TEXT:  
   
   
  A COLLECTION OF ADDITIONAL AND  
  HOUSE RULES 
  COMPILED BY  
  RICHARD HARRISON 
  FOR 
  THE ONE RING 
  ROLE-PLAYING GAME 
   
   
   
  
  CONTENTS 
   
  ADDITIONAL BACKGROUNDS by ‘Poosticks7’  
   
   
   
   
   
  Page 3 
  VIRTUES AND REWARDS OF CALLING by ‘Doc Nova’  
   
   
   
   
  Page 7 
  ADDITIONAL MASTERY by James R Brown 
   
   
   
   
   
   
  Page 9 
  NEW RENOWN RULES by Richard Harrison 
   
   
   
   
   
   
  Page 10 
  ALTERNATE ENCOUNTER RULES by Richard Harrison 
   
   
   
   
  Page 11 
  ADDITIONAL JOURNEY RULES by James R Brown and ‘Ashley’  
   
   
   
  Page 12 
  ADDITIONAL HAZARDS by ‘Ovid’ and other contributors of TOR and RPGnet forums  
   
  Page 13 
  RECOVERING HOPE by ‘Doc Nova’, supplementary information by Richard Harrison  
   
   
  Page 19 
  HERBS AND HEALING supplementary information by Richard Harrison  
   
   
   
  Page 20 
  MAGICAL ITEMS AND TRINKETS by ‘Doc Nova’  
   
   
   
   
  Page 21 
  COMBAT STANCE TASKS by ‘Doc Nova’ and James R Brown 
   
   
   
   
  Page 22 
  BATTLE RULES by ‘Ashley’  
   
   
   
   
   
   
   
   
  Page 23 
  NEW WEAPONS by ‘Voidstate’ and ‘Doc Nova’  
   
   
   
   
   
   
  Page 28 
  NEW ADVERSARIES by ‘Poosticks7’ 
   
   
   
   
   
   
   
  Page 31 
   
   
  
  - Additional 
  Backgrounds -  
  These backgrounds are additional options to those 
  detailed in the Adventurer’s rulebook.  
   
   
  BARDINGS 
   
  ROVERS RETURN 
  Long have your kin wandered in distant lands, 
  never settling in one place for any great length of 
  time. You saw many strange sights as you grew up, 
  and far and wide have you travelled. Yet now with 
  the death of the dragon and the rebuilding of Dale 
  your family has at last returned to the lands of their 
  forefathers. A time of renewal is at hand, yet the 
  wanderlust in your own heart is not easily 
  quenched. 
   
      
  Ba
  Ba
  Ba
  Basic Attributes
  sic Attributes
  sic Attributes
  sic Attributes    
  Body 4, Heart 6, Wits 4 
   
  Favoured Skill
  Favoured Skill
  Favoured Skill
  Favoured Skill    
  Travel 
   
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Adventurous, Clever, Determined, Fair-spoken, 
  Just, Lordly, Reckless, Robust 
   
  BATTLE VETERAN 
  You were there standing shoulder to shoulder with 
  your fellow warriors on the slopes of the Lonely 
  Mountain as the goblins and wargs marched upon 
  you. Led by your Captain, now, King you witnessed 
  many great deeds and much sorrow that day. The 
  Battle of the Five Armies was a glorious turning 
  point in the fortunes of the people of the North. Yet 
  evil still threatens the land and the day is still long 
  off, you fear, before you can hang up your sword. 
   
  Basic Attributes
  Basic Attributes
  Basic Attributes
  Basic Attributes    
  Body 6, Heart 6, Wits 2 
   
  Favoured Skill
  Favoured Skill
  Favoured Skill
  Favoured Skill    
  Battle 
   
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Determined, Energetic, Forthright, Hardened, 
  Hardy, Just, Stern, True-hearted 
   
   
  BEORNINGS 
   
  GUARDIAN OF THE HIGH PASS 
  It is from his most formidable followers that Beorn, 
  the great chieftain, choose who will watch the 
  mountain passes. It was with great honour you 
  accepted your charge and for nearly two years you 
  fought side by side with your brothers to clear the 
  goblins and wargs from the mountains. During one 
  such skirmish your flesh was pierced by a poison 
  arrow and you were carried away from the battle by 
  your brethren. For long months your body fought 
  the wicked goblin poison until finally you felt your 
  old strength return. Now you are once more ready 
  to serve your people. 
   
  Basic Attributes
  Basic Attributes
  Basic Attributes
  Basic Attributes    
  Body 5, Heart 5, Wits 4 
  
   
  Favoured Skill
  Favoured Skill
  Favoured Skill
  Favoured Skill    
  Battle 
   
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Bold, Eager, Fierce, Grim, Gruff, Hardy, Reckless, 
  Steadfast 
   
  FORGOTTEN WAY 
  Old tales speak of a forgotten pass over the Misty 
  Mountains, a secret way to the lands of the West. 
  Some say you’ve spent far too long searching for the 
  lost pass, ignoring the advice of your brethren and 
  your other duties. You will not give up hope of 
  finding the forgotten way. Yes you have yet to find it 
  so far but you know in your heart that one day you 
  will, or something equally as important to your 
  people. 
   
  Basic Attributes
  Basic Attributes
  Basic Attributes
  Basic Attributes    
  Body 6, Heart 5, Wits 3 
   
  Favoured Skill
  Favoured Skill
  Favoured Skill
  Favoured Skill    
  Explore 
   
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Curious, Determined, Patient, Proud, Robust, 
  Stern, Swift, Wilful 
   
   
  DWARVES OF THE LONELY MOUNTAIN 
   
  WANDERING LOREMASTER 
  They say that the memory of a Dwarf is long, yours 
  in longer than most. You spent many of your 
  younger years during your wanderings learning the 
  histories of your people, every hold taken from 
  them, every wrong done to them and every debt 
  owed to them. In time even the accounts of other 
  folk drew your interest. The tale of years fascinates 
  you and you know that in learning the secrets of the 
  past you can help restore the Kingdom under the 
  Mountain to its former glory. 
   
  Basic Attributes
  Basic Attributes
  Basic Attributes
  Basic Attributes    
  Body 5, Heart 4, Wits 5 
   
  Favoured Skill
  Favoured Skill
  Favoured Skill
  Favoured Skill    
  Lore 
   
      
      
      
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Cunning, Curious, Eager, Fierce, Honourable, 
  Proud, Secretive, Vengeful 
   
   
   
  RESTLESS RUNNER 
  Your forefathers dug deep and far when they carved 
  out the great realm of Erebor. Numerous are the 
  vast halls and vaulted chambers, wondrous 
  splendours and reclaimed marvels. During your 
  short time as a resident in these immense halls, you 
  have served as a tireless messenger and runner for 
  your elders. For a dwarf can run all day with little or 
  no rest. You have served your people unfailingly in 
  that time, yet now you have a longing to do so in the 
  wider world. 
   
  Basic Attributes
  Basic Attributes
  Basic Attributes
  Basic Attributes    
  Body 7, Heart 3, Wits 4 
   
  Favoured Skill
  Favoured Skill
  Favoured Skill
  Favoured Skill    
  Athletics 
   
  Distinctive Fea
  Distinctive Fea
  Distinctive Fea
  Distinctive Features
  tures
  tures
  tures    
  (Choose two Traits from those listed) 
  Bold, Curious, Determined, Eager, Energetic, 
  Fierce, Hardy, Proud 
   
   
   
   
   
  
  ELVES OF MIRKWOOD 
   
  ANCIENT HERITAGE 
  Your mother was one of many Sindar who followed 
  Oropher from Lindon and eventually settled in 
  Green Wood the Great, amongst the Silvan Elves 
  where Oropher was taken as their lord. Your mother 
  can trace her heritage to the ancient realm of 
  Doriath and that heritage can be at times glimpsed 
  in your lordly demeanour. Although much of the 
  Green Wood has fallen into shadow and is better 
  known as Mirkwood, you would see the splendour 
  of the Woodland Realm renewed. 
   
  Basic Attributes
  Basic Attributes
  Basic Attributes
  Basic Attributes    
  Body 6, Heart 2, Wits 6 
   
  Favoured Skill
  Favoured Skill
  Favoured Skill
  Favoured Skill    
  Awe 
   
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Determined, 
  Fair, 
  Fair-spoken, 
  Keen-eyed, 
  Lordly, Nimble, Stern, Tall 
   
  SONGS OF THE FADING YEARS 
  Many of the silvan folk have fair singing voices, yet 
  yours is counted amongst the fairest of all. You have 
  a rare talent, your songs evoking the joy and 
  wonder of the eldest days and the melancholic 
  change of the fading years. For long years you have 
  wandered 
  the 
  glades 
  and 
  pathways 
  of 
  the 
  Woodland Realm singing your poems and songs, 
  nevertheless knowing that your greatest work still 
  remains unsung, waiting to be discovered. 
   
  Basic Attribute
  Basic Attribute
  Basic Attribute
  Basic Attributessss    
  Body 6, Heart 2, Wits 6 
   
  Favoured Skill
  Favoured Skill
  Favoured Skill
  Favoured Skill    
  Song 
   
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Clever, Fair, Fair-spoken, Honourable, Merry, 
  Proud, Quick of hearing, Wary 
   
   
   
   
   
   
   
  HOBBITS OF THE SHIRE 
   
  CURIOUS CURATOR 
  Your early years were spent working as a curator at 
  the Mathom-house in Michel Delving. You’d spend 
  long hours cataloguing and caring for the various 
  treasures left to the Mathom-house. You got to know 
  each item like the back of your hand, but in time 
  you felt a burning desire to add to the collection. 
  Knowing it unlikely that many new mathoms would 
  come to you, you decide you would go looking for 
  them out beyond the boundaries of the Shire. 
   
  Basic Attributes
  Basic Attributes
  Basic Attributes
  Basic Attributes    
  Body 2, Heart 6, Wits 6 
   
  Favoured Skill
  Favoured Skill
  Favoured Skill
  Favoured Skill    
  Search 
   
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Clever, Curious, Eager, Generous, Just, Keen-
  eyed, Merry, True-Hearted 
   
   
   
  BEYOND THE BOUNDARIES 
  You joined the Shirriffs at an early age and spent a 
  good portion of your time serving as a Bounder. 
  Tasked with keeping an eye out for undesirables 
  and chasing off dangerous animal, you reckon 
  you’ve led a pretty exciting life by Shire standards. 
  That was until Mr Baggins came back from his 
  travels, if half the things he tells are true... You 
  know there is only one way to find out for sure. 
   
  Basic Attributes
  Basic Attributes
  Basic Attributes
  Basic Attributes    
  Body 4, Heart 6, Wits 4 
   
  Favoured Skill
  Favoured Skill
  Favoured Skill
  Favoured Skill    
  Awareness 
   
  
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Adventurous, Bold, Curious, Honourable, Keen-
  Eyed, Merciful, Steadfast, Wary 
   
   
  WOODMEN OF WILDERLAND 
   
  ONE WITH THE WOODS 
  A natural affinity with the creatures of the wild has 
  always run in the blood of your family. When you 
  pass through the forest neither bird or beast stirs at 
  your passing. It takes keen senses indeed to notice 
  your approach when you wish to be quiet. Whilst in 
  the past you’ve used your stalking skills to provide 
  meat for the family table, the time is on hand to use 
  them to defend your lands. 
   
  Basic Attributes
  Basic Attributes
  Basic Attributes
  Basic Attributes    
  Body 4, Heart 5, Wits 5 
   
  Favoured Skill
  Favoured Skill
  Favoured Skill
  Favoured Skill    
  Stealth 
   
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Bold, Cunning, Forthright, Patient, Robust, 
  Stern, Swift, Wary 
   
  DARK FOREBODINGS 
  Grim days lie before your people, of this you are 
  sure. Although the Shadow has seemingly departed 
  from all but the deepest recesses of the woods you 
  still council caution to your people. You believe that 
  if your people are to survive then they have need of 
  steadfast friends. Priding yourself on your ability to 
  see into the hearts of others, you have taken it upon 
  yourself to travel abroad in search of allies. 
   
  BBBBasic Attributes
  asic Attributes
  asic Attributes
  asic Attributes    
  Body 2, Heart 6, Wits 6 
   
  Favoured Skill
  Favoured Skill
  Favoured Skill
  Favoured Skill    
  Insight 
   
  Distinctive Features
  Distinctive Features
  Distinctive Features
  Distinctive Features    
  (Choose two Traits from those listed) 
  Bold, Forthright, Hardened, Grim, Steadfast, 
  True-hearted, Trusty, Wary 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  - Virtues of 
  Calling -  
  These virtues are additional options to those 
  detailed in the Adventurer’s rulebook and are tied 
  to specific character Callings.  
    
  SCHOLAR 
   
  DARKER SECRETS  
  There are older and fouler things than orcs in the 
  deep places of the world. 
   
  Exposure and experience have imparted hard-learnt 
  secrets, things the likes of which Men should not 
  know. Add your current Shadow score to all Lore 
  and Riddle rolls. 
   
  LEARNED INSIGHT  
  The authority is not granted you to deny the return 
  of the king! 
   
  Knowledge is far more valuable than gold, and 
  wisdom is a kingly gift. As such, a learned presence 
  is an oft requested thing. Add one to the player-
  hero's Standing. For a point of Hope, add favoured 
  Wits to an Encounter Interaction task or test. 
   
  WELL-READ  
  The world was fair, the mountains tall, in the Elder 
  Days before the fall... 
   
  What is learned is usually written, and is written for 
  the express purpose of being passed on and learned 
  anew. With such insight, rarely should history 
  repeat itself. Sadly, there are few that spend the 
  time, or focus, required for such clarity. 
   
  When in a library, or other location of exceptional 
  learning, you may upgrade the quality of a 
  successful Lore roll by one level. In addition, you 
  may comprehend and communicate in languages 
  in a manner similar to a trader; you know a 
  smattering of many tongues, enough to relate basic 
  ideas and concepts. 
   
   
   
   
   
   
   
   
   
    
   
  SLAYER 
   
  DUAL WIELDING  
  You would die before your stroke fell. 
   
  Forgoing a shield drastically lowers defense, but it 
  does free the hand for other tasks, like pulling 
  another knife. In untrained hands, such abandon 
  oft proves fatal, but for the adroit or talented, it can 
  be a vicious combination. 
   
  You wield two, one-handed weapons with lethal 
  grace and potent skill. This is limited to club, 
  dagger, hand-axe, mace, morning star, short sword, 
  and sword. The encumbrance value of both 
  weapons must be calculated for determination of 
  Fatigue (paired daggers have an Encumbrance of 1). 
  One weapon must be designated the primary; the 
  other is the secondary. The bonus of dual wielding 
  depends on current Stance: 
   
  Forward: Reduce Edge of the primary weapon by 
  one. 
   
  Open: Increase Injury TN of the primary weapon by 
  two. 
   
  
  Defensive: Add a parry value equal to the 
  Encumbrance of your secondary weapon (not 
  paired total, just a single weapon, so daggers have 
  +0 while swords add +2 parry). 
   
  Otherwise, in all cases, only a single attack roll is 
  ever made and no more than a single target can be 
  attacked per turn. 
   
  FOE-SLAYER  
  Let's hunt some Orc! 
   
  Whether hatred-bred or vengeance-fuelled, dealing 
  death to true enemies is, by some measure, an art. 
  Add your weapon's Encumbrance rating to the 
  Endurance damage caused on a successful hit 
  against your specified enemy (via Enemy-Lore). 
   
  KNOW THY ENEMY  
  The wolf that one hears is worse than the Orc that 
  one fears. 
   
  Preparedness and knowledge are a warrior's two 
  greatest weapons. Knowing who and where to strike 
  is as vital as when. Roll one additional Success die 
  when rolling Battle to determine combat advantage 
  against your specified enemy (via Enemy-Lore). 
   
   
   
  TREASURE HUNTER 
   
  ACUTE APPRAISAL (WISDOM) 
  Dragons may not have much real use for all their 
  wealth, but they know it to an ounce as a rule, 
  especially after long possession; and Smaug was no 
  exception. 
   
  The value of coin and treasure is an art to those who 
  know; stretching its use is not unlike scraping the 
  last pigment from a paint jar. When increasing 
  Standing, your Wealth cost is reduced by your Wits 
  and any permanent Shadow. Furthermore, when 
  maintaining higher standards of living, your 
  Wealth expenditure counts for two months at a time 
  instead of one. 
   
  SLY FINGERS  
  A really first-class and legendary burglar would at 
  this point picked the trolls' pockets - it is nearly 
  always worthwhile, if you can manage it. 
   
  A proper and skilled burglar can wrest finery from 
  the deepest pocket and prise the stoutest lock. When 
  picking locks (Craft) or pockets (Stealth), add your 
  current Shadow to your rolls. 
   
  PERSONAL STASH  
  His heart was filled and pierced with enchantment 
  and with the desire of dwarves; and he gazed 
  motionless, almost forgetting the frightful guardian, 
  at the gold beyond price and count. 
   
  Caches are handy, but a true burglar knows it is 
  best to carry your most valued treasure, as 
  returning to places you have been is neither always 
  possible, nor wise. When determining Fatigue, you 
  may ignore one point of Treasure per current 
  Shadow. 
   
  WANDERER 
   
  HARD MARCH  
  Few can foresee whither their road will lead them, 
  till they come to the end. 
   
  Travel is an exciting prospect. Rarely does the 
  terrain agree with one's expectations, however, and 
  the road oft grows wearing and rough. Fellowship, 
  however, can alleviate many trials, either through a 
  helping hand or uplifting presence.  
   
   
  
  Improved success levels during a journey's Fatigue 
  test grant success to companions; one companion 
  may be granted success on a single Fatigue roll on a 
  great success, two companions on an extraordinary 
  success. 
   
  VERSATILE TRAVELLER  
  He should not vow to walk in the dark, who has not 
  seen the nightfall. 
   
  Successful 
  journeys 
  are 
  comprised 
  of 
  many 
  ingredients, be it the hunter that provides the meal, 
  the guide that keeps the way, the scout that blazes 
  trails, or the look-out man that spots dangers. A 
  true blessing on any extended foray is the traveller 
  that knows all roles. Add your Wisdom to your 
  travel duty rolls (Huntsman, Guide, Look-Out Man, 
  or Scout). 
   
   
   
   
   
   
  WORLDLY  
  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; and Gandalf was a wise enough 
  wizard to know it. 
   
  Knowing how to plan an intended journey, what 
  route to take and when to take it, frequently 
  determines success of failure before the first step is 
  even taken. Add your Wisdom to all Lore rolls when 
  planning ahead for journeys. 
   
  WARDEN 
   
  DEFENDER  
  Not idly do the leaves of Lorien fall! 
   
  Defense of kin against the growing Shadow is of 
  paramount importance. Without a home to return 
  home to, there is little hope left in the world. When 
  fighting to protect your folk, use your favoured Wits 
  to determine parry. 
   
  LIGHT-BEARER  
  Hope remains while the Company is true. 
   
  Maintaining spirits is a vital component to an 
  adventuring company, something more easily 
  accomplished amongst friends than strangers. If in 
  their company during a Fellowship phase, add your 
  Wisdom to your companion's rolls to cure 
  corruption. 
   
  WARDER 
  If by my life or death I can protect you, I will. 
   
  Inspiration is oft found in the well-being of a 
  Fellowship. If you successfully protect a companion 
  while in a defensive combat stance, and your 
  protected companion suffers no significant damage 
  throughout the same combat, you regain one point 
  of Hope at the conflict's conclusion. 
   
   
  ADDITIONAL MASTERY 
  The following Mastery is in addition to those 
  detailed within the Adventurer’s rulebook. 
   
  THWARTING 
  You have become an expert at avoiding your 
  opponents' attacks. Raise your Parry rating by one. 
   
   
  
  - New Renown 
  Rules -  
  These rules expand the standing rules presented in 
  the main rules for those wishing to add granularity 
  to the standing with cultures other than their own 
  character and for allowing characters to gain 
  renown in their homeland that is not directly tied to 
  monetary wealth and status. 
   
  RENOWN / REPUTATION IN OTHER 
  CULTURES  
  Standing is recorded separately for each culture the 
  characters encounter as well as for their own home 
  culture. 
   
  • The renown rating works on the same scale as 
  their own culture’s 
   
  • These cultural ‘Renown’ ratings are based on a 
  reputation on deeds performed rather than the 
  level of standing in the community. Therefore, 
  renown cannot usually be increased by spending 
  treasure 
   
  • Such ratings can only be increased through in-
  game deeds and it is at the discretion of the 
  Loremaster when to apply such increases (the 
  rating descriptors listed below should give 
  guidelines as to the required actions and/or 
  relationships that are necessary for such an 
  increase to occur 
   
  • Renown in a culture other than the character’s 
  own can easily be reduced by lies and rumours 
  about the character in question or misdeeds; 
  real or false (eg, Storm Crow; trouble follows 
  them like crows)  
   
  • Such ratings can reduce over time in a 
  character’s absence as they are forgotten. This is 
  less apparent in a character’s own culture. 
   
   
   
   
   
   
   
   
   
   
  RENOWN / REPUTATION LEVELS  
  These levels should be used as a guide for the 
  Loremaster when determining increases to a 
  character’s reputation within another culture due to 
  their deeds and actions.  
   
  The levels of standing/reputation are: 
   
  • N/A – Wanderer 
   
  • 1 – One of the free peoples 
   
  • 2 – Ranger/protector of the Wilderlands 
   
  • 3 – Respected adventurer 
   
  • 4 – Ally and/or hero 
   
  • 5 – Valued counsellor and/or friend 
   
  • 6 – Great friend and/or ‘honourary kinsman’ 
   
  Beginning Primary Cultural Renown
  Beginning Primary Cultural Renown
  Beginning Primary Cultural Renown
  Beginning Primary Cultural Renown    
  For starting player characters this rating begins at 1. 
   
   
   
   
  
  - Alternate 
  Encounter  
  Rules -  
  These rules, where they contradict, replace those 
  found in the main rulebook. They assume that the 
  reader is also using the ‘New Renown Rules’ as 
  referred to within this document.  
   
  STANDING  
  As referred to within the main rules, Standing is the 
  measure of a character’s material status within his 
  own culture. If applicable, it may be used instead of 
  renown when setting the Tolerance of an encounter.  
   
  RENOWN 
  Renown is the reputation of the character and can 
  differ based on the culture of those he is interacting 
  with. 
  Renown 
  now 
  replaces 
  Standing 
  and 
  Valour/Wisdom when setting the Initial Tolerance 
  of an encounter. See the house rule section 
  ‘Additional 
  Renown 
  Rules’, 
  regarding 
  more 
  information on Renown. 
   
  SETTING TOLERANCE  
  Initial Tolerance is set using the highest Renown of 
  those player characters that are present and 
  interacting within the encounter. In an applicable 
  situation (for instance, when trading/negotiating 
  with merchants), Standing may be substituted 
  instead. A character’s Valour or Wisdom score is no 
  longer used to raise the Tolerance of an encounter. 
   
  VALOUR AND WISDOM  
  These traits are an internal measure of a character’s 
  capabilities and strengths. They are no longer used 
  to set the Tolerance of an encounter – this is now 
  the sole purview of Renown.  
   
  Valour and Wisdom may still be used within an 
  encounter but only when a character uses them in 
  discussions – ie, certain NPCs will respond more 
  favourably to characters displaying valorous traits 
  whereas others will respond more to wise words.  
   
   
  This is now addressed through varying TNs of skills 
  and actions based upon those traits – for example, 
  the higher the score in Valour or Wisdom of a 
  character, the easier it is for them to interact with 
  the NPC in question. The following rule of thumb 
  can be loosely adopted: 
   
  • The Loremaster may reduce the TN by 1 point for 
  each point a character has in the applicable 
  Valour or Wisdom trait above 1. 
   
  This also has the added bonus of different 
  characters having differing TNs due to varying 
  Wisdom/Valour scores when interacting within the 
  same encounter. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  - Additional 
  Journey Rules -  
  These rules modify and expand upon the Journey 
  rules presented in the Loremaster’s Book. 
   
  ROADS 
  These Location qualities may be added to roads and 
  paths in Middle-earth. 
   
  MAGICAL PATH +5* 
  When negotiating a magical path, heroes can travel 
  an extra 5 miles per day and never get lost. Ignore 
  all Hazard episodes targeting the Guide. 
   
  • The strength of the enchantment determines the 
  number of extra miles per day. So, Magical Path 
  +10 would mean an extra 10 miles per day. 
   
  BETTER ROADS 
  A 'better road' improves terrain difficulty by one 
  level. 
   
   
   
   
  SHADOW LANDS AND DARK LANDS 
  Shadow lands are treated in all respects as Wild 
  lands until 2947. 
   
  Dark lands are treated as Wild lands until 2947, 
  then Shadow lands until 2951. 
   
  JOURNEY TASKS 
   
  ACTIONS WHILE TRAVELLING 
  As per the rules (p37 of the Loremaster’s Book) each 
  Hero may perform two tasks per day, one in the 
  morning and one in the afternoon. If the journey is 
  longer than a week the Loremaster may limit this to 
  one action a day to speed play. 
   
  The TN for all journey tasks is the same as the 
  difficulty TN of the region the heroes are in.  
   
  Related Callings and 
  Related Callings and 
  Related Callings and 
  Related Callings and Journey 
  Journey 
  Journey 
  Journey Roles 
  Roles 
  Roles 
  Roles     
  Some callings and roles are better suited to 
  performing certain tasks than others. In the 
  following task descriptions if a task has a bracketed 
  calling or role after its name then a hero with that 
  calling or role receives a TN -2 bonus when 
  performing the task. For example, a Treasure-hunter 
  can Search for treasure at TN -2. 
   
  TASK DESCRIPTIONS 
  In the following descriptions “n” is the number of 
  successes (one for a success, two for a great success 
  and three for an extraordinary success). 
   
  Awareness [Look
  Awareness [Look
  Awareness [Look
  Awareness [Look----out]
  out]
  out]
  out]    
  Staying alert for signs of danger.  
   
  Add n to all Awareness rolls until after the next 
  travel Fatigue test. 
   
  Awe [Slayer]
  Awe [Slayer]
  Awe [Slayer]
  Awe [Slayer]    
  Going where others fear to tread. 
   
  Reduce the TN of the next Fear test by one for n 
  companions until after the next travel Fatigue test. 
   
  Craft [Wanderer]
  Craft [Wanderer]
  Craft [Wanderer]
  Craft [Wanderer]    
  Fashioning a good camp out of the materials at 
  hand. 
   
  This requires an Explore success to find a campsite. 
  The craft test sets a good camp enabling n 
  companions to have a prolonged rest during which 
  they can recover endurance. 
   
  
  Explore [Scout]
  Explore [Scout]
  Explore [Scout]
  Explore [Scout]    
  Exploring the surrounding area for good campsites, 
  ancient ruins, or better paths to travel. 
   
  Allow n Craft/Lore/Search/Travel attempts.  
   
  Healing
  Healing
  Healing
  Healing    
  Mending a companion’s minor wounds. 
   
  Restore 2n endurance to one companion. 
   
  Hunting [Huntsman]
  Hunting [Huntsman]
  Hunting [Huntsman]
  Hunting [Huntsman]    
  Foraging for extra provisions to provide for a hearty 
  meal. 
   
  Restore 2 endurance to n companions. 
   
  Inspire [Warden]
  Inspire [Warden]
  Inspire [Warden]
  Inspire [Warden]    
  Keeping spirits up whilst travelling through blighted 
  areas. 
   
  Reduce the TN of the next Corruption test by one for 
  n companions until after the next travel Fatigue test. 
  Alternately, distribute n bonus success dice that last 
  until after the next travel Fatigue test. 
   
  Lore [Scholar]
  Lore [Scholar]
  Lore [Scholar]
  Lore [Scholar]    
  Searching 
  ancient 
  runes 
  for 
  vital 
  pieces 
  of 
  information. 
   
  This Requires an Explore success to use. Find n 
  clues. The Loremaster must state prior to this action 
  whether there are in fact any clues worth finding, 
  and if so, how many ‘clues’ constitute a success.  
   
  • Balin and Óin are looking for clues to where the 
  Marshdwellers come from. The Loremaster rules 
  that they need four clues to find them, and over 
  the next three days Balin and Óin eventually pick 
  up enough successes to work out where they are 
  located 
   
  Search [Treasure
  Search [Treasure
  Search [Treasure
  Search [Treasure----hunter]
  hunter]
  hunter]
  hunter]    
  Searching ancient ruins for items of value. 
   
  Can only be used in Wild/Shadow/Dark lands only 
  and requires an Explore success to use. Find n 
  treasure points. 
   
      
      
      
      
      
      
  Song
  Song
  Song
  Song    
  Passing the long hours of travel by singing songs 
  and playing simple musical instruments. 
   
  Reduce the TN of the next travel Fatigue test by one 
  for n companions. Alternately, distribute n bonus 
  success dice that last until after the next travel 
  Fatigue test. 
   
  Stealth
  Stealth
  Stealth
  Stealth    
  Moving carefully and quietly to avoid detection and 
  ambush.  
   
  Allows n companions to travel unnoticed until after 
  the next travel Fatigue test. 
   
  Travel [Guide]
  Travel [Guide]
  Travel [Guide]
  Travel [Guide]    
  Choosing better paths to travel.  
   
  This requires an Explore success to use. Subtract n 
  days from this leg of the journey (but not so as to 
  exceed the road travel rate). 
   
  • After many days of travel Balin and Óin are 
  weary and require a good rest. Óin, acting as 
  scout, obtains an Explore success allowing Balin 
  to roll Craft. Balin obtains a great success so 
  both dwarfs benefit from a night’s prolonged rest 
  and recover endurance. 
   
  FAILURE 
  A hero that fails in one of the above tasks reduces 
  their endurance by two in summer and four in 
  winter. 
   
  If the failure also had the feat die showing C then 
  in addition to losing endurance the hero must make 
  a fatigue test.  
   
  WHEN NOT TO USE THESE TASKS 
  Journey tasks are designed to supplement story 
  tasks, not replace them, so if the story requires 
  players to be undertaking specific time-consuming 
  tasks (e.g. searching for a missing pair of dwarves) 
  then the focus should be on the story tasks. 
   
  Likewise, for narrative reasons, there may be times 
  where nothing of interest happens and the 
  Loremaster wants to quickly move the characters 
  from one location to another. Do not use journey 
  tasks in these cases. 
   
   
  
  - Additional 
  Hazards -  
  These hazards add some much needed variety and 
  volumes to those presented within the Loremaster’s 
  book. 
  ALL COMPANIONS 
   
  FOREST TERRAIN 
  1 – FALSE FRIENDS  
  The company meets a group of Woodmen who seem 
  friendly.  
   
  All companions must make an Insight test. If no one 
  succeeds, they do not realise that these Woodmen 
  have fallen to the Shadow and will seek to ambush 
  and rob them at the first opportunity. 
   
  2 – NO WAY OUT  
  The companions feel like they are going round in 
  circles.  
   
  All companions must make a Wisdom test. If no one 
  succeeds, the company loses one Fellowship Point 
  as bickering saps the company's trust. 
     
  MOUNTAIN TERRAIN 
  1 – UNQUIET DEAD 
  Unbeknownst to them, the company shelters on the 
  site of an ancient massacre of Dwarves by Orcs.  
   
  The company are plagued by the ghosts for several 
  subsequent nights and every companion must make 
  a Corruption test or gain a Shadow point. 
   
  2 – LOST BAGGAGE 
  All companions must make a Travel test. Those who 
  fail lose 1 Treasure (or are temporarily one level 
  poorer) as ponies topple into gorges, packs are 
  dropped, etc. 
   
  SWAMP/MARSH LAND/RIVER 
  1 – A NIGHT TIME CHORUS  
  Throughout this leg of the journey, the nights are 
  plagued by the loud chorus of frogs, toads, insects 
  and the like.  
   
  Each companion must make an Awareness test, 
  success means the companion is Weary until he can 
  rest in a safe place. 
   
  2 – A FETID STENCH 
  The company passes through an area of foul mist.  
   
  Every companion must make an Athletics roll. On a 
  failure, the companion is Poisoned. 
   
  GUIDE 
   
  FOREST TERRAIN 
  1 - DEADFALL  
  The Guide makes a travel roll.  
   
  Success: he/she spots a precarious dead tree and 
  warns the party to avoid it.  
   
  Failure: the Guide fails to spot the precarious dead 
  tree, and it falls with a crash. Two random party 
  members most roll Awareness: 
   
  Success: the hero leaps to safety.  
   
  Failure: roll the feat die and take that many 
  Endurance damage, C results in a 
  wound, A results in no Endurance loss.  
   
  2 - THICK CANOPY  
  The guide has brought the company into an area of 
  forest so thick you can barely see. The Guide makes 
  a Travel roll.  
   
  Failure: the company is slowed by a day as it tries to 
  find its way through the forest and all companions 
  must make an additional Fatigue roll. If the latter 
  causes another hazard, it is considered to take place 
  in the dark for the purposes of Task/Test resolution. 
   
  3 - ABANDONED SETTLEMENT 
  The guide brings the company to where he thought 
  there was a friendly settlement, but it has been 
  abandoned/destroyed.  
   
  The Guide makes a Travel roll:  
   
  Failure: 
  the 
  reason 
  for 
  the 
  abandonment/destruction is still there and notices 
  the company. C results in Ambush. 
    
  
   
   
  4 - FALSE TRAIL 
  The guide finds an old trail that leads away from 
  where the company wants to go. The Guide makes a 
  Travel test.  
   
  Failure: the company loses two days, as it has to 
  double back. 
   
  MOUNTAIN TERRAIN 
  1 – DEAD END 
  The Guide makes a Travel roll; on a Failure he 
  incurs an unexpected detour. The party must make 
  a choice – they can either extend their Journey by 
  two days or each member of the party must make a 
  Fatigue test, with the risk of an extra Hazard. 
   
  2 – HIGH ROAD 
  The Guide makes a Travel roll and on a failure is 
  forced to take the company on a higher route than 
  expected. The cold and the climb cause every 
  companion to lose Endurance equal to the length of 
  this leg of the journey in days. 
     
  3 – ILL EQUIPPED 
  The Guide has to make a Travel test. A failure 
  means the company is not appropriately equipped 
  for the route. Fatigue penalties are doubled for this 
  leg of the journey. 
   
   4 – AMBUSH FROM ABOVE 
  The path leads through a gorge, above which 
  Goblins lie in wait. The Guide must make a Travel 
  test. On a failure, the company is subjected to 
  repeated ranged attacks. 
    
   
   
   
  SWAMP/MARSH LAND/RIVER 
  1 – BITING INSECTS AND SUCKING LEECHES 
  The Guide leads the company through an area rife 
  with blood-sucking animals. If he fails a Travel test, 
  no companion can recover Endurance for this leg of 
  the journey. 
   
  2 – AN OBSTACLE 
  If the Guide fails a Travel test, the company is forced 
  either to carry their boat past an obstacle like a 
  lengthy stretch of rapids or high waterfall, or take a 
  detour to find a way to cross a body of water. The 
  company adds a day to the journey time. 
   
  3 – CREEPING COLD 
  If the Guide fails a Travel test, a combination of 
  unusually cold weather and poor preparation for 
  water travel means the companions are Weary until 
  they reach a safe place to rest. 
   
  4 - BOGS 
  If the Guide fails a Travel test, the company must 
  fight its way through bogs or rough waters. Each 
  companion takes his Fatigue in Endurance damage 
  (and can reduce this by shedding gear and leaving it 
  in the bog or river), unless he spends a Hope point. 
   
   
  HUNTER 
   
  FOREST TERRAIN 
  1 – POACHED QUARRY 
  The hunter pursues the same quarry as a group of 
  Elves. One Huntsman makes a Hunting Test. If he 
  succeeds, he has killed a particularly fine stag that 
  was being stalked by a group of Elves and they are 
  not happy. 
   
  2 – FOUL WATER 
  The river and streams of the area are corrupted. All 
  Huntsmen make a Hunting Test. If no one succeeds, 
  the company are Poisoned.  
   
  3 – MAGIC MUSHROOMS 
  The mushrooms in the area are unfamiliar. All 
  Huntsmen make a Hunting Test. If no one succeeds, 
  the companions are plagued by nightmares and do 
  not recover Endurance for one leg of the journey. 
   
   
   
   
   
  
  4 – SCARCE GAME 
  The company moves through an area of scarce 
  game. All Huntsmen make a Hunting Test. If no one 
  succeeds, the company are Weary until the next leg 
  of the journey. 
   
  MOUNTAIN TERRAIN 
  1 – MOUNTAIN GOAT 
  A nimble mountain goat leads a hunter on a merry 
  chase. One Hunter makes a Hunting test. If he fails, 
  he loses Endurance equal to the feat die or takes a 
  Wound if he rolls an Eye and the rest of the party 
  has to rescue him from a hole or crevasse while the 
  goat watches from a safe distance. 
   
  2 – PICKED CLEAN 
  The mountainsides have been picked clean of 
  animals by Giant Eagles. All Hunters must make 
  Hunting tests. If none succeed, the companions are 
  considered Weary until they reach a safe place. 
       
  3 – BAD EGGS 
  One hunter makes a Hunting test. On a failure he 
  has gathered eggs from the nests of Crebain, a 
  vicious breed of crow, and the company are 
  plagued by vengeful attacks. Every companion rolls 
  a success die and loses that much Endurance. 
      
  4 – A FALSE RESPITE 
  A hunter finds a waterfall and pool of crystal-clear 
  water, which is also, however, a gathering place for 
  Wargs. One Hunter must make a Hunting test. On a 
  failure, the company stays at the pool too long and 
  is ambushed. 
   
  SWAMP/MARSH LAND/RIVER 
  1 – OUT OF ARROWS 
  All hunters make a Hunting test. If one fails, he has 
  lost his arrows or other hunting equipment to the 
  deep waters.  
   
  This companion can no longer fulfil the role of 
  huntsman unless he borrows another companion's 
  gear. If there is no other hunter in the company and 
  he cannot re-equip himself or exchange roles with 
  an appropriate companion, then the company is 
  treated as if it does not have a hunter.  
   
  The hunter may re-equip at the first safe place the 
  company stays. 
   
   
   
  2 – WATER CREATURE 
  One hunter makes a Hunting test. If he fails, he has 
  disturbed something vicious, which attacks the 
  company. 
   
  3 – AN UNWELCOME DISCOVERY 
  All hunters make a Hunting test. If one rolls an Eye, 
  he finds something bad in the belly of a caught fish. 
  This might be a cursed item, or something 
  disturbingly familiar. In any case, the LM should 
  use it as a plot hook or further development in the 
  current plot. 
   
  4 – AN OLD WRECK 
  One hunter makes a Hunting test. If he succeeds, he 
  hunts one quarry to its lair in a wrecked boat or hut. 
  The LM decides what is in the wreck. 
   
   
  LOOK-OUT 
   
  FOREST TERRAIN 
  1 – SCAVENGERS 
  The company has attracted the attention of 
  scavenging animals, who follow them on their 
  journey. All Look-Outs must roll Awareness. If none 
  succeed, the scavengers have looted the company's 
  provisions and the companions count as Weary 
  until they reach a safe place. 
   
  2 – NEST OF BATS  
  The company moves past a nest of Vampire bats. All 
  Look-Outs must roll Awareness. If none succeed, the 
  company is attacked by a swarm (3d6) of Great 
  Bats. 
      
  3 – JUMPING AT SHADOWS 
  In a dark and sinister part of the wood, there are 
  many noises and movements that look threatening 
  but may not be. One Look-Out makes an Awareness 
  Test. If he fails, he puts the rest of the company on 
  high alert. No one gets proper sleep for this leg of 
  the journey and therefore does not recover 
  Endurance. 
   
  4 - MIDGE INFESTATION  
  The Look Out makes an Awareness test, on a Failure 
  he encounters a large infestation of midges - tiny 
  biting insects and must take one point of Endurance 
  in damage. 
   
   
   
  
  MOUNTAIN TERRAIN 
  1 – GUTTERING FIRES 
  A constant freezing wind makes keeping the fire 
  alive difficult. All Look-Outs must make an 
  Awareness roll. If none succeed, they repeatedly let 
  the fire go out and no companion can recover 
  Endurance for the duration of this leg of the 
  journey. 
   
  2 – ROCK FALL! 
  The company passes an area of loose rock or snow 
  and could be hit by a rockslide or avalanche. All 
  Look-Outs must make an Awareness test. If none 
  succeed, all companions must roll the feat die and 
  lose Endurance equal to the result (Eye = Wound). 
       
  3 – A THIEF IS ABROAD 
  There is a strange, sad creature stealing valuables 
  from passing travellers. All Look-Outs must make 
  an Awareness test. If none succeed, one Reward is 
  lost. The victim is randomly determined unless one 
  companion possesses a valuable ring, in which case 
  the thief makes off with that... 
       
  4 – A LOST TRAVELLER 
  One Look-Out makes an Awareness test. If he 
  succeeds, he spots a small group of Hobbits who 
  have come East in imitation of Bilbo but have got 
  lost. The company must add an extra three days to 
  their journey time (including possible extra Fatigue 
  tests) as they help the Hobbits, or acquire Shadow. 
  If they do help them, all companions regain 1 Hope. 
  Replace the Hobbits with Woodmen, Beornings or 
  similar as appropriate. 
   
  SWAMP/MARSH LANDS 
  1 – ENTANGLED OR RUN AGROUND 
  The company travels through a treacherous area. 
  All Look-Outs must make an Awareness test. If none 
  succeed, the company is entangled in weeds or has 
  run aground. It costs all companions one point of 
  journey Fatigue to free themselves. 
   
  2 – BRIGANDS 
  All Look-Outs must make an Awareness test. If none 
  succeed, the company is ambushed by pirates or 
  bandits. If any succeed, the company may decide to 
  ambush the adversaries instead or just bypass 
  them. 
   
   
   
   
  3 – HALF DROWNED 
  All Look-Outs must make an Awareness test. If none 
  succeed, the company's boat is overturned by an 
  otherwise harmless underwater creature or a rain 
  front comes on suddenly. The company is soaked 
  and Fatigue penalties are doubled for this leg of the 
  journey. 
   
  4 – MARSH LIGHTS 
  One Look-Out makes an Awareness test. If he fails, 
  he mistakes marsh lights for campfires and leads 
  the company deeper into dangerous parts of the 
  marsh: the LM should roll two more Hazards, pick 
  one and apply it as if the roll were automatically 
  failed. If on a river, the look-out sees lights on the 
  river bank and thinks the company is being 
  shadowed. 
   
   
  SCOUT 
   
  FOREST TERRAIN 
  1 – MAZE OF WEBS 
  The scout leads the company into an area thickly 
  spun with webs. All Scouts must make Explore 
  Tests. If none succeeds, the company are lost in the 
  maze until the spiders return. 
   
  2 – WASHED OUT CAMP 
  It rains heavily, making finding suitable shelter 
  more difficult. All Scouts must make Explore Tests. 
  If none succeed, the company's gear is soaked and 
  companions' penalties for failed Fatigue tests are 
  doubled for the rest of the journey. 
     
  3 - SEPARATED 
  The scout becomes separated from the company. 
  One scout must make an Explore Test. If he fails, he 
  takes Endurance damage equal to the feat die roll or 
  is Wounded if he rolls an C. A A results in no 
  Endurance loss 
   
  The company must stop until another scout rolls a 
  successful Explore Test each day to find the lost 
  scout again. If there are no other scouts in the 
  company, another companion must spend a Hope 
  point in order to make the test. 
    
   
   
   
   
   
   
  
  4 – DYING ELF 
  The company moves past a place where Wargs and 
  Elves have fought. One scout must make an Explore 
  test. If he succeeds, he encounters a dying Elf who 
  has been attacked by Wargs. The Elf can warn the 
  company so that they avoid the Wargs and if they 
  successfully heal the Elf, they gain a +1 Tolerance 
  bonus when dealing with Mirkwood Elves. A Failure 
  and the Elf is dead and the Wargs find the 
  company. 
   
  MOUNTAIN TERRAIN 
  1 – GOBLIN CAMP 
  The company is in an area with very few sheltered 
  places to camp. Every scout makes an Explore test. If 
  none succeed, on one day the only available place 
  of shelter is already claimed by an Orc band and 
  the companions must ambush the Orcs to drive 
  them out. If the companions can/will not, they 
  count as Weary and unable to recover lost 
  Endurance until they reach a safe place. 
   
  2 – TROLL! 
  One scout makes an Explore test. If he fails, he has 
  disturbed a Mountain Troll who attacks the 
  company! 
      
  3 – ROCKY SLOPE 
  The route leads up a broken, rocky slope. All scouts 
  must make Explore tests. If none succeed, the 
  company is forced to leave behind any horses and 
  ponies as no suitable path up can be found. 
  Recalculate journey time. 
   
   
   
   
   
   
   
  4 – A SHORT CUT 
  A cleft in the rock reveals an abandoned Dwarven 
  road that promises a quicker route at greater 
  danger. One scout makes an Explore test. If he 
  succeeds, he spots the entrance to the Dwarven 
  road. If the company takes it, they halve the journey 
  time for this leg but trigger another Hazard as if 
  they had automatically failed the relevant test. 
   
  SWAMP/MARSH LAND/RIVER 
  1 - THE FROG CHORUS 
  The Scout must make an Explore test, on a Failure 
  the party is plagued by a night-time chorus of frogs. 
  Each player must make an Awareness test, Success 
  means two points of Endurance damage whilst 
  Failure means only one point (as players succeeding 
  have a harder time ignoring the frogs). 
   
  2 – A WAY ACROSS 
  A causeway or channel promises rapid progress, 
  but may lead the company astray. All scouts make 
  an Explore test. If one or more succeed at great or 
  extraordinary levels, then the best result grants 
  benefits in the same manner as the Lore roll at the 
  journey's outset. If none succeed, add three days to 
  the journey. 
   
  3 – HALF SUBMERGED RUINS 
  All scouts make an Explore test. If one succeeds, he 
  discovers ruins from an earlier kingdom, half-
  submerged in water. The LM may decide how to 
  populate the ruins, or just to use them for colour. 
   
  4 – NO STARS TO LIGHT THE WAY 
  The way is dark and/or confusing. All scouts make 
  an Explore test. If none succeeds, the journey time 
  for this leg is doubled as the company slowly picks 
  its way forward. 
  
  -  Recovering 
  Hope - 
  Hope is a vital, precious, and ever-dwindling 
  resource; always diminishing as the Shadow 
  renews, darkens, and grows. As heroes of Free 
  People, Hope empowers and emboldens while 
  aplenty, but the trials and vexing of Shadow-bred 
  foes wears and tires. 
   
  Hope is recoverable in one of three manners, and is 
  bound to these methods.  
   
  First, companionship restores Hope. As indicated, 
  members of a Fellowship may draw upon the 
  Fellowship's Hope pool to replenish their spent 
  Hope. This is provided they meet the approval of the 
  other members of the Fellowship. Due to the limited 
  size of the Fellowship pool, however, this is a finite 
  method, often keeping things on an even plateau 
  provided Hope expenditures are conservative. 
   
  Second, Hope may be restored via hopeful actions. 
  Hopeful actions are things that would obviously 
  bolster spirits in remarkable and meaningful ways. 
  Succeeding against an overpowering enemy, for 
  example, or producing arts or other memories of 
  "home" when otherwise feeling miserable are both 
  illustrations of hopeful actions. Recovering a point 
  of Hope in this method may be introduced by either 
  players or the Loremaster, but may only be 
  approved by the Loremaster. As a guideline, this 
  should be disallowed unless half or more of the 
  Fellowship are within their Miserable rating. 
   
  Finally, Hope can be increased and fully recovered 
  with the acquisition of the Confidence Mastery 
  Virtue. It would be most wise to wait to acquire 
  Confidence when your Hope pool is nearly depleted, 
  as it maximizes the restoration quality. 
   
  Recovering Hope is not the same as reducing 
  Corruption, although the result is the same when 
  considering 
  the 
  gap 
  between 
  content 
  and 
  Miserable. 
   
   
   
   
   
   
  FELLOWSHIP HOPE RECOVERY 
  Rather than Hope refreshing at the end of each 
  game session, fellowship Hope may be replenished 
  at key points within the adventure – eg, setting up 
  camp in a small, inviting grove and finally relaxing 
  a little, telling tales around the campfire.  
   
  Depending upon the length of the adventure the 
  fellowship party should have 1 (short), 2 (medium), 
  or 4 (long) refresh opportunities. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  - Herbs and 
  Healing - 
  A character possessing the Herb-lore trait can 
  Search for herbs and use their Lore to prepare and 
  revive them. Anyone can use Healing to administer 
  herbs. 
   
  FINDING HERBS 
  A character can only find herbs in locations they 
  grow in. To find herbs make a Search test against 
  the Find TN of the herb in this location. A success 
  yields enough for one dose, a great success two 
  doses and an extraordinary success three doses. 
   
  PREPARING HERBS 
  Once herbs have been found they must be prepared 
  (brewed, crushed, etc) by making a Lore test against 
  the Prepare TN of the herb. A failure wastes one 
  dose worth of the plants gathered. 
   
  APPLYING HERBS 
  A prepared herb can be applied (chewed, inhaled, 
  poultice, etc) by making a Healing test. A failure 
  wastes one dose worth of the plants gathered. 
   
  A herb remains active in the recipient's system for 4 
  hours and no additional herbs may be taken during 
  this time (if they are they have no effect).  
  REVIVING HERBS 
  Whilst fresh and prepared herbs can be purchased, 
  traded and/or received as gifts, they will only keep 
  for a finite period. This is referred to as the Term.  
   
  Characters can try to ‘revive’ a herb even after it is 
  past its prime, which requires a Lore test against a 
  TN of 14 plus the number of full or fractional terms 
  that the herb is older than one. For example, if a 
  given herb’s fresh term was one week, reviving a 
  dose harvested three weeks ago would require a TN 
  16 test as the herb is two full terms older than one 
  week. 
   
  HERBS OF WILDERLAND 
  Many plants and herbs possess characteristics that 
  a person schooled in herb-lore may take advantage 
  of in order to offer comfort to those in need. Those 
  most common in the Wilderland are listed here. 
   
  Format: Name; Location (F – Forest, V – Vales, P – 
  Plains, R – Rhosgobel); Effects; Dosage; Find TN; 
  Prepare TN; Term 
   
  Edible Plants/Herbs
  Edible Plants/Herbs
  Edible Plants/Herbs
  Edible Plants/Herbs    
  • Furry Oak acorn; F, R; Harvest immediately; 10 
  acorns (raw or cooked) = 1 meal; 10; n/a; 3 days 
  • Smooth Oak acorn; V; Process 1  day before 
  eating; 12 acorns = 1 meal; 10; 10; 1 week 
  • Beechnuts; F, R; Stinging husk must be removed 
  by roasting. Small nuts but nutritious; 25 nuts = 
  1 meal; 10; 12; 1 week 
  • Curly bark hickory nuts; V; Small nuts but 
  nutritious; 50 nuts = 1 meal; 14; n/a; 2 weeks 
    
  Medicinal Plants/Herbs
  Medicinal Plants/Herbs
  Medicinal Plants/Herbs
  Medicinal Plants/Herbs    
  • Athelas; V, F, R; Legendary healing herb whose 
  effects are linked to the person preparing them. 
  The ‘rightful’ king can employ it to cure the worst 
  of maladies so long as the patient still lives, 
  while a lesser man may find more modest uses –  
  endurance recovery for standard (4 points) and 
  great successes (6 points), removal of weariness 
  on an extraordinary success; 14; 12; 1 week 
  • Carefree mustard; V; Soothing poultice made 
  from seeds, ripe for harvest in autumn. Heals 
  superficial injuries (ie, restores 1 to 3 endurance 
  points on a standard, great, or extraordinary 
  success respectively), soothes more serious 
  injuries (ie, +2 when treating Wounds). Mix 1 
  cup of seeds in water and pound with pestle. 
  Must be used immediately upon preparation, 
  but seeds may be stored; 10; 14; n/a (0 if 
  prepared) 
  
  - Magical 
  Items and 
  Trinkets - 
   
  Middle-Earth is a magical realm, filled with 
  miraculous legends and items of enchantment and 
  power. Such power is often subtle and might 
  actually be, or many times may be mistaken for, 
  exquisite craftsmanship or coincidence.  
   
  The following list provides a small sampling of such 
  works. There are trinkets, those whose powers are 
  minor and, largely, inconsequential, and there are 
  magical items that often possess a unique Trait 
  accessible via Hope expenditure. 
   
   
   
   
   
   
   
  ELVEN CLOAK 
  Elven cloaks are of fine make, designed to hide the 
  wearer from unfriendly eyes. At a cost of one point 
  of Hope, the elven cloak's Trait, Chameleon, may be 
  utilised as if the player-hero possessed the Trait. 
   
  ENCHANTED JEWELS 
  Jewels that clasp, and remain so until commanded 
  otherwise, or that retain a perpetual gleam are 
  common forms of enchanted jewellery. 
   
  ENCHANTED SHEATH 
  Any sword placed within an enchanted sheath 
  cannot be broken. Such blades may still be 
  dropped, lost, or otherwise discarded, but so long 
  as the sheath is possessed, and the weapon placed 
  within, no stain or break will mark its surface. 
   
  HITHLAIN ROPE 
  Hithlain ("mist thread") is an Elven material used in 
  the manufacture of rope. It is gray, has a silken 
  texture, and has a slight silvery sheen when viewed 
  in darkness. Hithlain rope is very strong, yet light 
  and slender. Knots tied in hithlain rope can be 
  undone at a whim with a simple tug, yet they hold 
  fast whilst utilized. At a cost of one point of Hope, 
  hithlain rope's Trait, Elven Bound, may be utilized 
  as if the player-hero possessed the Trait. 
   
  MAGICAL TRAITS 
   
  Chameleon
  Chameleon
  Chameleon
  Chameleon    
  You are able to blend into your surroundings, 
  merging 
  with, 
  and 
  disappearing 
  into, 
  the 
  surrounding terrain. 
   
  Elven Bound
  Elven Bound
  Elven Bound
  Elven Bound    
  You are capable of restraining a target with tough, 
  secure bonds. 
   
   
   
   
   
   
   
   
   
   
   
  
  - Combat 
  Stance Tasks - 
   
  This section offers the player additional combat 
  options for use.  
   
   
   
  FORWARD STANCE 
   
  SHIELD PUMMEL 
  Using a shield as a bashing and stunning weapon is 
  an ancient tactic, founded due to practicality. 
  Blocking a large, heavy, blunt object is vastly more 
  difficult than turning aside a blade.  
   
  Shields do not inflict grievous injuries, although 
  their use is still tactically sound. With the cost of 
  one point of Hope, a player-hero currently engaged 
  in the forward stance and armed with a shield may 
  perform a shield pummel. Attacking in this fashion 
  sacrifices the shield's parry bonus for the round. 
   
   
   
   
  The player-hero's attack is conducted with their 
  primary weapon with any shield effects added on a 
  successful strike. A hit adds an amount of damage 
  equal to the shield's Encumbrance.  
   
  A successful Called Shot whilst utilizing shield 
  pummel enables the attacker to decide between 
  their weapon's typical Called Shot or that provided 
  by the task. Shield pummel's Called Shot, Dazed, 
  reduces the victim's parry rating by the shield's own 
  parry rating (to a minimum of zero) until the start of 
  the attacker's next turn. 
   
  OPEN STANCE 
   
  TACTICAL ACUMEN 
  Calling upon their own battle experience and 
  observation, a player-hero in the open stance may 
  task tactical acumen to bolster their companions 
  with timely assistance and advice. 
   
  At the expense of a point of Hope, the player-hero 
  may roll Battle to determine combat advantage, just 
  as is normally done at the onset of a conflict. 
  Combat advantage determined in this fashion is 
  delegated to one's companions, however, but 
  otherwise is applied as usual. 
   
  DEFENSIVE STANCE 
   
  EVASIVE 
  Opting out of any form of offense, a player-hero in 
  the defensive stance tasks evasive to present their 
  most formidable, and single-minded, defense 
  possible. 
   
  By sacrificing their attack for the round, the player-
  hero makes an Athletics roll. The TN for this roll is 
  10 plus the highest Attribute level amongst the 
  opponents faced. A successful roll applies a bonus 
  to their parry rating dependent on their quality of 
  success: 
   
  Ordinary success: +2 parry rating. 
   
  Great success: +4 parry rating. 
   
  Extraordinary success: +6 parry rating. 
   
  This bonus persists until the start of the player-
  hero's next turn. 
  
   
   
  REARWARD STANCE 
   
  STORM OF ARROWS 
  From their rearward vantage point, an archer can 
  alternatively fire a barrage of arrows, potentially 
  injuring multiple opponents.  
   
  At the cost of one point of Hope, a player-hero in the 
  rearward stance makes a single attack. The number 
  of targets struck depends on the degree of success. 
  Unless stated otherwise, all damage is base weapon 
  damage. 
   
  Ordinary success: One target struck. 
   
  Great success: Two targets struck. 
   
  Extraordinary success: Either two targets struck with 
  damage increased by the attacker's Body, or three 
  targets struck. 
   
  ANY CLOSE COMBAT STANCE  
   
  RE-DIRECT ATTACK 
  A hero may change the target of his attack to any 
  opponent in a close combat stance by choosing one 
  of the following two options, depending on his 
  strategy for defending himself during the re-direct: 
   
  – 
  Wary: Add +2 to his attack TN. 
  – 
  Wide-open: Modify his defense TN by -2 
  during the next sequence of enemy attacks. 
   
  - Battle 
  Rules -  
   
  Battles are a key feature of many adventures and 
  will range from company-sized engagements with a 
  few hundred participants all the way to a full-scale 
  battle with thousands of combatants. 
   
  HOW A BATTLE IS STRUCTURED 
  The Loremaster must first decide on the scale of the 
  battle: minor or epic. This will primarily affect the 
  resolution of hero Battle Tasks. The battle is then 
  broken in to three stages: onset, engagement and 
  aftermath. 
   
  Size of battle
  Size of battle
  Size of battle
  Size of battle    
  Battles will feature a number of units, typically no 
  more than twenty a side. In minor battles each unit 
  is a company representing 20 soldiers or warriors of 
  the same culture or race. In epic battles each unit is 
  a battalion representing 10 companies (200 soldiers 
  or warriors) of the same culture or race. 
   
  • Exception: adversaries with the Great Size ability 
  (e.g. Trolls) and mounted units represent half 
  this number. 
   
  ONSET 
  The Loremaster describes when the battle is 
  occurring (e.g. dusk, night, dawn), the prevailing 
  conditions (e.g. rain, fog, snow), the battlefield and 
  the opposing forces including who is leading each 
  side. 
   
  One side, typically the heroes, is deemed to be the 
  defender the other the attacker. 
   
  Hope and
  Hope and
  Hope and
  Hope and    Hate
  Hate
  Hate
  Hate    
  The leader of the Free-folks forces, who may be a 
  Loremaster character, makes a Battle test to 
  determine how many points of Hope each of his 
  units starts with (one for a success, two for a great 
  success and three for an extraordinary success). 
   
  Loremaster units typically start with one to three 
  points of Hate each. 
   
   
   
  
  Hero A
  Hero A
  Hero A
  Hero Attachment
  ttachment
  ttachment
  ttachment    
  Each hero may attach themselves to a unit within 
  the following restrictions: 
   
  1. No unit may have more than one hero attached 
  to it 
   
  2. A Dwarf may not be attached to an Elven or 
  Beorning unit 
   
  3. An Elf may not be attached to a Dwarven unit 
   
  A hero attached to a unit that is eliminated may be 
  attached to another unit under the same restrictions 
  as above at the commencement of the following 
  round. 
   
   
   
   
   
   
  ENGAGEMENT 
  The engagement is resolved in a number of rounds, 
  each representing the passage of one hour. The 
  mechanics are similar to those of character combat 
  except with a greater level of abstraction. 
   
  At the start of a battle all units are unengaged. A 
  unit is engaged by moving it or an opposing unit so 
  that both are directly adjacent and touching each 
  other. A unit remains engaged with the same 
  opposing unit(s) until one or the other is eliminated. 
      
  Unit 
  Unit 
  Unit 
  Unit SSSStance
  tance
  tance
  tance    
  Players place each of their units in a stance, with 
  the usual proviso that for every unit placed in a 
  rearward stance at least two units must be placed in 
  a close stance. 
   
  An engaged unit may not be placed in a rearward 
  stance. 
   
  Defender 
  Defender 
  Defender 
  Defender EEEEngages
  ngages
  ngages
  ngages    
  The defender now engages each of his unengaged 
  units in a close stance with opposing unengaged 
  units. 
   
  The defender has two units engaged with a single 
  opposing unit and an unengaged unit in the close 
  stance versus three opposing units in total. The 
  unengaged unit must engage one of the two 
  engaged opposing units. 
   
  Then, if any opposing unit is engaged by two 
  defending units and there are still unengaged 
  opposing units present the defender must re-engage 
  one of these units. 
   
  Continuing from the above example, the defender 
  must now re-engage one of his ‘doubled-up’ units 
  against the remaining unengaged unit. 
  If the defender still has unengaged units remaining 
  in a close stance they may double-up against an 
  already engaged unit or elect to automatically flee 
  the battlefield. 
   
  Defender A
  Defender A
  Defender A
  Defender Acts
  cts
  cts
  cts    
  Each defending unit, starting from the forward 
  stance with the unit having the greatest combat 
  rating, now acts. 
   
   
   
   
  
  First, any attached hero may undertake a battle task 
  where “n” is the number of successes (one for a 
  success, two for a great success and three for an 
  extraordinary success) in a minor battle, or one for 
  an epic success in an epic battle. 
   
  • Awe (TN 16) to remove n points of Hate from a 
  unit engaged with the unit the hero is attached to 
  • Battle to add n success dice to attached unit’s 
  next attack roll and/or subtract n success dice 
  from an engaged unit’s next attack roll. In the 
  latter case the unit must be engaged by the unit 
  the hero is attached to 
  • Healing to restore n endurance to attached unit 
  • Inspire (TN 14) to add n points of Hope to an 
  attached unit 
  • Melee Weapon to inflict n damage to engaged 
  unit. The unit must be engaged by the unit the 
  hero is attached to 
  • Ranged Weapon (if in Rearward stance) to inflict 
  n damage to any opposing unit 
   
  The defending unit then makes an attack by 
  selecting a target (a unit it is engaged with, or any 
  unit if it is missile-armed and in the Rearward 
  stance) and rolling the Feat die plus a number of 
  Success dice equal to its combat rating against 
  stance TN plus the combat rating of the target unit. 
   
  The unit may spend a point of Hope to add its 
  combat rating to the roll. Alternately, an attached 
  hero may spend a point of hope to add his Heart 
  attribute score (if Battle is a favoured skill then he 
  may add his favoured Heart attribute score). 
   
  A success reduces the target’s endurance by an 
  amount equal to the acting unit’s damage rating, a 
  great success by double the damage rating and an 
  extraordinary success by triple the damage rating 
   
  Attacker E
  Attacker E
  Attacker E
  Attacker Engages
  ngages
  ngages
  ngages    
  If any opposing unit is engaged by two attacking 
  units and there are still unengaged opposing units 
  present the attacker must re-engage one of these 
  units. 
   
  If the attacker still has unengaged units remaining 
  they may double-up against an already engaged 
  unit or elect to automatically flee the battlefield. 
   
      
      
      
      
  Attacker A
  Attacker A
  Attacker A
  Attacker Acts
  cts
  cts
  cts    
  Engaged attacking units attack a unit they are 
  engaged with in the same manner as the defender, 
  then unengaged attacking units may, if armed with 
  missile weapons, attack any opposing unit. 
   
   
  AFTERMATH 
   
  Fatigue and S
  Fatigue and S
  Fatigue and S
  Fatigue and Shadow
  hadow
  hadow
  hadow    
  Battles are exhausting. If the hero’s side won then 
  each hero must make a Battle fatigue test for every 
  three hours that the battle lasted, and a corruption 
  test for every six hours. 
   
  If the hero’s side lost then one battle fatigue test is 
  required for every two hours and one corruption test 
  for every three hours. 
   
  Heroic D
  Heroic D
  Heroic D
  Heroic Deaths
  eaths
  eaths
  eaths    
  The Loremaster now makes a survival roll for each 
  named Loremaster character against TN 20 minus 
  the number of hours the battle lasted (to a 
  minimum of TN 10). A success means the 
  Loremaster character is wounded, great success is 
  critically wounded (must be healed immediately 
  and will take months to recover) while an 
  extraordinary success means the character is killed. 
   
  Casualties and
  Casualties and
  Casualties and
  Casualties and    Healing
  Healing
  Healing
  Healing    
  Casualties are proportional to the endurance each 
  unit lost, with half being wounded and half being 
  killed (rounded in favour of wounded if the side 
  won, otherwise killed). 
   
  • A Woodmen company that lost 9 endurance in a 
  victorious battle would have 5 men wounded 
  and 4 killed 
   
  Each hero may make a single Healing roll to save a 
  number of men from dying (treat them as wounded 
  instead) equal to the number of successes they 
  obtain. 
   
  • In the above example a hero who got a great 
  success would reduce the company’s casualties 
  to 7 wounded and 2 killed 
   
   
   
   
   
   
   
  
   
   
  USING HATE 
  Loremaster units can spend hate to activate 
  predefined abilities. The following list is not 
  exhaustive. 
   
  Charge
  Charge
  Charge
  Charge    
  A unit engaged in the forward stance doubles its 
  damage rating in the next attack. 
   
  Despair
  Despair
  Despair
  Despair    
  A unit engaged with this unit, and any attached 
  hero, must make a corruption test against a TN of 
  12 plus the damage rating of the unit. For this 
  purpose units have a Wisdom score equal to their 
  combat rating and lose a point of Hope if they fail. 
   
  Mass
  Mass
  Mass
  Mass    
  The unit may ‘triple-up’ on an engaged unit, but 
  only if no unengaged opposing units are present. 
   
  Regroup
  Regroup
  Regroup
  Regroup    
  Roll the Feat die and a number of Success dice equal 
  to the unit’s damage rating against a TN of 16. On a 
  success the unit recovers 5 endurance, on a great 
  success it also recovers a Hate point, and on an 
  extraordinary success it recovers 5 endurance and 2 
  Hate points in total. 
   
   
  UNIT CHARACTERISTICS 
  Each unit has three ratings: a combat, damage and 
  endurance rating, plus an optional attribute. The 
  combat rating is used for both attack and parry. 
   
  A unit becomes Weary when it has no endurance 
  remaining, and is eliminated when its endurance 
  loss equals or exceeds twenty. 
   
  Unit 
  Unit 
  Unit 
  Unit AAAAttributes
  ttributes
  ttributes
  ttributes    
  Each unit may have one of four attributes: 
   
  • Missile Armed: the unit can conduct ranged 
  attacks from the rearward stance 
   
  • Heavily 
  Armoured: 
  the 
  unit 
  downgrades 
  successful attacks against it by treating an 
  opponent’s success as a failure, a great success 
  as a success, and an extraordinary success as a 
  great success 
   
  • Unarmoured: the unit upgrades successful 
  attacks against it by treating an opponent’s 
  success as a great success and a great success as 
  an extraordinary success 
   
  • Mounted: the unit doubles its damage rating 
  when engaged in the forward stance. 
   
  
  Most units are lightly armoured with standard 
  battle armour and shields. 
   
  Bardings, Dwarves, Great Orcs and Trolls are 
  considered heavily armoured; the later due to sheer 
  size and endurance, the first three because of 
  superior craftsmanship. 
   
  Attached H
  Attached H
  Attached H
  Attached Heroes
  eroes
  eroes
  eroes 
  Whenever a unit with an attached hero suffers an 
  endurance loss the hero suffers the same loss but 
  reduced by the number of success die they receive 
  for amour protection. 
   
  • A hero is attached to a unit that losses three 
  endurance due to an Orc attack. The hero’s 
  armour is rated as 4d so he losses no endurance 
   
  A hero can instead choose to ignore an endurance 
  loss by making a protection test against an Injury 
  TN of 10 plus the ignored endurance loss. 
   
  • The same unit above later losses ten endurance 
  to a Troll attack. The attached hero can either 
  lose 6 endurance or make a Protection test 
  against an Injury TN of 20 
   
  If the unit a hero is attached to is eliminated the 
  hero makes an additional Protection test against an 
  Injury TN of 12 plus the damage rating of the 
  attacking unit. 
   
  • The previous Troll attack eliminated the attached 
  unit and after losing 6 endurance or making a 
  protection test the hero must make a protection 
  test against a TN of 17 
   
   
  UNIT RATINGS 
  The unit ratings on the left-hand side of each 
  counter are, from top to bottom, combat, damage 
  and endurance. 
   
  A double-header arrow symbol (⇈) indicates the 
  unit is missile-armed, a shield (�) is heavily 
  armoured, a skull (☠) is unarmoured and a horse 
  (♞) is mounted. 
  FREE FOLK 
      
  Men of the North
  Men of the North
  Men of the North
  Men of the North    
   
  Dwarves, Elves
  Dwarves, Elves
  Dwarves, Elves
  Dwarves, Elves,,,,    and
  and
  and
  and    Hobbits
  Hobbits
  Hobbits
  Hobbits    
   
   
  SERVANTS OF THE SHADOW 
   
  Orcs
  Orcs
  Orcs
  Orcs    
   
  Dark Creatures
  Dark Creatures
  Dark Creatures
  Dark Creatures    
   
   
  MOUNTED UNITS 
  These units are not present in the default setting 
  and period, but are presented for the sake of 
  completeness. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  - New 
  Weapons -  
      
  CLUB 
  A stout club, branch or walking stick makes a useful 
  weapon in a pinch. Any weapon skill can be used to 
  attack with a club (except Bows), as they are so easy 
  to use. Like improvised weapons, they have no 
  additional effect on a called shot, and only ever 
  grant the wielder’s damage bonus once, even on an 
  exceptional success. 
   
  QUARTERSTAFF 
  Although carried by many travellers, those trained 
  in its use as a weapon can turn it into an 
  exceptionally tricky weapon to face. Staves act as a 
  club if the wielder does not have the Staves skill. 
   
  MACE  
  Heavy-headed and flanged to better penetrate 
  armour, the advantage of a mace is it can strike 
  from any side just as effectively.  
   
  WAR HAMMER  
  A heavy head on a stout shaft, the hammer delivers 
  focussed concussive force to a target, smashing 
  them down regardless of armour. 
      
  MORNING STAR  
  A spiked mace (not a ball and chain), using the 
  weight of the head to thrust the spikes through 
  heavy armour. 
      
  MAUL  
  A two-handed version of the hammer or mace, often 
  incorporating a spike on top. The long shaft allows 
  wielders to deliver devastating blows. 
      
  FLAIL  
  Originally an agricultural tool, flails feature two or 
  more solid parts joined with rope or chain. 
   
  Called Shot 
  Flails have no additional effect on a called shot. 
      
  NET 
  Used to capture or disable enemy, nets are meshes 
  of heavy rope or leather weighted so they can be 
  swung. 
   
  The net does not cause Wounds. Instead, on either a 
  successful called shot or rolling the net’s Edge of 9+ 
  on the feat die, the target must make a TN14 
  Athletics roll to avoid becoming Entangled. Once 
  Entangled, the target is swathed in net and must 
  either use a dagger to cut himself free or roll a 
  successful Athletics or Craft check to escape. 
   
  SHORT SPEAR 
  Lighter and shorter than most spears, this weapon 
  is easily stowed and can be serpent-quick in the 
  hands of a practice user.  
   
  Short spear wielders always use their Favoured Wits 
  to determine initiative order. 
   
  BOAR SPEAR 
  The crosspiece on this stout spear’s head prevents a 
  boar (or orc) from driving itself up the shaft to kill 
  the wielder.  
   
  Called shot 
  As spear, except on a fumbled called shot, the 
  wielder may attempt an immediate Spear skill roll 
  to avoid losing Protection next round. 
   
  BARBED SPEAR 
  This heavy spear has sharp barbs pointing back 
  from its tip, causing it to catch on shields and 
  armour, throwing enemies off balance. The shaft is 
  iron-clad so that once hooked on, it cannot be cut 
  away. In combat, the shaft can be stamped on to 
  further throw an entrapped enemy off balance. 
   
  Although they use the Spears skill, barbed spears' 
  called shots work differently. 
   
  Called shot 
  The spear is caught on the target’s shield (or armour 
  if they have no shield), reducing the target’s Parry 
  by 4 against melee attacks. Once stuck, the attacker 
  must drop the barbed spear. 
   
  If stuck in a shield, the shield can be dropped to 
  remove this penalty. If stuck in armour, removing 
  the spear requires a successful Athletics check, 
  during which the target is off balance (receiving no 
  shield or Parry bonus). Removing the spear this way 
  reduces the target's armour by 1d. 
   
  Outside combat, an easy Craft check, taking several 
  minutes’ careful work, can instead be made to 
  remove the spear from armour.  
  
  THROWING KNIFE  
  A light, well-balanced knife, designed to be hurled 
  at short ranges. 
   
  THROWING AXE 
  Smaller than the axes normally carried into battle, 
  this weapon can be thrown as well as wielded in 
  melee.  
   
  SLING 
  Favoured by hobbits, this weapon uses a length of 
  hide or gut, ending in a small pouch, to accelerate a 
  stone to high speed before letting it fly. Hobbits may 
  substitute the Sling skill for the Bows skill when 
  making their initial selection of weapon skills. The 
  Sling skill may also be used in place of Dagger 
  when throwing (see Adventurer's Book, p. 159). 
   
  HEWING SPEAR (REWARD ONLY) 
  The wide blade on this spear allows it to be swung 
  as well as stabbed with. Swinging requires two 
  hands.  
   
  Called shot 
  As a spear, plus increase the Injury TN by 4 if 
  wielded two-handed. 
   
  GLAIVE (REWARD ONLY) 
  Similar to an axe but with a shaft as long as a great 
  spear, this weapon is designed to slice through 
  armour. When you get a Gandalf rune on the Feat 
  die using a Glaive, the target must roll the Feat die 
  twice and choose the worst result for his Protection 
  test roll. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WINGED SPEAR (REWARD ONLY) 
  Two upward-curving metal “wings” stop the head of 
  this spear embedding too deeply in shields or the 
  bodies of enemies. They also allow wielders to trap 
  and turn incoming attacks. Grant a +1 Shield bonus 
  in melee only. 
   
  Called shot 
  As spear, except on a fumbled called shot, the 
  wielder may attempt an immediate spear skill roll 
  to avoid losing Protection next round. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  WEAPONS TABLE 
   
   
  Weapon
  Weapon
  Weapon
  Weapon    
  Dmg
  Dmg
  Dmg
  Dmg    
  Edge
  Edge
  Edge
  Edge    
  Injury
  Injury
  Injury
  Injury    
  Enc
  Enc
  Enc
  Enc    
  Group
  Group
  Group
  Group    
  Notes
  Notes
  Notes
  Notes    
  Club 
  4 
  A 
  10 
  1 
  Any 
  Easy to use 
  Quarterstaff 
  5 
  A 
  10 
  2 
  - 
  Two-handed 
  Mace 
  7 
  A 
  12 
  2 
  Hammers 
  - 
  War Hammer 
  6 
  A 
  14 
  2 
  Hammers 
  - 
  Morning Star 
  5 
  10 
  14 
  1 
  Hammers 
  - 
  Maul 
  10 
  A 
  16 
  4 
  Hammers 
  Two-handed 
  Flail 
  7 
  A 
  14 
  3 
  - 
  No called shots 
  Net 
  1 
  9 
  - 
  2 
  - 
  Entangles on wound or called shot 
  Short Spear 
  5 
  9 
  12 
  1 
  Spears 
  Can be thrown, Better initiative 
  Boar Spear 
  5 
  9 
  12 
  2 
  Spears 
  Cannot be thrown, Can avoid fumbles 
  Barbed Spear 
  5 
  9 
  12 
  2 
  Spears 
  Can be thrown, Sticks in target 
  Throwing Knife 
  2 
  A 
  10 
  0 
  Dagger 
  Ranged weapon 
  Throwing Axe 
  5 
  A 
  14 
  1 
  Axe 
  Can be thrown 
  Javelin 
  4 
  10 
  14 
  1 
  Spears 
  Ranged weapon 
  Sling 
  5 
  10 
  12 
  0 
  - 
  Ranged weapon 
  Hewing Spear * 
  5 (1h) 
  7 (2h) 
  9 
  14 (1h) 
  16/20 (2h) 
  3 
  Spears 
  Can be used one or two-handed, 
  Cannot be thrown 
  Glaive * 
  10 
  A 
  18 
  5 
  Axes 
  Two-handed 
  Winged Spear * 
  5 
  9 
  14 
  3 
  Spears 
  Can be thrown, Can avoid fumbles 
  * Reward Only 
   
  RANGES 
   
  Weapon
  Weapon
  Weapon
  Weapon    
  Short Range
  Short Range
  Short Range
  Short Range    
  Medium Range
  Medium Range
  Medium Range
  Medium Range    
  Long Range
  Long Range
  Long Range
  Long Range    
  Short Spear 
  5 + Body 
  10 + Body 
  20 + Body 
  Barbed Spear 
  4 + Body 
  8 + Body 
  16 + Body 
  Winged Spear 
  4 + Body 
  8 + Body 
  16 + Body 
  Throwing Knife 
  3 + Body 
  6 + Body 
  12 + Body 
  Throwing Axe 
  3 + Body 
  6 + Body 
  12 + Body 
  Javelin 
  8 + Body 
  16 + Body 
  32 + Body 
  Sling 
  8 + Body 
  16 + Body 
  32 + Body 
   
  CALLED SHOTS 
   
  Weapon Group
  Weapon Group
  Weapon Group
  Weapon Group    
  Effect
  Effect
  Effect
  Effect    
  Hammers 
  The target is weary until their next action. 
  Flails 
  No additional effect 
  Nets 
  Target is entangled, as if they fumbled. May attempt to escape with an Athletics or 
  Craft check, or cut their way out with a dagger 
  Quarterstaff 
  Target is tripped, as if suffering Knockback 
  Slings 
  Target suffers +2 TN to their next action 
   
   
   
   
   
   
   
   
   
   
   
   
  
  - New 
  Adversaries -  
   
   
  GOBLINS 
   
  Goblin Warrior 
  ATTRIBUTE LEVEL 
  2 
  ENDURANCE 
  HATE 
  8 
  1 
  PARRY 
  ARMOUR 
  2 + 1 
  2d 
  SKILLS 
  Personality, 1 
  Survival, 2 
  Movement, 3 
  Custom, 1 
  Perception, 2 
  Vocation, 1 
  WEAPON SKILLS 
  Spear 
  Damage 4, Edge 9, Injury 12, CS pierce 
  2 
  Jagged knife 
  Damage 3, Edge C, Injury 14, CS - 
  2 
  Goblin Warrior 
  SPECIAL ABILITIES 
  Hate Sunlight 
  The creature loses one point of Hate at the end of the 
  first round of combat fought while exposed to the light 
  of the sun. 
  Denizen of the Dark 
  While the creature is in the dark (at night, underground, 
  or in a dense forest) its Attribute level is doubled as far 
  as all rolls are concerned (attack and Protection tests 
  included). 
   
   
  Snaga Stalker 
  ATTRIBUTE LEVEL 
  3 
  ENDURANCE 
  HATE 
  12 
  3 
  PARRY 
  ARMOUR 
  4 
  2d 
  SKILLS 
  Personality, 2 
  Survival, 2 
  Movement, 3 
  Custom, 1 
  Perception, 3 
  Vocation, 1 
  WEAPON SKILLS 
  Bow of horn 
  Damage 4, Edge 10, Injury 12, CS poison 
  2 
  Jagged knife 
  Damage 3, Edge C, Injury 14, CS - 
  2 
  SPECIAL ABILITIES 
  Hate Sunlight 
  The creature loses one point of Hate at the end of the 
  first round of combat fought while exposed to the light 
  of the sun. 
  Snake-like Speed 
  When a hero has rolled for an attack against the 
  creature, reduce its Hate point score by one to double 
  the creature’s basic Parry score (not including the bonus 
  due to a shield). If the TN to hit the creature is now 
  higher than the roll, the attack missed. 
   
   
   
   
  
  ORCS 
   
  Orc Champion 
  ATTRIBUTE LEVEL 
  4 
  ENDURANCE 
  HATE 
  18 
  4 
  PARRY 
  ARMOUR 
  5 
  3d 
  SKILLS 
  Personality, 2 
  Survival, 3 
  Movement, 3 
  Custom, 1 
  Perception, 2 
  Vocation, 2 
  WEAPON SKILLS 
  Heavy scimitar (2h) 
  Damage 7, Edge 10, Injury 14, CS break shield 
  2 
  Spear 
  Damage 4, Edge 9, Injury 12, CS pierce 
  3 
  SPECIAL ABILITIES 
  Horrible Strength 
  Following a successful attack, reduce the creature’s Hate 
  point score by one to increase the target’s Endurance 
  loss by a number of points equal to the creature’s 
  Attribute Level. 
  Hate Sunlight 
  The creature loses one point of Hate at the end of the 
  first round of combat fought while exposed to the light 
  of the sun. 
  Snake-like Speed 
  When a hero has rolled for an attack against the 
  creature, reduce its Hate point score by one to double 
  the creature’s basic Parry score (not including the bonus 
  due to a shield). If the TN to hit the creature is now 
  higher than the roll, the attack missed. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Orc Taskmaster 
  ATTRIBUTE LEVEL 
  4 
  ENDURANCE 
  HATE 
  18 
  4 
  PARRY 
  ARMOUR 
  4 
  2d 
  SKILLS 
  Personality, 3 
  Survival, 2 
  Movement, 2 
  Custom, 2 
  Perception, 2 
  Vocation, 2 
  WEAPON SKILLS 
  Cruel Whip 
  Damage 3, Edge 10, Injury 12, CS trip (treat 
  target as if they were suffering knockback) 
  3 
  Bent sword 
  Damage 4, Edge 10, Injury 12, CS disarm 
  2 
  SPECIAL ABILITIES 
  Hate Sunlight 
  The creature loses one point of Hate at the end of the 
  first round of combat fought while exposed to the light 
  of the sun. 
  Savage Assault 
  If the creature’s main form of attack has just hit 
  producing a great or extraordinary success, reduce its 
  Hate point score by one point to immediately roll a 
  second attack on the same target using the creature’s 
  secondary weapon. 
  Commanding Voice 
  Reduce the creature’s Hate point score by one to restore 
  one Hate point to all creatures of the same kind involved 
  in the confrontation (not including the creature using 
  the special ability). 
  Seize Victim 
  If the creature’s main form of attack has hit, the creature 
  may hold on to the target to reduce the mobility of the 
  victim: a seized victim cannot change stance, and sees 
  its Parry rating reduced to half (rounding fractions up). 
  The seizing creature cannot attack with its main weapon 
  as long as it is seizing the target (but can freely use a 
  secondary attack if it possesses one). 
   
   
   
   
   
  
  Orc Marauder 
  ATTRIBUTE LEVEL 
  4 
  ENDURANCE 
  HATE 
  16 
  3 
  PARRY 
  ARMOUR 
  4 
  2d 
  SKILLS 
  Personality, 2 
  Survival, 2 
  Movement, 3 
  Custom, 2 
  Perception, 3 
  Vocation, 1 
  WEAPON SKILLS 
  Orc-axe 
  Damage 5, Edge C, Injury 16, CS break 
  shield 
  2 
  Broad-bladed sword 
  Damage 5, Edge 10, Injury 14, CS poison 
  2 
  SPECIAL ABILITIES 
  Hate Sunlight 
  The creature loses one point of Hate at the end of the 
  first round of combat fought while exposed to the light 
  of the sun. 
  Savage Assault 
  If the creature’s main form of attack has just hit 
  producing a great or extraordinary success, reduce its 
  Hate point score by one point to immediately roll a 
  second attack on the same target using the creature’s 
  secondary weapon. 
   
  Orc Line-breaker 
  ATTRIBUTE LEVEL 
  4 
  ENDURANCE 
  HATE 
  16 
  3 
  PARRY 
  ARMOUR 
  4 
  2d 
  SKILLS 
  Personality, 2 
  Survival, 2 
  Movement, 3 
  Custom, 2 
  Perception, 2 
  Vocation, 1 
  WEAPON SKILLS 
  Broad-bladed sword 
  Damage 5, Edge 10, Injury 14, CS poison 
  2 
  Heavy Orc-axe 
  Damage 7, Edge C, Injury 16, CS break 
  shield 
  2 
  SPECIAL ABILITIES 
  Hate Sunlight 
  The creature loses one point of Hate at the end of the 
  first round of combat fought while exposed to the light 
  of the sun. 
  Hideous Toughness 
  Reduce the creature’s Hate point score by one to reduce 
  the Endurance loss caused by an enemy’s attack by a 
  number of points equal to the creature’s Attribute Level. 
   
   
   
   
  
  Orc Shaman 
  ATTRIBUTE LEVEL 
  4 
  ENDURANCE 
  HATE 
  18 
  5 
  PARRY 
  ARMOUR 
  4 
  2d 
  SKILLS 
  Personality, 2 
  Survival, 2 
  Movement, 2 
  Custom, 2 
  Perception, 2 
  Vocation, 3 
  WEAPON SKILLS 
  Jagged knife 
  Damage 3, Edge C, Injury 14, CS - 
  2 
  Bent sword 
  Damage 4, Edge 10, Injury 12, CS disarm 
  2 
  SPECIAL ABILITIES 
  Hate Sunlight 
  The creature loses one point of Hate at the end of the 
  first round of combat fought while exposed to the light 
  of the sun. 
  Bewilder 
  Reduce the creature’s Hate point score by one to reduce 
  the Parry rating of a hero to the basic combat TN of their 
  chosen stance. 
  Dreadful Spells (Shadow Curse) 
  A hero who fails the corruption check due to Dreadful 
  Spells has the Injury rating of any piercing blows they 
  suffer increased by 4. 
   
  Black Uruk Champion 
  ATTRIBUTE LEVEL 
  5 
  ENDURANCE 
  HATE 
  32 
  5 
  PARRY 
  ARMOUR 
  5 
  3d 
  SKILLS 
  Personality, 3 
  Survival, 2 
  Movement, 3 
  Custom, 2 
  Perception, 3 
  Vocation, 3 
  WEAPON SKILLS 
  Heavy scimitar (2h) 
  Damage 7, Edge 10, Injury 14, CS break shield 
  3 
  Broad-headed spear 
  Damage 5, Edge 10, Injury 12, Called Shot 
  pierce 
  2 
  SPECIAL ABILITIES 
  Horrible Strength 
  Following a successful attack, reduce the creature’s Hate 
  point score by one to increase the target’s Endurance 
  loss by a number of points equal to the creature’s 
  Attribute Level. 
  Hideous Toughness 
  Reduce the creature’s Hate point score by one to reduce 
  the Endurance loss caused by an enemy’s attack by a 
  number of points equal to the creature’s Attribute Level. 
   
   
   
  
  TROLLS 
   
  Cave Troll Runt 
  ATTRIBUTE LEVEL 
  6 
  ENDURANCE 
  HATE 
  62 
  5 
  PARRY 
  ARMOUR 
  5 
  2d 
  SKILLS 
  Personality, 2 
  Survival, 2 
  Movement, 1 
  Custom, 0 
  Perception, 1 
  Vocation, 0 
  WEAPON SKILLS 
  Bite 
  Damage 5, Edge C, Injury 14, CS - 
  2 
  Crush 
  Damage 7, Edge C, Injury 12, CS - 
  1 
  SPECIAL ABILITIES 
  Great Size 
  The creature is so resilient and tough that it is not 
  knocked out or killed when reduced to zero Endurance 
  or if wounded once. The creature keeps fighting at zero 
  Endurance or when wounded once, until wounded 
  twice, or reduced to zero Endurance AND wounded. 
  Hideous Toughness 
  Reduce the creature’s Hate point score by one to reduce 
  the Endurance loss caused by an enemy’s attack by a 
  number of points equal to the creature’s Attribute Level. 
  Savage Assault 
  If the creature’s main form of attack has just hit 
  producing a great or extraordinary success, reduce its 
  Hate point score by one point to immediately roll a 
  second attack on the same target using the creature’s 
  secondary weapon. 
   
   
   
   
   
   
   
   
   
   
   
  Olog-Hai 
  ATTRIBUTE LEVEL 
  8 
  ENDURANCE 
  HATE 
  85 
  8 
  PARRY 
  ARMOUR 
  6 + 1 
  3d 
  SKILLS 
  Personality, 3 
  Survival, 2 
  Movement, 2 
  Custom, 1 
  Perception, 2 
  Vocation, 1 
  WEAPON SKILLS 
  Heavy hammer 
  Damage 8, Edge C, Injury 16, CS break 
  shield 
  3 
  Crush 
  Damage 8, Edge C, Injury 12, CS - 
  3 
  SPECIAL ABILITIES 
  Great Size 
  The creature is so resilient and tough that it is not 
  knocked out or killed when reduced to zero Endurance 
  or if wounded once. The creature keeps fighting at zero 
  Endurance or when wounded once, until wounded 
  twice, or reduced to zero Endurance AND wounded. 
  Hideous Toughness 
  Reduce the creature’s Hate point score by one to reduce 
  the Endurance loss caused by an enemy’s attack by a 
  number of points equal to the creature’s Attribute Level. 
  Strike Fear (TN 14) 
  Reduce the creature’s Hate point score by one to force all 
  companions to make a Fear test. 
  Thick Hide 
  When the creature succeeds in a Protection test against a 
  close-combat weapon, obtaining a great or 
  extraordinary success, the attacker drops his weapon 
  (under normal circumstances, the dropped weapon may 
  be recovered spending an entire action). 
   
   
   
   
   
  
  Olog-Hai War Chief 
  ATTRIBUTE LEVEL 
  9 
  ENDURANCE 
  HATE 
  92 
  10 
  PARRY 
  ARMOUR 
  7 + 1 
  3d 
  SKILLS 
  Personality, 3 
  Survival, 2 
  Movement, 2 
  Custom, 1 
  Perception, 2 
  Vocation, 3 
  WEAPON SKILLS 
  Heavy hammer 
  Damage 8, Edge C, Injury 16, CS break 
  shield 
  4 
  Crush 
  Damage 9, Edge C, Injury 12, CS - 
  3 
  SPECIAL ABILITIES 
  Great Size 
  The creature is so resilient and tough that it is not 
  knocked out or killed when reduced to zero Endurance 
  or if wounded once. The creature keeps fighting at zero 
  Endurance or when wounded once, until wounded 
  twice, or reduced to zero Endurance AND wounded. 
  Hideous Toughness 
  Reduce the creature’s Hate point score by one to reduce 
  the Endurance loss caused by an enemy’s attack by a 
  number of points equal to the creature’s Attribute Level. 
  Strike Fear (TN 14) 
  Reduce the creature’s Hate point score by one to force all 
  companions to make a Fear test. 
  Hideous Toughness 
  Reduce the creature’s Hate point score by one to reduce 
  the Endurance loss caused by an enemy’s attack by a 
  number of points equal to the creature’s Attribute Level. 
  Thick Hide 
  When the creature succeeds in a Protection test against a 
  close-combat weapon, obtaining a great or 
  extraordinary success, the attacker drops his weapon 
  (under normal circumstances, the dropped weapon may 
  be recovered spending an entire action). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  WOLVES 
   
   
   
  White Wolf 
  ATTRIBUTE LEVEL 
  4 
  ENDURANCE 
  HATE 
  14 
  2 
  PARRY 
  ARMOUR 
  6 
  1d 
  SKILLS 
  Personality, 1 
  Survival, 2 
  Movement, 2 
  Custom, 0 
  Perception, 2 
  Vocation, 0 
  WEAPON SKILLS 
  Bite 
  Damage 3, Edge 10, Injury 14, CS pierce 
  2 
  SPECIAL ABILITIES 
  Fear of Fire 
  The creature loses one point of Hate at the end of the 
  first round of combat fought against a direct adversary 
  wielding a torch or other sort of burning item. 
  Great Leap 
  Reduce the creature’s Hate point score by one to attack 
  any one companion, in any combat stance including 
  Rearward. 
  Seize Victim 
  If the creature’s main form of attack has hit, the creature 
  may hold on to the target to reduce the mobility of the 
  victim: a seized victim cannot change stance, and sees 
  its Parry rating reduced to half (rounding fractions up). 
  The seizing creature cannot attack with its main weapon 
  as long as it is seizing the target. 
   
  White Wolf Leader 
  ATTRIBUTE LEVEL 
  6 
  ENDURANCE 
  HATE 
  20 
  4 
  PARRY 
  ARMOUR 
  6 
  2d 
  SKILLS 
  Personality, 2 
  Survival, 2 
  Movement, 2 
  Custom, 1 
  Perception, 2 
  Vocation, 2 
  WEAPON SKILLS 
  Bite 
  Damage 5, Edge 10, Injury 14, CS pierce 
  3 
  Rend 
  Damage 5, Edge C, Injury 14, CS - 
  1 
  SPECIAL ABILITIES 
  Fear of Fire 
  The creature loses one point of Hate at the end of the 
  first round of combat fought against a direct adversary 
  wielding a torch or other sort of burning item. 
  Strike Fear (TN 14) 
  Reduce the creature’s Hate point score by one to force all 
  companions to make a Fear test. 
  Savage Assault 
  If the creature’s main form of attack has just hit 
  producing a great or extraordinary success, reduce its 
  Hate point score by one point to immediately roll a 
  second attack on the same target using the creature’s 
  secondary weapon. 
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Middle-Earth™ (MERP) [multi]/The One Ring/Third Party.Homebrew/Additional and House Rules.pdf