Journeys and Maps.pdf

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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
J
ourneys
& M
aps
-
CREDITS
-
Written by
Andrew Kenrick, TS Luikart, Francesco Nepitello
and Marco Rafalá
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CONTENTS
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i
ntRoduction
t
he
R
oad
g
oes
e
veR
o
n
Regional Hazard Episodes
Free Lands
Border Lands
Wild Lands
Shadow Lands
Dark Lands
Tailoring Hazards to Named Regions
The Brown Lands
Dagorlad
The Dead Marshes
The Firien Wood
Forochel
Harad
Rhûn
Wetwang
2
2
3
3
4
5
7
8
10
10
10
11
11
12
13
13
14
The One Ring
rules designed by
Francesco Nepitello and
Marco Maggi
Art by
Andy Hepworth, Jon Hodgson, Sam Manley
Editors:
Andrew Kenrick and Francesco Nepitello
Graphic Design and Layout:
Paul Bourne
Line Development Team:
Jon Hodgson, Robert Hyde,
Andrew Kenrick, Dominic McDowall and Francesco Nepitello
Proofreaders:
Marco Rafalá, David Rea and Jacob Rodgers
b
oats and
s
hips
Handling Boats
River Journeys
Sea Journeys
Boat Types
Hazard Episodes
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
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15
16
16
18
19
o
n the
R
oad to
t
heRe
Natural Wonders
Lodgings
Fellow Wanderers
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21
22
24
b
ones oF the
e
aRth
Creating a Ruin
Who Built It?
What was it Originally?
What does it look like now?
What is it used for now?
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.
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a
n
i
ndex oF
l
ocations
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1
T
he
R
oad
G
oes
e
veR
o
n
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INTRODUCTION
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“Now far ahead the Road has gone,
And I must follow, if I can.”
It’s a dangerous business, stepping out your door, and not
just because of the far-off places a traveller might end up,
but also because of the hazards they will face along the
way. Just as journeys play a central role in the adventures
of Bilbo and Frodo, so too are they at the heart of
The One
Ring Roleplaying Game.
The fourth chapter examines more closely those ruins
found throughout Middle-earth, the remains of once-great
kingdoms. Guidelines are provided to aid a Loremaster in
detailing and describing a ruin, creating a memorable
location for a company to explore.
Finally, the guide ends with an index for use with the
Loremaster’s Maps, allowing the reader to quickly find in
which supplement information about a place is to be found.
Journeys & Maps
is all about the adventures a company
might have along the way, whether travelling by road or
by boat. The first chapter details some of the hazards
a company might encounter, allowing the Loremaster
to tailor the danger to the land through which the
companions travel.
Next, attention is turned to how a company might travel
by river or sea, including rules for handling a boat and
navigating a river, as well as some of the hazards the crew
of a ship might encounter on their voyage. Yet journeys
are not always fraught with danger; a traveller might
discover all manner of wonders and meet strange and
varied folk whilst on the road. The third chapter provides
the Loremaster with a variety of different places and
people for a company to encounter on their way to their
destination.
THE ROAD GOES
-
EVER ON
-
‘It’s a dangerous business, Frodo, going out your
door. You step onto the road, and if you don’t
keep your feet, there’s no knowing where you
might be swept off to.’
The rules for journeys included in
The One Roleplaying
Game
are designed to resolve travels anywhere in Middle-
earth, with different types of terrain and landscape affecting
the length of the trip or the difficulty of the journey. But
what of the hazards that may befall a travelling company –
how might they be affected by the type of region traversed?
After all, the dangers that are normally encountered in the
Shire are a trifle compared to the hazards of Mirkwood.
J
ourneys
& M
aps
This chapter describes each region type in more detail,
providing a number of sample regional Hazard episodes,
designed to be used alongside the rules found on page 161
of
The One Ring Roleplaying Game.
A selection of Hazards
tailored to specific regions takes this customisation one
step further, and shows the Loremaster how the journey
rules can be adapted to fit seamlessly into the story they
are telling.
A Terror to Trespassers (Scout – Fatigue)
The heroes happen upon a large cultivated field or
mushroom patch belonging to a local farmer (heroes with
an appropriate
Region-lore
trait know this automatically)
who has no patience for trespassing wanderers and
vagabonds. Assuming that strangers are here to steal his
crops, the angry farmer and his frightful dogs chase the
company away. The Scout must pass an
Explore
test to
find a detour. On a failure, the companion adds Fatigue
again, or twice on an
C
.
R
egional
h
azaRd
e
pisodes
F
Ree
l
ands
a
Free Lands represent relatively safe, civilised regions,
possessing a good level of security as far as journeys are
concerned. Their borders and roads are usually watched
by professional guardians or ‘bounders’, or by watches
organised directly by the inhabitants of the area. Such
lands present the least threat to a travelling company, yet
complacency invites its own sorts of dangers, as even the
safest surroundings may have their darker spots. Also,
those who dwell in these lands are well aware of what lies
beyond their borders, and will offer travellers respite only
if the uninvited can convince them of their good intentions.
Indeed, mistrust and misunderstanding could hinder the
plans of a company of heroes who are not careful.
I Believe he is Trying to Tell us Something
(Huntsman – Wound)
A squirrel dashes across the path in front of the Look-out
and then leaps into a nearby tree, its tail twitching. The
little creature keeps pace with the company, hopping from
branch to branch and chattering away. The Huntsman
must make a
Hunting
test to recognise the unusual nature
of the squirrel and the message it is trying to send. On a
failure, the companion falls into an old bear trap set by a
hunter and long forgotten: the Huntsman loses Endurance
equal to the result of a Success die, or suffers a Wound on
the roll of an
C
.
A Pipe to Smoke in Comfort, and Warmer
Feet (Guide – Corruption)
Grey clouds fill the skies and blot out the sun for several
days. For some unknown reason, the local population
blames the passing companions for the dreary weather,
and they refuse to let them stop. A shadow descends upon
the Guide, who feels responsible for the chosen itinerary
and is tempted to give up the quest to return home for the
simple comforts of a warm hearth. The hero must make a
Corruption
test. On a failure, the Guide gains 1 Shadow
point, or 2 Shadow points on an
C
as his mind turns to
darker thoughts.
Moonless, Starless Night
(All Companions – Weariness)
On a moonless, starless night the sounds of unseen wildlife
echo in the dark. Away from dangerous predators and
wicked creatures, animals dare to get close. The tapping of
hooves and the padding of paws prowl the fringes of the
company’s campsite. Trees creak and the bracken rustles
as crows caw, owls hoot and wolves howl in the distance.
The heroes must pass a
Travel
test or be made temporarily
Weary for the length of the journey.
Things that Yet May Be (Look-out – Misery)
The company passes a pond, stream or ancient fountain
shunned by the locals as a place with an eerie atmosphere.
Sunlight or moonlight dances on the rippling water,
glittering, sparkling, almost hypnotic. The Look-out must
make an
Awareness
test. On a failure, the hero glimpses a
vision in the water foretelling some future calamity befalling
the company. The Look-out is made temporarily Miserable
for the length of the journey (the Loremaster may choose to
use this as an opportunity to foreshadow hardships ahead).
3
All Courses May Run Ill (Scout – Strain)
Made imprudent by the peacefulness of the surrounding
area, the Scout unwittingly disturbs a nest of unusually
large hornets, or enters a cave infested with vermin. The
companion must pass an
Athletics
test or lose Endurance
equal to the roll of a Success die.
A Long Chase (Huntsman – Despair)
After a long chase, the Huntsman tracks his prey to a
grove of trees and catches a glimpse of movement in the
underbrush. Carried away by the hunt, he lets his arrow
T
he
r
oad
G
oes
e
ver
o
n
or spear fly. The Huntsman must make a
Hunting
test.
On a failure, the missile flies true and from within the
shrubs comes a strangely human cry. When the Huntsman
investigates, he finds not a meal but a local boy with a deep
cut on his leg from the hero’s carelessness. While the boy’s
injury is not a mortal wound, the hero loses 1 point of
Hope, or 2 points on an
C
.
shelter in the region but they must continue, for the road
goes ever on. The Guide must pass a
Travel
test as he
strives to find a better path to follow. On a failure, the hero
becomes temporarily Weary for the length of the journey.
Short Cuts Make Long Delays (Guide – Misery)
The route to the company’s destination is fraught with
many switchbacks. When they come upon a game trail that
appears easier to navigate, the Guide must make a choice:
leave the set path for the perceived short cut or stay the
course. The Guide must make a
Travel
test. On a failure, he
chooses the game trail and becomes temporarily Miserable
for the length of the journey as the short cut eventually
disappears into the wilderness and the company must now
backtrack to the switchback trail.
Let us find a Path as Quick as May Be
(Guide – Wrong Choices)
The company has been set on the wrong path by local
hunters or bounders who have given false indications
purposefully to lead them astray. The Guide is now
required to make a
Travel
test to decide upon a new route,
while keeping his companions away from the eyes of the
unfriendly locals. On a failure, raise the TN one level for
further Fatigue tests.
Undersized Burglar (Look-out – Fatigue)
While the company sleeps, a thief creeps around the fringes
of their campsite. The burglar takes a pack belonging to
one of the heroes and slinks away into the darkness but a
twig breaking underfoot gives him away. The thief freezes
at the edge of camp, hoping to escape unnoticed. The Look-
out must make an
Awareness
test. On a success, the hero
notices the thief frozen like a statue in the shadows and
realises it is but a boy. The Look-out quickly captures him,
retrieving the stolen pack. When confronted, the boy cries
out that he was merely hungry. If the test failed, the hero
dismisses the noise until the thief bolts and the Look-out
must give chase. Exhausted from the ordeal, the hero adds
Fatigue again (twice on an
C
).
Unexpected Adventure
(Look-out – Dangerous Meeting)
The company faces a lethal threat in an unlikely place.
Maybe they have entered the Free Lands only recently
and someone, or something, has followed them and now
attacks, or they have unwittingly reached the only place
all inhabitants of the area avoid, like a brigand-infested
wood, or a cursed barrow. The Look-out must make an
Awareness
test. On a failure, the company cannot avoid
the confrontation and the Loremaster must set up a combat
encounter.
b
oRdeR
l
ands
c
Border Lands lie at the edge of the wild and threats from
more dangerous territories can at times creep unchecked.
Settlements are scarce and ruins lost to the wilderness
dot the landscape. In the darkness lonely campfires can
be spied in the distance, signalling the presence of other
wanderers, or a trap lying in wait, perhaps. The inhabitants
of a border land, if there are any, are mindful of such perils
and are easily made suspicious by any stranger crossing
their path. Locals and travellers stick to a few well-trodden
roads and tracks, as straying a little easily leads to areas
that are less safe to traverse.
There are Many Paths to Tread
(Scout – Wound)
The path has become difficult to follow. The chosen road
is a very old one, and often its course becomes confused
among the many game trails in the area. Additionally, half-
buried ruins and open pits make all progress dangerous.
The Scout must range ahead of his companions and find
a reliable path again making an
Explore
test. On a failure
he steps on loose dirt or rocks and his feet slide out from
under him, provoking a loss of Endurance equal to the
result of a Success die, or even a Wound on an
C
result.
The Road Beneath the Bitter Rain
(Guide – Weariness)
Heavy and incessant rain for many days has dampened
the company’s spirits, not to mention their clothes! The
heroes are soaked to the bone from a lack of adequate
4
Fell Voices on the Air (Look-out – Corruption)
While the company have stopped for the night, the Look-out
keeps first watch. An unseasonably chill breeze rustles the
leaves and the hero covers his shoulders with a blanket or
inches nearer the still-glowing embers of the campfire. His
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