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Balrogs and Bagginses

Rules for Middle Earth adventures based on the

Dungeons and Dragons family of games

N ote: this volume is not a complete game; players will require access to one or more

previously published editions of Basic and/or A dvanced D&D for descriptions of spells and

some monsters

1

st

draft edition — N ov 14

th

, 2012

Please do not re-distribute without permission from the author

Please do send c omments and corrections

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ABOUT THE GAME

Balrogs and Bagginsess (‘B&B’) is a set of rules for table-top roleplaying in the world of Tolkein’s Middle Earth. The game is based closely on the mechanics and statistics of the Original, Basic and Advanced Dungeons and Dragons family of games (O, B and AD&D). These games are widely available, understood and loved, and the author believes they present an excellent (if often unappreciated) format for adventure roleplaying in Middle Earth. B&B can be thought of as a short set of conversion notes for Middle Earth campaigns using the spells, monsters, magic items and other materials available through previous Dungeons and Dragons games.

Nevertheless, B&B differs in several important respects from published editions of D&D: most noticeably, it lacks rigidly defined character classes, replacing them instead with the more flexible and setting-appropriate notions of ‘roles’, which are more flexible concepts that combine character race, homeland and occupation. Also, characters do not have alignments; instead ‘traits’ provide the mechanism for describing a character’s loves, hates and other passions. The list of spells available in the game and sorts of characters capable of learning them differ from official editions of D&D. There are a number of smaller and greater changes in the rules governing attack, defense, spell casting, saving throws, healing and other detailed mechanical issues. Noteworthy influences include Pendragon, Prince Valiant, The Fantasy Trip, Tunnels and Trolls, and 3rd and 4th (and even 5th) edition D&D.

Nevertheless, most of these changes are transparent during play: the actual flow of action and most of the rolls made during a game closely resemble early editions of D&D.

Two things about these rules may be controversial (at least, among those interested to read them!): Many gamers believe magic in Middle Earth should be subtle and mostly out of the hands of player characters. I believe the action and spirit of the books are actually captured quite well by the magic of D&D, provided one judiciously prunes the spell lists to remove powers that are clearly out of step with the setting and re-organizes into groups of powers that resemble iconic character types in the stories. A more technical argument might be made with my choice to make B&B compatible with Basic and Advanced D&D rather than one of the more tightly engineered modern editions. This comes down to a question of taste: the author is old, mentally frayed and prone to nostalgia, and so pre-3rd edition forms of the game are a natural personal choice. These editions also have a more whimsical

tone and flexible approach to rules. I believe both of these characteristics can help gaming groups explore their understanding of Tolkien’s worlds through free-form roleplaying rather than a rigid set of mechanics. Note that in making this choice I’ve forced on the readers the long-debated descending scale for armor class used in pre-3rd

editions of D&D. If this is simply too difficult or aesthetically distasteful for you to accept, I’m giving you one last chance to set down this book or close your pdf reader and walk away.

The monsters, spells and magic items for Balrogs and Bagginses are directly from or closely patterned after previous editions of Basic and Advanced Dungeons and Dragons. This mechanical compatibility with previous editions means groups can freely import incorporate content from previous editions consistent with their own vision of the setting. Shambling mounds in the Old Forest? Lurker’s Above in the Underdeeps? A deck of many things in Saruman’s library? You won’t find these things explicitly included in this volume, but if you wish to include them in

your campaign, knock yourself out!

This work is intended for private distribution to friends for their personal use. The content draws on jealously guarded intellectual properties and the illustrations were taken from works of Alan Lee, the Hindebrandt brothers and Tolkien himself. These illustrations are freely and widely distributed on the web and so it is difficult to see the harm if they are also viewed by the 5 people who might eventually read this volume. Nevertheless, its contents should not be sold or otherwise re-distributed.

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TABLE OF CONTENTS

BEGINNINGS

i. ABOUT THE GAME

2

ii. TABLE OF CONTENTS

3

I. INTRODUCTION

4

CHARACTERS

II. CHARACTER CREATION

6

III. EQUIPMENT

19

IV. EXPERIENCE AND CHARACTER ADVANCEMENT

24

THE RULES OF PLAY

V. RULES OF PLAY

26

VI. COMBAT

30

VII. DAMAGE AND ITS CONSEQUENCES

34

VIII. SPOT RULES

39

IX. MAGIC IN MIDDLE EARTH

43

ADVENTURES IN MIDDLE EARTH

X. THE MIDDLE EARTH CAMPAIG

46

XI. ADVENTURES

47

XII. FOES

48

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I.

INTRODUCTION

Balrogs and Bagginses is a set of rules for character creation, experience and advancement, and game-play including combat, adventure and magic, for a game closely patterned after Basic and Advanced Dungeons and Dragons but tailored for role playing in Middle Earth. It also incorporates elements of other games that the author feels are particularly effective for this setting and consistent with a game of D&D’s overall structure.

This volume is not a complete game by itself: groups must have access to previously published sources of spells in order to fully enjoy the game. And, while statistics for some monsters are provided at the end of this volume, some gaming groups will want to incorporate additional ones from previous editions of D&D. These are widely accessible to and understood by the experienced gamers that are the main audience of this game.

These rules are specifically designed to be compatible with the spells, monsters and items in Basic and 1st and 2nd edition Advanced Dungeons

and Dragons. The spell lists in particular are based on spells presented in the 1st edition AD&D player’s

handbook (though materials from any previously published edition of D&D or related games could be adapted with little effort).

Roles in the Game

Dungeon master(s): Balrogs and Bagginses presumes a gaming group structured along the lines of traditional table top roleplaying games; i.e., the ‘version’ of Tolkien’s world in which play occurs is described and populated and the action arbitrated by a ‘dungeon master’ (DM). I suggest for added fun you try a cooperative approach to DM’ing, in which all members of the gaming group spend time in the director’s chair, perhaps rotating every few weeks, all contributing their special angles to a collective game world. This can be particularly helpful when roleplaying in Middle Earth, which is presented by Tolkien using different ‘voices’ for different stories. Why not explore them all?

Players: Players create and take command of one or more ‘player characters’ who live within the Middle Earth envisioned and adjudicated by the dungeon master. This realization of D&D is well suited to player-driven decision making in adventures and campaigns, simply because player

characters have many options and opportunities for advancement in realms other than personal combat — e.g., wealth, leadership, personal relationships, passionate loves and hates. A cooperative, balanced approach to campaigns in which players contribute significantly to defining (even creating) parts of the setting is encouraged.

Use of the Word "Level"

The word "level" has several different meanings in the game:

Experience: A character’s "level of experience"

reflects his or her rise in power through accumulated experience gained on adventure. Player characters generally begin play at 1st level

and rise over the course of adventures. Many unexceptional non-player characters are described as having ‘0 level’; i.e., they do not benefit from even the modest advantages afforded a 1st level player character.

Spells: A spell’s level reflects its power and difficulty.

Generally, a character is only capable of casting spells having a spell level equal to or lower than the caster’s experience level.

Challenges: Inanimate challenges, such as

mechanical traps, poisons, walls characters may wish to scale or pits they may wish to leap across, are said to possess a level that reflects the difficulty of overcoming them. The higher a challenge’s level, the lower will be a character’s chance of overcoming it.

Hit dice: The statistics that describe a monster’s

abilities include its ‘hit dice’ — a value loosely equivalent to a character’s level. This is the number of eight sided dice rolled to determine the amount of damage required to defeat it in combat. A monster’s hit dice are also an indication of its power more generally, comparable to a character’s level; e.g., its offensive capability in combat or, if appropriate, the strength of its magical powers.

Dice

This game makes use of the standard set of dice commonly used in Dungeons and Dragons: d4, d6, d8, d10, d12 and d20. It is recommended that each group posses at least two of each of these types of dice.

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Conversion Notes

The following guidelines help players and dungeon masters adapt materials, including characters, from previous editions of D&D.

• All measurements of distance here are given in meters (which can be taken to be equivalent to yards). Distances and movement rates from previous editions can be assumed to convert at a rate of 1” = 1 meter.

• The standard measure of time in B&B is the turn, lasting ~10 seconds — functionally, a period of time when a player character (or non player being) can perform one meaningful tactical action. The game does not attempt to sub-divide time in quantitative units smaller than one turn, nor does it have a formal unit of time greater than one turn. One turn in B&B is roughly equivalent to one combat round in AD&D. • Armor classes follow a descending scale, as in

Basic and 1st and 2nd edition Advanced D&D.

All armor class values from those earlier editions can be used directly with little or no problem (though the armor types available in Middle Earth and their armor class values in B&B differ from previous editions of D&D). When using materials from games that have an ascending scale for armor class (3rd or 4th

edition D&D, or Castles and Crusades), set Armor Class = 20 – the ascending-scale armor class rating.

• Monsters and non-player characters described by hit dice receive bonuses for to-hit rolls, and certain saving throws and ability rolls equal to their number of hit dice. The blocks of statistics describing monsters detailed in Chapter XII of

this volume include detailed information regarding the types of rolls for which each creature receives such a bonus (for example, a bear might receive the bonus for rolls based on Constitution but not for those based on Intelligence). When using a monster from some other edition of D&D that is not discussed in this volume, the dungeon master should make sensible ad-hoc rulings regarding the sorts of rolls for which this bonus applies.

• It is not straightforward to convert player characters from earlier editions to B&B because of the different treatment of character abilities and backgrounds here (in particular the lack of rigidly defined character classes). If this is desired, I recommend you create a simple version of the character as he or she existed at 1st level (choosing appropriate abilities,

homeland, occupation and equipment to mimic the character’s class, and traits that match the player’s understanding of the character’s alignment). Then, use the character advancement rules to ‘age’ the character to his or her level, choosing new abilities and attribute advances in keeping with the character’s strengths and weaknesses in the edition from which he or she is being converted. The end result will differ in detail from the original character, but be similar in overall ability and power. The principle difference is that high-level characters in B&B are capable of having extraordinary attribute scores and diverse collections of abilities.

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II. CHARACTER CREATION

To create a new player character, proceed through the following steps. It is most straightforward to do them in order, though it is recommended that player’s read the entire section before beginning so that choices made in an early step are consistent with intended character roles or other properties determined in a later step.

(1) Determine the character’s attributes: Roll 3d6 seven times and distribute the resulting values among the seven character ‘Attributes’ listed below. Attribute scores may rise above 18 or fall below 3 as results of experience, injury or magic, but at the start of play must be in the range 3-18. Note that attribute scores reflect a character’s strengths and weaknesses relative to a normal member of the same race (human, elf, etc.). Differences in ability between races are described by attribute modifiers, as detailed below. The attributes and their loose meanings are as follows:

Strength: Physical power and might

Constitution: physical resilience and endurance Dexterity: Nimbleness, agility and quickness Intelligence: Guile, craftiness and memory

Wisdom: Intuition, comportment, willpower; natural ability to command yourself

Charisma: Bearing, lordliness, comeliness

Luck: A nod and a wink from fortune can be the difference between life and death on adventure Players should consider the walk of life they imagine their character following when assigning rolled scores to the various attributes. For example, a character who will be a knight of Rohan would benefit from strength; an enchanter serving as one of Saruman’s apprentices should emphasize Intelligence; a noble from Gondor might wish to have high Charisma, etc. These character types are formalized through ‘roles’, described at later this chapter, and players who wish guidance in assigning attributes should consult those sections for examples.

It is strongly recommended that players not devise alternate procedures for determining attributes, most of which result in a form of grade inflation. Character attributes rise through experience during play and the balance of play depends upon relatively modest beginnings oft starting characters.

(2) Determine the ‘modifier’ associated with each attribute. Consult the Attribute Modifier Table, below, and record the modifier corresponding to each attribute value. These modifiers are used for many purposes in the game; generally speaking, positive values improve a character’s chance of success at relevant tasks and events and negative values detract. Modifiers for attributes above or below the normal range (3-18) are provided for special cases of characters that have benefited from or suffered attribute gain or loss through experience, injury or magic.

Attribute Modifier Table

Attribute Modifier ≤2 Infirm 3 -4 4-5 -3 6-7 -2 8-9 -1 10-11 0 12-13 1 14-15 2 16-17- 3 18-19 4 Each +2 +1

(3) Select character race: Middle Earth contains many distinctive races of men, other free peoples, and servants of shadow. Members of races other than common men generally gain bonuses and penalties to their attribute modifiers (though their attribute scores remain the same; recall an attribute score reflects a character’s standing relative to another member of the same race). Some races also gain special qualities, and/or may be required to select certain ‘abilities’ later in character creation, as detailed in step 6, below. The rules here detail creation of player characters who are members of the races of free peoples. Those players who wish to create orc or troll player characters should consult

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the bestiary at the end of this volume for details regarding those races.

Common Man: The collection of racial types peopling the kingdoms of men. No modifiers or pre-requisites.

Dunedain (‘Men of the west’): Descendants of the Numenorians; tall, dark haired men with a lordly bearing. Most now live as rangers in the former kingdom of Arnor. +1 Strength, +1 Charisma, -1 Luck. Lore and d8 hit die abilities. Many dunedain possess subtle magical abilities, such as healing and divination, perhaps due to the frequent mingling of their bloodlines with elves.

Dwarf: A short, stocky, hirsute people possessed of a mercurial and often surly disposition. Accomplished miners and creators of wonderful objects. Ancient foes of almost every other people with whom they come in regular contact. +1 Constitution, -1 Charisma. -2 to base movement rate. Divide encumbrance points by two before determining encumbrance penalties. Handy and d8 hit die abilities.

Elf: The first-born people of middle earth, elves have a special connection to the natural world, spirits and the gods. Strong willed but tempermental, prone to melancholy and easily discouraged. Typically beautiful, tall, thin and elegant in appearance, voice and movement. Elves violently hate all servants of the enemy, have ancient enmity with dwarves, and are suspicious of and avoid men. So, they spend a lot of time alone at parties. -1 Strength, +1 Dexterity, -1 Wisdom, +2 Charisma, -1 Luck. +2 to base movement rate. Lore and Perception abilities.

Hobbit (‘halfling’): A rustic, portly race with nimble fingers and a love for song, food and drink. Hobbits generally avoid adventures and their attendant discomforts, but when riled can do the most extraordinary things. -2 Strength, +1 Dexterity, +1 Luck. -2 to base movement rate. All thrown weapon attacks gain one ‘advantage’. Fellowship and Stealth abilities.

(4) Choose a homeland: Each character must come from a homeland, which dictates the languages he or she knows and the sorts of occupations he or she may have at the start of play. Players may choose any homeland consistent with their race. Consult the list of Homelands and Roles available to each race at the end of this chapter. (5) Determine character languages: A character automatically knows the native language of their homeland by virtue of his or her background and culture. The native language of each homeland is provided in list of Homelands and Roles at the end of this chapter. Characters also are permitted to know one additional foreign language per point of their Intelligence modifier (if positive). These may be chosen from any language listed for any homeland. Characters may also learn additional languages during the course of play, if they spend extended periods exposed to new cultures, as detailed in the chapter on experience and advancement. Note that characters who know a language are also assumed to have learned a number of things about the cultural norms, recent history, politics, geography, etc. of the culture that uses this language. Thus, a language skill is more broadly useful than simply speaking or reading.

(6) Select character ‘Abilities’: Abilities are skills, birth-rights or gifts a character possesses by virtue of his or her life experience, job or family or cultural heritage. Abilities are listed and detailed later in this chapter.

Characters begin play by choosing 6 abilities. In general, these abilities may be chosen at the player’s discretion and no restrictions limit the possible combinations of abilities. However, members of non-human races are generally required to select one or more abilities at this stage of character creation, leaving fewer that can be chosen at the player’s discretion. And, a few abilities have unique pre requisites, such as the need to also possess some other ability before they can be chosen; these special conditions are noted in the

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ability descriptions. Finally, most character Roles require certain abilities as prerequisites; players should consult the lists of Roles at the end of this chapter to determine which abilities must be selected to create a character to their liking.

Some characters specialize in one or more abilities at the expense of others. A character may choose to sacrifice one ability choice in exchange for ‘expertise’ in one ability he or she already possesses (note this does not apply to ability choices invested in hit dice, birth rights and flaws). This may be done during character creation and/or later as a character advances in level and gains new ability choices beyond the initial six. Once an ability has been advanced to an ‘expertise’ in this way, no further advancement of that ability is possible (i.e., there are not multiple degrees or levels of expertise). Unless otherwise specified, expertise provides an ‘advantage’ to rolls involving that ability, in addition to any other bonuses.

Players may elect to burden their characters with one or more ‘flaws’ (for example, reduction of their base hit die from the normal d6 down to a d4). For every such flaw the character possesses, they are permitted to select one additional ability.

(7) Select a character ‘Role’: Consult the list of Homelands and Roles available to each race, found at the end of this chapter. A character may be a member of any Role appropriate to his or her race and homeland and for which he or she possesses the listed prerequisite abilities.

(8) Select character ‘Traits’: Much that makes each character unique comes from his or her ‘Traits’ — loves, hates, quirks, fears, virtues, and vices. Traits concretely impact play by providing bonuses and penalties to perform actions in certain situations, and in shaping character behavior when he or she is presented with some relevant temptation or threat. Roll 1d3 and select this number of Traits from the list provided later in this chapter. When choosing traits, players may want to consider the cultural likes, dislikes, fears and passions characteristic of members to their race and homeland. However, such choices are not enforced by rigid rules: a sensitive, demure dwarf is a strange notion, but permitted to the player who wishes to explore such a character.

(8) Determine character Hit Points and Movement Rate: Characters begin play having hit points equal

to the roll of their hit die, plus the character’s Constitution attribute modifier. The default hit die for a human character is 1d6, however this may be raised to 1d8, 1d10 or even 1d12 through various abilities (or reduced to 1d4 through a flaw). Movement rates of human characters equal 12 plus their Dexterity attribute modifier. In general, a character can move a number of meters (or, equivalently, yards) equal to his or her movement rate per combat turn (roughly 10 seconds). Many spell and monster descriptions from earlier editions of Dungeons and Dragons report movement rates and distances in ‘inches’. These may be converted directly to the equivalent number of meters or yards (i.e., a speed of 12” in a previous edition is equivalent to a movement rate of 12 in these rules). (9) Determine the character’s equipment and related statistics: Characters automatically receive certain weapons, armor, steeds and other equipment and money by virtue of this starting occupation. Most roles also provide a certain amount of cash that characters may expend to purchase weapons, armor, mounts, hirelings and other equipment before the beginning of play; see Chapter III for costs of equipment.

Record the character’s (AC) based on any armor and/or shield he or she might carry, subtracting the character’s Dexterity modifier (adding to AC for a negative modifier). For example, a character wearing full mail and carrying a target shield (AC 4 – 2 = 2) having a Dexterity of 13 (+1 modifier) has a modified armor class of 1. A character’s AC influences the chances of success of any attacks directed at him or her.

Consult the armor tables and Encumbrance rules in Chapter III to determine whether your character has any penalties to Movement Rate and disadvantages to Dexterity based actions due to the equipment he or she wears or carries.

Abilities

Below is the list of Abilities available in the game. Each is accompanied by an attribute or attributes with which it is normally associated; this is indicated in parentheses after the ability name. Note, however, that these are suggestions rather than firm rules, as some abilities might be associated with different attributes in different circumstances. The

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rules of play, below, provide examples to guide players through these ambiguities.

Abilities are organized into several broad categories for convenience, but note all should be assumed to be available to all player characters unless otherwise noted (if an ability is restricted or exceptional, this will be specifically noted in the ability description). Perusal of the following list should make it clear that 6 (nearly) free choices can lead to an almost infinite diversity of characters.

MUNDANE ABILITIES

Beast master (Charisma): Ability to calm, communicate with, domesticate and train wild animals. A successful test of this ability can result in brief cooperation from or calming of a beast; continued positive interactions may eventually lead to gaining that animal as a semi-domesticated help meet. The character may also attempt a Beast Master ability roll to befriend the creature. On a successful roll, the creature will join the character as a side-kick; additional ability rolls can be made to train the animal in various skills and tricks. Climbing (Dexterity): Skill at climbing shear

surfaces, using ropes, spikes and other technical equipment where unaided climbing would be impossible.

Courtly Graces (Charisma): The character is knowledgeable of the traditions and behaviors of the noble court. This skill may be called on to impress a superior, behave in a praise worthy way in formal situations, negotiate the social spider web of court to make allies and thwart foes, and related fripperies.

Diplomacy (Charisma or Intelligence): The character is skilled at negotiation, navigating exotic cultures and customs, and associated intrigue. He or she may use an ability roll to cajole or argue a non-player character into agreeing with his position or forging an alliance or to receive a favorable reaction when speaking to peaceful or neutrally disposed strangers. Disguise (Intelligence): The character is able to

take on the appearance and mannerisms of another person, or disguise his or her true identity. This skill can be used to disguise the visual appearance (but not mannerisms) of another. Fellowship (Charisma): The gift for fast talk,

making quick friends, carousing and generally being good company. More important than it sounds for a life of adventure spent on strange roads!

Gambling (Luck): The character has a knack for cards, dice and other games of chance. This ability let’s the character add his character level to luck saving throws made to win gambling contests, particularly those that do not call on another ability.

Handy (variable, depending on circumstances): Most adventurers are an impractical, mercurial bunch. But it can be surprisingly useful to occasionally bring along someone who knows how to use a shovel, or splice a rope, or make a lever, or start a fire from wet wood, or any of a number of other practical skills known by people who actually work for a living. Characters with the Handy skill have worked on a farm or other setting where they learned these things. Many tasks or events that would be resolved as saving throws for other characters can be resolved as ability rolls for a character who is ‘handy’. Horsemanship (Dexterity or Charisma): Everyone

in most medieval or pseudo-medieval fantasy settings is presumed to be at least familiar with horses and riding. The horsemanship ability denotes a higher level of ability — using arms from horseback, performing tricks and giving commands to a horse or recognizing the merits and flaws of horses.

Intimidate (Charisma): Characters use the intimidate ability to coerce, scare and otherwise impress others in situations involving some level of conflict or tension. This skill might be called on to bluff one’s way out of a fight, or frighten a captive into revealing secrets.

Literacy (Intelligence): The character is capable of reading any language he knows (native or foreign). Tests of literacy might be used to decipher a written puzzle, search a library for a crucial clue, or recall some fact the character might have encountered in past readings.

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Lordship (Charisma): The character is accustomed to command. He or she can serve as a leader in combat or similarly stressful situation, and can rally nearby friends who have broken morale. He may normally expect to have simple orders followed by his followers. +1 bonus to initiative in any type of combat, and he may add his level to the morale saving throw chances for anyone following the character’s lead. Those who follow a leader may use the group initiative rules. Combatants led by a character with Lordship ability may receive a morale check if the leader attempts to give dangerous or otherwise questionable orders. Only a character with the Gentry or Noble abilities, or who is at least 3rd

level of experience and has the Battle ability, may have the Lordship ability.

Lore (Intelligence): The character is learned in history, philosophy, the natural sciences, as well as supernatural beings, objects and places. He or she may attempt an ability roll to know almost any obscure fact about exotic cultures and natural phenomena, or to read at least snippets of any language. He may attempt an ability roll to recognize and know the properties of any magical creature or item, any demon, fairy, etc.

Perception (Intelligence): The character is observant and can use this ability to enhance chances of hearing low noises or noticing subtle things. This ability may also improve a character’s saving throw to avoid being surprised, or contested rolls to notice another creature trying to use the abilities of stealth, disguise or pick pocketing.

Physicker (Intelligence): The character is skilled at leech craft, including setting bones, cleaning and closing wounds, and salving the injured and sick with herbs. The physicker’s level enhances the saving throws vs. disease for those under his or her care, and influences the recovery of wounds in other ways as specified in Chapter VII.

Poisons (Intelligence): The character is a skilled and practiced poisoner. He or she can safely distil and administer various kinds of poisons, and is aware of sources for most of the common kinds. He or she may call on this ability to identify, create and administer poisons, and has a chance of indentifying and creating antidotes.

Seamanship (Dexterity, Wisdom or Intelligence): Skill at handling ropes, sails and similar nautical paraphernalia, and of fixing, trouble shooting, evaluating and operating ships. Seamanship might also be called on to aid saving throws involving

swimming, drowning and similar watery challenges.

Stealth (Dexterity): The character is skilled at moving quietly or hiding in shadows or other cover. With a successful ability test, the character goes un-noticed by those nearby. Often opposed by an Intelligence saving throw (perhaps aided by the Perception ability).

Survival (Constitution, Intelligence or Dexterity): The character is skilled at hunting, foraging, finding water and shelter, orienteering in natural environments, recognizing natural animals and their properties, and other skills of woodcraft. This skill might also be called on to swim or climb. Thievery (Dexterity): The character is expert at

various slights of hand that are useful in purloining treasures. The ability to pick locks. The character can disarm, avoid (or create!) mechanical traps of all kinds. The ability to remove purses and other small items from a victim’s possession without notice. Acts of thievery are often opposed by a target’s Intelligence saving throw (perhaps enhanced by the Perception ability).

Tracking (Intelligence): The character can follow the spore marking the passage of most creatures. Tracking ability rolls might be opposed by the Stealth ability of one’s prey, or the Intelligence saving throw of a fleeing intelligent being. Troubador (Charisma): The character is skilled at

singing, dance and playing instruments, and is just the sort of attention seeker to put those skills to use. The Troubador ability can be used to calm the anxious, attract or distract attention, please a potential patron, or any number of similar situations.

COMBAT ABILITIES

Archery (Dexterity): The character is skilled in the use of the bow, either in hunting or war. A character with Archery skill is also experienced in the use of the buckler and in fighting and maneuvering while wearing leather armor. Axes and Maces (Strength or Dexterity): The

character is skilled in the use of all axes and maces, and can fight effectively with all shields and armors. See the section on weapons and armor in Chapter III for details.

Battle (Intelligence): Presence of mind, tactical know-how and control of timing and distance in combat. A character with Battle ability adds his level to his Initiative in combat. This ability may also aid in any die rolls that call for sharp decision making in pitched battles or sieges. This ability is required to effectively use many pieces

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of siege equipment (catapults, etc.). A character with Battle ability knows how to load and fire a crossbow.

Brawling (Strength or Dexterity): Skill at striking foes with fists, boots or improvised weapons. Common arms (Strength or Dexterity): The

character is skilled in the use of all common arms (weapons and implements often used for self defense by people with no martial training). The character can also fight efficiently with the buckler and leather armors in combat. See the section on weapons and armor in Chapter III for details. Dodge (Dexterity): The character has a gift for

being where a blow doesn’t fall. A combatant with this ability can add their level to dodge attempts in melee combat and when targeted by missiles. This bonus may also apply to some dexterity based saving throws vs. certain kinds of traps that broadly resemble armed attacks. Lance (Dexterity): The ability to strike precisely and

powerfully with the mounted lance. An important combat skill for knights of Gondor and Rohan, and the mounted warriors of the eastern steppe. Only a character with the Horsemanship ability can learn Lance.

Spears and Polearms (Strength or Dexterity): The character is skilled in the use of all shields and armors in combat. See the section on weapons and armor in Chapter III for details.

Swords: (Strength or Dexterity): The character is skilled in the use all large and small swords, and can fight efficiently with all shields and all armors. See the section on weapons and armor in Chapter III for details.

Two Weapons (Strength or Dexterity): The character is skilled in melee combat using one weapon in each hand. The character must also

possess the ability or abilities needed to fight with each weapon normally.

Wrestling (Strength): The character is skilled at grappling and throwing foes in close combat.

BIRTH-RIGHTS

Gentry (Charisma): The character is a member of a social caste of high-status land owners and has a close relationship with a greater noble. His or her family controls (and is responsible for) some tract of land and the commoners who live on it — traditionally in exchange for military service and fealty to a greater noble lord, but in more peaceful and civilized lands the gentry might instead serve as judges, advisors or other non-military leaders. The character can use this ability to try to command commoners, influence other gentry and appeal for aid or patronage from greater nobles. This ability is most common among the knights of Gondor and its allied lands and the house karls of Rohan’s king, but also includes wealthy land owners in the shire and other settled lands.

Noble (Charisma): The character is member of the hereditary nobility who command the gentry and commoners and control most land in the kingdoms of men, dwarves and elves (kindoms of orcs and their ilk are generally ruled by whomever is most capable of killing and eating his or her rivals). The character’s word is law, and he or she may have access to property, horses, armor, weapons, servants, etc. If the character takes a non-noble role (e.g., Knight or Brigand), he or she is assumed to be not (yet) titled and is a lesser close relative of a baron, earl or other great noble. The character can use this ability to try to command commoners and other gentry, influence other nobles and appeal for aid or patronage from a greater noble. Special: this ability may only be selected if the character already possesses the Gentry ability; on selecting the Noble ability, the Gentry ability is then lost – i.e., nobility replaces Gentry status. Thus, a character who is a noble at the start of play must expend two ability choices. Wealthy (Luck): The character has inherited or

otherwise stumbled into great riches. If chosen during character creation, the character begins play with 10x the normal amount or value of possessions (i.e., for his or her role). Thereafter, he or she automatically receives 2d x 25 schillings each month (in allowance, interest, gambling winnings or some other source). This ability may be called on to bribe or otherwise influence others and to raise loans.

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HIT DICE

D8 hit die (Constitution): The character rolls 1d8 (plus constitution modifier) per level to determine hit points rather than the default 1d6. If a character gains this ability at some level greater than 1st, their previous hit point total remains

unchanged and the new hit die is used to determine new gains in hit points with further level increases.

D10 hit die (Constitution): The character rolls 1d10 (plus constitution modifier) per level to determine hit points rather than the default 1d6. Pre-requisite: the character must already possess a 1d8 hit die. Thus, two ability selections must be expended to obtain this ability during character creation.

D12 hit die (Constitution): The character rolls 1d12 (plus constitution modifier) per level to determine hit points rather than the default 1d6. Pre-requisite: the character must already possess a 1d10 hit die. Thus, three ability selections must be expended to obtain this ability during character creation.

MAGICAL ABILITIES

Magical abilities let characters learn and cast spells. See Chapter IX for the rules governing how spells are learned and cast. Each of these abilities permits a character to learn a specific subset of spells (though some spells are accessible through more than one ability). Perhaps the most important decision a gaming group must make when beginning a campaign is the general availability of these abilities to player characters (and the frequency with which they will be encountered in non-player characters). The author of this game does not suggest any rigid rules controlling these two questions, but some general guidelines are suggested in Chapter IX.

Beasts (Wisdom): The character can command and call on natural, non-thinking creatures.

Charms (Charisma): Spells that influence the attitudes and emotions of other thinking beings. Counter Spells (Intelligence): The character has

learned to perform counter spells to negate the spells of other sorcerers. This is a special magical ability; rather than provide access to specific spells, the character is presumed to know a wide range of incantations that negate or fend off the influences of other spells. See chapters IX for details. In general, casters may perform counter spells to prevent or negate the effects of any spell

cast at a level equal to or less than their character level.

Divination (Wisdom): The character can read the stars and other auguries to tell the future or perceive things that are obscured by distance or concealment.

Elvish Gift (Wisdom): Any elf is potentially capable of performing certain relatively subtle acts of magic by virtue of their close spiritual connection to Valinor. Any elf possessing this ability is able to attempt any relevant spell having a spell level equal to or lower than their character level.

Enchantment (Intelligence): The character is capable of spells that imbue objects with magical powers – often permanently.

Illusions (Intelligence): Spells that change the perceptions of others, creating visions, sounds and sensations according to the caster’s whim.

Fire (Intelligence): Spells that command the spirits of fire, calling forth or banishing flame, igniting natural objects, or hurling sorcerous fire.

Healing (Wisdom): Mastery of herbs, songs and chants that can heal physical and spiritual injury and sickness.

Light of Valinor (Wisdom): The magician is capable of calling on the power of Valinor to create light that will push back natural darkness and repel the forces of the Enemy. This light may be literal visual illumination or a spiritual presence or force (or both).

Necromancy (Charisma): Command of and communion with the spirits of the dead. Most practitioners of this power are steeped in evil and slaves to Sauron’s will. However, some powers of light have skill in necromancy as a means of combating the Enemy.

Plants (Wisdom): Spells that command living trees, grasses and other plants, causing them to bend, twist and animate or to commune with their mysterious spirits.

Protection (Intelligence): Spells of warding and enchantments to fend off attacks and natural and supernatural threats.

Sorcery (Intelligence): Spells that bend, break or twist inanimate things, call forth forces that act on living beings, and otherwise bend the physical world to the caster’s will. Such spells can be used for good (e.g., opening a locked gate) or evil (crushing a foe’s bones).

Weather (Wisdom): Spells that control the spirits of natural rains and storms.

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FLAWS

Flaws are character properties that resemble abilities but are significant weaknesses or handicaps. Players may elect to take on one or more flaws during character generation. For each flaw selected, the character gains one additional ability (e.g. a character with two flaws receives 8 ability selections). Characters may wish to remove (or, more rarely, gain flaws) after the start of play, in exchange for gaining an extra ability. See Chapter IV for details.

D4 hit die (Constitution): The character leads a sedentary, pampered or ascetic life. He or she gains only 1d4 hit points per level of experience. Outlaw (Charisma): The character is a well-known

criminal (or is easily recognized as such, for example through a brand or tattoo). Authority figures are likely to pursue the character unless clearly outnumbered. Minimum -2 penalty on Charisma-based rolls for most social interactions with law-abiding citizens.

Slave (Luck): The character is personal property of another player or non-player character. He or she might be a serf, household slave, intended human sacrifice, or any number of other such positions. The character may possess no equipment of their own at the start of play, and anything they acquire during play at least nominally belongs to their owner. An obedient slave may be well treated, but still generally suffers a minimum -2 modifier to Charisma based rolls if attempting to command or otherwise influence a non-slave.

Traits

The traits available to player characters can be drawn at the player’s discretion from the list below. Those traits marked with an asterisk (*) can be characteristic of any sort of character, but are associated with corruption by the Enemy. See the rules governing corruption in chapters IV and VIII for details: ADDLE-PATED AMBITIOUS BERSERK BOASTFUL BRAVE CAUTIOUS CHASTE CHIVALROUS COMELY COWARDLY* CRUEL* DECEITFUL* DELIBERATE DILIGENT DISLOYAL* ENERGETIC ENVIOUS* FAITHFUL FEALTY (OBJECT) FEARFUL (OBJECT) FOPPISH FOUL TONGUED GLUTTONOUS GREEDY* HATE (OBJECT)* HONEST HOT TEMPERED INDEPENDENT JEALOUS JUST KIND LOVE (OBJECT) LOYAL (OBJECT) LUSTY MELANCHOLY MERCIFUL MODEST NOBLESSE OBLIGE OATH BREAKER* OPTIMISTIC PATIENT PROUD RECKLESS SCHEMING* SKEPTICAL SLOTHFUL STINGY STUBBORN SUSPICIOUS* TEMPERATE TRUSTING VAIN VENDETTA (OBJECT) VENGEFUL*

Traits are qualitative words and phrases, but concretely impact a character’s chances of success and actions in the game (see Chapter V). They are not provided rigid definitions here; all are based on words or phrases that have common, relatively obvious meanings. Players and game masters are encouraged to take a creative, flexible approach to interpreting just what it means to be chaste, brave,

etc., and to deciding the circumstances in which a trait will significantly influence a character’s behavior or chances of success. And players and game masters are encouraged to dream up their own new Traits. For example, an unctuous young knight of Dol Amrath could readily be assigned a trait of that name at the end of an adventure when his behavior has been particularly oily.

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Note that some traits appear to be directly opposed one another; for example, Chastity and Lust. Characters may not select directly contradictory traits during character creation, and generally won’t acquire them after play begins because their actions will lead them to lose one before gaining its opposite (see Chapter IV). However, many characters will have a combination of non-opposing vices and virtues among their traits; this just means they are interesting! For example, a character might be Honest but Vain.

Traits change as characters gain experience, but not in the same way as attributes and Abilities: Traits are gained or lost as a direct result of role-playing; i.e., in response to specific actions the characters perform during play. See Chapter IV for details.

Homelands and Roles

The following section describes roles characters might have at the start of play. These roles provide an explanation for the character’s daily life, means of support, and relationships to other player and non-player characters. They can also give the players and dungeon master ideas to help focus and shape the campaign. For example, a group of knights errant from Gondor will have different reasons for associating with one another and pursue different sorts of adventures than a group of cut-purses from Tharbad (at least, we should hope so!). Roles are organized according to race (dwarf, elf, etc.). At the top of each section is a list of homelands available to that race, with parenthetical notes indicating the native language for each. Players should select a character homeland from this list and make note of the character’s native tongue. Then, inspect the list or roles for that race and select one that compatible with the character’s homeland abilities.

A character’s role provides (in addition to an identity) a set of starting equipment and money. Moreover, the character can assume that so long as he or she actively pursues their role, they will have a place to sleep, daily food, and ready access to whatever minor supplies are common to their profession (a soldier might be assumed to have a reasonable supply of arrows ready to hand).

THE GENERIC ROLE – ‘ADVENTURER’ Some gaming groups are less interested in creating stories involving setting-appropriate characters and more interested in chopping monsters to finders and taking their stuff. The ‘adventurer’ role was created for these sorts of groups. It permits any combination of race, homeland and abilities — e.g., Sword, Sorcery, Stealth, and d12 hit die abilities. One player’s genre breaking monstrosity is another’s but kicking personal avatar!

Adventurer: a daring explorer who wanders the lands in search of revenge, swag or whatever other motivation turns your crank.

Homelands: Any Pre-requisites: None

Starting Equipment: Common and travel clothes,

one weapon per relevant skill, a light horse and 2d20 p, and either partial mail armor or 4 crowns in cash.

DWARF ROLES

Possible Homelands: the Blue Mountains, Erebor or the Iron Hills (speak Khuzdul and Westron). Merchant: Dwarven merchants trade precious metals, gems and the fine crafts of Erebor with the men of the west, principally through Laketown and the cities and towns of Arthedain. Dwarven merchants are famous for driving hard bargains maintaining suspicious, distant relationships with the lands of men.

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Pre-requisites: Diplomacy, Fellowship, Literacy. Starting Equipment: Common and travel clothes,

one weapon (if any relevant skill is known), a string of ponies, help and companionship of 2d6 dwarven employees and guards, goods and cash worth 1d20x100 p.

Miner: Dwarven miners are a hardy, hard-working lot, whether they dig for precious metals and gems in the great mine works of Erebor or are scratching out a living digging coal in the Blue Mountains. Many travel widely seeking new riches, and hold a simmering desire to return to the ancient dwarven kingdom of Moria.

Homelands: Blue Mountains, Erebor or Iron Hills Pre-requisites: Axes and Maces, Handy, d10 hit

die.

Starting Equipment: Rough Common clothes, one

weapon (if any relevant skill is known), a set of tools (some of which, like the mattock, can serve as a weapon), goods and cash worth 1d20x100 p.

Soldier: A member of the shield-wall of a dwarven hall. Most dwarven soldiers fight in the standing army of the king of the Iron Hills.

Homelands: Erebor or the Iron Hills

Pre-requisites: Axes and Maces, Battle, d10 hit

die.

Starting Equipment: one weapon per relevant

combat ability, full mail armor, food and shelter in your home halls.

ELF ROLES

Possible Homelands: Lorien, Mirkwood, Rivendell (all speak Sindarin)

Noble: A close relative of the rulers of one of the remaining elven kingdoms. Elven nobles often live lives of action, merriment and adventure rather than remaining at court. Nevertheless, an elven noble is expected to keep the highest traditions of elvish lore and wisdom.

Homelands: Lorien, Mirkwood or Rivendell Pre-requisites: Literacy, Lordship, Lore, Noble Starting Equipment: A stable of horses, any

ordinary armor and weapons, lodging in an elf king’s fortress, numerous henchmen, 10xd100 p in ready cash.

Wood Elf: The character hunts game, makes merry and fights the forces of the Enemy where they are found in one of the west’s great forests. Wood Elves are generally secretive and distrust outsiders.

Homelands: Lorien or Mirkwood

Pre-requisites: Archery, Perception, Stealth,

Tracking.

Starting Equipment: a bow and 1 additional

weapon, leather armor, food and shelter in an elf lord’s hall or communal forest tree house.

DUNEDAIN ROLES

Possible Homelands: All surviving Dunedain wander their former kingdom in Arthedain and Rhudar, or seek refuge in Rivendell. All speak Westron, the ancient Numenorian language of Aduniac and the elvish tongue of Sindarin.

Ranger of the North: The Dunedain rangers of the north are the last remnants of a once proud but now broken people – the Numenorians who built kingdoms in the west of Eriador. They now wander the lands west of the Misty Mountains, fighting the servants of the Enemy where they are found and keeping alive the traditions of their people. They associate most closely with the elves of Rivendell.

Homelands: Arthedain or Rhudar Pre-requisites: Archery, Swords, Tracking.

Starting Equipment: one weapon per relevant

combat ability, leather armor, light or medium horse, bed roll and pack of personal effects, food and shelter in Rivendell or a ranger holdout in the wilds.

HOBBIT ROLES

Possible Homelands: Bree and The Shire (both

speak Westron)

Bounder: Bounders are the volunteer levy of Bree and the Shire. They are commoners or young members of more established families who have some other day-to-day livelihood, but regularly drill and patrol the borders of the land. A likely role for any hobbit predisposed to a life of adventure.

Homelands: Bree or Shire

Pre-requisites: Archery, Common Arms, 1d8 hit

die.

Starting Equipment: Shelter and board in a small

smial or above-ground house. Common and travel clothes, one weapon for each relevant skill, 1d20 p.

Bumpkin: A rustic farmer or laborer; the heart and soul of country hobbit life.

Homelands: Shire Pre-requisites: Handy

Starting Equipment: Shelter and board in a small

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travel clothes, one weapon (if any relevant skill is known), 1d20 p.

Country Squire: A leading member of one of the old property owning families of the shire. Typically live in an extensive smial surrounded by the homes of commoners who serve the family as cooks, garners, etc.

Homelands: Shire

Pre-requisites: Gentry, Wealthy

Starting Equipment: Partial or complete

ownership of a large, sprawling smial. Common and travel clothes, one weapon (if any relevant skill is known), a pony, several loyal dependents, goods and cash worth 1d10x100 p (do not multiply for ‘Wealthy’ ability; this has already been considered).

Merchant: Hobbit merchants are not the far travelling types like their human counterparts; they tend to be restricted to Bree and the old King’s Road stretching from Arnor to Tharbad. The character trades valuable goods, profiting on differences in price between markets.

Homelands: Bree

Pre-requisites: Diplomacy, Fellowship, Literacy. Starting Equipment: Common and travel clothes,

one weapon (if any relevant skill is known), a string of ponies, help of 2d6 employees, goods and cash worth 1d20x100 p.

COMMON MEN ROLES

Possible Homelands: Arthedain, Bree, Cardolan, Laketown, Gondor, Rhudar, Tharbad and Woodmen of Mirkwood (all speak Westron); Dunland (Dunlander); Easterling (Easterling); Rohan (Rohirric); Southron and Umbar (both speak

Southron)

Berserker: A wild and aggressive warrior of the Dunlanders, sworn to die in hand to hand battle.

Homelands: Dunland

Pre-requisites: Axes and Maces, d12 hit die; must

possess the ‘Berserker’ trait (and should attempt to call on it for inspiration often!).

Starting Equipment: crude clothes, one weapon

per relevant combat ability, food and shelter in a chieftain’s hall.

Brigand: An outlaw who lays in wait on deserted roads and accosts travelers. Frequently work in groups.

Homelands: Arthedain, Dunland, Laketown,

Rhudar, Southron, Woodmen of Mirkwood

Pre-requisites: Common Arms, Intimidate, d8 hit

die; the Outlaw flaw.

Starting Equipment: Leather armor, crude clothes,

one weapon per relevant combat ability, light horse, a cot or hammock in the gang’s hideout, irregular meals of poached venison and stolen provisions.

Horselord: A member of a horde of barbarians that has swept from the grassy steppes east of Dorwinion and across the western lands. Easterlings are natural enemies of more civilized player characters, but could be captives who have changed their stripes.

Homelands: Easterling

Pre-requisites: Archery, Lance, Horsemanship,

Survival, d8 hit die.

Starting Equipment: A light horse, leather armor,

a blow and one hand weapon; food and lodging with the horde.

Huntsman: The character patrols, maintains and guards a noble’s forest, chasing off or capturing poachers, bringing in game to feed the court and dealing with dangerous or destructive beasts.

Homelands: Arthedain, Cardolan, Gondor,

Laketown, Rhudar, Rohan, Woodmen of Mirkwood

Pre-requisites: Archery, Survival, Tracking, d8 hit

die.

Starting Equipment: a bow and 1 additional

weapon, leather armor, room and board in lord’s manor, castle or hunting lodge, a working dog.

Knight: An established knight that has sworn fealty to a great lord and has in turn been granted a fief to maintain him. The most famous Gondoran knights come from the southern province of Dol Amrath

Homelands: Gondor

Pre-requisites: Battle, Horsemanship, Gentry,

Lance, Swords, d10 hit die.

Starting Equipment: Full mail, a kite shield, a long

sword, 3 war lances, a heavy horse (for war), a light horse (for riding), a squire, a small feudal manor with a modest associated income. Merchant: A far-traveling explorer who seeks out new cities and convinces their inhabitants to buy things. The character trades valuable goods back and forth over long distances, profiting on differences in price between markets.Merchants are generally commoners but have wealth and seek influence that rivals the nobility.

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Homelands: Cardolan, Gondor, Laketown,

Southron, Tharbad, Umbar

Pre-requisites: Diplomacy, Fellowship, Literacy. Starting Equipment: Common and travel clothes,

one weapon (if any relevant skill is known), a string of light horses or small ship, questionable loyalty of 2d6 employees and guards, goods and cash worth 1d20x100 p.

Noble: An heir or ruling member of the lesser hereditary nobility (Baron or Earl). Nobles directly command the gentry and commoners and control most land in kingdoms of men.

Homelands: Gondor, Southron

Pre-requisites: Horsemanshp, Lordship, Noble Starting Equipment: A stable of horses, kennels of

dogs, hunting birds, any ordinary armor and weapons, ownership of a small castle and command of the surrounding lands, numerous servants and guards, 10xd100 p in ready cash.

Pirate: The seas teem with dangers – some monstrous, some unholy and some in the form of boatloads of depraved, unwashed men. Pirates may form temporary alliances with kingdoms or each other, but generally devote all their energies to seeking loot and slaves.

Homelands: Gondor (esp. Pelargir), Umbar

Pre-requisites: Common Arms, Intimidate,

Seamanship, d8 hit die; Outlaw flaw

Starting Equipment: One weapon, crude clothes,

berth on a pirate ship; leaders have command of small pirate ship and a crew of 2d6x5. Ranger of Ithilien: An elite soldier or knight of Gondor, sworn to protect the eastern border of the land by patrolling the forested slopes of the mountains of shadow. These lands are nominally

within the kingdom, but so overrun by orcs and fouler creatures that the rangers must often raid and retreat to Osgiliath rather than hold and command territory. They are the eyes and ears of the free peoples in the land of the Enemy.

Homelands: Gondor

Pre-requisites: Archery, Stealth, Swords, Tracking,

d10 hit die.

Starting Equipment: one weapon per relevant

combat ability, leather armor, a light horse, bed roll and pack of personal effects, regular meals and a bunk in the unit’s hideout or base. Rider of Rohan: A mounted warrior of Rohan, sworn to serve its king. The Riders of Rohan are rustic and plain spoken compared to the knights of Gondor, but are famous for their stout sword arms and bravery.

Homelands: Rohan

Pre-requisites: Battle, Horsemanship, Lance,

Swords, d10 hit die.

Starting Equipment: Partial mail, a target shield, a

long sword, war lance, a medium horse. Scholar: The courts of civilized kings maintain scholars who keep ancient lore or seek knowledge from beyond the edge of the known world. Many such scholars spend their lives closeted in libraries, but a rare few venture out into the world in search of lost artifacts and exotic places. Most know no magic, although a few become self-taught in one or two arcane abiliites.

Homelands: Gondor, Southron, Umbar

Pre-requisites: Literacy, Lore, Perception, Intelligence of at least 12.

Starting Equipment: Scholarly robes, a riding

pony, books and writing equipment, 3d10 p. Soldier: The character is an experienced infantryman in a mercenary band, city guard or army.

Homelands: Any

Pre-requisites: Battle, Spears and Polearms, d10

hit die.

Starting Equipment: one weapon per relevant

combat ability, leather or partial mail armor, bed roll and pack of personal effects, regular meals and a bunk in the unit’s barracks. Thief: Cities crawl with cut-purses and second-story men; some of the more ambitious of them seek greater rewards by searching for famous lost magic items or loot from ancient tombs. Tharbad is famous for the skill and daring of its thieves.

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Homelands: Gondor, Southron, Tharbad, Umbar Pre-requisites: Common Arms, Stealth, Thievery Starting Equipment: Crude clothes, a dagger,

lock-picks, 3d10 p.

Witch: A solitary weaver of enchantments and curses, or a member of a small coven of like-minded hags. Witches are feared in the civilized world, but can be valued parts of rural communities, respected as healers, midwives and guardians of old lore.

Homelands: Dunland, Rhudar, Woodmen of

Mirkwood

Pre-requisites: Beasts, Divination, Healing and one

additional magical ability.

Starting Equipment: A filthy, smoke-filled hut, a

stew pot, magical ingredients, and a pet that might be a magical familiar (if the witch knows Summoning), or just an ill kempt malodorous cat.

Wizard: Wizards are outsiders, respected out of fear but rarely loved. Some live alone or in small groups in isolated castles; some serve great lords of men as advisors; others live alone in the wild, studying, enchanting and slowly going mad in their towers or caves. Most sorcerers keep and train apprentic es in the arcane arts — an appropri ate position for a 1st

level player character. Apprentices must prove themselves worthy before being released from service.

Homelands: Gondor, Southron, Umbar

Pre-requisites: Literacy, any four magical abilities;

d4 hit die flaw is common.

Starting Equipment: Simple robes, a riding pony,

books of spells, a magic cauldron and a few simple ingredients, 1d10 p.

Yeoman: A land-holding freeman. Yeomen are hardened by tough physical work, and band together in local militias that train in simple arms (especially the bow).

Homelands: Arthedain, Cardolan, Gondor,

Laketown, Rohan

Pre-requisites: Archery, Common Arms, Handy, d8

hit die.

Starting Equipment: Rugged work clothes, a

simple hand weapon, long bow, a draft horse, any number of common tools, one or more dogs, 1d10 p.

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III. EQUIPMENT

Money

The five common currencies are copper farthings (f), silver pence (p), silver shillings (s), gold crowns (c) and gold marks (m). These are interchangeable at the following rates:

1 m = 6 c = 120 s = 1440 p = 5760 f i.e., 1 crown = 20 shillings; 1 shilling = 12 pence; and 1 pence = 4 farthings.

Gems

Gems vary enormously in value according to their size, purity, cut and setting. The following list suggests ranges in value for common varieties, assuming average quality and size of a few carats or less: Agate: 2d6 p Amber 3d6 p Amethyst 2d6 s Beryl 3d6 s Coral 1d6 p Diamond 3d6 m Emerald 3d6 c Jade 2d6 c Jet 1d6 c Opal 2d6 p Pearl 1d6 c Ruby 3d6 c Safire 2d6 c Many gems are believed to have magical qualities, and might make suitable materials for enchantment.

Arms

The table below provides vital statistics for weapons, organized according to the skill needed to wield them effectively. In general, a combatant who attempts to use a weapon for which he lacks the appropriate skill will suffer a ‘disadvantage’ to all related combat rolls. All arms are listed with an encumbrance rating. See the rules later in this chapter for the effects of encumbrance.

Many weapons have one or more special properties that have special effects in combat. These properties are briefly explained below:

Balanced: a skilled user of this weapon

may elect to perform a parry/riposte action (see Chapter VI).

Charge: +2 damage when used to

deliver a charge attack

Crushing: +1 to-hit vs. mail and plate

armor

Hacking: +1 to-hit roll vs. shields Large: +1 to-hit vs. all armors

Reach: +2 to initiative in melee combat Thrown: A hand weapon that can also be

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Weapon Table

Weapon Damage Cost Encumbrance Special Properties

Brawling arms

Punch or Kick 1d2 — 0 —

Small improvised 1d4 — 0 Variable Large improvised (2H) 1d6 — 1 Variable

Common arms

Bound club (2H) 1d6 3 p 0 Crushing, Large Cudgel 1d4 1 p 0

Dagger 1d4 10 p 0 Thrown

Javelin 1d6 3 p 0 Charge, Thrown Quarterstaff (2H) 1d4 2 p 0 Balanced, Reach

Wood Axe 1d6 8 p 0 Hacking

Axes and Maces

Battle axe 1d8 6 s 0 Hacking, Thrown Flail (2H) 1d10 8 s 1 Crushing, Large Great axe (2H) 1d10 8 s 1 Hacking, Large

Mace 1d6 4 s 0 Crushing

Mattock (2H) 1d8 1 s 1 Crushing, Hacking, Large

Spears and Polearms

Great spear (2H) 1d10 8 s 2 Charge, Large, Reach

Halbard (2H) 1d10 10 s 2 Charge, Hacking, Large, Reach Poleaxe (2H) 1d10 5 s 2 Hacking, Large, Reach

Spear 1d8 4 s 1 Charge, Reach, Thrown

Swords

Great sword (2H) 2d6 1 c 1 Balanced, Large, Reach Long sword (1H) 1d8 15 s 0 Balanced

Long sword (2H) 1d10 15s 0 Balanced Short sword or scimitar 1d6 10 s 0 Balanced

Lance

War lance 2d8 4 s 2 Reach

Archery arms

Crossbow 1d10 15 s 1 Large, 2 turns to ready Horse bow 1d6 6 s 0

Hunting bow 1d4 4 s 0

Long bow 1d8 8 s 1 Large A weapon of exceptional quality (typically a sword)

typically conveys a +1 bonus to hit and parry/riposte rolls made in combat, but does normal damage on a successful attack. Such arms cost at least 10x as much as weapons of common quality.

Magical weapons, particularly swords, often have exotic properties that cannot be abstracted as a simple bonus. However, most also convey a bonus of between +1 and +5 to both attack and

References

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