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Ancient Close Fitting This Quality enhances the AC rating of an item by +2.

Additionally
Craftsmanship: Elven, Dwarven, once per short or long rest, if your Proficiency Bonus is +4 or more
Item: Armour after an enemy has hit you, but before damage is rolled, you can
declare that the blow missed you instead.
Ancient Elven-craft In addition to the benefit provided by the Elven-craft
Craftsmanship: Elven construction of this armour, it is wrought with spells for
Item: Medium Armour the protection of its wearer in battle against a certain foe.
Special: Bane When a bane creature attacks you, gain an additional
bonus to your AC equal to half your Proficiency Bonus
(rounded up) against that attack only.
Ancient Cunning Make This Quality enhances the AC rating of this armour by +1. Reduce
Craftsmanship: Elven, Dwarven this armour’s weight to a quarter of the normal. All Strength
Item: Armour Requirements are waved, and its user no longer suffers
Disadvantage on Stealth checks. Additionally, its wearer is immune
to critical hits, taking only normal damage on such a strike.
Bane Creature explained Blades, spears and arrow-heads forged in Númenor may have been
wound about with spells for the bane of two creature types.
• Choose two races from the following: Orcs, Trolls, Wolves, Evil
Men, Undead.
Items crafted by the Elven-smiths of Beleriand or Eregion were
generally created with only one type of enemy in mind.
• Choose one race from: Orcs, Wolves or Spiders
Biting Dart When you attack a bane creature using a ranged weapon possessing
Craftsmanship: Elven this Enchanted Quality, you must make two separate attack rolls. If
Item: Ranged weapon you hit your target with both attacks, you inflict damage for both;
Special: Bane however, your attack goes astray entirely if either roll misses. When
you would have Advantage on the rolls, you instead roll 4 d20s and
keep the two best.
Cleaving When you successfully hit your target with a weapon blessed by this
Craftsmanship: Any Enchanted Quality, you automatically deal an additional amount of
Item: Close combat weapon damage equal to your Proficiency Bonus to another enemy creature
engaging you in combat.
Close-fitting Increase the AC of this armour by 2.
Craftsmanship: Any
Item: Armour
Crushing This weapon deals an additional number of hit points equal to three
Craftsmanship: Any times your Proficiency Bonus on your first successful attack. You
Item: Close combat weapon must take a short or long rest before using this quality again.
Cunning Make This Quality enhances the AC rating of this armour or shield by +1.
Craftsmanship: Any Halve this armour’s weight. Strength Requirements are lowered by
Item: Armour or shield 3, and its user no longer suffers Disadvantage on Stealth checks.
Fell Add +2 to all attack rolls with this weapon.
Craftsmanship: Any
Item: Any weapon
Fireproof Craftsmanship: Dwarven While wearing armour with this Enchanted Quality, you gain
(Belegost) resistance to fire damage, including Dragon-flame.
Item: Armour, Helm
Elven-craft This Quality represents the fine armour-craft of the
Craftsmanship: Elven Firstborn and allows the wearer to add their full Dexterity
Item: Medium Armour modifier to their Armour Class. Most items found of this
type are Corslets of Elven-mail but a few Hauberks of
Elven-scale were made for the War of the Last Alliance.
Fierce When you miss on an attack roll with a weapon with this Enchanted
Craftsmanship: Dwarven (Nogrod) Quality, as long as you did not roll a natural 1, you still deal 1 point
Item: Close combat weapon of the appropriate damage type to the target as the tip of your
weapon cuts into its armour.
Flame of Hope You may take an action to hold a weapon with this Enchanted
Craftsmanship: Dwarven Quality aloft or similarly brandish it to rally your comrades. All of
Item: Close combat weapon your allies within 30 feet lose the Frightened condition, get back 1d6
+ your Proficiency Bonus in hit points, and gain Inspiration. You
must take a long rest before you can invoke this ability again
Foe-slaying When you attack a bane creature, this Quality extends the critical
Craftsmanship: Elven, range of your weapon by a number equal to half your Proficiency
Númenórean Bonus, rounded up. For example, say a 8th level Scholar bore a
Item: Close combat weapon broadsword with this Enchanted Quality activated. With a
Special: Bane Proficiency Bonus of +3, she extends her critical range by 2. Thus,
her broadsword causes a critical on a roll of 18, 19, or 20.
Gleaming Blade When your weapon’s Luminescence quality is activated,
Craftsmanship: Elven you may take a bonus action and spend Inspiration to
Item: Close combat weapon make the weapon’s light glow fiercely in the presence of
Special: Requires Luminescence its enemies. Until the end of your turn, all attacks made
with the weapon produce radiant damage instead of the
weapon’s normal damage type.
Gleam of Terror A weapon with this Quality inspires fear in the hearts of enemies.
Craftsmanship: Dwarven You may take an action to force a number of creatures of your
Item: Close combat weapon choice, up to your Wisdom modifier (minimum 1), within 30 feet of
you to succeed at a Wisdom saving throw equal to a Difficulty Class
of 15 + your Proficiency Bonus or become Frightened of you.

While Frightened in this way, a creature must spend its turns trying
to move as far away from you as it can, and it can’t willingly move
to a space within 30 feet of you. It also can’t take reactions. For its
action, it can use only the Dash action or try to escape from an effect
that prevents it from moving. If it has nowhere it can move, the
creature can use the Dodge action. At the end of each of its turns, a
creature can repeat the saving throw, ending the effect on itself on a
success. This ability cannot be used again until you have taken a
short or long rest.
Grievous This Quality adds 2 (1d4) bonus damage to all damage rolls made
Craftsmanship: Any with this weapon. This bonus damage is doubled as normal on a
Item: Any weapon critical hit.
Keen This weapon adds 1 to the range on which it can score a critical hit.
Craftsmanship: Any (Without any other factors, this weapon would score criticals on
Item: Any weapon both 19 and 20.)
Luminescence This Quality makes the weapon’s blade shine with a pale, cold light
Craftsmanship: Elven when a bane creature is within a distance equal to 30 feet times your
Item: Close combat weapon Proficiency Bonus. You and your companions cannot be surprised
Special: Bane by such creatures. Additionally, you have a +4 Initiative bonus if
you encounter any bane creatures when so forewarned.
Masterpiece Craftsmanship:
Dwarven
Item: Any
Mithril Armour This Quality adds a further +2 bonus to this armour’s AC.
Craftsmanship: Dwarven Additionally, you have resistance to piercing and slashing damage.
Item: Armour
Special: Requires Cunning Make
or Ancient Cunning Make
Raging A weapon graced by this Enchanted Quality deals a number of hit
Craftsmanship: Elven, points in damage equal to your Proficiency Bonus to an attacked
Númenórean bane creature even on missed attack rolls.
Item: Close combat weapon
Special: Bane
Reinforced +1 AC bonus to the standard Armour Class this shield normally
Craftsmanship: Any provides. Additionally, this shield cannot be shattered or smashed by
Item: Shield normal means.
Runes of Clarity A helm bearing Runes of Clarity can help a hero focus on
Craftsmanship: Elven her enemies. By spending Inspiration, she gains Advantage
Item: Helm on attack rolls against a bane creature until the end of the
Special: Bane combat. The wearer must take a short or long rest before
using this ability again.
Runes of Resilience While wearing armour with this Enchanted Quality, you have
Craftsmanship: Dwarven Advantage on death saving throws.
Item: Armour, Helm
Rune-scored Armour This Enchanted Quality enhances the AC rating of this armour by
Craftsmanship: Dwarven +3.
Item: Armour
Rune-scored Shield Gain a +1 bonus to the standard Armour Class this shield normally
Craftsmanship: Dwarven provides. Additionally, during the course of a battle, when an
Item: Shield opponent misses striking you due to the Armour Class bonus
Special: Requires Reinforced or provided by your shield, you may spend Inspiration and 3 Hit Dice
Superior Reinforced to shatter their weapon. This does not work on Legendary Weapons
but will automatically disarm them.
Runes of Protection This armour was crafted and ensorcelled such that it
Craftsmanship: Dwarven grants powerful protection against a singular damage
Item: Heavy armour type. The Loremaster will choose bludgeoning, piercing or
slashing. When wearing the armour, you have resistance
to non-magical damage of that type.
Runes of Victory While bearing a weapon with this Enchanted Quality you gain a +1
Craftsmanship: Dwarven, Elven bonus to all saving throws. When you attack with this weapon, a roll
Item: Any weapon of 1 becomes a critical hit instead of an automatic failure. Factors
that increase the critical hit range expand the range from 20 as
normal. For example, a weapon with Keen and Runes of Victory
scores a critical hit on a 1, 19, and 20.
Sigil of Guarding A helm with this sigil allows the wearer to anticipate the
Craftsmanship: Elven, most dangerous strokes of an enemy. When struck by a
Númenórean critical blow, a hero can spend a Hit Die to take only half
Item: Helm of the damage dealt.
Smiting This weapon is larger and heavier than others of its kind
Craftsmanship: Dwarven and is designed to produce profound effects upon those it
Item: Close combat weapon makes contact with. When you score a critical hit with this
weapon, you may elect to not do any bonus damage and
instead force the target to make a Strength saving throw
(DC equal to 12 plus your Proficiency Bonus). If the target
fails the saving throw it is thrown 10 feet in a direction of
your choice and is knocked Prone.
Superior Fell If this weapon is of Dwarven craftsmanship, its bonus to attack and
Craftsmanship: Dwarven, damage rolls is equal to half its bearer’s Proficiency Bonus, rounded
Númenórean up. If the weapon is of Númenórean craftsmanship it grants a +1
Item: Any weapon bonus for attack and damage rolls. Against a bane creature, the
Special: Bane (if Númenórean) bonus increases to be equal to half its bearer’s Proficiency Bonus,
rounded up.
Superior Runes of Protection This armour was crafted and ensorcelled to provide
Craftsmanship: Dwarven extraordinary protection against ordinary weapons. When
Item: Heavy armour you take non-magical damage from an attack, you may
spend Inspiration and two Hit Dice to negate that damage.
Superior Grievous If this item is of Elven craftsmanship, it adds a bonus to all damage
Craftsmanship: Elven, rolls equal to 2 (1d4) plus half of its bearer’s Proficiency bonus,
Númenórean rounded up. For Númenórean weapons, this bonus is applied for
Item: Any weapon bane creatures only. When you score a critical hit, the bonus die is
Special: Bane (if Númenórean) doubled as normal and then add your full Proficiency bonus.
Superior Keen This weapon adds 2 to the range on which it can score a
Craftsmanship: Dwarven, Elven critical hit. (Without any other factors, this weapon would
Item: Any weapon score criticals on 18, 19, and 20.)
Superior Reinforced Gain a +2 bonus to the standard Armour Class this shield normally
Craftsmanship: Any provides. Additionally, if your Proficiency Bonus is +4 or more,
Item: Shield once per combat after an enemy has hit you, but before damage is
rolled, you can declare that the blow clanged off your shield without
harming you. Finally, this shield cannot be smashed by any means.
Sure Shot The bearer of a weapon with this Enchanted Quality always enjoys a
Craftsmanship: Any clean shot, even shooting against a strong wind or when his target is
Item: Ranged weapon protected by darkness. The wielder never suffers Disadvantage on
ranged attacks and ignores all negative attack roll modifiers due to
sources of hindrance.
Swiftness This weapon is exceptionally balanced and feels natural
Craftsmanship: Elven, to even the least experienced of its wielders. You may use
Númenórean your bonus action to make a single melee attack with this
Item: Close combat weapon weapon.
Venomed Craftsmanship: When you are using a weapon bestowed with this Quality and you
Dwarven inflict damage on an adversary for the first time, your foe is
Item: Close combat weapon considered to be Poisoned for a number of rounds equal to your
Shadow rating (minimum of 1 round). Using this weapon against
those who do not serve the Enemy directly (for example, against
misguided Men or beasts who are defending their home or young) is
a Misdeed worthy of Shadow points
Warding-spell When you are fighting against a bane creature, an item bestowed
Craftsmanship: Elven, with such an Enchanted Quality gives you a bonus to your Armour
Númenórean Class equal to your Wisdom modifier or half of your Proficiency
Item: Armour, shield, any close Bonus (rounded down), whichever is lower.
combat weapon
Special: Bane

Darken
When the item is revealed (a sword is unsheathed, a glove is removed to reveal a ring and so on) all
shadows in the area seem to deepen, and all sources of light seem to grow
weak. The phenomenon is particularly serious for the bearer of the item, who finds his sight seriously
impaired. The companion makes any ability checks that rely upon
sight with Disadvantage. Since no source of light is able to dispel this darkness,
bystanders may be confused and disoriented.
Enfeebled
The item’s Curse worms away at its bearer, bringing with t a terrible weakness. The Loremaster
chooses a single saving throw from Strength, Dexterity, Constitution or
Charisma. The bearer makes those saving throws with Disadvantage.
Hunted
The presence of the item does not go unnoticed, and one type of enemy (Orcs, Evil Men, the Enemy)
perceive it when they come near it. For the purposes of The Eye of Mordor
rules this counts as the Enemy pursuing the Company, lowering the Veil score by 4 points. In addition,
Journey Events and Revelation episodes triggered by the company may be made to revolve around
these stalkers.
Ill-luck
Bad luck dogs the bearer at every turn, his victories turned to defeats by simple – but persistent –
misfortune. Any roll of 1 on the d20 (even for ability checks or a saving throw)
means an automatic failure for the bearer.
Ill-omen
The bearer’s arrival is preceded by dark warnings and fell omens, filling the hearts of former allies with
dread and fear. Whenever the bearer is present for an Audience, the Company makes both the
Introduction roll and Final Audience Check with Disadvantage.
Malice
The object does not love its bearer, and will try to cause him harm, or otherwise trouble him. If a skill
roll concerns the item (as in the case of a skill check augmented by a Blessing, an attack roll for a
weapon, or an foe’s attack roll for armour), the companion has Disadvantage on the roll (for armour,
the attacker gains Advantage).
Owned
The item is owned or was created by another creature, such as the Ring was owned by Sauron. The
item may have found its way into the hands of the companion so that the hero might unwittingly return
it to its master. The Loremaster should decide upon a specific enemy to be the owner of the item,
possibly choosing a recurring villain in his own campaign. When in the presence of its owner, the item
becomes useless: its special features turn out to be
completely ineffective.
Shadow Taint
The item bears a greater shadow-stain upon it than most cursed items. As long as the hero carries the
item, his Shadow score is augmented by a value, ranging from 1 to 4 points: 1 point for an artefact with
one Blessing, 2 for one with 2 Blessings or a Greater Blessing; in the case of a Legendary Weapon or
Armour the Shadow increase is equal to the number of Qualities on the item. This Shadow increase
cannot be removed or healed, and will raise the
hero’s Shadow score until the Curse is lifted.
Weakness
So long as he bears this Curse, the bearer displays the worst Flaw connected to his own Shadow
Weakness. The Loremaster can invoke it as per the normal rules, to impose
Disadvantage, to make a saving throw to remain in control of themselves, or as a Failure Aggravation,
and possibly to determine the effects of a Bout of Madness (see page 183 of
the Adventures in Middle-earth Player’s Guide).
• Cowardly (Wandering-madness). When the curse takes hold of the bearer, all he can think of is
turning tail and fleeing into the night.
• Murderous (Curse of Vengeance). A terrible thirst for blood and malevolence lies within the item,
provoking the bearer to dark thoughts of violence and murder.
• Tyrannical (Lure of Power). The item foments a sense of overconfidence and arrogance within the
bearer, causing him to belittle and undermine his companions.
• Treacherous (Lure of Secrets). The item fosters thoughts of paranoia and discord within the mind of
mits bearer, causing him to mistake his friends for foes.
• Thieving (Dragon-sickness). The item glitters with a sickly light that causes the bearer to desire more
and more.
Note that this Flaw is temporary, and does not count towards a companion’s full complement of four
Flaws for the purposes of Succumbing to the Shadow.

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