Professional Documents
Culture Documents
Circleofnoms TOR 2e Homebrew Collection
Circleofnoms TOR 2e Homebrew Collection
Circleofnoms TOR 2e Homebrew Collection
ONE RING
homebrew collection
by circleofnoms
characters and adventure fellowship
characteristics 4 phase 52 phase 92 the loremaster 120
The One Ring, Middle-earth, and The Lord of the Rings and the characters, items, events, and places therein are trademarks or re gistered
trademarks of the Saul Zaentz Company d/b/a Middle -earth Enterprises (SZC). The One Ring Roleplaying game and its logo are regis tered
trademarks of Free League Publishing and Fria Ligan AB.
This document is drafted and distributed under Fair Use. It cannot be sold or traded.
the shadow 136 the world 158 strider mode 186 appendices 197
CHAPTER 1
characters &
characteristics
random character
generator
Written by Circleofnoms
Inspired from 1e homebrew by Trotter
culture
DWARVES OF DURIN’S FOLK
CULTURAL BLESSING:
BARDINGS
CULTURAL BLESSING:
STANDARD OF LIVING:
STANDARD OF LIVING:
ROLL RESULT STRENGTH HEART WITS
ROLL RESULT STRENGTH HEART WITS ROLL RESULT STRENGTH HEART WITS
1 3 6 5 1 5 2 7
2 3 7 4 2 4 3 7
3 2 7 5 3 5 3 6
4 4 6 4 4 4 4 6
5 4 5 5 5 5 4 5
6 2 6 6 6 6 2 6
derived attributes
MEN OF BREE
CULTURAL BLESSING:
STANDARD OF LIVING:
ROLL COMBAT PROFICIENCIES SKILLS ARRAYS ROLL COMBAT PROFICIENCIES SKILLS ARRAYS
ELVES OF LINDON
HIGH ELVES OF RIVENDELL
ROLL COMBAT PROFICIENCIES SKILLS ARRAYS
Athletics 2, Awareness 2, Hunting 2, Rangers of the Bold, Secretive Swift, Subtle Tall,
Song 1, Craft 2, Enhearten 2, Travel North Honourable
1-2 Axes 2, Spears 2 1, Insight 2, Courtesy 3, Persuade 2, High Elves of Keen-Eyed,
Stealth 1, Scan 1 , Explore 1, Riddle Rivendell Fair, Lordly Proud Subtle, Wilful
2
Athletics 2, Awareness 1, Hunting 1,
Song 1, Craft 2, Enhearten 2, Travel
3-4 Spears 2, Bows 2 1, Insight 2, Courtesy 3, Persuade 2,
Stealth 2, Scan 2 , Explore 1, Riddle
2
Athletics 1, Awareness 2, Hunting 1,
Song 2, Craft 2, Enhearten 3, Travel
5-6 Axes 2, Swords 1 1, Insight 2, Courtesy 3, Persuade 2,
Stealth 1, Scan 1 , Explore 1, Riddle
3
calling starting equipment
1 Captain
2 Champion
3 Messenger
4 Scholar
5 Treasure Hunter
6 Warden
TREASURE HUNTER
FAVOURED SKILLS: EXPLORE, SCAN,
STEALTH.
ADDITIONAL DISTINCTIVE FEATURE:
SHADOW PATH:
WARDEN
FAVOURED SKILLS: AWARENESS, HEALING,
INSIGHT.
ADDITIONAL DISTINCTIVE FEATURE:
SHADOW PATH:
new callings
Written by Circleofnoms
Inspired from 1e homebrew by Issachar
survivor
ADDITIONAL DISTINCTIVE FEATURE: OATH-
BOUND
FAVOURED SKILLS
AWARENESS INSIGHT
STEALTH.
avenger
ADDITIONAL DISTINCTIVE FEATURE:
SCAVENGER
FAVOURED SKILLS
ATHLETICS AWARENESS
BATTLE.
oathkeeper
ADDITIONAL DISTINCTIVE FEATURE: DEAR
MEMORIES
CURSE OF WRATH
DESPERATION
“Gollum and Frodo were locked together. Gollum was tearing at his
“But Frodo, without any clear idea of why he did so, or what he master, trying to get at the chain and the Ring. This was probably
hoped for, ran along the path crying help! help! help!” the only thing that could have roused the dying embers of Frodo’s
heart and will.”
HUNGRY:
LOST:
DEFENSIVE:
ANGRY:
GROPING:
SELF-RIGHTEOUS:
PARANOID:
VENGEFUL:
CURSE OF BLINDNESS
“But Dior returned no answer to the sons of Feanor; and Celegorm
stirred up his brothers to prepare an assault upon Doriath.”
DISMISSIVE:
DOGMATIC:
DELUSIONAL:
BRAINWASHED:
skills reference
Written by Circleofnoms
strength skills
SONG
APPLICATIONS:
AWE
APPLICATIONS: MAGIC:
MAGIC:
CRAFT
APPLICATIONS:
ATHLETICS
APPLICATIONS: MAGIC:
MAGIC:
heart skills
ENHEARTEN
APPLICATIONS:
AWARENESS
APPLICATIONS:
MAGIC:
MAGIC:
TRAVEL
APPLICATIONS:
HUNTING
APPLICATIONS:
MAGIC:
MAGIC:
INSIGHT STEALTH
APPLICATIONS: APPLICATIONS:
MAGIC:
MAGIC:
HEALING
APPLICATIONS:
SCAN
APPLICATIONS:
MAGIC:
MAGIC:
COURTESY
APPLICATIONS:
EXPLORE
MAGIC:
APPLICATIONS:
MAGIC:
BATTLE
APPLICATIONS:
MAGIC: RIDDLE
APPLICATIONS:
MAGIC:
wits skills
PERSUADE
APPLICATIONS:
LORE
APPLICATIONS:
MAGIC:
MAGIC:
belief system
Written by Jacen
Edited by Circleofnoms
example beliefs
mechanical effects
DISTINCTIVE FEATURE:
PUSHING BELIEFS:
changing beliefs
standing
Written by Circleofnoms
basics of standing
RECEIVE TITLE
1 You are a local name, known mostly among the people of your city or region. You may have passed under the eyes of local 50
leadership, but have not yet made much of an impression.
2 You have now become a regional hero who has attained notice by local leadership and could very well hold offices. 100
3 You are a well-known face among local nobility and your name has traveled far to the rest of your people’s lands. 150
4 You are a sought-after individual among nobility and leadership. Even kings and rulers wish to meet you and hear your tales. 200
5 You have become a universally known figure among your people, and every person of status wishes to befriend you. Even 300
kings and rulers will likely entrust you with matters of great importance and your council is dearly heeded.
6 You are a near-legendary figure among your people. Issues of royal concern are brought to you immediately, nobles scram- 400
ble to have you to their estates for feasts, and works of art are made in your honor.
character motivation
questionnaire
Written by Mordagnis
new distinctive
features
Written by Circleofnoms and Robin
Smallburrow
accepting rational
ambidextrous
sensible
calculating strong
traveled
determined
urbanite
graceful
hardened wise
inspired
expanded treasure
Written by Circleofnoms
DETERMINE HOARD SIZE SCAN FOR MORE TREASURE
SCAN
SINGULAR:
LESSER:
SPECIAL TREASURE ROLLS
GREATER:
HOARD SIZE
# OF HOARD SIZE
# OF
MARVELOUS: ROLLS ROLLS
Singular 0 Greater 4
Minor 1 Marvelous 8
Lesser 2 Massive 16
MASSIVE:
by aiden harrison
HUNTING
AWE
HEALING
ENHEARTEN
EXPLORE
SONG
ATHLETICS
COURTESY
RIDDLE
STEALTH
CRAFT
AWARENESS
INSIGHT
BATTLE BATTLE
by huntergreen
LORE LORE
by dunheved
TRAVEL
AWE
HUNTING
ENHEARTEN
TRAVEL
ENHEARTEN
STEALTH
AWARENESS by xelforp
AWE
INSIGHT
ATHLETICS
HUNTING
STEALTH
HEALING
COURTESY
RIDDLE
RIDDLE
CRAFT
new gear
Written by Multiple Contributors
WAR MAUL
new weapons
GREATSWORD/ZWEIHANDER
MACE
WARHAMMER
SLING
QUARTERSTAFF
HALBERD/POLEAXE
LOOK AT QUENYA:
LOOK AT ADÛNAIC:
MAKE IT UP:
COMBINING YOUR WORDS
CHANGE IT UP
wondrous items
1–6 SILVER BARS:
AMULET:
BRACELET SET;
AMETHYST SILVER CIRCLET:
CURSED DAGGER:
DÚNEDAIN ABACUS:
DÚNEDAIN ARROWS: MIRAMARTH (DOOM JEWEL):
DÚNEDAIN COFFER:
OROMENDIL'S TOMB:
DÚNEDAIN PURSE:
DÚNEDAIN TAPESTRY:
POUCH:
DUNLENDING BRACELET:
RING OF FIRE:
DUNLENDING DEATH MASK:
GARTER:
RUBY SCEPTER:
HARADRIM SILK:
SCROLL TUBE:
SINDARIN BEDROLL:
HEADDRESS:
°
MOTHRAS (DUSK HORN):
SINDARIN FEEDBAG: MAGIC ITEM IDEAS (BY GLORENDIL)
SINDARIN JEWEL-COFFER:
SINDARIN PERFUME:
SÛLROSTUR (MASTER OF WIND AND FOAM):
TUNING FORK:
SPECIAL: NOTES:
VALOUR
AXE OF THE KING (DWARVEN GREAT AXE)
QUALITIES:
NOTES:
NOTES:
NOTES:
GURTHANG/IRON OF DEATH (ELVEN LONGSWORD) AEGLOS/SNOW POINT (ELVEN GREAT SPEAR)
BANE: BANE:
QUALITIES: QUALITIES:
CURSE: NOTES:
NOTES:
NOTES:
NOTES:
NOTES:
NOTES:
ERIADOR WEAPONS FROM MERP (BY AIDEN
HARRISON)
ARMIDHRIST (NUMENOREAN SHORT SWORD)
BANE:
QUALITIES:
NOTES:
VARYAR/PROTECTOR (ELVEN LONGSWORD)
BANE:
QUALITIES:
NOTES:
STEALTH
DIRDAGNIR/MAN-SLAYER (NUMENOREAN DAGGER)
BANE:
QUALITIES:
CRAFTSMANSHIP: CRAFTSMANSHIP:
ITEM: ITEM:
SPECIAL: SPECIAL:
VALOUR
CRAFTSMANSHIP:
CRAFTSMANSHIP: ITEM:
ITEM:
SPECIAL: VALOUR
CRAFTSMANSHIP:
ITEM:
SPECIAL:
CRAFTSMANSHIP:
ITEM:
CRAFTSMANSHIP:
SPECIAL:
ITEM:
SPECIAL:
CRAFTSMANSHIP: CRAFTSMANSHIP:
ITEM: ITEM:
SPECIAL: SPECIAL:
AWE ENHEARTEN
CRAFTSMANSHIP: CRAFTSMANSHIP:
ITEM: ITEM:
CRAFTSMANSHIP: CRAFTSMANSHIP:
ITEM: ITEM:
CRAFT
CRAFTSMANSHIP:
ITEM:
CRAFTSMANSHIP:
SPECIAL:
ITEM:
SPECIAL:
CRAFTSMANSHIP:
ITEM:
first age characters
Written by Inquisitor
HERO OF ARDA:
oath
renown
NAUGRIM
“…they are stone-hard, stubborn, fast in friendship and in enmity,
and they suffer toil and hunger and hurt of body more hardily GOOD DEEDS:
than all other speaking peoples; and they live long, far beyond the
span of Men, yet not forever..”
GREAT FEATS:
EDAIN
ACTS OF LEGEND:
new patrons 1
Written by Circleofnoms
Dáin was born in the year T.A. 2767, grandson of Grór, lord of the
Iron Hills since the kingdoms founding. He became a great warrior
in his youth by slaying the great orc chieftain Azog at the age of only
32 during the Battle of Azanulbizar. Because his father Náin was killed
in that battle, Dáin returned to the Iron Hills and inherited the throne
upon his grandfathers death. He built his kingdom to be the strong-
est in the north, and was known as a good ruler. When the company FELLOWSHIP BONUS : +1
of Thorin Oakenshield took back Erebor, Dáin brought a host of
dwarven warriors to aid his cousin, ultimately participating in the
Battle of Five Armies. With the death of Thorin, rule of Erebor fell to ADVANTAGE : Forges of Erebor
Dáin, who took up the title of King Under the Mountain.
Now he leads his people as the king of the last great kingdom
of Dwarves in Middle Earth. He is a prideful but astute ruler, and he You can spend Fellowship Points to make a Protection Test
maintains close relations to Dale and a congenial relationship with
the Woodland Realm. Even as he ages, Dáin is still a great warrior Favoured .
and is as brave as he is wise.
BARD AS A PATRON
BEORN AS A PATRON
FELLOWSHIP BONUS : +1
Beorn started to establish his position as a great chief after the Battle
of Five Armies, when he began uniting many men under his rule.
Nobody knows why he did so, and nobody seems able to divine his
plans for the future: Beorn seems content today as a leader of a folk
as he seemed once to enjoy his previous isolation. His followers
obey his loose rules out of respect for their leader, and a council of
elder chieftains comes to his house regularly to interpret his will and
let it be known to the rest of the population.
Beorn appears as a huge man of indeterminate age with a thick
black beard and hair. Powerfully built with strong arms and muscular
legs, he speaks with a growling voice when angered and laughs a
great rolling laugh when amused.
ENCOUNTERING RADAGAST
DISTINCTINVE FEATURES : Proud, Fair, Wary
ENCOUNTERING THRANDUIL
RADAGAST AS A PATRON
THRANDUIL AS A PATRON
FELLOWSHIP BONUS : +2
The Lord and Lady of Lothlorien are guardians of the last remnant of
the Elder Days on Middle Earth. Lady Galadriel is perhaps the grand-
est and most powerful of her race save the warrior Glorfindel, for
she has memory of Aman and the Two Trees of light. She is the
daughter of the great Finarfin, king of the Noldor, and has seen
almost every age of this world. Lord Celeborn was a prince of Dori-
ath, the greatest Sindarin realm of the First Age. They both have
traveled across much of Middle Earth and came to Lothlorien after
the old king Amroth perished in battle against the Shadow. They
built Caras Galadhon and have dwelt there for millennia.
Though both Lord Celeborn and Lady Galadriel are wise rulers
who act together to rule Lothlorien, it is the power of Galadriel that
keeps their lands free from Shadow. She wields Nenya, one of the 3 FELLOWSHIP BONUS : +2
great elven rings, and through its power she preserves the light and
beauty of the Elder Days among the trees there. Her power also
prevents creatures of Shadow from crossing into the forest, which ADVANTAGE : Gifts of the Lady
keeps her people safe from the outside world.
When presented with a problem, you may spend 2 Fellow-
LADY GALADRIEL : Queen, Protector ship Points to produce a gift given to the company that
aids in this vital moment. This gift is magical and will pro-
DISTINCTINVE FEATURES : Fair, True-Hearted duce a single magical effect, or allow its user to achieve a
Magical Success on any roll. Once used, its power is lost
and it becomes a mundane trinket.
This ability can only be used once per Adventuring Phase.
LORD CELEBORN : King, General
The lord of the eagles of the Misty Mountains had eyes that could
ADVANTAGE : The Eagles Are Coming
look at the sun unblinking, and could see a rabbit moving on the
ground a mile below even in the moonlight.
You may spend all of your Fellowship Points to receive the
The Eagles are the greatest of the birds and beasts of Middle Earth, aid of the Eagles in a dire moment. Up to 3 Great Eagles
blessed with a great intellect and the capacity for language. They are will arrive immediately to carry the company to safety or
the primary servants of Manwe, king of the Valar, and are harbingers fend off foes. The Eagles will not chase fleeing enemies or
of his will in Middle Earth. Despite they commitment to goodness, do battle against highly dangerous foes (such as the
they are rarely seen except in the most dire of circumstances, such as Nazgûl). In addition, the company must be located outside
when they rescued the company of Thorin Oakenshield during the
quest for Erebor. under open skies, or in a place where Eagles can safely
The eagles are proud creatures, majestic and terrible in their approach.
wrath. They are not, however, patient and kind creatures; Should
one insult or anger the eagles, there are few places in Middle Earth
that are safe from their talons.
The Lord of the Eagles in the Misty Mountains rules over the
Great Eagles there, and is King of All Birds. His greatest emissaries
are the wind-lord Gwaihir, and his brothers Landroval and Men-
eldor. His lineage is as old as the greatest of the elf-lords, and his
pride is commensurate to his heritage.
KING BARD:
DISTINCTIVE FEATURES:
RADAGAST THE BROWN:
FAVOURED CALLINGS:
DISTINCTIVE FEATURES:
AGENDA:
FAVOURED CALLINGS:
AGENDA:
FELLOWSHIP BONUS : +2
BEORN:
DISTINCTIVE FEATURES:
FAVOURED CALLINGS:
AGENDA:
KING DAIN:
DISTINCTIVE FEATURES:
FELLOWSHIP BONUS : +2
FAVOURED CALLINGS:
ADVANTAGE : The Enchantment of Beorn
AGENDA:
Spend all your remaining fellowship when in Beorn ’s coun-
FELLOWSHIP BONUS : +1 try of the Anduin Vales to call Beorn to your company ’s aid.
beornings
SUCCESS
DIE BACKSTORY
ERRAND-RIDER
Since the time your family joined Beorn’s folk you have been a runner, a messenger carrying news for your folk. In your hide shoes,
you have countless times trodden the path that goes from the High Pass to the Old Ford, always welcomed by chieftains and families
eager to hear your tidings. At times you have brought joy and merriment with news of victory, but also woe and distress with tales of
2 war and defeat.
STRENGTH 5, HEART 7, WITS 2
FAVOURED SKILL: Athletics
DISTINCTIVE FEATURES: Rustic, Tall
KEEPER OF TALES
According to the old men of your folk, when your grandfather died he was more than one hundred years old. He was a hardy warri-
or, but you remember him best 46 The One Ring wrapped in his white wolf-skin, recounting tales about the bygone days of his
youth. He could use words as precious as fine diamonds or as loud as clashing iron as he spoke of battles won and lost, of kings for-
gotten and buried, and of a threatening Shadow so old its age could not be counted in men’s lives. You treasure his tales as an inval-
3 uable inheritance.
STRENGTH 5, HEART 6, WITS 3
FAVOURED SKILL: Scan
DISTINCTIVE FEATURES: Generous, Rustic
LIGHT-FOOT
They say that when your father was on the look-out, he could hide even from the sight of the Great Eagles. From him you learnt that
there is no dishonour in stealth, whether it is your task to spy upon your enemies or when you are keeping watch over a village of
your folk. You have listened to your father’s advice and observed his crafty movements, trying to discover and learn his tricks.
4
STRENGTH 4, HEART 6, WITS 4
FAVOURED SKILL: Athletics
DISTINCTIVE FEATURES: Tall, Wary
NEW HOPE
You have lived among the Raft-elves, often dealing with the Men of Lake-town on behalf of King Thranduil. At first, it was only your
sire’s command that made you leave your forest home, but now you have no regrets. The world beyond the King’s realm is wide
and, while full of hidden threats, is also populated by other valiant peoples, enemies of the same Shadow that your kin has fought for
1 centuries. It could well be your mission to find worthy and trusted allies to join you in your fight
STRENGTH 5, HEART 2, WITS 7
FAVOURED SKILL: Awanress
DISTINCTIVE FEATURES: Swift, Fair
WILD AT HEART
The beauty of Greenwood the Great seems lost forever in the shadows of Mirkwood, but you still find solace running alongside its
wild beasts, as your kinsmen did for centuries. The wood sings to you as tree branches sway and leaves rustle; enchanting music you
strive to decipher. Some find your ways to be simple and rustic, but they fail to see the wisdom of choosing to live your life fully in
2 these waning years.
STRENGTH 4, HEART 3, WITS 7
FAVOURED SKILL: Awareness
DISTINCTIVE FEATURES: Merry, Fierce
MEMORY OF SUFFERING
A long time ago, Elves akin to your folk dwelt around the Naked Hill in the south of Greenwood the Great, before the Necromancer
claimed it to build his fastness of sorcery. Now that the Shadow has fled, you have often journeyed there to spy upon that dreaded
place, to ponder on the hurt suffered by your people in many years of cruel warfare. Many of your kinsmen prefer to forget and be
3 merry, but you know that evil is seldom conquered forever.
STRENGTH 5, HEART 3, WITS 6
FAVOURED SKILL: Stealth
DISTINCTIVE FEATURES: Cunning, Keen-Eyed
NOBLE BLOOD
In your veins runs the blood of Elven adventurers of great renown, who in ages past chose to dwell among the Silvan Elves, seeking
refuge and peace in troubled years. They say their superior wisdom is reflected in your noble countenance, and much is expected of
you in the coming wars. You have sworn never to betray these expectations, and you will die before you see your fair home reduced
4 to ruins.
STRENGTH 4, HEART 4, WITS 6
FAVOURED SKILL: Stealth
DISTINCTIVE FEATURES: Fair, Proud
A MUSICAL LEGACY
Your father was a minstrel of great virtue, whose work will be praised for countless years. His talent passed along to you, but trans-
formed into a love for the music that lies in plain speech. Your voice is pleasing to all listeners, and you choose your words much as
your fingers choose the strings on the harp.
5
STRENGTH 5, HEART 4, WITS 5
FAVOURED SKILL: Stealth
DISTINCTIVE FEATURES: Merry, Swift
HEIR OF GONDOLIN
A long time ago your kin dwelt in Beleriand, where they were smiths of great renown. They laboured long in their proud cities, hid-
den from the world by a veil of secrecy, but this didn’t save them from their dark fate, and now those lands are lost under the Sea,
along with the great works of your fathers. Your hands cannot dare to replicate the beauty of that bygone age, but this knowledge
1 does not prevent you from trying.
STRENGTH 5, HEART 2, WITS 7
FAVOURED SKILL: Healing
DISTINCTIVE FEATURES: Lordly, Wilful
VENGEFUL KIN
You remember well the suffering the Orcs caused your kin, when they tortured and tormented them in their dark dungeons. Alt-
hough you freed them, their faces were forever marred by the pain they suffered and they soon departed for the West. As long as
such evil remains in Middle-earth, you cannot contemplate following them.
2
STRENGTH 4, HEART 3, WITS 7
FAVOURED SKILL: Awareness
DISTINCTIVE FEATURES: Proud, Keen-Eyed
GUARDIAN OF IMLADRIS
Outside the secret vale of Rivendell, the Third Age passes and stone turns to dust, iron to rust and paper to ash. Ancient wisdom slips
away like sand in an hourglass, yet who is to say which secret might yet prove vital in the hour of need? You have welcomed many
wanderers at the doors of Imladris, travellers who journeyed countless miles seeking to hear the advice of Elrond and consult the
lore of forgotten ages. You met everyone with the right words, at the same time trying to lay bare their true motives. Let whoever
3 tried to betray your trust beware your wrath, for you are as kind as you are quick to anger.
STRENGTH 5, HEART 3, WITS 6
FAVOURED SKILL: Awareness
DISTINCTIVE FEATURES: Inquisitive, Merry
WAYWARD WANDERER
It has been many long years since you have called any one place home, travelling the backroads and Elven-paths of Middle-earth
with the Wandering Companies. You have enjoyed fully what light is left in the world, singing and laughing and playing under the
starlight. One day, the light will fade and you will return to the West, but not today.
4
STRENGTH 4, HEART 4, WITS 6
FAVOURED SKILL: Awanress
DISTINCTIVE FEATURES: Subtle, Fair
COUNSELLOR OF ELROND
Elrond is not so proud that he would act hastily without consulting those whose opinions he trusts, and who would not hesitate to
point out the flaws within his plans. You are one of those to whom Elrond turns when he has need of advice, your honesty and fair-
ness valued as much as your discretion and wits.
5
STRENGTH 5, HEART 4, WITS 5
FAVOURED SKILL: Healing
DISTINCTIVE FEATURES: Fair, Lordly
ELF-LORD
To the eyes of Mortals you are as a lord amongst princes. Fair of features and noble of heart, yet terrible to behold when angered.
You have seen the glory of Eregion, and the golden armies of your forefathers, but now all that once was great is faded and all that
you once ruled naught but r uins.
6
STRENGTH 6, HEART 2, WITS 6
FAVOURED SKILL: Healing
DISTINCTIVE FEATURES: Wilful, Subtle
woodmen of wilderland
SUCCESS
DIE BACKSTORY
SEEKER
The wild-wood can scare the hardiest of men, but that didn’t stop you and your brothers from climbing every tree and running along
any path you could find under the eaves of the forest. Your father’s rules prevented you from straying from the paths connecting
Woodland Hall to the southern homesteads, but at times you have seen glimpses of queer things where the shadows in the woods
1 are deeper. Now that you have outgrown your father’s authority, your thirst for adventure won’t be easily quenched.
STRENGTH 2, HEART 5, WITS 7
FAVOURED SKILL: Athletics
DISTINCTIVE FEATURES: Bold, Rustic
THE HOUND
The dogs bred by the folk of Woodland Hall are dun in colour, long of limb, sharp-nosed, gaunt and great. Since you were a child,
you have always felt drawn to their natural grace and ferocious loyalty. But, above all, you share their love for the hunt, and you can
feel their excitement when they are closing in on their prey.
2
STRENGTH 3, HEART 4, WITS 7
FAVOURED SKILL: Athletics
DISTINCTIVE FEATURES: Bold, Stern
WIZARDS PUPIL
Many years ago, you and your sisters and brothers used to challenge each other to recall the stories depicted in the woven tapestries
hung along the walls of the great hall of Rhosgobel. One day, you caught the attention of the Wizard Radagast, and he told you how
the deeds of your ancestors were handed down from generation to generation as songs. He taught you that there are important
3 lessons to be learnt from the past, and from the actions of those that came before you.
STRENGTH 3, HEART 5, WITS 6
FAVOURED SKILL: Scan
DISTINCTIVE FEATURES: Honorable, Wary
FAIRY HERITAGE
They say your mother was as fair as an Elf-maiden, and that your father spirited her away from the Wood of Sorcery far in the South.
You don’t know if this is true, although you doubt it, as there was nothing sorcerous in her true love for you and your father. You
remember that her senses oftentimes proved to be very sharp, as yours promise to be.
4
STRENGTH 4, HEART 4, WITS 6
FAVOURED SKILL: Scan
DISTINCTIVE FEATURES: Tall, Generous
APPRENTICE TO MOUNTAIN-FOLK
The precious ore that hammer and anvil shape into tools and weapons is difficult to come by in the vales of the Great River, and com-
merce has grown thin in the years of ever-growing darkness. When you were younger, you and many other children of your age
were sent by the alderman of your clan to join the workers in the mines above Mountain Hall. You remember long days as dark as
winter nights, spent underground searching for the glimmer that would put swords into the hands of the warriors of your folk, and
5 needed tools for shepherds, hunters and farmers alike.
STRENGTH 4, HEART 5, WITS 5
FAVOURED SKILL: Athletics
DISTINCTIVE FEATURES: Fierce, Bold
SWORD-DAY COUNSELLOR
When he was a youth, your uncle severely injured his own right leg, mishandling his axe. Deprived of his rightful place among the
active warriors of your folk, he instead turned to his wits and experience to contribute to the fight against the Shadow. His cunning
was instrumental in many a victory on the field of battle. He proved to you that when war is at hand, good advice is as important as
6 good swords to ensure triumph.
STRENGTH 2, HEART 6, WITS 6
FAVOURED SKILL: Scan
DISTINCTIVE FEATURES: Cunning, Faithful
family and holdings
Written by Nate B
family
PARENT’S STATUS
SIBLING RANK
ROLL RESULT
PATRIARCH
ROLL RESULT
Favorite. Raise max hope by 2 Roll again and add generation of degree (in case
of cousin).
SOCIAL CLASS
RATING DESCRIPTION MINIMUM SOL EXAMPLE
RUNNING A HOLDING
LOT
LOTS
ROLL NAMELESS COMMONER NOBLE
HOLDING UPKEEP
ROLL is :
holdings
ROLL is :
RATING
PETRIFIED -
BERSERK -
UNMANNED -
a pitiful decline
consequences of fear
UNTRUSTING.
PHOBIC.
INVOKING FLAWS
CRAVEN.
MADNESS.
poison of fear
10 below TN The character is Daunted, but also is struck dumb and may no longer speak. They may not perform any special combat actions
that require communication of any kind. While she fumbles to speak, their weapon and shield fall from their grip.
11+ below TN The character is Daunted, but also gains 1 additional Shadow point and is frozen in place, unable to perform any action for a
number of rounds equal to one half his current Shadow score, or 1 round. He does not get his WITS rating in Parry defense.
CHAPTER 2
adventure
phase
combat features
Written by Multiple Contributors
tasks
BATTLE
VALOR ENHEARTEN
BATTLE
BATTLE
STEALTH
yxolo’s new combat tasks FULL DEFENSE (ANY STANCE)
ATHLETICS
HEALING
DISTRACT ADVERSARY
BATTLE
HEALING
yxolo’s new special damage
BATTLE
HOLD BACK — ANY WEAPON
DISARM — SWORDS
AWE, INSIGHT,
PERSUADE
STRENGTH
ATHLETICS
mounts in combat
CAVALRY CHARGE:
ranged weapons
mounts
COMBAT BEGINS
MOUNT ATTRIBUTES
BATTLE READINESS:
ARMOR:
ENHEARTEN SONG
Pony No 1 Common
ATHLETICS
Rouncey Yes 1 Prosperous
Mule No 2 Prosperous
Courser Yes 2 Rich
Palfrey No 3 Rich
Destrier Yes 3 Very Rich
STANCES
attacking from a mount new combat abilities
BATTLE
SPECIAL DAMAGE
KICK — CLOSE COMBAT:
STRENGTH
VIGOR
expanded events
Written by Rich H
Edited by Circleofnoms
general
HIGH ROAD (MISHAP)
scout
BETWEEN HAMMER AND ANVIL (ILL-CHOICES)
SEPARATED (DESPAIR)
TRACKS OF THE WEREWOLF (DESPAIR)
WASHED OUT CAMP (MISHAP)
lookout
JUMPING AT SHADOWS (MISHAP)
HUNGRY WOLVES (CHANCE-MEETING [FAILED
ROLL])
CRAFT
SCAVENGERS (MISHAP)
EXPLORE
A THIEF IS ABROAD (DESPAIR)
12 1 3 - 2
Fell Abilities: Fear of Fire. The creature loses 1 Hate at the start of each round it is
AWARENESS engaged in close combat with an adversary wielding a torch or other burning item.
Bewilder. Spend 1 Hate to reduce the Parry score of a player-hero by –2 for one
turn.
lathspell
ATHLETICS
SUCCESS:
ATHLETICS
FAILURE:
AWARENESS
VALOUR
hazards during winter by
magus76
chase rules
Written by Multiple Contributors
Edited by Circleofnoms
chases by stormcrow
ATHLETICS TRAVEL.
FAR
EXPLORE:
MEDIUM
RANGED WEAPON SKILL:
CLOSE
BATTLE:
IMMEDIATE
GIVE UP FLIGHT (ANY CATEGORY):
DISTANT
STEALTH:
chases version 2 by veilan
TRAVEL
HUNTING
ATHLETICS
combat advantages
and complications
Written by Circleofnoms
advantages complications
Attacking an enemy from high-ground +1d Attacker is confused by rapid motion. -1d
Attacker is on more stable ground than the defender. +1d Attacking while in shadows or darkness. -1d
Target is much larger than the attacker +1d Attacking a small enemy. -1d
Attacker has a longer weapon than the enemy. +1d Fighting in a rainstorm. -1d
Attacker is in a familiar environment, defender is not. +1d Fighting in a haze or fog. -1d
Defender is tired or exhausted. +1d Attacking from prone or on your back. -1d
Attacker has metal weapon vs stone or wood weapon. +1d Fighting in heavy winds. -1d
Defender is huge compared to attacker. +2d Attacking while in complete darkness. -2d
Defender is blinded by storm or snow. +2d Attacking an enemy much smaller than yourself. -2d
Defender is immobilized in some way. +2d Fighting in heavy rains or snow. -2d
Defender is prone or on the ground. +2d Fighting in a magical or very dense fog. -2d
Attackers surround the defender on at least 3 sides. +2d Attacking without looking at your target. -2d
Defender is completely unarmed while the attacker is. +2d Fighting on a wobbly platform or narrow bridge. -2d
Defender is unaware and standing still. +2d Fighting while delirious or hallucinating. -2d
Attacking an enemy from high-ground +1d Shooting in a dark or shadowed room. -1d
Shooting down a narrow hallway. +1d Shooting an enemy faster than you. -1d
Target is much larger than the attacker +1d Shooting in a rainstorm or snowstorm. -1d
Shooting a target in an open field. +1d Shooting on a windy day. -1d
Attacker is in a familiar environment, defender is not. +1d Shooting an enemy in good cover. -1d
Shooting someone in the back. +1d Shooting from a narrow ledge. -1d
Defender is running away. +1d Shooting from far away. -1d
Defender is huge compared to attacker. +2d Shooting from very far away. -2d
Shooting a huge target. +2d Shooting in a heavy rainstorm or snowstorm. -2d
Defender is immobilized in some way. +2d Attacking an enemy much smaller than yourself. -2d
Shooting from a stabilized platform. +2d Shooting without looking at your target. -2d
Shooting with still or favorable winds. +2d Shooting an enemy behind heavy cover. -2d
Defender is tired or exhausted. +2d Shooting from a wobbly or unstable platform. -2d
Defender is unaware and standing still. +2d Fighting while delirious or hallucinating. -2d
new council rules
Written by TryhardLM
EXAMPLE:
The LM tells Tobold's player that his Primary Goal is Reasona-
ble. This will help us determine the Time Limit. For now, this is all
that the LM tells the player. (Optional) The LM mentally notes that
Tobold could even ask for that extra pony without raising the Re-
sistance.
What would raise the limit to Bold, however, would be asking
for an introduction to Gandalf with Balin's recommendation.
That wizard is hard to find, and Balin might not want to recom-
mend Tobold, depending on the details when Tobold returns. The
LM decides that if Tobold asks for that, then the Resistance rises to
Bold, UNLESS Tobold offers one of the two Services he listed.
Getting a one-of-a-kind magical treasure from Balin would
certainly raise the limit to Bold as well, the LM decides, UNLESS
Tobold offers the Service of giving Balin any dwarvish artifacts he
EXAMPLE: finds.
A hobbit Messenger named Tobold Tunnelly arrives at the Prancing If Tobold asks for both an introduction to Gandalf AND a
Pony to meet Balin. Everyone's talking about how Balin is re- piece of magical treasure, then the Resistance would be Outlandish,
cruiting adventurers to search for missing dwarves who were seeking the LM decides. To lower this Resistance back down to Bold, Tobold
more passes through the Misty Mountains. Tobold learns from listen- would need to offer BOTH Services he listed -- returning any
ing to the crowds gossip that Balin wants any survivors returned to dwarvish artifacts AND delivering some news/letters along the way.
Bree along with the remains of any dwarves who perished Tobold is
about to have a Council.
He sets his Primary Goal as being paid well enough to live
comfortably for a year for each missing dwarf he delivers alive --
and half a year's wages for each dwarf whose remains he delivers.
His player writes it on an index card just so it's clear to everyone
what he wants to achieve. He writes his secondary goals on cards
too:
Get an extra pony from Balin.
Get an introduction to Gandalf, along with Balin's recom-
mendation for Gandalf to use Tobold for future adventures.
Get a one-of-a-kind magical treasure from Erebor.
Next, the player writes down the Services he might be willing to
offer without Balin asking for them: Tobold might offer to return
any dwarf-made treasure he discovers to Balin for consideration. He
also might offer to deliver any news/letters Balin might have to any
people along the way. (Tobold is a Messenger, after all.) Tobold
can't think of anything else without actually talking to Balin, so
SKILL TESTS:
ENHEARTEN
BENEFIT:
LORE INSIGHT
INSIGHT
BENEFIT:
COURTESY AWE
SKILL TESTS:
PERSUADE
BENEFIT:
AWE LORE
RIDDLE
CONDITION: RIDDLE
BENEFIT:
INSIGHT COURTESY
ROLL EVENT
BENEFIT:
ENHEARTEN PERSUADE
LORE
BENEFIT:
PERSUADE SONG
weather on journeys
Written by Aiden Harrison
autumn weather
ROLL EVENT
1-5 Gloomy skies, chilly weather, and heavy rainstorms. Event tests
lose (-1d).
spring weather 6-8 Normal fall weather with occasional rain and warm days. No
modification to any rolls.
ROLL EVENT
9-10 Cool weather, pleasant humidity, gentle breezes, and little rain.
Event tests gain (+1d).
Terrible storms and cloying mud underfoot. Event tests lose (- Clear skies, fine breezes, and crisp air provide a wondrous feel-
2d). ing. Event tests gain (+2d).
1-5 Inclement weather and intermittent gales. Event tests lose (-1d).
9-10 Clear skies and cool weather day and night. Event tests gain
(+1d).
ROLL EVENT
Blue skies, refreshing breezes, and perfect weather. Event tests
gain (+2d). Terrible blizzards, driven snowbanks, and howling winds create a
frozen hellscape. Event tests lose (-2d).
1-5 Heavy snow and frozen earth create an icy landscape. Event tests
lose (-1d).
summer weather 6-8 Light snows and chill winds prove no match for good winter
clothing. No modification to any rolls.
ROLL EVENT
9-10 Cloudy days with sporadic snowfall make a pleasant atmosphere
that only slightly chills the tip of the nose. Event tests gain (+1d).
Summer storms, sweltering heat, and/or bone-dry conditions. The land is blanketed in a thin layer of soft white snow under a
Event tests lose (-2d). clear sky, creating a beautiful and magical winter wonderland .
Event tests gain (+2d).
1-5 High humidity or bad dry-heats with little water. Event tests lose
(-1d).
6-8 Sunny days with a good mixture of heat and brisk breaks with
weather changes
humid showers. No modification to any rolls.
9-10 Clear skies and gentle breezes create a cool and sunny atmos-
phere. Event tests gain (+1d).
Glorious weather that feels far too temperate and refreshing for
the middle of summer. Event tests gain (+2d).
ROLL EVENT
ENHEARTEN
TINY
SMALL
LARGE:
THRONG:
HEALING
HEALING
tactics of warbands
HARRY FOE
STANCE:
STANCE:
Poor 3 / 10 4 / 12 5 / 14 6 / 16
Frugal 4 / 12 5 / 14 6 / 16 7 / 18
Common 5 / 14 6 / 16 7 / 18 8 / 20
STANCE:
Prosperous 6 / 16 7 / 18 8 / 20 9 / 22
Rich 7 / 18 8 / 20 9 / 22 10 / 24
Very Rich 8 / 20 9 / 22 10 / 24 11 / 26
travel event lore
tables
Written by Circleofnoms
ROLL RESULT 4
ACTION
terrible misfortune, despair,
ROLL ASPECT FOCUS
ROLL RESULT 3
the dungeon
NATURE:
THE GUIDE:
ROLL SIZE
STANDARD:
REARGUARD:
LARGE:
DIFFICULTY:
delving sequence
FATIGUE:
END DELVE
TIME KEEPING:
event resolution
SELECT TARGETS
EVENTS:
ROLL TARGET SKILL
FEAT FATIGUE
EVENT CONSEQUENCES
DIE GAINED
TERRIBLE MISFORTUNE:
DESPAIR:
MISHAP:
SHORT CUT:
FORTUITOUS EVENT:
mass combat
Written by f.killian
FACTORS
RECORD BATTLE DICE
battle stances
FAILURE STUCK-IN:
SUCCESS
GREAT SUCCESS: ENGAGED:
EXTRAORNIDARY SUCCESS
SKIRMISHING:
PROTECTION
SUPPORT:
events
late arrivals
WEAK
COMMON
TERRIBLE
victory and defeat
FELLED
VICTORY
FAILURE:
GOALS
SUCCESS:
GREAT SUCCESS:
EXTRAORDINARY SUCCESS:
death and dying
DEFEAT
FAILURE:
SUCCESS:
GREAT SUCCESS:
EXTRAORDINARY SUCCESS:
planning goals
SPECIAL ACTIONS
Each Battle Stance has a specific action that may be attempted by one Companion in a battle, and only once. These
actions represent major attempts to turn the tide of battle or influence the direction it takes despite the wight of foes.
In order to undertake this action, the Companion must be in the appropriate Battle stance and all characters in that
Battle Stance must voluntarily forgo taking a roll on the Event tables.
REINFORCE—SUPPORTING RESCUE—ENGAGED
One character may make an ENHEARTEN test to rally aid One character may attempt a test with their highest weap -
for companions in forward lines. That character and any on proficiency. On a success, they and any other charac -
char-acters also in Supporting that wish it may enter ters in Engaged that wish it may join Stuck -In this round,
Engaged or Stuck-In next round and gain 1d on all rolls in after the number of foes has been determined yet before
the next battle round, independent of Battle Dice the event is resolved.
Cut Off! The party is surrounded and must face 4 Common Enemies per Companion and 1 Terrible Enemy. If any Com-
panion is Felled, lose 1 Goal.
1-5 I Grow Weary Each Companion loses (1d) Endurance, minus their Valour.
6 Rip and Tear! Each Companion must slay 1 enemy per point of their own Valour.
7 Breach The foe’s line or defenses may be breached. Companions must face 3 Common Enemies per Companion in
cramped quarters (the specific penalties for such up to Loremaster adjudication.
8 Duel One Companion must duel a Terrible Enemy.
9 Daring Rescue An ally is endangered and must be rescued. The party faces 2 Common Enemies per Companion and a Terrible
Enemy.
10 Captain of the Hill An important location may be taken from the enemy, the specifics of the scene being up to the Loremaster and
potentially constituting a miniature adventure inside of the battle.
Cornered Foe An enemy champion is caught alone with half as many Common Enemies as there are Companions. Slaying him
grants advantage on all rolls from Companions in the next round.
ENGAGED EVENTS
ROLL EVENT EFFECT
Valorous into Death Companions must enter STUCK-IN next round and all rolls in STUCK-IN next round are Ill-Favoured.
1-7 I Grow Weary Each Companion loses (1d) Endurance, minus their Valour.
8 Rip and Tear! Each Companion must slay 1 enemy per point of their own Valour.
9 Duel One Companion must duel a Terrible Enemy.
10 Cut Off Their Retreat The party must face 5 Weak Enemies per Companion, each of which are weary and at half ENDURANCE. Each
rolled here can be spent to hit an additional foe.
I Ride to Your Aid! All STUCK-IN Companions have their rolls Favoured next round, and should a GOAL be achieved next round in
that Battle Stance it is actually worth 2.
SKIRMISHING EVENTS
ROLL EVENT EFFECT
An Awful Foe The party faces 1 Terrible Enemy per Companion as they sweep the edges of the battle.
1-7 I Grow Weary Each Companion loses (1d) Endurance, minus their Valour.
8 Rip and Tear! Each Companion must slay 1 enemy per point of their own Valour.
All Companions may make BATTLE tests to result in –1 ENDURANCE loss on all enemies in all Battle Stances next
9 Thin Their Ranks
round, plus 1 per rolled.
10 Cut Off Their Retreat The party must face 5 Weak Enemies per Companion, each of which are weary and at half ENDURANCE. Each
rolled here can be spent to hit an additional foe.
Draw Them Out Next round, these party members may take the result rolled for STUCK-IN, leaving those in that position to in-
stead take I GROW WEARY.
SKIRMISHING EVENTS
ROLL EVENT EFFECT
The Melee Moves! Each Companion loses d6 ENDURANCE and must enter STUCK-IN for 2 battle rounds, the first round of which is
a separate Event than the regular STUCK-IN Event.
1-3 I Grow Weary Each Companion loses (1d) Endurance, minus their Valour.
4-5 Too Far From the Fray No effect
All Companions may make BATTLE tests to result in –1 ENDURANCE loss on all enemies in all Battle Stances next
6-9 Thin Their Ranks
round, plus 1 per rolled.
10 Lending Aid Companions may make BATTLE or ENHEARTEN tests to allow any ally to regain d6 ENDURANCE.
Mark the Banner! Companions may make opening volleys in an Event for another Battle Stance next round.
tolkien combat
Written by Dennis Detwiller
ambushed?
select combat stance
AWARENESS
BATTLE
INDIMIDATE FOES: TREACHERY:
RALLY COMRADES:
LAST GASP:
CAST SPELL*:
HEROES
PROTECT COMPANION: ROLL OUTNUMBERED OR
HEROES EQUAL TO HEROES EQUAL TO
ENEMIES ENEMIES
SUPERNATURAL ENEMY
HERO SLAIN:
HERO CAPTURED:
SKILL ROLL RESULTS DAMAGE TO PC
FATE:
combat outcomes
OUTCOME EFFECT
disengagement
RETREAT:
HIDE:
FLEE:
CHAPTER 3
fellowship
phase
holding rules
Written by Rich H
Edited by Circleofnoms
summary of holding rules
new undertakings
Written by Multiple Contributors
training by cheeplives
RANK TREASURE
1 5
2 10
3 15
4 20
purchase/obtain items of
quality
dwarven-smithing by kelly
pedersen
CRAFT
LORE
LORE
WILD AREA:
EXPLORE
SHADOW LAND:
EXPLORE TRAVEL
STEALTH
DARK LAND:
EXPLORE TRAVEL
STEALTH
EXPLORE
sempai
fellowship treasure hunting STEALTH TRAVEL
by etarnon
EXPLORE
EXPLORE
IN WILDS
IN SHADOW LANDS
IN DARK LANDS
MODIFIED TOTAL OF THE SINGLE FEAT DIE
by falenthalix
You have no idea what you are doing, and have fallen or been
injured, and it heals badly. All members of the expedition must
-1 make an ATHLETICS test or suffer a Wound. In addition, the lead-
er of the expedition must succeed on an ENHEARTEN test or all
members of the company lose 2 points of Hope.
Your lack of training on how to explore crypts and tombs ham- CRAFT
0 pers your efforts. All members of the expedition lose 1 Hope,
and must make an ATHLETICS test or lose 1 more point of Hope.
This was a complete waste of time. There is nothing at this site,
1 not even an exciting fight. You trudge home, tired and crestfall- CRAFT
en. All expedition members Lose 1 Hope.
Your travels have come up with nothing. You return home bro-
2-4 ken-hearted but happy to be in a comfortable place once again.
You escape many dangers and learn how to be a more effective LORE
5-8 Treasure hunter. All members of the expedition gain 1 Adventure
Point OR 1 Skill Point
ROLL RESULT
9-11 Gold and silver worth 3 points of treasure. Who gets it? The rest
get 1 Adventure Point OR 1 Skill Point. You've entered a zone still blighted by the dragon's presence.
Gain 1 Shadow.
Find a hostile Camp or Ancient Ruins! Quickly grab what you can
in gold, gems, and other valuables before you are discovered. 1 Cul-de-sac. Useless work, without any reward.
12 Split 10 points of treasure among the expedition. All expedition
members recover 1 point of Hope. If your Hope was already full 2-3 Habitable zone: Gain 1 Treasure.
gain 1 Skill point instead. In addition, all expedition members 4-5 Open the entry to unexploited mines: Gain 3 Treasure.
gain 1 Adventure Point.
6-7 Discovered ancient storehouse: Gain 5 Treasures.
Minions of Darkness! You stumble upon and delve deep into a
legendary Goblin site of the Underdeeps, ambush the minions 8-9 Recover a forge: Gain 8 Treasure and 2 Adventure points.
of darkness, and take their stuff, including some scraps of ancient
Tomes. Divide 20 points of Treasure among the expedition, and Restore a Great Hall: Gain 10 Treasure, 2 Adventure points, and
13 all expedition members recover 1 point of Hope. If your Hope 10 regain 1 point of Hope.
was already full gain 1 Skill Point instead. In addition, all expedi-
tion members gain 1 Adventure point and may make a LORE test Recover a Marvellous Artifact of Dwarven make.
to temporarily gain the Orc-Lore or Spider-Lore Distinctive Fea-
ture during the next Adventure phase.
Fighting Shadows! You delve into the most hideous crypts, fight
many denizens of the dark, and after days of horrific encounters,
emerge victorious – but the fighting was epic and it has given
14 you ‘the shakes’. Split 40 points of treasure, but no more per
person than would be possible to carry based upon current
Load and Endurance pools. In addition, every expedition mem-
ber gains 1 Skill Point, 1 Adventure Point, and must make a Shad-
ow Test to resist 1 point of Shadow (Dread).
Escape from an Orc Lair by a Hair! Split 50 points of treasure, but
no more per person than would be possible to carry based upon
15 current Load and Endurance pools. In addition, each member
may make a LORE test to gain the “Orc-Lore” Distinctive Feature;
otherwise, gain 1 Skill point and 1 Adventure point.
Looted the Lair of a Dragon! Each member gains Treasure equal WISDOM
to their Endurance. Each member also gains 1 Skill Point, 1 Ad-
16+ venture Point, and the “Dragon-Lore” distinctive feature for the
next Adventure phase. If you already have that Distinctive Fea- FAILURE + :
ture, instead gain 1 more Adventure Point.
IN WILDS
FAILURE:
SUCCESS:
IN DARK LANDS
SUCCESS + :
fellowship phase
by kelly pedersen
CRAFT
CRAFT
“ COURTESY ENHEARTEN
SONG
pilgrimage to the tower
only) by otaku-sempai
LORE
LORE
CRAFT
by hermes serpent
HEALING
ANIMAL TRACKER:
HEALING
SONG OF THE FOREST:
HEALING
court lover by arkat study runes of old (dwarves
only)
COURTESY
repair equipment by
michebugio
POOR:
FRUGAL:
COMMON:
CRAFT
SUCCESS:
RICH:
VERY RICH: SUCCESS + :
POOR:
FRUGAL:
COMMON:
RICH:
VERY RICH:
guide to
songwriting
Written by zekrish
THE PLOT
THE ENDING
simple holding
rules
Written by Loikki
towns and forts
Written by Red Haired Thor
BUILDING
complexity
My players are already attached to Bree, how do I use this? town rating
9-8
7-6
5-4
3-2
1
BUT WHAT ABOUT…? TIER 1
KEEP
ANIMAL COMPANIONS:
MASS COMBAT:
DITCH
ATHLETICS
GATEHOUSE
valour buildings
MOTTE
ATHLETICS
STOCKADE
TOWN SQUARE
HEREPATH
WATCHTOWERS
TIER 2
WAYSTATIONS
RAISED PATH
BAILEY
REINFORCED GATE
BARRACKS
WOODEN WALLS
MOAT
TIER 3
STONE KEEP
STONE WALLS
ARMOURY
STONEMASON
TOWER STABLES
FORTIFIED SHELTER
KILLING FIELDS
ARMORSMITH
ARCHWAYS
STONE GATEHOUSE
BATTLEMENTS
TIER 5
THE OFFICE OF THE MARSHAL
GUARD TOWER
wisdom buildings
TIER 1
LONGHOUSE/REFUGE
HALL OF TREASURES
ALEHOUSE
FARMS
TIER 6
HALL OF MAKAR
FISHING DOCK
FOOTPATHS VILLAGE CLEARING
WOODCUTTER’S CAMP
HUNTING CAMP
TIER 2
MILL
RUNESTONE
SHRINE (VÉ)
ASSEMBLY FIELD
TOWNWATCHTOWER
BARROWS DIRT ROAD
BLACKSMITH
STOREHOUSES
CARPENTER
TANNERY
CRYPT
COMMON LAND
APIARY
BAILIFF’S POST INN
MEAD HALL
TIER 3
FOLKMOOT
HUNTING LODGE
STABLES
WEAVER’S SHOP
HOUSE OF HEALING
TIER 4
TRADING POST
HARBOUR
ASSEMBLY HALL
BAKERY
STONE ROADS
TIER 5
OFFICE OF LORDSHIP
MANOR
MARKET
TIER 6
THEATER OF ÓMAR
CHAPTER 4
the
loremaster
the one ring combat
example
Written by Rasmus Nord Jorgensen and Circleofnoms
DÍRHAEL, ROUND 1:
opening volleys
MIRABELLA, ROUND 1:
MIRABELLA:
GOBLIN ARCHER:
ROUND 1
ROUND 2
COMBAT ENDS
DÍRHAEL, ROUND 2:
main themes
FRIENDSHIP & FELLOWSHIP:
HOME:
PERSEVERANCE:
player vs character
continuity & history
other points
loremaster
characters
Written by Multiple Contributors
IRMGARD (UNOFFICIAL)
RUITHEL
VIGLAR
CEAWIN
DRAGAR (UNOFFICIAL)
DURBAG
GARINDEL (UNOFFICIAL)
introducing radagast by
zedturtle
BRÍSINDRE BY HALBARAD
equipment worn
DÍNATHRAD BY POOSTICKS7
physical description & mannerisms
background
equipment worn
equipment worn
MARTILA RADDLE THE HORSE TRADER OF LAKETOWN
PERSONAL HISTORY
custom loremaster
characters by otaku-sempai
occupation:
distinctive features:
HADORION
PERSONALITY
occupation:
distinctive features:
THANDORION DRAUPNIR, LORD OF HARGROD
occupation:
distinctive features:
occupation:
distinctive features:
occupation:
distinctive features:
balancing
encounters
Written by Harlath
2e & 1e adventures
This section contains spoilers for The Star in the Mist.
high variance & experience using hate
CHAPTER 5
the
shadow
horde rules
Written by Circleofnoms
Horde of Goblins
Goblins, the mannish name for the chief servants of the enemy,
is often a term used to refer to the smaller breed of such crea-
tures that lurk in mountains and caves. They are a small,
hunched, violent, and craven lot; they are also extremely dead-
ly in great numbers.
TYPES OF HORDES
SMALL: HORDE OF GOBLINS ATTRIBUTE LEVEL
Swift, Ferocious
3
LARGE:
35 - 6 - 2
Fell Abilities: Hate Sunlight. The creature loses 1 Hate at the start of each
round it is exposed to the full light of the sun.
Snake-Like Speed. When targeted by an attack, this creature may
spend 1 point of Hate to make the attack Ill-Favoured .
SMALL:
Craven . When affected by the Intimidate Foe combat task, this crea-
LARGE: ture also loses 1 point of Hate.
HUGE:
MASSIVE:
HORDES IN COMBAT
Horde of Orcs Horde of Wolves
Orcs are the primary servant of the enemy. In great numbers, A large pack of wolves is a terrifying sight. These animal serv-
they are a truly deadly enemy. ants of Sauron howl in the night to terrify wanderers. They tear
the throats of travelers without pity or mercy.
HORDE OF ORCS ATTRIBUTE LEVEL
Strong, Bloodthirsty HORDE OF WOLVES ATTRIBUTE LEVEL
3 Strong, Bloodthirsty
5
40 - 8 +1 3
40 - 8 - 2
Fell Abilities: Hate Sunlight. The creature loses 1 Hate at the start of each
round it is exposed to the full light of the sun. Fell Abilities: Fear of Fire. This creature loses 1 Hate at the start of each
round it is engaged in close-combat with an adversary wielding a torch
or other burning item.
Great Leap. This creature may spend 1 point of Hate to attack any
Horde of Uruk-hai player-hero in any combat stance, including Rearward.
Snake-like Speed. When targeted by an attack, this creature may
The Uruk-Hai are a breed of warrior orcs that are stronger, fast-
er, tougher, and more ferocious than their brethren. They are
bred for war and nothing else.
Fell Abilities: Hate Sunlight. The creature loses 1 Hate at the start of each
30 - 6 +1 2
round it is exposed to the full light of the sun.
Horrible Strength. If this creature scores a Piercing Blow with a close-
combat attack, it may spend 1 point of Hate to make the target’s Protec- Combat Proficiencies: Bite 3 (4/14, Pierce).
tion roll Ill-Favoured . Claws 3 (3/14, Seize)
Fell Abilities: Hate Sunlight. The creature loses 1 Hate at the start of each
round it is exposed to the full light of the sun.
Denizen of the Dark. All attacks rolls made by the creature are
favoured while in darkness.
Snake-like Speed. When targeted by an attack, this creature may
spend 1 point of Hate to make the attack roll Ill-Favoured.
Swarm. This horde may target heroes in a Rearward Stance with
attacks as if they were engaged.
custom adversaries
Written by Circleofnoms
SET ATTRIBUTE LEVEL DETERMINE MIGHT
¨ NORMAL:
¨ HUGE OR POWERFUL:
¨ BOSS/ICONIC ENEMY:
DETERMINE ENDURANCE
ATTRIBUTE LEVEL SMALL ADVERSARY HUGE ADVERSARY ENEMY TYPE PARRY RATING
1 4 25 Peasant/Commoner —
2 8 30 Untrained/Unskilled —
3 12 35 Dedicated Ranged Combatant —
4 16 40 Huge Enemy —
5 20 45 Common Animal —
6 24 50 Magically Enhanced Animal/Monster +1
7 28 55 Practiced/Trained/Regular Soldier +1
8 32 60 Veteran/Skilled/Elite Combatant +2
9 36 70 Leader/Master Combatant +3
10 40 80 Hero/Legendary Fighter +4
+1 +5 +10
SET ARMOR RATING ¨ NATURAL WEAPONS:
à
¨ UNARMORED/UNPROTECTED/CLOTH:
¨ LIGHT ARMOR/THICK SKIN: à
SET ATTACKS
¨ WEAPON SKILL:
WEAPON DAMAGE INJURY RATING SPECIAL
Ancient Sword 6 16 Pierce
Axe 5 18 Break Shield
Bent-Sword 5 14
Bow/Bow of Horn (2H) 3 14 Pierce
Broad-Bladed Sword 5 18 à UNTRAINED/IMPROVISED:
Broad-Headed Spear (2H) 5 16 Pierce à UNSKILLED/BARELY PROFICIENT:
Club (Troll) 6 16 Break Shield à SKILLED/PRACTICED:
Cudgel 3 12
à HIGHLY SKILLED/DANGEROUS:
Dagger 2 14
Great Axe (2H) 7 20 à MASTERED/HIGHLY DANGEROUS:
Great Bow (2H) 4 16 Pierce
Great Spear (2H) 5 16 Pierce
Heavy Scimitar (2H) 5 18 Break Shield
Jagged Knife 2 14 Pierce
Long-hafted Axe (1H/2H) 6 18/20 Break Shield
Long Sword (1H/2H) 5 16/18
Mattock (2H) 7 18
Morgul Knife 4 20 Pierce
Notched Sword (Troll) (2H) 7 16 Pierce
Orc-Axe 3 18 Break Shield
Orc-Whip 3 10 Seize
Pitted Blade 4 12
Scimitar 3 16
Short Sword 3 16
Short Spear 3 14
Spear (1H/2H) 4 14/16 Pierce
Stone Spear (1H/2H) 4 12/14 Pierce
Sword 4 16
FELL ABILITIES ¨ DEADLY WOUND. [-1]
¨ DEATHLESS*. [-1]
¨
¨ DENIZEN OF THE DARK. [-1]
¨
¨ DREADFUL SPELLS+. [-2]
¨
¨ DULL-WITTED. [+2]
¨ (+)
(*) RIDDLE
¨
¨ REGION) DWELLER. [-1]
¨ BEWILDER+. [-1]
¨ GHOST FORM*. [+3]
¨ BLACK DREAD+. [-3]
¨ COWARDLY [+1]
¨ WRAITH-LIKE. [-1]
¨ HORRIBLE STRENGTH. [-2] ¨ YELL/HOWL OF TRIUMPH. [-2]
BY HALBARAD
¨ SADDLE BORN. [-1]
THE SONG OF READINESS
THE LONGING
WRAITH FORM
homebrew curses
LIMITATION
curses from 1e
MALICE
CURSE OF WEAKNESS
OWNED
DARKEN
SHADOW TAINT
HUNTED
CRIPPLING
ILL-LUCK
ILL-OMEN
new shadow flaws
Written by Multiple Contributors
SULLEN
fading by robin smallburrow
(elves only)
WAYWARD
UNRULY
FORGETFUL
FAITHLESS
PAROCHIAL
SLOWED
QUARRELSOME
BELLIGERENT
FADED MOROSE
CRAVEN
lure of manipulation
curse of fear
WORRYING
JUDGEMENTAL
NERVOUS
HARD-HEARTED
ANXIOUS
DEVIOUS
FEARFUL
AMORAL
curse of doubt
CONTENTIOUS
FICKLE
custom adversaries
Written by Multiple Contributors
by inculta by gull2112
16 1 3 - 1
100 2 10 - 4
24 1 6 +2 2
Dwarven Warrior
DWARVEN WARRIOR ATTRIBUTE LEVEL
Fierce, Relentless
24 1 6 +1 4
Hobbit Bounder
HOBBIT BOUNDER ATTRIBUTE LEVEL
Swift, Keen
16 1 4 +2 2
90 2 9 - 2
DISASTER
Abilities: Thing of Terror. Every round, all Heroes must make a Shadow
Test to resist 3 points of Shadow (Dread). If a hero fails their Shadow
Test, they are daunted and cannot spend Hope for the rest of the fight.
michebugio
combat attack, it may spend 1 point of hate to make the target’s
Protection test Ill-Favoured .
Hideous Toughness. When an attack inflicts damage to the creature
that would cause it to go to zero Endurance, it causes a Piercing Blow
instead. Then, if the creature is still alive, it returns to full Endurance.
carchelek, by otaku-sempai
Carchelek
Carchelek (Ice-fang) is the result of a mating between a Warg
and a White Wolf. He resembles a huge White Wolf, but his fur
is coarser and light grey instead of white.
RIDDLE
Fell Abilities: Fear of Fire. The creature loses 1 Hate at the start of each
round it is engaged in close combat with an adversary wielding a torch
RIDDLE or other sort of burning item.
Snake-like Speed. When targeted by an attack, spend 1 Hate to make
the attack roll Ill-favoured.
SUCCESS Howl of Triumph. Spend 1 Hate to restore 1 Hate to all other Wargs in
the fight.
Thick Hide. Spend 1 Hate to gain (2d) on a Protection test.
bâlor balanar, the black
wind by lara redleaf
11
90 2 11 +2 3
5
30 1 5 +3 3
20 1 5 +1 3
Raiders
RAIDERS ATTRIBUTE LEVEL
Dirty, Ruthless
12 1 3 +1 2
easterlings (hunkarim) by
halbarad
Hunkarim Raider
HUNKARIM RAIDER ATTRIBUTE LEVEL iarwain rinheleg (dragon) by
Swift, Brutal
3 lara redleaf
IARWAIN RINHELEG [E] [D] ATTRIBUTE LEVEL
Endurance Might Resolve Parry Armour Undead, Huge
11
12 1 3 +1 2
Hunkarim Tarkhan
HUNKARIM TARKHAN ATTRIBUTE LEVEL
Swift, Keen
24 1 3 +2 2
mirkwood hornets by
Combat Proficiencies: Bite 3 (4/14, Seize)
magus76 Fell Abilities: Poison. If an attack results in a Wound, the target is also
poisoned.
20 1 5 +1 2
4
Endurance Might Hate Parry Armour
Ghûl
GHÛL ATTRIBUTE LEVEL
Swift, Stealthy
8 1 2 - 1
Fell Abilities: Hate Sunlight. The creature loses 1 Hate for each round it is
exposed to the full light of the sun.
Denizen of the Dark. All attack rolls are Favoured while in darkness.
Cowardly. At the start of the round, the adversary flees the battlefield
if at zero Hate and is unengaged.
Caragor
GHÛL ATTRIBUTE LEVEL
Swift, Stealthy
16 1 4 - 2
Fell Abilities: Great Leap. Spend 1 Hate to attack any Player-hero, in any
combat stance, including Rearward.
CHAPTER 6
the
world
trade goods in
middle-earth
Written by Glorelendil
exports:
WOOD-ELVES:
WOODMEN:
DWARVES:
MIRKWOOD ELVES:
inns and other places
in dale
Written by Throrsgold
handsome hides
white heather
the buttery
brothers across the sea:
the men of wilderland
Written by Corvo
restoration of dale
Written by Sageryne
momentum
2944 – reconstruction is at its
peak
2945 – reconstruction
completed
the brightlands
Written by Voidstate
taboos
military names
MEN:
WOMEN:
places
BUR WIRIFAS THE CAPITAL:
BUR ANSGEL:
loremaster characters
KING AETHELWARD (THE PUP):
RERTSTAN WOODWALKER:
AVALARD:
fellowship of the red
banner
Written by Woodclaw
history
customs
ire within the darkness
Written by Haugar
1999
“Eldur Vindolk, Eldur Vindolk, Éotheod shame,
Fell winds retreated, Averted was the blight, Grey the bitter morn,
Sorrowful the light.
Eldur Vindolk, Eldur Vindolk, Where does thine shield rest? Eldur
Vindolk, Eldur Vindolk, Where is thine sword blest?
Lo, extinguished the flames of war, Lo, did Death beckon Eldur
Vindolk, Lost was he known as, “Forge’s Roar,” Lost was he
known as, Eldur Vindolk. Eldur Vindolk, Eldur Vindolk,
2026
Where does thine shield rest? Eldur Vindolk, Eldur Vindolk, Where
is thine sword blest?
old lore
2570
2589
2590
branan
HISTORY
POPULATION
GOVERNMENT
DEFENCES
peoples of rhovanion
Written by Halbarad
THE JANGAR
ASSAMAN
the men of dorwinion (the
SAGLAYAN
EMEKHTAR
TARKHAN
DRUSKJA WARRIOR
TIGKIZ
SERJUK
lindon
Written by Otaku-Sempai
upper forlindon
elements of landscape
WILDLIFE
forlindon
INHABITANTS
NOTABLE CHARACTERS
TOTÓRU
WILDLIFE
NOTABLE LOCATIONS
MOUNT RERIR
lower forlindon
gulf of lune
INHABITANTS
WILDLIFE
NOTABLE CHARACTERS
FAERNEN
INHABITANTS
NOTABLE LOCATIONS
MOUNT DOLMED
NOTABLE CHARACTERS
CÍRDAN, LORD OF THE GREY HAVENS
GALDOR, MESSENGER OF CÍRDAN
WILDLIFE
HADORION
BARAD MITHLOND
NOTABLE LOCATIONS
HARLOND
saruman as a good guy
Written by Vidugavia
2463
2759
2793-2799
2800-64 2941
2944 2946
2851
2864-2903
2903-2953
2939
patrons of the first age
Written by Inquisitor
Orodreth, lord de Captain, Champion Fellowship Points points can be spent Recover lost fortresses, eliminate +1
Minas Tirith to make a combat roll favorite enemy commanders, etc.
Cirdan the Messenger, Scholar Fellowship points can be spent to re- Recover hope, preserve knowled- +1
shipwright roll a Sauron result ge of the ages
Melian de Doriath Messenger, Captain Fellowship Points points can be spent Warning free peoples, Inspiring +2
to make a shadow roll favorite them to act
Emeldir, de los Champion, Warden Fellowship points can be spent to Fight the enemy, defend the weak +2
Edain find a men's shelter
Azaghâl, lord of Warden, Treasure Fellowship Points points can be spent Escort valuable items, recover lost +2
belegost Hunter to make a treasure roll favorite treasures
High King Fingol- V4 o W4 o R5 Fellowship Points points can be spent Combatir al enemigo, Explorar los
fin / Fingon (Noldor or house of to make a council roll favorite avances del enemigo +3
Hador)
Turgon V4 o W3 o R4 Only once, a hero can summon the Proteger las tierras, advertir a los +2
(Gondolin) eagles to help him. pueblos libres
Thingol V 3 o W 4 o R4 Fellowship points can be spent to Proteger las tierras, escoltar ele-
(Doriath, Ossiriand, enter Doriath mentos valiosos +2
house of Beor/ Ha-
leth)
Finrod Felagund V 3 o W 3 o R3 Fellowship Points points can be spent Proteger las tierras, recuperar teso-
(Nargothrond, casa to make a lore roll favorite ros perdidos +2
de Beor)
Sons of Feanor Especial (oath) Fellowship Points points can be spent Lealtad a la familia, recuperar teso-
to call them and ask for aid in the ros perdidos +1
limits of their lands
Dain V3oW4oR4 Fellowship Points points can be spent Expandir el reino, escoltar elemen-
(Dwarves) to make a defence/armor roll favorite tos valiosos, recuperar materiales +3
Tumunzahar, Lord V 3 o R 2 (Nogrod) Fellowship Points points can be spent Forjar, escoltar elementos valiosos +2
of Nogrod to make a craft roll favorite
Beor V 3 o R1 (House of Fellowship Points points can be spent Proteger las tierras, defender al
Beor, Doriath) to make a heart based skill roll favori- debil +1
te
Hador V 3 o R1 (House of Fellowship Points points can be spent Combatir al enemigo, defender al
Hador, doriath) to make a strenght based skill roll debil +1
favorite
Halmar W3 o R 1 (House of Fellowship Points points can be spent Proteger las tierras
hadar, Noldor) to make a wisdom based skill roll +1
favorite
Gil-Galad V3 o W3 o R2 Fellowship Points points can be spent to Eliminar amenazas, encontrar
(Gondolin) make a battle roll favorite información oculta o secreta +2
Egalmoth (House W 3 + R1 Fellowship Points points can be spent to Proteger los accesos a la ciu-
of the heavenly (gondolin) make a ranged attack roll favorite dad +1
arch)
Galdor (house of V 3 + R1 (gondolin Fellowship Points points can be spent to Explorar los movimientos del +1
the tree) o Doriath) make a melee roll favorite enemigo
Glorfindel (house W 3 + R1 Fellowship Points points can be spent to Combatir al enemigo
of the Golden (gondolin) make a Valour roll favorite +1
Flower)
Ecthelion (House V 3 + R1 Fellowship Points points can be spent to Proteger las tierras +1
of the Fountain) (gondolin) make a defence/armor roll favorite
Maeglin (house of V 3 + R1 Fellowship Points points can be spent to encontrar información oculta +1
the mole) (gondolin) make a stealth roll favorite o secreta
Salgant (house of W 3 + R1 Fellowship Points points can be spent to Proteger al señor +1
the Harp) (gondolin) make a song roll favorite
Duilin (House of W 3 + R1 Fellowship Points points can be spent to Proteger las tierras +1
the Swallow) (gondolin) make a ranged attack roll favorite
Tuor (House of the V 3 + R1 (Elfos o Fellowship points can be spent to re-roll Proteger al débil
White Wing) casa de Hador o a Sauron result +1
gondolin)
Penlod (house of V 3 + R1 (gondolin Fellowship Points points can be spent to Proteger el conocimiento +1
the tower of snow) o aguilas) make a wisdom roll favorite
Rog (house of the V 3 + R1 Fellowship Points points can be spent to Forjar +1
hammer of wrath) (gondolin) make a craft roll favorite
Earendil y Elwing V3 o W3 + R 1 Fellowship Points points can be spent to Combatir al enemigo, Inspirar +2
(elfos) make a battle roll favorite a los pueblos a actuar
Eol Especial (Materiales Fellowship points can be used to talk Forjar, encontrar información oculta +1
raros) and ask for advice from Eol o secreta
Telchar (Nogrod) Especial (Armas y Fellowship points can be used to talk Forjar, utilizar aleaciones especiales +1
armaduras) and ask for advice from Telchar
Celebrimbor Especial (Joyas y Fellowship points can be used to talk Forjar, crear elementos de gran +1
anillos) and ask for advice from Celebrimbor belleza
Rog (ver Gondolin)
the origin of the petty
dwarves
Written by Lofar
ruined waystation
landmark
Written by DanW
rumour
THE WAYSTATION
old lore
THE FARMSTEAD
BREE-LANDER BANDITS
locations
dunlending scouts
buried treasure
CHAPTER 7
strider mode
strider mode wilderland
and rohan patrons
Written by Aerendir
Fee 3 Treasure
** If the companion is mounted the steed is wounded instead. Companions
defence is reduced to his on foot defence if dismounted OR if below the on
foot defence, defence is lowered by 1.
WARRIOR (NOVICE) *** Companions become Wounded when their Defence reaches 0 (see p101).
**** As a general rule, use these results when the Adversary is engaged
ATTRIBUTE VALUE(S) with the Player-hero.
Key Skills AWE / BATTLE
Defense 3 RECOVERING DEFENCE
Attacks Spear, 4
Fee 2 Treasure
WARRIOR (MERCENARY)
ATTRIBUTE VALUE(S)
additional patrons
Key Skills AWE / BATTLE
Defense 4
Attacks Longsword, 5
Fee 3 Treasure Lady Galadriel and Lord Celeborn
FELLOWSHIP BONUS : 0
WARRIOR (VETERAN)
ATTRIBUTE VALUE(S) ADVANTAGE : Blessings of the Lord and Lady
Key Skills AWE / BATTLE
Defense 5 Each fellowship phase Player-heroes may remove 1
additional shadow during spiritual recovery.
Attacks Great Axe, 7 Furthermore, if the Player-heroes choose the meet
Fee 4 Treasure patron undertaking they may all acquire one of the
following items to aid them until the next fellowship phase:
Elven woven cloaks - Stealth is favoured. If
already favoured, instead gain (1d) .
simplified combat for Lembas bread - reduce fatigue gained on
Journeys by 1 (minimum 1)
companions Elven brooch - each Player-hero may change one
result to a once per session.
oracle companion
Written by MDuckworth
1 Plains
adversary Generator
2 Forest
3 Hills
4 Mountains Nature
5 Lake/River
SUCCESS DIE RESULT
6 Settlement/Ruin
1-2 Evil Men
Hint 1: 3-4 Orcs/Trolls
5 Fell Beasts
4 Undead
Threat
Hint 2:
ROLL RESULT
generator
Skill Groups
1 Personality
2 Movement
3 Perception
4 Survival
5 Custom
6 Vocation
Categories
1-2 Strength
3-4 Heart
5-6 Wits
Risk Level
ROLL RESULT
Foolish
1-5 Hazardous
6-10 Standard
ENCOUNTER EXAMPLE
A 2/1 is rolled, indicating Athletics based skill challenge. This
cue may indicate overcoming a physical barrier like a swift river.
Player(s) can also Craft a raft, or Explore for a ford or fallen
tree to cross, etc.
Note
CHAPTER 8
APPENDICES
appendices
APPENDIX A. MAPS OF BELERIAND (BY INQUISITOR)
APPENDIX B. VTT STANCE AND ROLL MAT (BY REVMECH)
APPENDIX C. LOREMASTER CHARTS (BY RAFAMIR)
APPENDIX D. FELLOWSHIP SHEET (BY YXOLO)
APPENDIX E. CUSTOM CHARACTER SHEET (BY JEZ GORDON)
APPENDIX F. COMBAT STANCE TRACKERS (BY FRIENDLY NAZGÛL)
APPENDIX G. MIDDLE EARTH HEX TRAVEL MAP (BY DARRENKITLOR)
APPENDIX H. SIMPLE CHARACTER SHEET (BY LLBLUMIRE)
APPENDIX I. BLANK ADVERSARY CARDS (BY DARRENKITLOR)
APPENDIX J. MOVEMENT RULES (BY INQUISITOR)
APPENDIX K. KINGDOMS AND LANDS RULES (BY INQUISITOR)
APPENDIX L. FIRST AGE ADVENTURES (BY INQUISITOR)
APPENDIX M. 3 ADVENTURES (BY ROTN)
APPENDIX N. WEATHER CHARTS (BY INQUISITOR)
APPENDIX O. TROUBLE IN CHETWOOD (BY SHIPS COMPUTER)
APPENDIX P. HEX TRAVEL MAPS (BY CIRCLEOFNOMS)
APPENDIX Q. COMBAT HELPER (BY POZOJ)
APPENDIX R. ITEMS TEMPLATE (BY RAFAMIR)
APPENDIX S. FIVE PREGENERATED ADVENTURERS (BY PARIAH)
APPENDIX T. TWO ADVENTURES (BY WILL AT THE WORLD’S END)
APPENDIX U. CHARACTER CREATION CHEAT SHEETS (BY HUNTERGREEN)
APPENDIX V. MEATHEAD, THE TROLL ARENA (BY WAGOO)
APPENDIX W. A CRAGGY TALE (BY DANW)
APPENDIX X. ARMS FOR THE FISHER QUEEN (BY MODALITY)
APPENDIX Y. VIRTUAL TABLETOP AID SHEETS (BY SUPERSTITIOUSSALT)
APPENDIX Z. CARANOST, THE RED FORT, THE VERTICAL CITY (BY WAGOO)
APPENDIX AA. AN ARTEFACT MOST PECULIAR (BY MR. BOWLING)
appendix a
two maps of
beleriand
by inquisitor
appendix b
loremaster reference
charts
by rafamir
loremaster’s
RAFAMIR’S UNOFFICIAL
L
charts v 1.7
ONERING
THE
™
• FREE LEAGUE •
TABLE OF CONTENTS v 1.7
ONERING
THE
™
• FREE LEAGUE •
RAFAMIR’S QUICK GUIDE TO
1I. CHOOSE A CULTURE Pages 32-43 2II. CHOOSE A CALLING Pages 44-46
See the two-page spread on your Heroic Culture to: Refer to the chart below and select two Favoured Skills from the three listed.
§ Record your Cultural Blessing. FAVOURED SKILLS DISTINCTIVE
CALLING & DESCRIPTION (PICK TWO) FEATURE
§ Determine your STRENGTH, HEART, and WITS.
CAPTAIN: When the world is on the brink of ruin, it is the duty of all Battle, Enhearten, Persuade Leadership
§ Set your Target Numbers to 20 minus each value.
individuals of worth to rise and take the lead, whatever the risk.
§ Calculate your Endurance, Hope, and Parry.
§ Record your Skill and Combat Proficiency ratings. CHAMPION: There is but one way to oppose the return of the Shadow, Athletics, Awe, Hunting Enemy-lore
and that it is to conquer it by strength of arms.
§ Choose a Name, Age, and two Distinctive Features.
MESSENGER: To keep hope, we must travel to distant lands, carry Courtesy, Song, Travel Folk-lore
tidings, and warn that all who fight the Enemy must be as one.
V.
5 STARTING REWARD AND VIRTUE Page 51
SCHOLAR: Yellowed maps and songs of ages past bring curiosity and Craft, Lore, Riddle Rhymes of Lore
Record VALOUR and WISDOM scores of 1 and select wonder, and illuminate the way for you and those who listen to your advice.
a Reward and a Virtue from the lists below.
TREASURE-HUNTER: Hoards of stolen gold and jewels, guarded by Explore, Scan, Stealth Burglary
STARTING REWARDS Page 79 fell beasts, beckon all who dare to find them and recover what is lost.
1. Close-fitting (armour or helm) — Add +2 to the result of your PROTECTION roll.
WARDEN: As shadows grow deeper, you have sworn to defend all who Awareness, Healing, Insight Shadow-lore
2. Cunning Make (armour, helm or shield) — Reduce your Load rating by 2.
cannot defend themselves, even if it means forsaking civilized areas.
3. Fell (weapon) — Raise the Injury rating of a weapon by 2.
4. Grievous (weapon) — Raise the Damage rating of a weapon by 1.
5. Keen (weapon) — Attack rolls score a Piercing Blow on a 9+. 4 STARTING GEAR Pages 47-50, 72 3 SPEND PREVIOUS EXPERIENCE Page 46
6. Reinforced (shield) — Raise a shield’s Parry bonus by +1.
Select War Gear, Useful Items, and Mount. Spend 10 points to raise any starting ability levels.
STARTING VIRTUES Page 80 STANDARD USEFUL COMBAT
1. Confidence — Raise your Hope by 2. OF LIVING ITEMS MOUNT VIGOUR LEVEL TO ATTAIN SKILL PROFICIENCY
2. Dour-handed — When spending a T, add +1 to damage Frugal 1 None ——
on a Heavy Blow and +1 to the Feat Die on a Pierce.
Common 2 An old horse, or a 1
3. Hardiness — Raise your Endurance by 2.
half-starved pony
4. Mastery — Choose two Skills and make them Favoured.
5. Nimbleness — Raise your Parry rating by 1.
Prosperous 3 A decent mount 2
6. Prowess — Reduce one Attribute TN by 1. Rich 4 A fine beast 3 ——
THE
RAFAMIR’S UNOFFICIAL BY FREE
LOREMASTER CHARTS FOR LEAGUE
Pages 16-21
WHEN TO ROLL: A roll should be considered exclusively if the action or its goal falls into one of the following instances:
DANGER: If the action is dangerous, and the KNOWLEDGE: If the action aims to obtain MANIPULATION: If seeking to influence one
adventurer incurs a risk from failing. information that is not immediately available. or more uncooperative Loremaster characters.
SPECIAL SUCCESSES: Players can specify what DEGREES OF SUCCESS: A roll that succeeds HOPE BONUS: An adventurer about to make a
their superior result means by spending (either by achieving its Target Number or with die roll can spend 1 Hope to gain (1d).
T icons rolled to trigger special results a rune) and produces one or more T icons is
from the table below. If a roll produced an outcome of a superior quality. INSPIRATION: An adventurer can invoke a
multiple T icons, they are normally used to DISTINCTIVE FEATURE (for Skill rolls only),
§ A single T makes a roll a Great Success.
achieve multiple special results, such as or certain Cultural Virtues, to become Inspired.
§ A roll with two or more Ts qualifies as an
assisting a Companion and doing it silently. Extraordinary Success. § An INSPIRED adventurer using a Hope
Bonus gains (2d) instead of (1d).
SKILL SPECIAL SUCCESS TABLE
SUPPORT: An adventurer may make an
SPEND A T TO… DESCRIPTION
effort to help a Companion who is making
Cancel a Failure If a Skill roll involves multiple players, you help another Player-hero who failed; the failed roll is considered a Skill roll, spending 1 Hope to grant an
a success.
additional (1d) to their roll. Giving Support
Score Additional If an action requires multiple successes to be achieved, you score 1 additional success. to one’s FELLOWSHIP FOCUS grants (2d).
Success
MAGICAL SUCCESS: An adventurer who
Gain Insight You gain additional information, not necessarily related to the task at hand. For example, while helping a
has a magical talent or relevant artefact can
sick individual with a HEALING roll you discover the trace of poison. Or you spot a sentry while sneaking
into a ruin with a roll of STEALTH.
spend 1 Hope before a Skill roll to achieve
an automatic success. Only roll the Success
Go Quietly You achieve your goal noiselessly or without otherwise attracting attention.
dice, disregarding their sum, to check for
Make Haste You complete the attempted task in a shorter time (about half the expected time). higher degrees of success. Magical successes
Widen Influence You can influence more than the specific number of subjects originally targeted by the action. As a general
allow actions impossible to achieve without
rule, each Success icon spent corresponds to one additional subject or group of subjects. For example, magical aid, but may unsettle or arouse
following a roll of INSIGHT, you spot a second person acting suspiciously at an inn; a roll of ENHEARTEN suspicion in folk not used to such feats,
aimed to affect half a dozen individuals allows you to influence a full dozen. who may misinterpret them as dark sorcery.
THE
RAFAMIR’S UNOFFICIAL
LOREMASTER CHARTS FOR ONE RING BY FREE
LEAGUE
UNCONSCIOUS: Adventurers whose Endurance is reduced to zero DYING: Adventurers who receive a second Wound when already
drop unconscious, and wake up after one hour with 1 Endurance Wounded, or roll an on their Wound severity roll, must receive
point (unless they are also Wounded). a HEALING roll within 1 hour or die. Success means they are now at
1 Endurance. If Wounded, add 10 days (minus First Aid) to recovery.
SHORT REST: Once per day, adventurers may rest for at least one
hour to regain lost Endurance points equal to their STRENGTH wound severity
rating. (Wounded adventurers do not recover any points at all.) FEAT DIE SEVERITY EFFECT
PROLONGED REST: After a night’s sleep, adventurers recover all Moderate Injury The blow received was violent enough to expose
lost Endurance points (or a number of Endurance points equal to you to the risk of worse consequences if injured
again, but no real lasting damage was inflicted. At
their STRENGTH score if their Wounded box is checked). They the end of the combat you will recover fully in a
also regain a single point of Hope if they are at zero Hope. matter of hours (remove the Wounded box check).
HOPE Pages 20-22, 71, 137 Severe Injury The value indicates how many days it will take for
the injury to mend (write the result in the Injury
HOPELESSNESS: Adventurers become Miserable when their Shadow box on the character sheet).
score equals or exceeds their current Hope. Rolling an on the Grievous Injury You are knocked unconscious with zero Endurance
Feat die now produces an automatic failure. If their Shadow score and are now Dying (as if Wounded twice).
equals their maximum Hope, all their rolls become Ill-favoured, and
they can only get rid of Shadow by suffering a bout of Madness. FIRST AID Page 101
FELLOWSHIP POOL: During the Adventuring Phase, whenever the A successful HEALING roll reduces severity of an injury by 1 day,
Company is resting, they can spend any number of Fellowship plus 1 day for each T rolled (to a minimum of 1 day). If it fails, a
points to recover an equal number of Hope points (players must HEALING roll cannot be repeated until at least a day has passed, as
agree how to distribute them). Fellowship points are fully refreshed the failure of the treatment isn’t immediately apparent. Wounded
at the end of each gaming session. adventurers, if conscious, may attempt the roll to heal themselves.
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Pages 137-142
Adventurers gain Shadow in many ways to represent the burden of the struggle with the Enemy and his terrible minions. During the Adventuring
Phase, they may gain Shadow points as a consequence of their actions, and then may reduce or shed them by making a Shadow Test (see below),
by strengthening their resolve and taking a Shadow Scar (see Harden Will, p137), or by Spiritual Recovery during a Fellowship Phase.
SOURCES OF SHADOW: When witnessing distressing events or facing terrible foes shakes adventurers’ determination, then the source of Shadow
points is Dread; if they take possession of precious or powerful objects, they may be tempted by Greed; if they fall victim of dark magics they
have to resist the effects of Sorcery; finally, if they are committing despicable actions, they taint their conscience with Misdeeds.
MADNESS: When accumulated Shadow equals an adventurer’s Hope SHADOW TESTS: Adventurers roll a Feat die plus a number of Success
rating, they become ill-favoured and can only get rid of Shadow by dice equal to their VALOUR or WISDOM, depending on the source of
playing out a bout of madness. Players describe how their adventurers Shadow, against their HEART or WITS TN respectively. Passing the
lose control for a short period of time, doing something their hero will test reduces Shadow points gained by 1, plus 1 for each T rolled.
later regret. The bout of madness must occur during the current Adventuring sources of shadow
Phase, else the adventurer leaves the Company and is retired from the game.
DREAD: Adventurers roll VALOUR when they face a creature out of the darkest pits of Mordor, enter a
SHADOW PATH: Once the madness passes, Shadow points return to place blighted by an ancient curse, or experience the terrible power of the Enemy directly. See page 138.
zero, but the adventurer advances a step on their Shadow Path and
GREED: Adventurers roll WISDOM to avoid being corrupted by their own desire whenever they put their
acquires a Flaw determined by their Calling. Once they have acquired all hands on gold and precious objects tainted by lying in the dark for a long time.
four Flaws, the next time their Shadow reaches maximum Hope, they are taken
out of play, succumbing to madness (or for Elves, sailing to the Uttermost West). SORCERY: Adventurers roll WISDOM to reduce or cancel the effects of dark magic. Gaining Shadow
points from Sorcery often has additional negative effects.
USING FLAWS: The Loremaster should apply the effects of a Flaw
MISDEEDS: Adventurers who commit an act that is essentially wrong or nefarious, even if for a noble
whenever an adventurer’s performance can be made worse by it. If a goal, may gain Shadow without a Shadow Test and should usually be warned first by the Loremaster. Killing
Skill can be plausibly affected by a Flaw, the roll is made ill-favoured. adversaries with a Resolve rating may constitute a misdeed (see HATE VS RESOLVE, p143).
#1 Spiteful Grasping Resentful Haughty Troubled Idle Abusing your authority or deliberate cruelty 2
#2 Brutal Mistrustful Arrogant Scornful Wavering Forgetful Theft, plunder, oathbreaking, cowardice, or treachery 3
#3 Cruel Deceitful Overconfident Scheming Guilt-ridden Uncaring Torture, killing harmless folk or a surrendered foe 4
#4 Murderous Thieving Tyrannical Traitorous Fearful Cowardly Murder, taking action in the service of the Enemy 4 + 1 Scar
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Pages 118-123
Unlike the Adventuring Phase, here the Loremaster follows as players narrate in detail what their heroes do and elaborate their stories and ambitions.
While not necessarily limited to activities with a direct game effect, their undertakings must not introduce new background information better
suited to an Adventuring Phase, such as exploring a location they have never visited before or meeting personalities they have yet to encounter.
SET DURATION: A Fellowship Phase should last a minimum of one week to UNDERTAKINGS
as long as an entire winter season (Yule) to represent time adventurers spend
relaxing or busying themselves with their own personal work or studies. GATHER RUMOURS (free for Companies with a Warden)
Receive a rumour from the Loremaster that may prove useful in the Company’s adventures.
CHOOSE DESTINATION: The players decide where the Company will spend
the Fellowship Phase, choosing a place they have already visited within a MEET PATRON (free for Companies with a Messenger)
Meet one of the Company’s friends and allies when spending the Fellowship Phase in a location
reasonable distance from where they were adventuring. The journey itself where that individual can be found, and if the Patron is available for a meeting.
takes place ‘behind the scenes’ unless players wish to play out the details. In
most cases, the Company disbands for the Yule Fellowship Phase as each member
PONDER STORIED AND FIGURED MAPS (free for Companies with a Scholar)
returns home to be with family and folk. Until the next Fellowship Phase, add +1 to all Feat die rolls made on the Journey Events Table.
CHANGE USEFUL ITEMS: Players are free to change their adventurer’s Useful RECOUNT A STORY Replace a Distinctive Feature with a new trait, choosing one that you
Items, respecting the number allowed by their current Standard of Living. displayed in the narrated episode, either from the list on page 67 or one of your own creation.
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Players earn two types of Experience points – Skill points and Adventure points – at the end of each session or at the end of the Adventuring
Phase. During the Fellowship Phase, they can spend these points to improve their adventurers’ abilities or acquire new ones, recover from the effects
of the Shadow, and prepare a worthy successor to take their place in due time (by choosing the RAISE AN HEIR undertaking during a Yule Fellowship
phase). Players record Skill points and Adventure points on their character sheet. Unused points can be saved for a future Fellowship phase.
EXPERIENCE
training ACCRUING POINTS: Players earn 3 Skill points and 3 Adventure Points growth
New Skill Level Skill for every gaming session they attend, assuming a three-hour session. New Combat Wisdom Adventure
Attained Point Cost For a more granular rate (p57), figure1 Skill point and 1 Adventure Rank or Valour Point Cost
point per hour of play (or 1.5 points of each type per hour, if a group -
covers a lot of ground quickly). Note that at Yule, each adventurer also
earns bonus Skill points equal to their WITS. 2
TRAINING: Players hone their adventurers’ abilities by spending Skill 3
points to gain a new or additional rank in any of their Skill ratings.
4
GROWTH: Players manifest the confidence, respect, and combat ability
their adventurers gain through their accomplishments by spending 5
Adventure points to gain or add a new rank in one or more Combat
Proficiencies and to gain a new rank in either VALOUR or WISDOM. 6
SPIRITUAL RECOVERY
RESTORING HOPE: During a non-Yule Fellowship phase, adventurers DEFYING THE SHADOW: If the preceding Adventuring Phase resulted
regain Hope equal to their HEART score. At any time, adventurers in a positive outcome in the fight against the encroaching Shadow, the
whose Shadow total does not yet match their maximum Hope score Company’s efforts do not seem wasted and restore their faith in a brighter
may HARDEN WILL (p137) to replace all current Shadow with a future. All members of the Company get to remove Shadow points:
single Shadow Scar, which acts as a permanent Shadow point.
◊ 1 point if their efforts marginally interfered with the return of the Shadow
HEARTH AND HOME: At Yule, adventurers return home and regain all ◊ 2 points if they actively hindered or damaged the Enemy
Hope points. If they select the HEAL SCARS undertaking, they may also ◊ 3 points if the Company’s feats gained the attention of the Dark Lord or
spend 5 Adventure points to remove one Shadow Scar (p121). one of his servants
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Pages 108-114
PRELIMINARIES: Using the Player's map, the Company shows the Loremaster the route they intend to follow from where they are at the
start of the journey to the location chosen as their destination. The Loremaster determines the precise route on the Loremaster map,
accounting for terrain, and counts hexes other than the starting hex to determine journey length. One adventurer serves as the Guide,
while the rest fill the other three Journey Roles – Scout, Look-out, and Hunter – doubling up roles or sharing them as needed.
MARCHING TESTS: The Guide rolls TRAVEL. If successful, the first event occurs 3 hexes away
EVENT TARGET
(plus 1 for each T); if it fails, the event occurs 2 hexes away (1 hex away in Autumn or Winter).
DIE Roll TARGET SKILL TEST
DETERMINE TARGET AND EVENT: Roll a Success die on the Event Target table. Then roll a
Feat die on the Journey Event table to determine the consequences. The roll is Favoured if the
event takes place in Border Lands, unmodified in Wild Lands, and Ill-Favoured in a Dark Land.
RESOLVE THE EVENT: One adventurer in the targeted role rolls the named Skill (possibly with
Support from another covering the same role). For
JOURNEY EVENT
an event in Hard Terrain, lose (1d) on the Skill test;
for one along a road, gain (1d). The ‘target’ for DIE Roll EVENT CONSEQUENCES FATIGUE
negative Consequences is the adventurer who made Terrible Misfortune If the roll fails, the target is Wounded.
the roll (and anyone who gave Support as well).
Despair If the roll fails, everyone in the Company gains 1 Shadow
Record any Fatigue gained on the Journey Log.
point (Dread).
FURTHER EVENTS: Roll another Marching Test if
Ill Choices If the roll fails, the target gains 1 Shadow point (Dread).
the Company has yet to reach its destination.
Mishap If the roll fails, add one day to the length of the journey,
JOURNEY ROLES and the target gains 1 additional Fatigue.
Short Cut If the roll succeeds, reduce the length of the journey by
one day.
Joyful Sight If the roll succeeds, all Company members regain 1 Hope.
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Page 111
PRELIMINARIES: To qualify as a council, a meeting must be a formal gathering during which the stakes are high and from whose outcome the
Company stands to win or lose something valuable. Before a Council begins, the Company should agree on what they hope to achieve from it.
§ To achieve their goal in a council, the Company must achieve a number of successes matching the Resistance value set by the Loremaster in
step 1, within a time limit (a limited number of attempts) established in step 2. Consequences flow from the rolls made in step 3.
Pages 143-144
Pages 158-160
HOARD VALUE: Roll 1-3 Success dice as indicated and multiply Greater Old hoard, Dwarf-hoard 2 Success dice Roll Feat die four times
the result by the number of heroes in the Company. This value Marvellous Ancient hoard, Dwarven city’s 3 success dice Roll Feat die six times
treasure trove, or dragon-hoard
in Treasure points represents an unspecified amount of silver,
gold, and gems. For more specificity, use the Precious Objects
Table to craft one or more unusual finds, assigning each one MAGICAL TREASURE TABLE:
Treasure points out of the total generated for the Hoard. DIE ROLL NATURE OF THE FIND DESCRIPTION IF FOUND ON AN
1-3 Marvellous Artefact Enchanted object graced by Gain 1 Shadow (Greed)
CARRYING CAPACITY: Adventurers increase their Load by 1 for a single Blessing
each point of Treasure, Marvellous Artefact, or Wondrous Item
4-5 Wondrous Item Enchanted object possessing Gain 2 Shadow (Greed)
they carry. Weapons and armour add their usual Load. two Blessings
magical treasure 6 Famous Weapon or Weapon or suit of armour of Gain 3 Shadow (Greed)
Armour superior make
After the Company has apportioned shares of the treasure, roll
Feat dice to determine if anything of exceptional quality was PRECIOUS OBJECTS TABLE:
found. For each or result, roll on the Magical Treasure
Table to find out exactly what each piece is.
1 Jewel (single gem) 1 Pearl 1 Mannish, Westernesse
Pages 160-162
Finding a magical item should represent a major turning point in a campaign with definite consequences on a hero’s future. Having a list detailing
all magical items that can become part of the campaign allows the Loremaster to check exactly what has been brought to light when a Magical
Treasure roll yields a or . Marvellous Artefacts and Wondrous Items should also be rare and unique, lest their worth be diminished for players.
PARAMETERS: When compiling a Treasure Index, include as many Marvellous Artefacts as desired and specify precisely the number and nature of
any Wondrous Items and Famous Weapons and Armour to be found (ideally, 1-3 Wondrous Items and 1-3 pieces of war gear per adventurer).
Hope to achieve a Magical Success with that Skill (see page 21). 4-5 Wondrous Item Enchanted object possessing Gain 2 Shadow (Greed)
two Blessings
◊ An object’s capabilities may not be readily apparent upon
discovery and may require a player choosing the Study Magical 6 Famous Weapon or Weapon or suit of armour of Gain 3 Shadow (Greed)
Armour superior make
Items undertaking during a Fellowship Phase to ascertain them.
blessings tables:
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LUMINESCENCE RUNE-SCORED
e This weapon’s blade shines with a pale, cold light when Bane creatures are nearby and the Company d e The bearer ignores the effects of being Weary or Miserable when rolling an attack with this
automatically succeeds on all rolls to avoid being ambushed by such creatures. weapon.
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PRELIMINARIES: To qualify as a council, a meeting must be a formal gathering during which the stakes are high and from whose outcome the
Company stands to win or lose something valuable. Before a Council begins, the Company should agree on what they hope to achieve from it.
§ To achieve their goal in a council, the Company must achieve a number of successes matching the Resistance value set by the Loremaster in
step 1, within a time limit (a limited number of attempts) established in step 2. Consequences flow from the rolls made in step 3.
fellowship sheet
by yxolo
appendix e
custom character
sheet
by jez gordon
appendix f
(2 versions)
by friendly nazgûl
appendix g
middle-earth hex
travel map
by darrenkitlor
appendix h
simple character
Culture Calling
Wealth S.O.L.
Distinctive Features
strength tn
Axes
Bows
Spears Rewards
val.
Swords
Awe
heart tn
Enhearten
Healing
Battle
wits tn
Scan
permenant injuries
and other notes
days
Back Engaged Forward–Open–Defensive Rearward
Patron Additional advantage
Callings
Fellowhip Points
Travel role
Travel role
Travel role
Travel role
Travel role
movement rules
by inquisitor
•
•
appendix k
rpg)
by inquisitor
0 -5 home roll and -2d
battle/fight
0,5 -2 pitched home and -1d
battle/fight
1
1,25 +2 home roll
Type Construction time
Tower 3 + 1d6 years
fortified hall 5 + 1d6 years
small castle 6 + 1d6 years
Castle 8 + 1d6 years
Fortress 12 + 1d6 years
•
•
0-20 -5 0-10 -5
21-30 -2 11-20 0
31-40 -1 21-30 1
41-50 0 31-40 3
51-60 1 41-50 1
61-70 2 51-60 0
71+ 5 61+ -5
Trees
Pine trees
Cypress
Oak
lainimit
Lebethron
Usamiti
Training Race
rookies Men
trained
veterans Nandor
Elite Sindar
Heroes Noldor
archers
Chivalry
Garrison
Infantry
Militia
Warships
Special
mercenaries
armor level
•
•
•
•
•
appendix m
3 short adventures
by rotn
WRITTEN BY
A R
ART
K H . .
LAYOUT
N S
AMON SÛL
W HEN
The company must be in or nearby Amon Sûl in the year
T.A 1409.
W HERE
The adventure begins in or nearby the watch tower of
Amon Sûl, in Cardolan.
W HAT
The Witch King and his host of orcs and other dark
creatures attack and besiege the watch tower and
eventually break through and raise it to the ground. One
of the great seeing stones, a Palantir, is located in the
tower and must be saved from falling into the hands of
the enemy. The company will be asked by the king,
Arveleg I himself, to get the stone to safety in Arthedain.
They will be joined by one of the king's men, Arantil,
who has the stone with him, and they must make sure he
gets out alive and is escorted to Fornost.
W HY
Amon Sûl is the main defensive outpost and with it gone
the Witch King can destroy the land of Cardolan.
WRITTEN BY
A R
ART
K H . .
LAYOUT
N S
LHÛN
WHEN
This series of events takes place between T.A 1970 and
the last part ends in 1975 when prince Eärnur of
Gondor and his army arrive to attack the witch king of
Angmar and save the northern kingdoms of his people.
You can spread out the three parts with some time in
between them and play through some fellowships
phases or runt it more tight nit and run them more
closely. If you spread them out, make sure that rumours
about the ghost come to Riverhall before they
encounter Orwald.
WHERE
In the northern parts of the river Lhûn in a rivermen
settlement by the name of Riverhall. Riverhall can be
placed anywhere by the banks of the river Lhûn, as long
as it is not too close to Lindon since the rivermen did not
have any settlements in those parts.
WHAT
The witch king of Angmar has sent out his orcs to these
parts to make sure that the rivermen are kept weak and
cannot strengthen or aid Arthedain in any way. The orcs
start to pillage and burn and in doing so awake a long
dead spirit resting in his tomb. The spirit does not make
a difference between the orcs and the men living in
these parts and people start to disappear.
WHY
The ghost's tomb gets disturbed by the orcs ravaging
another rivermen village just north of Riverhall and the
anger of the ghost getting disturbed in his slumber is
taken out on all creatures in the area nearby its tomb.
WRITTEN BY
A R
ART
K H . .
LAYOUT
N S
ERED LUIN
WHEN W HAT
Anytime during the T.A, but preferably during its The dwarves know that there are lost halls of their
more tumultuous times of Angmar, but it works people up in the northern parts of Ered Luin, and
just as well in the later part of the T.A when the they want to find out more, and then rebuild and
denizens of Angmar once again start spreading repopulate them if possible. There are in fact
chaos throughout Eriador and the ruins of the three lost halls. Kuhn Olihn, Kuhn Tharim and
north. This can be connected and played before Kuhn Lodahr. These halls have all been infested
the adventures in The Ghost of Lhûn, making it with goblins, orcs and trolls, but now lie empty,
into a smaller campaign. It must then be set five to except for one creature that drove them all out,
ten years before T.A 1970, but this is easily The hunter in shadows, an enormous vampire
adjusted. wolf of the first age, a spawn of Carcaroth and
Thuringwethil.
WHERE
A company of dwarves visit Riverhall and ask for W HY
the rivermens help in getting up to the northern The dwarves seek gold and other precious metals
parts of the river Lhûn so that they can access a and from what they have found out, these lost
hall they believe to be located in the northern halls were full of both gold and other riches. They
parts of Ered Luin . Traveling along the river is a are prepared to pay a handsome reward to the
much easier and less dangerous way to travel than ones willing to take them by boat up north.
to go through the dense forests that lay beneath
the foothills of the mountain where orcs, trolls
and other foul creatures dwell.
ERED LUIN
weather charts
by inquisitor
appendix o
trouble in chetwood
by ships computer
OVERVIEW
ARCHET
RUMOR With fewer than twenty or so cabins and
“There’s wolves... and then there’s wolves. The households built in along the southern boughs of
Chetwood’s an old forest, though mayhaps not as the Chetwood, the small and sleepy town of
great as the Mirkwood beyond the Misty Archet makes their living off of the forest that
Mountains. It’s always had its share of wolves – gives them Shelter. The first person they should
and when the times are lean or the weather hard, encounter is Fitch Talltree, the town’s Forrester
they’ll make trouble for us that live near the eaves and de-facto leader.
of the forest. But mark my words, there’s All the way from Bree and into Archet, your walk was
something foul and mysterious about the beasts uneventful – small, but maintained paths helped mark the
that have been prowling as of late. I heard there’s way, or elsewise you’d never have guessed there was a town
a warg, as tall as a Bull and twice as fierce, come here at the edge of the Wood. As you approach, you see a
down from the mountains to create his kingdom man dressed in rough leather armor nailing a notice to a post
here. We caught one of his lieutenants in a by the town’s gate.
hunter’s snare and were able to draw out the
beast’s name before the trapped thing snapped its The notice is a bounty for the head of the
own neck, trying to escape: Hrulfnir, the Bull.” Warg known as Hrulfnir – and the man nailing up
the notice is the Forrester himself. This is a fine
time to introduce the party with a Council
challenge against the Forrester.
OLD LORE
“Wolves were not always driven to evil – though
they have always been a violent race. But when a
pack gets taken over by one of those Shadow-
touched wargs from the mountains, there’s no
telling what end of mischief and mayhem they
might cause. Wargs possess a low-cunning and a
hatred of men – sometimes they work with goblins
and their kind when it suits them, and when their
bellies grumble for the taste of man-flesh.”
v
FITCH TALLTREE, FORRESTER OF
ARCHET
Fitch Talltree is a tall, sturdy man. His father’s line
have all been Forresters of Archet and he took
over after his father died saving his life from a troll.
He is a serious, no-nonsense fellow with little time
LOCATIONS for pleasantries and formalities. His biggest
This series of adventures take place in and around priority is the protection of his town and he’s wary
the Chetwood, Archet, Bree, and the surrounding of strangers that bring ill-omens and bad news
areas. Because of the relative short distances from outside.
between locations, the party is not likely to get
drawn into many lengthy journey segments – so I
advise using shorter journeys and asking for a Hold it right there, if you please. I’m Forrester Talltree, and
check each day, to set the proper pacing and keep I protect Archet. I’ve not seen any of you around these parts
the players wary and weary of the dangers of this before – so you’ll be explaining yourselves and your presence
old woodland realm. here before you go another step. Well? Out with it!
2
OVERVIEW
INTERACTIONS
Allow the players to be creative in their use of
skills to help plead their case before Talltree. All of
the examples on p 107 could be useful, but here
are some others that might also be effective:
3
GOADED TO WAR
A TENSE NEGOTIATION
The local bandits, known as the Blackwolds, are
engaged in a heated debate with some wolves from
Hrulfnir’s fell pack. The two groups have managed
to chase and tree a merchant that was along the
East Road on his way from Bree. The wolves want
to eat the man, but the bandits want him alive to COUNCIL OF WOLVES
be able to rob him again later. The players could If the players successfully track the Warg to its lair
rush in and start a combat – or they could cause – or if the Warg stalks the Players through their
more mischief playing the sides against each other. failures – they will find themselves surrounded by
30 or more fierce wolves. Out from the crowd will
step Hrulfnir, speaking in a twisted, hateful tongue.
GOBLINS AND GUBBINS Set this up as a Council - the Warg wants to
The Blackwolds have been getting supplies from destroy Archet and the heroes – but he will
some “Friends” up north. A handful of goblins entertain parley with the party if they are clever
and orcs are trudging through the wood pulling a and strong. He will not let the players escape
cart covered with a tarp to disguise their cargo. without them making some sort of precious
Inside the cart is a shipment of foul, dangerous sacrifice – or without afight. He’d accept a trial of
weapons meant to help the Blackwolds in their bid combat in accordance with the laws of the pack –
to overrun Archet – it’d be a real shame if the cart single combat, wolf vs. player – winner would live,
never arrived. the loser would die.
If single-combat is taken, encourage the other
players to come up with ways of supporting their
friend – and allow them to spend hope and actions
during the combat that set up their friend for
success, but punish Sauron’s and failures harshly.
For Hrulfnir, I used the stats of a Wolf
Chieftan, but gave him 2 wounds before he passed
and hideous strength. I also allowed the wolves
surrounding the combat to howl and sing terrible
songs that helped Hrulfnir recover hate points, to
make the fight a bit more dangerous – and allowed
the players a chance to do similar for their friend.
HUNTERS, HUNTED
Sometime during their hunting and tracking the
wolves, the party’s lookout notices that they’re
being stalked. A successful AWARENESS check
will thwart the ambush and set the party aware
before the strike comes. Either way, 2 wolves per
party member come at them and try to deal with
the heroes quickly. If the battle goes badly, the
wolves will retreat to tell Hrulfnir of their failure –
which will enrage the warg into attacking Archet
directly.
4
appendix p
combat helper
by pozoj
COMBAT TASKS
On a successful roll all opponents with Might 1 are made Weary on their next attack roll.
If the roll produces a single Success icon , then also all adversaries with Might 2 suffer the same penalty.
If the roll produces two Success icons or more, the penalty is applied to all adversaries in the fight.
Fighters keeping an Open stance may attempt to rally their comrades when the battle is wearing them
out. Only one Player-hero may choose to Rally Comrades in any given round.
On a successful roll, all members of the Company fighting in a Forward stance gain (1d) on their attack
rolls in the following round. If the roll produces a single Success icon , then also all those fighting in
Open stance gain the same bonus. If the roll produces two Success icons or more, the bonus is applied
to all Player-heroesfighting in a close combat stance.
A Player-hero assuming a Defensive stance may choose to protect another hero fighting in a close combat
stance.
To do so, the acting player makes a BATTLE roll as the
main action for the round.
On a successful roll, the next attack aimed at the protected Player-hero lose (1d), plus another (1d) for
each Success icon rolled.
Player-heroes fighting in a Rearward stance may take the time to aim carefully and get a clearer shot at
their targets withtheir ranged weapons.
On a successful roll, the attacker gains (1d) on their next ranged attack, plus another (1d) for each
Success icon rolled.
SPECIAL DAMAGE
Multiple Success icons can be used to trigger different results, or the same one multiple times.
You have hit your opponent with great force and precision — Spend 1 Success icon to inflict to your
adversary an additional loss of Endurance equal to your STRENGTH rating. Raise the loss of Endurance
by an additional +1 if you are using a 2-handed weapon.
You exploit your successful attack to place yourself in an advantageous position— Spend 1 Success icon to
modify your Parry rating for the round by +1 using Axes and all Brawling weapons, +2 using Swords, and
by +3 using Spears.
You have hit a less-protected part of the adversary’s body — Spend 1 Success icon to modify the Feat die
numerical result of your attack by +1 if using Swords, +2 if using Bows, and by +3 if using Spears — thus
possibly triggering a Piercing Blow ( and results are unaffected).
You bash your opponents with your shield, pushing them back — If your STRENGTH is greater than the
target’s Attribute Level, spend 1 Success icon to push back your target. The adversary is inflicted a penalty,
losing (1d) for the length of the round (in the rare case this special damage is triggered multiple times, it
must be employed to push back different opponents).
appendix r
items template
by rafamir
Item Name
Start with the backstory of the item … Who made it, why, where, out of
what materials, etc.
Describe how to activate the item’s effects … e.g. When consumed before
battle, this wine induces a cold, heartless fury, banishing fear and
instilling a ferocity that fortifies the spirit against the stress of close
combat. You gain the following benefits:
◆ Current Hope increases by 1 point.
Symbols
◆ When rolling for Wound Severity, treat a 10 as a .
Include any limitations … e.g. You must take a Prolonged Rest before
you can benefit from the wine’s effects again.
Screen-ready Version
Item Name
Start with the backstory of the item … Who made it, why, where, out of
what materials, etc.
Describe how to activate the item’s effects … e.g. When consumed before
battle, this wine induces a cold, heartless fury, banishing fear and
instilling a ferocity that fortifies the spirit against the stress of close
combat. You gain the following benefits:
◆ Current Hope increases by 1 point.
Symbols
◆ When rolling for Wound Severity, treat a 10 as a .
Include any limitations … e.g. You must take a Prolonged Rest before
you can benefit from the wine’s effects again.
Printable Version
appendix s
five pre-generated
adventurers
by pariah
appendix t
2 adventures
by will at the world’s end
appendix u
character creation
cheat sheets
by huntergreen
BARDINGS
The Bardings are Northmen of noble origins hailing from Wilderland, far off to the east. They rebuilt their
city of Dale from its ashes after the slaying of the Dragon Smaug and they earned a new prosperity trading
with nearby kingdoms of Elves and Dwarves. Each year, Barding merchants reach new faraway lands, as
they look outside their borders to expand their trade and influence. Sometimes, warriors follow in their wake,
hoping to prove their mettle against worthy adversaries, inspired by their King’s slaying of the Dragon.
Standard of Living: Prosperous (90 treasure, 3 Useful Items, decent horse with Vigour 2)
Callings
Calling Favoured Skills: Choose Two Distinctive Feature Shadow Path
Captain BATTLE, ENHEARTEN, PERSUADE Leadership Lure of Power
Champion ATHLETICS, AWE, HUNTING Enemy-lore* Curse of Vengeance
Messenger COURTESY, SONG, TRAVEL Folk-lore Wandering-madness
Scholar CRAFT, LORE, RIDDLE Rhymes of Lore Lure of Secrets
Treasure Hunter EXPLORE, SCAN, STEALTH Burglary Dragon-Sickness
Warden AWARENESS, HEALING, INSIGHT Shadow-lore Path of Despair
Cultural Blessing: Furious: When you are Wounded, all your Attack rolls and Protection rolls are
Favoured.
Standard of Living: Common (30 treasure, 2 Useful Items, half-starved horse with Vigour 1)
Callings
Calling Favoured Skills: Choose Two Distinctive Feature Shadow Path
Captain BATTLE, ENHEARTEN, PERSUADE Leadership Lure of Power
Champion ATHLETICS, AWE, HUNTING Enemy-lore* Curse of Vengeance
Messenger COURTESY, SONG, TRAVEL Folk-lore Wandering-madness
Scholar CRAFT, LORE, RIDDLE Rhymes of Lore Lure of Secrets
Treasure Hunter EXPLORE, SCAN, STEALTH Burglary Dragon-Sickness
Warden AWARENESS, HEALING, INSIGHT Shadow-lore Path of Despair
Standard of Living: Common (30 treasure, 2 Useful Items, half-starved horse with Vigour 1)
Callings
Calling Favoured Skills: Choose Two Distinctive Feature Shadow Path
Captain BATTLE, ENHEARTEN, PERSUADE Leadership Lure of Power
Champion ATHLETICS, AWE, HUNTING Enemy-lore* Curse of Vengeance
Messenger COURTESY, SONG, TRAVEL Folk-lore Wandering-madness
Scholar CRAFT, LORE, RIDDLE Rhymes of Lore Lure of Secrets
Treasure Hunter EXPLORE, SCAN, STEALTH Burglary Dragon-Sickness
Warden AWARENESS, HEALING, INSIGHT Shadow-lore Path of Despair
*Enemy-lore: Choose Evil Men, Orcs, Spiders, Trolls, Wargs, or Undead.
Bree-Hobbits
There are many families of Hobbits spread among the vilalges of the Bree-land, especially in Staddle. These
Bree-hobbits are of course closely related to their neighbors in the Shire – indeed, to most Big Folk, it is
impossible to tell the difference (unless one makes the mistake of asking one of the Hobbits, in which case get
comfortable – you are in for a long talk about family trees, obscure legal issues, and exceedingly minute
cultural differences.)
Standard of Living: Common (30 treasure, 2 Useful Items, half-starved horse with Vigour 1)
Callings
Calling Favoured Skills: Choose Two Distinctive Feature Shadow Path
Captain BATTLE, ENHEARTEN, PERSUADE Leadership Lure of Power
Champion ATHLETICS, AWE, HUNTING Enemy-lore* Curse of Vengeance
Messenger COURTESY, SONG, TRAVEL Folk-lore Wandering-madness
Scholar CRAFT, LORE, RIDDLE Rhymes of Lore Lure of Secrets
Treasure Hunter EXPLORE, SCAN, STEALTH Burglary Dragon-Sickness
Warden AWARENESS, HEALING, INSIGHT Shadow-lore Path of Despair
Cultural Blessing: Redoubtable: Halve the Load of any armour you’re wearing (rounding up),
including helms but not shields.
Standard of Living: Prosperous (90 treasure, 3 Useful Items, decent pony with Vigour 2)
Callings
Calling Favoured Skills: Choose Two Distinctive Feature Shadow Path
Captain BATTLE, ENHEARTEN, PERSUADE Leadership Lure of Power
Champion ATHLETICS, AWE, HUNTING Enemy-lore* Curse of Vengeance
Messenger COURTESY, SONG, TRAVEL Folk-lore Wandering-madness
Scholar CRAFT, LORE, RIDDLE Rhymes of Lore Lure of Secrets
Treasure Hunter EXPLORE, SCAN, STEALTH Burglary Dragon-Sickness
Warden AWARENESS, HEALING, INSIGHT Shadow-lore Path of Despair
Cultural Blessing: Elven-skill: If you are not Miserable, you can spend 1 point of Hope to achieve
a Magical Success on a skill roll.
Callings
Calling Favoured Skills: Choose Two Distinctive Feature Shadow Path
Captain BATTLE, ENHEARTEN, PERSUADE Leadership Lure of Power
Champion ATHLETICS, AWE, HUNTING Enemy-lore* Curse of Vengeance
Messenger COURTESY, SONG, TRAVEL Folk-lore Wandering-madness
Scholar CRAFT, LORE, RIDDLE Rhymes of Lore Lure of Secrets
Treasure Hunter EXPLORE, SCAN, STEALTH Burglary Dragon-Sickness
Warden AWARENESS, HEALING, INSIGHT Shadow-lore Path of Despair
*Enemy-lore: Choose Evil Men, Orcs, Spiders, Trolls, Wargs, or Undead.
Elves of Mirkwood
Also called the Wood-elves, the denizens of Northern Mirkwood are the followers of Thranduil the Elvenking.
They are a reclusive folk, considered by many to be less wise or ambitious than Elves of nobler lineage, just
because they seem content to rejoice in leading hunts and holding feasts, even under the threat of what lurks
in the darks of Mirkwood. In truth, it is this love for Middle-earth and their hope of reclaiming the entire
forest from the Shadow of Dol Guldur that has made them staunch fighters, dedicated to resisting the
encroaching darkness, either alone or side-by-side with trusted allies.
Cultural Blessing: Folk of the Dusk: When in a forest or at night, you can spend 1 point of Hope
to achieve a Magical Success on a skill roll.
Callings
Calling Favoured Skills: Choose Two Distinctive Feature Shadow Path
Captain BATTLE, ENHEARTEN, PERSUADE Leadership Lure of Power
Champion ATHLETICS, AWE, HUNTING Enemy-lore* Curse of Vengeance
Messenger COURTESY, SONG, TRAVEL Folk-lore Wandering-madness
Scholar CRAFT, LORE, RIDDLE Rhymes of Lore Lure of Secrets
Treasure Hunter EXPLORE, SCAN, STEALTH Burglary Dragon-Sickness
Warden AWARENESS, HEALING, INSIGHT Shadow-lore Path of Despair
*Enemy-lore: Choose Evil Men, Orcs, Spiders, Trolls, Wargs, or Undead.
High Elves of Rivendell
Imladris has long served as a secret refuge for the High Elves, and the time is coming for them to challenge
the Enemy once more. They are not afraid, but they are sorrowful, for they are few in number and have seen
much tragedy over the long years. But they will not forsake Middle-earth, and will stand against the
returning darkness. Some are ancient Elf-lords, great in wisdom and lore, but some follow the example of
Elladan and Elrohir and venture forth in search of adventure. Some are so young that they haven’t witnessed
the ruin and destruction wrought by the Shadow in their lifetime.
Cultural Blessing: Elven-wise: If not Miserable, you can spend 1 point of Hope to achieve a
Magical Success on a skill roll. In addition, add 1 point to one Attribute of your choice.
Standard of Living: Prosperous (90 treasure, 3 Useful Items, decent horse with Vigour 2)
Callings
Calling Favoured Skills: Choose Two Distinctive Feature Shadow Path
Captain BATTLE, ENHEARTEN, PERSUADE Leadership Lure of Power
Champion ATHLETICS, AWE, HUNTING Enemy-lore* Curse of Vengeance
Messenger COURTESY, SONG, TRAVEL Folk-lore Wandering-madness
Scholar CRAFT, LORE, RIDDLE Rhymes of Lore Lure of Secrets
Treasure Hunter EXPLORE, SCAN, STEALTH Burglary Dragon-Sickness
Warden AWARENESS, HEALING, INSIGHT Shadow-lore Path of Despair
*Enemy-lore: Choose Evil Men, Orcs, Spiders, Trolls, Wargs, or Undead.
Hobbits of the Shire
Hobbits are a small and merry folk, possessing a love for time-honoured traditions and respectable ways,
and a strong dislike for anything out of the ordinary. If Hobbits had their way, the days would go by in an
unchanging world, as they have since anyone can remember. At least in their land, the Shire. But since the
return of Mr. Bilbo Baggins from his adventures with a group of Dwarves and a traveling Wizard, something
has changed. Stories about remote lands have started to circulate among Hobbits of a more adventurous
sort. And with every year, another one or two discreetly disappear to go and have adventures.
Cultural Blessing: Hobbit-sense: Your WISDOM rolls are Favoured, and you gain (1d) on all
Shadow tests made to resist the effects of Greed.
Standard of Living: Common (30 treasure, 2 Useful Items, half-starved pony with Vigour 1)
Callings
Calling Favoured Skills: Choose Two Distinctive Feature Shadow Path
Captain BATTLE, ENHEARTEN, PERSUADE Leadership Lure of Power
Champion ATHLETICS, AWE, HUNTING Enemy-lore* Curse of Vengeance
Messenger COURTESY, SONG, TRAVEL Folk-lore Wandering-madness
Scholar CRAFT, LORE, RIDDLE Rhymes of Lore Lure of Secrets
Treasure Hunter EXPLORE, SCAN, STEALTH Burglary Dragon-Sickness
Warden AWARENESS, HEALING, INSIGHT Shadow-lore Path of Despair
*Enemy-lore: Choose Evil Men, Orcs, Spiders, Trolls, Wargs, or Undead.
Rangers of the North
The Rangers of the North are a secret people, severely diminished in number with the passing of a thousand
years. They wander in disguise among the ruins of what was once their kingdom of Arnor, tirelessly
patrolling its many paths and roads. While the year have lengthened, the task of the Rangers has always
been the same: to keep the folk of Eriador free from care and fear. They labour secretly, keeping to
themselves, and rarely giving their names to the travellers they save or to the folk whose farms they guard at
night, when evil things come out from dark places.
Cultural Blessing: Kings of Men: Add 1 point to the Attribute of your choice.
Callings
Calling Favoured Skills: Choose Two Distinctive Feature Shadow Path
Captain BATTLE, ENHEARTEN, PERSUADE Leadership Lure of Power
Champion ATHLETICS, AWE, HUNTING Enemy-lore* Curse of Vengeance
Messenger COURTESY, SONG, TRAVEL Folk-lore Wandering-madness
Scholar CRAFT, LORE, RIDDLE Rhymes of Lore Lure of Secrets
Treasure Hunter EXPLORE, SCAN, STEALTH Burglary Dragon-Sickness
Warden AWARENESS, HEALING, INSIGHT Shadow-lore Path of Despair
*Enemy-lore: Choose Evil Men, Orcs, Spiders, Trolls, Wargs, or Undead.
Woodmen of Wilderland
The Woodmen of Wilderland are frontiersmen of the North, sharing their heritage with the Bardings. They
live in sparse, isolated villages and homesteads surrounded by wooden stockades, built along the borders of
the great forest, or in the valleys to the west of the river Anduin. Threatened by the shadow of Dol Guldur and
what lurks in the depths of the Mirkwood, the Woodmen are hunters and trackers of wild animals, battling
Orcs and Spiders in self-defence. The Wizard Radagast, one of the Wise of Middle-earth, has chosen to live
amongst the Woodmen since time immemorial, taking residence in Rhosgobel. A master of shapes and a
tender of beasts, his teachings have proven invaluable for the forest folk.
Callings
Calling Favoured Skills: Choose Two Distinctive Feature Shadow Path
Captain BATTLE, ENHEARTEN, PERSUADE Leadership Lure of Power
Champion ATHLETICS, AWE, HUNTING Enemy-lore* Curse of Vengeance
Messenger COURTESY, SONG, TRAVEL Folk-lore Wandering-madness
Scholar CRAFT, LORE, RIDDLE Rhymes of Lore Lure of Secrets
Treasure Hunter EXPLORE, SCAN, STEALTH Burglary Dragon-Sickness
Warden AWARENESS, HEALING, INSIGHT Shadow-lore Path of Despair
*Enemy-lore: Choose Evil Men, Orcs, Spiders, Trolls, Wargs, or Undead.
Previous Experience
Skill Level To Attain: Cost Combat Proficiency Level To Attain: Cost
From none to 1 point From none to 2 points
From to 2 points From to 4 points
From to 3 points From to 6 points
From to 5 points
Patrons
Favored
Patron Callings Pts Additional Advantage Agenda
Balin, son Captain, +1 Spend Fellowship to make a combat roll Reclaim lost strongholds,
of Fundin Champion Favoured. eliminate enemy
lieutenants, etc.
Bilbo Treasure Hunter, +2 Raise Fellowship by +1 when choosing the Meet Recover lost lore and lost
Baggins Scholar Patron undertaking to visit Bilbo. things.
Círdan the Messenger, +1 Spend Fellowship to roll again all dice in a roll. Rekindle hope, preserve
Shipwright Scholar Choose the Meet Patron undertaking to receive a the lore of the Ages.
rumour.
Elrond Scholar, Warden +1 Greatest of Lore-masters: By choosing the Meet Protect the land, preserve
Halfelven Patron undertaking to visit with Elrond, you the legacy of the Ages.
additionally apply a modifier of +1 to all Feat die
rolls made to determine Journey Events, and you
learn all there is to be discovered about the
qualities of all Marvellous Artefacts and
Wondrous Items in the Company’s possession.
Gandalf Messenger, +2 Spend Fellowship to make a Shadow Test Warn the Free Peoples,
the Grey Captain Favoured. inspire them to action.
Gilraen, Champion, 0 Resolve Journey Events within the old realm of Fight the Enemy, defend
daughter Warden Arnor as if in a Border Land. Choose the Meet the weak.
of Dírhael Patron undertaking to receive a rumour.
Saruman Scholar, Treasure 0 The Voice of Wisdom: You can spend Fellowship Study the arts of the
Hunter points to obtain a Magical Success on Awe, Enemy, research Ring-
Persuade, or Riddle rolls. Additionally, at the end lore.
of a Council you can spend a number of
Fellowship points to add an equal number of
successes to its outcome.
Tom Warden, +2 Spend all your Fellowship to call Tom or Protect the land, find and
Bombadil, Treasure Hunter Goldberry’s intervention anywhere in Tom’s preserve what was buried.
Goldberry country.
War Gear
WEAPON DAMAG INJURY LOAD PROFICIENC NOTES
E Y
Unarmed 1 - 0 Brawling* Includes throwing stones; cannot cause a
Piercing Blow.
Dagger 2 14 0 Brawling*
Cudgel 3 12 0 Brawling*
Club 4 14 1 Brawling*
Short Sword 3 16 1 Swords
Sword 4 16 2 Swords Cannot be used by Hobbit
Long Sword 5 16 (1h)/18 (2h) 3 Swords Can be used 1 or 2 handed; cannot be
used by Hobbit
Short Spear 3 14 2 Spears Can be thrown
Spear 4 14 (1h)/16 (2h) 3 Spears Can be used 1 or 2 handed; can be thrown
Great Spear 5 16 4 Spears 2-handed; cannot be used by Dwarves or
Hobbits
Axe 5 18 2 Axes
Long-hafted Axe 6 18 (1h)/20 (2h) 3 Axes Can be used 1 or 2 handed; cannot be
used by Hobbit
Great Axe 7 20 4 Axes 2-handed; cannot be used by Hobbit
Mattock 7 18 3 Axes 2-handed; cannot be used by Hobbit
Bow 3 14 2 Bows Ranged weapon
Great Bow 4 16 4 Bows Ranged weapon; cannot be used by
Dwarves or Hobbits
*Brawling uses a proficiency level equal to one less than your best proficiency.
arena
by wagoo
Maethad, the Troll Arena
Rumour
“Do you really want to hear about the north and east? What a horrible decision. They’ve got
places so full of dangers that you’re probably going to die out there. Things they’ll do to you will
make you wish that you’d hurry up and die. It’d take some madman able to win without fighting
to not find your body pulverized into multiple bloody pieces!”
Old Lore
“Even Trolls can have a desire to practice their crafts. The Witch-King, aware of this, fostered
the sentiment among those ensnared by his power, and created a place where a Troll could
become the deadliest it could ever be. Here they learnt cunning, here they learnt treachery, and
here they learnt to know the Enemy and themself. Many a variety called it home, from intelligent
survivors of the First Age to those who had just stepped out of their caves and knew nothing of
speech. Gondor and Lindon, their powers combined, took special care to raze this training
ground to the bare earth, but even the earth shaped at will can prove useful to a creature of Stone.
Do not speak lightly of places where these mockeries gather.”
Background
Maethad, in the southeast of Angmar (specifically in the hex northeast of the 2 in the Ettendales
Perilous Area), is the closest equivalent Trolls in the Third Age have to a school in Eriador.
Everything that happened here focused on battle, strategy, and tactics, so that Angmar could field
large forces that could end sieges and strike terror in the hearts of Men. It proved itself very
successful until Lindon put together a force to counter the graduates- one may know how to
conquer without being able to do it, as the Trolls found out painfully in Angmar’s final century.
Unfortunately, Lindon was unable to locate Khurrákh, the Master of Maethad. A particularly old
Troll even when the Arena opened, she recognized the onrush of a conquering force is like the
bursting of pent-up waters into a chasm a thousand fathoms deep, and chose to slip away. She
did not sit idle in the thousand years since Angmar’s fall; deep within the wastes of the
Forodwaith, Khurrákh found others of her kind- Gertheryg, the Horror-trolls.
When Mt. Doom erupted once more, Khurrákh was unable to resist the urge to travel south. Yet
she knew full well two things: maneuvering with an army is advantageous; with an undisciplined
multitude, most dangerous. She returned to Maethad, and with her Gertheryg instructors, fellow
Troll labour, and bargained Hill-men labour, worked to rebuild the Troll Arena. If operation
continues… well, even the Wise wish to not dwell on Trolls well-versed in the Art of War.
Journey Events
Maethad is painful to get to; the difficulty of the Grey Wastes and the Valleys of Dreadful
Horror aside, one must practice the divine art of subtlety and secrecy to not get caught.
Mercifully, there’s little reason to go to Maethad except to destroy the place when ready. But
travelling too close may bring a nasty surprise… as Maethad could instead go to the heroes. Any
Revelation Episode had in the Ettenmoors, Ettendales, or Southeastern Angmar will result in a
group of Ettins [half as many as the heroes, rounding down; Adversary Conversion, pg. 9] rising
up out of their disguise as random boulders and attempt to grab all of the party, as Mountain
Trolls [One less than each hero; Adversary Conversion, pg. 8] will rush in to knock out and
disarm their opponents (perhaps literally, depending on the Loremaster). They are led by a
Horror-troll calling himself Shakop, and he is intelligent enough for speech to tell the Fellowship
what awaits them as training dummies at Maethad. In such a scenario, the goal is to escape
before your first day of training begins!
Whether dragged along the ground by Trolls to be used for practice or doing their best to
stay hidden, there is no life here outside of the massive mockeries calling it home. Any food or
water the fellowship brings in with them will be all they have, and there is nothing that could be
considered friendly in these lands. The fellowship will at first see signs of massive boulders and
stonework dragged across the ground towards their destination, creating odd gravel paths and
deep ditches. The ground is especially open and empty when they are a day out from Maethad.
On the second day (if the Sun can be tracked in such a place), they will see a very rickety citadel,
with cloths draped all over to act as a roof to block the Sun. It is built with massive boulders
piled atop each other, yet there are signs for those well-versed in stonecraft that smaller, finer
hands were used as well; Hill-men were used to restore the fortress, complete with their bones
being in the walls sometimes. Maethad is raised on a hill. This is very open ground, and the
fellowship will need to take extra care to not be noticed on their approach.
Map
SIDEBAR: Destroying Maethad
In the locations listed here, there will be three spots of structural weakness, usually
marked by cracks in the wall and bones sticking out of them. The Men of Rhudaur were
threatened by the Horror-trolls if they did not assist in the rebuilding, but they did not do as good
a job they could as a minor revolt- if the player beats on these points hard enough with a pick,
mattock, or a blunt yet large weapon, they could break it, and result in the entirety of Maethad
collapsing into a pile, including the Trolls’ Warren in the foundations.
How the heroes learn this is up to the Loremaster. Any approach, from interviewing
Rhudaran tribes until finding the ones who built it, to scan rolls along the walls highlighting their
importance, or even just asking Glorfindel about the last time he went near the area could work.
Every table will have a different solution to this. The important part is that the players should
know they do not need to slay Khurrákh to destroy Maethad.
Locations
1. Gates East and West
Maethad has only two proper entrances. Sloping upwards at a decent incline on opposite
sides are two entrances. Once, they had gates, but now they are open to the air. The West
Gate is manned by two Common Hill-trolls [Adversary Conversion, pg. 8], but stepping
through the gate puts you in the line of sight of two statues salvaged and brought from
elsewhere, and will instantly alert all Gertheryg to your presence. The East Gate is little
better- there’s only one Common Hill-troll there, and only one statue unable to cover all of
the entrance. Climbing up the shabbily put-together walls with Athletics is also an option,
albeit requiring six successful rolls to do so. The fall will put you into a dying state on the
fourth, and instantly lethal on the fifth.
Two of the weak points needed to be broken are found along the outer side of the exterior
wall; one halfway around the circle near the Precipitous Heights, and one aligned near the
Entangling Ground.
2. The Ring of Terrains
Hugging the inners side of walls are various kinds of terrain. Trolls are practicing what they
have learned, from battles between each other for supremacy (that one of the Gorthorog will
step in to stop before any permanent damage occurs), practicing drills, and even trying to
make simple tools, like a stone bucket.
a. The Accessible Terrain is flattened ground. It’s a backup space for when the Central Pits
are too full or preoccupied. There are no modifiers for combat here.
b. The Entangling Ground is muddy, and can easily get your boots or feet stuck. Movement
is difficult, and can only allow the changing of stances every other round. Trolls are
honing their mobility here, but they have just as hard a time moving as the Fellowship.
c. Temporizing Grounds are a smooth flat surface- so smooth, in fact, that everyone on here
suffers -1d to all Body skills, including in combat. Trolls are more easily convinced to do
anything other than squabble when squabbling itself is a hassle.
d. Narrow Passes are set up to be thin halls open to the sky in a decently sized maze. Trolls
can only walk through here single file, and they will engage in trying to knock and walk
over each other to pass when they collide. If not for the ability of the Trolls to climb atop
the walls and look down on the maze, this would be the perfect point to make a stand.
(There actually is such a point as well, meant to simulate underground combat. There is
no lighting, and there’s enough width for two heroes to fight in melee.)
e. Precipitous Heights are an athletics course meant to test nimbleness just as much as
strength. Stairs take you up, and from there you have to leap and climb your way through.
There are even massive chains that Trolls can occasionally find themselves on swinging
out of the Ring and towards the pools in the center. Three Athletics rolls will get you
across, while a Scan Roll after the first jump can reveal a chain that can swing you
through a window into Khurrákh’s Tower, Lugkhurrákh.
f. The Great Distance is where all sorts of other tasks play out. Aside from a rock throwing
range (though with the exception of Cave-trolls, most are more likely to just punch
boulders in the correct direction) There is also open drilling and exercises, and even a few
tents for subjects that require staying out of the light. Quite a few Gertheryg can be found
here instructing. There’s quite a lot of wordless communication.
The Horror-trolls
When the captain is weak and without authority, the result is utter disorganization. Khurrákh
knows this, but she regards her trainees and kin in the Gertheryg too much. Slaying one
Horror-troll (perhaps by waiting it out and ambushing him in the rare moment he’s alone)
will cause Khurrákh to hunt the Fellowship down. Once Khurrákh falls and sunders the earth,
Maethad will be abandoned, and Trolls will be far less of a danger.
a craggy tale
by danw
A Craggy Tale
#TOR
queen
by modality
ARMS FOR THE
After the plates have been cleared away and
the Player-heroes are packing pipes and
pouring the last jug of brown beer, Butterbur
FISHER QUEEN hands over a letter sealed with wax and
bearing Gandalf's mark.
An adventure from @modality.
As you read the letter, you can hear Gandalf's
Gandalf is organizing the disparate peoples of curt but warm voice, and you each recall a time
Minhiriath and Enedwaith around the new when he came the aid of you or your kin.
ruler of Lond Daer, Queen Nimue. In order to
bolster Lond Daer's defense and prestige, Gandalf's Letter
Gandalf is gathering supplies to outfit the
knights of Lond Daer. THE PRANCING PONY, BREE
Where: The adventure begins in Bree, and the I hope this evening finds you all well, or at the very
action takes them to Tindailin least, full! I apologize for my absence, but there is
business which requires my immediate attention.
What: The Player-heroes gather materials to
make cloth for the Knights of Lond Daer. You may have heard tale of new queen coronated in
a land far to the south of Bree. Her Grace is called
Why: All the heroes have responded to an Nimue, and her throne sits in Lond Daer, a city of
invitation from Gandalf to meet at the Inn of old where the Greyflood meets the sea. The men
the Prancing Pony in Bree for an adventure who dwell there have little wealth, but they are
promising treasure and glory. rich in bravery, honor, and hope.
Who: The key characters in this tale are: Here is the task. I have arranged to outfit the
Queen's Knights with equipment worthy of their
• Gandalf, the Patron skill and ambition. The elves of Tindailin are
weaving a strong and fine fabric to use in their
• Randur, the Elven Scholar livery, and a company of Dwarven merchants will
soon arrive there with a shipment arms. Retreive of
• Linaith, the Weaver these effects! The most curteous Butterbur has
• Fjoli, the Dwarven Caravan-master agreed to keep them until such time as they can be
delivered.
This adventure can be used as the beginning of
a campaign set in Eriador for a company of any To this end, seek out Linaith the weaver, in the
composition. Remember that Gandalf, as a village of Tindailin, near Sarn Ford.
patron, grants +2 Fellowship points and allows
the Company to spend Fellowship to make To make yourself recognizable, I have enclosed a
Shadow Tests Favoured. This can help to token which identifies you as couriers and heralds
defray some of the Shadow gain from the of the Queen. I am sure we will meet in the next
Barrow Wight. season when your task is complete.
The door to chamber 3 is swollen and stuck On a stone bier rests a wooden coffer heavy
fast, but the Barrow Wight can open it silently with Silver Ingots. On either side of it is an
without issue. If the players make noise, such Ancient Vase. A statue of a man of Westernesse
as by moving stones around on the floor, they is missing its head. It is wearing a Cursed
must succeed at an AWARENESS check or be Ancient Cunning Mail-shirt.
surprised.
The Barrow Wight
Player heroes who succeed at a SCAN check to
search the room for traps or hidden doors find It is clad in black iron mail. Two pinpricks burn
a small pushable plate about waist high in the within its helmet like a cruel mockery of starlight,
center of the secret door on the east. The stone tracing after-images in your vision as it advances
door swings open with a grinding sound, toward you, reaching with a cruel claw and raising
revealing a library containing water-logged an ancient sword. Despite the armor, its movement
tomes, of which the following are salvageable: is silent, the hallmark of all undead. But you can
Dark Mages of Rhudaur, Petty-dwarves of the hear its ragged breathing.
Trollshaws, and The Cleansing of Creb-durga.
Old Lore
“Once, Caranost was one of Cardolan's most populated cities, rivalling the capital of Dol Ernil.
Its memory lays in the careful carving out of the interior of its hills, an irrigation system, and an
innovative understanding of mathematics and physics… and the pride that a Dwarf never
handled the stones. It was spread out just as much atop and below the two hills it rests upon as it
was its sides. Ultimately, the Vertical City fell to a siege of Angmar. Those who did not escape
were slaughtered, but the love of the Star-Crossed, may they wander together, fought back
against the sorceries of the Witch-King. No spirits haunt this place, and time has been the only
harm since. If there are any treasures left, they are well-hidden indeed.
Background
Caranost once had songs sung of how it was home to higher spires than Annuminas. Those spires
have fallen, and now it is a thick, sturdily constructed monument to the South Kingdom of
Cardolan. What grew from a fort became an architectural marvel of the North, even earning
respect from the Dwarves of the Blue Mountains (Khazad-dûm, in comparison, saw it as a cute,
childlike construction). It had the same makeup as any city in those days, but a not insignificant
amount of the nobility of Arnor, and later Cardolan, wished to have a spectacular view of a
Princely House within the Western Hill. The rest lived in dark halls burrowed into the hills,
candlelight to guide them. The sprawl once spread off the hills as well, but fires from the armies
of Angmar and the ravages of time mean that only the core of the Vertical City remains.
Two groups of tomb robbers*, one from the Bree-Land and one from Tharbad, teamed up to
explore the heart of Caranost, in the Princely Houses. Their timing was ill, for a party of Orcs
and Wargs had come too. Ash and Búrzgul want to occupy the ruins, and if they cannot turn it
into a throne for the Orcs and have its name take on a more sinister purpose, then they are to
gather all the treasure they can to be brought back to the dens of the Howling Hills.
*They actually haven’t taken anything from a tomb, but they have taken goods from a city that
had every man, woman, and child slain by Angmar. Whether or not this makes them tomb
robbers from the dead or adventurers finding Treasure is up to each player, character, and
Loremaster to decide. Any decision is valid.
Journey Events
On a clear day with little fog, as one wanders the end of the South Downs away from the
Greenway, they will spot smoke rising in the distance. Climbing the top of a hill will confirm
two plumes, coming from a distant set of hills close together. In reality, these are not campfires,
but Orc-fires, ventilated from deep in the city to the surface.
They will find signs of a large party passing through here- disturbed clearings, remnants of
campfire pits, and filled latrine ditches. But there is also clear evidence that as this path becomes
easier going that it was flattened by a much larger group making its way. A Scan roll, done when
investigating any of these notable points are found, reveals Orc arrows and Warg teeth (woe
betide the fool who doesn’t pass the Lore test to recognize its origins!), and if Hunting is done,
the corpse of one of the robbers has been broken and stripped of most flesh, the bones having
been extensively gnawed and sucked of all marrow. The atrocity requires a Valour test to avoid
gaining 2 Shadow.
Map
Locations
1. The Artifact Field
The open area surrounding Caranost looks akin to a grassy field that could be found nestled in
the rest of the South Downs. The Enemy is in the details; those who succeed at an Explore toll
will find something left by the tomb robbers. Finding something from before the fires claimed
the city is an ill-favoured roll; a remnant of a piece of equipment from the armies of the Witch-
King can be found with a favoured roll, with a value of 1 Treasure if taken. You will gain a point
of Shadow if you do- ill advice, if this place is not haunted.
An ill-favored Explore Roll with two Tengwars (both spent for the roll and rolling a six) will
eventually cause the party to find a patch of land where their feet sinks surprisingly deep, despite
not being muddy in the slightest. Should the favoured Athletics roll then pass, the party is able to
dig swift enough to eventually break into the Restored Exit!
2. The Golden Stair
Dyed, painted, and colored to shine magnificently in the Sun, the Golden Stair was the main
entrance to the heart of Caranost. Now, it is just a muddy brown, a few carvings on the seps
surviving the ravages of time. A Lore roll will make it clear that it tells the story of Caranost's
construction, and how the people walk up and down, not forwards. Some of the stone work has
become loose; a failed Athletics roll given once during the climb will result in the loss of 1
Endurance. This can be blown out of proportion later at the Failing Bridge.
This Gatehouse has nothing inside it- the stone is all that remains, and the metal of the portcullis
has turned completely to rust. But there is more than meets the eye- if one were to check in the
room inside the wall surrounding Caranost proper, a Scan roll would reveal a very loose wall.
Knocking it over, be it by tackling it or by slowly pushing, will reveal Annie Oakley.
Annie, when interviewed (calm soothing words are needed here- Enhearten and Riddle could do,
while the standoffishness of Courtesy and the aura of Awe will fail) is grateful to have someone
here that isn't an Orc. She'll tell of how her group from Tharbad had come here looking for
riches, only to have another group from Bree come the next day. The two leaders met outside,
and agreed to work together in order to find anything still hidden. Both were getting along fine
well enough, and no arguments had occurred. Their teamwork bore fruit; all seven of them were
able to find enough artifacts and riches that with each taking a fair share, they would all be very
well-off in their lives if they were smart about it. Then the Orcs and Wargs arrived, attacking in
the night. Annie fled, but not before learning that the tomb robbers were to be killed in
celebration of setting off to bring all their riches to their master- they could still be alive. When
finished talking, she will immediately restore the wall, with her last words being that in two
days, she will flee this place if there are no signs of her fellow tomb robbers.
This was once how Caranost wished to present and wow others in the days of Arnor; it was a
busy market in Cardolan, all sorts of cloths covering the sky and making this area just as covered
as below. As the party makes their way through the Hilltop, it should become clear that when the
way is not sloped, it's stepped. Entryways into the stone buildings are tiered along as well; no
building truly ends, the construction merely continues in the shape of an L.
If night has fallen, call for an Awareness test here. There is a group of Orcs and Wargs (one Wild
Wolf for each player, then a Goblin Archer for half the players, and Orc Soldiers for the
remainder, rounding down odd numbers) patrolling when the Sun is down, but they are not
taking it too seriously, making the roll favoured. Those who use Stealth to remain unnoticed
(also favoured) will be able to listen how they're planning to renovate various homes; depending
on how black you humor is, you can emphasize the paint as the blood and guts of the surviving
robbers, kept alive to keep them fresh. If the body of the slain tomb robber or Annie remain
undiscovered, this can act as another sign that others are here, and they’re in trouble.
Literacy was not a given in the days of the Kingdom of Cardolan. One enterprising artist and
sculptor seized the opportunity to carve an image above the door of various businesses as the
Kingdom declined, and soon the trend caught on throughout the city. All paint is gone, and quite
a few have faded or fallen away, but three buildings still have their signage not too worn by
time- one of a candlestick, one of a loaf of bread, and one of a cow and pig next to a knife.
There is seemingly nothing of value here, the rooms are empty. But they can serve as areas to
rest and recover some Endurance before venturing further. There are three Wild Wolves sleeping
in the baker's however, and one is acting guard at any given time. As for the candlestick maker, a
roll of Scan does reveal an old candlestick, ornately designed and untouched by time worth 2
Treasure behind a bit of lose stone, and someone's cracked lenses- a sign that one of the tomb
robbers from Bree placed it here, and not that it's been here the whole time. As it’s not clear this
is the case, taking it is not a Misdeed. (The one who placed it there, Bill Shortpine, was already
slain- he is the corpse that could be found with a Hunting Test en route to Caranost.)
Finding these buildings on the surface is no issue whatsoever- no rolls are called, the party only
needs to take an hour for each location, and will be certain there is nothing else notable in the
area upon finishing all three. (Overlooking the candlestick aside.)
4. The Undercity
There are numerous stairways going below, vanishing into the darkness underneath the surface.
This is the true bulk of the Vertical City, and would have been a marvelous site in the days of
Caranost's habitation. Now, there's no sight at all if one does not bring a torch. Explore tests are
needed to find your way out or what is beneath the surface (each success or failure will take an
hour). A result with a Gandalf Rune or spending a Tengwar will bring the party to the Broken
Halls. A normal success will result in the discovery of the Blacksmith, Waterworks, or the
Healing House. An Eye will mean a single Wild Wolf has found them; the party has one round to
slay it before its howl sounds the alarm and the patrol comes running to help.
If it is daylight at the surface and the Orc & Warg patrol has not been dealt with, they will be
found down here instead. This is their domain however, and one must douse their torch to have
any chance of success in a Stealth check. This being their preferred habitat, they will come
across as somewhat drunk to explain how they miss the party. Liken it to a bunch of rowdy
students for the Orcs, and their much pained and still sober friends for the Wargs.
Finding these rooms requires an Explore Test (ill-favoured without a torch), and signs in the
passageways prior to them will easily clue in the party of Orc or Warg habitation. The
Blacksmith has Orc Soldiers standing guard, keeping Tom Oakley (Annie's husband)
imprisoned. The Waterworks has Harvey Smith of the Bree-Land's Outlands captive courtesy of
Wild Wolves. The Waterworks has Daisy Underhill (a hobbit from Staddle) trapped by Goblin
Archers. Two are out front, and more are inside that should make the total one for each player.
Each robber rescued will reveal some information- Tom knows what the Orcs and Wargs are
planning, and that they are based in the South Downs in a place called the Howling Hills. Harvey
is aware how the Failing Bridge is likely to collapse and will suggest luring as many opponents
as possible before bringing it down with a well-timed axe swing on the support ropes he installed
(roll Axe to do so using the Body TN); Daisy Underhill successfully crawled through the Broken
Halls, and will point out how Dwarves and Hobbits can not only make their way through, but
also dig up room for anyone taller, assuming they're willing to take the time.
The Undercity's hallways are long and echoey, but there is no sense of direction, and the patrol
will assume any fighting is just their kin having a laugh. However, once the party has rescued
two hostages, the last will be slain with a violent scream that can be heard anywhere, and the
party will not know until they follow the voice and fight to free them. The sight of their torn
bodies, played with by the Orcs and Wargs, is a source of Dread, and calls for a Valour Test to
avoid adding 2 Shadow Points.
All tomb robbers have learnt the layout of the Vertical City well enough, and can freely guide the
party back to the surface upon rescue.
Originally just a part of the Undercity that opened up to an outdoor area beneath the Failing
Bridge, the tunnels here have collapsed. The debris is so great that trying to claw upwards
outside is a fool's endeavour, but there are signs that smaller figures like Dwarves and Hobbits
can crawl through to the other side, reaching the Princely Houses. Heroes that can recognize the
muddy footsteps as belonging to Hobbits may roll Hunting as inspired to find Daisy and the
Waterworks. Digging to allow passage of taller Free Peoples is impossible without someone on
the other side, and is a prolonged action requiring five successes (and hours of labour) with Craft
to ensure that it is done safely. A Gandalf Rune cuts the needed successes and time to three,
while an Eye shall bring doom to the Broken Halls- they collapse once more, and now the party
is split!
From the exterior, the party could hide among the rubble, and be able to hear quite well any they
wanted to hide from. Any Stealth test making use of the exterior is thus counted as Inspired- it’s
a great idea to make use of this.
One does not simply walk into the Western Hilltop. The majority of entrances have failed and
been buried to time, and unless someone passes an ill-favored Explore Roll with two Tengwars
in the Artifact Field (used on or earned during the roll), they will not find the exit soon to be
restored by Goblin-Tunneling.
If the exit is not found first and the Broken Halls are impassable, the party must cross the Failing
Bridge. Whatever the party's size, it will be enough to hold them, but lurking in the guardhouses
of the Western Hilltop, with fresh cloths covering the windows and doors, are Wild Wolves (one
for each player) and two Orc Guards (an Awareness test will clue in that opponents await). They
will gladly sound the alarm for their masters to prepare for intruders. How does one make their
way across then?
A reminder of player ingenuity being encouraged aside, there are some routes. Stealth at night is
an option, and a prolonged action requiring three successes to make their way across without
being discovered. Those more martially inclined might go ahead and fight anyways, the alarm
being an accepted consequence. But those with a mad disposition might take note of the ropes
that Harvey Smith installed to hold up the bridge; the ropework is excellent, and if someone were
to use gloves or a cloth strip to protect their hands, they could hang under it and slide swiftly
through the windows of the guardhouses on the other side, taking the Orc Guards by surprise and
giving an opportunity to automatically wound them with a swift diving kick! Roll a Brawling
attack to determine if the maneuver is successful; again, the Orc Guards will be wounded on a
success, and the Wolves will be so surprised that when combat begins, howling for aid slips from
their mind for two rounds.
Should the Brawling roll fail, the player character will let go inadvertently and fall to the bridge.
If they do not succeed at the ill-favored Athletics roll, they will slip and fall off the bridge to the
ruins below! This is not an instantly fatal injury, but it will immediately reduce Endurance to 0
and put the character into a dying state. It is recommended to have someone with Healing ready
to come to their aid, should worst come to worst.
This was the richest part of the Vertical City; including the home of the Prince who controlled it
and the famous views of the Princely Houses. The end of the road has the Prince's home
collapsed and cordoned off by signs of Orcs clearing the rubble, but there are other buildings that
have remained standing nearby (the Architect’s Abode and the Jewelsmith Workshop). If the
party has not ventured below, a grand staircase will make it clear that there are places beneath
the hills worth exploring. (Next door to this staircase is the City Barracks.)
The Wild Wolves and Orc Guards at the Failing Bridge's gatehouse are the only presence of the
enemy here, even at night. Otherwise, this is the calm before the storm. There is no need to spend
time looking for the other locations here, as the Western Hilltop is smaller, and the ruins here are
more broken. It will not take long to spot notable locations.
7a. Architect's Abode
A strong tradition in construction and design of structures came from the Red Fort, to the point
that there was once a university of design housed in the home of one of its most excellent sons.
The Orcs looked over this place once, took a few items as kindling for fire, and ignored the rest
of the books and scrolls to come back later. If one had an interest in building a home of
something greater than wood, it would be worth a massive value to them- if the party hasn't been
sent here for a reason, the works could easily sell as a single Precious Object worth 20 Treasure
total to whoever has a collection of books. Even the Library of Tharbad will scrounge together a
miracle for this collection. Of course, if one does not know such a buyer, the room is worthless.
Arnor once had gleaming jewels, a gift from the Elves and Dwarves that allowed fire and
moonlight to interplay into beautiful colors. What few records in the Library of Tharbad (and the
copies perfectly preserved in Rivendell) note how many a ball had a kaleidoscope of colors fly
across the room. Hidden in the corner, behind an Orc piss jar and a Scan roll, is a pile of such
tools that would allow an appropriate craftsman to work something similar. Alas, the method to
do so has been lost, and it is now worth nothing. But if a record of their construction exists….
The Orcs and Wargs made this place into their latrine. Get creative, and conceptualize the result.
There is nothing left of the armies of Cardolan here, except for the stone foundations of their
bedding. This was where the tomb robbers made their home, and there are numerous journeying
supplies that would allow for an extra Useful Item for the next Adventuring Phase. This is a
misdeed worth 2 Shadow, and will move up to 3 if the party is aware of the tomb robbers.
The hallways are grand, and the rooms are grander. But there is a much greater number of Orcs
and Wargs here; Stealth tests must be used to head into the Bottom Chambers or investigate the
more notable houses without being spotted or proceed even deeper. Wild Wolves and Orc
Guards will rush the party (one for each player), and these are not the buffoons in the Eastern
Hilltop- they are ready for battle if someone has gotten so far. Torches have been lit down here,
allowing for better visibility of both parties. No Explore rolls are required- if the party opt to not
descend downward and investigate the halls, they will come across the entrance to the Hidden
and Ransacked Houses.
8a. The Hidden House has no signs at all; in fact, it is very unlikely the party will notice it. An
ill-favoured Scan Roll is needed to notice, and a Craft roll will also be required to figure out the
appropriate spot to break it down with a tackle provided by an Athletics roll, a Mattock attack, or
an appropriate Useful Item.
Inside is as preserved Princely Estate could be by over a thousand years of time, but a grisly
scene awaits- the mummified husk of a family is lying together in the Master Bedroom, and what
was presumably the father holds the hilt of a long-rusted dagger. Call for a Valour Test, and gain
3 Shadow points upon failure.
The artifacts in here are truly priceless, once one gets past all the rotted furniture and other bits
that couldn’t survive time- all together, the party would be able to carry 50 Treasure!
Wargs have already made themselves at home here- a family of four Wild Wolves (all grown to
avoid moral discussions of killing even evil puppies) have turned this into a nasty den. It is a
waste of time and resources.
If the party continues to delve deeper, they will ultimately come to the deepest chamber. Here,
they will find the Orc leader Shanker, and the Warg leader Stabber. Shanker will jump with joy
at the prospect of combat with such surprising foes, while Shanker will be more aware of how
much danger they are in, and even take a blow for Stabber if a player is about to Wound him.
Such is the bond between Wargs and Orcs that makes them more than the sum of their parts.
Stabber is an Orc Guard, but uses the unique Bloody Mace weapon with Rating 3 (5/14, Smash
Shield), while Shanker is a Wolf-Chieftain with 2 less Endurance and 1 less Hate. Both have an
additional point of Might, making it take two wounds to instantly defeat them (and help ensure
the fight has some notable events in the climax.) They will be joined by what amounts to enough
Orc Soldiers, Goblin Archers, and Wild Wolves to allow only one person to be in Ranged
Stance. A reinforcement will join the fray two rounds after one is slain, giving the party an
opportunity to focus more damage on Stabber and Shanker.
In Strider Mode, the sole hero (or perhaps duo, even trio) will especially amuse Stabber, who
will let out a cry: “Keep back boys! This one is mine!” Charging in to duel the party, the rest of
the Orcs and Wargs in the room form a circle, spectating the fight. Shanker will join the next
round, admonishing Stabber for recklessness. “This is the Jenkins Farm again!”
The death of Stabber and Shanker will terrify the Wargs and Orcs in the Chambers; they will
proceed to flee out of them to hide elsewhere if an Awe Roll is seized to scare them away.
Alternately, killing three more opponents will also do the job- if their leaders have been slain,
there’s not much chance for them now, is there?
In the center of the torchlit chamber is all the treasure that the tomb-robbers had gathered. It is
too cumbersome to take without bags and carts, which the tomb robbers had until they were
smashed for firewood by the Orcs, and the horses eaten by the Wargs.
9a. The Survivors
In a small room off to the corner that was once perhaps meant to relieve oneself, a recently
installed Orc door has chained it shut. If the party does not take the time to use Craft to break the
chains or invokes Burglary, they will not find out what lies within. Any who attempt to search
for a key will rapidly realize it’s not in the room, and one of the Goblins might very well have it.
A more forgiving Loremaster will let the party check over the corpses of any slain Goblin
Archers and find it on their person; otherwise, there is no other way to open the door.
Inside are the Marley cousins, leaders of the two groups of tomb robbers. Bob Marley from
Tharbad is very much composed and will thank the players, while Jacob Marley of Combe will
take some time to calm down, thinking he is dead until then. Both Men will beg the players not
to take anything from the pile, but a Persuade roll (or Awe, for heroes who want to remind them
what it took to save their lives) can convince them to part with some things. Roll for Magical
Treasure as a Greater Horde, but even if the roll fails, the players will acquire jewelry of their
choice with a gemstone of choice, worth as much as 12 Treasure. The Princes of Cardolan knew
how to display wealth, and the tomb robbers knew how to sniff it out.
If the party fails to open the doors, they will never know who was inside. Jacob is mumbling too
quietly to be heard, and Bob does not open his mouth at all out of fear of their captors. The other
tomb robbers will not be able to find the key, and thus this stone latrine will become their tomb.
As mentioned earlier, it would take an ill-favored Explore Roll with two Tengwars (either used
for or earned during the roll) to notice from the other side. Here however, there is a hall that has
been slowly excavated, and the tomb-robbers had brought shovels the Orcs then used to carve a
path out. They've gotten so far that even in the torches they placed, the dirt ceiling showed
numerous grass roots. No roll is required to dig from this position, thanks to the tools nearby.
When the party finally frees themselves from Caranost, they will notice two sets of flowers, laid
out akin to a pair of human bodies lying regally in state. There is one exception- what could be
seen as hands are being held by each other. The site puts a player hero oddly at ease, though any
who has heard the Tale of the Star-Crossed will have an idea of what they see.
They emerged from an exit beneath the city, having already drank together a concoction of
poisonous properties. Simultaneously, they fell back, holding each other's hands as they passed
away. Yet the Witch-King did not deem Caranost important enough to deserve his attention, and
all others trained in his arts could no longer perform so. For a long time, the two loved ones laid
in the grass, but none would dare touch them.
Caranost died, but the son and the daughter passed away on their own terms. The dignity, then, is
owed to the Star-Crossed. Their love, true as it was, could shake even fell sorcery.
The dead robber found outside of Caranost was Bill Shortpine, Daisy Underhill’s dearest friend.
She will return to Staddle and retire from adventuring, and will spend the rest of her days doing
her best to keep any of her fellow Hobbits from getting mad ideas.
Harvey Smith, if he is able to go home with Treasure, shall move out of the Outlands into Bree
proper. He will take up a career as a caravan guard to continue enriching himself, but his days
are only going to improve from here. The party could very well encounter him on the East-West
Road in the future, should they be travelling it themselves, and have no problem passing along
any news or rumours he has heard. Otherwise, he can be found along the Brandywine in a place
called the Trader’s Wharf, knowing how lucky he is to be alive.
Bob Marley will head for Tharbad to put his newfound wealth to good use. He will acquire a
home on the South Bank with his treasure, and plans to open a bank if the traffic improves. He
would be more than willing to hire his rescuers to bring more traffic, and to ensure that some
would still come to Tharbad to keep their valuables safe and give the city a chance at clinging to
life. The irony of a town of thieves being where to hide your precious goods is not lost on him.
Without this treasure, he will result to thievery himself, and face execution upon capture by
Gurnow’s men.
Jacob Marley shall return to Combe, and open up the tavern he had dreamed of. Any who are at a
Frugal Standard of Living shall be offered a position of employment, and thus raise it to
Common, giving the needed amount of Treasure to do so. (This requires its own Undertaking
during a Yule Fellowship Phase.) The downside? One would have to move to Combe! This does
not happen if he has no Treasure, and that he returns home a beggar means he will choose to off
himself in a year. The players acting as a friend when he needs them most can avert this.
Should the Company be revealed and the Hunt successful, terrible misfortune will befall them.
Whenever they go underground, the party will lose track of time, and night will fall regardless of
the hour. (If they are above ground, keep mentioning how the Sun is in the sky, and remind them
that Orcs come out at night.) At this time, howls and cries of Orcs and Wargs come from the
distance; a group of Great Orc Bodyguards and Wolf Chieftains has arrived, escorting Búrzgul
and Ash. (TOR Core Book, pg. 198-199). Despite in theory being weaker than their escort, their
friendship (if it truly can be called such a thing) has ensured even more dangerous of their race
follow them, and not be dominated in turn. They have become impatient, and wonder what has
taken Stabber and Shanker so long to return with the Treasure.
Upon learning the tomb robbers were still left alive, they are furious. Stabber and Shanker are
immediately slain in a brief fight, and orders are given to immediately kill all captives (torture
being the only allowed delay). Unless the heroes are all in the right place at the right time, rescue
attempts will fail as all captured will be slain, potentially leaving Annie Oakley the lone
survivor. Ash will also catch the scent of others (the player heroes), and immediately begin to
search for them.
Búrzgul and Ash are much better at keeping their underlings in line; when the party is found and
engaged (the rolls for Stealth to hide are ill-favoured), they will face unlimited reinforcements,
even after the two in charge are slain. While more capable heroes might attempt to salvage the
situation and defeat the masters of evil in the South Downs before departing, those just starting
out should have it made very clear how unlikely they are to succeed, and would be better served
bringing news back to their Patron or whoever else should hear of it.
appendix aa
an artefact most
peculiar
by mr. bowling
An Artefact Most Peculiar
Written for The One Ring 2e by Quinn Boulter.
Introduction:
Note: This Adventure is intended to be the beginning of a campaign, as such, the party
should be contrived of new characters, though there are no restrictions of the party
composition. A copy of “The One Ring, Ruins Of The Lost Realm” is heavily
recommended to run this adventure along with “The One Ring, 2nd Edition.” It is also
recommended that players do not read Ruins Of The Lost Realm due to the Patron being
selected.
Here you will find a link to the party that was created by my Players to tackle this
adventure:
https://drive.google.com/file/d/17wQ88g_sAsVvlNJ_mr5zUtlyAG0NbQxy/view?usp=sharing
Adventure Hook: The party is requested to travel to the Misty Mountains to recover a lost
Dwarven Artefact, a Ring.
When: 12th March, Third Age, 2965. It is the beginning of Spring, the last snows are melting
and the air is beginning to warm.
Where: Tharbad, the ruins of Khaz-Bharuk in the Misty Mountains to the East of Tharbad, and
Moria. A Journey will take place between Tharbad and Khaz-Bharuk.
What: One of the Dwarven Rings. Yep, one of those Dwarven Rings. Now in LoTR, Sauron
sends his envoy to The Lonely Mountain and promises to Return three of the lost rings, though
it doesn’t state where they were found, nor if it was truthful or just more Sauron Deception™.
Why: The party will be manipulated by their Patron to believe that they are recovering a relic
that can turn the tide of the situation of the world. Given that this is pre-written, it is difficult to go
along with player’s Callings and Features, so it’s assumed that this will just sorta work.
Who: The Patron, Saruman, who goes under the guise of “The Wise Man”, it is important that
players don’t know this fact. The other interesting character will be Gnarlwood (or Wide Bough),
an Ent from the small forest of Gnarlwood.
The Meeting:
Inside the room is a large table with plenty of chairs around it. There are bookshelves on all of
the walls except the north facing wall, where there are boarded up windows. Once the party
makes themselves comfortable, a door to the west will open and a man walks through, “My
master regrets his absence, I am Torbald, servant of The Wise Man, and I have been instructed
to meet with you regarding a most sensitive matter.”
Torbald will make himself comfortable and explain to the party that his master has been caught
up with important matters, should they ask, and he will not give anymore information as to what
is holding The Wise Man. Torbald will politely compliment the party for their punctuality and their
renown for previous adventures (if they’ve had any), and he assures them that his master hears
all good deeds of importance.
“My Master has selected you for a very specific task. Long ago, in an age almost forgotten,
there were many strong kingdoms of Man, Elf, and Dwarf across the vastness of Eriador.
Countless kings and queens have risen and fallen in and out of memory, cities built and cities
burned. One such city has taken interest to my master; Moria, Khazad-Dum. Specifically, an
artefact that was known to exist in Moria, the Ring of Durin III. My master, so learned in lore as
he is, has traced the path of this thing from being lost, stolen, and recovered through countless
years.
“My Master believes that the artefact has found its way to Moria once more on the hand of
Thrain, son of Thror, who was slain in the attempt to recapture Moria from goblins. My Master
has felt the power of Thrain’s ring and determined it to be nearby, just south of the stronghold of
Moria. He wishes for you to travel thither and search the ruined stronghold of Khaz-Bharuk, for
that is said to be an ancient entrance to Moria.”
Torbald will give the party a rough map of the area, tracing a path through the Swanfleet
and up to the Misty Mountains. Khaz-Bharuk is located south of the doors of Moria.
If the party has any questions, Torbald will try to answer them, but word around his master will
remain cryptic and he will not mention that The Wise Man is Saruman, for even he doesn’t know
that to be true.
The Adventurers now have the objective of travelling East toward the Misty Mountains. It
is recommended that they follow the river through the Swanfleet, then take the path to
Khaz-Bharuk. Player Heroes can discover this with a successful TRAVEL Test.
The Journey:
The journey from From Tharbad to Khaz-Bharuk is recommended to just be a straight line east
from Tharbad, though the Swanfleet, to Ost-in-edhil, and across the Glanduin. Using the
Hexmap in the back of the Core Rulebook, this is 9 Hexes. The players are welcome to create
their own route, especially if they wish to avoid the Swanfleet, as they might have picked up
information about the place prior to leaving Tharbad.
For travel, use the given rules from pages 109-114 of the Core Rulebook.
When determining random events, feel free to use The Hill of the Sleeper (pg. 94-100
ROTLR) for an adventure to extend gameplay if necessary. And definitely use the
Swantown location for travel in Swanfleet (pg. 19 ROTLR).
The Duration of travel is expected to take from 9-13 days depending on the route taken and
amount of hard terrain the party must endure. Do your best to describe the region in passing,
though definitely adhere to the suggestion of “Less is more” for travel as the Core Rulebook
states.
The Journeying may take as long or as short a time as the Lore Master desires.
Khaz-Bharuk:
A Forgotten Outpost:
Finally the party will arrive at the approach to Khaz-Bharuk, which is marked with a stone that
has the dwarvish runes etched into it, indicating the outpost ahead.
“The sun is westering and at last you find yourselves at the feet of the Misty Mountains. Using
the map that Torbald gave you, you managed to find your way to a trail that leads up the grey
mountains ahead. You stand in front of a stone that is carved in the manner of a sign post and it
reads “Khaz-Bharuk ahead, narrow path.” Upon lifting your gaze higher to the red-tinted peaks
of the mountains you see a small crumbling tower ahead; square and trimmed with gold that
glistens like fire in the westering sun.”
The pathway up to the outpost is dreadfully quiet, and a successful AWARENESS Test will
yield the sound of falling stones and the very soft patter of feet.
It will be difficult to take horses up the path, but not Ponies as they’re smaller in build. If a
player attempts to take a horse up the path they will need to succeed an EXPLORE Test
otherwise the horse will have to turn back or be tied up somewhere.
The sun begins to set by the time the party makes it up the narrow path.
As the party gathers nearer to the ruins, read this aloud too:
“In front of you is a grim sight; what was once undoubtedly a wondrous tower with connecting
barracks now lies in ruins. Its beautiful stonework cracked and crumbled, the ornate trimmings
on windows and doorways pilfered. The craftsmanship of Durin’s Folk has been perverted with
crude paintings of strange symbols and words in red, all nearby plantlife has been poisoned or
burned away: the grass is brown and dead. All except a lonesome, gnarled Birch tree that
stands in the middle of a courtyard before the front door to Khaz-Bharuk. Its freshly grown
leaves tussle in the slight southerly breeze somehow remain to be untouched, perhaps too
determined to be destroyed by the shadows that linger in the mountains.”
The group may now explore Khaz-Bharuk. It consists of the Courtyard, Barracks, Back Yard,
The Cave, and Tower.
Courtyard:
In front of the outpost lies a wide courtyard, once it was a wonderful sight of flagstones and
sculptures with a small garden that was maintained by the Elves of Hollin in ages past. Now
there is a few scattered stones and almost all the flagstones are invisible due to the overgrown
weeds and grass that lay dead there. In front of the doors to the Barracks, about 5 meters away,
sits a gnarled birch tree. The tree appears to be normal, though if the players go poking around,
the tree will groan and come to life!
Strewn about the Courtyard are remains of Statues and old Dwarvish tools that have been
abandoned and left to weather. To the north is the Barracks and Tower. To the East is the Misty
Mountains, where a small cave opening can be seen. To the South is a track that goes between
two peaks. The party came up from the West.
Barracks:
Inside the Barracks are two rooms, both large and with low ceilings. The rooms are very quickly
becoming dark and will require illumination to be explored properly. There are old bones and
strange effigies strewn across the place in the first room that the party enters. Ruined furniture
and crumpled books. If there is a Dwarf or Scholar in the party, they may read those books
to determine that the outpost was assaulted from the North, out of the Dwarvish Door.
After learning this, the party may make a SCAN Test to try to find evidence of where the door
may be. (See The Secret Door Below)
A successful INSIGHT Test will reveal that Dwarf Doors are invisible to those that don’t
know exactly where they are.
The Second room has a door leading Eastward that takes the party to the Tower. In this room
there are beds arranged, now destroyed and pilfered, and a hearth. Bones and pieces of arms
and armour and found about the place in this room, blood stains along the walls and floor. There
are remains of personal belongings, though there’s a notable absence of coinage.
There is enough timber in the barracks to get a fire going if the party decides it. If the party
lights a fire they will be Ambushed by Goblins! (See Below)
Back Yard:
Outside of the Barracks, on the Northern Side, is the backyard of the place. Here there are a
few training dummies and odd supplies for maintaining the building, including bundles of lumber
and cut stone blocks. Here the party will notice that there is a clear pathway that heads
northward to a sheer face of Rock. It is obvious that a door lay here, for there are scrapes on
the rock where the doors swing open.
If the party had failed any previous SCAN Tests to find clues for the door, they may now
spend time to automatically succeed those tests.
Tower:
The Tower is large and square. Inside the tower itself is a crumbling stone staircase that may
be climbed with a successful ATHLETICS Test with a Hazardous Risk of a Short Fall. Once
at the top, the Hero may attempt a SCAN Test to try to find evidence of where the Secret Door
may be (See The Secret Door Below). The top of the tower gives a great view of the mountains
and the lands below, and if it is daylight, the Hero will be able to see for Miles to the West and
South. A successful AWARENESS Test will yield that there are indeed Goblins lying in wait if it
is sunset/night.
If, at any point during this exploration, the party makes a sufficient amount of noise, they
will be ambushed by Goblins! The enemy will equal (Number of Players+2), and Wide
Bough will assist. Use the stats for Goblin Archer on Page 150 of the Core Rulebook.
The Cave:
To the East of the Courtyard is a small entrance to a cave. Illumination will be required to
explore this area, which may draw unwanted attention toward the Heroes. The cave only goes
inward a short way, and is littered with bones and refuse, it was clearly used as a den by some
foul creature that no longer lives here (As far as the party can tell). When inside this cave the
Heroes may make a SCAN Test to find a key wrapped in Cloth. This key will open The Secret
Door, and a successful RIDDLE Test will yield that this key looks as though it would not fit any
lock present in the Barracks and Tower.
The Secret Door:
There is a secret Door to the north of the Barracks, cut in the side of the mountain. Dwarf Doors,
however, are invisible to those that do not know where they are. There are multiple clues that
the party can gather in order to find the location for the door;
- Wide Bough will say that he heard strange noises from the North when Goblins show
themselves.
- The Note in the Barracks explaining that the Outpost was attacked from the North, from
“Gronnard’s Door.”
- The spotting from the Tower will reveal a small worn track that trails from the Northern
side of the barracks to a place of sheer rock.
- The Key in the Cave.
If the Party fails to succeed these tests, then after combat, and when the party rests for the
night (As Wide Bough will suggest), a band of Goblins will come from the door and wake up the
party with the sound of their approach. This will allow the players to access the door and
continue onward.
The Goblins that approach in the night are composed as follows:
Goblin Archers equal to Number of Players+2 (pg. 150 CB)
2 Goblin Fighters.
The Ring of Durin III:
Lost Treasure:
Now the party will be able to enter the secret door into the tunnels of Moria, whether by
uncovering the clues and key or enduring the assault from the goblins during the night. From
this point there will be a series of tunnels and rooms that the Lore Master may improvise or
otherwise plan ahead, but as follows will be a list of rooms with a few key features. These
rooms are listed in the order of which the party will discover them heading deeper
(northward) into the mountain.
Keep in mind that if the party makes too much noise at any point, they will be assaulted by a
force of Goblins the same as the force that assaults them during the night.
Below there will be mentions of Treasure. Use these at your own desire, though you will
have to generate your own Treasure Index (Pg. 160 Core Rulebook). The list of treasure
following the locations is pre-generated for the party that played this adventure.
- Entrance Hall: A rectangular room about 10 metres long with a vaulted ceiling. There
are remnants of arms and armour, and a lot of bones scattered around.
- Guard Barracks: Currently housing 2 Goblin Fighters. It has a chest that bears a piece
of Treasure.
- Stockpile: Ransacked of anything of value, though still objects remain. A successful
SCAN Test will reveal a piece of treasure.
- Dining Hall: A large table in the centre of the room has collapsed and rotted.
Overturned furniture is scattered amongst the hall, and a few fresh corpses of Goblins
are to be found here with arrows in their necks.
- Well: In the centre of a medium-sized room is a great well that was used to draw water,
it is currently dry and runs incredibly deep.
- Secret Room: A magic door can be discovered on the West-Wall of the Well Room with
a SCAN Test, the magic door will have dwarvish scripture on it saying “The Lifeblood of
Dwarves comes from deep below, and from great fields of glass. Speak of where Durin
stood when he founded Khazad-Dum, and Enter.”
The Answer to the riddle is “The Mirrormere” or “Kheled-Zaram”. If the party struggles, a
hint may be given with a successful LORE or RIDDLE Test.
Inside the secret room, the party will find a Lesser Hoard of Treasure with Magical
Treasure. Though it is guarded by (Number of Players) Goblin Fighters that are currently
depositing looted gold and silver into the Hoard.
This force of Goblin Fighters may abandon their task in order to attack the party if
they make substantial noise in the Well Room or Kitchen Room, which will unlock
the door.
- Kitchen: A cooking Range and various benches that hold mouldy food and utensils that
are in terrible condition. There are more dead goblins in this room, one at the northern
exit of the room that heads down a passage to Filgruz’s Chamber.
- Filgruz’s Chamber: This room houses Goblin Captain Filgruz and (Number of Players)
Goblin Fighters, Filgruz demands an attack on the Intruders and brandishes a shining
ring on his finger! The exit to the North takes the party deeper into the mountain, toward
Moria itself, if they so desire.
Treasure:
William Hardstone: “The King’s Will” Numenorean Long-hafted Axe, Bane (Evil Men).
Superior Fell, Cleaving, Foe-Slaying. D= 6, I= 20 (1h)/22 (2h), L= 3, Can be used 1 handed or 2
handed.
Turlach: “Featherfoot Boots of Hollin” Boots, Elven (Beleriand). Blessing (Stealth,
Explore).
Tobold Longhole: “The World Brooch” Brooch, Green Crystal (Elven Make), Dwarven
(Erebor). Blessing (Courtesy, Song).
Niping: “Nimble Bow of Khaz-Bharuk” Dwarven Bow, Hollow Steel, Biting Dart, Keen.
D3 I=14, L=2.
To escape the settlement, the Lore Master may set up a Skill Endeavour (pg. 132 Core
Rulebook). The following is a table of the Endeavour, though the Lore Master is free to change
this as desired:
Resistance 5
Wide Bough will be ready and waiting outside, he will collapse the tunnel if the party commands
it, otherwise he will hold off the Goblins for the party to escape as a Thank You. If it is daytime,
the Goblins will not follow.
Saruman will answer any questions that the party may have in relation to the ring, though he
will keep out any details as to where he procured the information about the ring, along with the
location of this one they found. He will also request that the party would stay under his employ,
for he has such great need of brave souls in these dark days.
And so ends the Adventure! The ending of this Quest gives the Player-Heroes the opportunity
to continue serving Saruman in his quest for Ring Lore with the promise of exceptional reward,
or they may go their own way, perhaps helping Tharbad or moving onward to other locations in
the World.
Below you will find some suggestions for connective Adventure Seeds, in case the group wishes
to continue this arc onward (These may be written in the future, but don’t count on it!):
- Saruman sends the Heroes to the Lond Daer to search for an archive that may contain
information on restoring power to objects.
- Word has reached Saruman that the Dwarves in the Blue Mountains may know more
about the missing Ring of Durin III. He tasks the party with heading to Azargud and
meeting with Lord Getrude Greatmind to discuss the ring of power.
- There have been reports of a powerful force gathering in the northern reaches of the
Misty Mountains, Saruman feels the power to be similar to that of the Ring’s power, or
what the power should be. He sends the party to investigate.
Rewards:
What follows is some criteria for rewards for the Party’s performance during the course of the
adventure, these rewards overwrite the standard “Per Session” Rewards:
- 3 Skill Points and 3 Adventuring Points for claiming the Ring of Durin III.
- 2 Adventuring Points if a piece of Treasure is found.
- 2 Skill Points if the Secret Door is discovered by clues.
- 2 Skill Points and 2 Adventuring Points if the party completes The Hill of the Sleeper.
- 1 Skill Point and 1 Adventuring Point for good roleplay.
+ Any additional Points as the Lore Master determines are relevant.