introduction - gawd 'elp us games · web viewthe evil of sauron reborn had not yet come to...

62
Contents 1.0 Introduction................................................. 2 1.1 The Rules...................................................2 2.0 Character Creation...........................................4 2.1 Attributes..................................................4 2.2 Abilities...................................................5 2.3 Increasing Physical Attributes..............................7 2.4 Increasing Other Attributes.................................7 2.5 Character Races.............................................8 2.6 Backgrounds................................................10 2.7 Keeping Records............................................15 3.0 Mechanics and Melee.........................................16 3.1 Time.......................................................16 3.2 Movement...................................................16 3.3 Encumbrance - ENC..........................................17 3.4 The Melee Round............................................17 3.5 Strike Rank................................................19 3.6 Hit Locations and Wounds...................................21 4.0 Other Skills................................................ 23 4.1 Skill Use..................................................23 4.2 Skill lists................................................23 4.3 Learning new skills........................................25 4.4 Improving skills...........................................25 4.5 Opposed Rolls..............................................25 5.0 Hero Magic and Spellcasting.................................26 5.1 Hero Magic.................................................26 5.2 Spell Casting..............................................28 5.2 Gaining new Hero Magics or Spells..........................30 6.0 Equipment................................................... 31 Appendix 1 – Magic Items........................................36 Appendix 2 – Glossary...........................................39 Appendix 3 – The Enemy..........................................40 Appendix 4 – The Campaign Area..................................41 Appendix 5 – Important Personalities of the late Third Age......42 Appendix 6 – The History of the late Third Age..................43 © A Box of Frogs Productions Page 1 of 62 1 st Edition March 2004

Upload: doankhuong

Post on 29-Apr-2018

214 views

Category:

Documents


0 download

TRANSCRIPT

Contents1.0 Introduction...................................................................................................2

1.1 The Rules....................................................................................................22.0 Character Creation........................................................................................4

2.1 Attributes...................................................................................................42.2 Abilities.......................................................................................................52.3 Increasing Physical Attributes....................................................................72.4 Increasing Other Attributes........................................................................72.5 Character Races.........................................................................................82.6 Backgrounds.............................................................................................102.7 Keeping Records.......................................................................................15

3.0 Mechanics and Melee..................................................................................163.1 Time.........................................................................................................163.2 Movement................................................................................................163.3 Encumbrance - ENC..................................................................................173.4 The Melee Round......................................................................................173.5 Strike Rank...............................................................................................193.6 Hit Locations and Wounds........................................................................21

4.0 Other Skills..................................................................................................234.1 Skill Use....................................................................................................234.2 Skill lists...................................................................................................234.3 Learning new skills...................................................................................254.4 Improving skills........................................................................................254.5 Opposed Rolls...........................................................................................25

5.0 Hero Magic and Spellcasting.......................................................................265.1 Hero Magic...............................................................................................265.2 Spell Casting.............................................................................................285.2 Gaining new Hero Magics or Spells..........................................................30

6.0 Equipment...................................................................................................31Appendix 1 – Magic Items..................................................................................36Appendix 2 – Glossary.......................................................................................39Appendix 3 – The Enemy...................................................................................40Appendix 4 – The Campaign Area......................................................................41Appendix 5 – Important Personalities of the late Third Age...............................42Appendix 6 – The History of the late Third Age.................................................43

© A Box of Frogs Productions Page 1 of 47 1st Edition March 2004

1.0 IntroductionThese are a set of roleplaying rules that seek to reproduce the magic and heroism of Tolkien’s Middle Earth in the Third Age. At the end of this age was the War of the Ring, who’s heroes and exploits are well-documented in Tolkien’s epic history - The Lord of the Rings.

This game, however, is set before the end of the Third Age, when things were far less black and white. The evil of Sauron reborn had not yet come to full fruit and the world of men and elves was disunited and tottering upon the very brink of eternal darkness. In that time many heroes died unsung in the fight to reveal Sauron’s byzantine plans, and the One Ring lay still in the hands of Gollum, deep in the Misty Mountains.

The players take on the roles of minor heroes on the side of the Light, struggling to defend the free peoples from an, as yet, nameless evil. They will interact with many of the people who later come to prominence at the end of the age, such as Gandalf, Radagast, Elrond, Thorin Oakenshield, Gwaihir, and a host of others. They will also find themselves in opposition to devious Goblin Kings, savage Trolls, ferocious Warg pack leaders, sinister Wights, the Nine and a horde of their minions. They may even hazard facing the Necromancer at Dol Guldur once they are of sufficient power.

As you can see the emphasis in this RPG is upon heroic quests, not dungeon-bashing for fun & profit. Money is almost incidental, though occasionally useful. As the characters progress they will be given aid and equipment in proportion to their reputation as heroes, from their patrons.

Note: The male pronoun has been used throughout the text to remove the ugliness of s/he, his/her etc. Nothing else is implied in this usage.

It is intended that female characters shall be as prevalent and important as male ones. After all they have so many great archetypes to emulate such as Eowyn, Arwen, Luthien, Melian and Galadriel. The latter two in particular were some of the most powerful people to walk Middle Earth and were rightly feared by Sauron. Also in Tolkien’s mythology the number of male and female Valar are balanced both in number and power.

1.1 The RulesThese are based partly upon Chaosium’s Runequest 2. Although this gives some of the underlying mechanics of the game, I think that you will find that many of the anomalies of those rules have been addressed without adding to their complexity, and that the feel of Tolkien’s work permeates every corner. The KISS principle (Keep It Simple Stupid) has been exercised throughout in these rules.

1.1.1 SkillsIn particular the range and depth of skills has been increased in line with other modern RPG’s. In its time Runequest was quite revolutionary in its range of skills but this has now been surpassed by others. The training system has also had some work done to it to make it much simpler to use.

1.1.2 MagicThe concept of personal magic has been overhauled. Instead of Battle Magic the characters may learn to harness their destiny and weave the strands of fate around them to a variety of effects. These effects are always of short duration but may give a character the edge he needs to survive. This is called Hero Magic.

Some characters may spend years in study and become able to use real magical spells. Characters may be gifted one-use versions of certain spells as rewards from Istari or the Gods.

1.1.3 Magic ItemsMagic items are more varied than in RuneQuest 2, but generally of lower power. Powerful magic items are the focus of great quests. After all only one ring of invisibility exists and I doubt any character would really want it….?

© A Box of Frogs Productions Page 2 of 47 1st Edition March 2004

1.1.4 Criticals and FumblesThe infamous Fumble tables are gone and are replaced with a simple mechanic. If you roll a fumble you open yourself to an immediate counter-attack by the opponent you were attacking (if he is armed and able). You parry and defend this counter-attack as normal.

1.1.5 Percentage Based Die RollsThe %-based skill system has been streamlined and now uses a D20. As most skills were rated in 5% increments this was a straight matter of dividing all the original rules by 5.

1.1.6 Cults and ReligionsThe religious cult systems of Glorantha have been replaced with more general reverence of the fourteen Valar of Middle Earth, and of Illutavar himself. These tend to interfere a lot less than those of Glorantha and thus there are fewer temples and active religions.

1.1.7 EquipmentThe equipment listings in Runequest 2 were an afterthought. In Third Age these have been brought up to date and include all the equipment that would have been common in the era.

© A Box of Frogs Productions Page 3 of 47 1st Edition March 2004

2.0 Character Creation

2.1 AttributesThere are seven main attributes that define a player character in Third Age:

Strength

STR A character’s strength affects the damage he does, the kind of armour he wears and what weapons he can wield. It can be increased by training up to the rating for the character’s CON or SIZ. If STR is the highest of the three then it can only be increased by magic.

Constitution

CON This is a measure of the health of a character. It is the attribute that determines how much damage the character can take before dying. It is what attacks by poison or sickness must be matched against.It can be increased by training up to the rating for the character’s STR or SIZ. If CON is the highest of the three then it can only be increased by magic.

Size SIZ This indicates the mass of the character. It affect both his ability to do and take damage. Large characters can take more damage, but find it more difficult to hide (and the reverse is true for small character). SIZ cannot be naturally altered.

Intelligence

INT This is a measure of the character’s ability to deal with abstractions and memorization. This includes the theory behind skills such as fighting, thieving, crafting and magic.INT is a modifier of a character’s ability to advance in skills through experience.This attribute never changes except through divine intervention or magic.

Power POW This represents a character’s ability to work Hero Magic or cast spells.It is also a measure of his soul. A high POW shows the favour of the Gods allowing a character to hit easier and otherwise excel, for he is in tune with the universe.Of course a high POW detracts from a character’s ability to skulk around in the shadows and remain unobtrusive, for the aura of a high POW draws attention.POW can vary over time. Hero Magic and Spell use depletes it and rest restores it. Successful spell casting can cause a character’s POW to increase.

Dexterity

DEX This is a measure of how fast and accurately a character may perform differing functions such as fighting and magic.DEX can be raised through training up to the species maximum for the character.

Charisma

CHA This is a measure of leadership. It is the ability to say “follow me” and find oneself leading a charge. It should not be mistaken for beauty.CHA is useful for obtaining goods and services (such as training) cheaply.It can be increased or decreased in relation to a character’s success and reputation.

For an ordinary human the initial level of each of these attributes is determined by rolling three, six-sided dice (3D6) and totalling the score. Other races may have enhanced or reduced rolls to reflect their capabilities. The maximum that an attribute can be raised is their species maximum (18 for a human) plus three. No attribute can voluntarily be reduced below three.

© A Box of Frogs Productions Page 4 of 47 1st Edition March 2004

In practice it is permissible for a character to roll seven sets of 3D6 and place them how he wishes. Any character that ends up with all its rolls 11 or below should be abandoned, after all this is game of heroes, not peasants.

As many characteristics can be improved through training or magic it is not recommended that players be allowed to use the “roll 4D6, choose the best 3 dice” method.

2.2 AbilitiesEach character has abilities that he can improve with training. His attributes determine his basic aptitude in each area of ability. Below are tables that show how the attributes contribute or detract from the basic ability a character has in these various areas. As a character progresses, and his attributes change, related abilities will also change.

2.2.1 AttackThis is the ability to strike an opponent in close or ranged combat. It should not be regarded as one strike but a series of blows, feints and shifts intended to make an opponent vulnerable.

Attribute

Attribute Score01-04

05-08

09-12

13-16

17-20

Each +4

STR -1 +1 +1INT -2 -1 +1 +2 +1POW -1 +1 +1DEX -2 -1 +1 +2 +1

2.2.2 ParryThis is a series of movements designed to interpose a shield or weapon in the way of an attack on a character in close combat. The effectiveness of this is very dependant on a character’s reflexes and so the table differs from that for attack.

A parry is only effective against close combat and thrown weapons. Arrows, quarrels and sling bullets just move too fast.

Attribute

Attribute Score01-04

05-08

09-12

13-16

17-20

Each +4

STR -1 +1 +1SIZ +1 -1 -1POW -1 +1 +1DEX -2 -1 +1 +2 +1

2.2.3 DefenceThis is the art of getting oneself out of the way of harm, the ability to be where the blow is not. All defence is learned through experience, it cannot be trained.

A character that is being attacked may use some or all of his defence modifier against an opponent’s attack. The defence modifier is deducted from his attack roll. Defence may be used against any close or ranged attack. It may be split between multiple attacks, but the amount used in one round may not exceed the total modifier.

Attribute

Attribute Score01-04

05-08

09-12

13-16

17-20

Each +4

SIZ +1 -1 -1INT -2 -1 +1 +2 +1POW -1 +1 +1DEX -2 -1 +1 +2 +1

© A Box of Frogs Productions Page 5 of 47 1st Edition March 2004

2.2.4 Hit PointsThese are a measure of how much damage a character may take before dying. It is equal to a character’s CON attribute modified by SIZ and POW as shown below.

Attribute

Attribute Score01-04

05-08

09-12

13-16

17-20

Each +4

SIZ -2 -1 +1 +2 +1POW -1 +1 +1

2.2.5 PerceptionIt is the ability to note anomalies and follow-through on hunches.

Attribute

Attribute Score01-04

05-08

09-12

13-16

17-20

Each +4

INT -2 -1 +1 +2 +1POW -1 +1 +1

Related Skills: Listen, Spot Hidden Item, Spot Trap, Tracking.

2.2.6 StealthThis is the ability to do things surreptitiously.

Attribute

Attribute Score01-04

05-08

09-12

13-16

17-20

Each +4

SIZ +2 +1 -1 -2 -1INT -2 -1 +1 +2 +1POW +1 -1 -1DEX -2 -1 +1 +2 +1

Related Skills: Camouflage, Hide in Cover, Move Silently, Pick Pockets.

2.2.7 ManipulationThis is the ability to work with small and intricate things. It also governs skills that require a measure of physical and mental co-ordination.

Attribute

Attribute Score01-04

05-08

09-12

13-16

17-20

Each +4

STR -1 +1 +1INT -2 -1 +1 +2 +1POW -1 +1 +1DEX -2 -1 +1 +2 +1

Related Skills: Climbing, Hide Item, Jumping, Lock-picking, Map-making, Riding, Swimming, Trap Set and Disarm, Various Crafts.

2.2.8 KnowledgeThis includes all forms of lore and book learning.

Attribute

Attribute Score01-04

05-08

09-12

13-16

17-20

Each +4

INT -2 -1 +1 +2 +1POW -1 +1 +1

Related Skills: Evaluate Treasure, Read Language, Speak other languages, Survival, Ancient Lore, Trail-finding.

© A Box of Frogs Productions Page 6 of 47 1st Edition March 2004

2.2.9 PersuasionThe ability to charm, persuade, convince and threaten another being is covered by this.

Attribute

Attribute Score01-04

05-08

09-12

13-16

17-20

Each +4

INT -1 +1 +1CHA -2 -1 +1 +2 +1POW -1 +1 +1

Related Skills: Bluff, Diplomacy, Oratory, Perform.

2.2.9 DamageUnlike the tables above this depends on the average of STR and SIZ and relates to the capability to do more damage because of one’s brute strength and sheer size.

Average of

STR & SIZ

Extra Damag

e01-06 -1D407-12 None13-16 +1D417-20 +1D6

Each +8 +1D6

2.3 Increasing Physical AttributesOnce a character has reached maturity the only way to enhance a physical attribute is through hard training. It depends upon a character finding a trainer who is willing for a cause, or for payment to take on the character.

It takes between one and four weeks to achieve an increase (roll 1D4) and a trainer working for money will charge around 100 silver pieces per week, in advance. Training must be continuous, any break will cause any improvement, and money, to be forfeited. Such training is exclusive of other activities as it takes eight hours a day, seven days a week dedication during the training period.

At the end of the training the player must make a roll on 1D20 that equals or exceeds his former attribute level (i.e. if his CON was 15, roll that or better) for the change to be permanent. If their attribute was already 20 or more then a natural roll of 20 will suffice.

STR or CON cannot be increased if they are already the highest attribute of STR, CON & SIZ.

Training often takes place in lulls between adventures or quests. The winter is a suitable time when the characters are holed up in their winter quarters. If they are residing with one of their patrons, such as Elrond at Rivendell, generally such training is free of cost.

No attribute can exceed the species maximum through training.

2.4 Increasing Other AttributesPOW can only be increased by experience and this is discussed in detail in the chapter on Magic (5.0). INT and SIZ cannot be increased naturally.

CHA is a nebulous quantity and is the most prone to change as a character progresses. The following are typical reasons why CHA may change:1. For each full 5 points of Oratory skill a character possesses their CHA increases by 1 point.

No more than 4 points may be acquired this way.2. Each full 5 point increase in the attack chance of a character’s main weapon, above 10 (so

at 15, 20, 25 etc) increases CHA by 1 point.3. Possession of one or more legendary magic items increases a character’s CHA by 1 point. It

doesn’t matter if he owns one or twenty such items the increase is just 1 point total. Loss of such items similarly decreases a character’s CHA.

© A Box of Frogs Productions Page 7 of 47 1st Edition March 2004

4. Successful leadership of a mission may increase a character’s CHA. This is entirely at the Referee’s discretion. Similarly unsuccessful leadership could reduce a character’s CHA.

5. Having well-known and powerful friends can improve a character’s CHA. For instance, being on a mission from Elrond is likely to improve your CHA when dealing with Elves.

2.5 Character Races2.5.1 HumanThe default race for characters is Human. They use 3D6 for all seven attributes, with no modifiers, and may come from variety of backgrounds. For example:

Nation Description Backgrounds

Gondor These are the people of the kingdom of Gondor. They may be the hardy borderers of Ithilien, the city folk of Minas Tirith or Osgiliath, or the people of the southern lands such as Belfalas or Lebennin. In all cases they are tall, often dark of hair and eye, and straight-limbed. They have great pride in their civilisation and regard themselves as the last bastion of human civilisation in this chaotic world.All men of Gondor speak Westron.

Heavy CavalryHeavy InfantryMedium InfantryRangerMage

Rohirrim The famous Riders of Rohan. A fierce and honourable people who occupy the lands from Gondor’s Northern border through the Gap of Rohan and into the lands beyond. They are peerless riders. Most Rohirrim are tall, fair and blue or green of eye. Rohirrim are quick to anger and to laughter, and love to sing. They are prone to regard strangers in their lands with suspicion.Rohirrim speak a dialect of Westron.

Heavy CavalryLight CavalryLight Infantry

Dunedain

The last remnants of the Kingdom of Arnor and also the last true inheritors of ‘the Faithful’ of Numenor. They now eke out an existence on the northern borders of Eregion, shielding the Men and Hobbits of that land from the depredations of Orcs and Wolves. They are long-lived, strong of body and deep of wisdom. Many are good friends with the Elves of Rivendell.The Dunedain speak Westron and Aduniac. Many may also speak Quenya or Sindarin.

RangerWoodsman

Beorning These people live along the banks of the Anduin from its northern reaches to the Falls of the Rauros. They are a simple, yet strong people, much used to defending their villages against Orcs and worse. It is rumoured that some are shape-changers. They are expert woodsmen and hold all living things with respect. They do not eat the flesh of animals. Although not over-tall they are well-built and the men all sport thick beards.Beornings speak Westron and, it is rumoured, the languages of forest beasts.

Woodsman

Lakepeople

This covers all the people of the lake and the town of Dale. They are an industrious folk, no doubt influenced by their close alliance with the dwarves of Erebor and the Iron Hills. They are famed as being the best, non-Elven archers in the West.All Lakepeople can speak Westron and a limited amount of Khuzdul.

Medium Infantry

Bree The lands to the north-east of The Shire are the home to the last of the men who once lived all across northern Eregion. In the small villages of Bree and Archet they have formed a self-sustaining farming community. They are generally unaware that their existence relies almost entirely upon the actions of the Dunedain. They are a simple people, suspicious of outsiders but very accepting of their hobbit neighbours. They are fairly small of build and tend towards red or auburn hair.The people of this area speak a heavily accented form of Westron.

Light InfantryWoodsman

© A Box of Frogs Productions Page 8 of 47 1st Edition March 2004

Other human types are possible, such as Haradrim or Dunlending, but would require careful roleplaying as their cultures tend towards evil.

Each of the types of human quoted above will have certain background advantages and problems, and these are described in the section below on backgrounds.

2.5.2 ElvesThere are three types of elves extant in Middle Earth during the Third Age:

Race Description BackgroundsNoldor, or High Elves.

The Noldor are elves who left Middle Earth in the First Age and saw the light of the Two Trees. However, they returned after the kin-slaying in the Second Age.They are wise in magic and lore, but often appear aloof from the affairs of men.Galadriel and Elrond are Noldor.The Noldor speak Quenya and Westron.

MageMedium Infantry

Sindar, or Grey Elves.

The Sindar never left Middle Earth entirely and were ever the friends of men. They have been instrumental in the fight against Sauron and continue to aid those that oppose him.Celeborn of Lorien and Cirdan of the Grey Havens are Sindar, as is the young Prince Legolas.The Sindar speak Sindarin and Westron.

Medium InfantryRanger

Avari, or Sylvan Elves.

The Avari are elves who have never seen the light of the Two Trees. Some mistakenly call them ‘wood elves’. They tend to be wilder and fiercer than their brethren.Many of the elves of Mirkwood and Lorien, the Galadrim, are Avari.The Avari speak Sindarin and Westron.

WoodsmanRangerLight Infantry

When generating a Noldor character one should roll 3D6 for each attribute as normal but add 3 points to the scores for both INT and POW. For a Sindar character add 3 points to the scores for both INT and CHA. Avari character’s gain a bonus of 3 points to both INT and DEX.

All elven characters deduct 3 points from their score for CON.

Each type of elf described above will have certain background advantages and problems, and these are described in the section below on pre-experiencing.

2.5.3 DwarvesDwarves in the Third Age are divided into seven families or tribes. All characters can trace their lineage back to Durin, as these are the most populous dwarves in the West at this time. Other than that they are pretty much the same. A dwarf is dour, taciturn yet loyal, proud yet honourable, and a good fellow to have at your back in a fight.

When generating a dwarven character add 3 to the scores for both STR and CON, and deduct 3 from CHA and SIZ. No dwarf can have a SIZ greater than 12.

Dwarves speak Khuzdul (dwarvish) and Westron.

Type BackgroundsDwarf Heavy Infantry

Medium InfantryMiner

© A Box of Frogs Productions Page 9 of 47 1st Edition March 2004

2.5.4 HobbitsMuch overlooked at this time in Middle Earth, except by the wise. Hobbits are the smallest of the good races yet remarkably resilient. Despite what Bilbo’s writings would have you believe, quite a few were abroad in the latter years of the Third Age. The three types of hobbit described by Tolkien - the Stoors, Fallowhides and Harfoots - were sufficiently similar in game terms to make it unnecessary to divide them by various advantages or penalties.

When generating a hobbit character add 3 to the scores for both CON and DEX. Deduct 3 from the score for STR and 6 from SIZ. No hobbit can have a SIZ score greater than 9.

Hobbits speak a heavily accented form of Westron.

Type Backgrounds

Hobbit Light InfantryBurglar

2.5.5 Other racesA Referee may give permission for players to generate characters from other races that were living in Middle Earth in the latter part of the Third Age. Care must be taken though when working out how these can fit into a party of heroes without unbalancing it completely. Playing a young Ent, or perhaps a Wose can sound like fun, but may be very difficult in practice.

2.6 BackgroundsEvery character in Third Age comes with a background and some experience. This background will give the character some skills and abilities as well as a raison d’etre for adventuring. It is assumed that all characters are on the side of the light, though there is nothing to prevent adventurous Referee’s running a campaign for the minions of evil.

2.6.1 Heavy CavalryThe Knights of Gondor and the Noble Horse-guards of the Rohirrim are a formidable shock force in battle. Even when alone the charge of an armoured knight can scatter Orcs and Goblins.

A Heavy Cavalryman will be skilled in weapons designed for use from the saddle. He begins with one weapon at a skill of 10 plus his natural aptitude and two at 5 plus his natural aptitude. The list from which he can pick is as follows:Lance Javelin Medium Shield WarhammerOne-handed Sword

One-handed Axe

Spear

He will have a range of skills. Ride Horse will be at 16, including natural aptitude. Two others will be at 10 plus his natural aptitude, and two further at 5 plus his natural aptitude. These skills must be chosen from the list below:Camouflage Spot Traps Know EnemyHide in Cover Horse Care TrackingSpot Hidden Animal Handling Jump

A Heavy Cavalryman has access to a few magic abilities as a result of his service. He will know six points of abilities chosen from the Hero Magic lists (5.1).

He will begin play with the following equipment:Closed Helm Heavy Shield WeaponHeavy or Light Scale Hauberk

Leather barding for horse

Weapon

Plate Greaves & Vambraces

Warhorse Saddle & Tack

© Craig Cartmell Page 10 of 47 1st Edition - March 2004

In addition he may have acquired through his battle share his POW x3 silver pieces.

© Craig Cartmell Page 11 of 47 1st Edition - March 2004

2.6.2 Light CavalryThe Riders of the Mark of the Rohirrim are a constant threat to those of evil nature who would traverse the Gap of Rohan. They are fast and deadly.

A Rider will be skilled in weapons designed for use from the saddle. He begins with one weapon at a skill of 10 plus his natural aptitude and two at 5 plus his natural aptitude. The list from which he can pick is as follows:Lance Javelin Short Bow Small ShieldOne-handed Sword

One-handed Axe

Short Spear

He will have a range of skills. Ride Horse will be at 16, including natural aptitude. Two others will be at 10 plus his natural aptitude, and two further at 5 plus his natural aptitude. These skills must be chosen from the list below:Animal Handling

Horse Care Move Silently

Survival

Camouflage Jump Spot Hidden TrackHide in Cover Know Enemy

A light Cavalryman has access to a few magic abilities as a result of his service. He will know six points of abilities chosen from the Hero Magic lists (5.1).

He will begin play with the following equipment:Open Helm Weapon Riding HorseCuirboilli Cuirass Weapon Small ShieldCuirboilli Greaves & Vambraces

Weapon Saddle & Tack

In addition he may have acquired through his battle share his POW x3 silver pieces.

2.6.3 Heavy InfantryGondor Citadel Guard and Dwarven Huscarles are the hardest infantry in the armies of the Light. Almost impervious to physical attack they are slow but efficient in their tactics. Only Uruk-hai and Trolls can face them with any hope of success.

A Heavy Infantryman will be skilled in weapons designed for close combat. He begins with one weapon at a skill of 10 plus his natural aptitude and two at 5 plus his natural aptitude. The list from which he can pick is as follows:

Citadel Guard Dwarven HuscarleLong Spear Heavy

MaceBattleaxe Heavy Shield

Javelin Heavy Shield

One-handed Axe

Warhammer

One-handed Sword

Throwing Axe Heavy Crossbow

He will have a range of skills. One will be at 16, including natural aptitude. Two others will be at 10 plus his natural aptitude, and two further at 5 plus his natural aptitude. These skills must be chosen from the list below:Camouflage Know

EnemySpot Hidden

Hide in Cover

Healing Spot Traps

A Heavy Infantryman has access to a few magic abilities as a result of his service. He will know six points of abilities chosen from the Hero Magic lists (5.1).

He will begin play with the following equipment:

© Craig Cartmell Page 12 of 47 1st Edition - March 2004

Closed Helm Plate Greaves & Vambraces

Weapon

Heavy or Light Scale Hauberk

Heavy Shield Weapon

In addition he may have acquired through his battle share his POW x3 silver pieces.

2.6.4 Medium InfantryGondor City Guard, Lakepeople Militia, Noldor and Sindar Warriors, and Dwarven Warriors are the standard infantry in the armies of the Light. Strong in defence and attack, they combine a certain amount of manoeuvrability with resolute courage.

A Medium Infantryman will be skilled in weapons designed for close and ranged combat. He begins with one weapon at a skill of 10 plus his natural aptitude and two at 5 plus his natural aptitude. The list from which he can pick is as follows:

Humans Elves DwarvesLong Spear Long Spear BattleaxeJavelin Two-handed

SwordOne-handed Axe

One-handed Sword

One-handed Sword

Throwing Axe

One-handed Mace

Light Shield Heavy Shield

Light Shield Longbow WarhammerShortbow Heavy

Crossbow He will have a range of skills. One will be at 16, including natural aptitude. Two others will be at 10 plus his natural aptitude, and two further at 5 plus his natural aptitude. These skills must be chosen from the list below:Camouflage Know

EnemySpot Traps

Hide in Cover

Move Quietly

Spot Hidden

A Medium Infantryman has access to a few magic abilities as a result of his service. He will know six points of abilities chosen from the Hero Magic lists (5.1).

He will begin play with the following equipment:Open Helm* Cuirboilli Greaves &

VambracesWeapon

Light Scale Hauberk**

Heavy or Light Shield Weapon

* Dwarves muster out with a Closed Helm. * *Elves muster out with an Elven Chainmail Byrnie.

In addition he may have acquired through his battle share his POW x3 silver pieces.

2.6.5 Light InfantryThe foot soldiers of the Rohirrim, the Bree Citizen Militia, Avari Hunters and Hobbit Shire Wardens are the skirmishing infantry in the armies of the Light. Light in defence and fast in attack, they are very flexible, if a little fragile.

A Light Infantryman will be skilled in weapons primarily designed for ranged combat and self-defence. He begins with one weapon at a skill of 10 plus his natural aptitude and two at 5 plus his natural aptitude. The list from which he can pick is as follows:

Humans Avari Elves HobbitsShort Spear One-handed One-handed

© Craig Cartmell Page 13 of 47 1st Edition - March 2004

Sword SwordJavelin Daggers Short SpearOne-handed Sword

Light Shield Light Shield

One-handed Mace

Longbow Sling

Light Shield ClubShortbow

He will have a range of skills. One will be at 16, including natural aptitude. Two others will be at 10 plus his natural aptitude, and two further at 5 plus his natural aptitude. These skills must be chosen from the list below:

Camouflage Climbing Jumping Spot Hidden

Hide in Cover

Know Enemy

Move Quietly

Spot Traps

A Light Infantryman has access to a few magic abilities as a result of his service. He will know six points of abilities chosen from the Hero Magic lists (5.1).

A Light Infantryman will begin play with the following equipment:Open Helm Leather Leggings &

VambracesWeapon

Leather Byrnie Light Shield Weapon

In addition he may have acquired through his battle share his POW x3 silver pieces.

2.6.6 RangerThe scouts and spies of Gondor, Arnor (the Dunedain) and the Elves of the Sindar and Avari. These are highly self-reliant men and elves who live most of their lives beyond the borders of civilisation.

A Ranger will be skilled in weapons primarily designed for ranged combat and self-defence. He begins with one weapon at a skill of 10 plus his natural aptitude and two at 5 plus his natural aptitude. The list from which he can pick is as follows:One-handed Sword

Two-handed Sword

Dagger

One-handed Mace

Longbow Light Shield

He will have a range of skills. One will be at 16, including natural aptitude. Two others will be at 10 plus his natural aptitude, and two further at 5 plus his natural aptitude. These skills must be chosen from the list below:Camouflage Jumping Ride Horse SurvivalClimbing Move

QuietlySpot Hidden

Tracking

Hide in Cover

Know Enemy

Spot Traps

A Ranger has access to a few magic abilities as a result of his service. He will know eight points of abilities chosen from the Hero Magic lists (5.1).

He will begin play with the following equipment:Open Helm Cuirboilli Greaves &

VambracesA Riding Horse

Weapon

Cuirboilli Cuirass

Light Shield Saddle & Tack

Weapon

© Craig Cartmell Page 14 of 47 1st Edition - March 2004

In addition he may have acquired through his battle share his POW x4 silver pieces.

2.6.7 WoodsmanAmongst the Dunedain, the Avari, the Beornings and the people of the Northern Marches around Bree, there are a breed of men and elves who live out in the forests. These people are hardy and are often skilled hunters and trappers.

A Woodsman will be skilled in weapons primarily designed for hunting and self-defence. He begins with one weapon at a skill of 10 plus his natural aptitude and two at 5 plus his natural aptitude. The list from which he can pick is as follows:One-handed Axe

Shortbow

Light Shield

Short Spear Longbow He will have a range of skills. One will be at 16, including natural aptitude. Two others will be at 10 plus his natural aptitude, and two further at 5 plus his natural aptitude. These skills must be chosen from the list below:Climbing Jumping Spot

HiddenSurvival

Hide in Cover

Move Quietly

Spot Traps Tracking

A Woodsman has access to a few magic abilities as a result of his service. He will know six points of abilities chosen from the Hero Magic lists (5.1).

He will begin play with the following equipment:Leather Hood Leather Pants &

VambracesWeapon

Leather Byrnie

Light Shield Weapon

In addition he may have acquired through his battle share his POW x2 silver pieces.

2.6.8 MinerDeep below the mountains toil the miners of the dwarves. They live in constant danger from roof-falls, flooding, gas and the ever-present menace of goblin attack. They are fearless and tough.

A Miner will be skilled in weapons primarily designed for mining and close combat. He begins with one weapon at a skill of 10 plus his natural aptitude and two at 5 plus his natural aptitude. The list from which he can pick is as follows:One-handed Axe

One-handed Pick Light Shield

Warhammer Two-handed Hammer

He will have a range of skills. One will be at 16, including natural aptitude. Two others will be at 10 plus his natural aptitude, and two further at 5 plus his natural aptitude. These skills must be chosen from the list below:Climbing Know

EnemySet Trap and Disarm

Hide in Cover

Move Quietly

Spot Hidden

Jumping Crafting Spot Traps

A Miner has access to a few magic abilities as a result of his service. He will know six points of abilities chosen from the Hero Magic lists (5.1).

He will begin play with the following equipment:Open Helm Plate Greaves & Weapo

© Craig Cartmell Page 15 of 47 1st Edition - March 2004

Vambraces nLight Scale Hauberk

Light Shield Weapon

In addition he may have acquired through his battle share his POW x5 silver pieces.

2.6.9 BurglarHobbits are preternaturally light on their feet and can even sneak up on a Dunedain Ranger. It is not uncommon for dwarves and others to hire on adventurous hobbits (Tooks like as not) to make use of their stealthy abilities. Fair or not these have become known as ‘Burglars’.

A Burglar will be skilled in weapons primarily designed for self-defence. He begins with one weapon at a skill of 10 plus his natural aptitude and two at 5 plus his natural aptitude. The list from which he can pick is as follows:One-handed Sword

Sling

Dagger Club

He will have a range of skills. One will be at 16, including natural aptitude. Three others will be at 10 plus his natural aptitude, and three further at 5 plus his natural aptitude. These skills must be chosen from the list below:Camouflage

Hide in Cover

Lock-picking Pick pockets Spot Hidden

Climbing Jumping Move Quietly

Set Trap and Disarm

Spot Traps

A Burglar has access to a few magic abilities as a result of his service. He will know four points of abilities chosen from the Hero Magic lists (5.1).

A burglar will begin play with the following equipment:Leather Hood Leather Pants &

VambracesWeapon

Leather Byrnie

Burglar’s Toolkit Weapon

In addition he may have acquired through his battle share his POW x5 silver pieces.

2.6.10 MageAlthough the Istari are the wizards of the Third Age, they are not the only ones who have studied the ancient ways and learnt their secret magics. Both in Gondor and amongst the Noldor are a few Mages who have learnt enough to be useful.

A Mage will be skilled in weapons primarily designed for self-defence. He begins with one weapon at a skill of 5 plus his natural aptitude. The list from which he can pick is as follows:

Dagger One-handed Sword

Staff

He will have a range of skills. One will be at 16, including natural aptitude. Two others will be at 10 plus his natural aptitude, and two further at 5 plus his natural aptitude. These skills must be chosen from the list below:Ancient Lore Diplomacy Oratory Speak Other

LanguageEvaluate Treasure

Herb Lore Spot Hidden Speak Other Language

A Mage has access to a good range of Spells as a result of his studies. He will know twelve points of spells chosen from the Spell casting list (5.2).

© Craig Cartmell Page 16 of 47 1st Edition - March 2004

A Mage will have only one weapon to his name and no armour when he steps out of his door to follow the path of the hero. A Mage may use armour he just doesn’t start with any.

In addition he may have acquired through his battle share his POW x5 silver pieces.

2.7 Keeping RecordsA character sheet is included in the appendices for the player to keep an up-to-date record of his character. This not only shows the skills given during pre-experiencing but also all the other common skills and their base chances of success.

© Craig Cartmell Page 17 of 47 1st Edition - March 2004

3.0 Mechanics and Melee.

3.1 TimeThe following terms define time throughout these rules.

3.1.1 Game WeekThis describes the passage of time for characters outside of active adventuring. It is the unit of times used for training, R&R, long-term healing, long and uneventful journeys and other rather dull activities.

The main use of the game week is for book-keeping .

3.1.2 Full TurnA full turn represents 5 minutes of game time, or 25 melee rounds. Many spells and magical effects are defined as lasting for one full turn. It is used to define passage of time during a scenario.

3.1.3 Melee RoundThe melee round is twelve second long. One complete sequence of attacks, parries, spells and movement happens during a melee round.

3.2 MovementThere are three scales of movement in these rules.

3.2.1 Daily MovementThis is used on the Referee’s maps of Middle Earth to record movement of characters who are travelling from one locale to another. A Referee can come up with a dozen different travel rates, each depending upon the season or the method of travel, but this can generally be simplified to:Walking This assumes an average of 8 hours of walking a day and will cover 15 miles.Marching Forced marching is tiring but will achieve a rate of 24 miles in 8 hours. It is a

action that brings diminishing returns as fatigue sets in.Riding Alternating between riding and walking to keep your mounts fresh will achieve 20

miles in a day.Cavalry Moving at a walk-trot-walk pace can achieve up to 30 miles in a day.

Rough terrain can slow daily movement:Major Rivers

One day to cross unless at a bridge or ford, or if the character has access to a boat.

Forests Reduces movement by one third unless on a road or trail. Avari, Rangers and Woodsmen are not slowed by Forests.

Rolling Hills Reduces movement by one third.Mountains Reduces movement by two thirds.

These terrain penalties are cumulative.

3.2.2 Scenario MovementDuring a full turn a character may cautiously advance up to 150 paces, stroll 300 paces or run 600 paces.

3.2.3 Melee MovementEach creature in these rules has a defined base movement speed. This is normally represented in the number of five foot squares they can move through at a walk. For example Humans can stride along at 8 squares a round, Elves at 10, Dwarves and Hobbits at 6. At a walk a character may still attack, cast a spell or use any skill that does not reasonably demand that they are stationary.

© Craig Cartmell Page 18 of 47 1st Edition - March 2004

A character may move at twice this speed as long as they do not attack, or at half walking speed if they wish to use such skills as Spot Hidden.

3.3 Encumbrance - ENCIdeally an ENC rule would read:“Characters may not carry more than they is reasonable under the conditions”.

Unfortunately the definition of ‘reasonable’ is variable from player to player. Thus the following system has been devised.

Things. Any item that can be easily held in one hand is considered to be a ‘thing’. This measure is one not only of weight but also of bulk and awkwardness. There are just so many ‘things’ a character can carry before the weight and bulk make it difficult or impossible to move or act normally. Objects that require two hands to carry or are very heavy may weigh more than one ‘thing’. Similarly small or light items may weigh less than one ‘thing’. All these are covered in the section on equipment.

Maximum ENC. The maximum amount a character may carry is determined by averaging the character’s STR and SIZ. However, if this is greater than the character’s STR then the maximum ENC is equal to that instead. No matter how big a character is there is still a STR related weight penalty.

ENC penalties. For each point of ENC a character attempts to carry above his maximum the following penalties are applied (cumulatively):

-1 from movement-1 from Defence+1 to all Strike Ranks-1 from all skills, including weapons

In any case a character can only carry 1½ times his STR before collapsing.

3.4 The Melee RoundA melee is a mass of opponents trying to do many things and keep from dying at the same time. In an effort to create some order out of this chaos, and keep all players involved in the picture, Third Age melees are divided into phases. It is important to realise that although these phases are taken in order, all action is actually simultaneous.

There are four phases to a Third Age melee round:

3.4.1 Statement of IntentThe players and Referee formally state what each of their respective participants in the melee intend to try to do. During the melee such actions can be thwarted or aborted, but not altered.

3.4.2 Movement of non-engaged charactersAll characters and others not engaged in actual close combat may move up to their normal move allowance. See rules for movement (3.2.3).

3.4.3 Resolution of Melee, Missiles and MagicEach attack or action of any type is resolved in order of Strike Rank (see 3.5). The lowest Strike Rank always acts first.

If one opponent disables another before their Strike Rank then the victim can take no action whatsoever.

If both opponents have the same Strike Rank then they act in order of highest DEX. If both have the same DEX then the actions are truly simultaneous.

© Craig Cartmell Page 19 of 47 1st Edition - March 2004

Resolution of MeleeThe attacker rolls 1D20 to see if they succeeded in hitting. He needs to roll equal to or less than his skill in the weapon that he is using. Note this skill level may be enhanced or reduced by situational modifiers applied by the Referee or the Defence ability of the defender.

If the defender chooses to Parry then he rolls 1D20 against the Parry skill for the weapon or shield he is parrying with. If he succeeds the incoming blow is deflected by the parry. If the blow still gets through then a second 1D20 is rolled for Hit Location (3.6).

The attacker then rolls the damage for his weapon and adds any damage bonus he might have. This total is first applied against any armour the defender has on that hit location. The total protection value is deducted from the damage. Thus if a defender is hit in the chest for 7 damage and he is wearing chainmail (protection value 5), his armour reduces the damage by 5 and just 2 points of damage are taken.

Resolution of Missile FireThe attacker rolls 1D20 to see if they succeeded in hitting. He needs to roll equal to or less than his skill in the weapon that he is using. Note this skill level may be enhanced or reduced by situational modifiers applied by the Referee or the Defence ability of the defender.

A defender that is fully aware of the attacker and is not engaged in melee may attempt to parry a missile weapon if they have a shield. If the defender is able to and chooses to Parry then he rolls 1D20 against the Parry skill for the shield he is parrying with. If he succeeds the incoming missile is deflected by the parry. If the blow still gets through then a second 1D20 is rolled for Hit Location (3.6).

The attacker then rolls the damage for the missile and, if it is a thrown weapon, adds any damage bonus he might have. This total is first applied against any armour the defender has on that hit location as described above.

The main problem for missile fire comes when a character tries to fire into an ongoing melee involving friends or allies and the enemy. Melee is so fluid that target acquisition is very difficult. Thus the character’s skill is reduced by 4. If the character fumbles the shot then he must re-roll his attack at the next closest (and most logical) target.

3.4.4 Critical Hits and FumblesCritical HitsSometimes a character manages to find an opening in his opponent’s armour or defence and lands a telling blow. In game terms a critical hit ignores any armour the defender has and the damage goes directly to the hit location.

To work out what chance a character has of landing a critical hit consult the following table:

Weapon Attack Skill

Score on 1D20 for a Critical

01-05 No critical possible06-10 0111-15 01-0216-20 01-0321-25 01-0426-30 01-05

Fumbles in MeleeIn the confusion of melee occasionally a character overextends themselves, or finds themselves in an impossible situation. This is called a Fumble. What it does is open the character up to a counter-stroke by their opponent. Note that only the opponent the character tried to attack can take advantage of this. In effect the opponent can make a single attack on the character, out of sequence to the Strike Rank.

To work out what chance a character has of fumbling his attack consult the following table:

Weapon Attack Skill

Score on 1D20 for a Fumble

02-05 18-2006-10 19-2011-15 2016+ No chance

© Craig Cartmell Page 20 of 47 1st Edition - March 2004

3.4.5 Book keepingAfter all attacks have been resolved both the Referee and the players should note any changes to the status of their characters. This includes damage taken, POW points expended, healing done etc. They should note any successful uses of skills or magic for future experience gains.

The game then goes onto the next round.

3.5 Strike RankIn any combat someone is always going to have the edge, the chance of striking first and setting the pattern for the combat. In Third Age it is Strike Rank (SR) that determines who shall have the chance to make the first attack.

3.5.1 Criteria for determining Strike RankSecuring this initiative is based on three main criteria; SIZ, DEX and weapon length, with modifiers for Surprise, Readiness and Movement. There is no need to work out SR during melee. It should be calculated beforehand for each of the character’s weapons and noted on the character sheet.

SR SIZ Notes0 22+ While the SIZ roll for attributes in the Third Age is more a measure of mass than

stature, a large1 15-

21mass will generally indicate a large stature. Referees should adjust strike rank when this is

2 07-14

patently not true, such as for a long, but not very tall, snake.

3 01-06

A large SIZ gives an earlier Strike Rank due to the advantage of reach the larger person willhave over the shorter one.Missile weapons and spells are not dependant upon SIZ of the user. If they are ready then theyhave a zero effect upon Strike Rank. If the missile or spell is unprepared, then the user must add5 points to their Strike Rank with that spell or weapon, to bring the spell to mind or prepare (i.e. load) the weapon.

SR DEX Notes0 19+ The most obvious criteria, one must be quick to act first.1 16-

182 13-

153 09-

124 06-

085 01-

05

SR Weapon Length

Notes

0 More than 5’ A slow, small person using a long spear is still likely to get the drop on a large, fast one

1 Up to 5’ just using his fist.2 Up to 3’ In the section on equipment the SR for weapon length is listed beside

each weapon.3 Up to 2’4 Less than 1’

SR POW Notes

© Craig Cartmell Page 21 of 47 1st Edition - March 2004

used0 1 point The more complex the Hero Magic or Spell a character wishes to use, the

longer it takes to1 2 points form and be ready for use. This is generally represented in these rules by the

amount of POW2 3 points it draws upon.

+1 Each +1

SR Readiness Notes0 Prepared

spell/missileSee section 3.5.2 below.

5 Unprepared spell/missile

SR Surprised Notes3 Within 10’ Even a fast, large man with a long spear can be slow to react when a dwarf

with a short1 11’-30’ sword and two heads leaps out of the floor at his feet. Thus being surprised

adds to the SRwith any weapon or spell. This only lasts for as long as the surprise lasts (normally 1 round). The Referee will determine who is surprised and when.

SR Movement

Notes

+1 For each 10’

Any time two combatants meet in melee, no matter how far they have travelled to get tothat meeting, Strike Rank should be figured out normally for them. However, time taken to get from A to B should be taken into account when a character:1. Joins an already ongoing melee,2. Charges across the room at a foes using a spell or missile weapon against him

3.5.2 ‘Preparing’ a WeaponChanging a weapon or tool for another takes 5 SR. This is an abstract convention which saves consulting a chart for the number of Strike Ranks needed for a sword as opposed to drawing another arrow. Two factors need to be borne in mind:1. ‘Changing’ involves dropping the item at hand and drawing another. Re-sheathing a sword

and then drawing an axe, for example, is two actions and would take 10 SR.2. Taking out two items, such as drawing a sword and unlimbering a shield, is also two actions

and takes 10 SR.

3.5.3 Limit to Strike Ranks per Melee RoundNo action or combination of actions may be performed in a single melee round if the total SR necessary adds up to more than 12. This is purposely correlated to the 12 seconds of a melee round, but a slavish one second = one Strike Rank policy should be avoided.

3.5.4 Multiple Actions Outside of a MeleeA character not involved in close combat can conceivably carry out a number of actions, always remembering that he has only 12 SR to do them in. Thus a character could Heal himself using Hero Magic taking 3 SR for a average DEX character. He could then move 30’ (3 more SR) and take out his bow and arrow (5 SR for readying a weapon). He is then stuck because firing the weapon would take another 3 SR , and there is only 1 left in the melee round.

Of course, at the Referee’s discretion, the 5 SR it took to ready the bow and arrow could be considered simultaneous with the movement. This would give the character time to loose that arrow. Note that a character with average DEX could loose two arrows in a round if he starts out with an arrow ready (SR 3 for the first arrow, 5 SR to ready the second and a further 3 SR to loose it).

© Craig Cartmell Page 22 of 47 1st Edition - March 2004

In short each Strike Rank can be considered as a separate action for a character outside of the stress of close combat in a melee.

3.5.5 Multiple Actions Within a MeleeA character has fewer options in a melee, When engaged in deadly close combat the character must concentrate on defending and attacking. While a character may use a spell or Hero Magic as he closes to combat and possibly fight in the same round, once engaged he cannot attack both physically and magically.

This means a character who starts a round engaged in close combat may either attack and defend normally, or defend normally and attack magically (if he is able).

Thus, within a melee, a character’s Strike Rank indicates when he may initiate an attack. However, he is considered to be performing that attack for the entire round and can do little else except parry and defend.

3.6 Hit Locations and Wounds3.6.1 LocationAs stated previously, the attacking character must roll 1D20 for the hit location of the target. This is where the main force of the blow lands. While this could be a very complex determination, we have simplified the humanoid body into seven locations. The following table gives the roll of 1D20 necessary to hit a specific area and a description of that area.

D20 Roll

Specific Area

Description

01-04 Right Leg Right leg from hip joint to foot05-08 Left Leg Left leg from hip joint to foot09-11 Abdomen Hip joint to just under the

floating ribs12 Chest Floating ribs to neck and

shoulders13-15 Right Arm Right arm from shoulder to

finger tips16-18 Left Arm Left arm from shoulder to finger

tips19-20 Head Neck and head

3.6.2 Hit PointsEach of the above locations has a certain number of hit points, dependant on the total number of the hit points of the character, as shown in the table below. Note that the sum of the hit points in all the locations can add up to more than the character’s actual Hit Point total. However, once the character has taken sufficient damage to surpass his Hit Points as determined by CON and modifying attributes, he is dead. It is perfectly possible that no single area of his body may have been completely disabled, but he will still be dead from loss of blood or shock.

Humanoid Hit Points per Location Table

Location

Total Hit Points01-06

07-09

10-12

13-15

16-18

19-21 Each +3

Each Leg

2 3 4 5 6 7 +1

Abdomen

2 3 4 5 6 7 +1

Chest 3 4 5 6 7 8 +1Each Arm

1 2 3 4 5 6 +1

Head 2 3 4 5 6 7 +1

© Craig Cartmell Page 23 of 47 1st Edition - March 2004

3.6.2 Notes on damage resultsA. Points equalled or exceeded in any one location.

Leg The limb is useless and the character must fall down, not doing anything else that round.He may fight from the ground in subsequent rounds.

Abdomen

Both legs are useless and the character must fall. If unhealed within 2 full turns he will bleed to death. The character may heal himself, if capable, but will be unable to do anything else.

Chest The character falls and is too busy coughing up blood to do anything.If unhealed within 2 full turns he will bleed to death.He will not be able to take any action including healing himself.

Arm The limb is useless and anything not attached to it is dropped.The character may continue to stand and fight with whatever limbs are left to him.

Head The character is unconscious and must be healed within 2 full turns or die.

B. Arm or leg location receives more than twice the points available.A modern, high-velocity bullet, hitting a limb hard enough to put it out of action, will probably kill the owner through hydrostatic shock. The slower moving ancient weapons do not have this effect. Therefore a character cannot take more than twice the possible points of damage in a limb from a single blow. Thus a 2 point arm taking 5 points of damage will only result in 4 points being taken off the character’s total hit points. Further blows to that limb will not affect the total hit points of the character further.

However, the character is functionally incapacitated. He can no longer fight until healed as he is in shock. He may heal himself if he has that capability. This is cumulative with the effects of section A above.

C. Location receives 6 more points than available.A limb hit for 6 more points than it can take in a single blow is severed (if by a blade) or irrevocably maimed (if by a blunt weapon). Only six point healing Hero Magic, potion, scroll or the Restore Spell applied within 2 full turns will reknit the limb. This effect is cumulative with those above in sections A and B.

If a character’s head, chest or abdomen are hit for 6 more points than is available then the character is dead.

D. Healing damage to a hit location.Healing magic only affects one hit location of the healer’s choice. 2 point healing magic is necessary stop bleeding, or the successful use of the Healing Skill. As stated above 6 point magic is required to save a severed or maimed limb, or a Restore spell.

Healing potions may be applied externally as a salve to a specific hit location, or taken internally to bolster overall hit points. This latter type of application goes randomly to all damaged locations until its effect runs out.

Natural healing occurs a lot more slowly. For each days full rest the character regains 1 hit point in each injured location. The Healing Sleep spell doubles this rate of recovery.

© Craig Cartmell Page 24 of 47 1st Edition - March 2004

4.0 Other Skills

4.1 Skill UseTo use a skill in a critical or stressful situation a character must roll equal to or lower than his level with that skill.

This level is determined by adding his natural ability in the area the skill falls under (i.e. Alchemy is a Knowledge area skill), to any skill points he acquired through his background or from training and experience. Some skills are so common that characters begin with some skill in them such as Climb.

The Referee may add or deduct points from the skill roll depending on the situation, or condition of the character. For instance it may be considered to be more difficult to disarm a trap whilst hanging from a rope over a pit full of crocodiles.

4.2 Skill listsThere are a wide range of skills available to characters in these rules. Each is related to an ability and thus there may be penalties or bonuses from a character’s natural aptitudes.

Skill Ability DescriptionAlchemy Knowledge The distillation and separation of the virtues of minerals and

compounds. In game terms it allows the character to brew potions and poisons, provided he has the materials and the recipes.

Ancient Lore Knowledge A generic term for the knowledge of the history, mythology and political geography of Middle Earth in days past.

Balance Manipulation

For when the character needs to walk along a tree branch, a narrow ledge or fight standing in a boat, for example.All characters start with a basic skill level of 3 in this skill.

Bluff Persuasion Persuading someone to do something for you, or accept your version of events, against their better judgement.

Camouflage Stealth Hiding yourself, your horse and others from an enemy through the arrangement of the available cover. Generally you must remain stationary to do this.

Climb Manipulation

Only one climb check needs to be made per full turn of climbing.All characters start with a basic skill level of 5 in this skill.

Crafting Manipulation

Choose a craft and this skill gives you the ability to attempt to make or repair things produced by that craft.

Diplomacy Persuasion Knowing how to deal with others in a culturally acceptable manner can prevent unfortunate misunderstandings.

Evaluate Treasure Knowledge This can be used to determine the possible cash value of an object, or to work out its probable virtues if it is magical or special.

Healing Knowledge Both First Aid and long-term care is covered by this skill. A successful healing roll can set bones, stop poisons and diseases, stitch wounds and stem bleeding.

Herb Lore Knowledge The use of the right herbs can prevent or even cure poisoning, disease and in extreme cases, the Black Breath.

Hide in Cover Stealth Hiding yourself by utilising available shadows and cover, even while moving at half speed.All characters start with a basic skill level of 3 in this skill.

© Craig Cartmell Page 25 of 47 1st Edition - March 2004

Horse Care Knowledge Horses need regular care to prevent them going lame, falling prey to a wide range of equine ailments, and to keep them in tip top condition.

Hunting Knowledge In most areas a competent hunter can get enough game to feed himself and up to five companions as long as he can spend one day in four hunting.

Jump Manipulation

Leaping across chasms, streams and other gaps. Each jump will present its own difficulties as determined by the Referee.All characters start with a basic skill level of 5 in this skill.

Know Enemy Knowledge The character knows the habits, customs, strengths, weaknesses and battle tactics of a specific enemy, such as Trolls, Orcs, Uruks, Haradrim etc. The skill can be taken a number of times and each time refers to a different enemy.

Listen Perception Hearing the stealthy movement of an approaching enemy, the cries of a trapped comrade or the arrival of reinforcements to a heated melee all call upon one’s ability to listen effectively.All characters start with a basic skill level of 5 in this skill.

Lock-picking Manipulation

Unlocking doors and chests with just a few simple tools.

Move Silently Stealth The ability to approach unheard requires more than just a soft footstep. The whole body and the equipment of a character must be controlled and this can be very difficult.All characters start with a basic skill level of 3 in this skill.

Oratory Persuasion A rousing speech can motivate an entire village to follow a character into battle. A poor one will find the character standing alone on the bridge when the Troll arrives.

Perform Persuasion Entertaining a crowd with tales of heroism, or perhaps a song or two.

Pick Pockets Stealth Removing someone’s valuables from right under their nose (or tunic).

Ride Horse Manipulation

Riding is far more than just remaining in the saddle. This skill is used in critical situations such as during a chase or in battle.

Set Trap & Disarm Manipulation

The ability to build traps and snares and to disarm ones that are found.

Speak Other Language

Knowledge Choose a language that the character has had some experience in.

Spot Hidden Perception Looking for the ambush, the hidden door, the camouflaged hut all come under this skill.All characters start with a basic skill level of 5 in this skill.

Spot Trap Perception This is a specialised form of Spot Hidden in that it looks for the tell-tale signs of a mechanical or magical trap.

Swim Manipulation

Keeping afloat, despite your armour can be very difficult. The Referee will impose penalties to this skill for overloaded characters.All characters start with a basic skill level of 5 in this skill, except Hobbits.

Tracking Perception Following the trail left by an enemy’s passing across the countryside.

Trail Finding Knowledge Navigating a safe path across the wilderness.

Players can suggest new skills that are appropriate to their character’s and the setting if they wish. Referee’s may then allow these if they feel that they are appropriate and add to the game.

© Craig Cartmell Page 26 of 47 1st Edition - March 2004

4.3 Learning new skillsThe primary requirement for learning a new skill is to find someone who has already mastered it and who is willing to give their time to training the character. Often new skills are given as gifts by the character’s patrons. Sometimes however the character will have to seek out a master and agree a price or other service in return for that training.

Training takes time. The character must spend one full week in training with the master to gain a basic ability in the skill. During that week they must spend 8 hours a day in training and at least 8 hours sleeping. Other light duties are possible as long as they do not interrupt the training sessions. The training must be continuous and if it interrupted for a day the student must start the week all over again.

At the end of that week the character must make a learning roll to see if the training has been effective. To achieve this the character must roll equal to or less than their INT on 1D20. If they roll more the character needs further training and may re-roll after another week with the master.

If they succeed they gain a level of 5 + natural ability in the skill.

4.4 Improving skillsThe Referee will note when a character successfully uses any skill in a dangerous or important situation. He will inform the player that he should mark the skill down as potentially able to improve (normally by placing a tick next to it on the character sheet). A skill can only have one tick against it at any one time.

The next time the character has the opportunity to rest he can attempt to improve the noted skills. To improve a particular skill the character must spend a full day in reflection and practice. At the end of the day he makes an improvement roll. This means the character trying to roll over the present level of skill (fully adjusted for natural aptitude) on 1D20. If he succeeds the character’s skill improves by one point. If he fails he obviously needs more experience. If the skill, with modifiers, is already 20 or more, a natural roll of 20 on the die will suffice.

4.5 Opposed RollsIn several places in these rules there is a call for ‘opposed rolls’ to be made. These come in two types:

4.5.1 Opposed Skill RollsThis is where one person using a skill faces off against the skill use of another. Such as when one person tries to hide his track and the other tries to find them. In this case both characters make skill rolls as normal. The winner is the character whose roll is furthest below his skill level.

Thus in the example above an Orc tries to hide his tracks with a skill of 12 and rolls a 7, 5 below what he needs. Aragorn, with a tracking skill of 24 rolls a 7 also, 17 points below his skill level. Aragorn easily brushes aside the Orc’s feeble attempts to fool him.

If a character succeeds in his skill roll and his opponent doesn’t then the character wins by default.

4.5.2 Opposed Attribute RollsWhere no skill is relevant the rules can call for an opposed attribute roll. For instance when casting the spell Truth-sayer, a mage must make an opposed INT roll to determine if he is being lied to. This proceeds just like the opposed skill roll above but the two opponents use the listed attribute instead of their skill level.

Thus if the Mage, with an INT of 18, rolls a 12 (6 under) and his opponent, with an INT of 12, roll a 9 (3 under), the Mage will catch the foolish liar out.

© Craig Cartmell Page 27 of 47 1st Edition - March 2004

5.0 Hero Magic and Spellcasting

5.1 Hero MagicIn the Third Age of Middle Earth, heroes were often able to perform extraordinary feats of skill and endurance in the face of almost insurmountable opposition by the forces of evil. The superhuman ability of such heroes can only be put down to some form of indirect divine assistance. In this game this is referred to as Hero Magic.

Hero Magic is not a set of spells that characters cast at will, but rather a range of superhuman or supernatural abilities that the characters may draw upon in times of great need. In game terms a player selects a number of effects from the lists below as part of the character creation process. These can then be used during the game.

However, like any other special ability they can become exhausted. This is represented by making the character temporarily expend POW points to ‘power’ the abilities. Once a character’s POW reaches zero he is exhausted and cannot perform any more of these extraordinary feats until he has had time to rest and recover the lost POW. POW regenerates at a rate of 1 point per hour of rest (that is doing nothing more than sleeping and light camp duties, such as eating, fetching water, tending a fire etc.).

Some Hero Magic effects can be enhanced over time. For instance a character could learn the Hero Magic effect ‘Shield’. This effect adds one point to each hit location’s armour protection value. With experience and training the character could go on to learn Shield 2, Shield 3 and even Shield 4. Each of these adds more points to a character’s armour value. This is referred to as the level of effect.

Each effect costs one or more points of POW to use, depending on how powerful they are. Effects with progressive points values such as the Shield 3 above, cost an equal number of points to cast. Note that a character must learn Shield 1, before learning Shield 2 and so on. He cannot just learn Shield 3 and have done with it.

A new character who has been given say 6 points to ‘spend’ on Hero Magic may do so on any effect listed below. These then become permanent abilities of the character that can be activated at will by the expenditure of POW points. However those effects with variable points cost will cost a cumulative number of points to buy. For example Shield 1 will cost one point. Shield 2 will cost 3 points, as the character must learn Shield 1 and Shield 2 separately. Non-variable effects will cost points equal to the POW required to use them.

The duration of most effects is one full turn, though some (like Heal Self) are by their nature instantaneous. Effects with a different duration have it noted in the description.

If a Hero Magic effect is activated during a melee round, the number of strike ranks added to the character’s base strike rank will be equal to the POW expended. Hero Magic never needs to be prepared as it integral to the character’s persona.

Hero Magic

Cost in

POW DescriptionBerserkergang

2 The character adds 2 points to all attack and damage rolls.However, he cannot use a shield, and loses his Defence ability (but not Parry).

Blur 1-4 This adds 2 points to a character’s Defence ability per point of POW expended.

Courage 2 This prevents the character quailing in front of a terrifying enemy (such

© Craig Cartmell Page 28 of 47 1st Edition - March 2004

as a Ring Wraith). The character can act normally in such a situation.Darksight 2 The character can see in conditions of complete darkness as if it were

normal daylight.Dragon Hide 2 All fire damage done to the character is reduced by 3 points per hit

location affected.Endurance 1 This allows a character to continue without normal rest, such as when

forced marching. The POW cost is per hour beyond sixteen hours of continuous activity since the last proper respite. Thus, the character will stop when their POW = zero.

Farsight 1 The character can see five times as far.Fast Shooting

1-4 The character can let off a flurry of arrows (one extra per point of POW expended). Each arrow is resolved separately and can be at separate targets as long as all are within 10’ of each other. All are fired at the same Strike Rank.This lasts just one melee round.

Fleet of Foot 1 Adds 50% to a character’s base speed for calculating movement.Foresight 2 Whilst this effect lasts the character cannot be surprised or caught off

guard.Glamour 1-4 Adds a bonus to all Persuasion skills equal to the points of POW

expended.Heal 1-6 The character reduces the total damage he, or another, has taken by 1-

6 points (depending on how many points of POW are expended). A 2 point Heal spell is needed to stop bleeding, and a 6 point spell is needed to reattach a severed limb or restore a mangled one.This is instantaneous and the caster must touch the wounds to be healed.

Horse Friend 1-4 This strengthens the unspoken bond between a rider and his horse. It adds a bonus to all riding rolls equal to the points of POW expended.

Levitate 3 Allows a character to float up or down at will, at his normal base speed per round.

Muffle 1-4 The character adds +2 to his Move Silently skill per point of POW expended.

Powerful Blow

1 This allows a character in close combat to re-roll, once, his damage die in a melee round, though he must accept the second roll, come what may.

Salmon Leap 1 The character may leap over the heads of his enemies up to 15’ in distance and 10’ in height. Landing safely behind them.This is instantaneous.

Sense Enemies

1 The character can sense any enemies within 60’ of his present location. He will know the number, direction and range of enemies but no other details. This effect is stopped by 5’ stone or earth.This is instantaneous.

Sense Evil 1 The character can sense any evil creatures or spirits within 60’ of his present location. He will know the direction and range of the evil but no other details. This effect is stopped by 5’ of stone or earth.This is instantaneous.

Sense Magic 1 The character can sense any Spells (not Hero Magic effects) or enchantments (i.e. magic objects) on anything he can see within 15’ of his present location. He gets no other details, only that they are magic.This is instantaneous.

Shield 1-4 Add one point to the armour protection value in each hit location, per point of POW expended.

Speed 1-4 The character reduces his base Strike Rank by one point per point of POW expended, to a minimum of zero.

Stalk 1-4 Adds one point to all stealth skills per point of POW expended.Sure Blow 1 This allows a character in close combat to re-roll, once, his attack die in

a melee round, though he must accept the second roll, come what may.

Taunt 2 The character insults and taunts up to five enemies, who must be able to hear him clearly. If he succeeds in an opposed CHA roll then they

© Craig Cartmell Page 29 of 47 1st Edition - March 2004

must do everything in their power to chase down and engage him, to the exclusion of all other considerations (except suicide).This effect lasts only 5 melee rounds.

© Craig Cartmell Page 30 of 47 1st Edition - March 2004

5.2 Spell CastingSome character’s, notably Mages, are able to replicate many of the minor magical powers of the Istari – Middle Earth’s Wizards. These effects are called Spells. Mages are able to learn and repetitively cast these spells, drawing upon their personal POW to power them.

Other character’s may get access to these spells in a number of ways:1. Certain magic or legendary items allow the character to use a specific spell one or more

times. Some such items are consumed in the process (such as potions or scrolls), others may only work so many times a day or week.

2. A character may receive a single use of a spell from an Istari or other great mage (such as Galadriel) as a reward, or as part of the preparation for an important quest. This requires no POW from the character as it has already been expended by the Istari or Mage concerned.

3. A character may receive the ability to cast a single spell as a reward from a divine source (such as a Valar). To cast such a spell does require the character to use their own power.

In any case spells are different from Hero Magic in that they are not innate powers but active attempts to bend reality to the will of the caster. They need to be prepared or incur a strike rank penalty of –5. Most last one full turn (unless stated otherwise), though some are instantaneous and some last a lot longer.

Each must be individually learnt and a new Mage character gains 12 points of spells when he is created. Each spell’s cost in POW is what it costs to learn from this original allowance. Note that Mages receive no Hero Magic, they have single-mindedly focused their abilities on the learning and casting of spells.

Spell

Cost in

POW DescriptionAbjure 4 The caster forces a spirit or magical entity to retreat, or not pass. This

takes great force of will and may require the caster to engage the enemy in an opposed CHA roll.

Calming Voice

3 All creatures within 30’ of the caster are encouraged to remain calm and refrain from hostilities. This does not affect any creature already engaged in combat. If any creature that is under this spell is attacked then it is immediately broken. The caster must speak continuously for his calming voice to have effect. If he is silenced in any way then the spell is broken.

Daylight 4 This fills the area around the caster with full daylight for a radius of 50’. All creatures that are adversely affected by normal daylight (such as Orcs) suffer the same effects within this radius.

Exorcise 3 This can only be used on a creature that has been enchanted, or dominated by magic, or by a spirit not his own. It forces the spirit, or the person who enchanted the creature to engage in a battle of wills with the caster (opposed CHA rolls). If the caster succeeds then the creature is freed from their unwilling captivity. If the caster fails then the creature takes 1D6 hit points of damage. The caster may repeat the process until the creature is freed or killed.The spell is instantaneous.

Healing Sleep.

1 This can only be cast on a willing recipient. The recipient falls into a deep and restful slumber from which he can only be awakened with the greatest difficulty or at the direct behest of the caster. While asleep the recipient’s wounds heal at twice the normal rate and his POW is restored at double speed also. The caster can cast this on themselves.The sleep lasts for as long as it takes to fully restore hit points and POW, or until the recipient is woken up.

Hearten 3 All friends of the caster, within a 10’ radius, are affected as by the Hero Magic effect – Courage.

Hold Portal 2 This locks and strengthens a door or gate and prevents anyone but the

© Craig Cartmell Page 31 of 47 1st Edition - March 2004

caster from passing through it. Anyone trying to force a held portal must make an opposed STR roll against a resistance of 18. Once a door is forced the spell is broken.The caster may open or close the door (if he could normally do so) at will during the duration of the spell.

Light 1 The caster is surrounded by a soft luminescence. This light is sufficient to read or walk by and has a radius of 20’.The duration of this spell is one hour.

Messenger 1 The caster can give a short verbal message (up to a maximum of 30 words) to a small animal (a bird, large insect, small mammal, fish). The animal will then take that message to the named recipient at twice their normal speed, tirelessly. The Referee will determine how long it takes to get to the chosen recipient, taking into account insurmountable obstacles and natural predators that may be in the animal’s path.Once the message is received the animal is free to carry on as normal.

Quest 6 This can only be cast upon a willing recipient. The caster outlines a specific quest and the recipient makes his oath to complete it. From then on, as long as the recipient stays true to the quest he will receive a bonus of +1 on all attack, parry and skill rolls that use a D20. If he should abandon the quest then he takes a penalty of –1 on all these rolls until he resumes the quest, or for a year and a day, whichever comes first.

Protection 2 This hardens the casters skin giving him an effective armour value of 4 in all hit locations.

Restore 3 This spell restores a severed or crushed limb to full health. This spell is instantaneous.

Reveal Magic

2 The caster may cast this on an enchanted creature or item. It gives him knowledge of the virtues or magic placed upon the creature or object. Items of great power may prove difficult to evaluate and the Referee may require an opposed CHA roll.This spell is instantaneous.

Share Life 1 The caster can share his life force with a badly injured friend. He transfers a number of his hit points to the friend, weakening himself in the process. He must remain within 10’ of the friend at all times or the hit points are lost to both. It is used by Mages to bring injured friends back to a place where he can be healed, or until a Healing Sleep can restore the friend. It is a spell of last resort, but nonetheless a life-saver.

Sunder 3 The caster may use this spell against a solid physical object such as a door, bridge, boat, altar etc. If it is non-magical then it is broken into pieces with a resonant “boom!”. To break a door under the effect of a Hold Portal spell will require an opposed CHA roll.

Smite 1 The caster may strike a single creature, with his staff, that he can clearly see, up to 90’ away. The blow must hit as normal and does damage as a staff, but ignores ordinary armour protection (the Hero Magic effect Shield, and the Spell Protection, still work).This spell is instantaneous.

Talk to Animals

1 The caster can talk to and be understood by animals. Obviously the nature of the communication is limited by the intellect of the animal. He cannot ask questions but can petition reasonable aid.

Terrifying Aspect

2 This reveals the true greatness of the caster to his foes. Any foe wishing to attack or target the caster must make an opposed CHA roll, or quail from the prospect.

Truth-sayer 1 For the duration of the spell any creature that tries to lie or deceive the caster must succeed in an opposed INT roll.

Weather Sense

1 The caster can accurately predict local, natural weather conditions for the next three days.

© Craig Cartmell Page 32 of 47 1st Edition - March 2004

5.2 Gaining new Hero Magics or Spells.Most backgrounds give a character a basic number of points to spend on Hero Magics or Spells. Once these are spent the only way a character can gain new ones is described below.

5.3.1 SacrificeTo gain a new Hero Magic or Spell a character must permanently sacrifice a number of points of POW equal to the Hero Magic’s or Spell’s cost to use. Thus to gain Abjure a character would have to sacrifice 4 points of POW. This sacrifice is to the Valar, who grant these abilities.

Note that the variable cost magics such as Heal Self have an additional requirement. To gain Heal Self 3, for instance, the character must also have previously gained Heal Self 1 and 2. Thus a character wishing to gain Heal Self 3 from scratch would have to sacrifice 1 + 2 + 3 = 6 points of POW.

It takes time to petition the Valar for a new Hero Magic or Spell. At least one full day per point of the magic’s cost must be spent in meditation and supplication. The character may also carry out light duties in that period, but must spend 8 hours a day meditating and 8 hours sleeping. The time spent must also be continuous, taking a day out to do something else means starting all over again.

5.3.2 Increasing POWObviously if there were no way to increase a character’s POW then gaining new Hero Magics or Spells would be a game of diminishing returns. For a character would have a great range of magic abilities but no POW to power them.

During the game the Referee will note occasions when characters use their magical abilities in particularly effective, heroic or original ways. If he feels that these would please the Valar who granted the magical abilities he may offer the player the opportunity to improve his character’s POW.

This opportunity must be taken immediately and is achieved by the player rolling equal to or higher than his present POW on 1D20. If he succeeds his POW attribute increases by one point immediately.

© Craig Cartmell Page 33 of 47 1st Edition - March 2004

6.0 EquipmentThe lists below show the approximate encumbrances for commonly available equipment. Most new characters will begin with arms and armour from their backgrounds. They may supplement this up to their normal carrying capacity from the General Equipment list. Only those from a Cavalry or Rohirrim background may begin play with a horse.

Should they later need to buy equipment from a merchant or in a town then they will have to haggle the price with the Referee.

Generally their patrons will try to ensure that they have such equipment as they need. However, the resources of patrons is limited and they may choose to concentrate them on characters of proven skill and reputation. Thus the Fellowship of the Ring had everything they could need provided by Galadriel, whereas newer characters neither deserve nor could expect such a bounty.

6.1 WeaponsThe table below shows the commonly available weapons in the Third Age. There are obviously many other weapon types around but these are the ones initially available to the characters.

Arrows and quarrels are assumed to come in a light quiver that is included in the ENC.

Elves may have an Elven Longbow. This gives no major advantage other than being only 1 ENC.

Weapons Enc

SR Damage

Range

Description

Arrow, per 20 1 - - - These are fletched as war arrows with bodkin heads.

Axe, one handed 1 2 1D8 - The standard battle axe much beloved of dwarves

Axe, great a 2 1 1D12 - A two-handed axe, 4’ in the haft.Axe, throwing ½ 1 1D6 30 A small axe balanced for throwing. Bow* a 1 2 1D6 150 A simple hunter’s bow. Club 1 2 1D6 Any tree bough or improvised blunt weapon.Crossbow a 2 3 1D10 250 A hand-cocked crossbow with a stirrup. Dagger ½ 4 1D4 - The preferred sidearm of most people. Sturdy

& light.Flail 1 2 2D4 - The war version of the peasant’s tool.Javelin ½ 1 1D6 50 A short spear balanced for throwing. Longbow a 2 2 1D10 - A 6’ yew stave with excellent hitting power. Mace 1 2 1D8 - An iron hafted and headed club.Maul a 3 1 1D10 - A mace or club with a 4’ haft and very heavy

head.Quarrel, per dozen

½ - - - These are fletched as war quarrels with bodkin heads.

Sling ¼ 1 1D6 75 The peasant’s hunting weapon. Spear 2 0 1D8 30 The standard weapon of most soldiers and

militia.Staff a 1 1 1D6 - A stout 6’ stave of ash or oak with reinforced

ends.Sword, one handed

1 2 1D8 - The preferred sidearm of the soldier and gentleman.

Sword, great a 2 1 2D6 - 5’ of cold steel. The best a knight can get.Warhammer 1 3 1D8 20 Favoured by dwarves and those facing plate

armour.a These require the use of both hands.

© Craig Cartmell Page 34 of 47 1st Edition - March 2004

6.2 ArmourIn these rules armour is bought to cover specific hit locations or combinations of these. For example:

Armour

Description

Byrnie A short ‘tunic’ that protects the arms, chest and abdomen.Hauberk A calf length ‘coat’ that protects the arms, chest, abdomen and

legs.Cuirass A breast and back plate that protects only the chest and

abdomen.Greaves Strapped on leg protectors a bit like shin pads.Vambraces

Strapped on arm protectors that resemble the forearm protection of archers.

Leather armour can be worn as protection beneath other types, even beneath one other layer of leather. Thus a character could wear two layers of leather beneath other armour, but no more. No other armour may overlap in this way.

When determining the ENC of a character’s armour total the separate ENC for each piece.

Thus a warrior clad in a Chainmail Byrnie (1), Chainmail Coif (½) and Cuirboilli Greaves (1), under-padded by a Leather Byrnie (½) , Leather Pants (½) and a Leather Hood (½), would be carrying 4 ENC in armour.

The protection given in each hit location by the example above would be:Hit

LocationArmour Protect

ionHead Chainmail Coif & Leather Hood 5+1 = 6Arms Chainmail Byrnie & Leather Byrnie 5+1 = 6Chest Chainmail Byrnie & Leather Byrnie 5+1 = 6Abdomen Chainmail Byrnie & Leather Byrnie & Leather

Leggings5+1+1 = 7

Legs Cuirboilli Greaves & Leather Leggings 2+1 = 3

The table below shows the armour value or protection given by each type of armour, its ENC and the specific locations that it protects.

Armour Protection

ENC Legs

Abdomen

Chest

Arms

Head

Chainmail Byrnie 5 1 X X XChainmail Coif 5 ½ XChainmail Hauberk

5 2 X X X X

Cuirboilli Cuirass 2 1 X XCuirboilli Greaves 2 1 XCuirboilli Vambraces

2 1 X

Helm Closed 5 1 XHelm Open 3 1 XLeather Hood 1 ½ XLeather Byrnie 1 ½ X XLeather Pants 1 ½ X XLeather Skirt 1 ½ XLeather Vambraces

1 0 X

Plate Cuirass 6 2 X X

© Craig Cartmell Page 35 of 47 1st Edition - March 2004

Plate Greaves 6 1 XPlate Vambraces 6 1 XScale Hauberk Heavy

4 3 X X X X

Scale Hauberk Light

3 2 X X X X

Shield, Light 8 1 Not ApplicableShield, Heavy 12 2 Not Applicable

Elves from a medium infantry background muster out with an Elven Chainmail Byrnie. This gives the same protection as a standard Chainmail Byrnie, but is only ½ ENC.

6.3 General equipmentThere is an almost unlimited variety of equipment that a character could possess and use. What follows is a listing of the commonest equipment that he may like to take as part of the creation process. Players should consider carefully before asking for kit that is not on this list if it is likely to be available in the setting of Middle Earth in the Third Age. Thus asking for a telescope may be a waste of time, but a small handcart would not. The Referee is the final arbiter in this.

Availability is also something the Referee will determine. Obviously crafted items are much more likely to be available in a town or city. In a small hamlet on the edge of civilisation many items may be not be in stock and are never likely to be.

There are travelling merchants taking caravans of town-made goods to the outlying districts and the characters may come across one of these from time to time. They tend to stick to the better protected roads and have armed guards along for the ride. Most towns and cities look after their craftsmen and merchants and look dimly on anyone who would cheat or rob them.

General Equipment:

ENC Notes

Backpack(cap: 6 ENC)

1 A sturdy leather pack with straps and pockets.

Bedroll 1 A thick woollen blanket with a water resistant outer cover.Belt pouch (cap: ½ ENC)

¼ A large leather pouch with a tie down cover.

Blanket ½ A thick woollen blanket.Burglar’s Toolkit ½ A small leather tool roll full of lockpicks and other gadgets.Candles (per dozen) ¼ Tallow candles with a burn time of 3 hours each. They illuminate

a 3’ radius.Chisel (masonry) ¼ A steel chisel with a broad tip.Cook pot 1 A small cast iron cauldron maybe 10” in diameter with a handle.Cord (hemp - per 10') ¼ Strong cord capable of lifting an unarmoured man, or a myriad of

other uses.Cord (silk - per 10') 1/8 Lighter than hemp, silk is uncommon except amongst the Elves.Crowbar 1 A 3’ iron bar with flattened ends. It can be used as an improvised

club.Fish-hooks & line 0 30’ of strong line and a small variety of hooks in a small pouch.Flint & Steel ¼ A simple, yet reliable firelighter.Grapnel 1 Steel, three-pronged variety. Has eyelet for rope to be attached.Hammer (masonry) 1 A small metal hammer for driving in spikes or using with a chiselHammer (sledge) 2 A metal hammer with a 3’ wooden haft. It can be used as an

improvised club.Knapsack (cap: 3 ENC)

½ A light leather pack with straps and pockets, favoured by Hobbits and Mages.

Ladder10' 4 A sturdy wooden ladder with 12 rungs.Lamp oil (1 pint flask)

¼ A leather bound clay bottle with enough oil to run a lantern for 6 hours.

Lantern ½ A glazed metal box. It gives off light in a 15’ radius.

© Craig Cartmell Page 36 of 47 1st Edition - March 2004

Mirror ¼ A polished brass mirror about 6” in diameter. Often has a small handle.

Nails (per dozen) ¼ Large 3” iron nails useful for a range of applications.Oilcloth (10' square) 1 Sufficient waterproof cloth to make a small tent or bivouac.Oilstone ¼ A 10” block of smooth stone for sharpening blades.Parchment (6 sheets) 0 Sheet for writing upon, approximately 12” by 8”.Pick 2 A miner’s tool with a steel head and 3’ wooden haft.Pole (stout - 8') 2 A 3” diameter ash or beech pole, good for poking things.Rations (dried - 1 day)

¼ Includes dwarven Cram but not elven Lembas. Hard biscuit and dried meats.

Rations (fresh - 1 day)

½ Fresh meat, bread and fruit.

Rope (Hemp - per 10')

½ Strong cord capable of lifting 3 unarmoured men, or a myriad of other uses.

Rope (Silk - per 10') ¼ Lighter than hemp, silk is uncommon except amongst the Elves.General Equipment:

ENC Notes

Sack, large (cap. 6 ENC)

¼ A 3’ square hempen cloth bag.

Sack, small (cap. 3 ENC) 1/8 A 18” square hempen cloth bag.

Saddle bags (cap. 6 ENC)

1 A pair of sturdy leather bags with straps to attach them to a saddle.

Saddle, blanket & tack

3 Essential gear for riding horses. Elves don’t use these by ride bareback.

Saw 1 A simple steel tool for cutting wood.Scroll case ¼ A strong leather tube with end caps and a strap for carrying.

Watertight.Spade 2 A miner’s tool with a steel head and 5’ wooden haft.Spikes (Iron per 6) ½ 10” iron spikes useful for securing ropes, jamming doors etc.Tent (1 man) 2 A waterproof canvas shelter with wooden poles and cord guy

ropes.Tent (3 man) 4 A waterproof canvas shelter with wooden poles and cord guy

ropes.Toolkit 1 A leather roll of tools for a specific craft. Often carried by

dwarves.Torch, Pitch ¼ A 3’ wooden pole with oily hemp rope tied around one end.

Burns for 1 hour.Trivet ½ Three-legged, cast iron pot stand/hanger, used for cooking fires.Water-flask (2 pints) ½ A leather bound clay bottle.Wineskin (1 gallon) 1 A goatskin container. Writing set 0 A small pouch containing a quill knife, 3 quills and powdered ink.

6.4 ClothingEvery character starts out with a suitable set of clothes. No ENC is considered for these as they are worn continuously. A spare set of the basics for a particular set of clothes would weigh in at ½ ENC.

Clothing NotesAdventurer’s Outfit

A woollen shirt, trews or kilt, thick leather coat or tunic, and sturdy walking boots.

Priests Vestments

Ceremonial Robes for use in the religious act of worship of a God.

Townsmen’s Outfit

A woollen shirt, trews or kilt, light cloth tunic and shoes.

Peasant’s Outfit A loose woollen shirt, leather trews and boots or sandals.Merchant’s Outfit

A cloth shirt, trews or hose, embroidered tunic or robe, and shoes.

© Craig Cartmell Page 37 of 47 1st Edition - March 2004

Noble’s Outfit A silk shirt, cloth trews or hose, silk embroidered tunic or robe, and shoes.Hooded Cloak A full length leather or cloth cloak that can be fastened against the

weather.

In addition to these each character can be expected to have a hat, gloves, and belt appropriate to the style of clothing chosen. Those with a cavalry background might like to also choose a set of riding boots, those these are inappropriate if they intend to do a lot of walking.

6.5 MountsThere are a wide range of creatures used in Middle Earth from the Fell Beasts of the Nazgul, through Oliphaunts/Mumakil of the Haradrim to the more familiar horses of the other races. Characters will generally use the ones in the table below.

Mount Carrying Capacity

Mule 1 person + 20 enc.

Pony 1 person + 10 enc.

Horse 1 person + 15 enc.

Warhorse

1 person + 15 enc.

Mearas 1 person + 25 enc.

The carrying capacity is for the rider and their personal equipment. Like clothes saddles, saddle blankets and bridles are not included unless carried as extra to an existing set when they come in at an ENC of 4.

Characters who have a cavalry background may be gifted a horse as part of their mustering out. These will be warhorses.All Rohirrim who are not cavalry may choose a riding horse if they wish as a gift from their clan.

Dwarves generally prefer to ride Mules or Ponies, and Hobbits ride Ponies.

A mount is considered to come with saddle and appropriate kit.

The Mearas will only serve a good hero and do so voluntarily. They cannot be gifted or sold.

© Craig Cartmell Page 38 of 47 1st Edition - March 2004

Appendix 1 – Magic ItemsUnlike many other fantasy RPG rules, Third Age does not have a huge list of standard magic items. Instead suggestions are given to the Referee for the creation of items and then it is left up to him to decide if he is going to have a magic rich or poor campaign.

Magic poor campaigns can be interesting as the magic items that are found tend to be valued much higher by the players. The rarity of such items allows the Referee to put some work into the background of the item and perhaps make it more powerful than the norm.

Magic rich campaigns are good where the characters will face many great challenges and deadly enemies. The Referee may find himself having to tool up the opposition as well though. This can lead to a vicious circle as the characters will get anything on any opponent they defeat. Magic items in such a campaign should be of lesser power to prevent the characters becoming magic-fuelled supermen.

Types of itemsMagic items will fall generally into two types; limited or single use items; and permanent items. The former will include such things as scrolls, potions and wands that contain the equivalent of spells. The latter may be jewellery, clothing, armour, weapons and other items. These may contain the equivalent of Heroic Magics or various magics that enhance the character’s skills and abilities.

Limited Use ItemsHere are some suggestions regarding the combinations that may be useful.Type No. of

UsesPotion 1-4Scroll 1Wand 1-10Crystal

1-6

SpellPotio

nScro

llWan

dCryst

alAbjure XCalming Voice X XDaylight X X XExorcise XHealing Sleep. X X XHearten X X XHold Portal X XLight X X XMessenger XQuest X XProtection X XRestore X X XReveal Magic X X XShare Life X XSunder XSmite XTalk to Animals XTerrifying Aspect

X X

Truth-sayer X X XWeather Sense X X

© Craig Cartmell Page 39 of 47 1st Edition - March 2004

Permanent ItemsHere are some suggestions regarding the combinations that may be useful.

Hero Magic or Effect

Weapon

Armour

Clothing

Jewellery

Berserkergang XBlur XCourage X XDarksight X XDragon Hide X XEndurance X XFarsight X XFast Shooting XFleet of Foot XForesight XGlamour XHeal Other XHeal Self XHorse Friend XLevitate X XMuffle X XPowerful Blow XSalmon Leap X XSense Enemies X XSense Evil X XSense Magic X XShield X XSpeed X XStalk XSure Blow XTaunt X XBonus to STR XBonus to CON XBonus to DEX X XBonus to INT XBonus to POW XBonus to CHA X XBonus to Attack XBonus to Parry X (shield)Bonus to Defence X XGlow in presence of evil

X X

© Craig Cartmell Page 40 of 47 1st Edition - March 2004

Other Special ItemsSome items are made with such craft or of unique or rare materials which make them very special, despite being not essentially magic. Here are some examples:

Item Description and EffectsBlack Draught

This Orcish brew is foul but nonetheless extremely effective. Each draught will restore 1D6 hit points and allow the character to go on for a further 8 hours without rest.

Dwarven Masterwork Items

Metal armour made by the master craftsmen of the dwarven kingdoms gives excellent protection. Add 1 point to the armour values of all hit locations covered by it.Similarly add 1 to the damage done by metal weapons made by dwarves.

Elven Cloak

An elven cloak can increase a character’s Hide in Cover skill by five points when the wearer is being sought by evil.

Elven Masterwork Items

Besides being exceedingly beautiful, Elven chainmail is exceedingly light. It is half the weight of normal steel armour.Elven Longbows are also very well made. Their range is 50% more than human made and their arrows do 1 point more damage.

Elven Rope An elven rope is as a light as silk, will carry twice the capacity of normal rope.Any knot tied with such rope doesn’t untie until the user wills it.Evil creatures find the touch of the rope very uncomfortable.

Lembas Bread

Elven waybread is a very special food. Just one mouthful counts as a full meal. Thus a small, unleavened loaf can sustain a person for up to 3 days. It also has a mild euphoric effect restoring hope and confidence to those weary and downhearted.It cannot be bought, but is gifted to elf-friends.

Mithril Armour made from this most precious metal is light (only half the ENC) and gives double the protection offered by an equivalent steel item. Remember that Bilbo’s Chainmail ‘shirt’ was worth a King’s Ransom.Weapons made of Mithril would similarly weigh only half as much and would do a bonus of 3 damage per hit.Such a treasure cannot be bought, and is truly rare. All dwarves desire it, which could lead to trouble.

© Craig Cartmell Page 41 of 47 1st Edition - March 2004

Appendix 2 – Glossary.It is recognised that not all people choosing to play this game will be Tolkien anoraks. Many will come to game from seeing just the films or from the board games , or war games that have accompanied its release. Thus a short glossary of some of the terms and names used in these rules seems to be in order.

Note that it is not intended to repeat in this glossary terms or names that are already explained in the rules (such as Noldor or Sindar), nor to define terms that it would be reasonable to expect a player to know from seeing the films, even if they have not read the books.

Term or Name MeaningAduniac The ancient language of men.Arnor The ancient sister kingdom to Gondor in the north of Eregion. Unlike in

Gondor the bloodline of Isildur never died out there, even though the kingdom was destroyed by the Witchking of Angmar, leader of The Nine.

Belfalas A southern province of Gondor. It lies upon the western side of the estuary of the great river Anduin and is Gondor’s bulwark against the Corsairs of Umbar.

Ent The shepherds of the trees. Originally created by the Valar, Yavanna, to guard her forests from the creatures of Melkor. These ancient giants resemble closely the trees they shepherd. They are strong and wise, though slow to anger and act.

Glorantha The game world in which the Runequest 2 RPG was set.Huorn Ancient trees that have a rudimentary intelligence and a powerful anger.

They can move great distances quickly when directed by Ents. Illutavar The creator of Middle Earth and the world in which it is set.Istari Members of the Maiar who have been sent to Middle Earth to fight the evils

of Melkor and latterly, Sauron. The name is practically synonymous with the word ‘Wizard’. Their number includes Gandalf, Saruman and Radagast.

Ithilien The province of Gondor that lies east of the great river Anduin. On its eastern border lies Mordor and Minas Morgul.

Khuzdul The language of Dwarves.Lebennin A southern province of Gondor.Maiar Lesser servants of Illutavar and of the Valar. Some walked the lands of

Middle Earth in their own right (such as Melian), some only in the company of the Valar in the ages before the waking of the Children of Illutavar (men and elves), and a few were sent as messengers of the Valar (the Istari).

Minas Tirith One of the two ancient citadels of Gondor. During the War of the Ring it has become the capital city of that land. In Third Age it is still just its citadel.

Osgiliath The capital of Gondor, that becomes a ruined battleground during the War of the Ring.

Quenya The language of Noldor elves.Sindarin The language of Sindar elves.Valar The fifteen servants of Illutavar. In game terms they are gods. There are

seven male Valar, seven female Valar and Melkor, their enemy.Westron The common tongue of men in the latter part of the Third Age. It is a

debased form of Aduniac.Wose An ancient breed of men who live a hidden, stone age existence in the

Druadan woods, to the north of Minas Tirith. They are suspicious of all outsiders.

© Craig Cartmell Page 42 of 47 1st Edition - March 2004

Appendix 3 – The EnemyIn the latter half of the Third Age, but before the War of the Ring, the enemy seems disorganised and in part hidden. For Sauron is still cloaking his slow preparations and is not yet proven to be the Necromancer of Dol Guldur.

The sorts of enemies the characters can expect to meet include:Crebain Many animals are dominated by and serve the Dark Lord. Amongst them are the

large carrion crows of Dunland, called Crebain. These servants acts a spies and watchers.

Haradrim

The warriors of the southlands who have been enemies of Gondor for more than an Age. They are swarthy in complexion, swift to anger and skilled in battle. More than once Haradrim have been found in the pay of Mordor.

Men Many men on the fringes of civilisation have no commitment to the forces of light. They are often foul and greedy creatures, easily dominated by evil.

Orcs The foot-soldiers of evil. Melkor originally bred them from captured elves. There are a number of variants of this ill-favoured race:1. Mordor Orcs. Mostly confined to Mordor, some are being found wandering (or

scouting?) the eastern parts of Gondor and Mirkwood.2. Goblins. The smaller orcs of the many tunnels and caves of the Misty

Mountains, in particular Khazadum or Moria.3. Uruk-hai. A rare and fairly new breed of Orc. They are larger, cleverer and

more ferocious than their kin. They are also able to withstand the light of day.Spiders It is reported that giant spiders, the size of a small man, have been seen in

Mirkwood and other dark places. They are thought to be both cunning and evil, descendants of Ungoliant the Great who poisoned the Two Trees many thousands of years ago.

Trolls It is believed that these brutes were bred in mockery of Ents. They are huge (often SIZ 30+), immensely strong (STR 30+) and vicious. On the plus side they are pretty dim (average INT 5) and tend to need constant direction.

Wargs Huge, intelligent wolves, easily the size of a horse and extremely vicious. They allow orcs to ride them, but are not unknown to devour them if pushed too far, or if hungry.

Wights Various dark places around Middle Earth contain the spirits of the unavenged dead. From the Barrow-downs on the borders of the Shire to the Dead Marshes these ancient warriors and mages still inhabit the edges of our world. They hate all life and exist to consume the spirits of those they can lure to their lairs.

Wolves The wolves of Middle Earth are not small, fairly shy, pack predators. They are larger, more cunning and have a predilection for the flesh of men and elves. Pack leaders are often of human intelligence.

And some the characters should not meet, except perhaps in their nightmares, include:Balrogs The ancient demons of shadow and flame were created by fallen Maiar by Melkor

in the First Age. They no longer exist….?Dragons At this point in the Third Age no dragons have been seen for hundreds of years.

The great fiery wyrms of the First Age seem to have either died out or retreated to slumber eternally in their hidden lairs.

Wraiths The Nine are the ancient kings of men who accepted Rings of Power from Sauron and were overwhelmed by their own greed and pride. They are terrifying opponents whose mere breath can kill. Their leader, the former Witchking of Angmar, is a source of evil only mastered by Sauron himself.

© Craig Cartmell Page 43 of 47 1st Edition - March 2004

Appendix 4 – The Campaign Area.

© Craig Cartmell Page 44 of 47 1st Edition - March 2004

Appendix 5 – Important Personalities of the late Third Age.There are many people in the late Third Age who the characters will know of. Here is a short listing of the most prominent.

Elrond The elven Lord of Imladris, also known as Rivendell. He maintains a haven of peace in the chaos of Eregion. Elrond was present at the Last Battle and fought at the side of Gil-galad, Elendil and Isildur. He has been instrumental in supporting the actions of the Dunedain Rangers of the North.He is a master of the healing arts.

Radagast, the Brown

The least of the Istari in the western half of Middle Earth. He spends most of his time alone and amongst the birds and beasts with whom he has a special accord.

Gandalf, the Grey

Mithrandir, the Grey Pilgrim and Gandalf Stormcrow are all names this Istari is known by. He is perhaps the most active servant of the White Council, though not always the most popular.

Saruman, the White

Also called Curunir, he is the wisest of the Istari and leader of the White Council. He has taken the fortress Orthanc as his base.

Galadriel Exiled by the Valar, Galadriel has been in Middle Earth since the First Age. She is the most powerful mage in Arda, even Sauron is reputed to fear her. Her magic maintains the realm of Lothlorien.

Celeborn Husband of Galadriel and master of the realm of Lothlorien.

Cirdan Master of the Grey Havens. He has kept this port open through the trials and tribulations of three ages of the world. All elves wishing to depart over the sea come to him.

Arwen The beautiful daughter of Elrond, she resides in Imladris.

Thranduil King of the Avari, or Wood-elves, of northern Mirkwood. It is said that in recent times the welcome in his halls has grown cold.

Deor King of the Rohirrim.

Thráin II Leader of the Dwarves of Erebor. Father of Thorin.

© Craig Cartmell Page 45 of 47 1st Edition - March 2004

Appendix 6 – The History of the late Third Age.3 - 2510

The Rohirrim ride to the aid of Gondor. They are given the land of Calenardhon (Rohan) to dwell in.

3 - 2510

Departure of Elrond's spouse Celebrían into the West.

3 - 2542

Birth of Thrór, later King under the Mountain.

3 - 2570

Death of King Brego of Rohan, from grief at the loss of his son Baldor in the Paths of the Dead. He is succeeded by Baldor's brother Aldor.

3 - 2585

Death of King Náin II of Durin's Folk. He is succeeded by his son, Dáin.

3 - 2588

Death of Chieftain Aragost of the Dúnedain. He is succeeded by his son, Aravorn.

3 - 2589

Dáin I and his son Frór are slain by a Cold-drake. Dáin is succeeded by his son Thrór.

3 - 2590

The Dwarves of Durin's Folk return to Erebor.

3 - 2594

Birth of Fréawine, later King of Rohan.

3 - 2619

Birth of Goldwine, later King of Rohan.

3 - 2644

Birth of Déor, later King of Rohan.

3 - 2645

Death of King Aldor the Old of Rohan. He is succeeded by his son Fréa.

3 - 2654

Death of Chieftain Aravorn of the Dúnedain. He is succeeded by his son, who becomes Arahad II.

3 - 2659

Death of King Fréa of Rohan. He is succeeded by his son Fréawine.

3 - 2670

Introduction of pipe-weed to the Shire by Tobold Hornblower of Longbottom.

3 - 2680

Death of King Fréawine of Rohan. He is succeeded by his son Goldwine.

3 - 2683

Isengrim Took II becomes the tenth Shire-thain of the Took line.

3 - 2699

Death of King Goldwine of Rohan. He is succeeded by his son Déor.

3 - 2710

The Dunlendings capture Isengard.

3 - 2722

Death of Thain Isengrim II of the Shire. He is succeeded by his son Isumbras III.

3 - 2746

Birth of Thorin, later called Oakenshield, son of King Thráin II.

3 - 2747

The Battle of Greenfields is fought in the Northfarthing of the Shire.

3 - 2759

Saruman is given the Keys of Orthanc by Steward Beren.

3 - 2759

Death of Thain Isumbras III of the Shire. He is succeeded by his son Ferumbras II.

3- 2760

Radagast forms his ‘Green Company’.

This timeline gives the players the context into which their characters begin their adventures. Their first adventures shall be as part of Radagast’s Green Company.

© Craig Cartmell Page 46 of 47 1st Edition - March 2004

Current events.o The dwarves still possess Erebor and the Iron Hills, later called the Lonely Mountain, but

have lost Moria to the Orc King Azog. Dwarven warriors are building their strength to face this threat.

o The Elves are active in Lothlorien, Northern Mirkwood, Imladris and the Grey Havens. They have little to do with those outside their kingdoms.

o The Kingdom of Gondor is strong and lives under its line of Stewards.o The Kingdom of Rohan thrives under the kingship of Deor, and have driven the

Dunlendings back into their own lands.o A shadow is falling across Mirkwood and the vale of the Anduin.o The Shire is settling down again after a quite militant period following the Battle of the

Greenfields. Many young adventurous veterans of that battle have been travelling abroad.

© Craig Cartmell Page 47 of 47 1st Edition - March 2004