Balrogs and Bagginses Compress
Balrogs and Bagginses Compress
Balrogs and Bagginses Compress
N ote: this volume is not a c omplete game; players will require ac c ess to one or more
previously published editions of Basic and/or A dvanc ed D &D for desc riptions of spells and
some monsters
1
ABOUT THE GAME
Balrogs and Bagginsess (‘B&B’) is a set of rules for table-top roleplaying in the world of Tolkein’s Middle Earth.
The game is based closely on the mechanics and statistics of the Original, Basic and Advanced Dungeons and
Dragons family of games (O, B and AD&D). These games are widely available, understood and loved, and the
author believes they present an excellent (if often unappreciated) format for adventure roleplaying in Middle
Earth. B&B can be thought of as a short set of conversion notes for Middle Earth campaigns using the spells,
monsters, magic items and other materials available through previous Dungeons and Dragons games.
Nevertheless, B&B differs in several important respects from published editions of D&D: most noticeably, it lacks
rigidly defined character classes, replacing them instead with the more flexible and setting-appropriate notions of
‘roles’, which are more flexible concepts that combine character race, homeland and occupation. Also, characters
do not have alignments; instead ‘traits’ provide the mechanism for describing a character’s loves, hates and other
passions. The list of spells available in the game and sorts of characters capable of learning them differ from
official editions of D&D. There are a number of smaller and greater changes in the rules governing attack,
defense, spell casting, saving throws, healing and other detailed mechanical issues. Noteworthy influences include
Pendragon, Prince Valiant, The Fantasy Trip, Tunnels and Trolls, and 3rd and 4th (and even 5th) edition D&D.
Nevertheless, most of these changes are transparent during play: the actual flow of action and most of the rolls
made during a game closely resemble early editions of D&D.
Two things about these rules may be controversial (at least, among those interested to read them!): Many gamers
believe magic in Middle Earth should be subtle and mostly out of the hands of player characters. I believe the
action and spirit of the books are actually captured quite well by the magic of D&D, provided one judiciously
prunes the spell lists to remove powers that are clearly out of step with the setting and re-organizes into groups of
powers that resemble iconic character types in the stories. A more technical argument might be made with my
choice to make B&B compatible with Basic and Advanced D&D rather than one of the more tightly engineered
modern editions. This comes down to a question of taste: the author is old, mentally frayed and prone to nostalgia,
and so pre-3rd edition forms of the game are a natural personal choice. These editions also have a more whimsical
tone and flexible approach to rules. I believe both of these characteristics can help gaming groups explore their
understanding of Tolkien’s worlds through free-form roleplaying rather than a rigid set of mechanics. Note that in
making this choice I’ve forced on the readers the long-debated descending scale for armor class used in pre-3rd
editions of D&D. If this is simply too difficult or aesthetically distasteful for you to accept, I’m giving you one last
chance to set down this book or close your pdf reader and walk away.
The monsters, spells and magic items for Balrogs and Bagginses are directly from or closely patterned after
previous editions of Basic and Advanced Dungeons and Dragons. This mechanical compatibility with previous
editions means groups can freely import incorporate content from previous editions consistent with their own vision
of the setting. Shambling mounds in the Old Forest? Lurker’s Above in the Underdeeps? A deck of many things in
Saruman’s library? You won’t find these things explicitly included in this volume, but if you wish to include them in
your campaign, knock yourself out!
This work is intended for private distribution to friends for their personal use. The content draws on jealously
guarded intellectual properties and the illustrations were taken from works of Alan Lee, the Hindebrandt brothers
and Tolkien himself. These illustrations are freely and widely distributed on the web and so it is difficult to see the
harm if they are also viewed by the 5 people who might eventually read this volume. Nevertheless, its contents
should not be sold or otherwise re-distributed.
2
TABLE OF CONTENTS
BEGIN N IN GS
I. INTRODUCTION 4
CHARACTERS
III. EQUIPMENT 19
V. RULES OF PLAY 26
VI. COMBAT 30
XI. ADVENTURES 47
XII. FOES 48
3
I. INTRODUCTION
Balrogs and Bagginses is a set of rules for character characters have many options and opportunities
creation, experience and advancement, and game- for advancement in realms other than personal
play including combat, adventure and magic, for a combat — e.g., wealth, leadership, personal
game closely patterned after Basic and Advanced relationships, passionate loves and hates. A
Dungeons and Dragons but tailored for role playing cooperative, balanced approach to campaigns in
in Middle Earth. It also incorporates elements of which players contribute significantly to defining
other games that the author feels are particularly (even creating) parts of the setting is encouraged.
effective for this setting and consistent with a game
of D&D’s overall structure. Use of the W ord "Level"
The word "level" has several different meanings in
This volume is not a complete game by itself: groups
the game:
must have access to previously published sources of
spells in order to fully enjoy the game. And, while
Experience: A character’s "level of experience"
statistics for some monsters are provided at the end
reflects his or her rise in power through
of this volume, some gaming groups will want to
accumulated experience gained on adventure.
incorporate additional ones from previous editions
Player characters generally begin play at 1st level
of D&D. These are widely accessible to and
and rise over the course of adventures. Many
understood by the experienced gamers that are the
unexceptional non-player characters are
main audience of this game.
described as having ‘0 level’; i.e., they do not
benefit from even the modest advantages afforded
These rules are specifically designed to be
a 1st level player character.
compatible with the spells, monsters and items in
Spells: A spell’s level reflects its power and difficulty.
Basic and 1st and 2nd edition Advanced Dungeons
Generally, a character is only capable of casting
and Dragons. The spell lists in particular are based
spells having a spell level equal to or lower than
on spells presented in the 1st edition AD&D player’s
the caster’s experience level.
handbook (though materials from any previously
Challenges: Inanimate challenges, such as
published edition of D&D or related games could be
mechanical traps, poisons, walls characters may
adapted with little effort).
wish to scale or pits they may wish to leap across,
are said to possess a level that reflects the
Roles in the Game difficulty of overcoming them. The higher a
Dungeon master(s): Balrogs and Bagginses challenge’s level, the lower will be a character’s
presumes a gaming group structured along the chance of overcoming it.
lines of traditional table top roleplaying games; Hit dice: The statistics that describe a monster’s
i.e., the ‘version’ of Tolkien’s world in which play abilities include its ‘hit dice’ — a value loosely
occurs is described and populated and the action equivalent to a character’s level. This is the
arbitrated by a ‘dungeon master’ (DM). I suggest number of eight sided dice rolled to determine the
for added fun you try a cooperative approach to amount of damage required to defeat it in
DM’ing, in which all members of the gaming combat. A monster’s hit dice are also an
group spend time in the director’s chair, perhaps indication of its power more generally,
rotating every few weeks, all contributing their comparable to a character’s level; e.g., its
special angles to a collective game world. This can offensive capability in combat or, if appropriate,
be particularly helpful when roleplaying in Middle the strength of its magical powers.
Earth, which is presented by Tolkien using different
‘voices’ for different stories. Why not explore Dice
them all?
Players: Players create and take command of one This game makes use of the standard set of dice
or more ‘player characters’ who live within the commonly used in Dungeons and Dragons: d4, d6,
Middle Earth envisioned and adjudicated by the d8, d10, d12 and d20. It is recommended that
dungeon master. This realization of D&D is well each group posses at least two of each of these
suited to player-driven decision making in types of dice.
adventures and campaigns, simply because player
4
Conversion Notes this volume include detailed information
regarding the types of rolls for which each
The following guidelines help players and dungeon
creature receives such a bonus (for example, a
masters adapt materials, including characters, from
bear might receive the bonus for rolls based on
previous editions of D&D.
Constitution but not for those based on
• All measurements of distance here are given in
Intelligence). When using a monster from some
meters (which can be taken to be equivalent to
other edition of D&D that is not discussed in this
yards). Distances and movement rates from
volume, the dungeon master should make
previous editions can be assumed to convert at
sensible ad-hoc rulings regarding the sorts of
a rate of 1” = 1 meter.
rolls for which this bonus applies.
• The standard measure of time in B&B is the turn,
• It is not straightforward to convert player
lasting ~10 seconds — functionally, a period of
characters from earlier editions to B&B because
time when a player character (or non player
of the different treatment of character abilities
being) can perform one meaningful tactical
and backgrounds here (in particular the lack of
action. The game does not attempt to sub-divide
rigidly defined character classes). If this is
time in quantitative units smaller than one turn,
desired, I recommend you create a simple
nor does it have a formal unit of time greater
version of the character as he or she existed at
than one turn. One turn in B&B is roughly
1st level (choosing appropriate abilities,
equivalent to one combat round in AD&D.
homeland, occupation and equipment to mimic
• Armor classes follow a descending scale, as in
the character’s class, and traits that match the
Basic and 1st and 2nd edition Advanced D&D.
player’s understanding of the character’s
All armor class values from those earlier
alignment). Then, use the character
editions can be used directly with little or no
advancement rules to ‘age’ the character to his
problem (though the armor types available in
or her level, choosing new abilities and attribute
Middle Earth and their armor class values in
advances in keeping with the character’s
B&B differ from previous editions of D&D).
strengths and weaknesses in the edition from
When using materials from games that have an
which he or she is being converted. The end
ascending scale for armor class (3rd or 4th
result will differ in detail from the original
edition D&D, or Castles and Crusades), set
character, but be similar in overall ability and
Armor Class = 20 – the ascending-scale armor
power. The principle difference is that high-level
class rating.
characters in B&B are capable of having
• Monsters and non-player characters described
extraordinary attribute scores and diverse
by hit dice receive bonuses for to-hit rolls, and
collections of abilities.
certain saving throws and ability rolls equal to
their number of hit dice. The blocks of statistics
describing monsters detailed in Chapter XII of
5
II. CHARACTER CREATION
To create a new player character, proceed through It is strongly recommended that players not devise
the following steps. It is most straightforward to do alternate procedures for determining attributes, most
them in order, though it is recommended that of which result in a form of grade inflation.
player’s read the entire section before beginning so Character attributes rise through experience during
that choices made in an early step are consistent play and the balance of play depends upon
with intended character roles or other properties relatively modest beginnings oft starting characters.
determined in a later step.
(2) Determine the ‘modifier’ associated with
(1) Determine the character’s attributes: Roll each attribute. Consult the Attribute Modifier
3d6 seven times and distribute the resulting values Table, below, and record the modifier
among the seven character ‘Attributes’ listed below. corresponding to each attribute value. These
Attribute scores may rise above 18 or fall below 3 modifiers are used for many purposes in the game;
as results of experience, injury or magic, but at the generally speaking, positive values improve a
start of play must be in the range 3-18. Note that character’s chance of success at relevant tasks and
attribute scores reflect a character’s strengths and events and negative values detract. Modifiers for
weaknesses relative to a normal member of the attributes above or below the normal range (3-18)
same race (human, elf, etc.). Differences in ability are provided for special cases of characters that
between races are described by attribute modifiers, have benefited from or suffered attribute gain or loss
as detailed below. The attributes and their loose through experience, injury or magic.
meanings are as follows:
Attribute M odifier Table
Strength: Physical power and might Attribute M odifier
≤2 Infirm
Constitution: physical resilience and endurance
3 -4
4-5 -3
Dexterity: Nimbleness, agility and quickness
6-7 -2
Intelligence: Guile, craftiness and memory 8-9 -1
10-11 0
Wisdom: Intuition, comportment, willpower; natural 12-13 1
ability to command yourself 14-15 2
16-17- 3
Charisma: Bearing, lordliness, comeliness 18-19 4
Each +2 +1
Luck: A nod and a wink from fortune can be the
difference between life and death on adventure
(3) Select character race: Middle Earth contains
many distinctive races of men, other free peoples,
Players should consider the walk of life they imagine
and servants of shadow. Members of races other
their character following when assigning rolled
than common men generally gain bonuses and
scores to the various attributes. For example, a
penalties to their attribute modifiers (though their
character who will be a knight of Rohan would
attribute scores remain the same; recall an attribute
benefit from strength; an enchanter serving as one of
score reflects a character’s standing relative to
Saruman’s apprentices should emphasize
another member of the same race). Some races also
Intelligence; a noble from Gondor might wish to
gain special qualities, and/or may be required to
have high Charisma, etc. These character types are
select certain ‘abilities’ later in character creation, as
formalized through ‘roles’, described at later this
detailed in step 6, below. The rules here detail
chapter, and players who wish guidance in
creation of player characters who are members of
assigning attributes should consult those sections for
the races of free peoples. Those players who wish to
examples.
create orc or troll player characters should consult
6
the bestiary at the end of this volume for details Hobbit (‘halfling’): A rustic, portly race with
regarding those races. nimble fingers and a love for song, food and
drink. Hobbits generally avoid adventures and
Common Man: The collection of racial types their attendant discomforts, but when riled can do
peopling the kingdoms of men. No modifiers the most extraordinary things. -2 Strength, +1
or pre-requisites. Dexterity, +1 Luck. -2 to base movement rate. All
thrown weapon attacks gain one ‘advantage’.
Dunedain (‘Men of the west’): Descendants of Fellowship and Stealth abilities.
the Numenorians; tall, dark haired men with a
lordly bearing. Most now live as rangers in the (4) Choose a homeland: Each character must
former kingdom of Arnor. +1 Strength, +1 come from a homeland, which dictates the
Charisma, -1 Luck. Lore and d8 hit die abilities. languages he or she knows and the sorts of
Many dunedain possess subtle magical abilities, occupations he or she may have at the start of play.
such as healing and divination, perhaps due to the Players may choose any homeland consistent with
frequent mingling of their bloodlines with elves. their race. Consult the list of Homelands and Roles
available to each race at the end of this chapter.
7
ability descriptions. Finally, most character Roles to the roll of their hit die, plus the character’s
require certain abilities as prerequisites; players Constitution attribute modifier. The default hit die for
should consult the lists of Roles at the end of this a human character is 1d6, however this may be
chapter to determine which abilities must be selected raised to 1d8, 1d10 or even 1d12 through various
to create a character to their liking. abilities (or reduced to 1d4 through a flaw).
Some characters specialize in one or more abilities Movement rates of human characters equal 12 plus
at the expense of others. A character may choose to their Dexterity attribute modifier. In general, a
sacrifice one ability choice in exchange for character can move a number of meters (or,
‘expertise’ in one ability he or she already possesses equivalently, yards) equal to his or her movement
(note this does not apply to ability choices invested rate per combat turn (roughly 10 seconds). Many
in hit dice, birth rights and flaws). This may be done spell and monster descriptions from earlier editions
during character creation and/or later as a of Dungeons and Dragons report movement rates
character advances in level and gains new ability and distances in ‘inches’. These may be converted
choices beyond the initial six. Once an ability has directly to the equivalent number of meters or yards
been advanced to an ‘expertise’ in this way, no (i.e., a speed of 12” in a previous edition is
further advancement of that ability is possible (i.e., equivalent to a movement rate of 12 in these rules).
there are not multiple degrees or levels of
expertise). Unless otherwise specified, expertise (9) Determine the character’s equipment and
provides an ‘advantage’ to rolls involving that related statistics: Characters automatically
ability, in addition to any other bonuses. receive certain weapons, armor, steeds and other
equipment and money by virtue of this starting
Players may elect to burden their characters with occupation. Most roles also provide a certain
one or more ‘flaws’ (for example, reduction of their amount of cash that characters may expend to
base hit die from the normal d6 down to a d4). For purchase weapons, armor, mounts, hirelings and
every such flaw the character possesses, they are other equipment before the beginning of play; see
permitted to select one additional ability. Chapter III for costs of equipment.
(7) Select a character ‘Role’: Consult the list of Record the character’s (AC) based on any armor
Homelands and Roles available to each race, found and/or shield he or she might carry, subtracting the
at the end of this chapter. A character may be a character’s Dexterity modifier (adding to AC for a
member of any Role appropriate to his or her race negative modifier). For example, a character
and homeland and for which he or she possesses the wearing full mail and carrying a target shield (AC 4
listed prerequisite abilities. – 2 = 2) having a Dexterity of 13 (+1 modifier) has
a modified armor class of 1. A character’s AC
(8) Select character ‘Traits’: Much that makes influences the chances of success of any attacks
each character unique comes from his or her ‘Traits’ directed at him or her.
— loves, hates, quirks, fears, virtues, and vices. Traits
concretely impact play by providing bonuses and Consult the armor tables and Encumbrance rules in
penalties to perform actions in certain situations, and Chapter III to determine whether your character has
in shaping character behavior when he or she is any penalties to Movement Rate and disadvantages
presented with some relevant temptation or threat. to Dexterity based actions due to the equipment he
Roll 1d3 and select this number of Traits from the list or she wears or carries.
provided later in this chapter. When choosing traits,
players may want to consider the cultural likes, Abilities
dislikes, fears and passions characteristic of
Below is the list of Abilities available in the game.
members to their race and homeland. However,
Each is accompanied by an attribute or attributes
such choices are not enforced by rigid rules: a
with which it is normally associated; this is indicated
sensitive, demure dwarf is a strange notion, but
in parentheses after the ability name. Note,
permitted to the player who wishes to explore such
however, that these are suggestions rather than firm
a character.
rules, as some abilities might be associated with
different attributes in different circumstances. The
(8) Determine character Hit Points and Movement
Rate: Characters begin play having hit points equal
8
rules of play, below, provide examples to guide Gambling (Luck): The character has a knack for
players through these ambiguities. cards, dice and other games of chance. This
ability let’s the character add his character level to
Abilities are organized into several broad categories luck saving throws made to win gambling contests,
for convenience, but note all should be assumed to particularly those that do not call on another
be available to all player characters unless ability.
otherwise noted (if an ability is restricted or Handy (variable, depending on circumstances):
exceptional, this will be specifically noted in the Most adventurers are an impractical, mercurial
ability description). Perusal of the following list bunch. But it can be surprisingly useful to
should make it clear that 6 (nearly) free choices can occasionally bring along someone who knows
lead to an almost infinite diversity of characters. how to use a shovel, or splice a rope, or make a
lever, or start a fire from wet wood, or any of a
MUNDANE ABILITIES number of other practical skills known by people
Beast master (Charisma): Ability to calm, who actually work for a living. Characters with the
communicate with, domesticate and train wild Handy skill have worked on a farm or other
animals. A successful test of this ability can result setting where they learned these things. Many
in brief cooperation from or calming of a beast; tasks or events that would be resolved as saving
continued positive interactions may eventually throws for other characters can be resolved as
lead to gaining that animal as a semi-domesticated ability rolls for a character who is ‘handy’.
help meet. The character may also attempt a Beast Horsemanship (Dexterity or Charisma): Everyone
Master ability roll to befriend the creature. On a in most medieval or pseudo-medieval fantasy
successful roll, the creature will join the character settings is presumed to be at least familiar with
as a side-kick; additional ability rolls can be made horses and riding. The horsemanship ability
to train the animal in various skills and tricks. denotes a higher level of ability — using arms from
Climbing (Dexterity): Skill at climbing shear horseback, performing tricks and giving
surfaces, using ropes, spikes and other technical commands to a horse or recognizing the merits
equipment where unaided climbing would be and flaws of horses.
impossible.
Courtly Graces (Charisma): The character is
knowledgeable of the traditions and behaviors of
the noble court. This skill may be called on to
impress a superior, behave in a praise worthy
way in formal situations, negotiate the social
spider web of court to make allies and thwart
foes, and related fripperies.
Diplomacy (Charisma or Intelligence): The
character is skilled at negotiation, navigating
exotic cultures and customs, and associated
intrigue. He or she may use an ability roll to
cajole or argue a non-player character into
agreeing with his position or forging an alliance
or to receive a favorable reaction when speaking Intimidate (Charisma): Characters use the
to peaceful or neutrally disposed strangers. intimidate ability to coerce, scare and otherwise
Disguise (Intelligence): The character is able to impress others in situations involving some level of
take on the appearance and mannerisms of conflict or tension. This skill might be called on to
another person, or disguise his or her true identity. bluff one’s way out of a fight, or frighten a captive
This skill can be used to disguise the visual into revealing secrets.
appearance (but not mannerisms) of another. Literacy (Intelligence): The character is capable of
Fellowship (Charisma): The gift for fast talk, reading any language he knows (native or
making quick friends, carousing and generally foreign). Tests of literacy might be used to
being good company. More important than it decipher a written puzzle, search a library for a
sounds for a life of adventure spent on strange crucial clue, or recall some fact the character
roads! might have encountered in past readings.
9
Lordship (Charisma): The character is accustomed swimming, drowning and similar watery
to command. He or she can serve as a leader in challenges.
combat or similarly stressful situation, and can Stealth (Dexterity): The character is skilled at
rally nearby friends who have broken morale. He moving quietly or hiding in shadows or other
may normally expect to have simple orders cover. With a successful ability test, the character
followed by his followers. +1 bonus to initiative in goes un-noticed by those nearby. Often opposed
any type of combat, and he may add his level to by an Intelligence saving throw (perhaps aided by
the morale saving throw chances for anyone the Perception ability).
following the character’s lead. Those who follow a Survival (Constitution, Intelligence or Dexterity):
leader may use the group initiative rules. The character is skilled at hunting, foraging,
Combatants led by a character with Lordship finding water and shelter, orienteering in natural
ability may receive a morale check if the leader environments, recognizing natural animals and
attempts to give dangerous or otherwise their properties, and other skills of woodcraft. This
questionable orders. Only a character with the skill might also be called on to swim or climb.
Gentry or Noble abilities, or who is at least 3rd Thievery (Dexterity): The character is expert at
level of experience and has the Battle ability, may various slights of hand that are useful in purloining
have the Lordship ability. treasures. The ability to pick locks. The character
Lore (Intelligence): The character is learned in can disarm, avoid (or create!) mechanical traps of
history, philosophy, the natural sciences, as well all kinds. The ability to remove purses and other
as supernatural beings, objects and places. He or small items from a victim’s possession without
she may attempt an ability roll to know almost any notice. Acts of thievery are often opposed by a
obscure fact about exotic cultures and natural target’s Intelligence saving throw (perhaps
phenomena, or to read at least snippets of any enhanced by the Perception ability).
language. He may attempt an ability roll to Tracking (Intelligence): The character can follow
recognize and know the properties of any magical the spore marking the passage of most creatures.
creature or item, any demon, fairy, etc. Tracking ability rolls might be opposed by the
Perception (Intelligence): The character is Stealth ability of one’s prey, or the Intelligence
observant and can use this ability to enhance saving throw of a fleeing intelligent being.
chances of hearing low noises or noticing subtle Troubador (Charisma): The character is skilled at
things. This ability may also improve a character’s singing, dance and playing instruments, and is just
saving throw to avoid being surprised, or the sort of attention seeker to put those skills to
contested rolls to notice another creature trying to use. The Troubador ability can be used to calm the
use the abilities of stealth, disguise or pick anxious, attract or distract attention, please a
pocketing. potential patron, or any number of similar
Physicker (Intelligence): The character is skilled at situations.
leech craft, including setting bones, cleaning and
closing wounds, and salving the injured and sick COMBAT ABILITIES
with herbs. The physicker’s level enhances the Archery (Dexterity): The character is skilled in the
saving throws vs. disease for those under his or use of the bow, either in hunting or war. A
her care, and influences the recovery of wounds in character with Archery skill is also experienced in
other ways as specified in Chapter VII. the use of the buckler and in fighting and
Poisons (Intelligence): The character is a skilled maneuvering while wearing leather armor.
and practiced poisoner. He or she can safely Axes and Maces (Strength or Dexterity): The
distil and administer various kinds of poisons, and character is skilled in the use of all axes and
is aware of sources for most of the common kinds. maces, and can fight effectively with all shields
He or she may call on this ability to identify, and armors. See the section on weapons and
create and administer poisons, and has a chance armor in Chapter III for details.
of indentifying and creating antidotes. Battle (Intelligence): Presence of mind, tactical
Seamanship (Dexterity, Wisdom or Intelligence): know-how and control of timing and distance in
Skill at handling ropes, sails and similar nautical combat. A character with Battle ability adds his
paraphernalia, and of fixing, trouble shooting, level to his Initiative in combat. This ability may
evaluating and operating ships. Seamanship might also aid in any die rolls that call for sharp
also be called on to aid saving throws involving decision making in pitched battles or sieges. This
ability is required to effectively use many pieces
10
of siege equipment (catapults, etc.). A character possess the ability or abilities needed to fight with
with Battle ability knows how to load and fire a each weapon normally.
crossbow. Wrestling (Strength): The character is skilled at
grappling and throwing foes in close combat.
BIRTH-RIGHTS
Gentry (Charisma): The character is a member of
a social caste of high-status land owners and has a
close relationship with a greater noble. His or her
family controls (and is responsible for) some tract
of land and the commoners who live on it —
traditionally in exchange for military service and
fealty to a greater noble lord, but in more
peaceful and civilized lands the gentry might
instead serve as judges, advisors or other non-
military leaders. The character can use this ability
to try to command commoners, influence other
gentry and appeal for aid or patronage from
greater nobles. This ability is most common among
Brawling (Strength or Dexterity): Skill at striking
the knights of Gondor and its allied lands and the
foes with fists, boots or improvised weapons.
house karls of Rohan’s king, but also includes
Common arms (Strength or Dexterity): The
wealthy land owners in the shire and other settled
character is skilled in the use of all common arms
lands.
(weapons and implements often used for self
Noble (Charisma): The character is member of the
defense by people with no martial training). The
hereditary nobility who command the gentry and
character can also fight efficiently with the buckler
commoners and control most land in the kingdoms
and leather armors in combat. See the section on
of men, dwarves and elves (kindoms of orcs and
weapons and armor in Chapter III for details.
their ilk are generally ruled by whomever is most
Dodge (Dexterity): The character has a gift for
capable of killing and eating his or her rivals).
being where a blow doesn’t fall. A combatant
The character’s word is law, and he or she may
with this ability can add their level to dodge
have access to property, horses, armor, weapons,
attempts in melee combat and when targeted by
servants, etc. If the character takes a non-noble
missiles. This bonus may also apply to some
role (e.g., Knight or Brigand), he or she is
dexterity based saving throws vs. certain kinds of
assumed to be not (yet) titled and is a lesser close
traps that broadly resemble armed attacks.
relative of a baron, earl or other great noble. The
Lance (Dexterity): The ability to strike precisely and
character can use this ability to try to command
powerfully with the mounted lance. An important
commoners and other gentry, influence other
combat skill for knights of Gondor and Rohan,
nobles and appeal for aid or patronage from a
and the mounted warriors of the eastern steppe.
greater noble. Special: this ability may only be
Only a character with the Horsemanship ability
selected if the character already possesses the
can learn Lance.
Gentry ability; on selecting the Noble ability, the
Spears and Polearms (Strength or Dexterity): The
Gentry ability is then lost – i.e., nobility replaces
character is skilled in the use of all shields and
Gentry status. Thus, a character who is a noble at
armors in combat. See the section on weapons
the start of play must expend two ability choices.
and armor in Chapter III for details.
Wealthy (Luck): The character has inherited or
Swords: (Strength or Dexterity): The character is
otherwise stumbled into great riches. If chosen
skilled in the use all large and small swords, and
during character creation, the character begins
can fight efficiently with all shields and all armors.
play with 10x the normal amount or value of
See the section on weapons and armor in Chapter
possessions (i.e., for his or her role). Thereafter,
III for details.
he or she automatically receives 2d x 25 schillings
Two Weapons (Strength or Dexterity): The
each month (in allowance, interest, gambling
character is skilled in melee combat using one
winnings or some other source). This ability may
weapon in each hand. The character must also
be called on to bribe or otherwise influence others
and to raise loans.
11
cast at a level equal to or less than their character
HIT DICE level.
D8 hit die (Constitution): The character rolls 1d8 Divination (Wisdom): The character can read the
(plus constitution modifier) per level to determine stars and other auguries to tell the future or
hit points rather than the default 1d6. If a perceive things that are obscured by distance or
character gains this ability at some level greater concealment.
than 1st, their previous hit point total remains Elvish Gift (Wisdom): Any elf is potentially
unchanged and the new hit die is used to capable of performing certain relatively subtle
determine new gains in hit points with further level acts of magic by virtue of their close spiritual
increases. connection to Valinor. Any elf possessing this
D10 hit die (Constitution): The character rolls ability is able to attempt any relevant spell having
1d10 (plus constitution modifier) per level to a spell level equal to or lower than their character
determine hit points rather than the default 1d6. level.
Pre-requisite: the character must already possess a Enchantment (Intelligence): The character is
1d8 hit die. Thus, two ability selections must be capable of spells that imbue objects with magical
expended to obtain this ability during character powers – often permanently.
creation. Illusions (Intelligence): Spells that change the
D12 hit die (Constitution): The character rolls perceptions of others, creating visions, sounds and
1d12 (plus constitution modifier) per level to sensations according to the caster’s whim.
determine hit points rather than the default 1d6. Fire (Intelligence): Spells that command the spirits of
Pre-requisite: the character must already possess a fire, calling forth or banishing flame, igniting
1d10 hit die. Thus, three ability selections must be natural objects, or hurling sorcerous fire.
expended to obtain this ability during character Healing (Wisdom): Mastery of herbs, songs and
creation. chants that can heal physical and spiritual injury
and sickness.
MAGICAL ABILITIES Light of Valinor (Wisdom): The magician is
Magical abilities let characters learn and cast spells. capable of calling on the power of Valinor to
See Chapter IX for the rules governing how spells create light that will push back natural darkness
are learned and cast. Each of these abilities permits and repel the forces of the Enemy. This light may
a character to learn a specific subset of spells be literal visual illumination or a spiritual presence
(though some spells are accessible through more or force (or both).
than one ability). Perhaps the most important Necromancy (Charisma): Command of and
decision a gaming group must make when beginning communion with the spirits of the dead. Most
a campaign is the general availability of these practitioners of this power are steeped in evil and
abilities to player characters (and the frequency with slaves to Sauron’s will. However, some powers of
which they will be encountered in non-player light have skill in necromancy as a means of
characters). The author of this game does not combating the Enemy.
suggest any rigid rules controlling these two Plants (Wisdom): Spells that command living trees,
questions, but some general guidelines are grasses and other plants, causing them to bend,
suggested in Chapter IX. twist and animate or to commune with their
mysterious spirits.
Beasts (Wisdom): The character can command and Protection (Intelligence): Spells of warding and
call on natural, non-thinking creatures. enchantments to fend off attacks and natural and
Charms (Charisma): Spells that influence the supernatural threats.
attitudes and emotions of other thinking beings. Sorcery (Intelligence): Spells that bend, break or
Counter Spells (Intelligence): The character has twist inanimate things, call forth forces that act on
learned to perform counter spells to negate the living beings, and otherwise bend the physical
spells of other sorcerers. This is a special magical world to the caster’s will. Such spells can be used
ability; rather than provide access to specific for good (e.g., opening a locked gate) or evil
spells, the character is presumed to know a wide (crushing a foe’s bones).
range of incantations that negate or fend off the Weather (Wisdom): Spells that control the spirits of
influences of other spells. See chapters IX for natural rains and storms.
details. In general, casters may perform counter
spells to prevent or negate the effects of any spell
12
FLAWS Slave (Luck): The character is personal property of
Flaws are character properties that resemble abilities another player or non-player character. He or she
but are significant weaknesses or handicaps. Players might be a serf, household slave, intended human
may elect to take on one or more flaws during sacrifice, or any number of other such positions.
character generation. For each flaw selected, the The character may possess no equipment of their
character gains one additional ability (e.g. a own at the start of play, and anything they
character with two flaws receives 8 ability acquire during play at least nominally belongs to
selections). Characters may wish to remove (or, their owner. An obedient slave may be well
more rarely, gain flaws) after the start of play, in treated, but still generally suffers a minimum -2
exchange for gaining an extra ability. See Chapter modifier to Charisma based rolls if attempting to
IV for details. command or otherwise influence a non-slave.
Traits are qualitative words and phrases, but etc., and to deciding the circumstances in which a
concretely impact a character’s chances of success trait will significantly influence a character’s
and actions in the game (see Chapter V). They are behavior or chances of success. And players and
not provided rigid definitions here; all are based on game masters are encouraged to dream up their
words or phrases that have common, relatively own new Traits. For example, an unctuous young
obvious meanings. Players and game masters are knight of Dol Amrath could readily be assigned a
encouraged to take a creative, flexible approach to trait of that name at the end of an adventure when
interpreting just what it means to be chaste, brave, his behavior has been particularly oily.
13
THE GENERIC ROLE – ‘ADVENTURER’
Note that some traits appear to be directly opposed Some gaming groups are less interested in creating
one another; for example, Chastity and Lust. stories involving setting-appropriate characters and
Characters may not select directly contradictory more interested in chopping monsters to finders and
traits during character creation, and generally won’t taking their stuff. The ‘adventurer’ role was created
acquire them after play begins because their actions for these sorts of groups. It permits any combination
will lead them to lose one before gaining its of race, homeland and abilities — e.g., Sword,
opposite (see Chapter IV). However, many Sorcery, Stealth, and d12 hit die abilities. One
characters will have a combination of non-opposing player’s genre breaking monstrosity is another’s but
vices and virtues among their traits; this just means kicking personal avatar!
they are interesting! For example, a character might
be Honest but Vain. Adventurer: a daring explorer who wanders the
lands in search of revenge, swag or whatever other
Traits change as characters gain experience, but not motivation turns your crank.
in the same way as attributes and Abilities: Traits Homelands: Any
are gained or lost as a direct result of role-playing; Pre-requisites: None
i.e., in response to specific actions the characters Starting Equipment: Common and travel clothes,
perform during play. See Chapter IV for details. one weapon per relevant skill, a light horse and
2d20 p, and either partial mail armor or 4
Homelands and Roles crowns in cash.
14
Pre-requisites: Diplomacy, Fellowship, Literacy. Homelands: Lorien or Mirkwood
Starting Equipment: Common and travel clothes, Pre-requisites: Archery, Perception, Stealth,
one weapon (if any relevant skill is known), a Tracking.
string of ponies, help and companionship of Starting Equipment: a bow and 1 additional
2d6 dwarven employees and guards, goods weapon, leather armor, food and shelter in an
and cash worth 1d20x100 p. elf lord’s hall or communal forest tree house.
15
travel clothes, one weapon (if any relevant skill Pre-requisites: Common Arms, Intimidate, d8 hit
is known), 1d20 p. die; the Outlaw flaw.
Starting Equipment: Leather armor, crude clothes,
Country Squire: A leading member of one of the one weapon per relevant combat ability, light
old property owning families of the shire. Typically horse, a cot or hammock in the gang’s hideout,
live in an extensive smial surrounded by the homes irregular meals of poached venison and stolen
of commoners who serve the family as cooks, provisions.
garners, etc.
Homelands: Shire Horselord: A member of a horde of barbarians
Pre-requisites: Gentry, Wealthy that has swept from the grassy steppes east of
Starting Equipment: Partial or complete Dorwinion and across the western lands. Easterlings
ownership of a large, sprawling smial. Common are natural enemies of more civilized player
and travel clothes, one weapon (if any relevant characters, but could be captives who have changed
skill is known), a pony, several loyal their stripes.
dependents, goods and cash worth 1d10x100 Homelands: Easterling
p (do not multiply for ‘Wealthy’ ability; this has Pre-requisites: Archery, Lance, Horsemanship,
already been considered). Survival, d8 hit die.
Starting Equipment: A light horse, leather armor,
Merchant: Hobbit merchants are not the far a blow and one hand weapon; food and
travelling types like their human counterparts; they lodging with the horde.
tend to be restricted to Bree and the old King’s
Road stretching from Arnor to Tharbad. The Huntsman: The character patrols, maintains and
character trades valuable goods, profiting on guards a noble’s forest, chasing off or capturing
differences in price between markets. poachers, bringing in game to feed the court and
Homelands: Bree dealing with dangerous or destructive beasts.
Pre-requisites: Diplomacy, Fellowship, Literacy. Homelands: Arthedain, Cardolan, Gondor,
Starting Equipment: Common and travel clothes, Laketown, Rhudar, Rohan, Woodmen of
one weapon (if any relevant skill is known), a Mirkwood
string of ponies, help of 2d6 employees, goods Pre-requisites: Archery, Survival, Tracking, d8 hit
and cash worth 1d20x100 p. die.
Starting Equipment: a bow and 1 additional
COMMON MEN ROLES weapon, leather armor, room and board in
Possible Homelands: Arthedain, Bree, Cardolan, lord’s manor, castle or hunting lodge, a working
Laketown, Gondor, Rhudar, Tharbad and Woodmen dog.
of Mirkwood (all speak Westron); Dunland
(Dunlander); Easterling (Easterling); Rohan Knight: An established knight that has sworn fealty
(Rohirric); Southron and Umbar (both speak to a great lord and has in turn been granted a fief to
Southron) maintain him. The most famous Gondoran knights
come from the southern province of Dol Amrath
Berserker: A wild and aggressive warrior of the Homelands: Gondor
Dunlanders, sworn to die in hand to hand battle. Pre-requisites: Battle, Horsemanship, Gentry,
Homelands: Dunland Lance, Swords, d10 hit die.
Pre-requisites: Axes and Maces, d12 hit die; must Starting Equipment: Full mail, a kite shield, a long
possess the ‘Berserker’ trait (and should attempt sword, 3 war lances, a heavy horse (for war), a
to call on it for inspiration often!). light horse (for riding), a squire, a small feudal
Starting Equipment: crude clothes, one weapon manor with a modest associated income.
per relevant combat ability, food and shelter in
a chieftain’s hall. Merchant: A far-traveling explorer who seeks out
new cities and convinces their inhabitants to buy
Brigand: An outlaw who lays in wait on deserted things. The character trades valuable goods back
roads and accosts travelers. Frequently work in and forth over long distances, profiting on
groups. differences in price between markets. Merchants are
Homelands: Arthedain, Dunland, Laketown, generally commoners but have wealth and seek
Rhudar, Southron, Woodmen of Mirkwood influence that rivals the nobility.
16
Homelands: Cardolan, Gondor, Laketown, within the kingdom, but so overrun by orcs and
Southron, Tharbad, Umbar fouler creatures that the rangers must often raid and
Pre-requisites: Diplomacy, Fellowship, Literacy. retreat to Osgiliath rather than hold and command
Starting Equipment: Common and travel clothes, territory. They are the eyes and ears of the free
one weapon (if any relevant skill is known), a peoples in the land of the Enemy.
string of light horses or small ship, questionable Homelands: Gondor
loyalty of 2d6 employees and guards, goods Pre-requisites: Archery, Stealth, Swords, Tracking,
and cash worth 1d20x100 p. d10 hit die.
Starting Equipment: one weapon per relevant
Noble: An heir or ruling member of the lesser combat ability, leather armor, a light horse, bed
hereditary nobility (Baron or Earl). Nobles directly roll and pack of personal effects, regular meals
command the gentry and commoners and control and a bunk in the unit’s hideout or base.
most land in kingdoms of men.
Homelands: Gondor, Southron Rider of Rohan: A mounted warrior of Rohan,
Pre-requisites: Horsemanshp, Lordship, Noble sworn to serve its king. The Riders of Rohan are
Starting Equipment: A stable of horses, kennels of rustic and plain spoken compared to the knights of
dogs, hunting birds, any ordinary armor and Gondor, but are famous for their stout sword arms
weapons, ownership of a small castle and and bravery.
command of the surrounding lands, numerous Homelands: Rohan
servants and guards, 10xd100 p in ready cash. Pre-requisites: Battle, Horsemanship, Lance,
Swords, d10 hit die.
Starting Equipment: Partial mail, a target shield, a
long sword, war lance, a medium horse.
17
Homelands: Gondor, Southron, Tharbad, Umbar level player character. Apprentices must prove
Pre-requisites: Common Arms, Stealth, Thievery themselves worthy before being released from
Starting Equipment: Crude clothes, a dagger, service.
lock-picks, 3d10 p. Homelands: Gondor, Southron, Umbar
Pre-requisites: Literacy, any four magical abilities;
Witch: A solitary weaver of enchantments and d4 hit die flaw is common.
curses, or a member of a small coven of like-minded Starting Equipment: Simple robes, a riding pony,
hags. Witches are feared in the civilized world, but books of spells, a magic cauldron and a few
can be valued parts of rural communities, respected simple ingredients, 1d10 p.
as healers, midwives and guardians of old lore.
Homelands: Dunland, Rhudar, Woodmen of Yeoman: A land-holding freeman. Yeomen are
Mirkwood hardened by tough physical work, and band
Pre-requisites: Beasts, Divination, Healing and one together in local militias that train in simple arms
additional magical ability. (especially the bow).
Starting Equipment: A filthy, smoke-filled hut, a Homelands: Arthedain, Cardolan, Gondor,
stew pot, magical ingredients, and a pet that Laketown, Rohan
might be a magical familiar (if the witch knows Pre-requisites: Archery, Common Arms, Handy, d8
Summoning), or just an ill kempt malodorous hit die.
cat. Starting Equipment: Rugged work clothes, a
simple hand weapon, long bow, a draft horse,
Wizard: Wizards are outsiders, respected out of any number of common tools, one or more
fear but rarely loved. Some live alone or in small dogs, 1d10 p.
groups in isolated castles; some serve great lords of
men as advisors; others live alone in the wild,
studying, enchanting and slowly going mad in their
towers or caves. Most sorcerers keep and train
apprentic
es in the
arcane
arts — an
appropri
ate
position
for a 1st
18
III. EQUIPMENT
M oney Arms
The five common currencies are copper farthings (f), The table below provides vital statistics for weapons,
silver pence (p), silver shillings (s), gold crowns (c) organized according to the skill needed to wield
and gold marks (m). These are interchangeable at them effectively. In general, a combatant who
the following rates: attempts to use a weapon for which he lacks the
appropriate skill will suffer a ‘disadvantage’ to all
1 m = 6 c = 120 s = 1440 p = 5760 f related combat rolls. All arms are listed with an
encumbrance rating. See the rules later in this
i.e., 1 crown = 20 shillings; 1 shilling = 12 pence; chapter for the effects of encumbrance.
and 1 pence = 4 farthings.
Many weapons have one or more special properties
Gems that have special effects in combat. These properties
are briefly explained below:
Gems vary enormously in value according to their
Balanced: a skilled user of this weapon
size, purity, cut and setting. The following list
may elect to perform a parry/riposte
suggests ranges in value for common varieties,
action (see Chapter VI).
assuming average quality and size of a few carats
Charge: +2 damage when used to
or less:
deliver a charge attack
Crushing: +1 to-hit vs. mail and plate
Agate: 2d6 p
armor
Amber 3d6 p
Hacking: +1 to-hit roll vs. shields
Amethyst 2d6 s
Large: +1 to-hit vs. all armors
Beryl 3d6 s
Reach: +2 to initiative in melee combat
Coral 1d6 p
Thrown: A hand weapon that can also be
Diamond 3d6 m
used in a thrown attack
Emerald 3d6 c
Jade 2d6 c
Jet 1d6 c
Opal 2d6 p
Pearl 1d6 c
Ruby 3d6 c
Safire 2d6 c
19
W eapon Table
Weapon Damage Cost Encumbrance Special Properties
Brawling arms
Punch or Kick 1d2 — 0 —
Small improvised 1d4 — 0 Variable
Large improvised (2H) 1d6 — 1 Variable
Common arms
Bound club (2H) 1d6 3p 0 Crushing, Large
Cudgel 1d4 1p 0
Dagger 1d4 10 p 0 Thrown
Javelin 1d6 3p 0 Charge, Thrown
Quarterstaff (2H) 1d4 2p 0 Balanced, Reach
Wood Axe 1d6 8p 0 Hacking
Axes and Maces
Battle axe 1d8 6s 0 Hacking, Thrown
Flail (2H) 1d10 8s 1 Crushing, Large
Great axe (2H) 1d10 8s 1 Hacking, Large
Mace 1d6 4s 0 Crushing
Mattock (2H) 1d8 1s 1 Crushing, Hacking, Large
Spears and Polearms
Great spear (2H) 1d10 8s 2 Charge, Large, Reach
Halbard (2H) 1d10 10 s 2 Charge, Hacking, Large, Reach
Poleaxe (2H) 1d10 5s 2 Hacking, Large, Reach
Spear 1d8 4s 1 Charge, Reach, Thrown
Swords
Great sword (2H) 2d6 1c 1 Balanced, Large, Reach
Long sword (1H) 1d8 15 s 0 Balanced
Long sword (2H) 1d10 15s 0 Balanced
Short sword or scimitar 1d6 10 s 0 Balanced
Lance
War lance 2d8 4s 2 Reach
Archery arms
Crossbow 1d10 15 s 1 Large, 2 turns to ready
Horse bow 1d6 6s 0
Hunting bow 1d4 4s 0
Long bow 1d8 8s 1 Large
A weapon of exceptional quality (typically a sword) Magical weapons, particularly swords, often have
typically conveys a +1 bonus to hit and exotic properties that cannot be abstracted as a
parry/riposte rolls made in combat, but does normal simple bonus. However, most also convey a bonus
damage on a successful attack. Such arms cost at of between +1 and +5 to both attack and
least 10x as much as weapons of common quality.
20
parry/riposte rolls and to damage. They cannot be to wield them effectively. In general, a combatant
purchased. who attempts to use a shield for which he lacks the
appropriate skill will suffer a ‘disadvantage’ to all
Shields combat rolls. All shields are listed with an
encumbrance rating. See the rules below for the
The table below provides vital statistics for shields; effects of encumbrance.
the footnotes indicate which combat skill is needed
Shield Table
Shield AC adjustment Cost Encumbrance
Buckler* -1 5p 0
Target¶ -2 8p 1
Kite& -3 15 p 2
Armor Plate: Cuirass, vambraces and greaves of metal
plate, possibly layered over or supplemented
The table below provides the vital statistics for the
with chain mail over flexible joints, with a full
available types of armor; the footnotes indicate
metal helm.
which martial skills are required to wear armor
without excessive penalties in combat. A
Horses may be protected by one of two types of
‘disadvantage’ is incurred for fighting in armor for
armor. Horse armor is generally worn only by a
which you lack the skill. Armor is abstracted into just
destrier.
a few kinds of suits; subtle variations of construction
Caparison: A padded canvas mantle and hood
and components might be detailed for color, but do
that covers the horse’s head, neck and body
not influence performance:
down to its knees. Though the material
Leather: Some combination of thick, boiled
resembles light armors, a caparison is thick
leather jerkin, vest and or pants, cuirboili
and loose fitting over much of the horse’s
helm, vambraces and/or cuirass.
body, making it difficult to penetrate with
Partial mail: A chain, scale, lamellar or
force.
brigandine mail shirt and open helmet,
Mail barding: A hood and long mantle of light
perhaps supplemented with smaller hardened
mail worn over top of a caparison. The
leather pieces on the shoulders, forearms or
tremendous expense of mail barding makes it
other vulnerable body parts.
very unusual; rarely would anyone other than
Full mail: A full hauberk and trews of chain,
a king or earl have it. Mail barding has large
scale or lamellar mail and a closed metal
gaps in its coverage (unlike full mail armor on
helm, possibly supplemented with small plates
a human), and therefore rates only a modest
of metal or hardened leather on vulnerable
increase in protection over a caparison alone.
body parts.
Armor Table
Armor Base AC Cost Encumbrance
None 10 — —
Leather* 8 10 s 1
Partial mail¶ 6 4c 2
Full mail& 4 8c 3
Plate& 2 30 c 4
Caparison 7 4c 1
Mail barding 5 20 c 3
A mail hauberk or plate might be forged with costs at least 10x as much as common armor.
exceptional quality of metal and density of rings. Magical armor and shields are rare but
Such pieces convey -1 bonus to AC. Such armor exceptionally helpful: Magic armor or shields reduce
21
AC by -1 to -5 (but note the highest values will make Reduce a character’s movement rate and initiative
a warrior nearly invulnerable to normal attackers, so roll by the number of points of encumbrance he or
distribute such items carefully!). she carries.
Beast Table
Farm Animals Cost Beasts of Burden Cost Beasts of W ar Cost
Cat 2f Camel 2c Light horse 3c
Cow 6s Draft horse 30 s Medium horse 15 c
Dog 3p Light horse 3c Heavy horse 30 c
Fowl 1p Pony 1c Mastiff 5s
Goat 1s
Pig 2s
Sheep 1s
Hounds of the Hunt Birds of the Hunt
Alluant 5s Eagle 5c
Blood hound 1s Falcon 3c
Brachet 8p Goshawk 6s
Wolf hound 8s Kestral 5s
Merlin 1c
Retainers
Hirelings or retainers are employees who might accompany adventurers on a quest or serve them in a longer-term
capacity. They are useful canon fodder and help meets, but often of dubious loyalty and morale in the face of
danger. Most are 0 or 1st level non-player characters.
Hirelings Cost
Apprentice 10 p/week
Footman 12 p/week
Harlot 1 s/hour
Infantry soldier 4 p/week
Laborer 1-2 p/week
Lackey 10 p/week
Messenger 5 p/week
Novice 10 p/week
Servant 3 p/week
22
Food and Lodging
Food Cost Accommodations Cost
Bottle of spirits 2p Country cottage 15 p/month
Fine dinner at a restaurant 2p Floor in a townhouse 4 s/month
Flagon of ale or beer 1f Room at an inn 6 p/month
Flop-house stew 1f Stabling a horse one night 1p
Jack of wine, sack or port 1p Stabling a nag one night 1f
Pub lunch 2f Fine suite 3 p/night
Rations, 1 day 1p Good room 1 p/night
Sit-down dinner at an inn 1p Average room 3 f/night
Board (food) in the country 1 s/month Palet 2 f/night
Board (food) in town 18 p/month
Other equipment
Adventuring Gear Cost Tack Cost Clothes Cost
10’ pole 1p Caparson 2-5 s Boots 2-5 p
Backpack 1s Bit and bridle 2p Cape 3p
Flint and tinder 4p Saddle 4p – 2 s Surcoat or Jupon 5p
Hard tack (1 day) 1p Saddlebag 1p Clerical robes 2-12 p
Hunting Horn 1s Vehicles Cost Coarse clothes 1p
Lamp, hooded 2s Great boat or raft 10 c Court clothes 1-8 c
Maps 5 p-1c Great carriage 50 c Fine clothes 2-4 c
Pavillion 1-8 c Merchant ship 100 m Fur 1s–1c
Pouch 2f Small boat or raft 3c Gloves 3p
Rope 1 p/meter Small carriage 15 c Hat 1-4 p
Spikes 3 p/each Wagon 2c Rags 2f
Tent 2p War ship 200 m Sorcerous robes 5s
Torches 1 f/each Travelling clothes 3-5 p
Water skin 3p
23
IV. EXPERIENCE AND ADVANCEMENT
A character’s level advances through experience as • Surviving an adventure: 50
he or she defeats foes, recovers treasures, and does • Succeeding at the goals of an adventure: 50
other things that earn experience points. • Doing something hilarious or interesting in play:
5 or 10
Gaining Experience • Doing something glorious, honorable, infamous
or nefarious in play: 100 (e.g., winning a grand
A character’s experience is measured by
tournament; kidnapping a king; leading an
‘Experience Points’ (‘EXP’). EXP are awarded at the
army to victory).
dungeon master’s discretion, but the following
• Treasure: 1 per Crown worth of money, jewelry
guidelines are recommended:
or other valuables
• Magic Items: 10 for a minor item or weapon;
• Defeating a foe: 10xhit-die or level (this can
50 for a major item; 100 for an artifact or relic.
include killing, incapacitating, forcing to
surrender, driving off in a way that the enemy
Advancing Character Level
can’t return to attack again).
• Successful saving throw or ability test in a The table below indicates the number of experience
stressful or conflict situation: 10 points required for a character to advance to a new
• Casting a spell in a stressful or conflict situation: character level.
10 x spell level
Whenever a character advances to a new level, he • Either Increase the score for an attribute other
or she benefits all of the following three ways: than Luck by 1, or Increase Luck by 2, or gain
one new ability. If an attribute rises enough to
• Increase hit points by a number generated by increase the character’s attribute bonus, adjust
rolling one hit die (of a type appropriate for the effected saving throws and ability rolls
character) and adding the character’s accordingly.
Constitution attribute modifier (minimum total of
1). If a character gains an ability that changes Optional: Changing Roles
his or her hit die, hit points gained at lower
Many characters will evolve in their interests, wealth
levels remain unchanged but all new hit point
and abilities to the point where they wish to change
increases on advancing level use the new hit
to a different role. Four conditions are required for a
die.
character to change roles:
• Note that the character now adds 1 more point
1) The character must already possess the required
to rolls involving abilities he or she possesses,
abilities of the new role.
reflecting his or her higher level. See Chapter V
for details.
24
2) The character must own the material possessions Corruption and Evolving Traits
and/or property listed as the Equipment provided One of the most sinister aims of the Enemy is to
to a first level character who is created as a corrupt the hearts of free peoples, weakening their
member of that occupation. will and bending their minds to his desires. All who
3) The Dungeon master must agree that the come in contact with his works and greater servants,
character’s homeland, behavior and situation or who purposefully aid him or succumb to his will,
(social, financial and otherwise) make it possible risk being transformed for the worse. In game terms,
for the character to join the new occupation. they must resist this influence through Wisdom saving
throws, and gain corrupt traits (those marked with
Evolving Traits an asterisk in chapter II) if they fail. See Chapter VIII
for details.
Characters’ traits evolve as they undergo the
dramatic stresses and experiences of adventure.
Learning New Languages
However, they do not change automatically as a
result of acquired experience points; rather, they A character who spends an extended period
evolve in direct response to character actions: (generally a few months) immersed in a foreign
culture or interacting closely with a speaker of a
Gaining new Traits foreign language may gain a basic knowledge of
If a character behaves in a way that exemplifies a that language. The language is learned permanently
trait the character does not have (in some non trivial if the character succeeds at an Intelligence saving
way), write that trait on the character sheet and throw with a difficulty level of 15 (possibly higher or
place it in brackets. At the end of the adventure, lower for exceptionally difficult or easy languages).
attempt a Wisdom saving throw with a difficulty However, the character will take a year or more to
number of 15. If it succeeds, the player may choose become fluent, thin out their accent and learn
whether to gain the trait or erase it from his obscure cultural details.
character sheet. If the roll fails, generally negative
traits (e.g., Greed) are gained (remove the brackets; Gaining and Losing Flaws
you have the trait now) and positive traits (e.g.,
If a player wishes to remove a character’s flaw after
Love) are not (i.e., erase it from the sheet).
character generation, he or she must expend an
ability ‘pick’ when increasing in level. There should
Losing Traits
also be some effort by the player to show through
If a character behaves in a way that conflicts with an
the character’s actions that he or she has changed in
existing trait, place that trait in brackets. At the end
a way consistent with the disappearance of the flaw.
of the adventure, attempt a Wisdom saving throw
with a difficulty level of 15. If it succeeds, the player
A character may choose to gain a flaw when
may choose whether to retain the trait or loose it
changing to a new occupation for which that flaw is
permanently. If the saving throw fails, generally
appropriate. Characters receive 1 free ability ‘pick’
negative traits are retained and generally positive
when they gain a flaw in this way. This can only
traits are lost.
occur when a character has just advanced in level
and changed roles.
25
V. RULES OF PLAY
Many events in the game involve character actions Constitution: Resisting a poison; holding your
or interactions that include no dramatic conflicts or breath; resisting petrification or other system
dangers — riding through a field; commanding a shock.
servant to clean your armor; feasting at a lord’s hall. Dexterity: Leaping across a pit; scrambling up a
These sorts of events might be trivial or important, tree; navigating a narrow precipice; tossing a note
but all may be resolved through roleplaying through a high window; avoiding a dragon’s
unfettered by formal rules. breath.
Intelligence: Noticing a trap; finding a tome in a
The rules that follow are for events that involve library; recognizing a disguise; answering a
conflicts and dangers having uncertain outcomes — riddle.
combat, arguments, or tests of will. Such events are Wisdom: facing terror or horror; retaining your own
resolved by rolling a die (usually 1d20) and morale in the face of defeat; resisting the urges of
comparing it with a number that reflects a an undesirable trait; resisting magical spells.
character’s native strengths and weaknesses Charisma: Impressing a lady; frightening a foe;
(represented by attributes), and possibly his charming a lord.
experience (represented by level) if the action Luck: Landing well from a fall; winning a coin toss;
involves a ability. being missed by a massed flight of arrows;
stumbling across a lost friend; having a rat chew
While these rules provide guidelines regarding the though your bonds; finding a rusty bar in your
best choice of attributes and abilities for specific prison cell.
rolls, and the sorts of traits that might provide
bonuses, we emphasize that the rules are flexible Once an appropriate attribute is chosen, the
and intentionally ambiguous, so an element of character’s player rolls 1d20 and adds the modifier
judgment is always involved. Players should have a for that attribute. This total is then compared with a
say in suggesting which of their attributes, abilities, ‘difficulty level’ of the threat or obstacle, which is set
or traits are relevant to a roll, but the game master by the dungeon master. Difficulties of challenges are
has final say. Note that specialized rules governing generally equal to:
combat, damage and magic are provided in 10 + the level of the challenge
Chapter VI, VII and IX, respectively.
The level of a challenge will generally equal the
Saving Throws level or hit dice of an animate foe that is being
resisted or avoided, or a value assigned by the
Saving throws are made when a character attempts
dungeon master to represent the challenge
some action or resists some threat unopposed by
presented by some inanimate obstacle (e.g., a hill,
another living being, and the situation is not directly
pit, trap, etc.). The following rules of thumb can be
relevant to an ability the character possesses.
consulted to select a challenge level for an
Examples include leaping over a pit, ducking a dart
inanimate threat or obstacle:
from a trap, or a glutton resisting the temptation to
steal an inviting cake.
Challenge Lvl. Difficulty Lvl.
Easy 0 10
Saving throws are resolved by first selecting the most
Common 2 12
relevant attribute being tested by the saving throw.
Difficult 5 15
The following lists provide examples of situations
Extreme 10 20
and actions that can be resolved through saving
Heroic 15 25
throws vs. each attribute. This list is representative
Impossible 20 30
and suggestive rather than exhaustive or definitive.
Players and dungeon masters must exercise
The character’s level of success at the saving throw
judgment when establishing which attributes are
is determined by a comparison of his or her total for
tested by a saving throw:
the throw (d20 + attribute bonus) with the difficulty
level.
Strength: Lifting a stone; kicking in a door; hanging
from a rope; cleaving an inanimate object.
26
Success (S): Saving throw equals the difficulty level and adds 5, comparing the total to the difficulty level
or exceeds it by 4 or less. The character has set by the dungeon master based on the target’s
succeeded at the attempted task or avoided the armor class, the range and other conditions (or
threat, though without extraordinary results. target’s Dexterity saving throw if the arrow was
Special Success (Sp): Saving throw exceeds the dodged; see below).
difficulty level by 5 or more, but has not filled the
other requirements of a critical success (below). See the ability descriptions in Chapter II for
The character has succeeded and achieved some suggestions as to when and how abilities might be
special success. The meaning of special successes used in play. Abilities are defined as being
in combat are described by detailed rules (see associated with a specific attribute. However, these
Chapters VI and VII); in most other circumstances, are suggestions and typical cases rather than rigid
the game master should determine the specific rules; feel free to use another attribute as the base
meaning of special success. Generally, success for a given ability roll if it seems more appropriate
should be accompanied by some modest ‘twist’ to the action or scene. For example, an attempt to
that works in the character’s favor. command a horse to approach something it normally
Critical Success (C): The saving throw total equals or fears might be a Horsemanship ability roll based on
exceeds 20 and qualifies as a special success Charisma; an attempt to ride while standing on the
(i.e., exceeds the difficulty level by 5 or more). same creature’s back would call on Dexterity; if the
Not only has the character succeeded, but some character wished to judge the value of an animal
turn of events has occurred that works greatly to before purchasing it, his chance of success might
the character’s advantage. The meaning of a depend on Intelligence. All would benefit from the
critical success in combat is covered with a character’s level if he had the horsemanship ability.
detailed set of rules (see Chapters VI and VII).
Less concrete guidance is provided for non-combat Opposed Rolls
critical successes, but the Dungeon Master should
An opposed roll is made when one character’s
concoct an outcome appropriate to the situation;
action is resisted or otherwise opposed by the
generally speaking, the level of success should be
actions of another living thing. Opposed rolls are
double that of a standard success.
more exciting than basic saving throws or ability
Failure (F): The saving throw total is less than the
rolls; the game master should seek to have the
difficulty level, but does not qualify as a fumble
highest possible proportion of rolls made during
(below). The character has failed at whatever he
play be opposed (within reason).
or she was attempting, or suffered the
consequences of whatever threat he was
In an opposed roll, both sides of the contest make a
attempting to avoid.
saving throw or ability roll, as described above, and
Fumble (Fu): The saving throw die (before
compare their die rolls. Note that the contestants in
adjustment) is a natural 1 and the saving throw
an opposed roll need not roll vs. the same attribute
total is less than 10. The character not only fails to
or ability; e.g., a Disguise ability roll might be
accomplish his intended goal or avoid the threat,
opposed by an Intelligence saving throw; or a
but some mishap has transpired that turns events
Thievery ability roll to pick a pocket might be
greatly to his disadvantage. Fumbles in combat
opposed by a Perception ability roll; or a lecherous
are described by their own detailed rules (see
knight might try to seduce a lady using his
Chapter VI); in non-combat situations, the
Troubadour ability and be opposed by her Wisdom
Dungeon Master is encouraged to dream up some
saving throw.
appropriately unfortunate mistake or mishap.
27
• Foe #1 gets a total of 11 and #2 rolls a 1 on his Fighting in armor or with a weapon or shield for
d20, with a total of only 6 after adding attribute which you lack the necessary ability
modifier and/or level; Foe #1 succeeds and foe Firing a missile at a target at long range
#2 suffers the penalties of a fumble. Firing a missile at a very small target
• Foe #1 gets a total of 23 and foe #2 a total of Firing a missile at a moving target
21; #1 has a simple success (it is not a critical
because it does not qualify as a special success) Assignment of advantage or disadvantage is always
and #2 fails. at the dungeon master’s discretion (though players
should always feel free to suggest when an
If the contestants in an opposed roll have exactly the advantage or disadvantage might be appropriate,
same total for their saving throw or skill rolls, and either for their character or a non-player character
neither fumbled, the result is a tie. In a tie, whatever or monster).
situation prevailed before the opposed roll persists.
Two arm wrestlers will remain locked in their Advantage and Disadvantage ‘math’
struggle; if one combatant is trying to force closed a Characters may either benefit from advantage or
door held open by another, the door will remain suffer from disadvantage or neither; in no
open. circumstances does a character benefit or suffer
additionally from two or more simultaneous
Advantage and Disadvantage advantages or disadvantages. However, when
multiple advantages and disadvantages apply, one
A character’s success chance at a saving throw or
must evaluate whether they cancel or result in a net
ability roll can be modified by many circumstances,
advantage or disadvantage. In this case, tally all
which are abstracted as ‘advantages’ or
relevant advantages and disadvantages for an
‘disadvantages’. A character who performs an
action to determine whether a net advantage or
action in a circumstance that qualifies as an
disadvantage applies: A character that has an equal
advantage rolls 2d20 and uses the value of the
number of advantages and disadvantages resolves
higher die to calculate the total for his saving throw
his or her action as if neither applied (i.e., they
or ability roll. Conversely, a character suffering
cancel). If a character is influenced by more
under a disadvantage rolls 2d20 and uses the value
advantages than disadvantages, resolve the action
of the lower die to calculate his or her total.
as an ‘advantage’ (i.e., roll two dice, keeping the
highest value), and if more disadvantages apply
Examples of advantages
than advantages, resolve the action as a
Character has ‘expertise’ with a relevant ability
disadvantage (roll two dice, taking the lowest
Acting under the influence of a positive
value). For example, if a knight rides down a fleeing
appropriate trait (see ‘calling on traits’ below)
footman in a night battle, he has one disadvantage
Attacking a foe from the side or rear
(trying to strike something in the dark) and two
Attacking a foe who just charge-attacked
advantages (striking down at a lower foe and
Attacking a foe who is significantly below you
attacking from behind). In this case, the attacker
(e.g., on foot when you are mounted, or scaling
benefits from advantage for this attack.
a wall you stand upon)
Riding or fighting from a very good quality horse
Firing a missile after aiming for one or more turns Calling on Traits
If a character has a trait that is relevant to a scene
Some examples of disadvantages: or action and would benefit the character if he
The character is encumbered (see Chapter III) embodied or was inspired by that trait, let the player
Suffering from the temptation or influence of a attempt a saving throw vs. Wisdom at the beginning
negative trait (see ‘calling on traits’ below) of the scene. This roll generally has a difficulty
Moving in an area with bad footing number of 12, though the game master might rule a
Attempting an action that calls on sight when the higher or lower number is more appropriate to a
lighting is poor given situation. If it succeeds, the character benefits
Attacking a foe who is significantly above you from an advantage for all saving throws and ability
(e.g., mounted or atop a castle wall you are rolls for the rest of the scene. This is treated the same
scaling) as other advantages described above. Generally,
28
no more than one trait may be used in this way at a that players may also choose to use it to help them
time. get out of scrapes.
A character who fumbles a Wisdom saving throw to First, a player can always elect to have a character
invoke a trait, or who succeeds at invoking a trait attempt a saving throw against Luck in place of any
but then substantially fails at his or her objective in other saving throw or ability roll. If the Luck saving
the scene, must make a second Wisdom saving throw succeeds, the character has lucked out and
throw or go at least temporarily mad. See the spot may proceed as if he had succeeded normally at the
rules for madness (Chapter VIII) for details. task in question. If the roll fails (or an opposed roll is
lost), the character suffers the consequences of
Resisting Temptation — When characters try failure (whatever they may be in the circumstances)
to avoid traits and permanently loses 1 point of Luck attribute
Sometimes traits are a hindrance to a character (adjusting the attribute modifier as appropriate).
rather than a benefit. If the character has a trait that The character’s Luck may later increase through
should drive him or her to take some action the experience, as for any other character, but this
player does not wish the character to make, or if the particular lost point is not recovered at a later date.
trait would reduce his or her effectiveness in the
scene, a saving throw against Wisdom (usual Second, a player may elect at any time to declare
difficulty number of 12) is made to avoid a that they wish to make a Luck saving throw to
disadvantage rather than to gain an advantage reverse some calamity that they have just suffered
throughout the scene. If this roll fails, the character (usually a fatal wound or terrible fall). In this case,
must act according to his trait and, if appropriate, one point of Luck attribute is automatically lost,
suffers from a disadvantage when attempting a regardless of the outcome of the roll. If the saving
saving throw or ability roll during the scene. roll succeeds, some turn of fate reverses the
character’s fortunes – an arrow destined for his
Calling on Luck heart strikes the lucky coin in his pocket instead. If
the roll fails, the character suffers his lamentable
Dungeon masters may ask for characters to attempt
destiny… Attempts to use Luck in this fashion must
saving throws against Luck for any number of
be resolved immediately; once play has proceeded
reasons (to miss being crushed by a falling rock they
after a character was struck down, it is too late.
cannot see, for example). These are resolved as for
any other saving throw. However, Luck is special in
29
VI. COMBAT
Combat has its own elaborate rules to help make a sword, or perform other minor actions as part of
battles come alive. They are based on the general another significant action.
event resolution rules outlined in Chapter V, but are
more specific and diverse in their mechanics, so that The dungeon master and players are encouraged to
the events and consequences of fights are graphic use reasoned judgment when deciding how long
and detailed. more elaborate actions might take. Descending a
castle rampart and crossing its courtyard might take
Turns 2 turns. Climbing up the chains of a large raised
drawbridge might take 3.
Combat is divided into turns lasting an indefinite but
generally short period of time (perhaps 10 seconds
The game does not address detailed questions of
to as much as a minute if combatants are pacing,
facing and placement, as it is assumed that
sizing each other up or calling each other names).
combatants are sufficiently mobile and alert to react
to any enemy they can see. However, combatants
Actions may neither attack nor defend themselves against an
During each turn, each combatant is permitted one enemy they are not aware of (e.g., a theif who has
purposeful action. The following list provides snuck up on the character using the Stealth ability).
examples of what might constitute one action, but Attacking a foe from the flank or rear should
the players and dungeon master should feel free to generally provide an advantage. And, combatants
define other activities as actions, to fit the varied may not actively defend themselves (by dodging or
circumstances that might arise in combat. using the parry/riposte action) against attacks of
which they are unaware or from some unseen
• Attack a nearby foe in melee combat. direction.
• Move across terrain, for a distance in meters (or
yards) up to your movement rate, possibly Initiative and the order of actions
crossing simple barriers or performing other
At the beginning of each combat scene, each
modestly challenging maneuvers.
combatant determines their place in the order of
• Charge on foot at a foe, up to a distance equal
actions each turn by determining an ‘initiative
to your movement rate, delivering an attack
number’, equal to 1d6 plus their Dexterity modifier.
(though leaving you open to attacks with
Some weapons provide a bonus or penalty to
advantage from any surviving foe).
initiative order due to their length; see the weapon
• Ride a mount up to a distance equal to the
table in Chapter III for details. Some abilities
mount’s movement rate, possibly delivering a
(principally Battle and Lordship) can further modify
charge attack at the end.
initiative, as can ad hoc modifiers as ruled by the
• Execute one risky jump, leap or similar difficult
dungeon master.
maneuver.
• Attempt to avoid a missile or melee attack using
In the event of a tie, the character with the higher
the ‘dodge’ maneuver
level and possessing a relevant combat skill (e.g.,
• Defend yourself in melee combat using the
Archery or Swords) acts first. If this still results in a
‘parry/riposte’ maneuver with a balanced
tie, determine who goes first through a random die
weapon (or shield or two-weapon combination)
roll.
• Load and fire a draw bow
• Load or fire a crossbow
Combatants fighting under the leadership of a
• Cast a spell
character with Lordship skill may use the modified
• Open a door and step through it
initiative number of their leader rather than rolling
• Attempt to ‘shake off’ wounds (i.e., recover hit
their own. Similarly, the game master rule that as a
points; see Chapter VII).
matter of convenience groups of combatants fighting
as a unit may share an initiative value.
It is assumed that combatants can move short
distances (a couple of meters), call to an ally, draw
During each turn, combatants act in descending
order of their initiative number for that scene.
30
Characters are generally free to choose an action any melee attack aimed at a combatant who has just
when their turn comes in combat. An exception is a executed a charge attack action has gains an
character that has been engaged in melee combat ‘advantage’. This rule does not apply to jousting
by a foe that acted previously in the initiative order. with the lance, which is governed by its own special
If a character is attacked in melee combat before his rules (described below).
turn to act and chooses to defend himself using the
dodge or parry/riposte actions, he may resolve his M issile Attacks
defensive action immediately.
Missile fire attacks are based on the Archery skill
when firing a bow or in another relevant skill when
In the second and subsequent turns of a fight, all
throwing a weapon (such as Spears and Polearms
combatants use the same initiative number
when throwing a spear; see the weapon table in
determined at the beginning of the scene.
Chapter III for the weapons that may be thrown).
Missile fire attacks suffer a disadvantage if aimed
Attacks
against a target at long range (> 50 meters for a
An attack is resolved as a simple ability roll using a bow, > 20 yards for a thrown weapon), and/or if
relevant ability (Martial Arms, Archery, etc.), or, for the target is exceptionally small (a cat, bird, a foe’s
a beast or unskilled combatant, simply a saving hand, etc.), and/or is moving quickly. They benefit
throw against Strength (in melee) or Dexterity (for from an advantage if the attacker spends one full
missile fire). Non player beings that have hit dice combat turn aiming at the target before attempting
rather than a level simply roll 1d20 and add their hit the attack.
dice when attacking.
Damage from bows and thrown weapons is resolved
Attack rolls are compared to a difficulty level using the standard rules described below, but note
calculated based on the target’s armor class (AC) as the effects of special and critical successes with
follows: missile attacks are resolved on a separate table in
To-hit difficulty level = 20 – target AC Chapter VII. In general, characters do not add their
Strength attribute modifier to damage with a bow,
The results of this roll have the following unless it has been specially made to require an
consequences: appropriate powerful draw.
Charge Attacks
The Parry/Riposte Action
When a combatant delivers a charge attack with an
A character carrying either a balanced weapon, a
appropriate weapon, he may move up to his full
buckler or target shield, and/or an off-handed
movement rate and deliver a single attack. Some
weapon (see ‘fighting with two weapons’, below),
weapons (e.g., spears) provide a +2 modifier to
may elect to perform the ‘Parry/Riposte’ action. In
damage when used in a charge attack. However,
31
this case, the character waits to act until targeted by frequently have trouble harming each other, and the
a melee attack. At that point, the attack is resolved last resort of unarmed combatants.
as a contest between the attacker’s to-hit roll and the
defender’s ability roll with a relevant combat ability A normal action is required for the ‘aggressor’ of a
(e.g., Swords if fighting with a long sword). This roll wrestling combat to come to grips with a foe,
is always based on Dexterity for the defender. If the initiating wrestling combat. If that foe is armed with
attacker’s roll is equal to or greater than the a melee weapon, he is given the opportunity to first
difficulty number based on the target’s AC and is attack the aggressor (even if he has already acted
greater than the defender’s roll, then the defender is on that turn). If the targeted foe still has an action
struck and gets no opportunity to riposte (counter available during the present turn he or she may
attack). If the defender’s roll is greater than or equal instead elect to avoid the grapple by conducting an
to a difficulty number based on the attacker’s AC opposed roll of Wrestling ability (based on
and is greater than the attacker’s roll, then the Dexterity; a combatant who lacks Wrestling may
attack fails and the defender instead strikes the instead simply make a Dexterity saving throw). If the
attacker, doing damage as for a normal attack. In aggressor is still capable of fighting after the free
any other case, no blow is struck in the exchange. attack or wins the contest, then the aggressor has
Fumbles, special successes and critical hits can occur come to grips with his foe and the next turn the two
as for any other rolls. begin wrestling combat. An aggressor can always
automatically enter a grapple with a foe that is
Fighting with Two W eapons unarmed but within reach, on the ground,
approached from the side or rear, or stunned or
A character that fights with a weapon in each hand
otherwise incapacitated, without risk of attack
may elect any one of the following options for their
(although a turn’s action is still consumed in entering
action when engaged in melee combat:
wrestling combat).
• Use the weapon to block, as a buckler,
gaining a -1 modifier to AC
Once wrestling combat has been initiated, it is
• Perform the parry/riposte action (even if
resolved by an opposed roll, using Wrestling ability
neither weapon carried is ‘balanced’)
or, if a combatant lacks that skill, a Strength saving
• Perform two attacks on the same turn (one
throw. The victor does damage to his foe equal to
with each weapon), both of which suffer
the difference between their Strength attribute
from a ‘disadvantage’
bonuses (minimum of zero; i.e., the stronger can
harm the weaker combatant on a normal success but
Only a character that possesses the Two Weapon
not visa versa). More importantly, if the victor scores
ability (and the ability to use both weapons) may
a special or critical success, the effects are
elect to fight with two weapons.
determined on the relevant table in Chapter VII.
These special and critical results are the source of
Brawling most of the ‘action’ in wrestling combat.
Attacks with fist, boot or improvised weapons (a
broken bottle, a thrown chair, etc.) are resolved as Wrestling combat will only end if one combatant is
‘brawling’ attacks. Any character can attempt a incapacitated or killed, both separate by mutual
brawling attack, as saving throws based on Strength agreement, one combatant successfully throws the
for hand-to-hand combat and Dexterity for thrown other (see the Wrestling special and critical results
items. A character with the Brawling ability adds table in Chapter VII), or because one foe is unable
their level to these rolls. Unarmed punches and kicks to act for a turn (for any reason) and the other
generally do 1d2 damage; improvised weapons do wishes to use his action to step away.
1d4 if small or 1d6 if large (two handed). Some
improvised weapons might have properties Slaying pinned foes
equivalent to certain weapon properties (Crushing, Even a combatant who has been disabled by
etc.). wounds or pinned in a grapple can be maddeningly
difficult to kill if he is encased in heavy armor. But, a
W restling combatant who has successfully pinned or exhausted
a foe may unlace the foe’s helm without losing
Wrestling, or grappling, is an important part of control of his victim. Once the helm is unlaced and
combat between heavily armored opponents, who removed, the aggressor may strike off the foe’s head
32
(again, an automatic result if the target is Fumbles in combat
incapacitated or pinned and the aggressor carries a
When a combatant obtains a fumble result, roll 1d8
sword or other appropriate weapon). In fights
and consult the following table:
between civilized combatants, this situation is often
diffused by the submission of the defeated warrior.
Fumble table
1 No special effect
M ultiple combatants
2 Lose next turn
Combats involving more than two foes can be 3 Drop weapon
complex, but resolvable with the rules provided 4 Throw weapon 2d6 m random direction
above with no special changes or additions. Each 5 Weapon breaks
combatant acts once per turn, in descending order 6 Fall to the ground
of their initiative values. 7 Strike a nearby friend for normal damage
8 Strike self for normal damage
The only significant complexity arises when a
character is engaged in melee combat with more
than one enemy in the same turn and wishes to use
the parry/riposte action. In this case, he must choose
between two options for his defense: (1) execute a
parry/riposte opposed roll against one foe and
allow all other melee attacks that turn to be resolved
as normal, unopposed to-hit rolls, or (2) execute a
parry/riposte against all attacks from all foes with
which the combatant is engaged in melee combat
(generally it is only possible to be engaged with and
facing 2-3 foes, so this should not result in a large
number of rolls), but suffer a disadvantage for all of
those parry/riposte rolls.
33
VII. DAMAGE AND ITS CONSEQUENCES
When a character or creature is successfully struck in equal to his mortal wound threshold (e.g., -8 for the
combat, the victor determines the amount of damage example above). At this point the character may be
by rolling the damage die appropriate to the healed by someone with the Physicker ability (or
weapon or attack, adding or subtracting the through healing magic), but will not recover alone.
attacker’s Strength attribute modifier (unless using a An additional Luck saving throw to avoid death is
normal bow, which deals damage without a made every day until the character dies or somehow
modifier). A charge attack with an appropriate recovers to have hit points above his or her mortal
weapon will add an additional +2 to damage; a would threshold.
wrestling attack will do base damage only equal to
the difference between the winner’s and loser’s Effects of Special and Critical Successes
Strength attribute modifiers (minimum 0).
Regardless, this damage is always doubled in the Attackers who strike their foes with special and
event of a Critical success. Once damage is critical successes achieve special results — cleaving
determined, it is subtracted from the target’s hit their foe’s shields, buffeting them to the ground or
points. hacking off their heads. These effects are an
important part of combat, as they are the source of
A combatant whose hit points have been reduced to much of its color, excitement and danger.
0 is said to have ‘swooned’; he or she falls to the
ground, may lose consciousness, and can no longer When a special or critical success is achieved in
fight or perform other significant actions until his hit combat, consult the table appropriate to the sort of
points recover to a positive value. attack made — melee (including attacks from
monsters having deadly claws or fangs), Wrestling
A combatant whose hit points are reduced to a and Brawling (or attacks from monsters who lack
value equal to or less than a number equal to: (-5 – deadly natural weapons), and Missiles (thrown or
Constitution modifier) has been mortally wounded arrows). Roll the number and type of dice indicated
by shock, blood loss, etc. e.g., a character with a and apply the effects, as described after each table.
Constitution modifier of +3
becomes mortally
wounded when his or her
hit points are reduced to a
value of -8 or less. In this
case, the character is dying
and must make a Luck
saving throw (difficulty
number 12): if it fails, the
character dies. If it
succeeds, he or she
remains on death’s door
with a number of hit points
34
M elee Combat (weapons and deadly monsters)
• Special success - roll 1d10
• Critical success - roll 2d10
Roll Effect
1 No special effect
2 Intimidated
3 Buffeted
4 Disarmed*
5 Staggered
6 Cloven shield*
7 Broken Helm*
8 Stunned
9 Rent armor*
10 Bleeding
11 Limb broken
12 Stunned
13 Bleeding
14 Limb broken
15 Overthrown
16 Hewn
17 Limb hewn off
18 Cloven helm*
19 Head hewn off
20 Cloven in twain
* If the target does not wear or carry the
listed weapon, shield or armor, increase
the result by 1
• Bleeding: In any serious fight, blood ‘runs unto the ground’ and soaks the mail and clothing. Small amounts
of blood loss are assumed to accompany any damage done by weapons. A ‘bleeding’ wound is a more
serious, life-threatening issue. In this case a large artery has been cut or crushed, and blood spouts from the
victim at a horrific rate. Immediately after taking the wound, he must attempt one standard Constitution saving
throw (difficulty level 12); if he fails he takes 1d4 damage per turn until the wound is staunched by a skilled
leech (i.e., a person with the Physicker ability), magic or a miracle. No additional saving throws are permitted
(until the character reaches his mortal wound threshold, at which point the usual rules for dying apply).
• Broken helm: The target’s helmet or helm is broken, and/or his mail coif torn. Increase the character’s armor
class by 1.
• Buffetted. The defender must make a standard Constitution saving thrown (difficulty number 12) or be briefly
stunned (at least one turn; he attempts another Constitution saving throw start of each additional turn and may
act again on the turn when he succeeds).
• Cloven helm: The target’s helmet or helm is broken, and/or his mail coif torn, and the target takes a grievous
head wound. Increase the character’s armor class by 1, and the target is immediate reduced to 0 hit points,
swooning into unconsciousness.
• Cloven in twain: The target is hewn from shoulder to waist (or similarly crushed or impaled by a non-hacking
weapon) and dies instantly.
• Cloven shield: Defender’s shield is split, rendering it useless.
35
• Disarmed. The defender must succeed at a standard Dexterity saving throw (difficulty number 12) or drop his
weapon. The defender will have to spend a turn recovering his weapon, unless he has another on his belt that
can be quickly drawn.
• Head hewn off: The defender’s head is neatly snicked from his shoulders, killing him instantly.
• Hewn: The target is done a deep, grievous flesh wound. Immediately reduce hit points to 0 and apply the
effects of the Bleeding effect, above.
• Intimidated: The defender must pass a standard Wisdom saving throw (difficulty number 12) or cower in fear
(at least one turn; he attempts another standard Wisdom saving throw at the start of each additional turn and
may act again on the turn when he succeeds).
• Limb broken: The defender has had an arm or leg broken. The attacker chooses which. A broken leg means
the defender must fall to the ground and cannot rise (though he may still use his arms to fight if he chooses). A
broken arm cannot be used to wield a weapon or shield or perform any other action. The character suffers a
disadvantage for most physical activities until healed.
• Limb hewn off: The defender has had an arm or leg permanently cut off (or similarly maimed by a thrusting or
crushing weapon; attacker’s choice as to which limb). In addition to permanently loosing function of that limb,
he suffers the effects of the ‘Bleeding’ consequence described above.
• Overthrown: The defender is brutally beaten to the ground and must make a standard saving throw against
the lower of Constitution or Wisdom (difficulty number 12) or immediately succumb, either surrendering or, if
he wishes to save face, swooning.
• Rent armor: The target’s mail or other armor is significantly torn; increase armor class by 1.
• Staggered. The defender must succeed at a standard Strength saving throw (difficulty number 12) or fall to
the ground. He must spend a turn rising to his feet, during which he cannot actively defend himself (i.e.,
dodge or parry/riposte actions are not permitted).
• Stunned: The target must succeed at a standard Constitution saving throw (difficulty number 12) or be
knocked unconscious from a blow to the head, reducing his hit points to 0.
Roll Effect
1 No special effect
2 Thrown
3 Intimidated
4 Arm lock
5 Thrown
6 Stunned
7 Limb broken
8 Pinned
9 Thrown
10 Overthrown
11 Limb broken
12 Neck broken
• Arm lock: The loser of the turn has had his arm twisted behind his back. He suffers a disadvantage to further
wrestling rolls for the remainder of the combat, or until he achieves a success that forces his foe to loosen the
hold.
• Intimidated: The defender must pass a standard Wisdom saving throw (difficulty number 12) or cower in fear
(at least one turn; he attempts another Wisdom saving throw at the start of each additional turn and may act
again on the turn when he succeeds).
36
• Limb brast: The defender has had an arm or leg broken. The attacker chooses which. A broken leg means the
defender may not rise from the ground (though he may still use his arms to fight if he chooses). A broken arm
cannot be used to wield a weapon or shield or perform any other action. Disadvantage for most physical
actions until healed.
• Neck Broken: The defender is roughly grappled by the head, breaking his neck and automatically killing him.
• Overthrown: The defender is brutally beaten to the ground and must make a standard saving throw against
the lower of Constituiton or Wisdom (difficulty number 12) or immediately succumb, either surrendering or, if
he wishes to save face, swooning.
• Pinned: The loser this turn is pinned to the ground, limbs immobilized. A successfully pinned combatant is
effectively disabled until the victor releases him, and may have his helmet unlaced.
• Struck: The target is struck with fist, dagger or pommel, taking 1d3 damage, in addition to the normal damage
done by a successful wrestling attack.
• Stunned: The target must succeed at a standard Brawn saving throw (difficulty number 12) or be knocked
unconscious from being choked or having his head dashed to the ground, reducing his hit points to 0.
• Thrown: The defender is thrown to the ground a few feet away and must make a standard Agility saving
throw (difficulty number 12) or lose his action the following turn.
M issile Combat
• Special success - roll 1d4
• Critical success - roll 2d4
Roll Effect
1 No special effect
2 Rent armor*
3 Limb pierced
4 Body pierced
5 Bleeding
6 Blinded
7 Head pierced
8 Skewered
* If the target does not wear or carry the
listed weapon, shield or armor, increase result
by 1
• Bleeding: The arrow head cuts a large artery and blood spouts from the victim at a horrific rate. Immediately
after taking the wound, he must attempt one standard Constitution saving throw; if he fails he takes 1d4
damage per turn until the wound is staunched by a skilled leech (i.e., a person with the Physicker ability),
magic or a miracle. No additional saving throws are permitted (until the character reaches his mortal wound
threshold, at which point the usual rules for dying apply)
• Blinded: The target was struck in the eye by an arrow, blinding him in that eye. You might think this would
provide a penalty to combat, but the orneriness of people wearing eye patches makes up for lack of depth
perception. But, the character is disadvantaged when trying to spot small or hidden things.
• Body pierced: The target has an arrow deeply lodged in his body. He suffers a disadvantage for most actions
until it is removed. Removing an arrow requires a successful Physicker ability roll or the subject takes another
1d6 points of damage.
• Head pierced: The target has an arrow lodged in his face or skull. His hit points are reduced to 0 and he is
incapacitated until it is removed. Removing an arrow requires a successful Physicker ability roll or the subject
takes another 1d6 points of damage.
• Limb pierced: The target has an arrow pierced through his leg or arm (attacker’s choice). A pierced leg
prevents the target from walking or standing normally and a pierced arm prevents use of that limb. General
37
disadvantage to most actions until the arrow is removed. Removing an arrow requires a successful Physicker
ability roll or the subject takes another 1d6 points of damage.
• Rent armor: The target’s mail or other armor is significantly torn; increase armor class by 1.
• Skewered: The target is pierced through the heart or brain and dies in a gout of blood.
38
VIII. SPOT RULES
The following sections contain rules describing ways Leprosy: Leprosy is a slow but dreadful
of adjudicating a variety of common events and degenerative disease that rots the flesh from the
challenges that arise on adventure. These are not victim’s living frame. The victim loses 1 point from
intended to be exhaustive or strict; take them as Dexterity and Charisma per year, and neither may
examples of ways in which the core mechanics of be increased by experience. When either reaches
saving throws, ability rolls and opposed rolls can be 0, the character dies.
used to resolve a wide variety of events.
Doors (and gates, grills, bars and
Corruption similar barriers)
Perhaps the greatest desire of the enemy is to twist If a character wishes to kick in a door, pull the bars
the minds and spirits of free peoples until they are from window, or some similar act of vandalism,
tainted by evil and crawl to his service of their own resolve as a Strength saving throw, with difficulty
miserable will. To this end, any time a character level that reflects size and strength of the barrier.
comes in close contact with a great force of the Doors, gates and windows can also be opened with
Enemy, he or she must attempt a saving throw vs. subtlety by picking locks, using the Thievery ability,
Wisdom or gain a new trait from among those with difficulty level that reflects the complexity of the
marked as ‘corrupt’ in Chapter II (i.e., indicated with lock. Finally, skilled players will propose ways
an asterisk) or a new madness from those described through doors that are simply clever and would
later in this chapter (the dungeon master should obviously work. Resolve such suggestions through
offer guidance here). Traits gained in this way are reason rather than dice rolls.
temporary during an adventure, but may become
permanent at the end of the adventure, as per the Falls
rules in Chapter IV governing the gaining and losing
of traits. The challenge level of this saving throw A character that falls and lands on a firm surface
depends upon the nature of the corruption faced. It takes 1d6 points of damage per 3 meters of free
equals the hit dice number of a corrupt being (e.g.,
a Nazgul, Balrog or Vampire), or the level or hit
dice of the creator of some great magical item (e.g.,
Sauron’s level in the case of the one ring). Certain
kinds of magic also present the threat of corruption:
any use of Necromancy spells, and any use of
magic which attempts to directly harm or control the
will of another living, sentient being calls for a
corruption check with a challenge level equal to the
level of the spell.
Disease
Characters might encounter miasmas and curses and
experience imbalances in their humors. A character
may resist these assaults by making a Constitution
saving throw with a difficulty level determined by the
virulence of the disease. A character who contracts
a disease may be cured by a successful Physicker
ability roll. Some examples:
39
fall, or 10 meters of bouncing/sliding over rough silent, moan, or repetitively groan or squeek
ground. A character might make n Dexterity saving nonsensical words.
throw to catch himself or slow his descent, or a Luck Dementia: The victim is detached from reality; he
saving throw to have a belt loop fortuitously catch sees, hears, smells and feels things that cannot be
on a branch; damage might be halved or avoided, perceived by others, and concocts elaborate,
depending on the circumstances. deluded stories to explain the things he perceives.
Hysteria: Hysteria is a madness brought on by dis-
Fatigue favorable alignments of the planets and/or
miasmas. It is characterized by wildly fearful and
For each of the following conditions, take 1 point of
irrational behavior. It is generally not possible to
damage: Lost night sleep; no water for 1 day; half
treat the cause of hysteria (one must simply wait
day of vigorous exercise; 1 hour exposure to
for the planets to change alignment or the miasma
extreme heat or cold without appropriate gear or
to pass), but persons with imbalanced humors are
shelter.
more strongly afflicted than others, and thus
bleeding and purgatives can be of some help. A
Fire hysterical character can formulate no rational
Take 1d6 points of damage for every turn (~ten of plans or complex actions, and reacts with rage or
seconds) spent engulfed in flame or exposed to terror to all threats or strong stimulants.
extreme heat, or for every blast of natural flame. Lunacy: Lunacy is a madness brought on by
Some magical fire may cause more damage. sensitivity to the powers of the moon. It is
characterized by wildly aggressive behavior,
frequently without obvious reason. Characters
suffering from lunacy may work themselves into
such a fit that they go berserk, not knowing friend
from foe. A character that succumbs to lunacy
can be treated by bleeding and purgatives, but
can be difficult to restrain and treat.
Melancholy: Melancholy is an affliction of the mind
and spirit brought on by subtle imbalance of the
humors, often in association with tragic or
disheartening life events. It is characterized by
apathy, low affect, sadness, and discouragement.
Apply a disadvantage for all Wisdom saving
throws or related ability rolls (or any other rolls
that require persistence or gumption).
M adness
M orale
When faced with a mind-bending horror or after
Characters and non-player characters who face
undergoing some life-changing trauma or stress
horror or great threats must make a saving throw vs.
(such as a critical failure at an attempt to invoke a
Wisdom or lose the will to continue whatever
trait, or defeat when inspired by a trait), make a
struggle they might be engaged in. The challenge
Wisdom saving throw (usually vs. a difficulty level of
level should generally equal the hit dice or level of
12). Failure indicates the character has gone mad.
the threatening opponent. On a failed morale check,
Madness is an important theme in Arthurian legend,
the creature should flee or, if flight is impossible,
and it is strongly encouraged as a part of any
surrender. Morale checks are appropriate when
chivalric or other medieval-inspired campaign! A
faced with obviously superior opposition, when a
person with Physicker ability might be able to bring
leader has fallen in combat, when a side in a fight
a character out of madness. Some examples:
has lost half its members to death or incapacitation,
when a being in single combat has suffered a
Catatonia: A catatonic lapses into a waking, wide-
special success or critical wound, or when faced with
eyed coma, and is inactive and apparently
an uncanny foe (such as the undead or a
insensate throughout his madness. He may stand,
supernatural servant of the enemy).
fall, or curl into a fetal position, and might be
40
Poison leads to immediate (next turn) and extreme muscle
relaxation. The victim first attempts a Constitution
Poisons cause damage (generally in multiples of
saving throw. Whether this roll succeeds or fails,
1d6) and may have additional effects, like blindness,
he gains a disadvantage to Dexterity based rolls
paralysis or instant death. Most call for a
for 1 hour, and may fall if he happens to stand on
Constitution saving throw to avoid their
stairs or perch on a branch. If the victim fails the
consequences. The difficulty level of the saving throw
Constitution save, he dies of asphyxiation within
should reflect the virulence of the poison. Some
30 minutes when his diaphragm relaxes. If it
morally corrupt characters become skilled in the
succeeds, he recovers in 1 hour.
preparation and administering of poisons (without
Hemlock: A woody herb with a purple-spotted stem
this ability you are as likely to dose yourself as your
and a disagreeable parsnip odor. Ingestion of any
intended victim). Some examples:
part, especially young leaves, is moderately to
highly toxic (depending on dose). Over the course
Alcohol: Alcohol consumed in excessive quantities
of 1-3 hours, the victim will experience
leads to dramatic losses of coordination, reason
nervousness, trembling and loss of coordination
and judgment. For every multiple of 2 drinks
(disadvantage for Dexterity based rolls). Soon
(flagons of ale, glasses of sack, etc.), the
after, he must make a Constitution saving throw.
character must make a standard Constitution save.
Success indicates depression followed by coma for
A failed roll indicates the character has gained a
6-48 hours; failure indicates depression followed
disadvantage for any roll based on Dexterity,
by coma followed by death within 2d hours.
Wisdom or Intelligence. However, the character
also becomes braver while drunk, and so is
Traps
immune to fear, intimidation and loss of morale.
He takes 1 hit of damage per failed saving throw Player characters will hopefully encounter all
when the spirits wear off a few hours later. manner of pits, flying spikes, poison gas and other
Blade venom: Blade venom is a mineral or plant nefarious traps over the course of their travels. If
alkeloid that spreads through the body after being concealed, these can be found using a Intelligence
introduced through a cut or puncture, and saving throw or the Perception ability. Once found,
corrodes the victim’s tissue. The effects are they can be disarmed or otherwise avoided using a
strongest near the wound, but will eventually Dexterity saving throw or the Thievery ability (the
spread throughout the body. While effects vary, same skill can be used to make your own traps if the
most blade venom automatically does 1d6 of fancy strikes you). Once triggered, many can be
damage on the turn after the wound that injected escaped or otherwise mitigated through saving
it, after which the victim attempts a Constitution throws against Dexterity or Luck. All rolls should be
save. If this save succeeds, no further damage is assigned difficulty levels that reflect the complexity
taken. If it fails, the victim takes an additional 1d6 and dangerousness of the trap.
hits of damage.
Cobra venom: If cobra venom is injected to a Turning the Undead
victim’s blood stream through a bite, its
Characters possessing the Light of Valinor or Elvish
neurotoxins will cause the victim to loose
Gift abilities are able to thwart the living dead
coordination over the course of the following 1d6
(ghosts, wraiths, etc.) by calling on the power of the
turns. The victim first attempts a Constitution save.
gods of Valinor. An attempt to turn undead is
If this roll fails, he gains a disadvantage for
resolved as an opposed roll between the character’s
Dexterity based rolls for 1 hour, and he might fall
Light of Valinor or Elvish Gift ability (i.e., Wisdom
if he happens to stand on stairs or perch on a
modifier plus level) vs. the undead being’s default
branch. If the victim fails this initial save, he must
saving throw (generally its number of hit dice). If an
attempt a second Constitution save; if it fails, the
undead being is fully detailed with attributes, it may
victim dies of asphyxiation within 30 minutes when
instead resist with a Wisdom saving throw. In any
his diaphragm relaxes. If it succeeds, he recovers
event, if the character succeeds (wins the contest),
in 1 hour.
the undead being is repelled and must flee his or her
Curare: Curare is a tacky liquid distilled from a
presence (or cower if this is not possible). On a
tropical vine. If ingested it is harmless (even
special success, the undead being is physically
reputed to have medicinal effects). If introduced to
destroyed, but if it possesses a spirit that can exist
the blood stream, such as through a wound, it
outside of a physical body that spirit lives on and is
41
simply repelled. On a critical success, the undead but then increases by 1 per turn. Most people start
being is physically and spiritually destroyed or cast to turn blue around turn 3 or 4. A drowned
into the void beyond the physical world. character is reduced to 0 hit points and will die in a
few minutes, but can be revived by a successful
W ater Physicker ability roll.
42
IX. MAGIC IN MIDDLE EARTH
Middle Earth is a magical place: many beings cast • Dunedain Rangers may know Healing and
spells or perform supernatural acts that are perhaps Divination and the Light of Valinor
equivalent to spells in the eyes of this game’s rules; • Dwarves are capable of Enchantment
enchanted objects appear frequently and even • And, of course, the recognized wizards, Gandalf,
common people seem unsurprised to learn of their Saruman and Radagast have wide ranging
existence; and all cultures seem to recognize that magical powers. We understand through authorial
there are people – wizards, witches, necromancers, insight that these beings are effectively angels.
elves – who can work magic. Yet, throughout However, they do not seem to understand
Tolkien’s works there is a sense that beneath this themselves that way (at least for large parts of
surface of conventional fairy tale flash lies a deeper their lives) and their powers often seem limited.
concept of magic tied to religion and cultural history. So, it is possible to see them as non-player (or
even player) characters that are broadly similar in
There are several important questions for any power to other higher-level player characters.
gaming group approaching a Middle Earth
campaign: Is magic common or rare? Who can More controversially, some groups will find it
practice it (and why)? Just how accessible these appropriate to extend magical abilities to more
powers are to the player characters? And, just what mundane characters with special backgrounds, for
sorts of non-player people and creatures have spell- example:
like powers? Tolkien’s writings offer mixed guidance
on these points. Some parts of The Hobbit suggest • Acolytes or apprentices of The Necromancer (i.e.,
magic items are as common as trolls’ purses and Sauron before he has revealed himself) or one of
dwarven toys and as blatant as a burst of fire from a the known wizards.
wizard’s staff. Several statements in both The Hobbit • Scholars of Gondor who maintain the traditions of
and The Lord of the Rings suggest that the ranks of ancient wisdom from Numenor
men, elves and dwarves have included magicians • Hedge magicians who have a touch of the magic
and all of these cultures have traditions of creating of the elves or dunedain.
enchantments and casting spells. On the other hand, • Orc shamans with a few sorcerous tricks up their
some of Tolkien’s more contemplative letters argue sleeves.
real magic is something only accessible to elves and
angels. M agical Abilities
This author is convinced that a wide range of All spells and similar supernatural powers (miracles,
approaches to this question can be in keeping with enchantments, etc.) are categorized into one of the
the source material, and the important point is for many magical abilities (Illusion, Necromancy, etc.).
each group to give the matter some thought before A character can only learn and cast spells that fall
beginning a campaign. within the scope of a magical ability that character
knows. See Appendix I for a list of the spells that fall
It is suggested that many (most?) campaigns will within the scope of each ability.
want to include the following archetypes of
character types who posses one or more magical Spell Levels
abilities: Any supernatural power that a character can
manifest is described by a spell having a level,
• Elves of all sorts can possess the Elvish Gift which is the measure of the spell’s difficulty to learn
• Noble or scholarly elves may also be capable of and/or invoke, how draining it is on the caster, and
Charms, Divination, Enchantment, Illusions, and the strength of effect it has. Generally speaking,
the Light of Valinor relatively common, subtle effects have spell levels of
• Sorcerous servants of the enemy may posses 1-2, dramatic or powerful effects have spell levels of
Charms, Enchantment, Necromancy and Sorcery 3-6, and the most spectacular spells have spell levels
(e.g., the Witch King, or any Vampires who might greater of 7+.
be found abroad in the world).
43
Learning Spells An exception to the preceding rule is Elvish Gift
ability; all elves having this ability automatically
A character is capable of learning spells (and other
know all relevant spells having spell levels equal to
magical effects like miracles that are described using
or less than their character level.
the mechanics of spells) having spell levels equal to
or less than his or her character level.
Characters are permitted to learn additional spells,
beyond those they obtain automatically. Four things
are required to learn a new spell:
1) The character must know the ability required to
learn and cast the spell in question. Note many
spells are available through more than one
ability.
2) The spell must have spell level equal to or less
than the character’s level.
3) The character must have access to some written
form of the spell (e.g., an ancient spell book or
tome) or receive instruction from someone
capable of performing that spell (e.g., a more
experienced and powerful sorcerer, etc.).
4) The character must succeed at an ability roll
with the relevant magical ability, with a
challenge level equal to the spell level of the
spell being learned (i.e., the difficulty number
that must be matched with the roll equals 10 +
the spell level). Each such attempt generally
requires several weeks of study, practice,
meditation, etc.; it is recommended that
dungeon masters permit one attempt to learn a
given spell between adventures, and permit a
character to only study one spell at a time. If a
player wishes their character to learn a larger
number of spells at once, it is recommended that
they be removed from play for one or more
sessions while they are in seclusion, studying
and practicing their craft.
Casting Spells
A character automatically knows one spell or spell
like power per magical ability per level. Thus, if a Unless a spell’s description specifies otherwise,
character is created with a magical or miraculous assume that an attempt to cast a spell requires one
ability, he or she should automatically begin with turn (~10 seconds). Any spell listed in the 1st edition
one spell related to that ability (generally having a Player’s Handbook as having a casting time as a
spell level of 1, though possibly higher if the number (in segments) is presumed to be cast in one
character is allowed to begin play at 2nd or higher combat turn, at the caster’s turn in the initiative
level). And, if a character’s level advances due to order. A spell that has a casting time of 1 ‘round’ or
experience, that character should automatically be more requires continuous concentration by the caster
provided with a new spell he or she has learned to for the stated number of combat turns, and takes
perform for each of his magical abilities, of any spell effect at the caster’s turn the initiative order on the
level equal to or less than his character level. subsequent combat turn. A spell that is listed as
Generally speaking, the player should select this having a casting time of 1 or more ‘turns’ actually
spell, but at the discretion of the dungeon master takes several minutes or longer to cast – generally
(who might have reasons for limiting the type or 10 minutes per ‘turn’. Some enchantments and
level of spells in his or her campaign). alchemical creations can be performed over hours
or days as slow rituals.
44
effort, but if it demands many turns of struggle
Spell casting attempts should be resolved as ability success will come at a great cost of hit points lost.
rolls against the relevant magical or miraculous
ability. The difficulty number of this roll is 10 + the Counter Spells
spell level.
A counter spell is a spell cast to negate or ward off
the effects of another spell that was recently cast or
Saving Throws
is about to be cast. A character who knows the
If the spell will directly influence some living target, Counter Spells ability is presumed to have the
this difficulty level represents the minimum result arcane knowledge and power necessary to attempt
needed for success; the casting roll must also exceed to ward off any spell having a spell level equal to or
the target’s saving throw (i.e., as for opposed rolls). less than the character’s level. Counter Spells are
If the spell or power in question influences the cast as for other spells, but the spell casting roll is
target’s thoughts or feelings, this should be a resolved as a contest between the being casting the
Wisdom saving throw; if it creates an illusion or spell in question and the character casting the
other magical trick, this should be an Intelligence counter spell.
saving throw; if the spell presents the target with a
physical stress (e.g., having your heart pulled from Spell Ranges, Durations and Effects
your chest), a Constitution saving throw is most
The time- and length-scales and specific effects of
appropriate; if the spell flings a bolt of lightning or
magical spells are generally described in the spell
other projectile at the target, a Dexterity saving
descriptions in whatever edition of Dungeons and
throw should be made to avoid it. But, as always,
Dragons is being used as a resource (1st edition
the choice of suitable saving throw or skill in an
AD&D is assumed). Unless otherwise noted, assume
opposed test is open for interpretation. Monsters will
that spells may be cast at subjects in the caster’s line
generally make saving throws using their default
of sight (it might be appropriate to use missile
save (1d20 + number of hit dice). At the dungeon
weapon range penalties if a caster attempts to hurl a
master’s discretion, this default monster saving throw
ball of fire or other magical effect at a target several
may be replaced with an estimate of the creature’s
tens of meters away).
intelligence or wisdom saving throw, based on its
Intelligence statistic and/or an ad hoc ruling from
the dungeon master based on the monster’s
description.
45
X. THE MIDDLE EARTH CAMPAIGN
46
XI. ADVENTURES
Assuming players decide to set a campaign in the what treasures and secrets lurk in the
late third age, roughly overlapping the time span Necromancer’s dungeons? Good luck.
covered by The Hobbit and The Lord of the Rings, • The ruins of Arthedain. The kingdom of
several obvious settings for adventures suggest Arthedain was the last bastion of men in the north
themselves. The author is of the opinion that the most but stands ruined after its destruction several
exciting and satisfying D&D adventures take place at hundred years ago by the forces of Angmar. The
the borders between the civilized world – places population of farmers and pocket kingdoms is
where characters can find refuge, spend wealth and slowly rebuilding, but much of the land remains a
engage in political or other non violent adventures – jumble of ruined fortresses and burned cities. The
and large, mysterious realms of evil, danger, ruins land lives under the shadow of raids from the orcs
and secret treasures. Middle earth has several such of Mount Gundabad.
places where a home base touches a land touched
by the Enemy: Alternatively, characters might wish to engage in
adventures involving political intrigue, spying and
• Moria and the nearby kingdoms of men and warfare.
elves. During the late third age, Moria is a vast • Rohan and Orthanc. The years before the war
ruin filled with mind boggling treasures and of the ring are a time of decline, disunity and
dangers, but can be reached within a few days confusion among the Rohirim and see the rise of
march from Lorien or Rivendell and the human Sauron’s army of orcs, dunlanders and goblin
lands of Cardolan, Rhudar and the southern men. Can your characters change the path of
Anduin vales. Adventures in Moria might be a history in this troubled land? If so, which side are
troop of intrepid explorers and treasure hunters you on?
who try to sneak past the tribes of orcs and • The struggle for Osgiliath. The rangers of
horrible kingdom of the Balrog. Or, they might Ithilien and soldiers of Gondor are locked in a
join Balin’s effort to re-conquer Moria. contest for control of Osgiliath and its river
• Mordor and the surrounding lands of Gondor and crossings. Can your characters contend with the
Ithilien (and perhaps the less familiar Pelargir or rising sinister might of Minas Morgul?
Umbar). The end of the third age is a time of great • The corsairs of Umbar. Pelargir and the
change in Mordor, as Sauron re-claims his ancient mouths of the Anduin have come under the
kingdom, re-builds his fortresses and gathers his shadow of a rising pirate force from the
armies. This fantastically dark and dangerous southron kingdom of Umbar. Pick a side
setting holds many opportunities to scout, explore and start swashing your buckle!
and seek lost treasures. • Lake Town, Erebor and the Elven Kingdom.
• Southern Mirkwood. In the years following the A new kingdom of men is rising in Lake Town but
departure of the Necromancer, southern must share regional power with the ancient elven
Mirkwood remains a deadly, tractless tangle and kinging in northern Mirkwood and the renewed
his vacated keep a ruin haunted by orcs, spiders power of the dwarven king to the north. These
and many, many much worse things. The recent allies share some enemies but also strive
mountains of Mirkwood are rumored to be the lair with each other for dominance.
of a proper first-age werewolf. But who knows
47
XII. FOES
The monsters that populate the dungeon master’s world in B&B can be taken from two sources: (1) the most iconic
creatures of the setting are detailed in the following paragraphs, in a way generally consistent with previously
published editions of D&D but tailored to the Middle Earth setting and the B&B rules set. And (2) statistics for
horses, bears, wolves, snakes, etc. (or any other creatures the dungeon master wishes to bring to life in Middle
Earth) may be taken from any published edition of dungeons and dragons (though editions prior to 3rd are
assumed when defining armor class, hit dice, etc.). It is assumed that the gaming group has access to the 1st edition
AD&D Monster Manual.
A special note regarding the undead: The undead are non-corporeal sprits of the dead, or beings whose
living bodies remain animated after death, or creatures who have gradually faded from the world of light and life
through the powers of the Enemy. All corporeal undead can be destroyed by physical means. However, because
their bodies are animated by magic rather than the beating hearts of living things, they are very hearty. Unless
otherwise noted, an undead being is incapacitated when its accumulated hit point losses from wounds exceed its
hit points, but it is not permanently destroyed by this damage – it’s life force continues unabated and it will
eventually regain function if it is not destroyed in some other way. The undead recover hit points through their
connection to the spirit of the Enemy, but only slowly – 1 HP per week. Fire can consume them. And, a being with
the Light of Valinor ability may turn them, potentially destroying them. Unless otherwise noted, they are unaffected
by the special effects of most critical hits. Some corporeal undead beings are harmed by all sorts of mundane
damage; others are only harmed by magic weapons or spells or have other immunities. See each one’s
description for details.
CREATURE DESCRIPTIONS
Balrog: Balrogs are spirits of flame and shadow who have long served the Enemy. Those left in the world today
are the scattered remnants of Morgoth’s shattered armies, and lurk in the Under Deeps or other forgotten corners
of the world. Where these beings have been awakened and have encountered lesser beings, they have kindled
their dormant desires for evil and dominion and created small kingdoms of terror. It is possible a Balrog could
recognize Sauron as its commander and bend to his will; all other beings must submit to it or fight. They commonly
fight with a large flaming sword in one hand and a whip with many flaming lashes in the other. If the whip strikes
a foe, it is grappled and may be dragged into the flames that surround the demon, doing 2 hits of fire damage per
turn. They shed darkness that fills a 15 meter radius around them. They may also cast spells of Fear, Create Fire,
and Control Person at will, and they can cast all counter spells.
Hit Dice: 10 Movement Rate: 9 (walking), 15 (flight)
Favored Attributes: STR, CON, INT, CHA Initiative: +2
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Abilities: Intimidate Traits: Hateful, domineering
Armor Class: -2
Attacks: Flaming sword (2d10), Flaming Whip (1d10 and entanglement, as a wrestling grapple).
Special: Spell like powers; auro of darkness and flame.
Barrow Wight: Wights are angry spirits of the dead that haunt their graves or the battle grounds where they
were slain. They may be banished or destroyed by anyone possessing the ability of the Light of Valinor, but
cannot be physically harmed except by magic or magic weapons. They are only encountered in dark, remote
places, where their victims are likely to be confused or easily frightened. They perceive victims in the darkness and
can detect invisible beings. Their touch is cold and brings on a sleepless slumber and eventually death. Any living
creature touched by a Barrow Wight must make a saving throw vs. CON or slip into unconsciousness, in which
case a second save must be made within an hour to avoid death. They can also attack physically using weapons
from their burial place. They are otherwise unthinking and lack whatever skills or knowledge they might have had
in death. Wights are not servants of the Enemy, though they seem to be quickened in response to his rising
strength.
Hit Dice: 5 Movement Rate: 6
Favored Attributes: CHA Initiative: +1
Abilities: Traits: Wrathful, Insane
Armor Class: 5
Attacks: Icy touch; possibly a weapon
Special: Immunity to non magical weapons; deadly touch
Eagle, Great: These intelligent creatures speak their own language and can learn the languages of men. They
live high in the Misty Mountains and hunt its slopes and far across the Anduin valley. The great eagles are not
close allies of any other beings, but hate the servants of the enemy and hunt them remorselessly. However, some
leaders of the free peoples have earned their trust and may seek their aid. In combat, great eagles swoop down
upon foes with their claws. When a claw attack is made at the end of a steep dive, double claw damage. On a
successful attack, the target is automatically grasped in the eagle’s claws, allowing the eagle to attempt to grapple
a foe on the next turn. If successful, the target may be pinned, or lifted and carried away...or dropped. Attacks
with the beak are generally reserved for devouring helpless prey.
Hit Dice: 4 Movement Rate: 3 (walking), 48 (flight)
Favored Attributes: DEX Initiative: +2
Abilities: Perception Traits: Aloof, predatory
Armor Class: 7
Attacks: Claws (2 per turn): 1d6; beak: 1d12
Special: Tremendous long-distance vision
Ent: Ents are an ancient race with mysterious origins, who walked the earth in the dawn of the world before the
coming of the first born elves and men. They are a sentient people but strangely resemble the trees of their home
forests. When standing still, they are nearly indistinguishable from trees (a perception roll with a disadvantage is
required to spot them). Ents typically live alone or in small groups within a vast cave or hollow screened by plants
and trees. They greatly resent uninvited guests.Ents hate evil things or unrestrained felling of trees or burning of
fresh wood. Though naturally calm and deliberate, in battle Ents can whip themselves into astonishing berserk
furries.
An Ent attacks by striking with its great branch-like limbs. Because of their body and skin structures, Ents are
very difficult to harm with normal physical attacks; in addition to their exceptional natural armor, they do not suffer
most special effects of critical hits (though accumulated hits from injury can eventually incapacitate them). Ents vary
widely in size, reflecting the wide range of hit dice and damage listed below. Ents are so strong that the are
capable of tearing apart stone walls and great castle gates if given enough time and incentive.
Hit Dice: 7-12 Movement Rate: 12
Favored Attributes: STR, CON, WIS Initiative: +1
Abilities: Traits: Berserker, Deliberate, Loyalty (trees)
Armor Class: 0
Attacks: Branch blows (2 per turn): 2d8 (7-8 HD), 3d6 (9-10 HD) or 4d6 (11-12 HD)
49
Special: Control over Hourns
Fell Beast: The fell beast is a monstrous winged saurian, a leftover from an ancient age, that has been fed foul
meats and trained to the hand of the Enemy. They are used as mounts by the Nazgul and other servants of
darkness. The cry of a fell beast inspires fear; check morale or panic.
Hit Dice: 3 Movement Rate: 6 (walk) or 24 (fly)
Favored Attributes: STR, CON Initiative: +1
Abilities: nil Traits: Predatory
Armor Class: 0
Attacks: Claws (2 per turn when in flight): 1d6; or one Bite (usually only at helpless foes): 2d8
Special: nil
Giant: The giants of middle earth are an ancient race that live remote from the lands of men, in the misty
mountains or deep in forested rolling hills of Rhudar or the mountains of Mirkwood. Giants are not servants of the
enemy, but are feared by all thinking peoples, as they are mercurial and ferocious – capable of playing fearsome
games of catch with stones one moment and devouring a hapless human the next.
Hill giant (‘ogre’): These relatively small (10-12’ tall) giants are relatively human in appearance and may
speak a crude form of westron; they often come down from the hills to raid the flocks and villages of men.
Hit Dice: 9 Movement Rate: 12
Favored Attributes: STR, CON Initiative: +1
Abilities: nil Traits: Slow witted
Armor Class: 4
Attacks: Club 2d8; may hurl rocks for 2d8 damage
Special: nil
Stone Giant: titanically large (~20’ tall), thick limbed and rocky-faced, the stone giants are a mountain race that
rarely interacts with men (it is not clear they can even speak). Like a wild force of nature, a stone giant is best
avoided.
Hit Dice: 15 Movement Rate: 12
Favored Attributes: STR, CON Initiative: +2
Abilities: nil Traits: Wild
Armor Class: 0
Attacks: Club 6d6; may hurl rocks for 5d6
Special: nil
Hourns: If need arises, Ents can cause trees to come to life; such an awakened tree is called a Hourn. It takes 3
turns for a tree to lurch to life, during which it creaks and groans. Hourns are strange, fell beings that have no love
for anything that walks on two feet; even elves and good humans should avoid them. They vary greatly in size;
some are enormous, with cross-sections of multiple meters and capable of destroying great walls or slaying a troll
with one blow.
Hit Dice: 6-20 Movement Rate: 6
Favored Attributes: STR, CON Initiative: -1
Abilities: Traits: Berserker, Hate (humanoids)
Armor Class: 0
Attacks: Branch blows (2 per turn): 2d6 (6-8 HD), 2d8 (9-10 HD), 3d6 (11-13 HD) or 4d6 (14-16 HD), 4d8
(17+ HD)
Special: Speachless and irrational; only Ents can control a Hourn’s rage once it is awakened.
Nazgul: The Nazgul are powerful servants of the Enemy, created through their seduction and corruption by the
Enemy, formalized in the acceptance of one of the nine rings he made for mortal men. The Nazgul were powerful
kings of men in life and retain many of the abilities they had in life; at least one (their leader, the Witch King) was
a sorcerer and is still capable of acts of wizardry.
50
The Nazgul are beings of both spirit and corporial manifestation. Their normal state is corporeal, but if their
bodies are slain or destroyed, their spirit will persist until it can return to their master, who can cast make them
physically manifest again. A Nazgul cannot manifest himself unaided – only his master can do this for him.
A corporeal, manifested Nazgul can be harmed by many forms of physical attack, but benefits from the
physical heartiness of all undead. However, they have a particular vulnerability to water and fire and will always
check moral in the face of these primal forces. Any non-magical weapon that strikes a Nazgul automatically
breaks, and its wielder is affected as if subjected to the touch attack of a Nazgul (see below). Similarly, any being
that strikes a Nazgul with his fist, claw, bite, etc. suffers as if successfully touched by the Nazgul.
The Nazgul naturally have the ability to see spirits and invisible beings, and are expert at both the Perception
and Tracking ability (representing their ability to smell and feel the presence or passage of living things). Any
mortal who sees them must check morale. The touch of a Nazgul does 2d6 damage and forces the target to vs.
CON or fall into a persistent swoon. The breath of a Nazgul causes no damage but also calls for a saving throw
vs. this magical swoon. Anyone who succumbs to this effect must attempt a second save 1 day later or die; only
magical or miraculous healing or a successful counter spell can revive the victim.
The Nazgul also have many weaknesses: They cannot enter or cross open natural water (except on a bridge)
unless they succeed at a morale check made at a disadvantage. They cannot see things in the physical world
illuminated by natural or bright artificial light as mortals do. Their hightened senses allow them to perceive the
general proximity of living things with great acuity, but they are still blind. Therefore, they suffer a disadvantage to
attack at normal, mundane creature or things during daylight or in a brightly lit space. This penalty does not apply
to spirits, invisible beings, or in the dark — their mage sight allows them to see all such things. Their weaknesses in
lead them to avoid appearing before the living during daylight unless pressed by a great need. They prefer to
approach their prey in the dark watches of the night, when the fear they inspire is greatest.
Finally, the Nazgul also bear vile enchanted weapons and armor granted them by their master. They
commonly ride living, sighted steeds that also act as their eyes in daylight. Fell Beasts and evil, tormented war
horses are favored mounts. The Nazgul vary in their abilities; the statistics below are representative of the several
nameless, lesser ones who follow the Witch King’s commands
Hit Dice: 10 Movement Rate: 12
Favored Attributes: INT, CHA Initiative: 0
Abilities: Perception, Tracking, Intimidate Traits: Determined, Sinister, Secretive
Swords
Armor Class: 4 (full mail)
Attacks: Magic Sword (+2 to hit, 1d8+2 damage)
Special: Fear, Touch, special senses, weaknesses in light, fear of water and fire
Orc: Orcs are the twisted products of Melkor’s vile experiments on Elves and Men. As a race, they are more
variable than men, consisting of several distinct breeds. They tend to have more and coarser hair, sharp teeth (or
actual fangs) and claws instead of fingernails. They see in the dark like gimlets, letting them fight without penalty in
dim light (though in pitch blackness they suffer a disadvantage). Most breeds hate and fear bright, natural
sunlight; they suffer a disadvantage in direct sunlight and must check morale if faced with hardship or a challenge
in these conditions. They are generally tough, greedy, and quarrelsome.
Some orc tribes form powerful kingdoms; others are rude clusters of mountain huts. They can co-exist with men
(especially criminals and the southron and easterling minions of Sauron). However, both elves and dwarves
despise orcs, and attack them on sight.
Common Orc (‘uruk’ or ‘goblin’): A vicious, hateful and repugnant race bred long ago from elves in the dungeons
of Morgoth. Orcs remain the dominant servants of the enemy, though he often finds them to be faithless and
quarrelsome. Bandy legged, prognathous and wiry-haired, they are not a pretty people. But they have powerful
arms and are hardy. They are also as clever and creative as men and elves, though their jokes, songs and
creations are twisted and filled with spite. Orcs can see in dim light without disadvantage, but suffer a
disadvantage for morale and many actions involving aiming, perception or endurance when in direct sunlight.
Many common orcs with relatively light frames ride wargs when raiding the lands of men.
Hit Dice: 1 Movement Rate: 12
Favored Attributes: STR, CON Initiative: 0
Abilities: Intimidate Traits: Hate, Fear
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Armor Class: worn (typically 6)
Attacks: armed attacks (typically scimitars, battleaxes, spears and short bows)
Special: dark vision; vulnerability in bright sunlight
Player character orcs: +1 Strength, +1 Constitution, -2 Wisdom, -1 Charisma. Intimidate and d8 hit die abilities.
Goblin men (‘half orc’): A recent addition to the races living in northwest middle earth, the goblin men are the
result of breeding experiments in the dungeons of Orthanc. Of all the goblin races, only half orcs can (sort of)
pass as human, letting them act as spies in the kingdoms of men. They also lack the fear of sunlight common to
other orc breeds (though they also are less adept at seeing in the dark).
Hit Dice: 1 Movement Rate: 12
Favored Attributes: STR, CON Initiative: 0
Abilities: Traits:
Armor Class: worn (typically 5)
Attacks: armed attacks (typically scimitars, battleaxes, spears and long bows)
Special: dark vision; vulnerability in bright sunlight
Player character goblin men: +1 Constitution, -1 Wisdom, -1 Charisma. d8 hit die ability.
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Great Orcs: The great orcs are a rare, little understood holdover from the first age of the world – possibly even
lesser spirits of evil bound by Morgoth into the forms of brutish, powerful and sinister orcs. Their hunched frames
make them appear roughly human sized but they posses great bloated bodies and powerful limbs beyond the
strength of any man. They are natural leaders of any community of orcs where they are found. Only a few are
known to exist – the Great Goblin of goblin gate being one. It is not recommended that player characters be able
to play great orcs.
Hit Dice: 6-10 Movement Rate: 12
Favored Attributes: STR, CON Initiative: 0
Abilities: Intimidate, Battle, Lordship Traits: Brutal, Domineering,
Armor Class: worn (typically 2)
Attacks: armed attacks (typically scimitars, battleaxes, spears and long bows) with +6 damage
Special: dark vision; vulnerability in bright sunlight
Snaga (‘slave’): A sub-type of common orc having a small, spindly frame, large noses and ears and a sniveling,
conniving spirit. Commonly serve as trackers, skirmishers and slaves of larger orcs.
Hit Dice: 1 Movement Rate: 12
Favored Attributes: CON, DEX Initiative: +1
Abilities: Perception Traits: Fear, Cowardice
Armor Class: worn (typically 7)
Attacks: armed attacks (typically short swords, javelins and short bows)
Special: dark vision; vulnerability in bright sunlight
Player character snaga: -1 Strength, +1 Constitution, -1 Wisdom, -2 Charisma, +1 Luck. Perception ability.
Uruk-Hai: These great orcs were bred from common orcs to serve as shock troops capable of standing up to the
powerful men of westernese. They are violent, brave, and devoted eaters of all forms of humanoid flesh. The
Uruk-Hai continue to serve as heavy infantry in the armies of Sauron and Saruman, and frequently rise to
positions of leadership in independent orc tribes. Any goblin king will have a close personal body guard made
of these brutes. Distinctive for their dark black skins and heavy tusk-like teeth.
Hit Dice: 2 Movement Rate: 12
Favored Attributes: STR, CON Initiative: 0
Abilities: Intimidate Traits:
Armor Class: worn (typically 5)
Attacks: armed attacks (typically scimitars, battleaxes, spears and long bows) with +2 damage
Special: dark vision; vulnerability in bright sunlight
Player character Uruk-Hai: +2 Strength, +1 Constitution, -2 Wisdom, -1 Charisma. Intimidate and d10 hit die
abilities.
Spider, Giant: Giant spiders are a race of sentient arachnids that live in – in some cases over run – remote
forests and mountain vales. Most are only distant descendants of the ancient evil, Ungoliant. These are small to
moderate in size (up to perhaps the size of a large dog) and relatively easily defeated when alone, but live in
close communities and hunt collaboratively. They have no fear of men and will attack anyone they believe they
can kill for food. While not servants of the Enemy, their evil, predatory spirit often serves his broader aims by
presenting deadly dangers to the free peoples. Some larger members of these communities become dangerous
enough to defeat men and other large prey on their own and establish solitary hunting grounds.
Giant spiders hunt by delivering a relatively harmless bite (1 or few hits of damage) that injects a poison that
renders the victim unconscious and paralyzed (unless the target makes a saving roll vs. CON). They also set
snares in close, confined and dark spaces, hoping to trap intended prey, rendering them helpless for the
paralyzing bite. A Perception roll is generally required to spot these; if you run into one a DEX saving throw is
required to avoid being stuck, and, once stuck, a STR saving throw is required to break free. A successful attack
with an edged weapon may also free a stuck character, though a trapped character suffers a disadvantage when
trying to free himself this way. Even if these rolls succeed, the victim may find himself channeled toward a killing
ground where he will have trouble defending himself.
53
The greatest giant spiders are direct daughters of Ungoliant who have survived to the present day, hidden in
deep, webbed lairs. Shelob is the most famous of these, though others exist, deep in abandoned levels of goblin
tunnels or deep, black canyons of uninhabited mountains.
Troll (Olog): An ancient race created by Morgoth in mockery of ents, to serve as shock-troops for his armies
and personal guards for his Balrog captains. Trolls are massive, brutish and slow-witted creatures, with powerfully
muscled limbs, thick, sometimes scaled hides, and an aggressive (if somewhat simple minded) disposition. Trolls
either live individually or as small groups in the wild or, more often, as the slaves and shock troops of orcs (who
understand how to command and intimidate trolls using fire and goads). Trolls come in several varieties that differ
in appearance, size, hide and intelligence. Some wild trolls are so sensitive to the sun that it turns them to stone,
though this seems not to occur in the domains under direct control of the Enemy and appears to have been bred
out in the relatively new race of Olog Hai.
Cave Troll: More powerful than hill trolls and bearing hide so thick and scaled that it can turn a blade, cave trolls
are fearsome fighters. But they are beastial in intelligence and cannot speak or understand more than the
simplest commands. Cave trolls are not intelligent enough to make suitable player characters.
Hit Dice: 9 Movement Rate: 9
Favored Attributes: STR, CON Initiative: -1
Abilities: Traits: Brutal
Armor Class: 0
Attacks: Punch or kick (2d6); grapple using the rules for wrestling.
Special: turned to stone by sunlight
Hill Troll (also referred to as stone trolls or, in cold climates, show trolls): Hill trolls are stupid by the standards of
the free races, but capable of speech (either Westron in the west or Black Speech in Mordor) and devising
simple plans and stratagems. They are the most widespread and common troll race and most likely to be
encountered living independently from orcs or other evil things. They may live in groups. Appearance varies
with climate but all are similar in basic statistics and behaviors.
Hit Dice: 7 Movement Rate: 9
Favored Attributes: STR, CON Initiative: -1
54
Abilities: Common Arms Traits: Brutal, Predatory
Armor Class: 2
Attacks: Punch or kick (1d10); weapon (+8 damage)
Special: turned to stone by sunlight
Player character hill trolls: +7 Strength, +4 Constitution, -1 Dexterity, -3 Wisdom, -3 Intelligence, -2 Charisma. d12
hit die ability. A Troll’s base AC is 6 due to its thick, scaly hide. This may be reduced by worn armor. Trolls are
generally incapable of having abilities or traits involving intellectual complexity of any kind.
Mountain Troll: Tremendously large and powerful trolls bred in Mordor or living wild in the misty mountains. These
behemoths can contend with giants and serve in Sauron’s armies as beasts of burden for tasks requiring titanic
strength. They lack the intelligence to make or even understand plans or use crafted weapons.
Hit Dice: 12 Movement Rate: 6
Favored Attributes: STR, CON Initiative: -2
Abilities: Traits: Beastial
Armor Class: 2
Attacks: Punch or kick (3d6); grapple using the rules for wrestling.
Special: turned to stone by sunlight
Olog-Hai: Recently bred from trolls and savage men in the caverns beneath Barrad Dur, the Olog-Hai are a
superior race of evil trolls. Somewhat smaller than their powerful but dense brethren, the Olog-Hai are
enormously stronger and more resilient than the common races, possess a crafty intelligence, and are unfailingly
vicious and prone to the vilest acts of evil. The generals of orcish armies are increasingly drawn from the ranks
of this new creation of Sauron.
Hit Dice: 6 Movement Rate: 6
Favored Attributes: STR, CON Initiative: 0
Abilities: Battle, Intimidate Traits: Sinister, Crafty, Vicious
Armor Class: 5; may be improved with worn armor; partial mail results in AC 0.
Attacks: Punch or kick (1d8); grapple using the rules for wrestling; weapons with +5 damage
Special: turned to stone by sunlight
Player character Olog-Hai: +5 Strength, +2 Constitution, -3 Wisdom, -1 Intelligence, -2 Charisma. Intimidate and
d12 hit die abilities.
Vampire: Vampires of Morgoth are fell spirits bound into the forms of humanoid bats of roughly human size.
During Morgoth’s empire, vampires served as his envoys, emissaries and agents. They are powerful sorcerers
(using their magical abilities as characters with level equal to their hit dice), and exude a palpable aura of terror
and revulsion. Any mortal who beholds a vampire must check morale with a challenge level of 8 or be
overwhelmed by gut wrenching horror – they may only flee or, if impossible, cower in abject submission. They
subsist on a steady diet of human (and elvish) flesh – giving rise to ageless tales of blood drinking monsters of the
night. Even the wise do not know the fate of Morgoth’s vampires, but it is possible that they live on in dark, lonely
wastes on the edges of the civilized world.
Hit Dice: 8 Movement Rate: 9 (walking); 15 (flying)
Favored Attributes: DEX, INT, CHA Initiative: +2
Abilities: Charms, Illusions, Traits: Depraved, Voracous
Necromancy, Sorcery
Armor Class: 1
Attacks: Bite (1d6+4)
Special: Magic, aura of fear
Warg: A race of large, vicious and evil wolves. Their origins are unclear, though they are often in league with
orcs and other servants of the Enemy and may be descendants of Morgoth’s werewolves (much as giant spiders
are distant descendants of Ungoliant). Wargs are intelligent, have a language of sorts, organize themselves into
large tribes and are even capable of going to war. However, they are at their most dangerous when in league
55
with orcs, who ride wargs as men ride horses, and who are capable of gathering large tribes of these canine
monsters and marshaling them into battle. Nevertheless, wargs are mortal creatures who lack magical powers and
can be slain with an arrow or good axe.
Hit Dice: 4 Movement Rate: 18
Favored Attributes: DEX Initiative: +1
Abilities: Perception, Tracking Traits: Sinister, Predatory
Armor Class: 6
Attacks: Bite (2d4)
Special: nil
Werewolf: The werewolves of middle earth are evil spirits bound by Morgoth into the forms of great canine
monsters. They are highly intelligent, possess sorcerous powers, and are bent on evil. Where vampires served as
Morgoth’s messengers and emissaries, werewolves were his murderers and intimidators. Any werewolf
encountered in the third age is a living fossil – a spirit that refused to be banished from the world and persists as
an evil horror poisoning some abandoned corner of the wild. It is rumored that a werewolf currently haunts the
Mountains of Mirkwood, and it is imaginable that others serve the Enemy in various capacities.
Hit Dice: 8 Movement Rate: 18
Favored Attributes: STR, INT, CHA Initiative: +1
Abilities: Intimidate, Perception, Traits: Monstrously evil
Sorcery, Tracking
Armor Class: 0
Attacks: Bite (3d6)
Special: nil
Armor class: use as listed. If the creature is a humanoid who wears artificial armor (e.g., an orc in mail) one can
either adopt the AC value listed in the original source, or re-calculate based on the creature’s equipment using
the rules in this volume.
Hit dice: this is the number of d8 rolled to determine hit points and the value added to the creature’s rolls to-hit
and the default bonus for saving throws and ability rolls. The dungeon master may rule that some creatures
should not receive this full bonus for certain rolls (e.g., a giant likely should not receive a large bonus to avoid
an arrow trap). In this case, it is suggested the dungeon master assign the creature an ad-hoc value for an
attribute and calculate the creature’s saving throw as he or she would for a player character.
Number of attacks: if greater than 1, resolve all simultaneously at the creatures turn in the initiative order.
Special attacks and defenses: usually involve special effects detailed in the creature description. Good luck
keeping them generally consistent with the unified mechanics of B&B!
Magic Resistance: Divide this value by 5 and add the resulting value to the creature’s saving throws to resist
magical spells.
Intelligence: Use qualitative intelligence category to estimate intelligence attribute rating, as detailed in the
Monster Manual.
Morale (Basic D&D only): Subtract 7 from the listed number and apply the remainder as the modifier to any
Wisdom saving rolls to resist the effects of fear.
Size: Not important, other than as a means of adjudicating events involving lifting or pushing creatures or
determining where they can or can’t fit.
Psionics: B&B has no rules for psionics. These can be ignored, or applied directly using the psionics rules from the
edition used as your main source of monster statistics, or replaced an equivalent spell-like ability.
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APPENDIX I. SPELL LISTS
Most spell properties and effects are self-explanatory and, if taken from Basic or 1st or 2nd edition advanced D&D,
compatible with the core rules of B&B. The principle complications are range, casting time. Ranges given in inches
can be converted 1:1 to meters (or yards). Casting times given in ‘segments’ indicate a spell can be cast in a
single action at a caster’s turn in the initiative order in combat. Casting times given as one or more ‘rounds’
indicate the caster must concentrate on spell casting for at least that number of turns, doing nothing else, and then
the spell casting roll is attempted at his or her turn in the initiative order on the subsequent turn.
All spells in B&B are organized according the magical ability required to learn and cast them. The dungeon master
and players must consult the list below to determine the ability or abilities under which a spell is categorized.
DRAFT NOTE: I’ve included on the first 3 levels of spells from 1st Edition AD&D in this file; I will replace it with an
updated file in a few days, including all the spells. But this will give you a feel for where we’re headed! If the font
in the following table is too small … zoom in!
57
Light of
Beasts Charms Divination Elvish Gift Enchantment Illusions Fire Healing Valinor Necromancy Plants Protection Sorcery Weather
Animal Comprehend Animal Affect Normal Cure Light
Charm Person Erase Audible Glamer Bless Entangle Gabze Reflection Darkness Feather Fall
Friendship Languages Friendship Fires Wounds
F Protection from
Find Familiar Command Detectd Evil Detectd Evil Mending Change Self Burning Hands Purify Water Detect Evil Shillelagh Enlarge Predict Weather
Evil
i
Invisibility to Pass Without
r Friends Detect Illusion Write Color Spray Faerie Fire Remove Fear Light Resist Cold Hold Portal Wall of Fog
Animals Trace
s Purify Food and
Locate Animals Hypnotism Detect Invisibility Purify Water Dancing Lights Sanctuary Jump
t Drink
Speak With
Animals
Sleep Detect Magic Ventriloquism Purify Water Shield Magic Missile
L Detect Snares and
Message
e Pits
Phantasmal
v Identify
Force
e
Read Magic Push
l
Shocking Grasp
Spider Climb
e
Snake Charm Scare Detect Charm Magic Mouth Blur Heat Metal Spiritual Hammer Locate Plants Hold Person Obscurement
c
Speak with
o Detect Invisibility Blindness Produce Flame Resist Fire Invisibility
Animals
n Find Traps Deafness Pyrotechnics Warp Wood Knock
d Ray of
Know Alignment Hypnotic Pattern Resist Fire
Enfeblement
L Locate Object Invisibility Silence, 15' r
e Mirror Image Shatter
v Misdirection Strength
e Trip
l Web
Wizard Lock
T Hallucinatory Continual
Hold Animal Fear Clairaudience Clairvoyance Explosive Runes Fireball Cure Blindness Continual Light Animate Dead Plant Growth Dispel Illusion Gust of Wind
h Terrain Darkness
Create Food and
i Summon Insects Suggestion Clairvoyance Snare Stone Shape Illusionary Script Flame Arrow Cure Disease Feign Death Tree Dispel Magic Haste Lightning Bolt
Water
r Protection from Neutralize Glyph of
Locate Object Infravision Speak with Dead Paralyzation
d Fire Poison Warding
Tongues Prayer Non-detection Slow
L Protection from
Remove Curse Spectral Force
e Fire
Protection from
v
Evil, 10'
e Prot. from
l Normal Missiles