Adventures in middle-earth players guide pdf download
On such occasions he wears upon his head a thin golden circlet set with a single white diamond. Thengel can be made the patron of a Company if the heroes Armour Class 18 Heavy mail, Shield met him during an Adventuring phase.
If Thengel scores a critical hit against a their connection with the Rohirrim. The companion creature, he can use his bonus action to knock the creature Prone. Thengel has a Mearh as a mount see page Receive Title undertaking described on page of Thengel may choose to gain Advantage on all attacks he makes in a round, but all attacks on him The adventurer is considered two steps higher on gain Advantage until the start of his next turn the Cultural Attitudes chart by any Rohirrim Actions and the king may grant the hero a small holding.
Herugrim Long Sword. He puts his sword to the service of King Thengel, who accepts it. If met outside Meduseld, Morwen rides a dappled Mearh. Player-heroes who visit Rohan in the years between Truth-knowing. Morwen has a finely tuned ear for and might recognise Aragorn in deceptions. During an Audience, if a creature utters his disguise. If their characters knew him before, a falsehood, they must contest their Charisma Deception versus her Wisdom Insight.
If she Aragorn will ask them to preserve his secret, and detects the lie, she imposes Disadvantage on the Final eventually to help him pursue his aims. Aragorn is in Audience check. Morwen can use her bonus Gandalf the Grey there, either openly upon one of the action to activate this ability.
Morwen makes two attacks with her sword. Aragorn remains in Rohan for only eight years, Broadsword. Ecthelion for fifteen years. In the course of his stay Reactions he is certainly favoured by the king and his queen for Counterattack Recharge If an attack roll misses his nobility and prowess. What causes him to leave Morwen, she can use her reaction to make an attack the Golden Hall of Meduseld so early?
Did Saruman roll against the attacker with Advantage. She must be resent his presence and influence on the king? Morwen adds 3 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon. Her name their veins. Morwen has given an heir to the Lord of the Mark and her daughters someday will bind in marriage the worthiest Much younger than her husband, Morwen was born in captains and marshals of the Rohirrim together.
But the Belfalas in the year As beauteous now as when she Queen will ever be a stranger to her people, however much first came to Rohan, the queen remains youthful. She they admire her. Moreover, son. She treats every honest man and woman eye. She has a keen As to the other daughters, canonically, little was eye for folly and she values the steadfast honesty of the recorded, not even their names, only that two were Rohirrim. Thaena as easily as ever y child born in Rohan.
Saewara recounting the heroic deeds of his ancestors, and he was born in Rohan and is five years old. Golden-haired and lovely, perceptive and brave, Sunnifa draws attention without trying. She comes from an old family of proud Eastfold farmers. She was the youngest unmarried woman in her household when her uncle squandered the last of their old wealth and allowed their farms to be taken. Sunnifa refused to wed one deter mined to win the old war r ior over, however long of the men that had brought her family to ruin and it takes.
Queen Mor wen knows, too, and fears that fled to Edoras, seeking to serve in the Golden Hall. His wide Today Sunnifa serves in the court of King Thengel. In shoulders still bear heavy mail with ease. No one in among the other serving-men and women of Meduseld, Edoras can ever remember seeing him smile, only rare but she has advanced much in station.
She has taken occasions when his scowl lightened. But he is determined Challenge 3 XP to serve for as long as he will have the strength to carr y his spear. He served old Fengel for most of his Hard Eyed.
He scores critical hits on an 18, 19, or 20 on an attack roll. Fengel, for his part, Unyielding Recharge Yet he kneeled before him when Thengel came r iding from Deadly Spear-Thrust. When they are an ale as he is to discuss business. During the next for gullible fools. Adventuring phase the companion has Advantage on any ability checks made during Audiences with the Notable Places Rohirrim. The Snowbourn Strange things come down from the White Mountains If you have more failures than successes, the in the cold waters of the Snowbourn: shards of broken companion has taken a beating and learned a painful pottery, gnawed bones, remnants of brutish butchery, and lesson.
The hero begins the next Adventuring phase riverworn artefacts bearing peculiar runes. Goldred, Merchant of Edoras Fengel King was a great friend to merchants, at least to The Barrowfield those who learned to anticipate his fickle moods. Goldred The deep-rutted road that leaves the great West Road was the canniest among them and was able to gain the towards Edoras, on the other side of the ford crossing favour of the king before anyone else.
The nine western mounds house the graves of the first line of kings, from Eorl the Young to Helm Now the merchant schemes to overcome his competitors Hammerhand. In the six eastern respond properly to gifts of treasure. It stands upon a high platform above a green hill, and the light from it gleams far in the sunlight.
It was built four hundred Riders of the Riddermark visiting the courts of their king often go walking among the great mounds years ago by Brego, son of Eorl, and fifteen lords and where their kings sleep, singing songs mourning the one usurper have sat upon its high seat since that time.
A stair of stone, high and broad, leads up to children. There are no rooms for guests in Meduseld: these a wide, green terrace, where guards sit in full panoply on are lodged and served in the outbuildings nearby, close to stone seats on either side of the topmost step.
New Fellowship Phase Undertaking: 3. Portico and Doors. The thick wooden doors of the Gain Favour in the Golden Hall mead-hall open beyond a porch lined with pillars made of great trees, carved with interlacing images of beasts and The doors themselves are cut of the folk of the Mark They are very heavy, and swing Many minstrels play and sing in the Golden Hall, to inward on great hinges of iron only ponderously.
In the entertain the king and his court, to welcome guests days of Thengel, the gates of the high house remain wide from faraway lands, or to celebrate the deeds of the open during the day, as the king and queen prefer to let sons of Eorl before the assembled lords and chiefs in as much light and clear air as possible, but at night the who live in Edoras or dwell nearby.
Companions spending a Fellowship phase in Edoras 4. The Main Hall. The great hall of Meduseld is long may attempt to curry the favour of the Rohirrim and wide, lined with massive pillars, carved beautifully, by making songs about their deeds and singing their holding up a high roof lost in shadows and smoke. Its praise in their greatest hall.
The hero must make a floor is paved with many-coloured stones, cunningly set to DC 15 Charisma Performance check. On a success, create intertwining runes and devices.
An opening in the the companion has earned a favour from one Rohan ceiling runs the length of the long hearth, directly above Loremaster character a captain, counsellor, or it to let smoke escape and let sunbeams shine down. The perhaps even a marshal. If you succeed by 5 or more, walls are hung with tapestries, both ancient and newly you gain two favours and three with a natural If the Performance check fails, the who fought in countless battles against Dunlending and companion has embarrassed someone of note: during Easterling hordes.
The High Seat. At the far end of the hall, a dais rises a feud. Built like a traditional longhouse, but reinforced to account for occasional brawls, 6. Side Aisles. Shadowed alcoves hold sleeping cots for strangers to Rohan gather here alongside locals to down the servants and sword-thains serving the king during mead and hearty stews.
Those with ready coin can even the day. Beyond, an opening leads to other rooms: secure a bed for a night or two. It amused Goldred to keep the name. Goldred can often rock pillars, statues, steep slopes, thickets be found here, breaking bread with wary colleagues and scheming to improve his fortunes. Here live a folk runs towards Westfold on one hand, and runs east through descended from those among the Eorlingas who long ago Eastfold into Gondor on the other.
A northerly horse-road chose to abide here, adapting to a life on the mountains. Even turning north to the fords of the Entwade. Stretching for many miles, Harrowdale echoes with the waterfalls of In times of peace, the hardy villagers of Harrowdale fish smaller streams joining the river.
Pines and firs rise from the quick river and tend goats and sheep on the valley the rough grasses of the valley floor and cling to the steep sides, keeping what numbers of horses the shadowy walls overhead. But in times of need, the able. Players desiring to highlight the features of a hero What you know is that a gift of good fortune has hailing from the dark valley of Harrowdale when started to favour you, or rather to work against creating a new character may use the new virtue those who oppose you.
The circumstances surrounding this are up to you to describe, but should involve whenever possible The inhabitants of Harrowdale live under the shadow a stroke of misfortune befalling others and favouring of the Dwimorberg, and all their life they have felt you instead. When you select this virtue you gain 1 the stare of cold and unforgiving eyes watching them point of Shadow.
Some in the Riddermark say that the sad-faced dale-folk are bringers of ill-luck. His every meeting with the Lord of those unable to follow the Lord of Harrowdale into battle. On nights without a moon, the shades of in line in the name of the king. Every refusal only sharpens armed men can be seen coming down from the Hold his hunger more.
Who these shades are and where they are headed no one in the Mark knows, and the people of Harrowdale do not ask questions but bar their doors and do not let anyone go out at night. Notable Characters Hereward, Lord of Harrowdale In these days the chieftain of the folk of Harrowdale rarely wears a helm on his balding head, or a mail hauberk upon his stooping shoulders, nor does he grasp a sword hilt with his thin fingers. A violent life and old age have withered his body. But his bright blue eyes still blaze with a fierce glow when he is roused, and even in his weakness his spirit still intimidates the strong young Riders around him.
Hereward, an ambitious man from a wealthy household of the Folde, was long a favourite of Fengel King. Were trouble to threaten Edoras, Hereward imagines he But it was never to be. Fengel needed a trusty follower in would lead his riders to a glorious rescue. But in the dark Harrowdale, should he ever need to find sanctuary in the corners of his mind unfathomable resentment festers.
If Hold of Dunharrow. Marshal in the west and the Third Marshal in the east, held by a rivalry of his own devising. Haunted Mountain to the east as the bitter years rolled past. The folk of Harrowdale honour Hereward less from genuine Notable Places love than from respect for his long years of authority. The Hold of Dunharrow Many local chiefs are his cousins and his household riders The road from Edoras leads to Dunharrow, where the include his sons and grandsons.
Their lord Hereward could valley of Harrowdale is little more than half a mile in. Beyond it, the road ends against the black wall of slowly towards the side of the valley. Men of the Lord of the mountain where the Dark Door gapes, its stone arch Harrowdale stand guard at the ford, to question all those carved with runes and symbols worn by years uncounted.
The easterly path leads straight up to the valley wall, where a looping road was carved centuries ago by long- forgotten people: the Stair of the Hold. The Stair winds upwards, back and forth, cut directly out of the rock of the Starkhorn in jagged switchbacks that barely allow horses and wagons to ascend. At each turn a huge statue squats cross-legged, with each so worn that often no features can be discerned but deep eyeholes and hands resting on a broad belly.
Atop the Stair of the Hold lies the Firienfeld, a green field of grass and heath a mile wide, stretched between the three great mountain-peaks looming above it. A road leading east from the Stair divides the Firienfeld neatly in two, and runs between two lines of cracked and uneven standing stones, plunging into the darkness of a wood of fir-trees.
In days gone, this green field was the home of a people remembered only in dim legends. Here upon the wide upland they dwelt, perhaps seeking a safe place from their enemies, or maybe to stay close to a secret burial place for their honoured dead, no one can say. Today, the folk of Edoras and the surrounding regions find The second King of Rohan, Brego, and his son Baldor refuge in the Hold of Dunharrow in times of strife, for the discovered the Dark Door when they first came to steep Stair allows for a handful of determined warriors to Harrowdale long ago, when their realm was new.
Brego and Baldor heeded The Dark Door the words and departed. But at the inauguration of The road traversing the Firienfeld from the Stair of the Hold Meduseld, Baldor let his recklessness get the better of him leads to the Dimholt, the wood of the Hold of Dunharrow, and boasted that he would brave the Paths of the Dead. He rising dark against the feet of the Dwimorberg, the entered the Dark Door and was never seen again. Haunted Mountain. Going too far along the road lined with standing stones stirs cold fear in the hearts of anyone, The Rohirrim know not where the Dark Door leads, for and even the immortal Elves cannot endure for long the they will not pass that way since the boastful prince gloom of the black trees.
Old rhymes nobody dares to utter in the Mark tell of a be trusted, then the path under Dwimorberg is watched by secret way winding deep beneath the mountains and Dead Men out of the Dark Years who will suffer no living leading to some forgotten end. If those ancient tales are to man to pass through their underground realm. The Paths of the Dead are a complex of underground Characters that pass into the darkness must be iron of passages and darkened halls dug centuries ago by those will and definite of purpose, for to be otherwise is to Men who once dwelt upon the White Mountains, and invariably be lost to madness and death.
Every hour spent whose name and purpose has been erased from all songs upon the Paths requires an increasingly difficult Wisdom and legends of the Mark. Its caverns and tunnels are saving throw starting at DC 20, then DC 22, DC 24, haunted by the ghosts of the Oathbreakers, poor souls and so on. Any failure of will on the Paths of the Dead cursed by Isildur for their treachery. Simply mentioning means 2 Shadow points and sudden shrieking flight.
Should any hero Paths. So why brave the Paths at all? Secret lore hidden in old troves. Ancient treasures, long untouched by the light Braving the Dark Door of the sun. Characters who successfully make a DC 25 Approaching the Haunted Mountain is a trial for all but Intelligence Investigation check can find a hidden High Elves, for whom the shades of dead Men have no passage leading to burial chambers with a hoard rated at terror.
Any artefacts or wondrous items found on the Paths the Dimholt is reached. When a group of companions are invariably cursed. For High Elves, the ghosts of Men comes to the standing stone in the woods, all who intend hold little horror, though to walk through their halls is to continue must pass a DC 15 Wisdom saving throw or a desecration the Eldar would consider unseemly at best.
No horse or pony will go further, An Elf will only walk upon the Paths at greatest need, unless led by someone who passed the check a companion never for mere greed. Hidden Halls Approaching the Dark Door requires a DC 20 Wisdom If the Paths of the Dead pose a challenge beyond the saving throw, as the darkness feels more and more stifling; strength of a Company, other underground realms may failure gains another point of Shadow; companions who have been carved under the mountains of Harrowdale by failed the first saving throw are considered to fail this the Men of the Mountains.
Similarly to Dunharrow, second one automatically. Going through the Door of the those secret places may still lie undiscovered since the Dead adds another point of Shadow without requiring a day when the dwellers of Harrowdale vanished from roll. What treasure did the vanished folk hide in those hidden halls? Does anyone stand guard there too? Beyond the Dark Door await burial chambers and secreted What horrors from the deep may have claimed their dark alcoves, but so too do the ghosts of the Oathbreakers recesses?
Much of the grasslands seem devoid of habitation, as the The Oathbreakers Eorlingas keep no permanent settlements on the plains. The herdsmen here live a nomadic lifestyle, following their wandering charges across the land, directing them At the time of the twin realms of the Men of the only as necessary. He secured their allegiance with a sunrise. During the winter, the Gil-galad formed the Last Alliance to stand against herdsmen either direct their charges near the Entwade, to him, Isildur called upon the Men of the Mountains camps they keep where the Entwash and the Snowbourn to fulfil their oath of allegiance.
They refused, for rivers meet, or east to secure sites along the Anduin. Isildur cursed them, saying that their present king The Eorlingas keep no maps of the grasslands.
Every would be their last, and that they would find no rest Rohirrim who regularly traverses the plains eventually till their oath was fulfilled one day. Conflicts between differing bands of herdsmen of the Last Alliance, either for or against Sauron, are rare, but when they happen, can be vicious. If no easy instead hiding in their mountains. In the Third Age, they The great plains of Rohan are divided into two main still dwell in the White Mountains as undead spirits, regions by the river Entwash.
The Westemnet, or western restless and accursed. They are known as the Dead plain, sprawls west of the river between Westfold to the Men of Dunharrow, or the Oathbreakers, among south and Fangorn to the north and ends at the Gap of other, darker names and only those looking to die Rohan.
The Eastemnet, or eastern plain, rolls east of the seek them out along the Paths of the Dead. At the borders of the plains the Wildlife land breaks up and rises wild — the ancient tangles The plains of Westfold and Eastfold are home to a great of Fangorn, the deep dales of Westfold and Eastfold, number of animals, the great herds of cattle and horses of and the many rivers of the Mark —— but the plains roll the Rohirrim, but only the unbroken mares and stallions on, unbroken, to the distant horizon.
The almost continuous presence of the herdsmen breezes that carry the scents of herb and leaf; but this and their herds keep most other large animals away.
Sharp-eyed travellers can spy countless choose to return to favoured spots for their camps. The small creatures a brook if they can manage it. If rain is expected, they opt are hunted by stoats and swift-moving foxes. The unwary for higher ground if available. They are always armed, among them are snatched on the wing by eagle-owls and taking turns to stand watch on the outskirts of their prairie falcons that soar overhead. When on the move they typically travel along hundreds of well In the northernmost regions, especially near the windy Wold, known tracks, many of which lead south to the crossings snakes stir and become aggressive in the sunlight of spring of the Entwade, or north towards the farmsteads of the and summer.
They prey on small animals, but an unwary Wold. The folk of the Wold make their homes in small cottages Inhabitants amidst the frequently dr y brown hills of the north. The The herdfolk of Rohan make their homes on the plains. Her mother died very young and her father unwanted truths. As a consequence Fengel outlawed for little, and scorning the boastful drinking, songs, and him, promising a reward for his captor.
Unfortunately laughter that so many Rohirrim warriors engage in. When the old minstrel drinks to his fill, his songs invariably start denouncing the misery that has befallen the house of Eorl. Luckily, no one has yet dared to turn the old man in. His once-generous in the Entwash wetlands that the Rohirrim spread across frame has worn away, leaving him gaunt, with hanging their floors to freshen up their halls.
Her courage saved folds of skin. After a long courtship, she truly deserving. She frequently sets small wildflowers into her plaited hair. Actions Multiattack. Medium Human Broadsword. Horrible Strength. Those that scoff at him target. Swigon is a big not, even in combat. He may use his reaction to add 2 man, capable of lifting large sheep or goats one-handed.
He frequently tilts his head to the side, as if listening to He does not need to see the attacker. Unused Horsemanship the horse-herds of Rohan protect their studs and mares in dice expire at the end of the Adventuring phase. Westemnet, or beyond the Entwash, in Eastemnet. Make a DC 15 Strength Athletics check.
If you succeed, roll Horse-tamer. Your efforts saved the life of on the following table with Advantage. If you fail, roll several animals, or you even added to the size of the herd with Disadvantage. A hero may invoke an appropriate by taming some wild horses.
You gain 2 Horsemanship trait like Beast-lore or Horsemanship to skip the check dice, as above. During a dramatic accident an 1 Trouble on the Plains! Your poor handling attack by Orcs? A sudden storm? Gain a Horsemanship die and a or are stolen, or part of the herd strayed into the wrong gift from the grateful chief of the horse-herders, a ring territory and sparked an argument with other herders.
The gift is worth 1d6 gold pieces. You gain nothing useful from the experience, and you have Disadvantage during audiences with the Rohirrim 20 Unexpected Tidings. You perform admirably in the following Adventuring phase. Additionally, around the campfire or in an unexpected meeting you hear news Ill-luck. The undertaking results in continuous of some interesting opportunity in Dunland if in the strain and several accidents that leave you hurt and Westemnet or Rhovanion if in the Eastemnet.
It is frustrated. You gain nothing useful from the experience. If interested, you may A Job Well Done. You do your part to keep the investigate the rumour in the next Adventuring phase horse-herd safe. You gain 1 Horsemanship die, a d6. Notable Places ground leaches water away so streams become infrequent The River Entwash and the grass becomes thin.
The downs soon grow into The waters of the Entwash divide the great plains high hills with long windswept slopes that lie between of Rohan in two, separating the Eastemnet from the Fangorn and the Great River.
Westemnet, and in the south marking the border between the Eastemnet and the farmlands of Eastfold. Here live the shepherds who send their flocks of sheep and goats to graze on the downs.
They dwell in modest The river springs from the Forest of Fangorn in a deep cottages or, occasionally, in larger, isolated homesteads cloven bed, a narrow winding silver ribbon in the that are frequently fortified, as these lands are close to green floor of grass.
Here the course of the stream can the eastern frontiers of Rohan and have seen far too be traversed, albeit with some difficulty, especially if much strife in years past. The ground along the steep river- bed is rocky and dangerous, and horses do not like the Folk crossing into Rohan from the north will frequently proximity of the ancient trees.
In fact, the horse-herds travel over the downs of the Wold and the shepherds of Rohan only cross the Entwash at the crossings of the have met more than a few adventurous folks in their Entwade. Still, they remain wary of outsiders and for good reason; the northern edge of the Wold descends to lush Over the miles the twisting stream broadens as the ground green downs along the river Limlight, which marks becomes more level.
Far from Fangorn the river slows its the northern border of the Mark. The Rohirrim avoid pace but its banks widen, becoming impossible to cross straying here long, for outlaws have been known to take without boats or rafts. Approximately 20 miles to the north of where the Field of Celebrant Snowbourn meets the Entwash, the river course becomes Nor th of the r iver Limlight lies the Field of Celebrant, so shallow that it can be forded.
This small stretch of the a site of great impor t to the Eorlingas, though it lies river is called the Entwade, and countless trails lead to it just nor th of the border of the Mark. On the Field of from all directions. While the Rohir r im considered the f ield to be sacred, they also believe it to be Reinforced and running through rockier ground nearer haunted.
The witch-lit Dwimordene lies to the west, the White Mountains, the Entwash gradually veers as ter r ifying in its way as Fangor n, and many believe eastward toward the Great River.
Surpassing Eastfold with that the ghosts of war r iors long dead r ise here at redoubled waters, the course of the Entwash becomes night, stir red by the power of the Sorceress of the meandering and tortuous, splitting in many different Golden Wood. The riverbanks become fens and vast swamps: Outlaws and other exiles sometimes venture here see the Mouths of the Entwash, draining into the Anduin from The Leofrings, opposite far from other folk, and outside the west.
Eventually, most choose to cross the In the north, the plains of the Eastemnet rise to miles and Great River upon the Undeeps, where the Anduin runs miles of treeless, humpbacked downs. The firm, chalky shallower, and head East. Between the Folde and Fenmarch lie the East Dales, populous valleys opening Page 63 of the Rhovanion Region Guide introduces along the northern side of the White Mountains; here the the Leofrings, a nomadic folk of riders of sinister Rohirrim have many busy farmlands and pastures fed inclination related to the Riders of Rohan.
The Wisce is the name given to the fertile the Nether Vales of Anduin. In the year they meadows to the north of the great West Road; this land were scattered by a host of Orcs, and many of them is the granary of Rohan, a wide region dotted by farms fled the North, settling in the Field of Celebrant. It and dominated by the loops and meanders of the river.
If of Gondor; its farmers and knights live mostly in the east so, they probably keep close to the shores of the Great and leave the Rohirrim to guard the west. River, working with bands of outlaws and plundering Orcs to smuggle stolen horses across the Anduin.
The Mering Stream marks the border as it rolls down from the dark Firien-dale, in the shadow of the Hallowed Mountain. It includes the Folde, the East Dales, and the floodplain paths, scattered rocks, streams, thickets, varied slopes of the lower Entwash, called the Wisce by its inhabitants.
Wildlife The Folde is the region that was first occupied by the Predators do not fare well in Eastfold, as these are settled Eorlingas when they moved to Calenardhon; it is still part and guarded lands and the wolves of the nearby mountains have learned not to pursue their quarry too far.
Many kinds of goats roam the high slopes among oaks, pines and River Snowbourn beeches, feeding on summer grass and winter shrubs and shoots. E Edoras A few herds of cattle and countless flocks E Dunharrow of sheep roam the pastures of the Wisce. Horse-herds are not a common sight, as Eastfold they are usually led north to run upon Folde the plains of Eastemnet.
Birds of many kind fly over Eastfold: swifts, swallows, Notable Characters warblers and sparrows, kestrels, eagles, and buzzards. Cenric,Third Marshal of the Riddermark Herons, storks, ducks, and geese ply the fens around the Cenric is a member of a noble house, tracing his lineage Entwash where carp and great catfish swim. He has been Third Marshal for many years, yet he remains as suspicious and wary of Inhabitants his place as in his first uneasy days. The Third Marshal The farmers of Eastfold raise oats, wheat, rye, and barley, before him was his uncle Edwin, brother to his father tending their fields from their many farmsteads in the Swidhun.
In times of war or exceptional flooding, the farmers repair to the higher ground, where Aldburg Cenr ic has not squandered his years of ser vice. He stands. Here in the city dwells the largest population of has grown wealthy from trade with Gondor and Rohan not living on farmsteads, dwarfed only by the he has manipulated the local lords as def tly as township of Edoras.
Thanks to a network of obligations, debts, and fear, he is the undisputed lord The mountain dales are dotted with many homesteads of Eastfold, r uling from his r ich home in Aldburg. Moreover, Cenr ic covets the position of Second descending from the mountains. Like his Each hamlet is home to its own smith, miller, and other r ival in Westfold, Cenr ic is of ten at odds with Thengel artisans who serve the farms of the area.
At times, the King. Both marshals ear ned their place under Fengel, village is built close to a longhouse, often defended by whose capr iciousness could be tamed with gold and a ditch and rampart.
The longhouse usually indicates flatter y. The wise young man is not a valiant enormous size. Cenr ic is a As everywhere else in the Riddermark, all able men of lean and wir y war r ior in his early f if ties, with the air Eastfold who own at least one riding horse are required of a star ving wolf about to pounce.
He is perceptive to answer to the muster in times of emergency. On and misses little, but his hard nature and clear such occasions, all Riders must gather before the city avar iciousness can be of f putting. He never overlooks of Aldburg, where the Muster of the East-mark is held. At the time of Thengel there Cenric are nominally three marshals.
Cenric may invoke this ability as a bonus action. He automatically scores a critical hit with all attacks until the beginning of the next round. At the start of his next turn, his weapon is destroyed. From them he learned to curb his anger, turning it Charge. He became turn. Allies of Cenric gain Advantage on his bold remarks. At first, the change brought him to the attack rolls against enemies within 5 ft of him. In time, his meditative Actions attitude attracted first the curiosity of his adoptive father, Multiattack.
Cenric makes three attacks with his long sword. His parents died and ridicule them using their own words. Like them, company of Riders of the Third Marshal, but the most he knows how it feels to be a stranger among a tightly renowned and active of the Eastfold.
Cenric is pleased to knit people, to feel welcomed and set apart at the same send his cousin, Esmund, away from Aldburg, out to the time. He trusts his current lover Sunnifa see Cenric carries the reports. It was while Esmund rode in the page 20 , a serving-woman of Edoras whose intelligence and far plains recently that his young wife died in childbirth. He has seen little of his infant boy. That awed him at first and then impressed him with her wit.
Esmund has a Palfrey as a mount see page Esmund makes two attacks with his long plans will benefit him personally; -3 if they cause any sort sword. If an attack roll misses Esmund, he can use his reaction to make an attack fine words and finer gifts of gold. Esmund, young and roll against the attacker with Advantage. He must be forthright, swallowed his anger and set out to serve wielding a melee weapon and able to see his attacker.
The term also keep open the great road and the path leading to may be used to indicate any troop of mounted men Halifirien, the holy mountain. When one of the hallowed aura of the tall hill affects deeply the mood Marshals of the Mark rides out, he is accompanied of the superstitious Rohirrim.
Motivation: Generosity may win friends who can prove Mounted. Actions Broadsword. His fair hair that would hit him. To do so, he must see the attacker and be wielding a melee weapon. He is the chief of the wardens of the beacon of Halifirien, the.
The great West Road is the southern portion of the Its great hall overlooks many houses and crowded alleys ancient way that once used to join the two kingdoms twisting within an encircling wooden wall. Within the borders of Rohan it is kept in was once the first, when Eorl took his place as the Lord of working condition by the Lord of the Mark, but, by the Mark, in a past remembered only in song. When Brego an ancient agreement, travellers belonging to either built the Golden Hall above the loops of the Snowbourn, folk are free to use it without restriction or payment where Eastfold and Westfold meet, the fortress of Aldburg of a toll.
Aldburg is the ward of a Marshal of the and here Eorl and Cirion swore their oath of allegiance. This was fixed in an update to the pdf. Jeff McAleer-Sep 7, Although players have come and gone, our campaign is still very active with games during the week and weekend, and as many as 10 active players.
Here is a copy of our character sheet. Note that it is in. PDF format so it will. Adventures in Middle Earth Player's Guide. Geek Dream Realized!
I'd like to crowd source this effort as I don't have a lot of free time these days. Now that the official Cubicle 7 forums are dead we're lacking a lot of really good information that's been collected since even before the release of AiME.
Packed with information, this volume is an invaluable resource for your games. Alternatively, pre-order your copy at a local games store, and if they participate in the Bits and Mortar scheme you'll get the PDF free as well! This is the second book that has. Check out Adventures in Middle-earth at our webstore here.
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