“Who are you and what do you want?” they shouted,
leaping to their feet and gipping for weapons.
“Thorin son of Thráin son of Thrór King under the
Mountain!” said the Dwarf in a loud voice, and he
looked it, in spite of his torn clothes and draggled

Adventurers meet many travellers and wanderers along
the road, and may visit foreign courts and realms if
their adventuring brings them far enough from their
homelands. Whenever they deal with strangers, they
should exercise some caution, as theirs is a trade
considered peculiar or even dangerous by the common
folk, and their arrival is often met with fear and
suspicion. Even when meeting enemies of the common
Enemy, player-heroes should watch their tongues and
be mindful of their manners, as even trusty friends can
be quick to anger in days of doubt.

When the company meets an individual worthy of
note, or the companions are taking part in a social
event that can be influenced by their behaviour, the
current episode is going to unfold around an encounter

Encounter Goal
In the course of a typical encounter, the adventurers will
be trying to demonstrate their good intentions to a wary
audience. Sometimes they could be trying to attain a
more complex objective: are they trying to intimidate the
people they met? Do they want to get help from them?
Are they trying to learn something? The players taking
part in an encounter should decide on their purpose
in the meeting, and use the guidelines below to select
suitable tasks.

Most encounters entail two stages, an introduction and
an interaction. A complex encounter, like being guests
in a foreign court, will feature both stages and allow
for several tasks and tests. A simpler encounter, like
meeting a company of wandering Dwarves in a tavern,
might include only the introduction, and fewer die rolls.

“Thorin Oakenshield, at your service! Dori at your
service!” said the two Dwarves bowing again.

At the beginning of most encounters, the companions
must present themselves, generally attempting to
establish their identity in a way that is appropriate
to their goals. At this stage, all players must choose
whether their characters prefer to introduce themselves
individually, or if they want to be represented as a group
by a spokesman.

While at times it could be wise to let only one companion
do the talking, as it lets the group take advantage of the
best speaker among the company, electing a spokesman
might prevent the remaining characters from eventually
taking part in the following interaction phase (see below),
especially at a formal meeting.


Tales from the Wilderlands Khamul Khamul