The One Ring - 1ed - Adventurer's Companion.pdf

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TM
TM
F
antasy
R
oleplaying
in the
W
oRld
oF
t
he
h
obbit
tM
and
t
he
l
oRd
oF the
R
ings
tM
b
ased
on the novels by
J.R.R. t
olkien
-
credits
-
Written by
Francesco Nepitello, Jon Hodgson, Andrew Kenrick, TS Luikart,
Gareth Ryder-Hanrahan and James Spahn
The One Ring
rules designed by
Francesco Nepitello and Marco Maggi
Additional Rules Development by
Amado Angulo, Benjamin ‘Lupo’ Condotta,
Marco Maggi, James Semple and Shane Ivey
Art Director:
Jon Hodgson
Art by
Jon Hodgson, Jason Juta, Sam Manley, Jeremy McHugh, Naomi Robinson and Egil Thompson
Editors:
Andrew Kenrick, Francesco Nepitello and Amanda Valentine
Graphic Design and Layout:
Paul Bourne
Line Development Team:
Jon Hodgson, Robert Hyde, Andrew Kenrick,
Dominic McDowall and Francesco Nepitello
Proofreaders:
Amado Angulo, David Rea, James Semple and Jacob Rodgers
Published by Sophisticated Games Ltd, 1 Andersen Court, Newnham Road, Cambridge CB3 9EZ, UK and
Cubicle 7 Entertainment Ltd, Suite D3, Unit 4, Gemini House, Hargreaves Road, Groundwell Industrial Estate,
Swindon, SN25 5AZ, UK
The One Ring, Middle-earth, The Hobbit, The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered
trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used under license by Sophisticated Games Ltd and their
respective licensees.
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means,
electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
2
-
contents
-
i
ntRoduction
The Lives of Adventurers
4
4
p
aRt
o
ne
:
c
haRacteRs
Making a Hero
How to Create a Character
Heroic Culture
Customisation
Languages in the Game
Crafting a Companion
The Call to Adventure
Where the Fall May Come
Open Backstory
Common Knowledge
Character Archetypes
Shared Toils
Heroic Cultures
Dunlendings
Cultural Virtues
Cultural Rewards
Dwarves of the Blue Mountains
Cultural Virtues
Cultural Rewards
Dwarves of the Grey Mountains
Cultural Virtues
Cultural Rewards
Dwarves of the Iron Hills
Cultural Virtues
Cultural Rewards
Elves of Lórien
Cultural Virtues
Cultural Rewards
Men of Bree
Cultural Virtues
Cultural Rewards
Men of the Lake
Cultural Virtues
Cultural Rewards
Men of Minas Tirith
Cultural Virtues
Cultural Rewards
7
8
8
8
10
14
16
16
17
17
18
18
21
24
25
29
30
31
35
35
36
40
40
41
45
45
46
49
50
51
55
56
57
61
62
63
67
68
Riders of Rohan
Cultural Virtues
Cultural Rewards
Wayward Elves of Mirkwood
Cultural Virtues
Cultural Rewards
Wild Hobbits of the Anduin Vales
Cultural Virtues
Cultural Rewards
Advanced Cultures
High Elves of Rivendell
Cultural Virtues
Cultural Rewards
Rangers of the North
Cultural Virtues
Cultural Rewards
69
73
75
77
81
81
82
86
86
87
89
93
95
96
100
102
p
aRt
t
Wo
:
n
eW
R
ules
New Calling and Taking Courage
New Calling: Leader
Taking Courage
Additional Combat Rules
Combat Roles
Special Rules for Engagement
Combat Role Advantages
New Combat Tasks
Expanded Called Shots
Expanded Masteries
Training Masteries
Mastery Dice
Expanded Masteries List
Spending Experience Points
119
Fellowship Phase Undertakings
120
Of Patrons and Patronage
125
The Benefits of Patronage
125
Types of Patronage
125
Notable Patrons
126
Famous Companies of the Wild
129
Scouts of the Southern Wilds
129
Gwarieg en-Angol
130
The Waywatchers of the Bree-land 131
The Hunters of the North
132
The Cragsmen of Balin’s Colony 133
The Passage of Years
135
Yearly Events
135
Weal & Woe Table
135
The Heirs of Heroes
137
Heroic Heritage
137
103 p
aRt
F
ouR
:
104
c
uRious
d
iveRsions
104
104
105
105
105
106
107
110
112
112
112
113
139
Curious Diversions
140
Optional: Further Defining Traits 140
Travelling Gear
142
Detailing Your Travelling Gear
142
Musical Instruments
144
Hobbit Musical Instruments
144
Dwarven Musical Instruments
144
Elven Musical Instruments
145
Musical Instruments among Men 145
But what has it got in its pocketses, eh? 146
p
aRt
t
hRee
:
b
etWeen
a
dventuRes
The Fellowship Phase
How a Fellowship Phase Works
Structure
Destination
Activities
Character Development
Spending Advancement Points
p
aRt
F
ive
:
F
oR
R
eFeRence
Call to Arms
The Road Beckons
Taking Counsel
Reference Tables
Index
147
148
152
154
156
157
115
116
116
116
116
117
118
118
3
A
dventurer
s
C
ompAnion
-
introduction
-
There is a forge that rests in a corner of a large smithy in
the heart of the Lonely Mountain. A young Dwarf works
the bellows for his father and uncle, who are content with
their lot, pleased that their people have finally returned
home to Erebor. But there is no peace in the young Dwarf’s
heart. Even when he takes his turn at the anvil, his hammer
ringing, striking with all his might, he cannot dispel the
disquiet that grows daily in his heart.
There is a Hobbit lass that wanders the banks of the river
Brandywine, fingers trailing through the long grass. Her
friends weave garlands of flowers and speak of going to
market. She dreams of crowns forged from gold, set with
precious gems, and the markets she wishes to see lie a
world away, far to the east, beyond plains, mountains,
and forests that she can barely imagine – but how she
yearns to.
There is an Elf that sits in the crook of a large oak, which
stands in solitary splendour in a glen in Northern
Mirkwood. The Elf has watched the colours of the leaves of
his beloved forest change and fall just over three hundred
times. In his mind has grown a thought that he dare not
speak to his friends and family, not yet: he would see more
of the world and he does not think he will miss the turning
of the leaves in the slightest.
There is a woman riding a mighty stallion across a
windswept field beneath a bright sun. She laughs as
her arrows easily find their marks, though she shoots
from her horse’s back, and does not bother to stop his
headlong flight as she does so, for she was born to ride.
Her father calls out his approval as she thunders past his
campfire. For all his love, though, she knows that many
in Rohan do not feel as he does, and do not entirely
approve of the wild maiden she has become. It matters
not. Her path is hers to choose and she knows that one
day it will lead her north, to the fields her people knew
long ago.
What these four have in common, though they may not
all know it as yet, is that they are all destined for lives of
hardship and sacrifices, torments and triumphs, glories
and tragedies...
t
he
l
ives oF
a
dventuReRs
The
Adventurer’s Companion
brings a wealth of new
ideas, new systems, and new cultures to
The One Ring
Roleplaying Game.
While much of the material here is for
players, Loremasters will find a great deal for them as well
4
i
ntroduCtion
within these pages, including complete summaries of the
various systems that players regularly use in the game.
The
Adventurer’s Companion
is broken into five parts,
each of which have a slightly different focus.
Part One
is called
Characters
and it opens with a useful outline
of all the steps needed to make a new character for
The
One Ring Roleplaying Game.
That is followed by a section
entitled
Crafting a Companion
which is really at the
heart of what this supplement is about – it offers different
approaches to consider when setting out to create a
memorable adventurer, discusses literary archetypes and
how they can be used, and gives some thought to how a
company first forms. There are few rules here, per se, but
lots to ponder over.
The majority of Part One is then given over to thirteen
Heroic Cultures
that supplement those found within
The
One Ring Roleplaying Game.
Here are the noble
Men of
Minas Tirith
who stand daily against the Shadow in the
East that sits on their very border. Here are the secretive
Elves of Lórien
who leave their Golden Wood rarely, but
always with purpose. Here you will find the
Dwarves
of the Mountains
both
Blue
and
Grey,
as well as the
stalwarts of the
Iron Hills.
Here dwell the
Wild Hobbits
who never came west to the pleasant land of the Shire.
Here are the valorous
Riders of Rohan
and the fierce
Dunlendings
who still hold a grudge against them. Here
are the steady
Men of Bree,
the capricious
Wayward
Elves,
and the gregarious
Men of the Lake.
And here, at
the last, are two unique Heroic Cultures intended for more
experienced groups: The
Rangers of the North
and the
High Elves of Rivendell.
Part Two
is about
New Rules.
A new calling, the
Leader,
has been added to the game, alongside some new rules for
allowing inexperienced characters to travel with a more
seasoned hero, such as when say, four untried Hobbits set
out to accompany a time-worn Ranger. No supplement for
adventurers would be complete without detailing some
new ways to improve one’s competency, slice up foes and
support one’s friends. The section on
New Combat Rules
and
Expanded Masteries
adds various ways to all of the
above.
Part Three
focuses on the time
Between Adventures.
The Fellowship Phase
gives an organized accounting
and explanation of exactly how the Fellowship Phase
works in
The One Ring Roleplaying Game,
detailing
its structure and providing a clear summary of how
Advancement and Experience points are spent. This
section is directly followed by the exhaustive
Fellowship
Phase Undertakings
which holds a comprehensive list
of every undertaking published at the time of writing.
Of Patrons and Patronage
lists a number of the Great
and the Wise of Middle-earth who may choose to act as
5
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