Moria - Through The Doors of Durin (Alpha)
Moria - Through The Doors of Durin (Alpha)
Moria - Through The Doors of Durin (Alpha)
A PD
PH
AL
MORIA
™
S OL O P L AY
Shawn Tomkin & Matt Click
E D IT ORS
Francesco Nepitello, Michele Garbuggio,
Lorenzo Perassi
COV E R A RT
Antonio De Luca
OT H E R A RT
Antonio De Luca, Federica Costantini,
Michele Galavotti, Giuditta Betti,
Andrea Tentori Montalto, Alvaro Tapia
ISBN PR I NT
The Lord of the Rings, The One Ring, Middle-earth, and the characters, items, events and
places therein are trademarks or registered trademarks of Middle-earth Enterprises, LLC and
are used under license by Sophisticated Games Ltd and their respective licensees.
© 2024 Middle-earth Enterprises, LLC & Sophisticated Games Ltd
1 3
63
OTHER FOUL THINGS
Ash-wraiths63
Cave Bats 64
Marrow-eaters65
Stone Toads 66
Tappers67
5
Introduction 5 Journeys in the Dark 33
6
A LIGHT IN THE DARKNESS INTO THE LONG DARK 34
Overview6 The Company Underground 34
Journey Sequence 36
THE CITY AND THE MINES 7
Event Resolution 37
A Tale of Years of the City 8
Seeking and Finding 38
DESCRIBING MORIA 38
2 DRUMS IN THE DEEP 39 The Mansions
Eye Awareness in Moria 39 of the Dwarves 69
Hunt Threshold 40
THE DELVING OF THE DWARVES 70
RANDOM CHAMBER GENERATOR 44
Levels and Deeps, Halls and Gates 71
RANDOM ORC-BAND GENERATOR 49 Wind and Water, Light and Food 71
Ways In and Out 71
Landmarks of Renown 72
4
The Dimrill Dale 73
75
And at the Gates,
THE DIMRILL STAIR
CAMPAIGN FOCUS 13 79
THE MOUNDS OF AZANULBIZAR
Searching for Treasure 13 Background79
Searching for Mithril 14 Locations79
The Perilous Path 14 Schemes and Troubles 80
Vengeance14
81
51
THE EAST-GATE OF MORIA
Questing for Ring-lore 15 Fell Foes
Background81
MORIA & THE WIDER WORLD 16 Locations82
ORCS 52
Dwarves16 Schemes and Trouble 84
Orcs of Moria 53
Durin’s Folk 16
Orcs of Udûn 54 Old Moria 86
Dwarves of Other Houses 19
Orcs of Mordor 56
Elves22 THE FIRST HALL 86
Middle Men and Hobbits 22 DWARVES 58 Background86
Heirs to the Men of the West 24 Slave Dwarves 58 Locations87
Dwarven Haunts 59 Schemes and Troubles 88
24
A NAME OF ILL-OMEN
Rumours25 THE BALROG OF MORIA 59 THE SECOND HALL AND DURIN’S
The Tale of the Balrog 59 BRIDGE 88
RUNNING MORIA 26 Background88
Unanswered Questions 60
Themes of Wonder 27 Locations89
Alternate Banes 62
Themes of Sorrow and Fear 30 Schemes and Troubles 90
C ontents
A
THE LAST REDOUBT West Moria 138 PLANNING A MISSION 197
OF THE DWARVES 92
138
THE IMPERISHABLE HALL
Appendix 176 Set the Mission Objective 197
Background93 Choose Your Allies 198
Background138
Locations94 BALIN’S EXPEDITION 176 Set the Band’s Composition 198
Locations139
Schemes and Troubles 95 Playing the Expedition 176 Set the Eye Awareness Score 198
Schemes and Troubles 141
Set the Hunt Threshold 199
The Dwarrowdelf 96 THE LOST CITADEL
I TOO ONCE PASSED
THE DIMRILL GATE 180 Begin the Mission 199
THE CAVES OF THE RING-SMITHS 141
2849 - The Search For Thráin 180 UNDERTAKING MISSIONS 200
96
OF THRYM THISTLEBEARD Background141
2980 - Aragorn’s Journey 181 Exploring Moria 200
Background96 Locations143
Locations97 Schemes and Troubles 145 ON MITHRIL 183 Making Rolls 200
Schemes and Troubles 100 Species of Mithril 183 Endurance Tests and Injuries 201
THE DOORS OF DURIN 147 Fatigue Tests
Mithril Enchanted Rewards 184
THE KING’S HALL 100 Background147 and Fatigue Conditions 202
Background100 Locations147 MORIA MAGICAL TREASURE INDEX 185 Adjusting Burden 203
Locations100 Schemes and Troubles 149
DWARVES OF NOGROD Becoming Weary 203
Schemes and Troubles 103 AND BELEGOST 186 Managing Hope 203
The Deeps 150
104
THE CHAMBER OF MAZARBUL Characteristics186 Suffering Shadow 203
THE ARMOURIES Attributes187
Background104 Managing Eye Awareness 204
OF THE THIRD DEEP 151
Locations104 Virtues of the Dwarves Reclaiming Treasures 204
Background151
Schemes and Troubles 106 of Nogrod and Belegost 188
Locations151 SOLO TOOLS 205
106
THE VAULT OF URUKTHARBUN Schemes and Troubles 154 The Telling Table 205
Background106
GOBLIN VILLAGE 154 S The Lore Table
Fortune and Ill-fortune Tables
206
208
Locations107
Background154
Schemes and Troubles 109 Special Success Table 209
Locations154
Schemes and Troubles 157 Solo Play in Moria 189 Milestones209
110
THE FORTRESS OF MALECH
Background110 BATTLES 210
THE LEDGE OF WOE 158 RECLAIMING KHAZAD-DÛM 189
Locations111 Aspects of a Battle 210
Background158 Joining Balin’s Quest 189
Schemes and Troubles 115 Encountering Fearsome Foes 211
Locations158 How it Works 189
Beginning the Battle 212
Schemes and Troubles 160
The Mountains of Moria 116 YOUR SOLO ADVENTURER 190 Clash Sequence 213
THE REDHORN GATE THE UDÛN-TEMPLE 161 Crafting Your Player-hero 190 Duels215
AND THE CITADEL OF BARAZINBAR 117 Background161 Adventuring Among Other Actions in Battle 216
Background117 Locations162 Balin’s Expedition 190 The End of the Battle 216
Locations117 Schemes and Troubles 164
YOUR BAND 191 COUNCILS 217
Schemes and Troubles 121
The Mines 166 Readiness191 JOURNEYS 217
122
THE MOUNTAIN GALLERIES Dispositions191
166
THE DEN OF FORGOTTEN STARS Marching Tests 218
Background122 Personalization192
Background166 Solo Journey Events 218
Locations123 Conditions192
Locations166 Returning to Your Safe Haven 221
Schemes and Troubles 127 Improving the Band 193
Schemes and Troubles 170
Roleplaying Your Allies 193 FELLOWSHIP PHASE 221
TARLOCH’S HALL 128
THE BALROG’S THRONE 170 Improving Allies 222
Background128 SHARED CALLINGS 193
Background170 New Undertaking: Recruit Allies 222
Locations128
Locations171 GATHERING ALLIES 194 Spiritual Recovery
Schemes and Troubles 131
Schemes and Troubles 172 Your Starting Band 194 for the Solo Player 222
The Road 132 Gifts194
FOUNDATIONS OF STONE 173 THE END OF ALL THINGS 223
Quirks195
THE HALLS OF THE ROADWARDENS 133 Background173 Balin’s Fall 223
Names196
Background133 Locations173
Locations133 Schemes and Troubles 175
Schemes and Trouble 134
INTRODUCTION
‘But I would not lead you into Moria
if there were no hope of coming out again…’
CHAPTER 1
n days of old, Men and Elves and Dwarves built great cities But they cannot go there. They cannot return.
and fortresses against the Shadow. Their names passed For though Khazad-dûm was the eldest and greatest of
into legend — Nargothrond and Gondolin, Nogrod the fortresses of Elves or Men or Dwarves in Middle-earth, it
and Belegost, vanished Númenor — while their ruins was not the eldest or greatest fortress in the land — for in the
lie drowned beneath the western sea. Of all those mighty works, north, the Enemy had raised yet taller walls, and built night-
only one survived to the Third Age. Khazad-dûm! Khazad-dûm! mare halls greater than the Dwarves could dream. The castle
Next to it, the cities of Gondor are but newly built! Even the of Angband was mightier yet, and when that fortress fell, hor-
oldest trees in Fangorn do not recall a time when the Dwarves rors of the Enemy fled south to escape the wrath of the Valar.
did not toil under the mountain. Ancient are the halls of Durin. They hid beneath the roots of the mountains.
For it was Durin, called Deathless, who began the And, many centuries later, when the Dwarves dug too
Dwarrowdelf, and Durin’s heirs who dug deep and carved a deep, they woke the slumbering horrors.
city under stone. Their work began thousands of years ago, They woke Durin’s Bane.
and though other hands and minds joined in the task, it And the city fell.
is Durin’s kin, the Longbeard Dwarves, who have the chief The Dwarves fled, and ever since have wandered the
claim to Khazad-dûm. To them, Moria is more than a bulwark world, dreaming of the day when they could return to the
against a hostile world, more than a source of wealth, more halls of their forefathers.
than a city — it is home, and they will never, ever forget it. For what is broken can be remade.
For a thousand years, a shadow has lain on Moria. Durin’s declares Dáin, so he forbids his followers to attempt to reclaim
Bane forced the Dwarves to flee, and the ruins of the holy Khazad-dûm for now.
city of Khazad-dûm were occupied and defiled by Orcs and As chieftain of the Longbeards and heir to Durin, Dáin’s
Goblins. The Dwarves tried several times to retake their city, claim on Khazad-dûm is the strongest — but if he is unwill-
most notably in the War of the Dwarves and Orcs following ing to take this chance to strike while the Orcs are scattered,
the murder of King Thrór, father of Thráin by the Orc-chief then surely anyone with courage and sharp axes may do so!
Azog, but they met only with bitter failure. Dáin’s words bind his kin, but not other Dwarves and other
Then came the Battle of Five Armies. The host of Goblins treasure-hunters.
that issued forth from the Misty Mountains included many from This, then, is the state of Moria in the Year 2965 of the Third
Moria. As everyone knows, that battle ended in a hard-won Age, as far as any Dwarf or Man knows. It is a time when the
victory for the Free Peoples, and a great many Orcs were slain Orcs are weakened, and when a band of heroes — or burglars
including Bolg the son of Azog. Suddenly, the noisome holes — could enter the city and perhaps hope to come out again.
and Orc-pits of the Misty Mountains were nearly emptied of foes. But what neither Man nor Dwarf knows is what waits
Mount Gundabad was silent. Goblin-town was diminished (and beyond the Shadow of the Gate.
the Great Goblin slain). It was safe to cross the High Pass again.
Overview
What, they whisper from the Iron Hills to the Blue Moun-
tains, of Moria? How many of Moria’s usurpers had perished
at Erebor? Might it be possible, the Dwarves mutter, to retake Moria is staggeringly ancient and complex; the work of mak-
Khazad-dûm, or at least reclaim some of its lost treasures? ing and remaking the Dwarrowdelf is never done. Therefore,
Dáin Ironfoot, the King under the Mountain, has set his this guide focusses on one section of the city’s history, the
face against retaking the city. He alone once looked beyond years around 2965 when the Free Peoples risked entering the
the shadow of the gate, and he alone sensed something of dreaded mines, on expeditions seeking treasure, vengeance, or
Durin’s Bane. There is work enough to be done in Erebor, the lost secrets of the Dwarves. The last of these expeditions, of
6
I ntroduction
course, was the attempt by Balin son of Fundin to reclaim the ♦ And At The Gates, The Trumpets Rang discusses several
city — that expedition began in 2989 and is outside the time groups interested in Moria in the present era. These
period covered by this guide (in the spirit of The Lord of the groups might be Patrons or rivals to the Player-heroes.
Rings, it is covered in an appendix — beginning on page XX). ♦ Journeys in the Dark contains a set of Journey rules
Even before the Battle of Five Armies, a few brave trav- adjusted for underground exploration, as well as some
ellers did risk entering Moria. The Wizard Tharkun, called Moria-specific Fellowship Phase undertakings.
Gandalf or Mithrandir in other lands, went searching for ♦ Fell Foes lists the Orcs and other enemies that may be
Thráin son of Thrór in the darkness of the mines; it is also found in the city — and rules for risking an encounter
known that Aragorn entered Moria in his errantries. Others with Durin’s Bane.
must have taken the Moria-road in times of need. ♦ The Mansions of the Dwarves is the largest part of the
The assumption of this guide, then, is that the Player- book, describing Landmarks and hazards in the vari-
heroes are either trying to travel through Moria, or are part ous regions of Moria.
of a small expedition into the ruins. The prospect of retaking ♦ Appendix A: Balin’s Expedition describes the largest
the city or fully exploring the mines is beyond the scope of expedition to brave Moria; Balin’s expedition from
even a full campaign. 2989–2994.
♦ This Introduction describes the history and shape of the ♦ Appendix B: Treasures of the Dwarves lists treasures both
place now called Moria. mundane and magical that might be found in Moria.
‘These are not holes,’ said Gimli. ‘This is the great realm and city of the Dwarrowdelf.’
‘Moria’ means ‘Black Pit’ in Elvish, and this name passed into the Dwarrowdelf; after its blazing lamps were put out and the
common usage so long ago that few recall its origin, or that it city plunged into darkness, the word was used for the whole
was never intended to refer to the whole complex. The Dwarves, city. Thus, up until the Year 1980, ‘Moria’ had a much more
always being precise about such terms (and quick to take limited meaning, and could not be applied to the city proper.
offence when they are misapplied) draw a distinction between After the uncovering of Durin’s Bane, all was shadow and fire.
the Mines of Moria and the Dwarrowdelf or City of the Dwarves. From East-gate to West-gate, the realm of Moria spans
The tale began in the First Age, when — as the song relates some forty miles. The mines run north from the city about
— Durin woke and walked alone. Durin was the eldest of the twenty miles, and south for another ten or so, but the caves
Dwarves. It was he who discovered the sacred lake of Mir- and shafts twist and writhe, so it is hard to reckon the full
rormere, and he who first began to dig and build beneath the extent of the city.
mountains. Over many centuries, and with much labour of the The Dwarrowdelf extends vertically as well as horizontally.
Dwarves, Durin’s first hall grew into a great city. This city, the The Dwarves took the level of the East-gate as the reference
Dwarrowdelf, lies mostly beneath Mount Silvertine (Celebdil, in point for reckoning heights within the mountain, and called
the Elven tongue), on the eastern side of the Misty Mountains. this the Level of the Gates or the First Level. The floors above
Tunnels and mines extend out in many directions from that line are referred to as ‘levels’ — thus, one floor above
this city, reaching so far west that the Dwarves built a road that baseline is the Second Level, two the Third Level and so
under the mountains, connecting it to a gate in the west near on. Anything below that level is considered part of the Deeps
the Elven kingdom of Hollin. — one below is First Deep, two below is Second Deep and so
Originally, the Elves of Hollin used ‘Moria’ to refer to forth. The city extended to the Twelfth Level and the Ninth
the mines and the long road from the West-gate to the city of Deep, but tunnels and outposts went far higher and deeper.
7
CHAPTER 1
A Tale of Years of the City ♦ 3441: The Last Alliance of Men and Elves defeats Sauron.
A small army of Dwarves led by Durin IV joins the fray.
THE FIRST AGE: Isildur claims the One Ring.
♦ Khazad-dûm is founded by Durin I, Father of the Long-
beards. It endures and prospers, even as the world THE THIRD AGE:
beyond its doors is wracked by war and upheaval. ♦ 861: The North-Kingdom of Arnor is divided into three
lesser realms.
THE SECOND AGE: ♦ C. 1300: Orcs attack the Dwarves in the Misty Mountains.
♦ CIRCA 1: A Balrog of Morgoth flees the wrath of the The realm of Angmar arises.
Valar, and hides under the mountains. ♦ 1409: Angmar invades the North Kingdom.
♦ C. 20–60: The Dwarves ally with Men of the Anduin Valley. ♦ 1636: Plague ravages the land, and many Dwarves perish
This friendship endures for many generations of Men, in the cramped confines of the mountain.
and the Dwarves build great cities and forge weapons ♦ 1975: An army of Men of Arnor, Gondor and Elves defeat
for their allies. the Witch-king at Fornost.
♦ 40: Dwarves fleeing the destruction of the western cities ♦ 1980: The Balrog awakens and slays Durin VI.
take refuge in Khazad-dûm. These Dwarves are not of ♦ 1981: Náin I, son of Durin VI is slain. The Dwarves flee.
the line of the Longbeards, and there is some grum- Moria is lost. King Thráin I escapes, bearing Durin’s Ring.
bling and strife between the kindreds. Still, the city’s ♦ 1999: Thráin I founds the Kingdom Under The Mountain.
prosperity grows. ♦ C. 2480: The Orcs expand their fortresses in the Misty
♦ C. 750: High Elves settle in Eregion. They build the city Mountains, under the direction of Sauron. They inhabit
of Ost-in-Edhil and establish the land of Hollin. They Moria and defile its halls. Moria becomes known as a
trade with the Dwarves of Khazad-dûm for Mithril, and place of uttermost dread and terror.
the two peoples become close friends. Together, these ♦ C. 2700: Azog the Orc-chieftain claims Moria.
Elven-smiths and the Dwarf-lords become the greatest ♦ 2770: Smaug the Dreadful conquers the Kingdom under
craftsmen to ever dwell east of the Sea. the Mountain. Thrór flees, carrying with him Durin’s
♦ C. 1000: The citadel of West Moria is established. Ring.
♦ C. 1500: The Elves study ring-lore with the aid of a dis- ♦ 2790: Thrór returns to Moria and enters it. He is slain on
guised Sauron, and reach the height of their achieve- the doorstep by Azog the Orc, and branded as a beggar.
ments. They forge the Rings of Power. ♦ 2793: Thráin II son of Thrór gathers all the Dwarves
♦ C. 1600: Sauron makes the One Ring, and war begins. and begins a great war upon the Orcs. They sack many
Dwarven tradition insists that Celebrimbor gave Orc-lairs.
Durin the first of the Seven before the One was forged; ♦ 2799: The battle of Azanulbizar (Nanduhirion in the
other tales hold that Sauron captured the Seven along Elvish tongue) in Dimrill Dale. The Dwarves are victo-
with the Nine, and gave them to the Dwarves in an rious, but at great cost — fully half their number are
attempt to bewitch them. slain, including Náin III of the Iron Hills. His son Dáin
♦ 1697: Eregion is destroyed; the doors of Khazad-dûm slays Azog. Thráin II argues they should enter Moria,
are closed and the city besieged for a time. The Dwarves but Dáin and the other Dwarves gainsay him — they
block up most of the entrances to their realm. The con- have lost too many to dare the deed, and a shadow still
federation with the Men of the Anduin is broken, and lies upon its halls.
the kingdoms of Men are destroyed and scattered. ♦ C. 2810: Thráin II and his followers, including his son
♦ 1701: Sauron is defeated by the Númenóreans and driven Thorin and his lieutenant Balin, wander Middle-earth
from Eriador. He continues to control the East, beyond and eventually settle in the Blue Mountains.
the Great River, while Númenor commands the coasts. ♦ 2841: Thráin II and some of his followers, including Balin,
Caught between two great powers, the Dwarves ready attempt to return to Erebor. They are waylaid in Mirk-
their defences. Moria is fortified. wood, and Thráin is captured by servants of the Necro-
♦ 2251: The Nine Ringwraiths appear for the first time. mancer. He is imprisoned in Dol Guldur, and the Ring
♦ 3262–3319: Sauron is captured by the Númenóreans. He is taken from him.
seduces their leaders, and Númenor is destroyed. ♦ 2848: Gandalf enters Moria in search of Thráin; he passes
♦ 3320: The realms of Númenor-in-exile, Arnor and Gon- from the East all the way to the West-gate, but finds no
dor, are founded. sign of the Dwarf.
8
I ntroduction
♦ 2850: Gandalf finds Thráin in Dol Guldur. ♦ 2989: Balin leads an expedition to reclaim Moria. No
♦ 2941: Thorin and company return to Erebor; the Dragon word ever comes back to Erebor.
is slain and the Kingdom restored. Many Orcs are slain ♦ 2994: Recorded Death of Balin in the Book of Mazarbul.
in the Battle of Five Armies, including Bolg son of Azog. ♦ 3018: The creature Gollum enters Moria to hide from
The White Council attack Dol Guldur and drive out the the Elves and the forces of Sauron.
Necromancer; there is no sign of Durin’s Ring. Dáin ♦ 3019: The Fellowship of the Ring passes through Moria.
Ironfoot becomes King under the Mountain as Dáin II. Gandalf the Grey destroys Durin’s Bridge and slays the
♦ 2949: Bilbo receives Gandalf and Balin at Bag End. Balrog.
♦ 2965: After the deaths of so many Goblins at Erebor, some
heroes risk entering Moria once again. The Present Day, This, then, is the tally of the years of Moria — for more than
for purposes of this guide. six thousand years, it was the mansion of Durin’s folk. It was
♦ 2980: Aragorn son of Arathorn returns from his errant- abandoned a thousand years ago, and has been the abode
ries in Gondor and Rohan, and dwells for a time in the of Orcs for almost as long. In the Fourth Age, it may be that
forest of Lórien. Afterwards, he enters Moria by the the Dwarves at last reclaim their mansion, likely under the
East-gate. reign of Durin VII, last of his name.
9
CHAPTER 2
oria. The name is heavy as iron, and dark as roleplaying games. It is not a series of rooms linked by
uttermost night. It is known to all who dwell neat corridors, each room containing a suitably balanced
in Middle-earth as a place of dread and terror. group of wacky monsters or some over-the-top puzzle. There
Why, then, would anyone dare enter such a certainly are monsters and riddles down in the dark, but
place? Who goes down into the Black Pit? Even if the peril more than anything else, Moria is an empty ruin, an end-
of the Orcs is diminished after the Battle of Five Armies, the less desolation.
ruins are immeasurably dangerous. So, why shall your Player-heroes cross the threshold of
Even when observed in game terms, Moria is not a doomed Khazad-dûm?
‘classical’ dungeon, of the sort found in many tabletop
A key question: is this to be a quick excursion into Moria, or A Patron lets the Loremaster assign objectives to the Com-
a series of expeditions? pany, which is a very useful way of structuring expeditions into
A single adventure in Moria emphasises the horror and Moria — instead of wandering about in the darkness at random.
danger of the dark underground domain, plunging the Many sample Patrons are presented in this chapter, and unused
Player-heroes into a labyrinth of unlikely perils, and makes Patrons can become rivals or encounters along the way. On
the experience so harrowing that they swear never to return. the other hand, if a particular Player-hero strongly desires to
A longer expedition (like Balin’s attempt to reclaim the recover some specific treasure or relic from Khazad-dûm, that’s
realm) needs to take a slower, more measured approach, and wonderful; player enthusiasm is the best driver of adventure.
pay more attention to the physical geography and factions A third question: what is the composition of the Company?
within the city. One adventure might involve discovering a long- As a rule of thumb: the more Dwarves in your party, the more
lost secret entrance into Moria, or forcing a route through the often you will return to Moria! Dwarves have a strong interest
ruins to a particular gate; the next adventure builds on that in reclaiming their ancient halls, but heroes of other back-
success, pushing deeper and deeper into the ruins. grounds have fewer reasons to enter. If you intend to run a
A second important question: are the Player-heroes going campaign centred around Moria, then encourage the players to
into Moria at the behest of a Patron, or is this their own have lots of Dwarves in the Company. (Not necessarily Dwarves
scheme? of Durin’s Folk; Dwarves of other clans also work perfectly.)
12
A nd at the G ates , the T rumpets R ang
Campaign Focus
‘The world must change and some other power than ours
must come before Durin’s Folk walk again in Moria.’
The Player-heroes are unlikely to be the ones who defeat for a long campaign than just hunting for loot — but do
Durin’s Bane — but that should not be their quest. They not underestimate the primal appeal of looking for pale,
should enter Moria with some other purpose in mind, either enchanted gold!
of their own initiative or directed by a Patron.
The Company’s goals will no doubt evolve over time; they SUGGESTED PATRONS: Fróra, Daza, Mjolin
might be drawn to Moria by the lure of gold, get into a pro-
longed conflict with the Orc-tribes, ally with a Patron for aid, LEGENDS OF TREASURE
and then pursue the Patron’s goals for a while. The ruin is As Gandalf said, the upper halls have been plundered by Orcs,
large enough for many sorts of adventure. so the Player-heroes cannot just wander in and start grabbing
chests of gold. Give them a goal by seeding rumours and leg-
13
CHAPTER 2
RIVAL THIEVES
Player-heroes emerging from Moria laden down with looted
gold have just started their adventure. Thieves from Tharbad JEALOUS EYES
(see page XX) or rival treasure-hunters will seek to rob them No Mithril has come out of Moria in a thousand years,
of their ill-gotten gains at the first opportunity. After all, it is making the existing works of the Dwarves irreplace-
a lot easier to take from exhausted and battered adventurers able and priceless — Bilbo’s coat of Mithril-rings was
than it is to brave the darkness of Moria. valuable not merely because of its craftsmanship,
Furthermore, any treasure in Moria belongs to the but because it represented in itself a sizeable per-
Dwarves, and they do not take kindly to thieves. The Com- centage of all the Mithril in the hands of the Free
pany can get away with a few coins or gemstones, but if they Folk! If more Mithril suddenly appears, it will draw
come out with Mithril or a jewel or relic of Dwarven make, the attention of the Dwarves — as well as other pow-
then they will be pursued to the ends of the earth by venge- ers. Mithril is a potent substance, of value to Elven-
ful Dwarves. Since ancient times, the Dwarves have feuded smiths and Wizards and would-be ring-makers…
with those who kept their treasure from them, and they are
miserly when it comes to rewarding burglars. A wise thief takes
a leaf from Bilbo’s book, and gets the terms of recompense
Vengeance
Mithril is a slow and hazardous process; instead the Player-
heroes should set their sights on either finding an old Dwar-
ven stockpile of Mithril ingots in a treasury, or stealing Mithril The upper levels have been picked clean of treasure; Mithril
mined by the Orcs. is lost in the flooded mines, and the Moria-road is a death-
♦ Mithril stockpiles exist in The Fortress of Malech (see trap. Vengeance, though — there is vengeance aplenty to
page XX), on Nan and Gilim (see page XX), in the be found here. If the Company have a vendetta against a
Den of Forgotten Stars (see page XX) and the Goblin particular Orc-chief, then they may be compelled to enter
Village (see page XX). this dreadful fortress to slay their quarry. It was vengeance
against Azog that brought the armies of the Dwarves to the
Mithril might also be found in any hoard in Moria as the Dimrill Dale.
main material of a Precious Object. Possible targets for vengeance:
14
A nd at the G ates , the T rumpets R ang
MORIA ORC-CHIEFS never succeeded in making a Ring of Power. Still, the lore
ROLL TARGET they hid is of incalculable value to those who still understand
how to use it…
1 Malech One-eye, Chieftain of the Moria-orcs,
Such Ring-lore might be hidden in the Lost Citadel of
see page XX
the Ring-smiths (see page XX), or in the Chambers of Narvi
2 Thu the Firespeaker, Servant of the Balrog, (see page XX).
see page XX
SUGGESTED PATRONS: Nál, Saruman
3 Yagul the Snatcher, Infamous Slaver, see page XX
4 Hagrot the Sneak, the master of the Twenty-first Hall, FINDING THE LOST CITADEL: The Lost Citadel of the Ring-
see page XX smiths is one of the best-kept secrets of Moria. There are few
records of the place, and no living soul knows where to find
5 Granny Goblin, Underworld Matriarch,
it. The Player-heroes must search all of West Moria to even
see page XX
have a chance of discovering the hidden door.
6 The Mauler of the Armouries, see page XX
OPENING THE DOOR: The magic door that guards the
A truly cruel Loremaster could suggest Gorgol son of Bolg secrets of the Rings can itself only be opened with a magic
(see page XX) as the target; Gorgol is unassailable in Mount ring. There are several lesser rings to be found in the depths,
Gundabad, but could be lured to Moria if Malech’s reign or the heroes might find a ring in some other treasure-hoard.
collapsed.
RETURNING WITH THE SECRET: Few in Middle-earth know
SUGGESTED PATRONS: None — give the Player-heroes a anything of Ring-lore any more — the Elven-smiths of Ere-
reason to hate that Villain, instead of having them exact ven- gion are gone, and so too are the Dwarven masters. The world
geance on behalf of another. shall not know the likes of Celebrimbor or Narvi again. Even
among the Wise, only Saruman has the craft and cunning
FINDING THE FOE: The first step in any mission of ven- to successfully make a new Ring. That said, there are many
geance is finding the enemy. While each target has a par- who are not accounted among the Wise who covet Rings,
ticular haunt in Moria, they may not be at home when the and who would foolishly attempt to use the secrets of Ring-
Player-heroes come calling. Spying on the target — or ally- lore for their own ends, or trade those secrets to the Lord of
ing with another adversary — might be needed to locate the Rings who dwells in the land of Mordor. Anyone leaving
the hated quarry. Moria with the records of the Ring-smiths will find little safety
under the open sky.
SLAYING THE FOE: How do the Player-heroes slay their
enemy? Murder in the dark, or a pitched battle against the
target’s minions? Or do they engineer events to make their
revenge easier — say, by undermining Malech’s rule, or free-
ing Yagul’s captives?
FLEEING MORIA: Killing the Great Goblin led to the Battle PATRONS… AND RIVALS
of Five Armies. Slaying King Thrór sparked the War of the One Company’s Patron might be another Compa-
Dwarves and Orcs. What have the Company’s deeds unleashed ny’s mortal foe. You can turn any of the Patrons in
upon Middle-earth? this chapter into recurring foes who seek to stymie
or block the Player-heroes’ efforts in Moria. Fróra
15
CHAPTER 2
The ancient city of Khazad-dûm is gone; only the Black Pit For many years after the fall of Moria, none of Durin’s
remains. No-one save Orcs and Goblins has lived here for Folk dared return to their fathers’ halls. They laboured else-
centuries — so what is the place of Moria in the context of where, and the discovery of the wealth under the Lonely
Middle-earth at the end of the Third Age, and who might Mountain and its fabulous Arkenstone seemed almost like
walk through its doors now? recompense for the loss of Khazad-dûm. The kings of Durin’s
folk ruled their new kingdom, and made no attempt to retake
Dwarves
their former home. Likely, the horrors of Durin’s Bane lay
heavily on them, and tales of the darkness were passed down
First and foremost, we must speak of Durin’s Folk. Khazad- along with tales of the glory of the old kingdom.
dûm was their mansion and their home, the hall of Durin of As is related elsewhere, after the calamity of Smaug
old and the foundation of their fabulous wealth. They remem- destroyed Erebor (though at least the coming of the Dragon
ber Moria as it was in its days of glory, when the halls blazed was not wholly without warning, for other Dwarf-halls had
with light, and they pass on these memories from one gener- fallen in similar fashion) King Thrór gave the kingship to
ation to the next, immortalising them in song and artistry. As Thráin and returned to Moria along with his servant Nár.
Gimli said, ‘[that] is the land where our fathers worked of old, and There, he was slain by Azog, and thus began the War of the
we have wrought the image of those mountains into many works of Dwarves and Orcs. Durin’s Folk rallied to Thráin’s call to
metal and of stone, and into many songs and tales.’ arms, and so did the other Dwarven peoples.
Now, the Dwarves are a hardy folk, able to endure many After the grievous victory at the Battle of Azanulbizar,
sorrows. Age upon age, they build and make splendid the Thráin declared that Khazad-dûm had been reclaimed, but
world, and age upon age, the forces of darkness and the mal- Dáin gainsayed him, declaring: “the world must change, and some
ice of foes tear down their works. Their halls in the West were other power than ours must come before Durin’s Folk walk again in
drowned; their halls in the mountains, like Erebor, taken by Moria.” At the same time, those who were not of Durin’s Folk
Dragons. These losses are on some level to be expected — this but joined Thráin’s cause said: “Khazad-dûm was not our Fathers’
is Arda Marred, after all, and the Dwarves have fought against house. What is it to us, unless a hope of treasure?”
greedy Dragons and Orcs since the Elder Days. But the loss of There was much weeping to be done, for the victory had
Moria was singularly sudden and unexpected — the kingdom been a costly one, and none of the Dwarves save Thráin had
seemed secure and prosperous, and the only threat — the the heart to brave the darkness. They left the Dimrill Dale
Witch-king of Angmar — had been routed within living mem- and dispersed again.
ory. The fall of Moria was not the result of a long war or grim That day, nearly two centuries ago, began the race for
decline, but was an abrupt shock, a catastrophe unforeseen. Khazad-dûm.
Durin’s Folk
Alone of all living Dwarves, only Dáin Ironfoot has seen beyond
LONELINESS OF THE MOUNTAIN the shadow of the gate. He knows that Durin’s Bane waits in
This section contains far, far more Loremaster char- the darkness, and he has forbidden his followers from setting
acters than you should ever use! Meeting another foot in Moria. None of Durin’s Folk would ever directly dis-
explorer should be a very rare event — the lost city obey his word, of course — Dáin is King under the Mountain,
must feel lost and abandoned. Pick the characters and his word is law. However, in secret, there are whispers and
that most appeal to you and your group, or those grumbling that now is the time to retake Khazad-dûm, and
that arise naturally from your story. Durin’s Folk should return to Durin’s halls. These Dwarves
If your campaign spans multiple years, then will not return to Moria openly, but they have begun to lay
have one of these travellers arrive every few years. the groundwork for an eventual expedition. Certain wealthy
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Longbeard Dwarves have begun to quietly hire adventurers in known for getting drunk and starting fights, or throwing
the taverns of Dale and Lake-town, or in the inns at Bree or money around Dale. To teach the girl proper Dwarven
Tharbad, for missions to scout out the approaches of Moria discipline and modesty, King Dáin ordered that she be
and to determine how many Orcs still lurk in the depths. sent to the Blue Mountains (suspecting, rightly, that Fróra
One of these Dwarves is Balin, son of Fundin. He is a was the sort of Dwarf who would benefit from a few years
cousin of King Dáin and one of the Twelve Companions of wandering and adventuring).
Thorin Oakenshield, making him one of the most important However, Fróra is close to her uncle Balin, and shares
nobles in Erebor. If Balin were to openly defy Dáin’s decree, his dream of reclaiming Moria. Instead of going to the
it would be a grave matter indeed. For now, Balin bides his Blue Mountains, or roaming Middle-earth at errantry, Fróra
time, gathering information about the state of Moria and the seeks adventurers to scout out Moria. She has a small for-
road south. He even visited his old friend, the noted burglar tune at her disposal, and all the tales that Balin told her as a
Bilbo Baggins, in 2949, possibly to see if Bilbo was willing to child. She has great enthusiasm for the thought of returning
undertake another secret mission to another lost Dwarf-hold. to Khazad-dûm, and believes it to be her great mission, just
So, even if Durin’s Folk are forbidden by their King from like recovering the Mountain was her father’s task in life.
returning to Moria, Dáin said nothing about hiring scouts,
burglars and adventurers to investigate the possibility of a OCCUPATION: Dwarf-princess
return — and such rogues would need close supervision, of
course, lest they make off with treasures that rightfully belong DISTINCTIVE FEATURES: Eager, Lordly
to the Dwarves. Why, a Dwarf might need to follow his employ-
ees into Moria to provide hands-on management…
ENCOUNTERING FRÓRA
Fróra can be encountered anywhere along the upper Anduin
valley, or on the road to the Blue Mountains. She knows she
must avoid openly defying King Dáin, so she does not encamp
near Moria, instead travelling around Wilderland and Eriador
with her entourage (a mix of Dwarves and Dalish-folk). Fróra
travels in style where she can; when in Dale, she rides around
in a gilded carriage. Now that she is in the Wild where there
are no paved roads, she makes do with a fine palfrey from
Rohan and travelling garb studded with gemstones.
She knows how to use her wealth and reputation
to impress, and can tell the tale of the Quest of Ere-
bor with such verve that one would swear that she had
been one of the Twelve Companions. When encountering the
Player-heroes, she will first try to overawe them so they under-
stand they are dealing with Dwarven royalty. She is impressed
by competence and bravery, not wisdom. In conversation,
she is archly aristocratic and formal, but with enough of an
undercurrent of mischief to make her likeable.
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CHAPTER 2
FRÓRA AS A PATRON
Unlike elder Patrons, Fróra is too young and inexperienced Lord Mjolin of Harmelt
a Dwarf to be accounted wise. What she does have is plenty As described in Ruins of the Lost Realm (page 25) Mjolin
of ready money, and a singular goal in mind. She will pay for rules the impoverished Dwarf-h alls of Harmelt, in the
information about the current state of Moria — have the Orcs south of the Ered Luin. While Harmelt was once famed for
returned, and if so, how great are their numbers? Is the main its rich gold mine, the veins of precious metal are worked
entrance passable? What other entrances are there? What can out and the hold is failing.
be found within? Above all, she wants to know what King Dáin
saw beyond the shadow of the gate…
MJOLIN AS A PATRON
FELLOWS HIP BONUS: +1 Mjolin is desperate for a new source of wealth — desperate
enough to risk the Black Pit. Obviously, he could not mount
ADVANTAGE: The Wealth of Erebor an expedition directly; not only would that mean disobeying
the commandments of Dáin Ironfoot, but it would risk expos-
Gain 1 point of Treasure for each Player-hero in the ing the problems of his clan. Therefore, Mjolin would have
Company when choosing the Meet Patron undertaking to work in secret — perhaps hiring a band of “not-Dwarves”
to visit Fróra. to sneak into Moria as burglars and look for treasure.
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A nd at the G ates , the T rumpets R ang
the Dwarves. He might even lead a company of adventur- Dwarves and Orcs. They feared to enter Moria after the vic-
ers into Moria, then turn on them when they are outside… tory at the Dimrill Dale, for many of their kin had also fallen
in battle. In years after, though, they grew dissatisfied, whis-
OCCUPATION: Wanderer pering “where is the reward for our loyal service? We bled to avenge
Thrór, even though it was his own foolishness that brought him to
DISTINCTIVE FEATURE: Crazed ruin on the doorstep of Moria. Now that Moria is abandoned and
the Orcs diminished, why should we not take weregild for our fallen.”
Others are even more jealous, saying “the Longbeards have their
Ibin the Ring-seeker new Kingdom under the Mountain, and their rivers run with gold
There are fewer Dwarf-m aidens than Dwarf-m en, and — while we toil at the forge and live like beggars! If they are content
not all wish to marry. Ibin fell in love with one such maid, with Erebor, then surely we may take Moria and its treasures as just
Alfrigga, and begged her for her hand. Now, Alfrigga was recompense for our labours.”
both a scholar of history and a distant cousin of the line of Since the War of the Dwarves and Orcs, and especially
Durin, and she laughingly declared that she would wed since the Battle of Five Armies, a few Dwarves of the Blue
Ibin only if he brought her the Ring of her family. Some Mountains have crept back into Moria, mostly via the western
believe that the ring was lost with Durin VI when Durin’s door. For now, they seek treasure, not a permanent presence
Bane woke up, or that Durin’s son Náin held it last. Others in the halls…
whispered that the ring was lost when King Thrór fell — but
all the whispered rumours agreed that it must be in Moria.
Ibin did not care about the provenance or importance Daza the Redhanded
of the ring, but agreed to recover it so that he might wed Daza comes from the line of the Dwarves of Nogrod. His
Alfrigga. The other Dwarves — even Alfrigga — begged hair is a fiery ruby-red that catches the eye from a great
him to reconsider this foolish quest, but Ibin’s mind was set. distance; his voice is louder than the war-horns of the
Ibin is a brave fool, with no understanding of the scale Rohirrim, and he throws himself into the fray ahead of
of the task ahead of him — and likely to bring doom upon all others. As a young warrior, he fought at the Battle of
anyone who travels with him. But Beren’s quest seemed Azanulbizar, and thought nothing of the cause. Afterwards,
even more futile, and he returned with a Silmaril in his with a taste for battle, he became a mercenary, fighting
hand to win Luthien as his bride. Perhaps Ibin is similarly for hire in the Southlands.
blessed — but more likely, the Player-heroes encounter It was not until he was wounded by an Orc that Daza’s
him in Moria as a prisoner of the Orcs, or as a half-starved thoughts turned once more to Khazad-d ûm. The Orcs
madman lost in the darkness, clutching a cheap brass ring. ambushed him on the Road; he slew most of them, but
one of the wretches maimed his axe-hand and fled into
OCCUPATION: Treasure-hunter the mountains. Unable to fight as he once did, Daza has
become the herald of the Dwarves from the Blue Moun-
DISTINCTIVE FEATURE: Reckless tains who feel they have a rightful claim to the treasures
of Moria, and plans to mount a large expedition there
himself in years to come. His kinfolk dream of wealth, but
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CHAPTER 2
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ADVANTAGE: Dwarf-smithing
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CHAPTER 2
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CHAPTER 2
THE RIDERS OF ROHAN There are secrets remembered in the house of Elrond that
The forefathers of the forefathers of the Rohirrim traded even the Dwarves have forgotten. That said, the Rangers know
with the Dwarves, but all that is forgotten, save in stories of better than to brave the darkness under the mountains with-
magic smiths under the mountains who forged weapons for out cause. Rangers are more likely to prevent unwise expe-
heroes. The Eorlings know nothing of Moria, save vague sto- ditions into Moria than join them.
ries about a dungeon where the enchantress of the Golden But now that Sauron has returned, the Orcs of the Misty
Wood imprisons those foolish enough to trespass in her land. Mountains must be watched closely. The Doors of Durin are
not so far from the Angle where the remnants of the Dúne-
A Name of Ill-omen
“The name of Moria is black.”
A thousand years have passed since the fall of Khazad-dûm. The Shire was founded some three hundred years prior
More than thirty generations of mortal Men, long enough to the fall of Moria, and there was little trade between the two
for memory to pass into story, story to become legend, and (records preserved in the Great Smial of Tookland note that
legend to be forgotten entirely. Even among the Dwarves, Dwarven stonemasons were employed in the construction of
a full ten kings of Durin’s line have lived and died without that ancient Hobbit-hall). Most Hobbit-tales of Khazad-dûm are
setting foot in the King’s Hall. Of living beings, only the much, much older. Both the Harfoot and Stoor-Hobbits dwelt
Elves remember the Wonder of the Northern World in all at times near Moria, and the Harfoot custom of living in bur-
its lamp-lit glory. rows may have been inspired by underground Dwarven cities.
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A nd at the G ates , the T rumpets R ang
Rumours 1 Success die instead. With two or more , roll on the Famous
Should the Player-heroes seek out tales of Moria, then call for Landmarks table as above, and additionally roll a Feat die on
a LORE roll. If the roll fails, give the players a False Rumour. the Obscure Landmarks table. If the characters receive a rumour
On a success, give them a Genuine Rumour; if the roll pro- about a specific landmark, use the Rumour entry provided
duces a single , roll on the Famous Landmarks table using for that landmark in Chapter 5.
FALSE RUMOURS (FAILED LORE ROLL) GENUINE RUMOUR (SUCCESSFUL LORE ROLL)
Nonsense and lies about Moria. Stories and faded memories of Moria.
ROLL A FEAT DIE ROLL A FEAT DIE
Someone overhears the conversation, and assumes King Dain forbids the Dwarves to return to the city
the heroes have recently returned from Moria and of the ancestors. Only a fool — or a grave-robbing
are therefore rich with treasure. The Company is thief — would defy the king’s command!
robbed or attacked that night.
1 You can often find Dwarven pilgrims near the Stair
1 It’s bad luck to speak of that place. Falls east of Moria — they go there to gaze upon
the mountains of their ancestors.
2 Giants dwell in the Misty Mountains, and their
graves lie under the mountain. Let them sleep 2 It’s dangerous to be in the Dimrill Dale at night —
there until the world’s ending. the Orcs cannot abide sunlight, but as soon as the
sun sets, they can go abroad.
3 Moria? I’ve heard of Moria. It’s away down south.
Full of fiery mountains and terrible things, they say. 3 Moria has long since been looted by Orcs — if any
of the treasures of the Dwarves survive, they must
4 I’ve heard tell of Moria — the Dwarves got driven
be well-hidden indeed.
out by a dragon, they say, but now the dragon’s
dead and the Dwarves have returned, and the riv- 4 I’ve heard tales of Goblins kidnapping travellers in
ers run with gold. the mountains and dragging them down into their
caves to labour in the mines.
5 There’s a maze under the mountain. If you stray
into it, you’ll be lost forever. 5 The Dwarves are doughty warriors — no doubt
they fought to the bitter end when their city was
6 Moria? It’s a roost of Orcs and Goblins. There’s
overrun. ‘tis strange that there are no tales of the
nothing there but evil and Orcs.
last stand of the king.
7 The mountains are full of gold and silver if you
6 Beware the birds of the Dimrill Dale — they’ve got
know where to dig. Great piles of jewels too —
a taste for corpse-meat.
the treasures of the Dwarves of old. All cursed, of
course — I wouldn’t take any of it. 7 I once heard a tale of the spirit of Caradhras — she
was a beautiful woman, with red lips, but her kiss
8 Moria? It’s just a tale the Dwarves made up. A
was the icy wind of winter. If you encounter her,
vision from eating too many cave-mushrooms.
beware!
9 According to the tales the Dwarves tell, there’s a
8 The Dwarves built in the heights as well as under-
door into Moria near the source of the Glanduin.
neath the mountain. Climb, and you may find
Just follow the river, and you’ll find it.
traces of those lost halls!
10 It was poison and plague that brought ruin to the
9 Don’t drink any water from the wells and streams
Dwarves. The air’s foul down there — one breath
in Moria! Orcs have poisoned them all!
will kill you.
10 Tread lightly! Do not disturb the silence and the
Someone overhears the conversation and the men-
dark. You are not alone down there!
tion of Moria — someone like a prospective patron
or ally. Someone overhears the conversation and the men-
tion of Moria — someone like a prospective patron
or ally.
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CHAPTER 2
1 The First Hall (page XX) Roll again, but the person telling the rumour is
secretly an enemy of the Player-heroes — possibly
2 The Second Hall and Durin’s Bridge (page XX)
trying to lure them into a trap. Reroll additional
3 The Caves of Thrym Thistlebeard (page XX) or .
4 The King’s Hall (page XX) 1 The Mounds of Azanulbizar (page XX)
5 The Redhorn Gate (page XX) 2 The Chamber of Mazarbul (page XX)
Running Moria
“Moria! Moria! Wonder of the Northern world! Too deep we delved there, and woke
the nameless fear. Long have its vast mansions lain empty since the children of Durin fled.”
Moria is not a fortress of the Enemy, like Barad-Dur or Minas and rubble quickly bores any player; filling the game with
Morgul. It is not a dungeon brimming with traps and mon- combat encounters and hazards makes Moria seem much
sters — there are traps and monsters here, but for the most too crowded.
part Moria is empty. It is a ruined city, endless and bleak, the Instead, for each expedition into Moria, choose a theme
air heavy with melancholic gloom. Exploring Moria is not a and develop that in the course of play through your descrip-
madcap adventure that bounces from one weird encounter tions and encounters — aim for an emotional impression of
to another; for the most part, it is a cold march through a the journey instead of a rote litany of regions explored. In
dark place, silent and lonely as a grave. Fear and gloom should fact, we recommend picking two of the themes below, one
be the campaign’s dominant moods. from each category. One category focusses on the city as it
The challenge for the Loremaster, then, is cultivat- was, on the wonders of Khazad-dûm, the other on the perils
ing that mood without the game becoming dull or repet- of the present ruin. Each theme includes suggestions to build
itive. Endlessly describing empty rooms filled with dust scenes and Journey Events around.
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THE LAND WHERE OUR The clues for recovering a particular treasure might
FATHERS WORKED OF OLD be handed down in the form of a rhyme of lore or
Khazad-dûm is forever the home of the Longbeard Dwarves family secret.
in Middle-earth, no matter how far they roam or whatever ♦ If Moria was looted by the Orcs — then the Orcs
other halls and fortresses they make. Here it was that Durin have the gold. Each of the chieftains of the Orc-tribes
dwelt since the Elder Days, and here it was that the Dwarven — Malech, Gorgol, Thu — commands a treasury to
clans had their great houses and secret shrines. This theme rival the hoard of Smaug. Slay the Orcs and take back
is best when you have got one or more Dwarves among the the gold!
Player-heroes, as it revolves around reminding them of their
‘Its worth was greater than the value of the whole Shire and every-
spiritual and cultural connection to Moria.
thing in it.’
♦ While exploring the ruins, one of the Player-heroes
finds an ancient family seal, or a statue of one of
their ancestors. THE CITY RECLAIMED
♦ Run a flashback scene where one of the Dwarven This theme looks to the future of Moria, and explores the
Player-heroes recalls a family legend about how their promise that the city can be rebuilt. Focus on laying the foun-
forefathers escaped from the city as it fell. dations for an eventual return — as Dáin prophesied, the
♦ A Player-hero might recover Hope by visiting their fam- Dwarves will only return successfully to Khazad-dûm after
ily’s ancient stronghold. Better yet, have a Player-hero the world has changed.
taking a new Reward or finding a Famous Weapon dis- ♦ Have the Company make some discovery within Moria
cover an ancestral blade in the ruins! that can be built upon in future expeditions — they
might find a hitherto-unknown route in or out, or a safe
‘I will go and look on the halls of Durin, whatever may wait there!’
source of drinking water, or a sanctuary within the ruin.
♦ Give the Player-heroes the opportunity to fix some-
PILES OF GOLD AND JEWELS thing. This can be as small as barricading a door so the
Moria has endured a thousand years of looting — but the Company have a secure room to make camp in, or as
Dwarves worked here for seven thousand years, and if anyone significant as repairing one of the broken wonders of
knows how to hide their treasure, it is Durin’s folk. The easy the city.
pickings may be long gone, but there are still hoards here, ♦ While camping, one of the Company finds some
locked away beyond the reach of greedy Orcs. Dwarf-made item that was unfinished when the city
♦ Even a small treasure can be meaningful. Finding a was abandoned. A sword-blade without a hilt, wooden
few coins of little worth amid the fallen stones beto- barrel-staves without a hoop, a statue half-carved. The
kens greater rewards in future — if the Orcs did not Player-heroes can take up the dropped tools and com-
find these coins, then what else did they miss? plete the work. The Dwarves believe they are destined
♦ The Dwarves did not flee Moria immediately when to restore all creation to rightness and beauty when
Durin’s Bane awoke; it took them nearly two years evil is finally defeated, so a Dwarf’s work is never done
before completely abandoning the city. There was in Arda Marred.
not enough time to take all the treasures of the Dwar-
For a while we had news and it seemed good: messages reported that
rowdelf — but there was time to hide them, conceal-
Moria had been entered and a great work begun there.
ing them behind Dwarf-doors and cunning puzzles.
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CHAPTER 2
Themes of Sorrow and Fear ♦ Play with the Player-heroes’ sense of time. They have
A theme of wonder reminds the Company of the lost glories no way to tell the hour of the day without seeing the
of Moria, and shows them it is more than a black pit filled sun, or of knowing how long they have been wander-
with Orcs. Themes of Sorrow and Fear, however, remind them ing down here — especially if they are lost. You might
they are in grave danger. Vary the theme for each excursion even tell individual players different things depending
into Moria (or each leg of a long journey) so the feeling of on their characters’ Shadow ratings — those closer to
peril changes. being Miserable might perceive the length of the jour-
The nature of the danger may change depending on the ney differently…
events of the game; do not stick to a theme if it is overtaken
All about them hung the darkness, hollow and immense…
by events. A series of really unlucky rolls can change the tale
from a journey in the Long and Lonely Dark to a desperate
flight from Horrors Beyond Knowledge. ARDA MARRED
Moria has lain under a shadow for more than a thousand
THE LONG AND LONELY DARK years, and all that was once good and beautiful is now cor-
To enter Moria is to vanish from the sight of the world, and rupted. This theme focusses on the decay and rot of the city.
mayhaps perish far from sunlight, never to be found again. ♦ Emphasise the crumbling state of the city — every-
Darkness lies heavily upon these halls. thing is broken and falling apart. Talk about collapsed
♦ Emphasise the darkness and the importance of light. ceilings, blocked passageways, weed-choked shafts.
If the Company do not have a Wizard or a magical Even structures that appear at first glance to be strong
source of light, then they must rely on a dwindling and stable might crumble away; have attacking Orcs
supply of torches or the occasional glimpse of light smash through a wall instead of approaching down a
from shafts. Describe textures, smells and sounds passageway.
instead of visual impressions. Play on their fears — ♦ The Goblins have perverted and adapted the Dwar-
maybe they glimpse shifting shadows that could be ven machinery to their own cruel ends. The Company
lurking foes, or just a trick of the light. encounters Goblin-bombs and other traps in lieu of
♦ Require the Company to describe their camping other hazards, all made from Dwarven works of old.
arrangements, and then describe how the gloom ♦ The Company comes upon some fabled treasure of the
of Moria makes these unpleasant. If the Player- Dwarves — a crystal lamp, a delicate mosaic, a famous
heroes carry bedrolls, then note how the chill of the statue — only to find it defiled and ruined for no rea-
stone floor makes them cold as graves. Foul water son other than petty Orcish vandalism.
drips from above; every resting place is grim and
‘I have looked on Moria, and it is very great, but it has become dark
uncomfortable.
and dreadful, and we have found no sign of my kindred.’
30
A nd at the G ates , the T rumpets R ang
TOIL AND HUNGER ‘If beggars do not wait at the door, but sneak in to try thieving, that
is what we do to them. If any of your people poke their foul beards
Moria was not built in a day; nor can it be reclaimed in a
in here again, they will fare the same. Go and tell them so!’
single day, nor even a single year. It will take many years,
not to mention the coming of a power other than that of
Durin’s Folk, before Moria is theirs again. Furthermore, THERE IS NO SAFE PLACE
Moria is far from civilised lands. In the west, the closest There are truly safe places in Moria, but they are few and
Haven is the grim town of Tharbad; to the east, travellers secret. For the most part, there is nowhere the Company
must trek all the way back up the Anduin to the Beorning- can rest where they will be completely secure. Always men-
land before they meet a friendly face. Unless, of course, tion “something” to sow doubt in the minds of the players.
the Player-heroes have befriended the folk of Swanfleet in For example, the Fellowship made camp in a guard-room
the west, or Lothlórien in the east, both of which are much with an uncapped well, and Pippin feared something might
closer to its gates. There’s also Tarloch’s Hall on the far side crawl out of it as they slept. To engender similar discom-
of Caradhras (see page XX). fort, mention:
♦ There is no hunting in Moria. It is assumed that the ♦ Cracks, air-shafts, cave mouths, doors locked from the
Player-heroes carry enough food for their planned far side, trapdoors, suspected secret passages, unno-
expedition underground, but if they are lost, delayed ticed side entrances — never let the Player-heroes feel
or suffer some other misfortune, they may face the wholly in command of their surroundings
pangs of hunger and thirst — and when they return to ♦ Strange noises and smells — dripping or flowing water,
the surface, they will need to replenish their supplies the groaning of the mountains, distant tapping or
promptly. drumming.
♦ Similarly, keep reminding the Company of their light ♦ Ask the Player-heroes to describe their own specula-
sources. They are assumed to have a stock of torches tions or worries in-character, especially if they are close
or other lights, but torches mean smoke and heat, to being Miserable
candles mean dripping wax and flickering flames, and
They were more than weary, and yet there seemed no comfort in the
magic light — well, magic light is all well and good,
thought of halting anywhere.
but draws plenty of attention.
♦ Remind them of their lack of other supplies, too.
Using rope to climb down a chasm is all well and good, HORRORS BEYOND KNOWLEDGE
but — as Sam observed — how do you get the rope Few words Tolkien wrote are as mysterious as Gandalf’s
back when you are done with it? description of his experiences in the Underworld. “We
fought far under the living earth, where time is not counted. Ever
‘Go carefully with the water, too! There are many streams and wells
he clutched me, and ever I hewed him, ‘till at last he fled into dark
in the Mines, but they should not be touched.’
tunnels. They were not made by Durin’s folk, Gimli son of Glóin.
Far far below the deepest delvings of the Dwarves, the world is
THE TRIUMPH OF THE ENEMY gnawed by nameless things. Even Sauron knows them not. They
Moria is firmly in the hands of the Orcs and other creatures are older than he.” For all its terror, even the Balrog has its
of the Enemy. Indeed, their hold is so secure here that their place in the cosmology of Middle-earth, as a servitor spirit
chief enemy is one another — there is no hope of the Dwarves of Morgoth. Gandalf’s words hint at other powers, name-
recovering the city until the world changes. The Player-heroes less and unknown.
may be able to accomplish some good, but only as thieves — ♦ Hint at things the Company will never learn the
not avenging heroes. truth about. They might hear some creature crawling
♦ Emphasise the sheer number of Orcs here. Slay one, through the tunnels, its scaly hide rasping against the
and three more will emerge from noisome holes. Have stone. They might glimpse purple light in the distance,
the Orcs be much more concerned with their own but never discover its source. They might find a cryptic
feuds and intrigues than the threat of outsiders. message scrawled on a wall, but never learn its mean-
♦ Show the Player-heroes that the Orcs are not just lurk- ing. The mysteries of Moria haunt the reader; answers
ing and looting — they are taking slaves, working the are quickly accepted and do not linger.
mines, and preparing for the coming War. As Sauron’s
‘Something has crept, or has been driven out of dark waters under
dreadful gaze moves across the land, he inspires his
the mountains.’
creatures to make ready for his triumph over the West.
31
CHAPTER 3
JOURNEYS
IN THE DARK
Boromir muttered under his breath, but the echoing stone magnified the sound
to a hoarse whisper that all could hear: ‘In the deep places of the world!
And thither we are going against my wish. Who will lead us now in this deadly dark?’
CHAPTER 3
he present chapter introduces special rules for All the locations featured on the map can be chosen
travelling in Moria, adapted from the normal Jour- as the destination of a Company entering Moria, using the
ney rules for The One Ring. game mechanics described in the Into the Long Dark sec-
The map of Moria included with this supple- tion below. Yet, not every site within Moria is shown on the
ment can be used by the Loremaster as an actual artefact that map — finding other, more obscure landmarks is a differ-
the Player-heroes may find in their adventuring, or the sum ent endeavour, covered by the Seeking and Finding section
of the knowledge a Company of experienced adventurers on page XX.
may have gathered from different sources.
When the Company enters Moria with the intention of reach- The Company Underground
ing a known location (a Landmark shown on the map, for When the Company journeys underground, its members must
example), or to travel through the ruins to exit the opposite assume travelling roles normally, with the exception of the
way, then the Loremaster must apply the following adaptation Hunter. While it is assumed that in the course of a normal jour-
of the Journey rules. ney, Hunters in the Company augment and replenish what-
ever supplies they have brought with them with the bounty
The following rules require the Moria map, and col- of the Wild, no such opportunities exist in Moria.
laboration between the Loremaster and the players to
determine what happens along the way. Hunters are instead replaced by Delvers, whose func-
tion is to ensure the safety of the marching Company,
inspecting tunnels, monitoring environmental condi-
tions, and in general mitigating risks connected to the
structures of an underground complex. Their defin-
ing Skill is CRAFT .
34
J ourneys in the D ark
As usual, the travelling Company must cover all available roles SPARE FOOD AND WATER-SKINS
— in this case, the roles of Guide, Delvers, Look-outs and Scouts. Unable to hunt in Moria, the members of a Company are
assumed to carry enough food and water to sustain them for
Finally, ponies and other beasts of burden will not the length of their subterranean explorations.
accompany a Company into the dark unless they If the Loremaster and players are interested in dwelling
are truly exceptional animals (like a Bree-pony) or upon this sort of minutiae, all Player-heroes must raise their
unless a Player-hero achieves a Magical success on an Load score by 4 points, to represent the added burden of
ENHEARTEN roll. carrying extra food and water.
MANY STREAMS AND WELLS which are safe to drink from, and keep guard over them.
“There are many streams and wells in the Mines, but they A Player-hero who drinks suffers a moderate Endurance
should not be touched.” loss due to poison.
Gandalf warned that the Company should avoid drink- BITTER WATER: The waters that filter down to the city
ing from the waters of Moria — but why? Pick one of the below pass through many layers of stone, and are almost
following perils, or roll on the Peril Table below for each indescribably bitter. To stomach this water, a Player-hero
source of water. (Note that the table includes a chance must pass a successful VALOUR test; if they fail, they can-
that the Company happen upon drinkable water!) not push themselves to drink.
If the Player-heroes refill and open the High Cistern
(see page XX), then the waters in the eastern portion of ICY COLD: The waters of Moria wash down from the
Moria become drinkable again. heights of the mountains, and are fed by the snows. The
water is icy cold, but drinkable. The true danger, though,
PERIL TABLE is that this source of water only exists in the late spring
FEAT DIE and summer; for more than half the year, there is not
ROLL WATER
enough snow melt to fill the aqueducts.
The water is drinkable, but some foe lurks
here — Orcs lying in wait, or a Nameless POISONED BY THE MINES: The Dwarves dug deep in
Thing. search of Mithril; the tailings from the mine have poi-
soned many of the springs and wells. They marked the
1–2 Malice of Durin’s Bane tainted water sources, but the passing years and Orc-
3–4 Poisoned by the Mines mischief have erased the warning signs. Consulting
ancient records can identify safe springs; a Player-hero
5–6 Bitter Water
drinking from a tainted source in the Deeps, suffers a
7–8 Orc-Filth severe Endurance loss due to poison.
Pure, drinkable water Balrog suffuses the waters of Moria. Anyone who drinks
from the waters here tastes the tears of all the Dwarves
of Khazad-dûm who wept as Durin’s Bane laid waste to
ORC-F ILTH: Orcs have befouled the waters of Moria. Orcs their kingdom, gaining 2 points of Shadow (Sorcery).
must eat and drink like other living things, so they have Those who fail the Shadow test or are miserable suffer
not poisoned all the wells and springs — but they know from hallucinations akin to Moria-madness (see page XX).
35
CHAPTER 3
Journey Sequence may wind much — to accommodate for this, the final distance
The sequence used to resolve an underground Journey is should always be rounded up, or even augmented by as much
the usual: as 50%. If the chosen destination requires the Company to
1. Set Journey Path change levels often, climbing up or down, then the Lore
2. Make Marching Tests master may even double the measured distance.
3. Ending the Journey
For ease of reference, the Loremaster may draw a
SET JOURNEY PATH winding line on a copy of the journey log (see The
1 Using the Moria map, the Company shows the Lore One Ring, page XX), considering each hex to corre-
master where they are headed. The Loremaster spond to 2 miles.
then uses a ruler to measure the distance separating the Com-
pany from their destination, converting the measurement The path drawn on the journey log must not necessarily con-
into miles using the scale shown on the map. form to the itinerary as suggested by the Moria map — the
When measuring the distance that the Company must only requirement is that the number of hexes corresponds
cover, the Loremaster must consider that the road in Moria to the distance to cover.
36
J ourneys in the D ark
MAKE MARCHING TESTS When this happens, all Player-heroes calculate their
2 The occurrence of journey events is resolved as Fatigue normally, using the rules on page 111 of The One
usual, with the Guide of the Company making Ring. If necessary, the length of the journey in days can be
Marching Tests, rolling TRAVEL . The roll loses (1d) if the calculated by dividing the total distance in miles by 10.
Company is in the Deeps or in the Mines of Moria regions. If the members of a Company are in need of haste, as the
As soon as the Company leaves, the Guide makes a first Fellowship of the Ring was when they passed through Moria,
Marching Test, and counts a number of miles along the jour- they can press themselves and march for more hours each
ney path based on the outcome of the TRAVEL roll: day than they would otherwise dare.
♦ If the TRAVEL roll was a failure, the Company barely
makes any progress, advancing by 2 miles on the jour- If the Company undertakes a forced march, divide
ney path. Then, an event occurs. the total distance by 20 instead of by 10, but each
♦ If the TRAVEL roll was a success, the Guide has struck Player-hero accumulates 1 additional point of Fatigue
a good path and the Company advances 6 miles, plus for each day of forced march.
2 additional miles for each Success icon. Then, an
Event Resolution
event occurs.
To determine the precise nature and consequences of an Journey events in Moria are determined as usual, rolling a Suc-
event, proceed to Event Resolution (see page XX). cess die on the Event Target table below to select a target Player-
Once the event has been resolved, the Guide must make hero, and by rolling a Feat die on the Moria Journey Events table.
a new Marching Test to see how many miles the Company
covers before something else happens along the journey path. EVENT TARGET
SUCCESS DIE ROLL TARGET SKILLS
ENDING THE JOURNEY
3 The Company reaches its intended destination once
1–2 Scouts EXPLORE
a Marching Test result matches or exceeds the num- 3–4 Look-outs AWARENESS
ber of miles left between the Company’s current position and
5–6 Delvers CRAFT
their point of arrival.
Deadly Dark If the roll fails, the target is Wounded, and the Loremaster raises the Eye 3
Awareness of the Company by 1.
1–2 The Long Dark If the roll fails, everyone in the Company gains 2 Shadow points (Dread). 2
of Moria
3–5 Watchful Eyes If the roll fails, the target gains 1 Shadow point (Dread), and the Loremaster 2
raises the Eye Awareness of the Company by 1.
6–9 Endlessly Branching If the roll fails, add 1 day to the length of the journey, and the target gains 1 2
Stairs and Passages additional Fatigue. In addition, regardless of whether the roll is successful or
not, roll on the Random Chamber Generator (page XX).
10 The Right Way If the roll succeeds, reduce the length of the journey by 1 day. 1
Dread and Wonder If the roll fails, the target gains 1 Shadow point (Dread). If the roll succeeds, —
of Moria everyone in the Company regains 1 Hope instead.
37
CHAPTER 3
Seeking and Finding A Seeking Test is made rolling SCAN , modified by the Land-
The following modifications to the underground journey mark’s Renown (see page XX): if the Landmark is Famous,
rules can be used when the Player-heroes venture into Moria the roll is resolved normally; if the Landmark is Obscure, the
in search of a place they’ve heard about but lack precise roll loses (1d); if the Landmark is Hidden, it can be found only
information concerning its location (for example, a place with a Magical success (if the Company has found enough
they have discovered using the Gather Rumours undertaking). clues pointing to the Landmark, this one may be considered
The minimum requirement is to know the approximate Obscure for the sake of the Seeking Test).
area where the Landmark is supposed to be found. ♦ If the Test is successful, the Player-heroes either find the
Landmark sought — or, if the gathered rumours were
To find such a place, the Company must use the normal false in the first place, they confirm that it is not nearby.
rules for underground journeys to reach the approximate ♦ If the Test fails, the Company does not find the
region. Once there, the Company must make a Seeking Landmark and must roll once on the Moria Journey
Test, to pinpoint the precise location and reach it. Events table.
Describing Moria
Nothing more was heard for several minutes; but then there came out of the depths
faint knocks: tom-tap, tap-tom. They stopped, and when the echoes had died away, they
were repeated: tap-tom, tom-tap, tom. They sounded disquietingly like signals of some
sort; but after a while the knocking died away and was not heard again.
Adding disconcerting details when describing a journey WHISPERS: One of the Player-heroes hears a whispering
through Moria is a wonderful trick for the Loremaster, mak- voice, urging them to turn from the path and walk into
ing the Player-heroes apprehensive and fearful. It is especially the darkness. They cannot make out individual words, just
effective if you tie these portents to the roll of an and the their name and the strong impression that they are being
increase in Eye Awareness. invited onwards.
Some options to drop into your Adventures follow:
SPLASHING: In the distance can be heard the sound of splash-
GROANING OF THE MOUNTAINS: The walls around the ing water and a heavy, wet thump, as if something large had
Company creak and dust falls as the mountain shifts and set- dragged itself out of a pool to stumble along the shore.
tles. A distant groan, so deep they feel it in their bones rather
than hearing it, echoes through the room. SCRATCHES: Someone has scratched marks on the wall,
scrawling what seems to be a message in an unknown lan-
FOOTSTEPS: The sound of footsteps seems to follow the guage. The marks might be crude Dwarf-runes, or a mockery
Player-heroes, almost but not quite matching the pattern of of such. The one symbol that is clearly readable is an arrow,
their own footfalls — as if someone is stalking them. After a pointing off the path.
few minutes, the other footsteps fall silent.
UNEXPECTED SKELETON: The company comes upon a skel-
SCRAPING: The Company hear scraping, as if someone is eton (Dwarf or Man), crouched against a door as if the poor
scratching at a stone with a blade or chisel. The sound seems to creature squandered the last of its strength trying to push the
come from the far side of a wall or ceiling nearby, but there is no portal open. The skeleton has some trait or broken piece of
way to reach that spot without smashing through the stone wall. gear that is oddly reminiscent of one of the Player-heroes. For
example, if one of them bears their ancestral sword as their
DARK DREAMS: Everyone shares the same awful nightmare most memorable signifier, then there is a blunt and rusted
of running through the dark halls of Moria, pursued by a sword of similar design next to the skeleton.
figure of smoke and fire.
38
J ourneys in the D ark
STRANGE WIND: A wind — hot and foul, or bitterly cold — SMOKE AND HEAT: While the Player-heroes are resting, the
blows through the room, stirring up the dust and possibly floor of the room they are in becomes warmer over the course
snuffing the Company’s torches. The wind feels unnatural of the hours. It is never hot enough to be painful — it is even
so deep underground. pleasant, driving away the chill of the chamber — but it is
disconcerting nonetheless. There is a smell of oily smoke,
BROKEN TOOLS: On the ground, the Company finds the suggesting there are fires below that are creeping towards
remains of a set of smith’s tools — hammers, tongs, rasps and the Company.
files — all deliberately smashed. There is a sense of malice, of
a deliberate rejection of craft. ECHOING SILENCE: The silence of the city somehow becomes
louder and heavier. Even the beating of the Player-heroes’
DISTANT MACHINERY: The sound of huge wheels, creaking hearts and the sound of their breathing seems overwhelm-
and grinding into life, echoes through the halls in the dis- ingly loud and intrusive. Every noise is bizarrely magnified,
tance. Chains rattle; heavy weights are dragged. The machin- as if they were trespassing in some holy place.
ery screeches and groans, then ceases with a sudden thump,
as if something has collapsed. DRUMS IN THE DEEP: They are coming…
Moria has fallen. It belongs to the Orcs now — to the Orcs, and let the Player-heroes decide if the reward of the action
and to worse things. Outsiders might be able to slip through is worth the risk.
Moria without being noticed, but any exploration is almost ♦ LESSER NOISE (+1 POINT): Shouting, singing, drop-
certain to attract the attention of foes. ping a stone into a well
In game terms, this is represented by the rules for Eye ♦ LOUD NOISE (+2 POINTS): The noise of combat,
Awareness as described on p. 169 of The One Ring rulebook. breaking down a door, smashing through an obstacle
♦ POWERFUL NOISE (+3 POINTS): Beating a drum,
The core rulebook outlines the main methods for increas- ENCOUNTERS
ing a Company’s Eye Awareness score. While in Moria, the The three major Orc-tribes — the Orcs of the Misty Mountains,
actions detailed in the following paragraphs also contribute the Mordor-orcs, and the Orcs of Udûn — all have scouts and
to raising their visibility to the Enemy. sentries. These look-outs signal encounters with enemies back
to their masters, and soon the mountains crawl with Orcs.
MAKING NOISE If the Player-heroes encounter an Orc-band, and some of
Most of Moria is silent as a tomb. Footsteps or loud speech their foes survive the battle, then raise the Eye Awareness by
echo through the passageways, drawing the attention of Orcs 1, 2 or 3 points, depending on how many foes escaped, how
— and worse things. Especially loud noises, such as smashing close the Company is to an enemy stronghold, and whether
through locked doors, the grinding of ancient machinery, or not the Company can flee the scene before reinforce-
rockfalls, or the screams and shouts of battle can be heard ments arrive.
for miles in the mines. ♦ LESSER DISCOVERY (+1 POINT): A lone foe escapes
If the Company voluntarily takes some action that causes ♦ MAJOR DISCOVERY (+2 POINTS): A messenger escapes
a loud noise, raise the Eye Awareness. The Loremaster should ♦ PERILOUS DISCOVERY (+3 POINTS): A messenger
make it clear that the action will result in such a consequence, escapes and there are more enemies nearby
39
CHAPTER 3
Smoke in the Air The Company smells smoke; hot air laden with fine ash rises up from below. They have delved
too deep, and awakened a horror in the mines. The next Revelation episode comes from the
Ghâsh! Table, but the roll is Favoured.
1 Cave-in The ceiling creaks, stone pillars topple, and some of the Player-heroes risk being buried in
debris. Everyone must roll AWARENESS ; those who fail suffer a severe loss of Endurance.
2 The Way is Shut The Company comes to a door that is sealed from the other side, and there is no way through.
If on a Journey, they must add 1 day to their journey and suffer an additional Journey event.
If exploring, they cannot enter the Landmark through the most obvious route. If foes are near,
they cannot fly.
3 Dreadful Dreams All Player-heroes are beset by nightmares. They gain 1 point of Shadow (Dread) and 1 point of
Fatigue. Dwarves in particular may dream of the fall of Moria.
4 Misfortune One Player-hero chosen at random loses a weapon or useful item (player’s choice).
5 Crack in the Floor A chasm yawns before the Company, forcing them to climb or leap across the abyss (an ATH-
LETICS roll).
6 Horror of Death The Company comes across a corpse — maybe an ancient skeleton of some fallen Dwarf, or the
fresh remnants of an escaped prisoner or rival explorer. They gain 2 points of Shadow (Dread).
7 Lure of the Abyss One of the Company is tempted by their Flaws. A Grasping hero might glimpse gold in a
crack; an Idle one might feel compelled to throw a stone down a well; a Spiteful one might
start an argument.
8 Goblin-feet Goblins follow the Player-heroes. These malicious wretches do not attack — they know they
cannot defeat a band of well-armed intruders — but they follow and watch. Reduce the Hunt
Threshold by 4 until the Company deals with them, and the next Revelation comes from the
Orc Assault table.
9 Eyes in the Dark The Player-heroes glimpse eyes watching them from the darkness. For the rest of this expedi-
tion into Moria, all Eye Awareness gains are doubled.
10 Sudden Darkness A sudden gust of wind or bad air extinguishes the Company’s torches. Unless they have magi-
cal light, or are close to the surface, they are plunged into darkness.
A Light in the Dark The Company comes to a chamber where natural light shines from outside. The bright sun dis-
mays Orcs and other creatures of darkness.
40
J ourneys in the D ark
ORC ASSAULT
FEAT DIE
ROLL DOOM EFFECT
Smoke in the Air The Company smells smoke; hot air laden with fine ash rises up from below. They have delved
too deep, and awakened a horror in the mines. The next Revelation comes from the Ghâsh!
table.
1 Infamous Orc The Company encounters a group of Orcs escorting one of the Chiefs of Moria. Roll on the
Moria Orc-chiefs table on page XX (reroll if the Target is dead or otherwise nonsensical).
2 They Have A host of Orcs (including one Cave-troll Slinker) attacks the Company, aiming to pen them up
a Cave-troll in a dead-end passageway or chamber so they can be captured or slain.
3 Orc-slavers Orcs take the Company by surprise and one of them is captured for interrogation and enslave-
ment. The Orcs retreat to the stronghold of their faction (Malech’s Fortress, p. XX, the Temple
of Udûn, p. XX, or the Mountain Galleries, p. XX) and the Player-heroes must choose whether
to leave their comrade to a grim fate, or embark on a perilous quest to rescue them.
4 Orc-stalkers Orcs follow the Company — not attacking yet, but trying to corral them into an unfavourable
place, or waiting until the Company is more vulnerable. Unless the Player-heroes can trick or
escape the Orcs, in the next battle they are Ambushed and fight as Moderately hindered.
5 Sudden Ambush! The Company is ambushed by Orcs. The AWARENESS roll to avoid being caught by surprise
loses (1d).
6 Orc-sentries Orcs patrol the route ahead. The Company must sneak past or face a battle.
7 Roaming Cave-troll A Great Cave-troll wanders in at the worst possible moment — possibly disturbing the Com-
pany as they rest, or arriving to block their retreat.
8 Sabotage! The Goblins do some mischief that does not directly injure the Player-heroes, but is nonethe-
less damaging for that; they might spoil food, kidnap a pony, steal items, or lure the Company
into an ambush or other peril.
9 Goblin-sneaks Goblins stalk the Company. The creatures do not attack immediately; instead, they follow the
Player-heroes, creeping after them and tapping the walls to signal their position to other foes.
Reduce the Hunt Threshold by 2 while the Goblins track the Company. The Company can rid
themselves of these troublesome Goblins by sneaking away or hunting the wretches.
10 Goblin-trap Goblins delight in explosions, traps and other malicious devices, and the Company run into
such a booby-trap. An AWARENESS , SCAN or CRAFT test might avert the peril; otherwise, a ran-
dom Player-hero suffers a grievous loss of Endurance by falling, fire, suffocation or poisoning,
depending on circumstances.
Close Encounter The Company “nearly” encounters a foe, but by some unlikely mischance, manages to avoid
a fight. Maybe they see the enemy coming and can hide, or a door happens to be locked and
they hear the enemy on the far side. Roll again on this table to determine the peril the Com-
pany nearly encountered.
41
CHAPTER 3
Doom Approaches The heroes smell smoke in the air. The next Revelation comes from the Ghâsh! table, and the
roll is Ill-favoured.
1 Stalked by A Nameless Thing crawls out of the depths and pursues the Company. Unless they can throw it
a Nameless Thing off the scent, it attacks during their next rest.
2 Nightmarish One of the Player-heroes suffers from terrible delusions; they gain 2 points of Shadow (Sor-
Delusions cery). If they gain any Shadow, they temporarily believe the delusions and act accordingly.
3 Twisting Paths Tunnels and corridors twist back on themselves, forcing the company to backtrack. If on a
Journey, they must add 1 day to their journey and suffer an additional Journey event, losing
(1d) on the Skill roll to resolve the event.
4 Orc-horns Orcs are close at hand! Reduce the Hunt Threshold by 4, and the next Revelation episode
comes from the Orc Assault table.
5 Unseen Foe Something is following the Player-heroes. Reduce the Hunt Threshold by 2 until they deal with
this unseen foe — assuming this enemy is one that can be driven away with sword or fire.
6 Missing Companion One of the Player-heroes, or a companion like a pony or a Loremaster character, wanders off
and becomes lost (Loremaster’s choice).
7 Crumbling Masonry The way ahead becomes unusually perilous because this section of Moria is ruined; it might
be flooded, prone to collapse, blocked by debris, or otherwise decayed. Passing through this
section is a Skill Endeavour with a Resistance of 6.
8 Sight of Horror The Company comes upon something horribly demoralising — a desecrated monument,
butchered corpses, or some other horror. They gain 2 points of Shadow (Dread).
9 The Endless Dark The path ahead is wearisome and supplies run low. The Company’s food supply is depleted,
and each Player-hero gains 2 Fatigue.
10 Led Astray Clues — or a friendly character — seem to guide the Player-heroes towards their destination,
but they are actually led into a trap.
A Moment of Truth The Company discover a clue or another secret pointing towards a Hidden Landmark. They
might find a book, a carved message, a lost key, or have a prophetic dream.
GHÂSH!
FEAT DIE
ROLL DOOM EFFECT
Durin’s Bane! The Company encounter Durin’s Bane! The Balrog engages them in combat. Fleeing is the best
and likely the only option. One Player-hero can always stay behind and fight the Foe beyond
any of them so the rest (of the fools…) can fly.
1 Nameless Horror The Player-heroes encounter a Nameless Thing that has slithered up from the depths.
2 Distant Flames The Player-heroes encounter Durin’s Bane, but at a distance — maybe they see the Balrog at
the far end of a long tunnel or across the width of a great hall. They can flee without having to
fight the enemy with a successful AWARENESS roll.
42
J ourneys in the D ark
FEAT DIE
ROLL DOOM EFFECT
3 A Spell of Closing The Balrog seals a door or other portal behind the Company, trapping them. Clearly, sorcery
is at work — there is no natural reason why the door should be so immovable. But without
counter-magic to match, they cannot open the door. They cannot get out.
4 Distant Roar The Company hears the roaring of the Balrog, like a great hiss of flame. They gain 3 points of
Shadow (Dread).
5 Power of Udûn! The Balrog puts forth its power into its servants. All foes in the next combat gain a Moderate
advantage, as well as the Flame of Udûn Fell Ability (see page XX).
6 The Shadow The shadows become almost solid, impeding action. All Player-heroes lose (1d) on any roll
Deepens that may suffer from visual impairment.
7 Choking Fumes Foul fumes rise from the depths. Unless the Player-heroes climb to cleaner air quickly, they
suffer a severe loss of Endurance from suffocation.
8 Unreasoning Terror Crippling, unreasoning, unnamable terror seizes all members of the Company. All gain 2
points of Shadow (Dread). Those who fail the test feel the urge to flee. Those who succeeded
may attempt an ENHEARTEN roll to reassure their comrades before the Company is scattered.
9 Leaping Flames Flames explode from a nearby crack or cave mouth. Anyone trying to pass through the flames
risks a severe loss of Endurance from fire.
10 Malicious Thought Durin’s Bane bends its thoughts upon the intruders. All heroes gain 2 points of Shadow
(Sorcery). Those who fail find themselves unconsciously acting in ways that serve the Balrog’s
intentions. The Guide might inadvertently lead the Company into The Deeps; the Scout might
get lost and wander off.
A Foresight Is A Player-hero glimpses Durin’s Bane in the darkness, or in their dreams. They know that the
on Me Balrog is nearby, and that a quick retreat is advisable. Like Dáin, they have seen the shadow
that waits in the deep…
43
CHAPTER 3
Moria is far too large — and far too ruined and empty for ORC-N EST: This room was not built by the Dwarves — it is
every room to be reasonably detailed. Instead, as the Com- a den of Orcs.
pany explores its halls, use the tables below to generate inspi-
ration for random rooms. UTILITY: Moria contained endless small passageways
The Chamber Type table, obviously, gives ideas for the type and tunnels off the main thoroughfares. Some of
of room encountered. Modify it by the original Appearance of these held aqueducts for carrying fresh water
the room and its current Condition. Optionally, roll to deter- down from the heights; others were air ducts,
mine the Challenge the room poses. or sewers. Still others were the equivalent of
servants’ hallways or backstreets. Those who
knew Khazad-dûm well could move from one
end of the city to the other unseen.
CHAMBER TYPE TABLE Goblins explored most of these little
FEAT DIE ROLL CHAMBER TYPE byways, but some remain undiscovered to
this day.
Orc-nest
44
J ourneys in the D ark
STAIRS: As Khazad-dûm extended over many levels, the FORGE: The forges of Moria were wonders indeed — they
Dwarves built great stone concourses — and, in later years, were clustered around titanic chimneys and flues, so that
mechanical elevators powered by waterwheels or by hauling many fires could share the same air vents. At first, the forges
on ropes. The larger stairs in the city were also public audi- were fired with wood, and the hungry axes of the Dwarves
toria where the affairs of the day were discussed. devoured the forests of Dimrill Dale. Later, the deep forges
were dug, fuelled by coal. The Goblins continued to use some
WELL OR WATERCOURSE: Wells drew water from both natu- of the deep forges, but centuries of accumulated debris have
ral and Dwarf-built reservoirs. The neglect and malice of the blocked the air shafts, so the lower levels are choked with
Goblins means that few of the artificial reservoirs survive, and soot and smoke.
all wells within Moria are suspect.
WORKSHOP: The Dwarves wrought wonders, especially in the
GUARD POST OR ARMOURY: Especially in its latter years, days of their friendship with the Elves of Hollin. They were
Moria was a fortress. While the gates of Khazad-dûm were chiefly known for their mastery of smithing and metallurgy,
never breached in any siege, the city was endangered by Gob- but there were all manner of crafts — the Dwarves may love
lin sappers, who would dig tunnels from the Goblin-caves of metal and stone, but also they carve wood and weave cloth
the Misty Mountains to break into the mines. with equal diligence.
45
CHAPTER 3
LARGE DWELLING: Extended Dwarven families lived in man- HELD BY FOES: This chamber is occupied by living adver-
sions, where several generations would live in the same com- saries — Orcs, Trolls or other foul creatures, rival treasure
plex. A great door connected each dwelling with the rest of hunters, or something more dangerous. Draw your weapons
the city, and this door carried the sigil of the clan. and prepare to fight!
CIVIC BUILDING: Moria was a place of scholarship and cul- BLOCKED: The chamber is inaccessible, at least by this route.
ture, and the city had many libraries, archives, galleries and The door may be shut and barred from the inside, or the
meeting-halls. The Dwarves were exacting historians and aca- access corridor is blocked by fallen rocks, or some other bar-
demics — and they delighted in bureaucracy too, considering rier stops the Company from proceeding. Many of the doors
ink as fine a thing to work with as gold or iron. Many of the in Moria were magical, and Dwarf-doors cannot be found
civic buildings of the Dwarrowdelf, alas, burned when the city unless you know what you are looking for. It may be possible
fell, and much knowledge was lost. to find another way in.
GREAT HALL: The Halls where the Dwarves gathered. They SUSPICIOUSLY INTACT: The chamber is remarkably intact
were markets and feast-halls, debating chambers and places — is something guarding it? Is there some hidden peril, like
of prayer; the mansions of princes and chieftains. It was in poisonous gas, that keeps intruders out?
the Halls that the Dwarves housed their most cherished works,
and where they glorified their heroes and ancestors. FLOODED: The chamber is flooded with water. In the upper
levels, it is likely that some broken pipe or aqueduct now
rushes through the chamber before cascading into the depths;
in the Deeps, the chamber may be flooded with standing
CONDITION TABLE water.
FEAT DIE ROLL CONDITION
UTTERLY RUINED: The ceiling has fallen in, the chamber
Held by foes
has collapsed, or it is so smashed as to be unrecognisable.
1 Blocked Nothing can be salvaged here.
2 Suspiciously intact
GOBLIN-G NAWED: Goblins are like woodworms — they rid-
3 Flooded dle the place with tunnels and hidey-holes. Some of these
little tunnels may lead to the Goblin-caves of the mountains;
4 Utterly ruined
others might conceal a host of Goblins lurking in the dark.
5 Goblin-gnawed
SHATTERED BY EARTHQUAKE: The mountains grumble and
6 Shattered by earthquake
stir in their sleep, especially violent Caradhras. Chasms have
7 Burnt opened in the floor of those chambers damaged but not
destroyed by tremors; in some cases, these chasms may lead
8 Despoiled
down to lower levels.
9 Ruined by the passage
of time BURNT: Terrible fires raged through much of the city when
Durin’s Bane arose; other, lesser fires swept through other
10 Mostly intact
parts of Moria when the Goblins meddled with the Dwarven
A safe place to rest forges. The stone walls of burnt chambers may be mostly
intact, but little else remains.
46
J ourneys in the D ark
RUINED BY THE PASSAGE OF TIME: The chamber is exposed UNFINISHED: The chamber was in the process of being con-
to wind or water, or has been filled with the slow accumulation structed or repaired when the city fell, and the job remains
of dust and snow. Maybe a thousand generations of spiders unfinished. Scaffolding like the skeleton of some beast looms
nest here. In any case, the chamber has succumbed to rot out of the darkness, and the tools of the builders lie where
and few of its original fittings remain. they were left. Any Dwarf in the Company feels the prickling
urge to get the job finished.
MOSTLY INTACT: The chamber is dark and cold, but oth-
erwise remarkably well-preserved. The Player-heroes might AUSTERE: The chamber is bare of all decoration — or per-
catch a brief glimpse of how this place once looked, and be haps any ornament was wiped away by the ravages of time.
cheered by the thought that the Orcs cannot conquer forever! Little information can be gleaned from the bare stone walls.
A PLACE TO REST: The chamber feels… well, if not safe, then ANCIENT: Chambers such as this one were built early in the
at least defensible. As long as no fool of a Took throws any- history of Moria, perhaps all the way back in Durin’s day. The
thing down a well, the Company might be able to rest here stonecraft is marvellous; the style simple but well executed.
for a few hours without being discovered.
SIMPLE: An unremarkable chamber, little more than func-
tional. No Lord or Dwarf of note ever dwelt here; nor were
great deeds performed in it.
APPEARANCE TABLE
FEAT DIE ROLL ROOM TYPE HEROIC: The room is decorated in a heroic style — likely
with statues of Dwarven heroes of old, or carvings of battles.
Shunned
There may be places on the walls where weapons and armour
1 Unfinished were mounted long ago.
2 Austere
HOMELY: The chamber was built for comfort, not grandeur.
3 Ancient It is low-ceilinged, with the hearth close at hand.
4 Simple
RICHLY DECORATED: Even the rot and ruin of a thousand
5 Heroic years of neglect and occupation cannot erase the astounding
artistry of this chamber. Every surface was decorated in some
6 Homely
fashion — carved to resemble fabulous creatures, gilded or
7 Richly decorated girded in expensive stone. This was a place of prestige and
grandeur; if there are still treasures to be found in Moria,
8 Elven
then surely they are nearby.
9 Fortified
ELVEN: This chamber was built when the Dwarves of Moria
10 Natural
were friends with the Elves of Hollin, and much evil must
Enchanted befall a place before it wholly forgets the Elves, if once they
dwelt there. Perhaps there are living plants here, or lamps
of crystal, or the echo of forgotten songs — or a lingering
touch of magic.
47
CHAPTER 3
NATURAL: Not a chamber, but a cavern or other natural open- leave in haste. A successful roll of BATTLE can help them in
ing in the rock, adapted by the Dwarves. adjudicating the situation.
ENCHANTED: Roll again, but this chamber has some Dwarf- ENHEARTEN: Something in the chamber reminds the Com-
magic in it. Perhaps there are fragments of spells worked into pany of the current state of the once-great city of the Dwarves,
the stone, or runes of power upon the door. filling the Player-heroes with a sense of hopelessness. A suc-
cessful roll of ENHEARTEN is required to raise their spirits
— otherwise, everyone in the Company is considered to be
Ill-favoured on their next roll.
CHALLENGE TABLE
FEAT DIE ROLL CHALLENGE HEALING: The chamber is filled by invisible noxious fumes
that causes the Player-heroes to cough incessantly, and their
Combat
eyes to water. A HEALING roll allows them to continue their
1 None (Desolation) exploration.
2 Athletics
HUNTING: Foes have passed this way recently; a HUNTING
3 Battle roll permits the Company to determine which way they went,
and if they are still close at hand. Failure raises the Eye Aware-
4 Enhearten
ness Level by 1.
5 Healing
LORE: This chamber was once of significance, but only the
6 Hunting
learned recall its secrets. A successful roll of LORE is required
7 Lore to understand the importance of the place.
8 Riddle
RIDDLE: The chamber is in the middle of a complicated maze
9 Stealth of multiple passages and twisting corridors. A successful roll
of RIDDLE points the Company towards the right direction.
10 None (Foreshadowing)
Token of hope STEALTH: The chamber or the passages opening from it seem
to intensify all sounds. If the Player-heroes fail at a STEALTH
roll, they make a terrible noise (see Drums in the Deep, on
page XX).
COMBAT: The Company faces an immediate peril — a foul
creature, an ambush, a hazard. There is no way of avoiding NONE (FORESHADOWING): There is no immediate danger,
this peril: they must defeat the enemy in order to survive. but the chamber contains some inkling or affords a glimpse of
impending doom. Perhaps the chamber has a balcony looking
NONE (DESOLATION): Not every room demands dice-rolling, down at the caves outside, and the Company glimpses shad-
and not every room hides some secret. This chamber is empty owy figures creeping through the gloom; a desiccated corpse
and long-abandoned. Emphasising the desolation of the hints at a nearby trap; a secret door lets a burglar eavesdrop
ruined city makes other encounters more memorable. on two Orcs talking about what the “Boss” has planned for
the intruders.
ATHLETICS: Part of this chamber has collapsed or been
blocked by debris; to pass through the chamber, the Com- TOKEN OF HOPE: Something in the chamber inspires the
pany must climb or leap over the obstacles; failure risks injury. Company to believe that their quest will not be in vain. Maybe
daylight breaks through a distant sky-shaft, or one of the
BATTLE: Enemies are closing in, and the Player-heroes must Dwarven Player-heroes spots the ancient sigil of their clan
make a choice whether to lie in ambush, fortify their position carved above a doorway, or maybe there is just the glint of a
— by barring the access to the chamber for example — or gold jewel amid the rubble.
48
J ourneys in the D ark
To randomly generate a band of Orcs roaming into Moria, roll SUCCESS DIE TABLE
the Feat-die once to determine the leader, and 1 Success die SUCCESS
DIE ROLL FOE
per Player-hero. Compare each die roll individually on the
tables below, and add up the foes encountered to determine 1 1 Great Orc Bodyguard
the full extent of the Orc-band encountered.
2 1 Orc Guard and 1 Goblin Archer
FEAT DIE TABLE 3 2 Orc Soldiers
FEAT DIE
ROLL FOE 4 1 Orc Guard
49
CHAPTER 4
FELL FOES
‘There are older and fouler things than Orcs
in the deep places of the world.’
CHAPTER 4
he city of Khazad-dûm may appear empty of life to This chapter presents a selection of adversaries, from the
whoever passes through its gates, as its roads are different factions of Orcs who made Moria their warren, to
silent as those leading to the houses of the dead. the unfortunate Dwarves who survived the coming of Durin’s
But what fills its remote chambers and passages is Bane and other horrors. And of course, the Balrog of Moria
not mere darkness. Baleful fires light the deepest halls, and itself is described here in its full, terrible might.
the sound of passing feet echoes across invisible passages.
There’s more than just Orcs in Moria…
Orcs
Apparently the members of two or three tribes were present,
and they could not understand one another’s orc-speech…
Despite their losses at the Battle of Dimrill Dale and the The Orcs of Moria are divided into three factions — or
Battle of Five Armies, there are a great many Orcs in Moria. rather, four. Most Orcs in Moria do not have a deep-seated
The fortress is one of their most valued holdings — partly allegiance, and simply obey whichever chieftain seems stron-
for its sheer size and strength, partly for the resources gest, or whose whip bites hardest.
of its mines, but also because Orcs hold grudges just as
strongly as any Dwarf. They will not give up Khazad-dûm Just like most Orcs, all Orcish dwellers of Moria suffer
without a fight. from the Hate Sunlight Fell Ability: they lose 1 Hate
for each round they spend in the full light of the sun.
52
F ell F oes
Orcs of Moria Moria-orcs are a variant of the Orcs of the North (see
These are the most numerous of the Orcs in Moria. The page 149 of The One Ring), with the Denizen of the Dark
Moria-orcs remember the bitter defeat at the Battle of the Fell Ability in addition to their other abilities.
Five Armies, and see Moria as a fortress where they can hide
from the hated sun and grow strong again, until the time In many cases it is possible to find Orc Drummers among the
comes to take revenge on the Free Peoples. They call Gorgol Moria-orcs. These Orcs have the same stats as Orc Soldiers,
son of Bolg their warlord. Gorgol dwells to the north, under with the following Fell Ability:
Mount Gundabad, but messengers regularly pass south by
secret tunnels and hidden ways, bringing orders to Gorgol’s Drums in the Deep. Instead of attacking, spend 1 Hate
lieutenant in Moria, Malech One-eye (see page XX). to increase the Eye Awareness of the Company by 3.
At the centre of Malech’s realm is his fortress in the heart
Beyond the fire he saw swarming black figures: there seemed to be
of the Dwarrowdelf (page XX), but his forces are scattered
hundreds of orcs. They brandished spears and scimitars which shone
all over the city, in small warrens and warbands. Malech has
red as blood in the firelight. “Doom, doom rolled the drum-beats,
a host of swift-footed, soft-shoed Goblins who carry messages
growing louder and louder, doom, doom.
to his scattered Captains; when intruders are sighted, drums
are used to muster the host of Moria. He deliberately keeps
his forces divided most of the time, and sometimes even sends MORIA-ORC STRONGHOLDS
his Orcs on doomed missions to eliminate some rival. Cruel Malech’s Fortress, formerly the Palace of Stairs, is in the Dwar-
games and hollow malice are common among these Orcs. rowdelf (see page XX). Malech’s lieutenants control the Dim-
Each smaller warband has its own banner or sigil, but rill Gate (page XX), the 21st Hall (page XX), some of the
they also bear the sign of Malech’s master Gorgol — the sev- Armouries (page XX), the Ledge of Woe (page XX) and the
ered head of a bear. Black Barbican (page XX).
53
CHAPTER 4
Orcs of Udûn
The fire-cult of the Udûn-orcs are seen — rightly — as crazed
fanatics by the other Orc clans. They serve and worship the
Balrog, and make sacrificial offerings to Durin’s Bane, throw-
ing their victims into blazing balefires in the Deeps. Some
among them are convinced they have been touched and
changed by the Balrog, and made into vessels for a portion
of the Bane’s corrupted power.
The Orcs of Udûun control the lower levels of the city,
and parts of the mines; disputes over access to the Mithril
veins are a source of constant strife between the Udûn-orcs
and the rest. At present, Malech’s forces control the
Wailing Stairs (page XX) giving them a route to the
mines, but their control of the shaft is precarious.
The Udûn-orcs do not have a symbol, but
many wear masks of leather and other unwhole-
some materials, and all of them stink of soot,
ash and burnt flesh.
54
F ell F oes
The high priest of the Orcs of Udûn is Thu the Firespeaker. UDÛN-O RC FANATIC ATTRIBUTE LEVEL
He has relatively few followers, but they have the favour of Crazed, Tough
the Balrog, so they are dangerous indeed. 4
‘As I stood there I could hear orc-voices on the other side; at any
ENDURANCE MIGHT H AT E PA R R Y ARMOUR
moment I thought they would burst it open. I could not hear what
was said; they seemed to be talking in their own hideous language. 16 1 4 — 3
All I caught was ghâsh: that is “fire”.’
Udûn-orc Fire-touched
Chosen by Thu himself from among those that the Balrog
has warped, the Fire-touched are so insanely aggressive
that they make the Fanatics look like peaceful creatures.
24 2 6 — 3
55
CHAPTER 4
56
F ell F oes
57
CHAPTER 4
Dwarves
The mountain smoked beneath the moon;
The dwarves, they heard the tramp of doom.
They fled their hall to dying fall
Beneath his feet, beneath the moon.
Not all the Dwarves escaped Moria. Some were trapped when Slave Dwarves
the Balrog arose, caught in the lower mines and unable to Slave Dwarves suffer from a curious collective delusion —
reach the safety of the surface. These unfortunates were when the horrors of their lives grow unbearable, they imagine
enslaved and tormented by Durin’s Bane and forced to themselves back in Khazad-dûm as it once was, mistaking bro-
labour in the Deeps; their children, born in fire and dark- ken ruins for magnificent halls, and imagining crystal lamps
ness, have known nothing else but servitude all the days of driving away the darkness with blazing light.
their sorry lives.
‘...we have wrought the image of those mountains into many works
Other Dwarves were added in later centuries by Goblin
of metal and of stone, and into many songs and tales. They stand
raiders, for the Goblins prize Dwarves for their smith-craft
tall in our dreams: Baraz, Zirak, Shathûr.’
and strong backs. They force their Dwarven slaves to work in
the forges and mines, far from the surface.
Dwarven Thrall
The most crazed among the Slave Dwarves even fling
themselves into battle for their Goblin tormentors. They
are utterly lost in their visions, believing themselves to be
fighting for the defence of Khazad-dûm against some foe.
20 1 5 — 3
58
F ell F oes
Dwarven Haunts or whole buildings, shutting doors, snuffing out torches and
The Doom of Elves is to be bound within the confines of the holding exits shut.
world until the world’s ending; should an Elf perish, their If challenged by a Dwarf or someone else with sufficient
spirit retires to the Halls of Waiting, from whence they shall authority or strength of spirit, the haunt can be compelled to
return again in time. The Doom of Men is to pass from the manifest as a slimy shadow; in this form, it can be dispelled
circles of the world when they die, never to be seen again. The with a blazing torch or an enchanted weapon.
Doom of the Dwarves, however, is a mystery even to the Wise. Dwarven Haunts prey on their victims by burdening them
Some say that Dwarves, who were not part of the Music of the with greater Shadow; those who fall to despair usually develop
Holy Ones, are fated to return to the stone from which they an obsession with hoarding treasure or with completing some
were made, merging again with the substance of the world, task left unfinished.
while others hold that the Dwarves shall aid in the remaking
of Arda after the end of all things. In game terms, when one or more Dwarven haunts
Whatever the fate of the Dwarves may be, it is certain that are nearby, all Player-heroes gain 1 Shadow point (Sor-
Moria is haunted. Perhaps these are evil spirits in counterfeit cery). Those who fail the Shadow test lose 1 point of
of Dwarves, or maybe it’s the effect of Dwarven magic spells, Hope, and have their Load rating doubled until they
or curses, placed as wards to guard their ancient home. These leave the haunted area. Player-heroes involved in com-
haunts are invisible to mortal eyes, although those who can bat who succeed on the Shadow test must repeat it at
perceive the other side can see them as shadows that are the start of each round, until they fail or leave the
somehow heavy and substantial, like thick tar. The shadows haunted area.
cling to physical objects, making them more cumbersome and
He felt the certainty of evil ahead and of evil following…
draining the will of the bearer. They may also inhabit rooms
The Balrogs are divine spirits, of the same order as the Wiz- The Balrogs were tools of Morgoth, and obeyed his will
ards or Sauron himself; they followed Morgoth, the origi- in all things. They had, it seems, little in the way of desire
nal and greater Enemy, into evil and corruption. They were or ambition of their own. Had Morgoth commanded it, the
Morgoth’s chosen servants and warriors, serving him in the Balrog could at any moment have arisen and conquered
same fashion that the Ringwraiths serve Sauron. But unlike Moria, or enslaved the Dwarves and forced them to turn
the Nine, whose chief weapons are terror and anguish, the Khazad-dûm into a new fortress of darkness, a new Ang-
Balrogs were mighty in war. band for a new Age — but Morgoth had been cast into the
void by the Valar, and could not call his servants. So the
59
CHAPTER 4
‘There are many evil and unfriendly things in the world that have
COMBAT PROFICIENCIES: Flaming Sword 4 (8/24, Fiery
little love for those who go on two legs, yet are not in league with
Blow*), Whip of Many Thongs 4 (6/18, Seize), Crush 3
Sauron, but have purposes of their own. Some have been in this
(6/12, Break Shield)
world longer than he.’
* The attack burns the target, inflicting a grievous
Endurance loss from fire.
WHAT DOES THE BALROG DESIRE?
FELL ABILITIES: Deadly Wound. Wounded targets make It is possible that the Balrog has no will of its own, for it
an Ill-favoured Feat die roll to determine the severity of existed to serve Morgoth, and now it is only animated by blind,
their Injury. reactive hate — it will strike back at those who trespass in its
Demon of Might. The Balrog is immune to Endurance domain, but has no impetus beyond that. But if you want a
loss and Wounds from all sources of injury except magical more active foe for your campaign then consider:
weapons, and can spend 1 Hate to cancel a Wound from ♦ THE DOOR INTO THE VOID: The Balrog serves Mor-
such weapons (unless they have been wrought for the Bane goth, and seeks its former master like the Ring seeks
of the Enemy itself). When an attack inflicts damage to the to return to Sauron. It is said that the Great Enemy
Balrog that would cause it to go to zero Endurance, it causes was thrust beyond the confines of the world — but if
a Piercing Blow instead. Then, if the Balrog is still alive, its there is one door in the world, then might not another
Endurance score is set back at half its maximum rating. be made? Might the very foundations of the world be
Denizen of the Dark. All attack rolls are Favoured undermined if the Balrog digs deep enough?
while in darkness. ♦ BIDING ITS TIME: Perhaps, like Sauron, the Balrog
Dreadful Spells. When a Player-hero in sight spends intends to conquer Middle-earth — but is waiting for
Hope, spend 1 Hate to make the Player-hero gain 3 Sauron to try and fail first. Several times before, great
Shadow points (Sorcery). The WISDOM roll is Ill-favoured, hosts came out of the West to thwart the Shadow, but
and if the Player-hero fails it or is miserable, the Hope now Númenor is gone and Valinor has withdrawn.
point is lost and all its effects cancelled. Maybe, the Balrog thinks, the West might muster one
Flame of Udûn. When a Player-hero hits the Balrog last effort to defeat Sauron — but after that, there will
with a close combat attack, the Player-hero suffers severe be nothing to stop the third and final Dark Lord from
Endurance loss from fire damage. The Balrog cannot use seizing Middle-earth.
this ability when immersed in water. ♦ RING-S EEKER: It is curious that the Balrog chose to
Great Leap. Spend 1 Hate to attack any Player-hero, remain in Moria — not that far from the Gladden
in any stance, including Rearward. Fields, and from Gollum’s lair in the Misty Mountains.
Heartless. The Balrog is not affected by the Intimidate Might the Balrog have joined the hunt for the Ring?
Foe combat task, unless a Magical success is obtained. Was the snowstorm on Caradhras that drove the Fel-
Horrible Strength. If the Balrog scores a Piercing lowship into Moria Sauron’s doing — or the work of
Blow, spend 1 Hate to make the target’s Protection roll a power closer at hand? Why did the Watcher in the
Ill-favoured. Water grab Frodo first of all the company?
60
F ell F oes
61
CHAPTER 4
Mirkwood. If the Necromancer had such a clear connection stretched much further east in the Elder Days, and once Tom
to Morgoth, the Wise would have quickly seen through Sau- Bombadil went walking in the hills…
ron’s lies. (It should be noted that the Necromancer fled Dol
Alternate Banes
Guldur in Year 2063 of the Third Age, less than a century
after the Balrog awoke, suggesting Sauron was well aware
of the danger of being revealed too soon). Perhaps Sauron The revelation that Durin’s Bane is a Balrog is not going to
intended to call the Balrog to Mordor, or at least use it in impress anyone (unless, by some unlikely confluence of cir-
his war of conquest when the time was right. Just as slaying cumstances, you have found the one person in all the world
Smaug prevented Sauron from recruiting the Dragon and who has read enough of Middle-earth lore to understand
loosing dragonfire in Dale, perhaps Gandalf’s defeat of the what a Balrog is and why encountering one is such a signifi-
Balrog saved Lothlórien from destruction. cant event, but who has not read The Lord of the Rings…). The
A third option — Sauron knows of the Balrog, but fears Player-heroes know there is a Balrog down in the depths of
it. Without the One Ring, Sauron is a mere shadow of his the Mines of Moria, and part of the fun of the campaign is
former self. Perhaps he fears that if he tried to command the pushing one’s luck, praying that this roll will not be the one
Balrog, there would be a good chance it might master him that brings doom down upon the Company.
instead. Evil turns on evil, and there can be only one Dark However, to surprise the Company, or at least undercut
Lord in Middle-earth. earned confidence, consider spreading doubt about the true
nature of Durin’s Bane. The Bane might be:
WHY IS MITHRIL FOUND ONLY IN MORIA? ♦ THE WITCH-K ING OF ANGMAR: The Kingdom of
Mithril is mentioned as occurring in only three places in all Angmar was defeated in 1975 at the Battle of Fornost;
of Arda — in the Blessed Realm, on the island of Númenor, a few years later, he led the Nazgûl in the conquest of
and in the depths of Moria. The Blessed Realm is beyond Minas Ithil. It is conceivable that he visited Moria on
comprehension, but Númenor was dragged up from the his way south and overthrew the Dwarf-kingdom. The
deepest part of the ocean. Perhaps Mithril is found only in Witch-king is not as physically mighty as a Balrog, but
the uttermost depths, in places where Elves and Men were his power of terror would explain how the whole city
never meant to go. It is possible that the Balrog blasted was abandoned in such haste.
a route down into those foundations of stone, and col- ♦ A DRAGON: Dragons like Smaug have always coveted
lapsed the tunnels behind it — and, many centuries later, the wealth of the Dwarves — and no Dwarf-hold was
the Dwarves happened upon that same rough-hewn way. wealthier than Khazad-dûm. A Dragon — presumably
Mithril was discovered only in the Second Age, some seven a wingless beast of great age — might have crawled out
centuries after the Balrog hid itself under the mountain, of the mines to steal the gold and Mithril of the city.
even though the Dwarves had been digging and mining in ♦ A HORROR FROM THE DEEPS: Or perhaps the crea-
the Misty Mountains for many centuries prior. The fortune ture that brought ruin to the city was not a Dragon, but
of Moria may also have contained its doom. a nameless monster from the depths, one of the primor-
dial entities that gnawed the foundations of stone. The
WAS THE BALROG IMPRISONED Dwarves delved too greedily and too deep, after all…
— AND IF SO, BY WHOM? ♦ A WEAPON: Durin’s Bane might have been a partic-
A footnote in the Red Book of Westmarch speculates that the ular weapon, a sword or axe or knife that slew the
Dwarves freed the Balrog from imprisonment instead of awak- Dwarven king. A weapon passed down from Orc-chief
ening it. So, who imprisoned the Balrog? Might the creature to Orc-chief, a symbol of the Orcish triumph over
have locked itself away to hide from the wrath of the Valar, the Dwarves, a symbol to rally the tribes of the Misty
and so it needed (or even called) the Dwarves to it? Or maybe Mountains to new atrocities and conquests.
the Balrog did not hide as cunningly as it thought, and it was ♦ BETRAYAL FROM WITHIN: Alternatively, ‘Durin’s
pursued from the wreck of Angband by warriors of the West. Bane’ might be a metaphor. Was Moria destroyed in
Perhaps some spirit or High Elf chased the Balrog down, and civil war or revolt? Perhaps the exiled lords of Belegost
sealed it away where no-one could find it in the depths. (It and Nogrod, bitter about their reduced standing,
should be noted that Celeborn of Lórien intimated that the turned on the King. Did the Dwarves blame the city’s
Elves knew an evil slept beneath Caradhras.) fall on a mythical monster to reunite their folk, rather
Of course, there are other and stranger things in the than admit that their jealousies and rivalries were to
world who hide great strength. The Old Forest, for example, blame for the destruction of the city?
62
F ell F oes
In the long centuries after its fall, Khazad-dûm has attracted Ash-wraiths
all sorts of living and unliving creatures. The entities Evil spirits conjured by the Orcs of Udûn, these wraiths man-
described in the next sections are just examples of the hor- ifest as faintly man-shaped clouds of whirling ash and hot
rors that the Player-heroes may encounter when braving the sparks. Left unguided, they swiftly gutter out and dissipate.
long dark of Moria. The Udûn-orcs attract the spirits to guard their temples, or
muster great swarms of them when they march to battle.
It’s whispered in the slave-pits that creating an Ash-wraith
requires a living sacrifice; the victim is hurled into the flames,
their flesh is burned away, and all that remains is a tormented
wraith. In truth, these spirits are called out of the Void, and
never wore a hame of mortal flesh.
Ash-wraith
Sparks from the flame of Udûn, Ash-wraiths are fearsome
when encountered in great numbers.
16 1 4 +1 1
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CHAPTER 4
Cave Bats
Bats of many kinds dwell
in the Misty Mountains; they
are mostly evil beasts, allied with the
Goblins. Small long-eared bats nest
in the air vents and upper halls of
Moria; it may be possible to find con-
cealed entrances into the underground
city by searching the mountain slopes for
the overgrown cave mouths that the bats
emerge from at twilight. Great swarms of
tiny bats swirl around the Dimrill Dale by
night, hunting insects. These bats are not
dangerous, although they do carry diseases and
a bite from one can sicken even a mighty warrior.
More impressive are the Great Carrion Bats.
When Moria fell, these bats invaded the empty halls
and fed upon the corpses of slain Dwarves. The crea-
tures now favour rotten flesh above other meals; they
accompany Goblin armies in expectation of a banquet,
and some old Dwarves still speak in hushed tones of the
awful nights after the Battle of Dimrill Dale, when they
had to race the bats to ensure the bodies of their kinfolk
were not despoiled and devoured.
…but the bat-cloud came, flying lower, over the shoulder of the Moun-
tain, and whirled above them shutting out the light and filling
them with dread…
64
F ell F oes
Marrow-eaters
Only a handful of wild tales speak of these crea-
tures; the Dwarves encountered them in the
deepest portions of the Mines of Moria, far
beneath Caradhras, and only in the last years
before the catastrophic advent of Durin’s Bane.
Perhaps the Orcs have met them in the interven-
ing centuries, but if they have, no tales have
reached the surface world.
The Dwarves spoke of thin-limbed crea-
tures, human in size and shape, but with
skin like a fish that glimmered with its own
pale luminescence. They had great bulging
eyes without an iris or pupil, and long sticky fin-
gers and long tongues for sucking fatty marrow from MARROW-EATER ATTRIBUTE LEVEL
the bones of their victims. They wielded knives of polished Lithe, Stealthy
obsidian, and never made the slightest sound, but smeared or 4
secreted a glowing liquid on the rocks to draw strange sigils.
ENDURANCE MIGHT H AT E PA R R Y ARMOUR
‘The River of Gondor will take care at least that no evil creature
dishonours his bones.’ 30 1 4 +1 1
65
CHAPTER 4
66
F ell F oes
Tappers
Tales of Tappers are as old as the First Hall — and yet, in all
that time, no Dwarf has ever laid eyes on a Tapper, and the
nature of the entities remains a mystery. They may be spirits,
or ghosts, or the product of goblin-mischief, or some sub-
terranean folk from the realms below. They are named
for the sound they make, a distant hammering or tap-
ping on the stone that echoes through the under-
ground passageways. One Tapper can be distin-
guished from another by their rhythm, and each
Tapper appears to rule over a particular portion
of the underworld. (Tappers, by the by, are not
unique to Moria; tales of tapping are told by
miners in the mountains of Gondor.)
Tappers can be cruel or kindly towards
travellers. There are many accounts of
Tappers warning of impending cave-in,
but there are even more tales of Tap-
pers luring unwary miners or explorers
to their doom, or betraying the location
of travellers to Goblins. Tappers are said
to delight in suitable offerings of food
and precious things; some Tappers love
songs, tapping along in time to the music,
but others despise anything that interrupts the
slow rhythm of the tapping.
Then there came out of the depths faint knocks: tom-tap, tom-tap.
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CHAPTER 5
THE MANSIONS
OF THE DWARVES
This thing all things devours:
Birds, beasts, trees, flowers;
Gnaws iron, bites steel;
Grinds hard stones to meal;
Slays king, ruins town,
And beats high mountain down.
CHAPTER 5
he Mines of Moria are vast and intricate, beyond regions. The guide retraces Durin’s path, beginning with
the imagination of anyone who set foot in them the Dimrill Dale in the east where he found Mirrormere
after the Dwarves deserted the underground city. and built his first hall, and then following the expansion
This chapter describes in some detail the of the city west.
various districts of Khazad-d ûm and the surrounding
The Delving
of the Dwarves
‘Some spoke of Moria: the mighty works of our fathers
that are called in our own tongue Khazad-dûm…’
Moria is vast and ancient. The first tentative carving of stone The older parts of the city are simple and austere, with
was made thousands of years ago, and the work continued low ceilings, sconces for candles or burning torches, and few
up until Durin’s Bane awoke. The Dwarves, of course, esteem statues. Durin marked the Mirrormere with a simple pillar of
tradition and the ways of their forefathers, but they are also stone, and his followers emulated his restraint. As the wealth
cunning and innovative. As the skill of the Dwarves grew — and number of the Dwarves grew, their art grew more com-
and especially after they discovered Mithril and had the friend- plex. They covered every inch of their new halls with runes,
ship of the Elves of Hollin — their ambition increased in lock- carvings, and bas-reliefs, and adorned these with gems and
step, and they built ever more wonderful palaces in the caves. gilt. Much of the middle city is richly decorated — or was,
Dwarves cherish stone as a living thing, tending to it like before the Orcs defiled it. It was in this time, too, that the
Ents herd trees. The city follows the grain of the mountains, Dwarves turned to building larger halls and structures within
incorporating natural caves and folds of rock into its struc- the mountain; great works of engineering were accomplished
tures. Where the stone permitted regularity, the Dwarves built in those years, as the city grew to house the refugees from
corridors so straight and level that the keenest instrument Belegost and Nogrod.
could find no deviation; elsewhere, the passages twist to fol- The third major phase of Dwarven artistry was influenced
low the courses of vanished rivers. Much of the city leaves the greatly by the Elves of Hollin — in this era, the Dwarves
natural rock intact in places, a hallway giving way to a lightly learned secrets of light and crystal, and were taught to love
worked cave, which in turn gives way to another hallway. nature and growing things. Smiths made blossoming flowers
70
T he M a n s i o n s o f the D war v e s
In the middle years of the Second Age, the Dwarves grew Many great rivers and little streams are born in the Misty
suspicious and fearful, for the power of Sauron was growing. Mountains. The Dwarves dug channels and aqueducts
This fear seeped into their work — the parts of Moria built through their caverns to direct and harness these waters. They
after the Year 1,600 or so of the Second Age are full of traps drained flooded chambers, and set fast-flowing rivers to work
and secret ways, and favour defensive strength over beauty. turning mill-wheels. When Moria was at its height, the city
After the defeat of Sauron and the rise of Númenor as was full of wells, fountains and drinking troughs, as well as
the great power, the Dwarves continued to turn inwards, pre- storage tanks and cisterns — the waterworks of Khazad-dûm
ferring to replicate the works of old and focus on Dwarven were a wonder indeed.
custom rather than be influenced by outsiders. This dark The Dwarves also dug shafts for air. The entrances to
phase ended after the War of the Last Alliance and the birth these shafts are mostly high in the mountains, and are located
of the Third Age, when for a time it seemed that evil had where the natural flow of the prevailing winds drives fresh
been defeated in Middle-earth. air into the mouth of the passageway. In some places, huge
The latter portion of Moria’s history, then, was an age mechanical fans pushed the air yet deeper into the mines, or
of trade and commerce with Men, when the road through huge fires were lit to cause the air to circulate. Other vents
Moria was a link between the North Kingdom and South pulled smoke and fumes from the forges out of the deeps;
Kingdom. As Arnor collapsed and Gondor dwindled, when the foundries of Moria were working at full blast, the
though, the Dwarves again turned inwards, believing that snows of the Misty Mountain turned black with soot.
a new time of darkness was inevitable as the strength of For light, all the great halls and passageways of the city
Angmar grew. The Dwarves blamed the plague of 1636 on had enchanted lamps of crystal; smaller chambers had torches
outsiders, causing them to further close Moria to strangers. or blazing fires to illuminate them. In a few places, close to
The plague so diminished the already-declining population the surface, cunningly hidden windows let daylight in, and
of the city that many sections of the Dwarrowdelf were for- the Dwarves used polished mirrors to bring the light deeper
ever abandoned. into the mountain.
For food, Moria relied on farms in Dimrill Dale and in
71
CHAPTER 5
The Gates The East-gate of Moria Dimrill Dale The only known way into Moria
The Dimrill Door The Dimrill Stair Dimrill Dale Requires a secret key held by Mordor-orcs
The Side Door Mountain Galleries The Mountains of Moria Open, but watched by Mordor-orcs
The High Cistern Mountain Galleries The Mountains of Moria Less of an entrance, more of a deathtrap
The Secret Cleft Mountain Galleries The Mountains of Moria Leads to the Endless Stair
The Mountain Stair The Citadel of Barazinbar The Mountains of Moria Virtually inaccessible
The Doors of Durin West Moria West Moria Speak, friend, and enter!
The Under Warren Goblin Village The Deeps Connects Moria to Goblin Town
Thrym’s Cleft Caves of Thrym Thistlebeard The Dwarrowdelf Discovered by Taentirith the Eagle
L andmarks of Renown some clue pointing that way, or by the intervention of the
Khazad-dûm is a sacred place to the Dwarves, the ancestral Loremaster.
hall of their people. Let the Men of Gondor count their lin- Note that even a Famous Landmark may have secret
eage back to the Kings of Old or even drowned Númenor — aspects. Also, the current status of a Landmark can only be
the Dwarrowdelf is older still. Every Dwarf in Middle-earth discovered through adventuring — the Palace of Stairs is an
is taught about the lost city of Moria, of the deeds of Durin Obscure Landmark, a minor Dwarven palace according to
and the works of their forefathers. the Annals. Nobody outside Moria knows that Malech One-
In game terms, this means that some of the Landmarks in eye uses the Palace as his lair.
this chapter are known by every Dwarf — tales of the Mirror
mere or the Caves of Thrym Thistlebeard have been told and
retold for thousands of years. We refer to these as Famous
landmarks. Any Dwarf, or any other Player-hero scoring a suc-
cessful LORE roll, knows about these — and knows roughly
where they lie in Moria.
On the other hand, some Landmarks are Obscure — they
were never exactly secret, but after a thousand years they
have mostly been forgotten. A Company exploring Moria may
happen upon them by chance, but information about them
can also be discovered by a Player-hero choosing the Research
Lore of Moria undertaking during the Fellowship Phase. An
example of this sort of Landmark is the Mountain Galleries
(page XX) — the Player-heroes might learn of these forgot-
ten halls through Old Lore (see above), or they might follow
the path up from the Redhorn Gate (page XX) and come
upon them that way.
Finally, other Landmarks are Hidden — their location
or even their very existence was kept secret, or it was never
known to the Dwarves in the first place, or they were made
more recently. These Landmarks can only be discovered
through adventuring, and then only if the Player-heroes find
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T he M a n s i o n s o f the D war v e s
73
CHAPTER 5
zanulbizar, the Dwarves call it. Nanduhirion, to the After the abandonment of Khazad-dûm, the Dale acquired
Elves. Dimrill Dale, in the common tongue. It has an evil reputation. Men still came here to cross the moun-
many names, for this place was once a crossroads tains by the Dimrill Stair or to search for treasure in the silent
in Middle-earth. halls, but over the centuries they forgot who built the stair,
The stony valley of the Dimrill Dale is empty or that the black pit was ever anything but a place of horror.
now, but it was not always so. When Durin first came here, The Dwarves remembered, of course, and still came here on
it was a thickly wooded valley, and he wandered among the pilgrimage to the doors and to Mirrormere, until the growing
trees until he found the cave mouth that he would make into number of Orcs made visits to the Dale perilous.
Moria. In the years after Durin’s days, the Dale became part Then came the unforgivable insult, when the Orcs mur-
of the city. There were houses here, and fortifications, but dered King Thrór and defiled his body. That cruel deed began
also grand plazas, marketplaces and fairgrounds for visitors the terrible War of the Dwarves and Orcs, which was fought
and traders from afar. A grand road ran through the Dale, all along the Misty Mountains, but ended here in the Battle
past the town of Dwarrowhall and off to the crossings of the of Azanulbizar. The Dwarves won, and Azog was slain, but the
Anduin and the Dwarf-road that ran through Mirkwood (or Dwarves dared not advance beyond the shadow of the Gate.
Greenwood the Great as it was in those days). They burned their dead and departed, leaving the Dimrill
The Dale was never especially fertile — herds of animals Dale empty once more.
grazed here, once, and a few wild cattle and goats can still be Today, the Dimrill Dale is eerily empty of wildlife. There
found today. It was further down the mountain slopes, in the are some wild goats and sheep on the upper slopes, and large
Nether Vales, where the Dwarves grew most of their food with and sinister rats scurry through the rubble in the lower valley,
the help of Men of the Anduin Vales. The Dale was a valuable but a traveller could cross the Dale and climb the Stair without
source of timber, though of course the Dwarves never laid axe seeing another living thing save the distant circling of birds.
to the trees of Lothlórien (and there are other groves they never Before the Battle of Five Armies, great packs of Wargs
dared cut, on the shoulder of Redhorn above the Dimrill Stair). gathered here (though never within bow-shot of the border
In later years, war came to Dimrill Dale. First, there was of Lórien!). Their numbers were diminished for a time, but
the siege of Khazad-dûm during the War of the Elves and in recent years the Wargs have returned. The beasts will not
Sauron, when the forces of the Enemy laid siege to the city. pursue travellers up the Dimrill Stair, but anyone following
The Gates of Moria never fell, but Sauron’s hosts tore down the old road up to the Gate risks being attacked.
all that they could reach, and destroyed the surface buildings. Dimrill Dale is almost treeless — the last forests of the
The fortress of Dimrill Watch was rebuilt, but the Dwarves Dale, including the copse where Thorin Oakenshield won
never again dwelt in the sunlight of the Dale, and grass grew his name, were cut down to make funeral pyres — but there
amid the shattered flagstones of the plazas. are a few ancient twisted trees on the slopes of Caradhras.
These old thickets are dark and unwholesome, and the trees
there are so deep-rooted in the frozen soil that the Dwarves
could never dig them up.
The mountain wind howls in the crumbling stairs, and
THE CROWS OF DIMRILL DALE grass grows over the stones. This valley, which was once filled
Weeping, Nár fled down the Silverlode, but he with song and the chatter of the marketplace, which was once
looked back once and saw that Orcs had come filled with battle-shouts and the cries of the dying, is silent
from the gate and were hacking up the body and once more.
flinging the pieces to the black crows. But still a crown of stars appears, in dark and windless
Mirrormere.
The crows of Dimrill Dale are hateful things. They
nest in the dark thickets of Redhorn, and flap
down to croak mournfully at intruders in the Mocker Crawe
vale. Worse, they have a taste for Dwarf-f lesh, Mocker Crawe is the oldest and biggest of the crows who
and so have become spies and allies of the Orcs. dwell in Dimrill Dale. Big enough to carry off a lamb (or
The crows have learned a few words in the Black snatch a baby from a Woodman’s crib), he has learned
Speech, and warn the Orcs of approaching danger. the speech of Men and Orcs. Crawe is a cunning monster
— he pretends to be an honest messenger, carrying word
between the Orc-tribes of the mountains and Dol Guldur,
74
T he M a n s i o n s o f the D war v e s
and even flying as far as the Brown Lands to meet with He nests amid the ruins of the Citadel of Barazinbar
messengers of Mordor, but he twists the messages to ben- (see page XX). Sometimes, he invites travellers to “visit
efit himself. He plucks secrets like eyeballs, and manipu- him in his parlour”; Mordor-orcs wait there.
lates events to his advantage. He sometimes even pretends
to befriend Men, bringing word to the Woodmen to warn MOCKER CRAWE ATTRIBUTE LEVEL
them of Orc attacks. When the Company enters the Dimrill Cunning, Greedy
Dale, he might present himself as a friend of the Dwarves 2
of old, like the ravens of the Lonely Mountains, before
luring them into a trap. ENDURANCE MIGHT H AT E PA R R Y ARMOUR
Crawe loves shiny things, especially jewels and gem-
stones. His nest — hidden high among the fir-trees — is 8 1 2 +1 1
like a tiny dragon’s hoard, and contains a king’s ransom in
emeralds and rubies. Anyone who tries to climb that tree COMBAT PROFICIENCIES: Beak and claws 3 (2/14, Pierce)
gets mobbed by Crawe’s many sharp-clawed offspring.
He also delights in mocking his enemies; he flaps FELL ABILITIES: Craven. When affected by the Intimidate
among the treetops, cawing satirical rhymes and poking Foe combat task, the creature also loses 1 Hate.
fun at misfortune. Unwisely, Mocker Crawe is as likely to Ghastly Wings. The creature can attack any Player-
mock the efforts of Orcs as he is to turn his cruel tongue hero, in any combat stance, including Rearward.
on Player-heroes — anyone who fails embarrassingly at a Mock. When a nearby Player-hero fails any roll, spend
task gets mocked by the crow. 1 Hate to make them gain 3 Shadow points (Sorcery).
The one thing Crawe dares not mock — the one thing Wind-like Speed. All attack rolls against the creature
he truly fears — is the Eagles. He would do anything to are Ill-favoured.
get rid of the Great Eagles who have occupied ‘his’ valley.
At the head of the glen a torrent flowed like a white lace over an endless ladder
of short falls, and a mist of foam hung in the air about the mountains’ feet.
‘Yonder is the Dimrill Stair,’ said Aragorn, pointing to the falls. ‘Down the deep-cloven way
that climbs beside the torrent we should have come, if fortune had been kinder.’
RUMOUR still a sacred place to the Dwarves, for it is one of the few works of
“There’s a pass over the Misty Mountains near the ruins of old the Moria-masons not lost to darkness.”
Moria. It’s called the Redhorn Pass. Though steep, it’s often easier
Background
in summer than the High Pass — and you don’t have to pay the
tolls demanded by the Beornings. But there are Orcs there, and worse
than Orcs, so be on your guard. The way to the pass from the east In ancient days, Dwarves traded with Elves and Men of Eriador
is up past the waterfall.” via the Redhorn Pass. The pass had many dangers, even in the
good years when Orcs were rare, but the eastern approach was
OLD LORE always difficult. The Dwarves built a series of paths and steps
“The Dimrill Stair is the name of the sequence of waterfalls that up the Dimrill Stair, intertwined with the roaring waterfalls,
cascade down the slopes of the mountains and feed the Silverlode. making the pass easier to traverse. With easier travel came
A narrow path leads up the steep slope, and in days of old the more trade, and the prosperity of the Dwarrowdelf grew. The
Dwarves built a stair there to reach the pass. The Dimrill Stair is stair became a monument, adorned with images of Dwarven
75
CHAPTER 5
heroes; carved arches and colonnaded walkways made the tumbled down and overgrown. The fortress has long since
pass into a grand road. been stripped of any useful equipment, and the secret tun-
Later, the Dwarves delved the long straight road under nels that connected it to the city were destroyed thousands
the mountain, and built West Moria, and there was no longer of years ago, but the bones of this place are strong.
any need for travellers to take the Redhorn Pass. The Dimrill At times, Men have dwelt in the ruins of the fortress and
Stair has seen little use for centuries, and the constant fury in the city of Dwarrowhall — kinfolk of the Rohirrim and the
of the waterfalls wears away even Dwarven stonework. Yet still Woodmen as they migrated along the Anduin valley. The folk
it endures, a testament to the craft of the Dwarves — and a of Tarloch’s Hall (see page XX) are akin to these ancient set-
promise that greater wonders still lie beneath the mountain. tlers. The Men who lived here used Dwarf-cut stones to build
snug little huts amid the rubble, and these are still sometimes
ocations
used by travellers — or by Orcs, lurking in the shadows and
L watching traffic on the Dimrill Stair.
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T he M a n s i o n s o f the D war v e s
the other spur continues east, along the forest eaves, until it through the stone. The stair has not been maintained for
vanishes in the long grass. Once, the road led to the banks of centuries, and is now dangerous. The steps of the winding
the Great River; the ruins of a Dwarven port-town have mostly stair are slick with water or worn by wind, and Orcs lurk in
been swallowed by the waters, but the fallen marble pillars the dark side tunnels.
of the jetty can be seen sometimes when the waters run clear. Still, the Stair is passable. Lonely travellers climb the long
stone stairs to ascend into the mountains; they pass ancient
3. THE DIMRILL STAIR statues worn to anonymity by the wind, and may sometimes
Many and wild are the waters that tumble from the flanks of pause at the mouth of those dark tunnels, and remember.
Celebdil and Fanuidhol, icy sprays and white torrents danc- At the top of the stair waits the long, difficult crossing of
ing down the cliff. These cold streams crash and vanish amid the mountain (see page XX for the Pass itself).
the jagged stones at the foot of the cliff, to rise again as the
springs of Kibil-nâla. As they fall, they turn the grey-and-green 4. THE MIRRORMERE
face of the mountainside into a dazzling spectacle, especially Dark and windless is the surface of Mirrormere, still as glass.
when the light catches the droplets and it seems as though Long ago, Durin looked in this lake and beheld a crown of
fire falls through the dale. stars above his head; others who look into the lake see nothing
It is possible, though arduous, to climb the slopes on at first, then they see the reflections of the mountains above
either side of the stair. The Dwarves of Yore carved steps them, and the night sky, and Durin’s crown in the unreach-
there, and now a staircase zig-zags up the mountain from able deeps. The lake does not reflect those who look into it.
the valley floor to the heights above. In places, it runs behind The magic of this place is older than the Dwarves, older
the thundering waterfalls; in others, the Dwarves tunnelled than Moria. It may be that the lake is a window into the
other side, reflecting invisible things of spirit rather than vis-
ible things of flesh. Perhaps if an invisible wraith passed by
Mirrormere, their reflection would be as it is on the other
side. Whatever its true nature, the Dwarves revere Mirror
THE DIMRILL-DOOR mere (Kheled-zâram in their tongue) as a sacred place. A
Climb the Dimrill Stair, and at one point you come pillar marks the spot where Durin first looked into the lake,
to an overhang that the Dwarves cut through. and it was the tradition of the Dwarves to come to this place
Twenty pillars of stone support the massive weight and seek silent wisdom in the deep waters.
of the mountain overhead, and the waters crash
77
CHAPTER 5
Morlena Neverrests
Morlena is one of a handful of traders who crosses from the
still-inhabited lands around Tharbad to visit the folk of the
Mountain Hall and the Anduin valley, returning laden with
furs and amber from Wilderland to trade for woven cloth
and tools in the west. She knows the Dimrill Stair so well
some whisper that she is a Dwarf-woman who rejected
the ways of her kin, and certainly Morlena is hardy enough
to be a Dwarf; neither driving rain nor Goblin nor snow-
storm dissuades her from her course.
Morlena has a knack for making allies, not always
kindly ones. She has many friends among the Woodmen
and the people of Minhiriath, but also she has bargained
with the Goblin-tribes of the mountains, with the Giants,
and even gives offerings amid the fir-groves to whatever
dark powers dwell there. Morlena is not a servant of the
Enemy — but neither does she oppose him wholeheartedly.
She has never dared enter Moria, and has a great store
of tales about others who made the attempt. Most of these
tales are very old, and end the same way — some young
hero decides to try his or her luck against the Orcs, or goes
in search of the fabled treasure of the Dwarves, but never
returns from the Black Pit. However, if the Player-heroes
sit and listen to all of Morlena’s tales for an evening, they All Morlena knows is that it is dangerous to touch the
can glean some useful lore about the mines (either Old treasures of Moria. The shadow claimed them long ago, and
Lore about a Famous Landmark, or a Rumour about an woe comes to anyone who tries to take them. Still, if the trav-
Obscure one). ellers pay her another silver penny or two, she will show them
where the trader found the ingot…
OCCUPATION: Trader What Morlena does not know is that the ingot was dropped
by some Orcs of Mordor. The foundries of the Dark Land hun-
DISTINCTIVE FEATURES: Stout, Wary ger for Mithril to make Sauron’s war machines. More Mithril
must be mined or recovered from the old stores — and then
smuggled across the River and on to the Black Land. A Com-
LOST MITHRIL pany who traced this flow of Mithril would not only strike a
This is one of Morlena’s stranger tales — a year ago, she was piercing blow against the Enemy, but win a matchless fortune…
guiding a trader from Lake-town west over the Redhorn Pass,
when he spotted a glint of metal by the side of the trail. It was WATCHERS AND WAITERS
a palm-sized bar of cast metal, ready to be melted down and Moria-orcs use the Dimrill Watch ruins as a vantage point to
remade into something beautiful. At first, Morlena thought spy upon travellers on the Stair, as from the stronghold it is
it was silver, but it was too hard and too light. It could only easy to spot intruders. The Orcs have a system of signal-drums
be the fabled Moria-silver — Mithril! and horns, and so the watchers in the keep can call to the
This tale has more questions than answers. Where did waiters on the Stair. Travellers may be seized and dragged
the bar come from? Even if it was cast by Dwarven miners a into the depths if the Orcs are in need of slaves — or dinner.
thousand years ago, how did it end up out in the open on
the Redhorn Pass? It must have been dropped there recently SPIES FROM THE GALLERIES
— but by who? The Mordor-orcs use the secret passage of the Dimrill Door to
The Lake-town trader continued onto Tharbad — and enter Moria unseen. Travellers on the stair might encounter
was later found floating face-down in the Greyflood. There these Orcs creeping about — and if those travellers should
was no sign of the Mithril ingot. Did it sink into the waters happen to capture a copy of the valuable key, then Naglur
— or was it stolen? would have no choice but to hunt them down…
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In places there were ruined works of stone beside the path, and mounds of green
topped with slender birches, or fir-trees sighing in the wind.
RUMOUR L ocations
“There are barrows where those who fell in the Battle of Dimrill Dale
were laid to rest — but they don’t rest soundly.” 1. THE ORC-MOUNDS
Grass and a few lonely saplings grow on these great mounds
OLD LORE of earth; beneath lie the remains of hundreds of Orcs. The
“After their grim victory in the Battle of Azanulbizar, the Dwarves mounds are a dreadful place; any Player-hero who spends
stripped their dead of armour and weapons, then burnt the remains the night in the circle of mounds gains 2 points of Shadow
with honour. The Orc-corpses, though, they piled in huge mounds (Dread) as they hear whispering from underground, like the
and left to rot. These great ossuaries have become grassy hillocks, rustling of ashes.
and mark the edges of the battlefield. The mounds are a corrupt
and haunted place, and it is not good to rest here.” 2. THE CENTRAL STONE
The central stone was dragged out of Khazad-dûm, where
Background
once it adorned the doorway into the First Hall (see page
XX). The Orcs who raised it as a monument originally painted
The Mounds describe a rough semi-circle around the spot the sign of Bolg upon the stone (a scimitar). After the Battle
where the fighting was heaviest, with a gap facing the Mirror of Five Armies, this was replaced with the sign of Gorgol (a
mere. The corpses of the slain Orcs were dragged to these severed bear’s head, although it takes a keen eye and a cer-
six spots. In the centre of the circle is a stone: a monument tain amount of artistic licence to see the Orcish splatters as
erected by the Orcs to mark the site of the battle. a bear head.)
A CRAFT roll identifies the stone as being of ancient Dwar-
ven work; if the Company restores it and returns it to its
proper place in the First Hall, they all regain 1 point of Hope.
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3. TIG’S BURROW
A curious wild man named Tig lives in a hole dug into the
side of one of the mounds. The entrance to his little lair is
concealed by a curtain of earth-coloured cloth and hard to
spot, although keen-eyed crows marked it long ago.
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Suddenly before them the Great Gate opened, an arch of blazing light.
RUMOUR Ancalagon the Black. The arch is made with huge stone
“King Thrór entered Moria by this door, for it was open when he blocks, adorned with runes composing spells of prohibition
came to it. But Orcs waited in ambush in the darkness within, and and exclusion in Khuzdul. Other smaller runic inscriptions
slew the King unjustly.” in Quenya, Sindarin, the Common Speech, the languages
of Rohan and of Dale and Dunland spell out clear com-
OLD LORE mands that ‘all should depart who has not the leave of the
The East-gate of Moria lies at the end of the Dimrill Dale. No Lord of Moria’.
army has ever breached it from outside, and not even the mightiest Under the arch, two tall windows open in the rock wall,
Dragon or Giant could hope to enter this way. Only from within letting the light inside during the day. A flight of huge and
could Khazad-dûm fall. age-worn steps climbs to the threshold proper.
Right inside the threshold lies a guardpost where Orcs
Background
keep watch. The Orcs carry bows of horn and javelins, and
the ground just outside the gates is a muddy morass of pits
Even in desolation, the East-gate is a wonder of the world. and concealed stakes to dissuade assault. Foul fumes issue
What was the main entrance to the realm of Khazad-dûm is from smoke-pots and Orcish devilry; these fumes are thick
topped by a tall arch of stone, so huge that it could swallow enough to blot out the pale sun in winter.
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L ocations
1. THE GATES
The gates barring the western entrance to Moria were wrought
of iron girded in Mithril, and were cunningly made to be so
perfectly balanced that a handful of Dwarves could close them
with little effort (for the current state of the gates see box).
There was a locking mechanism, but it no longer functions;
Orc-mischief and the ravages of time have destroyed it.
When the Orcs want to keep the gates barred from
within, they have Stone-trolls bar them (for the
current state of the gates, see box).
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THE DESTRUCTION OF THE GATES endured until the War of the Dwarves and Orcs,
The fate of the Gates themselves is a curious matter. In when they were cast down in the battle. The
The Lord of the Rings, it is noted that “the gates were Doors of Durin were wondrously strong, but the
shattered and cast down” when the Fellowship escaped Dwarves were wroth. Perhaps they used some
in the year 3019. However, when Thrór II came to Moria cunning siege weapon, or knew a secret spell of
in 2790, he found “the Gate was open.” Does that mean unmaking handed down in whispers from one
the gates could have been closed when Thrór arrived? If heir of Durin to the next.
so, were the Gates destroyed in the intervening years? ♦ DESTROYED IN SOME OTHER EVENT: More intrigu-
Some possibilities for the Gates of Moria: ingly, what if the Gates were destroyed more
♦ DESTROYED IN THE RETREAT FROM MORIA: When recently, in the years between the Battle of Five
the Dwarves fled Durin’s Bane, they might have Armies and the War of the Ring? A small band of
destroyed their own doors from the inside, know- heroes might creep in through some secret way
ing that if they left their fortress with its defences and sabotage the gates from within…
intact, they would have no hope of retaking it in
future. The Orcs later tried to repair the doors, Both Aragorn and Gandalf also passed through Moria.
but they lacked the craft and cunning of their Gandalf searched Moria for any sign of Thráin around the
makers, and could only prop the Gates up and fill year 2845, while Aragorn likely came this way in 2980, on
the gaps with debris. his way back to Rivendell from Lothlórien. Both passed
♦ DESTROYED IN THE BATTLE OF AZANULBIZAR: from East to West, so it is likely the East-gate was open
Alternatively, the doors of Moria might have or broken when they came this way.
2. THE GRAND PORTCULLIS If the gate is guarded, then there is a mix of Goblin
Just inside the East-gate is a second layer of defence Archers and Orc Guards (a total equal to twice the number
— a mighty portcullis of steel that can be dropped of Player-heroes), plus an Orc Drummer in many cases (see
down, sealing off the main corridor. The port- Orcs of Moria, on page XX).
cullis mechanism has rusted shut, although a
Player-hero of surpassing might could break 4. GORLAKH’S LAIR
the ancient chains and bring the gate crash- The Orc Gorlakh is the Doorwarden of Moria. He does not
ing down one last time. sleep in the guardpost — too many ambitious young Goblins
there who might cut his throat — but has a lair near the main
3. GUARD-POST gate. His chamber was once a customs-house where Dwarven
Near the East-gate is an old Dwarven clerks oversaw the passage of goods through the gate, but all
guard-post, now occupied by Orcs. that remains of its former function is the heavy, secure door.
This guard-post is typical of such In a chest, Gorlakh keeps the treasures and trappings of his
places — it is cunningly con- office, including the (purely ceremonial) key to the Gate, a
cealed behind hidden doors, few coins looted from Moria — and a bundle of treasure from
and has tiny spy-holes so Mordor, including amulets marked with the Eye.
those within can watch Gorlakh’s henchman is an old Stone-troll Robber called
the nearby corridors Pic, so old he spends much of his time sleeping (and one of
and approaches. these days may just turn to stone in his bed). His only duties
are to barricade the Gate if ordered, and to brutally dismem-
ber anyone who tries to steal Gorlakh’s treasure.
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dare not go abroad by day, not even when the clouds shade Thoradel knows her comrade is still alive — she has heard
the sun, lest they be caught like rabbits. Padroval’s cries echoing up from the depths of Moria — but
The leader of the trio is Thoradel. Proud and thoughtful, has no way to rescue the hostage. So far, the Orcs have made
she often soars above the mountain-peaks, seeking wisdom no attempt to ransom Padroval, and any demand will doubtless
on the west wind. Her companions are Taentirith, a scholarly be conveyed by the wretched bird Mocker Crawe (see page
Eagle who has made a study of all the outcrops and towers of XX). Thoradel suspects that several groups of Orcs may be
Moria visible from the mountainside above — including the squabbling over the hostage, and that they will make a demand
accessible ventilation shafts — and unlucky Padroval. The only once they have resolved that dispute. There may be time
third Eagle was struck by an Orc-arrow and forced to land for some bold heroes to sneak in and rescue the eagle…
amid the mounds. The Orcs caught Padroval in nets and The eagle is held in a chamber near Gorlakh’s lair,
dragged him beyond the Gate. guarded by the Troll Pic.
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Old Moria
Dark yawned the archway of the Gates under the mountain-shadow.
Faint and far beneath the earth rolled the slow drum-beats: doom.
he region of Old Moria is, as even the most against Durin’s Bane for almost a year, and the corridors and
dunder-headed Hobbit might very well deduce halls still bear the scars of that conflict. Flames intense enough
from the name, the oldest part of the city. Here to melt stone blazed here, and it is clear that some tremen-
is where Durin began to labour, in the first days dously strong creature smashed through the defences of the
of the Sun and Moon. It is also the part of the city which has Dwarves.
suffered most from the depredations of the Orcs — the Even after many centuries, there is a faint, impossible
wretches cluster here, close to the surface and the Gate, and stench of burnt flesh, and the shadows are thick with ghosts.
have amused themselves over the centuries by defiling the Player-heroes walking through these passageways gain 2 points
once-glorious city. It was also here that the Dwarves held out of Shadow (Dread).
They ran on. The light grew before them; great shafts pierced the roof. They ran swifter.
They passed into a hall, bright with daylight from its high windows in the east.
RUMOUR “Others among the Wise say that the rite was different; that
“Just inside the East-gate lies Durin’s hall, where the Dwarves kept Durin would awaken in his former body, and climb from his hidden
some of their greatest treasures. But the doors were kept locked except tomb to the city above, and that the purpose of the First Hall was to
on certain sacred days.” ensure that the resurrected Dwarf was indeed the true Durin and
not some counterfeit made by the Enemy.”
OLD LORE
Background
“The First Hall was Durin’s Hall. It was here he began his long labours,
and dwelt alone for many years. He carved upon the walls his mem-
ories of the Elder Days, and it is said he even preserved there his The First Hall of Moria was Durin’s Hall, the home of the
memories of the face of Aulë his Maker. Now, this hall was preserved Father of the Longbeards in the days before the making of the
as Durin left it when he passed into sleep, for it was the belief of the Sun and Moon. The First Hall, therefore, was a blessed place
Naugrim of yore that their King was deathless: that Durin would to the Dwarves, a connection to their kings of old. The Hall
return again in time to come. Thus, it was the custom of the line was tended by hooded priests and scholars, and the carvings
of kings of the Longbeards to bring their heirs to the First Hall on of Durin shrouded by veils to hide them from the eyes of the
Durin’s Day when they were young; if the beardless boy could inter- unworthy. (It was a mark of the long friendship between the
pret the carvings on the walls, he was proclaimed to be Durin reborn. Longbeards and the Elves of Hollin that, in time, the Dwarves
Five times Durin returned indeed, and each time the chosen prince invited their friends to enter the Inner portion of the First
perfectly resembled the ancient carvings of Durin I, and ruled wisely.” Hall and look upon the carven walls.)
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At the same time, the First Hall was very close to the 2. THE OUTER HALL
East-gate, and thus all traffic entering the city went past the This is the portion of the First Hall that the Dwarves permitted
Hall. Durin’s Door (3) divides the Landmark between its outsiders to travel through, in the days when the Dwarrow
two functions. delf welcomed visitors. In design it is stark and simple, far
less grand than some of the newer halls within. But every
ocations
mark of chisel and pick is preserved, for they were made by
L Durin the Deathless.
Only the north wall is — or was — as impressive as one
1. THE ROAD UNDER THE MOUNTAIN might expect. When the First Hall was divided into Inner
The main thoroughfare leads straight from the East-gate to and Outer Halls, the Dwarves made the dividing wall into a
Durin’s Bridge (see page XX). It is wide and high-ceilinged. monument, and it was richly adorned with Ithildin, gold-leaf
Here, close to the surface, it is lit by high windows. Deeper in and other precious things. The images on the wall depicted
the mountain, there were lamps of gold and crystal, but now the deeds of Durin. The Orcs, of course, have despoiled this
the Road is dark save a glimmer at the east end. sacred place, stripping the gold and jewels from the east wall
and covering the rest with graffiti or ordure.
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3. DURIN’S DOOR Inscribed onto slabs near the coronation throne are the
In the centre of the north wall is Durin’s Door, a simple por- names of all the Dwarven kings, from Durin I to Durin V. The
tal of stone. Runes carved upon it proclaim for any Dwarf last king of Moria, Náin I, was never formally crowned, but
to read that this door can only be opened on Durin’s Day. some loyal subject hastily scratched his name into the floor
(“The first day of the Dwarves’ New Year is as all should know the next to that of his father — and, curiously, the numeral V,
first day of the last moon of Autumn on the threshold of Winter. We even though Náin was the first of his name. (This is a subtle
still call it Durin’s Day when the last moon of Autumn and the sun clue pointing to the lost Fifth Hall and the Last Redoubt of
are in the sky together.” ) the Dwarves — see page XX).
Yet, a Player-hero scoring a Magical success on an appro-
Suddenly Frodo saw before him a black chasm. At the end of the hall the floor vanished and
fell to an unknown depth. The outer door could only be reached by a slender bridge of stone,
without kerb or rail, that spanned the chasm with one curving spring of fifty feet.
RUMOUR Background
“There is a black pit in Moria, just beyond the First Hall. It has no The narrow stone span of Durin’s Bridge crosses a vast nat-
bottom, and is spanned only by a single narrow bridge. There is no ural abyss, the best defence against any enemy that might
other way into the city save that bridge.” capture the First Hall and the outer passages. Durin made it,
in the Elder Days, and what spell or art he used to work the
OLD LORE stone is lost. The chasm beneath the bridge has never been
The rumours are mostly true. Durin’s Bridge is indeed the only plumbed and may be bottomless, although if a Player-hero
way across the chasm, although there are secret routes higher in the looks down from the bridge, they may see the lights of other
mountain that bypass the abyss. Knowledge of those hidden routes openings onto the abyss in the Deeps below.
likely died with the Dwarves. From the east, the bridge and the chasm are reached by a
doorway found at the end of great stairs of stone descending
from a wide echoing passage. The Second Hall lies beyond
the bridge. In ages past, the hall was a great marketplace,
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where traders from the East-gate sold their wares or began hall– so the Orcs of different factions often clash here, and
the long dark march to the West-gate. There are dozens of the passageways are often littered with the corpses of warriors
side chambers and lesser halls leading off from this cavernous who died in the dark.
L ocations
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RUMOUR Background
“There are ghosts in the deeps. Put your ear to the ground in Durin’s Bane awoke in the Year 1980 of the Third Age; Moria
the Dimrill Dale, and you’ll hear the mountain rumbling was finally abandoned the following year. The creature first
far below. Those are the ghosts of the Dwarves who laid waste to the ancient city of the Dwarrowdelf in the heart
died fighting in the fall of Moria, a thousand of the mountain; the surviving Dwarves retreated west and
years ago. They never yielded, not even when east, hoping to hold the entrances to Moria — or at least,
all was doomed.” to give their kinfolk time to escape. It was a terrible time —
Durin’s Bane moved through the city like a tempest of fire,
OLD LORE whirling and leaping, and none knew their doom was at hand
“Now Durin V was dead, and his son Náin until it was too late. The monster toyed with the Dwarves most
became King — but he was king only cruelly, trapping them in the city by sealing gates or collaps-
for a little while, and was never for- ing passageways, penning them up like rats in a sack before
mally crowned. He commanded finally destroying them.
the retreat from the city, and Náin I — the son of the slain Durin V, raised to the king-
when as many of his peo- ship prematurely — chose the Fifth Hall as his throne room.
ple as could be rescued The Fifth Hall was formerly the seat of the Lord Warden
were safe, he led his most of the East Door, and was as defensible a place as could be
loyal companions back imagined. Náin and his followers resided here, overseeing
into the mountain, with the retreat, until the dreadful day when rumour came that
the intent of slaying Durin’s Bane was close at hand, approaching from the west.
Durin’s Bane. He Now, chief among the treasures that Náin had rescued
never returned.” from the inner city was the Ring of Power, chief of the Seven.
When Náin wore the Ring, he could sense something of the
thought and intent of Durin’s Bane, and he knew that the
creature would steal the Ring if it could, and that it would
barricade the East-gate and end any hope of escape. There-
fore, to ensure the Ring’s safety, Náin entrusted it to his son
Thráin I, and bid the boy to go with a small number of ser-
vants. Náin then mustered his followers and had them shut
the eastern doors of the Fifth Hall, and sound trumpets at
the western doors — a challenge to Durin’s Bane to meet the
Lord of Khazad-dûm in combat.
But the Balrog was malicious beyond measure. It came
to the Fifth Hall in the form of a noxious cloud, a
burning vapour that no weapon could wound and
no Dwarf could endure. Náin and his followers
were forced to fall back into the Hall and shut
the doors — and the Balrog then sealed the
doors with a spell, trapping Náin and his fol-
lowers in the Fifth Hall.
Thráin escaped, of course, thanks to his
father’s sacrifice, and he carried the Ring of
Durin with him, and that Ring was the founda-
tion of the Kingdom Under The Mountain in
Erebor. But Náin and his followers were trapped
forever in the Fifth Hall, and there they stayed
until they starved to death or slew themselves
in despair.
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The Dwarrowdelf
‘This is the great realm and city of the Dwarrowdelf.
And of old it was not darksome, but full of light and splendour.’
his is Durin’s city, the capital of the Dwarves since cut down with a sword of flame, trapped in the darkness as
the Elder Days, and in its day it was great indeed. the lamps failed and the doors were held shut by eldritch
The city was never a populous one, for the Dwarves sorcery. Afterwards, when the Orcs occupied the city, they
were always few in number, but they worked with- defiled the place, toppling statues and scrawling their crude
out cease, and the Dwarrowdelf is far larger than its popula- insults across the faces of the monuments.
tion might imply. They built a city of monuments and galleries. The complexity of the Dwarrowdelf makes this region
Everywhere a traveller’s gaze fell, there would be another a labyrinth. Stairs and pathways run in every direction;
towering statue, another many-pillared hall of stone, another one corridor might open into a hall so high-ceilinged that
magnificent civic chamber. clouds form within it, while another twists into a maze of
Now, it is all one great tomb. little alcoves and passageways, or into a region of natural
It was here that the fight against Durin’s Bane was fiercest, caves — like an underground parkland, with stalagmites
the slaughter bloodiest. Many hundreds of Dwarves fell here, instead of trees.
The Caves of
Thrym Thistlebeard
- fa mou s -
RUMOUR they built towers and plazas, follies and monuments, for the
“Oh, the beauty of Moria at its height! The glades of flowering stone! Dwarves hold that beauty shaped and considered is beauty
The Dwarves built a garden under the mountain!” magnified, and do not see joy in untamed things.
Once, crystal lamps and light-shafts dug by Durin’s Folk
OLD LORE illuminated the caves; now, they are almost lightless. Melt-
The Cave-gardens of King Thrym were one of the wonders of the water streams now cascade from the weed-choked light shafts
ancient world. Dwarves exploring the tunnels of the Misty Moun- to splash on the cave floor below and the gardens are partially
tains found a vast natural cavern, and made it into a beautiful flooded with stagnant water. Blind cave fish swim through the
garden, wild and wet and bright. They sowed herbs and rare plants streams. The Orcs mutter that other things also lurk in the
here too, so that wounded Dwarves might find solace. dark waters, things that wriggled up from the uttermost depths.
Light filters down from a gap in the ceiling. The caves
Background
are far underground, but there is a natural cleft in the side
of Silvertine (Thrym’s Cleft, the Dwarves called it) directly
One of the earliest kings of Khazad-dûm discovered this war- above the caves, so the ancient builders needed only widen
ren of huge natural caverns within the Misty Mountains. The the bottom of that ravine. In previous eras, there were great
Dwarves transformed these caves into a grand park, where mirrors of silver and crystal to gather more light from the
mushrooms the size of great trees and lush greenswards surface and reflect it into the gardens, but those mirrors are
of moss spread out beneath a stone sky. Amid the gardens, broken or overgrown.
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The caves are mostly on the Second Deep, two levels below 2. TOWER OF THRYM
the Gates; high causeways and bridges cross over the drowned The Garden-palace of Thrym Thistlebeard stands on a rise
gardens below. The Caves of Thrym are a good place to rest overlooking the gardens. The tower is a spike of stone, and
and hide; find an island or a half-flooded tower and take is now surrounded by a forest of huge toadstools the size of
refuge there, sustaining yourself on fish, bats and lake-weed, mighty oak trees. The Orcs believe it to be a haunted place
and you can survive for months — until the twilight and the and do not go there. The mushrooms are eerie but not dan-
constant dripping of water drives you mad. gerous. The interior of the tower is more perilous — rare
plants were stored here, and one has sprouted and taken over.
ocations
It is a blood-drinking vine from the far land of Khand, and
L it feasts on anyone who trespasses in the tower.
1. CAVE-GARDENS
The gardens are now either dead or riotously overgrown. The Blood-vine
Some plants thrived after the fall of Moria, and grew far The vine is no natural plant; it may be that the unquiet
beyond their appointed sections. Others perished for lack of spirit of King Thrym inhabits it, and it seeks vengeance on
care or light. The gardens are a wilderness now. Mosses and those who despoiled his garden — or perhaps it is more
ferns cluster around the few patches of wan sunlight that fil- akin to a Huorn, a spirit of the wild wood stranded in this
ter down from Thrym’s Cleft. In the lightless sections of the distant cave.
garden, mushrooms and slimes have feasted on the rotting
plants and now rule where flowers and trees once held sway. BLOOD-VINE ATTRIBUTE LEVEL
There is enough edible food here to sustain travellers Hungry, Mindless
in the ruin, allowing expeditions to replenish their supplies. 6
ENDURANCE MIGHT R E S O LV E PA R R Y ARMOUR
50 2 6 — 2
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3. THRYM’S TOMB
King Thrym so loved his caves that he chose to be entombed
here at the top of his tower. He was buried in a seated posture,
looking out at the gardens. A hollow statue of the late king
contains his bones, and the statue was made with gaps in the
chin so a living thistle-plant might grow from it, making the
king’s nickname an epitaph. Unfortunately, the Blood-vine
has taken root there instead.
If the plant is destroyed, then the Company may take
Thrym’s Eye, an ancient treasure that was entombed with
the king’s remains.
THRYM’S EYE
Thrym’s Eye is a necklace with a sapphire ‘eye’. It
carries with it a Blessing of SCAN , granting its wearer
keen senses. It glows with a faint blue light. Fur-
thermore, when the wearer sleeps, they may dream
that they are the statue of King Thrym looking out
over his gardens — allowing the wearer to spy on
movements within the cave, and even eavesdrop
on conversations there. The wearer might see the
Goblins from Goblin Village in the fish ponds, or
spot poor Buna scavenging for food (see below).
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Schemes and Troubles (see page XX), and stumbled through the Dwarrowdelf in
search of the rumoured House of Healing in the Gardens of
THE HUNT FOR BUNA King Thistlebeard. Alas, they perished before they reached
The Goblins want their prisoner Buna back. (There is still their goal, and now a half-dozen skeletons lie amid the mossy
plenty of work left in her strong Dwarven frame!) When they groves, bleached bones poking out eerily amongst the green.
realise that she must have fled up the Goblin-ladder, they A search of the remains discovers a hand-drawn map show-
pursue her and search the caves. Player-heroes exploring the ing the location of the Vault (see page XX).
caves may run into the Goblin hunting party (assume three
Goblin Archers per Player-hero). REPAIRING THE MIRRORS
The mirrors around Thrym’s Cleft could be restored to bring
POISONED BLOSSOMS light and life back to the garden. To do so, the Player-heroes
At some point during Moria’s long abandonment, a band of would have to climb up to the Mountain Halls (see page
adventurers dared enter the long dark of Moria in search of XX), locate the cleft from the far side, and then polish and
the fabled treasures of the Vault of Uruktharbun (see page restore the mirrors. Doing so would flood this great cave with
XX). They were exposed to the poisons of Angolath there daylight, making it a sanctuary from those who Hate Sunlight.
RUMOUR throne was of Mithril and gold, the ceiling a glorious dome
“The Dwarf-kings of old were fabulously rich, and the richest of ‘em of black marble studded with golden stars, the floor of stone
were the Longbeards, the clan of Durin. Now the king of the Long- polished so bright it gleamed like a great gemstone. Here
beards, he built himself the most fabulous throne room you can the harps never fell silent, nor were the tongues of courtiers
imagine, and there the Dwarves ate gold and drank diamonds, if and advisors ever stilled. Here the kings of Durin’s line ruled
you believe the tales.” until Durin’s Bane arose.
The Orcs fear the King’s Hall, and have not looted it
OLD LORE as thoroughly as other parts of the city. That is because the
“It was Durin II who built the King’s Hall, and it remained the death-curse of Durin VI lies upon it, and that is no small thing.
throne room of his line for many generations, until the death of
ocations
his heir Durin VI. The chambers adjoining the King’s Hall may
have been of even greater import. There was the Hall of Judgement L
Background
It is said that the King’s road was made so wide and lofty
not merely to overawe visitors, but as a challenge to the Drag-
Built in the days of Durin II, this was the throne room of ons. Even in Durin’s Day, the spawn of Morgoth troubled the
Khazad-dûm for many thousands of years — and in every one world, and had invaded and consumed some of the lesser
of those years, the Dwarves made it ever more glorious. The Dwarf-halls in the north of the world, not to mention the
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fabled Elven-city of Nargothrond. By making the King’s Road Two of the doors — the ones leading to the Hall of Seven
so large, Durin declared that any wyrm was welcome to try Thrones and the Hall of Judgement — are intact. The door to
the strength of its scales against Dwarven axes! the King’s Hall was smashed into pieces, but not by any axe or
But it was another creature of the Enemy that brought hammer-blow. It was sorcery that shattered the King’s Door, and
ruin to Durin’s Halls. Now, the King’s Road is a path of a search of the fragments discovers several oddly intact pieces
scorched rubble and Goblin-traps. that bear runes of power (SCAN roll, one intact rune found,
plus one per Success icon rolled). The spells protecting the
2. GREAT ATRIUM King’s Hall were mighty indeed, and withstood the wrath of the
The Great Atrium was likewise despoiled. The crystal lamps Balrog for a time. Even broken, they still have power (see box).
that once hung here are broken, the golden statues brought
down. 3. KING’S HALL
Entering the King’s Hall is disconcerting after so long exploring
the despoiled ruins and looted chambers of the rest of Moria.
This hall has not been touched by the Orcs; gold and beautiful
things still glitter in the torchlight. If looted of all its treasures,
BROKEN RUNES this counts as a Greater Hoard, but halve the number of Magical
The remains of the King’s Door can be used to Treasure rolls and double the Treasure Value per Player-hero.
magically seal a doorway or other portal. Servants That is not to say the Hall is undamaged. The skeletons
of the Enemy who have the Dreadful Spells Fell of Dwarves lie along the walls, and there is a huge burn mark
Ability can break the enchantment by spending that has consumed much of the silver floor. The throne of
3 Hate. Durin, too, is toppled and scorched as if some gigantic blast
Each rune can only be used once. of fire struck it and whoever was sitting there. Of King Durin
VI, nothing remains but ash.
Ash and fury. See The Death-curse of Durin VI, on page XX.
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4. ROYAL CHAMBERS The capital city of Hollin and an underground citadel in West
The private chambers and audience room of the King. These, Moria are both depicted.
too, have been spared looting thanks to the Death-curse, so A successful LORE roll guesses this is the very chest in
there are many things of worth to be taken here (a regular which the Seven Rings were brought to Moria and distrib-
Greater Hoard). uted to the Seven Lords.
There is also a concealed compartment in one wall that
contains a chest made of gold and Mithril. Elvish runes on 5. HALL OF SEVEN THRONES
the chest read THE WORK OF THE PEOPLE OF THE JEWEL-SMITHS There are seven Dwarven lineages, seven fathers of the Dwar-
AND THE MASTERS OF THE CITADEL. Delicate etchings on the ven people — and seven seats here, for seven lords. This cham-
sides of the chest depict a Middle-earth transformed — Arda ber, rarely used even in the days of Moria’s greatness, was built
Restored, a landscape of towering forests and great mountains. for the gatherings of the Dwarf-lords or their ambassadors,
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The Chamber was lit by a wide shaft high in the further eastern wall; it slanted
upwards and, far above, a small square patch of blue sky could be seen…
Background
built over the centuries.
ocations
In days to come, of course, this will be first the seat, then the
tomb, of Balin, son of Fundin during his brief reign as Lord L
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CHAPTER 5
Schemes and Troubles free in exchange for useful information — or even persuade
him to help them in assassinating Malech.
HAGROT’S BAND
Hagrot’s band of Orcs are nominally loyal to Malech One- THE RAID FROM THE
eye, but rarely pay him tribute. He has got a mixed retinue MOUNTAIN GALLERIES
of 1 Orc Guard, 2 Orc Soldiers and 2 Goblin Archers for Har (see page XX) has spied on the area and knows the
every Player-hero, but some of those may be out west near the layout of the Twenty-first Hall. His plan is to send some of
Hollin Gate at any time. Hagrot is eager to take prisoners — his smaller Orcs climbing down the air-shaft, while others
partly to deny Yagul any prizes, but also so he can interrogate attack from the Western Corridor. His intent is to force
outsiders about the lay of the surface lands. Hagrot to surrender and switch sides; a spy in Malech’s
Captured Player-heroes who fall into Hagrot’s clutches camp would be an even more useful asset than the Twenty-
may be able to convince the ambitious Orc to let them go first Hall itself.
Are there piles of jewels and gold lying about here still?
RUMOUR the chamber, and they filled the vault with profound darkness.
“The Dwarves piled all their fabulous wealth in one big treasure- No light may shine in the vault, not torchlight nor candlelight
hoard, but never looked at it? Why? Because everyone knows nor crystal lamp — save perhaps some greater magic, like
Dwarves are greedy and love gold, and there was so much gold in the light of a Silmaril of Fëanor. Inside, the vault is a maze
that pile that if a Dwarf looked at it, they’d be driven mad by the of corridors, and many of the chambers contain cunning
desire to possess it all.” death-traps. In Durin’s day, the vault-keepers were a heredi-
tary caste, trained from a young age to navigate the lightless
OLD LORE halls and return with the treasures sought. Some accounts say
“The Treasure vault of Khazad-dûm was guarded by a family of they grew their beards especially long, and used them like a
Dwarves who were trained from youth to be keepers of the hoard. Nei- spool of thread to find their way back to the doors.
ther burglar nor Dragon ever stole so much as a single gold coin from The Orcs have tried to loot the Treasure Vault many times,
the hoard of Moria, for it was guarded by an impenetrable maze.” of course. When they could not force the doors or evade the
traps, they tried tunnelling, and now the whole complex is
Background
like an apple that has been gnawed by innumerable worms.
The combination of ‘impenetrable darkness’ and ‘tunnels
The Treasure Vault of Uruktharbun was a wonder of the bored at random’ makes any exploration a nerve-wracking
ancient world. The Dwarves of yore laid mighty spells upon and usually fatal experience.
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2–3 Empty
2. GOBLIN-TUNNELS
A tangle of tunnels surrounds the vault, approaching it from 4–5 Lesser Hoard
every angle. The Goblins have bored through the walls, down
6 Greater Hoard
through the ceiling, up through the floors, even though the
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those who looked within, or an enchanted Necklace drawn door cannot be opened from inside; anyone outside
up from the deeps, or a magical pool that turned anything can try to force the door open with ATHLETICS rolls.
dipped in it to solid gold. Cynics say, though, that this vault Failing that, the Goblins will come by in a while to see
was a trick to distract thieves, and that the only thing to be what is for dinner…
found here is another death-trap.
Certainly, key treasures like Durin’s Axe (see page XX) or
Durin’s Crown (see page XX) were never kept here. The Centipede Angolath
The Vault has not been looted by the Orcs — although they
4–5 Trap! The Company encounters a Dwarven trap of COMBAT PROFICIENCIES: Bite 3 (6/18, Pierce)
some sort (see below).
FELL ABILITIES: Foul Dust. Spend 1 Hate to inflict a mod-
6 No Progress… The Company makes no progress,
but suffers no other penalty. erate Endurance loss from Poison to all Player-heroes in
close combat stance.
Hideous Toughness. Angolath is unaffected by
DWARVEN TRAPS unarmed attacks. Additionally, when an attack inflicts
There are three forms of Dwarven traps inside the Vault. damage to the creature that would cause it to go to zero
♦ CONCEALED PITS: The floor is not stone — it is a Endurance, it causes a Piercing Blow instead. Then, if
thin layer of clay over a pit. A Player-hero who encoun- Angolath is still alive its Endurance score is set back at
ters this trap must succeed either at an ATHLETICS or half its maximum rating.
AWARENESS roll or suffer a grievous Endurance loss Poison. If an attack results in a Wound, the target is
from falling. also poisoned (a grievous Endurance loss).
♦ FALSE DOORS: The ‘door’ actually supports a heavy Snake-like Speed. When targeted by an attack,
stone block, and if opened, the stone falls on the spend 1 Hate to make the attack roll Ill-favoured.
intruder. A Player-hero who triggers this trap must Thick Hide. Spend 1 Hate to gain (2d) on a Protec-
succeed at an AWARENESS roll or suffer the effects of a tion roll.
severe Endurance loss from falling.
♦ ONE-WAY DOORS: The door slams shut behind the
Player-hero, trapping them in an empty room. The
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CHAPTER 5
The Fortress
of Malech
- obs cu re -
RUMOUR Background
“Most of the Orcs of the Misty Mountains were killed in the Battle Wisely is it said, uneasy lies the head that wears the crown.
of Five Armies. There is a chance that Moria is still free — unless Malech One-eye is the Lord of Moria, the Great Chieftain of
the rumours about a new Orc warlord claiming the place are true.” the Orcs in this region — and so he is consumed by fear, and
spends his time plotting against his own followers. He fears
OLD LORE attack from without and betrayal from within. His paranoia
“In the heart of the Dwarrowdelf, there was the Palace of Stairs, built means that he cannot rest easily — he has made his den in the
into the wall of a huge cavern. Staircases ran up the wall, and great former Palace of Stairs, a defensible place riddled with secret
galleries and halls looked out upon the cave-city below.” passages, so his spies can move unseen and watch his own
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L ocations
2. BROKEN LAMP
A Dwarven lamp of crystal hangs from a chain here. Once,
it shone with such brilliance that the whole cave blazed with
light, but it was broken long ago. A Player-hero with CRAFT
who examines it (even from a distance) guesses it could be
repaired and relit with a suitable Magical success.
3. GREATER STAIR
A wide stair leads up to the palace above. This was the ceremo-
nial entrance, where Dwarf-lords of old gathered in conclave,
and heroes were honoured. Braziers that once blazed with
sacred flames line the steps. The Orcs have added barricades
and spikes to ward off intruders, and these stairs are always interrogated, examined and judged before being assigned
guarded by Malech’s minions. A password is demanded of any- to some ghastly duty. Most are sent down to the Mines (see
one who approaches; this lesser password is rarely changed, page XX), although those who might be useful servants are
and is common knowledge among the Moria-orcs. (Right given to Imri the Traitor (see page XX). Those with potential
now, it is AZOG). value are held on the Ledge of Woe (see page XX); those
who do not seem useful in any capacity are usually given
4. YAGUL’S HALLS to the Udûn-orcs (see page XX) for burning. Non-Orcish
Yagul is Malech’s chief servant; he is master of the slave pits prisoners are a rare event; most of Yagul’s victims are Gob-
and oversees the day-to-day running of the fortress. His halls lins who got in Malech’s way, or who wormed their way into
here are a miserable place where captured prisoners are Moria without permission.
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6. UFTAK’S LAIR
Yagul the Snatcher Uftak’s Lair is as foul as any Troll-hole: the floor awash in
Yagul is Malech’s right-hand Orc; his role is to keep the bones, filthy bedding and other Orc-trash, with one key differ-
mines supplied with workers (see page XX). When Yagul ence — on one wall is a display of weapons, all polished and
runs low on slaves, he leads raiding parties out of Moria. honed to razor-sharpness. The bent blades of Orcs, the axes
They snatch travellers on the Dimrill Stair, or from the scat- and hammers of the Dwarves, spears and swords of Mannish
tered farmsteads in Swanfleet, or in the Anduin Vale. Fail- make, even an Elf-bow out of Lórien — Uftak delights in the
ing that, smaller Goblins will do. Yagul has become so infa- tools of slaughter and dismemberment.
mous in the lands near Moria that his name has passed into
common parlance — “Be good,” parents tell their children,
“or the Orc-snatcher will get you!” Brute Uftak
Yagul prefers Dwarves to work the mines, for they are Uftak is a massive Orc, likely with some Trollish blood
hardier than other folk, and know how to work in dark in him. He is certainly dumb as a Hill-t roll. He worships
places — but there are few Dwarves to be caught these Malech as a living legend and would do anything for his
days, so he must make do with fragile, whiny Men. He is chieftain, even die for him. Of course, he is more likely
excessively malicious, even for an Orc. to kill for him — Malech uses Uftak as his enforcer and
Yagul knows that Malech’s hold on Moria is tenuous, bully, and sends him to deal with any Orcs Malech sus-
and that sooner or later one of Malech’s vassals will attempt pects of disloyalty. The one downside of this arrange-
to overthrow the Great Chieftain. On that day, Yagul will ment — Uftak doesn’t have the wit to remember all of
be waiting in the shadows to snatch the traitor and skin Malech’s passwords and security measures, so the big
them alive. Orc must be allowed to pass through the guard posts
He expects to become Lord of Moria when Malech falls. without challenge.
If the alarm is raised, Uftak rushes straight to Malech’s
YAGUL ATTRIBUTE LEVEL side to defend him if he is not already present.
Cruel, Sneaky
6 UFTAK ATTRIBUTE LEVEL
Huge, Tough
ENDURANCE MIGHT H AT E PA R R Y ARMOUR 8
24 2 6 +3 3 ENDURANCE MIGHT H AT E PA R R Y ARMOUR
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7. DRUMMER’S LEDGE he has done as he swore and helped lure Dwarves into the
Malech communicates with his minions in other outposts clutches of the Snatcher. Imri believes — or tells himself, at
using drumming. This practice is not original to him — the any rate — that he will one day rebel against Malech and
Orcs have been using drumming and tapping to communicate help drive the Orcs from the halls of the Khazad-dûm, that
long distances underground for thousands of years — but he it is better to have a spy on the inside learning the ways
has made an art of it. His drummers can convey surprisingly and methods of the enemies. This is mostly self-delusion,
detailed messages through their beating, and transmit orders a way for Imri to justify his cowardice, but a Player-hero
through Moria with great speed. who restores Imri’s courage (with ENHEARTEN ) could make
There is always at least one Orc-drummer here, in case the wretched Dwarf into an ally.
Malech needs to send an urgent message. Imri suspects that Malech’s hold on power is slipping,
so he seeks to curry favour with Uftak by gifting the brute
8. IMRI’S FORGE with new weapons and armour. If Uftak takes over after
The treacherous Dwarf Imri serves in the smithy here. Imri Malech’s fall, then Imri can be his vizier, whispering to him
is but a blacksmith, without the skill and knowledge of his from the shadows. It is an unlikely route for a Dwarf to
ancestors, and has not yet mastered the methods of refining once again rule in Moria, but it is all the hope Imri has left.
Mithril ore into the precious metal. Still, alone of the Dwarves
in the world, he has the opportunity to study the works of OCCUPATION: Blacksmith-slave
the Master-smiths of Old Moria, and he tells himself that this
makes his dishonour worth the price. DISTINCTIVE FEATURES: Faltering, Secretive
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12. THE HIGH LEDGE the Vault of Uruktharbun (see page XX). His treasure is a
A narrow ledge, barely two inches wide in places, runs along Marvellous Hoard, including many objects made of Mithril.
the wall of the cavern. It might be possible to climb along
the ledge to reach the Upper Stair, although doing it without
being spotted by some Orc sentry is another matter. Malech One-eye
The lurid scar that slices across the Orc’s face was left by
13. MALECH’S DEN a Dwarven axe at the Battle of Azanulbizar. Malech sur-
The current Orc Great-chieftain and Lord of Moria dwells vived that dreadful wound, and he filled the empty eye-
in the topmost level of the palace. Here were many-pillared socket with molten gold looted from the treasures of Moria.
chambers where Dwarf-lords once looked out through great When the call to war came again and the Orcs marched
windows over the bright-lit caves; here were libraries for on the Lonely Mountain, Malech was among the honour
philosopher-kings, halls for courts and feasts and solemn guard of the War-chief Bolg son of Azog; he marched with
debates, the work of many hands and many generations of a foul heart full of malice, eager to avenge himself on the
Dwarven artisans. Now, these chambers are dark and empty, Dwarves and to lay claim to the Dragon’s treasure.
and silent except for the rustling of papers. The half-mad king Instead, he found himself fleeing the battlefield in haste,
Malech skulks here in the shadows, collating the reports of pursued by vengeful Eagles and a gigantic bear. Alone of
his spies and the ledgers from the mines. his company, Malech made it back to Moria after many
Malech keeps his treasure-hoard hidden in these cham- perils. As the only survivor of Bolg’s guard, Malech was
bers, stored in huge coffers he had Uftak drag all the way from acclaimed chieftain of the Moria-orcs. Years later, he swore
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The Mountains
of Moria
Yonder stands Barazinbar, the Redhorn, cruel Caradhras;
and beyond him are Silvertine and Cloudyhead: Celebdil the White,
and Fanuidhol the Grey, that we call Zirakzigil and Bundushathûr.
he Dwarves climbed as well as delved. They climbed snow-drifts. There are only a few surviving towers, and even
into the peaks above Durin’s halls, raising towers fewer of these still hide a route to the city below — the
and castles in the heights, building on the slopes Dwarves blocked these passageways centuries ago.
of the Silvertine and the shoulder of Cloudyhead On the lower slopes of the mountains graze many goats
overlooking Dimrill Dale; on Redhorn they did not build. The — the wild descendants of animals once tamed and herded.
high halls saw the most use in summer, and in winter the These goats are of unusual size and are infamously aggres-
Dwarves would retreat down into the warmth of the city below. sive and irritable. Wolves and even Wargs prey upon them,
The Dwarves were forced to abandon these mountain although the goats can escape by climbing — they are
fortresses when the city was besieged, and while they did later astoundingly agile, able to balance on the smallest ledge or
return in smaller numbers, wind and weather has gnawed rocky outcrop. Hares, foxes and squirrels (red squirrels, not
the stones. By the later years of the Third Age, little remains the black-furred squirrels of Mirkwood) live in the forested
of the upper city, save piles of fallen stones buried beneath foothills. Higher up, huge owls nest in the cliffs.
THE FOLK OF THE ANDUIN charms’ and knick-knacks if they can. However, most of
The vale of the Anduin river was once home to a race their trade goods are of good quality. They bring furs,
of Northmen. In time, some moved south to the plains amber and timber from the north of the Great River, and
of Calenardhon where they became the Rohirrim. Oth- carry wine, meat and iron tools from the south.
ers wandered from region to region until they settled The people of Leof descend from followers of Eorl
under the eaves of Mirkwood and in the dales along the who strayed during their journey to Calenardhon. They
Misty Mountains to the east and became the Woodmen have preserved their ancestors’ superior horsemanship,
of Wilderland. Some never settled at all, giving birth to a skill so legendary that the Dwarves once thought they
the River-folk and the Leofrings. were half-horse, half-men. The Leofrings wander across
The éafolc (“River-folk”) are of Northman stock, but all the Vales of Anduin in search of good grazing for their
share blood with wandering wild men akin to the Dun- herds, staying away from forests, especially Mirkwood,
lendings. They live on house-barges that wallow along as they consider it bad luck to walk beneath the trees.
the Anduin — barges big enough for a whole family, and They travel in groups of a dozen families or so, led by a
build temporary houses on tree-trunks sunk into the mud headman. Originally they were friends with the Wood-
of the riverbank. They are fishermen, hunters and gath- men, but as the power of Dol Guldur grew, some among
erers, but especially traders. They have a reputation as them chose to bow before the Shadow and entered into
being untrustworthy, known to pawn off useless ‘magic the service of the Necromancer.
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The Orcs of Mordor consider the mountains their terri- it is once again possible to encounter a Troll here, especially
tory. They maintain a watch from several of the ruined tow- on the slopes of Caradhras.
ers, to spot approaching dangers or travellers to waylay. The The other key inhabitants, on the extreme northern edge
Orcs can endure the bite of the winter wind, but do not like of the district, are the Mountain-Folk of Tarloch, kin to the
it, quarrelling over who has to climb up and watch, and who Woodmen of Mountain Hall. They are a hardy people, grim
can hide underground in the warmth (more Orcs have been and unwelcoming to outsiders. They descend from their
killed in knife-fights over watch rotas than by the axes of a mountain fastness to the Vales of Anduin, to trade with the
whole army of Dwarves!). River-folk and the nomadic Leofrings (see the box The Folk
Legends say that Mountain-trolls and Giants alike were of the Anduin, on page XX).
driven from these mountains by the Dwarves in days of old. The folk of Tarloch know Moria only as a stronghold of
No Giant has been seen in the heights in recent times, but the Orcs.
On the third morning Caradhras rose before them, a mighty peak, tipped with snow
like silver, but with sheer naked sides, dull red as if stained with blood.
RUMOUR over the mountains. The towers rose to the sky, and it was
“Moria? Aye, I’ve heard of the place. It lies in the hills above the said that on a clear day, their topmost battlements could be
Dimrill Dale, off the Redhorn Pass. Crows nest in the ruins.” seen from Hollin (it is plain to see that this is absolute non-
sense, but there are Dwarves who insist it is true and grow
OLD LORE greatly offended if you argue with them). Though the for-
“The Redhorn Gate was the old name for the pass through the moun- tress is named for the Redhorn mountain, it is not built on
tains south of Mount Redhorn (in the Elvish Caradhras). Ever it Caradhras; its foundations rest on the Silvertine.
was a treacherous route over the mountains, but swift if fortune was Now, the Citadel is ruined, the walls rent and the towers
with the traveller. On the west side, it climbed up from the hills of old toppled. The remains are visible from the Dale below, and
Eregion and crossed the slopes of Caradhras before dropping down some travellers have mistaken its great wreck for Khazad-
the Dimrill Stair on the east. There, one may see the remains of the dûm, not realising that far larger ruins lie beneath their feet.
Citadel of Barazinbar that was once the Keeper of the Redhorn Gate. Treasure-seekers still come here, combing the ruins for fabled
There are ruins all over the Dimrill Dale, but it has been a thousand hoards of gold and silver; they find only Orcs.
years since the Dwarves dwelt there, so little remains. The old Citadel
ocations
is the exception — it was built so well that parts of it yet endure.”
L
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2. AGDA’S CLIMB
Agda’s Climb is a sheer cliff above the Dimrill Stair. At the top
of the cliff is a cave mouth, and from this cave mouth issues a
fast-flowing mountain spring. The waters cascade down Agda’s 3. RUINS OF THE CITADEL
Climb in a furious torrent to join the other falls in spring and The remains of the Citadel stand here — a great mass of tum-
summer, and in winter they freeze, turning the cliff face into bled and buried stone, with a few walls and towers emerging
a glittering wall of ice. from the snow like the fingers of a dead man. The ruins do
For a few days in autumn, it is possible — but very dif- offer shelter from the storms that blow down off Caradhras
ficult — to ascend the cliff, when the flow of the falls is — although if they have gotten as far as Barazinbar, most trav-
diminished but not yet gone. The Dwarves believed that ellers would prefer to push on down the Dimrill Stair and
drinking from the source of the falls brought inspiration reach the relatively balmy climes of the Dimrill Dale below.
in the coming year; those who drank from the bitterly cold Unless, of course, they arrive at the Orc-haunted ruin just as
water were blessed with visions of great works of craft. If twilight falls and they dare not descend the steep Stair in the
this tradition is true, then drinking from the stream gives dark, in which case… welcome to Barazinbar, my friends! May
Inspiration on all CRAFT rolls related to a single work until you live through the night!
the next Adventuring Phase. A search of the ruins discovers some grisly remains of
The pool at the base of the falls once held offerings to Orcs — not a fresh kill, for they have been picked clean
the dead, in remembrance of those who tried the climb but by the crows, but relatively recent. These were Moria-orcs,
failed and fell to their deaths. The Dwarves prefer to lay their driven out of their Warren (5) by the invading Mordor-
dead in tombs of stone, but leave tokens of memory if the orcs. Cloven skulls and arrows speak of violence, and may
body cannot be recovered. Travellers who delve in the freez- reveal to clever Player-heroes that there are multiple Orc-
ing waters may find a Lesser Hoard here. factions in Moria.
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GHOST-DOGS OF THE REDHORN PASS There is a Lesser Hoard of shiny things amid the nests.
When Moria was inhabited, the Dwarves patrolled Only Crawe is large enough to actually present a threat in
the Redhorn Pass. They trained great dogs to track combat, but the whirling and pecking of his offspring means
down travellers lost or stranded in the snows. all combat rolls made here lose (1d) — and the cawing of angry
These dogs were famed for their endurance crows summons Orcs from the nearby warren.
and loyalty; some were said to carry little casks
of Dwarven spirits on their collars to revive half- 5. ORC-WARRENS
frozen travellers. They were ferocious, too, and Tunnels and re-excavated cellars of the old Dwarf-fortress,
battled the Wargs of Wilderland. now inhabited by Mordor-orcs. While these wretches happily
The kennels of these dogs can still be seen ambush unwary travellers on the pass, they retreat if they meet
amid the ruins of the citadel. Legend holds that serious resistance, preferring to flee up the mountain towards
the Dwarves set these dogs free when Moria was the Mountain Galleries via the Mountain Stair.
abandoned, but that the dogs still patrol the pass,
the tradition passed down from dog to pup and 6. THE MOUNTAIN STAIR
on through the generations. Other tales claim This is a sheltered cut in the flanks of the Silvertine, a path
the ghosts of these friendly dogs haunt the fro- leading south and up the slopes. This is the path up to the
zen slopes. In either case, a Player-hero who rolls Mountain Galleries (see page XX). It is a hard climb, espe-
a while crossing the pass may be aided by a cially if the weather is bad, and it often is. Still, a brave Com-
mysterious dog… pany could follow this route up and discover the hiding place
of the Mordor-orcs…
Falling Stones If the roll fails, the target suffers a grievous Endurance loss from falling, and 4
and Shifting Snow everyone else in the Company suffers a severe one.
1 Eerie Noises If the roll fails, everyone in the Company gains 1 Shadow point (Dread). 3
in the Darkness
2–3 Bitter Cold If the roll fails, the target suffers a severe Endurance loss from cold. 3
4–7 Blinding Blizzard If the roll fails add 1 day to the length of the journey, and everyone in the 3
Company suffers a moderate Endurance loss from cold.
8–10 A Path Through If the roll succeeds, reduce the Fatigue gain of everyone in the Company 3
the Snow except the target by 1, plus 1 for each Success icon rolled.
A Gleam If the roll succeeds, no Fatigue is gained and everyone in the Company regains 1
of Good Hope 1 Hope.
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Then slowly they saw the forms of the encircling mountains mirrored in a profound blue, and
the peaks were like plumes of white flame above them; beyond there was a space of sky. There
like jewels sunk in the deep shone glinting stars, though sunlight was in the sky above.
RUMOUR the Moria-orcs rarely climb this high, and there is a chance
“The King of the dwarves lived deep underground, but the Queen to hunt fresh meat in the forest. For now, Har is content to
lived in the mountain heights, above the clouds. That is why you bide his time and wait for an opportunity to take control of
never see Dwarf-women; they’re like she-goats, living in the tops of Khazad-dûm.
the mountains, and they only come down at the start of winter and
go back up again in spring.”
OLD LORE
“The Mountain Galleries were the uppermost of the upper Levels of
Khazad-dûm, high on the mountain above the Dimrill Dale. It is
recorded they were abandoned by the Dwarves long ago.”
Background
The Mountain Galleries were once among the most beautiful
and airy of the Halls of Khazad-dûm. They were famed for
their grand walkways and terraces that looked out over the
Dimrill Dale and the Anduin. When there was friendship
between the Dwarves and Elves, visitors from Hollin preferred
to reside here, where they could see the stars and breathe
the open air. Later, the Galleries were mostly abandoned as
the Dwarves retreated underground; the halls were stripped
bare and left as hollow shells.
One Hall was kept intact, by orders of the King — perhaps
out of a hope that the surviving Elves of Hollin would return
after the war, and that the art of forging Rings might be taught
to the Dwarves. This guest-hall for Elves was adorned in a
manner pleasing to them, with living trees and a grand view Har, Would-be Lord of Moria
of the stars. It was from this high seat that Durin IV watched Some say that in some parts of the world wicked Dwarves
the hosts march south in the Last Alliance against Sauron in had made alliances with Goblins. In the case of Har, there
the closing years of the Second Age. seems to be some truth to the rumours, for Har is a Dwarf,
Long stairs and paths ran from the city below all the way and he counts many Goblins among his acquaintances.
up to the Galleries; the Dwarves collapsed these stairs when Har’s kin dwell far in the east, in lands long under
the city was taken by Durin’s Bane, and now the Galleries are the Shadow. He does not see himself as a servant of Sau-
cut off from Moria proper. No Dwarf has visited these Halls ron — nay, they are allies, collaborators. They are both
in more than a thousand years, and they have not been reg- craftsmen, after all, and the great work before them is
ularly used since the early days of the Third Age. the ordering of Middle-e arth. To Har has been entrusted
The empty, echoing Galleries are now occupied by Orcs a great part of that task: he leads the Mordor-o rcs that
from Mordor, under the command of the traitorous Dwarf have been sent to reclaim Moria. Their task is to rally
Har and his lieutenant Naglur (see page XX and XX, respec- the Orcs of the Misty Mountains to Sauron’s cause, and
tively). The skeletal galleries are a cold place to encamp, but to send them to war when the time comes. Naglur will
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march away at the head of a great Orc-h ost, and Har will
be left to rule Moria.
Now Har has little love for Orcs. He holds that they are HAR’S RING
no more than tools, living weapons made for a task, and he This ring was forged by the Elven-smiths as a gift
looks forward to a time after the war when they are no lon- for the Dwarves long ago, but was stolen by Sau-
ger needed. The Age to come will be a time for Men and ron when he conquered Eregion. Now, at last, it
Dwarves to prosper. The Haradrim and Easterlings have is in the hand of a Dwarf. It is a heavy ring of iron,
grown strong under the rule of Sauron; the Men of Minas studded with fiery-red stones of polished amber.
Tirith resist only because of Elvish lies and corruption, and If the Player-heroes gain possession of it, the ring
when they are defeated and all the lands bow to the Dark gives the Blessings of AWE and PERSUADE — but it
Tower, then there will come a time of rebuilding and craft is cursed with Shadow Taint, raising the wearer’s
beyond compare. Moria? Moria will be rebuilt and reoc- Shadow score by 2.
cupied by Dwarves, not Orcs — and Har will be their Lord.
Har is not of the line of Durin, or even of the House
of the Longbeards, but what of it? Sauron has promised
ocations
him a Ring of Power should he succeed in his task, the
very Ring taken from Thráin in the dungeons of Dol Gul- L
dur, and who will question Har’s right to rule with such a
token in his hand? 1. THE MOUNTAIN PATH
Har is deluded, but he is no fool. He knows that his This is the perilous route that leads up from the Redhorn
Orcs are too few in number to seize Moria by force — and Gate, far below. It is an arduous climb at the best of times,
that even if he did slay Malech One-eye, then he would and virtually impossible in winter. The Mordor-orcs, bred in
face the greater threat of Gorgol son of Bolg. He intends the Mountains of Shadow and the heights above the Morgul
to treat the matter of Moria with caution — tapping away Vale, are adept climbers, but even they fear the biting cold.
at Malech’s support, slowly expanding his reach, and using Secrecy, too, is their watchword — they only travel at night,
whatever tools and allies he can find. and try to avoid leaving signs of their presence. They dare
Above all, Har intends to survive to see the golden not light fires or cut steps to make the climb easier. Still, even
Age to come. they make mistakes, and a tracker might find Orc-prints in
fresh-fallen snow.
HAR, WOULD-BE LORD ATTRIBUTE LEVEL
OF MORIA 2. THE DEEP PATH
Clever, Corrupt 6 These are the stairways and tunnels that lead down to the
Upper Levels of the Dwarrowdelf. The dwarves collapsed
ENDURANCE MIGHT H AT E PA R R Y ARMOUR these stairways, choking them with rubble. Har’s Orcs can
enter the city below via the Dimrill Door (see page XX), but
40 2 6 +2 4 that secret way risks being seen by enemies at Dimrill Watch
(see page XX) or the East-gate (see page XX). Therefore,
COMBAT PROFICIENCIES: Battle Axe 3 (6/18, Break Shield) Har’s Orcs are slowly excavating the tunnels, stone by stone,
tap by tap. Travellers in the upper halls of Moria might hear
FELL ABILITIES: Fearless. Har’s Might is considered 1 the distant sound of digging…
higher for the purpose of resisting the Intimidate Foe
combat task. 3. THE GATEHOUSE
Hatred (Elves and Dúnedain). When targeting the The original entrance to the Mountain Galleries, now crum-
object of his hatred, all attacks are Favoured. bled into ruin. Har orders his Orcs to stay away from the
Lesser Ring of Power. Spend 1 Hate to cancel a suc- Gatehouse, to preserve the impression that the Galleries are
cess (not a Magical success) on any Skill roll made by a abandoned should any Moria-orc pass this way. However, some
nearby Player-hero. The roll becomes a failure instead. of the more eager Mordor-orcs crept into the Gatehouse and
Thick Armour. Spend 1 Hate to gain (2d) on a Protec- defaced a statue of Durin — they carved the image of the Lid-
tion roll. less Eye across his face, a declaration that Moria shall belong
to Sauron the Terrible when the war comes.
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Hobbit’s bath, only many times larger. Pull the chain, raise the
block, and the water flows from the cistern to the pipes below.
Release the chain, and the frustum-shaped block slips back
into place, blocking the flow. The chains have rusted away,
but stone endures. A sufficiently strong Player-hero could lift
a block and open the channel below — and one such block
is all that stands between the High Cistern and a route into
Moria! Beneath the cistern is a pipe that runs down to more
pipes and aqueducts in the city below. Of course, one snow-
melt could flood the pipes and wash the Company away like
spiders down a plughole!
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CHAPTER 5
Tarloch’s Hall
- hidde n -
They soon came to a wooden gate, high and broad, beyond which they could
see gardens and a cluster of low wooden buildings, some thatched and made
of unshaped logs: barns, stables, sheds, and a long low wooden house.
Background
Two hundred years ago, the exiled Tarloch found old mine-
shafts carved deep into the earth — ancient barrows, he
thought, the work of Giants. He settled there, making it into
a safe place to dwell, and other folk joined him in his new
hall. Tarloch believed he was guided to that place by spirits,
and he has handed down this belief to his descendants.
In truth, what Tarloch had found was an old Dwar-
ven mine that dug into the northern slope of Cloudyhead,
searching for Mithril. Over the years since, Tarloch’s descen-
dants have reopened more of the mines, and built a forti-
fied house in the hills. Tarloch’s great-grandson now rules
Tarloch’s house; more than fifty souls dwell within his walls,
most of them his kinfolk. They live like Hobbits, using the
mine-shafts as a great smial with many underground rooms
lit by rush-lights. Tarloch, Chieftain of
the Cloudyhead-folk
ocations
When he was young, Tarloch was a merry, boisterous fel-
L low — the spoiled heir to land and fortune, he thought
himself blessed with a great destiny. He still laughs loudly,
1. TARLOCH’S HOUSE still drinks and sings and gives generously to his trusted
Tarloch’s long-house stands over the entrance to the Halls followers, but a shadow lies upon him, and he fears what
Below. It is a long-house of the type that the chieftains of the the future brings.
Woodmen of Mirkwood dwell in, a pale shadow of Edoras in As Tarloch came of age, he put on the sword his father
the land of Rohan. Here, the current leader of this folk — gave him, and a mail shirt inherited from his grandfather,
also named Tarloch, like his father and his father’s father and and he entered the barrow as tradition demanded. He
so on — rules. There is little feasting in this hall; Tarloch’s passed through the Path of Trials and walked amid the
people live hard lives, and are much beset by Wargs and other abandoned Halls of the Gods. He might have snatched a
perils so they do not travel far. Despite this, Tarloch is a ring- few coins or a candlestick from the sacred treasure hoard
giver — he has considerable treasure, and gives generous and returned with honour to his folk, but he was the chief-
presents of gold and steel to his trusted kinsfolk. tain’s son — he felt he had to go further.
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He is suspicious of outsiders,
fearing they may be harbingers of
doom. If he comes to trust them, however,
he becomes almost alarmingly generous and
welcoming, for he is eager to bring worthy folk
into his little community. Then, once they are friends,
he becomes even more dour and fearful, and reveals
to them his vision of the end to come…
He searched, his torch flickering and fading, and found OCCUPATION: Ruler
a door that no-one had opened in a thousand years. With
his father’s sword, he prised it open — and saw, beyond, DISTINCTIVE FEATURES: Generous, Wary
the shadow. Durin’s Bane.
Tarloch interpreted this as a vision of the World’s end-
ing. He stumbled back through the caves and returned 2. TARLOCH’S VILLAGE
to his people. He is still haunted by what he saw, and Tarloch’s people do not live entirely in the halls below —
believes that one day soon, evil will engulf the lands of Dwarves may build cities underground, and Hobbits burrow
Middle-earth and destroy all living things. He suspects that into hillsides to build their cosy homes, but humans love the
Tarloch’s house was created by providence as a refuge of open sky. Some people prefer to live on the surface, only
last resort, that only his people will survive the coming retreating below when danger threatens. The community’s
catastrophe — if he guides them wisely. forge, tannery and other workshops are also on the surface.
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Moria — they believe they have found a doorway to a magical Schemes and Troubles
realm beyond the confines of the mortal world, and that they
walk in the Halls of the Gods. THE MORDOR-ORC RAID
Though only Meru is aware of their presence, the closest
5. THE PATH OF TRIALS neighbours to Tarloch’s Hall are the Mordor-orcs of the
The passageway from the Barrow runs through natural cav- Mountain Galleries (see page XX). Har is planning to send
erns within Caradhras. These caves wind like entrails through his violent minion Naglur to raid the hold. Har does not know
the mountain; in places, they have broken under the weight about the secret route into Moria, but if he learned of that, he
of the rock above, and travellers must climb or crawl through would immediately move his forces to occupy Tarloch’s Hall.
narrow gaps. The malign spirit of Caradhras brings ill-fortune
to those who brave these dangers, and not all those who THE LOST DWARF
enter the caves return. Skeletons lie in crevices and dead- Meru finds a bedraggled Dwarf roaming the mountains — it
falls along the route. is Ibin the Ring-seeker (see page XX). While a guest in Tar-
loch’s Hall, he recognizes Tarloch’s cloak-pin and golden arm-
6. THE HALLS OF THE GODS bands as stolen Dwarf-treasures. He tells the Player-heroes of
This, to be precise, is the Nineteenth Hall on the Fifth Level, this theft — what do they do with this knowledge?
not too far from the Chamber of Mazarbul (see page XX).
The main route to the Nineteenth Hall was cut off from the THE WEDDING
rest of Moria by a cave-in, and the Hall went unlooted by Orcs, Tarloch seeks to bring worthy outsiders into the fold of his
so its treasures were left to the pilgrims from Tarloch’s Hall household. If a true hero visits his hall, then Tarloch breaks
to find. So far, the intrusions of Men have gone unnoticed by out the best mead (bought from the Beornings) and attempts
the Orcs of Moria, but as they push beyond the Nineteenth to get them drunk, in the hopes of arranging a betrothal to
Hall, that may change… one of his followers the next morning.
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The Road
But going straight, without mishap or losing our way, we shall take
three or four marches, I expect. It cannot be less than forty miles from
West‑door to East-gate in a direct line, and the road may wind much.
he word ‘road’ conjures up images of a wide, the humbling of Sauron, the kings of Khazad-dûm ordered
straight path, a tunnel driven through the heart that the Road be made safe. Sections of the tunnels were
of the mountain, and in places this is not inaccu- deliberately collapsed, so that the only passable route wound
rate. But the Dwarf-road through Moria is not one around and around through a labyrinth of side tunnels; Road-
path — it was knitted together from many different sections, wardens were appointed to guide travellers, and each warden
and then deliberately unpicked. knew only a portion of the route so that no traitor or prisoner
The Dwarves did not set out to build a road under the could bring enemies into Khazad-dûm.
mountains. They dug for different reasons, and in many dif- In the end, this led to tragedy. Had the straight Road
ferent directions, primarily for mining. They found caves remained as it was in days of old, clearly signposted and easily
and natural passages, too, that extended west under Mount traversed, a great many more Dwarves might have escaped
Celebdil — but these only brought them half-way to the west- the fall of Moria when Durin’s Bane arose. As it was, most
ern edge of the mountains. The Dimrill Stair was, for many perished in the eastern parts of the road, and only a handful
hundreds of years, the only route west from the Dimrill Dale. made it to West Moria with tidings of doom.
The Dwarves built a fortress at the mouth of the Redhorn Gate
to guard the western approach, and established new mines
and quarries to support this fortress. Over time, these new
mines extended until they reached the far end of the cave
network — and then explorers found a path from east to west. THE HIGH ROAD AND THE LOW ROAD
The new road was expanded slowly, for the Dwarves had no By custom, the Road under the mountain was
desire to have outsiders tramping through their halls. Trade referred to as the ‘Low Road’. The correspond-
still went over the Dimrill Stair, and the road was chiefly used ing ‘High Road’, though, was not the way over the
as the spine of many mine shafts as the Dwarves sought Mithril. Redhorn Gate as is commonly assumed. The tradi-
The importance of the road grew in the Second Age, tional High Road was the road to the Elven capi-
as the Dwarves became close allies of the Elves of Eregion tal city of Hollin. Thus, a traveller would take the
— and as the strength of the Enemy grew. Even as Sauron High Road from Hollin to West Moria, and then
feigned repentance and sought the friendship of the Jewel- the Low Road from West Moria to the Dwarrow
smiths of Eregion, Orcs assailed the passes of the Misty delf. Of course, after Hollin was destroyed and
Mountains, seeking to divide the lands of the Free Peoples. the Elves fled, the old High Road fell into disuse,
A safe road through the Mountains was needed to maintain and travellers began referring to the Dimrill Stair
contact between old Moria and the new citadel in the West, as the ‘High Road’.
and so legions of tunnellers and miners dug to expand and Certain riddles and inscriptions found in Moria
straighten the path. The Moria-road was a wonder of the may refer to the high or low road; if a message
world, a testament to the stone-craft of the Dwarves. It was states that a certain treasure is buried ‘six miles
in that time that the Doors of Durin were forged. from the Doors of Durin, by the verge of the High
When Eregion fell and the West-gate was assailed, the Road’, it is wise to first determine which high road
Dwarves were afraid that the road would be turned against the writer intended…
them, and imagined a host of Orcs marching down the wide
boulevard into the heart of Khazad-dûm. In the years after
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T he M a n s i o n s o f the D war v e s
The Halls of
the Roadwardens
- obs cu re -
There were not only many roads to choose from, there were also in many places holes and
pitfalls, and dark wells beside the path in which their passing feet echoed. There were fissures in
the walls and floor, and every now and then a crack would open right before their feet.
ocations
the upper mines. Deep shafts and spiralling ramps connect
L this part of the road with the Mines below (see page XX).
The correct route was deliberately disguised by the Dwarves,
1. CITY GATE and a traveller must double back several times as they wend
The great doors of the city of the Dwarrowdelf were made of through this labyrinth to find the correct path.
beaten gold, and bore images of Durin on his throne. They The mines under the Silvertine produced iron and precious
are gone now; they were blasted by Durin’s Bane, and the metals, not Mithril or gems. The Dwarves used the Road to
remnants hacked up and looted by Orcs. carry wagon-loads of ore back east to the foundries and smith-
ies, and there are side chambers where ore stockpiles might
2. THE STRAIGHT ROAD still be found, though the Orcs looted most of these long ago.
This is the Road as the Dwarves dreamed it might all one
day be — wide and arrow-straight. No openings lead to other
tunnels or galleries, and the floor is level. The remains of
sconces in the walls tell that this portion of the Road was
once illuminated by cunning lamps. At regular intervals It was Gandalf who raised them all from sleep. He
along the path are way-stations where a traveller might rest, had sat and watched all alone for about six hours,
with water-troughs for beasts and thirsty walkers alike. The and had let the others rest. ‘And in the watches
tunnels are lined with ashlar masonry, snug and dry as a I have made up my mind,’ he said. ‘I do not like
Hobbit-hole even after a thousand years of neglect. In places, the feel of the middle way; and I do not like the
travellers might still find a few remnants of the mine-carts smell of the left-hand way: there is foul air down
and caravans that used this road. It is easy to travel on the there, or I am no guide. I shall take the right-hand
Straight Road. passage. It is time we began to climb up again.’
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T he M a n s i o n s o f the D war v e s
plans for the Road and the adjoining tunnels, including secret
observation posts and hidden passageways. Legends claim the
bearer of such a staff can command any door on the Road
to open or close with a word; when seated in their respective
Hall, the bearer could call down powerful blessings or curses
on the heads of travellers in their domain.
All three Staffs are lost. Maybe they were destroyed in the
fall of Moria, or stolen by Orcs — or maybe they are still wait-
ing to be found in some dark, underground corner, or they
lie half-forgotten in some treasuries of the Blue Mountains
or some other Dwarf-hold.
Background
ascended. Five of the eight chains supporting Nan have
snapped and the platform now dangles over the abyss at a
Dwarven legend claims that Durin I went exploring the tun- steep angle. Nan was on its way back up when the mine-shaft
nels under the mountain when the world was young, and was abandoned, and the platform was loaded with Mithril-
he met a monster in a dark cave. Some tales claim it was a ore. Most of the ore is lost, but there is still a great fortune
Dragon, others speak of a fiery spirit, or a horror that crawled of Mithril atop the creaking platform — if anyone is brave
up out of the foundations of the earth. Durin and the beast enough to climb down and get it.
wrestled, and the fury of their battle was so great that the Gilim’s chains are rusted, but might be repaired. In ages
mountain was shattered, and this huge cave was rent in the past, the Orcs used Gilim for sport, forcing prisoners onto
living stone. In the end, Durin defeated his foe and smote the platform and then lowering it half-way into the pit so the
its ruin upon the stone. prisoners could not escape. Only when one slave killed the
rest would the Orcs raise the platform once more. Gilim’s
ocations
surface is still stained with dried gore, but the Orcs no longer
L play here. They fled when they stirred up the Stone Ghost
(see box).
1. THE HOSTEL OF FÁIN
This complex was once an inn on the Low Road where trav- 3. PATHS TO THE MINES
ellers and visitors to the Cave could rest. It is ruined now — Tunnels wind down from the Great West Cave down to the
but Orcs have not despoiled it; they fear this area and hurry Mines (see page XX). The Orcs rarely use these tunnels, as
through it. they are too far from their regular haunts in the Dwarrowdelf.
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CHAPTER 5
4. PILLARS OF FÁIN
The Pillars of Fáin are a cluster of magnificent stalagmites The Stone Ghost
that stretch from floor to ceiling. The pillars are flecked with A spirit haunts this portion of the cave beyond the Pillars
crystals, so the light of a torch makes them blaze like the ris- of Fáin. If anyone trespasses here, they risk the spirit rising
ing sun. Water constantly drips from the ceiling, each droplet up to attack them. The Orcs call it the Stone Ghost — the
leaving a speck of limestone that will, over long ages, build spirit is invisible to mortal eyes, but it can hurl rocks and
up into new Pillars. boulders as weapons, crushing and grinding its victims
It was the custom of some Dwarven mystics and hermits into a bloody pulp. The Ghost does not pursue enemies
to come here when the hour of their deaths was upon them, beyond the confines of the cave.
so that the slow growth of stone would entomb their bones The Moria-orcs fear it; the Orcs of Udûn worship it, and
in stalagmites. The Pillars of Fáin are a shrine and graveyard leave offerings near the Pillars of Fáin in the hope of pla-
as well as a place of beauty. cating the spirit. The Mordor-orcs do not know the Ghost
exists, but if they did, they would doubtless try to control it.
5. THE HEART OF THE MOUNTAIN It may be that the Stone Ghost is a spell of the Dwarves,
Here, hidden amid the rocks, is a narrow path known only and will permit those with the right blessing to pass — but
to a handful of Dwarves. It leads to a secret cave, and there anyone who trespasses in Moria does so without the per-
lies a rough-hewn coffin of stone, and on the lid of that cof- mission of the King of the Longbeards, so it may be that
fin these runes appear: the Ghost shall watch this place until the world changes
in the Fourth Age.
DURIN
FIRST TO AWAKE STONE GHOST ATTRIBUTE LEVEL
FATHER OF HIS FOLK Cryptic, Mighty
LORD OF KHAZAD-DÛM 9
This is the tomb of Durin, first of the Dwarves. It cannot be ENDURANCE MIGHT R E S O LV E PA R R Y ARMOUR
opened by any art or device available to the Player-heroes,
and neither pick nor chisel will mark the black stone of the 70 2 9 — 5
casket (simply trying to defile or plunder the sepulchre is a
Misdeed worth 3 points of Shadow). The coffin shall remain COMBAT PROFICIENCIES: Crush 3 (6/12, Break Shield),
closed until Durin wakes again from sleep. Hurled Rock 2 (6/12)
This is still a place of power. First, no adversary will trouble
the Company here, for they are guarded by the forbiddance FELL ABILITIES: Heartless. This creature is not affected by
of Durin. Few creatures in Middle-earth have the strength to the Intimidate Foe combat task, unless a Magical success
overcome this barrier (although Durin’s Bane could). There- is obtained.
fore, the Company may rest here safely. Second, the first time Invisible. This creature is invisible, and AWARENESS ,
a Dwarf sleeps in this chamber, they are blessed with a pro- SCAN , and attack rolls against it lose (2d), while the crea-
phetic dream. Usually, this takes the form of a vision of craft, ture’s attack rolls are Favoured and gain (1d) against
inspiring the Dwarf to make or repair some wonderful art; Player-heroes who cannot see it. A Player-hero who
for Player-heroes, the vision may be more practical, pointing obtains a Magical success on an AWARENESS or SCAN roll
them towards some secret location in Moria (like The Last can see the creature normally and ignores all penalties
Redoubt, see page XX, the Armouries of the Third Deep, see page for the rest of the fight.
XX, The Citadel of the Ring-smiths, see page XX). Lifeless. Spend 1 Resolve to cancel a Wound. When
an attack inflicts damage to the creature that would
cause it to go to zero Endurance, spend 1 Resolve to
bring the creature back to full Endurance again.
Snap Blade. When a close combat weapon scores a
Piercing Blow against the Stone Ghost, spend 1 Resolve
to break that weapon. This ability does not affect weap-
ons with one or more Rewards (enchanted or otherwise).
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T he M a n s i o n s o f the D war v e s
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CHAPTER 5
West Moria
Before him stood a wide dark arch opening into three passages: all led
in the same general direction, eastwards; but the left-hand passage
plunged down, while the right-hand climbed up, and the middle
way seemed to run on, smooth and level but very narrow.
he western portion of Moria was a stronghold in its Celebrimbor. It is said that Narvi became ever more eccentric
own right, a Dwarf-hold the equal of any of the halls and secretive, hiding away in his workshop for months on end,
in the Blue Mountains or Iron Hills. It was in West and binding his apprentices to secrecy with terrible oaths.
Moria (Dol Mírdan, the Hill of Smiths, in Sindarin) After the fall of Eregion, the importance of West Moria
that the Dwarves and Elves met in friendship, and together they dwindled. There was still a little trade through the West-gate,
made wonders. For a time, the lord of West Moria was a prince but as the years went by, one by one the kingdoms of Eri-
among the folk of Durin, second only to the king of the ador fell into ruin. West Moria turned inwards, and jealously
Dwarrowdelf. The reputation of Dol Mírdan was greatly guarded its own dwindling wealth and influence. The lords of
enhanced by the presence of the Master-smith Narvi, who was Dol Mírdan became strange and troublesome, and there was
acclaimed the greatest metallurgist and scholar born to the much estrangement between the line of Kings and those lords.
Dwarves since Telchar of Nogrod in the First Age. Narvi was There were whispers that the lords of Dol Mírdan conspired
exceedingly long-lived for a Dwarf, and continued his work long with the descendants of those from Nogrod and Belegost, to
after the destruction of Eregion and the death of his friend weaken the hold of Durin’s line on the Dwarrowdelf.
Now as he came near, it was tinged with a flickering sparkle of many colours
at the surface, reflected and splintered from the wavering light of his torch.
RUMOUR Background
“The Dwarves of old were friendly with the Elves of Hollin, until The title “the Imperishable Hall” was given to the Fiftieth Hall
they fought over a necklace or somesuch. Who can keep track of long ago, when it was decorated with crystal mirrors of Ithil-
the ancient feuds of the Elder folk? But there was a Dwarf-hall of din, and the Dwarf-poets held that it resembled a diamond.
renown in the western portion of Moria.” However, the name became a boast — or a curse — in the
last days of Moria, as the Queen of the Hall chose the security
OLD LORE of her position over the good of all Dwarves.
“Nyi Daughter of Nithi was a Dwarven queen, and she ruled in the In the year 1980 of the Third Age, in the dreadful year
west of Moria even after the fall of the Dwarrowdelf. She was famed when Durin’s Bane awoke and the Dwarrowdelf fell, the ruler
for her pride, and it is whispered she even defied the commands of of West Moria was Nyi, Daughter of Nithi. The alarm was first
King Thráin.” raised by hammered messages along the Road, and then a
handful of survivors staggered into the city, bringing word of
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fire and shadow engulfing the underground complex behind The Hall still stands — it can be found only a short dis-
them. Nyi ordered the Road to be shut and the Gates sealed, tance from the Doors of Durin — but the jewelled panels are
to protect her people from the catastrophe that had engulfed gone. There are no signs of violent removal, so they were not
the Dwarrowdelf. Many Dwarves cried out against this, for wrenched out of the wall by rapacious Orcs. Perhaps an enter-
Nyi’s command meant that any others fleeing along the Road prising thief could have made off with one or two of the thou-
would be unable to escape, but she held firm — and soon sand jewels, but to remove all of them would require the efforts
afterwards, the Roadwarden reported ‘fire and darkness’ assail- of a great many skilled craftsmen. If the panels were ever found,
ing the doors. Durin’s Bane came to the very threshold of and set back in the proper configuration calculated by Narvi,
West Moria — and came no further. The horror withdrew, the Imperishable Hall could be remade once again.
and West Moria was spared.
It was the belief of Nyi and her followers that theirs was 2. GUEST-HALLS
the last bastion of Khazad-dûm, and it was not until months Airy, well-lit chambers made for the comfort of Elves and
later that they learned from travellers coming over the Dimrill Men. The air shafts here are slanted less steeply than in other
Stair that though Durin VI was dead, his son Náin still lived places, to admit the long light of the setting sun; however, this
and sought to retake the city. Nyi sent troops from West Moria means they are much more overgrown with weeds than other
over the mountains to aid Náin, but they arrived too late — shafts, and this hardy greenery spills into the halls. Anyone
or, some say, she delayed in sending them, dooming Náin. exploring these chambers must hack their way through dead
Nyi invited Náin’s son, the young king Thráin I, to dwell with gorse-bushes and other plants.
her in West Moria so he could continue his father’s campaign
to reclaim the city, but Thráin (perhaps fearing treachery) 3. THE WEST-MARKET
refused and departed for the place that became known as This grand hall was used by traders and merchants. It was
the Mansions of Thráin (see page XX). renowned for its unique ceiling: a crystal dome lit by a central
The population of West Moria grew for a little while, as light-shaft; the rays of the sun would be refracted through the
other survivors of the disaster dwelt there for a few years crystals and bathe the hall below in soft light.
before setting off East or West, and Nyi styled herself Queen of Goblins blocked the shaft and cracked the crystals, and
Moria in Thráin’s absence. By the year 1999, though, Thráin now huge chunks of broken crystals sit precariously in the
had founded a new kingdom at Erebor, and the survivors of heights. The slightest vibration might cause part of the ceil-
Moria flocked to the Lonely Mountain. West Moria was now ing to fall in.
but a doorway to a tomb, and Queen Nyi’s reputation was
marred by her treatment of the kings; her people abandoned 4. THE GRANARIES OF THE WEST
her, leaving only a handful of Dwarves living in West Moria. The Dwarrowdelf always relied on food imported from farm-
The final date of the outpost’s abandonment is not known, lands in the Vales of Anduin — but also in the lands of the west,
but was likely between the years 2000 and 2200. Scouts from from the farmlands around Tharbad and Swanfleet. These huge
the Blue Mountains reported finding the Doors of Durin granary-pits once held thousands of tons of grain. Now, they are
closed, but the great Gate leading to the road — the same flooded with stagnant water and slime. Cave-fish splash here.
Gate that had been sealed since the fall of Moria — was open.
Did the last inhabitant of West Moria set off down that dark 5. THE ARCHIVES OF NYI
and silent road to Durin’s Bane? In years past, the inhabitants of West Moria had the reputa-
tion of being great scholars. Their friendship with the Elves of
ocations
Eregion led to many Dwarves studying the Elven-tongue. They
L transcribed many tales of the Elder Days, including descriptions
of wonders and works now drowned under the Western Seas.
1. THE IMPERISHABLE HALL The library of West Moria was raided not by Orcs, but
The seat of the Lords of West Moria, the Imperishable Hall by Dwarves. Thieves raided the place after the Battle of Five
was famed for its walls, which were adorned with panels of Armies, when many of Moria’s Orcs were away fighting in the
cut crystal and gems backed with polished Ithildin. It was said far north. The books and records are now scattered across
that the light of a single lamp could illuminate the whole hall, Dwarf-holds and in the hands of traders throughout Eregion.
for its light would be reflected and refracted endlessly. The Technically, possession of these books is theft — they belong
Dwarves held that no evil could enter the Imperishable Hall, to King Dáin, for Nyi perished without heir — so they are
for the place was blessed with the light. not sold openly.
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6. THE CHAMBERS OF NARVI of West Moria preserved the Chambers of Narvi as they were
Brilliant beyond compare was the mind of Narvi. His great- when he perished (partly because Narvi sowed traps and con-
est accomplishment was in metallurgy — in the making of cealed many of his works behind riddles and hidden doors).
new alloys and new forms of Mithril he had no peer. Celeb- Orcs have despoiled much of these chambers; even they
rimbor and his jewel-smiths forged the Rings of Power, but knew the value of Narvi’s work.
it was Narvi who provided the materials for their work. Narvi
was accomplished in other crafts, too — in stone-working, in 7. THE FORGE OF NARVI
the scriving of runes, in the invention of machines. Master The Forge of Narvi remains undisturbed, for it is locked away
Narvi was exceedingly long-lived for a Dwarf (“well preserved”, behind an enchanted door. The door is a slab of black stone,
one might say); so much so that he outlived his immortal without mark or keyhole — unless it is touched by one who
friend Celebrimbor. Narvi was too old to fight when Hollin speaks the tongue of the High-elves, in which case the sym-
was attacked, and he wept bitterly when news came that the bol of a holly tree appears, drawn in Ithildin. The door still
Elven-realm had fallen. does not open; it requires a password, which is the name of
The loss of Celebrimbor overthrew Narvi’s mind, but not Celebrimbor. Beyond lies Narvi’s workshop — and his forge.
his genius. Though he lived for many more years, he never The forge grants Blessings to CRAFT rolls made here. It
left his chambers again, and locked himself away with his work contains many tools and devices of great use, including all
until he died at his work-bench. In those days he wrought many the equipment needed to refine and process all varieties of
wonders, driven by an obsessive desire to create. The Lords Mithril.
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T he M a n s i o n s o f the D war v e s
Schemes and Troubles defeated through force of arms, then perhaps it could be
defeated through magic. Or maybe Nyi, childless and heirless,
THE RINGS OF NYI intended to preserve her line through any means necessary,
The name of the last ruler of West Moria is infamous among even if that meant taking another’s body.
the Dwarves. It was Nyi who closed the Road, Nyi who failed At least three Shadows of Nyi have arisen in the last mil-
to honour King Náin’s call to arms. Her name is a byword lennium. The first was an Orc who arrived at the door of a
for ambition and treachery. Even after a thousand years, the Dwarf-hold in the Blue Mountains, insisting he was “the Queen
sins of Nyi are neither forgotten nor forgiven. of Dol Mírdan” and demanding entry. The second was a Dwar-
But her kinfolk do not imagine the fire of Nyi’s ambition. ven explorer who found a ring in the mines, and cast himself
She had the Ring-smiths of the Citadel (see page XX) make her into a pit rather than become Nyi. The third was a sage in the
a set of rings with a singular curse — the rings belonged to her, Blue Mountains, who tried wearing the ring carried by the
no matter who bore them. Thus, if someone puts on a Ring of Orc; he too lost his mind, but his relatives had the presence
Nyi, her thoughts infect them, whispering in their dreams and of mind to imprison and question ‘Nyi’.
shaping their waking deeds until they become copies of her, A Ring of Nyi is a Cursed Ring that grants Blessings to
their minds overthrown by the desires of a long-dead Dwarf. INSIGHT and RIDDLE ; however, if the wearer suffers a Bout
They do not become possessed, per se — more that their thoughts of Madness, ‘Nyi’ takes over their body for a time.
and memories get progressively overwritten by those of Nyi. Nyi does know certain vital secrets about Moria —
It may have been Nyi’s plan to scatter these rings in Moria including the spell to open the doors of the Citadel of the
as traps for Durin’s Bane — if the monster could not be Ring-Smiths.
In Eregion long ago many Elven-rings were made, magic rings as you call them, and they were, of
course, of various kinds: some more potent and some less. The lesser rings were only essays in the
craft before it was full-grown, and to the Elven-smiths they were but trifles — yet still to my mind
dangerous for mortals. But the Great Rings, the Rings of Power, they were perilous.
RUMOUR Background
“There was great friendship between the Elves of Eregion and the The Wise know the history well — the Elves, aided and guided
Dwarves of Moria, and many rings were given in token of friendship. by Sauron in disguise — made the Rings of Power, and were
Some the Elves made, but others were Dwarf-work.” then betrayed. Sauron forged the Ruling Ring to take con-
trol of the other Rings, but the Elves hid the Three from
OLD LORE him. Sauron took the remaining Rings of Power, the Seven
“It is said that the folk of Narvi aided the Elves in the making of and the Nine, and gave them to the Dwarf-lords and Kings
rings, supplying them with gemstones and metal and other mate- of Men to trap them. Eregion was destroyed, and the Rings
rials. The Dwarves were rumoured to have pursued the making of scattered, lesser and Great alike.
rings even after the fall of Eregion, and some tales even claim that The Dwarves of Dol Mírdan had aided in the making of
Elves fleeing the Dark Lord took refuge under the Mountain. But the rings, and had been rewarded with many lesser rings as
no evidence for these wild accounts has ever been found.” gifts. Some of the Elves who escaped the destruction of Hollin
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took refuge in Moria for a time, and they brought with them study the art of ring-making. For centuries, Dwarven-smiths
more magic rings, and such material and unfinished work strove to make new Rings of Power. Their early successes,
as they could salvage from the ruins of Ost-in-Edhil. By the while few in number, came with the aid of the Elves who fled
end of the War of the Elves and Sauron in the year 1701 of Sauron and took refuge in the Mountain — but the fear was
the Second Age, the Dwarves had gathered more ring-lore that any rings they made would fall under the rule of the
to themselves than existed anywhere else in Middle-earth. One Ring — a fear that deepened when the first Ringwraiths
Narvi cautioned against pursuing the craft of ring-making. appeared. The Citadel was shuttered then, and the master
First, the making of rings demanded much of the maker’s craftsmen turned to the making of ordinary rings.
spirit, and the spirits of Dwarves are not like those of Elves. It was not until the middle years of the Third Age that
Second, as long as Sauron held the Ruling Ring, any ring was work resumed, as the world outside Moria seemed to decline
a potential trap for the wearer. and the kingdoms of Men foundered. Believing that the
But the Lords of Dol Mírdan did not wholly heed this strength of new rings was needed to revive the fortunes of
warning, and established a secret forge and laboratory to Middle-earth, a new generation of Ring-smiths began to work.
The results were uneven; as Narvi warned, ring-making
took a toll on the smiths, draining them of vitality and even-
tually turning them into cold wights (see page XX). Even
these sacrifices did not produce new Rings of Power, but the
But I rode to the foot of Orthanc; and there he met Dwarves did manage to produce lesser rings of varying quality.
me and led me up to his high chamber. He wore They continued their work right up until the end — and even
a ring on his finger. after, hoping to forge a ring that could bind Durin’s Bane.
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The Citadel of the Ring-smiths was kept secret. Few The invisible Goblins of Goblin Village found their rings
knew the place even existed, and far fewer knew where it here (see page XX).
was located in West Moria. All the doors were hidden with
runes of concealment, and its architects and builders were 2. THE DOOR OF THE RING-SMITHS
sworn to utmost secrecy. It might be found by chance, or by The corridor here ends in a blank wall of stone. The skeleton
laboriously piecing together fragments of lore in the records of a tall Man lies against the wall; the remnants of his mis-
of the smiths and masons of the city. matched armour suggests he was once a warrior of note. A
broken sword lies close by. With his last strength, he scratched
ocations
a rough circle into the stone, and what might be a rune (<).
L That rune stands for ‘s’ or ‘h’ in different traditions.
A close examination can detect the faintest outline of a
1. THE OUTER CITADEL hidden Dwarf-door, but there is no concealed keyhole, and
While the Citadel itself is secret, these outer chambers were no runes appear to hint at the method for opening it.
once mansions belonging to individual master Ring-smiths. If a magic ring is tapped against the stone, these words
While these rooms have been looted by Orcs and thieves over appear:
the centuries and little treasure remains, it is clear at a glance
that Dwarves of great wealth once dwelt here. Examining carv- THIS YOU ARE AND TO THIS YOU RETURN
ings and crumbling frescos discovers images of Dwarf-lords
and smiths seated on thrones; a successful SCAN roll may The answer is ‘stone’, although it must be the Khuzdul word
reveal that in every image, the Dwarf-lord wears a ring, and for stone, spoken in the secret tongue of the Dwarves.
there is always a tiny gemstone or fleck of polished metal of Opening the door counts as a really powerful spell, caus-
a different substance to distinguish the ring from the rest of ing the one who does so to gain 3 Shadow points (Sorcery)
the artwork — as if signifying that these rings are of a differ- and increasing the Company’s Eye Awareness by 3 — plus
ent order to the rest. the next revelation episode should come from the Ghâsh list.
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below, until only one was left. The Master-smith Fraegr con-
tinued her work until her very last breath.
WHERE DO WE GET A MAGIC RING? Her corpse slumps over her workbench, and in her skel-
The Door of the Ring-smiths presents a chal- etal hand she clutches a magic ring. The last ring is not yet
lenge for the Company; how do they get into the finished — there are three rubies that were clearly intended
treasure-trove of magic rings if opening it requires to be inset into the ring, but Fraegr died before she could
a magic ring? There are several rings to be found place them in their sockets. If a smith wishes to finish the Last
elsewhere in Moria, such as the Ring of Keys (see Ring, see Forging the Last Ring, on page XX.
page XX), the Goblin-rings of Invisibility (see page
XX), the Ring of Nyi (see page XX), Thu’s Ring (see 5. THE LIBRARY OF THE RING-SMITHS
page XX) and Har’s Ring (see page XX). Here is preserved more ring-lore and secrets of the Elven-
Player-h eroes might also find a ring while smiths of Eregion than anywhere else in Middle-earth. The
adventuring, or be gifted a ring by a Patron (likely, majority of the books here are written in the Elven-tongue, for
Saruman the White). the high speech is more suited for such work than any tongue
of Dwarf or Man. For security, the books are all chained to
their shelves; even a master of the citadel had to request that
a book be unlocked.
Unlike certain other records, some of these books were
3. HALL OF THE RING-SMITHS written on perishable parchment, and time has gnawed them.
The door opens onto the Hall of the Ring-smiths, a place of Still, many secrets of the elder days are preserved here. The
staggering beauty. This is Khazad-dûm as it was at the height grandest tome is the compiled Annals of the Gwaith-i-Mirdáin,
of its wealth and power. Unbroken lamps of crystal blaze, the Annals of the Jewel-smiths, which contains first-hand
illuminating a hall of black marble where twisted pillars sup- accounts of the making of the Rings, transcriptions of con-
port a roof of silver. Seven great thrones are arranged in versations and tales told by Celebrimbor and the Lord of
a staggered wedge at one end of the hall, around a small gifts, and detailed descriptions of both the lesser rings and
plinth wrought of Mithril where rings were once laid. The the great Rings of Power (save, of course, the One Ring).
rotten remnants of perished velvet cushions are one of the
few reminders that this place has been left empty and aban- 6. THE VAULTS OF THE RING-SMITHS
doned for a thousand years. The Vaults contain the treasures of the Ring-smiths — and
Searching the halls, it is clear that there were Dwarves their secret shame.
living here until the very end — it contains the remnants of
food in the pantry, moth-eaten scraps of clothing and the like. 6A: As Narvi warned, put too much of yourself into the ring,
But there are no skeletons or other remains. and you risk becoming a thrall. Many of the Ring-smiths
became Ring-wights, and were imprisoned in these secret
4. THE WORKSHOPS vaults after death. Most of the Ring-wights were laid to rest
Here the Ring-smiths sought to recreate the works of the Elves in sealed caskets, marked with runes of command to keep
of Eregion. Each Ring-smith had their own workshop off a them from wandering. However, the corpses of the last Ring-
central chamber. Each one endeavoured to reach complete smiths were also placed here by Fraegr, and she simply laid
mastery of one particular skill — as the song says “There ham- them on the ground. If a living creature enters this chamber,
mer on the anvil smote, There chisel clove and graver wrote.” So too these Ring-wights awaken, and the clamour of combat may
did gem-cutters scrape and polish, and artisans twisted gold cause the other Wights to claw their way out of their caskets.
and Mithril into fine filigree.
Now, all the workshops are empty and dark, their crystal 6B: This storeroom contains raw materials for the making of
lamps snuffed out — all save one. The Ring-smiths went on rings — ingots of precious metal, cut and uncut gemstones,
working even as Moria fell around them, seeking to make a rare oils, powders and acids for etching and so forth. There
ring that could defeat Durin’s Bane. They sealed the door so are at least 3 Success Dice worth of Treasure here per Player-
they would not be disturbed, and worked even as they ran out hero. Alas, the Mithril that was stored here is all exhausted.
of food. One by one they perished, giving their lives to the
craft, and their fellow smiths laid them to rest in the vaults 6C: This treasure-vault contains a Greater Hoard; any won-
drous items found here are, of course, rings.
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T he M a n s i o n s o f the D war v e s
Ring-wight
Dwarves wearing Rings of Power do not thin or fade —
instead, they are consumed from within, becoming hollow
husks who hunger for the life force of the living.
24 1 6 — 4
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RING-LORE OF THE MASTER-SMITHS Sauron, of course, knows more about ring-making than
The books in the library gathered here contain secrets on the any other entity in all of Middle-earth. He needs not the books
making of rings that have been preserved nowhere else in of the Dwarves; he is already the Lord of the Rings.
Middle-earth. They are priceless, but there are few left who
could understand what is written within them, and fewer who FORGING THE LAST RING
could make use of that knowledge. Should the Player-heroes The Last Ring was intended to be a weapon against the Bal-
secure any of the books here, where do they take them? Saru- rog; it imbues the wearer with protection against fire and
man, certainly, covets the Rings and has the skill to employ this darkness. In game terms, it makes the wearer immune to
lore. There are Elven-smiths in Elrond’s household who might the Denizen of the Dark Fell Ability and to any Endurance loss
be able to forge new rings, but anything they make would risk from fire, and imbues whatever weapon the wearer wields
falling under the sway of the Ruling Ring, so it would be folly. with the Bane of the Enemy.
The Dwarves of Erebor are unlikely to have the power to make Completing the Last Ring requires a Daunting Skill
new rings (although a ring made with gold and jewels taken Endeavour (Resistance 9) using CRAFT . There is no time
from the drowned corpse of the last of the Great Wyrms might limit, but the smith must put a measure of their spirit into the
have a certain potency). There are no Men in Middle-earth with ring as they make it; each Skill roll made on this Endeavour
the power to forge a ring, though there might be ambitious causes the smith to gain 1 Shadow Scar. Remaking the Ring
lords in Gondor or Umbar who would purchase the books. also requires a small amount of True Mithril.
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T he M a n s i o n s o f the D war v e s
“They say only: The Doors of Durin, Lord of Moria. Speak, friend, and enter. And underneath
small and faint is written: I, Narvi, made them. Celebrimbor of Hollin drew these signs.”
RUMOUR From the inside, the doors can be opened with a simple
“The west door of Moria lies near the source of the Sirannon — if thrust. They are heavy enough that few can manage the effort
it still exists. Most likely it was buried under stone long ago, when alone, and in days past doorwardens were stationed here to
the Dwarves turned their faces from Eriador.” aid travellers wishing to pass west. Now that Moria is aban-
doned, a lone traveller risks being stuck behind the doors if
OLD LORE they lack the strength to open them.
“It is said that the west-door of Moria is hidden, and can only be
ocations
found by the Wise — but it still exists. It may be opened with a
thrust from the far side.” L
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CHAPTER 5
4. VALLEY OF WELCOMES The Lord of the Rings — describing the west-door as hidden
In the year 2965, this valley is still dry, the Sirannon among thickets of greenery is a great way to emphasise that
undammed, and holly trees grow here in profusion. Long the game takes place decades before the events of the War
ago, two parallel rows of holly trees ran alongside the road of the Ring.
straight to the west-door; now, they have seeded a whole for-
est in the sheltered vale between the arms of the mountains. 5. THE STAIR FALLS
Use this example to remind Player-heroes that Moria Here, the main road descends in several long loops to the
changes. The sight of the two holly trees flanking the door lowlands below; hasty travellers can take the steep steps cut
by the stagnant pool is one of the most famous images from into the rock alongside the river.
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T he M a n s i o n s o f the D war v e s
6. THE CAMP OF THE STAIR FALLS quarrelled with Nyi of West Moria, which greatly delayed any
It was long the custom of the Dwarves to visit the holy ground attempt at reconquest — and that delay was terribly costly, for
of Moria. Now, up until the recent wars, Moria was much too more of his followers drifted away to the safety of the Blue
dangerous for any Dwarf to approach, for the hills were full Mountains or to Dwarf-holds in Dunland.
of Orcs and Goblins. The Dwarves, therefore, took to visit- It was here too that Thráin I brooded on old grudges, sit-
ing the westernmost tip of Moria, far enough away from the ting up late into the night toying with a gold ring inherited
doors that they could retreat in safety if assailed. Dwarven from his father, until he recalled an old mining colony, long-
pilgrims can sometimes be found at the Camp of the Stair abandoned, far to the east. That colony became the fabulously
Falls, a fortified campsite by the banks of the Sirannon. From wealthy Kingdom of Erebor.
this staging post, they can complete the pilgrimage to the Stories claim that Thráin buried treasures taken from
land of their ancestors. Enterprising peddlers at the camp Moria somewhere near these mansions before he departed
sell genuine Moria-relics and trophies. for the Lonely Mountain.
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The Deeps
The power of Moria endured throughout the Dark Years and the dominion
of Sauron, for though Eregion was destroyed and the gates of Moria were
shut, the halls of Khazad-dûm were too deep and strong and filled with a
people too numerous and valiant for Sauron to conquer from without.
he Deeps of Khazad-dûm lie beneath the city. In All these suits of ancient armour still lie in store here, unused
ancient times, the Upper Deeps held many of the for more than six thousand years, preserved in vaults of stone
forges of the Dwarves, and the hammers never fell — unless the Orcs have found these treasures and stolen them.
silent. Beneath them lie lower levels still, the old The foundries of the Upper Deeps were astounding, too,
Lower Deeps. Untold generations of miners chased the veins in their hunger for charcoal and coke. The Dwarves stoked
of Mithril like hunters stalking prey through a forest of stone, them hot, and molten metal flowed in a torrential river. All is
delving mineshafts and galleries almost without end. As these silent and cold, now, of course — or almost all. The Goblins
upper mines were exhausted of ore, the mine-tunnels were still use some of the forges to make mischief.
reinforced and widened, and turned into dwelling-places and
workshops for poorer Dwarves (many of whom hailed from
the ruined cities of Nogrod and Belegost in the west).
The city above can be still appreciated as being carefully
planned by its architects, even if a thousand years of war and SLAG-WORMS
neglect have ruined it. The Dwarrowdelf has many great …until they cooled and lay like twisted dragon-
boulevards and high-ceilinged halls, many open caverns or shapes vomited from the tormented earth…
grand plazas, courtyards and crossroads, all once lit by bril-
liant lamps of crystal. The city below, though, was a dimly-lit The foundries of Moria were running full-blast
maze even before the fall of Moria; its streets were not laid when Durin’s Bane arose, and the heat from the
out according to any plan or scheme, but trace the paths of Balrog’s wrath melted stone and steel alike. In
long-exhausted veins of ore. Venture below the Upper Deeps, places in the Deeps, a traveller may encounter
and a traveller enters the most confusing and endless laby- these ‘slag-forms’ — long sinuous shapes of con-
rinth in all of Middle-earth. gealed slag that dripped down shafts and pud-
The making of the Upper Deeps began long ago, in the dled in bizarre formations. The worms are just
dark days after the passing of Durin I. The successor kings lumps of ore and ash, and cannot move — so any
envisioned a grand project to inspire their people after the accounts by travellers of being stalked by writh-
absence of the father of their people — and also sought to ing slag-worms must be the result of madness or
prepare Khazad-dûm for war, for those were the years when mistaking one lump of ash for another.
Morgoth had defeated all the Elves who opposed him, and was The slag-worms are strangely unlucky — as
Master of Middle-earth. The Dwarves feared that the might of they congealed in precarious places, there are
the Enemy would be turned on them, and that Khazad-dûm many tales among the Orcs of opening some
would be the last redoubt of the Free Peoples, the mountain long-s ealed door or knocking through a wall,
an island in the darkness. only to ‘release’ a slag-worm that toppled down
The Upper Deeps, then, are smithies, refineries, factories and crushed the unlucky intruder. The Orcs regard
and workshops on a scale unimaginable outside the works of slag-worms as a bad omen.
Númenor in the Second Age, an armoury ready to equip a great
host with Dwarf-forged mail and spears in tremendous numbers.
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The Armouries
of the Third Deep
- obs cu re -
ocations
swords and spears innumerable. Here, too, they stored enchanted
blades made by the masters of old; the peerless hand of Telchar, the L
Background
This wide hall is a cross-roads in Moria, designed so that
troops could quickly be dispatched to anywhere in the city.
The Armouries were more than just storehouses; here was When Durin’s Bane arose, a host of warriors gathered here
where the Dwarven Tunnel-guards were stationed. These — and perished here, for none could stand against the Bal-
Dwarven warriors defended the city against attacks from rog’s fiery presence.
below; though Moria’s defences against attacks from with- Today, the Mustering-yard is held as a neutral ground
out were impenetrable, the Dwarves feared that Goblins between the Orcs of Udûn and the Orcs of Moria; should
might creep in through unknown tunnels or undermine Malech need to confer with the Fire-priest Thu, they are likely
the city’s gates. to meet here.
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10. THE LOWER ARMOURY mouth, chewing healing herbs — then the poison becomes
The Lower Armoury holds the martial treasures of the severe (roll each hour).
Dwarves. At the very least, it is a Greater Hoard that con-
tains at least three Famous Weapons or Armour; if Durin’s DURIN’S AXE
Axe survives to the present day, it is here. According to the traditions of the Longbeards, the Axe of
Durin was forged in the Elder Days of the world by Aulë the
Goblin Village
- hidde n -
Background
the tribute. Both Malech One-eye (see page XX) and Thu
the Firespeaker (see page XX) have agents and enforcers
Although Goblin Village is technically a Hidden Landmark, in Goblin Village, trying to ensure they get the “Dragon’s
that is only for outsiders. Every Goblin in the Misty Mountains share” of Mithril.
knows this place. Goblin Village is the only place close to a
ocations
neutral settlement that Moria has; neutral, that is, if you are
an Orc. It is located in the Lower Deeps, in an old Dwarven L
market square. The Goblins have riddled the place with tun-
nels leading down into the Mines. These delvings connect to 1. THE MARKET SQUARE
other, deeper tunnels — one winding north towards Goblin This wide square is the heart of Goblin Village. Fires burn
Town and Mount Gundabad, the other running south, slip- here constantly, roasting unidentifiable meat and spitting
ping through the guts of the mountains until it emerges in a sparks high into the dark. Goblins cavort in the flickering
dark vale just north of Fangorn Forest. shadows, laughing and tormenting one another. These are
In years past, all Mithril gathered in Moria was sent all young Goblins, spawned since the Battle of Five Armies
east, to the Necromancer’s fortress of Dol Guldur. After the and raised on tales of fearsome Dwarven axes and giant bears.
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“Thráin said to Thorin Oakenshield: ‘will you come with me use the names and heraldry of the former occupants. A Gob-
back to the anvil? Or will you beg your bread at proud doors?’ ‘To lin of Goblin Village might introduce himself as Grishnar of
the anvil,’ answered Thorin, ‘the hammer at least will keep the arms the House of the Firebeards.
strong, until they can wield sharper tools again.’”
These families became known as the Exiles, and were 3. GRANNY’S HOUSE
the cause of much strife in Moria. They built new sprawling Granny Goblin has taken the old Counting-house as her cot-
homes in the Lower Deeps, turning many mine shafts into tage; it is crammed full of dried mushrooms, oozes, unguents
great burrows. Often resentful and mistrustful of the Long- and other ingredients for her potions. It is also inhabited by
beards, the Houses of the Exiles were like cities unto them- Granny’s pets — rats that she has bred to be as large as dogs.
selves, connected by secret passages and hidden ways so they Hidden in a chest under the floorboards is a cache of
could plot and trade secrets. Now, the Houses of the Exiles small ingots of True Mithril, for a total value of 10 Treasure
have been taken by the Goblins, who mockingly continue to points.
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A wide and echoing passage led back from the door towards the mountain‑side.
It was dimly lit with torches flaring in brackets on the walls, but its distant end
was lost in gloom. Many doors and openings could be seen on this side and that;
but it was empty save for two or three more bodies sprawling on the floor.
RUMOUR
“The abyss spanned by Durin’s Bridge is bottomless, the fall is end- Grimnar the Gaoler
less. You can hear the screams of those who fell into the pit, echoing Grimnar is the gaoler of the Ledge of Woe. He is an old
up eternally.” Great Orc Bodyguard; like Malech, he fought at the Battle
of Five Armies, and still bears a Hatred against Dwarves,
OLD LORE Elves, and Bardings. He was replaced by Yagul the Snatcher
“The Dwarven kings had a prison near the Second Hall, where ene- in Malech’s inner circle, and resents Yagul’s influence over
mies of the city were kept until they repented.” his former comrade.
Grimnar kept one treasure from the battlefield — a
Background
Dwarven dagger, wickedly sharp and beautiful. It gleams
even in the darkness, as if reflecting unseen daylight. He
Far, far below Durin’s Bridge, one narrow tunnel opens up uses it to remind prisoners of the beauty of the surface
onto a small ledge overlooking the bottomless chasm. The world that they will never see again…
Orcs use this ledge as a prison; they have barred the tunnel
with a crude iron gate, and thrust prisoners through it onto OCCUPATION: Gaoler
the ledge. They then bet how long the prisoners will endure
before hunger and cold and oppressive darkness eat away at DISTINCTIVE FEATURES: Cruel, Watchful
their minds, and they try to fly…
The cries of prisoners on the Ledge of Woe echo up the
chasm, and can distantly be heard in the Second Hall (see 3. BEARDSCORCHER’S CHAMBER
page XX) far above. Beardscorcher is Grimnar’s assistant — a secret adherent of
the Orcs of Udûn cult. Braziers burn sullenly in this chamber,
ocations
and the air is thick with foul smoke. As his nickname suggests,
L Beardscorcher uses fire to force the truth out of prisoners
given to him for questioning — and sometimes, if he thinks
1. ORC GUARD-POST he hears a voice in the flames, he ‘frees’ the prisoners by
A double-strength guard post, with twice as many Orc Soldiers leading them to the Udûn-temple (see page XX).
as there are Player-heroes, plus a rabble of lesser foes. The
guards here can call for reinforcements from the Fortress of 4. THE LEDGE OF WOE
Malech (see page XX) if attacked. The ‘prison without bars’ on the edge of the chasm. The
Dwarves only ever kept a single prisoner here, and that pris-
2. GRIMNAR’S CHAMBER oner had ample space to walk about — as long as they did not
This is the personal chamber of the gaoler of the Ledge of walk too far forwards. The Orcs, however, cram far more pris-
Woe. It’s a small square room, whose original purpose is lost. oners onto the narrow ledge, forcing the unlucky ones to cling
It is so small that it is a marvel that Grimnar finds it comfort- to the rock face where the ledge is too narrow to stand safely.
able (he probably finds it reassuring that no one can lie in At any time, there are at least half-a-dozen prisoners here;
here in ambush). mostly unaligned Orcs who strayed into Malech’s domain, or
prisoners snatched from the Dimrill Stair, from Orc-raids into
the Anduin Vales, or marched through the tunnels from the
northern strongholds.
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The Udûn-temple
- hidde n -
“Ghâsh!” muttered Gandalf. “I wonder if that is what they meant: that the lower levels are on fire.”
Background
found gems and jewels lying about, glittering in the light of
fading lamps. They laughed, and cackled, and rejoiced at
Moria does not belong to the Orcs. the downfall of the Dwarves and the bounty of treasure that
None of the warring chieftains — not Malech or Naglur, lay before them.
not Gorgol, not even Azog — was truly Lord of Moria. Then flames leaped in the shadow.
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RITES OF UDÛN
Worship of the Balrog extends beyond the Orc-cultists who
dwell at the temple. Many of the unaligned Orcs — and even
a considerable number of Malech’s followers — gather here
for rites. Orcs, by nature, serve the Shadow and so are drawn
to power and cruelty in any form. Roll or choose the current
state of the Udûn-temple when the Company visits it.
ÛDUN-TEMPLE’S BLASPHEMIES
FEAT DIE
ROLL ACTIVITY
FELL ABILITIES: Denizen of the Dark. All attack rolls are 3–4 Ceremonial Processions. The worship of the flame
Favoured while in darkness. of Udûn is not confined to the temple. The Orcs
Dreadful Spells. Spend 1 Hate to make one Player- go abroad through the lower levels in ceremonial
hero gain 3 Shadow points (Sorcery). Targets who fail processions, beating drums and sounding war-
their Shadow test or who are Miserable burst into flame, horns to call the Balrog. This clamour distracts the
suffering a grievous Endurance loss from fire damage. Orcs, making it easier for the Player-heroes to
Heartless. Thu the Firespeaker is not affected by the sneak about or avoid the Temple precincts.
Intimidate Foe combat task, unless a Magical success is
5–6 Orcs in the Tunnels. Orcs are abroad, either trav-
obtained.
elling to the Temple or departing after a rite. The
Hideous Toughness. When an attack inflicts damage
Company could follow the Orcs to the Temple
to Thu the Firespeaker that would cause him to go to
or some other Landmark like Goblin Village (see
zero Endurance, it causes a Piercing Blow instead. Then,
page XX) or the Fortress of Malech (see page XX).
if Thu the Firespeaker is still alive, his Endurance score is
set back at half its maximum rating. 7–10 Silence in the Temple. The Temple is quiet; other
Strike Fear. Spend 1 Hate to make all Player-heroes than the Udûn-cultists, there are no additional
in sight gain 2 Shadow points (Dread). Those who fail Orcs here.
their Shadow test are daunted and cannot spend Hope
Stupefied by Fumes. Pungent smoke from the
for the rest of the fight.
Well of Fire makes the Orcs sleepy or confused.
Yell of Triumph. Spend 1 Hate to restore 1 Hate to all
This counts as a Lesser Ceremony, but the Orcs
allies in the fight.
are made Weary.
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PRISONERS OF UDÛN In truth, Azor is a title, not a name. The role of Azor
New prisoners are forced to inhale the steam rising from a is given by Thu to an Orc chosen for a special task. Thu
bowl containing boiling water and certain herbs known only knows how to brew a potion that grants the imbiber greatly
to Thu. These fumes fill them with overwhelming terror, giv- enhanced strength and speed — but burns them up from the
ing them nightmarish visions of being trapped in the dun- inside, until at last the fire consumes them. To be chosen as
geons of Angband many Ages ago. Anyone trying to leave the Azor, then, is to die in glory and become a living sacrifice to
prison must make an Ill-favoured VALOUR roll. If the roll fails, Durin’s Bane.
the prisoner gains 3 Shadow points and is frozen by fear, losing A creature under the effects of the Azor-rite gains the
(1d) on further attempts. They may keep trying if they wish… following bonuses:
A successful ENHEARTEN roll from someone unaffected ♦ Attribute Level is increased by 2;
by the fumes removes the penalty. ♦ Might is increased by 1;
♦ Endurance is increased by 20;
AZOR AND THE POISONS OF THU ♦ Hate is increased by 2;
Among the Orcs of the Misty Mountains, Azor is a name of ♦ They gain the Fell Abilities Hideous Toughness, Horrible
terror, a name to frighten Orc-whelps, as ghastly as the name Strength and Snake-like Speed;
of Beorn or the cry ‘Baruk Khazâd! Khazâd ai-mênu!’ Azor, the ♦ Whenever the creature rolls a on any test, they auto-
tales say, is a fiery-eyed assassin who protects the Udûn-cult; matically suffer 1 Wound;
anyone who crosses Thu is doomed to be slain by the dreaded ♦ When the creature suffers a Wound, anyone engaged
Azor. Some accounts insist that Azor is a Skin-changer, able to with it suffers a severe Endurance loss from the flames
change his appearance at will. Sometimes, Azor appears as a that burst from the creature;
mighty Troll, but next time he is an easily overlooked Goblin. ♦ When the creature is slain, it bursts into fire and is
Anyone might be Azor — so sleep lightly! consumed.
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The Mines
And since the Dwarves fled, no one dares to seek the shafts and treasuries down
in the deep places: they are drowned in water — or in a shadow of fear.
he fabled mines are the deepest delving of the out, the Dwarves dug in every direction in search of more
Dwarves, as they chased the Mithril-veins. There ore under Caradhras. Some of the tunnels are barely big
are many natural perils this far underground, such enough for a single Dwarf to squeeze through.
as cave-ins, flooding or foul air. When the Dwarves The Orcs dare not risk traversing the lowest portions of
dug here, they forged mighty pumps to drain the flood-waters, the mines, especially not the veins under Caradhras where
and shafts to bring in breathable air. A thousand years of Durin’s Bane dwells. However, they have reopened the older
neglect, however, has choked the pumps and shafts, and now iron mines for their own purposes. The growing Orc-horde
the mines are extremely dangerous. The tunnels are exceed- needs weapons and armour, and from Moria to Gundabad
ingly cramped and confusing; as the Mithril veins petered the mountains ring with the sound of hammer on anvil…
The Dwarves delved deep at that time, seeking beneath Barazinbar for Mithril,
the metal beyond price that was becoming yearly ever harder to win.
RUMOUR the mines. The Orcs dare not dig for Mithril, but there are
“The Dwarves dug for thousands of years, seeking Mithril. There’s still rich deposits of iron and gold to be found.
still piles of it, down under the mountain. A fortune awaits you Malech’s forces hold the foot of the Wailing Stairs, and
there, if you’re brave enough to seek it!” so control the supplies of food and fresh water. This is a mis-
erable place, where exhausted Dwarves and Men alike lie
OLD LORE slumped in the dirt until the whips of the Orcs force them
“The Dwarven Mithril mines were vast indeed, for Mithril was found back to work — and yet, perversely, it is beautiful, too, for little
only in rare veins, and the miners had to chase these glittering veins fragments of Mithril in the walls reflect the light of torches
deep under the mountains. Mithril was first found in a great cave like a brilliant sky of stars.
at the roots of the mountains, and this place is known as the Den Escaping from the Den is quite easy — but to where?
of Forgotten Stars.” There are few ways back up to the city above save the Wailing
Stair, and Goblins lurk in all the tunnels.
Background
This tremendous open chamber was the heart of the Mithril L ocations
mine. The chamber was excavated in the course of mining for
Mithril, and then later filled with machinery to sift and wash 1. THE BLACK BARBICAN
the ore before it was carried back up the Wailing Stairs to the This fortified guardhouse holds the foot of the Wailing Stairs.
refineries and smelters in the city above. All that machinery Unusually for Moria, it is entirely Orc-work, and looks like
was destroyed by the wrath of Durin’s Bane, and now the it — all jagged stone and spikes of iron. Twin heavy doors
chamber is used as a holding pen for the slaves who toil in of bound birch-wood block the Stairs, while the Orc Guards
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20 2 5 — 3
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Schemes and Troubles preparing for a slave uprising for years, so they are
ready for a fight. Of course, they expect to be facing
RELIEF FROM SLAVERY desperate, starving slaves and not armed adventurers,
Heroic Companies may doubtless wish to rescue these unfor- so a sudden attack that slays Shagram and his cronies
tunates from the mines. There are three obstacles that must could break the will of the Orcs.
be overcome.
♦ RALLYING THE SLAVES: The Slaves are in deep despair REMAKING THE SEAL
and have lost all hope of rescue. They are suspicious of Conceivably, if the Balrog was indeed ‘released from prison’
any talk of escape, several of them were brought here by the excavations of the Dwarves, then it could be impris-
by the treachery of Imri (see page XX) and so they dare oned once again if the Seal were restored. The fragments of
not trust strangers. A successful test of ENHEARTEN or the Seal are marked with Elvish letters of a truly ancient mode,
showing some other proof of the Player-heroes’ worthi- the Tengwar of Rúmil, and few even among the Wise can
ness is needed to rally the prisoners. read these signs. The Seal was made of stone, but the letters
♦ FINDING A WAY OUT: The only known route out is up were inlaid with an enchanted metal unknown to the Dwarves
the Wailing Stairs — and if the Player-heroes intend to (perhaps Ithildin might serve as an adequate replacement).
take that path, they must break through the Black Bar- Repairing the Seal would require a Daunting Skill Endeav-
bican. Their options are to lay siege to the fortification, our, using CRAFT , LORE , or SONG . At least 1 Magical success
or wait for a moment when the gates are open and try with each of these Skills is required to complete the Endeav-
rushing the guards. Alternatively, the Company could our. There is no time limit, but each Skill roll causes the
search for another way out through the mines — but Player-hero attempting it to gain 3 Shadow points (Sorcery).
many have sought and failed to find such a route. If the Seal is repaired, then someone would have to lure
♦ DEFEATING THE GUARDS: The Orc Guards under Durin’s Bane back down into the Foundations of Stone, and
Shagram are numerous and cruel, and they have been would doubtless be trapped down there in the dark forever.
His enemy halted again, facing him, and the shadow about it reached out like two vast wings. It
raised the whip, and the thongs whined and cracked. Fire came from its nostrils.
RUMOUR Background
“Ghâsh say the Orcs — fire! They admit nothing more.” These are the chambers that the Balrog has claimed as its
own, deep in the mines. These are not natural caverns —
OLD LORE they resemble an ancient temple or fortress of Morgoth, but
“The lore of the Elder Days is preserved in few places in Middle- if these ruins existed before the Balrog came, or if it forced
earth. Perhaps Loremaster Elrond of Rivendell could speak of the the last Dwarves of Moria to carve this monument to its van-
destruction of Thangorodrim, when the Elves deemed Evil was ended ished master, none can say.
forever. Elven songs still sing of Balrogs and other fell creatures of The darkness here is overwhelming. Here all lights fail
the Enemy — but all this has passed out of the mind and memory. — only magical light can pierce the shadow. Torches and can-
No lore speaks of this stronghold of darkness.” dles continue to burn, and their flames can be seen, but they
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ILLUSTRATION TO COME
shed no illumination. Those trespassing here must navigate by 1 and prevents them from moving. The Player-hero can
by touch — and the rock walls are hot enough to sear flesh. try again.
No-one has ever entered these chambers and returned,
save Thu the Firespeaker. 2. BURNING CAVERNS
Pools of molten lava bubble in these caverns. A sullen crust
ocations
of semi-solid rock, like a scab over an infected wound, cov-
L ers most of the lava flow. There are spikes of black basalt
that a nimble Player-hero could jump between, like stepping
1. PATHS OF APPROACH stones. The Balrog, being a spirit of fire, can pass over the
All these tunnels slope steeply downwards. The air grows thick lava without fear. Others must make an ATHLETICS roll to
with fumes, the darkness deepens as Player-heroes draw closer cross these caverns; those who fail suffer a grievous Endur-
to the Balrog’s lair. Turning around and fleeing is not so easy, ance loss from fire.
as the incline of the slope seems to suddenly increase the The light-swallowing effect of the temple beyond becomes
moment intruders think of leaving. noticeable here; these rooms are unnaturally dark despite the
Going back up one of these paths requires a successful sullen ember-glow of the molten rock.
ATHLETICS roll; failure increases the Player-hero’s Fatigue
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Foundations of Stone
- hidde n -
“Deep is the abyss that is spanned by Durin’s Bridge, and none has measured it,’
said Gimli.‘Yet it has a bottom, beyond light and knowledge,’ said Gandalf.
‘Thither I came at last, to the uttermost foundations of stone.”
RUMOUR Only a few living creatures in Moria know these paths: Old
None Scratch (see page XX), the priest Thu (see page XX), and
Durin’s Bane.
OLD LORE
ocations
None
L
Background
No map of the Foundations of Stone exists, nor can it be
charted.
Both Dwarves and Goblins have walked in the deep, dark
places of the world, far from the sunlight — but neither of 1. GNAWED TUNNELS
them knows all the secrets of the depths. Before the Dwarves The tunnels here were not dug or carved, they were gnawed,
built Khazad-dûm, before Durin woke and walked alone, other the tooth-marks are still visible on the rocks. The stone below
things were here. Perhaps only Tom Bombadil remembers the roots of the mountains is riddled with such tunnels, criss-
them, for he knew the dark under the stars when it was fear- crossing and spiralling endlessly, tracing the path of long-
less — before the Dark Lord came from Outside. vanished creatures like worms in an apple. The tunnels vary
The Dwarves never reached these foundations of stone, in size; most are barely large enough for a Hobbit to stand
but things gnawed their way up from below after Moria was upright, but others are alarmingly larger.
abandoned. The tunnels are hot and uncomfortable, soundless and
The abyss under the Bridge of Khazad-dûm leads down lightless, bereft of signs or landmarks; no one can hope to
to this level, as do a handful of secret paths from the mines. navigate them.
ILLUSTRATION TO COME
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They did not halt until they were out of bowshot from the walls. Dimrill Dale lay about them.
The shadow of the Misty Mountains lay upon it, but eastwards there was a golden light on the land.
It was but one hour after noon. The sun was shining; the clouds were white and high.
They looked back. Dark yawned the archway of the Gates under the mountain-shadow.
Faint and far beneath the earth rolled the slow drum-beats: doom. A thin black smoke trailed out.
Nothing else was to be seen; the dale all around was empty. Doom. Grief at last wholly overcame them,
and they wept long: some standing and silent, some cast upon the ground.
Doom, doom. The drum-beats faded.
175
A ppendix
APPENDIX
“...that is another story, which can wait until after lunch.”
Balin’s Expedition
“At last Gandalf looked up. ‘It seems to be a record of the fortunes of Balin’s folk,’ he said.
‘I guess that it began with their coming to Dimrill Dale nigh on thirty years ago…”
Now Balin son of Fundin was one of the companions of not yet returned to Moria in great numbers, Balin knew that
Thorin Oakenshield on the great Quest of Erebor; he was there would certainly be dangers and hardship along the way.
the Company’s look-out man, and of all the Dwarves was the The Company departed Erebor in the spring of 2989.
closest to the Halfling Burglar who accompanied them. After
176
A ppendix
177
A ppendix
178
A ppendix
2992 — THE JAWS CLOSE from the north, for the Orcs saw a chance to take revenge for
News reached the Goblins of Mount Gundabad that there their defeat at the Battle of Five Armies. They were inspired,
were Dwarves at the gate of Moria once more — and that one too, by the growing Shadow in the East. As Sauron’s power
of the slayers of Bolg was among them! The Orcs gathered grew, so too did the war-lust of the Orcs.
their forces and marched south through hidden tunnels. They
attacked under cover of darkness, overwhelming the camp at SCHEMES AND TROUBLES
Dimrill Dale. Many perished; the survivors, including Balin, ♦ A GLEAM OF HOPE: Balin sought aid from east and
retreated into Moria. west, from the Beornings and the folk of the Ered
The rest of the year was a bloody, grinding fight for con- Luin. Neither attempt succeeded — but what if the
trol of the Second Hall and Durin’s Bridge. The Dwarves Player-heroes were able to break through the Orc-lines,
feared being cut off from fresh supplies of food and water; or made it past the Watcher in the Water? What might
the Orcs feared the Dwarves’ axes and swords, and preferred have happened if allies came to the aid of the colony?
to defeat their enemies with hunger and despair instead of ♦ THE STEWARDS OF MORIA: Who led the Dwarves after
direct assault. the fall of Balin?
On Durin’s Day, to shore up the morale of his followers,
Balin finally established a throne in the secured Twenty-first 2994 — THEY ARE COMING…
Hall, and was acclaimed Lord of Moria. With the death of Balin, the Orcs were able to capture the
Second Hall, cutting the Dwarves off from sunlight and the
SCHEMES AND TROUBLES outside world. Doom was at hand, and there would be no
♦ THE WEST-G ATE CLOSES: The evacuation of the Dim- escape. Drums sounded in the deep. They are coming…
rill Camp was vital to the survival of the colony. If the
Dwarves’ food supply was destroyed by the Orcs, then
they would have perished much sooner.
♦ THE DWARVES ARE UPON YOU! The defence of the
Dwarf-hold called for keen blades and heroic deeds.
How did so few Dwarves hold out against so many Orcs?
A TALE OF YEARS OF BALIN’S REIGN
2993 — THE FALL OF BALIN 2989: Balin leaves Erebor
Balin began planning for a counter-attack. Messengers were
sent to the Beornings, asking for their help in battling the 2990: Balin’s Expedition drives the Orcs away from
Orcs, but the messengers were ambushed and slain before they the East-gate and the Guardpost. They press onto
reached the Old Ford. Scouts went west in search of the West- the Dwarrowdelf, and establish themselves in the
gate, in the hope that help might be fetched from the Blue Twenty-first Hall.
Mountains, but they found the way blocked by an impass-
able lake inhabited by a strange monster. It was only in 2991: The expedition goes in search of fabled trea-
the depths of Moria that the Dwarves found hope — sures of Moria. Balin is crowned Lord of Moria.
they discovered Mithril and other treasures
in a strangely burnt section of the city. 2992: Orc counter-attacks in Dimrill Dale threaten
The shadow lay heavily on to cut the colony off from the East-gate and its
Balin, and he feared that he supply routes. Óin is sent west to seek out the
had led his people to their Hollin-gate and find alternate sources of food for
doom. As the year wore the Dwarves.
on, and no word came
from the Beornings, 2994: Balin’s expedition ends in failure. The
Balin decided to risk trav- West-gate is barred by the Watcher in the Water;
elling to the Mirrormere, Orcs ambush Balin at Mirrormere and retake the
seeking the wisdom of the East-gate.
ancestors. An Orc slew him —
and more Orcs came down the Dim-
rill Stair. These reinforcements came
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Both Gandalf the Grey and Aragorn entered Moria long before (page XX) as his throne room, and employed the Armouries
the events narrated in The Lord of the Rings. Neither of their of the Third Deep (page XX) as a prison.
journeys happened around 2965, but a game might include Now, Gandalf travelled all the way through Moria to the
references to Gandalf’s expedition, and a long-running cam- West-gate, instead of going back the way he came. It is unlikely
paign might incorporate Aragorn’s abortive journey. that he thought he could search all the labyrinthine caverns
and mines; did Thráin leave some clue behind suggesting his
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RECALLING THE SEARCH FOR THRÁIN Thorongil’s influence over Ecthelion. As Thorongil, Aragorn
If the Player-h eroes find some record or diary led the assault upon the Havens of Umbar, and saved Gondor
recounting the Search for Thráin, or question one from the predations of the Corsairs.
of those who entered Moria on that quest, they Aragorn returned from his errantry a man full-grown,
may learn of: the mantle of his destiny as Isildur’s Heir heavy upon him.
♦ The Vault of Uruktharbun (page XX) He went to Lórien to rest, and there he met again the lady
♦ The Armouries of the Third Deep (page XX) Arwen Evenstar, and upon the green grass of Cerin Amroth
♦ The Ledge of Woe (page XX) they plighted their troth.
♦ The Imperishable Hall (page XX) Afterwards, Aragorn returned to Rivendell — but what
♦ The Den of Forgotten Stars (page XX) road did he take? The safest way to cross the Mountains was
via the High Pass, but the shorter route from Lórien leads over
Furthermore, Gandalf wondered about the fate of the Redhorn Pass. He must have known, too, that Arwen’s
the last king of Moria, Náin I. He correctly guessed mother Celebrían was wounded on that pass, and thoughts of
that Náin’s followers would have buried their king Arwen passing into the West might have weighed on his mind.
with all possible honours — a hint towards the exis- Might Aragorn, consumed by a dark mood, have tried his
tence of The Last Redoubt (see page XX). strength against the dark of Moria?
181
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182
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On Mithril
‘Mithril! All folk desired it. It could be beaten like copper, and polished like glass; and the
Dwarves could make of it a metal, light and yet harder than tempered steel. Its beauty was
like to that of common silver, but the beauty of Mithril did not tarnish or grow dim.
Through their artistry, the Elven-smiths of Eregion and the ranks in LORE ). Ithildin can be made into an ink and painted
Dwarves found that Mithril could be transformed into other with a pen or brush, and used to make secret moon-letters that
substances that had singular properties of their own. The are visible only in moonlight. Dwarven Kings and Elven Lords
secrets of this alchemy have not been entirely lost, even if alike write letters in Ithildin, so that the messages go unseen.
they are now passed down only as theory, for no new Mithril
has been mined by Elf or Dwarf in a thousand years. MITHRIL-S TEEL
Mithril is so expensive that it was almost unheard-of to make
Species of Mithril
weapons or armour from pure Moria-silver. Instead, the
Dwarves alloyed steel and Mithril. The Mithril does not mix
In Moria, Mithril can be encountered in its different forms. evenly with the molten steel, but forms a network of hair-thin
veins through the metal, as fine and beautiful as the trembling
NATIVE MITHRIL veins in a tree-leaf or the foam on a breaking wave. The pro-
This is the ‘raw’ form of the metal — Mithril is found in cess makes the steel much stronger than before. Mithril-steel
nuggets of pure metal, not mixed with other substances like looks identical to normal steel except under the light of the
iron ore. It must still be washed and sorted to gather all the full moon, when the fine veins can be seen.
flecks and grains — even a speck of Mithril has value. The
Dwarves used nitric acid to dissolve other substances, leaving ERCELEB
only the precious metal. Its cousin Ithildin reflects starlight and moonlight; Erceleb
Native Mithril can be shaped, beaten and polished, but in drinks in the silvery light as though thirsty. Erceleb is a dull
this form it is comparatively soft, being no harder than copper. grey in colour by daylight or torchlight, but appears pitch
black in moonlight or starlight. The Dwarves used Erceleb
TRUE MITHRIL deep underground to mark their hidden doors, for it glows
The Dwarves learned a way to process native Mithril into ‘true’ when awoken, giving up its swallowed starlight with a bril-
Mithril, preserving the metal’s beauty while making it much liant glow. Erceleb can also be used to capture memories
stronger. The art of this metalcraft is not entirely lost — the along with the starlight or moonlight; if words are spoken
Dwarves still remember how to do it, but they lack access to to an object made of Erceleb in intense moonlight, then
a supply of native Mithril. The technique was also preserved those words are repeated by the object when the metal is
— or rediscovered — in the forges of Mordor, and now Sau- later awakened.
ron’s smiths take the native Mithril smuggled out of Moria
and make it anew into true Mithril (or worse, Sullied Mithril). THILEVRIL
While the smelters and forges needed to make true Thilevril was a form of Mithril drawn into exceedingly thin
Mithril still exist in Moria, none of the Orcs know the secret wires, so thin they were almost invisible unless the light caught
techniques required. them just right, yet still immensely strong and sharp. It was
The other, rarer alloys of Mithril begin with True Mithril. used for making musical instruments, especially harps, for
strings or reeds of Thilevril could reach notes beyond the
ITHILDIN range of other instruments. Thilevril was also, rarely, used
It reflects only starlight and moonlight, and slumbers until to make bow-strings or nets, or as tripwires. Orcs have been
touched by one who speaks words long forgotten in Middle- known to dismantle Thilevril-harps and use the strings to
earth (a Scholar, or any other Player-hero with at least four make whips of astounding cruelty.
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THE BURDEN OF MITHRIL of the Guards of the Citadel of Minas Tirith are wrought of
Mithril is astoundingly light, much more so than gold Mithril, heirlooms from the glory of old days.
or iron. Even unforged ‘native’ Mithril is exceedingly The Loremaster may introduce the following new
valuable, being worth five times its Load. enchanted rewards as part of treasure hoards found in Moria,
or even outside of it.
A Player-hero carrying a Treasure made
mostly of Mithril (or one of its related MITHRIL HELM
alloys) adds only 1 point to their Load score ♦ CRAFTSMANSHIP: Dwarven
for every 10 Treasure points, not counting ♦ ITEM: Helm
the workmanship or any other factors.
A helm made of Mithril has a Load rating of 0.
MITHRIL SHIELD
♦ CRAFTSMANSHIP: Dwarven
SULLIED MITHRIL ♦ ITEM: Shield
This abomination is a new devilry out of Mordor, made
from Mithril ore sent as tribute from Moria. Sullied Mithril A buckler made of Mithril has a Load rating of 0 and can
becomes hotter when a word of command is spoken, allow- be used together with a 2-handed weapon. A shield and a
ing a weapon forged from this alloy to burn hotter than a great shield made of Mithril have a Load rating of 0 and 2,
firebrand, or even burst into flames. respectively.
“Old fool!’ he said. ‘Old fool! This is my hour. Do you not know MITHRIL WEAPON
Death when you see it? Die now and curse in vain!’ And with that
♦ CRAFTSMANSHIP: Dwarven
he lifted high his sword and flames ran down the blade.”
♦ ITEM: Close combat weapon
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A ppendix
Moria
Magical Treasure
Index
There hammer on the anvil smote,
There chisel clove, and graver wrote;
There forged was blade, and bound was hilt;
The delver mined, the mason built.
There beryl, pearl, and opal pale,
And metal wrought like fishes’ mail,
Buckler and corslet, axe and sword,
And shining spears were laid in hoard.
The treasure items presented in the following section are not they are relaxing by a fireside with merry company, no matter
connected to any particular Landmark in Moria, and can be the circumstances. This is a Blessing of RIDDLE .
found in any Hoard.
WONDROUS ITEMS
MARVELLOUS ARTEFACTS WAR-H ORN OF THE UNDERWORLD: Made from a Dragon’s
GEM OF THE STAG: A disc of green glass, engraved with the horn, bound in steel, and marked with runes of power, this
image of a stag standing on a hilltop. The gem conveys a horn has not been sounded since the elder days. It carries a
Blessing of HUNTING . Footprints seen through the disc glow Blessing of BATTLE and ENHEARTEN , but also a curse — if
faintly. The gem was made as a gift for the Elves of Eregion, blown, whoever hastens to aid the bearer is doomed. Their
and is especially potent in lands that remember them. Protection rolls in battle are Ill-favoured.
SILVER DREAM OF THE SMITH: This silver necklace is of STAFF OF THE ROADWARDEN: Described in more detail on
such surpassing craftsmanship and delicacy that it inspires a page XX, but this black staff bound in mithril grants a Bless-
Blessing of CRAFT in those who study it. Often, they share the ing of EXPLORE and SCAN in addition to any other properties.
dreams or memories of great smiths who lived in ages past.
HARP OF THE CASCADES: This harp is associated with the
BRAZEN HEAD: The cast head of a Dwarven scholar, with vocal Dimrill Stair, and with a maiden who dwelt there long ago.
cords of Mithril and eyes of polished quartz. Under moon- It is said she was in love with a shepherd who perished in the
light, it whispers secrets — a Blessing of LORE . According winter snows, and she took up her harp and sang a lament
to the tales, this was forged by the mad Dwarf-scholar Dero, for him. She played until her fingers bled, so long that her
who descended into unknown tunnels beneath the world and heart froze and she too perished. Despite this sad tale, the
returned with strange tales and secrets. harp bears no curse, and has Blessings of SONG and INSIGHT .
SCABBARD OF THUNDER: An ornate sheath for a sword, IRON-S HOD BOOTS: These boots were made for Dwarven
made of polished black leather and brass, decorated with messengers in the days when there were many Dwarven king-
images of storm-clouds and lightning bolts. When a weapon doms. They are heavy boots with soles of iron, but despite
is drawn from this scabbard, thunder rolls — a Blessing of that they are marvellously light and comfortable. They grant
AWE . The scabbard was made for a King of the North-men in a Blessing of ATHLETICS and TRAVEL .
the Second Age of the world.
CIRCLET OF QUEEN EDRYS: A circlet of Mithril studded with
RING OF RIDDLES: A ring of gold, set with a large red stone. pearls, this crown grants Blessings of AWARENESS and COUR-
Those who speak with the wearer of the ring feel as though TESY . The circlet is marked with runes of law and judgement.
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Dwarves of Nogrod
and Belegost
“After the end of the First Age the power and wealth of Khazad-dûm was much increased,
for it was enriched by many people and much lore and craft when the ancient cities of Nogrod
and Belegost in the Blue Mountains were ruined in the breaking of Thangorodrim.”
There were seven kings of the Dwarves, and they founded in the Blue Mountains, where their descendants still dwell,
seven Houses. Durin was first and eldest, and his mansion of but many more fled to the safety of Moria. They dwelt there,
Khazad-dûm was the greatest. But there were mighty kings, but kept a little apart from the dwarves of Durin’s line. The
too, in the cities of Belegost and Nogrod in the Blue Moun- Dwarves of Belegost and Nogrod had their own customs, their
tains. In ancient days, the Elven realm of Beleriand lay west own noble lines — and though their treasure hoards were
of the mountains, and the Dwarves learned much from the gone and they were forced to labour as common smiths, they
Elves there — though they were not always friends — and still held themselves the equal of any Longbeard princeling.
grew masterful in craft, especially jewel-smithing. In return,
Characteristics
the Elves learned much from them about smithcraft, an art
the Dwarves were never outmatched at, even by the Noldor.
Then, alas, the world was shattered. The sea drowned Today, many thousands of years since the days of Beleriand,
Beleriand, and upheavals of the earth brought ruin to the few outsiders can tell the difference between a Dwarf of
twin cities. Some of the folk of Belegost and Nogrod remained Durin’s Folk and those of Belegost and Nogrod. There has
186
A ppendix
been so much intermarriage between the clans that once- DERIVED STATS
distinctive traits like fiery-red beards or especially broad shoul- Calculate the following scores based on your chosen Attribute
ders are no longer unique to one clan or another. Only schol- ratings:
ars who delve into Dwarven genealogies can say which folk a
Endurance STRENGTH + 22
Dwarf belongs to — but these divisions remain vitally import-
ant to the Dwarves. Hope HEART +8
And those who were not of Durin’s Folk said also: Khazad-
Parry WITS + 10
dûm was not our Father’s house — what is it to us, unless a
hope of treasure.
SKILLS
CULTURAL BLESSING — REDOUBTABLE Copy the listed Skill ranks onto the character sheet; then, choose
Dwarves make light of burdens, especially when it comes to one Skill among the two underlined and mark it as Favoured.
wearing armour.
AWE 2 ENHEARTEN 0 PERSUADE 0
You halve the Load rating of any armour you’re wear- ATHLETICS 0 TRAVEL 2 STEALTH 1
ing (rounding fractions up), including helms (but not
AWARENESS 0 INSIGHT 0 SCAN 3
shields).
HUNTING 0 HEALING 0 EXPLORE 2
“Gimli the Dwarf alone wore openly a short shirt of steel-rings, for
SONG 1 COURTESY 0 RIDDLE 2
dwarves make light of burdens…”
CRAFT 3 BATTLE 0 LORE 2
PETTY-D WARVES
Like other Dwarves, the Dwarves of Nogrod and Belegost can-
not use great bows, great spears, or great shields. In addition, COMBAT PROFICIENCIES
it is said that they love none but themselves. Copy the following Combat Proficiency ranks onto the char-
acter sheet, selecting a preferred Proficiency when offered
You can only choose another Dwarf as your Fellow- a choice.
ship Focus.
Axes OR Swords 2
STANDARD OF LIVING — COMMON Choose one Combat Proficiency 1
The treasure of Erebor belongs to Durin’s Folk; many of the
Dwarves of Nogrod and Belegost can only envy their cousins’
good fortune. DISTINCTIVE FEATURES
Choose two Distinctive Features among those listed: Cunning,
Attributes
Fierce, Proud, Rustic, Secretive, Stern, Wary, Wilful.
Choose one set of Attributes, or roll a Success die: LANGUAGES AND TYPICAL NAMES
ROLL STRENGTH HEART WITS As all Dwarves, the Dwarves of Nogrod and Belegost speak
the Common Tongue, and jealously preserve a knowledge
1 7 2 5
of their own strange language. After the destruction of their
2 7 3 4 ancestral cities, they started adopting names in the tradition
of the Dwarves of Durin’s line.
3 6 3 5
4 6 4 4
5 5 4 5
6 6 2 6
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188
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SOLO PLAY
IN MORIA
“Balin has set up his seat in the Chamber of Mazarbul…”
Reclaiming Khazad-dûm
In The Lord of the Rings, we learn of Balin’s ill-fated expedition encounters and challenges, and create details of the ruins of
to reclaim the hallowed underhalls through the eyes of the Moria. These rules include guidelines for Battles (page XXX)
Fellowship, who come upon Balin’s tomb and the moldering and Journeys (page XXX) alongside your Allies.
bones of Dwarves pierced by goblin arrows and spears. Inspirational tools and tables — in these solo rules and
Fierce battles and desperate skirmishes were pitched elsewhere in this supplement — offer the means of answer-
across the width and breadth of this underground kingdom, ing questions and generating events and locations during a
though as readers, we only see the aftermath. For a time, mission.
before this great doom befell Balin’s band, there was hope in Once a mission is completed or abandoned, you return
Moria — a flickering ember in the hearts of Dwarf-kind. It is to the Safe Haven of Balin’s outpost in the First Hall to rest,
this ember of hope that you will kindle in your solo journeys. recover, and plan your next foray into the long dark.
ow it Works
guidelines if your adventures take you beyond the
H confines of Moria. However, Strider Mode is not
This solo campaign offers rules and tools for managing your required to play a solo campaign in Moria.
Band of Allies and navigating the dangers of the long dark as If you prefer to explore Moria as a lone hero
a solo player. You will create a character, recruit the starting without the aid of a Band of Allies, you can use
members of your Band, and set off on perilous missions in Strider Mode alongside some of the resources
pursuit of the dream of a restored Khazad-dûm. herein to help depict your lone exploration of
As a solo player, you imagine these missions and take these ancient halls.
action from the perspective of your Player-hero; but you
also resolve the actions of your Band of Allies, introduce
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Adventuring Among
Balin’s Expedition
When allocating your previous experience (page 46
in The One Ring core rules), you have 15 points to
spend instead of 10.
YOUR PATRON
CULTURE Fittingly, your Patron is Balin himself, a Dwarf Lord and
As a leader in Balin’s expedition, you are likely one of Durin’s descendant of Durin. Following the successful quest to
Folk or from among the Dwarves of Nogrod and Belegost. reclaim Erebor, Balin turned his sights on Moria, the grand-
However, Balin knew better than most the value of allies est of the lost Dwarf kingdoms, and gathered others for a
among Elves, Hobbits, and Men, so you can feasibly origi- grand but perilous expedition.
nate from any culture of Middle-earth. For the solo player leading a Band of Allies, Balin’s advan-
tage extends to also aid any rolls in a Battle.
CALLING
You and your Band have a shared Calling, a motivation that PATRON BENEFITS:
connects you and has put you on this perilous path. See page
FELLOWS HIP BONUS: +1
XXX for details.
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Your Band
Your Band comprises trusted members of Balin’s folk who Readiness is used to calculate your Band’s default TN — the
accompany your Player-hero. Each member of the Band is static difficulty level for all rolls made for the Band as a group
an Ally, a steadfast Dwarf (or Dwarf-friend). or for an individual Ally.
At the start of the campaign, you have a fledgling The Readiness TN is 20 minus its current value. The
Band of six Allies. As you complete missions and gain starting Readiness TN is 17.
standing among the folk of Balin’s expedition, you can
Dispositions
recruit additional members.
The members of the Band are not created as standard Player- Your band has five Dispositions representing their focus
heroes. Instead, each Ally is given a quirk to personalize them, and abilities: EXPERTISE , MANOEUVRE , RALLY , VIGILANCE ,
a Gift that can aid the Band, and a number of conditions to and WAR .
track their well-being. The Band as a whole also has its own Dispositions are used instead of Skills and Combat Profi-
characteristics and conditions. These components are summa- ciencies when resolving challenges for the Band. A Disposi-
rized below. You can track these elements using the Mission tion roll functions like a Skill roll.
Worksheet, while each member of your band is represented
by an Ally Card. When rolling for the Band, roll one Feat Die and a
number of Success Dice equal to the Disposition rat-
[graphic of Mission Worksheet and Ally Cards] ing. Dispositions are rolled against the Band’s Read-
iness TN.
Readiness The default rating for each Disposition is 2, but this is modi-
Your Band is largely defined by a single Attribute: Readiness. fied when you assemble your Allies for a mission (page XXX).
This measures the overall experience and capability of your
Allies. EXPERTISE is a broad Disposition, covering the Band’s
At the start of your campaign, your Band is relatively inex- learned skills and knowledge. Activities such as crafting, first-
perienced within the vast confines of Moria. However, the aid, hunting, and scholarly lore all fall under EXPERTISE .
Band’s Readiness can improve as Allies become Hardened
against the dangers of the long dark. MANOEUVRE measures the Band’s ability to travel at pace
and navigate treacherous paths. It is also used when coordi-
The starting Readiness for your Band is 4. With the suc- nated movement or speed is required, such as when fleeing a
cessful completion of missions, you can award accom- danger, or to avoid attention when sneaking through enemy-
plished Allies with the Hardened status to improve your held territory. A smaller, lightly equipped band has a higher
Readiness score. See page XXX for details. MANOEUVRE rating but a lower WAR rating.
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RALLY represents your Band’s hardiness, courage, camara- Immediate Injury conditions are also inflicted upon an Ally
derie, and influence. It is used in tests to resist injuries and whenever the Band must suffer a Wound, such as during
fatigue, stand together against fearful threats or oppressive travel events.
environments, overcome internal squabbles, and compel oth- Learn more about the Endurance test and Injury condi-
ers to their cause. tions on page XXX.
Personalization
Learn more about Fatigue tests and Fatigue conditions on
page XXX.
GIFTS BURDEN
Each Ally in your Band has a Gift, a role or characteristic that You do not track Load ratings for your Band’s gear. Instead,
grants advantages. their Burden represents how heavily they are weighed down
When you recruit an Ally, choose a Gift or roll for one using — as a group — by armour, weapons, supplies, and reclaimed
the tables on page XXX — or come up with your own. Each Gift resources or treasures. Burden is measured through four lev-
is unique and should not be shared among others in the Band. els: light, medium, heavy, and overburdened.
When a relevant Gift aids an action for your Player-hero When you set out on a mission, you decide whether to
or the Band, you gain a bonus on that roll. See page XXX to focus on strength of arms or on speed and subtlety. This deci-
learn more about using Gifts. sion impacts your starting Burden. Then, your Band’s Burden
can increase or decrease during the course of a mission as
QUIRKS appropriate to what they pick up or leave behind.
Quirks represent unique facets of an Ally’s personality, out- Burden affects your Fatigue tests as described on page
ward appearance, or behaviour. XXX. A light Burden aids these tests, while a heavier Burden
For each Ally in your Band, generate a Quirk using the makes them more difficult.
tables on page XXX, or come up with your own. Learn more about setting your Band’s Burden on page
XXX, and adjusting their loadout in the midst of a mission
Conditions
on page XXX.
WEARY
INJURIES Hardships can escalate among your Band. When half or more
Unlike your Player-hero, your Allies do not use Endurance (rounding up) of the Allies on a mission are lost or suffering
points to measure their physical stamina. Instead, they suf- a serious condition, the Band is made Weary.
fer Injury conditions when failing to overcome a harmful or
weakening incident. There are five levels of Injury conditions: Weary has the same effect upon rolls for the Band as
fleeting, moderate, severe, grievous, and lingering. it does for a Player-hero — causing a 1–3 on Success
dice to be read as a zero.
A roll to resist physical hardships is called an Endur-
ance test, and is made using your Band’s RALLY against Learn more about the Weary condition for your Band on
their Readiness TN. When this test fails, an Ally suffers page XXX.
an Injury condition.
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Shared Callings
When you create your Player-hero, choose a Shared Calling
for you and your Band instead of one unique to your char-
acter. The table below lists the available callings and their FOLLOWING DIFFERENT PATHS
associated features. If you prefer, you can choose from the Shared Call-
♦ DISPOSITION FOCUS: This functions similarly to a ings for your Band, and select a standard Calling for
Distinctive Feature. The Band is Inspired when testing your Player-hero. A leader whose purpose is at odds
the listed Disposition, gaining 2d instead of 1d when with their followers can make for dramatic stories.
spending a point of Hope. This approach may put you on different Shadow
♦ FAVOURED SKILLS: Choose two of the three listed Paths. If so, select the most relevant path when trig-
Skills and mark them as Favoured Skills for your gering a bout of madness. If you are affected by the
Player-hero. madness, make it your path. If an ally suffers a bout
♦ SHADOW PATH: This is the path you and your Band of madness, advance along their path.
will follow if you fail to resist Shadow’s influence. Within Moria, you also have the option of
using the Moria-madness Shadow Path for both
you and your Band (see page XXX).
SHARED CALLINGS
CALLING DISPOSITION FOCUS FAVOURED SKILLS (CHOOSE TWO) SHADOW PATH
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Gathering Allies
“You are not without allies, even if you know them not.”
Use the tables in this section to generate the details of your SUCCESS DIE: 1–2
Allies, giving each of them a Gift, quirk, and a name. FEAT DIE GIFT
Other characteristics of your Allies will come to the fore
GOBLIN-S LAYER: Accustomed to fighting orcs,
as you interact and adventure with them. These aspects offer
carries trophies of their kills
a baseline for you to build upon through play and discovery.
1 HEALER: Carries bandages, forager of herbs,
Gifts
MUSICIAN: Carries an instrument, lifts spirits
with song, keeper of lore
Gifts are a useful focus that each Ally lends to your Band.
When an Ally’s Gift directly contributes to an action for the
Band, or if an Ally is acting independently using their Gift,
gain (1d) on the roll. See more about using Gifts on page XXX.
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GRIM FURY: Rage inspires fear, merciless in SHADOW-T OUCHED: Deep knowledge of the
combat, uncanny strength Shadow, haunted by visions
1 IRON GUT: Resistant to illness and disease, sniffs 1 LOREKEEPER: Carries a tome of knowledge,
out rot and poison keeps a ledger, recalls lore
2 SCOUT: Adept at finding safe paths, rarely gets 2 CHARMER: Uncanny charisma, smooth-talker,
lost adept at parlaying
3 ARTIST: Carries charcoal and parchment, identi- 3 GEM-H OUND: Sniffs out valuables, gem-
fies symbols, preserves history knowledge, carries mining tools
4 SMITH: Carries metalworking tools, understands 4 BEAST-W HISPERER: Attuned to animals, com-
the craft, identifies items mune with beasts, carries treats
5 CARTOGRAPHER: Carries maps, knowledgeable 5 FLAME-T ENDER: Never lets the fire go out,
of paths and chambers keeper of light, exudes warmth
6 CLIMBER: Carries rope and pinions, scales walls, 6 BREW-M ASTER: Carries keg and tankards, read-
traverses difficult terrain ily pours drinks
7 INDOMITABLE: Immovable in combat, ignores 7 MIRTHFUL: Carries pipeweed, quick with a song
pain, incredible fortitude or poem, lifts spirits
8 VAULTBREAKER: Carries tools for disabling traps 8 QUARTERMASTER: Carries extra supplies, tracks
and locks resources
9 BIRD-F RIEND: Accompanied by a loyal bird 9 GREEN THUMB: Good with plant life, identifies
companion, used to scout, spy useful herbs
10 SHIELD-B EARER: Protector of allies, front-line 10 SOOTHSAYER: Carries divining runes, tells for-
defender, draws enemy focus tunes, guides efforts
NATURAL LEADER: Rallies comrades, instils cour- BATTLE-T ESTED: Carries weapon of renown,
age, coordinates efforts instils awe and fear in enemies
Quirks
Quirks are unique aspects of an Ally’s appearance, personality, FEAT DIE OUIRK
or behaviour that set them apart from the rest of the Band.
4 Casual with vulgar language
Generate a quirk for each Ally by first rolling a Success Die
and then rolling on the corresponding quirk table. 5 Constantly sipping from a flask
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5 Shield adorned with battle trophies 5 Fiercely guards old family memento
9 Weapons/armour encrusted with gems 9 Ready with an old war story at any time
Names
To generate a name for each Ally in your Band, first roll a Suc- SUCCESS DIE: 1–2 3–4 5–6
cess Die, then roll on the corresponding name column. Note FEAT DIE NAME NAME NAME
that the names on these tables are intended for Dwarves; for
3 Deurgen Glori Erud
Dwarf-friends of other cultures serving in the Band, choose
an appropriate name from those listed for each culture in 4 Faldor Idrial Forá
The One Ring core rules.
5 Harald Ingól Gamrin
You’ll find additional Dwarvish names in The One Ring
core rules, page 35. 6 Nóriq Lora Innerva
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Planning a Mission
In this phase, you decide the nature of your upcoming mission Objective table. Expand on the prompt in the table to flesh
and ready the members of your Band. Have a fresh Mission out the nature of the mission.
Worksheet handy — you’ll use this sheet to note your Band’s The quests in the Mission Objective table are not the sum
stats and assemble your roster of Allies. total of possibilities for your adventure. Mission objectives will
Complete this phase by following these steps: also emerge naturally from your story as you gain footholds,
1. Set the Mission Objective make discoveries, and encounter perils on your expeditions
2. Choose Your Allies into Moria. Whenever possible, let the events and outcome
3. Set the Band’s Composition of one mission lead to the next. Set your goals from your
4. Set the Hunt Threshold Player-hero’s perspective. If your plans run contrary to what
5. Begin the Mission you imagine as Balin’s own strategies, consider taking part in
a Council to convince Balin and other Dwarf leaders of the
Repel enemies encroaching upon a Defeat a champion of the Shadow (Archfoe) and their minions
reclaimed area
1 Seek a lost relic thought to be hidden Embark beyond the walls of Moria to deliver a message home
in Moria
2 Scout out the enemy’s fortifications and Escort a beleaguered expeditionary group back to a Safe Haven
report your findings
3 Chart a safe route to a landmark Seek out the source of a corruption tainting food and water
5 Free captives held by enemy minions Capture an enemy spy and discover what they know
8 Fortify the defences in a remote area Find a missing expeditionary group and escort any survivors to safety
9 Investigate rumours of a nameless fear Find and secure a hidden passage exploited by the enemy
An Ally reveals a personal goal (roll on the Balin trusts you with a mission of personal significance (roll on the
Lore table for inspiration) Lore table for inspiration)
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EYE AWARENESS MODIFIER recoveries, the Enemy may seek to exploit a perceived weak-
EYE AWARENESS
SIZE MODIFIER ness. Likewise, with successes and pressing your advantage,
you may send the servants of the Enemy scurrying into the
Small Band (1–4) +0 darkness.
Medium Band (5–8) +2 To integrate this larger struggle as a factor in your mission,
adjust the starting Hunt threshold using the table below. If
Large Band (9–12) +4
this is your first mission, you can skip this step. See page XXX
Famous Weapon or Armour +1 for each to learn more about Fellowship Phase durations.
carried by an Ally
HUNT THRESHOLD MODIFIERS
With those calculations complete, mark down your total start- PREVIOUS MISSION MODIFIERS
ing Eye Awareness on the mission sheet.
Your previous mission was an +4
astounding success
Set the H unt Threshold Your previous mission was a qualified +0
At the time of Balin’s expedition, Sauron is awake and his success
spies and servants are on the hunt — even in the deepest
Your previous mission was a minor −2
places of the world. As noted on page XXX, Moria is consid-
failure
ered a Dark Land. The default base Hunt threshold is set at 14.
However, if you successfully pushed back the influence of Your previous mission was a −4
Shadow in a region of Moria in the course of your missions, devastating failure
you can mark that region as a Wild Land (with the Hunt
threshold set at 16). Any such victories are undoubtedly short- FELLOWSHIP PHASE DURATION MODIFIERS
lived, but may permit safer travel through Moria for a time.
Hurried (hours) +2
See page XXX for more information.
If you travel outside of Moria, use the table below to set Brief (days) +0
your base Hunt threshold for the mission. If you move from
Extended (weeks) −2
one region to another in the course of your travels, adjust
the Hunt threshold appropriately. Yule (months) −4
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Undertaking Missions
This section contains guidelines for managing your Band and
overcoming trials within the solo campaign. ROLLING FOR YOUR PLAYER-H ERO
Make rolls for your Player-hero as normal, imagining your
Exploring Moria
intent and resolving the outcome. If in doubt about the con-
sequences of an action, look to tools such as the Telling Table
Whether enduring a days-long journey through Moria or (page XXX).
investigating a specific location, you can use the tools and
descriptions provided in this book to help envision the expe- ROLLING FOR THE BAND
riences and dangers that await you and your Band. When an Ally or your Band as a group faces a challenge, roll
As a solo player, you will often need to separate your one Feat Die and a number of Success Dice equal to the
knowledge as the player from the limited perspective of most appropriate Disposition rating. Compare the result to
your Player-hero. For example, if a hidden pit is included their Readiness TN.
in the description of a location, your Player-hero and their
Band have no knowledge of that danger until they are tested The Readiness TN is 20 minus its current value, set
against it. Use Skill rolls and Disposition rolls to learn how when you plan the mission (page XXX).
your Player-hero and their Band fare against the dangers and
opportunities of Moria, not letting your knowledge as the If you are making the equivalent of a Skill roll for the Band,
player impact their chances. use whatever Disposition is most relevant to the Player-hero
But Moria is also a place of deep mysteries. You will be skill that would normally be rolled. For example, use RALLY in
surprised by what you uncover — as both the player and place of ENHEARTEN , WAR in place of BATTLE , and MANOEU-
Player-hero — using tools such as the chamber generator VRE in place of ATHLETICS .
(page XXX), Telling and Lore tables (page XXX), and Jour-
ney events tables (page XXX). USING GIFTS
When an Ally utilizes their Gift to lead an action, it adds
Making Rolls
a bonus to the roll. Gifts can be used when the Band acts
together, or when the Gift’s wielder acts independently.
As a solo player, you must decide when rolls are necessary,
a task that usually falls to the Loremaster. It might seem When an Ally’s gift directly contributes to an action for
counter-intuitive to challenge your own success, but consider the Band, or if an Ally is acting independently using
that each roll of the dice in The One Ring presents equal their Gift, gain (1d) on the roll. A roll can only gain a
opportunity for triumph and despair. bonus from a single Gift.
Roll when risk is involved — when the possibility of fail-
ure affects the narrative. For further guidance, see “When to
Roll” on page 16 of The One Ring core rules.
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Using a Gift gives that Ally focus in your story — a chance Whenever the Band faces physical harm, make a RALLY
to show their quality. But it can also put them in harm’s way. roll. In a Battle (page XXX), the TN of this roll is modi-
Consider how the consequences of a failed roll might affect fied by the might of the foe (TN + Might). Outside of a
that Ally. In addition, a harrowing outcome or close call will Battle, modify the roll by choosing an appropriate rank
rattle the Ally’s confidence or capabilities, making the Gift on the Damage Threat table. If in doubt, make it painful.
ineffective.
DAMAGE THREAT
If you roll an when using a Gift, that Gift no lon- TYPE MODIFIER
ger provides bonuses during this mission. Mark an ‘X’
Bothersome 0
in the box next to the Gift’s description on that Ally
Card to indicate the Gift being unavailable. Painful 1
Vicious 2
During the Fellowship Phase (page XXX), you clear any
marked boxes to regain the use of those Gifts. Dreadful 3
SELECTING A TARGET With success on the RALLY roll, your allies emerge unscathed.
In most cases, the target of a consequence is based on who Their strength and fortitude have won out.
initiated or led the action. However, actions for your Band On a failure, a member of the Band suffers an Injury con-
might lead to consequences for your Player-hero, and vice- dition. Follow the guidelines below to determine the severity
versa. Resolve these actions in the way that best fits the sit- of the injury.
uation. If you’re unsure if an outcome or event affects your ♦ If the Ally is currently uninjured, they suffer a fleeting
Player-hero or an Ally, roll a Skill die: an odd result indicates injury.
your Band, and an even means your Player-hero. ♦ If the Ally is already injured, worsen the rank of their
When your Band is targeted by effects such as Wounds, injury one step using the Injury Severity table; for
the Ally who will face the consequence will often be obvious. example, from fleeting to moderate.
If in doubt, roll a Feat Die and check the values shown on
your Mission Worksheet, rolling again if needed. Or pick two If the Endurance test fails with an icon, you must instead
Allies and let a Success Die choose between them using the do one of the following:
process described above. ♦ Roll on the Injury Severity table to learn the nature of
the damage (putting the fate of that Ally to chance).
DESPERATE STANDS ♦ Apply an injury condition to two Allies (fleeting if
When a roll for the Band or Player-hero fails in a critical uninjured, or one rank higher from the current
moment, there is a chance for an Ally to save the day — but injury).
at a potentially great cost.
To make a desperate stand following a failed roll, choose INJURY SEVERITY
an Ally who will step into the fray. Then repeat the roll, mak- FEAT DIE CONDITION EFFECT
ing the new roll Favoured and Inspired. If you roll a , the
Grievous The Ally is unconscious and Dying.
Ally survives. Otherwise, succeed or fail, the Ally is lost, hav-
Injury If they survive, the grievous injury
ing made the ultimate sacrifice for the sake of their fellows.
persists unless they receive First Aid
during a Prolonged Rest. If they
Endurance Tests and Injuries suffer another injury, they are dead.
The consequences of physical hardships are tracked for your 1–3 Severe The injury can improve with suc-
Band using Endurance Tests and Injury conditions. Injury cessful First Aid during a Pro-
longed Rest.
MAKING AN ENDURANCE TEST
4–10 Moderate The Ally recovers fully with a Pro-
Your Band of Allies does not track Endurance Points. Instead,
Injury longed Rest.
when they are subjected to potential harm, you must make
an Endurance Test. This test is likely to result in a fleeting Fleeting The Ally recovers fully with a short
injury, a minor setback that can lead to more serious injuries. injury rest.
But with some luck, they will emerge none the worse for wear.
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LINGERING INJURY: If an Ally suffers a grievous injury and a lingering injury. The lingering injury will only mend
is given successful First Aid during a Prolonged Rest, their with an extended rest during a Fellowship Phase. If an
condition improves to a lingering injury. But this will haunt ally faces another grievous injury while suffering a lin-
them for the remainder of the mission. If they suffer another gering injury, they are dead with no recourse.
grievous injury, they are dead.
Severe, grievous, and lingering injuries are serious conditions Once at a Safe Haven, any still-injured Allies recover as
that count toward the Band becoming Weary. detailed in the Fellowship Phase guidelines on page XXX.
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If the Fatigue test fails with an icon, you must instead do Becoming Weary
one of the following: Keep a running tally of losses and hardships among your Band
♦ Set an unaffected Ally’s condition to faltering (skip- from the list below. If at least half the Allies on this mission
ping over fatigued). (rounding up) are lost or suffering from a serious condition,
♦ Shift an already-affected Ally’s condition up two ranks the Band is Weary.
(for example, from fatigued to spent). ♦ OUT OF ACTION: Missing, fled, abandoned, or killed
♦ Apply a fatigue condition to two Allies (fatigued if ♦ SERIOUS INJURY CONDITIONS: Severe, grievous, or
unaffected, or one rank higher from their current lingering
condition). ♦ SERIOUS FATIGUE CONDITIONS: Spent or collapsed
FATIGUE CONDITIONS A Weary band suffers the same penalty when taking action
RANK EFFECT as a Weary Player-hero.
Fatigued —
When making a roll for a Weary Band, all the Success
Faltering — Dice that come up showing a result in an outlined
number (1, 2, or 3) are considered to have given a
Spent —
result of zero instead.
Collapsed The Ally is incapacitated
Spent and collapsed are serious conditions and count toward Managing Hope
the Band becoming Weary. You and your Band share the same pool of Hope points. Hope
is spent as normal to grant a bonus on any die roll.
RECOVERING FROM FATIGUE CONDITIONS
Suffering Shadow
A collapsed Ally improves to the spent condition with a
Prolonged Rest — enough to get them back on their feet.
Fatigued, faltering, and spent Allies only improve during Pro- The effects of Shadow are managed for you and your Band
longed Rests in a sheltered and safe refuge. Within Moria, as a group, and you share a pool of Shadow points. These
this is generally your Safe Haven as part of your Fellowship Shadow Points are accumulated, tested, and reduced as
Phase (page XXX). described starting on page 136 of The One Ring core rules,
with the following considerations for leading a Band.
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reclamation of Khazad-dûm. If you decide a special item is in the hands of fate, assign Feat die values to each item in
predestined for a member of your Band, you can award it to your index and treat it as a random table you can roll on.
them as described on page XXX. No matter your approach, work to ensure that magical
More importantly, reclaiming a notable treasure builds objects are truly unique and wondrous — a rare find that can
your reputation in the eyes of your kin, represented as an turn the tide of your campaign.
Experience point milestone (page XXX).
THE BURDEN OF RICHES
YOUR TREASURE INDEX You must consider the difficulty of carrying treasure back to
As detailed starting on page 160 of The One Ring rulebook, you your Safe Haven. A haul can increase your Band’s Burden
can create your own index of treasures or download sample (page XXX), or it might be impractical to carry any significant
indexes. As both player and Loremaster, you can customize an hoard without the benefit of wagons and pack animals. Better
index to the interests of your character and the level of magic to grab the truly remarkable items, hoping what remains will
you desire in your campaign. If you want to leave a discovery someday find its way back to Dwarven vaults.
Solo Tools
Without the guidance of a Loremaster, the solo player has Note also that rolling either the rune or icon results in
only themselves to help build the story. The tools contained an automatic yes or no, respectively, with an extreme result
herein help shoulder this burden. or twist.
♦ THE TELLING TABLE (page XXX) helps answer sim-
ple questions about locations, people, creatures, and TELLING TABLE
events. Use this table when you would normally ask the ROLL A FEAT DIE.
CHANCE THE ANSWER IS YES IF YOU ROLL…
Loremaster a yes/no question.
♦ THE LORE TABLE (page XXX) helps inspire answers Certain 1 or greater
to open-ended questions, as well as revealing new
Likely 4 or greater
events and situations.
♦ THE FORTUNE and ILL-F ORTUNE TABLES (page Middling 6 or greater
XXX) offer prompts for narrative outcomes when a
Doubtful 8 or greater
rune or icon is rolled on your Feat Die.
♦ SPECIAL SUCCESS TABLE (page XXX): Includes bene- Unthinkable 10
fits of a superior result for solo play
: Always yes, with an extreme result or twist
♦ MILESTONES (page XXX): Guidelines for awarding
Experience and Fellowship points to your Player-hero. : Always no, with an extreme result or twist
The Telling Table For example, your Player-hero casts their torch against a stone
One of the most useful and versatile tools at a solo player’s fresco draped with cobwebs, seeking familiar icons or figures
disposal is the Telling table. Use the Telling table when pos- in the scene depicted. You ask “Do I recognize anything in
ing questions answerable by “yes” or “no.” This table helps this fresco?” You set the chance to “doubtful” and roll.
resolve questions normally answered by a Loremaster, reveal- You roll a , which according to the Telling table is
ing details of the world and the intent or actions of other “always yes, with an extreme result or twist.” You determine,
characters. perhaps with help from the Lore Table (page XXX), that your
To use the Telling table: Player-hero does in fact recognize something in the fresco:
♦ Ask your question, with “yes” being the positive out- the well-worn symbol of a great Dwarven house, members
come (from the perspective of your Player-hero). of which now accompany Balin in this very quest. Perhaps
♦ Set the chance of a “yes” (with “middling” as the default). they would know more!
♦ Roll one Feat die and consult the Telling table for your
answer.
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FEAT DIE:
SUCCESS
TRUST YOUR GUT DIE ACTION ASPECT FOCUS FEATURE
You needn’t roll on the Telling table each time 1 Believe Alluring Courage Artefact
you ask a question. Oftentimes, the answer will
2 Bolster Cheery Duty Artwork
be obvious to you, based on the narrative thus far
and the context of the question. The Telling table 3 Defend Gentle Fellowship Illumination
is a tool for when you earnestly don’t know, when
4 Forgive Good Hope Plants
you can’t decide, or when the possibilities of each
present equal opportunities for fun. 5 Resist Kind Love Shelter
FEAT DIE:
SUCCESS
DIE ACTION ASPECT FOCUS FEATURE
The Lore Table
1 Abandon Corrupted Curse Darkness
Use the Lore table to help reveal details when asking an open-
2 Attack Cruel Despair Ruin
ended question about a situation or event. The table includes
four columns: Action, Aspect, Focus, and Feature. You can 3 Betray Deceptive Enemy Blood
roll on one column for a single word prompt, or two or more
4 Corrupt Fell Fear Bones
to construct a prompt phrase.
To roll on the table, use one Feat die to determine the 5 Defeat Despoiled Shadow Corpse
section, and one Success die for the row.
6 Weaken Treacherous War Trap
The Lore table can answer questions such as:
♦ “What is this Dwarf’s nature?” (Aspect)
♦ “What mission does Balin have for me?” (Action, FEAT DIE: 1
Aspect, Focus) SUCCESS
DIE ACTION ASPECT FOCUS FEATURE
♦ “What is the subject of this mural?” (Aspect, Focus)
♦ “What do I find in the next chamber?” (Aspect, 1 Aid Abandoned Ally Archive
Feature)
2 Ambush Adorned Border Armament
♦ “What are some details of the room where we take our
rest?” (Feature, Feature) 3 Arrive Ancient Burden Barricade
For example, your Player-hero speaks with an Ally and 1 Capture Cheerless Death Chill
learns more of their background. Rolling on the Lore table
2 Change Colossal Decay Container
to determine the nature of the discovery, you roll an Aspect
of “Broken” and a Focus of “Folk.” You decide that the Ally 3 Chase Concealed Defence Creature
originates from an ancient Dwarven house, once-great but
4 Command Dangerous Doubt Dead-end
broken long-ago by war and calamity. This Ally has a lot
to prove, it seems. 5 Control Dead Dream Debris
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Fortune and
Ill-fortune Tables
FEAT DIE RESULT
Many situations in these solo rules or in The One Ring core 1 You draw unwanted attention
rules will have a predefined result for an or . These
2 Your actions are observed by someone of
tables are not meant to combine with those results. Use them
ill-intent
in dramatic moments when your fortunes and ill-fortunes are
open to interpretation. 3 Unexpected enemies emerge or are sighted
6 You locate or learn of a useful item 10 You face a test which is contrary to your nature
or abilities
7 Your success instils new hope or renewed
resolve An Ally becomes a hindrance or liability
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Special Success Table One Ring core rules is duplicated below for ease of reference.
When a successful action also produces one or more Elvish Choose one of the options listed for each rolled.
symbols on your Success dice, this is a superior result (see The ‘Cancel a Failure’ option is only relevant for co-op
page XXX of The One Ring core rules). Unlike the whims of play with another Player-hero.
fortune and ill-fortune indicated by a rune or icon on This table is not used in situations where the benefit of a
the Feat dice, this outcome can be interpreted as a direct superior result is already described, such as when making a
result of preparedness and skills. Clash roll in a Battle (page XXX), or when using a Cultural
You can specify what your superior result means by ‘spend- Virtue that provides specific benefits for icons. If a result
ing’ your rolled icons to trigger a number of special results for a is already detailed by other rules or a character ability,
using the Special Success table. The table from page 19 of The use that instead of the Special Success table.
Cancel a Failure If a Skill roll involves multiple players, you help another Player-hero who failed; the failed roll is
considered a success.
Score 1 Additional Success If an action requires multiple successes to be achieved, you score 1 additional success.
Gain Insight You gain additional information, not necessarily related to the task at hand. For example, while
helping a sick individual with a HEALING roll you discover the trace of poison. Or you spot a
sentry while sneaking into a ruin with a roll of STEALTH .
Go quietly You achieve your goal noiselessly or without otherwise attracting attention.
Make haste You complete the attempted task in a shorter time (about half the expected time).
Widen Influence You can influence more than the specific number of subjects originally targeted by the action. As a
general rule, each Success icon spent corresponds to one additional subject or group of subjects.
For example, following a roll of INSIGHT , you spot a second person acting suspiciously at an inn;
a roll of ENHEARTEN aimed to affect half a dozen individuals allows you to influence a full dozen.
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Battles
What prowls the darkness beyond the Bridge of Khazad-dûm? The Clash sequence and Clash roll are described starting
For many centuries, the glorious kingdom of Durin the Death- on page XXX.
less has been host to Goblins, Trolls, and viler things still.
You and your Band will undoubtedly encounter these foes in OBJECTIVES
your journeys through the long dark — and in those times, When battling enemies in the darkness of Moria, the Band
trust the comrades at your shoulder as you do the steel in may find itself fighting on multiple fronts or holding off ene-
your hand. mies while struggling to complete a task. Those risky tasks
This section offers rules for leading your Band in pitched are Battle objectives.
Battles against the denizens of Moria. These alternatives to An objective might be a heavy door that must be forced
the standard The One Ring combat rules help speed up play open, a wall that must be scaled, a prisoner to be rescued, or
for a solo player, support larger-scale conflicts, and put the an item that must be recovered.
focus on the exploits of you and your Band. Objectives can represent your ultimate goal in this Bat-
tle — the reason you set yourself against these foes — or an
Aspects of a Battle
opportunity or obstacle that arises in the midst of the fight.
If an Ally is grievously injured and falls in the midst of the
battlefield, getting them out of harm’s way becomes a new
CLASHES objective. If you find a Battle turning against you and seek to
A Battle is organized into rounds of Clashes. Each Clash withdraw, then escape becomes your sole objective.
encompasses a chaotic frenzy of attacks, manoeuvres, and
parries among your Allies and enemies. Battle objectives are given a resistance: 3 (simple), 6
The heart of each Clash, the point at which you might (laborious), 9 (daunting), or 12 (overwhelming). Suc-
turn the tide or face grievous setbacks, is the Clash roll. cesses gained in the Clash roll can be applied to reduc-
This roll resolves the efforts of you and your Band for that ing this resistance. When an objective’s resistance falls
round against the attacks and defences of your enemies. to zero, you and the Band have achieved that goal.
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ARCHFOES
Encountering
Fearsome Foes
An Archfoe is a powerful enemy combatant or commander
accompanying a War Party, such as an Orc-chieftain leading
Myriad creatures prowl the long dark, fiercely protecting a warband, or a Cave-troll set loose by its handlers. The pres-
their borders from all who dare tread their territory. Balin’s ence of an Archfoe bolsters the forces of darkness and harries
expedition has alerted many such foes to the renewed Dwar- the Band’s efforts to claim victory.
ven presence in Moria — some hunt the Dwarves with a An Archfoe adds to a War Party’s Might and Resistance,
vile hunger, while others slink deeper into the dark, lying according to the table below. In addition, the presence of an Arch-
in ambush. foe in the Battle causes you to lose (1d) on each of the Clash rolls.
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To randomly determine the presence of an Archfoe, roll inspiration, roll on the Battlefield Aspect table (below) or use
a Skill die on this table. the Chamber Generator (page XXX).
Make note of any advantages or complications that come
ARCHFOE MODIFIERS into play due to aspects of the battlefield or the nature of
SUCCESS DIE ARCHFOE MIGHT RESISTANCE the encounter.
When an Archfoe is present, lose (1d) on Clash rolls. 1 Cramped passages and chambers
9 Endless stairs
Beginning the Battle
10 Mine shafts and heavy equipment
Now that the enemy forces are arrayed against your Band, it’s
time to set the Battle in motion. Sun-lit space
Overwhelming 12 Make a BATTLE roll to ready your Band for the fight.
If your Band is caught unprepared, make it Ill-favoured.
If this Battle is straightforward, one force clashing with If you are forewarned and in a strong position, make
another, don’t give it an objective — although one might it Favoured.
arise in the course of the battle. On the other hand, if you
are seeking to simply flee the Battle, unwilling to risk the lives If the roll succeeds, gain (1d) as a temporary advantage (upper
of your Allies, then escape is your objective. hand) on your first Clash roll, or a persistent advantage with a
. If it fails, lose (1d) on that roll as a temporary complication
VISUALIZE THE FIELD OF BATTLE (caught off guard). On a failure with an , it is a persistent
To set your opportunities and challenges in this battle, envi- complication.
sion one or more broad characteristics of the battlefield. For
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SELECT YOUR LEADER FOCUS BALANCED: The Band fights with careful tactics, giving due
1 Choose a single action for your Player-hero from attention to both attack and defence.
the options below. This is your focus for the Clash. ♦ No effect.
If playing co-op (adventuring with another Player-hero)
only one player chooses a leader focus for each Clash. The GUARDED: The band falls back or forms a defensive line,
other manages the Band’s stance and Clash roll. These roles focused on the safety of their fellows.
may swap from one Clash to the next. ♦ The Clash roll is Favoured.
Note: Advantages and complications for the Battle do not ♦ Success icons on the Clash roll are ignored.
modify your leader focus rolls — only the Clash roll.
FLEEING: The Band’s only intent is to retreat from this fight.
COMMAND: You lead your allies, seize tactical advantages, ♦ Make the Clash roll using MANOEUVRE (instead of
and overcome complications. WAR ).
♦ Roll BATTLE ♦ Success icons on the Clash roll are ignored, except
♦ If successful, you gain (1d) on this Clash roll, plus 1d when applied to an objective to escape the battle.
for every success icon.
♦ If the roll fails, suffer a temporary complication: Chaos MAKE A CLASH ROLL
in the Ranks. 3 Rather than using multiple rolls for the actions of
your Allies and enemies, you make a single Clash
INSPIRE: You bolster your Allies with rousing words and roll each round. This roll represents the efforts of your Band
inspiring actions. — supported by you — against the strength of your foes. It is
♦ Roll ENHEARTEN the summation of many mighty blows, desperate parries, and
♦ If successful, the Band is Inspired until you next fail a whistling arrows. Imagine the Clash as a frenetic, dramatic
Clash roll. scene, with your choices influencing the focus of the action.
♦ With one or more success icons, the Band also ignores Before rolling, consider your intent for this phase of the
Weary and Miserable effects until you next fail a Clash roll. fight, and what strategies and manoeuvres your Allies under-
♦ If the roll fails, gain 1 Shadow point. take. With a success on the Clash roll, you can transform that
intent into action.
FIGHT: You lose yourself in the chaos of the Battle.
♦ Roll an appropriate Combat Proficiency for an equipped To resolve the Clash, Make a WAR roll (or MANOEUVRE
weapon, modified by the enemy group’s Might if Fleeing), modified by your foe’s Might.
♦ If successful, reduce the foe’s Resistance by 1 point.
♦ With one or more success icons, also create an opening or Apply any advantages and complications for the Battle to this
opportunity for your Band and gain (1d) on this Clash roll. roll, along with any bonus dice gained as part of the leader
♦ If the roll fails, roll two Skill dice, add them together, and focus. If an Archfoe is present, lose (1d).
decrease your Player-hero’s Endurance by that amount. You can apply an Ally’s Gift as a bonus to this roll. If
you do, that Ally should be at the forefront of the action as
DUEL: You face off against an Archfoe. you visualize the scene, and is the most exposed if the Band
♦ Your attention is focused on that fight. See page XXX faces a cost.
for details.
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CLASH SETBACK
FEAT DIE DETAILS
Baneful strike. Make an Ill-favoured Endurance Test. If that roll fails, the roll on the Injury Severity table is also
Ill-favoured.
1 An Ally is targeted or stumbles into trouble. Add a persistent complication: Ally in Danger. If you fail to remove this
complication in the next Clash roll, the Ally is harmed; make an Ill-favoured roll on the Injury Severity table (page XXX).
2 Your Player-hero is targeted with an unexpected attack. Make a successful AWARENESS roll, or receive a Wound.
3 The terrain fractures or favours the enemy. Make a successful MANOEUVRE roll to reposition, or make an Endurance
Test and add a persistent complication: Difficult Ground.
4 Your foes gain ground or outflank you. Add a persistent complication: Outmanoeuvred.
5 Smoke or shadow obscures your foes. Add a persistent complication: Enduring Darkness.
6 You are cut-off from your Allies. For the next Leader Focus, your roll is Ill-favoured. If you are in the midst of a Duel,
take no benefits from the Clash roll.
7 Fell presence. Your foes intimidate or frighten. Gain 2 Shadow points (dread), and add a persistent complication:
Hateful Foes.
8 Escape is blocked. For the duration of the Battle, when you set your stance to Fleeing, the Clash roll is Ill-favoured.
If you roll this result again, add a persistent complication: They Are Too Many.
10 An Archfoe appears. If an Archfoe is already present, they rampage through your Band, and you lose (2d) on the
next Clash roll instead of (1d).
Your Band falters. Make a successful RALLY roll, or add a persistent complication: Failing Morale.
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Duels In addition, not all Combat Tasks are available to the solo
When you choose the Dueling focus and set yourself against player. Since your Band is not considered a Company, you
an Archfoe, you take on a new perspective in the battle. The cannot select the Rally Comrades (Open Stance) and Protect
fight is resolved using the standard The One Ring combat rules, Companion (Defensive Stance) Combat Tasks.
making full use of your equipment and abilities — and that If you are using the Strider Mode supplement in your
of your enemy. Moria campaign, you can also use the Skirmish Stance and
Gain Ground Combat Task as described in that supplement.
ARCHFOE STATS
When Dueling an Archfoe, use the stats, combat proficiencies, GAINING SUPPORT FROM YOUR BAND
and fell abilities as detailed in its full description. If you gain one or more successes on the Clash roll, you can
spend those successes to send your Allies against your Archfoe.
[SIDEBAR]CO-O P DUELS As noted in the Clash Success table (page XXX), each
If playing co-op with another player, both Player-heroes can success spent to aid your fight against the Archfoe provides
take part in the Duel. Manage the fight as you would a normal a (1d) bonus die to use within the scope of the duel. Each
combat encounter in The One Ring. bonus die can be spent as follows.
♦ Gain (1d) on a skill roll or combat proficiency roll
MOVING BETWEEN DUELS AND CLASHES ♦ Or, roll and add the value of a Success die to the dam-
Your duel occurs in a different timescale than the overall age inflicted on a successful attack roll
battle. Once engaged with an Archfoe, you will fight several
rounds before returning to the Clash to see how your Allies If you gain multiple bonus dice, they can be spent on a single
are faring. roll, or divided among rolls. However, all bonus dice must be
used before the next Clash begins. Any unused dice are lost.
When fighting a personal opponent in the midst of
a larger-scale battle, play out three Close Quarters ADVANTAGES AND
Rounds. Then pause the fight, resolve the next Clash, COMPLICATIONS IN A DUEL
and return to your duel thereafter. The complications and advantages in the larger battle are
not necessarily a factor in your personal duel with an Arch-
As long as you remain in the fight with the Archfoe, choose foe. However, if an important aspect of the battlefield or sit-
Duel as your leadership focus for the Clash. Then, after the uation carries over, use it to modify your rolls as appropriate.
Clash is resolved, play out another three Close Quarters Apart from that, the solo player must decide whether their
Rounds in the duel. Imagine the chaos still raging in the Player-hero and their adversaries fight with advantages or
background, slightly out of focus. complications.
You can use a Success die as a timer for the next Clash, Sometimes it’s clear based on the environment and the
counting down from three. circumstances of the battle — the Player-hero fights in knee-
deep water or unleashes arrows over a great distance. Roll-
STANCES AND COMBAT TASKS ing a rune or icon can also serve as a trigger for a
Once embroiled in a duel, set your stances as normal. If you complication or advantage to make a Duel more complex
are acting aggressively, put yourself in a Forward Stance. If and interesting.
you take a balanced approach, choose the Open stance. If
you fight conservatively, take the Defensive Stance. If you ADVERSARY ACTIONS
are in a position to attack the Archfoe from afar, use the When resolving a Clash, the actions of the enemy are folded
Rearward stance. into the result of the Clash roll. However, when dealing with
The normal considerations of stances and comparing the an Archfoe, you are operating from the focused perspective
number of enemies to the number in the Company do not of the standard The One Ring combat sequence. The back-
apply to a solo player. Instead, you should choose only from and-forth of the fight is given more detail, and includes the
the stances that are justifiable in the current situation. If you choices and actions of your enemy. Thus, you find yourself
are embroiled in a Close Quarters duel and can’t reason- in the unique position of controlling both your Player-hero
ably fall back to pelt your Archfoe with arrows, do not take and the Archfoe who stands against you.
a Rearward stance. Consider these suggestions when determining the actions
of your enemy:
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WEAPONS: Your Archfoe uses the weapon best suited to the PERSONAL COMBAT
situation, depending on the stance of the Player-hero. If mul- When leading a Band, most combat encounters for
tiple weapons apply, the adversary uses that which gives them your Player-hero occur amid the larger context of
the biggest advantage or greatest chance of dealing damage. a Clash, or as a duel against an Archfoe. But you
may find yourself in situations that force you to
SPECIAL DAMAGE: When spending icons to trigger special play out personal combat in detail, such as when
damage from an adversary, use the Heavy Blow special dam- away from your Band. Use these guidelines for
age result unless the adversary lists a special damage option Player-hero stances and adversary actions when-
in its stat block. ever your Player-hero fights using the standard
The One Ring combat rules.
FELL ABILITIES: If using an adversary’s Fell Ability would give
them a clear advantage in combat, they use it, spending any
Resolve/Hate required. If the ability would come at a cost,
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Councils
Councils represent social events of considerable import, often GAINING AID FROM YOUR BAND
involving discussion of vital events or tense negotiations. As the appointed leader of your Band, you will take the lead
There are rare opportunities for Councils within the in Council interactions. But if a member of your Band has a
depths of Moria, but you may find need to make entreaties relevant gift, you can apply that bonus to your efforts.
to Balin or other leaders between missions. As a valued mem-
ber of the expedition, you have a voice in these Councils. ROLEPLAYING INTERACTIONS
Councils for a solo player are resolved as described in The As a solo player, it might feel strange or unintuitive to role-
One Ring core rules (page XXX), with some further guide- play with yourself. But it’s important that your councils do
lines detailed below. not devolve into a series of dice rolls. Think through the dis-
cussions happening — the different motivations at play, and
SETTING RESISTANCE the disagreements that might arise.
As with The One Ring core rules, you begin a council by setting When you have a specific question about a charac-
the resistance, based on your Player-hero’s intended goal in ter’s response during a Council, you can ask the Telling
the interaction — 3 for a reasonable request, 6 for a bold Table (page XXX) for a “yes” or “no” response. If you have
request, or 9 for an outrageous request. a more general question about the nature of a topic or
If you’re not sure what resistance your goal entails, choose response, use the Lore Table (page XXX) and envision
two of the options, make one of them likely, and roll on the what the answer means in the context of the characters
Telling Table (page XXX) to see if the answer is “yes” for the and conversation.
likely option. If not, it is the other.
Journeys
Moria, despite its revered place in Dwarven history, is a place the full journey rules, you can see how you fare with a TRAVEL
unknown to many. In the hands of the Shadow for centuries, roll. This approach is particularly useful when returning to
it is a treacherous and unfamiliar site, far from the kingdom your Safe Haven along the same path (page XXX).
of light and warmth it once was. Journeys into the long dark, Most expeditions within Moria are inherently dangerous
to map its roads and reclaim its chambers, are imperative to and uncertain. However, for mundane travel within safe terri-
Balin’s effort to retake the kingdom. tory, the fate of your journey can be resolved without any rolls.
For a solo Player-hero, these journeys offer an opportunity
to explore the depths of Moria, face uncertainties and danger, SETTING OFF INTO THE UNKNOWN
and put your abilities to the test. The structure of journeys in When playing The One Ring as part of a Company with a Lore
The One Ring is perfect for the solo player, because they tend master, you would normally have limited knowledge of your
to introduce encounters and obstacles organically. destination and what lies along your path. As a solo player,
Journeys within Moria for a solo player are resolved you must balance the information needed to manage the
as described in The One Ring core rules (page XXX) and journey with the viewpoint of your character.
within this supplement (page XXX) — with a few changes To imagine your wanderings within Moria, use the tools
as described in this section. this supplement provides for Loremasters, including the
map of Moria, random tables, and landmark information.
WHEN TO USE THE JOURNEY RULES In addition, you can rely on the Telling Table (page XXX),
As described in The One Ring core rules (page XXX), the Lore Table (page XXX), and other tables provided in these
rules for journey resolution should be used when travelling solo rules to help bridge the gap between your knowledge
through dangerous territory. If there is enough uncertainty or as a character and that which a Loremaster would normally
danger to warrant a skill test, but the journey is not worthy of provide.
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At the start of the campaign, as both you and your Player- 1. Make a MANOEUVRE roll for the Band. This deter-
hero are newly arrived in Moria, you will rely on Loremaster mines the Band’s ability to maintain the pace and fol-
tools without letting that information impact decisions from low your lead. If the roll is successful, gain (1d) on your
the perspective of your character. Once your Player-hero is TRAVEL roll, plus another (1d) for each Success icon.
well-travelled and experienced, a veteran of several missions, If the roll fails, lose (1d) on your TRAVEL roll.
there will be more overlap for the information needed to 2. Make the TRAVEL roll for your Player-hero, apply-
manage the journey with your character’s knowledge. ing the bonus or penalty dice from your Band’s roll.
Within Moria, set the distance travelled as described
JOURNEY ROLES on page XXX.
Journey roles are not used for the solo player. Instead, your 3. Resolve the Journey Event
Player-hero is the leader and guide of the expedition, and
Marching Tests
event type. The table below is slightly modified from the ver-
sion on page XXX. By default, journeys within Moria are
Use the process described below to resolve Marching Tests within a Dark Land, and this roll is Ill-favoured — unless you
when your lone Player-hero is accompanied by a Band of Allies. have secured a foothold within Moria (page XXX).
Deadly Dark If the roll fails, the target is Wounded, and Eye Awareness increases by 1. 3
1–2 The Long Dark If the roll fails, gain 2 Shadow points (Dread). 2
of Moria
3–5 Watchful Eyes If the roll fails, the target gains 1 Shadow point (Dread), and Eye Awareness 2
increases by 1.
6–9 Endlessly Branching If the roll fails, add 1 day to the length of the journey, and the target gains 1 2
Stairs and Passages additional Fatigue. In addition, regardless of whether the roll is successful or
not, roll on the Random Chamber Generator (page XXX).
10 The Right Way If the roll succeeds, do not gain fatigue, and reduce the length of the 1
journey by 1 day.
Dread and Wonder If the roll fails, the target gains 1 Shadow point (Dread). If the roll succeeds, —
of Moria the Player-hero and Band regain 1 Hope instead.
Once the event type is determined, choose one of the follow- AWARENESS , or CRAFT for the Player-hero, or
ing options to help envision the nature of the event and the MANOEUVRE , VIGILANCE , or EXPERTISE for the Band
challenge or opportunity your character faces. or a specific Ally. Check the Solo Journey Events table
♦ Based on the result of the Journey Events Table, imag- for the consequences of this skill roll.
ine an incident or opportunity in a way that fits the ♦ Reveal the nature of the event using an Event Detail
current situation and surroundings. Then, make a test Table (see below).
using an appropriate Skill or Disposition: EXPLORE ,
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Die when first rolling on the Journey Events table. ruination glimpse of former glories
Take a moment to envision the nature of the incident or 3 Deepening EXPLORE (or MANOEUVRE ) to find
opportunity using the Event Detail prompt. If you need more shadows your way through
information, you can use the Telling Table (page XXX) or
4 Oppressive AWARENESS (or VIGILANCE ) to
Lore Table (page XXX) to answer questions about the event.
silence remain focused
If the Band is the target for this event, consider which
Ally is taking the lead in this situation. That Ally might have 5 Endless CRAFT (or EXPERTISE ) to gain a
a useful Gift. ruination glimpse of former glories
Once you have imagined the event and the action taken
6 Drums in the EXPLORE (or MANOEUVRE ) to nav-
in response, make the indicated Skill roll (if your character
Deep igate away from the burgeoning
is the target), or a Disposition roll (if the Band is the target).
threat
Finally, resolve the scene using the consequence and
Fatigue Points gained or lost as shown in each Event Detail CONSEQUENCES OF THE SKILL ROLL: If the roll fails, gain 2
table. Your Player-hero gains that amount of Fatigue points, Shadow points (Dread).
and your Band must make an Endurance test modified by
FATIGUE POINTS GAINED: 2
those Fatigue points (page XXX).
2 Smoke and AWARENESS (or VIGILANCE ) to avoid 2 Lone scout AWARENESS (or VIGILANCE ) to silence
flame blistering heat the sentry
3 Goblin CRAFT (or EXPERTISE ) to spot hidden 3 They are CRAFT (or EXPERTISE ) to build a barri-
arrow slits alcoves coming cade or seal the passage
4 Crumbling EXPLORE (or MANOEUVRE ) to escape 4 Nameless EXPLORE (or MANOEUVRE ) to outrun
ruins the chaos fear the lurking presence
5 Lurking AWARENESS (or VIGILANCE ) to be 5 Pits and AWARENESS (or VIGILANCE ) to steer
assassin forewarned of the attack tripwires clear of Orc-laid hazards
6 Noxious CRAFT (or EXPERTISE ) to detect the 6 Graven CRAFT (or EXPERTISE ) to tear it down
air poisonous fumes image
CONSEQUENCES OF THE SKILL ROLL: If the roll fails, the tar- CONSEQUENCES OF THE SKILL ROLL: If the roll fails, the
get is Wounded, and Eye Awareness increases by 1. target gains 1 Shadow point (Dread), and Eye Awareness
increases by 1.
FATIGUE POINTS GAINED: 3
FATIGUE POINTS GAINED: 2
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You can also choose to translate any of the detailed event ♦ If you managed to overcome a challenge or had an
results into a Noteworthy Encounter instead of using a single overall positive event, treat it as a successful skill roll.
skill test. In this way, you give a specific challenge or opportu- ♦ If you failed to overcome a challenge, or faced severe
nity more focus if it is interesting to you or especially relevant hardships or complications, use the failed result.
to your Player-hero or their quests. Overcoming a significant
Returning to Your
challenge as part of a Noteworthy Event can then provide
Safe Haven
experience as a Player-hero milestone (page XXX).
RESOLVING EVENTS If the nature of your Mission in Moria is a round trip — reach-
FOR A NOTEWORTHY ENCOUNTER ing a landmark or destination, completing a mission, and
For a noteworthy encounter that is not decided using a sin- returning to the Safe Haven — it may not be worth playing
gle skill roll, you still need to determine the overall outcome out the return journey in detail.
when applying the consequences for your Journey Event. To To quickly resolve a return journey to your Safe Haven,
do so, decide if the event was ultimately favourable for your make a single Travel test. On a successful roll, you arrive
character. without incident. If the roll fails, introduce a Journey Event.
Once the event is resolved, continue safely to your destination.
Fellowship Phase
In the Fellowship Phase, your Player-hero and their Band of simplify timekeeping and bookkeeping for Player-hero
Allies return to Balin’s camp in the First Hall to rest, recu- Wounds and Band conditions.
perate, and undertake downtime activities — healing, com-
muning with Balin and other members of the expedition, HURRIED (HOURS): You must set off on an urgent mission,
and preparing for the next journey into the Dwarrowdelf. leaving little time for rest or fellowship.
The structure of the Fellowship Phase is largely unchanged ♦ Recover all Player-hero Endurance
for the solo player, with some exceptions and additions as ♦ Clear any fleeting or moderate injuries among your Allies
noted below. ♦ There is no time for Undertakings
SETTING THE DURATION BRIEF (DAYS): You take time to rest and recuperate, but do
Within Moria, darkness is always at your doorstep. Unfor- not linger.
tunately for the harried Dwarves of Balin’s expedition, the ♦ Recover Hope points equal to Player-hero HEART score
time spent in fellowship is time given over to the minions of ♦ Remove 1–3 Shadow points (see page XXX).
Shadow. Delays will turn the advantage to your foes, lowering ♦ Recover all Player-hero Endurance
the Hunt Threshold (page XXX) when you next set off on ♦ Clear any fleeting or moderate injuries among your Allies
a mission. But these delays might be necessary to rest and ♦ Clear fatigued and faltering conditions among your
recuperate from the hardships of your mission. Allies
When playing a solo campaign, choose the duration of ♦ Heal Player-hero Wound, unless you suffered a Dying
your Fellowship Phase and the associated recoveries and activ- Wound
ities according to the summaries below. These guidelines ♦ You may perform one undertaking
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EXTENDED (WEEKS): You push away the darkness, taking actions by that Ally or the Band (page XXX), and cannot be
time to fully recover. combined with other Gifts.
♦ Recover all Hope points However, Famous Weapons or Armour among your Band
♦ Remove 1–3 Shadow points (see page XXX). will also increase your starting Eye Awareness when setting
♦ Recover all Player-hero Endurance off on a mission (page XXX).
♦ Heal Player-hero Wound
New Undertaking:
♦ Clear all injury and fatigue conditions among your Allies
Recruit Allies
♦ You may perform two undertakings
YULE (MONTHS): You and your Allies leave Moria for a time, As you prove your leadership, others will flock to your banner.
heading your separate ways to spend a season among family
and folk. Choose this undertaking to expand your ranks. If your
♦ Recover all Hope points Band numbers fewer than four, gain Allies up to four.
♦ Player-hero earns a number of bonus Skill points equal Otherwise, gain one Ally for every rank in VALOUR .
to their WITS rating These Allies are added to the overall roster for your
♦ Remove 1–3 Shadow points (see page XXX). Band, and can be selected for missions.
♦ Recover all Player-hero Endurance
Spiritual Recovery
♦ Heal Player-hero Wound
Improving Allies
points to remove during the Fellowship Phase. As a solo
player, you instead decide how many Shadow points to remove
Your goal as a leader among Balin’s expedition is to eventually based on how your actions have impacted the fight against
assemble an entire Band of proven Allies. While performing the encroaching Shadow.
updates for your Player-hero during a Fellowship Phase, you ♦ If your actions have at least marginally interfered with
can choose to award one surviving Ally with Hardened status. the return of the Shadow, recover 1 Shadow point;
Pick an Ally who demonstrated exceptional skill, bravery, or ♦ If your deeds have actively hindered or damaged the
loyalty during your most recent Mission, and note them as Enemy, remove 2 Shadow points;
Hardened on their Ally card. ♦ If you have committed feats that would gain the atten-
tion of the Dark Lord himself, or at least one of his
The presence of Hardened Allies boosts your Readi- major servants, remove 3 Shadow points
ness for a mission as outlined on page XXX.
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Your missions into Moria in this solo campaign are assumed Balin’s Fall
to occur through the beginning and heights of Balin’s five- Despite your efforts, and those of countless other brave
year expedition, when hope seemed a tangible thing, and the Dwarves, the Shadow eventually repels Balin’s valiant cam-
embers of a restored Khazad-dûm took flame in the hearts paign, and the King of Moria and every Dwarf who accom-
of many Dwarves. panied him dies at the vile hands of Goblins. The exploits of
You can mark the end of your campaign once you success- your Band — their brave deeds, triumphs against the Shadow,
fully build a Band of twelve Hardened Allies and undertake and hopes for the future — are lost to time.
a final great mission into the depths of Moria. There is time But perhaps the history of your Band is written in the
within the scope of Balin’s expedition to become a hero — crumbling pages of a journal, abandoned in those silent halls,
or to fall to Shadow or death. waiting to be uncovered by a new expedition into Moria…
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