Eaves of Mirkwood
Eaves of Mirkwood
Eaves of Mirkwood
TM
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1
The Eaves of Mirkwood
As players, we know that a time of great strife is just a What you’ll Need
generation away: a shadow is deepening in Southern • The 5e rules – these are available free online – or a
Mirkwood. But for now this is a time of great exploration hard-copy of the player’s rules.
and discovery, a time to sally forth in search of adventure!
• It would be extremely helpful to have access to
The Purpose of this Adventure Adventures in Middle-earth Player’s Guide and
The idea of this scenario is to allow players to explore a bit Loremaster’s Guide. But Eaves of Mirkwood can be
of Wilderland, using the new rules found in Adventures in run without them.
Middle-earth.
• A passing knowledge of Middle-earth. You don’t need
Everyone should have fun, have time to speak, get to to be an expert, nor do the players. If you’ve seen
make some decisions, play out a journey and a battle, the movies that will serve you well. If you’ve read
roleplay with one another and with engaging and the books so much the better. The more you know of
familiar NPCs, and come away having had a great time Middle-earth the more of its special atmosphere you
in Middle-earth. can impart, but you do not need to be an expert.
2
Introduction
Experience Awards
Throughout this adventure you’ll see symbols in the
margin. These indicate a chance for the Loremaster to
award Experience Points for overcoming challenges.
3
The Eaves of Mirkwood
4
Introduction
Part 6: Capture!
The characters are captured and taken into custody at the
nearby village, Rowanhold.
6
Introduction
She has found much that troubles her, and she seeks to Hope: If you only live at home, then you have never truly
learn more about the Shadow and how it can be defeated. lived.
Despair: I can never forge strong bonds; I’m always on
Ability scores: High Intelligence, high Dexterity the move.
Distinctive Quality: Secretive. Your thoughts are your
own and you are very difficult to read. Why Trotter begins the game at Woodmen-town:
Speciality: Rhymes of Lore. Much knowledge is You have spent a year working your way Eastwards. King
contained in the verses of poetry and song. You have Bard’s summons reached you at the Old Ford, and you
learned to use the effect such compositions have on have resolved to head to Lake-town. You’ve dropped into
those with whom you negotiate to your advantage. Woodmen-town to resupply before heading onward.
Hope: Only by joining forces can we hope to push back
the Shadow.
Despair: The Shadow’s influence is too strong; my
entreaties often fall on deaf ears.
Ability scores: High Dexterity, high Constitution, high Why The Bride begins the game at Woodmen-town:
Intelligence You have been heading east searching for the Beast of
Distinctive Quality: Keen-eyed. You are adept at Mirkwood. Bard’s proclamation reached you recently,
spotting stormy weather and other dangers before they and you have resolved to head to Lake-town and see if you
can affect you. can find help for your quest.
Speciality: Story-telling. You’ve heard many stories
while on the road and you have a gift for imparting them
to others.
7
The Eaves of Mirkwood
Sights about Woodmen-town across Wilderland. Folk are travelling again, and there
An old guide named Heva sits at the edge of the Market is more friendship and trade between the various Free
Green on a carved log stool. As a veteran traveller, Folk. Odo doesn’t like it – strange folk bring trouble, he
who used to lead logging parties into the forest, she can grumbles. They don’t know the ways of the wood.
give the Company advice on planning their upcoming
journey. Guides who listen to her advice gain a +1 on their • Amalina, a merchant from Mountain Hall selling axe
Embarkation Roll (see page 12). heads and iron pegs, laughs at Odo’s dour complaints.
She praises the Beornings, who now watch over the
A handful of children freed from their chores chase a Old Ford across the Great River and keep travellers
wooden ball with sticks around the open areas of the town. safe. If Beran of the Mountains or another Beorning
Elders shout at them to stay inside the stockade, warning is with the group, she thanks him for his people’s
them that they’ll be eaten by Spiders if they stray. (Giant doughty defence of travellers.
Spiders rarely dare to cross the Dusky River, but one does
not grow old in Mirkwood without learning caution.) • Old Ingund, a charcoal burner trading bundles of 1/8
The houses in Woodmen-town are all rectangular long • Barald, a rotund, shaggy-haired wood carver sits on
houses, with sloping shingled roofs that reach almost to a patterned blanket, carving wooden talismans. He
the ground. will make any reasonable trade with a polite player-
hero for a lucky carved talisman of a heartwood
An inner palisade runs around the waist of the hill which wolf’s head, which he swears will keep them safe.
is home to the Great Hall and elder council’s halls. Only Carried by a Guide this talisman gives a +1 result to
those with business on the hill are allowed into this inner any Embarkation Roll made on a journey beginning
palisade. in the Eaves of Mirkwood. Beyond this place it has no
power to protect its owner.
Well-trained working dogs can be seen all around Wood-
men town, the Woodmen being masters of hounds that Our heroes have stayed in some of the many guest-houses
are kennelled at the north of the settlement and watch for in Woodmen-town. These used to be inhabited by but are
any threat from the forest. Occasional excited barks can now abandoned as the population has dwindled.
be heard, but no howls warn of danger.
Useful names for Woodmen NPCs:
The sound of timber being chopped is a constant refrain in Male Names: Alaric, Alberic, Arnulf, Baldac, Barald,
Woodman-town. Eboric, Frideger, Garivald, Grimbald, Hildebald, Iwgar,
Malaric, Merovech, Odovacar, Ramnulf, Roderic, Sigeric,
Of note on the Market Green: Sigibert, Theuderic, Wulferd.
• Odo, a shepherd who sells dried mutton as well as Female Names: Adosinda, Amalfrida, Avagisa, Avina,
fresher meat. He grumbles that the ‘business up north’ Beranhild, Brunihild, Gailavira, Garsendis, Geleswinta,
– by which he means the death of the Dragon and the Gelvira, Grimhild, Hermesind, Heva, Hilduara,
rebuilding of Dale – has caused all sorts of bother Radegund.
9
The Eaves of Mirkwood
10
Part 2: The Journey Begins
Anyone in Woodmen-town, and indeed common sense, Wisdom and the Survival proficiency.
can tell them this. Mirkwood is widely feared and with good Scout - In charge of finding safe camp sites, opening new
reason. Even an Elf of Mirkwood like Caranthiel knows trails. Scouts rely on Stealth and Investigation.
not to stray far from the paths of her people.The Bride (a Hunter - In charge of finding food in the wild. Hunters
woodwoman herself) and Trotter the wanderer, will also seek success on Survival checks.
know that travel through Mirkwood is extremely dangerous. Look-out - In charge of keeping watch. Look-outs rely on
their abilities in Perception.
Traders and those with horses usually take the long way
around the forest, going north and passing through the Ask the players to decide who takes which role.
Grey Mountain Narrows. While this way is much safer
than it used to be, after so many Orcs and Goblins fell in the With the exception of the company’s Guide, more than
Battle of Five Armies, it’s still a long and arduous detour. one Player-hero may be assigned the same task (in other
words, there may be more than one character acting as
The fastest and safest route, which will be resoundingly Look-outs, or more than one hero going hunting regularly),
recommended by Heva, will take the Company westward but normally no character may assume more than one
out of the Eaves of the Forest, and then northward to the role at the same time (posing as the group’s Hunter AND
Forest Gate, where the Elf Path begins its winding course. Scout, for example).
Both Beli and Lifstan travelled to Woodmen-town along
the Elf Path, and know this is the best way back to Lake- If there’s more than one person assigned to a task then
town. Travel in the forest is slow and dangerous, but nominate a lead Scout, Hunter or Look-out. That character
beyond its reach the going is much easier, game and fresh is the one who makes the check and gains Advantage from
water are more plentiful. the assistance of the other player-heroes performing the
Help action on that task.
Assigning Tasks
Once the Company have agreed on their route they must If a task goes unfilled, any relevant checks for that task
decide who will do what on the journey. There are four which come up are taken with Disadvantage.
tasks to be assigned, each roughly summarising what they
will be doing for the length of the trip. The tasks divided Each character already has everything they need for travel
between the Company are: in their equipment list. If the company wish to do some
roleplaying to gather supplies in Woodmen-town then
Guide - In charge of all decisions concerning route once they are free to do so.
embarked, rest, and supplies. A good Guide has a high
The Eaves of Mirkwood
Peril Rating the Peril Rating of the journey, which in this instance is
In a regular Adventures in Middle-earth adventure the 2. The result of the roll is used on the Embarkation Table
Loremaster would now calculate the Peril Rating of the below. This has been modified for this adventure. The full
journey, using a hexed and shaded Loremaster’s map to version on page 167 of the Adventures in Middle-earth
determine how tough the chosen route is. Player’s Guide contains a much wider variety of options.
For the purpose of this adventure the Peril Rating is 2. In this short scenario, featuring a relatively short,
interrupted journey, players won’t feel the full effect of the
Now the Guide must make an Embarkation Roll using journey rules (but should still have some fun!)
1d12. This represents a combination of actions and
knowledge – while others in the Company prepare Read, or paraphrase, the result to the players. The Guide
supplies and equipment, and look to the preparedness of should make a note of both the numbered result and its
their weapons, the Guide is busy asking around for local effects. The result may be referred to during the following
advice, thinking of previous journeys, consulting maps, parts of the journey. Gathering together everything they
recalling fragments of folk-wisdom and the like. need for their journey, the Company say their goodbyes to
the hard-eyed Woodmen of Woodmen-town and embark
The Embarkation Roll is modified as follows: the Guide’s on their adventure!
Proficiency Bonus plus half their Wisdom bonus, minus
Embarkation Table
2 or less: A Fell & Foreboding Start three. As a result, each member of the Company immediately
The Company sets out under a pall of doom. A sense of gain one level of Exhaustion.
foreboding and oppressive menace seems to loom at every
turn and misfortune appears to dog their steps. Tasks seem 7-8: Fine Weather
harder, and will remain so until the feeling of doom can be Each morning brings a beautiful sunrise that raises spirits
shaken off. As a result, each character receives 1 point of and fills all who see it with hope for the day ahead, when
Shadow and all rolls taken during Journey Events are made rain falls it is cooling and soothing to a weary traveller, the
with Disadvantage until a roll is successfully made, at which wind seems to be no more than a light breeze and snow or
point the dark mood will lift for that hero. frost sparkle beneath clear, bright skies, creating majestic
and breath taking vistas. As a result, each member of the
3-4: The Keen Eyes of the Enemy Company may ignore the first level of Exhaustion that they
The Company has the misfortune to have chosen a path accrue during this journey.
upon which fell creatures and evil men are more likely to be
encountered. Depending upon their stature among the Free 9-10: Paths Both Swift and True
Peoples of Middle-earth, it is possible that they have come Whether as a result of consulting good quality maps, referring
to the attention of agents of the Enemy. As a result, they will to the knowledge of local travellers or simply due to an innate
need to work hard to avoid encountering those who would knack for finding the easiest path, the Guide has planned
wish to do them harm: a brooding feeling of danger seems a route that will allow the company to travel swiftly and
to pervade their senses throughout the journey, as if unseen directly to its destination. Rolls on the Journey Events table
eyes watch them at every turn. Modify all results on the are modified by +1.
Journey Events tables by +1 and the first roll made during
these encounters should be made with Disadvantage. 11 or more: With Hopeful Hearts & Clear Purpose
The Company embarks with light hearts and a sense of hope.
5-6: Foul Weather They are resolute and determined to cleave to their path,
The rain falls constantly, the wind chills to the bone, the sun regardless of hardship or setback. Accordingly, each member
beats down unrelentingly, frost numbs toes and fingers. Rest of the Company has Advantage until the first time they fail an
is hard to find, sleep is elusive and every mile walked feels like ability check during this journey.
12
Part 3: ALong the Road
13
The Eaves of Mirkwood
each of the other Company members must make their choice The Hunter sees tracks left by some deer that would likely
of Wisdom (Survival) or Strength (Athletics) ability check. prove a far better meal than their travelling rations.
If all of the checks are successful, the Company has worked The Hunter must make a Wisdom (Survival) ability check
well together, making the crossing and feeling a sense of to hunt down this game. If the roll is successfully made by 5
satisfaction from their unity. As a result, the Guide’s Arrival or more, the prey is brought down and a great feast is had,
roll will benefit from a +1 modifier. restoring one level of Exhaustion and giving a +1 bonus to
the Guide’s Arrival roll.
If half or more of the checks are successful, the crossing
is made with some difficulty and no bonus or penalty is If the roll is successful, the Company enjoy a hearty meal
incurred. and each may remove one level of Exhaustion.
If less than half of the rolls are successful, but not all fail, the If the roll fails, the hunt was unsuccessful and the Company
Company has struggled to overcome the obstacle and each spend a hungry night, resulting in each immediately gaining
of them immediately gains a level of Exhaustion. a level of Exhaustion.
If all the rolls fail, the company is forced to backtrack to bypass If the Hunter fails their roll by 5 or more, the hunt was a
the obstacle. Each of them suffers a level of exhaustion and disaster, pulling the Company off course and leaving them
the Guide’s Arrival roll is subject to a -1 penalty. with nothing to show for their efforts but sore feet and
growling bellies. As a result, each gains a level of Exhaustion
1/2 3-4: The Wonders of Middle-earth and the Guide’s Arrival roll becomes subject to a -1 penalty.
The Company finds itself presented with a awesome vista:
toward the end of their day’s travel a spectacular sunset glows 7-8: A Fine Spot for a Camp 1/8
across the tops of the trees, illuminating the surrounding The Scout spots a location that has the potential to be a safe
area in with a rich golden light. Everything appears in sharp and comfortable place to make camp. It is an ancient, ruined
focus. building, tumbledown, but easily defensible, and with plenty
of fallen wood for a fire within. Camping here allows the
Each member of the Company must make a Wisdom check Company to rest a little easier on their journey. The Scout
or Intelligence (Investigation) check (their choice). must make an Investigation check as the Company draw
close to the site.
If successful, they see the beauty of the scene and feel
invigorated, immediately recovering one level of Exhaustion. If the roll succeeds by 5 or more the camp site is all the
Company could have hoped for, and they may benefit from
If unsuccessful, they instead see the sheer expanse of the a long rest in addition to recovering a level of Exhaustion. As
Wild; hard paths yet to be walked, steep and daunting hills an added bonus, the Guide will receive a +1 modifier to their
to be climbed and immediately suffer a level of exhaustion. Arrival roll.
14
Part 3: Along the Road
If the roll is simply successful, the Company has an Company fail their saving throws, a -1 modifier must be
undisturbed night, and if needed each may recover a level applied to the Guide’s Arrival roll.
of Exhaustion.
11 (or more): A Place Touched by the Shadow 1/8
If the roll fails, the campsite proves to be less than it might The essence of something dark and terrible lingers in
have been. The Company spends a restless night, beset by a place the Company pass through. It is the site of some
feelings that they are being watched perhaps, or discovering ancient battle, haunted still by the shades of the fallen. That
that the spot they have chosen is rocky and uncomfortable or said, even the darkest of Shadows may hide something
prone to flooding. They awake weary and dispirited and gain bright and good. The Look-out must make an Intelligence
a level of Exhaustion. The night is a poor one and the only (Investigation) check to become aware of the darkness
memories they carry with them of the camp are those of hard surrounding this area before the Company blunders too
knocks and a final, unfulfilling rest. The Guide’s Arrival roll deeply into it.
is subject to a -1 modifier.
If the roll is a success by 5 or more, the Company witness
1/2 9-10: A Lingering Memory of Times Long Past some sign that reaffirms their hope in the struggle against
The Company witnesses, in the distance, a travelling the Enemy. Perhaps they see evidence of the downfall of
company of Elves, making their way towards the Grey whatever evil thing once lived here, perhaps bright sunlight
Havens in the West. The Elves are too far away for the bursts through brooding clouds to bathe the darkened place
Player-heroes to catch up with them, and the Elves seem in bright light, lifting the spirits of all who witness it.
to melt away into the mist. With good fortune and a light
heart, the Company will be uplifted by this sight, sensing Whatever the reason, each member of the Company
something hopeful for the future in this glimpse into the may remove one point of Shadow and gain Inspiration.
past. With poor fortune, the Company will be filled with a Additionally, the Guide will receive a +1 bonus to their
sense of doom, seeing the decay of lost glory and the end of Arrival roll.
hope.
On a successful roll, they manage to avoid the pervasive
Each member of the Company should make a Wisdom sense of corruption that lingers here and may count
check. If successful, they are filled with hope regarding their themselves lucky. Accordingly, the Guide receives a +1 bonus
journey and their struggles against the Shadow and gain to their Arrival roll.
Inspiration. If they make the roll by 5 or more they are so
positively affected by the sight that they may also remove If the Look-out fails their roll, the Company has wandered
a level of Exhaustion. Additionally, if at least half of the into the heart of the area and feels the dark nature of the
Company is successful, a +1 modifier may be applied to the place touch their hearts. Each hero must make a DC 15
Guide’s Arrival roll. Wisdom saving throw to to avoid gaining a point of Shadow.
With a failed roll, they see only the fleeting nature of life and If the Look-out’s roll fails by 5 or more, some dark thing
the fall of all that is good, and must make a DC 15 Wisdom still lurks here, ancient and evil, and the Company have
saving throw to avoid gaining 2 points of Shadow. disturbed its slumber… Something terrifying begins to
unearth itself, and the Company must flee in great haste,
If they fail the roll by 5 or more, they feel morose and wearied gaining an additional level of Exhaustion each, and each
by the scene and suffer a level of Exhaustion in addition to gaining Disadvantage on their next skill check.
the Shadow points. Additionally, if more than half of the
15
The Eaves of Mirkwood
As the day’s travel comes to an end, the sun westering In the next clearing, the Company sees a small group
behind the larch trees that run close to the path on either of Dwarves locked in battle with a group of Goblins. As
side, the Player-heroes begin to catch sight of ancient the heroes advance, from the thickets around them burst
carved stones amongst the trunks and roots. Goblins, spears at the ready, spittle flying from their
snaggle-toothed mouths. Have the Goblins make a single
As they walk, the sporadically appearing fallen stones are Stealth check against the best passive Perception of the
seen more frequently, and the Company realise they are in heroes. If successful, the heroes are Surprised for the first
the ruins of some ancient settlement. round of combat.
A successful Wisdom (Perception) check gives up a giant There is a Goblin for each Player-hero, and they must fight.
carved head of some ancient Mannish king, roots and
moss lying thick across his troubled brow. An unsuccessful The battleground contains a fallen tree to climb up onto to
Perception check means the Company does not realise the make things interesting:
Part 4: Ambush!
• A fallen tree provides total cover from ground level. Whether you want to run this battle to the last Goblin, or
• Use of a full movement action allows a creature to have them throw down their scimitars and flee when loss
climb onto a fallen tree, allowing Advantage on attack seems inevitable is up to you – the players might enjoy a
rolls as long as they stay on the tree. Jumping down is decisive victory and the chance to use all their powers,
considered normal movement. or they may appreciate advancing the story more quickly.
• Creatures on a tree trunk gain a +2 modifier to a shove Use your best judgement. As the heroes achieve victory, so
action on opponents below. do the beset dwarves.
17
The Eaves of Mirkwood
18
Part 5: Celebration
Often he will simply nod or shake his head and suck on the wondrous sights of Erebor, since he was born on the
his short stemmed pipe. road. He longs to have a home in one place. Hár will not
give up his story easily, but he is returning to Erebor in the
When it comes to greetings, Hàr keeps his hands firmly in hope of finding his wife, lost to him for many years since
his belt. the coming of the Dragon, Smaug. He will not elaborate
on this sad story.
1 Ale and Smoke Rings and Roasted Pig
Snorri urges everyone to get out of the rain, and away Around the fire the following activities can be enjoyed.
from the scene of the battle, indicating that they have a There’s no need to do all of these – but do make sure the
safe camp nearby. The Dwarves can be trusted, and lead Company enjoy the roasted pig. If you have time there’s
the party out of the rain to the lee of a pile of ancient no reason not to play through all of the activities.
masonry and the roots of a fallen tree, where they’ve built
a fire and set a camp. Ale
The Dwarves produce a small keg of ale and open it in
A fat pig roasts on a spit above the fire; as soon as the celebration of the victory over the Goblins. Borri passes
Dwarves return to their camp with the Company, Borri round wooden cups, and everyone makes a toast to
hurries forward to get the spit turning again, in case the victory. Snorri offers another toast – to Borri, for catching
pig becomes blackened on one side. the delicious pig they’re all about to eat.
19
The Eaves of Mirkwood
employ Riddle skill checks to both know riddles and their will attempt to blow, and then make their attempt. Each
answers. A sheet of riddles is provided at the end of this smoker has 3 tries to score as many points as possible.
adventure to use as handouts where needed. Legend has it that different pipe weeds, and different kinds
of pipe can provide an advantage.
Singing
After several cups of ale have been enjoyed, and the Smoke rings are blown using either an experienced
Dwarves have asked the Company to tell some of their smoking (Wisdom) or naturally gifted smoking
stories, Hár will produce his drum, and Borri his whistle. (Dexterity) ability check. Of course, those proficient
They strike up a tune, and Hár sings this song: with the pipe benefit from their Proficiency Bonus. The
DC depends on the smoke ring attempted:
The Mountain was young, the valley green
Such a place they’d never seen
They came from far, they came from wide The Game of Smoke Rings
With hammer and pick they delved inside
Series of tiny rings DC 12 1 point
When Dúrin’s folk carved open a door Small, but perfectly
To the riches lying ‘neath Erebor DC 13 2 points
formed, spinning ring
None heard his wings, none felt his breath Snorri will gift the winner (even if it is himself!) with
But a hot North wind brought with it death an ornately carved pipe he’s been keeping for special
The lintel broke, the stone floor cracked occasions. Smoking this pipe gives excellent powers of
The treasures of heath and home were sacked concentration, and given the chance to smoke it, grants
the smoker a +1 bonus to a Riddle check once per long
When Dúrin’s folk carved open a door rest. It is also a great pipe to use in the Game of Smoke
To the riches lying ‘neath Erebor Rings, giving +1 to all rolls made as part of that game.
20
Part 6: Capture!
21
The Eaves of Mirkwood
Arrival Table
23
The Eaves of Mirkwood
A while later a young man brings them some water and If the Company eavesdrop on the goings-on in the
bread, leaving it within reach, but not getting close enough farmstead outside, they hear Gailavira arrange for
to be attacked. He seems very frightened of the Company another pig to be brought out and shackled in the same
and the Dwarves. He hurriedly asks “Are you in league place as the first one. (This attempt to placate the Warg
with Greymuzzle Hob?” before rushing away without will come to nothing in Part 8, for Greymuzzle Hob is
waiting for an answer. Another man stands guard with an faithless and cruel, and was looking for an opportunity
old spear in the doorway. They leave, securing the door. to break its bargain with the farmstead and attack again.)
The Dwarves are deeply regretful of their actions. If For the purposes of this adventure you’ll use a simplified
needed, their reactions to the situation can serve to guide version, tailored to this scenario – this isn’t a situation
the players into realising that they have done wrong and where the players approach in a neutral way requesting
must seek to put it right, rather than lash out or take aid – they are prisoners, trying to win their freedom.
vengeance on the village. Equally Gailavira is no fool, and realises there could be
something to be gained from them. Since everyone is level
Borri relates the story of how he found the pig. He thought 1 there won’t be much differentiation based on level – only
it was caught in some other hunter’s trap, and stealing on origin and ability scores.
that would have been crime enough, but he was hungry.
Recognising his good fortune, he quickly dispatched it, The Company are led and pushed into the centre of the
and that was that – pork for dinner. He now realises to smoky hall. A dais stands before the hearth, and on it sits
his shame he should have thought harder about where it a tall wooden chair. Furs are laid over it, and on them
came from. sits a proud grey haired woman. Her clothes, while not
24
Part 7: Explain Yourselves!
fine looking to the eyes of an Elf, Barding or Dwarf, look an odd creature asking her for favours. Trotter also has
impressive enough to a Beorning or Woodman. The fabrics middling Intelligence, so isn’t a good bet at all. It’s up to
are died a deep red and orange, and they are edged with the players to figure this out.
inkle loom woven designs. A fur-trimmed cloak with a fine
square silver brooch sits on her shoulders. The result of this first check determines Gailavira’s initial
reaction and attitude towards the Company. This sets the
base DC for a Final Audience Check, which determines the
ultimate success (or failure) of the interaction.
Elves of Mirkwood
Generally Friendly DC 11
(Caranthiel)
“Who are you to come here and steal our pig? You will tell
me your names and intention here in our lands, and if I Gailavira’s Starting Attitude on an
do not like what you have to say I shall keep your swords unsuccessful Intelligence (Traditions) check:
here, and cast you out without them. Make me angry and
I will keep you here too. Speak.” Culture Attitude DC for
(Character) final roll
One member of the Company must make a DC 15 Bardings (Lifstan) Generally Askance DC 13
Intelligence (Traditions) check to to introduce the group.
Beornings (Beran) Generally Neutral DC 12
The choice of which hero will make the initial introduction Dwarves (Beli) Generally Askance DC 13
is an important one. Gailavira will respond better to a
familiar face like a fellow Woodman or a Beorning. Equally Elves of Mirkwood
Generally Neutral DC 12
(Caranthiel)
though, it is important to be able to pass the check. The
Bride is not the most quick-witted of the Company, and Hobbits of the Shire Generally
DC 14
Beran is not much cleverer. Caranthiel on the other hand (Trotter) Mistrustful
has a good chance of being looked upon favourably as
Woodmen
an Elf of Mirkwood, and has a high Intelligence. At the Generally Friendly DC 11
(The Bride)
other end of the scale, Gailavira has never seen a Hobbit
before, and there is very little chance that she’ll trust such
25
The Eaves of Mirkwood
All this means that she will want to make the Company The Company makes Gailavira look good
The Company makes Gailavira look wise
sweat, to assert her position. But she will want to find a
The Company makes a reasonable claim of
good resolution – perhaps money or goods for the loss kinship, either spiritual or blood ties
of the pig, or even better, have these fighting men and The Company makes an offer of assistance to
+2
women defeat Greymuzzle Hob. defend the village, or help rebuild it
The Company blames the dwarves for everything
and argue that they have nothing to answer for
This also means, out of character, the Company will get a (abandoning the dwarves like this is worth at least
scolding, but are unlikely to face being locked up unless 1 Shadow point apiece).
they foolishly chose to mock her in her own hall. This is
also a good taste of the way things work in Middle-earth.
Characters are not simply free to do anything they want, Once the conversation is wrapping up, the companions may
and bonds of honour and service are important dramatic choose who will make the final roll from those who have
hooks. spoken, using the DC generated by their introduction, and
adjusted by any modifiers accrued during the audience.
The Company and their players should realise they have
done wrong, and aim to make amends. Gailavira could
become a powerful friend. She will not tolerate being
Results
treated as a fool, nor disrespected in her own hall. It is
clear that if the Company is foolish enough to threaten Gailavira determines to keep the party hos-
real violence, the villagers will cut them down with spears Failure tage. As they are led away, skip forward to
and pitchforks. Part 8.
26
Part 8: Warg Attack!
- Part 8- The fire in the hearth and all torches in the hall are
initially extinguished by the Warg’s entrance – this could
Warg Attack! be the result of dark sorcery, or simply the gust of wind
from the doors being flung open. The torches are out, but
the hearth fire is smouldering.
27
The Eaves of Mirkwood
It is possible for the company to relight torches and The Dwarves decide to stay a while in the village to help
stoke up the fire to trigger Greymuzzle Hob’s fear of fire. with repairs. They will bid a fond farewell to the Company,
Relighting a torch or stirring the fire takes an action and and express a wish to see them again. Friendships like this
requires a DC 10 Dexterity (Sleight of Hand) check. are key to tying characters into Middle-earth as more than
wandering mercenaries.
2 When the battle is over, everything has changed. The
Company is no longer looked on with suspicion or scorn. Gailavira bids them farewell, thanking them for their
All debts are repaid, and the folk of Rowanhold are nothing efforts. All punishments are forgotten, and if they secured
but grateful. Gailavira orders the Warg skinned, and sets her as a patron, she will doubtless see them again, and
in motion the repairing of the broken palisade. Snorri have quests for them to undertake in the rebuilding of the
and his companions agree to aid in the rebuilding. The farmstead. But for now they must head on to the Forest
Company will be most welcome to help, or to take their Gate, and then into Mirkwood.
rest in the great hall.
9-- Part
the Wandering
wizard
The next morning, in the closing moments
of the scenario, the party meet Gandalf,
and have the chance to accompany him
into Mirkwood.
A gentle spring dawn casts a fragile yellow light across the As they approach the road that leads to the Forest Gate,
farmstead. Serious repairs to the palisade begin with the they see another traveller ahead of them on the trail,
rising of the sun, and the sound of axes and mallets wakes leaning on a staff as he walks wearily along the road. He
the company. They slept in Gailavira’s hall as honoured is an old, old man, wears a tall pointed blue hat, a long
guests. grey cloak, and a silver scarf. He has a long white beard
and bushy eyebrows that stick out beyond the brim of his
Realising that our heroes will be keen to continue their hat.
journey, and somewhat keen to forget imprisoning them,
the villagers begin to appear at the repaired doors of the “Your path goes East, I think, and so does mine today. 2
hall with gifts for their journey, supplies for the road, May I join you on the Road?”
clearly meagre by normal standards, but great gifts from
so poor a people. And with that the curtain falls.
28
Riddle sheet
The poor have it, the rich need it and if you Glittering points that downward thrust,
eat it you ’ll die. What is it ? Sparkling spears that never rust.
- N othing - - I cicle -
What always runs but never walks, often A head have I, a tail have I, no body have I,
murmurs , never talks , has a bed but never what am I?
sleeps , has a mouth but never eats ?
- A coin -
- A river -
The one who makes it, sells it. The one who
buys it, never uses it. The one that F eed me and I live, give me drink and I die.
uses it never knows that he has it. What am I?
What is it ?
- Fire -
- A coffin -
- A fish -
The Eaves of Mirkwood
Loremaster’s Map
30
Maps
Player’s Map
31
The Battle in the Clearing
Each beautiful map is double-sided, with one set of player maps, and a set of hexed maps for Loremasters,
covering known Middle-earth.
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.
Grappled
• A grappled creature’s speed becomes 0, and it can’t benefit
Companion and Challenge Rating from any bonus to its speed.
Experience Award Table • The condition ends if the grappler is Incapacitated (see the
condition).
Challenge XP Challenge XP
• The condition also ends if an effect removes the Grappled
0 0 or 10 14 11,500 creature from the reach of the grappler or grappling effect.
1/8 25 15 13,000
1/4 50 16 15,000 Incapacitated
• An incapacitated creature can’t take actions or reactions.
1/2 100 17 18,000
1 200 18 20,000 Miserable
2 450 19 22,000 • A Miserable creature has Disadvantage on attack rolls.
3 700 20 25,000 • The creature automatically fails Charisma ability checks.
• A Miserable character can temporarily counter the effects
4 1,100 21 33,000
of the Miserable condition by spending Inspiration. Using
5 1,800 22 41,000 Inspiration removes the Disadvantage on one attack roll,
6 2,300 23 50,000 or enables the player-hero to make a Charisma ability
7 2,900 24 62,000 check at Disadvantage.
8 3,900 25 75,000
Paralysed
9 5,000 26 90,000 • A paralysed creature is Incapacitated (see the condition)
10 5,900 27 105,000 and can’t move or speak.
11 7,200 28 120,000 • The creature automatically fails Strength and Dexterity
saving throws.
12 8,400 29 135,000
• Attack rolls against the creature have Advantage.
13 10,000 30 155,000 • Any attack that hits the creature is a critical hit if the
attacker is within 5 feet of the creature.
Poisoned
Exhaustion • A Poisoned creature has Disadvantage on attack rolls and
ability checks.
Level Effect Prone
1 Disadvantage on ability checks • A prone creature’s only movement option is to crawl,
2 Speed halved unless it stands up and thereby ends the condition.
3 Disadvantage on attack rolls and saving throws • The creature has Disadvantage on attack rolls.
4 Hit point maximum halved • An attack roll against the creature has Advantage if the
5 Speed reduced to 0 attacker is within 5 feet of the creature. Otherwise the
6 Death attack roll has Disadvantage.
Restrained
A creature suffers the effect of its current level of Exhaustion as • A restrained creature’s speed becomes 0, and it can’t
well as all lower levels. For example, a creature suffering level 2 benefit from any bonus to its speed.
Exhaustion has its speed halved and has Disadvantage on ability • Attack rolls against the creature have Advantage, and the
checks. Finishing a long rest reduces a creature’s Exhaustion creatures attack rolls have Disadvantage.
level by 1, provided that the creature has also ingested some • The creature has Disadvantage on Dexterity saving throws.
food and drink.
Stunned
Conditions • A stunned creature is Incapacitated (see the condition),
can’t move, and can speak only falteringly.
Blinded • The creature automatically fails Strength and Dexterity throws.
• A Blinded creature can’t see and automatically fails any • Attack rolls against the creature have Advantage.
ability check that requires sight.
• Attack rolls against the creature have Advantage, and the Unconscious
creature’s attack rolls have Disadvantage. • An unconscious creature is Incapacitated (see the
condition), can’t move or speak, and is unaware of its
Deafened surroundings.
• A Deafened creature can’t hear and automatically fails any • The creature drops whatever it’s holding and falls Prone.
ability check that requires hearing. The creature automatically fails Strength and Dexterity
saving throws.
Frightened • Attack rolls against the creature have Advantage.
• A frightened creature has Disadvantage on ability checks and • Any attack that hits the creature is a critical hit if the attack
attack rolls whole the source of its fear is within line of sight. is within 5 feet of the creature.
• The creature can’t willing move closer to the source of its fear.
OPEN GAME LICENSE Version 1.0a with any Trademark or Registered Trademark in conjunction with a work
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