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J.R.R. Tolkien Sampleby Francesco Nepitello File - Credits

J.R.R. Tolkien Sampleby Francesco Nepitello File - Credits

Fantasy Roleplaying in the World of The ™ and ™ Based on the novels by J.R.R. Tolkien Sampleby Francesco Nepitello file - credits -

Written by Francesco Nepitello Designed by Francesco Nepitello and Marco Maggi Additional Rules Development by Amado Angulo Additional Writing by Andrew Kenrick and Dominic McDowall Special Thanks to Giacomo Marchi

Dedicated to Anita, who was born when The was first discovered. Francesco Nepitello, Venezia, 24 Maggio 2011

Art Director: Jon Hodgson Cover by Jon Hodgson Art by , Andy Hepworth, Jon Hodgson, Tomasz Jedruszek¸ and Jan Pospisil. Editors: Andrew Kenrick, Dominic McDowall and David Thomas Moore. Graphic Design and Layout: Paul Bourne Proofreader: Amado Angulo Line Development Team: Jon Hodgson, Robert Hyde, Andrew Kenrick, Dominic McDowall and Francesco Nepitello. Index compiled by James R. Brown

The publishers wish to thank the numerous playtesters throughout the world (see page 333 for a full list).

Special thanks to Gary Bowerbank, James R. Brown, Roger Calver, Colin Chapman, Phil Cooke, Richard Harrison, Shane Ivey, T.S. Luikart and James M. Spahn. Francesco and Marco would like to thank Joaquim Dorca, whose phone call arrived “by some curious chance one morning long ago in the quiet of the world”, and Roberto Di Meglio, our friend and fellow conspirator.

© Sophisticated Games Ltd 2014 © Cubicle 7 Entertainment Ltd 2014

www.theonering.info

ISBN: 978-0-85744-244-4 SKU: CB71009

Published by Sophisticated Games Ltd, 1 Andersen Court, Newnham Road, Cambridge CB3 9EZ, UK and Cubicle 7 Entertainment Ltd, Riverside House, Osney Mead, Oxford, OX2 0ES, UK.

The One Ring, Middle-earth, , 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 respectiveSample licensees. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system,file or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.

Printed and bound in China. 2 - contents -

Part One: Gear 119 Resolving Actions 213 Introduction 8 How Encumbrance Works 119 Loremaster Characters 216 Prologue 10 Personal Possessions 119 Where to Start 10 War Gear 121 Part Seven: What is a Roleplaying Game? 10 Life and Death 127 The Shadow 220 Setting 12 Endurance and Hope 127 The Shadow 222 Wilderland 12 States of Health 128 Sources of Corruption 222 Year 2946 of the Third Age 13 Getting Better 130 Consequences of Corruption 225 The Free Folks of the North 14 Fellowship 132 Shadow Weaknesses The Shadow 17 How Fellowship Points Work 132 Descriptions 227 Regions of Wilderland 17 Treasure 134 Adversaries 230 How to Play 19 How Treasure Works 134 Creatures Descriptions 230 Player-Heroes 19 Standing 135 236 The Loremaster 19 How Standing Works 135 Spiders of 241 Structure of the Game 19 Trolls 243 Character Sheet 21 Part Four: Wolves of the Wild 246 Dice 26 Adventuring Phase 136 Vampires 248 The Adventuring Phase 138 Part Two: How an Adventuring Phase Works 138 Part Eight: Creating a Hero 30 Action Resolution 138 The Campaign 250 Creating a Hero 32 How Actions Work 139 The Setting 252 How to Create a Character 32 Task Resolution 139 Introduction 252 Heroic Cultures 33 Test Resolution 144 The Tale of Years 253 Bardings 37 Advanced Action Resolution 147 Wilderland 260 Beornings 42 Journeys 153 Campaign Outlines 271 Dwarves of the 47 Journey Rules 153 Campaign Structure 271 Elves of Mirkwood 53 Combat 166 The Darkening of Mirkwood 272 of 60 Extended Example of Combat 181 The Darkening of Mirkwood Woodmen of Wilderland 67 Encounters 185 Structure 272 Customisation 73 Additional Setting Material 278 Company Creation 80 Part Five: Supplementary Chronology 280 How to Create a Company 80 The Fellowship Phase 190 Further Adventures 281 The Fellowship Phase 192 Part Three: How a Fellowship Phase Works 192 Part Nine: Fundamental Characteristics 82 Structure 192 The Marsh-Bell 284 Attributes 84 Fellowship Phase Undertakings 197 The Marsh-Bell 286 How Attributes Work 84 Year’s End 200 Adventuring Phase 286 Skills 85 Part One: Where Noisome Common Skills 86 Part Six: Waters Pour 286 Weapon Skills 91 The Loremaster 202 Part Two: A Long and Weary Way 289 Traits 92 The Loremaster 204 Part Three: Beside the Rotting River 295 Trait Descriptions 94 What does the Loremaster do? 204 Aftermath 299 Valour and Wisdom 101 Creating Adventures 207 How Wisdom and Valour Work 101 Running an Adventuring Phase 210 Appendix: Pre-generated Character Virtues and Rewards 102 Awarding Advancement Points 212 Sheets 301 HoSamplew Virtues Work 103 Awarding Experience Points 212 Blank Characterfile Sheet 314 How Rewards Work 113 Rolling Dice 213 Index 316

3 Sample file Sample file ... my friend, I wish I could persuade you to come here and see for yourself that what we accomplished together was not wasted in idleness. We have done much good since the slaying of the Dragon and the liberation of the Lonely Mountain. The splendour of our works far surpasses Thorin’s grandest dreams of what we would accomplish, back when we were planning our little adventure.

To think that almost five years have passed! You might say that we didn’t think much of you at the time. Now I miss very much our days together, and I would readily forfeit my peaceful life for one of dangerous adventure. Quite astonishing, I know, but I feel that sleeping under the stars with a sword at my side would ease my troubled mind.

I do not know precisely what troubles me, but disquiet weighs heavily upon my heart. The scourge of has been vanquished, the Necromancer has been driven out of his forest stronghold and, after the Battle of the Five Armies, the Goblins are afraid to leave their mountain holds. We have every reason to look forward to a new age of prosperity!

But something is wrong. I am not the only one to perceive it. A shadow, felt but unseen. The presence of a nameless threat that forbids people to rejoice fully in the hope and confidence that should follow the return of the light.

Nonsense? Possibly. I am an old after all, and those who hearken to me are but a few. For every voice that dares to whisper words of warning, far too many answer that our recent victories have earned us a respite. Despite my nagging sense of unease, complacency is rife.

Dearest Bilbo, deep inside of me I feel that we should remain vigilant and warn others against the risks of self-congratulation. Everyone around us seems to look inwards instead, to their own concerns and the goings-on right in front of their noses. Soon I will confer with upon these Samplematters, and possibly come to visit you in the kindly West. file From a letter from , son of Fundin, to , Esq.

6 Home is behind, the world ahead, And there are many paths to tread

It is the year 2946 of the Third Age, and the lands east of the Misty Mountains are astir. From the cloud-shrouded peaks above the High Pass to the spider-infested gloom of the forest of Mirkwood, paths long-deserted are trodden once again. Busy merchants carry their wares to new markets, messengers bring tidings from foreign realms, and kings send forth armed men to extend their influence and the rule of law. Some say that a new age of freedom has begun, a time for adventure and great deeds to reclaim glories lost in long centuries of oppression and decline.

But adventures are not really things that people go out and look for. They are dangerous and rarely end well. While it is true that a handful of valiant individuals set out to make their mark on the world, for others it seems that adventure chooses them, as though it is the path they are fated to tread. They are restless warriors, curious scholars and wanderers, always eager to seek what was lost or explore what was forgotten. Ordinary people call them adventurers, and when they return successful, they call them heroes. But if they fail, no one will even remember their names...

In The One Ring Roleplaying Game, you take the part of the heroes of Middle-earth. You will travel the land, uncover its secrets, take part in its unfolding history and encounter its inhabitants and legends. As the Shadow creeps back across the lands of the Free Peoples, you will uncover hints of what is happening, and have the chance to play a part in the struggle against the Enemy.

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7 The One Ring

Sample- APart One: Introduct ionfile - 8 Introduction

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9 The One Ring

The guide contains the rules needed to create adventures - Prologue - and tie them together into an ongoing epic. All important game mechanics are discussed in depth, to introduce even an inexperienced Loremaster to the world of roleplaying, “This is the Master-ring, and the guide also includes an introductory adventure to the One Ring to rule them all.” get things started.

The One Ring is a roleplaying game based on the The Hobbit and The Lord of the Rings, two extraordinary What is a Roleplaying Game? works of fiction by the beloved author and respected academic, John Ronald Reuel Tolkien. With these books, Thanks to video, computer and online games, millions Tolkien introduced readers to his own greatest creation, of people today are familiar with roleplaying games. the world of Middle-earth. A mythic land from a remote Players create fictional heroes and explore shared worlds past, its rich history and detailed geography were created populated by computer-controlled creatures and, in online over the course of many years. games, accessed by a multitude of other players. The One Ring is a pen-and-paper version of the same type of game, With The One Ring, Middle-earth is yours to explore. This with players meeting face-to-face around a table and the guide provides you with the rules of the game and rich computer replaced by one person – the Loremaster – information on the people, places and adversaries you acting as narrator and referee. could encounter during your adventures. Each player plays the role of a single character during the game. The player designs every part of the character, Where to start from personality to appearance, and chooses its skills and abilities. Players are encouraged to play ‘in character’ as This volume contains all the information players need to much as possible, as this helps to bring the game alive. know to get started. The introductory section discusses the way roleplaying games work, describes the area of Middle- The Loremaster doesn’t take the role of a character, but is earth where your first adventure will begin, and outlines instead in charge of describing the setting and managing the basic rules of the game. The following sections show what happens to the players when they interact with the you how to create your own unique hero – the character game world. He begins each session of play by setting that you will take the part of in your adventures. Finally, the scene, plays the parts of the people and creatures the the guide introduces some of the more commonly-used characters encounter, and adjudicates the consequences rules – such as combat and travel – in more detail. But of the heroes’ actions. Gameplay takes the form of a don’t be put off by the length of the guide – the game is continuous conversation between the Loremaster and his not as complicated as the page count might suggest. The players; a dialogue that, with the help of the rules, gives basic rules are only a few pages long and most of the time birth to a story that is created by and enjoyed by everyone only require you to make one or two dice rolls to resolve involved. your actions. As much as The One Ring is a storytelling experience, it The second half of this guide, from Part Six: The remains a game. To play it, everybody relies on a set of Loremaster onwards, is intended for the Loremaster, the rules not very different from those of a traditional board personSample who will be running the game; don’t worry if you’re game. file not familiar with this terminology, it is described below.

10 Introduction

Dice are used to determine the success – or failure – of canvas-roofed stalls and thronged with people. The noise the characters’ most important actions (with more simple of haggling traders, laughing children and musicians actions resolved through common sense). The rules for entertaining the crowd is overwhelming. At the side of the game are straightforward and easy to learn and, most the square to your left is an impressive building with importantly, should not interfere with everybody having marble columns. In front of it is a fountain featuring an a good time. enormous Dragon; Jennifer, Lifstan would know that it commemorates the defeat of Smaug, and stands in front Example of Play of the palace. Imagine that we are listening in as a game session begins. There are four people sitting around the table – Jennifer, Jennifer (as Lifstan): “There’s the palace. Let’s see if my Stuart, Claire and Nick... liege is accepting visitors.”

Nick (the Loremaster): Okay, at the end of the last session Claire (as The Bride): “He’d better be. King Thranduil you had arrived in Dale with the message of warning seemed to feel his message was urgent!” that King Thranduil demanded you deliver to King Bard. You emerge from the Traders’ Gate into the Merchants’ Stuart (as Trotter): “Let’s find out.” We make our way Quarter. Large warehouses line the street ahead of you, around the square to the palace. and carts laden with goods are heading in both directions. From a gap between warehouses to the right, you can see Nick: It takes a few minutes to get around the edge of the a large boat tied to the jetty on the river – you can hear its crowd, but you’re soon approaching the palace gate. Two timbers creak as it heaves on its moorings. Which way are men-at-arms stand in front of the closed doors, eyeing you you going to head? suspiciously.

Jennifer (playing Lifstan, a Barding): Lifstan grew up Jennifer (as Lifstan): “Well met, countrymen. I have in Dale, so he’d know where we should go, wouldn’t he? urgent business with King Bard.”

Nick: Yes, he would know that King Bard’s Royal Palace is Nick (playing one of the men-at-arms, in a gruff near the centre of the town – straight ahead to the market voice): “The King will receive no more visitors today. Come square then off to the left a bit. back tomorrow.”

Jennifer (as Lifstan): “Follow me; I’ll take us to Bard’s Stuart: Are there any trees that I can try to sneak behind palace.” while they are talking to Lifstan?

Stuart (as Trotter): “Lead the way.” Nick: Sadly not.

Jennifer: I lead everyone up the street towards the palace. Claire: I’m going to try to awe them with my war-like appearance and the importance of our cause. Claire (playing The Bride): I’m following. Claire (as The Bride): “We come directly from King Nick: You walk along the street, being careful to avoid Thranduil with a message of dire warnings. Surely the the cartsSample and porters bustling around you. It takes you wise King Bard would wish tofile hear such tidings, that we about five minutes to get to the square, a large expanse have bested many foes to deliver.” opening up from the narrow streets of Dale, crowded with

11 The One Ring

Nick: Okay, you need to make an Awe task roll with a and his companions. This region provides an excellent difficulty of 14. starting point for players entering Middle-earth for the first time, as recent events have brought the area to the Claire: I have three levels in my Awe skill, so I’m rolling forefront of history. This guide introduces the main rules of three Success dice and the Feat die… for a total of 18, the game, and is all you need for many hours of adventure including two success icons! in Middle-earth.

Nick: The men-at-arms visibly pale at the thought that Future supplements for The One Ring will progressively they might have slighted such awe-inspiring warriors on widen the geographical boundaries of the setting, while such a quest. They stammer their apologies and usher you adventures and campaigns will detail events further along through the door. They ask that you wait for a moment the timeline. , for example, takes your company in the grand entrance hall, and one rushes off through a west across the Misty Mountains to begin exploring doorway to alert the King to your presence… Eriador, while the Darkening of Mirkwood advances the Tale of Years to 2977 as the heroes engage in a 30-year A Note on Gender quest set within Mirkwood. All references to players and the Loremaster in the game text use the masculine pronoun for ease of expression: this should not be interpreted as excluding female players, characters or Loremasters. Although Middle-earth in the - wilderland - Third Age is not a place where women often choose a life of adventure, Tolkien’s books introduced some memorable ... he knew how evil and danger had grown exceptions, providing ample inspiration to players who and thriven in the Wild, since the had want to play female heroes. driven men from the lands, and the Goblins had spread in secret after the battle of the Mines of . Setting The lands extending from the Misty Mountains as far as The One Ring is set in the period between the conclusion the Running River are known as Wilderland. There are of the events narrated in The Hobbit and the culmination many good reasons for such an ominous name. Not only of the terrible struggle described in the pages of The Lord did the region once host a Dragon’s lair, but its greater of the Rings – the Twilight of the Third Age. part is occupied by the forest of Mirkwood, home to giant spiders, Orcs and other dangerous creatures. Encompassing more than seventy years, this time is ushered in when Bilbo the Hobbit finds the Ruling Nevertheless, Wilderland has changed significantly in Ring, and culminates many decades later with the final recent years. Smaug, the Dragon of Erebor, bane of the confrontation between the Free Peoples and the Dark Lord Northern world, has been killed, and the Necromancer has , and the destruction of the Ring. It is an exciting been driven from his fastness in Southern Mirkwood. Many time, offering plenty of opportunities for adventuring in a proud folk are reclaiming their lost dominions: to the north land witnessing the end of an era. rises the Lonely Mountain, a solitary peak that houses an underground stronghold of Dwarves of the line of Durin; In this volume, the game introduces the dangerous lands on the valley below stands Dale, a city of Northmen newly knownSample collectively as Wilderland and covers the years rebuilt from its ruins, close to thefile trading town of immediately following the adventures of Bilbo the Hobbit on the Long Lake; from hidden halls dug under the northern

12 Introduction

eaves of Mirkwood issue again the hosts of King Thranduil, end delivering a crushing victory for the Free Peoples of ruler of the Wood-elves; near the Ford of Carrock on the the North. river Anduin, the Beornings, a folk of Men following the lead of the Skin-changer, keep their watch; while to A new alliance was born from the aftermath of that the south the settlements of the Woodmen are multiplying battle, now remembered as the Battle of Five Armies. In along the vale of the Great River. fact, if it hadn’t been for the threat of Bolg’s invading host, rallying the Free Peoples under a single banner, the long years of petty misunderstandings would have flared into Year 2946 of the Third Age open warfare. The spirits of Elves, Men and Dwarves were embittered and made miserable by the growing darkness Five years ago, in the year 2941 of the Third Age in the of Mirkwood and the ever-present menace of the great reckoning of the Elves and the Men of the West, a fierce Dragon of Erebor. battle shook the roots of Erebor, the Lonely Mountain. Orcs, Wild Wolves, Men, Dwarves and Elves clashed Each community had become suspicious of its neighbours under a sky darkened by giant bats, their hatred fuelled by and limited their dealings to meagre trades. When the din ancient quarrels. Many deeds of renown were done that of battle subsided, the surviving Free Peoples looked upon day, and some heroes prevailed while others fell, in the each other with an open heart once again.

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