Thursday, July 30, 2026

B.U.R.G.L.A.R.s Part 3: 10 Traps

Part 3 of my investigation into "Hobbits have a Roadside Picnic." 

Part 1 is here. 

Part 2 is here.

Traps

"I don’t exactly understand your terminology. What traps?”

Noonan laughed. "That’s folklore," he explained. "Stalkers’ jargon. Bug traps—those are the areas of increased gravity."

A dungeon zone is filled with hazardous environments that arise spontaneously due to proximity with a dragon. Some are strange substances, such as the vapours and heats the Earth brews in her belly, but fouler. Others have are like beasts, or were beasts that have been changed by the dungeon. Others still have a strange will all their own - or a will that is an extension of Smaug's. 

Note: Some of these rules are tried and true OSE-esque dungeon features, but I think there's a lot of weird things here, too. This information should be GM only. Players learn how to approach these hazards through experimentation (out of character skill with player-facing information that is persistent for the table) as they try to master the dungeon.

1. Hell Slime

A green sludge found filling storerooms, wells, and cellars. It is unliving and unmoving.

Hell slime can only be contained by stone or ceramic.

When exposed to other nonliving materials (leather, wood, paper, cloth, glass, etc.), the hell slime quickly breaks it down and converts it into slime, so that the whole grows by the consumed object's mass. Hell slime can quickly get out of control in this way: as it gets bigger, it consumes more, and stretches into new regions, devouring portions of the dungeon.

When it comes into contact with a living body, it infects it. Skin, organs, and muscles are left intact, but the slime begins to painlessly eat the creature's bones. A PC who comes into contact with slime should determine where the slime touched them (roll randomly if it's not clear from the fiction). They lose 1 hp every turn. For every 4 hp lost, all bones are permanently destroyed in that segment and the slime crawls up the body.

For example, if a finger was infected, first the hand is lost - then the arm to the elbow - then the elbow to the shoulder, then the ribcage, then the spine. When the spine is consumed, the person dies (if hp loss hadn't already killed them). 

Amputation is the only way to stop the advance of hell slime on the body.

Carrying hell slime outside of the dungeon is a capital crime in every kingdom. There are always potential purchasers.

2. Moulds and Spores

The dungeon grows un-earthly fungus on the walls, columns, doors, and hallways. 

Note: The rules for moulds are from Dolmenwood. The effects of the moulds are new.

Triggering: If touched or damaged, there is a 3-in-6 chance of the mould emitting a cloud of spores in a 10′ cube area.
Effect: All in the cloud must Save or be caught in the spores. The effect depends on the type of mould.
Removing: Each type of mould is harmed by a specific type of damage. Each roughly 10′ × 10′ patch of mould can withstand 2d8 (average 9) points of damage.

1. White mould: Victim is partially petrified, gaining +1AC and losing -20 ft of movement speed. If not cured (e.g., by remove curse), victim fully petrifies within 1d4 days. White mould is harmed by fire.
2. Grey mould: Inflicts 2d6 fire damage per Round to any in the cloud, which lingers for 1d6 Rounds. Grey mould is harmed by magical cold.
3. Brown mould: Infects the victim's skin with spores, causing rainbow blotches. If not cured (e.g., by remove disease) the victim is permanently polymorphed into a random animal in 2d4 days. Brown mould patches spread in the presence of fire within 5′: a torch causes the mould to double in size, burning oil quadruple, and a fireball 8 times. Multiplication takes 1 Round. Brown mould is harmed by acid or water (1d6 damage per pint).
4. Blue mould: The victim flickers with fairy fire, takes 1 damage every 6 turns (1 hour), and suffers a -2 penalty to reaction rolls from monsters and animals until they benefit from magical healing. Blue mould is harmed by fire or by magical healing.
5. Indigo mould: The victim begins to weep uncontrollably, suffering a -2 penalty to attacks and saving throws until they benefit from magical healing. Indigo mould is harmed by fire or by magical healing.

3. Revenants 

Those who have died in the dungeon may be raised into a cursed un-death. They rise and walk the halls, half-rotten, bones protruding, moving under the power of some unseen force. 

Revenants are not aggressive by default. Mostly, they go about the tasks that they pursued in life: slowly, clumsily, sadly. Most are too rotten to talk, but they can gesture. Some can weep a fluid that is not tears.

Most revenants are dwarves who were buried in the Tombs.

This revenant is (2d6):
2. Going mad, will attack
3. Guarding the way forward; will attack if the PCs try to get past them
4. Looking for their wife, distressed
5. Trying to put together a children's toy
6. Sitting down to dine and slowly (very slowly) sipping wine from a goblet
7. Slowly (very slowly) writing a random rumor in a book; one rumor is written every 1d4 Turns until the revenant gives up and stares into space
8. Wants to trade a plump mushroom for something rare and valuable; will become angry if denied
9. Trying to figure out a song on the harp
10. Scraping at the walls with a pick, ineffectually
11. Slowly hammering on a steel tine
12.  Counting 3d6 pieces of dragon gold over and over, stacking and restacking it; will become angry if robbed

4. Weird Walls and Keys

Throughout the dungeon, walls of strange material bifurcate and cut off passage towards the dragon's lair. They were not made by the dwarves, but are products of the zone--they grow spontaneously and shift between delves. 

Concept keys: Burglars have learned that each wall can be defeated by a certain thought called a concept key. When exposed to a song, a feeling, a word, an image, these walls melt away like mist in the morning. 

Dungeon keys: The dwarves made keys for their doors, chests, manacles, cuckoo clocks, etc. Any key that was within the Mountain at the coming of the dragon is a dungeon key. Keys from outside the dungeon will not work. 

When a weird wall is touched with a dungeon key, the key disappears and the wall is destroyed. Dungeon keys are a sure-fire and fast way to get past weird walls.

However, there were only so many keys in the dungeon. Each time one is used, there is one fewer. There will never be any replacements made. And the walls are constantly growing and constantly shifting. The Union can foresee a time where there are no keys left, but the walls remain. That is why the Union prefers to open weird walls with visualization techniques and save the keys for emergencies. Burglars are here for quick riches, and so make free use of the dungeon keys.

The types of weird walls are:

1. Walls of Web: Although nobody has ever seen a spider of any size in the dungeon zone, there are walls seemingly made of black webs. They are sticky to the touch (dealing 1 hp of damage if touched with bare skin). 

Breaking: The thick cords resist the bite of most swords and axes, but they can be sliced through in 1 turn by a magical weapon--the cords reweave themselves after 1 turn, closing the gap. 

Concept key: Walls of web melt away into black motes when told secrets: a burglar must speak aloud a personal fact that no one in the company knows. A burglar alone cannot use this concept key.

2. Walls of Flesh: Some walls are made of flesh and sinew. Some are like a giant's arm twisting through the passageways: some are riddled with teratomas of hair, mouths, eyes. 

Breaking: The walls can be butchered. A 5' passage can be cut into a wall of flesh with hacking weapons and 2 turns. There is a 1-in-6 chance that the blood of a wall of flesh is hell slime. If eaten, the meat is deadly.

Concept key: Walls of flesh whisper riddles. If the riddle is guessed, the wall melts into a pink sludge.

3. Walls of Will: There are unseen walls. Some evil will (the dragon's?) prevents a company from moving forward, as if solid steel stood in their way.

Breaking: Walls of will cannot be broken. 

Concept key: A hopeful thought born of song will break the will that holds the company back. One burglar must sing a song or recite a poem that engenders hope in the company.

4. Walls of Fire: Fires rage in the dungeon that block off passage: they have no fuel, but are otherwise similar to the fires of the natural world. (Dragonfire, discussed below, is different.)

Breaking: Walls of fire cannot be broken. They have never been successfully extinguished by water. Jumping through a wall of fire deals 2d6 damage and ignites anything flammable on the character.

Concept key: Walls of fire will evaporate into choking black smoke if an item of significance is sacrificed to the flames.

5. Black Oil

Black oil is scum that sloughs off the waters under the Mountain. It moves with the speed and stimuli-based instincts of a slug.

If black oil is covered the surface of the water, the water cannot be navigated without suffering the penalties of the oil.

Terrestrially, the black oil is easy to avoid if there is ample space. However, black oil can sometimes drip down from the ceiling onto a random burglar. Each burglar passing under the resting place of a black oil has a 2-in-6 chance of triggering it. If a burglar is carrying a magical treasure, this chance increases to 5-in-6. The burglar is allowed a Save to avoid the dropping oil. 

When covered in oil, each round the victim suffers the following effects in order. They will suffer effect 1 until no longer applicable, then suffer effect 2 until no longer applicable, then suffer effect 3.

1. Eat through armour: The black oil will first eat through the victim's armour. Each round, the armour's AC bonus is reduced by 1. At 0 AC, it is destroyed beyond repair. 

2. Eat treasures: The black oil is drawn to magical treasures from the dungeon. If the victim is carrying such treasures, each round there is a 3-in-6 chance the black oil will devour it. When devoured, it explodes, dealing 1d4 damage to the victim. 

3. Eat the victim: The black oil deals 1d4 damage to the victim each round. Victims killed in this way become oil-covered skeletons (1HD). 

Removing a black oil requires fire or a gem. If burned with fire, each oil can withstand 2d8 (average 9) points of damage. The victim also takes this damage. If the black oil is fed a gem, both the gem and the oil are instantly destroyed.

The Returner faction seeks out black oils to feed treasures to, deliberately.

6. Witch Lanterns 

Certainly these are of the category of magical treasure, but are avoided as traps by burglars.

These lanterns glow with green light. Around them cluster 1d8 shadows which move jerkily, stutter-stopping along the walls and floors. Victims who are drained of their Strength rise as new shadows, bound forever to the lantern that killed them.

Extinguishing the green flame destroys all bound shadows. Most of the witch lanterns have been destroyed in the upper two levels, but some still exist in the lower deeps.

7. Shimmers

Shimmers are 10' x 10' manifestations of destructive physical forces. Difficult to see in torchlight, impossible to see in sunlight, but easily spotted in the dark: they are practically invisible, appearing only as a light glimmering in pitch black or like a heat mirage in low light. 

In a large dark room, shimmers can be spotted outside of the range of torch light automatically when moving at exploration speed. 

In a corridor, shimmers are more dangerous. The front-line burglar has a 2-in-6 chance (elves have a 3-in-6 chance) of seeing a shimmer directly ahead of them. A 10' pole is already too close for comfort: the burglar gets a +2 to their Save but might still be sucked in to the shimmer. The only reliable method of discovering them before walking into them is by throwing objects (like acorns) ahead of you as you move. Moving in this way forces the party to move at a maximum exploration rate of 20' per Turn.

Those who step close to a shimmer are allowed a Save to throw themselves backwards out of its grip. On a failure, they are instantly destroyed, their body ripped apart as if squeezed by an invisible giant.

8. Enchanted Wells

The wells that the dwarves carved into the Mountain have all been tainted by the dragon's presence. Drinking from any of them is perilous because their effects are unknown.

Delvers have mapped the effects of certain pools in the first two levels. For example, the well at the North Crossroads shrinks imbibers for 3 Turns (30 minutes) to a twelfth of their size (feet become inches). 

When drinking from an unidentified well, roll on Goblinpunch's Perfect Potions List. The result is tied to that room forever. 

Waters bottled in hermetic vials can be sold on the black market.

There is a 2-in-6 chance that any enchanted pool has a black oil haunting it each time the room is visited. 

9. Phantoms 

Revenants are not the only way the dead haunt the dungeon. Burglars may bring the ghosts of those they know, living or dead, with them under the Mountain. They manifest as phantoms. 

A phantom is a seeming, an illusion, made out of condensed smoke and light. They are physically present and can interact with their environment, but have only a Strength of 1. If they ever suffer a single point of damage, they vanish in puff of smoke.

To stock phantoms in your dungeon, ask your players questions and use the answers to build them into the random encounter table.

The phantom appears as...

1. A group of rival burglars

2. A beloved family member of a member of the company (living or dead)

3. An NPC from Lake-town that is well known to the company

4. Union guardsmen hunting burglars

The phantom is...

1. Desperate to tell a certain member of the company a random rumour: they treat this as an omen of utmost importance, no matter the subject matter

2. Spiteful to a member of the company, insulting them in a way that is uniquely painful

3. Eager to lead the company deeper into the dungeon, promising treasure

4. Quiet, following behind the company without saying anything

10. Blinding Sound

The Blinding Sound is a trap that is not tied to a location. Put it on your random encounter table.

The Sound begins as a low rumble, barely discernable. If the company is standing still and being utterly silent, they can sense it without a roll. If the company is moving at exploration speed, each burglar can roll to detect the rising pitch of the sound with a 4-in-6 chance (hobbits get a 5-in-6 chance). If the company is moving faster, they can only detect it with a 2-in-6 chance. If successfully detected before it rises, the company can take preventative measures. Burglars carry custom ear muffs as protection. 

Once noticeably audible, the Sound effects any who can hear it. Each victim is allowed a Save to plug their ears at the last minute. If successful, they are blind for 1d30 days. If unsuccessful, they are blinded permanently.



Tuesday, July 28, 2026

B.U.R.G.L.A.R.s Part 2: Dungeon Zones

Part 2 of my investigation into "What if the Desolation of Smaug was a Zone from Roadsic Picnic?" 

Part 1 is here. 

Maybe I should have called this series "Hobbits have a Roadside Picnic." Hmmm.

Dungeon Zones

Inns are the haunts of burglars--notorious drunks, all. All of a burglar's tall tales are told there.

"I saw the Old Wyrm making new passageways. He was digging like an earthworm, chomping at the stone. The stone was passing through his long body. The changing gasses were coming out the back."

"I heard the Golden One about a level below us. We ran. But when we came back to the Northwest Guard Chamber, there was a fourth door. I told Fatty to follow me, but he went through the wrong portal. I could hear the blinding sound start up - that's the Wyrm's roar - so I dropped to my knees and pulled my hood over my head. My eyes turned out alright, but I never saw Fatty again."

Extra Angles, New Passages

Both the union delvers and burglars agree that the dungeon's layout doesn't remain static. The current understanding is that there are three different configurations the dungeon can be in based on the phase of the moon when the dungeon is entered. 

New moon: The new moon dungeon is entirely the product of the dwarf's craftsmanship: the hall of habitation, the guard posts, the armories, the workshops, the forges, the markets. 

Waxing or waning: The dungeon's appearance when the moon is between crescent and full is similar to the new moon dungeon, but rooms with corners have expanded to add new angles: triangular rooms become square rooms, square rooms become octagonal, octagonal rooms become dodecagonal rooms, and dodecagonal rooms become icosagonal. Round rooms are unchanged. New passages, seemingly of dwarf make but unremembered by any map from before the coming of the dragon, connect these expanded rooms together.

Full moon: The full moon dungeon is the largest and most complex. The expanded rooms and passages lead to "new" rooms, halls, and chambers. These rooms appear to have dwarven architecture, but the art and symbiology found there is dreamlike and distorted. In burglar folklore, these new rooms have the deadliest concentration of traps but also the most unlooted swag.

Rumor says that special days of the year or special celestial occurrences (Durin's Day, for instance) reveal entirely new layouts.

Elf Time

"In that land, maybe, we were in a time that has elsewhere long gone by. It was not, I think, until Silverlode bore us back to Anduin that we returned to the time that flows through mortal lands to the Great Sea."

A notable feature of dungeon zones is what burglars call "elf time": a distortion of the passing of time inside the dungeon versus outside the dungeon. Burglars will emerge after burning four torches and be told that they were gone for four days, or a single hour, or an entire month. 

For good luck, burglars never call a missing burglar "dead" unless they witnessed the death first hand. They will refer to them as "lost in elf time." (You may explain missing players at your table in this way.) 

Rule: When exiting a dungeon, one player should roll a d6. On a roll of 1, elf time has occurred. Roll d20 and consult the chart:

1-4. No time has occurred outside. The burglars seemed to enter and then exit the dungeon within the same minute.

5-10. Time outside the dungeon is twice what the burglars have experienced inside the dungeon.

11-15. A number of days outside the dungeon equal to the number of turns inside the dungeon have elapsed. 

16-19. Regardless of how long the delve lasted, the burglars return one month later to the hour.

20. Regardless of how long the delve lasted, the burglars return one year and one day later, to the hour.


I was going to cover traps in this post as well but it got too long. I need to split it up.


Friday, July 24, 2026

B.U.R.G.L.A.R.s

When people give me a recommendation for a book, a show, whatever, I always say "I'll add it to the list!" And I'm not kidding: I have a list. It sits at the bottom of my To Do Google Doc, where I track my daily tasks. The list is organized by medium (book, show, whatever), but is just a comma separated list in the order the text was recommended to me. Some of the lists are hundreds of entries long.

This is all to say, people have been telling me "Roadside Picnic is really good OSR inspiration" for many years and I've said "Yeah, yeah, it's on the list."

Well, I'm reading it right now. And let me tell you something.

Roadside Picnic is really good OSR inspiration. 

If you have not yet read it (and I recommend that you do!), the essential premise is that several years ago there was "The Visit," where aliens landed at six sites on Earth (called "Zones"). They left behind changed physical laws in those Zones (weird gravity wells, mutagenic slime) and advanced technological artifacts. A class of smugglers called "stalkers" sneak past the government barricades into the Zones, braving the traps of the weird environment to recover these artifacts. 

One of the people who had been hooting about this excellent book was Anne, who posted about it on her blog. In her post, her conversation partner had the temerity to say: 

It also makes me think how it might be interesting to think about a version of The Hobbit where the desolation of Smaug was a Zone!

That is what this post is about.

The Desolation of the Dragon

"There was little grass, and before long there was neither bush nor tree, and only broken and blackened stumps to speak of ones long vanished. They were come to the Desolation of
the Dragon, and they were come at the waning of the year.
"

To say that dragons "create" dungeons is not entirely correct, in the same way that it's not accurate to say that the ground "creates" gravity. When a dragon settles in an area, it warps the area in the same way that a planet warps spacetime. The result is a dungeon. Newtonian physics no longer accurately describes the behavior of objects in a dragon's domain. We must switch to dungeon physics.

For most people, dungeon physics mean two things:

First, the existence of traps. This isn't to say pressure plates or poisoned needles. Traps, in this instance, mean hazardous environments that arise spontaneously in the dungeon: forcefields, walls of fire, poisonous molds, hell slimes.  

Second, the existence of magic treasure. In the presence of a dragon, once-normal mundane objects or areas may suddenly behave as enchanted: sewing pins that emit a deafening shriek, bracelets will spin forever when balanced on their edge, barrels that are invisible.

For dungeon philosophers (wizards), both are the same category of transmutation. Except you can categorize transformed objects that are hazardous to human health as traps and transformed objects that have neutral or beneficial properties as treasure. And, like medicines, sometimes the difference is in the dose.

And when you slay the dragon? That's just the start of your troubles. 

The Lonely Mountain and the Union of Five Armies

“I remember the Mountain well enough and the lands about it. And I know where Mirkwood is, and the Withered Heath where the great dragons bred."  

One-hundred and seventy-one years ago, the dragon Smaug came to the Lonely Mountain and drove out the dwarves and men who lived there. A dungeon zone took root.

Today, the land around the Lonely Mountain is controlled by the Five Armies, each of whom is from a kingdom that lays some claim on the lands of the dungeon (the Dwarves, the Men of Dale) or the roads used to travel towards the dungeon (the Elves of Mirkwood, the Goblins of the Misty Mountains, and the Wolves of the Wild). This Union sends forth sanctioned delves of equal numbers to recover treasures from the dungeon and further their understanding of draconic incursions. 

Burglars 

"INTERVIEWER: You probably mean stalkers? 
DR. PILLMAN: I’m not familiar with the term.
INTERVIEWER: That’s what the residents of Harmont call the desperate young men who, despite the grave risks, sneak into the Zone and smuggle out whatever they find. It’s quite the new career."

Lake-town was founded after the coming of the dragon by the refugees of the kingdom of Esgaroth. A simple democracy, it provides something like a neutral space for the Union of the Five Armies. The residents have never seen the wealth extracted from the dungeon trickle down - the rivers have never flowed with gold, as they were promised.

Some of these residents take on the profession of burglar. A burglar avoids the guards of the union to make an unsanctioned delve in the dungeon. When they survive, they sell the swag to the highest bidder: foreign kingdoms, rich autarchs from beyond Rhun, or even clandestine representatives from member-kingdoms of the union (who each resent their rivals and think their sharing agreements unequally penalize themselves). 

But burglars do not have long lives. The traps in the dungeon are many, and only the upper levels have been partially mapped. Worse, those that handle the treasures rarely see their later years: the dragon sickness is a slow but irresistible foe.

And the less said about the sicknesses of their children, the better. 


This series continues in Part 2: Dungeon Zones.

Thursday, July 16, 2026

CYOA (Choose Your Own Advertisement)

Alas, to be an indie RPG designer is to be both the author, the project manager, the social media, and the marketer (among other things). 

You may have heard me mention this week (on this blog and through social media) that voting for the 2026 ENNIES is currently going on and the Designing Dungeons Course is up for Best Online Content. I make no apologies for shilling!

But, if I must advertise, I should at least be funny.

That's why I put together the...

CHOOSE YOUR OWN ADVERTISEMENT (CYOA)

Click it!


Play through it! If it makes you laugh, give me a vote by Monday, July 20th, 2026
 

Monday, July 13, 2026

The Angle - Middle-earth Hexcrawl

An installment of my hexmap for Middle-earth project. Follow the "Middle-earth Hexmap" tag for all entries in this series.

Art by Goran Gligovic


The Angle is a wedge of land between the rivers of Hoarwell and Loudwater, south of the Great East Road. 

When Bilbo - and later Frodo & company - traveled towards Elrond's House, the Angle is what lay south of the road. It's a delta of arable lands where the splinter kingdom of Rhudaur once sat in strength, before it was cowed by Angmar in the north. 

Before the time of Bilbo, folk that were kin to Smeagol lived along the river. You might spy one or two of them in this hexcrawl.

At the time of Bilbo, the forest above the Angle was haunted by trolls. Hence, it was called the Trollshaws. Many of those foul creatures can be found here.

The Angle

46.87

THE LAST BRIDGE. An ancient bridge with three arches crosses the River Hoarwell at the bottom of a deep valley. This is the only reliable passage into the Trollshaws from the west. The Great East Road crosses the bridge, stretching west to east. The landscape of the Trollshaws is dismal—the hills are brooding, the trees are somber and huddled together, and on the heights of hills one can see the ruins of ominous towers.

(1) - TROLL ATTACK: At night only. A troll from 48.88 is camped out under the bridge, ready to reach a hand up and grasp at passers-by.

INN AT THE LAST BRIDGE. The Last Inn stands on the western bank of the Hoarwell within sight of the bridge. Although the landlord and his wife, Thad and Bura Grumm, are fundamentally decent folk, scoundrels are too-frequent guests at the inn. Given its remoteness, prices are 2x normal.

✦ - OFTEN HERE: 1. Turlin (dwarf - jeweler's loupe, parsimonious, trader) has heard evil tales about the herb-seller Goldang—he was forced to flee Gondor after selling poisonous medicine, 2. Goldang (man - heavy-lidded, sacharaine, physiker and herbalist) claims to have seen a haunted castle in the Trollshaws (43.87) and will reveal the location for a few coins, 3. Falen (woman - olive-skinned, shrewd, huntress) knows the Trollshaws well and is willing to serve as a guide to a specific location for a penny.

! -THE LANDLORD'S SON: The Grumm's eldest son, Leddon, has been missing for a week. They fear he's been taken captive by trolls, and are heartsick that it might already be too late to save him. They offer the regular fee in addition to free room and board for life if he is found alive.

Leddon is held captive in the troll den in 48.88. See that entry for details.
[Credit: MERP 2E]

51.85

RIVER-SIDE CAVE. The country rests in a bend of the River Hoarwell (impassable). Near the edge of the water are honeycomb caves in a cliff. The caves are kept by Gillie, a water-troll. During the day, she's either in the caves (50%) or lurking under the river water (50%). At night, she is always underwater, waiting to ambush anyone using the river. The Look-out must test Understanding Δ10 (due to her subtlety and the loud voice of the river) or the entire company is surprised. Her favorite technique is to capsize the boat and pull victims underwater one by one, drowning them quickly so she can feed at leisure.

  • In the caves, Gillie keeps a driftwood fire, pair of bellows, bed of seaweed, and a fishing spear.
    • The bellows don't work because they're stuffed with 123 copper / marks.
  • On her belt, Gillie carries an enchanted glass bottle that keeps whatever is inside it fresh. She often fills it with the milk of her goat (50.86).

52.85

SHRINE OF THE BEAR. A forested region of white hemlocks and willows. In a glade, a stone dancing bear idol stands amidst the bracken and tumbled, mossy, ruined stones. The idol is Numenorean. It would be considered a treasure to the Dunedain. Bears are drawn to this idol and automatically attack anyone who carries it. The River Hoarwell is impassable to the west.

★ - One burglar who spends a night in the presence of the dancing bear idol may spend an Experience to gain a bear animal companion. The bear emerges from the wood and follows the burglar at a polite distance.

(3) - DANCING BEAR: A brown bear attends the idol with a rapturous dance. The dance looks ridiculous. If any laughter is expressed by the company, the bear will attack in a rage. Otherwise, it will conclude its dance solemnly and depart.

53.85

OVERGROWN ORCHARD. A wedge of land at the southern tip of the Angle where the River Loudwater meets the River Hoarwell: the confluence is bright, dazzling, thunderous, impassable. Inland channels water an ancient apple orchard, now long wild grown. During the growing season, curious apples of different colors grow here.

What is ripe today? (summer and autumn only)

  1. Bright red. Sweet taste. Restore 1 Endurance.
  2. Dull red. Bitter taste. Fall into a deep, unwakeable slumber for 5 - Strength days.
  3. Green. Slightly effervescent, tangy. Feelings of drunkenness and giddy contagious laughter; listeners cannot help but join in. Lasts 1d4 hours. Can be made into potent cider.
  4. Mottled. Hearty, rich. Serves as a whole day's worth of rations.
  5. Yellow. Mealy, sour. Can understand the speech of birds for the rest of the day. Local birds give a random rumour.
  6. Whitish. Subtle tartness. Gain a buoyancy of body for the rest of the day. Take damage from falls as if you fell 20' less. Cannot drown. Jump 2x distance.

The enchantment is only strong enough to affect a person once per day. Each apple remains fresh for about a week. What's ripe one day may be rotten the next.

(1) - APPLE THIEF: Summer and autumn nights only. Big Nose Barry the hill troll (from 45.91), fairly drunk from eating fermented apples, loads up his bindle with fruit to take back to his lair.

49.86

RIVERSIDE FOREST. A shadowy wood of oak and elm trees filled with turf-covered mounds topped with cup and ring patterns. The shadows of the trees are thick enough to allow trolls to move during the day. The River Hoarwell in the northwest of this region is impassable.

BADGER DEN. Hidden. In a heaped pile of pitched-over standing stones, there is a hole one can just fit through if they slither in on their belly. A clever badger named Unfreldo lives in the burrow beneath. It can speak Westron, and is cautious and cantankerous but always polite.

! - THE BADGER'S WIFE: Unfreldo's wife, Kaja, has been captured by a troll named Lyle Longarm who dwells a few days' journey to the east. If rescued, Unfreldo will teach the language of badgers to an interested burglar; they must spend an Experience Point and two weeks of study with Unfreldo to get the basics.

(1-3) - HONEY-SEEKING TROLL: Larry the Licker the hill troll (from 45.91) has knocked a beehive down for the honey. The bees are swarming on him; he curses loudly at each sting but has a tough enough hide to be unhurt.

50.86

TERRACES. The remains of terrace farming: many hills have steps carved into them. Twisting olive trees are prevalent. The River Hoarwell is impassable to the west.

TROLL OF STONE. Hidden. A statue of a troll, petrified by the sun. Investigation reveals that it's holding something tightly in its stony hand: a scrollcase. Nearby, the bones of a skeleton it disinterred before the sun caught it.

  • Removing the scrollcase is difficult. It is less durable than stone, and breaking the hand that holds it might destroy it as well.
  • If it can be successfully retrieved, a letter inside the scrollcase tells of a desperate plan to bury Rhudaur's jewels at the "Hill of Teeth" (44.100) to hide them from Angmar.

(3) - TROLL'S GOAT: A she-goat of prodigious size grazes here. She gives forth a quart of milk every day. She is the property of Gillie (51.85), who will come looking for the goat if taken.

51.86

CAIRN OF THE KINGS. A ring of hills used as the tomb complex of the kings of Rhudaur. There are clusters of chambered cairns set into the hills, all surrounding a central court in the dell—there are six cairns in all. The River Hoarwell is impassable to the northwest of this region.

THE WAILING WIGHT: Burglars will hear the sound of a dolorous cry as they approach the complex and each take 1 damage. This is the wailing wight who haunts the tombs of the kings. The GM must randomly determine which cairn the wight is currently occupying.

The first turn the company comes to the courtyard of the cairns, they will hear a wail, which deals 1d10 damage. Every turn, the wailing wight will shriek again.

During the day, a fog will begin to rise. By the third turn that the company is in the area, the fog will have covered the hills, blotting out the sun. At this point, the wailing wight will leave the cairn they were previously occupying and go towards obvious disturbances. If she encounters burglars, she will use her wail every round to try and kill them.

Plugging your ears allows you to ignore the damage of the wight.

THE CAIRNS: Each cairn has a similar design: an open entrance (except Cairn 1) made of large, flat stacked stones around a passage into the hill. The entrance is small, obliging human-sized characters to stoop or crawl. After a short passage, the cairn opens up into a larger central chamber. Each cairn has one or more sepulchres inside the central chamber: a mix of Arnorian and Dunnish burial practices.

  • Cairn 1: The only cairn to have a large stone slab (weighing 2000 lbs) blocking the entrance passage: runes in Sindarin read "Galadhion" above the crest of unified Arnor: seven six-pointed stars above a scepter.
    • 1A - Tomb of Galadhion: In the chamber is an alabaster sepulchre with a mithril death mask of Galadhion, the first king of Rhudaur. Inside the sepulcher are bones and dust as well as a corslet of mithril mail.
  • Cairn 2: This cairn is in disarray—it has obviously been looted in the distant past. In two niches are two sarcophagi, opened, their stone lids are broken in the central chamber. Potsherds litter the floor. Except for bones and dust, nothing is within the opened sarcophagi.
    • 2A - Tomb of Orodreth
    • 2B - Tomb of Elenthorn
  • Cairn 3: A skeleton lies in the passage of this cairn. (How will the players crawl past it?) Inside the central chamber are three niches holding sarcophagi. The alabaster stone lids name and depict the faces of each king that they hold. Each stone face has open eyes.
    • 3A - Tomb of Edelion: The sarcophagus says "Edelion, Son of Elenthorn." The statue depicts a warrior in a stag-topped helm carrying a sword and a shield with the seven three-pointed stars of Rhudaur. (Pressing the topmost star disarms the trap.)
      • Attempting to open the sarcophagus triggers an arrow trap: arrow fire from holes in the ceiling. Each burglar in the chamber must make a Valour Δ12 maneuver or suffer a Piercing critical wound (+0). Having a shield in hand adds +2 to this test.
        • Inside the sarcophagus is a closed helm of Perception set with the device of a stag forged from gold and mithril.
    • 3B - Tomb of Forodagnir: The sarcophagus reads "Forodagnir, Son of Edelion." The statue depicts a sad-looking king holding a harp, crowned with a circlet bearing a three-pointed star. (Pressing the circlet disarms the trap.)
      • Attempting to open the sarcophagus opens a pit trap at the mouth of the alcove: the burglar must succeed in a Strength Δ8 maneuver or fall in. The pit trap then resets, sealing a large stone over them.
        • Inside the sarcophagus is a harp with mithril strings. It never needs tuning and the strings never break.
    • 3C - Tomb of Ruadcara: This sarcophagus is in a different style and mode: obviously Dunnish. The sarcophagus says: "Rúadcara, Son of Broggha and Elentriel." The statue holds a torc in one hand, the other rests on an axe. The statue's eyes are carven with stars. (Pressing the eyes disarms the trap.)
      • Attempting to open the sarcophagus triggers a poison arrow trap. If the burglar isn't wearing hand protection, they suffer 2d10 poison damage.
        • Inside the sarcophagus is a torc of sorcery. Wearing it allows the bearer to sing a Song of Sharpness for 10 rounds a day without taking damage.
  • Cairn 4: Inside the central chamber is a niche holding a stone sarcophagus. There is also an alcove with a statue of a maiden.
    • 4A - Tomb of Elwen: This sarcophagus reads "Elwen, restorer of the line of kings." The statue on the lid shows a sad-looking queen, her mouth open in song.
      • Inside the sarcophagus is a belt of tiger eyes. When worn, the bearer has a 20% of negating a critical wound.
    • 4B - Alcove of Statue: Groundwater flows down the alcove so that she seems behind a veil of rain. Sindarin runes on the alcove read: "My daughter, denied her birthright." The statue is of a young woman holding roses in her hands. Careful investigation of the roses shows that one can be removed: it is a key with a rose motif. (This opens the hidden door in the Grave of Princess Malvegiel (41.96).
  • Cairn 5: Inside the central chamber are two sarcophagi. There is also a mural of two kings (depicted as giants) striding among smaller warriors fighting at their feet: their hands are held out against a skeleton-faced specter rising over the land.
    • 5A - False Tomb of Aldor: The sarcophagus reads: "Aldor." It is empty.
    • 5B - False Tomb of Elegost: The sarcophagus reads: "Elegost." It is empty.
    • Mural: The mural is set on a thin wall of plaster. It sounds hollow. It can be broken down easily to reveal the true tombs.
      • Climbing into either false tomb and closing the sarcophagus reveals a hidden passage leading behind the mural.
    • 5C - Tomb of Aldor: The sarcophagus reads: "Aldor, son of Elwen, brother of Malvegiel." The statue on the lid depicts a man with a hammer and chisel in his hands.
      • Inside the sarcophagus is a wormskin scabbard. While worn, the bearer does not bleed.
    • 5D - Tomb of Elegost: The sarcophagus reads: "Elegost, son of Aldor." The statue on the lid depicts a man with a warhorn and a bejeweled sword.
      • Inside the sarcophagus is *Wraithward,* a sword with a ruby pommel which heals 2 hits each round the bearer is engaged in combat with the un-dead.
  • Cairn 6: Inside the central chamber is a niche bearing a sarcophagus. On the floor before the sarcophagus is a large marble slab.
    • 6A - Tomb of Dathas: The sarcophagus reads "Darthas the Traitor." There is a very simple carving of a bearded man in a Dunnish style on the lid.
      • Inside the sarcophagus is a bone-gnawing wight which rises and attacks those who disturb his peace.
    • Slab: It is 3' x 6' and 1" thick, weighing 200 lbs. If any magical light ever falls upon it (from the Song of Stars, etc.) an elvish design is revealed that lists the following runic words in the Angerthas script:
      • DIR-NEN: Saying this command word transforms the slab into a +2 shield wearing just 5 lbs.
      • BEN-GUL: Saying this command word invokes total protection against enchantments and sorcery for those standing on the slab.
      • OND-ANNON: Saying this command word turns the slab into a "stone door," so when placed on a stone surface up to 5' thick, it will open to reveal a portal through the stone.
    • The slab has 66 charges per year. (It is desired by the giant Ridorthu in 43.101 as payment for his father's work for Dathas.)

[Inspiration for the treasures from MERP: Phantom of the Northern Marches]

52.86

ECHO HOLLOW. This region is sparsely wooded lowland, carpeted with bluebell, anemone, and primrose. At a confluence of hills is a bowl-shaped hollow. The hills trap echoes inside them, reflecting back a bewildering riddle of sound. Wandering encounters in this region are always presaged with a snippet of sound or conversation before they're seen.

(3-4) - ANCIENT ECHO: A snatch of a song sung by an unseen voice, or perhaps come out of an age long past:
From in my white and windy tower,
Ye bide no moment and await no hour,
But chanting snatches of a mystic tune
Go through the shadows and the dangerous seas
Past sunless lands to fairy leas
Where stars upon the jacinth wall of space
Do tangle burst and interlace.
Ye follow Earendel through the West,
The shining mariner, to Islands blest;
While only from beyond that sombre rim
A wind returns to stir these crystal panes
And murmur magically of golden rains
That fall for ever in those spaces dim.

Those who comment or reflect on the poem heal 1d6 damage.
(6) - RUMOUR: The company hears the echo of a far-off voice telling one of the local rumours.

53.86

TROLL FUNGUS. Throughout this region grow a variety of "trollish" mushrooms: greenish, knobbly, and huge. A company that explicitly declares that they wish to avoid them as they travel must spend +1 travel points to leave this region. Otherwise, each player must roll a d6. Those who got an odd result trample on a mushroom and disturb the spores: gain +1 Strength and -1 Understanding 1d4 days. Eating the mushrooms makes this change permanent. The River Loudwater is impassable to the south.

(1-3) - FUNGAL SQUIRRELS: 2d4 flying squirrels, enlarged and made aggressive by their diet of troll fungus, harass the company. Stats as a rat, can fly short distances.

47.87

SHATTERED CARAVAN. The wreckage of a dwarven caravan has washed up from the river, thoroughly smashed. If the area is searched, 1d4 dwarven bodies can also be recovered.
(They were attacked, slain, and pillaged by the bandits of 48.89).
[Credit: TOR: Ruins of the North]

48.87

ANCIENT CALENDAR. A stone plaza near the river where there was once a dock (now gone). Though ruinous, there is a mosaic still visible: a wheel with 365 sections around which six women dance. Those with Elvish Lore will recognize the women as costumed as the six seasons in the Imladris Reckoning: their dance is the dance of the year. Each night, the star of Eärendil rises directly over tomorrow's date on the calendar. The River Hoarwell is impassable to the west.

(3) - ADDERS: (In all seasons but winter.) Adders infest the riverbank, gathered here to breed. Hunters in the company will find themselves suddenly surrounded by writhing serpents with no clear path out. A Subtlety Δ9 test is needed to pick their way past the snakes, with smart plans allowing the test to be bypassed.

49.87

FIELDS OF THE ANGLE. Grasslands stretch across the region, unbroken by stacked stones or habitation of Men: sedges, rushes, and clover are dominant. Those with Herb Lore find blue eye flowers growing plentifully in this region: when brewed, they confer night vision (and practically blindness in bright light). They lose their virtue within 3 days of being picked.

(3) - OWL OMEN: A passing owl drops a partially eaten snake in front of the party. This is an ill omen to anyone superstitious within the party.

50.87

THUIN BOID. The desolate ruins of an old city, a center of power in the latter days of Rhudaur. The shape of the earthworks rests like a thumbprint on the land. Lore-masters will recognize a blend of Arnorean and Dunnish architectural styles. Today, nature has reclaimed almost all of it except for a few sections of large carven stone blocks (the remains of a wall) and a Dunnish-style drystone hollow-walled round tower.

(1) - HIDDEN OUBLIETTES: Each non-hobbit burglar must roll one dice as they explore the ruins. The first person to roll a 1 or 2 has their leg plunge through a thin layer of earth and they realize they're walking on a fragile crust atop a series of oubliettes. Each burglar in front of them in the marching order is in danger of plunging into a 30' pit if they take vigorous action. A Subtlety Δ8 test is needed to crawl back from danger if no plan is implemented.
(3) - CREBAIN'S PUZZLE: A crebain scratches at a moss-covered stone wall. If investigated, there are engravings under the moss depicting: knight, snail, serpent, egg, shepherd's crook, sword. Each are buttons that can be pressed. Pressing knight, egg, and snail (all armoured) at the same time releases a secret cache containing a ring of sorcery that allows the wearer to use the Song of Slaying. Pressing any of the other combinations causes 6 additional crebain to mob the burglar and chase them away.
(6) - TRANSLATOR'S LECTERN: Under an old chestnut tree is scratched a riddle: "I'm a silent hunter in the night, with bright round eyes and quiet flight. I ask who, who am I?" If the answer (an owl) is spoken, the tree grows a lectern in the shape of an owl with spread wings. Texts placed on the lectern are read aloud in Westron, regardless of the original language. The lectern will not retain its magic if moved.

51.87

ANCIENT MINE. An ancient mine bored by the Men of Rhudaur to harvest the red gold found in the Angle. The tunnels are half-flooded and treacherous. Those who brave them find their torches gutter suddenly, pointing towards poisonous vapours within. Exploring the mines costs 1 damage from bad air. Brunn Migi, a cave troll, guards a hoard of red gold ingots within.

(1) - INVESTIGATING GOBLINS: Five goblins from Cameth Brin (38.94) are hoping to "tame" Brunn Migi and force her to mine gold for them.
(3) - FUMES: A pocket of poisonous fumes deals 2d6 damage to each burglar.
(6) - POCKET OF GOLD: Any dwarves in the company quickly identify an unmined vein of red gold.

52.87

THORNY LAND. Brambles reach out like grasping hands throughout this region. Entering this hex deals 1 damage as the thorns snag and tear at the company as they pass. Near the middle of the thorny land, a single great hawthorn stands lonely: it looks remarkably like a brooding old man. Elves recognize it as a huorn. The huorn is named Nwarin (Q. "Worrier") (huorn - hypochondriac, hawthorny, tree). If spoken to in High Elvish, he will respond. He is terribly worried that he is sick or dying (but it is only anxious) and has spent a long time thinking about his symptoms. If asked, he can tame the thorns of the land to allow easy passage. The River Bruinen is impassable to the south.\

47.88

ROAD. The East Road runs from the Last Bridge (46.87) to the Ford of Bruinen (46.99) through the Trollshaws. To the north, forests; to the south, a stony, hilly country. Along the road, a wooden sign that warns "Trolls!" points south.

(3) - HELMED BADGER: A badger is investigating a cowardly dwarf's helmet, cast off when he fled some trouble.
(6) - ELVISH MASON: Gondril (elf - raven haired, introspective-then-bold, stonewright) is traveling to the Last Bridge to inspect it for wear at the behest of Elrond in Rivendell (45.101).
[Credit: TOR: Ruins of the North]

48.88

ANCIENT TRACK. Here and there, the remains of an ancient road can be found running north to south in this region.

TROLL DEN. A stony hill, littered with bones and trash. Inside, three hill troll brothers sleep during the day—Wormy, Lear, and Letch.

  • The entrance is blocked by a huge boulder: requires +6 collective Strength to move.
  • Leddon Grumm, son of the owners of the Inn of the Last Bridge (46.87) is held captive here, being fattened by the trolls for eventual dinner.
  • In the larder there are stolen casks of beer from Bree. There is also a trapped chest of treasures: 2 silver bracelets (worth 5 silver / 10 marks, each), necklace of gems (worth 25 silver / 2 pennies), mahogany box with 5d100 copper/marks, 10 silver rings (worth 5 silver/10 marks each), enchanted belt buckle (shaped like a cross-in-a-circle, grows cold when unbodied spirits are near) and a leather herb pouch filled with aldaka (1 use), aloe (5 uses), arfandas (2 uses), genful (1 use), mirenna (12 berries), and vinuk (10 uses).

[Credit: MERP 2E]

SECRET ENTRANCE. Hidden. A back door to the troll's den, unknown to the inhabitants: a small entrance at the base of a hill, from which a stream flows.

49.88

ANCIENT TRACK. Here and there, the remains of an ancient road can be found running north to south in this region.

CISTERN. A hole in the ground drops into an ancient Rhudarian cistern—cathedral like and many columned. A rope or a Strength Δ8 test is needed to descend as the stairs are lost. Water stands 2' high in the base.

Safe from the sun in the shadow of the cistern, two young hill trollsBob and Rob—take turns smashing pots, laughing uproariously. The pots are worth 8 silver / 4 pennies each to an antiquities collector. There are 20 pots left.

50.88

ANCIENT TRACK. Here and there, the remains of an ancient road can be found running north to south in this region.

HOUSE OF LOST THINGS. Near a spring-fed pool is an abandoned stone villa. It is empty and ruinous. At night, the ghost of a maiden named Vingya, who wears a heavy mourning veil, calls out from the darkest rooms of the villa. She says she has lost her head (slain for being unwilling to lay with a Hill Man lord) and asks the company to retrieve it from the pool. If a strong swimmer goes to the bottom of the pool, they find a skull. Vingya's ghost does not appear again. In the morning, something precious the company has lost will be returned to them.

51.88

TROLL'S LARDER. A troll has repurposed the ruins of Arnorean baths as a prison for captives, holding them in makeshift cells until he has a chance to cook them for dinner. The troll, Lyle Longarm (hill troll - three-segmented arms, gluttonous, kidnapper) spends the days under the floors of the baths, in the hypocaust. If someone tries to free his captives, he'll try to reach up and grab the burglars from a hole in the floor (if the sun is low enough to allow for shadows).

If there is a hunter in the party, they can see obvious tracks on the ground (trollish) as they enter this area.

Today, the larder holds:
Roll 1d6. That entry and all lower entries are currently held captive.

  1. A clever badger named Kaja (cunning, but speaks only her own tongue)
  2. A wild pig
  3. A mountain goat
  4. Carnak, a crow that speaks halfway decent Westron. If a burglar convinces him to follow them, they find he has a decent head for riddles. Once ever, Carnak will answer a riddle on behalf of the burglar, knowing the answer.
  5. Pavel the Hill Man (man - bucktoothed, nervous, orator), dehydrated and despairing. His hope is kept alive only through the white mouse that he's befriended. He calls him Ban.
  6. Güven and Gizem (dwarves - blue-robed, secretive, rug merchants), a husband and wife from Dorwinion, captured en route to visit cousins in the Blue Mountains.

52.88

BY THE LOUDWATER. A wild country sloping down towards the river. Glacial boulders litter the landscape like exposed bones of the earth. The River Loudwater is impassable to the south.

(5-6) - RIDDLE CONTEST: Tomaz the Rhymer (man - bowl cut, quick witted, bard), a Dunlending, is questing in the Trollshaws. He challenges the company to a riddling contest. The company must put up one of their treasures if they fail to guess his riddle. If they win, he will teach them a Song of Power. He asks: What good thing did man find in Middle-earth that Eru the Creator did not find? (A worthy master)

47.89

ROAD. The East Road runs from the Last Bridge (46.87) to the Ford of Bruinen (46.99) through the Trollshaws. To the north, forests; to the south, a stony, hilly country with an evil-looking ruinous tower (48.89).

TRACKS. Hidden. A track made by many feet leads across the East Road, connecting the Ogre Camp at the tower of Rilineldor (48.89) to the Bandit Tree House (45.89).

(1) - HIGHWAY MEN: A detachment of 10 Ogres (48.89) have accosted four Mannish merchants (of Heathertoes & Thornapple Importers returning to Bree from Rivendell). The merchants were about to hand over their purses to the bandits, but the appearance of the burglars changed the situation.
(6) - LOCAL HUNTRESS: Falen (woman - olive-skinned, shrewd, huntress) is hunting food to sell at the Inn at the Last Bridge (46.87) and invites the Hunter in the company to join (if any). If they do, they gain +4 to their roll for the day's hunt.

48.89

CAMP OF THE OGRES. A bandit gang calling themselves "The Ogres" make in and around a crumbling beacon tower Rilineldor (see below). They are herdsmen and cottagers from south of Mirkwood paid in plunder by the Necromancer, sent to raid and harry over the Misty Mountains.

The leader of the Ogres is Eadred (man - scarred jaw, bold, bandit captain). Their champion is Utred Face-Biter (man - tall and bearded, casually cruel, bandit). There are 130 men in the company. All of the bandits wear green and hide their faces with monstrous helmets, making them look trollish at a distance.

As they are encountered and slain in wandering encounters, mark off their total numbers. At any point, 50% of their total strength is found at camp.

The Ogres are ostensibly provisioned by the Necromancer's outpost in Cameth Brin (38.94). At need, they can request reinforcements from them (but both parties would resent this). Mother Lump (45.93) has instructed her trolls to leave the Ogres alone, in feigned deference to the Necromancer.

RILINELDOR. One of the five beacon towers of Rhudaur. It is named "The Shining Beech" in Sindarin. CONTENT FORTHCOMING.

49.89

ANCIENT TRACK. Here and there, the remains of an ancient road can be found running north to south in this region.

CRUMBLING TOWER. A round tower of dry-stacked stone. The tower is hollow, its insides empty and lost to time, but an inscription can be seen on the keystone of the archway—the inscription is burned onto the stone, as if written by a flaming pen: "I have a beak, but I have no feathers. I have a whistle but I'm no musician. I live in the ocean but I am no fish. Find me and look under me for a treasure dearly kept."

(1-2) - SEEKING SCARECROWS: Scarecrows animated by the magic of Ar-Gûlar (43.87) search this region for the conch horn (50.89).

50.89

TRIUMPHAL ARCH. A triumphal arch built by descendants of Numenor in the early days of the North Kingdom that has outlasted the realm it celebrates. It depicts a churning sea, full of sharks, dolphins, fish, crabs, and other creatures. It is capped with images of the landing of the sea kings on the shores of Middle-earth, bringing forth treasures. It stands lonely in a desolate, stony land with occasional scrubby trees.

  • If the dolphin engraving on the arch is searched, a secret compartment is discovered. Inside, a gilded conch horn wrought in ancient Numenor. When blown near the ocean, it calls dolphins to the wender's aid.

(1-2) - SEEKING SCARECROWS: Scarecrows animated by the magic of Ar-Gûlar (43.87) search this region for the conch horn.
(5-6) - AVENGING DWARF: Ceorl son of Rickard (dwarf - long black mustachios, obsessed, warrior) is hunting a troll with one eye. He has an enchanted prism: when the sun of noon shines through it, it points the way towards the nearest troll. He will continue seeking the troll who killed his father until he succeeds or dies in the attempt.

51.89

FORESTED DELL. Trees, though wild grown, tend to have even spaces between them, as if deliberately planted long ago. The trees ring a dell in the center of this region like a shallow bowl. The River Bruinen is impassable to the south, but the remains of ancient pylons speak of a bridge that once existed here. An Herbalist's tests to forage for herbs in this region gains a +2 bonus.

(3) - PORCUPINE: A porcupine waddles through the trees, untroubled.
(6) - ELVEN BOATERS: On the river, Ivorwen (elf - wears swan feathers in her hair, genteel, scout) travels on a secret errand with three other members of Elrond Half-elven's house in a small river boat. She has had strange dreams of late and inquires about the company's dreams. She will trade rumours with friendly travelers.

48.90

ROAD. The East Road runs from the Last Bridge (46.87) to the Ford of Bruinen (46.99) through the Trollshaws. To the north, tangled forests; to the south, a lonesome country.

(1-2) - DROPPED PURSE: In the middle of the road is a dropped troll purse. It is magical. It can both talk (rudely), seal itself in a way that it's practically impossible to open, and produce enough cram each day to feed a hobbit. It only wants to be brought back to its master, Ungus the troll (48.91).
(6) - DWARVEN PALLBEARERS: The dwarves are standing around a corpse-laden bier looking despondent. They are short a bearer, so they cannot take their old friend Silent Ced to his final resting place. If a burglar offers to help, they will be taken upon a slow, difficult journey along hedgerows, over ditches, and through tangled fields before they get to an open grave under an ancient linden tree. If there is an awkward size difference between the burglar and the dwarves, the burglar will need to make three Strength Δ6 tests or stumble and overturn the corpse. If passed, the dwarves gift them a random magical tool.
[Source: "Dwarfs" by Tom Clare, Casket of Fays issue 16]

49.90

GIANT'S GRAVE. Point of interest. In a rolling country of hills rises a tumulus mound. Atop the mound is a 30' black stone with three faces, somewhat prismatically shaped. On each face is art in the Dunlending style. One side depicts a monstrous humanoid with an axe. One side depicts a scene of animals: deer, hawks, boar, salmon. One side is decorated with abstract knotwork.

(6) - DUNLENDING PILGRIMS: An extended family group of eleven Hill Men have come to gaze upon the Giant's Grave, said to be raised by their forefathers. They are led by the matriarch of their clan, Cersorn (woman - full figured, blunt but honest, freeholder). Cersorn's oldest daughter, Iona, is of marrying age, and she's looking to make a good match for her. She has a pair of good cows and a bull on her farm (68.81) for a dowry.

50.90

LAKE RUINS. A small lake sits in a valley between two hills, lightly forested with evergreen trees. At the head of the lake is a Dunlending ruin: the remains of a drystack stone wall, fallen stones resting against each other at odd angles, and a round tower.

At the top of the tower is a statue of a maiden leaning in for a kiss. The floor of the tower is long gone. Climbing the 40' tower is a Strength Δ9 test. On a success, the burglar may kiss the statue and receive a +8 bonus to one Beauty roll sometime in the next week.

(3) - GOAT TRACKS: Many hoofed feet have left tracks by the valley lake. Wild goats are nearby and are automatically discovered if there's a hunter in the company.

51.90

HARNALDA. Dungeon is here.

52.90

BY THE LOUDWATER. Rolling plains with sedge grasses and white flowers. Furrows of limestone rise from the ground, like the bones of the earth. The River Loudwater, in the south of the region, is impassable.

SMALL CAMP. Hidden. A small, temporary settlement for a small people is cleverly hidden on the banks of the river: holes dug into the bank, screened cookfires, clay jars and earthen cookware, and six rafts tucked under shrubbery. The owners of the camp are Wild Stoors (appearing as a local event on a roll of 5+).

(5-6) - WILD STOORS: Fern Nulwise (hobbit - shabby but bright-eyed, curious, nomad) spies on the company. Nearby are secreted 1d6 of her closest relations. Her family is descended from the Hobbits that lived in the Angle 1000 years ago. (They call themselves "Stoors.") They are a nomadic group, digging temporary holes in the riverbank for brief periods of time before moving on.

! - POISON CURE: If encountered, Fern may ask for the company's help. A Stoor, Bilean Fiddleweed, has been poisoned by a troll (Shuck Ironfletch, 43.97). They dare not go into the woods in search of healing herbs. She will trade a cure for a magical ring handed down from her grandmother—a ring with a beryl, 1x/month will expand in size into a 10' circle across which no enemies can pass; lasts until the sun crosses the horizon.

47.91

ROAD. The East Road runs from the Last Bridge (46.87) to the Ford of Bruinen (46.99) through the Trollshaws. To the north, forests; to the south, a wild country.

(3) - RIDERLESS HORSE: A palfrey runs wild down the road. Its master, a merchant from Lake Town, is dead, slain by trolls. In its saddlebags is 10d10 x 10 copper/marks and 1d20 silver/pennies. A plan must be made in order to capture and calm the horse.
(6) - WIZARD: Gandalf the Grey hustles back to Bree (47.66) from Rivendell (45.101). If the company seems goodly and capable, will immediately tell them of a quest.

48.91

THE WELL-TROLL TRADER. There is an old, mossy well. From it, a voice cries: "Hullo! Hullo!" It is a troll named Ungus who is perfectly content to live in the well. He claims to have a variety of items to trade, but is vague about the details—everything is so wet and dark down there. If any character is brave enough to send down an item of actual value via the well's bucket, Ungus will send back up a completely random item.

49.91

PASTORAL PLINTH. Amid the rolling fields of the Angle is a copse of ancient willow trees. Approaching the copse causes a haunting melody to play that creates a sense of dread. Normal animals automatically bolt as if they failed a Morale check. Burglars must pass an Understanding Δ8 test or take 5 fear damage. The song of terror is an illusion, a phantom left by ancient sorcery.

Inside the copse is a statue of a goatlike man, a tricksome expression on his contorted face. The first burglar to touch the statue each month gains a trait for their next three maneuvers: instead of rolling dice, they flip a coin. Heads is treated as a roll of 12, tails is treated as a roll of 2.

50.91

RUINS OF WALLS. A hilly country, occasionally spiderwebbed with walls and the ruins of walls. Although a main central wall running east to west in this region was once 10' across and 12' high, no portions with such dimensions remain today; the walls do not hinder travel even for the smallest of the company.

(5-6) - TRACKER: An old ranger called Tracker by Bree folk (elf-friend - like an old wolf, reminiscing, ranger) walks the path made by the sections of crumbling wall. He speaks of the history of Rhudaur; how the folk of Westernesse ruled the land, which was then filled with the fathers of the Dunlendings, and how corruption from Angmar caused it to collapse from within, with the folk turning to sorcery and worship of the dark. He knows that the walls were a minor fortification related to defense of the river from unfriendly Dunlending tribes to the south.

51.91

RAPIDS ON THE LOUDWATER. The River Loudwater earns its name at the south of this region. It roars down shallow steps. The river is impassable.

(1-3) - BOGGY BANKS: The river has spilled from its banks and cut partially through this region. Entering an adjacent hex requires 6 movement points due to avoiding streams and rivulets. All jobs' difficulties are increased by +2.

48.92

ROAD. The East Road runs from the Last Bridge (46.87) to the Ford of Bruinen (46.99) through the Trollshaws. To the north, forests; to the south, a wild country.

(1-2) - DARK CLOUD OVERHEAD: A cloud passes overhead, casting a shadow that causes you all to shiver. The grimness of your journey overwhelms you. The company loses 1 Hope unless a burglar sings a heartening song or someone shares a story that reminds them of home.
(6) - MERCHANT CARAVAN: A caravan of twelve Easterlings from Dorwinion headed towards Ered Luin, led by Saad Lionstooth (man - smells good, problem solver, merchant). Selling a variety of oils (food, medicinal, industrial), paints, dyes, and textiles. Eager to buy works of art or hire additional escorts.

49.92

LAKE TURLOCK. A lowland region sloping gently down towards the River Loudwater on its eastern edge (impassable). In spring and early summer, there is a seasonal lake of cold water. In autumn and winter, the lake is a dry basin.

★ - One burglar who drinks from the lake's waters may spend an Experience to gain the ability to sense violence on items. Different types of violence have different intuitive qualities: out of a lineup of swords, you can tell which ones committed a particular murder.

(6) - HILL MAN: On the shores of Lake Turlock sits Old Senan (man - liver spotted, unsettling, fisherman) who recounts a Dunnish legend saying that the lake burst out of the ground when one brother killed another, then tried to bury him. His origins are mysterious. He shares sour wine from a clay jar.

50.92

SIRTATHAR. One of the five beacon towers of Rhudaur. It is named "The River Willow" in Sindarin since it overlooks the River Loudwater. 

The tower is home to three hill trolls who sleep here during the day and forage for food during the night. They are all children of Mother Lump (45.93). Their names are:

  • Gilbert "Gil" (hill troll - bossy, bug-eyed, warrior)
  • Gustav "Gus" (hill troll - grumpy, one-eyed and broken tusked, hunter)
  • Gillian "Gilly" (hill troll - sly, braided hair, "home maker")

The trolls can be encountered in any room of the tower and will investigate suspicious noises. Roll 1d20 for each troll's initial placement.

What are the trolls doing?

  1. Arguing about dinner. Gilly is working up Gus to the point of frustration that he volunteers to make a stew (getting out of cooking is her goal).
  2. Singing a troll song:
    We rip we snare
    We bite we tear
    So sweet the meat
    So bloody and so rare
  3. Gil and Gus are drinking sour Dunnish wine. They call out for Gilly to refill their cups. She considers poisoning them.
  4. Telling stories about "Dear Old Daddy," weeping and sentimental. "Killed a 100 dwarves, he did. And stole little children from their beds! Oh ho!"

Note: The windows of the tower are arrowslits covered with metal shutters which are controlled by a mechanism in room 12. The shutters are closed until opened by the company. When opened, all rooms contiguous with the outside are lit with natural light. Trolls inside these rooms will be turned to stone.

(First Floor)
1 - Gate: A set of large double doors carved with seven eight-pointed stars. Beside the doors stand two ancient willow trees. In the courtyard is the statue of a fierce-looking troll of prodigious size, long-since turned to stone.

  • Double doors: During the day, a wooden bar is set across the inside of the doors.
  • Troll: The statue is Rivfader, a troll who was once Mother Lump's husband. She tricked him after an argument and turned him to stone. She intends to use her magic mirror to reverse the process eventually as an "I told you so."

2 - Hall: The defensive tunnel. A putrid smell of sweat and smoke and foul meats long stewed assault anyone who enters the tower.

  • Two portcullis once hung here. Their bars have been bent and gates have been lifted by the trolls, and now are useless.

3 - Front Hall: A reception hall. The north and south walls are canted inwards to allow for defense from those adjoining rooms. The floor is littered with bones; underneath is a mosaic depicting seven eight-pointed stars.

  • Adjoining rooms: The wolf in area 4 barks wildly at intruders.

4 - Kennel: Grim, the troll's pet wolf, is kenneled here. A metal collar and chain hang on the wall. On the west wall, a crank (now broken) used to raise one of the portcullis in area 2.

  • Metal collar and chain: Gus uses these to take Grim on "walks" to tree certain types of game.

5 - Old Guard Room: A reeking stone chamber where the troll's larder their quarry. A dwarf is tied to an X-shaped cross of wood; recently dead. Several dressed rabbits hang from hooks. On the west wall, a crank (now broken) used to raise one of the portcullis in area 2.

  • Dead dwarf: Frosti of the Blue Mountains, captured on the road. A gold ring (worth 10 silver) still on his finger would be enough to identify him to anyone familiar with him. The trolls plan to grind his bones into meal for bread.

6 - Central Hall: A central hall connecting the bulwark of the tower to the administrative section. Five shields hang on the walls.

  • Shields: The shields are antique, masterwork, and otherwise mundane. Each shield carries the heraldry of a now-extinct branch of Rhudaurian nobility. The heraldry is:
    • A green diamond on a silver field
    • A red chevron on a gold field
    • Three yellow keys on a black field
    • A blue dolphin on a checkered field
    • A red hand with two fingers raised on a gold field

7 - Dining Room: A large wooden table and three troll-size stools dominate the room. There is a mural of a willow tree on the northern wall. Dirty dishes suggest that washing up is a rare event.

8 - Kitchens: A stone chamber used as kitchens by the trolls. There is a table full of herbs, a mortar and pestle, a meat cleaver, and a large, evil-looking book. A fire is kept burning under a bubbling cauldron full of a continually-brewing stew. It smells like a slaughterhouse.

  • Herbs: Those with Herb Lore can identify: 3 healing herbs, 1 agrimony, 3 sprigs of alether, and 4 doses of wormwood.
  • Book: A cookbook detailing the preparation of dwarf pudding, minced man meat pies, and other such delicacies.

9 - Pantry: A stone closet. The doors are painted with a circle quartered by two keys (the sigil of the rank of quartermaster in Arnorean custom). They are magically locked.

  • Magically locked: The password to open them (Sindarin: "The copper serves the steel") is not recorded in this tower, but can be found elsewhere.
    • The contents of the pantry are magically preserved. Inside the pantry are 8 healing herbs and 4 soldier's pharmacon (small pills) which double a character's Strength bonus for an hour, followed by eight hours of -2 Strength.

(Second Floor)
10 - Gillian's Room: There is a trollish sleeping pallet covered in old tapestries near a ceramic pig on a plinth.

  • Ceramic pig: It's a piggy bank—a small slot on its back accepts coins. It jingles.
    • Taking the pig off of the plinth: Triggers a pressure plate trap (designed by Rhudaurians, used by Gilly). A spear set in the ceiling shoots downwards: pass a Strength Δ10 test or suffer 2d6 damage.
    • Inside, 102 silver (51 pennies).

11 - Library: This room is guarded by a locked vault door. Inside, ancient scrolls sit moldering on shelves

  • Vault door: A Subtlety Δ8 test is needed to disable the mechanism and open the door without the key in area 16.
  • Ancient scrolls: If special care is taken, the company can salvage 1d6 + Understanding ancient Rhudaurian scrolls. Each is worth 20 silver (10 pennies) to an antiquarian or ranger. The scrolls are written in Sindarin and cover the following subjects: Arnor 5, Rhudaur 12, Angmar 3, Numenor 1

12 - Sewing Room: A spinning wheel and troll-sized stool stands in this room. There is a pile of unmended socks, breeches with holes in them, and undone laundry.

  • Spinning wheel: This excellent spinning wheel does jobs with half the usual amount of wool in double the usual amount of time.

13 - Treasury: This room is guarded by a locked vault door. Inside, there are two rows of weapon racks hung with ancient helms, spears, and swords (all old, rusted, useless). There is also a fine sword hanging on the wall. There are 10 ingots of steel (rusted, but reclaimable through smithwork). There is a treasure chest. On the south wall there is a mosaic pattern of five three-pointed stars.

  • Vault door: A Subtlety Δ10 test is needed to disable the mechanism and open the door without the key in area 16. If the test fails, an alarm gong rings. A trap used to spray fire, but its fuel has been long since depleted by previously failed attempts.
  • Sword: The sword's name is Thegir (S. leader, bringer). It is written with runes of accuracy (+1 Attack) and command (+1 Morale to those in your service).
  • Treasure chest: The chest has three small round niches where a key hole would be: one ringed with copper, one with silver, and one with gold. If coins of the appropriate type fill all niches, it will open.
    • Inside is 200 silvers (pennies), 37 gold coins (ducats), 2 gold ingots, and a ring of adornment.
  • Mosaic: Pushing the lower right star on the mosaic opens a secret panel in the wall containing the Sirtathar watchtower key. (This corresponds to this watchtower's position in relation to the others.) Pushing any other star activates a trap: each of the wrong buttons sprays jets of fire: pass a Strength Δ12 test or suffer 4d6 damage. The trap will only trigger once.

14 - Gustav's Room: There is a trollish bed heaped with old furs. Hanging on the wall is a crude, troll-sized bow and a quiver full of very long, nasty arrows.

  • Trap: Immediately past the door is a set bear trap: pass a Skill Δ6 test to spot it or suffer 4d6 damage.

15 - Solar: A stone chamber with five niches set into the wall: each has a Sindarin word carved beneath it. A mural on the floor displays a mural of a tower in posture of war, raining arrows on invaders.

  • Niches: The Sindarin words and their Common equivalents are: Mírën (Gem), Naith (Angle), Padol (Opener), Hâl (Fish), Ablad (Forbiddance). Each term is a name of a Rhudaurian knightly lineage (Ranger Lore).
    • If the shields from area 3 - front hall are set into the appropriate niches, the shudder mechanism on the arrowslits opens with a screech of steel.

16 - Font: A room dominated by a stone font (the water has long since ceased to flow). On the north wall is a tapestry of a king knighting a warrior. On the south wall is a stone frieze of a steward holding two copper crossed keys.

  • Crossed keys: The keys set in the frieze are real and can be removed. One is to the treasury (area 13). The other is to the library (area 11).

17 - Gilbert's Room: There is a trollish bed heaped with stinking blankets. A heavy mattock carved with a dwarf's face leans against the wall. A stylized leather helm rests on a shelf. Skulls and bones litter the floor. The smell is powerful.

  • Mattock: This is a mattock of blasting. It has 20 charges per year (15 currently), reset on the dwarven new year.
  • Helm: This is the Trollskin Helm; it is made of trollskin and shaped into a trollish face. It was made by Revfader. When worn, trolls will target you first in combat, but suffer a -2 Morale. You take 1 less damage while wearing it. If it is ever exposed to sunlight, it turns to stone and its enchantment is broken.

18 - Ladder: A ladder on the wall leads up to a trap door. The hall around the ladder is coated in a brown mould.

  • Brown mould: Disturbing the mould releases spores. Anyone inhaling them coughs for 1d6 turns, taking 1d4 points of damage each turn (10 minutes).

(Third Floor)
19 - Bats in the Belfry: This stone room is a roost for hundreds of bats during the day. A ladder connects the battlements to the second floor.

  • Bats: The bats attack as a swarm if disturbed.
    Attack +1 (-1 damage), Defense +2, Endurance 30, Morale -1

20 - Battlements: Two copper braziers (once used for heating oil and pitch to repel besiegers) still stand in the northwest and northeast corner. (The other two braziers have been removed and used by Grim Ben.)

(Fourth Floor)
21 - Beacons: Point of interest. The top of the tower. A large stone basin that held the beacon fire. The road can be seen to the north (48.92). Another beacon tower can be seen to the southwest (51.90).

47.93

FOREST ROAD. The East Road runs from the Last Bridge (46.87) to the Ford of Bruinen (46.99). In this region, it runs under the trees of the Trollshaws; the forest canopy is thick enough to blot out the sun above.

(1) - ROUTED RANGERS: Idril Fairhair (elf-friend - white haired, fey, ranger) staggers against the blows of Maynard Man-eater (mountain troll - hippopotamus-mouthed, melancholic, child taker). Her arm is broken from a blow of his hammer. Five unconscious rangers lie on the road.
(5-6) - HARROWING RANGERS: Maynard Man-eater (mountain troll - hippopotamus-mouthed, melancholic, child taker) staggers under the arrows of ambushing rangers led by Idril Fairhair (elf-friend - white haired, fey, ranger). In pain and fear, he rushes the approaching company.

48.93

ALLUVIAL MEADOWS. Plains of wild grasses, orchids, and tall shrubbery. At points, bedrock breaks through the grass like lichen-covered exposed bones. The River Loudwater at the south of the region is impassable. In all seasons but winter, enough fresh bilberries are harvestable to supplement a camping meal.

(1-3) - TROLL TICKS: Trollish ticks are common in the region. When journeying through this hex, each member of the company must roll a die of doom. On a roll of 1-3, the burglar notices too late a fist-sized tick latched onto their skin. If left alone, the tick will deal 1d6 damage for 1d6 days until it's the size of a balloon and fall off. If a burglar tries to pull one off, they must make a Skill Δ6 check. On a success, they take 1d6 damage immediately but the tick is removed. On a failure, the tick is too dug in, but a new attempt may be made the next day.

47.94

ROAD. The East Road runs from the Last Bridge (46.87) to the Ford of Bruinen (46.99) through the Trollshaws. To the north, forests; to the south, a stretch of alluvial meadows.

(1) - OGRES: Piles of brush and logs form a makeshift wall across the road, preventing wagon traffic. A detachment of 10 bandits from 48.89 demands tribute.
(6) - CROFTERS: A family, the father Jon Unction (man - bushy brows, peaceful, crofter), his brother Wil, and his four children, return to Bybury (48.86) carrying hunted game, nuts and tubers, wild herbs, and firewood.

48.94

BEACH OF SWANS. A race of beautiful swans nest on the shores of the Loudwater (which runs, impassable, in the south of the region). Their feathers are prized by elves for arrows.

Those who attempt to gain the feathers through trickery or by hunting the swans will be confronted by Lóthessë the Swan Maiden (elf - feathered cloak & wondrous fair, suspicious, skin-changer).

! - She asks the company not to steal treasure but return it—she wants her ivory comb given to her daughter, Lítha, who dwells with her estranged husband near Lhûn (39.16). She will pay the usual fee or grant them 20 swan feathers for arrow shafts (giving them a +1 bonus).

★ - One burglar who approaches the swans with song or by speaking their own language may make a Beauty Δ10 test. On a success, Lóthessë offers to teach them one of the following arts: Beast Speech, Fetch Soul, and Feather Cloak. Those who master all three may become a skin-changer who takes the shape of a swan. Those who fail may try again after a week.

47.95

ROAD. The East Road runs from the Last Bridge (46.87) to the Ford of Bruinen (46.99) through the Trollshaws. The road curves, avoiding the grasping forest to the north. To the south is the River Loudwater, audible even at some distance.

RANGER CAMP. Hidden. A semi-permanent encampment of the Rangers of the North for scouting into the Trollshaws is hidden in a forest hollow past two natural stone chimneys that stand like columns. Stores of dried fish, firewood, and healing herbs are kept in caches here, as well as three sturdy canoes for river travel. Athelas grows here, lending the camp a sweet smell and heartening air.

Often here: 1. Elphirë (elf-friend - shaven head, aloof, ranger dove-keeper) keeps her messenger doves as tame pets, 2. Udalraph (elf-friend - scarred jaw, adventurous, ranger outrider) considers himself an expert in horsemanship and wishes to speak on the subject of husbandry ad nauseum, 3. Findegil (elf-friend - cupid's bow lips, scholarly, ranger loremaster) is interested in the patterns and similarities between the watch-towers and politely inquiries about what the company might have found therein.

! - A POISONED BLADE - Aerodel (elf-friend - feathers in his hair, spiritual, ranger) was ambushed by the troll Shuck Ironfletch near 43.97, and now lies poisoned and near death. If the troll's weapons can be recovered and taken to Elrond for a cure (XX.XX), perhaps he can be saved. (He will die in 3d6 nights.)

(1) - GOBLIN INTEL: Suspecting that the Rangers are nearby, a sortie of six goblins from Tirthon (47.96) search the region. (6) - RANGER MEETING: The Rangers watch the company from cover (Skill Δ10 to spot). They reveal themselves to allies such as elf-friends and elves, or companies that need aid against the Shadow.

47.96

ROAD. The East Road runs from the Last Bridge (46.87) to the Ford of Bruinen (46.99) through the Trollshaws.

(1) - GOBLINS: A detachment of five goblins (Laugzog, Gorzod, Rirborg, Uthra, Agbra) from Tirthon scrounge for food and blood-sport. If the Lookouts fail in their roll, the goblins will ambush them and attempt to take them back to the tower for torture.
(6) - DEPARTING ELVES: A company of elves led by Rávië (high elf - curly, flower-filled hair, touched with sadness, lady), passing to the Grey Havens after staying for many years at the House of Elrond (45.101). They warn the company of the goblin-infested tower of Tirthon. If the burglars pass from east to west with the elves, no evil will molest them.

TIRTHON. One of the five beacon towers of Rhudaur. It is named "The Watch Pine" in Sindarin for it stands in vigilance near the East Road. Dungeon is here.

48.96

OTTERS BY THE LOUDWATER. Flower-topped hills rise and fall, sloping down towards the River Loudwater, running impassably at the south of this region.

A clan of otters live on the Loudwater in this length of the river. Deep-Diver is their chief. He is curious if you've met his cousins of the Withywindle (49.62). The otters are capable of finding objects that the company might have lost in the river.

(1) - GOBLINS: At night only. Four goblins from Tirthon (47.96) are hunting the otters for their pelts.
(6) - ELVEN HUNTERS: Six elves from Elrond's household, led by Elfaron the hunter (high elf - dazzling eyes, merry as a child, hunter) are returning towards Rivendell (45.101) carrying a stag on a pole between them. They warn the company of the Troll Cat (41.99).

47.97

ROAD. For much of this region, the road is overshadowed on the northside by tall pine trees. In the south of the region, the Loudwater roars impassably. The Merril stream joins the Loudwater here.

TOL LAEB. Where the Merril and Loudwater join there is an eyot named Tol Laeb (S. Green Island). The island is difficult to reach because the waters flow so swiftly here. Even with a boat, you must be watercrafty to challenge the river to reach the island. Herbs of great virtue grow here. Herbalists who successfully forage roll twice on the herb table and select the more precious herb.

(5-6) - DWARVEN CARAVAN: A merchant caravan of Stonefoot Dwarves from Rhûn led by Wibe (dwarf - beetle-browed, dour, merchant). They complain bitterly about having to pay "the Necromancer's tithes" to the Ogres in 47.94.

47.98

ROAD and the FORDS OF BRUINEN. The road runs steadily downhill towards the river. A mile before the fords, the road is flanked on both sides of tall cliffs of red stone, like a hall

(5-6) - DWARVEN VENGEANCE: A company of eleven Dwarf warriors from Ered Luin are traveling towards the Misty Mountains to make war upon the goblins. They are led by Unn the Deep-Minded (dwarf-wife - red-haired with a witch lock, doughty, warrior) who seeks vengeance for her father who was slain by goblins. The ten others in her company all wish to seek her hand in marriage; she is not currently planning on giving it to anyone.


Map credit: Idraluna Archive. Click for the full map.

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