A sweeping epic across Middle-earth. A dark power stirs in the ruins of Dol Guldur, orc armies march from the Misty Mountains, and an ancient evil seeks a weapon of terrible power. Rally the Free Peoples, brave the Mines of Moria, ride with the Rohirrim, and make a final stand at the gates of shadow. Features 16 sessions across 4 arcs with iconic locations, beloved NPCs, and battles worthy of legend.
Story Arcs
The Council of the Wise
Dark omens trouble the Free Peoples of Middle-earth. Orc raids grow bolder, ancient evils stir in forgotten places, and a shadow lengthens in the east. The heroes are summoned to Rivendell where Elrond and Gandalf reveal a terrible truth — a Ringwraith has survived and is gathering power in the ruins of Dol Guldur, seeking a lost artifact that could resurrect the Dark Lord's will.
The Long Dark
The path to the enemy leads through the ancient dwarf kingdom of Khazad-dûm. The heroes must brave the Mines of Moria — a labyrinth of darkness, orcs, trolls, and worse things that dwell in the deep. At its heart, a terror of flame and shadow guards the passage.
The War of the Mark
Emerging from Moria, the heroes find the lands of Rohan under siege. Orc armies led by a cunning Uruk warlord have besieged Helm's Deep. The heroes must rally the scattered Rohirrim, defend the fortress, and break the siege before Rohan falls.
The Shadow's End
With Rohan saved, the heroes march east to Dol Guldur to end the threat at its source. They must breach the fortress, fight through its undead defenders, and confront the Ringwraith before it completes the ritual to forge a new weapon of domination. The fate of Middle-earth hangs in the balance.
Session Outlines
These outlines are for planning reference only. Actual sessions are not created by the template.
Shadows Over the Shire
The heroes meet in Bree at the Prancing Pony inn. Strange events: orc scouts spotted in the Weather Hills, a Ranger gone missing, crops withering near barrow mounds. A dying Ranger arrives with a message sealed with Elrond's sigil — the heroes are summoned to Rivendell. Ambushed by orc raiders on the East Road.
The Council of Elrond
Arrive in Rivendell. Meet Elrond, Gandalf, Aragorn, Legolas, and Gimli. The Council reveals: a Ringwraith survived Sauron's fall and has claimed Dol Guldur. It seeks the Morgul Crown — a lesser ring of power that could bend armies to its will. The crown was lost in the Mines of Moria. The heroes must reach it first.
The Road South
Journey south from Rivendell through the Misty Mountains toward the Doors of Durin. Encounter wolf riders, navigate treacherous mountain passes, and shelter in an abandoned watchtower where spectral wights guard old bones. Gandalf teaches the heroes the password to the Doors.
The Doors of Durin
Reach the western entrance to Moria. The doors are sealed — solving the riddle opens them but also attracts a creature from the dark lake. Fight a tentacled horror (Kraken-like) at the threshold. Enter the mines as the doors slam shut behind — the only way out is through.
The Twenty-First Hall
Navigate the upper mines — vast empty halls of carved stone, bridges over bottomless chasms, and the remnants of dwarf civilization. Goblin patrols and cave trolls inhabit the ruins. Find Balin's tomb and the dwarven records that describe where the Morgul Crown was sealed away.
The Deep
Descend into the deepest levels of Moria where no dwarf has walked in centuries. The darkness is alive here. Fight orcs and their troll war-beasts. Navigate trapped corridors. Reach the sealed vault where the Morgul Crown lies — but something ancient guards it.
The Bridge of Khazad-dûm
The vault guardian awakens — a Demon of Shadow and Flame (Balor). A desperate running battle through collapsing halls toward the Bridge of Khazad-dûm. The bridge is the only escape. One hero may need to hold the bridge while others cross. Whether the demon falls or pursues, the heroes emerge into daylight battered but alive — with or without the crown.
The Golden Wood
Emerge from Moria into Lothlórien — a sanctuary of the Elves. Lady Galadriel offers healing, counsel, and gifts. Her mirror shows visions of Rohan burning and Helm's Deep besieged. She warns that the Ringwraith has sent an army west to crush Rohan and clear the path to Moria. The heroes must ride to Rohan's aid.
The Riders of Rohan
Race across the plains of Rohan. Find scattered Rohirrim refugees fleeing orc raids. Meet Éowyn at a burned village — King Théoden has been ensnared by a traitor advisor (Wormtongue) and refuses to muster the army. The heroes must reach Edoras and free the king from the advisor's influence.
Edoras Liberated
Infiltrate or storm Edoras. Confront Wormtongue — a cunning manipulator under the Ringwraith's control. Break the enchantment on Théoden. Wormtongue flees. Théoden musters the Rohirrim but scouts report the orc army is already marching on Helm's Deep. Ride to the fortress.
The Battle of Helm's Deep
A massive siege battle. The heroes command sections of the defense: hold the Deeping Wall, protect the gate, lead sorties against siege engines. Waves of orcs, trolls, and warg riders assault the fortress. A tense multi-phase encounter with rest points between waves. At dawn, reinforcements arrive (Gandalf with the scattered Rohirrim) to break the siege. The Uruk warlord is slain or retreats.
The Road to Dol Guldur
With Rohan saved, the allied army marches east. Cross the Brown Lands — a desolate waste corrupted by the Ringwraith's power. Encounter undead patrols, trapped ruins, and environmental hazards. Scout Dol Guldur from a distance — a fortress of shadow wreathed in dark clouds. Plan the assault.
The Siege of Dol Guldur
The army assaults the fortress while the heroes lead a strike team inside. Fight through the outer defenses: orc captains, trolls, and spectral guardians. Breach the inner wall. The fortress is layered with traps and dark magic — each level harder than the last.
The Ringwraith's Sanctum
Reach the summit of Dol Guldur. The Ringwraith has begun the ritual to forge the Morgul Crown into a weapon of domination. Multi-phase boss fight: Phase 1 — the Ringwraith commands undead generals (Death Knight, Mummy Lord). Phase 2 — the Ringwraith fights directly, wielding terrifying necromantic power. Phase 3 — the heroes must destroy the Morgul Crown while the Ringwraith desperately tries to complete the ritual. Destroying the crown banishes the Ringwraith permanently.
The Return of the King
Epilogue session. The shadow lifts from Middle-earth. Return to Edoras for a victory feast. Tie up NPC arcs — Théoden honors the heroes, Gandalf departs, Galadriel's gift reveals its final purpose. Each hero decides their character's future: return home, remain in service, seek new adventures, or sail west. End with a quiet scene — perhaps at the Prancing Pony where it all began.
Bonus: The Barrow-Downs
Optional side dungeon. The Barrow-Downs near Bree are awakening — ancient wights emerge to terrorize travelers. The heroes delve into the barrow mounds to put the dead to rest. A classic undead dungeon crawl with cursed treasure, spectral traps, and a Barrow-Wight lord. Tom Bombadil may appear to offer cryptic aid.
NPCs
Gandalf the White
Celestial · Wizard & Guide
One of the Istari — an angelic being in mortal form sent to guide the Free Peoples. Wise, powerful, and fond of hobbits, pipeweed, and fireworks. Wields the staff Glamdring and commands fire and light magic. Serves as quest giver and occasional ally — he arrives precisely when he means to. Will not solve problems for the heroes but ensures they have the knowledge and tools to succeed. Disappears on "other business" at inconvenient moments. Returns in the heroes' darkest hour.
Elrond Half-elven
Elf · Lord of Rivendell
An ancient elf lord who has witnessed millennia of history. Hosts the Council in Rivendell and provides the heroes with lore about the Morgul Crown, Dol Guldur, and the Ringwraith. Speaks with quiet authority and deep sadness — he has seen too many wars. Provides healing, elvish supplies, and tactical knowledge. His home is a sanctuary where the heroes can rest and regroup between arcs.
Aragorn, Son of Arathorn
Human · Ranger & Heir of Isildur
The rightful King of Gondor, traveling as a Ranger of the North. Grim, capable, and deeply noble. Attends the Council and may join the heroes for parts of the journey. Expert tracker and swordsman. Wields the reforged sword Andúril. His presence inspires allies and terrifies enemies. Can serve as a temporary party member during key battles or as a strategic advisor.
Lady Galadriel
Elf · Lady of Lothlórien
The most powerful elf remaining in Middle-earth. Ancient, beautiful, and terrifyingly powerful beneath her serene exterior. Rules Lothlórien with her husband Celeborn. Her Mirror shows visions of past, present, and possible futures. Gives each hero a personalized gift that proves crucial later. She tests the heroes' hearts — those who are honest earn her deepest trust. Provides sanctuary between Arcs 1 and 2.
King Théoden
Human · King of Rohan
An aging warrior-king of the horse-lords. When the heroes first encounter him, he is weakened and confused — ensnared by Wormtongue's poisonous counsel. Once freed, Théoden transforms into a courageous battle-leader who inspires fierce loyalty. Rides at the front of his cavalry. Determined to defend his people even at the cost of his life. Central to Arc 3 — the heroes help him reclaim his kingdom and muster for Helm's Deep.
Éowyn, Shieldmaiden of Rohan
Human · Princess & Warrior
Théoden's niece — a fierce warrior trapped in a role that demands she stay behind while others fight. Desperate to prove herself in battle. Bitter about being sidelined but channeling that energy into protecting refugees. If given the chance, she fights with terrifying determination. May join the heroes for the Battle of Helm's Deep. Can deliver a killing blow against a powerful undead enemy that "no man can kill."
Legolas Greenleaf
Elf · Prince of the Woodland Realm
An elven prince and master archer with preternatural agility. Friendly rival with Gimli — they count kills in battle. Provides reconnaissance, ranged support, and elven perspective. His keen eyes spot danger before anyone else. Light-hearted in personality despite dire circumstances. May join for specific encounters or provide covering fire during sieges.
Gimli, Son of Glóin
Dwarf · Warrior
A fierce dwarf warrior driven by honor and loyalty. Deeply mourns the fall of Moria and the loss of his kin. In the Mines, he is both guide and emotional heart of the journey. Wields a battle axe with devastating skill. His rivalry with Legolas provides comic relief in dark moments. Provides knowledge about dwarven architecture, traps, and the layout of Khazad-dûm.
Wormtongue
Human · Traitor Advisor
A slimy, manipulative councilor who has poisoned King Théoden's mind on behalf of the Ringwraith. Physically weak but cunning — uses enchantment magic to befuddle and control. Pale, stooped, and oily-voiced. When confronted, he alternates between groveling and threatening. If he escapes, he flees to Dol Guldur and becomes a minor obstacle in the final arc. If captured, he can provide intelligence about the fortress — for a price.
The Ringwraith of Dol Guldur
Undead · Lord of Shadow
The campaign's main antagonist. One of the nine Nazgûl who survived Sauron's fall by binding itself to the ruins of Dol Guldur. Now it seeks the Morgul Crown to forge a new weapon of domination and raise an army of the dead. Commands through fear — its mere presence causes despair. Speaks in a whispering voice that carries unnatural authority. Uses proxies (orc armies, Wormtongue, undead generals) until the final confrontation. In battle, it wields a morgul-blade and devastating necromancy. Use Lich or Death Knight stat block with modifications.
Durin's Bane
Fiend · Balrog of Morgoth
An ancient demon of shadow and flame that destroyed the dwarf kingdom of Khazad-dûm. Sleeps in the deepest pit of Moria. The heroes' intrusion awakens it. Wreathed in fire and darkness, wielding a flaming whip and sword. Impossibly powerful — the encounter on the Bridge of Khazad-dûm should be about survival and escape, not victory. If a hero stands against it on the bridge, it should be the most dramatic moment of the campaign. Use Demon, Balor stat block.
Tom Bombadil
Celestial · Enigma
A mysterious, jolly figure who lives near the Barrow-Downs. Sings constantly. Appears to be immune to all dark magic and artifact corruption. No one knows what he truly is — not even Gandalf. Speaks in rhyming verse. If the heroes visit the Barrow-Downs, he may rescue them from wights or provide cryptic clues. He cannot be counted on and will not leave his lands, but within them he is all-powerful. Provides comic relief and genuine mystery.
Locations
Middle-earth
A vast continent of ancient kingdoms, dark forests, towering mountains, and rolling plains. Once home to great civilizations of Elves, Dwarves, and Men, now fading into a quieter age. Evil stirs in forgotten places — orc hordes breed in the mountains, undead walk in cursed lands, and in the east, a shadow grows. The Free Peoples must unite or fall separately.
The Mines of Moria (Khazad-dûm)
The greatest dwarf kingdom ever built — vast halls of carved stone spanning miles beneath the Misty Mountains. Abandoned after Durin's Bane destroyed the colony. Now home to orc tribes, cave trolls, and nameless things in the deep. The halls echo with dripping water and distant drums. Massive pillared chambers, bottomless chasms, narrow bridges, and the legendary Bridge of Khazad-dûm where the final stand against the Balrog must be made. The Morgul Crown is sealed in a vault in the deepest level.
Dol Guldur
The Hill of Dark Sorcery — a ruined fortress in southern Mirkwood. Once Sauron's northern stronghold, now claimed by the surviving Ringwraith. Black stone towers wreathed in shadow and dark clouds. The interior is a multi-level dungeon of trapped corridors, undead guardians, and rooms warped by necromantic energy. At the summit, the Ringwraith's ritual chamber overlooks a sea of corrupted forest. The air is cold and carries the stench of death.
Edoras
Capital of Rohan — a hill-top city of wooden halls and thatched roofs, crowned by Meduseld, the Golden Hall. Wind-swept and proud. When the heroes arrive, the city is subdued — Wormtongue's influence has sapped morale. Guards eye strangers with suspicion. The Golden Hall's warmth has turned cold under the traitor's shadow. Freeing Théoden transforms the city from oppressed to defiant.
The Barrow-Downs
Rolling hills covered in ancient burial mounds north of Bree. An unsettling mist clings to the ground at all times. The barrows contain undead wights — cursed kings and warriors from a forgotten age. Treasure lies within the mounds but carries curses. The wights grow stronger at night. Tom Bombadil's territory borders the Downs, and his songs can break the wights' power — but he must be found first.
Quests
Recover the Morgul Crown
The Ringwraith seeks a lost artifact sealed in the Mines of Moria — the Morgul Crown, a lesser ring of power. The heroes must reach it first. Travel through Moria, find the sealed vault, and secure the crown before the enemy's agents do. The crown is dangerous — whoever carries it feels the Ringwraith's attention.
Survive the Mines of Moria
Cross the ancient dwarf kingdom from west to east. Navigate goblin-infested halls, avoid or defeat a Balrog, and emerge into daylight. The mines are a dungeon crawl spanning multiple sessions. Resources are scarce and rest is dangerous.
Free King Théoden
The King of Rohan is under the influence of Wormtongue, a traitor serving the Ringwraith. Travel to Edoras, expose Wormtongue's treachery, and break the enchantment. Théoden must lead his people — without him, Rohan falls.
Defend Helm's Deep
An orc army marches on Helm's Deep. Help the Rohirrim defend the fortress through a night-long siege. Hold the walls, protect civilians, and survive until reinforcements arrive at dawn. The fate of Rohan depends on this battle.
Destroy the Morgul Crown
The crown cannot be kept — it will corrupt anyone who carries it too long. It must be destroyed, but no ordinary means can unmake it. Discover how to destroy it (Galadriel's counsel, the fires of Dol Guldur itself, or the power of the Ringwraith turned against it) and do so during the final confrontation.
Defeat the Ringwraith of Dol Guldur
March east with the allied army, breach the fortress of Dol Guldur, and confront the Ringwraith before it completes the ritual to forge a new weapon of domination. End its threat to Middle-earth permanently.
The Missing Rangers
Several Rangers of the North have disappeared while scouting the enemy's movements. One was the messenger who summoned the heroes. Their last known position was near the Weather Hills. Finding them (alive or dead) reveals the extent of the Ringwraith's spy network.
Galadriel's Gift
Lady Galadriel gives each hero a personalized gift when they depart Lothlórien. The gifts seem modest but prove crucial in the final battle. Discovering how to use each gift is a puzzle woven through the remaining sessions.
Balin's Fate
Gimli asks the heroes to find what happened to his cousin Balin's expedition to reclaim Moria. The records in Balin's tomb tell a tragic story. Finding Balin's personal journal and returning it to Gimli brings closure — and reveals useful information about Moria's deeper levels.
Cleanse the Barrow-Downs
The ancient burial mounds near Bree are stirring. Put the restless dead to peace and destroy the Barrow-Wight Lord. Optional side quest that provides cursed but powerful magic weapons and earns the gratitude of Bree's people.
Encounters
Orc Ambush on the East Road
A warband of orc raiders attacks the heroes on the road to Rivendell. Warg-riding scouts lead the charge while orc berserkers close in. A war chief commands from the rear. The attack is coordinated — these aren't random raiders but a deliberate attempt to prevent the heroes from reaching Rivendell.
Wights of the Weather Hills
In an abandoned watchtower, spectral undead rise from ancient tombs. Wights in corroded armor wield frost-touched blades. A banshee wails from the tower's peak, demoralizing the heroes while wights close in from below. The undead are connected to the Ringwraith's growing power.
The Watcher at the Door
As the heroes solve the riddle of the Doors of Durin, a many-tentacled creature erupts from the dark lake. Massive and ancient, it tries to drag heroes into the water while they scramble through the doors. A frantic fight to get inside before the creature pulls someone under.
Goblins of Moria
In the vast halls of the Twenty-First level, goblin drums echo in the darkness. A swarm of goblins and their orc captains pour from side passages while a cave troll smashes through a doorway, scattering stone and bone. The heroes must hold their ground in a columned hall while enemies close from multiple directions.
Durin's Bane — The Bridge of Khazad-dûm
The Balrog emerges from the depths — a towering demon of shadow wreathed in flame, cracking a whip of fire. The heroes must flee through collapsing halls toward the Bridge. On the narrow span, one hero can make a stand while others cross. The bridge may break. The Balrog may fall — or pursue. This should be the most cinematic, terrifying encounter of the campaign.
Wolf Riders of the Plains
On the plains of Rohan, a mounted orc patrol on wargs intercepts the heroes. Hit-and-run tactics — the riders circle, firing arrows, while dire wolves harry the flanks. A running battle across open grassland. If the heroes have horses, this becomes a thrilling mounted chase.
The Liberation of Edoras
Confronting Wormtongue in the Golden Hall. He calls upon enchantment magic and hidden guards — hobgoblin mercenaries paid with Ringwraith gold. Wormtongue tries to flee while his guards buy time. A social encounter that can turn into combat, or a pure combat encounter if diplomacy fails.
The Battle of Helm's Deep
A massive siege in three phases. Phase 1: Hold the Deeping Wall against orc infantry and ladder assaults — waves of orcs with a troll battering the gate. Phase 2: The wall is breached — fight a desperate retreat to the Hornburg while ogres smash through. Phase 3: At dawn, reinforcements arrive — the heroes lead a cavalry charge to break the siege. An epic, multi-stage battle.
Undead Patrol in the Brown Lands
Crossing the blighted wastes toward Dol Guldur, the heroes encounter an undead patrol — wraiths and wights serving as the Ringwraith's sentinels. The undead emerge from the poisoned earth itself, clawing out of the ground in an ambush. A wraith commands them with silent gestures.
Breach of Dol Guldur
The outer defenses of the fortress. Orc captains and a vampire spawn command the gatehouse while spectral wights patrol the walls. The heroes must fight through or find a secret entrance (a collapsed sewer Wormtongue might reveal). Inside, trapped corridors and enchanted darkness slow progress.
The Ringwraith's Generals
In Dol Guldur's inner sanctum, the Ringwraith's two most powerful servants bar the final door: a Death Knight — once a great hero of Men corrupted by the morgul-blade — and a Mummy Lord — an ancient sorcerer-king preserved by dark rituals. They fight in tandem in a chamber of black stone pillars.
The Ringwraith — Final Battle
The Ringwraith stands at the summit of Dol Guldur, the Morgul Crown blazing with dark power as the ritual nears completion. Phase 1: the Ringwraith commands from a throne of shadow, raising undead and launching necrotic blasts. Phase 2: forced into direct combat, it wields a morgul-blade and fear aura. Phase 3: the heroes must destroy the Morgul Crown while the Ringwraith desperately channels its remaining power to complete the forging. Destroying the crown banishes the Ringwraith into the void.
Barrow-Wight Lord
Deep in the largest barrow mound, an ancient wight-lord sits upon a throne of corroded gold, surrounded by its cursed court. The chamber is freezing cold. The wight-lord wields a cursed blade that paralyzes on hit. Destroying it frees the spirits of the barrow — who rise briefly to thank the heroes before fading into light.
Factions
The Free Peoples
Lawful Good
An alliance of Elves, Dwarves, Men, and other goodly folk united against the shadow. Led by the Wise — Gandalf, Elrond, Galadriel, and Aragorn. Not a formal organization but a network of trust, shared purpose, and ancient alliances. The heroes are their champions.
The Rohirrim
Neutral Good
The horse-lords of Rohan — proud cavalry warriors living on the great plains. Fiercely independent and loyal to their king. Their culture values honor, courage, and horsemanship above all. Currently weakened by Wormtongue's treachery but capable of devastating military power when united under a strong leader.
The Shadow of Dol Guldur
Lawful Evil
The Ringwraith's faction — orc armies, undead legions, corrupted men, and dark sorcerers serving the last Nazgûl. Operating from the fortress of Dol Guldur with tendrils of influence reaching into Rohan (Wormtongue), the Misty Mountains (orc tribes), and the Brown Lands (undead patrols). Their goal: forge the Morgul Crown and dominate Middle-earth.
The Elves of Lothlórien
Chaotic Good
The last great elven realm in Middle-earth, ruled by Galadriel and Celeborn. Ancient, powerful, and increasingly withdrawn from the world of Men. Their forest is a sanctuary protected by elven magic. They will aid the Free Peoples but know their time in Middle-earth is ending. Provide shelter, healing, gifts, and counsel.
Orcs of the Misty Mountains
Chaotic Evil
Tribal orc hordes inhabiting the tunnels and caves of the Misty Mountains. They infest Moria and raid surrounding lands. Now unified under the Ringwraith's banner — given purpose and discipline they previously lacked. They serve as the expendable foot soldiers of the Shadow.
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