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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
Shadow Hope
BODY
Awe Athletics Awareness Explore Song Craft
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
Degree of Success
Success plus j plus jj+ The action was successful Great Success Extraordinary Success
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
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
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.
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
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
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
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
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
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
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
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
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
DEFENDER IS ...
Moderately Hindered
TN
-2 -4
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
DISTANCE IN FEET
FALLING
END. LOSS
WEAPON TYPE
Axe Bow Mattock Swords Spears
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
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
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.
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
V AMPIRES
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
Shadow Weakness
Curse of Weakness Dragon-Sickness Lure of Power Lure of Secrets Wandering-Madness
COMMON Indicates the common weapons usually employed by the creature WEAPONS
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
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
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
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
Treasure Points 4 8 12 16 20 24