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In addition, the skills Riddle and Lore have been added. No Gods. This entity is known to most as The Shadow — or named by the wise as Sauron — and, ultimately, is revealed to be the Lord of the Rings.

Alternate Character Options. Virtues replace Feats and are considers core rules, not optional additions. Backgrounds have more options and are themed around attitudes and destiny rather than secondary occupations. Inspiration and Exhaustion. For example, characters may automatically gain inspiration or a level of exhaustion from a random journey table before adventuring is really underway.

Journey Rules. His presence fills the forest with dreadful rumours, and among the Woodmen At this time, characters with at least a permanent Shadow a tale starts to spread, telling of a blood-drinking ghost point or a Shadow rating of 3 or more may experience preying upon the unwary.

Their arrival Year triggers once again the Darkening of Mirkwood. Rumours The Grey Pilgrim of a new Shadow in the South start to be whispered by Fearing a possible estrangement between the Folks of the many folks in the North. He is considering the possibility of inviting one of their rulers to become a member of the White The Return of Arwen Council. The Departure of Aragorn On the day of his coming of age March 1st Aragorn If the heroes are in a position to be considered as learns about his true name and heritage from Elrond, his counsellors, Gandalf listens to their advice.

From his hands he receives two heirlooms of his House: the shards of the sword Narsil and the ring of Year Barahir. The next day, Aragorn encounters Arwen for the Gandalf and Balin visit Bilbo first time and falls in love with her.

Upon learning of her Gandalf and Balin journey to the Shire to visit Bilbo true nature and heritage, Aragorn leaves Rivendell to go Baggins. They arrive at Bag End on one autumn evening. Many Rangers set out around the same time, They spend some time together, talking of their adventuring spreading out east of the mountains. Rivendell dw. Rhosgobel E East Rhovanion. The Narrows East Bight of the Forest. It achieved its independence when the Lord of Dale allowed its citizens - Lake-town- to appoint a Master, chosen from the old and wise.

For centuries, Lake-town has endured thanks to its position, set strategically between the Woodland Realm, the Your first Adventures in a Middle-earth campaign is Kingdom under the Mountain, and the city of Dale. Beyond the establishing his new kingdom of free peoples. From there and beyond, and to find work as adventurers. In the default setting travellers arrive in Lake-town aboard trading ships and of Adventures in Middle-earth it is considered the first rafts, bringing wares and goods for sale at the markets sanctuary available to a new company.

Your company of of the city. This section to over one thousand people. In a region where most populated settlements The great bridge that connects Esgaroth to the shores of are no larger than a group of farmsteads surrounded by the Long Lake ends in a tall Gatehouse 5 on the map.

The gatehouse lets archers attack assailants from Town Guards a protected vantage point, and murder-holes allow other A number of armed guards are assigned every day and defenders to rain down rocks on attackers trying to smash night to guard the great bridge, to man the various city the gates. The palisade to the left and right of the Gatehouse gates, and to protect the Town-hall and its main occupants allows more archers to target foes on the bridge, catching - the Master of Esgaroth and his councillors.

The Town them in a deadly crossfire. Should the enemy penetrate guard is an armed force under the direct command of the the Gatehouse, they would find themselves in a killing council of Esgaroth, and its main duty is to keep watch on zone, bordered by the Tollhouse 15 and an encircling specific assigned places, leaving the job of dealing with palisade.

From the top of the palisade, rows of archers any other types of trouble to the Town watchmen. Guards are trained and equipped at the Guard barracks The large Tollhouse 15 is defended by stout wooden 8. In the case of an armed threat or other serious gates. The Town guard is ocassionally known to enter and sell their wares in the town markets. Here are led those who break main Market square This is certainly the largest the laws upheld by the town council.

Then, they has increased greatly. Some come fleeing the wars of the together with fish and wild fowl. Still others are spies of the and herbs along Bridge Street as pedlars. When a stranger asks the adventurers about Lake-town, what do they tell her? What Everything that can be sold or bought in Lake-town is on purpose lies behind her questions? The finest. Many firstborn square. Here, wandering musicians find shelter under its sons in a merchant family spend a good part of the year overhanging gables to entertain the passers-by.

An association created for the mutual aid of proved trustworthy in the past. Aging merchants and its members, the guild holds considerable power, as the trading matrons are often accompanied by their older Master of the city is often chosen from its affiliates. The sons, brash youths with expensive clothes and quick hall is used by the merchants of the guild to conduct their tongues. Often, apprentices are sent Warning trumpets are always ready to sound from the top to the market square of Esgaroth to sell their handiwork of its tower in the case of fire or other impending danger.

He spends most of his days wandering will learn their secrets. Here, small, two-storied houses lean One of his tales speaks of a Dwarven expedition one against the other, creating a maze of darkened alleys.

It is said that ancient arms and artisans and craftsmen in Esgaroth, a thousand-faceted armour, exemplars of the Dwarven craft from expression of the burgeoning prosperity of the town. Many-coloured and fanciful signs hang from the workshop fronts, in the attempt to give some order to the general chaos and identify precisely the trade of each craftsman.

Merchants But the confusion is only an initial distraction, as the local A merchant is a member of a family who prospers by artisans have divided the quarter neatly, dedicating even dealing in the buying and selling of wares.

Normally, the smallest alley to a different trade. Merchants the interior of the district. Closer to the Market square is. Millers Row, where most of the bread bakers have their crafts. Town Watch With so many of the workshops in the Artisans district When the very foundations of a town are built from wood, requiring the use of furnaces, ovens or kilns, it should its safety relies on ever-watchful eyes, ready to notice the come as no surprise to find here the main barracks of the tiniest flicker of an unguarded flame and raise the alarm.

Town Watch Its tall tower lets the watchmen enjoy The watchmen of Esgaroth are a group of one hundred a good view of the town, and also guards over the nearby volunteers who patrol the town at night, ready to quench merchant warehouses. For this purpose, every watchman carries a small bucket made with rope sealed with pitch, a small axe, and a small brass trumpet to send a warning blast if help is required.

The dragon-sickness still lies heavily on these stones, and those who wear the necklaces are doomed to go mad. To make matters worse, the dwarves still have claim on those gemstones as part of the hoard of the King Under The Mountain, and the jeweller fled into Mirkwood when dwarves came to his workshop asking questions about the stones.

Can the adventurers find the seven necklaces before tragedy strikes. Craftspeople Many of the people who come to live in Esgaroth every year are artisans, or become apprentices to some craftspeople, as the city offers many opportunities for those who are willing to exercise or learn a trade.

Every year, the Kingdom under the Mountain, the city of Dale and the new Lake-town need more people who can bake bread, sew clothes, make shoes, dye fabrics, weave tapestries, build houses, carts, boats, pottery and so on. Craftspeople are usually peaceful individuals, dedicated to their chosen. Their best streets and buildings from burglars, thieves, or other kind customers are mostly Elves, generally on behalf of their of troublemakers.

They refounding of the town it has been traditionally inhabited by man the rafts that are sent up to Lake-town to retrieve the diplomats, emissaries, merchants and traders coming from goods needed in the Woodland Realm and can often be the Woodland Realm.

All timber coming from Mirkwood is seen on its quays, or sitting inside its Town-Hall, drinking bought and sold here, as is most of the production of the and chatting with local dignitaries.

Raft-elves are often more forthcoming with foreigners and access to the district can be gained only by crossing one than the average Elf from Mirkwood, and get along well of its three bridges or by boat. While nominally everyone with the Men of the lake, unless their allegiance is brought is allowed to enter the district freely, anyone who attempts into question.

In particular, A Silvan Elf emissary is a trustworthy follower of the anyone openly carrying weapons will be stopped and Elvenking, sent to conduct all negotiations as a delegate asked to leave their weapons in custody, or turn back.

This in a foreign land. As a custom, King Thranduil picks his is probably the most noticeable proof of the power that the representatives among the Raft-elves, to profit from their Elvenking has over the government of Lake-town. Emissaries are usually tactful and subtle diplomats, and attentive observers ready to pick up details that might prove useful in their dealings.

It is accessible only through to another. Recently, barrel-riding has become a gate manned by guards at all times, and it contains the a popular challenge, inspired by the deeds of greater houses and the most comfortable lodgings. When the arrival of many folks from the surrounding areas made it apparent that the new Lake-town was bound to become much bigger than the one destroyed by the fall The Dwarves of the Glittering Gate 6 are the main of Smaug, the older and wealthier merchant families of exception to the all-Elf population of the district.

These Esgaroth chose the best spot to build their own residences, goldsmiths and gemcutters and their young Barding and used the tallest and most robust stilts to have the area apprentices are the only individuals in Lake-town allowed stand high above the surface of the lake.

As a consequence, the houses here are warmer and Bowmen, armourers, map makers and sword smiths, and drier, and considered generally more wholesome by many others come to both serve and hire adventurers.

Today, the majority of the town councillors and other officials live in this area, as do the Barding Nobles many ambassadors and emissaries who come to Laketown Several eager young men paid homage to Bard when he on errands from their rulers the Elves of Mirkwood being first announced he was about to reclaim Dale. Today the notable exception. While he has been able to more than recover from both incidents, he has never truly forgotten.

Each lost boat contained some precious goods that should have survived the ravages of time. Brave men and women are wanted to retrieve these items. The Town-hall 16 dominates the landscape and is the most impressive building of the entire city.

Its great hall is the venue for the election of a new Master and where all business discussions which require the presence of community representatives are held.

A chamber at the west end is used for the council to meet in private, and is known as the Justice Room, as the councillors gather here especially for court trials. The chamber at the east end is where the town records are kept. One of the halls that surround the courtyard before the Town-hall has, by agreement with the Master, been given over to the recruitment of adventurers.

Here representatives of King Bard post their notices of commission for companies of brave and willing adventurers. This tradition has of Erebor; most of them are rich beyond measure, or soon given the quarter its most peculiar look, with its brightly- will be as the prosperity of the kingdom increases.

Most painted houses and fronts fitted with ropes and canvas. They have earned the honorific title of Burgess and can thus keep a keen interest in adventuring and adventurers, and live in them as tenants. Several wives serve in this Town Councillors house voluntarily, cleaning, feeding, clothing and housing When a successful merchant from Esgaroth retires from the sick.

This invitation cannot might linger where the sick are resting. Their journeys home will A town councillor is often an aging but still energetic be perilous, so they may need the protection of individual who is turning his ability in making a profit doughty ambassadors on the return journey. If he There are worse things on the road than bandits, makes a good career his name might one day be added too — politics and intrigue in Dale may lead to to the roll of the benefactors of the town, a parchment assassins and murder in the wild… kept in the town-hall, or even considered for the title of Master of Esgaroth - if he is deemed to be worthy of the honour when the time comes to elect a new Master.

The Town Councillors are happy to work with King Bard Hospital Healers and his plans, for what is good for Dale is good for Lake- The wives assisting the sick at the Hospital are wise women town. But Esgaroth does have its own problems that skilled in the arts of healing illness, wound and hurt. Some sometimes need the hand of a band of outsiders prepared of them are learned in herb-lore, and can identify which to travel the wild. Others are midwives, experienced in Residential District caring for women during childbirth, but also capable of This is the part of the town that has seen the fastest setting a broken bone or closing an open wound.

More stilts are placed every year, and more houses are raised to accommodate the Shipyards District increasing number of farmers, herdsmen, woodsmen and The shipyard district is entirely given over to the building hunters who abandon their former occupations to settle in of rafts, boats and everything else that is needed for Lake-town and profit from its prosperity.

Originally, only the main pursuit of Lake-town: commerce. Every day a the families of the boatmen, shipbuilders and workers small forest of ancient oak-trees is split by an army of employed in the nearby shipyards district lived here. Their carpenters to create the long planks needed to shape the. Smiths hammer on the anvil at any hour of longships have lately been ordered by the town council. Hundred for everyday use, round-bottomed skiffs allowing for two, of oars are carved out of tall spruce trees.

Lengths of rope four or eight rear-facing oarsmen. Longships used for the are stretched taut between the buildings to dry under the transportation of goods or armed men can be between 50 sun.

Sailcloths are cut and sewn artfully by experienced to 80 feet long. They are fitted with oars along almost the craftsmen and then painted with the colours of the city. Despite their length, even bring in fine wines and other exotic commodities. It has been some years since the water down from the Forest River, to the more adventurous ones beneath the town saw the sun.

And floating debris who leave their families for months to lead their ships to builds up quicker than a shoreman might realise. They It also provides ingress to many places within the are all very experienced and, especially in the case of the town above which are otherwise inaccessible, smaller craft, they often own the boat they employ in their albeit a risky one.

The space under Lake-town activities the larger longships are often owned by wealthy could be a location for all manner of adventures. Bowmen of the Guild A law passed by the new Master and his councillors requires The majority of the boats built here are skiffs and longships that all inhabitants of Lake-town between the ages of 16 commissioned by private merchants, but a number of larger and 35 must train in the use of the bow or great bow.

Its members are not men-at-arms, but free men additional item of the same type. The guildsmen do not lyre. In a later Fellowship their archery as the Lakemen always did. Many archers from the guild are When spending a Fellowship phase in Lake-town, choose exceptional marksmen who were with Bard when he killed this undertaking and spend 4 Gold Pieces to gain a bonus the Dragon and fought valiantly in the Battle of Five Armies.

Gain a bonus to hit OR damage. Gain a bonus to to toe. No distinctions of rank or lineage are made in their rolls made using that tool kit. Gain a bonus arrows like any open field. At least a dozen archers are to any roll made when using the instrument. Gain a bonus to Embarkation OR Men spoke of the Gain a bonus advantage of the largest market to be found in the North, to Charisma.

Gain a bonus to shown below to acquire an item that gives them a bonus Intelligence checks. Gain a bonus to rolls made when area, and have them made into salves and potions by a you are the hunter on a journey. Lake-town herbalist. Secure a Supply of Marsh Herbs After completing this undertaking, once during any Herbs and curative plants may be found along the Forest River banks, where many ponds and pools signal the slow Each time the Player-hero collects their herbs they may encroachment of the marshes.

Companions may wander make a roll 1d6 on the table below. A hero possessing the the countryside in search of such useful plants. But the Medicine or Nature Skill gains Advantage on this roll. She is seeking brave and sturdy folk to help her recover her goods, at least those that were not ruined. Besides those trapped at the bottom of the falls, many barrels likely floated downstream into the marshes. Worst of all, amongst these goods were some especially marvellous Dwarven toys.

These now wander the marshes, singing, dancing and finding their way into the sodden caves of Marsh Ogres. I hope you do not mind me writing to you again so soon.

It was two days ago, and I awoke a little way from the road, wrapped in my blanket. I awoke abruptly, having been deep in such a dream of first breakfast, when what should I see just a few yards away but a camp fire, with bacon sizzling in a pan! It was poorly tended by a giant of a big person. Beorn is gathering a great many like-minded folk since the Battle. It seems he is building a kingdom of his own here in the Wild!

Mustering all of my courage I made my presence known - the bacon was burning, and this fellow clearly needed my help. As I introduced myself as politely as I could, another big person appeared, carrying firewood and accompanied by a great grey hound. A fierce lady of the Woodmen is she, named only "The Bride". She at first seemed terrifying to me, and I almost ran, but while her countenance is quite fierce, she spoke kindly.

Cutting a long story short for now, it turned out we were all heading to Lake-town, to heed the summons of the new King Bard, and so we have resolved to travel together. What Brings Them Together? What is the origin and Before the purpose of the group? There are bands of heroes and treasure-hunters who wander from one side of Wilderland - Game - to the other, and each hero might have individual reasons for travelling , but your players may prefer a more coherent purpose.

Good morning! Has their purpose been forced upon them? Or is theirs The Road goes ever on and on, and many different feet a chance meeting — did they all meet in the tap-room of walk upon it. One of the core Gondor where the king once ruled. Gandalf discuss the questions below with your players. Middle-earth game is not obligatory — the characters might adventure for is rooted in places and tongues, in roads and woods.

Other groups, especially if they already have a clear purpose or quest, might never Who Are the Heroes? What sort of player characters need the guidance and direction of a patron. However, if a does the group want to play? Are they, like the Fellowship, group plans on a series of loosely connected adventures, a mix of peoples — Elves and Men and Dwarves, strangers having a patron is a good idea, and the players should to one another but united by common cause?

Are they agree in advance on some suitable candidates. All Woodmen? Review the list of precepts additions say, a dozen Dwarves and one Hobbit? Decide which precepts are most Even if the whole Fellowship comes from a single culture, important to your group.

Three Woodmen with different character classes are as distinct as three Warriors Precepts of Middle-earth Play from different cultures. Middle-earth is wide and little- implies a wider view of the world. Both offer plenty of travelled. Most people never stray far from where they opportunities for adventure; the former is better for were born, and there is little communication between lengthy serialised tales where every adventure is another North and South, East and West.

In your games, take time to describe how the Player-heroes To the Elves, these passing years are a trifle, for they are go There. Lavishing time and attention on Journeys — immortal and recall the Elder Days. All others, though, are including incidents and encounters along the way — makes mortal and have short lives; the deeds of their ancestors the distance travelled feel more significant. Travel is earth lore. Players should try to see the world from the perspective of Even in games where all the action centres around a single their characters — most people in Middle-earth have heard place, remember that it takes considerable time for news little of Hobbits, or Ring-Wraiths, or the wars of three to travel in Middle-earth.

Certainly, they have never heard of the Ring. Years Are Long Nearly three thousand years have passed since the Last This emphasis on time has two important effects on the Alliance defeated Sauron; a thousand years have gone game. Orcs and players to add their own historical events and drove the Dwarves out of Moria a thousand years ago, cultures as needed.

There is room enough for great deeds and Smaug drove them out of Erebor two centuries ago. Second, and more importantly, games in Middle-Earth So much has already been lost — the Elder Days were more take place over extended periods of time. The usual rule glorious than the present darkness, and evil has conquered of thumb is one adventure per year.

A great quest, like the most of the world. The Elves are fleeing West, and the Quest of the Ring, might play out over only a few short remaining Free Peoples are islands in a sea of darkness. Remember to count the passing seasons. The Shire is free because the Rangers defend it, and other places of All Enemies of the One Enemy hope need strong defenders as well.

There will always be more Absolute good and absolute evil exist in Middle-earth. Adventures Sauron is irredeemable, a fallen angel who has chosen a are more likely to be about defending a place and ruinous paths. The Orcs and other monsters created by thwarting a growing evil, not exploring new lands or the Enemy are similarly evil; they are a monstrous plague, intrigue between the Free Peoples.

Between these two poles, though, are many shades of grey. For a lighter, less melancholy game one more like The Hobbit than The Lord of the Rings step back from this Mortals may serve the Enemy out of greed, or fear, or precept.

The Free People may act unwisely out of pride, or mistrust of others — any stranger Deliverance Arrives As All Seems Lost might be spies and servants of the enemy. When the heroes He found himself wondering at times, especially in the visit unfamiliar lands, they must introduce themselves autumn, about the wild lands, and strange visions of and prove that they are trustworthy. In Middle-earth, there is an expectation of heroism, A recurring theme we see in Middle-earth is the joyful mechanised in the Shadow rules.

Some characters may turning of the tide at the darkest of hours. The intervention rise to this expectation and do great good. Others — like of the Eagles in both the Battle of Five Armies and the Boromir, like Thorin — may fail, and redeem themselves Battle of the Black Gate, the arrival of the Rohirrim, even only in death. It may not even be achievable — Frodo, for example, heroes could not triumph on their own, but were saved at did his best, but still failed at the climax of the quest of the the last moment by divine intervention.

Ring — but there is always a moral choice to be made. The Player-heroes are part of a larger story, and while There is also a single Enemy: the Lord of the Rings. There their deeds are important, they are but one thread in a are other dark forces at work in the world, but there is only tapestry, one voice in a chorus. The game is about their one Dark Lord. Nor, for that matter, will Frodo. The Enemy as a deus ex machina that solves everything for the Player- cannot be destroyed by any force in Middle-earth.

All the heroes. Instead, use it to reward their heroism — place Free Peoples are fighting a long defeat; they drive back the them up against overwhelming odds and, if they stand darkness, but cannot triumph over it.

The Eagles are coming! The road goes ever on and on, as they say! Presents the chronological and geographical structure of the legends of Middle-earth and Valinor. Tolkien is famous the world over for his unique literary creation, exemplified in The Hobbit, The Lord of the Rings, and The Silmarillion. It was to this enormous task of literary construction that Tolkien's youngest son and literary heir, Christopher, applied himself to produce the monumental and endlessly fascinating series of twelve volumes, The History of Middle-earth.

Together these books give a fascinating and complete account of the writing of The Lord of the Rings, and provide the reader with numerous additional scenes, together with rare maps and illustrations, which never made it into the final book, including the epilogue in its entirety.

Freeman was later cast, among other roles, as the mundane character of Arthur Dent in the sci-fi movie adaption of The Hitchhiker's Guide to the Galaxy, and, labelled an 'everyday' bloke by journalists, began to run the risk of being stereotyped. However, in he completely turned his career around when he took on the role of Dr John Watson in the incredibly successful Sherlock. An intensely private man, Freeman is in a long-term relationship with the actress Amanda Abbington, whom he met on the set of the Channel 4 TV movie Men Only and who played his onscreen partner in Sherlock.

The Unexpected Adventures of Martin Freeman explores the rise to fame of this unassuming actor, how he has successfully managed to avoid the pitfalls of stardom, and how he has become one of the greatest actors of his generation. It is a must-read for any fan. Explains the fourteen different languages and assorted alphabets of Middle-earth, translates Elvish poetry, war slogans, and sayings, and features a complete dictionary of non-English words in the Middle-earth classics.

Thompson understands the books, she understands the movies—she also understands the money and the franchising. Best of all, she understands the people. Thompson offers cultural criticism of the highest order, examining one of the most significant shifts in contemporary popular media.



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