Characters with the appropriate Traits will doubtless want to know exactly what they do know about the history of the Barrow-downs. What is generally known by the folk of Eriador is that the Barrow-downs are a place to avoid if you wish to stay alive. The perpetually fog-shrouded hills are covered with grave markers so weathered that whomever they once venerated or whatever they once represented is long lost to time. Stone doors in the sides of the hills mark the greatest of the tombs, but robbers that seek after such things are considered to be fools, one and all. The barrows are cursed and their owners are restless. Nothing good ever comes of interfering with the dead. If a traveller must pass through the Barrow-downs, they go quickly and only by day. Generally folks take the extra time to travel around them, especially since the great East Road lies immediately north of the Downs and the Old Forest borders them to the west.
Those whose lore or memory reaches back into the past (those with the appropriate Lore Traits) may be considered to possess a knowledge comparable to the information about the Barrow-downs presented in Rivendell on page 60 and 61, and here further detailed.
Tyrn Gorthad was once one of the most sacred sites in all the West. The Great Barrows were originally built by Men living in Eriador before the Men of the West came to the shores of Middle-earth. Their funerary tradition was maintained by Elendil and his heirs, until the wars with Angmar many centuries later. When in the year 1409 of the Third Age the armies of the Witch- king destroyed the Tower of Amon Sûl and ravaged the kingdom of Cardolan, the few surviving Dúnedain took refuge in the hills of Tyrn Gorthad where they made their homes for two more centuries. Then, a terrible plague from the south devastated their numbers. Not long after, evil spirits arose from under the barrows and slaughtered or drove out all that remained.
From that time forth, the Barrow-wights ruled the Barrow-downs and the Dúnedain only tread there with great care. Many among the Wise and the Rangers of the North believe that the Witch-king of Angmar sent the evil spirits that dwell in the Barrow-downs. Others hold that the many deaths caused by the plague awoke something sinister that already slumbered beneath the barrows.
deal of singing, along with feasting, and the telling of ancient legends that are seldom recounted in the twilight years of the Third Age.
The valley of Imladris is dotted with great silver and gold lanterns that shine like stars even by day, but more so at night when they flare bright holding back the dark, save where the Elves have purposefully dimmed them to create a continuous twilight amidst the trees. Wine and good cheer fills the valley, along with fair voices raised in hymns to Elbereth. The characters all have glasses of whatever they most like to drink thrust into their hands as they wander down towards the House of Elrond.
The companions are hailed by friends and acquaintances (the more so if Master Elrond is one of their Patrons or Rivendell has been opened as a sanctuary) with a few asking what news they bring. A successful Insight roll notices that some of the Elves are hiding some sorrow. When asked at first, they avert saying it isn’t the time for grim tidings, but if pressed they will sadly note that news of the death of a Ranger who was greatly esteemed in Rivendell has recently come to the valley. His name was Cirion, a kindly Dúnadan, and he was well loved for both his wisdom and his singing voice. (If possible, this should instead be a Ranger the player-heroes knew and liked – perhaps Randír from The Company of the Wain). They don’t know any of the details as yet, other than that he was apparently killed near the Weather Hills.
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uMMonsAfter the characters have had a few hours to enjoy themselves, perhaps during a break between tales, a messenger comes to them saying that Master Elrond requests their presence. The player-heroes are led to a beautiful library on the second floor of the house, a room with enough comfortable chairs to serve as a meeting room.
Elrond already stands in the room, holding a long tapering crystalline wine glass and turns, smiling, to greet the company as they arrive.
“Ah, here they are. Welcome and thank you all for coming. May I present my dear friend, Mithrandir, or as he is
Gandalf! There is not one child in the north that has not heard at least one remarkable tale about the Wandering Wizard. He steps out of the shadows of the room, where he was hidden in an alcove, and regards the company with his penetrating dark eyes beneath long, bushy white eyebrows. He wears a simple grey cloak and his immense silver beard which hangs to his waist. In one hand he holds a glass twinned to the one Elrond is drinking from and with his other, he gestures towards a small assortment of similar ones along with a decanter of wine, while asking the company to join them.
Set Tolerance
Gandalf values Wisdom and Valour both, so the Encounter’s initial Tolerance is equal to the highest of either attribute in the company. Increase the Tolerance of the encounter by 1 if there are any Elves in the company, and by an additional 1 if there are any Rangers of the North. Finally, if Master Elrond is well disposed to the party, add another +1; if Elrond is a formal Patron of the party, add +3 instead. Add similar bonuses for far-travelling groups, if they are friendly with Beorn or Radagast.
Evaluating the Outcome of the Encounter
This encounter is a bit different from most adventures for The One Ring Roleplaying Game: Gandalf has already chosen the company for his quest (whether they like it or not!) or he wouldn’t be meeting with them at all. The successes rolled throughout the encounter allow the Loremaster to determine just how far into his confidence Gandalf is willing to let the characters at this time. Far too often, treachery has undone his plans against the Shadow. What the Wizard has learned about the company gives him hope, their past actions are inspiring, and the assessment of Master Elrond means much to him, but still, he must judge for himself how far he can trust them – this is vitally important, because Gandalf will have to place his life in their hands before the end…
Introduction
Gandalf already knows perfectly well who the members of the company are and has no particular need to hear their presentations embellished upon. All the companions need do is have a spokesman give their names. An Insight roll