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Transcript of Hall of Fire Issue 85

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This is an unof cial fan webzine created for players of Role Playing Games (RPGs) set in the world of Middle-earth created by J.R.R. Tolkien. Thereis no af liation between the authors of this webzine and Tolkien Enterprises, or any other related corporation. All material is either direct fromTolkien sources, the owner of a particular Middle-earth based RPG, opinion, or has been created for the said purpose of roleplaying in the world ofMiddle-earth.All pictures and graphics, unless otherwise cited, were obtained from New Line Cinema, fan contributions, or from sources on the Internet. No claimof ownership is made through their use here. These images are used with no permission unless otherwise stated.THIS DOCUMENT IS NOT FOR RETAIL SALE AND INDIVIDUALS MAY PHOTOCOPY AND PRINT FOR THEIR PERSONAL USE.

G Î L SÍ LA ERIN L Û GOVADED V Î N...As you can see by the table of contents, there isa lot in this issue. Most of this is from previous

issues, but we are including something new aswell. For anyone venturing into the dark forestof Mirkwood, be on the the look out for theWhite Hart.

In honor of the recent birthday shared byMiddle-earth’s two most famous Hobbits, and inpreparation for the coming Hobbit movie, thisissue is devoted to people, creatures, and thingsfrom the book.

Farad vaer.

Micah A. Walles (Razor77) &CelebraenCo-Editors Hall of FIre

In This IssueTABLE OF CONTENTS 2

ALLIES AND ADVERSARIES 3• The Great Goblin• Thranduil, King of the Woodland Realm• Thorin Oakenshield• Bard, the Bowman• Beorn, Lord of the Carrock

FEATURED C REATURE 9• Stone-Giants• Great Eagles• The White Hart…

FAN FLAVOUR ~ NEW ITEMS 13• Orcrist• Arkenstone, Heart of The Lonely Mountain• Troll's Purse• Orc Shoes

W HAT ’ S O UT T HERE 15

C ALLING ALL GAMERS 15

CONTACT THE HALL OF FIRE AT:submissions@hallof re.org

C REWMICAH A. WALLES (RAZOR77), CO-EDITOR

razor77@hallof re.orgCELEBRAEN, CO-EDITOR

JEFF IFLAND (BLACKFOX), LAYOUT

FOLLOW US ON TWITTER : http://twitter.com/hallof reLIKE US ON FACKEBOOK : http://fb.hallof re.org

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A LLIES AND A DVERSARIEST HE G REAT G OBLIN(Originally published in HoF #11)

IN THE N OVELSThe Great Goblin presided over the questioning of Thorin andthe other dwarves when they were captured in the MistyMountains just after they left Rivendell. He also recognizedThorin's elven blade as Orcrist, but better known to all orc-domas 'Biter'. Unknown to any, Gandalf had managed to jump insideduring the confusion of their capture and in the nick of time, slewthe Great Goblin with a devastating spell and killed many of theothers while freeing the dwarves. The new Great Goblinimmediately came into power and ordered his soldiers after them.After the Gandalf, Bilbo, and the dwarves escaped the goblins setout after them, calling for their warg friends to help.Unfortunately for the adventurers, they were caught up in a treeto which the orcs set re. Thanks to Gwaihir and his brethren,they managed to escape. After while, the orcs greatly maddenedat the attack upon them later gathered many of their kindredtogether with the wargs and giant bats and set off to make warupon The Lonely Mountain. During the battle that ensued,Beorn killed the new Great Goblin in personal combat.

IN THE G AMEThough their power greatly diminished in the mountains, thegoblins still remain a threat to those near or passing over theMisty Mountains. Now that two Great Goblins had been killed,none now know who leads the orcs of the Misty Mountains, butthere is a sneaking suspicion that they may be in league with thegreat power in the south mountains in Moria. The stats listedabove represent the Great Goblin who was killed by Gandalf, butthe write-up could be used for any great leader of orcs.

RACEOrc (Mountain-Breed)

RACIAL A BILITIESArmour (1), Curse of Daylight, Natural Weapons(claws, 1 point)

ATTRIBUTESBearing 9 (+1) Nimbleness 7 (+0)Perception 6 (+0) Strength 11 (+2)*Vitality 10 (+2)* Wits 7 (+0)

REACTIONSStamina +4* Swiftness +2Willpower +2 Wisdom +1

DEFENCE 10

O RDERSBarbarian, Captain

O RDER ABILITIESAir of Command, Champion, Hard March(Mountains), Preferred Weapon (Scimitar)

ADVANCEMENTS 25

SKILLSArmed Combat: Blades (Scimitar) +9, Climb +4,Inspire +6, Craft: Trapmaking +5, Intimidate (Fear,Torture) +8, Jump +4, Language: Orkish (MistyMountain) +4, Language: Westron +2, Lore: ElvenWeapons +2, Lore: Poisons +2, Lore: Race(Dwarves, Elves, Orcs) +4, Lore: Realm (MistyMountains) +3, Observe (Spot) +5, RangedCombat: Bows (Shortbow) +8, Ride (Warg) +5,Run +4, Siegecraft (Scale Wall) +5, Smithcraft(Weaponsmith) +1, Stealth (Hide, Sneak) +5,Survival (Forest, Mountains) +6, Track (Scent) +5,Weather-sense +2

EDGESBold, Command 3, Fell-handed (Sindar), Hardy,

Night-eyed, Rank 4 (Leader of Misty Mountainorcs), Stern, Tireless

FLAWSCraven, Hatred (Dwarves of Durin's Line)

S IZE Medium (5 Wound Levels, 1 Healthy)

HEALTH 2

C OURAGE 3

RENOWN 10

GEARScimitar, Orc chain, Orc shoes

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T HRANDUIL , KING OF THE W OODLAND REALM(Originally published in HoF #11)

‘There was also a strange Elf clad in green and brown, Legolas, a messenger from his father, Thranduil, the King of thElves of Northern Mirkwood.’

- The Fellowship of the Ring

IN THE N OVELThranduil, son of Oropher, is king of the Wood-elves who dweltin northern Mirkwood. He traveled east from Lindon with manySindar of his father and helped found the Woodland Realm.With the help of the dwarves, the Mirkwood elves delved anunderground dwelling after the manner of Thingol at Menegroth.Though shadow, orc, and spider spread throughout most of thegreat wood at the coming of the Necromancer to Dol Guldur, theelves of the Woodland Realm lived in relative safety until the

time of the War of the Ring, when he commended his own son tothe task of speaking for the Woodland Realm in his stead at theCouncil of Elrond.

After the War of the Ring, he met with Celeborn in Mirkwood todiscuss the dividing of Mirkwood among their charges andnothing more is known of him though he lived and ruled a greatmany year in his realm.

RACE Elf, Sindar (Elf of Mirkwood)

RACIAL ABILITIESThe Art, Beast-skill, Comfort, Elven Form, Elven-sense, Elven-sleep, Farsightedness, Ghost-scorn,Lightfootedness, Swift Healing, Musical Gifts

ATTRIBUTESBearing 10 (+2)* Nimbleness 10 (+2)Perception 13 (+3)* Strength 9 (+1)Vitality 9 (+1) Wits 8 (+1)

REACTIONSStamina +3 Swiftness +3Willpower +4 Wisdom +6*

DEFENCE 1

O RDERS Noble (Elf-Lord~), Magician

O RDER ABILITIESDomain (Woodland Realm), Noble Mien,Sanctum, Sanctum Power, Spellcasting 5

ADVANCEMENTS 3

SKILLSArmed Combat: Blades (Longsword) +5, Craft:Cooking +3, Debate (Negotiate, Parley) +5,Inquire (Converse, Interrogate) +6, Inspire +5,Intimidate (Majesty) +5, Language: Sindarin +6,Language: Westron +4, Lore: Group (WhiteCouncil) +3, Lore: History (Sindar) +5, Lore: Race(Elves) +4, Lore: Realm (Woodland Realm) +6,Observe (Spot) +3, Perform (Sing) +5, Persuade(Charm) +4, Ranged Combat: Bows (Short Bow)+1, Ride (Horse) +3, Stealth (Hide) +5, Survival(Forest) +5, Weather-sense +4continued on next page…

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IN THE GAMEThranduil is a good and wise king for his people and verysuspicious of outsiders, regardless of who they are, as Thorin,Bilbo, and the other dwarves found out when then were lostwithin the dark forest. He doesn't abide incompetence nor thesame stubbornness or stiff-necked resistance that he has withinhimself. Regardless of his failings, he is a loyal and honourablefriend and ally, quick to lend aid when needed, such as to themen of Lake-town after the slaying of Smaug. He is also a personof great re nement and wealth loving to eat, drink, and be merryalong with his folk, but is not above accepting the gifts offriendship or help rendered like when Bilbo gave him the

Necklace of Girion at their parting for recompense for thehospitality the king and his people unknowingly given him.

Travelers in his land would do well to ply for his grace to passthrough as getting lost in Mirkwood before the War of the Ringand sometime afterward meant almost certain death fromwandering into starvation or becoming a victim to roaming orcbands or spiders. The king would almost certainly have need ofexperienced heroes to help in matters that are beyond his bordersas he is loathe to send his people out that far, even in the comingtimes of peace in the Fourth Age.

S PELLSAnimal Messenger, Beast Speech, BeastSummoning, Blinding Flash 2, Burning Sparks,Calling, Create Light 2, Enhance Food, EvokeAwe, Fog-raising, Fog-weaving, Kindle Fire,Finding and Returning, Misdirection, Opening-spell, Power of the Land, Rain-ward, Reading the

Heart, Sense Power (ability), Shutting-spell,Springtime

EDGESCommand, Curious, Eloquent, Fair, Hoard 5,Indomitable, Keen-eyed, Rank 4 (King ofWoodland Realm), Resolute 2, Strong-willed 2,Swift Recovery, Wise, Woodcrafty 2

FLAWSArrogant, Duty (Ruler of Woodland Realm),Proud, Stiff-necked

S IZE Medium (5 Wound Levels, 1 Healthy)

HEALTH 10

C OURAGE 5RENOWN 20

G EARFine clothing, longsword, shortbow, Necklace ofGirion (after the Battle of Five Armies)* Favoured Attribute or Reaction

T HORIN O AKENSHIELD(Originally published in HoF #10)

'To me! To me! Elves and Men! To me! O my kinsfolk! To me!' he cried, and his voice was like a horn in the valley.- Thorin Oakenshield, The Hobbit

IN THE N OVELSThorin Oakenshield, son of Thrain II, son of Thror, King Underthe Mountain, led the legendary band of dwarves plus one hobbiton the quest to retake his stolen home of Erebor back from thegreat wyrm, Smaug. Legend has it that upon hearing of the great

riches amassed in The Lonely Mountain, that Smaug left his lairin the Withered Heath and sacked the dwarf kingdom and thekingdom of Dale at the mountain's foot. Being out wandering thewoods in his youth with some friends saved Thorin's life. Whenhe was running back to help his people, he discovered both hisfather and grandfather, quite singed and disgruntled. In the yearsthat passed, Thorin and most of his people that escaped

RACEDwarf, House of Durin (Dwarf of Erebor)

RACIAL A BILITIESAnimal Aversion, Craftsmanship, Firestarting,Hardness of Body, Hardness of Mind, Healthy,Stout

ATTRIBUTESBearing 10 (+2)* Nimbleness 9 (+1)Perception 8 (+1) Strength 13 (+3)*Vitality 10 (+2) Wits 7 (+0)

REACTIONSStamina +3* Swiftness +1Willpower +2 Wisdom +2Defence: 11

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immigrated to the Blue Mountains to mine coal with his distantrelatives.

One day, a happy chance came along while he was on business:he met Gandalf in the Prancing Pony tavern in Bree. With thewizard, he gathered up some of his kin and made to set off to themountain. Through a bit of trickery, Gandalf managed toconvince a hobbit to join on the journey both for luck's sake andfor at least one person keeping a level head about them (most ofthe time). Along the road after the party's rst unwelcomeadventure, Thorin discovers Orcrist and Gandalf Glamdring,ancient elven blades made in Gondolin before the sundering ofthe seas.

Through the mountains, into eagle's eyries, and into the blackforest of Mirkwood, Thorin and his companions traveled untilthey nally reached the mountain. His ire raised by Bilbo'simpertinence as a burglar, Smaug stormed from the mountain insearch of him and eventually took his anger out on Esgaroth tohis doom, for he was killed by the mighty bow shot of Bard of theline of Girion, the last king of Dale. When the men came to themountain looking for recompense for their losses and the dragon'sdestruction, Thorin turned them away in greed and stubbornness.After calling upon aid from his cousin Dain in the Iron Hills andmen, elves, and dwarves were about to set blade and arrow to oneanother, a host of orcs, wargs, and bats issued from Gundabad andall engaged in what to become called the Battle of the FiveArmies. Thorin was overwhelmed before aid could get to him andhe eventually perished. He was laid to rest in the heart of themountain with Orcrist atop his breast.

IN THE G AMEThorin was a gruff and haughty dwarf, but if you manage to proveyourself worthy in his eyes, his mood will soften towards you. Ifyou so impress him, you may be counted among his most trustedcomrades. Characters are likely to encounter him in Erebor beforeSmaug's coming, in the Blue Mountains or along the east-west roadbetween the Blue and Misty Mountains, or possibly during theBattle of the Five Armies. After that, they might be able toespy his body in the depths of Erebor or as one of theguards who watches over the body and for a sign ofenemies approaching by the light given off by Orcrist.

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O RDERS Noble (Leader of Folk), Craftsman

O RDER ABILITIESDeference, Cross Order Skill (Siegecraft),Masterwork, Noble Mien, Preservation, SpeedyWork

ADVANCEMENTS 1

SKILLSAppraise (Gold, Weapons) +5, Armed Combat:Axes (Battle Axe) +6, Armed Combat: Blades(Longsword) +4, Debate (Bargain, Negotiate) +5,Inspire +2, Intimidate (Majesty) +7, Language:Khuzdul +6, Language: Westron +3, Lore: History(Durin's Folk) +4, Lore: Race (Dwarf, Orc, Troll)+3, Lore: Realm (Blue Mountains, Dale, Erebor)+5, Observe (Spot) +2, Perform (Play Violin, Sing)+6, Persuade (Bluff) +2, Ranged Combat: Bow(Shortbow) +2, Ride (Pony) +2, Siegecraft(Defense) +5, Smithcraft (Weaponsmith) +7,

Stonecraft (Building, Forti cation, Mining) +8EDGESAlly (Gandalf), Bold, Craftmaster, Doughty, Fell-handed II (Orcs), Hardy, Hoard 2, Rank, Resolute,Stern, Strong-willed, Valiant, Warrior's Heart

FLAWSOath (Reclaim Erebor), Proud, Stiff-neckedSize: Medium (5 Wound Levels, 1 Healthy)

HEALTH 1

C OURAGE

RENOWN 2

GEAROrcrist, blue cloak and hood with silver tassel, goldbelt, violin, ne clothing, pony, 20 SP

N OTESRacial information from the Moria supplementfrom Decipher was used in creating this characterwrite-up. Thorin, as detailed above, is depicted ashe was between the encounter with the three trollsand being captured by the Wood-elves.

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BARD , THE B OWMAN(Originally published in HoF #9)

"'Bard is not lost!' he cried. 'He dived from Esgaroth, when the enemy was slain. I am Bard, of the line of Girion; I amthe slayer of the dragon!'"

-Bard the Bowman, The Hobbit

BARD , KING OF DALEUse the same character as detailed abovand use these adjustments:

ATTRIBUTES Nimbleness +1 (Legendary attribute fordowning Smaug and escaping the ruin ohis demise)

New Orders N New Order Abilities Domain, Noble MAdvancements

New Skills Insight +2, Inspire

NEW EDGESHoard 5, Rank 4 (King of Dale), Stern 2

NEW FLAWSRemove Fealty; Change: Duty (GovernDale)RENOWN

GEARRemove: Black Arrow; Add whatever hrequires within reason for king

N OTEBard gained his Renown, Hoard 5, Ran4, and Stern edges, removed his FealtyFlaw, and changed his Duty aw throuthe events of the story and are to beconsidered as awarded free of spendingAdvancement Picks.

RACE Middle-man (Line of Girion)

RACIAL A BILITIESAdaptable, Dominion of Man, Skilled

ATTRIBUTESBearing 10 (+2) Nimbleness 12 (+3)*Perception 11 (+2) Strength 9 (+1)Vitality 8 (+1) Wits 12 (+2)*

REACTIONSStamina +3 Swiftness +3Willpower +2 Wisdom +5*

DEFENCE 13

O RDERS Warrior (Bowman)

O RDER ABILITIESEvasion, Favoured Weapon (Bow:

Longbow), Warrior-bornADVANCEMENTS 15

SKILLSArmed Combat: Club (Staff) +1, Climb+3, Debate (Negotiate, Parley) +1,Healing (Treat Wounds) +3, Insight +4,Inspire +4, Intimidate (Power) +5, Jump+3, Language: Understand Bird-speech(Thrush) +4, Language: Westron +5,Lore: History (Dale, Erebor, Lake-town)+4, Lore: Legends of King Under theMountain +3, Lore: Race (Men, Dragons)

+3, Lore: Realm (Dale, Erebor, Lake-town) +4, Observe (Spot) +3, RangedCombat: Bows (Longbow) +8, Ride

(Horse) +3, Run +3, Siegecraft (Defense)+4, Stealth (Hide, Sneak) +4, Survival(Forests) +1, Track (Deer) +1

EDGESAccurate, Favour of Fortune 2,Foresighted, Night-Eyed 2, Quick-draw,Stern, Valiant, Valour, Warwise

FLAWSDuty (Rebuild Dale), Fealty (Master ofLake-town), Fey

S IZE Medium (5 Wound Levels, 1Healthy)

HEALTH 9C OURAGE 8

RENOWN 5

G EARLongbow, arrows (39), Black Arrow,dagger, common clothing, 5 sp

Note: The character write-up aboverepresents Bard during The Hobbit whenhe helped defend Lake-town from Smaug,during the Battle of the Five Armies, andjust after these events until Dale wasrebuilt.

HISTORYBard is long descended from the line of Girion, thelast king of Dale. He led the defense of Esgarothagainst Smaug and the army of Men in the Battle ofFive Armies. Before this time he was known as acapable warrior and occasional soothsayer or doom-speaker. After the great battle, he took the share ofthe dragon hoard given him by Dain Ironfoot andgave a portion to rebuild Esgaroth and his rightful

kingdom of Dale. His rule in the reconstituted realmlasted many years and left the throne to his son,Brand.

IN THE G AMEIn his youth and up to the demise of Smaug, Bardcan be found in or around Esgaroth. Shortly after heis only found in his kingdom Dale during its

reconstruction and its edgling years of rebirth. Bardis a wise and just man with the power of foresightand ability to read well the minds and hearts ofMen. Once took to the throne of Dale, the yearswere always peaceful and may need the service ofadventurous souls willing to heed his call. A fewpossible adventures he may seek help or resolution:• Recover the Black Arrow lost in the deeps of the

Long Lake with the carcass of Smaug

• Escort an embassy or trade caravan to Dorwinion• Accompany a joint force of Dwarves and Wood-

elves in scouting the lands near Gundabad and/orthe Withered Heath, reporting any build-up orsuspicious activities of the enemy

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BEORN , L ORD OF THE C ARROCK(Originally published in HoF #9)

"In the last hour Beorn himself had appeared - no one knew how or from where. He came alone, and in bear's shape;and he seemed to have grown almost to giant-size in his wrath."

-The Hobbit

IN T HE G AMEBeorn can be found most of thetime on his homestead nearThe Carrock, but can also befound wandering the wildsbetween the east side of theMisty Mountains and the edge

of Mirkwood, ambushing anddestroying roaming orcs andorc patrols. Not unlike hisattitude towards Gandalf,Bilbo, and the dwarves, hewould react in much the same

manner to a party ofadventurers who are foreign tohim. If the characters are ableto convince him that they areindeed true and noble, he willoffer you every hospitality that

he can. Impress him enoughand upon the Narrator'sdiscretion you may earn him asan ally.

RACE Middle-man (Beorning)

RACIAL ABILITIESAdaptable, Dominion of Man, Skilled

ATTRIBUTESBearing 10 (+2) Nimbleness 9 (+1)Perception 12 (+3) Strength 14 (+4)*Vitality 10 (+2)* Wits 8 (+1)

REACTIONSStamina +6* Swiftness +3Willpower +2 Wisdom +3

DEFENCE 1 O RDERS Craftsman*, Magician, Warrior*

O RDER ABILITIESAwaken Animal~, Evasion, Favoured Weapon(Natural Weapons: Claws), Heart of a Bear 3,

Natural Weapons (claws 3d6; fangs 1d6), Sanctum,Sanctum Power, Spell Specialty (Beast),Spellcasting 8, Swift Strike, Train Animal~

ADVANCEMENTS 41

SKILLSArmed Combat: Natural Weapons (Claws, Fangs)+12, Craft: Animal Handler +9, Debate (Parley)+5, Healing (Treat Wounds) +4, Inquire(Converse) +6, Insight +8, Inspire +5, Intimidate(Power) +8, Language: Westron +6, Lore: Group(Order of Wizards) +2, Lore: History (Men) +5,Lore: Animals +8, Lore: Plants +6, Lore: Race(Men, Orcs, Wargs) +6, Lore: Realm (TheCarrock) +6, Observe (Hear, Spot) +8, Search +4,Survival (Forests, Plains, Mountains) +5, Weather-sense +6

IN THE N OVELBeorn, his ancestors, and hisdescendants are a mysteriousand powerful folk. It is knownthat he is a skin-changer orwhat Bilbo insultingly referredto as a "furrier"; meaning thathe can changed his form atwill, in Beorn's case, to a giant

black bear. While in humanform, he is a very large, burlyman with a great black beardand even bigger laugh. He iswary of anyone he doesn'tknow and was thusly intriguedas Gandalf had planned whenhe, Bilbo, and the dwarvesarrived upon the doorstep ofhis residence near what hecalled "The Carrock." Once

the whole story was told, heoffered his uninvited guests toa meal and to stay the nightwhile he con rmed their story

and slaughtered a goblin patrolin the process. Once he hadcon rmed the troop's story, hismood lightened and offered hishelp to the party in the form ofrations, weapons, and eventransportation to the edge ofMirkwood.

Later, during the Battle of FiveArmies, fortune and a healthymistrust of the machinations ofthe goblins of the MistyMountains guided Beorn to thebattle eld. In his bear form, hecut a huge swath through thehoard of goblins to rescue thebesieged Thorin, taking manywounds himself, but was unable

to get to him before he, Kili,and Fili were struck down.

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SPECIAL A BILITIESH EART OF A BEAR

Prerequisite: Direct descendent of Beorn's line; Chieftain of theBeorningsEffect: When a character changes into bear form, add +1Strength, Vitality, and Health plus gains the bear special abilityBear Hug. If he takes damage while as a bear, any excess damageis ignored when he reverts back to human form. Improvement:Yes; twice. Gain +1 Strength, Vitality, and Health.

SPELLSAnimal Messenger, Beast-speech, BeastSummoning, Change Hue, Display of Power, EvokeAwe, Healing-spell, Mastery of Shapes (ability),Mind-speech, Opening-spell, Rain-ward, Shutting-spell, Spoken Thoughts, Springtime (ability), Wordof Command

EDGESAmbidexterity 2. Armour of Heroes, Bold,Charmed Life, Craftmaster, Doughty, Friends (hisanimals), Hardy, Stern, Strong-willed 2, Tireless 3,Two-Weapon Fighting, Valiant, Valour,Wakefulness, Warrior's Heart

FLAWS Battle-fury 2, Proud, Fey

S IZE Large (6 Wound Levels, 2 Healthy)

HEALTH 1

C OURAGE 1

RENOWN 1

GEARTraveling clothes, rations (5 days)~ These abilities are listed in The Hall of Fire, Issue

#6. Removing these would reduce him to about 36Advancements.

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FEATURED C REATURES STONE -G IANTS

(Originally published in HoF #7)

'[Bilbo] saw that across the valley the stone-giants were out, and were hurling rocks at one another..." - The Hobbit

DESCRIPTIONStone-giants are towering humanoids of uncertain origins. Somesay giants are like to normal Men as normal Men are like toHobbits. Others say that giants are not akin to Men at all, butrather that they are the created beings of rock and mountain asEnts are the created beings of wood and forest. A giant standsdozens of feet in height, as tall as the tallest tree or Ent. Giantsare brutish, combative, and dangerous, but they are notinherently evil (in The Hobbit Gandalf spoke of nding a "moreor less decent giant" to help block a goblin tunnel). Giants maysometimes gather hoards of goods they nd (or take) in themountains, but they themselves can craft nothing beyond crudefurs to cover themselves and rarely make use of tools or weapons.

HABITATStone-giants are known to dwell in the high valleys of the MistyMountains, above the low passes used by travelers. Presumably,giants could be found dwelling in the inaccessible heights of anyof the old mountains of Middle-earth. By the end of the ThirdAge they are few in number and very reclusive. Giants seem tolive in small societies spread out across their mountain homes,and at times they gather together to hurl mountain boulders ateach in some kind of violent contest.

UNIQUE SPECIAL A BILITIESPOWERFUL FISTS

The sts of a stone-giant are powerful weapons that hit as hard asrock. When the giant makes an Unarmed Combat brawlingattack, he applies his Strength bonus to the attack test instead of

Nimbleness. If the punch attack hits, the giant in icts 2d6damage plus his Strength bonus (multiplied by two because of theHammerhand edge). Smaller opponents should have a penalty toblock or parry a giant's punch (+2 TN for each size level smalleris recommended).

A TTRIBUTESBearing (+0) Nimbleness (-1)Perception (+0) Strength 18 (+6)*Vitality 14 (+4)* Wits (-1)

REACTIONSStamina +8* Swiftness +1Willpower +1 Wisdom +0

DEFENCE

M OVEMENT RATE 24

S KILLSClimb +6, Intimidate (Fear) +5, Jump +6,Language: Giant-speech +6, Ranged Combat:Thrown (Rocks) +8, Run +4, Stealth (Hide) +2,Survival (Mountains) +10, Unarmed Combat (any)+6, Weather-sense +4

EDGESDoughty, Hammerhand, Hardy

FLAWSBattle-fury

S PECIAL ABILITIESArmour (6, rock-hard skin), Powerful Fists, Rock-

throwing S IZE Huge (4 Healthy levels)

HEALTH 20

TN EQUIVALENT 1

N OTESince many players have voiced concern about the4-7- attribute range in the standard rules, thestatistics below in many cases list only attributemodiers (rather than presenting scores below 8aligned with either the standard rules or thecommon revision). If an attribute score is actuallyneeded, the Narrator can choose whichevernumber below 8 he prefers that ts with the givenmodier. Vitality, since it determines Health, isassigned a score and, if 8 or above, a modi er; forscores below 8, the Narrator can choose whichevermodier he prefers.

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ROCK -THROWING

Stone-giants are adept at hurling boulders, either in sport or in battle. If the rocky side of a mountain is withinreach, as a full-round action a giant can tear loose a boulder and hurl it at a foe (if a boulder is already free-standing, hurling the rock has a cost of 2 actions). The giant makes a Ranged Combat test modi ed for range(5/20/40/60/+10). Up to two adjacent man- sized foes (or three adjacent small-sized foes) can be targeted byone boulder, though the test suffers a -1 penalty times the number of targets. A hurled boulder can only beavoided by a successful Dodge action. A hurled boulder in icts 4d6 damage plus the giant's Strength bonus,and armor generally provides no protection against the crushing weight of the rock.

G REAT EAGLES(Originally published in HoF #7 ) 'There came Gwaihir the Windlord, and Landroval his brother, greatest of all the Eagles of the North... Behind them in

long swift lines came all their vassals from the northern mountains, speeding on a gathering wind.'- The Return of the King

DESCRIPTIONThe Great Eagles are the mightiest and noblest birds of Middle-earth, the descendents of the Eagles of Manwë from the ElderDays. They are large enough to carry a man and possess wingspansof well over twenty feet. Despite their great size and strength,they are swift yers capable of soaring 65 miles in an hour at bestspeed. Great Eagles are generally helpful, but at times they can besomewhat petulant-they resent having to bear riders and will doso only to help friends in need and only for the shortest possibledistance. Sworn enemies of Orcs, the Great Eagles watch overtheir movements and often join in the most desperate battlesagainst them.

HABITATThe Great Eagles dwell in high eyries among the tall mountainpeaks of northern Middle-earth. Their chief eyrie is located in theeastern side of the Misty Mountains opposite Carrock on theAnduin River, though there are many lesser eyries to be foundelsewhere in the Misty Mountains and Grey Mountains. Theremay also be lesser eyries in the Blue Mountains of the West or theWhite Mountains of the South.

The listings above refer to a common Great Eagle. An Eagle- lordlike Gwaihir or Landroval should have Bearing 12 (+3), Vitality10 (+2), and Wits 8 (+1), Willpower +3, Health 12, +4 ranks inArmed Combat, Debate, and Intimidate, and at least 4 points of Courage. An Eagle-vassal ruling another eyrieshould have Bearing 10 (+2) and Wits 8 (+1), Willpower +2, +2 ranks in Armed Combat, Debate, andIntimidate, and at least 2 points of Courage.

ATTRIBUTESBearing 8 (+1)* Nimbleness 10 (+2)Perception 12 (+3)* Strength 10 (+2)Vitality 8 (+1) Wits (+0)

REACTIONSStamina +2 Swiftness +3*Willpower +1 Wisdom +3

DEFENCE 12Movement Rate: 6 (crawling)/48 ( ying)

SKILLS Natural Weapons (Beak, Talons) +6, Debate(Parley) +2, Intimidate (Majesty) +4, Language:Westron/Sindarin +6, Observe (Spot) +12, Ride(Keep Rider) +2, Search +8, Stealth (Surveil) +4,Survival (Mountains) +6

EDGESDodge, Tireless

SPECIAL A BILITIESFlight (see Movement Rate), Mount: Steady,Mount: War-trained, Natural Weapon: Beak,Talons (1d6+2 plus Strength bonus), Swoop

S IZE Mammoth (3 Healthy levels)

HEALTH 10

TN EQUIVALENT 10

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UNIQUE SPECIAL A BILITIESMOUNT

The Great Eagles are large and strong enough to bear a rider. An eagle may bear one man-sized rider or twosmall-sized riders on his back, or he may carry one passenger man-sized or smaller in his talons. The eaglecannot use the Mount: War-trained ability while carrying a passenger in his talons.

SWOOP

An eagle's most effective attack is to swoop down upon a target, grasp it in his talons, carry it upwards, andthen drop it to the ground below. Attempting a swoop is a full-round action. The eagle must move at least 6yards before reaching his target, and the total distance he may move in the round (both before and afterattacking) is equal to his ying speed. Upon reaching the target the eagle makes an Armed Combat: NaturalWeapons (Talons) test. If the attack hits, the target takes damage from the talons and is grabbed; the eagle andthe target must immediately make opposed Strength tests (as free actions), and if the target wins he breaks freefrom the grab. If the target does not break free, the eagle carries him upward a number of yards equal to half theremaining distance he can move for the round and drops him to the ground below, in icting additional fallingdamage (see CRB p. 245). For example, an eagle that moved 12 yards before making the attack test could drop

his victim from up to 18 yards in the air, in

icting 4d6+12 points of falling damage. The target must be man-sized or smaller, and a swoop attack cannot be made against another ying creature.

T HE W HITE HART …by Daniel Myers

There is something awe-inspiring when spotting a white hart.Even hunters pause and marvel at its numinous grace. White

harts are a relic from the Eldar days when the world was youngand full of magic. They are unlike any type of deer found inMiddle Earth. It’s not because they are larger than any elk andmore agile than any fallow deer. Nor it is because of their milkywhite pelt. Rather it’s due to the fairy (Kelfaen) blood that owsthrough its vein that grants them a mystical connection to the‘Otherworld’. In The Hobbit, the White Hart forebodes theapproach by Bilbo and company to the Wood-elven area ofMirkwood. The White hart is called Nim aras in elven tongue.

This article is an attempt to describe the inherent powers of thewhite hart. If something does not look right or you feel that theWhite Hart should have additional powers, by all means, changeit to best suit your world of Middle-Earth.

GUIDELINESA white hart or Nim ara in game statistics appear nothing morethan large albino deer. This is a shame. White harts are more

NIMFIARASMERP STATISTICSLEVEL 6 MM 40 HITS 120

AT SL DB 40 S HLD N

MELEE OB 70LHo, 55LTs

N OTES Enchanted (see above)

DECIPHER STATISTICSA TTRIBUTESBearing 7 Nimble 8 (+2)Perception 6 Strength 9 (+2)Vitality 8 (+1) Wits 8 (+1)

REACTIONSStamina +5 Swiftness +3Willpower +3 Wisdom +3

DEFENSE

M OVEMENT RATE 1

S KILLSArmed Combat: Natural Weapons (Antlers +6)(Hooves +4),Observe (Sense) +7, Run +8, Survival(Forest) +6

EDGES Night-eyed 2, Travel-sense, Keen-eared, Undead-sense, Tireless, Hardy

S PECIAL ABILITIESFlee (5 yards), Armor (4, thick hide), Gift ofOrome (hard to hunt and +3 to Hide), NaturalWeapons (Antlers 1d8), (hooves, 1d6), MagicalResistance, Poison Immunity, Valor, Wily

S IZE Large (6 Wound levels, 2 Healthy)

HEALTH 1TN EQUIVALENT 1

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than just albino deer. They have a bit of fairy in them. They represent a bridge from the natural world to thesupernatural. It is no wonder that their antlers and other body parts are said to possess magical powers. InMiddle Earth, they are found in the deepest part of the forests.

The below lists the special abilities of a typical white hart. It is done in the hopes to capture in game terms itsmystical presence.

L ORFIARA … PIEBALD DEERLorara are small deer found deep in the forests of Lorien and Northern Mirkwood. They are rare and likethe Nim ara are hunted due to its prized pelt. They are also reputed to be very tasty. The Lor ara possessbeautiful piebald pelts with a brown and white spotting pattern. In rare instances, threecolors are present, brown, white, and black. They have none of the magical qualities ofthe Nim ara. But they do share the Nim ara’s wily spirit and make good hunt.

SPECIAL A BILITIESSHADOW SIGHT

Due its fairy blood, white harts can see in theshadow and spirit world as plain as day. Theyalso can see invisible things.

G IFT OF O ROMË

White harts are notoriously hard to hunt.They trot with a certain lightness that isbecoming of a fairy creature. They hardlyleave any tracks or make any sound. As aresult, they are considered at minimal Hardto track and receive a +30 to Stalk &Hiding maneuvers. No matter what theconditions are.

KELFAEN BLOOD

Due to its mystical nature, White Harts are immuneto mind attacks and poison.

VALOR

White Harts are fearless and ferocious especiallywhen cornered. As such, they have no fear. They

are immune to all Fear attacks.

In instances where the Kelfaen bloodlineruns strong, the White Hart will have the

following extra special ability.

G REAT A NTLERS

Sometimes the Kelfaen bloodline remainstrue, when this happens, White Hart’s

antlers take on a golden or silver-like color.The antlers are hardened beyond the norm

and, as a result, deliver an extra puncturecritical.

NIMFIARASMERP S TATISTICSLEVEL 2 MM 25 HITS 70

AT SL DB 15 SHLD N

MELEE OB 40LHo, 35TsN OTES Timid

DECIPHER S TATISTICSATTRIBUTESBearing 4, Nimble 5 (+2), Perception 3, Strength4 (+0), Vitality 3 (+1), Wits 3 (+1)

REACTIONSStamina +5, Swiftness +5, Willpower +1, Wisdom+1

DEFENSE 5

M OVEMENT RATE 12

S KILLSArmed Combat: Natural Weapons (Antlers +3)(Hooves +1),Observe (Smell) +3, Run +5,Survival (Forest) +4 Edges

Night-eyed 2, Tireless, Hardy

S PECIAL ABILITIESFlee (3 yards), Armor (3, hide), Natural Weapons(Antlers 1d6), (hooves, 1d4), Wily

S IZE Small (3 Wound levels, 2 Healthy)

HEALTH 6

TN EQUIVALENT 6

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FAN FLAVOUR ~ NEW ITEMS O RCRIST

(Originally published in HoF #10)

A powerful elven blade of Gondolin, Orcrist (W. 'Goblin-cleaver') was found by Thorin, Gandalf, Bilbo, andthe other dwarves after defeating the three trolls on their way to Rivendell. It was one of the items found in thetroll's hoard, thought to gained through plundering travelers or other long-forgotten hoards and ruins.

This sword is so ancient and well-known by orc-kind (to them simply called "Biter"), that anyone found inpossession of it will be immediately attacked (if they are not driven off by fear). The orcs will act is affected bythe Battle Fury 2 aw until the bearer is either killed or driven off in a manner that they cannot follow.

Being forged during the ancient wars in Middle Earth long before the breaking of the world and sundering ofthe seas, this sword has many potent and powerful spells and enchantments laid into it upon its forging.

SPECIAL ABILITIESSENSE THE SHADOW

Gives off a bluish glow when within 500 yards of creatures of the Shadow or 1000 yards of an area heavilytainted by the Shadow. It becomes brighter and dimmer depending on the relative proximity of thebearer to the Shadow source. When within 100 yards of creatures or 200 yards of a tainted area,the blade will shine as brightly as a torch, causing penalties to Stealth and/or bonuses toObserve tests when drawn. Once the sword was left to lay upon Thorin's tomb, these powerswere magni ed by the subtle magic of the world and now extends out to a 10-mile radiusaround the mountain. If the sword leaves its place of rest, it will lose this power until itis replaced.

FEAR TO THE E NEMY 'S H EART

Upon drawing this blade, the wielder gains a +5 bonus to Intimidate anyorcs present.

KEEN

The Protection of armour or metal bars, chains, etc. is reduced inhalf (rounded up) when guring damage dealt by this sword.

O RC BANE

+5 bonus to Armed Combat test v. orcs of all kinds.

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A RKENSTONE , HEART OF T HE L ONELY M OUNTAIN(Originally published in HoF #10)

The Arkenstone is one of the, if not, the largest worked gems in the whole of Middle Earth. If was discoveredat the very roots of Erebor, The Lonely Mountain, when the dwarves of Durin's House delved there to maketheir new home and kingdom. It is also the heart of all dwarves of Durin, especially those of his noble descent.If anyone other than a dwarf of

Durin's House has possession of the stone, upon discovering this, dwarves of Durin immediately come underthe effect of the Battle Fury 2 aw and Grasping until the bearer yields the stone, is killed, or driven off in amanner that he cannot be followed. If any of the noble line of Durin discovered that this had happened, theywill be bound by Oath (Retrieve Arkenstone) until it is recovered by any means necessary and the bearergains, knowingly or unknowingly, him as an Enemy. If the bearer is a dwarf of Durin's House, he then acquiresDuty (Return Arkenstone); otherwise he will suffer the same effects listed above and gain the Outcast aw (seeThe Hall of Fire, Issue #4).

The Arkenstone grants the owner (most likely the King Under the Mountain) these special effects:Freedom from Greed - If the owner has possession of the Arkenstone along with one of the Seven Rings ofPower gifted to the dwarves, he is not affected by the Grasping aw given by the ring or for any other reason.

T ROLL ' S PURSEby Camdin (Originally published in HoF #10)

"Trolls' purses are the mischief, and this was no exception. " 'Ere, 'oo are you?" it squeaked, as it left the pocket; andWilliam turned round at once and grabbed Bilbo by the neck, before he could duck behind the tree."

- The Hobbit

Trolls' purses are magical bags that have minor spells of vigilance woven into them. When touched orpurloined by anyone but its true owner, a troll's purse cries out. Most Trolls' purses can only wail in alarm, butsome can actually speak short sentences in a high-pitched voice. Troll's purses are called such for the troubleand mischief they can cause, as it is unlikely that Trolls themselves possess the skill or magic to craft themOnly characters who have the ability to enchant items can create a purse of this type. The owner can speakinto the purse any phrase of 7 words or less and it will repeat this phrase once in its own squeaking voice whenit is handled by anyone other than its owner or his designee. A TN 5 Observe (Listen) test is required to hearhe purse's voice with +2 TN for every 5 feet away from the purse. Any attempts at Legerdemain automaticallyfail (the purse drops from the thief's hand) if the owner hears the purse's message.

O RC SHOES(Originally published in HoF #10)

These shoes, if they could be called that, are crudely constructed of leather that are easily slipped onto thebearer's feet (free action). The shoes provide a +5 bonus to Stealth (Sneak) tests and a +3 bonus to Run testswhile underground and/or over rock and stone.

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W HAT ’ S O UT T HEREThis is a list of Web sites along with Decipher's of cial Web sites. We have found they supply useful Lord of the Rings gameinformation.

T HE H ALL O F F IRE W EBZINE

http://hallof re.orgT HE H ALL O F F IRE W IKI

http://wiki.hallof re.orgT HE H ALL OF F IRE F ORUMS

http://forums.hallof re.orgT HE O NE R ING RPG

http://www.cubicle7.co.uk/our-games/the-one-ring/E NCYCLOPEDIA O F A RDA

http://www.glyphweb .com/arda/ F AN M ODULES F OR M IDDLE -E ARTH

http://groups.yahoo.com/group/fan-modulesC HRONICLES O F T HE N ORTH

http://rpg.avioc.org /MERP. COM

http://www. merp.comO THER M INDS M AGAZINE

http://www.othermindsmagazine.comL ORD OF THE R ING RPG A RCHIVE

http://www.wix.com/skinnerman02/lord-of-the-rpg-archive

T HE M AD I RISHMAN

http://www.mad-irishman.netT HE L AST A LLIANCE

http://thelastalliance.comRPG T OOLS F OR D ECIPHER ' S C ODA G AMES

http://groups.yahoo.com/group/rpgtools/T HE S TEWARD A ND T HE K ING

http://www.stewardandking.netT HE T OWER H ILLS

http://homepage.mac .com/jeremybaker /towerhillsT REK -R PG . NET

http://forum.trek-rpg.net/index.phpC ODA W EBZINE R EPOSITORY

http://groups.yahoo.com/group/coda_webzineT HE O NE R ING .C OM

http://www. theonering.com /T HE O NE R ING .N ET

http://www.theonering.net

C ALLING A LL G AMERS!Interested in submitting...

• A mini or side adventure?• New creatures, or fell beasts?• New Orders or Elite Orders?

• Racial / Order packages?• NPC's?

• Weapons / equipment / magical items?• Fan Art?

If so, write to us for details on submission submissions@hallof re.org with 'Fan Content' in the subject line. Please include yourname and/or pseudonym (handle/online identity) and email address(es) with which one of our editors may contact you.

Fancy yourself a writer or artist and would like to contribute to the webzine?If so, write to us at submissions@hallof re.org with 'Writer' in the subject line. One of the editors will get back to you with details aboutwriting for THE HALL OF FIRE .

Want to know what the submission guide lines are?Visit http://wiki.hallof re.org/Submission_Information for the current submission guide lines.

If you would like to post an advertisement for:• A local or online RPG that you are hosting• An RPG convention or tournament• Or any events pertaining to The Lord of the Rings RPGWrite to us a t ads@hallof re.org with 'Ad' in the subject line a long with your advertisement. The advertisement must be lessthan 100 words and any graphic to go with it must be no more than 1' x 1'.