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D&D Lotr One Shot The Shadow Over Mirkwood

The document outlines an adventure titled 'The Shadow Over Mirkwood,' where adventurers are summoned to investigate an awakening evil in the Necromancer’s Tower. They face various challenges, including corrupted creatures and dark sorcery, as they seek to stop Morlaen the Unhallowed from restoring Sauron's power. If successful, they will secure Mirkwood but must remain vigilant against the lingering threat of darkness.

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0% found this document useful (0 votes)
633 views2 pages

D&D Lotr One Shot The Shadow Over Mirkwood

The document outlines an adventure titled 'The Shadow Over Mirkwood,' where adventurers are summoned to investigate an awakening evil in the Necromancer’s Tower. They face various challenges, including corrupted creatures and dark sorcery, as they seek to stop Morlaen the Unhallowed from restoring Sauron's power. If successful, they will secure Mirkwood but must remain vigilant against the lingering threat of darkness.

Uploaded by

z78955248
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Title: The Shadow Over Mirkwood

Introduction: The dark heart of Mirkwood has always been a place of shadow and
mystery, but now, an ancient evil awakens once more. The Necromancer’s Tower, long
thought abandoned since Sauron’s departure, has begun to stir with unnatural lights and
whispers on the wind. The Woodland Realm fears that a new power seeks to claim Dol
Guldur, and King Thranduil has sent for aid. If left unchecked, the darkness may spread
across the forest once more.

Adventure Hook: The adventurers are summoned by Radagast the Brown, who has
sensed a disturbance in the forest. Strange creatures have begun to roam the edges of
Mirkwood, and a terrible sickness is spreading among the beasts. Radagast believes
that someone—or something—is trying to rekindle the dark magics left behind in Dol
Guldur. The adventurers must investigate the ruined tower and put an end to the new
threat before it can take root.

Act 1: The Cursed Paths The journey to Dol Guldur is fraught with peril, as Mirkwood
itself seems to resist intruders. Along the way, the adventurers encounter:

• The Ghostly Stag, a spectral creature that warns them of the darkness ahead.

• A corrupted Elven scout, who has fallen under the tower’s influence and speaks
in riddles.

• A nest of giant spiders, unnaturally aggressive and seemingly under the control
of an unseen master.

Act 2: The Ruins of Dol Guldur The fortress is cloaked in sorcery, its halls echoing with
memories of its dark past. The adventurers must navigate:

• The Forsaken Courtyard, where shadows take form and attack intruders.

• The Hall of the Black Mirror, where a cursed relic offers glimpses into the
future—at a price.

• The Dungeons Below, where captives from the Woodland Realm are held by a
cult of dark sorcerers.

Act 3: The Dark Awakening At the heart of the tower, the adventurers uncover the truth:
a surviving lieutenant of Sauron, the Black Númenórean sorcerer Morlaen the
Unhallowed, seeks to reforge the Necromancer’s power. They must stop him before he
completes his ritual. The final confrontation includes:
• Morlaen, a master of dark sorcery, who calls upon the lingering spirits of Dol
Guldur.

• An ancient Morgul blade, pulsing with corruptive power.

• A choice: destroy the tower’s last dark relics or attempt to harness their
knowledge.

Conclusion: If victorious, the adventurers help secure Mirkwood from falling into
shadow once more. However, the lingering darkness suggests that the forces of evil are
never truly gone. The Elves of the Woodland Realm will remember their bravery, but
whispers remain of dark cults working in secret, awaiting their chance to strike.

Rewards & Future Hooks:

• The favor of Thranduil and the Woodland Elves.

• A relic of Dol Guldur, cleansed of its corruption—or tainted forever.

• A warning from Radagast: “The Enemy’s whispers never truly fade… Beware the
East.”

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