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I have plans for the solution, one that should easily accommodate the choices North such as you will scarce believe, but I need made by the players during character creation: The default your strength to turn plan to deed. In return for campaign starts in , on the occasion of the first playing your part in our rebirth, I will pay well Gathering of Five Armies, a celebration held in Dale for the in gold, land and the satisfaction of knowing first time, five years after the eponymous battle.

Newly created heroes may be adventurers that have been attracted to Lake-town by the clamour surrounding the This new age of Wilderland is a fragile thing.

They may have ended a year of great triumph — the orcs were scattered, the up there on their own, or they might have accompanied an Dragon slain, the Necromancer banished — but the official emissary. If the Loremaster wants the campaign Shadow still lies on Middle-earth. All the good that was to feature characters as personalities of importance, the done can be undone, all that joy can be turned to sorrow adventurers might even be those emissaries themselves!

All that lies north of be found in the vicinity of the isolated peak known as the Rohan is now to us so far away that fancy can wander Lonely Mountain. It rises in a valley between the southern as far as the river Redwater.

Most of it is occupied its southward course. Its foundations were first laid by the forest of Mirkwood, and the peoples inhabiting by Northmen almost four hundred years ago.

For two it claim the lands around it or very close to it, if not centuries, the city enjoyed a close alliance with the inside it. The cities of Dale over the lands between the Running River and Redwater. Dwarf kingdom. Dale remained a deserted ruin for the best part of two The last four years have seen the completion of most of centuries, its power a dream remembered only in sad the restoration works, including crenellated walls and bell songs sung in Lake-town and in smaller settlements towers, but great labours are undertaken every month as scattered along the Running River.

Dwarf stonemasons are seen working everywhere, as they supervise the Dale was reclaimed in the year by Bard, a descendant building of new fountains and pools and the raising of of its former lords and slayer of the Dragon, when news of new bridges stretching across the waterways. Dwarf his great deed attracted many Men from the west and south.

The countryside to the south and west of skilled Dwarven hands issues again from the Front Gate of the Mountain is once again home to vast farmlands of Erebor to be sold in the markets of Dale, along with providing food for the city population and, especially, for the wares made by local craftsmen and the foreign goods the Dwarf colony under Erebor. Farmers are enlarging brought upstream by boats coming from Lake-town.

He was wounded in the Battle Smaug the Dragon for almost two centuries. It is an isolated remained in Dale as it was rebuilt. Now, his peak, rising to the east of Mirkwood and south of its daughter Kelda has come of age and will soon greater neighbours, the Grey Mountains. The Mountain is marry, so Odvarr seeks heroes a reward if they tall enough to be covered in snow until spring is underway, travel to his old farmstead and ensure it is safe and extends over a wide area.

Its slopes separate in six and secure so he can gift it to his daughter. He needs heroes to the Mountain, where the two southernmost spurs of the go out and map the borders of his new kingdom. They remember that their ancestors Long Lake. Now the Dragon is gone, underground kingdom, to free them from the stench of and those ancestral holds can be reclaimed. Then, they started The heroes might be employed to find the site of delving ever deeper, to carve halls and streets under the some long-lost mansion or tower, and to drive earth befitting a rich and powerful kingdom.

In just a away any rival thieves and treasure-hunters. When Smaug descended on Erebor almost two hundred years ago, the town of Esgaroth was Erebor Adventure Seeds miraculously spared. The culprit strikes at night were forced to seek asylum among the Lakemen. But in and brings down its victims with a stone, but if time, even the town along the shore had to be abandoned it is thrown or flung from a sling, none can say.

They bring news Today, a great wooden bridge runs out from the western from all the far flung corners of the world, and shore to reach the city of Esgaroth, built anew a few miles the knowledge gathering in Erebor is vast. If an to the north of the spot where the bones of Smaug rest adventurer needed to hear news from far away, undisturbed.

Larger than before, the new home of the Erebor, or the road toward it would be a place to Lake-people is also constructed upon stilts made of huge start. Equally this gathering of families and clans forest trees driven into the bottom of the lake, and its can bring about problems of its own. Problems buildings, quays and streets bustle with the activities of a that outsiders might be best suited to solve.

Skilful Elves from the kingdom of Thranduil have helped in the reconstruction, and their cunning art is visible in the many arches that bend as gracefully as tree boughs The Iron Hills across the wider streets, and in the delicate frets that grace The easternmost outpost of the Dwarves is the fortress of several house facades.

These hills have little in the way of silver or gold, the toys of the Dwarves, but are obviously rich To this day Esgaroth remains a free city, governed by a in their servant iron. The great forges and smithies in the Master elected from among the old and wise. He conducts hills turn out weapons and armour in great profusion, the affairs of his office from a Great House in the main and the doughty dwarves of the Iron Hills are the strong Market-place, on behalf of the people of Lake-town and right arm of the King Under The Mountain.

His duty is to safeguard and preserve the peace and riches of the city, administering its trades and policies. In recent years Lake-town Esgaroth has started to suffer from the proximity of the city of Dale: fearing for the independence of Lake-town, the Since the great days of old, when a powerful realm of Master of Esgaroth is tightening his trading and political Northmen stretched far from the Lonely Mountain, relations with the Woodland Realm. Grown out of a small community born along its western shore, the The Wood-elves have always been welcome in Lake-town, village of Esgaroth became a trading port when families and much sought-after help arrived from them when the of merchants decided to move there from Dale.

They built city was destroyed by Smaug. Elves have never stopped warehouses, and great residences to live in and closely being an everyday sight for the Lake-men, both along follow the coming and going of their goods. For many years the quays and in the houses of the most fashionable and thereafter the boats of the Lake-men were seen going up influential merchant families. The Long Marshes capable of turning the brightest light of the Sun into the The lands opened wide about him, filled with the waters of palest radiance.

The dreariness of the region is multiplied the river which broke up and wandered in a hundred winding where the marshes meet Mirkwood. Under the shadows courses, or halted in marshes and pools dotted with isles on of the forest all sounds of nature are utterly silenced and every side The narrow belt of land flanking both sides of the River Running where it touches the eastern eaves of Mirkwood has been turned into a trackless swampland by the The Land of the Beornings flooding of the river waters over too many years to count.

To this day, this includes territories around of the Forest River where it exits Mirkwood to the east. Since the day By , the Long Marshes cover an area more than one that Beorn decided to become a leader of men, his followers hundred miles long from north to south, from the eastern have come to live close to his house, building homesteads borders of the Woodland Realm to the shores of the Long and small fortified settlements along the edge of Mirkwood, Lake, and south beyond the Mountains of Mirkwood.

Often, the marshes will the House of Beorn encloses a wide area including offer the same sight, regardless of the chosen direction: gardens, wooden barns, stables and sheds, and a great a wide, treeless expanse of mires and pools of sullen house not very different from a traditional Northmen hall waters, unmoving but for the river course that stirs them. It is here that Beorn can be found to most people as it is often a preferred route to the most of the times at least during the day , holding council Redhorn Gate and the pass going over the mountains at with the older and mightier among his followers, receiving the source of the Gladden River.

Watching over the pass foreigners and guests or baking his famous cakes. Once, a great stone bridge stood and other dangers, and have made many enemies here, and the ruins of its foundations can still be seen in in doing so.

When thieves attack the guards at the drier season when the river is shallower. The ford is the ford and murder several of them, can the watched constantly by the Beornings, who also meet here adventurers track down the killers?

And was the to trade with other folks mainly the Woodmen. If he catches a band of The valleys along both sides of the Great River and wandering misfits tucking into venison, what will the western eaves of Mirkwood are the home of the be asked in payment?

Can the company turn an Woodmen. Numerous, brave and well-armed, they extremely angry Beorn into a patron? The they call a group of clans or families who dwell together Eagles have stolen many of his sheep over the in the same great hall under a common token of kinship. Now, he demands that the heroes the old and wise. In times of need, the Elders from all hunt down the King of the Eagles and extract houses meet at a folk-moot, a great gathering where the justice for his loss.

Can the company find out most important decisions concerning the Woodmen at what really became of the girl? Might the keen- large are taken. There are four main Houses of Woodmen eyed Eagles be witnesses to the misdeed if they are in Wilderland: the House of Mountain Hall, the House of not responsible for it?

It is hidden in a narrow valley east of the river in the upper reaches of Anduin, to the north of the Misty Mountains, where a turbulent stream runs of the Old Ford.

An ancient flight of steps starting from a amid steep walls of rock and around grassy knolls and small cave at the foot of the hill leads to a flat space on pine-covered hills.

The village itself is located where the top. A stony ford joins the Carrock to the eastern shore of river loops around an area of grassland set against the the Great River, but not to its western shore. It is not protected by a stockade or hedge, as the watercourse has been widened High Pass and deepened, making the village accessible only by a dirt A pass going over the Misty Mountains, connecting road cut along the stream where it passes the nearest to the Wilderland to the western lands. The High Pass is known rock face.

Many villagers work in mines dug into the mountains to Guldur rises. The Brown Wizard has been living here since before copper, tin and iron. It is a dangerous trade, as many the Northmen came to the vales of Anduin. His presence creatures lurk in the dark under the mountains, waiting has been greatly beneficial to the Woodmen, and over patiently for the unwary. The resulting ore is smelted in south. Radagast comes here often, although he usually Mountain Hall and then poured into ingots for prefers to reside in his own house some distance to the transport down the winding path and across south of the great hall, a small cottage with a thatched the river to the other Woodmen settlements.

The roof inhabited by all sorts of birds. Woodmen guard this trade themselves, but with more and more being lost en route, something Woodland Hall is amiss. Is it the predications of especially bold Woodland Hall lies fifty miles to the south of the Old Forest bandits, or something more sinister? Or is there Road, in a wide clearing cut in the forest by generations some internal strife between the Woodmen of axe-wielding Woodmen. It is the largest community families that is at the root of things?

He asks a Scholar among the heroes Woodmen of all ages search for fish among the eddies to temporarily masquerade as the Wizard, so of the Dusky River with bow, spear, net or line, as its no-one suspects that Rhosgobel lies undefended. They also wash the gravel of by pretending to be Radagast for a season?

The barrows and strangely carved statues of this vanished people The Great Hall of Woodland Hall can yet be found by those who dig deep enough Among the great houses of the woodland folk this is in the wood. What became of this folk, and what probably the most magnificent. Generations of carpenters did they leave behind? Every door and window-post, every pillar, rafter and beam tells a different Rhosgobel tale, sometimes harkening back to times now forgotten, Rhosgobel is the name of the place where the abode of when the Woodmen lived in different lands.

Such craft Radagast is found, on the southwestern edge of Mirkwood has never been equalled again, leaving the Woodmen of just one hundred miles north of the naked hill where Dol today to wonder at the cunning of their forefathers. Woodmen-town The Hall of Balthi Woodmen-town lies forty miles to the south of Woodland This great house takes his name from a legendary hero of Hall. It is a smaller settlement, lying in a clearing among the folk. Under its roof the Woodmen keep their greatest the trees where the forest stream heads west, turning treasure, a wondrous lamp burning with an everlasting before the wood rises into low hills beyond its eastern blue light, the product of a craft so ancient it comes from a shore.

Several homesteads cluster around an ancient time before the reckoning of Men. It is held aloft by chains great house, built by a hero of the Woodmen when the fastened to a beam of the roof. The lamp is encased in a fair Shadow was first banished from Mirkwood. With a and clear blue glass like a sapphire, wrought by craftsmen history going back for more than nine hundred years, the of the folk with figures in gold showing a young warrior, House of Woodmen-town reunites the most prominent not much more than a boy, leading through the woods families of the Woodmen even if Woodland Hall is the an elderly figure holding a staff, and advancing together largest dwelling of their folk.

Its council of Elders is given towards a dark fortress on a hill. The Woodmen attribute precedence in all folk-moots, and many war-leaders the lamp with prodigious healing powers, and the great have been chosen among its warriors and chieftains.

Shadow and, when noisome mists and vapours started to issue once again from Dol Guldur four centuries ago, many Woodmen left the village. Forest Road crosses its width. It extends across the very.

Nobody knows exactly Trackless and unconquered by the light, the Heart of what lies within its borders, as no one has thoroughly Mirkwood is the rotten core of the forest. Here the trees explored it.

Many creatures have made their as reclaimed its hundreds of streams and shadowy vales, lair in this region, the darkest part of the forest, and most its clearings, bogs, hills and mountains.

The creatures Spiders seem to emerge from its remote corners. Many This region borders with the Woodland Realm, where the darker things have descended from the mountains that Forest River cuts the northernmost portion of Mirkwood rise in the middle of the forest and have issued out of neatly in half.

Despite its proximity to the realm of the pits of Dol Guldur, to breed and multiply in the dim Thranduil, this area is very dark, and dense cobwebs shadows. Fortunately for all who live near its edge, the stretch from tree to tree; the clear sign of the presence forest has grown less dark since the Necromancer was of Spiders.

For a while now, the only viable way across driven from his stronghold in the south of Mirkwood, Mirkwood is found here, where the Forest Gate gives and some think that it will soon be possible to open the entrance to the Elf-path. This is a trail made by the Silvan Old Forest Road to traffic once again. Near its eastern end, a small forest river interrupts the path with dark, swift waters said to carry an enchantment capable of Mirkwood Adventure Seeds making anyone who drinks from it drowsy and forgetful.

Danger can visit the door of even the best The Mountains of Mirkwood were once known by the prepared adventurers when they agree to help Elves as the Dark Mountains because of the colour of the foolhardy or ill prepared in Mirkwood. It is from cold caves under friends without aid? Now, with both Dale and Stream flows to meet the Forest River to the north, as do Erebor reclaimed and under reconstruction, several other brooks and creeks that lose themselves in there is a powerful hunger in the north for winding courses among the trees of Mirkwood or in the timber.

The sounds of saws and axes disturb the Long Marshes to the east. From its gate issue dozens of paths and trails. Today, the Amon Lanc, where today stands the dreaded fortress of vast fortress of Dol Guldur is empty and silent, but the Dol Guldur.

But the day came when the King left his realm presence of its former master echoes still in its many dark to bring war upon the Enemy at the head of a powerful halls and chambers. His malevolent will weighs upon the host, and never returned. His mourning son took his place region like a curse, and his influence is felt by anyone who on the throne, and retreated north with his people. When, tries to approach it, and by those creatures that still lurk centuries, later the forest darkened and Orcs and Spiders in the area, waiting.

Approximately miles south of the Old Forest Road, the width of the forest narrows until it measures less than Today his subjects dwell in wooded valleys of ancient oaks miles across. The large to the east. Here, they live in houses and huts built upon indentation along the eastern border of Mirkwood is all the surface of the forest and high up on the branches of that is left of their realm. They cleared it by felling many the trees.

The Halls of the Elvenking Protected by magic and by great doors of stone, the Several paths made by the Silvan Elves used to cross the underground fortress of the Wood-elves is a palace and entire width of the Narrows of the Forest, and other folks treasury for their King, a refuge for their folk and a prison made use of them when the Elvenking forsook these lands.

The Halls are built into a system of Today, many Woodmen know where these tracks start but caves underneath a great hill, and host many comfortable nobody knows whether they lead anywhere or simply chambers and passages, including the royal residence of disappear where the forest is darker.

Stories tell of how King Thranduil. A subterranean watercourse flows under these paths are haunted by Wood-wights, restless ghosts the hill where the wine cellars of the palace are located, of Northmen who died as slaves when an enemy folk took along with the deep dungeons reserved for those who their land, centuries ago.

Western Mirkwood The wide portion of the forest that extends to the west of Other Lands the Mountains of Mirkwood is as dark and dreary as most of the wild wood. Beyond them lie the frozen used to run across the forest for over miles, to emerge wastes, enshrouded in cold mists and dark legends.

At the time of the journey of Bilbo, the road was said to be used by To the east lay endless plains where wild folk dwell and Goblins and overgrown by the vegetation.

Five years later, multiply, until the day a new king or chieftain will once the situation might have improved as the Orcs have been again harness their hatred and bring them to war against severely diminished at the Battle of Five Armies, and the the west. The West Woodland Realm To the west extend the Misty Mountains, a range of The area of Mirkwood to the north of the Forest River is forbidding peaks riddled by Goblin tunnels and mines, claimed by the Elvenking as his own domain.

In another running for almost miles from the far north to the. Beyond is the haunted land of Eriador, where once gone and the shadow lifted from Mirkwood at least for great kingdoms reigned, but now the lands are mostly now , there are more traders and adventurers on the roads empty. The Elves of Eregion are gone; so too are the men than ever before. This is, sadly, destined to be only a brief of the North-Kingdom of Arnor. The Tale of Years Near the Havens lie the Blue Mountains, another dwarf- hold where Thorin Oakenshield and his companions once Three timelines have been included in this section: the first dwelt.

Now, dwarves hurry east along the road, eager to Old Lore presents facts mainly concerning the ancient return to their ancestral halls Under The Mountain. It history of relevant areas of Middle-earth and the folks was in Eriador that Thorin met Gandalf the Grey Wizard, inhabiting it; the second Recent Past offers information and made the acquaintance of Mr.

Bilbo Baggins, esq. Now, they speak of a new King Under The driven out of the far North The River Anduin flows through Wilderland, and on past the Falls of Rauros to the southlands: the rolling fields Year of Rohan, and the land of Gondor, the last remnant of About this time, a shadow takes shape in Greenwood the vanished Numenor.

For all of the Third Age, Gondor Great. The Silvan battled with the forces of Minas Morgul. Gondor is much Elves confine themselves to the northernmost regions of diminished from its days of glory: the city of Osgiliath has the forest, and Men begin to call it Mirkwood. The earliest been abandoned, and there is no king in Minas Tirith any tales of the Hobbits relating to their Wandering Days seem more, only a line of stewards. Still, even the faded glory to indicate that they once came from these areas.

The Dwarves of the line of Durin delve too deep under the Misty Mountains and awaken an ancient evil. Wonder of the Northern world, are abandoned the Still, the fall of the Dragon and the rise of Dale has brought following year, its inhabitants driven out by fear and cheer even to the distant south.

With the Necromancer death. There, the Dwarves discover He carries the Arkenstone with him, as part of the royal their most prized treasure, the Arkenstone, known also as treasure. Year Year After four centuries of hiding, the Dark Lord secretly In the past centuries, the increase in power of the returns to Dol Guldur. His strength is increased, and his Necromancer of Dol Guldur has been responsible for the dark thoughts are felt by all malevolent creatures. The slow but steady diminishing of the inhabitants of the vales Ring heeds the call.

In the year , the Wizard Gandalf finally enters the fortress to investigate the matter songs Mirkwood darkens once again as evil things are called and legends of the Woodmen have him led through back and creep into the forest.

In the following decades, Mirkwood by the young son of a hunter. The Wizard At the request of the Lady Galadriel, a White Council of returns from the pits of the fortress carrying a treasure, the Wise and Powerful is formed to unite the forces of and gives it to the Woodmen for safekeeping see the West against the Shadow. Saruman the White, who Woodmen-town on page It begins the period known has long studied the Enemy and his servants, is chosen to the Wise as the Watchful Peace, a truce that will last for to lead it.

The Elvenking of Northern Mirkwood is invited four hundred years. In the. Year Answering commands issued from their master in Dol Year Guldur, the Orcs begin to spread in the dark places Dismayed by the increasing forces of both Dwarves and beneath the Misty Mountains. From Mount Gundabad in Men of the North, many Orcs resort to raiding the regions the north to Moria in the south they secretly strengthen west of the Misty Mountains. This threat comes mainly every stronghold, barring all the passes into the lands from their stronghold of Mount Gram.

Year To respond to the increasing threat from the mountains, At the Battle of Greenfields, Hobbits of the Shire face and the Woodmen of the western river vales raise their burg at defeat an Orc-band from Mount Gram. Their king, the Orc Mountain Hall, building upon the foundations of an older Golfimbul, is killed by Bandobras Took, better known as fortification.

Year Year Following a great battle, Eorl the Young, lord of the About this time, the wild folks of the East move against Horsefolk of the north, leads his people from the upper their enemies. In the North, the armies of Dale muster vales of the river Anduin to live as free Men in the plains under the banner of King Bladorthin, but between the of Calenardhon, far in the distant south.

He becomes the end of and the first months of , stiff, relentless first King of the Mark of the Riders. The frontiers of the realm. Dwarves face a long and terrible war. In five months, the Long Winter causes great suffering Year and inflicts grievous losses on many peoples. Gandalf the The Dragons of the northern waste spread south to prey Grey himself intervenes, coming to the aid of the Shire- on the Dwarves. The Dwarves are caught restores the royal house to its ancient seat in Erebor.

The by surprise and Erebor is sacked, its inhabitants slain. About this time, several his lair, and its treasure becomes his hoard. From the clans of Northmen living along the River Running move Mountain, Smaug starts preying upon the neighbouring north to be closer to the Lonely Mountain. They befriend the lands, killing people and livestock and reducing the Dwarven colony of Erebor, attracted by the opportunities surrounding area to a wasteland.

Some time later, Dale offered by the prospering trade with the Iron Hills. The city becomes deserted and slowly crumbles to ruins. But victory has a women make their way back into the vales of the Great bitter taste: the war has greatly reduced the number of River from the South.

Remembered as the Fell Winter, its frozen to the Iron Hills. Rivers and lakes are frozen over, the northwest. He the snow and many lands are flooded as a result. It is resolves to return to Erebor and convinces Balin and about this time that the Long Marshes spread extensively, Dwalin and a few others to leave the Blue Mountains extending from the Old Forest road to the Forest River. Aragorn, son of Arathorn, is born on March 1st. Two years later, his father is killed while riding After almost eight hundred years, Gandalf the Grey against the Orcs of Mount Gram with the sons of Elrond once again enters Dol Guldur in secrecy.

Inside the evil Halfelven. His mother Gilraen takes Aragorn to Rivendell, fortress, he finds his darkest fears to be true: the dreaded where he is received by Elrond as foster-son. He is given Necromancer is indeed the dark lord Sauron.

Before the name Estel Hope and his lineage concealed. He urges occurred in the past five years. Entries not in italics are. For a while he is watched coming from the North, as this great news has spread far closely by the Wood-elves. Even for characters coming from the South, they have likely heard distorted rumours of Years what has transpired. Bard completes the reconstruction of Dale and is crowned King. Beorn The Wizard Gandalf, Thorin Oakenshield and thirteen establishes his rule as a great chief at the head of his new Dwarven companions visit Bilbo the Hobbit in the Shire: followers, soon to be known as the Beornings.

One autumn evening some years afterwards, Bilbo was sitting in his study writing his memoirs Gandalf temporarily abandons the expedition to persuade the White Council to strike decisively against The following entries describe events concerning Dol Guldur: this time, Saruman approves and the Wilderland from year to Here no entries are council sets upon the difficult task. But Sauron yet again given in italics, as all featured events are available for the anticipates the moves of his enemies and retreats from Loremaster to use in any ways desired.

For example, each his fastness: the Dark Power leaves Mirkwood. Year Bilbo returns to his peaceful life in the Shire. He carries There are no major events recorded in the sources for the the One Ring with him, not suspecting its true nature. Without earth-shattering occurrences, new characters have plenty of room to The Dark Lord returns to Mordor.

He is received by his most develop their adventuring careers before more important powerful servants, the nine Ringwraiths, who prepared for occurrences start affecting their lives: in year , the his return in their stronghold of Minas Morgul. Year The Master of Lake-town falls victim of the Dragon-sickness Year and leaves, carrying with him most of the gold given The Gathering of Five Armies to him by Bard for the help of the Lake-people.

Initially In the last days of November, on the fifth anniversary of helped by some companions, he is then abandoned and the eponymous battle, a great feast celebrating the victory dies of starvation in the Waste. People from all neighbouring lands are expected to Year participate in the revels, as the feast has been arranged The creature Gollum leaves his lair under the Mountains to coincide with local celebrations held for the end of the and begins his search for the thief of the Ring.

Some time harvest season and the beginning of the colder months of later, he enters Mirkwood, to eventually reach Esgaroth the year. The celebrations are a great occasion to put together times and about how things are going in Wilderland. Bilbo is and now. The Council of the North If a hero hails from the Shire, he might actually witness During the first Gathering, envoys from Lake-town, the the episode. The player-heroes may be present Sauron Declares in Mordor as representatives of their own folk, and maybe even meet After nine years of preparations, Sauron unveils his each other at the Gathering.

He is ready to spread his power far and wide, and begins to rebuild his Year Dark Tower. His will is bent on gathering a vast army in Gollum seeks the One Ring the black land, and his summons are answered by all About this time, Gollum abandons the trail of Bilbo over the sorts of wicked creatures.

Gollum is among them, and his Misty Mountains and turns back. He hides in Mirkwood, path slowly turns in the direction of Mordor. His presence fills the forest with dreadful rumours, and among the Woodmen At this time, characters with at least a permanent Shadow a tale starts to spread, telling of a blood-drinking ghost point or a Shadow rating of 3 or more may experience preying upon the unwary. Their arrival Year triggers once again the Darkening of Mirkwood.

Rumours The Grey Pilgrim of a new Shadow in the South start to be whispered by Fearing a possible estrangement between the Folks of the many folks in the North. He is considering the possibility of inviting one of their rulers to become a member of the White The Return of Arwen Council. The Departure of Aragorn On the day of his coming of age March 1st Aragorn If the heroes are in a position to be considered as learns about his true name and heritage from Elrond, his counsellors, Gandalf listens to their advice.

From his hands he receives two heirlooms of his House: the shards of the sword Narsil and the ring of Year Barahir.

The next day, Aragorn encounters Arwen for the Gandalf and Balin visit Bilbo first time and falls in love with her. Upon learning of her Gandalf and Balin journey to the Shire to visit Bilbo true nature and heritage, Aragorn leaves Rivendell to go Baggins.

They arrive at Bag End on one autumn evening. Many Rangers set out around the same time, They spend some time together, talking of their adventuring spreading out east of the mountains. Rivendell dw. Rhosgobel E East Rhovanion. The Narrows East Bight of the Forest. It achieved its independence when the Lord of Dale allowed its citizens - Lake-town- to appoint a Master, chosen from the old and wise.

For centuries, Lake-town has endured thanks to its position, set strategically between the Woodland Realm, the Your first Adventures in a Middle-earth campaign is Kingdom under the Mountain, and the city of Dale. Beyond the establishing his new kingdom of free peoples.

From there and beyond, and to find work as adventurers. In the default setting travellers arrive in Lake-town aboard trading ships and of Adventures in Middle-earth it is considered the first rafts, bringing wares and goods for sale at the markets sanctuary available to a new company. Your company of of the city. This section to over one thousand people. In a region where most populated settlements The great bridge that connects Esgaroth to the shores of are no larger than a group of farmsteads surrounded by the Long Lake ends in a tall Gatehouse 5 on the map.

The gatehouse lets archers attack assailants from Town Guards a protected vantage point, and murder-holes allow other A number of armed guards are assigned every day and defenders to rain down rocks on attackers trying to smash night to guard the great bridge, to man the various city the gates. The palisade to the left and right of the Gatehouse gates, and to protect the Town-hall and its main occupants allows more archers to target foes on the bridge, catching - the Master of Esgaroth and his councillors.

The Town them in a deadly crossfire. Should the enemy penetrate guard is an armed force under the direct command of the the Gatehouse, they would find themselves in a killing council of Esgaroth, and its main duty is to keep watch on zone, bordered by the Tollhouse 15 and an encircling specific assigned places, leaving the job of dealing with palisade.

From the top of the palisade, rows of archers any other types of trouble to the Town watchmen. Guards are trained and equipped at the Guard barracks The large Tollhouse 15 is defended by stout wooden 8. In the case of an armed threat or other serious gates. The Town guard is ocassionally known to enter and sell their wares in the town markets. Here are led those who break main Market square This is certainly the largest the laws upheld by the town council.

Then, they has increased greatly. Some come fleeing the wars of the together with fish and wild fowl. Still others are spies of the and herbs along Bridge Street as pedlars. When a stranger asks the adventurers about Lake-town, what do they tell her? What Everything that can be sold or bought in Lake-town is on purpose lies behind her questions?

The finest. Many firstborn square. Here, wandering musicians find shelter under its sons in a merchant family spend a good part of the year overhanging gables to entertain the passers-by. An association created for the mutual aid of proved trustworthy in the past. Aging merchants and its members, the guild holds considerable power, as the trading matrons are often accompanied by their older Master of the city is often chosen from its affiliates.

The sons, brash youths with expensive clothes and quick hall is used by the merchants of the guild to conduct their tongues. Often, apprentices are sent Warning trumpets are always ready to sound from the top to the market square of Esgaroth to sell their handiwork of its tower in the case of fire or other impending danger.

He spends most of his days wandering will learn their secrets. Here, small, two-storied houses lean One of his tales speaks of a Dwarven expedition one against the other, creating a maze of darkened alleys. It is said that ancient arms and artisans and craftsmen in Esgaroth, a thousand-faceted armour, exemplars of the Dwarven craft from expression of the burgeoning prosperity of the town.

Many-coloured and fanciful signs hang from the workshop fronts, in the attempt to give some order to the general chaos and identify precisely the trade of each craftsman. Merchants But the confusion is only an initial distraction, as the local A merchant is a member of a family who prospers by artisans have divided the quarter neatly, dedicating even dealing in the buying and selling of wares. Normally, the smallest alley to a different trade.

Merchants the interior of the district. Closer to the Market square is. From what I tell so far, it's definitely similar enough to 5e to not require learning a ton of new mechanics, though there are some new mechanics.

The biggest thing I've noticed so far is that there is A LOT of lore material for players to go through, since the lore seems to be the main focus of this setting. I'll try my best to answer your questions, so feel free to ask if you are curious about this 5e OGL setting at all.

It'll be available to you free of charge if you've pre-ordered the print version, or to buy from DrivethruRPG as a PDF in its own right. Adventures in Middle-earth Loremaster's Guide Pesquisar este site.

Conger Ebook PDF. Download Mr. Download My Hero Academia, Vol. Encyclopaedia Ebook PDF. Download The Goat or, Who is Sylvia? Download the princess saves herself in this one Ebook PDF. Download The Sandman, Vol. Download Who Says You Can't? Mapa do site. Adventures in Middle-earth - Official Sitecubicle7.

The starting point for Adventures in Middle-earth is the Player's Guide, which gives you the Middle-earth setting-specific rules and guidance to create your characters and adventure in the world of The Hobbit and The Lord of the Rings using the OGL 5e ruleset. Packed full of advice and ideas to help make your Adventures in Middle-earth 5e games awesome, the Loremaster's Guide brings you:Adventures in Middle-earth Loremaster's Guide - … drivethrurpg.

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