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~The Last Good Years~

A Prelude to the Mirkwood Campaign

Introduction

This supplement contains four new adventures, as well as some suggested changes to the introductory adventure Eaves of Mirkwood. These adventures have been designed to lead players into the events of the Mirkwood Campaign.

The Mirkwood Campaign itself suggests running through part or all of Wilderland Adventures or creating new adventures before starting the campaign, so that characters will be appropriately levelled up. But Loremasters might not want to create their own adventures, and running through Wilderland Adventures first is a little problematic, as the Wilderland Adventures scenarios are more action packed than the early Mirkwood Campaign scenarios, and also does not help the feeling that the first few adventures of the campaign are the ‘last good years’, as they feature some powerful foes and dire situations.

Secondly, the Mirkwood Campaign has a lot of scenarios that heavily involve Woodmen politics, and players will be more involved if they are Woodmen, or already have reasons to care about the Woodmen, and know more about some of the more important Woodmen. The adventures below all feature the Woodmen to some extent to help players become invested with them before the campaign properly begins.

To run these adventures, Loremasters will need a copy of the Eaves of Mirkwood, Rhovanion Region Guide, and Wilderland Adventures. Advice for Loremasters

As these adventures are largely focused around the Woodmen, it would be preferable if player- heroes were Woodmen. Failing that, they could be Beornings, or perhaps Dwarves who are in the Woodmen lands to aid Bofri’s quest to rebuild the Old Road. If players want to be from another culture, then the Loremaster should encourage them to think of a good reason why they would be spending so much time within the Eaves of Mirkwood.

These are meant to be the ‘last good years’ before the darkening of Mirkwood. The victory at the Battle of Five Armies is very recent, so the overall mood should be positive. Tonally, these adventures should feel more like The than Lord of the Rings.

Orcs should be rarely seen during these adventures, so that when do start re-occupying and Fenbridge Castle, it will be more shocking. Players at these levels should also not be expected to cross Mirkwood. Mirkwood should come across as a frightening place that should not be entered unless in dire need. This will be undermined if the party have any reason to enter Mirkwood proper (not counting the Eaves of Mirkwood or the Elfwood) at lower levels. ~ Year 2942 ~ The Eaves of Mirkwood

Introduction adventure already serving as Ingomer’s guards, or they could offer him their service The Eaves of Mirkwood is a good when they see him there, either out of an introductory adventure, however it does innate desire to be helpful, or because they not work very well as a lead in to the want to get into his good graces. Mirkwood Campaign, for two reasons. The He is waiting there for three Dwarves: first is that it gives players the impression Snorri, Borri and Hár, who were meant to that Lake-Town will be their main base of meet him there. He will not speak openly of operations, when in fact Lake-Town is not his business with the Dwarves, but it is an featured much in the Mirkwood Campaign. open secret that he is concerned about the The second is that Gailavira and safety of the Woodmen once he passes Rowanhold are never mentioned outside of away, and he hopes that Dwarven Eaves of Mirkwood and have no craftsmen may help him to fortify or arm connection with the rest of the plot. These Woodmen settlements. Any other changes to Eaves of Mirkwood seek to Woodmen that the players speak to will improve that. respect Ingomer’s wisdom and his concern, Summary of changes for he has the most experience of the warriors of the Woodmen, but none of This adventure no longer takes place five them are worried themselves. As far as years after the Battle of Five Armies. It most of them are concerned, the Free instead takes place in 2942, the year after Peoples won at the Battle of Five Armies, the battle. and the Woodmen are well insulated from most of the troubles of the world within the The players will no longer be travelling to eaves of the forest anyway. Lake-town, but will instead be actively searching for Snorri, Borri and Hár. The players should have some opportunity to speak to the inhabitants of Woodmen- Additional backstory has been created for town, but after a while, Fridwald the Gailavira and for Ingomer, so that Runner will arrive with bad news. Gailavira has more potential to be involved in the events of the campaign, while He will reveal that the Dwarves have been providing additional backstory for Ingomer seen near Rowanhold, and that Gailavira and his family. of Rowanhold has apparently announced her intention to hire the Dwarves instead. Many Meetings This will draw a nervous reaction from any on-lookers. Gailavira is the wife of Ingomer, The Loremaster should not read out Bard’s though they are now estranged. Their eldest Proclamation, and if they are using the pre- son, Ingold, disappeared some years ago, generated adventures, they should not read and each blames the other for that out the character’s motivations. disappearance. The Woodmen will be happy to gossip about this, but never when Instead, Ingomer is staying in Woodmen- Ingomer is present. town, and the players might start the Ingomer will ask the party for help tracking Year’s End down the Dwarves. Gailavira will be free, he declares, to hire the Dwarves once the The players may attempt to help Gailavira more important Woodmen holds have and Ingomer reconcile. To do this, a player been seen to. He will also ask the party not would need to convince both of them to to say anything to anyone from forgive the other via an Influence Patron Rowanhold, should they happen to come Undertaking. across one of Gailavira’s people. If this is successful, the player will be Rowanhold lies to the north, somewhat presented with a +1 Holding in either near the Road, and is the most Woodland Hall or Rowanhold and a shard northern settlement of the Woodmen. of the axe Wolfbiter. There are five shards of the axe. One can be given by the hermit Once the party have set off, the adventure in Don’t Leave the Path (Wilderland will continue mostly as before. Adventures pg. 17), and shards can also be Explain Yourselves! gathered by the new Search for the Shards of Wolfbiter Undertaking (see below). Once the party have an Audience with Gailavira, mentioning Ingomer, Ingold or Gailavira’s role in the Iglund will give the party a -3 modifier. If campaign they mention the fact that she was going to hire the Dwarves, she will scornfully If Gailavira and Ingomer are reconciled, dismiss the point, and claim she would she will attend every Folkmoot of the never hire thieves. Woodmen and will passionately speak on behalf of her son Ingold/Mogdred after he The Wandering Wizard reappears, raising the DC to speak against him by 5. As the players are no longer journeying east, will instead tell them he is If she and her former husband are never travelling west, to the Vales of Anduin. He reconciled, she will only attend the is going to check in on Dindy and Dody, Folkmoot in 2960, where she will speak in who have just started construction on the favour of Ingold/Mogdred, but without Easterly Inn. incurring an increase to the DC to speak against him.

If Gailavira and Ingomer do not reconcile, and then Ingomer/Mogdred is rejected in New Fellowship Phase Undertaking: Search for the Shards of Wolfbiter The player should pass a DC 15 Survival, Lore, or History check to track down a shard of Wolfbiter. Once they have five shards, they then must convince a suitably great smith to reforge it, via an Influence Patron Undertaking. If they do not know a great smith directly, they could ask for help from Dain or , if they have either of them as a patron, as those kings would have suitable smiths in their employ.

Once a player has collected all the shards of Wolfbiter and had it re-forged, they will also instantly become a Hero of the Woodmen.

Wolfbiter is a Numenorean Great Axe with the following Enchanted Qualities: Bane (Wolves), Foe-slaying, Raging, & Superior Fell. the Folkmoot of 2960, she and her men will Gailavira will die in 2961, the year after her join Ingomer/Mogdred in their war against husband, but her soldiers will continue to the Woodmen, giving the Woodmen honour her final wishes to assist her son. enemies to both their north and south.

~Year 2943~

For heroes of level 1 or 2 Events that the talisman would always be with the flock. A pair of from , Dindy and Yet this did not prove to be a good idea, for Dody, have just arrived in the Vale of when he was watching his sheep, or rather Anduin, apparently intending to build an sleeping when he should have been inn. watching the sheep, an swooped by and plucked up that sheep. Ingel woke up too late to drive the eagle off with his bow Adventuring Phase: and has instead sought out the player- Of Eagles and Sheep heroes. He will ask them for their help in tracking down the eagle and retrieving the charm from the sheep’s neck if they can. For the The theft of a sheep sheep would surely already be dead, but Beran would not allow him to wed his Beran ‘the Watchful’ was once a sheep daughter if he knew that ’s farmer before he dedicated himself to the talisman was lost due to carelessness. service of Radagast. But someone still had Luckily, the eagle that took the sheep is to look after his flock, a duty that he incredibly distinctive, being a snowy white entrusted to Ingel, a young Woodsmen albino eagle. Player-heroes who have the from Woodmen-town, as Beran had been West Middle Vales as a Known Land would friends with Ingel’s father before he died. recognise that eagle as Thoronlos and may make a DC 15 Intelligence (Lore) check to Beran has a daughter, called Berana, and see if they know the location of his nest. she and Ingel have become close. Ingel was Otherwise, Ingel will suggest asking hoping to ask Beran for his daughter’s Radagast if he knows the location of the hand in marriage, but his hopes have been nest. dashed because of the loss of one of his sheep. And it was not just any sheep he lost, Ingel is a simple farmer and cannot offer but one who wore a talisman gifted to any reward save his friendship. If the Beran by Radagast. player-heroes are Woodmen, then perhaps they might already know or be friends with When Beran joined Radagast’s service, the Ingel. If the players refuse to take up Ingel’s Wizard gifted him with a magical talisman quest without a reward, the Loremaster to help protect his flock. As long as the may consider giving them Shadow Points. talisman was near the flock, they would be safe from any harm. Ingel however was An audience with a wizard forgetful, and often left the talisman at home when he took the sheep out to The player-heroes may visit Radagast in pasture. So instead he tied the talisman to Rhosgobel and hold an Audience with him a string around one of the sheep’s necks, so to ask him if he knows of the location of Thoronlos’ nest. Radagast’s Expectations can be found on page 102 of the Rhovanion them at the top; eagles see much and Region Guide. sneaking past them is difficult. In this case, an Audience with Thoronlos will begin. Radagast is in an awkward position; he lives amongst the Woodmen and wants to If the player-heroes passed all stealth defend them and their property, but he is checks, then Thoronlos will be asleep. also a friend to eagles, and they need to eat. Either way, they will find something most If he thinks the party are going after unexpected: Ingel’s sheep is still alive and Thoronlos for revenge, he will refuse to help well. If Thoronlos is asleep, then they could them, for their sake as much as for remove the talisman from the sheep’s neck Thoronlos’. and climb down from the eyrie, making If Radagast does not believe the party mean Strength (Athletics) or Dexterity (Acrobatics) ill against Thoronlos, he will tell them of the checks and then Dexterity (Stealth) checks location of the nest whether they pass or fail as before, or try to bring the sheep with the Audience, but if they succeed, he will them as they climb down, but this would be present them with a letter vouching for almost impossible, requiring three DC 20 them. The letter is written in and Strength (Athletics) or Dexterity (Acrobatics) signed with an R rune. checks. Thoronlos’ nest If the player-heroes attempt to reclaim the talisman or the sheep by stealth, and wake The white eagle’s nest is near to the Burned Thoronlos by failing a stealth check as they Glade (Rhovanion Region Guide page 39), are leaving, then an Audience will still and the Loremaster may wish to use the begin, but with a -2 modifier. Burned Glade as a setting for a Journey Finally, if at any point the characters decide Event, especially if that event is The to attack Thoronlos, then the eagle would Wonders of Middle-earth or A Fine Spot for easily be able to defeat them in a fight. The a Camp. party’s sole blessing would be that he Once they reach Thoronlos’ nest, they see it would grab them and toss them off his eyrie is above an eyrie, although not near as tall one at a time. In the event of combat, the as the main Eyrie of the Eagles. There are players should all roll Dexterity saving three levels to the eyrie, and to climb each throws. Whoever rolls lowest will be level, they should make a make a Strength thrown to their doom while the others have (Athletics) or Dexterity (Acrobatics) check a chance to run. It is unwise to fight an and then a Dexterity (Stealth) check. The DC eagle. for all these checks is 10, but if they fail a Strength (Athletics) or Dexterity (Acrobatics) An audience with an eagle check, the next Dexterity (Stealth) check Motivation should be made with Disadvantage.

If the player-heroes do not wish to be To discover why people are sneaking around in his nest. stealthy, then climbing will still be a long and somewhat tiring process, but no checks Expectations will be needed. +2: If the characters produce Radagast’s If anyone in the party fails a single stealth letter. check, or if they do not attempt to be stealthy, then Thoronlos will be waiting for +1: If the characters promise some type of characters may drive the sheep back to help or compensation for the return of the Ingel from there. sheep. Success by 6 or more: As 3-5 above, but in -1: Bows get in the way of hunting sheep (if addition he will come to their aid if they are the characters object to the eagles stealing within his reach: this lets the company call sheep and goats from the farmsteads of upon Thoronlos once while within fifty the Anduin valley). miles of the Burned Glade. After they have called for him, they may not call for him a -2: If the characters woke Thoronlos after second time. sneaking into his nest, and then trying (unsuccessfully) to leave stealthily. Return to Woodmen-

Interaction town

Thoronlos will admit that he took the sheep A pack of Wild Wolves is roaming in the with the intention of eating it but could not area, perhaps drawn to the smell of the bring himself to do so once he felt that sheep if they have it with them, or perhaps Radagast’s protection lay on that sheep. He seeking revenge for the death of Greymuzzle is not sure what he will do with the sheep Hob. The pack will try to emerge from the now, but he isn’t eager to return him. He trees and attack the characters when they are in open ground and surround them might have been sympathetic to Ingel’s from all sides. plight, had he not been shot at so many times by Woodmen and Beornings. The Look-out should make a DC 14 Wisdom (Perception) check. If they pass, Thoronlos is Mistrustful of Beornings and they see the wolves approaching and may Woodmen, Friendly towards Dwarves and choose either fight them where they stand, Elves, and Neutral towards all other or else retreat to the Burned Glade where cultures. the terrain is more defensible1. If they fail the Perception check, then there will not be The final Audience check may yield the enough time to retreat, and they will have following results: to fight the wolves where they stand. Failure: Thoronlos will not listen. If Ingel If they see the wolves in time, they must cannot look after his flock, Thoronlos does make a DC 14 Constitution saving throw. not see why he should risk being shot at to They will reach the Burned Glade whether return the sheep. Nor does he think Ingel is they succeed or nor, but if they fail the deserving of Radagast’s talisman. saving throw, they will gain one level of Exhaustion, as the hurried retreat tires Success by 0-2: Thoronlos will permit the them. company to take Radagast’s talisman from the sheep’s neck, but the sheep will stay If any of the player-heroes hold Radagast’s with him. magic talisman, then attacks against that character will be made with Disadvantage, Success by 3-5: Thoronlos will carry the and the wolves will not attack them if there sheep down to ground level, and the is another target available.

1 Loremasters should make sure to read The Protection of the Burned Glade (Rhovanion Region Guide page 39). If the players are level one, there should master bowman named Hunald instead, a one Wild Wolf for every two players, and if decision she will come to regret. The the players are level two, there should be marriage will not be especially happy, and one Wild Wolf per player. Hunald will disappear while searching for treasure in 2954, only to reappear as part When the players return to Woodmen- of the events A Murder in Lake-town town, Ingel will be overjoyed if they can (Mirkood Campaign pages 42-47). If Ingel return the talisman to him, especially if and Berana do not marry, the NPCS called they have the sheep as well. If the quest was Ingel and Berana in the adventure Nine in successful, he will ask Beran for Berana’s the Hall (Mirkwood Campaign pages 91- hand in marriage at once, which will be 96) should be renamed. accepted. Ingel and Berana will live together happily and will later move to the Year’s end East Bight. They will reappear in the adventure Nine in the Hall (Mirkwood If Ingel and Berana marry, player-heroes 2 Campaign pages 91-96) . will be invited to the wedding, and the DC for the Holding Upkeep will be reduced by If the players cannot return the talisman, 2 for any player-heroes with a Holding Ingel will be downcast and will not ask for within the Eaves of Mirkwood as good-will Berana’s hand. She will wait for him for a flows through the Woodmen settlements. few more years but will eventually marry a

2 That adventure refers to Ingel and Berana as in the Hall, though that is not so old that they being a young couple. My changes, assuming could not have a young daughter. It is not that Ingel and Berana are 16 or so in this critical that they are the same people; I just adventure, would make them 40 during Nine thought it would be a nice tie in. ~Year 2944 ~

For heroes of level 2 or 3 Events competitively against each other. Or rather it would be more accurate to say that they Ceawin the Generous leaves Sunstead to both came up with a very vague set of rules, travel to the Western Eaves, to meet his and they were too excited to check if their Woodsmen kin. ideas for the rules matched up.

Beorn considers establishing tolls at the In that excitement, and as a way to draw Old Ford to support the people that now more customers to the inn, they have look to him as their leader. announced a tournament, with a barrel of Shire beer as the prize. This tournament Adventuring Phase: hasn’t drawn as many guests as the Hobbits expected, but that is for the best as The Missing Gandalf construction on the inn is still not finished. There is only one -sized bed, which is being given to the guest of honour: none other than Gandalf himself.

Preparations for a Also present are Ceawin the Generous and Tournament his mother Geleswinta4. For more information about Ceawin, see the The players will begin this adventure at the Rhovanion Region Guide pages 114-115. Easterly Inn (for more information on the Dody’s wife Agatha and their children can inn see Wilderland Adventures pages 20- also be found around the inn. The players 23)3. They might have stopped there after should have time to speak to the NPCs patrolling in the vales of Anduin, or they before the tournament begins. As long as might have heard of Dodinas and Dinodas’ the players are polite and don’t make any tournament. unreasonable demands, no social checks should be needed. Dody and Dindy, as they are more commonly known, have spent too much of • Speaking to Gandalf: Gandalf will their money on buying a very fine set of politely say that he won’t be taking Dalish toys. They own six wolf miniatures, part in the tournament, vaguely a that could pass for Thorin, and a hinting that he thinks that having Wizard that is clearly meant to be Gandalf. actually fought against the wolves The last of these is Dindy’s pride and joy. at the real Burned Glade would give him an unfair advantage in the Dody and Dindy invented their own set of game. In truth, he finds the rules as rules so that they could recreate the famous explained to him a little too clash at the Burned Glade and play confusing.

3 Although note that neither Frier nor Shadrach Campaign. If he is not, then the NPC called have arrive at the inn yet. Geleswinta in that adventure should be 4 This assumes that Ceawin will be the host in renamed. the Nine in the Hall scenario in the Mirkwood • Speaking to Ceawin: Ceawin will that this was a good idea is seeing happily talk of his hopes to see his the Dalish toys, and how wonderful settlement at Sunstead join the they are. Dody assures him that Woodmen, and he has walked seeing things that are that finely around Mirkwood to see his kin in made is a sure sign of the riches of the Western Eaves. He decided to Wilderland. stay at the inn for a few more days • Speaking to Agatha: Dody’s wife is as he finds the carefree and kind the one who actually runs the inn, spirit of the Hobbits very charming. and the practical side of her views He has never seen a Dalish toy these toys and this tournament as before, and he might think aloud being a huge waste of money. She about going to Dale to buy some, to doesn’t want to admit that she distribute to any orphans of really loves the idea of meeting all Sunstead and of the Woodmen. sorts of strange folk, and she • Speaking to Geleswinta: Geleswinta appreciates the craft that went into is old and beginning to go a little the Dalish toys far more than her senile and her sight is starting to fail husband or his brother. her, but she is not yet the blind, Players with a passive perception of 12 or toothless, half-mad woman she will higher may sometimes hear rustling become. She would never say coming from outside, but if they go to anything negative about her darling investigate, they will not see any sign of son, but she does seem to find anyone, no matter how hard they look. playing around with toys to be very foolish. Running the Tournament If anyone talks to her about medicine or herbs however, she will Each game comprises three rounds, and in be much more enthusiastic. She is a each round, the players must make knowledgeable healer. opposed Intelligence (Riddle) checks, with • Speaking to Dody: While he is very games being won on a best out of three happy to see the party, he was basis. At the start of each game, players hoping for more guests. When the select whether they want to control the players are speaking to him, he will wolves or Thorin & Gandalf, though this say he heard a noise outside, and has no effect on the tournament itself. Only rush to the door to see it is another two players can compete against each other guest, but there will be nothing at a time. outside. He is having second The ‘evil’ player is trying to kill Thorin, thoughts about whether this while the ‘good’ player is trying to keep him tournament, or whether buying the alive. The wolves and the Thorin miniature Dalish toys was a good idea. If the seem like they are well-made but ordinary, conversation turns too morose at least at first. The Gandalf miniature can though, he will shift the subject to throw tiny acorns, and if the wolves are hit something more fun; he is a natural by an acorn, they will glow slightly, as if to entertainer. simulate being set on fire. • Speaking to Dindy: Dindy is nervous about having moved so far Ceawin will take part, but none of the other away from the Shire, and the only NPCs will join in. Ceawin is not Proficient thing that helps to persuade him in Riddles, and his Intelligence modifier is 0. Gandalf will content himself with Seeing this, Dindy will be distraught and watching, Agatha will be busy restocking exclaim they should never have left the the bar, and Dody and Dindy will referee Shire. Agatha will be extremely cross with the games. Dody, whom she will blame for not making sure the miniatures were put away The brothers will however continually add properly. Gandalf will sit in corner, rules they forgot to mention before, or smoking his pipe thoughtfully. amend rules that they explained incorrectly earlier, or attempt to clarify a rule in a way At this point, Dody will turn to the party for that actually makes it harder to help, and an Audience will begin. understand. When explaining the rules, the brothers will talk over and contradict each Motivation other, causing much confusion. To convince the party to retrieve the At the start of each round, the Loremaster Gandalf statue on his behalf. should roll a d6. On a result of a 1, a new Expectations rule is added that benefits the ‘evil’ player and gives them Advantage on their next +2: If all of the party happily participated in Intelligence (Riddle) check. On a result of a his tournament. 6, instead a rule change benefits the ‘good’ +1: If only some of the party happily player and gives them Advantage on their participated in his tournament. next check. -1: If the player making the Introduction Once someone has won two out of three consistently chose the evil side in the rounds, they progress to the next stage of tournament. the tournament, and the loser is kicked out of the tournament. If there is no winner -2: If none of the party took part in his after three rounds, the game will proceed to tournament, or they acted like wargaming sudden death, with a player being instantly was foolish. knocked out if they fail an opposed Interaction Intelligence (Riddle) check. Dody isn’t eager to spend even more Games will continue until there is one final money, but he thinks it would be bad luck winner, who will gain one barrel of fine not to get the Gandalf miniature back, and Hobbitish beer, worth about 10s, and he certainly isn’t going to go himself. Inspiration. The results for this Audience are the same The Missing Statue as in Of Leaves and Stewed Hobbit (Wilderland Adventures page 24). The next day, the inn will awaken to find that the Gandalf miniature is missing. In its Should the players ask Gandalf for help, he place is a note that reads as following: will instead say that he is going to , to see if someone might be sent to watch over To the Hobbits, the inn. Besides, he will say with a smile, he I don’t know what this talisman is or what thinks an adventure will be good for the it does, but it is clearly precious to you. If party. you want it back, come to the Gladden

Fields. Bring weapons, but no Big Folk. Gladden Fields and the Wild Hobbits know the Gladden Fields well. The Journey to the Gladden Fields will Once the party is far enough into the involve 1d2+1 Journey Events, with a Gladden Fields, five Wild Hobbits, led by difficulty of DC 16. Byrgol, will emerge from the trees, with The party will need to cross the Anduin. slings and clubs readied. Note that Byrgol This can either be done at the Old Ford, or and his Wild Hobbit Warriors are always by paying one of the Eafolc barges to carry considered to have rolled a 20 on any the party across. Stealth check, so avoiding this ambush should be next to impossible. The party may cross the Old Ford freely (Beorn has not yet established tolls at the For more information on Byrgol, see page ford), and then cross the River Gladden, 61 of the Rhovanion Region Guide. which will provoke an extra An Obstacle Byrgol will reveal that he stole the Gandalf Journey Event. miniature, and is very disappointed to see Alternatively, they can wait on the eastern that the Hobbits he saw at the inn sent Big bank of the Anduin opposite the Gladden Folk rather than coming themselves5. He Fields until they see an Eafolc barge, hail it had seen Dody and Dindy as they crossed and pay them to carry them across the the Anduin and followed them, hoping to river. The Eafolc will charge 5c per head for learn something of his distant kin. For the this service, but this will not provoke an Wild Hobbits still tell stories of those extra Journey Event. Hobbits who went west over the Misty Mountains, but they believed that all those As soon as they enter the Gladden Fields, Hobbits had died long time ago. Wild Hobbits will start watching the party. Hobbits are skilled in the art of Byrgol hoped that Dody and Dindy were disappearing, and Wild Hobbits doubly so, warriors who would join him in battle, but despaired to see that, in his eyes, they were soft and lazy. Seeing this, he stole the Gandalf miniature, partly in anger and partly because he hoped forcing them to travel to the Gladden Fields might awaken a warrior spirit within them.

Byrgol’s clan is being hunted by a basilisk, whom they need help in despatching. If the party agrees to help him slay the basilisk, then Byrgol will return the miniature. There is no need for an Audience here, Byrgol has nothing he can offer the players beyond the miniature. If the party agrees to help him, he will send his Warriors back to the clan

5 In the unlikely event that the party is lost kinsmen have returned to the Anduin comprised entirely of Hobbits, Byrgol will Vales, and you will need the modify what he instead be overjoyed that so many of his long- says to the party accordingly. to guard the women and children while he Return to the Inn joins the party personally. Once the basilisk is dead, Byrgol will If the party attempts to steal the miniature happily return the Gandalf miniature, from Byrgol, he does not have it on him, which he had hidden in his Hobbit hole, and the party would not be able at this level and he will offer to escort the party back to to find where he has hidden it. the East Middle Vales (granting the guide The Basilisk +4 to the embarkation roll). He will not come to the Easterly Inn, but rather he will Byrgol will lead the players to basilisk’s leave the party once the inn is in sight. lair. It is a few hours on foot, and the Dody and Dindy will be overjoyed to see the journey is short enough not to generate any Gandalf miniature returned and will take Journey Events. its return as a very good sign. Gandalf will The stat block for the basilisk can be found no longer be at the inn, but the party will on page 124 of the Rhovanion Region notice a dog sitting by the fire, whom the Guide. It has made its home amongst Hobbits have named Shadrach. They will Gallows-weed (Rhovanion Region Guide say that the dog just wandered into the inn page 125), as the Gallows-weed leaves it a few days after the party left, and that now alone, but the weed helps to protect it they’ve adopted him. Beornings will against any adventurers that might come to instantly recognise this dog as one of kill it. There will be two Gallows-weed for Beorn’s. Shadrach was sent there on every adventurer. Gandalf’s request to guard the inn from further intruders.

~ Year 2945 ~

For heroes of level 3 or 4 Events Ingomer is about to reply that he would gladly help to settle the argument when his Both Beorn and Viglund decide that they son, Iglund, will step forward, and ask his will claim the Old Ford for themselves and father if he could have the honour of going establish tolls there. Beorn sends Ennalda in his father’s place. This will draw a the Spear Maiden (Rhovanion Region shocked reaction from any Woodmen: Guide page 44) and Viglund sends Iglund is a laughing=stock amongst their Othbald, who is married to his daughter people, and Ingomer’s greatest shame. Aestid (Rhovanion Region Guide page 33). It will be obvious to any onlookers that Hearing about Dody and Dindy’s prized Ingomer wishes that Iglund had stayed Gandalf miniature, Radagast sends his spy silent, but he will not embarrass his son Beran to Dale to commission a toy of him further by publicly refusing his request. So rescuing Gandalf with his sleigh, which he Ingomer will agree to send Iglund, but he plans to present to the children of will ask the party to stay behind so that he Rhosgobel. can talk to them. Adventuring Phase: “It is no trivial thing, to deal with these Viglundings, and it would have better if I The Lesser Son had gone myself. My son Iglund is dull- witted, truth be told, and a poor fighter. He should not be going. Yet he is my son and I would not see any harm come to him. Will you watch over my boy, and see that he is A Question of Tolls kept safe? And it might be best if one of you spoke on my behalf instead. Beorn does not A Beorning messenger arrives at Woodland want a battle, so we shall respect his Hall, asking for an Audience with Ingomer. wishes. Do not provoke the Viglundings to The players should be in Wuduseld at the violence but be firm with them. I would same time, possibly because they are prefer if they left the ford for Beorn to working as guards for Ingomer, or because govern.” they have some other business with him. Ingomer has little money to spare, but he The messenger will announce that will offer the party Holdings within the Beornings and Viglundings are having a Eaves of Mirkwood if they protect his son. stand off at the Old Ford; the Beornings have claimed the east side of the ford, and The Journey to the Old the Viglundings having taken the west side of the ford. Beorn is hopeful for a peaceful Ford resolution to this stalemate, and so he asks This is a short journey, consisting of 1d2 the Woodmen if they would act as a third Journey Events, with a DC of 15. party to arbitrate the dispute. The Loremaster should ensure that the players have time to speak to Iglund on the way there. Iglund will admit that he knows Expectations he is a disappointment to his father and to +2: If the party suggest compromises his people. His older brother, Ingold, took after his father, but he did not. He will favourable to the Viglundings. happily tell anyone who will listen about +1: If at least half of the party are Warriors how strong and brave Ingold was; he or Slayers. worshipped his brother. -1: If the party look down on the If any of the players are Woodmen, their Viglundings, or their practice of slavery. characters should already know that Ingold disappeared in Mirkwood some years ago. -2: If the party clearly favour the Beornings. If anyone who is not a Woodman asks Interaction about what happened to Ingold, Iglund will say that he vanished, but he won’t want to Othbald will be Mistrustful towards talk about it anymore. Beornings, Neutral towards Woodmen, and Unknown towards all other cultures. At the Old Ford No matter what compromises the party As the party arrive at the ford, they will see suggest, or what they roll for their final the Viglundings outnumber the Beornings. Audience check, negotiations will break Othbald leads a force consisting of twice as down, and Othbald will suggest settling many warriors as there are party members, this dispute in the old way: a one on one and Ennalda has a force about half that duel. He will fight any champion the size. Beornings send, and if they win, he and his men will go home. If Othbald wins, all the If the party consists solely of Woodmen or Beornings must leave and cede the ford to Beornings, Ennalda will be overjoyed to see the Viglundings. them. Otherwise, she will suspect any party member who is not native to the Vales of However, the level of success on that final Anduin of being a mercenary, only here for Audience check will affect how Othbald their own gain. For why would they care speaks to the party. On a failure, he will about the troubles of another people? mock them as being cowards who hide behind the Beornings, and on a success of Whenever the players are ready, they can 6+, he will view them as warriors worthy of begin an audience with Othbald, who will respect and will ask them to join the meet them halfway across the Old Ford. Viglundings. Iglund will want to lead negotiations, but he can be persuaded with a DC 12 Ennalda would be the obvious choice to Charisma (Persuasion) roll to let someone accept the challenge; she is the leader of else in the party lead negotiations instead. these Beorning warriors, and she is the If Iglund is allowed to lead the negotiations, greatest fighter amongst them. However, he will do a terrible job of it, and the she swore to Beorn that she would not Audience will be considered to have failed. strike any of the Viglundings unless in utmost need. Motivation Seeing this hesitation, Othbald will draw To gauge how likely the Woodmen would from a satchel a necklace he had given to be to support the Beornings in any future his wife some years ago and has now conflicts. borrowed from her to taunt Ennalda with. Seeing it, Ennalda will be furious. She with the party, made with honey from recognises it as her mother’s necklace, who Beorn’s own bees, and drink in honour of was killed by evil men some years ago, and her late mother. Ennalda is saddened by now it seems those evil men included the reminder of her mother’s death, but she Othbald in their number. Despite this anger will not let herself be consumed by that though, she will still refuse to fight. Beorn sadness, and she will celebrate the securing taught her not to give in to anger, and she of the ford too. The players will all gain feels that fighting Othbald would be a Inspiration. betrayal of that. The party are free to spend the night at the Iglund will instead volunteer to fight as her Beorning’s camp, and it will be too late in champion. This is obviously a terrible idea, the day for them to find somewhere else by and he is no match for Othbald, who would the time the celebrations are over. defeat him easily. A DC 10 Charisma The following morning however, they will (Intimidation) check would be needed to discover that Iglund is missing! They will dissuade Iglund not to fight6. However, if find a hastily scrawled note left in his place, Iglund is dissuaded, then one of the party saying that he wanted to achieve something must volunteer to fight Othbald instead. by himself, and that he has gone after IF Iglund fights Othbald Othbald to steal back Ennalda’s mother’s necklace, so it can be returned to her If Iglund fights, he will be soundly defeated. family. Othbald will not kill him but will instead Unfortunately, Iglund is not proficient in leave him bruised and battered. Ennalda stealth, and he will be caught by Othbald, will retreat in despair, and the party will who will take him north to ransom him. have no choice but to return to Woodland Hall in shame, where they will receive no Othbald and his men have a head start, but reward, and a stern rebuke from Ingomer they can still be caught. All the players will for allowing his son to put himself in need to make a DC 16 Constitution saving danger. throw, gaining a level of Exhaustion on a failure. If more than half of the players fail The Viglundings will hold the Old Ford until the saving throw, they will have moved too their defeat in the year 2963, and until then slowly, and will not be able to catch up to they will extract extortionate tolls from Othbald. anyone who tries to cross the Old Ford. IF the players do not IF a player fights Othbald catch up with Othbald Othbald is a Hill-Man Warrior (Rhovanion Region Guide page 126). If he drops below Othbald will take Iglund into one of the a quarter of his HP, he will yield the fight. Viglunding forts, and at their current level, it would not be possible for them to either The Viglundings will keep to their word and storm the fort or sneak in. They will have no leave the ford. Once they are gone, Ennalda option but to return to Woodland Hall and will share a particularly fine bottle of mead report their failure. Not only will they not

6 Note that this does not mean that the player forceful, martial argument that would be is directly intimidating Iglund, rather needed here. Intimidation is used to represent the more receive a reward, but Ingomer will be the fight at the ford, so he will try to remain furious with them. He will never become a behind his men. If he is slain, then all his Patron for any of the party, and he will stop Warriors will gain Weak Willed Alliance being their Patron if he already was. (Loremaster’s Guide page 119), and all of them will instantly need to make a save to The day after they return to Woodland Hall, resist running away. Ingomer will receive a message stating that his son will be returned to him if the If the players bring Iglund back to Beornings abandon the Old Ford. Ingomer Woodland Hall, then Ingomer will chide and Beorn will agree to those terms. Iglund him for his foolishness, but also praise him will be returned unharmed, and the for his bravery. Viglundings will hold the Old Ford until He will also reward all the players with a +1 their defeat in the year 2963. Until then Holding anywhere within the Eaves of they will extract extortionate tolls from Mirkwood if they do not already have one. anyone who tries to cross the Old Ford. If they already have a Holding within the IF the players do catch up Eaves of Mirkwood, that Holding will instead immediately increase its rating by with Othbald 1.

The players find Othbald’s camp and will Year’s end be able to see Iglund, his hands and feet tied, but they will have to move quickly to If any player searched Othbald, they would rescue Iglund before Othbald moves again. have been able to find Ennalda’s mother’s necklace. They may spend their Rescuing him by stealth will require three Undertaking phase to find Ennalda and DC 12 Dexterity (Stealth) checks, one to return the necklace to her. Only one player enter the camp unseen, one to free Iglund may do this, and this may only be done in from his bonds without drawing attention, this Fellowship Phase. and one to leave the camp unseen. If any of these rolls is failed, the guards will be No check is needed to do this. If they return alerted and combat will begin. the necklace to her, she will teach them either of the following abilities: If a player does manage to free Iglund stealthily, he will be asleep as they • Parry: Once per combat, as a approach him, and his first words, said as reaction, add +2 to your AC against he is still half-asleep, will be: “Ingold, is that one melee attack that would hit. you coming to rescue me?” You must be armed with a melee weapon and be able to see the If the guards are alerted, or if the players do attacker. This cannot be stacked not try to use stealth, there will be two with the Barding Swordmaster Warriors (Loremaster’s Guide page 72) for Cultural Virtue. every player, led by Othbald. Othbald will • Warrior’s Charge: Gain Advantage not have had a chance to recover HP since on your first attack of a combat. ~ Year 2946 ~

For heroes of level 3 or 4 Events Once they are inside Radagast’s hut, Regnic will leave. If the player-heroes have been The Gathering of Five Armies occurs on the inside the hut before, they will notice that it five-year anniversary of the Battle of Five is even more disorganised than before. Armies. People from across Wilderland “Oh, excuse me, I was looking for another flock to Dale to join the feasts and set of robes, but I’m afraid I can’t find celebrations. where I put them. I heard about that Adventuring Phase: Gandalf miniature that Dody and Dindy had, and so I asked Beran to go to Dale and The Mischief of commission some Dwarves to build a toy showing me dragging Gandalf to safety on my sleigh. I thought it was very funny, and the children of Rhosgobel were so very xp amused. But Gandalf didn’t quite see it that way. And now has gotten wind of Loremasters should note that there will be it as well, and he said the whole is just no combat at all in this adventure. So childish nonsense. I can handle one of instead XP will be given for tasks that would them being annoyed at me, but both of not normally result in XP being awarded. them is just too much! I’m going to get An Annoyed Wizard Gandalf a surprise to make it up to him, but he can’t know I’m gone, or it will ruin the This adventure will be entirely set within the surprise. Would one of you mind dreadfully confines of Rhosgobel. The players might be if you pretended to be me for a little while?” in Rhosgobel to meet Radagast, or they If none of the players volunteer, then might have stopped there on some other Radagast will pick one (if at all possible, a business. Either way, they should have time Woodmen with Proficiency in Deception). to explore Rhosgobel and speak to its He will take their clothing and give them inhabitants before they are summoned to his. After the player-hero has put on meet Radagast. Radagast’s clothes, Radagast will whisper a While they are exploring Rhosgobel, the few words, and suddenly the player-hero player-heroes may notice the children of will appear indistinguishable from Rhosgobel playing a game where one of Radagast. All the players may gain them pretends to be unconscious while the Inspiration from seeing this marvellous use others drag them along, all the while of magic. making jokes about Gandalf. Radagast will tell the players that Regnic After some time, Regnic “the Russet Hound knows about the ruse, but no one else of Rhosgobel” will approach them and tell should be allowed to know, and they them that Radagast wishes to see them. should not allow themselves to be seen by Regnic has the red hair to fit his name and Gandalf, who would see through the is as loyal to Radagast as can be. disguise. He will then dart into a back room of his hut, and dive through a hidden Rabbits Run Amok tunnel which only he can see or access. Radagast’s rabbits usually live in the grove After some time, the player-heroes will hear surrounding Radagast’s huts, but they have a knock at the door. It is Gandalf, asking to gone wild and are running throughout see Radagast. Rhosgobel. There are two reasons for this. The players must all make a DC 15 The first is that they can feel the absence of Dexterity (Stealth) check to hide as Gandalf their master. The second is that Regnic fed tries to peer through the window. Luckily, them the giant carrots which Gandalf the window is very dirty and there are many brought, and after eating them, they have things in the hut to hide behind. grown in both size and energy.

Players that succeed will gain 100 XP. Gandalf will be nearby, sitting on a rock by the Cold Spring, looking both amused and As the players are hiding, or attempting to embarrassed. Should any of the players ask hide, they will hear Regnic approach him about the carrots, he will tell them that Gandalf, and explain to him that Radagast they are special carrots that he calls the is very busy and has asked not to be Curulausimatl. If any player-heroes speak disturbed right now. Soon afterwards Quenya, they will know that this translates Regnic will return to speak to the party. to ‘cunning vegetable food’. “Gandalf seemed a little suspicious, but I To catch a rabbit, players should roll a d10, assured him everything was alright. I don’t and compare the result to the like lying to a Wizard, but Radagast knows complications table below, and then pass a best. Gandald did bring a gift though: a DC 12 Dexterity (Acrobatics) check to catch sack of carrots for Radagast’s rabbits. Huge the rabbit and a DC 12 Wisdom (Animal carrots they are, the largest I’ve ever seen. Handling) check to calm it down. Also, there are a few other people who want to see Radagast. You’ll need to speak on his There are twelve rabbits in total, and behalf and make decisions for him.” players will gain 65 XP per rabbit caught.

As Regnic finishes speaking, loud commotion will be heard outside, and

Regnic will ask the player=heroes, except for the one who is impersonating Radagast, to follow him. From here, the scenario will split into two parts, and the Loremaster is advised to jump backwards and forwards between the player-hero impersonating Radagast, and the other player-heroes.

1-5 No additional complication -1: If the player-hero makes excuses on 6 A rabbit breaks into one of the Thranduil’s behalf as to why he remains in Woodmen’s cottages. The player- the north. hero must pass a DC 10 Charisma saving throw to calm down the -2: If the player-hero praises Thranduil. upset Woodmen or make their Interaction Acrobatics check with Disadvantage. Duvainiel will be Mistrustful towards the 7 A rabbit bounds around the rocks player-hero, regardless of their culture. She surrounding the Cold Spring, and trusts no one other than Wayward Elves, the player-hero must wade into the and even if the player-hero was a Wayward icy water to catch it. They will need , Duvainiel would not be able to see past to pass a DC 10 Constitution the disguise. saving throw or gain one level of Exhaustion. She announces that she has come to seek 8 One of the rabbits runs through allies in her quest to protect the Old Oak. Rhosgobel’s forge. If a player-hero Thranduil has elected for a policy of fails their Acrobatics check, they remaining in the north, kept safe in his will gain 1d6 fire damage. halls behind the Elf Path and the Forest 9 One of the rabbits has found itself River. Duvainiel disagrees vehemently with inside a dog’s kennel and is afraid. this strategy. The player-hero does not need to make an Acrobatics check but must She wishes she did not have to come, and instead make two Animal she does not trust Men to protect the forest, Handling checks. but she sees little other choice. She knows 10 One of the rabbits returns to the that Radagast is respected among the Curulausimatl and eats more. The Woodmen and that he cares about wildlife, DC for the Acrobatics check to but she does not know of his true nature as catch that rabbit will increase by +1. an Istari, and nor does she care. The audiences with She will ask ‘Radagast’ to, at a minimum, send a worthy hero to the Old Oak within ‘Radagast’ the year. A player-hero cannot promise to go themselves (as they are pretending to be The first person to visit ‘Radagast’ will be Radagast), but they can give their Duvainiel of the Wayward Elves. She is dark-haired, and young for an Elf, at only character’s true name and vow to ‘send around four hundred years old. them’ to stand watch over the Old Oak. Motivation If a player does this, they will gain a +2 To secure help protecting the Old Oak. modifier towards the final Audience check, but they must complete the Guard the Old Expectations Oak Undertaking (see below) for their next +2: If the player-hero vows to send Fellowship Phase, or they will gain the someone to defend the Old Oak soon. same effect as if they had broken a Doom of Departure ( page +1: If the player-hero makes it clear how 33), i.e. they will gain Shadow Points equal much the well-being of the forest matters to to their Proficiency Bonus + 1. them. As the player-hero is impersonating Radagast, and therefore undergoing this Audience under false pretences, they must Ediulf has been quite resourceful and has finish the Audience with a Charisma started fishing more than he needs at the (Deception) roll, rather than Persuasion. Black Tarn, so that he can take his fish to Trader’s Island to sell. Buyers there have The final Audience check may yield the noted that the fish from the Black Tarn taste following results: more succulent than those fished from the Failure: Duvainiel will still accept any help Anduin (this is probably because of the that ‘Radagast’ or the Woodmen can offer, blessings of the River-Maidens). but it will be with an even greater Duskwater the River-Maiden was angry reluctance. She will openly show doubt that about this and found Beran, asking him to ‘Radagast’ will be able to keep to any of bring Ediulf to Radagast for judgement. She their promises. The conversation is so is happy to see the Woodmen fish, but she fraught and full of tension that the player- views fishing more than one needs as being hero will gain a point of Shadow, but they wasteful and causing unnecessary will also gain 200 XP. suffering. She does not wish to see Ediulf Success by 0-2: Duvainiel will rest a little punished, she just wants him to be told to easier than before, and the player-hero will stop. gain 260 XP. Ediulf will counter that he is doing this to Success by 3-5: Duvainiel will present the gain more money to better support his player-hero with a small amount of the family and give them the life they deserve, wine of the Dark Mountains. This can be and he will ask to be allowed to continue as drunk before a battle to gain temporary HP he was. equal to twice the total of your Proficiency The player-hero impersonating Radagast Modifier plus your Constitution modifier. must decide whether to side with Ediulf or The player-hero will also gain 350 XP. with Duskwater. There is no right or wrong Success by 6 or more: As 3-5 above, but in answer here, and both Ediulf and addition any members of the party may Duskwater will accept the decision made. If seek to gain Duvainiel as a Patron through the player sides with Ediulf, then this might the Influence Patron Undertaking. sadden Duskwater and leave her a little New Fellowship Phase Undertaking: Guard the Old Oak Orcs, spiders, and other evil things frequently roam close to the Old Oak, despite the best efforts of the Wayward Elves who guard it.

You should make five attacks (with a weapon of your choice) against AC 13. If more than half the attacks succeeded, you helped to slay some of the evil things near to the Old Oak and gained the gratitude of the Wayward Elves. You may choose one of the following effects: • Learn more about fighting spiders: From now on, you will deal +1 damage towards spiders. This effect can be chosen twice, for a bonus of +2 damage against spiders. • (For Elves only) Join the Wayward Elves in a feast: Wayward Elves believe that beauty, grace, music and song is the best way to drive off the Shadow. For the following Adventure, halve any Shadow points you would gain (rounding up).

The second visit to Radagast’s hut will be more susceptible to Tyulquin’s schemes. If from Beran “the Watchful” and a local the player sides with Duskwater, then this fisherman called Ediulf. might be the start of a rift between the Woodmen and the River-Maidens, making Dody and Dindy. With fierce concentration, the Woodmen less willing to let Duskwater he will mutter some commands to the Old into Woodmen Town in the events of Toby before asking the players to fetch Saving the Maiden (Mirkwood Campaign Gandalf and bring him to the hut. pages 53-61). Gandalf can still be found sitting by the Once the decision is made, Ediulf will Cold Spring, and once he is brought to leave, and Beran will remain. He will tell Radagast’s hut, Radagast will present him ‘Radagast’ that he has heard some with the Old Toby. Gandalf will smoke it rumours of activity in the south, in the heart happily and may take the opportunity to of Mirkwood, and he wants to investigate. challenge the players to a Game of Smoke He does think there is much cause for Rings (Eaves of Mirkwood page 20). concern, but he wants to be sure7. But soon after he starts smoking, Gandalf Radagast’s return will note that something tastes rather odd about this Old Toby. Not long afterwards, Once the player-hero impersonating he will start to doze off and fall asleep (with Radagast has met with Duvainiel, Ediulf his eyes still open). and Beran, and once all twelve rabbits Radagast will be a little disappointed at this have been recaptured, Radagast will return effect. He had rather hoped that his spell through the hidden tunnel in his hut and might have done more. retrieve his robes from the player-hero impersonating him, breaking the spell. He Year’s End will also ask the players about what happened while he was away. From now on, player=heroes gain access to a new Undertaking: Tend to Radagast’s Once told about the magic carrots, and the Animals (see below). havoc they caused, he will decide to play a practical joke on Gandalf. He will produce a packet of Old Toby, which he bought from

7 Loremasters should note that this will reduce personally invested, and the players are some of the ambiguity from the adventure The probably unlikely to believe Dagmar’s claims Wizard’s Man (Mirkwood Campaign pages 11- anyway. If Loremasters would prefer to keep 13), but it gives the players more reason to be more ambiguity, they are free to skip this conversation. New Fellowship Phase Undertaking: Tend to Radagast’s Animals Players who spend their Fellowship phase in Rhosgobel may help Radagast look after his animals. The player should describe what they are doing to help and make a DC 15 check. The skill used for the check will be decided by the Loremaster, according to what the player does (e,g. Medicine if they want to cure a sick hedgehog, Nature if they want to track down a lost rabbit etc.). If the player passes, they should roll a d20 and gain the boon from the table below. If the player passes by 5 or more, they can roll with Advantage.

Result Boon 1. Acorn Radagast gifts the player with an acorn. It doesn’t seem to have any particular purpose. 2. Animal Trivia Radagast will tell the player in great detail about the lives of some of his favourite animals. At the Loremaster’s discretion, if the hero has shown themselves to be especially interested in animals, they will gain Inspiration. 3. A Smoking Pipe of Rhosgobel If this pipe is used in the Game of Smoke Rings8, it cannot be used to blow a Dragon. Instead it can be used to blow various animal shapes at DC 17, which are worth 8 points. 4. A Pet Whatever animal the player was tending decides to move into the player’s house and grants that player a +1 bonus to checks made as part of the Heal Corruption Undertaking. If the player does not own a suitable house for the animal to move into, this boon has no effect. The +1 bonus does not stack if you have multiple pets. 5. Magpie’s Gifts One of Radagast’s magpies stole a small but shiny trinket, and Radagast gives it to the player. It may be sold for a small amount of money, or possibly the player could try to return it to its owner. 6. A Song of Birds Radagast will teach the player a bird song, which can be added to the party’s list of known songs9. It has a DC 15 and is Traditional (birds) and is Thematic (forest-song). As it is traditionally sung by birds, the players will make their Charisma (Performance) roll with Disadvantage. 7. Rhosgobel Rabbits For the duration of the following Adventure, Radagast will lend the party a sleigh drawn by his rabbits. The rabbit sleigh can normally only draw one or two individuals, but it is incredibly fast, halving travel time and the number of Journey events that a character would receive. 8. Enchanted Mushrooms These mushrooms come from deep within Mirkwood, and if consumed give Advantage for the next Animal Handling, Nature or Survival check the hero makes. But Saruman will view anyone who eats these mushrooms with Mistrust. There are only enough mushrooms to give Advantage for one check.

8 Eaves of Mirkwood page 20 9 Region Guide pages 25-26 9. Herb Garden Radagast allows the player to pick 2d3 herbs from his garden. The herbs picked can be any combination of: Hagweed, Kingcup, Reedmace, Shadow-Thorn, or Water-lily (see pages. 154-155 of the Player’s Guide for details of herbs). 10. A Friendly Truffle Pig The next time a Hunting event is failed, the player can invoke this ability to call out for a truffle pig. The pig will lead the party to truffles, preventing the level of Exhaustion they would otherwise have gotten. This ability expires after use. 11. Blessings of the Earth If the player owns a farm, that farm immediately increases its rating by +1, up to a maximum of +6. If the player does not own a farm, this boon has no effect. 12. Beast Protection The wizard promises he will tell his animal friends to assist the company. For the duration of the following Adventure, every animal will keep an eye on their progress until the end of the adventure and all companions benefit from Advantage on all Wisdom (Animal Handling or Perception) checks. The bonus is granted as animals send warnings to the companions whenever danger is near: birds sing wildly or stop singing all of a sudden, a thrush starts flying about the companions’ heads to catch their attention, a hart jumps in the middle of their encampment turning its head in the direction of the enemy, etc. 13. Spell of Concealment Radagast places a spell of concealment upon the party. For the duration of the following adventure, all companions benefit from Advantage on all Dexterity (Stealth) rolls. 14. Travel Blessing Radagast casts a spell on the company’s boots (or Hobbit feet!). For the length of the following adventure, all companions have Advantage on Wisdom (Survival) rolls. 15. Storm Bag Radagast digs up a battered leather pouch with a waxed black drawstring. The pouch is oddly warm to the touch. If the pouch is opened, it seems empty and the warmth disperses, but within minutes a tremendous thunderstorm appears. The storm brings dark clouds, high winds and torrential rain (or snow, if opened in winter or in the mountains). The bag only works once. 16. Mirkwood Cordial Radagast gives the company a flask of a powerful alcoholic beverage, enough for six sips of the thick liquid. He accompanies the offer with a warning: “Beware, as this liquor has been distilled from rare herbs I picked deep in the forest of Mirkwood. Remember, one sip at a time.” Sipping from the flask restores 1d4 Hit Dice. Drinking two sips or more in the same day induces a stupor making a character Miserable for 24 hours for each sip after the first. 17. A Good Word with the Eagles Radagast will ask the Eagles to look after the player. The next time the player is in mortal danger, are in the wild and have an open sky above them, they can invoke this ability to receive aid from the Eagles. This ability expires after use. 18. Curulausimatl Radagast gifts the player one enchanted carrot. Eating the carrot will cause whoever eats it to grow in size by 1d3 inches and increase either their maximum Constitution or Strength score to 22. A player-hero cannot benefit from eating these carrots more than once.

19. A Wondrous Artefact Radagast pulls out a wondrous artefact that has been gathering dust in his cottage and gives it to the player. He has no idea how long he’s had it, where he got it from, or what its properties are. 20. Many Choices The player may choose one of the above options.