TEXT: The One Ring: Revised ediTiOn
  ClaRifiCaTiOns and amendmenTs
  
  2
  This document details the major clarifications and 
  amendments that were made to the revised edition of The 
  One Ring Roleplaying Game. Existing text that has been 
  altered between editions is marked in red. Where an entire 
  section is new, the heading is instead marked in red.
  Adventurer’s Book, p37, Barding Cultural Blessing
  •	
  When making a test using Valour, Barding characters 
  can roll the Feat die twice, and keep the best result.
  Adventurer’s Book, p43, Beorning Cultural Blessing
  Beornings fight like cornered animals: when they see their 
  own blood they are filled with a red wrath. 
  •	
  During combat, a Wounded Beorning ignores the 
  effects of being Weary (whether he was injured during 
  the same fight or not).
  Adventurer’s Book, p55, Elven Cultural Blessing
  …the Wood-elves lingered in the twilight of our Sun and 
  Moon but loved best the stars; and they wandered in the 
  great forests that grew tall in lands that are now lost.
  While fond of the Sun, the Elves of Mirkwood find 
  themselves at greater ease under moonlight or starlight, 
  or among the shadows of a forest; their senses are keener, 
  their motions exceedingly sure and graceful.
  •	
  When an Elf of Mirkwood is inside a forest or under 
  the earth, or it is night, his Attribute bonuses are 
  based on his favoured rating in all rolls involving the 
  use of a Common skill.
  Adventurer’s Book, p70, Woodmen Fairy Heritage
  Favoured Skill: Awareness
  Adventurer’s Book, p76, Travelling Gear
  Winter and autumn gear (in the cold months of the year): 
  thick warm clothes (jackets, fur-lined cloaks), blankets, 
  water, food. Winter travelling gear for one character has 
  an Encumbrance rating of 3. 
  Summer and spring gear (in the warm months of the year): 
  light clothes and cloaks, blankets, water, food. Summer 
  travelling gear has an Encumbrance rating of 2.
  Adventurer’s Book, p76, Small-sized Heroes
  Due to their reduced size, Hobbits and Dwarves cannot 
  use larger weapons effectively. Dwarves fare somewhat 
  better than Hobbits, as they are usually taller and their 
  work as miners and smiths endows them with powerful 
  arms and shoulders. The weapons available to Hobbits 
  and Dwarves are as follows:
  Dwarves: short sword, sword, axe, great axe, spear, 
  mattock, dagger, bow.
  Hobbits: short sword, axe, spear, dagger, bow.
  Additionally, Dwarves and Hobbits cannot use a great 
  shield.
  Adventurer’s Book, p103, Distinctive Features
  Small
  You stand half the height of a grown man and are easily 
  overlooked.
  Adventurer’s Book, p105, Spending Hope
  Note that a character who has a Shadow rating of 0 does 
  not become Miserable when his Hope is reduced to 0.
  Adventurer’s Book, p106, Fellowship Focus
  A player-hero recovers one point of Hope at the end of a 
  session if his Fellowship focus didn’t become Wounded, 
  Poisoned, Miserable, or was harmed in any other way 
  the Loremaster considers serious (such as imprisoned by 
  Orcs) during play, and is in the same location as them.
  Adventurer’s Book, p120, Character Development
  In The One Ring, characters earn Advancement points during 
  play that will let them develop their Common skill scores, 
  and gain Experience points at the end of every session, to 
  spend them to improve their abilities or to acquire new ones.
  
  3
  Adventurer’s Book, p120, Advancement Points
  During the Adventuring phase, heroes can achieve 
  extraordinary feats and grow in prowess as a result. 
  In gaming terms, they may be granted a number of 
  Advancement points. 
  Advancement points are used by players to develop their 
  Common skill ratings during the Fellowship phase.
  The rules for awarding Advancement points are detailed 
  in the Loremaster’s Guide, but these are the general 
  principles: 
  •	
  A player can be awarded 1 Advancement point when 
  he uses a Common skill and succeeds.
  •	
  When this happens, the player records it on the 
  character sheet by putting a ‘check mark’ on one of 
  the circles to the right of the Skill group that the skill 
  used belongs to. 
  •	
  Since there are only 3 circles, player-heroes may earn 
  up to a maximum of 3 points in each Skill group in the 
  course of an Adventuring phase. 
  When the Adventuring phase is over, all points are 
  accounted for and the check marks are erased from the 
  character sheet. The number of Advancement points 
  received is kept track of on the back of the character sheet, 
  in the appropriate box.
  Adventurer’s Book, p120, Experience Points
  The rules for awarding Experience points are detailed in 
  the Loremaster’s Guide, but the general principles are 
  summarised here:
  •	
  Players gain Experience points at the end of every 
  gaming session they attend. 
  •	
  They gain more points if they are considered to have 
  progressed towards their company objective.
  •	
  A number of bonus Experience points are awarded at 
  the end of the Adventuring phase.
  Adventurer’s Book, p127, Great Strength
  If the total Encumbrance of your carried gear is equal to 
  or less than 12, when you are fighting in a close combat 
  stance, you receive a bonus of +3 to your Parry score.
  Adventurer’s Book, p130, Shadow Bane
  When you are fighting in a Forward stance (see page 168) 
  against servants of the Shadow (including Spiders, Orcs, 
  Trolls and Evil Men), add one Success die to all your attack 
  rolls (up to a maximum of 6).
  Adventurer’s Book, p131, Brave at a Pinch
  When you spend a point of Hope to invoke an Attribute 
  bonus, you additionally cancel all penalties enforced from 
  being Weary for that action.
  Adventurer’s Book, p132, Tough in the Fibre
  When you are allowed to take a prolonged rest in a safe 
  place (not ‘on the road’), you recover your health at a 
  prodigious pace, whether you are hurt or simply tired.
  If you are Wounded and your injury hasn’t been treated 
  you recover 2 Endurance points; if you are Wounded and 
  your injury has been treated successfully, you recover 
  4 Endurance points; if you are uninjured, you recover 3 
  Endurance points plus your favoured Heart rating.
  When you are travelling, you recover normally (the reduced 
  recovery rates found on page xx do not apply to you).
  Adventurer’s Book, p134, Staunching Song
  At the end of a fight, if you have been Wounded, you may 
  roll Song against TN 14.
  Adventurer’s Book, p138, Tower Shield
  When you are using a Tower shield, your Parry bonus gets 
  an additional +3 against ranged weapons.
  
  4
  Adventurer’s Book, p138, Giant-slaying Spear
  When you attack creatures greater than human-sized, the 
  Damage rating of the Giant-slaying Spear is raised by +4.
  Adventurer’s Book, p138, Noble Armour
  When wearing Noble armour at an encounter you receive 
  one free Encounter advantage bonus die. Additionally, 
  your Valour and Wisdom scores enjoy a bonus of +3 as 
  far as calculating Tolerance is concerned.
  Adventurer’s Book, p139, Axe of the Azanulbizar
  When you are attacking an enemy with an Attribute level of 
  7 or less, if you get a A on the Feat die using this axe, your 
  opponent is made Weary for the remainder of the combat.
  Adventurer’s Book, p140, Bow of the North Downs
  When making a ranged attack using a Bow of the North 
  Downs, add to your rolls a bonus of +3, or your Valour 
  rating (whichever is higher).
  Adventurer’s Book, p140, Bearded Axe
  If you roll a great or extraordinary success on an attack 
  using a Bearded Axe, you may choose not to apply your 
  Damage rating to smash your opponent’s shield OR disarm 
  him instead.
  Adventurer’s Book, p140, King’s Blade
  If you roll a great or extraordinary success on an 
  attack using a King’s blade, spend 1 point of Hope to 
  automatically inflict a Piercing blow.
  Adventurer’s Book, p140, Shepherds-Bow
  If you roll a great or extraordinary success on an attack 
  using a Shepherds-bow, you inflict extra damage equal to 
  your basic Heart rating.
  Adventurer’s Book, p145, Recover Endurance
  The recovery rates listed here concern companions enjoying 
  a night’s sleep in a safe place. Travelling companions recover 
  poorly, until they find a proper refuge (see Recovering 
  Endurance while Travelling).
  Adventurer’s Book, p152, New Player Options
  The following rules for Preliminary Rolls replace the rules 
  for Combat Advantages and Planning Ahead for a Journey.
  Preliminary Rolls
  Adventurers learn fast that if they want to survive when out 
  in the Wild, they better be prepared, whether they are leaving 
  to go on a journey, or when facing the enemy in combat, or 
  even when meeting strangers in an encounter upon the road.
  At the beginning of any one of the three main heroic 
  ventures (journey, combat and encounter), all players are 
  entitled to make a preliminary skill roll against TN 14 to 
  determine their character’s preparedness. 
  Every type of heroic venture targets a specific skill (see 
  below), but the results are interpreted in the same way: 
  based on the quality of the result, every successful roll 
  grants a hero a number of bonus Success dice (advantages) 
  to use in the coming endeavour.
  Each ordinary success grants the player one Success die, 
  a great success grants two dice, while an extraordinary 
  success grants three dice.
  How to use bonus Success dice
  Heroes may spend their bonus Success dice to boost their 
  rolls during the ensuing endeavour. 
  When a player is about to make a roll, he may add one 
  bonus Success die to the roll. To add the die, he may spend 
  one of his own bonus dice, or another player may spend 
  it to give it to him. 
  Commonly, heroes spend their bonus Success dice on 
  their Travel rolls when journeying, on their attack rolls 
  or Protection tests when fighting, and on any useful roll 
  during encounters.
  
  5
  During the same turn, a player may spend one or more of 
  the dice in his reserve at any time (for his own roll or to 
  help others), but any roll may be modified by a maximum 
  of one bonus Success die.
  Journey Advantages
  When the fellowship has chosen the road they intend to 
  follow to reach their destination, all players may make a 
  roll of Lore to check if their characters know something 
  useful about the lands they are going to traverse. 
  Every successful Lore roll grants a hero a number of bonus 
  Success dice to use during the journey – the companion 
  leaves with the proper gear, or having planned the 
  most appropriate course, or having listened to the best 
  counsellors.
  Combat Advantages
  Before combat at close quarters is joined, all players may 
  make a roll of Battle to determine if their characters spot 
  features of the battleground that may be exploited to gain 
  an edge over their foes. 
  Every successful Battle roll grants a hero a number of 
  bonus Success dice to use during the ensuing fight – the 
  hero will exploit the battlefield or the weather conditions 
  to gain an edge, for example repairing to a convenient 
  spot to cover his back, or kicking a fire to raise a cloud of 
  sparks at the right moment.
  Encounter Advantages
  At the beginning of an encounter, all players may attempt 
  an Insight roll to determine if their characters are able to 
  divine the most appropriate course of action. 
  Every successful Insight roll grants a hero a number of 
  bonus Success dice to use during the ensuing encounter 
  – the companion evaluates the people he is facing, trying 
  to glean useful information from their disposition and 
  behaviour.
  Adventurer’s Book, p154, Travelling Companions
  The duty chosen for a character comes into play when a 
  failed Fatigue test triggers a Hazard sequence. 
  Adventurer’s Book, p155, Journey Resolution
  If at least one player rolls an C icon, a Hazard sequence 
  has been triggered (whether the roll failed or not).
  Adventurer’s Book, p155, Travelling Gear
  As seen on page 76, the Encumbrance rating of a 
  character’s Travelling gear depends on the season during 
  which the journey is taking place, and is equal to 3 points 
  during the cold months of a year, and to 2 point during 
  spring and summer.
  Adventurer’s Book, p155, Ponies and Boats
  If the company travels aboard boats or is equipped with 
  ponies, reduce by 1 the amount of Fatigue generated by 
  each failed Fatigue test (the Fatigue increase becomes 2 
  points in Winter and Autumn, and 1 in during Spring and 
  Summer).
  Adventurer’s Book, p156, Hazards
  For each C icon produced on the Feat die while making 
  Fatigue tests, a Hazard episode has been triggered (whether 
  the test that produced the icon was a failure or not).
  Adventurer’s Book, p160, Removing a Helm
  A character involved in combat wearing a helm can remove 
  it when his turn to act comes, as a free action. Removing a 
  helm causes the hero to lower his Fatigue score by 3 points 
  (and, of course, to lose the helm’s Protection bonus).
  Adventurer’s Book, p162, Forward stance: Intimidate Foe
  A hero may attempt to intimidate his foes with a display of 
  his prowess or ferocity in battle. When it is his turn to take 
  action, a hero may forego his chance to make an attack 
  roll and make an Awe or Battle roll instead. The TN for the 
  roll is 10, plus the highest Attribute level among all foes. A 
  hero who just received a Wound or received it during the 
  previous round cannot attempt to intimidate his foes.
  On a successful roll, the enemy’s morale has been shaken, 
  and the opponents lose a total number of Hate points (see 
  
  6
  box) based on the quality of the success produced by the 
  roll:
  •	
  Ordinary success: 2 Hate points
  •	
  Great success: 3 Hate points
  •	
  Extraordinary success: 4 Hate points, or a number of 
  points equal to the intimidating character’s Valour 
  rating, whichever is higher.
  The Loremaster divides the Hate point loss among the 
  company’s adversaries in any way he sees fit.
  Hope is not lost on a failed roll.
  Adventurer’s Book, p162, Open stance: Rally Comrades
  A brave leader, standing amongst his friends, is always 
  heedful of his surroundings, and may attempt to rally his 
  companions when their hearts begin to fail them. When it is 
  his turn to take action, a hero may forego his chance to make 
  an attack roll and make an Inspire or Song roll instead.
  If the roll is successful, all fighting companions who 
  suffered a loss of Endurance during the current combat 
  (including the rallying hero) recover a number of 
  Endurance points based on the quality of the success:
  •	
  Ordinary success: 2 Endurance point
  •	
  Great success: 3 Endurance points
  •	
  Extraordinary success: 4 Endurance points, or a 
  number of points equal to the rallying character’s 
  Heart rating, whichever is higher.
  Hope is not lost on a failed roll.
  Adventurer’s Book, p163, Defensive stance: Protect 
  Companion
  A character fighting in a Defensive stance may strive 
  to protect another hero fighting in an Open or Forward 
  stance. He must announce the name of the character he 
  wants to protect right after choosing his stance for the 
  coming turn.
  When the protected character is attacked, the protecting 
  hero may choose to spend a point of Hope and become 
  the target of the attack in his place. The attack is resolved 
  using the stance of the defending character to calculate its 
  TN. Note that a hero who chooses this task may still attack 
  when his turn comes.
  Adventurer’s Book, p163, Any close combat stance: 
  Escape Combat
  A hero who spent his previous round in a Rearward stance 
  may flee the combat zone at the beginning of a round. No 
  roll is required to do so.
  A companion fighting in a close combat stance may 
  attempt to escape when his turn to act comes. At the end 
  of his combat round spent fighting in a close combat 
  stance, the player-hero may attempt to escape the field by 
  making a roll of Athletics. The TN for the roll is equal to 10 
  plus the highest Attribute level among the opponents that 
  the character is facing.
  On a successful roll, the companion has successfully 
  escaped. A great or extraordinary success is needed if the 
  hero was engaged by multiple opponents. If the escape 
  attempt fails, the acting hero remains engaged and cannot 
  attack when his next turn to act comes. 
  Adventurer’s Book, p164, Assign Encounter Advantages
  Before the Introduction is started, all players may make a 
  roll of Insight to gain bonus Success dice (see Preliminary 
  Rolls).
  Adventurer’s Book, p164, Useful Abilities
  If the player-heroes can reasonably be assumed to have 
  learnt something about the other group’s customs and 
  traditions prior to the encounter or had enough time to 
  observe them, they may attempt a Lore or Insight roll to 
  divine the most appropriate course of action.
  Adventurer’s Book, p165, Interaction
  This is the main part of most social challenges, from 
  a birthday party to a formal council. Usually, only 
  characters who introduced themselves properly during 
  the introduction may take an active role in the following 
  interaction. On the other hand, characters who didn’t 
  introduce themselves may take a more passive role, for 
  example proposing actions using Insight or Riddle.
  
  7
  Adventurer’s Book, p170, Buying a new Wisdom or 
  Valour Rank
  During the same Fellowship phase a hero can buy a 
  maximum of one rank in either Wisdom or Valour (not 
  both). When a player-hero advances in either Wisdom 
  or Valour, care should be taken to adjust the scores of all 
  related abilities and features.
  Adventurer’s Book, p171, Experience Points Costs
  Valour and Wisdom Rank 6/Weapon Skill Level 6/Cost to 
  Attain New Rank or Level 26
  Adventurer’s Book, p171, Spending Advancement 
  Points
  Players spend Advancement points to raise their Common 
  skill ranks, using the costs in the table below. Players are 
  not obliged to spend all their Advancement points, but may 
  save them to acquire more expensive upgrades during a 
  later Fellowship phase. Players can also buy multiple ranks 
  in the same Common skill, as long as they pay the cost of 
  every new level individually. Any remaining Advancement 
  points are kept track of using the appropriate space on the 
  back of the character sheet. 
  The Advancement Points Cost table below indicates the 
  cost for raising any Common skill. If the ability to be raised 
  is a Favoured skill, then the player uses the costs listed in 
  the second column to the right.
  Advancement Points Costs:
  new level TO 
  aTTain
  COsT
  favOuRed 
  skill COsT
  ♦
  4
  3
  ♦♦
  8
  6
  ♦♦♦
  12
  9
  ♦♦♦♦
  16
  12
  ♦♦♦♦♦
  20
  15
  ♦♦♦♦♦♦
  24
  18
  Adventurer’s Book, p171, Fellowship Phase 
  Undertakings
  When a player is done updating his character’s abilities, 
  he may choose to undertake a task for the rest of the 
  Fellowship phase. 
  Normally, a player is allowed to choose one activity for his 
  character to undertake. A longer Fellowship phase, like for 
  example the one reserved for a Year’s End might allow for 
  up to two undertakings instead – If the Loremaster agrees, 
  in the case of a longer pause a player can choose up to 
  two different Fellowship phase undertakings (the player 
  cannot choose to repeat the same activity twice).
  Adventurer’s Book, p172, Gain New Distinctive 
  Feature or Speciality
  “Indeed, within a week they were quite recovered, fitted 
  out in fine cloth of their proper colours, with beards 
  combed and trimmed, and proud steps.”
  A player who has played his adventurer for a long time 
  might eventually grow tired of the set of Traits belonging 
  to his hero, and feel the need for a change. During a 
  Fellowship phase, a player may replace an old Distinctive 
  Feature or Speciality with a new one. 
  Players looking for a change should exercise some 
  common sense when they choose the new Trait, and the 
  old one being replaced, to avoid completely reinventing 
  their characters. Note that changing a Speciality does not 
  mean that the character has forgotten his prior talent — 
  but that it does not represent one of his peculiar qualities 
  as it perhaps once did, as he put that feature aside to focus 
  on other pursuits.
  The new Trait may be chosen from any list of Distinctive 
  Features or Specialities, or even invented by the player 
  (who in this case needs the approval of the Loremaster).
  Adventurer’s Book, p173, New Undertaking, Receive 
  Title
  "I name you Elf-friend; and may the stars shine upon 
  the end of your road!"
  
  8
  An adventurer’s travels may take him far from home, and 
  the deeds he accomplishes might be for a folk other than 
  his own. But a hero will always be recognised as such, 
  even in a foreign land.
  A character who has performed appropriately valiant 
  deeds during the Adventuring phase within the territory 
  or realm of another Culture may — with the Loremaster’s 
  permission — choose the Receive Title undertaking.
  In game terms, Receive Title means generally two things:
  •	
  The Standing rating of the adventurer now measures 
  also his repute among another people. The hero may 
  now affect the narration of a Year’s End Fellowship 
  phase as if he belonged to that Culture. Additionally, 
  when a companion spends a Fellowship phase within 
  the home settlement of that Culture, his score is not 
  reduced, as if he returned home (see Standing Upkeep 
  on page 169). 
  •	
  The companion is granted a tract of land or a house 
  to dwell upon. The size and features of the land or 
  house are proportionate to the character’s Standard 
  of Living.
  Loremaster’s Book, p28, Modifiers
  When the Loremaster is done making his declaration, the 
  players may employ a special ability or a pertinent Trait, 
  or choose to spend Hope to invoke an Attribute bonus.
  Loremaster’s Book, p29, Fear
  If a player successfully overcomes the test, his character 
  resists and doesn’t flinch. If the roll is failed, the character 
  is daunted and cannot spend Hope points for as long as 
  the hero is subjected to the source of fear.
  Loremaster’s Book, p30, Awarding Advancement Points
  Replace the section on Advancement points on page 30 
  with the following:
  Heroes gain Advancement points during the Adventuring 
  phase by making use of their abilities. When a hero 
  succeeds in a roll using a Common skill, he may be 
  awarded by the Loremaster with 1 Advancement point.  
  It is the Loremaster’s duty to judge whether a hero deserves 
  an Advancement point for his successful roll or not (even 
  though players are free to ask for the reward). 
  CulTuRe
  TiTle
  seTTlemenT
  gRanTed…
  Bardings
  Thegn
  Dale
  A tract of land either in the Northern Dalelands or in 
  the Upper or Nether Marches.
  Beornings
  Thane
  Old Ford
  A farmstead anywhere inside the land of the Beornings.
  Dwarves of 
  the Lonely 
  Mountain
  The Dwarves, very secretive about everything that concerns their native customs, do not grant 
  titles to adventurers not belonging to their culture. Thus, a character may not choose the Receive 
  Title undertaking for the Dwarven Culture.
  Elves of 
  Mirkwood
  Elf-friend
  The ‘Elf-friend’ title is not a title, but a rather a blessing, bestowed upon a hero 
  who gained the trust of the Elves. Nevertheless, an Elf-friend would indeed be 
  welcomed by the Elvenking, and given a  comfortable room at Thranduil’s Halls.
  Hobbits of the 
  Shire
  Hobbits do not like nor welcome adventurers. Should they ever be forced by circumstances 
  to actually recognise the valour of a non-Hobbit companion they might bestow upon him the 
  honourary title of ‘Bounder’, and tolerate him to dwell in a house in Bree, or at least east of the 
  river, in a house of wood, brick, or stone.
  Men of the Lake
  Burgess
  Lake-town
  A house owned by the town council.
  Woodmen
  Hero of the 
  Woodmen
  Among the Woodmen
  A guest-house in Woodmen-town, a cottage in 
  Rhosgobel or a tree-house in Woodland Hall.
  
  9
  The Loremaster bases his decision on the number of check 
  marks that a companion has already received during play 
  in the skill group comprising the Common skill used:
  If no circles have been checked yet, the Loremaster should 
  feel free to award the Advancement point upon any 
  successful roll.
  If one circle has been checked already, then the Loremaster 
  should grant an Advancement point only if the action 
  accomplished something out of the ordinary: the player 
  obtained a great or an extraordinary success, OR the 
  player can reinforce his skill roll with the invocation of 
  a pertinent Trait (the Trait must be deemed significant to 
  the action).
  If two circles have been checked, then the Loremaster 
  should give 1 Advancement point only if something 
  exceptional was accomplished: the player obtained a great 
  or an extraordinary success, AND the player can reinforce 
  his skill roll with the invocation of a pertinent Trait.
  Remember that the three circles that follow each skill 
  group on the character sheet indicate also that each group 
  can receive a maximum of three Advancement points. No 
  more Advancement points can be awarded to skills from 
  that group until after the next Fellowship phase.
  Advancement Points Awards Ratio
  Loremasters should consider that the Advancement 
  point costs for raising Common skills have been 
  calculated considering that a companion should gain 
  an average of 4 Advancement points for each session 
  of play (more in the first session, as checks are easier 
  to get when all boxes are empty).
  If the players are constantly gaining less points, 
  then the Loremaster should encourage them to make 
  a more profitable use of their Traits – for example, 
  keeping a list of which ones are represented in the 
  group and pointing them out during gameplay. 
  Loremaster’s Book, p30, Awarding Advancement Points
  Add the following new section:
  All heroes receive Experience points at the end of every 
  gaming session. 
  •	
  Players receive 1 Experience point each at the end of 
  every gaming session they attend. 
  •	
  If the Loremaster deems that the group has made 
  substantial progress toward the achievement of their 
  chosen company objective, each hero is awarded with 
  1 supplementary Experience point. 
  •	
  Finally, a number of supplementary Experience points 
  are awarded by the Loremaster at the end of the 
  Adventuring phase. Generally, this bonus should not 
  exceed an approximate ratio of 1 Experience point for 
  every two game sessions in the Adventuring phase (for 
  example, a 4-sessions adventure should yield a final 
  reward of 2 supplementary points).  
  This final bonus is meant to reward the group of players for 
  their commitment to the game, especially if they achieved 
  something remarkable. Players who solved a difficult 
  situation in a clever and unexpected fashion, or interpreted 
  their characters with conviction, or constantly showed 
  respect for the source material certainly deserve the bonus.
  Experience Points Awards Ratio
  The amount of Experience points to give to players 
  has been calculated considering an average of 3 
  sessions of play for each complete Adventuring phase. 
  Keeping this pace, each player would receive on 
  average 6 Experience points, plus 1 or 2 additional 
  points at the end of each story. 
  This ratio can be adjusted based on the gaming habits 
  of your group: if your games tend to be played in long 
  single sessions (4 hours of more), cutting the number of 
  sittings down to approximately half our average, then 
  you should compensate handing out more supplementary 
  Experience points at the end of the story. If on the 
  contrary your games tend to take multiple sessions, 
  then cut down the final Experience bonus.
  
  10
  Loremaster’s Book, p34, Fatigue Tests
  Add to the end:
  You immediately increase your Fatigue score by a number 
  of points equal to the Encumbrance of your travelling gear. 
  For every prolonged rest you take at a safe place (i.e. not 
  ‘on the road’), you lose 1 point of Fatigue increase due to 
  failed Travel rolls.
  Loremaster’s Book p35, Hazards
  Hazards represent unexpected hindrances and obstacles 
  that travellers may encounter, or accidents that they might 
  provoke, maybe when made careless by tiredness.
  For each C icon produced on the Feat die while making 
  Fatigue tests, a Hazard episode has been triggered 
  (whether the test that produced the icon was a failure or 
  not).
  When this happens, the Loremaster employs the sequence 
  described below to determine the nature of each Hazard 
  episode and its consequences, once for every C icon 
  produced.
  Determine the Consequences of Failure
  The Loremaster determines what will be the consequences of 
  the Hazard episode, should a companion fail the challenge 
  posed by it. The Loremaster selects the consequences by 
  rolling a Feat die and using the table below.
  Describe the Hazard
  Once the companion (or companions) who is the 
  protagonist of the Hazard episode has been selected and 
  the consequences of failure determined, the Loremaster 
  improvises a short narration. As always, the aim of the 
  Loremaster is to help the players visualize the scene and 
  the challenge to overcome.
  Make the Roll
  Check if at least one character has been assigned to the role 
  selected for the Hazard prior to the start of the journey. If 
  no hero assumed the selected role, any companion may 
  spend one point of Hope and be allowed to make the roll 
  (players should remember that there can be only one hero 
  acting as the Guide for the company). If no one volunteers, 
  the test fails automatically.
  If more than one character has been assigned to the 
  challenged role, then they may all attempt the test – but still 
  only one successful outcome will be necessary to overcome 
  it. The difficulty of all skill rolls is TN 14. If the Loremaster 
  prefers to reflect the characteristics of the traversed region, 
  he may refer to the Region table found at page 34.
  If the rolling player passes the test, then the companion 
  endures the difficulties encountered, and the journey may 
  continue. If the roll fails, the hero faces the consequences 
  of his shortcoming.
  Sample Hazard Episodes
  The examples listed below show the Loremaster how a 
  Hazard episode should be presented. Each episode title 
  feaT die
  effeCT
  COnsequenCes fOR The failing COmpaniOn
  A
  Roll again
  -
  1-2
  Weariness
  Temporarily Weary for the length of journey.
  3
  Misery
  Temporarily Miserable for the length of journey.
  4-5
  Fatigue
  Add Fatigue again, twice on an C.
  6
  Wound
  Lose Endurance equal to Success die result, or suffer a Wound on an C.
  7
  Corruption
  Gain 1 Shadow, or 2 Shadow on an C.
  8
  Strain
  Lose Endurance equal to Success die result.
  9
  Despair
  Lose 1 point of Hope, or 2 Hope on an C.
  10
  Wrong Choices
  Raise TN one level for further Fatigue tests.
  C
  Dangerous Meeting
  The Loremaster improvises a combat encounter.
  Hazards:
  
  11
  proposes in brackets the role targeted by the accident and 
  the consequences of failure, as determined by the Hazards 
  table. Most descriptions depict the Hazard episode in 
  broad strokes: the Loremaster should tailor a Hazard 
  event to the current adventure and its circumstances.
  Lost Direction (Guide - Weariness)
  The guide has lost the path he was meant to follow and 
  scrambles to recover the lost trail to keep heading in the 
  right direction while traversing a trackless area.
  Uncomfortable Lodgings (All Companions - Wrong 
  Choices)
  The heroes have made poor choices regarding where to camp 
  and find a shelter for the night. On a failure, the companions 
  sleep miserably and will face harder Fatigue tests.
  Cruel Weather (Scout - Strain)
  The company is surprised by the changing weather and 
  is repeatedly caught in the open by rain or snow. On a 
  failure, the Scout loses Endurance as he continuously 
  work vainly to find shelter.
  Monsters Roused (Look-out - Dangerous Meeting)
  The company travels close to the lair of a perilous monster 
  or a colony of wicked creatures. 
  On a failure, monsters are made aware of the company’s 
  presence before any companion realises that a threat is 
  imminent, and attack.
  From Hunter to Prey (Huntsman - Wound)
  A dangerous predator has followed the tracks or the scent 
  of a hunting companion. On a failure, the Huntsman is 
  attacked by an unusually dangerous creature.
  Scanty Provisions (All companions - Misery)
  The reserves of food have been spoilt, or prove to be too 
  scarce. On a failure, the mood of the company is ruined 
  for the rest of the journey.
  No way Forward (Scout - Fatigue)
  The company faces an unexpected obstacle in its path and the 
  Scout must go out of his way to find a better path to follow.
  Worn with Sorrow and Toil (All companions - 
  Corruption)
  The company travels across a region tainted by the 
  corrupting touch of the Shadow. All companions make a 
  Corruption test. 
  Loremaster’s Book, p37, Recovering Endurance 
  while Travelling 
  A companion may be forced by the circumstances to 
  start a journey while still recovering from injuries or 
  harm. Moreover, an unexpected event may inflict a loss 
  of Endurance along the journey itself – for example, as 
  the consequences of a Hazard episode. Due to the general 
  discomfort of the travelling accomodations, an injured 
  companion will find it much harder to rest and recover 
  while on a journey. 
  Travelling heroes recover a reduced number of Endurance 
  points for every prolonged rest they enjoy. As usual, the 
  amount depends on the current health of the character:
  •	
  A Wounded hero with an untreated injury does not 
  recover any Endurance while travelling.
  •	
  A Wounded hero with a treated injury recovers 1 
  Endurance point.
  •	
  An uninjured hero recovers 2 Endurance points.
  The companions resume their normal pace of recovery 
  when they reach the end of the journey and finally get to 
  rest in a safe place.
  Loremaster’s Book, p41, Assign Combat Advantages
  Before combat at close quarters is joined, all players may 
  make a roll of Battle to determine if their characters spot 
  features of the battleground that may be exploited to gain 
  an edge over their foes and thus grant them bonus Success 
  dice (see Preliminary Rolls).
  Loremaster’s Book, p53, Evaluating the Outcome of 
  an Encounter – New Optional Rule
  In addition to the rules for Tolerance, the Loremaster is 
  advised to keep track of the number of successful rolls 
  achieved by the player-heroes during an encounter’s 
  Introduction and Interaction stages. At the end of an 
  encounter, the total number of successful rolls achieved by 
  the company can be used to determine its consequences. 
  
  12
  •	
  Every successful roll counts for one, while a great 
  success equates to two successful rolls and an 
  extraordinary result to three successful rolls. Then 
  compare the number of successful rolls the company 
  on the following table:
  aveRage 
  suCCessful 
  ROlls
  degRee Of 
  suCCess
  desCRipTiOn (TO be 
  based On siTuaTiOn)
  1
  Narrow 
  Success
  Something didn’t go 
  as well as hoped: the 
  companions got what 
  they were looking 
  for but at the price 
  of some unexpected 
  complication.
  2-4
  Success
  The companions 
  achieved the goal they 
  set for the encounter, 
  but nothing else.
  5-6
  Great Success
  The companions 
  succeeded beyond 
  their expectations, 
  and some additional 
  positive consequence is 
  added to their reward.
  7+
  Extraordinary 
  Success
  The company 
  succeeded admirably 
  and the outcome 
  of the encounter is 
  surprisingly positive.
  At the end of an encounter, count the number of 
  successful rolls (a great success counts for 2 successes 
  and an extraordinary result for 3).
  Loremaster’s Book, p58, Tainted Treasure
  Add in the following new section:
  There for ages his huge bones could be seen in calm 
  weather amid the ruined piles of the old town. But few 
  dared to cross the cursed spot, and none dared to dive 
  into the shivering water or recover the precious stones 
  that fell from his rotting carcass…
  It may not tarnish like silver or rust like iron, but gold can 
  corrupt faster than both, as it is often sought after with a 
  fierce desire. The treasure found within the lair of some 
  dead monster or buried in a long-sealed tomb may be 
  tainted, its sheen able to drive men to distraction and fill 
  their hearts with greed. Heroes must pass a Corruption 
  test upon finding tainted treasure, or suffer the Shadow 
  point indicated on the table below.
  Tainted Treasure:
  TReasuRe 
  pROvenanCe 
  (examples)
  Tn
  shadOw gain
  From the hoard 
  of a Troll
  14
  1 point
  From the hoard 
  of a Dragon
  16
  1 point
  Stolen from an 
  ancient barrow
  14
  2 points
  From a 
  stronghold of the 
  Dark Lord
  16
  1 automatic point. Then, 
  gain three additional points 
  if the test fails.
  Loremaster’s Book, p64, Attribute Level
  This replaces the three Attributes used to describe player-
  heroes. It is added as a bonus every time that a creature 
  attempts a roll using a characteristic indicated as favoured 
  (without the need of spending any point to invoke the 
  bonus) and as a Damage bonus to be applied when the 
  creature hits an opponent in combat rolling a great success 
  or twice in the case of an extraordinary success.
  Loremaster’s Book, p67, Great Size
  There in the shadows on a large flat stone sat a 
  tremendous goblin with a huge head…
  The creature is so resilient and tough that it is not knocked 
  out or killed when reduced to 0 Endurance or if wounded 
  once. The creature instead becomes Weary but keeps 
  fighting at 0 Endurance or when wounded once, until 
  wounded twice, or reduced to 0 Endurance AND wounded.
  Loremaster’s Book, p68, Seize Victim
  A hero may free himself by forfeiting his attack and rolling 
  Athletics against a TN equal to 10, plus the Attribute level 
  of the seizing creature.
  
SOURCE: textdata/thevault/Middle-Earth™ (MERP) [multi]/The One Ring/Adventures Over the Edge of the Wild (outdated 1st printing slipcase edition)/The-One-Ring-Clarifications-and-Amendments.pdf