Contents

1.0 Introduction

1.1 The Rules

2.0 Character Creation

2.1 Attributes

2.2 Abilities

2.3 Increasing Physical Attributes

2.4 Increasing Other Attributes

2.5 Character Races

2.6 Backgrounds

2.7 Keeping Records

3.0 Mechanics and Melee.

3.1 Time

3.2 Movement

3.3 Encumbrance - ENC

3.4 The Melee Round

3.5 Strike Rank

3.6 Hit Locations and Wounds

4.0 Other Skills

4.1 Skill Use

4.2 Skill lists

4.3 Learning new skills

4.4 Improving skills

4.5 Opposed Rolls

5.0 Hero Magic and Spellcasting

5.1 Hero Magic

5.2 Spell Casting

5.2 Gaining new Hero Magics or Spells.

6.0 Equipment

Appendix 1 – Magic Items

Appendix 2 – Glossary.

Appendix 3 – The Enemy

Appendix 4 – The Campaign Area.

Appendix 5 – Important Personalities of the late Third Age.

Appendix 6 – The History of the late Third Age.

1.0 Introduction

These are a set of roleplaying rules that seek to reproduce the magic and heroism of Tolkien’s Middle Earth in the Third Age. At the end of this age was the War of the Ring, who’s heroes and exploits are well-documented in Tolkien’s epic history - The Lord of the Rings.

This game, however, is set before the end of the Third Age, when things were far less black and white. The evil of Sauron reborn had not yet come to full fruit and the world of men and elves was disunited and tottering upon the very brink of eternal darkness. In that time many heroes died unsung in the fight to reveal Sauron’s byzantine plans, and the One Ring lay still in the hands of Gollum, deep in the MistyMountains.

The players take on the roles of minor heroes on the side of the Light, struggling to defend the free peoples from an, as yet, nameless evil. They will interact with many of the people who later come to prominence at the end of the age, such as Gandalf, Radagast, Elrond, Thorin Oakenshield, Gwaihir, and a host of others. They will also find themselves in opposition to devious Goblin Kings, savage Trolls, ferocious Warg pack leaders, sinister Wights, the Nine and a horde of their minions. They may even hazard facing the Necromancer at Dol Guldur once they are of sufficient power.

As you can see the emphasis in this RPG is upon heroic quests, not dungeon-bashing for fun & profit. Money is almost incidental, though occasionally useful. As the characters progress they will be given aid and equipment in proportion to their reputation as heroes, from their patrons.

Note:

The male pronoun has been used throughout the text to remove the ugliness of s/he, his/her etc. Nothing else is implied in this usage.

It is intended that female characters shall be as prevalent and important as male ones. After all they have so many great archetypes to emulate such as Eowyn, Arwen, Luthien, Melian and Galadriel. The latter two in particular were some of the most powerful people to walk Middle Earth and were rightly feared by Sauron. Also in Tolkien’s mythology the number of male and female Valar are balanced both in number and power.

1.1 The Rules

These are based partly upon Chaosium’s Runequest 2. Although this gives some of the underlying mechanics of the game, I think that you will find that many of the anomalies of those rules have been addressed without adding to their complexity, and that the feel of Tolkien’s work permeates every corner. The KISS principle (Keep It Simple Stupid) has been exercised throughout in these rules.

1.1.1 Skills

In particular the range and depth of skills has been increased in line with other modern RPG’s. In its time Runequest was quite revolutionary in its range of skills but this has now been surpassed by others. The training system has also had some work done to it to make it much simpler to use.

1.1.2 Magic

The concept of personal magic has been overhauled. Instead of Battle Magic the characters may learn to harness their destiny and weave the strands of fate around them to a variety of effects. These effects are always of short duration but may give a character the edge he needs to survive. This is called Hero Magic.

Some characters may spend years in study and become able to use real magical spells. Characters may be gifted one-use versions of certain spells as rewards from Istari or the Gods.

1.1.3 Magic Items

Magic items are more varied than in RuneQuest 2, but generally of lower power. Powerful magic items are the focus of great quests. After all only one ring of invisibility exists and I doubt any character would really want it….?

1.1.4 Criticals and Fumbles

The infamous Fumble tables are gone and are replaced with a simple mechanic. If you roll a fumble you open yourself to an immediate counter-attack by the opponent you were attacking (if he is armed and able). You parry and defend this counter-attack as normal.

1.1.5 Percentage Based Die Rolls

The %-based skill system has been streamlined and now uses a D20. As most skills were rated in 5% increments this was a straight matter of dividing all the original rules by 5.

1.1.6 Cults and Religions

The religious cult systems of Glorantha have been replaced with more general reverence of the fourteen Valar of Middle Earth, and of Illutavar himself. These tend to interfere a lot less than those of Glorantha and thus there are fewer temples and active religions.

1.1.7 Equipment

The equipment listings in Runequest 2 were an afterthought. In Third Age these have been brought up to date and include all the equipment that would have been common in the era.

2.0 Character Creation

2.1 Attributes

There are seven main attributes that define a player character in Third Age:

Strength / STR / A character’s strength affects the damage he does, the kind of armour he wears and what weapons he can wield.
It can be increased by training up to the rating for the character’s CON or SIZ. If STR is the highest of the three then it can only be increased by magic.
Constitution / CON / This is a measure of the health of a character. It is the attribute that determines how much damage the character can take before dying. It is what attacks by poison or sickness must be matched against.
It can be increased by training up to the rating for the character’s STR or SIZ. If CON is the highest of the three then it can only be increased by magic.
Size / SIZ / This indicates the mass of the character. It affect both his ability to do and take damage. Large characters can take more damage, but find it more difficult to hide (and the reverse is true for small character).
SIZ cannot be naturally altered.
Intelligence / INT / This is a measure of the character’s ability to deal with abstractions and memorization. This includes the theory behind skills such as fighting, thieving, crafting and magic.
INT is a modifier of a character’s ability to advance in skills through experience.
This attribute never changes except through divine intervention or magic.
Power / POW / This represents a character’s ability to work Hero Magic or cast spells.
It is also a measure of his soul. A high POW shows the favour of the Gods allowing a character to hit easier and otherwise excel, for he is in tune with the universe.
Of course a high POW detracts from a character’s ability to skulk around in the shadows and remain unobtrusive, for the aura of a high POW draws attention.
POW can vary over time. Hero Magic and Spell use depletes it and rest restores it. Successful spell casting can cause a character’s POW to increase.
Dexterity / DEX / This is a measure of how fast and accurately a character may perform differing functions such as fighting and magic.
DEX can be raised through training up to the species maximum for the character.
Charisma / CHA / This is a measure of leadership. It is the ability to say “follow me” and find oneself leading a charge. It should not be mistaken for beauty.
CHA is useful for obtaining goods and services (such as training) cheaply.
It can be increased or decreased in relation to a character’s success and reputation.

For an ordinary human the initial level of each of these attributes is determined by rolling three, six-sided dice (3D6) and totalling the score. Other races may have enhanced or reduced rolls to reflect their capabilities. The maximum that an attribute can be raised is their species maximum (18 for a human) plus three. No attribute can voluntarily be reduced below three.

In practice it is permissible for a character to roll seven sets of 3D6 and place them how he wishes. Any character that ends up with all its rolls 11 or below should be abandoned, after all this is game of heroes, not peasants.

As many characteristics can be improved through training or magic it is not recommended that players be allowed to use the “roll 4D6, choose the best 3 dice” method.

2.2 Abilities

Each character has abilities that he can improve with training. His attributes determine his basic aptitude in each area of ability. Below are tables that show how the attributes contribute or detract from the basic ability a character has in these various areas. As a character progresses, and his attributes change, related abilities will also change.

2.2.1 Attack

This is the ability to strike an opponent in close or ranged combat. It should not be regarded as one strike but a series of blows, feints and shifts intended to make an opponent vulnerable.

Attribute /
Attribute Score
01-04 / 05-08 / 09-12 / 13-16 / 17-20 / Each +4
STR / -1 / +1 / +1
INT / -2 / -1 / +1 / +2 / +1
POW / -1 / +1 / +1
DEX / -2 / -1 / +1 / +2 / +1

2.2.2 Parry

This is a series of movements designed to interpose a shield or weapon in the way of an attack on a character in close combat. The effectiveness of this is very dependant on a character’s reflexes and so the table differs from that for attack.

A parry is only effective against close combat and thrown weapons. Arrows, quarrels and sling bullets just move too fast.

Attribute /
Attribute Score
01-04 / 05-08 / 09-12 / 13-16 / 17-20 / Each +4
STR / -1 / +1 / +1
SIZ / +1 / -1 / -1
POW / -1 / +1 / +1
DEX / -2 / -1 / +1 / +2 / +1

2.2.3 Defence

This is the art of getting oneself out of the way of harm, the ability to be where the blow is not. All defence is learned through experience, it cannot be trained.

A character that is being attacked may use some or all of his defence modifier against an opponent’s attack. The defence modifier is deducted from his attack roll. Defence may be used against any close or ranged attack. It may be split between multiple attacks, but the amount used in one round may not exceed the total modifier.

Attribute /
Attribute Score
01-04 / 05-08 / 09-12 / 13-16 / 17-20 / Each +4
SIZ / +1 / -1 / -1
INT / -2 / -1 / +1 / +2 / +1
POW / -1 / +1 / +1
DEX / -2 / -1 / +1 / +2 / +1

2.2.4 Hit Points

These are a measure of how much damage a character may take before dying. It is equal to a character’s CON attribute modified by SIZ and POW as shown below.

Attribute /
Attribute Score
01-04 / 05-08 / 09-12 / 13-16 / 17-20 / Each +4
SIZ / -2 / -1 / +1 / +2 / +1
POW / -1 / +1 / +1

2.2.5 Perception

It is the ability to note anomalies and follow-through on hunches.

Attribute /
Attribute Score
01-04 / 05-08 / 09-12 / 13-16 / 17-20 / Each +4
INT / -2 / -1 / +1 / +2 / +1
POW / -1 / +1 / +1

Related Skills: Listen, Spot Hidden Item, Spot Trap, Tracking.

2.2.6 Stealth

This is the ability to do things surreptitiously.

Attribute /
Attribute Score
01-04 / 05-08 / 09-12 / 13-16 / 17-20 / Each +4
SIZ / +2 / +1 / -1 / -2 / -1
INT / -2 / -1 / +1 / +2 / +1
POW / +1 / -1 / -1
DEX / -2 / -1 / +1 / +2 / +1

Related Skills: Camouflage, Hide in Cover, Move Silently, Pick Pockets.

2.2.7 Manipulation

This is the ability to work with small and intricate things. It also governs skills that require a measure of physical and mental co-ordination.

Attribute /
Attribute Score
01-04 / 05-08 / 09-12 / 13-16 / 17-20 / Each +4
STR / -1 / +1 / +1
INT / -2 / -1 / +1 / +2 / +1
POW / -1 / +1 / +1
DEX / -2 / -1 / +1 / +2 / +1

Related Skills: Climbing, Hide Item, Jumping, Lock-picking, Map-making, Riding, Swimming, Trap Set and Disarm, Various Crafts.

2.2.8 Knowledge

This includes all forms of lore and book learning.

Attribute /
Attribute Score
01-04 / 05-08 / 09-12 / 13-16 / 17-20 / Each +4
INT / -2 / -1 / +1 / +2 / +1
POW / -1 / +1 / +1

Related Skills: Evaluate Treasure, Read Language, Speak other languages, Survival, Ancient Lore, Trail-finding.

2.2.9 Persuasion

The ability to charm, persuade, convince and threaten another being is covered by this.

Attribute /
Attribute Score
01-04 / 05-08 / 09-12 / 13-16 / 17-20 / Each +4
INT / -1 / +1 / +1
CHA / -2 / -1 / +1 / +2 / +1
POW / -1 / +1 / +1

Related Skills: Bluff, Diplomacy, Oratory, Perform.

2.2.9 Damage

Unlike the tables above this depends on the average of STR and SIZ and relates to the capability to do more damage because of one’s brute strength and sheer size.

Average of
STR & SIZ / Extra
Damage
01-06 / -1D4
07-12 / None
13-16 / +1D4
17-20 / +1D6
Each +8 / +1D6

2.3 Increasing Physical Attributes

Once a character has reached maturity the only way to enhance a physical attribute is through hard training. It depends upon a character finding a trainer who is willing for a cause, or for payment to take on the character.

It takes between one and four weeks to achieve an increase (roll 1D4) and a trainer working for money will charge around 100 silver pieces per week, in advance. Training must be continuous, any break will cause any improvement, and money, to be forfeited. Such training is exclusive of other activities as it takes eight hours a day, seven days a week dedication during the training period.

At the end of the training the player must make a roll on 1D20 that equals or exceeds his former attribute level (i.e. if his CON was 15, roll that or better) for the change to be permanent. If their attribute was already 20 or more then a natural roll of 20 will suffice.

STR or CON cannot be increased if they are already the highest attribute of STR, CON & SIZ.

Training often takes place in lulls between adventures or quests. The winter is a suitable time when the characters are holed up in their winter quarters. If they are residing with one of their patrons, such as Elrond at Rivendell, generally such training is free of cost.

No attribute can exceed the species maximum through training.

2.4 Increasing Other Attributes

POW can only be increased by experience and this is discussed in detail in the chapter on Magic (5.0). INT and SIZ cannot be increased naturally.

CHA is a nebulous quantity and is the most prone to change as a character progresses. The following are typical reasons why CHA may change:

  1. For each full 5 points of Oratory skill a character possesses their CHA increases by 1 point. No more than 4 points may be acquired this way.
  2. Each full 5 point increase in the attack chance of a character’s main weapon, above 10 (so at 15, 20, 25 etc) increases CHA by 1 point.
  3. Possession of one or more legendary magic items increases a character’s CHA by 1 point. It doesn’t matter if he owns one or twenty such items the increase is just 1 point total. Loss of such items similarly decreases a character’s CHA.
  4. Successful leadership of a mission may increase a character’s CHA. This is entirely at the Referee’s discretion. Similarly unsuccessful leadership could reduce a character’s CHA.
  5. Having well-known and powerful friends can improve a character’s CHA. For instance, being on a mission from Elrond is likely to improve your CHA when dealing with Elves.

2.5 Character Races

2.5.1 Human

The default race for characters is Human. They use 3D6 for all seven attributes, with no modifiers, and may come from variety of backgrounds. For example:

Nation / Description / Backgrounds
Gondor / These are the people of the kingdom of Gondor. They may be the hardy borderers of Ithilien, the city folk of Minas Tirith or Osgiliath, or the people of the southern lands such as Belfalas or Lebennin. In all cases they are tall, often dark of hair and eye, and straight-limbed. They have great pride in their civilisation and regard themselves as the last bastion of human civilisation in this chaotic world.
All men of Gondor speak Westron. / Heavy Cavalry
Heavy Infantry
Medium Infantry
Ranger
Mage
Rohirrim / The famous Riders of Rohan. A fierce and honourable people who occupy the lands from Gondor’s Northern border through the Gap of Rohan and into the lands beyond. They are peerless riders. Most Rohirrim are tall, fair and blue or green of eye. Rohirrim are quick to anger and to laughter, and love to sing. They are prone to regard strangers in their lands with suspicion.
Rohirrim speak a dialect of Westron. / Heavy Cavalry
Light Cavalry
Light Infantry
Dunedain / The last remnants of the Kingdom of Arnor and also the last true inheritors of ‘the Faithful’ of Numenor. They now eke out an existence on the northern borders of Eregion, shielding the Men and Hobbits of that land from the depredations of Orcs and Wolves. They are long-lived, strong of body and deep of wisdom. Many are good friends with the Elves of Rivendell.
The Dunedain speak Westron and Aduniac. Many may also speak Quenya or Sindarin. / Ranger
Woodsman
Beorning / These people live along the banks of the Anduin from its northern reaches to the Falls of the Rauros. They are a simple, yet strong people, much used to defending their villages against Orcs and worse. It is rumoured that some are shape-changers. They are expert woodsmen and hold all living things with respect. They do not eat the flesh of animals. Although not over-tall they are well-built and the men all sport thick beards.
Beornings speak Westron and, it is rumoured, the languages of forest beasts. / Woodsman
Lakepeople / This covers all the people of the lake and the town of Dale. They are an industrious folk, no doubt influenced by their close alliance with the dwarves of Erebor and the Iron Hills. They are famed as being the best, non-Elven archers in the West.
All Lakepeople can speak Westron and a limited amount of Khuzdul. / Medium Infantry
Bree / The lands to the north-east of The Shire are the home to the last of the men who once lived all across northern Eregion. In the small villages of Bree and Archet they have formed a self-sustaining farming community. They are generally unaware that their existence relies almost entirely upon the actions of the Dunedain. They are a simple people, suspicious of outsiders but very accepting of their hobbit neighbours. They are fairly small of build and tend towards red or auburn hair.
The people of this area speak a heavily accented form of Westron. / Light Infantry
Woodsman

Other human types are possible, such as Haradrim or Dunlending, but would require careful roleplaying as their cultures tend towards evil.