Download 181636322 Lord of the Rings Quick Start Demo PDF

Title181636322 Lord of the Rings Quick Start Demo
TagsMiddle Earth J. R. R. Tolkien Leisure
File Size2.6 MB
Total Pages19
Document Text Contents
Page 1

QUICK-START ADVENTURE

Page 2

LOTR-dice.eps

Page 9

7

The Lord of the Rings Roleplaying Game: Quick-start Booklet

M E L E P H I N
RACE: Elf (Silvan)

RACIAL ABILITIES: The Art, Beast-Skill, Comfort, Elven Form, Elven-sense, Farsightedness, Ghost-scorn,
Lightfootedness, Swift Healing, Woodsy

ATTRIBUTES: Bearing 10 (+2), Nimbleness 8 (+1), Perception 9 (+1), Strength 6 (±0),Vitality 9 (+1), Wits 12 (+3)
REACTIONS: Stamina +1, Swiftness +1, Willpower +3, Wisdom +3
ORDER: Magician

ORDER ABILITIES: Spellcasting 1 ADVANCEMENTS: 0
SKILLS: Acrobatics (Balance) +4,Armed Combat: Blades (Longsword) +2,Climb +1, Debate +4,

Healing +4,Insight +2,Intimidate (Majesty) +4,Language: Haradrim (Near Harad) +4,
Language: Orkish +4, Language: Sindarin +9, Language: Silvan +9, Language:
Westron +9, Lore/Realm: Mirkwood (Geography) +4, Lore/Group:
Haradrim (Customs) +6, Lore/Race: Orcs (Tactics) +6,
Observe (Spot) +5, Persuade (Charm)+8, Ranged
Combat: Thrown Weapons (Dagger) +3, Run +4,
Stealth (Hide) +4,Track (Orcs) +2

Add +1 to any 5 of the above skills except Acrobatics
(Balance), Armed Combat: Blades (Longsword), Climb,
Language: Westron, Language: Sindarin, Language: Silvan,
Persuade (Charm), Ranged Combat: Thrown Weapons
(Dagger), Run, Stealth, and Track.

EDGES: Fair, Keen-eyed, Swift Recovery (heal wounds twice
as fast as normal), Wise

SPELLS: Pick 5 from Melephin’s Grimoire (see page 6).
FLAWS: None
HEALTH: 9 DEFENCE: 11 COURAGE: 3 RENOWN: 0
GEAR: Longsword (2d6+5 damage), staff (2d6+2 damage)

scale mail (absorbs 4 points of damage)

BACKGROUND
Melephin cuts an eccentric figure in Ithilien—a Silvan Elf of

Mirkwood who wandered south in search of a broader knowledge of
magical practice than he could get in his native realm. He even wan-
dered as far as Near Harad, where he picked up some of the language
and customs of the place. Recently, a Ranger patrol from Osgiliath
took him into their custody. They didn’t know what to make of him
at first, but he won many friends among the ruined city’s defenders
and decided to stay with them and help defend the causeway forts
as an informal and highly irregular soldier of Gondor.

HEALTHY (0)
DAZED (-1)

INJURED (-3)
WOUNDED (-5)

INCAPACITATED (-7)
NEAR DEATH (-9)

HEALTH

HALE (0) WINDED (-1) TIRED (-2)
WEARY (-4) SPENT (-8) EXHAUSTED (-10)

WEARINESS

Page 10

CHARACTERS

8

C A R A N O R
RACE: Man (Middle Man)

RACIAL ABILITIES: Adaptability, Dominion of Men, Skilled
ATTRIBUTES: Bearing 10 (+2), Nimbleness 12 (+3), Perception 8 (+1), Strength 8 (+1),Vitality 6 (±0), Wits 8 (+1)
REACTIONS: Stamina +1, Swiftness +5, Willpower +2, Wisdom +2
ORDER: Rogue

ORDER ABILITIES: Lurking in Shadows (+5 bonus when you spend a Courage point on a
Stealth test) or Fleet-Footed (+2 bonus to Run tests)
ADVANCEMENTS: 0

SKILLS: Acrobatics (Balance) +5, Armed Combat: Blades (Dagger, Long Knife)
+5, Craft: Calligraphy +4, Debate +3, Jump +2, Language: Westron +7,
Legerdemain (Open Lock) +5, Lore/Realm: Gondor (Ithilien) +2,
Observe (Listen) +3, Persuade (Fast Talk) +4, Ranged Combat: Bows
(Longbow) +4, Ride (Horse) +2, Run +3, Search +3, Stealth (Sneak)
+7

Add +1 to any 5 of the above skills except Craft, Debate, Language:
Westron, Lore/Group: Gondor (Geography), Ride, Run and
Stealth. Instead of adding +1 to an existing skill, you may also
add Climb +2 or Guise +2.

EDGES: Furtive
FLAWS: None
HEALTH: 7
DEFENCE: 13
COURAGE: 4
RENOWN: 0
GEAR: Dagger, long knife (2d6+3 damage), longbow (maxi-

mum range 200 feet), 20 arrows (2d6+2 damage), scale mail
(absorbs 4 points of damage)

BACKGROUND
Caranor was born and raised in a farming village on the western

bank of the Anduin, in east Anorien. When the army of Mordor issued
from Minas Morgul and bore down on Osgiliath, he went there to vol-
unteer his services in defence of Gondor, despite entreaties from his
family not to risk his life. Impressed by his enthusiasm, the garrison
commander Atanacar took on Caranor as a scout and messenger.
He has since earned the affection of the garrison, who treat him as
something of a mascot.

HEALTHY (0)
DAZED (-1)

INJURED (-3)
WOUNDED (-5)

INCAPACITATED (-7)
NEAR DEATH (-9)

HEALTH

HALE (0) WINDED (-1) TIRED (-2)
WEARY (-4) SPENT (-8) EXHAUSTED (-10)

WEARINESS

Page 19

P L AY E R M A P

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