Rhovanion Region Guide - PDFCOFFEE.COM (2024)

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Explore Mirkwood and the Vales of Anduin with this essential resource for the world’s greatest fantasy setting.

- credits Written by Gareth Ryder-Hanrahan with Francesco Nepitello Converted by Jacob Rodgers Creative Direction by Jon Hodgson Cover by Ralph Horsley Art by Jon Hodgson, Sam Manley, Jan Pospisil and Ben Wootten Editors: Dominic McDowall, Francesco Nepitello Graphic Design and Layout: Paul Bourne Proof Readers: Amado Angulo, Jacob Rodgers

Based on The One Ring Roleplaying Game by Francesco Nepitello and Marco Maggi © Sophisticated Games Ltd 2017

© Cubicle 7 Entertainment Ltd 2017

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- contents Introduction

4

How to use the Rhovanion Region Guide The Passing of Years

5 5

The Lands of the River

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History of the Vales of Anduin The Men of the West The Shadow of Dol Guldur The Northmen of Rhovanion The Horse-People The Dark Years A Land without Kings The Men of the Anduin Vales Recent Years Regions of the Vales of Anduin Elements of the Landscape Vales of Gundabad Grey Mountains Narrows West Upper Vales East Upper Vales West Middle Vales East Middle Vales West Anduin Vales Woodmen of Mountain Hall East Anduin Vales Gladden Fields Wild Hobbits of the Anduin Vales West Nether Vales East Nether Vales

6 7 8 8 8 9 9 11 11 12 12 13 19 24 28 34 39 48 49 53 57 58 62 65

The Greatest of the forests History of Mirkwood The Woodland Realm The Northmen & The Bight Dark Times Erebor & The Watchful Peace Fire and Ice The Dragon of Erebor

70 70 71 72 72 73 73 74

Recent Years Regions of Mirkwood Elements of Darkness The Evil of the Forest Northern Mirkwood The Woodland Realm The Wayward Elves Western Mirkwood The Mountains of Mirkwood The Western Eaves Heart of Mirkwood The Narrows of the Forest Southern Mirkwood

New Adversaries

75 75 75 77 78 82 86 91 94 98 109 113 115

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Dangers of the Wild Ancient Basilisk Gallows-weed Grim Hawk Hill-men of Gundabad Emissaries of the Enemy Gorgol, Son of Bolg Maghaz, Orc-captain Nagrhaw, Chief of the Wargs The New Great Goblin Perils of the Forest The Children of Shelob Sarquin, the Mother-of-all Tauler, the Hunter Tyulqin, the Weaver Forest Goblins Hunter Spiders Marsh-dweller Wild Men of Mirkwood Wood-wights

124 124 124 125 126 127 127 128 129 130 130 130 131 132 133 134 135 136 137 138

Index

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Rhovanion Region Guide

- Introduction -

Secondly, any important flora or fauna are noted. Some regions of the Wild would make good farmland if they could be tamed; others are barren and hostile. Some places are home to all manner of dangerous beasts, others are desolate and haunted. In Mirkwood, the types of trees become of paramount importance, as there may be no landmarks other than a shift from oak to fir or thorn-trees.

The Rhovanion Region Guide describes the lands of the River and the Forest — the Vales of Anduin along the banks of the Great River, and the trackless forest of Mirkwood to the east. It expands on the descriptions given in the Loremaster’s Guide, offering new potential Sanctuaries and new perils for the players to discover.

Next, the region’s inhabitants, if any, are described. In the Third Age of Middle-earth, much of the Wild is uninhabited by civilised folk, and a traveller may wander for long weeks without seeing another living soul. (Of course, just because the traveller does not see anyone does not mean there is no-one there.)

The majority of the Rhovanion Region Guide is taken up with descriptions of the various regions (as shown on the Loremaster’s Map in the back endpapers of the Loremaster’s Guide ). The first chapter follows the Anduin River down from the chill springs of the Misty Mountains to the southern edge of the Wild, visiting each region in turn. The second chapter explores the forest of Mirkwood, running from the thickets of Northern Mirkwood to the very gates of Dol Guldur.

Fourth and fifth come the Notable People and Notable Places of the region. Notable People are exactly that — chieftains, leaders, monsters, Wizards, heroes — who might be allies or foes of the Company. Motivations and some sample Expectations are given when appropriate. Notable Places are a mix of important settlements or sites of historical significance. Of course, the Loremaster may add or remove such people and places as he wishes — players who assume that everything that is seen here is true in their game may have nasty surprises awaiting them!

Within those two chapters, each region is broken down according to the following scheme: First, the region in general is described, noting its borders and its major features. An especial note is made of any terrain scenery features that might be relevant in combat.

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Introduction

In certain regions, the Company may find new Fellowship phase undertakings to try, or special challenges to overcome. Going off the road may be more rewarding — but also more perilous.

year period in which the Nazgûl return to Dol Guldur and the Shadow spreads over the forest once more. Many of the Loremaster characters and locations here described play key roles in those adventures.

Chapter Three contains a Rhovanion bestiary, a host of new monsters and beasts, as well as several unique entities of great power and malice.

You don’t need The Mirkwood Campaign to use the Rhovanion Region Guide, but you do need this Guide to use The Mirkwood Campaign.

How to use the Rhovanion Region Guide

The Passing of Years

First and foremost, the Guide is a gazetteer, detailing the places and peoples of this part of Middle-earth. It is intended primarily for Loremasters, who can use this material to build their own adventures, or turn to it when the players unexpectedly go west instead of east and plunge into unknown territory.

The material presented in the Rhovanion Region Guide assumes the year is 2946, five years after the Battle of Five Armies. As the years pass, the Loremaster should consider the effects of time on the various peoples and places. Old folk die, young brash heroes become wise chieftains, chieftains become old and toothless, and children grow up to become young brash heroes.

Players may also read the Guide, but should only attend to those sections with which their characters would reasonably be familiar: a Dwarf of the Lonely Mountain has no business peering at the sections that describe the Heart of Mirkwood, unless that Dwarf has an exceptional Survival score and the Region-lore (Mirkwood) speciality!

For the most part, of course, life continues in the Wild as it has done for hundreds of years, and the Elves do not notice the passing decades, but the Loremaster should still avoid a completely static setting. Consider the Guide to be a snapshot of ‘current events’ in Wilderland, and build on this material as the years go by.

The companion volume to this guide is a campaign entitled The Mirkwood Campaign. The Campaign covers the thirty-

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Rhovanion Region Guide

- The

is the Blue Anduin whence it passes the port of Pelargir in the southern lands of Gondor.

Lands of the River -

However, our tales do not take us there, for the full tale of the history of the Great River would be far longer than the river itself. For now, we consider only the region between Mirkwood and the Misty Mountains, lands known as the Vales of Anduin.

“For Nimrodel flows into Silverlode, that the Elves call Celebrant, and Celebrant into Anduin the Great, and Anduin flows into the Bay of Belfalas whence the Elves of Lórien set sail”.

History of the Vales of Anduin Anduin could be called the River of Men, as Men have thrived in the lands watered by it for many ages of the world. Few Elves ever settled along its banks — most of the Fair Folk crossed the river and continued west over the mountains; some lingered east in Mirkwood, and others stopped to dwell in the woods of Lórien, where the Silverlode flows into the Anduin.

On and on the River Anduin flows, from its cold springs in the wastelands of the far north down to the warm lands of Gondor in the south. It runs for nearly five hundred leagues from source to mouth, and holds half the Wild in its mighty grasp. Its northern part is named by some the White Anduin, because of its many rapids and fast current. South of the forest of Lórien it becomes the Green Anduin. Where the River plunges over the Falls of Rauros and joins with the waters of the Entwash it is called the Brown Anduin, and it

Dwarves have little love for the Great River. Its waters are too deep and fierce. They delight in underground rills, in fast-flowing mountain streams that can drive millwheels

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The Lands of the River

or be channelled into reservoirs and mirror-smooth lakes. Most of all, they love rivers that are shallow, for Dwarves cannot swim and have a great dread of drowning.

holebuilders dug into the sandy banks of the Nether Vales, and made their homes there. Some of these Hobbits migrated west over the Mountains, and eventually settled in the Shire. Others vanished into the Wild. Hobbits (even ones not wearing magic rings) are very good at going unseen when they want to, and wild Hobbits doubly so. There might still be Hobbits in Rhovanion, nervous and fearful as rabbits, hidden from the sight of Men and Elves alike.

For Orcs and the other creatures of the Enemy, the Great River has long been a barrier. In the south, in Gondor, it girds the citadel of Minas Tirith, and the enemy dares not traverse it. In the north, the Goblins of the Misty Mountains avoid crossing the Anduin where possible. When they marched to war at the Battle of Five Armies, they went north around the springs of the river instead of daring to ford the river.

The Men of the West At the end of the Second Age, when the Men of the West escaped the wreck of Númenor, they came to the shores of Middle-earth and established their realms of Arnor and Gondor. At that time, the lands between the two were known as the Wild. The Dúnedain drew up plans to tame that vast expanse, to build roads and bridges and cities all along the banks of the Anduin, and to bring the wisdom of lost Westernesse to the Northmen who lived in the Vales.

Other, stranger folk know the river too. In Rohan and other places, tales are told of the Shepherds of the Trees who dwell in the Forest of Fangorn, and who, in ages past, would come down to the banks of the Anduin to drink its waters and listen to its song. It is said that the river brought tidings from the forests of the north to the Ents, carrying the words of mountain pines and ash.

The ancestors of the Men of the West were kinsmen of these Northmen, and for a time the inhabitants of the Vales welcomed their distant cousins, and learned from

Hobbits, too, once lived along the Great River. Few now remember them, save as creatures out of legend. The

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Rhovanion Region Guide

them. In a happier world, perhaps all of the Wild might have united under the rule of the King, and all Men who are enemies of the One Enemy might have joined together in defiance of the Shadow. Sadly, there was not enough time, for Sauron returned to his stronghold in Mordor and once again planned to make war upon the surviving Dúnedain.

his servants would raid the Northmen, taking prisoners back to his dungeons, but the Necromancer never stretched out his hand to conquer the North. His eye was ever bent towards the Gladden Fields and the southern portions of the Anduin, for he sought his missing Ring.

The Northmen of Rhovanion

Elendil, the High King of Arnor and Gondor joined forces with Gil-galad, High King of the Elves, and their hosts marched south. In those days, the quickest route was along the Great River — they crossed over the Misty Mountains, then turned south. More warriors joined them on the way. Some were Dwarves of Moria, others were Men that came from the northern vales. Elves issued from Greenwood the Great and from the enchanted land of Lothlórien. They crossed the bridge that once spanned the Old Ford, then followed the river as it tumbled south, and passed out of sight beyond the Falls of Rauros.

Men have dwelt in Wilderland since the First Age of the world. They lived then much as they do now, in small clans ruled by chieftains and warlords, living mostly along the eaves of the forest. But there has been a time when a Northman prince dared to proclaim himself the King of all Wilderland. Mere memories remain of his existence — the Northmen build no great cities, and in the Wild it is a rare thing for a kingdom to outlast the life of its king, but this prince of princes ruled over the wide plains between the forest and the River Running, and the barren expanse called the East Bight was carved out by the hunger for wood of his many subjects.

Few of those who went south ever returned, for the battle against the Dark Lord was dreadful and bloody. The Alliance was victorious, but the victors’ losses were so grievous that the grand designs the Men of Westernesse had for the Wild were abandoned, and in the ensuing centuries Wilderland reclaimed its name.

There was great friendship between this confederation of Northmen and the people of Gondor. The Northmen profited much from the dealings they had with the learned Men of the South, and made good guards over the northern frontiers of Gondor in return. They sometimes quarrelled with the Elves, and there was ever distrust between the tree-felling Northmen and the folk of the Wood. But the Men of the confederation never fell under the Shadow, despite the efforts of the Necromancer to bring them under his sway.

The Shadow of Dol Guldur The Vales of Anduin enjoyed a thousand years of peace after the defeat of the Dark Lord, as the world entered its Third Age. The Dwarves continued to toil in their mines, the Elves retreated to their forests, and Men lived and died along the River, their short lives passing like running water. Then, the Shadow fell on the forest: Greenwood the Great became Mirkwood, and men shunned it.

In 1635, plague came from the east. It fell hard upon Gondor and the south, but it was devastating to the Northmen: the Great Plague killed more than half of the folk of Rhovanion, shattering the strength of the confederation. Years later, the weakened Northmen retreated before the onslaught of enemies coming from the East, and were forced to abandon their lands. The East Bight was deserted, and today the ghosts of the Northmen haunting those areas greatly outnumber the living. The remnants of the once powerful confederation scattered in all directions. Some chose to go west, and returned to the lands between Mirkwood and the Great River.

In time, Men began to hear rumours of a new power in the Wild. Travellers spoke of a Necromancer, a wizard who dwelt in the fortress of Dol Guldur. The lands between the black hold and the river fell under the sway of his forces, and the free folk retreated before this creeping menace. The Necromancer’s emissaries went out among the Northmen of the Vales, seeking out the greedy and fearful. These craven folk became his spies and agents, sent to play the clans and families against each other. Their mission was to foment kinstrife and war, to ensure that no alliance was ever strong enough to threaten Dol Guldur. At times,

The Horse-People The clans of Northmen that returned to the Vales of Anduin finally settled in the lands between the River Gladden 8

The Lands of the River

and the Carrock. There, they maintained their talents for horsemanship, for which the Northmen of Rhovanion were renowned, and called themselves the Éothéod, the horse-people. They also maintained their oaths of fealty sworn to the Men of Gondor, and together they fought bitter battles against the invaders from the East.

the Misty Mountains were infested by Goblins and Wargs. In the year 2063 of the Third Age, the wizard Gandalf came to Dol Guldur. The Shadow departed, and the land was freed from the Necromancer’s evil. The ghosts hid in dark crannies under the ground, and the Orcs retreated to their caverns. The Elves emerged from their Woodland Realm, and many Northmen settled under the eaves of the forest, in the new sanctuary they called Woodmen-town.

The Éothéod remained in the middle vales of Anduin for one hundred years, but eventually the shadow of Dol Guldur reached them. Those inhabitants of the vales who were serving the Enemy started to threaten their safety, and so the chieftains of the horse-people led them far north, to the very springs of the Great River in the Vales of Gundabad. There, they drove away tribes of evil Men and Goblins, and founded a great fortified town at the confluence of two rivers.

A Land without Kings This ‘Watchful Peace’ lasted for four hundred years. In that time, only the Woodmen living inside the forest and in the deep valleys along the foothills of the Misty Mountains managed to profit from the shadow’s departure, and multiplied. Those Northmen who inhabited the middle vales of the Great River and who bowed to the Necromancer dwindled in number. But the Woodmen didn’t dare claim the territories of the oathbreakers, as they were considered tainted and cursed. So the memory of their dark allegiance endured in their households, preserved in bitter songs sung for the ruin of the West.

In that time, the Goblins of Mount Gundabad were still very numerous and warlike. Often, they left their hiding places by means of secret tunnels and hidden paths and attacked the newcomers. Dragons, too, and other creatures beset the new Northman nation. Those were days of high adventure, when heroes pitted steel and sinew against the horrors that crawled out of the mountain roots. The Éothéod survived these early trials, and grew strong.

The Dark Years Around the same time that the Éothéod went north, Durin’s Bane awoke in Moria. The great city of the Dwarves was abandoned, and became the abode of evil things. The Dwarves retreated west and east. Some travelled to their mines in the Blue Mountains, far across the land of Eriador, others to the Iron Hills. Durin’s heirs built their new kingdom of Erebor, the Lonely Mountain, and the iron-shod boots of the Dwarves rang no longer on the Old Forest Road. Reinforced by the darkening of Moria, the power of Dol Guldur grew strong. For the first time, men spoke openly of the Necromancer, and his dread shadow extended over the Vales of Anduin. The lands from the Old Ford to the borders of Lórien were within the grasp of his black hand, and many Men who lived in the Vales started to pay tribute to the Hill of Sorcery. The Necromancer did not ask openly for their allegiance, but any who refused to bow before his emissaries were beset by all manner of foes. Ghosts out of Dol Guldur inhabited the barrows and tombs; Orcs were seen along the forest eaves, and the passes and paths over 9

Rhovanion Region Guide

So it was that when the Necromancer returned to his fortress in 2460, spies and servants were soon abroad once again, and there was strife among the Northmen of the vales and the Woodmen. When messengers from Gondor travelled up the river in the year 2510 looking for help in their wars, they encountered a land that was vastly deserted. Among the inhabitants of the Vales of Anduin, only the Éothéod could answer — they rode out of the north led by their chieftain, Eorl the Young, and won a great victory in the Field of Celebrant. In return for their heroism, the Steward of Gondor granted the horse-people the southern land of Calenardhon. Eorl the Young led his entire folk south to live there, so the Éothéod passed out of the Annals of the North.

With the departure of the Éothéod went the last strong ruler west of the Forest and east of the Mountains. Among the Northmen of the Vales there was no voice that could unite the clans, no leader to rally the disparate houses. Had the Necromancer wished, he could easily have conquered their scattered homesteads. Defeating mortal Men, though, was of no concern to the dread lord. His Eye was ever bent south and west upon his ancient foes — the Dúnedain of Gondor and the Elves of Lórien and Rivendell. All his schemes depended on the defeat of these strongholds. Therefore, he bided his time for several decades and built up his forces in preparation for a return to his old fastness of Mordor.

The River-folk of the Anduin The history of the Vales of Anduin is a history of migration. The Northmen were driven up and down the river over the centuries. They fled overcrowding, famine and plague; they fled harsh winters or the drought of summers, the powers of darkness and the machinations of the Necromancer. The ancestors of the horse-folk, for example, moved from the Vales to the East Bight, from the Bight back to the southern Vales, from the south to the sources of Anduin, and from there to the plains of Calenardhon where they became the Rohirrim. Similarly, the ancestors of the Woodmen travelled from region to region until they settled in the safety of Mirkwood and in the dales along the Misty Mountains to the east. Some denizens of the Vales never settled at all. Called the Éafolc ("River-folk") by the Beornings and the Woodmen, these Men come of mixed stock; they count the forefathers of the Woodmen among their ancestors, but their blood is mingled with that of wandering wild men akin to the Dunlendings. The Éafolc spend most of the year on the water, living on house-barges that wallow along the Anduin. They do build houses on stilts and piles sunk into the mud of the riverbank, but these are only temporary dwellings and vanish after a few years. They do not farm, but survive by fishing, hunting, gathering and trading; the river is their home, their road, their larder and their defence against their foes. The West Anduin Vales is where they are most often encountered, but they paddle as far north as the Vales of Gundabad, and as far south as Nen Hithoel above the Falls of Rauros on little boats. Their houseboats — barges big enough for a whole family, including provisions and livestock — are much slower and less agile, and often must be hauled with ropes from the riverbanks when going upstream, and so rarely stray beyond the safe waters between the Old Ford and the borders of the haunted Golden Wood. River-folk traders have a reputation as untrustworthy tricksters, and certainly they try to get the better end of any bargain if they can. However, most of their trade goods are of good quality. They bring furs, amber and timber from the north of the Great River, and carry wine, meat and iron tools from the south. In negotiations, they treat the other inhabitants of the Vales in a Neutral fashion, and others as Unknown strangers.

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The Lands of the River

The Men of the Anduin Vales

The people within that region acclaimed Beorn as their chieftain, and he seemed willing to accept this honour. Now, the folk who live around the Carrock are called the Beornings, and they hold the Old Ford and the lands around it.

In the following centuries, the Vales of Anduin became once again wild and dangerous. Outlaws and servants of the Necromancer travelled the overgrown paths, and the few surviving Northmen not under the shadow jealously guarded their homesteads and forts and mistrusted their neighbours. Civilised folk no longer spoke of the North, but called it only Wilderland.

Some time before the Battle of Five Armies, the White Council drove the Necromancer out of Mirkwood. The Shadow has not yet lifted entirely from Mirkwood, but its power is much diminished. Those who served Dol Guldur are now either dispersed or freed from his dark influence; in either case, there is adventure to be had in the Anduin Vales.

When the Long Winter of 2758 struck the North, those who lived along the Great River were not prepared and many families froze to death. Many more turned to the Necromancer’s servants for aid — even the proudest Northman would think hard when faced with a choice between starving to death and serving Dol Guldur.

Now, five years after the Dragon’s death, Beorn and the chieftains of the Woodmen joined with the folk of Dale, the Kingdom under the Mountain and the Woodland Realm at the first Council of the North. They swore friendship and pacts of trade and mutual defence — a first step in restoring civilisation to the Wild.

By the year 2900, the Northmen of Wilderland were scattered and divided. The largest communities were gathered under the four main Houses of the Woodmen. They dwelt in the forest’s eaves inside their fenced villages of Woodmen-town and Woodland Hall, or near the house of Radagast the Brown at Rhosgobel, and in the deep valleys east of the Misty Mountains around Mountain Hall.

Boat-spirits Some of the house-boats of the éafolc are home to a curious race of friendly spirits. These boat-spirits are rarely seen, as they are incredibly skilled at hiding. They resemble human children, standing only two or three feet tall, and dress in green and brown clothes.

Along the banks of the Great River other Northmen lived as their forefathers had for many years, in isolated and self-sufficient farmsteads. Most of these folk dwelt in the southern Vales, beyond Lórien on the fringes of Fangorn Forest and Rohan, but they began to migrate north. They skirted the baleful lands of the Necromancer and began to settle west of the Anduin. They mingled with the few residents of the middle vales, and met those few corrupt men who fell under the shadow of Dol Guldur and were secretly or openly servants of the Necromancer.

The boat-spirits come out at night and magically complete chores on the boats — a River-folk family might awaken to find all their ropes neatly coiled and stacked, their boots polished, the deck swept, and a delicious breakfast cooking on a campfire by the riverbank. Of course, the spirits demand a price — the River-folk protect them and leave out plates of food for them each evening (and a bottle of wine or three would not go amiss either).

Recent Years In the year 2941, a number of events affected Wilderland profoundly. Bard the Bowman killed Smaug the Dragon, and the number of Goblins and Orcs plaguing the region was severely reduced at the Battle of Five Armies.

Only the larger house-barges have boat-spirits; some barges are even said to have several such entities. Boat-spirits are long-lived, and can haunt the same family for decades.

When Beorn the Skinchanger returned to his stead, he seemed fired with new purpose. That autumn, he visited all the farmsteads that lay within three days march of his home, and declared them to be under his protection. 11

Rhovanion Region Guide

Regions of the Vales of Anduin

come down from the mountains to raid and pillage. Those who dwell in this land must be tough and cold-hearted to survive. The Wild can be cruel and savage.

...below them were trees that looked like oaks and elms, and wide grass lands, and a river running through it all.

Strange Magic Not even the Wise know all the secrets of the Vales of Anduin. There is magic here that even Elves do not know, echoes of strange music caught in the mountains and valleys. Unexpected and bizarre things dwell between the Mountains and the Forest.

The Vales of Anduin comprise the regions along the banks of the Great River, as it flows between Mirkwood and the Misty Mountains. These areas extend from the river’s source in the Grey Mountains to the borders of Lórien.

Elements of the Landscape The Vales encompass a vast sweep of territory, covering many hundreds of miles, and the river passes many different lands and peoples. Still, some traits remain true all along the river’s path. The Loremaster may refer to the following traits when describing the landscape encountered along the Great River.

Travelling along the Vales of Anduin The greater part of the territories between Mirkwood and the Misty Mountains that are touched by the Great River are not too difficult to journey across. Paths old and new make travel easier, and wide plains lay to the sides of the river, especially upon the Eastern shore.

Emptiness War, plague and despair have emptied this land. Few people now dwell in Wilderland, and those who remain are clustered in a few isolated places. A traveller can march across the countryside for weeks and not meet a single living soul. Unless travellers deliberately seek out places where people dwell, they are unlikely to meet anyone on their travels.

If the Guide has the Region-lore (Vales of Anduin) speciality, they may roll 1d10+2 on their Embarkation Roll, as long as the majority of their journey lies within the Vales.

But, though Wilderland is empty, it was not always the case. Men, Dwarves and Elves lived here, and traced paths, tracks and roads, built bridges, stockades and towers, most of which are now utterly ruined and forgotten. Carved stones and other relics can be found in the most unlikely places.

Savagery This is the Wild. There is little shelter here. No inns to speak of, few settlements, fewer large villages, and even fewer friendly faces. When the north wind howls in winter, the snow blankets the whole land from the Vales of Gundabad to the Middle Vales. Beasts and monsters prowl the countryside, and bands of Orcs 12

The Lands of the River

waterfalls, and thence into a thousand small streams. The vales watered by these streams turn green in the spring with grass and thistles, while the basin near the junction of the rivers is a fertile flood plain.

Vales of Gun dabad

At times, especially in autumn, thick fogs roll down the hills and the whole Vale vanishes behind a grey cloak. The Goblins go hunting when these fogs descend. The central portion of the Vales of Gundabad is a land of thinly wooded hills that recede endlessly into the grey mists. This is a lonely land, haunted by evil spirits and wild men. Travel through those cold, depressing hills and you might find yourself on the goblin-road that leads to Mount Gundabad.

The Lost Watchtower

The Hill E of Skulls

E

E

E

The Hidden House

The City of the Éothéod

Combat Scenery: birdsong, crags, nettle banks, steep slopes, streams, thick fog, torrential downpours

Wildlife The mountain valleys are home to goats, pine martens and rabbits as well as many birds. A few wild horses and thin-bellied cattle can still be encountered in the lower vales, although the hunger of the Goblins spares only a few of these animals. The wild horses of the Vales of Gundabad are especially prized, as they descend from the steeds of the Éothéod. Beavers and kingfishers live along the rivers; pike and trout may be found in the waters themselves.

Vales of Gundabad The Vales of Gundabad refers to the triangle of land between two rivers. The Langwell rises in the Misty Mountains and tumbles south-east to meet the Greylin, whose source is in the Grey Mountains. Combined, they form Anduin the Great. Where the Misty Mountains and the Grey meet, Mount Gundabad rises. Its grim face stares down the vales from the north.

An outcrop of wooded hills, called the Black Hills, are the hunting ground of many packs of wild wolves. Somewhere in those hills is the fabled Werewolf Hollow, where the oldest and most powerful Wargs are said to dwell. Ancient songs tell of ruins haunted by beasts that walk on two legs or four, and of red eyes burning in the night.

In the past, the land between the rivers used to be called the Gore of Anduin, although this phrase has fallen out of use since the Northmen left this region.

The Dwarves do not speak of it, but certain legends claim that their first halls lie beneath the roots of Mount Gundabad, and that Durin the Deathless awoke there when the world was young. If there are Dwarven tunnels beneath the mountain, then the Goblins took them long ago, for Mount Gundabad has been an Orc stronghold since time immemorial. These Orcs were the allies of Angmar hundreds of years ago, and they marched to fight in the Battle of Five Armies after the death of the Dragon.

Inhabitants

The Vales can be a cold land. Cruel winds and snows whip off the northern mountains in winter, while spring and summer bring heavy rains from the west, as clouds cross the gap in the mountains above the Long Valley and disgorge an ocean of rain. This water pours down the steep, jagged rocks of the valley in a series of thunderous 13

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When the Éothéod lived here, they slew many Orcs and evil Men and drove the rest underground or into the hills. Then, they built a fortress at the confluence of the two

rivers, and left the uplands to the Goblins and the wild men. When the Northmen left the region to settle in the land of Calenardhon, a few of them remained behind, but they could not fully man their stronghold and the fortress slowly fell into ruin. They were eventually forced to move south into the Upper Vales of Anduin, where they mingled with the local cottars and lost their mastery of riding. Of that proud nation of Northmen only a few hardy survivors remain, living as trappers and hunters. Goblins innumerable live in the tunnels under the mountains. So vast is their network, it is said that a Goblin can run on his flapping feet from Mount Gundabad all the way to the Withered Heath in the East, or to Mount Gram in the West, or to tall Methedras in the far

The Hill-men of Gundabad A few scattered tribes of wild Men live in the Black Hills. They are the descendants of an evil folk, subject to the dark kingdom of Angmar, who crossed into Wilderland from Eriador at the time of the Witch-king. When the Éothéod moved into the Vale of Gundabad, they hunted these Men mercilessly, as the Northmen accused them of being workers of sorcery. They escaped extinction by learning to hide in the hills, and under them, using the network of goblin-tunnels dug under the Vale. When the folk of Eorl left these regions, the surviving Hill-men emerged from their dens and started to multiply again. Today, they are a primitive and savage folk, weakened by centuries of interbreeding and by their dealings with the Goblins and Wargs. They seldom leave their refuges under the hills, and never go far from them, as they do not dare to cross the rivers for their deathly fear of water.

Sorcery of the Hill-men The wild men of the Black Hills have forgotten much of the sorcery their ancestors were reputed to wield, but they all still speak the language of Wargs and some among them even have the power to leave their physical bodies while sleeping at night, to prowl the land in spirit form. A gift that is much akin to that of some Beornings, it lets a hillman go to great distances in the form of a large wild wolf, to carry messages, to spy upon his enemies, and even to poison food and water supplies. Should it be killed, the body of a spirit-wolf dissolves before the dawn, leaving no trace. (Learn more about the Hill-men on page 127).

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South, the last peak of the Misty Mountains, without ever poking his nose above ground. These paths lead through many secret ways, through carved tunnels and natural caves, through Goblin dens and the abandoned halls of the Dwarves, and through the twisted borings of nameless things and the lairs of dragons.

Amfossa Medium Human STR 13 (+1)

DEX 14 (+2)

CON 12 (+1)

INT 13 (+1)

WIS 16 (+3)

CHA 11 (+0)

Armour Class 14 (Leather Corslet) Hit Points 44 (8d8+8) Speed 30 ft

When the Horse-people dwelt in this land, the Goblins dared not trespass on the green earth, and instead dug their tunnels beneath the ground. Over five hundred years, they drew ever closer to the fortress of the Horsefolk, until they could assail it from below.

Skills History +3, Lore +3, Perception +5 Senses passive Perception 15 Languages Westron Challenge 1 (200 XP) Commanding. Amfosa’s allies gain Advantage on attack rolls against enemies who are engaged with Amfosa. Hawk’s Eye (4-6). Amfosa may use her bonus action to negate Disadvantage due to being at long range for this turn only.

Notable Characters Amfossa the Trapper A few hardy trappers live along the Greylin River, hunting the beavers and stoats for their fur, which they trade with the Beornings. Amfossa is the leader and spokeswoman for these trappers. She is a tall, powerfully-built woman with eyes that seem blue or green or brown depending on the light.

Actions Short Bow. Ranged Weapon Attack: +4 to hit, range 80/320 ft, one target. Hit: 5 (1d6+2) piercing damage.

Hwalda, Hill-man Guide Hwalda is one of the wild folk of the Vales of Gundabad. She is actually of mixed blood, born of a Northman hunter and a Hill-man mother. She is capable of leaving her body as a spirit-warg, but unlike most of her kin she has travelled beyond the natural boundaries of the two rivers and has no love for the Goblins and the wild wolves of the vales, as they killed her father when she was young.

To hear talk the wives of the other trappers, the passing years do not leave their mark on her, suggesting she must have Elvish blood in her. Beorn himself has been known to travel north to consult with her, and Gandalf and Radagast are not strangers to her house. Amfossa has a shack built on wooden stilts where the rivers join. Here she meets with the River-folk and others. If the heroes are so lucky as to gain the hospitality of Amfossa, they might be allowed to rest here. The shack’s interior seems bigger than it should be, and an aura of peace and comfort means that they can gain the benefits of a long rest even if they’re on a journey and they recover one additional Hit Die as well. Motivations: I will keep my people safe from all threats. I share what I know with only those who are worthy. Expectations: Amfossa shares those of a Chieftain, see the Loremaster’s Guide, page 68.

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Hwalda’s journeys have taken her west over the Misty Mountains, in search of a dark fortress she often sees in her dreams, and as far south as the Carrock. She wears warg-hide armour, and carries a sword of dwarf-forged steel looted from some ancient grave. She can be a Guide or interpreter for those who seek treasure in the Vales of Gundabad, or for those looking for the Lost Watchtower (see page 19).

New Undertaking: Tame the Steed of the Moon Catching the Steed of the Moon is a matter for an adventure. Taming it, though, takes a whole Fellowship phase. To tame the steed, the companion must have make a series of DC 15 attribute checks: Strength (Athletics), Wisdom (Insight), Charisma (Intimidation), and Wisdom (Survival). The hero must succeed at each of these checks, but can spend Inspiration to bypass one check. If the hero succeeds at all of the checks, the Steed is now tamed. Otherwise, the hero must try again in another Fellowship phase.

Motivations and Expectations: Hwalda shares many qualities of a Messenger (page 70 of the Loremaster’s Guide ) but values people over messages.

Hwalda, Hill-man Guide Medium Human

STR 11 (+0)

DEX 12 (+1)

CON 14 (+2)

INT 10 (+0)

WIS 12 (+1)

Once the horse is tamed, then the hero may ride the Steed of the Moon:

CHA 9 (-1)

Armour Class 13 (Warg-hide) Hit Points 19 (3d8+6) Speed 30 ft

Skills Perception +3, Shadow-lore +2, Survival +3 Senses passive Perception 13 Languages Westron Challenge 1/2 (100 XP)

Far Traveller. If the Company is travelling with Hwalda, she may be assigned a journey role. Spirit-warg Dreams. If Hwalda can sleep undisturbed on a journey, she has Advantage on the first check that she is required to make for a Journey Event each day. Actions

When on a journey, all Wisdom (Survival) checks made as a result of the journey or Journey Events are made with Advantage. When the rider is travelling alone, the Steed allows him to cover 80 miles per day (instead of 40). If the hero is in the Vales of Anduin, the Steed is never far away. The rider may call the Steed to him, no matter where he is. (The Steed still has to travel to the rider, but it knows that it is needed).

Dwarf-forged Short Sword. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6+2) piercing damage.

Gorgol, son of Bolg Bolg, son of Azog, ruled the Orcs of the Mountains from his capital of Gundabad for many years, until Beorn slew him at the Battle of Five Armies. Now, many warlords contend for Bolg’s throne, and there is civil war and treachery beneath the ground. One likely heir is Bolg’s eldest son, Gorgol. He fought in the battle, but fled when Beorn charged.

The Steed of the Moon Minstrels and Loremasters tell the tale of how Eorl the Young tamed Felaróf, first of the mearas, the great horses of Rohan, when his people still dwelt in the Gore of Anduin. The Steed of the Moon is a wild white horse that must be akin to the fabled steed of Eorl, for he runs faster than the wind and is as beautiful as a moonrise over the forest. Many hunters have tried to catch and tame the Steed, but none have succeeded. Thranduil the Elf-King has made it known that he desires the Steed of the Moon, and has offered a rich reward to anyone who captures the peerless horse.

Gorgol and his followers were driven east by the Eagles, and forced to retreat into the Withered Heath. It took him six years to return home to Gundabad, and by then he had few remaining followers and could not force his claim to his father’s throne. 16

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Nagrhaw’s support could decide the victor in the struggles beneath Mount Gundabad. Ancient bonds of malice and evil unite the Goblins and the Wargs, and the chief of the Wargs could be kingmaker in the North.

If Gorgol is to become ruler of the Goblin warrens under Gundabad, then he must rally more followers. The only ways to do that are to either have the blessing of the Dark Lord himself, or to make war upon the enemies of goblinkind. At midwinter on the year of his return, Gorgol murdered one of his rivals with his father’s sword and daubed nine names onto the wall behind his father’s throne, nine enemies of the Orcs he has sworn to kill. One — Thorin Oakenshield, who killed the Great Goblin — is already dead. The names of King Dáin Ironfoot and Beorn are assuredly there too. Only the denizens of Gundabad know for certain who the other six are, but Gorgol will not rest until they all have perished.

More information on Nagrhaw is found on page 130.

Notable Places The City of the Éothéod The largest and northernmost fortress of the Éothéod was first built on a large stone outcrop overlooking the rivers to the south. Deep cellars were dug into the rock to keep stores, and tall ramparts surrounded the stronghold. Soon, the town surrounding it expanded onto the muddy ground north and west, as the horse-folk became more and more numerous. Today, only tumbled piles of stones and grassy fields pockmarked with post-holes remain — most of the fortification was built using trees brought from the eaves of Northern Mirkwood.

Learn more about Gorgol on page 128.

Nagrhaw, Chief of the Wargs Nagrhaw is the great grey wolf who was the chief of the Wargs that chased Gandalf and the Dwarves up the trees. He survived the encounter with the wizard and fought in the Battle of Five Armies, although his nose is still blackened from Gandalf’s fiery pine-cone, and his flanks are scarred with elf-arrows and dwarf-swords.

The city’s earthen ramparts and protective ditches can still clearly be seen, as can the hollow ruins of the few stone structures that the Éothéod built with the help of stonemasons from the South. Orcs and Trolls dwell among these ruins; they use the city as a staging post for raids across the river. Long ago, they looted the tombs of the Éothéod, and many treasures of the horse-people are now piled up in the dungeons of Gundabad, or stored in hidden troll-caves.

He eventually made his lair in the Werewolf Hollow in the Black Hills, although he ranges far when he hunts. Since the Battle of Five Armies he has not dared cross the Great River again — the Eagles keep a watch on him, and attack him on sight. 17

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The Hidden House When Fram slew the long-worm Scatha, Dwarves from the Grey Mountains hastened to the camps of the Éothéod to press their claim. They argued that the hoard of Scatha came from the dwarf-halls that the dragon had previously despoiled, and that they were therefore entitled to the greater part of the recovered treasure. The Éothéod refused them, and Fram sent the Dwarves a necklace of dragon’s teeth, claiming that these were rarer jewels than anything in the hoard. The Dwarves tore at their beards and contemplated making war upon the horse-people. In the end, cooler heads prevailed, although the Dwarves did swear long oaths of vengeance. Some Dwarves, though, refused to abandon their claim. They went north to the hills, and there built the Hidden House, Bar-en-Thurin, a cunningly concealed fortress beneath a grey hill. There, they watched the horse-people and plotted how to steal their treasure back. Greed and madness consumed them before they resolved to act, and they perished. The Hidden House still exists, somewhere beneath the trackless hills. Thrain II wintered there before besieging Mount Gundabad during the War of the Dwarves and Orcs, and dwarf travellers use the Hidden House as a waystation. Parts of the underground fortress, though, are unsafe, and no-one knows what dwells in the lower halls. Certainly, the Casket of Hate that contains the Necklace of Scatha is lost somewhere within the Hidden House.

Forgotten Treasures According to ancient legend, Gítsere was a lord of the Éothéod who hid his fortune in a huge wooden chest with a carven lid before riding to battle. He never returned, and so his pale gems and gold may still be buried somewhere in a secret treasury underground, behind strong iron-bound doors. Such a hoard might be worth 500 gold pieces or perhaps much more — there might even be Legendary Weapons or Armour that were left behind for some reason. The skull of Scatha the Worm may still rest among the ruins of the High Hall of the city, and there are many strange tales regarding dragon’s blood and their bones. Scatha was a long-worm of the Grey Mountains, and slain by Fram, whose name is remembered in many songs. He was the son of Frumgar, the chieftain who originally led the horse-people to the Vales of Gundabad.

The Hill of Skulls The Hill of Skulls is a familiar feature to those who travel in the western part of the Gore. It stands a little way away from other hills, a lonely mound visible for miles. Hundreds of wooden stakes bristle on its flanks, and every one has a skull impaled on it. Most are Orc-skulls and Warg-skulls, but others belonged to Men or Dwarves. There are even a few huge skulls that must belong to Giants. While most of the grisly trophies are clearly very old, there have been travellers who swear they have spotted fresher heads staked on the side of the mound from time to time. No one knows who is responsible for the gruesome decorations; what is certain is that the hill is not a natural formation, and is indeed hollow. It might be a barrow, but what lies buried, or hidden, under it no one is in a hurry to discover. 18

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The Lost Watchtower

unassailable spur against the east side of the mountains. Beneath it were cellars and wells enough to feed an army, but the tower could be defended against a huge host of attackers by just a handful of doughty warriors.

About a thousand years ago, the armies of Angmar completed the destruction of the North-kingdom of Arnor, but were soon in their turn vanquished by an alliance of Elves and Men at the Battle of Fornost. After defeating the armies of the Witch-king, the allies continued on to break the power of Angmar and scatter its allies. Like a bright spear, they thrust east, even across the mountains and unto the very gates of Mount Gundabad. The Orcs fled into the darkness below the earth, and dared not emerge for many years.

At first, the outpost was manned by survivors of the kingdom of Arnor, but as the long years rolled by, the men of Gondor gave custody of the tower to the Éothéod. When the riders too left this land, the keys to the tower were given to a vassal house who dwelt across the river in the West Upper Vales. What fate befell them, history does not recall. If the Watchtower were found and manned once again, then it would be a major obstacle for the Orcs of Gundabad to overcome. For this to happen, though, some hero would have to find the Watchtower and also locate the missing keys to its gates, and those keys were lost hundreds of years ago.

Grey Mountains Narrows The region known as the Grey Mountains Narrows is a long strip of land separating Mirkwood from the Grey Mountains. It extends for more than sixty leagues, from the riverbanks of the Greylin to the west, to the flat Dalelands to the east. While the region is from twenty to thirty miles wide for most of its length, it tapers to little more than ten miles where the mountains and the forest almost meet, at its opposing ends — known as the Narrows’ East and West Gaps.

To secure their victory, the Men of Gondor built a watchtower to stand vigil. The fortification was built in sight of the gates of Gundabad, atop a narrow and

Grey Mountains Narrows The Greydelve E

The Hoary Mountain E

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The slopes of the Grey Mountains are an inhospitable waste. Before the Battle of Five Armies crushed the might of the Goblins in the North, the area was described as simply stiff with the likes of them. Now it offers a safer alternative to the dreadful pathways under the trees for those who need to get across the width of Mirkwood, but it remains a dangerous and cheerless land. Barren and very cold in winter, its climate is made only slightly more bearable by the protection offered by the mountain range itself, as the rocky barrier shields the area from the fury of the northern winds. Near the region’s western Gap, just beyond the Forest River, the hills grow taller, rising to meet a great spur of the Grey Mountains that bends round to the south-west. At the feet of the rocky spur, a winding trail crosses the gap from the south. It is a trading road, a long path that meanders among the stony hills and the dales of the Narrows, cutting across the length of Wilderland. Kept in good repair for many long years, this grey road saw traffic decline dramatically after the coming of Smaug, and the stone bridge that used to cross the Forest River collapsed during the Fell Winter of 2911 — today, its raging waters can only be crossed safely further away from the mountains, where the river enters Mirkwood; here, the stream runs both swift and deep, but its banks are lined with trees, and travellers can use ropes to get across.

As the road travels east, the landscape becomes harsher. The bare hills diminish in size and dot the land like innumerable barrows. Travellers on the road feel the strength of the winds rise, as cold currents from the Withered Heath blow against them, and dust clouds rising from the Waste to the east darken the light of the sun. After miles and miles of bleak, lonely countryside, the road finally reaches the East Gap of the Narrows, to then turn southwards into the Northern Dalelands; the Dalelands were once known as the Desolation of Smaug; several years after the death of the Dragon, the region is once again a green and pleasant land, tilled and rich. Combat Scenery: boulders, cliffs, freezing cold, lone trees, rock edges, rubble, scattered rocks, and varied slopes

Wildlife Strangely, the desolate Narrows are not wholly deserted of life. Many birds, mainly ravens and crows, roost under the eaves of Mirkwood and in the mountain dales; they take to the skies in large flocks when disturbed, breaking the silence of the land with their caws and squawks. Wolves prowl the hills, ranging from the foothills of the mountains to threaten any traffic along the road. Now that the path across the Narrows sees more use once again, these canny animals have learned to avoid groups of armed warriors and to approach lonely wanderers instead.

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Wargs and other wicked creatures also tend not to stray too far south, as they learned the hard way that getting too close to the borders of Mirkwood is likely to attract the attention of the Silvan Elves — and the Elvenking does not suffer trespassers gladly. In fact, experienced travellers know that around the Woodland Realm it is safer to make camp closer to the forest than far from it, contrary to what common sense might suggest.

number remained stubbornly here. These survivors live in shacks or small tunnels dug under the tall hills around the West Gap, or in the heights extending out of Mirkwood. They dare not trespass into the woods, as the Elves of the Woodland Realm bear them little love. Travellers can find shelter here: though the Dwarves begrudge every moment of hospitality they offer, they offer it nonetheless. No other established communities of Men, Elves or Dwarves exist around the West Gap or the middle regions of the Narrows; those areas were plagued for too long by creatures out of Mount Gundabad or coming from beyond the Grey Mountains. Even if the number of Orcs and other evil creatures haunting the foothills of the Grey Mountains were severely reduced at the Battle of Five Armies, there are still many other wild things that may threaten travellers. In particular, a breed of cannibalistic monsters called Hobgoblins (Loremaster’s Guide, page 98) hide in

Inhabitants In years past, the Dwarves delved into the Grey Mountains in search of wealth. These delvings were never as rich as Erebor or Moria, but there was iron to be found in abundance, as well as other useful metals and good stone. One by one, these holds fell to Dragons, or to Orcs, or to other foes, and drove the Dwarves from the region. Most of the refugees went east to the Lonely Mountain and the Iron Hills, or west to the Blue Mountains, but a small

A Campfire Tale Companions making camp in one of the ruins atop the hills of the East Gap might encounter Farmann one night. He appears out of nowhere, climbing the hillside on his silent horse, unheeded by any watchman or sentinel. He appears to be a hoary old warrior, haggard-looking and wearing a weather-beaten cloak. Farmann hails any Northman or Dwarf warmly, bows respectfully in front of an Elf, but seems completely oblivious to the presence of anyone else. Once introduced to the Company, Farmann dismounts and quietly sits beside the fire, rubbing his hands close to the flame. Then, he gives his warning: maybe there’s a storm coming, or a stream to be crossed safely at a certain location, or a den of particularly nasty critters to avoid. Whatever the nature of the danger, the warning is true, and never fails to prove helpful. The next check due to a Journey Event is made with Advantage. When he is done, he mentions that he has a duty to perform before the dawn comes, but that he feels too tired to go just now. If he is invited to remain with the Company until daybreak, he accepts gladly and soon falls asleep by the fire. For the length of the encounter Farmann seems just an old man, too old for this life of adventure. By daybreak, the old man and his horse disappear without a trace. If a companion asks about Farmann’s duty, the old man says he has a wife and daughter living in the northern Dalelands, and that he should return to them — but again, he is too tired. if someone volunteers to accompany him home, he accepts, but whoever goes with him must face a wearisome task, as Farmann seems to fall asleep on his horse every other minute or so, and the hero must succeed at a DC 13 Intelligence (Riddle) or Wisdom (Survival) check to interpret the weak directions of the March-warden. If successful, the group eventually spots a small watchtower atop a hill, just before day breaks — the old rider appears suddenly animated by a sense of urgency, and thanks the companions while trotting away and leaving them behind. When finally the sun rises, Farmann is gone, and the watchtower is revealed for what it is, a ring of crumbling stones, blackened by fire. Companions with a Shadow score feel relieved, as if they just received good news from someone they care for — everyone may decrease their Shadow score by one point.

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deep caverns to the north, while Snow-trolls (Wilderland Adventures, page 133) are known to hunt in these areas, when storms blanket the hills with snow and ice. The East Gap of the Narrows was a borderland, the frontier of old kingdoms of the North, once inhabited by march-wardens and their vassals. Ruined watchtowers crown the hilltops overlooking the road like many rings of standing stones, while farmsteads still stand intact, but empty and silent.

Frár the Beardless Frár, called the Beardless, is one of the houseless Dwarves who live in the Narrows of the Grey Mountains. It is said he lost his beard when he was captured and tortured by Goblins in the ruins of the Dwarf-hall called the Greydelve, which was the home of his ancestors for many long ages until the Goblins took it. In truth, his beard was cut in a quarrel with servants of the Elvenking.

These barns and wooden halls were occupied until a few years ago by Northmen who only left these lands to gather to Dale after the death of the Dragon. Now, they are mostly used by those who must cross the Narrows on errands from their kings or masters, suspicious Dwarves and hasty Men from the Long Lake and Dale.

Notable Characters Farmann, the March-warden Many wanderers who have journeyed across the grey road tell tales of a solitary figure, a rider who makes his appearance when a company of travellers faces particularly dangerous odds. The rider is usually seen at a distance, on a hilltop or just at the edge of vision at night. He points in right direction when a group seems to have lost their way, or to warn companies of impending danger, such as approaching wild wolves or other threats. The figure is described as a Northman warrior carrying shield, sword and a tall spear, riding a stout mountain horse with a snow-white mane. He is often referred to as Farmann, the March-warden. A few witnesses, maybe the more imaginative ones, depict him as an old man, ancient beyond the reckoning of years, but with a keen, piercing gaze. Some attribute to him the pale, cold fires that may be spied at night blazing on the hilltops dotting the landscape around the east gap. Motivation: I must perform my duty, but I do not know the way. Expectations: +1 If the heroes heed Farmann’s warnings and thank him for his guidance; -2 if the heroes suggest that he should not be in the Narrows.

Today, Frár is a wandering tinker and potsmith, travelling down as far as Lake-town on his journeys. Wherever he goes, he tells tales of the Goblins, and tries to rally the Dwarves and other Free Folk to his cause. Even the other Dwarves think Frár to be a madman, and fear that the Greydelve is forever lost to Durin’s folk. Since the death of the Dragon and the re-establishment of the King under the Mountain, Frár has visited Dáin Ironfoot’s court once each year to demand that Dáin send warriors to reclaim the Greydelve. Whether Frár succeeds in his quest is a matter for The Mirkwood Campaign. Frár knows all the Dwarves who live in the Narrows, and is a good guide to that region — to be more precise, he knows all the paths in that region as well as he remembers every knot and hair in his vanished beard. Whether or not he is a good travelling companion depends on his mood — on the wrong day, Frár can be as treacherous and bitter as a Petty-dwarf. He hates the Elves, who twice caught him trespassing in the Woodland Realm. 22

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He wears a tooth from Scatha the Worm on a golden chain around his neck. This talisman is a reminder of all that has been taken from the Dwarves. Motivations: The Greydelve is my birthright and I will regain it. Expectations: Despite his diminished situation, Frár has the same expectations as a Dwarf-lord (page 78 of the Loremaster’s Guide ). Furthermore, anyone who mentions his missing facial hair or the Elves receives a -2 modifier to their Final Audience Check.

Prancing Pony in Bree before passing through the Shire. The journey takes him half a year or more. Younger Dwarves (and even the occasional Hobbit) often accompany Tholin on his long treks, and he is a canny Guide. He has many friends both west and east of the Mountains, including a certain Wizard who is even better travelled than Tholin. In fact, it’s said that Gandalf enchanted Tholin’s blackthorn walking-staff. Motivations: There’s always the next inn to get to, always another traveller to meet. Expectations: +2 if the heroes ask Tholin about his travels, -1 if any asks him to lay down his burdens and rest.

Frár

the Beardless Medium Dwarf

STR 15 (+2)

DEX 10 (+0)

CON 16 (+3)

INT 13 (+1)

WIS 16 (+3)

Tholin

the Trader Medium Dwarf

CHA 12 (+1)

Armour Class 16 (Ring-mail, Shield) Hit Points 60 (8d8+24) Speed 25 ft

STR 14 (+2)

DEX 10 (+0)

CON 14 (+2)

INT 16 (+3)

WIS 15 (+2)

CHA 14 (+2)

Armour Class 14 (Ring-mail) Hit Points 39 (6d8+12) Speed 25 ft

Skills History +3, Shadow-lore +3, Perception +5, Survival +5 Senses passive Perception 15 Languages Dwarven, Westron Challenge 2 (450 XP)

Skills Lore +5, Perception +4, Survival +4, Traditions +5 Senses passive Perception 14 Languages Dwarven, Westron Challenge 1 (200 XP)

Region-lore (Grey Mountain Narrows). If Frár is with the Company for a journey that begins or ends in the Narrows, the Guide rolls 1d8+4 for the Embarkation Roll. Old Hatred. When Frár fights Orc-kind, he rolls his damage die twice and selects the higher result. If you choose to use the average damage add +2.

Blackthorn Walking Staff. If Tholin is the Guide for a journey, he rolls 1d4+4 for his Arrival Roll. Additionally, any attack he makes with his staff counts as magical. Far Traveller. If the Company is travelling with Tholin, he may be assigned a journey role. Walking Songs. If the companions travel with Tholin, once upon the journey they can make a DC 10 Charisma (Performance) check. If successful, the hero gains Inspiration.

Actions Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 6 (1d8+2) bludgeoning damage.

Actions

Tholin the Trader The Blue Mountains lie many, many leagues to the west, and Tholin the Trader knows every long, hard mile — and every inn on the way, too. He is an old Dwarf, merry and kindly by the gruff standards of his folk, and for many lifetimes of Men he has travelled between the Blue Mountains and the Iron Hills. His regular route brings him from the Iron Hills to the Lonely Mountain and Dale (replacing his previous stop at Lake-town), then along the Narrows, south to the Old Ford, then over the High Pass into Eriador, where he always makes a point of visiting the 23

Staff. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6+2) magical bludgeoning damage.

Notable Places The Hoary Mountain The southern face of the Grey Mountains range is an uninterrupted wall of menacing peaks, rising tall to the west and slowly diminishing in the east. The tallest among them is known as the Gamolberg, the Hoary Mountain, a

Rhovanion Region Guide

mighty height towering above deep-shadowed glens and dells. It takes its name from its snow-capped summit, that 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.

jagged stones, tangled roots and sudden drops to slow travellers. The western hills are steep and virtually impassable; in places, sheer cliffs rise from the green land like great waves of stone, and seem about to crash down on the heads of travellers. The largest of these cliffs, Fram’s Wall, runs for more than five miles without any breaks, and is said to be unscalable.

The Greydelve The Dwarf-hold of the Greydelve lies hidden in a box canyon in the foothills of the Grey Mountains. It was once among the largest of the Dwarven settlements in this region, and the Dwarves dug very deep into the mountains. Some tales claim that they dug so deep that they broke into the ruins of some lost fortress from the First Age of the world, and found things there so terrible that they walled up those deeper passageways and warded them with traps both cunning and lethal.

West Upper Vales

The North Ford E

The folk of this fortress were driven from their home by Goblins long ago. Frár the Beardless (see page 22) is their chief, and still dreams of reclaiming the Greydelve.

E E

The Long Delve E

E

The Path of Serpents Eagles’ Falls

West Upper Vales The green meadows of the West Upper Vales seem lush and inviting. Mountain-cold streams flow merrily through gently rolling countryside. Each step seems to open up new vistas, as though your eyes were the first to ever look upon this land, or you had somehow stepped back in time to when the world was young and Arda was Unmarred. But in the tongue of the Vales of Anduin, this land is named Sceadudene, the Vale of Shadow… The northern border of this land is marked by the Langwell River. To the west, by the Misty Mountains, to the east Anduin, and to the south the river Rushdown that tumbles off the mountains over the Eagles’ Falls. Above the falls, the Rushdown receives the waters of another stream, sometimes called the Serpent River. Most of the Vales consist of green valleys of heather and grass, marked by the occasional thicket. Still, the going is surprisingly hard in places, with many concealed holes,

The southern folds of the land, along the Rushdown, are thickly wooded with grey pine forests that stretch from the Anduin into the foothills of the mountains. The southern forests are called the Wyrmholt on certain old maps, although they are usually called the Rushdown Woods in the Common Tongue. This is a wild, trackless land. Outside the settled region in the northeast, there are no settlements or paths in this area. This is the primordial wild, as untamed and dangerous as it was at the dawn of time. 24

The Lands of the River

Combat Scenery: cliffs, covered pits, fallen trees, hedges of tree limbs, low boughs, moorland heather, roaring waters, slopes, thickets, unsettling atmosphere

Wildlife A traveller in the West Upper Vales can expect to see traces of animals such as wild sheep and goats, foxes and wolves. Deer and boars may be found in the wooded regions, with the mountain slopes being home to bears. At night, swarms of bats emerge to hunt insects over the streams. Wolves and Wargs are regrettably common in this region. Huge packs come down out of the north to hunt prey, on four legs or two. A dangerous breed of great lizards hides in the forests and hills along the Rushdown River. Ill-tempered and aggressive, these creatures are known by the Elves as Sarnlug, or Basilisks; the Elves claim that the Enemy bred these monsters long ago and unleashed them in the mountains to impede the Elves’ journeys to the West. Legends of the Beornings say that a Basilisk can kill just by gazing at its victims — a rumour that no hunter can confirm or deny. (Learn more about the Sarnlug on page 124).

but also steal sheep and livestock from the cottars, and so they are not welcome in the northern Vales.

Notable Characters Mab the Spinner Mab the Spinner lives somewhere near the edge of the Rushdown Forest, in a little cottage in the woods. She is ancient for a mortal woman — none of the folk of the Sceadudene remember a time when Mab was not in her shack. She spins wool into threads and weaves fine garments, which she exchanges for food with the wives of local cottars. She has no family, but employs a River-folk child as a helper.

Inhabitants The north-eastern Vales, along the banks of the Anduin, are home to a few fiercely independent cottars and freefolk. These are of Northman stock, akin to the Beornings, but they call no man their lord. Each family has their own homestead, sometimes fortified, and they trade little with their neighbours and even less with strangers. Some of them seem to have befriended a small number of Stone-trolls, with gifts of sheep, crude tools, and simple clothes. These lumbering monsters can be spied at night as they work in the fields dragging ploughs, eradicating small trees or breaking large stones, sometimes answering the direct orders of a farmer with a few words in the Common Speech. While contact with the farmers has certainly improved both their manners and tempers, Trolls are still Trolls, and any hero bothering their ‘employers’ may find confirmation of this fact the hard way. This land is not far from the Eagles’ Eyrie, so the birds of the Misty Mountains may be encountered in these parts. The Eagles hunt Wargs and other creatures of the Enemy, 25

Mab also has a reputation as a witch. How else could she survive in the haunted forest? Certainly, she is as talented a healer as can be found in the vales, and has a deep knowledge of herbs, poisons, potions and simples. She is known for her strengthening cordial, a liquor she sells exclusively to the River-folk traders (see page 52). . The cottars of the area travel to her when they need a cure for pox or other illness, but they whisper about her strange powers over spiders, and wonder what happens to the River-folk children when she is done with them. Motivations: My aid always comes with a price. Perhaps not today, but some-day, I will collect what I am owed. Expectations: +2 Courtesy and coins are always welcome; -1 I have seen many bold folk wither and die — empty boasts do not impress me.

Rhovanion Region Guide

Cruac the Outlaw Cruac leads an outlaw band that preys on travellers in the Vales. Few wanderers pass this way — most traffic runs along the Anduin, or along the eastern shore down to the Old Ford — so Cruac’s men must cross the river in their boats to find suitable victims. They look for Dwarves, who are always rich in silver and gold, or traders bringing fur down from the Gore of Anduin. Cruac’s hideout is in a sheltered valley in the heart of the region.

Cruac the Outlaw Medium Human (Evil Men) STR 12 (+1)

DEX 15 (+2)

CON 14 (+2)

INT 14 (+2)

WIS 11 (+0)

CHA 16 (+3)

Armour Class 15 (Hide Armour, Shield) Hit Points 58 (9d8+18) Speed 30 ft Skills Deception +5, Investigation +4, Riddle +4, Traditions +4 Senses passive Perception 10 Languages Westron Challenge 3 (700 XP) Ambush. During his first turn, Cruac has Advantage on attack rolls against any creature that hasn’t taken a turn. Coward. When injured, Cruac suffers Disadvantage on all combat rolls.

Motivation: Are you a mark? Or more trouble than you are worth?. Expectations: +2 Foolish words lead to foolish deeds — if the heroes seem confused or uncertain; -2 If the heroes respond with violence with little provocation.

Black Tom The house of Black Tom is a fortified farmstead in the east of the Sceadudene, with many outbuildings and enclosures for livestock. Tom is the head of a large household, and his word carries great weight among the cottars. The proud folk of this land have no lords or chieftains or kings, but they listen when Tom speaks. Of late, Tom has been visited by emissaries from the Viglundings across the river (see the East Upper Vales, page 29), who offered him gold and promised him a place of honour if he took Viglund as his lord. Their threats went unspoken, but were just as clear despite this. Refuse Viglund’s offer of friendship, and suffer the consequences. Tom’s farm is not far from the Anduin. If the Viglundings come for him, his thick walls may not protect his family from the iron collars of the slavers.

Black Tom Medium Human

Actions Short Bow. Ranged Weapon Attack: +4 to hit, range 80/320 ft, one target. Hit: 5 (1d6+2) piercing damage. Terrorise. Cruac targets up to three intelligent creatures he can see within 30 feet. If there are more outlaws present than targets of this ability, then those targets must succeed on a DC 13 Wisdom saving throw or become Frightened until the end of his next turn.

STR 14 (+2)

DEX 11 (+0)

CON 17 (+3)

INT 12 (+1)

WIS 15 (+2)

CHA 12 (+1)

Armour Class 14 (Hide Armour, Shield) Hit Points 45 (6d8+18) Speed 30 ft Skills Intimidation +3, Performance +3, Survival +4 Senses passive Perception 12 Languages Westron Challenge 1 (200 XP)

Cruac does not look like a fearsome outlaw. He is a slight, meek-mannered fellow who stands no more than five feet high, with a scraggly beard and a growing bald spot. He won his place at the head of his company through his cleverness and bravery, not through strength. He is an accomplished liar; he sometimes befriends travellers and lures them into ambushes, or visits the Beorning settlements to learn if they are hunting him. Cruac lets his loyal men do the fighting for him — as far as he’s concerned, battles are won in the mind long before they are fought by force of arms.

Berserk. After the first round of combat, Tom may make a single melee weapon attack as a bonus action on each of his turns. Call the Dogs. Once per short or long rest, Tom may whistle for his dogs, calling 1d4 Mastiffs to aid him. They arrive at the end of his next turn. Actions Axe. 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.

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Motivations and Expectations: Tom shares the qualities of his fellow farmers (page 71 of the Loremaster’s Guide ).

The Lonely Giant The story of the Lonely Giant is probably a drunken tale told by young Beornings after too much mead, but there may be a little truth in it. According to the story, a Giant came down from the Misty Mountains a year ago and is now camped in a dell. The Giant eats roasted boar and wild apples, and lives in a tent made from the skins of two dozen bears, with mighty oak-trees for poles. If anyone disturbs him, he asks them a fiendishly hard riddle. Noone knows what happens if you guess his riddle correctly, but everyone knows what happens when you get it wrong — the Giant smashes you with a very big rock! Should the Lonely Giant appear in your game, he might be a Mountain-troll with a Intelligence of 14 (+2) and a Riddle skill of +5.

The Kingfisher Lord The Lord of the Eagles of the Misty Mountains is the King of All Birds, crowned in Dwarf-gold. All the birds of Middle-earth obey him and honour him, but he was not the only contender for the title. His rival was the Kingfisher Lord. The Kingfisher Lord dwells in a golden nest along the River Anduin, and is very bitter about the accolades paid to the Lord of the Eagles. Since the coronation, the Kingfisher Lord has plotted against the Eagles, his heart filled with jealousy. He rules the fish and fowl of the Anduin, and hears many stories from the river. He can even command his servants to trouble intruders — a school of trout or a flock of sparrows are not going to defeat a warrior of Dale, but they could topple his boat into the water or steal his food. The Kingfisher is not a servant of the Shadow by any means, but he plays cruel tricks on friends of the Eagles who enter his domain. As an ally, he can be a valuable source of news from far afield. Motivation: I will show the Eagles who is the true Lord of the Birds! Expectations: +2 if the companions have a quarrel with the Lord of the Eagle; -1 If the heroes ask the Kingfisher Lord to set aside his feelings for any reason.

Notable Places The Long Delve The Long Delve is a tunnel that starts somewhere near the source of the Rushdown River, and worms its way underground for sixty miles through the Misty Mountains to emerge in the valley of the Hoarwell in Rhudaur. Parts of the excavations were accomplished by Dwarves in the First Age, but only Orcs know its secret ways now. Not all the length of the Long Delve is passable, and in places fallen rocks block the way, but the Orcs have dug side passages to crawl through. Only the smaller Goblins can pass through the tunnel — the fatter Orcs have trouble squeezing through, and Cave-Trolls cannot fit at all. At times, parts of the Long Delve flood — the Dwarves widened the natural caves carved by the fast-flowing rivers, so when rain filters down through the mountains, 27

Rhovanion Region Guide

it washes unwary Goblins out of the tunnel. Their bodies wash up on the banks of the Rushdown a few days later. The Orcs guard the Long Delve with all sorts of cunning traps, and ambush anyone who tries to trespass through their short cut. The entrances to the tunnel are watched night and day by Goblin spies, and there are guardhouses along its length to turn back intruders.

This place is sacred to the Eagles of the Misty Mountains; they gather here at midsummer to listen to the voice of the waterfall. Radagast believes that on that night, the waterfall speaks prophecies and secrets to the Great Eagles. Anyone who tries to eavesdrop on the Eagles risks incurring their wrath, and they are merciless when roused.

During the height of power of the Kingdom of Angmar, the Witch-king sent Men from Carn Dûm to repair the Long Delve and open it so a whole army could march through it. This plan never came to fruition, but the Enemy knows of the underground passage, and it could offer a way to invade Eriador without braving the High Pass or the Gap of Rohan.

The Path of Serpents

Eagles’ Falls The Rushdown River tumbles over the high Eagles’ Falls, plunging more than sixty feet over a rocky ledge to a deep green pool in the forest below. Two huge trees grow over the falls. These trees are unlike any that grow elsewhere in Middle-earth, as they were found only in Númenor before it drowned. Their seeds were brought here by Great Eagles before the Downfall.

The Path of Serpents is an old, old road that begins near the Anduin and crosses through the southern portion of the West Upper Vales. It winds through the countryside, distinguishable from the land on either side only by a slight discolouration of the grass and the occasional carved waystone, before plunging into the Rushdown Forest. The waystones in the forest were sheltered by the trees and are better-preserved than those exposed to the elements. These stones stand four feet tall and are carved to resemble strange snakes or dragons. The stones have hollow eyesockets, as if made to hold gemstones. The path leads on into the forest, and where it goes no one knows. The path goes through regions of the forest inhabited by the Sarnlug, and they are always hungry…

The North Ford The North Ford is the first place south of the Gore where the Anduin can be crossed without swimming or boating. It is only fordable when the river is low, at the height of summer or after a prolonged drought, and even then it is a perilous crossing, as the fast-flowing waters can sweep away the unwary. The days when the North Ford is passable are used by livestock traders, who can drive their herds across the Anduin without the expense and risk of using rafts or boats.

East Upper Vales The east side of the White Anduin is a grim wold of scrub trees and rocky soil. It makes for poor farmland. In days of old, this was the eastern frontier of Éothéod, and it was called the Eastmark. Back then, it was thickly forested, but the horse-people were hungry for timber to build their long-houses, and their axes bit deep into Mirkwood as their ancestors had done in the East Bight. 28

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To the north, the forest falls away and the Vales of Anduin open into the Narrows in the shadows of the Grey Mountains. No one lives here, not even along the eaves of the Forest as everyone fears its darkness. Northern Mirkwood (see page 78) is a tangled forest full of perils and monsters, and they are wise to fear the shadows of the trees. The only travellers who brave this land are taciturn Dwarves and traders hurrying west from Esgaroth and Dale.

East Upper Vales

Wildlife

The north and east parts of the East Upper Vales are plagued by beasts like wild wolves and Wargs. Dangerous boars and bears sometimes stray out of Mirkwood, and the Viglunding hunters cannot always stop them from trespassing into the farmland. The forest eaves are home to flocks of black crows and other birds, especially around the Forest Gate. The eastern banks of the Great River are also home to many venomous snakes, who make their lairs beneath rocks and prey on insects and small animals.

Inhabitants The people of the Eastmark are akin to the cottars of the western portion of the Upper Vales, but they are mostly united under a chieftain named Viglund. They dwell in the green lands of the southern valleys, or along the forest eaves. They hew the forest for timber, but they are not Woodmen, and only the bravest of them dare dwell beneath the trees. Most live in fortified houses and forts atop hills, where three or four families live together behind the protection of good walls and ramparts.

The Mouth of Dust E

E Not all the Viglundings obey Viglund, although those who defy him are increasingly isolated and treated as foes. Viglund became chieftain in the dark years before the Battle of Five Armies, when Goblins troubled the land and the power of the Necromancer grew unchecked. Now, he rules through fear and strength of arms. His war-band consists of the best fighters the Eastmark can muster, and all these warriors support Viglund’s cruel reign.

The Elfwood

The riverbanks and the southern vales, by contrast, are more fertile and welcoming. These green valleys are home to hardy Northmen of the House of Viglund. The land here is twisted and buckled like a thrashing snake, with many steep-sided valleys divided by narrow stony ridges. In places, tall piles or pinnacles of stones rise from the ground; the Viglundings claim these stones to be the ancient work of Giants who once dwelt in this land. Combat Scenery: lone trees, ravines, root-covered walls, scattered rocks, standing stones (huge boulders), steep slopes, stone pillars 29

The folk of the Eastmark practise slavery. Traditionally among the Northmen, only criminals could be made into thralls, and the influence of Gondor put an end to even that practise for centuries. It was only in the last few decades that slavery has once again come into use in the Vales of Anduin. The slaves of the Eastmark come from many places — from the free cottars, from the Hill-men who live across the river, from the Beornings, captured outlaws, and even from their own kin. They put their thralls to work tilling the fields or serving in the houses. Between the Viglundings and the land of the Beornings is a belt of free cottars and foresters who live in the lands immediately surrounding the Forest Gate. There is a fierce rivalry between the Viglundings and the followers

Rhovanion Region Guide

Strange Faces in Familiar Lands "I evidently came back by much too straight a road from my trip." Adding new material to regions that the Company has already explored is a tricky business. if your Companions are regular visitors to the East Upper Vales, then they might ask why they have never met the Viglundings before. if they know the River well, then why did they not meet with the River-folk? There are several possible explanations — choose the one that best fits the current situation: •

The adventurers travelled through uninhabited parts of the region. Wilderland is very large, and there are only a handful of people living within its borders. The company’s previous journeys happened to avoid any settlements, either by chance or design.

The people were away in another part of the region. Even comparatively settled groups like the Beornings or Viglundings move with the seasons. If the Company passed through this land in the winter, then maybe most people were in their winter shelters and so the adventurers passed by unnoticed. Groups like the River-folk travel the whole length of Wilderland, so it is easy to miss them if one crosses the Anduin at the wrong time.

The adventurers met them, but did not know them. The Viglundings, for example, have a bad reputation as slavers, but that does not mean that every Viglunding is equally awful. Perhaps that friendly farmer that the adventurers met on a previous journey was actually a follower of Viglund, even though he keeps no slaves and is friendly to outsiders.

The adventurers deliberately avoided them. This is perhaps the most interesting option — why did the Company’s Guide steer them away from places where they might meet the people of this land? What unfinished business do they have with him?

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of Beorn, and this sentiment has worsened of late. The Viglundings covet the lands of the Beornings, and there are old grudges held by those who saw their kin enslaved by raiders from the north. Dwarves crossing from Erebor or the Iron Hills to their mines in Eriador often come this way. They march across the wastes north of Mirkwood, then follow the river south to the Old Ford. They trade grudgingly with the Viglundings, and neither group trusts the other.

His rivalry with Beorn began when the lord of the Carrock took some of those who fled Viglund’s rule under his protection. Since then, Viglund has poisoned the minds of his remaining followers against the Beornings, claiming that they are savage beasts and monsters.

Notable Characters Viglund Cruel Viglund, grey-bearded and iron-eyed, rules from his long-house under the eaves of Northern Mirkwood, and he tolerates no weakness or dissent among his followers. His clan would kill or die at a word from their lord. He tells himself that he must be hard to protect his followers from the dangers that beset them on every side, but in truth Viglund is a tyrant, drunk on power.He has a fierce hatred for Beorn, and the two may be kin. Viglund is not as large as Beorn, nor as strong, and if he is a skin-changer, as some folk whisper, then no-one knows what form he takes when he walks abroad at night.

Viglund’s followers practise slavery, and capture thralls on raids. Some are Beornings or cottars from the western vales; others are Goblins, but the misshapen creatures

Viglund Medium Human (Evil Men) STR 19 (+4)

DEX 15 (+2)

CON 19 (+4)

INT 12 (+1)

WIS 11 (+0)

of 10 (3d6) temporary hit points that last till the end of the fight if not removed by combat damage. No Quarter. When Viglund reduces an enemy to 0 hit points that enemy is considered to already have failed one death save.

CHA 14 (+2)

Armour Class 20 (Scale Hauberk, Great Shield) Hit Points 102 (12d8+48) Speed 30 ft

Actions Multiattack. Viglund makes three attacks with his axe. Axe. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 8 (1d8+4) slashing damage or 9 (1d10+4) slashing damage if used with both hands.

Skills Intimidation +5, Perception +3, Shadow-lore +4 Senses passive Perception 13 Languages Westron Challenge 6 (2,300 XP)

Reactions Commanding Voice. Viglund can inspire his allies with his booming voice and kingly mien. He may use his reaction to utter a command or shout a warning whenever a non-hostile creature, that he can see within 30 feet, 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.

Fell Speed. Viglund may take a bonus action to Disengage from one opponent and engage another without provoking an opportunity attack. The new opponent must be within his regular movement rate. Hatred (Beornings) (Recharge 5-6). Viglund hates Beornings so much that he can use his bonus action to gain Advantage on attacks against them this round. Hideous Toughness (Recharge after a short or long rest). Viglund can endure enormous damage. By spending his action taunting his enemies, he gains a pool

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cannot abide the light of day and so make poor farmhands. Viglund uses these Goblin slaves as beaters and scouts when he hunts in the forest. Conflict between Viglund and the Beornings is a key element in The Mirkwood Campaign. Motivations: My word is law. Obey, or face my wrath. Expectations: +2 Strength is what matters — if the heroes pledge to fight for Viglund; -1 If the heroes object to slaveholding, or mention Beorn.

Viglar Viglar is the eldest of Viglund’s sons. He leads the raiding parties and warbands sent out by his father. More accurately, he follows along with wineskin in one hand and axe in the other — he is more interested in feasting and drinking with his fellow warriors than anything else. He has little grasp of tactics, or politics, or anything except crude jokes and drinking games. When sober — or at least, only a little drunk — he is a good axeman. Viglar is Viglund’s presumed heir. Without a strong leader, the Viglundings may fall into savagery and kinstrife when Viglund dies.

Motivations: More drink, for tomorrow death may come for us! Expectations: +2 if the heroes amuse Viglar, or bring gifts he will appreciate; -1 If the heroes question his authority or mock him.

Saviga the Goblin There are a few captured Goblins among the Viglunding slaves. These unfortunate creatures rarely survive for long far from the shadow of the mountains. Saviga, though, has learned to survive in Viglar’s retinue. The Goblin is Viglar’s cup-bearer and jester; his caperings and vile jests make the son of Viglund laugh until he retches, and so Saviga survives for another day.

Saviga the Goblin Small humanoid (Orc-kind) STR 13 (+1)

CON 16 (+3)

INT 10 (+0)

WIS 8 (-1)

INT 12 (+1)

WIS 10 (+0)

CHA 13 (+1)

Skills Deception +3, Persuasion +3, Stealth +5 Senses darkvision 60 ft, passive Perception 10 Languages Orkish, Westron Challenge 1 (200 XP)

Medium Human (Evil Men) DEX 15 (+2)

CON 11 (+0)

Armour Class 14 (Orcish Leathers, Shield) Hit Points 10 (3d6) Speed 30 ft

Viglar

STR 16 (+3)

DEX 12 (+1)

CHA 13 (+1)

Distraction Attack. Saviga is wily and can take his bonus action to feint, kick burning ash, or otherwise distract an opponent with whom he is engaged in melee. The opponent must make a DC 11 Wisdom saving throw or Saviga’s attacks have Advantage against the opponent until the end of his next turn. Nimble Escape. Saviga can take the Disengage or Hide action as a bonus action on each of his turns. Sunlight Sensitivity. While in sunlight, Saviga has Disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Armour Class 17 (Corslet of Mail, Shield) Hit Points 60 (8d8+24) Speed 30 ft Skills Performance +3, Persuasion +3 Senses passive Perception 9 Languages Westron Challenge 3 (700 XP) Horrible Strength. If Viglar makes a successful melee attack, he may use his bonus action to cause 3 additional damage of the same type as the original type. Reckless. Viglar may choose to gain Advantage on all attacks he makes in a round, but all attacks on him gain Advantage until the start of his next turn.

Actions Multiattack. Saviga makes two attacks with his spear. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft or range 20/60 ft, one target. Hit: 4 (1d6+1) piercing damage or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.

Actions Multiattack. Viglar makes two attacks with his axe. 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 both hands.

Reactions Parry. Saviga adds 2 to his AC against one melee attack that would hit him. To do so, the goblin must see the attacker and be wielding a melee weapon.

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In truth, Saviga also gives secret counsel to Viglar, suggesting targets for raids, playing one warrior off against each other, and tempting Viglar into the worship of the Enemy. Should Viglar become chieftain, then Saviga will continue to whisper poison into his ear. Saviga is not usually allowed to bear arms, but should his life be threatened, he would try to get hold of a spear, a weapon he wields to great effect.

Thunar survived, and wandered alone through Mirkwood for weeks before emerging from the darkness of the wood. It took him more than a year to recover his strength.

Motivation: Viglar’s strength is my strength, for now.

Tall Aestid is Viglund’s daughter, and betrothed to one of his important followers, a brute of a man named Othbald. She despises Othbald, and secretly loves a young Beorning warrior. Aestid plans to escape her betrothal and flee across Wilderland, but if she goes, then Othbald will surely pursue her and bring fire and bloodshed with him.

Expectations: +1 if the heroes agree to Saviga’s plans; -2 if they treat him with respect (it must be a trick).

Thunar Thunar was one of Viglar’s warrior companions. Indeed, Thunar was the best of them; he was the bravest, the strongest, the most skilled with axe and bow, and the most fearsome in battle. Two years ago, Viglar, Thunar and the rest of the young warriors of the Viglundings went hunting in Mirkwood. A huge black boar scattered them and gored Thunar, and hurled him into a ravine. Viglar fled rather than try to rescue his friend.

Now, he is once again strong enough to lead hunts and raiding parties. He curses Viglar for his cowardice, and the two — once close as brothers — are now bitter foes.

Aestid

Unlike her cruel father, there is little malice in Aestid’s soul. Therefore, she has conceived a plan — she intends to free all Othbald’s slaves on the night she flees. Othbald will have to choose between his bride and his servants, and will be unable to recapture them all.

Aestid Medium Human

Thunar

Medium Human (Evil Men) STR 14 (+2)

DEX 17 (+3)

CON 17 (+3)

INT 10 (+0)

WIS 10 (+0)

STR 12 (+1)

CHA 11 (+1)

DEX 16 (+3)

CON 13 (+1)

INT 10 (+0)

WIS 12 (+1)

CHA 10 (+0)

Armour Class 15 (Leather Corslet) Hit Points 38 (7d8+7) Speed 30 ft

Armour Class 17 (Leather Corslet, Shield) Hit Points 45 (6d8+18) Speed 30 ft

Skills Stealth +5, Survival +3, Traditions +2 Senses passive Perception 11 Languages Westron Challenge 1 (200 XP)

Skills Athletics +4, Survival +3 Senses passive Perception 10 Languages Westron Challenge 2 (450 XP)

Region-lore (East Upper Vales). If Aestid is with the Company for a journey that begins or ends in the East Upper Vales, the Guide rolls 1d8+4 for the Embarkation Roll. Sneaking (Recharge 6). Aestid inflicts 7 (2d6) extra damage to a target she hits with her great axe if her ally is within 5 feet of the target.

Savage Assault. If Thunar rolls a natural 18 or 19 on a melee attack roll, he may use his bonus action to make an additional melee attack against the same opponent. Stalker. If Thunar spends at least one minute observing his opponents before attacking, he gains Advantage on all his attacks for the first 1d3 rounds of combat. Actions

Actions

Axe. 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. Short Bow. Ranged Weapon Attack: +5 to hit, range 80/320 ft, one target. Hit: 6 (1d6+3) piercing damage.

Great Axe. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 7 (1d12+1) slashing damage.

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West Middle Vales

Notable Places The Mouth of Dust The Mouth of Dust refers to the pass that leads out of the Vales of Anduin and into the ghastly narrows between Mirkwood and the Grey Mountains. A huge standing stone marks the entrance to the pass; the Dwarves often bury supply caches and money near the stone for their return journey across the wastes.

The West Middle Vales were Bilbo Baggins’ first taste of Wilderland east of the mountains. The area has long been empty. Men dwelt here, long ago, but plague and war and goblin-mischief drove them away. Now, they are returning. The region extends from the Rushdown River to the Old Forest Road. Pine forests grow in the mountain valleys, broken by great expanses of bracken and stony ground.

These caches are hidden using Dwarf-magic, and none may find them unless he catches the Dwarf and shakes the secret out of him.

West Middle Vales

The Elfwood The thinly wooded land around the Forest Gate is called the Elfwood. It is not part of Mirkwood proper. The trees are not tangled and dark, and a little light makes it through the canopy of dark green leaves. In times past, the Elves of the Woodland Realm came here to feast and make merry, and some even left the shadows of the forest to walk down to the river and speak to the rushing waters. Today, the Elfwood is a barrier between the Upper and Middle Vales, and so serves as the border between Beorn’s territory and that of Viglund.

The Back Door

E The

Eyrie

E The

Burned Glade

E

The High Pass E

E

New Fellowship Phase Undertaking: Gather Firewood in the Elfwood

Elendil’s Camp

Firewood gathered from the Elfwood — a region of Mirkwood that is mostly free from Shadow-taint — burns warmly and merrily, raising spirits and warding off the bite of winter. When dried, it catches fire easily even in the worst conditions. A character spending a Fellowship phase at Beorn’s House or someplace nearby may choose this undertaking and gather enough firewood for the following Adventuring phase that whenever a Journey Event allows them to recover Exhaustion they also gain Inspiration as an additional benefit.

Three large valleys dominate the western section. The north valley is bordered by the Rushdown River and the Rushdown Woods. South of the river, the trees thin out into a broken land of brambles and bare stones riven by many caves. The middle valley is called Earnesdene, the Eagles’ Vale, for their great Eyrie dominates it. The Eyrie is a soaring pinnacle of rock, the easternmost spire of the Misty Mountains, with numerous ledges and perches along its height. Only a flying creature could hope to reach these high ledges. The valley below is home to many 34

The Lands of the River

furtive, frightened things who dread the swoop of Eagle’s wings. This valley is mostly pine forest, with oaks and elms growing closer to the Great River banks. The southernmost valley opens into the High Pass (Cirith Forn en Andrath in Sindarin) and is the only place where one might reasonably expect to meet another traveller, as the road to the mountain-path runs through this land. This valley has been the access to the west since before the Sun and Moon rose in the sky. Elves climbed these hills on the way to the Blessed Realm, the Númenoreans built the road straight and true in days of yore, and Elendil and Gilgalad marched down this road on the way to Mordor. This is The Road — the Road to Mirkwood, the Road to the Sea, the Road to Adventure. As the hills and valleys give way to flatter ground, the traveller enters a great green plain that stretches for miles down to the river. Combat Scenery: brambles (briar patches), bogs, cliffs, hedges of tree limbs, paths, rocky outcroppings, slopes, thickets, warm golden sun

Wildlife

everyone including the Wise, and possibly serve a greater purpose. They watch over the land, and bring messages to those who are enemies of the one Enemy. Their numbers are few, and they have little traffic with mortals (except when stealing their delicious sheep). The Eyrie is the largest of their nests in the mountains. Men also dwell in small numbers in the mountains. These folk are as hard and stern as the places they call home, and speak their own strange tongue as well as the Common Speech. They serve Beorn, but remain suspicious and private even when among fellow Beornings. “As tough as the Mountain-men,” say the Beornings, but when they are gone they also say “as cold as the Mountain-men”. In recent years, a few other bold folk have come up from the south to settle in this land. They have farms and herds on the west banks of the River. They count Beorn as their lord, but they are not like the rest of the Beornings. Most of Beorn’s followers are Northmen whose families have dwelt in the Middle Vales for centuries, but these folk are closer kin to the Leofrings or the River-folk.

Notable Characters

In the pine forests of the mountains live rabbits, squirrels and mountain foxes. Serpents are a danger in the north valley, near the Rushdown. Closer to the river live otters, beavers and other river-creatures. This territory was Warg-land once, but between the Eagles and the vigilance of the Beornings, the wild wolves only dare cross into this land during the winter or on cloudy nights when the Eagles cannot spot them from afar.

The Lord of the Eagles

Inhabitants

Other Eagles in the Lord’s retinue include his brother Landroval, brave Gaerthor and young Meneldor. These are like knights errant in the Lord’s court, flying far afield on missions and matters of grave importance. The other Eagles serve as watchers and warriors, bringing news of the Enemy from one end of the Misty Mountains to the other. In the darkest of times, the Lord of the Eagles may muster his forces and bring his army to war. This has only happened once in memory, when the Eagles came to the Battle of Five Armies.

Goblin-town lies under the Misty Mountains, and the Orcs issue forth from innumerable holes and secret passageways to trouble the lands below. Thousands of Orcs live in this region, all eager to avenge the death of the Great Goblin. Since the Battle of Five Armies, they have rebuilt their strength, and there is a new Great Goblin under the mountain now. The Great Eagles fly far over Middle-earth, even to the distant mouths of the Anduin and the sea, but these mountains are their home. They are not common creatures — their goals and motivations are unfathomable by 35

Gwaihir the Windlord rules over the Great Eagles of the Misty Mountains, and is the King of All Birds. He is descended from Thorondor, who built his eyries in the inaccessible peaks of the Encircling Mountains when the world was young. Gandalf healed the Lord of the Eagles when he was wounded by an Orc-arrow, and has had the friendship of the birds ever since.

The Lord of the Eagles is more proud and noble than any king of mortal Men, for his lineage is far older. Only the

Rhovanion Region Guide

36

The Lands of the River

High Elves have a heritage to match that of the Eagles. Anyone who treats the Lord as nothing more than an overgrown bird deserves his fate (the Eagles have been known to drop rude guests from a great height, or deposit them in unpleasant places like half-way up sheer cliffs or in the middle of a huge briar patch). Careful attention to Traditions is of the utmost importance when dealing with such a great King.

apart by Beorn’s claws. The new incumbent is immensely horrible, and has a special hatred of the Beornings. The Orcs used to prey on travellers in the Misty Mountains, but now the Beornings guard the Old Ford and the High Pass, and the Orcs have much less success. That’s three grudges to be avenged upon the Beornings — one for sheltering the murderers of the first Great Goblin, one for killing the second Great Goblin at Erebor, and a third for inconveniencing the new Great Goblin. Learn more about the Greatest Goblin (as he styles himself) on page 131.

Meeting the Lord of the Eagles Unless the companions have a way of calling the attention of the Great Eagles, then the only ways to encounter their Lord are either to climb the mountains to get near to their Eyrie, or to catch their eye by chance. If brought before the Lord of the Eagles, then the companions must be extremely polite and respectful. Lying to an Eagle is a very, very bad idea, because there’s every chance they’ll catch you out. The Eagles see very far indeed… The Lord of the Eagles considers Elves and Dwarves as Friendly, whilst all other cultures are Neutral, other than Beornings and Woodmen of which he is Mistrustful, as their bows drive his followers away from tasty sheep.

The Lord of the Eagles as a Patron

Osred the Rider

It is unlikely that any band of companions would gain the Lord of the Eagles as a patron, but committed enemies of the Shadow may be recruited as agents on the ground. The Eagles were sent by the Powers of the world to watch the movements of the Enemy, so any tasks given by the Lord of the Eagles will involve spying on the Enemy’s servants, or thwarting the Enemy’s plans.

The newcomers who settled along the west bank of the Anduin count Beorn as their chief, but it was Osred who brought them to this green land. Osred was a famous warrior in his youth, and while his beard is now grey and his pate bald as the Carrock, he still has the respect and love of his followers. He commands a company of mounted warriors who patrol the roads from the Old Ford to the base of the High Pass, and is responsible for protecting travellers and collecting tolls.

The New Great Goblin Gandalf slew the old Great Goblin in Goblin-town, but the title is hereditary. (Well, in truth, it goes to the biggest, fattest, meanest Goblin). The New Great Goblin is actually the third Great Goblin in recent years — the second Great Goblin died at the Battle of Five Armies, torn 37

Indeed, some of the Beornings grumble about Osred’s tight grip on the tolls, and fear that his wealth and influence will one day eclipse that of Beorn. So far, Beorn has shown little interest in gold or in power, while each year Osred’s furs grow more fancy and more golden bands adorn his arms. Osred has many friends and allies

Rhovanion Region Guide

the low road is almost certain to be targeted by Goblin archers, so it is only used in times when the Orcs are in retreat. The Battle of Five Armies opened up the low road for a time, but now it is perilous once again.

among the travellers on the road; he has contacts among the Dwarves and the River-folk and the merchants and even among the Elves. Motivation: To protect the High Pass requires both wargear and valour; neither is cheap.

The high road is not a road at all — it is a mountain path, more suitable for sure-footed goats than most travellers! It climbs high above the valley below, almost into the land of the Storm Giants. Orcs and Goblins have few caves along this path (although, as Thorin and company discovered, they do have some!), so travellers are less likely to be molested, but much more likely to freeze to death or fall from a crumbling cliff.

Expectations: +1 if the heroes tell him tales of far away, especially the South; +2 if they bring expensive gifts, -1 if they insult him or call him greedy.

Osred Medium Human STR 15 (+2)

DEX 13 (+1)

CON 13 (+1)

INT 10 (+0)

WIS 15 (+2)

The Back Door

CHA 13 (+1)

This is the lowest of the exits from the warren of tunnels and caves around Goblin-town. The tunnel emerges from the mountains at one end of a narrow valley near the High Pass. The way is blocked by a stone door that looks just like part of the hillside when closed, so only a Goblin or a keen-eyed Dwarf can tell where the Back Door hides. The Orcs have a guard post on the far side of the door, and there are lots of hidden spyholes and watchtowers in the valley beyond, so they will know if anyone tries to sneak up on them.

Armour Class 15 (Leather Corslet, Shield) Hit Points 49 (9d8+9) Speed 30 ft Skills Animal Handling +6, Persuasion +3, Traditions +2 Senses passive Perception 12 Languages Westron Challenge 1 (200 XP) Rider. Osred is often found astride his palfrey (riding horse). Born to the Saddle. Osred has Advantage on all Wisdom (Animal Handling) checks. Actions

The Eyrie

Glinting Spear Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft or range 20/60 ft, one target. Hit: 6 (1d6+3) piercing damage or 7 (1d8+3) piercing damage if used with two hands to make a melee attack. If Osred successfully hits on the first round of combat add +2 to his damage.

This sheer-sided mountain resembles a lonely watchtower, standing vigilant over the Vales of Anduin. The lower slopes of the mountain are shrouded in pine trees and furze, but the upper part is bare rock with scarcely a crack or a stone to provide a foothold. The Great Eagles nest in the crags atop the Eyrie, on rough rocky ledges and platforms.

Notable Places The High Pass Cirith Forn en Andrath rises from the Vales of Anduin in a winding road. In places, this road is little more than a dirt track or a scar on the landscape, but in others the ancient works of the Dwarves can still be seen. The road is well designed, and rises above bogs and other obstacles on a ridge of packed earth and stone.The High Pass actually consists of two paths. The road originally ran along the sheltered lower pass, but over the centuries the Orcs encroached on it, and now the low road is riddled with secret caves and tunnel exits. Any traveller who braves 38

The Lands of the River

A wider shelf of rock protrudes from the mountain-side, facing west. It is reached by no path known to Men: it is the Great Shelf, where the Eagles meet in parliament and where they bring guests and prisoners they wish to have dealings with. The Beornings say that there are secret passages in the mountain that lead up to the Great Shelf, but these tunnels are known only to two-legged allies and servants of the birds.

Opening the Eyrie as a Sanctuary During an Adventuring phase, the Company may gain permission to spend a first Fellowship phase as guests of the Eagles. If they wish to return, they will have to make it a sanctuary. To do so, all companions must choose the Open Sanctuary undertaking (see page 201 of the Player’s Guide ). While normally such an

The Burned Glade In the forests off the road, there was once a dark and frightful glade where the Wargs gathered to meet with their Goblin allies. That glade is no more — Gandalf’s magic burnt it to a crisp before the Battle of Five Armies. Today, the skeletal remains of five fir-trees surround a burnt circle of ash. A few fiery-red flowers grow amid the devastation. Something of Gandalf’s magic still lingers here, and evil things are afraid of the circle. It can provide a place of refuge when foes draw near.

The Protection of the Burned Glade The ashen circle of the glade is a good place to make a stand. As long as the heroes remain within the glade they have Advantage on all attack rolls, saving throws and Charisma (Intimidation) checks until they fail a roll. Once a hero fails, their benefit is cancelled for the remainder of the combat.

undertaking is automatically successful, the Eagles are picky about their invited guests… each hero must make a DC 10 Intelligence (Traditions) check. If any heroes fail, then the Eyrie is not yet a sanctuary for the Company. They will have to again receive permission to enter the Eyrie during an Adventuring phase.

East Middle Vales

Spending a Fellowship phase at the Eyrie Companions spending a Fellowship phase as guests of the Eagles may find the available activities somewhat limited by the peculiarity of the place. But the unusual atmosphere of the Eyrie and the Company of the noble birds make it a place of contemplation and relaxation: companions choosing the Heal Corruption undertaking are not required to roll but automatically reduce their Shadow score by three points instead.

Elendil’s Camp The ruins that run alongside the road in part of Cirith Forn en Andrath are called Elendil’s Camp in the folklore of the Beornings. In fact, these ruins have nothing to do with Elendil; they are the remains of a Northman trade town called Haycombe that was destroyed centuries ago. Wights and other creatures of darkness haunt the ruins. Haycombe and its dangers feature in Wilderland Adventures. 39

Pluck a stay-at-home Hobbit from his comfortable life in the Shire and drop him in the East Middle Vales of Wilderland, and — once he gets over the shock and has a revivifying cup of tea, some seed-cake, and a nice sit down — you will certainly hear him comment on how familiar this region seems to him. “A little unkempt”, he’ll say, “the grass needs cutting, the trees need a good trim, and you’ll have to do something about the roads, but it somehow reminds me of the Shire.” The East Middle Vales are a region of rich, fertile land. Green meadows and low rounded hills run from the River to the Forest. Vast fields of flowers blossom with a thousand vibrant colours in the summer, and there is good hunting in the woods come autumn. Despite appearances, this is still the Wild. The land may be bountiful, but it is far from safe. Even under Beorn’s protection, the folk who dwell here must be stalwart and brave, for Orcs and other monsters often threaten to trespass.

Rhovanion Region Guide

The Vales are bounded by the Great River on the west side, Mirkwood on the east side. To the north is the Elfwood and the hard land of the Viglundings. The south edge of this region is undefined. Beorn’s territory once ended at the Old Forest Road, but now his followers have settlements many miles south of that. Where the Middle Vales end and the East Anduin Vales begin is a matter for debate between the Beornings and the Woodmen of Mirkwood. Combat Scenery: ancient dykes, birdsong, foundations, incessant buzzing of bees, lone trees, old walls, scattered rocks, shallow slopes, thickets, torrential downpours

evils of Mirkwood. The squirrels of the East vales are fiery red, not the eerie black of their Mirkwood cousins. Unsurprisingly, many bears live in the thickets. They can often be seen ambling down to the Anduin to drink or to catch leaping fish. The Beornings consider the bears to be their kinfolk, and woe betide any man who wounds one. The Beornings keep cattle, sheep, and ponies; wild versions of these may also be encountered as they roam free. Beorn himself has a kennel of marvellous dogs, but there are few wild dogs in the region, and the wild wolves usually stay on the far side of the river.

East Middle Vales

Isle of Strangling Trees

E The

Cleft of Storms

E

The House of Beorn The Carrock E E The Grey Heath E

The Old Ford

E

Inhabitants

Wildlife The droning of bees and the chirping of birds is everywhere in the land of the Beornings. Huge bees as big as your thumb wander through the grasslands, looking for flowers. Foxes, rabbits, squirrels and other wild animals can also be found here in great numbers; the Vales are a profusion of life. These creatures are not tainted by the

These fertile lands have been home to many Men since the earliest days. Each extended family has their own farmlands and pastures surrounding their fortified homestead. Unlike the Woodmen, they are not organised into Houses and until recently had no chieftain or any higher authority than the head of a household. Now, they call themselves Beornings; they follow Beorn and obey his

40

The Lands of the River

laws. Not everyone living in this land bows to Beorn, and that is fine with him — he will not force anyone to listen to him.

Beorn appears as a huge man of indeterminate age with a thick black beard and hair. Powerfully built with strong arms and muscular legs, he speaks with a growling voice when angered and laughs a great rolling laugh when amused.

While most Beornings live in isolated farmsteads, there are a few… well, towns would be an exaggeration. Call them villages, or steadings, clustered around trading posts or river crossings; one of the largest has sprung up in the vicinity of the Old Ford. The Beornings are a simple people — no inns, no shops, few traders or merchants or any of the trappings of civilised lands. Our hypothetical Hobbit would praise the baking and butter-making of the Beornings to high heaven, but be desperately upset at the lack of china plates or well-made butter-knives. The larger farmsteads do have guest-houses for travellers, where a wanderer may obtain dinner and a bed for the night. There are no other speaking folk in this land, save for the Dwarves and other travellers who hurry through on their way West or South. In the south-east, there are a few Dwarves — the old road through Mirkwood was built by Durin’s folk, and was once protected by a chain of forts. Both road and forts are abandoned now, but some Dwarves still dwell in the region called Stonehallow (see page 56).

One thing that hasn’t changed since his solitary days is that Beorn still doesn’t like Dwarves and ‘beggars’ — his contemptuous name for all strangers other than Woodmen — and rarely invites foreigners into his house. Requests to see Beorn are usually immediately turned down by whoever met the applicants, unless they are persuaded of the importance of the matter with clear evidence. And even if the heroes succeed in getting to meet Beorn, it won’t be easy to get anything out of him: the skin-changer rarely concerns himself with the dealings of other folks, so he won’t be interested in things that do not directly involve either his lands or his followers.

Notable Characters Beorn

Others say that he is a man descended from the first men who lived before Smaug or the other dragons came into this part of the world, and before the goblins came into the hills out of the North… At any rate he is under no enchantment but his own.

If the Loremaster requires Beorn to appear to help a company of heroes involved in a difficult fight he may use the stats provided below. A powerful and dangerous deus-ex-machina device, Beorn should be employed only if the players have done something to actually prompt his intervention. Beorn’s entry represents him as a giant bear, his preferred method of dealing with all interlopers.

Beorn started to establish his position as a great chief after the Battle of Five Armies, when he began uniting many men under his rule. Nobody knows why he did so, and nobody seems able to divine his plans for the future: Beorn seems content today as a leader of a folk as he seemed once to enjoy his previous isolation. His followers obey his loose rules out of respect for their leader, and a council of elder chieftains comes to his house regularly to interpret his will and let it be known to the rest of the population. Beorn maintains good relations with both Gandalf the Grey and Radagast the Brown, and the two Wizards have been seen arriving at the house of Beorn together on occasion.

Motivation: Leave me and my people in peace. Expectations: +1 if the heroes honour the ways of the Vales; +2 if the heroes have won a great battle against a threat to the Beornings; -2 if they lie to him, or are obsequious, or drone on without purpose. 41

Rhovanion Region Guide

The Enchantment of Beorn The origins of Beorn are mysterious at best. The few

things we know about his past seem to suggest that the

shapeshifter once used to live somewhere in the mountains

that released Beorn from this obligation. This detail

that someone or something forced him to leave, or forbids

hints at a sort of old feud between Bolg or his father

him from returning. Moreover, when Bilbo first meets him

Azog, and Beorn himself or some of his ancestors who

he seems to be living under some sort of obligation forcing

lived in the mountains. If the story of Beorn was one

upon him his solitary life, maybe even his peculiar diet of

of revenge, then was the extinction of Azog’s bloodline

cream and honey. Whether this obligation is a curse, an

a sufficient compensation for the wrong he presumably

enchantment or even a self-imposed stricture tied to a vow

suffered? Is the feud really finished, or will a new Lord

or oath, the details remain unclear. What is certain is that

of Gundabad rise and come to look for Beorn or his kin?

the day that Beorn took part in the Battle of Five Armies

Beorn interrupted his secluded life, apparently retaining his shape-shifting powers. While Beorn and his secrets

should remain at least partly hidden in the obscurity that Tolkien wrapped around them, the following is worth consideration: •

The fact that Beorn doesn’t eat animals, either domestic or wild, seems to point to a sort of geas, laid upon him

at birth or that he imposed on himself at a later date.

As often happens in myth, this stricture might even be

the key to his shape-shifting ability. Today, Beorn is teaching some of his secrets to his followers, and if his

powers require a geas, then the process might involve

the imposition of rules similar to the ones he himself

to do with Bolg, the Orc overlord of Mount Gundabad,

as the Battle of Five Armies seems to be the episode

or that he descended from a folk that used to live there, and

his ‘enchantment’ seems to have been somewhat altered:

The old solitary life of Beorn may have had something

How will Beorn die — as he isn’t active by the time of •

the War of the Ring?

In the years following the creation of his new folk,

Beorn will establish a progeny fathering at least a son — Grimbeorn. As Grimbeorn is called ‘the old’ by the

beginning of the War of the Ring, he should be born at least before the year 2970. It is said that the men

of his line had the power of taking bear’s shape — does

this require Beorn to lay his geas upon his son, maybe during a ceremony held in a sacred vale in the Misty Mountains, where the Great Bears of the mountains

used to live? Must Beorn lose his own power to pass it over to his son? If the companions succeed in becoming

friends with the old shape-shifter they might be called to help him in these private proceedings.

follows: Beornings may have to abstain from eating

Whatever answer you determine to be true for your

enjoy the benefits of their Virtues, or the requirement

mysterious. He should never be seen changing shape — he

animal meat for at least one week every month to

imposed by Beorn, that all Beornings should attend the festivities held at Yule-tide at his house, might involve the renewal of vows.

campaign, it is best to have Beorn remain somewhat arrives at battles in the shape of a giant bear, and retreats in the same form before returning as a man to his home.

Beorn as a Patron As explained above, Beorn is little concerned with the affairs of adventurers, and may take into consideration the

possibility of entrusting the Company with a task only if he has a pressing need and he thinks that the heroes are more suited to the endeavour than his most trusted men. Gaining Beorn as a patron requires that the heroes spend at least one Adventuring phase directly assisting him in some way. A mission from Beorn will most likely be a very dangerous

business, involving hunting or directly facing some dire threat menacing the lands of the Beornings. For example, the companions may find themselves be asked to pursue a band of raiding Orcs and Wargs into the mountains from whence they came, or track down a solitary Troll that is terrorising an area; when such an occasion arises, Beorn is likely to have the Company rely on its own devices, as if the mission was a test of sorts.

42

The Lands of the River

Beorn

the Skinchanger (in bear shape) Large Beast (Shapechanger)

STR 22 (+6)

DEX 12 (+1)

CON 19 (+4)

INT 10 (+0)

WIS 15 (+2)

Accompanied by his friend, a Dwarf named Loni, Turin travels the paths along the east banks of Anduin in a horse and cart. He sells all manner of things; horseshoes, utensils, weapons, cloth and leather, medicines from Woodmen-town, silver from the mountains, toys from Dale, and other curiosities he picked up in trades. He likes the peaceful life of a trader, and is careful to avoid areas frequented by outlaws or Orcs.

CHA 13 (+1)

Armour Class 16 (natural armour) Hit Points 114 (12d10+48) Speed 30 ft Damage Immunities psychic Damage Resistances non-magical bludgeoning, piercing and slashing; cold, poison, thunder Skills Intimidation +5, Perception +6 Senses passive Perception 16 Challenge 12 (8,400 XP)

Turin

the Tinker Medium Human

STR 10 (+0)

Hatred (All Evil Things) (Recharge 5-6). Beorn hates the Shadow and all its servants. He can use his bonus action to gain Advantage on attacks against them this round. Horrible Strength. If Beorn makes a successful melee attack, he may use his bonus action to cause 6 additional damage of the same type to the target. Raging. Once Beorn has taken damage in a combat, he may use his bonus action to make an additional claw attack against a target he has successfully hit.

DEX 12 (+1)

CON 11 (+0)

INT 16 (+3)

WIS 10 (+0)

CHA 13 (+1)

Armour Class 11 Hit Points 9 (2d8) Speed 30 ft Skills History +5, Persuasion +3, Riddle +5, Traditions +5 Senses passive Perception 10 Languages Westron Challenge 1/4 (50 XP) Beset by Fate. If the Company journeys with Turin, treat any results of ‘1 (or less)’ on the Journey Events Table as ‘12 (or more)’. Region-lore (East Middle Vales). If Turin is with the Company for a journey that begins or ends in the East Middle Vales, the Guide rolls 1d8+4 for the Embarkation Roll.

Actions Multiattack. Beorn makes one bite attack and two claw attacks. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 13 (2d6+6) slashing damage. Miss: the target must make a DC 17 Wisdom saving throw or be Frightened until the end of Beorn’s next turn. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 17 (2d10+6) slashing damage and the target must make a DC 17 Strength or Dexterity saving throw to avoid being knocked Prone.

Actions Staff. Melee Weapon Attack: +2 to hit, reach 5 ft, one target. Hit: 3 (1d6) bludgeoning damage.

Reactions Hallowed Servant. When Beorn would be reduced to 0 hit points by a damage source, he may use his reaction to add 21 (6d6) temporary hit points.

Turin the Tinker Perhaps his parents dreamed their son would do great deeds when they gave him the name of a hero of old, but Turin the Tinker is nothing like Turin of the Black Sword. For one thing, he’s a lot happier. Most heroes are dour folk, always talking about curses and dire omens and fell beasts. Heroes may accomplish deeds worthy of song and story, but they are never content. Much better to be a wandering seller of pots and pans and other items in the land of the Beornings. 43

However, ever since he was young, Turin the Tinker has worried that he is marked by destiny. What if he is meant to go on some great quest, or to fight some terrible foe? The name of Turin is long associated with doom and suffering, and Turin the Tinker worries that chance will force adventure on him. Therefore, he is careful to get rid of anything that looks like it might be the start of a perilous quest. If he stumbles upon a long-forgotten tomb, or finds a cryptic old scroll at the bottom of a chest of trade goods, or has a portentous dream of evil stirring in the Wild, he finds an adventurer as quickly as he can and foists this potential destiny off on them. Motivations and Expectations: Other than his more extraordinary efforts to avoid adventure, Turin has many

Rhovanion Region Guide

of the qualities of a merchant (page 69 of the Loremaster’s Guide ).

sorts. If any adventurers visit Beorn’s stead, then she keeps a close eye on them in case they make mischief.

Gelvira Pot-Stirrer

Motivation: Beorn is my lord, I will hear no ill rumour said about him.

The steading of Gelvira Pot-Stirrer is the closest one to the Old Ford, and so many travellers spend the night under her roof. She has a huge bubbling stew-pot over a fire that never goes out; she keeps topping up the pot with more meat and vegetables and herbs whenever it runs low. Her guest-hall can sleep more than a score of travellers, and it is full some nights. Her husband brews beer and mead for their guests, and her daughters are acclaimed bakers.

Expectations: +1 if the heroes have protected Beornings recently; -2 if they speak to her of glory or riches.

Ennalda

the Spear-Maiden Medium Human

STR 15 (+2)

Many adventures begin with chance-meetings at the Hall of the Crossing. Gelvira’s position means she knows every regular traveller on the roads of Wilderland. She hears every rumour, and meets regularly with Beorn to bring him news of potential trouble. He considers her to be one of his most valuable advisors, and listens closely to her counsel.

DEX 10 (+0)

CON 16 (+3)

INT 16 (+3)

WIS 12 (+1)

CHA 10 (+0)

Armour Class 14 (Leather Corslet, Shield) Hit Points 37 (5d8+15) Speed 30 ft Skills Perception +3, Shadow-lore +5 Senses passive Perception 13 Languages Westron Challenge 1 (200 XP) Warrior’s Charge. Ennalda gains Advantage on her attack for the first round of combat.

Motivations: Safety can be bought with knowledge, and I will keep my people safe.

Actions Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft or range 20/60 ft, one target. Hit: 5 (1d6+2) piercing damage or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.

Expectations: +1 if the heroes bring news from afar; +2 if they warn of a threat to the Beornings; -1 if they are uncourteous; -2 if they speak ill of the lord of the Carrock.

Reactions

Ennalda the Spear-Maiden

Parry. Enalda adds +2 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.

Evil men murdered Ennalda’s mother when she was young. Her father was a sell-sword, a wandering freebooter — sometimes a mercenary, sometimes a treasure-hunter, sometimes an outlaw — who taught her to fight at a young age. He left her in Beorn’s house as a fosterling and went to seek his fortune in Dale, but never returned. She has spent the last four years living under Beorn’s roof.

Notable Places The Carrock The Carrock is a huge rock that sits in the middle of the Anduin, a short distance west of Beorn’s House. The river flows around it on both sides, but a series of huge stepping stones leads to the muddy eastern shore. A small shallow cave bores into one side of the rock, next to a worn set of steps leading up to the flat surface above.

Ennalda has grown into a fierce slayer, whose long spear is as swift and lethal as a thunderbolt. She has devoted herself to protecting Beorn and his homestead, and is always the first to defend her foster-father in battle or in debate. Her temper is almost as fearsome as her weapon. She is one of Beorn’s spear-thanes, and he sends her as his emissary to far-flung homesteads. Ennalda deeply mistrusts adventurers. She grew up with mercenaries and wanderers, and knows they are dangerous, untrustworthy

The Carrock is a sacred place to the Beornings. Ceremonies and meetings are held there; trials, marriages, funerals, councils of war and celebrations of good fortune. The rock 44

The Lands of the River

New Fellowship Phase Undertaking: Return to the Carrock The Carrock is an important place to the Beornings, and making a pilgrimage to it renews their strength and bravery for

the coming year. The hero may Heal Corruption (see page 200 of the Player’s Guide) by using any Wisdom skill for the

check. The Beorning has Advantage on the check. This task can only be chosen by a Beorning if he has chosen to spend his Fellowship phase at home, or if the Company has elected to stay at Beorn’s house.

Opening the Old Ford as a Sanctuary At least a dozen Beorning farmsteads cluster around the Old Ford, including Gelvira’s Hall of the Crossing (see opposite

page), mainly to the north of the Road. This community is used to the passing of wanderers and traders, and thus welcomes adventurers with more warmth than the average Beorning settlement. Companions wishing to stay at the Old Ford regularly

may choose to make the location a sanctuary. To do so, all companions must spend a first Fellowship phase there and choose the Open Sanctuary undertaking (see page 201 of the Player’s Guide).

New Fellowship Phase Undertaking: Guard the Old Ford The Old Ford is the crossroads of Wilderland. A great

many travellers pass through here every year, even in these dangerous and fearful times. Companions spending a Fellowship phase at the ford may help the Beornings in

keeping the passage of the River safe, and maybe pick up

gossip and news, make new friends, or possibly even get a few coins from crossing tolls.

You may elect to make a DC 15 Wisdom (Insight) check before rolling on the following table. If you are successful, roll with Advantage. If you fail, roll with Disadvantage. If you choose not to make the check, just roll 1d20 and consult the table below: 1

Bad News: The Ford is attacked by outlaws,

the threat, but sustain lingering injuries.

2-5

6-10

11-13 Busy Days: You earn gold pieces equal to twice

14-15 Fruitful Activity: As 11-13 above, but you also

you have learnt something new about

you may make one check due to a Journey Event

to your Proficiency Bonus in gold pieces.

with Advantage.

have heard all sorts of news and gossip. In the

Introduction check for an audience with

Good Traffic: You receive compensation equal

the Wilderland. In the next Adventuring phase,

18-19 News from Afar: As 11-13 above, and you

You begin the next Adventuring phase with 1

are your only reward this time.

merchants and other travellers.

Nothing Useful: Long days of little activity

gain Inspiration after meeting so many

16-17 Rumours of the Road: As 11-13 above, but

wargs, or some other foe. You help in repelling

level of Exhaustion.

your Proficiency Bonus.

next Adventuring phase, you may make an Advantage.

20

A Chance Meeting: You encounter a potential

another wanderer). You may elect to engage

45

patron (someone like Gandalf, Radagast or

them in an Audience. If you’re successful, then you may later undertake to gain them as a Patron.

Rhovanion Region Guide

is big enough to hold a few dozen people, which is enough for every Beorning settlement to send a representative but small enough so that everyone can be heard. It is also a place of power. The roots of the Misty Mountains break through the mantle of the soil here. To stand atop the Carrock is to draw on the old power of the world, the wild nameless wilderness that existed before the Elves awoke in days of old.

The Old Ford The Great River is changeable. When rainstorms or snowmelt feeds its tributaries like the Rushdown, the river can quicken and become impassable save by boat or via the stones of the Old Ford. The dwarf-road crossed the river here, over a stone bridge of their making. In later years, the men of the North Kingdom made it greater to hasten the passage of their armies. The bridge is gone now, leaving only a few stones worn smooth by the water, among which rest the fragments of a broken statue of a forgotten king. Until recently, the Ford was a haunt of bandits and thieves, who would demand payment from some travellers and

rob others. Now, the Beornings guard the ford (and the tolls are high, but at least no-one is robbed). There is even talk of building a new bridge over the Anduin, but such a project is beyond the skills of the Men of Wilderland.

Isle of Strangling Trees The Isle of Strangling Trees is not much more than a green eyot emerging from the Great River thirty miles north of the Carrock. It is a perilous place, overrun with willows and Gallows-weed. Branches hang over the river, trailing long strands of weed upon the waters. Boats that stray too close to the isle run the risk of getting caught and their crews strangled. The River-folk say they have glimpsed ruins on the island, suggesting that someone deliberately planted the Gallows-weed upon the isle to keep the curious away. Learn more about Gallows-weed on page 124.

Beorn’s House The home of Beorn has changed little since Thorin’s company visited him. Many of his folk have settled nearby, but none within the belt of oak-trees and thornhedges that surround his stead. A gate in the hedge leads into the farmstead itself. Wondrous animals attend Beorn

The House of Beorn 1. Thorn-Hedge 2. Main Gate 3. Bee Pastures 4. Vegetable Gardens 5. Herb Gardens 6. Barn 7. Outbuildings 8. Stables 9. Kennels 10. Courtyard 11. Beorn’s hall 12. Beorn’s Chambers 13. Guest-house 14. Veranda 15. Cellar

46

The Lands of the River

at his home. His servants are strangely intelligent horses, and sheep and cows who can understand the speech of men. Dogs, too, prowl around the outbuildings, and bears live in the woods nearby.

The Grey Heath Long ago, when Beorn was a young man, he followed a band of warriors in battle against forces loyal to the Necromancer. They fought a terrible battle on this heath, and were victorious though at great cost. After the battle, the bodies of the Orcs and the other crawling dead things were piled and burnt. Nothing has grown on that spot since, and the Beornings speak of eerie lights and strange sounds at night. As the power of Dol Guldur grows, the Necromancer’s servants awaken once again.

The Cleft of Storms The Cleft of Storms is a rocky height, a twin-horned hill that the locals call the Giant’s Axe-cut. It stands close to the border of Mirkwood, forty miles north of Beorn’s House. Ancient stones piled on the top of both hilltops seem to suggest that the hills once rose as one, and that a fort stood up there. If you stand here, between the rocky walls, you can feel the four winds blowing. You can smell the storm-clouds gathering above the Misty Mountains, and hear the thunder rolling across the bay in far-off Umbar. You can feel the lightning like a thousand bee-stings across your skull. Those who know the secret of the cleft can use it to predict the weather; summer tempests or winter snowstorms can be spotted two or three days in advance. It is said that

New Fellowship Phase Undertaking: Befriend the Beasts Sometimes, trusted friends of Beorn are allowed to bring one of these magical animals with them on some important quest. A character that spends a Fellowship phase at Beorn’s house may learn the ways of the wondrous animals and gain one of the following benefits: •

Befriend a Pony: One of Beorn’s ponies agrees to accompany the character on his travels in the next Adventuring phase. This wondrous pony gives the hero Advantage on Perception and Survival checks, and will follow the adventurer even into dark places underground.

Befriend a Hound: For the next Adventuring phase, when the companion is making a Investigation or Survival

The Speech of Beasts: The character learns to speak the secret tongue of one sort of animal — choose from Horses, Dogs, Bears, Wolves, Birds or Burrowing Beasts. Interpreting the speech of beasts requires a DC 15 Intelligence (Riddle) or Wisdom (Insight) check.

check, she has Advantage.

47

Rhovanion Region Guide

those of great will can seize control of the cleft and direct the weather as they wish, imposing their desires onto the wild whims of the sky. Loremasters who implement OGL spells may consider this a ritual invocation of control weather.

To the south-east of the Hall, the land becomes more treacherous as you approach the River Gladden, so most travellers go north-east across the stony hills before turning east for the Great River or north for the Road, avoiding the middle-marshes. The middle-marshes are not so tangled or confusing as the golden maze of the Gladden Fields, but can be hard going for a traveller. The River-folk live and fish in these marshes; they build small huts on stilts above the waters. The forest in the south of this region lies on a highland overlooking the Gladden Fields. Called the Wolfswood by the folk of the Vales, it is home to wolves and outlaws in great number.

West Anduin Vales The West Anduin Vales are wild indeed. South of the Road, the land becomes much more difficult. The western part of the district is dominated by rolling hills; the east is a wilderness of rush-cloaked marshes and thickets.

Combat Scenery: bogs, cliffs, crags, freezing pools, huge boulders, paths, rock edges, rubble, small streams, strong winds, thickets, unstable walls

West Anduin Vales

Wildlife The marshes of the east swarm with fish and birds, including the infamous corpse-eating Grim Hawks (see page 125). The Woodmen of Woodland Hall keep herds of goats and sheep in their sheltered valleys, and breed sturdy mountain ponies. Wolves often slip down from the north to prey on the herds of the mountain-folk.

Mountain Hall E E

The Wolfswood

Inhabitants For the most part, this land is empty and wild. A traveller who strays off the road is unlikely to meet another living soul within several days’ journey. The only permanent settlement is the fortified burg of Mountain Hall in the west. The Woodmen and the River-folk may settle in a spot for a few years, but the threat of Orc attack from the warrens of the Misty Mountains forces them to stay nomadic.

Trader’s E Island

Hag’s Island E

The Woodmen living in the area are a curious, unforthcoming folk. They are counted as one of the Houses of the Woodmen, but they differ from their forest kinsmen in many ways. They learned from the Dwarves in days of yore, and picked up something of their stubbornness and secrecy. They are not at home in the dark places of the wood as their kin, but are more willing to travel long distances under the sky. Players who wish to hail from Firienseld should see the Woodmen of Mountain Hall section on the next page.

The Woodmen of Mountain Hall are cousins and oathbrothers to the Woodmen of Mirkwood, and live in a long steep-sided valley near the head of the river Icewater. Their Mountain Hall — Firienseld in the language of the Vales of Anduin — is an easily defended burg in the shadow of the mountains, built atop their mines. It needs every wall and trench, as the Goblins often threaten the Hall. 48

The Lands of the River

boots, 3d6 silver pennies, plus choose any one: a fine woollen blanket, a basket of berries, a hunting trap or a hand-carved gaming set.

New Fellowship Phase Undertaking: Hunting Grim Hawks

Woodmen of Mountain Hall Traits

The Éafolc often hunt Grim Hawks. The flesh of the carrion eaters is diseased and foul, but if their numbers grow too large, they become dangerous to all denizens of the Vales of Anduin, especially the River-folk.

Your hero derives the following traits from their ancestry: Ability Score Increase — Your Strength score increases by 1, and you may increase two additional ability scores by 1.

Companions spending their Fellowship phase at Mountain Hall or nearby may contribute to the well-being of the Great River Vales by choosing this undertaking to go hunting with the River-folk. Make five attack rolls (using a weapon of your choice) against AC 13. If you achieve more successes than failures, you have aided in the hunt and are recognised as an Éafolc-friend. Heroes with this title do not have

Adventuring Age — 16-30. Those of Firienseld don’t usually venture far from the Burg until their 16th year and rarely continue past their fortieth year, when the desire to return to the mountains of their youth becomes strong. Size — Most Woodmen are between 5 and 6 feet tall. Your size is Medium.

a holding, but can ask favours of any member of the Éafolc, for example to be granted passage on a boat across the river or along it.

Speed — Your base walking speed is 30 feet.

But the benevolence of the River-folk is a fleeting thing: if a year passes, or the title’s benefits are used often in the same Adventuring phase (more than twice), the gratitude of the Éafolc must be earned again, for example by returning to hunt the Grim Hawks.

Mountainfolk — You have proficiency in the Survival skill. Virtue — You gain one Woodmen of Mountain Hall Cultural Virtue (see below) of your choice. Languages — You speak the Vale of Anduin tongue, an archaic version of Westron, closely related to Dalish.

Woodmen of Mountain Hall

Cultural Virtues

Description, Names and Starting Attitudes The folk of Firienseld are close kin with those who live under the eaves of Mirkwood and share both their physical appearance and naming conventions. Similarly, they are treated the same as other Woodmen, and regard other cultures in much the same way, except that they are Friendly to Dwarves.

Standard of Living Woodmen of Mountain Hall are scarcely more rich than their cousins, however there is more ready coin in their communities and they are ranked as Martial. Bonus Equipment: A grey travelling cloak, travelling gear for the current season, a backpack, a belt dagger, 49

The folk of Firienseld share some abilities with their eastern kindred, and may select from A Hunter’s Resolve, Herbal Remedies (they harvest such plants from secret mountain glens), Natural Watchfulness, and the Staunching Song of the Woodmen. But they have also learnt new lessons in the hard mountains: add GoblinHunter (see next page) as an eligible Virtue (the Hounds of Mirkwood are not suited for the steep terrain).

Cultural Heirlooms Woodmen of Mountain Hall use bearded axes and shepherds-bows as well. But Radagast’s gifts are rarely seen on this side of the river. Instead they carve horns of the mountain sheep, and the call of a Ramhorn can often be heard echoing off the mountain slopes.

Rhovanion Region Guide

Woodmen of Mountain Hall Cultural Virtue: Goblin-hunter For many long years, your folk have warred with the Goblins of the Misty Mountains. In this strife, you have learned much about your enemy. When searching for signs of Orc-kind, you have Advantage on Investigation, Perception and Shadow-lore checks. When you do battle with them, you have Advantage on your attack rolls until you are wounded.

Woodmen of Mountain Hall Cultural Heirloom: Ramhorn Carved from an especially large horn of a mountain sheep, this horn can be used to communicate long distances and raises the spirits of those who hear its call. You may blow the Ramhorn by spending your Inspiration and making a DC 15 Charisma (Performance) check. If you are successful, then each other member of the Company that hears your horn gains Inspiration. You must take a long rest before using the ramhorn in this manner again.

Notable Characters Beranald, Doorwarden of Mountain Hall Old Beranald has been in charge of meeting all who approach Mountain Hall by way of its narrow bridge since when Hartmut, father of Hartfast, was only a boy. Anyone who has ever tried to enter the village bearing arms has been challenged by the words of Beranald, an ancient formula that was taught to him by the previous Doorwarden.

“Stay where you are, strangers. Your journey has led you here to seek our hall. I see you are warriors. I must ask who you are, in the name of Hartfast, head of the House of Mountain Hall.” Beranald requires all those who want to enter Firienseld to leave their weapons in his custody. In case of trouble, a company of archers is quickly summoned, ready to deal with any threat. Motivation: I am the first line of defense for Mountain Hall. I will be as unyielding as stone. Expectations: +1 if the heroes select a Beorning, Woodman, or Éafolc-friend (see page 49) as their spokesperson; -2 if the heroes refuse to surrender their weapons

50

The Lands of the River

Beranald, Doorwarden Mountain Hall

Hartfast,

son of Hartmut Medium Human

of

Medium Human

STR 12 (+1)

DEX 10 (+0)

CON 15 (+2)

INT 13 (+1)

WIS 15 (+2)

STR 18 (+4)

CHA 14 (+2)

DEX 10 (+0)

CON 16 (+3)

INT 11 (+0)

WIS 15 (+2)

CHA 10 (+0)

Armour Class 16 (Heavy Mail) Hit Points 75 (10d8+30) Speed 30 ft

Armour Class 15 (Corslet of Mail, Shield) Hit Points 26 (4d8+8) Speed 30 ft

Skills Insight +5, Intimidation +3, Perception +5 Senses passive Perception 15 Languages Westron Challenge 5 (1,800 XP)

Skills Perception +4, Persuasion +4, Traditions +3 Senses passive Perception 14 Languages Westron Challenge 1 (200 XP)

Aggressive. As a bonus action, Hartfast can move up to his speed toward a foe that he can see. Hard Eyed. Hartfast has won many battles in defence of his hall. He scores critical hits on a 18, 19 or 20 on an attack roll. Warrior’s Charge. Hartfast gains Advantage on all attacks made in the first round of combat.

Call for Aid. Beranald may use his action to blow his horn and summon aid. 1d4 Warriors (page 71 of the Loremaster’s Guide) arrive in 1d6+1 rounds. Raise the Alarm. Beranald begins combat with 5 temporary hit points. These hit points are lost as soon as he attacks or calls for aid.

Actions

Actions

Multiattack. Hartfast makes two attacks with his great axe. Great Axe. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 10 (1d12+4) slashing damage.

Broadsword. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 5 (1d8+1) slashing damage.

Reactions Commanding Voice. Hartfast can inspire his allies with his imposing presence and authoritative voice. He can use his reaction to utter a command or shout a warning whenever a non-hostile creature, that he can see within 30 feet, 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. Parry. Hartfast 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.

Hartfast, son of Hartmut The chieftain of Mountain Hall has been introduced in Wilderland Adventures. He is a proud warrior of more than fifty years, very tall even by Northmen standards, yet still able to wield an axe with purpose. He is a very practical man, almost as obstinate as a Dwarf, with no time to waste on foolish things like ‘adventures’.

Notable Places The Wolfswood The Wolfswood is a forest of oak, ash and rowan, running to willow along the banks of the rivers. It is thick and tangled, but is still much more airy and welcoming than Mirkwood. The only horrors beneath these trees are the evils men bring with them. Four crumbling stone forts mark the edges of the Wolfswood on the north and west. These forts were built long ago as a defence against the Orcs, who once used the woods to shelter from the

Motivation: To protect my people and my position Expectations: +2 if the heroes show respect or address Hartfast as a Woodman; +1 if the heroes bring gifts or mention Radagast; -1 if Hartfast suspects the player characters will stir up evil with their actions 51

Rhovanion Region Guide

sunlight. The forts were abandoned many years ago, and are now covered in ivy and cracked by questing tree-roots. Only ghosts watch the Wolfswood now. The Wolfswood has always been associated with outlaws and exiles, and many tales tell of brigands living in these forests. Heroes, too, have found shelter here — the Woodmen speak of a mythical heroine named Ivina of the Green, who fought the servants of the Enemy more than three thousand years ago when the Shadow ruled all Middle-earth from Mordor to the Sea. She hid in the wood, and sallied forth to raid the forces of the Enemy. Other old stories tell that an Elfprince once went hunting in the Wolfswood with nine companions, all riding fair white horses and bedecked in

armour of silver and gold, but they never returned. The River-folk swear that on still nights, you can hear their hunting horns blowing desperately in the distance.

Mountain Hall Firienseld has been described in detail in Wilderland Adventures, starting from page 82. This is the best location in the West Anduin Vales for a company to choose as a sanctuary.

Trader’s Island Trader’s Island is a refuge of the River-folk. It is one of the larger islands in the Anduin; the river splits around

New Fellowship Phase Undertaking: Visit the Market at Trader’s Island The markets of the River-folk are a supply of curiosities from the length of the Anduin. Companions spending a Fellowship phase in Mountain Hall can go visit the Éafolc’s market. You may elect to make a DC 15 Intelligence (Investigation) check before rolling on the following table. If you are successful, roll with Advantage. If you fail, roll with Disadvantage. If you are an Éafolc-friend, you may automatically get Advantage without needing to make a check. If you choose not to make the check, just roll 1d20 and consult the table below: 1

Tricked by the River-folk! You’ve bought something with your coin, but either spent too much or gotten too little. Select an item from the Artisan’s Tools table on page 152 of the Player’s Guide. You may either buy an item for twice its listed cost, or purchase it for the regular price but it proves useless after the first time you need it.

2-5

Nothing Useful. You spent gold pieces equal to your Proficiency Bonus but whatever you purchased had any lasting value. If you don’t have sufficient money, you instead owe the Riverfolk a favour, the requirements of which the Loremaster will determine.

6-10

Food and Drink. You spend silver pennies equal to twice your Proficiency Bonus drinking and playing games on the island. The next time you visit, you are counted as an Éafolc-friend.

11-13 Good Bargain. You have found excellent deals upon Trader’s Island. Select five or less items from page 153 of the Player’s Guide. You may purchase up to two of each item and pay half the listed cost. 14-15 Southern Wine. You can spend silver pennies equal to your Proficiency Bonus on a promising bottle of wine. Up to three bottles are available. During an Audience, you can open a bottle to improve the attitude of your host by one step (two steps if they’re from the South, or enamoured by alcohol). 16-17 River-charm. You have bought a lucky charm of the Éafolc, spending gold pieces equal to your Proficiency Bonus. During the next Adventuring phase, whenever you roll a natural 1 outside of combat you may spend a Hit Die in order to reroll. 18-19 Mab’s Liquor. You have bought a leathern flask containing 2d3+1 sips of an amber liquid, spending gold pieces equal to your Proficiency Bonus. Those who drink it find that it raises the spirits of travellers. With the first sip, a hero loses a level of Exhaustion and regains 1 Hit Die. However, that hero will gain no more benefit from the cordial until they have taken a long rest. 20

Many Choices. You may either select any item listed above other than Mab’s Liquor, or choose to roll again.

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The Lands of the River

a rocky outcropping like the Carrock, and a long sandy spit has formed downstream of the rock. Stunted trees and long grasses bind the island together, but the ground is not always safe, and unwary travellers may blunder into soft sand or mud with little warning. There are usually several Éafolc families camped on the isle, for they use it as a meeting-place and trading post. Persistent rumours claim that there is a huge cache of buried treasure somewhere on the island, a hoard accumulated by many generations of a thieving River-folk family.

Combat Scenery: foundations, muddy banks, old walls, ravines, scattered rocks, small streams, sun breaking through the clouds

East An duin Vales

Hag’s Island Hag’s Island lies just north of the meeting of the Gladden and the Anduin rivers. It is a small tree-covered lump of earth in the middle of the rushing waters, with dangerous rapids on the east side. The island is said to be the home of an evil monster, the River Hag, and certainly many visitors to the isle have vanished mysteriously. At times, especially in summer, impenetrable river-mists surround the island, and boats that try to make for the safer western passage find themselves shipwrecked on the rapids of the east channel.

E

Pale Rider Caves

The Village E of Stonyford E

Stonehallow E

The Elftower E

East Anduin Vales A visitor to this part of the Vales of Anduin would be forgiven for thinking that this land is empty. The land rolls on for hundreds of miles beside the river, endless green valleys running down to the Great River. To the east is the ever-present shadow of the forest like a black stain on the horizon. While few people live here, the land remembers them. There were kingdoms here, long ago, and armies watered the soil with their blood. The visitor must clamber over ruined stone walls, or perhaps make camp amid the barely-visible foundations of some old village. The tumbledown remains of ringforts crown every large hill from the Old Ford to the Undeeps and Elven paths run along the border of Mirkwood for many miles. The Woodmen of Mirkwood live in this region — or at least their herds do. Their villages lie deep in the forest, but they keep herds of cattle and sheep in the open dales. Young men and women tend to the herds with the help of dogs, and run back to the shelter of the forest when threatened. 53

The Long Barrows

E Field

of Heroes

Wildlife Some of the denizens of Mirkwood, like the black boars and stags, emerge from the darkness of the forest and cross the vales here, but they are a rare sight. More commonly encountered are the usual wildlife of the Anduin valley, like foxes, badgers, otters, wild ponies and sheep. Hunting Eagles from the Eyrie often cross the river in search of prey. The Woodmen of Mirkwood let their animals graze in the valleys of this region. They maintain pens and herder’s cabins close to the edge of the forest.

Inhabitants Long ago, Northmen lived in this region. They dwelt in the open, and hewed wood from the forest to build their homes. Then Orcs and evil Men out of Dol Guldur attacked from the south, and many wars were fought by the forest

Rhovanion Region Guide

eaves. During the Watchful Peace, the Shadow withdrew from Dol Guldur, but the Necromancer’s mortal servants were still at large.

People in the Vales of Anduin togue. They are a sparse folk, descended from a fierce people that once served Dol Guldur. The Balchoth — an Elvish name signifying ‘Cruel People’ — came from the east riding in chariots and wains and bringing great damage upon Gondor, until they were defeated at the Battle of the Fields of Celebrant. Most of the Balchoth were slain, but a few survivors fled across the Anduin. The majority of the survivors returned to the east, but the ancestors of the Erringmen went north instead, following the River. In time, they mingled with the Northmen, and abandoned many of the ways of their cruel kin.

The Northmen chose to move into the forest, which back then was not so terrible and tainted as it is today, and became Woodmen. They still consider these lands theirs, and when the Shadow is finally defeated, they may leave the shelter of the forest and settle here again. While they do not live in the open, the Woodmen are busy in this land. They make boats and rafts down by the river, so they can cross to Mountain Hall or trade with the Riverfolk. The Woodmen do not love the Great River, preferring the sheltered waters of the Dusky River that runs by their home, but they respect its power. There are hidden caches all along the river-banks here, with small boats concealed beneath bracken or flowering reeds.

The Erringmen travel in wagons drawn by oxen. They move slowly, meandering like the river, bringing with them large herds of cattle. They are doughty warriors, preferring axes and bows to swords. Their champions and leaders fight from chariots, which they decorate with gold and intricate carvings to show prestige and wealth. The Woodmen mistrust the Erringmen, but permit them to pass through their lands. While some of the Erringmen have fallen back on old ways and once again serve the Enemy, most are free of the Shadow.

The Woodmen also grow vegetables and other crops in small gardens near the forest eaves. They do not rely on these fields, though — long and bitter experience has taught them that fields of waving grain burn all too quickly when invaders come.

The other group living in this land are newcomers. When Dol Guldur fell before the White Council just a few years ago, many slaves escaped its pits and dungeons and

Two other groups live in this region. The first are the people called the Erringmen — their name means the Wandering

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fled north. The forest was a place of horrors for them, so they settled in the East Anduin Vales a day’s ride west of Woodmen-town. Most of the freed slaves are human, though there are Dwarves and even Elves among them. Many of them have no homes to return to, for their kin all perished in the black pits of the Necromancer.

Motivation: My secrets are my own. No one can bear them for me.

Notable Characters

Valderic

Ash The Elf-woman named Ash is the leader of the free slaves. She is not an Elf of Mirkwood, and does not speak of her past. She endured centuries of torment in the pits of Dol Guldur — she was captured by the Enemy uncounted years ago, long before the Watchful Peace, to wring a precious secret out of her. Now, it is in the power of the Elves to perish when faced with terrible torment, for they shall be reborn in the Undying Lands. Ash chose to remain — out of love for the wild lands, or out of pride, none can say. The Wood-elves suspect that her sufferings drove her mad. Great power is in her, but also great anger and sorrow.

Expectations: +1 if there is an Elf or Elf-friend among the Company; -2 if the heroes mention Dol Guldur or the Necromancer.

Valderic is a wagon-captain of the Erringmen. His Easterling heritage is strong — he is shorter than the average Northman, sallow of skin, and heavily built. The Woodmen mock him, calling him halfling, half-man. They are careful not to say this to his face, for Valderic is quick to laugh, but quicker to anger. He has long felt attracted by the Shadow, and since the fall of Dol Guldur he has twice dared to enter the fortress to look for relics and treasures. Some whisper that Valderic has been able to learn sorcery, and that he can now command the spirits of the dead. Certainly, his chariot is decorated with the skulls of his fallen foes, and strange lights can be seen at night glowing within his wagon.

Valderic Medium Human (Evil Men)

Ash Elf

STR 12 (+1)

DEX 18 (+4)

CON 15 (+2)

INT 12 (+1)

WIS 15 (+2)

STR 19 (+4)

CHA 17 (+3)

DEX 10 (+0)

CON 16 (+3)

INT 12 (+1)

WIS 15 (+2)

CHA 10 (+0)

Armour Class 16 (Scale Hauberk, Shield) Hit Points 60 (8d8+24) Speed 30 ft

Armour Class 18 (Leather Corslet, Shield) Hit Points 45 (7d8+14) Speed 30 ft

Saving Throws Wisdom +5 Skills Animal Handling +5, Shadow-lore +4 Senses passive Perception 12 Languages Westron Challenge 5 (1,800 XP)

Skills Perception +4, Performance +5, Shadow-lore +3 Senses passive Perception 14 Languages Quenya, Sindarin, Westron Challenge 3 (700 XP)

Screamer. In battle Valderic taunts and curses his enemies in a dark and unknown language full of malice, and all heroes who can hear him have Disadvantage on their attack rolls.

Hard Eyed. Ash has won many battles and is an accomplished warrior. She scores critical hits on a 18, 19 or 20 on an attack roll. Song of Lament. Ash may use her action to sing an otherworldly dirge. Though few can understand the words, the music calls to mind terrible tragedies and great suffering. Anyone who hears the song must make a DC 13 Wisdom saving throw or gain 1 point of Shadow.

Actions Multiattack. Valderic makes two attacks with his axe. Axe. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 8 (1d8+4) slashing damage or 9 (1d10+4) slashing damage if wielded with two hands. Reactions

Actions

Snake-like Speed (Recharge 5-6). Valderic seems preternaturally aware of opponents and can use his reaction to halve the damage on a melee attack if he is the target.

Broadsword. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d8+4) slashing damage

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Motivation: I was meant for great things, do not defy me.

Notable Places

Expectations: +1 if the heroes speak of hidden secrets; -2 if they challenge Valderic’s authority

The Village of Stonyford

Iwmud the Goatherd Old Iwmud has tended the Woodman herds of the Vales for many years. The Northmen of Mirkwood see anyone who lives in the open as eccentric, and Iwmud is certainly that. He talks to the trees and the goats, and sings in his own strange language to himself as he watches the herds. He also has a number of curious friends, foreigners from distant lands who stay at his shack for a few nights before carrying on north or south. It is even said that Eagles can often be seen circling over Iwmud’s home, although who can say if they are watching him or guarding him? Iwmud is certainly more than he seems; he could be a secret agent of Gandalf — or a spy for the Enemy. Motivation: I only show my true self to those I trust, everyone else sees a fool. Expectations: +2 if the heroes were instructed to seek Iwmud out; -2 if they try to force him to reveal his secrets.

Mansbane The creature known as Mansbane is probably a troll of some sort, perhaps a Hill-troll that grew strong and fell in the pits of Dol Guldur. No-one has ever seen it and lived, but the devastation left in its wake is plain to see. The beast appears, ravages a settlement or a camp, killing everyone present, then vanishes into the night. Despite its apparent size, the best trackers have been unable to follow its trail, as though the beast took to the air after its atrocities. Mansbane’s attacks have increased since Dol Guldur’s fall; Radagast wonders if the monster was in the thrall of the Necromancer, and now that its master is gone, the beast is free to ravage and despoil. It has never been encountered in the forest, but has attacked the Woodmen from the Nether Vales to the Forest Gate. Mansbane might possess several powerful abilities, such as In the Sack with You!, Seize Victim and Thick Hide.

Stonyford, (Stánford in the language of the Vales) is the southernmost settlement of the Beornings beyond the Old Forest Road. Here a stone tower once stood, and a ford to cross the river. Of the tower only a pile of stones remain, and the ford has long gone. (Stonyford and its inhabitants are detailed in Wilderland Adventures).

The Long Barrows The Northmen of old laid their kings to rest in the Long Barrows. These mounds crowned in simbelmynë, the white Evermind flower, hold the honoured dead from the earliest days. It is said that the oldest mound is the tomb of a great lord who led his people out of the north to settle along the Anduin and was counted among the Wise. Atop the barrows is a complicated arrangement of earthworks and standing stones. Those who can understand the movement of the heavens say that these stones form an astronomical calendar, and that the changes of the seasons and the turning of the years can be predicted by studying the stones and the shadows they cast upon the land. At times of turmoil, the stones may even be used to predict the future by those with the lore (normally such feats require a DC 25 Intelligence (Lore) check, but those with Ancient Lore require DC 15 only) to read them.

Stonehallow Stonehallow is an ancient fortification in the middle of the East Anduin Vales. It was once a Dwarven quarry, dug to build the Old Forest Road. The stone-hungry Dwarves created a huge steep-sided gash in the hillside, and Men later built walls along the edges of the gash and towers to guard it. Now, it is a refuge for the Woodmen who cannot reach the forest in time of war. The caves at the back of Stonehallow contain provisions, and the open space of the old quarry is large enough to hold thousands of animals. When danger threatens, the herders drive their animals through the gates of Stonehallow, then man the walls. The Woodmen always station a few brave warriors at Stonehallow, to keep the place in good repair and to ensure that no outlaws or Orcs conquer the refuge and deny it to them. By the standards of the Dwarves who made the Road or the Men of the South, Stonehallow is 56

The Lands of the River

like a child’s model of a defensive redoubt, but it serves its purpose for the Woodmen.

Pale Rider Caves The Pale Rider Caves lie a short distance south of the Old Forest Road. The hills in this area are white and chalky. Old pits scar the surface of the hills, where the Dwarves and later the Northmen dug for making lime. Some forgotten tribe of Northmen cut the image of a horse and rider into the side of a green hill, and that landmark is visible for miles around. Tales say that one day, the horse and rider will come to life and ride to the aid of the Free Peoples. Today, though, the Pale Rider serves as a dire warning. At the time of the Great Plague, a cruel king ordered that all those infected with the sickness be driven into the caves and walled up, so their sickness might be contained within. The ghosts of the angry dead still haunt the caves, and the Woodmen say that the touch of a ghost brings the marks of the plague upon its victim.

Field of Heroes The Field of Heroes is a flat, stony area in the south of the Vales, near the path that leads to Rhosgobel. The Woodmen rarely fight pitched battles, preferring to hide within the forest and ambush their enemies, but when they must face enemies openly they do so here. Four times in living memory a force of Woodmen has met forces of the Shadow in battle here, and three times they have been victorious. In the summer, the Woodmen practise fighting here, and hold tournaments of arms, foot races, and archery.

The Elftower This lonely tower of ivory stone was once a watchtower on the road to the land of Oropher, the Elvenking, in the days when the Woodland Realm extended over the whole forest. It was abandoned long ago, but so solid are its foundations or so powerful the spells that were laid upon them that it still stands intact. For many centuries, sheep grazed inside its curtain walls and the tower was nothing more than a strange landmark in an empty land, and people called it Elfengard. Two years after Dol Guldur fell, a strange Man took up residence in the tower. He claims to be the Necromancer’s former apprentice, and a band of Orcs and evil Men serve him out of fear, believing that he has inherited the power of his dread master. He has tried to convince the folk of the East Nether Vales to serve him, but so far they have refused. He has therefore turned his eye towards the Woodmen. He fancies that if he could slay the wizard Radagast, then surely the people of the wood would bow to him. For the moment his presence is unknown by most of those who live in the Vales, but he will soon make his move.

Gladden Fields As the River Gladden spills into the Anduin, it creates a water-logged landscape of ponds, little slow-flowing channels and marshes called the Gladden Fields. The marshes are not especially perilous or unpleasant — this land knew the Elves, long ago, and their blessing lingers here. In summer, the fields become fields of gold and streams of silver as flowers bloom on the banks and fish leap in the waters. However, travelling at speed through the marshes is impossible. Those who choose not to march around the marshes must either use a flat-bottomed boat, or resign themselves to struggling in and out of sucking mud.

New Fellowship Phase Undertaking: Compete on the Field of Heroes (Woodmen only) Woodmen companions spending a Fellowship phase in any one of the Woodmen settlements of Mirkwood may complete on the Field of Heroes to gain renown in front of their peers. The entry fee for the tournament is 5s. The hero must then make three DC 15 checks, using Strength (Athletics), Dexterity (Acrobatics), and Wisdom (Survival), and then two weapon skill checks against AC 15. If the hero accrues three successes they win 10s, four successes is worth 20s and five successes wins 50s.

These marshes have always been deserted. No great kingdoms ever claimed the region, so it has always been left to the poor and the forgotten. For much of the Third Age, Hobbits lived in the Gladden Fields. Eventually, most of them migrated over the mountains into Eriador, but the Marshes were never wholly abandoned. As the Shadow grew in Mirkwood, agents of the Enemy occupied the Gladden Fields, driving out the existing residents. The 57

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presence of Orcs and other fell beasts has not diminished the beauty of this land, but make it even more dangerous.

— legends speak of giant swamp boars as big as houses, of slimy monsters lurking in brackish waters, of wisps and boggins and sneeps.

Combat Scenery: bogs, briars, mud, patches of dry ground, shallow water, sucking bog, the stench of death (only around the Dwimmerhorn or other blighted areas), warm sunlight and a cool breeze from the south (only on clear summer days)

Inhabitants River-folk and Woodmen do not live in the Gladden Fields, but they do camp along its edges when fishing or birdhunting. There are several hillocks in the region that make good camping grounds, as the ground there is dry and solid. Other humans do live in the fields — outcasts, hermits and trappers for the most part, as well as fugitives from the East Nether Vales who fled Dol Guldur.

Gladden Fields

Orcs and Goblins dwell in the central part of the marshes. Low mists cloak the Gladden Fields at times, and the Orcs use them to hide from the light of the sun. The Orcchieftains always have trouble keeping their followers in line in the marshes; fishermen often find Goblins floating face-down in the streams.

Holes of the Wild Hobbits

The Woodmen also have legends of the Tree-people, a race of men who they believe lived in Mirkwood before them. The Tree-people are said to be gnarled and brown-skinned, resembling old men and women even in their youth. They can turn themselves into tree-shape, and in this form are almost indistinguishable from the trees around them. If you are very clever and very lucky, you can spot the faces of the Tree-people peering out of the bark. Stories say that most of the Tree-people left Mirkwood when the Shadow fell upon it, and migrated across the Anduin to the Wolfswood and the Gladden Fields. Woodmen passing the Gladden Fields on the way to the Mountain Hall point at particularly human-looking trees and wonder if they sometimes walk.

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Dwimmerhorn

Wildlife

Wild Hobbits of the Anduin Vales

Fish thrive in the shallow waters of the Gladden Fields feeding on insects and worms wriggling through the mud. Many species of bird also nest here — a loud noise fills the sky with startled birds. Otters burrow in the muddy banks.

Description, Names and Starting Attitudes Wild Hobbits dress in simple outfits of spun cloth or crudely cured furs. In contrast to the round, cheery faces of the Shire Hobbits, Wild Hobbits are often gaunt and serious. Wide, wild eyes are sharp and untrusting, and their bodies are rarely plump – save for elders who have earned a place of admiration among their kin. They always carry simple tools of survival, most often fishing tackle and simple hand tools, and move about the watercourses of the Vales of Anduin on little boats of reeds.

There are a few dangerous creatures in the marshes. Grim Hawks stalk through the reeds in the east of the Gladden Fields, while the middle reaches of the river are home to Swarms of Poisonous Snakes and fat black blood-sucking leeches. The brownish waters may conceal stranger beasts 58

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Wild Hobbits take many of the names used amongst the Woodmen and Beornings. In the Shire such names are oft considered old-fashioned and ‘Heroic’, but the Wild Hobbits shorten and simplify their names in regular use (‘Gary’ for Garivald, for example) and do not use family names.

Wild Hobbit Traits

Wild Hobbits are Unknown to most other Cultures, and look Askance at most visitors other than their cousins and the Éafolc (they are Friendly towards both).

Adventuring Age — 25-60. Wild Hobbits value family above all else and have a deep and abiding distrust of outsiders. Those who venture out are either young and taking desperate chances or have had some calamity foisted upon them. Around their fiftieth year, even the most ambitious Wild Hobbits think seriously of finding a hidden refuge and attending to their family’s needs.

Your hero derives the following traits from their ancestry: Ability Score Increase — Your Dexterity score increases by 2 and you may increase any two other ability scores by 1.

Size — Like their civilised kin, Wild Hobbits are Small. Speed — Your base walking speed is 25 feet. Untroubled by Shadows — When in a blighted area, you must make a DC 5 Wisdom saving throw to avoid Shadow instead of the regular DC 15. Hobbit Nimbleness – You can move through the space of any creature who is at least one size larger than yours. Clever Beyond Compare — You have proficiency in either the Investigation or the Riddle skill. Hobbit Elusiveness — You have proficiency in the Stealth skill. Languages — You speak the Vale of Anduin tongue, an archaic version of Westron that is also spoken by Beornings and Woodmen.

Cultural Virtues Standard of Living Wild Hobbits have no room in their hard lives for the burdens of useless items and are ranked as Frugal. Bonus Equipment: A travelling cloak of mottled green and brown, travelling gear for the current season, a sturdy dagger, 2d6 silver pennies, plus choose any one: fishing tackle, a hunting trap or a large smoked and salted fish. 59

Despite their great distance from the comfortable lands of the Shire, the Wild Hobbits are very similar to the settled folk there. A Wild Hobbit may select any of the Hobbit Cultural Virtues starting on page 108 of the Player’s Guide. But they also have their own traditions, and many Wild Hobbits are Vexing Riddlers of the highest order.

Cultural Heirlooms Wild Hobbits can sometimes be found in the possession of a Barbed Fishing Spear. However, they can also select the

Rhovanion Region Guide

other Hobbit Heirlooms found on page 159 of the Player’s Guide. You should work with the Loremaster to rework the Heirlooms to fit their origin within the Vales of Anduin.

Wild Hobbits of the Anduin Vales Cultural Virtue: Vexing Riddler He knew, of course, that the riddle-game was sacred and of immense antiquity, and even wicked creatures were afraid to cheat when they played at it. Riddle-craft is a respected tradition among your folk and is commonly used to pass the long nights in the river-burrows. You know well the ancient laws that govern riddling, and you are capable of spinning riddles that can vex even the keenest listener. You twist words and conceal intent with great skill. If it falls to you to make introductions in an Audience, you may use Riddle instead of Traditions if the nature or goals of the Company must be kept secret. Additionally, you can challenge others to the ancient riddle game. If you do so, make an opposed skill check and if you are successful then you gain Inspiration. You must take a long rest before using this ability again.

Notable Characters Arciryas, Servant of Saruman Arciryas is a man of Gondor. He was once a Master Healer in Minas Tirith, and learned the arts of herbalism and chirugery in the Houses of Healing. His curiosity led him to consult old, musty scrolls in the archives, scrolls that spoke of the atrocities and evil spells worked by the Enemy. Arciryas saw many warriors of Gondor who were wounded by Orc-poison and other devices, and believed he could heal them if only he learned their secrets. When his research could go no further, he went to the Tower of Orthanc and consulted with Saruman the White, who had himself long studied the arts of the Enemy.

Arciryas, Servant

of Saruman Medium Human

STR 10 (+0)

CON 12 (+1)

INT 17 (+3)

WIS 12 (+1)

CHA 15 (+2)

Armour Class 11 Hit Points 33 (6d8+6) Speed 30 ft Skills History +5, Medicine +5, Shadow-lore +7 Senses passive Perception 11 Languages Westron, Sindarin Challenge 1 (200 XP) Cunning Speech. If Arciryas has a chance to speak, then any intelligent foes within earshot must make a DC 13 Wisdom saving throw or suffer Disadvantage when attacking him. Master Healer (Recharges after a short or long rest). If Arciryas spends time with a hero, he can either heal 13 (3d8) points of damage, or remove one condition from the following list: Frightened, Paralysed, Stunned or Unconscious.

Wild Hobbits of the Anduin Vales Cultural Heirloom: Barbed Fishing Spear The Hobbits of the Anduin Vale are expert fishermen and craft excellent barbed spears of reed and wood to capture their prey. You are the bearer of one such spear, and it serves you well in your hunt for sweet and juicy fish. With it, you are able to pull a fine meal from even the most unlikely waters. When you are serving as a Hunter on a journey on or near a watercourse or lake, you may elect to automatically pass a Survival check that results from a hunting Journey Event (for example, a result of 2 or 7 on the standard Journey Events table). If you do so, you are considered to have rolled a number that would produce a result equal to the DC of the check.

DEX 13 (+1)

Actions Poisoned Knife. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d4+1) poison damage and the target loses 2 (1d4) additional poison damage from blood loss at the end of each its following turns, unless it spends an action to staunch the wound.

Arciryas never returned to Gondor. Today, he lives in the Gladden Fields. He is a student of herb-lore, and says that the medicinal properties of the many plants that grow in the marshes must be catalogued. He is devoted to his work, spending long days wandering the wilderness, 60

The Lands of the River

poking under reeds with his long white staff. He travels south to Isengard every few months to report to the White Wizard. Sometimes, he suspects that Saruman has another purpose in mind for him, beyond searching the fields for herbs and roots. The people of Mountain Hall know of Arciryas, and call upon his expertise for wounds that they cannot heal.

Byrgol is a brave Hobbit. He found a sword in a wrecked boat — it’s really more of a long knife — and stole it. He’s proved surprisingly successful in battle — a well-placed stab from below has emptied the guts of more than a few Orcs.

Motivation: I will prove myself to my master, and Saruman’s regard is all that matters

Expectations: +1 if the heroes have recently fought the Enemy; -2 if they don’t respect his abilities.

Expectations: +1 if the heroes have news of strange things in the Gladden Fields; -2 if they challenge his wisdom

Notable Places

Byrgol

The fortress of Dwimmerhorn stands on a huge stone that rises from the waters of the Gladden Fields like the halfburied skull of some primordial titan. There is only one safe path that winds around and up the steep sides of the rock to the fortress above, and that path is guarded by Orcs and Wargs.

Motivation: To reclaim the Gladden Fields.

The Dwimmerhorn

In the Gladden Fields, a brave Hobbit is usually a dead Hobbit. This is not the Shire, protected by Rangers and Wizards — this is the Wild. If a Hobbit is caught by an Orc or even a Man, his fate is likely to be a grim one. Therefore, wise wild Hobbits hide in the undergrowth when the Big Folk go by, and stay almost invisible in the shadows.

The fortress is — or was — an outpost of Dol Guldur, established hundreds of years ago to aid in Sauron’s search for the Ring. Now, renegade Orcs and evil Men inhabit it.

Byrgol Small Hobbit STR 10 (+0)

DEX 18 (+4)

CON 15 (+2)

INT 17 (+3)

WIS 15 (+2)

CHA 12 (+1)

The Dwimmerhorn is an evil place. The Necromancer’s servants built a dread temple atop the rock, dedicated to the dark powers, and the land around it is tainted by its presence. If Sauron ever recovered his Ring, then this taint would spread over all the world. The fortress atop the Dwimmerhorn features in Wilderland Adventures.

Armour Class 16 (Leather Corslet) Hit Points 39 (8d6+16) Speed 25 ft Skills Perception +4, Riddle +5, Stealth +6 Senses passive Perception 14 Languages Westron Challenge 3 (700 XP)

Holes of the Wild Hobbits

Art of Disappearing. Byrgol can Hide with perfect success. He is considered to have rolled a 20 on any Stealth checks. Region-lore (Gladden Fields). If Byrgol is with the Company for a journey that begins or ends in the Gladden Field, the Guide rolls 1d8+4 for the Embarkation Roll. Stealthy. Byrgol can use his bonus action to Hide.

The villages and holes of the Hobbits are long abandoned and waterlogged, inhabited only by badgers and voles. Some were still in use up until relatively recently. The River-Hobbits were never as wealthy or sophisticated as their cousins in the Shire, but they collected curiosities and trinkets from Wilderland.

Actions

Gollum said that his Grandmother had ‘many Elvenrings’, and while this was doubtless a lie, there may be magic treasures left in the mud of a half-collapsed Hobbit pantry.

Multiattack. Byrgol makes two attacks with his short sword. Short Sword. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6+4) piercing damage.

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West Nether Vales

Wildlife The western region is especially empty of life. A traveller might spot a coney, or a crow, or maybe a sullen bear in one of the little woods. To the east, where the land is richer, there are grazing herds of wild horses and cattle, as well as deer and the wolf packs that prey on them.

The desolate plains of the West Nether Vales seem endless on first sight. Even from the heights of the Misty Mountains, the Anduin is only a distant ribbon of silver, and many leagues of emptiness lie in between. The east portion makes for good grazing or farmland, but the farms of the Northmen that once stood here were swallowed up by the grass long ago. The western wold is a landscape of small wooded thickets and limestone hills rising up to the granite of the Misty Mountains.

Inhabitants Once, this region was the granary of Khazad-Dûm, the great city of the Dwarves under the Misty Mountains. Many Northmen worked the land as land-tillers and herdsmen, and provided the Dwarves with food in exchange for their work as builders, smiths and miners. They lived in scattered homesteads, until the Dwarves helped them build a town close to the mountains that they named Dwarrowhall. The town and the surrounding farms were abandoned in the years after the fall of the mines — once Khazad-Dûm was deserted, there was no market for the Northman farmers, and they diminished, as many struck out east and north in search of new homes.

West Nether Vales

The Old Dwarf Road

Today, the Orcs are the only permanent denizens of the West Nether Vales. They have secret lairs in the mountains, guarding the approaches to the Redhorn Pass and the Firiengate, the other passage that crosses the Misty Mountains at the source of the River Gladden. They rarely come into the lowlands except when commanded to do so by some greater power.

The Ford of the Leofrings

E

E

E Dwarrowhall

The Lady’s Garden

In years past, the Northman tribe known as the Leofrings lived in this land, but Orcs from Dol Guldur attacked and drove them away into the south. Since the Battle of Five Armies, a few of them have returned, and more migrate north every year. They fear the enchantments of the Golden Wood, so they come up along the Dimrill Dale.

E

Notable Characters Arnulf the Leofring

The Gladden marks the northern border of the West Nether Vales. To the south, the land climbs towards the stony highlands of the Dimrill Dale, or enters the treeshrouded valley of the Golden Wood where no traveller dares go.

Arnulf was one of the survivors of the attack on Dwarrowhall in 2940. His whole family was slain — or worse, captured — by the Orcs of Dol Guldur. The loss drove him mad. Unlike the other Leofrings, he does not travel the Vales of Anduin during the year; instead, he lives in the ruins of Dwarrowhall, sharpening his spear-point and plotting revenge. Ghosts beset him, and sometimes Arnulf is a danger to anyone who comes too close, for he

Combat Scenery: boulders, cold winds, crags, old walls, ravines, scattered rocks, slopes, thickets, warm golden sun. 62

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The Leofrings The people of Leof are close kin to the folk of Rohan. They are descended from followers of Eorl who strayed during the migration south. They are nomads, wandering through all the Vales of Anduin in search of good grazing for their herds. Unlike most Northmen of the Vales of Anduin, the Leofrings have preserved their ancestors’ superior horsemanship, a skill so legendary that the Dwarves once thought the Éothéod were half-horse, half-men. The Leofrings have a great dread of forests, especially Mirkwood, and consider it bad luck to walk beneath the trees. They travel in cohorts of a dozen families or so, led by a headman. These cohorts wander through the Vales, travelling as far south as the borders of Rohan and as far north as the Gore, but they all return to Dwarrowhall for the yuletide every year. Most of them dwell west of Anduin. In years past, they were friends of the Woodmen, but as the power of Dol Guldur grew, some of the Leofrings chose to bow before the Shadow and traded with the folk of the East Nether Vale. They sold horses to them, and some Leofrings even entered into the service of the Necromancer. Then, a year before the Battle of Five Armies, a host of Orcs attacked the Leofrings as they gathered at Dwarrowhall, and they fled the North.

may mistake them for Orcs or spectres of the dead and attack them. At other times, he welcomes enemies of the Enemy to Dwarrowhall.

Arnulf

the Leofring Medium Human

STR 17 (+3)

DEX 12 (+1)

CON 10 (+0)

INT 14 (+2)

WIS 12 (+1)

Arnulf knows the ruins better than any other Leofring, and has discovered a network of Dwarf tunnels under the city. These tunnels are mostly clogged with earth and fallen debris, but he has excavated some of the ones around his home and uses them to sneak around the ruins. Motivation: To make Orc-kind pay for their evil

CHA 10 (+0)

Expectations: +1 if there is Dwarf in the Company; -2 if the heroes make light of his suffering

Armour Class 14 (Ring-mail) Hit Points 31 (7d8) Speed 30 ft

Haldir of Lórien The Elves of Lórien dwell deep in the Golden Wood, and have little traffic with outsiders. There are still a few of them who leave the forest to gather news and watch for enemies. Haldir is one of these. He is one of the few Elves who speaks the Common Tongue fluently. Sometimes, he visits the camps of the Leofrings or the River-folk with his brothers Rúmil and Orophin, for there are some among them who welcome Elves. These are not Elf-friends, but simply good-hearted people willing to bring the Elves news from the outside world.

Skills Investigation +4, Shadow-lore +4, Stealth +3 Senses passive Perception 11 Languages Westron Challenge 2 (450 XP) Ambush. During his first turn, Arnulf has Advantage on attack rolls against any creature that hasn’t taken a turn. If he scores a melee critical hit on a target in this turn, that target is knocked Prone. Actions Great Spear. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 9 (1d12+3) piercing damage Reactions

Motivation: To keep the Golden Wood safe and its borders secure

Deadly Spear-Thrust. Arnulf may use his reaction to make a single melee attack against a creature that has just attacked him. If he inflicts a critical hit with this ability, the target is knocked Prone as the blow strikes a knee or other joint.

Expectations: +1 if there is an Elf in the Company; -2 if there is a Dwarf or the heroes speak ill of his masters 63

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few Men. The Leofrings are not a numerous people, and when they stay here they fill less than half the town. The great granaries once used to store food for the Dwarves of Moria are now hollow ruins, but some of the small stone houses that the Northmen built with the aid of Dwarf stonemasons are still mostly habitable. The walls encircling Dwarrowhall are also mostly intact; the Leofrings have filled the few gaps with piled stones, as they cannot repair the Dwarven stonework. They also built a wooden gatehouse to defend the entrance to the town, as well as an enclosure for horses outside the walls, for the riders are not comfortable riding along the narrow cobbled streets. Dwarrowhall was plundered by Orcs several times in its history, and there is no treasure or beauty left in the town. It is a place of shelter, nothing more.

Haldir

of Lórien Medium Elf

STR 15 (+2)

DEX 20 (+5)

CON 18 (+4)

INT 14 (+2)

WIS 15 (+2)

CHA 12 (+1)

Armour Class 17 (Leather Corslet) Hit Points 85 (10d8+40) Speed 30 ft Saving Throws Dexterity +8, Wisdom +5 Skills Investigation +5, Perception +5, Stealth +8, Traditions +5 Senses passive Perception 15 Languages Westron, Sindarin, Quenya Challenge 6 (2,300 XP) Elven Cloak. Haldir has Advantage on any Dexterity (Stealth) checks to hide. While hidden, any Wisdom (Perception) checks to find him are made with Disadvantage. Actions Great Bow of the Golden Wood. Ranged Weapon Attack: +8 to hit, range 150/600 ft, one target. Hit: 9 (1d8+5) piercing damage. Haldir may use his bonus action to grant himself Advantage on his attack roll. If Haldir rolls a 18, 19 or 20 he has scored a critical hit. Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 7 (1d4+5) piercing damage

Notable Places Dwarrowhall Dwarrowhall lies in a mountain fold north of Dimrill Dale. The town once thrived, but is now home to only a 64

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The Ford of the Leofrings The Ford of the Leofrings is a sheltered spot where they cross the Great River. When the River is low, the horses can swim across the waters in moderate safety. At other times, the Leofrings use low-sided rafts that they push across the river with long poles and ropes. The Leofrings have little love for the water, and fear the river’s wrath. However, crossing points for horses and wagons are few and far between on the Anduin, so they guard this ford with all their might. Even when most of the Leofrings are away in the south, they always leave a few warriors here to secure their claim on the Ford. Agents of Dol Guldur watch the ford closely and report any large movements to their masters in the forest. Travellers from Dol Guldur use this place to cross the Anduin without trespassing into the land of the Beornings. In the years before the fall of the Necromancer, many ill-favoured folk gathered here, and the Leofrings feared they would attack the ford. Now, without the power of Dol Guldur to threaten them, the Leofrings are once again secure.

The Old Dwarf Road The Dwarves built the fortress of Dimrill Watch to protect the last stretch of the ancient Dwarf-road that ran from the east gate of Moria north to the Old Ford and then on to Mirkwood. Few traces of this road survive, although a traveller may sometimes happen onto an oddly straight ridge in the wilderness and follow it for a time. Dimrill Watch still stands on the northern border of Dimrill

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Dale. The fortress rises from the eastern foothills of the Misty Mountains, and is mostly intact, for Dwarf-wrought stone endures long after its builders departed. Orcs out of Moria sometimes use the fortress as a base for raids into the West Nether Vales or Lorien, but dare not dwell there for long, out of fear of Dwarven ghosts that are said to haunt the fortress.

The Lady’s Garden The Lady’s Garden is a region on the edge of the Golden Wood. A stream flows out from the mountains and tumbles down into a sheltered dell, where many strange and beautiful flowers grow. This place was clearly inhabited at one point, for there are carved benches and paths of crushed white stone. A single seat, like a throne, sits in the centre of this curious garden. In times past, it is said that the Enchantress of the Golden Wood received visitors here and wove her spells upon them. The Elves of Lórien rarely stray from their home deep in the woods, but the Lady’s power lingers. No evil thing may enter the Garden.

East Nether Vales Some lands are blessed by those who dwell in them, like the lands of the Elves, and some are made wonderful by long toil, like the cities of the Dwarves. Others, though, are naturally blessed with fertility and temperate weather and beauty. The Shire of the Hobbits is one such place. So too are the East Nether Vales — of all the lands of the

Rhovanion Region Guide

river north of Rauros, these regions are perhaps the most beautiful and the richest.

only when a storm blows down from the north. On stormy days, it is as though two giants made of lightning and thunder strive against each other, one on the west side of the river and one — darker and more terrible — reaching out of the east.

Many wars were fought for their possession; these Vales were part of the Kingdom of Rhovanion, and were then conquered by the Wainriders out of the East. Later, the attacks of the Balchoth were so vicious that the Nether Vales were wholly depopulated and abandoned, but in the centuries that followed the victory at the Fields of Celebrant, they were re-colonised. Unfortunately, these new settlers soon fell under the shadow of Dol Guldur. The dread fortress of the Necromancer lies only a few miles within the forest, and its darkness leeches into the surrounding territory. Those who stayed here were forced to choose — swear fealty and pay tribute to Dol Guldur, or leave. Today, people still dwell in the East Nether Vale; in fact, this might be the most densely populated part of the Vales of Anduin, although that says little in these empty times.

Combat Scenery: bogs, incessant buzzing (along the river), lone trees, mud, nettle banks, scattered rocks, slopes, thickets, torrential storms, webs

East Nether Vales

All those who live here, however, chose to bow to the Shadow. The beauty and bounty of the land seems unnatural, and all that they achieve is somehow empty. Most of the inhabitants live in a village called the Toft, in a land of wooded hills and fertile plains. The Toft supplied many of the needs of those who dwelt in the fortress of Dol Guldur when the Necromancer was there. Now that the Hill of Sorcery is empty, the folk of the Toft look to the future with trepidation, for they have become used to servitude and dread.

Kingstone E

The northern region, near Rhosgobel, is called the Run, and it is an empty land. It looks welcoming at first glance, but bands of Orcs often emerged from the Narrows of the Forest to despoil it. Now, the land is claimed by the men of the Tyrant’s Hill, a fortress that lies just inside the forest eaves (see page 120).

E Isildur’s

Field

E The

Toft

Wildlife

West of the Run is the Neck. A ridge of steep-sided hills dominates this land, running between the Forest and the River. Marshes pool at the feet of these hills. It was here that Isildur fell in battle, and the Ring was lost in the waters of the Great River.

The western Vales are home to cattle and horses, as well as thousands of swans in the marshy Neck running along the east bank opposite the Gladden Fields. That region is also home to alarming Swarms of blood-sucking or stinging Insects that rise up in huge clouds to beset travellers. The wandering Erringmen carry fire-pots full of stinking incense when they must pass through this region.

The southern toe of the land, closest to Lórien, is called the Strifelands. No men dwell here. Huge flocks of crows circle endlessly over the broken, rocky landscape, save

The southern Vales show something of the taint of Mirkwood. Many animals in that region have jet-black fur or feathers. Huge black cats prowl the grasslands and 66

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prey on the sheep and cattle of the folk who dwell here. (Sometimes, they also prey on children and lone travellers, but it is well known that a man who pays proper tribute to the Necromancer is safe from animal attack, for all the wild beasts in this land are in his thrall). The eastern edge of the Vales are even more dangerous, as creatures from Mirkwood prowl here. Boars, bears and even some spiders can be seen in this land; all of them black as night, except for the spiders that glow with an unnatural luminescence like rotten moonlight.

Inhabitants The folk of the Toft are of Northman stock, although they are mixed with Easterling blood. They are a sedentary people, living in their village and farming the land. The shadow of Dol Guldur lay over them for many generations, and they were inevitably changed by it. Those closest to Dol Guldur were wholly committed to the service of the Necromancer. They sent their sons and daughters to serve him as slaves, they freely gave tribute to him, and they worshipped him with vile and terrible ceremonies in the dead of night. Others gave tribute only grudgingly. They tried to forget Dol Guldur as they went about their lives. For them, tribute was a necessary evil, and life in the Necromancer’s realm was like living beside a snow-laden mountain. One day, the mountain must inevitably stir and the avalanche would then kill them all, but that day might be many centuries away, and until then the mountain was a safer place than the wild. The Necromancer had a legion of spies and informants among these people.

Those living outside the Toft dwell along the Great River, near the Ford of the Leofrings. They paid no tribute to Dol Guldur, and suffered many raids and other evils as punishment. They are a doughty but unfriendly people, and consider all outsiders to be potential foes. They do not welcome strangers to their territory.

Notable Characters Gárhild the Fox Gárhild was a spear-woman of the Woodmen of Rhosgobel. She lived in Mirkwood for many years, battling Spiders and Orcs and other things of darkness alongside her kin. Through her heroism, she won the trust of Radagast. He sent her as a spy into the East Nether Vales, where she has dwelt for more than ten years. He gifted her with a magical cloak that allowed her to take on the shape of a red fox to aid her mission. She watched the movements of the Necromancer’s servants, and helped lead the White Council into the forest to the gates of Dol Guldur. Now that the Necromancer is gone and the Shadow partially lifted from the forest, Gárhild has put aside her sword and magic cloak. She married a man of the Toft and now lives with her family on a small farmstead just south of the Run. None of her new kin, not even her children, know of her previous life, nor do they know about the broadsword and cloak concealed in the thatch of her farmhouse. Motivation & Expectations: In her new life, Gárhild shares the views of other farmers (see page 71 of the Loremaster’s Guide )

Subjects of the Necromancer The Necromancer was not a king. He did not rule the East Nether Vales. Those who dwelt in this land never saw him. He was an invisible dread presence, an unseen force that dominated their lives. Rarely, agents of the Necromancer would emerge from the forest to demand some particular tribute, but many years would go by without any contact with Dol Guldur. Visitors to the East Nether Vales would see no signs of the Necromancer’s influence on the people. The folk of the Toft did not carry the Necromancer’s symbol on their shields, nor did troops from Dol Guldur patrol the borders of this land. Traders from Gondor — and there were many visitors from the south in days gone by — saw no sign of the shadow here… but the Shadow saw them. Jealous eyes watched every visitor, and their numbers and movements were reported to the Necromancer’s spymasters.

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enemies not because he is a tyrant, but because it is necessary for progress and civilisation.

Gárhild

the Fox Medium Human

STR 15 (+2)

DEX 18 (+4)

CON 12 (+1)

INT 14 (+2)

WIS 16 (+3)

Vidugalum is exceedingly old for a mortal man. Maybe he counts men of Númenor among his ancestry and so he remains vital and alert despite being more than eighty. His sons did not inherit his longevity though, so he has no clear heirs to receive his burdens. Of late, his thoughts have turned towards the fabled sorcery of the Necromancer, who was said to be able to prolong the life of his servants…

CHA 11 (+0)

Armour Class 14 Hit Points 38 (7d8+7) Speed 30 ft Skills Investigation +4, Shadow-lore +4, Stealth +6, Traditions +5 Senses passive Perception 13 Languages Westron Challenge 3 (700 XP)

Motivation: It is my destiny to be a king of Rhovanion, and for the Toft to grow into a trading town like Lake-town

Fox-cloak (1/day). Gárhild may take the shape of a fox. In this form she has 4 (1d6+1) hit points and can use her action to make a bite attack (+6 to hit, reach 5 ft, 1 piercing damage). If slain in this form, she does not transform back. Warrior’s Charge. Gárhild gains Advantage on all attacks made in the first round of combat.

Expectations: +1 if the heroes agree that the ends justify the means; -2 if the Company has an Elf or objects to Vidagalum’s methods

Notable Places

Actions Multiattack. Gárhild makes two attacks with her broadsword. Broadsword. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d8+4) slashing damage.

Isildur’s Field Tradition holds that this place is where Isildur, son of Elendil and heir to the kingdoms of Arnor and Gondor, fell in battle with the Orcs. For some years, it was a place of pilgrimage for warriors who came here to remember the great victory over the Shadow, and its cost. Men of Gondor built a monument here, but nothing remains of it now.

Reactions Snake-like Speed (Recharge 5-6). Gárhild is adept at avoiding injury and can use her reaction to halve the attack damage on an attack that she is aware of.

The Kingstone

Vidugalum, Lord of the Toft

Once, this land was part of the Kingdom of Rhovanion, the realm of the Northmen. This kingdom fell as all the works of mortals do, but some traces remain. The Kingstone is a small pillar of rock sitting atop a low hill overlooking the Anduin, facing west. On top of the pillar is the skull of a great beast — a Dragon, some say. Legends tell how all the princes and warriors of Rhovanion swore oaths upon the stone before embarking on adventures or wars. Other stories claim that the Dragon will roar when touched by hand of the true king of the Northmen. The touch of many hands has worn the skull smooth, for it is a tradition for visitors to put their sword-hand upon it for luck.

With the power of the Necromancer broken, old Vidugalum is the most powerful leader in the region. He commands the loyalty of dozens of men (as well as a brigade of Orcs that fled Dol Guldur) and has a wealthy and well-defended fort in the heart of the region. Vidugalum sees himself as a practical and learned man. He has read many books and studied the histories of the kings. When the Necromancer was in power, Vidugalum bowed to Dol Guldur, but now that he is free, he intends to seize power himself and become a chieftain like Beorn. He considers questions of ‘good’ and ‘evil’ to be the mewlings of cowards and weak men who let their consciences cow them into inaction. Heroes, in Vidugalum’s eyes, are those brave enough to overcome their doubts and fears. He uses his Orcs to strike at his

The Toft The Toft is one of the largest towns in Wilderland — which means it is much smaller than Lake-town or Dale, but has several hundred souls live within its earthen ramparts. 68

The Lands of the River

Most of the buildings in the Toft are wooden, though a few are old stonework built by men of Gondor. Just outside the town is a large market field that is little used, for traders from the south no longer come here in great numbers.

goods and furs to market here in summer. There is an inn here, the Ram’s Head. The keeper of this inn is a formidable old woman whose family are kin to the Erringmen; when angered, she shouts and hurls insults in a dozen different tongues from north and south and east. Vidugalum’s house — a fortified tower, surrounded by mounds and ditches — lies to the east of the town. His men, who bear the symbol of a red sun on their shields, patrol the roads around the Toft. Some of the men are Thugs, others Outlaws (see pages 73-75 of the Loremaster’s Guide). In years past, certain people in this town worshipped the Necromancer of Dol Guldur, and offered him slaves and sacrifices as gifts to curry favour. Travellers claim that children went missing in the Toft with alarming frequency, and that there are secret tunnels and cellars beneath the rough wooden houses. The defeat of the Necromancer put an end to these practises, but they may begin again should the Shadow return to Dol Guldur.

The Power of the Kingstone Touching the Kingstone is said to bring good fortune and can inspire a hero to strive beyond all limitations.

Merchants from Rhovanion and Lake-Town sometimes make the trek around the southern edge of Mirkwood to visit here, and a few ill-favoured Woodmen bring carved

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If the company’s path crosses the ancient site, a companion may spend Inspiration to regain a number of Hit Dice equal to half their Proficiency Bonus, rounded up.

Rhovanion Region Guide

- The

Greatest of the forests

...Beorn in his deep rolling voice told tales of the wild lands on this side of the mountains, and especially of the dark and dangerous wood, that lay outstretched far to North and South a day’s ride before them, barring their way to the East, the terrible forest of Mirkwood.

Mirkwood is a wild wood, much more changeable than other forests like Fangorn or Lothlórien. The first Elves passed through the oldest sections of Mirkwood in the First Age of the World, long before the Sun and Moon climbed into the heavens, but other parts of Mirkwood are fresh, new growth that encroaches on what was once farmland. The forest is ever-shifting, unpredictable; it is new and old at the same time.

History of Mirkwood

The sheer size of Mirkwood is almost beyond imagining for the people who live along its borders or under its boughs. From its northern border facing the steep slopes of the Grey Mountains, to its southern edge near the Brown Lands is a distance of more than four hundred miles.

Elves were the first to live here, and the first to name it Eryn Galen, the Greenwood. They dwelt in its dells and groves. In time, they gathered under the rule of an Elvenking, who built his hall on a great hill rising naked as an island among the sea of trees.

At its greatest width, this sea of trees is some two hundred miles wide. A traveller foolish enough to try crossing the forest lengthwise would take six months or more to make such a journey — assuming he survives, which is unlikely even for a seasoned wanderer. Mirkwood is the dark heart of the Wild.

These Elves were a simpler folk than the Elves of Doriath, delighting in wine and song and the hunt. They had little love for outsiders even in those days: they were suspicious of the powerful Dwarf-lords of Moria, and even resented the intrusions of their kin across the Great River. Men, too, dwelt in the woods, although they lived chiefly on the

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edges, hewing trees for fuel and timber. The kingdoms of Men never last, though, and the wild wood endured. For long centuries, Greenwood was home only to Elves and beasts and outlaws.

a great army south to face the Enemy. In that war, the Elvenking was slain, and with him two thirds of those who followed him. In that time, Thranduil became King of the Silvan Elves, and he led the survivors of his army back to the shelter of the trees.

The Greenwood was little troubled for many years, even as war and turmoil swirled through the wider world. Mortals lived and died in their petty kingdoms, and the Silvan Elves danced on the green grass under the stars and hunted in the deep places of the woods. It was not until the latter portion of the Second Age that the first inklings of the Shadow came to Mirkwood. The Enemy returned to his fortress in Mordor and made war on the Free Peoples. Fearing the growing strength of the Dark Lord, the Elves gradually drew back their borders. First, they made their home in the woods and vales north of the ancient Dwarf-road, and then retreated further north, to the slopes of the Dark Mountains. Evil things had come to nest there, and prince Thranduil distinguished himself as a warrior of great prowess by slaying the Great Vampire of the Emyn Duir.

The Woodland Realm Wearied and embittered by sorrow, the new Elvenking built a fortress and great hall north of the Dark Mountains, under the hills on the banks of the Forest River. The old palace in the south was abandoned, and the settlements in the mountains were used only lightly. The Elves looked to the east, trading with the Men of the Long Lake and Rhovanion instead of their cousins to the west. They also traded with Dwarves for gold and gemstones, for Thranduil always had a great love of beautiful things. For many years, the idylls of the Elves resumed. It was as though time stood still in Greenwood, paused in an endless feast. A thousand years passed. Then, the Shadow first reached Greenwood. It began as a subtle change — the gloom beneath the trees deepened, paths became more treacherous, the animals more aggressive. Soon, Men who lived in the southern eaves of the wood spoke

In time, it became clear that retreat would offer no safety. The Elves of Greenwood joined the Last Alliance, sending

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of strange sicknesses among their herds of kine, of bad dreams and worse omens, of fell whispers on the wind. Newborn animals had hides or fur as black as night, and the fruit that grew on trees turned dark and foul-tasting. New saplings unfurled a canopy of pitchblack leaves. Eerie mists twined around the boles of the trees, and men started to call the forest Mirkwood.

borders of their guarded realm. They preferred to trade, as they do now, with those Men who lived further north, near the Lonely Mountain. As the numbers of the Northmen grew, so too did their hunger for wood. The great forests of the south-east, which had hitherto escaped much of the corruption of the rest of Mirkwood, were cut down so the Northmen could build more of their great longhouses. Some of the Northmen clans practised good forestry, but a growing number cut the trees down and burnt out the roots to clear the land for pasture. As the Bight grew, pressing upon lands still claimed by the Woodland Realm, there was strife between Men and Elves beneath the trees.

The Silvan Elves found their forest growing unfriendly to them. Their hunts could no longer range as far, and the branches of the trees clutched at each other to block out the starlight the Elves loved. Around the year 1100, the Wise learned that an evil power of great strength and malice now inhabited the ruins of the old elven fortress in the south, and sent word to the Elves warning them of the danger.

Among the Elves, some whispered that the Northmen might be in league with the Necromancer. Many Northmen saw the Elves as nothing but dangerous wood-spirits, and accused them of stealing children and bewitching travellers. Fear and suspicion grew on both Sides.

Orcs and worse things gathered in the southern part of Mirkwood. Poisonous vapours and eerie lights were reported, and sinister rumours spread about the dead walking under the shadows of the trees. Over the bald hill once inhabited by Elves now arose the fortress of Dol Guldur, and its unseen master became known as the Necromancer in the tongues of men.

In the winter of the year 1635, a terrible plague appeared in Wilderland and then spread south in the following months. The cold forced people to huddle together in the longhouses or perish, and the disease spread in those cramped conditions. Many tales told of travellers braving the snows and arriving at a longhouse of their kin, only to find a hundred corpses inside the silent hall. In some places, eight or nine out of every ten died.

The idylls of the Elves ended. Hunts became patrols, and feasts became councils of war. Thranduil was loath to make war upon Dol Guldur — nor could he had he wanted to, for the Necromancer’s strength didn’t reside in armies or strongholds, but in sorcery and witchcraft, and against such fell weapons the Wood-elves had but little power. The Elves protected their borders as best they could, but soon they became a people under siege.

The Northmen were severely diminished. Some tribes fled the plague by hiding in the deepest parts of Mirkwood, where they fell under the spells of the Necromancer or perished. Others endured as best they could, or abandoned their halls to move north, or west and then along the vales of the River Anduin. The Woodland Realm alone didn’t suffer from the plague, and the Elves continued their eternal hunting and feasting inside Thranduil’s sanctuary.

The Northmen & The Bight It was in this time that the Northmen of Rhovanion grew in strength and number. Most of these were descendants of those Men who in ages past entered Beleriand and fought alongside the Elves in their wars against Morgoth. They chiefly made their homes in the eastern eaves of the forest, but being great riders and breeders of horses they ruled the wide plains between Mirkwood and the River Running. These folk were the ancestors of many who today dwell in the North, and their blood is the blood of Dale and the Woodmen, and of the Horse-lords of Rohan too. The Elves of Mirkwood did not trust these Northmen at the best of times, and tried to shy them away from the

Dark Times Hit severely by the disease, the southern kingdom of Gondor reduced its watch over its borders, eventually allowing strangers from the lands to the East to pass into Wilderland. In time, the number of these strangers grew, until the day when a confederation of evil Men crossed the frontiers in arms, sensing the weakness in the defences of the West. The coming of the Easterlings brought war to 72

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Wilderland and the Southlands for years on end, and heralded a time of growing darkness. All across Middle-earth, the forces of the Enemy slowly awoke. Among a long string of dire events, the last vestiges of the north-kingdom of Arnor fell after a long struggle against the Witch-king of Angmar, and the great city of the Longbeard Dwarves under the Misty Mountains was lost when they unleashed Durin’s Bane upon themselves. Even the Elves of Lórien were troubled by this new threat, and some left the Golden Wood hoping to find sanctuary inside the Woodland Realm, but were unable to pass the shadows of Dol Guldur and so turned south. For those who dwelt in Mirkwood, the fall of Moria and the northern kingdom of Men meant that the Old Forest Road was now in danger. The Dwarves built it many centuries before, to hasten traffic between their western and eastern settlements. The Silvan Elves tolerated it’s making, because of the friendship between the Dwarves of Moria and the Elves of Hollin, but only grudgingly so. The Dwarves maintained the road for many years, aided in later centuries by the Northmen. Now the Northmen were gone, and the Dwarves diminished. For a time, the Elves tried to keep the road as their frontier against Dol Guldur, but it was too far from their realm to be effectively defended. Now, only Orcs walked the Dwarf-laid stones of the Forest Road, and parts of it were swallowed by the encroaching trees. Mirkwood became yet more perilous and trackless.

Erebor & The Watchful Peace Before the Dwarf-road was finally abandoned, refugees from Moria crossed Mirkwood and founded a new home in the roots of the Lonely Mountain. There, they found gemstones and gold, and Thrain I became their king. Other Dwarves travelled to the Dwarf-holds in the Grey Mountains. The Woodland Realm found itself hemmed in on two sides by Dwarves, and though there was little love between the two races, the Dwarves also traded with the same folk who brought wine to the Elvenking’s table. In this fashion, all three free folk — Elves, Dwarves and Men — found common cause for a time on the fringes of Northern Mirkwood. 73

In the year 2063 of the Third Age, Mithrandir the Grey Pilgrim, called Gandalf by some, dared to enter Dol Guldur, and walked the halls of that dread citadel where none but the servants of the Necromancer had been in a thousand years. The Necromancer withdrew, fleeing and hiding in the east, and the horrors of the Hill of Sorcery subsided for a time. There were still all manner of fell creatures — Orcs, Wood-wights, Spiders, Vampires and such monsters — in the southern portion of the forest, but the retreat of the Necromancer robbed them of their guiding hand. Divided, they could not hope to defeat the Elves. This time was known as the Watchful Peace, and was a time of great prosperity for the Woodland Realm. The borders of the Elf-Kingdom moved south again, even to the Old Forest Road. Thranduil gave thought to opening up the road once more, but chose caution instead, and a new road was cut through Northern Mirkwood. Some brave Elves even ventured south towards Dol Guldur, hoping to reclaim that place from the Necromancer’s taint. None returned. In the west of the wood, a group of Northmen settled again in the shadow of the forest. They raised a long-house there, and hung a curious lamp of elven-make from the roof. The Lamp of Balthi protected — and still protects — the settlement from the horrors of the forest. The Northmen prospered in the days of peace, and soon Woodmentown arose in the growing clearing. The Woodmen were far from Thranduil’s kingdom, so there was little trade between the two, but the Elves gave the settlers what aid they could, so that they could prove worthy allies should the Enemy return. The Watchful Peace ended in 2460, when the Necromancer returned to Dol Guldur. Again, Orcs besieged the Woodland Realm. Other horrors attacked Woodmentown, and only the light of the Lamp of Balthi kept them at bay. Nonetheless, many Woodmen retreated north, just as the Elves did more than a thousand years before, and built a new sanctuary in a well-defended place called Woodland Hall. In the north, attacks by Werewolves, Vampires and other horrors forced the Elves to abandon the settlements in the Mountains of Mirkwood.

Fire and Ice In response to the return of the Necromancer, Galadriel of Lórien called upon the Wise to gather. This first White Council united the most powerful Elf-lords of Middle-earth

Rhovanion Region Guide

with the secretive Wizards. King Thranduil was invited, but refused — perhaps because he mistrusted Galadriel and her ambition, or perhaps because he feared that if Dol Guldur was provoked, the first and most dolorous stroke would fall on the Woodland Realm. The year was 2463, and the Wise agreed to set a watch on Southern Mirkwood. All three Wizards spent many years in and around the dark forest, spying on the doings of the Necromancer. In time, Radagast the Brown made his home in the woods, and became the permanent watchman over the Hill of Sorcery.

the Misty Mountains in search of fortune, while others clustered around Radagast, who offered them shelter. The Woodmen became his agents and aides. In 2758, the Long Winter struck the North. Mirkwood escaped the worst, although many trees in the north of the forest were frozen by the relentless winds, and the Woodmen of Mountain Hall survived only by great fortune. Gandalf travelled to the west, to Eriador, and Saruman to the south, leaving Radagast and the Woodmen to continue the vigil over Dol Guldur.

Though the Necromancer dared not move with the Wizards so close at hand, Mirkwood was troubled by other foes. Dragons crawled down from the Withered Heath to seize the gold of the northern dwarf-holds, and some worms crept into Mirkwood itself. The surviving Dwarves escaped to Erebor and the Iron Hills to nurse their wounds and plot revenge. The Elves, troubled by the passage of so many Dwarves across their realm, closed the Elf-path to travellers.

The Dragon of Erebor The coming of Smaug in 2770 brought the destruction of the Kingdom under the Mountain and the end of the realm of Dale, and placed a dire threat upon the very threshold of the Elvenking’s halls. Had Smaug stirred himself, the Dragon might have destroyed the Woodland Realm just as he brought desolation upon Erebor. Still, Thranduil chose not to antagonise the Dragon, and the Forest Road remained barred to Dwarves and foreign Men (that is why Thrain II, son of Thror and father of Thorin Oakenshield was captured in Mirkwood and hauled off to Dol Guldur — he tried to cross the forest via the old road, and was discovered by Orcs).

The Woodmen grew slowly in strength. The protection of the Wise gave them some confidence against the forces of Dol Guldur, but they still suffered greatly from the predations of Orcs and other creatures of darkness. Of all those who dwelt in Mirkwood, they were always the first to suffer the presence of the Shadow. Their two established settlements survived, but many other villages were swallowed by the woods. Some Woodmen set out for

The strength of Dol Guldur grew. The Woodmen encountered ghosts in greater numbers in the southern woods, and Orcs dared trespass on the Elf-path. They

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harried Elven hunting parties, and scouts were even spotted near the Elvenking’s Halls. Gandalf came to Rhosgobel in 2850 to visit Radagast. That summer, he dared enter Dol Guldur for a second time, and discovered that the Necromancer was in truth Sauron, the Enemy who was believed destroyed in the War of the Last Alliance.

Regions of Mirkwood It was not long before they grew to hate the forest as heartily as they had hated the tunnels of the goblins and it seemed to offer even less hope of any ending.

To outsiders, Mirkwood is simply the forest. It seems to be an unending wilderness of dark trees with no paths or tracks to follow. If you go beyond the forest eaves and lose sight of the warm light of the sun, you may be swallowed up and lost forever in the gloom. Those who dwell in the forest, though, divide Mirkwood into several distinct regions.

The White Council met again in the following year, and again invited Thranduil to join them, but their Woodmen messengers were ambushed and slain by Orcs, and so word never reached the Elvenking’s Halls that the Enemy was nearby. Had Thranduil known that it was Sauron himself who menaced the Woodland Realm, he might have joined Gandalf in urging a swift strike against Dol Guldur before Sauron’s power grew too great to challenge. Instead, the White Council continued to watch, and Mirkwood continued to be a battleground between the Free Peoples and the servants of the Shadow.

Elements of Darkness From the stunted pines of the far north to the willows and beeches of the south, Mirkwood encompasses many different landscapes, but they are all uniformly ghastly and unwelcoming. The Loremaster may find it useful to employ the following traits when describing locations inside Mirkwood (the descriptors suit almost every region of the dark forest, to a greater or lesser extent).

It was not a war, but every year brought with it new tales of woe. The Elves of the Woodland Realm redoubled their patrols, while the Woodmen grew ever more dour and fellhanded in their ways. More and more Orcs slipped past the Woodmen and scoured the Gladden Fields for the lost Ruling Ring.

No Light There are few gaps in the forest canopy overhead. Branches cling together, and the dark leaves and hanging shrouds of lichen block out the sun. Even at the height of the day, there is little light in the forest. The trees turn the bright sunlight into a darkened green glimmer.

Recent Years The year of 2941 will be remembered as long as folk dwell in Mirkwood. The White Council met again, and gathered their powers to drive Sauron out of Dol Guldur. The Necromancer fled before the wrath of the Wizards, and his fortress was abandoned. A short few weeks later, the Dragon died at the hand of Bard the Bowman, and the kingdoms of Erebor and Dale were both renewed.

Your eyes play tricks on you during the day, turning knots in the bark into leering faces or fallen logs into monsters. At night, the forest is as dark as the deepest cave at the roots of the mountains.

No Fresh Air

A bright new spring has come to the north, and the promise of hope and light can be felt even beneath the mossy boughs of dark Mirkwood. The Elves are seen more and more, neighbours have become friends, and many good-hearted folk gather under the protection of Beorn or Bard. The Woodmen look to the south, and the new opportunities granted to them by the fall of Dol Guldur. These are the last good years.

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On the forest floor, a traveller is surrounded on all sides by thick foliage, by clinging spider-webs, by gnarled branches and black trunks. Any wind that blows into Mirkwood cannot penetrate the depths of the wood. The leaves far overhead might rustle with strange, eerie voices, but no fresh air reaches the upturned faces of the travellers below. Inhale deeply, and your lungs fill with the stench of rotting leaves, with choking spores and dust, with unwholesome warm air. Mirkwood does provide some shelter from extremes of weather — winters in the forest are warmer, summers cooler — but there is so little

Rhovanion Region Guide

air in the woods that a traveller might prefer to freeze in the open air than be smothered by leaves.

No Water The trees’ deep roots drink hungrily. There are few streams or rivers in Mirkwood; parts of Southern Mirkwood are especially parched. Worse, most of these streams are foul and black, and have strange effects on those unwise enough to drink from them. There are safe streams or springs where a traveller can refill a water-skin and quench his thirst, but only those who know Mirkwood well can find them. When it rains, the water cascades down through the leaves, gathering a bitter taste and a brown-green hue as it falls.

No Food There is food in Mirkwood — if you know where to look. There are fruiting trees, nuts, roots, plants and mushrooms to gather; fish and rabbits and squirrels and deer to hunt. Finding food is difficult even for an experienced adventurer. The Woodmen know better than to eat any black-furred animals within the forest, as their meat tastes foul, and they have learned which plants may be safely eaten and which are poisonous.

The difficulty of finding food in the forest varies as the Shadow grows. During the Watchful Peace, when the Necromancer withdrew from the woods, it is said that huge herds of deer roamed the territory between the Old Forest Road and the Elf-path, and many hope that this bounty will return now that Dol Guldur is empty again. When the Shadow grows, even plants that were previously edible may become poisonous or extinct.

No Paths There are only two major paths that cross all of Mirkwood, and the only paths in the rest of the forest are short, local tracks near the Woodmen settlements or the Elvenking’s Halls, or the Orc-paths around Dol Guldur. A traveller who leaves the path has few or no chances of finding another. You could roam the middle part of the forest for months and find no trace of another living soul.

No Life Mirkwood is crowded with all manner of creatures. A traveller will certainly hear these creatures — the howling of wolves, the scratching of squirrels in the treetops, the mocking croaks of ravens and the squeak of bats — but he may not see any sign of life for days. The animals 76

The Greatest of the Forests

blend into the forest gloom, becoming almost part of the darkness. Mirkwood is a primordial forest, unfriendly to anything that walks on two legs.

No Hope Mirkwood is a green-black sea of trees, and a man may drown in the forest’s endless undergrowth as surely as he is dragged under by the waves. If you leave the path in Mirkwood, and lack the woodcraft to find your way home, you will perish there. The forest does not forgive fools.

The Evil of the Forest The endless darkness, the myriad trees, and the overwhelming gloom of the woods wears away at a traveller’s good spirits. The evil of the forest saps the soul. In game terms, this is represented by the growing Corruption forced on travellers as they make their way through Mirkwood. If a character suffers a Bout of Madness (see page 183 of the Adventures in Middle-earth Player’s Guide) while in Mirkwood, the following effects are particularly appropriate.

Running in Panic The character is seized by confusion or terror, and runs into the woods. If several characters succumb simultaneously, the whole Company can be scattered and lost. A single character who runs in panic might blunder into danger.

Travelling in Mirkwood Travelling across Mirkwood is across either Severe or Daunting terrain, with the exception of its Western Eaves where the Woodmen dwell and the terrain is only Hard. Those with the Region-lore (Mirkwood) speciality may invoke it to roll 1d10+2 on their Embarkation Roll.

Quarrelling The character nurses real or imagined grudges against the rest of the Company. This is not as violent a reaction as rage, but it does last longer. The character becomes snappish and withdrawn, and cannot gain Inspiration until they have had a rest in a sanctuary.

Furthermore, while general travel in the forest may be difficult, those who dwell in the forest may know local routes and secret paths that are easier to follow — an Elf or Woodman returning home from a short hunting trip does not need to use the journey rules. Instead reserve the rules for important and perilous missions away from home.

Hallucinations The character believes he can hear voices in the treetops, or sees faces leering out of the leaves. The Loremaster should describe the character’s surroundings in a way that plays into the character’s fears — if the character is

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hunting the Werewolf of Mirkwood, then the character might hallucinate howls on the night wind, the smell of rotting meat and stinking breath, and think that every creaking branch and rustling leaf heralds the beast’s approach.

extra food (say, by chasing a fleet-footed stag into the woods, or stealing food from another traveller), he will take it.

Northern Mirkwood

Sloth The character decides that the unreality of dreams is preferable to the weariness or horror of the waking world. Why traipse through the forest until you drop dead of starvation, when you can just close your eyes and dream of a feast and slip peacefully into the sleep of death? A character in a bout of sloth refuses to move or to do anything, and must be carried or forced to move.

Northern Mirkwood begins in the foothills of the Grey Mountains. Twisted pines grow from the flanks of stony hills. The first trees are small, stunted and thinly spread, but from the heights a traveller can view the great forest stretching out as far as the eye can see. The Forest River plunges down from the mountains in a cascade of roaring waterfalls before vanishing into the woods. Its course is flanked by birch, alder and poplar trees.

Mad With Hunger and Thirst

The centre of Northern Mirkwood is a long low spur of hills, falling away on the west to the Vales of Anduin and dropping sharply in the east to the Forest River valley. The hills are chalky and perilous, with many unexpected

The character is wracked by thirst and hunger pangs. He will do anything to get food and drink. If the Company are rationing supplies, the character schemes to take more than his fair share. If the character has a chance to get

Northern Mirkwood

The Roaring Falls E

The Forest Gate

The Spider’s Ring

E

E

The Elf-path

E

E

The Enchanted Stream

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ravines and cliffs. Caves in the upper hills are home to bears and wolves. The hills are covered by firs and pines, and none of the hills are clear of trees. To the west, the hills roll gently down to the forest eaves. The western portion of Northern Mirkwood is furthest from the baleful influence of Dol Guldur, and a traveller can taste the difference in the air. The trees are not so closely packed here, nor the gloom so deep. This is a lonely land, where neither Man nor Elf nor Orc ever goes. The hunting is good here, although the presence of great black bears and wolves may turn the hunter into the quarry. The deer herds of the deep forest are most often encountered in this land. The north-western eaves show signs of ancient forestry and wood-cutting. These trees were used to fortify the villages of the Éothéod, a nation of Northmen founded centuries ago by refugees escaping the ravages of the war to the east (see The Horse-people, page 8). They lived mainly where the rivers Langwell and Greylin meet, to flow into what becomes the Great River Anduin, but built also along the western edge of Northern Mirkwood. Herders of mighty horses, they left the area more than four hundred years ago, when they were led south by a legendary leader, Eorl the Young. North-east of the central rise, the land falls steeply into the lush Forest River valley. The soft stone gives way to bogland and marshy soil, and the Forest River meanders through fens. In the summer and autumn, thick fogs rise from the marsh making the river almost impassable. Winter brings a cruel frost to the exposed valley, and spring heralds flash floods and wild water. The upper reaches of the Forest River valley are extremely treacherous. Sucking mud pools big enough to swallow a horse and nests of vipers under crumbling cliffs await unwary travellers. The southern portion of the region, including the tongue south of the Forest River that reaches all the way to the Long Marshes, is dark and foreboding. This is a land of oak and hornbeam, of pine and fir, of thorn and yew. The forest thickens the further south and east you go, becoming a tangled and impassable maze in places. This is the true Mirkwood, where the ground is smothered in the leaf-mould of centuries and the sky is shrouded by a green-black canopy. Small thorn-bushes and choking 79

poison ivy slither around and between the tree-trunks, looking for the slightest sliver of sunlight from above. Combat Scenery: cliffs, fogs, hedges of tree limbs, ravines, roaring waters, roots, rotten trees, slopes, sucking bogs, webs

Wildlife In the north-west, the wildlife is that common to any wood: wolves, bears, deer, rabbits, foxes and the like. The hilly region in the middle is home to smaller creatures mostly, although the bears and wolves may winter here in the caves. The Forest River valley is home to all these creatures, especially the great black bears, but also snakes and a panoply of insects and crawling things. The southeastern part of the region has fewer bears and wolves, but many more Spiders.

Inhabitants Most of this region is uninhabited. The forest long since swallowed the ruins of the old halls and villages that once stood here, but the remains can be found if you know where to look. If any of their descendants still live, they may have taken refuge in the deepest parts of Northern Mirkwood. Certainly, elven scouts have found signs of habitation in the hills; perhaps the wild descendants of the vanished Northmen, or refugees from Southern Mirkwood, or madmen or hermits who fear the growing Shadow in the forest. A few foresters living along the western fringe. These are a cruel, hardy folk who do not share the same customs as the Woodmen of Wilderland. They are said to be descended from outlaws, and dislike trespassers. From time to time they even dare to attack travellers entering the Elf-path. The Beornings have a blood feud with these foresters, and claim that they trade with Orcs in the hills.

Notable Characters 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.

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The entrance to her lair is hidden behind a curtain of moss, and is hard to find unless she recently hunted, in which case the scars left by the dragon’s passage are plain to see. Thus far, no hero has dared go out to slay the Forest Dragon, and she has not troubled the Woodland Realm directly. Thranduil hopes that she has fallen into the long slumber of her kind, and that she will not awake again until the ending of the world. The Forest Dragon awakens in The Mirkwood Campaign and further information can be found in that guide.

Notable Places The Forest Gate The path of the Silvan Elves through Mirkwood begins here, at this great arch of trees. The Wise can sense the power of the Elvenking in this place, for it is his magic that keeps the path clear of cobwebs and other dangers. After the Battle of Five Armies, the Elves placed a watch on the gate. A traveller may not see the elven sentries, hidden aloft in the trees, but they are there, vigilant and armed with deadly arrows. The Forest Gate is a good place to meet travellers and merchants as they prepare for the journey into the woods. It is also where the Elves of Mirkwood treat with the Beornings; the two folk have little good to say about each other, but they are both enemies of the one Enemy.

The Roaring Falls The Forest River passes through seven waterfalls before it reaches the Long Lake. The Roaring Falls are found on the edge of the Woodland Realm, where the river pours over a steep cliff and plunges into a ravine. The sound of the crashing water sounds like the roaring of a tremendous beast. In ages past, the Elves built a tower atop the cliff, but this tower is empty and partially ruined now. Still, the Roaring Falls are often used as a waystation by Elven border guards and scouts on their way west or north. The Lady Irimë, a noble of Thranduil’s court, once prophesied that a great hero and a terrible monster would one day meet their deaths at the Roaring Falls, tumbling into the churning white spray still locked in mortal combat.

The Enchanted Stream Today, the Enchanted Stream flows out of the Mountains of Mirkwood and crosses the Elf-path through the forest, but that was not always its course. Once, long ago, it flowed south instead and joined with the Dusky River in the Western Eaves. Further, it is said that Goblins fleeing the Battle of Five Armies retreated into Mirkwood, only to find the Enchanted Stream flowing along the border of the Northern Dalelands.

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The Stream springs from the spells of the Elvenking, and is (mostly) under his control. Should he choose, he can make the Stream flow to any place in his domain, or command it to shrink to a trickle or swell to a raging torrent. Many Orcs who dared cross into the Woodland Realm returned witless and blind and dripping wet.

The Perils of the Stream Those who fall into or drink from the Enchanted Stream

risk falling under the water’s enchantment. A hero must make a DC 15 Wisdom saving throw, with the following effects: •

The Enchanted Stream is wilful and petulant, and does not always obey its master’s commands. It mostly flows in its proper channels, but sometimes it goes wandering, leaving behind a dry river bed. The Stream cannot leave the borders of Mirkwood, nor can it cross the Old Forest Road.

A hero that fails the saving throw with a result of a ‘1’ on the d20 becomes Unconscious. They have fallen into an enchanted slumber and cannot be awoken by normal means. Only the Elvenking (or powerful magic, such as a Word of Command or a suitable spell from a Wizard) can end the effect.

The Spider’s Ring The Spider’s Ring was once a feast-hall of the Elves, but now only Spiders dwell here, and it is their closest colony to the Woodland Realm. Bilbo and the Dwarves had the misfortune to blunder into this trap when they got lost in Mirkwood. The whole clearing is covered in thick black webs, darker and denser than any on the Elf-path.

A hero that fails their saving throw with any other result becomes Unconscious and remains so for 1d4+2 days. Once awake, they can’t remember anything since the last Fellowship phase. Despite being asleep,

they receive no benefits for resting and actually gain one level of Exhaustion. •

The Spiders strung long ropes between the tallest trees, creating a network of rope bridges high in the air over the clearing. When they catch a victim, they drag him back here and string him up to rot for a few weeks before they suck him dry. The corpses of deer and sheep and badgers hang from the heights, along with a few unlucky Orcs or Elves.

A hero that makes their saving throw with a natural

20 throws off the enchantment but not without some effort. They gain one level of Exhaustion.

A hero that succeeds at their saving throw with any

other result falls Unconscious for a single day. Upon awaking, they have trouble remembering the last

The mucky floor of the Spider’s Ring may contain some treasures dropped from previous victims — Spiders have no use for gold or weapons, and consider them to be nasty

few days. They gain no benefit from their magical rest and increase their Exhaustion by one level.

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hard things that might break a fang if bitten too hard. The floor is also alive with uncounted millions of young spiders, no bigger than a thumbnail, who feed on the drippings of the prey.

The Woodland Realm The Elvenking’s realm claims all the forest from the northeastern edge of Mirkwood to the Forest River. The northern part of his realm is a land of silent wooded hills and quiet valleys, where no man goes. Even the Elves rarely travel to this empty land save when they seek solitude or to listen to the night-speech of the trees. Traditionally, this land is the hunting forest of the Elvenking, but the horns of the wild hunt have not echoed here in hundreds of years. The King hunts closer to his hall — but still, any mortal who shoots a deer in these lands is considered a poacher by the Elves. Travel south, and the land dips into a vast bowl called the Bower. Here, in twilight clearings under the stars,

the Wood-elves dance and sing songs of the Elder Days. The trees of this land are oak and beech and rowan, all beloved of the Elves. The Bower is well guarded by the Elves, and no trespasser has passed its borders in an age. Few mortals have ever visited the glades of the Bower, or feasted by the light of stunningly wrought elven-lamps. The eastern border along the Dalelands is a land of elms and whitebeam trees, though there are also orchards and stands of yew-wood for bows. During the Watchful Peace, the Elves fortified this land. The Wood-elves rarely raise towers or walls, so their fortifications are in the tree-tops and in caves under the earth — hidden in the thick black canopy of the forest are wooden platforms suspended between the trees, stacked with arrows, supply caches of elven-armour and weapons, and cleverly concealed sentry posts. Here, too, are eyries and nests, for the Wood-elves have a great friendship with birds, and use them as messengers and spies.

The Woodlan d Realm

The Sentinel Oak E

The Great Clearing E

E The

Lampmaker’s House

The East Gate The Hall of the Elvenking E

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South of the Bower, the Forest River runs black and swift through the woods. Fed by waters from the Mountains of Mirkwood and the Forest Hills, the Forest River swells as it runs through the Woodland Realm. Its banks are lined with osiers and willows, and long branches trail in the water. The Wood-elves can navigate these hazardous waters in their small boats, dodging hidden rocks and choking weeds to row upriver. Of late, the Spiders have managed to cross the river, and now spin webs across the flow to catch unwary Elves. In the south-east of the Woodland Realm, the land rises again into dark hills. It is here that the Elvenking’s Hall is found, in a series of caves cut by the river in days of yore. The main branch of the Forest River winds through a steep-sided valley, but there are other smaller channels and tributaries in the hills that make travel difficult. The eastern edge of the hills descends into the Long Marshes. The trees of Mirkwood continue for many miles — mostly alders in this wet ground — but the edge of the Woodland Realm is marked by a great lonely oak on the last hill. Combat Scenery: fallen trees, hedges of trees, low boughs, pits, shallow slopes, thick-trunked trees, thickets, webs

Wildlife The Woodland Realm is home to a similar range of animals as the rest of Northern Mirkwood. Wolves and bears dwell in the wild north, along with deer and squirrels. Deer are 83

especially numerous in the Bower, which is also home to a great many birds. Beavers and water-fowl live along the Forest River. Goats, sheep, small ponies and foxes are common on the eastern borders, especially in the hills. At night, swarms of bats from the Mountains of Mirkwood trouble the southern part of the Woodland Realm. The land is no longer free of Spiders. For many years, they dared not cross the Elf-path, but the Spiders established a large colony somewhere in the middle of Northern Mirkwood, and are now encroaching on the Realm. They crossed the River, although they are deathly afraid of water, by weaving shimmering spiderweb bridges and throwing them across the river narrows. The Elves work to keep the horrid creatures from overrunning the Bower; there are great pits where they burn the bodies of slain Spiders.

Inhabitants Virtually all the Elves of Mirkwood make their home here in the Woodland Realm. The rustic Wood-elves live in platforms in the branches, or else in small houses or even tents on the forest floor. Most live within three days’ travel of the Elvenking’s Halls, but they are a wandering people, passing at times into the north and west of the realm as whimsy takes them.The Wood-elves are, in the Third Age of Middle-earth, the most numerous branch of elven-kind. Unlike the Elves dwelling in Rivendell or even their cousins of Lórien, the Wood-elves delight in simpler things, preferring merrymaking and song to the

Rhovanion Region Guide

study of lore. Before the Shadow came to Mirkwood, the Wood-elves lived in sylvan bliss, feasting and hunting and singing and dancing as their hearts willed. Now, they must weigh feasting against vigilance, and hunt Orcs instead of stags. The Elvenking cannot afford to indulge his subjects’ pleasures, and must draw them away from their twilight merry-making to prepare for war.

request — you have to make an appointment, and offer a suitable gift, and follow all the correct forms of address. He has a grudge against Dwarves, and considers most Men to be greedy, grasping trespassers. He respects only those who have proven themselves brave enemies of the Shadow.

While most of Thranduil’s subjects heed their king’s commands, some Elves are loath to leave their play. They delight in trickery, in bewitching or befuddling enemies and strangers alike, and in petty-magics and illusions. Indeed, they even leave the wood to play tricks on the cottars and farmers of the Dalelands. See the section on the Wayward Elves, on page 86.

Notable Characters King Thranduil Thranduil rules over a people under threat. His subjects may dance and feast in the forest, forgetting the Shadow that hangs over them, but Thranduil cannot allow himself to forget. He knows first-hand the suffering and sorrow inflicted by the Enemy, as he went to war with Gil-galad and his father, and saw many Elves and Men die in battle. Together with the secret havens of Rivendell and Lórien and the western realm of Lindon, his is one of the last Elvish kingdoms left in Middle-earth. He is a stern, imperious king, unforgiving to his enemies, but kind and wise and fatherly to his people. He is a brave general, and strong. The Woodland Realm would be terribly weakened should he be wounded or slain, for it is the Elvenking’s magic that keeps its paths clear and the Shadow at bay. Thranduil’s primary goal is always to protect his people and his kingdom. He fears being lured into a trap by agents of the Shadow, so he is cautious and slow to act at times, but when his path is clear he decides with great swiftness.

Thranduil can be met at his halls in Mirkwood, or feasting or hunting in the woods. Greet him with courtesy and give him all the respect due a king, and he will treat a visitor fairly. If a visitor breaks his law (even unwittingly), scorns his court or challenges his authority, then, well, Thranduil has many cells in his dungeons. The Woodland Realm is his kingdom and he is the master there. Any visitor, even an Elf-lord of the West, must acknowledge Thranduil’s lordly status within Mirkwood.

Motivation: For uncounted years, I have kept my realm safe. I will not let it fall. Expectations: +1 if the Company has more than one Elf of Mirkwood — the Elvenking prefers to trust his own people; +2 if the heroes bring a jewel or other precious gift to honour him; -2 if the heroes imply that his kingdom is lesser than those of the Elder Days, or otherwise insult their host.

Thranduil listens to petitions at court or at feasts, but such requests must go through proper channels. One does not just walk up and bend the Elvenking’s ear about some petty 84

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Thranduil, King of the W oodland Realm Medium Elf STR 15 (+2)

DEX 20 (+5)

CON 16 (+3)

INT 19 (+4)

WIS 17 (+3)

Actions Multiattack: Thranduil can make three attacks with either his Bitter Spear or Woodland Bow. Bitter Spear: Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 6 (1d8+2) piercing damage. On a critical hit, the Elf-Lord deals an additional 7 (2d6) damage. Woodland Bow: Ranged Weapon Attack: +10 to hit, range 80/320, one target. Hit: 9 (1d6+6) piercing damage.

CHA 15 (+2)

Armour Class 18 (Elven-mail, see below) Hit Points 112 (15d8+45) Speed 30 ft Saving Throws Dexterity +9, Wisdom +7 Skills History +8, Lore +8, Perception +7 Senses passive Perception 17 Languages Sindarin, Silvan, Westron Challenge 9 (5,000 XP)

Reactions Commanding Voice. The Elf-king can inspire his allies with his noble bearing and wisdom. Thranduil can use his reaction to utter a command or shout a warning whenever a non-hostile creature, that he can see within 30 feet, is about to make an attack roll or a saving throw. The target adds 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. Parry. Thranduil adds +4 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.

Elven-mail. The Elf-king’s corslet was made in another age of the world and is so supple that he adds his full Dexterity modifier to his AC. Furthermore, he adds +2 to his AC for any attacks from a servant of the Enemy. Legendary. Thranduil may take two legendary actions each turn. Each legendary action allows him to either use his Parry ability without using his reaction, attack with his Bitter Spear or attack with his Woodland Bow. Stargazer. Thranduil’s ancient wisdom and insight aids him when dealing with impatient mortals. Wisdom (Insight) checks to discern the Elvenking’s thoughts have Disadvantage.

Thranduil’s Ring At times, Thranduil wears a ring of silver set with a glittering white gemstone upon his finger. Any who look upon this ring can tell that it is magical. The ring was forged by Celebrimbor of Hollin during the Second Age of the World. Sauron knows that Thranduil has a magic ring, perhaps even a Ring of Power. The Enemy knows that three rings were forged for the Elven-Kings. One ring he guesses Gil-galad bore to war, and that ring is most likely hidden with Elrond Half-elven. Another ring might be in Lórien, with Galadriel and Celeborn. The third ring, though... where is that hiding? His spies tell him that Cirdan the Shipwright has no ring of power. Could the third ring be close at hand in Mirkwood? In truth, Thranduil’s rings is but one of the lesser rings. Many such magic rings were made in Eregion before the forging of the rings of power. Compared to the Three or the One, it is a petty thing — but it occupies Sauron’s mind, and makes him wary of the Woodland Realm, and that is a magic beyond price.

The Crown of the Elvenking Although Thranduil delights in silver and white gems above all other treasures, and despite the fact that his treasury overflows with beautiful things, the Elvenking wears a simple crown of leaves. This crown symbolises his bond with the Wood-elves. A new crown is made at the turning of each season. in spring, he wears oak-leaves and laurels, in summer flowers. In the autumn, he wears berries and red leaves, and in winter a crown of frosted thorns and ivy.

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The Wayward Elves

Thranduil as a Patron

Description, Names and Starting Attitudes

The Elvenking is an excellent patron for those heroes involved in The Mirkwood Campaign. Thranduil favours those who are brave and clever; he wants trustworthy agents who can fight the Enemy’s plans without drawing evil down on the Woodland Realm. He has little interest in affairs outside his wood, unless convinced that they might endanger his realm in the future. He has guided and protected the Elves of Mirkwood for many hundreds of years, and he has seen other kingdoms fall — he will do anything to ensure that the Woodland Realm does not meet the same fate. Thranduil will only be a patron for companies that include at least one Elf, and is unlikely to favour any company that counts a Dwarf among its number.

The Wayward Elves are similar in appearance and dress to other Elves of Mirkwood and can be mostly distinguished by their attitude — they devote themselves to the pursuit of pleasure and amusem*nt. They play cruel tricks on travellers in the forest, and sometimes even leave the woods to harass the Bardings or folk of Lake-town. As of yet their jokes have been harmless fun, but the wilder the Elves grow, the less care they have for the safety of mortals. They see themselves as dedicated as any warrior to the fight against the Shadow, but do not believe weapons of war to be the strongest tools in their arsenal. They revel in their immortality and eternal beauty, hoping it can be a symbol of the grace and perfection that once existed in the world.

Halbrech the Wineseller

Male Names: Amras, Aredhel, Beleganor, Belegon, Calanhir, Carmagor, Dagorhir, Durandir, Edrahil, Ellahir, Fincalan, Fuindor, Galdagor, Galdor, Hallas, Hirimlad, Ithildir, Lascalan, Linaith, Mablin, Malanor, Nauros, Orgalad, Pelegorn, Sargon.

Merry Halbrech hails from distant Dorwinion, though he lives in Lake-town. He is one of the merchants who provide wine for the Elvenking’s table. Halbrech’s father Harod was a particular favourite of Thranduil, for he had an excellent palate and could find the very best wine in each season. The House of Harod has long been under the patronage of the Woodland Realm. Halbrech’s ruddy round face and feigned happiness hide a terrible secret. Many years ago, a servant of the Enemy seduced him into telling her the secrets of the Woodland Realm. Halbrech knew a great deal about the defences of Thranduil’s Halls, and could guess at how many warriors served the Elvenking.

Female Names: Anwen, Arbereth, Berúthiel, Baraniel, Calanril, Celenneth, Elnîth, Eraniel, Finduilas, Gilraen, Gilraeth, Gloredhel, Idril, Ioreth, Ivorwen, Lôrwend, Lothíriel, Luindîs, Meneloth, Moriel, Morwen, Narieth, Narniel, Orothêl, Tarandîs

Standard of Living Like other Elves of Mirkwood, the Wayward Elves are Martial and start with the same bonus equipment.

When the White Council drove the Necromancer from Dol Guldur, Halbrech dared to hope that his ordeal was over, and that the Enemy’s spies would never contact him again. He made arrangements to destroy any evidence of his treason. Halbrech plays a key role in The Mirkwood Campaign, so Loremasters wishing to make use of those adventures should aid Halbrech in hiding his treachery until the hour is right.

Wayward Elf Traits Your hero has the same traits as other Elves of Mirkwood, see page 43 of the Player’s Guide.

Cultural Virtues A Wayward Elf may select from the following virtues: The Call of Mirkwood, Deadly Archery, Elvish Dreams, The Speakers and Wood-elf Magic. The Call of Mirkwood is provided below, the others may be found on page 107 of the Player’s Guide.

Motivations & Expectations: Outwardly, Halbrech expresses the traits of a Merchant, like those found on page 69 of the Loremaster’s Guide. 86

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Cultural Heirlooms In addition to the heirlooms on page 159 of the Player’s Guide, a Wayward Elf may also acquire Wine of the Dark Mountains (see below).

Wayward Elves Cultural Virtue: The Call of Mirkwood They differed from the High Elves of the West, and were more dangerous and less wise. You think your fate and that of your people should be that of enjoying life to the fullest, as long as Mirkwood and the world endure. You accept the price of this choice: you will dwindle and fade until you become a living memory, a fairy who lingers yet in the shadows of the trees. For the moment though, your fading just makes it harder for others to heed your footsteps, or to see you when you choose not to be seen. You have Advantage on any Dexterity (Stealth) checks, no matter your environment. If you succeed at your Stealth check, you may spend Inspiration. If you do so, as long as you remain motionless, you are Invisible. However, your fading does not go unnoticed by other Elves. They will look Askance at you in any social interactions.

Notable Places The Gates of the Elvenking The main portion of the Elf-path ends where it crosses the Forest River. A long avenue of trees marks the approach to the river, and an elegant Dwarf-wrought bridge of stone arches over the fast-flowing waters. Across the bridge is a grassy slope lined with beeches, and the entrance to the underground halls. For more on Thranduil’s Halls, see page 89. The Elf-path continues across the bridge, climbing up to the west of the bridge and ascending by a steep staircase to the top of the hill. From there, the path winds through narrow valleys overhung with oak, crabapple and boxwood until it passes the Sentinel Oak. To the right of the bridge, the Forest River crashes down another short waterfall to enter a small canyon. A smaller stream flows out of a cave at the far end of the canyon to join the river; this stream is used by the Elves to bring their boats, rafts and barrels onto the water.

Opening Thranduil’s Halls as a Sanctuary Companions who have entered the palace of King Thranduil for the first time during an Adventuring phase may spend a Fellowship phase as guests of the Silvan Elves. if they wish to return, all companions must choose the Open Sanctuary undertaking (see page 201 of the Player’s Guide). But not everyone is welcome here: all Dwarves and any heroes with 3 Shadow points or higher will be questioned by the Elvenking’s guards every time they want to enter the halls and must pass a DC 10 Intelligence (Riddle) check: a failure results in the companion being turned away at the doors.

Wayward Elves Cultural Heirloom: Wine of the Dark Mountains The Wayward Elves of Mirkwood favour a particular vintage of wine, a dark, filling beverage they distil from a secret vineyard on the lower slopes of the Mountains of Mirkwood. Drinking this potent wine induces a cold, heartless fury, a sentiment that a reckless warrior exploits to endure the stress of a fight.

The Sentinel Oak This ancient oak was planted by Thranduil’s father to mark the eastern border of his domain. A matching tree once stood near the Naked Hill in the far south of the forest. The Sentinel Oak has seen many ages of the world come and go, and is considered wise among its kind. It is one of the livelier trees in Mirkwood, eager to speak to those who know the tongue of trees.

When you drink from the Wine of the Dark Mountains before a battle, you gain temporary Hit Points equal to twice the total of your Proficiency Bonus and your Constitution modifier. You must take a long rest before you can benefit from the Wine again.

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Marshes. From there, a traveller can simply keep the bogs at his right hand and keep walking until he spies the swans rising from the Long Lake.

New Fellowship Phase Undertaking: Visit the Sentinel Oak The Sentinel Oak is prince of the eastern half of Mirkwood. in summer and autumn, it wears a crown of golden leaves; in winter and spring, a mantle of frost that glitters like diamonds cloaks the tree. The other trees of the forest obey and honour the Sentinel Oak, even most of those under the Shadow.

In recent years, as the various Free Peoples of the North draw closer together, more and more merchants and pedlars pass through the East Gate, and such trade attracts brigands and thieves.

The Lampmaker’s House The Elf Ormal dwells in this white-walled house three days’ north of Thranduil’s Halls. He knows all the secrets of lamp-making, and remembers lore from the Elder Days that has been forgotten or lost by other Elves. No Woodelves are as devoted to the art of crafting as he is. In ages past, he studied with Celebrimbor of Hollin, who forged the Rings of Power. Ormal’s lamps light the halls of the Elvenking.

A character spending a Fellowship phase as a guest of the Elvenking may visit the Sentinel Oak and receive its blessing: during the next Adventuring phase the Peril rating of any journey within Mirkwood is reduced by 1, to a minimum of 0.

The Great Clearing

Ormal has the talent to re-forge broken items of power. Should the adventurers be lucky enough to recover some weapon or other relic of the Elder Days, Ormal may be able to help them repair it and master its powers.

In the heart of the Bower, there lies a great clearing. This open greensward is more than a mile across; a cold pure spring wells up near one edge and a stream flows through the clearing. White beeches stand like lamp-posts in a ring around the centre. This is the feast-hall and council chamber of the Elves of Mirkwood, where they can all gather beneath the stars. Many Elves make their home in the woods near the clearing.

New Fellowship Phase Undertaking: Feast in the Great Clearing When companions spend a Fellowship phase at Thranduil’s Halls, they may go and feast in the Great Clearing, and make merry with the immortal Elves. During the following Adventuring phase, the hero can remember that time of joy even in the darkest moments. Whenever they gain a point of Shadow, they also gain Inspiration.

The East Gate The Elf-path ends much as it began, with an arch of crossed oak-trees. It leads out to the north end of the Long 88

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by Dwarven craftsmen from the north. The Dwarves burrowed into the hillside, opening up new caves and delving high-ceilinged passages.

New Fellowship Phase Undertaking: Study with the Lampmaker (Elves Only)

To outsiders, the halls can be confusing, for they follow the natural flow of the water. There are a great many side passages and smaller caves and tunnels that jut off from the main halls. In time of war, the entire population of the Woodland Realm could find safety here.

When companions are spending a Fellowship phase at Thranduil’s Halls, they may go and study under Ormal’s

tutelage. An Elf who knows all the spells associated with the Wood-Elf Magic virtue may choose this undertaking

to learn one of the secrets known by Ormal. •

The passages are lit by magic lamps or torchlight. The air is clean and fresh, and the tunnels are not at all cramped or confining (unless you find yourself in one of the many cells, of course). See the map on page 90 and the following keyed areas:

Blazing Elf-lights: You may now cause your Elf-lights to blaze with a magical flare of great

intensity. The effect lasts a number of rounds equal to half your Proficiency Bonus (rounded up). While it is in effect, enemies may not use Denizen of the Dark

and any enemy with Hate Sunlight suffers damage.

1. The Magic Doors: These doors are enchanted by the Elvenking, and obey his commands. He can make them open or close with a moment’s thought, and they swing shut with astounding speed. Once closed, it would take a rampaging dragon to break them open again.

Lamp of the Far Traveller: You learn the art of making crystal lamps that hold your magical light. You may start an Adventuring phase lighting such a

lamp with your magic at no cost. This lamp works like a continuous Elf-lights spell, but its glow can be shut out if needed. you can snuff the lamp out to dazzle

2. Thranduil’s Hall: Thranduil rules from this manypillared hall. It is here that he receives ambassadors and hears pleas from his subjects, and it is here that his court gathers. Thranduil has many advisors and dignitaries at his court — princes and ambassadors, sages and poets, heroes and healers. Most are Elves, of course. Only a few mortals, mostly visitors from Lake-town, have ever been admitted to the halls. Tapestries on the walls tell the stories of the deeds of the Elves in Middle-earth.

foes, or to put someone into an Enchanted Sleep, as

per the normal Wood-elf Magic rules. The lamp then

can be lit up again without spending Inspiration.

The Light of the Stars: Ormal teaches you how to

bestow the blessing of Elbereth upon your magic. By spending Inspiration, you may cause the light in your

Lamp to burn with the pure light of the stars. The flare lasts for a number of rounds equal to half your

Proficiency Bonus (rounded up) and while it burns any servant of the Shadow must make a DC 15 Wisdom

saving throw in order to attack you. Once The Light

3. Feast-halls: The upper halls are used for feasting and sport during the cold winter months, when the Great Clearing is covered with snow. Other halls are used for private meetings, councils and recitals of stories and songs. One of the Feast-halls hides a secret passage that leads out through an escape tunnel.

of the Stars goes out, you must take a short or long rest before relighting your Lamp.

Thranduil’s Halls The Halls of the Elvenking began as a series of natural caverns, dug by the river in the distant past. When Amon Lanc was the capital of the Woodland Realm, the caves were used first for storage, then as a hunting lodge. Early in the Third Age, Thranduil moved his seat north, and declared that the caves would become his new palace. The Elves made the caves beautiful and bright, aided 89

4. Kitchens: The Elves of Mirkwood are excellent cooks, and can put a little magic into their food. Stags roast in roaring fireplaces, huge pots bubble and boil, and the enticing smell of fresh bread wafts from the stone ovens. The Master of the Kitchens is one of the most important Elves in the Halls, and her word is law in this domain.

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5. Bedchambers: Only a few Elves live in the Halls. Most of those who have rooms here are either knights or nobles of the court, or servants in the palace. There are a number of comfortable guest rooms on this level too. The bedchambers have wooden beds with mattresses and pillows filled with cloud-soft down. Many Elves need not sleep as mortals do — they can rest their minds in the strange paths of Elvish dreams while walking in the waking world, but sometimes they choose to rest for pleasure. 6. Elvenking’s Apartments: Thranduil lives in these rooms when he is in the palace. When he is off hunting, he usually leaves one of his sons as seneschal. The rooms are guarded night and day by warriors of the Woodland Realm, for this is a land under siege. Another secret passage winds down from these apartments to the cells and vaults below. 7. Cells: The dungeons of the Elvenking are not unpleasant as such places go — the Elves do not

mistreat their prisoners, not even Dwarves. Still, these cells have stout doors and are hard to escape. There are many cells scattered throughout the halls, so that prisoners may be separated and questioned individually. The Elves rarely take prisoners — only trespassing mortals are brought here. Orcs and other things of darkness are dealt with on the spot. 8. Storerooms: These rooms and the cellars below contain great stocks of food and drink, enough not only for the feasts of the Elves, but to withstand a siege should war come to the halls. Here too are weapons and armour to outfit an army, including Dwarf-wrought swords and spears, talismans from Hollin and further afield, relics of lost Gondolin and vanished Nargothrond. 9. Vaults: The treasure-vaults of the Elvenking are rich in silver and gold, as well as gemstones. His hoard is not as large as that of the other Elf-lords, for the Woodland Elves are not miners and crafters like

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the folk of Eriador. Still, his wealth is fabulous by the standards of the north, and only the Dragon had a larger hoard. The vault is guarded by a magical door, like the ones that protect the entrance to the halls. Only Thranduil knows the secret words that command the door to open.

as you travel east, and dips down then rises again when going north to south. The eastern part is especially hilly, and an unwary traveller can find himself lost in a maze of box canyons and tree-covered slopes too steep to climb. Combat Scenery: cliffs, fallen trees, foundations, flooded pits, hedges of trees, old walls, poison nettles, rotten trees, roots, steep slopes, webs

10. Innermost Cell: This is where Thorin Oakenshield was imprisoned. It is an especially secure cell used for important ‘guests’. 11. The Cellars: The Halls of Thranduil are part of a natural cave system. The upper cellars are worked stone like the rest of the halls, but if you keep exploring, you soon find your way into the warren of natural passages and caverns beneath the halls. The Goblins of the Mountains of Mirkwood would dearly love to find a way to tunnel into the cellars from below, but have yet to find a connecting passageway in the depths of the earth.

Western Mirkwood

The White Statues E

12. Trapdoor: This trapdoor opens onto the underground stream that soon joins the Forest River. A complex apparatus of ropes and pulleys lets the Elves lift cargo off rafts on the river below. In fact, they could lift a whole boat out of the river if needed. To return empty barrels to Lake-town, they just drop them through the trapdoor and let the current carry them back to Esgaroth.

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The Barrows of the Northmen

13. Secret Harbour: This cave lies at the head of the underground stream. The Elves keep boats and rafts here. The current at the entrance to the cave is fierce and runs past jagged rocks, so only those who know the river well can bring boats in here.

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The Old Forest Road

Wildlife In the west, there are squirrels and other small mammals, and even a few wolves and deer. Bears live in the higher ground to the east. The marshy regions are home to a peculiar breed of frog, whose booming croaks echo through the forest at night. The frogs feed on the flies, of which there are millions, including stinging ones and ones that suck blood. The woodmen even tell of insects the size of small dogs who buzz through the air and nest in the treetops.

Western Mirkwood Western Mirkwood is a tangle of thick woodland. Many parts of it are impenetrable — oak and hazel and thorn wound together with poison ivy and brambles. Other parts are treacherously marshy. Streams run down off the Mountains of Mirkwood and vanish amid the roots of the trees, turning the land into cloying muck. A valley runs across the region from west to east, and the Old Forest Road follows this course. The land therefore slopes up

Spiders infest the eastern part of the forest; their webs are so thick in places that they drag down the trees with their 91

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weight. The cunning Spiders have learned to use this to their advantage, and can topple the trees down on tougher foes.

Geirbald fled Woodland Hall. Since then, he has lived in the forest as an outlaw. A dozen warriors joined him, and together the thirteen roam the deep forests, hunting Orcs and Wolves. Their chief camp is in Western Mirkwood, and they winter there. Some of Geirbald’s men are still welcome in Woodland Hall and Woodmen-town, but others are ill-favoured men, or outlaws, or madmen.

Inhabitants Western Mirkwood is virtually uninhabited. In the area north of the Old Forest Road, Men who give allegiance to Beorn cut the trees for firewood, but they never stay inside the forest’s edge after dark. The Woodmen township of Woodland Hall is located near the southern edge of this region, and the woods surrounding it are more wholesome than most inside Mirkwood. Long ago, the Woodmen started to clear a wedge in the forest, to make it easier to travel to Woodland Hall. As the Shadow in Dol Guldur grows, the Woodmen speak of clearing more land in Western Mirkwood, or even of building a new town close to the Old Ford.

The outlaws rarely prey on travellers or commit crimes. They are called outlaws because they are not part of any of the Houses of the Woodmen, and so are outside the law of society. Geirbald is an Outlaw Chief, and each of his followers count as an Outlaw, see pages 74-75 of the Loremaster’s Guide. Motivation: I have committed a crime beyond forgiveness and will atone in my own way. Expectations: +1 If the heroes have fought orcs or wolves recently; -2 if the companions encourage Geirbald or the outlaws to rejoin the Woodmen.

At the time when the Old Forest Road was crowded with travellers, several villages and large groups of farmsteads appeared in this area, as the traffic along the road brought Men to these parts. Most of them were Northmen, but some few came out of the Southlands, from as far as the realm of Gondor. These southerners brought with them the art of building in stone; while these Men have long disappeared from Wilderland, the ruins of their works remain, overgrown with ivy and broken by tree-roots.

Joining the Brotherhood of Outlaws Companions with a taste for the dangerous life of outlaws may be interested in joining Geirbald’s band. To join the Brotherhood, the characters must find their camp and impress them in some way. This matter could be the subject of an Adventuring phase. During the following Fellowship phase, the heroes must select Open Sanctuary as their undertaking (see page 201 of the Player’s Guide) and swear a binding oath to aid their outlaw brethren. In return, the Outlaws will assist the heroes without complaint, but will not join them on adventures or quests unless there is a clear benefit to them.

Before the Battle of Five Armies, Orcs might also be encountered in Western Mirkwood along the Old Forest Road, but they fled after the battle at Erebor.

Notable Characters Geirbald Kinslayer Geirbald is a Woodman, of the House of Woodland Hall. In years past, he was accounted a great hunter and warrior among his people. On one hunt, the Werewolf of Mirkwood attacked their company; young Geirbald bore a bitter hatred of the beast, and loosed arrow after arrow at it, hoping to slay it. Even when his companions were scattered and the beast leapt away into the underbrush, he kept shooting until his quiver was empty.

Characters who join the Outlaws may read the secret signs that Geirbald leaves throughout Mirkwood. If the heroes are journeying within Western Mirkwood or the Western Eaves, an Outlaw Scout may make a DC 15 Wisdom (Survival) check. If successful, they’ve located one of the hidden Outlaw camps. These camps allow the heroes to benefit from a long rest while on their journey.

The next morning, scouts found the body of Geirbald’s younger sister lying in the bushes. One of her brother’s reckless arrows killed her. Stricken with guilt and horror, 92

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Bofri, son of Bofur This young Dwarf was sent by King Dáin to the Woodmen of Mirkwood with a royal command. Bofri’s mission is to examine the state of the Old Forest Road and determine if it could be re-opened. Bofri is brave and clever, and eager to see the world. He plans to live among the Woodmen for a few years, learning the ways of the wood before exploring the Road and discovering which of the old keeps and fortifications survive.

Bofri, Son

of B ofur Medium Dwarf

STR 14 (+2)

DEX 10 (+0)

CON 14 (+2)

INT 15 (+2)

WIS 12 (+1)

CHA 14 (+2)

Armour Class 14 (Ring-mail) Hit Points 26 (4d8+8) Speed 25 ft Skills History +4, Perception +3, Survival +3 Senses passive Perception 13 Languages Dwarven, Westron Challenge 1 (200 XP) Map-maker. If Bofri journeys through lands he has already surveyed, any roll of 3 on the standard Journey Event table becomes a result of 6 instead as he steers the group away from trouble and toward beauty. Student of War (1/day). Bofri can use his bonus action to gain Advantage on all attacks directed against a single target as he studies their strengths and weaknesses on the battlefield. Actions Staff. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6+2) bludgeoning damage.

Motivation: While my father is famous — a Dwarf of wealth and importance — someday my deeds will match his. Expectations: +1 If the heroes have found remnants of the Dwarf Road; -1 if they discourage Bofri from his ambitions.

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Notable Places The Old Forest Road The Dwarf-road (Men-i-Naugrim in the Elvish tongue) is a wonder of the northern world. It runs for two hundred miles

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across the middle of Mirkwood, and is the dividing line between the north and south parts of the forest. The road was ten feet wide, and paved with stone. The western part of the road used stone brought from the vales of Anduin, but the eastern portion was quarried in the Mountains of Mirkwood. The road was flanked on either side by a ditch for drainage and a raised stone embankment to keep the forest back. The Dwarves built a waystation every twenty miles. These were sturdy stone buildings with extensive cellars and stables for ponies. They also built three larger keeps, one at either end of the road and the third roughly halfway. The Westfort which once stood at the western end of the road is gone, as Northmen quarried it for stone long ago. Most of the smaller waystations are either gone the same way or swallowed by the forest.

long barrows stand beneath the trees. On certain nights of the year, eerie lights flicker above the graves like little candles. The Woodmen say that if you follow these lights, they will lead you to buried treasure — or lure you into the darkest reaches of the woods, then vanish, leaving you to die in some lonely glade. Some chieftains of these forgotten Northmen came to serve the Enemy in life, a shame no living Man remembers today. But those who bent the knee before Sauron in life may also obey him in death, and those barrows are haunted by hungry Wood-wights (See page 138).

The White Statues Deep in the western woods, a traveller may come upon a strange sight indeed — a white marble statue of a woman, standing amid the dark trees. Then, he glimpses another statue, and another, and another, men and women and children. All are so lifelike that it beggars belief. Some are caught in a moment of terror; others stand calmly, staring out at the trees. Despite the thick undergrowth around them, few of the statues are covered in moss or weeds.

The Dwarves laid mighty spells on the road to keep it whole and clear for travel, and there are long stretches where their works still hold sway. A traveller in the wood might stumble upon a section of the road that is still intact; walking upon such a stretch of the Old Forest Road feels like advancing along a Dwarven tunnel — the stone-paved floor is covered by dirt and leafmould and weeds, but no plants have yet broken through the tiny joints between the slabs; overhead and to either sides the trees grow so thickly together that they form a roof and walls. Such clear sections can provide a short cut through the woods, but they are often watched by unwelcoming eyes.

No-one knows who made these statues. Perhaps the Dwarves carved them from marble cut from the Mountains of Mirkwood during idle evenings when they built the Forest Road. The Woodmen whisper of an evil wizard who cursed his enemies and turned them to stone; the Beornings claim that the statues sometimes move when no-one is looking.

For most of the roadway, though, the forest has triumphed. Trees colonised first the earthen ditches, and then broke through the paved surface. Roots dug through the stone, then the foundations until they found the living earth beneath. The only trace left of the road in many places is an unusual discolouration of the underbrush. The tract of road traversing Western Mirkwood is mostly overgrown. The Woodmen call it the Winter Trail, for its route is clearly visible in winter when the trees are bare, and shun it as a haunted place. Orcs crossing Mirkwood usually follow the road where they can, for much of the forest is as dangerous to their kind as it is to everyone else.

The Mountains of Mirkwood The Mountains of Mirkwood are also called the Dark Mountains, from their old name in the Elvish tongue. They rise dark and desolate from the forest, and are divided into two parts — the larger group to the north that are the true Mountains, and the southern Haunted Hills. A wooded pass divides the two, and the Old Forest Road runs through this gap. The trees in the pass are oak and beech, but tall pines dominate the upland regions.

The Barrows of the Northmen

East, the mountains descend to rolling hills and mounds, all cloaked in tangled pines and mossy willows. The land grows progressively wetter as it approaches the southern marshes; weeds and vines hang heavy from the trees.

Other clans of Northmen once lived in these woods, before those who dwell here today. Their names and deeds have been forgotten, and weeds grow through the ruins of their halls, but the land still holds their bones. Nine rows of 94

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Combat Scenery: boulders, cliffs, hedges of tree limbs, rock edges, rubble, scattered rocks, thickets, and varied slopes

The Mountains of Mirkwood

Wildlife In the lowlands, especially towards the east and south, Spiders prey on squirrel and Orc alike. The Orcs — what few there are left in Mirkwood, after the Battle of Five Armies — stick to the Old Forest Road and the foothills of the mountains. Spiders lurk on the road, but also string their webs between the gnarled trees. Gore-crows nest in the treetops, croaking their hateful songs.

Ruins of the Refuge E

E The

The mountain caves are home to bats in uncountable numbers. These bats leave their underground abodes at night by the thousands, and spread out for miles against the dark sky over Mirkwood, to reach the marshes and hunt for insects and other prey. Some of the bigger bats eat lizards, rabbits or even sheep — or so say the shepherds of Lake-town. Vampires dwell in the deeper caves and among the Elven ruins in the northern foothills. These horrors, spirits from the Elder Days who wear the appearance of bats, abhor sunlight, but go abroad by night to feast on blood.

Beacon Tower

The peaks of the mountains are bald, and are snowcovered except in the height of summer. They are very treacherous; their rocky slopes conceal many deadfalls and narrow ravines. Landslides are not uncommon, as if the trees relaxed their grip on the soil and let it roll downhill. The lowlands are just as hard to cross, as thick weeds and clinging plants fill the forest floor.

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Wolves creep around the northern slopes of the mountains, but shy away from the west. Somewhere in that desolate tree-lined maze is the black lair of the Werewolf of Mirkwood.

Inhabitants No Free Peoples live in the Mountains of Mirkwood, or in the surrounding woods. Elven hunters and scouts might

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cross the Elf-path and explore the wooded hills, fishermen might wander into the eastern eaves, but no living soul willingly dwells in this haunted land. Orcs once dwelt in great numbers beneath the Mountains, but most of them perished in the Battle of Five Armies. Slaves taken by these Orcs in the past were imprisoned in the caves under the mountains, but with the crowning of a King in Dale, the Goblins dare not cross the marshes.

Sauron could not tame the Werewolf, nor did he wish to. A stray beast was of more use to him than another obedient minion. The Werewolf’s attacks would draw attention away from Dol Guldur, giving him more time to prepare. Through his sorcery, he taught the Werewolf to possess the body of a living wolf, filling it with the spirit’s power and malice. Since then, the Werewolf of Mirkwood has roamed the woods, driven by its unquenchable bloodthirst.

Notable Characters

The creature cannot be slain — or, rather, its body may be destroyed, but the spirit can then inhabit another wolf, and another, and another. The Werewolf is a constant threat to all the Free Peoples in Mirkwood. The Werewolf of Mirkwood’s incarnated form is provided on page 113 of the Loremaster’s Guide. Should the werewolf be slain, it rises again in a new body on the next moonless night.

The Werewolf of Mirkwood The Werewolf of Mirkwood is an evil spirit in wolf-form. In the Elder Days, it prowled alongside Dragons and other fell creatures in the armies of the Enemy, and guarded the gates of his fortresses. It feasted on the flesh of Elves and Men, and grew large and strong and ever more ferocious until no foe could stand against it in battle.

The Ghost of the Forest Sauron has sent three Ringwraiths north to reclaim Mirkwood. Of the three, one remains in Dol Guldur, and one serves as a messenger between Mirkwood and Mordor. The third Nazgûl’s role is to awaken all the evil things in the wood and bind them to Sauron’s command. In this time, the Nine mostly go abroad Unclad and Invisible, and cannot be seen by mortals. Even the Wood-elves can perceive them only as a creeping shadow. The Ghost of the Forest is a thing of horror and darkness. He is a whispering voice in the shadows, a chill in the air that stops the heart, a weaver of malice. The Ghost flits through Mirkwood, from Dol Guldur to the northernmost trees, inspiring terror as he goes. He visits the Orcs in the caves, bidding them march to Dol Guldur. He gathers the Wargs, making them assemble in great packs. He goads the Werewolf of Mirkwood to redouble its attacks. The Ghost does not neglect the mortal Men who live within the forest. To evil Men, he is a shadowy presence that promises power if they do his master’s bidding. He whispers to the greedy and the weak-souled, sowing dissent and hatred among the Woodmen and the merchants travelling to Dale and Lake-town. He poisons the hearts and minds of good men, sapping their spirits and weakening them.

Despite its strength, the Werewolf was destroyed. Elves of old struck it with blinding light, and brought it down with a hail of arrows and spears. Disembodied, the spirit fled sightless and witless, and hid in the caves under the Dark Mountains. There it slumbered for many ages, until the Enemy returned to Dol Guldur. 96

The Greatest of the Forests

The potential return of the Great Vampire is explored in The Mirkwood Campaign.

The Return of the Nazgûl "The dark things that were driven out in the year of the Dragon’s fall have returned..."

Notable Places

In the year 2951 of the Third Age, the Enemy dispatches three of the Nine to Dol Guldur, to restore his fortress and to reawaken the evil things of Mirkwood. While this Guide assumes a starting date of 2946, before the Nazgûl arrive, the presence of the three is such an important factor in the affairs of Mirkwood that we include them here for completeness.

When the Shadow first fell upon the wood, the Elves built a fortified town in the mountains. They ringed this place with silver beeches, and hid there many of the treasures they took from their old halls at Amon Lanc. The Elves abandoned the refuge nearly 1,500 years later, as the Shadow returned with greater strength and loosed the Werewolf of Mirkwood upon them.

Ruins of the Refuge

These three Ringwraiths play a much greater role in

Today, the Refuge is mostly ruined. A few overgrown walls still stand, and the Orcs cruelly cut down the silver beeches beloved by the Elves. Still, there remain hidden chambers concealed with cunning spells, where Elven scouts rest when travelling in the south. Men tell tales of gold and jewels hidden in the elven ruins.

The Mirkwood Campaign as the hand of the Shadow once again darkens the green lands and reawakens the evils of the forest.

The Great Vampire When the world was young and the wood was green, a Great Vampire dwelt in the Mountains of Mirkwood. The mountains were a grim and frightful place even then, before the Shadow fell fully upon them. The Elves built their Refuge in the bright valleys, and turned their gaze away from the foreboding hills. The vampire — an ancient spirit in the shape of a bat — troubled the Elves, and Prince Thranduil went in hunt of the monster. He found the Vampire’s lair in a nightmarish chasm deep beneath the mountains, and climbed down to battle her. The vampire’s dreadful spells bewitched the prince’s guards, and Thranduil was forced to fight alone. Songs are still sung, more than three thousand years later, of the duel of the vampire and the Elf-prince. The two fought for a day, as the vampire stalked Thranduil through the lightless caves. In the end, Thranduil found a crack that led out into the open air, just as dawn was breaking. The vampire wriggled through the crack after Thranduil, but was blinded by the sudden light, and the Elf took the opportunity to behead the vile creature. While the lesser spawn continue to blight Mirkwood, the defeat of the Great Vampire was a grievous blow against the Enemy. 97

Resting in the Refuge Finding an intact part of the Refuge requires a Wisdom (Survival) check at a DC equal to 15 plus the Guide’s current Shadow score. If successful, the heroes have found one of the hidden chambers still protected by the magic of the Elves. They may benefit from a long rest. However, on a failure orcs or other monsters have occupied that part of the Refuge. If the Guide fails with a natural 1, the enemies are aware of the heroes and might attack them.

The Undermountains There are tunnels under the forest, spreading from the Mountains of Mirkwood but extending far beyond their reaches. The deepest roots of the trees are not deep enough to find them all. Orcs and bats cluster in these Undermountains, and worse things crawl deeper still. There are few Orcs in Mirkwood. Even during the years when the Necromancer reigned in Dol Guldur and drew all the evils of the forest under his banner, there were not

Rhovanion Region Guide

many Orcs in his service. The great Orc-holds of Wilderland are in the Misty Mountains and in the Grey Mountains, south and east of the city under Mount Gundabad. The Orcs of Mirkwood are mostly found hiding in the upper caverns of the Undermountains, which are reached by steep-sided holes and ravines gaping wide in the forest. These are small, mean Forest Goblins, long of limb and sharp of tooth, miserable beasts preyed on by Spiders and Elves alike (see page 135).

During the winter months, the Haunted Hills become especially dangerous. Snows blow down from the north and turn the hills into a wilderness of frozen trees and icy slopes. Unnatural cold makes the hills virtually impassable for nearly a third of the year. The only ‘safe’ way to pass through the Haunted Hills from the Mountains of Mirkwood to the Heart of Mirkwood is to brave the ravines.

Other, far older things live in the deeper caves of the Undermountains, things that were never named by the Elves. These caves were sealed by the Elves in the First Age, lest the crawling squirming horrors should emerge from the darkness and bring woe to the world. So far, these abominations have remained contained in the caves, and not even the Necromancer dared to crack the seals. The things are older than he is; they were born from the malice of Morgoth before the world was made.

The Beacon Tower The Dwarves raised this castle when they built the Forest Road. It is located on a rocky promontory on the northern slopes of the Haunted Hills. The forest has reclaimed the castle walls and outbuildings, but the main keep and its tall tower stand proud of the surrounding trees. Mines and tunnels beneath the keep delve into the hillsides. The Dwarves found tin and iron in the Haunted Hills. The tower endured many sieges by the forces of Dol Guldur, but no foe took it in battle. The Beacon Tower fell from within, when the Dwarves turned on each other. Today, the tower stands empty, although Orcs garrisoned it as a northern outpost of the Necromancer’s realm in years past.

The Western Eaves

Spider Ravines The Haunted Hills are riven by deep chasms and cracks, strung with thick webs. Some of the fattest, nastiest Spiders live in these dark valleys. Even before the Shadow fell on the forest, these hills were an evil, sullen place, home to ghosts and malicious spirits. Sometimes, the webs quiver even when there is no wind, as if some unseen force clothes itself in spider-silk. The spiders bring the bodies of their victims here once they have sucked them dry, and the floor of the ravine is covered in white bone and webbing.

This tract of oakwood is the most thickly populated region in Mirkwood. Here dwell the Woodmen of Mirkwood. Their small hamlets and cottages are within a mile inside the forest edge — deep enough to offer protection from attackers, but not so far from their farmland. Their two larger settlements are hidden in the shadowy depths of the wood, and the trails to these refuges are well hidden and guarded by sentries. Whenever the Woodmen fear attackers, the farmers on the forest fringe pack up and 98

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bring their families and herds to the safety of Woodland Hall or Woodmen-town. To the east of this region flows the Dusky River, which springs somewhere in the Haunted Hills and meanders west and south. The river’s water is silted and dark, hence its name, but the water is drinkable — most of the time. Sometimes, animal carcasses — rotting and curiously misshapen, as if they were mutilated before they died — wash down from the Haunted Hills, and they carry with them illness and foul water.

Parts of the Western Eaves, especially around the Woodman settlements, are almost pleasant. The Woodmen thinned the trees, letting a little sunlight filter through the canopy. They made clearings as woodland pasture for their herds. Children play in the bushes near Woodmen-town. Still, this is Mirkwood — the pall of darkness still hangs heavy, even under the noonday sun. There is no safety in Mirkwood. One of those running children might stray five minutes walk from home, and find herself utterly lost amid unfamiliar trees. Combat Scenery: birdsong, bogs, briar patches, hedges of tree limbs, low boughs, mud, shallow water, streams, thick trees, warm sun

Wildlife

The Western Eaves

Boars and deer are common on the western edge of the woods. The bows and spears of the Woodmen drove away the wolves that once hunted here. Black sparrows and pheasants live in the trees here.

Woodland Hall E

The Woodmen keep herds of sheep, cows and pigs. The black pigs they keep in the forest, letting them forage for acorns and roots in the black oak woods west of the Dusky River. The other animals graze on the fertile lands of the East Anduin Vales, and dislike being brought into the forest.

E

Woodmen-town

When the Woodmen are forced to bring their herds into the wood for safe keeping, they must also be on watch for signs of madness — animals from outside the forest sometimes panic and rush off into the darkness, and one bolting sheep can scatter a whole herd. Strangely — perhaps because they interbreed with the wild boar of the woods — the pigs seem untroubled by the forest.

Rhosgobel E

The river is navigable, and the Woodmen use flat-bottomed boats to travel between Woodland Hall and Woodmentown. The river empties into a wide lake called the Black Tarn. The still waters here are mirror-smooth and tranquil. Herons wade amid the reeds on the edges of the lake, hunting fish and eels. The southern edge of the lake is ringed by low wooded hills. Hidden trails from the northern banks of the lake run through tangled pine-woods to the forest edge and the home of the wizard Radagast, Rhosgobel. 99

Around the Dusky River, and especially along the Black Tarn, live many river-birds, and fishes in plenty swim under the surface of the waters. The river forms a natural boundary against the Spiders, who dare not cross the water. The Woodmen keep careful watch on their northern and southern borders to stop Spiders creeping around the river, and must be equally careful when boating on its surface. The Spiders cannot swim, but sometimes they crawl out onto branches that overlook the stream and dangle sticky strands of webbing down into the path of approaching boats, like monstrous fishermen.

Rhovanion Region Guide

New Fellowship Phase Undertaking: Go Hunting with the Woodmen Few creatures in the forest of Mirkwood are good to eat,

11-13 Good Hunt: You keep up with the Woodmen and their

Fellowship phase in Woodland Hall, Woodmen-town or

start of the next Adventuring phase, you gain two Hunt dice.

but some are surprisingly tasty. Companions spending a

Rhosgobel may join the hunt of the Woodmen. You may elect to make a DC 15 Wisdom (Survival) check before

hunt, and are welcomed at the cook-fire afterwards. At the You may only use one Hunt die on a roll.

rolling on the following table. If you are successful, roll

14-15 Great Hunt: Your good hearing and clever feet

choose not to make the check, just roll 1d20 and consult the

of the season. You gain one Hunt die, and it is upgraded

with Advantage. If you fail, roll with Disadvantage. If you table below:

1 Mirkwood Dark: You wander into a dangerous region of the forest, and gain 1 Shadow point.

2-5 Nothing Useful: You are mocked mercilessly by the

guide the Woodmen on the hunt, and it is one of the best to be a d8.

16-17 A Mighty Boar: You brought home a fat forest

boar, and everyone feasts! You gain two Hunt dice, each of which is upgraded to a d8.

Woodmen for your lack of skill.

18-19 A Stag: You brought down one of the fabled deer

6-10 Nuts and Berries: You fail to catch anything worthy

time you are asked to make a roll as a Hunter you may

of the tale, but find plenty of food all the same. At the start of the next Adventuring phase, you gain one Hunt die. A Hunt die is a d4 and whenever you make a roll during a journey as

a Hunter, you can choose to spend the Hunt die and add it to a roll before the Loremaster has told you if the roll succeeded

or failed. Once a Hunt die is used, it is lost. Unused Hunt dice expire at the end of the Adventuring phase.

Inhabitants This is the land of the Woodmen. Less than a quarter of those who call themselves Woodmen actually live deep in the forest. Some live in the shadows of the Misty Mountains, at Mountain Hall, but most live on the edge of the woods. Still, Mirkwood is their home and their refuge, and the burial mounds of their ancestors are at the roots of the ancient trees.

Notable Characters The River-maidens Three nature-spirits, called the River-maidens, dwell near the Black Tarn. One is seen most often in the fast-flowing upper part of the Dusky River. She is the youngest of the three, and the most shy. Only rarely does she appear, and only to children or those who are especially kind or in need. Silverbell is her name.

of Mirkwood. During the next Adventuring Phase the first choose to spend Inspiration. If you do so, you are considered

to have rolled exactly what you needed to in order to succeed. If no result on the die would produce a victory, you cannot use this benefit.

20 A Deadly Hunter: Choose two different entries on this table other than A Stag and gain the benefits of both.

A second maiden is encountered frequently in the middle section of the river. She is a friend to the Woodmen, sometimes guiding their boats past danger, or making merry with them — and it is said that some Woodmen are descended from her dalliances. Her name among mortals is Sunshadow. The third maiden is seen only in the vicinity of the Black Tarn. She is the eldest of the three, and the wisest. She brings the Woodmen tidings of danger; when Spiders creep around the lake, or the Werewolf roams close, the maiden of the lake may warn the fisher-folk of their peril. Her name is rarely spoken aloud — it is Duskwater in the tongues of Men. All three River-maidens usually appear as young women swimming just below the surface of the water, but they all may assume the shape of silver trouts, to best flee from a threat.

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New Cultural Virtue: River-blooded (Woodmen of Mirkwood only) A secret of your heritage has been revealed to you — according to family tradition, one of your ancestors was a lover of a River-maiden, and she gifted him with a child to raise. You are descended from that child. Once per Adventuring phase, when you spend Inspiration on a check related to boating or swimming, you are considered to have rolled exactly what you needed to succeed. If no result on the die would gain you victory, you cannot invoke this virtue. Furthermore, if your journey carries you near to the Dusky River, you gain Inspiration the first time you visit the river in an Adventuring phase. You can also understand the speech of the black herons that live among the riverbanks.

Radagast the Brown

River-maiden Medium Nature Spirit STR 12 (+1)

DEX 17 (+3)

CON 14 (+2)

INT 11 (+0)

WIS 12 (+1)

CHA 20 (+5)

Armour Class 13 Hit Points 52 (8d8+16) Speed 30 ft, swim 60 ft Skills Athletics +3, Stealth +5, Perception +3 Senses passive Perception 13 Languages Silvan, Westron Challenge 1 (200 XP) Amphibious. A River-maiden can breathe air or water . Silver Trout-form. The River-maiden can transform into a silver trout in order to escape her enemies. As a trout, she can use her bonus action to Dash each turn. Speak with Birds and Fish.The River-maiden can communication with the creatures of the forest. Goodly beasts might carry messages for her or warn her of danger. Actions River-charm. The River-maiden targets one creature within 30 ft of her. That creature must make a DC 15 Wisdom saving throw or become Charmed by the maiden. A Charmed creature is not controlled by the maiden, but will take actions to aid the maiden in any way possible. The condition lasts until the creature takes a long rest or an ally of the maiden attacks the Charmed creature.

Radagast the Brown is a Wizard. He abides in a small wood of ancient oaks in Rhosgobel, close to the southwestern eaves of Mirkwood, where many Woodmen have come to stay near him. Once content to spend his time in quiet conversation with birds and animals (whose diverse languages he seems to be able to speak fluently) Radagast had an active part in the White Council’s preparations to attack Dol Guldur, and since that time he has shown an increased interest in the matters of the people living in the area. Like his peers Saruman the White and Gandalf the Grey, Radagast has always appeared to the eyes of mortals like a vigorous old man who doesn’t seem to wither and grow weaker with the passing of the years. He wears a tall, widebrimmed hat and brown cloak over clothes of earthen colours, and sports a long, wild-looking reddish beard slowly turning grey, and long, unkempt hair of the same hue. He usually paces his stride with his long Oaken staff. Radagast can be encountered in his house at Rhosgobel at any time. He seems to rarely leave his small cottage, apart from short walks into the forest to the east. Despite his solitary life, Radagast seems to be well informed about 101

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events happening in the land of the Woodmen at any time, sometimes betraying knowledge of things befalling in more distant places in Wilderland. While never really rude, his years of isolation (or his friendship with Beorn…) seem to have made his conversation come across as brusque or abrupt, as if he was unused to the common laws of courtesy recognised by Men, Dwarves and Elves.

the year, any visitor might be forced to wait for a while, together with the many Woodmen coming to see the Wizard and seek his help. Motivations: I am looking for the right sort of folk, not all who visit me will get my help. Expectations: +1: Travellers bring tidings: if the heroes have news from afar; -1: Greed is a flaw in the hearts of men (if the players ask for too many rewards or boons); -2: “A habit of the old; they choose the wisest person present to speak to” (if the characters interrupt or question Radagast’s wisdom).

Radagast as a Patron Seventy years before his appearance during the War of the Ring, the Brown Wizard is the perfect replacement for Gandalf as the figure of a wise and enigmatic counsellor. Radagast’s own goals and achievements have been left indefinite at best by Tolkien, leaving ample room for creative speculation. Companions choosing Radagast as a patron might do so more to seek his support, rather than because they expect him to offer something to accomplish. Radagast possesses an extensive knowledge of herbs of any kind, and healers who follow his advice are able to find the most expeditious remedy for any type of ailment. Moreover, his animal friends may deliver messages or warnings across Wilderland in a very short time. If Radagast needs the help of a company of heroes that chose him as their patron, then he can find them quickly through his animal friends if they are to be found anywhere in Wilderland. A mission from the Brown Wizard will most likely involve Dol Guldur, the primary concern of Radagast the Brown for many decades.

Strangers wanting to meet Radagast and asking the local Woodmen for directions are led all the way to his house, reached by a pathway of white stones starting close to the Great Hall of Rhosgobel. Visitors trying to reach the house of the Wizard alone seem to lose their way easily and find themselves back in front of the Great Hall after walking aimlessly for some time. During the warm months of 102

Radagast can be chosen as a patron if the companions met him during an Adventuring phase and only if at least one character in the group possesses a rating of Wisdom of 15 or higher. A company with Radagast as a patron may meet him when spending a Fellowship phase in Rhosgobel.

The Greatest of the Forests

likely name Ingomer Axebreaker. He fears that day, for Ingomer knows that one king leads to another, and that the Woodmen are too widely scattered for another, lesser king to rule them all without resorting to violence.

The Magic of Radagast The wizardry of Radagast seems to be connected to the animal and plant life populating Middle-earth. He is learned in the lore of herbs and beasts, and seems to have a special friendship with birds. He is also said to be "a master of shapes and changes of hue", an ability possibly enabling him to accomplish different things: from assuming the form of an animal himself (like a bird, a terrestrial beast, or even a fish) to altering the form or colour of someone or something else.

Ingomer may have the respect and wisdom to bring Mountain Hall together with Rhosgobel, or into agreement with the sons of Balthi, but he doubts his heirs could ever do the same. Ingomer’s first son vanished in the forest when he was seven years old. His second son Iglund is his heir; jokes about Iglund’s stupidity are bandied about Woodland Hall, but never where Ingomer can hear them.

A company of adventurers enjoying the friendship of Radagast might be magically hidden from the eyes of all wicked creatures as they advance on a mission undertaken with the favour of the Wizard, or they might find it singularly easy to fish from the forest’s rivers, or particularly refreshing to rest under the boughs of its trees.

Motivation: The fate of the Woodmen is in my sight, and if I stray but a little all will come to ruin. Expectations: +1 if the heroes bring news of the Woodmen, or invoke the name of Radagast, -2 if they expect him to overrule the elders or try to appeal to his pride.

For those Loremasters who have expanded their vision of Middle-earth with OGL spells, the schools of illusion and transmutation might be Radagast’s specialty.

Ingomer Axebreaker Medium Human

STR 17 (+3)

Ingomer Axebreaker The Woodmen of the forest have no king. Each House has a council of Elders, and important decisions are voted on by everyone who meets beneath the roof of the Great House. In time of need, the Woodmen follow the traditions of their ancestors and elect a war-leader, but he who is chosen remains in charge only for the duration of the threat — he is no chieftain or lord. Ingomer Axebreaker of Woodland Hall, then, is no more important than any of the other old men who sit on the dais near the council fire. His words are given no more weight, his wisdom is not counted as any greater than the rest — but everyone east of the Great River knows that Ingomer rules the Hall. He is an old warrior, in his sixtieth summer, but he is still canny and brave. Few among the Woodmen are as respected as he is, and none have as much support among all four Houses of the people. If the Woodmen of the forest ever chose a king, then they would 103

DEX 10 (+0)

CON 15 (+2)

INT 12 (+1)

WIS 16 (+3)

CHA 14 (+2)

Armour Class 18 (Heavy mail, Shield) Hit Points 78 (12d8+24) Speed 30 ft Skills Perception +6, Riddle +4, Survival +6, Traditions +4 Senses passive Perception 16 Languages Westron Challenge 5 (1,800 XP) Broken Blades (1/day). Ingomer may invoke this ability as a bonus action. He automatically scores a critical hit with all attacks this round. Afterwards, his weapon is destroyed. Leadership. As a bonus action, Ingomer can command a nearby Warrior to act. That Warrior takes his turn immediately after Ingomer. Actions Multiattack. Ingomer makes three attacks with his axe. Axe. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d8+3) slashing damage or 8 (1d10+3) slashing damage if wielded with both hands.

Rhovanion Region Guide

Notable Places

or even a Troll. As the Orcs of Dol Guldur discovered on past raids, the hedge is also too wet to burn easily, even in the height of summer.

Rhosgobel Radagast the Brown has dwelt here for many years. The name ‘Rhosgobel’ means ‘Brown Hay’ or Hedge, referring to the thorny barrier that protects the village from the evils of the forest, and that makes Rhosgobel one of the safer settlements in Mirkwood even when the wizard is not at home. Radagast is something between an eccentric old greatuncle and a living god to the people of Rhosgobel. Most of the time, the wizard is just another old man snoozing in the sun or telling stories of the old days, but everyone in Rhosgobel has seen him performing little magic tricks or healing sick children. Sometimes, though, Radagast puts forth his power, and reminds the Woodmen that he is a Wizard of great potency. All of the Woodmen are utterly devoted to him and would do anything for him. 1. The ‘Brown Hay’: This tall hedge surrounds Rhosgobel on three sides. On the fourth side, facing west, the Woodmen built earthen banks and walls of wooden stakes to defend themselves against attack. The hedge bristles with thorns and stinging weeds, and is strong enough to entangle the biggest, nastiest boar

2. The Hedge-Gate: The only gap in the hedge is this little door, carved with the image of a grinning face. Radagast made the door himself, and placed a great deal of his magic into it. If any enemy touches the door, it shrieks a warning. Some Woodmen insist that the door has been known to quietly eat smaller Spiders and other trespassers. 3. The Great Hall: The longhouse at the heart of Rhosgobel is the smallest of the halls of the Woodmen. It is easy to defend, with narrow doors, sturdy walls and lots of weapons close at hand. At the head of the hall, next to the chieftain’s seat, is a special stool reserved for Radagast. It faces the Great River, with its back to the forest. 4. Woodman Cottages: The small homes of the Woodmen. Each cottage, despite its size, houses an extended family. The houses are used only for sleeping and storage — almost every other activity is done communally. 5. Cold Spring: Rhosgobel is far from the Dusky River, so this icy-cold spring that wells out of the ground

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looks like an explosion in a mathom-house that was then colonised by woodland creatures. Squirrels and field mice scurry through piles of books and scrolls, and crows perch on rafters from which cloaks, weapons and gardening tools hang.

provides the settlement with water. The waters of the spring reflect Radagast’s mood; they spurt when he is angry, trickle when he is sad, and bubble when he laughs. 6. Forge: The forge at Rhosgobel is an important asset for the Woodmen. Most of their metalwork comes from Mountain Hall, but repairs and day-to-day ironworking is done here. 7. Radagast’s House: Well, usually. Radagast’s house is almost as elusive as the Wizard himself. If Radagast wishes to be found, then his house is here in this grove of trees at the end of a little twisty path of crushed white stone. If the Wizard is away or wishes privacy, then there is no house to be found. Radagast’s cottage

8. The Wizard’s Garden: This garden was once within the grove of trees, until one day it wasn’t. Here is where Radagast grows all sorts of medicinal plants and herbs, as well as the best vegetables east of Bagshot Row. 9. Animal Pens: As Rhosgobel is closest to the forest’s edge, it is home to the majority of the Woodmen’s animal herds. During harsh winters, the herders bring these animals here to these sheds so they can huddle together for warmth and shelter.

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Woodmen-town The oldest settlement of the Woodmen was founded by the folk of Balthi long ago. He brought the Lamp out of the darkness, and the light of the Lamp has ever protected Woodmen-town and its inhabitants.

Woodmen-town faces a precarious existence. Spiders and other horrors out of the wood assail them regularly. Still, they have endured here for nine hundred years, and made this wood their home.

The town nestles on the banks of the Dusky River, which blocks attacks from the east. The Woodmen also use the river to travel — Woodland Hall is upstream, and the villages around the Black Tarn are downstream.

1. Great Hall: Also known as the House of Balthi or the Hall of the Lamp, for the Lamp hangs from the roof of this building. On special feast-days or times of need, the Lamp is brought out and hung from a carved pole so that its light may be clearly seen for miles around.

The Woodmen of Woodmen-town are proud and brave. Theirs is an ancient heritage, stretching back nearly a thousand years. To a civilised traveller from Dale or Gondor, they may look like rough wild Men of the woods, but the folk of Woodmen-town consider their lineage to be the equal of that of any king.

2. Palisade: A wall of stakes to block attackers. The Woodmen have fought many different foes and learned the best way to deal with each of them. The wooden walls hold back Orcs and raiders. Dog packs watch for wolves that might slip through gaps in the palisade. Specially grown thorns prevent Spiders

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from crawling over the top. Children gather bunches of fragrant herbs that are then burnt to drive away the stench of noisome vapours and evil spirits. The wall is as strong as any wall can be in Mirkwood.

Woodland Hall Woodland Hall — Wuduseld in the language of the Vales of Anduin — is the youngest but also the largest of the Woodman settlements in Mirkwood.

3. Market Green: Woodmen-town stands midway between Rhosgobel and Woodland Hall, so it is where the Woodmen come to trade and talk. The Market Green is a low grassy mound used for both markets and councils of war. 4. Docks: The Dusky River runs close to the edge of the town. The Woodmen use small, sturdy boats made from dug-out tree trunks to navigate the river. Larger rafts carry cargos up to Woodland Hall or down to the villages along the Black Tarn. 5. Guest Houses: As many folk from the other settlements visit Woodmen-town, they maintain these guest-houses. Normally, guests stay in the Great Hall, but there is not always space there. The original guesthouses were once inhabited by residents of Woodmen-town, but many people abandoned this settlement when the shadow returned to Mirkwood. 6. Kennels: The folk of Woodmen-town were the first to tame the hounds of Mirkwood, who are — it is said — descended from the hound-companion of Beren, a great hero of Men in the First Age.

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Those fleeing the returning Shadow in the south chose this place around five hundred years ago, and they built their first home atop a defensible mound. They found that the northern forests gave good hunting, and attracted many settlers from both the southern settlements and outside Mirkwood. The folk of Wuduseld are the friendliest and most open of the Woodmen. They have the most contact with the Beornings and the Elves, and are somewhat sheltered from the worst evils of the forest. However, without the protection of powerful allies like Radagast, they are especially vulnerable to the threat of the Shadow. 1. Woodland Hall: The proper Wuduseld, the Great House stands on a steep-sided hill. Generations of work by the Woodmen cut away the sides of the hill, so now there is only a single path leading up to the

flat top, making it very easy to defend. Woodland Hall is a magnificent structure, more than twice as large as any other Great Hall and richly decorated with all manner of carvings and tapestries. 2. Hedge and Stockade: The intricate hedge surrounding the village is the tallest the Woodmen have ever raised west of the forest. It is reinforced by an ancient stockade, raised atop an earthen rampart. The older stakes composing the wooden barrier are intricately wound with carvings, and are considered to magically protect the hall. 3. Caves: These caves at the base of the cliff are cool even in the height of summer, and so are used to store meat and other perishable goods. The eastern caves become partially flooded at times, and the Rivermaidens have been seen sporting there.

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4. Watchposts: Platforms atop these tall trees provide advance warning of any approaching threat. The thick forest canopy hides most movement, but the Woodmen are adept at spotting shaking leaves or the sudden flight of birds that signal the presence of an intruder. Each look-out is trained to imitate the whistles and calls of various birds so they can communicate with each other secretly, and each watchpost has a horn to sound to alert the town below.

New Fellowship Phase Undertaking: Enter Wuduseld The carvings of the Great Hall of Wuduseld are a sight to behold. They are a magnificent testimony of the long history of the Woodmen and their wandering across Wilderland. Many tales are depicted in astonishing detail on the walls of the hall, along each pillar, rafter and beam.

5. Tree Houses: The big oak trees in this forest support a small number of very old tree-houses of considerable size, built by the early settlers of Woodland Hall. A few solitary individuals still inhabit them, as they believe that in Mirkwood you are safer in the treetops than on the ground. Some of these Woodmen boast that they were ten years old before their feet ever touched the ground.

A companion spending a Fellowship phase at Woodland Hall may choose this undertaking. In the next Adventuring phase, any time the hero would make an Intelligence (History or Lore) check you can spend Inspiration. If you do so, you are considered to have rolled exactly what you need to succeed. If no value on the die would grant a success you may not use this benefit.

6. Docks: North of this point, the Dusky River becomes too narrow and swift to be easily navigable, but there is a wide and still pool here for the boats to dock. 7. Woodland Road: In years past, ambitious Woodmen dreamed of cutting a path through the forest to the north-west, to emerge close to the Old Ford. The elders of the Woodmen objected — they feared that if such a road was opened, enemies could easily follow it into the forest and the protection of Mirkwood would be lost. Instead, the Woodmen cut several sections of the road, leaving forested gaps between each section. Each section was a smooth, well-maintained path through the forest along which a traveller or even a horse and cart could move quickly, but it ended abruptly. Only an experienced guide knew where the next section of road lay. Using the Woodland Road could cut the travel time between Woodland Hall and the Old Ford by several days. The Woodland Road is no longer maintained, and most of the road sections are now choked with new growth. Still, travellers in Mirkwood may still happen upon an odd long clearing that runs straight for a few miles before vanishing again.

Heart of Mirkwood The Heart of Mirkwood is a trackless forest of oak and dark fir, thick and old and strong. Even at their height, the Elves rarely came here, as they could sense a malice lying dormant within the intricate groves of trees. Now the Elves are gone, and while a land never wholly forgets the presence of the First-born, the forest’s memories are bitter and twisted. This land resents and hates all creatures that speak and walk on two legs. This hostility extends to Orcs and the other servants of the Necromancer. The Shadow fell on Mirkwood long ago, but this is not Sauron’s wood, not yet. His power reaches ever deeper into the forest as he tries to master Mirkwood. In time, the forest may come to serve him as the land of Mordor serves him. Until then, this is a dark, wild region unfriendly to all strangers. The Heart is deep. It covers hundreds of square miles of forest, but mere distance does not convey the tangled, lightless horror of the woods. There are no trails, no landmarks, no signs of light, only the dark trees stretching to the horizon.

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Parts of the south-eastern edge, along the East Bight, are comparatively traversable, but the central forest is beyond the skills of all but the greatest foresters and rangers.

Heart of Mirkwood

Combat Scenery: black toadstools, impenetrable hedges of tree limbs, sucking bogs, poison nettles, rotten trees, unsettling atmosphere, webs

Wildlife

The Old Oak

The largest spider-colonies are found inside the Heart of Mirkwood. The Elves remember a time in the Elder Days when there were no Spiders in the forest, long long ago. They came out of the Southlands, scuttling across the wolds as if guided by some evil intent. The Spiders of the Heart of Mirkwood are as clever in their strange way as any Man. They do not build, but their spun webs are as large and sturdy and beautiful (in a horrific, inhuman way) as the greatest works of the Dwarves.

E

The Parliament of Spiders E

The Lost River E

Some tales claim that truly gigantic spider-creatures, grandchildren of Ungoliant, dwell in the deepest reaches of the forest. These monsters are so huge that they rarely move, and instead are brought tribute by their countless spawn.

The south-western and north-eastern regions are both swampy, especially in spring when meltwater streams from the Haunted Hills and Mountains of Mirkwood.

The Spiders have always been allies of the Enemy, if not always reliable ones. They rule the west and north of the region; elsewhere, a traveller might encounter bears, wolves or the huge boars that roam the woods. Once, wild

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kine and goats from the herds of the vanished Northmen might be found in the eaves of the forest, but the Spiders took them long ago.

Guide ) but has less expectations of earning a fortune by trading with the folk of Mirkwood.

Inhabitants A few folk still dwell on the eastern edge of Mirkwood, but their numbers are dwindling. Many were the descendants of the people of Dale, and now that there is a King again, they are returning north to the lands of their forefathers. The other folk of this region are sullen, standoffish Northmen akin to the Woodmen, and exiles from Dorwinion. The soil east of Mirkwood makes for poor farming, and herding animals just attracts Spiders and wolves. Few men linger in this land for long. Just north of the East Bight, within the forest eaves, dwell small tribes of Men. Whether they are the lost children of Northmen who took refuge in the woods, or a different, wilder folk altogether, none can guess and they themselves do not remember. These Wild Men speak their own strange tongue, and wear furs and tanned skins. They do not know the art of working metal, but carve eerie stone statues. Some say they fell under the influence of the Shadow long ago, and that they worship the Enemy as a cruel god. Finally, other Men can be encountered in the Heart of Mirkwood, as the Spiders sometimes take slaves to serve them. These unfortunate victims obey their monstrous masters out of sheer terror, but sometimes are kept docile with venoms that dull the mind, or are crippled with bites to the legs (if the Spiders do not need the slave to go about). Learn more about the Wild Men on page 137.

Notable Characters Gwina Gwina is a trader and merchant from the land of Dorwinion. Her brightly painted boat is a common sight on the River Running as she hauls cargoes of wine up from the warm lands of the east. Unlike the other traders, who go straight to Esgaroth and consider the eastern Woodmen to be bandits and thieves, Gwina sometimes lingers in this region to trade with the settlements along the forest edge, and she sometimes winters in the north, making camp in Mirkwood. Motivation and Expectations: Gwina has much the same traits as a Merchant (page 69 of the Loremaster’s 111

Gwina Medium Human STR 13 (+1)

DEX 14 (+2)

CON 12 (+1)

INT 15 (+2)

WIS 13 (+1)

CHA 16 (+3)

Armour Class 17 (Brazen scale hauberk) Hit Points 16 (3d8+3) Speed 30 ft Skills Athletics +3, Persuasion +5, Riddle +4, Survival +3, Traditions +4 Senses passive Perception 11 Languages Westron Challenge 1 (200 XP) Far Traveller. If the Company is travelling with Gwina, she may be assigned a journey role. Guided by the Stars. At the beginning of a journey if Gwina is allowed to spend time considering the night sky she gains Advantage on her first Journey Event check. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6+2) slashing damage.

Valdis The line of Girion has fallen low indeed, for one of its daughters to be a murderous outlaw. Valdis is a direct descendant of the old kings of Dale; her great-grandfather was a young boy who was spirited out of the wreck of Dale when the Dragon came. Valdis grew up in Lake-town as a penniless beggar with dreams of lost glory. Her one companion was a strange mad raven of the mountain called Eyebiter. The raven has a taste for human flesh, especially the carrion of the battlefield. In 2940, young Valdis stabbed a man in a tavern in Lake-town and fled into the wilderness. She is clever and charismatic, and dreams of returning to Dale as queen. She blames Bard for ‘stealing’ her throne, and believes that if she had been in Dale in 2941, she would have been the one to bring the Dragon down. Bard took her place in the prophecies, or so she claims. Those who have played through Kinstrife and Bad Tidings in Wilderland Adventures may notice a resemblance between Valdis and the warlord Valter the Bloody; they are both rotten fruit from the same family tree. Valter

Rhovanion Region Guide

is her cousin, the son of her father’s sister. If the player characters were responsible for slaying Valter the Bloody, then Eyebiter brought tidings of his death to Valdis, and she swore bloody vengeance upon those who slew her kin.

The Green River was the best way to navigate through the Heart of Mirkwood, as it ran from the Haunted Hills to the middle of the forest before turning east. The river was never large, and ran almost dry at the height of summer, but it never wholly stopped until the Year 2901.

Valdis plays a role throughout The Mirkwood Campaign.

Valdis STR 17 (+3)

DEX 12 (+1)

of the line of Medium Human CON 14 (+2)

INT 10 (+0)

Girion WIS 15 (+2)

miles past the end of the Long Marsh. Today, all that remains is a dry river bed. Something deep in the woods swallowed the whole river.

King Thranduil suspects that some devilry of the Orcs in the Mountains of Mirkwood has blocked the river. Some travellers speak of dank fogs, new marshes and rotten trees in the Heart of Mirkwood, as though the Orcs have put the river to an ill purpose.

CHA 15 (+2)

Armour Class 16 (Ring-mail, Shield) Hit Points 52 (8d8+16) Speed 30 ft Skills Perception +4, Riddle +2, Survival +4 Senses passive Perception 14 Languages Westron Challenge 3 (700 XP)

If the lost river could be let loose once more, it would give the Elves a way to safely scout the deeper woods, for the river was ever a friend to the Free Folk.

Commanding. Allies of Valdis gain Advantage on attack rolls against enemies engaged with her. Hard Eyed. Valdis has killed before, and will do so again. She scores a critical hit on any 18, 19 or 20 on an attack roll. Hideous Toughness (Recharge after a short or long rest). Valdis can draw on her rage at being denied her birthright. She gains 10 (3d6) temporary hit points that last until the end of the fight if not removed by combat damage. Actions Multiattack. Valdis makes two attacks with her Broadsword. Broadsword. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 7 (1d8+3) slashing damage.

Tauler, Tyulqin and Sarqin These three are the largest Spiders of Mirkwood, a forest inhabited by Giant Spiders. Tauler is a male; the other two are his sisters and his mates at times, but the three fight amongst each other for dominance. All three were spawned by Shelob the Great, last child of Ungoliant. (See page 131 for more information on the Children of Shelob).

Notable Places The Lost River The Green River once flowed out of the Heart of Mirkwood, rolling out to the east to join the River Running some fifty 112

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The Old Oak Every forest, no matter how great, began with a single tree. The Old Oak is older than Mirkwood, older than the Second-born race of Men, older than the Misty Mountains. It is a gnarled, half-fallen old thing, almost as wide as it is tall. The Old Oak stands in the middle of an oak glade, supported by the vigorous branches of its offspring, like an aged king held up by his sons. Of all the trees in Mirkwood, it is the most awake, and can speak. The oak is somewhere deep in Tyulqin’s realm, and neither Elf nor man has spoken to the Old Oak since the Shadow returned after the Watchful Peace. No-one knows if the tree still stands, and, if it does, whose side it is on.

The Parliament of Spiders When great evil is afoot in Mirkwood, the Spiders gather. The word goes out in quivers of the web, and in the chittering night-speech of spider-kind. They come to this nightmare glade in the Heart of Mirkwood, and there they spin their parliament. A vast swathe of forest is shrouded in webs layered so thick they resemble pearlescent marble instead of silk. The Spiders weave towers and bastions, thrones and a great audience chamber where they gather.

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The Narrows of the Forest The Narrows of the Forest are testament to the strength — and hunger — of Men. Desiring better farmland, the Northmen of Rhovanion cleared a wide section of the forest over the course of generations. Unlike the Woodmen of today, few of these settlers saw the forest as anything other than a place of horror — or a source of firewood. Most built their halls not in the shelter of the forest, but on defensible hills and mounds. They cleared more and more of the forest and grew in strength and number, until an enemy came for them that no defensive wall or spikeclad hill could stop. The Great Plague hit them grievously, and in the following years they fell before enemies coming from the East. Their numbers dwindled and eventually they vanished from those lands, leaving only the Narrows and the East Bight as their legacy. The East Bight is still mostly clear of trees. The soil there is rich and fertile, and many different tribes of folk have settled there and tilled it over the passing years. However, the proximity of Dol Guldur once meant that they were inevitably forced to flee or bow to the Necromancer. The Narrows themselves are little different from other areas of Mirkwood, although the Shadow lies heavily

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upon them. The terrain is flat and relatively free of obstacles, the trees do not grow so thickly as to block the way, and there are even old Elf-trails through the wood. If it were not for the pernicious influence of Dol Guldur, then the Narrows would be the easiest way to cross Mirkwood. Combat Scenery: black toadstools, flooded pits, huge roots, impenetrable hedges of tree limbs, incessant buzzing, rotten trees, webs

The Narrows of the Forest

Inhabitants No living Men dwell in the Narrows. It is the dead who dwell here. The paths through the forest are haunted by Wood-wights. Whether these are the unquiet dead of the Northmen, or phantasms sent forth by the Necromancer, no-one is sure, but they guard the approach to Southern Mirkwood.

Notable Characters Ceawin the Generous

Wildlife Spiders may be encountered in the northern reaches, and the hills south of the Black Tarn. The rest of the woods are home to wolf packs who hunt on both the west and east sides of Mirkwood. The western Narrows are thronged with millions of buzzing, blood-sucking flies (they are Swarms of Insects). Large clouds of them rise up in summer to block out the sun. Travellers hoping to pass through the Narrows are inevitably tormented by these swarms.

Ceawin is chieftain of a tribe of men who once lived the West Nether Vales of Anduin. When word reached them that the Dragon was dead, Ceawin’s father led them east, around the southern edge of Mirkwood and through the Brown Lands to the East Bight. There, they have settled, and begun to farm. Ceawin is close friends with the Woodmen of Woodmen-town and Rhosgobel, and intends to unite his people with them. After the fashion of the Woodmen, he has built his hall under the shadow of the trees of the Narrows, and intends to wed the daughter of

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an elder of Woodmen-town. Radagast has warned Ceawin to stay away from Southern Mirkwood, but he does not listen. Ceawin’s ambitions are tracked in The Mirkwood Campaign. Motivation: Men conquered the East Bight before, and lived well for many years — they can do so again under my rule! Expectations: +2 if the Company has one or more Woodmen; +1 if they share ambitions of conquering the forest; -2 if they denigrate Ceawin’s ambitions.

the Generous Medium Human

DEX 12 (+1)

CON 18 (+4)

INT 12 (+1)

WIS 13 (+1)

Notable Places The Hall of Ghosts The Northmen who lived in this region disappeared long ago. The only sign that they ever existed is written on the very land where they lived. How, then, can one of their halls still endure? Tales tell of two hunters who chased a wounded deer into Mirkwood. They got lost, and wandered cold and hungry for days until they came upon a great longhouse in a clearing.

Ceawin STR 14 (+2)

as the western vales along the Anduin are too closely watched. The Messenger has a growing network of spies in Mirkwood. Some serve him out of fear, others for gold, others because they hope to ally themselves with the winning side in the war to come. Not all of them know who or what they serve. He has some spies among the Woodmen, fewer among the Beornings, and many in Dale and Lake-town.

CHA 15 (+2)

Armour Class 16 (Heavy Mail) Hit Points 42 (5d8+20) Speed 30 ft

The house was clearly in good repair, with fresh turf on the roof and smoke rising from the chimneys. One of the hunters was alarmed, for he knew that no people lived in that part of the forest, and argued that they should leave. His companion chided him, and went inside. The first hunter lingered in the porch for a moment, and then he heard his friend screaming inside the longhouse, warning him to run and never look back.

Skills Insight +3, Persuasion +4, Traditions +3 Senses passive Perception 11 Languages Westron Challenge 2 (450 XP) Call for Aid. Ceawin always has retainers ready to hand. He may use his action to summon 1d4 Warriors, who arrive in 1d6+1 rounds. Actions Great Spear. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 8 (1d12+2) piercing damage.

Since then, other travellers have seen a hall where no building should be. The Hall of Ghosts can appear, it seems, anywhere along the edge of the East Bight, and usually is encountered by those in need of shelter or safety. What lies within the Hall, though, is a mystery, for no one has ever walked out alive.

Reactions Deadly Spear-Thrust. Ceawin may use his reaction to make a single melee attack against a creature that has just attacked him. If Ceawin inflicts a critical hit with this ability, the target is knocked Prone as the blow strikes a knee or other joint.

Southern Mirkwood

The Messenger of Mordor The second of the three Nazgûl sent to Mirkwood is the Messenger. His mission is to let the will of the Dark Lord be known in Mirkwood, and to carry the orders of the Lieutenant of Dol Guldur to the Ghost of the Forest. The Messenger is the first of the Nazgûl to take the form of a rider dressed in black. His missions take him through the Narrows and then south across the Dead Marshes to the entrance to Mordor. He prefers the eastern route, 115

Darkness dwelt for too long in Southern Mirkwood, and the whole forest carries its taint. Black firs grow tangled and twisted, their branches laden down with strands of old man’s beard and black ivy. The mirk is darker here, so that no light penetrates the leaves and fogs even on the brightest days. The ground underfoot might be a sucking bog, or impassable broken terrain, or choked in thorns. Many of the trees themselves are dead, strangled by the

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Tyrant’s Hill (Amon Bauglir)

E

The Corpse-Woods

E

Fenbridge Castle E E

E

Dol Guldur

Demon’s Tower (Minas Raug)

Southern Mirkwood

poisons that leeched into the soil. Outside of the land of Mordor, there is no place under the sun where the Enemy holds more power.

more barrows and graves of the Northmen, now haunted by shades and evil spirits.

The terrain is mostly flat, save for a low ridge of hills that run from west to east, rising to the southwest of Dol Guldur. A few streams run down these elevations, and their waters trickle off into the south to perish in the Brown Lands. The naked hill upon which Dol Guldur stands rises in the midst of a vast marshland.

The forests to the southwest were once thinner and brighter than the rest of the wood, but the Enemy has warped the whole forest to be his fortress. Now, every part of Southern Mirkwood is forbidding and treacherous. Its reputation has spread far down the Great River, and now most people in the south believe that the whole forest must be equally horrific.

Once it was a small expanse of still waters that the Elves made more pleasant by building bridges that arched gracefully above the swamp. The bog has grown much larger since that time, and the servants of the Necromancer tore the bridges down, to replace them with crude stone walkways that today are covered in moss and slime.

No discussion of Southern Mirkwood can neglect the mists, called the ‘reeks’ or the ‘glooms’ by the Woodmen. These thick fogs can cloak the whole forest in an impenetrable dark cloud. They seem to spring up anywhere without warning or reason, but some say that all mists in Southern Mirkwood flow out from Dol Guldur itself.

The Orcs left many marks in the woods too. Parts of the forest were cut for firewood and timber, and these despoiled clearings are scattered through the middle part of the forest, linked by Orc-tracks.

Under the fog, all things appear sinister and menacing, the branches of the trees reach out like skeletal fingers, and it is impossible to tell north from south, east from west or even up from down. Travellers driven mad by the fog are sometimes found broken at the foot of the trees they climbed in a desperate attempt to escape.

The eastern region of the forest is as wild and untamed as the Heart of Mirkwood, but it is under the Enemy’s thrall. There are no trails here, but the trees quiver and bend according to the Enemy’s will. When war comes, the Orcs say that the trees will uproot themselves and march with them to crush the hated Elves. In the north-east lie

Combat Scenery: black toadstools, huge roots, impenetrable hedges of tree limbs, poisonous fumes, rotten trees, stinging briars, thick reeking fogs, webs

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the malevolence of the Dark Lord weighs the heavier, its servants thrive. When the Necromancer ruled, the Orcs dared go abroad by day as far as they went at night, protected as they were by the canopy of Southern Mirkwood and its glooms. Now that the White Council has driven their Master out of his fastness, many have deserted the region in despair, but many more still hide there, waiting.

The Reeking Glooms Loremasters wanting to use the thick fogs of Mirkwood on the battlefield might wish to have the fogs not only Blind heroes but have them make a DC 15 Constitution saving throw or become Poisoned as well. Also, the fog tends to move, spreading its tendrils towards any champions that challenge the shadows of the southern forest.

Wildlife The woods are empty and silent. Wolves slip around the fringes of the wood, and there are still a few herds of deer in the deep woods, but little else lives in this region. The lowlands and marshes around Dol Guldur are home to serpents and snakes of all kinds, the largest and deadliest of which escaped from the pits of the fortress itself. Black birds akin to the Gore-crows of the Long Marshes are common in the forest, especially along the borders of Southern Mirkwood. The Elves suspect that the Necromancer laid a spell on these birds, so they obey his commands and watch for enemies.

Inhabitants The forest of Mirkwood is not much friendlier to Orcs than it is to anything that walks on two legs. But where

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Not all the Dark Lord’s minions are Orcs, though. The Necromancer counted many Men among his slaves, unfortunate souls who were attracted to Dol Guldur with threats and promises. Most of these folk slunk away into the night when the Necromancer abandoned them, to return to the lands of their origin to work their petty evils, but some remained in Mirkwood, wishing to reclaim Dol Guldur for their own.

Notable Characters The Lieutenant of Dol Guldur Three Nazgûl were sent to Mirkwood by Sauron in 2951, and the Lieutenant of Dol Guldur is their commander. Once a king of Men, he is second only to the Witch-king in malevolence, and is capable of more independent action than the other Ringwraiths. Of the three Nazgûl in Mirkwood, the Lieutenant is the most dangerous and the most cruel.

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The Lieutenant’s mission is twofold. First, he must rebuild the strength of Dol Guldur. The Dark Lord’s long preparations for war have finally started, and while he is summoning all wicked creatures from his Dark Tower in Mordor, he needs to extend his reach to threaten the North and West. Sauron originally intended to set the Dragon of Erebor against the Woodland Realm, but now the situation has changed greatly. The Battle of Five Armies has reduced grievously the strength of Orcs and Wargs, and united the quarrelling Free Folk. The Dragon is dead, there is a King in Dale once more, and the Dwarven Kingdom under the Mountain is restored — and now even the Beornings and the Woodmen of Western Mirkwood are growing in number. The Lieutenant must end all this, starting with the friends of Radagast, his ancient enemy. Second, the Lieutenant must search for the One Ring. Behind all his plans and schemes, Sauron is always seeking his lost treasure, as he cannot accept the thought that it might have been destroyed when it was taken from him long ago. So, if the Ring is lost, and if it has not been claimed by some Elf-King or mortal lord, then the Lieutenant will find it. The Lieutenant remains in spirit-form while in Dol Guldur, speaking from the shadows as the Necromancer did. When he must go abroad, he is clad in an Easterling-forged suit of black armour.

Maghaz, Orc-Captain Among the Orcs, it is generally the strongest that prevails. Those Orcs who demonstrate the greatest hatred and most dreadful wrath are placed in command of their lessers. The monsters are led by worse monsters. Maghaz is an exception to this. To look at him, you would not think him very dangerous at all — he is small for an Orc, with a pot belly and one bleary-white eye and one red one. He is an old Orc from the Misty Mountains, whelped in the caves under Mount Gundabad many years ago, yet he has risen to command Black Uruks from Mordor. He triumphs through cleverness, not strength of arms. He’s seen many campaigns, and watched many a stronger Orc fall to an Elf-arrow or the spears of the Woodmen, or be torn down by other Orcs. Maghaz has learned to play his fellow Orcs off against each other, and to ingratiate himself with the dark powers.

The Lieutenant of Dol Guldur recognises Maghaz’s cunning and tactical skills, and has given him command of the Orc garrison in Mirkwood. Maghaz prefers to lead from the rear, so he sits at the Fenbridge and lets other Orcs die in his stead. (Learn more of Maghaz on page 129).

Mogdred Once, Mogdred was a warrior and hunter from Rhosgobel, green as the first leaves of spring. Orcs captured him in battle and carried him off to the dungeons of Dol Guldur. There, he chose to serve instead of facing the tortures of the pit. He rose swiftly in the Necromancer’s favour, and became Captain of the Guard. He was clad in Orc-mail from head to toe, and given an ancient blade forged by those renegades called the Black Númenóreans. Mogdred was feared as the right hand of the Necromancer. In truth, his role was to deceive, not to conquer. To maintain his disguise, Sauron could not send the Ringwraiths to do his bidding, nor could he reveal himself. Therefore, he used Mogdred as his mouthpiece among his servants, and as an envoy among his enemies. When Sauron fled Dol Guldur, Mogdred was forsaken, left to command a fortress deserted of its defenders. From a high place, he spied the Wise approaching and fear overcame him. Angry at the Necromancer’s betrayal, Mogdred fled Dol Guldur with a retinue of trusted followers. Today, he inhabits the tower upon Amon Bauglir, the Tyrant’s Hill, and has gathered many warriors and fell beasts to his side, with the intent of creating his 118

The Greatest of the Forests

own kingdom in the wood. The fate of Mogdred and his kingdom is a chief concern of The Mirkwood Campaign. Motivation: I trust no one, but an alliance is the only way to keep my followers safe. I have not decided if the Woodmen or Dol Guldur will be the better ally. Expectations: +1 if the heroes acknowledge Mogdred as a lord worthy of respect; -2 if they question him about his past or despise all servants of the Enemy as beyond redemption.

Medium Human DEX 13 (+1)

CON 20 (+5)

INT 12 (+1)

Zimraphel, Sorceress

of Medium Human

STR 12 (+1)

Mogdred

STR 16 (+3)

sloth and decadence, she studied the stars and the mystic arts, hoping to find a way to cheat death. Word reached her in the distant south of a powerful Necromancer in Mirkwood, and she sailed up the Anduin in a black boat to pledge her service to him. It amused Sauron to teach her sorcery, and she hoped that he would give her a Ring of Power.

WIS 13 (+1)

DEX 17 (+3)

CON 15 (+3)

INT 19 (+4)

Mirkwood WIS 14 (+2)

CHA 13 (+1)

Armour Class 13 Hit Points 90 (12d8+36) Speed 30 ft

CHA 14 (+2)

Skills History +6, Lore +6, Perception +4, Shadow-lore +6 Senses passive Perception 14 Languages Sindarin, Westron, Black Speech Challenge 5 (1,800 XP)

Armour Class 18 (Orc-mail, Shield) Hit Points 85 (9d8+45) Speed 30 ft Saving Throws Constitution +7, Wisdom +3 Skills Intimidation +4, Perception +3, Shadow-lore +3 Senses passive Perception 13 Languages Westron, Orkish Challenge 4 (1,100 XP)

Bewilder. The Sorceress can briefly drop the glamour that is her mortal appearance, confusing all around her. All creatures within 30 feet of her must make a DC 15 Wisdom saving throw or be Stunned for 1d4+1 rounds. As long as the effect lasts, the Sorceress may make a melee attack against a Stunned creature as a bonus action. She can only use this ability once per long rest. Iron Will. The Sorceress has no use for those who do not serve her ambitions. If the heroes have accrued any negative modifiers in an audience with her, the Final Audience check is made with Disadvantage. Lordly Presence. Mortals that approach the Sorceress must make a DC 10 Wisdom saving throw or become Charmed by her aura. Elves are immune to this effect. A hero remains Charmed until the Sorceress leaves the area, she attacks the Charmed creature, or another hero succeeds in a skill check to oppose her will.

Bulky Armour. Mogdred has Disadvantage on all Dexterity checks. Excessive Strength of Arms (Recharge 5-6). Mogdred can deliver a blow so powerful, or so penetratingly painful, that any opponent struck must make a DC 12 Dexterity save or fall Prone. Fell Speed. Mogdred may take a bonus action to Disengage from one opponent and engage another without provoking an opportunity attack. The new opponent must be within his regular movement rate. Actions Night-bringer. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 10 (1d10+5) magical slashing damage or 11 (1d12+5) slashing damage if wielded with two hands. The target must also make a DC 15 Constitution saving throw or suffer 7 (2d6) necrotic damage as well.

Actions Gulrist. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 8 (1d10+3) magical slashing damage or 9 (1d12+3) slashing damage if wielded with two hands. The target must also make a DC 15 Constitution saving throw or suffer 7 (2d6) necrotic damage as well.

Reactions Snake-like Speed (Recharge 5-6). Mogdred is adept at avoiding injury and can use his reaction to halve the attack damage on an attack that he is aware of.

The Sorceress of Mirkwood Her true name is Zimraphel and she is of the line of the Black Númenóreans from Umbar. While her kin fell into 119

Now that the Necromancer is gone, she fled the wrath of the Wizards and took refuge in the Demon’s Tower, in the far south-east of Mirkwood. So far, she has ignored all the entreaties of the Nazgûl to return to Dol Guldur, and plots instead to steal one of their Rings.

Rhovanion Region Guide

Little humanity is left in her. She retains the semblance of her mortal form, but her soul is withered and blighted. She knows more of the inner workings of Dol Guldur than any save the Nazgûl, but has no interest in aiding the Free Peoples. Motivation: I deserve a Ring of Power. Expectations: -1 if the Company has Radagast or another Wizard as a patron; +2 if they speak to her of the Rings. -2 if they deny her ambitions or oppose her plans in any way.

Notable Places The Corpse-woods The Northmen who cut the East Bight buried their ancestors in barrows on the edge of the wood, and planted a yew tree above each barrow. Today, the barrows are hollows amid the roots of towering trees, hidden unless you know which hollow goes deeper than the rest, leading down into the earth. Sauron sent forth spirits from Dol Guldur to inhabit these barrows. The Wood-wights spring from this region, and from here they haunt the Narrows and block any incursions into the Necromancer’s domain from the north.

Tyrant’s Hill (Amon Bauglir) A fortress stands upon a wooded rise on the edge of the wood, some fifty miles north of Dol Guldur. The Elves named the rise the Tyrant’s Hill many years ago, for it was from the keep that sits upon it that many raiding parties issued forth. The tower was built by Orcs, who hewed the stone out of the hillside and cut living wood from the forest to make it. By night, the howling of the Wargs can be heard for miles around. The keep was seized shortly after the fall of Dol Guldur by Mogdred and his followers, who slew the garrison and claimed it for their own. The Tyrant’s Hill is but a fraction of the size of Dol Guldur, but it is a greater fortification than any the Woodmen command, and from his high seat Mogdred can inflict terrible injury on his kinsfolk if he chooses. So far, he is content to demand tribute from the small settlements in the Nether Vales, but his cold heart turns ever north to Rhosgobel.

Demon’s Tower (Minas Raug) The Demon’s Tower stands in the heart of a tangled thicket, its topmost battlements hardly taller than the surrounding trees. It is made of dark stone quarried in the Mountains of Mirkwood; every stone bears runes of power engraved by the lord of Dol Guldur. Attached to the tower are a walled bailey and several outbuildings. The Demon’s Tower is Dol Guldur’s eastern outpost, commanding the forest trail that leads south, but that is not its true purpose. After they drove the Necromancer from Dol Guldur, the Wizards discovered that Sauron himself created the Demon’s Tower for some sinister project. Its design mirrors that of the Tower of Spells atop the Hill of Sorcery itself, suggesting that Sauron built this tower to work some foul magic, possibly to call shades from beyond. Even among the Orcs, this is a place of terror, for none know what horrors may lurk in the chambers beneath the tower. The Sorceress of Mirkwood now rules the tower. She commands a small and unreliable garrison of Orcs, as well as a few human mercenaries from the south. Of late, scouts have seen strange lights in the upper windows of the tower, and Radagast fears the Sorceress intends to continue the vile work of Sauron.

Fenbridge Castle Foul marshes surround Dol Guldur on three sides. The easiest way to cross these swamps is via the Fenbridge, a snaking line of orc-built crossings that run from hillock to hillock, and the only way onto the Fenbridge is through Fenbridge Castle. Fenbridge Castle is a sprawling, unplanned fortress; it started as a mere gatehouse, but has had innumerable other towers and bastions added on over the years. Fenbridge once supplied food and manpower to Dol Guldur. Maghaz commands Fenbridge Castle, in charge of a much reduced garrison.

Dol Guldur There is a haunting beauty in the ruins of the Necromancer’s fortress. Unlike Barad-dûr, which is a bastion of iron and suffering, Dol Guldur is graceful and pale, like a gibbous moon frozen in stone. The building glimmers with an unearthly, unwholesome light. The description below is of Dol Guldur in 2947. Six years have passed since the White Council drove the Shadow from the citadel, and now Dol Guldur is mostly empty

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and silent. Over the course of The Mirkwood Campaign the citadel will be restored to its former strength, when the Ringwraiths return to their master’s halls. Even when Dol Guldur is unoccupied, it is never wholly abandoned. Orcs lurk in the dungeons, the Dead slumber uneasily in the moat, and other inhuman eyes watch from within the Hall of the Necromancer. 1. The Moathouse: The gates of Dol Guldur were forged of black iron and wound around with potent spells — but they were broken open when the Wise came. Despite this literal gaping hole in its defences, the Moathouse is sturdy and easy to hold. A row of murder-holes welcomes those who pass beneath its gate, and there are numerous concealed arrow-slits and murderous traps awaiting attackers. The Moathouse is the only way to enter Dol Guldur from the surface — there are numerous secret entrances to the Dungeons both inside and outside the walls. 2. The Dead Moat: This foul morass surrounds the Hill of Sorcery on all sides, and the only way across is a narrow stone bridge that leads from the Moathouse to a matching gatehouse and hence to the Outer Courtyard. The moat itself is a muddy hell of stagnant pools, concealed pits and poisonous fumes, but the greatest danger lurks beneath the surface. The dead of Dol Guldur lie into the bog, and any living creature that steps in the mud is dragged down by dead hands and drowned. Orcs and Elves and Men uncounted lie here, their pale hands made strong as iron by the unyielding grip of death. Each round, heroes must make a DC 15 Dexterity saving throw to avoid being Grappled. A Grappled hero (Escape DC 15) is drug below the water and is subject to suffocation. There are safe paths through the Dead Moat, trails that wind between the mass graves left by carrioneating creatures, but no living man knows them. Leeches and, strangely, prodigiously huge snails live in the moat too. 121

3. Outer Courtyard: The wide outer courtyard is the marshalling-place for the citadel’s defenders. Dol Guldur is often cloaked in fogs and noxious vapours that blot out the sun, shading the Orcs and Goblins from the light. The buildings surrounding the outer courtyard contain workshops, wolf dens, smithies and other preparations for war. 4. Lower Keep: The squat lower keep was home to the citadel’s garrison and other lower-ranking servants and slaves. Most fled into the Dungeons when the White Council attacked, and the keep remains abandoned save for a few scavengers. The Lower Keep was built by Orcs, not Elves, and shows all the signs of being built by that horrid race — windowless walls, endless fetid chambers, and a stench of despair and suffering and hatred. 5. Inner Gate: The titanic inner gate of Dol Guldur was forged — or maybe carved, or even grown — from a black substance unlike any metal known to Durin’s folk. Perhaps it is black bone, or wood treated with some alchemy to be tougher and stronger than steel. Sigils inlaid with stolen mithril speak of the doom that awaits any who trespass within these walls. The Inner Gate can only be opened by those who know the password or bear the proper token — forcing it open is impossible. During the White Council’s attack on the fortress, it was Saruman the White who opened the door. How he discerned the password is a mystery known only to the Wise. The Gates have remained open since then, for they are too heavy to move. Should the Necromancer or one of his servants return to Dol Guldur, then the first sign of their presence will be the closing of the Inner Gate. 6. Inner Courtyard: The Inner Courtyard was once the garden of the Elvenking. Twelve dead mallorn trees stand here in a circle, leafless and skeletal. Six statues were raised among them — two near the entrance, two at the door leading to the High Keep, and two at the Stairs of Woe. Each statue depicts a strange bird-headed figure seated on a hideous throne. Their jewelled eyes glitter as they watch for intruders.

Rhovanion Region Guide

Passing between these statues is extremely difficult, requiring a DC 15 Wisdom saving throw. This DC rises to 25 if Dol Guldur is occupied and its master commands the statues to wakefulness. If the saving throw fails, whoever dwells in the fortress is made aware of the intrusion, and the companion cannot find the willpower to press on unless the hero spends Inspiration, in which case they may try again. Should the second attempt fail, the hero gains a permanent Shadow point and suffers immediately from the effects of a Bout of Madness. 7. High Keep: The High Keep was home to the Necromancer’s most exalted servants and spies. Inside, it is a palace, decorated with treasures stolen from the North-kingdom of Arnor during the wars with Angmar. The White Council searched the High Keep after their victory, but found little of note,

1: The Moathouse

7: High Keep

2: The Dead Moat

8: Stairs of Woe

3: Outer Courtyard

9: Tower of Spell

4: Lower Keep

10: Tower of the Stars

5: Inner Gate

11: Pits of Dol Guldur

6: Inner Courtyard

12: Hall of the Necromancer

suggesting that the keep was deliberately abandoned in advance of their attack. This was the heart of the web of spies, informants and agents who served Sauron, and the orderly removal of all those records means that his plans continue, co-ordinated from some other fortress. 8. Stairs of Woe: These stairs lead to the Hall of the Necromancer. Until the coming of the White Council, only the trusted servants of Sauron — and those prisoners who Sauron chose to doom personally — ever walked these stairs. Every step is wound around with spells of terror; for every step, the visitor endures a lifetime of pain and suffering. Those who climb the stairs must make six DC 15 Constitution saving throws and six DC 15 Wisdom saving throws. A failed Constitution saving throw

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causes 10 (1d20) psychic damage and a failed Wisdom saving throw causes the trespasser to gain 2 (1d4) Shadow points. 9. Tower of Spells: From this tower, the Necromancer wrought his sorcery. Only Sauron ever entered this tower, and no-one knows what lies inside. At times in the past, unearthly lights glowed from within, and the night air carried strange fell voices that spoke in no tongue known in Middle-earth or across the sea. Some whisper that Sauron called forth beings from beyond the Doors of Night, and summoned things unknown. 10. Tower of the Stars: This was an observatory, used on the few nights when Dol Guldur was not shrouded in fog. 11. Pits of Dol Guldur: Before the Necromancer came, the Elvenking built wine cellars and treasure vaults beneath his hall, but under Sauron’s direction, the

underground chambers of Dol Guldur were extended a hundred-fold. There is more beneath the Hill than above it — endless Orc-warrens, dungeons where thousands of prisoners suffered, storerooms and barracks and foundries, charnel pits and torture rooms, secret passages and hidden chambers. The Dungeons run under the sodden moat and out into the surrounding swamps, so they are extremely damp and fetid. Some regions are flooded; others choked with luminescent mushrooms that spit poisonous spores and other dangerous fungi. 12. Hall of the Necromancer: The seat of Sauron in Mirkwood. No living man knows what lies beyond the threshold of this place. Even the Wizards dared not cross its gate — Radagast tried, and stumbled back as though Blinded. Saruman raised his staff, and cast forth a bright white light, but even that did not pierce the terrible darkness within. Still, they could sense that the Enemy had fled, like a flapping shadow flying East on the wind.

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- new -

Ancient Basilisk Called Sarnlug by the Elves, and Fágwyrm by the Northmen, these lizards are said to be cast-offs from the Enemy’s earliest attempts to make dragons. Most basilisks are as large as boars, but they can grow much bigger. Their yellowish bellies drag on the ground as they waddle through the forest’s underbrush. Legends persist of the dangers of the creature’s poison-laden breath. It is said that some among the Wise (such as Elrond Halfelven, master of Rivendell) know of an antidote.

adversaries “...when it was Bilbo’s turn he would see gleams in the darkness round them, and sometimes pairs of yellow or red or green eyes would stare at him from a little distance...”

Wilderland is a vast region inhabited, or plagued, by a great number of creatures. From the green meadows of the Vales of Anduin to the depths of Mirkwood, danger is never far away from the paths trodden by adventurers. This bestiary is divided by the location of these foes and whom they serve.

Ancient Basilisk Medium monstrosity

STR 15 (+2)

DEX 8 (-1)

CON 16 (+3)

INT 3 (-4)

WIS 8 (-1)

CHA 7 (-2)

Armour Class 15 (natural armour) Hit Points 60 (8d8+24) Speed 20 ft

Dangers of the Wild

Condition Immunities Poisoned Damage Resistances non-magical bludgeoning and slashing Senses passive Perception 9 Challenge 3 (700 XP)

In the vales of Anduin there are many dangers. While some are spawn of the Great Enemy’s creations, they have no master other than themselves and their own evil plans.

Hatred (Elves) (Recharge 5-6). The basilisk hates Elves and will attack them first. It can spend its bonus action to have Advantage on all attacks against them this round. Tough Hide. The basilisk is resistant to non-magical bludgeoning and slashing damage. Actions Putrescent Bite. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 9 (2d6+2) piercing damage and the target must make a DC 13 Constitution saving throw or become Poisoned until they take a short rest. Venomous Breath (Recharge 5-6). The basilisk can breathe out a cloud of poison in a 20 foot sphere. Each affected target must make a DC 13 Constitution saving throw. On a success, the target becomes Poisoned until it takes a short rest. On a failure, the target becomes Paralysed until it takes a short rest. Paralysed creatures must make another DC 13 Constitution saving throw at the end of their next turn. On a failure, the creature becomes Petrified until treated.

Gallows-weed A sinister tree-hanging plant, gallows-weed can prove dangerous to adventurers exploring marshes or thickets in old forests. It coils itself around a victim’s neck like a snake, 124

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and then pulls up to strangle him. Gallows-weed tends to grow in communities that stretch from tree to tree, and several of them are usually encountered at the same time. The victims of the gallows-weed are consumed by the plant, but treasure or other metal remains can often be found amidst their roots, if one is willing to brave the dangers.

Gallows-weed Medium Plant

STR 10 (+0)

DEX 20 (+5)

CON 12 (+1)

INT 3 (-4)

WIS 10 (+0)

CHA 3 (-5)

Armour Class 15 Hit Points 16 (3d8+3) Speed 0 ft Condition Immunities Blinded, Deafened, Frightened Damage Resistances Bludgeoning, Piercing Damage Vulnerability Fire Senses tremorsense 30 ft, passive Perception 10 Challenge 1/2 (100 XP) Camouflage. Gallows-weed has Advantage on all Dexterity (Stealth) checks in wooded terrain. Actions

Grim Hawk

Grasping Vines. Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit: If the Gallows-weed is not already grappling a creature, the target becomes Grappled (Escape DC 13). Until the grapple ends, the target is Restrained. The Gallows-weed can spend its action to do 7 (1d4+5) bludgeoning damage to a creature that it already has Grappled.

Medium Beast

STR 10 (+0)

DEX 17 (+3)

CON 13 (+1)

INT 3 (-4)

WIS 14 (+2)

CHA 3 (-5)

Armour Class 13 Hit Points 11 (2d8+2) Speed 20 ft, fly 40 ft Skills Perception +4 Senses passive Perception 14 Challenge 1/2 (100 XP)

Grim Hawk Grim Hawks stand nearly eight feet tall on their spindly legs. Their features are a mottled grey-brown colour, and they are nearly always mangy and diseased. They cannot fly long distances, but stalk through the muddy waters and banks of the Great River like monstrous storks. Grim Hawks eat fish and smaller birds, as well as the worms and other insects that they dig out of the mud with their wickedly sharp curved beaks. They also eat carrion by placing one clawed foot on the corpse and tearing the flesh with their beaks. A hungry Grim Hawk can be brave enough to attack an armed man (and a flock may surround a group of men). The River-folk hunt Grim Hawks using arrows and stones; the birds taste terrible, but their beaks and claws are prized as decorations. 125

Pack Tactics. The grim hawk has Advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and that ally isn’t Incapacitated. Savage Assault. When a grim hawk rolls a natural 18 or 19 it may use its bonus action to make a single additional melee attack against the same opponent. Actions Multiattack. The grim hawk makes one attack with its beak and one attack with its claw. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6+3) piercing damage. Claw. Melee Weapon Attack: +2 to hit, reach 5 ft, one target. Hit: 2 (1d4) slashing damage. Reaction Snake-like Speed (Recharge 5-6). The grim hawk is adept at avoiding injury and can use its reaction to halve the attack damage on an attack that it is aware of.

Rhovanion Region Guide

Hill-men of Gundabad

When the full light of the morning came no signs of the wolves were to be found, and they looked in vain for the bodies of the dead.

These Hill-men are wild warriors of the Black Hills of the Vales of Gundabad. Their ancestors served the Witch-king of Angmar, and they were given to the practice of sorcery. Today they do not serve the Shadow, but should their old master summon them, most of them would readily answer. The Hill-men can leave their bodies while sleeping in the form of spirit-Wargs, to join the wild wolves in their hunts.

Hill-man Warrior Medium Human

STR 15 (+2)

DEX 10 (+0)

CON 12 (+1)

INT 10 (+0)

WIS 13 (+1)

CHA 14 (+2)

Armour Class 12 (Hide Armour) Hit Points 22 (4d8+4) Speed 30 ft Skills Athletics +4, Intimidation +4, Perception +3 Senses passive Perception 13 Languages Orkish, Westron Challenge 1 (200 XP) Fear of Fire. Hill-men are fearful of fire. If a torch or other flame comes within 10 feet of them, the warrior suffers Disadvantage on attack rolls. Strike Fear (Recharge 5-6). As an action, the warrior may cause his eyes to flicker red with rage and he howls bestially to chill the hearts of his enemies. Each opponent within 30 ft of the warrior must make a DC 14 Wisdom saving throw or become Frightened until the end of the warrior’s next turn. Actions Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft or range 20/60 ft, one target. Hit: 5 (1d6+2) piercing damage or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. Short Sword. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6+2) piercing damage.

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Spirit-warg Medium Apparition STR 15 (+2)

DEX 17 (+3)

CON 12 (+1)

INT 10 (+0)

WIS 13 (+1)

CHA 14 (+2)

Armour Class 13 Hit Points 16 (3d8+3) Speed 30 ft Damage Resistances bludgeoning, piercing and slashing from non-magical attacks Skills Athletics +4, Intimidation +4, Perception +3 Senses passive Perception 13 Challenge 1 (200 XP) Fear of Fire. Spirit-wargs are fearful of fire. If a torch or other flame comes within 10 feet of them, the warg suffers Disadvantage on attack rolls. Great Leap. The spirit-warg is capable of jumping huge distances. It may make a special Dash action to go twice its normal movement in a single jump. Any opponents in melee combat with the spirit-warg when it uses Great Leap get opportunity attacks as normal. Pack Tactics. The spirit-warg has Advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and that ally isn’t Incapacitated.

Gorgol, Son of Bolg Medium Humanoid (Orc-kind) STR 17 (+3)

DEX 14 (+2)

CON 16 (+3)

INT 14 (+2)

WIS 13 (+1)

CHA 14 (+2)

Armour Class 14 (Hide Armour) Hit Points 67 (9d8+27) Speed 30 ft Saving Throws Strength +5, Constitution +5, Wisdom +3 Skills Intimidation +4, Perception +3, Riddle +4 Senses passive Perception 13 Languages Orkish, Westron Challenge 4 (1,100 XP)

Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6+3) piercing damage.

Emissaries of the Enemy The following adversaries are powerful servants of the Dark Lord. While he has not declared himself yet, his long arm reaches out to Wilderland, arranging the pieces on the board for a war long prepared for...

Gorgol, Son of Bolg The ‘Goblin prince’ is still young as years are reckoned by his kind, and has not yet come into the fullness of his awful strength. What he lacks in might he makes up in cunning. He wields the scimitar of his father, which was forged in Carn Dûm by dark smiths and was bound with spells by the Witch-king himself. The scimitar is notched where Beorn’s claws knocked it from Bolg’s grip, but its power is undiminished.

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Dread Heirloom (1/Day). Gorgol can spend his action to raise up The Scimitar of Azog in challenge. All Orc-kind in the battle gain Advantage until the end of their next turn. Hatred (Dwarves) (Recharge 5-6). Gorgol hates Dwarves and will attack them first. He can spend his bonus action to have Advantage on all attacks against them this round. Hideous Toughness (Recharge after a short or long rest). Gorgol can endure enormous damage. By spending an action brandishing the Scimitar of Azog, he gains a pool of 10 (3d6) temporary hit points that last till the end of the fight if not removed by combat damage. Horrible Strength. If Gorgol makes a successful melee attack, he may use his bonus action to cause 3 additional damage of the same type to the target. Actions The Scimitar of Azog. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 12 (2d6+5) magical slashing damage. Two-handed. Reaction Parry. Gorgol adds 2 to his AC against one melee attack that would hit him. To do so, Gorgol must see the attacker and be wielding a melee weapon.

Rhovanion Region Guide

Maghaz, Orc-captain Five years ago, when the White Council attacked Dol Guldur, Maghaz was nowhere near the citadel. Neither was he leading the charge at the Battle of Five Armies. No, Maghaz let younger, stronger Orcs bully their way to the front, while he took a lesser position, commanding the rear guard at Fenbridge Castle. He is a wily creature who has learnt how to survive in the shadow of Dol Guldur: trust no one, never lead openly when you can plot in the dark, obey your masters, and when something goes wrong always find someone to put the blame upon.

Maghaz, Orc-Captain

Medium Humanoid (Orc-kind) STR 15 (+2)

DEX 14 (+2)

CON 16 (+3)

INT 15 (+2)

WIS 13 (+1)

CHA 12 (+1)

Armour Class 16 (Orc Mail) Hit Points 60 (8d8+24) Speed 30 ft Saving Throws Constitution +5, Wisdom +3 Skills Intimidation +3, Perception +3 Senses passive Perception 13 Languages Orkish, Black Speech, Westron Challenge 3 (700 XP)

Bulky Armour. Maghaz has Disadvantage on Dexterity checks. Coward. When injured, Maghaz suffers Disadvantage on all combat rolls. Hate Sunlight. Maghaz despises the cleansing light of the Sun. If he is exposed to direct bright sunlight, he takes 3 (1d6) psychic damage each round. Leadership. As a bonus action, Maghaz can command a nearby orc other than himself. That orc takes its turn immediately after Maghaz. Actions Bent Sword. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6+2) slashing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft or range 20/60 ft, one target. Hit: 5 (1d6+2) piercing damage or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.

Bodyguards. Maghaz is always surrounded by lesser orcs whose duty it is to protect their leader. At least one other orc in his retinue gains the Thrall (Maghaz) special reaction ability (see page 137).

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Nagrhaw, Chief of the Wargs Nagrhaw is a devilishly cunning beast, with a better grasp of tactics than most Orc-chieftains. He has the instincts of the wolf; he knows when to wait in ambush and when to strike, when to harass and when to go for the kill. He knows the value of intelligence and informants, and many of the meaner creatures of Wilderland — the wolves, the weasels, the crows and the serpents — are his spies. He is always accompanied by a retinue of Wild Wolves, and sometimes Orcs.

Nagrhaw, Chief

of the Wargs Large Monstrosity (Warg-kind)

STR 16 (+3)

DEX 20 (+5)

CON 18 (+4)

INT 15 (+2)

WIS 13 (+1)

CHA 10 (+0)

Armour Class 16 (natural armour) Hit Points 85 (9d10+36) Speed 30 ft Saving Throws Dexterity +8, Wisdom +4 Skills Perception +4, Stealth +8 Senses passive Perception 14 Languages Wargspeech, Westron Challenge 5 (1,800 XP) Fear of Fire. Nagrhaw is fearful of fire. If a torch or other flame comes within 10 feet of it, the wolf suffers Disadvantage on his attack rolls. In addition, Nagrhaw is not able to use his Pack Tactics ability. Hard Eyed. Nagrhaw is a killer without remorse. He scores a critical hit on a 18, 19 or 20 on his attack rolls. Pack Tactics. The Wolf Leader has Advantage on an attack roll against a creature if at least one of the Wolf Leader’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Savage Attack. When Nagrhaw scores a critical hit, he does an additional 5 (1d10) damage. This die is not doubled by the critical hit. Actions Multiattack. Nagrhaw makes two attacks: one bite and one claw attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must make a DC 13 Strength saving throw or be knocked Prone. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 11 (1d12+5) piercing damage. Reaction Commanding Voice. Nagrhaw promises pain and torment to his allies who do not follow his will. He may use his reaction when a non-hostile creature, that he can see within 30 feet, is about to make an attack roll or a saving throw. The target can add a d6 Command Die to that 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.

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The New Great Goblin The self-styled Greatest Goblin is a lumbering, huge Orc, consumed by an unquencheable thirst for revenge. He will go to any length to bring harm upon the dwellers of the Vales of Anduin, and especially the Beornings, but would go to greater lengths to preserve his own safety.

The Greatest Goblin Medium Humanoid (Orc-kind) STR 15 (+2)

DEX 12 (+1)

CON 13 (+1)

INT 10 (+0)

WIS 8 (-1)

CHA 8 (-1)

Armour Class 18 (Orcish Leathers, Huge Hide Shield) Hit Points 44 (8d8+8) Speed 30 ft Skills History +2, Intimidation +1 Senses passive Perception 9 Languages Orkish, Westron Challenge 3 (700 XP) Bulky Armour. The Greatest Goblin has Disadvantage on Dexterity checks. Craven. If the Greatest Goblin starts his turn with 21 or less hit points, he must make a DC 10 Wisdom saving throw. On a failure, he is Frightened and must use his Dash or Disengage action to move away from any enemies. If movement is impossible, he will take the Dodge action instead. Foul Liquor. The Greatest Goblin carries a flask of disgusting yet invigorating brew. As a bonus action he may take a swig, regaining 3 (1d6) hit points. Gimlet Eyed. The Greatest Goblin inflicts +2 damage on all damage rolls made at night or underground (see below). Hatred (Beornings) (Recharge 5-6). The Greatest Goblin loathes Beornings. He can use his bonus action to gain Advantage on attacks against them this round.

Perils of the Forest Within the vast darkness of Mirkwood are many terrors. Some are ancient evils, and few serve the Enemy directly. But their foul desires often aid him, despite their seeming independence.

Actions Multiattack. The Greatest Goblin makes two attacks with his hooked axe. Hooked Axe. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 8 (2d4+3) magical slashing damage or 10 (2d4+5) slashing damage at night or underground. Reaction Disarming Parry. The Greatest Goblin can use his reaction to add +2 to his AC against one attack that he is aware of as long as he wields a melee weapon. If he uses his hooked axe then the attacker must make a DC 12 Strength check or become disarmed as the curved weapon snatches the weapon out of their hands.

The Children of Shelob

Far and wide her lesser broods ... spread from glen to glen, ... to Dol Guldur and the fastnesses of Mirkwood.

Tauler, Tyulqin and Sarqin are the spawn of Shelob the Great, the last child of Ungoliant, the weaver of darkness, an ancient evil in spider-form. They hide deep inside the Heart of Mirkwood, their domain. Ancient creatures themselves, they have a strong care for their hides. If they find themselves seriously threatened they will often retreat, plotting their revenge for another day. 130

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Sarquin, the Mother-of-all The Spiders of Mirkwood revere Fat Sarquin as the Mother-of-All. While she certainly didn’t spawn everything that goes on eight legs in the forest, she might well have given birth to half of them. Sarquin is a gigantic, bloated spider-thing, with multiple bulbous eyes that glow coldly in the dark. Sarquin doesn’t usually leave her abode above Spiderhollow in the Heart of Mirkwood, not even when her Spider servants fail to bring her food — in those cases, she stays her appetite on her numerous offspring.

Fat Sarquin

Web Sense. While Sarqin is in contact with a web, she knows the exact location of any other creature in contact with the same web. Web Walker. Sarqin ignores movement restrictions caused by webbing.

Huge Monstrosity STR 17 (+3)

DEX 18 (+4)

CON 24 (+7)

INT 14 (+2)

WIS 13 (+1)

CHA 8 (-1)

Armour Class 15 (natural armour) Hit Points 189 (14d12+98) Speed 20 ft, climb 20 ft

Actions Beak. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 11 (2d6+4) piercing damage. The target must make a DC 16 Constitution saving throw or become Paralysed. A target make repeat the saving throw on their turn, ending the effect on a success. Eightfold Gaze. Sarqin can take an action to select a target within 20 feet and force that creature to make a DC 16 Wisdom saving throw. On a failed save, the creature gains the Paralysed condition for 1d4 rounds. She may then use any of her attacks as a bonus action against the Paralysed target. If the creature passes the saving throw it is immune to this ability for 24 hours. Web. Ranged Weapon Attack: +8 to hit, range 30/60 ft, one Large or smaller creature. Hit: The creature is Restrained by webbing. As an action, the Restrained creature can make a DC 13 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 15 hit points, vulnerability to fire damage and immunity to bludgeoning, poison and psychic damage.

Saving Throws Constitution +11, Wisdom +5 Senses darkvision 60 ft, passive Perception 11 Languages Orkish, Westron Challenge 11 (7,200 XP) Countless Children (Lair Action). Sarqin’s spawn are never far away. She may use a lair action to summon 3 (1d6) Attercops, who arrive at the end of her next turn. Fear Aura. Any creature hostile to Sarqin that starts its turn within 30 feet of her must make a DC 15 Wisdom saving throw, unless she is Incapacitated. On a failed save, the creature is Frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to any Great Spider’s Fear Aura for the next 24 hours. Legendary. Sarqin can take one legendary action each turn. She may use her Beak, Eightfold Gaze or Web as a legendary action. Spider Climb. Sarqin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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Savage Tauler

Spider Climb. Tauler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Huge Monstrosity

STR 20 (+5)

DEX 18 (+4)

CON 22 (+6)

INT 14 (+2)

WIS 13 (+1)

CHA 8 (-1)

Actions Beak. Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 12 (2d6+5) piercing damage. The target must make a DC 16 Constitution saving throw or be Paralysed until they complete a short rest. A target make repeat the saving throw on their turn, ending the effect on a success. Stomp. Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit: 26 (6d6+5) bludgeoning damage. The target must make a DC 16 Strength saving throw or be thrown 20 feet and knocked Prone. Terrorise. Tauler targets up to three intelligent creatures he can see within 40 feet. Those targets must succeed on a DC 16 Wisdom saving throw or become Frightened until the end of his next turn.

Armour Class 17 (natural armour) Hit Points 137 (11d12+66) Speed 40 ft, climb 40 ft Damage Resistances non-magical bludgeoning, piercing and slashing Saving Throws Dexterity + 8, Constitution +10 Skills Perception +5, Stealth +8 Senses darkvision 60 ft, passive Perception 15 Languages Orkish, Westron Challenge 9 (5,000 XP) Camouflage. Tauler has Advantage on all Stealth checks in wooded terrain.

Tauler, the Hunter Tauler is as large as a small elephant, yet he is nimble for his size. He can also be very patient and can lay in ambush for weeks, waiting for the perfect moment to attack. Not that he fears any opponent — his beak is hard as steel, and his hide can withstand the edge of the sharpest of blades. He has feasted on the blood of Elves and Men, and intends to do so for a long time to come. All of Mirkwood is his hunting ground.

132

New Adversaries

Tyulqin, the Weaver Tyulqin spins webs as black as the void between the stars, making her lair darker than the pits of Dol Guldur. Her malice is so twisted that the minds of mortals are simple toys to manipulate with phantoms and illusions. She has more of the power of her grandmother than her siblings and there are few heroes in Middle-earth who can defy the sorcery of this many-legged horror.

Black Tyulqin

Sleep: The victim must make a DC 17 Constitution saving throw or become Unconscious. Spider Climb. Tyulqin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While Tyulqin is in contact with a web, she knows the exact location of any other creature in contact with the same web. Web Walker. Tyulqin ignores movement restrictions caused by webbing. Webs of Illusion (1/day, Lair Action). Tyulqin can enchant her webs to provide a vision that will deceive even Elven eyes. If she chooses to use this ability it must be on in the first round. Each target must make a DC 17 Wisdom saving throw or be Surprised. Woven from Darkness (1/day, Lair Action). Tyulqin can enchant her webs to absorb light itself, plunging everything within 30 ft around her into utter darkness. Non-magical light cannot penetrate the darkness, and creatures with darkvision cannot see into it. Magical light from any source can dispel the effect.

Huge Monstrosity

STR 19 (+4)

DEX 25 (+7)

CON 21 (+5)

INT 18 (+4)

WIS 20 (+5)

CHA 16 (+3)

Armour Class 19 (natural armour) Hit Points 161 (14d12+70) Speed 40 ft, climb 40 ft Damage Resistances non-magical bludgeoning, piercing and slashing Saving Throws Dexterity + 8, Constitution +9, Wisdom +9 Skills Perception +9, Shadow-lore +8 Senses blindsight 30 ft, darkvision 60 ft, passive Perception 19 Languages Orkish, Westron, Sindarin, Silvan Challenge 13 (10,000 XP) Legendary. Sarqin can take two legendary actions each turn. She may use her Beak, Ensnare, or Mesmerise abilities as legendary actions. Many Poisons. Tyulqin can use her bonus action to inject a poison when she successfully attacks with her beak. She may choose from the following effects: • Crazed: The victim is temporarily affected by their next Shadow Weakness Flaw until they take a long rest. • Despair: The victim is Miserable until they take a short rest. • Distraught: The victim is Blinded and Deafened until they take a short rest. • Weakened: The victim gains 2 (1d4) levels of Exhaustion.

Actions Beak. Melee Weapon Attack: +11 to hit, reach 5 ft, one target. Hit: 14 (2d6+7) piercing damage. Ensnare. Ranged Weapon Attack: +11 to hit, reach 10 ft, one target. Hit: The target has been caught by Tyulqin’s web-line and is Restrained (escape DC 17) by her web. Mesmerise. Tyulqin may use her action and target one creature, who must make a DC 17 Wisdom saving throw. On a failed save, the target becomes Charmed until Tyulqin leaves the area or attacks the Charmed creature.

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Rhovanion Region Guide

Forest Goblins The Goblins of Mirkwood are wiry, pale creatures, mostly inhabiting the caves under the Mountains of Mirkwood and haunting the ruins of Dol Guldur. Their long limbs and bony hands are surprisingly powerful, a characteristic that many enemies discovered too late. When they leave their underground lairs they smear filth and mud over themselves, to better hide in the gloom of the forest. They are excellent climbers and trackers, and often clamber through the canopy instead of travelling along the ground. They have a special terror of Great Spiders, as Forest Goblins are one of the most common snacks for a hungry spider.

Forest Goblin

Horrible Strength. If a Forest Goblin makes a successful melee attack, it may use its bonus action to cause 2 additional damage of the same type to the target. Mirkwood Dweller (Recharge 5-6). If there are any Mirkwood scenery features within 5 ft of the Forest Goblin it may use its bonus action to gain half cover. even if that scenery feature would not normally provide it.

Small Humanoid (Orc-kind) STR 15 (+2)

DEX 17 (+3)

CON 13 (+1)

INT 10 (+0)

WIS 12 (+1)

CHA 8 (-1)

Armour Class 14 (Orcish Leathers) Hit Points 13 (3d6+3) Speed 30 ft, climb 20 ft

Actions

Skills Athletics +4, Perception +3, Stealth +5 Senses passive Perception 13 Languages Orkish Challenge 1/2 (100 XP)

Jagged Knife. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5 (1d4+3) piercing damage. Stone Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft or range 20/60 ft, one target. Hit: 5 (1d6+2) piercing damage or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. If the Forest Goblin scores a critical hit, the stone head is destroyed in the process of doing the extra damage.

Camouflage. Forest Goblins have Advantage on all Stealth checks in wooded terrain. Hate Sunlight. Forest Goblins despise the Sun. If it is exposed to direct bright sunlight, the goblin takes 3 (1d6) psychic damage each round.

134

New Adversaries

Hunter Spiders Hunter Spiders are said to be the spawn of Tauler the Hunter and his sister Sarqin. They are large, hairy beasts, quicker and stronger and more aggressive than the rest of their kin. They do not spin webs, but lurk in the shadows and under piles of dead leaves until their unsuspecting prey comes near.

Hunter Spider

Great Leap. Hunter Spiders are capable of jumping huge distances. It may make a special Dash action to go twice its normal movement in a single jump. Any opponents in melee combat with the spider when it uses this ability get opportunity attacks as normal. Spider Climb. Hunter Spiders can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Medium Monstrosity STR 15 (+2)

DEX 17 (+3)

CON 14 (+2)

INT 10 (+0)

WIS 13 (+1)

CHA 8 (-1)

Armour Class 14 (natural armour) Hit Points 39 (6d8+12) Speed 40 ft, climb 40 ft Skills Perception +3, Stealth +5 Senses darkvision 60 ft, passive Perception 13 Challenge 1 (200 XP)

Actions Beak. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 7 (2d4+2) piercing damage. The target must make a DC 13 Constitution saving throw or be Poisoned until they complete a short rest. A target may repeat the saving throw on their turn, ending the effect on a success.

Camouflage. Hunter Spiders have Advantage on all Stealth checks in wooded terrain.

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Rhovanion Region Guide

Marsh-dweller These horrible hollow-eyed monsters are said to be hoarders of treasure. They appear as shambling humanoid creatures with clammy pale flesh, like that of a corpse left to rot in the water. Marsh-dwellers live in foetid swamps far away from civilised folk and they have mostly passed into legend and old wives’ tales. But the truth is often found in such lore, and as the Shadow rises, the marsh-dwellers may leave their ancient haunts and trouble the world again.

Marsh-dweller Medium Humanoid

STR 12 (+1)

DEX 15 (+2)

CON 17 (+3)

INT 10 (+0)

WIS 10 (+0)

CHA 7 (-2)

Armour Class 12 Hit Points 15 (2d8+6) Speed 20 ft Damage Immunities Bludgeoning from non-magical weapons Senses darkvision 60 ft, passive Perception 10 Challenge 1/2 (100 XP) Amphibious. The Marsh-dweller does not need to breathe underwater. Foul Reek. The Marsh-dweller exudes such a horrid stink that, as a bonus action, it can force an opponent engaged in melee combat with it to make a DC 12 Constitution saving throw or acquire the Poisoned condition until the end of its next turn. Actions Claws. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 6 (1d8+2) slashing damage. Reaction Biter. When attacked, the Marsh-dweller can use its reaction to make a single bite melee attack against its attacker. Melee Weapon Attack: +1 to hit, reach 5 ft, one target. Hit: 5 (2d4) slashing damage.

136

New Adversaries

Wild Men of Mirkwood These men are the descendants of Northmen who fled into the deep forests of Mirkwood and became corrupt and evil. They forgot all their lore, and now use carved wood and chipped stone instead of metal. They speak a barbaric tongue that is part a degenerate form of the Common Speech and part mimickry of the chirps and clicks of the Spiders. The Wild Men worship both the Spiders of Mirkwood and the Necromancer, hoping that their cruel masters will spare them for another year. They have little contact with the Woodmen of the Western Eaves, and believe the Elves of the Woodland Realm to be horrible cold spirits of death.

Wild Man Warrior Medium Human

STR 16 (+3)

DEX 17 (+3)

CON 14 (+2)

INT 10 (+0)

WIS 13 (+1)

CHA 8 (-1)

Armour Class 13 Hit Points 19 (3d8+6) Speed 30 ft Skills Athletics +5, Perception +3 Senses passive Perception 13 Challenge 1/2 (100 XP) Hatred (Elves) (Recharge 5-6). Wild Men hate and fear Elves and will attack them first. The warrior can spend his bonus action to have Advantage on all attacks against them this round. Mirkwood Dweller (Recharge 5-6). If there are any Mirkwood scenery features within 5 ft of the warrior he may use his bonus action to gain half cover. even if that scenery feature would not normally provide it. Actions Short Bow. Ranged Weapon Attack: +5 to hit, range 80/320 ft, one target. Hit: 6 (1d6+3) piercing damage. Stone Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft or range 20/60 ft, one target. Hit: 6 (1d6+3) piercing damage or 7 (1d8+3) piercing damage if used with two hands to make a melee attack. If the warrior scores a critical hit, the stone head is destroyed in the process of doing the extra damage. Reaction Thrall (Spiders). Wild Men are often the slaves of the Great Spiders. You may designate one spider as the warrior’s master. If the master is within the warrior’s movement speed, the warrior can use his reaction to become the target of an attack that would have hit his master. If the master is slain, the warrior flees the battlefield.

137

Rhovanion Region Guide

New Adversaries

Wood-wights During the long centuries of the rule of the Necromancer, many evil spirits issued from Dol Guldur. Some found their way into the burial places of the Northmen, others inhabited the corpses of lost travellers and victims of the Spiders. Those who have seen Wood-wights and lived to tell the tale speak fearfully of shambling horrors composed of bones, leaf mould and fallen tree branches, and skulls that leered out of the darkness.

Wood-wight

Stealthy. The Wood-wight may use its bonus action each round to Hide. Wraith-like. The wight is a creature of shadow, sticks and bones animated by undying hatred. It has resistance to all non-magical weapon damage (see above).

Medium Undead

STR 12 (+1)

DEX 17 (+3)

CON 11 (+0)

INT 10 (+0)

WIS 12 (+1)

CHA 10 (+0)

Armour Class 16 (Wraith-like) Hit Points 45 (10d8) Speed 30 ft

Actions Horror of the Wood. If encountered in Mirkwood, the Wood-wight can use its action to stir the evil forest to action. Tree limbs quiver and creak, leaves rustle with no wind, all manner of scurrying and slimy things scramble about, and the heroes feel the malevolence of the ancient wood. Each creature within 30 feet of the wight must make a DC 15 Wisdom saving throw. Those that fail are Frightened until the end of the Wood-wight’s next turn. Multiattack. The Wood-wight makes three attacks with its strangling claws. Strangling Claws. Melee Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6+3) magical slashing damage.

Damage Resistances: Non-magical bludgeoning, piercing and slashing Skills Stealth +4 Senses darkvision 60 ft, passive Perception 11 Languages Westron Challenge 4 (1,100 XP) Denizen of the Dark. The Wood-wight is particularly adept at using the environment and shadows to its benefit. When it takes the Hide action, it makes a Dexterity (Stealth) check and any foes must make an opposed Wisdom (Perception) check to track its movements.

138

Index

-

index -

A (New) Adversaries Aestid Amfossa the Trapper Ancient Basilisk Arciryas, Servant of Saruman Arnulf the Leofring Ash B (The) Back Door (The) Barrows of the Northmen (The) Beacon Tower Beorn (The Enchantment of) Beorn Beorn as a Patron Beorn’s House Beranald, Doorwarden of Mountain Hall Black Tom Boat-spirits Bofri, son of Bofur (Joining the) Brotherhood of Outlaws (The) Burned Glade (The Protection of the) Burned Glade Byrgol

(The) Dragon of Erebor Dwarrowhall (The) Dwimmerhorn

124 33 15 124 60 62 55

38 94 98 41 42 42 46 50 26 11 93 92 39 39 61

C (A) Campfire Tale (The) Carrock Ceawin the Generous (The) Children of Shelob (The) City of the Éothéod (The) Cleft of Storms (The) Corpse-woods (The) Crown of the Elvenking Cruac the Outlaw (New) Cultural Virtue: River-blooded

21 44 114 130 17 47 120 85 26 101

D Dangers of the Wild Dark Times (The) Dark Years Demon’s Tower (Minas Raug) Dol Guldur

124 72 9 120 120

74 64 61

E Eagles’ Falls East Anduin Vales Inhabitants Notable Characters Notable Places Wildlife (The) East Gate East Middle Vales Inhabitants Notable Characters Notable Places Wildlife East Nether Vales Inhabitants Notable Characters Notable Places Wildlife East Upper Vales Inhabitants Notable Characters Notable Places Wildlife Elements of Darkness No Food No Fresh Air No Hope No Life No Light No Paths No Water Elements of the Landscape Elendil’s Camp (The) Elftower (The) Elfwood Emissaries of the Enemy Emptiness (The) Enchanted Stream Ennalda the Spear-Maiden Erebor & The Watchful Peace (The) Evil of the Forest (The) Eyrie

28 53 53 55 56 53 88 39 40 41 44 40 65 67 67 68 66 28 29 31 34 29 75 76 75 77 76 75 76 76 12 39 57 34 127 12 80 44 73 77 38

F Farmann, the March-warden

22

139

(Spending a) Fellowship phase at the Eyrie 39 (New) Fellowship Phase Undertaking: Befriend the Beasts 47 Compete on the Field of Heroes 57 Enter Wuduseld 109 Feast in the Great Clearing 88 Gather Firewood in the Elfwood 34 Go Hunting with the Woodmen 100 Guard the Old Ford 45 Hunting Grim Hawks 49 Return to the Carrock 45 Study with the Lampmaker 89 Tame the Steed of the Moon 16 Visit the Market at Trader’s Island 52 Visit the Sentinel Oak 88 Fenbridge Castle 120 57 Field of Heroes Fire and Ice 73 (The) Ford of the Leofrings 65 (The) Forest Dragon 79 (The) Forest Gate 80 Forest Goblins 134 Forgotten Treasures 18 Frár the Beardless 22 G Gallows-weed Gárhild the Fox (The) Gates of the Elvenking Gelvira Pot-Stirrer (The) Ghost of the Forest Gladden Fields Inhabitants Notable Characters Notable Places Wildlife Gorgol, son of Bolg (The) Great Clearing (The New) Great Goblin (The) Great Vampire (The) Greatest of the Forests (The) Grey Heath Grey Mountains Narrows Inhabitants Notable Characters Notable Places Wildlife (The) Greydelve

124 67 87 44 96 57 58 60 61 58 16, 127 88 130 97 70 47 19 21 22 23 20 24

Rhovanion Region Guide

Grim Hawk Gwina

125 111

H 53 Hag’s Island Halbrech the Wineseller 86 Haldir of Lórien 63 (The) Hall of Ghosts 115 Hallucinations 77 Hartfast, son of Hartmut 51 Heart of Mirkwood 109 Inhabitants 111 Notable Characters 111 Notable Places 112 Wildlife 110 (The) Hidden House 18 (The) High Pass 38 (The) Hill of Skulls 18 (The) Hill-men of Gundabad 14, 126 History of Mirkwood 70 6 History of the Vales of Anduin (The) Hoary Mountain 23 Holes of the Wild Hobbits 61 8 (The) Horse-People How to use the Rhovanion Region Guide 5 Hunter Spiders 135 Hwalda, Hill-man Guide 15 I Introduction Ingomer Axebreaker Isildur’s Field Isle of Strangling Trees Iwmud the Goatherd K (The) Kingfisher Lord (The) Kingstone L (The) Lady’s Garden (The) Lampmaker’s House (A) Land without Kings (The) Lands of the River (The) Leofrings (The) Lieutenant of Dol Guldur (The) Lonely Giant (The) Long Barrows (The) Long Delve

4 103 68 46 56

27 68

65 88 9 6 63 117 27 56 27

Index

(The) Lord of the Eagles (The) Lord of the Eagles as a Patron (The) Lost River (The) Lost Watchtower

35 37 112 19

M Mad With Hunger and Thirst 78 Mab the Spinner 25 Maghaz, Orc-Captain 118, 128 (The) Magic of Radagast 103 Mansbane 56 Marsh-dweller 136 Meeting the Lord of the Eagles 37 (The) Men of the Anduin Vales 11 (The) Men of the West 7 (The) Messenger of Mordor 115 118 Mogdred Mountain Hall 52 (The) Mountains of Mirkwood 94 Inhabitants 95 Notable Characters 96 Notable Places 97 Wildlife 95 (The) Mouth of Dust 34 N Nagrhaw, Chief of the Wargs (The) Narrows of the Forest Inhabitants Notable Characters Notable Places Wildlife (The) New Great Goblin (The) North Ford Northern Mirkwood Inhabitants Notable Characters Notable Places Wildlife (The) Northmen & The Bight (The) Northmen of Rhovanion

17, 129 113 114 114 115 114 37 28 78 79 79 80 79 72 8

O (The) Old Dwarf Road (The) Old Ford (The) Old Forest Road (The) Old Oak Opening the Eyrie as a Sanctuary Opening the Old Ford as a Sanctuary

140

65 46 93 113 39 45

Osred the Rider P Pale Rider Caves (The) Parliament of Spiders (The) Passing of Years (The) Path of Serpents Perils of the Forest (The) Perils of the Stream (The) Power of the Kingstone Q Quarrelling R Radagast as a Patron Radagast the Brown Recent Years Regions of Mirkwood Regions of the Vales of Anduin (The) Reeking Glooms Resting in the Refuge (The) Return of the Nazgûl Rhosgobel (The) River-folk of the Anduin (The) River-maidens (The) Roaring Falls Ruins of the Refuge Running in Panic S Sarquin, the Mother-of-all Savagery Saviga the Goblin (The) Sentinel Oak (The) Shadow of Dol Guldur Sloth (The) Sorceress of Mirkwood Sorcery of the Hill-men Southern Mirkwood Inhabitants Notable Characters Notable Places Wildlife Spider Ravines (The) Spider’s Ring Spirit-warg Strange Faces in Familiar Lands Strange Magic

37

57 113 5 28 130 81 69

77

102 101 11, 75 75 12 117 97 97 104 10 100 80 97 77

131 12 32 87 8 78 118 14 115 117 117 120 117 98 81 127 29 12

Index

(The) Steed of the Moon Stonehallow (The Village of) Stonyford Subjects of the Necromancer T Tauler, the Hunter Tauler, Tyulqin and Sarqin Tholin the Trader (King) Thranduil Thranduil as a Patron Thranduil’s Halls (Opening) Thranduil’s Halls as a Sanctuary Thranduil’s Ring Thunar (The) Toft Trader’s Island Travelling along the Vales of Anduin Travelling in Mirkwood Turin the Tinker Tyrant’s Hill (Amon Bauglir) Tyulqin, the Weaver U (The) Undermountains V Valdis Valderic Vales of Gundabad Inhabitants Notable Characters Notable Places Wildlife Vidugalum, Lord of the Toft Viglar

16 56 56 67

132 112 23 84 86 89 87 85 33 68 52 12 77 43 120 133

97

111 55 13 13 15 17 13 68 32

31

Viglund W (The) Wayward Elves Cultural Heirlooms Cultural Virtues Standard of Living Wayward Elf Traits Wayward Elves Cultural Heirloom: Wine of the Dark Mountains Wayward Elves Cultural Virtue:The Call of Mirkwood (The) Werewolf of Mirkwood West Anduin Vales Inhabitants Notable Characters Notable Places Wildlife West Middle Vales Inhabitants Notable Characters Notable Places Wildlife West Nether Vales Inhabitants Notable Characters Notable Places Wildlife West Upper Vales Inhabitants Notable Characters Notable Places Wildlife (The) Western Eaves Inhabitants Notable Characters Notable Places

141

86 87 86 86 86 87 87 96 48 48 50 51 48 34 35 35 38 35 62 62 62 64 62 24 25 25 27 25 98 100 100 104

Wildlife 99 Western Mirkwood 91 Inhabitants 92 Notable Characters 92 Notable Places 93 Wildlife 91 (The) White Statues 94 Wild Men of Mirkwood 137 Wild Hobbits of the Anduin Vales 58 Cultural Heirlooms 59 Cultural Virtues 59 Standard of Living 59 Wild Hobbit Traits 59 Wild Hobbits of the Anduin Vales Cultural Heirloom: Barbed Fishing Spear 60 Wild Hobbits of the Anduin Vales Cultural Virtue: Vexing Riddler 60 (The) Wolfswood 51 Wood-wights 138 Woodland Hall 107 (The) Woodland Realm 71 The Woodland Realm 82 Inhabitants 83 Notable Characters 84 Notable Places 87 Wildlife 83 Woodmen of Mountain Hall 49 Cultural Heirlooms 49 Cultural Virtues 49 Standard of Living 49 Woodmen of Mountain Hall Traits 49 Woodmen of Mountain Hall Cultural 50 Heirloom: Ramhorn Woodmen of Mountain Hall Cultural Virtue: Goblin-Hunter 50 Woodmen-town 106

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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.

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. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty free, non exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co adaptability

with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Adventures in Middle-earth Player’s Guide Copyright 2016 Cubicle 7 Entertainment Ltd/Sophisticated Games Ltd; Authors: James Brown, Paul Butler, Walt Ciechanowksi, Steve Emmott, Gareth Ryder-Hanrahan, Jon Hodgson, Shane Ivey, Andrew Kenrick, TS Luikart, Dominic McDowall, Francesco Nepitello, James Spahn, Ken Spencer. Adventures in Middle-earth Loremaster’s Guide Copyright 2017 Cubicle 7 Entertainment Ltd/Sophisticated Games Ltd; Authors: Walt Ciechanowski, Steve Emmott, Jon Hodgson, TS Luikart, Dominic McDowall, Francesco Nepitello, David Rea, Jacob Rodgers, Gareth Ryder-Hanrahan and Ken Spencer. Adventures in Middle-earth Rhovanion Region Guide Copyright 2017 Cubicle 7 Entertainment Ltd/Sophisticated Games Ltd; Authors: Gareth Ryder-Hanrahan with Francesco Nepitello. END OF LICENSE

Rhovanion Region Guide - PDFCOFFEE.COM (2024)

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