Moria – Through the Doors of Durin is a setting and campaign supplement for The One Ring: Roleplaying in the World of Lord of the Rings. Published by Free League Publishing. Funded via a successful Kickstarter campaign, it won the 2025 Gold Ennie Award for Best Cartography and 2025 Gold Ennie Award for Product of the Year. What it does is present a complete dungeon, but not in the traditional roleplaying sense of every corridor, every room, every trap, every threat, and every treasure being presented in detail. Instead, it presents Moria as a realm all of its very own, much like Rhovanion, the region East of the Misty Mountains or Eriador, the region to the West of the Misty Mountains. It has history—so much history, it has lore—so much lore, it has secrets—so many secrets, it has landmarks, it has monsters, it has factions, all of which the Player-heroes can explore, discover, confront, and plunder. If they dare. All of this has significant effect on why a Fellowship might come to want to enter Moria and how a Fellowship actually explores Moria, because above all, Moria – Through the Doors of Durin is unlike any other dungeon for any other roleplaying game.
Despite what Balin might have to say about it, Moria is not a place that can be reclaimed, since it is infested with Orcs and Goblins, poisoned by Shadow, and probably damaged beyond repair by current standards of Dwarven craftsmanship. After all, so much knowledge was lost when Khazad-dûm fell. Moria – Through the Doors of Durin suggests several Patrons—one of whom is Saruman, who at this time is very much known as Saruman the White, and several reasons as why the Player-heroes might want to enter Moria, whether for themselves, or more likely, their patrons. It notes that the more Dwarves there are in a Fellowship, the more likely it is that Fellowship will return to Moria and the more likely that its forays will be longer and deeper (whether that is up or down). The motives include searching for treasure, perhaps at the request of a patron; searching for mithril, Moria being only known source; rescuing those captured by the Orcs and held prisoner or forced to work in the mines; looking for lost lore—especially ring-lore; gathering information about the inside of Moria and its factions; and especially if one is a Dwarf, then vengeance. These are paired with Patrons, some as far away as Isengard to the south or Tharbad to the west, but others camped out nearby. They of course include several Dwarves, and their suggestions too as to which of the Patrons given in The One Ring: Roleplaying in the World of Lord of the Rings might also have an interest in Moria. In some cases, these do tie in with the new Patrons given here, whilst in the case of Gandalf, he would brand the Player-heroes as fools. Lastly, there is the possibility of the new Patrons becoming rivals and even enemies if the Player-heroes do not enter their employ and possibly sending rival expeditions into Moria that the Player-heroes might encounter or even have to rescue.
For the Loremaster, there are tables of rumours to spread and advice on the themes of a Moria-based campaign. They are divided between themes of wonder and sorrow and fear. The former includes the intricate grandeur of Moria and its epic scale, its hidden places and secrets, the piles of gold and jewels—if not held in hidden caches, then in Orc hoards, and perhaps the possibility of reclaiming the city. The latter includes the long and lonely dark, the toil and hunger of exploring Moria since any expedition will need to carry all of its light sources and all of its food, the triumph of the Enemy with the city firmly occupied by Orcs, Goblins, and more, the lack of a safe place, and horrors beyond record. What is notable here is that the lack of safety (though there is a place of refuge to be found, though doing so would take luck and be a mammoth undertaking in keeping with the rest of Moria), the constant need for the expedition to carry its own food and light, the long and lonely dark which can sometimes be so oppressive that it quenches light, and the horrors without record, all point to the genre that lurks in the distant, darkest places of Middle-earth, but here moves centre stage for all the time that the Player-heroes spend in Moria.
Mechanically, this is enforced by the number of locations and great items that a Player-hero can pick up and so acquire points of Shadow, whilst there is the constant chance that the activities of the Player-heroes will attract attention of The Eye—in the Moria, the equivalent of ‘Drums in the Deep’—and trigger potential events including Dire Portents, Orc Assault, Terrors in the Dark, and Ghâsh. The latter is the Orc word for fire, and when it occurs, it indicates some sort of encounter with Durin’s Bane! Lastly, Dwarves can suffer from Moria Madness in place of other Bouts of Madness whilst in and around Moria.
Where Moria – Through the Doors of Durin does surprise is in its treatment of its foes, not once but twice. For the most part it relies on the bestiary from The One Ring: Roleplaying in the World of Lord of the Rings core rulebook, so there are surprisingly few new entries added here. These include the three factions of Orcs—Orcs of Mordor, Orcs of Moria, and Orcs of Udûn that contest control of Moria, those wretched Dwarves who still slave in the mines for the Orcs and the Goblins, and then some quite foul monsters. The other surprise is not the inclusion of the Balrog, after all, a description had at least to be included, but the fact that its stats are included. For the most part, the Balrog will be a baleful presence, lurking somewhere in the depths of the mine, but sometimes stirring in response to intrusions and strange activities in the mine, triggered by Ghâsh.
Yet the inference of having the stats of the Balrog is that the Player-heroes can fight him—and the truth is, they can. Of course, this is likely to be fatal for them under ordinary circumstances, though not necessarily under extraordinary circumstances and extraordinary circumstances are only likely to be triggered in the only real ‘end game’ situation in Moria – Through the Doors of Durin. This end game allows the Player-heroes to be completely brave, foolhardy, and utterly heroic and do the impossible. And that is to defeat the Balrog. This is possible, not just because the stats for the Balrog are given, but also because there are legendary artefacts to found within the depths of Moria that would aid any warrior capable of fighting Durin’s Bane. Finding them would require an epic journey in its own right and in some cases, repairing them would require a feat of legendary craftsmanship. And then there is the fight. Whether the Fellowship survived or not, defeated the Balrog or not, it would be a campaign ending climax. And yet, if the Balrog nearly defeated Gandalf, why should the Player-heroes be allowed to do so? Well, Player-heroes are Player Characters and Player Characters like to do the unexpected. Plus, as pointed out in the description of the Balrog’s lair, Shelob, was a very powerful foe encountered in The Lord of the Rings, and she too was injured grievously by a simple gardener! Further, Durin’s Bane might not be a Balrog, but instead be the Witch-King of Angmar or a dragon or a betrayal. This would mean that the Player-characters could still win and still be legendary heroes, but leaves the Balrog to face Gandalf on Durin’s Bridge.
The heart of Moria and Moria – Through the Doors of Durin is mapped out across twenty-eight locations from Dimril Dale in the east to the mansions of Thrain I in the west, and from the Mountain Galleries atop the Halls of Khazad-dûm to The Balrog’s Throne in the Deeps. They are marked and the routes between them are broadly mapped out on a stunning map of the city and its outside environs that also includes a good cutaway away of the city that shows the depths between them. There is plenty of scope and room and tables for the Loremaster to develop her own sites, but the focus is upon the twenty-eight, each of which is given its own rumour, old lore, background, and descriptions of the particular places within that locale as details of any important NPCs and then their associated schemes and troubles. Plus, a delightfully drawn map of the location that depicts the grandeur and scale of Khazad-dûm and its despoilment over the millennia.
The locations include those inside Moria and out. The notable ones outside include Dimril Dale where there can be found the famous Dimril Stair that leads up to the pass over the mountain and the Mirrormere, the lake where the Dwarves come to look into the waters to seek wisdom, and then the Doors of Durin on the far side. Inside can be found the Second Hall and Durin’s Bridge, where in fifty years, Gandalf will face Durin’s bane, and the King’s Hall, where Durin the Sixth took his stand against the Balrog and in defeat laid a curse upon the hall. Throughout, the locations are populated by some fantastic NPCs—Orcs, Dwarves, Goblins, and more. They are all well drawn, none of them really trustworthy, but the Player-heroes can deal with and interact with them and that includes the evil, spiteful Orcs and Goblins. The more includes Mocker Crawe, a big crow who has learned the speech of men and Orcs and acts as a messenger over the mountains and beyond, but might befriend passing travellers or explorers coming to Moria before luring them into a trap. As his name suggests he constantly mocks others, but he is very partial to shiny things, and he is afraid of the Giant Eagles who have recently taken to flying over the mountains. Another interesting NPC is Har, a Dwarf far from the East in the service of Sauron, who leads the Orcs of Mordor and hopes to rule Moria in his master’s name.
The appendices to Moria – Through the Doors of Durin suggest further ways in which it can be explored and played through. It examines Balin’s expedition and how it was doomed to failure, and how that might be used as the basis for a campaign as well as looking at the search for Thráin II made by Gandalf and Aragon’s entry into Moria. The latter includes the possibility that one of the reasons why the Player-heroes might want to enter Moria is to enter Aragon, the rewards for which would be a wealth of contacts and even Gandalf as a patron. There are details too on mithril and some sample magical treasures, as well as a new Culture, that of the Dwarves of Nogrod and Belegost, representing Dwarves of another House to that of Durin.
However, the longest appendix in Moria – Through the Doors of Durin is on ‘Solo Play in Moria’. This expands on The One Ring – Strider Mode to provide the means for the reader to join Balin’s quest and undertake various missions as part of his attempt to reclaim Moria. This will be as a Dwarf who will command a band of six allies. As part of Balin’s expedition, it should be no surprise that ultimately, the efforts of this Dwarf and his allies will fail. Instead, the solo option is intended to tell the story of that expedition before bringing it to a close with one last, heroic mission into Moria. The player is encouraged to record the outcome of these missions in his own version of the Book of Mazabul, Balin’s own record of his expedition, the inference being that a future expedition might find it and so have a better understanding of what they face in Moria. Overall, this adds another unexpected dimension to the supplement, but one that has plenty of potential for telling stories.
Physically, Moria – Through the Doors of Durin follows the look of The One Ring: Roleplaying in the World of Lord of the Rings with an almost parchment look upon which the pen and ink art sits stark, but still capturing the character of the many NPCs and the dark horrors below. The cartography is more art than maps, whether that is the individual locations or the map of the whole of Moria.
As a campaign, Moria – Through the Doors of Durin does not have a beginning, a middle, and an end, barring the almost impossible end game already mentioned. Much of its actual story will be told in the future and unless the Player-heroes work for multiple patrons and thus multiple reasons to enter Moria, it is unlikely that they will explore all of its heights and depths. As a campaign, it also stands alone from The One Ring: Roleplaying in the World of Lord of the Rings. Whilst it can be used for one-off expedition into its halls as part of an ongoing campaign, Moria – Through the Doors of Durin is more intended for long term play and dedicated expeditions in and out of its halls, with the Player-heroes focused on what they encounter and find there rather than what might be going on elsewhere.
Mapping Moria and making it playable was an almost impossible task, but there should be no doubt that in Moria – Through the Doors of Durin, Free League Publishing has not only succeeded in achieving that task, but exceeded it too. It draws heavily on the lore to develop and present a gloriously impressive overview of a complete realm of its own in Middle-earth and then gives the Loremaster all of the tools necessary to draw the Player-heroes into the dark of Moria. This includes plots and machinations of allies and foes inside and out, and once they are inside, landmarks to not only explore, but ultimately, survive. Above all, Moria – Through the Doors of Durin is not only a superbly reverent treatment of its source material, but a great toolkit of multiple plots, numerous secrets, and far too many horrors to help the Loremaster, her players, and their heroes experience the magnificence and malevolence of lost Khazad-dûm.
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