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17
VOL 2
ISSUE 1

Mirkwood -The One Ring


MAE GOVANNEN,
AND WELL MET TO ALL!
When last I penned the editor's note for The Hall of Fire, the world
and life was a much different place, including the keeper of rights to
IN THIS ISSUE…
publish role-playing material for the world's most beloved fantasy
world, Middle-earth. Over the course of about four years, on a GREETINGS 1
monthly basis, my friend Doug (tomcat) and I published around FAN FLAVOUR 2
1,000 pages of content supporting the previous system. Content
ranged from recipes in the flavor of the peoples of Middle-earth, to • Guide to the Eldar
new characters, to adventures. IT’S ALL OPTIONAL 8
• Fear – Weapon of the Enemy
Now, like the passing of an Age in the Professor's world, we have • Journey Rules
come to a new publisher and a new system. With Doug and others
who have provided content here, I have played in this new system for THE ROAD GOES EVER ON… 17
roughly a year. It is replete with new mechanics, new feel -- a new way • The Minstrel’s Lament
of exploring the realms Middle-earth and beyond. CALLING ALL GAMERS / CREDITS 33
This new system has rekindled desires to put forth new fan-made
content like the previous did to share with fandom and gamers alike.
Within this issue there is a first in a series of articles about the little- CONTACT THE HALL OF FIRE AT:
explored Elves, starting with the Noldor. It gives a brief history of the HOFSUBMISSIONS@GMIAL.COM
people and provides guidance regarding mechanics and how to play
them as characters. Following that is a treatise on Fear, one of the CREW
DOUG JOOS (TOMCAT), EDITOR, WRITER, LAYOUT
Enemy's most powerful weapons, and a revision to the Journey rules. JIM AUER, PROOF-READER
Finally, this issue closes with an adventure near the Grey Havens in TOM DAVIES, PROOF-READER
the early years of the Fourth Age where the lands are home to queer
GUEST WRITERS AND ARTISTS
occurrences and rumors of a "singing cave." With a prominent sea
THOMAS “TELCONTAR” GINGRAS
captain gone missing, the people are seeking assistance with promise JAMES R BROWN
of reward to determine the man's fate. MAURICIO “YEPESNOPES” PELLEGRINO

No more shall I give away for I have shared too much. Go - read -
absorb it all and have fun. May what is provided hear enhance your
gaming experience. And if it does, please write to let us know how it
went and any other useful information so the team can provide you
with more content that suits your needs.

Happy Gaming,

Matthew A. Kearns
aka GandalfOfBorg

This is an unofficial fan webzine created for players of Cubicle 7’s The One Ring Roleplaying Game™ and the world of Middle-earth created by J.R.R.
Tolkien. There is no affiliation between the creators of this webzine and Cubicle 7, Tolkien Enterprises, or any other related corporation. All material
is either direct from Tolkien sources, Cubicle 7, opinion, or has been created for the said purpose of roleplaying in the world of Middle-earth. Some
images are used herein for the purpose of adding flare to the webzine, but1 are owned by varied sources mentioned in the Credits on the last page.
THIS DOCUMENT IS NOT FOR RETAIL SALE AND INDIVIDUALS MAY PHOTOCOPY AND PRINT FOR THEIR PERSONAL USE.
FAN FLAVOUR
GUIDE TO THE ELDAR by Thomas “Telcontar” Gingras

“Behold I love the Earth, which shall be a mansion for the Quendi and the Atani! But the Quendi shall be the fairest of all earthly
creatures, and they shall have and shall conceive and shall bring forth more beauty than all my Children.”
— The Silmarillion

PART ONE – THE NOLDOR


We present here a three-part article written by Tom Gingras - A Guide to the Eldar.

Starting with their history and evolution into three major kindreds, this article will cover each and present options for your players’
characters in The One Ring Roleplaying game™.

HISTORY OF THE ELDAR


For a long uncounted time, before the sun and moon, under the stars
the First Born of Ilúvatar walked upon Middle-earth. The Valar, the
Lords of the West, the servants of the great creator had waited long
for the Firstborn to arrive in Middle-earth in accordance with His will.
The timeless waiting passed by and the coming of the Elves went at
first unnoticed by the Valar. In this time, they walked in peace and in
wonder under the light of the stars.

The Valar however would not be sundered from them forever.


Coming before the Elves in the distant east of Middle-earth they
welcomed the Children of Ilúvatar and invited them to dwell in the
lands of the West where they had made their own homes. Many of the
Elves agreed to this invitation by these seemingly supreme beings.
Others refused the invitation and desired to remain where they were.
The Valar, not wishing to force the Firstborn to follow them against
their will, allowed them the freedom of this choice. This splitting of
the Elves caused the first great division of the Firstborn. Those who
remained were numbered among the Avari, the Unwilling. Those who
chose to follow the Valar into the West and accepted their guidance
became the Eldar. The subsequent history of the Avari is unknown.
Some believe that they fell under the evil prey of Morgoth in later
times, but nothing of their history is known for sure. The Avari are
subsequently lost to the history of Middle-earth. The Eldar however
would figure greatly in the history and deeds of the world.

The greater part of the Elves, belonging to the Eldar, began the journey
west under the guidance of the Valar. This great host soon divided
into three kindred under their own lords; the Vanyar, Noldor, and
Teleri. The Vanyar followed the Valar as soon as haste and their
numbers would allow and became the first of the Eldar to dwell in

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Valinor, the land of the Valar, in the far west beyond the sea. to mar the creations of Ilúvatar. Named Melkor (later named
Beneath the very walls of the Lords of the Valar, the Vanyar would Morgoth) and filled with a great hatred for the Eldar, he plunged
make their homes. Never again would they return to Middle-earth. the world into war, darkness, and despair. Fleeing the Undying
The second kindred of Eldar, the Noldor, came next to Valinor. Lands of the West, he established his own dark kingdom in the
In them was a great love of crafting and a thirst for learning lore. lands of Middle-earth.
Dwelling with the Valar in Valinor they became fair and strong
and delighted in the crafting of many things. The third kindred, The deeds of the First Age were filled with the wars of the Eldar
the Teleri, tarried long in Middle-earth. The pace they set against Morgoth and his twisted creatures. The Noldor returned
following the Valar was slow and they delighted in the natural from Valinor seeking revenge against Morgoth and the recovery
wonders and beauty that they found in the world. Many of the of the great jewels, the Silmarils, that he stole. Great and terrible
Teleri lost their desire to head west, and as was their wont, took deeds were done on both sides until the intervention of the Valar
up residence in the western lands of Middle-earth. cast down Morgoth in his fortress and broke the world. During
these wars, both Dwarves and Men arrived in Beleriand to help,
This third kindred of Eldar separated themselves into four major or hinder, the Eldar as they saw fit.
elements. Membership in the groups depended upon how far they
maintained the journey into the West. The first to leave the path With Morgoth defeated, the Valar again asked the Eldar to travel
west settled in the great woods they found along the way. In small with them to Valinor and dwell in peace. Many of the surviving
bands, as each saw fit they established themselves in the land they Eldar returned unto the West, but many others desired to remain
found most pleasing and took the name the Silvan Elves. The in Middle-earth. Still in love with the natural beauty of the world,
second group, the Nandor, were those Elves who never crossed or not yet willing to return to Valinor, these Eldar established
the Hithaeglir mountains and settled in the woods they found great realms along with those of men. But once more, this peace
along the Anduin river. The Sindar, crossing the mountains, within Middle-earth in the Second Age was threatened. The
settled upon the shores of Middle-earth in a land they called Lieutenant of Morgoth, Sauron, escaped the destruction of his
Beleriand. While the fourth group, the Falmari, left Middle-earth master and was free in the world to continue sowing discord and
with the Valar and arrived last in Valinor. fermenting war.

Of the Eldar that had remained, most dwelt in Lindon west of the
Ered Luin. Many of the Sindar passed eastward, and some
established realms in the forests far away, where they found people
of their distant kin, the Avari. Oropher the Sinda became Lord in
the north of Greenwood the Great. While in Lindon, north of
the Lune River, dwelt Gil-galad, the last realm of the Noldor
where he was acknowledged as High King of the Elves of the West.
In Lindon south of the Lune dwelt for a time Celeborn, and his
wife Galadriel, greatest of the Noldor who did not return west.

In time, a portion of the Noldor went to Eregion upon the west


of the Misty Mountains, and near the west gate of Khazad-dûm
established another Noldorin realm. The Noldor were great
craftsmen and friendlier to the Dwarves than the Sindar; and the
friendship that grew between the people of Durin and the Noldo
smiths of Eregion was the closest that there has ever been between
the two races. Celebrimbor was the lord of Eregion and the
greatest of their craftsmen, and numbered among the Lords of the
Noldor. It was Celebrimbor who, deceived by Sauron, forged the
Rings of Power. Sauron, in secrecy however, crafted the One Ring
to control all of the other rings of power in Middle-earth. Sauron’s
hatred of the Eldar again engulfed Middle-earth in war. In the
end, Eregion was laid waste, Celebrimbor was slain, and the realm
The peace of Middle-earth under the star light did not endure for of Rivendell was founded by Elrond along with the survivors of
all time. A dark enemy, once numbered among the Valar, began Eregion.
to sow discord. Filled with jealousy, malice, and hate he set about
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Beating back Sauron, a measure of peace was reestablished In the Eldar society there is considered no difference between
through the aid of the men living on the isle of Númenor. In time males (neri) and females (nessi). For the most part, however, there
Sauron rebuilt his power and again threatened the peace of the are certain areas that one gender seems to gravitate towards. For
Eldar. Through deception he destroyed the Númenóreans, and instance, Elven healers often tend to be females, who also drift
raising his armies of orcs again attempted to crush the last realms towards the arts of fine weaving and the making of useful objects.
of the Eldar. When war again came to Middle-earth, the Eldar and Male Elves tend to be more into the crafting of complex things,
the remnant of the Númenóreans forged the Last Alliance of Elves students of lore and the bearers of weapons.
and Men to finally defeat the Dark Lord. By their efforts, Sauron
was beaten but the One Ring of power was not destroyed, and The languages of the Eldar belong to three distinct branches.
thus Sauron was not wholly defeated. For many years Sauron While they are all based on the same original tongue, division and
would nurse his hatred, gather his power and plan his revenge. the passage of time have changed them greatly. The first and most
widely spoken is Sindarin, the tongue of the Sindar Elves that was
Though victorious, the losses to the Eldar were terrible. Many adopted by the Noldor when they returned to Middle-earth. Most
more of the surviving Eldar departed into the West for Valinor Elves speak this tongue, considered Common Elvish. The other
and greatly reduced their realms in Middle-earth. With the onset language of the Elves is Quenya, which the Noldor spoke when
of the Third Age, only a remnant of these once great realms they were in the Blessed Realm. This is the ancient and scholarly
endured. The last of the Eldar, still delighting in the natural tongue of the Elves having come out of the West. The third and
beauty of the world, slowly despaired and departed in steady final tongue is that of the Nandorin Elves; Tawaren.
groups unto the West. The histories of the Eldar have been full of
war and so they are reluctant to involve themselves in the conflicts
and troubles of the shorter-lived races. THE NOLDOR – THE HOUSE OF FINWË
O Elbereth! Gilthoniel!
We still remember, we who dwell
ECOLOGY AND SOCIETY In this far land beneath the trees,
In their physical form, the Eldar grow much slower than the Thy starlight on the Western Seas.
Second Born (men), not reaching their full physical growth until
about 50 years of age and many show evidence of further growth The Noldor are the most ordered of all the Eldar dwelling in
until their hundredth year. What the Eldar lack in physical Middle-earth and it is in their nature to construct fair realms and
growth they more than make up in their mental development. cities of great beauty. Through all their trials and tribulations, the
Within a year of their birth they have learned speech, singing, and Noldor still carry themselves with assurance and may be
dancing. Due to the curious blend of spirit (or fëa) and body (hröa) considered by others to be haughty or arrogant. The Noldor live
they come soon into full mental capabilities. This nature of the with a thirst for knowledge and understanding, and are thus
Elves also allows them to heal from grievous wounds completely susceptible to falling prey to pride or lust. The Noldor are the
and without scars. greatest craftsmen of all the Eldar, especially when it comes to
weapons and items of beauty. They are most fond of the Valar,
For the most part Elves wed in their fiftieth year and their children Aulë the Smith, and Elbereth. Noldorin religion is very informal,
come soon (in the reckoning of Elves) after. Contrary to popular and is mainly a private personal affair with personal meditation,
belief the Eldar do in a sense age. With the passage of time the and communal celebrations giving special attention to Elbereth
sorrows and grief of life saddle the spirit. Though they do not the creator of the stars, and Aulë.
exhibit the physical evidence of aging as other peoples do this
weariness of spirit is just as debilitating. Elves are not capable or
unwilling to bear children all of their lives, but only when they are DESCRIPTION
willing and when their own spirits are not so encumbered. So
Noldor Elves are by far the fairest race dwelling in Middle-earth,
precious and energy consuming is the raising of elven children
as a result of the time that they spent in the blessed realm of
that siblings are few and far apart being born only in times of
Valinor. Noldor are stronger and sturdier than other Elves. They
peace when these years can be enjoyed by both parents.
tend to be taller than other Elves, with males in the range of 6'5"
to 7', averaging 215 pounds while females average a height of
The death of Elves is very different than from men; their spirits
around 6'3", and 175 pounds. Their colouring is also dark,
leave their bodies and depart to the Halls of Mandos where after
tending to have dark hair and grey eyes for the most part, with
a time it is rehoused in flesh and reborn.
some having light golden hair and blue eyes. These lighter traits
are usually found in the houses of Fingolfin and his brother

4
Finarfin. Of all the Eldar in Middle-earth the Noldor are the best accomplish deeds of great good this is growing rarer and rarer as
craftsmen and most material-oriented, so their clothing tends to this age passes.
be rich and decorative.
Suggested Calling: Scholar, Warden.

DOMAINS The beauty of Middle-earth and its enjoyment is still a strong pull
to the spirit of the Noldorin people. Given the opportunity to sail
Lindon west they have decided to remain for a while longer in Middle-
Lindon, the Land of Singers, could no longer function as a realm earth. The pursuit of knowledge and the protection of their fading
after the great losses of The Last Alliance. Círdan, the oldest and realms are their chief external concerns.
wisest of the Sindar, became the default ruler of Lindon. The
realm currently exists only to keep the ways clear and open for Unusual Calling: Treasure Hunter
those Elves who wish to journey back to Valinor. Their apathy
towards the condition of Arnor has sundered and estranged them Seldom have the Noldor been moved to the acquisition of
somewhat from the other races in the area. treasure or items. Their delight is in the fashioning of things and
gathering of knowledge, not in the hoarding or collection of
Lindon lies in the western corner of Eriador, divided in two by items.
the Gulf of Lhûn; Forlindon in the north, and Harlindon in the
south. The Grey Havens (Mithlond) are twin cities where the two
halves join, and it is the harbor where all Elves who wish to depart
the realms of Middle-earth leave for the Undying West. CULTURAL BLESSING
- Flame of the West -
Imladris “…he was fully armed: his high helm upon his head, and at his side a
Imladris is hardly a realm, more aptly called a sanctuary. Having mighty sword.”
no armies at his disposal its lord Elrond contributes manly
through wise counsel, and the protection of those Dúnedain For many long years the Noldor made war upon the Dark Enemy,
honoring the old alliances. Rivendell lies only four miles off the and many great and fell deeds were done under the banner of the
Great East Road nestled quietly in a mountain valley. Though at High King of the Noldor. The might and light of the West is still
first it seems easy to locate in fact none may enter the valley of the manifested in the Noldor when they go to war, and their presence
Elves save with Elrond's leave. Those who try, often become lost, overshadows others.
or worse.
• When in a Forward or Open stance, a Noldo may both
The population of Rivendell numbers at less than two hundred Intimidate Foe and make an attack; this may be done even
and under Elrond's limited resources he normally forbids an if Wounded.
aggressive role against creatures of the shadow despite their
proximity. This, however, does not mean the Valley is
undefended. For the forces at Elrond's disposal are strong in arms STARTING SKILL SCORES
and Eldar skill. Common Skills
Copy the following skill ranks onto the character sheet and
underline the favoured skill:
STANDARD OF LIVING
The Elves of Eriador live in a watchful peace, and dedicate much
of their wealth to crafting and reflecting, ranking their culture as Awe 2 Inspire 1 Persuade 0
Rich.
Athletics 2 Travel 1 Stealth 1
Awareness 2 Insight 1 Search 0
NOLDO ADVENTURERS Explore 0 Healing 1 Hunting 0
With each passing year the power of the Noldor fades, and with it Song 1 Courtesy 0 Riddle 0
the Elves’ involvement in the affairs of Middle-earth. Though the Craft 3 Battle 2 Lore 3
occasional Noldo will journey out to aid the cause of Men and

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Weapon Skills Distinctive Features
Choose one of the following two Weapon skill sets, and record it (choose two Traits from those listed)
on the character sheet: Cautious, Cunning, Elusive, Fair-spoken, Lordly, Proud,
1) (Spears) 2, Sword 1, Dagger 1 Quick of Hearing, Secretive
2) Sword 2, Spear 1, Bow 1
3 – Relentless Foe
“…for the sorrow and the strife in the house of Finwë is graven in the
SPECIALTIES memory of the Noldorin Elves.”
Choose two Traits from:
Elven-lore, Herb-Lore, Region- Lore, Story-telling, Smith- Weariness and sorrow weighs on many an Elf when such great
craft, Woodwright losses lie in the past. But long is elven memory, and into the deeps
of time of that memory stretches a bright dawn that has ever been
a solace to the Exiles who walked abroad. Though the days
lengthen, and evening draws nigh for the Eldar, the memory of
BACKGROUNDS loss drives you to hunt the Shadow in all its forms
1 – Wandering Company
“Journey light: but bring your swords!” Basic Attributes: Body 5, Heart 3, Wits 6

You have traveled across the lands of Middle-earth escorting your Favoured Skill: Stealth
kin from sanctuary to sanctuary, as well as guarding those who
would take to the Havens and depart into the West. Your travels Distinctive Features
have allowed you to see the many beauties of Middle-earth and (choose two Traits from those listed)
resist the calling of the West. The time has not yet come for the Determined, Fierce, Hardened, Keen-eyed, Proud,
Noldor to surrender Middle-earth. Secretive, Vengeful, Wrathful

Basic Attributes: Body 5, Heart 3, Wits 6 4 – Legacy of the Noldor


“He was tall, and fair of face, and masterful, his eyes piercingly bright…”
Favoured Skill: Travel
In your veins runs the blood of great heroes and Lords of the First
Distinctive Features
Age, who in ages past chose to return to Middle-earth with Fëanor.
(choose two Traits from those listed) Your sires sought refuge and peace from their wounds in the West
Bold, Determined, Fair, Fierce, Just, Keen-eyed, Lordly,
after the War of Wrath. But, to you has fallen their charge. You
True-hearted
bear their memory of the First and Second Ages and the hard-
earned lore gained from fighting the Shadow through the Ages.
2 – Emissary of the Wise You serve so that this mighty inheritance is not lost to those that
“…a master of words, and his tongue had great power over hearts when remain to fight against the Shadow.
he would use it…”
Basic Attributes: Body 4, Heart 4, Wits 6
The Elven Lords and Ladies that still dwell in Middle-earth
seldom concern themselves with outsiders and rarely offer advice. Favoured Skill: Inspire
The old bonds with the Dunédain are not forgotten, and the
friendships of old are not completely sundered. You are on Distinctive Features
occasion sent to the courts and realms of others in order to (choose two Traits from those listed)
provide assistance to old allies, and collect information for your Cautious, Determined, Fair-Spoken, Honourable, Just,
Lord. Lordly, Wary, Willful

Basic Attributes: Body 5, Heart 4, Wits 5


5 – Hands of the Healer
Favoured Skill: Courtesy “When the black breath blows and death’s shadow grows and all lights
pass, come athelas!”

6
The war against the eternal enemy has produced many hurts and Elvish Dreams
wounds of body and soul. The lore and healing skill of the Elves “...he could sleep, if sleep it could be called by Men, resting his mind in
is preserved and has been passed down to you. While others the strange paths of elvish dreams, even as he walked open-eyed in the light
around you dedicate their time to the crafting of objects or the of this world.”
lore of the past, you have dedicated yourself to the curing of body
and spirit against the malignant effects of the Dark Enemy. You have learnt to recover from your exertions while engaging in
a repetitive task, like walking, or rowing in a boat.
Basic Attributes: Body 4, Heart 7, Wits 3
At the end of a day of activity, you recover a number of Endurance
Favoured Skill: Healing points equal to your Wisdom rank. If you then take a prolonged
rest, you recover normally.
Distinctive Features
(choose two Traits from those listed) Devoted to Aulë
Fair, Forthright, Merciful, Patient, Steadfast, Swift, True-
“For the less even as for the greater there is some deed that he may
hearted
accomplish but once only; and in that deed his heart shall rest.”

6 – Keeper of Lore The Noldor Elves have long been devoted to Aulë the Smith. They
“… neither old nor young, though in it was written the memory of many delight in the crafting of objects and treasures that would be
things both glad and sorrowful.” considered magical to other peoples.

You have studied long and hard to retain the collected wisdom of Noldo characters may make a Craft check at TN 20, and spend
the Elves. A constant presence in the libraries and halls of your one Valour Point and one Treasure point to add an additional
kin your knowledge is deep and broad concerning many things. quality to an item, increasing the maximum improvements of this
While other Elves delight in the work of their hands, you find item to four. Additional Treasure points may be used to decrease
wisdom and lore a delight of their own. the TN of the Craft check by -2, to a maximum of -6.

Basic Attributes: Body 5, Heart 2, Wits 7 Hands of the Healer


“He searched the wound…with his fingers, and his face grew graver, as if
Favoured Skill: Lore
what he learned disquieted him.”
Distinctive Features The legendary healing knowledge of the Elves has not yet passed
(choose two Traits from those listed) completely passed into the Undying West. The Elves know that
Clever, Cunning, Fair-spoken, Lordly, Patient, Proud, the healing of the body must be accompanied by the healing and
Quick of Hearing, Secretive restoration of the spirit as well. To accomplish this, the Elves use
both herbal and physical means to heal the body, as well as song
to heal the spirit.
CULTURAL VIRTUES
Foe to the Shadow When making healing checks Elvish healers can add half of their
‘Yes, you saw him for a moment as he is on the other side: one of the Song skill rounded down to their Heal skill. Additionally, Noldor
mighty of the Firstborn. He is an Elf-lord of a house of princes.” Elves may use their Song skill (TN16) to restore 1d4 points of
travel fatigue to their companions once for each week of travel
The Noldor have since the First Age fought the servants of the even if not in a sanctuary.
enemy. The ages of Arda that have passed have done little to
quench the fires in the hearts of the Noldor. Their great spirit Wrath of Fingolfin
attracts the attention of their foes and they wish to ever press the “Then the hearts of the Noldor grew hot, and their captains wished to
attack against their ancient enemies. assail their foes upon the plain…”

When in the Forward or Open stance, a Noldo Elf can spend 1 Through three Ages of Arda, the Noldor have made war against
Hope to take the attack of any opponent directed at a comrade as the servants of the shadow. In that time, the Noldor have learned
if they were in the Defensive stance. through experience, the tales of the great heroes of old, and the

7
knowledge that death is not an ending to challenge all foes of the Hauberk of Beleriand
Dark Enemy. “The silver corselet shimmered before his eyes like the light upon a rippling
sea. Carefully he took it off and held it up, and the gems on it glittered
When confronted by adversaries a Noldo Elf may ignore the like stars…”
effects of Fear. Additionally, they always test at maximum TN 16
on Terror checks no matter the creatures stated difficulty. The skill of crafting armour from the wars of the First Age is not
entirely lost among the Noldor. Steel rings they still forge, almost
the equal of the armour they made in their youth in the fair lands
CULTURAL REWARDS of Beleriand.
The Noldor in their long time in Middle-earth have crafted a great
many things of beauty and elegance, their history however has not This mail reflects the spirit of the wearer when presented to friend
allowed them to neglect the gear of war in exhibiting their and foe. This armour grants the wearer a bonus modifier of +1 for
craftsmanship. each skill point they have in Awe to any Awe, Inspire, and
Persuade rolls whilst wearing the armour prominently displayed.
Sword of Gondolin The armour also provides a reroll of the Feat die, keeping the
highest roll.
“The drawing of the swords of the Noldor was like a fire in a field of reeds;
and so fell and swift was their onset…”
Spear of Hithlum
Crafted in the Halls of Turgon this ancient blade has faced the “…and all the host of Hithlum leapt forth from the hills in sudden
minions of the Dark Enemy in many wars and battles. onslaught.”

This blade glows with a pale blue light when in the proximity of The warriors of the Noldor fought equally well with sword and
Orcs and Trolls. The power of the light is dependent on the spear, and the Marches of Beleriand were defended with long and
proximity of the creatures and glows with the strength of a torch finely wrought spears.
at its brightest. If a Great or Extraordinary success is rolled against
these creatures you automatically inflict a Piercing blow. If you roll an Extraordinary success this spear causes a Piercing
blow. Additionally, per turn, it will deny any one adversary from
making a Great Leap to attack a companion behind the wielder.

WEAPON DAMAGE EDGE INJURY ENC GROUP NOTES


Spear, Hithlum Extraordinary success causes a Piercing wound.
One adversary per turn that attempts a Great Leap
5 9 14 2 Spears
may be intercepted by a successful attack roll with
this spear.

18
Glows with a pale blue light near Orcs and Trolls.
6(1H) / (1H)
Sword, Gondolin 9 2 Swords A great or extraordinary success automatically
8 (2H) 20
inflict a Piercing blow on these creatures.
(2H)

ARMOUR ENCUMBRANCE PROTECTION TYPE NOTES

Bonus modifier of +1 for each skill point they have in Awe to


Mail hauberk
16 5d Mail armour any Awe, Inspire, and Persuade rolls whilst wearing the
of Beleriand
armour. Reroll Feat die and keep highest.

8
IT’S ALL OPTIONAL
FEAR: WEAPON OF THE ENEMY by Doug ‘tomcat’ Joos and James R. Brown

“A great king and sorcerer he was of old, and now he wields a deadly fear.”
— Gandalf the Gray, The Fellowship of the Ring

Of all the great weapons that were brought to bear upon the Free Folk of Middle-earth, none was more powerful than the deadly fear that
was wielded by the most powerful of the Enemy’s servants. The cry of the Nazgûl debilitated warriors and commoner, alike, and only the
strongest of Men could stand before them. The foulness of the Barrow-wights froze the heart, and the terror of the Balrog unmanned even
the allies of Sauron.

It is easy to see within the epic tales of Middle-earth that fear is a key component, and so, too, should it be within the game system meant
to emulate the story.

WHAT WE KNOW
In The One Ring™ roleplaying game (referred to as TOR throughout determined time period, or until the source of the Fear is
the remainder of this article), the creators have done a masterful job removed.
at creating a system that captures the ‘feel’ of Middle-earth.
Though it is fantasy filled with dragons, trolls, and demons, it is Save for the Daunted function above, there is no other mechanic
not the high-fantasy of other games systems and it demands a for the character’s behavior. The player may make actions for his
proper balance of mechanics to maintain the feeling of playing in character throughout the Daunted term, only being hampered in
the Professor’s creation. the use of Hope. As we know from the books, Fear had greater
effects upon the characters – freezing them in place, cleaving their
Shadow and Hope are key mechanical elements in the game that tongues to the roofs of their mouths, and totally unmanning them
keep measure of a character’s spirit. The decline of Hope and the in the face of the terror.
emergence of Misery are excellent starting points to look at a re-
tooling of the mechanic of Fear. When a character becomes It is these elements that we want to bring into the game. Leaving
Miserable, they have the chance of falling further into despair and the primary mechanic as it is, but adding to it so that players and
madness, and from there to degeneration and corruption. These Loremaster have more to use. Also, like corruption and
mechanics work brilliantly, showing the potential effects on a degeneration, we want to introduce a similar element that
character who faces the power of the Enemy. emulates a character’s slow decline into cravenness.

With the existing rules for Fear, we have the function Daunted.
Mechanically, it can be a powerful element, hampering the THE EFFECTS OF FEAR
player’s ability to use Hope, and thus achieve successful rolls on When a player has to make a Valour test to overcome Fear, there
the dice. But to many players, it is very simple and makes feeble are now more detrimental effects then just being Daunted. I
this most powerful weapon of the Enemy. When a character is purposely left the primary game mechanic as the majority effect,
exposed to a powerful monster or enemy, one that is gifted with as it is powerful by itself, but have included more challenges based
the traits Strike Fear, or Thing of Terror, they must make a Fear on the degree of failure.
test. The character attribute Valour is used to conduct this test
against the target number (TN) assigned to that particular enemy. Degree of Failure is how much less the dice result was compared
On a success – sometimes great or extraordinary successes are to the Target Number.
required – the character overcomes the fear that tried to take hold.
On a failure, the character is now Daunted, which eliminates their Esgalwen is required to make a Fear test. She rolls the Feat die along with
ability to use Hope. The character remains Daunted for a pre- three success dice - determined by her Valour rank. The target number is

9
16, but the result is an and a 1, 3, and 2. She has failed the roll Like corruption, a character can decline through a slow
with a 6 result, which is 10 lower than her needed target. progression of fear and terror, until at last they are too afraid to
work outside their phobic state. This new element is given for
Now when a player fails their Valour test, they must apply the Loremasters who want to add more to the power of Fear. We
additional effect based on the results of their failure, on the present two new game mechanics – Panic and Dread. Both are
following table. Consequences of Fear.

Degree of CONSEQUENCES OF FEAR


Effect
Failure Adventurers who dare to challenge the terror of the Shadow face
1 – 5 below TN Daunted only the risk of being overcome with fear. In gaming terms, a hero must
The character is unsure and be careful when they make any actions while Daunted.
hesitates in his actions. Along with
being daunted, he must spend his
6 below TN
next round doing nothing. He
does not get his Parry rating in BOUTS OF PANIC
defense. Any Daunted character that rolls an on the Feat Die suffers
7 below TN The character is nervous and trips a bout of panic.
or fumbles at their actions. Along
with being Daunted, she loses one When this happens, the player relinquishes control of his
of her action dice in any action in character to the Loremaster for a short period of time. The
the next round. Loremaster plays out the crisis, making the character do
The character is Daunted, but also something he will later regret. Here are some examples of the
8 below TN temporarily Weary while the consequences of a bout of panic:
source of the Fear persists.
The character is Daunted, but also • Unsure – the character is hesitant in any decision, whether it
9 below TN loses a number of END equal to is to run, attack, defend. Even decisions in conversation are
2x their current Shadow score. not easily made, and the character might stutter and stammer
The character is Daunted, but also on his replies.
is struck dumb and may no longer
speak. They may not perform any • Petrified – the character is scared stiff and unable to make any
special combat actions that require action for their benefit, or the benefit of others. They cower
10 below TN into a corner and cover their heads, all the while physically
communication of any kind.
While she fumbles to speak, their shaking.
weapon and shield fall from their
grip. • Berserk – the character goes blank in her terror and can no
The character is Daunted, but they longer tell friend from enemy. She lashes out with words or
also gain 1 Shadow point and are weapons and harms anything that might confront her, as best
frozen in place, unable to perform she can.
11+ below TN any action for a number of rounds
equal to 2x his current Shadow • Unmanned – the character takes flight from his fear. No word
score. He does not get his Parry or action can cause them to remain, and they will run until
rating in defense. winded and unable to go further. They could become lost, or
harm themselves in some other hazard.

If at all possible, the Loremaster should ground the consequences


A PITIFUL DECLINE… of a bout of panic either on the reason requiring the roll that
Corruption is a strong element of Tolkien’s stories. We see it in triggered the crisis, on the character’s Shadow weakness, or on one
Saruman and Wormtongue – great men at one time who were of his Flaws (see Dread below). More often than not, the crisis
corrupted by their desires. Even the highest powers are corrupted provokes a freeze, a fight - an aggression of some type, verbal or
and fall from grace. physical, upon the most likely and available target (a character’s
Fellowship focus might often qualify), or a flight. The Loremaster
10
should pick the most appropriate pretext and build the episode fails and is taken by dread he develops the first Flaw on the list,
upon it. then the second, and so on. Each Flaw is marked on their
character sheet.
Usually, a bout of panic is resolved right after the character got
the result, but the Loremaster can choose to postpone the A flawed adventurer has not lost the possibility of being a hero.
reaction, letting the player keep control of his character, only to Many of the characters described in the books display the
snatch it from him at a later, more appropriate moment. (the influence of the Shadow to some measure. In most cases, they
Loremaster might choose to do so especially when the roll that could keep their weaknesses in check, avoiding terror’s direst
provoked the bout of panic wasn’t dramatically relevant). consequences.

When a bout of panic finally passes, the character regains control Invoking Flaws
of himself and sees his mind finally cleared of the tangle of fear Using rules similar to those governing the use of Traits, the
and dread he fell into before facing the crisis. Unfortunately, a Loremaster may invoke a character’s Flaw whenever it would have
portion of that dread remains. a negative effect on the situation at hand.

In other words, it must be reasonably plausible that the character


would have fared better if he didn’t possess the negative feature
depicted by the Flaw.

The Loremaster may invoke a flaw to apply a Feat Re-roll or a


Failure Aggravation. Usually, the Loremaster cannot apply the
effects of the same Flaw more than once during the same scene,
and certainly not to the same action.

Feat Re-roll
When a player is attempting an action using one of his common
skills, he may suffer from a Flaw and produce a poorer result.

If the Loremaster rules that a Flaw is affecting the performance of


a hero, the acting player must roll the Feat die twice, and keep the
lowest result.

If a hero was already entitled by a special ability to roll the Feat


die twice and keep the best result, then the Flaw neutralizes the
ability and lets him roll the Feat die just once.

Failure Aggravation
When a hero fails at an action, a Flaw may dramatically worsen its
already negative outcome.
DREAD
If the consequences of a failed roll may be affected by a Flaw
Any Daunted hero that suffers a bout of panic also develops a
possessed by a hero, the Loremaster can severely aggravate the
Flaw, a negative Distinctive Feature. Like the degenerative effects
outcome of the action, turning it into a truly catastrophic effort.
of corruption, there are negative traits for dread. Unlike
corruption, there are only four and all characters who suffer
escalate up the same list.
POISON OF FEAR
A Dread weakness represents an individual’s main inner fear; Fear, once leeched into a man’s heart, is like a poison and over
their susceptibility to a certain kind of terror and weakness. This time it can deteriorate all strength of will he possessed.
vulnerability is exploited by the corrupting power of the Shadow,
gradually reducing the hero’s belief in himself. The list presents
four Flaws in order of increasing seriousness: the first time a hero

11
Nervousness the stream; the woods teem with spiders and the thought
Hands twitch, fingers pick incessantly, eyes glance back and forth. debilitates her.
The onset of Fear flaws starts here with a character always looking
over his shoulder. Wondering if others are speaking ill-words Craven
about him. Unable to make a strong presence or exude confidence A Craven hero cares only for his own safety under any
to those around them. circumstances, and will go to any length to save himself when a
threat arises. This is the end of the adventurous spirit.

SUCCUMBING TO THE SHADOW


Like corruption, when a hero has developed the full complement
of four Flaws related to fear, he is in risk of totally succumbing to
the Shadow.

A hero already displaying four Flaws who suffers yet another bout
of madness is hopelessly lost and is taken out of play.

What happens to a character that falls under the Shadow is up to


the Loremaster, who might find a way to incorporate the fallen
hero’s destiny into the plot of the ongoing story. Generally
speaking, a character that succumbs is likely to disappear quickly
from the game, probably as a consequence of one of the following
events:
Untrusting
After the nervousness has settled in, next comes the distrust of • Return to Valinor. When the burden of the Shadow
neighbors, friends, and even family. An untrusting person finds it overpowers an Elf, he will seek to leave Middle-earth as soon
difficult to do business, to join a company of adventurers, or to as possible, to sail for the Uttermost West and be healed of
rule a steading. The lack of trust he shows is soon reflected in the sadness and misery of this world.
those around him.
• Madness. When a Man, a Hobbit or a Dwarf falls under the
Phobic Shadow, he succumbs to madness. More often than not, this
Nightmares haunt the mind. Terrible creatures come out of the will result sooner or later in the death of the hero as the
shadows of imagination. The things that might have been a madman kills himself, threatens others to the extent that he
passing bother are now full-fledged phobias that can hinder the must be killed or starves to death in some solitary place,
hero in every way. She will not enter the dark; she will not swim forsaken by men and animals.

END NOTE
After reading this new house rule for Fear, some will realize that the paragraphs in the section for Dread mirror, if not replicate the rules
as stated in the book. This is not meant to plagiarize – more so, it is intentional due to the similarity in the two functions of degeneration.

12
JOURNEY RULES - REVISITED by Mauricio “Yepesnopes” Pelligrino

“This is no treasure-hunt, no there-and-back journey. I am flying from deadly peril into deadly peril.’
— Frodo Baggins, The Fellowship of the Ring

The goal of this house rule is to reduce the number of fatigue tests, especially those for long journeys, and at the same time have more
control on the occurrence of hazards. Note that per the rules as written, some journeys just become a rolling dice fest with 7+ fatigue tests.
In my experience, this situation breaks the adventure immersion for the players.

RULES AS WRITTEN 1. Fatigue Tests: Only 1 Fatigue test will be rolled per journey
Before we can understand the changes that are made, let us look leg.
at the standard rules.
2. Fatigue Gain: Fatigue Gain of a given journey leg equals
1. Set the Route: The route the players will take is decided, by Gear load plus Journey’s leg peril rating
them, and then it is the Loremaster that determines the
needed rolls. She takes the chosen route and traces it over 3. Gear Load: Gear load is equal to 3 for winter and autumn
the Loremaster Map to see how many hexes the player travel, and 2 during the spring and summer.
characters will cross. The last hex is a part of the count, but
the first is not. Each hex is a 10-mile distance. Journeys can 4. Peril Rating: Peril Rating is the number of days it takes to
be broken up into multiple legs, if the Loremaster wishes to travel the journey, or leg of that journey (calculated per the
make the computations easier, or to make the journey a rules as written), divided by the seasonal fatigue test
greater part of the narrative and game play. frequency (table found on page 158 of the revised Core
Book, or page 34 in the Loremaster’s Guide). Notice, this
2. Determine the Distance: The terrain in each hex is then number is nothing else than the number of Fatigue tests you
considered – using the predominant terrain type in all hexes would do for that journey, or leg of that journey, per the
- and the appropriate modifier is then multiplied by the rules as written.
distance. This essentially changes the “as the crow flies”
mileage into the distance on foot. 5. Travel Roll success: Each success on a travel roll reduces the
Fatigue Gain by the Gear Load, or by the Gear Load +1 if
3. Speed: The company’s method of travel – on foot, on the company has enough ponies, boats, or other means of
horseback, or in a boat. Daily travel speeds divide into the similar transport.
total number of miles that tells the number of days the travel
will take. 6. Hazards: The number of Hazards are determined in the
chart below:
4. Fatigue and Hazards: Lastly, the mechanics for the potential
Journey’s Leg Peril
hazards along the way and how tiring the trek will be. Number of Hazards
Rating
Now with our system outlined, the changes with this house rule 1–3 1d3-1
can be more easily compared. The goal, once more, is to reduce
the number of dice rolls and to have better control of hazards. 4–7 1d3

8 - 11 1d3+1
AN EASIER WAY 12 - 15 1d3+2
Let me first say, the rules stated above will still be completed
through step 3. The changes occur when the players roll for 16+ 1d3+3
fatigue.

13
7. Add 1 hazard for each rolled during the fatigue tests 12. Virtues and Rewards: Some virtues of the different cultures
resolution for that leg of the journey. present in the game interact with the Journey rules. I include
some thought on them as how to be used with these house
8. Convert one hazard into a “positive” encounter for each rules.
rolled during the fatigue tests resolution for that leg of the
journey. If there are no hazards for the journey’s leg, create Twice-baked honey cakes: I have always found this virtue very
overpowered. Interestingly, the changes brought by this
a positive encounter for each rolled instead.
journey house rules have fixed (to my taste) the issue of
Twice-baked honey cakes making journeys trivial, as per the
9. Distributing Fatigue: Once you have determined how
rules. Therefore, my suggestion is to leave this virtue
much fatigue each companion will gain from travelling a
unchanged.
given leg of the journey, I recommend to evenly distribute
the points gained over the course of the days as the
characters travel. Alternatively, you may see fit to give them Merchant Prince – Porter: I would suggest leaving this virtue
as blocks of fatigue as the company passes by some particular unchanged.
places on the journey.
Endurance of the Ranger: I would suggest that a great or
For example, a character travelling for 12 days along some marshes extraordinary success reduces the fatigue gain of the ranger
gains 6 points of fatigue due to his fatigue test. The LM decides to (according to these rules) AND let another companion who
give the character 1 point of fatigue every two days. On the next failed his own roll to pass the test, or two companions on an
journey’s leg, the same character travels along some woods, and extraordinary success. Alternatively, a more powerful and
while doing so, the company has to climb some hills. The character versatile version of it would be that a great (or extraordinary)
rolls his fatigue test and gains 4 fatigue points over the 8 days of success allows to upgrade by one the fatigue test of one (or
this journey leg. The LM decides that crossing the hills will account two) companion(s). A failure becomes a success, a success
for two fatigue points, and he will distribute the other two evenly becomes a great success etc.
over the 8 days.
Ironfoot Hauberk: I would suggest leaving this virtue
This mainly allows the Loremaster to have some control on unchanged.
the player character’s fatigue score at the moment they will
face an encounter during the journey, (i.e. as a result of a Traveler’s blessing: I have not tested this virtue, but I suspect
hazard). Of course, it is totally not necessary, you can give all It may need a boost. An idea would be adding an extra die
the fatigue points gained at any point of the journey. to the fatigue test (to a maximum of 6) instead of the flat
Wisdom score bonus.
10. Positive Encounters: The rules, as they are written, only
envision hazards for the companions to face along the way. Over dangerous leagues: I have not tested this virtue, but I
I have experienced that dropping some encounters, here suspect it may need a reworking. An idea would be
and there, which are of a positive nature for the characters “…Additionally, when you are on a Journey, if you obtain a
brings a lot of fun to the game, even if they have no impact great or extraordinary success on a Fatigue test, you may
on the mechanics. spend a point of Hope to reduce the fatigue gain to zero.”

An example of a positive encounter could be the Stairs of


Girion in the Marshbell scenario. Of course, a Loremaster
could introduce a positive mechanical impact, as well, such
as recovering endurance, fatigue, hope, removing weary,
miserable, etc.

11. Traits usage: A trait like Hardy or Mountaineering (if


journeying along the mountains), etc. can be invoked at
each journey leg to obtain a simple success, as per the TOR
rules.

14
AN EXAMPLE OF TRAVEL…
Let’s put it all together.

An example of a Journey from Esgaroth to the west entrance of the old Forest Road in the Spring.

First leg of the Journey --> The long marshes (Shadowlands TN = 18)

On foot
80 miles across Hard terrain --> Takes 8 days

Fatigue gain based on test results


Peril Gear
Season Great Extraordinary Hazards
rating Load Failure Success
success success
Winter 6 3 0 0
3 3 1d3-1
(with ponies) 6 2 0 0
Spring 4 2 0 0
2 2 1d3-1
(with ponies) 4 1 0 0
Summer 4 2 0 0
2 2 1d3-1
(with ponies) 4 1 0 0
Autumn 5 2 0 0
2 3 1d3-1
(with ponies) 5 1 0 0

15
On boats
80 miles across Easy terrain --> Takes 4 days

Fatigue gain based on test results


Peril Gear
Season Great Extraordinary Hazards
rating Load Failure Success
success success
Winter 2 3 4 0 0 0 1d3-1

Spring 1 2 3 0 0 0 1d3-1

Summer 1 2 3 0 0 0 1d3-1

Autumn 1 3 4 0 0 0 1d3-1

Second leg of the Journey --> Along the Old Forest Road (mainly Dark lands TN = 20)

On foot
210 miles (140 across Daunting terrain and 70 across Severe terrain) --> Takes 45.5 days

Fatigue gain based on test results


Peril Gear
Season Great Extraordinary Hazards
rating Load Failure Success
success success
Winter 19 16 13 10
16 3 1d3+3
(with ponies) 19 15 11 7
Spring 12 10 8 6
10 2 1d3+1
(with ponies) 12 9 6 3
Summer 10 8 6 4
8 2 1d3+1
(with ponies) 10 7 4 1
Autumn 15 12 9 6
12 3 1d3+2
(with ponies) 15 11 7 3

16
THE ROAD GOES EVER ON…
THE MINSTREL’S LAMENT by Doug “tomcat” Joos

After the destruction of Morgoth, the last two Silmarils were recovered from his Crown. By this time, only Maedhros and Maglor remained
of Fëanor’s sons, and Maglor came close to repenting the Oath. Wearily, he accompanied his brother in the theft of the Silmarils, but their
evil deeds in recovering them meant that the holy Jewels burned their skin. Maedhros in despair leapt into a fiery fissure, and Maglor, the
last of the Sons of Fëanor to survive, cast his Silmaril into the Sea. Legend says that he still wanders the shores of the World, singing
laments for his despair and regret. — The Silmarillion

INTRODUCTION
“The Minstrel’s Lament” is an adventure for use with The One into rocks where none could be seen prior, and now a local
Ring Roleplaying Game by Cubicle 7, recommended for the Fourth captain of considerable wealth has gone missing.
Age during the rebuilding of old Arnor, but could be set prior.
“The Minstrel’s Lament” is suitable for a company of 4-5 Rumours of a singing cave at the prominence of the coastline
characters of moderate experience and up. The adventure have been part of the town’s history for years. It is also the
requires a Scholar in the party, or one that the player characters location of a dangerous torrent of ocean and passing ships have
have access to. been lost.

Loremasters will require the use of the revised The One Ring Core The folk of the town have raised a reward to pay to any captain
Rule Book (or the Slip Case books), and may find useful Rivendell, or adventurer who is willing to solve the mystery of the cave and
Journeys and Maps, Adventurer’s Companion, and Bree. The primary to bring back the missing captain – or at least determine his fate.
need for the latter books would be for reference material, or if
the Loremaster would like to expand the adventure beyond what What the heroes do not know is that they will start down a trail
is written here. that will take them leagues further north and three ages into the
past.
The adventure takes place off the coast of Forlindon where a
small town of Men, called Lond Aer, has been established in the
years after the Return of the King and the establishment of his
rule in old Arnor. The realm of Lindon to the south is now quiet
ADVENTURE HOOKS
and lonely since the Elves have left Middle-earth. Living close to The Loremaster may use the following suggested hooks to bring
the former Elven-realm has made these folks more at ease with the characters into the story or may feel free to create her own.
the unexplainable, but still, things have become very strange –
the town plagued by eerie visitors and bizarre creatures. Whether • A Scholar has been on a quest to find any trace or evidence
it is the wailing fogs, the ethereal visions, or the Singing Cave - of Maglor the Minstrel, last son of Fëanor, and if he still lives
the townsfolk would like some answers to their problems. Folk in Middle-earth. Having heard of the odd events that have
have gone missing. plagued Lond Aer, the Scholar has made his way to the town
to investigate.
Players that plan to take part in this adventure should not read
any further. • The adventurers have heard about the reward being offered
by the folk of Lond Aer and have come to see if they can
find the lost captain and win the bounty.
ADVENTURE SYNOPSIS
• Curiosity from the rumours spread by mariners plying the
A series of events have been plaguing the small, seaside hamlet
ocean trade routes have brought the party of adventurers in
of Lond Aer [S. Sea Haven] from strange fogs coming in off the
search of treasures and fame.
ocean with a far-off singing voice to captains steering their ships

17
• The strange apparitions and haunting voices have terrorized LOND AER
the town and brought life to a standstill. Fishermen will not The town of Lond Aer is where the story will begin (unless the
venture out on the ocean to bring in their catch and Loremaster derives her own hook) and may act as a base of
businesses have had to close their doors. The townsfolk operation for the characters to garner supplies, or to rest and
decide that something must be done or the hamlet will heal. The following is a brief description of the town and some
perish. A plea is made to local warriors to solve the mystery of its inhabitants, but a Loremaster is free to make any changes
of the haunting. necessary for her story. There are quite a few resources that can
be used within any of the realm books published by Cubicle 7.
A brief history…
Lond Aer is a depressed fishing town, yet it is a safe anchorage
During the Years of the Trees, when the Noldor still lived for many of the ships that now ply the northern seas. The folk
within the holy realm of Valinor, Fëanor created the Silmarils. are of Middle-man stock and rustic in their ways. The Loremaster
They were his most cherished creations and he kept them may use folk of Bree or Dunlendings from the Horse-lords of Rohan
guarded from all, including the Valar. sourcebook.

But Melkor desired the brilliant stones and plotted against the The town has a few conveniences for the sailors that may
Elves and the Valar, disseminating lies to drive a rift between occasion here. There is a tavern called the Red Pelican; a discreet
the peoples. With the aid of Ungoliant, the Dark Lord made brothel; a talented shipwright; and a few craftsmen that tailor
his move – the giant spider destroyed the Two Trees darkening fishing supplies, sails, barrels, glass, and woodworks.
the land and allowing Melkor to steal within Fëanor’s vaults
and take the stones, along with other precious treasures. This A town map is provided, but it is left to the Loremaster to pre-
done, the two clothed themselves in utter darkness and fled seed the town with any NPC’s and businesses that they want to
from the holy realm. stand out for when the characters interact. The longer the
Loremaster uses the town to give out rumors and lies, the more
Fëanor, along with his seven sons, made a terrible Oath to hunt intriguing the story may be.
down Melkor, re-named Morgoth Bauglir by the master
craftsman, and take back what was theirs. Many of their kin 1. Hall: The Hall of Lond Aer is seated at the top of the
followed them as they marched from Valinor back to Middle- prominence on which the two sits.
earth and commenced an Age-long war.
2. Palisade: The town of Lond Aer is surrounded by a wooden
Now Maglor was the second-born son of Fëanor and he was palisade that is 10’ in height. The town has hired some of
considered one of the greatest minstrels to ever be heard in all its folk to act as wardens in defense of the community.
the realm of Arda. It is said he inherited the more gentler spirit
of his mother and could have taken a different path and 3. Market: The market is a gathering place of merchants and
repented of his Oath, but it was not to be. where the daily catch is brought in for sale. Travelers from
as far as the Shire and Bree have made their way to the town,
In the end, Morgoth was toppled and the last two stones desiring the fresh catch. It is here, too, that travelers will find
retrieved. Driven by their Oath, Maedhros and Maglor once the Red Pelican Inn and tavern, along with other businesses
again spilt the blood of their kin and took the treasures in the of less redeemable value.
night. Unfortunately, the two found that the radiance of the
stones burnt their flesh and caused them madness. Maedhros 4. Docks: a series of wooden piers stretch out into the bay and
hurled himself over a chasm and plummeted deep into the ships of varied sizes make anchorage. On a good day, some
earth with his Silmaril, while Maglor hurled his into the sea. might see the banners of Gondor fluttering in the ocean
breeze.
It is said the last surviving son of Fëanor still walks along the
northern shoreline where the ocean had drowned the land that 5. Residence: The standard residence within the town.
once was his, singing laments for his despair and regret.
There is one NPC that will be recognized from Lond Aer and
that is the lost captain in Hook #2. He will be described in a later
scene.

18
19
The greatest obstacle that the characters will need to overcome If the Introduction was a success, the encounter moves to the
within Lond Aer is trust - the people that inhabit the desolate Interaction stage. The skills useful in this stage are Insight,
lands of old Arnor are not known to be open with strangers. The Inspire, Persuade, or Riddle. The Loremaster will set the
following provides the Loremaster with encounter situations for Tolerance based on the situation and who the players are
when the players wish to try and inquire about the goings on in meeting. The tests will be standard TN 14 and will continue until
the area. the players gather all the information they want, or the Tolerance
has been overcome. The following table gives the Loremaster an
idea of what level of detailed information that should be
TRUST revealed. Understand, the information revealed should also be
If the Loremaster has made one of the characters a local, then relative to the person giving it – meaning, the local drunkard
the following encounter is unnecessary. If not, due to the strange might know a bunch of tall-tales, where a dockmaster will know
happenings and recent events, the characters will need to which ships have been missing.
overcome the distrust shown to most newcomers that visit from
far away – especially those that are not regulars.
Table 2: Responses
There is no particular person that the characters must meet,
Average
though the rules for the encounter will apply to all. It is just a
Successful Responses
matter of anyone they meet and want to gain information from,
Rolls
or a service, will have to be placated.
Curt and short (i.e. It is a strange fog… drifts in,
1
drifts out.)
The two stages of encounters may not be necessary for every
Simple and guarded, short answers containing
person the characters meet – some might just need the
Introduction. The Loremaster can also assume that as the little detail (i.e. It is a strange fog… always seems
2-3
companions succeed in their meetings that news will spread to roll in this time of day. Sends us folk runnin’ to
through town and they will become accepted. Before any our homes.)
Introduction is started, all players may make a roll of Insight to Detailed and open answers (i.e. This fog began
gain bonus Success dice. some years ago and it has been a nuisance ever
4-6 since. We’ve lost folk out on the water and the
Tests for Introductions will be standard to those listed in the rocks… wait until you start to hear the singing!
rules – Awe, Courtesy, and Riddle. The base TN for the any test You’ll wish you’d passed this town by.)
is 14, but the Loremaster will need to add any applicable The inquirer receives any information that
modifiers from the table below: can be possibly gleaned (i.e. Rumor has it that a
7+
cave sits just north of here and the songs emanate
from within.)
Table 1: Test Modifiers
Character(s) demonstrate evidence of sincerity / do
-2 / +2
not demonstrate evidence of sincerity
Character(s) are in positions of authority or part of
-4 / +4 well-known / suspicious groups or organizations
(i.e. a captain, noble, or ranger)

A Loremaster is certainly allowed to ignore Table 1 above and


use the standard and additional modifiers listed in the Core
Rules (page 188-189). Any success on the test means that
townsfolk will accept the individual, or spokesman, and allow
the encounter to continue. A failure means they quickly move
away, or dismiss the characters from their home, business, or
hall.

20
STRANGE HAPPENINGS (MAGLOR’S EFFECT) The Loremaster may use the Random Effects table above at any
Unbeknownst to the folk that live around the area that once was time, in varying degrees of difficulty, and as often as she would
known as Maglor’s Gap prior to the cataclysm of the First Age, like to determine an effect. The further north the players go
as well as to Maglor himself, is that the Noldor’s pain has caused towards Maglor’s Gap, the more often these random effects will
an ill-effect. The songs and dirges he had sang over the many occur.
years of his wanderings, and the power that he had put forth has
left a permanent impression, if not a memory, upon the land. Despair and Joy
Fogs rise at strange times and the sound of sobbing can be heard; The Loremaster will use the Fear rules (Daunted) from the Core
the wind blows and laughter dances throughout. Many of the Rule book, or may add the new house rules presented in this
folk of Lond Aer speak of seeing phantoms and ghosts walking issue, to challenge the characters with despair effects. They could
about, and many fine captains speak of even stranger happenings also be made temporarily Weary due to being overcome with
on the sea. The area has lost quite a few of her vessels in these feelings of utter loss. The idea could be reversed, but using the
random occurrences. same effects, for being overwhelmed with maddening happiness.
Target Numbers for the Valour test to overcome the effects will
The Loremaster is to understand that Maglor is not out there start at 12 within Lond Aer and increase by +2, as the characters
with malicious intent trying to cause anyone harm - in fact, only move north towards the Broken Tower.
legend speaks of a singing, sad Elf wandering the shores. But the
power that is contained within the great Noldor has emanated Despair or joy, penalties will affect the characters for a duration
these troubles without his knowledge. of the Loremaster’s choosing, or a length in hours equal to their
Wits minus their Wisdom (1-hour minimum). Unaffected
At any random time, the Loremaster will use these effects to characters may attempt to rally their comrades with Inspire tests
challenge the characters. Feelings of occasional sadness, anger, or - no test should be less than 12 south of the singing cave, or 14
glee, may overcome the characters as they move about the town around Maglor’s Gap and 16 near the Broken Tower.
and they may also experience visions, both eerie and frightening
or inspiring. The Loremaster may apply Valour and Wisdom Players who are successful in their rolls to overcome the
tests of varying difficulty for these strange effects to overcome the overwhelming despair or fear may be granted a bonus to any
emotional fluctuations or to disbelieve a vision. actions for a determined period of time, by the Loremaster. This
reflects how the effects of Maglor may stir the heart of a character
Understand, the town of Lond Aer is the furthest southern to greater action instead of debilitating them. This is totally at
location that is being effected by Maglor’s despair and so the the Loremaster’s discretion.
strange occurrences are not going to be as great as those
experienced in the locations to the north. Failures in these tests Esgalwen is filled with happiness and is able to use the joy to achieve
will cause strange behavior among the characters, while successes greater effects in her actions. The Loremaster awards the player a bonus
will just have them questioning their perception. success die for her next action, no matter what it might be.

Benign Phantoms
The benign phantom is caused by Maglor’s minstrel power of
Table 3: Maglor’s Random Effects Woven Words and it may be a memory from the ancient Elf. It
The wind blows and joy fills those that are could also be the characters themselves, tapping into the wild
enveloped by it. mana and generating the illusion - seeing what their own minds
Fog rises and a feeling of despair fills all that are create. In any case, the phantom can be used by the Loremaster
1-4 to confuse or aid the players in their search.
enveloped by it.
An eerie crying is heard and causes those that hear
5-8 They may make a Wisdom test to disbelieve the phantom’s
it to be terrified.
A benign phantom appears at a random moment existence, target number determined by the Loremaster, or
9 should be 12 south of the Singing Cave and 14 around Maglor’s
and may confuse or aid the companions.
A hateful phantom appears at a random moment Gap, increasing as they approach the tower. Any successful
10 character may attempt to Persuade his comrades that the
and may confuse or harass the companions.
A horror of the First Age appears at a random phantom is not real, but to do so will require a TN 10 test plus
moment and harasses the companions. the difference of the character’s failed Wisdom test.

21
Durgil attempts to Persuade Fengel that the sad Elf before him is not Above all – until disbelieved, or slain, the phantoms will be as
real; Fengel failed his Wisdom test by 6 points. Durgil needs to make a real to the heroes as they are to each other.
Persuade test TN 16.

The Loremaster will choose the form in which the phantom


manifests, and may use the statistics for that creature. If the
creature does not currently exist within The One Ring rules, it is
recommended the Loremaster make advance preparations for
the phantoms’ potential shapes. All magic, powers, traits and
abilities will accompany the benign phantom as if it were real, at
the Loremaster’s discretion.

Above all – until disbelieved, or slain, the phantoms will be as


real to the heroes as they are to each other.

Hateful Phantoms
Unlike the benign phantom, the hateful phantom is a bad
memory of Maglor’s and will be aggressive. This illusion is a
concoction of Maglor’s Woven Words and the residual sorcery of
Morgoth, called Shadows and Phantoms. It will attempt to harm
the characters however possible, although the ‘harm’ is not real.
Players may believe they, or their companions, are being
wounded. They may even believe themselves slain, but will awake
a number of hours later equal to 12 minus their favoured Body
(1-hour minimum).

Wisdom tests may be made to disbelieve the malevolent


phantom’s existence, like the Benign Phantom above. Characters
must be a little warier of these phantoms, as they could
potentially create a more lasting effect. If the test against the
phantom results in an , the player must immediately roll
Horror of the First Age
another Wisdom test. If it, too, results in an , the character The First Age horror will be a nightmare from Maglor;
will have their Shadow score increase by the difference of their something drudged up from when he warred against Morgoth. It
failed test and the target number. If made Miserable, bouts of could be a Balrog, or even a Dragon, set with the desire to harm
madness could occur. the characters. Made from the same mana and spells that
pervades the region, it will aggressively attack the companions,
Any successful character may attempt to Persuade his comrades although the ‘harm’ is not real. Players may believe they, or their
that the phantom is not real, but to do so will require a TN 10 companions, are being wounded. They may even believe
test plus the difference of the character’s failed Wisdom test. themselves slain, but will awake a number of hours later equal to
24 minus their favoured Body (1-hour minimum).
The Loremaster will choose the form in which the phantom
manifests, and may use the statistics for that creature. If the Wisdom tests may be made to disbelieve the Horror’s existence,
creature does not currently exist within The One Ring rules, it is like the benign phantom above, but target numbers are more
recommended the Loremaster make advance preparations for challenging. The Loremaster will determine the target number,
the phantoms’ potential shapes. All magic, powers, traits and or it will be 14 south of the Singing Cave and 16 around Maglor’s
abilities will accompany the hateful phantom as if it were real, at Gap, increasing as they go north. Characters must be very wary
the Loremaster’s discretion. Combat against the dread phantom of these phantoms, as they could potentially slay them. If the test
will be carried out as normal, and though illusory, will be marked against the phantom results in an , the player must
accordingly for all wounds and endurance loss – even death. immediately roll another Wisdom test. If it, too, results in an
, the character instantly dies of terror.

22
Any successful character may attempt to Persuade his comrades abilities will accompany the First Age Horror as if it were real, at
that the phantom is not real, but to do so will require a TN 12 the Loremaster’s discretion. Combat against the dread phantom
test plus the difference of the character’s failed Wisdom test. will be carried out as normal, and though illusory, will be marked
accordingly for all wounds and endurance loss – even death.
The Loremaster will choose the form in which the phantom
manifests, and may use the statistics for that creature. If the Above all – until disbelieved, or slain, the phantoms will be as
creature does not currently exist within The One Ring rules, it is real to the heroes as they are to each other.
recommended the Loremaster make advance preparations for
the phantoms’ potential shapes. All magic, powers, traits and

FORGOTTEN SPELLS
Woven Words – so skilled are you, and so resonant the music you make, that you can create an illusion or image of that
which you describe with your verse. The caster makes a Song test against a TN 16. On a success, the images begin to appear
around the caster to all who sit and listen, but it is an obvious phantasm. On a great or extraordinary success, the caster
may choose to create the illusion so thorough that it seems real. If the caster achieves a on their Song test, the illusions
take on tangibility.

Anyone observing the illusion would need to make a Wisdom test, target number 14 on a great success, and 16 on an
extraordinary success, and an 18 on any caster’s success with a .

The caster can use the illusions to calm a person in despair, or to help to sleep a person in pain. If aiding with despair,
the caster provides a bonus success die to Valour tests. If aiding with sleep, the person recoups an additional amount of
endurance equal to their Body. Though a possible source for deceit, the magic of woven words is difficult to manipulate
thus.

Shadows and Phantoms – with this spell of deception and manipulation, a sorcerer can weave illusions: shadows and
phantoms of magic to befool and tempt his enemies.

Sorcerers most often use this spell to create illusionary disguises for their servants, but can also be cast upon themselves.
It can be used to create shadows in which to hide, or illusory phantoms of persons or creatures – often duplicating
themselves – to trick unwanted observers. Sorcerers can also use it to change the appearance of the landscape within a
limited range.

The conjured shadows give the sorcerer an additional success die to their stealth rolls. The disguising effect of the spell
provides an additional success die to any Awe, Persuade, or Inspire tests. The phantoms can be manipulated and moved
by the sorcerer, and he may even speak through them. If for some reason a person suspects the phantom is not what it
seems, they may make a Wisdom test against a Target Number 10 plus the caster’s Wisdom score. Shadow and Dark land
regional types can affect the resilience of the caster’s sorcery by adding a +2, or +4 respectively, to the target number.

23
SCENE 1: THE SINGING CAVE
Fog has settled once more over the small town of Lond Aer and or if the characters wish to attempt a dangerous climb down the
questions continue to be asked about the ill-feelings that seem to cliff’s face. Either opportunity is determined by the tides – when
permeate everything within the misty blanket. the tide is out, the cavern entrance is exposed enough to enter.
If the tide were in, even though it can be seen, the smashing,
The player characters find themselves in the town’s port tavern roiling water would make swimming in suicidal.
after a lengthy sea, or overland journey. The fog that has drifted
in from the north will hinder both means of travel and not until The Journey required to find the cave is as follows:
the characters enter the small inn are they aware of any townsfolk
being about. The hospitality proves to be as cold and damp as • Understand that there are no maps of this region produced
the fog that drifts outside. by Cubicle 7, so we will have to set the mechanics here.
• It is 30 miles from Lond Aer (3hexes)
Eventually through good role-playing and dice rolling (see • The terrain is hard for the better part of the travel, if on foot;
above), the characters will glean the information that they sought by boat it is considered moderate due to the ocean currents
or will be enticed by what they are told to investigate. The first along the coast.
place the information will point to is the Singing Cave. • The region is considered Wild Lands and so the set TN for
most tests is 16
Travel to the Singing Cave will require a sea or overland journey. • A Lore or Explore TN 14 test must be achieved by the
It is recommended that the Loremaster use Journeys and Maps, company’s Guide for each Travel (Fatigue) test interval to
if available. The cave lies 30 miles (3 hexes) north of the town of stay on course.
Lond Aer and is precariously positioned in the cliff’s side, close
to the raging tide. Entry into the cave can only be achieved by sea

24
• Any failed test will require the test be re-attempted at a +2 By Sea
to the TN per failure. On a great, or extraordinary result, To approach the cave by sea will require a Prolonged Action that
the Lore or Explore tests are no longer necessary. is made up of the following skills: Lore, Awareness and Travel.
The players will need to roll two of each skill type at a TN 12,
Once the cave is located, whether by land or sea, the players must per test. The Awareness test will allow the lookouts to see any
now either pilot into the dangerous rock-strewn waters, or potential submerged hazards (all physical modifiers apply); the
attempt the climb. In either case, the characters will begin to hear Lore test will bring into play all information known about the
a soft, mournful singing coming from the cave. Loremasters will area and its hazards; and of course, the Travel tests will pilot the
want to remember the effects of Maglor’s despair (described ship in safely to anchorage. Using a Boating trait for the Travel
above) if they wish to increase the challenges faced by the players. test will be allowed at the Loremaster’s discretion. Any failed
component of the extended test will cause the ship to hit the
rocky coastline.

Once safely anchored, the players will need to wait until low tide
to cross from the ship to the cave. The crossing may be attempted
by making an Athletics test TN 16 to swim across the divide, or
an Athletics test TN 12 to take a launch and oar over. Failing the
test will cause the person to be caught in the tidal forces and
slammed into the rocky cliffs and drowned. See page 184 of the
revised Core Rule book for information on drowning, or
Journeys and Maps for other hazards.

By Land
To enter the cave from the top of the cliff will require an 85’ rope
and an iron will. The climb down should only be attempted by
the most agile and will require a series of three TN 12 Athletics
tests. Failing any test will cause the person to lose their grip and
plummet to the smashing waves below.

Failing the first Athletics test to climb will cause the hero to
plummet 60’; the second will be at 40’, and the last at 20’. See
page 184 of the revised Core Rule book for information on
falling.

The Singing Cave

25
SCENE 2: FORGOTTEN
The interior of the Singing Cave is damp and smells heavily of attempt to contact the heroes and try to get answers as to
the salt water that thrashes at its entrance. Crabs and other where, when, who and what it is. The characters may try to
aquatic creatures scurry about or swim in small pools of water communicate with the spirit but its confused state will cause
while waiting for the tide to come back in and return them to it to anger quickly and strike out with its powers. The spirit
the sea. Light is only at the entrance of the cave and disappears will attack after either three failed tests to communicate, or
with the end of day, so the characters will need to have some sort if any hero rolls an . See the stat block below for the
of illumination, be it natural or magic. sad spirit.

Once lit, the cave entrance shows the extent of flooding that Except for a scattering of items on the floor (i.e. coins, belt
occurs when the tide comes in, which is the greater part of area buckle, ring), Area 1 has no treasures of worth.
1. The characters have an eight-hour window between tides and
the Loremaster will want to closely monitor the time spent in the
cave - the longer they remain, the more peril they will be in (see
below). The ever-present singing continues, as the heroes move
into the cave, and after a while will become rather maddening.

There are many challenges within the Singing Cave for the
players to face, but the most dangerous is that of losing the
memory of who they are. Maglor has spent many years living here
and his magical abilities have been imprinted, but have been
twisted by his despair. Any hero who stays within the cave for too
long may fall under the Forgetfulness enchantment that lies over
the place, and may lose their mind. Maglor never practiced
sorcery, but his own desire to forget what he and his kin had
done has caused this sorcerous effect to manifest.

Forgetfulness
For each hour spent in the cave, the characters must make Sad Spirit
a Wisdom test TN 12 to overcome the effects. If they fail,
they will be affected by the spell and forget who and where
Attribute Level
they are for 30 minutes. If there is no one to guide them
4
out of the cave, or if the tide is in, they will continue to Endurance Hate
need to make a Wisdom test for each hour and each 36 10
additional failure increases the length of the effect by a Parry Armour
multiple of 2 (thus 1 hour for a second failure, 2 hours for 5 2d
a third, 4 hours for a fourth, etc.) until the character loses Skills
all memory of who they were. What is worse, the Personality, 3 Survival, 1
tormenting effects of Maglor’s phantoms sends them Movement, 4 Custom, 3
spiraling into a pit of insanity. Perception, 3 Vocation, 2
Weapon Skills
None (incorporeal)
1. Cave Entrance – The entrance of the Singing Cave is a Special Abilities
natural fissure created by the pounding of the sea. There are Ghost-form Strike Fear
several columns of stone that rise from the floor to the Dreadful Spells* Visions of Torment
ceiling providing natural support. These columns show
evidence of erosion from the constant flow of water. *Grieve: A hero who fails a Corruption check (TN
16) due to Dreadful Spells experiences a harrowing
The cave entrance is also the home of a sad spirit that has sorrow, causing him to gain an additional number
lost all recollection of who or what it was. The spirit will of Shadow points equal to the creature’s Attribute

26
level. If the check failed producing an , then Distinctive Features: Adventurous, Bold, True-
the companion is also Wounded, as an old injury hearted
reopens as if inflicted at that very moment. Relevant Skills: Awe ♦♦♦, Craft ♦♦,
Explore ♦♦♦, Travel
2. The Mad Maze – Not only is the Forgetfulness manifest ♦♦♦, Battle-axe ♦♦♦
throughout the cave, but here in the maze of tunnels Endurance: 24
illusions appear and fade at random. From images of the *due to Dervorin’s forgetful state, the Loremaster may assume his skill
First Age and the glories that Maglor knew to the sad life he ranks are irrelevant.
now knows; the heroes will experience a multitude of
visions. The illusionary effect will be exacerbated by the 3. Underground Falls - Area 3 will reveal the first evidence of
possible Forgetfulness that the characters may be Maglor ever being present here. Sitting in a corner near what
experiencing. In any case, the place is a very dangerous and looks to be a pile of straw for sleeping is an ornate lyre. The
the floor throughout is littered with the remains of other instrument gleams from the heroes’ light source, revealing
foolish adventurers who sought out the Singing Cave. its golden inlays. It is a masterwork and is in perfect tune
and a Craft test TN 10 will reveal it to be of Elven-make.
The lyre conveys a +2 bonus to Inspire tests and grants a +3
bonus to Sing tests that may be needed to soothe or calm.

The other thing of interest in this area is the roaring sound


of water. A torrent flows out of a large fissure in the west
wall and rushes through the room to disappear in another
fissure to the east. The underground river is roughly eight
feet in width and is dangerously fast moving. If any were to
step into the rush they would risk being swept off their feet
and drawn into the eastern fissure where they would be
drowned in a water and stone grave, only to be ejected into
the sea where the water flows. Large chunks of rock litter the
floor, broken away by the force of the torrent. Beyond the
The Loremaster may use either the Woven Words effects stream, barely visible from the lack of light and the spray of
above, or the mechanics for Shadows and Phantoms. She may water are two stone doors.
create any illusion she wishes, threatening or non, and have
it disappear of its own accord or have the characters need to To cross the stream will require an Athletics test TN 16.
disbelieve it with a Wisdom test (see Maglor’s effect above) Failure of this test will cause drowning damage, but the hero
TN 14. catches themselves before being pulled into the fissure. A
failure with an will see the character lost forever.
The maze begins at the top of a long stairwell that ascends
over 45’. It weaves in many directions that lead to dead ends The characters may also try to call upon the Vala, Ulmo, for
and turnabouts, although one passage will lead the aid and in so doing trigger Maglor’s own Sanctuary power.
characters out and into area 3. By speaking the Lord of Water’s name aloud, the surging
underground stream will relent for two minutes. It takes an
It is within the Mad Maze that the heroes will locate the lost hour before the power word may be used again (unless
captain of Lond Aer. He is lost in his forgotten mind and is spoken by Maglor himself).
weak from hunger and thirst. Although he may be rescued
from the cave, he is too far gone to remember who he was 4. Maglor’s Sanctuary - The double doors are not locked and
and would need to be re-taught everything he once knew. swing back with the mere push of a hand. It is obvious the
See the captain’s stat block below: Noldor prince had employed the aid of the Dwarves of
Belegost or Nogrod long ago in the building of his sanctuary.
Captain Dervorin
Attribute Level: 4 Within, the heroes will find three beautifully crafted
Specialties: Boating, Fishing, dwarven lanterns with panes of poured colored glass –
Swimming though they are unlit, their oil chambers empty and the

27
wicks dry rotted away. A large, rotting carpet covers the floor If the adventure began with the Scholar hook, on the trail of the
and gives off a foul odor. Furniture sits about unused, Noldor prince, this will be where the adventure truly begins for
seeming for decades, as dust and cobwebs cover all. her. If the heroes were just in search of the lost captain, then they
will need to decide if they wish to travel on further, or return for
If they explore the chamber, the players will find evidence the ransom.
that this is the actual sanctuary of the son of Fëanor. There
are treasures here of varying value that the Loremaster may To read the journal, the characters must have a Lore skill rank of
edit as she pleases. I present a simple list of items (these would at least 3, and they must make a test roll against their skill at a
be very valuable as heirlooms to the Noldor): TN 14. The page smears towards the bottom and become
illegible due to dampness, leaving the reader to guess at its
• An Elven-crafted lute meaning. Yet in the words, Maglor is describing his former
• An Elven-crafted silver flute homeland and the Elftower, which once he commanded. Lore
• A burgundy tunic that shows no sign of age tests must be attempted to put together where the mentioned
• Sheets of vellum that contain the prose of the minstrel landmarks lie so that the heroes can follow on.
– three poems and four songs
• A long, etched blade made by the hands of elves from This scene is left entirely to the Loremaster to generate challenges
the First Age wars of Beleriand and hazards along the next path. Journey tests and any aggressors
can be evolved based on dice results, or encounters planned by
the Loremaster. The scenes can be as short or long as the
Loremaster wishes, but should not be excluded. It is a great
SCENE 3: MAGLOR’S TRAIL opportunity for Scholar characters to bring their traits and
One more treasure can be found within the sanctuary of Maglor abilities to bear, and for them to be the hero.
and it is a clue for the heroes to follow the Noldo – another page
of vellum containing a journal of sorts. The writing is erratic and The distance from the singing cave to the Broken Tower is 70
rhyme and meter are lost until it at last ends in scrawl. miles by sea, and 180 miles overland along the coast. The terrain
is considered moderate by boat, and hard by land. The overland
Excerpt from Maglor’s journal… travel will pass through the unknown lands of Forlindon, and so
may be considered haunted. They may also be closely guarded by
From Dorthonion to Himring Dwarves out of the Blue Mountains. As they are considered Wild
and all lands between, Lands, the target number for most actions will be 16. Travel
With gilded shield and helms so tall weariness, supply shortages, and the desolation of the area are
key hazards for the PC’s. Remember also, the effects of Maglor
spears lit with morning gleam, become more potent as the heroes move north. Target numbers
for overcoming any effects range from 14 to 18 the closer they
travel.
We watch for Shadow ever-creeping
to break upon our league, The Loremaster could also consider a side adventure to Himling
or Tol Fuin in an attempt to confuse the heroes, or to make them
Unattained our sacred jewels, find more clues of where exactly was Maglor’s Gap. This will
An oath that keeps us bound to war. require the Loremaster to prepare more for this scene with
multiple, exciting challenges and clues that all point back to the
mainland where the Broken Tower stands.
Yet to the east under mountains blue
tween both the Gelions,
The gap I watch, called by my name,
in tower built lo river’s run.
To await the call once more to arms…

28
SCENE 4: THE BROKEN TOWER
The river plain of Greater Gelion was misshaped like all other The tower itself is multiple stories - the main entrance into the
things left behind by the cataclysm of the First Age. What once first floor standing open. If the heroes investigate the first floor
was a long river that flowed through East Beleriand is now below they will find a large chamber that clearly once housed a great
the sea. Yet the eastern rise of that vale led to the Blue Mountains host of Elves that guarded the northeast gap from the forces of
and it remained above the waves. Upon a prominence that sits Morgoth.
inland of the Belegaer, on the north side of the Falear-i-Toroni,
is one of the last remaining towers of Maglor’s watch. The Now the chamber has become home to more foul spirits that are
ancient Elftower sits partially broken and bleached by countless attracted by the despair that seems to emanate from the tower.
days of sunshine, and eroded by the ever-present winds. Soon, it Darkness permeates the entire room, unless the players have a
will tumble down into history and be consumed by the land and light source of their own, and the hunters within use it to their
sea. For now, though, it is the possible haven of the doomed best ability. The first-floor chamber is home to seven Mewlips
Noldor and from it emanates all the strange happenings that that have not tasted fresh meat in a long time. They will scamper
curse the lands. through the shadows to take up the most advantageous position
to attack the heroes. The Loremaster may adjust the number of
undead creatures as necessary to create a challenge for their
players.

Mewlips

Attribute Level
4
Endurance Hate
24 4
Parry Armour
4 3d
Skills
Personality, 2 Survival, 2
Movement, 2 Custom, 1
Perception, 2 Vocation, 0
Weapon Skills
Claw 3
Bite 2
Special Abilities
Savage Assault Denizen of the Dark
Reckless Hate Hate Sunlight
Undead Stamina*

Weapon Called
Damage Edge Injury
Type Shot
Claws 6 16 -
Bite 4 12 -
Notes
To get to the broken tower, the heroes will need to land their Claws: The claws of a mewlip are hard and almost razor-
ship close to the shores on which it sits, or cross the miles that sharp. The creatures are savage and use them to good effect.
lead to ancient stairs. Remember to use Maglor’s Effect. At this Bite: A mewlip’s bite can be awful due to its never-ending
point, the heroes may be used to the illusions and mood shifting hunger for flesh.
effects caused by the Noldorin prince, so the Loremaster may
limit the number of actual tests needed to those only for the most
hazardous of phantoms.
29
*Undead Stamina - need never eat or drink, cannot become weary, and Elves that Maglor once knew. The Elf will refer to them in names
restore endurance at their Attribute Level rate per round. they have never heard, but begin to accept. Also, the Man named
Malkemen will begin to take on the visage of another black-
haired Noldor.

If the characters stave off the ill-effects of the chamber, Maglor


will suddenly take offense to their presence and begin addressing
one of the characters as Uldor the Accursed. The Sad Elf will
draw a weapon and begin to threaten the hero, ordering him to
also draw a weapon and defend himself. Maglor will say that he
will not slay him unarmed, but death is the only judgment for
the traitor.

As the players will see, Maglor has become mad himself and lives
in the fantasies that his powers create. The Loremaster must
understand that the Noldorin prince truly means no harm, but
is unaware of the troubles he is creating. The heroes have a
choice – slay Maglor and end the ripple-effects of his madness,
or try and convince the Elf of what he is doing and get him to
stop. Slaying Maglor is the easiest decision though it may be the
Note to Loremaster - Although the mewlips do not discriminate between hardest to achieve due to his prowess. Attempting to bring
Elf and Man, they are cowed by the immense power of the Sad Elf, on Maglor back to himself will be the most difficult due to the years
the second floor of the tower, and thus leave him be. of isolation and despair welling within the prince. This challenge
may also be exacerbated by the potential loss of the heroes’ own
minds in the Forgetfulness of the chamber.
SCENE 5: THE SAD ELF
If the heroes defeat the mewlips within the first hall, they will
find it is empty of any clue or trace of what they seek. Only a
stairwell of broken marble offers the option to climb to the upper
floors of the tower.

The heroes will need to climb the seven flights of the tower to
come at last to what they seek. Upon attaining the seventh level,
the first thing they will hear is music playing softly and pleasantly.
The chamber will appear as it had in days long ago and can be
recognized as a council chamber. Sitting on a central sofa is an
elegant looking Noldorin Elf, his long black hair pulled back
with a thin band of silver. His eyes show a torment and sadness
that causes any to look upon him to feel pity. Standing in the
room, not far from the Sad Elf, is a Man.

Upon their entry, the Noldor will hail the heroes and welcome
them to the council at last. He will introduce himself as Maglor,
and reference to the Man as Malkemen, one of his Elven
captains. He will then commence with battle plans for an attack
on Morgoth in unison with his brother Maedhros.

Again, the effects of Maglor will challenge the characters’


perception and try to draw them in to the minstrel’s fantasy. This
will work like the Forgetfulness above except instead of completely
forgetting themselves, the heroes will begin to believe they are

30
Malkemen
Attacking Maglor
If the heroes attack Maglor or he attacks them, accusing one of
them as being Uldor, Malkemen will join in the attack to subdue
Attribute Level
them. Maglor will only seek the death of the one he names Uldor
5
and the others he will banish from his realm.
Endurance Hate
22 5
Note to the Loremaster - Uldor the Accursed was the son of Ulfang who Parry Armour
betrayed the sons of Fëanor in the Nirnaeth Arnoediad; Uldor was slain 4 2d+2 (shield)
by Maglor. Skills
Personality, 3 Survival, 2
The following NPC statistics include a Hate score to allow Maglor and
Movement, 2 Custom, 3
Malkemen to activate their abilities, like standard enemies. Perception, 3 Vocation, 2
Weapon Skills
Maglor, Prince of the Noldor Longsword 3
Special Abilities
Attribute Level Formidable*
7
Endurance Hate
28 10 *Malkemen’s Formidable ability ties to his Longsword skill;
Parry Armour he may always roll Feat die twice and take better result.
6 3d+2 (shield)
Distinctive Features Weapon Called
Damage Edge Injury
Fair-spoken, Honourable Type Shot
Longsword 5 10 16 Disarm
Skills
Personality, 4 Survival, 3 Notes
Movement, 3 Custom, 3
Disarm: target drops weapon on a successful called shot.
Perception, 4 Vocation, 3
Weapon Skills
Longsword 5
Special Abilities Persuading Maglor
The tests required to achieve bringing Maglor back to his senses
Flame of the West Sword of Gondolin
Elvish Dreams Savage Assault*
will include Awe, Inspire, and Persuade tests. The Loremaster
may allow Lore, Song and Riddle tests to be made to aid in the
*Maglor’s Savage assault allows him a second attack with his creation of convincing arguments. The heroes will also need to
longsword. make Wisdom tests after each hour of time passed to determine
their own state of mind. The heroes just need to bring Maglor
Weapon Called back enough for him to realize what he is doing. If achieved, the
Damage Edge Injury Noldorin prince will repent his doings and attempt to correct
Type Shot
Longsword 6 9 18 Disarm them – including the restoration of Dervorin’s lost mind.
Notes

Disarm: target drops weapon on a successful called shot. Madness Level Target Number
60 - 51 18
50 - 41 16
40 - 21 14
20 - 5 12
4-0 10

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We will introduce Madness in this encounter. Maglor starts with Example of the Sad Elf debate…
a total insanity score of 60. The heroes will need to reduce this
madness level to 0 to free the Sad Elf’s mind. The mechanics to Our heroes, Esgalwen, Arbogast, Torak and Bandy enter the Sad Elf’s
bring Maglor back are as follows: chamber. After addressing them with his wild stories, the companions
decide they want to try and restore the Noldor’s memory of himself.
1. Each hero that wishes to try to speak to Maglor may make
one test of a type listed above. The Target Number for these The Loremaster immediately calls for a test of TN 18, type chosen by
tests are determined by the current level of Maglor’s the hero. Esgalwen fails; Arbogast succeeds with a great success; Torak
madness (a table is given above). If successful, the Elf will stop fails with an and Bandy succeeds.
speaking of his battle plans for a short time.
The Loremaster calculates the results based on the rules above: Time has
2. Each series of tests made by the heroes lasts for a duration elapsed by 15 minutes; the company has accumulated 1 result;
of 20 minutes, as they debate back and forth with the Sad the Sad Elf’s madness has been reduced by 8 to 52.
Elf. Any great success will reduce the time to 15 minutes, an
extraordinary success to 10, and to 5 for any rune. The It is now time once more to roll a new set of tests – target numbers are
Loremaster will want to monitor any results, as well. still at 18. Esgalwen rolls a success; Arbogast fails with an ; Torak
If the heroes accumulate 4 or more results during realizes his skill ranks are not superior enough to easily achieve the target
these tests, Maglor will immediately stop all discussion and number, and so he rolls a Riddle test to gain an advantage on his next
draw his weapon in challenge. The scene then goes to turn and gleans two success dice; Bandy also succeeds.
combat, as above.
The Loremaster calculates the results: Time has elapsed by 20 minutes;
3. Time is of the essence in the challenge to bring Maglor back the company has accumulated 1 result; the Sad Elf’s madness has
to his senses, as the heroes will slowly begin to forget been reduced by 6 to 46. Target numbers to debate the Noldo are reduced
themselves. The Loremaster monitors the time elapse for the to 16.
group of skill checks. As stated above, time spent within the
chamber requires a Wisdom test to save against the All the companions must now make a Wisdom test, target number 14,
Forgetfulness effect. The target number for Forgetfulness within to stave off the Forgetfulness effects. Bandy fails and will not be able to
the chamber is 14. A character who forgets themselves for a participate in the next skill rolls, as his mind clouds and he no longer
period of time, may not offer any test rolls until they knows where – or who – he is.
recuperate. If the PC’s fall into Maglor’s insanity, they will
take on the complete persona of an Elf long gone. Any And so, the rolls continue to either success, or a fading of the heroes…
result for a Wisdom test does not accumulate with
the skill tests, as mentioned above.
RESOLUTIONS
4. If a hero is not adept in the primary skills to debate the Sad With the illusions removed, the chamber will show itself as
Elf, they may spend one of the skill roll periods to make a dilapidated and the prince in his fineries will be revealed as a
Lore, Song, or Riddle test. The target number for these tests truly sad-looking Elf. The heroes can speak to the Noldor for as
is 14. If they succeed, they will gain a bonus success die that long as he wishes to remain (per the Loremaster), and potentially
they may use in the next round of skill tests. The hero will learn some wonderful secrets of lore. Maglor will see to the
gain 2 success dice on a great success, and 3 on an undoing of what he has caused and then, when done, will
extraordinary. Any result for this test will not disappear into a mysterious bank of fog that now blankets the
accumulate with the skill tests, as mentioned above. area around the Broken Tower.

5. Each successful test in the skill group roll will reduce the Note to the Loremaster – it is completely at the Loremaster’s discretion
madness by 3 for a standard success; 5 for a great success; as to whether or not the heroes truly met Maglor. The Sad Elf may have
and 10 for an extraordinary success. been one of Maglor’s Noldorin followers who himself had fallen victim
to the minstrel’s lament. This can leave for a cliffhanger type ending that
6. Once the Sad Elf’s madness is reduced to zero, Maglor will the Loremaster can carry forward to their future stories.
become aware of what he is doing and cease all his illusions.

32
“The Sad Elf disappears into the mist… did you just free the Eldar from
his pain, if but for a moment? Or were your eyes blinded in the end by The Loremaster may award 6 - 8
Experience points
the power of the master singer?” experience points for each surviving hero

The Loremaster can play on one clue, though they will not want to bring The Loremaster may award 5 - 6
it to the attention of the players - the true Maglor’s hands were scarred Advancement points advancement points, plus the points
from the burning effects of the Silmaril. Scarring is a rarity for Elven-kin gained by successful test rolls.
and so this would be a dead giveaway for the heroes to know they met Whether it is the ransom for returning
the true Maglor. Dervorin, or if the heroes collect
treasure along their journey, the
Treasure
Loremaster may award a Treasure
REWARDS Rating of 10 to split between the
The conclusion of the Minstrel’s Lament is left in the surviving heroes.
Loremaster’s hands but the rewards for success are as follows:

WHAT’S OUT THERE


This is a list of websites, including Cubicle 7’s official websites. We have found they supply useful information to The One Ring gamers.

CUBICLE 7 THE ONE RING RPG HOME THE ONE RING


http://cubicle7.co.uk/our-games/the-one-ring/ http://www.theonering.com/

CUBICLE 7 THE ONE RING RPG FORUM RPG – TOMCAT’S GAME FORUM
http://forums.cubicle7.co.uk/viewforum.php?f=5 https://rpg.avioc.org
&sid=2a631790900dc2fc2394da9ee3306f68
RPG – TOMCAT’S ONLINE CHARACTER SHEETS
TOLKIEN GATEWAY WIKI https://rpg.avioc.org/profiles
http://tolkiengateway.net/wiki/Main_Page
RPG – TOMCAT’S ONLINE CHARACTER SHEETS
ENCYCLOPEDIA OF ARDA http://azrapse.es/tor/sheet.html
http://www.glyphweb.com/arda/default
.htm

33
CALLING ALL GAMERS!
Interested in submitting...

▪ A mini or side adventure?


▪ Racial or Cultural packages?
▪ New creatures, or fell beasts?
▪ Loremaster Characters?
▪ Weapons, equipment, or magical items?
▪ Fan Art?

If so, write to us for details on submission at: HOFsubmission@gmail.com with ‘Fan Content’ in
the subject line. Please include your name and/or pseudonym (handle/online identity) and email
address(es) with which one of our editors may contact you.

Fancy yourself a writer and would like to contribute to the webzine?


If so, write to us at HOFsubmission@gmail.com with ‘Writer’ in the subject line. One of the editors
will get back to you with details about writing for THE HALL OF FIRE.

If you would like to post an advertisement for:

▪ A local or online RPG that you are hosting


▪ An RPG convention or tournament
▪ Or any events pertaining to The One Ring Roleplaying Game by Cubicle 7

Write to us at HOFsubmission@gmail.com with ‘Ad’ in the subject line along with your
advertisement. The advertisement is to be less than 100 words and a graphic to go with it no more
than 1’ x 1’

CREDITS AND CONTACTS


All pictures and graphics were obtained from Cubicle 7 or from sources on the internet. No claim of ownership is made through their use
here. These images are used with no permission. Artists include – Jenny Dolfen, Sian Lloyd, the fine artists at Cubicle 7, and unknown
artists.

Note to any that wish to print out their copies of The Hall of Fire: If you wish to print this document in a book style (front and back
pages), understand that the cover was intended to be printed by itself on one page.

34

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