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PROLONGED ACTIONS - LMB P. 22Prolonged actions are used to evoke an atmosphere of tension, but may also be used when the acting Heroes want to tackle a difficult task with caution, and have time to do it. A prolonged action may also be called
upon to present a challenge that would be otherwise translated only by choosing an excessive target number
ACTION ROLLS SUGGESTED SKILLS COOPERATION
Breaking down a door 3 Athletics Max 3 HeroesConvincing an unwilling individual to help 5 Persuade, Awe,
Courtesy Allowed
Researching Obscure Lore 4 Lore, Riddle, Song AllowedFinding the way again when lost in the wild 4 Explore, Hunting Allowed
Swimming across a wide river 5 Athletics Not Allowed
Scouting a wide area 4 to 6 Explore Allowed
TN Additional Rolls-1 3 Successful Rolls-2 4-5 Successful Rolls-3 6 or more Successful Rolls
EXAMPLE PROLONGED ACTIONS
TRAITSTHREE MAIN USES
TRIGGER AN AUTOMATIC ACTION Use of the Trait results in an automatic success if the Trait is
deemed relevant by the LM
PROPOSE AN UNFORESEEN ACTION Use of the Trait allows a Hero to intervene in a situation that is normally out of the Hero’s control with agreement from the LM
GAIN AN ADVANCEMENT POINT After completing a successful action, the Player may invoke the Trait to ask for an advancement point with consensus from all
other players and the LM
TNDIFFICULTY
(skill rank )
10 Very Easy
12 Easy
14 Moderate
16 Hard
18 Severe
20 Daunting
⧫ ⧫ ⧫
TN DIFFICULTY LMB P. 19DEFAULT TN 14
Degree of SuccessDegree of Success
Success The action was successful
plus j Great Success
plus jj+ Extraordinary Success
AB= Adventurer’s Book LMB = Loremaster’s Book
TYPICAL TASKS AB P. 149TYPICAL TASKS AB P. 149TASK ABILITY
Choose location to set up camp ExploreClimbing AthleticsCook meal CraftFind food in the Wild Explore or HuntingFind traps SearchFind solution to an enigma RiddleFollow tracks HuntingHiding StealthInterpret writing LoreMove quietly StealthNegotiate a deal Insight or PersuadeObtain an audience with an important person Awe or Courtesy
Open lock CraftPublic speech InspireRiding AthleticsSpeak with a live Dragon RiddleStart a fire CraftSwimming Athletics
BASIC ACTION RESOLUTIONPlayer states intent
Choose Ability for ActionPlayer sets Objective for attempted Action
LM Sets Difficulty (Default: TN 14)Before the Roll - The Player may announce that the Hero
will use a special ability (Trait or Virtue)After the Roll - Player may spend HOPE to invoke an ATT
bonusTest Results in a Failure, or varying Degrees of Success
MASTER SKILL LISTMASTER SKILL LISTMASTER SKILL LISTMASTER SKILL LISTBODY HEART WITS SKILL GROUP
Awe Inspire Persuade PERSONALITY
Athletics Travel Stealth MOVEMENT
Awareness Insight Search PERCEPTION
Explore Healing Hunting SURVIVAL
Song Courtesy Riddle CUSTOM
Craft Battle Lore VOCATION
TESTS - LMB P. 28, 29TESTS - LMB P. 28, 29TESTS - LMB P. 28, 29 FAILURE
FATIGUE Travel - See JourneysTravel - See JourneysTravel - See Journeys
FEAR FEAT Die +Valour
May spend Hope
to add Heart
May not Invoke ATT Bonuses as long as
source of Fear is present
CORRUPTIONFEAT Die +
Wisdom
May spend Hope
to add Heart
Gain Shadow forAnguish and Blighted
Places(See Corruption Charts)
ORIENTATION Explore SkillExplore Skill Confused and at Risk for Being Lost
PERCEPTION Awareness (for surroundings) or Insight (for unusual behavior)
Awareness (for surroundings) or Insight (for unusual behavior)
Awareness (for surroundings) or Insight (for unusual behavior)
PROTECTION
Armor + Helmet vs. Injury of Weapon
May spend Hope
to add Base Body
Results in WoundMark Wounded on Hero
Sheet
RANGEDWEAPON SHORT RANGE MEDIUM RANGE LONG RANGE
Thrown Spear 5 + Body 10 + Body 20 + BodyBow 10 + Body 20 + Body 30 + Body
Great Bow 20 + Body 30 + Body 40 + Body
OPTIONAL RULE - EPIC FEATS - LMB p. 20
RECOVERYRECOVERYRECOVERYRECOVERYHERO’S CONDITION AT THE CONCLUSION OF COMBAT AFTER A BRIEF REST (>30 MIN)AT THE CONCLUSION OF COMBAT AFTER A BRIEF REST (>30 MIN)AT THE CONCLUSION OF COMBAT AFTER A BRIEF REST (>30 MIN)
NOT WOUNDED Recover Endurance equal to Hero’s Heart ScoreRecover Endurance equal to Hero’s Heart ScoreRecover Endurance equal to Hero’s Heart ScoreUNCONSCIOUS BUT
NOT WOUNDEDAs Not Wounded, and wakes up at the end of the restAs Not Wounded, and wakes up at the end of the restAs Not Wounded, and wakes up at the end of the rest
Hero’s will recover Endurance at the normal rate for RestingHero’s will recover Endurance at the normal rate for RestingHero’s will recover Endurance at the normal rate for RestingHero’s will recover Endurance at the normal rate for Resting
TREATING WOUNDSTREATING WOUNDSTREATING WOUNDSTREATING WOUNDSWounded Hero’s may attempt to speed recovery by treating Wounds.Wounded Hero’s may attempt to speed recovery by treating Wounds.Wounded Hero’s may attempt to speed recovery by treating Wounds.Wounded Hero’s may attempt to speed recovery by treating Wounds.
Healing Roll vs. TN 14Healing Roll vs. TN 14 Success - WOUND is considered Treated, Underline WOUNDEDSuccess - WOUND is considered Treated, Underline WOUNDED
Failed Healing rolls cannot be repeated for a Full Day (24 Hours)Failed Healing rolls cannot be repeated for a Full Day (24 Hours)Failed Healing rolls cannot be repeated for a Full Day (24 Hours)Failed Healing rolls cannot be repeated for a Full Day (24 Hours)DYING Characters must have their wounds treated within 12 hours or they will die. If the wound
is successfully treated, the Hero is no longer considered DYING.DYING Characters must have their wounds treated within 12 hours or they will die. If the wound
is successfully treated, the Hero is no longer considered DYING.DYING Characters must have their wounds treated within 12 hours or they will die. If the wound
is successfully treated, the Hero is no longer considered DYING.DYING Characters must have their wounds treated within 12 hours or they will die. If the wound
is successfully treated, the Hero is no longer considered DYING.
RESTINGRESTINGRESTINGRESTINGHeroes recover an amount of Endurance after each prolonged rest, usually a night’s sleep.
The amount they recover depends upon their current Condition.Heroes recover an amount of Endurance after each prolonged rest, usually a night’s sleep.
The amount they recover depends upon their current Condition.Heroes recover an amount of Endurance after each prolonged rest, usually a night’s sleep.
The amount they recover depends upon their current Condition.Heroes recover an amount of Endurance after each prolonged rest, usually a night’s sleep.
The amount they recover depends upon their current Condition.WOUNDED and Injuries UntreatedWOUNDED and Injuries UntreatedWOUNDED and Injuries Untreated 1 Endurance Point
WOUNDED and Injuries TreatedWOUNDED and Injuries TreatedWOUNDED and Injuries Treated 2 Endurance Points
UNINJUREDUNINJUREDUNINJURED2 Endurance Points, PLUS a number of points
equal to the Hero’s Heart Score.
HEAL WOUNDSHEAL WOUNDSHEAL WOUNDSHEAL WOUNDSWhen a WOUNDED Hero’s Endurance score reaches its maximum after a prolonged rest,
that Hero is considered to be back to full health.Remove the WOUNDED condition from his character sheet
When a WOUNDED Hero’s Endurance score reaches its maximum after a prolonged rest,that Hero is considered to be back to full health.
Remove the WOUNDED condition from his character sheet
When a WOUNDED Hero’s Endurance score reaches its maximum after a prolonged rest,that Hero is considered to be back to full health.
Remove the WOUNDED condition from his character sheet
When a WOUNDED Hero’s Endurance score reaches its maximum after a prolonged rest,that Hero is considered to be back to full health.
Remove the WOUNDED condition from his character sheet
FATIGUEFATIGUEFATIGUEFATIGUEIf the Hero reduced his encumbrance rating before taking a prolonged rest, he may update his
fatigue rating accordingly.If the Hero reduced his encumbrance rating before taking a prolonged rest, he may update his
fatigue rating accordingly.If the Hero reduced his encumbrance rating before taking a prolonged rest, he may update his
fatigue rating accordingly.If the Hero reduced his encumbrance rating before taking a prolonged rest, he may update his
fatigue rating accordingly.A Hero may regain any increase in Fatigue from Journeys at the rate of 1 Fatigue per night’s rest
at a Safe location. Prolonged rest’s in the Wild are not considered safe.This will usually occur at Journey's end.
A Hero may regain any increase in Fatigue from Journeys at the rate of 1 Fatigue per night’s rest at a Safe location. Prolonged rest’s in the Wild are not considered safe.
This will usually occur at Journey's end.
A Hero may regain any increase in Fatigue from Journeys at the rate of 1 Fatigue per night’s rest at a Safe location. Prolonged rest’s in the Wild are not considered safe.
This will usually occur at Journey's end.
A Hero may regain any increase in Fatigue from Journeys at the rate of 1 Fatigue per night’s rest at a Safe location. Prolonged rest’s in the Wild are not considered safe.
This will usually occur at Journey's end.
HERO CONDITIONS AND STATES OF HEALTHHERO CONDITIONS AND STATES OF HEALTHHERO CONDITIONS AND STATES OF HEALTH
WEARY Fatigue ≥ Endurance All Success dice that give a result of 1, 2, or 3 are considered to be zero instead
EXHAUSTEDWhen a Hero’s Endurance drops to Zero, he is exhausted and falls
unconscious. This results in a WEARY condition.When a Hero’s Endurance drops to Zero, he is exhausted and falls
unconscious. This results in a WEARY condition.
MISERABLE Shadow ≥ Hope In Danger of Suffering from a BOUT OF MADNESS
SPENTWhen a Hero is reduced to zero Hope, the Hero will flee from any danger or
stress at the first opportunity, unless cornered or forced to fightWhen a Hero is reduced to zero Hope, the Hero will flee from any danger or
stress at the first opportunity, unless cornered or forced to fight
WOUNDEDWhen a Hero fails a Protection Test, he is WOUNDED. If the Hero receives a
second WOUND, the Hero immediately becomes unconscious.When a Hero fails a Protection Test, he is WOUNDED. If the Hero receives a
second WOUND, the Hero immediately becomes unconscious.
UNCONSCIOUS As soon as a Hero regains 1 or more Endurance points, he wakes up.As soon as a Hero regains 1 or more Endurance points, he wakes up.
DYINGWhen a WOUNDED Hero is reduced to zero Endurance, he passes out and is
considered to be DYING.When a WOUNDED Hero is reduced to zero Endurance, he passes out and is
considered to be DYING.
KILLING BLOWA Hero who is already WOUNDED, is killed instantly when he receives
another WOUND AND reduced to zero Endurance points at the same time.A Hero who is already WOUNDED, is killed instantly when he receives
another WOUND AND reduced to zero Endurance points at the same time.
COUP DE GRÂCEAn unconscious, or defenseless, Hero is killed immediately if an enemy has an opportunity, means (weapons or other lethal attack), and time to
perform a Coup de Grâce (one combat turn)
An unconscious, or defenseless, Hero is killed immediately if an enemy has an opportunity, means (weapons or other lethal attack), and time to
perform a Coup de Grâce (one combat turn)
POISONED
A Poisoned Hero is considered WOUNDED. If a Hero is wounded once, he falls unconscious as if he was WOUNDED twice. A WOUNDED Hero will also fall unconscious if he is Poisoned. A Poisoned condition remains until it is
treated, or it wears off.
A Poisoned Hero is considered WOUNDED. If a Hero is wounded once, he falls unconscious as if he was WOUNDED twice. A WOUNDED Hero will also fall unconscious if he is Poisoned. A Poisoned condition remains until it is
treated, or it wears off.
COMBAT- LMB P. 41, AB P. 156
COMBAT ADVANTAGE - LMB P.41-42ROLL BATTLE
COMBAT ADVANTAGE - LMB P.41-42ROLL BATTLE
Ambushed Enemy TN 12Defending TN 14Attacking TN 18
Success 1 Bonus Dice
j 2 Bonus DIce
jj+ 3 Bonus Dice
Only 1 Bonus Success Dice per player may be used per turn. Bonus Success Dice may be shared, but must be
used on the turn shared
Only 1 Bonus Success Dice per player may be used per turn. Bonus Success Dice may be shared, but must be
used on the turn shared
DETERMINE INITIATIVE - LMB P. 41DETERMINE INITIATIVE - LMB P. 41COMPANY IS . . . HOLDS INITIATIVE
Defending CompanyAttacking Enemy
Uncertain Opposed BATTLE RollOnly Highest Rating rolls
RESOLVE OPENING VOLLEYSTN 12 + PARRY + SHIELD (DOUBLE SHIELD IF AWARE)
RESOLVE OPENING VOLLEYSTN 12 + PARRY + SHIELD (DOUBLE SHIELD IF AWARE)
SURPRISE - LMB P. 42-43SURPRISE - LMB P. 42-43SURPRISE - LMB P. 42-43ROLL AWARENESS
SEE BEING AMBUSHED CHARTROLL AWARENESS
SEE BEING AMBUSHED CHARTROLL AWARENESS
SEE BEING AMBUSHED CHART
FailSurprised
may not roll for Combat AdvantageCannot make Opening Volley Attack
Surprisedmay not roll for Combat AdvantageCannot make Opening Volley Attack
Success Roll for Combat AdvantageRoll for Combat Advantage
j
Warn 1 other companionCompanion is considered to have
succeeded in Surprise roll
Warn 1 other companionCompanion is considered to have
succeeded in Surprise roll
jj+ as Great Success but 2 companions warned
as Great Success but 2 companions warned
Company is ... Initiative Combat Advantage≤ 1/2 Surprised Company Defending TN 14> 1/2 Surprised Enemy Attacking TN 18
AMBUSH - LMB P. 43AMBUSH - LMB P. 43ROLL BATTLE, HUNTING, OR STEALTH
SEE AMBUSHING CHARTROLL BATTLE, HUNTING, OR STEALTH
SEE AMBUSHING CHART
Fail Ambush FailsSuccess ALL COMPANIONS MUST SUCCEED
j May help 1 other companion succeed
jj+ May help 2 other companions succeed
AMBUSH SUCCESSFULAMBUSH SUCCESSFUL
Company automatically Holds the InitiativeCompany automatically Holds the InitiativeSurprised Enemies may not make Opening VolleysSurprised Enemies may not make Opening Volleys
AMBUSH FAILEDAMBUSH FAILED
Enemies spot attack; Resolve Opening Combat normallyEnemies spot attack; Resolve Opening Combat normally
CLOSE QUARTERS - LMB P. 44CLOSE QUARTERS - LMB P. 44Choose Combat Stance See Stance Chart
More Enemies than HeroesMore Enemies than Heroes1 Companion 3 Man sized or 2 Large
More Heroes than EnemiesMore Heroes than EnemiesMax 3 Companions 1 Man sizedMax 5 Companions 1 Large Sized (Troll)
COMBATSTANCE
COMBAT TN
INITIATIVE ORDER
SPECIAL MANEUVER
Forward 6 1 Intimidate Foe
Open 9 2 Rally Comrades
Defensive 12 3 Protect Companion
Rearward 12 4 Prepare Shot
All StancesAll StancesAll Stances Escape Combat
ESCAPE COMBATESCAPE COMBATAT THE END OF THE COMBAT ROUNDAT THE END OF THE COMBAT ROUND
Rearward Stance previous round Flee Combat at beginning of round
Close Combat Athletics vs. TN 10 + Highest attribute level of opponents facing Hero
Success Flee CombatGreat or Extraordinary Success needed for multiple opponentsGreat or Extraordinary Success needed for multiple opponents
Failure May not attack next turn
INTIMIDATE FOEINTIMIDATE FOEForego attack this turn;
IF WOUNDED LAST ROUND, MAY NOT INTIMIDATEForego attack this turn;
IF WOUNDED LAST ROUND, MAY NOT INTIMIDATE
Awe or Battle roll vs. TN 10 + Highest attribute level of all enemies in combat
Awe or Battle roll vs. TN 10 + Highest attribute level of all enemies in combat
Failure Lose 1 HopeSuccess Enemy loses 1 Hate Point
j Enemy loses 2 Hate Points
jj+ Enemy loses 3 Hate Points
Loremaster assigns Hate point lossLoremaster assigns Hate point loss
PROTECT COMPANIONUpon entering Defensive Stance,
Announce defended companion for this turnWhen defended companion is attacked,
Spend 1 Hope to become target of AttackAttack is resolved normally as if attack was originally aimed at
defending Hero
RALLY COMRADESRALLY COMRADESForego attack this turnForego attack this turn
Inspire or Song roll vs. TN 14Inspire or Song roll vs. TN 14Failure Lose 1 HopeSuccess ALL members of the company gain 1 Endurance
j ALL members of the company gain 2 Endurance
jj+ALL members gain 3 Endurance, or a number of points equal to the Rallying Hero’s Heart score, whichever is higher
PREPARE SHOTForego attack this round to prepare shot
Next Round, if ranged attack is successful;attack is an automatic called shot
WEAPON TYPE SUCCESSFUL CALLED SHOT
Axe Target’s Shield is smashedBow Attack is a Piercing Blow
Mattock Target’s Shield is smashedSwords Target drops its weaponSpears Attack is a Piercing Blow
ATTACKER IS ... TN EXAMPLES RANGED ATTACKSModerately Hindered +2 Standing on difficult terrain, unfavorable
weather, cramped quartersTarget at medium range, Target under
good cover (Trees in a thin wood)
Severely Hindered +4Almost Blind from Heavy Snow, Knee-deep
in mud, or swift-running water, or in Darkness
Target at long range, target is very small (Bird, etc.) protected by darkness
or in ample coverDEFENDER IS ... TN EXAMPLES RANGED ATTACKS
Moderately Hindered -2 against a wall, in a corner, forced to fight in
cramped quartersTarget is larger than human size
(a Troll)
Severely Hindered -4Blinded by the sun, attacked while
attempting to flee, immobilized in snow or mud
Target is huge(a Giant, or Dragon)
COMPLICATIONS
THE ENEMY IS . . . TNCompletely unaware of attack,sleeping, etc.
No RollRequired
Marching without scouts, encamped without set watches 12
Moderately alert, at least one on Lookout, as when advancing in enemy territory, but not expecting an immediate attack
14
Alert, with set watches, or advancing in an area unfit for ambush 16
Extremely alert, creatures with heightened senses 18
AMBUSHINGTHE COMPANIONS ARE . . . TN
Alert, Wary of Ambush, Everyone on lookout, or advancing in an area unfit for ambush
12
Moderately alert, at least one on Lookout, as when advancing in enemy territory, but not expecting an immediate attack
14
Marching without Lookouts, or no watches set at night 16
Concentrating on another task and unaware of surroundings 18
BEING AMBUSHED
WEAPON DAMAGE EDGE INJURY GROUP CALLED SHOT NOTES
DAGGER 3 g 12 ~SHORT SWORD 5 10 14 Swords Disarm
SWORD 5 10 16 Swords Disarm
LONG SWORD5 (1h)7 (2h) 10 16 (1h)
18 (2h) Swords Disarm 1 or 2 handed
SPEAR5 (1h)7 (2h) 9 14 Spears Piercing Can be Thrown
GREAT SPEAR 9 9 16 (1h)18 (2h) Spears Piercing 2 handed
Cannot be ThrownAXE 5 g 18 Axes Break Shield
GREAT AXE 9 g 20 Axes Break Shield 2 HandedLONG-HAFTED
AXE5 (1h)7 (2h) g
18 (1h)20 (2h) Axes Break Shield 1 or 2 handed
MATTOCK 8 10 18 (1h)20 (2h) ~ Break Shield 2 Handed
BOW 5 10 14 Bows Piercing Ranged WeaponGREAT BOW 7 10 16 Bows Piercing
BRAWLINGUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Damage Rating for great
or extraordinary success. Cannot inflict a piercing blowUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Damage Rating for great
or extraordinary success. Cannot inflict a piercing blowUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Damage Rating for great
or extraordinary success. Cannot inflict a piercing blowUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Damage Rating for great
or extraordinary success. Cannot inflict a piercing blowUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Damage Rating for great
or extraordinary success. Cannot inflict a piercing blowUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Damage Rating for great
or extraordinary success. Cannot inflict a piercing blow
THROWINGUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Ranged Damage Rating
for great or extraordinary success. Cannot inflict a piercing blowUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Ranged Damage Rating
for great or extraordinary success. Cannot inflict a piercing blowUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Ranged Damage Rating
for great or extraordinary success. Cannot inflict a piercing blowUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Ranged Damage Rating
for great or extraordinary success. Cannot inflict a piercing blowUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Ranged Damage Rating
for great or extraordinary success. Cannot inflict a piercing blowUses Dagger Skill; Inflicts 1 Endurance. Additional harm = Ranged Damage Rating
for great or extraordinary success. Cannot inflict a piercing blow
WEAPONS OF THE FREE PEOPLES
FIRE
SOURCEEND. LOSS PER ROUND
PROTECTION TEST TN
Torch Flame 3 12Camp-Fire 5 14
Brazier of Charcoal 8 16Funeral Pyre 12 18Dragon Fire 20 20
DISTANCE IN FEET
END.LOSS
PROTECTION TEST
3 2 ~6 4 109 6 1112 8 12
+ 3 feet +2 End. +1 TNFalling a great distance, or reduced to zero endurance and wounded:
Killed instantly
Falling a great distance, or reduced to zero endurance and wounded:
Killed instantly
Falling a great distance, or reduced to zero endurance and wounded:
Killed instantly
FALLING DROWNINGIf a Hero is underwater or is unable to breathe for long periods, suffer 5 Endurance Damage
every round due to suffocation
OTHER FORMS OF INJURY
THE WEAPONS OF THE ENEMY
ADVERSARIES - LMB P. 70-85ADVERSARIES - LMB P. 70-85ADVERSARIES - LMB P. 70-85
NAME END. SPECIAL ABILITIES
GREAT ORC 43 Hideous Strength, Great Size, Commanding Voice, Horrible Strength
MORDOR ORCS MORDOR ORCS MORDOR ORCS SNAGA TRACKER 8 Hate Sunlight, Snake-like SpeedBLACK URUK 20 Horrible StrengthMESSENGER OF LUGBÚRZ
18 Hate Sunlight, Snake-like Speed, Commanding Voice
ORCS OF THE MISTY MOUNTAINSORCS OF THE MISTY MOUNTAINSORCS OF THE MISTY MOUNTAINS
ORC CHIEFTAIN 20 Hate Sunlight, Horrible Strength, Snake-like Speed, Commanding Voice
GOBLIN ARCHER 8 Hate Sunlight, Denizen of the Dark, CravenORC GUARD 16 Hate Sunlight, Hideous ToughnessORC SOLDIER 12 Hate Sunlight, Craven
SPIDERS OF MIRKWOODSPIDERS OF MIRKWOODSPIDERS OF MIRKWOOD
ATTERCOP 12 Great Leap, Seize Victim
GREAT SPIDER 36 Denizen of the Dark, Seize Victim, Strike Fear (TN 16) Dreadful Spells*
TROLLSTROLLSTROLLS
CAVE TROLL 76 Great Size, Hideous Toughness, Savage Assault, Thick Hide
HILL TROLL 84 Great Size, Hideous Toughness, Strike Fear
HILL TROLL CHIEF 90 Great Size, Hideous Toughness, Horrible Strength, No Quarter
MOUNTAIN TROLL 96 Great Size, Hideous Toughness, Horrible Strength, Thing of Terror
STONE TROLL 72 Great Size, Horrible Strength, Hatred (Dwarves)
WOLVES OF THE WILDWOLVES OF THE WILDWOLVES OF THE WILD
WILD WOLVES 12 Fear of Fire, Seize Victim, Great LeapWOLF LEADER 16 Fear of Fire, Savage Assault, Strike FearTHE WEREWOLF OF
MIRKWOOD68 Thing of Terror (TN 16), Savage Assault,
Denizen of the Dark, Great Leap, Great SizeHOUND OF SAURON 20 Strike Fear, Hideous Toughness, Savage Assault
VAMPIRESVAMPIRESVAMPIRES
GREAT BAT 10 Hate Sunlight, Denizen of the Dark, Seize Victim, Fell Speed, Bewilder
SECRET SHADOW 35 Hate Sunlight, Denizen of the Dark, Snake-like Speed, Fell Speed, Savage Assault, Bewilder
WEAPON TYPE DAMAGE EDGE INJURY CALLED SHOT
ORC WEAPONSORC WEAPONSORC WEAPONSORC WEAPONSORC WEAPONSBENT SWORD 4 10 12 Disarm
BOW OF HORN 4 10 12 Poison*BROAD-BLADED SWORD 4 10 14 Poison*BROAD-HEADED SPEAR 5 10 14 Piercing
JAGGED KNIFE 3 14 ~HEAVY SCIMITAR (2H) 7 10 14 Break Shield
ORC AXE 5 16 Break ShieldSPEAR 4 9 12 Piercing
*Orc-poison: see LMB p. 71*Orc-poison: see LMB p. 71*Orc-poison: see LMB p. 71*Orc-poison: see LMB p. 71*Orc-poison: see LMB p. 71
SPIDER WEAPONSSPIDER WEAPONSSPIDER WEAPONSSPIDER WEAPONSSPIDER WEAPONSENSNARE* ~ ~ ~ ~
If the Ensnare Roll is successful and produces a great or extraordinary success, the spider immediately attacks its victim using its sting
If the Ensnare Roll is successful and produces a great or extraordinary success, the spider immediately attacks its victim using its sting
If the Ensnare Roll is successful and produces a great or extraordinary success, the spider immediately attacks its victim using its sting
If the Ensnare Roll is successful and produces a great or extraordinary success, the spider immediately attacks its victim using its sting
If the Ensnare Roll is successful and produces a great or extraordinary success, the spider immediately attacks its victim using its sting
STING ATT. Level 10 14 Poison**Spider-poison: see LMB p. 75*Spider-poison: see LMB p. 75*Spider-poison: see LMB p. 75*Spider-poison: see LMB p. 75*Spider-poison: see LMB p. 75
TROLL WEAPONSTROLL WEAPONSTROLL WEAPONSTROLL WEAPONSTROLL WEAPONS
BITE 5 14 ~CLUB 6 10 14 ~
CRUSH ATT. Level 12 ~HEAVY HAMMER 8 16 Break Shield
WOLVES OF THE WILDWOLVES OF THE WILDWOLVES OF THE WILDWOLVES OF THE WILDWOLVES OF THE WILDBITE ATT. Level 10 14 Piercing
REND ATT. Level 14 ~
VAMPIRESVAMPIRESVAMPIRESVAMPIRESVAMPIRESBITE ATT. Level 16 Piercing
RAKE ATT. Level 14 ~
All creatures of the Enemy automatically attempt a called shot whenever the Hero attacking it fails their attack roll and gets a on their Feat Die
When rolling for the servants of the Shadow, switch the value of the special icons on the Feat die. The Icon becomes the highest possible result and the g rune becomes the lowest possible result and equals zero.
ATTRIBUTES OF THE ENEMY - LMB P.64-65ATTRIBUTE
LEVELAdded as a bonus every time a creatures attempts a roll using a characteristic indicated as favoured, and as damage bonus when the creature rolls a great or extraordinary success
ENDURANCEA creature is knocked out of combat when it is reduced to zero Endurance. It is killed outright when it is wounded once , unless it possesses a special ability that prevents it.
HATE Used to power a creature’s special abilities. SEE LMB p. 66-68PARRY Parry Rating is used to calculate the TN to hit the creature in combat
ARMORWorks the same as a hero’s. If the rating is underlined, Add the creature’s attribute level to all protection rolls
SKILLSRoll a number of success dice equal to the rating. If the skill is favoured, add the creature’s attribute level to the roll.
WEAPON SKILLS
Corresponds to the weapon being wielded by the creature and indicated in the creature’s weapon table
COMMON WEAPONS
Indicates the common weapons usually employed by the creature
BOUTS OF MADNESS - LMB p.59BOUTS OF MADNESS - LMB p.59BOUTS OF MADNESS - LMB p.59BOUTS OF MADNESS - LMB p.59BOUTS OF MADNESS - LMB p.59When a Hero is MISERABLE and rolls a on his Feat Die,
that Hero suffers a BOUT OF MADNESSWhen a Hero is MISERABLE and rolls a on his Feat Die,
that Hero suffers a BOUT OF MADNESSWhen a Hero is MISERABLE and rolls a on his Feat Die,
that Hero suffers a BOUT OF MADNESSWhen a Hero is MISERABLE and rolls a on his Feat Die,
that Hero suffers a BOUT OF MADNESSWhen a Hero is MISERABLE and rolls a on his Feat Die,
that Hero suffers a BOUT OF MADNESS
TAKE CONTROL of the Player’s Hero for the duration of the MadnessTAKE CONTROL of the Player’s Hero for the duration of the MadnessTAKE CONTROL of the Player’s Hero for the duration of the MadnessTAKE CONTROL of the Player’s Hero for the duration of the MadnessTAKE CONTROL of the Player’s Hero for the duration of the MadnessThe duration of the Madness lasts until the Hero performs an action that the Hero
will regretThe duration of the Madness lasts until the Hero performs an action that the Hero
will regretThe duration of the Madness lasts until the Hero performs an action that the Hero
will regretThe duration of the Madness lasts until the Hero performs an action that the Hero
will regretThe duration of the Madness lasts until the Hero performs an action that the Hero
will regretYou may wait until an appropriate moment for the Bout of Madness to occurYou may wait until an appropriate moment for the Bout of Madness to occurYou may wait until an appropriate moment for the Bout of Madness to occurYou may wait until an appropriate moment for the Bout of Madness to occurYou may wait until an appropriate moment for the Bout of Madness to occur
Cancel all Shadow Points on the HeroThe Hero gains 1 PERMANENT Shadow Point
Cancel all Shadow Points on the HeroThe Hero gains 1 PERMANENT Shadow Point
Cancel all Shadow Points on the HeroThe Hero gains 1 PERMANENT Shadow Point
Cancel all Shadow Points on the HeroThe Hero gains 1 PERMANENT Shadow Point
Cancel all Shadow Points on the HeroThe Hero gains 1 PERMANENT Shadow Point
DEGENERATION - LMB P.60DEGENERATION - LMB P.60DEGENERATION - LMB P.60DEGENERATION - LMB P.60DEGENERATION - LMB P.60Shadow Weakness 1 2 3 4
Curse of Weakness Spiteful Brutal Cruel MurderousDragon-Sickness Grasping Mistrustful Deceitful Thieving
Lure of Power Resentful Arrogant Overconfident TyrannicalLure of Secrets Haughty Scornful Scheming Treacherous
Wandering-Madness Idle Forgetful Uncaring Cowardly
CORRUPTION - LMB P. 57CORRUPTION - LMB P. 57CORRUPTION - LMB P. 57CORRUPTION - LMB P. 57CORRUPTION - LMB P. 57ANGUISHANGUISHANGUISHANGUISHANGUISH
SOURCES OF CORRUPTION
EXAMPLEEXAMPLEEXAMPLE SHADOW GAIN
Natural but unexpected tragic event, or very grievous occurrence
Serious or mortal accident, death in the family, natural catastropheSerious or mortal accident, death in the family, natural catastropheSerious or mortal accident, death in the family, natural catastrophe
The hero gains 1 Shadow if he fails the Corruption test AND rolls a
Gruesome killing, dreadful experience, Orc-work (senseless destruction), display of the power of the Enemy
Awakening in a haunted tomb, discover a traitor among friends, discovering villagers savagely mutilated, seeing the mustering of a Shadow army
Awakening in a haunted tomb, discover a traitor among friends, discovering villagers savagely mutilated, seeing the mustering of a Shadow army
Awakening in a haunted tomb, discover a traitor among friends, discovering villagers savagely mutilated, seeing the mustering of a Shadow army
1 Shadow
Harrowing experience, physical and spiritual torment, Sorcery
Slavery, torture, the Black Breath, haunted by a Wight, seeing the EyeSlavery, torture, the Black Breath, haunted by a Wight, seeing the EyeSlavery, torture, the Black Breath, haunted by a Wight, seeing the Eye 2 Shadow
Experience directly the power of the Enemy
Interrogated by the Eye Captured by the Nazgûl Interrogated by the Eye Captured by the Nazgûl Interrogated by the Eye Captured by the Nazgûl
Gain 1 Shadow regardless of the outcome of the Corruption test. Then, gain 2 additional points if the test is failed.
BLIGHTED LANDSBLIGHTED LANDSBLIGHTED LANDSBLIGHTED LANDSBLIGHTED LANDSREGIONREGION FREQUENCYFREQUENCYFREQUENCY
Free Lands, Border LandsFree Lands, Border Lands Only when required by the current adventure
Only when required by the current adventure
Only when required by the current adventure
Wild LandsWild Lands Once every weekOnce every weekOnce every weekShadow LandsShadow Lands Once a dayOnce a dayOnce a day
Dark LandsDark Lands Twice a dayTwice a dayTwice a dayMISDEEDSMISDEEDSMISDEEDSMISDEEDSMISDEEDS
ANY HERO THAT INTENTIONALLY PERFORMS A MISDEED, AND HAS BEEN WARNED BY THE LOREMASTER GAINS THE LISTED SHADOW POINTS AUTOMATICALLY
ANY HERO THAT INTENTIONALLY PERFORMS A MISDEED, AND HAS BEEN WARNED BY THE LOREMASTER GAINS THE LISTED SHADOW POINTS AUTOMATICALLY
ANY HERO THAT INTENTIONALLY PERFORMS A MISDEED, AND HAS BEEN WARNED BY THE LOREMASTER GAINS THE LISTED SHADOW POINTS AUTOMATICALLY
ANY HERO THAT INTENTIONALLY PERFORMS A MISDEED, AND HAS BEEN WARNED BY THE LOREMASTER GAINS THE LISTED SHADOW POINTS AUTOMATICALLY
ANY HERO THAT INTENTIONALLY PERFORMS A MISDEED, AND HAS BEEN WARNED BY THE LOREMASTER GAINS THE LISTED SHADOW POINTS AUTOMATICALLY
ACTIONACTIONACTION SHADOW GAINSHADOW GAINAccidental MisdeedAccidental MisdeedAccidental Misdeed ~~
Violent ThreatsViolent ThreatsViolent Threats 11Lying purposefully, subtly manipulate the will of
othersLying purposefully, subtly manipulate the will of
othersLying purposefully, subtly manipulate the will of
others 11
Cowardice, Theft and PlunderCowardice, Theft and PlunderCowardice, Theft and Plunder 22Unprovoked aggression, abusing own authority to
influence or dominateUnprovoked aggression, abusing own authority to
influence or dominateUnprovoked aggression, abusing own authority to
influence or dominate 33
Breaking an Oath, TreacheryBreaking an Oath, TreacheryBreaking an Oath, Treachery 44Torment and Torture, MurderTorment and Torture, MurderTorment and Torture, Murder 55
SUCCUMBING TO THE SHADOW
When a Hero has developed four negative traits related to his Shadow Weakness, the
Hero is at risk for Succumbing to the Shadow
If a Hero who already has four negative Traits (or a Permanent Shadow of 4), suffers
another BOUT OF MADNESS,the Hero is lost and taken out of play.
Elves set sail from the Grey Havens, returning to Valinor,
leaving Middle Earth foreverMen, Dwarves and Hobbits go mad
Heroes may voluntarily retire from adventuring before they succumb to the
shadow
HATE POINTSHate Points are used to measure the resolve and to power the special abilities of a creature. You may spend a creature’s last Hate Point to
power a special ability if you wish.When a Creature’s begins a round without Hate Points,
that creature is considered WEARY
HAZARD SELECTION & SAMPLE EPISODES LMB P. 35HAZARD SELECTION & SAMPLE EPISODES LMB P. 35
g Player’s Choice
1-3 Guide - Lost Direction, Uncomfortable Lodgings4-5 Scout - No Way Forward, Out of the Frying-Pan into the Fire6-7 Huntsman - From Hunter to Prey, Scanty Provisions8-9 Look-out - Cruel Weather, Monsters Roused10 All Companions - Worn with Sorrow and Toil
The Loremaster chooses one role not currently covered (if available)
Valour or Wisdom
Rank
Weapon Skill Level
New Rank Cost
~ ⧫ 22 ⧫⧫ 43 ⧫⧫⧫ 64 ⧫⧫⧫⧫ 105 ⧫⧫⧫⧫⧫ 166 ⧫⧫⧫⧫⧫⧫ 25
Common Skill Level
New Rank Cost
⧫ 4⧫⧫ 8⧫⧫⧫ 12⧫⧫⧫⧫ 16⧫⧫⧫⧫⧫ 20⧫⧫⧫⧫⧫⧫ 24
THE FELLOWSHIP PHASE - AB P. 168 - 173THE FELLOWSHIP PHASE - AB P. 168 - 173THE FELLOWSHIP PHASE - AB P. 168 - 173THE FELLOWSHIP PHASE - AB P. 168 - 173The Fellowship is the conclusion of current adventure phase. The Players take over the
narrative of the Fellowship Phase and describe what their Heroes are doing during their downtime between adventures. The Fellowship Phase can last anywhere from weeks to months depending on location and length of their last adventure. The Fellowship Phase
can also mark the end of the year as the Heroes retire from adventuring during the Winter months if the Heroes so choose.
The Fellowship is the conclusion of current adventure phase. The Players take over the narrative of the Fellowship Phase and describe what their Heroes are doing during their downtime between adventures. The Fellowship Phase can last anywhere from weeks to months depending on location and length of their last adventure. The Fellowship Phase
can also mark the end of the year as the Heroes retire from adventuring during the Winter months if the Heroes so choose.
The Fellowship is the conclusion of current adventure phase. The Players take over the narrative of the Fellowship Phase and describe what their Heroes are doing during their downtime between adventures. The Fellowship Phase can last anywhere from weeks to months depending on location and length of their last adventure. The Fellowship Phase
can also mark the end of the year as the Heroes retire from adventuring during the Winter months if the Heroes so choose.
The Fellowship is the conclusion of current adventure phase. The Players take over the narrative of the Fellowship Phase and describe what their Heroes are doing during their downtime between adventures. The Fellowship Phase can last anywhere from weeks to months depending on location and length of their last adventure. The Fellowship Phase
can also mark the end of the year as the Heroes retire from adventuring during the Winter months if the Heroes so choose.
DESTINATIONDESTINATIONDESTINATIONDESTINATIONPlayers should choose a destination that is relatively close to their current locationPlayers should choose a destination that is relatively close to their current locationPlayers should choose a destination that is relatively close to their current locationPlayers should choose a destination that is relatively close to their current location
THE COMPANY MAY RETIRE TO A SANCTUARYHeroes may gain new sanctuaries during the Fellowship Phase. See Undertakings
THE COMPANY MAY RETIRE TO A SANCTUARYHeroes may gain new sanctuaries during the Fellowship Phase. See Undertakings
THE COMPANY MAY RETIRE TO A SANCTUARYHeroes may gain new sanctuaries during the Fellowship Phase. See Undertakings
THE COMPANY MAY RETIRE TO A SANCTUARYHeroes may gain new sanctuaries during the Fellowship Phase. See Undertakings
THE COMPANY MAY TEMPORARILY DISBANDWhen the Company Disbands, each of the Heroes proceed to a location of their choosing.
Heroes may go home if the Fellowship Phase is at least three months in length.A Hero may only invest his treasure if he returns home.
THE COMPANY MAY TEMPORARILY DISBANDWhen the Company Disbands, each of the Heroes proceed to a location of their choosing.
Heroes may go home if the Fellowship Phase is at least three months in length.A Hero may only invest his treasure if he returns home.
THE COMPANY MAY TEMPORARILY DISBANDWhen the Company Disbands, each of the Heroes proceed to a location of their choosing.
Heroes may go home if the Fellowship Phase is at least three months in length.A Hero may only invest his treasure if he returns home.
THE COMPANY MAY TEMPORARILY DISBANDWhen the Company Disbands, each of the Heroes proceed to a location of their choosing.
Heroes may go home if the Fellowship Phase is at least three months in length.A Hero may only invest his treasure if he returns home.
STANDING UPKEEPSTANDING UPKEEPSTANDING UPKEEPSTANDING UPKEEP
When a Hero spends a year away from home (marked by Year’s End), He must reduce his standing by 1, unless he spends a number of Treasure Points equal to his standing.
When a Hero spends a year away from home (marked by Year’s End), He must reduce his standing by 1, unless he spends a number of Treasure Points equal to his standing.
When a Hero spends a year away from home (marked by Year’s End), He must reduce his standing by 1, unless he spends a number of Treasure Points equal to his standing.
When a Hero spends a year away from home (marked by Year’s End), He must reduce his standing by 1, unless he spends a number of Treasure Points equal to his standing.
HEROIC DEVELOPMENTHEROIC DEVELOPMENTHEROIC DEVELOPMENTHEROIC DEVELOPMENTHeroes may spend their earned XP and AP during the Fellowship Phase.
Heroes do not have to spend all of their XP or AP, they may save some or all for more expensive developments at a later time. (See XP, AP, and Standing Chart)
Heroes may spend their earned XP and AP during the Fellowship Phase.Heroes do not have to spend all of their XP or AP, they may save some or all for more
expensive developments at a later time. (See XP, AP, and Standing Chart)
Heroes may spend their earned XP and AP during the Fellowship Phase.Heroes do not have to spend all of their XP or AP, they may save some or all for more
expensive developments at a later time. (See XP, AP, and Standing Chart)
Heroes may spend their earned XP and AP during the Fellowship Phase.Heroes do not have to spend all of their XP or AP, they may save some or all for more
expensive developments at a later time. (See XP, AP, and Standing Chart)
UNDERTAKINGSUNDERTAKINGSUNDERTAKINGSUNDERTAKINGSMEET PATRON A hero gains the friendship and counsel of a person of significance.A hero gains the friendship and counsel of a person of significance.A hero gains the friendship and counsel of a person of significance.GAIN NEW DISTINCTIVE FEATURE
A Hero may choose to replace one of his Traits with a new trait that better defines who the Hero is becoming.A Hero may choose to replace one of his Traits with a new trait that better defines who the Hero is becoming.A Hero may choose to replace one of his Traits with a new trait that better defines who the Hero is becoming.
HEAL CORRUPTION A Hero may attempt to lower their current Shadow Rating.A Hero may attempt to lower their current Shadow Rating.A Hero may attempt to lower their current Shadow Rating.CRAFT or SONG roll vs. TN 14CRAFT or SONG roll vs. TN 14CRAFT or SONG roll vs. TN 14CRAFT or SONG roll vs. TN 14
Success Reduce Shadow score by 2 pointsReduce Shadow score by 2 pointsplus j Reduce Shadow score by 4 pointsReduce Shadow score by 4 points
plus jj+ Reduce Shadow score by 6 pointsReduce Shadow score by 6 pointsHeroes spending their Fellowship in a Sanctuary may roll Twice and keep both results.Heroes spending their time at home or in a safe location are only allowed a single Heal
Corruption roll.
Heroes spending their Fellowship in a Sanctuary may roll Twice and keep both results.Heroes spending their time at home or in a safe location are only allowed a single Heal
Corruption roll.
Heroes spending their Fellowship in a Sanctuary may roll Twice and keep both results.Heroes spending their time at home or in a safe location are only allowed a single Heal
Corruption roll.
Heroes spending their Fellowship in a Sanctuary may roll Twice and keep both results.Heroes spending their time at home or in a safe location are only allowed a single Heal
Corruption roll.
RAISE STANDARD OF LIVING
Heroes spending their time at Home may choose to raise their standard of living in order to cover out-of-pocket expenses and more expensive gear. They may spend as much as they wish to maintain their Higher Standard of Living for longer periods of time. Failure to pay the upkeep will revert them to their original rating.
Heroes spending their time at Home may choose to raise their standard of living in order to cover out-of-pocket expenses and more expensive gear. They may spend as much as they wish to maintain their Higher Standard of Living for longer periods of time. Failure to pay the upkeep will revert them to their original rating.
Heroes spending their time at Home may choose to raise their standard of living in order to cover out-of-pocket expenses and more expensive gear. They may spend as much as they wish to maintain their Higher Standard of Living for longer periods of time. Failure to pay the upkeep will revert them to their original rating.
ProsperousProsperous 1 Treasure Point for 1 MonthRichRich 2 Treasure Points for 1 Month
RAISE STANDING May Raise their current standing. See Standing ChartMay Raise their current standing. See Standing ChartMay Raise their current standing. See Standing ChartOPEN NEW SANCTUARY
The Company may choose to gain a new location as a Sanctuary. All members of the Company must agree to do this.The Company may choose to gain a new location as a Sanctuary. All members of the Company must agree to do this.The Company may choose to gain a new location as a Sanctuary. All members of the Company must agree to do this.
If the Fellowship Phase occurred during the middle of the year or the LM is running multiple adventures per year, Skip the Year’s end phase and proceed to the next
Adventure phase
If the Fellowship Phase occurred during the middle of the year or the LM is running multiple adventures per year, Skip the Year’s end phase and proceed to the next
Adventure phase
If the Fellowship Phase occurred during the middle of the year or the LM is running multiple adventures per year, Skip the Year’s end phase and proceed to the next
Adventure phase
If the Fellowship Phase occurred during the middle of the year or the LM is running multiple adventures per year, Skip the Year’s end phase and proceed to the next
Adventure phase
YEAR’S END - AB P. 174YEAR’S END - AB P. 174YEAR’S END - AB P. 174YEAR’S END - AB P. 174LM describes events that occur in Middle Earth.LM describes events that occur in Middle Earth.LM describes events that occur in Middle Earth.LM describes events that occur in Middle Earth.
PLAYER- HERO INTERVENTIONPLAYER- HERO INTERVENTIONPLAYER- HERO INTERVENTIONPLAYER- HERO INTERVENTION
If a player wishes to interject into the LM’s description of events, their hero must be present at the location where the event occurs.
If a player wishes to interject into the LM’s description of events, their hero must be present at the location where the event occurs.
If a player wishes to interject into the LM’s description of events, their hero must be present at the location where the event occurs.
If a player wishes to interject into the LM’s description of events, their hero must be present at the location where the event occurs.
The Hero’s Standing should be appropriate for the event taking place.The Hero’s Standing should be appropriate for the event taking place.The Hero’s Standing should be appropriate for the event taking place.The Hero’s Standing should be appropriate for the event taking place.The LM should deem whether an appropriate Skill Roll should be used for the eventThe LM should deem whether an appropriate Skill Roll should be used for the eventThe LM should deem whether an appropriate Skill Roll should be used for the eventThe LM should deem whether an appropriate Skill Roll should be used for the event
BEGINNING OF NEXT ADVENTURING PHASEBEGINNING OF NEXT ADVENTURING PHASEBEGINNING OF NEXT ADVENTURING PHASEBEGINNING OF NEXT ADVENTURING PHASEWhen the LM has finished with their description of the end of year’s events, and the
players are done with their interventions. The Fellowship Phase is over.The Adventuring Phase begins with the first season of the following year.
When the LM has finished with their description of the end of year’s events, and the players are done with their interventions. The Fellowship Phase is over.
The Adventuring Phase begins with the first season of the following year.
When the LM has finished with their description of the end of year’s events, and the players are done with their interventions. The Fellowship Phase is over.
The Adventuring Phase begins with the first season of the following year.
When the LM has finished with their description of the end of year’s events, and the players are done with their interventions. The Fellowship Phase is over.
The Adventuring Phase begins with the first season of the following year.
JOURNEYS - AB P. 152-156, LMB P. 31-39JOURNEYS - AB P. 152-156, LMB P. 31-39JOURNEYS - AB P. 152-156, LMB P. 31-39JOURNEYS - AB P. 152-156, LMB P. 31-39JOURNEYS - AB P. 152-156, LMB P. 31-391. Players Determine their Route1. Players Determine their Route1. Players Determine their Route1. Players Determine their Route1. Players Determine their Route
a. Lore is used to modify (Decrease/Increase) the length of the Journey based on successful or failed rolls (AB p.154)
a. Lore is used to modify (Decrease/Increase) the length of the Journey based on successful or failed rolls (AB p.154)
a. Lore is used to modify (Decrease/Increase) the length of the Journey based on successful or failed rolls (AB p.154)
a. Lore is used to modify (Decrease/Increase) the length of the Journey based on successful or failed rolls (AB p.154)
a. Lore is used to modify (Decrease/Increase) the length of the Journey based on successful or failed rolls (AB p.154)
2. Determine Terrain Difficulty2. Determine Terrain Difficulty2. Determine Terrain Difficulty2. Determine Terrain Difficulty2. Determine Terrain DifficultyMAP KEY DIFF. THE ROAD TRAVELLED IS MOSTLY ...THE ROAD TRAVELLED IS MOSTLY ... MOD.
~ Very Easy Good Road*Good Road* x 0.5
Easy Open Terrain, well-trodden track or path, plains, meadows, on a boat along a navigable riverOpen Terrain, well-trodden track or path, plains, meadows, on a boat along a navigable river x1
Moderate Pathless Wilderness, Hills, Sparse Woods, BogsPathless Wilderness, Hills, Sparse Woods, Bogs x1.5
Hard Marshes, Wastes, Fells, Woods with good tracks**Marshes, Wastes, Fells, Woods with good tracks** x2
Severe Dense woods, very rough ground, any road or path in Mirkwood**Dense woods, very rough ground, any road or path in Mirkwood** x3
Daunting Densest Wood, Desert, Blighted or Ruined Land, Mountain PassesDensest Wood, Desert, Blighted or Ruined Land, Mountain Passes x5
*Traveling on a good road gives a modifier of 0.5, halving the length of trip, regardless of the surrounding terrain*Traveling on a good road gives a modifier of 0.5, halving the length of trip, regardless of the surrounding terrain*Traveling on a good road gives a modifier of 0.5, halving the length of trip, regardless of the surrounding terrain*Traveling on a good road gives a modifier of 0.5, halving the length of trip, regardless of the surrounding terrain*Traveling on a good road gives a modifier of 0.5, halving the length of trip, regardless of the surrounding terrain**Horses may not be ridden in woods or dense woods. Players must dismount and advance on foot leading their horses**Horses may not be ridden in woods or dense woods. Players must dismount and advance on foot leading their horses**Horses may not be ridden in woods or dense woods. Players must dismount and advance on foot leading their horses**Horses may not be ridden in woods or dense woods. Players must dismount and advance on foot leading their horses**Horses may not be ridden in woods or dense woods. Players must dismount and advance on foot leading their horses
3. Days of Travel = (Terrain * Map Hexes) * 10 Miles / Miles per Day3. Days of Travel = (Terrain * Map Hexes) * 10 Miles / Miles per Day3. Days of Travel = (Terrain * Map Hexes) * 10 Miles / Miles per Day3. Days of Travel = (Terrain * Map Hexes) * 10 Miles / Miles per Day3. Days of Travel = (Terrain * Map Hexes) * 10 Miles / Miles per DayCOMPANY TRAVELINGCOMPANY TRAVELINGCOMPANY TRAVELING MILES PER DAYMILES PER DAY
On footOn footOn foot 20 Miles20 MilesRiding horsesRiding horsesRiding horses 40 Miles40 Miles
Using boats on a riverUsing boats on a riverUsing boats on a river 20 Miles downstream5-10 miles upstream
20 Miles downstream5-10 miles upstream
4. # of Fatigue Tests = Days of Travel / Season Modifier4. # of Fatigue Tests = Days of Travel / Season Modifier4. # of Fatigue Tests = Days of Travel / Season Modifier4. # of Fatigue Tests = Days of Travel / Season Modifier4. # of Fatigue Tests = Days of Travel / Season ModifierSEASONSEASONSEASON ONE FATIGUE TEST EVERY ...ONE FATIGUE TEST EVERY ...
WinterWinterWinter 3 Days3 DaysSpringSpringSpring 5 Days5 Days
SummerSummerSummer 6 Days6 DaysAutumnAutumnAutumn 4 Days4 Days
5. Fatigue Test: TRAVEL SKILL vs. TN = Terrain Type5. Fatigue Test: TRAVEL SKILL vs. TN = Terrain Type5. Fatigue Test: TRAVEL SKILL vs. TN = Terrain Type5. Fatigue Test: TRAVEL SKILL vs. TN = Terrain Type5. Fatigue Test: TRAVEL SKILL vs. TN = Terrain TypeTRAVEL ROLETRAVEL ROLETRAVEL ROLE SKILL USED FOR HAZARD TESTSKILL USED FOR HAZARD TEST
GuideGuideGuide TravelTravelScoutScoutScout ExploreExplore
HuntsmanHuntsmanHuntsman HuntingHuntingLook-outLook-outLook-out AwarenessAwareness
ENCOUNTERS - AB P. 163-165, LMB P. 51-53ENCOUNTERS - AB P. 163-165, LMB P. 51-531. Players determine the Goal of the Encounter1. Players determine the Goal of the Encounter2. Introduction (AB p. 164)2. Introduction (AB p. 164) a. Players either introduce themselves individually, or nominate a single Player as the Fellowship’s spokesman a. Players either introduce themselves individually, or nominate a single Player as the Fellowship’s spokesman b. Determine a course of action - Lore or Insight b. Determine a course of action - Lore or Insight c. Useful Skills - Awe, Courtesy, and Riddle c. Useful Skills - Awe, Courtesy, and Riddle3. Interaction (AB p. 165)3. Interaction (AB p. 165) a. Skills used - Insight, Inspire, Persuade, Riddle, or Song a. Skills used - Insight, Inspire, Persuade, Riddle, or Song4. When the Fellowship fails a number of rolls in excess of the Tolerance Rating, the encounter is over. The Players may not propose or attempt any further tasks.
4. When the Fellowship fails a number of rolls in excess of the Tolerance Rating, the encounter is over. The Players may not propose or attempt any further tasks.5. Based on the circumstances, the results of the encounter may be favorable, neutral, or the players may have aggravated the situation
5. Based on the circumstances, the results of the encounter may be favorable, neutral, or the players may have aggravated the situationUSE THE TABLES BELOW TO DETERMINE THE TOLERANCE RATING
FOR AN ENCOUNTERUSE THE TABLES BELOW TO DETERMINE THE TOLERANCE RATING
FOR AN ENCOUNTER
TOLERANCE RATINGTOLERANCE RATINGBasic Rating = Valour or WisdomBasic Rating = Valour or Wisdom
ValourWarriors, Soldiers, Captains, etc.
ValourWarriors, Soldiers, Captains, etc.
WisdomCommon Folk, Merchants, Hobbits, Elves, Wizards, etc.
WisdomCommon Folk, Merchants, Hobbits, Elves, Wizards, etc.
Add Standing ModifierAdd Standing ModifierSubtract Prejudice ModiferSubtract Prejudice Modifer
Add or Subtract Additional ModifiersAdd or Subtract Additional Modifiers
MINIMUM TOLERANCE RATING = 1MINIMUM TOLERANCE RATING = 1STANDING ( + VARIABLE MODIFIER )STANDING ( + VARIABLE MODIFIER )
The Highest standing value among the Fellowship belonging to the same Culture Group as the Encountered Party is added to
the basic Tolerance rating for the encounter
The Highest standing value among the Fellowship belonging to the same Culture Group as the Encountered Party is added to
the basic Tolerance rating for the encounter
PREJUDICE ( -1 MODIFIER )PREJUDICE ( -1 MODIFIER )Beornings are prejudiced against DwarvesBeornings are prejudiced against Dwarves
Dwarves are prejudiced against ElvesDwarves are prejudiced against ElvesElves are prejudiced against DwarvesElves are prejudiced against Dwarves
ADDITIONAL MODIFIERSADDITIONAL MODIFIERS
+3 The Fellowship’s arrival in a place recalls some local legend or song
+2 The Fellowship is already known and appreciated among the people they meet
+1 The Fellowship is carrying a message or is on an errand from someone respected by the people encountered
-1 The Fellowship is coming from an area feared or shunned by the people they meet
-2 The Company insists in carrying their weapons in a hallowed place
-3 The adventurer’s are asking for passage across forbidden territory
FATIGUE FROM JOURNEYSFor each failed Fatigue test, a Hero gains a number of points
equal to the encumbrance of their traveling gear1 Point for Summer Gear / 2 Points for Winter Gear
Heroes traveling using Ponies or Boats half their total Fatigue due to failed Travel Rolls. See AB p.156 for Expense Chart
Regain any increase in Fatigue from Journeys at the rate of 1 Fatigue per night’s rest at a safe location.
This usually occurs at journey's end.
Standingto
Attain
Treasure Points
1 42 83 124 165 206 24