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BASIC ACTION RESOLUTION

Player states intent Choose Ability for Action Player 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 bonus Test Results in a Failure, or varying Degrees of Success

HERO CONDITIONS AND STATES OF HEALTH


WEARY EXHAUSTED MISERABLE
result of 1, Fatigue Endurance All Success dice that give azero instead2, or 3 are considered to be When a Heros Endurance drops to Zero, he is exhausted and falls unconscious. This results in a WEARY condition.

Shadow Hope

In Danger of Suffering from a BOUT OF MADNESS

BODY
Awe Athletics Awareness Explore Song Craft

MASTER SKILL LIST HEART WITS SKILL GROUP


Inspire Travel Insight Healing Courtesy Battle Persuade Stealth Search Hunting Riddle Lore PERSONALITY MOVEMENT PERCEPTION SURVIVAL CUSTOM VOCATION

SPENT WOUNDED UNCONSCIOUS

When 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 When a Hero fails a Protection Test, he is WOUNDED. If the Hero receives a second WOUND, the Hero immediately becomes unconscious. As soon as a Hero regains 1 or more Endurance points, he wakes up.

TN
10 12 14 16 18 20

DIFFICULTY (skill rank )


Very Easy Easy Moderate Hard Severe Daunting

Degree of Success
Success plus j plus jj+ The action was successful Great Success Extraordinary Success

TN DIFFICULTY LMB P. 19 DEFAULT TN 14


ABILITY Explore Athletics Craft Explore or Hunting Search Riddle Hunting Stealth Lore Stealth Insight or Persuade
Awe or Courtesy Craft Inspire Athletics Riddle Craft Athletics

TYPICAL TASKS AB P. 149


TASK Choose location to set up camp Climbing Cook meal Find food in the Wild Find traps Find solution to an enigma Follow tracks Hiding Interpret writing Move quietly Negotiate a deal Obtain an audience with an important person Open lock Public speech Riding Speak with a live Dragon Start a fire Swimming

Prolonged 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

PROLONGED ACTIONS - LMB P. 22

When a WOUNDED Hero is reduced to zero Endurance, he passes out and is DYING considered to be DYING. A Hero who is already WOUNDED, is killed instantly when he receives KILLING BLOW another WOUND AND reduced to zero Endurance points at the same time. An unconscious, or defenseless, Hero is killed immediately if an enemy COUP DE GRCE has an opportunity, means (weapons or other lethal attack), and time to perform a Coup de Grce (one combat turn) 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 POISONED fall unconscious if he is Poisoned. A Poisoned condition remains until it is treated, or it wears off.

HEROS CONDITION

RECOVERY AT THE CONCLUSION OF COMBAT AFTER A BRIEF REST (>30 MIN)

EXAMPLE PROLONGED ACTIONS


ACTION
Breaking down a door Convincing an unwilling individual to help Researching Obscure Lore Finding the way again when lost in the wild Swimming across a wide river Scouting a wide area

TN
-1 -2 -3

Additional Rolls
3 Successful Rolls 4-5 Successful Rolls 6 or more Successful Rolls

NOT WOUNDED Recover Endurance equal to Heros Heart Score UNCONSCIOUS BUT As Not Wounded, and wakes up at the end of the rest NOT WOUNDED Heros will recover Endurance at the normal rate for Resting

ROLLS
3 5 4 4 5 4 to 6

SUGGESTED SKILLS
Athletics Persuade, Awe, Courtesy Lore, Riddle, Song Explore, Hunting Athletics Explore

COOPERATION
Max 3 Heroes Allowed Allowed Allowed Not Allowed Allowed

TREATING WOUNDS
Wounded Heros may attempt to speed recovery by treating Wounds. Healing Roll vs. TN 14 Success - WOUND is considered Treated, Underline WOUNDED 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.

RESTING
Heroes recover an amount of Endurance after each prolonged rest, usually a nights sleep. The amount they recover depends upon their current Condition. WOUNDED and Injuries Untreated 1 Endurance Point WOUNDED and Injuries Treated 2 Endurance Points 2 Endurance Points, PLUS a number of points UNINJURED equal to the Heros Heart Score.

TESTS - LMB P. 28, 29

FAILURE
May not Invoke ATT Bonuses as long as source of Fear is present Gain Shadow for Anguish and Blighted Places (See Corruption Charts) Confused and at Risk for Being Lost

OPTIONAL RULE - EPIC FEATS - LMB p. 20


THREE MAIN USES TRIGGER AN AUTOMATIC ACTION

FATIGUE FEAR CORRUPTION ORIENTATION PERCEPTION PROTECTION


FEAT Die + Valour FEAT Die + Wisdom

Travel - See Journeys May spend Hope to add Heart May spend Hope to add Heart

HEAL WOUNDS
When a WOUNDED Heros 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

TRAITS

FATIGUE
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 nights rest at a Safe location. Prolonged rests in the Wild are not considered safe. This will usually occur at Journey's end. RANGED WEAPON Thrown Spear Bow Great Bow SHORT RANGE 5 + Body 10 + Body 20 + Body MEDIUM RANGE 10 + Body 20 + Body 30 + Body LONG RANGE 20 + Body 30 + Body 40 + Body

Use of the Trait results in an automatic success if the Trait is deemed relevant by the LM Use of the Trait allows a Hero to intervene in a situation that is normally out of the Heros control with agreement from the LM

PROPOSE AN UNFORESEEN ACTION

Explore Skill

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 AB= Adventurers Book LMB = Loremasters Book

GAIN AN ADVANCEMENT POINT

Awareness (for surroundings) or Insight (for unusual behavior) Armor + Helmet vs. Injury of Weapon May spend Hope to add Base Body Results in Wound Mark Wounded on Hero Sheet

COMBAT- LMB P. 41, AB P. 156


DETERMINE INITIATIVE - LMB P. 41
COMPANY IS . . .
Defending Attacking

COMBAT COMBAT INITIATIVE STANCE TN ORDER


Forward Open Defensive Rearward

SPECIAL MANEUVER
Intimidate Foe Rally Comrades Protect Companion Prepare Shot Escape Combat

WEAPONS
WEAPON DAGGER SHORT SWORD SWORD LONG SWORD SPEAR GREAT SPEAR AXE GREAT AXE LONG-HAFTED AXE MATTOCK BOW GREAT BOW BRAWLING THROWING DAMAGE 3 5 5 5 (1h) 7 (2h) 5 (1h) 7 (2h) 9 EDGE

OF THE
INJURY 12 14 16 16 (1h) 18 (2h) 14

FREE PEOPLES
GROUP ~ Swords Swords Swords Spears CALLED SHOT Disarm Disarm Disarm Piercing 1 or 2 handed Can be Thrown NOTES

HOLDS INITIATIVE

Company Enemy Opposed BATTLE Roll Uncertain Only Highest Rating rolls RESOLVE OPENING VOLLEYS TN 12 + PARRY + SHIELD (DOUBLE SHIELD IF AWARE)

6 9 12 12
All Stances

1 2 3 4

g
10 10 10 9 9

INTIMIDATE FOE
Forego 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 Failure Lose 1 Hope Success Enemy loses 1 Hate Point Enemy loses 2 Hate Points j jj+ Enemy loses 3 Hate Points Loremaster assigns Hate point loss

COMBAT ADVANTAGE - LMB P.41-42


ROLL BATTLE
Ambushed Enemy Defending Attacking Success j jj+ TN 12 TN 14 TN 18 1 Bonus Dice 2 Bonus DIce 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

RALLY COMRADES
Failure Success j jj+ Forego attack this turn Inspire or Song roll vs. TN 14 Lose 1 Hope ALL members of the company gain 1 Endurance ALL members of the company gain 2 Endurance ALL members gain 3 Endurance, or a number of points equal to the Rallying Heros Heart score, whichever is higher

16 (1h) 2 handed Spears Piercing 18 (2h) Cannot be Thrown 5 18 Axes Break Shield g 9 20 Axes Break Shield 2 Handed g 5 (1h) 18 (1h) Axes Break Shield 1 or 2 handed g 7 (2h) 20 (2h) 18 (1h) 8 10 ~ Break Shield 2 Handed 20 (2h) 5 10 14 Bows Piercing Ranged Weapon 7 10 16 Bows Piercing Uses Dagger Skill; Inflicts 1 Endurance. Additional harm = Damage Rating for great or extraordinary success. Cannot inflict a piercing blow Uses Dagger Skill; Inflicts 1 Endurance. Additional harm = Ranged Damage Rating for great or extraordinary success. Cannot inflict a piercing blow

SURPRISE - LMB P. 42-43


SEE BEING AMBUSHED CHART

ROLL AWARENESS

Fail Success j jj+ Company is ... 1/2 Surprised > 1/2 Surprised

Surprised may not roll for Combat Advantage Cannot make Opening Volley Attack Roll for Combat Advantage Warn 1 other companion Companion is considered to have succeeded in Surprise roll as Great Success but 2 companions warned Initiative Combat Advantage Company Defending TN 14 Enemy Attacking TN 18

PROTECT COMPANION
Upon entering Defensive Stance, Announce defended companion for this turn When defended companion is attacked, Spend 1 Hope to become target of Attack Attack is resolved normally as if attack was originally aimed at defending Hero

Completely unaware of attack, No Roll sleeping, etc. Required Marching without scouts, encamped 12 without set watches Moderately alert, at least one on Lookout, as when advancing in enemy territory, but 14 not expecting an immediate attack Alert, with set watches, or advancing in an 16 area unfit for ambush Extremely alert, creatures with heightened 18 senses

THE ENEMY IS . . .

AMBUSHING

TN

THE COMPANIONS ARE . . .

BEING AMBUSHED

TN
12 14 16 18

Alert, Wary of Ambush, Everyone on lookout, or advancing in an area unfit for ambush Moderately alert, at least one on Lookout, as when advancing in enemy territory, but not expecting an immediate attack Marching without Lookouts, or no watches set at night Concentrating on another task and unaware of surroundings

AMBUSH - LMB P. 43
ROLL BATTLE, HUNTING, OR STEALTH
SEE AMBUSHING CHART

PREPARE SHOT
Forego attack this round to prepare shot Next Round, if ranged attack is successful; attack is an automatic called shot

ATTACKER IS ...
Moderately Hindered

TN
+2 +4

Fail Success j jj+

Ambush Fails ALL COMPANIONS MUST SUCCEED May help 1 other companion succeed May help 2 other companions succeed

ESCAPE COMBAT
AT THE END OF THE COMBAT ROUND

Severely Hindered

Rearward Stance previous round

DEFENDER IS ...
Moderately Hindered

TN
-2 -4

Flee Combat at beginning of round

AMBUSH SUCCESSFUL Company automatically Holds the Initiative Surprised Enemies may not make Opening Volleys AMBUSH FAILED Enemies spot attack; Resolve Opening Combat normally

Athletics vs. TN 10 + Highest attribute Close Combat level of opponents facing Hero Success Flee Combat Great or Extraordinary Success needed for multiple opponents Failure May not attack next turn

Severely Hindered

RANGED ATTACKS Standing on difficult terrain, unfavorable Target at medium range, Target under weather, cramped quarters good cover (Trees in a thin wood) Almost Blind from Heavy Snow, Knee-deep Target at long range, target is very in mud, or swift-running water, or in small (Bird, etc.) protected by darkness Darkness or in ample cover EXAMPLES RANGED ATTACKS against a wall, in a corner, forced to fight in Target is larger than human size cramped quarters (a Troll) Blinded by the sun, attacked while Target is huge attempting to flee, immobilized in snow or (a Giant, or Dragon) mud

EXAMPLES

COMPLICATIONS

CLOSE QUARTERS - LMB P. 44


Choose Combat Stance See Stance Chart More Enemies than Heroes 1 Companion 3 Man sized or 2 Large More Heroes than Enemies Max 3 Companions 1 Man sized Max 5 Companions 1 Large Sized (Troll)

DISTANCE IN FEET

FALLING
END. LOSS

WEAPON TYPE
Axe Bow Mattock Swords Spears

SUCCESSFUL CALLED SHOT


Targets Shield is smashed Attack is a Piercing Blow Targets Shield is smashed Target drops its weapon Attack is a Piercing Blow

3 2 ~ 6 4 10 9 6 11 12 8 12 + 3 feet +2 End. +1 TN Falling a great distance, or reduced to zero endurance and wounded: Killed instantly

PROTECTION TEST

OTHER FORMS OF INJURY FIRE


SOURCE
Torch Flame Camp-Fire Brazier of Charcoal Funeral Pyre Dragon Fire

END. LOSS PER ROUND


3 5 8 12 20

PROTECTION TEST TN
12 14 16 18 20

If a Hero is underwater or is unable to breathe for long periods, suffer 5 Endurance Damage every round due to suffocation

DROWNING

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. CORRUPTION - LMB P. 57
SOURCES OF CORRUPTION ANGUISH EXAMPLE SHADOW GAIN

THE WEAPONS OF THE ENEMY


ADVERSARIES - LMB P. 70-85
NAME
GREAT ORC SNAGA TRACKER BLACK URUK MESSENGER OF LUGBRZ ORC CHIEFTAIN GOBLIN ARCHER ORC GUARD ORC SOLDIER ATTERCOP GREAT SPIDER

WEAPON TYPE
BENT SWORD BOW OF HORN BROAD-BLADED SWORD BROAD-HEADED SPEAR JAGGED KNIFE HEAVY SCIMITAR (2H) ORC AXE SPEAR

DAMAGE
4 4 4 5

EDGE INJURY
10 10 10 10 12 12 14 14

CALLED SHOT
Disarm Poison* Poison* Piercing ~ Break Shield Break Shield Piercing

O RC WEAPONS

END.
43

SPECIAL ABILITIES
Hideous Strength, Great Size, Commanding Voice, Horrible Strength

MORDOR ORCS
8 20 18 Hate Sunlight, Snake-like Speed Horrible Strength Hate Sunlight, Snake-like Speed, Commanding Voice Hate Sunlight, Horrible Strength, Snake-like Speed, Commanding Voice Hate Sunlight, Denizen of the Dark, Craven Hate Sunlight, Hideous Toughness Hate Sunlight, Craven

Natural but unexpected tragic event, or very grievous occurrence Gruesome killing, dreadful experience, Orc-work (senseless destruction), display of the power of the Enemy Harrowing experience, physical and spiritual torment, Sorcery Experience directly the power of the Enemy

The hero gains 1 Shadow if Serious or mortal accident, death in he fails the Corruption test the family, natural catastrophe AND rolls a Awakening in a haunted tomb, discover a traitor among friends, discovering villagers savagely 1 Shadow mutilated, seeing the mustering of a Shadow army Slavery, torture, the Black Breath, haunted by a Wight, seeing the Eye Interrogated by the Eye Captured by the Nazgl 2 Shadow Gain 1 Shadow regardless of the outcome of the Corruption test. Then, gain 2 additional points if the test is failed.

ORCS OF THE MISTY MOUNTAINS


20 8 16 12 12 36 ENSNARE*

3 14 7 10 14 5 16 4 9 12 *Orc-poison: see LMB p. 71

S PIDER WEAPONS
~ ~ ~ ~ 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

SPIDERS OF MIRKWOOD
Great Leap, Seize Victim Denizen of the Dark, Seize Victim, Strike Fear (TN 16) Dreadful Spells*

T ROLL WEAPONS
BITE CLUB CRUSH HEAVY HAMMER BITE REND BITE RAKE 5 6 ATT. Level 8 ATT. Level ATT. Level ATT. Level ATT. Level 10 14 14 12 16 14 14 16 14 ~ ~ ~ Break Shield Piercing ~ Piercing ~

TROLLS
CAVE TROLL 76 84 90 96 72 12 16 68 20 HILL TROLL HILL TROLL CHIEF MOUNTAIN TROLL STONE TROLL WILD WOLVES WOLF LEADER THE WEREWOLF OF MIRKWOOD HOUND OF SAURON GREAT BAT SECRET SHADOW Great Size, Hideous Toughness, Savage Assault, Thick Hide Great Size, Hideous Toughness, Strike Fear Great Size, Hideous Toughness, Horrible Strength, No Quarter Great Size, Hideous Toughness, Horrible Strength, Thing of Terror Great Size, Horrible Strength, Hatred (Dwarves)

Only when required by the current Free Lands, Border Lands adventure Wild Lands Once every week Shadow Lands Once a day Dark Lands Twice a day MISDEEDS ANY HERO THAT INTENTIONALLY PERFORMS A MISDEED, AND HAS BEEN WARNED BY THE LOREMASTER GAINS THE LISTED SHADOW POINTS AUTOMATICALLY ACTION SHADOW GAIN Accidental Misdeed ~ Violent Threats 1 Lying purposefully, subtly manipulate the will of 1 others Cowardice, Theft and Plunder 2 Unprovoked aggression, abusing own authority to 3 influence or dominate Breaking an Oath, Treachery 4 Torment and Torture, Murder 5

REGION

BLIGHTED LANDS

FREQUENCY

WOLVES OF THE WILD


10

V AMPIRES

WOLVES OF THE WILD


Fear of Fire, Seize Victim, Great Leap Fear of Fire, Savage Assault, Strike Fear Thing of Terror (TN 16), Savage Assault, Denizen of the Dark, Great Leap, Great Size Strike Fear, Hideous Toughness, Savage Assault

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

VAMPIRES
10 35 Hate Sunlight, Denizen of the Dark, Seize Victim, Fell Speed, Bewilder Hate Sunlight, Denizen of the Dark, Snake-like Speed, Fell Speed, Savage Assault, Bewilder

HATE POINTS
Hate Points are used to measure the resolve and to power the special abilities of a creature. You may spend a creatures last Hate Point to power a special ability if you wish. When a Creatures begins a round without Hate Points, that creature is considered WEARY

BOUTS OF MADNESS - LMB p.59


When a Hero is MISERABLE and rolls a on his Feat Die, that Hero suffers a BOUT OF MADNESS TAKE CONTROL of the Players Hero for the duration of the Madness The duration of the Madness lasts until the Hero performs an action that the Hero will regret You may wait until an appropriate moment for the Bout of Madness to occur Cancel all Shadow Points on the Hero The Hero gains 1 PERMANENT Shadow Point

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 forever Men, Dwarves and Hobbits go mad Heroes may voluntarily retire from adventuring before they succumb to the shadow

ATTRIBUTES OF THE ENEMY - LMB P.64-65


ATTRIBUTE Added as a bonus every time a creatures attempts a roll using a characteristic indicated as LEVEL favoured, and as damage bonus when the creature rolls a great or extraordinary success ENDURANCE HATE PARRY ARMOR SKILLS WEAPON SKILLS A 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. Used to power a creatures special abilities. SEE LMB p. 66-68 Parry Rating is used to calculate the TN to hit the creature in combat Works the same as a heros. If the rating is underlined, Add the creatures attribute level to all protection rolls Roll a number of success dice equal to the rating. If the skill is favoured, add the creatures attribute level to the roll. Corresponds to the weapon being wielded by the creature and indicated in the creatures weapon table

Shadow Weakness
Curse of Weakness Dragon-Sickness Lure of Power Lure of Secrets Wandering-Madness

DEGENERATION - LMB P.60


Spiteful Grasping Resentful Haughty Idle

Brutal Mistrustful Arrogant Scornful Forgetful

Cruel Deceitful Overconfident Scheming Uncaring

Murderous Thieving Tyrannical Treacherous Cowardly

COMMON Indicates the common weapons usually employed by the creature WEAPONS

ENCOUNTERS - AB P. 163-165, LMB P. 51-53


1. Players determine the Goal of the Encounter 2. Introduction (AB p. 164) a. Players either introduce themselves individually, or nominate a single Player as the Fellowships spokesman b. Determine a course of action - Lore or Insight c. Useful Skills - Awe, Courtesy, and Riddle 3. Interaction (AB p. 165) a. Skills used - Insight, Inspire, Persuade, Riddle, or Song 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 USE THE TABLES BELOW TO DETERMINE THE TOLERANCE RATING FOR AN ENCOUNTER

1. 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) 2. Determine Terrain Difficulty MAP DIFF. THE ROAD TRAVELLED IS MOSTLY ... MOD. KEY ~ Very Easy Good Road* x 0.5 Open Terrain, well-trodden track or path, plains, Easy x1 meadows, on a boat along a navigable river Moderate Pathless Wilderness, Hills, Sparse Woods, Bogs x1.5 Marshes, Wastes, Fells, Woods with good Hard x2 tracks** Dense woods, very rough ground, any road or Severe x3 path in Mirkwood** Densest Wood, Desert, Blighted or Ruined Land, Daunting x5 Mountain Passes *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 3. Days of Travel = (Terrain * Map Hexes) * 10 Miles / Miles per Day COMPANY TRAVELING MILES PER DAY On foot 20 Miles Riding horses 40 Miles 20 Miles downstream Using boats on a river 5-10 miles upstream 4. # of Fatigue Tests = Days of Travel / Season Modifier SEASON ONE FATIGUE TEST EVERY ... Winter 3 Days Spring 5 Days Summer 6 Days Autumn 4 Days 5. Fatigue Test: TRAVEL SKILL vs. TN = Terrain Type TRAVEL ROLE SKILL USED FOR HAZARD TEST Guide Travel Scout Explore Huntsman Hunting Look-out Awareness

JOURNEYS - AB P. 152-156, LMB P. 31-39

THE FELLOWSHIP PHASE - AB P. 168 - 173


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.

DESTINATION
Players should choose a destination that is relatively close to their current location THE COMPANY MAY RETIRE TO A SANCTUARY Heroes may gain new sanctuaries during the Fellowship Phase. See Undertakings THE COMPANY MAY TEMPORARILY DISBAND When 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 UPKEEP When a Hero spends a year away from home (marked by Years End), He must reduce his standing by 1, unless he spends a number of Treasure Points equal to his standing.

TOLERANCE RATING
Basic Rating = Valour or Wisdom Valour Warriors, Soldiers, Captains, etc. Wisdom Common Folk, Merchants, Hobbits, Elves, Wizards, etc. Add Standing Modifier Subtract Prejudice Modifer Add or Subtract Additional Modifiers

HEROIC DEVELOPMENT
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)

UNDERTAKINGS
MEET PATRON GAIN NEW DISTINCTIVE FEATURE HEAL CORRUPTION A hero gains the friendship and counsel of a person of significance. 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 attempt to lower their current Shadow Rating. CRAFT or SONG roll vs. TN 14 Success Reduce Shadow score by 2 points plus j Reduce Shadow score by 4 points

MINIMUM TOLERANCE RATING = 1 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

PREJUDICE ( -1 MODIFIER )
Beornings are prejudiced against Dwarves Dwarves are prejudiced against Elves Elves are prejudiced against Dwarves

plus jj+ Reduce Shadow score by 6 points 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 time at Home may choose to raise their standard of living in order to cover out-of-pocket expenses and RAISE STANDARD OF more expensive gear. They may spend as much as they wish to LIVING maintain their Higher Standard of Living for longer periods of time. Failure to pay the upkeep will revert them to their original rating. Prosperous 1 Treasure Point for 1 Month Rich 2 Treasure Points for 1 Month RAISE STANDING May Raise their current standing. See Standing Chart OPEN NEW The Company may choose to gain a new location as a Sanctuary. 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 Years end phase and proceed to the next Adventure phase

ADDITIONAL MODIFIERS
+3 +2 +1 -1 -2 -3 The Fellowships arrival in a place recalls some local legend or song The Fellowship is already known and appreciated among the people they meet The Fellowship is carrying a message or is on an errand from someone respected by the people encountered The Fellowship is coming from an area feared or shunned by the people they meet The Company insists in carrying their weapons in a hallowed place The adventurers are asking for passage across forbidden territory

HAZARD SELECTION & SAMPLE EPISODES LMB P. 35

g
1-3 4-5 6-7 8-9 10

Players Choice Guide - Lost Direction, Uncomfortable Lodgings Scout - No Way Forward, Out of the Frying-Pan into the Fire Huntsman - From Hunter to Prey, Scanty Provisions Look-out - Cruel Weather, Monsters Roused All Companions - Worn with Sorrow and Toil The Loremaster chooses one role not currently covered (if available) New Rank Cost 4 8 12 16 20 24 Standing to Attain 1 2 3 4 5 6

YEARS END - AB P. 174


LM describes events that occur in Middle Earth.

FATIGUE FROM JOURNEYS


For each failed Fatigue test, a Hero gains a number of points equal to the encumbrance of their traveling gear 1 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 nights rest at a safe location. This usually occurs at journey's end.

Valour or Weapon New Wisdom Skill Rank Rank Level Cost ~ 2 2 4 3 6 4 10 5 16 6 25

Common Skill Level

Treasure Points 4 8 12 16 20 24

PLAYER- HERO INTERVENTION


If a player wishes to interject into the LMs description of events, their hero must be present at the location where the event occurs. The Heros Standing should be appropriate for the event taking place. The LM should deem whether an appropriate Skill Roll should be used for the event

BEGINNING OF NEXT ADVENTURING PHASE


When the LM has finished with their description of the end of years 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.

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