Yup. Like all true geeks I have kicked this idea around. The idea of playing the Lord of the Rings in DnD form. And like many I have not ever run it. My group declared that the idea was too dry to run through - too set in stone somehow versus the books/movies. Or perhaps it didn't offer the sense of adventure and mystery they were looking for.
This is a pity as I had a very simple way to make running this adventure fantastically different and upping the excitement factor (see under plot notes far far below).
Anyhow here is what is sure to be a very long post full of notes I have been sitting on for years. Perhaps you can use this info in your very own 4e DnD Middle Earth campaign. If you use it or even just like what you see, please leave a comment. Thanks!
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MIDDLE EARTH RACES:
The Diminutive Races:
Hobbit - as Halfling in DnD (+2 Dex, +2 Chr)
Dwarf - as Dwarf in DnD (+2 Con, +2 Wis)
The Elven Races:
Half Elf - as Half Elf in DnD (+2 Con, +2 Chr)
Noldor Elf - as Eladrin in DnD (+2 Dex, +2 Int)
Sindarin Elf - as Elf in DnD (+2 Dex, +2 Wis)
Sylvan Elf - as Gnome in DnD (but medium sized) (+2 Int, +2 Chr)
The Human Races:
Arnorian Human - as Human in DnD (+2 to any one ability score)
Gondorian Human - As Goliaths in DnD (+2 Str, +2 Con)
Dúnedain (Númenóreans) - as Tiefling in DnD (+2 Int, +2 Chr)
Drúedain (Wild Men) - As Dragonborn in DnD (+2 Str, +2 Chr) (The damage type for the Dragon Breath is always Psychic and the power name is changed to Púkel Glare.)
The Aligned Races:
Istari - as Deva in DnD (+2 Int, +2 Wis) (you have the appearance of men)
Half-Orc - As Half-Orcs in DnD (+2 Str, +2 Dex)
Beorning - As Shifters in DnD (+2 Str, +2 Wis) (animal form is always bear-like)
SPECIAL NOTES ON CLASSES:
Warlocks:
Pacts are made with higher powers now removed from Middle Earth. The valar and maiar take no active role in the pact - the warlock merely channels the might of these powerful beings. Fey Pact is a pact with Melian, Infernal Pact is a pact with Melkor, Star Pact is a pact with Ilmarë, Vestige Pact is a pact with Mandos.
MAGIC ITEMS:
Like the One Ring, magical items' powers rise to match the power of the wielder or wearer. Thus the only magical items needed by the PCs are likely the first ones they come across.
Weapon Bonus Progression:
At 1st lvl: No magic items
At 2nd lvl: One +1 item
At 3rd lvl: Two +1 items
At 4th lvl: All three +1 items
At 5th lvl: One +1 item becomes +2
At 6th lvl: Two +1 items become +2
At 7th lvl: All three +1 items become +2
At 8th lvl: One +2 item becomes +3
At 9th lvl: Two +2 items become +3
At 10th lvl: All three +2 items become +3
At 11th lvl: One +3 item becomes +4
At 12th lvl: Two +3 items become +4
At 13th lvl: All three +3 items become +4
Special purpose weapons which are awarded by the DM only. There are four of these weapons only (one for each PC). Each of these is one level higher than the normal items available at your current level and advances to stay that way as items upgrade.
Given at Rivendell:
Balrog slaying (lightning & radiant) - Belariand Origin
Saruman slaying (psychic & radiant) - Númenórean Origin
Given at Lorien:
Nazgul slaying (thunder & radiant) - Arnor Origin
Mouth of Sauron slaying (force & radiant) - Gondor Origin
Against their chosen foe they grant the power to slay it.
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Lord of the Rings and 4e Cosmology
Prime Material setting with areas which can change the influence of the parallel planes of the Shadowfell and the Feywild. You can never leave the actual world for another but you can have the veil changed from that of one plane to another. In places where fey or fell magic is strong the plane of the world changes to that of the strong force. Powerful beings create this force as well. The nazgul emanate the fell power and the effect can be felt near them. Likewise with Treebeard and fey power.
The few Noldor in the world (not an option for a PC) emanate the Astral power as evinced by their radiance and the realm of Gladriel is the only area in Middle earth that has the veil of the Astral pulled over it - the veil of the Valar. Likewise the powerful creations of Morgoth emanate the Elemental Chaos - Balrogs, for example. Also Mount Doom is rife with that power - summoned with great effort by Sauron though in the rest of the world his influence is predominantly that of shadow.
Emanations or Veils effect powers differently. Veils effect the entire region in different ways granting vulnerabilities as well as immunities to all within them. Emantations effect only those in close proximity to the creature emanating it. Typycal alterations include creating a vulnerability to the power for all those without the power's keyword. For example powerful servants of Sauron will emanate an effect which will give all those not aligned with him a Vulnerability 5 necrotic or more while also granting a Resist 5 radiant to those who are.
Morgul blade is a bade with the primordial power type. Primordial types can only be withstood by powers with the Astral power type. Hence needing "elvish" medicine to heal the wound. Or perhaps there is a penalty for healing against those healing powers that were not the Astral power type.
When Sauron sends forth his darkness from Mordor it is the fell influence spreading out. Mordor itself is in the shadowfell.
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Middle Earth Overview
Much that once was is now lost. For none now live who remember it...
Concerning the Valar (the creator gods):
The Valar are the creators of the world. Long ago they left Middle Earth and reside, now, in Valinor, but their influence is still felt in the world of men.
Organized religion in Middle Earth is unknown and one's faith is, generally speaking, a very private affair. Many men do not even know the names of the Valar themselves though "By the Valar" is a common oath.
Those men and elves who are more learned in matters of religion (i.e. have it as a trained skill) know the following basic identities of the foremost amongst the Valar:
• Manwë, Lord of the Sky - invoked by farmers hoping for favorable weather and also , the King of the Valar
•Mandos, Judge of the Dead - Men who have passed enter his Halls.
• Varda (Elbereth Gilthoniel) - Lady of the Stars, most beloved by the elves.
• Aulë (or to the Dwarves, Mahal) - Lord of stone and mountain, creator of the dwarves
• Ulmo, Lord of the Waters - Commonly invoked by sailors and those who live by the sea.
• Lórien, Master of Visions & Dreams - thought to sew both confusion and hope
• Morgoth, The Dark Lord - The Enemy, defeated and exiled by the Valar. His servant, Sauron, was destroyed long afterwards.
Futher information on the Valar is known to the remaining Eladrin alone or survives as obscure references in scattered bits of song.
Concerning the "Parallel Planes":
Only known to those trained in the Arcana skill.
There are places in the world which are infused with the powers of the Valar. Here can be found creatures and beings that exist nowhere in the natural order of things. These areas are shunned by most peoples of Middle Earth with a couple of notable exceptions.
The Feywild
In places that the Valar have blessed can be found passages to the realm of perpetual twilight that resembles the First Age of the world. These places can usually be accessed at night and fade from existence at the coming of dawn though a few areas exist continuously such as Imladris and Lothlorien. Unlike Middle Earth it is not continuous and often has boundaries. Once passing beyond the boundaries of a Fey area one returns to Middle Earth. Getting into a Fey area is a whole other matter and only certain pathways lead into the Feywild.
The Shadowfell
The echoes of the evil of Melkor, this realm of wraiths and flickering darkness and fear is the dominion of the Enemy. In these places can be found the unquiet and cursed dead. Travel to these realms vary as some can only be accessed by certain paths while others seep out into the mortal world in the dark of night. Getting out of these areas can often be trickier as the dead seek more mortals to join them in dread unlife. Many never live to see the dawn.
Astral Sea
The realm of Valinor, as well as the stars, this realm can only be reached by the Eldar in magical ships sailing from the Grey Havens built expressly for the purpose of returning to the realm of the Valar.
The Elemental Chaos
The Primordial stuff with which the earth was built is only accessible deep within the bowels of the earth where magma flows. It is from this plane that Melkor created the foulest and most powerful of his servants such as trolls, as well as powerful legendary creatures which no longer exist such as dragons and balrogs.
The Far Realm
Melkor's prison beyond the bounds of the planes of this world.
Concerning History:
Common Knowledge:
Knowledge of the basics of a region's history are known to the common people of that region and to those trained in the History skill beyond that realm's borders. More specific knowledge is only retained in ancient tomes (when they can even be found), in songs and tales of old, and and by local sages (locals trained in the History skill). The fall of Numenor and the establishment of the kingdoms of old, the war of the Last Alliance, and the fall of the Northern Kingdom and Angmar is also known by anyone of reasonable intelligence.
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Gods Conversion
Servant of the Secret Fire
Avandra = Lórien, Master of Visions & Dreams
Bahamut & Erathis = Manwë, King of the Valar
Bane = Morgoth, The Dark Lord
Corellon = Oromë
Ioun = Vairë, the Weaver
Kord = Tulkas, Champion of Valinor
Melora = Ulmo, Lord of the Waters
Moradin = Aulë (or to the Dwarves, Mahal)
Pelor = Nienna. Lady of Mercy
The Raven Queen = Mandos, Judge of the Dead
Sehanine = Varda (Elbereth Gilthoniel)
Elves go to Astral Sea when they leave - to the land of Valinor therein.
Melkor is contained in the Elemental Chaos along with many of his primal creations such as Balrogs and Dragons. The Elemental Chaos has been permanently removed from accessing the world... but it once did.
Also there are the two mirror worlds of the Feywild and the Shadowfell. These are, for the most part, removed from the mortal world. Though in places of ancient power and places greatly accursed the border is thinned. There, especially, are places where creatures that bridge the two worlds can be found - Ents, Hurons, the undead, etc. The realm of the wraiths is the Dominion of Sauron. Putting on the ring transports the wearer into this realm.
Hurons act as the gateway to small portions of the Feywild and when Merry and Pippin saw the forest move it was actually the opening to the Feywild spreading. When the forest swallowed up the orcs it took them away to the Feywild never again to be seen.
While in the Shadowfell the character continues to travel in the physical world though they see it only dimly. Adjust perception checks accordingly. With prolonged exposure to the ring the ring-bearer begins to see into the Shadowfell as well as the real world. This is only possible when bearing the ring, however, and does not represent a permanent change in vision for the ring-bearer.
A Morgul blade such as was used on Frodo on Weathertop has the effect of transforming a character into a wraith in the same way the ring would, only greatly accelerated.
A barrow wight's powers of producing fog, & confusion stem from the same power, while its blows are the cold of the grave that slows and overcomes the mind.
The ring's increasing weight is it's pull towards the Shadowfell. As the ring enters these areas it's weight is increased (and thus the movement rate of the ring-bearer is diminished).
The Nazgul are weak initially and grow stronger as the Dark Lord gathers strength.
The Ring
Increases in weight as levels increase.
Ringwraiths call to the ring. Attack that, if it hits, forces character to make saves (much like Petrification). Attack that causes mental damage. First failed save means you spend a move action retrieving the ring. Second save
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Companion Character Possibilities:
Frodo - Age 34.
Strider - Age 60 (looks 25) Young chieftain of the Dúnedain.
Halbarad, Ranger of the North. - Age 100 (looks 35)
Races:
Humans
Dúnedain (humans with 3x longer lives) - Speak Sindarin as starting language
Noldor (Eladrin)
Sindar & Silvan (Elves)
Dwarves
Halflings
Half Elves
(3018 @ FotR. Bilbo leaves in 3001)
Adventure starts in 3002 instead. You are Frodo's closest friends. You will accompany him. All forces in this then are earlier on than they were in the actual LotR. The ringwraiths are fewer and more scattered, seeking the ring without knowledge of its whereabouts. Three are in the area of Bree and the Shire. They seek a small creature who has the ring. The Witch King of Angmar - now known as the Necromancer, has summoned forth his dark master in Bara-dur. His first order was to find the ring. In Dol Goldur, the witch king used his dark power to divine that the ring was in the hands of a small creature. More than that was not known. The ringwraiths scour middle earth looking for some sign. A few of them are in the Shire/Bree area because of the halflings there. Others search the goblins of the misty mountains.
Blackwold brigands
Goblins north of scary.
What I need to do is break down all the possible routes into regional sections. Once I do this I can assign enemies to be dealt with in each area.
-Troublemakers: These are evil entities in the area who would accost the PCs simply because they look wealthy. Also there have been rumours of a reward for halfling with a ring. It is said a wealthy merchant will pay handsomely for the stolen ring's return. With this rumor floating around the PCs are sure to be targets for even the most unconcerned of low lifes
-Squatters: Evil inhabitants who would kill the PCs for hate, spite, or food. They know nothing of the ring or the Ringwraiths.
-Agents: These are those actively seeking the ring for the reward.
-The Enemy: Those creatures directly in league with the Ringwraiths who seek the ring. Only the Ringwraiths know that the ring is the one ring. Lesser enemy forces only know that the matter concerns the Dark Lord and that is enough for them to stop asking questions.
-Fauna: Creatures of the region who pose a threat to any race.
Region Paths possible:
Hobbiton - Begin (sneak away)
Westfarthing - Redirect east Sherrif of Michel Delving is enemy?
Eastfarthing - Hunted by Ringwraiths
Northfarthing - Goblin bands (independent)
Southfarthing - Mercenaries from Cardolan rob all travelers seeking the ring bearer
Old Forest - Fey Creatures
Nenuial - Undead of the past
Fornost - Steward of Arnor seeks power
Arthedain - Woodsmen
Cardolan - Home to two tribes of men - those of Thalion who are spiteful and those of Herwen who are warlike and unaligned.
Minhiraith - Plaguelands and desert - hazardous to travel in.
Dunland - Home of the Warring hillmen who have aligned with Saruman.
Lesser Wraiths and servants and spies. Angmar region is all trolls and goblins and undead who linger on after the witch king was defeated. Angmaur is a loose confederation of humans who are descendants of the Rhudaur hillmen who were allied with the Witch King long ago. These men have been the scourge of the lands between Bree and Rivendell from time to time. Their numbers are few but they, like the rangers of the Arnor, have great power. Word has reached their ears of the Enemy's return and the Dark Rangers of Agamaur have spread through the west acting as Sauron's spies in the lands of men. Their Chieftain has sworn allegiance to the Witch King for generations. The Dúnedain Rangers have long fought these men in the wilderness, keeping lands to the east safe. The Dúnedain haven in The Angle allows for the defense of Rivendell, when they are in need, to prevent the southward spread of the Trolls of the Trollshaws. Harloeg is a bit of a no-man's land allowing both groups to move freely as no one controls it. The small population of the South Downs is a mixed group at best. A combination of halflings, humans, dwarves, the region is sparsely populated but rife with secret alliances and many killings and is thus considered a wildland.
The Dúnedain Rangers patrol the Weather Hills as well and this is their second front in protecting the old lands of Arthedain.
Since Gandalf had died in his escape attempt, killed by Saruman, he never came to Rohan to ask king Theoden for a horse and Wormtongue never overheard talk of the Shire and could not tell the Ringwraiths about it. All they had to go on was Saruman's Knowledge that Gandalf came in haste from the west. The ringwraiths knew, from their master, of Saruman's treachery and so they rode west into Enedwaith and then into Minhiriath. There they came to Thalion and found members of the Black Numenorian Rangers. They got maps of the north from them and recruited them in their task, mobilizing their force to hunt for the ring. Some went to Agamaur to mobilize their kin and others were sent to Bree.
The plan of attack was this: two wraiths went northeast through the Harloeg Wildlands to mobilize the Black Rangers and sweep westward.
The ruins at Andrath along the greenway path through the South Downs would act as headquarters for a sweep of the Bree area, three went there. One passed into the South Downs to begin a scourge of that region., pressing the inhabitants between its forces and the rangers sweeping westward.
In the Southfarthing many forces of Thalion spread throughout the region, silently searching. Two wraiths went into the Westfarthing in greater stealth being far into civilized lands. They will sweep eastward.
So at the beginning of the adventure the wraiths placement will be:
2 in Agamaur
1 in South Downs
2 in Barrow Downs
2 in Southfarthing
2 in Westfarthing
The plan is to hold Sarn Ford and Andrath to cut off travel along the great road. Sweep the Dark Rangers eastward to eliminate the possibility of escape to the east while moving forward to sweep for the ring. Search out Southfarthing and Westfarthing and sweep eastward. Originally there were four in south farthing but after sweeping most of that the other two split off and headed into the Westfarthing.
Saruman needs forces seeking the ring as well. The men of Dunland are in his control and, for the moment, they seek to neutralize the threat of the men of Herwen or, better yet, get them to join his forces. Several bands of Hillmen from Dunland have been sent out to seek the ring. They travelled straight to the Shire, knowing more than the Ringwraiths about the ring's possible location. Utilizing his financial-related contacts in Southfarthing these men have eliminated the Southfarthing and westfarthing as places that need to be searched. They search the Eastfarthing and and Hobbiton. They are instructed to appeal to the ring bearer to accompany them for their own safety against the wraiths. This is true though they plan to take them to Saruman. Already Dunland readies its attack on Rohan.
Bracegirdles hunt for Baggins
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DM's Guide to Middle Earth
The Shire
Brandywine Bridge
The Brandywine Bridge is the main (and only) bridge across the Brandywine river on the main route from the Shire to Bree. The Brandywine marks the border between the eastern edge of the Shire and the western edge of the Bree-lands.
Brockenborings
Brockenborings is one of the large villages in the Eastfarthing of the Shire, on the eastern edge of Bindbole Wood, south of the Greenfields. Brockenborings supports a bustling community of townspeople, merchants, craftsmen and craftswomen. Of interest is the large wooden carving statue in Brockenborings depicts the great hobbit hero Bandobras "Bullroarer" Took, as he defeated the goblin chief Golfimbul during the Battle of the Greenfields in the year 2747 of the Third Age.
Buckland
Buckland is located east of the Brandywine river. The hobbits living in Buckland grew the High Hay, a hedge, to protect themselves against evil from the nearby Old Forest, which borders Buckland to the east. Buckland is bordered in the north by the Buckland Gate, the only entrance to Buckland near The Brandywine Bridge.
Budgeford
The penultimate barn-yard atmosphere in all of the Shire lies in Budgeford, a small town in the Eastfarthing just north of the east–west road on The Water. It is also in a very ideal locale; acting as a connecting town to the north villages of Scary and Brockenborings, while also being the centre point between Hobbiton and Stock. This has encouraged much trade from Hobbits across all farthings, even if the residents detest the queer Bucklanders that stroll by.
Bywater
Bywater is a village in the Westfarthing of The Shire, on the southern banks of the Bywater Pool, a widening of the river known as The Water. Bywater is dominated by short freestanding buildings and known far and wide for the popular tavern, the Green Dragon. Bywater offers adventurers the opportunity to advance their crafting skills and create goods at an oven, forge, and workbench.
Frogmorton
Frogmorton is a village in the Eastfarthing of the Shire, located in the Frogmoors. Frogmorton gets is name from the marshy area surrounding the village, which is inhabited by a large density of frogs and toads. The Floating Log is the inn and tavern for Frogmorton.
Girdley Island
In the midst of the Brandywine River, between the North Bridgefields and the Brandy Hills, lies a small but steep island. In the early days of Arnor, the D?nedain used this island as a beacon-hill, but it was abandoned when the hobbits came to dwell here. Later, a member of the Brandybuck family rowed out to the island and discovered it was a particularly excellent spot for fishing.
Scary
In the northernmost regions of the Shire’s Eastfarthing, the small village of Scary can be found tucked into the southern edge of shadowed hills that run east to the Brandywine River. None can be sure of the origins of the region’s name, but the labyrinth of twisting caves beneath the Hills of Scary, known to most as the Brockenbores, as well as the mysterious way the shadows seem to cling to those hills in the evening hours, might give the traveler in this region cause to reconsider their choice of path.
Stock
Stock is a large village in the Eastfarthing of the Shire. Being near the Brandywine Bridge, Stock regular sees travellers and merchants passing through making their way to Buckland in Bree-land. The Golden Perch is the inn and tavern for Stock.
South of the main village of Stock is the Stocktower, an old Arnornian ruin standing guard near the Brandywine Bridge.
Woodhall
The sleepy little hobbit-village of Woodhall lies within the forested arms of Woody End in the Eastfarthing of the Shire. Tucked away well off the Stock Road as it is, Woodhall sees little traffic.
Overlooking the village, atop the wooded hills, is a wide, green clearing within the forest where the trees form a sort of hall, complete with pillars and canopy. It is rumored that sometimes Elves can be seen traveling through Woody End and that their lights can be seen hanging in the boughs of the clearing some evenings.
Gossip tends to be a favorite pastime for the hobbits who dwell here, and travelers may want to avoid the occasional nosey hobbit if they find themselves passing through.
Breeland
An Ancient Obelisk
You found an obelisk out among the Arnorian ruins, seemingly newer than the ruins themselves, with names of many Men carved upon it. Your only guess is that it must be some sort of memorial.
The design and the style of the names you saw there suggest that it was built by the Dúnedain, and given their reverence for their ancestors there is every reason to believe that it may be a memorial for their fallen.
Some of the names seemed to have been added recently, suggesting that the Rangers are somehow involved.
An Ancient Cairn
An ancient cairn, you can make out the faded symbols of old Dúnadan-kings inscribed upon it in places.
The cairn is rather unlike many that the Men of old built, but you recalled a tale of an old battle...
In the time after the fall of Arnor and the defeat of Angmar by the host of Gondor, few men remained in the north. Those who remained loyal to the old kings banded together under the first Chieftain of the Dúnedain and became the forebearers of the Rangers who walk these lands today, or so it rumoured.
In those days there were still evil Men and worse who walked these lands and there was a battle few Men alive today remember. Though the Dúnedain were victorious, their numbers dwindled. The cairn you have found is most likely the resting place of the men who died in that battle, built hurriedly and in secret.
The Barrow Downs
The Barrow-downs are located in the valley found between the Old Forest and Andrath and have long been a burial field for Cardolan and for Eriador of long-ago. For many years the Dúnedain of Cardolan protected them, until a great sickness arose from the south. This plague devastated Cardolan, leaving the ancient burial-mounds vulnerable to the horrors of the Enemy. The Witch-king of Angmar sent fell spirits from Angmar and Rhudaur to inhabit the Barrow-downs and turn them into a place of great terror.
Blackwold's Roost
Once an abode of the Men of Arnor, these ruins now house an unruly mob of outlaws calling themselves the Blackwolds. Blackwold's Roost is located on the hilltop between Archet Dale and Chetwood North. Long ago, this ruined fortress guarded Cardolan against the armies of Angmar and Rhudaur, but now it serves as the seat of power of the Blackwold brigands.
Bree
Bree was said to have been founded by men who did not make it to Beleriand in the first age, having forsaken their relatives who would become the Edain, they remained in Eriador. After the the kingdom of Cardolan collapsed after war with Angmar, Bree became an independent city without any central authority or government for many centuries.
Combe
Combe is a busy village in Bree-land, south of Archet. Numerous opportunities await for buying and selling to various vendors. Weary travelers can relax and drink in The Comb and Wattle Inn tavern. The Combe stable master provides travel by horse to numerous nearby areas.
The Dead Spire
This stone pillar stands amidst the barrows, pointing skyward like a warning finger. Even in the heat of the day, the stone of the Dead Spire is cold and casts no shadow.
Far Chetwood
A dark and dangerous wood overrun with spiders.
Goblinhole Ruins
Little is known of this ancient pile of rubble found in the southeast of the Midgewater Marshes, except that goblins have chosen to roost here... A cause for concern to the Men of Bree.
Greenway Crossing
In the days of Elendil and his descendents, the North Road ran from Fornost down through Andrath until it became the South Road at Tharbad. From there it continued all the way to Minas Tirith in Gondor as the primary trade-route between the North and South Kingdoms. The wars with Angmar and Rhudaur that brought the North-kingdom to an end also caused trade between north and south to fail.
Disused for a thousand years, particularly north of Bree, the Greenway is overgrown with grass and is little travelled except by refugees from the war-torn south. Brigands and ruffians lie in wait alongside the ancient highway waiting to prey on the weak and unguarded. Few now dare the treacherous wilds through which the Road runs.
Marshwater Fort
This spider-infested ruin lies at the centre of the Midgewater Marshes. It is rumoured that the wandering Rangers frequent this ancient fortress.
Midgewater Marshes
As the Great East Road leads out of Bree toward the Weather Hills in eastern Eriador, travelers will become aware of a gradual falling of the land, where rolling hills and pleasant grasslands give way to a formidable flat expanse of treacherous bogs opening away northward from the roadway. This region is known as the Midgewater Marshes, an area difficult to navigate even for the most seasoned adventurers familiar with this land. The ground here is damp and dangerous, in places giving way completely to deep pools of mud and stagnant water. Further adding to the difficulties in travel, the Midgewater Marshes are home to swarming flies, midges, and neekerbreekers.
Legends tell of still darker creatures lurking amongst the deep pools and stands of moss-covered trees that crowd the landscape, and it is said that marauding bands of corrupted Men and vile goblins also frequent these lands, but on what errand none can say.
Long ago, the kingdoms of Rhudaur and Arthedain, two of the great kingdoms of Arnor, claimed as their own these lands near the Weather Hills and the great Tower of Amon Sûl (also known as Weathertop). The Witch-king of Angmar, from his dark throne in Carn Dûm, also laid claim to these lands in those days. Great battles were fought in this region, the ruins of which still stand as a testament to the Men who sacrificed all to ensure victory over the evil forces from the north.
Midgewater Pass
While the easiest passage from Bree-land into the Lone-lands and Trollshaws is to follow the Great East Road below the Midgewater Marshes, it is not the only way through the hills. There are some paths known to few save the Rangers of the North, and one of these passes through the Marshes themselves. At the northeastern corner of the Midgewater Marshes, a pass leads up out of the bogs and through the hills beyond. From the peak of the Midgewater Pass, the great hill of Amon Sûl, known commonly as Weathertop, may be seen in the distance.
Old Greenway Fort (North)
In the days of the kingdom of Arnor, the Old Greenway Fort stood guard over the once-busy road leading to Fornost Erain. Now it is little more than a ruined monument to a ruined kingdom.
Ost Baranor
These ruins mark the place where yet another tower of the North Kingdom once stood, now faded into memory. Ost Baranor is located in the Chetwood South.
South-guard Ruins (South)
These ruins, an abode of vile brigands from the south, mark the passage from the Vale of Andrath southwards into long-abandoned Minhiriath.
Lone Lands
Lone Lands
Lone-lands: In ancient times, this was part of the Kingdom of Rhudaur, but today the Lone-lands are little more than a savage wilderness, home to small bands of Half-Orcs, Goblins and Orcs who prey upon travellers on the Great East Road.
The last known vestige of civilization in the Lone-lands is The Forsaken Inn. This small run-down inn serves as a way-station for travellers upon the Great East Road, its battered walls offering a certain ammount of shelter and security.
The Lone-lands is a desolate region that lies east of Bree-land and west of Rivendell. Ost Guruth is also a waypoint, but only for Rangers and other hearty scouts.
Forsaken Inn
One day’s journey east of Bree on the Great East Road, travellers will find the Forsaken Inn, and it is likely to be the last outpost of civilized life they will encounter for some time to come. The Inn itself is in disrepair, with a variety of cobbled-together wall fragments and a severely neglected roof - however, any roofed structure (even one with only half of its roof still intact), is a welcome sight in these lawless lands.
Ost Cyrn
Ost Cyrn once stood vigil against the Hillmen of Rhudaur and the Angmarim of the North. Now Orcs use the ruined fortress to lay siege to the barren Lone-lands.
Ost Laden & Minas Eriol Ruins
Located South of the Forsaken Inn, this area is overrun with goblins.
Harloeg
A boggy forest home to empty ruins and a band of trolls.
Talath Guan
An area of rolling hills home to wild boar.
Nain Enidh
Home in the south to the greedy Dourhand Dwarves at Mithrenost and to bands of half-orcs and roaming spiders in the north. Wargs are not uncommon.
Rhudaur
When The Hillmen of Rhudaur pledged to serve Angmar it is said that some were gifted rings that gave them command over their lessers. These rings, borne by the most powerful leaders signified their stations, but came with a terrible price. Each of them perished and were replaced by wight-spirits.
The Last Bridge
The Last Bridge is the easternmost bridge built by the kings of Arnor upon the Great East Road. It marks the border between the barrens of the Lone-lands and the Trollshaws in the shadow of the Misty Mountains, where lies Rivendell, refuge of Elrond Halfelven.
Weathertop
Weathertop, the great hill of Amon Sûl, was once the sit of a great watch-tower which was razed by the Witch-king of Angmar after he discovered that the palantír which was once contained within had been taken west by the king of Arthedain. It is a place hallowed by Rangers.
Trollshaws
The Trollshaws
The Trollshaws: Of the Wilderlands of Eriador, the Trollshaws are amongst the most untamed. Men and Dwarves come here seldom, and even then only follow the course of the Great East Road. As the name suggests, this land is the haunt of wild Hill-trolls.
The Ford of Bruinen
This is the only crossing of the River Bruinen until it joins with the mighty Greyflood far to the south and west. The waters seem calm and placid here, but the signs along either bank suggest that the river overflows its course with great violence from time to time.
Rivendell & House of Elrond
In the protected Valley of Rivendell, near the western slopes of the Misty Mountains stands the legendary House of Elrond, home to generations of noble Elves and a refuge for certain weary travelers in these dark days. Often called "The Last Homely House", this large and beautiful dwelling has been a tranquil yet well-protected and strongly-guarded refuge for as long as most memories can recall. Elrond, the wise counselor and master of Rivendell remains here, available to provide guidance and counsel to travelers from distant lands.
Tâl Bruinen
South of Rivendell and the Trollshaws, following the course of the river Bruinen south toward Hollin, lies a relatively uninhabited region known as Tâl Bruinen, where many small villages once stood. Time and troll-raids diminished them greatly, leaving the land mostly devoid of civilization save for a few fishermen and adventurous hunters. There was a time when Elves travelled frequently through Tâl Bruinen, but since the fall of Fornost in the West even their presence in the wilderness has become scarce.
Eregion
Peoples of Eregion
There are 4 major groups in Eregion, the Elves of Rivendell, the Dwarves of Moria, Dunlendings and Half-Orcs.
* The Elves of Rivendell are here for two reasons. From the south, Dunlendings and Half-Orcs who serve Saruman have come up from the Gap of Rohan, and they threaten to encompass all lands south of the Trollshaws. The elves of Rivendell wish to prevent the advance of the forces of Saruman, and additionally wish to cover the tracks of the Fellowship, assuring that the enemy does not know where the fellowship went.
* The Dwarves of Moria are here to re-open the Mines, having heard nothing of Lord Balin and his expedition. They are not found in the majority of Eregion, instead only near Moria, at the south-east edge of the region.
* The Dunlendings here have been led under false pretenses. While an uncouth people, they are here at war with the free people because of the lies of Saruman, who has convinced them they are mistreated by others. As such, they work hand and hand with the Half-Orcs and their warg allies who directly work for Saruman.
* The Half-Orcs are here directly for Saruman. They are interested in finding out if the Ring is in Rivendell or moving, and work with and use the Dunlendings for this.
Northern Eregion
This portion of Eregion is divided into two sections, Glad Ereg and Pend Eregion. Infested with wood trolls, huorns and wyrms, this place holds peril for heroes of the free people coming here from the Trollshaws.
Getting to Eregion
At Glad Ereg is the first outpost of the elves here, an ancient ruin called Gwingris.
There are two ways to get to Eregion from the north.
* Tal Bruinen: One way to Eregion is via Tal Bruinen. From Tal Bruinen, head south and cross the Bruinen and head uphill and south until you arrive near Gwingris in Eregion.
* Road from Giant Valley: The other way to Eregion and Gwingris is via the Giant Valley in the upper Trollshaws. The path from Tal Bruinen is much faster and safer, as the path through Pend Eregion has dangers from wood trolls, huorns and Dunlendings.
Glad Ereg
Glad Ereg is a broad region ranging north from Gwingris, sweeping south-east through a wooded, hilly region toward Red Horn Pass. This region is thickly inhabited by giant fire-flies, wood trolls and huorns. Directly south of Gwingris is a high hill, the heart of the wood trolls corruption, and a cave here is the lair of the wood trolls leadership. Most deadly if all foes is the troll leader here.
East of Sad Rechu is an area inhabited by Dunlendings. This area is full of wood-cutters and their guards, and a member of the free people entering here can expect hard fighting.
Pend Eregion
This long stretch of land is divided right in it’s center by a high spur of rock, almost a hill, running south-west to north-east. All of Pend Eregion is inhabited by wyrms and crebain, the latter spies of Saruman.
South of the rock spur in the center of Pend Eregion, east and south of Sad Rechu is the ruin of Pembar. Pembar Pembar is inhabited by half-orcs and wyrms alike, the home of a plot to raise these wyrms as servants to the half-orcs, and a very dangerous place for enemies of Saruman to go.
Southern Eregion
Hollin
South of Glad Ereg is a region called Hollin. This area is almost a plain, with the Sirannon to the south, the foot hills of Caradhras to the east, and Glad Ereg to the north. South of the Sirannon is the region known as Emyn Naer, the gateway toward the Gap of Rohan.
Hollin is no longer is occupied by the trolls and huorns of northern Eregion, instead, this area is under the control of the forces of Saruman. To the east is Tal Caradhras, an area haunted by wolves and wargs. At the easternmost portion of Tal Caradhras is Red Horn Pass.
Red Horn Pass
Red Horn pass can be reached by two different paths. In the very heart of Tal Caradhras is an east-west tor of rock, travelling on the northern side of Tal Caradhras leads you to a winding path, with no specific guardians, eventually all the way up to the pass.
The Edge of the Snowline
The southern route to Red Horn Pass is guarded by a palisade inhabited by half orcs, called Tar Stazg. You cannot get unremarked to Red Horn pass this way, but the path is shorter, though very steep.
Red Horn Pass is quickly snowbound, with visibility going from almost a clear day to nothing in mere feet. The pass is watched by ice spirits, snow beasts and other deadly creatures. The Pass is, obviously, closed.
High Hollin
Directly south of Sad Rechu, west from Tal Caradhras, is the region of High Hollin. High Hollin has two noteworthy features.
* Echad Eregion: Located very close to Barad Morlas, Echad Eregion is a second outpost of elves in Eregion, with the same goals as those of Gwingris. Very near to Echad Eregion is a major outpost of Half-Orcs, so this is busy outpost.
* Barad Morlas is another elven ruin. Picturesque and beautiful, this place is haunted by Half-Orcs and their wolf pets.
Low Hollin
Low HollinLow Hollin is bordered south by the dry wadi of the Sirannon. At the very east side of Low Hollin, south of the burnt tor, is Echad Dunann. Home to a large contingent of elves and dwarves. The very door to the outskirts of Moria is here to the east.
Emyn Naer
This area is defined as all points south of the Sirannon. At the eastern point of Emyn Naer is Porth Cadlus, the major fort of the Dunlending’s in Eregion. Aside from the Dunlendings you can find the ever-present crebain, wolves and wargs.
Western Emyn Naer has the region of Mirobel. Mirobel is now occupied by Dunlendings, Half-Orcs of Saruman, and most ominously, Angmarim from the north. Here is the heart of Saruman’s effort to turn the Dunlendings fully against the free people.
Across a ravine from Mirobel is Tham Mirdain, occupied by the enemy. This area is perhaps the strongest home of the enemy in Eregion, and very dangerous for visitors.
Dunland
Land west of Rohan inhabited by Men hostile to the Rohirrim. Dunland was located at the foot of the Misty Mountains at the southwestern end of the range. It was in the region called Enedwaith. The northern part of Dunland was a pleasant, green country. Dunland was bordered on the north by the River Glanduin. To the west ran the great North-South Road, and to the south was the River Isen which flowed through the Gap of Rohan.
Dunland was primarily inhabited by Men. The Dunlendings were swarthy and dark-haired. They spoke their own language which was different from the Common Speech. Some of the Dunlendings kept herds of livestock.
The ancestors of the Dunlendings came from the White Mountains, and they were distantly related to the Men of the Mountains who were later cursed by Isildur to haunt the Paths of the Dead. The Dunlendings' ancestors migrated northward from the White Mountains probably during the early part of the Second Age. They settled in the valleys of the southwestern Misty Mountains. Men also originally lived in scattered communities throughout the forests of Enedwaith, but the forests were cut down by the Numenoreans and the population became concentrated at the foot of the mountains in the area that became known as Dunland.
The Mines of Moria
Khazad-dûm was the capital and greatest of the mansions of the Longbeard Dwarves in the Misty Mountains. Beneath those Mountains, the Dwarves never ceased their carving and tunnelling, and within Khazad-dûm were great mine-workings. These lay especially away to the north of the city itself, beneath Caradhras, where the famed mithril lodes ran.
Hollin Gate
This is the West-gate of Khazad-dûm, which once welcomed friendly travelers from the Elven settlements of Eregion into the great halls of Moria. This was during the happier days of the Second Age, before the rise of Sauron, before the Rings of Power brought the Elves of Eregion to ruin. The name Hollin is a reference in the language of Men to the many holly trees of the realm, and two holly trees planted long ago still flank the West-gate to this day.
By moonlight, and when the proper words are spoken, silvery letters etched and painted into the gate become visible, welcoming travelers to the Dwarf-hold and prompting them for the password that will allow them entrance. These letters were crafted by the Elves of Eregion from ithildin, a substance derived from mithril, and added to the gate in an era when travel between Eregion and Khazad-dûm was common, before the coming of Sauron in the Second Age and the ruination of the Ring-forges of Eregion. When the proper password is spoken, the doors open themselves, even if no Dwarf stands there to guard them.
The first sight of Moria’s interior is a prize in itself. The narrow stairs of the West-gate give way to the proud Dwarf-halls in a grand entryway tinged with melancholy beauty. Khazad-dûm may no longer be intact—it has been scarred and cracked and worn down by the ravages of time and its builders’ horrid foes—yet still it is a marvel to behold.
Areas Within:
Dâr Narbugud
Dark Delvings
Durin's Way (to the north)
(Along the southern region of Durin's Way stretches the path the Fellowship of the Ring took from the three-way junction to the Chamber of Mazarvul, and on to the Second Hall.) Other chambers and passages are illuminated by huge, crystal lamps, along with an occasional window beaming sunlight from above.
Durin's Way harbors Orcs directed by the brutal White Hand Uruks of Saruman. In addition, there are conscripted Goblins and their vicious warg mounts and the Merrevail, an ancient evil race not seen in many centuries.
The Stone Hall
The circular, expansive Stone Hall is a hub for accessing several other sections of Durin's Way. It is located in the north-central section, in an area known to the Dwarves as Jazargund.
The truth is the White Hand are not the major force in Moria. An even greater Orc army dwells deep within the uncharted reaches far below. Saruman sent the White Hand to establish a foothold in Moria and investigate the strength of Mazog’s armies. The wizard wants to add Mazog’s force to his own in the service of the Dark Lord.
Chamber of the Crossroads
Once it was a major intersection in the maze of Khazad-dûm, linking Durin’s Way to the Great Delving. (A guardroom here includes a well that nearly proved to be the doom of Merry and Pippin, and also provided shelter for the Fellowship on their journey through the darkness.)
The White Hand Uruks of Saruman
The haunt of the White Hand in Durin's Way lies just north of the Chamber of the Crossroads, in a region known to the Dwarves as Ninknakh Faltor. The White Hand came to Moria to recruit Mazog's armies to serve Saruman. The leader of the White Hand in Moria has had several meetings with Mazog’s envoys, but so far has been unable to gain their loyalty. He has also sent word to Saruman that he believes Mazog and his armies might be Mordor Orcs. When you encounter the White Hand in the chambers and thoroughfares of Durin's Way, they are most often accompanied by conscripted Goblins, deep bats, and warg-riders. The lair of the White Hand lies in a very defensible area guarded by tough mobs of conscripted Goblins and bats.
Goblins and Warg-riders
Controlled by the Taskmaster of the White Hand, lone Goblins and warg-riders wander throughout Durin's Way. They are especially prominent south and west of the Stone Hall. A large contingent of Goblins and bats directed by a mob of conscripted Goblin defenders and captains occupy Gloku-ru, north and east of Mazarbul. This serves as a guard station for Ninknakh Faltor, directly east of the Dwarf gardens of Tharâkh Bazân. Many warg-riders wander the extravagant gardens and Salab Nuriundul, the immense passage that connects Tharâkh Bazân to the central hub of the Stone Hall.
Fil Gashan
Hall of Crafting
Nud-melek (the easternmost halls including the bridge of Khazad-dûm)
The easternmost region of Moria is also the most ancient. Called Nud-melek by the Dwarves, this is the Khazad-dûm of old, the halls first dug out of the mountain by the Dwarves of the First Age. Now it stands cracked and damaged, having weathered fierce battles and fell beasts.
Knowing from the earliest days that the wealth and grandeur of Khazad-dûm would attract pillagers and enemies of all sorts, Durin’s folk built the halls just inside the East-gate for defense. A deep gash in the earth crosses this region, and the ancient Dwarves, treating that chasm as a kind of natural moat, erected a defensible course across that gap: the Bridge of Khazad-dûm
The Bridge is narrow, to limit an enemy’s numbers. It stands near the center of the great chasm, to afford maximum sightlines for defending archers. It has no railings or adornments, to force a slow and uneasy crossing.
The Second Hall
Whether entering from the First Hall in the east by way of the Bridge of Khazad-dûm, or coming from Zelem-melek in the west, travelers to Nud-melek should eventually reach the breathtaking vastness of the Second Hall.
This ancient chamber dominates Nud-melek, filling the space from the chasm and the First Hall to the western edge of the region. From virtually any corner of this oldest territory of the city, the branching tops of the Second Hall’s colossal columns can be made out, despite smoke and haze. Once seen, the Second Hall cannot be forgotten.
The northern and southern walls of the hall are cut to house a long series of immense statues, each depicting a noble Dwarf-king or craftsman. Down the length of the hall tower the site’s true masterpieces: rows of iron and obsidian pillars formed in the shapes of soaring trees. At their bottom, their wrought roots tangle about massive stone bases. At the top, they branch into perfect arches to support a cathedral-like ceiling. Down the center, hanging from the serpentine branches like fruit, dangle spiny green crystal lamps.
Of course, no space this size could be empty. Abandoned mine-cars litter the ground. Giant cave-trolls wander the wide floors of the hall near awed Orcs and Goblins. An avenue leading off the hall to the north, via a branching passage known as the Deep Crossroad, is now a row of Orc camps and rubble. Once, this avenue was connected to the Twenty-First Hall by a grand archway, but that path is long since smashed and blocked.
The western end of the Second Hall is taken up completely by a steep and complex staircase, called Khadar-zarâm. This architectural wonder scales the whole height of the chamber and leads to the Great Hall of Durin beyond. Travelers entering the Second Hall from the west arrive at the top of these dizzying stairs, amid the highest branches of the stone forest.
Smoke in the South
A river of fire runs north-south along a deep gorge near the eastern end of the Second Hall. Follow this gorge south, or exit the Second Hall through one of several small doorways in the southern wall, and you enter a smoky cavern of ruddy Dwarf-manses. This is Sigin-tharâkh, where Dwarves of Khazad-dûm must have resided since the earliest days of the city.
Here, the fiery gorge becomes a narrow canal of molten rock bridged by arches of stone. Orange crystal-lamps line the edges of simple plazas and short streets cut among the towers of local mansions. It’s easy to see how this area once housed rich Dwarf-lords and peasant miners alike. A tunnel travels west into the rock to an overlook above the mines of the Redhorn Lodes beyond.
This whole district has been cluttered for centuries with loose rock and gravel, some of it now worn away by the boots of the foul Orcs that now camp here. A shrine to the Enemy burns green in the square outside one Dwarf-manse. Goblins patrol the tunnels at the edges of the region.
Once hidden behind a wall of natural stone, the Endless Stair now stretches visibly through where it cuts into the earth to the east. Shining with Dwarf-lamps and still standing despite damage and disuse, it appears to spiral up out of the dark even as Sigin-tharâkh slopes downward through smoke to the south. At that southern edge, Nud-melek gives way, via a maw of weird spines, to the strange reaches of the Foundations of Stone.
The Sixteenth Hall
Amid the manses and bridges of Nud-melek sprawls the Sixteenth Hall, a warren of plazas and passageways lined with modest doors and lamps. Once a neighborhood of peasant laborers, this hall is now a stronghold of the Enemy’s minions. Orcs stalk the passages, and shamans and soldiers crowd the plazas and pray at shrines to the Dark Lord.
But all is not well for these Orcs, even in their stolen territory. A strange fungus, perhaps discovered and disturbed in the Foundations of Stone to the south, has made them sick and crazed. Deep within the Sixteenth Hall, some Orcs have succumbed to this fungal plague, leaving them infected and malformed—and vulnerable.
Redhorn Lodes (located southwest of Nud-melek)
Silvertine Lodes
Deep in the belly of the great Misty Mountain peak called Celebdil by the Elves, Zirak-zigil by the Dwarves, and Silvertine by Men, one of the great quarries of Khazad-dûm lays in shadow and dust. This deep place, known as the Silvertine Lodes, once glittered with ore and shone with the light of crystal lamps glinting off raw mithril. Now it gapes like a hole in the earth.
When the Dwarves were forced to abandon Moria, to retreat before the terror of Durin’s Bane, the Silvertine Lodes were left dark and empty for many lifetimes. As happens with any dark place in Middle-earth, creatures and minions of the Shadow seeped in and laid claim to the place.
Prepare for a long and perilous hike beneath a dark and uncaring ceiling of stone. You risk wandering into passages with no lights or lanterns but those you bring with you. Those passages may be dark, but they are not empty. There are things lurking in the blackness of the mines that do not need light by which to hunt.
The Mansions in the East
Just south of the Deep Descent, the road splits to the east and to the west. The west fork leads to the mineshafts and cart tracks that make up the bulk of the Silvertine Lodes. The east fork exits out to a curious combination of spaces known altogether as Gamil Filik.
The familiar shapes of jagged arches zigzag out from rocks that have sunken and settled poorly in the centuries since this place was abandoned. Once-great works of Dwarf masonry—colossal heads spitting out waterfalls, slouching scaffolds of ancient timbers—stand worn and beaten amid huge boulders and heaps of stone. Some of these serve as evidence of this place’s long and sad mistreatment at the hands of goblins, but this northeastern corner of the Silvertine Lodes has always sat unfinished.
The floors of these caverns have long since cracked and warped, their yawning fissures revealing glowing crystals and a deep channel of glittering water. The Dwarves of old laid down metal grilles fitted precisely to these cracks, creating a solid and stable floor without sacrificing the natural light and beauty of the rock. Centuries later, these floors remain, holding traveler and trespasser alike suspended above a fatal drop.
Even on these metal floors, cowardly and sneaky goblins manage ambushes against intruders in their caves. For every spear-bearing goblin guard, assume a stealthy goblin stalks nearby. They know these caverns now better than any living Dwarf, and more is the pity for that.
From here, all the way south along the eastern edge of the region, vacant mansions and a grandiose arched tower topped with the carved, stone heads of Dwarf-lords dominate the Silvertine Lodes. But so feral and foolish are goblin-kind that they have chosen only the caves and tunnels of the northern end of Gamil Filik as home for their crude huts. They gather in wide caves on the verge of the old Dwarf-manses, afraid even in the absence of the great lords of Khazad-dûm to take the finer of Moria’s homes for their own.
At the feet of that great, many-headed tower, a canal runs out from beneath the cracked floor of the nearby caves. Built up around it sit bluish stately buildings topped with obelisks and steeple-like turrets. A bridge beyond a broken staircase connects a proud palace to that huge tower. What age-old secrets that palace and the tower hide sit so close now, yet remain unreachable still.
This once-rich neighborhood must have housed the overseers of the nearby mines. Some of these buildings may have played home to the architects and planners whose visions transformed the raw ore into wealth and the solid stone into a city. Others may even have belonged to the mithril-hungry lords whose insatiable greed ultimately cost the Dwarves their dominion over Moria.
Today the avenue belongs to Moria’s wild creatures. Lumbering, spiny-haired Deep-claws roam the steps of once-dignified buildings. Luminous, many-fanged Glow-worms inch through the gravelly streets in search of food.
At the southern edge of this area, the avenue gives way to an old catacomb of stacked stones and rustic statues. Follow the old corridors south and downward, through misted air and behind the great waterfalls known as Durin’s Beard, to reach the Waterworks beyond.
The Mines in the West
Winding mine tunnels and a cavernous, subterranean quarry dominate and define the Silvertine Lodes. In two places in the north, entrances lead from the Great Delving into the upper reaches of the mines. In the south, the region drops into the flooded cave of the Waterworks. There are no other exits. In between, amid shadows and rock, dangerous fangs and claws, perilous pits, and precarious heights lie in wait.
The quarry spreads out beneath hulking stalactites hanging from the ceiling like inverted mountains. Those growths, supported by massive stone-crafted columns, anchor a network of wooden gangways that overhang the quarry floor and, in some places, grant access to the upper mine tunnels, where mine-cart tracks serpentine through the dark. In this underground wilderness roam beasts and vermin that seem to serve no master but their own hunger.
The mine-tracks themselves lay torn and twisted. Caves have collapsed. Bridges have fallen away into bottomless chasms. Was it time that ravaged the mine-works? Was it the fleeing miners? Was it some defiling force in the time of Durin’s Bane?
Some machinery remains. Some gantries and scaffolds still grant access to remote parts of the mine floor and quarry ceiling. Most notable among these must be the timber supports anchored on the quarry’s huge stalactites.
At the heart of the quarry, a deep pit falls away into nothingness. Peering over the edge of this shaft, at the sight of the spiraling ramps clinging to its sides and the timber supports vanishing into the deep, it’s easy to imagine horrible things swooping up out of the emptiness—things worth retreating from. The bravery, cunning, and greed it must have taken to delve such depths can barely be fathomed.
In those depths, though, the Dwarves of old saw not only wealth but security. Into the side of that deep pit, they carved a door, and behind that door they dug a breathtaking vault, perhaps knowing that only the bravest souls would venture down to find it. That vault, now known as the Forgotten Treasury, has been rediscovered—but not only by Dwarves.
The Forgotten Treasury
With greed comes fear, and fortunes won by such means must be protected. The Dwarves who dug this vault sought to protect their wealth, it’s true, but they were also brilliant artists and crafters with vision.
The Forgotten Treasury stands draped in wafting webs. Rubble crowds the floor. The rotting remains of dead Dwarves lie scattered where they fell at the feet of berserk Orcs. It is a vault, but also a tomb and a battleground now. Those who venture into this instance face fierce and crazed foes.
But the battle will be fought under the mystifying lights of a bright crystal, beneath the eyes of grand statues with glowing axes, and at the feet of a proud Dwarf-lord. This vault’s greatest treasure may be the details of its own construction. Let any would-be savior of Moria who laments the greed of Khazad-dûm during a dark walk through the Silvertine Lodes also remember the Dwarves’ vision and majesty. They took great wealth from the earth, but they treasured it too.
Skûmfil
The Fanged Pit (Area north of Nud-melek)
The Flaming Deeps (west of the Redhorn Lodes)
Beyond the Great Delving and the halls of Nud-melek, deeper still than the priceless mithril veins of the Redhorn Lodes—tower the fiery forges of the Flaming Deeps. When Durin ruled, these lower depths were home to the Dwarves of Moria who ceaselessly manned the smithies and mammoth forges stoked by constant streams of ore from the Redhorn Lodes. The Dwarves toiled endlessly to mine the caches of gold, iron, and mithril.
The Flaming Deeps have become home to savage Orc tribes. They are ruled by the ferocious Fire Orcs of the Ghâsh-hai and their allies—forces of the powerful Mazog, leader of an Orc army risen from the bowels of the Shadowy Abyss. The Ghâsh-hai and Mazog's Orcs are quartered in these old Dwarf-dwellings, slaving at the forges until they drop from exhaustion, giving their last measure to supply Mazog's army with armour and weapons. He intends to rally under one banner the tribes of Orc and goblin-kind that roam the sprawling halls of Moria. Furthermore, the Ghâsh-hai work to expand the ancient tunnels on the outskirts of the Flaming Deeps to commune with the Balrog. These efforts are all in the name of the Dark Lord Sauron.
After the heroes begin their exploration of the Flaming Deeps they soon discover that Uruks from Mordor and the servants of the White Hand are not the only Orc-kind within the region. To complicate matters, the Fire Orcs of the Ghâsh-hai—and their unswerving devotion to the Balrog—pose a grave threat to all.
The ancient halls and rough-hewn passages of the Flaming Deeps are some of the grandest and most breathtaking structures in all of Moria. Sandstone, basalt, granite, wulfenite, gypsum, smoky quartz, beryl, feldspar, and more are found in walls, columns, and intricately patterned floors. Words fail to describe the grandeur adequately. Towering pillars that disappear into darkness above stretch toward an unseen horizon, and monumental stone bridges spanning monstrous chasms are a testament to the engineering magnificence of the Dwarves.
Dangers & Denizens
Passages, bridges, and chambers are filled with Ghâsh-hai warriors and archers patroling the borders between the Flaming Deeps and Zelem-melek. In addition to living threats, environmental hazards can vex the heroes. Careless travelers can topple from high platforms, flame jets occasionally burst through the floors and walls with little or no warning. Ceilings crumble and ancient structures in need of repair crack under their own weight and can suddenly fall upon both hero and villain. Lastly, the intense heat in passages and caverns can be devastating.
Locations
The darkened halls of the Flaming Deeps are vast and imposing: their fire-lit walls stretch up hundreds of feet to touch unseen ceilings.
Anazârmekhem
Located in the northern half of the Flaming Deeps, Anazârmekhem is the gateway to this region from Zelem-melek. This border between the two regions is guarded by numerous Ghâsh-hai warriors and archers and a handful of Orcs.
Fire Orcs Tribe
This region is south and west of the Anazârmekhem. Once used as homes and barracks for the Dwarves of Moria, this is the first of two major encampments of Ghâsh-hai Fire Orcs.
The Forges of Khazad-dûm
The Foundations of Stone (southeastern most part of Moria)
This deepest region of Moria is a shadowy abyss, a chilling, vast, and strange place made of twisted stones, woeful waters, and creeping fog. Horrifying monsters haunt these dark cracks in the earth, lurking amid swollen and glowing mushrooms, hiding in the shadows beneath strange arches and spurs of living rock. Down here, as far from sun and sky as it may be possible to get in Middle-earth, the screams of agonized heroes echo far and wide…and still go unheard.
The place is a surreal maze of enormous, spiking rock and strange fungal bulbs. Marbled stone the color of bone and blood bends and juts into walls and spears. Low caves lure explorers into the lairs of bloodthirsty things that have never been seen by the sun above. It is another world.
At the heart of the Foundations of Stone lies a great green lake, nameless and strange. Fed by the seepage of numerous small waterfalls, the lake is a grotesque and lifeless cistern, gathering filth at the bottom of the world.
The Grand Stair
The Great Delving
The Waterworks
In the utmost south of Moria, caught between two terrifying regions of peril and shadow, lies the strange serenity of the Waterworks. Here, cool mists and wide stretches of calm water create an ethereal atmosphere that simultaneously mingles grandeur and reflection. That calm is dangerous, for it belies the threats that lurk there, both above and below the surface.
Though far removed from Moria’s Hollin and Dimrill Gates, the Waterworks includes what appear to be some of the most ancient stone-works in Khazad-dûm. Rough, old-fashioned statuary and corridors made of stacked stone bricks still stand here from the days of old. Enormous palatial structures, built to contain the region’s massive namesake waterworks, stand alongside older and more modest towers. The road connecting to the dark and dreaded mines of the Silvertine Lodes in the north leads through aged catacombs built into the rock behind the rushing waterfall called Durin’s Beard. From the east, rustic statues of Dwarf-warriors line the way in from the hellish smoke of the Flaming Deeps.
The Waterworks territory consists of a single, gigantic cavern beneath the mountain, which a network of aqueducts divides into orderly sections. Hulking edifices—from functional palaces to lofty pillars—stand where lines of aqueducts intersect. In the east, this neat plan meets the cavern wall at a series of modest buildings and plazas punctuated with stained-glass windows. An arched passage here connects to the Burning Stair and, thus, the Flaming Deeps beyond. In the west, the plan gives way near the cavern wall to a short wilderness of mushrooms, shoals, and stalagmites known as the Drowned Deep.
The sheer scale of the Waterworks is difficult to take in all at once. A damp haze diffuses the light, and fog swallows up distant buildings. The misted ceiling feels more like an overcast sky than a dome of stone.
Perhaps the best vantage point for taking in the vision that is the Waterworks can be found in the array of buildings in the northeast corner of the region, built up along the cavern wall. This is also roughly where the roads to the east and north meet.
Broken aqueducts and years of neglect have left portions of the Waterworks flooded beyond their intended depths. Toppled arches lay half-submerged in swollen reservoirs, and past floods have washed away stone and stairs, leaving some of the machine-palaces of the region unreachable. Yet so many of the old Dwarf-machines still function.
One of the Waterworks’ soaring columns also serves as the base of an enormous fountain built in the shape of four watchful Dwarf-faces, each one pouring forth a rush of dark water. Once, it seems, there were two such fountains, but the extreme water pressure the ancient Dwarves channeled into the second fountain may have been too much for it to endure. All that’s left now is a shattered base—still larger than most houses—and the scattered remains of colossal heads lying half-submerged in the reservoirs.
Look out across the field of reservoirs at the feet of the stacked arches of the aqueducts, and you may see tiny figures dashing along the banks. These are Goblin runners dashing along the cisterns’ edges and patrolling nearby plazas. Quick and cowardly, they represent a wary foray by the Enemy into the Waterworks, probably from their strongholds in the Flaming Deeps nearby.
The Poisoned Well
Something taints the waters south of the Rotting Cellar. Perhaps it seeped in through the groundwater from the grotesque lake in the Foundations of Stone. Perhaps it was brought in on the skin of infected Orcs. Perhaps it was blown in as spores on a sulfurous wind from the Flaming Deeps. But the sickness is here.
The plague is a kind of fungal infection that swells and coats its victim with layers of gross, red growths. The Orcs call their infected fellows Globsnaga, meaning “Filth-slaves.” The fungus infects the mind as well as the body, it seems. Sufferers are left mad and in anguish.
For now, the Globsnaga in the Waterworks dwell only in a single camp in the southeast, near the Chamber of Dark Waters. There they languish in a haze of dusty spores, surrounded by diseased fumes and piles of gore and bones. If the Globsnaga are allowed to spread their sickness—if the fungal plague infects the expedition camps—the new era of Khazad-dûm could end before it is truly begun.
Monsters in the Deep
The Waterworks has developed a compact but thriving ecology of its own. Its dank depths and copious mushrooms provide a fertile foundation for nests of lizards and amphibians, while the even, diffused light keeps creatures like Deep-claws away. Frilled lizards nest in the rocky corners of the Drowned Deep, and smooth-skinned Deep-salamanders stalk the reservoirs and shoals.
With silky webs as thick as ropes, weirdly translucent Fell Cave-spiders lay claim to drier reaches, often inside ill-fated buildings like the Lost Palace in the north-west. Glowing like crystals and armed with spiked abdomens, this ilk of Cave-spiders is perhaps not seen anywhere else in Middle-earth.
For all that the Orc-kind have plundered and trespassed in Moria, in the Waterworks it’s the spiders and salamanders that have permeated deepest into the old places of the Dwarves. Beyond a stretch of natural caves at a remote edge of the region, there crouches a forgotten place built of dark stones and cold crystals, now wrapped in layers of ropy webs. The light of Dwarf-lamps glowing half-smothered behind walls of webbing illuminates goblin-sized bundles that hang cocooned in gruesome nets from the ceiling.
Forgotten and Secret Places
Other chambers are simple enough to locate but difficult to reach. Attached to one of the Waterworks’ palatial edifices located in the south of the region, the Great Wheel is easy to find, but reaching the vital Chamber of Wheels inside is not so simple. Beyond the building’s doors winds a tangle of mossy tunnels swamped beneath rushing waters and teeming with hungry Salamanders. Successfully navigate these tunnels, however, and you emerge amid the indoor waterfalls and turning timber mechanisms of the Chamber of Wheels. There the complexity of Khazad-dûm’s ancient machines becomes clear, even when their function may not.
Zelem-melek (central area of Moria)
Once a vault of stately terraces and regal halls, the western half of the heart of Khazad-dûm, called Zelem-melek, now struggles to maintain its majesty against an occupying force of bloodthirsty Orc defilers drawn from the armies of Mordor and Isengard. Snarling Goblin totems gloat before defaced Dwarf statues. Bloody shrines to Sauron stake claims in once-honoured halls for the forces of the Shadow. Brutish Orc camps littered with stripped skulls and broken crystals befoul the air with a gruesome stink.
Yet, despite the woeful work of the Enemy’s vandals, the grandeur of Zelem-melek still endures. The tall passageways of the Terraced Halls defy the reach of Goblins. The glow of ancient, crystalline Dwarf-lamps cuts through the smoke of Orc bonfires. Vast halls and towering columns wrought by the Dwarves of old make the Enemy’s minions seem small and petty—at least from afar.
Travelers entering Moria through the West-gate, in Hollin, may come to Zelem-melek by way of the direct route. Moving due east through the Great Delving, they find themselves under the gaze of the ever-watching, stone eyes of ancestral Dwarves carved into the walls surrounding the entryway to this place. The way leads over the narrow bridge called the Lonely Span, straight into the Terraced Halls. These proud passageways, though largely intact, now echo with the stomps of Orc and Goblin feet. Be wary.
Travelers who circle around, taking the longer road through Durin’s Way, enter Zelem-melek from the North. That path lets out at the Twenty-first Hall too. To reach Zelem-melek, as the Dwarves say, all roads pass through the Twenty-first Hall.
On its own, as an artifact of craftsmanship, the hall is a marvel. Wide-footed pillars as large as the towers of the Elves hold up a ceiling so high that its polished stone is barely touched by the glow of campfires and crystals below. A shaft in the ceiling lets in a single, hopeful ray of sunlight from the distant sky above the Misty Mountains.
Fallen rubble blocks the largest exits from this hall, the arches leading west and east. Only the smaller arches—leading north to Durin’s Way and south to the Great Hall of Durin—remain open.
The Heart of Zelem-melek
Setting out south into Zelem-melek from the Twenty-first Hall, you find the Great Hall of Durin. Shining from the colored light of many-colored crystal lamps and polished to a fine sheen by ancient Dwarf artisans, the Great Hall gleams. Shadowy and vast, its masterful stonework sitting chill and dark, its mezzanines empty except for skulking Orcs, the Great Hall seems to brood. Where once this place held dancing, laughing Dwarves drunk on mead and gorged on bread and meat, now it sits vacant, a hulking hollow, eerily quiet and sad.
The Great Hall and the vaulted corridors that surround it are bounded by grandiose entryways and linked by ornate stairways. The exit to the east leads down a dizzying path, through green light, from the canopy to the roots of a breathtaking stone forest in the old city of Nud-melek: the Second Hall.
To explore Zelem-melek, however, one turns west and south, through the Terraced Halls and the Broad Ways, where wolf-sized insects hunt for food and warg-riding Goblins wait for trespassers. Look for places where the cut-stone walls give way to natural rock. You’re back near the Lonely Span now, at the edge of the vast, natural chasm that runs north to south along the western border of Zelem-melek.
Turn south. As you approach the heart of Zelem-melek, narrow struts of stone jut up above you to a distant sky of arched rock. This area, dominated by what is now called the Broken Dam, is a network of promenades and plazas, once public spaces where ancient Dwarves gathered for festivals and fairs. Dwarf-manses perch at the edge of these squares, overlooking the subterranean waters of the deep western chasm.
In the centuries since, gravel and loose rock have tumbled into these streets from the cavern walls all around, and Orcs have ground silt and filth into the etched avenues. The waters falling from within the palatial terraces of Zelem-melek now shimmer a weird and foul green. The Dwarf-manses stand dark, but perhaps not always empty.
The corridors leading east off the plazas of the Broken Dam lead through Orc camps and back into the Terraced Halls and passageways that sprawl out from the Great Hall of Durin. It’s easy to get lost in these corridors. Use the crystalline Dwarf-lamps all around to keep your bearings. They are cleverly arranged by color to help you tell one corridor from another. Without these lamps, it seems all of Moria would be dark or—worse—lit only by the fires of Orcs.
Take advantage of that aid. You don’t want to get lost. Here, and all the way south to the Flaming Deeps and east to the Redhorn Lodes, you’re in territory claimed by enemies.
Zelem-melek isn’t free of the cave-snakes, giant rats, and enormous bugs that plague many abandoned subterranean places, but they are not the real threats in this part of Moria.
The minions of the Enemy lurk everywhere. Camps of Orcs huddle in darkened halls throughout this region, at the feet of defaced statues, and on the patios of public squares. Axe-wielding Orcs prowl in the dark, away from camps, in search of food, trespassers, and vulnerable rivals. Goblins on Warg-back scout the edges of their territory and patrol the heart of their turf. Bat-tending Goblins roam about, using their sensitive pets to search for for any sign or signal of intruders.
Tensions among the various breeds of Orc-kind run high. Long have the Goblins of Moria claimed these halls as their own, and they secretly hope for the Dwarves to return, so they can show them who the true masters of Moria are now. But tribes of Orcs have recently come to Moria from Mordor, following orders from Sauron to lay claim to Khazad-dûm and those who dwell within it.
They are not alone. Uruks bearing the mark of the White Hand walk in Moria as well. These are ambassadors from Isengard, whose true plans for Moria have yet to be revealed.
As you approach the southernmost edges of Zelem-melek, the architecture changes again. Statues of noble Dwarves line the walls beneath flying arches, looming over huge pits that bisect the grounds. The bottoms of these pits end in unfinished stone and the edges of the lower territories of the Flaming Deeps (to the south) and the Redhorn Lodes (to the east).
Towards the Flaming Deeps, the road descends into sunken slabs and broken stairs. More carvings of ancestral Dwarves look out over visitors at this border, but some of their heads have broken and collapsed, bowed as if in sorrow.
Turn your attention, though, to the east. The air here grows hazy with dust from the mines beyond. Past the delicate arches and prowling Warg-riders, through the deep, hewn chasm below, looms the raw, ruddy ceiling of the Redhorn Lodes. It’s a lethal drop from the promenades of Zelem-melek to the palatial estates below, save for one safe path.
Zirakzigil (The Silvertine)
The Dwarves' name for the mountain also called Celebdil or Silvertine, above the Dwarf-kingdom of Khazad-dûm. On its peak stood Durin's Tower
Lothlórien
Caras Galadhon
In the center of Lothlorien grows a massive stand of ancient silver trees. The forest at the base of these trees seems completely undisturbed. A glance upward reveals nothing but the shining columns of the trunks rising into mist. No sound can be heard but the rustle of leaves and the chitter of wildlife. This silver grove is Caras Galadhon, the home of Galadriel.
Guests of the Lady of Light wait patiently here until eladrin rangers appear from the green shadows. Once the all-clear is given, a rope elevator descends from the mists above. Visitors then endure a breathtaking—and terrifying—ride on the open elevator platform up to high into the treetops. Long after they’ve completely lost sight of the ground, guests breach the canopy and arrive in the rambling palace of Galadriel and Celeborn. The palace sprawls out through the tops of countless mallorn trees. Tree limbs wide enough for several humans to walk comfortably abreast span the space between the silver trees. Visitors use these main avenues, although a web of thin rope walkways also connects branches high and low. The thought of a fatal fall from such treacherous footholds is too daunting for most.
Caras Galadhon is composed completely of living wood coaxed to form walls, archways, and roadways high in the fey tree branches. The centerpiece of the palace is Galadriel’s Chamber, a soaring proscenium of twisting gold leaves over- hanging a throne made of silver branches and bounteous cascades of flowering scented vines.
The entire city grows upon the mound of Amroth, where elanor (A small star-shaped yellow flower) and Niphredil (a pale Winter flower) grows.
Rohan
The borders of Rohan are: The rivers Isen and Adorn in the west, where Rohan borders Isengard and the land of the Dunlendings; the White Mountains and the Mering Stream, which separate it from Gondor, in the south; the mouths of Entwash in the east; and the river Limlight in the north.
The capital of Rohan is the hill fort of Edoras which lies close to the slopes of the White Mountains. Another large city is Aldburg, capital city of the Eastfold and original city of Eorl the Young. A third notable city is Snowbourne, named after the river which runs nearby it. It is similar in appearance to the hill-fort of Edoras. Dunharrow is a refuge in the White Mountains. Helm's Deep is a valley in the White Mountains in which the Hornburg, a major fortress of Rohan, is located.
THE EASTFOLD
The Eastfold lies to the west of the Fenmarch and is bounded to the south by the Ered Nimrais. This region runs westward to the boundaries of the King's Lands and northward to the course of the Snowbourn River. Part of the kingdom of Rohan that lay east of the Snowbourn River, and west of Anórien in Gondor. Located east of Edoras.
Key settlements & burgs: Some homesteads but for the most part widely scattered temporary camps of nomadic herdsmen.
THE WESTFOLD
The Westfold lies along a large part of The Mark's western frontier on the River Isen. The region is bounded by Fangorn Forest to the North, The West Emnet to the east, The White Mountains to the south and the West-march to the south west. The region runs eastward as far as the borders of the district of the King's Lands (Edoras and its surrounding districts) and the western bank of the Snowbourne.
Settlements & burgs: The Hornburg at Helm's Deep.
Deeping Coomb
The deep, well-defended valley in the northern White Mountains that held Helm's Deep and the castle of the Hornburg. The site of an important battle, the Battle of the Hornburg, during the War of the Ring. The word coomb is a rare Brythonic survival word; meaning a small deep dry valley, easily defended. It gives its name to many places in the British Isles.
Helm's Deep
The Hornburg, known to the Men of Gondor as Ostiras, sits on a heel of rock at the mouth of a narrow valley that runs back up into the White Mountains. It is known as the Hornburg because a trumpet sounded in the tower echoes splendidly in the valley behind it. A little stream — the Deeping Stream — runs out of the valley, which was named Helm's Deep after the heroic Rohirric king who took refuge and died there during the Long Winter.
Helm's Deep was a large valley in the north-western Ered Nimrais (White Mountains). The valley was blocked over its entire width by the natural series of hills called Helm's Dike and behind that lay the fortress of Aglarond or the Hornburg, at the entrance to the Glittering Caves.
Originally the valley was home to a small Gondorian regiment, but after Calenardhon became Rohan it became an encampment of the Rohirrim, where the guards of the Fords of Isen lived.
During the war with the Dunlendings under Wulf, the Rohirrim under King Helm Hammerhand and many of his people sought refuge in the keep, where they held out during the winter of T.A. 2758–2759.
A long causeway wound up to the great gate of the fortress itself. Inside the keep there were stables and an armoury, as well as a great hall in the rear which was dug out of the mountainside. There also was a great tower (the Hornburg) the top of which consisted of the great horn of Helm Hammerhand. The Deep which stood next to the fortress was barred by the long Deeping Wall, which consisted of solid rock except for a small culvert which allowed water from the Deeping Stream to enter; this rendered a fresh supply in sieges of great length. The Deeping Wall itself stood 20 feet tall; it was wide enough for four men to stand side by side. Access to the fortress from within the Deep was made possible by a long stair which led to the Hornburg's rear gate.
Glittering Caves
Caves in Rohan. The Glittering Caves were located behind Helm's Deep under the three peaks of the Thrihyrne in the northwestern arm of the White Mountains. Gimli called the Glittering Caves one of the marvels of the Northern World.
The Glittering Caves extended deep under the mountains, with many passages, stairs, halls, and chambers. The floors were sandy and the ceilings were high, domed vaults. The walls were polished stone set with gems and crystals and veins of ore.
Rising from the floors and hanging from the ceilings were columns and pinnacles of white, yellow, and rose. Fissures in the ceilings allowed air to circulate throughout the caverns. There were a number of still lakes and dark pools of water in the caves, and the Deeping-stream issued from the entrance.
EAST EMNET
A wide grassy plain found east of the River Entwash. The East Emnet runs north to the highlands of the Wold and is bounded by Anduin the Great and the Emyn Muil to the east. The East Emnet's southern border traces the course of the River Entwash and the fenlands of the inland delta known as the Mouths of the Entwash.
Settlements & burgs: Some hamlets and homesteads, at the juncture of the Entwash and Snowbourn rivers, but chiefly temporary camps of nomadic herdsmen.
Anduin River
There are two principal rivers in the North Country: the Langwell
and the Greylin. Together they merge to form the mighty Anduin. Of these, the Langwell is the more important, being somewhat larger, somewhat more plentifully supplied with fish, and posing a more considerable hazard to travellers.
WEST EMNET
The great western Emnet (plain or grassland) of Rohan is found to the west of the River Entwash and is bounded by Fangorn Forest to the north, The Westfold to the west and the River Snowbourn to the South.
Settlements & burgs: Villages and homesteads along the Snowbourn and southern course of the Entwash. Isolated ranches and temporary encampments of nomadic herdsmen further north.
WEST-MARCH
A tongue of sparsely populated grassland that lies south west of the Westfold. The West-march, more accurately termed Westmarch, is bordered by the course of the River Isen and Adorn and spreads away south east to the feet of the Ered Nimrais (White Mountains.)
Settlements & burgs: Isolated homesteads and ranches.
Isen River
A broad stream flowing down out of the Misty Mountains; it is best crossed at the Fords of Isen, for it flows swiftly over rock gardens of boulders and ledges of clean rock. Descending the steep incline southwest of the Gap of Rohan, it forms the northern boundary of the Westmarch.
THE FENMARCH
The easternmost region of The Mark which encompasses the Mering Stream and Firien Wood on the border of Gondor. Fenmarch or Fenmark literally means Marsh-border (Fen - the marshy land which lay along the stream; March - border.)
Settlements & burgs: Homesteads, farms, military encampments.
Firienholt
A forest between Rohan and Gondor, also called the 'Firien Wood'. The Mering Stream, marking the border between the two lands, flowed through. The White Mountains lay south of the forest; Elendil was buried on the Halifirien, one of these peaks.
Everholt
Was the name the Rohirrim gave to a section of the Firienholt. It was notorious for its boar, after which the forest was named. The first element is Old English Eofor, "boar".
Tomb of Elendil
Was the tomb of the first King of Arnor and of Gondor. Its location was a secret kept for many centuries, but it was later discovered to be atop the mountain known as the Halifirien, on the borders of Gondor and Rohan.
THE WOLD
An area of short grasslands and hill country which forms The Mark's northernmost province. The Wold is bounded by Fangorn Forest to the west, the River Limlight to the north, Anduin the Great to the east and the East Emnet to the south.
Settlements & burgs: The least populous region of the Mark. Occasional homesteads but mainly temporary encampments used seasonally by nomadic herdsmen.
THE FOLDE
A region of hill country found along the Great West Road some *** *** miles south east of Edoras. The Folde was once the administrative centre of the Mark, and encompasses the ancient settlement of Aldburg. An ancient and historic region of Rohan, close to the Kings of Rohan's courts in Edoras, which indeed originally held the King's seat at the town of Aldburg. Its name comes from Old English, with the approximate meaning 'bosom of the Earth', which shows its importance in Rohan's early history.
Key settlements & burgs: Aldburg an ancient stronghold situated in hill country north of the Ered Nimrais. This ancient town was once the capital of The Mark and is now the ancestral home of Éomer & Éowyn.
Aldburg
(O.E. 'old fortress') A small fortified settlement in Rohan, built by Eorl the Young in the region known as the Folde, some miles to the southeast of Edoras. Though his son, Brego, moved to Edoras early in Rohan's history, Aldburg remained the residence of the descendants of Eofor, Brego's third son. At the time of the War of the Ring, it was the home of king Théoden's nephew Éomer, who was the Third Marshal of the Mark and heir to the Kingship.
Brego, the Second King of Rohan, completed the Meduseld (R. "Golden Hall") in T.A. 2569, fulfilling his father's dream. Later that year he removed his family from the old capital at Aldburg and relocated sixty miles to the west, to the new crown-city of Edoras. Aldburg was larger, but it was a Gondorian town (Calmirië) and the Rohirrim needed a city of their own to serve as the focus of the young Kingdom.
FANGORN
Rohirric folk believe a haunting guards the Fangorn's ancient eaves, and they dare not enter the dark forest unless especially bold. Hunters and inquisitive adventurers occasionally walk the Wood's ancient paths, but even these men restrict their visits to the daylight hours and keep near the southern edge.
Entwash River
Rising in the depths of Fangorn Forest, the Entwash is the principal river of Rohan. Where it breaks out of the forest into the plains of the northern Riddermark, it is a small swift stream with deepcloven banks. Somewhat augmented by groundwater flowing out of the Wold, the Entwash rushes on swiftly southward through the plains of Rohan until it crosses a broad ledge of rock at the Fords of the Entwash. Below the Fords, the Entwash receives new strength from the many streams flowing out of the White Mountains, growing larger with each passing mile.
KING'S LANDS
An area of land that surrounds Meduseld and the city precincts of Edoras. The King's Lands extend across the Great West Road and River Snowbourne, to the eastern border of the Westfold, and southward along the valley of Harrowdale to the Hold of Dunharrow.
Key settlements & burgs: Edoras (The Courts: seat of the Kings of the Riddermark ) Upbourn, Underharrow, The Hold at Dunharrow
Edoras
(S. "The Courts") was built on a hill above a major ford across the River Snowbourne, atop an ancient Dunnish townsite. To this day, it is the home of Rohan's Kings. Edoras stands at the crown of a low, round hill. It rises from the end of a rocky ridge that extends out into the plain beneath the heights of the massive Irensaga, a mountain that looms like a sentinel at the mouth of the valley of Harrowdale. Here the Great West Road passes close to the sheer cliffs of the White Mountains, just before it crosses the cool, roaring waters of the Snowbourne by way of a wide ford.
Harrowdale
The deep north-south valley cut out of the White Mountains by the Snowbourn River. At its southern end, beneath the mountain known as the Starkhorn, stood Dunharrow, a great refuge of the Rohirrim. At its northern end, where the Snowbourn issued onto the plains of Rohan, stood that nation's capital, Edoras.
Upbourne
The Dunharrow Road south from Edoras covers over five rugged miles before coming to the hamlet of Upbourne. A collection of small wooden long-houses and a stone inn rest on a mountain shelf, precariously perched over the raging Snowbourne, in the valley of Harrowdale.
Underharrow
Underharrow - lays five miles south of Upbourne. Both villages share a similar size and setting, but Underharrow is slightly smaller and is nestled below a series of terraced gardens.
Starkhorn
A snow-clad peak that rose in the inner regions of the White Mountains. From its feet sprang the Snowbourn River, whose widening valley ran northwards through the mountains to emerge onto the plains of Rohan. The Rohirrim called that valley Harrowdale, and built their courts of Edoras at its mouth, from where the lonely white peak of the Starkhorn could be seen along the straight length of the valley.
Irensaga
One of mountains in the White Mountains, which lays above Harrowdale.
Dunharrow
A fortified mountain meadow looking out over the east edge of the vale of Harrowdale, just south of Edoras. This ancient refuge serves as an exalted burial field and place of worship. Three mountains — the Starkhorn, Irensaga, and Dwimorberg — enclose Dunharrow from the south, north, and east respectively.
Dimholt & Dwimorberg
A forest of pine wood and fir situated at the base of the Dwimorberg mountain, past Dunharrow. The name means literally 'dark wood'. An ancient road was visibly forged there, that led to a glen where a standing stone lay in front of the Dark Door, the entrance to the Paths of the Dead. The pathways led under the Dwimorberg mountain and had been haunted by the spirits of the Dead Men of Dunharrow in the Third Age until they fulfilled their oath to Aragorn and departed.
A mountain in the White Mountains, which is situated at the head of the valley of Harrowdale. Dunharrow stands above a cliff on the valleys eastern side, parallel to the Dwimorberg mountain itself. Beyond Dunharrow is a forest of pine wood and fir, known as the Dimholt.
The Dimholt itself contains a small glen, which holds a standing stone that lies in front of a doorway that leads to the Paths of the Dead. The paths lead under the Dwimorberg and were in the Third Age haunted by the spirits of the Men of the Mountains. After the events at the end of the Third Age when Aragorn released them from their oath, the Dwimorberg was haunted no longer.
Paths of the Dead
Paths of the Dead mapHaunted passage under the White Mountains. The Paths of the Dead began in the valley of Harrowdale in Rohan on the northern side of the mountains and ran underground to the Blackroot Vale in Gondor on the southern side. The Dead who dwelled there were cursed never to rest until they fulfilled an ancient oath they had broken.
The entrance to the Paths of the Dead was in Dwimorberg, the Haunted Mountain. A path lined with ancient stones led from the stronghold of Dunharrow through the dark wood called the Dimholt to the root of the Dwimorberg. There a single stone marked the opening to a glen and beyond in a sheer wall of rock was the Dark Door.
Inside was a long, wide tunnel that led to a great chamber. There was a locked door in the chamber, beyond which was an evil temple hall. The tunnel continued to an arched gateway that opened onto the Blackroot Vale. The Blackroot River issued from the gateway and flowed southward through the valley and a road ran beside it. Down in the Blackroot Vale stood the Hill of Erech. Upon the hill was a great, round, black stone as tall as a Man. It was said that Isildur had brought the Stone of Erech from Numenor and had set it there.
The King of the Men of the Mountains swore allegiance to Isildur on the Stone after Gondor was founded. But when Isildur summoned them to fight Sauron at the end of the Second Age, they refused for they had once worshipped Sauron. Then Isildur cursed them and said that they would never rest until they fulfilled their oath to fight Sauron. The Oathbreakers fled and hid themselves under the mountains and there they remained for over 3,000 years.
The Dark Door leading to the Paths of the Dead was found by Brego of Rohan and his son Baldor as they explored the valley of Harrowdale seeking a refuge for their people. It is said that an ancient man was sitting before the door, and when Brego and Baldor tried to pass him, the old man said: "The way is shut. It was made by those who are Dead, and the Dead keep it, until the time comes." Baldor asked, "And when will that time be?" but the old man died without answering.
Baldor made a rash vow to walk the Paths of the Dead, and in 2570 he entered the Dark Door. No living Man dared to enter the Paths of the Dead.
Snowborne River
In the south at Harrowdale, the Snowbourne rises in the White Mountains and flows with great force all year round, deriving most of its strength from springs, melting snow, and glaciers in the high mountain valleys. Its sparkling waters are filled with large brown trout. The cold, brisk Snowbourne rushes into the Entwash where the larger stream bends to the southeast, skirting the foothills of the Eastfold and Anórien. East of the junction with Snowbourne, is the beginning of the Entwash delta. Here the river breaks up and takes a multitude of routes through the lowland fens that mark the western side of the Anduin.
ISENGARD
Isengard was built in the Second Age around the tower of Orthanc by the Númenóreans in exile. Its location was at the north-western corner of Rohan, guarding the Fords of Isen from enemy incursions into Calenardhon together with the fortress of Aglarond to its south.
The river Angren (or Isen) began at Methedras behind Isengard, which also formed its northern wall. The other three sides were guarded by a large wall, known as the Ring of Isengard, which was only breached by the inflow of the river Angren at the north-east through a portcullis, and the gate of Isengard at the south, at both shores of the river.
Isengard was a green and pleasant place, with many large trees and grass fields, fed by the Angren. Orthanc stood in the exact centre.
Orthanc
Orthanc is the black tower of Isengard. Its name means both "Mount Fang" in Sindarin. Orthanc was built during the end of the Second Age by the men of Gondor out of four many sided columns of rock joined together by an unknown process and then hardened. No known weapon could harm it. Orthanc rose up to more than 500 feet above the plain of Isengard, and ended in four sharp peaks. Its only entrance was at the top of a high stair, and above that was a small window.
Gap of Rohan
The Gap of Rohan is the opening between the mountain ranges of the Misty Mountains (Hithaeglir) and the White Mountains (Ered Nimrais).
Through the Gap of Rohan flowed the rivers Isen and Adorn, which formed the effective boundary of the Kingdom of Rohan. Rohan was formerly known as Calenardhon, and thus the Gap was then the Gap of Calenardhon. The triangle between the Isen and Adorn rivers and the White Mountains was a contested area between the Rohirrim and the Dunlendings.
The ancient Great Road which connected the realms of Gondor and Arnor of old ran through the Gap, crossing the Isen at the Fords of Isen.
Access to the Gap was controlled by the fortress of Angrenost, or Isengard, which in the later Third Age was controlled by Saruman.
Fords of Isen
The Fords of Isen were fords in the river Isen, guarded by the Rohirrim. As the only crossing of the Isen into Rohan, they were of enormous strategic importance.
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Enemies
Nazgul Level 7 Solo Lurker
Medium shadow humanoid (undead)
Initiative +7 Senses: Perception +9; darkvision
HP: 320 Bloodied: 160
AC: 23; Fort: 21; Refl: 19; Will: 21
Action Points: 2
Saving Throws +5
Speed 5
Vulnerability: Radiant
Sword (standard basic attack; at-will)
+16 vs AC; d + necrotic damage
Double Attack (standard; at-will)
The Nazgul makes two sword attacks
Sword (immediate reaction, when a melee attack misses the Nazgul; at-will)
+16 vs AC; d + necrotic damage
Piercing Scream (standard, at will)
Close Blast 5; +11 vs. Reflex; Thunder Damage, and enemies are dazed (save ends).
Black Breath (standard; encounter) Poison
Close Blast 2; +13 vs. Reflex, damage, ongoing poison damage (save ends)
Frightful Presence (standard; encounter) Fear
Close Burst 5; targets enemies +8 vs. Will; target is stunned until the end of the Nazgul's next turn. Aftereffect: The target takes a -2 penalty to attack roles (save ends).
Alignment Evil Languages Common, Black Speech
Skills
STR 19 (+4) DEX 16 (+3) WIS 16 (+3)
CON 16 (+3) INT 16 (+3) CHA 16 (+3)
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Attack vs. AC: +16
Attack vs. other defenses: +13
Call of the Nazgul: Stun a foe and try to make him put on the ring.
Lurker Nazgul
C Abyssal Void (standard; recharges when first bloodied) ✦
Necrotic, Zone
Close burst 3; +13 vs. Fortitude; 1d6 + 6 necrotic damage.
The burst creates a zone of darkness that lasts until the end of
the shadow demon’s next turn. The zone of darkness cannot
be illuminated, and it blocks line of sight for all creatures that
cannot see in darkness. A creature that starts its turn within
the zone takes 1d6 + 6 necrotic damage.
Combat Advantage
When the shadow demon uses a claw attack to damage a
target it has combat advantage against, the target cannot spend
healing surges until the end of the shadow demon’s next turn.
Monsters to create:
Crebain Swarm (soldier)
Crebain Shadow Swarm (brute)
Crebain Thunder Crow (skirmisher)
Goblin Bombers (artillery)
Goblin Grunts (minions)
Goblin Pain-Master (brute)
Goblin Harrier (skirmisher)
Goblin High-Master (Controller-leader)
Orc Blackarrow (artillery)
Orc Tracker (soldier)
Orc Medicine Man (lurker-leader) - Swaps out others to take his attacks
Uruk-Hai Warrior (soldier)
Uruk-Hai Berserker (Brute Elite)
Uruk-Hai Whip (artillery-leader)
Mountain Wolf (skirmisher)
Warg (brute) vulnerable 5 fire
Stone Trolls (vulnerable 15 radiant) Elite Brute
Cave Trolls (thick skin) (vulnerable 10 radiant) Elite Soldier
Mountain Trolls (very strong, resistant to arrows) (vulnerable 5 radiant) Elite Lurker
Olog-Hai (horny scaled flesh, all of above benefits) Elite Skirmisher
Battle Trolls (armored shock troops) Elite Controller
Notes: 18 feet tall, Caustic Blood
Barrow Wight - Solo Controller
Notes: eerie voice, tall dark figure, green glow, lose consciousness, disorienting fog (slide effect?)
Powers Brainstorming:
Troll:
Close burst attack - sweeping club
Attacks push and fall prone
Missed attacks damage battlefield - creating difficult terrain in the target's square.
Ignores difficult terrain
Warg:
Attacks make prone (useful to do on mounts to force dismounts)
Bonus to attack prone
Attacks slow foes? Useful in taking down prey.
Fell Beasts:
Pass through a large swath of foes making attacks against each foe in area, prone, push
Grab & drop. Character pushed to just behind the beast's move, falling damage.
Bite & Throw. individual damage, push & prone.
Wing attack?
Tail attack?
Lots of pushing and prone. Maybe a controller.
Goblins Archer:
attack slows? Broken Charge shot?
Poison shot? rechargeable
ShadowArcher Goblin
Warlock-like goblin. Attacks deal extra necrotic damage?
Wormtongue
Create thrall
Warlord-like power to make others attack
Lots of commanding powers.
Powers which render a foe immobile.
Intervene thrall to take an attack - Immediate interrupt.
Saruman (solo)
Fireball
push and knock prone or restrain with staff (ranged push)
Dominate
Intervene foe to take an attack - Immediate interrupt.
He has a ring which he made himself. Likely it is used to control others through manipulation.
Spirit of Carhadras (solo)
Vulnerable 10 fire
Avalanche - immobile (save ends) and ongoing cold damage (save ends)
Biting cold - lose a healing surge
Incorporeal?
Wind - Push and damage
Blackheart Willow
strangle, crush, restrain
thrash (area effect, branches, pull)
Sleep spell
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Enemies by Area
North Farthing (1st Level):
Goblin Blackblade -Lu
Goblin Cutter -Mi
Goblin Warrior -Sk
Goblin Acolyte of Mag. -Co
Eastfarthing (1st Level):
Halfling Slinger -Ar
Riding Horse -Br
Decrepit Skeleton -Mi
Goblin Acolyte of Mag. -Co
Old Forest (2nd Level):
Bloodthorn Vine -So
Gray Wolf -Sk
Arthedain (3rd Level):
Hobgoblin Soldier -So
Orc Raider -Sk
Goblin Hexer -Co(L)
Hobgoblin Warcaster -Co(L)
Hobgoblin Grunt -Mi
Hobgoblin Archer -Ar
Goblin Skullcleaver -Br
West Farthing (3rd Level):
Halfling Stout -Mi
Halfling Thief -Sk
Human Rabble -Mi (make into halfling rabble)
Southfarthing (3rd Level):
Halfling Stout -Mi
Halfling Thief -Sk
Human Guard -So
Warhorse -Br
Human Bandit -Sk
Barrow Downs (3rd Level):
Skeleton -So
Skeletal Steed -Sk
Zombie Rotter -Mi
Gravehound (Zombie) -Br
Zombie -Br
Decrepit Skeleton -Mi
Bree (4th Level):
Human Guard -So
Warhorse -Br
Human Rabble -Mi
Chetwood (4th Level):
Nenuial (5th Level):
Fornost (5th Level):
Midgewater (5th Level):
Weather Hills (6th Level):
South Downs (6th Level):
Cardolan (6th Level):
Harloeg (6th Level)
Minhiraith (7th Level):
Agamaur (7th Level):
The Angle (7th Level)
The Trollshaws (8th)
Hollin (8th Level):
Dunland (9th Level):
Angmar (9th Level):
Moria (9th Level):
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The Lord of the Rings 4e
Begin as four halflings - Level 7
Frodo - Cleric
Sam - Fighter
Merry - Paladin
Pippin - Rogue
• Gandalf's warning (the beginning)
Danger in the Shire
4 Halfling Prowlers
1 Human Berserker
Pursued to the Ferry (avoidance skill challenge)
Fighting the Fey Woods
1 Vine Horror 5 200
1 Vine Horror Spellfiend 7 300
2 Bloodweb Spider Swarm 7 300
1 Satyr Rake (Bombadil)
Through the Barrow Mound
3 Battle Wight 9 400
2 Flameskull 8 350 (or a trap?)
Battle at Bree
2 Celestial Charger 10 500
2 Dragonborn Gladiators 10 500
Battle at Weathertop
1 Dark Stalkers 10 500
Devourer (Spirit) 11 Elite 1,200
5 Vampire Spawn Blood Hunters 10 125
Flight to the Ford (chase skill challenge)
• The Council of Elrond (Trade up for
Aragorn - Ranger,
Legolas - Ranger
Gimli -
Boromir - Warlord )
The Ring goes South
1 Briarwitch Dryad 13 Elite 1,600
2 Stirge Swarm (Crebine) 12 700
The Gates of Moria
Purple Worm (reduced)
Journey in the Dark (Skill challenge)
Balin's Tomb
8 Grimlock Minions 14 250
2 War Troll 14 1,000
Balrog Battle at the Bridge of Khazad-dum
LVL 15
6 Azer Warriors
2 Azer Ragers
1 Immolith Demon
Then:
LVL 15
Adult Red Dragon (Balrog)
• Lothlorien
Parth Galen & the Fellowship Breaks
3 Kuo Toa Marauders 12 700
1 Kuo-Toa Harpooner 14 1,000
1 Kuo-Toa Whip 16 1,400
4 Kuo-Toa Guards 16 350
Pursuit of the Halflings (skill challenge)
At the Golden Hall
1 Mind Flayer Mastermind 18 Elite 4,000
1 Greater Helmed Horror 18 Elite 4,000
Warg Attack 19 (9,600)
4 Gulvorg Minions 16 (2,800)
4 Rakshasa Archers 15 (4,800)
Cambion Hellfire Magus 18 (2,000)
Rally the Troops (skill challenge)
Helm's Deep
Defending the Wall 20
Staying the Breech 20
Purpose: Get behind the wall troops into the Castle
Defending the Castle Gate 20
Purpose: Buy the troops time
Final Ride from the Keep
Gandalf Turns the Tide
Paths of the Dead
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Human Noble 5Co(L)
Gnome Mistwalker 5Lu - as halfling?
Half-Orc Hunter 5Sk
Half-Orc Death Mage 6Co
Bugbear Wardancer - 6Sk - as goblin
Half-Elf Bandit Captain - 6Sk(L)
Spriggans as Goblins 6,7,8
Half-Orcs 5,6,7
Humans
Half-Elves
Greenvise Vine 7So
Wood Woad 8So
Ice Troll 10So
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Orc Names:
Akashpug
Arzgat
Dagronk
Danghal
Drukordh
Folok
Futhurz
Gamzhurm
Gathrok
Horngoth
Khlarum
Lugbas
Lurkh
Morkar
Rakhuga
Rugh
Sadauk
Shatogtar
Tarkrip
Thluk
Tramug
Zanthrug
Troll:
Fushath the Beast
Gundragh
Kurth
Tarburz
Warg:
Asht
BlackFang
Danghal
Grish
Khurshat
Kraur
Laugfut
Nurzum
Raugzok
Thaukoth
Zorrgolug
Dunlanding:
Tudur
Dourhand Dwarf:
Arngrim
Bodil Dark-eye
Hjortur
Skithi Blackhand
Starkath
Torfi Hammerhorn
Uruk:
Akashpug
Pizmu
Lurtz
The Dead:
Gaerdring
Gaerthel
Gúrdring
Reykur
Rhavameldir
Riamul
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Bows:
Bow of Shadowy Might (necrotic)
Bow of the North (cold damage)
Bow of the Barrow Downs (fire)
Thunderhead (Dwarf-make Thunder damage)
Bow of Nimrodel (Elven-make Radiant Damage)
Cloaks:
Cloak of Shadows (+2)
Cloak of the Shirefolk (+2)
Cloak of Cardolan (+3)
Cloak of the Rangers (+3)
Cloak of the Mountains (+4)
Cloak of Fleetness (+4)
Cloak of Lothlórien (+5)
Cloak of the Steward (+5)
Necklaces:
Amulet of the Ashen Eagle
Dagger:
Dagger of the Grey Mountains (Dwarf)
Elven Hunting Dagger
Dagger of Uial
Shire-ward's Knife
Dagger of the Thorn
Aeglír, Dagger of the West
Shields:
Shield of Rhudaur
Westernesse Shield
Blades:
Blade of the Forgotten
Blade of the Sundering Seas
Ice-Blade of Forochel
Winged Blade of Honor
Blade of White Fire
Sword of Ruin
Blade of Gondolin
Harvester
Arangrist
Edge of the Valar
Tur en-Elbereth
Rings:
Ring of the Grove
Axe:
Bane of the Dourhands
Great Axe of the Long Winter
Narvi's Great-Axe
Axe of Erebor
Red-Hew
Cleaver of the Hill-Chieftain
Mace:
Mace of Cinders
Mace of the Seven Fathers
Mace of the Anduin
Mace of the Eldar
Goldram
Staff:
Staff of the Departed
Staff of the Lost Master
Staff of the Dimrill Stair
Great Horned Staff of the North
Staff of the White Council
Armor:
Mail of the Citadel
Mail of Moria
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Plot Notes
How does the enemy progress? We'll start with Bree. There it will get the information it needs to proceed westward. The Witchking will rouse the Wights in the Barrow Downs to guard against passage there then proceed south to check along the southern Brandywine while their captain hlds the greenway at Andrath. Then turn back to Bree.
Another Ringwraith will swing north and patrol the greenway to prevent crossing there.
Four more will penetrate the shire itself while another holds the Brandywine Bridge. These Four will split with two going south to bribe local ruffians to capture any strange hobbits passing east along the road from woody hall. While the others ride west to Hobbiton. Once there they will discover/confirm that their prey is indeed gone and will have to track them from there, eliciting the help of the other two by way of screeching communication in the night.
The remaining three will head east to scour the road and settlements ahead and to gather reinforcements in whatever way they can to hold the way.
See which way the PC's decide to head and go from there. The ring wraiths will pick up their trail regardless and send two after them while the third rides back across the brandywine bridge to inform the others.
Should the PCs fail in their skill challenge they will have to face one of the riders in combat.
One of the things that the Dunedain learned near the end of their empires is the process of warding against the necrotic powers that the Witch-King employed. Key areas still stand in the north where those ancient wards still hold. One such place is the watchtower of Amon-Sul, or Weathertop. Here the power of the wraiths is lessened (meaning they face only an Elite Wraith or even a single combatant Wraith depending on the strength of the Dunedain wards).
Hmm... further research has the Nazgul HQ at Andrath (which is a narrow pass or valley), the ruins of which guard the greenway between the Barrow Downs and the South Downs.
Ooo! The Ring of Durin III of Moria - given to him by Celebrimbor , greatest of the elven craftsmen. Balin was searching for it. He found it only too late and told none of his quest save (Dwarf PC). The ring was untouched by Sauron. His hope was that it would preserve and strengthen the Dwarven people. Ring of Earth
In slaying Gandalf, Saruman took Nenya, the Ring of Fire for himself.
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Magic Items
Start with one +1 item and one +2 item each
7th Level:
two +2 items, one +3 item
8th Level:
one +2 item; two +3 items
9th Level:
one +2 item; two +3 items
10th Level:
three +3 items
11th Level:
three +3 items
12th Level:
two +3 items; one +4 item
13th Level:
one +3 item; two +4 items
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NPC Scripts:
Intro
This is the one ring forged by the dark lord, Sauron, in the fires of Mt Doom...taken by Isildur from the hand of Sauron himself.
Evil is stirring in Mordor. The ring has awoken. It has heard its master's call.
The spirit of Sauron has endured. His life force is bound to the ring and the ring survived. Sauron has returned. His Orcs have multiplied...his fortress of Barad- dur is rebuilt in the land of Mordor. Sauron needs only this ring to cover all the lands in the second darkness. He is seeking it, seeking it, all his thought is bent on it. For the ring yearns, above all else, to return to the hand of its master: they are one, the ring and the dark lord. Frodo, he must never find out.
Don't tempt me! I dare not take it, not even to keep it safe. Understand...I would use this Ring from a desire to do good...but through me, it would wield a power too great and terrible to imagine.
I don't know. I don't have any answers. I must see the Head of my Order. He is both wise and powerful. Trust me. He'll know what to do.
Never put it on, for then the agents of the Dark Lord will be drawn to its power... Always remember, Frodo, the ring is trying to get back to its master...it wants to be found.
(Elvish chant to trigger the flood)
Non o Chithaeglir, lasto Beth daer: Rimmo nin Briunen Dan in Ulaer!
Council of Elrond
Strangers from distant lands ... friends of old. You have been summoned here to answer the threat of Mordor. Middle-earth stands upon the brink of destruction. None can escape it. You will unite...or you will fall. Each race is bound to this fate...this one doom... Bring forth the ring.
You have only one choice..the ring must be destroyed.
The ring cannot be destroyed by any craft that we here possess. The ring was made in the fires of Mount Doom...only there can it be unmade. It must be taken deep into Mordor, and cast back into the fiery chasm from whence it came. One of you must do this.
Hollin
One of our scouts returned from Low Hollin a few days ago with report that the Dunlandings of the south have moved north of the River Glanduin into Hollin and have seized the ruins of Mirobel at the meeting of the Glanduin and the Sirannon.
There is naught there save ruins and the cold and broken forges of the elven craftsmen of the Second Age. It was never explored extensively by the Rangers of the North but neither was it ever considered a place worthy of protection... as the land of Hollin remains desolate. This is all I know by the Rangers of Hollin may have more information as they are nearer the source.
---
Aye. We have seen them. The Dunlanding Hillmen have taken over the ruins. Sentries are posted on outlying buildings and walls. We cannot say for certain what their purpose is. Though we know this: The banner of one of the Dunlandings more powerful clans, Clan Cairinn, was spotted flying in the breeze. I believe the scout may have been mistaken though, as he identified a white splotch of some sort upon their banner - normally a black standing stone on a grey field. It may be the banner of some lesser more southern tribe we are unfamiliar with.
---
In the Hillmens' company are a strange force of tall goblin or orcish men bearing the marking unfamiliar to the Rangers of the North - a White Hand. Never before have the Dunlandings been allied with orcs or goblin men.
Moria
"They have taken the Bridge and the second hall: we have barred the gates...but cannot hold them for long...the ground shakes...drums in the deep...we cannot get out. A shadow moves in the dark. Will no- one save us? They are coming."
Lothlorien
In place of the Dark Lord, you would have a Queen, not dark, but beautiful and terrible as the Dawn. Treacherous as the Sea! Stronger than the foundations of the earth...all shall love me and despair!
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