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QUICK-START ADVENTURE

INTRODUCTION:
HOW TO USE THIS BOOKLET
W H AT IS R O L E P L AY I N G ?
It’s a lot of things, that’s what. Here are a few of them…

It’s fun for you and your friends. Roleplaying games are a group experience. Everyone works and plays together to have
a good time. All but one of the players takes on the role of a character, a hero who sets forth on fantastic and dangerous
adventures. One of the players, the Narrator, acts as referee. He comes up with the adventures and plays the roles of all
the other people your heroes meet during their journeys.

It’s a movie you write as you go along. The Narrator is like the ‘director,’ the person who sets the scene, describes the
action, and speaks the dialogue for the extras and villains. The rest of you are like the actors who play the star characters!
Like Viggo Mortensen playing Aragorn in The Lord of the Rings movies, you play your character’s part in the game—but
unlike Viggo, you get to make up your own lines and make Aragorn do anything you can think of! How many times have
you watched a movie and thought a character should have done something else—something much cooler? Well, roleplay-
ing is your chance to do all those cool things the scriptwriters never thought of. And the rules of the game along with those
numbers on your character sheet help the Narrator determine whether you succeed or fail in whatever actions you attempt.

It’s ‘Cops and Robbers’ with rules. When you were a kid, you’d run around the backyard playing ‘cops and robbers,’ mak-
ing pistols with your fingers and shouting ‘Bang! I got you,you’re dead!’Then,you’d argue over whether you were dead until
you had the energy to start running around the backyard again. In The Lord of the Rings Roleplaying Game, the roll of
the dice tells you whether you’re dead, or whether the robber—Orc—dies instead. This makes the game more fun and
more challenging, and cuts down on the arguments.

It’s a computer game run on the best video software ever. In a roleplaying game, there’s no graphics budget. All the Orcs,
the walls and ramparts of a mighty stronghold such as Helm’s Deep or Orthanc, all your weapons and armour and the
spectacular effects of magic spells come from your imagination and from the descriptions of the Narrator. You still have
Wound Points, weapons, and special abilities on your character sheet, just like the stat bar in a video game. But you can use
them in any combination, not just the ones the programmer thought would be useful. And best of all, you’re not restrict-
ed to a glowing computer monitor to see the Orcs explode when you chop them in half. You use your imagination to envi-
sion them in their final death throes.

The rules presented here and the accompanying adventure, ‘The Road to Henneth Annûn,’ give you more specifics
about roleplaying, including some examples and hints to guide you through the adventure. The Narrator can use this mate-
rial to help make your first roleplaying experience easier and to introduce the rules of the game in small, manageable pieces.
‘The Road to Henneth Annûn’ will introduce you to the rules of the game as you play it through. So by the time you solve
the final encounter, you will be confident roleplayers ready to develop your own adventures in J.R.R. Tolkien’s world of
Middle-earth. Welcome to the grand adventure that is The Lord of the Rings Roleplaying Game!

THE LORD OF THE RINGS DICE RUNES KEY

1 2 3 4 5 6
ii
THE LORD OF THE RINGS
ROLEPLAYING GAME:
QUICK-START ADVENTURE

n the year 3018 of the Third Age of Middle-earth, a darkening storm


‘But you have been chosen, and you
must therefore use such strength and I gathers over Ithilien, once the fairest province of the old Kingdom of
Gondor. The Dark Lord Sauron has drawn his minions about him
and thrown an army against the causeway forts just outside the
heart and wits as you have.’
ruined city of Osgiliath, which are defended by a small, but determined, garri-
— Gandalf to Frodo, son. And yet this is only the beginning of things. Soon, full-fledged war will
The Fellowship of the Ring break upon Middle-earth.

AUTHOR: Douglas Sun In these days of dark foreboding, understanding how the game works,
DEVELOPMENT AND EDITING: Jeff Tidball Lord Faramir, who is the younger son of and they are just detailed enough to get
LINE DEVELOPMENT: Jeff Tidball the Ruling Steward of Gondor and also you through the adventure module.
CREATIVE DIRECTION: Christian Moore the military commander in Ithilien, After the Fast Play rules you will
and Owen Seyler needs as many stout men and true as he find three pre-fabricated, beginning-
PRODUCT DEVELOPMENT, TOLKIEN can find to help defend this border of level characters designed for use with
ENTERPRISES: Laurie Battle the realm. At this moment, the belea- ‘The Road to Henneth Annûn.’ Each
PRODUCT DEVELOPMENT, NEW LINE guered garrison at Osgiliath needs a few requires a little bit of customisation
CINEMA: John Mayo intrepid messengers to get through to before they are ready for play—just
ASSET COORDINATION, WETA DIGITAL: Faramir at the secret stronghold of enough to give you a taste of the char-
Glen Sharah Henneth Annûn and ask him to come acter creation process.
CARTOGRAPHY: Rob Lazzaretti to their aid. The fate of these brave The adventure requires a Narrator
ORIGINAL ART: Norman Lao men—perhaps even the fate of Gondor and 1–3 players, with each player tak-
VISUAL CREATIVE DIRECTION: Dan Burns itself—hangs on successful delivery of ing the part of one character, in order
ART DIRECTION: Jesse Cassem this message. Who will accept responsi- to play it. For their part, the players
PRODUCTION DESIGN: Owen Seyler bility for seeing it through? must guide their characters through a
Welcome to the Fast Play rules for deed of valour upon which the fate of
PRODUCED BY DECIPHER INC. The Lord of the Rings Roleplaying the Osgiliath garrison hangs, while
12240 VENICE BOULEVARD, SUITE 15 Game and its accompanying adven- the Narrator presents them with the
LOS ANGELES, CA 90066 ture module, ‘The Road to Henneth challenges that come with the great-
Annûn.’ This product is designed to ness of the deed and adjudicates the
© MMIII New Line Productions, Inc. The Lord of the Rings, The Two
Towers and the characters, events, items and places therein, TM The Saul
introduce you to The Lord of the success of their efforts. Only the
Zaentz Company d/b/a Tolkien Enterprises under license to New Line Rings Roleplaying Game regardless of Narrator should read the description
Productions, Inc. All Rights Reserved. © 2003 Decipher Inc. Authorized
User. Promotional dice manufactured by Games Workshop under license
whether or not you have much experi- of the adventure before play begins,
from the Saul Zaentz Company d/b/a Tolkien Enterprises under license ence with roleplaying games. however, as it would ruin the players-
to New Line Cinema. All rights reserved.
The Fast Play rules themselves fun to know in advance the exact
First Printing — 2003. Printed in Canada. cover concepts that are important to nature of the challenges they will face.

1
FAST PLAY RULES

may move up to 18 yards in a single require particular skills, such as know-


F A S T P L AY move action. During action time, it is ing something about the history of
RULES important to keep track of who goes
when, what everyone is doing, and how
Gondor (a Lore/Realms skill), follow-
ing a trail (Track skill), or shooting a
long it takes. Life and death can hang in bow (Ranged Combat skill). Look at
the balance of how long it takes to draw the skills listed on your character sheet.
‘Let those call in the wind who will; a weapon, for instance. Since time plays This list represents those things your
such an important role during combat, character knows, or can do well, and
there are fell voices on the air, and
character location and movement make up your basic options during
those stones were aimed at us.’ become crucial. play. The numbers behind the title are
— Boromir, The Fellowship of the Ring called levels and represent how skilled
the character is (higher levels being
N ARR ATIVE T IME better). Any time you want to use a

T hese Fast Play Rules represent a


condensed version of the game
rules found in The Lord of the Rings
Narrative time isn’t measured in
rounds. It’s basically the time between
combats. Narrative time can pass
skill, do the following:

1) Roll 2d6.
Roleplaying Game core rulebook. quickly or slowly depending on what 2) Add your skill level.
Everything you need to know in order the players do. It could take you 10 3) Tell the Narrator the total.
to play ‘The Road to Henneth Annûn’ minutes of real time to decide how
is explained here, but the core rulebook you want your characters to respond The Narrator follows the same
provides more detailed rules governing to an encounter, even though they procedure when making skill tests for
every aspect of the game, as well as take their actions within a few seconds NPCs and monsters, except, of
tools for extending your game experi- of narrative time. Likewise, if you tell course, that he need not announce the
ence into a full-fledged chronicle con- the Narrator that you and the rest of numerical result. He simply describes
taining many exciting adventures. the party are resting for the night, he the consequences (when the Orc
might determine that nothing hap- swings its scimitar, does the blow
pens while you rest. So, in just a few strike home or miss?) if it’s something
TIME moments of real time,you skip over an the players would see.
entire evening of narrative time to The Narrator knows the number
This adventure, ‘The Road to awaken the next morning and contin- you need to beat in order to succeed at
Henneth Annûn,’ should provide you ue on your journey. any given skill test. That number is
with up to an afternoon’s worth of called the target number, or TN.
gameplay, depending on how many Situations can modify the target num-
player characters (or PCs) are A C T I O N S EQ U E N C E ber. For instance, it’s harder to track
involved. This time, the time you and someone at night than it is during the
your friends experience as you play, is During a combat scenario or action day. These modifiers are accounted
called real time. During those few sequence, all characters make initiative for by predetermined target numbers
hours of real time, the PCs could tests to determine who acts in what included in the encounter instruc-
spend several days adventuring. That order. Each player rolls 2d6 and adds tions. The Narrator doesn’t have to
time, the time characters experience, is their character’s Swiftness reaction worry about them unless he decides to
called game time. Game time falls into modifier. The Narrator makes one roll alter the conditions surrounding a
one of two categories: action time and for all the villains and adds the highest particular test.
narrative time. Swiftness modifier belonging to a vil-
lain in the group. Once every player
totals their result, characters begin act-
AT TRIBUTE T ESTS
A CTION T IME ing in order, from highest to lowest ini- Occasionally, PCs, NPCs and
Action time passes in rounds. A tiative results. They maintain this monsters want to do something sim-
round represents about six seconds of order every round until the combat or ple, like carrying a heavy object or
game time. All participants, whether action sequence ends. remembering something that hap-
they’re PCs, or non-player characters pened earlier in the adventure. There
(or NPCs) or monsters controlled by are no skills for these basic tasks.
the Narrator, get to act twice each
S KILL T ESTS Instead, they require an attribute test,
round. Moving, attacking, and casting a Most of the things that PCs, using the appropriate attribute modifi-
spell each cost one action. Characters NPCs, and monsters alike can do er in place of skill level. If you need to

2
The Lord of the Rings Roleplaying Game: Quick-start Booklet

make an attribute tests, the Narrator As with skill and attribute tests, lished target number (your oppo-
will tell you which attribute is being the Narrator handles reaction tests nent’s Defence rating).
tested so you know which modifier to for NPCs and monsters.
apply to your roll. To make an attrib- You’ll know which is the right reac-
ute test, do the following: tion modifier because the Narrator will
R ANGED C OMBAT
tell you. He’ll say ‘make a Swiftness Shooting someone with a bow
1) Roll 2d6. reaction test,’ meaning ‘roll two dice and requires skill just like attacking with a
2) Add your attribute modifier. add your Swiftness reaction modifier.’ sword. Like all skill tests, it involves
3) Tell the Narrator the total. rolling 2d6 and adding the attacker’s
skill with a bow (‘Ranged Combat:
As with skill tests, the Narrator
N ATUR AL T WELVE Bows (Longbow)’ or some similar
handles attribute tests for NPCs and Any time you make a skill test, an skill). The target number for ranged
monsters. attribute test, or a reaction test and attacks is the target’s Defence, just as
Attribute modifiers tend to be roll sixes on both dice (called a natural in melee combat, but range modifiers
lower than skill levels. This is because twelve), you get to roll another die and based on the distance to the target
skill levels happen to include attribute add it to your total. If you roll another must be accounted also. As a general
modifiers. You don’t see them because six, you get to add 6 to your total and rule, add +2 to the roll if the target is
they are already factored into the roll again. Keep rolling and adding within 5 yards, and subtract two if the
character skill levels to keep things until you roll something other than a target is more than 30 yards away.
simple. six, add the last number rolled, then Each type of bow also has a maximum
stop. Through this open ended rolling range, beyond which it cannot shoot.
method, you could achieve very high To make a ranged attack, do the fol-
R EACTION T ESTS scores indeed! lowing:
Skills and attributes play a role
when determining the outcome of 1) Roll 2d6.
actions initiated by the character. But
M ELEE C OMBAT 2) Add your Ranged Weapon
some circumstances may force your Striking with a weapon during skill level.
character to react. In these situations, close combat involves a skill test, just 3) Add the range modifier (penal-
you make reaction tests. The Narrator like using any other skill. Check your ty or bonus).
will tell you whenever you need to character sheet for skills that let you 4) Tell the Narrator the total.
make a reaction test. When making use weapons. These include ‘Armed
the test, do the following: Combat: Blades (Longsword)’ or
‘Armed Combat: Axes (Battle Axe).’ I N F L I C T I N G D A M AG E
1) Roll 2d6. As with any other skill test, you must
2) Add the appropriate reaction roll 2d6, add your skill rating, and tell A successful combat skill test
modifier. the Narrator your total. He will then inflicts damage in Wound Points.
3) Tell the Narrator the result. tell you if you hit, based on the estab- Damage varies by weapon type, and is

3
FAST PLAY RULES

STRENGTH represents how much


YO U R your character can lift or how much
C H A R AC T ER extra damage he does when he hits
someone with a melee weapon.
SHEET VITALITY measures your character’s
health and endurance.

L ook at your character sheet. The


first thing you’ll notice is the pic-
ture of your character along with a
NIMBLENESS represents how fast
and agile your character is.
WITS reflects how smart your char-
bunch of terms and numbers. Here’s a acter is and how fast he thinks on his
brief explanation of all these elements feet.
to help you understand your character BEARING describes how regal,
and his abilities. noble, or imposing your character
seems to others.
PERCEPTION measures your charac-
N A M E , R AC E , AND ter’s ability to notice things in the
ORDER world around him.

Your character’s name appears at Each of these attributes has an


always expressed in terms of number the top of your sheet. His race and associated level or value and derived
of dice rolled and, in most cases, an professional order are listed under- modifier. Some rules use the level,
amount added to the roll. For exam- neath. To use the characters included others use the modifier. The following
ple, 2d6+2 means roll two six-sided with the adventure module as an chart shows attribute levels and mod-
dice and add 2 to the result. The dou- example, Galathil is a Man and ifiers.
ble sixes rule does not apply to dam- Warrior. Your character’s race confers
age rolls, but an attacker’s Strength certain strengths and weaknesses, just
modifier is always added to damage as his order makes him skilled in some ATTRIBUTE MODIFIERS
from melee attacks. areas and unskilled in others.
LEVEL/VALUE MODIFIER
0-1 -3
W OUNDS A DVANCEMENTS 2 -2
The Wounds rating represents 3 -1
how much damage a character can As your character completes 4-7 0
suffer before dying. Reduce Wound adventures he gains experience points, 8-9 +1
points accordingly every time a char- which you may then use to purchase 10-11 +2
acter or monster suffers damage. advancements. The beginning-level 12-13 +3
When a character or monster’s characters that the players will run in 14-15 +4
Wounds reach zero, he or it dies. ‘The Road to Henneth Annûn’ have 16-17 +5
yet to earn any experience points. But 18+ +1 for every 2 levels
some of the foes (or potential foes)
M AGIC that they will encounter have gained
advancements thanks to their previ- R E AC T I O N S
Characters that have the order ous exploits, and that fact is duly
ability Spellcasting can also cast magic noted in their statistical blocks. Reactions work like attributes,
spells. A character with Spellcasting determining your character’s ability to
must make a successful Weariness react to situations or cope with certain
test against the TN of a spell in order AT T R I B U T E S predicaments. Reactions are usually
to cast it. If he fails, the spell has no derived from one of two attributes,
effect, and he loses 1 level of All characters are described using then elevated through edges. There
Weariness. Spells vary in strength and six basic attributes: Strength, Vitality, are four reactions: Stamina,
type of effect, but as a general rule the Nimbleness, Wits, Bearing, and Swiftness, Willpower, and Wisdom.
more powerful the spell, the higher its Perception.
TN and the harder it is to cast suc-
cessfully.

4
The Lord of the Rings Roleplaying Game: Quick-start Booklet

STAMINA allows you to resist poi- Courage point spent is lost to you he may add +2 to his dice roll. If a test
son and disease as well as tolerate until the end of the scene in which you only calls for the skill or the skill (no
extreme pain or fatigue. spend it. specialty), he just adds his skill level
SWIFTNESS lets you dodge incoming normally.
attacks or falling rocks, and perform
other actions requiring you to move or O R D E R A N D R AC I A L
act quickly. A BI L I T I E S H E A LT H A N D
WILLPOWER lets you resist tempta- WEARINESS
tion, mental control, and social domi- Your character’s order and race
nation, including corruption and may grant special powers and test Health and Weariness monitor
spells that affect your mind. bonuses during the game. For exam- your character’s physical state and give
WISDOM lets you perceive decep- ple, Rogues often have the ‘Fleet- you an idea of how much harder you
tion and see things for what they are. Footed’ order ability, which gives them can push him before he collapses alto-
It also enables you to realize the folly a bonus when making a Run skill test. gether. The Health score tells you
of actions you or your companions are Racial abilities, such as the ‘Beast-skill’ how many Wound Points he can take
about to take. ability possessed by Elves, also confer before he drops to the next lower
special bonuses and abilities during Wound Level. As a general rule, char-
specific situations in play. acters have 5 Wound Levels (‘Dazed,’
DEFENCE ‘Injured,’ ‘Wounded,’ ‘Incapacitated’
and ‘Near Death’) in addition to
All characters, heroes and villains, T R A I TS : E D G E S AND Healthy. Whenever your character
have a Defence rating. Your Defence F L AW S takes damage, check off one Wound
rating serves as the target number Point box for each point of damage
(TN) your enemies need to beat with Edges are special abilities that you sustain. When you check off the
their attack rolls. When you roll to hit grant a specific bonus over the course last box in your Near Death Wound
and add your bonuses, you’re trying to of the game. For instance, Caranor has Level, your character dies. Each
overcome your enemy’s Defence rating. the ‘Furtive’ edge, which allows him to Wound Level other than Healthy is
add +1 to his dice rolls when making associated with a penalty that applies
Legerdemain and Stealth. to all tests your character makes. If
R E N OW N All characters begin with at least your character drops from a Healthy
one edge. You may begin with more state to Dazed, for example, he suffers
The Renown score measures a than one if you choose a number of a –1 penalty.
character’s fame (or notoriety)—how flaws equal to the number of extra If your character wears armour, he
likely it is that a complete stranger will edges. Flaws are notable shortcomings can shrug off a certain amount of
recognize him by reputation. A high that may hinder you in performing damage from each attack, thereby
Renown score can prove helpful in sit- specific tasks or otherwise make life reducing the amount of damage that
uations that require Social skill tests. difficult for you. For instance, the flaw counts against his Wounds. The
Since beginning-level characters have ‘Weak-willed’ gives you a –2 penalty amount of damage that is reduced by
Renown scores of 0, it will not play to all of your Willpower tests. armour is listed in parenthesis behind
much of a role in ‘The Road to the armour type—for example,
Henneth Annûn,’ but more advanced ‘Ordinary chainmail (5)’. In this case,
characters will find it useful. SKILLS wearing ordinary chainmail allows the
character to ignore up to five points of
Skills define the areas in which damage from each attack, subtracting
C O U R AGE your character excels, including only whatever damage remains from
knowledge, socializing, and actions. his Wounds.
Your character is, by definition, an Each skill comes with a number, or Characters cannot recover Wound
extraordinary individual, whether in ‘level.’ Melephin, for instance, has the Points unless they rest. They may
fact or potential. To reflect this, he skill ‘Climb +1.’ He adds ‘+1’ to his die recover 1 Wound Point per day of
receives a number of Courage points roll whenever he needs to make a complete rest. In addition, another
that he may spend to increase a single Climb skill test. Some skills also list a character with the skill Heal may try
test result. After you make a test, you specialty in parentheses, such as to augment the process once each
can choose to improve your result by ‘Stealth (Sneak).’ If a skill test calls for week. In this adventure, however, it is
+3 for each Courage point spent. A a specialty that the player possesses, highly unlikely that characters will

5
CHARACTERS

have the opportunity to recover


Wound Points. C H A R AC T ERS MELEPHIN’S GRIMOIRE
Weariness measures your character’s
level of fatigue. Characters may lose 4 Melephin can choose five spells
Weariness Levels (‘Winded,’ ‘Tired,’ from the following list:
‘Weary,’ and ‘Spent’) without becoming ‘And Aragorn is dangerous, and Legolas is
completely helpless. If they drop a level dangerous. You are beset with dangers, BLINDING FLASH (Weariness
from Spent and become ‘Exhausted,’ Gimli son of Gloin; for you are danger- TN 10, inflicts –5 penalty to all tests
they may take no actions at all until they that require sight on one foe for
have rested enough to recover a ous yourself, in your own fashion.’ 1d6+1 rounds, duration halved if tar-
Weariness Level. Winded characters — Gandalf, The Two Towers get makes TN 12 Swiftness test, can-
suffer a –1 penalty to all tests. Tired not select without Create Light)
characters suffer a –2 penalty. Weary BURNING SPARKS (Weariness
characters suffer a –3 penalty. Spent
characters suffer a –8 penalty.
Characters may recover 1 Weariness
H ere are three characters that you
can play in ‘The Road to Henneth
Annûn.’ We present them not to
TN 8, cast sparks from an existing
fire so that anyone within 10 feet of
that fire suffers 1/2d6 damage, tar-
Level by resting: 10 minutes of narrative restrict your options as a player, but to gets may halve damage by making a
time for a Winded character, 1 hour if get you started quickly in playing The successful TN 10 Swiftness test, can-
Tired, 2 hours if Weary, 4 hours if Lord of the Rings Roleplaying Game not select without Kindle Fire)
Spent, and 8 hours if Exhausted. by skipping through most of the char- CHANGE HUE (Weariness TN
Characters must make a TN 10 acter creation process (to learn in 8, caster receives +5 bonus to all
Weariness test if they have been in detail how to create characters, see the Stealth (Hide) tests for 100 minutes)
combat for 10 minutes (60 rounds) or core rulebook). For the most part, they CREATE LIGHT (Weariness TN
travelling for 4 hours. are ready to go. The passages in italics 5, caster creates a light centred on
indicate choices that you need to make his hand or the point of his staff suf-
before the character is finished. Just ficient to illuminate a 20-foot radius,
follow the instructions to round him negates darkness-related penalties),
out. If you wish to run all three charac- EVOKE AWE (Weariness TN 10,
ters through the adventure, but have caster gains +8 bonus to Intimidate
less than three players, feel free to have test against servant or ally of
one player run more than one charac- Sauron)
ter. FIERY MISSILE (Weariness TN 7,
The characters represent two of the caster can create up to 10 small flam-
Free Peoples of Middle-Earth—Elves ing projectiles that he can throw up
and Men—and three different profes- to 8 feet as a Ranged Combat attack,
sional orders. If you wish to play doing 1d6+1 damage each, cannot
GRIMOIRE through the adventure with less than select without Kindle Fire)
three characters, it doesn’t really matter FOG RAISING (Weariness TN 8,
You must choose in advance the which one(s) you pick. We have caster can create a fog bank up to
spells that you know well enough to designed each with skills and abilities 300 feet in radius and 500 feet
cast. You select them when you choose that will prove helpful in the adventure away, +5 to the TN of all Combat
Spellcasting as an order ability. in mind. Even if you try to play with and Observe tests within the fog
only one character,you should be able to bank, lasts until caster stops con-
follow a reasonable course of action in centrating)
GEAR each encounter, making use of at least KINDLE FIRE (Weariness TN 5,
one of the character’s strong points. sets any one flammable object
Your character owns certain For the most part, the names of touched by caster on fire, target
equipment he takes with him on his skills are self-explanatory. Racial abil- with clothes afire suffers 1d6+3
adventures. The ‘Gear’ portion of your ities, professional abilities, and traits damage per round unless he
character sheet lists all of the arms, are explained in parentheses as neces- spends an entire round extin-
armour, and equipment he’s carrying sary. If no explanation appears, the guishing himself and makes a suc-
with him during the adventure. effects of most of these character ele- cessful TN 5 Swiftness test)
ments have simply been worked into
the statistical blocks.

6
The Lord of the Rings Roleplaying Game: Quick-start Booklet

MELEPHIN
RACE: Elf (Silvan)
RACIAL ABILITIES: The Art, Beast-Skill, Comfort, Elven Form, Elven-sense, Farsightedness, Ghost-scorn,
Lightfootedness, Swift Healing, Woodsy
ATTRIBUTES: Bearing 10 (+2), Nimbleness 8 (+1), Perception 9 (+1), Strength 6 (±0),Vitality 9 (+1), Wits 12 (+3)
REACTIONS: Stamina +1, Swiftness +1, Willpower +3, Wisdom +3
ORDER: Magician
ORDER ABILITIES: Spellcasting 1 ADVANCEMENTS: 0
SKILLS: Acrobatics (Balance) +4,Armed Combat: Blades (Longsword) +2,Climb +1, Debate +4,
Healing +4,Insight +2,Intimidate (Majesty) +4,Language: Haradrim (Near Harad) +4,
Language: Orkish +4, Language: Sindarin +9, Language: Silvan +9, Language:
Westron +9, Lore/Realm: Mirkwood (Geography) +4, Lore/Group:
Haradrim (Customs) +6, Lore/Race: Orcs (Tactics) +6,
Observe (Spot) +5, Persuade (Charm)+8, Ranged
Combat: Thrown Weapons (Dagger) +3, Run +4,
Stealth (Hide) +4,Track (Orcs) +2
Add +1 to any 5 of the above skills except Acrobatics
(Balance), Armed Combat: Blades (Longsword), Climb,
Language: Westron, Language: Sindarin, Language: Silvan,
Persuade (Charm), Ranged Combat: Thrown Weapons
(Dagger), Run, Stealth, and Track.
EDGES: Fair, Keen-eyed, Swift Recovery (heal wounds twice
as fast as normal), Wise
SPELLS: Pick 5 from Melephin’s Grimoire (see page 6).
FLAWS: None
HEALTH: 9 DEFENCE: 11 COURAGE: 3 RENOWN: 0
GEAR: Longsword (2d6+5 damage), staff (2d6+2 damage)
scale mail (absorbs 4 points of damage)

B ACKGROUND
Melephin cuts an eccentric figure in Ithilien—a Silvan Elf of
Mirkwood who wandered south in search of a broader knowledge of
magical practice than he could get in his native realm. He even wan-
dered as far as Near Harad, where he picked up some of the language
and customs of the place. Recently, a Ranger patrol from Osgiliath
took him into their custody. They didn’t know what to make of him
at first, but he won many friends among the ruined city’s defenders
and decided to stay with them and help defend the causeway forts
as an informal and highly irregular soldier of Gondor.
HEALTH
HEALTHY (0)
DAZED (-1)
INJURED (-3)
WOUNDED (-5)
INCAPACITATED (-7)
NEAR DEATH (-9)
WEARINESS
HALE (0) WINDED (-1) TIRED (-2)
WEARY (-4) SPENT (-8) EXHAUSTED (-10)

7
CHARACTERS

CARANOR
RACE: Man (Middle Man)
RACIAL ABILITIES: Adaptability, Dominion of Men, Skilled
ATTRIBUTES: Bearing 10 (+2), Nimbleness 12 (+3), Perception 8 (+1), Strength 8 (+1),Vitality 6 (±0), Wits 8 (+1)
REACTIONS: Stamina +1, Swiftness +5, Willpower +2, Wisdom +2
ORDER: Rogue
ORDER ABILITIES: Lurking in Shadows (+5 bonus when you spend a Courage point on a
Stealth test) or Fleet-Footed (+2 bonus to Run tests)
ADVANCEMENTS: 0
SKILLS: Acrobatics (Balance) +5, Armed Combat: Blades (Dagger, Long Knife)
+5, Craft: Calligraphy +4, Debate +3, Jump +2, Language: Westron +7,
Legerdemain (Open Lock) +5, Lore/Realm: Gondor (Ithilien) +2,
Observe (Listen) +3, Persuade (Fast Talk) +4, Ranged Combat: Bows
(Longbow) +4, Ride (Horse) +2, Run +3, Search +3, Stealth (Sneak)
+7
Add +1 to any 5 of the above skills except Craft, Debate, Language:
Westron, Lore/Group: Gondor (Geography), Ride, Run and
Stealth. Instead of adding +1 to an existing skill, you may also
add Climb +2 or Guise +2.
EDGES: Furtive
FLAWS: None
HEALTH: 7
DEFENCE: 13
COURAGE: 4
RENOWN: 0
GEAR: Dagger, long knife (2d6+3 damage), longbow (maxi-
mum range 200 feet), 20 arrows (2d6+2 damage), scale mail
(absorbs 4 points of damage)

B ACKGROUND
Caranor was born and raised in a farming village on the western
bank of the Anduin, in east Anorien. When the army of Mordor issued
from Minas Morgul and bore down on Osgiliath, he went there to vol-
unteer his services in defence of Gondor, despite entreaties from his
family not to risk his life. Impressed by his enthusiasm, the garrison
commander Atanacar took on Caranor as a scout and messenger.
He has since earned the affection of the garrison, who treat him as
something of a mascot.
HEALTH
HEALTHY (0)
DAZED (-1)
INJURED (-3)
WOUNDED (-5)
INCAPACITATED (-7)
NEAR DEATH (-9)
WEARINESS
HALE (0) WINDED (-1) TIRED (-2)
WEARY (-4) SPENT (-8) EXHAUSTED (-10)

8
The Lord of the Rings Roleplaying Game: Quick-start Booklet

G A L AT H I L
RACE: Man (Dúnedan)
RACIAL ABILITIES: Adaptability, Dominion of Men, Skilled
ATTRIBUTES: Bearing 8 (+1), Nimbleness 12 (+3), Perception 8 (+1), Strength 10 (+2),Vitality 8 (+1), Wits 6 (±0)
REACTIONS: Stamina +2, Swiftness +5, Willpower +1, Wisdom +1
ORDER: Warrior
ORDER ABILITIES: Warrior-born (you may spend a Courage point to receive a +2 bonus to all Armed Combat and
Ranged Combat tests during a single battle)
ADVANCEMENTS: 0
SKILLS: Acrobatics (Balance) +5, Armed Combat: Blades (Longsword) +6,
Climb +3, Healing +2, Intimidate (Power) +3, Language: Westron +6,
Lore/Realms: Gondor (Geography) +3, Observe (Spot) +3, Persuade
(Oratory) +2, Ranged Combat: Bows (Longbow) +6, Run +5, Stealth
(Sneak) +4
Add +1 to any 5 of the above skills except Acrobatics (Balance)
Craft, Language and Lore/Realms: Gondor, Language: Westron.
Instead of adding +1 to an existing skill, you may add Jump +3
or Track (Orcs) +1.
EDGES: Bold (spending a Courage point gives Galathil a +5 bonus
when using any skill on his list except for Intimidate, Language,
and Lore)
FLAWS: None
HEALTH: 10
DEFENCE: 13
COURAGE: 4
RENOWN: 0
GEAR: Longsword (2d6+5 damage), longbow (maximum
range 200 feet), 20 arrows (2d6+2 damage), ordinary
chainmail (absorbs 5 points of damage), large shield (–5
penalty to ranged attacks against)

B ACKGROUND
Like many Rangers of Ithilien, Galathil was born in Minas
Tirith to a family that had once lived in the Anduin vales of
North Ithilien. He just completed his basic military training,
and was recently sent forward with a small detachment of sol-
diers to bolster the garrison at Osgiliath.

HEALTH
HEALTHY (0)
DAZED (-1)
INJURED (-3)
WOUNDED (-5)
INCAPACITATED (-7)
NEAR DEATH (-9)
WEARINESS
HALE (0) WINDED (-1) TIRED (-2)
WEARY (-4) SPENT (-8) EXHAUSTED (-10)

9
ADVENTURE : THE ROAD TO HENNETH ANNÛN

mission, because Caranor and Important Note: Only the


ADVENTURE : Melephin are irregulars and therefore Narrator should continue to read
T H E R O A D TO not entirely reliable in close combat,
while Galathil may be spared because
beyond this point, as the remainder of
the text explains the challenges that
HENNETH of his inexperience. The captain sum- the players will face, and knowing
ANNÛN mons them into his presence and
orders them to find Lord Faramir at
what they are ahead of time would
ruin the surprise. Consider this an
Henneth Annûn, the Ranger sanctu- emphatic spoiler alert.
ary in North Ithilien, and urge him to
‘But however that may be, my lord come to Osgiliath with reinforce-
Faramir is abroad, beyond the river on ments. ‘Tell him that our situation is E N C O U N T E R 1: A N
some perilous errand. . . .’ grim, and that his presence will steady O RC P AT ROL
the men. The fate of Gondor may rely
— Beregond, The Return of the King on it, for if the Enemy takes the
Anduin crossing, then nothing stands
between Mordor and Minas Tirith.’ ‘In the red glare Sam . . . caught a glimpse
s an opening move in what will Atanacar gives them no written of his evil face as it passed . . . slaver
A become The War of the Ring,
Sauron launches an army against the
message, lest they fall into the hands
of the Enemy, but it is simple enough
dripped from its protruding fangs; the
garrison at Osgiliath. The ancient city to remember in any case. He does give mouth snarled like an animal.’
is now only a ruin of its former glory them a small parchment with a rough- — The Return of the King
and useful only in that it guards a ly drawn map (see pg. 17) showing the
strategic crossing point along the way to Henneth Annûn. It entails fol-
Anduin. It is just a probing attack, lowing the Anduin north for 10 Your players face their first chal-
meant to test Gondor’s defences and leagues, or 30 miles, then cutting lenge shortly after their characters set
mask the Harad Road, while the Dark northeast toward the Ephel Dúath for out from Osgiliath. They slip away
Lord mobilizes for a full-scale assault another 10 leagues, until they reach from the causeway forts by cutting
on the Free Peoples of Middle-earth. the main road that runs north toward through the heavy brush right on the
But for the Rangers of the South who the Black Gate. From there, they banks of the Anduin, and soon they
have been posted here, the situation is should cut back to the northwest for are behind the Enemy’s lines.
serious enough. another 6 leagues until they reach a But the besieging host of Mordor
They are a relative handful of men steep, rocky slope. The entry to the regularly sends out patrols to find out
standing against the might of Mordor, sanctuary will not be obvious, but they what is happening beyond the main
for the rest of Lord Faramir’s Rangers will spot the sentries—or more likely, area of battle. These almost always
are scattered throughout the province the sentries will spot them. When take place at night, since Orcs do not
in secret bases like Henneth Annûn, they meet the sentries, they should function well in daylight. Sometime
from which they attempt to spy on gesture with a fist held over the centre on the first night of their journey, the
stirrings in Minas Morgul and the of the chest and say, ‘In the name of characters stumble across such a
Black Gate. Waves of attacking Orcs Lord Cirion, we come.’ This is the patrol (or such a patrol will stumble
have crashed against the causeway standing password among the men at upon them, however you want to look
forts east of the city proper and fallen Henneth Annûn. at it). It consists of two Orcs per char-
back, but rumours abound that at The journey should take about 4 acter, plus an Orc leader of more
least one Nazgûl will arrive soon to solid days of travel, assuming that the advanced abilities (see page 12 for sta-
turn the tide. Atanacar, the captain of characters spend 10 hours per day on tistics).
the garrison, realises that he needs the march. The terrain through which This encounter centres about a
more men to defend this important they are to proceed, while not espe- small clearing in the heavy brush 50
river crossing. He resolves to get a cially easy, allows them to cover 2 feet in diameter. First, inform your
message to Faramir asking for rein- miles per hour. players that the day is ending. If they
forcements. Atanacar dismisses them by once decide to stop for the night to recover
This is where your players and again stressing the need to make haste. Weariness Levels, they come upon
their characters come in. No matter He dashes off an order to allow them this clearing before they can find a suit-
which combination of pre-set charac- to draw rations and sundry items from able place to shed their packs and sit
ters is participating, Atanacar consid- the garrison’s stores, and orders them down. If they decide to keep moving
ers them suitable candidates for this to depart as soon as they can. through the night, just ensure they

10
N A R R AT O R M A P

11
ADVENTURE : THE ROAD TO HENNETH ANNÛN

make Weariness tests (TN 10) every either getting necessary rest or forging FLAWS: Craven (must flee or cave in to
4 hours and spring this encounter on on to Henneth Annûn (thereby dis- the threat if a character achieves an
them at a time of your choosing. obeying their orders), the fugitives Intimidate test result against them
When they reach the edge of the lead them into a trap. The characters of 10 or higher)
clearing—but before you announce then find themselves surrounded on HEALTH: 9
that they’re about to run into trou- three sides by a force of Orcs equal to DEFENCE: 10
ble—each of them must make an ten times their number, plus the sur- COURAGE: 0
Observe test. The TN for the test is vivors from the original encounter. It RENOWN: 0
20 if they choose to use the Observe is unlikely that they will survive such a GEAR: Scimitar (2d6+4 damage),
(Spot) specialty because of the dark- confrontation, but let your players leather armour (absorbs 2 points of
ness and the relatively impenetrable consider it a lesson from the Narrator damage)
terrain. If they use any other type of in the consequences of straying from
Observe specialty, the TN is 10. At the orders of Lord Faramir!
the same time, make a single, collective The Orcs carry no possessions of
O RC P ATROL L EADER
Observe (Smell) test (TN 10) for the note other than their arms and RACE: Orc
Orcs. If at least one of your players armour, except for the patrol leader, RACIAL ABILITIES: Curse of Daylight
succeeds, his character sees, hears, or who wears a silver medallion worth 2 (-4 penalty to all tests in sunlight),
smells something just on the opposite silver pennies for the weight of its Tough Skin
side of the clearing. If the Orcs also metal. A successful Lore/Realms: ATTRIBUTES: Bearing 6 (±0),
fail their Observe (Smell) test, the Gondor test reveals that it bears the Nimbleness 8 (+1), Perception 8
players surprise them and have one likeness of one of the early Ruling (+1), Strength 8 (+1), Vitality 8
free action round to do whatever they Stewards, Cirion, and was likely loot- (+1), Wits 5 (±0)
wish before the Orcs may react. ed off of a dead Gondorian soldier. REACTIONS: Stamina +2, Swiftness
If the Orcs succeed in their test but +1, Willpower ±0, Wisdom ±0
all of the players fail theirs, then the ORDER: Warrior
Orcs achieve surprise and they get the
O RCS ORDER ABILITIES: Evasion (roll 3d6
drop. They then split their force and RACE: Orc and keep the highest 2 when per-
squeeze the characters on both flanks, RACIAL ABILITIES: Curse of Daylight forming a Swiftness test)
skirting the edge of the clearing. The (-4 penalty to all tests in sunlight), ADVANCEMENTS: 2
leader hangs back, hoping to pick off Tough Skin SKILLS: Armed Combat: Blades
targets that pop into the clearing, then ATTRIBUTES: Bearing 6 (±0), (Longsword) +5, Intimidate (Fear)
charges with his longsword if none do Nimbleness 7 (±0), Perception 8 +4, Language: Black Speech +4,
so. Make a Stealth (Sneak) test (TN (+1), Strength 8 (+1), Vitality 8 Language: Orkish +6, Language:
15) for all of the Orcs. If they succeed, (+1), Wits 5 (±0) Westron +2, Lore/Realm: Mordor
make an Armed Combat test against REACTIONS: Stamina +2, Swiftness (Geography) +4, Observe (Smell)
each character before they get to react +1, Willpower ±0, Wisdom ±0 +6, Ranged Combat: Bow
(that is, one Orc per character gets in a ORDER: Warrior (Shortbow) +6, Ride (Wolf ) +3,
free shot before combat begins). If the ORDER ABILITIES: Evasion (roll 3d6 Run +4, Stealth (Sneak) +4, Track
Orcs fail their Stealth test, then begin and keep the highest 2 when per- (Scent) +3
the combat with the Orcs halfway forming a Swiftness test) EDGES: Keen-nosed, Night-eyed 2
around the clearing. ADVANCEMENTS: 0 (penalties for seeing in the dark
If both the Orcs and the players SKILLS: Armed Combat: Blades reduced by 7)
make successful Observe tests against (Scimitar) +4, Intimidate (Fear) FLAWS: Craven (must flee or cave in to
each other, they spot each other simul- +4, Language: Black Speech +4, the threat if a character achieves an
taneously, and they begin the combat Language: Orkish +6, Language: Intimidate test result against them
facing each other directly across the Westron +2, Lore/Realm: Mordor of 10 or higher)
clearing. (Geography) +4, Observe (Smell) HEALTH: 9
Because of the nature of the ter- +6, Ranged Combat: Bows DEFENSE: 11
rain, all Ranged Combat tests against (Shortbow) +2, Ride (Wolf ) +3, COURAGE: 0
targets that are not in the clearing suf- Run +3, Stealth (Sneak) +4, Track RENOWN: 0
fer a –6 penalty. (Scent) +3 GEAR: Orc longsword (2d6+5 dam-
If the Orc leader is slain, all EDGES: Keen-nosed, Night-eyed 2 age), shortbow (–2 penalty to
remaining Orcs flee. If the characters (penalties for seeing in the dark Ranged Combat tests beyond 25
choose to pursue them instead of reduced by 7) yards), 20 arrows (2d6+2 damage),

12
The Lord of the Rings Roleplaying Game: Quick-start Booklet

scale mail (absorbs 4 points of ters come to a ridge overlooking a EDGES: Warrior’s Heart (+4 bonus to
damage) wide, well-travelled road. This is a all Weariness tests related to battle)
fork of the old Harad Road, which the FLAWS: None
If the characters decide to make a Kingdom of Gondor built in its days HEALTH: 9
run for it instead of squaring off of glory to serve as the main overland DEFENCE: 11
against the Orcs, you may treat their conduit between the South of COURAGE: 0
efforts in summary fashion by having Middle-earth and Gondor and Arnor. RENOWN: 0
each player make a Run test (TN 10). At the moment, however, with the GEAR: Scimitar (2d6+4 damage), scale
A successful test means that that char- fortresses at Osgiliath masked by one mail (absorbs 4 points of damage)
acter can get away from the Orcs scot- of his armies, it functions as Sauron’s
free, and they will not pursue him main avenue of communication with
effectively. his Haradrim allies.
H AR ADRIM L EADER
A failed test means that the Orcs At this point, the players should RACE: Man (Man of Darkness)
continue to pursue that character. turn north, as per their orders. Before RACIAL ABILITIES: Adaptable, Skilled
They split into two groups, with half they can do so, however, each must ATTRIBUTES: Bearing 8 (+1),
and the leader staying directly behind make an Observe test (TN 10 in day- Nimbleness 8 (+1), Perception 7
and the other half moving to the char- light, TN 15 if using the Spot special- (±0), Strength 9 (+1), Vitality 8
acter’s flank to keep him pinned ty at night). Characters that succeed (+1), Wits 6 (±0)
against the Anduin as he flees. notice a small group of swarthy men REACTIONS: Stamina +2, Swiftness
Characters suffering this fate can only in scale mail and conical helmets pick- +3, Willpower +1, Wisdom ±0
shake the Orcs by following a path ing their way up the slope towards ORDER: Warrior
that leads them along a high cliff over- them. One of them also carries a long- ORDER ABILITIES: Evasion (roll 3d6
looking the mighty river. The Orcs bow and a small shield. They appear and keep the highest 2 when per-
will not follow at this point, choosing to be fanning out from the road, and forming a Swiftness test)
not to brave the precipice. The charac- they move swiftly and low to the ADVANCEMENTS: 3
ters must then make a successful ground, stopping from time to time to SKILLS: Armed Combat +6: Blades
Acrobatics (Balance) test (TN 10), or look around them. From where the (Scimitar), Healing +1, Inspire +2,
else they fall into the Anduin and characters are standing, the Haradrim Language: Haradric (Near Harad)
drown. If this happens to your play- then disappear from view behind an +6, Observe (Spot) +4, Ranged
ers, you might want to remind them outcropping of rock, then reappear to Combat: Bow (Longbow) +6, Ride
before they accept this doom that they their front, at a range of only 100 feet. (Horse) +3, Run +2, Stealth
can spend Courage points to improve (Sneak) +4, Track (Men) +2
their test results. EDGES: Resolute, Warrior’s Heart (+4
H AR ADRIM W ARRIOR bonus to all Weariness tests related
RACE: Man (Man of Darkness) to battle)
E N C O U N T E R 2: M E N RACIAL ABILITIES: Adaptable, Skilled FLAWS: None
OF H A R A D ATTRIBUTES: Bearing 6 (±0), HEALTH: 9
Nimbleness 8 (+1), Perception 7 DEFENCE: 11
(±0), Strength 9 (+1), Vitality 8 COURAGE: 0
(+1), Wits 6 (±0) RENOWN: 0
‘Hard fighting and long labour they REACTIONS: Stamina +1, Swiftness GEAR: Scimitar (2d6+4 damage), long-
had still; for the Southrons were +3, Willpower ±0, Wisdom ±0 bow (maximum range 200 feet), 20
bold men and grim. . . .’ ORDER: Warrior arrows (2d6+2 damage), scale mail
ORDER ABILITIES: Evasion (roll 3d6 (absorbs 4 points of damage)
— The Return of the King and keep the highest 2 when per-
forming a Swiftness test) The Haradrim Leader is an experi-
Assuming that your players keep ADVANCEMENTS: 0 enced warrior who also has the skill
to their orders, they head northeast SKILLS: Armed Combat: Blades Inspire, which allows him to encourage
after their encounter with the Orc (Scimitar) +6, Healing +1, those under his command to greater
patrol, through the vales of North Language: Haradric (Near Harad) efforts through the sheer force of his
Ithilien. This country is still lush and +6, Observe (Spot) +4, Ranged presence. If he makes a successful
green despite its proximity to the foul- Combat: Bows (Longbow) +6, Inspire test (TN 10), the Haradrim
ness of Mordor. After covering 10 Ride (Horse) +3, Run +2, Stealth warriors under his command gain a +1
leagues in this direction, the charac- (Sneak) +4, Track (Men) +2 bonus to their Armed Combat tests

13
ADVENTURE : THE ROAD TO HENNETH ANNÛN

during the next round. Attempting to E N C O U N T E R 3: T H E characters with deep suspicion. The
Inspire requires 1 action. W I N D OW ON T H E passwords were changed recently, and
These strange-looking men are the those that Atanacar gave to the PCs
outriders from a column of warriors
S U N SE T are now incorrect.
from Near Harad marching north to Quarrelling with the sentries is not
the Black Gate. Their task is to screen a particularly good option for your
the column from Gondorian spies, ‘They named themselves Mablung and players. These men are veterans, and
and so they are out beating the bushes Damrod, soldiers of Gondor, and they individually they are more powerful
well in advance of the main body. were Rangers of Ithilien. . . .’ than beginning-level characters.
Basically, your players have three Besides, at the first sign of hostile
options here: fight, avoid them, or bluff — The Two Towers action against them, the sentry with
so that the Haradrim will let them the bow looses a shot, then blows his
pass without incident. If they choose If the characters continue inland horn. This alarm brings 20 more of
to fight, the Haradrim rank and file through the vales of northern Ithilien, Faramir’s men, with the first 10 arriv-
close and attack with their scimitars, the woodlands begin to thin out and ing within 10 rounds and the remain-
while their leader hangs back slightly they see before them a rocky slope der 10 rounds after that. Most impor-
and looks for appropriate targets for with a roaring waterfall cascading tantly, it’s just not something that a
his longbow. He also uses his Inspire down it. Trees and other vegetation loyal servant of Gondor would do, no
skill (see sidebar) liberally to make obscure much of the base of the slope matter how stressful the situation.
their attacks more effective. from view. Their orders tell them that It would be much more sensible
If the characters decide to run Henneth Annûn should be some- for your players to use their characters’
away, they must each make a success- where around here. Social skills to persuade the sentries
ful Run test (TN 10), or else the As they approach the base of the that they are friends, not spies of the
Haradrim catch up to them. If they slope, they see two large boulders on Enemy. If they seem stuck for a course
decide to conceal themselves, they either side of a dimly traced path that of action, you might suggest that they
must each make a successful Stealth seems to disappear into a sheer rock choose one character to serve as
(Hide) test (TN 10). Since Stealth is face. As they approach the boulders, spokesman for the party. That charac-
a skill that may be used untrained, a two tall men in mottled green and ter may then make a Social skill test of
character may use it even though he brown cloaks worn over chainmail his choice (TN 10 if Debate or
doesn’t have any levels in it. He simply spring out to bar the way. One carries Persuade, TN 20 if Intimidate) to try
adds his Nimbleness modifier to the a sword and positions himself for- to convince the sentries to let them
result. The Haradrim fail to detect ward, while the other draws his long- pass. You need not act out this
any characters that succeed, and pass bow and stands back. He also carries a encounter with your player (although
by them without incident. hunting horn around his neck. you should feel free to do so, if you
Lastly, the characters may try to They are Halond and Ilthimir, wish). The skill test represents an
bluff their way past these Rangers of Ithilien standing sentry at abstraction of what the character
Haradrim—although, realistically, one of the sanctuary’s entrances. involved would say and do to get the
only Melephin may attempt this, since When they challenge the characters, sentries to see things his way.
he is the only character who can speak they appear aggressive and hostile. If he makes a successful test,
their language. In order to communi- This is not a good time for Faramir’s Halond and Ilthimir look at each
cate with them, he must make a suc- men. An Orc prisoner recently plant- other doubtfully. Then Ilthimir
cessful Language: Haradric (Near ed in their minds the suggestion that motions for the characters to follow
Harad) test (TN 10). If he does so, he the location of Henneth Annûn and him, with Halond falling in line
must then convince them that they are all of the sentries’ signs and counter- behind, his blade still drawn. If the test
not, in fact, agents of Gondor. The signs have been betrayed to the succeeds by more than 5, then their
player running Melephin should make Enemy. Furthermore, the prisoner attitude toward the characters changes
up a cover story for the characters and also has the Rangers thinking that noticeably. They apologise for their
tell you what it is. Then he should Sauron will send spies against them wariness (the times being what they
make a Persuade (Charm) test (TN disguised as Gondorian soldiers. are, one can never be entirely certain
15 or 20, depending on your judge- Halond and Ilthimir are therefore in a whether strangers be friends or no,
ment of how good it is). If he succeeds jumpy mood. When the player char- even if they are clad as friends), and
in persuading them, the Haradrim go acters attempt to give the password treat them as friends hereafter.
on their way, allowing the characters they were taught at Osgiliath, the sen- In either case, the sentries lead the
to go on theirs. tries’ eyes narrow, and they treat the characters through the brush to a

14
The Lord of the Rings Roleplaying Game: Quick-start Booklet

cleared spot at the base of the slope. SKILLS: Armed Combat: Blades which are usually placed in an adven-
Ilthimir places a ring on his right hand (Longsword) +7, Climb +3, ture to help facilitate the flow of the
against a spot in the rock. This ring is Healing +1, Jump +3, Language: story. If you wish to use Halond and
permanently enchanted with the spell Sindarin +6, Language: Westron Ilthimir in an ongoing chronicle, note
Ithildin-fire, and it reveals the glowing +6, Lore/Realm: Gondor (Ithilien) that they are designed to place them
outline of a door carved into the rock. +3, Observe (Spot) +6, Ranged on track to qualify for the Ranger elite
He then cups his hand to his mouth Combat: Bows (Longbow) +6, order before very long (see the core
and appears to whisper something to Ride (Horse) +4, Run +3, Stealth rulebook for more about character
the door—a command word, no (Hide) +6, Survival (Woods) +5, advancement and elite orders).
doubt. The door in the rock then eases Track (Orcs) +6
open, and the sentries lead the charac- EDGES: Warrior’s Heart (+4 bonus to
ters into the maze of caves and war- all Weariness tests related to battle) B E YON D T H I S
rens that is Henneth Annûn, the FLAWS: None A DV E N T U R E : I N T H E
Window on the Sunset. HEALTH: 11
DEFENCE: 12
S E RV I C E O F G O N D O R
COURAGE: 4
H ALOND AND I LTHIMIR
RENOWN: 0
RACE: Man (Dûnedan) GEAR: Longsword (2d6+5 damage), ‘So it must be, for you are appointed to
RACIAL ABILITIES: Adaptability, ordinary chainmail (absorbs 5 the White Company, the Guard of
Dominion of Men, Skilled points of damage). Ilthimir also has Faramir, Prince of Ithilien. . . .’
ATTRIBUTES: Bearing 8 (+1), a longbow (maximum range 200
Nimbleness 10 (+2), Perception 8 feet), 20 arrows (2d6+2 damage), a — Aragorn (King Elessar),
(+1), Strength 10 (+2), Vitality 9 hunting horn, and a ring perma- The Return of the King
(+1), Wits 7 (±0) nently enchanted with the spell
REACTIONS: Stamina +2, Swiftness Ithildin-fire
+4, Willpower +1, Wisdom +1 Once the characters convince the
ORDER: Warrior Halond and Ilthimir are more for- sentries that they are friends, they
ORDER ABILITIES: Evasion (roll 3d6 midable than the Orcs or Haradrim take them to Lord Faramir, who is
and keep the highest 2 when per- that the characters faced in the earlier enjoying a rare moment of ease deep
forming a Swiftness test) encounters. They really qualify as in the heart of the sanctuary. He
ADVANCEMENTS: 2 non-player characters, or NPCs— receives the news with great concern
characters run by the Narrator and and resolves to set off for Osgiliath

15
ADVENTURE : THE ROAD TO HENNETH ANNÛN

with 100 picked men as soon as they men north to Mordor, Faramir’s the tribes of Harad or Khand, know-
are ready. First, however, he thanks Rangers ought to know when they set ing that while the Free Peoples had
the characters for their service and out and in what strength so they can defeated Sauron utterly, many of
rewards each of them with one of the plan ambushes. As Narrator, you may Sauron’s allies still lived, and might
following heroic arms or armour from design further adventures set in still cause trouble in the future. By this
the magazine: Ithilien or Harad and Khand that will point, it is obvious that our heroes
DÛNEDAN BLADE, enchanted take your players up to and through know Southron folk better than most
weapon: A longsword forged cen- the tumult of The War of the Ring. Gondorians (especially if they spent
turies ago by the Men of Westernesse. If you wish, you can also work the war spying on them). The King
It contains a minor bane enchantment Halond and Ilthimir, the sentries would consider them ideal candidates
that grants a +2 bonus to Armed from Encounter 3, into the chronicle to negotiate treaties with the various
Combat tests against servants or allies as friendly non-player characters. One tribes of the South, by which they
of Sauron and a +3 bonus against or both of them might go with the would swear fealty and pay tribute to
Nazgûl or other supernatural foes. characters as guides or guards, being the revived Kingdom of Gondor. At
STAR OF OSGILIATH, heroic shield: more experienced warriors and the very least, our heroes would make
A large shield with an enormous star knowledgeable in the lay of Ithilien. suitable spies to monitor the states of
embossed on it. The Princes of Ithilien Or perhaps they simply befriend the affairs among the tribes of Harad and
wielded it during the glory days of the characters, giving them helpful advice Khand, and judge the extent to which
Kingdom of Gondor. It provides an and providing a little flavour to the they may present an ongoing threat to
additional +3 parry bonus against chronicle between adventures. After Gondor.
Orcs (see core rulebook for rules all, it’s not that uncommon in Or it may be that they choose to
regarding parrying) and an additional Tolkien’s Middle-earth for characters leave Gondor and the South altogeth-
–3 penalty to ranged attacks by Orcs who meet under difficult circum- er and head for the North-lands of
against the wielder. stances to become friends. Recall that Middle-earth, or that you wish to lure
MORDOR-BANE BOW, enchanted Aragorn and Éomer meet for the first them there with the prospect of new
weapon: A longbow crafted in time staring each other down blade- and greater adventures. That’s perfect-
Rivendell for the Kings of Arthedain, to-spearpoint. Yet, only a short time ly acceptable, too. The Lord of the
and subsequently given to Gondor as later, Aragorn vowed that they would Rings Roleplaying Game core rule-
a gift. It contains a minor bane draw their weapons together in battle book provides you and your players
enchantment that grants a +2 bonus as inseparable allies. with a more detailed treatment of the
to Ranged Combat tests against ser- If you choose to extend ‘The Road rules (including rules that allow char-
vants or allies of Sauron. to Henneth Annûn’ into a chronicle, acters to improve their attributes, abil-
At this point, the adventure comes just remember to consult the rules ities, and skills through gaining expe-
to its formal conclusion: The characters regarding experience points and charac- rience as adventurers), descriptions of
have successfully navigated the road to ter advancement in the core rulebook the races and geography of Middle-
Henneth Annûn. They have dealt with before you go any further. Then go back earth, and advice for running an entire
the foes they met along the way, and through what your players did in the chronicle. Rules supplements such as
they have completed their mission and adventure and reward them experience The Fellowship of the Ring
received their just reward for it. points accordingly. Afterward, they’ll Sourcebook and Fell Beasts and
But the chronicle of their deeds be well on their way to adding to their Wondrous Magic provide even more
need not end there. Faramir may ask characters in ways that will prepare options for enriching your chronicle
them to remain with his Rangers in them for greater challenges to come. with elements from the fabulous
the Window on the Sunset to serve as If the characters serve Faramir world of Middle-earth, including sta-
scouts or messengers, for he never has faithfully and well in whatever capaci- tistical blocks for important figures
enough men to serve with him, and ty he chooses to employ them, their from the novels and movies. If you
even fewer as brave and resourceful as adventures need not end with the con- want to work Gandalf or Elrond,
our heroes. Or he may send them clusion of The War of the Ring, Saruman or Lurtz into your chronicle,
south to spy on the Southron peoples either. Surely Faramir, now the these books give you the tools to do
who have allied themselves with Steward of Gondor and Arnor under so! Taken all together,The Lord of the
Sauron, for full-fledged war obviously King Elessar, would recommend our Rings Roleplaying Game allows you
draws nigh, and Gondor needs to heroes to the King, asking that they be to explore the richness and wonder of
know what is going on in these lands rewarded for their valour during the J. R. R. Tolkien’s Middle-earth by
that will soon throw their might war. And King Elessar might well making up your own adventures as
against it. If the Haradrim send more commission them as ambassadors to you go along.

16
P L AY E R M A P

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