Journey Phase
Journey Phase
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Step One: Embarkation the same time (posing as the group’s Hunter AND Scout,
for example). If there’s more than one person assigned to
When the players have decided on a destination, they a task then nominate a lead Scout, Hunter or Look-out.
need to choose the best route to get there. Using the That character is the one who makes the test and gains
Player’s Map, they indicate the general route that they advantage from the assistance of the other Player-heroes
intend to follow, and the Loremaster consults the hexed performing the Help action on that task.
Loremaster’s Map to determine the Peril Rating of the
journey. If a task goes unfilled, any relevant tests for that task
which come up are taken at a disadvantage.
The difficulty and danger of the journey is based it's
length, on the area and terrain traversed, and on the
season in which the journey is taking place (journeys in
the cold months of the year are more strenuous than those
in the warm ones). Middle-earth is a perilous place, so the
shortest route may not always be the safest. The company
must choose wisely what paths to follow.
Hunter - In charge of finding food in the wild. Hunters Determining the Peril Rating of a Journey
rely on success with Survival checks. The Loremaster should consult the Loremaster’s Map
to determine the difficulty of the terrain through which
Look-out - In charge of keeping watch. Look-outs rely on the journey passes. Whichever type of terrain forms the
their abilities in Perception. majority of hexes passed through by the proposed route
determines the overall terrain type:
With the exception of the company’s Guide, more than
one Player-hero may be assigned the same task (in other Easy Terrain: 1
words, there may be more than one character acting as Mild/familiar terrain, extensively mapped with well
Look-outs, or more heroes going hunting regularly), but travelled roads and/or frequent settlements.
normally no character may assume more than one role at
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Moderate Terrain: 2 should make a note of both the numbered result and its
Areas that the company may have some knowledge of, effects. The result may be referred to during the following
that they may have travelled through once or twice. Broken parts of the journey.
terrain, scattered paths and trails.
Hard terrain: 3
Unfamiliar areas, deep forest, trackless wilderness. Ponies and Boats
When travelling, companions may ease their toil by
Severe Terrain: 4 bringing ponies to carry their burdens, or may journey
High Mountains and treacherous swamps. on boats when along a river, lake or sea. If the company
travels aboard boats or is equipped with ponies for the
Daunting Terrain: 5 greater part of their journey, ignore the first level of
Areas tainted by the Shadow. Angmar, Mordor, Southern exhaustion incurred while on the Journey.
Mirkwood.
Companions looking for such assistance must start
Increase level of terrain by one when traveling in winter their journey in a settlement of the Free Peoples.
conditions, though Daunting Terrain… Additionally, the adventurers must be able to afford
the expense.
Optionally, the Loremaster does not have to inform the
players of the Peril Rating of their journey and thus keeps Note that there are many places in Wilderland
the final outcome of the Embarkation roll secret from where ponies (and horses) are unwilling to venture.
them, instead paraphrasing to perhaps give some hints of This includes the Forest of Mirkwood, the Misty
what may lie ahead of them on their Journey. Mountains and the Grey Mountains. Reluctant
animals can be coaxed over a mountain pass with a
Once the route is decided upon, and the Loremaster has Wisdom (Animal Handling) test against a DC 15 in
determined the Peril rating of the journey, the Guide must Summer and Autumn, DC 20 in Spring, and DC 25 in
make an Embarkation roll using a single d12. This roll is Winter. Nothing can get a horse or pony deep beneath
modified as follows: the Guide’s Survival proficiency bonus the eaves of Mirkwood.
plus half their Wisdom bonus, minus the Peril Rating of the
journey, as determined by the Loremaster. The result of the
roll is used on the Embarkation Table opposite. The Guide
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Embarkation Table
1. (or less) Dark Signs and Evil Portents 6. Meagre Supplies and Poor Meals
The company’s path is likely to lead them through places Whether as a result of unfortunate mishaps during cooking,
both ancient and terrible. Modify all rolls on the Journey a scarcity of game, a blunder when picking mushrooms or a
Event tables by +2 and the proficiency check to determine the need for haste leading to the company simply eating what
initial outcomes of these encounters should be made with scraps they have while on the move, the meals eaten during
disadvantage. Additionally, each character receives 1 point of this journey have a tendency to be, by turns, undercooked,
Shadow as they set out upon this journey. infrequent, burned, tasteless or just foul. As a result, all
members of the company receive a -1 on all skill checks made
2. A Fell and Foreboding Start throughout the journey.
The company sets out under a pall of doom. A sense of
foreboding and oppressive menace seems to loom at every 7. Feasts Fit for the Kings of Ancient Times
turn and misfortune appears to dog their steps. Tasks seem Perhaps game is plentiful, herbs, mushrooms and root
harder, and will remain so until the feeling of doom can be vegetables seem to spring up out of nowhere along the
shaken off. As a result, each character receives 1 point of company’s path, or the cook brought exactly the correct
Shadow and all rolls taken during Journey Events are made amount of salt and pepper. For whatever reason, the
with disadvantage until a roll is successfully made, at which company’s meals during this journey are a thing to be
point the dark mood will lift. anticipated with joy, and to be remembered for days after.
Accordingly, all members of the company receive a +1 bonus
3. The Keen Eyes of the Enemy to all skill checks made during this journey.
The company has the misfortune to have chosen a path
upon which fell creatures and evil men are more likely to be 8. Fine Weather
encountered. Depending upon their stature among the Free Each morning brings a beautiful sunrise that raises spirits
Peoples of Middle-earth, it is possible that they have come to and fills all who see it with hope for the day ahead, when
the attention of agents of the Enemy. rain falls it is cooling and soothing to a weary traveller, the
wind seems to be a no more than a light breeze and snow or
As a result, they will need to work hard to avoid encountering frost sparkle beneath clear, bright skies, creating majestic and
those who would wish to do them harm: a brooding feeling of breath taking vistas. As a result, each member of the company
danger seems to pervade their senses throughout the journey, may ignore the first exhaustion point that they accrue during
as if unseen eyes watch them at every turn. Modify all results this journey.
on the Journey Events tables by +1 and the first roll made
during these encounters should be made with disadvantage. 9. Paths Both Swift and True
Whether as a result of consulting good quality maps, referring
4. The Wearisome Toil of Many Leagues to the knowledge of local travellers or simply due to an innate
The company finds that the maps that they consulted were knack for finding the easiest path, the Guide has planned a
poor, inaccurate or out of date, or that the path they find route that will allow the company to travel swiftly and directly
themselves upon is beset with obstacles, dead ends and to it’s destination. Throughout this journey, all terrain types
difficult terrain making the going harder than it should be. are considered to be one grade easier to traverse
Throughout the journey, terrain types are classed as one
grade harder to traverse. 10. Hidden from the Shadow
Though agents of the Shadow roam far and wide, and
5. Foul Weather dangers may be found anywhere in Middle-earth, the Guide
The rain falls constantly, the wind chills to the bone, the sun has wisely chosen a path that will conceal the company from
beats down unrelentingly, frost numbs toes and fingers. Rest the attentions of all but the most determined and alert of
is hard to find, sleep is elusive and every mile walked feels foes. In addition, the company seems more aware of their
like three. As a result, each member of the company suffers own surroundings and will likely spy out both trouble and
one additional level of exhaustion. opportunities upon their path. As a result, modify all results
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on the Journey Event table by +1 and the first roll during each 12. (or more) From Auspicious Beginnings
encounter may be made with advantage. The company sets out upon a path that will likely show them
wonders long since forgotten or into dangers that most would
11. With Hopeful Hearts and Clear Purpose quail at the thought of. But the auspices are good, and should
The company embarks with light hearts and a sense of hope. the company be true, they will surely prevail.
They are resolute and determined to cleave to their path,
regardless of hardship or setback. Accordingly, each member As a result, add 2 to the rolls on the Journey Events Table.
of the company counts as Inspired until the first time they fail Additionally rolls made to determine the initial outcome of
a roll during this journey. these encounters should be made with Advantage.
•
Step Two: Journey Events •
and Task Rolls •
•
‘What’s the matter?’ asked Merry. ‘Are you lying on an •
ant-hill?’ ‘No,’ said Pippin, ‘but I’m not comfortable. •
I wonder how long it is since I slept in a bed?’ Merry •
yawned. •
•
During the journey, members of the company may be •
called upon to use their wit and talents to ensure that the •
journey does not fall to ruin. •
• Short Journey (1-15 hexes on the Loremaster’s Map): Note that Long Journeys are extremely hazardous to
1d2 for number of challenges. low to mid level Player-heroes, and likely to put Player-
heroes in extreme danger. A wiser company will break
• Medium Journey (16-40 hexes on the Loremaster’s their journey into shorter, more manageable legs, with
Map): 1d2+1 for number of challenges. long rests at safe places in between.
• Long Journey (41+ hexes on the Loremaster’s Map): Journeys through predominantly Easy terrain result in a
1d3+2 for number of challenges. -1 modifier to this roll, to a minimum of 1.
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Journeys through predominantly Hard or Severe terrain In all cases, the DC of checks made during a journey
result in a +1 modifier to this roll. is determined by adding the Peril Rating of the
journey to a base of 12.
Journeys through predominantly Daunting Terrain result
in a +2 modifier to this roll. Therefore, on a journey with a Peril Rating of 3 (unfamiliar
areas, deep forest and so on) the DC of all checks would
The Loremaster should make this roll in secret and should be (12+3) 15, whilst on a journey through Angmar in the
not disclose to the players the number of challenges they depths of winter, all DCs would be (12+5+1) for a total of 18.
will face.
To determine what happens in each event of the journey,
The following table gives a range of possible events. the Loremaster rolls a single 12 sided dice. The result may
The lower numbers represent minor events whilst the be modified by the Embarkation roll, or previous events
higher numbers indicate some important or momentous on this or prior journeys. The Loremaster consults the
occurrence. following chart, and narrates the event to the company.
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If all the rolls fail, the company is forced to backtrack to bypass force or ambush them, in which case they benefit from a
the obstacle. Each of them suffers a level of exhaustion and round of surprise.
the Guide’s Arrival roll is subject to a -1 penalty.
If the Look-out’s Perception roll fails, the hostile scouts set an
4. In Need of Help ambush and they benefit from a round of surprise.
The company discover a band of travellers who have suffered
some misfortune, or a small settlement beset by woes. The If combat ensues, the Loremaster may resolve it as normal,
company may choose to help them, or not. setting out the combat abilities of the small enemy party to
give a small to moderate challenge to the company.
If they choose not to, they must make a Wisdom Save to avoid
gaining a point of Shadow. All rolls made outside of combat during this task are subject
to disadvantage/advantage if the Guide’s Embarkation roll
If, instead, they choose to help, the company must make was either 3 or 10.
three tests, chosen by the Loremaster, to reflect them aiding
the innocent souls. 6. The Wonders of Middle-earth
The company finds itself presented with a spectacular vista.
Each test must be made by a different character (unless A sunset, a forest glade, a mountain range. Each member of
there are fewer than 3 Player-heroes in the company) and the company must make a Wisdom check or Investigation
will typically be selected from: Survival, Traditions, Insight. (Intelligence) check (their choice).
Persuade, Animal Handling, Medicine or Nature.
If successful, they see the beauty of the scene and feel invigorated,
It is possible that the same skill may be called upon more recovering from 1 level of exhaustion.
than once, in which case it must be attempted by two different
Player-heroes. If unsuccessful, they instead see brooding clouds, hard paths
yet to be walked or steep and daunting hills to be climbed
If all of the tests are successful, each member of the company and suffer a level of exhaustion.
gains Inspiration. Additionally, the company will receive a +1
bonus to the Guide’s roll upon arrival at their destination. If all members of the company are successful, they receive a
+1 bonus to the Guide’s Arrival roll.
If half or more of the rolls are successful, the company may
select one of its number to become Inspired and the company If all fail, the Guide’s Arrival roll incurs a -1 penalty.
receives a +1 bonus to the Guide’s Arrival roll.
Rolls made for this task are subject to disadvantage/
If 1 of the rolls is successful, the company receives a +1 bonus advantage if the Guide’s Embarkation roll was either 5 or 8.
to the Guide’s Arrival roll.
7. A Hunt
If all the rolls fail, the company is slightly despondent and The Hunter sees signs or tracks left by some Game that would
receives a -1 modifier to the Guide’s Arrival roll. likely prove a far better meal than their travelling rations,
perhaps at a point in the journey where the company’s
5. Agents of the Enemy supplies are running low, or when their spirits seem to be
Hostile scouts or hunters cross the company’s path, this may flagging.
even be a sharp eyed Crebain, gathering news for the Enemy.
The Hunter must make a Wisdom (Survival) ability check to
The Look-out must make a Wisdom (Perception) check to spot hunt down this game.
the enemy before they become aware of the company.
If the roll is successfully made by 5 or more, the prey is
If successful, the company has seized the initiative and may brought down and a great feast is had, restoring 1 level of
decide how to proceed. They may either sneak past the hostile exhaustion and giving a +1 bonus to the Guide’s Arrival roll.
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If the roll is successful, the company enjoy a hearty meal and deeds, perhaps even a bear, seeking only to rest up for winter,
each may remove 1 level of exhaustion. becoming enraged upon being disturbed. Whatever the nature
of the threat, the company have blundered into its midst and
If the roll fails, the hunt was unsuccessful and the company combat will surely ensue.
spend a hungry night, resulting in each gaining a level of
exhaustion. Regardless of the result of the combat, assuming the
company survives, the night is a poor one at best and the
If the Hunter fails their roll by 5 or more, the hunt was a only memories they carry with them of the camp are those of
disaster, pulling the company off course and leaving them hard knocks and a final, unfulfilling rest. In addition to any
with nothing to show for their efforts but sore feet and damage sustained the Guide’s Arrival roll is subject to a -1
growling bellies. As a result, each gains a point of exhaustion modifier.
and the Guide’s arrival roll becomes subject to a -1 penalty.
9. A Lingering Memory of Times Long Past
The roll made during this task is subject to disadvantage/ The company discovers a relic of past ages. A statue, a
advantage if the Guide’s Embarkation roll was either 6 or building, the remains of an ancient settlement, perhaps even
7. some finely wrought trinket half-buried in the earth. It is
even possible that they witness a travelling company of Elves,
8. A Fine Spot for a Camp making their way towards the Grey Havens.
The Scout has spotted a location that has the potential to be
a safe and comfortable place to make camp. Perhaps it is a With good fortune and a light heart, the company will be
sheltered glade, close to a fresh water stream, or it may be uplifted by this sight, sensing something hopeful for the
an existing campsite, used by travellers, already stocked with future in this glimpse into the past. With poor fortune, the
firewood and canvas to fashion shelters from the elements. It company will be filled with a sense of doom, seeing the decay
may even be an ancient building, easily defensible, allowing of lost glory and the end of hope.
the company to rest a little easier on their journey. The Scout
must make an Investigation check as the company draw close Each member of the company should make a Wisdom test. If
to the site. successful, they are filled with Hope regarding their journey
and their struggles against the Shadow and become Inspired.
If the roll succeeds by 5 or more the camp site is all the
company could have hoped for, and they may benefit from If they make the roll by 5 or more they are so positively affected
a long rest in addition to recovering a level of exhaustion. As by the sight that they may also remove a level of exhaustion.
an added bonus, the Guide will receive a +1 modifier to their Additionally, if at least half of the company is successful, a +1
Arrival roll. modifier may be applied to the Guide’s arrival roll.
If the roll is simply successful, the company has an With a failed roll, they see only the fleeting nature of life and
undisturbed night, and if needed each may recover a level of the fall of all that is good, and must make a Corruption test
exhaustion. to avoid gaining 2 points of Shadow.
If the roll fails, the campsite proves to be less than it might If they fail the roll by 5 or more, they feel morose and wearied
have been. The company spend a restless night, beset by by the scene and suffer a level of exhaustion in addition to
feelings that they are being watched perhaps, or discovering the Shadow points. Additionally, if more than half of the
that the spot they have chosen is rocky and uncomfortable company fail (since we’re talking about individual rolls) their
or prone to flooding. They awake weary and dispirited and roll, a -1 modifier must be applied to the Guide’s Arrival roll.
suffering from a level of exhaustion.
10. A Place Touched by the Shadow
If the roll failed by 5 or more, the camp is already occupied by The essence of something dark and terrible lingers here. It
something hostile and dangerous; a Troll, sheltering from the may be the site of some ancient battle, haunted still by the
sun, an Orcish war party, a band of Evil Men, intent on dark shades of the fallen, it may be a place where the Necromancer
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worked foul magics, long ago, or a ruin that was once home If the Scout fails their roll, the company has wandered into
to some great servant of the Enemy. In Middle-earth, places the heart of the area and feels the dark nature of the place
have memories, and not all the memories are pleasant. That touch their hearts. Each hero must make a Corruption test to
said, even the darkest of Shadows may hide something bright avoid gaining a point of Shadow.
and good.
If the Scout’s roll fails by 5 or more, some dark thing still lurks
The Scout must make an Intelligence (Investigation) check to here, ancient and evil, and the company have disturbed its
become aware of the darkness surrounding this area before slumber…
the company blunders too deeply into it.
11. The Enemy is Abroad
If the roll is a success by 5 or more, the company witness Evil men, Orcs, Goblins or other servants of the Enemy are
some sign that reaffirms their hope in the struggle against moving through the area. Avoiding them will be challenging.
the Enemy. Perhaps they see evidence of the downfall of If the Guide's result on the Embarkation roll was a 3, a
whatever evil thing once lived here, perhaps bright sunlight confrontation is unavoidable.
bursts through brooding clouds to bathe the darkened place
in bright light, lifting the spirits of all who witness it. In spite of this, a successful Wisdom (Perception) ability check
roll from the Look-out will allow the company time to prepare
Whatever the reason, each member of the company may and will grant them a round of surprise in the combat.
remove one point of Shadow and is considered inspired.
Additionally, the Guide will receive a +1 bonus to their Arrival A failed Perception roll in this instance will indicate that the
roll. company has little time to prepare and receives no such bonus.
On a successful roll, they manage to avoid the pervasive sense If the Guide received a 10 on the Embarkation roll, the Look-
of corruption that lingers here and may count themselves out may make a Wisdom (Perception) or Dexterity (Stealth)
lucky. Accordingly, the Guide receives a +1 bonus to their ability check (player’s choice) to allow the company to find a
Arrival roll. path that will bypass the enemy force unnoticed.
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Should this roll fail, the company will still have time to If the roll succeeds by 5 or more, the company has
establish an ambush, and as such will benefit from a round encountered a person of great standing, and sees them for
of surprise. what they are.
Should the Embarkation roll have been neither 3 or 10, the Each member of the company may immediately remove
company may attempt to sneak past the hostile force. This will one point of Shadow. They may also seek an Audience
require a successful Dexterity (Stealth) check from each of them, (see page 192) with them and, if successful, they may gain
with a single successful Animal Handling roll from one of the great knowledge of their path ahead which will grant them
company should they have horses or pack ponies. advantage on the initial rolls on their next encounter,
and will also bestow a +1 bonus to their Arrival roll. If the
If any of these rolls fails, they have been spotted and battle Audience goes particularly well, the Loremaster may decide
will swiftly follow, with no advantage to either side. The that the company. have gained a Patron.
Loremaster should make the combat reasonably challenging,
without allowing it to dominate the entire session. If the Look-out’s roll succeeds, they have spotted the
traveller, but do not realise who they may truly be. The initial
12. (or more) Many Meetings? Fly you Fools! description of this encounter should then be played out as if it
The company has encountered a traveller upon the road, was a result of 1 on this table (A Chance Encounter).
but all may not be as it at first appears. This is no ordinary
wanderer, but rather is one of the great and good (or fell) of Should the company choose to interact with the traveller,
Middle-earth. This will be a significant encounter not soon successful Wisdom (Insight) rolls or some demonstration that
forgotten. Whether the meeting is for good or ill, for attaining the company has true and good purpose should lead to the
this result the Loremaster may well choose to reward the true identity of the person they have met. Should this happen,
company with Experience Points suited to the method they the encounter should then play out in much the same way as
are using in their game. detailed above.
The traveller may be Gandalf or Radagast, wandering the If the Look-out’s roll fails, the company have encountered a
lands and appearing, at first glance, to be little more than dark and powerful foe way beyond any of them. For low-level
a ragged wastrel. Or perhaps one of the sons of Elrond, companies this could be a superior force of Orcs, a pack of
Elladan or Elrohir, travelling to or from Imladris. It may Wargs, or perhaps a particularly large and fierce Troll. At
be Beorn or Legolas, roaming the deep, wild forests or the higher levels it could be something much darker and more
rolling plains. powerful – a warband of Uruk-hai, or even a Nazgûl about
his master’s dark bidding.
Alternatively it may be something more sinister. A powerful
agent of the Enemy, or of other dark forces that are beginning Companies must immediately make a Corruption Save to
stir once more in Middle-earth, casting a long, pervasive avoid gaining 2 points of Shadow and they must seek to avoid
shadow, travelling the lands with foul and evil purpose. further confrontation by each making a a Dexterity (Stealth)
Player-heroes may well stumble upon a foe beyond any of check (with a single additional Animal Handling check if the
them.. company has horses or pack ponies) to slip away unnoticed.
Should more than half fail, they will need to flee in haste for
If the Embarkation roll was a 1, the encounter will fear of their very lives. All gain an additional level of exhaustion,
automatically be with a servant of the Enemy. Conversely, if additionally the arrival roll will be subject to a -1 modifier.
it was a 12 the company has encountered one of the great
powers for Good. The outcome of such a meeting however, If the Look-out’s roll fails by 5 or more they are automatically
will depend on how the company approaches matters. spotted, with no chance to sneak away. They must flee in haste
for fear of their very lives. They automatically gain 2 points of
If neither a 1 or a 12 was rolled on the Embarkation table, the Shadow, and an additional level of exhaustion, additionally
Look-out must make a Wisdom (Perception) check. the arrival roll will be subject to a -1 modifier.
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Arrival Table
1. (or less) Weary to Their Bones The Loremaster may require the company to play out an
The journey has taken a heavy toll on the spirits of the impromptu Audience to simply gain access. A short but
company. The paths they have followed have shown them desperate fight may be played out as the company struggles
little that is good and have left them feeling tired and without to overcome enemy guards before an alarm is raised. The
hope. The memories of any good fortune they may have Loremaster may ask for a Wisdom (Survival) check from the
experienced along the way now seem distant and intangible. Guide to successfully navigate to the correct destination,
with a failed roll resulting in all members of the company
Each member of the company must make a Wisdom saving receiving a level of exhaustion, as they are faced with
throw, (DC: 12 + Peril Rating of the Journey) to avoid receiving additional long miles to reach their true destination.
2 points of Shadow. If their path has led them through a
place touched by the Shadow (10 on the Events table), the DC 5. A Long But Worthy Journey
increases by an additional 2 points. As the company nears the end of their journey they feel
every mile they have walked in the aches and pains that
2. Empty Bellies beset their bodies. But the aches are good ones, the legacy
Regardless of whether the company has enjoyed fine food of a path well walked to a worthy goal. As they arrive, their
throughout the journey, or has subsisted on cold, hard trail fatigue seems to slip away like mist on a summer morning,
rations, during the final leg of their journey their supplies leaving them feeling refreshed and invigorated. As a result,
dwindle rapidly and they arrive at their destination feeling each member of the company may immediately remove a
the pangs of hunger gnawing relentlessly at them. This hunger level of exhaustion.
will be a distraction to them and everyone in the company
gains a level of exhaustion. 6. Grimly Determined
The many leagues that the company has travelled have filled
3. Arrival in Poor Spirits them with a sense of clear purpose regarding their goals, dark
They are beset by foul moods and short tempers that they must though the path ahead may be. As a result, the Guide will
work hard to throw off. They are considered disadvantaged receive a +1 bonus to their next Embarkation roll.
on all rolls pertaining to social interaction, until such time
as they succeed in one of these rolls. This penalty will apply 7. Tall Tales and Great Deeds
if they seek an Audience at the destination. If there is a single The company arrives with the tales of their journey on their
upside to this dark mood, it is that they are so spoiling for a lips, their spirits high and their thoughts filled with fine
fight that each member of the company receives advantage to memories. This joyous mood is contagious to all but the most
their Initiative rolls should they find themselves in combat at dour of folk they may encounter. Accordingly, the company
the destination. receives advantage on all rolls pertaining to social interaction.
This bonus will also apply if they should seek an Audience at
4. An Uncertain Arrival their destination. The bonus will remain until they fail at one
The company’s arrival is poorly timed or it may be that of these rolls.
they are unsure if they have even arrived at the correct
destination. They may arrive at a settlement late in the night, 8. (or more) Inspired and filled with Hope
after the gates have been barred, and may need to work The Journey has served to reaffirm the company's
hard to convince a watchman to allow them to enter, or they dedication to their struggles and to their bonds with each
may have been certain that the Orc encampment that they other. Together they have weathered hardships, faced
were planning to scout before attacking it was still several dangers and persevered and their faith in themselves and
miles away, only to find themselves almost in its midst. The each other seems unshakeable. As a result, each member
mechanics for this result will vary greatly, depending on the of the company may remove 2 points of Shadow and is
nature of the destination. considered to be inspired.
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"Well, I can remember three nights there for certain, is important – say, the company are trying to get to a
and I seem to remember several more, but I would take particular dwarf-door before the last day of autumn, or
my oath that it was never a whole month. Anyone would need to reach a fortress before enemies besiege it in seven
think that time did not count in there!" days’ time. In such cases, the first step is to work out the
effective length of the journey.
Usually, knowing the exact duration of a journey is
not very important. The company travel for days or Each hex on the Adventurer’s Map is 10 miles across, but
weeks, and pay little heed to the exact date or how many a mile of thick forest takes longer to cross than a mile
days precisely the journey took. However, there may of open ground. The Terrain Difficulty table below gives
come situations where knowing the exact count of days multipliers for the various terrain types.
Terrain Difficulty
Map Key Difficulty The traversed terrain is mostly... Modifier
- very easy good road* x0.5
severe dense woods, very rough ground, any road or path in Mirkwood** x3
*Travelling across a distance on a good road gives a modifier of x0.5, halving the time needed to cover the entire route,
regardless of the terrain the road traverses.
**A company cannot advance through woods or dense woods riding horses. The travelling Player-heroes must dismount
and proceed by leading their horses on foot.
Divide the distance covered by the travel speed of the company, rounding all fractions to the nearest whole number. The result
is equal to the expected length of the journey in days. The table below shows the distance covered in miles by a company in
an average day of travel.
Travel Speed
Company travelling... Miles per day
On foot 20
Riding horses 40
Using boats on a river 20 downstream 5-10 against the current
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Mountains of Angmar
o
Mount Grey Mountains Wilderland
Gundabad
u
Withered Heath
u
Angmar
o
Grey Mountain Narrows
Vale of n
Misty
Mountains Gundabad
o
Northern
Dalelands The Waste
c o
Mount East
Gram West Upper
Upper Woodland Realm
o Vales c
Vales
c
n Fores Erebor E
t Riv Elven King’s Iron Hills
er
Ettenmoors Northern Mirkwood Halls E Dale
o n E Iron Hills
Forest Long
E
Lone-lands Gate Lake
am E Esgaroth
n t re
dS
Elf- te
path an
ch
En Upper Marches
Coldfells East
Long M
West
n Middle Middle Western n
Vales Vales Mirkwood
c a
ell
n
arshes
rw
Eagles’ Eyrie Beorn’s
oa
E House o
rH
Goblin-town Carrock
ve
E Mountains
Ri
n of Mirkwood
Trollshaws
n u
High Pass Nether Marches
Old Ford
Re
E
at
er
>
West Woodland E
Anduin Vales Hall
The Angle E Mountain c
c Hall Western
Eaves Running
Heart of Mirkwood River
er c
at o
u dw Woodmen E
lo Mountain
r n Town
ive Pass
R
Lone-lands East Anduin
en
n River
Gladd Vales
Gladden c
Fields
d
c Redhorn n
an
Pass Dorwinion
erl
Moria E
ild
c
Wf
Dimrill Dale
ro
c
ive
Southern Mirkwood
tR
Dol Guldur
ea
u Easy a Free Lands
Gr
-
Lorien Moderate
a
c Border Lands
Dunland Hard n Wild Lands
c Severe o Shadow Lands
Grey Meadows Daunting u Dark Lands
n Impassable