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The Lord of The Rings™ Roleplaying FL Core Rulebook 5e OEF, 2022
The Lord of The Rings™ Roleplaying FL Core Rulebook 5e OEF, 2022
L E A D WRIT E R
Francesco Nepitello
5E CON V E RS ION
Michele Garbuggio
AD D I T I ON A L RU L E S D E V E L OP ME N T
Jacob Rodgers
A D D IT ION A L WRIT IN G
James Michael Spahn, Jason Durall
CON CE P T A RT
Alvaro Tapia
COV E R A RT
Antonio De Luca
OT H E R A RT
Alvaro Tapia, Martin Grip, Jan Pospíšil, Niklas Brandt,
Henrik Rosenborg, Antonio De Luca, Federica Costantini, Luca Sotgiu,
Daniele Sorrentino, Melissa Spandri, Giuditta Betti
Christian Granath, Dan Algstrand, Niklas Brandt, Francesco Nepitello, Martin Takaichi,
Michele Paroli - Mana Project Studio Tomas Härenstam
EDITOR S PR M A NA GER
BR AND MANAGER ST R EA M I NG
5 E PLAYT EST I NG
ISBN PR I NT
The War of the Ring, Middle-earth, The Lord of the Rings, The One Ring and the characters, items, events and
places therein are trademarks or registered trademarks of Middle-earth Enterprises, LLC and are used under
license by Sophisticated Games Ltd and their respective licensees. © 2022 Sophisticated Games Ltd.
CONTENTS
1 2 3 4 5
rewards adventuring
prologue5 new rul es13 adventurers25 and virtues 77 phases93
The Twilight STRUCTURE OF THE GAME 14 Your Characters 26 REWARDS 78 Adventuring Phase Sessions 94
of the Third Age 7 Pillars of Adventure 14 HEROIC CULTURES 27 Rewards List 78 Heroic Ventures 94
ADVENTURING The Fellowship Phase 13 Bardings28 VIRTUES 80 COUNCIL 95
IN THE THIRD AGE 8 THE COMPANY 16 Dwarves of Durin’s folk 31 Virtues List 80 Social Encounters 95
The Folk of Eriador 8 Fellowship16 Elves of Lindon 34 End of a Council 99
CULTURAL VIRTUES 81
The Shadow of the Past 9 Patron16 Hobbits of the Shire 37 JOURNEY 100
Virtues of the Bardings 81
Player-heroes 11 The Safe Haven 18 Men of Bree 40 The Map 100
Virtues of the Dwarves 83
The Loremaster 11 NEW SKILLS 19 Rangers of the North 42 The Travelling Company 101
Virtues of the Elves 85
New Skills List 19 CALLINGS 44 Virtues of the Hobbits 86 Journey Sequence 101
Magical Success 20 Captain45 Virtues of the Men of Bree 88 Event Resolution 104
ADDITIONAL RULES VARIANTS22 Champion48 Virtues of the Rangers Describing Journey Events 106
Encumbrance 22 Messenger51 of the North 90
Resting 22 Scholar54
Rewards and Virtues 22 Treasure Hunter 57
Shadow and Corruption 23 Warden60
CRAFT 64
MORE THAN ONE CALLING 67
BEYOND 10TH LEVEL 68
EQUIPMENT 69
Starting Gear and Wealth 69
CONTENTS
6 7 8 9 A
fellowship
phases109 th e loremaster 117 th e shadow139 th e worl d177 appendix209
HOW A FELLOWSHIP THE MIDDLE-EARTH SHADOW POINTS 140 ERIADOR 178 PATRONS 210
PHASE WORKS 110 LOREMASTER 118 Saving Throws The Shire 178 Balin, son of Fundin 210
Phase Structure 110 The Qualities of a Against Shadow 140 Lake Evendim 179 Bilbo Baggins 211
Yule111 Loremaster 118 Harden Will 141 The Bree-land 182 Círdan the Shipwright 213
Undertakings112 Canon and the Loremaster 120 Sources of Shadow 141 The Great East Road 192 Gandalf the Grey 215
ADVENTURING Madness143 The Greenway 195 Gilraen the Fair 217
121
IN MIDDLE-EARTH Using Flaws 144 The Barrow-downs 197 Tom Bombadil and
When?121 ADVERSARIES 146 The North Downs 198 Lady Goldberry 218
Where?121 EVIL MEN 148 The South Downs 200 LANDMARKS 220
What?122 Hostile Southerners 148 The Weather Hills 202 There and Back Again 220
Why?123 Ruffians149 Angmar202 Structure of Landmarks 221
Who?123 The Ettenmoors 203
ORCS 151 THE STAR OF THE MIST222
NONPLAYER CHARACTERS 124 Mount Gram 203
Great Orcs 151 Rumour 222
Statistics124 The Trollshaws 204
Orcs of the North 152 Background222
Tharbad205
TREASURE 125 TROLLS 155 Locations223
Lindon205
Hoards125 Cave-trolls 155 Schemes and Trouble 229
The Blue Mountains 206
Creating Precious Objects 127 Stone-trolls 156 INDEX 232
Precious Objects Table 127
UNDEAD 158 CHARACTER SHEET 239
The Treasure Index 128
Wights158 JOURNEY LOG 240
Marvellous Artefacts
Wraiths159 OGL 240
and Wondrous Items 129
Famous Weapons 162
WOLVES OF THE WILD
and Armour 130 Wargs162
Cursed Items 135 Werewolves163
NAMELESS THINGS 164
Nameless Things
in the Third Age 164
THE EYE OF MORDOR 171
Eye Awareness 171
The Hunt 172
CHAPTER 1
PROLOGUE
“The Enemy still lacks one thing to give him strength and knowledge
to beat down all resistance, break the last defences,
and cover all the lands in a second darkness.
He lacks the One Ring.”
CHAPTER 1
Dear friend,
I am writing this sitting at our usual table at the Prancing Pony,
puffing at my pipe. According to the latest tidings I received, you
are many miles away south, riding with the Horse-lords. I trust you
brought a good supply of Old Toby! If you didn’t, you are going to
miss your northern Lone-lands much more bitterly, I assure you.
When I took up the pen, my intention was to elaborate on the
reasons why I counseled you not to go to Gondor, yet. You know
what troubled me… the Steward is a wise man, and won’t waste
any time in putting your talents to good use, but his firstborn
son is about your age. Denethor is valiant and proud. I feared that
this might lead him to ignore your counsel, if not to resent it.
Then, I remembered what I have to tell myself from time to time…
the task I chose is to inspire the enemies of Sauron, and to push
them to action. I am not here to rob them of their freedom of
choice. They say that even the Wise cannot see all ends! So, who
am I, certainly not the wisest, to tell you what you should do?
Only you can decide what to do with the time that is given you.
Please accept one word of advice though, something that I have
learnt in more than one adventure: do not face your challenges
alone, and choose your companions wisely. There are many brave
souls among the various Free Peoples of the World who can
join you in your struggle: Elves, Dwarves, and Men. Even the
little folk of the Shire may prove useful. They certainly did
prove useful to me! A good friend of mine discovered too late
that there is more to those amazing creatures than you would
credit them for. I hope you will not commit the same mistake.
Yours in friendship
Gandalf.
6
PROLOGUE
t is the year 2965 of the Third Age, twenty-some years this period is ushered in when Bilbo the Hobbit finds the
after one Bilbo Baggins disappeared one Spring morn- Ruling Ring, and culminates with the war fought by the Free
ing, only to reappear a year later and interrupt his own Peoples against the Dark Lord Sauron, and the destruction
estate sale. The extraordinary tale that he told, of trav- of the Ring.
elling with the Wizard Gandalf and Thorin Oakenshield to Players of The Lord of the Rings Roleplaying create a Com-
Wilderland on the other side of the Misty Mountains and pany of heroes — Hobbits, Dwarves, Elves, and Men, seek-
somehow defeating a Dragon seemed nothing more than a ing adventure in the Lone-lands of Eriador. It is a desolate
fairy tale to the other Hobbits. country, a vast region that once saw the glory of the North
However, no one can deny that there are more folk on the Kingdom of the Dúnedain, the Men of the West. Here,
Great Road these days. Most are Dwarves, coming and going many wars were fought, and countless ruins dot its land-
both ways, and sometimes even visiting Hobbiton! Rumours scape. Shadows move along its paths, and not all of them
from Bree speak of strangers coming into town, telling stories belong to the living.
of the rebuilt Dale and the dragon-slayer King Bard and other It is in Eriador that the One Ring lies dormant, a seed
unusual names. And Elves too are on the move, and rumoured of the past that will one day bring the end of this age of
to be in the Wild and even in the Woody End of the Shire! the world.
It all sounds rather adventurous, but adventures are dan-
gerous, uncomfortable things. They make you late for dinner
and might get you killed! Of course, some valiant individuals
are seeking to make their mark on the world, to find the long-
lost ruins of past kingdoms, to patrol the borders of their lands
and keep them safe, to meet others of similar persuasion and
unite to strive against the Shadow that lies over Middle-earth.
If successful, folk will call them heroes. But if they disappear THE ONE RING FOR 5E
while in the wild, they will be lost to history and legend. The present volume converts the best-selling The
In The Lord of the Rings Roleplaying, you become the adven- One Ring roleplaying game to 5E, bringing the
turers exploring Middle-earth. As the game progresses, you world created by J.R.R. Tolkien to the players of
will discover new lands and old secrets, take part in the events the most popular set of rules for fantasy gaming.
of the Third Age, and have your own chance to strive against This is not a stand-alone game: to play The Lord of
the Enemy. the Rings Roleplaying you must be familiar with
the rules for 5E.
the twilight
To preserve consistency with the sources, the
7
CHAPTER 1
adventuring
in the third age
Tales and adventures sprouted up all over the place
wherever he went, in the most extraordinary fashion.
Adventurers are often simply common individuals born in The Bree-land is traversed by the East-West Road, and in its
exceptional times. They have most likely led an ordinary life chief village of Bree is The Prancing Pony, a resort for all
until the day something happened and changed the way they weary travellers. These are mainly Dwarves of the Folk of
looked at their world and the people they knew. For some Durin, going east to their far Kingdom Under the Mountain,
reason, the place they grew up in didn’t look as interesting in Wilderland, or west, on their way to the Blue Mountains.
and boundless as before, or they started to realise that they Sometimes, they travel in the company of Northmen from
weren’t doing enough for the safekeeping of their loved ones distant Dale, subjects of King Bard the Dragonslayer.
by staying at home in idleness, pretending shadows weren’t According to ancient stories, the region of Eriador was
growing nearer and nearer every year. once the realm of Arnor, a great kingdom of the North,
Adventurers are not soldiers or mercenaries following the brought to ruin long ago by bitter strife and the machinations
commands of a lord, nor are they subtle Wizards trying to of the Enemy. Much of its past is now forgotten, for the mem-
weave the threads spun by fate — they are bold souls putting ory of mortals is short, and the days of the king are celebrated
themselves in peril of their own free will, sometimes simply only in songs and proverbs devoid of their original meaning.
for the love of adventure itself. But some remember — the mysterious Rangers of the
North, lonely hunters of the servants of the Enemy who guard
8
PROLOGUE
YEAR 2941: The Wizard Gandalf, Thorin Oakenshield, and twelve Dwarves visit Bilbo
the Hobbit in the Shire: they set upon a quest to recover the treasure of Durin’s Folk
and free the North from the threat of the Dragon of Erebor.
A series of unlikely events leads to the death of Smaug and to the destruction of
Lake-town. Dáin of the Iron Hills becomes King of Erebor, while Dwarves, Men, and
Elves collaborate in rebuilding new cities in Dale and upon the Long Lake.
YEAR 2942: Bilbo returns to his peaceful life in the Shire. He carries the One Ring
with him, not suspecting its true nature. News of the great events that have come to
pass spread across the land as he travels home.
YEAR 2949: Gandalf and Balin journey to the Shire to visit Bilbo Baggins. They arrive
at Bag End on one autumn evening. They spend some time together, talking of their
adventuring times and about how things are going in Wilderland. Balin doesn’t hide
his disquiet from his good friend, and tries to convince Bilbo to join him in a new
adventure. Bilbo is reluctant, and in the end declines the invitation.
YEAR 2951: The Dark Lord Sauron unveils his presence in the black land of Mordor.
He is ready to spread his power far and wide, and begins to rebuild his Dark Tower.
His will is bent on gathering a vast army in the black land, and his summons are
answered by all sorts of wicked creatures. Gollum is among them, and his path slowly
turns in the direction of Mordor.
Sauron sends the Nazgûl to reclaim his stronghold in southern Mirkwood, and the
forest darkens. Rumours of a new Shadow in the South start to be whispered by many
folks in the North. Orcs and Goblins are found bearing the symbol of a lidless Eye.
YEAR 2953: The White Council, a gathering of the Wise, meets to discuss the fate of
the Rings of Power. Saruman the White, the head of the Council, declares that the
One Ring, the Ruling Ring that Sauron himself made, is lost forever, having been
carried by the River Anduin to the Sea.
Saruman claims the impregnable fortress of Isengard as his own abode and begins
to restore its defences.
YEAR 2955: Adventurers out of Rivendell signal the presence in Eriador of a new breed of
Troll: the Olog-hai. They seem to come from Mordor and directly serve the Dark Lord.
YEAR 2956: Aragorn, son of Arathorn, captain of the Rangers of the North and heir
of Isildur, meets Gandalf the Grey, and their friendship begins.
YEARS 2957–65: Rumours of turmoil and strife in Wilderland become more and more
common in this decade. Traffic intensifies over the High Pass as more and more trav-
ellers from the East cross into the Westlands bringing news of threats to the fragile
peace between Men, Elves, and Dwarves.
9
CHAPTER 1
10
PROLOGUE
pl ayer-
heroes
Players use the rules presented in this volume to create
adventurers hailing from the Lone-lands of Eriador, a region ENTER MIDDLE-E ARTH
steeped in old lore and thick with secrets. Players can be cou- The aim of The Lord of the Rings Roleplaying is to
rageous Hobbits of the Shire, driven by curiosity to go and allow its players to feel what it means to go adventur-
see the ruins of Deadmen’s Dike; travelling Dwarves, seek- ing in a wild and perilous land from a forgotten past.
ing to visit the ancestral halls of Durin’s Folk in the Ered It is a threatening world that has more in common
Luin; far-reaching Bardings from Wilderland, in search of with the world depicted in epic sagas or the Dark
adventure in the Westlands; Elves from Lindon, tasked with Ages of Europe than with our contemporary world.
guarding what is kept in the tower of Elostirion; Men of Bree, Players are invited to leave the age of infor-
leaving their quiet village for the first time; or Rangers of the mation and fast travel behind, and adopt the point
North, sworn to keep dreadful things at bay. of view of individuals whose horizons often didn’t
Whatever their choices, players must step into their char- extend farther than a few miles from their birth-
acters’ shoes, to think as a hero would think and react as a place. For every member of the Wise and the Great
hero would react. It is a game of make-believe, a story in the there are countless more like Samwise Gamgee:
making, created in collaboration with the Loremaster. simple people who never crossed the boundar-
ies of their own village or town. For every Wizard
the loremaster
there are individuals like Gimli son of Glóin, who
ignored the existence of Rohan until he visited it.
The player who will take the mantle of the Loremaster For every Elven Lord there are women like noble
should be familiar with the entirety of this volume, but par- Éowyn, who never encountered an Elf or a Hobbit
ticular attention must be given to the content of Chapter 7: before the War of the Ring.
The Loremaster. It contains rules and guidelines created to The landscape revealed by this perspective
assist the Loremaster in the role of game arbitrator, along is a world with uncertain boundaries, and only
with suggestions on how to work with players to create vague hints of distant realms and the folks who
stories that are both engaging and faithful to the world as inhabit them; a place that, for these very reasons,
depicted in the source material. offers plenty of opportunities for exploration
and adventure.
11
CHAPTER 2
NEW RULES
“In the end Bilbo won the game,
more by luck (as it seemed) than by wits...”
CHAPTER 2
he Lord of the Rings Roleplaying is a game based on creation, the world of Middle-earth, a mythic land from a remote
The Hobbit and The Lord of the Rings, two extraordi- past, characterised by a rich history and detailed geography.
nary works of fiction by the beloved author and
respected academic, John Ronald Reuel Tolkien. This chapter introduces a number of setting-specific rules
With his books, Tolkien introduced readers to his own greatest modifications, necessary to adapt 5E to suit Middle-earth itself.
Usually, an Adventuring Phase will last two or three sessions of THE PASSAGE OF TIME
play, followed by a Fellowship Phase wrapping up neatly what Time passes at different rates in the game: one
happened thus far in the adventure. After a few games, what evening spent playing may detail a single day in
happens in the two distinct phases of the game will become the life of an adventurer, or skim over a month or
more and more closely interrelated: more of their career.
♦ The events arising during the Adventuring Phase lead During most Adventuring Phase sessions,
the players to make certain choices during the follow- gameplay is articulated in shorter, focused scenes
ing Fellowship Phase. that require players to describe in detail what they
♦ In turn, the Loremaster will find it easy to tie the next do. Time passes relatively slowly, with the players
Adventuring Phase into what happened during the often keeping track of what happens every single
previous Fellowship Phase. day — with the exception of prolonged or time-con-
suming events, like journeys, or sieges.
The final result is an epic that grows out of the ongoing lives Time passes more quickly during a Fellow-
of the Player-heroes and their deeds. ship Phase, when the Loremaster and the players
adopt a broader approach to narration. This is best
The Adventuring Phase and the Fellowship Phase are discussed suited when dealing with endeavours that occur
in detail later on, respectively, in Chapter 5 and Chapter 6. ‘off-screen’. Weeks or months may pass before a
new Adventuring Phase begins, and a special type
14
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15
CHAPTER 2
the company
“I am looking for someone to share in an adventure that I am arranging,
and it’s very difficult to find anyone.”
Adventurers know that burdens are easier to bear when Once calculated, the Company’s Fellowship score is recorded
shared with others. That’s one of the reasons why they gather by all players on their character sheets, in the designated
in a Company, a group united by a common cause — be it to space. For every point of Fellowship spent, all Player-heroes
fight the Enemy, lead a hunt for a prized prey, or scour the must adjust the amount on their character sheet.
land seeking lost or stolen treasure.
1. Players use the information presented in Chapter 3: When all points have been used, the Company can-
Adventurers to create their Player-heroes, first choosing not spend any more Fellowship. Fellowship points are
their cultural heritage (their heroic culture) and then fully refreshed at the end of each Fellowship Phase.
determining the nature of their call to adventure and
their vocation in life (their calling). Since Fellowship is a common pool of points shared by all
2. Once all players have created their Player-heroes, they Player-heroes, any expenditure must be agreed upon by all
should take some time to introduce their adventur- Player-heroes in the Company.
ers to each other and determine the circumstances
patron
that brought them together. This may require them to
choose a patron and a safe haven.
A Company may be brought together by chance or design. If
In general, it is good to assume that the Company has been together it’s not chance, then the meeting of the Player-heroes might
for some time already when the game begins. The Loremaster assists have been directly arranged by one of the Wise and the Great
the players, providing suggestions and advice. of Middle-earth — their Patron.
A Patron is an influential individual who has taken an
fellowship
interest in the group, and that in the course of the game
will offer the Company additional reasons to go adventuring,
The group of Player-heroes is more than a band of roving mer- often providing both support and counsel. All Patrons work
cenaries brought together by mere necessity. At its foundation with the Player-heroes from time to time, following a per-
are communal goals and a mutual respect. This feeling of trust sonal agenda, but in general hoping to influence the events
is recreated in the game by the Company’s Fellowship score. that are going to shape Middle-earth in the years to come.
Fellowship represents the bond of mutual trust enjoyed
by the members of the Company. Expressed by a numerical The Company starts the game choosing one Patron
value, Fellowship is a pool of points shared among all Play- among those listed below (but additional ones may be
er-heroes that is mainly spent to gain confidence: added in the course of the game).
During the Adventuring Phase, Player-heroes can To select their Patron, the players should check their charac-
spend 1 point of Fellowship to gain advantage on an teristics, and pick the one whose potential agenda seems more
ability check, attack roll, or saving throw. in agreement with their own goals as a group — for example,
the list of callings favoured by a Patron can be used as a good
Additionally, Fellowship can be spent to trigger special effects indication of what that individual might ask a Company as a
tied to the Company’s Patron (see Patrons, below). favour or service in the course of play.
As can be seen by consulting the table below, all Patrons
The starting Fellowship score of the Company is equal may provide a Fellowship Bonus, effectively raising the num-
to the number of Player-heroes in the group; this value ber of Fellowship points available to the members of the
can be augmented by a number of virtues, and by a Company, and another peculiar form of advantage, usually
bonus associated with the Company’s patron. connected to the expenditure of Fellowship points.
16
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STARTING PATRONS:
FELLOWS HIP
PATRON FAVOURED CALLINGS POINTS ADDITIONAL ADVANTAGE AGENDA
Balin, son of Fundin Captain, Champion +1 Balin’s Counsel. You can spend a Reclaim lost strongholds,
Fellowship point to roll an addi- eliminate enemy lead-
tional d20 after an attack roll (but ers, etc.
before the outcome is deter-
mined), and choose which of the
d20s is used.
Bilbo Baggins Scholar, Treasure +2 Bilbo’s Hospitality. By choosing Recover lost lore and lost
Hunter the Meet Patron undertaking to things.
visit Bilbo you additionally raise
the Fellowship rating by +1 until
the next Fellowship Phase.
Círdan the Messenger, Scholar +1 The Shipwright’s Foresight. You Rekindle hope, preserve
Shipwright can spend a Fellowship point to the lore of the Ages.
roll an additional d20 after an
ability check (but before the out-
come is determined), and choose
which of the d20s is used. By
choosing the Meet Patron under-
taking to go and see Círdan you
additionally receive a rumour
from the Loremaster.
Gandalf the Grey Captain, Messenger +2 Wisdom of the Grey Pilgrim. You Warn the Free Peoples,
can spend a Fellowship point to inspire them to action.
roll an additional d20 after a sav-
ing throw (but before the out-
come is determined), and choose
which of the d20s is used.
Gilraen, daughter Champion, Warden 0 Gilraen’s Folk. At the start of a jour- Fight the Enemy, defend
of Dírhael ney, you can spend a Fellowship the weak.
point. During that journey, as long
as you are within the territory that
once was the old realm of Arnor,
you can roll a d20 after each roll on
the Journey Events table (see page
105), and choose whether the Lor-
emaster uses their roll or yours. By
choosing the Meet Patron under-
taking to go and see Gilraen you
additionally receive a rumour from
the Loremaster.
Lady Goldberry Treasure Hunter, +2 Master of Wood, Water and Hill. Protect the land, find
and Tom Bombadil Warden Spend all your remaining Fellowship and preserve what was
to call Tom or Goldberry’s interven- buried.
tion anywhere in Tom’s country.
17
CHAPTER 2
Player-heroes gain the opportunity to go and see a eventually add the city of Tharbad or Rivendell as a pos-
Patron when they are in the same place during a Fel- sible safe haven.
lowship Phase, choosing the Meet Patron undertaking
(see page 113). The Inn of Bree … was a meeting place for the idle,
talkative, and inquisitive among the inhabitants,
large and small, of the four villages; and a resort
the safe haven of Rangers and other wanderers, and for such
The safe haven of the Company is a location that works as the travellers (mostly dwarves) as still journeyed on
starting base of operations for the group, and as its refuge to the East Road, to and from the Mountains.
repair to for the Fellowship Phase. Usually, it’s the place where
the Player-heroes gathered for the first time.
18
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new skill s
The hobbits gazed at Strider. It seemed that he was learned
in old lore, as well as in the ways of the wild....
The Lord of the Rings Roleplaying does not use the Arcana or OLD LORE (INTELLIGENCE)
Religion skills. The History skill is renamed Old Lore, and a new An Intelligence (Old Lore) check measures the ability of a
skill, Riddle, is added, given the importance of this custom Player-hero to recall obscure information from bygone days,
among many cultures of Middle-earth. The Survival skill is such as knowledge of the ancient tales of the Elder Days, the
replaced by three focused skills to highlight the importance annals of kings and rulers, family genealogies, and recollec-
of journeys in this setting: Explore, Hunting, and Travel. tions of deeds and places lost to common lore. This knowl-
Finally, to preserve balance between abilities, while play- edge may derive from different sources, from stories heard
ing The Lord of the Rings Roleplaying we recommend applying around the fire to the dusty records of a chronicler.
the Medicine skill to Intelligence checks rather than Wisdom
checks: for this reason, in the following pages the skill is indi- He knew many histories and legends of long ago, of Elves and Men
cated as Intelligence (Medicine). and the good and evil deeds of the Elder Days.
RIDDLE (INTELLIGENCE)
new skill s list The riddle game is an accepted custom among many crea-
The following list offers brief descriptions for each additional tures, including quite a few that would be classified as wicked
and variant skill, to help players and the Loremaster identify if they did not respect the ancient rules. An Intelligence (Rid-
the type of actions that can be accomplished using each ability. dle) check is used to solve a spoken or written riddle, but also
to draw conclusions from seemingly unconnected scraps of
EXPLORE (WISDOM) information by deduction, reasoning, and intuition.
Player-heroes rely on this when they move through an unfa-
miliar area of the Wild. A Wisdom (Explore) check may be “A Hobbit waded out into the water and back; but I cannot say how
required during a journey to find out where the Company is long ago.” “How then do you read this riddle?” asked Gimli.
heading, or to get back on track after a detour; to cope with
adverse weather conditions or other natural hazards; to create TRAVEL (WISDOM)
paths through the wilderness suitable for others to follow; or In the Third Age, the cities, villages, and towns of Middle-earth
to choose a suitable place to set up camp. are often separated by many leagues of wild or deserted areas.
Roads that used to lead safely to distant realms now end in
“We have found a dry cave,” they said, “not far round the next cor- broken trails that go nowhere. Whichever way the Company
ner; and ponies and all could get inside.” chooses to go, it will be a long and weary way before they get
there. A successful Wisdom (Travel) check may let a Play-
HUNTING (WISDOM) er-hero estimate the length of a journey, read a map, and
Knowing how to hunt is a fundamental skill, shared by most even evaluate whether a group of strangers on the road can
cultures of Middle-earth. A Wisdom (Hunting) check is be approached safely or if they should be left alone instead.
required when hunting wild game, or to follow tracks and
identify a quarry by its spoor. This skill also covers fishing and The country was much rougher and more barren than in the green
preparing traps. In wilder areas, hunters learn to apply their vale of the Great River in Wilderland on the other side of the range,
trade to more dangerous creatures — such as Orcs, Spiders, and their going would be slow…
or Wargs — or else risk becoming the prey.
They dwelt most often by the edges of the woods, from which they
could escape at times to hunt, or to ride and run over the open lands
by moonlight or starlight...
19
CHAPTER 2
magical success
Enchanted artefacts, like magic rings and cloaks, and ancient Whenever it is necessary to know the exact result of
spells and uncanny powers, can allow a Player-hero to exceed the roll, a Player-hero who achieves a magical success
the possibilities of mere mortals. counts as having rolled a 20 on the d20.
Possessing a talent or artefact capable of unlocking Player-heroes who have the chance to achieve a magical suc-
a magical success on an ability check grants a Play- cess can attempt actions that would be nearly impossible
er-hero automatic success, regardless of the DC and to achieve by someone without a magical aid (see box for
ignoring conditions. examples).
Narratively, a magical success is an outcome that can
During contests, a Player-hero who obtains a magical hardly be mistaken for an ordinary success — in other words,
success automatically wins the contest, unless the other the Player-hero has achieved something so unusual that it
participant also obtains a magical success. could not be accomplished without supernatural aid.
20
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21
CHAPTER 2
This section highlights some of the more important rules rewards and virtues
variations upon the rules for 5e that are necessary to play Virtues are unique abilities and special talents, characteris-
The Lord of the Rings Roleplaying. tic of a given culture. Players select a new virtue when their
Player-hero reaches certain levels in a calling.
encumbrance
The following alternative rules for lifting and carrying deter-
mine how the Player-heroes are hindered by the weight of
their carried gear.
♦ If you carry weight in excess of 5 times your Strength
score, you are encumbered, which means your speed USING THE ONE RING’S DICE
drops by 10 feet and you have disadvantage on fatigue As previously mentioned, The Lord of the Rings Role-
saving throws at the end of journeys (see page 103). playing is an adaptation of The One Ring to the rules
♦ If you carry weight in excess of 10 times your Strength for 5E. For those unfamiliar with the original game,
score, up to your maximum carrying capacity, you are the system makes use of a specialised set of dice,
instead heavily encumbered, which means your speed including six 6-sided dice (also called Success Dice).
drops by 20 feet and you have disadvantage on abil- Each Success die shows the numbers 1, 2, and
ity checks, attack rolls, and saving throws that use 3 in outline, and the numbers 4, 5, and 6 in solid
Strength, Dexterity, or Constitution. black. In addition, the Elvish symbol appears
along with the number 6.
The maximum carrying capacity and the weight you can push, If you own one or more sets of The One Ring
drag, or lift is calculated as usual. dice you may consider employing the following
optional rules, allowing the use of Success Dice in
resting
place of the usual d20.
The Lord of the Rings Roleplaying employs a variant of the stan- REPLACING THE D20
dard 5e rules for short and long rests. Whenever a d20 must be rolled, roll three Success
♦ Player-heroes can benefit from long rests exclusively in Dice instead and add them together. If the roll has
sheltered and safe refuges (i.e. not ‘on the road’). The disadvantage, all the Success Dice that come up
safe havens of the Company (see page 18) certainly showing a result in an outlined number (1, 2, or
count as sheltered refuges, as well as any city or set- 3) are considered to have given a result of zero
tlement where the Company is welcomed on friendly instead. If the roll has advantage, roll four Suc-
terms. At the Loremaster’s discretion, a deserted but cess Dice instead of three and add them together.
well-sheltered place in the wilds could also be suitable
for a long rest. “ROLLING 1 OR 20”
♦ Additionally, a short rest during a journey (see page During combat, if the attack roll shows two or more
100) must be at least 8 hours long, during which a icons, the attack hits regardless of any modifier
character sleeps or performs only light activities. Once or the target’s AC, and is a critical hit. If the roll has
the Player-heroes stop travelling for at least 24 hours disadvantage, it must show three icons.
(because they have reached their destination, or have If the Success Dice for an attack only show out-
decided to stop along the way), they can resume tak- lined numbers, the attack misses regardless of any
ing short rests of 1 hour. modifiers or the target’s AC.
22
N ew R ules
Rewards are pieces of war gear of superior craftsmanship, ♦ Attempting or performing misdeeds provokes an auto-
granted to a Player-hero as an award for their deeds when they matic Shadow gain instead, as such actions prove that
reach certain levels. Rewards are not tied to a specific culture. a hero is falling for the evil ways of the Enemy.
Virtues and rewards are described on page 78).
Player-heroes mark their descent into the Shadow following
23
CHAPTER 3
ADVENTURERS
He had a strange feeling as the slow gurgling stream slipped by:
his old life lay behind in the mists, dark adventure lay in front.
CHAPTER 3
26
ADVENTURERS
heroic cultures
Bilbo began to feel there really was something of a bold adventurer about himself after all…
In Middle-earth, the culture to which an adventurer belongs Player-heroes start the game with the tools their background
often defines them more profoundly than simply in terms of grants proficiency with, in addition to their equipment.
customs and traditions. For this reason, the most important
choice that players must make is to select the culture of ori- CUSTOMISING A BACKGROUND
gin of their adventurers. Players may want to tweak some of the features of a back-
Each heroic culture’s writeup is composed along the same ground so it better fits their hero. To customise a background,
format of presentation, illustrated in the following paragraphs. a player can replace one distinctive feature with any other one,
and choose any two skills and a tool proficiency.
typical names
them according to the distinctive features provided by their
chosen background.
Every name in The Lord of the Rings and The Hobbit has been
carefully crafted, building upon solid linguistic foundations,
and represents a precise cultural influence. The native lan-
guage of every character-type presented in this chapter has
been identified, and a list of personal names appropriate to
each culture is provided.
backgrounds
a passing knowledge of what constituted a ‘lingua
franca,’ the so-called Common Speech, or Westron.
Backgrounds reveal something about the origins of the Play- This allows players who don’t want to deal with the
er-heroes, helping players in visualising their previous expe- complex relations between the various peoples
riences and identity. This section includes six different back- and their languages to ignore the entire subject
grounds to choose from. altogether without damaging the setting. But if
Each background provides a Player-hero with two skill pro- you are willing to explore this angle, it is certainly
ficiencies, a tool proficiency, and two distinctive features. All worth investigating.
27
CHAPTER 3
bardings
He was a descendant in long line of Girion, Lord of Dale, whose wife and child
had escaped down the Running River from the ruin long ago.
The Bardings are Northmen of noble origins hailing from Sample Female Names: Aldrif, Asfrid, Asny, Astrith, Bera,
Wilderland, far off to the east. They rebuilt their city of Dale Bergdis, Dagny, Dalla, Eilif, Erna, Eydis, Estrild, Frida, Geira,
from its ashes after the slaying of the Dragon Smaug and Gerda, Grimhild, Gundrid, Gunnhild, Halla, Halldis, Hild,
they earned a new prosperity trading with nearby kingdoms Holma, Inga, Ingirun, Ingrith, Kelda, Lif, Linhild, Ragna,
of Elves and Dwarves. Runa, Saldis, Sigga, Signy, Solveig, Thora, Thorhild, Thorleif,
Each year, Barding merchants reach new faraway lands, Ulfhild, Ulfrun, Una, Vigdis, Walda.
as they look outside their borders to expand their trade and Sample Male Names: Aegir, Arn, Brandulf, Domarr, Erland,
influence. Sometimes, warriors follow in their wake, hoping Farald, Gautarr, Hafgrim, Hjalmar, Ingolf, Ketilmund, Kol,
to prove their mettle against worthy adversaries, inspired by Kolbeinn, Leiknir, Lodin, Lomund, Magni, Mord, Munan,
their King’s slaying of the Dragon. Nari, Nefstan, Nerulf, Oddmarr, Ornolf, Ottarr, Reinald,
Runolf, Sandarr, Saxulf, Sigdan, Sigfast, Sigvald, Sigward,
description
Sigmund, Skarf, Skefill, Smidur, Steinarr, Torwald, Ulfarr,
Unnarr, Valbrand
Strong in body and fearless in spirit, the Northmen are the
cultural traits
denizens of Middle-earth that many consider to be nearest
in kin to the Men of the West. They are strong-limbed, with
fair hair, although dark or even black hair is not unknown. Your character gains the following benefits based on their
Barding men tend to keep beards, and often let their hair cultural heritage.
grow to reach their shoulders. Women adventurers braid their Ability Score Increase. Your Strength and Charisma scores
hair in long, tight tresses. each increase by 1.
When abroad they may be recognised by their gear, as they Adventuring Age: 18-40. Bardings rarely become adventur-
often carry equipment of superior make. Unlike most deni- ers before their 18th year, and retire in their forties, when
zens of Wilderland, Bardings prefer to use swords over axes, they return home to serve their family and folk.
and naturally favour the bow, after the example of their King. Size. Bardings average between 5 and 6 feet tall, tending
toward the higher end. Your size is Medium.
typical names
Speed. Your base walking speed is 30 feet.
Archers of Dale. You have proficiency with the great bow.
Like most Northmen, Bardings often name their children Starting Virtue. You gain one cultural virtue of your choice
after a renowned ancestor or relative, or choose a name begin- (see page 80).
ning with the same sound or sharing one element with that Trading People. You have proficiency in the Persuasion skill.
of the father (whose name is often given with their first name Languages. You can speak, read and write Westron and
when introduced formally — for example, Lifstan, son of Lei- Dalish, a language that can be described as a very old form
knir, or Ingrith, daughter of Ingolf). of the Common Speech.
Standard of Living: Prosperous. The city of Dale and nearby
Esgaroth are successful trading towns. Those among the Bard-
ings who choose a life of adventure are usually members of
less affluent families — yet, their wealth is still superior to
that of most of the denizens of Eriador.
28
ADVENTURERS
backgrounds
Players choosing a background receive a brief personal his- BY HAMMER AND ANVIL
tory, two skill proficiencies, a tool proficiency and two dis- Your parents paid richly for a Dwarf-smith to take you as an
tinctive features. apprentice in his forge, and you worked hard under his severe
discipline, to prove that your craft could reach his people’s
DRAGON STORIES high standards. In the long hours you spent hammering on
Your family told many tales of Smaug the Dragon, from its the anvil under the close scrutiny of your master, you have
arrival long ago to its death at the hand of your lord, King learnt that it is possible to create amazing things, but it is only
Bard. After his victory your family reclaimed their ancestral by putting your heart into your work that you can succeed in
home in Dale. But now, the only dragons in Dale grace the creating a masterpiece.
painted signs of inns, and so you have left your home in Skill Proficiencies: Insight, Intimidation
search of adventure. Tool Proficiency: Smith’s tools
Skill Proficiencies: Explore, Old Lore Distinctive Features: Proud, Wilful
Tool Proficiency: A musical instrument of your choice
Distinctive Features: Eager, Proud
29
CHAPTER 3
30
ADVENTURERS
dwarves of
durin’s folk
Only on the Road would travellers be found, most often Dwarves, hurrying along on
business of their own, and with no help and few words to spare for strangers.
The Dwarves are an ancient and proud folk, whose customs Sample Female Names: Adís, Afrid, Agda, Bersa, Birna,
and traditions are mostly unknown to outsiders. A dwindling Dagrún, Dís, Drífa, Edda, Elin, Fenja, Frida, Geira, Gísla,
people, they have recently recovered some of their lost great- Hadda, Hón, Ida, Ilmr, Jóra, Kára, Kóna, Líf, Línhild, Már,
ness, and a Dwarven King reigns once again under the Lonely Mist, Nál, Oda, Ósk, Rán, Rinda, Sefa, Syn, Tóra, Trana,
Mountain, in Wilderland. Úlfrún, Vírún, Yrr.
Many Dwarves cross into Eriador from the East, on their Sample Male Names: Ai, Anar, Beli, Bláin, Borin, Burin,
way to their mines in the Blue Mountains. They can often be Bruni, Farin, Flói, Frár, Frerin, Frór, Ginar, Gróin, Grór, Hanar,
seen marching along the East-West Road that runs through Hepti, Iari, Lófar, Lóni, Náli, Nár, Niping, Nói, Núr, Nýrád,
the Shire and ends at the Grey Havens. Ónar, Póri, Regin, Svior, Veig, Vidar
typical names
Axes of the Dwarves. You have proficiency with the battle
axe, great axe, and mattock.
All Dwarves receive a true name at birth that they do not Endurance of the Dwarves. Your hit point maximum
reveal to members of other folks, and adopt another name increases by 1, and it increases by an additional 1 every time
in the tradition of their neighbours. This custom has been in you gain a level.
use for so long that a number of names have become tradi- Make Light of Burdens. Armour doesn’t impose disadvan-
tionally associated with Dwarves, and are used almost exclu- tage on your fatigue saving throws, and your carrying capacity
sively by them. Dwarves of renown are sometimes given an (including the weight you can carry before you are encum-
honorific title, celebrating an exceptional deed or distinctive bered or heavily encumbered, and the weight you can push,
quality (for example, Thorin Oakenshield or Dáin Ironfoot). drag or lift) is doubled.
31
CHAPTER 3
Tool Proficiencies. You have proficiency with the artisan’s tools DWARF OF THE IRON HILLS
of your choice: jeweller’s tools, mason’s tools, or smith’s tools. Your family has worked in the mines beneath the Iron Hills
Languages. You can speak, read and write Westron and for generations, earning a living by chasing veins of the ore
Khuzdul, the secret language of the Dwarves. for which those mountains are named.
Standard of Living: Prosperous. With the fabulous Drag- Ability Score Increase. Your Strength score increases by 1.
on-hoard of Erebor reclaimed and their kingdom restored, Shod with Iron. You have proficiency with all armour and
the Dwarves of Durin’s Folk are the richest of the seven houses. shields.
Subculture. All Dwarves display the traits described so
far, but centuries of war against Dragons and Orcs have WANDERING DWARF
divided them, splitting the folk of Durin into three sun- Those Dwarves who didn’t go east to Erebor and the Iron Hills
dered Dwarf-kingdoms — the Dwarves of the Blue Moun- or west to the Blue Mountains carve out a living as wandering
tains, the Dwarves of Erebor, and the Dwarves of the Iron craftsmen and traders. With no forge of their own, they take
Hills — while others became a wandering people. Choose work where they can find it, but always look north to the lost
one of these subcultures. realm of their ancestors, seeking to restore their place in the
world and glory to their lost kingdom.
DWARF OF EREBOR Ability Score Increase. Your Wisdom score increases by 1.
For many long years, the Dwarves were denied the Lonely Wandering People. You gain proficiency in the Travel skill.
Mountain, as the Dragon made it its lair. But with the death
backgrounds
of Smaug, the kingdom lives again and riches flow down the
river, as in the songs of old.
Ability Score Increase. Your Charisma score increases by 1. Players choosing a background receive a brief personal his-
Wrights of the Mountain. You gain proficiency with the tory, two skill proficiencies, a tool proficiency and two dis-
artisan’s tools of your choice: jewellery’s tools, mason’s tools, tinctive features.
or smith’s tools. If you are already proficient with the tools
of your choice, you add double your proficiency bonus to BITTER EXILE
checks you make with them. Additionally, whenever you make Your ancestors fled their home in the far North, and you grew
an Intelligence check related to the origin of jewellery, met- up hearing stories of lost Dwarf-halls fallen to Orc-kind or
al-work, or stone-work, you are considered proficient in the burnt to cinders by Dragons. It is your ambition to return to
Old Lore skill and add double your proficiency bonus to the those mountains and set things right.
check, instead of your normal proficiency bonus. Skill Proficiencies: Explore, Old Lore
Extra Language. You can speak, read, and write Dalish. Tool Proficiency: A musical instrument of your choice
Distinctive Features: Fierce, Proud
DWARF OF THE BLUE MOUNTAINS
The folk who now inhabit these ancient mountains are more ELOQUENT ORATOR
likely to be scholars or musicians than miners. The hardships endured by your folk during two ages of the
Ability Score Increase. Your Intelligence score increases by 1. world have inspired many songs. But the words that come
Songs of the Halls. You gain proficiency in the Old Lore easier to your lips are those recounting feats of great cunning,
skill, and with a musical instrument of your choice. not those about deeds of valour. It is by your ingenuity that
you seek the fall of your adversaries.
Skill Proficiencies: Persuasion, Riddle
Tool Proficiency: Calligrapher’s supplies
Distinctive Features: Cunning, Lordly
32
ADVENTURERS
33
CHAPTER 3
elves of lindon
‘Yes, it is Elves,’ said Frodo. ‘One can meet them sometimes in the Woody End.’
The Fair Folk of Eriador have dwelt in the Westlands since cultural traits
before the drowning of Beleriand. They are all members of Your character gains the following benefits based on their
the Firstborn, displaying a wisdom beyond the reach of Men. cultural heritage.
They rarely leave their sanctuaries in the Grey Havens, for Ability Score Increase. Your Wisdom score increases by 2.
these are their fading years. Adventuring Age: 100–500. Elves may leave their homes at
More and more leave Middle-earth sailing West on grey any time after they reach adulthood (at about a century of
ships, never to return. Those who still remain live mostly age). Adventurers older than 300 years are rare, as in time all
along the western coasts, where once were found great king- Elves find the sea-longing that lies deep within their hearts
doms of their kindred. to become irresistible.
Size. Elves have slender builds and are taller than most
description
Men, standing well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
All Elves are endowed with tremendous vitality and great Elvish Dreams. Elves don’t need to sleep. Instead, they
vigour. They are not subject to illness or old age, and thus meditate deeply, remaining semiconscious, for 4 hours a
can dwell within the circles of the world until they choose to day. While meditating, you can dream after a fashion; such
leave it, or are slain. dreams are actually mental exercises that have become reflex-
In battle, most Elves carry bows and spears. Many wield ive through years of practice. After resting in this way, you
swords too, but by ancient tradition some still favour axes. gain the same benefit as from 8 hours of sleep.
Elven-skill. By virtue of their birthright, Elves are capable
typical names
of reaching levels of finesse unattainable by mortals. If you
are not miserable and make an ability check that lets you
For the most part, Elves bear names fashioned in their own, add your proficiency bonus, you can obtain a magical success
fair tongue – the Sindarin speech. (see page 20). You can do so a number of times equal to your
Sample Female Names: Aranel, Arbereth, Berúthiel, Bara- proficiency bonus, and you regain all expended uses when
niel, Calanril, Celenneth, Elnîth, Eraniel, Finduilas, Gil- you finish a long rest.
raen, Gilraeth, Gloredhel, Idril, Ioreth, Ivorwen, Lôrwend, Immortal Folk. You are immune to ageing and disease.
Lothíriel, Luindîs, Meneloth, Moriel, Morwen, Narieth, Nar- Keen Eyes of the Elves. You have proficiency in the Percep-
niel, Orothêl, Tarandîs. tion skill, and dim light doesn’t impose disadvantage on your
Sample Male Names: Amras, Aredhel, Beleganor, Belegon, Wisdom (Perception) checks relying on sight.
Calanhir, Carmagor, Dagorhir, Durandir, Edrahil, Ellahir, Fin- Languages. You can speak, read, and write Westron and
calan, Fuindor, Galdagor, Galdor, Hallas, Hirimlad, Ithildir, Sindarin, the Grey-elven tongue.
Lascalan, Linaith, Mablin, Malanor, Nauros, Orgalad, Pele- Subculture. All Elves display the traits described so far, but
gorn, Sargon. the Fair Folk have experienced many sunderings since the
Elder Days. In this book, only the Elves of Lindon subculture
is available. Future supplements will introduce new subcul-
tures of Elves.
34
ADVENTURERS
ELVES OF LINDON
The Elves of Lindon are an ancient and wise folk, ruled by backgrounds
Círdan the Shipwright. Wandering Companies can at times Players choosing a background receive a brief personal his-
be encountered on the roads leading east beyond the Tower tory, two skill proficiencies, a tool proficiency and two dis-
Hills in spring and autumn. tinctive features.
Ability Score Increase. Your Dexterity and Intelligence
scores each increase by 1. THE CALL OF THE SEA
Elven-lore. You have proficiency in one of the following No Elf could live by the Sea and not be moved by it. The
skills of your choice: Medicine, Nature, or Old Lore. crashing of waves is a second heartbeat to you; but you do not
Shipwrights and Singers. You have proficiency with the tools want to depart Middle-earth yet, for you feel that you have
of your choice: carpenter’s tools, water vehicles, or a musical some purpose to fulfil before you sail away. You are not certain
instrument of your choice. what lies in your future, but you are committed to finding out.
Standard of Living: Frugal. The Fair Folk of Eriador live Skill Proficiencies: Performance, Riddle
in harmony with Middle-earth and have little or no use for Tool Proficiency: A musical instrument of your choice
those things that others consider precious. They lack noth- Distinctive Features: Patient, Subtle
ing, and craft beautiful things using the richest materials, but
they don’t profit from their wealth the way other folks do.
35
CHAPTER 3
36
ADVENTURERS
Hobbits are a small and merry folk, possessing a love for Marmadas, Marroc, Mungo, Odo, Orgulas, Otho, Posco, Regi-
time-honoured traditions and respectable ways, and a strong nard, Robin, Rudigar, Sadoc, Saradas, Tobold, Tolman.
dislike for anything out of the ordinary. If Hobbits had their Sample Family Names: Baggins, Boffin, Bolger, Bracegir-
way, the days would go by in an unchanging world, as they have dle, Brandybuck, Brown, Brownlock, Bunce, Burrows, Cot-
since anyone can remember. At least, in their land, the Shire. ton, Gamgee, Gardner, Goldworthy, Goodbody, Goodchild,
But since the return of Mr Bilbo Baggins from his adven- Grubb, Headstrong, Hornblower, Maggot, Noakes, North-
ture with a group of Dwarves and a travelling Wizard, some- Tooks, Proudfoot, Puddifoot, Roper, Rumble, Sackville, Small-
thing has changed. Stories about remote lands, dark woods, burrow, Took, Twofoot, Whitfoot.
Giants, Elves, and forgotten halls beneath the earth have
cultural traits
started to circulate among Hobbits of a more adventurous
sort. And with every year, another one or two discreetly dis-
appear to go and have adventures. Your character gains the following benefits based on their
cultural heritage.
description
Ability Score Increase. Your Dexterity score increases by 2.
Adventuring Age: 25–60. Hobbits do not abandon their
Hobbits are much smaller than Men, even smaller than comfortable lives easily, but when they do they usually wait
Dwarves, and might be mistaken for children of Men by those for their coming of age at 33. A particularly reckless fellow
who do not know of their existence. They have never been might feel the call to adventure when in their tweens, as Hob-
warlike, but for all their gentle appearance they are surpris- bits call their twenties.
ingly tough, and difficult to intimidate or kill. A merry folk, Size. Hobbits average about 3 feet tall and weigh about
Hobbits possess a cheerful spirit and a friendliness that makes 50 pounds. Your size is Small.
them good companions. Speed. Your base walking speed is 25 feet.
When pushed to resort to weapons, Hobbits choose short Hobbit Elusiveness. You have proficiency in the Stealth skill.
swords and hunting bows, which they can shoot with uncanny Hobbit-sense. You have advantage on all Intelligence, Wis-
precision. dom, and Charisma saving throws against Shadow.
Pipe-weed Lore. You have proficiency with pipes.
typical names
Unobtrusive. You can move through the space of any crea-
ture that is of a size larger than yours.
Hobbit names are composed of a first name and a family Languages. You speak, read and write Westron, preserv-
name. First names for men are usually simple and short, with ing the use of a few words and names of your own forgot-
women being often given names of flowers or precious stones, ten tongue.
but among the older families a custom survives of giving more Standard of Living: Common. Hobbits live in peace, their
heroic and high-sounding names, whose origin can be traced land is well-tilled and their borders protected, but theirs is
back to a time before the Shire. an isolated island in the middle of a desolate region, and
Sample Female Names: Adaldrida, Amaranth, Asphodel, trading is an uncommon occurrence.
Belba, Bell, Berylla, Camellia, Daisy, Eglantine, Estella, Gilly, Subculture. All Hobbits display the traits described so far,
Hanna, Lily, Malva, Marigold, May, Melilot, Menegilda, Men- but in their wandering days the Shire-folk were divided into
tha, Mirabella, Myrtle, Pearl, Peony, Pervinca, Pimpernel, three distinct groups: the Fallohides, the Harfoots, and the
Primrose, Primula, Prisca, Rosamunda, Ruby, Salvia. Stoors. Although those branches today are blended together
Sample Male Names: Andwise, Berilac, Bungo, Cottar, Dod- in most families, there is a tendency for an individual Hobbit
eric, Dudo, Erling, Fastred, Ferumbras, Folco, Gorhendad, to display some characteristics that can be traced back to one
Griffo, Halfred, Hamson, Ilberic, Isembold, Isengar, Longo, of the three ancestral origins. Choose one of these subcultures.
37
CHAPTER 3
FALLOHIDE
Originally a northerly branch, Fallohides were bold and backgrounds
adventurous, possessing more skill in language and song Players choosing a background receive a brief personal his-
than any other craft. tory, two skill proficiencies, a tool proficiency and two dis-
Ability Score Increase. Your Charisma score increases by 1. tinctive features.
Skill in Language and Song. You have proficiency with the
tools of your choice: calligrapher’s supplies, cartographer’s BUCKLANDER
tools, or a musical instrument. Your parents belong to the folk of Buckland, and you were
brought up on the ‘wrong side of the Brandywine River’, as they
HARFOOT say. If half the tales be true, members of your family have always
Harfoots were friendly with Dwarves in ancient times, shar- displayed a certain queerness of character, and an unusual
ing their love of living underground and possessing neat and fighting spirit, a strangeness you seem to possess yourself.
nimble hands. Skill Proficiencies: Hunting, Perception
Ability Score Increase. Your Wisdom score increases by 1. Tool Proficiency: Carpenter’s tools or water vehicles
Skilful with Tools. You have proficiency with the artisan’s Distinctive Features: Rustic, Wary
tools of your choice: herbalism kit, mason’s tools, or weav-
er’s tools. ON PATROL
Your aunt was a Shirriff, and often brought you along with
STOOR her when she went ‘beating the bounds’, that is, when she was
Heavier in build than most Hobbits, Stoors favoured river- appointed to watch the Shire’s borders for Outsiders. More
sides and were more familiar with Men than most Hobbits. often than not, her watch included a visit to The Ivy Bush, a
Ability Score Increase. Your Constitution score increases by 1. small inn on the Bywater Road. There, you heard the best
Riverside Dweller. You have proficiency with the tools of stories over deep mugs of excellent beer.
your choice: carpenter’s tools, water vehicles, or woodcarv- Skill Proficiencies: Investigation, Travel
er’s tools. Tool Proficiency: Brewer’s supplies
Distinctive Features: Inquisitive, Wary
RESTLESS FARMER
You were born into a family of farmers in the Southfarthing,
where the best pipe-weed grows. To satisfy your curiosity —
and your parents’ expectations — you started to work at a
very early age, learning a lot from farmhands and traders.
From time to time, you feel your closeness to the earth move
you, awakening a desire to sleep in the fields, under a can-
opy of stars.
Skill Proficiencies: Animal Handling, Nature
Tool Proficiency: Cook’s utensils or herbalism kit
Distinctive Features: Faithful, Rustic
38
ADVENTURERS
TOO MANY PATHS TO TREAD to the Blue Mountains. From that night you started to shun
Your father was a mason and you were supposed to take his well-trodden paths, hoping to meet other wayfarers secretly
place in his workshop in Hardbottle at the age of 33. But crossing the Shire.
before that time, a mysterious wanderlust took you and you Skill Proficiencies: Deception, Riddle
were away from home for months. When you came back, you Tool Proficiency: Potter’s tools
renounced your position, to the outrage of your whole neigh- Distinctive Features: Eager, Honourable
bourhood. But you know that secretly your father approves;
he always dreamed of leaving the Shire to ‘go and see Elves’! WITTY GENTLEHOBBIT
Skill Proficiencies: Athletics, Explore You come from a well-to-do family of landed Westfarthing gen-
Tool Proficiency: Mason’s tools try, living in a Hobbit-hole in Michel Delving. It is rumoured
Distinctive Features: Eager, Merry that your great-grandfather once vanished, only to show up
three days later at the local inn, talking of a giant Tree-man
TOOKISH BLOOD he had seen on the North Moors. Some believe your family’s
Yours is a honourable family of potters from the Marish, East- fortune is based on the giant’s hoard your ancestor discov-
farthing. One day, something Tookish stirred in your blood ered, but you have been able to dispel such rumours with
and overcame your respectability. It first happened on your your humorous remarks.
way home one night, when you spotted some outlandish folk Skill Proficiencies: Insight, Persuasion
around a bright campfire. When you described them to your Tool Proficiency: A gaming set of your choice
grandmother, she told you they were Dwarves, on their way Distinctive Features: Fair-spoken, Merry
39
CHAPTER 3
men of bree
“…four miles along the Road you’ll come upon a village,
Bree under Bree-hill, with doors looking westward.”
The inhabitants of the Bree-land and its four villages lying Ability Score Increase. Your Wisdom and Charisma scores
about Bree-hill are the descendants of the ancient people that each increase by 1.
first dwelt in the region known today as Eriador, the Lone- Adventuring Age: 18–40. Actual adventurers from Bree-land
lands. Few have survived the turmoils that have ravaged the are rare indeed. If they leave their villages at all, they do it
area, but they are still there now. when the vigour of youth is in their limbs, and usually return
Today, the Men of Bree live at an old meeting of ways, and home to settle down before their fortieth year.
even if the traffic was far greater in former days, travellers Size. Most of the ‘Big’ Bree-folk are not much taller than
of various sorts still make their way along those roads. Who- 5 feet and tend to be broad. Your size is Medium.
ever enters the common room of the Inn of Bree is sure to Speed. Your base walking speed is 30 feet.
hear strange tales and news from afar, and maybe be swept Pipe-weed Lore. You have proficiency with pipes.
away by them. See Through a Brick Wall in Time. You have proficiency in
the Insight skill.
description
Starting Virtue. You gain one cultural virtue of your choice
(see page 80).
Most Men of Bree are brown-haired and rather short, and Languages. You speak, read and write Westron, albeit
tend to be stocky and broad. This, combined with their cheer- slightly altered in a local dialect.
ful disposition, is the reason why they do not appear as out- Standard of Living: Common. Bree-land is not as wealthy
landish as most foreigners do to their neighbours, the inhab- as it once was, but these days the inhabitants of the four vil-
itants of the Shire. But like Hobbits, their appearance can be lages are no more rustic than their neighbours in the Shire,
deceiving: the Men of Bree can be simple and friendly, but and no less well-off.
they are independent and wise in their own way.
backgrounds
Not being of a warlike disposition, the Bree-folk favour
simple weapons, derived from everyday tools and hunting
implements. Players choosing a background receive a brief personal his-
tory, two skill proficiencies, a tool proficiency and two dis-
typical names
tinctive features.
The Men of Bree use names that to foreign ears sound sim- CROSSROADS OF THE NORTH
ilar to those used by Hobbits in the Shire (Hobbits beg to Your family has run a tailoring business in Bree since forever,
differ, of course). serving the needs of Bree-landers and wanderers alike. Your
Sample Female Names: Daisy, Emma, Etta, Fay, Fern, Flora, grandfather even says he once had Elves on his doorstep
Gert, Holly, Lily, Myrtle, Poppy, Rose, Sage, Tilly, Violet. — and indeed, their coin was as good as anyone else’s. You
Sample Male Names: Alfred, Artie, Bill, Bob, Carl, Ed, Fred, worked in the family business when you were younger, until a
Giles, Herb, Larry, Nob, Oswald, Percy, Perry, Sid, Tom, Harry. great desire came upon you to follow the Road and see where
Sample Family Names: Appledore, Asterfire, Bellsap, Bri- all those strangers and their gold come from.
arcleave, Butterbur, Cherryborn, Chesterstout, Droverwind, Skill Proficiencies: Explore, Persuasion
Ferny, Foxglow, Goatleaf, Hardybough, Heathertoes, Hedge- Tool Proficiency: Cobbler’s tools, leatherworker’s tools, or
don, Kettlegrass, Lilyhawk, Mossburn, Mugworts, Oakstout, weaver’s tools
Pickthorn, Pollenroad, Rushlight, Shrubrose, Sweetroot, This- Distinctive Features: Faithful, Generous
tlewool, Wayward.
FOREST-DWELLER
cultural traits
Your kin dwell in the Chetwood, east of Bree. Most of the
forest is wholesome, but parts of it — especially near the
Your character gains the following benefits based on their Midgewater Marshes — have their own perils. As a child you
cultural heritage. learned to find food that was safe to eat near certain old
40
ADVENTURERS
trees that whispered to one another in the night. It was worth Tool Proficiency: A gaming set or a musical instrument
creeping out of Archet and risking the dangers of the wood, of your choice
though, because on some nights, you could hear Elves sing- Distinctive Features: Inquisitive, Rustic
ing in the wind.
Skill Proficiencies: Nature, Stealth OFF WITH DWARVES
Tool Proficiency: Herbalism kit Once, Dwarwen travellers passing through Bree on their
Distinctive Features: Cunning, Rustic way to the Blue Mountains took you with them to care for
their ponies. You became friends, if that is a word that can
GATE-WARDEN describe the grudging respect you earned from that stern
Great care is kept in the Bree-land to keep out of its borders folk. When you returned home to Bree you realised that you
anyone, or anything, that would make trouble. In addition to developed a wanderlust that will never allow you to sit idle
your ordinary job as a woodworker you served as one of the in Bree anymore.
gate-wardens, and spent many cold, lonely nights on watch, Skill Proficiencies: Animal Handling, Travel
with only the stars and hooting owls for company. Tool Proficiency: Land vehicles
Skill Proficiencies: Intimidation, Perception Distinctive Features: Fair-spoken, Faithful
Tool Proficiency: Carpenter’s tools or woodcarver’s tools
Distinctive Features: Inquisitive, Patient UP THE GREENWAY
Your grandfather was not born around here. He made a long
NO LONGER FREE FROM CARE AND FEAR journey up from the South, across the Gap of Rohan from
Many years ago you discovered that the Bree-land is far from beyond the Isen. He crossed the river at Tharbad with his wife
being safe, but is rather a small island surrounded by unseen and children and settled here by Bree-hill. The North is cold
foes. You haven’t told anyone as they won’t believe you. But and wild compared to the southern lands, but the tales your
you know for sure, because you have listened to the stories grandfather used to tell about the fierce kings of the South
that the Rangers tell when they trust somebody. Now you never made you doubt his choice.
know that a Shadow is returning, and the day when you will Skill Proficiencies: Old Lore, Riddle
go out and seek the Rangers is near. Tool Proficiency: Mason’s tools, potter’s tools, or smith’s tools
Skill Proficiencies: Deception, Investigation Distinctive Features: Fair-spoken, True-hearted
41
CHAPTER 3
rangers
of the north
…in the wild lands beyond Bree there were mysterious wanderers.
The Bree-folk called them Rangers, and knew nothing of their origin.
The Rangers of the North are a secret people, severely dimin- cultural traits
ished in number with the passing of a thousand years. They Your character gains the following benefits based on their
wander in disguise among the ruins of what was once their cultural heritage.
kingdom of Arnor, tirelessly patrolling its many paths and roads. Ability Score Increase. Your Strength, Constitution, and Wis-
While the years have lengthened, the task of the Rangers dom scores each increase by 1. Then, increase one ability
has always been the same: to keep the folk of Eriador free score of your choice by 1.
from care and fear. They labour secretly, keeping to them- Adventuring Age: 20–50. Rangers take to the Wild around
selves, and rarely giving their names to the travellers they the age of twenty, but may begin to go on adventures even
save or to the folk whose farms they guard at night, when at a younger age. They retain their strength of body and will
evil things come out from dark places. longer than most Men, but usually cease to travel far from
Eriador when they reach their fifties.
description
Size. Most Dúnedain stand well over 6 feet tall. Your size
is Medium.
The Rangers are the last descendants in the North of the Speed. Dúnedain have long shanks, and move about at
Dúnedain, kings among Men that once came to Middle-earth great pace. Your base walking speed is 35 feet.
over the Sea out of Westernesse. When they do not disguise Wandering Folk. You have proficiency in two of the follow-
their features, they are tall and lordly, towering above most ing skills of your choice: Explore, Hunting, Old Lore, Per-
Men. They are often silent and grim of countenance, and ception, Stealth, or Travel.
look wise and mature beyond their years. Languages. You can speak, read and write Westron and
When in the Wild, the Rangers of the North wear com- Sindarin.
fortable but weather-beaten garments, favouring high leather Standard of Living: Frugal. Rangers rarely wear or carry
boots and heavy cloaks of dark grey or green cloth, with ample anything whose worth cannot be measured in a practical way.
hoods that can be cast over a worn helm. Their gear or garments are never considered precious for the
gleam of stone or gold, but for their capability to endure long
typical names
journeys and strenuous fights.
backgrounds
The Rangers of the North retain an ancient tradition of nam-
ing their children using the Sindarin speech.
Sample Female Names: Anwen, Arbereth, Berúthiel, Bara- Players choosing a background receive a brief personal his-
niel, Calanril, Celenneth, Elnîth, Eraniel, Finduilas, Gil- tory, two skill proficiencies, a tool proficiency and two dis-
raen, Gilraeth, Gloredhel, Idril, Ioreth, Ivorwen, Lôrwend, tinctive features.
Lothíriel, Luindîs, Meneloth, Moriel, Morwen, Narieth, Nar-
niel, Orothêl, Tarandîs. COUNSELLOR
Sample Male Names: Adrahil, Amlaith, Arvegil, Baranor, You have been taught that the Enemy thrives upon secrecy and
Belecthor, Bergil, Celepharn, Cirion, Damrod, Dírhael, Duinhir, deception. For the plans of his servants to be laid bare, their hon-
Egalmoth, Eradan, Findemir, Forlong, Golasdan, Hallas, Hirluin, ey-tongued lies must be exposed and their twisted words unrav-
Ingold, Iorlas, Malvegil, Ohtar, Orodreth, Tarannon, Targon. elled. Fortunately, you can see through their tricks quite well,
and you can recognise honesty in all Men, Elves, and Dwarves.
Skill Proficiencies: Insight, Riddle
Tool Proficiency: Pipes
Distinctive Features: Secretive, Subtle
42
ADVENTURERS
FAR-REACHING HERALD bitter struggle of your folk. Fortunately, Elrond has noticed
You wandered the far corners of the Northern Realm and and appreciated your efforts, and allowed you to visit the Last
travelled to places unknown to most before you reached 14 Homely House to learn.
years of age. Many miles and many weeks spent in the Wild Skill Proficiencies: Investigation, Old Lore
have made you strong and fit. Your talents have been noticed, Tool Proficiency: Calligrapher’s supplies
and you have become a carrier of tidings, at the service of Distinctive Features: Honourable, True-hearted
the many Rangers spread across one of the most dangerous
realms of the world. PROTECTOR OF THE LAND
Skill Proficiencies: Athletics, Travel Your people did not always live scattered across the lone-lands.
Tool Proficiency: Land vehicles Long ago, they were rulers, nobles and artisans of great king-
Distinctive Features: Bold, True-hearted doms that existed here. Those realms failed and now you’ve
only the land itself. Keep it safe, and it will do the same for you.
HUNTER OF ORCS Skill Proficiencies: Nature, Medicine
Orcs raid the lone-lands of Eriador from their lairs in the Tool Proficiency: Herbalism kit
mountains, causing great destruction. You protect the isolated Distinctive Features: Honourable, Subtle
farmsteads and communities, forcing the Orcs back to their
holes. Then the cycle begins anew. Your heart cries for ven- WATCHER ON THE BORDER
geance, but your mind fears there will be no end to this war. Interested in the edges of things, especially maps, you were
Skill Proficiencies: Hunting, Stealth often sent to the borders of the land of your folk to keep
Tool Proficiency: Leatherworker’s tools or woodcarver’s tools watch on the servants of the Enemy or the simple people who
Distinctive Features: Bold, Stern live there. You’ve learned that the reach of the Shadow has
grown, but that some simple people will not falter, though
KEEPER OF LORE the days may grow dark.
The history of your people is long and often obscure, and Skill Proficiencies: Explore, Perception
recorded only in Rivendell, away from the eyes of most of Tool Proficiency: Cartographer’s tools
your kin. You’ve taken on the responsibility of telling tales of Distinctive Features: Secretive, Stern
lost Arnor to whoever you meet, to spread the memory of the
43
CHAPTER 3
callings
He found himself wondering at times, especially in the autumn, about the wild lands,
and strange visions of mountains that he had never seen came into his dreams.
Captain d10 Strength and Constitution, All armour, shields, sim- A valiant fighter and leader of
Charisma Charisma ple and martial weapons others
Champion d10 Strength Strength, All armour, shields, sim- A fierce warrior, skilled with a
or Dexterity Constitution ple and martial weapons variety of weapons and armour
Scholar d8 Intelligence Intelligence, Light armour, simple A master of learning, familiar with
and Wisdom Wisdom weapons ancient lore and healing arts alike
Treasure d8 Dexterity Dexterity, Light armour, simple A cunning adventurer who seeks
Hunter Intelligence weapons, short swords, to recover what is lost
swords
Warden d10 Dexterity Strength, Light armour, medium A protector of the weak who
and Wisdom Wisdom armour, shields, simple blends martial prowess and
and martial weapons knowledge of the land
44
ADVENTURERS
captain
He stood up, and seemed suddenly to grow taller.
In his eyes gleamed a light, keen and commanding.
1st +2 Leadership
4th +2 Virtue
8th +3 Virtue
9th +4 -
When the world is on the brink of ruin, it is the duty of all PROFICIENCIES
individuals of worth to rise and take the lead, whatever the ARMOUR: All armour, shields
risk. You have chosen to put your judgement to the service of WEAPONS: Simple weapons, martial weapons
others, to guide them in this dark hour. But you don’t want TOOLS: None
others to heed your commands out of fear or obedience — SAVING THROWS: Constitution, Charisma
you want them to follow you because they trust you. SKILLS: Choose two from Animal Handling, Athletics, Insight,
Intimidation, Persuasion, and Travel
45
CHAPTER 3
captain titles
property for you to gain this benefit.
PROTECTION: When a creature you can see hits you or a There are many titles that Captains can acquire during their
target other than you that is within 5 feet of you with a career, the most common of which are the Chieftain and
melee attack, you can use your reaction to add your profi- the Thane.
ciency bonus to the target’s AC for that attack, potentially
causing the attack to miss. You must be wielding a shield or
a finesse weapon. chieftain
As a chieftain you are both a leader and a weaponmaster, accus-
tomed to leading your comrades by jumping first into battle.
46
ADVENTURERS
PURSUER OF FOES
Starting at 7th level, creatures provoke oppor-
tunity attacks from you even if they take the
Disengage action. In addition, when you hit a
creature with an opportunity attack, the crea-
ture’s speed becomes 0 for the rest of the turn.
thane
You have sworn service to a King and serve as
one of their chosen fighters. As long as war
must be, you stand ready to protect the
innocent and destroy your lord’s enemies.
BRIGHT BLADE
Starting at 3rd level, as a bonus action,
you can imbue a melee weapon that you
are holding with your bravery. For 1 min-
ute, you add your Charisma modifier to
attack rolls made with that weapon (with
a minimum bonus of +1). For the duration
of the effect, when you hit a creature, the
next attack roll against the target made by an
attacker other than you has advantage if the attack
is made before the start of your next turn. If you are
no longer holding or carrying this weapon, or if you
fall unconscious, this effect ends.
You must then finish a short or long rest to use
this feature again.
47
CHAPTER 3
champion
“War must be, while we defend our lives against a destroyer who would devour all...”
4th +2 Virtue
8th +3 Virtue
9th +4 Indomitable
You deem that there is but one way to oppose the return of PROFICIENCIES
the Shadow, and that it is to conquer it by strength of arms. ARMOUR: All armour, shields
You are recognised as a warrior among your folk, a valiant WEAPONS: Simple weapons, martial weapons
fighter, onward into battle. For you, the road to adventure TOOLS: None
leads straight to wherever your foes prowl or hide. SAVING THROWS: Strength, Constitution
SKILLS: Choose two from Acrobatics, Animal Handling, Ath-
calling features
letics, Intimidation, Perception, and Hunting
48
ADVENTURERS
sharp-shooter
As King Bard proved, well-placed arrow shots can slay dragons
and restore lost kingdoms. You decided to follow his path by
mastering ranged weapons.
49
CHAPTER 3
TRUE SHOT
By 7th level, when you take the Attack action and attack
with a ranged weapon on your turn, you can forgo one of
your attacks. If you do so, the next hit you score with a ranged
weapon before the end of your turn is a critical hit.
sl ayer
You have chosen a brutal path, maybe because you are look-
ing to avenge a wrong you suffered. For you, the sound of
battle is a joyful call.
BATTLE-FURY
Starting at 3rd level, you can throw aside all concern for
defence to attack with fierce desperation. When you make
your first attack on your turn, you can decide to attack reck-
lessly. Doing so gives you advantage on melee
weapon attack rolls using Strength, a bonus
to damage rolls equal to half your proficiency
bonus (rounded down), and resistance to blud-
geoning, piercing, and slashing damage until the
start of your next turn, but attack rolls against you
have advantage until your next turn.
50
ADVENTURERS
messenger
“Elrond is sending Elves, and they will get in touch with the Rangers,
and maybe with Thranduil’s folk in Mirkwood.”
9th +4 - 3d6
The Wise hold that evil days lie ahead, and that to keep hope, PROFICIENCIES
all who fight the Enemy must be as one. Yet, many miles and ARMOUR: Light armour
centuries of isolation separate the Free Peoples, and estrange- WEAPONS: Simple weapons, short sword, swords
ment breeds mistrust. You have decided that it is your duty to TOOLS: A tool of your choice
travel to distant lands, carrying tidings and warning people SAVING THROWS: Dexterity, Charisma
of the coming danger. SKILLS: Choose four from Animal Handling, Explore, Hunt-
ing, Insight, Intimidation, Old Lore, Perception, Perfor-
calling features
mance, Persuasion, Riddle, Stealth, and Travel
51
CHAPTER 3
SHADOW PATH You don’t need advantage on the attack roll if another
WANDERING-MADNESS: Travelling afar might be the duty cho- enemy of the target is within 5 feet of it, that enemy isn’t inca-
sen by a Messenger, but it carries the risk of never finding a pacitated, and you don’t have disadvantage on the attack roll.
place to fight for. The Road goes ever on and on, it’s true, The amount of the extra damage increases as you gain levels
but whither then? in this calling, as shown in the Sneak Attack column of the
Messenger table.
FOLK-LORE
You possess some knowledge of the many traditional customs, ERRAND RUNNER
beliefs, and stories of the various communities that compose By 3rd level, the many errands you’ve borne during your
the Free Peoples. Whenever you make an Intelligence check travels have made you proficient in a little bit of everything.
related to one of these topics, you are considered proficient You can add half your proficiency bonus, rounded down, to
in the Old Lore skill and add double your proficiency bonus any ability check you make that doesn’t already include your
to the check, instead of your normal proficiency bonus. proficiency bonus.
Likely the result of your wanderings, this information may
help you when dealing with strangers, allowing you to come MESSENGER PATH
up with some useful facts regarding their folk or a smattering At 3rd level, you choose a path that shapes your calling as a
of the appropriate language. Messenger. Choose the path of the Counsellor or the path of
the Herald, both detailed at the end of the calling descrip-
TIRELESS AND SWIFT tion. Your choice grants you features at 3rd level and again
Beginning at 1st level, your speed increases by 5 feet while at 7th level.
you are not wearing heavy armour. In addition, whenever
you must make a fatigue saving throw at the end of a journey UNCANNY DODGE
(see page 103), you gain a bonus to the saving throw equal Beginning at 5th level, when an attacker that you can see hits
to your Messenger level. you with an attack, you can use your reaction to halve the
The speed bonus increases to 10 feet when you reach 6th attack’s damage against you.
level in this calling. At 10th level, the speed bonus increases
messenger paths
to 15 feet, and whenever you finish a short rest, your exhaus-
tion level (if any) is decreased by 1.
Messengers can serve their purpose in two different ways,
UNARMOURED DEFENCE choosing the path of the Counsellor or that of the Herald.
Where such laws hold, it is custom for ambassadors not to be
assailed. While you are wearing no armour and not wielding
a shield, your AC equals 10 + your Dexterity modifier + your counsellor
Charisma modifier. Wise counsel is rare to come by in the Twilight of the Third
Age, as words can be distorted and put to crooked uses by
VIRTUE the servants of the Enemy. This notwithstanding, you have
At 2nd level, and again at 4th, 6th, 8th, and 10th level, you chosen to oppose the Shadow by bringing your advice to all
can take a common or cultural virtue of your choice. You can who need it.
take each virtue only once. As normal, you cannot increase
an ability score above 20 using this feature. BONUS PROFICIENCIES
At 2nd, 6th, and 10th level, instead of taking a virtue At 3rd level, you become proficient in two of the following
you can gain a craft slot and a craft of your choice from the skills of your choice: Deception, Insight, Intimidation, Perfor-
Scholar’s Crafts list (see page 64). mance, Persuasion, and Riddle. If you are already proficient
in any one of them, you add double your proficiency bonus
SNEAK ATTACK to checks you make with it.
Starting at 2nd level, you know how to strike subtly and exploit
a foe’s distraction. Once per turn, you can deal an extra 1d6 WORDS OF GUARD AND GUIDING
damage to one creature you hit with an attack if you have Starting at 3rd level, you can use a bonus action to make a
advantage on the attack roll. The attack must use a finesse Charisma check or take the Help action. In addition, when-
or a ranged weapon. ever you use the Help action to aid an ally in attacking a
52
ADVENTURERS
creature, the target of the attack can be within 30 feet of EXTRA ATTACK
you rather than within 5 feet of you, if the ally can hear and Starting at 7th level, you can attack twice, instead of once,
understand you. whenever you take the Attack action on your turn.
A DANGEROUS GIFT “I was the herald of Gil-galad and marched with his host. I was at
Starting at 7th level, you have advantage on Wisdom (Insight) the Battle of Dagorlad before the Black Gate of Mordor, where we
and Charisma (Persuasion) checks if you are not miserable, had the mastery…”
and on Intelligence (Riddle) and Charisma (Deception)
checks if you are.
“...advice is a dangerous gift, even from the wise to the wise, and
all courses may run ill.”
herald
You believe that advice alone cannot stop the
Enemy. To withstand such reckless hate you
need both wise words and strength to back
them.
FORTH TO BATTLE
When you choose this path at 3rd level, you can give
yourself a bonus to your initiative rolls equal to your
Charisma modifier. In addition, you gain proficiency
with medium armour, shields, and martial weapons.
FIGHTING STYLE
Also at 3rd level, you adopt a style of fighting
as your speciality. Choose one of the following
options. You cannot take a Fighting Style option
more than once, even if you later get to choose
again.
53
CHAPTER 3
schol ar
“Speak no secrets! Here is a scholar in the Ancient Tongue.”
4th +2 Virtue 2
6th +3 Virtue 3
8th +3 Virtue 4
For you, knowledge makes the wild world a less threaten- PROFICIENCIES
ing place. Yellowed maps in lost books replace a fear of the ARMOUR: Light armour
unknown with curiosity and wonder, songs composed in WEAPONS: Simple weapons
ages past strengthen the weariest of hearts. A love of learn- TOOLS: Two tools of your choice among calligrapher’s sup-
ing guides your every step, and illuminates the way for you plies, cartographer’s tools, herbalism kit, a musical instru-
and those who listen to your advice. ment, navigator’s tools, or pipes
SAVING THROWS: Intelligence, Wisdom
calling features
SKILLS: Choose three from Animal Handling, Insight, Inves-
tigation, Medicine, Nature, Old Lore, Performance, Riddle,
As a Scholar you gain the following features: and Travel
54
ADVENTURERS
55
CHAPTER 3
schol ar traditions
(minimum of once). You regain any expended uses when
you finish a long rest.
There are more secrets in Middle-earth than golden leaves
on a Mallorn-tree — each Scholar must specialise in a tradi- “… the leechcraft of Gondor was still wise, and skilled in the healing
tional field of study. of wound and hurt, and all such sickness as east of the Sea mortal
men were subject to.”
healing
Few can hope to learn as lore
much as you will about the Some say that lore-masters risk accu-
healing arts. Your skill can mulating knowledge at the expense
mend the body, as well as the of wisdom. You are determined to
mind and the spirit. prove them wrong.
56
ADVENTURERS
treasure hunter
Far over the Misty Mountains cold, To dungeons deep and caverns old.
We must away ere break of day, To seek the pale enchanted gold.
The world has seen the passing of the glory of many Dwar- PROFICIENCIES
ven kings and Elven lords, and their heritage is now buried ARMOUR: Light armour
in Orc-infested dungeons. Hoards of stolen gold and jewels, WEAPONS: Simple weapons, short swords, swords
guarded by fell beasts, beckon all who dare to find them. TOOLS: A tool of your choice among cartographer’s tools, a
You seek to recover what is lost, even when it means braving gaming set, or thieves’ tools
unspeakable dangers. SAVING THROWS: Dexterity, Intelligence
SKILLS: Choose four from Acrobatics, Athletics, Deception,
calling features
Insight, Investigation, Old Lore, Perception, Persuasion, Rid-
dle, Sleight of Hand, Stealth, and Travel
As a Treasure Hunter you gain the following features:
EQUIPMENT
HIT POINTS You start with the following equipment, in addition to the
HIT DICE: 1d8 per Treasure Hunter level equipment granted by your standard of living:
HIT POINTS AT 1ST LEVEL: 8 + your Constitution modifier ♦ Leather shirt, any simple melee weapon,
HIT POINTS AT HIGHER LEVELS: 1d8 (or 5) + your Constitu- and thieves’ tools
tion modifier per Treasure Hunter level after 1st ♦ (a) a short sword or (b) a sword
♦ (a) a bow and a quiver of 20 arrows or (b) any simple
melee weapon
57
CHAPTER 3
SNEAK ATTACK
Beginning at 1st level, you know how to strike
subtly and exploit a foe’s distraction. Once per
turn, you can deal an extra 1d6 damage to one
creature you hit with an attack if you have
advantage on the attack roll. The attack
must use a finesse or a ranged weapon.
You don’t need advantage on the
attack roll if another enemy of the target
is within 5 feet of it, that enemy isn’t
incapacitated, and you don’t have
disadvantage on the attack roll.
The amount of the extra dam-
age increases as you gain levels
in this calling, as shown in the
Sneak Attack column of the Trea-
sure Hunter table.
CUNNING ACTION
Starting at 2nd level, you can take a
bonus action on each of your turns in
combat. This action can be used only to
take the Dash, Disengage, or Hide action.
TREASURE HUNTER
SPECIALITY
When you reach 3rd level, you choose a speciality to
pattern your career as a Treasure Hunter after. You
can choose to be a Burglar or a Spy . Specialities grant
you features at 3rd and 7th level. Both specialties are
detailed at the end of the calling description.
58
ADVENTURERS
VIRTUE TREE-CLIMBER
At 4th level, and again at 6th and 8th level, you can take a Also at 3rd level, you gain the ability to climb faster than nor-
common or cultural virtue of your choice. You can take each mal; climbing no longer costs you extra movement.
virtue only once. As normal, you cannot increase an ability In addition, you can add your Dexterity modifier to
score above 20 using this feature. Strength (Athletics) checks you make to climb or jump, and
At 6th level, instead of taking a virtue you can gain a craft to the distance you cover (in feet) when you make a run-
slot and a craft of your choice from the Scholar’s Crafts list ning jump.
(see page 64).
QUIET-FOOTED
UNCANNY DODGE Starting at 7th level, you have advantage on Dexterity (Sleight
Beginning at 5th level, when an attacker that you can see hits of Hand) and Dexterity (Stealth) checks if you move no more
you with an attack, you can use your reaction to halve the than half your speed on the same turn.
attack’s damage against you.
Burglar wants a good job, plenty of Excitement and reasonable
RELIABLE TALENT Reward, that’s how it is usually read.
By 10th level, you have refined your chosen skills until they
approach perfection. Whenever you make an ability check
that lets you add your proficiency bonus, you can treat a d20 spy
roll of 9 or lower as a 10. The Enemy sends many agents among the Free Peoples, and
you intend to spy upon them, lest they undermine your efforts
treasure hunter
to resist the Shadow.
SHARP-EYED
Starting at 7th level, you have advantage on Intelligence
(Investigation) and Wisdom (Perception) checks if you move
no more than half your speed on the same turn.
But it appeared that he was nobody’s friend, and nobody could rec-
ollect when he had joined their party.
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CHAPTER 3
warden
“Travellers scowl at us, and countrymen give us scornful names.”
4th +2 Virtue
8th +3 Virtue
In this age of the world, when shadows grow deeper with every PROFICIENCIES
passing year, you have sworn to defend all who cannot defend ARMOUR: Light armour, medium armour, shields
themselves. Often, your choice forces you to forsake civilised WEAPONS: Simple weapons, martial weapons
areas, to better guard their inhabitants from what lurks right TOOLS: None
outside their fences. This has made you a stranger in the eyes SAVING THROWS: Strength, Wisdom
of the common folk, a threatening figure like those you are SKILLS: Choose three from Animal Handling, Athletics,
protecting them from. Explore, Hunting, Insight, Investigation, Nature, Percep-
tion, and Travel
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ADVENTURERS
61
CHAPTER 3
62
ADVENTURERS
DEFENSIVE TACTICS
At 7th level, you gain one of the fol-
lowing features of your choice.
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CHAPTER 3
crafts
“… for it was enriched by many people and much lore and craft…”
HAND-CRAFT LEECH-CRAFT
This craft is not meant to cover the whole range of abilities You are skilled, according to ancient traditions, in the heal-
of smiths, wrights, and other artisans, but reflects a talent ing of wounds and sickness. As an action, you can spend a
for making things with superior skill and cunning. During craft slot to tend to a creature within 5 feet of you and make
a Fellowship Phase, you can spend a craft slot and choose a DC 10 Intelligence (Medicine) check. You can spend one
a non-magical item in your possession. You must be profi- use of a healer’s kit to replace the d20 roll with a 10. If you
cient with the tools related to the item you choose, and you succeed, the creature regains a number of hit points equal to
might also need access to special materials or locations, such your check result minus 10 (minimum 1 hit point).
as a forge. If a feature lets you add double your proficiency When you reach 5th level, on a successful check you can
bonus with a tool, you can select two items related to that tool alternatively cure the target of one disease or neutralise one
instead of one. Then, choose one of the following options poison affecting it.
for each item:
“Alas!” he cried. “It was this accursed knife that gave the wound.
Few now have the skill in healing to match such evil weapons. But
I will do what I can.”
64
ADVENTURERS
65
CHAPTER 3
“… for their forefathers had learned the Sindarin tongue, and this (Hunting) check (your choice). The DC is determined by
they handed on to their children as a matter of lore, changing little the terrain type the Company is currently traversing (as if
with the passing of the years.” a journey event was taking place there; see page 105). The
check has disadvantage if it is autumn or winter. If you suc-
WEAPON-CRAFT ceed, choose one of the following options:
Choose a type of weapon. You gain proficiency with this ♦ Choose a number of creatures equal to your check
weapon if you don’t already have it. When you attack with result minus the terrain DC (minimum 1), which can
that type of weapon and the weapon is finesse or ranged, you include yourself. For 1 hour, each of those creatures
can use your choice of your Intelligence, Wisdom, or Cha- has a +5 bonus to its Dexterity (Stealth) checks. When
risma modifier instead of your Strength or Dexterity modi- you reach 5th level, the bonus increases to +10. If
fier for the attack and damage rolls. You must use the same you obtain a magical success, the creatures also leave
modifier for both rolls. behind no tracks or other traces of their passage for
In addition, when you hit a creature with the chosen the duration.
weapon, you can spend a craft slot to roll two additional ♦ Choose a number of creatures equal to your check result
weapon damage dice on the damage roll. When you reach minus the terrain DC (minimum 1), which can include
5th level, you roll three additional weapon damage dice yourself. For 8 hours, each of those creatures has a +5
instead of two. bonus to its passive Wisdom (Perception) score. When
you reach 5th level, the bonus increases to +10. If you
“... and though we still hold that a warrior should have more skills obtain a magical success, the creatures also gain tremors-
and knowledge than only the craft of weapons and slaying, we esteem ense out to a range of 60 feet for the duration.
a warrior, nonetheless, above men of other crafts.” ♦ You forage a number of pounds of food and gallons of
water equal to your check result minus the terrain DC
WOOD-CRAFT (minimum 1). The food lasts for 24 hours, or 48 hours
You are familiar with the difficulties encountered when cross- when you reach 5th level. If you obtain a magical
ing wild lands, and with the ways of overcoming them. When success, each pound of food foraged in this way also
you make a Wisdom (Explore) or Wisdom (Hunting) check, restores 1 hit point to the creature eating it during a
you can spend a craft slot to replace the number you roll with short or long rest.
your passive Intelligence (Nature) score.
In addition, you can spend 1 hour and a craft slot to make “Let us be thankful that they are not hunting us: for they use poi-
an Intelligence (Nature), Wisdom (Explore), or Wisdom soned arrows, it is said, and they are woodcrafty beyond compare.”
66
ADVENTURERS
The callings presented in The Lord of the Rings Roleplaying level. To qualify for a new calling, Player-heroes must meet
already offer a wide variety of customisation options. How- the ability score prerequisites for both their current calling
ever, should players think that their character concepts require and the new one, as shown in the Multiple Callings table.
even greater flexibility, the following optional rule can be used. When Player-heroes gain a level in a calling other than their
This rule allows Player-heroes to gain a level in a new first, they gain only some of that calling’s starting proficien-
calling whenever they advance in level, instead of gaining a cies, as shown in the Multiple Callings table. The Player-he-
level in their current calling. When this happens, all levels in ro’s Shadow Path does not change when gaining a level in
all callings are added together to determine that character’s a new calling.
MULTIPLE CALLINGS
CALLING ABILITY SCORE MINIMUM PROFICIENCIES GAINED
Champion Strength 13 or Dexterity 13 Light armour, medium armour, heavy armour, shields,
simple weapons, martial weapons
Scholar Intelligence 13 Light armour, simple weapons, one skill from the class’ skill
list, one of the tools from the class’ tools list
Treasure Hunter Dexterity 13 Light armour, simple weapons, one skill from the class’ skill
list, thieves’ tools
The experience point cost to gain a level is always based on to progress as a Scholar. Sophia’s Player-hero has been travelling a lot
the total character level. Player-heroes gain the hit points from with the Company, running some errands and delivering messages
their new calling as described for levels after 1st, and they add across the land. Sophia decides that her Player-hero will gain a new
together the Hit Dice granted by all their callings to form their level in the Messenger calling, and thus becomes a 4th-level Scholar
pool of Hit Dice. Their proficiency bonus is always based on and a 1st-level Messenger. She gains proficiency in one skill from the
their total character level, not their level in a particular calling. Messenger’s skill list and with a tool of her choice, a Hit Die (1d8) and
When Player-heroes gain a new level in a calling they get additional hit points equal to 1d8 (or 5) + her Constitution modifier,
its features for that level. If they gain the Extra Attack feature and the Folk-lore and Tireless and Swift calling features.
from more than one calling, the features don’t add together.
When Sophia’s Player-hero earns enough experience to reach 6th level,
For example, Sophia is playing a 4th-level Scholar. When her Player-hero she can decide whether to add another Scholar level, another Messen-
earns enough experience points to reach 5th level, Sophia decides that ger level, or a level in a third calling, perhaps training for battle and
her Player-hero will gain a level in a new calling instead of continuing thus adding a level in the Captain calling.
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CHAPTER 3
The rules for The Lord of the Rings Roleplaying are designed CRAFT
to represent the gritty heroism of the Twilight of the Third You gain a craft slot and a craft of your choice from the Schol-
Age. Gone is the glory of the Elder Days, and the deeds of the ar’s Crafts list (see page 64).
Elves of Beleriand or the first Edain are just dim memories.
FIGHTING STYLE
For this reason, to preserve both the spirit of the books You can choose a fighting style option from the Champion’s
and provide an adequate challenge, the total charac- Fighting Style feature (see page 49). As normal, you cannot
ter level of the Player-heroes cannot exceed the 10th. take a Fighting Style option more than once.
SNEAK ATTACK
You gain the Sneak Attack feature (see page 58). The extra
damage is 1d6.
VIRTUE
You gain a common or cultural virtue of your choice (see
page 80).
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ADVENTURERS
equipment
...he got to Bywater just on the stroke of eleven,
and found he had come without a pocket-handkerchief!
As seen in the callings section, all heroes start their adventur- starting gear and wealth
ing career equipped with the personal items, weapons and The characters in The Lord of the Rings Roleplaying are adven-
armour that is considered most appropriate to their vocation. turers: individuals used to relying on their abilities to find
In addition to that, all players receive a set of starting equip- sustenance in the wild, rather than by putting their hands
ment based on their standard of living, and may acquire more into their money bags. But when they set upon the road, the
gear by spending their starting wealth. equipment they carry is based on their culture — a commu-
nity that is better off can prepare a potential adventurer for
a life abroad more easily than a less well-off one.
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CHAPTER 3
STARTING GEAR
STANDARD OF LIVING CULTURES STARTING GEAR
Common Hobbits, Men of Bree A backpack, a bedroll, a mess kit, a tinderbox, 10 torches,
10 days of rations, a waterskin, 50 feet of hempen rope,
and a belt pouch containing 15 s (total 60 lbs)
ADVENTURING GEAR
ITEM COST WEIGHT
Bell 1s — Hourglass 25 s 1 lb
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ADVENTURERS
OUT-OF-POCKET EXPENSES
ITEM OR SERVICE COST
Pot or pan, iron 2s 10 lbs. Inn Stay, Frugal (per person, per day) 1c
Rations (1 day) 5c 2 lbs Inn Stay, Rich (per room, per day) 2s
Rations, cram (1 day) 1s 1 lb. Inn Stay, Very Rich (per room, per day) 4s
Vial 1s —
Whetstone 1c 1 lb.
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CHAPTER 3
ARMOURS
ARMOUR COST ARMOUR CLASS FATIGUE AND STEALTH* WEIGHT
Light Armour
Medium Armour
Heavy Armour
Shield
Shield 10 s +2 — 6 lbs
*If an armour type indicates disadvantage, the wearer has disadvantage on Dexterity (Stealth) checks, and on fatigue saving throws at the end of jour-
neys (see page 103) if the armour is worn for at least half of the journey’s length in days of travel (rounded up). The days do not need to be consecutive.
Dagger Axe
72
ADVENTURERS
WEAPONS
WEAPON COST DAMAGE PROPERTIES WEIGHT
Short Spear
Bow
Great spear
Great Bow
Mattock
73
CHAPTER 3
TOOLS
ITEM COST WEIGHT
Woodcarver’s tools 1s 5 lbs Rations, cram. Cram is a biscuitish cake that keeps good indefi-
nitely, made by the Bardings for long journeys. Albeit certainly
not entertaining (and in fact, mostly a chewing exercise), it
Gaming sets is doubtlessly sustaining and very nutritious: one pound of
Chess 1s 1/2 lb.
cram counts as two pounds of food.
If you are a Barding (or you have been taught the recipe
Bowls 1c 8 lbs by a Barding) and you are proficient with cook’s utensils,
Darts 3c 1 ½ lbs
during each Fellowship Phase you can prepare a number of
cram rations equal to 5 times your proficiency bonus (or 10
Quoits 2c 4 lbs times your proficiency bonus during a Yule Fellowship Phase).
Musical instruments
Clarinet 12 s 2 lbs
Drum 6s 3 lbs
Fiddle 25 s 1 lbs
Flute 2s 1 lb.
Harp 30 s 2 lbs
Horn 3s 2 lbs
Trumpet 35 s 2 lbs
Viol 30 s 1 lbs
74
ADVENTURERS
HOBBIT-PONIES AND FULL-SIZED HORSES loaded with stores and tackle, but they are cheap, and good
The best asset of an efficient travelling Company is an appro- to help the Player-heroes cope with the toil of spending long
priate number of ponies or horses to ride or to employ as hours on the road. Horses can go faster, but few such animals
baggage-carriers. Ponies are sturdy little beasts; they cannot are seen in the North, and most are used as pack animals or
go much faster than a normal walking pace, especially when draught beasts.
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CHAPTER 1
76
ADVENTURERS
CHAPTER 4
REWARDS
AND VIRTUES
“There is more in you of good than you know, child of the kindly
West. Some courage and some wisdom, blended in measure.”
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CHAPTER 4
he heroic stature of an adventurer can be measured ♦ REWARDS are pieces of war gear of superior craftsman-
in different ways. Players of The Lord of the Rings Role- ship, granted to a Player-hero as an award for their deeds.
playing can display the growth of their Player-heroes ♦ VIRTUES are unique abilities and special talents, a
choosing rewards and virtues for them. number of which are characteristic of a given culture.
rewards
Háma knelt and presented to Théoden a long sword in a scabbard clasped with gold
and set with green gems. “Here, lord, is Herugrim, your ancient blade…”.
In a world of growing darkness, trade is mostly limited to small It is up to the players to decide whether a reward represents
areas and is often practised only among trusted individuals. the discovery of a previously unknown property of an item,
Finely crafted weapons or suits of armour cannot be pur- or an entirely new weapon or suit of armour. Whatever their
chased, but are instead awarded for service or heroic deeds. choice, they are encouraged to integrate the decisions into
Rewards represent the characteristics of high-quality a narrative, telling the tale of how they received a gift or had
weapons and defensive gear, priceless instruments of war their equipment improved.
given to heroes by their own folk or family, or by generous
rewards list
lords honouring them by letting them choose a weapon or a
suit of armour from their personal armoury.
In game terms, rewards are upgrades that players can There are six different rewards. Each one indicates in brackets
select to raise the effectiveness of their war gear. Each reward the type of gear that can receive that upgrade.
affects an item in a unique way, described in the following
paragraph. All upgrades can be applied only once to the same item.
The item cannot be a Famous Weapon or Armour.
Characters choose a first reward when they reach 3rd
level, and again at 5th, 7th, and 9th level.
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R E WA R D S
NAMED WEAPONS
Warriors and adventurers often name items of war gear after pieces of war gear — ‘Bard’ can be translated as
that prove themselves worthy. This is most common with ‘Battle-axe’. The Dúnedain treasure their ancient blades,
blades and spears, rarer with helms and shields — and and pass them down through generations of warriors.
almost unknown with armour. Hobbits and Bree-landers rarely give titles to their
Elves and Men follow similar naming traditions, weapons. If they do, it is probably because such an item
bestowing titles upon their weapons — such as ‘Orc- has saved their lives. In any case, they tend to choose
cleaver’, ‘Foe-hammer’, or ‘Battle-friend’ — that glorify simple or otherwise unpretentious names taken from
their effectiveness in battle. However, weapons with ordinary life.
loftier or more poetic names — such as ‘Snow Point’ or Dwarves do not use names for their weapons at all,
‘Cold Star’ — are almost always items of nobler lineage or even renowned artefacts, which are most likely to be
greater antiquity, and are rarely given as rewards. known by their legendary owners (such as the Axe of
Weapons of worth are so highly esteemed among the Durin). Of course, it is entirely possible that they do give
Bardings that they often name their sons and daughters names to their weapons but keep them secret.
FELL (WEAPON)
Hard and straight, a critical hit from this weapon is more dan-
gerous. When you score a critical hit with this weapon, you
can roll two additional weapon damage dice and add them
to the extra damage.
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CHAPTER 4
virtues
They ... were believed to have strange powers of sight and hearing, and
to understand the languages of beasts and birds.
common virtues
♦ You gain one skill, tool, or weapon proficiency of your
choice.
There are six common virtues for players to choose from. ♦ Choose one of your skill or tool proficiencies. You gain
Expertise with that skill or tool, which means your
CONFIDENCE proficiency bonus is doubled for any ability check you
Overcoming difficulties has reinforced your spirit and make with it.
renewed your faith in a brighter future.
♦ Increase your Intelligence, Wisdom, or Charisma score NIMBLENESS
by 1, to a maximum of 20. Your skill (or fortune?) in battle has increased with your
♦ You gain proficiency in saving throws using Intelli- growth in experience.
gence, Wisdom, or Charisma (your choice). ♦ Increase your Dexterity score by 1, to a maximum of 20.
♦ You gain a +1 bonus to AC. You lose this bonus if you
DOUR-HANDED are incapacitated.
Your blows have become more forceful and your aim steadier,
allowing you to do greater harm. PROWESS
♦ Increase your Strength score by 1, to a maximum of 20. Adventuring has honed your inborn talents.
♦ You gain a +1 bonus to weapon damage rolls using ♦ Increase one ability score of your choice by 2, or two
Strength. ability scores of your choice by 1, to a maximum of 20.
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R E WA R D S
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CHAPTER 4
DWARF-FRIEND
The days of the Dragon have forged a strong alliance between
the Bardings and the Dwarves of Erebor.
♦ Increase your Charisma score by 1, to a maximum of 20.
♦ Your proficiency bonus is doubled for any Charisma
(Persuasion) check you make. In addition, you have
advantage on Charisma (Persuasion) checks made
when interacting with Dwarves.
♦ Increase the Fellowship rating of your Company by 1.
♦ When you are within 5 feet of a friendly Dwarf and at
least one of you isn’t incapacitated, and a creature you
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V irtues
The great bow twanged… the arrow… smote and vanished, barb, virtues of the dwarves
shaft and feather… The reserved and surly character of Dwarves has often been
misinterpreted by others as hostility or untrustworthiness.
HIGH DESTINY Their secretiveness has even led other folks to believe that
Stories tell that those who belong to the race of Dale are they possess strange and uncanny powers.
destined for greatness, a fact proven true by your King and
his story. Do you share the same destiny of those of the line BARUK KHAZÂD!
of Girion? The secret tongue of the Dwarves is guarded as a treasure
♦ Increase your Constitution score by 1, to a maximum of the past, yet their battle-cry is well-known and feared by
of 20. their foes.
♦ You have advantage on death saving throws. ♦ Increase your Strength or Charisma score by 1, to a
♦ Whenever you become stable, you also regain 1 hit maximum of 20.
point. ♦ You can use a bonus action on your turn to force each
hostile creature that can hear and see you within 30
“Bard is not lost!” he cried. “He dived from Esgaroth, when the feet of you to make a Charisma (Intimidation) check
enemy was slain. I am Bard, of the line of Girion …” (DC 8 + your proficiency bonus + your choice of your
Strength or Charisma modifier). On a failed check,
STOUT-HEARTED the creature becomes frightened of you until the end
Living for many a year under the ever-present menace of of your next turn. Attack rolls against creatures fright-
Smaug the Dreadful has made the Bardings a courageous ened in this way have advantage. Once you use this
race. After all, there are not many creatures more fearsome virtue, you cannot use it again until you finish a short
than a great Dragon... or long rest.
♦ Increase your Wisdom or Charisma score by 1, to a max-
imum of 20. “Baruk Khazâd! Khazâd ai-mênu!” An axe swung and swept back.
♦ You have advantage on Charisma saving throws, and you Two Orcs fell headless. The rest fled.
cannot be frightened by non-Undead creatures.
BROKEN SPELLS
To the lineage of Gondor he added the fearless spirit of the In ancient times, the Dwarves made mighty spells. You have
Northmen… been taught fragments of old enchantments that retain some
power to this day.
THE LANGUAGE OF BIRDS ♦ Increase one ability score of your choice by 1, to a
Stories told in the North say how Dalemen can become so maximum of 20.
wise as to comprehend the speech of birds, and so by under- ♦ Choose any combination of three skills or tools you are
standing their song be forewarned of impending threats, or proficient with. Whenever you make an ability check
be able to spot a weakness in their enemies’ defences. that uses one of the chosen proficiencies, you can
♦ Increase your Intelligence or Wisdom score by 1, to a obtain a magical success. You can do so a number of
maximum of 20. times equal to your proficiency bonus, and you regain
♦ You can comprehend and verbally communicate with all expended uses when you finish a long rest.
birds, and you can obtain a magical success on any
Intelligence (Nature) and Wisdom (Animal Handling) …they spoke fragments of broken spells of opening…
check related to birds.
♦ When you are outside and you make an ability check, DARK FOR DARK BUSINESS
attack roll, or saving throw, you can do so with advan- Your kind is not troubled by mere darkness in itself, as most
tage. You can use this virtue a number of times members of other cultures are. On the contrary, you have
equal to your proficiency bonus, and you regain all grown to like the dark better than the light, finding yourself
expended uses when you finish a long rest. at ease in its cold embrace.
♦ Increase your Wisdom score by 1, to a maximum of 20.
...he found he could understand its tongue, for he was of the race ♦ Dim light doesn’t impose disadvantage on your Wis-
of Dale. dom (Perception) checks relying on sight.
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CHAPTER 4
♦ When you are in dim light, in darkness, or under- That was the beginning of the War of the Dwarves and the Orcs,
ground, and you make an ability check, attack roll, or which was long and deadly, and fought for the most part in deep
saving throw, you can do so with advantage. You can places beneath the earth.
use this virtue a number of times equal to your profi-
ciency bonus, and you regain all expended uses when STONE-HARD
you finish a long rest. The Dwarves were made to be strong to endure, for they came
unto the world when a great evil ruled Middle-earth. As long
“We like the dark,” said the Dwarves. “Dark for dark business! as your spirit supports your strength you can resist any hurt
There are many hours before dawn.” of body more hardily than most.
♦ Increase your Constitution score by 1, to a maximum
DURIN’S WAY of 20.
The Dwarves have fought many wars in deep places beneath ♦ When you are reduced to 0 hit points but not killed out-
the earth. You have been taught how to best defend your- right, you can drop to 1 hit point instead. You cannot use
self while fighting underground. As a result, you know how this feature again until you finish a short or long rest.
to exploit corners, darkness and other natural obstacles to
your advantage. They are a tough, thrawn race for the most part, secretive, laborious,
♦ Increase your Dexterity or Constitution score by 1, to a retentive of the memory of injuries…
maximum of 20.
♦ When you have half or three-quarters cover, you gain an UNTAMEABLE SPIRIT
additional +1 bonus to AC and Dexterity saving throws. Dwarves were made from their beginning to resist any form
♦ Other creatures do not gain advantage on attack rolls of domination. You have strengthened your resolve against
against you as a result of being unseen by you. all but the most subtle of the weapons of the Enemy.
♦ Increase your Intelligence or Wisdom score by 1, to a
maximum of 20.
84
V irtues
♦ You are immune to being charmed. “I also will come,” said Legolas, “for I do not fear the Dead.”
♦ You have advantage on Intelligence saving throws.
DEADLY ARCHERY
Though they could be slain or broken, they could not be reduced to Elves possess a natural talent for hitting the mark when using
shadows enslaved to another will… their bows. You have honed this talent almost to perfection,
and your arrows find their target with uncanny precision.
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CHAPTER 4
♦ When you are not miserable and make an ability land is returning to you now that you are travelling again
check, attack roll, or saving throw, you can do so with outside the boundaries of your realm.
advantage. You can use this virtue a number of times ♦ Increase your Intelligence or Wisdom score by 1, to a
equal to your proficiency bonus, and you regain all maximum of 20.
expended uses when you finish a long rest. ♦ You can give yourself a bonus to pathfinding checks
(see page 102) and Wisdom (Explore) checks equal to
“Elbereth Gilthoniel!” sighed Legolas as he looked up. your Intelligence modifier (minimum of +1).
♦ As long as you are in Eriador, when you are targeted
ELVISH SPIRIT by a journey event, the roll on the Journey Events table
The spirit of Elves is so strong that their bodies recover swiftly is done as if you were in a Border Land if you are in
from many ills and injuries. You can recover from your exer- a Wild Land, and as if you were in a Wild Land if you
tions while awake, finding repose in the secret way of your folk. are in a Dark Land (see page 105).
♦ Increase your Constitution score by 1, up to a maxi-
mum of 20. “But it is not your own Shire,” said Gildor. “Others dwelt here
♦ If you meditate for at least 4 hours, you can reduce before hobbits were; and others will dwell here again when hobbits
your exhaustion level by 1 and regain all lost hit are no more.”
points. You cannot use this virtue if you’ve had a long
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V irtues
♦ Whenever a hostile creature or harmful effect imposes ♦ You are proficient with improvised weapons.
a condition on you, you suffer one or more levels of ♦ When making a ranged attack with an improvised
exhaustion, or you drop to less than half your maxi- weapon, you can use your choice of your Strength or
mum hit points, you gain inspiration. your Dexterity modifier for the attack and damage rolls.
♦ As a bonus action, you can give yourself advantage on
“...he is one of the best, one of the best — as fierce as a dragon in your next ranged attack roll on the current turn. You can
a pinch.” use this bonus action only if you haven’t taken reactions
during this turn, and after you use the bonus action, you
SMALL FOLK can’t take reactions until the start of your next turn.
Hobbits are a little people, but their resourcefulness far
exceeds their stature. You have learnt how to exploit your They shot well with the bow, for they were keen-eyed and sure at the
small size to your advantage in a fight. mark. Not only with bows and arrows.
♦ Increase your Dexterity score by 1, to a maximum of 20.
♦ Medium or larger creatures cannot gain advantage on THREE IS COMPANY
attack rolls against you while you are not incapacitated. The Wise say that it is sometimes best to trust to friendship
♦ You don’t provoke opportunity attacks from Medium than to great wisdom. This is particularly true for Hobbits,
or larger creatures. as everyone knows that it is hardly possible to separate them
from their friends. You have given your trust to your fellow
For they are a little people, smaller than Dwarves... Company members, and a true friendship has grown from
the bond unifying you.
SURE AT THE MARK ♦ Increase your Charisma score by 1, to a maximum of 20.
Hobbits are nimble and keen-eyed, qualities that make them ♦ Increase the Fellowship rating of your Company by 1.
good archers. You have honed this natural talent to perfec- ♦ Whenever you spend Fellowship points, choose a
tion, so much so that you just need to stoop for a stone to number of companions (which can include yourself)
find yourself armed with a deadly weapon. who can see or hear you, up to twice your proficiency
♦ Increase your Dexterity score by 1, to a maximum of 20. bonus. Each of those companions gains inspiration.
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CHAPTER 4
“We hobbits ought to stick together, and we will. I shall go, unless virtues of the men of bree
they chain me up.” The Bree-folk live a sheltered life, it is true; but there is an
upside in being fond of a warm hearth and the company of
TOUGH AS OLD TREE-ROOTS friends – you know there is something worth fighting for.
They say that Hobbits are difficult to dismay or kill, and that
they recover their health at a prodigious pace if allowed to BREE-PONY
enjoy some peace and quiet. You have discovered that you Bree-ponies are very similar to their owners, the Bree-folk –
recover wonderfully from falls and bruises (at the cost of they don’t seem to have anything special compared to their
some considerable pain). peers in other parts of Middle-earth, and yet some of them
♦ Increase your Constitution score by 1, to a maximum display uncommon courage and exceptional memory. You
of 20. have acquired an unusually brave and intelligent beast that
♦ When you would roll one or more Hit Dice to regain follows you everywhere.
hit points, you instead use the highest number possi-
ble for each die.
“They are a remarkable race,” said the Warden, nodding his head.
“Very tough in the fibre, I deem.”
88
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CHAPTER 4
♦ You can use your pipe to gain inspiration a number of HEIR OF ARNOR
times equal to your proficiency bonus, instead of once, The days of your folk have darkened, and not many of you
before you need to finish a long rest. remain; but ever the memory of the Kings is passed from gen-
eration to generation. An artefact going back to the days of
And certainly it was from Bree that the art of smoking the genuine Lost Arnor has been in your family’s possession for unbroken
weed spread in the recent centuries... generations. Now you have been deemed worthy to become
its keeper.
of the north
maximum of 20.
♦ With the help of the Loremaster, use the rules on page
The Rangers are what remains in the North of the great 129 to create either a Wondrous Item, or a Famous
people that came to Middle-earth out of Westernesse, the Weapon possessing a single enchanted reward. The
Númenóreans. Their nobility of blood is exemplified by their item is generally of Númenórean craftsmanship, but
many talents, even if their number has dwindled and their might even be of Elven or Dwarven make. If it is a
struggle has destined them to a life of secrecy. Famous Weapon, it can be upgraded with up to two
non-enchanted rewards, as if it was a normal item.
ENDURANCE OF THE RANGER
They say that a Ranger with a clear trail to follow can never be “Here is the ring of Barahir,’’ he said, ‘‘the token of our kinship
weary. You hope the saying will prove true, as it will be your from afar; and here also are the shards of Narsil.”
fate to often travel in haste, to seek distant lands on urgent
errands or to relentlessly hunt your enemies. ROYALTY REVEALED
♦ Increase your Constitution score by 1, to a maximum Your kin belong to a bloodline of kings, but they have learnt to
of 20. hide from their enemies in the twilight years of their kingdom.
♦ You have advantage on Constitution saving throws. Should you choose to reveal your heritage, your noble bear-
ing will cause your allies to cast away their doubts. You reveal
“Hardy is the race of Elendil!” yourself by shouting an ancestral battle-cry, or unsheathing a
weapon of high lineage, or by showing a device or coat of arms.
FORESIGHT OF THEIR KINDRED ♦ Increase your Strength or Charisma score by 1, to a
The Rangers of the North still possess a measure of the fore- maximum of 20.
sight that their ancestors possessed in full. In the Twilight of ♦ As a bonus action, you can choose to reveal your lin-
the Third Age, this gift manifests as a sense of watchfulness, eage. When you do so, choose a number of friendly
and of fear, arising to warn a Ranger of a danger that has not creatures (which can include yourself) within 30 feet
yet come to pass. of you who can see or hear you, up to twice your pro-
♦ Increase your Wisdom score by 1, to a maximum of 20. ficiency bonus. Until the end of your next turn, each
♦ You have a number of foresight points equal to your creature gains advantage on attack rolls and Charisma
Wisdom modifier (minimum 1). Whenever you or (Intimidation) checks, and is immune to being fright-
a creature that you can see make an ability check, ened. It also gains temporary hit points equal to your
attack roll, or saving throw, you can spend one fore- choice of your Strength or Charisma modifier (mini-
sight point to reroll the d20 and must use the new roll. mum 1). These temporary hit points last until they are
You can choose to spend one of your foresight points depleted or the creature finishes a short or long rest.
after the roll, but before the outcome is determined. Once you use this virtue, you cannot use it again until
You can also spend one foresight point after a roll on you finish a short or long rest.
the Journey Events table. Roll a d20, and then choose
whether the Loremaster uses their roll or yours. You Aragorn threw back his cloak. The elven-sheath glittered as he
regain your expended foresight points when you finish grasped it, and the bright blade of Andúril shone like a sudden
a long rest. flame as he swept it out. “Elendil!” he cried.
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V irtues
“Where sight fails the earth may bring us rumour,” said Aragorn.
“The land must groan under their hated feet.”
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CHAPTER 5
ADVENTURING
PHASES
Even the good plans of wise wizards like Gandalf
and of good friends like Elrond go astray sometimes
when you are off on dangerous adventures
over the Edge of the Wild …
CHAPTER 5
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A dventuring P hases
council
“You will soon hear all you wish to know,” said Gandalf.
“We shall have a Council, as soon as you are well enough.”
Adventurers meet many travellers and wanderers along the When the Company meets one or more nonplayer char-
road. Whenever they deal with strangers, they should exer- acters in a formal gathering, a council occurs. While much of
cise some caution, as theirs is a trade considered peculiar and what transpires in a council can be played out as a dialogue
sometimes dangerous by the common folk. Even when meet- between the Company and the Loremaster, the rules pre-
ing foes of the common Enemy, Player-heroes should watch sented in this chapter are particularly appropriate to deter-
their tongues and be mindful of their manners, as even trusty mine the progress of a meeting and its consequences.
friends can be quick to anger in days of doubt.
social encounters
Councils represent social events of extraordinary importance,
gatherings vital to the success of the Company’s aims and
goals that can be influenced by how they behave. The rules
presented in this section should not be adopted for every
verbal exchange between the Company and nonplayer char-
acters — everyday circumstances are better represented using
the standard rules for ability checks.
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COUNCIL STRUCTURE
At the beginning of a council, the players should focus on a goal and choose their course of action accordingly.
Introduction The spokesperson presents the Company. Charisma (Intimidation) to impress strangers
The Charisma check determines any rerolls quickly, revealing much about yourself;
or disadvantage. Charisma (Persuasion) to ask for support,
especially from friends; Charisma (Deception) to
extract information without revealing too much.
Interaction The main part of a council. Successful ability Charisma (Deception) to win over the audience
checks accumulate to reach the required through deceit; Charisma (Intimidation) to
successes. address crowds and rouse spirits; Charisma
(Performance) to garner approval; Charisma
(Persuasion) to make a point; Intelligence
(Riddle) to gather information; Wisdom
(Insight) to observe and evaluate.
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♦ A CHARISMA (PERSUASION) check is the best way to The difficulty for the Company to achieve their stated goal
smooth a relationship before asking for support or determines the number of successes required during the
other form of assistance. It is particularly useful if the Interaction stage, and it is set by the Loremaster at a value
Company (or at least the spokesperson) is already on equal to 1 (a reasonable request), 2 (a bold request), or 3
friendly terms with the opposing party; on the contrary, (an outrageous request).
to unfriendly ears, a courteous speaker might sound To make the evaluation, the Loremaster considers the
duplicitous. Finally, it is possible to politely refuse to import of the objective chosen by the Company, in relation
reveal too much about the identity of the group. to the motivations and expectations of the folk they are
♦ If the Company has doubts about the opposite party’s encountering.
intentions, the spokesperson can make a CHARISMA ♦ In general terms, a reasonable request (1 success
(DECEPTION) check to extract a lot of information required) is one where the encountered folk do not
from others in exchange for very little. However, a lose anything by helping the Player-heroes, or if the
poor performance is sure to provoke mistrust in the Company is offering something in return of approxi-
opposing party. mately equal import.
♦ A bold request (2 successes required) corresponds to a
SET REQUIRED SUCCESSES goal that is profiting the Company more than it does
2 When the Company travels to Rivendell to petition the people encountered.
Master Elrond, or asks to see the Mayor of the Shire ♦ An outrageous request (3 successes required) happens
in Michel Delving, they do it with a purpose in mind. when the Player-heroes are asking the encountered
Before the council even begins, the players should all folk to do something that is dangerous, or has scarce
agree on what the Company hopes to achieve from the meet- or no possibilities for reward.
ing, and possibly on how to go about getting it.
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CHAPTER 5
During this stage, the Loremaster keeps track of the number ♦ CHARISMA (PERSUASION) — Player-heroes can use
of successful ability checks scored by the Company. their persuasiveness to win the minds of their listeners,
or to strengthen their hold on an already-captivated
The skills listed below can be used to various effects during audience. Unlike a Charisma (Intimidation) check, a
Interaction. Charisma (Persuasion) check may be used discreetly
♦ CHARISMA (DECEPTION) — This ability check can be during any kind of social interaction.
used to obtain favours or information from an indi- ♦ INTELLIGENCE (RIDDLE) — This ability check can be
vidual, resorting to half-truths if not outright lies. Play- used in a social environment, either to formally play
er-heroes must be aware that deceiving the audience the ancient riddle-game — practised and respected
may often be considered a Misdeed, depending on the even by the unlikeliest of wicked creatures — or to
circumstances (see page 142). gather information and news. In the latter case, a suc-
♦ CHARISMA (INTIMIDATION) — This ability check can cessful Intelligence (Riddle) check allows a Player-hero
be used to impress a crowd of listeners or a single indi- to put together all sorts of tidbits that incautious
vidual; Player-heroes may attempt the check to push a speakers might accidentally give away in their con-
frightened community to action, or to rouse a down- versation, or simply to gather interesting facts, all the
cast leader. The objective of the ability check must while seeming to appear uninterested or unconcerned.
be obvious; otherwise, even if the roll is a success, its ♦ WISDOM (INSIGHT) — This ability check is useful to
effect will be weak. evaluate the emotions of the person or people the
♦ CHARISMA (PERFORMANCE) — A good song or tune Company is interacting with, possibly revealing unspo-
is almost never out of place at a relaxed social gather- ken purposes or hidden feelings.
ing, but they can also be powerful diplomatic devices
if the singer finds the proper song or intones well-cho-
sen words.
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COUNCIL XP AWARDS:
The values provided in brackets are the XP awards suggested in the case of a success with woe.
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CHAPTER 5
journey
He then gave a full account of their journey from the time when they left Hobbiton.
A Company will often end up travelling across long leagues As obvious as it may seem, the members of a travelling
of inhospitable and unfamiliar terrain in the course of their Company must know at least approximately where their des-
errands and quests. But a journey is much more than simply a tination is located to be able to reach it. At the end of the
means of getting to a destination. Travelling Player-heroes see Third Age, Middle-earth is a dangerous place, and the folks
the world outside the borders of their own lands, witness won- inhabiting it have been long sundered from each other, to
drous events, and face challenges that put their capabilities to the point that most people do not know the precise where-
the test. In short, a journey is synonymous with adventuring. abouts of places just a few days away — if they are aware of
Gameplay during a journey is less focused on details — their existence at all.
whenever possible, everyone involved should try to avoid
explicitly referencing the rules, and rather blend the struc- The front end papers contain the Players’ Map, repre-
ture into an ongoing narrative. senting the geographical lore of experienced adven-
turers — that is, a deeper knowledge than that pos-
Applying the rules for journeys requires the use of sessed by the average denizen of Eriador.
a map of the traversed region, and collaboration
between the Loremaster and the players to determine All the locations indicated as villages or towns are places that
what happens along the way. the Company may choose as their destination. Not every set-
tlement that exists in the Third Age is shown on the map —
the map
even a sparsely populated region like Eriador counts dozens
of unmarked villages and isolated homesteads, what remains
The rules for travelling in The Lord of the Rings Roleplaying of what was once a large kingdom of Men.
assume that the Company is trying to reach a specific des- Players can update their geographical lore during play, by
tination. If the Company must visit a number of different making a copy of the map and writing directly on it, adding
locations, reaching each of them must be considered as a the places they visit.
separate journey.
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A dventuring P hases
journey sequence
ling without any concern for the amount of time
it will take them to make the trip. On the contrary,
the journey back should be played out in detail If a Company is undertaking a very long journey (more than
in those cases where an Adventuring Phase may 20 hexes), the Loremaster should split the itinerary into a
profit from a ‘closing act’, or when reaching their number of legs, to be considered as separate journeys.
destination was just part of the Player-heroes’ mis- Journeys are resolved by applying the following sequence:
sion — for example, if they are escorting someone 1. Set Journey Path
back with them. 2. Make Pathfinding checks
3. Ending the Journey
JOURNEY ROLES: For example, high mountain ranges and swift-running rivers
ROLE FUNCTION can be traversed only across passes or over bridges or fords.
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CHAPTER 5
event 1
journey path
NORTH Target Scout
DO W
NS Event Shor t-cut
Result Success! (DC + 1)
event 2
Target Hun t e r
Event Mi s h a p
Fornost Result Failure! (DC + 2)
event 3
Mishap! Target
W
EA
Event
TH
T he
Result
ER
event 4
Sho
HIL
Greenway
Target
t-c
LS
u t!
Event
Result
event 5
Target
event 6
Target
Event
Result
by, like ruins, or river fords and bridges. Players may also mark As soon as the Company leaves, the Guide makes a first path-
those hexes that contain different types of terrain, as seen finding check, and counts a number of hexes along the jour-
on the region map, to eventually facilitate the Loremaster in ney path based on the outcome of the roll:
assessing the duration of the journey. ♦ If the pathfinding check fails, the event occurs 2 hexes
away along the journey path. If the check fails by 5 or
MAKE PATHFINDING CHECKS more, the event occurs only 1 hex away.
2 Journeys can be dangerous (and exciting!), as a ♦ If the pathfinding check succeeds, the event takes
travelling Company experiences along the way place at a distance of 3 hexes. If the check succeeds by
a number of events representing threats and unexpected 5 or more, the event occurs 4 hexes away.
occurrences.
The Loremaster finds the precise spot by counting the appro-
Events take place in specific spots along the journey priate number of hexes, starting from the current position
path of the Company. To determine exactly where, the of the Company and proceeding towards its destination —
Guide of the Company must make a DC 15 Wisdom the last hex reached by counting is the spot where an event
(Travel) check. If the Company carries a map of the takes place. If the Company is using a journey log, the event
itinerary, the Guide can use their proficiency with car- is marked on the appropriate hex.
tographer’s tools, instead of Travel. If the journey is by
sea, the Guide can alternatively use their proficiency To determine the precise nature of an event, the pro
with navigator’s tools. A Guide who takes on multiple cedure described under Event Resolution must be
roles takes a -5 penalty to this check. applied (see page 104).
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A dventuring P hases
Once the event has been resolved, the Guide must make a If the fatigue saving throw fails, the Player-hero suffers
new pathfinding check to see if another event happens fur- one level of exhaustion. If the saving throw fails by 5
ther along the Company’s journey path. or more, the Player-hero suffers two levels of exhaus-
tion instead. If it fails by 10 or more, the Player-hero
ENDING THE JOURNEY suffers three levels of exhaustion instead.
A journey continues until the Guide’s pathfinding
3 check lets the Company match or exceed the num- If you ride a mount for at least half of the journey’s length in
ber of hexes left between their current position and days of travel (rounded up), you gain a bonus to your fatigue
the final destination — when this happens, the Company has saving throw equal to your mount’s Constitution modifier.
reached its destination and the journey is over.
JOURNEY LENGTH
More specifically, a journey ends when the Company The following rules replace those for travel pace of 5e. During
reaches its intended destination, and the Player-he- a journey, traversing each hex on the region map takes 1 day,
roes take part in a new scene, or when an unexpected or 2 days for each hex suggesting a hard terrain (hills, marshes,
occurrence engages the Company in a different activ- woods, etc.). If the Company must move at a speed of 15 feet
ity for a significant amount of time — in that case, the or lower, add 1 day for each hex traversed at this pace.
Loremaster adjudicates whether this ends the journey If the entire Company can move at a speed of 50 feet or higher
or not. (either because the Player-heroes are travelling on horseback, or
because they have an increased speed), count 1 day for each two
FATIGUE SAVING THROW: Fatigue represents the level of hexes (1 day for each three hexes if the Company moves at a speed
exhaustion that a Player-hero accumulates while travelling of 70 feet or higher), or 1 day for each hex of hard terrain. Hard
and that manifests itself fully when the journey is finally over. terrain does not allow proceeding on horseback.
In game terms, at the end of the Journey each Play- FORCED MARCH: The members of a Company can press them-
er-hero must make a DC 10 Constitution saving throw. selves while on a journey, and march for more hours each
The DC is increased by an amount determined by the day than they would otherwise dare.
number and the type of events faced by the Company
(see table on page 105). If the fatigue saving throw If the Company undertakes a forced march, double
succeeds, the Player-hero does not suffer any level their speed for the purpose of calculating travel pace,
of exhaustion. but each Player-hero must make a DC 15 Constitution
saving throw at the end of each day of forced march.
On a failed saving throw, a character suffers one level
of exhaustion.
PERILOUS AREAS
A number of hexagons on the Journey Map are outlined 2. Before the Player-heroes can leave the area, they
with a thicker border — these are areas that are con- must face a number of events equal to its Peril rat-
sidered particularly hard or dangerous to cross. These ing (all normal rules apply).
are patches of thick woodland, steep mountain passes, 3. Once all events have been resolved, the Company
treacherous marshes, and other hazardous terrain types. continues the journey normally, resuming their
In game terms, all Perilous Areas are rated for their pathfinding checks from the first hex along the
dangerousness with a numerical value — their Peril rating. journey path outside the boundaries of the Peril-
When a pathfinding check would lead the Company into ous Area.
or through a Perilous Area, apply the following:
1. The travelling Company stops in the Perilous Area Supplements for the game may provide special Journey
as soon as it enters it. Events Tables based on specific Perilous Areas.
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CHAPTER 5
event resolution
NOTICING THREATS: Use the passive Wisdom (Perception)
scores of the Player-heroes to determine if they notice hidden
threats during a journey, as normal. Player-heroes who take Journeys can be long but uneventful, or made exciting by
on multiple roles take a -5 penalty to their passive Wisdom many unexpected occurrences. Using the Journey Sequence
(Perception) scores. described in the previous pages, each journey may end up fea-
turing one or more events, based on the length of the journey.
STEALTH: During a journey, Player-heroes can move stealthily Once the Loremaster has identified the location where
if they travel at no more than half their base walking speed. an event is going to take place, apply the following sequence:
While doing so, as long as they are not in the open, they can 1. Select Targets
try to surprise or sneak past other creatures they encounter. 2. Determine Event
3. Resolve the Event
EXPERIENCE AWARDS FOR JOURNEYS
Characters in The Lord of the Rings Roleplaying also gain expe- SELECT TARGETS
rience points by completing a journey. 1 The Loremaster selects who will face the journey
event by rolling a d3 and using the Event Target
As it happens with Councils, the XP award should be table below.
gained exclusively if the Company took significant
risks along the path, had to cover the route within a The table identifies the possible targets, among those
time limit, or had to make the journey under particu- Player-heroes covering the roles of Scouts, Look-
larly disadvantageous conditions. The total XP award outs, and Hunters. The table also shows the abil-
of a journey is calculated by adding up the suggested ity check that will be required by the journey event.
XP value of each hex crossed by the Player-heroes,
and then dividing the total among all Player-heroes.
EVENT TARGET:
For example, the journey from Bree to Sarn Ford along the D3 TARGET ABILITY CHECK
Greenway involves travelling 4 hexes of road between the
1 Scouts Wisdom (Explore)
South Downs and the Barrow Downs (a Dark Land), worth
100 XP (25 x 4), and another 3 hexes of road in a Wild Land, 2 Look-outs Wisdom (Perception)
worth 30 XP (10 x 3). The journey is therefore worth a total
3 Hunters Wisdom (Hunting)
of 130 XP (100 + 30).
JOURNEY XP AWARDS:
When crossing a Perilous Area, count a number of hexes equal to the Peril rating of the area.
… along a road 0 XP 10 XP 25 XP
… in open terrain 10 XP 25 XP 50 XP
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A dventuring P hases
1-2 Terrible Misfortune The fatigue saving throw DC increases by +3. In addition, if the check fails, the target must
make a Dexterity saving throw*. On a failed save, the target is reduced to 0 hit points. On
a successful save, the target loses half of their maximum hit points (rounded down).
3-4 Despair The fatigue saving throw DC increases by +2. In addition, if the check fails, everyone in
the Company gains 1d3 Shadow points (Charisma saving throw* to resist, see page 140).
5-6 Ill Choices The fatigue saving throw DC increases by +2. In addition, if the check fails, the target
gains 1 Shadow point (Wisdom saving throw* to resist, see page 140).
7-14 Mishap The fatigue saving throw DC increases by +1. If the check fails, the DC increases by +2
instead, and the length of the journey increases by 1 day.
15-17 Short Cut The fatigue saving throw DC increases by +1. If the check succeeds, reduce the length
of the journey by 1 day, to a minimum of 1 day.
18-19 Chance-meeting The fatigue saving throw DC increases by +1. If the check succeeds, the DC does not
increase, and the Loremaster improvises an encounter that favours the Company.
20 Joyful Sight If the check succeeds, everyone in the Company gains inspiration.
* The DC for this saving throw equals the DC of the ability check (see Resolve the Event, below). The saving throw has disadvantage if it is autumn or winter.
105
CHAPTER 5
EVENT TYPES
The following paragraphs provide a number of suggestions
on how to improvise scenes based on all event types.
Slowly they moved off, and were soon toiling heavily. In places the
snow was breast-high, and often Boromir seemed to be swimming
or burrowing with his great arms rather than walking.
ILL CHOICES: Failing the event caused the target much grief “Rope!” he muttered. “No rope! And only last night you said to your-
or frustration. Maybe the Scout couldn’t decide on the right self: ‘Sam, what about a bit of rope? You’ll want it, if you haven’t
way and lost precious sleep finding a good path, the Hunter got it.’ Well, I’ll want it. I cannot get it now.”
worried about scanty provisions, the Look-out feared con-
stantly about putting the Company in danger, etc.
“You give the choice to an ill chooser,” said Aragorn. “Since we passed
through the Argonath my choices have gone amiss.”
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A dventuring P hases
“...that has been averted because I met Thorin Oakenshield one eve-
ning on the edge of spring in Bree. A chance-meeting, as we say
in Middle-earth.”
“Come with me, Frodo!” cried the Dwarf, springing from the road.
“I would not have you go without seeing Kheled-zâram.”
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CHAPTER 6
FELLOWSHIP
PHASES
‘But tonight I shall sleep without fear
for the first time since I left Rivendell.
And may I sleep deep, and forget for a while
my grief! I am weary in body and in heart.’
CHAPTER 6
eroes are not always busy navigating deep cav- their hurts to mend. Whether the Player-heroes spend it
erns, fighting back the Shadow, or fleeing from in pursuit of a personal goal, or simply resting comfortably
dangers beyond their ability to face. Even the to recover their energies before setting out on the road
most eager of adventurers needs some time to once again, the time between adventures is called the Fel-
rest, to gather their wits, and allow time for lowship Phase.
how a fellowship
phase works
They stayed long in that good house, fourteen days at least, and they found it hard to leave.
fellowship phase
structure
A Fellowship Phase is a gameplay instance driven by the play-
ers’ choices — while during the Adventuring Phase players
react to the Loremaster’s storytelling prompts, during a Fel- All Fellowship Phases are structured as follows:
lowship Phase they get to elaborate upon their Player-heroes’ 1. Set duration
stories and ambitions, and to mark their adventurers’ progres- 2. Choose destination
sion. The Loremaster is invited to sit back and follow what 3. Perform Updates
the players have to say about their characters. 4. Choose Undertakings
Players are encouraged to narrate in detail what they
do during a Fellowship Phase, not necessarily limiting SET DURATION
themselves to those activities with a direct gaming effect. 1 A Fellowship Phase usually covers a longer period
For example, the adventurers might inquire about leads, of time than the average Adventuring Phase. Events
problems, and opportunities that have arisen during the are described in broader strokes — days and weeks pass while
preceding Adventuring Phase. the Player-heroes relax, or busy themselves with their own
When they do so, the players must always keep in mind personal work or studies.
the length of a Fellowship Phase and its geographical lim-
its. Moreover, they must not introduce new background To give the Player-heroes a real break from active
information — such as exploring a location their Play- adventuring, a Fellowship Phase should last a mini
er-hero has never visited before, making the acquaintance mum of one week, up to an entire season.
of personalities they haven’t encountered yet, and so on
(in short, they should not do what is better suited to an Normally, the longest Fellowship Phase is taken during the
Adventuring Phase). mid-winter festivities (see Yule, on the next page).
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F ellowship P hases
to spend the phase as a group, unless the year’s end festivi- CHOOSE UNDERTAKINGS
ties are near. 4 Undertakings are time-consuming endeavours that
To keep the gameplay authentic, the players should Player-heroes can accomplish exclusively during a
choose a place within a reasonable distance from the area lengthy stop like a Fellowship Phase.
where the Company was adventuring during the recent ses-
sions of play, also taking into consideration how long the Players select a number of activities, based on whether
Fellowship Phase will last. the Fellowship Phase is an ordinary one, or if it’s Yule,
the end of a year (see Fellowship Phase Undertakings
The players are free to select any location the Com on the next page).
pany has visited so far. The journey required to reach
yule
the chosen destination is considered to take place
‘behind the scenes’, unless the players have a mind to
play out the details. Approximately once every three Fellowship Phases, winter
comes, and with it the end of the current year. Normally, the
Places like the town of Bree or Rivendell are the ultimate Company spends the entire cold season as a single, prolonged
safe havens, as they are particularly suited to resting and the Fellowship Phase. Life in the wild is unforgiving, and adven-
mending of wounds, and are inhabited by a host willing to turers prefer to have a roof over their heads when the wind
welcome travellers. is howling, and the land is buried in snow.
In most cases, the Company disbands temporarily on
SPIRITUAL RECOVERY occasion of the Yule festivities, as each Player-hero takes the
3 The time spent in front of a cosy hearth while enjoy- chance to return home and enjoy some time among family
ing an everyday life confirms to the Player-heroes and folk. Three months are enough for any Player-hero to
that their efforts are not wasted, and restores their faith in return home from any location other than the most remote.
a brighter future.
THE PASSAGE OF THE YEARS
If the Adventuring Phase resulted in what can be con- When Yule comes, it means that all Player-heroes have aged
sidered a positive outcome in the fight against the one year. Luckily, time does not only slay kings and ruin towns,
encroaching Shadow, all members of the Company but may bring wisdom — the time the Player-heroes spend
get to remove a number of Shadow points. without adventuring allows them to reflect on their experi-
ences, and possibly learn from their mistakes:
If that’s the case, the Loremaster must then weigh the actions
of the Company against the broader context of the Twilight of During Yule, all Player-heroes who do not choose the
the Third Age, and allow them to remove from 1 to 3 Shadow Heal Scars undertaking (see page 113) earn a number
points, based on how noteworthy their accomplishments are of bonus XP equal to 10 times their Intelligence score,
deemed to be. multiplied by their current level.
♦ If the Company’s actions can be considered to have
at least marginally interfered with the return of the For example, a 3rd-level Player-hero with Intelligence 13 gets 390
Shadow, each Player-hero removes 1 Shadow point. XP (13 x 10 x 3).
♦ If their deeds can be considered to have actively
hindered or damaged the Enemy, each Player-hero Then, the Loremaster should take the chance offered by a
removes up to 2 Shadow points. Yule Fellowship Phase to update the Company on the changes
♦ If the Player-heroes have committed feats that would that are taking place in the world and that their Player-heroes
gain the attention of the Dark Lord himself, or at least should know about. To this end, the Loremaster may use the
that of one of his major servants, then the Player-he- information contained in the setting chapter to determine
roes can remove up to 3 Shadow points. what news reaches the ears of the Player-heroes, tailoring the
information based on the current circumstances and where-
abouts of the Company.
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CHAPTER 6
fellowship phase
undertakings GATHER RUMOURS
This section lists the various activities available to the Com- News of strange things happening in the world are multiplying
pany during a Fellowship Phase. Players select a different with every passing year. Tidings of a gathering darkness, of
number of undertakings, based on whether the Fellowship distant wars, and of the flight of the Elves — vague legends
Phase is an ordinary one, or if it’s Yule — the end of a year. and old songs are proving to be more than just children’s
♦ During an ordinary Fellowship Phase, the Company as stories. Player-heroes gathering rumours try to separate facts
a group chooses one single undertaking. from fireside-tales, and to gather stories that may prove use-
♦ During a Yule Fellowship Phase, each player chooses ful in their adventures.
one undertaking instead.
♦ Finally, during each Fellowship Phase (ordinary or Choose this undertaking to receive a rumour from
Yule), the Company is entitled to choose one addi- the Loremaster. Until the next Fellowship Phase, Play-
tional undertaking, selecting it from among those that er-heroes in the Company have advantage on Intelli-
are listed as free, based on the callings or proficiencies gence checks related to the rumour.
of the Player-heroes.
A rumour can be a story about an individual, a place, or a
To sum things up, during an ordinary Fellowship Phase the coming event, pointing specifically to something that the
Company will choose a maximum of two undertakings, and Company can explore, prevent, or aspire to achieve. Other-
a number of undertakings equal to the number of Player-he- wise, a rumour can be something specific that the Player-hero
roes plus one during Yule. Players must always select different is inquiring about, and directly related to the current adven-
undertakings, unless they are marked as Yule activities — such turing circumstances of the Company.
endeavours can be chosen by any number of Player-heroes.
A Company including a Warden (if in a warded land), or a
Player-hero proficient in Investigation, can choose this activ-
ity as a free undertaking.
When they appeared they brought news from afar, and told strange
forgotten tales which were eagerly listened to…
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CHANGE ADVENTURING GEAR sort of assistance, possibly accepting a task requested by the
In addition to the various endeavours they may patron in return.
achieve, during each Fellowship Phase the play-
ers are free to buy and sell adventuring gear and The descriptions of the various personalities given on page
any weapons and armour that are available in the 210 give directions on how to handle their introduction as
location chosen as the destination. patrons in the game.
A Company including a Messenger, or a Player-hero pro-
ficient with calligrapher’s supplies, can choose this activity
as a free undertaking.
Elrond, as was his custom, sat in a great chair at the end of the
long table upon the dais…
HEAL SCARS (YULE)
Heroes feel the burden of the Shadow weigh heavily upon PONDER STORIED AND FIGURED MAPS
their shoulders long after their adventures are over. Their Middle-earth has changed since the time when lore-masters
minds remain bent on dark thoughts, and visions haunt them spent long hours drawing maps of every known corner of the
in their dreams, if not even during their waking hours. Only world. Today’s maps show mostly white spaces beyond the bor-
the passage of time can heal such wounds. ders of the realms of Men, Dwarves, and Elves. Yet, looking
at them is time well-spent for a travelling hero.
Choose this undertaking to focus on mending your A Player-hero choosing this undertaking studies every
spiritual injuries and remove 1 Shadow Scar (see page map and scroll of lore they can find, to learn as much as possi-
141). If you do so, you do not gain any bonus XP this ble about the perils the Company may face while on a journey.
year (see The Passage of the Years, page 111).
Until the next Fellowship Phase, Player-heroes in the
Player-heroes from different Cultures resort to different meth- Company have advantage on pathfinding checks.
ods to get rid of their scars. Dwarves often turn to the forge
to burn out their frustration, smiting the red iron on the A Company including a Player-hero proficient in Old Lore
anvil, Hobbits dedicate themselves to a beloved activity, like or with cartographer’s tools can choose this activity as a free
gardening, or painting, and Elves and Men generally create, undertaking.
play, or recite poems and songs.
“There are many maps in Elrond’s house, but I suppose you never
“Is it not a strange fate that we should suffer so much fear and doubt thought to look at them?”
for so small a thing?”
RAISE AN HEIR (YULE)
MEET PATRON Wise adventurers sooner or later realise that all they have done
After a few years of adventuring, the Company will probably in their lives can amount to nothing if they meet an untimely
count several of the Wise and the Great among their allies. end. To avoid squandering their legacy, they should spend
Some of these can be chosen as Patrons of the Company some money and time choosing and raising a worthy successor.
(see page 16).
Choose this undertaking to spend at least 50 sil-
Choose this undertaking to meet one of the Compa ver pennies for your heir’s training. The amount is
ny’s friends and allies when spending the Fellowship noted (or updated, if you have chosen this undertak-
Phase in a location where that individual can be found, ing before) on the character sheet. When your Play-
and if the patron is available for a meeting. In addition, er-hero perishes or retires, multiply that value by the
Player-heroes with a calling favoured by the patron Player-hero’s character level: your heir receives that
start the next Adventuring phase with inspiration. many experience points, up to half the Player-hero’s
current experience points (rounded up). The heir also
When this is the case, the Loremaster can work with the Play- receives up to three magical items of the Player-hero
er-hero to set up the encounter. The reasons to see a patron as their heirlooms.
vary based on the current circumstances of a campaign, but
generally revolve around the Player-hero asking for some
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If this is the first time that this undertaking has been chosen, Choose this undertaking to replace one of your dis-
the player must also choose a name for the designated heir, tinctive features with a new one, choosing a quality
writing it down on the character sheet (see Appendix). that you displayed in the narrated episode. Players
can choose a trait from the distinctive features of their
When Bilbo was ninety-nine he adopted Frodo as his heir, and culture’s (or another one’s) backgrounds, or even pro-
brought him to live at Bag End... pose a new one of their own creation.
RECOUNT A STORY (YULE) You can choose this undertaking to replace one of your
Adventures have a meaning for those who live them, but they tool proficiencies with another tool proficiency. The
can become cautionary tales for others. Player-heroes give a proficiency you replace must be one that isn’t bene-
personal account of an event they took part in, describing fiting from a feature, such as Expertise, that doubles
the episode to members of their own folk in a public place your proficiency bonus.
or event, or recording it in a book. Players are encouraged
to improvise a short narration. If you have the Expertise feature, you can choose this
undertaking to replace one of the proficiencies you
chose for the Expertise feature with one of your other
proficiencies that isn’t benefiting from Expertise.
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SINGING SONGS “...in this matter it would be well to trust rather to their friendship
During the Adventuring Phase, the Player-heroes than to great wisdom.”
may sing a song and rouse themselves to pursue
their goals with renewed strength of purpose. STUDY MAGICAL ITEMS
To do so, a Player-hero first chooses a song to When heroes come into possession of a strange ring, an
sing from among those on the Company’s song list. ancient jewel, or a rune-scored staff, they might not know
Then, as a bonus action, the Player-hero makes a much about the properties of such an item, especially if they
DC 15 Charisma (Performance) check. If the check are not immediately observable.
succeeds, the effect depends on the song chosen:
♦ Lay. All Player-heroes who can hear the song Choose this undertaking to learn all there is to be
during a council gain advantage on the first discovered about the qualities of all magical items in
ability check they make before the end of the the Company’s possession.
council.
♦ Song of Victory. All Player-heroes who can A Company including a Treasure Hunter, or a Player-hero
hear the song during combat gain advantage proficient in Old Lore, can choose this activity as a free
on the first attack roll they make before the undertaking.
end of their next turn.
♦ Walking-song. All Player-heroes who can “This is an heirloom of our house,’ said Éowyn. ‘It was made by the
hear the song at the end of a journey gain Dwarves, and came from the hoard of Scatha the Worm.”
advantage on their fatigue saving throw.
WRITE A SONG
Each song may be used once for each Adventur- All cultures of Middle-earth play and sing songs to remember
ing Phase. Mark a song off the list once it has been things that are fair and to celebrate life.
spent. A song must be marked off whether it has
been used successfully or not. Choose this undertaking to compose a song, choosing
whether it will be a Lay, a Song of Victory, or a Walk-
ingsong (no ability check is required).
Choose this undertaking to raise the Fellowship rating SONG OF VICTORY: Warriors sing stirring songs in combat,
by +1 until the next Fellowship Phase. to lift their spirit and renew their lust for battle.
A Company including a Captain, or a Player-hero proficient WALKING-SONG: Travellers trudging along the final hours of a
with brewer’s supplies or a gaming set, can choose this activ- long day of travelling may find it helpful to hum a merry song,
ity as a free undertaking. especially when they are drawing near to their destination.
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CHAPTER 1
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CHAPTER 7
THE LOREMASTER
It appeared that Gandalf had been to a great council
of white wizards, masters of lore and good magic…
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n the game world, a lore-master is an individual steeped This section of the volume is dedicated to defining the role
in the old lore of the many cultures of Middle-earth. In of the Loremaster, and offers advice on how to play this fun-
The Lord of the Rings Roleplaying, the player taking the damental role.
mantle of the Loremaster is the one assuming the task of
managing all the elements of the game that do not fall under If you are not taking the role of the Loremaster,
the authority of the players portraying the heroes. you do not need to read from this point onwards.
The most important task of a Loremaster is to act as the inter- The Loremaster should not think of framing a scene
face between the players and Middle-earth. Evoking the right as a complicated process — it is really simply about
mood is essential in order to give the players the feeling that selecting a location, setting the time of the day, and
they are taking part in the unfolding events composing the describing who is present, including any minor or
Twilight of the Third Age. major nonplayer characters (see page 124). Details are
It can seem a daunting prospect at first, but being the Lor- important, for example what the weather is like, but
emaster is an immensely satisfying role for a Tolkien enthu- they should not clutter a description — everything can
siast, a chance to experience the world of Middle-earth as its be expanded on later, once the players start exploring
own creator did — by orchestrating all the elements of the the scene, asking questions.
setting to produce new epic tales.
What is important is that the Loremaster doesn’t have to worry
the qualities
about telling a story, but only needs to provide the players
of a loremaster
with its basic ingredients. It is up to the players to pick them
up, and compose them into a full-blown narrative through
The Loremaster’s duties can be broken down into three roles: their choices and actions.
Director, Referee, and Narrator. To facilitate this process, when framing a scene the Lore-
master should consider including some immediate prompts
THE LOREMASTER AS DIRECTOR to action. Usually, such prompts take the form of visible or
When framing each scene of an Adventuring Phase, it is use- otherwise obvious hurdles obstructing their path. An obsta-
ful to think of the job of the Loremaster as being similar to cle can be some form of active, direct opposition (from an
that of a theatre or movie director — choosing and arranging adversary or a nonplayer character, for example) or the
the basic elements of the ‘stage’ that the characters will act result of ‘in-world’, natural circumstances or threats, like
on during the next session of play. bad weather conditions.
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F ellowship P hases
CONSISTENCY: The key to successfully ‘directing’ a game of semi improvisational narrative, with each new one building
The Lord of the Rings Roleplaying is being able to weave descrip- organically upon the consequences of the previous sessions.
tions that are always consistent, taking into consideration the This does not mean that the Loremaster should solely
lore and all the disparate elements that emerge from the improvise. In fact, each Adventuring Phase should feature
gameplay session after session — the goals and ambitions one or more overarching ‘schemes’, pivotal plot elements that
of the members of a Company, the places they visit, and the help the Loremaster to come up with new ideas to advance
people they meet. the narrative.
To achieve this, a good level of familiarity with the source In a way, Schemes are the objectives of the Company’s
material comes in extremely handy. Chapter 9 presents details enemies, managed by the Loremaster, to establish opposition
about the events, locations, and characters that compose the to the actions of the players (published material for The Lord
default setting for The Lord of the Rings Roleplaying. of the Rings Roleplaying presents Schemes as an integral part
of the premise and text).
THE LOREMASTER AS REFEREE
Roleplaying games combine game rules with a set of social ADAPTABILITY: A quick and rich imagination and the will-
and storytelling conventions. While these conventions place ingness to adapt are precious qualities in a Loremaster, as
roleplaying games outside the constraints of traditional board they make it easier to integrate the actions of the players
or card games (which are defined solely by their rules), the with the narrative.
correct application of the game mechanics depends on one The Loremaster should never forget that the Player-he-
essential element in order for them to work to their full roes are the protagonists of their story, and their choices
potential: the presence of an impartial moderator — the must always produce tangible effects within the game world.
Loremaster.
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adventuring in
middle-earth
“The brave things in the old tales and songs, Mr. Frodo: adventures, as I used to call them.
I used to think that they were things the wonderful folk of the stories went out and looked for,
because they wanted them, because they were exciting and life was a bit dull,
a kind of a sport, as you might say.”
This section presents a number of questions that can help the There are many ways to incorporate wider events into the
Loremaster to make the world of Middle-earth itself a main Player-heroes’ adventures. They could witness a great gather-
element in the adventures of the Player-heroes. ing, cross paths with groups involved in the timeline events
or discuss the goings-on with the people they encounter on
when?
their Journey. Every Adventuring Phase can benefit greatly
from making the Company’s exploits part of the chronol-
When is the Adventuring Phase taking place? Time is an ogy of Middle-earth, provided that the focus of the narration
important element to consider in The Lord of the Rings Role- remains firmly fixed on the Player-heroes’ own deeds.
playing, as whatever happens will become an episode in the
where?
Player-heroes’ lives. Moreover, important events involving
the Company will eventually find their rightful place in the
game’s Tale of Years, alongside the historical facts which make Where is the action taking place? There are two answers to this
up the Twilight of the Third Age. question — either a precise location is vital to the action, and
the Loremaster chooses a specific place from those described
CURRENT SEASON in this guide or in the source material (see also Landmarks,
The passing of the seasons is a powerful descriptive tool. on page 220), or the adventure requires nothing more than
Across the twelve months of the year, the Free Peoples respect a generic setting and any ruin, forest glade or river will do.
seasonal festivals and ceremonies, and the landscape of Mid- In either case, the Loremaster should consider a place
dle-earth changes drastically from summer to autumn, and that is either close to the current location of the Company,
from winter to spring, providing a backdrop to the deeds of or one that they can reach conveniently (using the Journey
the Player-heroes that is always different. rules). In the latter case, the trip itself gives the Loremaster
The Loremaster can add flavour to the game by simply the chance to set up a challenging situation for the Company.
keeping a calendar, and reflecting the changes as the seasons
pass. But seasons have a direct effect on the gameplay too — EXPLORING MIDDLE-EARTH
climbing a mountain in winter poses a more serious challenge Every so often, their adventures will bring the Company to
than doing so in spring, as trails disappear and wolves prowl one of the places described in Tolkien’s books. For many
the land in search of food. The mountains themselves appear players, this is what roleplaying in Middle-earth is all about.
to heed a more sinister call when their passes are thick with Having the Company enter the Hall of Fire in Rivendell for
snow, and the winds rage around their peaks (it is for good the first time, or seeing the White Tower of Elostirion on the
reason that a Company generally prefers to sit out the win- horizon, can turn an ordinary Adventuring Phase into a par-
ter months in the warmth and safety of a Fellowship Phase). ticularly meaningful experience.
When this happens, the Loremaster should allow the
CURRENT YEAR: There is nothing like taking into consider- Company to interact with the setting. What players remem-
ation the passage of time to make the players feel part of a ber of a place they have read about should be brought to life
living world — year after year, the intertwining of the Com- and incorporated into the narrative. One way to achieve this
pany’s deeds and the events related in the stories and their is to challenge them with some ability checks. For example, a
chronologies creates a campaign with depth and texture. Company crossing the Trollshaws in the east of Eriador who
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what?
Roleplaying, an epic level of gameplay is reached by playing
through many smaller events that reveal their greater signif-
What is going on? This question defines the heart of the icance only when woven together. In time, everything a Play-
Adventuring Phase, and summarises the information that a er-hero endures will be easily raised to a greater importance,
Loremaster presents to the players at the beginning of the especially when set against the game’s overarching motif —
first game session. the struggle against the Shadow.
Sometimes, this is summarised by a rumour that the Com- For example, simply picking a worthy opponent from
pany has gathered during the last Fellowship Phase (see page Chapter 8, or an interesting location from this chapter will pro-
112), but can otherwise be something tied to what happened vide the Loremaster and the Company with enough material
in a previous Adventuring Phase — travellers talk of a strange to keep the game going for multiple sessions.
luminescence they see while on the North Road; word of a
stolen treasure and the reward offered to recover it reaches PLOT TWISTS: Once in a while the Loremaster might decide
the inn at Bree; an important personality the Company was to complicate things by adding a twist or two to an otherwise
scheduled to meet is kidnapped or killed by an unknown straightforward Adventuring Phase. The Company will then
threat. Any situation pointing the Player-heroes in the right have to figure out how to ‘solve’ a situation, instead of simply
direction on their path to adventure is a good starting point. being asked to endure or overcome a series of difficulties.
Another way is to begin an Adventuring Phase with a In some cases, the Adventuring Phase might end without
direct challenge — something that provokes the Company providing a clear answer; this opens up an opportunity to
into action right from the start. There’s no need to plan investigate the matter further during the Fellowship Phase
a complete series of events, as the Company will provide which follows, or during a subsequent Adventuring Phase.
enough material for the Loremaster to improvise upon as
the game progresses.
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F ellowship P hases
PATRONS
why? During play, the Company may adopt an important person-
Why should the Player-heroes get involved in the current ality as their Patron. This provides an excellent source of story
events in the first place? Is there something that interests hooks and support, and is an easy way to make a familiar hero
them personally? This question directly addresses the reasons a recurring motif in the Company’s adventuring. However,
why the members of the Company choose to become adven- the Loremaster must make sure that a Patron is not simply
turers — heroes brave dangers that other individuals try to reduced to a gameplay asset; instead they should be worked
stay clear of, usually because they have a personal stake that into the narrative as an active element.
pushes them to do it. While the very concept of adventuring The Patrons section on page 210 contains several sugges-
provides a simple answer to the question, the Loremaster tions on how to introduce important characters as Patrons
should focus on those motivational ‘buttons’ which are far in the game.
more effective in capturing the players’ interest.
During the first few games, the callings and distinctive
features of the Player-heroes composing the Company can
provide enough material to build upon. Once each member
of the Company has a number of entries in their personal
Tale of Years it will become much easier to find personal KEEPING IT THEMATIC
reasons for them to get involved in an Adventuring Phase. A simple way to start out on the right foot with
As the game progresses, the players themselves will start to a The Lord of the Rings Roleplaying campaign is
explore their individual goals, and provide the Loremaster to pay tribute to the source material at the very
with personalised story hooks. beginning. This is a quick and easy way to establish
the right atmosphere, showing players that they
who?
really are in Middle-earth now.
To do so, the Loremaster can propose rumours
Tolkien has populated his stories with a multitude of memo- and story hooks that reference the stories directly
rable characters, and the Loremaster will need to do the same in a way that the players will easily recognise. For
for an adventure to be successful. Will one or more familiar example, they may choose a chapter title from
personalities feature in the story? Will the adventure intro- either The Hobbit or The Lord of the Rings, and
duce a new recurring character? The personalities that the be a little creative with it, always trying to weave
Loremaster controls are a fundamental element of any game, in a level of personal investment.
as much as any other feature of Middle-earth. Here are some examples:
The Shadow of the Past. The first meeting of
ROLE MODELS the Company is observed by, or has been organ-
The deeds of a familiar character can be a powerful inspi- ised by, their main Patron. Otherwise, an old letter
ration for a player looking for an example of what it means from a relative who disappeared a long time ago
to live in Middle-earth. Meeting their favourite hero helps involves the Company in a larger scheme of events.
players to integrate into the epic tapestry of the campaign, There and Back Again. The Company uncovers
adding as it does an additional layer of involvement in the a rumour about a long-lost place, item or treasure
events that the Company is witnessing. hoard that a renowned character from the stories
tried to reclaim a long time ago and failed.
SUPPORTING CAST Over Hill and Under Hill. The session starts
Nonplayer characters should be used sparingly and with care- with the Company already on a Journey, travelling
ful judgement. Players don’t like to see their Player-heroes to reach a place connected to one of the heroes.
play second fiddle to a powerful individual. To avoid this, A Knife in the Dark. A safe place, such as the
the Loremaster could try the opposite — have the famous inn where the Company meets, turns dangerous
character in need of the Player-heroes’ help, or even need as an agent of the Shadow attempts to murder one
rescuing outright (a twist that Tolkien himself often utilised). of the Player-heroes.
Riddles in the Dark. The Company encounters
a dark, ancient creature they heard about as a folk
tale in their homelands.
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CHAPTER 7
Nonplayer characters are the best tool a Loremaster has to Stats that are directly related to combat are only
create a believable setting for the players. The adventurers included if a character can be involved in an armed
interact briefly with a great many of them during each scene confrontation.
— they compose the army of ‘extras’ who populate a village
they enter, crowd the streets of a town, and frequent the inn The box below offers an example of an important nonplayer
the Company stops at to get some rest. Others serve a purpose character — Barnabas Butterbur, the innkeeper of The Pranc-
that goes beyond that of acting simply as a backdrop for the ing Pony!
deeds of the Player-heroes, and can be encountered more
than once. Finally, there are famous personalities, those char-
acters that are part of the history of Middle-earth as created
in the stories — individuals that the Player-heroes will have
the chance to meet in the course of their career.
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F ellowship P hases
treasure
... about him on all sides, stretching away across the unseen floors,
lay countless piles of precious things, gold wrought and unwrought, gems and jewels,
and silver red-stained in the ruddy light.’
Travelling across a land that has seen three Ages of the world, When the Player-heroes stumble upon a Hoard, the first thing
the adventurers are sooner or later bound to discover some that the Loremaster must do is make a roll to determine its
form of treasure, and possibly claim it for themselves. Whether worth in gold pieces.
it is the forgotten hoard of a dead Dragon, a pile of gold and
gems closely guarded by a Troll, or the loot accumulated by As shown on the Hoard table below, the value of a
generations of raiding Goblins, treasure provides the Company Hoard in gold pieces is determined by rolling a num-
with a focus for their adventuring, a means for the Player-heroes ber of dice based on the type of Hoard.
to raise their personal prosperity, and another way to bring to
light obscure tales from previous ages of Middle-earth. It is up to the members of the Company to divide the resulting
But there is more than just gold and precious stones to be value among themselves, splitting the Treasure rating as they
found in deserted caverns and dark dungeons under the earth — see fit, and recording their share on their character sheets.
in past ages of the world, Men, Elves, and Dwarves long laboured Generally, a Hoard’s value in gold pieces represents an
to craft marvellous things from metal and stone, and put into unspecified amount of silver, gold and gems — if the Lor-
their work all their lore, power, and subtle skill. These wondrous emaster wishes to be more specific, the rules for Precious
jewels, famous blades, and suits of armour were given to sons Objects presented below can be used to craft one or more
and daughters as gifts, hoarded as treasures by greedy kings, and unusual finds.
lusted after and even stolen by thieves and burglars. Finally, they
were lost, and passed out of the memory of the living. MAGICAL TREASURE ROLLS
Such remarkable things are not meant to remain lost for- Once everyone in the Company has received their share of
ever. Their original purpose may have been forgotten with the the treasure, it must be determined if anything possessing
passing of centuries, together with the name of their makers, exceptional qualities lies buried among the silver and gold.
but a day will come when a worthy blade will be found in a To do this, the players or the Loremaster roll a d20 a
barrow among swords of lesser lineage, ready to serve a new number of times (or many d20s together, if available), again
fate in the hands of a hero; or, if the treasure had been left based on the type of Hoard discovered:
to rot in the shadow for too long, to work a curse upon them
and draw them to a miserable end! Each result of 15 or higher corresponds to the discovery
of a magical piece of treasure. To find out exactly what
hoards
each piece is, consult the Magical Treasure table below.
Any treasure encountered by the Company when explor- In addition, when Player-heroes find a Hoard they may gain a
ing caverns, lairs, and old ruins qualifies as a Hoard. Not all number of Shadow points from Greed (see page 142) — the
Hoards that Player-heroes can discover are equal though — as result of a history of ill-gotten earnings, or years of possession
shown in the table below, they are ranked in three levels of by a wicked creature.
increasing rarity: lesser, greater, and marvellous, based on how
rich, old, or unspoilt they are. Roll a d6, checking the result on the appropriate col-
umn of the Magical Treasure Table in the next page.
On average, the Company should find a maximum The DC to resist is 10 for a lesser Hoard, 15 for a
of two Hoards during the same Adventuring Phase greater Hoard, and 20 for a marvellous Hoard.
— a lesser Hoard and a greater one; or, a single mar-
vellous Hoard. Once the number and nature of any Magical Treasure discov-
ered has been determined, the Player-heroes must agree on
who is going to keep each piece as their possession.
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HOARD TABLE:
HOARD RATING EXAMPLES TREASURE VALUE MAGICAL TREASURE ROLLS
lesser Solitary Troll’s loot, Goblin plunder, bandits’ hoard 4d8 (18) g Roll 1d20
marvellous Ancient hoard, Dwarven city’s treasure trove, 8d12 (52) g Roll 3d20
or Dragon-hoard
15-17 Marvellous Artefact An enchanted object graced by a blessing … on a 1-2 (gain 1d4 Shadow points)
18-19 Wondrous Item An enchanted object possessing two blessings …on a 1-3 (gain 1d3+1 Shadow points)
20 Famous Weapon or Armour A weapon or suit of armour of superior make …on a 1-3 (gain 1d4+1 Shadow points)
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F ellowship P hases
For example, a golden crown found among the ruins of an TABLE 1: FORM
ancient castle on the hills of Rhudaur may have more than 1 Jewel (single gem)
a simple monetary value if it is brought to someone able to
2 Brooch
recognise it as a relic from a familiar past — should a Play-
er-hero make a gift of, or otherwise offer, such an item to 3 Necklace
members of a folk whose tradition hearkens back to the time
4 Circlet or crown
when the item was crafted, they would receive more than its
intrinsic value in return. 5 Belt, chain, or armband
The tables presented below can be used to create an item
6 Ring
at the moment it is uncovered, or to design it carefully
2 Sapphire
3 Ruby
EXTRAORDINARY PRECIOUS
4 Amethyst (pink to purple)
OBJECTS FROM THE STORIES
The following Precious Objects are examples of valu- 5 Roll again: 1-2: Adamant (diamond); 3-4: ‘white gem’;
able items whose worth greatly surpasses their sim- 5-6: clear crystal
ple rating in gold pieces:
6 Roll again: 1-2: Emerald; 3-4: ‘green gem’;
♦ The Ring of Barahir — A ring made by the
5-6: green crystal
Noldor ages ago, it is an heirloom of the house
of the Chieftains of the Rangers of the North.
♦ The Necklace of Girion — A necklace crafted
for the Lord of Dale, made of five hundred TABLE 3: CRAFTSMANSHIP
emeralds “green as grass”. 1 Mannish, Westernesse
♦ The Arkenstone — A wonderful, multi-fac-
2 Elven, Eregion
eted great white gem, called the Heart of
the Mountain, a heirloom of the Kings of the 3 Dwarven, Khazad-dûm
House of Durin.
4 Dwarven, Erebor
“This is a thing of worth beyond your reckoning. For 5 Dwarven, Beleriand (Nogrod or Belegost)
its ancientry alone. It has no power, save the esteem
6 Elven, Beleriand
in which those hold it who love my house.”.
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A FATEFUL DISCOVERY
Marvellous Artefacts and Wondrous Items can
become a meaningful addition to a campaign
especially if their discovery is tied to some sig-
nificant event, or if their introduction is meant to
serve a particular purpose.
When the Loremaster is compiling the Trea-
sure Index, some time should be dedicated to con-
sidering the objective of an item, in the context
marvellous artefacts
of the campaign being played. Or, its goal might
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BLESSINGS TABLE
famous weapons
and armour
To determine which skill is affected by a blessing the Lore-
master rolls a d20 and consults the Blessings table. Roll twice
(rerolling identical results) if the object is a wondrous item Weapons of extraordinary craftsmanship are already dealt
bestowed with two blessings. with in the game using the rules for rewards. While those
In brackets are listed options to help the Loremaster in items could arguably be considered magical, their lineage
choosing the type of object discovered, whether it is a ring, a can hardly be compared with that of swords forged in Gon-
cloak, a belt, or something else. If the same item possesses two dolin for the Goblin-wars.
blessings, choose the type of object that seems more appro- When a Player-hero gains possession of such an extraor-
priate. To determine the craftsmanship of the find, you may dinary weapon, the Loremaster must consult the campaign’s
use the tables on page 127. Treasure Index — If the circumstances are appropriate, the
Loremaster may select an item from those added to the
BLESSINGS Index specifically for the Player-hero.
D20 SKILL (OBJECT)
DESIGNING FAMOUS WEAPONS
1 Acrobatics (boots, cloak, ring)
AND ARMOUR
2 Animal Handling (circlet, ring, staff) To design a magical sword or a wondrous coat of armour for
insertion into the Treasure Index, the Loremaster must fol-
3 Athletics (belt, boots, ring)
low a 5-step process, making a number of choices based on
4 Deception (amulet, circlet, ring) the current campaign and the composition of the Company:
1. Choose Item Type
5 Explore (boots, ring, staff)
2. Determine Craftsmanship
6 Hunting (boots, cloak, ring) 3. Select Banes (Elven or Númenórean weapons only)
4. Attribute Qualities
7 Insight (circlet, pipe, ring)
5. Name the item
8 Intimidation (cloak, horn, ring)
1. CHOOSE ITEM TYPE: The first thing to choose is the most
9 Investigation (amulet, circlet, ring)
important one: what piece of war gear is the object of the
10 Medicine (healer’s kit, herbalism kit, ring) design? Is it a weapon, or a piece of armour, like a mail
shirt, or a shield?
11 Nature (book, circlet, ring)
A Treasure Index must only include items that are
12 Old Lore (book, circlet, ring) designed explicitly for specific members of the Company;
13 Perception (amulet, circlet, ring)
there is no place for a wondrous shield that none of the
players will be interested in using.
14 Performance (musical instrument, pipe, ring)
15 Persuasion (amulet, circlet, ring) For example, the Loremaster is designing a famous weapon
meant for the Barding Warden of the Company. The warrior
16 Riddle (circlet, pipe, ring) uses a sword as his primary weapon. The Loremaster selects
17 Sleight of Hand (cloak, gloves, ring) a sword as the item type.
18 Stealth (boots, cloak, ring) 2. DETERMINE CRAFTSMANSHIP: Weapons and armour can
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F ellowship P hases
Elven Craftsmanship: The best enchanted weapons that Choose two types from the following: Orcs, Trolls,
may be found in forgotten hoards were made by Elven- Wolves, Evil Men, Undead.
wrights in Beleriand in the Elder Days, or in Eregion, for
the wars against Sauron. Items crafted by the Elven-smiths of Beleriand or Eregion
Glamdring and Orcrist are good examples, not to men- were generally created with only one type of enemy in mind.
tion Bilbo’s (and later Frodo’s) sword Sting.
Choose one type from: Orcs, Wolves, or Spiders.
The Elves forged many famous swords, daggers,
and enchanted spears. Other weapons or pieces of Particularly ancient and rare, some blades may have been
armour are not unknown, but more difficult to find. wrought for the bane of the Enemy itself, and as such may
be particularly dangerous to all his servants and minions.
Dwarven Craftsmanship: Many extraordinary swords, helms,
and suits of armour were wrought by Dwarves in their cit- 4. ATTRIBUTE QUALITIES: Player-heroes may improve
ies of Nogrod and Belegost, either for use by their most their war gear by upgrading their weapons of choice using
renowned chieftains and champions, or as gifts to the great- rewards. Similarly, Famous Weapons and Armour owe their
est lords amongst Elves and Men. qualities to rewards and enchanted rewards.
The works of Telchar, the smith of Nogrod, are partic- Upon creation, a number of qualities must be attributed
ularly renowned: the sword Narsil and the Helm of Hador to the magical item, choosing among the rewards listed
were among his chief creations. on page 78, and the enchanted rewards described in this
chapter, starting overleaf. The mix and number of qualities
The smiths of Nogrod and Belegost crafted especially attributed to an object determine how powerful it will be.
swords and axes, shields, helms, and suits of armour. ♦ Generally, a famous weapon or piece of armour
should feature a maximum of 3 qualities, and must
Númenórean Craftsmanship: The weaponsmiths among the include a minimum of one enchanted reward.
Men of Westernesse were taught by the Noldor in the making ♦ All qualities of an item can be recorded on the Magical
of swords, axe-blades, spearheads, and knives. They acquired Treasure Index in any order desired, keeping in mind
great skill, and put it to good use in forging many weapons that the qualities that are listed first are the ones that
using strange metals. the owner will discover soonest (see next page).
The barrow-blades Tom Bombadil gave to the Hob-
bits were weapons of this sort; swords forged by the 5. NAME THE ITEM: Precious Objects and Wondrous Artefacts
Númenóreans for their bitter wars against Carn Dûm in rarely possess proper names — They are usually named after
the Land of Angmar. their maker, or after their most famous owner (‘The Neck-
lace of Girion’, ‘The Arkenstone of Thrain’, ‘The Phial of
The Men of Westernesse excelled in the making of Galadriel’). On the contrary, Famous Weapons and Armour
many weapons, but rarely devoted themselves to the often have a name, or even more than one, if the item is
creation of suits of armour, recognising the greater known by different folks.
ability of Dwarf-smiths. All pieces of war gear included in a Treasure Index
should be given an appropriate name, along with a set of
3. SELECT BANES: Bane weapons describe instruments of historical notes. The name of an item can be revealed to
war that have been wrought to defeat a specific enemy. If its bearer who researches it or asks a Lore-master about
the magical item is of Elven or Númenórean craftsmanship, it (see the Meet Patron Fellowship Phase undertaking, on
then it may be attributed with one or more banes, as several page 113).
of the special virtues that may be attributed to it are effec- A player is, of course, free to name an item themselves
tive only against bane creatures (see Enchanted Rewards, much as Bilbo did with Sting — either because the object
on the next page). A bane weapon provides special benefits does not have a known name or the companion isn’t inter-
against one or more creature types. ested in discovering it. The notes about Named Weapons
Blades, spears, and arrow-heads forged in Númenor may on page 79 can provide useful suggestions.
have been wound about with spells for the bane of two crea-
ture types.
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CHAPTER 7
BANE WEAPONS level 4, so he can immediately activate the first quality in each of the
In addition to being possibly more effective two items: Luminescence (for Sting) and Mithril (for the mail shirt).
against the types of creatures they were crafted to Later in the Quest, Frodo reaches 5th level, therefore he can now
defeat, bane weapons are destructive to elements activate the second quality of both Sting and the Mithril mail-shirt.
connected to the creatures that are the object of
the bane, and would immediately be recognised ENCHANTED REWARDS
as such by them. All the qualities described below set the craftsmanship of an
For example, Orcs would not dare touch a item apart from any other. The extraordinary characteristics
blade forged for the bane of their kind, and a of the object may be the result of ancient spells or graven
sword created for the destruction of giant Spiders runes, or they may be due to the innate qualities of the materi-
would easily cut through the thickest of their webs. als used for its crafting, or a combination of all such elements.
Often, the magical power of the object makes the item
gleam with an unnatural light or appear as if burning with
an enchanted flame, but in other cases the magical quality is
more discreet, if noticeable at all. The Loremaster is encour-
HOW FAMOUS WEAPONS aged to embellish the description of each Famous Weapon
AND ARMOUR WORK or Armour with appropriately epic details (or leave them to
When a companion finds a Famous Weapon or Armour, the the owner of the object to devise).
item displays the following number of qualities based on the Each enchanted reward’s description includes any
current level of the Player-hero, in the order listed in the requirement that the enhanced object must satisfy for the
Loremaster’s Treasure Index — the remaining features are quality to be applied to it. Qualities indicating a specific crafts-
secret and considered to be ‘dormant’: manship (Elven, Dwarven, or Númenórean) exemplify the
♦ One quality for Player-heroes at levels 1-4 features of war gear created by weaponsmiths and armourers
♦ Two qualities for Player-heroes at levels 5-8 belonging to that culture.
♦ Three qualities for Player-heroes at level 9 or higher
Loremasters must keep in mind that they may apply a
Player-heroes at levels 1-4 already possessing a Famous maximum of 3 rewards (enchanted or ordinary) to a
Weapon or Armour get to discover the next qualities as they Famous Weapon or Armour, always including a min-
reach 5th and 9th level (always unlocking the new character- imum of 1 enchanted reward. All enchanted rewards
istic in the order listed on the Treasure Index). are unique, meaning that they can only be applied
once to the same item.
For example, before leaving Rivendell for the Quest of the Ring, Frodo
receives two precious heirlooms from Bilbo: the Elven short sword The Loremaster should note that the first six enchanted
Sting, and the Mithril mail-shirt that Thorin gave him. Frodo is rewards are enhanced versions of those described on page
78 — qualities sharing a common descriptor cannot be
attributed to the same item. (For example, a Grievous sword
cannot be given the Superior Grievous enchanted reward.)
Moreover, when designing an Elven or Númenórean weapon,
the Loremaster should be sure to bestow upon it at least one
enchanted reward that possesses the Bane requirement.
SEEKING A LORE-MASTER
Player-heroes who wish to know more about a
Famous Weapon or Armour may either use Rune-
craft if they have it (see page 65), or choose the
Study Magical Items undertaking during a Fellow-
ship Phase (see page 115). Once they have learned
all there is to know about the qualities of a Famous
Weapon or Armour, they can choose the order in
which the item’s qualities are activated, ignoring
how they have been listed on the Treasure Index.
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F ellowship P hases
You have a +1 bonus to AC while wearing this armour. This BITING DART
armour is half the normal weight, and if it normally imposes CRAFTSMANSHIP: Elven
disadvantage on fatigue saving throws, this version doesn’t. ITEM: Ranged weapon
SPECIAL: Bane
SUPERIOR FELL You gain a +1 bonus to attack and damage rolls made with
CRAFTSMANSHIP: Elven, Númenórean this magic weapon. If you hit a bane creature using this
ITEM: Any weapon weapon, it also has disadvantage on attack rolls until the end
SPECIAL: Bane (if Númenórean) of your next turn.
SUPERIOR GRIEVOUS
CRAFTSMANSHIP: Dwarven, Númenórean FLAME OF HOPE
ITEM: Any weapon CRAFTSMANSHIP: Dwarven
SPECIAL: Bane (if Númenórean) ITEM: Melee weapon
You gain a +1 bonus to attack and damage rolls made with You gain a +1 bonus to attack and damage rolls made with this
this magic weapon. The bonus to damage rolls increases to magic weapon. While you hold this weapon drawn, it creates
+2 if it is of Dwarven craftsmanship, or to +3 against bane an aura in a 10-foot radius around you. You and all creatures
creatures (if Númenórean). friendly to you in the aura have advantage on Intelligence,
Wisdom, and Charisma saving throws.
SUPERIOR KEEN
CRAFTSMANSHIP: Dwarven, Elven
ITEM: Any weapon
SPECIAL: Bane (if Elven)
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When you hit a bane creature with this magic weapon, you MITHRIL ARMOUR
can roll one additional weapon damage die, or two additional CRAFTSMANSHIP: Dwarven
dice if it is of Elven craftsmanship. ITEM: Mail-shirt
You gain a +1 bonus to attack and damage rolls made with this
magic weapon. As a bonus action, you can cause the weapon RUNE-SCORED ARMOUR
emit dim light in a radius equal to its reach until the start of CRAFTSMANSHIP: Dwarven
your next turn. The light is sunlight. While the weapon gleams, ITEM: Armour
it also deals radiant damage instead of its normal type.
You gain a +1 bonus to AC and saving throws while you wear
this armour.
HAMMERING
CRAFTSMANSHIP: any
ITEM: Melee weapon RUNE-SCORED SHIELD
CRAFTSMANSHIP: Dwarven
You gain a +1 bonus to attack and damage rolls made with ITEM: Shield
this magic weapon. In addition, when you hit a creature with
it, the creature must succeed on a Strength saving throw While holding this shield, you gain a +1 bonus to AC (in addi-
(DC 8 + your proficiency bonus + your Strength modifier) tion to the shield’s normal bonus to AC) and saving throws.
or fall prone.
RUNE-SCORED WEAPON
HOLLOW STEEL CRAFTSMANSHIP: Dwarven
CRAFTSMANSHIP: Númenórean ITEM: Melee weapon
ITEM: Ranged weapon
SPECIAL: no Bane required You gain a +1 bonus to attack and damage rolls made with
this magic weapon. While the weapon is on your person, you
You can make one ranged attack with this magic weapon as also gain a +1 bonus to saving throws.
a bonus action on each of your turns.
STRAIGHT FLIGHT
LUMINESCENCE CRAFTSMANSHIP: Any
CRAFTSMANSHIP: Elven ITEM: Ranged weapon
ITEM: Melee weapon
SPECIAL: Bane You gain a +1 bonus to attack and damage rolls made with
this magic weapon. When you make a ranged attack roll with
You gain a +1 bonus to attack and damage rolls made with this magic weapon, your target gains no benefit from cover,
this magic weapon. The weapon glows with a pale, cold light other than total cover, and you suffer no disadvantage due
when a bane creature is within 500 feet of it, shedding dim to long range.
light in a radius equal to its reach. While the weapon is
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F ellowship P hases
cursed items
Items that have been buried in darkness for centuries repre-
sent a potential threat to adventurers and their lust for power.
Sometimes, a treasure has been left to rot long enough for the CURSED PRECIOUS OBJECTS
Shadow to have wound about it an even darker fate. Generally, only Magical Treasure can be cursed,
but if the Loremaster wishes, it is of course possi-
If a Player-hero uncovered a piece of Magical Trea- ble to lay a curse upon a heap of gold or a chest of
sure, be it a Marvellous Artefact, a Wondrous Item, precious gems, but usually that type of treasure
or a Famous Weapon or Armour, the Loremaster may just has an ill feeling about it and a character may
additionally take the chance to introduce a curse. struggle to sell it. To make things slightly darker,
a cursed Precious Object might be denied any
A cursed item does not differ from an unmarred one in its virtues. sentimental value (see page 127).
The Loremaster simply proceeds to design the curse that is laid
upon it, either by choosing a curse designed previously for the
campaign, or by creating one on the spot using the rules below.
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HOW TO DESIGN A CURSE casting of an ancient spell lost to the ages or by the slaying
A curse bestows an item with an additional feature, similar to of a particularly dangerous creature.
a blessing or a reward, except that it has a detrimental effect Note that a cursed item is not an evil artefact, or a device
rather than a positive one. The Loremaster may consult the created by the Enemy or meant to condemn a companion to
list of sample curses found below to select the most appro- a life of misery. It is a wonderful object bearing a lasting trace
priate one, or to use them as inspiration to design new ones. of darkness. While it may make a hero’s life more dangerous
A curse may not be initially apparent, but instead be acti- for a while, the introduction of a cursed item is primarily
vated by a specific circumstance. Examples of circumstances meant to make the game more exciting!
that might trigger a curse include: leaving the area where Once a curse has been removed, the item reverts to being
the cursed item was found; exposing the object to the light a regular magical item.
of the moon; at the first shedding of blood; in the presence Here follow a number of examples.
of a specific type of creature; upon entering a dark land.
When creating a cursed item, the Loremaster must also CURSE OF WEAKNESS: The cursed Player-hero displays the
secretly decide how its curse can be lifted. This should be no worst flaw connected to their own Shadow Path.
small task and should definitely form the focus of an Adven- ♦ Cowardly (Wandering-madness). When the curse takes
turing Phase in its own right. For example, a curse might only hold of the bearer, all they can think of is turning tail
be lifted at the place of the item’s forging, or by the light of and fleeing into the night.
the same moon by which it was made. It might require the
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F ellowship P hases
♦ Fearful (Path of Despair). The curse undermines the decide upon a specific enemy to be the owner of the item,
spirit of the bearer, casting a shadow of fear and doubt possibly choosing a recurring villain in the campaign. When
over every action and decision. in the presence of its owner, the item becomes useless: its
♦ Murderous (Curse of Vengeance). A terrible thirst for special features turn out to be completely ineffective.
blood and malevolence lies within the item, provoking
the bearer to dark thoughts of violence and murder. SHADOW TAINT: The item bears a greater shadow-stain upon
♦ Thieving (Dragon-sickness). The item glitters with a sickly it than most cursed items. As long as the hero carries the item,
light that causes the bearer to desire more and more. their Shadow score is augmented: by 1 point for an artefact
♦ Tyrannical (Lure of Power). The item foments a sense of with one blessing, 2 for one with two blessings; in the case of
overconfidence and arrogance within the bearer, caus- a Famous Weapon or Armour, the Shadow increase is equal
ing them to belittle and undermine their companions. to 1 + the number of enchanted rewards on the item. This
♦ Traitorous (Lure of Secrets). The item fosters thoughts Shadow increase cannot be removed or healed, and will raise
of paranoia and discord within the mind of its bearer, the hero’s Shadow score until the curse is lifted.
causing them to mistake their friends for foes.
WEAKENING: The item’s curse worms away at its bearer, bring-
Note that this flaw is considered temporary, and does not ing with it a terrible weakness. The Loremaster chooses an
count for the purposes of succumbing to the Shadow. ability score. The bearer sees that ability score reduced by 2
points until the curse is lifted.
DARKEN: When the item is revealed (a sword is unsheathed,
a glove is removed to reveal a ring and so on) all shadows
in the area seem to deepen, and all sources of light seem to
grow weak: bright light in a 30-foot radius becomes dim light,
and dim light becomes complete darkness. DISCOVERING THE ONE RING
Bilbo’s discovery of the One Ring in Gollum’s
HUNTED: The presence of the item does not go unnoticed, cave is a shining example of predestination, as
and one type of enemy (Orcs, Evil Men, the Enemy) per- discussed on page 128. Bilbo was meant to find
ceive it when they come near it. In addition, journey events the Ring, and then to pass it over to Frodo. Per-
experienced by a travelling Company may be made to revolve haps the Loremaster of Bilbo’s campaign was plan-
around this hunt. ning very far ahead indeed — maybe even not
realising at the time quite what they had created
ILL-LUCK: Bad luck dogs the bearer at every turn, their vic- — the goal might have been merely to give the
tories turned to defeats by simple — but persistent — mis- Burglar a Marvellous Artefact bestowed with a
fortune. When the bearer rolls a 20 on an attack roll, ability blessing of Stealth.
check, or saving throw, they must reroll the die and use the
new roll. But how can the Ruling Ring of Sauron be created
under the Magical Treasure rules? The short answer
ILL-OMEN: The bearer’s arrival is preceded by dark warnings is that it cannot: it is the greatest magical artefact
and fell omens, filling the hearts of former allies with dread ever created in the history of Middle-earth after all.
and fear. This increases the DC of all ability checks made by But let’s indulge a little bit more… The Ring would
the bearer during a council by +5. probably have a blessing of Stealth for its capability
to make its wearer invisible, but eventually reveal
MALICE: The object does not love its bearer, and will try to later to bestow another blessing on the skill that
cause them harm, or otherwise trouble them. The bearer has better defines its wearer’s ambitions and desires:
disadvantage on all saving throws. Intimidation for a mighty warrior, Persuasion for a
leader of Men, Old Lore for someone who desires
OWNED: The item is owned or was created by another crea- to learn ancient secrets, Insight for those who seek
ture, much as the Ring was owned by Sauron. The item may to know the hearts of others… But what about its
have found its way into the hands of the Player-hero so it curses? Well, let’s not even get started...
might eventually return to its master. The Loremaster should
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CHAPTER 1
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CHAPTER 8
THE SHADOW
“And that is another reason why the Ring should be
destroyed: as long as it is in the world it will be a danger
even to the Wise. For nothing is evil in the beginning.”
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CHAPTER 8
he Middle-earth has been under attack by the steadfast opposition. Countless battles have been won or lost
forces of darkness since its creation. Across each by alliances of the folk of Middle-earth. Though the Shadow
age, the world has been threatened by the designs has never failed to return in a new shape, even after the most
of a Dark Lord, a powerful Enemy relentless in resounding defeats, neither has hope ever fully deserted the
the desire to dominate all. Sauron the Great, hearts of those who fight against it.
an evil spirit of immense power, might already be far closer But the Shadow does not rely solely upon instruments of
to victory than any dare dread. The presence of the Enemy war and the devious deeds of its servants to breed fear and
weighs upon the hearts of most inhabitants of Middle-earth, doubt. The temptations that dwell even in the hearts of the
with the exception of a fortunate few living in the havens of brave have ever been its ally — valiant warriors, adventurers,
the northwest. Multitudes living to the east and south worship and kings can all stray from their path willingly, given the
him already as the only god they have ever known. right circumstances. No matter how pure they believe their
The Free Peoples are among those few who have cher- motives to be, or how just the ends, giving in to their dark-
ished a glimmer of hope: the knowledge that, as powerful as est desires will eventually lead them to exert their power for
he appears to be, Sauron can be resisted and even defeated by personal gain or the domination of others.
shadow points
To his distress and amazement he found that he was no longer looking at Bilbo; a
shadow seemed to have fallen between them, and through it he found himself eyeing
a little wrinkled creature with a hungry face and bony groping hands.
Challenging an almost all-powerful Enemy and facing its Shadow points are kept track of by marking them in the appro-
terrible minions is bound to instil a sense of fear and doubt priate box on the character sheet. Heroes cannot accumu-
in the Player-heroes, a sentiment that in time comes to weigh late Shadow in excess of their maximum Wisdom score (any
heavily on their hearts and minds. additional points gained do not raise a hero’s Shadow score).
In the game, this burden is represented by the accumula-
saving throws
tion of Shadow points, and by the sources that force their gain.
In the course of play, the Player-heroes see their Shadow against shadow
score ebb and flow, as they gain points during the A number of sources of Shadow allow players to make a sav-
Adventuring Phase as a consequence of their actions, ing throw to cancel, or at least reduce, the amount of points
and then they possibly lose them by making a saving gained. These saving throws use either Intelligence, Wisdom,
throw, by strengthening their resolve (see Harden Will), or Charisma, depending on the specific source of Shadow
or by mending their spiritual hurt during a Fellowship (see Sources of Shadow on the next page).
Phase (see Spiritual Recovery, page 111).
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F ellowship P hases
When a saving throw against Shadow is successful, the In game terms, Player-heroes whose accumulated
hero reduces the number of Shadow points gained Shadow does not yet match their Wisdom score may
by 1 point. If the saving throw succeeds by 5 or more, choose to remove all their current Shadow, replacing
the Player-hero reduces the number of Shadow points it with a single Shadow Scar.
gained by 2 points.
A Shadow Scar is a ‘permanent’ Shadow point that can be
The sources of Shadow that can be resisted with a saving removed only during a Yule Fellowship Phase, by choosing
throw (Dread, Greed, and Sorcery) are described later in the Heal Scars undertaking (see page 113), but is otherwise
this chapter. considered as a normal Shadow point for all purposes.
SHADOW CONDITIONS Sam’s plain hobbit-face grew stern, almost grim, as the will hardened
The Lord of the Rings Roleplaying introduces two new conditions in him, and he felt through all his limbs a thrill, as if he was turning
to describe the effects of Shadow on Player-heroes: miserable into some creature of stone and steel that neither despair nor weariness
and anguished. Both conditions are triggered as a character nor endless barren miles could subdue.
accumulates Shadow points.
sources of shadow
If a Player-hero’s Shadow score matches or exceeds half
their Wisdom score (rounded up), they become miserable.
Adventurers gain Shadow in many ways. When their determina-
A miserable character decreases the Fellowship rat- tion is shaken by witnessing distressing events or facing terrible
ing of the Company by 1. In addition, if a miserable foes, then the source of Shadow points is Dread; if they are com-
character’s d20 roll is a 1 or 2, the roll is a failure mitting despicable actions, they are tainting their conscience
regardless of the DC for any ability check, attack roll, with Misdeeds; if they take possession of precious or powerful
or saving throw. objects, they may be tempted by Greed; finally, if they fall vic-
tim to dark magics they have to resist the effects of Sorcery.
Player-heroes whose Shadow score reaches the full value of
their Wisdom score become anguished instead. DREAD
Terror is a spear in the hand of the Enemy. Adventurers gain
An anguished character is miserable, and has disad- Shadow points whenever they witness something capable of
vantage on all ability checks, attack rolls, and saving striking fear or sowing doubts into their hearts, be it facing a
throws. There is only one way to recover from such horrible creature out of the darkest pits of Mordor, entering
depths of desperation — the Player-hero must expe- a place where shadows are made thicker by an ancient curse,
rience a bout of madness. or experiencing directly the terrible power of the Enemy.
The extent of the Shadow gain depends on the source
A bout of madness is a violent outburst, a dangerous crisis of Dread — the table in the next page provides a number of
that frees a Player-hero from the burden of the Shadow, but examples to help the Loremaster adjudicate (other sources,
that may have serious, long-term consequences (see Mad- like the terror caused by a creature or a dark spell, are dis-
ness, on page 143). cussed in detail in the Adversaries section, on page 146).
harden will
Adventurers may resist the effects of Dread with a
Charisma saving throw.
Adventurers who are struggling under the burden of the
Shadow may tap into their innermost reserves of spiritual energy But the king sat upon Snowmane, motionless, gazing upon the agony
to harden their determination, before it’s too late. For some, this of Minas Tirith, as if stricken suddenly by anguish, or by dread. He
effort takes the form of a demonstration of desperate strength; seemed to shrink down, cowed by age.
others enjoy a moment of clarity in their darkest moment, when
all seems lost, and suddenly all doubts are cast away:
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CHAPTER 8
SOURCES OF DREAD:
SOURCE EXAMPLE SHADOW POINTS GAINED
Natural but unexpected tragic event, Serious or mortal accident, death in the family, natural 1
or very grievous occurrence. catastrophe
Experiencing directly the power of the Seeing the mustering of a Shadow army, seeing the 4
Enemy. Eye in a Palantír
MISDEEDS “You can say that I was too strong and took it by force. For I am too
Companions often confront challenges that are so demanding strong for you, halfling,” he cried; and suddenly he sprang over the
that they might be tempted to adopt extreme measures, espe- stone and leaped at Frodo.”
cially if they aim to achieve a noble goal. When this happens,
MISDEEDS:
ACTION SHADOW POINTS GAINED
Murder; willingly taking actions in the service of the Enemy 4 plus 1 Shadow Scar
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madness
A bout of madness must take place during the current Adven-
turing Phase (player-heroes ending the Adventuring Phase
As seen on page 141, Player-heroes whose Shadow score with a Shadow score matching their Wisdom score can be
reaches the full value of their Wisdom score become considered to have left the Company and are retired from
anguished. Once they reach this point, they can get rid of the game).
Shadow only in one way — by playing out a bout of madness,
a violent reaction marking a significant step in their down- “What have I done? Frodo, Frodo!” he called. “Come back! A madness
ward course towards degeneration. took me, but it has passed. Come back!”
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The next time that their Shadow score reaches their The details about the fate of a Player-hero who descends a
Wisdom score they do not become anguished but are Shadow Path to its bottom are up to the Loremaster and
taken out of play instead. the player controlling the fallen character. They should work
together to find a way to incorporate the hero’s destiny into
the ongoing game.
SHADOW PATHS:
BOUT CURSE DRAGON- LURE LURE PATH WANDERING-
OF MADNESS OF VENGEANCE SICKNESS OF POWER OF SECRETS OF DESPAIR MADNESS
using fl aws The following sections describe the various flaws that Play-
Every time heroes develop a flaw they are renouncing their er-heroes may develop as a result of their degeneration,
higher ambitions and embracing simpler, more primitive grouped by Shadow Path. The Loremaster can use the defini-
emotions. They are trading respect for arrogance, love for tions listed here to determine the effects of a bout of madness,
lust, trust for suspicion.
The Loremaster should take into account the effects of
a flaw whenever the performance of a Player-hero can be
made worse by it.
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F ellowship P hases
and the players may use them to keep in mind how a flaw OVERCONFIDENT: Overconfidence denotes overweening
should affect the behaviour of a Player-hero. pride, a sentiment that blinds you to your own limits and
weaknesses. You endeavour to do anything you set your mind
CURSE OF VENGEANCE upon, regardless of the consequences that might befall others.
SPITEFUL: You often repay real or imagined wrongs with
vicious rudeness. Depending on the provocation, you may TYRANNICAL: You escalate your actions and desires to the
simply be very impolite, or downright insulting. level of a just cause. Your disregard for the lives of others is
so profound that you go to any lengths to achieve your ends,
BRUTAL: You react violently to provocations and show little regardless of the cost or methods employed to accomplish
restraint under most circumstances. them. Any dissenting opinion is considered as utter betrayal.
CRUEL: You don’t care if your actions cause pain and suffer- “It is by our own folly that the Enemy will defeat us,” cried Boromir.
ing to others, and are needlessly savage with your enemies. “How it angers me! Fool! Obstinate fool! Running wilfully to death
and ruining our cause.”
MURDEROUS: You become murderous when you start to con-
sider killing as a perfectly natural way to achieve a goal or LURE OF SECRETS
simply to make things go your way. HAUGHTY: You don’t easily recognise the wisdom found in
the words and actions of others, and tend to turn aside all
“I wish I had Gandalf here! Curse him for his choice of you! … As for advice and offers of help.
you, I will throw you to the rocks!” he cried and lifted Bilbo in his arms.
SCORNFUL: You treat the propositions of others with disdain,
DRAGON-SICKNESS making use of every opportunity to mock them for their pre-
GRASPING: If you become grasping, you seek to accumulate sumed inadequacy.
gold and precious items above all else, just for the sake of
possessing them. SCHEMING: You keep your thoughts and intentions to yourself
at all times, never giving advice and heeding only your own
MISTRUSTFUL: When your prized possessions start to weigh judgement. You might sometimes agree with the propositions
you down and become a treasure to be guarded, even the of others, but only to be free to follow your own choices later.
good advice of friends appears to mask dubious intentions.
TRAITOROUS: When you become traitorous you cannot be
DECEITFUL: You feel no shame in misleading others with lies trusted to keep your word. You are ready to betray your own
and stratagems, as long as your machinations further your friends and allies, if it would turn to your advantage.
ends and corrupted needs.
“The roots of those mountains must be roots indeed; there must be great
THIEVING: You have discovered that anything you desire can secrets buried there which have not been discovered since the beginning.”
be yours — you just have to take it. You have earned the right
to take all you want when you sacrificed the love of your peers PATH OF DESPAIR
and your own self-respect. TROUBLED: You feel a sense of disquiet that makes it hard
for you to read a situation clearly and offer counsel to others.
…he fell under the Dragon-sickness, and took most of the gold and fled
with it, and died of starvation in the Waste, deserted by his companions. WAVERING: Caution can be the enemy of action, and when
you become wavering you cannot set your mind upon a
LURE OF POWER choice quickly and effectively. You vacillate between the var-
RESENTFUL: You risk becoming bitter and angry with the ious options you see before you.
people you ought to lead. You often feel that you risk your
life for individuals that fail to see the wisdom of your words. GUILT-RIDDEN: The curse of those who defend others is to
feel remorse when their actions go amiss, pushing you to
ARROGANT: You don’t miss an opportunity to underline your refuse any daring course of action.
own importance, often belittling your peers and companions.
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FEARFUL: When you become fearful you are so beset by wor- FORGETFUL: Being forgetful indicates that you are often day-
ries and concerns that you cannot force yourself to risk doing dreaming and absent-minded, and find it difficult to remem-
anything that will potentially endanger yourself and those ber even important things.
you care for.
UNCARING: When you become uncaring you lose touch with
“Now the Company is all in ruin. It is I that have failed. Vain was the world outside of yourself. You cannot bring yourself to
Gandalf’s trust in me. What shall I do now?” feel compassion, and quickly lose interest in matters that do
not concern you directly.
WANDERING-MADNESS
IDLE: It takes a lot to stir idle adventurers into action. You are COWARDLY: You care only for your own safety under any cir-
easily distracted, and must be cajoled to fully participate in cumstances, and will go to any lengths to save yourself when
endeavours. a threat arises.
adversaries
For the folk of Arnor dwindled, and their foes devoured them...
Not all the servants of the Enemy are Orcs, Trolls or Wraiths. This chapter presents a selection of adversaries, from the
Among the foes of those who choose to oppose the Shadow are various cunning and evil creatures of Middle-earth, to mis-
many who cannot be distinguished easily from their friends, if guided individuals that end up opposing the deeds of the
at all. And in times of doubt, a deadly threat may come from Player-heroes.
otherwise steadfast allies, turned into ruthless adversaries by
simple misunderstanding, or, worse, by treachery or betrayal.
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evil men
hostile southerners
Cruel individuals like brigands, marauders and slavers prowl-
ing the Lone-lands of Middle-earth fall within this category.
Their malicious will notwithstanding, Evil Men are not ser- The people of Bree call ‘Southerner’ every foreigner coming
vitors of Sauron, and they can end up opposing the Play- up the Greenway. The vast majority are simply moving away
er-heroes for reasons not dependent on an allegiance with from some trouble, looking for lands where they can find
the Dark Lord. some peace. Others are not so well-meaning…
“If room isn’t found for them, they’ll find it for themselves. They’ve
a right to live, same as other folk...”
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F ellowship P hases
ACTIONS
Southerner Raider
MULTIATTACK. The Southerner Champion makes two me-
Medium humanoid (Evil Man) lee attacks, or one melee attack and one ranged attack.
BATTLE AXE. Melee Weapon Attack: +5 to hit, reach 5
STR DEX CON INT WIS CHA
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
14 (+2) 11 (+0) 12 (+1) 9 (-1) 11 (+0) 9 (-1)
(1d10 + 3) slashing damage if used with two hands to
ARMOUR CLASS 14 (hide armour, shield) make a melee attack.
HIT POINTS 16 (3d8 + 3) SPEAR. Melee or Ranged Weapon Attack: +5 to hit,
SPEED 30 ft. reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3)
SKILLS Intimidation +1 piercing damage, or 7 (1d8 + 3) piercing damage if used
with two hands to make a melee attack.
SENSES passive Perception 10
LANGUAGES Dunlendish, Westron A Southerner Champion may be a chieftain from Dunland,
CHALLENGE 1/4 (50 XP, proficiency bonus +2) a bandit lord capable of uniting a number of fractious war-
RECKLESS HATE. At the start of its turn, the Southerner riors into a small army, or just a particularly vicious brigand.
Raider can gain advantage on all melee weapon attack
ruffians
rolls during that turn, but attack rolls against it have ad-
vantage until the start of its next turn.
Local robbers, cut-throats, brigands and other assorted crim-
ACTIONS
inals fall within this category of potential adversaries. Such
AXE. Melee Weapon Attack: +4 to hit, reach 5 ft., one foes can be encountered on the lonely roads of Eriador, but
target. Hit: 5 (1d6 + 2) slashing damage, or 6 (1d8 + 2)
they are met as likely in a dark alley in Bree.
slashing damage if used with two hands to make a me-
lee attack.
“Where d’you think you’re going?” said one, the largest and most
SPEAR. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + evil-looking of the crew.
2) piercing damage, or 6 (1d8 + 2) piercing damage if
used with two hands to make a melee attack.
Footpad
When a particularly harsh winter has passed, Men from the Medium humanoid (Evil Man)
South may assemble war parties and look for some isolated
homestead to plunder, before retreating just as quickly back STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
into the mists where they came from.
ARMOUR CLASS 11 (leather shirt)
HIT POINTS 11 (2d8 + 2)
Southerner Champion SPEED 30 ft.
Medium humanoid (Evil Man) SENSES passive Perception 10
LANGUAGES Westron
STR DEX CON INT WIS CHA CHALLENGE 1/8 (25 XP, proficiency bonus +2)
16 (+3) 13 (+1) 14 (+2) 9 (-1) 11 (+0) 13 (+1)
GANG TACTICS. The Footpad has advantage on an
ARMOUR CLASS 17 (scale armour, shield) attack roll against a creature if at least one of the
HIT POINTS 58 (9d8 + 18) Footpad’s allies is within 5 feet of the creature and the
SPEED 30 ft. ally isn’t incapacitated.
SKILLS Intimidation +3 ACTIONS
SENSES passive Perception 10
GREAT CLUB. Melee Weapon Attack: +3 to hit, reach 5
LANGUAGES Dunlendish, Westron
ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.
CHALLENGE 2 (450 XP, proficiency bonus +2)
DAGGER. Melee or Ranged Weapon Attack: +3 to hit,
RECKLESS HATE. At the start of its turn, the Southerner reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1)
Champion can gain advantage on all melee weapon at- piercing damage.
tack rolls during that turn, but attack rolls against it have
advantage until the start of its next turn. A cowardly bandit, ready to rob a defenceless victim, but capa-
ble of ambushing a lonely companion with the help of others.
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orcs
Bred by the first Dark Power in the early years of the world SKILLS Insight +3, Intimidation +5
to serve him in many wars, Orcs are once again multiplying. SENSES darkvision 120 ft., passive Perception 11
They are strong and agile creatures, quick and robust, and LANGUAGES Orkish, Westron
ready to learn or devise new methods or instruments of tor- CHALLENGE 4 (1,100 XP, proficiency bonus +2)
ment. Their appearance and size differs from tribe to tribe, AGGRESSIVE. As a bonus action, the Great Orc Chief
but many prominent features are common to all Orcs, such as can move up to its speed toward a hostile creature that
short legs, broad, squinting eyes, wide mouths and long fangs. it can see.
Their malicious spirit is full of hatred for all living things, HORRIBLE STRENGTH. A melee weapon deals one ex-
including their own kind, and when left to their own devices, tra die of its damage when the Great Orc Chief hits with
it (included in the attack).
Orcs often end up quarrelling fiercely over futile questions.
SUNLIGHT SENSITIVITY. While in sunlight, the Great
But when they face their enemies they are quick to set their
Orc Chief has disadvantage on attack rolls, as well as on
disagreements aside.
Wisdom (Perception) checks that rely on sight.
Some Orcs direct their spite towards some specific folk.
To reflect this, the Loremaster may add to an Orc adversary ACTIONS
the Hatred special trait. MULTIATTACK. The Great Orc Chief makes two melee
♦ Hatred (subject) (Recharges after a Short or Long attacks, or one melee attack and one ranged attack.
Rest). As a bonus action, the creature can gain advan- HEAVY SCIMITAR. Melee Weapon Attack: +6 to hit,
tage on attack rolls against the subject of its hatred reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing dam-
until the start of its next turn. age, or 15 (2d10 + 4) slashing damage if used with two
hands to make a melee attack.
SPEAR. Melee or Ranged Weapon Attack: +6 to hit,
For example, the Orcs and Goblins of Goblin-town hate
reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4)
Dwarves, and will attack a Company that includes Dwarves
piercing damage, or 13 (2d8 + 4) piercing damage if
with blind fury. The Orcs of Mount Gram fiercely hate all used with two hands to make a melee attack.
Hobbits instead, and will relentlessly attack a Company includ- SHIELD BASH. Melee Weapon Attack: +6 to hit, reach 5
ing any. ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage.
If the target is Medium or smaller, it must succeed on a
great orcs
DC 15 Strength saving throw or be knocked prone.
YELL OF TRIUMPH (Recharges after a Long Rest). Each
A powerful breed of Orc, Great Orcs are said to descend from creature of the Great Orc Chief’s choice that is within 30
servant spirits that once took an Orcish shape to serve the feet of it and can hear it gain advantage on attack rolls
and saving throws until the start of the Great Orc Chief’s
Dark Power’s purposes. King Golfimbul, the Great Goblin,
next turn. The Great Orc Chief can then make one attack
Azog and his son Bolg were Great Orcs.
as a bonus action.
...he was a great Orc with a huge iron-clad head, and yet agile REACTIONS
and strong. PARRY. The Great Orc Chief adds 2 to its AC against one
melee attack that would hit it. To do so, the Great Orc Chief
must see the attacker and be wielding a melee weapon.
Great Orc Chief REDIRECT ATTACK. When a creature the Great Orc Chief
Medium humanoid (Orc) can see hits it with an attack, the Great Orc Chief chooses
another Orc within 5 feet of it. The two Orcs swap places,
STR DEX CON INT WIS CHA and the chosen Orc becomes the target instead.
18 (+4) 12 (+1) 18 (+4) 10 (+0) 12 (+1) 16 (+3)
ARMOUR CLASS 18 (heavy orc-mail, shield) Great Orcs are often encountered as leaders and chieftains
HIT POINTS 85 (10d8 + 40) of their weaker-blooded relatives.
SPEED 30 ft.
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assault, but they leave the dark under the mountains only
Great Orc Bodyguard when marching to war or to avenge their fallen kind, as they
Medium humanoid (Orc) suffer badly the light of the sun.
The Orcs of the North are a wild and independent lot,
STR DEX CON INT WIS CHA bent on their own purposes and aims when the Shadow’s
16 (+3) 12 (+1) 16 (+3) 8 (-1) 10 (+0) 10 (+0)
influence is weak, but ready to obey the will of their Master
ARMOUR CLASS 18 (heavy orc-mail, shield) when directly subject to it. The smallest among them are often
HIT POINTS 60 (8d8 + 24) referred to as Goblins.
SPEED 30 ft.
SKILLS Intimidation +2, Perception +2 “We have come all the way from the Mines to kill, and avenge
SENSES darkvision 120 ft., passive Perception 12 our folk.”
LANGUAGES Orkish, Westron
CHALLENGE 3 (700 XP, proficiency bonus +2)
AGGRESSIVE. As a bonus action, the Great Orc Bodyguard
Goblin Archer
can move up to its speed toward a hostile creature that Small humanoid (Orc)
it can see.
HIDEOUS TOUGHNESS (Recharges after a Short or Long STR DEX CON INT WIS CHA
Rest). If the Great Orc Bodyguard takes 7 damage or 11 (+0) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 8 (-1)
less that would reduce it to 0 hit points, it is reduced to ARMOUR CLASS 13 (orc-leather)
1 hit point instead. HIT POINTS 9 (2d6 + 2)
HORRIBLE STRENGTH. A melee weapon deals one ex- SPEED 30 ft.
tra die of its damage when the Great Orc Bodyguard
SKILLS Perception +2, Stealth +6
hits with it (included in the attack).
SENSES darkvision 120 ft., passive Perception 12
SUNLIGHT SENSITIVITY. While in sunlight, the Great
Orc Bodyguard has disadvantage on attack rolls, as well LANGUAGES Orkish, Westron
as on Wisdom (Perception) checks that rely on sight. CHALLENGE 1/4 (50 XP, proficiency bonus +2)
NIMBLE ESCAPE. The Goblin Archer can take the
ACTIONS
Disengage or Hide action as a bonus action on each of
MULTIATTACK. The Great Orc Bodyguard makes two me- its turns.
lee attacks, or one melee attack and one ranged attack.
BATTLE AXE. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 12 (2d8 + 3) slashing damage or 14
(2d10 + 3) slashing damage if used with two hands.
SPEAR. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3)
piercing damage, or 12 (2d8 + 3) piercing damage if
used with two hands to make a melee attack.
Less cunning than those who lead them, these fell creatures
protect their captains at the cost of their lives.
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CHAPTER 8
REACTIONS
Orc Soldier
Medium humanoid (Orc)
PARRY. The Orc-chieftain adds 2 to its AC against one
melee attack that would hit it. To do so, the Orc-chieftain STR DEX CON INT WIS CHA
must see the attacker and be wielding a melee weapon. 13 (+1) 14 (+2) 12 (+1) 9 (-1) 10 (+0) 9 (-1)
ARMOUR CLASS 15 (orc-leather, shield)
Only the most wicked and cruel Orcs live long enough to HIT POINTS 11 (2d8 + 2)
become chieftains and lead their tribe or warband to bat- SPEED 30 ft.
tle. An Orc-chieftain is easy to recognise, as it is usually SENSES darkvision 120 ft., passive Perception 10
the largest in a group, wielding the meanest weapons and LANGUAGES Orkish, Westron
donning superior armour. Often, tell-tale scars or muti- CHALLENGE 1/4 (50 XP, proficiency bonus +2)
lations mark a chieftain’s long service under the Shadow. SNEAK ATTACK (1/Turn). The Orc Soldier deals an extra
3 (1d6) damage when it hits a target with a weapon at-
tack and has advantage on the attack roll, or when the
Orc Guard target is within 5 feet of an ally of the Orc Soldier that
Medium humanoid (Orc) isn’t incapacitated and the Orc Soldier doesn’t have dis-
advantage on the attack roll.
STR DEX CON INT WIS CHA SUNLIGHT SENSITIVITY. While in sunlight, the Orc
15 (+2) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 10 (+0) Soldier has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
ARMOUR CLASS 16 (orc-mail, shield)
HIT POINTS 26 (4d8 + 8) ACTIONS
SPEED 30 ft.
SCIMITAR. Melee Weapon Attack: +4 to hit, reach 5 ft.,
SKILLS Perception +2 one target. Hit: 5 (1d6 + 2) slashing damage.
SENSES darkvision 120 ft., passive Perception 12 SPEAR. Melee or Ranged Weapon Attack: +3 to hit,
LANGUAGES Orkish, Westron reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +
CHALLENGE 1 (200 XP, proficiency bonus +2) 1) piercing damage, or 5 (1d8 + 1) piercing damage if
used with two hands to make a melee attack.
SNEAK ATTACK (1/Turn). The Orc Guard deals an extra
7 (2d6) damage when it hits a target with a weapon at-
tack and has advantage on the attack roll, or when the Armed with characteristic bent swords, Orc soldiers are a
target is within 5 feet of an ally of the Orc Guard that loud, undisciplined lot. Only a forceful chieftain with a cruel
isn’t incapacitated and the Orc Guard doesn’t have dis- whip and a sharp blade can keep them in line.
advantage on the attack roll.
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F ellowship P hases
troll s
Trolls were created by the Great Enemy in the Elder Days, to ACTIONS
fight in many bitter wars. They were made strong and pow-
MULTIATTACK. The Great Cave-troll makes two melee
erful, and appear monstrous and misshapen, as if left unfin- attacks, only one of which can be with its bite. It can use
ished by their cruel maker. It is not known whether Trolls were its Strike Fear instead of its bite.
generated in many forms, or if they evolved since their first BITE. Melee Weapon Attack: +8 to hit, reach 5 ft., one
appearance, but by the end of the Third Age several breeds target. Hit: 12 (2d6 + 5) piercing damage.
of Trolls can be encountered. SLAM. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 10 (2d4 + 5) bludgeoning damage. If the
cave-troll s
target is Medium or smaller, it is grappled (escape DC
16). If the target is Small or smaller, it is also restrained
Cave-trolls are bred to fight and hunt deep under the earth. until this grapple ends. While grappling the target, the
They have a dark skin with a greenish hue, covered with tight, Great Cave-troll has advantage on attack rolls against it
robust scales, and appear shorter than other Trolls, as they are and cannot use this attack against other targets.
STRIKE FEAR. Each non-undead creature of the Great
extremely hunched and often advance on all fours walking
Cave-troll’s choice that is within 60 feet of the troll and
on their knuckles. Nobody knows if Cave-trolls can endure
aware of it gains 2 Shadow point from Dread, resisted
sunlight as they never leave their hunting grounds under
by a DC 16 Charisma saving throw. On a failed save, a
mountains, hills and fells. target becomes frightened for 1 minute. If the save fails
by 5 or more, the target gains 3 Shadow points instead
A huge arm and shoulder, with a dark skin of greenish scales, was of 2 and is also stunned while frightened. A creature can
thrust through the widening gap. repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature’s
saving throw is successful or the effect ends for it, the
Great Cave-troll creature is immune to the troll’s Strike Fear for the next
24 hours.
Large giant
STR DEX CON INT WIS CHA Feared by its own handlers, a Great Cave-troll is sent by Orcs
21 (+5) 8 (-1) 20 (+5) 5 (-3) 9 (-1) 7 (-2)
to smash the defences and the morale of the foes they fear
ARMOUR CLASS 14 (natural armour) the most.
HIT POINTS 105 (10d10 + 50)
SPEED 40 ft.
SAVING THROWS Str +8, Con +8
SKILLS Intimidation +4
DAMAGE RESISTANCES poison; bludgeoning, piercing,
and slashing from non-magical weapons
CONDITION IMMUNITIES poisoned
SENSES darkvision 120 ft., passive Perception 9
LANGUAGES -
CHALLENGE 6 (2,300 XP, proficiency bonus +3)
HIDEOUS TOUGHNESS (Recharges after a Short or Long Rest).
If the Great Cave-troll takes 14 damage or less that would
reduce it to 0 hit points, it is reduced to 1 hit point instead.
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CHAPTER 8
Stone-troll Robber
Cave-troll Slinker Large giant
Large giant
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 19 (+4) 8 (-1) 18 (+4) 7 (-2) 7 (-2) 7 (-2)
17 (+3) 10 (+0) 16 (+3) 5 (-3) 9 (-1) 7 (-2)
ARMOUR CLASS 14 (natural armour)
ARMOUR CLASS 15 (natural armour) HIT POINTS 57 (6d10 + 24)
HIT POINTS 34 (4d10 + 12) SPEED 40 ft.
SPEED 40 ft. SAVING THROWS Str +6, Con +6
SAVING THROWS Str +5, Con +5 SKILLS Intimidation +2
SKILLS Intimidation +2, Stealth +2 DAMAGE RESISTANCES poison; bludgeoning, piercing,
DAMAGE RESISTANCES poison; bludgeoning, piercing, and slashing from non-magical weapons
and slashing from non-magical weapons CONDITION IMMUNITIES poisoned
CONDITION IMMUNITIES poisoned SENSES darkvision 120 ft., passive Perception 8
SENSES darkvision 120 ft., passive Perception 9 (14 when LANGUAGES Westron
relying on smell) CHALLENGE 4 (1,100 XP, proficiency bonus +2)
LANGUAGES - HIDEOUS TOUGHNESS (Recharges after a Short or Long
CHALLENGE 3 (700 XP, proficiency bonus +2) Rest). If the Stone-troll Robber takes 7 damage or less
HIDEOUS TOUGHNESS (Recharges after a Short or Long that would reduce it to 0 hit points, it is reduced to 1
Rest). If the Cave-troll Slinker takes 7 damage or less hit point instead.
that would reduce it to 0 hit points, it is reduced to 1 SUNLIGHT CURSE. The Stone-troll Robber becomes
hit point instead. petrified if it ends its turn in sunlight.
KEEN SMELL. The Cave-troll Slinker has advantage on ACTIONS
Wisdom (Perception) checks that rely on smell.
MULTIATTACK. The Stone-troll Robber makes two me-
ACTIONS lee attacks. It cannot use its great club if it is grappling
MULTIATTACK. The Cave-troll Slinker makes two melee a creature.
attacks: one with its bite and one with its great club. GREAT CLUB. Melee Weapon Attack: +6 to hit, reach 10
BITE. Melee Weapon Attack: +5 to hit, reach 5 ft., one ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
target. Hit: 8 (2d4 + 3) piercing damage. If the target is Medium or smaller, it must succeed on a
GREAT CLUB. Melee Weapon Attack: +5 to hit, reach 10 DC 14 Strength saving throw or be knocked prone.
ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. SLAM. Melee Weapon Attack: +6 to hit, reach 5 ft., one
If the target is Medium or smaller, it must succeed on a target. Hit: 9 (2d4 + 4) bludgeoning damage. If the tar-
DC 15 Strength saving throw or be knocked prone. get is Medium or smaller, it is grappled (escape DC 14).
If the target is Small or smaller, it is also restrained un-
til this grapple ends. While grappling the target, the
This breed of Cave-troll is smaller than many of its kin, but
Stone-troll Robber has advantage on attack rolls against
still larger than most Orc-kind. Used to living in the depths
it and cannot use this attack against other targets.
of the earth, a Cave-troll Slinker often hunts alone and in the
dark, relying on its acute sense of smell.
A Stone-troll Robber’s appearance, while always frightful, is
stone-troll s
made less monstrous by their tendency to wear simple clothes,
cook their food and use tools like drinking jugs and barrels.
Stone-trolls are predators, living in small groups in filthy caves
strewn with the remains of unwary travellers. They seem to
be somewhat more intelligent than other Troll types, maybe
thanks to their habit of prowling in the proximity of popu-
lated areas.
A very ancient breed, Stone-trolls owe their name to the
fact that they turn to stone if exposed to the light of the sun.
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F ellowship P hases
ACTIONS
Stone-troll Chief
MULTIATTACK. The Stone-troll Chief makes two melee at-
Large giant tacks. It cannot use its great club if it is grappling a creature.
GREAT CLUB. Melee Weapon Attack: +8 to hit, reach 10
STR DEX CON INT WIS CHA
ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
20 (+5) 8 (-1) 18 (+4) 7 (-2) 7 (-2) 8 (-1)
If the target is Medium or smaller, it must succeed on a
ARMOUR CLASS 14 (natural armour) DC 16 Strength saving throw or be knocked prone.
HIT POINTS 76 (8d10 + 32) SLAM. Melee Weapon Attack: +8 to hit, reach 5 ft., one
SPEED 40 ft. target. Hit: 10 (2d4 + 5) bludgeoning damage. If the
SAVING THROWS Str +8, Con +7 target is Medium or smaller, it is grappled (escape DC
16). If the target is Small or smaller, it is also restrained
SKILLS Intimidation +5
until this grapple ends. While grappling the target, the
DAMAGE RESISTANCES poison; bludgeoning, piercing,
Stone-Troll Chief has advantage on attack rolls against
and slashing from non-magical weapons
it and cannot use this attack against other targets.
CONDITION IMMUNITIES poisoned YELL OF TRIUMPH (Recharges after a Long Rest). Each
SENSES darkvision 120 ft., passive Perception 8 creature of the Stone-Troll Chief’s choice that is within
LANGUAGES Westron 30 feet of it and can hear it gains advantage on attack
CHALLENGE 5 (1,800 XP, proficiency bonus +3) rolls and saving throws until the start of the Stone-Troll
HIDEOUS TOUGHNESS (Recharges after a Short or Long Chief’s next turn. The Stone-Troll Chief can then make
Rest). If the Stone-troll Chief takes 14 damage or less one attack as a bonus action.
that would reduce it to 0 hit points, it is reduced to 1
hit point instead. Small groups of Stone-Trolls may band together around a
SUNLIGHT CURSE. The Stone-troll Chief becomes petri- stronger member of their breed, to attack caravans of mer-
fied if it ends its turn in sunlight. chants or isolated farmhouses.
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undead
Many horrors haunt the lonely lands of old Arnor, in the DEATHLESS.If damage reduces the Barrow-wight to
shadow of the darker woods and under the still waters of rot- 0 hit points, it must make a Constitution saving throw
ting marshes. Some say those shades are what remains of the with a DC of 5 + the damage taken, unless the dam-
age is radiant, from a critical hit, or from a weapon en-
ill-will of Evil Men and proud Elves, others that they are spirits
chanted with spells for the Bane of the Undead. On a
out of Angmar, sent to infest barren hills and lonely barrows;
success, the Barrow-wight drops to 1 hit point instead.
others more blame dark sorcery and evil curses.
SUNLIGHT SENSITIVITY. While in sunlight, the Barrow-
Whatever is their true nature, all Undead creatures are wight has disadvantage on attack rolls, as well as on
hard to defeat and provoke a sentiment of horror in those Wisdom (Perception) checks that rely on sight.
who encounter them.
ACTIONS
MULTIATTACK. The Barrow-wight can use its Strike
wights Fear or its Wight Song. It then makes two long sword
Wights are malevolent creatures inhabiting the cold flesh of attacks. It can use its icy touch in place of one long
sword attack.
the dead. They hunger for the life and warmth of those who
LONG SWORD. Melee Weapon Attack: +4 to hit, reach
are unlucky enough to stumble into a region troubled by
5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or
their presence. They strike from the cover of thick mists, or
7 (1d10 + 2) slashing damage if used with two hands.
under the cloak of night, seeking to subdue their prey with ICY TOUCH. Melee Weapon Attack: +4 to hit, reach 5
their spells. They are hard to kill, and even if their bodies are ft., one target. Hit: 5 (1d6 + 2) necrotic damage, and
destroyed, the spirit that animates them is unharmed, and the target must make a DC 13 Constitution saving
flees to find some other barren place to haunt. throw, taking 5 (2d4) necrotic damage on a failed save.
STRIKE FEAR. Each non-undead creature of the
Barrow-wights walked in the hollow places with a clink of rings on Barrow-wight’s choice that is within 60 feet of the
cold fingers, and gold chains in the wind. Barrow-wight and aware of it gains 1 Shadow point
from Dread, resisted by a DC 13 Charisma saving throw.
On a failed save, a target becomes frightened for 1
Barrow-wight minute. If the save fails by 5 or more, the target gains
2 Shadow points instead of 1 and is also stunned while
Medium undead frightened. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself
STR DEX CON INT WIS CHA
on a success. If a creature’s saving throw is successful
15 (+2) 10 (+0) 16 (+3) 10 (+0) 14 (+2) 16 (+3)
or the effect ends for it, the creature is immune to the
ARMOUR CLASS 15 (ring-mail) Barrow-wight’s Strike Fear for the next 24 hours.
HIT POINTS 45 (6d8 + 18) WIGHT SONG. The Barrow-wight chants a low, chilling
SPEED 30 ft. song to subdue a foe within 30 feet of it that can hear
SKILLS Intimidation +5, Stealth +2 it with the dark enchantment of its voice. The target
DAMAGE RESISTANCES cold, necrotic; bludgeoning, gains 2 Shadow points from Sorcery, resisted by a DC 13
piercing, and slashing from non-magical weapons Intelligence saving throw. On a failed save, the target
DAMAGE IMMUNITIES poison succumbs to a magical slumber, falling unconscious for
CONDITION IMMUNITIES charmed, exhaustion, poisoned 1 minute or until it takes damage, or someone uses an
action to shake it awake. If the save fails by 5 or more,
SENSES truesight 120 ft., passive Perception 12
the target is also paralysed for the same duration and
LANGUAGES Black Speech, Westron
cannot be shaken awake. A creature that successful-
CHALLENGE 3 (700 XP)
ly saves against the effect is stunned until the end of
the Barrow-wight’s next turn unless it succeeds by 5 or
more, and is immune to the Barrow-wight’s song for the
next 24 hours.
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F ellowship P hases
Sent to the hills of Tyrn Gorthad by the Witch-king of Ang- DEATHLESS. If damage reduces the Fell Wraith to 0 hit
mar to plague his enemies in the wars against Arnor, a Bar- points, it must make a Constitution saving throw with a
DC of 5 + the damage taken, unless the damage is ra-
row-wight appears as a tall, dark figure, with cold eyes lit by
diant, from a critical hit, or from a weapon enchanted
a pale light. It wears rings on its skeletal fingers, and gold
with spells for the Bane of the Undead. On a success,
chains around its neck. In its grip is an ancient, pitted blade.
the Fell Wraith drops to 1 hit point instead.
SUNLIGHT WEAKNESS. While in sunlight, the Fell
ARMOUR CLASS 13
HIT POINTS 26 (4d8 + 8)
SPEED fly 30 ft. (hover) Fell wraiths appear as crooked wanderers, roaming among
SKILLS Stealth +7 ancient ruins, wrapped in cloaks hiding their spectral fea-
DAMAGE VULNERABILITIES radiant tures. Their flesh is almost transparent, and their eyes seem
DAMAGE RESISTANCES bludgeoning, piercing, and slash- to glow like embers. If encountered in the hours of twilight,
ing from weapons that aren’t enchanted with spells for the they may pass as Men, as they can speak, even if with an
Bane of the Undead unusual hissing voice and strange accents. Fell Wraiths carry
DAMAGE IMMUNITIES cold, necrotic, poison old weapons, relics from an age of strife that they employ to
CONDITION IMMUNITIES charmed, exhaustion, grappled, deadly effectiveness.
paralysed, petrified, poisoned, prone, restrained
SENSES truesight 120 ft., passive Perception 11
LANGUAGES Black Speech, Westron
CHALLENGE 1 (200 XP, proficiency bonus +2)
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CHAPTER 8
ACTIONS
Marsh-dwellers MULTIATTACK. The Marsh-dweller makes two attacks:
Medium undead one with its bite and one with its claws.
BITE. Melee Weapon Attack: +4 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA
target. Hit: 5 (1d6 + 2) piercing damage.
13 (+1) 15 (+2) 12 (+1) 7 (-2) 10 (+0) 6 (-2)
CLAWS. Melee Weapon Attack: +4 to hit, reach 5 ft., one
ARMOUR CLASS 12 target. Hit: 4 (1d4 + 2) slashing damage. If the target is
HIT POINTS 22 (4d8 + 4) Medium or smaller, it is grappled (escape DC 11) and the
SPEED 30 ft. Marsh-dweller cannot use its claws on another target.
SKILLS Intimidation +0, Stealth +4
DAMAGE RESISTANCES necrotic The Marsh-dwellers are shambling humanoid creatures with
DAMAGE IMMUNITIES poison a clammy pale flesh, like that of a corpse left to rot in the
CONDITION IMMUNITIES charmed, exhaustion, poisoned water. A fell light in their small eyes suggests a wicked vitality
SENSES darkvision 120 ft., passive Perception 10 and intent. They dwell among ruins where Men used to live,
LANGUAGES Westron often by dark pools of stagnant water. They hide underground
CHALLENGE 1/2 (100 XP, proficiency bonus +2) in small groups, ready to ambush unwary travellers and drag
DEATHLESS. If damage reduces the Marsh-dweller to 0 them into the cellars where they hoard their stolen gold.
hit points, it must make a Constitution saving throw with
a DC of 5 + the damage taken, unless the damage is ra-
diant, from a critical hit, or from a weapon enchanted
with spells for the Bane of the Undead. On a success, the
Marsh-dweller drops to 1 hit point instead.
SUNLIGHT SENSITIVITY. While in sunlight, the Marsh-
dweller has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
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CHAPTER 8
wargs
tack roll against a creature if at least one of the Wild
Wolf’s allies is within 5 feet of the creature and the ally
Wargs are a particularly evil breed of Wolves, possessing isn’t incapacitated.
wicked cunning and displaying malicious intent. They com-
ACTIONS
municate using a dreadful language, foul to the ears of listen-
ers not sharing their love for cruel and hateful deeds. Wargs BITE. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage. If the target is
generally look like lean and powerfully-built grey wolves, with
a creature, it must make a DC 12 Strength saving throw
eyes shining in the dark, but their size and appearance vary
or be knocked prone.
according to age and experience.
The average Warg, a Wild Wolf is slightly larger than an ordi-
“How the wind howls!” he cried. “It is howling with wolf-voices. The nary wolf, and much more vicious. It can be encountered in a
Wargs have come west of the Mountains!” pack, but also as a solitary hunter or scout, ready to howl and
alert other Wargs and evil creatures for miles around. Orcs
learn how to ride upon Wild Wolves like men do on horses.
Wild Wolf
Medium beast
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 5 (-3) 12 (+1) 7 (-2)
ARMOUR CLASS 13 (natural armour)
HIT POINTS 16 (3d8 + 3)
SPEED 50 ft.
SKILLS Intimidation +0, Perception +5, Stealth +4
SENSES darkvision 60 ft., passive Perception 15 (20 when
relying on hearing or smell)
LANGUAGES Warg-speech
CHALLENGE 1/4 (50 XP, proficiency bonus +2)
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F ellowship P hases
ACTIONS
Wolf-chieftain BITE. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Large beast target. Hit: 10 (2d6 + 3) piercing damage. If the target is
a creature, it must make a DC 13 Strength saving throw
STR DEX CON INT WIS CHA
or be knocked prone.
16 (+3) 14 (+2) 14 (+2) 7 (-2) 12 (+1) 8 (-1)
ARMOUR CLASS 14 (natural armour)
HIT POINTS 37 (5d10 + 10) Greater in stature, cruelty and cunning than ordinary Wargs,
SPEED 50 ft. a Wolf-chieftain is called upon by its lesser kin to deal with
SKILLS Intimidation +3, Perception +5, Stealth +4 serious threats, like bands of travelling adventurers trespass-
SENSES darkvision 60 ft, passive Perception 15 (20 when ing into Warg territory. A Wolf-chieftain is never encountered
relying on hearing or smell) alone, but always surrounded by a pack of Wild Wolves.
LANGUAGES Warg-speech
werewolves
CHALLENGE 1 (200 XP, proficiency bonus +2)
FEAR OF FIRE. If a Wolf-chieftain takes fire or radiant
damage, it must succeed on a Charisma (Intimidation) It is suspected by the most learned among the Wise that the
check (DC 10 + damage taken) or be frightened until cruellest packs of Wargs might be led by the foulest of crea-
the end of its next turn. tures: trusted servants of the Dark Lord returned from the
KEEN HEARING AND SMELL. The Wolf-chieftain has Ancient World to serve him once again. Devouring spirits
advantage on Wisdom (Perception) checks that rely on trapped in wolf-form, they hate the very soil they walk upon,
hearing or smell. and desire only to defile and ruin in an attempt to quench
PACK TACTICS. The Wolf-chieftain has advantage on an the dreadful hunger that consumes their mortal bodies.
attack roll against a creature if at least one of the Wolf-
chieftain’s allies is within 5 feet of the creature and the “Listen, Hound of Sauron!” he cried. “Gandalf is here. Fly, if you
ally isn’t incapacitated.
value your foul skin! I will shrivel you from tail to snout, if you
come within this ring.”
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CHAPTER 8
Hound of Sauron
Large beast
STR DEX CON INT WIS CHA ACTIONS
18 (+4) 15 (+2) 15 (+2) 8 (-1) 12 (+1) 10 (+0) MULTIATTACK. The Hound of Sauron makes two attacks:
one with its bite and one with its claws.
ARMOUR CLASS 15 (natural armour)
BITE. Melee Weapon Attack: +6 to hit, reach 5 ft., one
HIT POINTS 52 (7d10 + 14)
target. Hit: 11 (2d6 + 4) piercing damage. If the target is
SPEED 50 ft.
a creature, it must make a DC 14 Strength saving throw
SKILLS Intimidation +4, Perception +5, Stealth +4 or be knocked prone.
DAMAGE RESISTANCES bludgeoning, piercing, and slash- CLAWS. Melee Weapon Attack: +6 to hit, reach 5 ft., one
ing damage from non-magical weapons target. Hit: 9 (2d4 + 4) slashing damage. If the target is
CONDITION IMMUNITIES charmed Medium or smaller, it is grappled (escape DC 14) and the
SENSES darkvision 60 ft., passive Perception 15 (20 when Hound of Sauron cannot use its claws on another target.
relying on hearing or smell)
LANGUAGES Warg-speech Chosen for its ferocity and malicious intelligence, a Hound
CHALLENGE 4 (1,100 XP, proficiency bonus +2) of Sauron is a minion of the Dark Lord, a servant sent on
KEEN HEARING AND SMELL. The Hound of Sauron has a precise errand, be it the gathering of forces for a coming
advantage on Wisdom (Perception) checks that rely on war, the hunt for a specific individual, or spying on an area.
hearing or smell. Hidden behind the shape of an ordinary Warg, a Hound of
PACK TACTICS. The Hound of Sauron has advantage on Sauron conceals much greater powers.
an attack roll against a creature if at least one of the
Hound of Sauron’s allies is within 5 feet of the creature
and the ally isn’t incapacitated.
nameless things
“There are older and fouler things than Orcs in the deep places of the world.”
The darkest legends of the Dwarves whisper of ancient things to spread fear and despair, and then they return to their hid-
living in the pools and lakes of remote dales, and lurking in den lairs to rest undisturbed.
dark tunnels dug before the Orcs came to the mountains. So
nameless things
little is known about these beings that no one ever gave them
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F ellowship P hases
1 The Bane
… in the Dark ...by Men
2 The Scourge
3 The Horror
… of the Abyss ...by Elves
4 The Terror
5 The Defiler
… in the Shadows ...by Dwarves
6 The Devourer
7 The Stalker
… of the Pit ...by Orcs
8 The Hunter
9 The Watcher
… in the Water ...by the Wise
10 The Crawler
11 The Lurker
… of the Deep ...in ancient lore
12 The Creeper
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CHAPTER 8
2 Spider-like
4 Slug-like
6 Centipede-like
8 Crustacean-like
10 Mole-like
12 Troll-like
1 ...notice a deadly silence 1 ...is a great shadow, in the middle of which is a dark form
4 ...see the bones of its victims 4 ...is that its body is flaccid and translucent, as if composed of
gelatinous material
5 ...feel your skin crawl 5 ...is its gaping mouth, opening and closing as if gasping for air
6 ...hear a deafening sound or 6 ...is a large maw, with fangs eerily similar to human teeth
scream
7 ...notice its tracks 7 ...is that swarms of insects or other vermin are crawling before it
8 ...hear a terrifying scream 8 ...is a long, sinuous tentacle, slithering towards you
9 ...smell a hideous stench 9 ...are its huge fangs, so big and long that it cannot close its mouth
12 ...feel a terrible cold 12 ...is a vision of a beautiful creature, a phantom of the mind
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F ellowship P hases
1 When Sauron reoccupied Dol Guldur, he sought the allegiance of the many dark things living in Mirkwood. Some
refused, and were imprisoned in the vast dungeons of the fortress. When the White Council attacked, one such
creature was still kept there in chains, dying. Later, it managed to break free and vanish into the darkness, a sworn
enemy of any living being.
2 When Annúminas was young, the Men of Arnor disturbed something monstrous that had been sleeping on the
bottom of Lake Evendim for millennia. One summer night, the thing lashed out in fury at several ships anchored
near the harbour, dragging them into the depths, along with their crews. Then, it disappeared again. For a while.
3 Forced long ago to serve Sauron, the thing fought at the battle of Dagorlad, spreading terror among the ranks of
the Elves. Since no one had the courage to face it, Gil-Galad himself had to intervene. Surprised by the steadfast-
ness of the High King and the splendour of Aiglos, his great spear, the thing chose to retreat. With the defeat of its
master, the thing regained its free will and fled across Middle-earth.
4 After the Great Plague, the once wealthy Tharbad fell into decay, and its population diminished. One night, some
among those who still lived in the city saw a large black shadow slowly approach the bridge, encompassing it.
After a few moments, with a great roar, the bridge crumbled into a thousand pieces.
5 Ohtar, Isildur's squire who was among the few to save himself from the ambush of the Orcs, escaped the disaster
of the Gladden Fields, taking with him the sword of Elendil. Some say he was chased for a long time by a mon-
strous creature, which moved only at night. The thing seemed able to 'smell' his movements.
6 Fornost didn’t fall by normal means. The Witch-king of Angmar unleashed against the city a terrifying creature that
owed him a debt of gratitude. It was this enemy of all light and life that disrupted the defences and brought them
down. The debt paid, it returned to the darkness from which it had been called.
7 The Dwarves spoke of many horrors haunting the Grey Mountains. Emerging from who knows where, they crawled
into the mines, killing and destroying. Eventually the Dwarves managed to drive them out, but one of them just
wouldn't go away. It is said that it was Thorin I who defeated and drove it away, in a long duel that took place in
the dark depths of the mine.
8 For a long time, the thing dwelt in a deep cave in the northernmost foothills of the Misty Mountains. The Hillmen
worshipped it as a god, feeding and caring for it. Then war came to those territories. Armies of Elves and Men drove
out the Hillmen, and the thing was deprived of its followers, developing an irrepressible hatred against the invaders.
9 Centuries ago, the thing dwelt in the darkest recesses of a valley on the east side of the Misty Mountains. One day,
it came to a village of the Woodmen, when the hunters were away. When they returned, they were met by a grue-
some scene: dismembered bodies, destroyed houses, a terrible smell that filled the air. No survivors.
10 Once every certain number of years, the thing returns to the Mountains of Mirkwood. When it does, hundreds of Spi-
ders, large and small, swarm as if crazed to the south or west, overwhelming whatever they encounter in their path.
11 The thing is greedy. Not for treasure, but for bones. Animal ones are easy to get, and so are those of Orcs, Men, or
Dwarves — this has made the thing hungry for the bones of Elves.
12 When Beleriand was broken, many creatures fled its ruin. Among them is a thing that is particularly large and cruel.
Since that time, it has been moving east.
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CHAPTER 8
1 Orcs hate the evil things that crawl in the dark perhaps even more than Men, Elves, and Dwarves. For they are
more often the ones who end up as food to feed them. Being able to talk to an Orc could prove very useful, if the
thing is nearby.
2 The Great Eagles see many things from above, but they don't speak of them unless they have a good reason. They
do not tell, for example, of the monstrosity that after darkness haunted the banks of the Great River long ago,
devouring lonely travellers. They spied it incessantly. One day, it was gone. The Eagles searched the surroundings
for a long time, but to no avail.
3 There is only one Elven song that tells of the mournings caused by the thing, but being immensely sad, it is seldom
sung in the Hall of Fire of Rivendell. Some say that if it's nighttime and you fear the thing is nearby, singing the
whole song will keep it from getting closer.
4 A sentence carved onto the wall of a dark cave in the north near the Grey Waste, reads: “Here Belegorn son of Ber-
gil of Dol Amroth banished the thing from the Abyss but died of its foul wounds. Glorfindel of the Elves retrieved
his body to return to his family”
5 Among the ancient scrolls and books preserved in Minas Tirith, there is a brief chronicle of the times when the city
itself was built. Despite numerous missing pieces of text, it is clear that it concerns the presence of an evil thing
under Mount Mindolluin, horrible to look upon and very aggressive.
6 Few traces remain of the countless generations of Northmen who inhabited the southeastern edge of Mirkwood.
Among them is a burial monument covered in soft moss. An inscription speaks of the death of Crinna, a village
chief probably, caused by a terrible thing that came out of the woods at night and could only be kept at bay by
lighting large fires.
7 Since many Hobbits are afraid of the water, there is a common test of courage among the youth of the Eastfarthing
that involves reciting a nursery rhyme while sitting on the shore of the Brandywine, at night. The rhyme, handed
down since the dawn of time, speaks of a thing made of darkness, which comes out of the water and devours
those who look at their reflection in the moonlight.
8 The Rangers tell many tales of the horrible and mysterious things that prowl in Eriador. Most are made up, the
Elves laughingly say, but one is definitely not. A creature that can suddenly appear at your side while you're sleep-
ing. The Elves speak of it as well, but they are less concerned, since they never sleep...
9 Saruman loves secrets. And he is adept at keeping quiet about his well-stocked collection of texts concerning the
presence of dark creatures roaming Middle-earth. He tried to classify them once, but soon desisted: too many, and
too different from each other.
10 The Seeing Stone on the tower of Elostirion, in the Emyn Beraid, constantly looks westwards, beyond the sea. Only
on very few occasions does it turn its gaze elsewhere, when a creature both ancient and evil approaches the Grey
Havens. It follows this hideous thing in all its movements, and only when it passes out of sight does the Stone
return to look towards the immortal lands.
11 In the private library of Elrond, in Rivendell, there is a parchment entirely dedicated to the creature, with many
indications about its habits and the places where it might lurk.
12 Only the wisest of Middle-earth know anything about this dark creature as old as the earth. And they fear it. But by
asking them directly, some good advice might be acquired. If you want to avoid it or flee from it of course, not on
how to fight it, for no one would be so foolish...
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F ellowship P hases
105
15-20 Huge 13 Str 19 (+4) Dex 12 (+1) Con 18 (+4) 4 (+2)
(10d12 + 40)
138
10-14 Huge 14 Str 21 (+5) Dex 10 (+0) Con 20 (+4) 5 (+3)
(12d12 + 60)
175
6-9 Huge 15 Str 23 (+6) Dex 8 (-1) Con 22 (+6) 7 (+3)
(14d12 + 84)
216
4-5 Huge 16 Str 25 (+7) Dex 6 (-2) Con 24 (+7) 9 (+4)
(16d12 + 112)
296
3 Gargantuan 17 Str 27 (+8) Dex 4 (-3) Con 26 (+8) 13 (+5)
(16d20 + 128)
351
2 Gargantuan 18 Str 29 (+9) Dex 2 (-4) Con 28 (+9) 15 (+5)
(18d20 + 162)
410
1 Gargantuan 19 Str 30 (+10) Dex 1 (-5) Con 30 (+10) 17 (+6)
(20d20 + 200)
1 Slam, tail, or tentacle Melee Weapon Attack: proficiency bonus + Strength modifier to hit, reach 15 ft. (Huge) or
20 ft. (Gargantuan), one target. Hit: 3d4 (Huge) or 4d4 (Gargantuan) + Strength modifier
bludgeoning damage. If the target is Large or smaller, it is grappled. Until this grapple
ends, the target is restrained (escape DC 8 + the Nameless Thing’s proficiency bonus + its
Strength modifier), and the Nameless Thing cannot use this attack on another target.
2 Beak, bite, or horns Melee Weapon Attack: proficiency bonus + Strength modifier to hit, reach 5 ft. (Huge) or 10
ft. (Gargantuan), one target. Hit: 3d8 (Huge) or 4d8 (Gargantuan) + Strength modifier pierc-
ing damage. If the target is Large or smaller, it must make a Strength saving throw (DC 8 +
the Nameless Thing’s proficiency bonus + its Strength modifier) or be knocked prone.
3 Claws, talons, or tusks Melee Weapon Attack: proficiency bonus + Strength modifier to hit, reach 10 ft. (Huge) or
15 ft. (Gargantuan), one target. Hit: 3d6 (Huge) or 4d6 (Gargantuan) + Strength modifier
slashing damage. If the target is Large or smaller, it is grappled (escape DC 8 + the Name-
less Thing’s proficiency bonus + its Strength modifier), and the Nameless Thing cannot use
this attack on another target.
*Roll twice on this table to determine a primary and secondary natural weapon, ignoring double results.
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CHAPTER 8
1-2 HIDEOUS TOUGHNESS. If the Nameless Thing takes 14 damage (21 if it has Challenge 11-16, 28 if it has Challenge
17 or higher) or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
3-4 FOUL REEK. Any creature that starts its turn within 5 feet of the Nameless Thing must succeed on a Constitution
saving throw (DC 8 + the Nameless Thing’s proficiency bonus + its Constitution modifier) or be poisoned until the
start of the creature’s next turn. On a successful saving throw, the creature is immune to the foul reek of the Name-
less Thing for 1 hour.
5-6 HORRIBLE STRENGTH. The Nameless Thing’s attacks deal one extra die of their damage when the Nameless Thing
hits with them.
7-8 POISON. The Nameless Thing’s primary attack inflicts 7 (3d4) poison damage (or 10 (4d4) damage if Gargantuan), and
the target must succeed on a Constitution saving throw (DC 8 + the Nameless Thing’s proficiency bonus + its Consti-
tution modifier) or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target cannot regain hit points
and has disadvantage on death saving throws while poisoned in this way.
9-10 MULTIATTACK. The Nameless Thing makes one additional attack either with its primary or with its secondary attack.
11-12 SNAKE-LIKE SPEED. The Nameless Thing can take the Dash or Disengage or as a bonus action on each of its turns.
13-14 STRIKE FEAR. Each non-undead creature of the Nameless Thing’s choice that is within 120 feet of the Nameless Thing
and aware of it gains a number of Shadow points equal to half the Nameless Thing’s proficiency bonus (rounded down)
from Dread, resisted by a Charisma saving throw (DC 8 + the Nameless Thing’s proficiency modifier + its Strength modi-
fier). On a failed save, a target becomes frightened for 1 minute. If the save fails by 5 or more, the target gains a number
of Shadow points equal to the Nameless Thing’s proficiency bonus instead of half as much, and is also stunned while
frightened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a suc-
cess. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Nameless Thing’s
Strike Fear for the next 24 hours.
15-16 DENIZEN OF THE DARK. While in dim light or darkness, the Nameless Thing has advantage on Dexterity (Stealth)
checks, and can take the Hide action as a bonus action.
17-18 THICK HIDE. The Nameless Thing has resistance to bludgeoning, piercing, and slashing damage from non-magical
weapons.
19-20 REGENERATION. The Nameless Thing regains 10 hit points at the start of its turn if it has at least 1 hit point.
*Roll a number of times on this table to determine the additional Special Traits of the Nameless Thing, ignoring double
results. Every additional Special Traits, raise the challenge rating of the Nameless Thing by 1.
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As the Twilight of the Third Age darkens and the War of the eye awareness
Ring approaches, the will of the Dark Lord pushes all wicked In general terms, the Eye Awareness rating of a Company is
things to evil ends. Since his revelation in the year 2951, Sau- based on the number of Player-heroes in the group, which
ron is awake and his spies and servants are abroad once again. Heroic Cultures are represented in it, and the intensity of
Many unfriendly things having little love for Elves, their adventuring activity. A larger and more active group of
Dwarves, and Men are stirred into action, and those who Player-heroes, including Heroic Cultures recognised as ene-
dare to leave their homes find themselves often plagued by mies of Sauron such as Rangers or Elves, has more chances
an ill-fortune. Distant folks grow suspicious and estranged to raise suspicions and stir the minions of the Shadow into
once again. The arm of the Enemy grows longer every day. action than a smaller group composed solely of Hobbits.
The possibility that a Company catches the Eye of the
Enemy is expressed in gaming terms through the rules for To keep track of Eye Awareness it is best to use a num-
Eye Awareness and its major and most terrible consequence ber of counters or tokens (glass beads work fine) that
— the Hunt. should be placed on the gaming table, within reach of
♦ Eye Awareness is a rating measuring the level of atten- all players (about 20 tokens should suffice).
tion that the Enemy reserves for the Company of Play-
er-heroes. Its rating ebbs and flows based on their STARTING EYE AWARENESS SCORE
actions and wandering, and is kept track of from ses- The starting Eye Awareness of a Company is calculated at the
sion to session. beginning of each Adventuring Phase. This value is deter-
♦ When the Eye Awareness of a Company reaches a mined by the composition of the group, as the Enemy keeps a
certain limit, it triggers the Hunt, representing the way closer watch on those individuals he hates, or fears, the most.
that the Enemy is able to focus the hostility of the Check the table below to find out the individual score
world itself towards the group of Player-heroes. corresponding to each hero in the Company (nonplayer char-
acters journeying with the Company are not normally consid-
ered part of it for the purposes of calculating Eye Awareness).
♦ To find the starting Eye Awareness of the Company,
find its basic score using the table below (apply only
the highest applicable entry), then add 1 for each Play-
er-hero with a proficiency bonus of +4 or more.
OPTIONAL RULES? ♦ Additionally, the spies of the Enemy can be attracted
The rules concerning the Eye of Mordor are partic- by adventurers carrying powerful weapons: add 1 for
ularly suitable to be introduced later in the game, each Famous Weapon and Armour carried by mem-
when the Company has already been playing for a bers of the Company.
few years of game time. This is because they add a
layer of complexity that not every group may find
to their liking, and also because they are meant to PLAYER-HEROES EYE AWARENESS
represent how the Enemy reacts to the deeds of a
Only Hobbits or Men 0
successful group of adventurers.
One or more Dwarves 1
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CHAPTER 8
the hunt
particularly dramatic or otherwise grave circumstances may
increase the Eye Awareness by 2 points or more instead of 1.
Conversely, if the company is currently in a place deemed by Using the rules explained above, the Eye Awareness level of a
the Loremaster to be safe, a 1 might not provoke an increase Company grows session after session during the Adventuring
at all. Phase as a consequence of the actions of the Player-heroes.
To determine whether this puts the Company at the risk of
SHADOW GAIN: A Player-hero tormented by grief and beset being noticed by the Enemy, the Loremaster must compare
by the threat of corruption carries a burden that the Shadow the Eye Awareness rating to another value, called the Com-
is quick to recognise and exploit. pany’s Hunt threshold.
♦ Whenever a Player-hero gains 1 or more Shadow
points, increase the Eye Awareness level by an equal
amount.
Note that this does not apply to every use of magic — for
example, tracing signs on a surface that will be visible only to
friendly eyes, or embellishing pipe-smoke or fireworks with
shapes and colours does not provoke the increase of Eye
Awareness – unless they are done in the wrong place, or at
the wrong time, of course!
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HUNT THRESHOLD
At any given time, the Hunt threshold of the Company is
determined by the region where the heroes are located,
based on the Region table below. If the Player-heroes travel
from one region to another, the Hunt threshold will change
accordingly.
A number of modifiers can alter the value set by the
region, as the Company takes precautions or finds itself trav-
elling under the protection of a powerful individual (see the
Hunt Modifiers table below).
REGION TABLE:
THE REGION TRAVERSED IS A... HUNT THRESHOLD
Border Land 18
Wild Land 16
Dark Land 14
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CHAPTER 8
HUNT MODIFIERS TABLE: bad luck. There are many strange and dark powers in Mid-
HUNT MODIFIER DESCRIPTION dle-earth, and not all of them are necessarily in league with
the Dark Lord...
+4 The Company is protected
by the blessing of a Wiz-
As soon as the Loremaster has played out a Revela-
ard, or another powerful
tion episode, the Company is considered to be hidden
nonplayer character
again, and the Eye Awareness level of the company is
+2 The Company is travelling set back to its starting level.
under false names, tread-
ing paths that are seldom From that moment on, the tally for Eye Awareness is resumed
trodden, or otherwise tak- normally; and thus may lead to another Revelation episode
ing actions to be discreet should the score reach the Hunt threshold once again, and
and unobtrusive so on, until the end of the Adventuring Phase.
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175
CHAPTER 1
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CHAPTER 9
THE WORLD
… he kept in a drawer at Bag End the old cloak and hood
that he had worn on his travels; and the ring,
secured by a fine chain, remained in his pocket.
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CHAPTER 9
his chapter contains background material describ- before, and war is brewing in distant lands. There is again
ing the default setting for The Lord of the Rings Role- a Dark Lord in Mordor, and his chief lieutenants, the Ring-
playing — the region of Eriador as it was towards wraiths, have reclaimed his fortress in the depths of Mirk-
the end of the Third Age. It introduces key loca- wood, to the east.
tions, personalities and events, to be used mainly by the Lor- In the quiet west, in Eriador, not much is heard of this
emaster to set up a great number of gaming sessions that turmoil. Dwarves are encountered travelling on the great East
will be both entertaining and faithful to the source material. Road to and from the Mountains in greater numbers, carry-
ing strange and rich wares, a testimony of their newfound
The best way to use the information presented here wealth and that of the Men of Dale; Elves wandering out of
is to adopt a starting location (for example, the town their own lands beyond the Tower Hills can sometimes be
of Bree, or the Shire), and have the heroes explore met wandering the woods in spring and autumn.
Eriador from there. But the long peace that seems to reign in the pleasant
land of the Hobbits can be deceitful – there are dark things
As anticipated in the Introduction to this volume, the game moving again in the world outside, and they are guided by
is set ‘officially’ in the year 2965 of the Third Age — Bilbo an evil will.
Baggins’ great adventure was accomplished less than 25 years
eriador
In the westlands of Eriador… the Hobbits found both Men and Elves. Indeed, a remnant still
dwelt there of the Dúnedain, the kings of Men that came over the Sea out of Westernesse…
Some say that ‘Eriador’ means “the lonely land” in the tongue would not dare to stray too far beyond the borders of their
of the Grey-Elves, and a more apt name is unlikely to be towns and hamlets.
found. Though it was once the domain of ancient kings, as For all its danger, there is a melancholy and a beauty to
the ages passed and the world darkened, it became a mere even the most desolate and blasted parts of Eriador. Old songs
shadow of its former self. Only ruins of crumbling white stone, are remembered, even if most ignore the origin of these lays,
forgotten by Men, are left, the domain of terrible creatures nor know their meanings. Perhaps those who wander the
who serve dark masters. Lone-lands will live to see a day when hope and prosperity
Small pockets of civilization endure, settlements inhab- will take root in this region once again.
ited by people more concerned with their own affairs than
the shire
with any glories of the past, and who feel that what lies more
than a few miles beyond their own front door is none of their
business. But this lack of interest, or even awareness, makes The Shire, the land of the Hobbits, is found at the heart of
what stalks the ruined realms of Eriador even more danger- Eriador, bordered by the Brandywine River and the Old For-
ous. If they only knew what lurks beyond their isolated set- est to the east, and by the hilly range of the Far Downs to the
tlements, they would keep their doors locked at night and west. It is a peculiar land, sheltered from the wild regions
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NORTH-W ESTERN MIDDLE-E ARTH surrounding it by watchful guardians, and inhabited by a folk
The region where the Free Peoples and their foes that is almost never encountered anywhere else. For very few
dwell at the end of the Third Age is dominated Hobbits ever leave their land to travel far. They prefer to keep
by the great range of the Misty Mountains. To the to themselves, enjoying their green land and comfortable tra-
west of its snow-capped peaks lies Eriador, where ditions. Dwarven traders often pass through the Shire, but
once the North-kingdom of the Men of the West never stop for more than what is required to cross it.
rose. To the east lies wild Rhovanion, where the The existence of Hobbits has been hitherto overlooked
dark forest of Mirkwood lies. Beyond the forest by most folks outside Eriador, and their involvement in the
to the northeast is the Long Lake and the Lonely great events of the age has been so far of little or no conse-
Mountain, where a great Dragon used to rule. To quence — but there is still time for them to play a part that
the far south open the green plains of Rohan, bor- neither the Enemy nor the Wise have foreseen.
dered by the White Mountains. Further east is the
l ake evendim
South-kingdom of Gondor, the Realm of Stone,
whose Tower of Guard faces the land of Mordor,
where the shadows lie. Nestled against the base of the Hills of Evendim is the great
lake for which those rolling lands are named. Its white, sandy
shores have seen many generations of Men and Dúnedain
live and prosper, thanks to the trade that once sailed along
the waters of the Brandywine river, from here to the distant
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CHAPTER 9
ANNÚMINAS
The great city of Annúminas has lain in ruins for more than
two thousand years. Once the capital of the North Kingdom
of the Men of the West, it was abandoned when the Dúne-
dain moved their capital to the east, to Fornost Erain. The
sea. But that age has passed, and the buildings that once rose broken stonework of the ruined city cast its long shadows
along the banks of the lake have been abandoned so long on the shores of Lake Evendim for many centuries, like the
ago that often not even a memory remains. Today, countless bones of an immense dead beast. About fifty years ago, the
broken stones have become little more than a refuge for wild waters of Lake Evendim rose dramatically, as a consequence
beasts. Sometimes, they serve as lairs for even worse things, of the terrible floods following the Fell Winter, changing the
creatures that come down from the lone-lands to the north shoreline and submerging much of what remained of the
in search of prey. once glorious city. Now, not even brigands and tomb-rob-
The waters of the lake are uncommonly still in summer, bers visit Annúminas, for little of its ancient greatness is left
in spite of the wind sweeping down from the hills, as if those to be remembered.
draughts were unwilling to disturb their peace. In winter, the The Rangers of the North sometimes come here, and
surface often freezes solid for months, blanketing the entire they speak of the city of Annúminas in a voice that mingles
lake in a white canopy. Fog rolls in from the east, settling both sorrow and hope. According to their songs and rhymes,
across the waters and onto the shores in both late summer here were once housed great works of art and magnificent
and winter, absorbing all sound. This mist rapidly burns off artefacts that came from the lands beyond the sea. Though
under the summer sun, but lingers to envelop everything it the greatest of these were lost to the tides of time or are now
touches once the darker, colder seasons have taken hold. held in secret by the lords of the Free People, many believe
Rumours persist that small islands lay unexplored in the that a great number of treasures remain hidden, waiting to be
middle of Lake Evendim, perhaps hiding forgotten treasures, discovered by explorers doughty enough to brave the waters
heirlooms left behind when the great city of Annúminas was that now claim the ruins.
abandoned, more than two thousand years ago. Stories tell
that the fog of the lake is summoned by some ancient magic, THE WESTERN TOWER: The rising waters of Lake Nenuial
cast by the last High Men to keep these artefacts from falling have claimed much of what was left of Annúminas. Today,
into the hands of the Enemy. only the tallest and unbroken towers and walls emerge from
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F ellowship P hases
the surface, and only about once a year, when the depth of
the lake diminishes for a while in winter. But there’s one
tower that is tall enough to rise above the surface all-year
round. Called the Western Tower by the Rangers of the
North, it stood at the end of a pier, extending above
the surface of the lake, looking west. Today,
the pier is broken and submerged, and the
tower can only be reached by boat, or by
walking on the surface of the lake when it
freezes solid, in the coldest winters.
Some say that if one climbs the tower to
look upon the shores of Lake Evendim on
starry, moonless nights, they can hear a
song drifting over its still waters, a dirge
both mournful and beautiful. Then,
strange, ghostly ships with high sails appear
at the edge of vision, drawing ever closer to the
tower, but never reaching it. Then, they
fade and vanish on the mist-swept surface
of Lake Evendim.
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BREE
Bree is the chief village of the Bree-land.
Some call it a town, especially when
comparing it to its lesser cousins, the
hamlets of Archet, Staddle, and Combe.
Travellers who approach Bree journey-
ing upon the great East Road see plumes
of chimney-smoke first, and then a thick
green hedge, flanked by a deep dike. The
road coming from the west crosses over
the dike on a causeway, leading to a break
in that thorny row of lush greenery, where a
heavy gate of wood and iron stands. Another,
similar gate pierces the hedge to the south, where
the road leaves the village on its way east.
The gates of Bree are a welcome sight to most travellers,
and sit open every day from dawn until dusk, regardless of the
season or the weather. Each gate is guarded by a gatekeeper
at all times, less of a watchman and more of an observer of
the comings and goings of those who enter the town upon
the hill. Most visitors are given a courteous welcome, unless THE BIG AND THE LITTLE
the hour is late — after nightfall, it is the duty of the gate- There are many families of Hobbits spread among
keepers to ask questions of those who wish to pass the gates the villages of the Bree-land, especially in Staddle.
when they are closed. These Bree-hobbits are of course closely related to
A smaller gate can be found opening near the end of the their neighbours in the Shire – indeed, to most Big
northern arm of the great hedge, where it turns eastward Folk, it is impossible to tell the difference (unless one
towards the hill once again. It is seldom used, if ever, as it is makes the mistake of asking one of the Hobbits, in
crossed by a path leading to the Greenway, the North Road which case get comfortable — you are in for a long talk
used only by Rangers and other wanderers of ill-repute. about family trees, obscure legal issues, and exceed-
Most Bree-folk, whether Big or Little, work as crafters or ingly minute cultural differences).
labourers, and build their simple homes using wood harvested If you desire to create a Bree-hobbit, use all
from the Chetwood and stone mined from the quarry. The the rules concerning the Hobbits found on page
Bree folk also collect stones from old ruins, at least enough 37, with the following exceptions:
to keep the town in repair. ♦ Bree-hobbits have proficiency in Insight
The Big Folk live mainly in stone houses built on the lower instead of Stealth.
hillside, mostly above the road, their windows looking west. ♦ They must pick their cultural virtues from the
The Little Folk dwell in the higher slopes of the hill instead, following list: Bree-pony, Desperate Courage,
the part of Bree the Big Folk still refer to as the ‘new town’, Small Folk, Strange as News from Bree, The
despite it being probably more than a thousand years old. Art of Smoking, Tough as Old Tree Roots.
But these differences aside, the people of Bree get along in
a remarkably peaceable way, and are surprisingly welcoming Bree-hobbits share many family names with the local
to visitors, being ever curious about tales from beyond the Big Folk (Mugworts, for example), but most have
gates of their town. Shire-sounding names, such as Banks, Brockhouse,
Longhole, Sandheaver, Tunnelly, and Underhill.
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A Reeve holds a nominal position of leadership over the Those looking for lodging will find simple, comfortable
community, but they are rarely called upon to settle disputes, rooms with warm feather beds. Barnabas even makes sure
as most folk are able to keep any disagreements civil and pri- to keep a few smaller rooms on the ground floor of the inn
vate. Equally underutilised, but present, are the Bree-wardens, to ensure the comfort of his Hobbit patrons. Though not as
men and women ostensibly tasked with keeping the peace and grand as an Elf hall or as cosy as a Hobbit smial, travellers will
maintaining law and order. In practice, their duties consist be hard pressed to find better accommodations west of the
primarily of idly wandering the streets to engage in pleasant- Last Bridge. Guests can even pay a few extra silver pennies for
ries or gossip along with the occasional request to manage a hot bath to wash away the dirt of the road, and are assured
the large crowds that gather upon the Green on market day. the comfort of their loyal mounts, who are well-stabled in the
Pony’s sheltered courtyard. Simple but hearty food fills the
THE PRANCING PONY: The great East Road cuts through the belly of all who visit, and partners perfectly with Barnabas’s
heart of Bree, and at the centre of the town stands the inn of Best, an ale brewed on site and served fresh.
The Prancing Pony. Known locally just as The Pony, it has stood
for as long as anyone in Bree can recall. Rising above the cob- EAST ROW: The last side street branching out of the main
blestones of the East Road and looking out upon the Green, road going towards the south gate is called the East Row. Its
it is always a welcome sight to both locals and weary travellers. houses make up what is probably the youngest district in the
Though its most common patrons are Bree locals, it sees its town of Bree, even if it may seem to outsiders to be the most
fair share of Dwarven travellers moving between Dale, the ancient. Until recent decades, it was little more than grazing
Lonely Mountain and the Iron Hills in the east and the Blue lands for caravan horses, but when refugees came north out
Mountains in the west, or the occasional Hobbit of the Shire. of Tharbad, they settled the open fields as their own land
The proprietor even claims his grandfather once hosted an with the blessing of the Reeve of Bree. Bringing with them
Elf that was travelling west to the Great Sea. the grim determination of those who grew up in the farthest
On any given night, The Prancing Pony is filled with the corners of Eriador, these refugees taught their children to
sound of raucous laughter and the scent of fine food and fresh survive and endure with little aid from others. This has led
beer — all of it under a cloud of aromatic pipe smoke. Even to East Row being a bit more insular and less welcoming than
during the day, a few patrons can be found either enjoying a the neighbourhoods of other Bree-folk, who have called the
brief reprieve from their daily work or exchanging idle gossip. town home for hundreds of years. As a further reflection of
Day or night, regardless of the season, a crackling fire is set their unwillingness to abandon their roots, the people of East
in the hearth and a soothing golden glow can be seen in its Row brought with them some of the very stones of their aban-
frosted windows. All who step under the lamp and signboard doned city to serve as the foundation of their new domain.
(showing a fat white pony rearing up and ‘The Prancing Pony’ Statues of ancient kings, though worn and cracked, stand
in white letters) and enter The Pony are welcome, by order next to traditional Bree homesteads, and icons of seafaring
of the innkeeper, Barnabas Butterbur (see page 124). Even people mingle with the more rustic local imagery.
the ill-favoured Rangers are given a table when they patronise
his establishment, though always one in the back and away
from the regular customers.
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F ellowship P hases
1 Skulking Southerner A sallow-faced southerner is lingering about the shadows of the common room,
asking rude questions and bullying locals for the latest news in Bree-land.
2 Ill-Favoured Ranger One of the Rangers of the North is quietly minding their own business in a corner
of the inn’s common room. Several locals are leering or making cross remarks, but
no one knows why they are here.
3 Visitors from Buckland A small company of Hobbits from Buckland is spending an evening at The Pony,
meeting with distant cousins, and hoping to trade for some of the local crop of
pipe-weed.
4 Dwarf Travellers Dwarves, travelling to the land of their kin along the great East-West Road are sam-
pling some of Barnabas’s Best, and have raised a raucous song this evening.
5 Greenway Refugees A small family of homesteaders who once lived along the Greenway have come to
the Pony in search of refuge. They are cautious, but anyone who asks politely can
learn from them that their farm was burnt and sacked last night.
6 Fitch Talltree The Forester of Archet has come to The Pony this evening looking for stout warriors
to join him in a hunt for a new threat prowling the Chetwood. He is having little
luck in his efforts.
7 Impending Brawl John Ferny is having a pint in the common room and several other patrons are cross
with him. They are engaged in a loud argument and it seems like things are about
to come to blows.
8 Rousing Ballad The common room is filled with patrons roaring out bolstering ballads of heroes
and hearthfires! Characters who join in and succeed on a DC 15 Charisma (Perfor-
mance) check gain inspiration.
9 Showing Some Coin A wealthy merchant is passing through Bree and has bought a round of drinks for
everyone in attendance this evening. Unfortunately, some less than savoury drink-
ers seem to have a keen eye on his money purse.
10 Ponies Loose at The Pony’s ostler comes running into the common room, yelling that the horses have
The Pony! gotten loose from the inn’s stables! Was this an accident or an attempted theft?
11 Bragging Treasure A group of glorified tomb robbers have come to spend ill-gotten riches they claim
Hunters to have retrieved from a tomb in the Barrow-downs. The coins are ancient and
marked in a strange script.
12 The Grey Pilgrim Gandalf himself is visiting the Pony this evening and his presence alone has the
whole house astir! Perhaps he is on a secret errand of his own, or searching for the
Player-heroes to gain their aid against some hidden threat.
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186
F ellowship P hases
of pride to all the Bree-folk, the Well is said to grant luck to TOSS A COIN IN THE WELL
any traveller who takes a drink from it before heading off Whether because of tradition, superstition, or
on a journey down the East Road. Given that it’s the source some ancient enchantment, there is a strange luck
for the water used to brew Barnabas’s Best, perhaps it’s true associated with the Old Town Well. Player-heroes
that there’s always a taste of home on the lips of those trav- tossing a coin into the well on the same day that
ellers who partake of this tradition. Many Bree-folk looking they depart for a journey from Bree have advan-
for a bit of adventure often gather around the Old Town tage on their first check for Event Resolution made
Well after Market Day is over, hoping to sign on with a cara- during that journey.
van of Dwarven merchants either travelling west to the Blue
Mountains or, in rare cases, far east to Dale and the Halls of
the Lonely Mountain.
So welcome are the Dwarves that bring their trade to
Bree, that the lower hillside is home to another remarkable
establishment: the Dwarf-house. Overlooking the Well and
purchased long ago by a Dwarf from the Blue Mountains, it COMBE
is now a temporary home for any Dwarf merchants during Tucked between the valley of Bree-hill to the south and the
their visits to Bree. The only permanent resident is Luki, eaves of the Chetwood to the north, the village of Combe
the grey-bearded steward, whose bawdy songs can be heard seems to sit in the shadow of both the land and its larger,
ringing through the area whenever he hosts young visitors livelier and more famous neighbour. Combe is only second in
and distant kinsmen. size among the area’s settlements, and is populated primarily
by Men, with a handful of Hobbit families. Its inhabitants are
UPPER HILLSIDE: Compared to the lower hillside, this part of dour and gloomy farmers, happy to have to deal with visitors
Bree is generally less affluent, and its homes more humble. It only rarely. The few who come to Combe find themselves
is an area inhabited mostly by Bree-hobbits, who favour low, greeted by the sounds of bleating sheep or barking hounds,
one-story houses, fronted by colourful, fenced gardens. The before receiving suspicious stares and half-hearted welcomes
exception to this rule is a large wooden building, the School- from the locals.
house. A recent establishment, it is open to all residents of This sullenness is not without cause. Living between Bree-
Bree, whether Big or Little, and regardless of income. Its costs hill and the Chetwood means that heavy spring rains or melt-
are covered by taxes taken from locals and tariffs levied on ing snows can lead to sudden floods which destroy homes and
traders — though neither of these is extreme. Because of the crops at least once a decade, though none was so devastating
existence of the school, nearly all of the Bree-folk are capable as the great flood that came in the spring following the Fell
of doing simple sums and know their letters. Little beyond Winter. As if that were not trouble enough, unlike the vig-
these basics is provided, and scholarly pursuits are not com- ilant and well-armed people of Archet, Combe locals have
mon nor particularly encouraged. Even so, it is not uncom- little protection should a Troll choose to come down from
mon for families from Combe, Staddle, and even Archet to the Weather Hills, cross the Chetwood, and make mutton of
pay an upper hillside family to house their child for a time their grazing sheep — something which has happened in
so that they can receive a “proper education”. past generations and remains a source of constant concern.
The upper hillside is also home to the town’s largest
smithy, which is a squat stone building high on the Hill. Few
weapons are crafted here. Instead, the local smith is kept
busy with crafting horseshoes, nails, and other day-to-day
implements.
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CHAPTER 9
STADDLE
GOBLIN RAIDS The village of Staddle is barely a stone’s throw from Bree
Word of a Troll raiding the livestock of Combe has proper, just on the other side of the Hill. In fact, many Bree-
begun to circulate, after years of peace. This time, folk consider it more a suburb of Bree — much to the con-
it is not simply the disappearance of a wayward sternation of the many Hobbits of the Tunnelly family that
ewe or sow. No livestock has been stolen. Instead, call Staddle their home. As populated by Hobbits as it is by
they are found savagely butchered, with hunks of Men, nearly two dozen stone homes serve as the residences
their bodies carted away while the remnants are of the Big Folk who dwell there.
left on the side of Bree-hill to rot. The people of The majority of the Hobbits in Staddle are not only
Combe haven’t asked for assistance, but rumours related to the Tunnelly family line, but also make their home
of this have reached as far as Bree. in smials dug into the eastern side of Bree-hill. These under-
An official intervention on the part of the ground homes are all interconnected by a series of tunnels
Bree-wardens has been dismissed, and the peo- that go deep into the ground, allowing kinfolk and cousins
ple of Combe have demonstrated to be unwilling to visit one another without ever going above ground. This
to cooperate, regardless of the obvious danger. great network of smials is known locally simply as “the Smial”.
Maybe the Player-heroes can convince the locals Most folk in Staddle, whether Big or Little, are quite wel-
to let them inquire on the matter? coming to visitors coming from Bree, or who slip off the great
After scouting the grazing fields on the first East Road to quench their thirst at the Lamplighter Inn. The
night of their visit, the Player-heroes discover Lamplighter itself is cosy and warm, built more to suit the
signs of an unsuspected culprit: A band of Goblins! Hobbit residents of Staddle than local Men or far off visitors.
Tracking them to an abandoned Troll-hole hidden It serves the finest fare outside of The Prancing Pony, per-
in the side of one of the hills to the north, the sonally prepared by the proprietor, Karla Tunnelly. Visiting
Player-heroes must drive them out before news guests looking for a room for the evening will find warm,
of their success draws more Goblins down from if a bit small, beds, and a good night’s rest that ends with a
the Weather Hills to raid the village itself.
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F ellowship P hases
robust morning breakfast of fresh eggs from local chickens THE SUMMER SMOKE RING FESTIVAL
and rashers of crispy bacon. Every year on Midsummer’s Eve, Men and Hobbits
Anyone who does make trouble in Staddle is likely to from the many villages around Bree-hill gather for
face the wrath of the town matriarch, Grandmother Tunnelly. the annual Summer Smoke Ring Festival. This cel-
She seems to know every whisper and rumour that passes ebration of the Hobbit art of pipe smoking finds
through Staddle, and according to legend, she even stared competitors trying to blow ever-greater and more
down a company of brigands caught attempting to raid the elaborate smoke rings, rings-within-rings, and
village one night several winters ago, fending them off with even silhouettes of birds and beasts in wispy blue
nothing more than her umbrella. Her duties are nominal at clouds. For the past several years, the winner of
best, with her only regular obligation being presiding over the Summer Smoke Ring Festival has been Adelard
the Summer Smoke Ring Festival. Instead, it is her reputa- Took, a Hobbit whose skill in the art of his people
tion and the general respect of the townsfolk, both Men and is said to rival even that of Gandalf the Grey.
Hobbits, that keeps the peace in Staddle. ♦ Player-heroes can participate in the Festival if
they so choose. The contest is either an Intel-
ADELARD TOOK: A young, vigorous Hobbit, Adelard loves ligence, Wisdom, or Charisma check using
blowing smoke rings above everything else. He was inspired pipes (DC 20).
by Balin, son of Fundin, who Adelard met several times at
Bag End. Balin taught him a smoking trick or two (Dwarves Failing one roll represents a lack of imagination or
are in general less experienced smokers than Hobbits, but skill and allows the player to continue. A second
show some great ingenuity when it comes to blowing smoke failure is a coughing fit, knocking the hero out
rings). His prize-winning trick is a large mushroom-shaped of the competition. If a Player-hero succeeds at
cloud he dubbed ‘the umbrella’. the endeavour, Adelard surrenders an elegantly
crafted pipe inlaid with silver accents and a pearl
stem to the hero. The pipe is worth 1 gold piece
Adelard Took and grants advantage on ability checks using it.
Medium humanoid (Hobbit)
INT WIS CHA
10 (+0) 10 (+0) 14 (+2)
OCCUPATION Champion Smoker
DISTINCTIVE FEATURES Bold, Honourable
TOOL PROFICIENCIES Pipes +6 When occasional visitors come to Archet, they spend their
SENSES passive Perception 10 brief stay at the Green Fletcher Inn, enjoying its warm, rustic
LANGUAGES Westron charm and fine stout. Foreigners come here almost exclu-
sively to trade goods or services for one of Archet’s finely
crafted hunting bows. It is said in Bree-land that the skill of
ARCHET the bowyers of Archet rivals that of the Elves — a claim that
Hidden under the southern boughs of the Chetwood, Archet is, of course, absurd, but certainly there is something extraor-
lies all but invisible beneath the eaves of the forest. Fewer than dinary about them. But Archet locals are loath to trade their
twenty cabins make up what can barely be called a proper wares, even to other Bree-folk, and demand a high price for
village, and the locals greet outsiders with grim glances and even the least of their creations.
sharp words. In an effort to keep outsiders from surprising Archet has no mayor, and is instead led by a Forester, who
them in their concealed hollow, and to keep a wary eye on serves more as a chieftain and protector of the village than as
lingering dangers that might come out of the Chetwood, a an administrator. The current Forester is Fitch Talltree, who
number of locals have taken to living in tiny huts among the took up the mantle after his father was slain by a Troll while
tree-tops. Even the scant few Hobbits that make their home the two were on a hunting expedition between the Chetwood
in Archet have adapted the ways of their people to the local and the Weather Hills. Like his father before him, Fitch is
woodcraft traditions, and they dig strange Hobbit-holes under grim and proud. He leads his people with a firm but fair hand.
the roots of particularly large and ancient trees.
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1 Troll of the A Stone-Troll is tearing through the Chetwood, making no effort at subtlety or stealth.
Weather Hills It spots the Player-heroes and immediately moves to attack, in search of a fresh meal.
2-3 Mistaken for Orcs A Chetwood hunter fires an arrow at the Player-heroes from a concealed position some
distance off. They have mistaken them for a party of Orcs in the shadowy light of the forest.
4-5 Abandoned The Player-heroes come across an abandoned cabin that appears to have been ran-
Homestead sacked by Goblins, with signs of a bloody struggle.
6-7 Hunted by Wolves The Player-heroes notice they are being tracked by a small pack of wolves. If they don’t
succeed on a DC 15 Wisdom (Hunting) check to throw them off, they’ll likely attack in
the coming hours.
8-9 Sinkhole Caught in a morass of mud concealed by a layer of leaves and lichen, the characters
sink and find themselves trapped. They will need to succeed on a DC 15 Strength (Ath-
letics) check, otherwise the struggle to get free will cause them to suffer one level of
exhaustion and lose a day of travel.
10-11 Goblin Scouts Goblins have come down from the Weather Hills to scout the Chetwood. They have
spotted the Player-heroes and will try to ambush them.
12 Fitch Talltree The Player-heroes encounter the Forester of Archet himself. Depending on the nature
of their errand, he may aid them or offer them insight into the goings-on of the Chet-
wood. He can also easily guide them back to Archet.
Player-heroes who have proven themselves through previous edge and the Weather Hills in the north eastern corner, at its
adventures or have come requesting an Archet Bow, are asked heart it is far more diverse and mysterious than most sensible
by Forester Talltree to join him in his hunt for the Troll that folk are willing to discuss. Only the people of Archet know
slew his father. that the Chetwood can be a truly dangerous place.
They must brave the natural hazards of the Chetwood as Wisely, few venture into the heart of the forest, where the
they move north into the Weather Hills. The Troll, knowing trees seem as old as time. Large and gnarled, with twisting
that Fitch has been seeking vengeance, has laid a trap and roots and clawing branches, they can turn any pleasant walk
ambushes the party as they wander the region. Eventually into a perilous journey, especially after sunset. Even during
the party tracks the Troll to a dark and crumbled ruin in the the day, its thick green canopy can block out the summer
Weather Hills, where the creature is able to hide from the sun, forcing a lost wanderer to find their way by thin beams
sunlight — but Fitch is consumed by his lust for revenge and of light broken by long shadows. Here, only birds and beasts
the Player-heroes must find a way to defeat the brute as the are welcome.
Forester charges headlong into battle – and likely his death. In recent years, news of Orcs, wolves, and worse coming
down from the Weather Hills and entering the Chetwood have
THE CHETWOOD reached even the Bree-wardens with such frequency that they
The residents of Bree and the surrounding villages regard the can no longer be dismissed as simple rumours or idle gossip.
Chetwood as a delightful forest to look upon from atop the Fitch Talltree has forbidden the people of Archet from ven-
hill, or even stroll under its eaves during long summer sun- turing too deeply into the forest alone, and more than one
sets. But this wide patch of woodland stretches much farther of the woodsmen that dare to dwell in this area have aban-
to the north from the slopes of Bree-hill, and is a wild place. doned their cabins, or worse, these homesteads have been
Expanding to meet the Midgewater Marshes on its eastern discovered abandoned and burnt.
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THE MIDGEWATER MARSHES and wanderers who make use of the East Road are likely to see
East of the Chetwood, the ground falls steadily, and soon broken towers and ruined castles that have been reclaimed
becomes damp and boggy. This flat expanse of country is by time or fallen to neglect.
dotted by pools of water, lined by patches of reeds and rushes. As far as the Bree-land is concerned, the East Road
Keeping a proper course becomes difficult, even for experi- is its lifeblood. Merchants from the Blue Mountains pass
enced travellers, as no tracks can be made out among the
shifting quagmires. After a few miles, one enters the proper
Midgewater Marshes, a treacherous wetland owing its name
to clouds of tiny midges.
No one goes into this marshland, unless they must flee
from mortal danger. Camping is cold and uncomfortable, and
the insects make sleeping a misery — because if the midges OVER THE EDGE OF THE WILD
were not enough, the bog is also infested by a noisy relative For those who travel east along the road, there are
of the cricket that never ceases to squeak, all night long. still many miles from the Forsaken Inn to the Last
Bridge and then from there to the High Pass over
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F ellowship P hases
1 Troll-hole The Player-heroes stumble too close to a Troll’s lair and awaken a Stone-Troll! It lumbers
out and attempts to slaughter them for a fine meal!
2 Mournful Stones While travelling, a strange howling wind blows through the broken stones of a nearby
ruin. It is unnaturally cold, and its melancholy takes hold in the characters’ bones.
3 Fallen King Walking past what seems a dense thicket of brambles, the Player-heroes spot the fallen
statue of some ancient king of Men. It is shaped like a grim and resolute warrior, now
covered in dirt and worn by time. But at its feet, a wreath of flowers grows, and anyone
who examines it and succeeds on a DC 15 Intelligence (Nature) check can identify the
plant as Kingsfoil. A sprig of it can be harvested, allowing a hero to use it as if it was a
healer’s kit (1d10 uses left).
4 Carrion Eyes A flock of ill-tempered crows watches the characters, flitting from tree to tree, stone to
stone, for a mile or so before suddenly taking flight and heading to the mountain ranges
to the north. Are they spies for the Goblins of Mount Gram? Or worse, for Angmar itself?
5 Predators in the A small pack of wild wolves stalks around the Player-heroes as they camp or walk upon
Firelight the East Road at night. If not driven off with a DC 15 Charisma (Intimidation) check, they
will attack. Fearsome, but ultimately cowardly, they will flee if they discover that the Play-
er-heroes are no easy prey.
6 Sun Upon the Stone While passing close to a half crumbled stone tower, the sunlight reflects off an
unblemished wall of the ancient structure, and for an instant, a hint of its original
greatness is revealed.
7 Lost Merchant A Dwarf merchant returning to the Blue Mountains is injured and weary from his travels,
and asks the Player-heroes to guide him to the nearest farmstead. If they aid the Dwarf,
the merchant will reward the heroes with 10 silver pennies each.
8 Highway Robbers Masquerading as an innocent traveller who has been separated from his companions, a
Highway Robber will attempt to lead the Player-heroes a short distance off the road and
into an ambush where several of his allies wait.
9 Strange Stars in High As the sun fades, the Player-heroes see a cold light twinkling in the window of a broken
Towers tower near the horizon. The light seems to linger and follow them, dogging their steps
from a distance before vanishing into the night.
10 Goblin Scouts A Goblin Archer starts to track the Player-heroes. If they do not notice or detect him
with a DC 15 Wisdom (Perception) check, that night they will be ambushed by his allies.
11 Song of Kings Upon the banks of the Hoarwell or another body of water, the Player-heroes see a beauti-
ful maiden singing a sad song of the Elder Days in Sindarin. She looks at them, offers a mel-
ancholy smile, and fades from existence… though the song lingers on for a few moments.
12 Rangers The company is being followed, but their pursuers reveal themselves to be Rangers of
the North, and offer to guide the characters for a brief time on their journey. The Com-
pany has advantage on the next Wisdom (Travel) check made while on the East Road.
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on through it and continue further east as in olden days, that loam over the road, one can see distant hills occu-
to trade with their kinfolk on the other side of the Misty pied by broken castles. Travellers describe them as having
Mountains or the Men of Dale. These adventurous mer- an evil look, as if they had been built by wicked people.
chants arm themselves well for such a journey, for the road Strange lights can be seen lingering inside them on cold,
is long and hard and fraught with peril. Between the trees moonless nights.
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1 Corrupted Long ago, wars raged across these lands as kingdoms fought against the armies of the Witch-king
Tomb and each other. This tomb once held a great captain, but now it is only home to Fell Wraiths from
ancient Angmar who will harass and delay the company.
2 Abandoned Stumbling upon the ruins of an abandoned roadside stable, the Player-heroes see a wild steed graz-
Stable ing in the grass. The majestic beast can be calmed with a DC 15 Wisdom (Animal Handling) check. If
the check succeeds by 5 or more, then the horse can be ridden.
3 The Watch A battered tower stands a little distance from the road. A crescent moon is carved in stone upon its
Ends arched entryway. If the Player-heroes climb to its top on a night with a crescent moon, they find a
single soldier standing watch. The guard politely asks if they are there to relieve him and if they say
yes, the soldier bows and then heads downstairs – if any follow, they lose sight of the guard.
4 Ring of Petals A small ring of white stones, overgrown with beautiful wildflowers lies not far off the road. No dan-
and Stone gerous natural predators will cross the circle.
5 Elven One afternoon, the Player-heroes meet an Elf who asks to walk with them for a time. She tells them that
Minstrel she is composing songs to honour Menelmacar who will arrive soon. If the heroes have patience with
the minstrel, then they are in for a night of song and celebration. Each hero gains inspiration. If they are
rude or impatient with the Elf, she excuses herself before nightfall and they gain no benefits.
6 Southerner A Southerner Raider is hobbling up the Greenway, masquerading as an injured farmer. He asks the
Ambush characters to walk with him to his nearby homestead, but when they arrive they find it to be a ram-
shackle barn where several of the Raider’s allies ambush the Player-heroes.
7 Orc A long stone wall follows the Greenway for a time here, and a handful of Orcs crouch beneath the
Stragglers wall, waiting for the Player-heroes to pass so they can ambush them. A DC 15 Wisdom (Perception)
check detects their presence.
8 Collapsed A great mound of stones has been scattered near the road, a DC 15 Wisdom (Perception) check
Cairn reveals a large barrow has been dug down into the wet earth. Unfortunately, this makeshift tomb
has become the lair of a Barrow-wight, who will attack anyone who intrudes upon its resting place.
9 Burnt Once the farmhouse of someone who lived upon the Greenway, it is now a ruined pile of burnt rub-
Homestead ble. A DC 15 Intelligence (Investigation) check reveals that the occupants did not escape the fire, and
that several appear to have been slain by Orc arrows before the flames took them.
10 Displaced A wandering Southerner, weary and travel-worn, asks for the Player-heroes’ charity by letting him
Southerner share their food and fire for the evening. If treated kindly, he will provide them with many stories
about his distant country.
11 Slain The characters come upon the corpse of a Man slain no more than a few days ago with vicious cuts
Wanderer and Orc arrows. His clothing is tattered, and a small brooch is clasped under his cloak, in the shape
of a rayed star. Anyone who succeeds on a DC 10 Intelligence check can identify him as a Ranger
of the North. If his brooch is returned to his people, a small favour might be asked in return.
12 Ancient The Player-heroes come upon a small keep some distance off the Greenway, tended by a lordly
Hospitality old man who offers them hospitality. If they accept and treat him well by making a DC 15 Charisma
(Persuasion), check that night they will dream of the glory of the towers of Annúminas and the
shining shores of Lake Evendim. By dawn, they reduce their Shadow by 1, though in the morning
the kindly old lord is gone, and there is no sign of the keep having ever been inhabited.
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F ellowship P hases
found near their settlements along the Greenway, and in the deep in the darkness. Concealed from the light of day, he sits
remains of the ancient buildings that are found under their and festers in his own hatred, his lust for death satiated only
very homes, every time that anyone digs for just a few feet. when intruders dare enter his domain, or on the rare occa-
sions when he walks among the mists of the Barrow-downs
the barrow-downs
under cover of darkness. Stories of his empty eyes, his broken
blade, and his terrible song have kept most would-be tomb
To the east of the Shire, beyond the Old Forest, rise the green- robbers from daring to come near his domain — and those
grey hills known in Hobbit-legend as the Barrow-downs. It is who do are seldom heard from again.
a maze-like country, made of grassy ridges rising one after
another, with deep green hollows in between. If on a jour-
ney, it is much wiser to travel around them, especially since The Wight-king
the great East Road lies immediately north of the Downs. If Medium undead
a traveller must pass through them, they go quickly and only
when the sun is up. STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 18 (+4) 12 (+1) 14 (+2) 18 (+4)
By day, the scent of turf is strong and sweet, and the air
itself is often still when caught between hillside and hillside, ARMOUR CLASS 17 (mail hauberk)
silent except for the high calls of strange birds. As one pro- HIT POINTS 68 (8d8 + 32)
ceeds eastward coming from the forest, the hills grow higher SPEED 30 ft.
and steeper, their tops crowned with mounds and standing SKILLS Intimidation +7, Stealth +3
stones. When the sun begins to set, a mist rises to obscure the SAVING THROWS Con +7
landscape, slowly turning into a thick and cold fog, covering DAMAGE RESISTANCES cold, necrotic; bludgeoning,
the land as a shroud. piercing, and slashing from non-magical weapons
Anyone caught in this white sea risks falling prey to the DAMAGE IMMUNITIES poison
dreadful spells of the Barrow-wights, spirits inhabiting the hol- CONDITION IMMUNITIES charmed, exhaustion, poisoned
low chambers buried under the green mounds on top of the SENSES truesight 120 ft., passive Perception 12
hills. These crypts served as tombs for those who once ruled LANGUAGES Black Speech, Westron
over Eriador, in the time of the kings, but there is no rest for CHALLENGE 5 (1,800 XP, proficiency bonus +3)
them, as their bones are stirred by an evil will. Travellers who
lose their path in the fog find themselves suddenly in the
shadow of huge standing stones, and hear cold voices com-
ing out of the ground, calling them. If they fail to resist the
call, they will be taken by the Barrow-wights and imprisoned.
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DARKER THAN DARKNESS (Recharge 6). As a bonus ac- Scant few have seen the Wight-king and lived to tell the
tion, the Wight-king can summon a magical darkness tale, but mad tomb-robbers who have come out of the Bar-
spreading from a point of the Wight-king’s choice to
row-downs tell of a fleshless warrior wearing the blackened
fill a 30-foot-radius sphere for 1 minute. The darkness
raiment of an ancient noble. Empty black eyes burn behind
spreads around corners. Non-magical light cannot illu-
a great, cracked helm, and a pitted blade is clutched in his
minate this darkness.
DEATHLESS. If damage reduces the Wight-king to 0 hit left hand. All that is dead and yet still lives by sorcery or the
points, he must make a Constitution saving throw with will of the Enemy is his to command.
a DC of 5 + the damage taken, unless the damage is ra- The Wight-king leaves the Great Barrow only at night,
diant, from a critical hit, or from a weapon enchanted and moves in darkness and silence across Tyrn Gorthad, sing-
with spells for the Bane of the Undead. On a success, the ing songs of hopelessness and sorrow in both the Common
Wight-king drops to 1 hit point instead. Tongue and the Black Speech of Mordor.
SUNLIGHT SENSITIVITY. While in sunlight, the Wight-
king has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight. the north downs
ACTIONS The North Downs are a landscape of high hills and gullies,
MULTIATTACK. The Wight-king can use its Strike Fear or covered in grass and dotted by many ruins. They stretch in
its Wight Song. It then makes two long sword attacks. It a north-eastern direction for many leagues from where the
can use its Icy Touch in place of one long sword attack. Greenway ends, until they give way to the empty lone-lands
LONG SWORD. Melee Weapon Attack: +6 to hit, reach 5 running towards Angmar of old. Once the North Downs stood
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 at the heart of a great kingdom, but these wild lands are now
+ 3) slashing damage if used with two hands. deserted, and all that is left are broken towers and crumbling
ICY TOUCH. Melee Weapon Attack: +6 to hit, reach 5 ft., walls. The region is not entirely devoid of life though, quite
one target. Hit: 6 (1d6 + 3) necrotic damage, and the tar- the contrary — wild hares and sheep roam the land, grazing
get must make a DC 15 Constitution saving throw, taking 5
on the lush grassland, and kestrels cross the sky searching for
(2d4) necrotic damage on a failed save.
prey. If this place wasn’t shunned as cursed, the North Downs
STRIKE FEAR. Each non-undead creature of the Wight-
would prove bountiful as a hunting ground.
king’s choice that is within 60 feet of the Wight-king and
aware of him gains 2 Shadow point from Dread, resisted Recently, a particular type of predator has made its lair in
by a DC 15 Charisma saving throw. On a failed save, a tar- the North Downs, profiting from its ill-repute and contribut-
get becomes frightened for 1 minute. If the save fails by 5 ing to it — a good number of reckless robbers and brigands
or more, the target gains 3 Shadow points instead of 2 and have found refuge in its half-ruined towers and stone home-
is also stunned while frightened. A creature can repeat the steads. They waylay travellers along the Greenway, and exact
saving throw at the end of each of its turns, ending the payment from merchants heading to Bree or returning from
effect on itself on a success. If a creature’s saving throw is there, ready to disappear into the North Downs if pursued.
successful or the effect ends for it, the creature is immune The presence of these bands of rogues is starting to worry
to the Wight-king’s Strike Fear for the next 24 hours.
those who have sworn to keep safe the land of old Arnor.
WIGHT SONG. The Wight-king chants a low, chilling
Indeed, the Rangers of the North used to maintain several
song to subdue a foe within 30 feet of him who can
of their secret refuges in hidden dales close to where the city
hear him with the dark enchantment of his voice. The
target gains 3 Shadow points from Sorcery, resisted by of Fornost Erain used to be, centuries ago, and they have
a DC 15 Intelligence saving throw. On a failed save, the been forced to abandon them when the bandits moved into
target succumbs to a magical slumber, falling uncon- the North Downs. Of course, the Rangers won’t suffer this
scious for 1 minute or until it takes damage, or someone interference for long. Talandil, a veteran Ranger and self-ap-
uses an action to shake it awake. If the save fails by 5 or pointed guardian of Fornost Erain, is already seeking help
more, the target is also paralysed for the same duration among adventurers willing to fight to free the area from the
and cannot be shaken awake. A creature that success- bandit threat.
fully saves against the effect is stunned until the end
of the Wight-king’s next turn unless it succeeds by 5 or FORNOST ERAIN
more, and is immune to the Wight-king’s song for the
In the southern foothills of the North Downs lies what remains
next 24 hours.
of a great city of stone, now almost completely reclaimed by
time and nature. This place is called Deadmen’s Dike by those
who live in Bree and fear it, and Norbury by the most scholarly
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F ellowship P hases
among Shire-hobbits. But only those mysterious wanderers THE DOME OF SIGHT: Caved in upon itself from the weight of
called the Rangers recall its former glory as a great fortress the years, this great, domed chamber once housed the Seeing
and city built in the time of the kings out of the sea, and Stones of the North Kingdom: the chief stone that once was
called Fornost Erain. kept at Amon Sûl, and the Stone of Annúminas, now both
Centuries ago, the walls and towers of Fornost were lost. A part of the chamber is now underground and is still
broken when the city was attacked by Angmar and sacked. accessible from the surface. If reached, one can observe part
Though the Witch-king sat upon the throne of Fornost for of the dome that hasn’t collapsed yet, a high vault covered by
only a brief while, the defilement of the city left a scar so deep mosaic tiles displaying the image of a starlit sky. Some among
that it never rose again. In the Twilight of the Third Age, the the Rangers say that the ceramic tiles of the mosaic still retain
roots of trees hundreds of years old have broken through the images of faraway places.
stones that paved its streets, and ivy and lichen have covered
its once white walls. The folk of the Bree-land call this place THE THRONE ROOM OF ARVEDUI: Some among the older
cursed, and none dare dwell there. Even the most callous Rangers of the North talk of a vast, underground chamber,
tomb-robbers do not cross into the ruins of Fornost Erain, surviving intact under the ruins of what they claim was the Hall
for it is said that the spirits of the men who died protecting of Eärendur, the royal palace of Fornost. It’s the throne room
the city still linger there, hoping to redeem their name by of Arvedui, a long hall with tall pillars reaching up towards the
forbidding anyone to enter. ceiling, carved with a craft now lost to the ages. A raised throne
Only the Rangers of the North venture into that broken stands among broken stones that fell from the ceiling, its high
place, and for their bravery, they are scorned by the people marble back decorated with the image of a single, many-rayed
of Bree, for they believe that anyone willing to live in the star. The throne itself seems untouched by time.
shadows of the fallen city must themselves be as cursed as
the place itself.
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THE RECORDS OF THE LAST KING: The life of Arvedui Last- SNEAK ATTACK (1/Turn). Búrzgul deals an extra 10
king was ill-fated, and most of what is remembered of him (3d6) damage when it hits a target with a weapon at-
tack and has advantage on the attack roll, or when the
concerns his fall. Few recall that in life he was considered
target is within 5 feet of an ally of Búrzgul that isn’t
Elven-wise, and that he held council with many among the
incapacitated and Búrzgul doesn’t have disadvantage
Fair folk. He kept many books of lore and records of these
on the attack roll.
meetings in a private library, a chamber of records now con- SUNLIGHT SENSITIVITY. While in sunlight, Búrzgul
cealed beneath the ruin of his palace. Should it be discovered, has disadvantage on attack rolls, as well as on Wisdom
its content would offer great insight into the mind of the last (Perception) checks that rely on sight.
king and the affairs of his final days.
ACTIONS
MULTIATTACK. Búrzgul makes two melee attacks, or
the south downs one melee attack and one ranged attack.
Bordered to the west by the Greenway and to the north by SCIMITAR. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.
the East Road, the South Downs is a range of hills running
SHIELD BASH. Melee Weapon Attack: +5 to hit, reach 5
from east to west for about a hundred miles. Dreary, empty
ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage.
and featureless, the hills sport little vegetation and few ani-
If the target is Medium or smaller, it must succeed on a
mals make their lairs there. The Bree-folk and the Rangers DC 13 Strength saving throw or be knocked prone.
have little reason to travel across this wild region, and avoid SPEAR. Melee or Ranged Weapon Attack: +5 to hit,
it whenever possible, disliking in particular the occasional reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3)
miasma that drifts east from the Barrow-downs. piercing damage, or 7 (1d8 + 3) piercing damage if used
with two hands to make a melee attack.
THE HOWLING HOLLOWS YELL OF TRIUMPH (Recharges after a Long Rest). Each
Long ago, Wolves from the Misty Mountains came west into creature of Búrzgul’s choice that is within 30 feet of it
Eriador to hunt. Some never returned, and made new lairs and can hear it gain advantage on attack rolls and sav-
ing throws until the start of Búrzgul’s next turn. Búrzgul
in the South Downs, as they found the desolate hills to offer
can then make one attack as a bonus action.
good sanctuary.In time, they have burrowed deeply under
the hills, creating a web of caves. From here, they go out at REACTIONS
night to search for prey. PARRY. Búrzgul adds 2 to its AC against one melee at-
These secret hollows give shelter to a pack of a dozen tack that would hit it. To do so, Búrzgul must see the
Wolves, but word is spreading among the cunning beasts, attacker and be wielding a melee weapon.
and more wicked creatures are coming to the South Downs.
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1 Spirits out of A group of Fell Wraiths rise out of the darkness of a burned ruin that projects from the fields of
Angmar the North Downs like a jagged wound. They attack, filled with malice for all who live and would
dare to trespass on their long absent Witch-king’s field of victory.
2 Forgotten The Player-heroes uncover an inscription in Adûnaic (on a wall, a slab of marble, or on a mosaic
Words floor, for example). A DC 15 Intelligence (Old Lore) check is required to translate it. The content
hints at the whereabouts of one place among The Dome of Sight, The Throne Room of Arvedui,
or The Records of the Last King (see page 199).
3 A Lingering With a DC 15 Wisdom (Perception) check, the Player-heroes discover that they are being shad-
Shadow owed by someone. The mysterious spy disappears after a few hours, or if called out.
4 Home Brought The Player-heroes discover the remains of a stone house that is still accessible. Inscriptions allow
to Ruin them to identify it as the ancient home of a noble from Arthedain, but idle scrawls and foul sym-
bols also indicate that the building suffered from the ruin that Angmar brought upon the city.
5 Scavengers The Player-heroes stumble upon a group of Highway Robbers in the middle of plundering what
might be a tomb. Whether or not they become violent depends on how they are treated by the
Player-heroes. What treasures they have on them (if any) should be determined by the Loremas-
ter, but their finds would typically be worth 1d3 g.
6 Voices from the While travelling across the North Downs, the Player-heroes hear the galloping of steeds at
Past full charge, the sound of steel on steel, and the cries of both the victorious and the dying. The
sound appears and fades without warning, seeming to come from all around the characters.
7-9 Unstable The earth beneath their feet gives way, and the Player-heroes tumble into a chamber of a
Foundations long-collapsed building.
10 Battered The Player-heroes discover a helm that, though dented and weather-worn, looks like it could
War-gear easily be repaired and polished. It bears the crest of the Kings of Arnor, and might once again
protect a noble brow.
11 Restless Soul The Player-heroes share a dream where a warrior of Arthedain asks them to give their remains
a proper burial. A DC 15 Wisdom (Perception) check around their night camp uncovers a col-
lapsed watchtower and the skeleton of a fallen guard.
12 A Secret Hoard The Player-heroes uncover a spiralling mosaic on the floor of a ruined building. A DC 15
Intelligence (Investigation) check reveals a removable slab of marble. Under it lies a greater
Hoard of treasure, hidden there before the city was plundered. Golden dishes, cups stud-
ded with precious stones, lacquered drinking horns, and a small armoury of items of worth
is secreted here.
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CARN DÛM
Once the seat of power of the Witch-king of the North, this icy
tower is hidden in the endless labyrinth of passes and tunnels
that snake through the Mountains of Angmar. Even though
the Witch-king himself has yet to return home, rumours of
rekindled forges, gathering armies, and fell sorcery occurring
in the dungeons of the broken tower are heard as far as Bree
itself. Whether these rumours have any substance to them or
not remains to be seen, but the growing threat of the Enemy’s
forces and their increased presence in Eriador hints at there
being a terrible truth behind these dark whispers.
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TROLL-HOLES
Characters exploring the North Downs will often stumble upon ruins and ancient testimonies of the war that destroyed this place.
The Loremaster can roll on the following table to determine what they find.
D12 RESULT DESCRIPTION
1 Not Alone The Player-heroes begin to explore a cave that seems both shallow and abandoned. But looks
are deceiving and when they find their way deeper into the cave, they suddenly come face-to-
face with a fearsome Great Cave-troll!
2-3 Root Nest A large tree has split wide open at its base and descends into a shallow, muddy hole that serves
as lair to a Stone-Troll Chief. It is slippery and difficult to navigate.
4-5 Crumbling A once magnificent tower that has collapsed in on itself has become the home of a Stone-Troll
Tower Robber. It is of dubious stability and could cave in entirely at any time.
6-7 Shallow Cave A cave that goes no more than a few feet into the side of a small stone hill is as close to a tra-
ditional Troll-hole as one can imagine, and could easily be avoided were it not so close to the
East Road.
8-9 Behind the Falls A small pool of water with a low waterfall coming off a stone rise serves as the home to a Stone-
Troll Robber, who wades into the water before ducking beneath the falls and coming up on the
other side in an easily overlooked lair.
10-11 Under The characters stumble upon a Cave-troll Slinker who is tearing away at trees and rocks, freeing
Construction an opening leading to a cave.
12 Abandoned The Player-heroes stumble upon a Troll that has been turned to stone by the sun while within
sight of its Troll-hole. A DC 15 Intelligence (Investigation) check reveals a lesser Hoard.
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lindon
The stones of the Last Bridge are old and worn, often
slick when rain has fallen, with little more than a knee-high
barrier on each side to prevent travellers from slipping and The wide seaward land to the west of the Blue Mountains is
falling into the cold, rushing waters of the Hoarwell far below. the Elven realm of Lindon. The region is what remains of the
This is taken as yet another sign of both the Bridge’s age and great country of Beleriand, destroyed almost entirely in wars
the impending doom awaiting any who cross it. that only the long-lived Elves remember. Originally populated
by the survivors of that land, it was for a while the greatest
tharbad
nation of the Elves in Middle-earth. Gil-galad, the last king
of the Noldor, dwelt there, as did Celeborn and Galadriel,
This ruined city lies where the Greyflood is no longer navi- before they went to Lórien. In time, Celebrimbor led many
gable for sea-going ships. Of course, this hasn’t mattered for of the High Elves away east, to found Eregion, after hearing
many, many years, but there was once plentiful commerce in of the discovery of Mithril in the mines of Moria.
Tharbad, even before the founding of the city proper. A great The land of Lindon comprises Forlindon and Harlindon,
bridge was built first, then a fortress to guard it, and then an the coastlands to the north and south of the Gulf of Lhûn. It
entire city grew up around the crossing. Tharbad endured, once included land to the east of the Ered Luin, but today the
through wars, plagues, and worse, though its population dwin- Tower Hills represent its most eastern borders. No Men cross
dled. It became no longer a place where travellers met, but a into Lindon, but Dwarves still maintain some remote halls in
market town for the locals. The latest calamity struck about the Blue Mountains, both north and south of the Gulf of Lhûn.
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CHAPTER 1
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APPENDIX
“But great though his lore may be, it must have a source.”
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he following sections contain information on a Third Age and suited to become allies of the Company, while
variety of topics — Patrons presents biographical Landmarks discusses one of the main ways that The Lord of
data and rules concerning many wise or otherwise the Rings Roleplaying presents playable material, including The
distinguished individuals living at the end of the Star of the Mist, a full example of the new format.
patrons
“And now,” said the wizard, turning back to Frodo,
“the decision lies with you. But I will always help you.”
As seen on page 16, in the course of their adventures the balin, son of fundin
Player-heroes will sooner or later encounter others who, like ...there was a very old-looking Dwarf on the step with a white beard
them, oppose the encroaching Shadow. Among them are and a scarlet hood; and he too hopped inside as soon as the door
Men, Elves, and Dwarves, even Hobbits, who started to fight was open, just as if he had been invited.
the Enemy long before them, and are actively seeking worthy
allies to join in their fight. Born in the year 2763 of the Third Age, Balin is the eldest son
Whenever a Company makes the acquaintance of such of Fundin, one of Durin’s Folk. He and his younger brother
an individual, they might adopt them as their Patron. A Com- Dwalin are of royal blood, as they count King Náin II among
pany typically encounters a potential Patron during play, in their ancestors. A venerable Dwarf, Balin has seen much,
the course of an Adventuring Phase. including the death of too many allies and dear friends. He
In time, the Player-heroes are bound to meet several such fought the Orcs when his father died defending Moria, was
individuals throughout their career, but may designate only there when Thráin disappeared in Mirkwood, and was with
one of them as their main Patron at any time — a Com- Thorin Oakenshield on the quest that ended with the liber-
pany enjoys exclusively the Fellowship Bonus and advantages ation of Erebor and the death of the Dragon.
related to the Patron they choose as their main one. For decades, Balin was Thorin’s counsellor, and now
serves Dáin Ironfoot, the King Under the Mountain. One of
The Player-heroes designate their main Patron when Dáin’s most trusted officers, he is an adventurer at heart, and
they are in the same place as the selected individ- rarely remains at court for long periods of time. Despite his
ual during a Fellowship Phase, by choosing the Meet status among his kin, he is surprisingly humble and polite.
Patron undertaking (see page 113). While still doughty, Balin’s age is beginning to show. He some-
times mutters to himself and dodders as if every day of his
The following section presents some of the most influential years presses upon him.
individuals living at the end of the Third Age who may act as
Patrons for the Company.
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ENCOUNTERING BALIN
According to his nature as a wanderer and his duty as a mes-
senger of Dáin, Balin is often on the road, travelling across
Wilderland and Eriador. He sometimes journeys with Gan-
dalf, to suit his own or the Wizard’s purposes. Balin enjoys
his visits to the Shire to see his dear old friend Bilbo Baggins,
and out of a general fondness for Hobbits and their excellent
hospitality. He also goes to the Blue Mountains regularly, to
work with the Dwarves residing there.
Balin is unusually woodcrafty for a Dwarf, adept at track-
ing, fire-making, and pathfinding. He often serves as a look-
out and takes pride in his acute sight. Balin knows well the
regions he traverses when he journeys from Erebor to the
Blue Mountains, having made the trip several times, though
he prefers not to cross Mirkwood, even to this day.
One might encounter Balin in a small inn along the way all he can about Moria, where his father was slain. Together
between Erebor and the Blue Mountains, camping in the wild with two of his fellow survivors of Thorin’s company — Ori
near the road, or sharing a pipe with old friends. He is gener- and Óin — he speaks often about entering Khazad-dûm and
ous to a fault, kind of spirit, and easily the wisest and best of exploring it. So far, King Dáin of Erebor has cautioned them
those who reclaimed the Lonely Mountain. He may accom- against such an endeavour, though it is clear that they are
pany a group of adventurers if their purposes align, or even not to be dissuaded.
for a while if they are going roughly in the same direction.
FELLOWSHIP BONUS ADVANTAGE: BALIN’S COUNSEL
BALIN AS A PATRON
+1 You can spend a Fellowship point to
Unlike many Dwarves, Balin is genuinely interested in other
roll an additional d20 after an attack
folks and takes kindly to Hobbits especially. Of the Dwarves
roll (but before the outcome is deter-
of Thorin’s Company, Balin is the only one still associating
mined), and choose which of the d20s
with Gandalf long after the death of Smaug, as he shares the
is used.
Wizard’s concern about the growing Shadow.
In addition to that, Balin aims to restore the strength
and prominence of the Dwarves in Eriador, whether through
bilbo baggins
direct action, or by setting into motion agents who might
affect the change he wishes to see. Like all his folk, he hates
Orcs and their ilk, and seeks in every way to drive them back … he looked and behaved exactly like a second edition of his solid
wherever he can. His adventuring has made him wiser and and comfortable father, got something a bit queer in his make-up from
more cautious though, and he often counsels patience and the Took side, something that only waited for a chance to come out.
observation as a tactic, versus rash or violent action.
Balin is eager to know anything that can be learned regard- In the year 2965, Bilbo is a vigorous Hobbit — At seventy-five
ing Dwarf-holds fallen to the Enemy, and actively encourages he is very much the same as he was at fifty, at the time of
his allies to scout those places or rid them of any foul den- his remarkable disappearance and surprising return. On the
izens therein. In particular, Balin is interested to find out surface, the son of Bungo Baggins and Belladonna Took is a
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OCCUPATION Retired adventurer, Burglar Unbeknownst to his fellow Hobbits who just consider him to
DISTINCTIVE FEATURES Cunning, Fair-spoken be strange, if not completely mad, Bilbo knows a lot about
LANGUAGES Westron the world outside the Shire, and is well aware of its dangers.
He keeps himself as informed as he can, exchanging tidings
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ENCOUNTERING CÍRDAN
Círdan dwells with his people at the great port of Mithlond,
on the banks of the Gulf of Lune. He rarely ventures forth
from the Grey Havens, but all who are of good spirit and come
in peace are welcome to come and see him there. Galdor of
the Havens is his herald and envoy, and often travels across CÍRDAN AS A PATRON
Middle-earth representing the Shipwright wherever needed, Círdan knows that the Grey Havens play a role of primary
and speaking with his full authority. importance in the war against the Shadow. The Five Wizards
In person, Círdan is very tall, even for an Elf. His appear- landed here when they came to Middle-earth almost two thou-
ance is that of a grey but vigorous individual, with a long, silver sand years ago, and it is here that many great fleets armed for
beard, a rarity among the Fair Folk. He is gracious and hospi- the defeat of Sauron found safe harbourage. In the twilight
table, receiving all guests with full courtesy and kindness. His of the Third Age, Mithlond serves as the last refuge for those
bright eyes are keen, yet profound — If anyone was to look who desire to leave Middle-earth, and Círdan considers it his
into them for a few moments, they would see a deep well of duty to ensure that their passage is made as safely as possible.
memory and experience, telling of the countless things that The Grey Havens also guard a great wealth of knowledge.
Círdan has accomplished over his long lifetime. Círdan’s memory goes back to a time before the light of the
Sun and Moon, and his knowledge rivals that of Elrond,
greatest of lore-masters. The Lord of the Havens and that of
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CHAPTER 8
Gilraen can be met in the company of small bands of Rang- Old Tom Bombadil roamed all over Eriador, when the woods
ers, along the many paths trod by her folk in the vicinity of that today are called the Old Forest reached Dunland in the
Rivendell, or in the Weather Hills and the North Downs. She south. As the forest shrunk, so did his domain. He is a strange
never stays away for more than a few weeks at a time though, creature, known by many names — to the Elves he is Iarwain
always returning to the safety of the house of Elrond to rest. Ben-adar (‘oldest and fatherless’), a name that attempts to
define him. For he is ancient even for the long-lived Elves,
GILRAEN AS A PATRON and they don’t know whence he came. He was there before
Having lost her husband Arathorn to an Orc-arrow, and his the Dark Lord arrived, he welcomed the first rivers and trees,
father Arador to the ferocity of Hill-Trolls in the Coldfells, and his life is tied inextricably to that of his land.
Gilraen has experienced personally the hatred of the Enemy Tom appears as a red-cheeked man with curly brown hair,
for her folk. She knows full well that the Dúnedain of the wrinkles around his eyes etched deep from mirth, usually
North and the entire region of Eriador will never be safe if evil clad in a blue coat and yellow boots. He is often engaged in
creatures are allowed to prowl undisturbed. In the absence seemingly frivolous activities, like picking water-lilies, as if
of her son the chieftain, Gilraen makes sure that the Rangers he hasn’t a care in the whole of Middle-earth. In truth, the
don’t forsake their duty as guardians of the land of old Arnor opposite is true: Tom cares about all living things, so much so
and the borders of the Bree-land and the Shire. In this, she that he cannot distinguish the worth of one life over another.
has found a staunch ally in the Wizard Gandalf. When she Bombadil shares his life with Goldberry, the River-wom-
is in Rivendell, she never misses a chance to encourage the an’s daughter. She is a lady as fair as an Elf-maiden, and she is
sons of Elrond to go out and hunt all monstrous creatures. as enigmatic as her companion. Just standing in her presence
Adventurers worthy of Gilraen’s trust find themselves enjoying provokes a marvellous delight in those who enter the house
the respect of the Rangers of the North. When out in the wild, of Tom Bombadil, a joy that is felt deeply in their hearts.
they can count on the help of many scouts, and are provided
directions to find their hidden refuges and caches of supplies.
tom bombadil
sures that come with a humble heart.
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CHAPTER 8
worth her concern, as she knows that Tom will come running there is little in his realm that he does not understand fully.
if ever she needs him. The two are friendly to strangers but He tells many remarkable stories, speaking softly or even sing-
are no less strange to their friends, and they open their doors ing, inspiring strange flights of fancy, vistas of untold history
to any who they meet. and of things forgotten, both majestic and meagre.
Tom asks little of his friends directly, but he might point
TOM AND GOLDBERRY AS PATRONS them in the direction of a problem that needs solving,
Though Tom’s power is as deep as the earth is old, his mas- whether it’s an unruly Wight from the Barrow-downs or a calf
tery seems to be limited to his little land, within bounds that lost within the Old Forest. Goldberry seems to have no need
he has set. Within those bounds he fears nothing, and he is of anything beyond what she has, but she might call upon
seemingly unconquerable, but he won’t step beyond them a Company of well-meaning heroes to aid others in need.
for any reason. Adventurers winning his friendship and that
of Goldberry will find that when called, they appear almost FELLOWSHIP BONUS ADVANTAGE:
instantly anywhere within their domain. Even the weather MASTER OF WOOD, WATER AND HILL
itself seems to behave according to their needs and whims.
+2 Spend all your remaining Fellowship
Tom knows all the ways and the lore of the Old Forest, and
to call Tom or Goldberry’s interven-
he can speak at length about all manner of such things, for
tion anywhere in Tom’s country.
l andmarks
Not far ahead were dreary hills, rising higher and higher, dark with trees. On some of them
were old castles with an evil look, as if they had been built by wicked people.
A look at the map of Eriador shows how northwestern Mid- there and back again
dle-earth is a vast region, seemingly empty for the most part. In the course of the game, the Player-heroes learn of the exis-
What the map cannot reveal is the long history of this area, tence of landmarks by gathering rumours, small snippets of
the borders of the many kingdoms that rose and fell in cen- legends and hearsay, speaking of frightening creatures and
turies long past. hidden treasure (see page 112). When they decide to explore
The land still bears many traces of that long history — them during an Adventuring Phase, the Loremaster uses the
ruins dot the countryside, broken towers and walls that the rules for journeys to get the Company there, and then refers
current denizens of Eriador use as landmarks to find their to the description of the landmark to play out its exploration.
bearings, or to delineate the boundaries of their fields, or
even quarry to build their modest houses. In brief, landmarks allow the players and the Lore-
But many more hide under the tall grass, or lie buried master to play open-ended, self-contained scenarios,
under dirt accumulated over countless years. Some are known complete with the description of locations, denizens,
and shunned, and even more have not been visited by the and events. What they don’t provide is a predeter-
living in centuries. mined plot, articulated in orderly scenes.
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structure of l andmarks
It should include general directions on how to get there
starting from a known place (‘three days north of Amon Sûl’),
All landmarks presented for the game will follow the same but no information about how to get there in game terms is
structure of presentation. Loremasters can use this informa- presented — for that, the Loremaster needs simply to use
tion to create their own adventure locations. the rules for journeys.
2. RUMOUR 4. MAP
A rumour is the piece of information about the place that the A drawing illustrating the landmark in as much detail as pos-
Player-heroes pick up while adventuring or during the Fel- sible. It may be a map or cutout, always keyed to the descrip-
lowship Phase. It might contain a mix of true and false infor- tions given in the Locations section (see below).
mation, filtered through local prejudices, superstitions, etc.
5. LOCATIONS
OLD LORE: Further information available to Player-heroes A number of paragraphs describing the place in detail, includ-
who research the landmark, while adventuring or during the ing information on Treasure, or potential encounters with
Fellowship Phase. Generally, Old Lore has more precise and denizens and nonplayer characters. Some encounters may be
truthful information that can be obtained with a successful connected to the Schemes and Trouble section (below).
Intelligence (Old Lore) check (DC 15 or higher).
6. SCHEMES AND TROUBLE
3. BACKGROUND This final section describes how external forces can interfere
This is an overview of the place for the Loremaster, sum- with the exploration of the site. Also, here are listed poten-
marising its main features and relating why it is interesting tial self-contained events and accidents that may occur in the
or dangerous. course of the Adventuring Phase.
Sometimes, this section contains information potentially
tying a landmark to a greater picture, for example, including
the schemes of a recurring villain.
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background
There was once a fortified town in the foothills of the south-
ern Ered Luin, in what was the kingdom of Arthedain. It
had been built above an abandoned Dwarven city, an under-
ground complex extending for miles into the roots of the
mountains. The castle was the seat of a valorous Dúnadan
lord who fiercely resisted the Witch-king in the time of the
wars with Angmar.
Eventually, the fortress was put under siege, and the lord
captured alive during a sortie. He was tortured in sight of the
castle’s battlements, before the eyes of his spouse. She was a
valiant warrior herself, a daughter of sea-kings, and she
continued to defend the castle, despite her grievous
loss. Eventually, the stronghold fell to black treachery,
and both the castle and the surrounding town were
razed, the ruins cursed by the Lord of the Ringwraiths
himself. The noblewoman was consumed by grief, and
with the passing of the years she became a Fell Wraith,
while her followers degenerated into horrible, almost
deathless creatures.
What remains of the fortress and town today
is a tower in the midst of ruins. The area can
be accessed only by finding the entrance to an
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JOURNEY EVENTS If the Player-heroes are not careful, the brigands may
Once the Company gets to Sarn Ford, at sunset they notice the Company and send a group of fighters to
spot a faint luminescence to the west, and can follow ambush them while they camp (see Schemes and Trou-
it easily, like a beacon. As they head in its direction, ble, on page 229). If the players are careful enough,
they can find traces of the presence of a large band for example, by following the brigands’ tracks and
of brigands operating in the area — they find the rem- trying to stay one step ahead of them, they may be
nants of their camps, and may even hear stories about able to avoid them and reach their encampment with-
them told by a lonely wanderer or two. out having to face them before that (see The Brigands’
Camp, below).
locations
Advancing towards the southern Ered Luin, the Company
sees the distant mountains rise steadily, like a high wall lin-
ing the horizon from north to south. But even closer to them TUTORIAL — MEETING THE BRIGANDS
are mountains running away from the main range, forming A scene taking place at the Brigand’s Camp is likely to con-
an eastward arm. When twilight comes, the light that guides cern the Company trying to ambush the garrison there. The
them appears at the feet of that arm. It’s a land of bleak hills, precise circumstances are going to vary a lot though, based
and deep valleys filled with turbulent waters, running to join on what the Player-heroes have done so far. For example, the
the river to the south. Player-heroes might have encountered the brigands on their
Once they get near, the Player-heroes find that the tower way here, and maybe someone escaped to tell the others
they are seeking lies on the other side of a deep ravine. No of the threat the Company poses. The Loremaster must take
means to traverse the chasm seem to be available — if the what happened before into due consideration, to make this
Player-heroes scout the ravine, for example walking along new scene an ideal continuation of those that preceded it.
its border, they eventually spot a broken bridge some yards If the scene is going to involve combat (very likely),
below the edge of the fissure, the two sides joined by a make- then the Loremaster should remind the players how killing
shift wooden ramp. non-monstrous enemies without provocation may be con-
sidered a Misdeed, and thus cause a Shadow gain. Then, the
1. THE BRIGANDS’ CAMP Loremaster should provide a description of the area, trying
As they look for a passage across the ravine, the Player-heroes to visualise the location and adding details to what has been
find the camp of the brigands. It is located in front of a small written above. For example, a clear path might lead directly
cave, near the edge of the chasm. This is easily spotted, as a to the mouth of the cave, but that is certainly going to be
plume of smoke can be seen rising from a distance. in plain sight of the brigands in the camp. On the contrary,
less visible tracks may lead to the back of the cave, behind
The camp is garrisoned by a small group of brigands, a rise allowing the Player-heroes to stage a surprise attack
composed of one Southerner Raider for each Play- using ranged weapons from superior ground, and thus giv-
er-hero (see page 149). The majority of the brigands ing them an additional ranged weapons volley.
are away, looking for unwary travellers to rob. All the Loremaster needs to do is to ‘see’ the location
with their mind’s eye, and be consistent in describing it to
The brigands look like a mix of southerners and mean-look- the players.
ing Men of Eriador, maybe coming from Tharbad. Among
them is a short, wiry fellow by the name of Sabian, swarthy and
dressed in black (see page 229). When the Player-heroes get
close enough to the brigand’s camp, Sabian is seen emerging
from the cave, telling the others to be alert, as ‘she is unquiet’.
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THE CAVE: If the Player-heroes deal with the brigands they left by the brigands, as they use it as their sleeping quarters
can enter the cave. Once inside, they discover that ancient (not daring to go deeper into the ruins).
steps cut into the rock lead underground to a stone bridge Player-heroes spending time here (a suitable place for
that once crossed the ravine. a long rest) can hear the sound of dripping water, and the
The bridge is now broken, but a makeshift wooden ramp occasional gurgling sound coming from the next chamber.
joins the two sides. If the Company attacks the brigands with- The only door leading somewhere interesting is the arched
out denying them the ability to retreat into the cave, Sabian gate leading to the Flooded Chambers (see below).
seeks refuge underground, and cuts the ropes that hold up
the ramp, letting it fall into the seemingly bottomless crevice. THE PANTRY: A small but deep niche on the west wall of the
The distance separating the two sides of the bridge is 20 chamber was used as a pantry by the brigands. If the Play-
feet (probably too much to be jumped across by any Play- er-heroes inspect the niche, they find that a small cache of
er-hero), and the fall seems very dangerous — a noisy stream stolen gold is hidden here, behind a supply of dry kindling,
of water runs many yards below, among broken rocks. The stale bread, and dried meat.
Company will have to find a way to cross the chasm safely…
The gold is worth a total of 7 (2d6) gold pieces.
As a reward for passing this challenge, the Loremaster should If the Player-heroes show an interest in
award each Player-hero from 25 to 100 XP, depending on the exploring the various doors opening into
chosen approach and how they fared. the rooms shown in the Locations maps,
the Loremaster must improvise the descrip-
tion of a seemingly endless labyrinth, or
simply limit their exploration by describ-
ing how most passages lead to dead ends.
2. THE DWARVEN GATE
This was one of the entrances that led to the Dwarven under- But the ruins are not entirely deserted. There are
ground ruin. The Men of the West made it into a guard post. several Dwarves yet in Narag-Nâla who still draw
Now, the mostly empty room is littered with debris and refuse breath… (see Schemes and Trouble, page 229).
224
F ellowship P hases
Staircase to the
THE FLOODED Accursed Halls
CHAMBERS
225
CHAPTER 8
Two sepulchres stand out for the exquisite detail of their Advancing among the rubble is difficult — crumbling
carvings. The two marble slabs are shaped to represent a walls and pillars jut out from thick tangles of vegetation, and
sleeping figure — one shows a lord and the other a lady, twisted and bare trees split ancient flagstones with their roots.
composed in the sleep of death. Both sepulchres are empty. Nothing rises for more than a few yards — the city of Lord
Inside the other tombs are buried the stewards and house- Hadirion and Lady Elwen was literally razed to the ground.
guards of the noble house that once ruled here. One of them The exception to this is the Tower of the Star (see page
contains the mortal remains of Angnir, the chief steward, and 229), and what appears to be an island of broken stonework,
the house records, telling the story of the fallen lord. The a cluster of ruins rising where once was a majestic palace.
text is incomplete, having been damaged by the passage of The shape of a main hall is still recognisable, a flight of wide,
time. (See The House Records box nearby for the relevant cracked steps leading to it. Its walls are covered in crude graf-
information contained therein). fiti, probably drawn by Orcs.
Among the graffiti are mixed sentences composed using
A LESSER HOARD: A small arched gate opens in the north-east- Elvish letters, of an ancient mode —they are written with
ern corner of the chamber. Accessible easily only by Dwarves horrible care, using the Black Speech, to form the curse of
and Hobbits, it leads to a small room, where many precious the Witch-king.
things have been hoarded by the Marsh-dwellers.
Player-heroes who read the words gain 2 Shadow
The treasure chamber contains what amounts to a points resisted by a DC 15 Intelligence saving throw,
lesser Hoard (see page 125 for the rules on Treasure). regardless of whether they can read Elvish or under-
stand the language of Mordor.
4. THE ACCURSED HALLS
Once they get back to the surface, the Player-heroes emerge Whoever succeeds on the saving throw learns the meaning of
among a vast expanse of ruins, floating in a sea of dense mist. the curse — it was laid by the Witch-king of Angmar himself,
It is dark, regardless of the hour of the day — if morning or wroth at how strongly the Dúnedain opposed him. The ruins are
afternoon, the sun can be seen as a pale disc, incapable of bound to suffer from its effects, as long as the torment of Lord
penetrating the veil of fog. Hadirion continues (see The Tower of the Star).
226
F ellowship P hases
Staircase to
the Flooded Chambers
TUTORIAL — EXPANDING THE ACCURSED HALLS ♦ A wild apple tree, grown among the rocks. Anyone eating
The Accursed Halls are just a part of the vast ruins that once were one of its sour apples and resting in its shade experiences
a city of the Dúnedain. For the most part, they’re just ancient, strange visions belonging to the past of the city.
cold stones, but who can say what lurks there, in the shadow ♦ An enormous, leprous deer haunts the ruins. It is an eerie
of the tormented spirit of Elwen? apparition and a sign of ill-omen. Player-heroes gain 1 point
If the players show an interest in exploring the place, the of Shadow, resisted by a DC 10 Charisma saving throw.
Loremaster can expand its description as they see fit. Here fol- ♦ Beyond a rusty iron gate lies a patch of greenery, where
low a number of ideas that can help the Loremaster in giving the orchard of an herbalist once was. Several ancient and
further substance to the ruins: useful herbs still grow there, and can be gathered by a
♦ An old well, covered by rotten planks. It is very deep, and Player-hero proficient with the herbalism kit — they grant
at its bottom lies the skeleton of an exceptionally large Orc, advantage on Intelligence (Medicine) checks, for 1d6
a veritable monster. He was a lieutenant of the Witch-king, applications.
and died in the attack — a Númenorean arrow still pierces ♦ Jalin, a lunatic Dwarf of Narag-Nâla, sometimes comes
his skull. to dwell in the ruins. An outcast from his own people, he
227
CHAPTER 8
lives off rats and other disgusting things. Jalin’s dreams are
haunted by the spirit of Elwen, as he feels a mix of love and Lady Elwen - Fell Wraith
fear for her. He will try to kill or drag into a trap any tres- Medium undead
passers in “his city”. Use the stats for a Southerner Cham-
pion (see page 149), but with only half of its hit points left
STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 15 (+2) 10 (+0) 13 (+1) 15 (+2)
and the anguished condition.
♦ The pieces of a battering ram forged in the smithies of ARMOUR CLASS 13
Angmar lie among the fragments of a shattered gate. Its HIT POINTS 26 (4d8 + 8)
huge metal head is shaped like that of a monstrous Orc with SPEED fly 35 ft. (hover)
a gaping maw. It is imbued with dark magic — If the heroes SKILLS Intimidation +4, Stealth +7
touch it, the ground under their feet collapses, causing them DAMAGE VULNERABILITIES radiant
to fall for several yards into a buried chamber below. DAMAGE RESISTANCES bludgeoning, piercing, and slash-
ing from weapons that aren’t enchanted with spells for the
Bane of the Undead
DAMAGE IMMUNITIES cold, necrotic, poison
CONDITION IMMUNITIES charmed, exhaustion, grappled,
paralysed, petrified, poisoned, prone, restrained
THE COMING OF THE LADY ELWEN: Once the Company SENSES truesight 120 ft., passive Perception 12
reaches the Accursed Halls, at a moment when the Loremas- LANGUAGES Sindarin, Westron
ter considers it most appropriate, the Lady Elwen approaches. CHALLENGE 2 (450 XP, proficiency bonus +2)
She was once a valorous Dúnadan noble lady, but when her DEATHLESS. If damage reduces Lady Elwen to 0 hit
city fell, she survived, only to be slowly consumed by grief and points, she must make a Constitution saving throw with
by the curse of the Chief of the Ringwraiths — she is now a a DC of 5 + the damage taken, unless the damage is
Fell Wraith, bound to roam the ruins of her castle. radiant, from a critical hit, or from a weapon enchanted
As a Fell Wraith, she appears as a crooked hag, wrapped in with spells for the Bane of the Undead. On a success,
tatters hiding her spectral features. Her flesh is almost trans- Lady Elwen drops to 1 hit point instead.
parent, and her eyes glow like embers. Thin strands of white SUNLIGHT WEAKNESS. While in sunlight, Lady Elwen
has disadvantage on ability checks, attack rolls, and
hair escape her hood. She addresses the Company speaking
saving throws.
in a hissing voice and strange accent:
ACTIONS
“Why have you come? There’s nothing here, only death. Leave this MULTIATTACK. Lady Elwen can use her Strike Fear. She
place, or join me in my torment!” then makes two melee attacks.
SWORD. Melee Weapon Attack: +5 to hit, reach 5 ft.,
She is armed with a pitted sword, the weapon she used to one target. Hit: 6 (1d6 + 3) slashing damage, or 7 (1d8
defend her city and fortress. + 3) slashing damage if used with two hands to make a
melee attack.
STRIKE FEAR . Each non-undead creature of Lady
Elwen’s choice that is within 60 feet of Lady Elwen and
aware of her gains 1 Shadow point from Dread, resisted
by a DC 12 Charisma saving throw. On a failed save, a
target becomes frightened for 1 minute. If the save fails
by 5 or more, the target gains 2 Shadow points instead
of 1 and is also stunned while frightened. A creature can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature’s
saving throw is successful or the effect ends for it, the
creature is immune to Lady Elwen’s Strike Fear for the
next 24 hours.
228
F ellowship P hases
highest floor was damaged in the war, and its jagged stone-
work makes it look like a hand with stunted fingers.
It is here at the top of the tower that the mortal remains
of the Lord Hadirion lie, a mummified body tied on a rotting
TUTORIAL — BUILDING UP THE CLIMAX throne of wood, a metal crown nailed to his head. A shining
The confrontation with Elwen can be run in many different ways, blue gem is set on the crown, its luminescence visible for
based on what the players choose to do. The Loremaster can miles and miles.
have her appear as a ghost would, in the middle of the night If the crown is removed from the brow of Hadirion, the
while the Player-heroes are sleeping (hopefully with someone curse is lifted (see The Curse of Lady Elwen) and the mum-
standing guard), or, they may spy her from afar, climbing down mified body of the Dunadan lord finally is reduced to dust.
the stairs of the tower, and then turning towards them, slowly Until that moment, Elwen continues to haunt the ruins of the
but inexorably. The ruins of the town offer many hiding places, town and castle, attacking everyone on sight, until no living
should the Player-heroes choose to stay away from her, but soul remains to remind her of what she lost…
they won’t be able to get near the Tower without engaging her
in combat. Moreover, she seems to possess an uncanny ability A GREATER HOARD: Once the curse is lifted, the Player-he-
to sense where the Player-heroes hide. roes have time to search the ruins. On the ground floor of
the tower, hidden by debris, is a trapdoor. This leads to an
underground chamber, probably used as a dungeon once.
As they recover their senses a moment later, they dis- THE BRIGANDS
cover that Elwen is gone, only to return at some point The band of brigands sheltering in the area west of Sarn
later, fully restored and ready to fight (when the Lore- Ford is a large company of ruthless men. Driven by necessity
master deems it most appropriate for dramatic effect). and greed, they waylay those few travellers they meet on the
road, and plunder the many ruins dotting the land, looking
During the time needed for her to return, the luminescence for treasure. They are careful to hide any proof of their mis-
at the top of the Tower of the Star intensifies (it’s the stone deeds, to avoid raising the attention of the Rangers of the
set on Hadirion’s crown, the focus of the curse). North — so far their strategy is working.
The Lady Elwen can be finally put to rest if the crown If the Company is not careful and the Loremaster
nailed to the head of Hadirion is removed (see below). deems it appropriate for the brigands to notice them,
When this happens, Elwen recovers her lost beauty for a group of bandits composed of one Footpad for each
an instant — then, her body crumbles to dust. The Player-hero, led by a Ruffian Leader (see page 150)
curse has been lifted. tries to ambush them.
229
CHAPTER 8
TREACHEROUS DWARVES
A colony of Dwarves from the southern Ered Luin lives deep
underground, far below the Flooded Chambers. They are
the descendants of the Dwarves that betrayed Hadirion and
Elwen, and they still pay the price for the misdeed of their
ancestors: to this day, they haven’t been able to reclaim the THE TOWER
upper halls of their underground realm, as they are infested OF THE STAR
by the Marsh-dwellers.
A suspicious lot, they initially intend to harm the Play-
er-heroes, as they see them as trespassers in their domain
— one of them rings the bell attracting the Marsh-dwellers
when the Company first enters the ruins.
If the Company deals with the Marsh-dwellers efficiently,
the Dwarves might stop harassing them, as they start to believe
they might indeed be able to lift the curse once and for all.
TRAPPED!
In all likelihood, the Player-heroes will
spend the best part of their adventure
inside the ruins, on the other side of the
ravine. As they are busy dealing with the
creatures haunting the place, the brig-
ands will return to their refuge, and
find out what happened to their
garrison there.
Staircase to
The Accursed Halls
230
F ellowship P hases
In general terms, the brigands won’t enter the accursed ruins, All Player-heroes must accept being blindfolded. Then, they
and will lay in wait for the Player-heroes to come back out. are led even deeper underground, to a dark hall resounding
with the noise of running water.
They are too many for the Company to tackle head-on Veiko is an ancient Dwarf, sitting on a crude throne of
— the Loremaster can consider them to be at least stone. She is blind, and speaks exclusively in the Dwarven
four times as numerous as the Player-heroes, counting speech, almost whispering — her daughter, Ilmi, leans over
among them an assortment of hostile southerners and to hear what she says, and translates. Her guard stands by, old,
ruffians (see page 148). grizzled Dwarven warriors armed with axes. Between them-
selves, they speak using the secret sign-language of the Dwarves.
One way could be to search for another way out by exploring
the Dwarven underground city. It seems very hard to navigate, The meeting with Veiko can be set up using the rules
and seems only to go deeper and deeper. for Councils, considering the audience as open. If the
Player-heroes are only asking to be led out of the Dwar-
If the Player-heroes do so, the Loremaster can use ven city and nothing else, their request can be consid-
the A Council Underground event, presented below. ered reasonable (1 success required) if they have lifted
the curse, or bold (2 successes required) if they haven’t.
A COUNCIL UNDERGROUND
If the Company is determined to explore the underground If the council results in a Failure, the Dwarves deny safe pas-
city, they are eventually beset by fire-bearded, fierce Dwarven sage, and lead the Company to the upper halls again. On a
warriors, armed with great axes. They say that they cannot Success with Woe, they allow the Company to pass on a con-
pass without leave from their lord, nor will they be able to dition — they must yield the stone that was set on Hadirion’s
find the way out without assistance — do they wish to seek crown (it was made by the Dwarves). On a Success, they are
counsel with him? allowed safe passage simply on a promise that they will leave
the Dwarves alone. They add that they want to be forgotten.
If they ask to see their lord, an underground bell tolls, The Player-heroes are led out by secret passages, still blind-
and a single female Dwarf shows up: “You have asked folded, until they emerge on the surface once again, at a safe
to meet Veiko, lord of Narag-Nâla” (the Black River). distance from the entrance, where the brigands lay in wait.
VEIKO’S TALES
The following information can be used by the Loremas- her kin die in vain. If asked about their treachery, Veiko
ter in the course of the Interaction stage of the council. confesses with a broken voice that long ago a misguided
Veiko and her folk are among those who decided Dwarf belonging to their kin helped the Witch-king, but
not to go to Khazad-dûm when Thangorodrim was bro- was betrayed himself. For centuries, they have waited for
ken, and chose to remain in the Ered Luin. But Veiko is so the day when the curse would be lifted from the upper
old she fought at Azanulbizar, and saw many Dwarves of halls, so that they could reclaim them.
231
index
A H R
Adelard Took 189 Hand-craft (Craft) 64 Raise an Heir (Undertaking) 113
Adventuring Gear 70 Harden Will 141 Rangers of the North (Culture) 42
Adventuring in the Third Age 8 Heal Scars (Undertaking) 113 Recount a Story (Undertaking) 114
Angmar 202 Hoards 125 Resting 22
Anguished (Condition) 141 Hoard Table 126 Revealing the Company 174
Archet Hunting Bow 190 Hobbits of the Shire (Culture) 37 Rewards 78
The Adventuring Phase 94 Hunt Threshold 173 Riddle (New Skill) 19
Arin and Beinion of Evendim 182 Hunter (Journey Role) 101 Rune-craft (Craft) 65
Armour 72 Hunting (New Skill) 19
S
B I The Safe Haven 18
Backgrounds 27 Inspiration 27 Scholar (Calling) 54
Balin, son of Fundin 211 Interaction (Councils) 98 Scout (Journey Role) 101
Banes 131 Introduction (Councils) 96 The Shadow of the Past 9
Bardings (Culture) 28 Items of Superior Worth 83 Shadow Paths 44, 145
Barnabas Butterbur 124 Shadow Points 140
The Barrow-downs 197 Shadow Saving Throws 140
Beast-craft (Craft) 64 J The Shire 178
Bilbo Baggins 212 John Ferny 186 Singing Songs 115
Blessings 129 Journey 100 Smoke Ring Festival 189
The Blue Mountains 206 Journey Event Resolution 104 Song-craft (Craft) 65
Border Land 105 Journey Events 106 Sorcery (Shadow) 143
Bout of Madness 143 Journey Events Table 105 Sources of Shadow 141
Bree-hobbits 183 Journey Length 103 The South Downs 200
The Bree-land 182 Journey Log 102 Speech-craft (Craft) 65
Búrzgul 200 Journey Path 101 Spiritual Recovery 111
Journey Roles 101 Standards of Living 70
Journey Sequence 101 The Star of the Mist 222
C Journey XP Awards 104 Starting Gear 69, 70
Callings 44 Starting Patrons 17
Canon and the Loremaster 120 Strengthen Fellowship (Undertaking) 115
Captain (Calling) 45 L Structure of the Game 14
Champion (Calling) 48 Lake Evendim 179
Study Magical Item (Undertaking) 115
Círdan the Shipwright 214 Landmarks 220
Success Dice 22
The Company 16 Languages 27
Succumbing to the Shadow 144
Council 95 Leech-craft (Craft) 64
Council XP Award 99 Lindon 205
Crafts 55, 64 Look-out (Journey Role) 101 T
Curse of Vengeance (Shadow Path) 49, 145 The Loremaster 11, 117 Tharbad 205
Cursed Items 135 Lure of Power (Shadow Path) 46, 145 Tom Bombadil and Lady Goldberry 218
Lure of Secrets (Shadow Path) 55, 145 Tools 74
Travel (New Skill) 19
D Treasure Hunter (Calling) 57
Dark Land 105 M The Treasure Index 128
Distinctive Features 27 Madness 143
Trolls 155
Dragon-sickness (Shadow Path) 58, 145 Magical Success 232
The Trollshaws 204
Dread (Shadow) 141 Magical Treasure 125
Dwarves of Durin’s Folk (Culture) 31 Magical Treasure Table 126
The Map 100 U
Marvellous Artefacts 129 Undead 158
E Meet Patron (Undertaking) 113 Undertakings (Fellowship Phase) 112
Elves of Lindon (Culture) 34 Men of Bree (Culture) 40 Useful Skills (Councils) 96, 98
Enchanted Rewards 132 Messenger (Calling) 51
Encumbrance 22 Misdeeds (Shadow) 142
Ending the Journey 103 Miserable (Condition) 141 V
End of a Council 99 Mount Gram 203 Virtues, Common 80
The Ettenmoors 203 Multiple Callings Table 67 Virtues, Cultural 81
Explore (New Skill) 19
Eriador 178
Evil Men 148 N W
Eye Awareness 171 Named Weapons 79 Wandering-madness (Shadow Path) 52, 146
Nameless Things 164 Warden (Calling) 60
New Gear 74 Wargs 162
F New Skills 19 Weapons 73
Famous Weapons and Armour 130 Nonplayer Characters 124 Weapon-craft (Craft) 66
Fatigue Saving Throw 103 The North Downs 198 The Weather Hills 202
The Fellowship Phase 110 The Wight-king 197
Fellowship Phase Structure 110 Wondrous Items 129
Fellowship Phase Undertakings 112 O Wood-craft (Craft) 66
Fellowship Rating 16 Old Lore (New Skill) 19 Write a Song (Undertaking) 115
Fitch Talltree, the Forester of Archet 190 Orcs 151
Flawed Heroes 144 Oswald Breeker 188
Flaws 144 Out-of-pocket Expenses 69, 71 Y
Forced March 103 Yule (Fellowship Phase) 111
P
G Palantír 214
Gandalf the Grey 215 Path of Despair (Shadow Path) 61, 145
Gather Rumours (Undertaking) 112 Patron 16
Gilraen, Daughter of Dírhael 217 Perilous Areas 103
The Great East Road 192 Ponder Storied and Figured Maps (Undertaking) 113
Greed (Shadow) 142 Ponies and Horses 75
The Greenway 195 The Prancing Pony 184
Guide (Journey Role) 101 Precious Objects 127
NAME
Calling and Level Distinctive Features Player Name
STRENGTH
inspiration
Heir Name
ARMOR
CLASS INITIATIVE SPEED
Investment
HEIR
proficiency bonus
DEXTERITY
Hit Point Maximum
INTELLIGENCE
Acrobatics (Dex) Weapon Atk Bonus Damage Range
Animal Handling (Wis)
Athletics (Str)
Deception (Cha)
Explore (Wis)
Hunting (Wis)
Insight (Wis)
WISDOM
Intimidation (Cha) ATTACKS
Investigation (Int)
Medicine (Wis)
Nature (Int)
Old Lore (Int)
Perception (Wis)
Performance (Cha)
CHARISMA Persuasion (Cha)
Riddle (Int)
Sleight of Hand (Dex)
Stealth (Dex)
Travel (Wis)
SKIll S REWARDS
Copper Coins
Silver Pennies
Gold Pieces
TOOL PROFICIENCIES AND LANGUAGES EQUIPMENT FEATURES, TRAITS, AND VIRTUES
NAME
Age Height Weight
CHARACTER APPEARANCE
FELLOWSHIP AND PATRONS
Season
Journey from
Destination
Days of travel
event 1
journey path
Target
Event
Result
event 2
Target
Event
Result
event 3
Target
Event
Result
event 4
Target
Event
Result
event 5
Target
Event
Result
event 6
Target
Event
Result
OPEN GAME LICENSE VERSION 1.0A 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
The following text is the property of Wizards of the Coast, Inc. and is Copy- portion of this License to include the exact text of the COPYRIGHT
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Open Game Content. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.;
Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter
5. Representation of Authority to Contribute: If You are contributing orig- Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
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tions are Your original creation and/or You have sufficient rights to grant
the rights conveyed by this License. END OF LICENSE
SET JOURNEY PATH
Set a journey path connecting the point of depar-
ture to the destination, and record it on the Jour-
ney Log (counting the hex containing the desti-
nation but not the departure).
Border Lands
Wild Lands
Dark Lands
Impassable Terrain
Perilous Area
1 Hex = 20 miles
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