Adventures in middle earth players guide pdf download






















This special collector's edition features all 12 parts of the series bound in three volumes. Each book includes a silk ribbon marker and is quarter-bound in black, with grey boards stamped in gold foil, and the set is presented in a matching black slipcase. Tolkien is famous the world over for his unique literary creation, exemplified in The Hobbit, The Lord of the Rings and The Silmarillion.

What is less well known, however, is that he also produced a vast amount of further material that greatly expands upon the mythology and numerous stories of Middle-earth, and which gives added life to the thousand-year war between the Elves and the evil spirit Morgoth, and his terrifying lieutenant, Sauron. It was to this enormous task of literary construction that his Tolkien's youngest son and literary heir, Christopher, applied himself to produce the monumental and endlessly fascinating series of twelve books, The History of Middle-earth.

This very special collector's edition brings together all twelve books into three hardback volumes - over 5, pages of fascinating Tolkien material - and places them in one matching box.

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. Motivation: I prefer to deal with horse-folk instead of He was not rich, but he was a tireless enemy of the Men-folk, they are more honest.

A thick wooden farmstead in the Westfold Vale, near the road that leads palisade encircles the other side; a well keeps the house into the Deeping-coomb.

But they are graze. Just outside the valley the trail meets an older road moved by more than hospitality. They came into his troubled West-march of Rohan. When he revealed hints of his true The folk of Grimslade watch the road for enemies and identity, the farmers were amazed; it barely took the keep sounding-horns ready to call the alarm.

The lulling power of his voice to win their allegiance. Merchants and other visitors known in the the rumours of the land that circulate outside the Golden Mark frequently stay there after passing through the Gap Hall. If they are ever found out, they will realise the of Rohan, as Grimborn welcomes news from afar.

Thrihyrne Few among the Rohirrim brave the heights of the Northernmost of the White Mountains, the three peaks Thrihyrne, but those who do go to seek answers from of Thrihyrne jut out of the mountain range as black their ancestors. Amidst the harsh peaks, the world is spears, marking the southern end of the Gap of Rohan. Many stories are told about the Thrihyrne, as its is truly great. Some that climb the peaks of Thrihyrne shadow has fallen over the lives of countless wariors return with nothing, others do not return at all, but once of the Mark, but most of them tell of the wisdom of the every few years, someone returns with fire in their eyes crows haunting the steep cliffs, for the black birds that and, though they never speak of what they learned on dwell there are said by many to speak with the voices of the heights, they are invariably filled with a new sense the dead.

Not all slopes and summits of the White Mountains are as You gain nothing useful, but at least you enjoyed a forbidding as the Thrihyrne peaks. Even if winter becomes wonderful sight! You return with enough mountain- — is especially valued for medicine and as a token of goat hides to gain a number of gold pieces equal to your dedication, and is found only high on the mountainsides. Strength modifier. The majestic horn of the stone-goat for the supple leather of their hides.

If you succeed, roll on the following table with Advantage. You collect enough queenblossom to roll with Disadvantage. You pushed yourself too hard for applied. You can only benefit from one application of too long, or you climbed too high, suffering grievously queenblossom per Adventuring phase. You have found a strangely shaped be removed until you take the Recovery undertaking see stone, the size of your closed fist. When searching for signs Lost in the Mountains! You have spent your time of Orc-kind, you have Advantage on Investigation, losing your way in the mountains and finding it again.

Perception, and Shadow-lore checks. It is a cleft cut into the northern spur of the White Homesteads and little villages are scattered along the Mountains, at the eastern end of the Deeping-coomb, course of the Deeping-stream. A watercourse, the Deeping-stream, runs along the 2. At the far end of the gorge dark caves open beneath Hornburg, below the Deeping Wall, and around the the ground, where the high, crow-haunted cliffs of three- Hornrock.

A mighty fortress lies at the causeway, and then eventually out into the Westfold mouth of the deep, where the Deeping-coomb narrows Vale. It was built of old by the Men of the 3. Few know across the Coomb from cliff to cliff. Built in a time long that its name was of old Aglarond, and that it was built as beyond the memory of the Rohirrim, the Dike has long a twin to Angrenost, now called Isengard, to the north, so been breached in several places.

The Deeping-stream that the two fortresses could guard the approaches to the crosses it where the largest opening gapes along the Fords of Isen. When Helm Hammerhand took refuge in defensive works. To the north drove the enemies of the Mark mad with fear. The stands the Hornrock, the heel of stone upon which stands Rohirrim renamed the fortress the Hornburg to honour the tower of the Hornburg and its walls. The Deeping Wall their doomed king, and even now, when a trumpet stretches from the Hornrock to reach the southern cliff of the sounds atop the tower, it echoes in the cleft behind, as gorge.

The Men of the West 5. Causeway: A wide ramp leads from the dale onto the also built a wall joining the Hornburg to the southern Hornrock. It crosses the Deeping-stream where it winds cliff of the Coomb, barring the entrance to the deep around the base of the Rock. While not unduly wide, the behind. It is called the Deeping Wall, and the Deeping- ramp is broad enough for many riders to ride upon it stream passes beneath it through a cunningly-wrought without dismounting.

The gates of the Westfold. Outer Court: Beyond the main gates of the fortress lies but it rises above it for several yards. Inside its circle the outer court, defended by thick walls, tall and sheer, stand several outbuildings, including an armoury and encircling it near the edges of the Hornrock. Battlements stables, and room for many soldiers, their war gear, and run along its length, with clefts through which defenders provisions.

A rear- gate leads to a broad stairway descending into the Deep 9. On the assault, and it is not a difficult claim to believe.

The other side of the small iron gate a hidden path leads to the Burg rises as a lofty pillar of stone, like a tooth thrusting causeway arching over the Deeping-stream, too narrow upward from the northern cliff of the mountain, looking for more than one horse or rider to advance along it at a upon the vale at its feet.

Inside are many rooms, including time. It is 8. Inner Court: The wall of the inner court, the court an abode suited to a warlike chieftain or lord, and it suits itself, and the tower inside it are also known as the citadel well the current Second Marshal of the Mark.

In a high of the fortress. The wall is not as thick as the outer wall, chamber rests the horn of Helm Hammerhand, waiting. Deeping Wall: A barrier twenty feet high and nearly for his thoughts are a safely guarded treasure even to as thick, the Deeping Wall is built with great stones set those who love him dearly.

To be always by his side, so cunningly that its outer face is smooth as if polished. It runs from the warriors, the most loyal retainers of her wary husband.

Hornrock across the mouth of the Deep to the opposite For days on end, the only female voice that is heard raised mountain side. A stair runs up to the outer court of the in the courts of the Hornburg is that of Mildryd Shielding, Hornburg, and three flights of steps lead down to the Deep. The Deep: Beyond the fortress, the Deeping-stream flows through the narrows of the gorge, where its walls In recent years, though, there have been changes.

While become so steep and tall that all the light is shut out. It is kept under involved in a number of tasks that will take years to lock and key in the Burg atop the Hornrock, as the complete.

Maybe 46 , who is lifelong friends with Elfthain. If the some sly emissary of Orthanc will succeed where the companions can somehow forge a bond between lord of Isengard failed? The only suitable stone quarry is with their own eyes the abode of the Hammerhand, dangerous — creatures come down from the White the fiercest Lord of the Mark that ever was. They Mountains and must be dealt with, not to mention pace the cracked stones of the Deeping all, see the finding stonemasons up to the task.

If no result on the die would cause you to succeed, then you cannot effort. Glittering Caves. When Second Marshal: the Rohirrim discovered them they kept their location a. Always to the east the treeless slopes of the time of war. But their history and usage does not reveal Brown Lands rise and fall, withered and empty. They open up, one after the other, great caves southbound course along the borders of the Eastemnet where torchlight glitters and reflects spectacularly from and towards the White Mountains.

Its waters quicken crystals, gems, and veins of precious metal, and the gradually, so gradually that even a veteran traveller sound of water dripping in meres and pools untouched by may not notice it. Eventually, Anduin enters a hilly land, wind or breeze becomes a music that would enrapture the tangled with thorny thickets, and its banks rise and greatest minstrels among the Fair Folk.

Boating becomes more difficult, as there are rocks and stony eyots emerging from the stream. That the Rohirrim have left such beauty and treasure Then, quite suddenly, Anduin comes upon the rapids of unmolested to this day says much of their wisdom and Sarn Gebir, where stone shoals and sharp rocks rise up generosity.

Even a greedy man like Fengel King did not and the water drives over them fast and dangerous. Wise dare to loot the caverns to enrich the Golden Hall, and boaters paddle hurriedly to the bushes and trees of the was content to enjoy the caves as a matchless treasure western shore, for no boat survives Sarn Gebir. But the Rohirrim do not trust others as well as they trust themselves, and they say little of the On the west bank, not far from the point where the river glories of Aglarond to outsiders.

Travellers may draw their boats out of the water and carry them across it, traversing an unhappy stretch of limestone New Fellowship Phase dells and boulders, thick weeds, and brambles. The track Undertaking: Gaze upon the ends by a little pool under the lee of a rock-wall less than 2 Glittering Caves miles away. From here, boating can be resumed on gentler waters. A companion who spends a Fellowship phase in South of the rapids the river rolls swiftly.

The Aglarond may wish to journey there to witness the ravine grows darker and more foreboding as it gets closer Glittering Caves. The great beauty of the caves is to the hills of Emyn Muil, until at last the waters of Anduin such that hearts are raised and sorrows vanquished flow between the pedestals of two great statues of stone, by gazing at the stars that shine within the earth.

When a hero sees Aglarond for the first time, they reduce their temporary Shadow score by 2 points. Once they The Great River marked the northern border of Gondor, and still they Coming down from the north, the Anduin passes the Field stand, worn but unbroken, provoking awe and fear in of Celebrant, where the Limlight adds its waters to those of those who behold them.

The waters become narrow and the Great River, among forests of great reeds. Beyond their more turbulent between the statues, and the wind rushes confluence, it flows along the eastern boundaries of the noisily between the rock faces of the gorge. Wold of Rohan and becomes wide and shallow between stony banks. Here the river turns east, making a wide Beyond the Argonath, the river emerges into the light meandering loop: the North Undeep. Then, it doubles of Nen Hithoel, a long oval lake measuring many miles back and runs again westward, only to curve again to across.

Wooded hills rise steep from its shores. At the. Grebes and ducks and geese dive for either side. Beyond the centre peak, Tol Brandir, the Great fish from above, and herons and white storks with black River, crashes over the Falls of Rauros, whose thunder can wingtips. Frogs and snakes slither in and out of sight, and be heard from afar. Boats can be beached on the shores before Rauros. Another trail leads down from Amon Field of Celebrant Hen to the great North Stair, a portage-way where boats can be carried safely down to the water below the falls.

North Undeep. Out of the thunder of Rauros the Great River rolls wide and slow through boundless swamps. The Mouths of the Entwash empty from the west and the Nindalf, which the Rohirrim call Wetwang, sprawls in the east.

Brown Lands o Combat Scenery: briar patch, cliffs, crags, hedges of tree. Animals are rarely seen or heard except ast Wa. The Argonath for small birds whistling and piping unseen among the E.

Nen crossing the sky looking up from the river course. Between Hithoel the fens, meadows of grass stretch away to the west into the Wold and the Eastemnet, which have their own wildlife E Amon Lhaw E and ways.

Mouths of South of the Undeeps, the ground grows firmer and the Entwash woods grow thicker among the grassy meadows. Deer, n boars, and small bears roam the woods with rabbits and Fenmarch squirrels, wary and stealthy as they come to the river am g Stre to drink.

Inhabitants There are no permanent settlements along the Anduin Aegif between Rhovanion and Gondor, for the region is too Medium Human isolated from the homelands of the Rohirrim.

Aegif can Hide with perfect There are lore-masters in Rohan and a rare few in the success. She is considered to have rolled a 20 on any north, including Elrond of Rivendell, who have heard Dexterity Stealth checks.

Aegif doubles her Proficiency Bonus for her whispers of the Wife of the River. The tale goes that there is Insight and Perception skills. Aegif cannot be Surprised and has — long ago, to hear only the voice of the Anduin and learn Advantage on initiative rolls within sight or sound of the its songs. The River Wife is real. Her name is Aegif and Anduin.

Aegif can use a bonus action she concerns herself with little save listening to the ever- to activate this ability. What caused her to choose such a life is unknown Actions and though she has passed on ancient stories to those she Dagger.

Reactions Uncanny Dodge. If Aegif can see an attacker that has The Anduin has taught her many things, many wondrous, Encountering secret things. If they succeed in secret things. Aegif is withered would never stop hunting her… and thrawn and wild, but her voice is soft and rich. Has she not sung to the river all these long years? An Companions passing swiftly through the lands of the Elf with the Elven-lore trait recognises something in Great River might never meet Aegif, save only if they are her songs: an echo of the voice of Ulmo, the Lord of in trouble, for she may leave a fish or a snare-caught Waters, one of the great powers of the world.

That squirrel for the starving. Those seeking her lore have a is a name that Aegif has never heard nor imagined. Still, sometimes whence all hopes spring. Aegif appears to be an ancient woman, with silvery hair and eyes of a blue so deep they are almost black. Whatever her age, she is remarkably spry for it. Challenge 2 XP. During his first turn, Herulf has Advantage amusing lark. Their numbers change, turn.

If he scores a melee critical hit on a target in this turn, that target is knocked Prone. If Herulf makes a or gain desperate new ones. They sometimes camp in the successful attack, he may use a bonus action to make ruins that overlook the South Undeep, sometimes near the attack a critical hit.

Sometimes they Parry. Herulf adds 2 to his AC against one melee venture north and attack a homestead of the Wold. But the attack that would hit him. To do so, he must see the bandits always flee quickly, lest vengeful riders pursue them. Herulf is sturdily built, in his late thirties. He wears his Rhovanion see Rhovanion Region Guide, page They row on the Anduin in three sturdy boats laden with supplies and trading-goods: woven blankets, carved, Motivation: I was robbed of my lands, my wealth, and wooden tools, and statues, the pelts of black foxes, bears, my rightful position.

Now I rob from others whatever and wolves that are exotic in the South, and herbs found paltry things I can. Their expedition usually includes fifteen men and women, Odovacar and Mathilda, Traders from the Toft all kin to Odovacar and Mathilda. They wear no armour, Odovacar and his wife are the elders and leaders of a but are heavily armed with bows, shields, spears, and clan of traders from the Toft, the largest town of southern axes, and they are rarely troubled by robbers.

From Edoras it takes another several times before resuming its southward course. The month to cross the plains and ford the North Undeep; then two westward bulges created by the river loops are called thirty days more to journey from the North Undeep home the Undeeps, North and South.

Here the river broadens to the Toft. If things go well, Odovacar and Mathilda return and its waters are shallower, over gravel shoals and stony home at the beginning of autumn. They trade the goods beaches suitable for fording. The Undeeps were abandoned for long centuries, but that is changing of late. Traders and other travellers But there is a dark side to these peaceful traders from the from Wilderland passing south have begun to use the Toft. Odovacar, but especially Mathilda, the matriarch who Undeeps to cross into Rohan, as others did of old, and really organises and directs things, follow the old ways of the Eorlingas have begun to patrol the crossings far more the East Nether Vales of Anduin, whose inhabitants in the regularly.

They are wise in their caution, for the increase past often worshipped the Necromancer of Dol Guldur. Since it is A bow shot from the fords of the South Undeep the their tradition that the realm of the Necromancer ends at land rises.

There, two ancient hill-forts emerge from the Argonath, Mathilda stops performing her rites when the uneven ground. About their naked summits lie they go beyond the sentinels of Gondor. But, when their large blocks of stone, as if scattered by a careless giant. He speaks in short sentences, arrived.

They have never been rebuilt, but regardless, using just enough words to make a deal. Mathilda is also they are now in use. Her hair is a vibrant chestnut brown, with green eyes. What the companions may discover along the way is another story…. The Emyn Muil The jagged hills of the Emyn Muil have long hidden desperate A great range of jagged, hard hills separate the plains of bandits from pursuit and other, darker, creatures as well. Some very daring, or desperate, folk stand on either side of the Great River as the Anduin cuts travel here in search of ancient treasures long lost, for a few through them.

Some the end of the Second Age. This cliff is the East Wall of Rohan, The lake of Nen Hithoel is about miles long and miles the eastern boundary of the Mark, visible on the horizon wide. East and west the shores rise into the steep hillsides from nearly 40 miles away. Riders of Rohan patrol the western shores of the Very fruitful activity. As above, but you Undeeps from time to time, watching for signs receive 3 Patrol dice. A companion spending a Fellowship phase in Edoras Valuable practice.

You can use your or Aldburg may join them and meet travellers experience on the frontier during the next attempting to resume a trade between Wilderland Adventuring phase. When you roll for initiative, and the southern lands, help horse-herds in trouble, if you spend inspiration you gain a Preparation or encounter dangerous outlaws. Preparation dice represent special advantages that heroes can gain in a complex battles. If you succeed, roll on the Player-hero can take and roll a Preparation die and following table with Advantage.

If you fail, roll add the result to any one attack roll, damage roll, with Disadvantage. If you choose not to attempt the saving throw, ability check, or add the result to their check, roll 1d20 and consult the table below: AC as a reaction to an attack.

Each Preparation die can only be used once. The crossings are attacked by Outlaws, Orcs, or some other menace. You help in News from afar. You have heard all sorts repelling the threat, but sustain lingering injuries. In the next Adventuring phase, You begin the next Adventuring phase with 1 level of you may make an Introduction check for an audience Exhaustion. Long days of little activity 20 Chance meeting.

You encounter a are your only reward this time. The long hours sharpen journey to or from Wilderland. You may elect to your senses. You receive 2 Patrol dice. A Patrol die is engage them in an Audience. Rowan trees grow about the hill, one rising sheer from the water itself. There large stones pave a rounded courtyard within an encircling ruined The central peak is Tol Brandir, the Tindrock.

It emerges out battlement. At its centre an ancient stone chair sits of the waters like a gigantic spire, its walls inaccessible to atop four carven pillars and a stair of many steps: the any who would dare attempt to climb it. High overhead, Seat of Seeing, built by the Men of the West. Whatever trees can be seen on its slopes, and many birds nest there, power it once held seems lost today; sitting in it one but its summit is as sheer as its base.

The waters flow on merely stares into the West across the great plains to each side of Tol Brandir and beyond over the Falls of Rauros.

The western peak is Amon Hen, the Hill of Seeing. The at the water is a broad greensward, Parth Galen, where slopes descend to a shelving shore where boats can set boats can land easily and travellers camp in comfort. Beyond, the slopes rise and end at cliffs over Trees and hills rise all around on gentle slopes that only the unhappy Brown Lands of the East.

As a twin to Amon slowly become rugged in the western reaches of the Hen, atop the hill sits the ancient Seat of Hearing, built the Emyn Muil. The remains of an ancient road, now but a same as the Seat of Seeing but facing east.

In days long broken, bramble-covered stone path, lead up to the broad past the lords of Gondor would sit here and listen for the summit of Amon Hen. In some steep places stairs were voices from the wide world; now it is merely a cold throne cut into the hill, but they too are ruined or buried in the of stone. To most wanderers Amon Hen and Amon Lhaw are anything more precise than that.

The details of the still and silent ruins, relics of powers long forgotten. The visitor must choose which seat to study for a time, the Hill of Seeing or the Hill of Hearing, and A result of 1 on the die, however, attracts the attention then make a DC 20 Wisdom Insight or Perception of dark powers in distant shadows. If servants of check. If the check fails, nothing is awareness of the Company, add 3 to the Hunt score.

It is worth noting that the Hill of Seeing allows a If the check succeeds, the companion witnesses some momentary vision of an event as it happens, but does important event occurring in a faraway place or not convey any sound. The Hill of Hearing allows hears important words uttered somewhere at a great the hero to hear the speech of a person taking an distance. The hero making the roll may choose important decision, or perhaps even thoughts that roughly where to look or listen before determining are so fully formed as to be nearly spoken aloud.

The Falls of Rauros east through countless vales, obscured in mists. Travel is Where the cliffs of the Emyn Muil loom over the swamps never undertaken lightly here, for the fog conceals safe of the Nindalf, the Anduin tumbles down thunderously paths, and the weed-choked marshy waters easily foul from the Nen Hithoel as the mighty Falls of Rauros.

The passing boats. Many Eorlingas of the Eastemnet believe that Orcs burdens along them. Boats can be lowered safely again to the water and rowed south The Wetwang to the west is equally perilous, for the past the Mouths of the Entwash. The vast mists caused constant fog and wide surface of the water merge the river by the falls conceal much of the area surrounding them with the swamp.

Boats are easily mired in sucking mud and Gondor was said to have secreted refuges here of old, and attempting any journey by foot is utterly futile.

The carved into the rockface behind the falls. Through beyond the traditional borders of Rohan, though few the flat land of the Gap of Rohan, the river Isen descends venture here. A traveller on the river must row many from the north and becomes slow, chattering over stones leagues before the swamps give way to the gentle woods at the ancient fords.

Hospital Market-pool Market square River trade Tollhouse Street of bowyers and fletchers Tollhouse Town-hall For those of you interested in the Adventures in Middle Earth material that is made with the 5e OGL, I just got my pdf today and wanted to answer any basic questions you might have about it. From what I tell so far, it's definitely similar enough to 5e to not require learning a ton of new mechanics, though there are some new mechanics.

The biggest thing I've noticed so far is that there is A LOT of lore material for players to go through, since the lore seems to be the main focus of this setting.



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