Professional Documents
Culture Documents
Adversary Conversion
Adversary Conversion
ONE RING
expanded adversaries
by circleofnoms
SECTION O
PREFACE
table of contents
COMMON ADVERSARIES .............................................................................................................4
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trademarks of the Saul Zaentz Company d/b/a Middle -earth Enterprises (SZC). The One Ring Roleplaying game and its logo are regis tered
trademarks of Free League Publishing and Fria Ligan AB.
This document is drafted and distributed under Fair Use. It cannot be sold or traded.
SECTION I
common adversaries
Snaga Tracker
orcs
A smaller breed gifted with wide, snuffling nostrils, able to
catch the scent of enemies from a distance, even after a
prolonged period of time has passed. Trackers are a weak and
lazy lot, but quick and clever.
HATRED:
SNAGA TRACKER ATTRIBUTE LEVEL
Swift, Keen-Eyed
3
5 Fell Abilities: Hate Sunlight . The creature loses 1 Hate at the start of each
round it is exposed to the full light of the sun.
Endurance Might Hate Parry Armour Craven . When affected by the Intimidate Foe combat task, the
creature also loses 1 Hate.
20 1 5 +2 2 Snake-Like Speed. When targeted by an attack, spend 1 Hate to make the attack
roll Ill-favoured.
Fell Abilities: Horrible Strength. If the creature scored a Piercing Blow with a close
Messenger of Lugburz
An emissary of the Shadow, a Messenger of Lugbúrz is always
combat attack, spend 1 Hate to make the target’s Protection roll Ill-favoured.
on an errand for his Master, be it to spy upon Men, Elves or
Hate Sunlight . The creature loses 1 Hate at the start of each round it is Dwarves, or to rouse all creatures with evil intent in an area.
exposed to the full light of the sun.
MESSENGER OF LUGBURZ ATTRIBUTE LEVEL
Swift, Secretive
5
20 1 5 +2 2
Fell Abilities: Snake-Like Speed. When targeted by an attack, spend 1 Hate to make
the attack roll Ill-favoured.
Hate Sunlight . The creature loses 1 Hate at the start of each round it is
exposed to the full light of the sun.
COMMON
Fell Abilities: Cowardly. At the start of the round, the adversary flees the battlefield
if at zero Hate and is unengaged
Hate Sunlight . The creature loses 1 Hate at the start of each round it is
Goblins of Carn Dum exposed to the full light of the sun.
A small, vicious breed of Orcs still inhabit the ruins of Carn
Dûm. There they hide, when they don’t prowl the land with war
-bands led by warriors of the Hill-men of Rhudaur, who profit
from the Goblins’ abilities as scouts and look-outs. The Goblins
both hate and fear those who defeated their master, the
Dúnedain and the High Elves of Rivendell.
Half-Orcs
The more ill-favoured of Saruman’s creations are the Half-orcs,
GOBLINS OF CARN DUM ATTRIBUTE LEVEL creatures whose ancestry cannot be disguised. Known also as
Vicious, Stealthy Man-orcs, they are tall and ferocious, and are often dispatched
to assault enemies defending behind an advantageous
2 position, like a shield-wall formation for example, as their reach
is longer than that of most Orcs.
Endurance Might Hate Parry Armour
HALF-ORCS ATTRIBUTE LEVEL
Tall, Ferocious
8 1 2 - 2
6
Combat Proficiencies: Broad-Bladed Sword 3 (5/14).
Endurance Might Hate Parry Armour
Bow of Horn 2 (4/14, Pierce, 2-Handed)
Fell Abilities: Cowardly. At the start of the round, the adversary flees the battlefield 24 1 6 +2 3
if at zero Hate and is unengaged
Hate Sunlight . The creature loses 1 Hate at the start of each round it is Combat Proficiencies: Orc-Axe 3 (3/18, Break Shield).
exposed to the full light of the sun. Spear 2 (4/16, Pierce, 2-Handed).
Fell Abilities: Horrible Strength. If the creature scored a Piercing Blow with a close
combat attack, spend 1 Hate to make the target’s Protection roll Ill-favoured.
SECTION I
6 3
Endurance Might Hate Parry Armour Endurance Might Hate Parry Armour
24 1 6 +2 2 12 1 4 +1 1
Combat Proficiencies: Broad-Bladed Sword 3 (5/18). Combat Proficiencies: Jagged Knife 3 (2/14, Pierce)
Bow of Horn 3 (3/14, Pierce, 2-Handed)
Fell Abilities: Craven. When affected by the Intimidate Foe combat task, the
Fell Abilities: Hideous Toughness : When attacks inflict damage to the creature also loses 1 Hate.
creature that would cause it to go to zero Endurance, it causes a
Piercing Blow instead. Then, if the creature is still alive, it returns to full
Endurance.
Orcish Wolf-Riders
In his later schemes against Rohan, Saruman plans to employ
Uruk-Hai Captain companies of Orcs riding Wild Wolves to oppose the horse-
riding Rohirrim. These fast riders are particularly suited as
As tall as Men and wielding terrible weaponry, the captains of scouts and as plunderers, as they can strike swiftly and return.
the Uruk-hai know no mercy – even towards their own soldiers.
They are keen-minded and brutally efficient, driving their ‘lads’
with a combination of cracking whips and promised pain for ORCISH WOLF-RIDERS ATTRIBUTE LEVEL
those who do not follow their orders. Those serving Saruman Fierce, Swift
are unwaveringly loyal to the White Hand and are often the
only Orcs in a given company who have any hint at the reasons 4
behind a mysterious command from their master.
42 1 8 +3 3 Fell Abilities: Thing of Terror. At the start of the first round of the battle all Player-
heroes in sight gain 3 Shadow points (Dread). Those who fail their Shadow test are
daunted and cannot spend Hope for the rest of the fight.
Combat Proficiencies: Broad-Bladed Sword 4 (5/18).
Orc-Whip 3 (3/10, Seize) Craven. When affected by the Intimidate Foe combat task, the creature also
loses 1 Hate.
Fell Abilities: Hideous Toughness : When attacks inflict damage to the
creature that would cause it to go to zero Endurance, it causes a
Piercing Blow instead. Then, if the creature is still alive, it returns to full
Endurance.
Yell of Triumph. Spend 1 Hate to restore 1 Hate to all other Uruk-Hai in the fight.
26 1 4 +1 2
24 1 6 +2 3
Endurance Might Hate Parry Armour Combat Proficiencies: Bow of Horn 4 (3/14, Pierce, 2-Handed).
12 1 3 +1 2
Fell Abilities: Hate Sunlight . The creature loses 1 Hate at the start of each
round it is exposed to the full light of the sun.
Combat Proficiencies: Stone Spear 3 (4/12, Pierce).
Denizen of the Dark . All attack rolls are Favoured while in darkness.
Jagged Knife 2 (2/14, Pierce)
Fell Abilities: Mirkwood Dweller. When inside Mirkwood, this creature gains +2
Parry.
Hate Sunlight . The creature loses 1 Hate at the start of each round it is
exposed to the full light of the sun.
Cowardly. At the start of the round, the adversary flees the battlefield if at zero
Hate and is unengaged
SECTION I
Hill-Troll Chief
trolls A Troll-chief is a larger, meaner and more intelligent Hill- Troll,
a formidable opponent even for the most valorous (or reckless)
heroes.
70 2 8 - 3
RIDDLE
Combat Proficiencies: Club 4 (6/16, Break Shield).
Crush 3 (6/12, Seize)
Fell Abilities: Horrible Strength. If the creature scored a Piercing Blow with a close
Common Hill Troll combat attack, spend 1 Hate to make the target’s Protection roll Ill-favoured.
Hill-Trolls are probably the most common breed of this cruel Thing of Terror. At the start of the first round of the battle all Player-heroes in
race, as they prowl desolate areas from the Coldfells in the sight gain 3 Shadow points (Dread). Those who fail their Shadow test are daunted
north to Gorgoroth in the south. They are wild and beastly in
and cannot spend Hope for the rest of the fight.
battle, prone to bellowing and roaring to intimidate their
enemies, but can be disciplined to use simple weapons and Thick Hide . Spend 1 Hate point to gain (2d) on a Protection roll.
armour.
Fell Abilities: Horrible Strength. If the creature scored a Piercing Blow with a close
80 3 10 - 4
combat attack, spend 1 Hate to make the target’s Protection roll Ill-favoured.
Fell Abilities: Horrible Strength. If the creature scored a Piercing Blow with a close
combat attack, spend 1 Hate to make the target’s Protection roll Ill-favoured.
Thing of Horror . At the start of the first round of the battle all Player-heroes in
sight gain 3 Shadow points (Dread). Those who fail their Shadow test are daunted
and cannot spend Hope for the rest of the fight. Those who succeed will continue
to gain 1 Shadow point (Dread) each round until they fail a Shadow test.
10
Endurance Might Hate Parry Armour
Two-Headed. All rolls made to sneak around or ambush this creature Savage Assault . When this creature produces at least on a
are Ill-favoured. successful attack roll, they may immediately make a second attack. This
Four-Armed. This creature can Seize two targets at the same time or can only occur once per round.
seize one and still act normally.
Horrible Strength . If the creature scored a Piercing Blow with a close
combat attack, spend 1 Hate to make the target’s Protection roll Ill-
favoured.
Marsh-Ogre
Some of the more terrifying tales surviving in the North talk of
horrible man-eating Giants who were said to prowl lonely
moors and bogs in search of prey. The most dangerous among
them are said to have once lived in the marshes to the east of
Mirkwood. No one has seen an Ogre in recent times, and the
old and wise among the Men of the Lake say that they
retreated among the mists of the bogs when Smaug took
residence under the Lonely Mountain - few monsters were a
match for a great Dragon! But now Smaug is dead, and the
Marsh-ogres could emerge once again from their stinking
retreats to threaten Lake-town and its prospering inhabitants.
70 2 9 - 2
Fell Abilities: Thing of Terror. At the start of the first round of the battle all Player-
heroes in sight gain 3 Shadow points (Dread). Those who fail their Shadow test are
daunted and cannot spend Hope for the rest of the fight.
spiders of mirkwood
POISON
WEB:
ATHLETICS
FEAR OF FIRE.
Attercop
Many-eyed and many-legged, Attercops are giant spiders
reaching up to the size of boars. They are crafty predators who
attack unwary victims, first tying them up with their spider-
thread and then poisoning them. While a single Attercop does
not pose a significant threat to any but a less-experienced ad-
venturer, a roused spider-colony can be a challenge even for a
veteran company of heroes. Great Spider
Great Spiders display their dreadful heritage much more prom-
ATTERCOP ATTRIBUTE LEVEL inently than the lesser Attercops. They are gigantic in size,
Stealthy, Swift sometimes as big as horses or greater, but their soft, flexible
bodies enable them to hide in surprisingly narrow passages.
2 While they can always be described as monstrous spider crea-
tures, their features often differ from one individual to another:
the number and appearance of their legs and eyes may vary,
Endurance Might Hate Parry Armour for instance — some are supported by long and thin stalks, oth-
ers move about on strong and hairy limbs ending in claw-like
appendages, some spy from the dark with clustered eyes, and
8 1 2 +1 2 others follow their prey with bulbous, many-windowed eyes.
Regardless of the details, Great Spiders are always a terrifying
sight.
Combat Proficiencies: Sting 3 (3/12, Pierce).
Web 2 (-/-, Web) GREAT SPIDER ATTRIBUTE LEVEL
Vicious, Fierce
9
Hunter Spider
Spawn of Tauler the Hunter and his sister Sarqin.
Endurance Might Hate Parry Armour
Fell Abilities: Thing of Terror. At the start of the first round of the battle all Player-
24 1 6 +1 3
heroes in sight gain 3 Shadow points (Dread). Those who fail their Shadow test are
daunted and cannot spend Hope for the rest of the fight.
Combat Proficiencies: Sting 3 (4/16, Pierce). Denizen of the Dark . All attack rolls are Favoured while in darkness.
Dreadful Spells . Spend 1 Hate to make one Player-hero gain 3 Shad-
Fell Abilities: Horrible Strength . If the creature scored a Piercing Blow with
ow points (Sorcery). Targets who fail their Shadow test or who are Mis-
a close combat attack, spend 1 Hate to make the target’s Protection roll
erable cannot willingly attack the Great Spider for a number of rounds =
Ill-favoured.
10 - their Wisdom score.
Great Leap. Spend 1 Hate to attack any Player-hero, in any combat stance,
Horrible Strength . If the creature scored a Piercing Blow with a close
including Rearward.
combat attack, spend 1 Hate to make the target’s Protection roll Ill-
Paralyzing-Poison . If this creature applies its Poison effect, the victim favoured.
also falls to the ground paralyzed until the Poison is cured.
COMMON
Fell Abilities: Bewilder. Spend 1 Hate to reduce the Parry score of a player-hero by
12 1 3 +1 2
–2 for one turn.
Snake-Like Speed. When targeted by an attack, spend 1 Hate to make the attack
Combat Proficiencies: Bite 3 (4/14, Pierce).
roll Ill-favoured.
Claws 3 (3/14, Seize)
Savage Assault . When this creature produces at least on a
successful attack roll, they may immediately make a second attack. This
can only occur once per round.
Fell Speed : At the beginning of each turn, this creature can choose
which hero it engages regardless of restrictions, or it can abandon
combat entirely.
SECTION I
Fell Abilities: Raven Spirits. When the first Hill-man dies in a combat, ravens swoop
down and reduce the Parry rating of all player heroes by –2.
Dreadful Spells. Spend 1 Hate to force a player to gain 1 Shadow point (Sorcery). Wild Men of Mirkwood
If the hero fails their Shadow Test, each time they roll a they lose 1 Hope until These men are the descendants of Northmen who fled into the
the next dusk or dawn. deep forests of Mirkwood and became corrupt and evil. They
Cowardly. At the start of the round, the adversary flees the battlefield if at zero forgot all their lore, and now use carved wood and chipped
stone instead of metal. They speak a barbaric tongue that is part
a degenerate form of the Common Speech and part mimickry
of the chirps and clicks of the Spiders.
These Hill-men are wild warriors of the Black Hills of the Vales
of Gundabad. Their ancestors served the Witch-king of 3
Angmar, and they were given to the practice of sorcery. Today
they do not serve the Shadow, but should their old master
summon them, most of them would readily answer. The Hill- Endurance Might Resolve Parry Armour
men can leave their bodies while sleeping in the form of spirit-
Wargs, to join the wild wolves in their hunts.
12 1 3 +1 2
HILL-MEN OF GUNDABAD ATTRIBUTE LEVEL
Wild, Fierce Combat Proficiencies: Stone Spear 3 (4/14, Pierce, 2-Handed).
4 Bow 2 (3/14, Pierce, 2-Handed)
Fell Abilities: Mirkwood Dweller. When inside Mirkwood, this creature gains +2
Endurance Might Resolve Parry Armour
Parry.
Hatred (Elves). When fighting hated enemies, all of this creature’s attack rolls are
16 1 4 +2 2 Favoured.
Thrall (Spiders). This creature is a thrall of another. When its master is on the field,
Combat Proficiencies: Spear 3 (4/16, Pierce, 2-Handed). this creature may spend 1 Hate point to sacrifice itself to absorb an attack for its
Short Sword 2 (3/16) master. If its master is not on the field this creature loses 1 Hate and becomes
Craven.
Fell Abilities: Thing of Terror. At the start of the first round of the battle all Player-
heroes in sight gain 3 Shadow points (Dread). Those who fail their Shadow test are
daunted and cannot spend Hope for the rest of the fight.
Fear of Fire. The creature loses 1 Hate at the start of each round it is engaged in
close combat with an adversary wielding a torch or other burning item.
Hatred (Beornings & Elves). When targeting the subject of their hate, all attacks
are Favoured.
COMMON
20 1 5 +2 2
16 1 4 +1 2
Combat Proficiencies: Spear 3 (4/16, Pierce, 2-Handed).
Axe 2 (5/18, Break Shield). Bow 2 (3/14, Pierce, 2 -Handed)
Combat Proficiencies: Axe 3 (5/18, Break Shield).
Spear 2 (4/16, Pierce, 2-Handed)
Fell Abilities: Snake-Like Speed. When targeted by an attack, spend 1 Resolve to
make the attack roll Ill-favoured.
Fell Abilities: Hatred (Men of Rohan). When fighting hated enemies, all of this
creature’s attack rolls are Favoured.
5 3
Endurance Might Resolve Parry Armour Endurance Might Resolve Parry Armour
20 1 5 +2 2 12 1 4 +1 3
Combat Proficiencies: Spear 3 (4/14, Pierce). Combat Proficiencies: Spear 3 (4/16, Pierce, 2-Handed).
Sword 2 (4/16)
Fell Abilities: Hatred (Men of Rohan). When fighting hated enemies, all of this
creature’s attack rolls are Favoured.
Fierce Folk. Spend 1 Resolve to gain (1d) on an attack and make the
SECTION I
Spectres
undead
Not all the spirits that tarry in Middle-earth are bound to the
service of Sauron, yet all feel the pull of his will. Powerful and
strong-willed Men or Elves who died while pursuing acts of
passion and great pride are often so consumed by their
obsessions that they can linger on after death, haunting places
DEATHLESS: they once used to love or inhabit.
6
HEARTLESS:
Endurance Might Hate Parry Armour
24 1 6 - 2
8
DEAD MEN OF DUNHARROW ATTRIBUTE LEVEL
Vengeful, Cruel
Endurance Might Hate Parry Armour
6
42 1 8 +1 4
Endurance Might Hate Parry Armour
monsters
HUORNS
Grim Hawks
Grim Hawks eat fish and smaller birds, as well as the worms and
other insects that they dig out of the mud with their wickedly
sharp curved beaks. They also eat carrion by placing one
clawed foot on the corpse and tearing the flesh with their
beaks. A hungry Grim Hawk can be brave enough to attack an
armed man (and a flock may surround a group of men). The
River-folk hunt Grim Hawks using arrows and stones; the birds
taste terrible, but their beaks and claws are prized as
decorations.
WANDERING HUORN
GRIM HAWKS ATTRIBUTE LEVEL
Wild, Vicious
12 1 3 +2 2
Basilisks
Called Sarnlug by the Elves, and Fágwyrm by the Northmen,
these lizards are said to be cast-offs from the Enemy’s earliest
attempts to make dragons. Most Basilisks are as large as boars,
but they can grow much bigger. Their yellowish bellies drag on Huorns
the ground as they waddle through the forest’s underbrush.
60 2 6 - 4
32 1 3 +1 4
Fell Abilities: Thick Hide. Spend 1 Hate point to gain (2d) on a Protection roll.
Fell Abilities: Hatred (Orcs). When this creature is fighting hated enemies, all of this
Hatred (Elves). When this creature is fighting hated enemies, all of creature’s attack rolls are Favoured.
this creature’s attack rolls are Favoured .
Thick Hide. Spend 1 Hate point to gain (2d) on a Protection roll.
Venomous Breath. Spend a point of Hate to force all characters in
Fear of Fire. The creature loses 1 Hate at the start of each round it is engaged in
close-combat with this creature to make a Protection Test against TN 14
close combat with an adversary wielding a torch or other burning item.
or be Poisoned.
Wrapped in Shadow. Spend 1 Hate to summon a mist that forces all player
heroes to succeed on a Shadow Test (Sorcery) or lose (2d) on all attack rolls and
suffer –2 Parry in this combat. Torches or other sources of light do not help.
SECTION II
unique adversaries
Bloodstump the Hunter
adversaries in eriador Bloodstump was the Hill-Troll Chief responsible for killing the
Chieftain of the Dúnedain, Arador, the grandfather of Aragorn.
He wields a terrible weapon, a dark gift from an invisible
master…
The Queen on Castle Hill
Rine, the self-proclaimed Queen of Castle Hill, is a huge solitary BLOODSTUMP THE HUNTER [E] ATTRIBUTE LEVEL
Stone-Troll with fists like boulders and a mind more cunning Vicious, Hateful
than most of her kind. Her weakness might lie in the excessive
trust she puts in her improvised coat of armor. 10
THE QUEEN ON CASTLE HILL [E] ATTRIBUTE LEVEL Endurance Might Hate Parry Armour
Bold, Cunning
7 100 2 10 - 4
Combat Proficiencies: Club 3 (6/16, Break Shield). creature that would cause it to go to zero Endurance, it causes a
Bite 3 (6/14, Pierce) Piercing Blow instead. Then, if the creature is still alive, it returns to full
Endurance.
Fell Abilities: Hideous Toughness . When an attack inflicts damage to the Horrible Strength . If the creature scored a Piercing Blow with a close
creature that would cause it to go to zero Endurance, it causes a combat attack, spend 1 Hate to make the target’s Protection roll Ill-
Piercing Blow instead. Then, if the creature is still alive, it returns to full favoured.
Endurance. Hatred (Dunedain). When fighting hated enemies, all of this creature’s attack
Horrible Strength . If the creature scored a Piercing Blow with a close rolls are Favoured.
combat attack, spend 1 Hate to make the target’s Protection roll Ill- Cruel Stroke. When this creatures scores a Piercing Blow, spend 1 Hate to raise
favoured. the Injury Rating of the weapon by 10.
Hatred (Dunedain). When fighting hated enemies, all of this creature’s attack
rolls are Favoured.
UNIQUE
Maghaz, Orc-Captain
adversaries in The castellan of Fenbridge, in Southern Mirkwood, is
creature who has learnt how to survive in the shadow
a wily
of Dol
Guldur: trust no one, never lead openly when you can plot in
wilderland
the dark, obey your masters, and when something goes wrong
always find someone to put the blame upon.
44 2 6 +3 4 Fell Abilities: Snake-Like Speed. When targeted by an attack, spend 1 Hate to make
the attack roll Ill-favoured.
THE NEW GREAT GOBLIN [E] ATTRIBUTE LEVEL Endurance Might Hate Parry Armour
Vengeful, Proud
6 24 1 6 +1 3
60 2 6 - 4 Fell Abilities: Yell of Triumph. Spend 1 Hate to restore 1 Hate to all other
wolves in this fight.
Combat Proficiencies: Orc-Axe 3 (3/18, Break Shield). Savage Assault . When this creature produces at least on a
Broad-Headed Spear 2 (5/16, Pierce, 2-Handed) successful attack roll, they may immediately make a second attack. This
can only occur once per round.
Fell Abilities: Hideous Toughness : When attacks inflict damage to the Fear of Fire. The creature loses 1 Hate at the start of each round it is engaged in
creature that would cause it to go to zero Endurance, it causes a close combat with an adversary wielding a torch or other burning item.
Piercing Blow instead. Then, if the creature is still alive, it returns to full
Thing of Terror. At the start of the first round of the battle all Player-heroes in
Endurance.
sight gain 3 Shadow points (Dread). Those who fail their Shadow test are daunted
Hatred (Beornings). When fighting hated enemies, all of this creature’s attack and cannot spend Hope for the rest of the fight.
rolls are Favoured.
Snake-Like Speed. When targeted by an attack, spend 1 Hate to make the attack
Thing of Terror. At the start of the first round of the battle all Player-heroes in
roll Ill-favoured.
sight gain 3 Shadow points (Dread). Those who fail their Shadow test are daunted
and cannot spend Hope for the rest of the fight.
SECTION II
Fell Abilities: Thing of Terror. At the start of the first round of the battle all Player-
Combat Proficiencies: Maul 4 (6/12, Break Shield)
heroes in sight gain 3 Shadow points (Dread). Those who fail their Shadow test are
daunted and cannot spend Hope for the rest of the fight.
Fell Abilities: Horrible Strength . If the creature scored a Piercing Blow with
a close combat attack, spend 1 Resolve to make the target’s Protection Savage Assault . When this creature produces at least on a
roll Ill-favoured. successful attack roll, they may immediately make a second attack. This
can only occur once per round.
Hideous Toughness : When attacks inflict damage to the creature that
would cause it to go to zero Endurance, it causes a Piercing Blow Great Leap. Spend 1 Hate to attack any Player-hero, in any combat stance,
instead. Then, if the creature is still alive, it returns to full Endurance. including Rearward
UNIQUE
34 2 6 +3 4
52 2 8 +2 2
Fell Abilities: Yell of Triumph. Spend 1 Hate to restore 1 Hate to all other
Fell Abilities: Deathless. Spend 1 Hate to cancel a Wound. When an attack inflicts
wolves in this fight.
damage to the creature that would cause it to go to zero Endurance, spend 1 Hate
Horrible Strength . If the creature scored a Piercing Blow with a close
to bring the creatures back to full Endurance instead. This ability is ineffective
combat attack, spend 1 Hate to make the target’s Protection roll Ill-
against Player-heroes wielding a magical weapon enchanted with spells for the
favoured.
Bane of the Undead.
Hatred (Hobbits). When this creature is fighting hated enemies, all of
Heartless. The creature is not affected by the Intimidate Foe combat task, unless
this creature’s attack rolls are Favoured .
a Magical success is obtained.
Denizen of the Dark . All attack rolls are Favoured while in darkness.
Black Dread. All Shadow Tests made against this creatures abilities are IIll-
Favoured.
Darker than the Darkness . Spend 1 Hate to force all player-heroes to
succeed on a Shadow Test (Sorcery) or lose (-2d) on all attack rolls and
suffer –2 Parry for the rest of the combat.
Dreadful Spells . Spend 1 Hate to force all player-heroes in ear shot to
gain 3 points of Shadow (Sorcery). Any hero that fails their Shadow Test
falls into a deep slumber and are unconscious. They will later be
sacrificed in the Wight-Kings Barrow.
SECTION II
THING OF HORROR:
Fell Abilities: Words of Power and Terror . Whenever a player-hero spends
a point of Hope to gain dice or invoke a virtue, spend 1 Hate to negate
it.
Dreadful Spells . Spend 1 Hate to make a player-hero gain 3 Shadow
points (Sorcery). If the hero fails their Shadow Test, they are affected by
one of the following spells.
DWIMMERLAIK: Shadow of Fear . The hero is made an agent of Shadow. They
will follow the orders of the wraith for up to a month. If
another hero can succeed on an AWE roll (or another
appropriate personality skill) with at least generated on
the roll, they may break this spells effects.
Great Might. All attack rolls not rolling a reduce the number of rolled by
one. If no were rolled, the attack instead misses. (ONLY IN PHYSICAL FORM)
UNIQUE
80 2 10 +3 2
70 2 9 +2 2
Combat Proficiencies: Long Sword 4 (5/18, 2-Handed).
Combat Proficiencies: Long-Sword 4 (5/16). Claw 4 (5/16, Seize)
Claw 3 (5/16, Seize). Morgul Knife 4 (4/20, Pierce)
Fell Abilities: Dreadful Spells . Spend 1 Hate to make a player-hero gain 3
Fell Abilities: Dreadful Spells . Spend 1 Hate to make a player-hero gain 3 Shadow points (Dread). If the hero fails their Shadow Test, they are also
Shadow points (Dread). If the hero fails their Shadow Test, they are ensorcelled by the ringwraith and made an agent of Shadow. They will
affected by one of the following spells. follow the orders of the wraith for up to a month. If another hero can
Shadow of Fear. The hero is made an agent of Shadow. They succeed on an AWE roll (or another appropriate personality skill) with at
will follow the orders of the wraith for up to a month. If least generated on the roll, they may break this spells effects.
another hero can succeed on an AWE roll (or another Horrible Strength . If the creature scored a Piercing Blow with a close
appropriate personality skill) with at least generated on combat attack, spend 1 Hate to make the target’s Protection roll Ill-
the roll, they may break this spells effects. favoured. (ONLY IN PHYSICAL FORM)
Terror of Desire. Hero is caught up in fantasies. Each round, Savage Assault . When this creature produces at least on a
the hero must roll a Feat Die until the hero breaks the spell successful attack roll, they may immediately make a second attack. This
by rolling a , or suffers a bout of madness by rolling a . can only occur once per round. (ONLY IN PHYSICAL FORM)
10
80 2 10 +3 2
10
80 2 10 +3 2
The Horse-Eater
A greater-snow troll of prodigious size with a blunt snout.
90 3 9 +1 3
Fell Abilities: Thing of Terror. At the start of the first round of the battle all Player-
heroes in sight gain 3 Shadow points (Dread). Those who fail their Shadow test are
daunted and cannot spend Hope for the rest of the fight.
Horrible Strength . If the creature scored a Piercing Blow with a close
combat attack, spend 1 Hate to make the target’s Protection roll Ill-
favoured.
Hideous Toughness . When an attack inflicts damage to the creature
that would cause it to go to zero Endurance, it causes a Piercing Blow
instead. Then, if the creature is still alive, it returns to full Endurance.
Wicked Cunning. Spend 1 point of Hate to gain +4 Parry for a single
round.
SECTION III
Caselwun 22 1 3 +2 4
Leader of a band of Dunlending raiders.
Combat Proficiencies: Great Spear 3 (5/16, Pierce, 2-Handed).
CASELWUN ATTRIBUTE LEVEL Sword 3 (4/16).
Reckless, Fierce
20 1 5 +1 2
Fell Abilities: Snake-Like Speed. When targeted by an attack, spend 1 Hate to make
the attack roll Ill-favoured.
Rhonwen
Twin sister of Caselwun
20 1 5 +1 2
Fell Abilities: Yell of Triumph. Spend 1 Resolve to restore 1 Resolve to all other
Warriors in the fight.
OOTR ADV.
80 2 8 - 3
Chosen Dunlending Warriors
Warriors of the Iron-Folk. Combat Proficiencies: Bite 4 (7/14, Seize).
DUNLENDING WARRIORS ATTRIBUTE LEVEL Fell Abilities: Thing of Horror . At the start of the first round of the battle all Player-
Fierce, Loyal heroes in sight gain 3 Shadow points (Dread). Those who fail their Shadow test are
daunted and cannot spend Hope for the rest of the fight. Those who succeed will
4
continue to gain 1 Shadow point (Dread) each round until they fail a Shadow test.
Snake-Like Speed . When targeted by an attack, spend 1 Hate to
Endurance Might Resolve Parry Armour
make the attack roll Ill-favoured.
Seize and Drown . When the Grey Horse successfully seizes a target
16 1 4 +2 3
with a Bite attack, it drags its target into the water on the next turn. A
seized target can escape this with an ATHLETICS roll, though they will
Combat Proficiencies: Cavarun the Giant : Great Axe 3 (7/20, Break also have to swim out of the water if they are dragged in.
Shield, 2-Handed).
Gutun the Singer : Sword 3 (4/16).
Logwen of the Graves : Spear 3 (4/16, 2-Handed).
Wesun Wolfblood : Great Spear 3 (5/16, Pierce, 2-Handed).
Lonely Onwen : Spear 3 (4/16, Pierce, 2-Handed).
Cartartun Bear-Shield : Spear 3 (4/16, Pierce, 2-Handed).
Vecodorun Mad-Mouth : Axe 3 (5/18, Break Shield).
Fell Abilities: Fierce Folk. Spend 1 Resolve point to gain (1d) on an attack
and to make the roll Favoured .
The Barrow-Witch
Crone with intimate knowledge of Silver Mere.
16 1 4 - 1
Combat Proficiencies:
Fell Abilities: Dark Glamour. Spend 1 Resolve to vanish into the mists or bewilder an
opponent and make them Weary.
SECTION III
Agents of Mordor
black horses, black deeds Wicked Southrons trying to get Horses for Mordor.
12 1 3 +1 2
Horse-Lords Spectre
Ghost of the horse-lord defending his barrow. Combat Proficiencies: Scimitar 3 (3/16)
HORSE-LORDS SPECTRE
Vengeful, Lordly
ATTRIBUTE LEVEL
Bandits from the South
Wicked men under the command of Hirdan.
6
BANDITS FROM THE SOUTH ATTRIBUTE LEVEL
Endurance Might Hate Parry Armour Wicked, Nervous
3
24 1 6 +2 2
Endurance Might Resolve Parry Armour
Combat Proficiencies:
12 1 3 +1 2
Fell Abilities: Thing of Terror. At the start of the first round of the battle all Player-
heroes in sight gain 3 Shadow points (Dread). Those who fail their Shadow test are
daunted and cannot spend Hope for the rest of the fight. Combat Proficiencies: Spear 3 (4/16, Pierce, 2-Handed).
Bow 2 (3/14, Pierce, 2-Handed). Dagger 2 (2/14, Pierce).
Ghost Form. The creature is incorporeal and partially, if not completely, invisible.
It cannot normally harm nor can be harmed physically by the living. When this
Fell Abilities: Cowardly. At the start of the round, the adversary fless the battlefield if
creatures Hate score is reduced to 0, it disappears and reappears the next night
at zero Hate and unengaged.
with its hate score refilled. Weapons that do not possess Enchanted qualities cannot
affect this creature. Fierce Folk. Spend 1 Resolve point to gain (1d) on an attack and to
make the roll Favoured .
Visions of Torment. Spend 1 Hate point to give a player-hero 1 point of Shadow
(Dread). If the hero fails their Shadow Test, they also lose a number of Endurance
points equal to twice their current Shadow total.
Dreadful Spells. Spend 1 Hate point to give a player hero 3 points of Shadow
Hirdan, Bandit Leader
Hirdan is a large and imposing brute with reddish hair,
(Sorcery). If the hero fails their Shadow Test, they are considered Weary. If the
squinting blue eyes and hands scarred from years spent
character fails with a , the character becomes Wounded. breaking stone in Gondor’s quarries.
20 1 5 +2 3
Fell Abilities: Yell of Triumph. Spend 1 Resolve to restore 1 Resolve to all of this
creatures allies in the fight.
30 1 5 +2 3
42 2 8 +3 3
Combat Proficiencies: Black Sword 4 (6/18).
Spear (4/16, Pierce, 2-Handed) Combat Proficiencies: Heavy Scimitar 5 (5/18, Break Shield, 2-Handed).
Broad-Headed Spear 3 (5/16, Pierce, 2-Handed)
Fell Abilities: Yell of Triumph. Spend 1 Hate to restore 1 Hate to all of this creatures
allies in the fight. Fell Abilities: Yell of Triumph. Spend 1 Hate to restore 1 Hate to all of this creatures
allies in the fight.
Hate Sunlight. The creature loses 1 Hate at the start of each round it is exposed to
the full light of the sun. Hideous Toughness . When an attack inflicts damage to this creature
that would cause it to go to zero Endurance, it causes a Piercing Blow.
Hatred (Riders of Rohan). When targeting player-heroes of the cultures hated by
Then, if the creature survives even after failing the Protection Test, they
this creature, its attacks are Favoured.
return to full Endurance.
Hideous Toughness . When an attack inflicts damage to this creature
Horrible Strength . If the creature scored a Piercing Blow with a close
that would cause it to go to zero Endurance, it causes a Piercing Blow.
combat attack, spend 1 Hate to make the target’s Protection roll Ill-
Then, if the creature survives even after failing the Protection Test, they
favoured.
return to full Endurance.
Wicked Cunning. Spend 1 point of Hate to gain +4 Parry for a single
round.
SECTION IV
Thugs
A trio of caravan guards that are threatening Baldor for Night-Wight
supposedly cheating them out of their pay. A thing of shadow, haunting the remains of a warrior who once
fell into corruption.
THUGS ATTRIBUTE LEVEL
Sneaky, Troublemaker NIGHT-WIGHT ATTRIBUTE LEVEL
Swift, Ghostly
2
7
Endurance Might Resolve Parry Armour
Endurance Might Hate Parry Armour
8 1 2 - 1
38 2 7 +2 4
Combat Proficiencies: Short Sword 2 (3/16)
Combat Proficiencies: Spear 3 (4/16, Pierce, 2-Handed)
Fell Abilities: Cowardly. At the start of the round, the adversary flees the battlefield Strangling Claws 2 (5/16, Seize)
if at zero Resolve and unengaged.
Fell Abilities: Fear of Fire. The creature loses 1 Hate at the start of each round it is
engaged in close combat with an adversary wielding a torch or other burning item.
The Thing in the Well Denizen of the Dark. All attack rolls are favoured while in darkness.
The Nameless Thing inside the Well in the Wood. Not even the Fell Speed. At the beginning of each turn, this creature can choose which hero it
Wise might guess where this thing is from or how it came here. engages regardless of restrictions, or it can abandon combat entirely.
Deathless. Spend 1 Hate to cancel a Wound. When an attack inflicts damage to
THE THING IN THE WELL ATTRIBUTE LEVEL the creature that would cause it to go to zero Endurance, spend 1 Hate to bring the
Mysterious, Huge creatures back to full Endurance instead. This ability is ineffective against Player-
heroes wielding a magical weapon enchanted with spells for the Bane of the
6
Undead.
Heartless. The creature is not affected by the Intimidate Foe combat task, unless
Endurance Might Hate Parry Armour
a Magical success is obtained.
Thing of Terror. At the start of the first round of the battle all Player-heroes in
44 3 6 +1 3
sight gain 3 Shadow points (Dread). Those who fail their Shadow test are daunted
and cannot spend Hope for the rest of the fight.
Combat Proficiencies: Tentacle Lash 4 (6/12, Break Shield).
Fell Abilities: Thick Hide. Spend 1 Hate point to gain (2d) on a Protection roll.
TFW ADV.
20 1 5 +2 2
Valter the Bloody
Valter claims to be the descendant of noble kings, but he Combat Proficiencies: Spear 3 (4/16, Pierce, 2-Handed).
would be a bloody-handed tyrant if he ever won his kingdom. Axe 2 (5/18, Break Shield)
His smile is the last thing his foes ever see.
Fell Abilities: Snake-like Speed. When targeted by an attack, spend 1 Resolve to
VALTER THE BLOODY ATTRIBUTE LEVEL make the attack roll Ill-favoured.
Vicious, Determined
Oderic
20 1 5 +2 4 A young Beorning who has betrayed his people to Valter.
ARCHERS
Bow 3 (3/14, Pierce, 2-Handed) Knife 2 20 1 5 +1 1
(2/14, Pierce)
WARRIORS: Combat Proficiencies: Sword 4 (3/16)
Spear 3 (4/16, Pierce, 2-
Handed) Axe 2 (5/18, Break Shield) Fell Abilities: Savage Assault . When this creature produces at least on
a successful attack roll, they may immediately make a second attack. This
can only occur once per round.
Outlaws
Mean, ill-favoured men from the South. Some ride ugly, half-
starved horses.
12 1 3 +1 2
Combat Proficiencies:
SECTION IV
12 1 3 +1 2
Combat Proficiencies: Heavy Scimitar 3 (5/18, Break Shield, 2-Handed).
Orc-Axe 3 (3/18, Break Shield)
Combat Proficiencies: Claw 2 (3/14, Seize).
Sword 2 (4/16) Fell Abilities: Yell of Triumph. Spend 1 Hate to restore 1 Hate to all other Orcs in the
fight.
Fell Abilities: Deathless. Spend 1 Hate to cancel a Wound. When an attack inflicts Horrible Strength . If the creature scored a Piercing Blow with a close
damage to the creature that would cause it to go to zero Endurance, spend 1 Hate combat attack, spend 1 Hate to make the target’s Protection roll Ill-
to bring the creatures back to full Endurance instead. This ability is ineffective favoured.
against Player-heroes wielding a magical weapon enchanted with spells for the
Bane of the Undead. Savage Assault . When this creature produces at least on a
successful attack roll, they may immediately make a second attack. This
Heartless. The creature is not affected by the Intimidate Foe combat task, unless
can only occur once per round.
a Magical success is obtained.
Easterling Warriors
These men are mercenaries from the plains to the distant East,
drawn to Dol Guldur with promises of bloodshed and fortune.
12 1 3 +2 2
Elstan’s Followers
the watch on the heath Men of Dale fighting for Elstan in the tournament.
12 1 2 +1 2
Fell Abilities: Fierce Folk. Spend 1 Resolve point to gain (1d) on an attack
Combat Proficiencies:
and to make the roll Favoured .
Fell Abilities: Bewilder. Spend 1 Hate to reduce the Parry score of a player-hero by
–2 for one turn.
Elstan, Captain of Dale Dreadful Spells. Spend 1 Hate to make a player-hero gain 1 Shadow (Sorcery). If
A wild mercenary fighting in the melee tournament. the target fails their Shadow Test, they are frozen and unable to attack or defend for
3 rounds. The hero may spend 1 Hope point to take an action while frozen.
ELSTAN, CAPTAIN OF DALE [E] ATTRIBUTE LEVEL Heartless. The creature is not affected by the Intimidate Foe combat task, unless
Lordly, Bold a Magical success is obtained.
4 Thing of Horror. At the start of the first round of the battle all Player-heroes in
sight gain 3 Shadow points (Dread). Those who fail their Shadow test are daunted
and cannot spend Hope for the rest of the fight. Those who succeed will continue
Endurance Might Resolve Parry Armour
to gain 1 Shadow point (Dread) each round until they fail a Shadow test.
Feast on Suffering. Whenever a player-hero is Wounded or is reduced to 0
16 1 4 +2 3
Endurance, this creature gains 1 Hate.
Fell Abilities: Yell of Triumph. Spend 1 Resolve to restore 1 Resolve to all other Elstan
Followers in the fight.
Fierce Folk. Spend 1 Resolve point to gain (1d) on an attack and to
make the roll Favoured .
SECTION IV
12
120 3 12 - 6
Fell Abilities: Horrible Strength. If the creature scored a Piercing Blow with a close
Snow Trolls combat attack, spend 1 Hate to make the target’s Protection roll Ill-favoured.
Snow-trolls are smaller than many of their brethren, but their Thick Hide. Spend 1 Hate point to gain (2d) on a Protection roll.
ferocity makes up for the difference in size. They are usually
found in caves, where they slumber waiting for a snowstorm to Savage Assault . When this creature produces at least on a
arrive. successful attack roll, they may immediately make a second attack. This
can only occur once per round.
SNOW TROLLS ATTRIBUTE LEVEL Thing of Horror . At the start of the first round of the battle all Player-heroes in
Brutish, Wicked
sight gain 3 Shadow points (Dread). Those who fail their Shadow test are daunted
8 and cannot spend Hope for the rest of the fight. Those who succeed will continue
to gain 1 Shadow point (Dread) each round until they fail a Shadow test.
Endurance Might Hate Parry Armour Poison Blast. The creature spends 1 point of hate to spew forth a jet of poisonous
fumes. Anyone in Close Combat with the creature must make a Protection Test
against TN 16 or be utterly destroyed. A success deals 2 success dice of Endurance
70 2 8 - 3
Damage to the target (-1 die per produced on the roll).
Dreadful Spells. Spend 1 point of Hate to force a player-hero to gain 1 point of
Combat Proficiencies: Crush 3 (6/12, Seize).
Shadow (Sorcery). If the hero fails their Shadow Test, they are struck dumb by the
Bite 4 (6/14, Pierce)
dragons baleful gaze. They lose the ability to bring attack or defend themselves
from the dragon for a number of rounds equal to 10 - [Hero’s Wisdom Rating].
Fell Abilities: Horrible Strength. If the creature scored a Piercing Blow with a close
Weak Spot.. Whenever the dragon spends a point of Hate, he exposes a weak
combat attack, spend 1 Hate to make the target’s Protection roll Ill-favoured.
spot on his underbelly for the duration of a single attack. When a player-hero
Thick Hide. Spend 1 Hate point to gain (2d) on a Protection roll.
scores a Piercing Blow on the dragons weak spot, the dragon’s Armor is reduced to
1 for the Protection Test.
ROTN ADV.
90 3 9 - 5
Fell Abilities: Great Leap. Spend 1 Resolve to attack any player-hero, in any combat
stance including Rearward.
Heddwyn
A human sorcerer dominated entirely by the power of the
Witch King of Angmar
HEDDWYN [D]
Heddwyn as Spirit-Warg Cruel, Dominated
ATTRIBUTE LEVEL
Fell Abilities: Thing of Terror. Spend 1 Hate to make all Player-heroes in sight gain 2
Combat Proficiencies: Bite 3 (4/14, Pierce) Shadow points (Dread). Those who fail their Shadow test are daunted and cannot
spend Hope for the rest of the fight.
Fell Abilities: Great Leap. Spend 1 Hate to attack any Player-hero, in any combat
Dreadful Spells. Force a player-hero to gain 2 points of Shadow (Sorcery). If they
stance, including Rearward.
fail their Shadow Test, the hero is made Weary OR Miserable for the rest of the
encounter. If they suffer a bout of madness, the hero will turn on their allies.
Reckless Hate. Spend 1 Hate to recover 6 Endurance points.
SECTION V
Sergeant Cyrnan
The rugged cutthroat leader of the bandit camp. 60 2 8 - 3
5 Fell Abilities: Horrible Strength. If the creature scored a Piercing Blow with a close
combat attack, spend 1 Hate to make the target’s Protection roll Ill-favoured.
Endurance Might Resolve Parry Armour Hideous Toughness . When an attack inflicts damage to this creature
that would cause it to go to zero Endurance, it causes a Piercing Blow.
Then, if the creature survives even after failing the Protection Test, they
20 1 5 +2 2 return to full Endurance.
Two-Headed. All rolls made to sneak around this creature or ambush them are Ill
Combat Proficiencies: Sword 3 (4/16) -Favoured.
Fell Abilities: Yell of Triumph. Spend 1 Resolve to restore 1 Resolve to all other
Bandits in the fight.
Captain Mormog
An Olog-hai bred by Sauron to lead armies of trolls. Stronger,
Ruthless Bandits faster, and smarter than their older brethren.
Bandits under the leadership of Sergeant Cyrnan.
CAPTAIN MORMOG [E] ATTRIBUTE LEVEL
RUTHLESS BANDITS ATTRIBUTE LEVEL Swift, Cunning
Dumb, Greedy
9
3
Endurance Might Hate Parry Armour
Endurance Might Resolve Parry Armour
90 2 9 - 3
12 1 3 +1 2
Combat Proficiencies: Notched Sword 4 (7/16, Pierce, 2-Handed).
Combat Proficiencies: Sword 3 (4/16). Crush 3 (6/12, Break Shield)
Bow 2 (3/14, Pierce, 2-Handed)
Fell Abilities: Thing of Terror. At the start of the first round of the battle all Player-
heroes in sight gain 3 Shadow points (Dread). Those who fail their Shadow test are
daunted and cannot spend Hope for the rest of the fight.
Hideous Toughness . When an attack inflicts damage to this creature
that would cause it to go to zero Endurance, it causes a Piercing Blow.
Then, if the creature survives even after failing the Protection Test, they
return to full Endurance.
Horrible Strength . If the creature scored a Piercing Blow with a close
combat attack, spend 1 Hate to make the target’s Protection roll Ill-
favoured.
Snake-like Speed . When targeted by an attack, spend 1 Hate to make
the attack roll Ill-favoured.
ROTN ADV.
Fell Wraiths
concerning archers Shadowy undead that serve Angmar.
35 1 6 - 2
Hobbit Spectres Fell Abilities: Thing of Terror. At the start of the first round of the battle all Player-
Ghosts of old hobbit archers, unable to rest.
heroes in sight gain 3 Shadow points (Dread). Those who fail their Shadow test are
daunted and cannot spend Hope for the rest of the fight.
HOBBIT SPECTRES ATTRIBUTE LEVEL
Wraith-Like . The creature can be Wounded only by weapons
Ghostly, Keen-Eyed
possessing Enchanted Qualities.
4 Fear of Fire . The creature loses 1 Hate at the start of each round it is
engaged in close combat with an adversary wielding a torch or other
Endurance Might Hate Parry Armour burning item.
Denizen of the Dark . All attack rolls are Favoured while in darkness.
26 1 3 +1 2 Deathless. Spend 1 Hate to cancel a Wound. When an attack inflicts damage to
the creature that would cause it to go to zero Endurance, spend 1 Hate to bring the
Combat Proficiencies: creatures back to full Endurance instead. This ability is ineffective against Player-
heroes wielding a magical weapon enchanted with spells for the Bane of the
Fell Abilities: Thing of Terror. At the start of the first round of the battle all Player- Undead.
heroes in sight gain 3 Shadow points (Dread). Those who fail their Shadow test are Heartless. The creature is not affected by the Intimidate Foe combat task, unless
daunted and cannot spend Hope for the rest of the fight. a Magical success is obtained.
Deathless. Spend 1 Hate to cancel a Wound. When an attack inflicts damage to
the creature that would cause it to go to zero Endurance, spend 1 Hate to bring the
creatures back to full Endurance instead. This ability is ineffective against Player-
heroes wielding a magical weapon enchanted with spells for the Bane of the
Undead.
Heartless. The creature is not affected by the Intimidate Foe combat task, unless
a Magical success is obtained.
Ghost Form. The creature is incorporeal and partially, if not completely, invisible.
It cannot normally harm nor can be harmed physically by the living. When this
creatures Hate score is reduced to 0, it disappears and reappears the next night
with its hate score refilled. Weapons that do not possess Enchanted qualities cannot
affect this creature.
SECTION V
16 1 4 +2 2
Fell Abilities: Yell of Triumph. Spend 1 Resolve to restore 1 Resolve to all other
Armed Villagers
Group of local villagers that attack the company.
3 12 1 3 - 1
12 1 3 +1 1
8
Fay
Humorous but mischievous hobbit girl.
Endurance Might Hate Parry Armour
Thieving Dwarves
shadows over tyrn gorthad Hard working dwarves under the command of Lofar.
THE DEADLY ONE [E] ATTRIBUTE LEVEL Combat Proficiencies: Mattock 3 (7/18, 2-Handed)
Cruel, Relentless
9
Lofar Light-Finger
Endurance Might Hate Parry Armour
Leader of the a small band of dwarves in the ruins of Fornost.
Goblin Horde
The goblin hordes from Carn Dum.
12 1 3 - 2
Fell Abilities: Hate Sunlight. The creature loses 1 Hate at the start of each round it is
exposed to the full light of the sun.
Hatred (Dunedain) and (Elves). When targeting player-heroes of the cultures
hated by this creature, its attacks are Favoured.
BREE ADV.
bree adventures
adversaries
THE OLD TROLL [E] ATTRIBUTE LEVEL Fell Abilities: Craven. When affected by the Intimidate Foe combat task, the
Cunning, Swift
creature also loses 1 Resolve.
10
16 1 4 +1 3
Edoric
Guide from Enedwaith, kin to the Dunlendings. Combat Proficiencies: Sword 3 (4/16)
Combat Proficiencies: Spear 4 (4/16, Pierce, 2-Handed). Endurance Might Resolve Parry Armour
Bow (4/14, Pierce, 2-Handed)
20 1 5 +1 1
Fell Abilities: Hideous Toughness.. When an attack inflicts damage to this
creature that would cause it to go to zero Endurance, it causes a
Piercing Blow. Then, if the creature survives even after failing the Combat Proficiencies: Dagger 4 (2/14, Pierce)
Protection Test, they return to full Endurance.
Fell Abilities: Poisoned Blade. Whenever this creature strikes an enemy with a
Defend Ally. Spend 1 Resolve to redirect an attack aimed at an ally to this
weapon attack, he may spend 1 Resolve to force the target to make a Protection
creature instead.
Test against the weapons Injury Rating or be Poisoned.
Bewilder. Spend 1 Resolve to reduce the Parry score of a player-hero by –2 for
one turn.
Vogar
Vogar was once a Dwarf-warrior of some renown, a champion
of the Blue Mountains. Indeed, he was among those who
volunteered to accompany Thorin Oakenshield on the Quest of
Berelas
Erebor. Captive woodmen tortured and forced to serve Gorlanc..
6 3
Endurance Might Resolve Parry Armour Endurance Might Resolve Parry Armour
24 1 2/6 +2 4 12 1 3 - 2
Combat Proficiencies: Mattock 4 (7/18, 2-Handed) Combat Proficiencies: Dagger 4 (2/14, Pierce).
Bow 3 (3/14, Pierce, 2-Handed)
Fell Abilities: Horrible Strength. If the creature scored a Piercing Blow with a close
combat attack, spend 1 Resolve to make the target’s Protection roll Ill-favoured. Fell Abilities: Shade Caller. Instead of attack, Berelas may call the cold-shade who
appears the next round.
Berserk Rage. If provoked, or if anyone rolls a in combat, Vogar flies into a
rage. He gains 4 Resolve, and may spend 1 Resolve to continue to fight for another Gorlanc’s Poison. If Berelas deals a wound with her weapons, the target is
round even if he has been reduced to 0 Endurance. poisoned. In addition to the normal effects, all of the poisoned targets rolls become
Ill-Favoured for 6 rounds.
BREE ADV.
12 1 3 +1 2
16 1 4 +2 1
Gorlanc’s Followers
Loyal followers of the sorcerer Gorlanc.
12 1 3 +1 1
laughter of dragons
adversaries
the silver needle of hammers and anvils
Gunvar’s Bodyguards
Longo Hand-picked elite warriors protecting Lord Gunvar.
Hobbit bandit leader posing as a man named Clovis.
GUNVAR’S BODYGUARDS ATTRIBUTE LEVEL
LONGO ATTRIBUTE LEVEL Loyal, Fierce
Fair-Spoken, Subtle
4
4
Endurance Might Resolve Parry Armour
Endurance Might Resolve Parry Armour
16 1 4 +2 3
16 1 4 +2 2
Combat Proficiencies: Sword 3 (4/16).
Combat Proficiencies: Dagger 3 (3/14, Pierce).
Fell Abilities: Reckless Hate. Spend 1 Resolve to recover 4 Endurance points.
Longo’s Lieutenants
The men serving under the bandit leader Longo. Gunvar’s Men-at-Arms
The soldiers in the service of Lord Gunvar.
LONGO’S LIEUTENANTS ATTRIBUTE LEVEL
Brutish, Loyal GUNVAR’S MEN-AT-ARMS ATTRIBUTE LEVEL
Vicious, Brutish
4
3
Endurance Might Resolve Parry Armour
Endurance Might Resolve Parry Armour
16 1 4 +1 2
12 1 3 +1 3
Combat Proficiencies: Sword 3 (4/16).
Combat Proficiencies: Sword 2 (4/16).
SECTION VII
3
Firbul, Snaga Tracker
This small but guileful Orc serves the Sorcerer of Forod. Endurance Might Resolve Parry Armour
16 1 4 +3 2 Silent Vultures
Great monstrous vultures with wings of iron, bred in the
fortress of Angband in an age long past.
Combat Proficiencies: Deadly Bow of Horn 4 (3/14, Pierce, 2-Handed).
Jagged Knife 3 (3/14, Pierce) SILENT VULTURES [D] ATTRIBUTE LEVEL
Gigantic, Silent
Fell Abilities: Snake-Like Speed. When targeted by an attack, spend 1 Hate to make
the attack roll Ill-favoured.
5
Hate Sunlight. The creature loses 1 Hate at the start of each round it is exposed to
Endurance Might Hate Parry Armour
the full light of the sun.
Cruel Stroke. When this creatures scores a Piercing Blow, spend 1 Hate to raise
the Injury Rating of the weapon by 4.
30 1 5 +1 2
Cowardly. At the start of the round, the adversary flees the battlefield if at zero
Hate and is unengaged Combat Proficiencies: Talons 3 (3/14, Seize).
Beak 3 (4/14, Pierce).
Fell Abilities: Fell Speed. At the beginning of each turn, this creature can choose
which hero it engages regardless of restrictions, or it can abandon combat entirely.
SKARF, LORD OF BRECH ATTRIBUTE LEVEL Combat Proficiencies: Bite 5 (8/18, Seize).
Deceiving, Fearful Rend 4 (7/18, Pierce). Tail Lash 1 (20/18, Break Shield)
4
Fell Abilities: Horrible Strength. If the creature scored a Piercing Blow with a close
combat attack, spend 1 Hate to make the target’s Protection roll Ill-favoured.
Endurance Might Resolve Parry Armour
Thick Hide. Spend 1 Hate point to gain (2d) on a Protection roll.
Dwarven Assassin dragon for a number of rounds equal to 10 - [Hero’s Wisdom Rating].
Assassins attacking in the hall of Brech. Foul Reek . If any hero engaged in close combat with this creature
wishes to take any action other than attacking, they must spend 1 point
Fell Abilities: Cowardly. At the start of the round, the adversary flees the battlefield
if at zero Hate and is unengaged
Savage Assault . When this creature produces at least on a
successful attack roll, they may immediately make a second attack. This
can only occur once per round.
SECTION VII
10
28 2 7 - 2
Fell Abilities: Fell Speed. At the beginning of each turn, this creature can choose
which hero it engages regardless of restrictions, or it can abandon combat entirely.
Snake-Like Speed. When targeted by an attack, spend 1 Hate to make the attack
roll Ill-favoured.
LOD ADV.
Ravenous Goblins
shadows in the north Goblin servants of The Devourer.
4 Fell Abilities: Snake-Like Speed. When targeted by an attack, spend 1 Hate to make
the attack roll Ill-favoured.
Endurance Might Hate Parry Armour Craven. When affected by the Intimidate Foe combat task, the creature also loses 1
hate.
16 1 4 +1 2
The Stalker in the Deeps
Combat Proficiencies: Bite 3 (4/14, Pierce). A stalker and killer in the deep places of the Lonely Mountain.
Fell Abilities: Fell Speed. At the beginning of each turn, this creature can choose
THE STALKER IN THE DEEPS [E] ATTRIBUTE LEVEL
which hero it engages regardless of restrictions, or it can abandon combat entirely.
Ancient, Stealthy
Fear of Fire. The creature loses 1 Hate at the start of each round it is engaged in
close combat with an adversary wielding a torch or other burning item. 6
Deadly Wound. Wounded targets make an Ill-Favoured Feat die roll to
determine the severity of their injury. Endurance Might Hate Parry Armour
50 2 6 - 4
The Devourer
Greater warg with marks of ancient injuries and huge fangs. Combat Proficiencies: Bite 4 (8/16, Pierce).
THE DEVOURER [E] ATTRIBUTE LEVEL Fell Abilities: Hideous Toughness . When an attack inflicts damage to this
Ancient, Ferocious creature that would cause it to go to zero Endurance, it causes a
Piercing Blow. Then, if the creature survives even after failing the
6
Protection Test, they return to full Endurance.
Endurance Might Hate Parry Armour Savage Assault . When this creature produces at least on a
successful attack roll, they may immediately make a second attack. This
can only occur once per round.
24 1 6 +1 2
Fell Abilities: Fell Speed. At the beginning of each turn, this creature can choose
which hero it engages regardless of restrictions, or it can abandon combat entirely.
Fear of Fire. The creature loses 1 Hate at the start of each round it is engaged in
close combat with an adversary wielding a torch or other burning item.
Deadly Wound. Wounded targets make an Ill-Favoured Feat die roll to
determine the severity of their injury.
darkening of mirkwood
adversaries
Servants of Tyrants Hill The Forest Dragon
These are cruel men who once served the Necromancer of Dol The Forest Dragon is canny and wood-wise. For a creature so
Guldur, but are now sworn to Mogdred. Some were big, she is surprisingly stealthy, and her green-black hide hides
Woodmen, but many come from the Vales of Anduin or further her in the darkness of the forest.
away. They are well-trained warriors, and carry better arms and
equipment than is common in the North.
THE FOREST DRAGON ATTRIBUTE LEVEL
Cunning, Stealthy
SERVANTS OF TYRANTS HILL ATTRIBUTE LEVEL
Trained, Cruel 10
4
Endurance Might Hate Parry Armour
Fell Abilities: Thing of Terror. Spend 1 Hate to make all Player-heroes in sight gain 2
Shadow points (Dread). Those who fail their Shadow test are daunted and cannot
spend Hope for the rest of the fight.
Denizen of the Dark. All attack rolls are Favoured while in darkness.
Hideous Toughness . When an attack inflicts damage to the creature
that would cause it to go to zero Endurance, it causes a Piercing Blow
instead. Then, if the creature is still alive, it returns to full Endurance.
Deathless. Spend 1 Hate to cancel a Wound. When an attack inflicts damage to
the creature that would cause it to go to zero Endurance, spend 1 Hate to bring the
creatures back to full Endurance instead. This ability is ineffective against Player-
heroes wielding a magical weapon enchanted with spells for the Bane of the
Undead.
DOM ADV.
80 2 9 +2 3
Fell Abilities: Bewilder. Spend 1 Hate to reduce the Parry score of a player-hero by
–2 for one turn.
Snake-Like Speed. When targeted by an attack, spend 1 Hate to make the attack
roll Ill-favoured.
TYULQIN THE WEAVER ATTRIBUTE LEVEL SARQIN, THE MOTHER-OF-ALL ATTRIBUTE LEVEL
Cruel, Cunning Large, Starving
9 10
Endurance Might Hate Parry Armour Endurance Might Hate Parry Armour
70 2 9 +1 2 90 2 10 - 2
Combat Proficiencies: Beak 4 (6/16, Pierce). Combat Proficiencies: Beak 4 (6/16, Pierce).
Ensnare 3 (-/-, Web) Stomp 3 (7/12, Break Shield)
Fell Abilities: Web . If and attack with the Web quality successfully hits a Fell Abilities: Thing of Horror. At the start of the first round of the battle all
target, that target is webbed and unable to move. The webbed target Player-heroes in sight gain 3 Shadow points (Dread). Those who fail their
cannot change stance and suffers –4 to their Parry rating. The webbed Shadow test are daunted and cannot spend Hope for the rest of the
target may free themselves by succeeding on an ATHLETICS roll. fight. Those who succeed will continue to gain 1 Shadow point (Dread)
each round until they fail a Shadow test.
Thing of Terror. At the start of the first round of the battle all Player-heroes in
sight gain 3 Shadow points (Dread). Those who fail their Shadow test are daunted Thick Hide . Spend 1 Hate point to gain (2d) on a Protection roll.
and cannot spend Hope for the rest of the fight. Foul Reek . If any hero engaged in close combat with this creature
Dreadful Spells. Spend 1 Hate to make a player-hero gain 2 Shadow points wishes to take any action other than attacking, they must spend 1 point
(Sorcery. If the hero fails their Shadow Test, they fall under the thrall of of Tyulqin of Hope (including Combat Tasks).
and walk straight into the nearest web. The hero loses their next action. Countless Children. Sarqin may spend 1 point of Hate to summon a
Webs of Illusion. Spend 1 Hate to immediately move to engage a chosen player- number of Great Spiders equal to her current Hate score. These
hero and attack them as if attacking from ambush. creatures enter combat in the following round after she uses this ability.
Many Poisons. If this creatures attack results in a Wound, the target is also
poisoned. In addition, apply one of the following effects:
Despair. The victim is now considered Miserable until the poison is Tauler the Hunter
cured. As large as a small elephant, he lies in ambush and fears no
Weakened. This victim is now considered Weary until the poison is opponent.
cured.
Sleep. The victim falls unconscious until the poison is cured. TAULER THE HUNTER ATTRIBUTE LEVEL
Drowning in Sorrow. The victim gains 1 Shadow point (Sorcery) each Huge, Stealthy
day until the poison is cured.
Crazed. The victim displays all of the flaws of their Shadow Path until 8
the poison is cured.
60 2 8 +1 2
Fell Abilities: Horrible Strength . If the creature scored a Piercing Blow with
a close combat attack, spend 1 Hate to make the target’s Protection roll
Ill-favoured.
Hideous Toughness . When an attack inflicts damage to this creature
that would cause it to go to zero Endurance, it causes a Piercing Blow.
Then, if the creature survives even after failing the Protection Test, they
return to full Endurance.
Thing of Horror. At the start of the first round of the battle all Player -
heroes in sight gain 3 Shadow points (Dread). Those who fail their
Shadow test are daunted and cannot spend Hope for the rest of the
fight. Those who succeed will continue to gain 1 Shadow point (Dread)
each round until they fail a Shadow test.