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100 Hazards Forest
100 Hazards Forest
Not only the great forest of Mirkwood, but also smaller woods like The Old Fores
t, the Chetwood and the Trollshaws.
Guide:
1 - Treacherous Ground: The guide has brought the company into an area where the
leaves and undergrowth hide especially treacherous ground. The Guide makes a Tr
avel roll. Failure = all companions must roll a feat die and lose Endurance equa
l to the result due to falls, stumbles and the like; "Eye" = wounded.
2 - Thick Canopy: The guide has brought
ick you can barely see. The Guide makes
slowed by a day as it tries to find its
s must make an additional Fatigue roll.
is considered to take place in the dark
.
3 - Abandoned Settlement: The guide brings the company to where he thought there
was a friendly settlement, but it has been abandoned/destroyed. The Guide makes
a Travel roll. Failure = the reason for the abandonment/destruction is still th
ere and notices the company.
4 - False Trail: The guide finds an old trail that leads away from where the com
pany wants to go. The Guide makes a Travel test. Failure = the company loses two
days, as it has to double back.
5 - Slow Progress: The strange light of the forest leads the Guide to err on the
side of caution when deciding when to rest. On a failed Travel roll, this leg t
akes half as long again (round up), but Fatigue losses are halved as the compani
ons get a lot of rest.
6 - Unseasonable Weather: The weather is worse than expected. The Guide makes a
Travel test. On a failure, the company is not prepared and Fatigue Tests are to
be taken one day more frequently than usual.
Scout
1 - Maze of Webs: The scout leads the company into an area thickly spun with web
s. All Scouts must make Explore Tests. If none succeeds, the company are lost in
the maze until the spiders return.
2 - Washed-Out Camp: It rains heavily, making finding suitable shelter more diff
icult. All Scouts must make Explore Tests. If none succeeds, the company's gear
is soaked and companions' penalties for failed Fatigue tests are doubled for the
rest of the journey.
3 - Separated!: The scout becomes separated from the company. One scout must mak
e an Explore Test. If he fails, he takes Endurance damage equal to the feat die
roll or is Wounded if he rolls an Eye. The company must stop until another scout
rolls a successful Explore Test each day to find the lost scout again. If there
are no other scouts in the company, another companion must spend a Hope point t
o take on the role.
4 - Dying Elf: The company moves past an place where Wargs and Elves have fought
. One scout must make an Explore test. If he succeeds, he encounters a dying Elf
who has been attacked by Wargs. The Elf can warn the company so that they avoid
the Wargs and if they successfully heal the Elf, they gain a +1 Tolerance bonus
when dealing with Mirkwood Elves. Failure = he doesn't find the Elf and the War
6 - Hungry Like The Wolf: All Look-Outs roll Awareness tests. If none succeed, t
he company is ambushed by ravenously hungry wolves. Use the Wild Wolf stats on L
M82, but reduce the Endurance to 8, raise Hate to 2 and add the Savage Assault S
pecial Ability.
All Companions
1-2 - False Friends: The company meets a group of Woodmen who seem friendly. All
companions must make an Insight test. If no one succeeds, they do not realise t
hat these Woodmen have fallen to the Shadow and will seek to ambush and rob them
at the first opportunity.
3-4 - No Way Out: The companions feel like they are going round in circles. All
companions must make a Wisdom test. If fewer than half succeed, the company lose
s one Fellowship Point as bickering saps the company's trust.
5-6 - Riddle Me This: The company meets a forest spirit who poses a riddle for h
is permission to go further. All companions must make a Riddle test. If none suc
ceeds, the forest turns against the company. Add +2 to the TN of Fatigue Tests f
or the rest of the leg or the next one.