Erebor Adventures
storehouses. They are certain to encounter unarmed bottomless chasm. Each hero must make a DC 10
Dwarves of all ages and the Ringwraiths will cause Wisdom saving throw or become Miserable (see page
them much panic and terror in their pursuit. Each 42). They then must once again scramble past razor-edged
companion gains at least 5 points of Shadow if they rocks, vents of acrid gas, slippery rocks, and the cramped
simply run, but the Company gains 1 Lead. conditions of the long and twisting passage. Each hero
must make a DC 10 Strength (Athletics) or Dexterity
If the Guide succeeds at the navigation check, then (Acrobatics) check or take 10 (3d6) bludgeoning damage.
the Company heads unerringly for the passageway that
leads to Gloin’s Ladder (see below). Otherwise they must Finally, the companions come to the actual fissure. It is
stop and ask for directions; the Ladder is the only way to narrow and getting out of it is harder than clambering
the Dawn Terrace. Reduce the Company’s Lead by 1 in down. Each hero must make another Athletics or
this case, but the heroes will still reach the Ladder. Acrobatics check as above. On a failure, the companion
9 Gloin’s Ladder slips and has a hard landing, taking 7 (2d6) bludgeoning
damage.
This steep staircase is named after the son of Thorin I who,
before the folk of Erebor first left the Mountain, carved Once outside, the Company finds itself in the narrow
it to gain access to the upper reaches of the mountain. It valley of Niping’s fissure. It is gloomy here, the Sun is yet
winds its way upwards in a tight spiral and its tall steps low on the horizon, and ragged clouds gather in the East.
are another proof that it was a young Dwarf who planned The Nazgûl come, and they will not be easily daunted,
such an ambitious undertaking. even by the Arkenstone.
These days it is rarely used, although it leads to places The Battle of the Fissure
such as the Ice Terrace (see page 18 of the Lonely Mountain The Ringwraiths advance, and there is nowhere left for
Region Guide), the access corridors for the Towers of the heroes to flee. They have not reached their intended
Thráin, and to the Dawn Terrace (see below). Once the location, but at least they are outside and the Sun is
heroes are on the Ladder, there is nothing left to do but rising, however slowly. The battle will be divided into
climb. Each companion must make a DC 15 Strength three phases, dependant on the amount of light available.
(Athletics) check. Heroes that fail the check gain a level of
Exhaustion. A hero that succeeds at the check can choose • For the first three rounds, no light from the rising Sun
to gain a level of Exhaustion. If they do so, increase the
reaches the shaded valley. If a companion wields the
Company’s Lead by 1.
Arkenstone, any Nazgûl attacks against that hero are
If the number of failures outweighs the number of at Disadvantage.
successes, then the Company’s Lead is reduced by 1. • For the next three rounds, only the slightest glimmer
If the Nazgûl catch up to the heroes on the Ladder, even a
reaches the valley, but it is enough to set the Heart of the
single companion can hold them off for a long time on the
Mountain aflame. If a member of the Company wields
narrow staircase.
the stone, then every companion within 10 ft of that
After a long climb, the Company reaches the Dawn Terrace hero also gains the benefit of the Arkenstone (as above).
(see page 151). • During the last three rounds, day has come again.
11 Niping’s Fissure If a hero wields the Arkenstone it gleams with a
brilliance that few can withstand. Each Nazgûl is at
The Company perhaps retraces their steps that they once Disadvantage for all attack rolls, saving throws, and
took with Gunvar and his men when the traitorous lord ability checks. If the Nazgûl have not stolen the gem
attacked Erebor. They once again (or perhaps for the by the end of these three rounds, they forgo their black
first time) must cross the stone bridge over a seemingly robes and flee, thin shadows in the light of the Sun.
150
Shadows In the north
Wielding the Arkenstone • It will take six rounds for dawn to come. For each point
The hero holding the Heart of the Mountain can reveal of Lead remaining, that round passes uneventfully.
it as an action. The impact of the stone depends on the Once the Lead reaches 0, the Nazgûl emerge into the
amount of sunlight available (see the effects listed above). chamber. A cold wind extinguishes all other sources
of light. This darkness is magical and even Elves and
The Arkenstone is lost! Dwarves are at Disadvantage. A hero with a torch or
a candle can use an action to relight it, but any light
If the Company does battle with the Nazgûl inside source only generates dim light in a 10 ft radius.
Erebor or at Niping’s Fissure, there’s a chance that
the Sorcerer’s plan will come to fruition and the Dawn Breaks
Ringwraiths will depart Erebor in possession of
the Arkenstone. If that happens, there may be some On the seventh round, a thin ray of the Sun’s light comes
ways to keep your game within the lore that we know through the slit in the wall, piercing the darkness. If the
from the Tale of Years. hero bearing the Arkenstone places it within the beam, the
gem flares and the entire chamber is illuminated by light
Foremost, the Nazgûl are loathe to cross running too brilliant for mortal eyes! No one can take an action
water. This means that they are likely headed for other than to shield their eyes from the glowing stone.
the bridge of Celduin (see Wilderland Adventures,
page 116 and on) and could be intercepted there. After a moment, the flare subsides to the light of a brightly
This gives the surviving heroes another chance at burning bonfire. There is no sign of the Nazgûl. Gandalf
fighting the Nazgûl and a plausible way to recover will later explain that they have not been destroyed, but
the Arkenstone. the magic binding their dread wills to unseen sinews was
disrupted and it will be a long time before they are seen
A less satisfactory resolution could be that Gandalf again in the North.
reveals that the companions have been carrying a
decoy the entire time, its glow provided by a little EPILOGUE
magic of his own making. While frustrating, it does
keep the true Arkenstone in Thorin’s tomb for all time. – Epilogue –
11 The Dawn Terrace The Sorcerer’s plot to steal the Arkenstone and plunge
Mountain and City into war with each other has failed.
The companions exit the steep staircase and race Both King Bard and King Dáin thank the heroes for
eastwards along a newly carved passageway. It opens preventing disaster — there are still dark times ahead
into a semicircular room, the ceiling and wall are a (especially for Bard) but today is a day of victory!
singular dome that disappears into a series of gears and
stone pinions that traces the border of the room. The The Arkenstone is restored to its rightful place in the Tomb
wall has one small slit in it. This is the Dawn Terrace, a of Thorin Oakenshield. The two kings swear new oaths of
newly constructed chamber that will allow the Dwarves friendship and loyalty over his grave, so that the Shadow
to capture the first rays of any given morning for use in will have no hope of setting them against each other again.
their wondrous devices. But today, Gandalf’s plan is to
use the first light of the Sun with the natural power of the If members of the Company or their allies fell in battle
Arkenstone. against the Nazgûl, then their bodies are recovered.
Dwarves will be laid to rest in a place of honour in the
crypts of the Mountain, others might be laid to rest in
Dale’s cemetery.
The Wizard is not here yet, and surely the Nazgûl are not The Company are fêted as heroes and they are given the
far behind. freedom of both Erebor and Dale, meaning they gain the
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Erebor Adventures
standard of living of a Dwarf of Erebor, their basic needs from the Iron Hills, and precious metals found only in the
now being met without question in high style for the rest Mountains of Mirkwood. If they are not ready to retire,
of their lives. Heroes that petition for a title from King Bard the Companions might choose to lead an expedition to
may find themselves well-rewarded. The king knows that acquire the materials.
he needs new advisors that will not succumb to the Enemy.
They may also choose a holding in either city, if they wish. The Nazgûl are sorely punished by their master, stripped
of their robes and forced to wander formless in agony for
The Smiths of Erebor labour long hours over the coming long decades before being allowed back into His favour.
year, and King Bard opens the armoury of Girion. As a Eventually Sauron sends his Messenger back to Erebor to
just reward, the companions are gifted unique weapons attempt to treat with Dáin, who recognises an old enemy
suited to their individual abilities. (The Loremaster may and rebuffs them.
fashion such weapons using the rules for Legendary
Weapons and Armour found on page 132 of the If, by some chance, the Arkenstone has been permanently
Loremaster’s Guide). lost, then the mood of the two kings is much more dour.
They still swear oaths of loyalty to each other, but it has
A statue of Thegn Jofur is raised in The Commons. A statue become evident to both of them that few of their subjects
of Balin is raised in Erebor. These require special stone are able to stand against the Shadow.
152
APPENDIX: Appendix: The Nazgûl of the North
A A:THE NAZGÛL OF THE NORTH The Black Shadow
ppendix A victim of the Black Shadow remains Unconscious
for a number of days equal to their Shadow score.
The Nazgûl of the North For each day spent in this state, the hero must make
a DC 15 Wisdom saving throw (this is reduced to
Nine (rings) he gave to Mortal Men, proud and great, and DC 10 if tended to by someone familiar with The
so ensnared them. Long ago they fell under the dominion Weapons of the Enemy. See the Player’s Guide,
of the One, and they became ringwraiths, shadows under page 68). Each failed saving throw adds 1 Shadow
his great Shadow, his most terrible servants. point to the hero, but does not extend the time spent
Unconscious.
In Erebor Adventures, the evil that befalls both Dale and
Erebor can be traced to the Sorcerer of Forod, one of the DREADFUL SPELLS
nine Ringwraiths — the chief and most powerful servants
of Sauron, the Great Enemy. Dreadful Spells
The years after the capture of Dol Guldur and the The Sorcerer knows several powerful magics that he can
restoration of Barad-dûr are ones of the Dark Lord use against the heroes.
reclaiming his ancient power. As their fate is inextricably
linked to that of their Master, the Nazgûl of Dol Guldur are Terror of Desire
yet but a dark reflection of what the Nine will become in All heroes within 90 ft of the Ringwraith must make a
later on, when the Lord of the Rings will unleash them and Wisdom saving throw, with the DC equal to 10 plus
their Black Captain to hunt for the One Ring. the hero’s total Shadow score. On a failure, the hero
is caught up in a fantasy derived from their Shadow
In gaming terms, this lesser stature is reflected by the Weakness and is Stunned. At the beginning of the
Sorcerer of Forod’s Challenge rating: a relatively low hero’s turn, they can repeat the saving throw, ending
value. Yet, this value is higher than that of the Nazgûl the effect on a success. If the hero rolls a natural 1, the
of Dol Guldur as presented in the Mirkwood Campaign. companion suffers a Bout of Madness and the Terror of
This is due to the solitary nature and importance of the Desire effect ends.
SorcerDerA’sRmK iUssNioDnEiAnDthOeReyUeNoCf tLhAeDDAaNrkDLoINrdV.ISIBLE
Shadow of Fear
Dark Undead or Unclad and Invisible The Ringwraiths can terrorise mortals into doing their
dark bidding. The Sorcerer may use its action to force
The Nazgûl wear robes or suits of armour to assume a the target to make a DC 17 Wisdom saving throw.
shape when they must have dealings with the living. But On a failure, the Nazgûl can compel the hero to carry
even when given a physical shape they cannot be easily out some service (such as reporting information to the
destroyed, for the power of their Master is in them as long Ringwraith) or to perform a secret task. The compulsion
as the Ruling Ring endures. Use the Nazgûl’s entry as Dark lasts a number of weeks equal to the hero’s current
Undead when it confronts the heroes in physical form. Shadow score.
However, the Ringwraiths may choose to appear as A spellbound hero is loathe to perform the compelled
incorporeal ghosts. In this form few weapons in Middle- action and is often nervous, moody, or morose. Other
earth can assault them, and even the Elves perceive them members of the Company who note the change in
only as dark shadows upon the world. Use the Nazgûl’s their Companion can make a DC 15 Charisma
stats for Unclad and Invisible when they are spirits of (Intimidation) or Wisdom (Insight) check to provoke
creeping horror and dread. While Unclad and Invisible, a the hero (those with Dark Knowledge make this check
Ringwraith may make full use of his special features listed with Advantage). A successful check allows the target to
for that form and never loses his invisibility. Thus, heroes make another saving throw against the spell, ending its
may be plagued by a foe that can strike at range and that effects on a success.
they can barely perceive.
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Erebor Adventures
The Morgul-knife like Elrond Halfelven or a Scholar familiar with The
Weapons of the Enemy as soon as possible. Treatment
“Alas! the wounds of this weapon are beyond my skill to requires the healer tend to the victim during a long
heal.” rest and succeed on a DC 15 Wisdom (Medicine)
check. If this does not happen, the victim becomes sick
The Sorcerer of Forod carries a Morgul-knife, the mark of and does not recover, and will soon be overcome: the
the trust of his lord and of the importance of his task. wounded hero resists for a number of days equal to 12
plus the victim’s Wisdom modifier, then, if they are
Enemies of the Nazgûl who die when pierced by a Morgul- still without cure, they die in pain, only to rise later as
knife do not rest, but become Fell Wraiths under the a Fell Wraith.
dominion of the Dark Lord. If a companion is struck by a
Morgul-knife, the hero must make a Constitution saving But a Morgul-wound will never truly heal. A hero who
throw. The DC is equal to 10 plus the damage done to the sustained such a grim injury feels a great chill spreading
companion by the knife. If the strike reduces the hero to from the spot where they were pierced whenever they
0 hit points, they automatically fail the saving throw. If traverse an area considered Blighted, or find themselves
the hero fails the saving throw, the blade of the knife has in sight of a Ringwraith. The companion must pass a DC
broken, and a splinter of the evil thing is within the hero. 20 Wisdom saving throw or gain a level of Exhaustion.
Such an injury must be treated by a master of healing
The Sorcerer of Forod as Dark Undead Black Sword of Mordor. Melee Weapon Attack: +9 to
hit, reach 5 ft, one target. Hit: 8 (1d8+4) slashing damage
Medium Undead and 10 (2d6+3) necrotic damage.
Morgul-knife. Melee Weapon Attack: +9 to hit, reach
STR DEX CON INT WIS CHA 5 ft, one target. Hit: 6 (1d4+4) piercing damage and see
14 (+2) 21 (+5) 21 (+5) 16 (+3) 12 (+1) 11 (+0) Morgul-knives, above.
Armour Class 20 (Deadly Elusiveness) Claw. Melee Weapon Attack: +9 to hit, reach 5 ft, one
Hit Points 135 (18d8+54) target. Hit: 7 (1d6+4) slashing damage.
Speed 30 ft Black Breath. (see entry for The Sorcerer, Unclad and
Damage Resistances non-magical bludgeoning, Invisible)
piercing and slashing; cold, psychic Shadow of Fear. (see page 153)
Condition Immunities Blinded, Deafened, Frightened, Terror of Desire. (see page 153)
Paralysed, Petrified, Stunned Thing of Terror. (see entry for The Sorcerer, Unclad and
Skills Lore +8, Shadow-lore +8, Perception +6 Invisible)
Senses Truesight 30 ft (otherwise blind), passive
Perception 16 Reaction
Languages Black Speech, Orkish, Westron Dwimmerlaik. If a hero strikes the Sorcerer with a critical
Challenge 13 (10,000 XP) hit, he may use his reaction to invoke this ability. The hero
Deadly Elusiveness. The Sorcerer’s Armour Class is equal must make a DC 17 Strength saving throw. On a failure,
to 10 plus twice his Dexterity modifier. the hero’s weapon shatters, and the hero receives the
Deadly Voice. The Ringwraiths scream at their enemies damage instead of the Ringwraith. Legendary weapons
with long-drawn wails that rise to a deafeningly high might not be destroyed, but are lost as a cold pain shoots
piercing note. The Sorcerer can use his bonus action to through the hero’s body and they drop the weapon.
make a Frightened creature become Stunned until the end
of the Sorcerer’s next turn. Legendary Actions
Gathering Shadows. If the Sorcerer is accompanied by The Sorcerer has 2 Legendary actions, given below. At the
other Nazgûl, then the DC for saving throws against his start of his turn he regains any spent Legendary actions.
abilities are raised by 1 for each other Nazgûl within 90 ft. Sword Strike. The Sorcerer attacks with his Black Sword
of Mordor.
Actions Bringer of Terror. The Sorcerer uses his Thing of Terror
feature
Multiattack. The Sorcerer makes one attack with his
Black Sword and one with his Claw or Morgul-knife.
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Appendix: The Nazgûl of the North
Moreover, the pain will return every year on the day the from the Tale of Years. Only a few among the Elves of
character received the Morgul-wound, and the companion Mirkwood remember how he was caught by his folk
will have to pass a DC 20 Wisdom saving throw, or gain committing forbidden acts of necromancy, and how
5 (1d6 + 2) Shadow points. he was blinded with hot irons and sent away into the
Forest of Mirkwood, to die as an outcast. Found by
There is only one positive side for those who survive servants of Sauron sent to search for him, Morlach
became another lethal weapon in the hand of his
a Morgul-wound: their senses become shar per, and saviour, the Dark Lord.
they are more aware of things that cannot be seen. Now Sauron has unleashed Morlach once again.
The Sorcerer moves subtly, setting one lord against
For example, the companion can see more in the dark another, to destroy hope and fr iendship and leave
only bitterness and grief in his wake. He usually
than most, including Dwarves and Elves. In game appears in the shadows, Unclad and Invisible,
whispering words of treachery to his thralls. But
terms, the hero gains Advantage on all Perception when he takes shape as a Dark Undead he is as
deadly as he is terrifying.
checks. THE SORCERER OF FOROD
The Sorcerer of Forod
In life, Morlach was a tall and noble Northman, whose
ambition pushed him too far. His mortal legacy is
forgotten, as everything concerning him has been lost
The Sorcerer of Forod, Unclad and Invisible an Unconscious creature then they are subject to The
Black Shadow (see page 153).
Medium Undead Shadow of Fear. The Sorcerer can direct its terrible will
upon any Frightened mortal (Dwarf, Hobbit, or Man)
STR DEX CON INT WIS CHA such that the victim becomes an agent for the Enemy. On
14 (+2) 18 (+4) 17 (+3) 16 (+3) 12 (+1) 11 (+0) a failure, see Shadow of Fear (page 153).
Armour Class 18 (Deadly Elusiveness) Thing of Terror. The Sorcerer can use his action to cause
Hit Points 135 (18d8+54) any number of targets within 60 feet of him to make a DC
Speed 30 ft 17 Wisdom saving throw. Those that fail are Frightened
Damage Immunities non-magical bludgeoning, until the end of the Ringwraith’s next turn.
piercing and slashing; cold, psychic
Condition Immunities Blinded, Deafened, Frightened, Legendary Actions
Paralysed, Petrified, Stunned The Sorcerer has 2 Legendary actions, given below. At the
Skills Lore +8, Shadow-lore +8, Perception +6 start of his turn he regains any spent Legendary actions.
Senses Truesight 30 ft (otherwise blind), passive
Perception 16 Breath of Mordor. The Sorcerer attacks with his Black
Languages Black Speech, Orkish, Westron Breath.
Challenge 13 (10,000 XP) Bringer of Terror. The Sorcerer uses his Thing of Terror
Deadly Elusiveness. The Sorcerer’s Armour Class is feature.
equal to 10 plus twice his Dexterity modifier.
Gathering Shadows. If the Sorcerer is accompanied by
other Nazgûl, then the DC for saving throws against his
abilities are raised by 1 for each other Nazgûl within 90 ft.
Thing of Shadow. The Sorcerer is Invisible.
Actions
Black Breath. The Sorcerer can use its action to target
a creature within 10 feet. That creature must make a DC
17 Constitution saving throw. On a failure, the creature
gains 1 Shadow point and becomes Unconscious. They
may be revived as an action, but are Miserable until
they take a long rest. On a success, the creature gains 1
Shadow point but remains awake. If a Ringwraith targets
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Erebor Adventures
MORE NAZGÛL
More Nazgûl
A climatic scene featured in the adventure Shadows in the
North (page 144) can see the Sorcerer of Mirkwood make
an appearance, accompanied by a number of Ringwraiths.
In that occasion, it is left to the Loremaster to judge how
many Nazgûl will enter the fray, based on the composition
and heroic stature of the Company of heroes, but also on
the players’ attitudes towards combat. It is not the aim of
the scene to wipe out the entire fellowship, but to confront
them with a challenge that will seriously make them
consider escaping.
The Loremaster is free to use the stats for the Nazgûl of Dol
Guldur contained in the Mirkwood Campaign supplement,
or the generic ones described below (The Lord of the Nazgûl
should not make an appearance under any circumstance, to
avoid taking the spotlight away from the Sorcerer of Forod).
Ringwraith as Dark Undead Broadsword. Melee Weapon Attack: +8 to hit, reach 5 ft,
one target. Hit: 9 (1d8+5) slashing damage.
Medium Undead Claw. Melee Weapon Attack: +8 to hit, reach 5 ft, one
target. Hit: 8 (1d6+5) slashing damage.
STR DEX CON INT WIS CHA Black Breath. The Ringwraith can use its action to target
17 (+3) 20 (+5) 15 (+2) 10 (+0) 11 (+0) 10 (+0) a creature within 10 feet. That creature must make a DC
Armour Class 15 15 Constitution saving throw. On a failure, the creature
Hit Points 91 (14d8+28) gains 1 Shadow point and becomes Unconscious. They
Speed 30 ft may be revived as an action, but are Miserable until
Damage Resistances non-magical bludgeoning, piercing they take a long rest. On a success, the creature gains 1
and slashing; cold, psychic Shadow point but remains awake. If a Ringwraith targets
Condition Immunities Blinded, Deafened, Frightened, an Unconscious creature then they are subject to The Black
Paralysed, Petrified, Stunned Shadow (see page 153).
Skills Investigation +4, Perception +4 Shadow of Fear. The Ringwraith can direct its terrible
Senses Truesight 30 ft (otherwise blind), passive will upon any Frightened mortal (Dwarf, Hobbit, or Man)
Perception 14 such that the victim becomes an agent for the Enemy. The
Languages Black Speech, Orkish, Westron Ringwraith may use its action to force the target to make a
Challenge 8 (3,900 XP) DC 15 Wisdom saving throw. On a failure, see Shadow of
Deadly Voice. The Ringwraiths scream at their enemies Fear (page 153).
with long-drawn wails that rise to a deafeningly high Thing of Terror (1/day). The Ringwraith can use his
piercing note. The Ringwraith can use his bonus action to action to cause any number of targets within 60 feet of him
make a Frightened creature become Stunned until the end to make a DC 15 Wisdom saving throw. Those that fail
of the Ringwraith’s next turn. are Frightened until the end of the Ringwraith’s next turn.
Fear of Fire. If a torch or other flame comes within 10 feet
of him, the Ringwraith suffers Disadvantage on attack rolls. Reaction
Gathering Shadows. If the Ringwraith is accompanied
by other Nazgûl, then the DC for saving throws against his Dwimmerlaik. If a hero strikes the Ringwraith with a
abilities are raised by 1 for each Nazgûl within 90 ft. critical hit, he may use his reaction to invoke this ability.
The hero must make a DC 15 Strength saving throw. On
Actions a failure, the hero’s weapon shatters, and the hero receives
the damage instead of the Ringwraith. Legendary weapons
Multiattack. The Ringwraith makes one attack with his might not be destroyed, but are lost as a cold pain shoots
broadsword and one with his claw. through the hero’s body and they drop the weapon.
156
Appendix: The Nazgûl of the North
Ringwraith, Unclad and Invisible
Medium Undead
STR DEX CON INT WIS CHA
17 (+3) 20 (+5) 15 (+2) 12 (+1) 13 (+1) 10 (+0)
Armour Class 15
Hit Points 91 (14d8+28)
Speed 30 ft
Damage Resistances non-magical bludgeoning, piercing
and slashing; cold, psychic
Condition Immunities Blinded, Deafened, Frightened,
Paralysed, Petrified, Stunned
Skills Investigation +4, Perception +4
Senses Truesight 30 ft (otherwise blind), passive
Perception 14
Languages Black Speech, Orkish, Westron
Challenge 8 (3,900 XP)
Gathering Shadows. If the Ringwraith is accompanied
by other Nazgûl, then the DC for saving throws against his
abilities are raised by 1 for each Nazgûl within 90 ft.
Thing of Shadow. The Ringwraith is Invisible.
Actions
Black Breath. The Ringwraith can use its action to target
a creature within 10 feet. That creature must make a DC
15 Constitution saving throw. On a failure, the creature
gains 1 Shadow point and becomes Unconscious. They
may be revived as an action, but are Miserable until
they take a long rest. On a success, the creature gains 1
Shadow point but remains awake. If a Ringwraith targets
an Unconscious creature then they are subject to The Black
Shadow (see page 153).
Shadow of Fear. The Ringwraith can direct its terrible
will upon any Frightened mortal (Dwarf, Hobbit, or Man)
such that the victim becomes an agent for the Enemy.
The Ringwraith may use its action to force the target to
make a DC 15 Wisdom saving throw. On a failure, see
Shadow of Fear (page 153).
Thing of Terror (1/day). The Ringwraith can use his
action to cause any number of targets within 60 feet of
him to make a DC 15 Wisdom saving throw. Those that
fail are Frightened until the end of the Ringwraith’s next
turn.
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Erebor Adventures
Appendix B:
Loremaster Characters
The following characters feature in the various stories
interwoven in Erebor Adventures. Each entry provides a
listing of the most prominent entries for the individual. A
bold entry indicates especially useful information, such as
a statblock.
Aefre, wife of Eutaric 102, 105 Kelda the Embroiderer 11,
Balin the Statesman,son of Fundin 7, 29, 43, 119, 130, 139, 142 The Brothers Khuldrim 69, 78-9
King Bard, lord of Dale Linnon, Wayward Elf
Bryni, Lord of Strandburg 130, 139, 142 Longo the Bandit-lord 114
Clifford Sedger, Man of Bree 37 Magan, apprentice of Orsmid, niece of Kelda 10, 25,
52 Morlach, the Sorcerer of Forod 101, 102-4, 118
Clovis the Hobbit Nefgeir, innkeeper of The Pike and Eel 6, 133, 154-5
King Dáin, King under the Mountain 11 100, 105
Domi, scholar from the Blue Mountains 67, 142
Dwalin the Warrior, brother of Balin 46, 57, 138
Lord Elstan, aged Captain of Dale 49, 62, 141,
Eutaric of Woodland Hall 70, 83, 130, 132, 139
101, 105, 106
Niping the Smith 27
Odvarr, head of the Guild of Artisans
Firbul the Goblin, agent of Morlach 53, 55, 60 of Lake-town 97, 107-9, 116,118, 130
Gandalf the Grey, wizard of some renown 127, 135, 142 Orsmid, master smith and sculptor 97, 100, 130
Ginar, Dwarf farmer 73 Thegn Osgar 37
Greystroke, Hunter of Monsters 69, 74, 89
Gunvar, Lord of Ashbrook 37, 39, 130 Raenar the Plunderer, Dragon of the North 66, 92, 94
Gwion, dealer of musical instruments Sígar the Dwarf, follower of Niping 45
Gylfi, son of Gisli, keeper of the Glittering Gate 36
Lord Hakon, courtier to King Bard 111 Skarf Skulson 75, 79,130
Haldis, a fisherwoman 6, 21, 63, 130 Skirfira Silvertongue, Dwarven scholar 69, 74, 89
Halward, Reeve of the Quays 101, 112
Holti, antique dealer 35 Swain the Enforcer, Longo’s lieutenant 20, 53
Thegn Jofur, courtier to King Bard 101, 106 Thrun the Toymaker, friend of Balin 31, 131, 137
Kasper the Bandit, Longo’s lieutenant 7, 48, 62, 130, 132
Katun the Merchant 20, 53 Thulim, nephew of Dulin 11
12, 130, 136 Ukgash Burnt-Orc, traitorous Orc-leader 83, 84
Vig the Spy, Longo’s lieutenant 19, 53
Witherfinger, mysterious wanderer of the Waste 82
Wruenele, young Fire-drake 66, 92, 94
158
Appendix: The Nazgûl of the North
Appendix C: Great Chamber of Thrór 45
Places & Things Great Hall of Thráin 45, 145
Guild House for the Guild of Artisans
The following locations and items are important to the Haunted Lake, The 107
events of Erebor Adventures. Some locations are known Heart of the Deeps 85
by more than one name, or might have an item or location Katun’s Tent
of interest contained within a larger category. Kelda’s House 148
King Bard’s Statue 36
Lair of the Mud-men 17
Longo’s Lair 98
Lord Elstan’s Grave 11
22
Mark of the Wandering Wizard, The 83
Mausoleum, The (The Tomb of the Prince)
Morgul-knife, The 120
Mornamir, The 56
Nameless, The Elven Spear
154
98, 117
90
Abyss, The 42
Aegis of Dale, The 80
Anvil Way 137
Ashbrook 37-42
Balin’s Hideout 32
Balin’s House 119
Barracks, The (Longo’s Lair) 22 Netherwood, The 123
Black Scabbard, The 14, 26 Niping’s Fissure 42, 150
Orsmid’s Workshop 102
Brech 75
Brokenstone 22, 138 Pits, The 132
Quays, The (Balin’s House) 35, 139
Chamber of Mazarbul 146
Coat of Silver Mail, The 47 Residential Quarter (Domi) 138
Cold Bog, The 16 Royal Palace, The 48
Silver Needle, The 18
Commons, The (Katun’s Tent) 136
Dawn Terrace, The 151 Stángard 149
Domi’s House 138 Strandburg 37
Elstan’s Cottage 139 The Missing Scale 37
Entrance to the Deeps 146 The Pike and Eel 99
Fireworks 138 Thrun’s Marvellous Thrush 35. 41
Thrun’s Workshop 33, 137
First Forge, The 42, 147
Forge Alarms 44 Tomb of the Prince, The 53
Ginar’s House 73 Tomb of Thorin Oakenshield 142
Toymarket, The 30
Glittering Gate, The 111
Gloin’s Ladder 150 Traders Gate 9
Vale of Bones, The 121
Gorge, The 86 Watchtower of Zirakinbar 89
Great Causeway, The 149
159
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Visit the city obfeDyoanledawnidthdtihscisoveessretnhteiawlognudideresfoorf the Kwionrglddo’smgrUeantdeesrt the Mountain
and the lands the fantasy setting.
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