Cheat Sheet
Cheat Sheet
character creation
SELECT HEROIC CULTURE
(Bardings – p. 32, Dwarves of Durin’s Folk – p. 34, Elves of Lindon – p. 36, Hobbits of the Shire –
p. 38, Men of Bree – p. 40, Rangers of the North – p. 42)
Record cultural blessing (special ability or trait possessed by the whole culture, e.g. ‘Stout-
Hearted’ for Bardings – all Valour rolls favoured); optionally: the cultural weakness, too.
Calculate derived stats (endurance – from strength + a number; hope – from heart + a number;
and parry – from wits + a number) – from tables for the culture.
Record skill and combat proficiency ratings (number of Record the standard of
success dice for each) – from tables for the culture. living + treasure rating.
Choose 2 distinctive features – from tables for the culture. Choose name and age.
Choose a calling
(Captain, Champion, Messenger, Scholar, Treasure Hunter, Warden)
♦ Choose 2 favoured skills from list (allows a favoured roll – 2 Feat dice & keep better result);
♦ Choose 1 distinctive feature;
♦ Record shadow path.
Spend previous experience points (10 points – each level paid individually).
Choose starting gear: 1 weapon for each Combat Proficiency with rating + armour, helms, or
shields; useful items + (optionally) travelling gear (winter: boots, jacket, fur-lined cloak, woollen
trousers, blankets; summer: light clothes and cloak) – no load rating.
Record valour and wisdom scores at 1 and choose 1 starting reward and 1 starting virtue.
Choose a patron. Choose a safe haven (refuge to repair for the Fellowship Phase, usually
place where the heroes first met, e.g. Bree, Rivendell, Tharbad, etc.).
1 The One Ring, Middle-earth, and The Lord of the Rings and the characters, items, events, and places therein are trademarks or registered trademarks of the Saul Zaentz
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This document is drafted and distributed under Fair Use. It cannot be sold or traded.
culture is the provenance of the calling is the hero’s purpose and motivation for standard of living is the Hero’s financial
Player Hero, e.g. Hobbits of the adventuring. From it stems their shadow path which leads status. Increases as he gains treasure points.
Shire. cultural blessing is a special to their downfall if they succumb to Shadow (advancing on Determines in general what the Hero can
ability or quality profoundly it with every bout of madness by acquiring a flaw). When afford with out-of-pocket expenses, the kind
ingrained in the community and Hero with all 4 flaws has Shadow reach the Maximum of steed he can take on journey, and his
available to all its members. Hope, he is taken out of play: Dwarves, Men, and Hobbits armour. Finances are not monitored closely.
are lost to madness (e.g. run away leading to being killed, poor (–) can’t afford anything, can’t equip
strength is the hero’s physical or starve to death, forsaken), Elves return to valinor. oneself for adventure
aptitude. TN used on all strength frugal (0) rarely can afford anything, prefers to
skill rolls (ones below) & attack make or find what’s needed
rolls. Used to calculate maximum common (30) can pay for oneself, e.g.
endurance – hero’s physical stamina accommodation and meals, often haggles
and determination – and recover it. prosperous (90) can pay for anything,
Hero with a high strength score is sometimes for others, comfortable
more likely to be imposing (awe), to accommodation, drinking at an inn, etc.
have a clear singing voice (song), to rich (180) luxurious, can concentrate on more
be fit and agile (athletics), to have lofty matters than making a living
good sight and hearing (awareness, very rich (300+) can buy anything they fancy,
hunting), and to possess skilful only reached after years of adventuring
hands (craft).
patron is an influential individual
Skills rolled with the respective attribute interested in the company, offers it
TN and no. of success dice equal to boxes additional reasons for adventuring,
checked. favoured skills (used for provides support and counsel, and
Favoured Rolls) have the box on the left bonus fellowship points. Patrons
checked. work with the Player-heroes from
Categorised into 6 skill groups of 3 each: time to time, following a personal
personality (awe, enhearten, persuade). agenda, but in general hoping to
A hero’s personality comes through in influence the events that are going to
their capacity to impress, encourage, and shape Middle-earth.
influence others. A good level of Company starts the game choosing
proficiency in all three Skills in this group one Patron, but additional ones may
is the mark of a leader. be added in its course.
movement (athletics, travel, stealth).
Overcoming obstacles, enduring long heart is the hero’s spiritual and
journeys, and moving secretly are the emotional aptitude. TN used on
stuff adventurers are made of. heart skill rolls & valour rolls.
perception (awareness, insight, scan). Used to calculate maximum hope
The ability to catch hidden details often score – hero’s spiritual resource – and
pays off, be it noticing an odd noise that recover it.
gives away an ambusher, catching the A hero with a high heart score is a
gleam in the eyes of a liar, or spotting the charismatic leader (enhearten,
crack in the wall that reveals a secret door. battle), an energetic guide (travel), a
survival (hunting, healing, explore). The gracious gentleman (courtesy), able
three Skills of this group, essential for a to read the hearts of others
roving adventurer, make for an (insight), or to understand their hurt
invaluable member of a company.
and how to heal them (healing).
custom (song, courtesy, riddle). While
heroes are often held to be uncivilised
brutes by the common folk, their lives can valour measures hero’s courage,
sometimes depend on knowing the tempered by dangerous deeds. If a
proper words, wisest song, or cleverest player decides to favour valour over
answer. Excelling in these Skills is wisdom in the course of the game, his
considered a noble achievement. status in others’ eyes will be
vocation (craft, battle, lore). Before determined primarily by his deeds.
their resolve hardened and pushed them Heroes are expected to rise to
on the road to adventure, adventurers excellence in about 10 years of
probably led a life much like that of game time — meaning, to reach
ordinary individuals: learning a trade, weapons possessed by the hero, with stats copied from
ranks of 5+ in valour and wisdom,
defending their people, and absorbing the Weapons table. axes, swords, and spears are for
and comparable levels in a combat
their accumulated wisdom. close combat. bows and spears are ranged. Can be
upgraded with rewards (each reward applied only proficiency.
once to each weapon). valour tests are made when faced
injury rating is the TN for the protection roll (in case with sources of shadow.
Each combat proficiency represents skill with a rewards are upgrades that players
certain kind of weapon. Can be used for any of piercing blow). damage is the amount of endurance
can select to raise the effectiveness of
weapon of that kind. Cannot be favoured. lost in case of a successful attack.
their war gear. Every time the hero’s
Improved by spending adventure points. If a Lost or broken war gear can be replaced or fixed at no
valour goes up, he receives a
hero uses a weapon they don’t have a rating for, cost at the next settlement or another appropriate
reward (discovering a new property
they roll just the Feat die. narrative moment. Small favour may be demanded, e.g. a
of his item or a new one with that
brawling: attacking while unarmed, or using a task, song or tale, especially if the settlement is not of the
property).
dagger, cudgel, or an improvised weapon, roll a same Culture.
Available rewards:
number of dice equal to their highest Combat Items upgraded with rewards should never be lost,
Proficiency, but suffer a disadvantage: lose (1d). broken, or taken from hero (without dire narrative
consequences)(e.g. a shield with a Reward cannot be
smashed). They also cannot be handed over to other
heroes not even in the case of character death (prized
items are usually buried with their owners).
3
distinctive features make the Hero Inspired 3 skill points earned at the end of each fellowship points are the level of trust in the
(gains 2d if he spends a poi nt of hope) on rolls gaming session (approx. 1 for each hr of company. Refreshed every fellowship phase. Can
related to the given feature. Features allow for gaming). Spent to gain new ranks in weapon be spent during Adventuring (when resting) to
deeper customization. Can be changed skills (1 rank in a given Skill per fellowship regain hope (1 pt each Fsp. pt.) – every player has to
during yule (Recount a Story Undertaking). phase) and valour or wisdom (not both). Can agree on it; or to trigger patron’s special effects.
be saved for more expensive updates later.
flaws are gained with each bout of madness. shadow is gained on each exposure to
(when Shadow matches Maximum Hope) Rolls 3 adventure points earned at the end of each gaming shadow source (misdeeds, dread, greed,
affected by a Flaw are ill-favoured (worst result session + equal to wits during yule. sorcery) or when fellowship focus is
out of 2 Feat dice). Spent to gain new ranks in common skills (one rank in Wounded, has a Bout of Madness or is
Each Bout of Madness clears all temporary a given Skill per fellowship phase). Can be saved for otherwise harmed (1 pt each time). Cannot
Shadow points. Bouts are negative outbursts (e.g. more expensive updates later. exceed the Maximum Hope score. All
betrayal, fear, lust, rage). They have to occur sources except Misdeeds can be reduced
during current Adventuring Phase, otherwise the with Shadow tests (wisdom/valour): 1 pt on
hero with Shadow reaching maximum Hope is success + 1 each success icon.
considered to have left the company. Shadow matches/exceeds Current Hope:
miserable (Tests fail on an eye); matches
wits are the hero’s mental aptitude. TN used Maximum Hope: (the above + Ill-favoured
on wits skill rolls & wisdom rolls Used to on all rolls).
gain Skill points and to calculate parry – the When Shadow doesn’t yet match Maximum
ability to keep integrity and deflect blows Hope, all of it can be exchanged for 1
(TN for adversaries’ attack rolls). A hero permanent shadow scar (Harden Will) –
with a high wits value will quickly learn can be cleared only during Yule (Heal
witty oratory (persuade), the arts of a burglar Scars).
(stealth), show attentiveness (scan, dread (reduce with Valour):
explore), and will be clever and studious ♦ Tragic unexpected event: 1 pt
(riddle, lore). ♦ Dreadful experience, orc work: 2 pts
♦ Physical/spiritual torment, torture,
wisdom is the hero’s self-confidence and haunting: 3 pts
capacity for good judgement. If player ♦ Directly experiencing power of the
chooses wisdom over valour spending Enemy: 4 pts
experience points, it suggests that greed Magical treasure found on EYE
adventuring is affecting him subtly but (reduce with Wisdom:
profoundly. Starting as a naive individual, ♦ Marvellous artifact (success die 1-3): 1 pt
he can achieve the sagacity of the Wise.
♦ Wondrous Item (success die 4-5): 2 pts
virtues are special abilities complementing
♦ Famous weapon/armour (success die 6): 3
hero’s arsenal of Skills and Combat
pts
Proficiencies; gained every time wisdom
sorcery points depend on strength of
rises; each can be acquired many times .
spell/creature’s abilities (reduce with
cultural virtues represent the secret
Wisdom)
talents of various cultures, and let
misdeeds (cannot be reduced unless done
adventurers accomplish things that are seen
unwillingly and repaired, then Wisdom
as extraordinary, if not magical. All Cultures
test):
have 6 cultural virtues that can be chosen
only by members of that culture, when ♦ violent threats, lies, heedless cruelty: 1 pt
they gain a new wisdom rank (instead of a ♦ manipulation, power abuse, deliberate
regular virtue). cruelty: 2 pts
♦ theft, cowardice, treachery: 3 pts
♦ torturing/harming/killing/crippling
surrendered foe or harmless folk: 4 pts
♦ murder, willful service of the Enemy: 4 pts
+ 1 shadow scar
Action requires a roll if it involves a danger, aims to obtain knowledge not readily available, aims to influence uncooperative Loremaster
character, involves gaining shadow points (see shadow on the character sheet), or is an attack or a protection roll in combat (see combat).
The result must match TN of the relevant attribute for the skill.
opening volleys
If at the start of battle the sides are at a distance, Loremaster can allow a number of opening volleys resolved as normal ranged attacks.
♦ Under most circumstances, all combatants are entitled to at least one volley using a bow or a thrown weapon (a spear or a short spear).
♦ If the sides are at a greater distance, the Loremaster might allow combatants using a bow to let loose two volleys, or even more.
♦ Player-heroes carrying a shield double its parry modifier if aware of the attack.
♦ Normally the player-heroes launch their volleys first, unless the Loremaster deems the circumstances to favour the opposition. After opening volleys,
combatants cover the separating distance and begin fighting at close quarters.
stances engagement
♦ forward (close combat) Each hero in close combat engages one or more opponents.
Fierce stance risking greater exposure. Hero’s attack rolls and close combat attacks They remain engaged until all opposition is defeated, or they
aimed at him gain 1d. leave combat.
Combat task: intimidate foe: awe roll as main action. On a success all opponents with more enemies than heroes:
might 1 are weary on their next attack. On a great success adversaries with might 2. 1. Loremaster assigns 1 opponent to each unengaged hero
On extraordinary success: all adversaries. in close combat.
♦ open (close combat) 2. For each remaining foe, Loremaster chooses between
Attacking normally while giving proper attention to enemies’ actions. no advantage engaging an engaged hero in close combat or standing
or disadvantage. back and being able to make ranged attacks.
Combat task: rally comrades: enhearten roll as main action. On a success all heroes more heroes than enemies or equally matched:
in forward gain 1d on attack rolls in the following round. On great success also 1. Heroes in close combat choose an unengaged
those in open stance. On extraordinary success: all heroes in close combat. adversary, from those introduced by Loremaster as eligible
♦ defensive (close combat) targets. If there are not enough enemies, heroes in close
Fighting conservatively, protecting oneself or others. All close combat attacks aimed combat without an adversary must engage one already
at the hero + his attacks (for each engaging opponent) lose 1d. engaged.
Combat task: protect companion: battle roll as main action. On success next attack 2. If one or more of the Company is in rearward, and there
aimed at the protected hero loses 1d, + 1d for each success icon. are enemies left unengaged, Loremaster chooses whether
♦ rearward (ranged combat): they engage an engaged hero in close combat, or stand
Attacking and being targeted only with ranged weapons. back to make ranged attacks (on any hero in the fight).
Combat Task: prepare shot: take time to aim – scan roll as the main action for the engagement limits:
round. If successful roll, gain 1d on the next ranged attack, plus another (1d) for each ♦ 3 human-sized creatures or 2 large creatures (e.g. trolls) for
success icon. each hero in close combat. Heroes choose which adversary
Allowed if enemies no more than 2x the heroes. For each hero in rearward there to attack during their turn.
must be two other heroes close combat. More heroes can assume rearward than ♦ Maximum of 3 heroes in close combat for human-sized
normal, if e.g. fighting on narrow ledge, a mountain path, or the Company opponent, up to 6 for large one.
outnumbers the enemy by at least 3 to 1 human-sized enemy or 5 to 1 greater than If hero becomes unengaged, he can choose another
human. adversary respecting the engagement limits.
injuries
wounds
♦ Most adversaries wounded: killed.
♦ Hero wounded 1st time: immediately check the wounded box on the character sheet, roll feat die on wound severity table.
♦ Hero wounded 2nd time: drop to 0 endurance, fall unconscious and dying. 2nd wound not recorded on the character sheet, skip severity
roll. Hero dies within 1 hour if he doesn’t get a successful healing roll. On a successful healing hero wakes in 1 hour, at 1 endurance. He
must then add 10 days to the time required for his injury to mend (minus the days removed by the healing roll). The injury leaves a permanent
mark (a scar, a limp, a missing finger).
♦ Hero reduced to 0 endurance (wounded once or not at all): can be automatically hit by opponent if nobody protects him – he immediately
makes a protection roll, can be also abducted by adversaries if nobody saves him, wakes up after 1 hour with 1 endurance.
first aid
Heroes may reduce wound
severity with a healing roll. Heroes
who are not unconscious may roll
themselves.
success: reduce recovery time by 1
day + 1 for each success icon (to a
minimum of 1 day).
Each hero may be administered a
successful first aid only once. A
failed healing roll cannot be
repeated until at least 1 day has
injuries outside combat passed.
Hero can be injured or lose endurance when exposed to a source of harm, e.g. fire, cold, falling, etc., or
attempting a dangerous task, e.g. failed athletics roll while climbing/swimming across river.
fatal injuries
endurance loss levels If heroes suffer an incident fatal in
♦ moderate: LM makes a Favoured Feat die roll; all likelihood (e.g. fall from extreme
♦ severe: LM rolls 1 Feat die; height onto hard surface), they die
♦ grievous: LM makes an Ill-favoured Feat die roll. instantly when wounded or dying.
Consider especially in the case of
consequences of failure may also sometimes lead to grievous sources of injury.
endurance loss:
♦ failure/success with woe: moderate loss; poison/sickness
♦ failure with woe: severe loss; Poisoned/mortally sick hero cannot
♦ disaster: grievous loss. rest and must roll for endurance
loss (see table) at the end of each
day — If the roll produces a rune, he
takes no damage and is not
poisoned any more.
Successful healing roll at the start
of a day also removes poison. Roll
loses 1d if poison is severe, and
loses 2d if grievous.
councils
council is a formal gathering in which the Company can win or lose something valuable depending on the outcome. The goal is achieved on a
number of successful rolls matching resistance before time limit (no. of attempts) runs out.
1. set resistance
Consider the goal the company is trying to achieve:
♦ reasonable request (Resistance 3) – encountered folk do not lose anything by helping the Company and are offered something equally
important in return.
♦ bold request (Resistance 6) the goal profits the Company more than the people encountered.
♦ outrageous request (Resistance 9) heroes are asking the encountered folk to do something that is dangerous, or with little or no rewards.
2. introduction
Heroes select a spokesperson – their best speaker. He makes a Skill roll to introduce the company. Result determines the time limit — total
number of attempts the heroes get as a group to make their case, before they are dismissed.
♦ success: time limit equal to resistance + 1 for each success icon.
♦ failure: the time limit equal to resistance + if the council ends in a failure, it ends in a disaster instead (see end of a council).
useful skills:
awe — impress and overturn a negative early reaction or quickly set the terms for the discussion. Downside is that spokesperson voluntarily
mentions the lineage, deeds and other personal information of the various members of the Company for full effect.
courtesy — polite introduction, useful if the Company (or the spokesperson) is already on friendly terms with the opposing party; to unfriendly
ears, a courteous speaker might sound duplicitous. Possible to politely refuse to reveal too much about the group’s identity.
riddle — spokesperson can craft questions and answers to extract a lot of information from others in exchange for very little. Downside is that
poor performance will create mistrust in the opposing party.
3. interaction
Heroes make skill rolls to accumulate enough successes to match or exceed the resistance. If the speech touches topics relevant to the
Company’s goal and deemed important by their audience, heroes can gain 1d or even 2d on a Skill roll.
Rolls can be also modified by the attitude of the encountered people:
♦ reluctant — lose 1d: audience unwilling to help, prejudiced or otherwise concerned.
♦ open — no modifier: default attitude for the audience, a general inclination to listen to what the Company has to say.
♦ friendly — gain 1d: audience very interested in hearing the heroes. The Company introduced by someone of note, or spokesperson
belongs to the same Culture as the audience.
LM keeps track of the total number of successful rolls, each success icon counts as an additional success.
useful skills:
enhearten — requires the complete attention of the audience; can raise the spirit of an endangered community or a downcast leader. The
objective of the Skill attempt must be obvious; otherwise its effect will be weak.
insight — evaluate the emotions of the audience, revealing unspoken purposes or hidden feelings.
persuade — win the minds of the audience, or strengthen the hold on it. May be used discreetly during any kind of social interaction.
riddle — formally play the ancient riddle-game — respected even by wicked creatures — or gather information and news. success can allow to
put together information that speakers might accidentally give away or gather interesting facts, while appearing uninterested.
song — powerful diplomatic device if the singer finds the proper song or intones well-chosen words.
journeys
Rules for journeys are used when the journey is relevant for the narrative, has a set goal and possible consequences.
set duration
Usually covers longer game-time than an adventuring phase. Events described more broadly — days and weeks pass while the heroes relax,
or do personal work or studies. Should last at least one week, up to an entire season. yule is longer, usually entire cold season.
choose destination
Usually heroes stop at a safe haven and spend the phase as a group. yule is usually spent individually at home if hero can reach it within approx.
3 months. A place within a reasonable distance from the adventuring location. Can be any location visited by the Company so far. The journey
to the location happens ‘behind the scenes’, optionally heroes can play it out.
perform updates
♦ training: heroes spend skill points to develop their skill ratings, using the experience
points costs table. Skill points can be saved to acquire more expensive upgrades during a
later fellowship phase. max one rank in each Skill can be bought per fellowship phase.
♦ growth: heroes can buy max one rank in each combat proficiency per fellowship phase +
1 rank in either wisdom or valour, (not both). If new attribute value is attained, scores of all
related abilities and features are updated accordingly. When hero reaches new valour or
wisdom rank, they also gain a reward or virtue.
♦ spiritual recovery: heroes automatically recover a number of Hope points equal to heart,
and recover all during yule.
If they had a positive outcome in fighting shadow in previous adventuring phase, they
remove a number of shadow points: yule (end of year phase)
o marginally interfered with the return of the Shadow: each hero removes 1 shadow;
o actively hindered or damaged the Enemy: each hero removes up to 2 shadow; Occurs in winter, approximately 1 in 3
o Gained the attention of the dark lord himself, or at least one of his major servants: fellowship phases. Lasts entire cold season
each hero removes up to 3 shadow. during the winter festivities.
the passage of the years
Every yule each hero ages 1 year + gains
choose undertakings skill points equal to wits adding to the total
undertakings are time-consuming activities, accomplished only during fellowship phase. from previous adventuring phase. LM
♦ ordinary Fellowship Phase – 1 group undertaking + 1 free undertaking (based on Callings) updates the Company on the changes taking
♦ Yule – 1 individual undertaking for each hero + 1 free undertaking (based on Callings) place in the world and that the heroes
individual undertakings during yule must be different for each hero unless they are yule should know about given their location (info
activities. from the setting chapter).
adversary characteristics
♦ attribute level: replaces 3 attributes – threat level of an adversary type; modifier in combat to special damage opportunities and fell abilities.
♦ might: number of wounds required to slay a foe outright, number of attacks it can take in a combat round
♦ endurance: resistance to exhaustion and harm. Adversary is out of combat if at 0 endurance – cannot opt to be knocked back.
♦ hate/resolve: similar to hope. LM can reduce an hate/resolve score to gain 1d on die roll in combat, e.g. attack or protection. Often required
by fell abilities. weary if at 0 hate/resolve at the beginning of a round. hate: minions of Sauron and monstrous creatures. resolve: evil
men and non-monstrous adversaries, non-minions. Attacking/killing adversary with a Resolve rating is a possible misdeed.
♦ parry: added to strength tn of a hero making a hit in combat.
♦ armour: used to roll protection when adversary is hit by a piercing blow.
♦ combat proficiencies: Each adversary features a primary and a secondary Combat Proficiency, representing its main means of attack. Each
listed attack form is followed first by its rating, then by its stats as Damage/Injury, and finally by the Special Damage opportunities (if any) that
are available to that Adversary type (see the list of options below).
♦ special damage options: success icons spent to trigger special effects (1 each icon). Common ones below, others in adversaries descriptions:
• break shield: Target loses shield and it’s parry bonus (shield with rewards/magical qualities is not affected).
• heavy blow: additional loss of Endurance on attack equal to adversary’s attribute level.
• pierce: +2 to feat die result of an attack.
• seize: attacker holds on to the target — target can only fight in forward stance making brawling attacks. May free himself spending an
icon from a successful attack roll.
♦ fell abilities special talents listed in adversary’s stat box. LM can use a fell ability even to the last hate/resolve point. Unless otherwise noted,
an adversary may use a fell ability in addition to an attack.
♦ distinctive features: 1 or 2 can be given to an adversary to customize him further.
♦ feat die icons: eye is the highest, rune the lowest.
eye awareness
eye awareness is the level of the Enemy’s attention towards the Company. Calculated at the beginning of each adventuring phase (see character
creation). Changes based on the company’s actions. When it reaches a certain limit, it triggers the hunt (some hostility for the heroes).
revelation episodes
Bad event happens when when the company is revealed (can be held off until appropriate time). After a revelation episode the company is
hidden again, and the eye awareness is set back at its starting level.
LM designs the episode based on current circumstances of the Company. Typical revelation episode may include a hero losing the other
companions during a journey or while fleeing, the group running out of food as provisions are found to be unexpectedly spoilt, a decision taken
by heroes proving to be the worst possible choice, an individual the Company was waiting for failing to show up at a crucial moment, etc.
Examples on page 173 of the core rules. For inspiration the LM can use also cards from the hobbit tales from the green dragon inn card game.
treasure
hoards
Company should find a maximum of
2 hoards during the same
Adventuring Phase — 1 lesser Hoard
+ 1 greater hoard; or, 1 marvellous
Hoard. The value (unspecified
amount of silver, gold and gems) of a
hoard in treasure points is
determined by rolling Success dice,
based on its type, and multiplying
the result by the no. of heroes.
Company can split the treasure as
they see fit – recording the shares on
the character sheets.
When a hero 1st uses a famous weapon/armour, it displays only the 1st quality – remaining features are secret – may be unlocked in the order
listed by gaining a valour rank (instead of choosing a reward), or by visiting the treasury.
15
enchanted rewards
Each famous weapon or armour must have at least 1 enchanted reward (which makes it even look exceptional, e.g. burn with a magical
flame). All enchanted rewards can only be applied 1x to the same item. rewards and enchanted rewards sharing a descriptor (e.g. grievous
and superior grievous) cannot be both attributed to the same item. Elven or Númenórean weapons must have at least 1 enchanted reward
with the bane requirement.
ancient close fitting ancient cunning make biting dart cleaving
♦ Craftsmanship: ♦ Craftsmanship: ♦ Craftsmanship: Elven ♦ Craftsmanship: Any
Elven, Dwarven Elven, Dwarven ♦ Item: Ranged weapon ♦ Item: Close combat weapon
♦ Item: Armour, Helm ♦ Item: Armour, Helm, or ♦ Special: bane ♦ Killing a foe with this weapon one
♦ Add +3 or valour rating (if Shield ♦ Target hit with this weapon can immediately attack a second
higher) to protection rolls. ♦ Lower load of an item by 3, looses 1 hate/resolve, or 3 engaged adversary.
or by valour rating (if if a bane creature.
higher), to a minimum of 0.
gleam of terror mithril armour straight flight flame of hope
♦ Craftsmanship: Dwarven ♦ Craftsmanship: Dwarven ♦ Craftsmanship: Any ♦ Craftsmanship: Dwarven
♦ Item: Close combat ♦ Item: Mail Armour ♦ Item: Ranged weapon ♦ Item: Close combat weapon
weapon ♦ Mithril mail shirt and a coat of ♦ Clean shot, attacker ignores ♦ Hitting a target with this weapon,
♦ Target hit with that weapon mail have load of 3 and 6, any roll modifiers due to the whole Company (attacker
also loses 2 hate/resolve. respectively. complications). included) recover 1 endurance,
+1 for each success icon.
hollow steel hammering luminescence foe-slaying
♦ Craftsmanship: Númenóre ♦ Craftsmanship: Any ♦ Craftsmanship: Elven ♦ Craftsmanship:
an ♦ Item: Close combat weapon ♦ Item: Close combat Elven, Númenórean
♦ Item: Bows ♦ target hit by this weapon and weapon ♦ Item: Any weapon
♦ Special: no bane required losing endurance equal or ♦ Special: bane ♦ Special: bane
♦ Always allowed to make more than 2x its attribute is ♦ The weapon shines with ♦ On a piercing blow on a bane
one additional opening also knocked back and must pale light with bane creature, the protection roll is Ill-
volley, even if none are stand up as its next main creatures nearby. Whole favoured. If Ill-favoured for other
allowed, unless surprised. action. company automatically reason, score automatic wound
avoids their ambushes. instead.
superior keen superior reinforced superior fell superior grievous
♦ Craftsmanship: Dwarven, ♦ Craftsmanship: Any ♦ Craftsmanship: ♦ Craftsmanship:
Elven ♦ Item: Shield Elven, Númenórean Dwarven, Númenórean
♦ Item: Any weapon ♦ Special: bane (if Elven or ♦ Item: Any weapon ♦ Item: Any weapon
♦ Special: bane (if Elven) Númenórean) ♦ Special: bane (if ♦ Special: bane (if Númenórean)
♦ If the weapon is Dwarven, it ♦ Add +2 to shield’s Parry Númenórean) ♦ If the weapon is Dwarven, add +2
scores a piercing blow on bonus. If it is Númenórean or ♦ If the weapon is Elven, add to its damage. If Númenórean, add
8+. If Elven, it scores a Elven, add +1 or the bearer’s +4 to its injury. If +1 to its damage, or the bearer’s
piercing blow on 9+, or on valour fighting a bane Númenórean, add +2 to its valour if used against a bane
a 10 minus the bearer’s creature. injury, or the bearer’s creature.
valour for a bane creature. valour (if higher) if used
against a bane creature.
rune-scored armour rune-scored helm rune-scored shield rune-scored weapon
♦ Craftsmanship: Dwarven ♦ Craftsmanship: Dwarven ♦ Craftsmanship: Dwarven ♦ Craftsmanship: Dwarven, Elven
♦ Item: Armour ♦ Item: Helm ♦ Item: Shield ♦ Item: Any weapon
♦ Ignore effects of weary or ♦ Ignore effects of weary or ♦ Adversary’s attack rolls are ♦ Ignore the effects of miserable
miserable on protection miserable on skill rolls for any made as if he was weary. and weary on attack rolls with this
tests when wearing it. combat task when wearing it. weapon.
cursed items
Magical Treasure, e.g. marvellous artefacts, wondrous items, or famous weapons and armour, (or sometimes even regular treasure) can
have a curse on it. A cursed item does not differ from an unmarred one in its virtues. curse is similar to a blessing or a reward, but has a
negative rather than positive effect. A Curse may not be initially apparent and activated by a specific circumstance, e.g.: leaving the area
where the item was found; exposing it to the light of the moon; at the first shedding of blood; in the presence of a specific type of creature;
upon entering a dark land.
LM must secretly decide how the curse can be lifted (it can be the focus of an adventuring phase), e.g. at the place of the item’s forging, or
by the light of the same moon by which it was made, by casting of an ancient spell lost to the ages or by the slaying of a particularly dangerous
creature. A cursed item is not an evil artefact created by the Enemy. Once a Curse has been lifted, the item is back a regular magical item.
♦ curse of weakness: The cursed hero temporarily displays the worst flaw connected to their own shadow path.
♦ darken: When the item is revealed (e.g. unsheathed) all sources of light weaken. The bearer of the item has his sight seriously impaired
and all his appropriate rolls lose 1d. The bystanders are disoriented.
♦ hunted: Enemies perceive the item when near it. In addition, the Company’s journey events can revolve around this hunt.
♦ ill-luck: Every eye rolled by the bearer results in automatic failure (as if miserable).
♦ ill-omen: The bearer’s arrival is preceded by dark warnings and fell omens – all of the bearer’s rolls during a council lose 1d.
♦ malice: Object is malicious towards the bearer. If a roll concerns the item (e.g. a skill roll augmented by a blessing, an attack roll for a
weapon, a protection roll for armour), the bearer cannot spend hope to gain bonus dice.
♦ owned: The item is owned or created by another creature (e.g. a recurring villain in the campaign) and wants to return to it. In the
presence of its owner, the item becomes useless: with special features completely ineffective.
♦ shadow taint: As long as the hero carries the item, their shadow score increases +1 for an artefact with 1 blessing, +2 for 2 blessings; for
a famous weapon or armour, it’s 2x the no. of its enchanted rewards. This Shadow cannot be removed or healed, and raises the hero’s
shadow until the curse is lifted.
♦ weakening: The item makes the bearer weaker. One of his attribute tn’s (selected by LM) increases by +2.
loremaster character generation sheet
attribute level parry modifiers
rating description examples rating description
1-2 poor Weakling, young man, puny monster 0 big creature, undead
creature, non-fighter
3-4 average Seasoned merchant, witty innkeeper, attentive city guard
+1 average fighter
5-6 good Royal envoy, experienced guide, worthy warrior
+2 good fighter
7-8 superior Veteran warrior or captain, fearsome monster
+3 outstanding fighter
9-10 outstanding Outstanding hero, Elf-lord, lethal monster
LM character attacking another LM character rolls
11-12 prodigious Dragon, creature from another age
with a TN of 20 – his attribute + opponent’s parry.
17
bardings beornings
male names male names
Aegir, Agmund, Agnarr, Alfrim, Alfwald, Arn, Arnulf, Bain, Balki, Bard, Bern, Adalard, Ageric, Agilfrid, Agiulf, Alaric, Alberic, Amalric, Amand, Andagis,
Bragi, Brand, Brandulf, Dag, Domarr, Drengi, Egil, Einar, Eirik, Erland, Erling, Atalaric, Atanagild, Ansegisel, Ansovald, Aregisel, Arnulf, Audovald, Avagis,
Farald, Farmann, Farulf, Fastarr, Finn, Finnulf, Folki, Folkmarr, Galmann, Badegisel, Baldac, Balderic, Barald, Beorn, Beran, Beranald, Berangar,
Galti, Gautarr, Geirmund, Gismund, Gorm, Grimarr, Guthorm, Hafgrim, Bertefried, Beormud, Cilderic, Eberulf, Eboric, Ebregisel, Ebrimuth, Ediulf,
Haki, Hakon, Halfdan, Hamarr, Hedinn, Helgi, Hergrim, Hildir, Holgeir, Ermanaric, Euric, Eutaric, Evermud, Evoric, Frideger, Gararic, Garivald,
Holti, Holvidur, Hord, Ingi, Ingolf, Ioli, Isolf, Jarl, Jarmarr, Joalf, Joar, Jofur, Geberic, Gisalric, Gerold, Grimald, Grimbald, Grimbeorn, Grimfast,
Jokell, Karl, Ketill, Ketilmund, Kol, Kolbeinn, Kori, Leiknir, Lifstan, Lodin, Gundovald, Hartgard, Hartmut, Hartnid, Hathus, Heriwulf, Hildebald,
Lomund, Magni, Mord, Munan, Nari, Nefstan, Nerulf, Odd, Oddmarr, Imnachar, Ingelram, Ingund, Iwald, Iwgar, Leudast, Magneric, Malaric,
Odvarr, Olaf, Olvard, Omund, Ornolf, Ottarr, Ragnarr, Randur, Reinald, Maracar, Merovech, Munderic, Odo, Odovacar, Otbert, Ragnacar, Ramnulf,
Runolf, Sandarr, Saxulf, Sigdan, Sigfast, Sigmarr, Sigvald, Sigward, Rathar, Reginar, Ricfried, Rigunth, Roderic, Sigeric, Sigibert, Sunnegisil,
Sigmund, Skarf, Skefill, Smidur, Steinarr, Thorald, Thorfast, Torwald, Ulfarr, Theodard, Theodebert, Theodemir, Theodwin, Theudebald, Theuderic,
Ulfied, Unnarr, Valbrand, Valdimarr, Vali, Vandil, Varinn, Varr Thorismund, Walcaud, Waleran, Widuven, Willicar, Wulferd.
female names female names
Aldis, Aldrif, Asfrid, Asny, Astrith, Bera, Bergdis, Brinhild, Dagmar, Dagny, Adosinda, Amalfrida, Amalina, Avagisa, Avina, Beranhild, Brunihild, Gailavira,
Dalla, Edda, Eilif, Erna, Eydis, Estrild, Frida, Geira, Gerda, Grimhild, Gudrun, Garsendis, Geleswinta, Gelvira, Grimhild, Hermesind, Heva, Hilduara,
Gundrid, Gunnhild, Halla, Halldis, Halldora, Helga, Hild, Holma, Inga, Radegund.
Ingirun, Ingrith, Lif, Linhild, Kelda, Ragna, Runa, Saldis, Sigga, Signy, Sigrid, bynames
Sigrun, Solveig, Thora, Thordis, Thorhild, Thorleif, Ulfhild, Ulfrun, Una, …from or of a specific place (Baldac from the High Pass, Beran of the
Valdis, Vigdis, Walda. Mountains), the Bald, the Black, the Bold, the Captain, the Cloaked, the
Crooked, the Eloquent, the Foresighted, the Good, the Good-sword, the
dúnedain Loyal, the Old, the Pugnacious, the Quick-witted, the Quiet, the Red, of the
male names Red-shield, the Rich, the Runner, the Sad, the Sharp, the Smith, the Thin, the
Adrahil, Amlaith, Arvegil, Baranor, Belecthor, Bergil, Celepharn, Cirion, Trouble-maker, the Wise, the Young.
Damrod, Dírhael, Duinhir, Egalmoth, Eradan, Findemir, Forlong, Golasdan,
Hallas, Hirluin, Ingold, Iorlas, Malvegil, Ohtar, Orodreth, Tarannon, Targon. dunlendings
female names male names
Anwen, Arbereth, Berúthiel, Baraniel, Calanril, Celenneth, Elnîth, Eraniel, Aedin, Aurog, Banoc, Beolain, Cael, Casferoch, Cuglas, Derc, Dumnoval,
Finduilas, Gilraeth, Gloredhel, Idril, Ioreth, Ivorwen, Lôrwend, Lothíriel, Emon, Etrer, Finsel, Imhar, Iolun, Lon, Madrach, Malduin, Nynren, Osair,
Luindîs, Meneloth, Moriel, Morwen, Narieth, Narniel, Orothêl, Tarandîs. Soroth, Talmach, Truis, Unthas, Veroch, Vron.
female names
Aeron, Ailsa, Biroth, Brina, Cleona, Coras, Dalva, Dianach, Eisa, Enith, Feidelm,
hobbits
Finathas, Graine, Gwya, Innas, Ivsa, Lakdar, Lewiroth, Maerbrach, Morna,
male names
Nynvia, Ralsora, Sinna, Tueren, Unna.
Adalgrim, Adelard, Andwise, Balbo, Bandobras, Berilac, Bilbo, Bingo,
Blanco, Bodo, Bowman, Bucca, Bungo, Carl, Cotman, Cottar, Dinonas,
Doderic, Dodinas, Drogo, Dudo, Erling, Everard, Falco, Fastred, Ferdibrand, dwarves
Ferdinand, Ferumbras, Filibert, Flambard, Folco, Fortinbras, Fosco, male names
Fredegar, Frodo, Gerontius, Gorbadoc, Gorbulas, Gorhendad, Gormadoc, Ai, Anar, Beli, Bláin, Borin, Bruni, Burin, Dori, Farin, Flói, Frár, Frerin, Frár, Frór,
Griffo, Halfred, Hamfast, Hamson, Harding, Hending, Hildibrand, Ginar, Grór, Gróin, Hanar, Hepti, Iari, Lófar, Lóni, Náli, Niping, Náli, Nár, Nói,
Hildifons, Hildigard, Hildigrim, Hob, Hobson, Holfast, Holman, Hugo, Núr, Nýrád, Ónar, Póri, Regin, Svior, Veig, Vidar, Ónar.
Ilberic, Isembard, Isembold, Isemgrim, Isengar, Isumbras, Largo, Longo, female names
Lotho, Madoc, Marcho, Marmadas, Marmadoc, Marroc, Meriadoc, Merimac, Adís, Afrid, Agda, Bersa, Birna, Dagrún, Dís, Drífa, Edda, Elin, Fenja, Frida,
Merimas, Milo, Minto, Moro, Mosco, Mungo, Nob, Odo, Odovacar, Olo, Geira, Gísla, Hadda, Hón, Ida, Ilmr, Jóra, Kára, Kóna, Líf, Línhild, Már, Mist, Nál,
Orgulas, Otho, Paladin, Peregrin, Polo, Ponto, Porto, Posco, Reginard, Oda, Ósk, Rán, Rinda, Sefa, Syn, Tóra, Trana, Úlfrún, Vírún, Yrr.
Robin, Rorimac, Rudigar, Rufus, Sadoc, Samwise, Sancho, Saradas, Saradoc,
Seredic, Sigismond, Ted, Tobold, Togo, Tolman, Wilcome, Will, Wiseman. elves
female names male names
Adaldrida, Adamanta, Amaranth, Angelica, Asphodel, Belba, Bell, Aegnor, Aerandir, Amras, Amroth, Beleg, Beleganor, Belegon, Calanhir,
Belladonna, Berylla, Camellia, Celandine, Chica, Daisy, Donnamira, Dora, Caranthir, Carmagor, Celegorm, Daeron, Dagorhir, Durandir, Edrahil, Elladan,
Eglantine, Elanor, Esmeralda, Estella, Gilly, Hanna, Hilda, Lily, Linda, Lobelia, Ellahir, Erestor, Fincalan, Fingon, Finrod, Fuindor, Galdagor, Galdor, Galion,
Malva, Marigold, May, Melilot, Menegilda, Mentha, Mimosa, Mirabella, Guilin, Gwindor, Haldir, Hallas, Hirimlad, Ithildir, Lascalan, Linaith, Lindir,
Myrtle, Pansy, Pearl, Peony, Pervinca, Pimpernel, Poppy, Primrose, Primula, Mablin, Mablung, Maeglin, Malanor, Nauros, Orgalad, Orodreth, Oropher,
Prisca, Rosamunda, Rosa, Rose, Ruby, Salvia, Tanta. Orophin, Pelegorn, Saeros, Sargon
family names female names
Baggins, Banks, Boffin, Bolger, Bracegirdle, Brandybuck, Brown, Amarië, Ancalimë, Anwen, Anórel, Aranel, Arbereth, Aredhel, Baraniel,
Brownlock, Bunce, Burrows, Chubb, Cotton, Gamgee, Gardner, Berúthiel, Calanril, Celebrindal, Celebrían, Celenneth, Elanor, Elnîth, Elwing,
Goldworthy, Goodbody, Goodchild, Goold, Greenhand, Grubb, Hayward, Eraniel, Fimbrethil, Finduilas, Fíriel, Gilraeth, Gloredhel, Idril, Ioreth, Irilde,
Headstrong, Hornblower, Maggot, Noakes, North-Tooks, Proudfoot, Ivorwen, Laurelin, Lothíriel, Lôrwend, Luindîs, Meneloth, Moriel, Morwen,
Puddifoot, Roper, Rumble, Sackville, Sandyman, Smallburrow, Took, Míriel, Narieth, Narniel, Nimloth, Nimrodel, Níniel, Orothêl, Tarandis.
Twofoot, Whitfoot.
men of bree
woodmen of wilderland male names
male names Alfred, Artie, Bill, Bob, Carl, Ed, Fred, Giles, Herb, Larry, Nob, Oswald, Percy,
Adalard, Ageric, Agilfrid, Agiulf, Alaric, Alberic, Amalric, Amand, Andagis, Perry, Sid, Tom, Harry.
Atalaric, Atanagild, Ansegisel, Ansovald, Aregisel, Arnulf, Audovald, Avagis, female names
Badegisel, Baldac, Balderic, Barald, Beorn, Beran, Beranald, Berangar, Daisy, Emma, Etta, Fay, Fern, Flora, Gert, Holly, Lily, Myrtle, Poppy, Rose,
Bertefried, Beormud, Cilderic, Eberulf, Eboric, Ebregisel, Ebrimuth, Ediulf, Sage, Tilly, Violet.
Ermanaric, Euric, Eutaric, Evermud, Evoric, Frideger, Gararic, Garivald, family names
Geberic, Gisalric, Gerold, Grimald, Grimbald, Grimbeorn, Grimfast, Appledore, Asterfire, Bellsap, Briarcleave, Butterbur, Cherryborn,
Gundovald, Hartgard, Hartmut, Hartnid, Hathus, Heriwulf, Hildebald, Chesterstout, Droverwind, Ferny, Foxglow, Goatleaf, Hardybough,
Imnachar, Ingelram, Ingund, Iwald, Iwgar, Leudast, Magneric, Malaric, Heathertoes, Hedgedon, Kettlegrass, Lilyhawk, Mossburn, Mugworts,
Maracar, Merovech, Munderic, Odo, Odovacar, Otbert, Ragnacar, Ramnulf, Oakstout, Pickthorn, Pollenroad, Rushlight, Shrubrose, Sweetroot,
Rathar, Reginar, Ricfried, Rigunth, Roderic, Sigeric, Sigibert, Sunnegisil, Thistlewool, Wayward.
Theodard, Theodebert, Theodemir, Theodwin, Theudebald, Theuderic,
Thorismund, Walcaud, Waleran,Widuven, Willicar, Wulferd. riders of rohan
female names male names
Adosinda, Amalfrida, Amalina, Avagisa, Avina, Basina, Beranhild, Brunihild, Aldor, Brego, Brytta, Ceorl, Déor, Dúnhere, Elfhelm, Eofor, Éothain, Fastred,
Deuteria, Gailavira, Garsendis, Geleswinta, Gelvira, Grimhild, Gunteuch, Folcred, Folda, Fréawine, Gamling, Gárulf, Gléowine, Guthláf, Herefara,
Hermesind, Heva, Hilduara, Ingund, Radegund, Sichild, Verich, Waldrada, Herubrand, Horn, Théoden, Wídfara, Wulf.
Wisigard female names
bynames Alflet, Ava, Beorwyn, Berghild, Celwen, Cyneswith, Déorwyn, Elfhild, Éofled,
The Bird-keeper, the Bowman, the Bride, the Bright one, the Eagle, the Frideswyn, Godwyf, Lefwyn, Merwyn, Morwed, Neriend, Sefled, Seledryd,
Healer, the Hound, the Hunter, the Quick, the Shepherd, the Shield-bearer, Sigfled, Théodhild, Théodwyn, Wigbur, Wulfgith.
the Silent one, the Spear-shaker, the Wood-goer.
occupations
feat
group eye 1 2 3 4 5 6 7 8 9 10 rune
die
Old
outcast & crime eye Assassin Thief Deserter Drunkard Schemer Brigand Burglar Survivor Revolutionary Exile Errant Hero
Adventurer
animals &
1 Breeder Farmer Fisher Forester Herder Lumberjack Miller Miner Ostler Hunter Beekeeper Beer-maker
agriculture
construction 2 Quarryman Brickmaker Mason Carpenter Road-layer Thatcher Ship-builder Smith Locksmith Cartwright Glassworker Architect
Street
arts 3 Jester Dancer Singer Juggler Illuminator Minstrel Painter Poet Sculptor Actor Goldsmith
musician
business & trade 4 Debt Collector Draper Butcher Banker Bookkeeper Grocer Guild Master Innkeeper Merchant Vendor Book seller Toy seller
Translator/
communication 5 Gossip Herald Messenger Town Crier Scribe Copyist Annalist Courier Postman Librarian Rune-scribe
Interpreter
craftsmanship 6 Rope-maker Weaver Cobbler Cooper Dyer Embroiderer Fletcher Jeweler Potter Tanner Tinker Woodcarver
government & Captain of the Master of a
7 Tax collector Judge Sheriff Steward Counsellor Town Leader Noble Regent Town Elder Lord
law Haven House
Barmaid/
common labour 8 Gravedigger Servant Scavenger Baker Butler Chimney sweep Cook Boatman Maid Nanny Host
Barboy
magic & medicine 9 Sorcerer Druid Illusionist Cultist Alchemist Herbalist Astrologer Accoucheur Shapeshifter Physician Apothecary Healer
military & Watch
10 Agent Defender Door Warden Knight Ranger Scout Spy Warrior Tracker Bodyguard Captain
security Lieutenant
Student/
lore rune Seer Archivist Teacher Tutor Historian Scholar Sage Astronomer Cartographer Wise-woman Lore-master
Apprentice
useful items
feat die
group / eye 1 2 3 4 5 6 7 8 9 10 rune
success die
Wooden Ball of Waxed Horsehair Pottery oil
camping 1 Blanket Wooden pegs Linen Rope Tent Iron pegs Roll of oilcloth Iron brazier
poles twine bedroll lamp
Leather Spare hood and Oiled leather Woollen Leather rain Pocket
clothing 2 Waistcoat Fur hat Spare socks Fur cape Spare boots Waxed hood
gloves cloak cape hose cape handkerchief
Purse of yarrow
food & Bag of Leather bag Bag of dried Cloth bag of Bag of dried Pouch of Pouch of dried Linen- Paper twists
3 for the healing Box of salt Pouch of herbs
herbs dried meat of rye bread beef dried peas mushrooms nettle tea blackberries covered ham of tea leaves
of wounds
Book of Iron-shod
Sticks of Set of work
tools 4 Iron saw String net Ball of beeswax travelling walking Chalk Wood axe Whetstone Hand shovel Fishing line
charcoal knives
tales staves
Iron cooking Wooden water Knife and
utensils 5 Ladle Frying pan Drinking horn Birch cup Iron kettle Wooden bowls Tin plates Spoon Antler comb
pot flask fork
fire-making Bottle of Bag of kindling Tinderbox with Wooden box Bag of charcoal
6 Char Cloth Iron lantern Bag of candles Burning glass Fire bow Pipe Brass poker
supplies spirits shavings firesteel and flint of matches powder