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TOR Loremasters Screen

The document provides tables and guidelines for managing risks, injuries, roles, and events during a journey in a role-playing game. It describes different risk levels and consequences of failed skill rolls, including simple failures, wounds, disasters, and gaining shadow points. It also lists potential sources of injury like falls, fire, suffocation, and roles in a traveling company like the guide, hunter, lookout, and scout.

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lord_zaphyr8100
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
2K views4 pages

TOR Loremasters Screen

The document provides tables and guidelines for managing risks, injuries, roles, and events during a journey in a role-playing game. It describes different risk levels and consequences of failed skill rolls, including simple failures, wounds, disasters, and gaining shadow points. It also lists potential sources of injury like falls, fire, suffocation, and roles in a traveling company like the guide, hunter, lookout, and scout.

Uploaded by

lord_zaphyr8100
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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John Gaultier (Order #32835002)

SPECIAL SUCCESS TABLE (page 19) RISK LEVELS (page 131) when to roll (page 16) SOURCES OF INJURY (page 134) JOURNEY ROLES (page 109) JOURNEY EVENTS TABLE (page 111)
SPEND 1 TO… DESCRIPTION THE FAILED ROLL 1. DANGER — Roll if the action is dangerous. SOURCE MODERATE SEVERE GRIEVOUS NOTES ROLE FUNCTION FATIGUE POINTS
RISK LEVEL RESULTS IN A… EXAMPLES FEAT DIE EVENT CONSEQUENCES OF THE SKILL ROLL GAINED
If the Player-­hero does not risk anything by failing,
Cancel a Failure If a roll involves multiple players, you help another Player-hero who Extreme Chilling winds Deep snow Frigid waters Roll each half hour. Hero is Dying if Guide In charge of all decisions concerning route, rest,
Standard Simple Failure, Eluding the watch of a Bounder in the Shire, enter- do not roll. Terrible Misfortune If the roll fails, the target is Wounded 3
failed; the failed roll is considered a success. Cold down to zero Endurance. and supplies.
OR Success with Woe taining a crowd of inebriated patrons at an inn, climb- 2. KNOWLEDGE — Roll if the action aims to obtain information
1 Despair If the roll fails, everyone in the Company gains 1 Shadow point (Dread) 2
Score 1 Addi- If an action requires multiple successes to be achieved, you score ing a tall tree. that is not immediately available. Falling Short fall (10 ft max, Long fall (30 ft max, Deadly fall (great height, Hero is Wounded if down to zero Hunter In charge of finding food in the wild.
tional Success 1 additional success. If the knowledge that the heroes are looking for is or soft landing) or hard landing) or dangerous landing) Endurance. 2–3 Ill Choices If the roll fails, the target gain 1 Shadow point (Dread) 2
Hazardous Failure with Woe Stealing mushrooms from a farm guarded by ferocious Look-out In charge of keeping watch.
not secret or hidden, do not roll.
Gain insight You gain additional information, not necessarily related to the task at hand. dogs, climbing atop a crumbling tower, or trying to Fire Torch flame, Brazier, Funeral pyre, Roll each round. Hero is also 4–7 Mishap If the roll fails, add 1 day to the length of the journey, and the target gains 1 2
3. MANIPULATION — Roll if the action intends to influence one Scout In charge of setting up camp, opening new trails.
swim the waters of a swift-running river. campfire burning house Dragon fire Wounded if down to zero Endurance. additional Fatigue
Go quietly You achieve your goal noiselessly or without otherwise attracting or more uncooperative Lore­master characters.

marching tests
attention. Foolish Disaster! Picking the pockets of a hungry Troll, playing a ­riddle If what the heroes ask of them is coherent with their Suffocation Choking fumes Drowning Strangulation Roll each round. Hero is Dying if 8–9 Short Cut If the roll succeeds, reduce the length of the journey by 1 day 1
motives, do not roll. down to zero Endurance. (page 110)
Make haste You complete the attempted task in a shorter time (about half the game with a Dragon, or bandying words with an 10 Chance-meeting If the roll succeeds, no Fatigue is gained, and the Loremaster improvises an 1
angry Wizard. The Guide of the Company must make a Marching Test, roll-
expected time). Poison Food poisoning Snake-bite, Spider-poison Roll each day. Hero is Dying if down encounter favouring the Company
endurance
ing TRAVEL .
(page 69) Orc-poison to zero Endurance.
adversary special damage options
Widen You can influence more than the specific number of subjects originally ♦ If the roll was a failure, the event occurs 2 hexes away Joyful Sight If the roll succeeds, everyone in the Company regains 1 Hope —
influence targeted by the action. As a general rule, each Success icon spent corre- (page 144) Player-­heroes whose Endurance is reduced to zero drop uncon- along the journey path in Summer and Spring, and 1
sponds to one additional subject or group of subjects. ♦ All special results require 1 ­Success HEAVY BLOW: The attack inflicts an addi- scious, and wake up after one hour with 1 Endurance point hex away in Winter and Autumn.
icon to be triggered. Multiple tional loss of Endurance equal to the Attri- (unless they are also Wounded, see Wounds, page 101) WOUND SEVERITY (page 101) ♦ If the roll was a success, the event takes place at a dis-

conditions
results can be used to trigger differ- bute Level of the attacker. FEAT DIE ROLL DESCRIPTION EFFECT tance of 3 hexes, plus 1 for each .
(page 22) ent results, or the same one multiple FATIGUE: When gained, Fatigue points temporarily raise a trav-
Grievous Injury You are knocked unconscious with zero Endurance and are now Dying (as if Wounded twice).
♦ MISERABLE: When the number of ♦ WOUNDED: When a Player-hero fails times. PIERCE: The attacker scores a well-aimed elling Player-hero’s total Load, effectively making it easier to EVENT TARGET (page 113)
Shadow points are equal or above a a PROTECTION test, they become ♦ All adversaries can always choose to strike, modifying the Feat die result of the become Weary. 1–10 Severe Injury The value indicates how long it will take for the injury to mend, expressed in days (write the SUCCESS SOURCES OF DREAD (May be reduced or canceled with a Shadow Test [ VA LO U R ]) (page 138)
DIE ROLL TARGET SKILL SHADOW POINTS
Player-hero’s current Hope score, they Wounded and roll on the Wound trigger a Heavy Blow special damage attack roll by +2. result in the Injury box on the character sheet). SOURCE EXAMPLE GAINED
become Miserable. Miserable Player-­ Severity table. Wounded Player-­heroes result. WEARY: Heroes become Weary if their Current Endurance score 1–2 Scouts EXPLORE
Moderate Injury The blow received was violent enough to expose you to the risk of worse consequences if Natural but unexpected tragic event, Serious or mortal accident, death in the family, 1
heroes automatically fail if they roll . recover ­Endurance slower and is SEIZE: The attacker holds on to the target becomes equal to or lower than their total Load. When this
injured again, but no real lasting damage was inflicted. At the end of the combat you will 3–4 Look-outs AWARENESS or very grievous occurrence. natural catastrophe
♦ WEARY: When a Player-hero’s Current more at risk in combat (see Resting). BREAK SHIELD: The attack strikes repeat- — the victim can only fight in a Forward happens, the Weary box on their character sheet is checked
recover fully in a matter of hours (remove the Wounded box check).
Endurance score becomes equal to or If wounded a second time the Player-­ edly at the shield of the targeted Play- stance making Brawling attacks. Seized 5–6 Hunters HUNTING Gruesome killing, dreadful experience, Orc-work. Discovering villagers savagely mutilated, 2

resting
lower than their total Load + Fatigue, hero’s Endurance drop to zero, they er-hero, smashing it to pieces. The target heroes may free themselves spending a experiencing slavery
they become Weary. Weary Player-­heroes fall unconscious and are now dying. loses their shield’s bonus to Parry (a shield icon from a successful attack roll. (page 71)
Harrowing experience, physical and spiritual torment. Experiencing torture, being haunted by a Wight 3
perilous areas
count 1–3 on the ­Success Dice as 0. that cannot be smashed is not affected). SHORT REST:  Adventurers recover a number of lost Endurance
points equal to their STRENGTH rating (Wounded heroes do (page 112)
Experiencing directly the power of the Enemy. Seeing the mustering of a Shadow army, 4
not recover any points at all). 1. The travelling Company stops in the Perilous area as seeing the Eye in a Palantír
ADVANTAGES (page 102) COMPLICATIONS (page 102) soon as it enters it.
COUNCIL STRUCTURE (page 106)
sources of shadow (page 138)
ATTACKER RANGED ATTACK RANGED ATTACK PROLONGED REST: Player-­
heroes recover all lost Endur- 2. Before the Player-heroes can leave
ENJOYS A… MODIFIER EXAMPLES CIRCUMSTANCES ATTACKER IS… MODIFIER EXAMPLES CIRCUMSTANCES
ance points, or a number of Endurance points equal to their At the beginning of a council, the players should focus on a goal and choose their course of action accordingly. the area, they must face a number MISDEEDS (Cannot be reduced or cancelled by a Shadow Test of any kind) (page 139)
SHADOW POINTS
Moderate Gain (1d) Attacking from the high Target is moving slowly, is Moderately Lose (1d) Standing on difficult ­terrain, Target is at medium range, or STRENGTH score if their Wounded box is checked. STAGE DESCRIPTION USEFUL ABILITIES (EXAMPLES) of Events equal to its Peril rating GREED: (May be reduced or canceled with a Shadow ACTION GAINED
advantage ground, exploiting a favour- big, or available cover is hindered suffering unfavourable is under good cover (trees in (all normal rules apply). Test [WISDOM ].) When the Player-heroes find a hoard
Introduction The spokesperson presents the Company. AWE to impress strangers quickly, revealing much about yourself; Violent threats and malicious lies; heedless cruelty 1
first aid
able terrain feature. scarce. weather conditions, or in a sparse wood). 3. Once all Events have been of treasure, they may gain a number of Shadow points
(page 101) The roll result sets the time limit for the council. COURTESY to ask for support, especially from friends; RIDDLE to
cramped quarters. resolved, the Company continues if the hoard was tainted (see page 158). Manipulating others; abusing your authority; deliberate cruelty 2
Greater Gain (2d) The defender is hindered, Target is stationary, is very extract information without revealing too much.
A successful HEALING roll reduces the severity of an injury by the journey normally, resuming
advantage is blinded by heavy snow, big (a Dragon), or without Severely Lose (2d) Almost blinded by heavy Target is at long range, is very Theft or plunder; oathbreaking or cowardice; treachery 3
1 day, plus 1 day for each icon scored (to a minimum of 1 day) Interaction The main part of a council. Successful rolls accu- ENHEARTEN to address crowds and uplift spirits INSIGHT to their Marching rolls from the SORCERY: (May be reduced or canceled with a Shadow
knee-deep in mud or available cover. hindered snow, knee-deep in mud or small (a bird), or protected first hex along the journey path Test [WISDOM ].) The number of Shadow points gained
mulate to match or exceed Resistance. observe and evaluate; PERSUADE to make a point; RIDDLE to Torment or torture; killing or crippling a surrendered foe or harmless folk 4
swift-running water, etc. swift-running water, or in by darkness or ample cover REVIVING HEROES: Dying heroes must receive a successful outside the boundaries of the depends on the sorcerous spell, which may also have
gather information; SONG to garner approval.
darkness. (trees in a dense wood). Murder; willingly taking actions in the service of the Enemy 4 plus one scar
HEALING roll within approximately 1 hour or they will die. Perilous Area. additional consequences (see page 154).
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 Company
d/b/a Middle-earth Enterprises (SZC) and are used under license by Sophisticated Games Ltd. and their respective licensees. All rights reserved.
John Gaultier (Order #32835002)
SPECIAL SUCCESS TABLE (page 19) RISK LEVELS (page 131) when to roll (page 16) SOURCES OF INJURY (page 134) JOURNEY ROLES (page 109) JOURNEY EVENTS TABLE (page 111)
SPEND 1 TO… DESCRIPTION THE FAILED ROLL 1. DANGER — Roll if the action is dangerous. SOURCE MODERATE SEVERE GRIEVOUS NOTES ROLE FUNCTION FATIGUE POINTS
RISK LEVEL RESULTS IN A… EXAMPLES FEAT DIE EVENT CONSEQUENCES OF THE SKILL ROLL GAINED
If the Player-­hero does not risk anything by failing,
Cancel a Failure If a roll involves multiple players, you help another Player-hero who Extreme Chilling winds Deep snow Frigid waters Roll each half hour. Hero is Dying if Guide In charge of all decisions concerning route, rest,
Standard Simple Failure, Eluding the watch of a Bounder in the Shire, enter- do not roll. Terrible Misfortune If the roll fails, the target is Wounded 3
failed; the failed roll is considered a success. Cold down to zero Endurance. and supplies.
OR Success with Woe taining a crowd of inebriated patrons at an inn, climb- 2. KNOWLEDGE — Roll if the action aims to obtain information
1 Despair If the roll fails, everyone in the Company gains 1 Shadow point (Dread) 2
Score 1 Addi- If an action requires multiple successes to be achieved, you score ing a tall tree. that is not immediately available. Falling Short fall (10 ft max, Long fall (30 ft max, Deadly fall (great height, Hero is Wounded if down to zero Hunter In charge of finding food in the wild.
tional Success 1 additional success. If the knowledge that the heroes are looking for is or soft landing) or hard landing) or dangerous landing) Endurance. 2–3 Ill Choices If the roll fails, the target gain 1 Shadow point (Dread) 2
Hazardous Failure with Woe Stealing mushrooms from a farm guarded by ferocious Look-out In charge of keeping watch.
not secret or hidden, do not roll.
Gain insight You gain additional information, not necessarily related to the task at hand. dogs, climbing atop a crumbling tower, or trying to Fire Torch flame, Brazier, Funeral pyre, Roll each round. Hero is also 4–7 Mishap If the roll fails, add 1 day to the length of the journey, and the target gains 1 2
3. MANIPULATION — Roll if the action intends to influence one Scout In charge of setting up camp, opening new trails.
swim the waters of a swift-running river. campfire burning house Dragon fire Wounded if down to zero Endurance. additional Fatigue
Go quietly You achieve your goal noiselessly or without otherwise attracting or more uncooperative Lore­master characters.

marching tests
attention. Foolish Disaster! Picking the pockets of a hungry Troll, playing a ­riddle If what the heroes ask of them is coherent with their Suffocation Choking fumes Drowning Strangulation Roll each round. Hero is Dying if 8–9 Short Cut If the roll succeeds, reduce the length of the journey by 1 day 1
motives, do not roll. down to zero Endurance. (page 110)
Make haste You complete the attempted task in a shorter time (about half the game with a Dragon, or bandying words with an 10 Chance-meeting If the roll succeeds, no Fatigue is gained, and the Loremaster improvises an 1
angry Wizard. The Guide of the Company must make a Marching Test, roll-
expected time). Poison Food poisoning Snake-bite, Spider-poison Roll each day. Hero is Dying if down encounter favouring the Company
endurance
ing TRAVEL .
(page 69) Orc-poison to zero Endurance.
adversary special damage options
Widen You can influence more than the specific number of subjects originally ♦ If the roll was a failure, the event occurs 2 hexes away Joyful Sight If the roll succeeds, everyone in the Company regains 1 Hope —
influence targeted by the action. As a general rule, each Success icon spent corre- (page 144) Player-­heroes whose Endurance is reduced to zero drop uncon- along the journey path in Summer and Spring, and 1
sponds to one additional subject or group of subjects. ♦ All special results require 1 ­Success HEAVY BLOW: The attack inflicts an addi- scious, and wake up after one hour with 1 Endurance point hex away in Winter and Autumn.
icon to be triggered. Multiple tional loss of Endurance equal to the Attri- (unless they are also Wounded, see Wounds, page 101) WOUND SEVERITY (page 101) ♦ If the roll was a success, the event takes place at a dis-

conditions
results can be used to trigger differ- bute Level of the attacker. FEAT DIE ROLL DESCRIPTION EFFECT tance of 3 hexes, plus 1 for each .
(page 22) ent results, or the same one multiple FATIGUE: When gained, Fatigue points temporarily raise a trav-
Grievous Injury You are knocked unconscious with zero Endurance and are now Dying (as if Wounded twice).
♦ MISERABLE: When the number of ♦ WOUNDED: When a Player-hero fails times. PIERCE: The attacker scores a well-aimed elling Player-hero’s total Load, effectively making it easier to EVENT TARGET (page 113)
Shadow points are equal or above a a PROTECTION test, they become ♦ All adversaries can always choose to strike, modifying the Feat die result of the become Weary. 1–10 Severe Injury The value indicates how long it will take for the injury to mend, expressed in days (write the SUCCESS SOURCES OF DREAD (May be reduced or canceled with a Shadow Test [ VA LO U R ]) (page 138)
DIE ROLL TARGET SKILL SHADOW POINTS
Player-hero’s current Hope score, they Wounded and roll on the Wound trigger a Heavy Blow special damage attack roll by +2. result in the Injury box on the character sheet). SOURCE EXAMPLE GAINED
become Miserable. Miserable Player-­ Severity table. Wounded Player-­heroes result. WEARY: Heroes become Weary if their Current Endurance score 1–2 Scouts EXPLORE
Moderate Injury The blow received was violent enough to expose you to the risk of worse consequences if Natural but unexpected tragic event, Serious or mortal accident, death in the family, 1
heroes automatically fail if they roll . recover ­Endurance slower and is SEIZE: The attacker holds on to the target becomes equal to or lower than their total Load. When this
injured again, but no real lasting damage was inflicted. At the end of the combat you will 3–4 Look-outs AWARENESS or very grievous occurrence. natural catastrophe
♦ WEARY: When a Player-hero’s Current more at risk in combat (see Resting). BREAK SHIELD: The attack strikes repeat- — the victim can only fight in a Forward happens, the Weary box on their character sheet is checked
recover fully in a matter of hours (remove the Wounded box check).
Endurance score becomes equal to or If wounded a second time the Player-­ edly at the shield of the targeted Play- stance making Brawling attacks. Seized 5–6 Hunters HUNTING Gruesome killing, dreadful experience, Orc-work. Discovering villagers savagely mutilated, 2

resting
lower than their total Load + Fatigue, hero’s Endurance drop to zero, they er-hero, smashing it to pieces. The target heroes may free themselves spending a experiencing slavery
they become Weary. Weary Player-­heroes fall unconscious and are now dying. loses their shield’s bonus to Parry (a shield icon from a successful attack roll. (page 71)
Harrowing experience, physical and spiritual torment. Experiencing torture, being haunted by a Wight 3
perilous areas
count 1–3 on the ­Success Dice as 0. that cannot be smashed is not affected). SHORT REST:  Adventurers recover a number of lost Endurance
points equal to their STRENGTH rating (Wounded heroes do (page 112)
Experiencing directly the power of the Enemy. Seeing the mustering of a Shadow army, 4
not recover any points at all). 1. The travelling Company stops in the Perilous area as seeing the Eye in a Palantír
ADVANTAGES (page 102) COMPLICATIONS (page 102) soon as it enters it.
COUNCIL STRUCTURE (page 106)
sources of shadow (page 138)
ATTACKER RANGED ATTACK RANGED ATTACK PROLONGED REST: Player-­
heroes recover all lost Endur- 2. Before the Player-heroes can leave
ENJOYS A… MODIFIER EXAMPLES CIRCUMSTANCES ATTACKER IS… MODIFIER EXAMPLES CIRCUMSTANCES
ance points, or a number of Endurance points equal to their At the beginning of a council, the players should focus on a goal and choose their course of action accordingly. the area, they must face a number MISDEEDS (Cannot be reduced or cancelled by a Shadow Test of any kind) (page 139)
SHADOW POINTS
Moderate Gain (1d) Attacking from the high Target is moving slowly, is Moderately Lose (1d) Standing on difficult ­terrain, Target is at medium range, or STRENGTH score if their Wounded box is checked. STAGE DESCRIPTION USEFUL ABILITIES (EXAMPLES) of Events equal to its Peril rating GREED: (May be reduced or canceled with a Shadow ACTION GAINED
advantage ground, exploiting a favour- big, or available cover is hindered suffering unfavourable is under good cover (trees in (all normal rules apply). Test [WISDOM ].) When the Player-heroes find a hoard
Introduction The spokesperson presents the Company. AWE to impress strangers quickly, revealing much about yourself; Violent threats and malicious lies; heedless cruelty 1
first aid
able terrain feature. scarce. weather conditions, or in a sparse wood). 3. Once all Events have been of treasure, they may gain a number of Shadow points
(page 101) The roll result sets the time limit for the council. COURTESY to ask for support, especially from friends; RIDDLE to
cramped quarters. resolved, the Company continues if the hoard was tainted (see page 158). Manipulating others; abusing your authority; deliberate cruelty 2
Greater Gain (2d) The defender is hindered, Target is stationary, is very extract information without revealing too much.
A successful HEALING roll reduces the severity of an injury by the journey normally, resuming
advantage is blinded by heavy snow, big (a Dragon), or without Severely Lose (2d) Almost blinded by heavy Target is at long range, is very Theft or plunder; oathbreaking or cowardice; treachery 3
1 day, plus 1 day for each icon scored (to a minimum of 1 day) Interaction The main part of a council. Successful rolls accu- ENHEARTEN to address crowds and uplift spirits INSIGHT to their Marching rolls from the SORCERY: (May be reduced or canceled with a Shadow
knee-deep in mud or available cover. hindered snow, knee-deep in mud or small (a bird), or protected first hex along the journey path Test [WISDOM ].) The number of Shadow points gained
mulate to match or exceed Resistance. observe and evaluate; PERSUADE to make a point; RIDDLE to Torment or torture; killing or crippling a surrendered foe or harmless folk 4
swift-running water, etc. swift-running water, or in by darkness or ample cover REVIVING HEROES: Dying heroes must receive a successful outside the boundaries of the depends on the sorcerous spell, which may also have
gather information; SONG to garner approval.
darkness. (trees in a dense wood). Murder; willingly taking actions in the service of the Enemy 4 plus one scar
HEALING roll within approximately 1 hour or they will die. Perilous Area. additional consequences (see page 154).
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 Company
d/b/a Middle-earth Enterprises (SZC) and are used under license by Sophisticated Games Ltd. and their respective licensees. All rights reserved.
John Gaultier (Order #32835002)
SPECIAL SUCCESS TABLE (page 19) RISK LEVELS (page 131) when to roll (page 16) SOURCES OF INJURY (page 134) JOURNEY ROLES (page 109) JOURNEY EVENTS TABLE (page 111)
SPEND 1 TO… DESCRIPTION THE FAILED ROLL 1. DANGER — Roll if the action is dangerous. SOURCE MODERATE SEVERE GRIEVOUS NOTES ROLE FUNCTION FATIGUE POINTS
RISK LEVEL RESULTS IN A… EXAMPLES FEAT DIE EVENT CONSEQUENCES OF THE SKILL ROLL GAINED
If the Player-­hero does not risk anything by failing,
Cancel a Failure If a roll involves multiple players, you help another Player-hero who Extreme Chilling winds Deep snow Frigid waters Roll each half hour. Hero is Dying if Guide In charge of all decisions concerning route, rest,
Standard Simple Failure, Eluding the watch of a Bounder in the Shire, enter- do not roll. Terrible Misfortune If the roll fails, the target is Wounded 3
failed; the failed roll is considered a success. Cold down to zero Endurance. and supplies.
OR Success with Woe taining a crowd of inebriated patrons at an inn, climb- 2. KNOWLEDGE — Roll if the action aims to obtain information
1 Despair If the roll fails, everyone in the Company gains 1 Shadow point (Dread) 2
Score 1 Addi- If an action requires multiple successes to be achieved, you score ing a tall tree. that is not immediately available. Falling Short fall (10 ft max, Long fall (30 ft max, Deadly fall (great height, Hero is Wounded if down to zero Hunter In charge of finding food in the wild.
tional Success 1 additional success. If the knowledge that the heroes are looking for is or soft landing) or hard landing) or dangerous landing) Endurance. 2–3 Ill Choices If the roll fails, the target gain 1 Shadow point (Dread) 2
Hazardous Failure with Woe Stealing mushrooms from a farm guarded by ferocious Look-out In charge of keeping watch.
not secret or hidden, do not roll.
Gain insight You gain additional information, not necessarily related to the task at hand. dogs, climbing atop a crumbling tower, or trying to Fire Torch flame, Brazier, Funeral pyre, Roll each round. Hero is also 4–7 Mishap If the roll fails, add 1 day to the length of the journey, and the target gains 1 2
3. MANIPULATION — Roll if the action intends to influence one Scout In charge of setting up camp, opening new trails.
swim the waters of a swift-running river. campfire burning house Dragon fire Wounded if down to zero Endurance. additional Fatigue
Go quietly You achieve your goal noiselessly or without otherwise attracting or more uncooperative Lore­master characters.

marching tests
attention. Foolish Disaster! Picking the pockets of a hungry Troll, playing a ­riddle If what the heroes ask of them is coherent with their Suffocation Choking fumes Drowning Strangulation Roll each round. Hero is Dying if 8–9 Short Cut If the roll succeeds, reduce the length of the journey by 1 day 1
motives, do not roll. down to zero Endurance. (page 110)
Make haste You complete the attempted task in a shorter time (about half the game with a Dragon, or bandying words with an 10 Chance-meeting If the roll succeeds, no Fatigue is gained, and the Loremaster improvises an 1
angry Wizard. The Guide of the Company must make a Marching Test, roll-
expected time). Poison Food poisoning Snake-bite, Spider-poison Roll each day. Hero is Dying if down encounter favouring the Company
endurance
ing TRAVEL .
(page 69) Orc-poison to zero Endurance.
adversary special damage options
Widen You can influence more than the specific number of subjects originally ♦ If the roll was a failure, the event occurs 2 hexes away Joyful Sight If the roll succeeds, everyone in the Company regains 1 Hope —
influence targeted by the action. As a general rule, each Success icon spent corre- (page 144) Player-­heroes whose Endurance is reduced to zero drop uncon- along the journey path in Summer and Spring, and 1
sponds to one additional subject or group of subjects. ♦ All special results require 1 ­Success HEAVY BLOW: The attack inflicts an addi- scious, and wake up after one hour with 1 Endurance point hex away in Winter and Autumn.
icon to be triggered. Multiple tional loss of Endurance equal to the Attri- (unless they are also Wounded, see Wounds, page 101) WOUND SEVERITY (page 101) ♦ If the roll was a success, the event takes place at a dis-

conditions
results can be used to trigger differ- bute Level of the attacker. FEAT DIE ROLL DESCRIPTION EFFECT tance of 3 hexes, plus 1 for each .
(page 22) ent results, or the same one multiple FATIGUE: When gained, Fatigue points temporarily raise a trav-
Grievous Injury You are knocked unconscious with zero Endurance and are now Dying (as if Wounded twice).
♦ MISERABLE: When the number of ♦ WOUNDED: When a Player-hero fails times. PIERCE: The attacker scores a well-aimed elling Player-hero’s total Load, effectively making it easier to EVENT TARGET (page 113)
Shadow points are equal or above a a PROTECTION test, they become ♦ All adversaries can always choose to strike, modifying the Feat die result of the become Weary. 1–10 Severe Injury The value indicates how long it will take for the injury to mend, expressed in days (write the SUCCESS SOURCES OF DREAD (May be reduced or canceled with a Shadow Test [ VA LO U R ]) (page 138)
DIE ROLL TARGET SKILL SHADOW POINTS
Player-hero’s current Hope score, they Wounded and roll on the Wound trigger a Heavy Blow special damage attack roll by +2. result in the Injury box on the character sheet). SOURCE EXAMPLE GAINED
become Miserable. Miserable Player-­ Severity table. Wounded Player-­heroes result. WEARY: Heroes become Weary if their Current Endurance score 1–2 Scouts EXPLORE
Moderate Injury The blow received was violent enough to expose you to the risk of worse consequences if Natural but unexpected tragic event, Serious or mortal accident, death in the family, 1
heroes automatically fail if they roll . recover ­Endurance slower and is SEIZE: The attacker holds on to the target becomes equal to or lower than their total Load. When this
injured again, but no real lasting damage was inflicted. At the end of the combat you will 3–4 Look-outs AWARENESS or very grievous occurrence. natural catastrophe
♦ WEARY: When a Player-hero’s Current more at risk in combat (see Resting). BREAK SHIELD: The attack strikes repeat- — the victim can only fight in a Forward happens, the Weary box on their character sheet is checked
recover fully in a matter of hours (remove the Wounded box check).
Endurance score becomes equal to or If wounded a second time the Player-­ edly at the shield of the targeted Play- stance making Brawling attacks. Seized 5–6 Hunters HUNTING Gruesome killing, dreadful experience, Orc-work. Discovering villagers savagely mutilated, 2

resting
lower than their total Load + Fatigue, hero’s Endurance drop to zero, they er-hero, smashing it to pieces. The target heroes may free themselves spending a experiencing slavery
they become Weary. Weary Player-­heroes fall unconscious and are now dying. loses their shield’s bonus to Parry (a shield icon from a successful attack roll. (page 71)
Harrowing experience, physical and spiritual torment. Experiencing torture, being haunted by a Wight 3
perilous areas
count 1–3 on the ­Success Dice as 0. that cannot be smashed is not affected). SHORT REST:  Adventurers recover a number of lost Endurance
points equal to their STRENGTH rating (Wounded heroes do (page 112)
Experiencing directly the power of the Enemy. Seeing the mustering of a Shadow army, 4
not recover any points at all). 1. The travelling Company stops in the Perilous area as seeing the Eye in a Palantír
ADVANTAGES (page 102) COMPLICATIONS (page 102) soon as it enters it.
COUNCIL STRUCTURE (page 106)
sources of shadow (page 138)
ATTACKER RANGED ATTACK RANGED ATTACK PROLONGED REST: Player-­
heroes recover all lost Endur- 2. Before the Player-heroes can leave
ENJOYS A… MODIFIER EXAMPLES CIRCUMSTANCES ATTACKER IS… MODIFIER EXAMPLES CIRCUMSTANCES
ance points, or a number of Endurance points equal to their At the beginning of a council, the players should focus on a goal and choose their course of action accordingly. the area, they must face a number MISDEEDS (Cannot be reduced or cancelled by a Shadow Test of any kind) (page 139)
SHADOW POINTS
Moderate Gain (1d) Attacking from the high Target is moving slowly, is Moderately Lose (1d) Standing on difficult ­terrain, Target is at medium range, or STRENGTH score if their Wounded box is checked. STAGE DESCRIPTION USEFUL ABILITIES (EXAMPLES) of Events equal to its Peril rating GREED: (May be reduced or canceled with a Shadow ACTION GAINED
advantage ground, exploiting a favour- big, or available cover is hindered suffering unfavourable is under good cover (trees in (all normal rules apply). Test [WISDOM ].) When the Player-heroes find a hoard
Introduction The spokesperson presents the Company. AWE to impress strangers quickly, revealing much about yourself; Violent threats and malicious lies; heedless cruelty 1
first aid
able terrain feature. scarce. weather conditions, or in a sparse wood). 3. Once all Events have been of treasure, they may gain a number of Shadow points
(page 101) The roll result sets the time limit for the council. COURTESY to ask for support, especially from friends; RIDDLE to
cramped quarters. resolved, the Company continues if the hoard was tainted (see page 158). Manipulating others; abusing your authority; deliberate cruelty 2
Greater Gain (2d) The defender is hindered, Target is stationary, is very extract information without revealing too much.
A successful HEALING roll reduces the severity of an injury by the journey normally, resuming
advantage is blinded by heavy snow, big (a Dragon), or without Severely Lose (2d) Almost blinded by heavy Target is at long range, is very Theft or plunder; oathbreaking or cowardice; treachery 3
1 day, plus 1 day for each icon scored (to a minimum of 1 day) Interaction The main part of a council. Successful rolls accu- ENHEARTEN to address crowds and uplift spirits INSIGHT to their Marching rolls from the SORCERY: (May be reduced or canceled with a Shadow
knee-deep in mud or available cover. hindered snow, knee-deep in mud or small (a bird), or protected first hex along the journey path Test [WISDOM ].) The number of Shadow points gained
mulate to match or exceed Resistance. observe and evaluate; PERSUADE to make a point; RIDDLE to Torment or torture; killing or crippling a surrendered foe or harmless folk 4
swift-running water, etc. swift-running water, or in by darkness or ample cover REVIVING HEROES: Dying heroes must receive a successful outside the boundaries of the depends on the sorcerous spell, which may also have
gather information; SONG to garner approval.
darkness. (trees in a dense wood). Murder; willingly taking actions in the service of the Enemy 4 plus one scar
HEALING roll within approximately 1 hour or they will die. Perilous Area. additional consequences (see page 154).
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 Company
d/b/a Middle-earth Enterprises (SZC) and are used under license by Sophisticated Games Ltd. and their respective licensees. All rights reserved.
John Gaultier (Order #32835002)

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