In addition to Orcs, Trolls, and the like (I presume you already have a feel for how you want to write them in

), I've tweaked a few hazards from their existing adventures. They don't seem to space correctly for me on here for some reason (probably user error

). BTW, you can use them for any companions.
Cloud of Hate (Huntsman)
The Huntsman discovers the deadly purple moss known as Gorfang (Dread-beard) nestling in a dimly lit cranny. The peculiar moss emits a reddish telltale spray that causes sleep; and on occasion, the Dread-beard’s juices can be fatal—once the victim falls asleep, the moss covers the victim. The Dread-beard places you into a deep sleep, one in which you can not awaken on your own until the effects wear off. Other people can awaken you by successfully testing versus TN 14 in the usual ways — such as jostling or shouting at you, or by splashing water on your face. This slumber lasts for up to one hour per point of Body rating.
Great Bats (Huntsman)
The companions enter a cave where Great Bats hang hungrily from the roof. If the company investigates, a number of the unusually large bats flutter angrily around — one for each hero. In the confusion, the companions will drop any light source, which will probably extinguish. Anyone striking at the bats in the darkness may hit their nearest friend instead of their intended bat.
Fine Eaters (Huntsman)
The Shadow corrupts Death Shrews into vicious and aggressive little rodents. Their enormous appetites drive them to feed on nearly anything. They are fierce, cunning, and superb climbers, and attack even the tallest warriors. Explorers in Moria should take care where they rest or sleep…
ATTRIBUTE LEVEL
3
ENDURANCE HATE
10 1
PARRY ARMOUR
4 1d
SKILLS
Personality, 1 Survival, 2
Movement, 3 Custom, 0
Perception, 2 Vocation, 0
WEAPON SKILLS
Bite 2
SPECIAL ABILITIES
Bewilder (four or more) Fear of Fire
WEAPON TYPE DAMAGE EDGE INJURY CALLED SHOT
Bite 2 10 14 Pierce
Red Jaws (all Companions)
A pack of these four to six foot long fish with large flat heads and huge red jaws filled with rows of sharp teeth scavenge within the murky depths of the water. Woe to anyone who falls in, because these voracious eaters can devour a Man’s leg in seconds. You can convert the Death Shrew stats.
Tap-Tap-Tap (all Companions)
Ranging ahead in the darkness, the company hear a noise echoing through the rock from far away and far below. Tap-tap-tap, it says, tap-tap-tap. The noise is unsettling, and everyone must make an immediate Valour test (TN 12) to avoid losing a point of Hope.
Treacherous Footing (any Companion)
The tunnel opens up into a chasm. A raging underground river plunges into this pit, falling into the uttermost deeps of the world. The tunnel continues on the far side of the chasm, and a narrow ledge runs along the opposite wall of the chasm to the waterfall. The company can — if they dare — clamber along this water-slick ledge to continue their journey. A wise guide will advise the travelers to rope themselves together, and then have the most agile companion make the first crossing. The first crossing requires passing an
Athletics test (TN 14). Failure means the adventurer falls into the depths and perishes, unless he is roped to other companions. If a hero is lost this way, then all his companions must pass a Corruption test or gain one Shadow point for the distressful experience (recall the rules in the
Loremaster’s Guide, pp 50–51).
Sinkhole (all Companions)
The constant erosion occurring within the limestone deposits beneath cause an enormous sinkhole that effectively blocks the passageway. It measures twenty feet in length and disappears to a depth of one hundred feet, emerging into an icy cold underground rivulet that flows hard and strong toward the Sirannon (Gate Stream) or Glanduin (Border River) toward the westward, or the Celebrant (Silverlode) toward the eastward. There are isolated spots where the water has worn the roof of its passage smooth with time, thus allowing anyone falling in (and taking the normal falling damage as appropriate) to come up gasping for air. This potentially allows for his survival by being swept downstream with the current, if he can survive the bitter cold immersion and being slammed against the rocks en route his merger with the aforementioned stream — several miles on. If the heroes secure a rope to the opposite side with a sure cast (
Athletics or a ranged shot at TN 14), they can swing or climb across,
Athletics (TN 14).