Circleofnoms TOR 2e Homebrew Collection

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THE

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:

ROLL RESULT CULTURE STANDARD OF LIVING:


1 Bardings
2 Dwarves of Durin’s Folk ROLL RESULT STRENGTH HEART WITS

3 Hobbits of the Shire 1 7 2 5


4 Men of Bree 2 7 3 4
5 Rangers of the North 3 6 3 5
Elves (Roll another die: 4 6 4 4
6 1-3: Elves of Lindon,
4-6: High Elves of Rivendell) 5 5 4 5
6 6 2 6

attributes and blessing ELVES OF LINDON


CULTURAL BLESSING:

BARDINGS
CULTURAL BLESSING:
STANDARD OF LIVING:
STANDARD OF LIVING:
ROLL RESULT STRENGTH HEART WITS

ROLL RESULT STRENGTH HEART WITS 1


1 5 7 2 2
2 4 7 3 3
3 5 6 3 4
4 4 6 4 5
5 5 5 4 6
6 6 6 2
HOBBITS OF THE SHIRE HIGH ELVES OF RIVENDELL
CULTURAL BLESSING: CULTURAL BLESSING:

STANDARD OF LIVING: STANDARD OF LIVING:

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 RESULT STRENGTH HEART WITS CULTURE ENDURANCE HOPE PARRY

1 2 5 7 Bardings Strength + 20 Heart + 8 Wits + 12


2 3 4 7 Dwarves of Durin’s Folk Strength + 22 Heart + 8 Wits + 10
3 3 5 6 Elves of Lindon Strength + 20 Heart + 8 Wits + 12
4 4 4 6 Hobbits of the Shire Strength + 18 Heart + 10 Wits + 12
5 4 5 5 Men of Bree Strength + 20 Heart + 10 Wits + 10
6 2 6 6 Rangers of the North Strength + 20 Heart + 6 Wits + 14
High Elves of Rivendell Strength + 22 Heart + 6 Wits + 12

RANGERS OF THE NORTH


CULTURAL BLESSING:
skill and combat arrays

STANDARD OF LIVING: BARDINGS


ROLL RESULT STRENGTH HEART WITS ROLL COMBAT PROFICIENCIES SKILLS ARRAYS

1 7 5 2 Awe 1, Athletics 2, Hunting 2, Song


1, Craft 1, Enhearten 2, Travel 2,
2 7 4 3 1-2 Bows 2, Swords 2 Insight 2, Courtesy 2, Battle 2,
3 6 5 3 Persuade 3, Scan 2, Explore 1 , Lore
1
4 6 4 4 Awe 2, Athletics 1, Hunting 2, Song
5 5 5 4 1, Craft 1, Enhearten 2, Travel 1,
3-4 Swords 2, Spears 1 Insight 3, Courtesy 3, Battle 2,
6 6 6 2 Persuade 3, Scan 1, Explore 1 , Lore
2
Awe 1, Athletics 1, Hunting 2, Song
1, Craft 1, Enhearten 2, Travel 1,
5-6 Swords 3, Bows 1 Insight 2, Courtesy 2, Battle 3,
Persuade 3, Stealth 1, Scan 1,
Explore 1 , Lore 1
DWARVES OF DURIN’S FOLK RANGERS OF THE NORTH

ROLL COMBAT PROFICIENCIES SKILLS ARRAYS ROLL COMBAT PROFICIENCIES SKILLS ARRAYS

Awe 2, Athletics 2, Song 1, Craft 2, Awe 2, Athletics 2, Awareness 2,


1-2 Axes 3, Spears 1 Travel 3, Courtesy 1, Battle 2, Scan 3, 1-2 Spears 2, Bows 2 Hunting 2, Craft 1, Travel 2, Healing
Explore 2, Riddle 2, Lore 1 2, Battle 2, Stealth 2, Scan 2, Explore
2, Riddle 1, Lore 2
Awe 2, Athletics 1, Song 1, Craft 2,
3-4 Swords 2, Axes 2 Travel 3, Insight 1, Courtesy 1, Battle Awe 1, Athletics 3, Awareness 2,
1, Scan 3, Explore 2, Riddle 3, Lore 1 3-4 Swords 2, Bows 2 Hunting 2, Travel 2, Healing 3,
Battle 2, Stealth 2, Scan 1, Explore 2,
Awe 3, Athletics 1, Song 2, Craft 2, Lore 2
5-6 Axes 2, Bows 1 Enhearten 1, Travel 3, Courtesy 2,
Battle 1, Scan 3, Explore 2, Riddle 2, Awe 2, Athletics 2, Awareness 2,
Lore 1 5-6 Swords 3, Spears 1 Hunting 2, Song 1, Enhearten 1,
Travel 2, Healing 2, Battle 2, Stealth
2, Scan 1, Explore 2, Lore 2

ELVES OF LINDON
HIGH ELVES OF RIVENDELL
ROLL COMBAT PROFICIENCIES SKILLS ARRAYS

Awe 2, Athletics 2, Awareness 2, ROLL COMBAT PROFICIENCIES SKILLS ARRAYS


1-2 Bows 3, Spears 1 Hunting 1, Song 2, Craft 2,
Enhearten 1, Healing 1, Stealth 3, Awe 2, Athletics 2, Awareness 2,
Scan 2, Lore 3 1-2 Spears 2, Swords 2 Song 2, Craft 2, Travel 1, Healing 2,
Courtesy 2, Battle 2, Stealth 2, Scan
Awe 2, Athletics 2, Awareness 2, 1, Lore 3
3-4 Spears 2, Swords 2 Song 2, Craft 3, Enhearten 1,
Healing 2, Stealth 3, Riddle 1, Lore 3 Awe 2, Athletics 2, Awareness 3,
3-4 Swords 2, Bows 2 Song 2, Craft 2, Travel 1, Healing 3,
Awe 2, Athletics 2, Awareness 2, Courtesy 1, Battle 2, Lore 3
5-6 Spears 2, Bows 1 Song 2, Craft 2, Enhearten 2,
Healing 2, Courtesy 2, Stealth 3, Awe 3, Athletics 2, Awareness 2,
Riddle 2, Lore 3 5-6 Spears 3, Bows 1 Song 2, Craft 2, Travel 1, Healing 2,
Courtesy 1, Battle 2, Scan 1, Lore 3

HOBBITS OF THE SHIRE

ROLL COMBAT PROFICIENCIES SKILLS ARRAYS distinctive features


Awareness 2, Song 2, Craft 2, Insight
1-2 Bows 3, Swords 1 2, Healing 2, Courtesy 2, Persuade
2, Sealth 3, Riddle 3
Awareness 2, Song 2, Craft 1, CULTURES ROLL RESULT: 1-2 ROLL RESULT: 3-4 ROLL RESULT: 5-6
3-4 Bows 2, Axes 1 Enhearten 1, Insight 3, Healing 1,
Courtesy 3, Persuade 3, Sealth 3, Eager,
Riddle 3 Bardings Bold, Fair Generous Fierce, Wilful

Awareness 3, Athletics 1, Song 2, Dwarves of Durin’s Cunning,


Craft 2, Insight 2, Healing 1, Folk Fierce, Proud Secretive Lordly, Wilful
5-6 Swords 2, Spears 1 Courtesy 2, Persuade 2, Sealth 3,
Scan 2, Riddle 3, Lore 1 Elves of Lindon Fair, Keen- Merry, Patient Swift, Subtle
Eyed
Hobbits of the Eager, Faithful Honourable, Merry, Fair-
Shire Rustic Spoken
MEN OF BREE
Men of Bree Cunning, Inquisitive, Rustic,
ROLL COMBAT PROFICIENCIES SKILLS ARRAYS
Generous True-Hearted Inquisitive

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

ROLL RESULT CALLING

1 Captain 
2 Champion

3 Messenger

4 Scholar
5 Treasure Hunter

6 Warden

rewards and virtues


CAPTAIN
FAVOURED SKILLS: BATTLE, ENHEARTEN,
PERSUADE
ADDITIONAL DISTINCTIVE FEATURE: ROLL RESULT STARTING REWARD
SHADOW PATH: 1 Close-Fitting (armor/helm)

2 Cunning Make (armor/helm/


CHAMPION shield)
FAVOURED SKILLS: ATHLETICS, AWE, 3 Fell (weapon)
HUNTING
4 Grievous (weapon)
ADDITIONAL DISTINCTIVE FEATURE:
5 Keen (weapon)
6 Reinforced (shield)
SHADOW PATH:

MESSENGER ROLL RESULT STARTING VIRTUE


FAVOURED SKILLS: COURTESY, SONG, 1 Confidence
TRAVEL
2 Dour-Handed
ADDITIONAL DISTINCTIVE FEATURE:
3 Hardiness
SHADOW PATH:
4 Mastery
5 Nimbleness
SCHOLAR
FAVOURED SKILLS: CRAFT, LORE, RIDDLE. 6 Prowess

ADDITIONAL DISTINCTIVE FEATURE:


SHADOW PATH:

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

SHADOW PATH: CURSE OF BLINDNESS

FAVOURED SKILLS
AWARENESS INSIGHT
STEALTH.

avenger
ADDITIONAL DISTINCTIVE FEATURE:
SCAVENGER

SHADOW PATH: DESPERATION

FAVOURED SKILLS
ATHLETICS AWARENESS
BATTLE.
oathkeeper
ADDITIONAL DISTINCTIVE FEATURE: DEAR
MEMORIES

FAVOURED SKILLS SHADOW PATH: CURSE OF WRATH


ENHEARTEN TRAVEL
SCAN.
SHADOW PATHS
BOUT OF MADNESS DESPERATION CURSE OF BLINDNESS CURSE OF WRATH

#1 Hungry Dismissive Lost


#2 Defensive Dogmatic Angry
#3 Groping Delusional Self-Righteous
#4 Paranoid Brainwashed Vengeful

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

new fellowship phase



 undertakings

RAISE STANDING

THE BENEFITS OF STANDING


RECEIVE TITLE

STANDING DESCRIPTION TREASURE COST

0 Unknown or without any respect or status. -

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:

HOARD SIZE LIMIT HOARD SIZE LIMIT

 MINOR: Singular 1 Greater None


Minor 2 Marvelous None
Lesser 3 Massive None

 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:

RESULT TYPE DESCRIPTION SHADOW

Non-magical precious item. Roll


1-3 Precious Object 1 Success die for its Treasure 1
TREASURE ROLLS value.

4-6 Marvelous Enchanted object with 1 1


Artifact Blessing.

7-8 Wondrous Item Enchanted


Blessings.
object with 2 2

9 Famous A weapon or suit of armor with 1 2


Weapon/Armor magical quality.
TREASURE SIZE DICE TREASURE SIZE DICE
10 Famous A weapon or suit of armor with 2 3
Singular 1 Greater 4/PC Weapon/Armor magical qualities.
Minor 1/PC Marvelous 8/PC Roll again and apply a single
Cursed Item curse to the rolled item. -
Lesser 2/PC Massive 16/PC
Famous A weapon or suit of armor with 3 3
Weapon/Armor magical qualities.
SPECIAL TREASURE TABLES
BANE (IF ELVEN OR NUMENOREAN)
ROLL ELVEN NUMENOREAN ROLL ELVEN NUMENOREAN

1 Orcs Orcs 7 Wolves Evil Men


2 Orcs Orcs 8 Spiders Evil Men
3 Orcs Trolls 9 Spiders Undead
OBJECT FORM 4 Orcs Trolls 10 Spiders Undead
ROLL DESCRIPTION ROLL DESCRIPTION
5 Wolves Wolves 11 Spiders The Enemy
1 Unmounted Jewel 7 Bracelet or Armband 6 Wolves Wolves 12 The Enemy The Enemy
2 Brooch, Pin, or Pendant 8 Glove or Gauntlet
3 Necklace or Pendant 9 Hat or Cap
CLOSE COMBAT WEAPON
4 Circlet or Crown 10 Glasses or Spectacles
ROLL RESULT ROLL RESULT
5 Belt or Sash 11 Hand Tool or Implement
1 Superior Fell 7 Hammering
6 Ring 12 Scepter or Staff
2 Superior Keen 8 Luminescence
3 Cleaving 9 Rune-Scored
GEMSTONE MATERIAL 4 Flame of Hope 10 Reroll
ROLL DESCRIPTION ROLL DESCRIPTION
5 Foe-Slaying 11 Reroll
1 Pearl 7 White Gem 6 Gleam of Terror 12 Reroll
2 Sapphire 8 Emerald
3 Ruby 9 Brilliant Sea-Glass
RANGED WEAPON
4 Purple or Blue Amethyst 10 Black Onyx
ROLL RESULT ROLL RESULT
5 Diamond 11 Red or Gold Topaz
1 Superior Fell 7 Straight Flight
6 Clear Crystal 12 Amber
2 Superior Keen 8 Reroll
3 Biting Dart 9 Reroll
CRAFTSMANSHIP 4 Foe-Slaying 10 Reroll
ROLL DESCRIPTION ROLL DESCRIPTION
5 Hollow Steel 11 Reroll
1 Men, Numenor 7 Elves, Gondolin
6 Rune-Scored 12 Reroll
2 Elves, Eregion 8 Dwarves, Beleriand
3 Dwarves, Khazad-Dum 9 Elves, Aman
ARMOR OR HELM
4 Dwarves, Erebor 10 Men, Early 3rd Age
ROLL RESULT ROLL RESULT
5 Elves, Doriath 11 Elves, Nargothrond
1 Ancient Close Fitting 7 Mithril Armor
6 Men, Beleriand 12 Men of Unknown Lands
2 Ancient Close Fitting 8 Mithril Armor
3 Ancient Close Fitting 9 Mithril Armor
4 Ancient Cunning Make 10 Rune-Scored
5 Ancient Cunning Make 11 Rune-Scored
CRAFTSMANSHIP 6 Ancient Cunning Make 12 Rune-Scored
SUCCESS DIE ROLL DESCRIPTION

1-2 Elven Craftsmanship SHIELD


3-4 Dwarven Craftsmanship ROLL RESULT ROLL RESULT
5-6 Numenorean Craftsmanship 1 Ancient Cunning Make 7 Superior Reinforced
2 Ancient Cunning Make 8 Superior Reinforced
3 Ancient Cunning Make 9 Rune-Scored
4 Ancient Cunning Make 10 Rune-Scored
5 Superior Reinforced 11 Rune-Scored
6 Superior Reinforced 12 Rune-Scored
sample useful items
Written by Multiple Contributors
SCAN

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

WEAPON DAMAGE INJURY LOAD COMBAT PROFICIENCY NOTES

Greatsword 6 18 3 Swords 2-Handed


Warhammer 4 16 1 Axes —
Quarterstaff 4 14 1 Spears 2-Handed
War Maul 7 20 4 Axes 2-Handed
Mace 5 14 1 Axes —
Sling 3 14 0 Brawling Requires stones to throw
Halberd 5 16 4 Spears 2-Handed
list of pipeweed (by GENERAL SPIRITS (ALL HEROIC RACES)

throrsgold) 
 
 
 
 
 
 
 
 

 ELVEN SPIRITS
 
 
 

HOBBIT SPIRITS
 
 
 
 
 
 
 

list of beverages (by 

throrsgold)
 MANNISH SPIRITS











CRAFTED SPIRITS 
 
 








guide to sindarin
names
Written by Wayfarer

 LOOK AT QUENYA:

CHOOSING YOUR WORDS

 LOOK AT ADÛNAIC:

 MAKE IT UP:
COMBINING YOUR WORDS
CHANGE IT UP

BASE MUTATION EXAMPLE

B V (sometimes M) Benn (man, male) becomes venn. PLURALISE


C G Celeb (silver) becomes geleb.

D DH (pronounced TH Dam (hammer) becomes dham.


as in “the”)
G Nothing Gail (bright light) becomes ail.
H CH Heron (master) becomes cheron.
LETTER FINAL SYLLABLE OTHER SYLLABLE
LH TLH Lheweg (ear) becomes thleweg.
A AI, or E if two or more E
M V Mîr (jewel) becomes vîr. Cs following.
P B Peng (bow) becomes beng. IE I No mutation,
RH THR Rhein (border) becomes threin.
O Y E
S H Seron (lover) becomes heron.
Tavor (woodpecker) becomes IO Y IE
T D davor. U Y Y
AU OE OE
sample magic items
Written by Multiple Contributors

marvellous artifacts and


MISCELLANEOUS ITEMS, ASSIGN RANDOM
BLESSINGS (BY MIM)

wondrous items
1–6 SILVER BARS:

HOMEBREW ITEMS (BY OTAKU-SEMPAI) 1–6 TILES:


NIMPHELOS:

AMULET:

BALTHALION (SI.’STRONG POWER’ ):

ELVEN CRYSTAL LENS: BEGGAR THROWING KNIVES:

BLACK NÚMENÓREAN SCROLL TUBE:


KHAZAD WAR HORN:

HALFLING COOKING, 101 WAYS TO LIVEN UP YOUR MEAL:


BRAIDED GOLD & SILVER RING:

BRACELET SET;
AMETHYST SILVER CIRCLET:
CURSED DAGGER:

BRONZE BELT OF GROR: HARADRIM DAGGER:

DARVIK BURROWER’S TOBACCO POUCH:

DÚNEDAIN ABACUS:
DÚNEDAIN ARROWS: MIRAMARTH (DOOM JEWEL):

DÚNEDAIN CANDLE SNUFFER:

DÚNEDAIN COFFER:

NAUZGAUGA (RING OF AZOG):

NOLDORIN SCROLL CASE:

OROMENDIL'S TOMB:
DÚNEDAIN PURSE:

DÚNEDAIN TAPESTRY:

POUCH:
DUNLENDING BRACELET:

RING OF FIRE:
DUNLENDING DEATH MASK:

GARTER:
RUBY SCEPTER:

SARN-I-HÎN (STONE OF CHILDREN):


HARADRIM BANGLES:

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: 

DWARVEN MAGICAL TOYS (BY VENGER) 


ASTRONOMECHA (ASTROLABE):




CYLINDER OF LONG SIGHT:





UNKNOWN MECHANICAL DEVICE: 


famous weapons and armor
OTHER FAMOUS WEAPONS AND ARMOR (BY
MULTIPLE AUTHORS)
 ANDCARCH/LONG FANG (ELVEN DAGGER)
HOMEBREW WEAPONS AND ARMOR (BY OTAKU-  BANE:
SEMPAI)  QUALITIES:
 THE WAR-HELM OF AZAGHÂL (DWARVEN HELM)
 ANDURIL/FLAME OF THE WEST (DWARVEN & ELVEN
 QUALITIES: LONG SWORD)
 QUALITIES:
 NOTES:

 ANUNGIL (NUMENOREAN LONG SWORD) [BY


CURULON]
 BANE:
 QUALITIES:

 SPECIAL:  NOTES:

VALOUR
 AXE OF THE KING (DWARVEN GREAT AXE)
 QUALITIES:

 NOTES:

 CALADTEGI/LIGHTBRINGER (ELVEN LONGSWORD)


[BY BERAN]
 BANE:
 THE COAT OF KINGS (DWARVEN COAT OF MAIL)  QUALITIES:
 QUALITIES:
 NOTES:
 NOTES:

 SHIELD OF BELEGOST (DWARVEN SHIELD)


 QUALITIES:

 NOTES:

 GLAMDRING (ELVEN SWORD)


 BANE:
 QUALITIES:

 NOTES:
 GURTHANG/IRON OF DEATH (ELVEN LONGSWORD)  AEGLOS/SNOW POINT (ELVEN GREAT SPEAR)
 BANE:  BANE:
 QUALITIES:  QUALITIES:

 CURSE:  NOTES:
 NOTES:

 RINGIL (ELVEN LONGSWORD) [BY LARA REDLEAF]


 BOW OF THE GALADHRIM (ELVEN GREAT BOW)
 BANE:
 BANE:
 QUALITIES:
 QUALITIES:

 NOTES:
 NOTES:

 BELTHRONDING (ELVEN GREAT BOW) [BY ARKAT]


 DRAMBORLEG (ELVEN GREAT AXE)  BANE:
 BANE:  QUALITIES:
 QUALITIES:
 NOTES:
 DURIN’S AXE (DWARVEN LONG-HAFTED AXE)
 QUALITIES:

 NOTES:

 MINLUZIR (NUMENOREAN GREAT BOW) [BY


CURULON]
 BANE:
 QUALITIES:
 AXE OF DREADFUL SOUNDS (DWARVEN GREAT AXE)
[BY JAMESRBROWN]  NOTES:
 QUALITIES:

 NOTES:

ERIADOR WEAPONS FROM MERP (BY AIDEN
HARRISON)
 ARMIDHRIST (NUMENOREAN SHORT SWORD)
 BANE:
 QUALITIES:
 NOTES:
 VARYAR/PROTECTOR (ELVEN LONGSWORD)
 BANE:
 QUALITIES:

 HELVEGIL/ICE SWORD (ELVEN LONGSWORD)


 BANE:
 QUALITIES:
 THAGOR/SPLITTER (NUMENOREAN SWORD)
 BANE:
 QUALITIES:
 DINDAGNIR/SILENT KILLER (ELVEN SWORD)
 BANE:
 QUALITIES:

 NOTES:
STEALTH
 DIRDAGNIR/MAN-SLAYER (NUMENOREAN DAGGER)
 BANE:
 QUALITIES:

 ANGRIST/IRON-CLEAVER (ELVEN GREAT-AXE)


 BANE:
 QUALITIES:
 CÛ GLANDIRITH/BOW OF THE GUARDIANS
(NUMENOREAN BOW)
 BANE:
 QUALITIES:

 HURVEGIL/HEARTSWORD (ELVEN LONGSWORD)


 BANE:
 QUALITIES:

 GAURDAGNIR/WEREWOLF BANE (ELVEN SPEAR)


 BANE:
 QUALITIES :
new magical
qualities
Written by Circleofnoms and
Elfcrusher

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

age of heroes destiny

HERO OF ARDA:

the hero's path cultures

NOLDOR (USE HIGH ELVES OF RIVENDELL)


“…Next came the Noldor, a name of wisdom, the people of Finwë.
They are the Deep Elves, the friends of Aulë; and they are renowned
in song, for they fought and laboured long and grievously in the
northern lands of old. "

oath

SINDAR (USE ELVES OF LINDON)


“…For in those days the Grey-elves were still a high people,
possessing great power, and they were wise in the ways of life and
of all living things; and though they were less in crafts and lore
than the Exiles from Valinor they had many arts beyond the reach
of men."








 THE HOUSE OF BËOR:
NANDOR (USE ELVES OF LINDON/MIRKWOOD)
“…Now of old the name of that forest was Greenwood the Great,
and its wide halls and aisles were the haunt of many beasts and of
birds of bright song."
 THE HOUSE OF HALETH:

 THE HOUSE OF HADOR

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 Ironfoot, King Under the Mountain


Up the steps after him leaped a Dwarf with a red axe. It was Dáin
Ironfoot, Náin’s son. Right before the doors he caught Azog, and
there he slew him, and hewed off his head.

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.

DÁIN IRONFOOT : Warrior, King


Bard, King of Dale
DISTINCTINVE FEATURES : Patient, Lordly Their captain was Bard, grim-voices and grim-faced, whose friends
had accused him of prophesying floods and poisoned fish, though
they knew his worth and courage. He was a descendant in long line
ENCOUNTERING DÁIN IRONFOOT of Girion, Lord of Dale….

Bard, known as “bowman” and “dragon-shooter”, is the current king


of Dale. He is descended of the line of Girion, the last lord of Dale
before the desolation of the dragon Smaug. He grew up in Esgaroth
on the Long Lake, and became captain of the bowman in defense of
that town. When the dragon was roused by the company of Thorin
and began his assault on Esgaroth, Bard alone rallied his men to
defend the town. At the very last moment, when all was lost, a com-
mon thrush delivered a message to Bard that he could understand. It
told him of the weak spot on Smaug’s belly, having overheard it
from Bilbo Baggins. Bard then fired his black arrow, an heirloom and
good-luck charm passed down to him from his ancestors, and slew
the dragon. He later led his people in the Battle of Five Armies, and
rebuilt both Dale and Esgaroth using Bilbo Baggins’ 14th share of the
treasure of Erebor.
Now he stands as the wise king of Dale, leading his people as
the world darkens in the shadow of Sauron. He is beset by many
woes and worries, but remains a bulwark against evil. He seeks to
keep good relations to Erebor and the Woodland Realm, and to
expand his kingdom for the good of his people.

BARD , KING OF DALE : King, Captain


DÁIN IRONFOOT AS A PATRON
DISTINCTINVE FEATURES : Grim, Keen-Eyed
ENCOUNTERING BARD
ENCOUNTERING BEORN

BARD AS A PATRON

BEORN AS A PATRON

FELLOWSHIP BONUS : +1

ADVANTAGE : Favor of the King

When within the Dalelands, Laketown, or adjacent regions,


you consider your Standard of Living to be 1 higher than it FELLOWSHIP BONUS : +1
is.

ADVANTAGE : Beorn’s Hall

Beorn When you spend a Fellowship Phase at Beorn ’s house, you


reduce your Shadow by 1 extra point during Spiritual Re-
Others say that he is a man descended from the first men who lived covery (you cannot remove more than 3 Shadow at once).
before Smaug or the other dragons came into this part of the world,
By choosing the Meet Patron undertaking to go and
and before the goblins came into the hills out of the North… At any
see Beorn, you additionally receive a rumour from the
rate he is under no enchantment but his own. Loremaster.

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.

BEORN : Skinchanger, Farmer

DISTINCTINVE FEATURES : Tall, Rustic


Radagast the Brown Thranduil, the Elvenking
"…perhaps you have heard of my good cousin Radagast, who lives In a great hall with pillars hewn out of the living stone sat the Elven-
near the Southern borders of Mirkwood?" king on a chair of carven wood. On his head was a crown of berries
and red leaves, for the autumn was come again. In the spring he
Radagast the Brown is one of the 3 wizards active in Middle Earth. wore a crown of woodland flowers. In his hand he held a carven
He may be the last of the 3, but still possesses great knowledge and staff of oak.
wisdom. Little is known about his history, only that he has dwelt in
the eaves of Mirkwood since before anyone but the elves can re-
member. He is a solitary person, taking much more to the company Thranduil is king of the silvan elves of Mirkwood. He rules a realm
of birds and beasts than that of men and elves. Nonetheless, he has that lies under constant threat from the evil in Southern Mirkwood,
shown a great interest in the development of the Woodmen civiliza- yet his people remain joyous and free. Thranduil has seen an entire
tion, and has sought to protect them from the Shadow to the best of age of Middle Earth in Mirkwood; he and his father, Oropher, came
his ability. to this land when it was still called Greenwood the Great. He was
His self-imposed duty seems to be keeping watch over Mirk- crowned king after the War of the Last Alliance, where his father was
wood and the fortress of Dol Guldur. Unlike his cousin Gandalf, slain at Dagorlad.
Radagast does not seem to be fond of travel, but the two have great Thranduil is prideful and stubborn, but also noble and strong.
respect for each other nonetheless. Radagast is a master of herbs His will and leadership keeps his people safe for now, but he does
and plants, especially those of Mirkwood; he also has the ability to not make friends easily. Rarely does the Elvenking trust the ability of
speak with and understand all the animals of the world. Men and Dwarves, and traveling in his realm is perilous. The compa-
ny of Thorin Oakenshield found this out first-hand when they were
imprisoned for weeks in his dungeon, escaping only by the inter-
RADAGAST THE BROWN : Wizard, Hermit vention of Bilbo Baggins. He maintains congenial relationships with
Dale and a neutral stance with Erebor, but his kingdom remains
isolated.
DISTINCTINVE FEATURES : Rustic, Wise
THRANDUIL , THE ELVENKING : King, Hunter

ENCOUNTERING RADAGAST
DISTINCTINVE FEATURES : Proud, Fair, Wary

ENCOUNTERING THRANDUIL

RADAGAST AS A PATRON

THRANDUIL AS A PATRON

FELLOWSHIP BONUS : +2

ADVANTAGE : Birds and Beasts

When within the borders of Mirkwood or the vales of the


Anduin, you may spend 1 Fellowship point to send a mes-
sage to Radagast via the birds or beasts of the land. His
response is up to the Loremaster, though he will offer wis-
dom and aid if he is able.
FELLOWSHIP BONUS : +1 GALADRIEL AND CELEBORN AS PATRONS

ADVANTAGE : Friend of the Woodland Realm

When you are within the bounds of Northern Mirkwood


(anywhere North of the Mountains of Mirkwood), all Jour-
ney Events are rolled as if you are within Border Land.
By choosing the Meet Patron undertaking to go see
King Thranduil, you additionally receive a rumor from the
Loremaster.

Lady Galadriel and Lord Celeborn


They stood up to greet their guests, after the manner of the Elves,
even those who were accounted mighty kings. Very tall they were,
and the lady no less tall than the Lord; and they were grave and
beautiful.

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

DISTINCTINVE FEATURES : Fair, Fair-Spoken, Wise

ENCOUNTERING GALADRIEL AND CELEBORN


Lord of the Eagles FELLOWSHIP BONUS : +1

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.

LORD OF THE EAGLES : Sentinel, Leader

DISTINCTINVE FEATURES : Proud, Ferocious, Stern

ENCOUNTERING THE LORD OF THE EAGLES

THE LORD OF THE EAGLES AS A PATRON


new patrons 2
Written by Nate B

radagast the brown king bard


ENCOUNTERING RADAGAST
ENCOUNTERING BARD

 KING BARD:
 DISTINCTIVE FEATURES:
 RADAGAST THE BROWN:
 FAVOURED CALLINGS:
 DISTINCTIVE FEATURES:
 AGENDA:
 FAVOURED CALLINGS:
 AGENDA:
FELLOWSHIP BONUS : +2

ADVANTAGE : The Hospitality of a King


FELLOWSHIP BONUS : +1
When choosing the meet patron undertaking to meet with
King Bard raise the fellowship rating by one.
ADVANTAGE : The Magic of Radagast

While within the forest of Mirkwood you can spend a Fel-


lowship point to achieve a magical success of Awareness or
Courtesy tests. The animals of the forest have brought
words of warnings or grave portents of danger to your
king dain beorn the skinchanger

ENCOUNTERING DAIN ENCOUNTERING BEORN

 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.

ADVANTAGE : The Favor the King Under the Mountain

All introductions made during a Council with Dwarves gain


(1d).
expanded lifepaths
Written by Nate B

beornings
SUCCESS
DIE BACKSTORY

VOICE OF THE PAST


The elders and ancient warriors of your tribe spend the long evening hours talking in front of the hearth, on the stepped dais of the
main hall. To the young and restless, their soft speaking may seem idle talk, but you loved to listen to their wise words as they ex-
changed tales and songs, as old as the intricate images wound around the wooden pillars of the hall. One day you might well end up
1 adding your own words to the songs of your folk, strengthening the bonds of tradition.
 STRENGTH 4, HEART 7, WITS 3
 FAVOURED SKILL: Scan
 DISTINCTIVE FEATURES: Bold, Stern

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

HEAD OF THE FAMILY


Beorn, the great chieftain of your folk, sent your father to watch the mountain passes for the best part of the year, leaving you to
provide for your family. Whenever the pursuit of an animal’s trail led you westward towards the mountains, your heart leapt in antici-
pation of the day your father would be back, with new stories to tell and fresh scars to testify to their truthfulness.
5
 STRENGTH 5, HEART 5, WITS 4
 FAVOURED SKILL: Scan
 DISTINCTIVE FEATURES: Stern, Honurable
THE CHILD OF TWO FOLKS
Many years ago, your father came down from the mountains and took as his wife a woman from the tribes of Mirkwood. You grew
up among two worlds, seen as a stranger by both folks. For many years, you encountered suspicion and mistrust, and many scoffed
at the colour of your eyes and hair. But you endured and were finally able to take what your heart deemed good from both your
6 mother’s and your father’s kin.
 STRENGTH 6, HEART 6, WITS 2
 FAVOURED SKILL: Athletics
 DISTINCTIVE FEATURES: Fierce, Wary
elves of mirkwood
SUCCESS
DIE BACKSTORY

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

ENVOY OF THE KING


You have journeyed far from the borders of the Woodland Realm with your father, on his errands to the courts of Men and Dwarves.
Standing by his side, you have learnt much in a handful of months; more than in years spent in the gilded cage of your home. Sadly,
you have also discovered how the Shadow is creeping upon the outside world, gaining in strength with each passing year
6
 STRENGTH 6, HEART 2, WITS 6
 FAVOURED SKILL: Awareness
 DISTINCTIVE FEATURES: Secretive, Cunning
high elves of rivendell
SUCCESS
DIE BACKSTORY

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

Dead or Abandoned. You had to make the best of


it on your own, possibly raising siblings. Lower
standard of living by one rank.
1 Mother raised you alone, father died early in war.
2-3 Mother died in Childbirth, father raised you.

4-5 Both alive, but you were fostered in another home


as a ward

6-8 Both alive but you were raised by a Master Artisan


ESTRANGEMENT to take up a trade
9-10 Both alive and raised in the family home
Both Alive and your parents raised you in one of
their many homes. Your family was quite wealthy.
Raise standard of living by one.

PATRIARCH

ROLL RESULT

Bastard. Decrease max hope by 1


ROLL RESULT
1 Black Sheep. Any council involving your family will
make your rolls lose (1d) Uncle
2 Disliked. If attempting a task and a member of
your family is nearby your roll is Ill-Favoured 1-4 Cousin

3-9 Average 5-8 Father

10 Appreciated. Raise max hope by 1 9-10 Elder Sibling

Favorite. Raise max hope by 2 Roll again and add generation of degree (in case
of cousin).

SOCIAL CLASS
RATING DESCRIPTION MINIMUM SOL EXAMPLE

9 Modest Common Trapper’s Cabin, Hut


8 Adequate Prosperous Farmland, Cottage
7 Respectable Prosperous Small Inn, Manor House
6 Superior Rich Large Inn
5 Thriving Rich Iron Mine
4 Opulent Very Rich Gold Mine, Estate

RUNNING A HOLDING

LOT

LOTS
ROLL NAMELESS COMMONER NOBLE
HOLDING UPKEEP

1 Beggar Poor Merchant Landed Knight

2 Indentured Servant Errant Knight Noble Knight  ROLL ≤ HOLDING’S RATING:

3 Outlaw House Knight Wealthy Merchant

4 Cityfolk Entertainer Farmer  ROLL > HOLDING’S RATING:

5 Peasant Merchant Scholar

6 Castleman Artisan Nobleman

 ROLL is :

holdings

 ROLL is :

RATING

NEW YULE UNDERTAKING: TEND TO HOLDING

MINIMUM STANDARD OF LIVING


fear
Written by tomcat

the effects of fear
UNSURE -

 PETRIFIED -

 BERSERK -

 UNMANNED -

a pitiful decline

consequences of fear

bouts of panic dread


 NERVOUSNESS.

 UNTRUSTING.

 PHOBIC.

INVOKING FLAWS

 CRAVEN.

succumbing to the shadow


FEAT RE-ROLL

FAILURE AGGRAVATION  RETURN TO VALINOR.

 MADNESS.

poison of fear

DEGREE OF FAILURE EFFECT

1 – 5 below TN Daunted only


6 below TN Along with being Daunted, he must spend his next round doing nothing. He does not get his WITS rating in Parry defense.
7 below TN Along with being Daunted, her next action is considered ill-favoured in the next round.
8 below TN The character is Daunted, but also temporarily Weary while the source of the Fear persists.
9 below TN The character is Daunted, but also loses a number of END equal to 2x their current Shadow score.

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

circleofnoms new combat RECKLESS ATTACK (FORWARD STANCE)

tasks

CHALLENGE ADVERSARY (FORWARD STANCE)

BATTLE

INSPIRE COMRADES (OPEN STANCE)

VALOR ENHEARTEN

DUAL-STRIKE (FORWARD STANCE)

DISTRACT ADVERSARY (OPEN STANCE)

BATTLE

PRESS (FORWARD STANCE)


CALLED SHOT (OPEN STANCE) RETREAT (DEFENSIVE STANCE)

BATTLE

HARRY FOES (REARWARD STANCE)


SUDDEN ATTACK (OPEN STANCE)

FULL DEFENSE (DEFENSIVE STANCE)


USE ITEM (REARWARD STANCE)

USE ITEM (DEFENSIVE STANCE)

ESCAPE (REARWARD STANCE)

COUNTERSTRIKE (DEFENSIVE STANCE)

HIDE (REARWARD STANCE)

STEALTH
yxolo’s new combat tasks FULL DEFENSE (ANY STANCE)

TWO-WEAPON ATTACK (FORWARD STANCE)

ATHLETICS

BRIEF REST (ANY STANCE)

TEND TO COMRADE (OPEN STANCE)

HEALING

DISTRACT ADVERSARY

BATTLE

SUPPORT COMPANION (DEFENSIVE STANCE)

HEALING
yxolo’s new special damage

BREAK ARMOR — AXES

HARRY FOES (REARWARD STANCE)

BATTLE
HOLD BACK — ANY WEAPON

BREAK SHIELD — AXES


inquisitors combat tasks
QUICK SHOT — BOWS

TWO WEAPON FIIGHTING (ANY STANCE)

DISARM — SWORDS

PUMMELING ATTACK — BRAWLING


CHALLENGE (ANY STANCE)

AWE, INSIGHT,
PERSUADE

alejo’s new special damage

SWIFT STROKES — ANY CLOSE COMBAT WEAPON


inquisitors special damage

QUICK FIRE — BOWS

MULTIPLE STRIKE — ANY CLOSE-COMBAT


WEAPONS
tactical combat
Written by Inquisitor

general movement rules

STRENGTH

ATHLETICS

mounts in combat


CAVALRY CHARGE:

ranged weapons

mounts

MOUNT BATTLE-READY BONUS VIGOR STANDARD OF LIVING

Draft Horse No - - Poor


Cargo Horse No - - Frugal
Palfrey No 2d 1 Common
Rouncey Yes 1d 1 Prosperous
Destrier Yes 2d 3 Very Rich
Courser Yes 2d 2 Rich
Dwarve Pony Yes 1d 1 Common
Dwarven Ram Yes 2d 3 Rich
mounted combat
Written by Circleofnoms

basic mechanics mounts in combat

COMBAT BEGINS

MOUNT ATTRIBUTES

 BATTLE READINESS:

NON-COMBAT MOUNTS  VIGOR:

 ARMOR:

ENHEARTEN SONG

MOUNT BATTLE-READY VIGOR STANDARD OF LIVING

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

PREPARE CHARGE — REARWARD STANCE

BATTLE

SPECIAL DAMAGE
KICK — CLOSE COMBAT:

HEALING STRENGTH VIGOR

SWEEPING BLOWS — ANY CLOSE-COMBAT WEAPON:

STRENGTH
VIGOR
expanded events
Written by Rich H
Edited by Circleofnoms
general
HIGH ROAD (MISHAP)

FALSE FRIENDS (CHANCE-MEETING [FAILED


ROLL])
SWARMS OF MIDGES (MISHAP)

TREACHEROUS PATH (MISHAP)

ON THE PATH OF MISCHIEF (CHANCE-MEETING


[FAILED ROLL]) DEADFALL (MISHAP)

LOST BAGGAGE (ILL-CHOICES)


ENCHANTED OBSTACLE (ILL-CHOICES)

UNCOMFORTABLE LODGINGS (ILL-CHOICES)


SCANTY PROVISIONS (ILL-CHOICES)

AMBUSH FROM ABOVE (CHANCE-MEETING


[FAILED ROLL])
A GLOOMY PLACE (DESPAIR)

ABANDONED SETTLEMENT (DESPAIR)


TAP-TAP-TAP... (DESPAIR)

SPELLBOUND (DESPAIR) VERY NASTY DREAMS (DESPAIR)

UNQUIET DEAD (DESPAIR) LOST DIRECTION (MISHAP)

A NIGHT TIME CHORUS (MISHAP)


BITING INSECTS & SUCKING LEECHES (MISHAP)
HAZARDOUS TERRAIN (MISHAP) RUINS (MISHAP)

scout
BETWEEN HAMMER AND ANVIL (ILL-CHOICES)

MONSTERS AT WORK (CHANCE-MEETING


[FAILED ROLL])
hunter

A FALLEN TOKEN (CHANCE-MEETING [FAILED


ROLL])
OUT OF THE FRYING-PAN INTO THE FIRE
(CHANCE-MEETING [FAILED ROLL])

HAUNTED GROUNDS (CHANCE-MEETING


[FAILED ROLL])
FALSE TRAIL (MISHAP)

DYING ELF (ILL-CHOICES) OUTLAWS (CHANCE-MEETING [FAILED ROLL])

NO STARS TO LIGHT THE WAY (DESPAIR) FAT PHEASANTS (ILL-CHOICES)

SEPARATED (DESPAIR)
TRACKS OF THE WEREWOLF (DESPAIR)
WASHED OUT CAMP (MISHAP)

CRUEL WEATHER (MISHAP) JUST OUT OF REACH (DESPAIR)

GOBLIN CAMP (MISHAP) A NOBLE BEAST (DESPAIR)

FOUL FORAGING (MISHAP)


NO WAY FORWARD (MISHAP)

MAGIC MUSHROOMS (MISHAP)


SCARCE GAME (MISHAP) SPIES AND THIEVES! (DESPAIR)

FROM HUNTER TO PREY (MISHAP)


BLANKET OF BUTTERFLIES (MISHAP)

THINGS THAT BITE AND STING (MISHAP)

FOUL WATER (MISHAP) GUTTERING FIRES (MISHAP)

lookout
JUMPING AT SHADOWS (MISHAP)
HUNGRY WOLVES (CHANCE-MEETING [FAILED
ROLL])

A TASTE FOR BLOOD (MISHAP)

MONSTERS ROUSED (CHANCE-MEETING [FAILED MIDGE INFESTATION (ILL-CHOICES)


ROLL])

WANDERING TROLL (CHANCE-MEETING [FAILED caravan hazards by fedifensor


ROLL])

CRAFT
SCAVENGERS (MISHAP)

FELL CREATURES (DESPAIR)

EXPLORE
A THIEF IS ABROAD (DESPAIR)

NO WAY OUT (DESPAIR)


DEATH SHREWS ATTRIBUTE LEVEL
Swift, Shrieking
HUNTING 3

Endurance Might Hate Parry Armour

12 1 3 - 2

Combat Proficiencies: Bite 2 (4/14, Pierce)

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.

moria hazards by mim

FINE EATERS (HUNTSMAN)


hazards for journeys from

laketown to grey mtns by

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.

WHY CHASE RULES?


"...they began to hear goblin noises and horrible cries far behind in
the passages they had come through. That sent them on faster than
ever..."
 INSPIRE:

FAR
 EXPLORE:

MEDIUM
 RANGED WEAPON SKILL:

CLOSE
 BATTLE:

IMMEDIATE
 GIVE UP FLIGHT (ANY CATEGORY):

 DELAYING ACTION (WEAPON SKILL):

DISTANT
 STEALTH:
chases version 2 by veilan

TRAVEL

HUNTING
ATHLETICS
combat advantages
and complications
Written by Circleofnoms

advantages complications

MELEE ADVANTAGES MELEE COMPLICATIONS

ADVANTAGE BONUS COMPLICATION PENALTY

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

RANGED ADVANTAGES RANGED COMPLICATIONS

ADVANTAGE BONUS COMPLICATION PENALTY

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










EXPRESSING GOALS AND OFFERING SERVICES:

 ADJUSTING THE RESISTANCE LEVEL:


SKILL TESTS:

EXPRESSING GOALS AND OFFERING SERVICES:

ENHEARTEN
 BENEFIT:
LORE INSIGHT

ADJUSTING THE RESISTANCE LEVEL:

INSIGHT
 BENEFIT:
COURTESY AWE

SKILL TESTS:
PERSUADE
 BENEFIT:
AWE LORE

RIDDLE
 CONDITION: RIDDLE

 BENEFIT:
INSIGHT COURTESY
ROLL EVENT

Fortune Smiles: Amazing news causes everyone to regain 1


Hope, and the council’s Resistance is reduced by 1.

10 Unexpected Support: Good news or unexpected allies vouch for


SONG the company, reducing the council’s Resistance by 1.
 BENEFIT:
9 Extra Time: An opportunity for a display of skill; increase the Time
RIDDLE ENHEARTEN Limit by 1.
Ill Fortune: Unexpected opposition or ill-fated news reduces the
3-8 Time Limit is by 1 unless a PC spends 1 Hope and immediately
makes an Interaction Roll to address the topic.
Temptation: A player-hero is tempted to act in accordance with
COURTESY their shadow path for the company’s benefit. If they give in, it
2 reduces the council’s Resistance by 1, but the player-hero gains
 CONDITION: COURTESY shadow according to their actions.

1 Terrible News: Horrible tidings cause the Time Limit to be re-


 BENEFIT: duced by 1 unless each player-hero spends 1 Hope.
RIDDLE Dangerous Disaster: An accident or causes a company member
and a loremaster character to suffer a wound. The council ends
immediately in disaster unless all player-heroes spend 1 Hope
and apply first aid to the injured LM chararacter. The time limit is
AWE also reduced by 1.
 CONDITION: AWE

 BENEFIT:
ENHEARTEN PERSUADE

LORE
 BENEFIT:
PERSUADE SONG
weather on journeys
Written by Aiden Harrison

autumn weather

ROLL EVENT

Horrible weather, driving rain, and freak storms cause horren-


dous conditions. Event tests lose (-2d).

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).

6-8 Normal weather, partially cloudy with occasional showers. No


winter weather
modification to any rolls.

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

The weather shifts 2 steps in a negative direction.


1-2 The weather shifts 1 step in the negative direction.
3-8 The weather does not shift.
9-10 The weather shifts 1 step in the positive direction.
The weather shifts 2 steps in the positive direction.
warband rules
Written by Kelly Pederson
Edited by Circleofnoms
warband basics

ENHEARTEN

 TINY
 SMALL
 LARGE:
 THRONG:

HEALING

HEALING

 WARBAND ENDURANCE POOL:

 WARBAND PARRY RATING:

 WARBAND ARMOUR BONUS:


STANCE:

tactics of warbands

HARRY FOE
STANCE:
STANCE:

HARRY FOE DAMAGE / INJURY RATING


SOL TINY SMALL LARGE THRONG

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

1 Forgotten Path Hides

ill choices, & mishap events


2 Ghastly Power Hinders
3 Gloomy Prophecy Holds
4 Hidden Refuge Leads
ROLL RESULT 1
5 Ill-Fated Riddle Leaves
ROLL ASPECT FOCUS ACTION 6 Impenetrable Ruins Moves
1 Ancient Battle Ambushes
2 Blighted Burden Assaults
ROLL RESULT 5
3 Broken Cavern Attacks
4 Cheerless Creature Betrays ROLL ASPECT FOCUS ACTION
5 Corrupted Curse Bolsters 1 Menacing Rumor Prevents
6 Cruel Death Breaches 2 Mysterious Secret Removes
3 Old Shadow Resists
4 Ominous Song Seizes
ROLL RESULT 2
5 Ruined Story Smashes
ROLL ASPECT FOCUS ACTION 6 Silent Tale Steals
1 Dangerous Doubt Breaks
2 Dark Enemy Captures
ROLL RESULT 6
3 Dead Fate Collapses
4 Defended Fear Controls ROLL ASPECT FOCUS ACTION
5 Desolate Folk Corrupts 1 Stricken Tool Surrounds
6 Destroyed Land Crumbles 2 Threatening Treasure Threatens
3 Treacherous Weapon Traps
4 Twisted Wilds Tricks
ROLL RESULT 3
5 Unnatural Wish Uncovers
ROLL ASPECT FOCUS ACTION 6 Wild Witch Weakens
1 Dreadful Leader Defies
2 Empty Legend Demands
3 Evil Memory Disguises
4 Faded Message Escapes
5 Fell Nature Finds
6 Foreboding Pain Gathers
Roll Result 5
shortcut & joyful sight
ROLL ASPECT FOCUS ACTION
1 Mysterious Knowledge Persists
ROLL RESULT 1
2 Noble Land Preserves
ROLL ASPECT FOCUS ACTION 3 Old Message Prevents
1 Active Border Aids 4 Open Might Summons
2 Ancient Council Arrives 5 Peaceful Nature Replenishes
3 Bold Court Awaits 6 Stout Path Restores
4 Bright Creature Discovers
5 Empty Fate Endures
ROLL RESULT 6
6 Faded Folk Escapes
ROLL ASPECT FOCUS ACTION
1 Restored Power Searches
ROLL RESULT 2
2 Sheltered Refuge Shares
ROLL ASPECT FOCUS ACTION 3 Simple Treasure Transforms
1 Growing Followers Evades 4 Small Riddle Uncovers
2 Hidden Haven Holds 5 Vigorous Weapon Upholds
3 Impenetrable Leader Journeys 6 Young Wish Withstands
4 Inspiring Legend Believes
5 Flourishing Life Bolsters
6 Beautiful Light Defends chance meeting

ROLL RESULT 3

ROLL ASPECT FOCUS ACTION


ROLL ENCOUNTER TEMPERAMENT FOCUS
1 Good Luck Forgives
1 Large Group of Raging Engaged in
2 Kind Memory Strengthens Adversaries Combat
3 Gentle Courage Changes Small Group of
2 Adversaries Paranoid Lying in Wait
4 Wondrous Duty Creates
3 Small Group of Shadowed Hunting
5 Cold Fellowship Defies Adversaries Something
6 Concealed Hope Explores Small Group of Engaged in
4 Adversaries Weary Conversation

5 Potential Wary On a Long March


ROLL RESULT 4 Adversaries

6 Travelers Lost Wandering


ROLL ASPECT FOCUS ACTION Aimlessly
1 Defended Love Finds 7 Travelers Mysterious Exploring a Ruin
2 Fierce Depths Focuses 8 Merchants Determined Setting Up Camp
3 Fragile Dreams Gathers 9 Merchants Peaceful Eating a Meal
4 Lofty History Guards 10 Friendly Faces Cheerful Recovering from
Battle
5 Lost Honor Leads
A Deadly Foe Corrupted In a Bout of
6 Mighty Journey Learns Madness
A Known Ally Inspiring Resting Peacefully
dungeon delving
Written by Papa Bear DM

the dungeon

NATURE:

SIZE: delving roles

 THE GUIDE:

 SMALL:  THE SCOUT:

ROLL SIZE

1-2 1 level  THE VANGUARD:


3-4 2 levels
5-6 3 levels

 STANDARD:
 REARGUARD:
 LARGE:

DIFFICULTY:
delving sequence
FATIGUE:

DETERMINING THE NATURE, SIZE, AND


DIFFICULTY OF THE DUNGEON DELVE TIME KEEPING:

REST AND FATIGUE:


TIME KEEPING:

MAKE EXPLORE TESTS

END DELVE

TIME KEEPING:

event resolution

SELECT TARGETS

EVENTS:
ROLL TARGET SKILL

1-2 Scout Scan


3-4 Vanguard Athletics
5-6 Rearguard Awareness
DETERMINE THE EVENT JOYFUL SIGHT:

 RESOLVE THE EVENT


FEAT FATIGUE
EVENT CONSEQUENCES
DIE GAINED

Terrible If the roll fails, the target is 2


Misfortune Wounded.

1 Despair IF the roll fails, everyone in the 1


Company gains 1 Shadow

2-3 Ill-Choices IF the roll fails, the target gains 1 1


Shadow
If the roll fails, add +1 to the
4-7 Mishap difficulty of the Dungeon Level by, 0
and the target gains +1 Fatigue.
IF the roll succeeds, reduce the
8-9 Shortcut Difficulty of the Dungeon Level by 0
–1.
If the roll succeeds, the Loremaster
10 Fortuitous Event improvises an Event favoring the 0
Company.

Joyful Sight If the roll succeeds, everyone in the 0


Company regains 1 Hope.

TERRIBLE MISFORTUNE:

DESPAIR:

MISHAP:

SHORT CUT:

FORTUITOUS EVENT:
mass combat
Written by f.killian

FACTORS

preparing for war 






 RECORD BATTLE DICE




battle stances

 FAILURE  STUCK-IN:

 SUCCESS
 GREAT SUCCESS:  ENGAGED:

 EXTRAORNIDARY SUCCESS

 SKIRMISHING:

PROTECTION

 SUPPORT:

mass combat sequence

events

CHOOSE BATTLE STANCES

ROLL FOR AND RESOLVE EVENTS


battle dice
ENEMY TYPES

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.

DIVIDE THE LINES—SKIRMISHING VALIANT STAND—STUCK-IN


One character may make a BATTLE test. On a success, the One character may spend a point of Hope to become fa -
event rolls for all Battle Stances save Stuck -In are favoured voured on all tests for the next round, save PROTECTION
next battle round. tests, which are ill-favoured.
STUCK-IN EVENTS
ROLL EVENT EFFECT

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

ROLL RESULTS DESCRIPTOR

+2d to your Combat You find a strong defensive


Skill Roll; position, perhaps even a
Protection tests are stone wall, or ancient
favoured. fortification.
You find a significant
+2d to your Combat defensive position,
defendable break in the
a
Success + Skill Roll ground, a hill, or cluster of
impassable trees.

Success +1d to your Combat You find a turn in the rock, or


a copse of trees that offer
Skill Roll natural cover.

Failure -1d to your Combat You end up in an area that


mires your free movement
Skill Roll (high grass, gravel, a cliff).

-2d to your Combat What you thought was a


Skill rolll; sound location turns out to
Failure w/ Protection tests are ill- be treacherous and you need
favoured. to be rescued from certain
doom.

ambushed?
select combat stance

AWARENESS

ppening Volley STANCE EFFECT COMBAT HEROICS

Forward +1d to Combat rolls and −1d to Intimidate Foes


Protection rolls

Open no modifiers Rally Comrades /


Cast Spell*

Defensive −1d to Combat rolls and +1d to Protect Companion


Protection rolls
Attack only with a ranged
make battle roll
weapon; if the enemy does not
Rearward outnumber you, lose endurance Prepare Shot
only if the enemy has ranged
BATTLE weapons or if the hero’s combat
roll fails with an Eye

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 Slain Hero Slain


1 Hero Slain Hero Slain Hero Captured

2-3 Hero Slain Hero Captured Hero dead in 1d6


hours
 PREPARE SHOT:
4-7 Hero Captured Hero dead in 1d6 Hero dead in 1d6
hours hours

8-9 Hero dead in 1d6 Hero dead in 1d6 Hero overlooked


hours hours

10 Hero dead in 1d6 Hero overlooked Hero overlooked


hours

combat order Hero overlooked Hero overlooked Hero overlooked

 HERO SLAIN:

 HERO CAPTURED:
SKILL ROLL RESULTS DAMAGE TO PC

1 Success (+1 per ) None


May activate a magical artifact

Success 1 Success (+1 per ) -1 Endurance
 HERO DEAD IN 1D6 HOURS:
Failure No Successes -5 Endurance

-10 Endurance and


Failure + No Successes Piercing Blow.  HERO OVERLOOKED:
Enemy may activate
a Fell Ability.

unconsciousness and death

 FATE:
combat outcomes

OUTCOME EFFECT

Attribute Level of the Enemy is routed or destroyed, combat ends.


enemy is exceeded.
All heroes succeed Enemy is hard-pressed, next exchange begins.
More heroes fail than Combat reversal, +1 to enemies Attribute Level,
succeed next exchange begins.
Heroes are overrun, +2 to enemies Attribute
All heroes fail Level, (-1d) to combat actions for next
exchange, next exchange begins.

disengagement

 RETREAT:

 HIDE:

 FLEE:
CHAPTER 3

fellowship
phase
holding rules
Written by Rich H
Edited by Circleofnoms
summary of holding rules

select holding improvements


holding improvements











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

learn a new language


LORE

 CRAFT
LORE
LORE


  WILD AREA:

EXPLORE
 SHADOW LAND:
EXPLORE TRAVEL
STEALTH
 DARK LAND:
EXPLORE TRAVEL
STEALTH
EXPLORE

visit annuminas (rangers of

the north only) by otaku-

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

ROLL RESULT erebor & dale undertakings

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 SHADOW LANDS  SUCCESS + :

IN DARK LANDS
 SUCCESS + :
fellowship phase

undertakings for a captain

by kelly pedersen

WORK WITH A DWARVEN MASTER

CRAFT
CRAFT

LIBRARY RESTORATION HELP THE LIBRARIAN


INSPIRE PERSUADE
(EREBOR)

RESTORING/CLEARING OUT A LOWER SECTION,


COLLAPSED PASSAGE OR A LOST MANSION IN
EREBOR

HONOUR THE FALLEN

“ COURTESY ENHEARTEN
SONG



pilgrimage to the tower

hills (high elves of rivendell 

only) by otaku-sempai 
LORE

LORE

forge mithril (dwarves only) running with the pack by

by kelly pedersen lara redleaf

CRAFT

study with mab the spinner

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 + :

GET MARRIED SUCCESS + :

 POOR:
 FRUGAL:
 COMMON:

 RICH:
 VERY RICH:






guide to
songwriting
Written by zekrish
THE PLOT

notes on verse and meter

THEME AND INTRODUCTION

THE ENDING
simple holding
rules
Written by Loikki
towns and forts
Written by Red Haired Thor

BUILDING

valour and wisdom for

towns and forts


the sliding scale of
STRUCTURE DAMAGE AND REPAIRS

complexity

But Elves don’t have Longhouses!

My players are already attached to Bree, how do I use this? town rating

You don’t expect me to have the Adventuring Phase in towns,


right?
yule time

ALTERNATIVE YULE TIME RULES

 9-8

 7-6

 5-4

 3-2

 1
BUT WHAT ABOUT…? TIER 1
KEEP

ANIMAL COMPANIONS:

MASS COMBAT:

COMBINING BUILDING EFFECTS:

DITCH

ATHLETICS
GATEHOUSE

valour buildings

ALTERNATIVE VALOUR RULE

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

FIELD OF THE CHAMPION

TOWER STABLES

FORTIFIED SHELTER

TAKE A BREATHER DEFENSIVE STANCE


CAPTAIN’S TOWER
TIER 4
DONJON

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

ALDERMAN’S LONGHOUSE/LEADER’S MANOR

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

RECORD KEEPER’S TOWER

HUNTING LODGE
STABLES

THE HUT OF THE WISE-WOMAN


STONEMASON FAIRGROUNDS

WEAVER’S SHOP

HOUSE OF HEALING

TIER 4
TRADING POST

HARBOUR

ASSEMBLY HALL

OFFICE OF THE REEVE

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:

ORC SOLDIER 1, ROUND 1:

GOBLIN ARCHER:

ORC SOLDIER 2, ROUND 1:

GOBLIN ARCHER, ROUND 1:

close combat rounds

ROUND 1
ROUND 2
COMBAT ENDS

DÍRHAEL, ROUND 2:

REFERRING TO THE CORE RULEBOOK


Combat rules are detailed starting on pg. 93 of the
MIRABELLA, ROUND 2: core rulebook.
Special Damage effects for player characters are
found on pg. 99 of the core rulebook.
Adversary rules and statblocks are found on pgs. 142
-144 and pg. 150 of the core rulebook.
designing
adventures
Written by poosticks7
Edited by Circleofnoms

main themes
FRIENDSHIP & FELLOWSHIP:

THE ENNOBLEMENT OF THE IGNOBLE:

COMPASSION & FORGIVENESS:

HOME:

FEAR & DOUBT:

PERSEVERANCE:

player vs character
continuity & history

fading & decline

big bad evil guy (bbeg)

other points
 
loremaster
characters
Written by Multiple Contributors

favourite npc’s by zedturtle


BRIENNE (UNOFFICIAL)

IRMGARD (UNOFFICIAL)

RUITHEL

VIGLAR

CEAWIN

DRAGAR (UNOFFICIAL)

DURBAG

GARINDEL (UNOFFICIAL)
introducing radagast by

zedturtle

BRÍSINDRE BY HALBARAD

new loremaster characters

FRITHALF OF BUHR WENJAN BY HALBARAD


background
KEMIC FARSTRIDER BY POOSTICKS7
physical description & mannerisms

equipment worn

DÍNATHRAD BY POOSTICKS7
physical description & mannerisms
background

equipment worn

REGIN STONETEARS BY POOSTICKS7 background


physical description & mannerisms

equipment worn
MARTILA RADDLE THE HORSE TRADER OF LAKETOWN

MARILLA THE BEORNING BAKER, RESIDENT AT


LAKE-TOWN

MIRIEL BY FINROD FELAGUND

LOTHGAR THE TANNER

LIEFSTER AND FORNALD

MORRIGAN. DRAUPNIR LORD OF HARGROD BY


OTAKU-SEMPAI

JOALA THE ARTIST AND SCRIBE


APPEARANCE
DAME MIRIEL, CAPTAIN OF THE CARAD EHTA BY
WOODCLAW

PERSONAL HISTORY

custom loremaster

characters by otaku-sempai

GALDOR, MESSENGER OF CÍRDAN

occupation:
distinctive features:

HADORION
PERSONALITY

occupation:
distinctive features:
THANDORION DRAUPNIR, LORD OF HARGROD

occupation:
distinctive features:

DÍS DAUGHTER OF THRÁIN

occupation:
distinctive features:

occupation:
distinctive features:
balancing
encounters
Written by Harlath



benchmarking from existing

2e & 1e adventures
This section contains spoilers for The Star in the Mist.


high variance & experience using hate

variable encounters and


party make-up
goals



CHAPTER 5

the
shadow
horde rules
Written by Circleofnoms

what is a horde? horde statblocks

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:

Endurance Might Hate Parry Armour


 HUGE:

35 - 6 - 2

Combat Proficiencies: Jagged Knives 3 (2/14).


 MASSIVE: Bow of Horn 3 (3/14, Pierce)

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

Endurance Might Hate Parry Armour


Endurance Might Hate Parry Armour

40 - 8 +1 3
40 - 8 - 2

Combat Proficiencies: Bent Sword 3 (5/14).


Bow of Horn 2 (4/14, Pierce) Combat Proficiencies: Bite 3 (4/14, Pierce)

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.

HORDE OF ORCS ATTRIBUTE LEVEL


Strong, Bloodthirsty Horde of Bats
5
Bats large and small serve the dark lord as spies and ambush-
hunters. They stalk the night and drink the blood of wayward
victims, swarming them before they have a chance to react.
Endurance Might Hate Parry Armour
HORDE OF BATS ATTRIBUTE LEVEL
50 - 10 +2 4 Swift, Loud
3
Combat Proficiencies: Broad Bladed Sword 4 (5/18).
Bow of Horn 3 (4/14, Pierce) Endurance Might Hate Parry Armour

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:

¨ MOOK/MINION: ¨ GIGANTIC OR VERY POWERFUL:

¨ ELITE ENEMY/LEADER: DETERMINE HATE/RESOLVE POOL

¨ BOSS/ICONIC ENEMY:

¨ END BOSS/IMPOSSIBLE FIGHT:

SET PARRY RATING

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

¨ MEDIUM ARMOR/VERY THICK SKIN: à


¨ HEAVY ARMOR/HARDENED SKIN:
¨ MAGICAL OR CUSTOM PROTECTION: à

SET ATTACKS

WEAPON AL 1-5 AL 6-10 AL 11+ SPECIAL

Bite 4/14 6/14 8/18 Pierce/Seize


Chilling Touch* 3/12 6/12 9/14 Pierce/Seize
¨ WEAPONRY: Claws 3/14 5/16 7/18 Pierce/Seize
Crush 4/12 6/12 8/14 Seize/Break Shield
Sting 3/12 4/16 5/20 Pierce
¨ MAGIC WEAPONS: Tail Lash** 10/14 14/16 20/18 Break Shield

¨ 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]

¨ FEAR OF FIRE. [+3]

SPECIAL ADVERSARY STATUS POINT BONUS CODE ¨ FEAST ON SUFFERING. [-2]


Empowered by shadow or dark magics +3 D
Vital servant or key leader in the Enemy’s service +3 V
Elite variant or leader among equivalents +2 E
¨ FELL SPEED. [-2]
Physical body but unable to physically attack +2 M
Mindless, thoughtless, or utterly dominated +2 M ¨ FIERCE FOLK. [-1]
Old, highly experienced, or a master of lore +1 O
Extreme physical limitations or challenges +1 L ¨ FOUL REEK. [-3]
Supremely determined or dedicated to a cause +1 C

¨ AQUATIC. [+1] ¨ FEARLESS. [-1]

¨ BEWILDER+. [-1]
¨ GHOST FORM*. [+3]
¨ BLACK DREAD+. [-3]

¨ COWARDLY [+1]

¨ CRAVEN. [+2] ¨ GREAT LEAP. [-1]

¨ CRUEL STROKE. [-4] ¨ HATE SUNLIGHT. [+1]

¨ HATRED (SUBJECT). [-1]


¨ DARKER THAN THE DARKNESS. [-2]
¨ HEARTLESS+. [-1]

¨ DEADLY ELUSIVENESS. [-2]


¨ HIDEOUS TOUGHNESS. [-2] ¨ WORDS OF POWER AND TERROR+. [-4]

¨ WRAITH-LIKE. [-1]
¨ HORRIBLE STRENGTH. [-2] ¨ YELL/HOWL OF TRIUMPH. [-2]

¨ POISON. [-1] BY INCULTA


¨ BLOODLUST. [-2]
¨ RECKLESS HATE. [-2]
¨ BERSERK FURY. [-3]
¨ SAVAGE ASSAULT. [-2]

¨ SNAKE-LIKE SPEED. [-2] ¨ ONSLAUGHT. [-2]

¨ STRIKE FEAR. [-2] ¨ KEEN-EYED. [-1]

¨ BARBED ARROWS. [-2]


¨ THICK HIDE/ARMOUR. [-3]
¨ DREADFUL ROAR. [-1]
¨ THING OF TERROR. [-2]

¨ THE EYE WATCHES. [-4]


¨ THING OF HORROR. [-5]

BY HALBARAD
¨ SADDLE BORN. [-1]

¨ THRALL (SUBJECT). [+2]

¨ STEPPES RIDER. [-2]


¨ VISIONS OF TORMENT+. [-2]

¨ EXPERT AMBUSHER. [-1] AWARENESS

¨ WEAK SPOT. [+1] ¨ DIRTY FIGHTING. [-2]

¨ FLAME OF UDUN. [-6]


¨ WEB. [-1]
curses
Written by Multiple Contributors

new curses by glorelendil


VISIONS OF TERROR

THE MARK OF EVIL



THE SONG OF READINESS

THE LONGING 

WRAITH FORM

THE GOBLINING BLADE

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

forsworn pledge by issachar


HATEFUL

SULLEN
fading by robin smallburrow

(elves only)
WAYWARD

UNRULY
FORGETFUL

FAITHLESS

curse of discord by issachar PRANKSTER

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

Mountain Orc Hunter Shenrex, Sister of Shelob


As tribes of Orcs and Goblins expand across the mountains, SHENREX, SISTER OF SHELOB [E] ATTRIBUTE LEVEL
their demand for fresh meat grows as it does for keen-eyed Terrible, Swift
hunters.
8
MOUNTAIN ORC HUNTER ATTRIBUTE LEVEL
Cunning Wary
Endurance Might Hate Parry Armour
4
80 2 8 - 3
Endurance Might Hate Parry Armour
Combat Proficiencies: Sting 4 (5/18, Pierce).
Web 3 (-/-, Web)
16 1 4 - 2
Fell Abilities: Poison. If this creature’s attacks result in a Wound, the
target is also Poisoned.
Combat Proficiencies: Bow of Horn 3 (3/14, Pierce). Web . If an attack with the Web quality successfully hits a target, that
Scimitar 3 (3/16) target is webbed and unable to move. The webbed target cannot
change stance and suffers -4 to their Parry rating. The webbed target
may free themselves by succeeding on an ATHLETICS roll.
Fell Abilities: Hate Sunlight. This creature loses 1 Hate at the start of each Sleep Poison . When a target is affected by this creature’s poison, they
round it is exposed to the full light of the sun. immediately fall asleep. The sleeping target may be roused by a SONG
Snake-like Speed. When targeted by an attack, spend 1 point of Hate roll.
Denizen of the Dark . All attack rolls made by this creature are Fa-
to make the attack roll Ill-Favoured . voured while in Darkness.
Great Leap . Spend 1 point of hate to attack any Player-Hero, in any
combat stance including Rearward.
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.
Olog-Hai
Among the most dreaded of all the Shadow's servants, these
vile Trolls are deceptively cunning and intelligent, boundless in
devotion to the Dark Lord and in savage hatred for his enemies. Weblings
WEBLINGS ATTRIBUTE LEVEL
OLOG-HAI [E] ATTRIBUTE LEVEL Small, Swift
Ferocious, Wicked
4
10

Endurance Might Hate Parry Armour


Endurance Might Hate Parry Armour

16 1 3 - 1
100 2 10 - 4

Combat Proficiencies: Sting 3 (3/12, Pierce).


Combat Proficiencies: Notched Sword 3 (7/16, Pierce). Web 2 (-/-, Web)
Crush (6/12, Seize)

Fell Abilities: Poison. If this creature’s attacks result in a Wound, the


Fell Abilities: Hatred (Elves & Dwarves). When targeting the subject of target is also Poisoned.
their hate, this creatures attack rolls are Favoured .
Horrible Strength . If this creature scores a Piercing Blow with a close -
combat attack, spend 1 hate to make the targets 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.
Thick Hide. Spend 1 point of Hate to gain (2d) on a Protection test.
by poosticks7 ogre of the long marshes by

Elven Tracker woodclaw


ELVEN TRACKER ATTRIBUTE LEVEL
Swift, Keen-Eyed

Endurance Might Resolve Parry Armour

24 1 6 +2 2

Combat Proficiencies: Elven Bow 3 (4/14, Pierce).


Sword 3 (4/16)

Abilities: Snake-like Speed . When targeted by an attack, spend 1 point


of Resolve to make the attack roll Ill-Favoured .
Elven Arrows . When this creature’s attacks score a Piercing Blow, the
target loses (-1d) on the Protection test.

Dwarven Warrior
DWARVEN WARRIOR ATTRIBUTE LEVEL
Fierce, Relentless

Endurance Might Resolve Parry Armour

24 1 6 +1 4

Combat Proficiencies: Dwarven War-Axe (6/18, Break Shield).

Abilities: Old-Hatreds . When this creature makes a successful attack,


spend 1 point of Resolve to increase the damage of the attack by 6.
Fierce Folk. Spend 1 point of Resolve to gain (1d) on an attack roll and
to make the roll Favoured .

Hobbit Bounder
HOBBIT BOUNDER ATTRIBUTE LEVEL
Swift, Keen

Endurance Might Resolve Parry Armour

16 1 4 +2 2

Combat Proficiencies: Sword (4/16).

Abilities: Hard to Pin-Down. At the beginning of each round, this crea-


ture may choose which hero it engages, regardless of restrictions. Or
this creature may choose to disengage and escape combat automatical-
ly.
FAILURE
OGRE OF THE LONG MARSHES [E] ATTRIBUTE LEVEL
Old, Stealthy

Endurance Might Hate Parry Armour

90 2 9 - 2
DISASTER

Combat Proficiencies: Troll-Club 3 (6/16, Break Shield).


Crush 2 (6/12, Seize)

Abilities: Strike Fear. Spend 1 point of hate to make all player-heroes in


sight gain 3 Shadow (Dread). Those who fail their Shadow test are THE LONELY GIANT [E] ATTRIBUTE LEVEL
daunted and cannot spend Hope for the rest of the fight. Wise, Terrible
Savage Assault. When this creature produces at least on a
successful attack roll, they may immediately make a second attack. This 11
can only occur once per round.
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
Protection test Ill-Favoured .
Hideous Toughness. When an attack inflicts damage to the creature Endurance Might Hate Parry Armour
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.
Dull Witted. Player-heroes may attempt a special Combat Task against
this creature while in a Forward stance. The acting player makes a
RIDDLE test as their main action for the round: On a success, the
110 3 11 - 5
creature loses 1 point of hate, +1 point per Success symbol rolled.
Covered in Moss . When this creature is in a marshy or swampy
setting, all AWARENESS rolls made to detect this creature presence lose Combat Proficiencies: Crush 3 (9/16, Break Shield)
(-2d) on the roll.

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.

the lonely giant by


Once a hero fails a Shadow Test, they no longer continue to gain
Shadow from this ability. This ability is considered inactive if the creature
is reduced to 0 Hate.
Horrible Strength. If this creature scores a Piercing Blow with a close-

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.

CARCHELEK [E] ATTRIBUTE LEVEL


Huge, Swift
LORE
6

Endurance Might Hate Parry Armour


RIDDLE
COURTESY AWE 34 1 6 - 3

Combat Proficiencies: Bite 3 (6/14, Pierce)

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

Bâlor Balanar, the Black Wind


Bâlor is a Ringwraith, equalled in sorcery only by the Witch King
and in cruelty by none save the Dark Lord. He speeds
throughout Eriador sowing seeds of fear, hatred, and discord.
Bâlor maintains his fastness in the ruins of Utumno, dredging the
bones of evil things and fell weapons from the cursed earth.

BÂLOR BALANAR [E] [D] ATTRIBUTE LEVEL


Cruel, Vicious

11

Endurance Might Hate Parry Armour

90 2 11 +2 3

Combat Proficiencies: Long Sword 4 (5/18, Pierce)

Fell Abilities: Black Breath. Anyone who engages a Nazgul in a close-


combat stance immediately gains 2 points of Shadow (Sorcerery). If the
hero fails their Shadow Test, they immediately fall unconscious.
Deadly Voice. Spend 1 Hate to make a player-hero gain 3 points of
Shadow (Dread). If the hero fails their Shadow test, they are made
Weary for the rest of the combat.
Denizen of the Dark. All attack rolls are Favoured while in darkness.
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. Once a
hero fails a Shadow Test, they no longer continue to gain Shadow from
this ability. This ability is considered inactive if the creature is reduced to
0 Hate.
Dwimmerlaik . If a hero scores a Piercing Blow against a ringwraith,
the hero must immediately make a VALOUR test. On a failure their
weapon shatters and they suffer Endurance damage equal to the
adversaries Attribute Level. In addition, the ringwraith cannot suffer
injuries from non-magical weapons (ONLY IN PHYSICAL FORM)
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 or other
burning item.
Bewilder . Spend 1 Hate to reduce the Parry score of a player -hero by
–2 for one turn.
Darker than the Darkness . Spend 1 Hate to force all player-heroes to
succeed on a Shadow Test (Sorcery) or lose (-1d) on all attack rolls and
suffer -2 Parry for the rest of the combat.
Deadly Elusiveness . This creature can only be attacked in Close
Combat by a character in Forward Stance.
Dreadful Spells . Spend 1 Hate to make one Player-hero gain 3
Shadow points (Sorcery). Targets who fail their Shadow Test suffer the
special effects of one of the following spells:
 Deadly Gaze . The hero is made Weary for the rest of the combat.
In addition, if the feat die for the Shadow Test rolled a , the hero
immediately suffers a Wound.
 Necromancy. The hero is immediately attacked by 2 Bog Soldiers, 1
Wood Wight, or 1 Fell Wraith who then enters the combat
alongside the ringwraith.
bandits of the wild by roodie Brigands
A ragtag band of brigands, with old wooden shields, rusty axes
and creaking shortbows. They wear a poor mix of armour items.

The Boss BRIGANDS ATTRIBUTE LEVEL


Probably an ex-soldier, bitter, cruel and slightly paranoid. He Dirty, Ruthless
has the best equipment, and can use it well.
3
THE BOSS [E] ATTRIBUTE LEVEL
Tough, Cruel
Endurance Might Resolve Parry Armour
4
12 1 3 +1 2
Endurance Might Resolve Parry Armour
Combat Proficiencies: Sword 2 (4/16).
Dagger 2 (3/14, Pierce)
26 1 4 +2 3
Fell Abilities: N/A
Combat Proficiencies: Sword 3 (4/16).
Dagger 3 (3/14, Pierce)

Fell Abilities: Dirty Fighting. If an adversary hits with a close-combat


attack, they may spend 1 point of Resolve to send the target to the
an easterling warband by
mim
ground as if the target was knocked back (but still suffering the full
effect of the attack).
Expert Ambusher. All AWARENESS rolls made to detect this creature’s
ambush are Ill-Favoured .

Böri the Warlord


The Strong Man
BÖRI THE WARLORD [E] ATTRIBUTE LEVEL
Every boss needs a strong man, to keep the lesser brigands in Tough, Cruel
fear. Big & strong like an ox. With his huge axe, he can cut a
horse in half with one swing. 5

THE BOSS ATTRIBUTE LEVEL


Tall, Strong Endurance Might Resolve Parry Armour

5
30 1 5 +3 3

Endurance Might Resolve Parry Armour


Combat Proficiencies: Sword 4 (4/16).
Dagger 3 (3/14, Pierce). Bow 3 (4/14, Pierce)
20 1 5 +1 3
Fell Abilities: Yell of Triumph. Spend 1 Resolve to restore 1 Resolve to all
other Easterlings in the fight.
Combat Proficiencies: Long-Hafted Axe 3 (7/18, Break Shield). Expert Ambusher. All AWARENESS rolls made to detect this creature’s
Dagger 3 (3/14, Pierce) ambush are Ill-Favoured.
Fierce Folk . Spend 1 Resolve to gain (1d) on an attack and to make the
roll Favoured .
Fell Abilities: Horrible Strength. If the creature scores a Piercing Blow
with a close combat attack, spend 1 Hate to make the target’s Protection
roll Ill-Favoured .
Göktîg, the Warlord's Champion
GÖKTÎG, THE WARLORD'S CHAMPION ATTRIBUTE LEVEL
Tall, Strong

Endurance Might Resolve Parry Armour

20 1 5 +1 3

Combat Proficiencies: Long-Hafted Axe 3 (7/18, Break Shield).


Dagger 3 (3/14, Pierce)

Fell Abilities: Horrible Strength. If the creature scores a Piercing Blow


with a close combat attack, spend 1 Hate to make the target’s Protection
roll Ill-Favoured .

Raiders
RAIDERS ATTRIBUTE LEVEL
Dirty, Ruthless

Endurance Might Resolve Parry Armour

12 1 3 +1 2

Combat Proficiencies: Sword 2 (4/16).


Dagger 2 (3/14, Pierce)

Fell Abilities: N/A

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

Endurance Might Hate Parry Armour


Combat Proficiencies: Sabre 3 (4/16).
Dagger 2 (3/14, Pierce). Bow 2 (4/14, Pierce)
110 3 11 - 4
Fell Abilities: Steppes Rider. When this creature is targeted by a ranged
attack while mounted, they may spend 1 point of Hate to raise their
Parry modifier by +3. Combat Proficiencies: Crush 4 (8/14, Seize).
Craven. When affected by the Intimidate Foe combat task, the Tail Lash 2 (20/18, Break Shield).
creature also loses 1 Hate.
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.
Thing of Terror. Every round, all Heroes must make a Shadow Test to
Hunkarim Bayatur 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. Once a
hero fails a Shadow Test, they no longer continue to gain Shadow from
HUNKARIM BAYATUR ATTRIBUTE LEVEL
this ability. This ability is considered inactive if the creature is reduced to
Swift, Cunning 0 Hate.
Icy Breath . Spend 1 Hate per targeted Player-hero to make all targets
4 gain 3 Shadow points (Sorcery). Targets who fail their Shadow Test are
made Weary for the remainder of the combat and suffer 11 Endurance
damage. The hero can end the Weary effect by standing next to a
source of heat for 1 turn.
Endurance Might Resolve Parry Armour Foul Reek. If any hero engaged in close combat with this creature
wishes to take any action other than attacking, they must spend 1 point
of Hope (including Combat Tasks).
16 1 4 +1 2 Horrible Strength . If the creature scored a Piercing Blow with a close
combat attack, spend 1 Hate to make the target’s Protection roll Ill-
Favoured.
Combat Proficiencies: Sabre 3 (4/16). Wraith-like. This creature can only be Wounded by weapons
Dagger 2 (3/14, Pierce). Bow 3 (4/14, Pierce) possessing Enchanted Qualities.
Weak Spot . Whenever the creature spends a point of Hate, he
exposes a weak spot on his underbelly for the duration of a single
Fell Abilities: Steppes Rider. When this creature is targeted by a ranged attack. When a player-hero scores a Piercing Blow on the creature’s
attack while mounted, they may spend 1 point of Hate to raise their weak spot, the creature’s Armor is reduced to 1 for the Protection Test.
Parry modifier by +3. Deathless . Spend 1 Hate to cancel a Wound. When an attack inflicts
Craven. When affected by the Intimidate Foe combat task, the damage to the creature that would cause it to go to zero Endurance,
creature also loses 1 Hate. spend 1 Hate to bring the creatures back to full Endurance instead. This
Keen-Eyed. Spend 1 Hate to gain (2d) on a ranged attack roll. ability is ineffective against Player-heroes wielding a magical weapon
enchanted with spells for the Bane of the Undead.
Heartless. The creature is not affected by the Intimidate Foe combat
task unless a Magical success is obtained.

Hunkarim Tarkhan
HUNKARIM TARKHAN ATTRIBUTE LEVEL
Swift, Keen

Endurance Might Resolve Parry Armour

24 1 3 +2 2

Combat Proficiencies: Sabre 3 (4/16).


Dagger 2 (3/14, Pierce). Bow 4 (4/14, Pierce)

Fell Abilities: Steppes Rider. When this creature is targeted by a ranged


attack while mounted, they may spend 1 point of Hate to raise their
Parry modifier by +3.
Keen-Eyed. Spend 1 Hate to gain (2d) on a ranged attack roll.
aguta the cold-drake by bear by attercop
otakusempai
BEAR ATTRIBUTE LEVEL
Large, Animalistic

Aguta the Cold-Drake 5


Aguta is a survivor of the Great Battle who fled into the
Northern Waste and afterwards settled in the Northern Blue
Mountains. Her senses led her to an ancient treasure chamber Endurance Might Resolve Parry Armour
built by the High Elves of the West that she took as her lair.
Aguta spends much of her time sleeping; she awakes once in a
century or so to leave her hoard and eat her fill of any beasts or 30 2 5 - 3
Men she can find and search, with little success, for more
treasure. Her power is diminished but she is still a formidable
foe. Combat Proficiencies: Claws 3 (3/14, Pierce).
Bite 2 (4/14, Seize)
AGUTA THE COLD-DRAKE [E] [D] ATTRIBUTE LEVEL
Cruel, Relentless Fell Abilities: Horrible Strength . If the creature scored a Piercing Blow
with a close combat attack, spend 1 Hate to make the target’s Protection
11 roll Ill-Favoured.

Endurance Might Hate Parry Armour


marsh serpents by james r
3 11 - 3
brown
100

Combat Proficiencies: Crush 4 (7/12, Seize).


Tail Lash 2 (14/16, Break Shield)
Marsh Serpents
Fell Abilities: Thick HIde. Spend 1 Hate to gain (2d) on a Protection test. These 20-30 foot snakes lurk among the reeds and the cattails of
Denizen of the Dark. All attack rolls are Favoured while in darkness. the marsh. The low pools and cool, damp soil provide the ideal
Thing of Terror. Every round, all Heroes must make a Shadow Test to habitat for breeding and laying eggs. Adventurers should be
resist 3 points of Shadow (Dread). If a hero fails their Shadow Test, they wary of these creatures when they encounter them because of
are daunted and cannot spend Hope for the rest of the fight. Once a their tremendous speed at striking and their ability to constrict
hero fails a Shadow Test, they no longer continue to gain Shadow from their victims.
this ability. This ability is considered inactive if the creature is reduced to
0 Hate.
Foul Reek. If any hero engaged in close combat with this creature MARSH SERPENTS ATTRIBUTE LEVEL
wishes to take any action other than attacking, they must spend 1 point Swift, Stealthy
of Hope (including Combat Tasks).
Horrible Strength . If the creature scored a Piercing Blow with a close 4
combat attack, spend 1 Hate to make the target’s Protection roll Ill-
Favoured.
Weak Spot . Whenever the creature spends a point of Hate, he
exposes a weak spot on his underbelly for the duration of a single Endurance Might Resolve Parry Armour
attack. When a player-hero scores a Piercing Blow on the creature’s
weak spot, the creature’s Armor is reduced to 1 for the Protection Test.
16 1 4 - 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.

MIRKWOOD HORNET SWARM ATTRIBUTE LEVEL


Swarming, Relentless

Endurance Might Resolve Parry Armour

20 1 5 +1 2

Combat Proficiencies: Sting 3 (3/12, Pierce)

Fell Abilities: Savage Assault. When this creature produces at least


on a successful attack roll, they may immediately make a second
attack. This can only occur once per round.
gorcrow and crebain by lesser balrog by zedturtle

hermes LESSER BALROG [E] [D] ATTRIBUTE LEVEL


Ancient, Terrible

GORCROW AND CREBAIN SWARM ATTRIBUTE LEVEL 12


Stealthy, Keen-Eyed

4
Endurance Might Hate Parry Armour

Endurance Might Resolve Parry Armour 120 3 12 - 5

16 1 4 - 2 Combat Proficiencies: Great Black Sword 4 (7/20, Break Shield).


Fiery Whip 3 (5/16, Seize)

Combat Proficiencies: Claws 3 (3/14, Pierce)


Fell Abilities: Fell-Speed. At the beginning of each turn, this creature can
choose which hero it engages regardless of restrictions, or it can
Fell Abilities: Fell-Speed. At the beginning of each turn, this creature can abandon combat entirely.
choose which hero it engages regardless of restrictions, or it can Denizen of the Dark. All attack rolls are Favoured while in darkness.
abandon combat entirely. Thing of Terror. Every round, all Heroes must make a Shadow Test to
Snake-like Speed. When targeted by an attack, spend 1 Hate to make resist 3 points of Shadow (Dread). If a hero fails their Shadow Test, they
the attack roll Ill-Favoured . are daunted and cannot spend Hope for the rest of the fight. Once a
Fear of Fire . The creature loses 1 Hate at the start of each round it is hero fails a Shadow Test, they no longer continue to gain Shadow from
engaged in close combat with an adversary wielding a torch or other this ability. This ability is considered inactive if the creature is reduced to
burning item. 0 Hate.
Flame of Udun. Whenever this creature scores a Piercing Blow, they
may spend 1 point of Hate to force the target to automatically suffer the
wound without a Protection test.
by michael harrel
Darker than the Darkness. Spend 1 Hate to force all player-heroes to
succeed on a Shadow Test (Sorcery) or lose (-1d) on all attack rolls and
suffer -2 Parry for the rest of the combat.

Ghûl
GHÛL ATTRIBUTE LEVEL
Swift, Stealthy

Endurance Might Hate Parry Armour

8 1 2 - 1

Combat Proficiencies: Bite 2 (4/14, Pierce)

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

Endurance Might Hate Parry Armour

16 1 4 - 2

Combat Proficiencies: Bite 2 (4/14, Seize)

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

the quiet wife the comfy chair

fraeg stonesplitter & son,

fine toymakers since iii 2563


merchants of mystery the hen and chickens

the hungry salmon

handsome hides
white heather

keepers of the cloth


running stables

the buttery
brothers across the sea:
the men of wilderland
Written by Corvo
restoration of dale
Written by Sageryne

2941 – reconstruction begins 2943 – reconstruction hits its



stride









2942 – reconstruction gains

momentum 





2944 – reconstruction is at its

peak
 


 

2946 – current day




 


2945 – reconstruction

completed





the brightlands
Written by Voidstate

taboos

military names
MEN:

WOMEN:

places
BUR WIRIFAS THE CAPITAL:

BUR CASTER WESTERN STRONGHOLD:


society

BEENFLEOT (CAPITAL OF THE EASTMARK OF THE REALM):

BUR ANSGEL:

loremaster characters
KING AETHELWARD (THE PUP):

economy YARL CASTER OF BUR CASTER:

RERTSTAN WOODWALKER:

AVALARD:
fellowship of the red
banner
Written by Woodclaw

the elves of the carad ehta


lands

history

customs
ire within the darkness
Written by Haugar

1999
“Eldur Vindolk, Eldur Vindolk, Éotheod shame,

He bore mighty Naurdagnir, Bane of mortal flame,

He grasped Rista-Ihug, Forever aflame.


2000
Wyrm-kin wrath did rend the world, As fell winds did mourn,

Eldur Vindolk fought with rage, Against foul ilk born,

Mighty the clash, enduring night, Fading with the morn.

Smote was laid the Wyrm-kin, Herald of the Heights,

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?

Eldur Vindolk, Eldur Vindolk, Where does thine wound rest?

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?

Eldur Vindolk, Eldur Vindolk, Where does thine tomb rest?”

old lore

YEAR 1980 THIRD AGE 2027


2210

2570

2589

2590

branan

HISTORY

POPULATION

GOVERNMENT

DEFENCES
peoples of rhovanion
Written by Halbarad

the wagon folk of rhovanion the blood drinkers of rhûn

(the austarmenni) (the hunkarim)

THE JANGAR

ASSAMAN
the men of dorwinion (the

rouavalda free people)

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

NOTABLE LOCATIONS INHABITANTS


THE GREY HAVENS (MITHLOND)

BARAD MITHLOND

harlindon NOTABLE CHARACTERS


THANDORION

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

PATRON REQUIRES ADVANTAGE AGENDA F. PTS.

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

schemes and trouble


background
DREAMS

BREE-LANDER BANDITS
locations
dunlending scouts


buried treasure


CHAPTER 7

strider mode
strider mode wilderland
and rohan patrons
Written by Aerendir

PATRON QUESTS: BARD, KING OF DALE


wilderland patrons SUCCESS
DIE QUEST
PATRON QUESTS: THRANDUIL , THE ELVENKING OF MIRKWOOD 1 Merchants from afar bring new goods and wealth. What
do they bring, and why do Bard’s advisors distrust it?
SUCCESS
DIE QUEST 2 The Dwarves have grown secretive and suspicious. What
has caused the distrust, and how can it be repaired?
1 Travelers seek passage along the Elf-path. Why should
they be ensured safe passage, and what dangers do 3 Ministers from Laketown are unhappy. What has roused
they face? their discontent, and how can they be mollified?
2 A messenger has come from Lórien. What news 4 A great tournament is to be held. What is the reason,
concerns both forests? and what concerns the crown about who will compete?
3 Secrets have escaped the Elvenking's halls. Howare they 5 Boats have gone missing along the Running River. What
leaving, and what has the enemy learned? has befallen them, and what dread lurks in the waters?
4 A lost artifact of the Elves has been seen abroad. What is 6 Disagreement has sundered Bard’s council. What do
it, and how can it be retrieved? they debate, and why do they distrust one another?
5 An ancient evil has returned. How was it defeated long
ago, and what must be different now?
PATRON QUESTS: THE LORD OF THE EAGLES
6 A lost observatory has been rediscovered. What
portents do the stars hold, and who must know of them? SUCCESS
DIE QUEST
1 A crossing has been seized by the enemy. What
PATRON QUESTS: BEORN THE SKINCHANGER happened to those who guarded it, and how has it
been fortified?
SUCCESS
DIE QUEST 2 A frigid, unnatural wind comes down from the
mountains. What is its source, and why does it blow
1 Farmsteads have come under attack. What assails them, now?
and what organizes the attacks?
3 Drums have been heard from under the mountains.
2 Odd reports come from an island along the Anduin. What has organized the enemy, and what is their target?
What does the island hide?
4 A messenger has been waylaid by the enemy. Where
3 Something important to Beorn has gone missing. What are they being held, and what is their desperate
has befallen it, and how did the loss escape the Old message?
Bear’s notice?
5 The Kingfisher Lord has caused offense with his capers.
4 Strange lights have been seen in the mist. Where do Who has been offended, and how do they plan to take
they come from, and who do they interest? revenge?
5 One of Beorn’s sheriffs has been accused of abusing his 6 A troll has come down from the mountains. What does it
office. What has he done, and where has he fled? want, and why does this amuse the Eagles?
6 A funeral is being held for a great warrior. What truth
comes out, and what reckoning does it demand?
PATRON QUESTS: DAIN, KING OF EREBOR
SUCCESS rohan patrons
DIE QUEST
1 Tales of a fire-drake have come from the north. Who has PATRON QUESTS: THENGEL, KING OF ROHAN
started these foolish rumors, and what is the truth of
them? SUCCESS
DIE QUEST
2 Dwarf-wrought iron has started to fail. What afflicts it,
and where in the mines is the source? 1 The Simbelmynë flowers that crown the barrows of
kings did not bloom. Who can interpret this omen, and
3 Something has been discovered deep in the mountain. what does it foretell?
What is it, and why must it remain hidden?
2 Rumors suggest that a Mearas has been born in the
4 The taint of the dragon still lies on the mountain. What Mark. Where is the horse, and why has this news been
are its effects, and how can it be purged? kept from the king?
5 A lost Dwarf-gate has been found. How can it be 3 Strange coin is being passed in the Mark. Where does it
opened, and what is rumored to lie beyond? come from, and who passes it?
6 Someone has sought to commission a work of great 4 A blood feud has begun in the Mark. Who began it, and
worth. What is it, and why has this aroused suspicion? what makes it difficult to end?
5 A minstrel is singing the wrong sort of songs. What are
they about, and why do they threaten the Mark?
PATRON QUESTS: RADAGAST THE BROWN
6 Horses of a particular breed or color have been
SUCCESS disappearing across the Mark. What is happening to
DIE QUEST them, and why only these?
1 The River-maidens have word sent for aid. What do they
fear, and how does this taint the river?
PATRON QUESTS: ECTHELION, STEWARD OF GONDOR
2 Strange men have been seen along the dark paths of
the forest. Who are they, and what are they looking for SUCCESS
in the wood? DIE QUEST
3 An ancient barrow has been discovered. What did it 1 The enemy grows thick around our borders and slips
hold, and what secrets have been unearthed with it? through our defenses. Where are they from, and how
do they evade the rangers?
4 Creatures of the forest have started to shun a place.
What has changed, and what has changed it? 2 Traders from abroad bring news and a strange request.
What is it, and what do they ask of Gondor?
5 A grave malady afflicts the Woodmen. What are its
symptoms, and who could know of a cure? 3 A captain of Gondor has been captured. Where are they
being held, and what has complicated their rescue?
6 A long-forgotten ally asks for aid. What do they need,
and why have they been forgotten? 4 A new weapon against the Shadow has been
discovered. What is it, and why does it worry the
steward?
5 A scribe has discovered an ancient text. What does it
hold, and who must know its contents?
6 A long-lost outpost could be retaken. Where is it, and
why is this possible now?

PATRON QUESTS: MORWEN STEELSHEN


SUCCESS
DIE QUEST
1 Rumors plague the court. What are they, and what is at
stake if they take hold?
2 A messenger carrying crucial information did not arrive.
Who is in danger should the message fall into the wrong
hands?
3 A dignitary has gone missing. Where are they from, and
who was last with them?
4 A long-forgotten scandal has reemerged that could do
great harm. What is it, and how did it become known?
5 A foreigner has been accused of a crime. Why has the
queen interceded, and what is at stake with their guilt?
6 The queen distrusts an advisor. Who are they, and what
council do they offer?
PATRON QUESTS: SARUMAN THE WHITE
SUCCESS
DIE QUEST
1 A spy has been discovered. Where are they from, and
how can this be turned to our advantage?
2 The enemy is transporting a weapon of great power.
What is it, and how can it be stolen?
3 Tempers flare between peoples. What has happened,
and how can peace be restored?
4 A servant of the enemy is growing in strength. What
gives them power, and how can it be stopped?
5 A natural phenomenon has unearthed lost knowledge.
Where is it, and how can it be retrieved?
6 A relic of great power holds a curse. What is the nature
of the curse, and how can it be lifted?

PATRON QUESTS: TREEBEARD


SUCCESS
DIE QUEST
1 A new creature has been seen in the forest. What is it,
and where does it come from?
2 A threat has emerged outside the wood. How did news
reach the ents, and what can be done to prevent it?
3 The remains of terrible killings have been found in the
forest. What is making them, and where did they come
from?
4 The heart of the forest is growing desolate and barren.
What afflicts it, and why do the creatures not return?
5 A strange growth has spread through the forest. What is
it, and how does it affect the trees?
6 A lieutenant of the Shadow has taken refuge Infineon.
Who is it, and how can they be dislodged?

PATRON QUESTS: LADY GALADRIEL AND LORD CELEBORN


SUCCESS
DIE QUEST
1 A long-forgotten ally will make a terrible mistake. What
is it, and what counsel does the Lady send?
2 One of the Elves requires a splendid gift. What is the
occasion, and where will it be made?
3 A great artist is coming to Lórien. What are they making,
and why have they not arrived yet?
4 An ancient ruin has been discovered. Where is it, and
what can be learned from it?
5 A brook in the wood has started to speak. What does it
say, and what does this mean for an ally?
6 An Elf-lord comes to Lórien for justice. Who do they
seek, and how have the centuries affected the search?
companions and patrons
Written by Aqua

RIDER OF ROHAN (VETERAN)


ATTRIBUTE VALUE(S)

Key Skills ATHLETICS / BATTLE


Defense 8 (Mounted) / 4 (Unmounted)
Attacks Spear, 6 (Mounted)
Longsword, 5 (Unmounted)
BURGLAR Fee 6 Treasure
ATTRIBUTE VALUE(S)

Key Skills SCAN / STEALTH


MARCH-WARDEN (NOVICE)
Defense 2
ATTRIBUTE VALUE(S)
Attacks Short Sword, 3
Key Skills AWARENESS / STEALTH
Fee 2 Treasure
Defense 2
Attacks Bow, 3
Dagger, 2
GUIDE
Fee 2 Treasure
ATTRIBUTE VALUE(S)

Key Skills EXPLORE / TRAVEL


Defense 1 MARCH-WARDEN (EXPERIENCED)
Attacks Dagger, 2 ATTRIBUTE VALUE(S)

Fee 1 Treasure Key Skills AWARENESS / STEALTH


Defense 4
Attacks Great Bow, 4
RIDER OF ROHAN (NOVICE) Short Sword, 3
ATTRIBUTE VALUE(S) Fee 4 Treasure
Key Skills ATHLETICS / BATTLE
Defense 4 (Mounted) / 2 (Unmounted)
MARCH-WADEN (VETERAN)
Attacks Spear, 4
ATTRIBUTE VALUE(S)
Fee 2 Treasure
Key Skills AWARENESS / STEALTH
Defense 6
RIDER OF ROHAN (EXPERIENCED) Attacks Great Bow, 5
ATTRIBUTE VALUE(S)
Sword, 4

Key Skills ATHLETICS / BATTLE Fee 6 Treasure

Defense 6 (Mounted) / 3 (Unmounted)


Attacks Spear, 5 (Mounted) RANGER (NOVICE)
Sword, 4 (Unmounted)
ATTRIBUTE VALUE(S)
Fee 4 Treasure
Key Skills AWARENESS / HUNTING
Defense 2
Attacks Bow, 3
Fee 2 Treasure

RANGER (VETERAN)
ATTRIBUTE VALUE(S) 
Key Skills AWARENESS / HUNTING 
Defense 3
Attacks Great Bow, 4 

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.

Thengel, King of Rohan


FELLOWSHIP BONUS : +1

ADVANTAGE : Emissaries of the King


has [Companion] injured their adversary?
As long as you are within the territory that once was the old realm of
Rohan, all Journey Events are determined as if you were in a Border
Land.
Furthermore, councils with members of the Rohirrim gain +1 to
the time limit.



oracle companion
Written by MDuckworth

quest location generator encounter generator





ROLL RESULT

Dark Omen – Consult Lore for evil sight/
 sign/event and take appropriate shadow –
reroll if desired

1-2 Adversary Challenge

3-4 Sustained Skill Challenge
 5-10 Single Skill Challenge
Elbereth Gilthonial – Consult Lore for
inspiring signs and take 1 hope – reroll if
desired
SUCCESS DIE RESULT

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

A Foe Beyond! – A terrible enemy or power


beyond your strength
 Hint 3:
1-3 Difficult Encounter – A powerful and
dangerous adversary
4-7 Medium Encounter – A well matched
 adversary
8-10 Easy Encounter – A simple foe, or lesser
power
Timely Aid! – A powerful ally arrives in time
of need, roll again
skill challenge/endeavor

generator
 Skill Groups

SUCCESS DIE RESULT

1 Personality
2 Movement
3 Perception
4 Survival
5 Custom
6 Vocation

 Categories

SUCCESS DIE RESULT

1-2 Strength
3-4 Heart
5-6 Wits

 Risk Level

ROLL RESULT

Foolish

1-5 Hazardous

6-10 Standard

Help Unlooked For! - add an Advantage and


roll again

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

combat stance and

role mat for vtt


by revmech
appendix c

loremaster reference

charts
by rafamir
loremaster’s
RAFAMIR’S UNOFFICIAL

L
charts v 1.7

for players for loremasters

character creation journey basics


dice rolls journey’s end
wear and tear councils (raw and optional)
the shadow adversaries
combat basics hoards
combat actions treasure index
fellowship phase famous war gear
advancement the eye of mordor (under construction)

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TABLE OF CONTENTS v 1.7

character creation A one-sheet summary of the steps for creating a player-hero


dice rolls When and how to roll for Skill checks and other abilities and influence the outcome with special results
wear and tear The mechanics of Endurance, Hope, becoming Weary or Miserable, and suffering Wounds
the shadow An overview of Shadow points, how they are gained and removed, and their impact on Player-heroes
combat basics How Combat unfolds during the Adventuring Phase
combat actions Options available to Player-heroes during combat
fellowship phase What a Fellowship phase involves and the Undertakings available to players
advancement How Player-heroes integrate experience and recover spiritually during the Fellowship phase
journey basics The mechanics of Journeys in the Adventuring phase, including relevant charts
journey’s end Computing how many days Journeys take, handling Perilous Locations, and calculating Fatigue gained
councils How to conduct Councils during the Adventuring phase
adversaries Differences in how Adversaries fight and the options available to them in combat
hoards Tables for determining the contents of treasure hoards Player-heroes discover
treasure index Tables for defining magical items that a hoard may contain
famous war gear Charts summarizing Enchanted Rewards for creating magical arms and amour
the eye of mordor (under construction)
councils Conducting Councils with the Introduction modified per optional rules published in Ruins of the Lost Realm

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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 ——
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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.
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ENDURANCE Pages 22, 69-71 WOUNDS Page 101


WEARY: When Current Endurance becomes equal to or lower WOUNDED: When adventurers fail a Protection roll, they suffer a
than total Load, 1s, 2s, or 3s on Success dice count as 0. Fatigue Wound and immediately check the Wounded box on their character
points add to Load, making it easier to become Weary. sheet and roll a Feat die on the Wound Severity table below.

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).

shadow paths and flaws misdeeds Shadow Points Gained


Bout of Madness Curse of Vengeance Dragon-sickness Lure of Power Lure of Secrets Path of Despair Wandering-madness Violent threats, malicious lies, or heedless cruelty 1

#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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ONSET OF BATTLE Pages 93-95 CLOSE QUARTERS ROUNDS


SURPRISE ATTACKS: Adventurers who fail an AWARENESS roll cannot make an After opening volleys, combat follows this sequence:
opening volley or take actions in the first Close Quarters round. When ambushing
1. STANCE: The Company choose their Stances (below left)
foes, all adventurers taking part must make a STEALTH roll. If all succeed, they
surprise the enemy and deny them an opening volley and first round actions. 2. ENGAGEMENT: All combatants in Close Combat are paired with one
or more opponents (below)
OPENING VOLLEYS: Onset parameters determine how many ranged attacks the
Loremaster allows. In most circumstances, combatants are entitled to at least one 3. ACTION RESOLUTION: The actions of all combatants are resolved in
volley using bows or spears; at greater distance, possibly two or more bow attacks. Stance order from Forward to Rearward (next page)

1. COMBAT STANCES Pages 95-96, 102-103 2. ENGAGEMENT Pages 95-97, 104


Players select a combat stance for their heroes at the start of each round. You may ENGAGING THE ENEMY: The Loremaster determines
only take Rearward stance if you are not outnumbered by more than 2:1 and if there engagement if the enemy outnumbers the Company,
are two Companions fighting in Close Combat stances for each one in Rearward. otherwise the adventurers determine engagement.
Combatants remain engaged until all opposition is
STANCE & EFFECT COMBAT TASK (available as a main action)
defeated, or until they leave combat.
FORWARD Intimidate Foe: Roll AWE to render all MIGHT 1 foes
+ Your attack rolls gain (1d) Weary on their next attack, a T adds MIGHT 2 foes, ENGAGEMENT LIMITS: Adventurers can be engaged by
— Close combat attacks aimed at you gain (1d) two Ts renders all foes Weary on next attack up to three human-sized creatures or two large ones; a
OPEN Rally Comrades: Roll ENHEARTEN to give (1d) to all
maximum of three adventurers may engage a human-
+ No advantage who select Forward stance the following round, rolling sized opponent or up to six for a single, larger enemy.
— No disadvantage a T adds Open stance, rolling 2 Ts adds Defensive also
DISENGAGING: Adventurers intending to leave the fight
DEFENSIVE Protect Companion: Roll BATTLE to make the next have two options: those who assume a Rearward stance
+ Close combat attacks aimed at you lose (1d) attack against the protected companion lose (1d), plus
may escape on their turn without having to make a roll.
— Your attack rolls lose (1d) per adversary an additional (1d) for T each rolled
Otherwise, they can assume a Defensive stance, roll their
REARWARD Prepare Shot: Roll SCAN to gain (1d) on your next attack normally and, if it is a success, inflict no damage but
+ You can only be targeted by ranged attacks attack, plus another (1d) for each T rolled
leave the battlefield instead. If the attack roll fails, the
— You can only attack using ranged weapons
combatant remains engaged.
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3. ACTION RESOLUTION Pages 97-98, 101-102 SPECIAL DAMAGE Page 99


On your turn, choose a main action for your hero to perform, and If your attack succeeds and you roll one or more T icons, use
a secondary action to accomplish before or after the main one. them to trigger special results. Multiple Ts can be used to
trigger different results or the same one multiple times.
MAIN ACTION: This is a task that requires a hero’s full attention.
It is often used to make an attack roll, to complete a Combat Task § Heavy Blow (any weapon) Inflict additional Endurance loss equal to
allowed by your Stance, or another consuming action: your STRENGTH rating (+1 if using a 2-handed weapon or bow).
§ Fend Off (close combat weapons) Modify your Parry rating by +3 for
§ Recover your position after a knockback, carry a fallen comrade Spears, +2 for Swords, +1 for Axes/Brawling for this round.
to safety, or move across the battlefield to another position.
§ Recover a weapon, helm, or shield that you previously dropped. § Pierce (bows, spears and swords) Modify the Feat Die result by +3 for
Spears, +2 for Bows and +1 for Swords to achieve a Piercing Blow.
§ Remove a complication, or gain an advantage, by making a
successful BATTLE roll. § Shield Thrust (shields) If your STRENGTH exceeds your foe’s
Attribute Level, push back your target and cause them to lose (1d).
SECONDARY ACTION: These are simpler tasks that your hero can
accomplish while focusing on a main action, for instance: PIERCING BLOW: When the Feat Die rolls a 10 or a on a successful
attack, the target must succeed in making a PROTECTION Test to
§ Advancing or retreating while fighting. avoid a Wound. Adversaries are killed outright when Wounded. Those
§ Trying to locate someone on the battlefield. with MIGHT of 2 or greater require that many Wounds to kill.
§ Drawing a weapon.
AVOIDING DAMAGE Page 99
§ Removing a helm or dropping a shield or weapon, for example
to reduce Load to avoid or alleviate becoming Weary. KNOCKBACK: Once per round, you may choose to be knocked back
to halve the damage from an attack against you (round fractions up).
RESOLVING ATTACKS: Adventurers attack by rolling a Feat die plus Your next main action will be spent recovering your fighting position.
Success dice equal to their Combat Proficiency with the weapon
used. The roll succeeds if it matches or exceeds their STRENGTH PROTECTION TEST: To block a Piercing Blow, roll a Feat Die plus
Target Number plus the foe’s Parry rating, causing the foe to lose Success dice equal to your armor’s PROTECTION value, using the
Endurance equal to the weapon’s damage. Injury rating of your foe’s weapon as the target number.
An attack with a Long Sword causes WEAPON DAMAGE INJURY NOTES You need to roll 18 or better to avoid
a 5-point Endurance loss (before any suffering a Wound after a Long Sword
special damage from T icons). Long Sword 5 16 (1h)/18 (2h) Can be used 1 or 2-handed used 2-handed deals a Piercing Blow.
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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.

PERFORM UPDATES: Players spend Skill points to develop adventurers’ Skill


STRENGTHEN FELLOWSHIP (free for Companies with a Captain)
ratings (Training), Adventure points to increase either WISDOM or VALOUR Raise the Fellowship rating by +1 until the next Fellowship Phase.
and enhance Combat Proficiencies (Growth), and remove a number of Shadow
points as determined by the Loremaster (Spiritual Recovery). Players can buy no STUDY MAGICAL ITEMS (free for Companies with a Treasure Hunter)
more than one rank in any Skill or Combat Proficiency. At Yule, each Learn the qualities of all Marvelous Artefacts and Wondrous Items in the Company’s possession.
adventurer also earns bonus Skill points equal to their WITS.
WRITE A SONG (free for Companies with a Champion)
CHOOSE UNDERTAKINGS: The Company selects one or more undertakings Compose a Lay (for Councils), a Song of Victory (for Combat), or a Walking-song (for Journeys).
from the list, calculated differently for ordinary or Yule Fellowship Phases.
◊ Ordinary: The Company chooses a single regular undertaking. YULE UNDERTAKINGS
◊ Yule: Each player chooses either a regular or Yule undertaking. If selecting a
HEAL SCARS Spend 5 Adventure points to remove 1 Shadow Scar (see Harden Will, page 137).
regular undertaking, it must be different from any selected by the other players.
The Company is also entitled to choose one additional free undertaking RAISE AN HEIR Spend up to 5 Treasure and an equal number of Adventure points to raise
based on the Callings represented among its members. your heir’s starting Previous Experience reserve by 1 for each Adventure point spent.

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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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.

Chance-meeting If the roll succeeds, Fatigue gained is 0 and the Loremaster


improvises an encounter favouring the Company.

Joyful Sight If the roll succeeds, all Company members regain 1 Hope.
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ARE WE THERE YET? JOURNEY LENGTH


A journey continues until the Guide’s Marching Test result matches To calculate precisely how long the Company has been travelling,
or exceeds the number of hexes left between the Company's current count the number of hexes in the Company’s journey path on the
position and their point of arrival, bringing the journey to an end. region map, adding one extra day for each hex indicating hard terrain
However, when an unexpected occurrence along the route engages (hills, woods, marshes, etc.) to arrive at a total length in days.
the Company in a different activity for a significant amount of time,
FORCED MARCH: To make haste, the members of a Company can
the Loremaster adjudicates whether this ends the journey or not. march for more hours each day than they would otherwise dare. In
game terms, this means counting one day per two hexes traveled
PERILOUS LOCATIONS
(instead of one day per hex), but each Player-hero incurs 1 additional
Certain locations in the Hex-map display a numerical value denoting
their Peril rating, i.e. how dangerous they are to traverse. These are point of Fatigue for each day of forced march.
areas that are particularly hard to cross, such as thick woodland, steep MOUNTS: If the entire Company is travelling on horseback along
mountain passes, treacherous marshes, or other hazardous terrain. roads and good paths, halve the journey length calculated above
When a Marching roll would lead the Company into or across a (rounding up) to give the number of days travelled. The Loremaster
Perilous Area, follow these steps: should consider whether certain areas, like heavily wooded regions,
preclude the Company proceeding on horseback at all.
1. The Company stops in the Perilous Area as soon as it enters.
TRAVEL FATIGUE
2. To leave the area, they must face a number of Events equal to its
Record any Fatigue gained from events on the Journey Log. At
Peril rating (all normal rules apply). Supplements may provide
journey’s end, adventurers with a mount reduce their Fatigue by its
special Journey Events Tables based on specific Perilous Areas.
Vigour rating (see page 50). Adventurers can further reduce Fatigue by
3. Once all Events have been resolved, continue the journey rolling TRAVEL successfully, removing 1 Fatigue point plus 1 for each
normally, resuming Marching rolls from the first hex outside T. Each additional Prolonged Rest in a sheltered and safe refuge
the boundaries of the Perilous Area along the journey path. removes 1 point. Transfer any that remains to their character sheet.
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Pages 104-108 (Original version)

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.

1. SET RESISTANCE Page 105 3. INTERACTION Pages 18, 106-107


The Loremaster sets Resistance by weighing the importance of the Players describe their conduct and then make appropriate Skill rolls
Company’s goal against the motivations and expectations of the to accumulate enough successes to match or exceed the Resistance
folk they are encountering, yielding a Resistance of 3, 6, or 9. The rating. ENHEARTEN, INSIGHT, PERSUADE, RIDDLE, and SONG
Resistance rating provides the basis for the Council’s time limit. typically serve here. On a success, T icons yield additional successes.
BONUSES AND PENALTIES: If the folk encountered are Reluctant,
REASONABLE REQUEST 3
The folk encountered lose nothing by helping the Company, or gains something of equal value
lose (1d); if they are Open, there is no modifier; if they are Friendly,
gain (1d). Also, if a delivered speech touches topics relevant to the
BOLD REQUEST 6 Company’s goal and that are deemed important by their audience, the
The Company profits more than the folk encountered Loremaster can grant a (1d) or even (2d) bonus on their Skill roll.
OUTRAGEOUS REQUEST 9
The Company bids the folk encountered do something dangerous or with scant possibility of reward
CONSEQUENCES Page108
SUCCESS: The Company reaches the number of successes equal to
2. INTRODUCTION Page 106
the Council’s Resistance, achieving their stated goal for the Council.
The Company elects a spokesperson to present themselves to the
FAILURE, OR SUCCESS WITH WOE: If the Company fails to match or
folk encountered, making an AWE, COURTESY, or RIDDLE Skill
beat the Resistance rating within the time limit, they can choose to
roll to determine the Council’s time limit.
simply fail, and be refused what they asked for, OR, with the approval
§ On a success, time limit = Resistance + 1 for each T icon rolled. of the Loremaster, they can opt to achieve their goal, but at a price.
§ On a failure, time limit = Resistance, and the botched introduction DISASTER: The Company score no successes, or fail to match the
means the Council will end in Disaster (see Consequences) if the Resistance after a botched Introduction. The Company is now seen
Company fails to roll successes ≥ Resistance in the allotted time. as a threat by the audience and may end up imprisoned or attacked.
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Pages 143-144

COMBAT DYNAMICS ENDURANCE AND WOUNDS


Adversaries follow different rules from those that define how An adversary’s Endurance measures its resistance to the exhaustion of
adventurers fight. combat and harm.
◊ NO STANCE: When it is the enemies’ turn to attack, resolve § If its Endurance is reduced to zero, an adversary is out of the fight.
adversary actions in stance order of the adventurers with whom At the Loremaster’s discretion, it could be still barely alive when combat ends,
they are engaged (see page 98). Those standing back unengaged and might even survive if rescued.
resolve their actions last (e.g. attacking with a ranged weapon).
§ Adversaries may not opt to be knocked back to reduce damage taken.
◊ PARRY MODIFIER: When adventurers roll for an attack, they
add the adversary’s Parry rating to their STRENGTH TN to § A creature is slain outright if it sustains Wounds equal to its MIGHT.
determine the threshold for success.
SPECIAL DAMAGE
◊ MULTIPLE ATTACKS: Adversaries may make a number of attacks
equal to their MIGHT, either against the same or different foes. When an adversary’s successful attack roll produces one or
more T icons, they can inflict special damage. Multiple Ts can
◊ FELL ABILITIES: Unless otherwise noted, an adversary may use be used to trigger different results or, if appropriate, the same
a point of HATE or RESOLVE to activate a Fell Ability in one multiple times.
addition to attacking.
§ Heavy Blow: The attack inflicts an additional Endurance loss
HATE/RESOLVE equal to the Attribute Level of the attacker. All adversaries can choose
Instead of HOPE points, servants of the Enemy and monstrous to trigger this result.
creatures have HATE points equal to their Attribute Level, while Other special damage options are indicated in a creature’s stat block
Evil Men and non-monstrous creatures have RESOLVE points. and may only be invoked for a specific attack type among its Combat
◊ BONUS DICE: A creature may spend a point to gain (1d) on an Proficiencies (e.g. Troll crush attacks can Seize).
attack roll or Protection test. § Pierce: The adversary scores a well-aimed strike, modifying the
◊ WEARINESS: When a creature begins a round with no HATE or Feat die result of the attack roll by +2.
RESOLVE points, it is considered Weary. § Seize: The adversary holds on to its target, who can only fight in a
Forward stance making Brawling attacks. Seized heroes may free
themselves by spending a T from a successful attack roll.
For thematic purposes, Loremasters may wish to switch
the meaning of the special icons on the Feat Die so that § Break Shield: The attack destroys the target’s shield (unless it has
an is an automatic hit for servants of the Shadow. a Reward or magical enchantment), eliminating its Parry bonus.
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Pages 158-160

A Hoard is any source of Treasure points encountered by the HOARD TABLE:


Company when exploring caverns, lairs, and old ruins. Typically, RATING EXAMPLES VALUE PER HERO MAGICAL TREASURE
the Company should find a maximum of two Hoards during an Lesser Bandits’ hoard, goblin plunder, 1 Success die Roll Feat die twice
Adventuring phase: a lesser and a greater, or one marvelous one. solitary troll’s loot

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

precious objects 2 Brooch 2 Sapphire 2 Elven, Eregion

3 Necklace 3 Ruby 3 Dwarven, Khazad-dûm


Use the tables at right to create an item at the moment it is found,
or to design it carefully beforehand. The Loremaster is encouraged 4 Circlet or crown 4 Amethyst (pink to purple) 4 Dwarven, Erebor
to enrich the description of all Precious Objects or spend some 5 Belt, chain, or armband 5 White gem (roll A below) 5 Dwarven, Beleriand
time imagining rich backstories, which may be revealed to a player
6 Ring 6 Green gem (roll B below) 6 Elven, Beleriand
choosing the Meet Patron undertaking during a Fellowship Phase.
A few hints pointing to a tragic or heroic heritage is more than A: 1-2 Adamant (diamond), 3-4 ‘White gem’, 5-6 Clear crystal
B: 1-2 Emerald, 3-4 ‘Green gem’, 5-6 Green crystal
enough to evoke the right mood.
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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).

ENCHANTED OBJECTS: Roll a Success die twice to select first a Skill


group from the Blessings Table and then the affected Skill. If the magical treasure table:
object is a Wondrous Item, roll again to discover its second Blessing. DIE ROLL NATURE OF THE FIND DESCRIPTION IF FOUND ON AN
◊ The bearer gains (2d) when making rolls using the Skill indicated 1-3 Marvellous Artefact Enchanted object graced by Gain 1 Shadow (Greed)
by an enchanted object’s Blessing, or may instead spend a point of a single Blessing

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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armour, helms, and shields


1. Choose Item Type: what piece of war gear are you designing?
ANCIENT CLOSE FITTING (ARMOUR, HELM)
d e Add 3 or your VALOUR rating to your PROTECTION roll, whichever is higher. 2. Determine Craftsmanship:
d Dwarven, e Elven, or n Númenórean?
ANCIENT CUNNING MAKE (ARMOUR, HELM, SHIELD)
d e Lower the item’s Load rating by 3 points or your VALOUR, whichever is higher. 3. If of Elven make, select one Bane; if Númenórean, select two.
4. Pick up to three Attribute Qualities from basic Rewards (p79)
MITHRIL ARMOUR (MAIL ARMOUR)
d A mithril mail shirt has Load 3; a mithril coat of mail has Load 6. and the Enchanted Rewards listed on this sheet (p165-167)
5. Name the item
RUNE-SCORED (ARMOUR, HELM, SHIELD)
d Armour: Ignore being Weary or Miserable when you make a PROTECTION roll. ranged weapons
d Helm: Ignore being Weary or Miserable when you make a Combat Task Skill roll.
d Shield: Adversaries attacking you roll attacks as if Weary. BITING DART
e Inflict a loss of 1 Hate or Resolve, or 3 points if your foe is a Bane creature.
SUPERIOR REINFORCED (SHIELD)
e n Increase Parry rating by 1, or by VALOUR rating vs. a Bane creature. STRAIGHT FLIGHT
d Increase Parry rating by 2. d e n The bearer enjoys a clean shot, ignoring any modifiers due to complications.

close combat weapons HOLLOW STEEL (BOW only)


n Unless surprised, the bearer may always make one additional opening volley with
FOE-SLAYING this bow, even when none are allowed.
e n A Bane creature’s PROTECTION roll is Ill-favoured against Piercing Blows from this weapon. If it
was already Ill-favoured, score an automatic Wound instead.
any weapon
CLEAVING
d e n When this weapon kills a foe, you can immediately attack a second foe engaged with you. SUPERIOR FELL
e Increase the weapon’s Injury rating by 4.
FLAME OF HOPE n Increase Injury rating by 2, or by VALOUR rating vs. a Bane creature, if higher.
d When this weapon hits a foe, all members of the Company (including the bearer) recover 1 point of
Endurance, plus 1 for each T icon rolled.
SUPERIOR GRIEVOUS
d Increase the weapon’s Damage rating by 2.
n Increase Damage rating by 1, or by VALOUR rating vs. a Bane creature.
GLEAM OF TERROR
d When this weapon hits a foe, the target loses 2 points of Hate or Resolve.
SUPERIOR KEEN
d The weapon scores a Piercing Blow on a result of 8+ on the Feat die.
HAMMERING
d e n When this weapon deals an Endurance loss of twice a foe’s Attribute Level or more, the foe is e The weapon scores a Piercing Blow on a result of 9+, or a result of 10 minus your VALOUR rating
knocked back and must spend its next main action to stand up. against a Bane creature.

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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Pages 104-108, RotLR 118 (Optional version)

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.

1. SET RESISTANCE Page 105 3. INTERACTION Pages 18, 106-107


The Loremaster sets Resistance by weighing the importance of the Players describe their conduct and then make appropriate Skill rolls
Company’s goal against the motivations and expectations of the to accumulate enough successes to match or exceed the Resistance
folk they are encountering, yielding a Resistance of 3, 6, or 9. The rating. ENHEARTEN, INSIGHT, PERSUADE, RIDDLE, and SONG
Resistance rating provides the basis for the Council’s time limit. typically serve here. On a success, T icons yield additional successes.
BONUSES AND PENALTIES: If the folk encountered are Reluctant,
REASONABLE REQUEST 3
The folk encountered lose nothing by helping the Company, or gains something of equal value
lose (1d); if they are Open, there is no modifier; if they are Friendly,
gain (1d). Also, if a delivered speech touches topics relevant to the
BOLD REQUEST 6 Company’s goal and that are deemed important by their audience, the
The Company profits more than the folk encountered Loremaster can grant a (1d) or even (2d) bonus on their Skill roll.
OUTRAGEOUS REQUEST 9
The Company bids the folk encountered do something dangerous or with scant possibility of reward
CONSEQUENCES Page108
SUCCESS: The Company reaches the number of successes equal to
2. INTRODUCTION Pages 106, RotLR 118
the Council’s Resistance, achieving their stated goal for the Council.
The Company elects a spokesperson to present themselves to the
FAILURE, OR SUCCESS WITH WOE: If the Company fails to match or
folk encountered, making an AWE, COURTESY, or RIDDLE Skill
beat the Resistance rating within the time limit, they can choose to
roll to determine the Council’s time limit.
simply fail, and be refused what they asked for, OR, with the approval
◊ If the roll is a success, time limit is 4, + 1 for each T icon rolled. of the Loremaster, they can opt to achieve their goal, but at a price.
◊ On a failure, time limit is 3, and the botched introduction means DISASTER: The Company score no successes, or fail to match the
the Council will end in Disaster (see Consequences) if the Resistance after a botched Introduction. The Company is now seen
Company fails to roll successes ≥ Resistance in the allotted time. as a threat by the audience and may end up imprisoned or attacked.
appendix d

fellowship sheet
by yxolo
appendix e

custom character

sheet
by jez gordon
appendix f

combat stance tracks

(2 versions)
by friendly nazgûl
appendix g

middle-earth hex

travel map
by darrenkitlor
appendix h

simple character

sheet and extras


by llblumire
Name D.O.B.

Culture Calling

Wealth S.O.L.

Skill Points Adventure Points

Description & Travel Gear

Cultural Blessing Virtues


wis.

Distinctive Features

strength tn heart tn wits tn

Awe Enhearten Persuade

Athletics Travel Stealth

Awareness Insight Scan

Hunting Healing Explore

Song Courtesy Riddle

Craft Battle Lore


Notes

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

Hero Steed Vigour Bonus

Travel role

Eye awareness Fellowship Focus

Hero Steed Vigour Bonus

Travel role

Eye awareness Fellowship Focus

Hero Steed Vigour Bonus

Travel role

Eye awareness Fellowship Focus

Hero Steed Vigour Bonus

Travel role

Eye awareness Fellowship Focus

Hero Steed Vigour Bonus

Travel role

Eye awareness Fellowship Focus

Total fellowship points Safe haven Total eye awareness


appendix i

blank adversary cards

(front and back)


by darrenkitlor
appendix j

movement rules
by inquisitor


appendix k

kingdoms and lands

rules (based on asoif

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

Culture Type kingdom race regiments


urban 1 base garrison and 1 archer for each settlement, city or fortress
Rural 1 militia for each settlement, city or fortress
mounted 1 base cavalry and 1 cavalry for each settlement, city or fortress
Tribal 1 infantry for each settlement, city or fortress
High Elves 1 base cavalry and 1 infantry for each settlement, city or fortress
elves 1 base infantry and 1 archer for each settlement, city or fortress
dwarves 1 base infantry and 1 infantry for each settlement, city or fortress
asset type
Craftsman Add a craftsman of your choice to the fief (skill 1d6 and market)
Squire (troop) 2 per skill level. Replaces the salary of the recruited troop.
investment house Gives a 10% discount to the hero's purchases in the fiefdom and
allows the tech level of a mine to be increased by 1.
Apothecary Modify medicine rolls in the fief by +3
Management For every 10 points invested, modify the fief's fortune roll result by
1.
Port Modify the fief's fortune roll result by 5.
Great market Modify the fief's fortune roll result by 1. Allows you to change
resources. A temporary market can be enabled during a year-end
phase by burning a wealth point permanently.
appendix l

first age adventures


by inquisitor
Content
................................................................................................................................................ 3
.......................................................................................................................................... 5
........................................................................................................................................................... 7
............................................................................................................................... 9
.................................................................................................................................................. 11
.............................................................................. 13
................................................................................................................................................. 17
............................................................................................................................ 20
................................................................................................................................................................... 23
....................................................................................................................................... 23
............................................................................................................................................. 24
........................................................................................................................................... 26




appendix m

3 short adventures
by rotn
WRITTEN BY
A R
ART
K H . .
LAYOUT
N S
AMON SÛL

attack on amon sûl


“But long before, in the first days of the Kingdom, they built a great
watch-tower on Weathertop, Amon Sûl they called it.”

Part one - As the shadow


fall on Weathertop(Fear &
Stress)

Part two - Death and fire


(Panic & Death)

Part three - The wolves of


Angmar (Stress & Fatigue)

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

the ghost of lhûn


“Do not pursue him! He will not return to these lands. Far off yet is his doom, and not by the hand of man shall he fall.”

Part one - Darkness Part three - A call to


descends arms
T.A 1970-1972 (STEALTH AND BATTLE) T.A 1975 (STEALTH AND BATTLE)

Part two - The wrath of


the one once dead
T.A 1973-1974 (FEA AND DEATH)

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

towards the halls


of ered luin
“They will not come. They say this quest is ours and ours alone.”

Part one - We must away

Part two - The great river

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

Part three - A journey up Part four - Into the Belly


the mountains of the Beast
appendix n

weather charts
by inquisitor
appendix o

trouble in chetwood
by ships computer
OVERVIEW

TROUBLE IN THE CHETWOOD


“The Woods shield us from many of the woes of the world, but are the source
of other woes entirely...”

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

RESISTANCE: These are just guidelines, so feel TALLTREE’S REPORT


free to alter them to better suit your needs and the “The forest keeps us safe from many of the woes
needs of your fellowship. of the world – but it’s also the source of our evils.
Resistance 3 (Base) – let the party into Archet, give You’ve heard of the Blackwolds, I wager? Well,
information about the wolves. there’ll always be bandits when times are hard –
but recently, they’ve been bolder in their
Resistance 6 – Give aid (a useful item for hunting movements. I heard that they spooked off some of
wolves) or instruction regarding good hunting the farmers from their lands – can’t say I know
spots in the Chetwood. where they’re getting the weapons they use, no
Resistance 9 – Join the party on their hunt for the smith around here would sell to them – and they
Warg or any plan that might put the people of didn’t steal em off any guards round here.
Archet into direct harm. It’s the wolves I’m afraid of most. I’ve had to
warn my folk off of the Chetwood near entire at
night time, lest they get taken off and ‘et. Wolves
can be fearsome beasts, but they’re often chased
off with a bit of fire and a show of strength. But
there’s something mean about them these days, I’d
wager it’s that new pack leader. Wolf as big as a
bull, teeth like razors, eyes like ghostly yellow
lanterns. A warg, and no doubting it. Hrulfnir, as I
recall the name as we took it from the last wolf we
INTRODUCTIONS trapped. I’m worried that the beast is too smart by
far – can’t be any coincidence that the bandits got
How the spokesman introduces themselves will bolder as this new wolf moved in. If you could see
have a big impact on Talltree. He favors honesty that threat gone, well, you’d be a Friend of the
and forthrightness and he is impatient with overly- people of Archet – and there’s no mistaking that.”
polite or tricksome characters. An INSIGHT
check might give this hint to a party.
INTO THE CHETWOOD
If the party spokesman uses AWE to
introduce themselves and speaks about wanting to Once the players have dealt with the social niceties
help the town rid itself of Hrulfnir, the roll will be at the gate, the path to the Chetwood lies open to
favored. them. I ran this as a series of Journey tests – each
day requiring a roll from the Guide and earning a
Using COURTESY or RIDDLE to point of fatigue for the party each day on a
introduce the party is possible, but a failure will success, and more on failures. I required three days
reduce the time limit of the council by 1 step as of tracking through the woods, with a risk of
Talltree loses patience quickly with that sort. encounters each day.

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:

HUNTING: The hero describes or otherwise


demonstrates their abilities as a hunter, assuring
Talltree that they’re a capable match for the task at
hand.

BATTLE: A seasoned warrior or tactically-


minded adventurer might be able to persuade the
Forrester that they could effectively ambush the
wolf-chieftan and come up with a worthwhile
strategy.

3
GOADED TO WAR

ENCOUNTERS AND OBSTACLES

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.

THE LONG NIGHT


If the players encounter wolves and any manage
to get away, they’ll inform the warg that Archet is
sending out hunters to trap them – which enrages
the Warg and he’ll set out to take his vengeance on
Archet in a night-time raid. The Players might be
able to prevent this if they send word along to the
Forrester and make proper defensive arrangements
for the town (remembering that wolves hate fire).

4
appendix p

hex travel maps


by circleofnoms
appendix q

combat helper
by pozoj
COMBAT TASKS

INTIMIDATE FOE — FORWARD STANCE

Fighting in a Forward stance you can attempt to intimidate foes.

To do so, the acting player makes an AWE roll as the


main action for the round.

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.

RALLY COMRADES — OPEN STANCE

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.

To do so, the acting player makes an ENHEARTEN roll


as the main action for the 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.

PROTECT COMPANION — DEFENSIVE 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.

PREPARE SHOT — REARWARD STANCE

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.

To do so, the acting player makes a SCAN roll as the


main action for the round.

On a successful roll, the attacker gains (1d) on their next ranged attack, plus another (1d) for each
Success icon rolled.
SPECIAL DAMAGE

If a successful attack roll produces one or more Success icons ( ),


they can be used to trigger one or more special results, based on
the war gear of the attacker

Multiple Success icons can be used to trigger different results, or the same one multiple times.

HEAVY BLOW — ANY WEAPON

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.

FEND OFF — ANY CLOSE COMBAT 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.

PIERCE — BOWS, SPEARS AND SWORDS

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).

SHIELD THRUST — SHIELD

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.

 Adjust and crop the decorative


(Include a stat block if item is a customized weapon not found in the Core Rules.) frame to fit the content
DAMAGE INJURY LOAD NOTES

8 16 5 2-handed. Unwieldy. Accursed

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.

 Adjust and crop the decorative


(Include a stat block if item is a customized weapon not found in the Core Rules.) frame to fit the content
DAMAGE INJURY LOAD NOTES

8 16 5 2-handed. Unwieldy. Accursed

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.

Cultural Blessing: Stout-Hearted: Your VALOUR rolls are Favoured.

Standard of Living: Prosperous (90 treasure, 3 Useful Items, decent horse with Vigour 2)

Attributes Derived Stats


Choose one set, or roll a success die. Calculate the following scores:

Roll Strength Heart Wits Endurance STRENGTH + 20


1 5 7 2 Hope HEART + 8
2 4 7 3 Parry WITS + 12
3 5 6 3
4 4 6 4
5 5 5 4
6 6 6 2

Skills Combat Proficiencies


Copy the listed skill ranks to the character sheet, • Enter two pips for either Bows or Swords.
then mark one of the underlined skills Favoured. • Enter one pip for any combat proficiency (other
AWE ENHEARTEN PERSUADE than the one you chose previously).
1 2 3
ATHLETICS 1 TRAVEL 1 STEALTH 0
AWARENESS 0 INSIGHT 2 SCAN 1 Distinctive Features
HUNTING 2 HEALING 0 EXPLORE 1
Choose any two from: Bold, Eager, Fair, Fierce,
SONG 1 COURTESY 2 RIDDLE 0
CRAFT BATTLE LORE
Generous, Proud, Tall, and Wilful.
1 2 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.


Beornings
When Beorn broke his isolation after the Battle of Five Armies, many Men chose him as their chieftain –
mountain-hunters and fighters without allegiance, warriors who lost their families or who forsook their
clans due to their violent tempers, and needful souls drawn to his protective nature. Though initially few in
number, these Beornings rapidly demonstrated that only those who are welcomed by the skin-changer can
hope to cross the Great River Anduin with their lies. And Beorn does not welcome anybody with ease.

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)

Attributes Derived Stats


Choose one set, or roll a success die. Calculate the following scores:

Roll Strength Heart Wits Endurance STRENGTH + 22


1 5 7 2 Hope HEART + 6
2 4 7 3 Parry WITS + 12
3 5 6 3
4 4 6 4
5 5 5 4
6 6 6 2

Skills Combat Proficiencies


Copy the listed skill ranks to the character sheet, • Enter two pips for either Axes or Spears.
then mark one of the underlined skills Favoured. • Enter one pip for any combat proficiency (other
AWE ENHEARTEN PERSUADE than the one you chose previously).
3 1 0
ATHLETICS 2 TRAVEL 1 STEALTH 1
AWARENESS 2 INSIGHT 3 SCAN 1 Distinctive Features
HUNTING 2 HEALING 1 EXPLORE 0
Choose any two from: Bold, Fierce, Generous,
SONG 0 COURTESY 0 RIDDLE 1
CRAFT BATTLE LORE
Honourable, Rustic, Stern, Tall, and Wary.
1 1 0

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-Folk
The inhabitants of the Bree-land and its four villages lying about Bree-hill are the descendants of the ancient
people that first dwelt in the region known today as Eriador, the Lone-lands. Few have survived the turmoils
that have ravaged the area, but they are still here now. Today, the Men of Bree live at an old meeting of
ways, and even if the traffic was far greater in former days, travellers of various sorts still make their way
along those roads. Whoever enters the common room of the Inn of Bree is sure to hear strange tales and news
from afar, and maybe be swept away by them.

Cultural Blessing: Bree-blood: Your company’s Fellowship Pool is increased by 1.

Standard of Living: Common (30 treasure, 2 Useful Items, half-starved horse with Vigour 1)

Attributes Derived Stats


Choose one set, or roll a success die. Calculate the following scores:

Roll Strength Heart Wits Endurance STRENGTH + 20


1 2 5 7 Hope HEART + 10
2 3 4 7 Parry WITS + 10
3 3 5 6
4 4 4 6
5 4 5 5
6 2 6 6

Skills Combat Proficiencies


Copy the listed skill ranks to the character sheet, • Enter two pips for either Axes or Spears.
then mark one of the underlined skills Favoured. • Enter one pip for any combat proficiency (other
AWE ENHEARTEN PERSUADE than the one you chose previously).
0 2 2
ATHLETICS 1 TRAVEL 1 STEALTH 1
AWARENESS 1 INSIGHT 2 SCAN 1 Distinctive Features
HUNTING 1 HEALING 0 EXPLORE 1
Choose any two from: Cunning, Fair-spoken,
SONG 1 COURTESY 3 RIDDLE 2
CRAFT BATTLE LORE
Faithful, Generous, Inquisitive, Patient, Rustic,
2 0 0
and True-hearted.

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.)

Cultural Blessing: Bree-blood: Your company’s Fellowship Pool is increased by 1.

Standard of Living: Common (30 treasure, 2 Useful Items, half-starved horse with Vigour 1)

Attributes Derived Stats


Choose one set, or roll a success die. Calculate the following scores:

Roll Strength Heart Wits Endurance STRENGTH + 18


1 2 5 7 Hope HEART + 10
2 3 4 7 Parry WITS + 12
3 3 5 6
4 4 4 6
5 4 5 5
6 2 6 6

Skills Combat Proficiencies


Copy the listed skill ranks to the character sheet, • Enter two pips for either Axes or Spears.
then mark one of the underlined skills Favoured. • Enter one pip for any combat proficiency (other
AWE ENHEARTEN PERSUADE than the one you chose previously).
0 2 2
ATHLETICS 1 TRAVEL 1 STEALTH 1
AWARENESS 1 INSIGHT 2 SCAN 1 Distinctive Features
HUNTING 1 HEALING 0 EXPLORE 1
Choose any two from: Cunning, Fair-spoken,
SONG 1 COURTESY 3 RIDDLE 2
CRAFT BATTLE LORE
Faithful, Generous, Inquisitive, Patient, Rustic,
2 0 0
and True-hearted.

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.


Dwarves of Durin’s Folk
The Dwarves are an ancient and proud folk, whose customs and traditions are mostly unknown to outsiders.
A dwindling people, they have recently recovered some of their lost greatness, and a Dwarven King reigns
once again under the Lonely Mountain, in Wilderland. Many Dwarves cross into Eriador from the East, on
their way to their mines in the Blue Mountains. They can often be seen marching along the East-West Road
that runs through the Shire and ends at the Grey Havens.

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)

Attributes Derived Stats


Choose one set, or roll a success die. Calculate the following scores:

Roll Strength Heart Wits Endurance STRENGTH + 22


1 7 2 5 Hope HEART + 8
2 7 3 4 Parry WITS + 10
3 6 3 5
4 6 4 4
5 5 4 5
6 6 2 6

Skills Combat Proficiencies


Copy the listed skill ranks to the character sheet, • Enter two pips for either Axes or Swords.
then mark one of the underlined skills Favoured. • Enter one pip for any combat proficiency (other
AWE ENHEARTEN PERSUADE than the one you chose previously).
2 0 0
ATHLETICS 1 TRAVEL 3 STEALTH 0
AWARENESS 0 INSIGHT 0 SCAN 3 Distinctive Features
HUNTING 0 HEALING 0 EXPLORE 2
Choose any two from: Cunning, Fierce, Lordly,
SONG 1 COURTESY 1 RIDDLE 2
CRAFT BATTLE LORE
Proud, Secretive, Stern, Wary, and Wilful.
2 1 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.


Elves of Lindon
The Fair Folk of Eriador have dwelt in the Westlands since before the drowning of Beleriand. They are all
members of the Firstborn, displaying a wisdom beyond the reach of Men. They rarely leave their sanctuaries
in the Grey Havens, for these are their fading years. More and more leave Middle-earth sailing West on grey
ships, never to return. Those who still remain live mostly along the western coasts, where once were found
great kingdoms of their kindreds. Wandering Elves can at times be encountered on the roads leading east in
spring and autumn, when their companies leave their lands beyond the Tower Hills.

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.

Standard of Living: Frugal (0 treasure, 1 Useful Item, no horse)

Attributes Derived Stats


Choose one set, or roll a success die. Calculate the following scores:

Roll Strength Heart Wits Endurance STRENGTH + 20


1 5 2 7 Hope HEART + 8
2 4 3 7 Parry WITS + 12
3 5 3 6
4 4 4 6
5 5 4 5
6 6 2 6

Skills Combat Proficiencies


Copy the listed skill ranks to the character sheet, • Enter two pips for either Bows or Spears.
then mark one of the underlined skills Favoured. • Enter one pip for any combat proficiency (other
AWE ENHEARTEN PERSUADE than the one you chose previously).
2 1 0
ATHLETICS 2 TRAVEL 0 STEALTH 3
AWARENESS 2 INSIGHT 0 SCAN 0 Distinctive Features
HUNTING 0 HEALING 1 EXPLORE 0
Choose any two from: Fair, Keen-eyed, Lordly,
SONG 2 COURTESY 0 RIDDLE 0
CRAFT BATTLE LORE
Merry, Patient, Subtle, Swift, and Wary.
2 0 3

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.

Standard of Living: Frugal (0 treasure, 1 Useful Item, no horse)

Attributes Derived Stats


Choose one set, or roll a success die. Calculate the following scores:

Roll Strength Heart Wits Endurance STRENGTH + 18


1 5 2 7 Hope HEART + 8
2 4 3 7 Parry WITS + 14
3 5 3 6
4 4 4 6
5 5 4 5
6 6 2 6

Skills Combat Proficiencies


Copy the listed skill ranks to the character sheet, • Enter two pips for either Bows or Spears.
then mark one of the underlined skills Favoured. • Enter one pip for any combat proficiency (other
AWE ENHEARTEN PERSUADE than the one you chose previously).
1 0 0
ATHLETICS 2 TRAVEL 0 STEALTH 3
AWARENESS 2 INSIGHT 0 SCAN 2 Distinctive Features
HUNTING 2 HEALING 1 EXPLORE 1
Choose any two from: Cunning, Fair, Fierce, Keen-
SONG 2 COURTESY 0 RIDDLE 0
CRAFT BATTLE LORE
eyed, Merry, Proud, Secretive, and Swift.
1 1 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.
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)

Attributes Derived Stats


Choose one set, or roll a success die. Calculate the following scores:

Roll Strength Heart Wits Endurance STRENGTH + 22


1 5 2 7 Hope HEART + 6
2 4 3 7 Parry WITS + 12
3 5 3 6
4 4 4 6
5 5 4 5
6 6 2 6

Skills Combat Proficiencies


Copy the listed skill ranks to the character sheet, • Enter two pips for either Spears or Swords.
then mark one of the underlined skills Favoured. • Enter one pip for any combat proficiency (other
AWE ENHEARTEN PERSUADE than the one you chose previously).
2 0 0
ATHLETICS 2 TRAVEL 1 STEALTH 0
AWARENESS 2 INSIGHT 0 SCAN 0 Distinctive Features
HUNTING 0 HEALING 2 EXPLORE 0
Choose any two from: Fair, Keen-eyed, Lordly,
SONG 2 COURTESY 1 RIDDLE 0
CRAFT BATTLE LORE
Inquisitive, Merry, Proud, Subtle, and Wilful.
2 2 3

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)

Attributes Derived Stats


Choose one set, or roll a success die. Calculate the following scores:

Roll Strength Heart Wits Endurance STRENGTH + 18


1 3 6 5 Hope HEART + 10
2 3 7 4 Parry WITS + 12
3 2 7 5
4 4 6 4
5 4 5 5
6 2 6 6

Skills Combat Proficiencies


Copy the listed skill ranks to the character sheet, • Enter two pips for either Bows or Swords.
then mark one of the underlined skills Favoured. • Enter one pip for any combat proficiency (other
AWE ENHEARTEN PERSUADE than the one you chose previously).
0 0 2
ATHLETICS 0 TRAVEL 0 STEALTH 3 Distinctive Features
AWARENESS 2 INSIGHT 2 SCAN 0
HUNTING 0 HEALING 1 EXPLORE 0 Choose any two from: Eager, Fair-spoken, Faithful,
SONG 2 COURTESY 2 RIDDLE 3 Honourable, Inquisitive, Keen-eyed, Merry, and
CRAFT 1 BATTLE 0 LORE 0 Rustic.

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.

Standard of Living: Frugal (0 treasure, 1 Useful Item, no horse)

Attributes Derived Stats


Choose one set, or roll a success die. Calculate the following scores:

Roll Strength Heart Wits Endurance STRENGTH + 20


1 7 5 2 Hope HEART + 6
2 7 4 3 Parry WITS + 14
3 6 5 3
4 6 4 4
5 5 5 4
6 6 6 2

Skills Combat Proficiencies


Copy the listed skill ranks to the character sheet, • Enter two pips for either Spears or Swords.
then mark one of the underlined skills Favoured. • Enter one pip for any combat proficiency (other
AWE ENHEARTEN PERSUADE than the one you chose previously).
1 0 0
ATHLETICS 2 TRAVEL 2 STEALTH 2
AWARENESS 2 INSIGHT 0 SCAN 1 Distinctive Features
HUNTING 2 HEALING 2 EXPLORE 2
Choose any two from: Bold, Honourable,
SONG 0 COURTESY 0 RIDDLE 0
CRAFT BATTLE LORE
Secretive, Stern, Subtle, Swift, Tall, and True-
0 2 2
hearted.

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.

Cultural Blessing: Wood-goer: Add +2 to your parry when fighting in a forest.

Standard of Living: Frugal (0 treasure, 1 Useful Item, no horse)

Attributes Derived Stats


Choose one set, or roll a success die. Calculate the following scores:

Roll Strength Heart Wits Endurance STRENGTH + 22


1 2 5 7 Hope HEART + 8
2 3 4 7 Parry WITS + 10
3 3 5 6
4 4 4 6
5 4 5 5
6 2 6 6

Skills Combat Proficiencies


Copy the listed skill ranks to the character sheet, • Enter two pips for either Axes or Bows.
then mark one of the underlined skills Favoured. • Enter one pip for any combat proficiency (other
AWE ENHEARTEN PERSUADE than the one you chose previously).
0 1 0
ATHLETICS 2 TRAVEL 0 STEALTH 2
AWARENESS 3 INSIGHT 0 SCAN 0 Distinctive Features
HUNTING 3 HEALING 2 EXPLORE 2
Choose any two from: Cunning, Eager, Faithful,
SONG 1 COURTESY 0 RIDDLE 1
CRAFT BATTLE LORE
Patient, Stern, Swift, True-hearted, and Wary.
1 1 0

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

Starting Reward (p79) Starting Virtue (p80)


1. Close-fitting (armour or helm): Add +2 to 1. Confidence: Raise your Hope by 2.
Protection roll. 2. Dour-handed: Add +1 to damage on a Heavy
2. Cunning Make (armour, helm, shield): Reduce Blow, and +1 to Feat Die on a Pierce.
Load by 2. 3. Hardiness: Raise your Endurance by 2.
3. Fell (weapon): Raise Injury rating by 2. 4. Mastery: Choose two Skills and make them
4. Grievous (weapon): Raise Damage by 1. Favoured.
5. Keen (weapon): Attack rolls score Piercing Blow 5. Nimbleness: Raise your Parry by 1.
on 9+. 6. Prowess: Reduce one attribute TN by 2.
6. Reinforced (shield): Raise parry bonus by +1.

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.

ARMOUR PROTECTION LOAD TYPE MINIMUM STANDARD OF LIVING


Leather Shirt 1d 3 Leather armour
Leather Corslet 2d 6 Leather armour
Mail-shirt 3d 9 Mail armour Common
Coat of Mail 4d 12 Mail armour Prosperous
Helm* +1d 4 Headgear

*May be removed in combat to lower Load.

SHIELD PARRY MODIFIER LOAD MINIMUM STANDARD OF LIVING


Buckler +1 2
Shield +2 4 Common
Great Shield +3 6 Prosperous; cannot be used by Dwarves or
Hobbits
appendix v

maethead, the troll

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.

3. The Central Pits


Despite being a single pit, there are a multitude of pools of water spread about the edge going
up to the walls. It’s a shabby, makeshift, moat, and it doubles as the local source of water-
undrinkable for most, but not to Trolls. This goes right up to the sheer rock walls where the
Rings of Terrain lie; they can be scaled with Athletics, but a Scan roll is required to find
appropriate footholds. Regularly, things are rearranged down here to teach Trolls something-
from drills to workouts and more. Get creative with Troll training. Conceptualize the result.
4. Warren Entrance
The Trolls’ warren are the underground areas beneath the foundations that Lindon was
unable to destroy, and as such is the most well put together part of Maethad. Two great iron
doors guarded by a Cave-Troll Slinker and a Stone-troll Chief (who is constantly
complaining about his post) are kept posted in the large, cavernous entrance. The doorway
and the halls into the Larder and the Holding Cells can blockade things so that only two trolls
at a time can be faced at all if one were to take up defensive positions.
5. Larder
Even Trolls need to eat, and hunting parties bring back a massive amount of food. Some of it
may even be edible for a truly starving company. All of this is prepared by a lone Stone-Troll
Robber wearing an apron and a silly hat, who constantly has ways to make food on the mind
and barely ever sleeps. Their club is a large pan, and when confronted in combat, indeed
describes how he will prepare the heroes. Loremasters of an especially good sense of humour
may have him throw spices at the players to bring about a hindrance (an Athletics roll can
bring about a dodge) and comment about how hard it is to get the seasoning right.
6. Quarters
How does one describe a Troll’s quarters? They are often ready to march at a moment’s
notice, but can be filthy and include a lot of blankets, trinkets, and haphazardly put together
‘beds’. Some spots are more like an animal’s dirty den than a place a thinking being sleeps.
Despite always being full of numerous sleeping trolls, they are all quite deep in their dreams
by the time they come here. Paradoxically, as long as one is careful with sneaking when one
of them gets up to leave or goes to lie down, this is possibly the safest place in Maethad.
7. Storage
Accessible from the Larder and the Holding Cells, this is a complete haphazard mess that
puts even the most notorious Dragon with a hoarding issue to shame. There is a Greater
Horde among the wreckage, but if a hero makes it this far through strength, heart, or wits,
they deserve a reward. Even if their rolls fail, every member of the Fellowship will acquire a
Wondrous Item! Preferably, one to help them escape. If the party is captured, their equipment
can be found here given a Scan roll.
The third weak point of Maethad needed to collapse the place is found here.
8. Holding Cells
Two Cave-Troll Slinkers act as guards at any given time. An experienced company can take
them down, but one can also fake the sound of a rodent to lure one of them away. This option
is available for companies currently trapped in the cells and have a horrible doom awaiting
them as a pincushion and punching bag otherwise. The cells themselves are ancient iron a
thousand years old that have not yet rusted, and absolutely nothing else. There isn’t even a
bucket, and the bones and corpses of past victims have been left to rot.
9. Khurrákh’s Tower
Also called Lugkhurrákh by the Gertheryg, this is the dwelling place of the Master of
Maethad. A single floor, here it has two rooms- a front to act as a place to discuss in private,
and a bedchamber with the closest thing a hero could ever call a bed here. There’s even old,
broken, mounted armour left on a stand, positioned so that when Khurrákh awakes from
sleep, it is the first thing she sees. The window that players can leap into from the Precipitous
Heights is easily opened with their own momentum, and they will land on the bed
automatically none the worse for wear… unless they land on Khurrákh herself. She sleeps
usually during the ‘day’, but with the cloud cover of Angmar, there is no need to keep a
schedule. Usually. If the Sun were to emerge at some point, the Master of Maethad would
take refuge within here. The tight quarters make for a truly final confrontation; there is only
room for Khurrákh herself and two heroes within!

SIDEBAR: Where are the Gertheryg?


The Horror-trolls have not been given a definitive location. There are only 13 in total
(including Khurrákh), and with the large amount of Trolls that have come to Maethad to
learn, they are starting to be stretched thin. As such, the composition of their location
changes depending on what tasks you want the Trolls to be doing. If there’s a test of might
between two trolls, one of them can observe, while a few others keep onlookers from trying
to join in. Place a Gorthorog in the tents, considering the rate of deliveries from Hill-Men of
Rhudaur and Goblins from Carn Dûm and negotiating for more. Perhaps the party comes on
a particularly bright day, and most of them are preoccupied underground keeping the rest of
the Trolls from walking out and getting themselves killed (don’t forget the Ettins).
Reward players behaving smartly and avoiding combat by lessening the changes of facing a
Horror-troll. Of course, if they want to try to wipe out the place themselves….

SIDEBAR: To Win Without Fighting


If you’ve read this far and think a fight is a death sentence for your player heroes… you’d be
right. Maethad is designed so that if you get into an open fight, you will get overwhelmed
due to the lack of any foes except Trolls. How is one able to defeat them if strength of arms
isn’t enough? To subdue the enemy without fighting is the acme of skill… but it can be done.
Supplies can be sabotaged or spoiled, slandering the Hillmen of Rhudaur and Goblins of
Carn Dûm. The shoddy construction can be tweaked from the outside and in, causing
Maethad to collapse and the Trolls to disperse while Khurrákh chooses to either rebuild or
continue south. One could even lock the doors and steal the keys, leaving the Trolls to scurry
over to the spur of Mt. Gram before a decent day turns them all to stone. There are many
ways to deal a blow against the Troll Arena, and defeat will not be courted.

Schemes & Troubles


Special Delivery
Maethad cannot be run alone, and Khurrákh knows this. As such, she’s struck deals with local
Goblins and even Hill-men of Rhudaur in the distant west [Adversary Conversion, pg. 12].
Perhaps cunning Hobbits, Dwarves, and Men of Bree could disguise themselves as delivering
provisions, only to sabotage the relationship? They will also occasionally notice a Troll with a
shield show up as the muscle for these groups (give them the ability to use Shield Thrust and
Parry +1), clueing in that there’s something going on between the groups.

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.

Poison the Water


This is a Misdeed worth 4 Shadow for every member of the Fellowship plus a test, but if the
easy way out is truly tempting, we must have means available. The means to poison the
waters to the point of driving away or killing the Trolls, then, is truly ludicrous, but a mixture
of corpses, gristle, gore, and other monuments to Orc-Work can render it undrinkable. While
the Horror-trolls are smart enough to stop drinking, plenty of other Trolls are not, and
Maethad will cease operating as Khurrákh instead succumbs to the call south, where the
Shadows Lie.

Sidebar: What About Khurrákh?


If the players destroy the weak points and cause Maethad to collapse in on itself, Khurrákh
will be furious about the occurrence. She will rage for a few days, having not been this out of
control of herself since the fall of Angmar. If the players are spotted after the destruction, she
will fight them to vent her anger… and the additional point of Might.
If this does not happen or the party escapes, Khurrákh will eventually calm down. Gathering
the Gertheryg to her side again, they will perform a vigil for Maethad, and then depart for the
Mist Mountains. Using Goblin-tunnels large enough to fit her kind, the Horror-trolls will
make their way down the Misty Mountains. Emerging close to Isengard, they will leave a
chaotic path that hurts everyone in their way from servants of Saruman to Rohirrim. Crossing
at the Mouths of the Entwash, and the Wetwang, the Horror-trolls will eventually make it to
the Black Gate.
Maethad is destroyed, and the Rangers can handle any graduates remaining. But is it worth it
to let its spirit live on, even if it no longer troubles Eriador?
appendix w

a craggy tale
by danw
A Craggy Tale
#TOR

1. They meet in The Prancing Pony, having each individually


(pre-session) been invited there by Gandalf the Grey because ‘I have a
feeling the people of Bree may soon need help from someone of good
quality like you’
2. Sure enough, after the initial pleasantries, a cloaked figure
suddenly enters, staggering slightly from an injury and clearly armed
and dangerous. Butterbur rushes to them, and after a hushed
conversation helps them into the parlour (the same one in which the
hobbits will later spend the night with Strider). He then returns,
approaching the players to ask if any of them know a wizard named
Gandalf. If so, the injured stranger has asked to see them in the
parlour. Butterbur has misgivings as he looks like one of those
ranger-types who are always up to no good.
3. The stranger is indeed Arbarad, an ageing ranger who acts as
warden of Amon Sûl (Weathertop). He goes by the name Craggy and
is Grim and Wary.
4. Craggy distrusts the group, so run it as a Council where the
player-heroes have to convince him of their honesty and capability.
Healing will help.
5. With a successful Council, Arbarad will explain the situation
properly. With failure, he’ll just ask for them to come along as he
has nothing to lose - but won’t impart any information in case they are
spies or in case they desert at the first opportunity.
6. A group of evil men (raiders from the south, bandits, or hill men of
Rhudaur) came to Weathertop a few days ago. Arbarad confronted
them and was attacked, narrowly escaping down the cliff-slope after
taking a wound. His companions Moriel and Baranor holed up in the
ranger cave (actually the basement of a ruined fortress) on the next
hill north of Weathertop. They have fresh water, but only a little
food, and there’s only one way in and out! Arbarad needs the party
to come back to Weathertop with him, rescue Moriel and Baranor, and
if possible find out more about these evil men.
7. Journey to Weathertop
8. Get to the ranger cave without drawing attention. This could be
a skill endeavour.
9. Distract or defeat the evil men guarding the entrance to the cave.
This could be a combat. Try not to let them raise the alarm, as the
group on Weathertop itself is much larger.
10. Rescue Moriel and Baranor. Look for clues as to the origins
and purposes of the evil men.
11. Wrap-up (narrative only): Either return to Bree or go with
Arbarad to seek help from rangers near Rivendell.
appendix x

arms for the fisher

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

When: Spring 2965 My dear friends,

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.

Part One - At the Sign of the (signed with Gandalf's Rune)


Prancing Pony P.S. A word of advice: the token of a Queen is not to
be used lightly. I trust you will conduct yourself
As they arrive, Barnabas Butterbur ushers the with a level of composure and patience befitting
heroes into a single booth in the corner of the your station.
Prancing Pony, bringing to the table baskets of
bread, wedges of cheese, butter and jam, Inside the envelope is a silver brooch in the
apples, plates of greens, roast meats, jugs of shape of the crest of Lond Daer: a sea-serpent
beer, and seed cakes. impaled upon a spear.
Part Two – Travelling Along The company can tackle these tasks in either
order.
The Greenway
Randur
Players will likely travel towards Tindailin
along the Greenway. About halfway there, roll Randur is a scholar, as well as the most ancient
on the Ruins Along the Greenway table or Elf in the village. He carries a finely carved
choose an interesting event. stick, and sometimes leans on it, as if suffering
from some old injury.
This adventure promotes Tindailin to a
permanent Elven village on the south end of Occupation: Elf scholar
the forest, just to the west of Sarn Ford. The
Player-heroes may return in later years for the Distinctive Features: Patient, Wise
events of Tindailin - An Elven Refuge. If they do,
most of the village has departed for the west,
but Randur remains, along with the other
characters in that adventure. Linaith

Arriving in Tindailin Linaith is the weaver tasked with producing


the fabrics for the livery of the Knights of Lond
The players come to Sarn Ford as dusk falls Daer. She is behind on her assignment due to a
over the woods. Across the ford, a dense forest busy schedule of activities that all Elves enjoy
looms on the right. in the springtime: singing, swimming, and
frolicking.
Visions at Sarn Ford
Occupation: Elf weaver
As you make your way towards the water, the sun
begins to sink in the west, and you catch strange Distinctive Features: Merry, Flighty
glimpses in the long shadows. All around you,
uncanny visions of a battle between Men, Elves Part Three – Gathering
and Orcs play out with slow dream-like motions,
echoes of a time when the kingdoms of Men Hithlain on the Heath
defended the ford against the armies of the Witch-
king. Linaith needs hithlain in order to complete her
task. These flowering shrubs grow on the heath
Just inside the woods on the western side of to the south, and are easier to find at night,
Sarn Ford is Tindailin, a small Elven village of when gathering dew sparkles on the silky
about 20 strong. The Player-heroes can see the filaments. Navigating to the heath is easy, no
peaceful glow of lanterns hanging from the EXPLORE check required.
trees. Their leader is the scholar Randur. After
welcoming them in his comfortable tent, he As the player-heroes crest the hill, an eerie
sends for Linaith. Randur explains that a blue light is seen far to the west-southwest over
Dwarven caravan led by Fjoli will arrive in a the eastern spur of Ered Luin, like a star
few days with newly forged weapons for Lond shining above the river mists. This is the Star in
Daer. the Mist—mark its location on the player map.
If the players ask, Randur knows the Old Lore
When Linaith enters, she explains with some about The Star in the Mist.
embarassment that she is not finished with the
fabric. Having indulged too much in Roll HUNTING to harvest the hithlain. On a
springtime activities (singing, cavorting, etc.), failure, the gathering takes all night and the
she has yet to gather all the necessary players gain a Fatigue point.
materials. She asks the Player-heroes for help
foraging so she can do her work. She requires While harvesting, one Player-hero encounters
hithlain fibers from a heath in the south, and and old wooden door set into the side of the
silkworm cocoons from the forest to the north. heath which hangs slightly ajar. The
doorjambs and lintel are a moss-covered stone, them lies a strongbox of Cardolani gold.
but the pitted surface still shows the remains of
old carvings. Though it is mostly dark, the Directly opposite the door is a pedestal which
moonlight glints on metal inside. has a shallow indentation in the surface.
Inscribed on the pedestal is a RIDDLE in Old
Inside The Barrow Westron: "See from another's perspective, and
learn thereby." A marble bust of a man with a
Chamber 1: The air in here is damp and noble bearing lies facedown on the floor, and
swampy. In the center of this chamber is a wide his silver circlet lies nearby.
brazier, which is adorned with silver and
partially filled with a fetid water. This barrow There is only one way to place the bust on the
appears to have shifted over centuries, and the pedestal. A successful RIDDLE check will
chamber slopes downward to the north, where determine that the bust is looking directly at
the eastern wall of Chamber 1. Players who
decipher the riddle on their own or via a skill
check will have no trouble finding the plate
which opens the secret door if they examine
the wall.

A successful LORE check will reveal that the


bust depicts Malgelev, a diplomat known for
his silver tongue, who served as the
ambassador to Cardolan in the time before the
war with Angmar.

Chamber 3: Alcoves in the wall house dusty


remnants of cloth, cobwebs, and bones. The
Barrow Wight lurks here. It will attack
immediately if the players break down the
water pools around a doorway. door.

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.

Chamber 2: The door to this room is trapped.


If opened, a swinging ball will strike the first
two human-sized people in the chest for
Moderate endurance loss, unless they succeed
at an ATHLETICS check.

The stones in the floor are loose. Underneath


Treasure Part Four – Gathering Silk in
Equal to a Greater Hoard. the Forest
Chamber 1 Linaith also needs silkworm cocoons. These
can be found in a grove of mulberry trees deep
• Secret Library in the wood.
Dark Mages of Rhudaur – Uncovers the plot
of the Dark Mage, from the similarly Linaith's Directions
named MERP adventure.
Stick to the path until you come to a stone obelisk.
Petty-dwarves of the Trollshaws – Leads to When you espy this landmark, head northwest
the Dwarven treasure horde described in until you reach a grove of mulberry trees. Collect as
the classic MERP adventure Loons of the many silkworm cocoons as can be held in these
Long Fell. baskets. You will want the ones with a hole in the
side, from these the worm has already emerged.
The Cleansing of Creb-durga – Describes the Keep an eye out for the odd spider, they like to eat
Orc caves of Creb-durga, found in the the worms.
MERP sourcebook Arnor.
Be wary, the wood is old and full of memories. If
Chamber 2 you feel the presence of the Shadow, turn back!
• Strongbox of Cardolani Gold
Value: 8 (or 2 per hero)
Load: 8
• Quentaríë (S. Speaker's Crown)
Type: Minor Relic - Circlet
Minor Blessing: +1d PERSUADE, or spend 1
Hope to obtain a Magical Success
Cursed: Gain 1 Shadow (Greed)
Chamber 3

• Coffer containing Silver Ingots (32)


Type: Precious Metals
Value: 16 (or 4 per hero)
Load: 32
• Ancient Vases (2)
Type: Works of Yore
Value: 8 (or 2 per hero)
Load: 2
• Hirennon (S. "Lord's Armor")
Type: Mail-shirt Trackless Area
Rewards: Ancient Cunning
Cursed: Gain 1 Shadow (Greed) Dappled sunlight plays on foliage, bugs rattle
Protection: 3d and buzz. After two hours of hiking, the
Load: 6 company comes to a section where the forest
trail is lost under old leaves and new growth.

Heading northwest here on the basis of


Linaith's directions to head northwest at the
obelisk brings the party to the obelisk, no roll
required.
A successful SCAN check to look for structures cluster around roots, adhere to the sides of
or signs of Elves reveals an old Elven mile trees and are suspended in the air. The air is
marker which reads "Tindailin," and indicates foul, and heroes gain 2 points of Shadow
the direction to the Old Flets if they choose to (Dread) at the ghastly sights.
follow it.
If the players visit this location before the
A successful EXPLORE check to find a path Mulberry Grove, they will encounter all six
will lead the Company to a trail which takes spiders going about their nasty spider
them to the Obelisk. Failure means they find a business. Otherwise, they will encounter
different path and arrive at the Old Flets. whoever remains.

Obelisk The webs are highly flammable and will burn


away quickly without damaging their contents.
A hole in the canopy bathes a person-sized Searching through the webs and sacs is certain
obelisk in a pool of sunlight. This ancient to yield old treasures as well as the bones of
triangular stone was clearly erected in another victims. Treasure-seekers gain 2 point of
age. A successful LORE check will reveal that it Shadow (Dread) as they uncover corpses, but
is of Mannish craftmanship, given as a gift of they find all the treasure regardless.
friendship and a sign that Men would not
encroach on the Elves living in these woods. Treasure
Paths lead northwest to the Mulberry Grove,
northeast to Spider Town, east to the Old Flets, Equal to a Lesser Hoard.
and southeast back to the village.
Spider Treasure
Old Flets
• Various Elven coins with floral designs
Deep in the woods the Company finds what Value: 8 (or 2 per hero)
remains of old Tindailin. See “The Flets” Load: 8
section on p. 76 of Ruins of the Lost Realm.
• Capandal (S. Boots of Leaping)
Description: A stripe on these boots gives
Mulberry Grove an impression of agility. They have been
punctured by spider fangs, but there are no
Hundreds of silkworms snack on mulberry foot bones inside, so whoever wore them
leaves in this grove, and there are thousands of must have escaped (Randur).
egglike cocoons blanketing the foliage like Type: Marvellous Artefact - Boots
little snow balls. This area is quite gloomy, and Blessings: +2d to ATHLETICS when
an AWARENESS check will reveal that some running or jumping, or spend 1 Hope to
white strands have an oily appearance. This obtain a Magical Success.
can mean only one thing: spiders.

As the players are collecting the cocoons in Guardian Gauntlet


baskets, four Large Spiders will come along for
an afternoon meal, surprised and elated to see If the Company attempts to travel towards the
that fresh meat is on today's menu. The spiders Sacred Pond they are harrassed by the
don't have much solidarity: if a hero is seized guardians of the grove, gaining Shadow from
by webs, two will break off and drag the victim being pecked and pelted by various critters.
back to their lair. See “The Guardians Attack” on p. 76 of Ruins of
the Lost Realm.
Spider Town
Sacred Pond
Six Large Spiders make their home in this
murky clearing. The branches of the canopy The Sacred Pond, The Haunted Chamber and
seem to be woven closed with webbing, Herunen's Lair are not covered here as it is
forming a roof which blocks out the sun. Large unlikely that players will find them in this
sacs of web containing all manner of objects adventure, see Ruins of the Lost Realm.
Epilogue
Once the appropriate materials have been
gathered, Linaith will finish weaving the cloth.
A few days later, the Fjoli and his caravan will
arrive with a collection of newly forged
spearheads, packed neatly in a crate.

The Dwarves will parley with the Player-


heroes, swapping tales and boasts:

If the Player-heroes defeated the spiders,


reduce their Shadow by 1.

If the Player-heroes defeated the Barrow


Wight, reduce their Shadow by 1.

The Dwarves will happily exchange Works of


Yore and Precious Metals for their equivalent
treasure values.

If any of the Player-heroes were poisoned by


the Spiders, Randur's Elf-medicine will make
short work of it

If the Player-heroes recover the books from


inside the barrow, Randur will send them a
letter at some point in the future with locations
and old lore of lost ruins around Arnor.

If the Player-heroes recovered the boots,


Randur recognizes them immediately, and is
delighted. A spider bite is the source of his
wound. He gifts them to the player-heroes with
his blessing.

If the Player-heroes recover Thalion's


journal, Randur will send a letter to the Player-
heroes as well as Aranwe at some point in the
future, summoning them for the events of
Tindailin - An Elven Refuge. When they arrive,
Randur will still be wounded, but will reveal
that Herunen, a Maiar of Ulmo, is the source of
the Shadow around the Sacred Pond. He will
give them Thalion's dagger to protect them
from the wrath of the guardians of the grove.

If the Player-heroes defeat the Barrow Wight,


only a Fell Wraith haunts the Haunted
Chamber in Tindailin - An Elven Refuge.
Otherwise, the Company recognize the wight
in the chamber as the same wight from inside
the heath, drawn to the Sacred Pond by the
force of the Herunen's hatred. It may even have
"made" a few friends.
appendix y

vtt aid sheets


by superstitioussalt
appendix z

caranost, the red

fort, the vertical city


by wagoo
Caranost, the Red Fort, the Vertical City
Rumour
“I've heard from some folks that you don't need to go into the Barrow-downs to strike it rich.
Other places of the old Princes are out there, and the Red Fort’s just the thing. Towards the end
of the South Downs, it sits on two hills and only has animals to deal with it. Riches beyond
compare exist there thanks to the Star-Crossed. May their wish for love carry the day!”

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.

3. The Gatehouse, and Annie Oakley's Hideaway

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.

3. The Eastern Hilltop

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.

3a. The Butcher, Baker, and Candlestick Maker

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.

4a. Blacksmith, Waterworks, and Healing House

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.

5. The Broken Halls

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.

6. The Failing Bridge

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.

7. The Western Hilltop

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.

7b. The Jewelsmith Workshop

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.

7c. City Barracks

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.

8. The Princely Houses

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!

8b. The Ransacked House.

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.

9. The Bottom Chambers.

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.

10. The Restored Exit to Artifact Field

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.

SIDEBAR: The Tale of the Star-Crossed


Infamously, the Princes of Cardolan did not get along well. Two such Princes were neighbors of
each other in the Princely Houses, and the constant feuding never ceased; even as an army from
Angmar marched upon them, the men of the Houses quarreled and raised arms. In the midst of
this, a minor son of one family and a daughter of the other cast aside the enmity of their lines,
and grew to understand one another. This understanding transformed them, until one day they
both asked for their parents' blessings in marriage. The Princes denied this completely.
Angmar came, and Caranost was under siege. Plans were made for the nobles to evacuate, but
every time someone fled, they were cut down before a sorcerer raised their corpse as a taunt to
the heroes holding out. The son and the daughter met in secret one last time, and knew that
somehow, they must ensure nobody should suffer this fate any further in Caranost.

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.

SIDEBAR: The Fate of the Robbers


No matter Tom Oakley’s fate, Annie will survive and give birth to their twins nine months later.
Their farmstead will continue to exist semi-comfortably if Tom returns with Treasure, but if he
perished, Annie will have to move to Tharbad, performing indignities to feed her children. No
treasure makes life hard, and after a few years, the Oakley family moves to Tharbad, but lives
better with the support of the father.

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.

REVELATION EPISODE: THE MASTERS ARRIVE

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

If you are playing in this Adventure, look away now!

Adventure Hook: The party is requested to travel to the Misty Mountains to recover a lost
Dwarven Artefact, a Ring.

Read the following aloud to players:


“In the depths of the Third Age, something stirs in the darkness. Bilbo Baggins spends his life in
the comfort of Bag End in the Shire after disappearing for a grand adventure, and The Ring of
Power remains hidden and unknown in his keeping. Outside of the Shire, however, the days
grow dark. There are rumours and stories of folks disappearing, of foul beasts coming down
from the mountains, of whole settlements being abandoned or razed. The hour grows late and
many brave souls take up sword, bow, and axe to fight the darkness.
Whether by courage, foolishness, wanderlust, or greed, you find yourself in the position of an
Adventurer in a fellowship. You are part of a group that works together to stop the oncoming
darkness, to brave unknown lands, and to help those that need it. You have chosen each other
as companions, whether friend or acquaintance, by the necessity of skill required to navigate
the wilderness and brave the horrors in Eriador.
Alas you find yourselves in the ruined city of Tharbad, which still clings to life, in search of your
Patron. Word had reached you of a job that needed doing in the city, and that “The Wise Man”
will pay well for skilled adventurers. A meeting was arranged in The Old Library on the South
Bank of Tharbad, at 12 O’Clock, March 12th, and you were told not to keep The Wise Man
waiting.”

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 Red X marks the rough location of Khaz-Bharuk

The Meeting:

The Old Library of Tharbad:


The party has been summoned, as previously mentioned, to meet with The Wise Man in the
Old Library on the southern bank of Tharbad. The Old Library lives up to its name, the once
beautiful building has fallen into disrepair, everything is covered in dust and shelves remain
empty, the impressive vaulted ceilings still let in plenty of light.
The Librarian, Agna, asks who the party is, and tells them that their meeting is inside the study
on the first floor. See Page 11. Of Ruins Of The Lost Realm (ROTLR) for Agna’s character.

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.

Romping About Tharbad:


The party may now spend time in Tharbad as they see fit, though the city is quite devoid of
interest and entertainment: “The cobbled streets of Tharbad are an echo of a former glory. The
cloudy skies overhead bring a drab filter to a once beautiful city. Tharbad has fallen into ruin,
some years ago the Greyflood swelled and destroyed most of the city, leaving behind a host of
ruins and sparse population. Where once there were thousands, there are now hundreds.
Beautiful stonework is overgrown with moss, windows are shattered or boarded up, and seldom
heard are the cheers of women and children.
“You find yourselves on the main road on the southern bank of the city. To the south is the gate
exiting the city and the road toward Rohan. A few scattered souls walk to and fro, most
accompanied by the local guard, under the employ of Master Gurnow. If you were to walk
northward, you would be met by The Road-House, a tavern of ill repute, and the Ringil Tower;
the barracks for the guard under service of Master Gurnow. Then the bridge and tollhouse to the
middle isle and North Bank.”

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.

Things that are happening in Tharbad:


- Master Gurnow is “petitioning” tradesmen to pay more taxes for the protection of living in
the middle isle.
- Guards Ern and Lem interrupt the player-heroes’ adventuring in the city to demand
payment for their “protection” or otherwise take them to the Ringil Tower for Questioning.
- The North Gate isn’t allowing Travellers through anymore, people say that there was a
great band of brigands that assaulted the city.
- The House Without Windows is making strange noises in the night, people are leaving
the north bank to be away from it.
- Deputy Captain Tharnow has launched an expedition with a handful of brave souls to
Moria to recover treasure.
- Watchmen on the Southern Walls have been disappearing.
- The rumour about The Hill of The Sleeper on Pg. 94 of ROTLR.

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!

Gnarlwood (Wide Bough): Gnarlwood


is an Ent. He will question the party
about their purpose here, introduce
himself as Wide Bough, and explain that
he is tracking Goblins that cut down
some trees in his forest, away to the
south-west. Wide Bough is inquisitive,
slow, methodical, and reserved. He will
seek to know more about the Heroes and
why they come to Khaz-Bharuk and take
his time determining whether they’re
friend or foe. Wide Bough is having
troubles with both Goblins and
Dunlendings (South Men, as he calls
them. This can be revealed with a LORE
Test) that are cutting down his forest. He
will request that the Heroes could
destroy the Goblin Chief Filgruz if they
find him during their quest.

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.

Recovering the Ring of Durin III:


The Ring of Durin III is on the finger of one
Goblin Chief Filgruz, who is found in Filgruz’s
Chamber and is guarded by (Number of
Players) Goblin Fighters. Filgruz will not give
up the ring as he sees it as his crown of sorts;
the ability to stake claim over all the Goblins in
Moria.

The ring itself is a silver band with a cut


Topaz slotted into the top. Around the band
are markings in elvish that claim to bestow the
power of Ruling over the Dwarvish denizens of
Moria, if the bearer is powerful enough to
command such a power.
Once Filgruz is slain, the commotion stirs a
great calamity of noise from the northern
tunnel that runs further into Moria, and
echoing drums from the Well Room.
Escape:
Once the party has gathered the ring of Durin III, it will become apparent that mass amounts of
enemies are moving toward their location rapidly. The hooting and whooping of goblins can be
heard:
“Drums echo from all around following the dying scream of Goblin Chief Filgruz. They build in
volume and rhythm and the sounds of countless Goblins whooping and hooting follows.
Armoured footfalls echo above the din and it becomes apparent to you that there’s no way to
fight the force that approaches from the tunnel to the north. From Khazad-Dum this horde of
Goblins comes with impressive speed, there seems to be one thing to do: Fly!”

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

Time Limit 6 Rounds

Suggested Skills Athletics, Stealth*


*The Players are free to suggest their own skills, provided their reasoning is valid and makes
sense for the suggestion to be applicable.

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.

The Wise Man:

Travel back to Tharbad:


Now the group must travel back to Tharbad to hand in the Ring of Durin III. This can be
handwaved entirely, as the Core Rulebook recommends. Though the party may still opt to travel
in order to get more gameplay out of the scenario. If the party didn’t go to The Hill of the
Sleeper, now may be a good time to offer that Adventure to the players if they wish.
If the party missed out on getting the Treasure, the Hill of the Sleeper is recommended to give
them one last opportunity of discovering artefacts and introducing that mechanic.
The party may also opt to travel southward with Wide Bough to Gnarlwood Forest, where he
will need their help dealing with the Dunlendings to the south, which could be a whole adventure
itself.
Meeting Saruman:
It is important that the Lore Master reads the entry about Saruman in ROTLR on pages
40-43.
When the party returns to Tharbad, they will no doubt head straight to the Old Library and to
the study where Torbald is awaiting them eagerly. When the party hands over the ring he will
smile and shift form into Saruman.
“The old man before you seems to stretch and change. He becomes taller, his hair turns snow
white and his eyebrows bushy and black. The clothes on his body transform into robes of white
and a staff forms in his hand; Jet black with a white crystal set in the top between four spikes.
You recognise him as the fabled White Wizard, Saruman, leader of the Wise Counsel and
Master of Isengard.”
Saruman will give a broad smile, speaking aloud to the party, “I am most pleased with your
efforts. So pleased, in fact, that I reveal my true self to you. Your efficiency and speed is most
impressive, for I have been searching for traces of this ring for many centuries.” He spends
some time studying the ring, a frown forming on his face, “It appears, however, that your search
was in vain, and this ring seems to either be a replication or it has otherwise lost its power.”

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.

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