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WILD ADVENTURES

Eastern Eriador
— Tables —
Compiled by Aiden H “poosticks7”

Journey Journeys 1:
FEAT FEAT
RESULT RESULT
DIE DIE
A Swift travel*, roll again A Lower TNs by one level, roll again
1 Journeys table 1 1 The High Pass
2 Journeys table 2 2 Imladris
3 Journeys table 3 3 Steep Valleys
4 Journeys table 4 4 River Loudwater
5 Journeys table 5 5 Sanctuary
6 Journeys table 6 6 The Forsaken Inn
7 Journeys table 7 7 Númenórean Relic
8 Journeys table 8 8 Thick Swamp
9 Journeys table 9 9 Refuge of the Rangers
10 Journeys table 10
10 Castle Hill
C Heavy burdens**, roll again
C Increase TNs by one level, roll again
*Swift travel: The Loremaster should increase the company's speed
by 5 miles per day. Journeys 2:
**Heavy burdens: The Loremaster should increase the amount of FEAT
Fatigue gained per failed Travel roll by 1 point. RESULT
DIE
A Lower TNs by one level, roll again
1 Treacherous Path
2 Glanduin River
3 Isolated Hamlet
4 High Ridges
5 Elven Artefact
6 Ancient Ruins
7 Abandoned Camp
8 Narrow Ravines
9 River Sirannon
10 Undisturbed Halls
C Increase TNs by one level, roll again

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WILD ADVENTURES

Journeys 3: Journeys 4:
FEAT FEAT
RESULT RESULT
DIE DIE
A Lower TNs by one level, roll again A Lower TNs by one level, roll again
1 Redhorn Pass 1 River Hoarwell
2 Well-defended Farmstead 2 Book of Lore
3 Ruined Keep 3 Deep Lair
4 Swift Running River 4 Abandoned Tower
5 Tumbled-down Watchtower 5 The Chetwood
6 Accursed Hole 6 Standing Stones
7 Cairn of the Crag-king 7 Haunted Ruins
8 Bree 8 Troll Caves
9 Lost Heirloom 9 Old Forest
10 Gloomy Cave 10 Mountain Spring
C Increase TNs by one level, roll again C Increase TNs by one level, roll again

Journeys 5: Journeys 6:
FEAT FEAT
RESULT RESULT
DIE DIE
A Lower TNs by one level, roll again A Lower TNs by one level, roll again
1 Half-buried Ruins 1 Secret Stronghold
2 The East Road 2 Forbidding Tomb
3 Goblin Caves 3 The River Bruinen
4 The Swanfleet 4 Troll Hoard
5 Secret Cellar 5 Dark Depths
6 The Tower of Twilight 6 Old Outpost
7 Ancient Manuscript 7 Ramshackle Farm
8 Forgotten Plunder 8 Bleak Hills
9 Hidden Vault 9 Howling Caverns
10 The Last Bridge 10 Barrow-downs
C Increase TNs by one level, roll again C Increase TNs by one level, roll again

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WILD ADVENTURES

Journeys 7: Journeys 8:
FEAT FEAT
RESULT RESULT
DIE DIE
A Lower TNs by one level, roll again A Lower TNs by one level, roll again
1 Disturbed Barrow 1 Key
2 Fornost Erain 2 Tharbad
3 Old Delving 3 Crumbling Castle
4 Glittering Gems 4 Weathertop
5 Ancient Landmark 5 Moss Covered Cairn
6 Lost Heirloom of Arnor 6 Place of Ill-omen
7 Orc Pits 7 Circlet of Silver
8 Redhorn Gate 8 Midgewater Marshes
9 Mount Gram 9 Ranger Camp
10 Weather Hills 10 Westernesse Blade
C Increase TNs by one level, roll again C Increase TNs by one level, roll again

Journeys 9: Journeys 10:


FEAT FEAT
RESULT RESULT
DIE DIE
A Lower TNs by one level, roll again A Lower TNs by one level, roll again
1 Old Map 1 Hidden Refuge
2 Hidden Treasures 2 Deep Dungeons
3 Bracelet 3 Secret Paths
4 High Fells 4 Old Memorial
5 Raging River 5 A Path Less Trod
6 The Greenway 6 Unforgiving Land
7 Ancient Crypt 7 Enchanted Trinket
8 Wolf Den 8 Carn Dûm
9 Dwarven Gold 9 Goblin Tunnels
10 Dreary Hills 10 Forgotten Fort
C Increase TNs by one level, roll again C Increase TNs by one level, roll again

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WILD ADVENTURES

Combat Combats 1:
SUCCESS FEAT
RESULT RESULT
DIE DIE
1 Weakened enemy*, roll again A Easily Ambushed*, roll again
2 Combats table 1 1 Lynx-eyed Men
3 Combats table 2 2 Stone-Trolls
4 Combats table 3 3 Goblin Warriors
5 Combats table 4 4 Snaga Trackers
6 Full of Hate**, roll again 5 Wild Wolves

*Weakened enemy: The Loremaster should decrease the starting 6 Barrow-Wight


Endurance of any adversaries, or make them Weary.
7 Orc Raiders
**Full of Hate: The Loremaster should increase the number of Hate
8 Bandits
points of each adversary by 1.
9 The Wight-King
*Easily Ambushed: The enemy is completely unaware of the
company, caught sleeping, or something similar. The 10 Restless Dead
Loremaster should grant an automatic Ambush if the
company desires to attack. C Strength of numbers**, roll again

**Strength of numbers: The Loremaster should increase the


numbers of adversaries that the company will face or roll
again and add another type of adversary to the episode.

Combats 2: Combats 3:
FEAT FEAT
RESULT RESULT
DIE DIE
A Easily Ambushed*, roll again A Easily Ambushed*, roll again
1 Snaga Stalkers 1 Orc Guards
2 Ettin 2 Hill-Trolls
3 Orc Soldiers 3 Bog Soldiers
4 Goblins of Carn Dûm 4 Gloom Wight
5 Hill-Troll Chief 5 Ruffians
6 Dark Sorcerer of Rhudaur 6 Warg Pack
7 Hound of Sauron 7 Spectres
8 Orc Marauders 8 Orcs of Mount Gram
9 Fell Wraith 9 Hill-men of Rhudaur
10 Wretched Wight 10 Orc Champion
C Strength of numbers**, roll again C Strength of numbers**, roll again

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WILD ADVENTURES

Combats 4:
Encounter
FEAT
RESULT FEAT
DIE RESULT
DIE
A Easily Ambushed*, roll again
A Favourable meeting*, roll again
1 Wicked Things
1 Encounters table 1
2 Murderous Rogues
2 Encounters table 2
3 Stinking Fiend
3 Encounters table 3
4 Great Orc
4 Encounters table 4
5 Mixed Warband
5 Encounters table 5
6 Fell Spirits
6 Encounters table 6
7 Orc Taskmaster with Runts
7 Encounters table 7
8 Brigands
8 Encounters table 8
9 Wild Folk
9 Encounters table 9
10 Dunlending Warband
10 Encounters table 10
C Strength of numbers**, roll again
C Troubled circumstance**, roll again
Encounters 1: *Favourable meeting: The Loremaster should adjust the Encounter
by adding +1 Tolerance, granting a free bonus Success die, or
SUCCESS starting the encounter with a number of Successes already counted
RESULT
DIE in the player-heroes' favour.

1 Raised Spirits **Troubled circumstance: The Loremaster may adjust the Tolerance
rating by -1, deny Preliminary rolls, or impose a strict rule such as
2 Elrond Halfelven not allowing an Interaction phase if the company fails at
Introductions.
3 Wary Traveller
4 Elven Sentinels
5 Breeland Guards
6 Arwen Undómiel

Encounters 2: Encounters 3:
SUCCESS SUCCESS
RESULT RESULT
DIE DIE
1 Erestor 1 Elladan & Elrohir
2 A Warm Welcome 2 Mistrustful Merchant
3 Ranger of the North 3 Lindir
4 Frightened Hobbits 4 Wandering Company
5 Glorfindel 5 Glad Tidings
6 Weather-beaten Traveller 6 Damron the Elven-smith

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WILD ADVENTURES

Encounters 4: Encounters 5:
SUCCESS SUCCESS
RESULT RESULT
DIE DIE
1 Aiwiel 1 Arbarad, Warden of Amon Sûl
2 Tinkers 2 Scholar
3 Band of Minstrels 3 Good Counsel
4 Gildor Inglorion 4 Breelanders
5 Old Loremaster 5 Chance Meeting
6 Talandil, Ranger of the North Downs 6 Songs and Tales

Encounters 6: Encounters 7:
SUCCESS SUCCESS
RESULT RESULT
DIE DIE
1 Mad Ostley 1 Mysterious Stranger
2 A Helping Hand 2 Hunters
3 Strange Gift 3 Dire News
4 Travelling Dwarf 4 Lingering Sadness
5 Refugees from the South 5 Unintended Insult
6 Disturbing News 6 Cunning Scoundrel

Encounters 8: Encounters 9:
SUCCESS SUCCESS
RESULT RESULT
DIE DIE
1 Strange Fold Abroad 1 Undeserved Enmity
2 Ill Omen 2 Prospectors
3 Ragged Band 3 Weird Tales
4 Gandalf the Grey 4 Excited Debate
5 Fuming Threats 5 Wandering Conjuror
6 Intrepid Explorer 6 Ne'er-do-well

Encounters 10:
SUCCESS
RESULT
DIE
1 Fisherfolk
2 Bradan of Dunland
3 Fowlers
4 Elven Scout
5 A Call to Arms
6 Kyna the Adventurous
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