mountain brings renown to the hold. 
  Dáin Ironfoot, King under the Mountain
  There now Dáin son of Náin took up his abode, and he 
  became King under the Mountain, and in time many other 
  Dwarves gathered to his throne in the ancient halls. 
  Dáin Ironfoot, son of Náin and cousin to Thorin, is now 
  King under the Mountain. Once lord of the Iron Hills, 
  he has ruled over Erebor since the death of his cousin 
  Thorin Oakenshield following the Battle of Five Armies. 
  He has overseen an unprecedented period of peace and 
  prosperity for the Dwarves of the Lonely Mountain. 
  King Dáin is stern and proud, known throughout the 
  land as a strong ruler. He has forged peace not only with 
  the Men of Lake-town but also the Elves of Mirkwood, 
  and he became famed for his generosity. By replenishing 
  the long-dwindled wealth of Durin’s folk and brokering 
  alliances with his neighbours, Dáin has assured Erebor’s 
  position as the mightiest stronghold in the North. He 
  does, however, remain suspicious of his new allies; he has 
  a deep mistrust of Elves, and while he trusts Bard, he is 
  
  19
  wary of the weakness of Men as far as the temptations of 
  the Shadow are concerned. 
  Dáin came to prominence as a mere stripling during the 
  War of the Dwarves and Orcs, and he joined the fray in 
  the battle at Azanulbizar. Azog, the great Orc, killed his 
  father at the east entrance of Moria. The young Dáin, filled 
  with rage, raced up the steps of the gate and slew Azog 
  where he stood. Such a feat from one so young was seen as 
  near-impossible, and that single act of martial prowess and 
  courage turned the battle in the Dwarves’ favour. However, 
  when the Dwarves looked to their new lord for their orders, 
  Dáin showed the sage judgement that he has carried into 
  rulership ever since. He looked into the darkness of Moria, 
  and knew that, even with the Orcs driven out, it was no 
  longer a home for Dwarves. He led his people away from 
  Khazad-dûm, never to return. Dáin Ironfoot maintains the 
  proud traditions of a warrior-king; he keeps his friends 
  close and his enemies closer, the crown placed upon his 
  troubled brow, his war gear always ready. 
  An Audience with Dáin
  Dáin is almost two centuries old, but as any hale Dwarf 
  lord, he is not so old that he can no longer swing an axe 
  or instil respect in those around him. He is stout, even for 
  a Dwarf, and it is clear to all who meet him that great 
  strength still flows through his limbs. His plaited red hair 
  and forked beard are streaked through with silver, and his 
  wrinkled skin is tough and leathery. He looks every inch 
  the warrior-born, and yet in conversation he is measured, 
  insightful and quietly spoken. Even though he now has a 
  mithril crown upon his head, he still wears the humble 
  iron-shod shoes of a miner. Like all Dwarves he is direct, 
  yet he is not without either patience or subtlety. Unlike 
  some of his kind he is reluctant to cause offence and slow 
  to anger – though there is no doubt that it would be unwise 
  to raise his ire. 
  When not within his private quarters in the upper levels 
  of the mountain, Dáin is most often found in the Great 
  Chamber of Thrór, holding council or presiding over his 
  official duties. Sometimes he reads alone late at night in 
  the Chamber of Mazarbul, paces the bottommost cellar or 
  stands for many hours beside Thorin’s Tomb. 
  A hero may request an audience with the King under the 
  Mountain, but Dáin is a stickler for formality and does not 
  grant his time lightly. More likely, a hero will be summoned 
  to Dáin’s presence, coming to the King’s attention due to 
  some great deed, or given some task to complete to prove 
  his allegiance to the Lonely Mountain. 
  A public audience, to pay tribute or swear fealty, is 
  undertaken in the Great Chamber of Thrór, with the Dwarf 
  council and the Iron Guard in attendance. If the Hero has 
  earned a private audience, however, he will be taken to 
  the council-room or some other chamber while business 
  is discussed. 
  Motivation: The weight of the Lonely Mountain is upon 
  my shoulders, speak plainly how you may assist me. 
  Otherwise, do not add to my burdens.
  Expectations: +2 if the heroes observe all the long-
  winded customs of Dwarven audiences without stinting or 
  grumbling; +1 if the heroes are forthright without being 
  rude; -2 if the Company expects Dáin to provide a solution 
  to them or express a lack of patience.
  the KIngdom under the mountaIn
  
  LoneLy Mountain Region guide
  20
  Dáin as a Patron
  It is not easy to win the confidence of a Dwarf, let 
  alone one who has seen as much battle and toil as 
  Dáin Ironfoot. It is harder still to mislead, flatter 
  or trick him, for his steely eyes seem to penetrate the 
  very heart of all who linger in his presence. For those 
  he trusts, and those who are honest, Dáin is a warm 
  host and shrewd advisor, but he has many demands 
  on his time — a sure way to fall out of his favour is 
  to bother him repeatedly with trivialities. Companies 
  that have King Dáin as a Patron may come and go 
  from Erebor as they like, though they are expected to 
  act with proper decorum at all times. 
  dáIn Ironfoot
  Medium Dwarf
  STR 
  19 (+4)
  DEX 
  10 (+0)
  CON 
  17 (+3)
  INT 
  13 (+1)
  WIS 
  17 (+3)
  CHA 
  12 (+1)
  Armour Class 19 (magical Dwarf-wrought Hauberk)
  Hit Points 105 (14d8+42)
  Speed 25 ft
  Skills Insight +6, Perception +6, Traditions +4
  Damage Resistances: piercing from non-magical attacks
  Senses passive Perception 16, night vision
  Languages Khuzdûl, Westron
  Challenge 8 (3,900 XP)
  Baruk Khazâd! If Dáin’s attack reduces his target to 0 hit 
  points, he may use his bonus action to move up to half of his 
  speed and make another attack against a different target.
  Khazâd ai-mênu! If Dáin’s attack misses, he may use his 
  bonus action to attack the same target again.
  Runes of Protection. Dáin’s armour provides resistance 
  to non-magical piercing damage (noted above).
  Actions
  Multiattack. Dáin makes three attacks with his red axe.
  The Red Axe. Melee Weapon Attack: +10 to hit, reach 
  5 ft, one target. Hit: 13 (1d12+1d4+4) magical slashing 
  damage (see page 112).
  Reaction
  Great Might (Recharge 5-6). Dáin may use his reaction 
  when he takes damage from a melee or ranged weapon 
  attack to reduce his damage taken by 4, to a minimum of 
  1 point of damage taken.
  Munin, Keeper of Records
  A venerable Dwarf of many winters, Munin is the head 
  archivist of the Chamber of Marzabul under Erebor. Lore 
  of the elder days that exists nowhere else in the North, 
  save perhaps the halls of Rivendell, lies within his charge. 
  Companions with the support of King Dáin, or another 
  noteworthy Dwarf, may be able to get his assistance in 
  researching old records, as his memory remains quite 
  sharp, though he is short with outsiders and any he 
  considers to be wasting his time. 
  Munin has a long white beard that just touches the floor. 
  Unfortunately, despite his amazing grasp of ancient lore, 
  dealing with Munin can be trying; at his advanced age 
  (well over 200) his hearing is failing, however, he refuses 
  to accept this and abhors shouting as he believes it implies 
  disrespect. 
  Motivation: There are no words in any tongue to relay 
  how happy I am that Erebor was recovered when I feared 
  it lost forever.
  Expectations: +2 if the Company is able to bring new 
  knowledge to Munin — many records of the old kingdom 
  are still missing; -2 if they are ‘shouting’ — those talking 
  with Munin have to raise their voices high enough to be 
  heard, but not so high as to make him think he is being 
  yelled at. 
  Roäc the Raven
  The chief of the great ravens of Ravenhill, Roäc is ancient 
  even for one of his kind. When Thorin and company came 
  to Erebor for vengeance upon Smaug, Roäc was already 
  more than 150 years old, and marked by age. 
  It was Roäc who flew to Thorin’s Company with news that 
  Smaug had been slain by Bard the Bowman, and who 
  sent his ravens to Dáin of the Iron Hills with word to bring 
  reinforcements to protect the treasure of Erebor. 
  The son of Carc, said by the Dwarves to be the greatest 
  lord of the ravens ever to have lived, Roäc has inherited 
  much of his noble father’s wisdom. He rightly warned 
  Thorin that the treasure that had brought him to Erebor 
  would be his death, and even now is a trusted ally and 
  counsellor to the Dwarves. Roäc is now so ancient that he 
  rarely leaves his mountainside nest, but his ravens range 
  
  21
  far and see all — there is no movement within the north of 
  Wilderland that Roäc does not know of. 
  Motivation: Of highest importance is the safety of the 
  Mountain. 
  Expectations: +1 if the Company announces that they will 
  abide by Roäc’s advice — he’s used to stubborn Dwarves 
  and pleased that his wisdom does not fall on deaf ears. -2 
  if they do not treat him as an equal — despite his great age 
  his knowledge is vast.
  the survIvIng members of 
  thorIn’s company
  The Dwarves who joined the Quest for Erebor have all 
  become justifiably renowned among their folk. Indeed, 
  the Bardings of Dale and the folk of Lake-town sing the 
  names and deeds of the companions of the Oakenshield. 
  While they did not receive a fourteenth share of Smaug’s 
  treasure, they are all quite wealthy and many of them 
  serve the Kingdom under the Mountain in one way or 
  another. 
  Customisation notes are provided below but most of 
  the members of the company can be readily represented 
  by the Dwarf-Lord entry on page 78 of the Loremaster’s 
  Guide.
  Glóin the Emissary
  The skill of most Dwarves, it is said, lies in their hands, 
  whether they are wielding tools or weapons. While Glóin 
  is a veteran of a great many battles, and can swing an 
  axe with the best of them, his tongue is his truest tool and 
  weapon. Since the Battle of Five Armies, Glóin has swiftly 
  become one of the most favoured of Dáin’s envoys. He is 
  trusted to advance the interests of the Lonely Mountain in 
  such a way as to make Erebor’s position clear, while not 
  unduly upsetting allies. A trying position, but Glóin does 
  it with grace, even on the rare occasions when he has to 
  deal with Wood Elves, who he regards poorly. 
  Glóin serves as the Kingdom under the Mountain’s 
  main ambassador to Esgaroth. He has a well-appointed 
  mansion in Lake-town where he spends several weeks a 
  year, working on a wide variety of trade issues with the Men 
  of the Lake. His valiant son Gimli regularly accompanies 
  him on his journeys on Erebor’s behalf. 
  Glóin is exceedingly well-spoken and generally kindly to 
  all (save Wood Elves). Glóin favours white garments, or 
  brightly coloured ones trimmed with white, matching the 
  colour of his forked beard. 
  Motivation: I am a representative of King Dáin and I will 
  bear myself accordingly, no matter the situation.
  Expectations: +1 if the Company expressing willingness 
  to compromise — Gloin knows that diplomacy is built 
  on both parties giving up a little; -2 if they have a Elf of 
  Mirkwood as their speaker — Gloin has never forgotten his 
  rough treatment at their hands.
  Customisation: Add Persuasion +5 to the Dwarf-Lord’s 
  list of skills to represent Gloin. In battle he wields the Axe 
  Under the Mountain (Superior Fell, Gleam of Terror).
  Óin the Healer
  Óin is Glóin’s older brother. The two have little in common, 
  save their knack for building fires and their love for one 
  another. Where Glóin is subtle, Óin is blunt. Where Glóin 
  can make even the most unpleasant news easier to hear, 
  Óin is brutally, painfully honest. Far more belligerent than 
  his younger brother, Óin remains a fierce warrior but a 
  skilled healer. His expertise with herbs, potions and salves 
  is profound, almost rivalling that of the Elves of Rivendell. 
  Like his brother, Óin too, has become an emissary for 
  Dain, but Óin is typically sent on longer journeys to folk 
  who prefer action to fair speech. Óin has a sharp sense of 
  the KIngdom under the mountaIn
  
  LoneLy Mountain Region guide
  22
  humour, though he skewers himself as readily as others 
  he meets on the road. Óin keeps his beard short, a habit 
  he developed after a particularly unpleasant encounter 
  with spiders in Mirkwood. He favours brown garments, 
  the better to go unnoticed in the Wild. 
  Motivation: Are you friend or foe? Do you oppose the 
  King under the Mountain? Answer quickly, for you have 
  an impatient Dwarf in your face!
  Expectations: +1 if the heroes answer directly without 
  bluster; +2 if they are willing to laugh at themselves
  Customisation: Add Medicine +5 to the Dwarf-Lord to 
  represent Ori’s skill with herbs.
  Bifur the Trader
  Bifur is the son of a smith from the Iron Hills and a far-
  travelled Dwarf, who has seen much of the North and 
  the West. After the Battle of Five Armies, Bifur took on a 
  position as one of Dáin’s emissaries to Erebor’s trading 
  partners. He now spends much of his time travelling 
  between Ironthorpe, near the Iron Hills, and the Lonely 
  Mountain, ensuring that the regular shipments of ore that 
  move along the road between the two don’t go ‘astray’. 
  Bifur is a sturdy middle-aged Dwarf with silver streaking 
  his black beard. He carries an elaborately carved walking 
  cane bound with strands of Mithril, a family heirloom, 
  though his mattock is often near to hand as well. Bifur 
  occasionally needs the help of adventurous sorts to 
  guard especially valuable shipments or look into unusual 
  matters he has heard about on the road. Bifur tends to 
  speak in quick bursts of words, saying several things 
  at once in rapid succession, before falling silent for an 
  uncomfortably long amount of time afterwards. 
  Motivation: I am looking for trustworthy sorts who are 
  willing to brave the Wild on behalf of the King.
  Expectations: +2 if the Company are well-worn — Bifur 
  cares little for fancy clothes or exquisite manners; -1 if 
  they’re shy about money matters — he expects to pay for 
  good service, though not too much, of course.
  Customisation: Add “Walking Songs. If the companions 
  travel with Bifur, once upon the journey they can make a 
  DC 10 Charisma (Performance) check. If successful, the 
  hero gains Inspiration.” to the Dwarf-Lord entry.
  Bofur the Miner
  Bifur’s cousin and Bombur’s brother, Bofur was raised 
  in the hard environs of the Blue Mountains. A miner 
  and occasional explorer, Bofur developed a real thirst 
  for adventure during his travels with Thorin’s Company. 
  Favouring his mattock in battle, Bofur proved himself 
  a skilled warrior, time and again fighting fearlessly to 
  protect his king.  
  
  23
  Nowadays, Bofur is most often to be found overseeing 
  the excavation of the old deeps, where he takes charge of 
  any expeditions into newly opened tunnels. There are few 
  Dwarves who know the tunnels and mines as well as Bofur, 
  and his prestige among Durin’s folk has only increased in 
  the dark tunnels beneath the Lonely Mountain. 
  Bofur is a hardy soul, as like as not to start a rousing song 
  when excavating and one of the first to throw himself 
  into danger if accidents occur or trouble arises. Bofur’s 
  son, Bofri, is an emissary to the Woodmen of Mirkwood, 
  where he endeavours to follow in his father’s footsteps by 
  leading an expedition to reopen the Old Forest Road (see 
  Rhovanion Region Guide, page 93). 
  Motivation: Do you fear the dark? Not enough, I’d 
  warrant.
  Expectations: +1 if the Company has fought extensively 
  against Orc-kind; -2 if there are no Dwarves among them 
  — Bofur knows that many do not rest easy when there’s 
  half a mile of solid stone above their heads.
  Customisation: Add both History +5 and Performance 
  +5 to the Dwarf-Lord to represent Bofur’s interests. 
  Bombur the Fat
  Bofur’s brother and Bifur’s cousin, Bombur’s immense size 
  and voracious appetite caused frequent problems on the 
  Quest for Erebor, but his culinary skills and uncanny ability 
  to sniff out provisions in the unlikeliest of environments 
  along with his jolly nature made his presence essential 
  to the morale of the party. Bombur is a well-known and 
  beloved figure in both Dale and Erebor, a frequent guest in 
  the dining halls and kitchens of both kingdoms. Since the 
  Battle of Five Armies, he has dedicated himself to ensuring 
  that good food is readily available in the North and has 
  quietly backed several spice merchants and taverns.
  Bombur’s garrulous nature and friendly demeanour aid 
  him in his true duty: spying. Bombur hears all the gossip 
  of both Dale and Erebor, along with a great many secrets. 
  He filters what he has heard for truth and regularly passes 
  what he suspects along to his fellows on the King’s Council. 
  Bombur is always looking for new and “interesting” folks 
  who can help him stay “in the know” on any important 
  matters in Wilderland. He prefers to swap one choice bit 
  of news for another, but he will readily pay real coin for 
  valuable information. 
  Bombur is a rotund Dwarf, with an explosive laugh as 
  big as his belly. Despite his love of eating, he keeps his 
  large yellow-hued beard fastidiously clean. He expects 
  most folks to underestimate him, assuming he is a foolish 
  glutton and little more — he greatly values those that can 
  see him clearly. 
  the KIngdom under the mountaIn
  
  LoneLy Mountain Region guide
  24
  Motivation: Come drink up and be merry! Tell me again 
  whatever news you have, for I seem to have forgotten it.
  Expectations: +1 if the heroes go along with Bombur’s 
  antics — he really does enjoy culinary delights and new 
  tastes; -2 if they’re suspicious of him or interfere with his 
  true mission.
  bombur
  Medium Dwarf
  STR 
  15 (+2)
  DEX 
  8 (-1)
  CON 
  14 (+2)
  INT 
  17 (+3)
  WIS 
  18 (+4)
  CHA 
  16 (+3)
  Armour Class 14 (Ring-mail)
  Hit Points 65 (10d8+20)
  Speed 25 ft
  Skills Deception +7, Insight +8, Perception +8, 
  Performance +7
  Senses passive Perception 20, night vision
  Languages Khuzdûl, Westron
  Challenge 3 (700 XP)
  Expertise. Bombur doubles his Proficiency Bonus for 
  certain skills, noted above.
  Riddling Words. If Bombur spends 10 minutes with a 
  creature, it must succeed at a DC 14 Wisdom saving 
  throw or become Charmed until Bombur gives the 
  creature a reason to doubt his sincerity or it takes a long 
  rest.
  Sneak Attack. Once per turn, Bombur deals an extra 3 
  (1d6) damage when he hits a target with a weapon attack 
  and has Advantage on the attack roll, or the target is 
  within 5 feet of an ally and he doesn’t have Disadvantage 
  on the attack roll.
  Actions
  Short Sword. Melee Weapon Attack: +6 to hit, reach 5 ft, 
  one target. Hit: 7 (1d6+4) magical piercing damage.
  Reactions
  Uncanny Dodge. If Bombur can see an attacker that has 
  struck him, he may use his reaction to halve that attack’s 
  damage.
  Balin the Statesman
  The elder son of Fundin, Balin was already a noted hero 
  among the Dwarves when he accompanied Thorin on the 
  Quest for Erebor. Balin is known for his deep wisdom, 
  and the hard experience gained in many battles against 
  the Orcs. He was Thorin’s closest advisor and, of all the 
  Dwarves on the Quest for Erebor, became the closest to 
  Bilbo Baggins, a friendship he still treasures. 
  Balin presently sits on the King’s Council and his advice 
  is widely heeded. He often travels on the King’s business, 
  acting as an emissary for Dáin. In the course of his duties, 
  he regularly speaks with traders in Dale and frequently 
  talks with King Bard. 
  Balin is an ageing Dwarf with bright eyes, a long white 
  beard and a dark-red cloak. He is always interested in 
  news from afar and regularly speaks with travellers on 
  his regular visits to Dale. Balin is somewhat disquieted 
  about the state of the North, though he is hard pressed 
  to put his finger on what troubles him. He buries his 
  concerns in regular travel, while occasionally studying old 
  records about Khazad-dûm and ruminating on the past 
  accomplishments of his folk. 
  Motivation: What news of the North, friends? All of us 
  who strive against the Enemy should not keep secrets from 
  each other.
  Expectations: +2 if the Company represents many folk — 
  Balin has come to believe that the fate of the North is not 
  just in the hands of the Dwarves; -1 if the Company speaks 
  to him of secrets or accuses folk of treachery without 
  extensive proof. 
  
  25
  balIn
  Medium Dwarf
  STR 
  16 (+3)
  DEX 
  10 (+0)
  CON 
  16 (+3)
  INT 
  14 (+2)
  WIS 
  19 (+4)
  CHA 
  11 (+0)
  Armour Class 17 (magical Silver Ring-mail)
  Hit Points 82 (11d8+33)
  Speed 25 ft
  Skills Deception +3, Perception +10, Survival +7, 
  Traditions +6
  Senses passive Perception 20, night vision
  Languages Khuzdûl, Westron
  Challenge 6 (2,300 XP)
  Chinks in the Armour (Recharge 5-6). Balin can 
  use his bonus action to make a Wisdom (Perception) 
  check against the AC of his target. If he succeeds, his first 
  successful attack roll this round counts as a critical hit.
  Expert. Balin doubles his Proficiency Bonus for Perception 
  and Traditions (included above).
  Khazâd ai-mênu! If Balin’s attack misses, he may use his 
  bonus action to make another attack against the same target.
  Old Hatred. When Balin is fighting Orc-kind with a melee 
  weapon, he can re-roll his weapon’s damage die and use 
  either total.
  Actions
  Multiattack. Balin makes three attacks with his great 
  axe.
  Great Axe. Melee Weapon Attack: +6 to hit, reach 5 ft, 
  one target. Hit: 9 (1d12+3) slashing damage.
  Reactions
  Parry. Balin adds +3 to his AC against one melee attack 
  that would hit him. To do so, he must see the attacker and 
  be wielding a melee weapon.
  Dori the Merchant
  Noted as the strongest amongst Thorin’s Company, 
  Dori is a staunch warrior and accomplished musician. 
  Unlike his brother Nori, Dori’s pessimistic outlook and 
  grumbling disposition make him ill-suited to the life of a 
  toy-maker and he certainly doesn’t share his brother Ori’s 
  love of books. Dori instead decided to establish himself as 
  a merchant and, with his connections, he swiftly became 
  one of the wealthiest and most successful traders of Erebor. 
  Due to his cautiousness and thoroughness, Dori is the 
  Dwarf to know when it comes to matters of trade into or 
  out of the Lonely Mountain. 
  A hale Dwarf of late-middle age with a carefully plaited 
  grey beard, Dori regularly travels between Erebor and 
  Dale, with sporadic trips to Lake-town throughout the 
  year. His dour expression seldom lightens, save when he 
  explores the possibility of a swifter death than whatever 
  doom he thinks is most likely eminent. 
  Despite his outward appearance, Dori is a good-hearted 
  soul. He occasionally quietly arranges for “likely fellows” 
  to help out folks in desperate need, paying them from 
  his own pocket, though he absolutely insists that such 
  arrangements be kept strictly confidential. 
  Motivation: I always expect the worst, and plan 
  accordingly.
  Expectations: +1 if the Company brings bad news to 
  Dori (thus proving him right, again); -3 if they attempt to 
  cheer him up.
  Customisation: Change the Dwarf-Lord’s Strength to 20 
  (+5) and thus his attack roll to +10 and his damage to 12 
  (2d6+5).
  the KIngdom under the mountaIn
  
  LoneLy Mountain Region guide
  26
  Dwalin the Warrior
  Like his older brother Balin, Dwalin is renowned amongst 
  the Dwarves, though his reputation is far darker than his 
  brother’s, for he is skilful and utterly ruthless in battle. 
  Dwalin was perhaps Thorin Oakenshield’s staunchest 
  supporter in the Quest for Erebor, and even now he 
  mistrusts Elves and Men, remembering Thranduil’s 
  dungeons and their eagerness to make war on the rightful 
  King under the Mountain. 
  He is outspoken and fearless, even towards his king, and 
  these qualities have earned him Dáin’s respect and his 
  adoption as the informal head of the Stone Guard. 
  Surprisingly tall for one of his race, Dwalin stands a head 
  above most Dwarves and is half again as wide as many 
  men. His beard is a dark-blue, and he thrusts the braided 
  end through his belt, so as not to get in his way in battle. 
  Dwalin is quick to take offence and slow to trust, but he 
  never forgets his friends, along with his (many) foes. 
  dwalIn
  Medium Dwarf
  STR 
  17 (+3)
  DEX 
  10 (+0)
  CON 
  20 (+5)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 
  14 (+2)
  Armour Class 17 (Dwarf-wrought Hauberk)
  Hit Points 104 (11d8+55)
  Speed 25 ft
  Skills Intimidation +5, Perception +4
  Senses passive Perception 14, night vision
  Languages Khuzdûl, Westron
  Challenge 7 (2,900 XP)
  Leadership. As a bonus action, Dwalin can command a 
  nearby Dwarf other than himself to act. That Dwarf takes 
  its turn immediately after Dwalin.
  Old Hatred. When Dwalin is fighting Orc-kind with a 
  melee weapon, he can re-roll his weapon’s damage die 
  and use either total.
  Unyielding (Recharge 5-6). Dwalin can use his bonus 
  action to gain 10 temporary hit points.
  Actions
  Multiattack. Dwalin makes three attacks with his great 
  axe.
  Great Axe. Melee Weapon Attack: +6 to hit, reach 5 ft, 
  one target. Hit: 9 (1d12+3) slashing damage
  Ori the Scribe
  Ori is a scribe and artisan, more commonly found with a 
  pen in hand than an axe or a stein of ale. Since the Battle 
  of Five Armies, Ori has devoted himself to the studies of 
  the lore of his people, collecting scrolls and tables from 
  across Middle-earth in the hopes of recovering more of 
  the Dwarves’ lost treasures. He frequents the Chamber 
  of Mazarbul under Erebor and has become a valued 
  confidant of Munin, the Keeper of Records. 
  Ori is a slender Dwarf, with a modest brown beard and 
  ink-stained hands. He is fairly bookish and somewhat 
  reserved, though great passion arises within him when 
  discussing the lost glories of the past and those that may 
  yet be recovered. 
  Heroes who uncovered old artefacts of any sort, though 
  especially Dwarven ones, will find that Ori can identify 
  them and their potential properties as if he were a Lore-
  master (see page 23 of Rivendell Region Guide). Ori 
  sometimes has uses for courageous adventurers willing to 
  explore old ruins. He already has several expeditions into 
  the Grey Mountains planned for the right company. 
  Motivation: If you seek glory and treasure, go elsewhere. 
  I seek for that which was lost and knowledge is more than 
  worth its weight in gold.
  
  27
  Expectations: +1 if the Company brings Ori any new lore 
  or history; -4 if they seem only interested in weapons and 
  armour — it is the scholar’s hope that the Enemy might be 
  defeated by knowledge since he is unconquerable by force 
  of arms.
  Customisation: Add History +5 and Lore +5 to the 
  Dwarf-Lord’s skills.
  Nori the Toy-maker
  Hailing from the Blue Mountains, Nori joined Thorin on 
  his quest to Erebor in part because he had fallen on the 
  wrong side of the law and decided it was no longer wise 
  to remain amongst his folk there. Nori joined his brothers 
  Dori and Ori on the quest without asking too many 
  questions, a decision that he sometimes came to regret. A 
  spirited Dwarf, with a love of fine food and pipeweed that 
  made him singularly appreciate the companionship of a 
  Hobbit on the quest, Nori proved his worth many times 
  over in the Wild. 
  Although he considered giving in to wanderlust after the 
  Battle of Five Armies and leaving the Lonely Mountain 
  with his share of the treasure, his brothers persuaded him 
  to stay and try to make something of himself. To Nori’s 
  great surprise, he found that he is a highly skilled toy-
  maker, though he loves the delight on children’s faces 
  when they play with his creations far more than the work 
  that goes into making them. 
  Nori is a stout Dwarf who is far quicker on his feet than 
  most would believe from his girth. He favours purple hoods 
  and frequently smokes from a beautifully engraved long-
  stemmed pipe, with which he gestures when talking. Nori 
  is a regular seller at the Toy-market of Dale every month, 
  and many Barding children know him on sight. Many of 
  his toys are quite clever, with secret compartments and 
  hidden properties. 
  Motivation: I take delight in the joy of others and my past 
  is like a rushing river — those times are beyond me now.
  Expectations: +2 if the heroes share in Nori’s delight for 
  clever workings and hidden things; -4 if they somehow 
  remind him of his illicit past.
  Customisation: Increase the Dwarf-Lord’s Dexterity to 
  17 (+3) and add Sleight of Hand +6 to his skills.
  thIngs to do whIle In erebor
  Under King Dáin’s stewardship, Erebor has grown into a 
  bustling centre of trade in Wilderland, and a haven for all 
  Dwarves. Though it is a heavily fortified stronghold and a 
  busy mine, it is also a thriving city, and there is much to 
  see and do within, for those permitted to enter. 
  stayIng In erebor
  Erebor is the greatest stronghold of Durin’s folk left in the 
  world, but it is not necessarily always a “safe place”. There 
  are treasures in Erebor that the Dragon caressed for long 
  the KIngdom under the mountaIn
  
  LoneLy Mountain Region guide
  28
  years, cracks deep beneath the Lonely Mountain that lead 
  to uncertain ends and caverns where traces of corruption 
  still linger. 
  Effects on Shadow
  The treasures of Erebor are tempting for even the most 
  pure-hearted of souls. Any companion with the Dragon-
  sickness Shadow Weakness who spends a Fellowship 
  phase in Erebor must make a Corruption check (DC 15 
  Wisdom saving throw). Only if the hero rolls a natural 
  1 on the Corruption check do they gain a Shadow point.
  Dwarven companions who choose the Heal Corruption 
  undertaking while staying in Erebor may make up to two 
  rolls and use any tool proficiency on the checks. 
  new fellowshIp phase undertaKIngs
  These undertakings can be chosen by companions 
  spending a Fellowship phase in Erebor. 
  Visit Thorin’s Tomb
  They buried Thorin deep beneath the Mountain, and Bard 
  laid the Arkenstone upon his breast. 
  Any hero visiting Erebor might wish to pay a tribute to 
  Thorin Oakenshield, the fallen hero of the Battle of Five 
  Armies. Many among those who live in Wilderland today 
  owe their freedom to him, not only those belonging to 
  the folk of Durin. But his last actions tell of a tormented 
  soul consumed by the Dragon-sickness, who finally 
  made peace with himself and his friends looking for, and 
  finding, a heroic death. Visitors wishing to see Thorin’s 
  final resting place are led through the Great Hall of 
  Thráin, where Smaug once dwelt on his bed of gold, and 
  thence to the side-chamber that houses the Dwarf lord’s 
  magnificent tomb, adorned with the Arkenstone itself 
  and the Elven blade of his sword Orcrist. 
  In the following Adventuring phase, you can spend 
  Inspiration and remember Thorin’s noble death. You 
  recover a number of Hit Dice equal to half your Proficiency 
  Bonus, rounded up.
  Pay Homage to the Ravens of Ravenhill 
  (Bardings and Dwarves Only)
  "I knew many among the ravens of the rocks when I was a 
  dwarf-lad." 
  The ravens of the Lonely Mountain are a breed apart from 
  normal birds of Middle-earth. Of great intelligence and 
  longevity, the ravens have long held strong ties with the 
  Dwarves, serving as messengers, spies and scouts. These 
  great birds know much that happens throughout the 
  North, if their trust can be gained. 
  Dwarven and Barding heroes spending a Fellowship phase 
  in Erebor or Dale may choose this undertaking and spend 
  some time with the birds of Ravenhill. By showing due 
  deference to the magnificent birds there, they may gain 
  the friendship of a raven, or, if they are Dwarves already 
  possessing the Ravens of the Mountains Virtue, they may 
  reinforce their existing bond. 
  Choosing this undertaking gains a hero the opportunity 
  to summon a raven as per the Ravens of the Mountain 
  Virtue (see Player’s Guide, page 106) during the following 
  Adventuring phase, and ask it to perform an errand. After 
  it completes the errand, the raven will return home and 
  not be available again, so select your request wisely. 
  Dwarves already possessing the Ravens of the Mountains 
  Virtue may ask their raven friend to join the Company for 
  the length of the following Adventuring phase instead. 
  When the Dwarf companion is fighting, the raven may be 
  sent to harass one foe, causing it to have Disadvantage on 
  attack rolls for the duration of the battle. 
  
  29
  TREASURE OF
  - THE DWARVES -
  On silver necklaces they strung
  The flowering stars, on crowns they hung
  The Dragon-fire, in twisted wire
  They meshed the light of moon and sun.
  The Dwarves toil ceaselessly to bring forth wonders from 
  their halls of stone, yet with each passing age they and 
  their works have diminished. The Dwarves have always 
  believed that crafting knowledge should be held close, to 
  be revealed only when earned by a worthy apprentice. 
  Thus, with every master who dies without passing down 
  their secrets, another bit of lore is lost forever. 
  Over the ages the Dwarves have lost many master 
  craftsmen. The destruction that heralded the end of the 
  First Age drowned the great Dwarven cities of Belegost 
  and Nogrod, slaying many. What few survivors there were 
  fled to Khazad-dûm, but then they delved too deep and 
  that ancient home of the Dwarves was abandoned too. 
  A few centuries later, the Dragons of the Withered Heath 
  descended upon the Dwarf-holds of the Grey Mountains 
  bringing ruin, but none so much as Smaug the Golden 
  when he burnt Erebor. Finally, apprentices and masters 
  beyond count died at the Battle of Azanulbizar, the 
  knowledge they held irreplaceable. 
  But not all is lost. In the Twilight Years of the Third Age, 
  the Dwarves can still forge good armour and keen swords 
  – even though the ancient secrets of metalwork that they 
  once knew have been forgotten. And in dark places under 
  the earth much treasure waits to be discovered by those 
  who dare brave the darkness.
  dwarven craftsmanshIp
  The Loremaster’s Guide contains rules for creating 
  magical treasure, specifically Legendary Weapons and 
  Armour, which is further expanded in the Rivendell 
  Region Guide. Following those rules, when the Loremaster 
  endeavours to create an ancient sword or suit of armour 
  of extraordinary quality for the players to find, the origin 
  of its craftsmanship must first be determined (see page 
  133 of the Loremaster’s Guide). 
  If the item is to be of Dwarven craftsmanship, then the 
  Loremaster may add an additional level of detail, choosing 
  exactly from which Dwarven mansion the artefact came 
  from, picking one among Nogrod, Belegost, Khazad-dûm 
  or Erebor.
  Nogrod and Belegost
  In the First Age, Nogrod and Belegost were magnificent 
  Dwarf-holds, dug under the peaks of Ered Luin. They were 
  destroyed when Beleriand was broken, and their folk 
  scattered in exile. But the work devised by the Dwarves in 
  their forges still lies in ancient hoards, or in the hands of 
  great heroes. 
  Legends hold that the smiths of Belegost first devised the 
  making of mail of linked rings, and that their cunning 
  handiwork produced hauberks that were both beautiful 
  and impervious to fire, and masked helms wrought in 
  hideous shapes to daunt their foes. But in the forging of 
  arms none among the craftsmen of Dwarf kind surpassed 
  those of Nogrod, and no one was more renowned than 
  Telchar, the maker of Narsil, the sword of Elendil the Tall.
  • 
  In game terms, mail armour and headpieces from 
  Belegost should have a full complement of three 
  Enchanted Qualities, including the new Quality 
  Fireproof. Moreover, headpieces forged in Belegost 
  can have the Gleam of Terror Quality (normally 
  attributed only to close combat weapons, see page 
  136 of the Loremaster’s Guide).
  • 
  Likewise, weapons forged in Nogrod should have 
  three Qualities, including the new Quality Fierce. 
  Khazad-dûm
  It was in Khazad-dûm that many skilled Dwarves found 
  refuge after the ruin of Beleriand. There the folk of Durin 
  discovered true-silver, the precious metal that the Elves 
  call Mithril. Stronger than tempered steel, but amazingly 
  light and easy to work with, the bright silver metal 
  allowed the smiths of Khazad-dûm to create true works 
  of wonder. 
  treasure of the dwarves
  
  LoneLy Mountain Region guide
  30
  • 
  Legendary Weapons and Armour from Khazad-dûm 
  should have at least two Qualities, and can have a 
  third Quality. Only two Qualities at maximum can 
  be Ancient or Superior (e.g. Ancient Cunning Make, 
  Superior Fell, etc.).
  Khazad-dûm and Eregion
  During the Second Age, the Dwarves of Khazad 
  dûm became great friends with the Elves of Eregion. 
  Such a friendship between those two peoples had never 
  existed before and has not since. No small number of 
  Khazad-dûm’s great works incorporated the skills of 
  both the Dwarves and the Elves. 
  An item crafted in Khazad-dûm may incorporate 
  the benefits coming from both Dwarven and Elven 
  craftsmanship. 
  For example, a weapon could be a Bane for Orcs with 
  the Enchanted Quality Luminescence, yet also burn 
  with the Dwarven Flame of Hope. 
  Finally, a number of Legendary Weapons and 
  Armour forged in Khazad-dûm may also have a 
  Blessing, a quality normally found only in Wondrous 
  Artefacts. In such a case, a single Blessing counts as 
  an Enchanted Quality. Such items generally have one 
  of the following Blessings: Athletics, Intimidation, 
  Perception or Stealth. 
  Erebor
  Before the coming of the Dragon, the Dwarves of the 
  Lonely Mountain still excelled at making sharp blades 
  and sturdy mail, but their cunning was not comparable to 
  that possessed by their forefathers in the First or Second 
  Age. This notwithstanding, their wealth was known and 
  envied throughout Middle-earth… which may have been 
  what brought Smaug’s wrath upon them. 
  • 
  Legendary Weapons and Armour from Erebor may 
  have up to three Enchanted Qualities, but only one of 
  them may be either Ancient or Superior.
  new enchanted QualItIes
  The following Enchanted Qualities can be assigned 
  to Legendary Weapons and Armour of Dwarven 
  craftsmanship.
  Fierce
  Craftsmanship: Dwarven (Nogrod)
  Item: Close combat weapon
  The Dwarves of Nogrod could forge blades and spear 
  heads so sharp that they could penetrate the toughest of 
  armour, and were feared even by the mightiest servants of 
  the Enemy. 
  When you miss on an attack roll with a weapon with this 
  Enchanted Quality, as long as you did not roll a natural 
  1, you still deal 1 point of the appropriate damage type to 
  the target as the tip of your weapon cuts into its armour.
  Fireproof
  Craftsmanship: Dwarven (Belegost) 
  Item: Armour, Helm 
  The Dwarves of Belegost were said to be able to withstand 
  fire more hardily than any of their kind. This was partly 
  due to their ability in fashioning armour that was almost 
  impervious to heat and flame. 
  While wearing armour with this Enchanted Quality, you 
  gain resistance to fire damage, including Dragon-flame.
  Masterpiece
  Craftsmanship: Dwarven 
  Item: Any 
  An object possessing this Quality is obviously the work 
  of an ancient master Dwarf-smith who wrought it in the 
  deeps of time. Maybe Telchar of Nogrod himself made it, 
  or even his old master. Blessed by a surpassing beauty, it 
  never rusts, and shines as if burnished anew even when 
  left unattended for centuries. 
  In any Audience, the bearer of this armour may make 
  an Introduction Check with Advantage. If meeting with 
  Dwarves, both the Introduction Check and the Final 
  Audience Check are made with Advantage.
  
  31
  Runes of Resilience
  Craftsmanship: Dwarven 
  Item: Armour, Helm 
  This particular set of armour is engraved with runes of 
  protective magic that assist the wearer in recovery. 
  While wearing armour with this Enchanted Quality, you 
  have Advantage on death saving throws.
  Venomed
  Craftsmanship: Dwarven 
  Item: Close combat weapon 
  Old legends preserved in the chamber of records in Erebor 
  and whispered among the Northmen tell how Dwarves of 
  Eastern mansions came under the Shadow and turned to 
  evil. No one is alive today who could confirm such tales, 
  but in treasure-hoards it is still possible to find instruments 
  of war of Dwarven craftsmanship, marked with baleful 
  runes that no smith of Durin’s folk would confess to know; 
  engravings capable to make a foe sick. 
  When you are using a weapon bestowed with this Quality 
  and you inflict damage on an adversary for the first 
  time, your foe is considered to be Poisoned for a number 
  of rounds equal to your Shadow rating (minimum of 1 
  round). Using this weapon against those who do not serve 
  the Enemy directly (for example, against misguided Men 
  or beasts who are defending their home or young) is a 
  Misdeed worthy of Shadow points.
  famous dwarven 
  weapons and armour
  The following section contains a number of famous 
  weapons and armour made by the Dwarves in ages 
  past. You may wish to incorporate these items into your 
  Magical Treasure Index (see Rivendell Region Guide, page 
  97) if appropriate.
  Agarial 
  Type: Short sword 
  Craftsmanship: Dwarven (Nogrod) 
  Qualities: 1. Masterpiece 2. Fierce 3. Superior Fell 
  Notes: A blade thought lost forever at the end of the First 
  Age and forged as part of a set of similar weapons by 
  Telchar himself, Agarial is akin to the blade used by Beren 
  to steal the Great Jewel from the Iron Crown of Morgoth. 
  Though it is an instrument of death, Agarial is a thing 
  of surpassing beauty, a work of skill without peer in the 
  world today. 
  The Black Axe of Beleriand 
  Type: Great Axe 
  Craftsmanship: Dwarven (Nogrod) 
  Qualities: 1. Grievous 2. Superior Keen 3. Venomed 
  Notes: A dangerous blade whose tragic history is one 
  of great deeds and terrible sorrow, the Black Axe was 
  wielded by many chieftains of the Edain in the First Age. 
  The Shield of Anar (Rhingalad) 
  Type: Shield 
  Craftsmanship: Dwarven (Khazad-dûm) 
  Qualities: 1. Cunning Make 2. Superior Reinforced 
  3. Blessing: Inspire 
  Notes: A sturdy shield forged from iron and embossed 
  with gleaming ithildin runes, the Shield of Anar burns 
  with a cold light which, in the hands of the right hero, 
  hardens resolve and lifts the hearts of others, driving 
  them on to valiant deeds. Called Rhingalad by the Elves 
  and still sung of in song, it disappeared during the fall of 
  Eregion. At the time its bearer, Anar the True, gave his life 
  so that the last children of Hollin could flee safely with 
  Elrond of Rivendell. 
  treasure of the dwarves
  
  LoneLy Mountain Region guide
  32
  War-mask of Belegost 
  Type: Helm 
  Craftsmanship: Dwarven (Belegost) 
  Qualities: 1. Runes of Resilience 2. Gleam of Terror 
  3. Fireproof 
  Notes: A headpiece worn by a legendary Dwarf-lord, this 
  helm incorporates a full faceplate intricately engraved to 
  look hideous and grotesque, revealing only a glint of its 
  wearer’s eyes when worn. The helm has what appears to 
  be scorch marks covering it that neither craft nor magic 
  can remove, yet it is otherwise unmarred. 
  Angrenithil 
  Type: Long Sword 
  Craftsmanship: Dwarven (Khazad-dûm) 
  Banes: Orc-kind 
  Qualities: 1. Grievous 2. Foe-slaying 3. Superior Fell 
  Notes: Forged in the final century before the fall of Eregion, 
  Angrenithil is made of shining steel and Mithril, though 
  this is only evident by moon or starlight when the blade’s 
  runes glow in the dark. Forged in friendship between a 
  great Dwarven and Elven smith, bound with their mutual 
  hatred of their chief foes, the blade is truly perilous to 
  Orcs. Though Angrenithil is long lost, the Goblins of the 
  Misty Mountains fear it still. In their rough tongue they 
  name it “moon shanker” and they curse it, along with 
  anyone who may bear it. 
  Drake-bane 
  Type: Spear 
  Craftsmanship: Dwarven (Erebor) 
  Banes: n/a 
  Qualities: 1. Grievous 2. Superior Keen 
  Notes: When Dwarves forge arms for their own use, 
  they generally prefer to craft weapons other than spears. 
  But during their struggle with the Dragons in the Grey 
  Mountains, they found it prudent to not always draw 
  close to their scaled foes. This is but one of a number of 
  spears that was forged with similarly optimistic names.
  
  33
  dwarven smIthIng
  "They spoke most of gold and silver and jewels and the 
  making of things by smith-craft"
  While the ancient secrets of metalwork are lost to the 
  Dwarves, even in the twilight years of the Third Age 
  a master smith can still manage to forge something 
  wondrous, though it will take years to find the right 
  materials and a lifetime’s worth of skill to succeed. 
  A determined smith can attempt to create a new weapon 
  or piece of defensive gear blessed with one Enchanted 
  Quality (see Loremaster’s Guide, page 130). To do so, the 
  hero must choose the Dwarven-smithing Fellowship phase 
  undertaking described below over the course of several 
  years. During this time, the Dwarf will work the forge or 
  spend time searching for great materials, metals and tools 
  that may expedite the accomplishment of the task.
  • 
  A Dwarven smith can only enchant one item in his 
  lifetime – the work of long years and the draining act of 
  exerting all their prowess cannot be readily repeated. 
  new fellowshIp phase undertaKIng: 
  dwarven-smIthIng
  A Dwarf hero with a Proficiency Bonus of +4 or more can 
  return home during a Fellowship phase and spend the cold 
  season in the forges to attempt a great work. To succeed, 
  the Dwarven-smith must accumulate 9 Craftsmanship 
  points.
  To gain Craftsmanship points during a Fellowship phase 
  the smith may make a Strength check, spend Hit Dice, gain 
  Shadow points, or a combination of the three.
  • 
  Make a DC 20 Strength (Smith’s Tools) check. 
  Gain 1 Craftsmanship point on a success, 2 points if 
  you succeed by 5 or more, or 3 points if you succeed 
  with a natural 20 result. If you use one or more great 
  materials in your undertaking (see below), you can 
  reduce the difficulty of this check.
  • 
  You gain 1 Craftsmanship point for each 2 Hit Dice 
  you choose to spend. You begin the next Adventuring 
  phase with these Hit Dice already expended.
  • 
  Finally, the smith may acquire Craftsmanship points 
  by gaining permanent Shadow, at the cost of 1 
  point of permanent Shadow for each Craftsmanship 
  point gained. The first time a smith chooses to gain 
  permanent Shadow for Craftsmanship points, the 
  hero becomes driven, and will think of little else 
  but finishing the task. From that moment on, the 
  companion must always choose Dwarven-smithing 
  as an undertaking for each Fellowship phase. If the 
  Loremaster allows two undertakings for an especially 
  long Fellowship phase, one of them must be spent on 
  Dwarven-smithing. If the Company takes a Fellowship 
  phase in a place ill-suited for smithy-work then the 
  driven companion cannot take an undertaking and 
  instead gains 1 point of temporary Shadow from 
  frustration. A driven smith gains Advantage on their 
  checks to earn Craftsmanship points but gains a point 
  of temporary Shadow on a failed check.
  If a driven smith rolls a natural 20 on a Craftsmanship 
  check, they are no longer driven. Furthermore, the 
  companion can either add a +1 magical modifier to the 
  item or a Blessing as if was a Wondrous Artefact (see page 
  127 of the Loremaster’s Guide).
  When the Dwarven smith finally accumulates their ninth 
  Craftsmanship point, the masterwork is complete. The 
  smith chooses one of the following Enchanted Qualities 
  to add to the newly-forged artefact (and he won’t be able 
  to choose the Dwarven-smithing undertaking ever again): 
  Cleaving, Close-fitting, Crushing, Cunning Make, Fell, 
  Fierce, Flame of Hope, Gleam of Terror, Keen, Reinforced, 
  Rune-scored Shield, Runes of Protection, Runes of 
  Resilience, Runes of Victory, Smiting.
  treasure of the dwarves
  
  LoneLy Mountain Region guide
  34
  Great Materials
  The following list includes precious ores and tools that 
  may greatly help a master smith in accomplishing 
  their great work. Each item available lowers the 
  difficulty by 1 to a minimum of DC 17.
  A hero choosing the Dwarven-smithing undertaking 
  may forfeit the opportunity to earn Craftsmanship 
  points and instead gather one great material from 
  those listed below. No check is required, but each item 
  may only be chosen once. 
  • 
  Unwrought Moria-silver (mithril).
  • 
  A set of ancient smithing tools from Eregion.
  • 
  Fireheart gems from the lost Fireheart Mine in 
  the Grey Mountains (see page 68). 
  Alternatively, the Loremaster may allow the hero to 
  come by the required materials while adventuring.
  But my armour is made of mithril! 
  Loremasters may note that while a Dwarven-smith 
  can forge a suit of armour using Mithril as a great 
  material, they cannot give it the Mithril Armour 
  Quality. This is intentional. Mithril armour of 
  old had near-impossibly fine chain links the likes of 
  which cannot be forged in the Third Age. Alas for the 
  withering of the world. 
  extended example of dwarven-smIthIng
  Svior the Stout sets out to make a mighty axe that 
  honours his ancestors. Svior is a master craftsman, with a 
  Proficiency Bonus of +4, so he has the expertise to succeed. 
  He found some unwrought mithril while adventuring in 
  Wilderland, but to be sure he spends the first smithing 
  Fellowship phase gathering a set of ancient tools from 
  Eregion. On the following Fellowship phase he chooses the 
  Dwarf-smithing undertaking again and enters the forge. 
  The DC for his Strength check is 18 (Base DC 20, -2 for two 
  types of great materials).
  He rolls a 19 on his check (10 on the d20, +5 for his Strength 
  modifier, +4 for his Proficiency Bonus for his smith’s 
  tools) and gains 1 Craftsmanship point. Additionally, 
  Svior spends 4 Hit Dice and chooses to gain 1 point of 
  permanent Shadow. This raises his total Craftsmanship 
  points earned this undertaking to 4 but also means he is 
  now driven and bent on finishing his great work with all 
  his strength.
  Unfortunately, the Company elects to take their next 
  Fellowship phase at the Eyrie of the Great Eagles. Denied 
  the opportunity to work on his axe, Svior fumes and gains 
  a point of temporary Shadow instead. He cannot take a 
  different undertaking and thus cannot benefit from being 
  at the Eyrie.
  The following Fellowship phase, Svior must yet again 
  choose the Dwarven-smithing undertaking. He now has 
  Advantage on his Strength (Smith’s Tools) check and scores 
  a natural 20! In addition to gaining 3 Craftsmanship 
  points, he can choose to add a +1 bonus to the weapon 
  or a Blessing. The Loremaster agrees to the bonus, so that 
  in addition to whatever Quality he applies it will also be a 
  Magical Weapon +1.
  Svior doesn’t want to spend Hit Dice or gain more 
  permanent Shadow at this time, so he has earned a total 
  of 7 Craftsmanship points. He is no longer driven so he 
  will not have Advantage on the next check.
  Before his fifth time undertaking Dwarven-smithing, Svior 
  has reached 13th level and now has a +5 Proficiency 
  Bonus. He rolls a 8, meaning he’s just hit his DC of 18 
  with his modifiers. He’s now at 8 Craftsmanship points! 
  Will he spend Hit Dice or gain another point of permanent 
  Shadow to finish what he started? Or will he wait another 
  Fellowship phase? 
  
  35
  - DALE -
  ”There lies all that is left of Dale,” said Balin. 
  “The mountain’s sides were green with woods 
  and all the sheltered valley rich and pleasant in 
  the days when the bells rang in that town.”
  Travellers heading north from the Long Lake along the 
  western bank of the River Running will find their feet 
  upon an old road called the Merchants Way. Before 
  them, grey and jagged, rises a single broad peak, 
  dominating the landscape: the Lonely Mountain. Soon, 
  the Long Marshes’ boggy ground gives way and the road 
  becomes surrounded by lush fields, tilled to the horizon, 
  overflowing with grains here, a small orchard over there. 
  To the west, they can see the dark edge of Mirkwood forest, 
  but it does not look so foreboding here, for they look upon 
  the easternmost edge of the Elvenking’s Woodland Realm. 
  After a day of the Lonely Mountain looming ever higher, 
  a southern spur of the mountain arises before them, 
  beckoning them forward. Beneath the great watchtower 
  set upon the height known as Ravenhill, the Running River 
  twists and turns away, to run in a wide loop about a valley 
  encircled by two vast arms of the Mountain. The Merchants 
  Way follows the river up into that valley, where a great city 
  rises: the heart of the swiftest-growing nation in the North, 
  the realm of the Dragon-slayer, a kingdom of Men built 
  before the gates of a kingdom of Dwarves, forged from the 
  broken ruins of the last realm to bear its name… Dale.
  a hIstory of dale
  While in the early years of King Bard’s rule Dale seems 
  young and vibrant, the roots of the city are nearly 400 
  years old.
  the fIrst foundIng (2590-2770)
  In the year 2590 of the Third Age, King Thrór relocated to 
  Erebor from the Grey Mountains, bearing the Arkenstone 
  back to the halls where it was first found. Thrór’s father, 
  Dáin I, had been slain before the doors of his own hall 
  by a Cold-drake the previous year, and Thrór sought 
  a new beginning for his people. He found it in the halls 
  first carved by his ancestor, Thráin I. The Dwarves greatly 
  extended the original mines beneath the mountain, 
  discovering gold and jewels in abundance. Ever larger 
  workshops and bigger halls were carved out of the rock, 
  and Durin’s folk prospered. 
  The riches beneath Erebor were many, but a Dwarf cannot 
  eat stone, even if some legends may say otherwise. 
  Fortunately, they were greatly aided in their endeavours 
  dale
  
  LoneLy Mountain Region guide
  36
  by the fair-haired Northmen who lived south of the Lonely 
  Mountain, along the Running River. The wealth of the King 
  under the Mountain brought these Northmen into the 
  valley before the gates of Erebor, where they eventually 
  founded the city of Dale, becoming the main providers of 
  food for the Dwarves in exchange for their work as skilled 
  smiths and masons. 
  Erebor and Dale flourished for nearly two centuries, the 
  wealth of both realms celebrated in song. 
  Of Dwarves and Men
  The relationship between Dwarves and Men began 
  so far back in time that no one among either folk 
  remembers exactly how and when it all started. 
  The Dwarves have never kept precise records of 
  their dealings, and Men soon forget. There was a 
  time, though, when such relationships were common 
  throughout Wilderland and mutually profitable, 
  especially between the Northmen of Rhovanion and 
  the Longbeards. 
  For the folk of Durin once considered the lands 
  between the Misty Mountains and the Grey as 
  their own, and the Men inhabiting the Vales of 
  the Anduin and the eaves of Mirkwood were many. 
  Wherever the Longbeards had a mansion, Men 
  worked for them as shepherds, herdsmen and land-
  tillers, and the Dwarves provided them with weapons 
  and arms and other useful tools that their own poor 
  metalworking could not produce without great cost 
  and toil. Together, Dwarves and Men prospered, 
  defending themselves from the ravages of Orcs and 
  other enemies for many centuries, supported by bonds 
  of mutual trust and friendship. 
  When the great mansions of the Dwarves of old started 
  falling, one by one, in their decline they brought 
  down those colonies of Northmen that depended upon 
  their trade with them. Dwarves and Men were both 
  much diminished in Wilderland, with only Erebor 
  and Dale (or the Iron Hills and Ironthorpe, see pg. 
  72) surviving to recall the power both folks enjoyed 
  in times long past.
  the comIng of the dragon (2770-2941)
  In the year 2770, Thrór, old even by the standards of his 
  long-lived folk, was still King under the Mountain. Many 
  rulers had arisen and passed among the Northmen since 
  the foundations of Dale, but in that fateful year, Girion 
  was lord. From the north, driving the wind before him, 
  came Smaug the Golden, greediest and most powerful 
  of the Dragons in his day. In flames, the Great Worm 
  laid waste to Dale. Girion fell defending his city, though 
  his wife and young son escaped south along the river to 
  Esgaroth. Smaug went into the halls of Erebor, slaying 
  all who dared stand before him as he took the Lonely 
  Mountain as his own. 
  The Dwarves were utterly broken, scattering east and 
  west. The Northmen soon deserted their homes, for 
  Smaug had a wicked heart and a taste for maidens. 
  Taking what little they had left, the folk of Dale fled their 
  once great city to live diminished lives as poor fishermen 
  and simple traders along the western banks of the Long 
  Lake in Esgaroth, itself a mere shadow of its former glory. 
  The predations of the Dragon destroyed the countryside 
  for vast distances about the Mountain and the Lake-men 
  rebuilt Esgaroth onto the Long Lake itself, reasoning the 
  lake was the best defence they had against the Dragon’s 
  fire. Though Smaug slept for greater and greater stretches 
  of years at a time, the once-abundant valley of Dale, then 
  the lands beyond were tainted by his foul presence and 
  fell into ruin.
  the death of smaug and the rIse of 
  KIng bard (2941-present)
  With the events surrounding the coming of Thorin’s 
  Company, Lake-town felt the Dragon’s wrath for the first 
  time in many long years, but in thinking Men weak and 
  himself invulnerable, Smaug was deceived. Bard the 
  Bowman, descendant of the line of Girion, ended the 
  Dragon in a single fateful shot, with a black arrow forged 
  in Erebor of old. 
  Bard was hailed as a hero by his people for his deed and 
  his great courage, and some voices declared that he should 
  be king. For his part, Bard did not claim dominion over 
  the folk of Lake-town, acknowledging himself as merely a 
  servant of Esgaroth’s Master. But in those dark days a fire 
  was surely awoken within the Bowman. It was Bard who 
  led the forces of Men at the Battle of Five Armies. 
  
  37
  In the aftermath of the victory at that great battle, he was 
  granted a fourteenth share of all the Dragon had stolen, 
  in part due to his deed in slaying the Dragon, but also in 
  keeping with his return of the Arkenstone of Thráin, and 
  perhaps, the wisdom of the new King under the Mountain, 
  Dáin. Bard dealt his wealth well, assisting the folk of Lake-
  town survive through a hard winter, before seeking his own 
  kingdom in Dale. In rebuilding Dale, Bard had a great deal 
  of help from his new allies, for the Elvenking Thranduil 
  joined King Dáin in offering their assistance in restoring 
  Dale. For many years Dwarves, Elves and Men laboured 
  to build Dale anew. Their task is not yet accomplished, 
  for the heart of the Bowman harbours great ambitions. 
  Nonetheless after long years of hard work, Bard assented 
  to be crowned King. 
  The Kingdom of Dale does not yet extend far beyond the 
  city, but Bard dreams of a wider realm of Men stretching 
  across the North. For now, Dale flourishes, with new farms 
  founded, new fields tilled, and new constructions begun on 
  a weekly basis. Lake-town remains a fiercely independent 
  city, but even so, many of the folk of Esgaroth look to King 
  Bard for guidance and leadership. Dale’s relationship with 
  Erebor remains its strongest one, for just as of old, Dale has 
  become the breadbasket of the Lonely Mountain and the 
  markets of Dale are filled with the work of Durin’s folk.
  the cIty of dale
  Dale lies directly before the gates of Erebor and the 
  headwaters of the Running River, within a wide valley 
  encircled by the great southern and south-eastern spurs of 
  the Lonely Mountain. The mountain sides, long barren due 
  to the Dragon’s influence, grow green again, though they 
  lack the great trees they once bore. Due to the mountain’s 
  Large towns like Dale (or their much larger cousins 
  in the South) allow the Loremaster to present some 
  additional challenges for a combat. Use the descriptions 
  found in the sections below to determine the best scenery 
  to deploy as needed.
  Ditches: During a combat in the streets, drainage-works 
  can easily catch the unwary. Whenever a creature crosses 
  this terrain feature, they must make a DC 8 Dexterity 
  saving throw or become Prone.
  Doors: Most doors are made of wood, sometimes 
  reinforced by metal strips (AC 15, 20 hp). An open door 
  can provide three-quarters cover for someone ducking 
  behind it, and a closed door blocks line of sight entirely.
  Good Cheer: Heroes hunting a skulking assassin in the 
  dark streets of a town can easily forget why they are 
  risking life and limb. A sudden burst of song or laughter 
  from a nearby tavern or inn can remind them that 
  they protect the innocence of the common folk. Goodly 
  creatures gain Inspiration.
  Roofs: Thatched roofs are unlikely to support much 
  weight, causing creatures to fall into the structure. Tiled 
  or wooden shingled roofs often count as steep slopes, 
  giving those higher up Advantage and lower combatants 
  Disadvantage.
  Tunnels: Larger townships might have complex sewer and 
  drainage systems. Even the largest tunnels only allow one 
  or two creatures to stand side-by-side, creatures wielding 
  two-handed weapons have Disadvantage on attack rolls 
  and only the foremost creature in an enemy group can be 
  targeted by ranged weapons.
  Walls: House walls are varied — sod (AC 10, 30 hp), 
  wood (AC 15, 20 hp) or brick/stone (AC 17, 30 hp). 
  A creature next to a wall can gain half-cover from it if 
  their attacker does not have a clear line of sight.
  Windows: Most have wooden shutters and some will 
  have glass panes. A large open window between two 
  combatants provides three-quarters cover while a smaller 
  window offers full cover.
  There are many other pieces of combat scenery that 
  could be featured in a town combat: covered or open pits, 
  foundations, lone trees, mud, rubble and statues to name 
  a few.
  Combat Scenery for Towns
  dale
  
  LoneLy Mountain Region guide
  38
  ridges, Dale lies often in shadow. The sun rising over the 
  south-eastern spur doesn’t directly touch Dale till mid 
  morning, when the first rays reach the front gate of the 
  Royal Palace and shade is cast again once the sun has 
  passed into the west behind the southern spur. Dale is 
  enclosed by a tall crenellated wall that encompasses 
  more space than the town presently occupies, for it was 
  built upon the foundations of the old fortification that 
  encircled the ancient city. Along the north, all of the east, 
  and part of the southern wall, the River Running flows, 
  before heading south down to the Long Lake and beyond. 
  Outside of the southern reaches of the wall stands a large 
  complex of landings and quays where a constant stream 
  of traffic comes and goes along the river.
  Thanks to the joint efforts of hard-working Men, 
  Dwarven masons and Elvish woodwrights, Dale is a 
  wondrous city, a marvel of carved stone and flowing 
  waters, where bustling activity never seems to cease. 
  Older Dwarves who walked the streets of the original 
  city declare that Dale is even more beautiful than ever it 
  was in the old days. The Bardings are justifiably proud 
  of what they have accomplished in building their fair 
  city, but there is always a sense here that there is more 
  to be done, more to be achieved. This spirit drives them 
  and, in turn, affects much of the character of Dale. Here 
  are some of the common elements of descriptions that the 
  Loremaster may refer to when setting a game in the city 
  of Dale. 
  Water & Stone 
  Dale is a stone city traversed by water, compared with 
  Esgaroth, a wooden town built above a lake. It is filled 
  with magnificent sculptures, beautiful fountains, quiet 
  pools and deep waterways ferrying passengers and goods. 
  The main roads of Dale are all paved with stones of various 
  colours, from which the streets have taken their names. 
  The dozens of bridges that reach across the watercourses 
  in single, double or even triple arches, vary from narrow 
  structures allowing people to cross in single file to wide 
  passageways meant for the heavy traffic of carts and 
  horses. More towers rise every year, the newer ones taller 
  than those built the year before, in a race sponsored by the 
  city’s affluent noblemen. Their bells can be heard ringing 
  for miles around, calling the farmers to the market or the 
  many workers of the city to their toil or rest. 
  Hustle & Bustle 
  Dale is seemingly in a near-constant state of activity and 
  growth. Though the city has more or less been ‘restored’ 
  and is certainly thriving, long-term endeavours, such as 
  strengthening the fortifications and paving the roads, 
  are still ongoing, with new undertakings beginning every 
  month. Everywhere architects, apprentices, stonemasons 
  and carpenters, along with all their varied tools and 
  materials, can be seen at work. Additionally, Dale is 
  home to many other busy craftsmen, from skilled smiths 
  to cunning firework manufacturers. The clanging of 
  metal and the report of small explosions resound along 
  the cobblestones near the Ravensgate District. To 
  this din are added the many sounds of commerce: coins 
  tinkling, merchants calling and folk haggling in various 
  tongues. A wide variety of markets are open throughout 
  Dale during the day, with a few that are even open late at 
  night, though traders are expected to adjust their shouts 
  accordingly. Many folk regard resettling in Dale as a 
  chance to begin their lives afresh, hopefully improving 
  their lot, and offering their children a different life than 
  one spent in hard toil on the edges of the Wild. The many 
  immigrants flowing into Dale thus add to the commotion, 
  a state of affairs that King Bard actively encourages in 
  the earlier years of his reign. 
  Many Folk, Many Lives 
  Dale is rapidly becoming the largest Northman settlement 
  in the area and for all but the most far-travelled folk it 
  is the biggest town they will ever walk the streets of. It 
  is certainly one of the most diverse cities in all of Middle 
  earth, perhaps exceeded in this only by its neighbour, 
  Lake-town; however, while Esgaroth was rebuilt as a 
  city of Men, albeit an unusual one, Dale is as much a city 
  of Dwarves as it is a city of Northmen. The Bardings 
  have been heavily influenced by the folk of Erebor and 
  it shows in their architecture. Nor are the Wood-Elves 
  strangers to the streets of Dale.
  Describing Dale
  
  39
  dale
  
  LoneLy Mountain Region guide
  40
  the gates of dale
  The crenellated rampart surrounding Dale is an imposing 
  fortification, standing as high as five men and thick 
  enough that two horses could trot abreast along its top. 
  For such was the majesty of the curtain wall of Dale of old, 
  before Smaug burnt it and time ravaged it, a grandeur that 
  King Bard wanted to revive, should another army of Orcs 
  or worse dare to assail them again. 
  The City Guard regularly patrol the city walls. The Guard 
  send signals and receive answers from the Dwarf warriors 
  stationed in the watchtower atop Ravenhill at every hour. 
  From their vantage point on the side of the Mountain the 
  Dwarves may see if enemies are approaching Dale long 
  before anyone nestled in the city’s sheltered valley could 
  (see page 18). 
  Building the wall took several years and many hundreds 
  of craftsmen toiled under the watchful eyes of Dwarven 
  masons. It was completed in early 2945. The wall has 
  but two openings along its great length: the south-facing 
  Traders Gate and the north-west-facing Ravensgate. 
  The gates are towering wooden doors, flanked by stone 
  ramparts, and set with heavy iron hinges. 
  Both gates are designed to open and close smoothly, 
  with only a handful of guards needed to operate their 
  mechanisms. In normal times, the Traders Gate rarely 
  closes, even at night, but the Ravensgate is always barred 
  not long after twilight. 
  Anyone wishing to pass into or out of the city unnoticed 
  must, in general, go over the wall. It will normally take 
  a DC 13 Dexterity (Stealth) check to go over the wall 
  unseen (waiting until night grants Advantage on this 
  check) and a DC 15 Strength (Athletics) check to scale 
  the wall. A failure on the first check will swiftly draw the 
  attention of the City Guard, the second, a 25 ft fall.
  the merchants way
  The southbound road to Esgaroth was originally a worn-
  over trail, long gone to green from disuse, and all but 
  disappeared into the encroaching boggy ground of the 
  northern Long Marshes. With the refounding of Dale, both 
  King Bard and the Master of Lake-town soon recognised 
  that traffic and commerce between the two towns would 
  be greatly aided by a better road. Luckily, the road had 
  tough bones, for it was laid by the Dwarves, as were the 
  majority of roads traversing Wilderland; the way was 
  easily refurbished and immediately filled with traders and 
  travellers both. 
  The Merchants Way falls under the authority of the crown 
  of Dale, and the King’s men ride and patrol along it. A 
  secondary road splits off from the Merchants Way as it 
  enters the valley of Dale, right before it passes under the 
  Traders Gate, to wind north-east to the Quays outside the 
  city wall, along the Running River. 
  The Merchants Way counts as a good road (very easy) 
  for the purposes of travel between Dale and Lake-town, 
  though heavy rains or other inclement weather can 
  temporarily raise the terrain difficulty to easy or even 
  moderate.
  the Quays
  East of the Traders Gate lie the city’s landings, through 
  which flow the majority of the city’s imported and 
  exported goods regularly flow through (the rest enter the 
  city by land, from the Merchants Way). Wares from Lake- 
  town, Mirkwood, and sometimes points on the map more 
  distant still pass through here to the markets of Dale. 
  In turn, numerous Dwarven products and the budding 
  craftsmanship of the Bardings flow out from here. 
  Long
       Lake
  E Esgaroth
  E Dale
  E
  Erebor
  E
  Elven King’s
  Halls
  The Waste
  c
  o
  Upper Marches
  n
  Northern
  Dalelands
  Long Marshes
  o
  Mountains
                  of  Mirkwood
  u
  dale
  
  41
  Trade being one of the cornerstones of Dale’s prosperity, 
  the various landings and moorings that make up the 
  quays are well kept and a specially appointed official 
  is charged with all business conducted upon them. This 
  Reeve of the Quays and his men patrol here regularly 
  during the day, as much to collect taxes as to settle any 
  quarrels between merchants. However, the Quays are so 
  very busy that wiser merchants look to the security of their 
  own wares themselves, especially at night. 
  The South Quay 
  Typically, goods shipped to Dale that are destined to be 
  sold in large quantities are brought in to the city. The 
  wares are then stored in one of the many trading houses 
  or warehouses of the Merchants Quarter. For a variety 
  of reasons, a few merchants prefer to leave their goods 
  upon their ships; some don’t have the funds required 
  to rent storage in a warehouse in Dale, others intend to 
  sell their entire cargo at once and do not wish to bother 
  transporting it several times. Regardless of their motives, 
  such merchants seek to berth their ships at the South 
  Quay, the oldest and cheapest of the wharves of Dale. 
  The South Quay still serves the same purpose now for 
  which it was first built near four hundred years ago. 
  Exactly who laid the stones of the landings have been 
  lost to time, though Dwarves confidently swear it was 
  clearly a master of their people. While the South Quay still 
  bears the distinct scorch marks of Dragon-fire, it remains 
  seamless and intact. Despite its storied history, its status 
  as the cheapest mooring area of the city attracts many 
  unsavoury fellows, who often skulk about the shadows, 
  waiting for an opportunity to offer their services.
  the merchants Quarter
  The 
  Merchants 
  Quarter 
  is 
  the 
  fastest 
  growing 
  neighbourhood of the city. The Quarter starts at one end 
  of Merchants Way, through the open doors of the Traders 
  Gate. Deals are are struck and fortunes are made at all 
  hours of the day and late into the night. The Merchants 
  Quarter is perpetually filled with all manner of folk: 
  farmers trading their goods, merchants from across 
  Wilderland come to peddle their wares or acquire the 
  same to sell elsewhere, buyers of every stripe looking to 
  obtain the merchandise of the North’s busiest market or 
  Dwarven forge work direct from Erebor, and travellers who 
  have come to look upon the realm of the Dragon slayer. 
  The Merchants Quarter contains several large warehouses 
  for the many goods intended to be sold down the river in 
  Lake-town, as well as a few buildings used to store raw 
  materials coming into the city or ultimately intended for 
  Erebor. There are also a fair number of drinking halls and 
  taverns for the many passing travellers here, including 
  one of the first new inns built in Dale, the Drunkenstone 
  (see Wilderland Adventures, page 100). 
  Strangers to Dale wishing to find the marketplace are 
  directed to take the “River Road”, which is a street leading 
  in a gentle curve to the Market Square in the northern 
  portion of the quarter. The Blue Way is the not the proper 
  street name, but since it weaves over and beside several 
  waterways, along with the stones’ colour, the local 
  nickname has stuck. 
  The south-eastern portion of the Merchants Quarter 
  is given over to the Farmers-market, a section of streets 
  filled with goods and livestock from the many farms to 
  the south and west of Dale. Within the Farmers-market is 
  the Hunters Row, a series of stalls where fowl and game 
  animals are to be had, along with butchers able to prepare 
  meats as requested, to satisfy both their Barding and 
  Dwarf customers. 
  Merchants of Dale
  The merchants of Dale generally fall into one of three 
  categories: independent entrepreneurs looking to ply their 
  wares and build their own personal fortunes; members 
  of the older, established Guild of Merchants based out 
  of Lake-town looking to expand their businesses; or 
  representatives for others, such as shop-keeps who sell 
  goods for Dwarven smiths that prefer their work at the 
  forge to haggling on the street. Unlike the more reserved 
  merchants of Esgaroth, merchants in Dale tend to be more 
  outgoing to keep up with the pace of the city but otherwise 
  have the same motivation and expectations as given on 
  page 69 of the Loremaster’s Guide. 
  Market Square
  In many ways the heart of the city, the Market Square sits 
  on the northern edge of the Merchants Quarter, nearly at 
  the exact centre of Dale. When folks from afar speak of 
  the “great market of Dale” they are usually referring to the 
  Market Square. Paved with stones of every colour from the 
  other streets of Dale, set in patterns to identify the rightful 
  dale
  
  LoneLy Mountain Region guide
  42
  position of every seller in town, the Market Square would 
  be a vast open area, if not for the massive profusion of 
  stalls, pedlars’ carts, brightly coloured tents and wagons 
  that regularly cover it. With new traders coming and 
  going daily, the goods available at the market change 
  constantly. Merchants, travellers, and locals come here 
  in the hope of finding a fair trade, gaining a few coins 
  and, sometimes, to see something they never imagined 
  even existed in the world. 
  The goods on offer in the Market Square can seem near 
  endless. There are local goods from the nearby farms and 
  the Northern Dalelands, including: seasonal fruit, fresh 
  fish, game meats, fowl and robust wooden furniture. 
  Traders from Esgaroth bring exotic woven cloths, 
  outlandish pieces of jewellery from distant lands to the 
  South, as well as stunningly crafted musical instruments 
  from the Woodland Realm and hunting bows or tooled 
  leathers and durable woodcraft from west of Mirkwood. 
  Here the fabled wines of Dorwinion can sometimes be 
  purchased, a drink so potent and sweet that it can render 
  even the hardiest of Dwarves into a stupor. 
  Occasionally, merchants arrive from even farther afield, 
  travellers from the East bringing strange tales, exotic 
  goods and wondrous spices, alongside road-weary 
  Dwarves dressed in fine wools from the West, bringing 
  pipe-weed and small kegs of fine beer from the Shire. 
  Some stalls offer other goods of far stranger providence: 
  talismans and charms, books of lore, potions and cure 
  alls, powders and scrolls. All are claimed to have great 
  virtues, though very few indeed are guaranteed to work 
  in every case. 
  Many folks come merely to sample the unusual culinary 
  fare the market has to offer: candied apples and sugary 
  figs, meat spiked on sticks, ales, Dwarven spirits potent 
  enough to render an unwary man blind, mead from 
  Thranduil’s halls, spiced fish, cups of hardy stew, soft 
  bread and warm cider. 
  Folks that come to the market seeking the work of the 
  Dwarves of Erebor are soon directed to the northern end 
  of Market Square, where a sturdy bridge passes over a 
  narrow watercourse to a row of small shops. The stores 
  here all have simple fronts, a few of the smallest have 
  only a simple sign bearing nothing more than a single 
  Craftsman’s Rune, the signature mark of the smith 
  whose work the shop conducts exclusively. A number of 
  warriors, both Dwarves and Bardings, patrol this strip of 
  shops, for this is where the majority of the handicraft of 
  Durin’s folk is sold in Dale. This is the place to purchase 
  beautiful jewellery, including: sparkling jewels set upon 
  slender chains, golden goblets inlaid with emeralds and 
  silver bracelets ornamented with rubies. 
  Beautiful treasures are not the only things offered for sale 
  here. Swords and axes, well-made shields bound with 
  thick iron and the finest mail that coin can secure; all 
  can be bought here for a fair, but firm, price. Particularly 
  well-off visitors can arrange here to commission specific 
  pieces of work from the Dwarves. Depending on what a 
  buyer is seeking, arrangements may be made to hire one 
  of the smiths of Anvil Way (see page 44) or they may even 
  be sent on to the Lonely Mountain itself if their order is 
  particularly large. 
  The Market Square is generally open every day of the 
  week, from an hour past dawn till dusk. During the longer 
  days of spring and summer the Market Square remains 
  open until very late in the evening, to profit from the 
  longer hours of twilight in the North. In winter, great 
  lamps of brass and crystal are hung from poles about the 
  marketplace to throw back the night on feast days, and a 
  festival air reigns. 
  There are many special events throughout the year, but 
  for two days of the first week of every month, the Market 
  Square is given over to a very special event indeed… 
  The Toy-market of Dale
  On the first Monday and Thursday of each month the 
  Market Square is transformed, with many of the stalls 
  given over to a whole new selection of market goods: 
  the Toy-market. Once called the “Wonder of the North” 
  – a title the folk of Dale and Erebor both seem intent on 
  reclaiming, the Toy-market changes the Market Square 
  into a wondrous playground that attracts merchants from 
  across Wilderland and far beyond. 
  Famed Dwarf artisans, many of whom seldom visit the 
  marketplace in person, are on hand bearing their finest 
  creations to compete with their fellow craftsmen and see 
  the joy their work brings to children in person.
  
  43
  The toys for sale at the market change regularly with new 
  creations appearing each month, while old favourites 
  come and go. What is constant is that they are all made of 
  intricately carved wood and metal, painstakingly crafted 
  over weeks, months and, in some cases, even years. The 
  greatest (and most expensive) are so cunningly wrought 
  as to give the semblance of being magical: toy soldiers 
  in the raiment of one of the Five Armies that will march 
  upon command, barking mechanical dogs, tiny brass 
  trumpets that emit strange calls when sounded and 
  metal birds that sing sweet melodies, are just samples of 
  the toys available. 
  All the children of Dale, even the poorest, own at least one 
  of the fabled toys that bear the mark of the city. There is 
  a toy here to capture the heart of any child and a great 
  many adults as well. 
  During the Toy-market, on the eastern border of the Market 
  Square not coincidentally set against a canal, can be found 
  the stalls of the fire-workers; craftsmen who specialise in 
  the dangerous art of making fireworks, a relatively recent 
  profession encouraged by Gandalf the Grey. The fireworks 
  sold here range from small whizz bangs to teeth-rattling 
  thunder-claps with plenty of fire flowers and burning 
  fountains as well. Particularly large or intricate fireworks 
  may require a trip to Snapfire Alley on Red Row (see page 
  50) though the fire-workers here will be happy to point an 
  interested party in the right direction. 
  The Missing Scale
  On the southern side of the Market Square sits an 
  impressively large oak and stone inn. The shingle out 
  front features a golden-red pattern of Dragon-scales, 
  with one at the centre conspicuously black. The Scale is 
  The Lightly Fingered
  As always happens where coins flow in abundance, pickpockets and cutpurses ply the stalls and the less-guarded shops 
  of the Market Square on busy days. Skilled pilferers posing as beggars and paupers blend into the crowds as they 
  deftly cut purse strings and pluck easily accessible pockets. 
  If the companions spend an extended amount of time at the Market Square or any of Dale’s other markets, whether 
  just shopping, perhaps keeping a watch over someone they suspect, or acting as guards for a merchant, the Loremaster 
  should roll a d12. If a 1 is rolled, one of the companions has become the chosen target of a thief. The Loremaster rolls 
  1d20+2d6 and compares that value to the passive Perception of the hero.
  • 
  If the thief has a result lower by 5 or more, then the player-hero knows they are being watched, but the thief 
  remains unaware of their vigilance – allowing them to scare off the miscreant or catch the thief in the act if 
  they so choose.
  • 
  If the thief’s roll is equal to the hero’s passive Perception or lower by 4 or less, the character spots the would-be 
  thief watching them, but the companion’s scrutiny causes the pickpocket to disappear into the crowd. 
  • 
  If the thief’s roll is better than the hero’s passive Perception by 4 or less, the character has been robbed but it was 
  something of lesser value (1d6 silver pennies or a small trinket).
  • 
  If the thief has result that is 5 or higher than the companion’s passive Perception, the thief has stolen something 
  far more valuable: something sentimental to the character, a family ring, a small Precious Object, or similar 
  (1d6 gold pieces in value or coin). If the loss means something to the character, then they will have to set out to 
  recover it, most likely by first seeking amidst the shadows of the Old Quarter… (see page 49).
  Note that the system above provides for a simplified bit of roguery. If a named character is stalking the Company it 
  may be more appropriate to make actual skill checks instead.
  dale
  
  LoneLy Mountain Region guide
  44
  one of the busiest inns in the city and while the handbills 
  proclaim it has “rooms fit for a King” it is the peerless wine 
  (and, perhaps, location) that gives the place its success. 
  The inn’s enormous common room can seat almost fifty 
  patrons at its plentiful tables or along the polished bar 
  that runs the length of the west wall, yet it is the baleful 
  image of a Dragon that dominates the space. Crafted from 
  wrought iron and lit from behind with candles, the glowing 
  image runs along the wall opposite the bar. The Innkeeper 
  Drucbord is especially proud of its design, made by his 
  brother in Lake-town. 
  The flickering light of The Missing Scale has lit many a 
  meeting, for it is frequented by all sorts of travellers to 
  Dale, and the latest news from afar is often heard here 
  even sooner than in the Royal Palace. 
  ravensgate dIstrIct
  The Ravensgate District is where the majority of well-to-
  do and newly wealthy Bardings live in Dale. Many of the 
  largest houses here were granted as gifts to the followers 
  of the Dragon-slayer after the great victory at the Battle of 
  Five Armies. Others belong to those made rich by trade 
  or artistry. The district is constructed the closest to the 
  Lonely Mountain, deep within the encircling mountain 
  spurs, and it remains somewhat shadowed for a large 
  portion of the day. 
  Watchmen carrying Dwarven lamps of iron and crystal 
  beat the streets from early in the evening to late at night, 
  and are quick to ask any miscreant caught wandering the 
  area after dark to move along. 
  White Lane 
  The longest street in the Ravensgate District starts near the 
  city gate and winds its way around the eastern edge of the 
  neighbourhood. Paved with white cobblestones and lined 
  with tall, narrow houses, White Lane is where the craftsmen 
  of Dale have their workshops and residences. Smiths 
  of all types, fletchers, jewellery makers, glassblowers, 
  leather workers, coopers and even a confectioner ply their 
  trades here. Most renowned are the woodwrights, justly 
  famed for their dependable furniture and their intricately 
  engraved great bows. 
  Goods are seldom for sale on White Lane, as most of the 
  craftsmen either keep a stall at the Market Square or 
  arrange for others to sell their goods elsewhere. A few of the 
  artisans here are always interested in unusual materials 
  that may help them create something sensational, in part 
  because they wish to showcase their work against the 
  more famed creations of the Dwarves. 
  A Company seeking employment may be hired by one 
  of the craftsmen here to escort them into the heart of 
  Mirkwood to bring back a specific type of wood or for some 
  other equally dangerous task in pursuit of advancing the 
  art of their chosen trade. 
  Anvil Way
  Starting along the southern border of the Ravensgate 
  District, north of the Royal Palace, and ending just east of 
  the northern edge of the Market Square, runs a street like 
  no other in Dale. Instead of paved with coloured stones, as 
  are all of Dale’s other streets, it is set with smooth plates of 
  granite, expertly laid to be almost seamless, and named 
  for the many smiths who live along it. 
  The ringing sound of hammer against anvil, the chipping 
  of stone, the smell of burning coal, all carry to nearby 
  shops at all hours of the day and occasionally late into 
  
  45
  the night. For Anvil Way is the street where many of the 
  Dwarves who have chosen not to live in Erebor make their 
  homes and have their workshops. Clustered together in 
  squat stone houses, these stout craftsmen forge iron 
  and steel, shape stone, carve precious jewels and make 
  wondrous toys. 
  A great many of the smithies here have their forges set in 
  open areas, so that all who come down the lane can see 
  the Dwarves hard at work with hammer and tongs. The 
  hiss of freshly forged iron plunged into buckets of water 
  combines with the ringing of metal on metal and the 
  tinkling of small tools at work to create a music akin to 
  that which fills the halls of Erebor. 
  While only a relative handful of Dwarves have chosen to 
  live and work under the sky, they are all highly valued 
  members of the community and treated as honoured 
  guests in Dale. Their wares sell at a high premium, which 
  the richest citizens of Dale and many a travelling merchant 
  gladly pay, for the craftsmen of Anvil Way are as skilled as 
  any artisan in the Lonely Mountain and, by all accounts, 
  more approachable too.
  Even so, it is difficult to get an appointment with the 
  smiths here. The majority of their work is sold in small 
  shops along the northern edge of the Market Square. 
  Arrangements to consult with a smith generally need to 
  be made in advance, through one of their agents there, 
  mainly to stave off the otherwise continuous waves of 
  Barding nobles and merchants who wish to apprentice 
  their children with a Dwarven smith. 
  Anvil Way Smith
  The craftsmen of Anvil Way are widely reputed to be quite 
  sociable for Dwarves, a notion that few folk who have met 
  them entirely believe. In fact, they are far less taciturn 
  than many of their folk. Indeed, in Dwarven circles, they 
  are famed for their odd ways and strange ideas. Some of 
  the craftsmen along Anvil Way are said to actually prefer 
  to work under the open sky! The very idea… Still, none 
  doubt their skill or the quality of their work. Their light-
  hearted nature is well reflected in the many toy-makers 
  who have built their workshops along Anvil Way. 
  Motivation: To prove my worth as a creator despite my 
  unusual choices in life.
  Expectations: +3 if the heroes treat the smith with great 
  deference (as if they called upon a master smith in Erebor 
  itself); -2 if the companions are dismissive of the smith’s 
  calling or expertise.
  anvIl way smIth
  Medium Dwarf
  STR 
  17 (+3)
  DEX 
  13 (+1)
  CON 
  12 (+1)
  INT 
  13 (+1)
  WIS 
  12 (+1)
  CHA 
  15 (+2)
  Armour Class 12 (Shop Leathers)
  Hit Points 11 (2d8+2)
  Speed 25 ft
  Skills Perception +3, Persuasion +4, Smith’s Tools +5
  Senses passive Perception 13, night vision
  Languages Khuzdûl, Westron
  Challenge 1/4 (50 XP)
  Stubborn. During an Audience or other meeting, the 
  Smith imposes Disadvantage on Charisma checks made 
  by the heroes.
  Actions
  Hammer. Melee or Thrown Weapon Attack: +5 to hit, 
  reach 5 ft or range 20/60 ft, one target. Hit: 5 (1d4+3) 
  bludgeoning damage.
  royal palace
  Upon a low height near the centre of the city rises the 
  royal residence of King Bard. A magnificent stone palace, 
  the Royal Palace was built by Dwarven masons under the 
  direction of the King under the Mountain. The building 
  is a majestic, if somewhat daunting, sight, for it was 
  constructed of dark polished stone quarried from the 
  Lonely Mountain and it was built strong. The exterior is 
  lined with a series of marble pillars, holding up a mighty 
  vaulted roof. Before the massive, eastward facing front 
  gates lies a magnificent fountain, which throws great 
  arcs of water high into the air, where they crash above a 
  sculpture of the Dragon, clearly representing the Fall of 
  Smaug. 
  Two great openings border the eastern front gate, carved 
  in such a way as to catch the first rays of the sun as they 
  cascade over the south-eastern spur of the Mountain. The 
  upper sides of the hall are lined with small windows of 
  frosted glass, set deep in to the stone, and fitted with clever 
  shutters that can easily be opened or closed at the King’s 
  dale
  
  LoneLy Mountain Region guide
  46
  whim. The palace’s interior resembles that of a Dwarven 
  underground hall, a massive open space bordered with 
  elegant stonework and high columns, lit by great glass 
  lamps that hang from the distant ceiling, like so many 
  small stars. Unlike in some of the more enclosed spaces 
  within Erebor, though, cool breezes pass through the hall 
  regularly. 
  King Bard’s throne sits at the end of the open main hall, 
  upon a raised dais. The carven wood throne is engraved 
  with the full tale of the Black Arrow and was a gift from 
  the Elvenking. The Dragon-slayer regularly holds court 
  here, receiving dignitaries or dispensing justice as needed. 
  Various Barding nobles and assorted functionaries come 
  and go with great regularity, making the throne room a 
  lively place. 
  On warm summer days, King Bard finds it agreeable to 
  hold court in the open air. Just to the south of the palace 
  lies a great courtyard, lined with seats of wood and stone, 
  surrounded by lush greenery. Minstrels, poets, jesters and 
  actors all perform here at times for the amusement of the 
  King and his court. 
  Barding Courtiers
  A few of the most powerful noble lords come from families 
  who were well-off merchants in Lake-town, many of which 
  descended from the old nobility of Dale. Far more inclined 
  to eloquence and reasoned debate than their younger 
  compatriots, they represent a power bloc within Dale that 
  the King cannot ignore, for they have influence over trade 
  and many merchants. Some are extremely loyal to Bard, 
  grateful for his courage and the opportunities he has 
  afforded them. Others, though, regard the King as merely 
  an upstart warrior who made a “lucky shot” and look 
  to undermine him when they can. Determining which is 
  which can be very difficult indeed… 
  Barding Nobles
  Many of the nobles of Dale are the young men and 
  women who stood with Bard at the Battle of Five Armies 
  and followed him north when he announced that he 
  would reclaim Dale. They form the majority of the King’s 
  counsellors, assisting in the running of the court and city, 
  or representing Dale as the King’s envoys abroad. While 
  a few of them do come from the older noble lines directly 
  descended from the aristocracy of Dale of old, few are used 
  to the ‘politics’ that often play out in court manoeuvrings. 
  They are, in the main, warriors more accustomed to 
  action first and reasoned talk after. 
  courtIer
  Medium Human
  STR 
  13 (+1)
  DEX 
  11 (+0)
  CON 
  14 (+2)
  INT 
  17 (+3)
  WIS 
  14 (+2)
  CHA 
  19 (+4)
  Armour Class 12 (Leather corslet)
  Hit Points 32 (5d8+10)
  Speed 30 ft
  Skills Deception +6, Intimidation +6, Persuasion +8, 
  Traditions +7
  Senses passive Perception 12
  Languages Westron
  Challenge 1 (200 XP)
  Confound. Courtiers are masters of turning an errant 
  word into a deadly dagger to public opinion. In an 
  Audience, the Courtier can force the spokesperson for 
  the Company to make a DC 12 Charisma saving throw 
  or gain Disadvantage on all further checks during the 
  Audience.
  Lord of His Domain. Courtiers only meet with 
  adventurers in situations and places favorable to 
  themselves. The Courtier imposes Disadvantage on the 
  Introduction Check for an Audience.
  Expert. Courtiers double their Proficiency Bonus for 
  Persuasion and Traditions (included above).
  Actions
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 
  5 ft or range 20/60 ft, one target. Hit: 3 (1d4+1) piercing 
  damage.
  
  47
  noble
  Medium Human
  STR 
  17 (+3)
  DEX 
  13 (+1)
  CON 
  15 (+2)
  INT 
  13 (+1)
  WIS 
  12 (+1)
  CHA 
  17 (+3)
  Armour Class 16 (Corslet of Mail, Swordmaster)
  Hit Points 39 (6d8+12)
  Speed 30 ft
  Skills Athletics +5, Insight +3, Traditions +3
  Senses passive Perception 11
  Languages Westron
  Challenge 2 (450 XP)
  Call to Arms. If within Dale, the Noble can use his bonus 
  action to summon 1d4+2 city guards (see page 48) which 
  arrive at the end of his next turn.
  Swordmaster. The Noble gains a +2 bonus to AC while 
  wielding a broadsword or long sword (included above).
  Actions
  Long sword. Melee Weapon Attack: +5 to hit, reach 5 ft, 
  one target. Hit: 7 (1d8+3) slashing damage or 8 (1d10+3) 
  slashing damage when wielded with two hands.
  Reactions
  Counterattack (Recharge 5-6). If an attack roll misses 
  the Noble, 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.
  royal barracKs
  A solid gated keep just to the south of the Royal Palace, 
  the Royal Barracks is home to the black-liveried Royal 
  Archers, the elite bodyguards of the King, and a training 
  ground for all the forces of Dale. The greatest fighters 
  among King Bard’s followers regularly train the city’s 
  youth here, hoping to instil some of their skills into the 
  next generations. Elstan, the commander of the Royal 
  Barracks and the First Captain of Dale (see page 53), 
  will occasionally ask noteworthy adventurers to share 
  some of their hard-won knowledge here, as will the King. 
  Correspondingly, enough fighters of such great skill have 
  taught here that even accomplished warriors have begun 
  to occasionally visit in order to learn a few new tricks. 
  In addition to various training rooms, the barracks’ walls 
  encompass a long field where a handful of archers can 
  always be found practising their skills. Many of the Royal 
  Archers pride themselves on their crafting skills with 
  their weapons and the sight of one or more black-liveried 
  warriors fletching their own arrows is a common one 
  here. 
  Royal Archers of Dale
  The Royal Company of Archers consists of fifty members, 
  hand-picked from among the greatest warriors and 
  hunters in the North, to serve as the personal bodyguard 
  of King Bard, as well as reinforcing the City Guard as 
  needed. No distinctions of rank or lineage are made in 
  their selection: skill alone counts for all. 
  Every warrior in the city dreams of joining the august ranks 
  of the “Black Company”, as they are often called, due to 
  their distinctive head-to-toe black livery. The Royal Archers 
  have a (mostly) friendly rivalry with the Bowman’s Guild 
  of Esgaroth and seek to best them at every opportunity. 
  royal archer
  Medium Human
  STR 
  13 (+1)
  DEX 
  19 (+4)
  CON 
  14 (+2)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 
  11 (+0)
  Armour Class 16 (black leather corslet)
  Hit Points 58 (9d8+18)
  Speed 30 ft
  Skills Intimidation +2, Perception +3, Survival +3
  Senses passive Perception 13
  Languages Westron
  Challenge 2 (450 XP)
  Eagle-feathered Arrow (1/day). As a bonus action the 
  Royal Archer draws this special arrow and attacks with 
  her Great Bow. A successful hit causes a critical hit and 
  any creature Medium size or smaller must make a DC 15 
  Strength saving throw or become Prone.
  Hawk’s Eye. The Royal Archer may use this ability as a 
  bonus action. She does not suffer Disadvantage on attack 
  rolls due to being at long range this turn.
  Actions
  Volley-storm (Recharge 5-6).  The Royal Archer can use 
  her action to make a ranged attack against any number 
  of creatures within 10 ft of a point she can see within her 
  weapon’s range. She must have ammunition for each 
  target, as normal, and she makes a separate attack roll 
  for each target.
  Great Bow. Ranged Weapon Attack: +6 to hit, range 
  150/600 ft, one target. Hit: 8 (1d8+4) piercing damage.
  dale
  
  LoneLy Mountain Region guide
  48
  resIdentIal Quarter
  Most of the common citizens of Dale live in the western 
  Residential Quarter. During the first five years since 
  the founding of the city, the neighbourhood saw simple 
  houses with tall and thick stone walls sprout rapidly like 
  mushrooms, one next to the other, leaving only narrow 
  lanes to separate them. As the city’s wall stretches out to 
  the west, there are still large portions of the quarter without 
  buildings, and masons and workers are a common sight, 
  as are the sounds of construction and the chipping of stone. 
  The Commons
  King Bard actively encourages the Free Folk who come 
  to Dale seeking new lives to claim farms of their own by 
  offering them land in the Upper Marches. Some, though, 
  have no interest in farming and seek instead to become 
  occupants of the city. 
  Unwilling to turn anyone away, but acknowledging that 
  it can take time to find one’s place or be able to secure 
  accommodations, the King allows new citizens to pitch 
  their tents in the southerly portion of the Residential 
  Quarter, which has swiftly become known as “The 
  Commons”. Immigrants to Dale of less means are thus 
  given the time and opportunity to partake in the prosperity 
  of the city in order to gather enough funds to eventually 
  move into a house, take up the King’s offer of land or to 
  decide to move on. 
  The Commons is an ever-shifting maze of tents and 
  temporary constructions, which the City Guard patrols 
  frequently. All sorts of folk come and go here regularly and 
  not all of them are necessarily friends to Dale… 
  The Nest
  In the south-east of the Residential Quarter, near the 
  Market Square, sits the heavily reinforced keep of the City 
  Guard of Dale. It is universally known as “the Nest” due to 
  the heraldry that all the City Guard bear: the Sign of the 
  Thrush. Here the City Guard regularly train, and from here 
  set out to patrol the city. While there are smaller guard 
  posts throughout Dale, none have anywhere near the size, 
  nor the activity levels, of the Nest. 
  Dale’s City Guard
  Dale’s City Guard are actively trained to keep an eye out 
  for trouble and to try to diffuse situations with words 
  before resorting to violence. The few outsiders to Dale who 
  mistake this reticence to come to blows as a weakness 
  swiftly learn that many of the older guards and most 
  of their commanders are veterans of the Battle of Five 
  Armies. They typically patrol the city in squads of two 
  to four, depending on the time of year and the size of the 
  crowds. 
  While they make their presence felt in a few places, 
  especially at the docks and the city gates, they generally 
  do their best to remain in the background until needed 
  elsewhere. They are, however, swift to step in to break 
  up violent arguments and stop any fights that might 
  threaten commerce in the city. If hard pressed, they can 
  easily call upon assistance from their fellows or even 
  nearby Royal Archers with silver whistles that they wear 
  about their necks. 
  cIty guard
  Medium Human
  STR 
  15 (+2)
  DEX 
  12 (+1)
  CON 
  12 (+1)
  INT 
  11 (+0)
  WIS 
  13 (+1)
  CHA 
  10 (+0)
  Armour Class 16 (corslet of mail, shield)
  Hit Points 22 (4d8+4)
  Speed 30 ft
  Skills Investigation +2, Perception +3
  Senses passive Perception 13
  Languages Westron
  Challenge 1/2 (100 XP)
  Battle Brothers. If three or more guards are fighting 
  the same enemy and that enemy has no allies engaged 
  with the guards, the guards have Advantage on their 
  attacks.
  Silver Whistle. The guard can use his bonus reaction 
  to summon help, which arrives at the end of his next 
  turn. Roll 1d6: 1-4: that number of City Guards; 5: a 
  Guard Commander; 6: a Royal Archer.
  Actions
  Long sword. Melee Weapon Attack: +4 to hit, reach 5 ft, 
  one target. Hit: 6 (1d8+2) slashing damage or 7 (1d10+2) 
  slashing damage if used with both hands.
  Reactions
  Tackle. When a creature moves out of the guard’s reach, 
  he may use his reaction to make a grapple attack with 
  Advantage.
  
  49
  guard commander
  Medium Human
  STR 
  17 (+3)
  DEX 
  13 (+1)
  CON 
  15 (+2)
  INT 
  13 (+1)
  WIS 
  14 (+2)
  CHA 
  12 (+1)
  Armour Class 20 (heavy mail, great shield)
  Hit Points 52 (8d8+16)
  Speed 30 ft
  Skills Insight +4, Perception +4
  Senses passive Perception 14
  Languages Westron
  Challenge 3 (700 XP)
  Hard Eyed. The Commander is a veteran of many battles 
  and scores a critical hit on rolls of 18, 19 or 20.
  Shield-strike (Recharge 5-6). If the Commander deals 
  damage with his longsword, he can use his bonus action 
  to slam his great shield into the target. The creature takes 
  4 points of bludgeoning damage and must make a DC 13 
  Strength saving throw or become Prone.
  Actions
  Multiattack. The Commander makes two attacks with 
  his longsword.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft, 
  one target. Hit: 7 (1d8+3) slashing damage or 8 (1d10+3) 
  slashing damage if used with both hands.
  the water house
  Consciously built in imitation of Esgaroth’s Hospital, King 
  Bard was readily convinced by the Master of Lake-town 
  and King Dáin’s counsels that a city as big as Dale would 
  have need of a house of healing. 
  The Water House was built alongside a flowing canal, 
  with several small waterfalls, the gentle sounds of which 
  are thought to aid in the healing of fevered minds. The 
  healers and midwives of the Water House care for those 
  who need it, tending to the old and sick, as well as the 
  poor. Patients of more means are asked to contribute to 
  the house’s coffers. The healers at the Water House have 
  many herbalists in their ranks. 
  old Quarter
  The eastern part of the city is referred to as the Old 
  Quarter for, long ago, it was the heart of Dale before the 
  coming of Smaug. The vast tracts of stone houses and 
  shops that once made up Dale were reduced to piles of 
  shattered masonry and melted rock by the Dragon. When 
  King Bard and his followers first journeyed to Dale, they 
  found carven stones of great beauty in the Old Quarter, 
  wondrous enough even after two centuries of neglect that 
  the stonemasons of Erebor were impressed, but all were 
  crumbling and overgrown with vines and lichen. 
  The broken stones of the Old Quarter proved to be useful 
  in the re-building of Dale. Many old foundations were 
  soon put to new uses by the clever masons of the Lonely 
  Mountain. The once-famed fountains of old would never 
  run again, but new ones were built even grander than 
  before. The cunning aqueducts that fed the fountains were 
  repaired and vast improvements were made, to route new 
  channels throughout the city. 
  The Old Quarter buildings are, in the main, a mixture 
  of old stonework beautifully blended with new. The 
  neighbourhood still has a somewhat dubious reputation, 
  but many folk live and work here untroubled by the 
  district’s past. 
  Brokenstone
  While many folk discredit it, there are some that believe 
  restless spirits of those slain by Smaug haunt parts of 
  the Old Quarter. When the howling winter winds sweep 
  through the city, they say an “unnatural chill” lingers in 
  the Old Quarter and fell cries can be heard on the wind. 
  Many others hold that if there is any curse lingering in 
  Staying at the Water House
  Heroes that elect to visit this house of healing are able to take a long rest even if they are in the midst of an 
  Adventuring phase. If they are able to stay a week then they can be cured of any of the following conditions: Blinded, 
  Deafened, Frightened, Paralysed, Poisoned, Unconscious.Frequent visitors to the Water House, especially if they’re 
  famous adventurers and treasure-seekers, will be asked to donate generously for its services.
  dale
  
  LoneLy Mountain Region guide
  50
  the Old Quarter, it was brought there by some of its newer 
  inhabitants. 
  When King Bard first set about rebuilding Dale, a few of 
  the bullies and snivelling servants of the old Master of 
  Lake-town, hoping to find quick coin or easy prey among 
  the vulnerable, joined in the early efforts. When their 
  machinations fell flat, many faced exile or shame, but few 
  were willing to brave the dangers of Wilderland and most 
  knew they would receive no welcome back in Esgaroth. 
  Helped by the surging new population, they did their 
  best to melt into the shadows, which was easiest in the 
  supposedly haunted remnants of the Old Quarter. 
  Hard hearts and dark shadows can bear ill fruit. Even 
  as the markets of Dale have once again become famous 
  throughout Wilderland, so the black market of the Old 
  Quarter, known as the Brokenstone, has achieved a 
  dubious fame of its own. Strange and terrible things can 
  be bought or learned in the dusk of the Brokenstone, which 
  isn’t a specific place, so much as a series of older cracked 
  courtyards and darkened taverns of ill repute clustered in 
  the south of the Old Quarter. 
  Many folk believe that the denizens of the Brokenstone 
  have one or more tunnels for smuggling goods directly to 
  and from the river, under the wall, though the City Guard 
  haven’t been able to locate one. 
  The folk of the Brokenstone are, in the main, either 
  paupers or criminals. On dark nights, some are said to 
  slip into the other neighbourhoods of the city to offer their 
  dubious wares, or to seek out easy prey. Those that know 
  of the Brokenstone suggest there may be some truth to the 
  rumour that it is haunted, or submit that the Dragon may 
  indeed have cursed the area; others firmly declare that 
  the denizens of the Brokenstone are tormented far more 
  by their own greed than any fictitious spirits of the dead. 
  Snapfire Alley 
  One of the major thoroughfares of the Old Quarter is the 
  brick paved street called Red Row. It starts just north of 
  the Farmers-market at the edge of the Merchants Quarter 
  and runs in a grand curve along the western side of 
  the Old Quarter, passing by the Market Square before 
  meandering north-easterly. Many building materials and 
  workers regularly pass along the Red Row, but it is an off-
  shoot of the Row that has really made it famous: Snapfire 
  Alley. In a large blind alley filled with brightly painted 
  workshops, the greater bulk of the famed fireworks of 
  Dale are tested and produced.
  The fire workers of Dale engage in their delightful, if 
  dangerous, trade here, regularly experimenting with new 
  powders and mixtures in a specially built stone hall that 
  lacks any flammable materials. Bright flares of light and 
  muffled booms are regular occurrences around Snapfire 
  
  51
  Alley. The alley is partially encircled by a large ornamental 
  pool as another layer of “defence” should any accidents 
  occur. The art of firework production is a relatively new 
  one and very much a mysterious practice; the fire workers 
  are very careful that only the “right sort” should learn any 
  of their secrets. Free Folk who only wish to entertain and 
  delight others are the types they look for when taking on 
  new apprentices.
  notable characters
  Bard the Dragon-slayer, King of Dale
  "Bard is not lost!" he cried. He dived from Esgaroth, when 
  the enemy was slain. "I am Bard, of the line of Girion; I am 
  the slayer of the Dragon!" 
  Long before he wore a crown, Bard was known to his 
  people as a grim but worthy man; stern but forthright 
  in word and deed. Neither the crown nor long years on 
  the throne will change those aspects of his character. He 
  is widely regarded as a good king, not easily swayed by 
  idle politics and ever mindful of the welfare of his people. 
  Being a king does not come readily to the Dragon-slayer, 
  though. He is not particularly fond of the trappings of 
  nobility and accepts many of the more tedious duties of 
  being a monarch with the same stoicism with which he 
  would face an enemy in battle. Improving the lot of his 
  kingdom is often in the forefront of his thoughts. He is 
  smart enough to realise that he is not among the very 
  Wise, but shrewd enough to know a forked tongue when 
  he hears it. 
  An Audience with the King
  Hard-voiced and frequently of sombre mood, Bard is 
  a proud, practical man, shaped by his former life as a 
  captain. He is widely famed for being true to his word, 
  no matter the personal cost. The Bowman reads hearts 
  well, and is quick to see the worth of an individual. King 
  Bard can most frequently be found in the Royal Palace, 
  though he occasionally wanders the Market Square, with 
  bodyguard in tow. When the crown grows heavy, he leaves 
  the city to hunt on horseback in the lands to the west. 
  Bard is a tall, imposing man, hale even as the years add 
  increasing amounts of silver to his once black hair, with a 
  sharp glance and a taciturn manner. Only his queen has 
  the knack of getting him to smile regularly. 
  Motivation: I have great ambitions for Dale: to make 
  a kingdom in the North that all may see as a shining 
  example of the Free Peoples’ best qualities.
  Expectations: +1 if the heroes bring important news to 
  King Bard; -3 if they ply him with unwise courtesies or 
  spurious allegations.
  Bard as a Patron
  The Bowman concerns himself far more with action than 
  words. Those who accept his patronage are not likely to 
  find themselves at court much. Many of the tasks that Bard 
  will ask of his followers involve furthering his ambitions 
  by advancing the interests of Dale or occasionally by 
  assisting his allies. This will likely see the Company sent 
  into the wild to investigate monstrous threats or lending 
  their weapons to defend a far-flung settlement from 
  raiders. Bard can be made a patron of the Company if they 
  have directly aided him during an Adventuring phase. 
  Characters who have Bard as their patron may choose 
  dale
  
  LoneLy Mountain Region guide
  52
  the Fellowship phase undertakings Offer Counsel at the 
  King’s Court or Join the King’s Hunt regardless of normal 
  requirements (see page 54). 
  KIng bard
  Medium Human
  STR 
  16 (+3)
  DEX 
  20 (+5)
  CON 
  17 (+3)
  INT 
  11 (+0)
  WIS 
  15 (+2)
  CHA 
  8 (-1)
  Armour Class 17 (Leather corslet)
  Hit Points 90 (12d8+36)
  Speed 30 ft
  Skills Animal Handling +5, Insight +5, Perception +5, 
  Survival +5, Traditions +3
  Senses passive Perception 15
  Languages Westron, The Language of Birds
  Challenge 6 (2,300 XP)
  Disciplined (1/day). Bard may use his bonus action to 
  grant himself Advantage on all attack rolls this round.
  Eagle-feathered Arrow (1/day). As a bonus action Bard 
  draws this special arrow and attacks with his Great Bow. 
  A successful hit causes a critical hit and any creature 
  Medium size or smaller must make a DC 17 Strength 
  saving throw or become Prone.
  Hard Eyed. Bard scores a critical hit on rolls of 18, 19 or 
  20.
  Hawk’s Eye. Bard may use this ability as a bonus action. 
  He does not suffer Disadvantage on attack rolls due to 
  being at long range this turn.
  Actions
  Multiattack.Bard makes three attacks with his great bow.
  Great Bow. Ranged Weapon Attack: +8 to hit, range 
  150/600 ft, one target. Hit: 9 (1d8+5) piercing damage.
  Queen Una the Fair
  A merchant princess of Dorwinion, Una captured the heart 
  of King Bard, the folk of Dale and even the neighbouring 
  kingdoms of Erebor and the Woodland Realm in 2948. 
  Una is a spirited woman, whose energy and enthusiasm 
  makes for a stark contrast with her husband. Her outgoing 
  demeanour, gentle wisdom and sharp business instincts 
  complement her grim, socially reticent king, earning her 
  the nickname, “the Dorwinion Gift”. 
  Queen Una works ceaselessly to smooth diplomatic 
  relations at court and is far more eager to meet with trade 
  delegations, negotiate with envoys and sooth the ruffled 
  egos of nobles than King Bard ever will be. Characters who 
  have consistently shown themselves to act in the interest 
  of Dale will catch her eye, and her recommendations do 
  much to sway the King. 
  A trusted Company that has Bard as a patron will 
  occasionally be called upon to help the Queen, “with some 
  trifling matter”; which is likely to be far more dangerous 
  and clandestine than anything the Bowman would ask 
  for. Una is one of the great beauties of the Age; dusky 
  skinned, dark eyed, swift to smile and quick to laugh. Her 
  easy going manner swiftly disarms others, but the Queen 
  is every inch a merchant’s daughter and her instincts are 
  very shrewd. 
  Motivation: Bard vision is one of future glory for Dale, 
  my view is on the more practical road from here to there. 
  Expectations: +2 if the heroes have completed a mission 
  for her or her family before — she places trust most freely 
  in those who have earned it; +4 if the companions can 
  give accurate, perhaps even unflattering, information 
  about those with power; -3 if the heroes show signs that 
  Dale and King Bard are not their foremost priorities.
  Elstan, First Captain of Dale
  Among the first to swear loyalty to King Bard, Elstan is a 
  widely famed, and beloved, warrior. Ever at the forefront 
  of battles and swift to offer aid to beset farmers, Elstan 
  spends almost as much time in the Upper Marches as he 
  does in Dale. Elstan commands the Royal Barracks and 
  sets the example that many of the Royal Archers strive to 
  emulate. Ironically, he’s only a passing archer, but he is a 
  master swordsman. 
  Elstan always keeps an eye out for those he deems to 
  be both “trouble” and “useful sorts”. He’ll wryly note 
  when asked that they are often one and the same. He 
  occasionally directs companies that he trusts towards, 
  “rumours and such that need looking into”. 
  The First Captain of Dale is a marked contrast to the 
  Dragon-slayer. Where Bard is taciturn, Elstan is garrulous; 
  where Bard is grim, Elstan is frequently cheerful. Elstan is 
  tall, grey eyed and gaunt, resembling nothing so much as 
  an old wolf. He is not a young man any more, but age has 
  not undone him as yet. He wears a bright suit of Dwarven-
  
  53
  mail and carries an ancient shield engraved with potent 
  runes called the Aegis of Dale. 
  elstan, fIrst captaIn of dale
  Medium Human
  STR 
  16 (+3)
  DEX 
  11 (+0)
  CON 
  14 (+2)
  INT 
  11 (+0)
  WIS 
  11 (+0)
  CHA 
  15 (+2)
  Armour Class 21 (Heavy mail, magical shield)
  Hit Points 65 (10d8+20)
  Speed 30 ft
  Saving Throws Constitution +4, Wisdom +2
  Senses passive Perception 10
  Languages Westron
  Challenge 4 (1,100 XP)
  Aegis of Dale. Elstan bears a magical shield forged in 
  Erebor for the protection of the new kingdom. While he 
  bears it, he has Advantage on death saving throws and 
  can use his bonus action to gain 10 temporary hit points.
  Actions
  Multiattack. Elstan makes two longsword attacks.
  Longsword (Bitter Birthright). Melee Weapon Attack: 
  +7 to hit, reach 5 ft, one target. Hit: 9 (1d8+5) piercing 
  damage.
  Reactions
  Commanding Voice. Elstan may use his reaction to utter 
  a command when a non-hostile creature he can see within 
  30 ft is about to make an attack roll or a saving throw. 
  The target adds a d6 Command Die to that roll, provided 
  it can understand the message. A creature can benefit 
  from only one Command Die at a time, and creatures that 
  possess Commanding Voice cannot benefit.
  Parry. Elstan adds 2 to his AC against one melee attack 
  that would hit him. He must be aware of the incoming 
  attack in order to parry.
  Brindal, Enterprising Thief
  Though the people of Dale are widely thought to be true 
  and noble, not all aspire to honourable lives. Brindal is 
  a young woman who lost much when Lake-town burned. 
  Barely fifteen when the fires claimed her family, she 
  followed many of her people to find a new home in Dale. 
  Bitterness crept into her heart as riches finally began to 
  flow into the city, but only a little silver found its way to her. 
  Now, Brindal seeks to fill the emptiness left by the loss of 
  her family and all she held dear with hoarded gold. She 
  leads a small band of thieves based out of the Brokenstone 
  who regularly ply the streets of Dale, picking the pockets 
  of idle shoppers and keeping an ear out for useful secrets 
  she can parley to interested parties. She has begun to 
  hold Bardings in contempt, and the darkness of her spirit 
  deepens with every season. 
  Brindal is a sinewy young woman in her twenties, with 
  light brown hair, and a hard green gaze that resembles 
  nothing so much as a lizard’s. She speaks in short, terse 
  sentences, and always keeps an eye on the nearest exit. 
  brIndal
  Medium Human
  STR 
  12 (+1)
  DEX 
  18 (+4)
  CON 
  13 (+1)
  INT 
  14 (+2)
  WIS 
  11 (+0)
  CHA 
  15 (+2)
  Armour Class 16 (Leather corslet)
  Hit Points 33 (6d8+6)
  Speed 30 ft
  Skills Sleight of Hand +8, Stealth +8
  Senses passive Perception 10
  Languages Westron
  Challenge 2 (450 XP)
  Expert. Brindal doubles her Proficiency Bonus for Sleight 
  of Hand and Stealth.
  Nimble Escape. Brindal can take the Disengage or Hide 
  action as a bonus action on each of her turns.
  Sneak Attack. Once per turn, Brindal deals an extra 3 
  (1d6) damage when she hits a target with a weapon attack 
  and has Advantage on the attack roll, or when the target 
  is within 5 ft of an ally of Brindal that isn’t Incapacitated 
  and she doesn’t have Disadvantage on the attack roll.
  Actions
  Short Sword. Melee Weapon Attack: +6 to hit, reach 5 ft, 
  one target. Hit: 7 (1d6+4) piercing damage
  Reactions
  Snake-like Speed (Recharge 5-6). Brindal is adept at 
  avoiding injury and can use her reaction to halve the 
  attack damage on an attack that she is aware of.
  dale
  
  LoneLy Mountain Region guide
  54
  thIngs to do whIle In dale
  The city of Dale grows with each season as trade flourishes 
  and the Northmen who once lived in fear in the time of 
  Smaug flock to its gates. While traffic across Wilderland 
  slows down in the winter as the weather turns chill, the 
  Market Square remains busy all year round. There is 
  always a new treasure to be found amidst the tents and 
  stalls of the city, if one only looks hard enough. 
  new fellowshIp phase undertaKIngs
  Here follows several new undertakings that can be chosen 
  by companions spending a Fellowship phase in Dale. 
  Commission a Smith of Anvil Way
  A hero with gold to spare can contract the services of a 
  master smith of Anvil Way, to customise a weapon, or 
  purchase a new dwarf-forged weapon or suit of armour. 
  Customised in Anvil Way
  A hero can hire a master smith to modify an existing 
  weapon, instead of forging a new one. The standard fee 
  for this begins at 5 gold pieces, but the companion can 
  attempt a DC 15 Charisma (Persuasion) check to reduce 
  this fee — no special discounts for Dwarves.
  • 
  If the hero fails the check then he spends too much 
  time haggling only to find that there is no smith 
  willing to work for his parsimonious rates. The phase 
  is wasted.
  • 
  If the hero succeeds at the check then she has managed 
  to haggle a smith down to 4g, or 3g if she succeeded 
  by 5 or more.
  Throughout the Fellowship phase the smith calls upon 
  the hero to come and test the grip on the sword, watches 
  while they hack a target to pieces or takes notes as he 
  has the hero leap about his workshop. At the start of the 
  following Adventuring phase, the smith presents the hero 
  with a gleaming piece of Dwarven forge-work specifically 
  modified to fit them. 
  • 
  Once per round when the hero has failed an attack 
  roll, you can use your reaction to reroll the attack.
  Dwarf-forged Wargear
  The master smiths of Anvil Way are well-suited to providing 
  Dwarf-forged weapons and armour (see page 152 of the 
  Player’s Guide). A hero can spend a Fellowship phase 
  purchasing such a piece of equipment, usually receiving 
  just before the beginning of the next Adventuring phase.
  Join the King’s Hunt
  Before he became known as the Dragon-slayer, King Bard 
  was known simply as the Bowman; from those days he 
  still has a deep love of the hunt. To relax from the stresses 
  of his kingly duties, he occasionally journeys with a 
  company of other skilled hunters into the Dalelands in 
  search of game. It is a high honour to be invited to join the 
  King on one of his excursions. 
  A character spending the Fellowship phase in Dale may 
  choose this undertaking to join King Bard on his jaunts. The 
  hero gains a deeper understanding of the wilds surrounding 
  Dale and has Advantage on any skill checks required if they 
  serve as Hunter during a journey that takes them through 
  the Northern Dalelands or the Upper Marches. 
  Offer Counsel at the Royal Court
  King Bard is not a man who chooses to rule by his will 
  alone. He regularly seeks the wisdom of worldly folks from 
  both within his borders and beyond. Though this practice 
  is regarded with deep suspicion by some of the more 
  
  55
  conservative among Dale’s old noble lines, Bard pays them 
  little mind, for he knows the strength of his realm is bound 
  with cooperation between the Free Folk of Wilderland. 
  A hero spending the Fellowship phase in Dale may choose 
  this undertaking to spend time at the Royal Palace and 
  share their insight with his court. This undertaking may 
  only be selected by Barding characters or heroes with the 
  title of Thegn having a Proficiency Bonus of +4 or higher 
  or any character with a Proficiency Bonus of +5 or higher.
  By spending the Fellowship phase sitting in council with 
  the King and his advisors, the hero earns the admiration 
  of the people of Dale. The hero has Advantage on any 
  Introduction checks done with Bardings the next year.
  Stay at The Missing Scale
  Mere steps away from the flow of the Market Square, 
  all manner of folk find their way to seats at The Missing 
  Scale. It is a tavern where local news from one street over 
  is exchanged for tales from distant lands; where a soiled 
  farmer from the north can rub elbows with a Dwarven 
  miner from the Iron Hills, a wealthy merchant prince from 
  Dorwinion or a Beorning trader from west of Mirkwood. 
  A companion spending a Fellowship phase in Dale may 
  choose this undertaking and make a DC 13 Charisma 
  (Persuasion) check. On a success, the hero wins 1 
  Rumour die, succeding by 5 or more earns 2 Rumour dice 
  and a natural 20 means 3 Rumour dice. A Rumour die is a 
  d4 and it can be added to any appropriate (History, Lore, 
  Riddle, Shadow-lore) skill checks. Once a Rumour die is 
  used, it is lost. Unused Rumour dice expire at the end of 
  the Adventuring phase.
  Take Apprenticeship with a Dwarven Smith
  "Fathers would beg us to take their sons as apprentices, and 
  pay us handsomely…" 
  The Dwarven smiths of Anvil Way are not idle in the winter 
  months. They warm their hearts along with their hands 
  at the forge, dedicated to crafting new and wondrous 
  treasures. Many Bardings seek apprenticeship with these 
  master smiths, hoping to learn but a fragment of their 
  skill. Such an education does not come cheaply. 
  A character with a Proficiency Bonus of at least +3 (for 
  the Dwarves will not suffer a completely inept student) 
  who spends the Fellowship phase in Dale or Erebor may 
  seek an apprenticeship with a Dwarven smith. The would-
  be apprentice must then make a DC 15 Intelligence 
  (Traditions) check to convince a Dwarven smith to take 
  them on. 
  On any level of success, the character must pay 5 gold 
  pieces or the equivalent. On a failure, they have to pay 
  10g. On a natural 1 they enrage the smith, who swiftly 
  spreads the word to his fellows of the character’s flaws, 
  and there is no apprenticeship to be had for any price. 
  In return for a small fortune and a Fellowship phase spent 
  working ceaselessly at a forge under a gruff taskmaster, 
  the character can apply the lessons they learn to excel 
  at the smith’s arts. From now on, they are considered 
  proficient with smith’s tools. 
  If they were already proficient they instead double their 
  Proficiency Bonus for any checks made with smith’s tools 
  during the next Adventuring phase.
  dale
  
  LoneLy Mountain Region guide
  56
  THE LANDS ABOUT
  - THE MOUNTAIN -
  From the peak of Erebor, one can see for many leagues. 
  And most of that land is once again being tamed by Men 
  and Dwarves. Only deep Mirkwood and the farthest 
  reaches of the Waste have yet to feel the bite of plough or 
  axe, but even the most civilised lands are not free from 
  danger.
  the northern dalelands
  From the Withered Heath in the north to the southern 
  lands where the River Running meets the Redwater 
  there were once villages and towns loyal to the House 
  of Girion. No land grew more prosperous under his rule 
  than the Northern Dalelands, the fertile land north-west 
  of Dale. Long fields of rich soil gave plenty to those who 
  tended the land, and the only shadow upon the land was 
  that which came with the setting sun. 
  When the Dragon made his lair in the Lonely Mountain, 
  however, the Dalelands became known as the Desolation 
  of Smaug. The land became bleak and barren, the soil 
  tainted; only a little grass endured and bush and tree 
  were reduced to broken and blackened stumps. All 
  around the Mountain was silence, as though the birds 
  and insects were afraid to wake the Dragon. 
  With the death of Smaug, however, the land has begun to 
  heal. Bird-song fills the skies once more and the land has 
  burst into new life. Green grasses and fields of vibrant 
  flowers surround the Lonely Mountain anew. Songbirds 
  nest in the thickets and game has returned to the rolling 
  fields. 
  Bardings, too, have returned to the Dalelands. Newly 
  built farms and villages are springing up everywhere, 
  and golden fields of corn have been sown. This is the 
  heart of the Kingdom of Dale, and it is these lands that 
  King Bard has gifted to his most loyal of retainers. 
  Combat Scenery: gentle slopes, lone trees or boulders, 
  moorland heather, root-covered walls, streams, thickets
  wIldlIfe
  The Northern Dalelands are verdant once again, teeming 
  with life. Rolling hills covered in swaying grasses and beds 
  of heather and poppy are only broken by the occasional 
  copse of trees or cairn of rock. 
  Thrushes, chats and starlings nest throughout the hills, 
  their songs filling the air. Small falcons knife their way 
  through the sky; hobbies, merlins and peregrines. Ravens 
  from the Lonely Mountain occasionally flap over the land, 
  looking out for anything that might be of interest to their 
  Dwarf-friends. 
  Game is easily found here and those who are keen with 
  a bow find meat to be a regular meal, whether hare, stag 
  or boar. It is only in the far north, where the land falls 
  under the shadow of the Grey Mountains, that wolves are 
  encountered, gaunt grey killers that come down seeking 
  to prey on lonely travellers or isolated farms.
  InhabItants
  During the reign of Smaug, only a handful of Men dwelt 
  in the Northern Dalelands. But in the past few years, 
  life has returned to the land – and with it the Bardings 
  themselves. Each year they return in ever greater 
  numbers, flourishing under King Bard. 
  Long
       
  Lake
  Forest River
  E Esgaroth
  E Dale
  E
  Erebor
  E
  Elven King’s
  Halls
  u
  Withered Heath
  The Waste
  c
  o
  Northern
  Dalelands
  Enchanted Stream
  Woodland Realm
  c
  Running 
  River
  northern dalelands
  E Castle 
  Orlmond
  EEdric’s Town
  E
  Galford
  E Strandburg
  
  57
  The hills are dotted with great tracts of tilled earth 
  and simple farmsteads of fresh timber. Between these 
  steadings are trade posts, inns, watchtowers and the 
  mansions of nobles and courtiers out of Dale. These 
  nobles are descended from older lines, loyal merchants 
  from Esgaroth or newly raised warriors who fought at 
  Bard’s side during the Battle of Five Armies. As a reward 
  for their loyalty they were gifted with parcels of land 
  throughout the Dalelands, where they govern in Bard’s 
  name. 
  Whilst grass and crops grow now in the Dalelands, it 
  is too soon for newly planted trees to be harvested for 
  wood. Instead, those villages founded near to the borders 
  of Mirkwood look to the Woodland Realm for timber, 
  and their unwelcome felling is the source of increasing 
  tension between the Elves and Bardings.
  notable characters
  Bryni, Lord of Strandburg
  Like many nobles who dwell in the Northern Dalelands, 
  Bryni came here when King Bard first encouraged his 
  people to restore the land. Bryni was young and eager 
  then, not yet twenty when he came to the ruined village 
  of Strandburg. He had little claim to rulership beyond a 
  distant ancestor who had owned a handful of farms here, 
  but Bryni held to the hope of brighter days to come and in 
  the first year of his rule he was a goodly lord who stood 
  shoulder to shoulder with those who had followed him. 
  But when plenty became the law of his land, Bryni grew 
  idle. His village of Strandburg flourishes in the very heart 
  of the Northern Dalelands, far from dust of the Waste or 
  the eaves of Mirkwood. He instead concerns himself with 
  long winter feasts, the finest fashions for his wife, and 
  the latest trophies of the hunt. In short, Lord Bryni has 
  grown arrogant in his manor and deaf to the concerns 
  of his people. With each passing season the fortunes of 
  the people of Strandburg diminish ever so slightly and 
  the troubles of far off lands draw closer. Though Bryni 
  turns a blind eye to these shadows and waves away the 
  concerns of his people with a smile, there may come a 
  time when his mettle is finally tested. 
  Even if he does not act like the hero he aspires to be, 
  Bryni certainly resembles one; long flowing dark hair, a 
  proud, lordly gaze and a habit for wearing shining mail 
  and red cloaks even when not dressing for battle. 
  Motivation: Is it not true that those of us with noble 
  blood must set an example for the lesser folk? They see 
  my fine things and know that hard labour can win a 
  worthy living.
  the lands about the mountaIn
  
  LoneLy Mountain Region guide
  58
  Expectations: +2 if the Company brings gifts worthy of 
  a lord of Bryni’s station; -3 if they insist that he must act 
  against the Shadow; -1 if the heroes presume to lecture 
  him on the true duties of a lord.
  lord brynI
  Medium Human
  STR 
  17 (+3)
  DEX 
  14 (+2)
  CON 
  13 (+1)
  INT 
  16 (+3)
  WIS 
  11 (+0)
  CHA 
  18 (+4)
  Armour Class 18 (Heavy mail, Shield)
  Hit Points 71 (13d8+13)
  Speed 30 ft
  Skills Animal Handling +2, History +5, Persuasion +6, 
  Survival +2
  Senses passive Perception 10
  Languages Westron
  Challenge 3 (700 XP)
  Iron Will. Bryni is haughty and his heart has grown cold. 
  If the heroes have accrued any negative modifiers in an 
  audience with him, the Final Audience check is made with 
  Disadvantage.
  Savage Assault. When Bryni rolls a natural 18 or 19, he 
  may, as a bonus action, make a single additional melee 
  attack against the same opponent.
  Actions
  Multiattack. Bryni makes two attacks with his long 
  sword.
  Long Sword. Melee Weapon Attack: +5 to hit, reach 5 ft, 
  one target. Hit: 7 (1d8+3) slashing damage or 8 (1d10+3) 
  slashing damage if used with two hands.
  Garrick of the Black Arrow
  Not all who dwell in the Northern Dalelands wish to live 
  under the rule of King Bard. There is a small company 
  of men who have named themselves for the famed shaft 
  that slew Smaug and would see that no such shadow 
  ever returns to trouble their land: the Black Arrow. Led by 
  Garrick, a former guard of Dale, they regularly patrol the 
  borders of the land looking for signs of the shadow. While 
  their purpose is noble, they are regarded by many to be 
  troublemakers, ruffians and vigilantes. 
  Men of the Black Arrow hold themselves to no law and 
  kneel before no lord. Garrick himself has said that no 
  words shall bind his company, save a direct decree by 
  King Bard himself. 
  The Men of the Black Arrow stir up trouble throughout 
  the Dalelands. They bully farmers and villagers, harass 
  travellers and traders and demand recompense from 
  nobles for their ‘help’. While the Black Arrow has been 
  responsible for several victories against Goblins and 
  wolves out of the Grey Mountains, and lawless bands of 
  brigands, Bard regards them as menaces and lawbreakers. 
  But they see themselves as heroes and protectors of the 
  common folk, who take action while the nobles sit idly in 
  their manors. Garrick himself is a short, furrow-browed 
  man with little time to bandy words with civilised folk. He 
  is eager to whet his weapons with the blood of those who 
  threaten the land. 
  garrIcK
  Medium Human
  STR 
  13 (+1)
  DEX 
  19 (+4)
  CON 
  15 (+2)
  INT 
  13 (+1)
  WIS 
  12 (+1)
  CHA 
  20 (+5)
  Armour Class 16 (Leather corslet)
  Hit Points 65 (10d8+20)
  Speed 30 ft
  Skills Sleight of Hand +6, Stealth +6, Survival +3
  Senses passive Perception 11
  Languages Westron
  Challenge 2 (450 XP)
  Bodyguards. Garrick is always surrounded by Thugs 
  and Outlaws whose duty it is to protect their leader. At 
  least one Thug or Outlaw in his retinue gains the Thrall 
  (Garrick) special reaction ability (see below).
  Nimble Escape. Garrick can take the Disengage or Hide 
  action as a bonus action on each of his turns.
  Actions
  Broadsword. Melee Weapon Attack: +6 to hit, reach 5 ft, 
  one target. Hit: 8 (1d8+4) slashing damage.
  Great Bow. Ranged Weapon Attack: +6 to hit, range 
  150/600 ft, one target. Hit: 8 (1d8+4) piercing damage.
  Thrall (Other Creature)
  This creature is a slave of another creature, known 
  as its master. If the master is within the creature’s 
  movement speed, the creature can use its reaction to 
  become the target of an attack that would have hit 
  its master. If the master is slain, the creature flees 
  the battlefield.
  
  59
  notable places
  Castle Orlmond
  Orlmond is a lord out of Dale, gifted with a parcel of land 
  north of the River Running, and the wealth to make of it 
  what he will. And what he has made is a mighty castle, by 
  the standards of the Men of North, with Dwarf wrought 
  gates and high towers. 
  Unlike the ruined watchtowers that dot the Grey Mountain 
  Narrows, Castle Orlmond is a new fortification, built atop 
  a steep-sided hill with views across the Dalelands on one 
  side, and to the nearby borders of Mirkwood on the other. 
  Some thirty warriors stand guard here, and an increasing 
  number of cottagers and foresters have settled nearby, 
  comforted by the security of the keep. 
  (More about Castle Orlmond – and the disposition of its 
  lord – can be found in Mirkwood Campaign, page 111.) 
  Edric’s Town
  The northernmost village in the Northern Dalelands, 
  Edric’s Town is unusual in that it draws most of its 
  resources by mining along the edge of the Withered Heath. 
  Edric’s Town boasts two mines, apparently rich in gold 
  and gems, as well as a quarry. 
  The people of Edric’s Town, though, pay for their new 
  prosperity with toil and blood. Dwelling beneath the 
  shadow of the grim peaks of the Grey Mountains, far too 
  close to the Withered Heath, the villagers struggle against 
  long, cold winters and fearsome beasts, which often stalk 
  down from the north in search of easy prey. Unlike the 
  majority of the other villages of the Northern Dalelands, 
  the houses of Edric’s Town are built from stone. The town is 
  surrounded by a large palisade of high wooden stakes set 
  between squat towers, and there is talk that the Dwarves 
  of Erebor may assist in building a new wall. 
  Lady Sara, widow of the late eccentric Lord Edric, rules the 
  village. Though strong and fierce in her own right, she has 
  seen the troubles of her people grow heavier with every 
  season. Thick snows bury the village each winter and they 
  are regularly beset by wolves and even worse creatures. 
  Her people dwindle in number each year, and despite the 
  promise of wealth, few seem willing to replace them, for 
  what use is money to the dead? Some say that a sterner 
  lord is needed in such a place and that the Lady of Edric’s 
  Town is not fit to rule. Travelling merchants whisper that 
  talk of rebellion is quietly spreading, adding yet another 
  sorrow amidst a sea of them. 
  Galford
  With the return of prosperity to Dale and Erebor, traders 
  are once again taking to the old merchant roads that cross 
  Wilderland. While it is the most direct path, Mirkwood also 
  remains the most dangerous, causing many merchants to 
  look elsewhere. The old trading road that runs the length 
  of the Grey Mountain Narrows and passes through the 
  Northern Dalelands on its way to the Lonely Mountain is 
  seeing more traffic than it has in generations. 
  While many Northmen left their meagre farms and halls 
  behind to heed the Dragon-slayer’s offer of opportunities 
  elsewhere, a few saw the advantages in staying. Galford is 
  a growing village set on the trader’s path a day’s journey 
  south-east of the Narrows’ eastern gap, centred on a new 
  traveller’s inn called The Lantern. Named for the wondrous 
  Dwarven brass lamp that swings from its front porch, the 
  innkeeper Vali converted his former farmstead into The 
  Lantern to cater to the merchants and other travellers that 
  had begun to regularly ask if they could stay in his barns. 
  Vali’s decision has proved to be a fortuitous one, for in 
  the few years it has been open, The Lantern has already 
  become a great success. Unlike many other settlers in the 
  area, Vali wisely approached emissaries of the Elvenking 
  in Lake-town before improving The Lantern (or the village) 
  as Galford sits along the eastern eaves of Mirkwood. While 
  Thranduil’s folk made no promises of protection, they’ve 
  allowed Vali to use fallen wood from the forest in his 
  ongoing constructions, a rare privilege.
  the lands about the mountaIn
  
  LoneLy Mountain Region guide
  60
  the waste
  Directly to the north and east of Erebor lies the trackless, 
  ash-choked desert known as the Waste. The Waste spans 
  over one hundred and fifty miles from the eastern edge 
  of the Northern Dalelands to the Iron Hills, bordered to 
  the north by the Lower Fork of the Grey Mountains, and 
  beyond the Withered Heath. 
  It is a broken, tumbled land of twisted stone, cracked 
  earth and strange piles of rock melted into unnatural 
  shapes, the Waste barely supports life, and even then only 
  of the most desperate and ruthless kind. Stony tors made 
  of sharp rocks can shred a climber’s hands to ribbons, 
  while even the most seasoned guide can find themselves 
  hopelessly lost in one of many blind canyons. 
  The rare potable water found in the Waste is either a 
  rancid-smelling brown or reeks of sulphur. Better by far the 
  water holes with a rotten stench, though, than the waters 
  that have no smell, for these are invariably poisonous. The 
  soil has become a mixture of ash, silt and sand in which 
  nothing wholesome grows. The only plant-life found in 
  the Waste are various types of thorny bracken that are 
  poisonous to animals and exude oils that irritate the skin, 
  along with strange weeds that cling to the underside of 
  misshapen boulders. 
  The fierce winds that constantly blow from the north are 
  somewhat lessened by the Grey Mountains, which helps 
  to blunt their wrath, but terrible dust storms are still a 
  bane to those travelling on the Waste. 
  The western part of the Waste and the Northern 
  Dalelands beyond are shielded by two mountain spurs, 
  but the eastern part has little shelter from the biting cold. 
  Piercing winds tear at the skin and reduce visibility to a 
  feeble stone’s throw at best. Lucky travellers may find a 
  suitably deep box gully or a rocky overhang, but there are 
  no guarantees of shelter. 
  While it could be argued that the Wastes belong to either 
  the Kingdom of Dale or Erebor, neither King Bard nor King 
  Dáin is interested in trying to reclaim them. The Dragon’s 
  corruption lingers too strongly here and there are fertile 
  lands to the south to be had with far less effort. 
  Combat Scenery: briar patches, dust, eerie atmosphere, 
  lone trees or boulders, poisonous fumes, rock edges, 
  strong wind
  wIldlIfe
  There is little life in the Waste, and what few creatures 
  live here hide beneath stony outcroppings during the 
  day. Large, droning beetles make their homes near rancid 
  pools of water. Small, poisonous snakes slither between 
  the rocks. Most commonly seen are clouds of fat, buzzing 
  blue-grey flies; travellers who attract these flies inevitably 
  find their stores infested soon after by small, grey maggots 
  unlike any found elsewhere. In all ways the Waste is 
  unwholesome and tainted. 
  InhabItants
  The Waste has always been an empty land, and no one 
  makes their home here permanently. Those Men who do 
  live there now are bandits or exiles, one and all. Some 
  were banished from Dale. Others are opportunistic thieves 
  who have fled to the Waste, correctly reckoning that none 
  would wish to follow them. 
  The already perilous lives of these miscreants have 
  grown worse during the last few years, for particularly 
  wretched Orcs and Goblins fled north here after the Battle 
  of Five Armies. The desperate survivors of that battle are 
  particularly ruthless and cunning, even for Orcs. 
  Long
       Lake
  E Esgaroth
  E Dale
  E
  Erebor
  u
  Withered Heath
  The Waste
  c
  o
  Upper Marches
  n
  Northern
  Dalelands
  E A Chill and 
  Windswept Grave
  E Cold-drake Burrows
  E
  Grimarr’s
  Hall
  the waste
  
  61
  notable characters
  Witherfinger
  The haggard old creature known as Witherfinger is 
  described in Wilderland Adventures, page 130.
  Hakon, Barding Noble
  While change may be the course of the world, it is difficult 
  for some folk to bear, especially those who were content 
  with how things were. Such is the way with Hakon, once 
  a powerful merchant of Esgaroth, now a courtier of 
  Dale. Hakon’s family directly descends from the noble 
  bloodlines of Dale. 
  In Lake-town of old, Hakon wielded an enormous amount 
  of influence due to both his family line and his wealth. 
  Hakon frequently used his power to further his own 
  interests at the expense of others and was seldom secretive 
  about it. 
  When Smaug crashed down onto Esgaroth, most of 
  Hakon’s treasury sunk to the bottom of the Long Lake. 
  With his wealth gone, Hakon decided that his best 
  chance for repairing his fortunes was to support King 
  Bard. Though his words of gratitude were ashes in his 
  mouth, he pledged all that he had to help Bard’s cause. 
  Unfortunately for Hakon, several of Bard’s loyal followers 
  have long memories. While Bard gratefully accepted 
  Hakon’s backing, he has been careful to keep him at arm’s 
  length. 
  Hakon is now a bitter man whose authority is but a 
  shadow of what it once was. While he has slowly rebuilt 
  his wealth, it is meagre compared to that which he once 
  possessed; Hakon has decided to take matters into his 
  own hands. While he has many schemes afoot, he is 
  currently recruiting exiles – and worse – from the Waste 
  who won’t shirk at “unpleasant” orders. Those who can 
  go unrecognised by the townsfolk, he employs in Dale, 
  the rest he has set to work at his holdings in the Upper 
  Marches. In his late forties with long, grey hair, Hakon 
  dresses in what finery he can still afford and plays the 
  part of the loyal courtier; but while he smiles freely, his 
  eyes betray nothing but contempt. 
  Motivation: Only by valour and force can the North 
  be free — diplomacy and contrition are but ways for our 
  enemies to worm their way into our hearts.
  Expectations: +1 if the Company are the sort who prefer 
  problems that can be solved with quick and decisive 
  sword-work; +2 if they are mostly Men-folk (Hakon has 
  little trust for Dwarves or Elves); -2 if they seem the type to 
  ask too many questions and poke into dark corners.
  the lands about the mountaIn
  
  LoneLy Mountain Region guide
  62
  lord haKon
  Medium Human
  STR 
  15 (+2)
  DEX 
  12 (+1)
  CON 
  14 (+2)
  INT 
  17 (+3)
  WIS 
  13 (+1)
  CHA 
  16 (+3)
  Armour Class 18 (Corslet of Mail, Great Shield)
  Hit Points 97 (15d8+30)
  Speed 30 ft
  Skills Deception +9, Insight +7, Perception +7, 
  Traditions +9
  Senses passive Perception 17
  Languages Westron
  Challenge 6 (2,300 XP)
  Expert. Hakon doubles his Proficiency Bonus for his skills 
  (included above).
  Twisted Words. Lord Hakon is never far from his own 
  followers and even commands the respect (so far) of the 
  City Guard. If attacked in a public place, he can spend his 
  bonus action to summon appropriate aid, which arrives 
  at the end of his next turn. Slaying those who believe 
  they’re saving Hakon from banditry is a Misdeed worthy 
  of several Shadow points.
  Actions
  Multiattack. Hakon makes three attacks with his sword.
  Long Sword. Melee Weapon Attack: +5 to hit, reach 5 ft, 
  one target. Hit: 6 (1d8+2) slashing damage or 7 (1d10+2) 
  slashing damage if wielded with two hands.
  Reactions
  Counterattack (Recharge 5-6). If an attack roll misses 
  Hakon, 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.
  Uncanny Dodge. If Hakon can see an attacker that has 
  struck him, he may use his reaction to halve that attack’s 
  damage.
  Rugash the Serpent, Orc-Chieftain
  Rugash is not at all a typical Orc leader, which is in large 
  part what has made his tribe so very successful on the 
  Waste. When Rugash travelled to the Battle of Five Armies, 
  he was neither the strongest nor the most skilled among 
  his folk. He was cunning and, rare for an Orc, subtle. He 
  knew what to say around which commander in order to 
  direct events as he wished. 
  For many long years, he was content to remain in the 
  background, letting others endure the constant challenges 
  and backstabs that most Orc leaders regularly face. It was 
  not defeat at the Battle of the Five Armies that changed 
  Rugash’s lot though; it was the aftermath. 
  Rugash, having already seen which way the battle was 
  going, slipped north before the rout. He had already 
  planned his escape, finding a suitably well-hidden gully 
  to hide in. His foresight was rewarded when the Eagles 
  killed those of his fellows who were caught in the open 
  as they fled. As the surviving Orcs and Goblins gathered 
  into bands, Rugash fell in with a group led by a great lout 
  intent on taking immediate revenge against the Dwarves. 
  Rugash casually poisoned him and took charge.
  rugash the serpent
  Medium humanoid (orc-kind)
  STR 
  13 (+1)
  DEX 
  18 (+4)
  CON 
  15 (+2)
  INT 
  16 (+3)
  WIS 
  14 (+2)
  CHA 
  11 (+0)
  Armour Class 15 (Orcish leathers)
  Hit Points 52 (8d8+16)
  Speed 30 ft
  Saving Throws Constitution +4, Wisdom +3
  Skills Insight +4, Perception +4, Stealth +6
  Senses darkvision 60 ft, passive Perception 14
  Languages Orcish, Westron
  Challenge 3 (700 XP)
  Stealthy. Rugash may use his bonus action each round to 
  Hide.
  Sunlight Sensitivity. While in sunlight, Rugash has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Multiattack. Rugash makes two attacks with his scimitar 
  or his whip.
  Orcish Scimitar. Melee Weapon Attack: +6 to hit, reach 
  5 ft, one target. Hit: 9 (2d4+4) slashing damage. Two-
  handed.
  Whip. Melee Weapon Attack: +4 to hit, reach 10 ft, one 
  target. Hit: 4 (1d4+2) slashing damage.
  Call for Aid. Rugash always keeps a few of his lads 
  back in case of trouble. He can use his action to summon 
  them. 2d4 Orc Soldiers arrive in 1d4+1 rounds. If Rugash 
  is slain before they arrive, they will likely avoid the 
  Company unless the Loremaster deems otherwise.
  Reactions
  Parry. Rugash adds 2 to his AC against one melee attack 
  that would hit him. To do so, he must see the attacker and 
  be wielding a melee weapon.
  
  63
  Rugash’s approach has succeeded in the Waste, where 
  cunning generally counts more than strength. His tribe 
  is as elusive as creeping shadows, moving their camp 
  often, and oftimes striking during a dust storm. It was 
  his warriors who named him “the Serpent” a sobriquet 
  he bears with pride. After his long string of successes, 
  Rugash’s ambitions have grown. Even now his scouts 
  carefully explore choice targets along the eastern edge of 
  the Dalelands in preparation for raids to come. 
  Erna
  Smaug reduced Erna’s old life in Lake-town to ashes: 
  home, husband, and children, all gone in an instant. In 
  the dark days that followed the destruction of Esgaroth, 
  Erna was numb, doing what little was asked of her by her 
  fellow survivors, but little else. When she finally woke from 
  her grief, long months later, the numbness has passed; in 
  its place, rage. 
  Beyond all things, Erna desires revenge, but she knows 
  that her vengeance can never be anything but bittersweet 
  and hollow, for her true target is dead. Still, there are 
  other worms in the world, other drakes to slay. Erna soon 
  found hunters to teach her their craft and they found her 
  an ardent pupil. Erna now stalks the Waste, her blonde 
  hair and fair face at odds with its stern expression. There 
  she seeks out traces of any worm’s lair she can find. Folk 
  that knew the quiet apothecary’s wife of old would not 
  recognise her in the driven hunter she has become. She 
  is not much for speech any more, but will help Free Folk 
  in need, directing them to drinkable water and warning 
  them away from some of the more dangerous areas of 
  the Waste. 
  erna
  Medium Human
  STR 
  18 (+4)
  DEX 
  13 (+1)
  CON 
  13 (+1)
  INT 
  15 (+2)
  WIS 
  14 (+2)
  CHA 
  10 (+0)
  Armour Class 14 (Unarmoured Defence, Shield)
  Hit Points 49 (9d8+9)
  Speed 40 ft
  Skills Athletics +6, Nature +4, Lore +4, Survival +4
  Senses passive Perception 12
  Languages Westron
  Challenge 3 (700 XP)
  Battle-fury. Erna can use her bonus action to enter a 
  Fury. While in this state, she has Advantage on Strength 
  checks and saving throws, gains +4 damage to her attacks 
  and has resistance to non-magical bludgeoning, piercing 
  and slashing damage. It ends after 1 minute or if she is 
  Unconscious, or ends her turn without having attacked a 
  hostile creature or taken damage since her previous turn.
  Dragon-touched. Erna has Advantage on any saving 
  throws caused by Dragons. Any Intelligence (Lore) checks 
  that she makes about Dragons are at Advantage as well.
  Reckless. Erna may choose to gain Advantage on all 
  attacks she makes in a round, but all attacks on her gain 
  Advantage until the start of her next turn.
  Region-lore (The Waste). If Erna is with the Company for 
  a journey that begins or ends in the Waste, the Guide rolls 
  1d8+4 for the Embarkation Roll.
  Actions
  Multiattack. Erna makes two attacks with her spear or 
  great bow.
  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.
  Great Bow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft, one target. Hit: 5 (1d8+1) piercing damage.
  notable places
  A Chill and Windswept Grave
  Some fifty miles to the north of Erebor is a desolate 
  collection of rocks that surround one of the few pools 
  of drinkable water in the area. At times, the wind blows 
  especially hard through the upturned stones, causing a 
  low moaning sound to resonate from them which carries 
  for many miles over the Waste. This is the final resting 
  place of the old Master of Esgaroth’s bones. 
  the lands about the mountaIn
  
  LoneLy Mountain Region guide
  64
  King Bard gave him a great deal of gold to help rebuild 
  Lake-town anew, but he fell prey to the corruption of the 
  hoard, to the Dragon-sickness, and fled into the Waste 
  with a handful of accomplices. They betrayed him, or 
  he them, and in the end, he died alone of starvation for 
  one cannot eat gold or precious stones. This is a tale well 
  known in Dale. 
  Some folk have claimed to have met the spirit of the 
  Master wandering the Waste; a middle-aged Northman, 
  dressed in tattered robes that blow in a wind no one else 
  can feel. Chained by his greed or his guilt, he lingers still. 
  It may be possible to seek the Master’s counsel, for he 
  knew much that is now lost with Lake-town. His price 
  would doubtless be something that would help him find 
  rest: perhaps digging up the last of his treasure and 
  returning it to the folk of Lake-town? 
  While much of the Master’s wealth was lost or stolen, 
  he managed to keep some of his ill-gotten gold till his 
  end. A Company that finds his grave, seeks diligently 
  among the rocks, and succeeds in a DC 20 Intelligence 
  (Investigation) check will find the last of the Master’s 
  fortune. It is worth Treasure 40*, but taking any of it 
  automatically causes a hero to gain 1 Shadow point; 2 
  Shadow points if they do not intend to give it away. 
  Cold-drake Burrows 
  Along the northern edges of the Waste there is a series 
  of particularly large tors topping the foothills that lead 
  upwards towards the Grey Mountains. Some of these 
  stony crags have curious holes beneath them, usually 
  carved from out the lower portions of the hill. Few that 
  wander the Waste could be called “wise”, but only the 
  greatest fools venture here, for some of these openings 
  lead to the burrows of young Cold-drakes. 
  Competition for food among the few remaining Dragons 
  is fierce on the Withered Heath, for there is little left 
  to eat for a young drake save their peers. Even in older 
  times, the youngest drakes would sometimes flee the 
  Withered Heath to find a safer place to sleep. With the 
  Grey Mountains too close to the Heath for comfort, they 
  would wander down onto the plains beyond and there 
  make or steal a new lair. 
  In their snug burrows the young Cold-drakes dream the 
  strange dreams of their kind. There are few left now and 
  most of them cannot be readily roused, though the scent 
  of a favoured food – Dwarf for instance – may draw the 
  interest of one or more of them. Though young by the 
  standards of Dragons, they are only a little less perilous 
  for that. 
  Grimarr’s Hall
  Near the eastern borders of the Waste lies a grand hall, 
  corroded by time and scorched by Dragon-fire, but still 
  standing. This is the Hall of Grimarr, the last Border 
  warden of Dale. When Smaug descended from the north, 
  the Kingdom of Dale did not fall all at once. Grimarr 
  learned of Erebor’s doom from Dwarves fleeing to the 
  Iron Hills, and he sent his men to help bring as many 
  Dwarves east as he could, while making preparations for 
  the coming of the Dragon. 
  Smaug took many years despoiling the lands around 
  his lair; it was not until three years after the sacking of 
  Erebor that he first noticed the fortified hall on what he 
  deemed the edge of his domain, sniffing out gold kept 
  within its vaults. 
  Grimarr had long since sent many of his men west 
  and south, keeping only his eldest warriors who were 
  prepared to give their lives to stop the Dragon. They 
  failed, not one living to tell the tale – but it was a long 
  count of years after his attack on the Hall of Grimarr 
  before Smaug was seen again. 
  While it is broken and scorched in part, Grimarr’s Hall 
  remains a rare beauty in all the Waste. Small wildflowers 
  grow around the edges of sparse grass clumps and 
  ravens from the Iron Hills sometimes rest within the 
  rafters before setting out on overland journeys to Erebor. 
  Those in Dale these days that remember the legendary 
  courage of the Last Border-warden believe some valuable 
  relics of Dale’s history might still remain hidden within 
  his Hall. Companies that stay within Grimarr’s Hall need 
  not make Corruption checks against the taint caused by 
  the Waste and can take a long rest as if they were in a 
  sanctuary.
  
  65
  the grey mountaIns
  Looking north from the slopes of Erebor, beyond the 
  Waste, one can easily discern the jagged line of the 
  easternmost branch of the Ered Mithrin – the Grey 
  Mountains – stretching along the horizon. These 
  imposing peaks have long held the imagination of the 
  Dwarves and once drove them to near ruin, for although 
  they are rich in ore, deep within the Grey Mountains 
  lies the desolate plateau known as the Withered Heath, 
  birthplace of Dragons, the bane of many a Dwarf-hold. 
  It was from the Withered Heath that Smaug the Golden 
  came, and there are many that yet believe Durin’s folk 
  have not seen the last of his scaly kind. 
  The Grey Mountains form a near-impassable border 
  beginning at Mount Gundabad in the west and stretching 
  well over a hundred leagues to the east. The peaks rise 
  gradually but surely from the western end of the range, 
  with the tallest mountains found in the Western Heights 
  and the Southern Spur, which stabs southwards towards 
  Mirkwood. 
  From the Western Heights the mountains close ranks, 
  paths and passes giving way to sheer rockfaces; this is 
  the Wall, and not even the cold winds from the north can 
  penetrate it. 
  East of the Wall the Grey Mountains subside somewhat, 
  the peaks lessening in height and canyons and other 
  passes winding beneath them. Here the range splits in two 
  – the Upper and Lower Forks of the Grey Mountains – and 
  it is in the plateau between the Forks that the Withered 
  Heath nestles. The Forks gradually peter out at their 
  eastern ends, giving way to the foothills of the Waste. 
  Along much of its length, the southern foothills separate 
  the Grey Mountains from Mirkwood, making a long 
  ribbon of land called the Grey Mountain Narrows. 
  In places the Narrows are as much as twenty or thirty 
  miles wide, but at either end mountain and forest nearly 
  meet at the East and West Gaps. (More about the Grey 
  Mountain Narrows can be found in the Rhovanion 
  Region Guide, page 19.) 
  The dreary heights of the Grey Mountains give birth to 
  many powerful rivers; the source of both the Greylin and 
  the Langwell (which thirty miles south of the mountains 
  meet to form the Anduin), and the Forest River that flows 
  through Mirkwood, are to be found here. 
  The Ered Mithrin is mainly formed of hard, unyielding 
  rock, a great deal of granite traced through with 
  limestone, along with iron in abundance and a fair variety 
  of gemstones. As a result the Dwarves built many holds 
  here and delved many mines; all lie abandoned now, the 
  Grey Dwarves themselves driven out by Orcs, Goblins and 
  Dragons centuries ago. 
  Combat Scenery: cliffs, crags, fallen trees, ravines, rock 
  edges, scattered scree (rocks), steep slopes
  wIldlIfe
  The Grey Mountains have never been a hospitable range 
  and few but the hardiest creatures make their home in 
  u
  Withered Heath
  c
  Grey Mountain Narrows
  n
  Woodland Realm
  c
  Northern
  Dalelands
  the grey mountaIns
  Grey Mountains
  The Waste
  o
  E
  The Hoary Mountain
  E
  Beinharn
  E
  The Fireheart Mine
  E
  Zirakinbar
  the lands about the mountaIn
  
  LoneLy Mountain Region guide
  66
  the heights. A breed of sturdy mountain goats introduced 
  by the Dwarves still thrive amidst the peaks where they 
  scamper on rock ledges near indiscernible to any save the 
  keenest-eyed Elves. Hawks, whose thick feathers provide 
  a measure of warmth against the cold, soar on the harsh 
  winds that forever blow over the mountaintops from the 
  north, occasionally swooping down into the Narrows for 
  an easier meal than the spare heights tend to provide. 
  Most other creatures in the Grey Mountains can be found 
  near the various rivers and springs that litter the range. 
  Small prey animals and many types of bird dwell in the 
  valleys cut by the cold waters, especially ravens and 
  crows. Other than the howl of the wind, the rush of water 
  and the occasional cracking of stone, the silence of the 
  mountains remains unbroken.
  InhabItants
  The Dwarves of the Grey Mountains thrived here for 
  centuries, but have long abandoned their works to dust 
  and ruin. It is now a land of lost realms remembered in 
  sad songs, sung within the halls of Erebor and the mines 
  of the Iron Hills. No Free Folk dwell here now; even those 
  Dwarves who wish to return to this place now make their 
  homes among the foothills of the Narrows, not in the 
  mountains themselves. 
  Those Dwarf-holds that were deserted either fell into 
  disrepair or were taken by Orcs and Goblins. A few 
  Mountain-trolls made their way from the Misty Mountains 
  into the Grey Mountains, seizing whatever blackened hole 
  took their fancy. After the Battle of Five Armies, many 
  of them have been abandoned once more, the Orcs and 
  Goblins having met their ends on the slopes of the Lonely 
  Mountain. Even the few Dragons that made their lairs 
  there have long since removed themselves to the Withered 
  Heath. 
  In the mountains of the Lower Forks and the East Gap, 
  ruins of another kind dot the mountain sides here and 
  there, for the old kingdoms of the north once deemed this 
  land to be their border and built watchtowers to protect 
  it. These too lie abandoned or crumbled. While the Grey 
  Mountains are mostly silent and still now, in the deep 
  places beneath the mountains, Hobgoblins, Snow-trolls 
  and darker things still dwell, awaiting the call to rouse 
  themselves once more.
  notable characters
  Ellaras the Searcher
  Long ago, as Men reckon time, Ellaras was part of a 
  company of Elves that set forth from the Woodland 
  Realm on a quest of great secrecy into the Emyn Duir, the 
  Mountains of Mirkwood. What they sought varies by the 
  teller of the tale. 
  Some claim that they were to recover one of King 
  Oropher’s lost treasures; others believe they were chosen 
  to end one of the Great Spiders, direct descendants of 
  Ungoliant herself, who spin their webs within the very 
  heart of Mirkwood. Regardless of what their mission 
  was, all agree on two points: the mission failed utterly and 
  Ellaras was the sole survivor of the doomed quest. 
  Ellaras was found, months later, poisoned and raving, 
  his hair white and his eyes wild, near the borders of the 
  Woodland Realm. He spoke to none save his king of what 
  had befallen him. When he had sufficiently recovered, 
  Ellaras quit the halls of the Wood-elves to head north into 
  the Grey Mountains. 
  Now Ellaras searches for something amidst the 
  abandoned Dwarf-holds of the Grey Mountains. Likely 
  save Thranduil himself, none know exactly what the 
  hunter searches for and he will not speak of it. 
  While Ellaras has become rather taciturn, he can still 
  be a useful, if unexpected, ally for travellers braving the 
  heights, for he knows a great deal about the lost holds of 
  the Ered Mithrin; far more, in fact, than many Dwarves 
  do. Ellaras’ quest has brought him into conflict with 
  another searcher in these peaks – Frár the Beardless (see 
  Rhovanion Region Guide, page 22) – and the two are 
  rivals of sorts, crossing blades as well as words on more 
  than one occasion.
  Motivation: I cannot tell you of what I seek. But if I could, 
  you would agree that there is no more nobler quest upon 
  Middle-earth.
  Expectations: +2 if the heroes respect Ellaras and his 
  quest without asking awkward questions; -1 if they try to 
  invite themselves along or pry information out of him.
  
  67
  ellaras
  Medium Elf
  STR 
  12 (+1)
  DEX 
  18 (+4)
  CON 
  13 (+1)
  INT 
  17 (+3)
  WIS 
  15 (+2)
  CHA 
  11 (+0)
  Armour Class 16 (Leather Corslet)
  Hit Points 66 (12d8+12)
  Speed 30 ft
  Skills History +5, Lore +5, Perception +6, Survival +6
  Senses passive Perception 14
  Languages Quenya, Sindarin, Westron
  Challenge 3 (700 XP)
  Desperate. If Ellaras begins his turn with 33 or less hit 
  points, he gains Advantage on all his attack rolls.
  Expert. Ellaras doubles his Proficiency Bonus for 
  Perception and Survival (included above).
  Actions
  Multiattack. Ellaras makes two attacks with his dagger 
  or bow.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 
  5 ft or range 20/60, one target. Hit: 6 (1d4+4) piercing 
  damage.
  Bow. Ranged Weapon Attack: +6 to hit, range 80/320 ft, 
  one target. Hit: 8 (1d8+4) piercing damage.
  notable places
  The Hoary Mountain
  The tallest peak of the Grey Mountains is the Gamolberg, 
  the Hoary Mountain, a mighty height towering above 
  the surrounding peaks. It takes its name from its snow 
  capped summit, which often appears streaked with grey, 
  as the limestone surface is revealed by strong winds or 
  by the warmer seasons’ thawing. Centuries ago, Men 
  living in the north used to test their courage by climbing 
  the mountain’s sheer southern face, and stories tell of a 
  throne sitting atop a high terrace, carved in the grey rock 
  by the North wind itself. 
  Beinharn
  Amidst the Lower Fork of the Grey Mountains, there 
  stands a Dwarf-hold much-celebrated in song: Beinharn, 
  in the Sindarin tongue, the Halls of Beautiful Stone. While 
  the reclusive Wood-elves generally have little to say on the 
  accomplishments of Dwarves, in the days of Beinharn’s 
  glory, more than a few ventured into the mountains to 
  view its fabled halls with open admiration. Shaped directly 
  from the living rock of the mountains, Beinharn was a 
  wonder, a Dwarf-hold not particularly rich in ores, but 
  blessed in sculptors and masons. The cliff face of Beinharn 
  was lavishly ornamented, no surface went untouched by 
  the lands about the mountaIn
  
  LoneLy Mountain Region guide
  68
  skilled hands, resulting in a continuous, wondrous relief 
  that wrapped about the paths that lead to the hold’s 
  entrance. The inner halls were similarly adorned, even the 
  simplest corridors carried one beautiful ornamentation 
  or another. 
  When the Dragons attacked the halls of the Grey 
  Mountains, the Dwarves of Beinharn sealed away some 
  of their greatest works behind cunningly wrought doors 
  before fleeing. Beinharn’s lack of gold, long lamented 
  by its inhabitants, proved its salvation: with nothing for 
  the Dragons to scent out, the Hall of Beautiful Stone was 
  mostly left in peace. Beinharn now stands empty, but 
  generally intact, though time has taken its toll. There are 
  none to view its fabled stonework now but the hawks that 
  roost atop its towers. 
  New Fellowship Phase Undertaking: 
  Study the Stonework of Beinharn
  Companions who spend a Fellowship phase in Erebor or 
  Dale can set out to examine the marvellous stonework 
  of Beinharn. This might otherwise be a cold, cheerless 
  endeavour were it not for the beauty of the carvings. 
  For the length of the next the Adventuring phase, 
  describing the beauty of Beinharn gains a hero 
  Advantage on the Introduction Check in any audience 
  with Dwarves.
  The Fireheart Mine
  Above all things, Dwarves delight in the wonders of the 
  earth; the lustre of gold, the strength of iron, the hard 
  beauty of true-silver and the splendour of gemstones, all 
  cut their way deep into the hearts of Durin’s folk. Beneath 
  the Wall of the Grey Mountains, in the deepest, most 
  impenetrable part of the range, the Dwarves discovered 
  a vein of precious stone that they had never encountered 
  before. Once cut into many faces, the stones showed 
  bright green by day, but flickered and changed to a soft 
  red in the light of torches or under starlight. 
  The Dwarves held in great esteem this wondrous new 
  gemstone, both for its beauty and its hardness, and many 
  jewels and weapons were adorned with it. Whatever they 
  named it in their own speech, the Dwarves do not tell, but 
  in the Common Tongue, they called it the “fireheart”. The 
  folk of Durin have long since given the source of fireheart 
  gems up for lost, and see their glittering light no more save 
  on cherished older works… 
  Yet the Fireheart Mine still exists. While the paths that 
  once led to it are lost, the mine was neither destroyed, 
  nor occupied. Deep in Erebor’s Chamber of Mazarbul, a 
  diligent scholar might find a map that leads to a secret 
  path through the mountains to the mine; and perhaps 
  if they moved quickly and quietly they might yet be able 
  to win a few choice stones from the old mine. (Fireheart 
  gems can greatly assist in forging new treasures – see page 
  34 for more details.) 
  Zirakinbar
  In the Lower Fork stands a lone watchtower, carved by the 
  Dwarves out of the living rock, atop the peak of Zirakinbar. 
  A narrow mountain road leads up to the main gate of the 
  tower and as a company approaches, they will see the 
  many empty windows of the tower.
  Sometimes smoke issues forth from its upper levels, 
  sometimes strange lights can be seen glittering inside; for 
  the watchtower of Zirakinbar is often occupied, but by 
  creatures fouler than Dwarves. Some whisper it is haunted 
  by a ghostly servant of Sauron, others that a Cold-drake 
  slumbers here now… (See Wilderland Adventures, pages 
  128 and 137, for more about what lies in Zirakinbar.) 
  The Withered Heath
  Infamous throughout Middle-earth as the breeding 
  ground of Dragons, the Withered Heath has the darkest 
  of reputations – and with good reason. At the eastern 
  end of the Grey Mountains, where the mountains split 
  into the Upper and Lower Forks, lies the Withered Heath. 
  Travellers journeying through the Grey Mountain Forks 
  will sometimes catch sight of the Withered Heath through 
  a gap in the mountains; scorched black and rent by the 
  claws of ancient creatures, covered in a constant pall of 
  smoke and, when the cold wind blows through, it carries 
  with it the stench of ash. This is no place for mortal 
  creatures. 
  Here the great serpents of the world bred for many 
  generations. Wingless Cold-drakes, limbless Long worms 
  
  69
  and the Great Worms, who possess both limbs and wings, 
  all mated here before turning back to devouring one 
  another in a near endless contest of wits and raw strength. 
  Despite the remoteness of the Withered Heath, its 
  inhabitants always seemed at least partially aware of the 
  world beyond their valley, dreaming of far-away treasures 
  in their Dragon-sleep. The war against the Dwarves took 
  its toll on the Great Worms, for very few remain now. 
  Smaug the Golden, greatest of his kind in the Third Age 
  of the world, slew or devoured as many of his fellows as 
  he could catch in order to marshal his strength before 
  sacking Erebor. 
  Whether by the talons of Smaug or some other cause 
  unknown to Free Folk, very few of the Great Drakes endure, 
  but they have not all left the world as yet… 
  The Withered Heath remains a poison-blasted wasteland. 
  A waterless Dark Land where none but the insane or 
  desperate venture. Yet Smaug the Golden was not the 
  only Dragon to sport wealth upon his vast hide, and 
  many generations of Great Worms have died upon the 
  Withered Heath, leaving countless troves in their wake. 
  So, at least, goes the reasoning of the desperate fools who 
  seek for treasure here. Most turn back long before they 
  arrive those brave enough to push on peer over the rim 
  of the plateau before turning back. Only the foolhardy 
  continue onto the Withered Heath itself, and none ever 
  return. 
  the upper marches
  The open countryside that extends from the eastern banks 
  of the River Running to the foothills of the Iron Hills is 
  called the Upper Marches. These plains extend south for 
  nearly a hundred miles, bordered by the Long Marshes 
  in the west, before eventually opening out into the wide 
  steppes of the Nether Marches. 
  Too far east to benefit from the protection afforded to the 
  Northern Dalelands by the Grey Mountains, here winds 
  howl out of the North in the winter. Sometimes these 
  winds carry an unnatural chill upon them, or else foul 
  air and ash blown off from the Waste. Northmen have 
  dwelt here since long before the birth of Dale and few 
  abandoned their homes when Smaug’s reign began. With 
  the Kingdom of Dale newly resurgent, Bard increasingly 
  looks to the Upper Marches to expand his realm, and 
  many Bardings have settled here in the past five years, 
  hopeful for a new life. 
  Far beyond the plains of the Upper Marches lies the 
  twin kingdom to Erebor: the Iron Hills. Much like Erebor 
  was founded at the headwaters of the River Running, so 
  too were the Iron Hills carved at the headwaters of the 
  Redwater. 
  Combat Scenery: bracken, foundations, freezing cold, 
  lone trees, nettle banks, small streams, steep slopes (near 
  the Iron Hills)
  wIldlIfe
  The Northmen who live in the Upper Marches tend large 
  flocks of sheep and small herds of cattle, following them 
  where they wander. As a traveller draws east into the long 
  plains of this realm they find a land filled with hares, 
  Running River
  Long
       
  Lake
  E
  Iron Hills
  E Esgaroth
  E Dale
  E
  Erebor
  The Waste
  o
  Upper Marches
  n
  Long Marshes
  o
  Nether Marches
  n
  the upper marches
  E
  The Great 
  Stone Cairn
  E
  Ironthorpe
  Here of old ran the Old Dwarf Road
  the lands about the mountaIn
  
  LoneLy Mountain Region guide
  70
  rabbits and all manner of birds. Great flocks of ravens 
  wheel high overhead, feeding on carrion abandoned by 
  the large predators found in the eastern wilds. Amongst 
  these are bears and wandering wolves, which come from 
  the southern woodlands in search of prey. 
  InhabItants
  The Northmen of Rhovanion – ancestors to the Bardings – 
  have lived between the rivers east of Mirkwood for many 
  thousands of years, perhaps more. They once paid fealty 
  to a king of Wilderland, who attempted to weld the tribes 
  and clans into a single realm. Although many fled west to 
  the Anduin Vales when his kingdom fell, some remained, 
  living along the Running River. 
  In time, some followed the trade between the Iron Hills 
  and the Lonely Mountain, eventually founding Dale, but 
  most lived as they always had done, a pastoral existence 
  amidst the herds, or in small villages along the river. 
  Into this bucolic landscape newcomers have recently 
  come. Many Men have been drawn to the Kingdom of 
  Dale, hearing tell of the exploits of the Dragon-slayer. Bard 
  encourages many of them to settle the Upper Marches, 
  where he has been handing out parcels of land to any 
  who would take them. All across the plains, new villages 
  and farmsteads have sprung up; the Kingdom of Dale 
  resurgent. 
  The Dwarves of the Iron Hills dwell in their halls to the 
  east here, occasionally mining gold and jewels, along with 
  vast quantities of their namesake. Notably grim, even for 
  Dwarves, the folk of the Iron Hills are famously laconic, 
  favouring deeds over words. 
  While there are certainly skilled craftsmen amidst the 
  folk of the Iron Hills, many of them are content to be 
  hard-working miners and chose to stay when their lord 
  removed himself to Erebor. Besides, the forges of the 
  Lonely Mountain still need their iron and it isn’t going 
  to walk there of its own accord. With the resurgence of 
  Erebor, there is much traffic between the two kingdoms 
  and talk of building the old Dwarf Roads anew. 
  notable characters
  Thorin Stonehelm
  When his father took the throne of Erebor, he left his son 
  Thorin to rule the Iron Hills as his steward. Nicknamed 
  ‘the Stonehelm’, for he is so stubborn it is said his head 
  must be made of stone, Thorin is anxious to prove his 
  worth as both the son of Dáin Ironfoot and the namesake 
  of Thorin Oakenshield. 
  Much to his chagrin, he is required to spend most of his 
  days tending to courtly affairs and trade matters with 
  both the Bardings and his kin in the west. When the host 
  
  71
  of the Iron Hills set forth to the Battle of Five Armies, he 
  was forced to remain behind to guard the hold, a bitter 
  regret that troubles him still. Thorin knows every song 
  about the folk of Durin ever written and holds those that 
  speak of courage close in his heart. 
  Much like his father, Thorin dresses more like a miner 
  than the son of a king, his red forked beard tucked out of 
  the way of his tools.
  Motivation: Though the Prince in me seeks peace for his 
  people, the warrior secretly hopes that the Shadow will 
  return, for I know that I am ready to forge my own legend 
  worthy of my fallen kin. 
  Expectations: +4 if the heroes bring a call for action to 
  Thorin — he hates simply waiting for things to happen; -2 
  if the Company advises caution even if Thorin’s response 
  is rash; +1 if a Dwarf Player-hero gently chides Thorin for 
  speaking before thinking (-3 instead if the hero is from 
  another culture).
  thorIn stonehelm
  Medium Dwarf
  STR 
  18 (+4)
  DEX 
  10 (+0)
  CON 
  15 (+2)
  INT 
  14 (+2)
  WIS 
  12 (+1)
  CHA 
  11 (+0)
  Armour Class 17 (Dwarf-wrought Hauberk)
  Hit Points 84 (13d8+26)
  Speed 25 ft
  Skills History +5, Insight +4, Persuasion +3
  Senses passive Perception 11, night vision
  Languages Khuzdûl, Westron
  Challenge 5 (1,800 XP)
  Baleful Mattock. Thorin scores a critical hit on a natural 
  roll of 19 or 20.
  Battle-charge. If Thorin moves at least half his speed to 
  engage a new foe he gains Advantage on his attack rolls.
  Guardian. Thorin can use his reaction to make an 
  Opportunity Attack when a creature within reach attempts 
  to move away from him. If he hits the creature, it does not 
  move.
  Actions
  Multiattack. Thorin makes three attacks with his 
  mattock.
  Mattock. Melee Weapon Attack: +7 to hit, reach 5 ft, one 
  target. Hit: 11 (2d6+4) piercing damage.
  Sark the Bear-skinned
  Brigands and robbers are a common threat in the Upper 
  Marches, even more so with the increase in trade along 
  the River Running and the settlers pouring into the plains 
  from Dale. Of these bandits, none are so feared as Sark 
  the Bear-skinned, a Half-orc from the East who prowls 
  the wilds of the Upper Marches wearing the mantle of 
  a great black bear that he is said to have slain with his 
  own hands. 
  With his notched axe and a band of murderous brigands at 
  his call, Sark once preyed upon lone travellers, wandering 
  shepherds and isolated farms; but as his band grows 
  larger and the pickings richer, he finds himself increasingly 
  drawn to the new villages of the Upper Marches. 
  sarK
  Medium humanoid (Orc-kind)
  STR 
  16 (+3)
  DEX 
  13 (+1)
  CON 
  19 (+4)
  INT 
  10 (+0)
  WIS 
  15 (+1)
  CHA 
  17 (+3)
  Armour Class 18 (Orc Mail, Shield)
  Hit Points 68 (8d8+32)
  Speed 30 ft
  Skills Intimidation +5, Perception +5
  Senses darkvision 60 ft, passive Perception 15
  Languages Orcish, Westron
  Challenge 4 (1,100 XP)
  Bulky Armour. Sark has Disadvantage on Dexterity 
  checks.
  Horrible Strength. If Sark makes a successful melee 
  attack, he may use his bonus action to cause 3 additional 
  damage to the target.
  Actions
  Multiattack. Sark makes two attacks with either his Orc-
  axe or long spear.
  Orc-axe. Melee Weapon Attack: +5 to hit, reach 5 ft, 
  one target. Hit: 6 (1d6+3) slashing damage or 7 (1d8+3) 
  slashing damage if wielded with two hands.
  Long Spear. Melee Weapon Attack: +5 to hit, reach 10 
  ft, one target. Hit: 8 (1d10+3) piercing damage. Heavy, 
  two-handed.
  Reactions
  Counterattack (Recharge 5-6). If an attack roll misses 
  Sark, 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 lands about the mountaIn
  
  LoneLy Mountain Region guide
  72
  notable places
  The Old Dwarf Road
  The Dwarves once traded extensively between the Iron 
  Hills and the Blue Mountains, travelling upon a broad, 
  proud road of finely quarried stone that ran right through 
  the middle of Mirkwood and beyond. Just as the Old 
  Forest Road has been swallowed up by the forest, so too 
  has the portion of the road that once extended from the 
  forest to the Iron Hills vanished beneath the grass of the 
  Upper Marches. 
  Here and there a traveller might stumble upon a flagstone, 
  or the ruins of a waystation overgrown and forgotten, but 
  for the most part nature has reclaimed the road. But with 
  heightened trade, Steward Thorin Stonehelm wonders 
  if the road might be reopened once more, perhaps in 
  partnership with King Bard. 
  The Great Stone Cairn
  In the heart of the rolling plains of the Upper Marches 
  is a mound of stones that has stood since before the 
  coming of Smaug. It can be seen from miles around and 
  the lingering ruins of a long abandoned stone tower 
  still stand atop it. This was once a wayfort upon the Old 
  Dwarf Road, a keep that stood guard over travellers and 
  provided them with somewhere to stay the night. When 
  the road fell into disuse, so too did the wayfort, reclaimed 
  by nature.
  Now it serves as the hold for folk of a different kind, for 
  it is home to a colony of ravens brought here by Korun, 
  son of Roäc, during the reign of Smaug. Those that come 
  seeking unusual counsel and whose need is great, may 
  find it here. The ravens are wise birds who know many 
  secrets and have countless eyes throughout the Marches. 
  If the ravens find a requester’s cause just, they may give 
  them some of the answers they seek, for a price; a trinket 
  or a quest perhaps. 
  Sadly, Korun himself was recently slain by a Goblin arrow 
  (see Wilderland Adventures, page 121), and his ravens 
  are besides themselves with grief. Now they cry out for 
  revenge, but what is a bird such as they to do against a 
  Goblin? If only they could find a company willing to take 
  up their cause… 
  The Iron Hills
  The easternmost settlement of Dwarves is to be found at 
  the farthest edge of Wilderland, where the map ends in a 
  spine of stone peaks. The hills rise tall and fair, cold and 
  unforgiving, stretching from west to east. These are the 
  Iron Hills, aptly named for the bountiful iron mined from 
  its deeps. 
  While most Dwarves crave gold, jewels or mithril, the 
  Dwarves of the Iron Hills know that these riches are but 
  rewards earned with the stroke of a mattock – mattocks 
  that are born in their forges. The people of the Iron 
  Hills harbour a fierce, martial pride; however, they see 
  themselves as wardens, not warmongers. 
  In the past, these lands were attacked by Men and Orcs 
  from the East, and the Dwarves of the Iron Hills remain 
  vigilant against such threats. As a result, the hold of the 
  Iron Hills is neither as fair as Erebor, nor as grand as 
  Khazad-dûm, for its denizens are rather more practical 
  and stoic. The gate of the hold is much smaller than that 
  of Erebor, barred by a huge iron portcullis that takes ten 
  Dwarves to raise. Long passages within are set with great 
  traps, ready to be collapsed on those who would invade 
  the halls of the Iron Hills. It has few great chambers 
  within; instead, most rooms are small so that enemies can 
  enter no more than a dozen at a time, wherein they will 
  find themselves unable to avoid the sharp axes and heavy 
  mattocks of Thorin Stonehelm’s guards. 
  Only the great forge in the lowest levels of the Iron Hills 
  is as grand in scale as any hall found in Erebor. Here 
  furnaces large enough to swallow a man burn red day 
  and night and anvils ring in ceaseless chorus. Beside the 
  many workshops are storage rooms made not for gold, 
  but to house the broad shields, sharp axes, hauberks of 
  steel, and hose of fine mesh for which the Iron Hills are 
  rightly renowned. 
  Ironthorpe
  The Old Forest Road that ran through Mirkwood long ago 
  originally had two branches east of the forest. One headed 
  directly north to the Lonely Mountain, the other ran 150 
  miles north-east across the Upper Marches to eventually 
  end just south of the Iron Hills, along the banks of the 
  Redwater, in a town called Ironthorpe. 
  
  73
  Before the coming of Smaug, Ironthorpe had been a small, 
  but thriving, settlement of Northmen that acted for the 
  Iron Hills much as Dale acted for Erebor: as a trading place 
  for their goods and a means of acquiring food-supplies. 
  With the coming of the Dragon, though, all changed. As 
  the Great Worm’s corruption spread, eventually creating 
  the blasted land known as the Desolation of Smaug, ash 
  continually blew east into the fields about Ironthorpe, 
  slowly poisoning the ground and turning their crops 
  sickly. With Erebor gone and Ironthorpe’s bounty reduced 
  to subsistence, Grór’s people had to find new sources of 
  food and new customers for their goods. It soon became 
  obvious that they would have to travel far on their own to 
  do so. 
  Ironthorpe became a shell of its former self. A squalid 
  town filled with desperate folk, where the Dwarves would 
  occasionally load goods onto the Redwater bound south 
  for Dorwinion, but avoided otherwise. Erebor has been 
  restored and regular trade with the Iron Hills renewed, but 
  Ironthorpe has been slow to change. It remains a wretched 
  place filled with outcasts and scofflaws. 
  There are plans in the works to rebuild the old roads and 
  perhaps make something worthwhile of the town, but 
  Dáin is wary of where the allegiances of those who live in 
  Ironthorpe now reside, a sentiment his son shares. 
  the long marshes
  The lands opened wide about him, filled with the waters of 
  the river which broke up and wandered in a hundred winding 
  courses, or halted in marshes and pools dotted with isles on 
  every side...
  The narrow belt of land flanking both sides of the River 
  Running where it touches the eastern eaves of Mirkwood 
  has been turned into a trackless swampland by the 
  flooding of the river waters over too many years to count. 
  But in more recent times, relentless rains and even a 
  couple of earthquakes have seen the Long Marshes 
  expand their boundaries north, to reach and engulf even 
  the course of the Forest River where it exits Mirkwood to 
  the east.
  By 2946, the Long Marshes cover an area more than one 
  hundred miles long from north to south, from the eastern 
  borders of the Woodland Realm to the shores of the Long 
  Lake, and south beyond the Mountains of Mirkwood.
  To enter the Long Marshes, a traveller needs only follow 
  the River Running as it goes south beyond the Long Lake, 
  or the Forest River to the west. Often, the marshes will 
  offer the same sight, regardless of the chosen direction: 
  a wide, treeless expanse of mires and pools of sullen 
  waters, unmoving but for the river course that stirs them. 
  Here, thick mists rise in the morning, and lift only with 
  the approaching of midday. But the fog never really 
  disappears; rather it changes into a transparent vapour, 
  capable of turning the brightest light of the Sun into the 
  palest radiance.
  The dreariness of the region is multiplied where the 
  marshes meet Mirkwood. Under the shadows of the forest 
  all sounds of nature are utterly silenced and only chill 
  breezes move the drooping branches of the trees that rise 
  from the waters.
  Combat Scenery: Black toadstools, bogs, flooded pits, 
  mud, sucking bogs, thick-trunked trees
  the long marshes
  Running River
  Long
       
  Lake
  E Esgaroth
  E Dale
  E Erebor
  Upper Marches
  Long Marshes
  o
  E
  The Great 
  Stone Cairn
  n
  Here of old ran the
   Old Dwarf Road
  E
  The Wood of 
  Hanging Trees
  the lands about the mountaIn
  
  LoneLy Mountain Region guide
  74
  wIldlIfe
  Amidst the reeds, arrowgrass, sundew and marsh violets 
  the Long Marshes teem with life. Many kinds of frogs live 
  near to the water while eels, tench, roach and rudd swim 
  in the slow flowing pools and meres. Grey herons stalk 
  through the mud while marsh harriers circle overhead. 
  Amidst the reeds live otters, water voles and shrews. 
  In the southern reaches of the march roost visitors from 
  the nearby Mountains of Mirkwood — gore-crows. They 
  look like small-sized ravens with a greenish sheen to their 
  feathers. They are cruel and intelligent birds and legends 
  say that they are in league with the hideous Marsh-
  dwellers that live here.
  InhabItants
  There are no Free Folk here, but several creatures hide 
  among the bogs and stagnant pools of the Long Marshes, 
  profiting from the remoteness and unwelcoming nature of 
  the place. Some among them are found exclusively within 
  the confines of the swamps, and their activity has greatly 
  worsened the reputation of the region.
  Marsh-Hags (page 99 of the Loremaster’s Guide) and 
  Marsh-Ogres (page 109 of the same volume) both live here 
  in addition to more common Orc-kind. But the greatest 
  danger are in the sunken ruins that dot the swamplands 
  for there is where the Marsh-dwellers (page 136 of the 
  Rhovanion Region Guide) wait.
  notable characters
  Galion
  Once the personal cupbearer of the Elf-King, Galion is 
  was consigned to the Long Marshes for drunkenness 
  since the famous escape of a group of Dwarves from 
  the royal halls. Now he and a small band of Mirkwood 
  Elves patrol the marshes and make sure that none of its 
  dangerous inhabitants make their way into the lands of 
  Thranduil.
  Galion’s once jubilant nature has turned grim and he 
  dresses now in dark-brown leathers, the better to move 
  unseen in the shadows of Mirkwood. He has hope that 
  his assignment is temporary — perhaps only a decade or 
  two — and that he will once again be in the good graces of 
  his king.
  Motivation: While I serve my lord with pleasure, I am 
  better suited for his elegant halls than this muck and mire.
  Expectations: -4 if there are Hobbits or Dwarves in the 
  Company — he will never forget his embarrassment at 
  the (invisible) hands of Bilbo; +1 if there is a high-ranking 
  Wood Elf or High Elf in the Company that might put in a 
  good word with Thranduil.
  galIon
  Medium Elf
  STR 
  11 (+0)
  DEX 
  18 (+4)
  CON 
  14 (+2)
  INT 
  15 (+2)
  WIS 
  10 (+0)
  CHA 
  13 (+1)
  Armour Class 16 (Leather Corslet)
  Hit Points 52 (8d8+16)
  Speed 30 ft
  Skills Athletics +2, Lore +4, Perception +5
  Senses passive Perception 15
  Languages Silvan, Sindarin, Westron
  Challenge 3 (700 XP)
  Deadly Shot. At the start of his turn, Galion may use his 
  bonus action to aim. His speed becomes 0. If he does so 
  then he has Advantage on all ranged weapon attacks he 
  makes this round.
  Hawk’s Eye. Galion may use this ability as a bonus 
  action. He does not suffer Disadvantage on attack rolls 
  due to being at long range this turn.
  Hunter. Galion doubles his Proficiency Bonus for 
  Perception checks (included above).
  Actions
  Multiattack: Galion can make two attacks with either his 
  Short Sword or his Great Bow.
  Short Sword: Melee Weapon Attack: +6 to hit, reach 5 ft, 
  one target. Hit: 7 (1d6+4) piercing damage.
  Great Bow: Ranged Weapon Attack: +6 to hit, range 
  150/600 ft, one target. Hit: 8 (1d8+4) piercing damage.
  notable places
  The Wood of Hanging Trees
  Where the Old Forest Road meets the slow-moving waters 
  of the Marshes are tangles of hoary willow-trees standing 
  close together. Their drooping branches trail into the water 
  and shut out the light of day even at its brightest. The trees’ 
  moulding roots sink deep into the grey slime.
  
  75
  Long ago, a town of Men once thrived, serving as a 
  waystation both for travelling Dwarves coming from or 
  travelling to the Iron Hills and merchants coming from 
  the South or East. When the power of the northern Kings 
  waned, the town was abandoned, until the marshes and 
  the forest swallowed its ruins, together with any trace of 
  its existence.
  Now the only thing that waits in the groves of the willow-
  trees is Gallows-weed (page 124 of the Rhovanion Region 
  Guide). Spotting one of the plants requires a DC 20 
  Wisdom (Perception) check. Unwary heroes who pass 
  too close to a tree may be Surprised as vines lash out and 
  pull the victims up off the ground and begin to strangle 
  them.
  The Lair of the Marsh-dwellers
  In the centre of the willow-trees, the ruins are more 
  prominent as if this was the place where the main buildings 
  of the sunken town once rose. There is a deep pool of dark 
  water here. Mounds of mud-splattered and weed-choker 
  ruins encircle the water, with the remains of a marble arch 
  and rotting wooden gate on the southern shore. In the 
  treetops around the pool the Gore-crows croak, signalling 
  the presence of any trespassers.
  Those who linger here may imagine that they hearing the 
  tolling of a distant bell. It seems to come from under the 
  ground. This is the hidden lair of the Marsh-dwellers. 
  General Description
  The underground complex reeks of dying and rotting 
  things. It is dark, dank and cold, its stone floor invariably 
  covered by a film of stagnant water that provides it a 
  slippery sheen (see page 95 of the Loremaster’s Guide).
  1. Flooded Chamber
  The heroes can reach this room by entering the pool, and 
  then just walking or swimming underwater for a few yards 
  to an opening on the poolside. The opening leads to a 
  short passage that emerges in the half-flooded chamber. 
  The room is completely devoid of any features, barring 
  wet stone walls and a dark doorway leading to the main 
  cellar.
  the laIr of the marsh-dwellers
  1. flooded 
    chamber
  2. maIn cellar
  3. the 
     cells
  3. the 
     cells
  4. wIne cellar
  5. treasure
     chamber
  3. the 
     cells
  3. the 
     cells
  the lands about the mountaIn
  
  LoneLy Mountain Region guide
  76
  2. Main Cellar
  This is a vast vaulted chamber, presenting six arched 
  openings, three on the right side and three on the left 
  (leading to several smaller cellars). The farthest doorway 
  on the right side is larger, its arch decorated with stones of 
  many colours (leading to the wine cellar).
  In the wall opposite the opening to the flooded cellar, 
  there is a narrow vertical chimney, leading to the 
  surface (a faint breeze can be felt if someone sticks their 
  head into the chimney); inside the chimney hangs a bell 
  rope, that if pulled rings a dull-sounding bell (attracting 
  Marsh-dwellers). The floor inside the confined space of 
  the chimney is littered with gore crow feathers and bird 
  deposits.
  3. The Cells
  The four passages that exit the main cellar lead to several 
  cells, once used to store goods and wines, and today 
  serving as the Marsh-dwellers’ resting places. Most cells 
  appear as no more than wet, dirty holes, filled with waste 
  and food scraps. The walls of the cells and the passages 
  between them are narrow (page 95 of the Loremaster’s 
  Guide). There are dozens of the monsters here.
  4. Wine Cellar
  The decorated archway that opens in the main cellar 
  leads to a short flight of marble steps descending into the 
  darkness. At the end of it, a reinforced door defaced by 
  claw marks is found. Beyond the door is the wine cellar, 
  a wide room with a low ceiling resting on short, stocky 
  pillars.
  5. Treasure Chamber
  The first doorway to the left of the flooded chamber leads 
  to a tight and twisting passage that suddenly opens into a 
  wider semicircular room. Here, a great wooden gate is set 
  into the stone wall. The foul stench that permeates every 
  inch of the underground complex is almost overpowering 
  here. The gate is not locked, and the great wooden door can 
  be pulled open with some effort, its hinges creaking noisily. 
  Beyond the gate is a natural cave, the treasure chamber of 
  the Marsh-dwellers: on the irregular floor is a huge heap 
  of polished gold coins and other shining objects, like silver 
  table knives, cups and dishes, lamps and candlesticks. A 
  warm, shivering glow seems to radiate from the hoard of 
  the Marsh-dwellers (see The Hoard of the Marsh-dwellers).
  The Hoard of the Marsh-dwellers
  The treasure has been tainted by the long brooding of 
  the greedy creatures, and each hero that gazes upon 
  it must make a Corruption check, a DC 15 Wisdom 
  saving throw. Those who fail are struck dumb by the 
  sight of the treasure and are Stunned for 1 minute.
  If the heroes manage to retrieve the hoard, it is 
  worth at least 300** but every item recovered is 
  automatically Touched by the Shadow.
  the nether marches
  The rolling hills of the Upper Marches eventually give 
  way to the low, long plains of the Nether Marches as one 
  passes south, a great broad valley bounded by the River 
  Running to the south and the Redwater to the east. 
  This is a land still almost untouched by the Bardings, 
  for this is the true frontier of the Kingdom of Dale. The 
  summers here are hot and often dry, but the winters 
  are cold. At all times of the year violent storms can rise 
  swiftly out of the East, and on the wide open plains there 
  is nowhere to seek shelter. 
  Centuries ago great armies from the East and Northmen 
  belonging to kingdoms long past clashed on the plains 
  of the Nether Marches. The songs of such battles are still 
  sung in the halls of the North, and occasionally a traveller 
  may stumble upon a rusty blade or broken bone amidst 
  the grass. 
  Combat Scenery: Ancient dykes, bracken, nettle banks, 
  gentle slopes, scattered rocks, strong wind
  wIldlIfe
  The Nether Marches is a broad grassland, in truth the 
  start of the wide steppes that run far into the East. The 
  land is covered with seemingly endless fields of high 
  green grasses, broken only by tussocks of coarse brown 
  grass and shrub. What trees there are grow only in the 
  Netherwood, which sits in a broad bend of the Redwater. 
  
  77
  Large herds of wild horses roam the grasslands here. They 
  were once tamed by the forerunners of the Éothéod, but 
  they have long-since been left to run free. Other grazing 
  animals wander the grassland; wild, long-horned cattle, 
  sheep once-tame but long since escaped domestication, 
  and great colonies of rabbits, whose burrows extend far 
  underground. 
  There is little place to hide in the Nether Marches, which 
  favours the swift or the stealthy predator. Long-eared 
  foxes and dusky-coloured lynxes prowl silently through 
  the grass, while in the vast open skies falcons and sparrow 
  hawks wheel high on wide gyres.
  InhabItants
  The Nether Marches have ever been a frontier for more 
  civilised lands; just as they now mark the south-eastern 
  limits of Bard’s kingdom, over a thousand years ago they 
  formed the northern borders of the King of Wilderland’s 
  domain. While his kingdom was all but destroyed in the 
  Great Plague of 1635 and, later, finished by armies from 
  the East, some of his folk yet remain. They follow their 
  herds of cattle across the plains or make their homes in 
  small fishing villages along the Running River, but they 
  owe fealty to no king. 
  Trade is increasingly bountiful in these 
  lands, as word spreads of the rebirth 
  of Dale and Erebor. More often than 
  not traders come up the Running River 
  from Dorwinion, travelling to Esgaroth 
  by boat. 
  Once or twice a season large, gaudily 
  coloured caravans pulled by oxen cross 
  the steppes, laden with exotic cloths, 
  spices and other goods. They stop at 
  the largest settlement in the Nether 
  Marches, the town of Riverstead, where 
  they trade with intrepid merchants from 
  Lake-town and Dale before returning 
  East with iron and gold, stone and 
  timber. 
  On rare occasions, perhaps once in 
  a generation, an entourage from the 
  Woodland Realm will cross the Nether 
  Marches on their way to Dorwinion. In such times the 
  steppes come alive in the still summer nights to the sound 
  of singing and merriment amongst the grass, and folk 
  gather to listen and marvel at Elf-lights off in the distance. 
  Such nights are remembered for decades after. 
  Dorwinion
  Dorwinion lies hundreds of miles downriver from 
  Esgaroth, 
  surrounded 
  by 
  the 
  River 
  Running 
  bordering the inland Sea of Rhûn. It is a land of 
  merchant princes and princesses, who trade far and 
  wide; with the Elves in the West, Esgaroth in the 
  North and even as far as Gondor in the South.
  Dorwinion is particularly known for its vineyards, 
  from which the finest of wines are made, much 
  sought after in the courts of Men – and Elves. To 
  the Northmen, the folk of Dorwinion seem exotic, 
  with dusky complexions, deep, dark eyes, and clothes 
  of brightly patterned cloth; ’tis no wonder that King 
  Bard was so enchanted by his queen, Una.
  Running River
  Redwater
  Upper Marches
  n
  Nether Marches
  n
  E
  Riverstead
  E
  The Crossings of 
  Celduin
  E
  The Netherwood
  the lands about the mountaIn
  nether marches
  
  LoneLy Mountain Region guide
  78
  notable characters
  Alduna
  Alduna’s tongue is as fast as the river waters on which she 
  regularly travels, peddling her wares along the Running 
  River all the way from Dorwinion to the village, Celduin. 
  She is the master of a small trading vessel, the Foam 
  Dancer, and her choice in what wines to carry is second 
  to none, so much so that some of Thranduil’s emissaries 
  regularly seek her out personally. Alduna occasionally 
  takes passengers, if they make a good offer, or she finds 
  them “interesting”. 
  Alduna is a heavy-set Dorwinion woman, with dusky skin 
  and dark eyes. On first impression somewhat plain, her 
  resonate laugh and her frequent smiles that light up her 
  face ensure that she does not lack for suitors. She favours 
  garments of bright blue and yellow chased with silver 
  accents. 
  Motivation: A deal is a deal, and a deal that benefits 
  both parties is likely to lead to better business.
  Expectations: +1 if the Company has strangers from far-
  away lands in its midst; +3 if money or other valuables are 
  part of the conversation; -2 if any of the heroes display a 
  provincial attitude.
  Kajus the Easterling
  A merchant from the distant East, Kajus frequently makes 
  his camp in a massive tent, filled with sumptuous cushions 
  and magnificent carpets, on the edge of Riverstead. Kajus 
  deals in spices and information, though the second trade 
  has begun to bother him of late. 
  He has been well paid over the years to pass sealed letters 
  and occasionally news or other observations about his 
  fellow merchants to couriers who bear a specific icon. Of 
  late, the questions have grown disconcerting, and he has 
  begun selectively holding back what he tells to those who 
  quietly show him the mark of the White Hand. 
  Kajus is an excellent source of information for many of the 
  comings and goings of Riverstead. He either personally 
  knows, or knows about, everyone that has ever docked at 
  the town. Kajus has dark-mahogany coloured skin, with 
  kindly brown eyes. He frequently drinks a bitter tea, for 
  which many of his regular guests have acquired quite a 
  taste. 
  Motivation: I wish to understand the world or at least my 
  place in it.
  Expectations: +1 if the characters have something to offer 
  Kajus; +3 if they somehow can answer his questions about 
  
  79
  the White Hand and know to offer that information; -2 if 
  they reveal that they are the agents of a Wizard — Kajus 
  has begun to suspect that the Wise are manipulating the 
  common folk for their own ends.
  The Tracker Loore
  A hunter of the Nether Marches, Loore regularly wanders 
  over the wide grasslands, going wherever the wind or his 
  mood takes him. A tracker without peer, there is nowhere 
  on the steppes to flee where Loore cannot eventually 
  follow. Loore keeps several birds of prey near him at 
  all times, most often a beautiful grey hawk and a small 
  prairie falcon. He also keeps a great secret, for Loore is a 
  direct descendant of the ancient kings of old and he speaks 
  the languages of all birds. 
  loore
  Medium Human
  STR 
  17 (+3)
  DEX 
  11 (+0)
  CON 
  15 (+2)
  INT 
  13 (+1)
  WIS 
  18 (+4)
  CHA 
  8 (-1)
  Armour Class 11 (Leather jerkin)
  Hit Points 45 (7d8+14)
  Speed 40 ft
  Skills Animal Handling +6, Perception +8, Survival +8
  Senses passive Perception 11
  Languages Westron, The Language of Birds
  Challenge 2 (450 XP)
  Focused. Loore displays amazing discipline in combat. 
  He has 3 Focus points, which he regains when he takes a 
  short or long rest. He can use his bonus action and spend 
  one Focus point on his turn to take the Dash, Disengage 
  or Dodge action or to make another attack with his great 
  spear.
  Grey Hawk. In combat, Loore can use his bonus action to 
  command his friend to aid him against all attackers. Until 
  the start of his next turn, all attack rolls against him are 
  at Disadvantage. The Grey Hawk is too quick and clever to 
  be the target of any normal attack. 
  Expert. Loore doubles his Proficiency Bonus for 
  Perception and Survival (included above).
  Actions
  Great Spear. Melee Weapon Attack: +5 to hit, reach 5 ft, 
  one target. Hit: 9 (1d12+3) piercing damage.
  Most seasons, Loore trades fine rabbit pelts for what little 
  sundries he requires, but he will occasionally take on 
  commissions to lead others across the Nether Marches. 
  Loore is a wiry man of indeterminate middle-age, with 
  dark hair, shot through with strands of silver. His yellow-
  green eyes are as sharp as those of his “bird-friends” 
  for there is little that escapes Loore’s notice for long. To 
  look at him, you would not suspect that he knows tidings 
  of almost everything of any importance that happens 
  between the rivers. 
  notable places
  The Running River
  Pouring from out of the Front Gate of Erebor before 
  tumbling around Dale, the River Running flows south 
  through the Long Lake and past the eastern borders of 
  Mirkwood, before turning south-east across the wide 
  open plains of the Nether Marches where it is joined by 
  the Redwater. From there it continues hundreds of miles 
  until it reaches the inland Sea of Rhûn, beyond the edge 
  of Rhovanion. 
  Called ‘the Celduin’ by the Elves, the river has long been 
  a vital trade route with the east, in particular between 
  Esgaroth and Dorwinion. It is wide and fast flowing for 
  most of its length, with few places to easily cross it; many 
  who have sought to swim across have found themselves 
  swiftly swept away by the cold waters. 
  The Redwater
  Named for the deep red of its waters that speak of iron-
  rich soil washed out of the Iron Hills, the Redwater 
  flows south strong and swift until it joins with the River 
  Running, before flowing on to the Sea of Rhûn. It offers a 
  swift route to southern lands, where both Dwarves of the 
  Iron Hills and the Men of Dale trade with merchants from 
  Dorwinion and farther East. 
  Riverstead
  At the confluence of the Running River and the Redwater 
  lies a small town consisting of many docks, a tavern, 
  and little else. A seemingly temporary settlement 
  of far-travelled traders, the majority of Riverstead’s 
  ‘buildings’ are large tents that come and go with the 
  seasons. In Riverstead, East and West meet, for here bold 
  merchants from Lake-town and Dale trade to get the 
  freshest or rarest wares from the East: the famed wines of 
  Dorwinion, beautiful brightly coloured cloths, rare fruits 
  and savoury spices. 
  the lands about the mountaIn
  
  LoneLy Mountain Region guide
  80
  The Clever Fish is Riverstead’s sole formal tavern (for 
  a great deal of drinking goes on in various tents). Its 
  proprietor, Ai, is a Dwarf, supposedly from the Iron 
  Hills, but he neither answers, nor asks, questions of his 
  customers. Here, far out on the edge of the Wild, deals are 
  made regularly over the very best of libations. While many 
  are simple contracts for goods, the Clever Fish has hosted 
  many a spy or agent passing information onto others who 
  will carry it far from here. 
  The Crossings of Celduin
  There has been a settlement by the River Running for as 
  long as men have travelled this land, sited on one side 
  of a narrow, arching stone bridge built by the Men of the 
  South long ago. This bridge is the only place to easily 
  cross the river; a fact the folk of Celduin know all too well 
  – all who cross it are tolled heavily. The town takes its 
  name from the Elven name for the river, and even today 
  it is sometimes visited by the fair folk as they travel to 
  Dorwinion, far downriver. 
  Other river traders, less exotic than the Elves but no 
  less vital, ply the River Running between Esgaroth and 
  Dorwinion far more regularly than they once did. While 
  the Master of Celduin cannot toll them for using the bridge, 
  he does still charge them to tie up at the quays. For all its 
  trade, the Crossings of Celduin remains in a precarious 
  position; it is far from civilisation, and should servants of 
  the Enemy seek to force a crossing here there is little the 
  townsfolk could do to stop them. While Erik, the Master of 
  Celduin, does his best to resist the influence of Dale, he is 
  not averse to enticing willing companies of adventurers to 
  operate out of his town, in the hope of gaining something 
  of their protection. 
  The Crossings of Celduin is described in more detail on 
  page 116 of Wilderland Adventures. 
  The Netherwood
  On the western borders of the Nether Marches is a stretch 
  of woodland where the trees seem unmoved by the breeze. 
  Many birds roost under its eaves, but no beast on four (or 
  two!) legs is ever seen coming out of it, nor prowling its 
  edges. Travellers following the river to the Iron Hills prefer 
  not to find refuge under the boughs of the forest, as stories 
  tell of cold eyes staring out of the darkness of the wood. 
  Those few who entered the Netherwood have spoken of 
  a lingering sense of unease, as if the woodland itself was 
  sitting in quiet madness, and of a broken ring of stones 
  placed there not by the hands of Men. In these darkening 
  days, stories tell of those who fled to the farthest reaches 
  of their land from Smaug the Golden, only to perish alone 
  and mad within the wood.
  
  81
  CONCERNING
  - DRAGONS -
  “My armour is like tenfold shields, my teeth are 
  swords, my claws spears, the shock of my tail 
  a thunderbolt, my wings a hurricane, and my 
  breath death!”
  There is no one among the Free Folk who has not heard 
  tales of the Great Worms. Even the sheltered Hobbits of the 
  Shire know a thing or two about Dragons: vast serpents 
  with terrible sharp claws and iron scales, who breathe 
  fire and hoard gold. Be careful if you should ever speak 
  to one, the stories go, for they are wicked and cunning. 
  While most of that is true, it does not even begin to scratch 
  the surface of what Dragons are… 
  The Great Enemy, Morgoth, bred the first Great Dragons 
  in the pits of his northern fortress, Thangorodrim, during 
  the First Age. They were meant to be unleashed as a 
  bane upon the Elves, Dwarves and Men, in Morgoth’s 
  endless war for domination over all others. Whence they 
  first came, none can say. Perhaps Morgoth brought their 
  ancestors up from deep beneath the earth or from out of 
  the trenches of the sea. 
  Wherever they began originally, the Great Dragons 
  became far more than mere monsters; the most learned 
  among the Wise believe that Morgoth summoned terrible 
  spirits of fire from the timeless Void and bound them 
  into the Dragons’ flesh. Others hold that he imbued the 
  gigantic creatures with some portion of his own fiery will, 
  making them living vessels of his malice. 
  Whatever the truth, it became clear from the onset that 
  Morgoth had, perhaps, wrought them too well or far 
  too like himself, for the malevolence of the firstborn, the 
  Father of Dragons, was so great that he was beyond the 
  Enemy’s control and he did not always heed what his 
  creator demanded of him.
  the great worms
  In the beginning, the Father of Dragons and others of his 
  brood resembled gigantic serpents, with clawed limbs. It 
  was only later, during the final battle of the First Age, that 
  Morgoth perfected his beasts, and sent forth Dragons with 
  wings. When the Dark Lord was defeated and the world 
  was broken, many of the Great Worms were slain. But 
  enough of them survived to carry on, sleeping long ages 
  beneath the mountains, emerging to slay one another and 
  breed in the Northern Wastes. 
  Eventually, some Great Worms slipped south, to the 
  region now known as the Withered Heath. There, the 
  Great Dragons have endured the long millennia since 
  their creation, even though the long sleep has diminished 
  many of them and no few have fallen to famous heroes. 
  Most Dragons have at least four limbs, though there have 
  always been rumours of some with more, and a few with 
  none, these being, perhaps, the origins of sea serpents. 
  Otherwise their features vary, depending on their breed. 
  The Dragons of the line of Ancalagon the Black, for example, 
  of whom Smaug the Golden was a distant descendant, 
  have massive wings and the ability to breathe fire; those 
  of the line of Scatha have long, serpentine bodies; while 
  those that plagued the Dwarf-holds of the Grey Mountains 
  in great numbers are usually wingless and can spit jets 
  of bitterly cold poisonous fumes. Based on these differing 
  characteristics, scholars and lore-masters distinguish 
  between at least three separate breeds: Cold-drakes, Fire-
  drakes, and Long-worms. 
  Despite their diversified exterior appearance though, all 
  Great Dragons share many common features, and above 
  all is the fact that while the might of their bodies may seem 
  great and terrible, their true power resides rather in the 
  evil spirit or essence that dwells within them. It is thanks to 
  this inner strength that their baleful gaze, or their Dragon-
  fire or poisonous breath can harm even incorporeal 
  beings like wraiths or ghosts, or destroy materials thought 
  imperishable, such as magically wrought artefacts (of 
  the seven Dwarven Rings of Power, it is said several were 
  consumed by Dragon-fire). 
  All Dragons can sleep for long centuries. In fact, they enter 
  a state of lethargy when prey sufficient for their great 
  hunger is scarce. If they slumber for too long, their power 
  can diminish, leading to a decrease in size and power, but 
  no Dragon has ever died of old age. In their sleep, Great 
  Worms are still somewhat aware of the world about them, 
  concernIng dragons
  
  LoneLy Mountain Region guide
  82
  dreaming strange Dragon-dreams that give them glimpses 
  of the lands beyond their lairs and events of import in the 
  wide world. They can even sleep with one eye half open, if 
  they have a need. When they awaken, either because they 
  have been disturbed by intruders entering their lair, or by 
  some ill-boding Dragon-dream, the Great Worms tend to 
  gorge themselves to restore their lost strength as soon as 
  possible, eating whole flocks of livestock or a village worth 
  of people, if they can. 
  Not even the wisest lore-master can say why Dragons 
  hoard gold and other precious things; they seem to have 
  no practical use for them, nor do they generally care for 
  skilled craft over gaudy works (although they always seem 
  to know what even the least item in their hoard is worth). 
  It is true that the gems of Smaug’s trove eventually gave 
  him a wondrous diamond waistcoat after long years 
  spent sleeping on them, but few Great Worms ever had 
  a hoard like Smaug’s, and yet none of them can resist the 
  lure of plunder or the scent of gold. Perhaps they enjoy the 
  thought that they cause pain and envy in others with their 
  treasures; mayhap their greed is but an echo of Morgoth’s 
  lust for the Silmarils. 
  Dragons have always lived in the North; none have been 
  seen in the south, even when they were far less rare than 
  they are at the end of the Third Age. Many sages have offered 
  up reasons why, but one thought is considered likely to be 
  closest to the mark: Dragons do not suffer bondage gladly. 
  To pass south is to risk drawing the attention of Mordor; 
  having suffered the chains of Morgoth, they will not risk 
  the chains of Sauron.
  hatchIng a dragon
  There were lots of Dragons in the North in those days...
  In Adventures in Middle-earth, Great Worms should be 
  unique monsters, and confronting one should be the 
  climax of an entire campaign. A company of heroes might 
  spend many long years studying a Dragon, staking out its 
  lair, attempting to glean some sign of weakness to exploit, 
  or searching for a weapon that might give them some 
  small advantage. A Dragon is not idly slain and its hoard 
  easily looted; facing one will likely be the highlight of a 
  hero’s entire adventuring career – or the end of it. 
  The following sections contain rules and guidelines 
  for a Loremaster to create their own Dragon. This level 
  of customisation is well suited to the fact that a Great 
  Worm should be a major adversary in a campaign. 
  When deciding to include a Dragon in his campaign, the 
  Loremaster might also like to turn their attention to their 
  Magical Treasure Index (see Rivendell, page 97, as well 
  
  83
  as page 96 onwards of this chapter), perhaps including 
  within it some weapon or armour for the companions 
  to employ in the final, climactic fight. After these rules, 
  several ready-made Dragons are also included to offer 
  inspiration and ideas when creating your own Great 
  Worm. 
  The breeding of Dragons is a formidable task, especially 
  as each Dragon is an individual. Any Great Worm will 
  make a strong impact on your Adventures in Middle-earth 
  game, and each step along the way should be carefully 
  considered. Dragons possess not only considerable 
  physical strength and powerful abilities but they also 
  have a cunning evil about them and might manipulate 
  their foes before devouring them. There are five steps to 
  the process:
  • 
  Step 1: Choose Age and Breed. The Loremaster 
  determines the attribute values and baseline 
  Challenge Rating for the Dragon.
  • 
  Step 2: Define Personality. The LM then sets 
  Motivation, Expectations and roleplaying quirks.
  • 
  Step 3: Choose Actions and Features. The LM 
  selects a number of special powers for the Dragon 
  and completes the entries for the Dragon’s stat block.
  • 
  Step 4: Lair and Hoard. For older Dragons, the LM 
  creates a place of safety where the Dragon stores its 
  treasure and occasionally takes its rest. 
  • 
  Step 5: Name and Backstory. The final step allows 
  the LM to round out the Dragon’s history and define 
  its goals in the campaign.
  The Long Sleep of Dragons
  While both Raenar and the Forest Dragon are used 
  as examples for this process, each has appeared before 
  in Adventures in Middle-earth. In those releases, the 
  Dragons had recently awoken from a slumber that 
  might have lasted centuries and had not yet regained 
  their full stature and abilities. 
  The examples in this chapter detail each Dragon as 
  it is at the height of its majesty, after it has eaten 
  its fill and disposed of any troublesome heroes that 
  sought to slay it.
  step 1: choose age and breed
  The life of Dragons is long and slow, and they get more 
  powerful as they get older. When they are Dragonets 
  new from the shell they are tender and vulnerable, and 
  they seldom leave their place of birth before their hide 
  hardens. It takes decades for them to reach adulthood, 
  if not centuries, and many centuries more for them to be 
  considered old, at the peak of their strength and power. 
  Age
  A Dragon’s age determines its starting attribute values, 
  which will also be modified by its breed. It also determines 
  their Natural Armour. See the table below.
  age
  strength
  dexterIty
  constItutIon
  IntellIgence
  wIsdom
  charIsma
  natural 
  armour
  Dragonet
  16
  18
  16
  14
  12
  12
  16
  Young
  18
  20
  18
  14
  13
  14
  17
  Full-Grown
  22
  20
  20
  15
  14
  16
  19
  Venerable
  24
  18
  22
  15
  15
  18
  19
  Ancient
  28
  16
  24
  17
  17
  20
  21*
  *The characteristics given above for an Ancient Dragon consider a specimen that has awoken recently, after a long period 
  of slumber, and are considered minimums. The power of a fully-awakened old Great Dragon that has had enough time and 
  sufficient store of victims to feed to full growth are left to the Loremaster, but should be appropriately monstrous.
  concernIng dragons
  
  LoneLy Mountain Region guide
  84
  Breed
  This choice defines the bloodline of the creature you are 
  creating. Is your Great Worm a Fire-drake descended from 
  Ancalagon the Black, like Smaug the Terrible? Or is it of 
  the line of Scatha, a great Long-worm? Perhaps it is a Cold-
  drake, like Raenar, the slayer of Dáin the First? This choice is 
  going to affect the appearance of the creature, its capability 
  for flight, modify its basic attributes and the range of special 
  features it can choose from (see Step 3), and define the skills 
  and saving throws with which it is usually proficient. 
  Cold-drakes
  Some among the Wise say that Cold-drake is but a Fire-
  drake whose fire has died out over the long centuries. 
  Others say that they are the original creations of Morgoth 
  made in forms both winged and wingless, and given 
  powerful limbs and long tails. Most of them can spit 
  poison at their foes, or crush them with their fangs and 
  claws. Raenar, the Scourge of the North is a great Cold-
  drake (see Wilderland Adventures, page 137).
  Ability Scores: Constitution +2, Wisdom -2
  Saving Throws: Constitution, Intelligence, Wisdom
  Skills: History, Intimidation, Perception
  Speed: 30 ft
  Raenar is a Venerable Cold-drake. His attributes are: 
  Strength 24, Dexterity 18, Constitution 24, Intelligence 15, 
  Wisdom 13, Charisma 18. He is proficient in Constitution, 
  Intelligence and Wisdom saving throws and the History, 
  Intimidation and Perception skills.
  Fire-drakes
  Held by many to be the mightiest of the Great Dragons, 
  Fire-drakes are probably the most ancient breed, their line 
  going back to the Great Worm of Angband. Rarely winged, 
  when they fly they truly are a bane upon their enemies, 
  as Smaug the Terrible demonstrated when he descended 
  from the North. Somewhat slower-going and ponderous 
  than the other breeds, fire burns beneath their scales and 
  they can belch forth jets of searing flame. 
  Ability Scores: Strength +2, Dexterity -2, Constitution 
  +2, Wisdom -2, Charisma +2
  Saving Throws: Constitution, Wisdom, Charisma
  Skills: Lore, Perception, Riddle
  Speed: 20 ft
  Lytegan is a Young Fire-drake. She has Strength 20, 
  Dexterity 18, Constitution 18, Intelligence 14, Wisdom 11 
  and Charisma 16.
  Long-worms
  Akin to Cold-drakes, Long-worms are huge, serpentine 
  creatures, with short limbs and long necks and tails. No 
  record exists of a winged Long-worm, and most seem 
  to be furtive creatures, slithering stealthily out of their 
  subterranean lairs to hunt for their prey. If provoked or 
  cornered, a Long-worm may quickly abandon its caution, 
  and unleash its fury to destroy everything in sight with its 
  lashing tail and powerful jaws. Scatha, the Great Dragon 
  of Ered Mithrin and Bane of the Northmen, was a Long-
  worm.
  Ability Scores: Strength +2, Dexterity +2, Intelligence -2, 
  Charisma -2
  Saving Throws: Strength, Dexterity, Constitution
  Skills: Athletics, Stealth, Survival
  Speed: 30 ft, Climb 30 ft
  The Forest Dragon is a Full-grown Long-worm. She 
  starts with Strength 24, Dexterity 22, Constitution 20, 
  Intelligence 13, Wisdom 14 and Charisma 14.
  Final Customisation
  Every worm is unique and not entirely defined by its age 
  and breed. Raise two of the Dragon’s attributes by 2 and 
  then improve any attribute by 1. Instead of raising an 
  attribute by 2, you can instead thicken the Dragon’s hide 
  and increase its Natural Armour by 1. Furthermore, most 
  Dragons have darkvision to 60 ft or more and know a 
  variety of languages (your choice).
  Raenar the Venerable Cold-Drake trades in both 
  opportunities to raise an attribute by 2 and increases his 
  Armour Class to 21 instead. He then raises his Wisdom 
  to 14.
    
  Lytegan decides to increase her Armour Class by 1 (to 18) 
  and puts both other advances into Strength, ending up 
  with a mighty 23.
    
  The Forest Dragon advances her Wisdom and Charisma 
  by 2 each and her Intelligence by 1.
  
  85
  Dragon Aging
  The eldest Dragons are uncountably ancient and even 
  a Young Dragon may take centuries to become Full 
  Grown. If you wish your heroes to meet a Dragon 
  at two different age categories, there are likely to 
  be many, many Fellowship phases between the two 
  encounters. However, if such a thing happens, simply 
  compare the two entries on the age table and modify 
  each stat by the difference in the two lines.
  For example, when Lytegan is Full-Grown, she will 
  advance her Strength by 4 (to 27), her Constitution 
  and Charisma by 2 each, and her Intelligence and 
  Wisdom by 1. She will also gain more Draconic 
  abilities (see Step 3) which might affect both her 
  Armour Class and attacks.
  step 2: defIne personalIty
  Dragons have deep and complex personalities, especially 
  older ones. They are invariably wicked and greedy, 
  but all develop their own peculiar feeding habits and 
  idiosyncrasies, dislikes and preferences. In many ways 
  they can be compared to very old men or women who 
  have lived isolated lives and become cantankerous and 
  set in their ways. Long-worms are known for their caution 
  and guile, whilst Cold-drakes develop strong pride and 
  patience as they often outlive their enemies. Though all 
  breeds are known for their lust, greed and cunning these 
  dark qualities are at their greatest in the evil hearts of the 
  Fire-drakes.
  By taking the time to define the personality and character 
  of your Dragon – just as you would for any other character 
  or villain in your campaign – you can create a much more 
  memorable encounter when the company finally meets it. 
  Before they ever encounter it face to face, the Company 
  might already know something of a Dragon’s character, 
  for its personality is likely to affect the manner in which it 
  hunts and the place in which it has made its lair. 
  To define the personality of your Great Worm, you should 
  also select its Motivation, one or more positive Expectations 
  and one or more negative Expectations. To round out its 
  personality, select one or two Distinctive Qualities from 
  those given on pages 122-142 in the Adventures in Middle-
  earth Player’s Guide. The following traits are particularly 
  suitable for a Dragon to possess: Bold, Cautious, Clever, 
  Cunning, Curious, Determined, Eager, Elusive, Energetic, 
  Lordly, Patient, Proud, Reckless, Secretive, Suspicious, 
  Vengeful, Wary, Wilful, Wrathful. While some traits 
  naturally lend themselves to the personality of a Dragon 
  more than others, give some consideration to less obvious 
  traits. What might a True-hearted or Merciful Dragon 
  be like, for example? Rare, one could certainly say, but 
  certainly memorable. 
  motIvatIon 
  1
  I hold my freedom dearest of all. Any who would 
  rob me of it would feel my wrath.
  2
  I esteem my hoard above any other splendor 
  in Middle-earth. Any who would treat with me 
  must be generous.
  3
  My reputation is most important. My name 
  should chill hearts and make stout warriors 
  shiver! 
  4
  Even more than gold, I value my progeny. Those 
  who would slay my children will face my fury.
  5
  I am more clever than any other creature, and 
  will gladly prove it. Duel me in a battle of wits 
  and I will be the victor.
  6
  Nothing in this world can quench the fire that 
  burns inside. I am always hungry.
  concernIng dragons
  
  LoneLy Mountain Region guide
  86
  posItIve expectatIons
  1
  Flattery is expected. But well-executed flattery 
  will keep you alive a little longer.
  2
  Good manners are essential. Whenever feasible, 
  one should try to eat the rude first.
  3
  Riddles are a way for me to prove my cleverness. 
  Those who challenge me are worthy to speak with 
  me.
  4
  You are correct to be generous. Place your gifts 
  over there, next to the bones of my last visitors.
  5
  We can discuss matters over dinner. Oh? You in-
  tended that I eat the cow and not the Dwarf? Very 
  well, dessert can wait.
  6
  I know the scent of Dwarf, Elf and Man, but there 
  is a strange air here and I would know more. 
  (Most Dragons have never met a Hobbit before 
  or might otherwise become intrigued by another 
  equally strange and unfamiliar thing.)
  negatIve expectatIons
  1
  Never refuse to answer one of my questions.
  2
  Thieves and tricksters will not be tolerated.
  3
  You are tiny and insignificant, not worthy of 
  judging me! (Every Dragon believes in its heart 
  that they are the greatest specimen of their kind.)
  4
  You are sadly misinformed and should recognise 
  my greater knowledge. (To contradict a Dragon 
  or suggest it is wrong in any way is to invite 
  death.)
  5
  You are a wretched folk, surely you do not speak 
  for the whole company? (Even the most open-
  minded Dragon will not be happy with an Elf or 
  Dwarf as the Company’s speaker.)
  6
  YOU DARE DEFY ME? (Dragons do not take well 
  to any threats from their audience.)
  step 3: choose actIons and features
  A Dragon’s arsenal of weapons is extensive, and though 
  each may differ widely based on breed, they all share 
  deadly common traits determined by their stature. 
  Specific Draconic Features can be chosen later in this 
  section for your worm. The table opposite gives the 
  characteristics for a Dragon of each age.
  Size
  This entry gives the size category for the Dragon. Keep this 
  in mind as you determine where it makes its lair and how 
  it interacts with its environment.
  Both The Forest Dragon and Raenar are Huge creatures, 
  while Lytegan is Large.
  Hit Points
  This is the average starting amount of hit points for 
  the Dragon, which is then modified by its Constitution 
  modifier. Multiply the number of Hit Dice by the Dragon’s 
  Constitution modifier, then add that value to the 
  corresponding Hit Points value in the Characteristics 
  table.
  As a Venerable Dragon, Raenar starts with 136 hit points. 
  He has 21 hit dice and a Constitution modifier of +7 
  for 147 additional hit points. Raenar has a total of 283 
  (21d12+147) hit points.
  Proficiency Bonus
  The Dragon’s Proficiency Bonus affects its attack bonus, 
  saving throws, skills, and certain special features.
  Bite
  A Dragon can make a Bite attack as an action. The Bite 
  attack has a reach of 10 ft and deals piercing damage. 
  The attack modifier for this attack is equal to the Dragon’s 
  Proficiency Bonus plus their Strength or Dexterity modifier 
  (whichever is higher). The damage dealt is equal to the 
  value given in the Characteristics table plus the ability 
  score modifier of the ability used to make the attack. 
  Lytegan’s Strength is 23 (+6) and her Proficiency Bonus is 
  +3. Thus her Bite attack has a +9 attack modifier and does 
  15 (2d8+6) piercing damage. 
  
  87
  Rend
  A Dragon can make a Rend attack as an action. The Rend 
  attack has a reach of 10 ft and deals slashing damage. 
  The attack modifier for this attack is equal to the Dragon’s 
  Proficiency Bonus plus their Strength modifier. The damage 
  dealt is equal to the value given in the Characteristics 
  table plus the Dragons Strength modifier.
  The Forest Dragon’s Strength is 24 (+7) and her Proficiency 
  Bonus is +4. Her Rend attack has a +11 attack modifier 
  and does 16 (2d8+7) slashing damage. 
  Tail-Lash
  A Full-Grown Dragon (or older) can make a Tail-Lash 
  attack as an action. The Tail-Lash attack has a reach of 
  10 ft and deals bludgeoning damage. The attack modifier 
  for this attack is equal to the Dragon’s Proficiency Bonus 
  plus their Strength or Dexterity modifier (whichever is 
  higher). The damage dealt is equal to the value given in 
  the Characteristics table plus the ability score modifier 
  of the ability used to make the attack. If the target is Large 
  or smaller, it must succeed on a Strength saving throw (DC 
  8 + the Dragon’s Proficiency Bonus + its Strength modifier) 
  or be knocked prone. 
  Raenar also has a Strength of 24 (+7) but a Proficiency 
  Bonus of +5. His Tail-Lash attack has a +12 attack modifier 
  and does 13 (1d12+7) bludgeoning damage to the target 
  in addition to knocking them Prone. 
  Features
  Each Dragon has a certain number of Features, based on 
  its age. The Loremaster can use these Features to give a 
  Dragon access to unique powers and traits or allow them 
  to take additional actions in combat. Each Dragon is 
  required to take the Weak Spot Feature, which does not 
  count towards its total number of Features. If the Dragon 
  takes one of the Broken, Craven or Scarred Features, it 
  may take another Feature at the same time for no extra 
  cost. You may only do this once. 
  Certain Features are Deadly and count as two Features 
  for calculation purposes. If you choose a Feature marked 
  as Legendary it does not count towards the total but you 
  must take the Legendary Feature once for each indicated 
  Feature. You may also select Legendary to perform a 
  basic attack action (Bite, Rend, Tail-Lash) as well, see 
  page 90. 
  You can take each Feature only once, with the exception 
  of Legendary and Multiattack (see page 90). Some 
  Features are only available to certain Breeds (Acid-bile 
  has the requirement Cold-drakes only, for example). The 
  following section provides a listing and explanation of all 
  Features.
  To begin, Raenar must take the Weak Spot feature. He 
  then selects Horrible Strength, Multiattack and Draconic 
  Resistance, for a total of 3 Features). He takes the Legendary 
  characterIstIcs by dragon age
  age
  sIze
  hIt poInts
  profIcIency 
  bonus
  bIte
  rend
  taIl-lash
  features
  challenge 
  ratIng
  Dragonet
  Medium
  27 (6d8)
  +2
  1d8
  2d4
  —
  3
  3
  Young
  Large
  66 
  (12d10)
  +3
  2d8
  2d6
  —
  5
  6
  Full-Grown
  Huge
  117 
  (18d12)
  +4
  3d8
  2d8
  1d12
  7
  12
  Venerable
  Huge
  136 
  (21d12)
  +5
  4d8
  2d10
  1d12
  9
  15
  Ancient
  Gargantuan
  250 
  (24d20)
  +7
  5d8
  2d12
  1d20
  13
  21
  concernIng dragons
  
  LoneLy Mountain Region guide
  88
  feature twice, bringing his total features to 5. Lastly, he 
  selects Mesmerise and Poison Blast, both of which are 
  Deadly and count as 2 Features each.This brings his total 
  abilities to 9.
  Challenge Rating
  This is the default Challenge rating for a Dragon of this 
  age category. Loremasters might wish to adjust this 
  depending on the exact Features selected, or if they reduce 
  or increase the total number of Features or other values 
  for the Dragon. 
  In Raenar’s first appearance he was half-starved and stiff 
  from his long sleep. His Constitution was reduced and 
  the reach of some of his melee attacks was restricted. His 
  Challenge rating was reduced to 14 to account for these 
  modifications.
   
  A Foe Beyond Any of You
  Most of the monsters presented in the Loremaster’s 
  Guide and subsequent publications have ‘room to grow’ 
  included in their statlines — it’s expected that LMs 
  might add some extra features to tweak the monster 
  to present a new and exciting challenge for their 
  Company (though if your group is more academic in 
  nature, even the most common Orc, Warg or Troll 
  might be a suitable challenge). However, Dragons 
  don’t fit into this general rule — they are likely to 
  feature as the primary antagonist of a campaign 
  and the heroes might spend much time and effort in 
  preparing themselves for any encounter with a Great 
  Worm. Loremasters should carefully foreshadow the 
  deadly powers of a Dragon and, if their Company 
  has an early meeting with such a foe, perhaps provide 
  a graceful way to escape to fight another day.
  Draconic Features
  The following Features are the most suitable for Dragons. 
  Some of these Features have appeared in other Adventures 
  in Middle-earth products and are repeated here for 
  convenience, others are wholly new and unique to the 
  Great Worms. Some Features have requirements, such 
  as the Dragon being of a particular breed or possessing 
  another Feature. Requirements are listed in parentheses 
  next to the Feature name. You can add other features not 
  listed here to your Dragon if it fits your conception of your 
  Great Worm.
  Acid-bile (Deadly, Cold-drakes only). Some of the most 
  ancient of the Cold-drakes have particularly potent breath 
  weapons. As an action, the Dragon exhales acidic bile in 5 
  ft wide line, with a length equal to 10 ft times the Dragon’s 
  Proficiency Bonus. Each creature in that line must make a 
  Dexterity saving throw (DC 13 + the Dragon’s Proficiency 
  Bonus) taking 3d6 acid damage per point of its Proficiency 
  Bonus on a failed save, and half as much damage on a 
  successful one. 
  For example, a Dragon who takes this Feature and has a 
  Proficiency Bonus of +4 would have an Acid-bile attack 
  that has a 5 ft wide line, and 40 ft long. Each creature in 
  the area of effect must make a DC 17 Dexterity saving 
  throw, taking 42 (12d6) acid damage on a failed saving 
  throw or half as much on a successful one.
  Armour of Tenfold Shields (Deadly). There is perhaps 
  nothing stronger, nor more impervious than Dragon-hide. 
  This Dragon is immune to all non-magical piercing and 
  slashing damage.
  Baleful Gaze. As a reaction, when a creature the Dragon 
  can see makes an ability check, the Dragon may impose 
  disadvantage on the roll. The creature must be able to see 
  the Dragon and the Dragon must not be Incapacitated for 
  this effect to apply.
  Blazing Wrath (Fire-drakes only, requires Fire 
  Breath). Add 3 ft times its Proficiency Bonus to the 
  Dragon’s cone size for its Fire Breath attack and increase 
  the damage of their Fire Breath by 1d6 per point of 
  Proficiency Bonus. 
  Lytegan has a Proficiency Bonus of +3. If she takes this 
  Feature, her Fire Breath increases to a 39 ft cone and does 
  a total of 42 (12d6) fire damage.
  Broken. This Dragon has suffered some calamitous 
  inequity in the past and is now more cautious than its 
  brethren. Pick an environmental feature or common 
  occurrence (for example fire, water, Dwarves wielding 
  
  89
  axes, Orcs bearing iron chains, etc.). While within 10 ft 
  of the source, the Dragon has Disadvantage on its attack 
  rolls.
  Craven. If the Dragon starts its turn with less than half 
  its total hit points, it must make a DC 10 Wisdom saving 
  throw. On a failure, it becomes Frightened and must 
  take the Dash or Disengage action to move away from 
  any enemies. If movement is impossible, it must take the 
  Dodge action instead.
  Crushing Tail-Grip (Long-worms only). A Long-worm 
  with this Feature can automatically Grapple a creature it 
  hits with its Tail-Lash attack instead of knocking the target 
  Prone (DC 10 + the Long-worm’s Strength modifier to 
  escape). If the Long-worm has Grappled a creature, it can 
  use an action on subsequent turns to crush the Grappled 
  creature with its tail. The damage inflicted by this attack is 
  equal to the Dragon’s Tail-Lash damage.
  Deadly Tail Grip (Long-worms only, Legendary, 
  requires Crushing Tail-Grip). A Long-worm with this 
  Feature can use a Legendary action to inflict damage equal 
  to its Tail-Lash damage to a creature it has Grappled. 
  Draconic Resistance (Recharge 5-6). Dragons are 
  notoriously tough and free-willed. As a reaction, if the 
  Dragon fails a saving throw, it can choose to succeed 
  instead.
  Frightful Presence. Each creature of the Dragon’s choice 
  that is aware of it and within 20 ft times the Dragon’s 
  Proficiency Bonus must succeed on a Wisdom saving 
  throw or become Frightened for 1 minute (DC 13 + the 
  Dragon’s Proficiency Bonus). A creature can repeat the 
  saving throw and the end of each of its turns, ending the 
  effect on itself on a success. If a creature’s saving throw is 
  successful or the effect ends for it, the creature is immune 
  to the Dragon’s Frightful Presence for the next 24 hours.
  Fell Speed. The Dragon may take a bonus action to 
  Disengage and move up to its speed towards an enemy it 
  can see.
  Fire Breath (Deadly, Fire-drakes only, Recharge 5-6). 
  As an action, the Dragon exhales fire in a cone equal to 
  10 ft times its Proficiency Bonus. Each creature in the area 
  must make a Dexterity saving throw (DC 13 + the Dragon’s 
  Proficiency Bonus), taking 3d6 fire damage per point of 
  its Proficiency Bonus on a failed save, or half as much 
  damage on a successful one. 
  Lytegan has a Proficiency Bonus of +3. Her Fire Breath 
  attack affects an area in a 30 ft cone. Each creature in the 
  area of effect must make a DC 16 Dexterity saving throw, 
  taking 31 (9d6) fire damage on a failed saving throw, or 
  half as much on a successful one.
  Fleet of Wing (Requires Winged). This Dragon is a 
  particularly fast flyer. Add 30 ft of movement to its flying 
  speed.
  Gem Waistcoat (Recharge 5-6). The mightiest of Dragons 
  find a new use for their vast hoard. As they slumber for 
  centuries upon a mound of gems, these priceless artefacts 
  become embedded in their soft underbellies. When a 
  Dragon is the target of an opportunity attack due to 
  concernIng dragons
  
  LoneLy Mountain Region guide
  90
  exposing its Weak Spot, it can use its reaction to negate 
  the damage from a single attack.
  Gimlet Eyed. The Dragon inflicts +2 damage on all 
  damage rolls made at night or underground.
  Hatred (Elves or Dwarves) (Recharge 5-6). Dragons 
  have long memories and might bear animosity to the kin 
  of those it has fought before. As a bonus action, the Dragon 
  gains Advantage on attack rolls against the specified 
  culture until the start of its next turn.
  Horrible Strength (Cold-drakes and Long-worms 
  only). Some Dragon-kind rely on brute strength more than 
  others of their kind. If this Dragon makes a successful melee 
  attack, it may use its bonus action to cause additional 
  damage equal to its Strength modifier. This additional 
  damage is of the same type as the original attack.
  Legendary. If you take this Feature, the Dragon gains 
  1 Legendary action (up to a maximum of 3). When you 
  take this Feature, you add one of the Dragon’s basic attack 
  actions, or a Feature that requires an action or reaction to 
  the Dragon’s list of Legendary actions. Using a Legendary 
  action as a reaction does not consume the Dragon’s 
  normal reaction. Spent Legendary actions and reactions 
  are regained at the start of the Dragon’s turn.
  For example, a Dragon with the Deadly Tail Grip Feature 
  must also take the Legendary Feature at least once, 
  selecting Deadly Tail Grip. The Dragon can now use that 
  Feature as a Legendary action. Taking the Legendary 
  Feature a second time allows you to select a basic attack, 
  such as Bite or Rend, or another Feature that uses the 
  Dragon’s action or reaction and add it to the Dragon’s 
  list of Legendary actions. The Dragon would then have 2 
  Legendary actions, which it can use for either ability.
  Mesmerise (Deadly). As an action, the Dragon targets 
  one creature it can see within 30 ft of it. If the target can 
  see the Dragon, it must make a Wisdom saving throw or be 
  Charmed by it (DC 13 + the Dragon’s Proficiency Bonus). 
  Each time the Dragon or its allies does anything harmful 
  to the target, it can repeat the saving throw, ending the 
  effect on a success. Otherwise, the effect lasts 24 hours or 
  until the Dragon leaves the area, is slain or takes a bonus 
  action to end the effect.
  Multiattack. The Dragon can make two basic attacks 
  (Bite, Rend or Tail-Lash) with a single action. If you 
  select Multiattack a second time, the Dragon makes three 
  basic attacks with its action. You cannot select this Feature 
  more than twice.
  Noxious Vapours (Deadly, Recharge 4-6). As an action, 
  the Dragon exhales a thick cloud of foul fumes in a cone 
  equal to 5 ft times its Proficiency Bonus. Each creature 
  within the cone must make a Constitution saving throw 
  (DC 13 + the Dragon’s Proficiency Bonus). On a failure, a 
  creature is Blinded and Poisoned for 1d4+1 rounds. On a 
  success the target is Poisoned for 1d4+1 rounds. 
  Raenar has a Proficiency Bonus of +5. If he takes this 
  ability, the attack would have a 25 ft cone and a DC 18 
  Constitution saving throw.
  Piercing Words (Legendary). As a Legendary action, the 
  Dragon can force a hidden creature to make a Wisdom 
  saving throw (DC 15 + the Dragon’s Proficiency Bonus). 
  On a failure, the creature reveals itself to the Dragon. The 
  Dragon must be able to infer the presence of the creature 
  in some way (for example, it can hear the creature or it 
  was in sight recently) in order to use this ability.
  Poison Blast (Cold-drakes only, Deadly, Recharge 3-6). 
  As an action, the Dragon spits forth a jet of poisonous bile 
  in a cone equal to 10 ft times its Proficiency Bonus. Each 
  creature in that area must make a Dexterity saving throw 
  (DC 13 + the Dragon’s Proficiency Bonus), taking 1d4+5 
  poison damage per point of its Proficiency Bonus and is 
  Poisoned for 2d4 rounds on a failed save. On a success 
  it takes half damage and is Poisoned for 1d4 rounds on a 
  successful one. 
  Raenar has a Proficiency Bonus of +5. His Poison Blast is a 
  50-ft cone. Each creature in the area of effect must make a 
  DC 18 Dexterity saving throw, taking 37 (5d4+25) poison 
  damage and becoming Poisoned for 2d4 rounds on a 
  failed saving throw. A successful saving throw reduces the 
  damage by half, and the target is Poisoned for only 1d4 
  rounds.
  Region-dweller (Long-worms only, Recharge 5-6). 
  These Dragons spend long years exploring every nook and 
  cranny of their chosen territory, such as the desolation 
  
  91
  of the Waste or the broken lands of the Withered Heath. 
  Choose a region of Middle-earth. As long as they are 
  in their region, they gain half-cover from any combat 
  scenery, even if the feature would not normally provide it.
  Savage Assault. When the Dragon rolls a natural 18 or 
  19, it may make an additional melee attack against the 
  same opponent as a bonus action.
  Scaly Hide (cannot take Tough Hide). This Dragon’s 
  tough 
  scales 
  provide 
  resistance 
  to 
  non-magical 
  bludgeoning and piercing damage.
  Sinister Speech (Deadly). As an action, the Dragon 
  can choose to address its enemies with evil words. 
  Any intelligent creature that can hear the Dragon and 
  understand it must make a Wisdom saving throw (DC 13 
  + the Dragon’s Proficiency Bonus) or suffer Disadvantage 
  when attacking the Dragon. A creature affected by this 
  Feature can repeat the saving throw at the end of its turn, 
  ending the effect on a success.
  Smiting Malice (Deadly, Recharge 5-6). Some of the 
  most ancient Dragons have such a force of will that they 
  can overwhelm lesser creatures with just a glance. As an 
  action, the Dragon can target a creature within 120 ft of it 
  that can see it. The creature must succeed on a Charisma 
  saving throw (DC 15 + the Dragon’s Proficiency Bonus) or 
  become Paralysed. At the end of the creature’s turn it can 
  repeat the saving throw, ending the effect on a success.
  Snake-like Speed. (Recharge 5-6). This Dragon is adept 
  at avoiding injury and can use its reaction to halve the 
  damage on an attack that it is aware of.
  Stench. Any creature other than the Dragon that starts 
  its turn within 5 ft of the Dragon must succeed on a 
  Constitution saving throw or be Poisoned until the start of 
  its next turn (DC 13 + the Dragon’s Proficiency Bonus). On 
  a success, the creature is immune to the Dragon’s Stench 
  for 1 hour.
  Thing of Terror (1/day). The Dragon can use its bonus 
  action to rear up and display its full strength. Each creature 
  within 60 ft of the Dragon that can see it must make a 
  Wisdom saving throw (DC 15 + the Dragon’s Proficiency 
  Bonus) or be Frightened of it until the end of its next turn.
  Tough Hide (cannot take Scaly Hide). The Dragon has 
  thick layers of scaly skin. It is resistant to non-magical 
  bludgeoning and slashing damage.
  Wing Attack (Legendary, requires Winged). As a 
  Legendary action, the Dragon beats its wings. Each 
  creature within 15 ft of it must make a Dexterity saving 
  throw (DC 13 + the Dragon’s Proficiency Bonus) or take 
  bludgeoning damage (2d6 + the Dragon’s Strength 
  modifier) and be knocked Prone. The Dragon can then fly 
  up to half its flying speed.
  Weak Spot (all Dragons must take this ability). 
  “Every worm has its weak spot,” Bilbo’s father said. It is 
  said that the doom of Dragon-kind is that, despite their 
  tough scales, they have the soft underbelly of a snake. 
  If a Dragon takes an action to use a Feature other than 
  Multiattack, any heroes that are within range may 
  use their reaction to make an opportunity attack. For 
  this attack only, the Dragon loses all resistances and 
  immunities and is vulnerable to Piercing, Slashing and 
  Bludgeoning damage.
  Winged (Fire-drakes and Cold-drakes only). Ancient 
  Dragon-breeds were wingless, but most of the Fire-drakes 
  and some of the Cold-drakes are possessed of wings that 
  allow them to launch themselves into the sky, in order to 
  bring terror from above. A winged Dragon gains a flying 
  speed of 60 ft. 
  step 4: laIr and hoard
  To encounter a Dragon in the Wild is the worst twist of 
  fortune imaginable, and one would be lucky to escape 
  such a chance meeting uneaten, or at least unhurt. But 
  to seek out a Dragon at home? That is either the height of 
  bravery or foolishness, depending on who gets to tell the 
  tale afterwards.
  Dragons do not construct their lairs. Instead, they find a 
  suitable location and then evict (or consume) any prior 
  occupants. Dragons prefer lairs that are remote and 
  defensible, such as a mountain cave or the deepest part 
  of the forest. But the presence of treasure of any kind 
  always calls to them and a Dragon may temporarily lair 
  in a less suitable location if it is rich in gold and other 
  valuables.
  concernIng dragons
  
  LoneLy Mountain Region guide
  92
  Lair Actions
  After finding their lair, Dragons spend many long years 
  gathering their hoard and sleeping their strange Dragon-
  sleep. Eventually the lair takes on some aspects of the 
  Dragon itself. If the Company approach a Dragon in its 
  lair, you might wish to add one or more of the following 
  lair actions to the ensuing battle:
   
  d6 
   
  Lair Effects
   
  1 
   
  Disorientating Mists
   
  2 
   
  Echoes of Laughter
   
  3 
   
  Freezing Fog
   
  4 
   
  Smoke and Flame
   
  5 
   
  Vile Odour
   
  6 
   
  Unstable Ground
  Disorienting Mists. If the Dragon takes this lair action, 
  the chamber begins to fill with mists and vapours, either 
  arising from the natural elements of the lair or perhaps 
  the Dragon’s heavy breath. Any creature (other than the 
  Dragon) which moves on their turn has Disadvantage on 
  attack rolls and any ability checks that rely on sight. This 
  effect lasts for 1 round, after which the mists clear.
  Echoes of Laughter. When the Dragon uses this lair 
  action, 
  the 
  environment 
  becomes 
  extraordinarily 
  loud and chaotic until the end of the round. It might 
  be literal echoes of the Dragon’s powerful voice or 
  an environmental effect (a waterfall or landslip) that 
  produces the cacophony. Each creature in the lair (other 
  than the Dragon) must make a DC 15 Constitution 
  saving throw or become Deafened and Stunned until the 
  end of its turn.
  Freezing Fog. Whether part of the environment or some 
  Dragon-spell, a fog fills the chamber that seems to seep 
  into the body, making bones ache and the heart weary. 
  For the remainder of the round the first time a hero takes 
  damage they gain a point of Shadow.
  Smoke and Flame. When this lair action is taken, a 
  wave of heat and stifling smoke passes through the lair. 
  Each creature other than the Dragon must make a DC 10 
  Constitution saving throw or gain a level of Exhaustion. 
  But even the strongest Fire-drake cannot produce flame 
  indefinitely, the Dragon cannot use this lair action two 
  rounds in a row.
  Vile Odour. The lair of a Dragon is filled with the noxious 
  fumes of its kind. By taking this lair action, the Dragon 
  causes these vapours to spread and each creature other 
  than the Dragon must make a DC 15 Constitution saving 
  throw. On a failure, the creature is Poisoned until the end 
  of its next turn.
  Unstable Ground. When the Dragon activates this lair 
  ability, the ground itself trembles and shakes, perhaps 
  with the stamping of its mighty feet or because the lair 
  was built atop one of the shifting glaciers found in the 
  northernmost parts of the Withered Heath. Each creature 
  other than the Dragon must make a DC 15 Strength 
  saving throw or become Prone. 
  Regional Effects
  The most powerful Dragons affect the very land around 
  them, twisting it into a reflection of their heart. 
  Desolation. Dragons are marked by their greed and 
  hunger. Around this Dragon’s lair, everything is barren, 
  and no game or easy shelter can be found for miles. This 
  regional effect extends for a radius of two miles plus 
  additional miles equal to the Dragon’s Proficiency Bonus. 
  Each day the heroes remain in the area of effect they must 
  make a Corruption check, a DC 15 Wisdom saving throw, 
  gaining a point of Shadow on a failure.
  Treacherous. In the darkest dreams of Dragons, the magic 
  of the Elder Days can stir and they can work a Dragon-spell 
  over the area of their dominion. Every creature and even 
  the rocks and trees themselves come under the influence 
  of the great worm and serve as its spies. A Dragon with 
  
  93
  this regional effect cannot be Surprised and makes its 
  initiative roll for any combat with Advantage.  
  Dragon Hoards
  There is no hoard as spectacular as a Dragon hoard. Their 
  greed is limitless and no amount of wealth is ever enough 
  to slake their desire. However, there are some guidelines to 
  use when determining what a particular Dragon’s hoard 
  should look like. A Dragon’s age is the primary factor, as 
  older worms have had more time to amass wealth and 
  treasure. 
  The table opposite gives both the suggested rating for a 
  hoard belonging to a Dragon of a certain age and how 
  likely various items in it have been Touched by the Shadow 
  (see page 92 of the Rivendell Region Guide). If the range 
  given in this table is wider than the corresponding one 
  for the Magical Treasure Result table then use it instead. 
  For example, normally a Precious Object is only Touched 
  by the Shadow on a 6. But the same treasure recovered 
  from the hoard of a Venerable Dragon is Touched by the 
  Shadow on a roll of 4-6 instead.
  age
  suggested hoard 
  ratIng
  touched by 
  the shadow
  Dragonet
  10
  —
  Young
  50*
  6
  Full-Grown
  100**
  5-6
  Venerable
  500**
  4-6
  Ancient
  1000***
  3-6
  Fancy Baubles
  As a rule, Dragons know their hoard to an ounce, and 
  few have much use for worthless trinkets. When making 
  magical treasure rolls for a Dragon’s hoard, you can 
  substitute Fancy Baubles in for Worthless Trinkets. Like 
  trinkets, they don’t change the value of a hero’s share 
  of the treasure but instead just provide a bit more detail 
  about the form that some of that wealth takes.
  d20+d10
  fancy baubles
  2
  A set of drinking cups accented with gold bands along the rims, and carved with images of hunters in the 
  wilderness. These cups are made from ivory, possibly Oliphaunt tusk, and nest one within the other. Nearby is 
  an ornately carved and gilded oak box with a cleverly wrought clasp that neatly holds the stacked cups. 
  3
  A long skewer meant for a king’s feast. While the shaft is made from stout iron and shows the stains of having 
  roasted dozens of stags or other beasts, the ends are capped in gold and silver leaf over fine ceramic knobs. 
  Somewhere around here is the frame that it rests in, and together they make a fine centrepiece for any hall. 
  4
  A Mithril shield boss carved into the shape of a snarling beast, with bright ruby eyes. While no shield is 
  attached, the rim of the boss is sound and can be used to form the centre of a new shield. 
  5
  A skull that once belonged to some great beast, perhaps a lesser Dragon or other foul creature. The bone has 
  been highly polished and the teeth and horns accented in gold and silver. A clever set of hinges and a lever 
  allow the mouth to be opened, and inside the back of the head sits a horn made of silvered steel. If the mouth is 
  opened and the horn sounded, a terrifying roar is produced. 
  6
  A ewer of beaten gold over wood, chased in silver and large enough that a grown man could crawl inside and 
  have room to turn around. The craftsmanship is crude, but effective in a primitive way. 
  7
  A plain ebony box made of tight-fitting panels conceals a finely wrought lantern of stone with thin panes of rosy 
  quartz. The lantern does not have a gate or door, nor is there an opening in the bottom to place a wick or oil. 
  Through either ingenious manufacture or some small enchantment, the lantern enhances the light of whatever 
  environment it is in, reflecting starlight at night and sunlight during the day. 
  concernIng dragons
  
  LoneLy Mountain Region guide
  94
  8
  A string of amber beads on gold thread that most likely came from a craftsman’s workshop or a merchant’s sup-
  ply. They are unworked but finely polished, and are ready to be placed on jewellery or used to decorate clothing. 
  The beads range in size from a fingernail to a fist, and are sorted on the string. 
  9
  A puzzle box made from dozens of strips of wood, each chosen for their complementary colours and laid in such 
  a manner that a successful Riddle test is needed to open it. Inside is a sheaf of paper, a dozen golden quill nibs 
  and a small glass jar embossed with images of fish and waterfowl chased in silver. The ink in the jar has long 
  since dried to a fine dust, but the paper appears sound. 
  10
  A bust of a long-dead king. While the material of the work is fine marble, the small statue is undecorated. Its wealth 
  lies in its craftsmanship; for the carving is so fine one can see every whorl of hair, every wrinkle of the brow. 
  11
  Yards of chain, each link longer than a man’s arm and nearly as thick. The links are made of precious metals, 
  gold, silver, platinum and even Mithril, with electrum and other alloys in between. At each end of the great chain 
  is a massive hook made of polished steel etched with scenes of Dwarfs at the forge. 
  12
  An egg, just a small, delicate, blue-white egg with a slight dappling of grey across the ends. The egg is enclosed in 
  a cage of thin gold wire with sapphires and diamonds at every joint and join. 
  13
  Eight stone bowls of polished marble lay scattered about, their shapes worked to show off the red veins in the 
  pale white stone. Each bowl is encircled in alternating bands of turquoise and gold. 
  14
  A necklace or other adornment that is made of carven beads strung together. Each bead is cut from semi-
  precious stones and engraved with a delicate script in the mode of Beleriand. 
  15
  A statuette of white marble, carved by Dwarven hands and of exceedingly high craft. Whoever is represented is 
  from long ago and (unless they are a Wizard or an Elf) are unlikely to walk the wide world in these later days.
  16
  A set of golden earrings made by some long-forgotten Easterling jewelsmith. Each earring is a trapezoid with 
  an illustration of an Oliphaunt made with gold wire set into it, and gold chains hanging off the corners with 
  turquoise weights wrapped in gold wire at their ends.
  17
  A silver ceremonial dagger with a gemstone encrusted hilt. Careful inspection of the piece reveals that none of 
  the stones are of exceptional value, nor would the weapon take an edge sharper than a Hobbit’s letter-opener. It 
  is simply for display or use in a long-forgotten ritual of an unknown people.
  18
  A long wooden pipe carved with whorls and made from a single piece of wood. The mouthpiece is forged 
  from silver-coated wood. The bowl is chased in gold, and tiny diamonds can be seen glinting in the eyes of the 
  luxuriantly carved whorls. The pipe is long enough for the smoker, when seated, to rest the bowl upon the ground. 
  19
  A large and ornately decorated lintel for a doorway or gate. This massive piece of gold leaf laid over granite 
  features a dozen small sunken squares, each with a carved scene. A DC 15 Intelligence (Lore) check reveals 
  that the scenes are from the history of an important Dwarven family, showing the first five generations and the 
  accomplishments of the family’s greatest members. 
  20
  A stone doorpost of smooth granite and covered with scores of small horizontal lines filled with gold. Each line 
  has a name and year carved next to it in the secret Dwarvish script. The names repeat, but at increasingly higher 
  lines. Some of the names are hard to read for the post is heavily scarred by Dragon-fire. 
  
  95
  step 5. choose a name and bacKstory 
  Last but not least, choose a name and a backstory 
  appropriate to the characteristics you chose for your 
  Great Worm. Names in the tongues of mortal Men are 
  appropriate for monsters encountered in recent centuries, 
  while Elvish names are fit for creatures that first plagued 
  Middle-earth thousands of years ago. Consider that often 
  a Dragon name is but an epithet, a title: Scatha means 
  “enemy” or “robber”, while Raenar means “plunderer”. 
  Smaug has its root in the verb “smugan”, meaning to 
  squeeze through a hole. Ancalagon is Sindarin for “Rushing 
  Jaws” or “Biting-storm”.
  21
  A huge two-handled cup of Númenórean make. It is easily too large for one man to lift and can hold at least 
  three gallons of drink. The cup is made of silver, artfully cast in one piece with intricate designs showing great 
  ships crossing the ocean. Inside a massive kraken is carved on the bottom, with its tentacles flowing up the 
  inside of the cup to pour out and form the handles. 
  22
  A golden harp with silver strings, still magically in tune. It is sized for a Dwarf, though any hero can use it. A 
  hero proficient in such musical instruments gains Advantage on any checks made with it.
  23
  A cloak pin wrought from a single knapped piece of quartz and reinforced with bands of gold. The point of the 
  pin is tipped in steel. Upon the face of the pin is a carving of a heron taking flight, its wings forming the body of 
  the pin. The spring is cleverly constructed to lie inside the quartz and yet not be visible through it. 
  24
  A book with covers of thin wood, painted and traced with gold and silver in a geometric pattern. The pages 
  within are soft vellum and contain a variety of illustrations and text written by a graceful hand. It seems to be a 
  history of the local lands but the language is unknown or obscured by some secret code. 
  25
  A water-spout that once was part of a grand fountain, carven from some dark stone. It takes the shape of a 
  graceful swan with an arched neck and open mouth.
  26
  A bird made from platinum and gold, in the shape of a finch, with sparkling agate eyes and a beak made of 
  silver. If tossed into the air, the bird flies in a great wide circle while singing its song, and then comes to rest in 
  the hand of whoever released it. 
  27
  A latticework of thin strips of darkly stained hardwood held together with silver hardware. When unfolded, it 
  serves as a portable lectern or display for a book. Many a Hobbit genealogy or Dwarven record-book would be 
  enhanced by such a beautiful stand.
  28
  A heavy golden bracelet, cast in the shape of two Dragons locked in mortal combat. Each Dragon is swallowing 
  the other’s tail in a fierce death grip. The two wingless Dragons are so alike as to be twin brothers but one has 
  eyes of ruby and the other emerald.
  29
  A golden brooch in the shape of a large butterfly. The wings are multicoloured, formed by small flecks of 
  precious stones set into the gold foiling. Those wise in animal-lore will know that such butterflies are only found 
  in the southern lands and the story of how it found its way to a Dragon’s hoard must be a long one. 
  30
  A set of keys forged of a variety of precious metals. The keys range in size from those used to open a locket to 
  a massive key that must have opened an equally massive lock and door. The larger keys are decorated with 
  geometric designs of inlaid gemstone dust, precious metals and rare minerals. 
  concernIng dragons
  
  LoneLy Mountain Region guide
  96
  huntIng dragons
  ...they 
  began 
  discussing 
  Dragon-slayings 
  historical, 
  dubious, and mythical, and… the different arts, devices and 
  stratagems by which they had been accomplished.
  treasures to slay a dragon
  While it is unlikely that the following items would appear 
  in the hoard of a Dragon (unless they intend to guard the 
  means of their own downfall closely), they are suitable 
  for inclusion in the Magical Treasure Index of a campaign 
  that features a Dragon as a prominent foe. 
  Dragon-bane
  In a past age, the Elves and the Dwarves found 
  themselves with a common enemy and bent their 
  prodigious skills to creating weapons that might slay 
  a Great Worm. In the Third Age, such weapons are 
  all but lost, in no small part due to the efforts of the 
  Dragons themselves. 
  • 
  A Legendary Weapon of either Elven or Dwarven 
  Craftsmanship may have Dragons selected as its 
  Bane creature, as described on page 133 of the 
  Loremaster’s Guide. 
  Dragon-scale Brooch 
  A small brooch fashioned from part of a Dragon’s scale, 
  supposedly from Scatha himself. (Contains a Greater 
  Blessing of Riddle, see page 127 of the Loremaster’s Guide.) 
  The Black Arrow of Bard
  Type: Arrow 
  Craftsmanship: Dwarven (Erebor) 
  Banes: Dragons 
  Enchanted Qualities: 1. Sure Shot 2. Superior Keen 
  3. Superior Fell 
  Notes: Said to have been forged in the Lonely Mountain, 
  the Black Arrow was passed down the line of Girion until 
  Bard the Bowman slew Smaug with it. Whether this is that 
  same arrow is unknown, although many a Barding would 
  claim it was so. 
  Scatha’s Tooth 
  Type: Axe 
  Craftsmanship: Dwarven (Erebor) 
  Banes: —
  Enchanted Qualities: 1. Gleam of Terror 2. Fell 3. Curse 
  of Weakness (Dragon-sickness) 
  Notes: When Fram slew the Dragon Scatha, he took his 
  hoard as his own, much to the dismay of the Dwarves 
  of the Grey Mountains. As recompense he sent them a 
  handful of the Dragon’s teeth, one of which is embedded 
  in the haft of this axe. Although the blade strikes true, 
  something of the Dragon’s greed remains about it. 
  Biting-storm 
  Type: Great Spear 
  Craftsmanship: Dwarven and Elven (Khazad-dûm and 
  Eregion) 
  Banes: Dragon 
  Qualities: 1. Superior Grievous 2. Fierce (see page 30) 
  Notes: Forged in Khazad-dûm and wound with the spells 
  of the Elves of Eregion, Biting-storm was fashioned with 
  one purpose in mind: to pierce the heart of a terrible 
  Dragon, whose name has long been lost to legend.
  
  97
  meetIng a dragon
  It’s possible to have an audience with a Dragon. After all, 
  the famous Bilbo Baggins had a rather nice conversation 
  with Smaug – at least before the Dragon tried to incinerate 
  him! Naturally, the success of the task will depend on 
  how the conversation is led, and who will be doing the 
  talking; Dwarves and Elves are no good as speakers for 
  the Company, as most Dragons Mistrust or outright Hate 
  them. The Dragon might simply see them as appetizers 
  instead.
  Talking to a Dragon is not quite the same as calling on 
  others with positions of power, since few others are as 
  inclined to dine on their guests as the Great Worms. Thus, 
  the Introduction Check for the Audience requires a DC 20 
  Intelligence (Traditions) check instead of the normal 
  DC 15. However, most Dragons are fond of riddling words 
  and a speaker for the Company can choose to use Riddle 
  instead of Traditions to both make introductions and 
  conclude the meeting.
  Failing an Audience with a Dragon can be catastrophic 
  and lead to combat quickly. A Loremaster might judge 
  the heroes to be Surprised, impose Disadvantage on their 
  initiative checks or apply both effects simultaneously. 
  Forethought and strategic planning can make sure that a 
  Company calling upon a Great Worm has an escape plan 
  ready, just in case.
  The table below provides starting attitudes for Dragons 
  dealing with various cultures. Note that Dragons are 
  never visitors, they are always hosts, since none of the 
  Great Worms would ever prostrate themselves before 
  lesser beings.
  culture
  dwarves
  elves
  men
  hobbIts
  attItude
  Mistrust*
  Mistrust*
  Askance
  Unknown
   * If the Dragon has Hatred for the specified culture, this 
  is Hate instead. The Dragon will immediately attack the 
  speaker and all further checks for the Audience are made 
  with Disadvantage if combat does not ensue.
  rumours of dragons
  Dragons are creatures of dread and terror, but also 
  creatures of wonder, living curiosities that some might 
  dismiss as tales of yore or wild stories told by fools. 
  Still, there might be truth in the rumours and legends 
  surrounding Dragons, their lairs and their hoards. 
  These are things a Company might hear about Dragons 
  should they seek out wisdom and lore concerning them. 
  Not all of them are true, but some might well be. 
  1d20+1d4
  rumour
  2
  “It is rare that a Dragon should make slaves of lesser creatures, but some do. Mostly it is the lowest form of 
  Goblin, but the corruption of Dragons might make even the wild animals that frequent the land about a worm’s 
  lair into its unwitting sentries.”
  3
  “The mind of the Dragon is the true danger, for their thoughts are wicked and evil, so wicked and evil that they 
  leak out and pollute the hearts of others. This wickedness does not end with their deaths; it lingers like a foul 
  odour and taints all they touched.” 
  4
  “Should you seek the worm Brégnes, look not in the caves of the mountains nor in the depths of the forests. 
  For she is a great thing of long body and no limbs save the two forepaws she drags herself along with. She is 
  a burrowing creature, a worm that lives beneath the earth. She sleeps in old barrows, loots from those same 
  tombs and lairs in a muddy pit filled with the grave goods of ancient heroes, and the mouldering remains of 
  those same warriors of old.” 
  concernIng dragons
  
  LoneLy Mountain Region guide
  98
  5
  “The sight, hearing and other senses of a Dragon are especially acute, but one must keep in mind that their 
  memories are even sharper than their fangs. A Dragon knows by sight every item in its hoard no matter how 
  small or how fleeting the first viewing was. Just so, they know this by its smell, its touch and its taste. Keep this 
  in mind, for they will not forget any theft nor wrong nor slight, and will seek vengeance.” 
  6
  “Dragons are creatures of greed, and can always be tricked by that same greed into rash actions and cunning 
  traps.” 
  7
  “The worm Eletredde was the first of a brood of three and fought her siblings to the death. Although in the end 
  victorious, the broad curve of her horned head was damaged, so you will know her by her many broken horns. 
  Between those stumps of horn is the place to lay your blow, for the armour of her hide and strength of her bone 
  is weakest there.” 
  8
  “The tales of worms are many, and they are creatures of great diversity. There are three types they say: those that 
  spit poison, those that breathe fire, and then there are the ‘Cold-drakes’ that do neither.”
  9
  “There is a Dragon named Sticlas that lairs not far from here, or so the tales go. While it is true that there is no 
  wasteland about its peak, smoke rises there from time to time and shepherds report a strange and terrible beast 
  that comes down from the sky and gobbles up entire flocks, and shepherds too!” 
  10
  “The only tale I have heard of Dragons is that of Hón daughter of Hanar and distant cousin to Grór brother 
  of Thrór. Many long years ago, longer than even the coming of Smaug to Erebor, Hón journeyed into the Grey 
  Mountains to seek revenge on the Dragon that had slain her father and kin. Now, she went alone, and was 
  never heard from again, and let that be a lesson to you to never face a Dragon without stout companions. The 
  thing to remember, though, is that she took with her the only item saved from her ancestral home from when 
  the Dragon came, and that was an axe forged in the first days of Durin’s folk, an axe said to be so sharp it could 
  cleave a column of smoke in twain.” 
  11
  “In my grandfather’s youth his uncle told him that a Dragon swooped down and snatched up an entire caravan 
  of merchants travelling from the East to Dale. Now, this was in the days before Smaug came to the Lonely Moun-
  tain. This caravan was loaded with wealth, for it was the desire of some Eastern king to purchase many finely 
  wrought suits of armour from the Dwarves. What might have come of this treasure… or this Dragon?” 
  12
  “It is well known by learned people that the Grey Mountains are rife with slumbering Dragons, but what is not 
  known is why so many sleep now? Will they stir in time, perhaps at the call of some changing of the stars or the 
  rise of some great master?” 
  13
  “A Dragon must wake from its slumber from time to time to feast, and by watching for that moment, a brave 
  warrior can sneak in and lay a trap.” 
  14
  “None can taste the blood of a Dragon and live, for it is as a poison of fires that slays all save the mightiest of 
  strength.” 
  15
  “Whosoever might taste the heart of a Dragon would know all the tongues of Men and Elves, of birds and 
  beasts.” 
  16
  “Dragons are creatures of fire and stone, that is why they lair under mountains. If you plan to slay such a beast, 
  do as good King Bard has done; take them on the wing and plunge them into water. Now, flushing the beast 
  from its roost, that is the trick.” 
  17
  “They say that a foul serpent of the line of Scatha crept silently into the forests of Mirkwood in the days when 
  that dark wood was known as the Greenwood. Do not be deceived by those who say that a Necromancer lairs in 
  Dol Guldur, it is a Dragon, of that I am certain.” 
  
  99
  dragons of the thIrd age
  "Never laugh at live Dragons…"
  the forest dragon
  This nameless Dragon crawled out of the North three 
  hundred years ago, and dwells in a cave in the heart of 
  Northern Mirkwood. Some say her hoard was stolen from 
  the Dwarves, others claim she plundered a Northman 
  town that is now lost under the leaves. The Dragon is a 
  long-worm, of the line of Scatha.
  More information about the Forest Dragon can be found 
  in the Rhovanion Region Guide (pages 79-80) and the 
  Mirkwood Campaign (pages 102-104).
  Speaking with the Forest Dragon
  The few who have survived an encounter with the Long-
  worm report that she did not speak to them, not that they 
  would have had time to converse with her as the skulking 
  beast struck swiftly from her hiding place. Perhaps she 
  has forgotten the tongues of Men, Elves and Dwarves in 
  her long sleep or never bothered to learn them. In any 
  case, she is silent when stalking her prey.
  Hunting the Forest Dragon
  Any who would seek the Forest Dragon must be wary 
  or the hunter will become the hunted. Once she realises 
  that she is being followed, she will seek to separate the 
  Company and ambush them one by one. She might climb 
  a tree, hiding in the dark boughs of Mirkwood, or sink her 
  18
  “There are many kinds of Dragons, and you may know them by their limbs. There are Dragons with no legs that 
  slither like serpents, those with two legs that walk not like a man but like a great scaly bear, some with four or 
  more legs, and those with wings. The last may have any number of limbs, though six is the normal amount.” 
  19
  “Of the land the Dragon resides in, it is always tainted and thus you may tell where they lair. Beware, though, 
  for the taint of worms takes many forms and depends on the nature of the beast in question. Some cause such 
  widespread destruction that the land is torn, burned, and ruined. Others send out their terrible thoughts and 
  thus pollute the trees, animals, and even the rocks and streams.” 
  20
  “People speak of the greed of Dragons, but that is but a manifestation of the true nature of their taint, namely 
  selfishness. To a worm, there is no more important creature than itself, and all that is in the world is measured 
  based on that. When looking for the Dragon-sickness in others, do not just look for covetousness, but for over-
  weening pride, prickly dignity and furious self-righteousness.” 
  21
  “Cûtoel, a Fire-drake of the line of Ádfyr, attacked a fortress of the Men of the West in ages past. He did not find 
  a wealth of gold, though there was some, but this fortress was an armoury of a king. Thus the worm took to his 
  treasure hoard finely wrought weapons of powerful might, and he lay down upon them to sleep.” 
  22
  “Of the Dragons that spit poison much has been said, but it is not just they that are poisonous. The very body 
  and blood, every bit of a Dragon, is a danger to mortals. Touch not a worm with your bare hand, but only with 
  a mailed fist, or better yet, a stout pole tipped with a bright head.” 
  23
  “Few know this, but I have heard tales of it. Dragons fight with other Dragons and even with other servants of 
  the Enemy. Indeed, they are not so much slaves of the Shadow, but creations thereof. With this knowledge, one 
  can turn beast upon beast and foe upon foe, but who is cunning enough to trick the mind of a Dragon? Who is 
  foolish enough to try?” 
  24
  “I have heard that in the uttermost East there is a breed of Dragon known as Were-worms. It is said that they 
  can send their heart forth from their bodies in the guise of an old wrinkled man wrapped in robes of crimson. 
  They serve as viziers to the high and mighty, but use both lies and sorceries to gain even more power and treas-
  ure for themselves.”
  concernIng dragons
  
  LoneLy Mountain Region guide
  100
  body into a woodland stream to suddenly erupt from the 
  mud and attack, or she might use the deep shadows of the 
  forest to surprise her foes.
  She is a clever huntress and won’t attack a group of 
  martially-skilled heroes head on. If pressed, she might 
  grab one unfortunate companion in her deadly tail-grip 
  and then use her superior knowledge of the land around 
  to retreat from the rest of the company. Then she will have 
  plenty of time to tenderise her meal before hunting again.
  Lair Actions: Disorientating Mists, Echoes of Laughter 
  (Waterfall)
  Regional Effects: Treacherous
  KIbIluzn
  When the Dragons descended upon the Dwarf kingdom 
  in the Grey Mountains, many fell to Dwarven axes and 
  cunning. Of those that died, one nameless Long-worm left 
  something behind, hidden in the deep beneath a fallen 
  Dwarf-hold: a single egg. None can say why this Worm 
  would choose to leave behind its progeny, only that it lay 
  forgotten for centuries.
  Centuries passed in silence and neither the Goblins of 
  Mount Gundabad nor the Dwarves of the Grey Mountains 
  knew what lay slumbering beneath their halls. It was on 
  the same night that Esgaroth burned that this forgotten 
  evil entered the world. Slithering from his broken shell, a 
  silver scaled Dragon was born into darkness. 
  In the depths of the world he not only survived but 
  flourished. He was a keen hunter, silent and deadly. 
  He stalked the wretched creatures that lived in these 
  abandoned depths, but as he grew in size, so too did his 
  hunger grow. 
  He slithered south and into the Grey Mountain Narrows, 
  where he began to stalk the scattered camps of Dwarf 
  refugees who lived about the foothills there. The Dragon 
  the forest dragon
  Huge Dragon (Full-grown Long-worm)
  STR 
  24 (+7)
  DEX 
  22 (+6)
  CON 
  20 (+5)
  INT 
  14 (+2)
  WIS 
  16 (+3)
  CHA 
  16 (+3)
  Armour Class 19 (Natural Armour)
  Hit Points 207 (18d12+90)
  Speed 30 ft, climb 30 ft
  Damage Resistances non-magical bludgeoning and 
  slashing (see below)
  Saving Throws Strength +11, Dexterity +10, 
  Constitution +9
  Skills Athletics +11, Stealth +10, Survival +7
  Senses passive Perception 13
  Languages Unknown (no one in this Age of the world 
  has heard her speak)
  Challenge 12 (8,400 XP)
  Mirkwood Dweller (Recharge 5-6). As a bonus action, 
  if the Forest Dragon is within Mirkwood she can gain 
  half-cover from a scenery feature, even if it would not 
  normally provide it.
  Thing of Terror (1/day). As a bonus action, The Forest 
  Dragon can rear up and display her full strength. Each 
  creature within 60 ft must make a DC 19 Wisdom saving 
  throw or be Frightened until the end of their next turn.
  Tough Hide. The Forest Dragon is resistant to non-
  magical bludgeoning and slashing damage.
  Weak Spot. If the Forest Dragon uses her Crushing 
  Tail-grip any heroes that are within range may use their 
  reaction to make a single attack. For this attack only, she 
  loses her damage resistances and she is vulnerable to all 
  piercing, slashing and bludgeoning damage.
  Actions
  Multiattack. The Forest Dragon makes one Bite and two 
  Rend attacks.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft, one 
  target. Hit: 20 (3d8+7) piercing damage.
  Rend. Melee Weapon Attack: +11 to hit, reach 10 ft, one 
  target. Hit: 16 (2d8+7) slashing damage.
  Crushing Tail-grip. Melee Weapon Attack: +11 to hit, 
  reach 5 ft, one target. Hit: 13 (1d12+7) bludgeoning 
  damage. The target becomes Grappled (escape DC 21). 
  The Dragon can spend its action to cause 13 (1d12+7) 
  bludgeoning damage to the Grappled foe.
  Legendary Actions
  The Forest Dragon has 1 Legendary action, given below. 
  At the start of her turn she regains her spent Legendary 
  action.
  Deadly Tail-grip. The Forest Dragon causes 13 (1d12+7) 
  bludgeoning damage to a Grappled foe.
  
  101
  saw that his prey carried fine weapons and well-crafted 
  armour, but they also carried something far more 
  precious: jewels and gemstones. 
  Greed and malice consumed his heart. Taking these riches 
  back into his hold, he became driven by gold-lust, hunting 
  for more Dwarves, more miners, more treasure seekers. 
  Legends and whispers grew amongst the Dwarves of the 
  Grey Mountains. “Kibiluzn” they called him: the Silver 
  Shadow. 
  Kibiluzn searched out fresh prey in newly dug passages. 
  He journeyed west beneath the stone peaks until he 
  discovered the Goblin tribes that cowered near to Mount 
  Gundabad. They were diminished and broken, still 
  recovering from wounds suffered during the Battle of Five 
  Armies. They had no gold, no jewels, no treasure. 
  As Kibiluzn lay in shadow, watching the Goblins, there 
  came to his mind, as if by a whisper, a new idea. Kibiluzn 
  descended upon the Goblins, but rather than consume 
  them he instead compelled them. The Goblins screamed 
  and cowered, grovelling before the awful worm. 
  It would do well for a Dragon to have servants to command, 
  so Kibiluzn bid the Goblins serve him. Promising them 
  riches beyond imagination and Dwarven blood upon 
  their blades, Kibiluzn has drawn scores of Goblins to his 
  service. 
  Still they come, countless Goblins and other wretched 
  creatures, to the service of Kibiluzn. All live in the depths 
  of the earth beside the Dragon, basking in the glory of his 
  wealth, slaves to his terrible beauty. 
  Soon, the Dragon will have an army. Then the Dwarves 
  of the Grey Mountains will know terror and horror anew. 
  Kibiluzn is young, yes; but ambitious. A longing for gold 
  and carnage grows with each passing season in his heart, 
  yet a deeper desire grows in its breast. There is a calling 
  in its heart from the East. As the Silver Shadow grows in 
  strength, so too does a longer darkness reach out to claim 
  all of Wilderland. 
  An Audience with Kibiluzn
  Heroes wanting to meet with Kibiluzn might play on his 
  desires to command others. Presenting themselves as 
  mercenaries willing to work for a Dragon is a dangerous 
  approach, but one that has at least a chance of working. 
  Of course, no great worm will willingly part with their 
  treasure so the negotiations are likely to be fraught. This 
  means the heroes might accumulate a large amount of 
  Shadow: first for lying to the Dragon and second for the 
  demanding playacting.
  Motivation: There is no one more cleverer than me, and 
  my army will bring ruin to the North!
  Expectations: +2 if the Company bows and scrapes or 
  acts suitably afeared of Kibiluzn’s presence; -1 if they 
  mock his motley force of wretches; -2 if they have slain a 
  number of the Dragon’s Goblins. 
  Traits: Lordly, Proud, Secretive
  Attacking the Silver Shadow
  Kibiluzn’s current lair is somewhere in the northern 
  reaches of the Misty Mountains, near to Gundabad. He 
  might be near The Lost Watchtower (Rhovanion Region 
  Guide, page 19) or the Long Delve (page 27 of the same 
  volume) or one of the many vastnesses left empty from the 
  War of the Dwarves and Orcs (see page 106).
  concernIng dragons
  
  LoneLy Mountain Region guide
  102
  Kibiluzn will spend his forces (mostly Misty Mountain 
  Goblins and Goblin Archers) unstintingly so that he 
  does not have to risk his precious hide. If forced into 
  direct combat, he will prefer the deep and dark places 
  underneath the mountains where he can benefit the most 
  from his natural advantages. He will undoubtedly be 
  accompanied by some of his strongest bodyguards (Orc 
  Guards and, perhaps, Black Uruks sent from the Land of 
  Shadow).
  Lair Actions: Terrible Stench, Unstable Ground
  Regional Effects: None
  lytegan
  Like so many tales of Dragons in the Third Age, Lytegan’s 
  begins on the Withered Heath. She descends from a line 
  akin to that of Smaug the Golden, but she was born far 
  smaller than most of her brethren. 
  Though she does have wings and foreclaws, her rear 
  limbs were partially stunted even as she was hatched. 
  Lytegan swiftly realised that her days were numbered if 
  she remained on the Withered Heath and while many of 
  her siblings were fighting with one another for supremacy, 
  she slithered her way south into the Grey Mountains. 
  At the time, the Dwarves still firmly held the Grey 
  Mountains, and Lytegan was cautious at avoiding their 
  attention. She grew adept at slipping into and out of 
  Dwarf-holds unnoticed, careful to leave no trace of her 
  presence. Eventually, for all her restraint, her thefts grew 
  too bold and the number of missing guards too many. 
  When the Dwarves began to hunt after her, she flew west 
  on a moonless night, with such wealth as she couldn’t 
  bear to part with. 
  In 2472 of the Third Age she entered the northern Misty 
  Mountains and slowly began working her way south 
  along the range. Though Lytegan could not have known 
  it, her timing was excellent, as the mountains were not yet 
  teeming with the Orcs and Goblins that would populate 
  them less than a decade later at the Dark Lord’s behest. 
  KIbIluzn
  Large Dragon (Young Long-worm)
  STR 
  20 (+5)
  DEX 
  22 (+6)
  CON 
  21 (+5)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 
  14 (+2)
  Armour Class 17 (natural armour)
  Hit Points 126 (12d10+60)
  Speed 30 ft
  Saving Throws Strength +8, Dexterity +9, Constitution +8
  Skills Athletics +8, Stealth +9, Survival +4
  Senses darkvision 60 ft, passive Perception 11
  Languages Orcish, Westron
  Challenge 6 (2,300 XP)
  Fell Speed. Kibiluzn may take a bonus action to 
  Disengage and move up to his speed towards an enemy 
  he can see.
  Hatred (Dwarves, Recharge 5-6). Kibiluzn can use his 
  bonus action to gain Advantage on attacks against his 
  chosen prey this round.
  Weak Spot. If Kibiluzn uses a special Feature that uses 
  an action (Noxious Vapours), 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.
  Actions
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft, one 
  target. Hit: 15 (2d8+6) piercing damage or 17 (2d8+8)
  damage at night or underground.
  Rend. Melee Weapon Attack: +8 to hit, reach 10 ft, one 
  target. Hit: 12 (2d6+5) slashing damage or 14 (2d6+7) 
  damage at night or underground.
  Noxious Vapours (Recharge 4-6). As an action, 
  Kibiluzn exhales a thick cloud of foul fumes in a 15 ft 
  cone. Each creature within the cone must make a DC 
  16 Constitution saving throw, becoming Blinded and 
  Poisoned for 3 (1d4+1) rounds on a failure or Poisoned for 
  3 (1d4+1) rounds on a success.
  Reactions
  Commanding Voice. Kibiluzn demands utter loyalty 
  from the Orcs and Goblins in his employ. As a reaction, 
  Kibiluzn can utter a command or shout a warning 
  whenever an allied creature that he can see within 30 ft, is 
  about to make an attack roll or a saving throw. The target 
  can add a d6 Command Die to its next roll, provided it 
  can hear and understand the message. A creature can 
  benefit from only one Command Die at a time, and 
  creatures that possess Commanding Voice cannot benefit 
  from this effect.
  
  103
  She slept in mostly abandoned caverns, only occasionally 
  leaving the deep tunnels to hunt in the rich vales east of 
  the mountains when the taste of fish and Goblin grew 
  stale. 
  Lytegan’s southward trail eventually led to the gates of 
  Moria. She plundered what she could from the Black 
  Pit, making certain to stay mostly in the upper halls so 
  as not to draw attention to herself. Soon, the numbers of 
  Orcs grew too great for stealth and she withdrew from the 
  mines, though she did not go far. Lytegan chose to make 
  her lair in the heights of Cloudyhead, one of the three 
  great mountains over Moria. 
  Called Fanuidhol the Grey by the Elves and Bundushathûr 
  by the Dwarves, Cloudyhead suited Lytegan because of 
  the clouds that perpetually concealed its peak. Now she 
  sleeps high in the mountain, directly northwards of the 
  Dimrill Dale, far above Moria, occasionally waking to 
  pick off likely travellers on the Redhorn Pass or bands of 
  Orcs carrying worthwhile trinkets. 
  Lytegan is as long as three large draft horses, standing 
  end to end. Her scales are a fine silvery-grey, shot through 
  with traces of gold along the edges. Her snout is triangular, 
  filled with several rows of serrated teeth. 
  She moves with an almost-feline grace, frequently folding 
  her arms and wings against her body to slither like a snake 
  if she is underground. She possesses the old-fire and her 
  breath still promises a fiery death, but she is wary of using 
  it if it will draw attention to her. 
  During her wakeful periods she likes to fly high within 
  the clouds of Fanuidhol, keeping her presence concealed 
  while still allowing her to inspect the lands about her lair 
  with keen eyes.
  Lytegan’s hoard is worth 200**. In addition to gold, 
  jewels and many finely-wrought Dwarven items, she has 
  several large chunks of shimmering Mithril ore that she 
  took from Moria. 
  Meeting Lytegan
  It is hard to have an audience with this cautious Fire-drake. 
  Against those she deems a threat, Lytegan will either 
  withdraw or attempt to lead the heroes into a trap. But 
  if she is somehow cornered, she will use all the cunning 
  of her kind to escape. Her promises are empty and her 
  secrets are nothing but lies — she spins falsehoods like the 
  spiders of Mirkwood spin webs.
  Motivation: Survival matters more than anything else… 
  my life is worth more than any treasure.
  Expectations: +1 if the Company approaches without 
  weapons at the ready; -1 if she learns she herself has been 
  deceived; -2 if the heroes contradict her falsehoods. 
  Traits: Cautious, Cunning, Nimble
  Battling Lytegan
  Lytegan likes to use her superior mobility in combat, 
  flying high and swooping down to use her Fire Breath or 
  her Wing Attack and then retreating to a safe distance. 
  Lytegan is not interested in fair fights. 
  Lytegan is cunning and malicious. She has, on occasion, 
  simply caused an avalanche to bury particularly 
  dangerous heroes, then melted the snow off with her 
  breath to acquire whatever takes her fancy from the 
  corpses of her targets. Unlike most Dragons, she has few 
  compulsions about withdrawing to fight another day. 
  Lair Actions: Freezing Fog, Smoke and Flame
  Regional Effects: None
  A Dragon of Greater Power
  While Lytegan is still a Young Fire-drake, a review 
  of her stats will indicate that she is more powerful 
  than others of her age category. In addition to deadly 
  attacks like Fire Breath and Wing Attack, she also 
  has stout defenses… her Scaly Hide and her Fleet of 
  Wing. For these reasons — and for the fact that she 
  has seven ‘slots’ worth of features instead of five — 
  she is judged to be Challenge 7 instead of 6. 
  When making your own Dragon, consider if you need 
  to modify the rating of your Great Worm if it is 
  especially powerful or weaker than others of its kind.
  concernIng dragons
  
  LoneLy Mountain Region guide
  104
  lytegan
  Large Dragon (Young Fire-drake)
  STR 
  23 (+6)
  DEX 
  18 (+4)
  CON 
  18 (+4)
  INT 
  14 (+2)
  WIS 
  11 (+0)
  CHA 
  16 (+3)
  Armour Class 18 (natural armour)
  Hit Points 114 (12d10+48)
  Speed 20 ft, fly 90 ft. (see below)
  Damage Resistance non-magical bludgeoning and 
  piercing (see below)
  Saving Throws Constitution +7, Wisdom +3, Charisma +6
  Skills Deception +6, Lore +5, Perception +3, Stealth +7
  Senses darkvision 60 ft, passive Perception 13
  Languages Westron
  Challenge 7 (2,900 XP)
  Fleet of Wing. Lytegan’s flying speed is 90 ft.
  Scaly Hide. Lytegan is resistant to non-magical 
  bludgeoning and piercing damage.
  Weak Spot. If Lytegan 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, she loses any damage resistances and is 
  vulnerable to Piercing, Slashing and Bludgeoning damage.
  Actions
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft, one 
  target. Hit: 15 (2d8+6) piercing damage.
  Rend. Melee Weapon Attack: +9 to hit, reach 10 ft, one 
  target. Hit: 13 (2d6+6) slashing damage.
  Fire Breath (Recharge 5-6). As an action, Lytegan 
  exhales fire in a 30-ft cone. Each creature in that area 
  must make a DC 16 Dexterity saving throw, taking 
  31 (9d6) fire damage on a failed save, or half as much 
  damage on a successful one.
  Legendary Actions
  Lytegan has 2 Legendary actions, choosing from the 
  options below. She regains any spent Legendary actions at 
  the beginning of her turn.
  Piercing Words. Lytegan can force a hidden creature to 
  make a DC 18 Wisdom saving throw. On a failure the 
  creature reveals itself to her. She must be able to infer the 
  presence of the creature in some way (for example, she 
  can hear the creature or it was in sight recently) in order to 
  use this ability. 
  Wing Attack. Lytegan can beat her wings. Each creature 
  within 15 ft of her must make a DC 16 Dexterity saving 
  throw or take 13 (2d6+6) bludgeoning damage and be 
  knocked Prone. She can then fly up to half her flying 
  speed.
   
  raenar 
  Far off in the Withered Heath, a great Cold-drake slept. 
  More than three hundred years ago he plagued the Grey 
  Mountains, killing and stealing from the Dwarves who 
  lived there. They called him Raenar, the Plunderer, for he 
  had smashed the gates of many halls since the reign of 
  Náin the Second. In 2589 he killed King Dáin the First, 
  and his second son Frór, but was grievously hurt in the 
  battle. Soon after that, he abandoned the region.
  Raenar didn’t die of his wounds. He settled in a frozen cave 
  to heal, and slowly fell into a slumber. His sleep would 
  have lasted an age or more, if he hadn’t been awoken. His 
  long sleep has diminished him in size and strength, but it 
  hasn’t robbed him of his wicked cunning or of his ability to 
  catch the scent of gold and precious things…
  Raenar’s story is explored in Wilderland Adventures, 
  starting on page 134. Depending on the outcome of that 
  adventure (or if you’d like to introduce Raenar in a different 
  way), he might have the chance to recover more of his 
  strength and power. If that’s the case, use the following 
  information for any encounters with the Cold-drake.
  A Dangerous Conversation
  Raenar’s arrival is heralded by an almost overpowering 
  stench. The Cold-drake is a terrifying sight: a vast silver-
  grey serpent, wingless, with a huge head set upon a thick 
  neck. He walks on four short and robust legs, sometimes 
  slithering on his slime-covered belly. 
  From his beak-like muzzle and powerful, saw-toothed 
  jaws emerge wisps of venomous cold vapours. Around 
  his neck is an iron-banded collar, a reminder of Raenar’s 
  enslavement during the Elder Days.
  If he chooses to meet with the heroes, Raenar humbly 
  presents himself as the greatest of all Cold-drakes, the 
  Dragon-king, the plunderer of a hundred Dwarf-halls, the 
  slayer of Kings, the Great Worm of the Frozen Waste, the 
  Scourge of the North, and so on.
  Motivation: There is one thing I prize more than murder, 
  gold or precious stones: freedom. I will never forget my 
  subjugation of long ago and I WILL NEVER submit to 
  another’s command.
  
  105
  Expectations:  +1: if they amuse the Dragon with 
  riddles; +2 if the heroes flatter Raenar; -1  if he suspects 
  the Company are trying to stall or fool him; - 4 if anyone 
  implies that he is anything less than the mightiest Dragon 
  in this age of the world.
  Traits: Curious, Proud, Vengeful
  A Deadly Cold
  Adventurers who are fearless enough to confront the 
  Plunderer of the North will have quite a fight on their 
  hands. Before closing with the heroes, Raenar is likely 
  to use his Mesmerise ability on the those he deems 
  the biggest threat, in order to keep them out of the 
  combat. He’ll try to use his Poison Blast to reduce the 
  effectiveness of any remaining combatants and then use 
  his primary attacks and his Horrible Strength to lay 
  low anyone who dares close with him.
  The following entries assume that Raenar has found a 
  new lair, perhaps after ridding it of other troublesome 
  occupants. 
  Lair Actions: Echoes of Laughter, Terrible Stench
  Regional Effects: Desolation
  raenar the great cold-draKe
  Huge Dragon (Venerable Cold-drake)
  STR 
  24 (+7)
  DEX 
  18 (+4)
  CON 
  24 (+7)
  INT 
  15 (+2)
  WIS 
  13 (+1)
  CHA 
  18 (+4)
  Armour Class 21 (natural armour)
  Hit Points 283 (21d12+147)
  Speed 30 ft
  Saving Throws Constitution +12, Intelligence +7, 
  Wisdom +6
  Skills History +7, Intimidation +9, Perception +6
  Senses darkvision 60 ft, passive Perception 16
  Languages Westron, Black Speech, Sindarin
  Challenge 15 (13,000 XP)
  Horrible Strength. If Raenar makes a successful melee 
  attack, he may use his bonus action to cause 7 additional 
  damage of the same type as the original type.
  Weak Spot. If Raenar uses a special ability that uses 
  an action (Mesmerise or Poison Blast), any heroes 
  that are within range may use their reaction to make a 
  single attack. For this attack only, Raenar is vulnerable to 
  Piercing, Slashing and Bludgeoning damage.
  Actions
  Multiattack. Raenar makes two attacks biting once and 
  then either rending or using his tail attack.
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft, one 
  target. Hit: 20 (3d8+7) piercing damage.
  Rend. Melee Weapon Attack: +12 to hit, reach 10 ft, one 
  target. Hit: 18 (2d10+7) slashing damage.
  Tail-Lash. Melee Weapon Attack: +12 to hit, reach 10 ft, 
  one target. Hit: 13 (1d12+7) bludgeoning damage and the 
  target is knocked Prone.
  Mesmerise. Raenar may use his action and target one 
  creature, who must make a DC 18 Wisdom saving throw 
  or become Charmed by the Dragon. Each time he does 
  anything harmful to the target, it can repeat the saving 
  throw, ending the effect on a success. Otherwise, the effect 
  lasts 24 hours or until Raenar leaves the area, is slain or 
  takes a bonus action to end the effect.
  Poison Blast (Recharge 5-6). As an action, Raenar 
  exhales poisonous bile in a 50 ft cone. Each creature in 
  that area must make a DC 18 Dexterity saving throw, 
  taking 37 (5d4+25) poison damage and becoming 
  Poisoned for 2d4 rounds on failed saving throw. A 
  successful saving throw reduces the damage by half, and 
  the target is Poisoned for only 1d4 rounds.
  Reactions
  Draconic Resistance (Recharge 5-6). Dragons are 
  notoriously tough and free-willed. Raenar may activate 
  this ability as a reaction to failing a saving throw. He 
  automatically succeeds at the saving throw instead.
  Legendary Actions
  Raenar has two Legendary actions choosing from the 
  options below. Raenar regains spent Legendary actions at 
  the start of his turn.
  Bite Attack. Raenar makes a bite attack.
  Rend Attack. Raenar makes a rend attack
  concernIng dragons
  
  LoneLy Mountain Region guide
  106
  THE WAR OF
  - THE DWARVES -
  AND ORCS
  Then Nár turned the head and saw branded on 
  the brow in Dwarf-runes so that he could read 
  it the name AZOG. That name was branded in 
  his heart and in the hearts of all the Dwarves 
  afterwards. 
  The woes of Durin’s folk in the Third Age are many, 
  but perhaps none more tragic than the death of their 
  King, Thrór, and the War of the Dwarves and Orcs that 
  followed. Never in the Third Age has so mighty a Dwarf 
  host gathered, and never have so many fallen in battle as 
  in that war of vengeance.
  the eve of war (2790)
  Throughout the Third Age, the Dwarves of the line of Durin 
  fell upon hard times. After fleeing the Grey Mountains 
  following the wars with the Cold-drakes, they returned to 
  the Lonely Mountain, to rule over Erebor for a time. When 
  the Dragon Smaug fell upon them they were forced from 
  their domains once more, suffering exile anew. 
  In the year 2790 of the Third Age, Thrór, their elder King, 
  made a fateful journey to the eastern doorstep of Khazad 
  dûm, his kin’s ancient stronghold in the Misty Mountains. 
  There he found the gates of the vast hold open; gazing 
  upon the true birthright of his people the King decided to 
  venture within its halls alone. His only companion, Nár, 
  waited for him in the valley outside. 
  Thrór delved within Moria for some time, exploring the 
  deep halls and dusty storerooms of his ancestral home, 
  until he was set upon by the Orcs who dwelt there now, led 
  by the cruellest of their kind: Azog. He suffered dire torture 
  and unremitting interrogation, yet Thrór frustrated his 
  captors, refusing to answer their queries or succumb to 
  their devices. 
  On the third day Nár heard a horn blared from inside the 
  gate, and crept nearer to investigate. Thrór’s body was 
  flung through the gate onto the steps. To Nar’s horror, his 
  lord was dead. A freshly carved word written in the runes 
  of the Dwarves: “AZOG” was carved on Thrór’s brow. 
  Then Azog came forth from the gate and, pointing to the 
  body with clawed finger, he announced that such was 
  the fate of any Dwarf who dared to come to Moria. Azog 
  declared himself King of Moria. He demanded that Nár 
  carry the brazen threat and the ill tidings back to his 
  scattered folk. Before he left, the dismayed Dwarf was 
  
  107
  struck with a small pouch of cheap coins: rude weregild 
  for Thrór’s body. 
  Nár fled, weeping at the loss of his King. After a long, 
  wretched journey, he came to Dunland, the land of their 
  exile, and related the tale of Thrór’s fate and Azog’s 
  threat. As the story came to its terrible end, the fury of 
  the assembled Dwarves boiled over into a seething anger. 
  For seven nights, Thráin son of Thrór sat alone in his 
  chambers. At last he emerged, vengeance burning within 
  his breast.
  the musterIng of the host (2790–2793) 
  What Thráin planned was no simple murder. It was 
  no mere bounty to be hunted down. This would be 
  the marshalling of all the might the Dwarves could 
  muster. This required careful planning, a meticulous 
  consideration of strength and a methodical gathering of 
  warriors and weapons. 
  He gathered his own folk in Dunland and informed them 
  of his intent. In time, news spread to Dwarves that resided 
  nearby, until all of Durin’s folk heeded the call to arms. 
  Such was the size of their assembled numbers that it was 
  likened unto the days of old. And yet, more were needed. 
  Thráin next sent messengers to those Dwarves living in 
  the Blue Mountains, and also to the hold in the Iron Hills 
  where their cousins resided still. His messengers even 
  took Thráin’s news into the farthest reaches of the East. 
  The message was the same for all who received it: Thrór 
  was dead at the hands of Azog, who now claimed Moria 
  as his own. 
  Three years passed before Thráin stood at the head of his 
  host. Durin’s folk gathered all their strength in Dunland, 
  but they did not gather alone. The fathers of all the 
  Houses of the Dwarves dispatched great forces of their 
  own to answer Thráin’s call. The Dwarves had assembled 
  and were ready to set upon their hated foe to enact their 
  revenge. 
  Planning and Scheming 
  In Dunland, Thráin gathered the fathers of the Dwarf 
  Houses to plan the war of vengeance. Maps were unrolled; 
  mountain peaks and vales were indicated where pertinent 
  tactical suggestions were considered. It was clear the 
  vastness of the Misty Mountains would impede the 
  mission. Some suggested attacking Moria alone, but 
  Thráin bristled at the idea. It was not enough to kill Azog: 
  all the Orcs must be slain. 
  After much deliberation, a plan was formulated that 
  detailed an onslaught upon all of the Orc holdings in 
  the Misty Mountains. Initial attacks were organised 
  targeting the largest of Orc lairs; it was to be a mailed fist 
  closing around Moria itself. The strategy was relayed to 
  all the Dwarf-thanes and, in due course, the host made 
  preparations to depart. On that day, Thráin led his 
  own household at the vanguard of tens of thousands of 
  Dwarves. Iron-shod boots pounded the dusty plains as they 
  Dwarf Player-heroes and the War
  Older Dwarf-heroes – 150 years of age or older – will undoubtedly have fought in the War of the Dwarves and 
  Orcs. Some might carry the burdens of the Battle of Azanulbizar still; a kinsman who fell beside them, perhaps, or 
  an injury they themselves sustained. Perhaps their arms and armour are from that dark day. Undoubtedly a hatred 
  of Orcs continues to burn in their breasts. 
  Younger Dwarves who did not fight in the war will still have been touched by it. Perhaps their father or older brother 
  did not return from the Battle of Azanulbizar, or maybe they now bear an heirloom made significant by its use in 
  the war. 
  As a player of a Dwarf, you might like to carefully read this chapter and consider what role it plays in your hero’s 
  background. 
  the war of the dwarves and orcs
  
  LoneLy Mountain Region guide
  108
  departed north. Carts and wagons laden with supplies, 
  weapons, tools, gear and all manner of equipment were 
  pulled by oxen and pony behind. Siege engines, built to 
  attack the Orc lairs, were dragged along behind. This was 
  a host of Dwarves the likes of which had not been seen in 
  the Third Age.
  the war of vengeance (2793–2799) 
  The next seven years saw many battles, some great 
  victories for the Dwarves and many bitter defeats. But the 
  Dwarves were relentless.
  The Fall of Mount Gundabad
  The Dwarves marched northwards, towards the Orcs’ 
  nest in Gundabad. It took many months to traverse the 
  lands north of Dunland and west of the Misty Mountains. 
  Crossing the Glanduin, they came upon Eregion and 
  stayed for a time near the Hollin Ridge, where they sent 
  scouts to spy on the Orcs of Moria. In time, they crossed 
  the great East Road and entered the Ettenmoors. Here the 
  land rose up to meet the Mountains of Angmar. It was 
  a land of haunted spirits and foul reputation, but the 
  Dwarves were troubled little. After months of trekking the 
  wilderness of Eriador, they neared Mount Gundabad. 
  Stealthy scouts selected the shortest possible route to the 
  east; speed was critical to this plan. Over half of the Dwarf 
  army awaited the summer solstice to begin their journey. 
  With Thráin in command, they marched through the 
  narrow pass. With the long summer sun as their shield, 
  they were unimpeded in their march to the eastern slopes. 
  The Dwarves emerged from the valley just as the sun set. 
  They encamped in a fortified, shielded enclosure beyond 
  the eastern gate of Mount Gundabad. 
  The next day, horns declared their presence as the Dwarves 
  arrayed themselves before the gates of the stronghold. 
  Orc defenders mustered on the high walls of the fortress, 
  growling their threats and howling their challenges. At 
  Thráin’s command, the Dwarf warriors surged forward, 
  bringing forth their siege equipment. Ladders rose to 
  meet the walls, catapults swung into action and battering 
  rams were muscled towards the gates. Ominously, clouds 
  covered the bright sun that morning, causing a ripple of 
  unease amongst the Dwarves. They looked on as the great 
  gate swung open. Suddenly, the Orcs poured out, eager 
  for melee.
  Throughout the morning, the battle lines swung back 
  and forth across the vales beneath Mount Gundabad. By 
  midday, however, there was a commotion among the Orcs 
  who had remained within. Something had distracted them 
  from inside their own lair. A quarter of the Dwarven forces 
  had been left on the western slopes of the mountains, and 
  had ventured within Mount Gundabad through smaller 
  entrances left unguarded in the face of the frontal assault. 
  Led by Thráin’s chief scout, Huthrar, hundreds of Dwarven 
  warriors surprised the Orcs, forcing them back towards 
  the eastern gate. 
  The Orc chieftains were hard pressed to hold back the 
  invaders. Fleeing their own halls, Orcs spilled out into the 
  vales, where they were met by Thráin’s eager warriors, 
  themselves augmented by the remainder of the host 
  entering the fray from the mountain pass. Thousands of 
  Orcs fell, the Dwarves slaughtering them in every cave 
  and tunnel they could find. 
  It took more than a month to rid the lair of all its vile 
  creatures, but in the end, Mount Gundabad was cleansed 
  of Orcs. Thráin’s vengeance was only just beginning. 
  Catastrophe amidst the Middle Years
  In the months that followed, the Dwarven host rooted out 
  many of the Orc lairs south of Mount Gundabad. Ancient 
  records brought from Erebor proved invaluable in their 
  efforts. Thráin spent many long nights surveying the 
  ancient lore of the mountainous region by lantern light. 
  
  109
  Time-worn maps revealed old entrances into the holds and 
  helped the Dwarves outmanoeuvre and outflank the Orc 
  defenders within the mountains. The superior arms and 
  armour of the Dwarves, and Thráin’s cunning, won many 
  a battle. Bastion after bastion, the Orcs were defeated. But 
  in the tunnels beneath the High Pass, the Dwarves grew 
  overconfident. 
  Soon after the fall of Mount Gundabad, Orcs throughout 
  the Misty Mountains came to realise the full extent of the 
  Dwarven aggression. What they had mistaken for the 
  wanderings of an exiled enemy, was in fact war come 
  to the mountains. It was fortunate the foul creatures of 
  the entire range were never united under a single black 
  banner, for had Azog possessed the might of all the Orcs 
  he might have ended Thráin’s war before it truly had a 
  chance to begin. In time, however, the foul denizens of the 
  mountains came to arms and each lair was more prepared 
  for invasion than the last. 
  Resistance became stronger, the Orcs more devious. The 
  advantage of surprise abated, and Dwarven casualties 
  mounted. Yet, it was only in the caves beneath the High 
  Pass that the Orcs sprung their deadliest scheme… 
  A contingent of Dwarves, led by Thráin, had traversed 
  many of the underground chambers and tunnels beneath 
  the mountains when they emerged in a cavernous 
  opening that appeared to have been the Orcs’ pit. It was 
  deserted, which was nothing unusual, as the Orcs were 
  always a cowardly lot. Glad of the reprieve, a temporary 
  encampment was established. And then, an explosive 
  din heralded the fall of the ceiling: in a brief, horrible 
  moment, the host of Thráin was buried beneath falling 
  masonry. Countless died, crushed or suffocated under 
  the weight of the stone. Once the dust had settled, the 
  cavern was filled with the groans of the injured and the 
  laments of the dying. For long days, the survivors lay 
  trapped, awaiting death. Soon their water was gone, and 
  efforts to find an exit from the chamber were abandoned. 
  Hope was lost. 
  Fortunately for the survivors, scouts were sent out to 
  search for them as soon as the King went missing. Thanks 
  to the extensive records in their possession, the scouts 
  were able to locate the area where the King would most 
  likely be trapped. When they reached the blocked tunnels, 
  the Dwarves made contact with their brethren by tapping 
  carefully on the stone. They set to delving through the 
  rocks, mattocks tirelessly chipping away. Progress was 
  slow, and made slower still by prowling Orcs. Many died 
  protecting the tunnelling Dwarves, as four waves of Orcs 
  attempted to stop them. 
  Eventually the attacks ceased and the Dwarves broke 
  through. Many grieved the loss of life that day. The devious 
  and underhanded guile of the Orcs would never again be 
  misjudged. Indeed, the Dwarves would turn those same 
  tactics against the Orcs as the war continued southwards. 
  The Blockades of the Late War
  During the months that followed, Thráin assessed the 
  losses and weighed them against his triumphs. The 
  balance was favourable, though barely so. He gathered 
  often with his thanes and such able and wise counsel as 
  was available. Together, they formed a cunning plan to 
  block major paths leading to Moria as they continued to 
  clear the smaller Orc holdings along the way. If successful, 
  Azog would be unable to amass a large enough counter 
  attack to hold the Dwarves back. 
  Though he would have preferred to relentlessly advance, 
  Thráin heeded his advisors and sent miners to collapse 
  the main tunnels leading to the northern reaches of 
  Moria, while he himself attacked more remote Orc-lairs 
  to detract attention from their main objective. The plan 
  took time to develop, and the fighting in the tunnels north 
  of Moria was as bloody as any in the war. In time, three 
  entrances to Khazad-dûm were brought down, but at the 
  cost of many Dwarven scouts. Huthrar himself perished 
  before the last tunnel collapsed. 
  With the blockade in place, Azog could not summon 
  reinforcements, and Thráin’s armies quickly swept 
  through the Orcs’ nests north of Moria. By year’s end, the 
  conquest was complete. 
  But many smaller, unmapped tunnels remained intact, 
  and it was through these that hundreds of Orcs fled back 
  to the Black Pit, arriving in Moria with tales of vengeful 
  Dwarves. Azog gathered these survivors, adding them to 
  his own host. The Orc-chief believed the incursion could 
  be stopped when it arrived at his doorstep, and so Azog 
  prepared. 
  the war of the dwarves and orcs
  
  LoneLy Mountain Region guide
  110
  Blighted Dreams
  "The men of Carn Dûm came on us at night, and we were worsted. Ah! the spear in my heart!’ He clutched at his 
  breast. ‘No! No!’ he said, opening his eyes. ‘What am I saying? I have been dreaming." 
  There are places in Middle-earth where deeds so dark and sorrowful were committed that a darkness has descended 
  upon them. While the passing of years normally washes away all grief, here that shadow has never been lifted. It 
  blights the land and the air, hanging like a dark cloud capable of confusing the minds of any who dare wander there.
   These are the sites that saw the bloodiest battles, or the blackest treacheries. Blighted places like the valley of 
  Azanulbizar, the Dead Marshes, the darkest recesses of Moria or the Barrow-downs. 
  Haunted Places
  "There are dead things, dead faces in the water," he said with horror. "Dead faces!" 
  Following the rules starting on page 181 of the Adventures in Middle-earth Player’s Guide, heroes may be required 
  to make Corruption checks when entering, traversing or tarrying in a blighted area. But there might be something 
  more in store for those who wander in such accursed lands — if an area has been corrupted beyond healing, its 
  sorrowful past may haunt the Company.
  • 
  If you fail a Corruption check with a natural 1, the hero is directly affected by the tragic history of the place, 
  slipping into a dream-like state while awake, or having lucid dreams about the past when asleep. Roll 1d6 and 
  consult the following chart.
  1: Haunted. The hero gains 1 point of Shadow as normal and for the following day and night suffers a number 
  of additional nightmarish apparitions, equal to 6 minus his current Wisdom modifier (to a minimum of 1). The 
  Loremaster describes the visions, taking into consideration that they are direct manifestations of the blight plaguing 
  the area. Each additional vision causes the haunted hero to automatically gain another point of Shadow. 
  For example, a hero fails her Corruption check with a natural 1 while in a dark corner of the Old Forest and then 
  receives this result. She is now haunted, and in the following 24 hours she will see things nobody else will see, like 
  rotting trees attempting to strangle her, or stumble upon open graves containing the corpses of travellers who lost 
  their path in the forest. 
  2-5: Minor Insight. The hero gains Shadow as normal and experiences visions granting a minor insight into the 
  source of corruption of the area, generally going back to the time when the place endured its most tragic occurrences. 
  Visions and dreams are experienced in first person, and the player-hero is unable to do anything but witness the 
  outcome of events inevitably leading to a tragic ending (but always providing some useful information). 
  A hero experiences a minor insight while in the Barrow-downs. He appears lost in thought and mumbles to himself in 
  an arcane language while marching along. When the hero eventually snaps out of his reverie, he tells of how he was 
  looking out of the window of his home a moment before, looking out over his family’s lands while the host of Angmar 
  was drawing close, burning and pillaging… the ruins of a burned farmstead is buried somewhere in the vicinity. 
  
  111
  the battle of azanulbIzar (2799)
  After six years of war, in 2799, Thráin was ready at last to 
  come to Khazad-dûm. From the very start of the campaign, 
  Dwarf scouts had watched the Orcs and studied the lay of 
  the land surrounding the East gate. In the winter weeks 
  leading up to the final battle, Thráin conferred with the 
  fathers of the Dwarf Houses. They all agreed that battle 
  would be joined in the Dimrill Dale, next to the sacred 
  waters of the Mirrormere: Azanulbizar. 
  Yet, Azog had not sat idle. His host was still vast and, as 
  the Dwarves arrived at Azanulbizar, his horde met them 
  there, arrayed for the last great battle of the war. 
  The Orcs stood ready on the higher ground afforded 
  by the slopes of the surrounding mountain peaks, 
  Redhorn, Silvertine and Cloudyhead. The creatures were 
  emboldened during that cold and dark winter day for 
  they were many and the sun was hidden. 
  Below them, the Dwarves stood outnumbered atop a hill 
  to the east of the Dimrill Stairs. With a great shout, Thráin 
  sounded the charge, and the battle commenced. 
  The Battle of Azanulbizar has been described in great 
  detail in many songs and tales. Suffice it to say here that 
  the Dwarves conquered their foe, but at great cost. Azog 
  was slain by the red axe of Dáin, but so too was fully half 
  the Dwarven host lost that day.
  aftermath
  In the aftermath of the battle, Azog’s head was mounted 
  upon a great spike, his host destroyed or fled, but there 
  was to be no feast nor song, only silent grief. It was not 
  possible to bury so many fallen Dwarves, so the bodies 
  were stripped of arms and armour so they could not be 
  looted, and then the fallen warriors were laid on a massive 
  pyre. The surrounding forest was hewn to provide fuel for 
  the fire, the pall of smoke rising from the flames so great 
  the reek could be smelled in Lothlórien. Though Thráin 
  sought to reclaim Moria, Dáin persuaded him of his folly. 
  Durin’s Bane remained within the Black Pit; this was no 
  home for the Dwarves. Instead, the Dwarves dispersed 
  once again to their distant homes and exiled havens. 
  For many, it was enough that the Orcs had been defeated, 
  leaving the Misty Mountains free of their taint for over a 
  century. The cost, though, had been terribly high, and it is 
  a rare veteran who speaks of the horrors of the long, cruel 
  war. But they remember… 
  6: Major Insight. The hero does not gain Shadow, and experiences visions granting a major insight. When this 
  happens, the hero sees things that took place in the area at any time in its past (Loremaster’s choice). Visions and 
  dreams are again experienced in first person, but in this case the player-hero may alter the vision, taking action 
  while in his dream-self. In game terms, the player can frame the hero’s actions so that they pose a question to 
  which the Loremaster must provide a reasonable answer. The question must naturally concern the Blighted place 
  or the surrounding area. Regardless of the events occurring in the vision, the player may never avoid the inevitable 
  dramatic outcome of the experience. 
  The same hero experiencing a major insight would get to narrate how he reacted upon seeing the advancing army; 
  maybe he ran downstairs, looking for his family sword. If the Loremaster accepts the suggestion, it might reveal 
  some treasure hidden nearby. 
  the war of the dwarves and orcs
  
  LoneLy Mountain Region guide
  112
  treasures of the war 
  of vengeance
  "I have heard that there are still forgotten treasures of old 
  to be found in the deserted caverns of the mines of Moria, 
  since the dwarf and goblin wars." 
  The Dwarf-host that marched to war was equipped with 
  arms and armour of exquisite craftsmanship, and who 
  knows what other treasures. Although the survivors of the 
  Battle of Azanulbizar stripped the dead of their weapons 
  and armour, who knows what was lost that day? A 
  Loremaster seeking to use the history of the War of the 
  Dwarves and Orcs in his campaign might add some of the 
  following treasures to his Magical Treasure Index. 
  wondrous artefacts
  Of all the heirlooms of the house of Durin, perhaps the 
  most powerful one was wielded in secret by Thráin… 
  Durin’s Ring
  The first of the Seven Rings of Power given to the Dwarf 
  lords, Durin’s Ring was said to have been given to Durin 
  III not by Sauron but by the Elves themselves. The ring 
  was said to breed gold from gold, but it also inflamed 
  the bearer’s heart to greed. Durin’s Ring was lost to the 
  Necromancer, but what then became of it? 
  (Greater Blessing of Investigation, Curse of Weakness) 
  legendary weapons and armour
  During the War, few Dwarves had time to attend to their 
  smith-craft, but ancient and treasured devices of old were 
  yet again employed to devastating effect.
  The Armour of Náin
  Type: Ring-mail 
  Craftsmanship: Dwarven 
  Banes: n/a 
  Qualities: 1. Cunning Make 2. Rune-scored Armour 
  Notes: The force of the blow that Azog struck Náin was 
  strong enough to break his neck, but it could not pierce 
  his armour. Small comfort to the Dwarf, no doubt, but 
  testimony to the craftsmanship of the smiths of the Iron 
  Hills who made it. 
  The Red Axe of Dáin 
  Type: Great Axe 
  Craftsmanship: Dwarven 
  Banes: n/a 
  Qualities: 1. Fell 2. Grievous 3. Gleam of Terror 
  Notes: Dáin slew Azog with a blow from his red axe, 
  cutting his head off. But surely Dáin kept his axe when he 
  returned to the Iron Hills; so why does this weapon bear 
  his name, and a blade stained crimson with the blood of 
  Orcs? 
  dwarven grudges
  …in [their] hearts still burns the ancient fire of Aulë the 
  Smith, and the embers smoulder of their long grudge 
  against the Elves… 
  Dwarves are a staunch folk, intended by their Maker to 
  oppose firmly any domination. It is said that even the 
  seven Rings of Power could not enslave the will of their 
  
  113
  bearers. But Dwarves are not free from the threat of the 
  Shadow; in many ways they are affected by its corruption 
  more subtly and more profoundly. 
  During a Fellowship phase, a Dwarven hero may opt to 
  develop a grudge, representing the stirring of a personal 
  animosity, emanating from ancient grievances and slights 
  suffered by the Dwarf-folk in their long history. To do so, 
  the player cannot choose any undertaking during the 
  phase, and annotates the new sentiment on his character 
  sheet, by writing Grudge, followed by the name of the 
  folk the feeling is directed to in parentheses. For example: 
  Grudge (Bardings). 
  The chosen folk must belong to the Free Peoples, and 
  possibly be one that the character (or the Dwarven folk at 
  large) has had contact with previously (mainly Bardings, 
  Beornings, Wood-Elves and Woodmen, but possibly the 
  Riders of Rohan or Bree-folk). Then, the player removes all 
  temporary Shadow points accumulated so far, gaining 1 
  permanent Shadow point. (Any previously accumulated 
  permanent Shadow points are retained too.) A Dwarf hero 
  may only develop a single grudge. 
  The positive aspect of nurturing resentment is that the 
  Dwarf now may focus his frustrations and sense of 
  discomfort, easily finding relief.
  • 
  From this moment on, whenever the Dwarven hero 
  chooses the Heal Corruption undertaking, you do 
  not need to make a check, and instead reduce your 
  Shadow rating by 4 points, as if you had rolled a 25 
  or better. 
  But of course there is a negative aspect in being bitter, as 
  it worsens the attitude of the Dwarf hero when he deals 
  with members of the folk he begrudges (members of the 
  Company excluded).
  • 
  When the Dwarven hero takes part in an Audience 
  comprising individuals who are the object of the 
  grudge, he must pass a Corruption check (a Wisdom 
  saving throw) or suffer a deep sense of discomfort 
  and irritation, gaining the character a Shadow point. 
  The difficulty of the check is DC 10 plus the Dwarf’s 
  current Shadow score. 
  Frár ends the current Adventuring phase with 9 Shadow 
  points. Deeming the amount to be dangerous (his Wisdom 
  score is 10), he decides to reduce his Shadow score by 
  cultivating a grudge. Frár’s company has had a rough 
  time recently due to the deeds of a band of mercenaries 
  from the Dalelands; during the following Fellowship 
  phase, the Dwarf’s player determines that Frár gives in 
  to his folk’s old dislike for Northmen and annotates that 
  now his character has a grudge towards Bardings. 
  Frár’s Shadow score of 9 is replaced by a single permanent 
  Shadow point. From now on, Frár will easily vent off 
  steam by blaming those Northmen for his misfortune and 
  that of his folk, but will find it hard to hide his vexation in 
  their presence. 
  the war of the dwarves and orcs
  
  LoneLy Mountain Region guide
  114
  EXPLORING THE
  - RESTORED -
  KINGDOMS
  ...all the valley had become tilled again and rich, 
  and the desolation was now filled with birds 
  and blossoms in spring and fruit and feasting 
  in autumn.
  While the land around the City and the Mountain are 
  the domain of King Bard, there are still dangers to be 
  encountered there. They can be a more subtle sort — 
  nobles with ambitions that might set them on the wrong 
  path or well-meaning folk that are misguided — or they 
  can be the ordinary challenges of life in Middle-earth. But 
  beyond the borders of the growing kingdom, the Wild is 
  still the Wild and the North is some of the wildest. The 
  Grey Mountains, the Waste and the Withered Heath are 
  simply stiff with Goblins, Hobgoblins, and Orcs, not to 
  mention other monsters that can test the mettle of the 
  most experienced adventuring companies.
  And within the walls of Dale there are dangers too. 
  Companions that do not hesitate to hike a hundred miles 
  through the worst weather might delay before venturing 
  into the Brokenstone after nightfall.
  urban Journeys
  While going from one end of Dale to another might 
  certainly be an adventure, it doesn’t really qualify 
  for breaking out the journey rules themselves. But 
  Loremasters that wish to add a bit of colour to a trip 
  across town might want to roll a d12 and consult the basic 
  Journey Event table (see pages 62-63 in the Loremaster’s 
  Guide or the first entry in each of the tables below).
  Instead of using the result in a literal sense, you can 
  interpret the event into an urban setting. “A Chance 
  Encounter” or “In Need of Help” are straightforward, but 
  perhaps “A Fine Spot for a Camp” means the heroes see 
  a new inn under construction and might want to visit it 
  when their present adventure is concluded. 
  It’s not too likely (though not impossible!) to see a Goblin 
  within Dale but “Agents of the Enemy” might mean running 
  into someone that one of the companions has quarreled 
  with before or witnessing a crime first-hand.
  By putting a little bit of a spin on the results, you can help 
  bring a city like Dale to life. And, if you roll the dice and 
  it doesn’t seem to suit the situation then perhaps nothing 
  remarkable happened on that trip. Or you can give your 
  players the general category and ask them for suggestions. 
  That way the players themselves can be involved in the 
  growing kingdom.
  Long
       Lake
  Long Marshes
  Forest River
  Elf-path
  E
  Esgaroth
  E Dale
  E
  Erebor
  E
  Elven King’s
  Halls
  The Waste
  Enchanted 
  Stream
  E
  Edric’s Town
  E Galford
  E Strandburg
  E Castle
  Orlmond
  
  115
  A Chance Encounter
  The Company meets a fellow traveller or group of travellers. 
  The Scout must make a Dexterity (Stealth) check to avoid 
  them, or any hero may make a Charisma (Persuasion) 
  check to interact with them.
  If the interaction is successful, the first roll of the next event 
  is made with Advantage. Failure results in Disadvantage.
  Dwarven Crafters 
  The Company has encountered a group of Dwarves 
  travelling for business reasons. They might be on the hunt 
  for raw materials and a hero that points them on the 
  right way with a successful Wisdom (Survival) check will 
  be rewarded with news from the Mountain. Otherwise, 
  the Dwarves are going to or from Erebor and by making 
  an Intelligence (Traditions) check at Disadvantage the 
  Company can have their assistance for next handful of 
  days as their path temporarily joins that of the heroes.
  Farmfolk
  Most of the lands near to the Mountain have been 
  reclaimed for the twin Kingdoms and rich farmsteads now 
  occupy what was once a bleak and barren landscape. The 
  Company have come across some of the folk who tend the 
  new fields and can easily trade news with them by making 
  an Intelligence (Traditions) check at Advantage.
  Hunters
  The Company’s path has temporarily encroached upon 
  someone’s hunting grounds. Close to the Mountain, this 
  might be fallow land set aside by the King’s decree or further 
  afield where no lord’s command prevents the common folk 
  from catching dinner on the hoof or the wing. In any case, 
  the Scout must succeed at the check to avoid interrupting 
  the hunt. If successful, the Company might linger and then 
  make a Charisma (Persuasion) check to talk with the 
  hunters afterwards.
  Local Minor Noble
  Bard has bought much labour for Dale by the generous 
  granting of titles. The lands about the Mountain (and many 
  of the richer residences in the city) are now home to newly 
  minted nobility. Many of these men and women are practical 
  sorts who have struggled and sweated for the Kingdom 
  but some are much more concerned with the privileges 
  they’ve accrued rather than their duties. Any Charisma 
  (Persuasion) checks are made with Disadvantage unless 
  the Company has members with high standing in either 
  Dale or Erebor.
  Merchants from Lake-town
  Dale and Esgaroth have a long history together and trade 
  comes and goes up and down the River Running at all 
  times of the year. Those merchants who don’t trust to the 
  water for their goods are still likely to be found following 
  the footpaths beside the river as they travel to or from the 
  Lonely Mountain. A companion who takes the time to at 
  least examine the wares of the merchants they’ve met gains 
  Advantage on their Charisma (Persuasion) check to get 
  news out of the travellers.
  Those who Heeded Bard’s Call 
  When the King asked for those of strength and courage 
  to restore the North many folk answered. Some are 
  emissaries, come to take the measure of the new kingdom 
  and learn what gains in profit or power their lord would 
  gain from assisting or thwarting Bard. Others are more 
  personally interested in fortune and fame and have the 
  war gear and determination to succeed. The Company has 
  come across other folk who are active in the area for many 
  of the same reasons as their own. If the two groups meet as 
  allies both dedicated to the success of Dale, then the heroes 
  have Advantage on any Charisma (Persuasion) checks. 
  If they see each other as rivals, then either a Charisma 
  (Intimidation) or Intelligence (Riddle) check is in order 
  instead.
  Journey event table entry 1 (or less)
  explorIng the restored KIngdoms
  
  LoneLy Mountain Region guide
  116
  Of Herbs and Stewed Rabbit
  The Hunter has an opportunity to gather food. They must 
  make a Wisdom (Survival) check. You have Advantage if 
  the Company won Feasts Fit for the Kings of Ancient Times, 
  or Disadvantage if you face Meagre Supplies and Poor 
  Meals. 
  If successful, you either gather food (restore a level of 
  Exhaustion or 1 Hit Die to each hero) or collect herbs 
  (Loremaster’s choice of herbs found). If you fail then the 
  Arrival roll gains a -1 penalty.
  The Grey Mountains
  There are small herds of red deer in the valleys of the 
  Mountains for a determined Hunter to find. There are also 
  hares, badgers, wolverines, mice, bears and wolves in the 
  lowlands, with sheep and mountain goats on the steeper 
  slopes. You can find clover, chicory, fireweed, sheep 
  sorrel and white mustard in the mountains. Kingcups 
  reveal themselves with the snow-melt and shaded valleys 
  sometimes hide shadow-thorn as well. 
  The Long Marshes
  Beavers and wild boars live amidst the reeds, joining 
  widgeons and grouse. Woodpeckers tap at willow trees, 
  mindful of Gallows-weed. A patient stalker can collect a 
  brace of frogs with relative ease, though some kinds are 
  poisonous unless cooked carefully. In the water itself are 
  eels, tench, roach and rudd along with otters. 
  The roots of reedmace are excellent as food as well as a 
  curative and the head of the plant before it flowers is quite 
  delicious. It is also easy to find curled dock and plantains in 
  the marshes. Water-lilies and Hagweed are also common.
  The Nether Marches
  There are less deer here than in the Upper Marches but 
  more hares. Careful hunters can find minks along the 
  banks of the small streams here that hold graylings and 
  brown trout. Partridges, grouse, pigeon and turtle-doves 
  hide from harriers and goshawks. Chickweed, clovers, field 
  pennycress, milkweed, sheep sorrel and white mustard 
  plants can all be found here. Water lilies can sometimes be 
  found in the slower parts of the Redwater and it is rumoured 
  that shadow-thorn can be found in the Netherwood.
  The Northern Dalelands
  In addition to the elk and deer herds, there are hares, stoats 
  and other rodents such as lemmings. Wild sheep and goats 
  can also be found. Wood grouse, snowy owls, partridges, 
  ravens and woodpecker occupy the skies. Trout, char, perch, 
  powan, pikes and graylings fill the streams that wash down 
  from the Grey Mountains to feed the River Running and the 
  Long Lake.
  A patient Hunter can find wood sorrel, sheep sorrel, 
  fireweed, pennycress and chicory in the Dalelands, along 
  with many fields of corn kept by farmers. Kingcups can 
  sometimes be found and shadow-thorn grows at the eaves 
  of Mirkwood.
  The Upper Marches
  There are many herds of roe deer and lesser creatures like 
  hares and hedgehogs to be found. The streams of the area 
  carry trouts, pikeperch, carps and eels. Sparrowhawks, 
  white-tailed eagles, swifts, plovers, and teals join storks 
  from the distant south in the sky. 
  Depending on the season, wild berries, hazel nuts, clover, 
  nettles, wild onions and sorrel can be found. Kingcups can 
  sometimes be found in the meadows of this region.
  The Waste
  There is little hunting to be had in the Waste. You 
  automatically have Disadvantage on the check and any 
  success means you have found just enough small things 
  (hares, mice, scraggly plants) to keep hunger’s edge away.
  Journey event table entry 2
  
  117
  An Obstacle
  Something blocks the path ahead. The Guide must make a 
  Wisdom (Survival) check and each other companion must 
  make either Wisdom (Survival) or Strength (Athletics). If 
  the Company has horses or ponies, one hero must make 
  a Wisdom (Animal Handling) check. All checks have 
  Advantage if they are on Paths both Swift and True, or 
  Disadvantage if they face The Wearisome Toil of Many 
  Leagues.
  If all are successful, the Arrival roll gains +1. If half or more 
  are successful, there is no penalty. If more than half failed 
  then each hero gains a level of Exhaustion. If all fail add a 
  -1 penalty to the Arrival roll to the Exhaustion.
  Already Occupied
  The way that the Guide has chosen already has other 
  travellers of some kind. If they are ordinary folk, then 
  the Guide might make an Intelligence (Traditions) or 
  Charisma (Intimidation) check to allow the Company 
  to pass. Otherwise, the Guide is forced to either wait 
  awkwardly until the path forward is clear (causing each 
  member of the Company to gain one level of Exhaustion 
  but no check is required) or find a new way forward, using 
  the base rules above.
  Dead End
  The trail or path that the Company has been following 
  comes to a sudden end, disappearing into the grass or 
  a silent stone wall. This catches the Guide by surprise 
  and she must make a Wisdom (Survival) check with 
  Disadvantage. If successful, then all other members of the 
  Company gain Advantage on their required checks as she 
  quickly plots another route.
  False Path
  The Guide has been fooled by some deception, intentional 
  or not. They might have taken the wrong turn at the last 
  crossroads, or followed a sign moved by bandits to steer 
  traffic into their trap. If the Guide makes the Wisdom 
  (Survival) check then he also gains a point of Shadow as 
  he realises that he has wasted hours of the Company’s time 
  and must now backtrack.
  Patch of Desolation
  While much of the land around the Mountain has been 
  reclaimed, the Company has managed to stumble into a 
  place where death and dreariness still reigns. If the entire 
  Company fails their check, instead of modifying the Arrival 
  roll each member gains 1 point of Shadow.
  Rockslide
  A landslip has occurred and the known ways forward are 
  now blocked by rubble and rocks. Even on a success, the 
  Company has lost precious time going around and will not 
  reach their destination when expected. Apply a -1 modifier 
  to the Arrival roll regardless of whether the heroes succeed 
  or fail.
  Swift and Cold Waters
  The Company must cross the quick and frigid waters of the 
  North. This might be the River Running or the Redwater or 
  one of their lesser tributaries. In the autumn or spring the 
  checks must be made at Disadvantage.
  Journey event table entry 3
  explorIng the restored KIngdoms
  
  LoneLy Mountain Region guide
  118
  In Need of Help
  The Company meets someone who needs aid. If they choose 
  not to assist each hero must make a Wisdom saving throw 
  to avoid a Shadow Point.
  If they do help, they make three checks, usually from 
  Animal 
  Handling, 
  Insight, 
  Medicine, 
  Nature, 
  Persuasion, Survival or Traditions.
  If all checks are successful then all heroes gain Inspiration 
  and +1 to the Arrival Roll. If two checks are successful then 
  one hero gains Inspiration and +1 to the Arrival Roll. If one 
  check is successful then +1 to Arrival Roll. If all rolls fail 
  then a -1 modifier is applied to the Arrival Roll.
  House Fire
  All it takes is one moment of inattention for a cook-fire 
  to get out of control. Fortunately, the Company manages 
  to stumble across the farmstead just when the house or 
  an outbuilding has caught fire. The heroes must make 
  Strength (Athletics) checks to fight the blaze directly or 
  perhaps use Intelligence (Riddle) checks to know where 
  to cut firebreaks. Those who fail in their checks fighting 
  against the fire gain a level of Exhaustion from the smoke 
  and heat.
  Merchants’ Mishap
  Ahead there is a tipped over cart, broken open strongbox 
  or other signs of a robbery. One or more merchants are 
  there as well. Their response to the arrival of the Company 
  depends on the heroes’ approach. If the heroes are cautious 
  and call out in advance then they might hear a sad tale 
  of woe but if they rush in with swords drawn then the 
  merchants will mistake them for more bandits. Sometimes, 
  clever thieves might pretend to be victims in order to trick 
  the companions into letting their guard down and the 
  companions are instread rushing into a trap.
  Miner Trouble
  There are many ancient Dwarven mine-shafts in the Iron 
  Hills, Grey Mountains and even a few lesser workings near 
  to Erebor itself. A group of miners has become trapped — 
  perhaps an earth tremor collapsed part of a shaft, rising 
  waters threaten to drown the mine or some dangerous 
  creature has them cornered. They are close enough to the 
  surface that their calls for aid can be heard, though voices 
  can carry for long distances in stone shafts and reaching 
  the miners may be more difficult than it first seems. 
  Only Athletics, Investigation, Riddle or Survival checks 
  can aid the trapped Dwarves.
  Overabundant Harvest
  There is such a thing as too much of a good thing, as the 
  companions might observe. They’ve come across a farmer 
  or hunter struggling with something beyond their abilities: 
  a crop that threatens to rot on the vine or in the ground 
  before all of it can be taken in or an animal taken by the 
  hunter that he cannot carry by himself. If the Company 
  takes the time to aid in the harvest then not only do they 
  gain the gratitude of the farmers or hunters but also gain 
  Advantage on their next check for the Hunter due to the fact 
  that they now have extra provisions themselves.
  Stuck Caravan
  The weather has been terrible for several days now, 
  and thus it is not unsurprising to find other travellers in 
  distress. The Company comes across a caravan of farmers’ 
  wagons heading to Dale or Lake-town, a merchant craft 
  run aground along the River Running or Redwater or some 
  other group stranded. Muscle and tenacity (Athletics) 
  will certainly solve the problem or perhaps clever thinking 
  (Riddle).
  Victims of Sark
  The companions hear desperate cries for help from ahead 
  or stumble across a scene of devastation when suddenly 
  one of the bodies moves and reaches out for assistance. 
  The Company has come across a recent attack by Sark 
  the Bear-skinned. The raiders are too far away to reliably 
  give chase, but there are folk here who desperately need 
  help and healing. Heroes that leave victims to die in order 
  to give fruitless chase should receive 2 or more points of 
  Shadow. 
  Journey event table entry 4
  
  119
  Agents of the Enemy
  The Company approaches a hostile force. The Look-out 
  must make a Wisdom (Perception) check to spot the 
  enemy early. The Look-out has Advantage if the Company is 
  Hidden from the Shadow or Disadvantage if they face The 
  Keen Eyes of the Enemy. These modifiers apply to any rolls 
  made outside of combat.
  If successful, they may either sneak away or ambush them 
  (in which case the enemy is Surprised). If failed, the enemy 
  sets an ambush and the Player-heroes are Surprised.
  Agents of Lord Hakon (CR 4)
  If the Company has interfered in the plans of Lord Hakon 
  (especially during the course of Erebor Adventures) they 
  may be pursued by his agents. Use the City Guards on page 
  48, one guard for each hero, but the corrupt soldiers do 
  not have their Silver Whistles. They are led by one of his 
  lieutenants, a guard commander (page 49).
  Devastation of a Dragon (CR 6)
  The Company has come across a place where a mighty 
  Dragon slew many people, causing much grief. Now the 
  dead do not rest easily, remembering the pain of Dragon-
  fire and the malice of the Dragon-spell. 
  If the Company lingers here, they will attacked by Fell 
  Wraiths (page 84 of Rivendell Region Guide), made stronger 
  by being a Formidable troupe (page 70 of the same 
  volume).
  Garrick (CR 4)
  The Company comes across Garrick of the Black Arrow 
  (see page 58) and his ruffians (three Thugs for every two 
  heroes). They are likely to demand payment from the 
  heroes — a toll for guarding the road, crossing a bridge or a 
  fee for camping in his lands or whatever Garrick thinks he 
  can get away with. If it comes to blows he and his fellows 
  will flee any determined opposition only to later try and 
  create more trouble for the heroes. 
  Marsh-dwellers (CR 3)
  A group of Marsh-dwellers (one for each member of 
  the Company) lies in wait in a mere of stagnant water 
  somewhere near the path of the heroes. These monsters are 
  Gimlet Eyed (see Loremaster’s Guide, page 117) and will 
  wait until nightfall to attack.
  Sark and his Raiders (CR 6)
  Sark is out raiding near to the Company’s path. He is 
  accompanied by one Outlaw (page 75 of the Loremaster’s 
  Guide) for each companion. If the heroes manage to get 
  the upper hand, the half-orc has no compunctions about 
  leaving his fellows behind and escaping into the wilderness.
  Soldiers of the Serpent (CR 5)
  One of Rugash’s scouting parties has caught wind of the 
  Company and has decided to investigate further. Heroes 
  that are cautious and stealthy might learn more than they 
  like about the Serpent and his plans against the Mountain. 
  If the heroes are discovered, there are a Snaga Tracker and 
  two Orc Soldiers for each companion to deal with.
  Journey event table entry 5
  explorIng the restored KIngdoms
  
  LoneLy Mountain Region guide
  120
  The Wonders of Middle-earth
  The Company is presented with a spectacular sight. Each 
  hero must make either a Wisdom check or an Intelligence 
  (Investigation) check. These checks are made with 
  Advantage in Fair Weather and Disadvantage under Foul 
  Weather.
  If successful, the hero recovers one level of Exhaustion or 
  gains one if they fail. If all heroes succeed, gain a +1 to 
  the Arrival Roll or if all fail then the Arrival Roll gains a -1 
  penalty.
  Mighty Works of Old
  This is not the first time that Dwarves have laboured under 
  the Mountain, nor is it the first time that the bell towers of 
  Dale have been raised. The Company has stumbled upon 
  a reminder of the history of these places. If you succeed at 
  your check and are a Dwarf or are from the North (Bardings 
  or Men of Lake-town) then you gain Inspiration in addition 
  to the other benefits.
  Nature’s Majesty
  The Company has some chance to sight some impressive 
  display of wildlife, perhaps herds of red deer, great elk or 
  the legendary reindeer of the Forod as they migrate through 
  the Withered Heath. Closer to the Mountain, it might be the 
  sight of a great eagle far above that stirs the hearts of the 
  Company.
  Quiet Moments in the Morning
  In the early morning hours, when the sun has just 
  risen and the land has yet to fully awaken, there is 
  time for contemplation. If you spend this time in quiet 
  contemplation, you can make an Intelligence (Riddle) 
  check instead of the Wisdom check.
  Sunset in the Mountains
  The sun disappears quickly in the West when the mountains 
  cloud the horizon, but the last light of the day lingers for a 
  long time. Those who live here are used to this warm golden 
  light, but travellers might benefit from it. Heroes that are 
  very close to their destination might press on. If you do so, 
  make your checks with Disadvantage. If successful still, add 
  a +3 instead of +1 to your Arrival Roll.
  The View from On High
  The Company has the chance to see the land from an 
  unusual perspective, perhaps because they’re high on a 
  mountain trail or were able to visit one of the terraces of 
  the Lonely Mountain or the highest towers of Dale. If you 
  succeed at your check you gain Inspiration in addition to 
  the other benefits.
  Well-tired at Day’s End
  The companions are truly weary at the end of the day, but 
  they also know in their hearts that they have accomplished 
  much good today. It might have been great deeds worthy of 
  a song, or it might be smaller victories that have meaning 
  only for themselves. 
  A hero that succeeds at their check can choose to either 
  remove 1 point of temporary Shadow and gain Inspiration 
  or recover a level of Exhaustion instead. 
  Journey event table entry 6
  
  121
  A Hunt
  The Hunter has a particularly excellent chance to catch a 
  good meal. The Hunter must make a Wisdom (Survival) 
  check. These checks are made with Advantage with Feasts 
  Fit for the Kings of Ancient Times, and Disadvantage if the 
  Company has Meagre Supplies and Poor Meals.
  If successful by 5 or more, all heroes recover a level of 
  Exhaustion and the Company gains +1 to the Arrival Roll. 
  Other successes recover a level of Exhaustion only. If the 
  check fails then the Company gains a level of Exhaustion. If 
  the Hunter fails by 5 or more add a -1 penalty to the Arrival 
  Roll.
  The Grey Mountains
  The Hunter has the chance to catch one of the famed 
  Dwarven mountain-goats. But the creature is high up and 
  unafraid of leaping from ledge to ledge. 
  You can choose to make a Strength (Athletics) check. If 
  successful, you gain Advantage on your Survival check. 
  But any failure on the Athletics check means an automatic 
  failure, as if you rolled just under what you needed to 
  succeed.
  The Long Marshes
  The Hunter has come across the tracks of some large 
  beast of the fens. It’s likely to be a beaver or a wild hog. 
  Unfortunately, the Hunter will need to traverse many areas 
  of sucking mud and stinging insects to pursue the prey. You 
  can choose to give yourself a level of Exhaustion in order to 
  gain Advantage on the Survival check.
  The Nether Marches
  While herds of roe deer are less common here, there are 
  still some. The Hunter has caught sight of one such herd. 
  However, the Company must be careful — the deer are in 
  strange lands and even more cautious than normal. If 
  you can succeed on a Dexterity (Stealth) check, you gain 
  Advantage on your Survival check. If you choose to make 
  the Stealth check and fail it, the herd is spooked and the 
  Survival check is failed, as if you rolled just under what 
  you needed to succeed.
  The Northern Dalelands
  The Hunter has chanced across a sheep or goat that is 
  almost certainly a wild beast, though it might have escaped 
  from a farmer years ago. The creature is an easy catch but 
  is scrawny and does not easily satisfy well-worn travellers. 
  You have Advantage on your Survival check but any 
  success only allows you to recover Exhaustion, not to get a 
  bonus to your Arrival Roll.
  The Upper Marches
  Among the hunters of Dale, the Kine of Araw are legendary 
  and it chances that determined folk sometimes spy one of 
  the small herds moving across the plains of the Marches. 
  Getting close enough to get a good shot without causing 
  them to flee or trample the would-be hunter is a stiff 
  challenge but a single beast can feed a Company for 
  weeks. 
  Any further rolls involving the Hunter on this journey can 
  be considered to be passed automatically, as if the Hunter 
  rolled exactly what was needed to achieve the DC.
  The Waste
  The Waste is an empty land and not even Béma himself 
  could find a catch worthy of the name. Any success here 
  represents a tightening of the belts and making do with 
  what little things that are good to eat can be found.
  Journey event table entry 7
  explorIng the restored KIngdoms
  
  LoneLy Mountain Region guide
  122
  A Fine Spot for a Camp
  The Scout has spotted a location that might make an 
  excellent campsite. Make an Intelligence (Investigation) 
  check.
  If the check succeeds by 5 or more then the Company 
  recovers a level of Exhaustion and gains +1 to the Arrival 
  Roll. On a basic success the Company recovers a level of 
  Exhaustion. On a failure the Company gains a level of 
  Exhaustion. On a failure of 5 or more the Company is in 
  danger and might face enemies. They also gain Exhaustion 
  and a -1 penalty to the Arrival Roll.
  High Hillock
  Whether the Company are in the Long Marshes or the 
  flat-lands of the Marches, they have been lucky enough to 
  come across a hillock that rises above the rest of the low 
  landscape. 
  If you score any sort of success the night passes uneventfully 
  and each member of the Company gains Inspiration from 
  the break in the monotony. But you fail, then your position 
  of prominence has attracted some sort of attention and 
  there will be trouble of some sort before the night is out.
  Mountain Trail
  The companions are hiking somewhere in the heights (the 
  Grey Mountains, Iron Hills or perhaps the northern slopes 
  of Erebor) when the perfect spot for a campsite presents 
  itself. It is a little cul-de-sac with a rock overhang to keep 
  the weather away, big enough for all the members of the 
  Company and their animals but cozy enough to keep warm 
  with a small fire that shouldn’t attract too much attention. 
  But, as Thorin’s Company discovered when they crossed 
  the Misty Mountains, sometimes campsites that seem 
  perfect prove themselves perfectly dangerous instead.
  Noble’s Camp
  The Scout has found an excellent place to stop for the night, 
  but unfortunately it belongs to someone else. It’s possible 
  that the camp is currently occupied (in which case an 
  Intelligence (Traditions) or Charisma (Persuasion) 
  check is needed to allow the Company to join the noble’s 
  group) or it might just be stocked and prepared in case 
  the noble and her hunting party come this way. In such 
  cases, it’s a minor misdeed to use the campsite without 
  permission. If the companions use up the camp supplies 
  without even attempting to replace them then they should 
  accrue even more Shadow points.
  Ruins of the Lost Past
  The bones of old buildings often provide excellent campsites, 
  as their builders were searching for the same things that the 
  Scout is — good, even, flat ground close to a water source, 
  untroubled by storms or dangerous creatures. But they are 
  also melancholy places that make one think of those people 
  who once called this place home and what caused them to 
  abandon it long ago.
  If the Scout fails the Investigation check each hero must 
  make a Corruption check, a DC 15 Wisdom saving throw 
  or gain a point of Shadow as the companions’ talk turns to 
  tragic tales of long ago.
  Safety in the Waste
  The Scout has found a cleft between two rock outcroppings 
  in the barren landscape of the Waste. Here there is shelter 
  from the wind and the sun and soil underneath is cool and 
  moist. It is not much, but it is the best that can be expected 
  in these lands. You have Advantage on the check, but gain 
  a point of Shadow if you fail. In this case, the shelter is not 
  everything that it seemed to be and the companions spent 
  their time there without rest.
  Shelter from the Storm
  The forecast is taking a turn for the worse and the Company 
  can see some place ahead where they can escape the 
  weather. If the Scout succeeds all is well and the heroes can 
  take some pleasure in listening to the rain outside as they 
  stay warm and dry inside. But if the check is failed then the 
  storm has driven something else to take shelter here too 
  and the companions must deal with it, via diplomacy or 
  force of arms.
  Journey event table entry 8
  
  123
  A Lingering Memory of Times Long Past
  The Company discovers a relic of past ages. Each companion 
  must make a Wisdom check.
  If successful, the hero gains Inspiration. If you succeed by 5 
  or more, you may remove a level of Exhaustion. If the hero 
  fails, you must make a DC 15 Wisdom saving throw or 
  gain 2 points of Shadow. If you fail the initial check by 5 or 
  more, you must make the saving throw and gain a level of 
  Exhaustion.
  If at least half the Company succeed at the check, add +1 
  to the Arrival Roll. Otherwise apply a -1 modifier instead. 
  Casualties of Smaug
  The Dragon’s descent upon the Mountain was sudden 
  and his devastation was vast. The Company has come 
  across some memory of Smaug’s initial attack — a burned 
  farmstead, broken watchtower or stone cottage rent by 
  his talons. If the heroes pursue another Dragon then any 
  failure here reminds them of the power possessed by their 
  foe and each companion gains a point of Shadow.
  Elven Expedition
  It is rare for the Elves of Mirkwood to travel great distances 
  in the open, but when their king wishes to replenish his 
  stores of Dorwinion wine they will make a long journey. 
  The Company might come across a current expedition but 
  more likely they have found something left behind on the 
  previous trip. But the First-born rarely let anything fall by 
  chance and there might be some greater significance to the 
  find. Perhaps it signifies a secret place nearby where the 
  travelling Elves keep supplies or it is a warning to those that 
  follow that there is danger nearby.
  The Kings of Rhovanion
  Over a thousand years ago, a great kingdom of Men 
  flourished between the eaves of Mirkwood and the Celduin 
  and its princes were strong allies of Gondor, joining them 
  in their wars against the Easterlings and once figuring 
  into the succession of the southern kings. The Company 
  has found some token of that time. While tales of the Men 
  of Stone-land travel north with merchants, only the very 
  learned amid the North will be able to tell the heroes of the 
  significance of their find.
  The Old Kingdom
  The companions are travelling near to Erebor when they 
  come across some reminder of the first Kingdom under the 
  Mountain and how the Dwarves departed not to flee the 
  terror of a Dragon but to follow the wishes of their king. 
  Who is to say that Dáin or his heir will not one day decide 
  to remove the throne of Durin’s line once again to the Grey 
  Mountains or return it to its rightful home in lost Khazad-
  dûm?
  Strange Stars
  Along the way something has come into the Company’s 
  hands from far away. It might be a gift from another 
  traveller met along the way or something accidently left 
  behind at a well-used campsite. For those who carefully 
  study it, a hero might muse that people, even separated 
  by thousands of miles and a thousand different traditions, 
  are much the same everywhere. Or the less wise may focus 
  only on the differences that estrange the Free Peoples from 
  each other.
  Unlike our Forefathers
  One of the companions has recovered some working of 
  the Dwarves from before the Dragon descended upon 
  the Mountain. Even in its current dilapidated condition 
  it is evidence that the craft of long ago exceeds the grasp 
  of the smiths working there today. If any Dwarf heroes 
  are required to make Corruption checks, they make their 
  saving throw with Disadvantage as grief for what was lost 
  that day stirs their hearts.
  Journey event table entry 9
  explorIng the restored KIngdoms
  
  LoneLy Mountain Region guide
  124
  A Place Touched by the Shadow
  The essence of something dark and terrible lingers here. 
  The Scout must make an Intelligence (Investigation) 
  check to avoid the area.
  If successful, the Company gains a +1 to their Arrival 
  Roll. If the Scout succeeds by 5 or more, each hero gains 
  Inspiration and may remove 1 temporary Shadow point.
  If the Scout fails, each hero must make a DC 15 Wisdom 
  saving throw against Corruption or gain 1 point of Shadow. 
  If the Scout fails by 5 or more, some dark thing still lurks 
  here, ancient and evil… 
  An Ancient Grief
  Somewhere in the Waste, the heroes have come across 
  what looks like the remains of a garden. But the tenders of 
  those plants was no ordinary Man or Dwarf, and a sense of 
  sadness suffuses the entire area. Long, long ago the lovers 
  of growing and fruiting things became estranged from the 
  shepherds of the trees and this place is but one reminder of 
  that sad tale of long ago.
  A Cavern in the Mountains
  The heroes have stumbled across a cave entrance in the 
  mountains and are investigating it to see if it will serve as a 
  safe campsite when they come across a gruesome discovery: 
  the bones or other remains of travellers! Whether by losing 
  their way in twisting tunnels, succumbing to earlier injuries 
  or perhaps being poisoned by water or another substance 
  in the cave, the previous campers never left. Even if you 
  succeed in your Investigation check, each hero must make 
  the Corruption check or gain a Shadow point.
  Dragon’s Den
  The Company has stumbled across what used to be the 
  lair of a Dragon. However, the monster was defeated long 
  ago and whatever treasure it once had was recovered by 
  its slayers. But the Dragon-spell still lingers and any heroes 
  that stay here will soon find their thoughts brooding over 
  any ‘unfair’ distribution of wealth in the Company. Each 
  companion automatically gains a point of Shadow even if 
  you succeed in your Investigation check.
  No Way Out
  The Company is briefly detained by bad luck: a promising 
  trail comes to a dead end, a sudden storm forces the heroes 
  to take temporary shelter or a confusing mists prevents 
  the Guide from seeing any landmarks at all. But there is 
  something else at work too… what would normally be only 
  momentary frustration builds in the Scout’s heart and any 
  failure sees you lash out at the other companions. Choose 
  a hero other than yourself to gain a point of Shadow from 
  your tirade.
  Pale Enchanted Gold
  The Company is travelling in marshlands and the Scout 
  has seen the gleam of treasure in the muddy waters around 
  them. Standing on a patch of soggy ground, the coins or 
  other valuables seem to be resting just under the water 
  nearby. But when the hero wades into the water to retrieve 
  them, it is revealed that the water is deeper than it seems 
  and the gold is further away. Or perhaps the mud stirs and 
  the golden gleam of treasure is spied in another part of 
  the pond after the disturbance settles. In any case, greedy 
  adventurers can easily strain themselves (gaining a level of 
  Exhaustion) for only a handful of coins that seem to lose 
  their allure out of the water.
  A Place of Betrayal
  At some time — perhaps recently or many years ago — 
  this was the site of treachery and the stones remember 
  it even if Men do not. The companions get the sense that 
  the Company is not in agreeance on the way forward 
  and even settled arguments may flare up again. You have 
  Disadvantage on the initial Investigation check but even 
  if you fail it by 5 or more Shadow is the only consequence: 
  any evil in this place is only what the Company brings with 
  them.
  Journey event table entry 10
  
  125
  The Enemy is Abroad
  Evil Men, Orcs, Goblins or other servants of the Enemy are 
  moving through the area. If the Company is subject to The 
  Keen Eyes of the Enemy, the confrontation is unavoidable, 
  if the Look-out makes a Wisdom (Perception) check, the 
  enemy is Surprised on the first round of combat.
  If the Company is Hidden from the Shadow, the Look-out 
  can use Perception or Stealth to avoid the enemy. If the 
  check fails, the enemy is still Surprised on the first round 
  of combat.
  If neither applies, then each member of the Company 
  must make a Dexterity (Stealth) check. If the Company 
  has horses or ponies then one companion must make a 
  Wisdom (Animal Handling) check as well. If any of these 
  rolls fails, they have spotted and battle is engaged with no 
  advantage to either side.
  Hobgoblins of the Worst Sort (CR 8)
  A small tribe of Hobgoblins (page 98 of the Loremaster’s 
  Guide) is on the prowl and has caught the delicious scent 
  of the Company. There are three of them for each member 
  of the Company and each is a Biter with Reckless Hatred. 
  (Both abilities are found on page 118 of the Loremaster’s 
  Guide.)
  Kibiluzn’s Army (CR 8)
  While the Dragon himself should be the focus of a 
  campaign, a Company that ventures too close to his lair 
  might find them assaulted by a group of soldiers from his 
  army (Goblin Soldiers equal to three times the Company’s 
  size and two Goblin Archers for each hero). The entire group 
  counts as a Vengeful Band.
  Lytegan (CR 7)
  The Company will only spy this Dragon if they venture near 
  to the Misty Mountains, perhaps sent on a scouting mission 
  by a Dwarf-lord to investigate Dwarrowhall (see page 64 of 
  the Rhovanion Region Guide). She will try to stay aloft to 
  use her speed and fiery breath to her advantage. (See page 
  103 for more notes on Lytegan’s strategies in combat.)
  Mountain-Troll Pass (CR 12)
  The Company has accidentally wandered into the domain 
  of a Mountain-troll family. Each member of the troupe 
  (one for each hero) has a Thick Hide (page 121 of the 
  Loremaster’s Guide). They attack as a group with little 
  strategy and will flee when the first of them falls.
  Sark the Bear-skinned (CR 11)
  If the companions have driven off Sark before, he might 
  decide to hunt the Company with more of his raiders. He 
  can afford to spend time and their lives to wear down the 
  heroes, striking only when they are at their weakest. There 
  are two Outlaws for each hero plus Sark himself.
  Rugash the Serpent (CR 6)
  Rugash the Serpent and his band — one Orc Soldier with 
  Dying Frenzy per hero and one Orc Guard with Thrall 
  (Rugash) per hero — are nearby. If Rugash has the upper 
  hand, he’ll be sure to ambush the Company in terrain that 
  favours him.
  Journey event table entry 11
  explorIng the restored KIngdoms
  
  LoneLy Mountain Region guide
  126
  Many Meetings? Fly you Fools!
  The companions have encountered a traveller upon 
  the road, but all may not be as it at first appears. If the 
  Company began the journey under Dark Signs and Evil 
  Portents, it is a servant of the Enemy. If they started From 
  Auspicious Beginnings then it is one of the great powers 
  for good. Otherwise, the Look-out must make a Wisdom 
  (Perception) check. 
  If the Look-out succeeds by 5 or more, they recognise 
  the traveller for someone of great standing and may 
  immediately remove 1 Shadow point, gain +1 to their 
  Arrival Roll and may seek an Audience with the traveller. 
  On a basic success, the traveller’s identity is shielded from 
  them and the meeting should use the rules for A Chance 
  Encounter. Insight checks may reveal their true identity.
  If the check fails, each hero must make a DC 15 Wisdom 
  saving throw against Corruption or gain 2 Shadow points. 
  They must then hide from the enemy (using the rules in 
  The Enemy is Abroad) but also gain a level of Exhaustion 
  and -1 penalty to their Arrival Roll. If the Look-out fails by 
  5 or more then the Company is automatically spotted and 
  they must flee. Each hero gains 2 Shadow points, a level of 
  Exhaustion and a -1 to the Arrival Roll.
  Bombur
  The biggest and heaviest Dwarf you’ve ever seen calls out 
  excitedly. He waves to you, asking if you have time to sit and 
  chat, perhaps over a meal — for he is surely hungry and you 
  must be as well? 
  Bombur’s friendliness might have hidden meanings 
  behind it, especially as dark forces threaten both City and 
  Mountain. He will likely take the measure of the Company 
  and, if he finds them honorable folk, point them in the right 
  direction.
  Captain Elstan
  A brave knight with shining armour and a magnificent 
  shield sits upon a fine-bred riding horse. He grins, 
  delighting in the hunt and being out in the wild. 
  This is Sir Elstan, First Captain of Dale. As the tale of years 
  progresses, he is more likely to serve in an advisory role 
  and leave the fighting itself to younger folk. But when his 
  King needs him, he will take on any challenge. 
  During the course of Erebor Adventures the Company might 
  both aid him in his quests or he might vouch for them in the 
  halls of the wise.
  Clovis
  A Hobbit with a large nose and full head of dark curls 
  greying at the ends greets the Company. He asks if they’ve 
  seen any trouble on the Road recently? He plans to return 
  home soon, to the Southfarthing, in the distant land of the 
  halflings.
  Clovis is actually the cover identity of Longo the bandit-
  lord. He puts on the friendly demeanour to scout out his 
  next victims and to learn what infamy Longo has recently 
  gathered (and perhaps throw any pursuers off his track). 
  If the companions bear open weapons and other war-gear 
  he’s likely to pass them by as being too much trouble. 
  If the heroes become involved in the events of Erebor 
  Adventures they’ll soon learn more than they want to know 
  about Longo.
  Emissary of the Master
  The woman you’ve met on the Road is too well-dressed for 
  travelling and frowns at the mud on the hem of her dress. 
  You might have taken her for a noble-woman, but her speech 
  is of Lake-town and there a family’s business prospects are 
  judged higher than the bloodlines of their forebearers. Her 
  eyes are stern as she asks you of the way ahead.
  Despite her direct mannerisms (learnt from dealing with 
  too many silver-tongued merchants), this envoy from the 
  new Master of Esgaroth is like her liege — her interest is in 
  the safety and prosperity of the folk of Lake-town and she 
  works with their best interest in her heart. (If needed, use 
  the courtier stats on page 46.)
  Journey event table entry 12 (or more)
  
  127
  Katun
  A middle-aged merchant-woman in Easterling garb 
  approaches. She has a friendly smile and offers tea to those 
  who would visit with her.
  Katun is a successful merchant who grew up far to the East. 
  These days she can often be found in the Commons (see 
  page 48) or travelling to or from Dale. Her patience and 
  wisdom are held in high regard by many folk, especially 
  those who are newly arrived to the City of Bells. During the 
  course of Erebor Adventures, the Company might be glad of 
  her advice if they should chance across her way.
  Lord Hakon
  A tall man with long grey hair, wearing the clothing of a 
  Barding noble leads a small group of Men. He smiles as the 
  heroes approach but seems cautious and waits for you to 
  introduce yourselves.
  Lord Hakon might be met within Dale, or travelling 
  anywhere around the Mountain recruiting for his various 
  schemes. If the companions are the sort of folks interested in 
  morally grey work that comes with some gold and promises 
  of more if they help Hakon restore his rightful place then he 
  has plenty to offer them. 
  If they’re instead suspicious of him, then he will attempt 
  to quit their company as soon as possible. Lord Hakon’s 
  ambitions are a major thread of Erebor Adventures and his 
  reaction to the Company in later years will depend heavily 
  on their involvement therein.
  explorIng the restored KIngdoms
  
  LoneLy Mountain Region guide
  128
  - FOLK OF STONE -
  Now that Smaug is dead and the Kingdom under the Mountain restored, many Dwarves have returned to Erebor. Most 
  of those were wandering refugees who have had no permanent home other than the Mountain. But not all of the folk of 
  the Iron Hills accompanied their lord when he removed to Erebor, and some wanderers in the Grey Mountains venture 
  forth to the new kingdom.
  All Manner of Dwarves
  The Adventures in Middle-earth Player’s Guide gives initial rules for Dwarves hailing from Erebor and the Iron 
  Hills. The following information expands — but does not modify — the traits given for Dwarves of the Iron Hills 
  as well as provide a new option in the Grey Mountains.
  
  129
  - DWARVES OF THE IRON HILLS -
  With cries of “Moria!” and “Dáin, Dáin!” the Dwarves of the Iron Hills plunged in… Panic came 
  upon the Goblins.
  Beyond the Waste, where the river Redwater runs 
  swiftly south, rise the Iron Hills, the old
  kingdom of Dáin Ironfoot. Named thusly because 
  their roots were rich in the metals of martial
  craftsmanship, they are the home of a hardy 
  breed of Dwarves, survivors who left the Grey 
  Mountains almost five hundred years ago under the 
  leadership of Grór. For centuries the Dwarves of the Iron 
  Hills have toiled in deep places under the earth, in dark 
  mines and brightly lit smithies, and the sound of their 
  hammers striking anvils has never ceased to ring in 
  the surrounding dales and valleys.
  Today, the Iron Hills have a new ruler. Dáin 
  Ironfoot is now King under the Mountain, and
  the best part of his folk followed him to Erebor 
  when he took the throne. His young son, Thorin 
  Stonehelm, remained behind to act as a steward to 
  the King. He currently rules over Dáin’s old abode, 
  in the company of his most trusted warriors 
  and retainers, and of those who chose not 
  to leave their ancient homes to go west 
  and rebuild the kingdom under the Lonely 
  Mountain.
  The remaining Dwarves of the Iron Hills are for the 
  most part very much like their young ruler, a proud 
  and stern folk, and among them are warriors who 
  have seen many wars. Though they are not as rich in 
  treasure as are their kin in Erebor, they take great pride in their 
  smith-craft, especially in the making of weapons and armour.
  folK of stone
  
  LoneLy Mountain Region guide
  130
  descrIptIon
  The Dwarves of the Iron Hills live the simple but harsh 
  life of miners and smiths. They are often gruff and terse 
  when dealing with outsiders, as choosing to remain on the 
  far eastern edge of the Wild has made them short-spoken, 
  short-tempered and often quick to seek out a physical 
  solution when a threat arises. 
  More pragmatic than their cousins in Erebor, when they 
  are on the move they wear simple and functional clothes, 
  never carrying anything more than what necessity 
  requires. But when they march to war, the gear they carry 
  betrays their long tradition of a battle-hardened warrior 
  race. The Dwarves of the Iron Hills often sport long, forked 
  beards, plaited and thrusted into their belts when they 
  travel, fight or work the forge.
  dwarven names
  The Dwarves of the Iron Hills are close kin to those of Erebor 
  and the Grey Mountains and have similar names. (See 
  page 39 of the Adventures in Middle-earth Player’s Guide 
  for more information on Dwarven naming conventions.)
  Male Names: Anar, Beli, Bláin, Bruni, Dori, Dwalin, 
  Farin, Flói, Frár, Ginar, Grór, Hanar, Hepti, Iari, Lófar, 
  Lóni, Náli, Niping, Óin, Ónar, Regin, Svior, Thrór, Veig, 
  Vidar.
  Female Names: Ase, Astrid, Bergdis, Bodil, Dagna, Dís, 
  Eir, Eydis, Frea, Fritha, Gard, Grid, Herja, Hón, Idúnn, 
  Ingrid, Kára, Kóna, Már, Mist, Olrún, Onna, Ragni, Róta, 
  Sigrún.
  standard of lIvIng
  What lies under the roots of the Iron Hills cannot compare 
  to the wealth in precious stones and gold that rests below 
  Erebor. The death of the Dragon has improved the trade 
  between the Iron Hills and the lands to the west, but the 
  eastern Dwarves remain much poorer than their western 
  cousins. Because of this, their culture ranks as Martial. 
  Bonus Equipment: A heavy woollen travelling cloak, 
  travelling gear for the current season, a bedroll, a 
  backpack, boots, 3d6 silver pennies, plus choose any one: 
  another 1d6 silver pennies, artisan’s tools of your choice, 
  or a flask of dwarven spirits.
  dwarf traIts
  Your Player-hero has certain traits deriving from your 
  Dwarven ancestry.
  Ability Score Increases – Your Constitution and 
  Strength scores increase by 2.
  Adventuring Age – 50 to 100. Dwarves generally start 
  their life on the road in their fifties, and do not usually 
  consider retiring before their nineties. Around that time, 
  they feel they can no longer stay away from their family, 
  or want to dedicate themselves solely to the perfection 
  of their crafts. But Dwarves can remain active until they 
  are more than two hundred years old, and may return to 
  adventuring if a great need arises, like the opportunity 
  to avenge an old insult or injury, or to recover a treasure 
  or reclaim a long-lost dwarf-hold. A healthy Dwarf who 
  avoids a violent death can reach two hundred fifty years 
  of age.
  Size – Dwarves generally stand between 4 to 5 feet tall 
  and can weigh upwards of 160 lbs. Your size is Medium. 
  Speed – Your base walking speed is 25 ft. Your speed is not 
  reduced by wearing heavy armour.
  Night Vision (Dwarf) – Accustomed to life underground, 
  you have superior vision in dim conditions. You can see in 
  dim light within 60 ft of you as if it were bright light, but 
  you cannot see in the dark.
  Dwarven Resilience – You have advantage on saving 
  throws against poison, and you have resistance against 
  poison damage.
  Tools for War – You have proficiency with axes, hand-
  axes, great axes, hammers, mattocks and warhammers.
  Tool Proficiency – You gain proficiency with the artisan’s 
  tools of your choice: jeweller’s tools, mason’s tools, 
  miner’s tools, smith’s tools, or woodcarver’s tools. You 
  also gain proficiency in one musical instrument of your 
  choice.
  Stonecunning – Whenever you make an Intelligence 
  (History) check related to the origin of stonework, you 
  
  131
  are considered proficient in the History skill and add 
  double your Proficiency Bonus to the check, instead of 
  your normal Proficiency Bonus.
  Languages – You can speak, read, and write Dalish, 
  which is the tongue of the Bardings, who speak an older 
  version of the Common Tongue. You can also speak, read 
  and write the secret language of your people, which has 
  never been shared with any others.
  cultural attItudes
  Those Dwarves of the Iron Hills have the same approach to 
  strangers as the Dwarves of Erebor in the Player’s Guide.
  cultural vIrtues
  Dwarves of the Iron Hills may choose Sworn Allegiance 
  (described below), Broken Spells, Durin’s Way, Old Hatred 
  and The Stiff Neck of Dwarves (see the Player’s Guide, 
  pages 105-107).
  Sworn Allegiance
  "We are hastening to our kinsmen in the Mountain, since 
  we learn that the kingdom of old is renewed."
  Your do not give your trust to others easily, but when it 
  happens, the bond that is formed is so strong that you 
  treat your friends as kinsmen. The first time that you 
  complete a long rest during an Adventuring phase you 
  gain Inspiration as long as your companions are not 
  Paralysed, Petrified, Poisoned, Miserable, Stunned or 
  Unconscious. If at least half of the Company are Dwarves, 
  you gain Inspiration in this manner after each long rest, 
  not just the first one.
  cultural heIrlooms
  Dwarves of the Iron Hills may pick the new heirloom 
  described below, as well as the following ones listed on 
  page 158 of the Player’s Guide: Axe of Azanulbizar, Helm 
  of Awe. (The Ironfoot Hauberk replaces the Dwarf-wrought 
  Hauberk.)
  Ironfoot Hauberk (Ring-mail)
  The ancient weaponsmiths of your folk possessed the 
  secret of forging a hauberk of steel mail, made of a fine 
  and flexible mesh that is especially comfortable and 
  lightweight (for a suit of metal armour). 
  You do not have Disadvantage on Stealth checks when 
  wearing the Ironfoot Hauberk. Furthermore, if you have 
  Dexterity of 12 or higher, the armour provides AC 15.
  folK of stone
  
  LoneLy Mountain Region guide
  132
  - DWARVES OF THE GREY MOUNTAINS -
  But there were Dragons in the wastes beyond; and after many years they became strong again 
  and multiplied, and they made war on the Dwarves, and plundered their works.
  Long ago, when Durin’s folk fled from Moria, many went north into 
  the Grey Mountains. There they found great riches and new wealth, 
  and for a time the Dwarves prospered in their mountain holds. 
  But soon Dragons came from the Withered Heath and, with the 
  death of King Dáin I, the Dwarves were forced to abandon their 
  domains. 
  Today there is no Dwarven kingdom remaining in 
  the Grey Mountains, only cold caverns and ruined 
  halls. Those descendants of Dáin I who didn’t go 
  east to the Iron Hills or back to Erebor scratch 
  out a living as wandering craftsmen and traders 
  in Wilderland. With no forge of their own, they 
  take work where they can find it, but always look 
  north to the lost realm of their ancestors. There 
  lie the graves of their forefathers and every Dwarf 
  who takes to the road longs for the day when they 
  can return home and restore glory to the halls of 
  their fathers. 
  Now that Smaug is dead, the Dwarves of the Grey 
  Mountains look to their kinsmen under the Mountain 
  and the Iron Hills with renewed hope. For they 
  recognise that before them lies a land where the veil of 
  shadow has started to lift, and many believe this to be 
  the turning of the tide. They are no longer satisfied to cower in 
  the cracks of the earth. Now they take to the road with a 
  purpose: they seek to restore their place in the world and 
  glory to their lost kingdom.
  
  133
  descrIptIon
  The lean and travel-worn Dwarves of the Grey Mountains 
  have a dour look about them and suspicion ever in their 
  eyes, but when approached prove to be the most gracious 
  of all those belonging to Durin’s Folk, a politeness that is 
  probably due to their knowledge of the ways of many lands. 
  Often bent over with toil, they sometimes seem slightly 
  shorter than their kin – though when they stand tall their 
  Longbeard ancestry reveals itself, especially in their proud 
  noses and piercing eyes. 
  Typically, the Dwarves of the Grey Mountains carry the 
  tools of their craft with them at almost all times, ever ready 
  for the next opportunity to ply their trade. When they do 
  go to war, they seem to favour the same instruments they 
  use when working, as they wield mattocks and stout axes 
  of blackened iron. 
  names of the grey mountaIns
  See the listing of Dwarven names on page 130.
  standard of lIvIng
  Living a life of constant travel and trade has not allowed 
  for the Dwarves of the Grey Mountains to accumulate 
  great hoards of wealth. As such they are considered to 
  have a Frugal standard of living.
  Bonus Equipment: A travelling cloak, travelling gear 
  for the current season, a bedroll, a belt dagger, 2d6 silver 
  pennies, plus choose any one: a haphazard set of tools, a 
  hunting trap or a memento recovered from one of the lost 
  Dwarf holds.
  dwarf traIts
  Your Player-hero has certain traits deriving from your 
  Dwarven ancestry.
  Ability Score Increases – Your Constitution score 
  increases by 2 and your Wisdom increases by 1.
  Adventuring Age – 50 to 100. Dwarves generally start 
  their life on the road in their fifties, and do not usually 
  consider retiring before their nineties. Around that time, 
  they feel they can no longer stay away from their family, 
  or want to dedicate themselves solely to the perfection of 
  their crafts.
  But Dwarves can remain active until they are more than 
  two hundred years old, and may return to adventuring if 
  a great need arises, like the opportunity to avenge an old 
  insult or injury, or to recover a treasure or reclaim a long-
  lost dwarf-hold. A healthy Dwarf who avoids a violent 
  death can reach two hundred fifty years of age.
  folK of stone
  
  LoneLy Mountain Region guide
  134
  Size – Dwarves generally stand between 4 to 5 feet tall 
  and can weigh upwards of 160 lbs. Your size is Medium. 
  Speed – Your base walking speed is 25 ft. Your speed is not 
  reduced by wearing heavy armour.
  Night Vision (Dwarf) – Accustomed to life underground, 
  you have superior vision in dim conditions. You can see in 
  dim light within 60 ft of you as if it were bright light, but 
  you cannot see in the dark.
  Dwarven Resilience – You have advantage on saving 
  throws against poison, and you have resistance against 
  poison damage.
  Tools for War – You have proficiency with axes, hand-
  axes, great axes, hammers, and mattocks.
  Tool Proficiency – You gain proficiency with the artisan’s 
  tools of your choice: mason’s tools, miner’s tools, smith’s 
  tools, or woodcarver’s tools. You also gain proficiency in 
  one musical instrument of your choice.
  Stonecunning – Whenever you make an Intelligence 
  (History) check related to the origin of stonework, you are 
  considered proficient in the History skill and add double 
  your Proficiency Bonus to the check, instead of your 
  normal Proficiency Bonus.
  Born to the Road – You have proficiency in the Survival 
  skill. When beginning a journey where you serve as Guide 
  for the Company, you may spend Inspiration instead of 
  making an Embarkation Roll. You may choose one of the 
  following results: Fine Weather, Paths Both Swift and True 
  or Hidden from the Shadow.
  Languages – You can speak, read, and write Dalish, 
  which is the tongue of the Bardings, who speak an older 
  version of the Common Tongue. You can also speak, read 
  and write the secret language of your people, which has 
  never been shared with any others.
  cultural attItudes
  Those Dwarves of the Grey Mountains have the same 
  approach to strangers as the Dwarves of Erebor in the 
  Player’s Guide.
  cultural vIrtues
  Dwarves of the Grey Mountains may choose Dark for 
  Dark Business (described below), Broken Spells, Durin’s 
  Way, Old Hatred and The Stiff Neck of Dwarves (see the 
  Player’s Guide, pages 105-107).
  Dark for Dark Business
  ‘We like the dark,’ said the dwarves. ‘Dark for dark 
  business! There are many hours before dawn.’ 
  You often have been forced to find sanctuary in cold and 
  lightless caves, to hide from your enemies. In time, your 
  senses have become keen and you are comfortable in even 
  the deepest darkness. If you are making a Perception 
  check while in the dark (at night, underground, or in deep 
  forest), you have Advantage.
  cultural heIrlooms
  Dwarves of the Iron Hills may pick the new heirloom 
  described below, as well as the following ones listed on 
  page 158 of Player’s Guide: Dwarf-wrought Hauberk, 
  Helm of Awe. (The Worm Axe replaces the Axe of 
  Azanulbizar.)
  Worm Axe (Great Axe)
  A Worm Axe is a double-headed weapon used by the 
  Dwarves in their wars against the Dragons. Its hooked end 
  can bite into the armoured skin of a Great Worm.
  When a creature with a Weak Spot exposes it and you 
  use your reaction to strike, you have Advantage on your 
  attack roll.
  
  - DWARVES OF THE IRON HILLS -
  móna, daughter of gInar
  Your father fought before the Gates of 
  Moria at Azanulbizar, but he never 
  spoke of what happened that day – 
  and this intrigued you all the more. 
  You grew up to be a stout warrior, a 
  guard of Dáin’s halls, but still you yearned to set 
  your axe against the Orcs in battle. Five years ago 
  a raven arrived at the Iron Hills and granted 
  you your wish. 
  You fought at the Battle of Five Armies 
  in the host of Dáin Ironfoot and slew 
  many Goblins that day, and saw many 
  of your friends die to their curved 
  swords. 
  Finally, you realised why your father never 
  spoke of his past battles. You now know that 
  war is not something to glory in, but a 
  grim necessity. You have taken on 
  that burden so that others might 
  be spared the horrors of war.
  
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Inspiration
  Proficiency Bonus
  ____ Strength
  ____ Dexterity
  ____ Constitution
  ____ Intelligence
  ____ Wisdom
  ____ Corruption
  ____ Charisma
  SAVING THROWS
  ____ Acrobatics (Dex)
  ____ Animal Handling (Wis)
  ____ Athletics (Str)
  ____ Deception (Cha)
  ____ History (Int)
  ____ Insight (Wis)
  ____ Intimidation (Cha)
  ____ Investigation (Int)
  ____ Lore (Int)
  ____ Medicine (Wis)
  ____ Nature (Int)
  ____ Perception (Wis)
  ____ Performance (Cha)
  ____ Persuasion (Cha)
  ____ Riddle (Int)
  ____ Shadow-lore (Int)
  ____ Sleight of Hand (Dex)
  ____ Stealth (Dex)
  ____ Survival (Wis)
  ____ Traditions (Int)
  SKILLS
  Passive Perception (wisdom)
  OTHER PROFICIENCIES & LANGUAGES
  Armour Class
  Initiative
  Speed
  CURRENT HIT POINTS
  Hit Point Maximum ____________________________
  HIT DICE
  Total _______________
  DEATH SAVES
  Successes
  Failures
  ATTACKS
  Name
  Atk Bonus
  Damage/Type
  EQUIPMENT
  G
  S
  C
  FEATURES, TRAITS, AND VIRTUES
  CHARACTER TRAITS
  CHARACTER NAME
  Standard of Living
  Distinctive Quality
  Speciality
  Hope
  Despair
  CLASS & 
  LEVEL
  CULTURE
  BACK-
  GROUND
  SHADOW
  WEAKNESS
  EXPERIENCE
  POINTS
  Móna
  Warrior 1
  Dwarves of the 
  Iron Hills
  Doomed to Die
  Lure of Power
  Martial
  14
  +2
  15
  +2
  17
  +3
  10
  +0
  14
  +2
  8
  -1
  +2
  +4
  +2
  +5
  +0
  +2
  +2
  -1
  +2
  +2
  +4
  -1
  +0
  +2
  +1
  +0
  +0
  +2
  +0
  +4
  -1
  -1
  +0
  +0
  +2
  +2
  +4
  +0
  14
  Tools for War – You have proficiency with axes, 
  hand-axes, great axes, hammers, mattocks and 
  warhammers.
  Proficient with miner’s tools and flute
  Languages – You can speak, read, and write 
  Dalish, which is the tongue of the Bardings, who 
  speak an older version of the Common Tongue. You 
  can also speak, read and write the secret language 
  of your people, which has never been shared with 
  others.
  15 
  (17 with Shield)
  +2
  25 feet
  13
   Great Axe 
  +4  
  1d12+2 slashing 
   Short Bow* 
  +4 
   1d6+2 piercing  
  *You can shoot your short bow up to 80 feet, or up 
  to 320 feet with Disadvantage.
   
  A heavy woollen travelling cloak, 
  travelling gear for the current season, 
  a bedroll, a backpack, boots, corslet 
  of mail, greataxe, shield, short bow 
  with 20 arrows
  14
  Hardened. Part of the reason that you have 
  accepted your fate is that you have seen too much 
  death and misfortune already. It’s your turn.
  Enemy-lore (Orc-kind). Not only are you doomed 
  to die, but you are sure by whose hands it will be. 
  You won’t make it easy for them.
  I wish to inspire my company by my selfless 
  example.
  My death is for naught, for when I die, the
  Shadow will win.
  Night Vision - you can see in dim light 60 ft as 
  bright light, but cannot see in the dark
  Dwarven Resilience – You have Advantage 
  on saving throws against poison, and you have 
  resistance against poison damage.
  Stonecunning – Whenever you make an 
  Intelligence (History) check related to the origin 
  of stonework, you are considered proficient in 
  the History skill and add double your Proficiency 
  Bonus to the check, instead of your normal 
  Proficiency Bonus.
  Dark Foreboding - You can get some sense of the 
  Shadow’s presence. You might be able to sense 
  if an Orc warband is part of a larger force or if a 
  particular ruin is blighted by the Enemy.
  Great Weapon Fighting - When you roll a 1 or 2 
  for damage on your great axe, you can reroll the 
  damage die. You must keep the new result.
  Second Wind - On your turn you can use your 
  bonus action to regain 1d10+1 hit points. You must 
  take a short or long rest before using this again.
    
  Cultural Virtue: None. 
    
   
   
  TM
  Charisma
  Shadow
  TEMPORARY HIT 
  POINTS
  MISERABLE
  Permanent
  PLAYER 
  NAME
  13
  1d10
  0
  0
  
  - DWARVES OF THE GREY MOUNTAINS -
  barIn greycloaK
  You grew up wandering the Grey Mountain 
  Narrows, ever in the shadow of your ancestral 
  home. Occasionally you mustered up the 
  courage to venture into the mountains 
  themselves, delving in empty caves 
  and holes, trading what you brought 
  down from the mountains with the 
  Men of Lake-town. 
  Now, with Erebor rebuilt, you 
  wonder if somewhere, deep in 
  the mountains, the mansion of 
  your kin might also be regained, 
  and you seek out a company of 
  heroes to aid you in your search.
  
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Inspiration
  Proficiency Bonus
  ____ Strength
  ____ Dexterity
  ____ Constitution
  ____ Intelligence
  ____ Wisdom
  ____ Corruption
  ____ Charisma
  SAVING THROWS
  ____ Acrobatics (Dex)
  ____ Animal Handling (Wis)
  ____ Athletics (Str)
  ____ Deception (Cha)
  ____ History (Int)
  ____ Insight (Wis)
  ____ Intimidation (Cha)
  ____ Investigation (Int)
  ____ Lore (Int)
  ____ Medicine (Wis)
  ____ Nature (Int)
  ____ Perception (Wis)
  ____ Performance (Cha)
  ____ Persuasion (Cha)
  ____ Riddle (Int)
  ____ Shadow-lore (Int)
  ____ Sleight of Hand (Dex)
  ____ Stealth (Dex)
  ____ Survival (Wis)
  ____ Traditions (Int)
  SKILLS
  Passive Perception (wisdom)
  OTHER PROFICIENCIES & LANGUAGES
  Armour Class
  Initiative
  Speed
  CURRENT HIT POINTS
  Hit Point Maximum ____________________________
  HIT DICE
  Total _______________
  DEATH SAVES
  Successes
  Failures
  ATTACKS
  Name
  Atk Bonus
  Damage/Type
  EQUIPMENT
  G
  S
  C
  FEATURES, TRAITS, AND VIRTUES
  CHARACTER TRAITS
  CHARACTER NAME
  Standard of Living
  Distinctive Quality
  Speciality
  Hope
  Despair
  CLASS & 
  LEVEL
  CULTURE
  BACK-
  GROUND
  SHADOW
  WEAKNESS
  EXPERIENCE
  POINTS
  Barin
  Wanderer 1
  Dwarves of the 
  Grey Mountains
  Reluctant 
  Adventurer
  Wandering-
  madness
  Frugal
  14
  +2
  10
  +0
  15
  +2
  8
  -1
  16
  +3
  12
  +1
  +2
  +4
  +0
  +4
   -1
  +3
  +3
  +1
  +0
  +5
  +2
  +1
  -1
  +5
  +1
  -1
  -1
  +5
  +1
  +5
  +1
  +1
  -1
  -1
  +0
  +2
  +5
  -1
  15
  Tools for War – You have proficiency with axes, 
  hand-axes, great axes, hammers and mattocks.
  Proficient with mason’s tools and harp
  Languages – You can speak, read, and write 
  Dalish, which is the tongue of the Bardings, who 
  speak an older version of the Common Tongue. You 
  can also speak, read and write the secret language 
  of your people, which has never been shared with 
  others.
  12
  (14 with Shield)
  +0
  25 feet
  12
   Mattock 
  +4  
   2d6 +2 piercing
    Great Bow* 
  +2 
   1d8 piercing  
  *You can shoot your great bow up to 150 feet, or 
  up to 600 feet with Disadvantage.
   
  A travelling cloak, travelling gear for 
  the current season, a bedroll, a belt 
  dagger, hunting trap, hide armour, 
  mattock, shield, great bow
  7
  Wary. You don’t trust anyone out here in the 
  strange wilderness; everyone is out to get you.
  Tunnelling. Few know the caves and tunnels – 
  and the dangers contained therein – as well as 
  you do.
  I revel in the camaraderie that I’ve never had 
  at home, even when it’s under such miserable 
  conditions.
  I shall never see my home again.
  Night Vision - You can see in dim light 60 ft as 
  bright light, but cannot see in the dark
  Dwarven Resilience – You have Advantage 
  on saving throws against poison, and you have 
  resistance against poison damage.
  Stonecunning – Whenever you make an 
  Intelligence (History) check related to the origin 
  of stonework, you are considered proficient in 
  the History skill and add double your Proficiency 
  Bonus to the check, instead of your normal 
  Proficiency Bonus.
  Born to the Road – When beginning a journey 
  where you serve as Guide for the Company, you 
  may spend Inspiration instead of making an 
  Embarkation Roll. You may choose one of the 
  following results: Fine Weather, Paths Both Swift 
  and True or Hidden from the Shadow.
  Pathetic and Bedraggled - Folks often take pity 
  on you and offer you a meal or a safe place to stay.
  Known lands - You have 6 regions that you know 
  well. See page 82 of the Player’s Guide for more 
  information.
  Ways of the Wild - You have Advantage on 
  Survival checks to track someone and can fill in for 
  any missing journey roles.
    
  Cultural Virtue: None. 
    
   
   
  TM
  Charisma
  Shadow
  TEMPORARY HIT 
  POINTS
  MISERABLE
  Permanent
  PLAYER 
  NAME
  12
  1d10
  0
  0
  
  139
  Index
  - INDEX -
  A
  Aftermath 
  111
  Age  
   
  83
  Alduna 
  78
  All Manner of Dwarves 
  128
  Anvil Way 
  44
  Anvil Way Smith 
  45
  (The) Arkenstone of Thráin 
  17
  (The) Armour of Náin 
  112
  Attacking the Silver Shadow 
  101
  (An) Audience with Dáin 
  19
  (An) Audience with Kibiluzn 
  101
  (An) Audience with the King 
  51
  B
  (The) Back Door 
  16
  Balin the Statesman 
  24
  Bard as a Patron 
  51
  Bard the Dragon-slayer, King of Dale 
  51
  Barding Courtiers 
  46
  Barding Nobles 
  46
  Barin Greycloak 
  137-138
  (The) Battle of Azanulbizar 
  111
  Battling Lytegan 
  103
  Beinharn 
  67
  Bifur the Trader 
  22
  Bite  
   
  86
  Biting-storm 
  96
  (The) Bitter Years 
  7
  (The) Black Arrow of Bard 
  96
  Blighted Dreams 
  110
  (The) Blockades of the Late War 
  109
  Bofur the Miner 
  22
  Bombur the Fat 
  23
  Breed  
  84
  Brindal, Enterprising Thief 
  53
  Brokenstone 
  49
  Bryni, Lord of Strandburg 
  57
  C
  Castle Orlmond 
  59
  Catastrophe amidst the Middle Years 108
  Challenge Rating 
  88
  (The) Chamber of Mazarbul 
  under Erebor 
  16
  (A) Chill and Windswept Grave 
  63
  City Guard 
  48
  (The) City of Dale 
  37
  Cold-drake Burrows 
  64
  Cold-drakes 
  84
  Combat Scenery for Towns 
  37
  (The) Coming of the Dragon 
  36
  (The) Commons 
  48
  Concerning Dragons 
  81
  Courtier 
  46
  (The) Crossings of Celduin 
  80
  D
  Dáin as a Patron 
  20
  Dáin Ironfoot, King under 
  the Mountain 
  18, 20
  Dale 
   
  35
  (Describing) Dale 
  38
  Dale Map 
  39
  Dale’s City Guard 
  48
  (A) Dangerous Conversation 
  104
  Dark for Dark Business 
  134
  (A) Deadly Cold 
  105
  (The) Death of Smaug and the Rise 
  of King Bard 
  36
  (The) Deeps 
  17
  (The) Desertion of Erebor 
  6
  Dori the Merchant 
  25
  Dorwinion 
  77
  Draconic Features 
  88
   
  Acid-bile 
  88
   
  Armour of Tenfold Shields 
  88
   
  Baleful Gaze 
  88
   
  Blazing Wrath 
  88
   
  Broken 
  88
   
  Craven 
  89
   
  Crushing Tail-Grip 
  89
   
  Deadly Tail Grip 
  89
   
  Draconic Resistance 
  89
   
  Frightful Presence 
  89
   
  Fell Speed 
  89
   
  Fire Breath 
  89
   
  Fleet of Wing 
  89
   
  Gem Waistcoat 
  89
   
  Gimlet Eyed 
  90
   
  Hatred 
  90
   
  Horrible Strength 
  90
   
  Legendary 
  90
   
  Mesmerise 
  90
   
  Multiattack 
  90
   
  Noxious Vapours 
  90
   
  Piercing Words 
  90
   
  Poison Blast 
  90
   
  Region-dweller 
  90
   
  Savage Assault 
  91
   
  Scaly Hide 
  91
   
  Sinister Speech 
  91
   
  Smiting Malice 
  91
   
  Snake-like Speed 
  91
   
  Stench 
  91
   
  Thing of Terror 
  91
   
  Tough Hide 
  91
   
  Wing Attack 
  91
   
  Weak Spot 
  91
   
  Winged 
  91
  Dragon Aging 
  85
  Dragon-bane 
  96
  Dragon Hoards 
  93
  (A) Dragon of Greater Power 
  103
  Dragon-scale Brooch 
  96
  Dragons of the Third Age 
  99
  Durin’s Bane 
  6
  Durin’s Ring 
  112
  Dwalin the Warrior 
  26
  Dwarf Player-heroes and the War 
  106
  Dwarven Craftsmanship 
  29
  Dwarven Grudges 
  112
  Dwarven Smithing 
  33
  (Extended Example of) 
  Dwarven-smithing 
  34
  (Famous) Dwarven Weapons 
  and Armour 
  31
   
  Agarial 
  31
   
  Angrenithil 
  32
   
  (The) Black Axe of Beleriand 
  31
   
  Drake-bane 
  32
   
  (The) Shield of Anar (Rhingalad) 
  31
   
  War-mask of Belegost 
  32
  Dwarves of the Grey Mountains 
  132
   
  Cultural Attitudes 
  134
   
  Cultural Heirlooms 
  134
   
  Cultural Virtues 
  134
   
  Description 
  133
   
  Dwarf Traits 
  133
   
  Names of the Grey Mountains 
  133
   
  Standard of Living 
  133
  Dwarves of the Iron Hills 
  129
   
  Cultural Attitudes 
  131
   
  Cultural Heirlooms 
  131
   
  Cultural Virtues 
  131
   
  Description 
  130
   
  Dwarven Names 
  130
   
  Dwarf Traits 
  130
   
  Standard of Living 
  130
  E
  Edric’s Town 
  59
  Effects on Shadow 
  28
  Ellaras the Searcher 
  66
  Elstan, First Captain of Dale 
  52
  
  LoneLy Mountain Region guide
  140
  (New) Enchanted Qualities 
  30
   
  Fierce 
  30
   
  Fireproof 
  30
   
  Masterpiece 
  30
   
  Runes of Resilience 
  31
   
  Venomed 
  31
  Entering the Lonely Mountain 
  11
  Erebor  
  9, 30
  Erebor Map 
  10
  Erna  
  63
  (The) Eve of War 
  106
  (Negative) Expectations 
  86
  (Positive) Expectations 
  86
  Exploring the Restored Kingdoms 
  114
  F
  (The) Fall of Mount Gundabad 
  108
  Fancy Baubles 
  93
  Features 
  87
  (New) Fellowship Phase Undertakings 28
   
  Commission a Smith of Anvil Way 54
   
  Dwarven-Smithing 
  33
   
  Join the King’s Hunt 
  54
   
  Offer Counsel at the Royal Court 54
   
  Pay Homage to the 
   
  Ravens of Ravenhill 
  28
   
  Stay at The Missing Scale 
  55
   
  Study the Stonework of Beinharn 68
   
  Take Apprenticeship with a 
   
  Dwarven Smith 
  55
   
  Visit Thorin’s Tomb 
  28
  Fire-drakes 
  84
  (The) Fireheart Mine 
  68
  (The) First Founding 
  35
  (A) Foe Beyond Any of You 
  88
  (The) Folk of Durin 
  5
  Folk of Stone 
  128
  (The) Forest Dragon 
  99, 100
  (The) Forges  
  15
  (The) Founding of Erebor 
  6
  (The) Front Gate 
  11
  G
  Galford 
  59
  Galion  
  74
  Garrick of the Black Arrow 
  58
  (The) Gates of Dale 
  40
  Glóin the Emissary 
  21
  (The) Great Chamber of Thrór 
  13
  (The) Great Hall of Thráin 
  15
  Great Materials 
  34
  (The) Great Stone Cairn 
  72
  (The) Great Worms 
  81
  (The) Grey Mountains 
  65
   
  Inhabitants 
  66
   
  Notable Characters 
  66
   
  Notable Places 
  67
   
  Wildlife 
  65
  Grimarr’s Hall 
  64
  Guard Commander 
  49
  H
  Hakon, Barding Noble 
  61
  Hatching a Dragon 
  82
   
  Step 1: Choose Age and Breed 
  83
   
  Step 2: Define Personality 
  85
   
  Step 3: Choose Actions and
   
  Features 
  86
   
  Step 4: Lair and Hoard 
  91
   
  Step 5. Choose a Name and 
   
  Backstory 
  95
  (A) History of Dale 
  35
  (A) History of Erebor 
  6
  Hit Points 
  86
  (The) Hoard of the Marsh-dwellers 
  76
  (The) Hoary Mountain 
  67
  How to use the Lonely Mountain
  Region Guide 
  4
  Hunting Dragons 
  96
  Hunting the Forest Dragon 
  99
  I
  (The) Ice Terrace 
  18
  Introduction 
  4
  (The) Iron Guard 
  14
  (The) Iron Hills 
  72
  Ironfoot Hauberk 
  131
  Ironthorpe 
  72
  J
  Journey Event Table Entry 1 
  115
  Journey Event Table Entry 2 
  116
  Journey Event Table Entry 3 
  117
  Journey Event Table Entry 4 
  118
  Journey Event Table Entry 5 
  119
  Journey Event Table Entry 6 
  120
  Journey Event Table Entry 7 
  121
  Journey Event Table Entry 8 
  122
  Journey Event Table Entry 9 
  123
  Journey Event Table Entry 10 
  124
  Journey Event Table Entry 11 
  125
  Journey Event Table Entry 12 
  126
  K
  Kajus the Easterling 
  78
  Khazad-dûm 
  29
  Khazad-dûm and Eregion 
  30
  Kibiluzn 
  100, 101
  (The) Kingdom Under the Mountain 
  5
  (The) King’s Council 
  13
  L
  Lair Actions 
  92
   
  Disorienting Mists 
  92
   
  Echoes of Laughter 
  92
   
  Freezing Fog 
  92
   
  Smoke and Flame 
  92
   
  Unstable Ground 
  92
   
  Vile Odour 
  92
  (The) Lair of the Marsh-dwellers 
  75
  (The) Lands about the Mountain 
  56
  (The) Last Home of the Dwarves 
  9
  Legendary Weapons and Armour 
  112
  (The) Lightly Fingered 
  43
  (The) Long Marshes 
  73
   
  Inhabitants 
  74
   
  Notable Characters 
  74
   
  Notable Places 
  74
   
  Wildlife 
  74
  (The) Long Sleep of Dragons 
  83
  Long-worms 
  84
  (The) Lower Halls 
  15
  Lytegan 
  102, 104
  M
  Market Square 
  41
  Meeting a Dragon 
  97
  Meeting Lytegan 
  103
  Merchants of Dale 
  41
  (The) Merchants Quarter 
  41
  (The) Merchants Way 
  40
  (The) Missing Scale 
  43
  Móna, Daughter of Ginar 
  135-136
  Motivation 
  85
  (The) Mountain’s Sides 
  17
  Munin, Keeper of Records 
  20
  (The) Mustering of the Host 
  107
  N
  (The) Nether Marches 
  76
   
  Inhabitants 
  77
   
  Notable Characters 
  78
   
  Notable Places 
  79
   
  Wildlife 
  76
  (The) Netherwood 
  80
  (The) Nest 
  48
  Noble  
  47
  Nogrod and Belegost 
  29
  Nori the Toy-maker 
  27
  
  141
  Index
  (The) Northern Dalelands  
  56
   
  Inhabitants 
  56
   
  Notable Characters 
  57
   
  Notable Places 
  59
   
  Wildlife 
  56
  Notable Characters 
  18, 51
  O
  Of Dwarves and Men 
  36
  (The) Old Dwarf Road 
  72
  Old Quarter 
  49
  Óin the Healer 
  21
  Ori the Scribe 
  26
  P
  (The) Passing of Years 
  4
  Planning and Scheming 
  107
  Proficiency Bonus 
  86
  Q
  (The) Quays 
  40
  Queen Una the Fair 
  52
  (The) Quest for Erebor and the Battle of 
  Five Armies 
  8
  R
  Raenar 
  104, 105
  Ravenhill 
  18
  Ravensgate District 
  44
  (The) Red Axe of Dáin 
  112
  (The) Redwater 
  79
  Regional Effects 
  92
   
  Desolation 
  92
   
  Treacherous 
  92
  (The) Reign of Smaug 
  7
  Rend  
  87
  Residential Quarter 
  48
  (The) Restoration of Erebor 
  8
  (The) River Running 
  13, 79
  Riverstead 
  79
  Roäc the Raven 
  20
  Royal Archers of Dale 
  47
  Royal Barracks 
  47
  Royal Palace 
  45
  Rugash the Serpent, Orc-Chieftain 
  62
  Rumours of Dragons 
  97
  S
  Sark the Bear-skinned 
  71
  Scatha’s Tooth 
  96
  (The) Second Kingdom and the
  Founding of Dale 
  7
  Size  
   
  86
  (The) Smiths of Erebor 
  15
  Snapfire Alley 
  50
  (The) South Quay 
  41
  Speaking with the Forest Dragon 
  99
  Stángard  
  15
  Staying in Erebor 
  27
  Stone Guard 
  12
  (The) Surviving Members of
  Thorin’s Company 
  21
  Sworn Allegiance 
  131
  T
  Tail-Lash 
  87
  Things to do while in Dale 
  54
  Things to do while in Erebor 
  27
  Thorin Stonehelm 
  70
  Thráin’s Towers 
  17
  Thrall (Other Creature) 
  58
  (The) Tomb of Thorin Oakenshield 
  16
  (The) Toy-market of Dale 
  42
  (The) Tracker Loore 
  79
  Treasure of the Dwarves 
  29
  Treasures to Slay a Dragon 
  96
  Treasures of the War of Vengeance 
  112
  U
  (The) Upper Halls 
  11
  (The) Upper Marches 
  69
   
  Inhabitants 
  70
   
  Notable Characters 
  70
   
  Notable Places 
  72
   
  Wildlife 
  69
  Urban Journeys 
  114
  W
  (The) War of the Dwarves and Orcs 
  106
  (The) War of Vengeance 
  108
  (The) Waste 
  60
   
  Inhabitants 
  60
   
  Notable Characters 
  61
   
  Notable Places 
  63
   
  Wildlife 
  60
  (Staying at the) Water House 
  49
  (The) Water House 
  49
  White Lane 
  44
  (The) Withered Heath 
  68
  Witherfinger 
  61
  Wondrous Artefacts 
  112
  (The) Wood of Hanging Trees 
  74
  Worm Axe 
  134
  Z
  Zirakinbar 
  68
  
  TM
  TM
  
  The One Ring, Middle-earth, The Hobbit, The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks 
  of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used under license by Sophisticated Games Ltd and their respective licensees. All rights 
  reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, 
  photocopying, recording or otherwise, without the prior permission of the publishers. 
  Welcome to Bree and The Inn of the Prancing Pony!
  Nestled at the foot of the ancient landmark of the Bree-hill, Bree and The Prancing Pony provide a welcome respite from the 
  trials of the road. With a wisdom all its own, Bree has endured for centuries, minding its own business and serving passing 
  travellers with good food and better beer.
  Surrounded by deserted and dangerous lands, and watched over by the mysterious Rangers of the North, Bree is the ideal 
  place to begin a new journey or take a rest from a wearying one!
  Bree-land Region Guide includes
  • 
  Details of the Bree-land, including Bree itself, Archet, Combe and Staddle
  • 
  Things to do in Bree: new undertakings and suggested adventure seeds
  • 
  Maps of Bree-land, Bree and The Prancing Pony
  • 
  A complete set of customised journey tables for the Bree-land
  • 
  A new playable culture, The Dwarves of the Blue Mountains
  • 
  Three exciting adventures that begin at level 1 and carry the heroes to 4th level or beyond: Old Bones and Skin, Strange 
  Men, Strange Roads and Holed Up in Staddle
   
  CB72310
  978-0-85744-341-0
  www.cubicle7.co.uk
  
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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  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 
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  McDowall, Francesco Nepitello, David Rea, Jacob Rodgers, Gareth 
  Ryder-Hanrahan and Ken Spencer.
  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.
  END OF LICENSE 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Cubicle 7/Adventures in Middle Earth - Lonely Mountain Region Guide.pdf