Monday, February 16, 2026

Middle-earth Hexcrawl Project: Two Dungeons of the Trollshaws

It's February. I posted my finished Shire Hexcrawl back in December and stopped making regular updates about the Middle-earth project. 

But I haven't been idle, dear reader. I have been continuing to write a hex a day for Idraluna Archive's big Middle-earth map as a daily writing project. I want to share a glimpse into this work with you.

Here are two dungeons in the Trollshaws.

Dungeon backgrounds

The hobbits were glad to leave the cheerless lands and the perilous Road behind them; but this new country seemed threatening and unfriendly. As they went forward the hills about them steadily rose. Here and there upon heights and ridges they caught glimpses of ancient walls of stone, and the ruins of towers: they had an ominous look.
- The Fellowship of the Ring

The Trollshaws are a forested region between Weathertop and Rivendell. The East Road, one of the few remaining thoroughfares in Middle-earth, runs through the Trollshaws to the High Pass over the Misty Mountains. It is named, unsurprisingly, for its excess troll population. 

A thousand years before Bilbo left his cozy home at Bag End, a kingdom named Rhudaur ruled this region. Rhudaur was a splinter kingdom of Arnor, Isildur's kingdom that Aragorn reconstituted. 

The two dungeons below are part of a network of five beacon towers built by the ancient Rhudaurians. Today, they are in various states of disrepair and occupied by various unseemly occupants. The layout of all five towers is the same. They differ only in contents.

Here are the maps. Each sequence is stacked on top of each other.




Hidden in a secret panel behind a mural that appears in each of the five towers is a key. One of the quest hooks in this region has the PCs seeking all five keys. 

The inspiration for five beacon towers and the names of those towers are derived from the MERP module Dark Mage of Rhudaur. The content is by me.

Commentary

I don't think either of these are, like, especially groundbreaking. I am a lot stricter about the contents of dungeons that I write for His Majesty the Worm: in that game, each room, trap, and special door needs to have enough substance to facilitate long-term, Metroidvania-esque play. 

But that's not what this hexcrawl is about. Here, I think you can kick down doors, kill some orcs, find some treasure, and have a pretty fun time. It's not about any one dungeon existing by itself: it's about the journey to find all five of them, with wilderness in between. Still, I want each dungeon to participate in telling a part of the story of Middle-earth. 

To that end, I do think there's something fun in the fact that all five dungeons will share the same basic layout with variations. This will let players see patterns across play. "Hey, wait. Where is the southeastern room? The door is probably hidden. Let's look around."

It has been a challenge trying to constrain my loquacious, maximalist style dungeon keying to brief keys. Even this feels indulgently long for dungeons in the middle of a hexmap--but this is just a personal passion project. I can do what I want, I suppose!

And now, without further ado, two towers (of five) in the Trollshaws.

47.96 - TIRTHON TOWER

TIRTHON. One of the five beacon towers of Rhudaur. It is named "The Watch Pine" in Sindarin for it stands in vigilance near the East Road.

Note: The windows of the tower are arrowslits covered with metal shutters which are controlled by a mechanism in room 12. The shutters are closed until opened by the company. When opened, all rooms contiguous with the outside are lit with natural light. Goblins fight with a -1 penalty in sunlight.

(First Floor)
1 - Gate: There are no doors barring entrance into the tower: only an arch of stone into darkness. If the company has approached relatively quietly, they can hear an argument from within.

  • Argument: Two goblins (in room 5) aren't letting the troll (in room 3) join in their game, forcing her to guard the door.

2 - Portcullis: The tunnel into the tower is built for defense. Two portcullis are raised in the tunnel.

  • Portcullis: Unless the company successfully sneaks in, a goblin in room 5 will drop one of the portcullis to trap the company in a fight with Hurdy Gerty (room 3). Bending the rusty old portcullis requires a Strength Δ6 test.

3 - Front Hall: A high-ceilinged stone hall. The north and south walls have archery slits canted inwards to allow for defense from those adjoining rooms. The floor has a mosaic of a pine tree. Hurdy Gerty, a hill troll, guards the entrance.

  • Hurdy Gerty: She talks to the goblins in room 5. She is bored, sleepy during the day, and resentful of being excluded from their dicing game.
  • Archery slits: During combat, one goblin in room 5 will fire their bows at intruders in room 3. Attacks from the front hall into room 5 are made with a -3 penalty.

4 - Guard Room: An old wooden pew bench with a deep seat stands against the north wall. On the west wall, a crank used to raise one of the portcullis in 2. A mosaic on the west wall displays the soldiers looking towards a setting sun, singing a song.

  • Pew bench: The bench's seat is a lid: the bench doubles as a chest. Inside, wrapped in a velvet cloth, is an old Dunnish instrument: a crwth and bow (a bowed lyre). It is a treasure: despite its antiquity, it can still be played after tuning. It is not loud, but its haunting melody can be heard over a mile away.

5 - Guard Room: Two goblins, Ruggib and Slittith, use dwarven knucklebones as dice in a gambling game. On the west wall, a crank used to raise one of the portcullis in 2.

  • Goblins: Armed with goblin-made daggers and bows. They gamble over a pot of 58 coppers / marks.
  • In combat, one goblin will lend support to the troll in room 3 with their bow. The second goblin will 1) drop the portcullis, 2) raise the alarm, summoning the goblins from room 13, 3) then join the battle.

6 - Central Hall: A central hall connecting the bulwark of the tower to the administrative section. In the center of the western wall is a large, moth-eaten tapestry of a sad king playing a harp. On the eastern wall a blueish lichen grows (harmless).

  • Tapestry: A burglar that inspects the tapestry can see scrollwork representing music emanating from the harp and can read the tune the king is playing. Those with Ranger Lore know the song ("Lamentations of Red and Gold") and can identify the figure depicted to be King Forodagnir.

7 - Foul Chamber: Door to this chamber is swollen shut: it requires a Strength Δ4 test to shove it open. The room is full of detritus and rubble, as well as six giant lice. A fireplace is set in the southern wall; although warmth comes from the fire lit in room 8, the smoke is poorly ventilated and fills the room with an acrid smell.

  • Giant lice: MOVE 7, END 1, VALOUR -2 (-1 damage dealt), DEF 2, MORALE +0
    Special: Every round, each louse has a 2-in-6 chance to spawn a new giant louse.
  • Fireplace: Stuffed inside the chimney is an oilslick satchel. Inside, a bronze arm torc of a serpent biting its tail with sapphire eyes (worth 4 silver / 2 pennies) and 100 old Rhudarian copper coins.

8 - Kitchens: A stone chamber used as kitchens by the goblins. A fire is kept burning here. The leftovers of their last meal (eel stew) remain in a large iron cookpot. Through the soot on the wall, the company can barely make out a mosaic of a soldier blowing a horn in celebration of the rising sun.

9 - Closet: A closet sealed with neither handle nor lock: on the doors is the image of a book and a harp.

  • Doors: If the song Lamentations of Red and Gold is played, the pantry will open. Inside are six well-preserved Rhudarian scrolls. The scrolls speak of the War of Arnorian Succession. Each is worth 20 silver (10 pennies) to an antiquarian or ranger.

(Second Floor)
10 - Conference Room: A once-ornate table dominates the center of the room; now rotten. A moldering tapestry of the flag of Arnor: seven three-pointed stars. On a plinth, a copper bust of a patrician, partially melted. Sand is scattered across the floor, marred by stalking goblin feet.

  • Table: The table was a sand table: captains could change the terrain and move miniatures to represent armies. The table is now rotten and useless.
  • Tapestry: It partially hides a door into room 11 - Library.
  • Copper bust: The plinth has a symbol: a circle quartered by two keys (the sigil of the rank of quartermaster in Arnorean custom) and a word in Elvish script: Tarondor. If the name is said, the bust animates and talks. The animate bust has partial memories of Tarondor, the quartermaster of this tower.
    • He will answer questions related to the towers and ancient Rhudaur. He has no knowledge of events after T.A. 1650.
    • He is precise and exacting, but also snooty and condescending.
    • He knows the password to the locked pantry of each tower: "The copper serves the steel" (in Sindarin). He knows the password of the locked pantry in this tower is the song "The Lamentation of Red and Gold."
    • The enchantment on the bust is fading. He can only be asked 6 + 1d6 questions. Each question is answered slower, like a wind-up clock running down.

11 - Library: This room is guarded by a locked vault door. Inside, ancient scrolls sit moldering on shelves. Many have been eaten by giant lice (6 present). A door in a swinging bookshelf allows passage into the conference room (room 10).

  • Giant lice: MOVE 7, END 1, VALOUR -2 (-1 damage dealt), DEF 2, MORALE +0
    Special: Every round, each louse has a 2-in-6 chance to spawn a new giant louse.
  • Vault door: On the surface of the door, a scholar holding a scroll with closed eyes is engraved. Blowing a horn in front of the door or in room 12 will open this door. A Subtlety Δ8 test is needed to disable the mechanism and open the door without this pass code.
  • Ancient scrolls: If special care is taken, the company can salvage 1d6 + Understanding ancient Rhudaurian scrolls. Each is worth 20 silver (10 pennies) to an antiquarian or ranger. Bits of lore found in the scrolls include:
    • The growing dependency of Rhudaur on the stonework of giants, having lost masons with skill in Numenorean masonry.
    • Amlaith, first king of Arthedain, claimed the palantir at Amon Sûl, and holds all three palantiri of the North Kingdoms.
    • Many books and scrolls were removed and hidden "Behind the Veil of the Rime Maiden" (37.104).

12 - Shutter Mechanism: A small chamber holds the remains of a low palette bed and candle stubs. A plinth on the back wall holds a stone bust of a patrician.

  • Stone bust: The patrician's face looks like an old, wise man at rest—his eyes closed. The plinth has a Sindarin script running around its edge: "When the sun rises, blow the trumpets of war! When she's in the west, sing the song of Numenor that was."
  • If a horn is blown, the stone bust opens its eyes and, with a screech of steel, all the metal shutters on the arrowslits open. The door to room 11 - library also opens.
  • If a lament to Numenor is sung or played, the stone bust closes its eyes: all the metal shutters on the arrowslits close.

13 - Goblin Quarters / Empty Treasury: Five goblins (Laugzog, Gorzod, Rirborg, Uthra, Agbra) dwell in the plundered treasury, complaining about how little loot they've been given by Chohak (room 16). They will investigate nearby noises. On the southern wall is a mosaic of a semicircle arrangement of stars.

  • Mosaic: Pushing the top right star on the mosaic opens a secret panel in the wall containing the Tirthon watchtower key. (This corresponds to this watchtower's position in relation to the others.) Pushing any other star activates a trap: each of the wrong buttons sprays jets of acid: pass a Strength Δ12 test or suffer 2d6 damage and lower the Defense of worn armour by 1d6.

14 - Ruined Quarters: A stone chamber littered with the remains of rotten furniture and an intact wooden chest.

  • Chest: The chest is made of pine wood and banded with iron. It is locked. Failed attempts to pick the lock trigger a dart trap in the lid, which deals a Piercing Critical (B).
  • Inside the chest is 50 Andorian copper coins, a horn bow (needs restringing), and a rusted Dunlending helmet with a mustached visor mask (useless unless restored).

15 - Ruined Quarters: A stone chamber filled with dust and detritus; obviously recently traversed. A few large orange and brown moths flutter here (harmless). A skylight, its glass broken, shows a patch of sky above.

16 - Chohak's Quarters: A chamber currently used as the sleeping quarters for Chohak the Choker, the goblin captain of the contingent that holds this tower. It is full of his camping gear—hides, trophies of war, a brazier of warm coals, and a war chest.

  • Chohak the Choker: He has been tasked by Mormog (38.94) to recruit trolls to the Necromancer's army but resents working with the creatures and is plotting to splinter off with his current gang to raid the East Road using Tirthon Tower as a base. Carries the key to his war chest.
  • Chest: Locked. It is filled with the looted treasure discovered by the goblins in the tower:
    • A dagger that is practically invisible at night.
    • Scale mail the color of breeding salmon. It is light in water and does not hamper swimming.
    • A signet stamp with a three-pointed star. If the seal is broken by someone other than the recipient listed on the missive, the document catches on fire.

17 - Ruined Quarters: The remains of officer's quarters: ruined desk, four-post bed, end table, iron candelabra, Rhudarian banner (seven three-pointed stars).

  • Desk: Inside the desk is a crumbling map that shows the locations of all of the Rhudaurian watchtowers.

18 - Trap Door: In the ceiling is a trap door, 15' off of the ground.

(Third Floor)
The fourth floor of the tower has collapsed. There is no beacon (room 21) on this tower.
19 - Goblin Guard: A goblin, Grisht, guards the trap door (room 18) and lets down a knotted rope to allow passage. The ceiling of this room has partially collapsed: there is no upper level.

  • Grisht: Grisht has a bottle of orcish liquor on his belt. It heals 1d6 damage and burns the throat. There are 3 uses left.

20 - Battlements: The battlements are scrawled with orcish graffiti.

51.88 - HARNALDA TOWER

HARNALDA. One of the five beacon towers of Rhudaur. It is named "The South Tree" in Sindarin for it was the southernmost of the towers.

A group of Hill Men from Dunland have recently begun to occupy the tower as a temporary camp during their exploration of the Trollshaws. They haven't thoroughly explored the upper floor, which is home to a sly old stone troll—Grim Ben—who isn't fond of guests.

What transpires inside will be different based on the time of day the company approaches. During the day, the Hill Men will be wary of newcomers but can be negotiated with. During the night, the Hill Men will be in a fight for their lives.

There are ten Hill Men in total. Use bandit stats. As they are defeated, mark through their names in the list. Each has the occupation of "bondsman"—homesteaders and farmers who raid seasonally. They have no formal leader, but Mogdoc often gets his way.

Gerland (man - bowlcut and mustached, flighty)
Mogdoc (man - dad bod, stubborn)
Calt (man - mohawk, quiet)
Halene (woman - wild red hair, hard drinking)
Connadoc (man - greying, cautious)
Grold (man - cold eyed, unpredictable)
Vogdont (man - wolfish, ambitious)
Zornod (man - acne scarred, dim witted)
Colmidoc (man - thickly mustached, peace maker)
Drogdilda (woman - fierce and scarred, bold)

Grim Ben is a stone troll. He carries a key to the lockbox in room 14 and an enchanted spear (+1 to hit, can take many lengths—javelin, spear, long-spear).

(First Floor)
1 - Gate: Signs of the Hill Men's habitation: cookfires, stabled horses, etc The entrance to the tower is framed with serpents and knotwork pattern—the gate is opened.
Day: Gerland stands guard.
Night: Gerland just heard a scream from inside the tower, and struggles to gather his Morale to go inside.

2 - Waterfall: Two portcullis of the entrance are raised and rusted into place. A waterfall pours through an open crack from the floor above. The water is anti-magic: walking through the water suppresses magical abilities of artifacts until they're thoroughly dry and removes temporary magical effects. (The Hill Men do not realize this.)

3 - Front Hall: A reception hall. The north and south walls are canted inwards to allow for defense from those adjoining rooms. There are standing puddles of water (from 2). Double doors at the east of the hall twisted off their hinges by something large, allowing free access to 6.
Day: Detritus conceals a trap set by the Hill Men—a tripwire that drops rubble from the ceiling: test Skill Δ8 or suffer 2d6 damage.
Night: Calt has forgotten the trap and triggered it in his haste to escape; he lies unconscious under the rubble.

4 - Guard Room: Room (strangely) free of puddles (because water seeps through cracks in the floor). Each time the company moves through the room, 1-in-6 chance of the floor collapsing 20' into a ruined cellar room. On the west wall, a crank (now broken) used to raise one of the portcullis in 2.

  • If the cellar rubble is searched, 250 silver coins are found in the wreckage.

5 - Flooded Room: Water from 2 pools in this room, 3' deep. Enchantments and curses that have been washed away swirl like oil on the surface of the water. Bathing an item in the water grants it a temporary enchantment: 25% chance the enchantment is permanent and cursed. Drinking the water is disgusting (Strength Δ8 or get cholera) but confers a random potion effect. On the west wall, a crank (now broken) used to raise one of the portcullis in 2. (The Hill Men are correctly suspicious of the water and have avoided it.)

6 - Central Hall: A long central hall with empty torch sconces. Directly across from the door to 3 there is a toppled statue of a king. Sindarin writing on the statue's base identifies the king as "Galadhion" (the first king of Rhudaur).
Day: Three Hill Men—Calt, Halene, and Grold—work on removing the pearls in the statue's pupils. They're doing a bad job.
Night: Halene and Grold stand with their spears at the southern door, ready to engage the troll in room 8.

7 - Sleeping Area: A large, mostly-intact chamber, well-lit via arrow slits. The Hill Men camp here: it contains their bedrolls, packs, and gear. The southern wall has partially collapsed, allowing smaller characters to move between 7 and 8.
Day: 1-3 Hill Men are always here resting, performing maintenance on their gear, or scheming.
Night: Grold, Vogdont, and Zornod lie dead, killed in their sleep by the troll.

8 - Living Quarters: A ruined stone room used as a staging area for the Hill Men. The northern wall and chimney has partially collapsed, allowing smaller characters to move between 7 and 8.
Day: Mogdoc, Connadoc, and Drogdilda discuss the three green, monstrous helms they looted after a battle with the Ogres (46.89). Could they be used as a disguise?
Night: Mogdoc and Drogdila fight Grim Ben the troll. Connadoc lies dead.

9 - Pantry: A stone closet. The doors are painted with a circle quartered by two keys (the sigil of the rank of quartermaster in Arnorean custom). They are magically locked.

  • The password to open them (Sindarin: "The copper serves the steel") is not recorded in this tower, but splashing the anti-magic water from 2 will unlock them.
  • The contents of the pantry are magically preserved. Inside the pantry is 12 loaves of waybread, 6 healing herbs, and 8 soldier's pharmacon (small pills) which double a character's Strength bonus for an hour, followed by eight hours of -2 Strength.

(Second Floor)
*Note: The large hallway at the top of the stairs leading to 18 has a stream of water running through it. It flows out of room 16, into 15, down the hall into room 12, and also pours through a large crack in the floor into room 2.*

10 - Troll's Necessary: A once-ornate table dominates the center of the room; now rotten. Sand is scattered across the floor. A troll has been using the room as an outhouse: the smell is revolting. The ammonia-like smell prickles the eyes.

11 - Troll Den: The stone troll Grim Ben uses this room as his sleeping chamber. Ancient books have been torn to shreds to make a papery nest. The windows are blotted out with stretched dwarf-leather.
Day: Grim Ben waits in the room, sucking on empty turtle shells and cautiously listening for his guests. He cannot be ambushed.

12 - Troll's Soup: A small stone chamber with a rivulet of water running in from the hallway and out of a crack in the wall. There's a huge copper brazier that's been repurposed as a trollish cookpot: it holds the remains of turtle soup. It smells strangely delicious. Turtle shells litter the floor.

  • Turtle soup: Due to latent enchantment in the water or some trollish magic, drinking the soup adds +4 to Understanding tests to know the speech of turtles for the rest of the day.

13 - Looted Treasury: Door forced open. There are empty shelves and pedestals here: any goods that once were in this room have been taken. On the southern wall is a mosaic of a semicircle arrangement of three-pointed stars. There is a crack in the east wall that would allow a small burglar to squeeze through.

  • Mosaic: Pushing the bottom star on the mosaic opens a secret panel in the wall containing the Harnalda watchtower key. (This corresponds to this watchtower's position in relation to the others.) Pushing any other star activates a trap: each of the wrong buttons sprays jets of fire: pass a Strength Δ12 test or suffer 4d6 damage. The trap will only trigger once.
  • Crack: Provides access to room 14.

14 - Troll's Treasure: Door to 14 walled off with a large flagstone. Inside, a huge copper brazier filled with coals. Nestled in the middle of the coals is an iron lockbox.

  • Flagstone: If tipped backwards, blocks hallway. If tipped into the room, it falls on the brazier and spills hot coals on the floor.
  • Lockbox: During the day, the coals are fresh. Approaching the heat is difficult. The lockbox is blistering hot. During the night, the coals have cooled. Grim Ben holds the key to the lockbox.
    • If lockbox is picked or opened, inside there's: 2 steel ingots, coat of dwarven mail, longsword, scrimshawed turtle shells, a ruby, and 50 silver / 5 pennies.

15 - Solar: A sitting room: the remains of a round table and chairs are visible, but rotted. Water pours out of room 16, flows through this room and into the hallway. A stained glass skylight of a sun with a beneficent face looks down on the room. The enchanted water and light have caused an abundance of trollish roses to bloom: they completely cover the north and east walls, including the east door. The scent is sickeningly sweet.

  • Roses: Disturbing the blooms by attempting to open emits a fine pink mist. The scent is choking, dealing 1d6 damage per round. Ice damage kills them permanently.

16 - Font: A large, hexagonal stone bath dominates this room. It is overflowing, pouring water over its edges, which runs into room 15. The walls of the bathing font are decorated in vines, flowers, and leaves.

  • Bath: The button to turn on/off the water is hidden in the face of the flower on the walls of the font.
  • Bathing in the font removes curses, magical afflictions, temporary magical abilities, and suppresses the powers of submerged artifacts.

17 - Captain's Quarters: The remains of the captain's quarters: ruined desk, four-post bed, end table, iron candelabra, Rhudarian banner (seven three-pointed stars). A large turtle meanders around the room, looking for an exit.

  • Turtle: If you can speak the language of turtles, it will tell you the waters from 16 removes enchantments and curses. It will also speak of a giant turtle that once dwelt in caverns under Cameth Brin (38.94).

18 - Ladder: The ladder up to the third floor.

(Third Floor)
19 - Mews: A mews, filled with 2d6+3 crebain. They complain loudly about intruders for a round before attacking. Hanging on the wall is a falconry glove of soft green leather with silver buckles. A ladder leads up to the top of the tower (room 21).

  • Falconry glove: If identified, revealed to be a hawk's eye glove. A bird of prey released from the glove shares its sight with its owner.

20 - Battlements: Two copper braziers (once used for heating oil and pitch to repel besiegers) still stand in the northwest and northeast corner. (The other two braziers have been removed and used by Grim Ben.) Facing north, there is a statue of a knight.

  • Statue: He shields his eyes with his left hand. His right hand seems conspicuously empty. A quiver of stone arrows at his side signifies he was once an archer.
    • Pressing both eyes on the statue reveals a hidden compartment in the wall behind holding a Numenorean steel bow. The long bow can only be wielded by Man or Elf with a Strength +2 or better. It grants +3 to hit and +1 defense (being usable as a shield in close quarters). It can hit targets up to 600 yards. Within 100 yards, it grants +3 to Critical Wound rolls.

(Fourth Floor)
21 - Beacons: Point of interest. The top of the tower. A large stone basin that held the beacon fire. Another beacon tower, Rilineldor, can be seen to the north (48.89). Ruins can be seen to the southwest (50.87).

Wednesday, February 11, 2026

Random Human Advancement

When you level up, you gain a random benefit based on your race or class. Here's what humans get.

You can either roll a d9 for your culture to get a result from a tightly-bound part of the table or roll a d100 to get anything from the entire table.

This is ostensibly for the Middle-earth Hexcrawl project but I think it can be broadly applicable to any fantasy adventure game with humans in it. To keep with the Tolkien/archaic English feeling, I'm using the universal "Man" here. 

The Random Dwarf Advancement list is here.

Note: When you roll an advancement option twice, you can either select the option above or below the rolled benefit. However, a few advancements can be upgraded several times or unlock a new art entirely. These are noted in the text.


Men

Art by Goran Gligovic


Breelanders

…When the Kings returned again over the Great Sea they had found the Bree-men still there, and they were still there now, when the memory of the old Kings had faded into the grass.
  1. Art of Smoking: When you smoke for an hour, you can ponder riddles. Tell the GM about something that you believe to be true. They will say: "You don't doubt your guess," "Close to the mark, but not quite" or "You're not sure that's right."
  2. Brown Paper Package: In a settlement, you may purchase a brown paper package for 1 silver penny. At any time in the future, you may unwrap the package and reveal that it is a generic item of your choice that costs a silver penny or less.
  3. Caregiver: Through your ministrations, every healing source at camp heals +1 damage dealt.
  4. Dowser: With a willow wand, you can reliably find a source of water. You automatically fill all water bottles, if at all possible, while camping. In addition, you always have a feeling about the weather on the following day; you can ask the GM to roll early and tell you what it will be.
  5. Friendly and Familiar: +2 on Beauty rolls to inspire positive reactions from any member of the Free Peoples.
  6. Never Rains But It Pours: You can outline a contingency plan. On a notecard paperclipped to your character sheet, write a statement that follows this pattern: If X, then I'll Y. When X occurs, your character will always be assumed to have done Y, even if you didn't specifically state it. You can only have one contingency plan at a time, but may change it whenever you sleep.
  7. Sees Through a Brick Wall: Once per day, you can ask the GM any specific question about your immediate environment and receive an honest answer. For example: "Is there a hidden passage here?" (You can feel the draft.) "Is there anybody waiting in ambush?" (You can hear their breath.) "Is there gold hidden here?" (You can smell the metal.)
  8. Strange as News from Bree: When you hear a rumour, you may immediately ask the GM a follow up question that will be answered honestly. This question may be as simple as: "Is that true?"
  9. Soothes the Savage Beast: Your music can tame wild beasts. If you play a musical instrument to calm an animal, make a Beauty Δ6 test. If successful, you influence its reaction, stepping it up one positive degree.

Dunlending

…in the hills of Dunland a remnant lingered of an old people…
  1. Chanter of Swords: Once per day, if you would fall unconscious, you may continue to act for a number of turns equal to your Strength bonus. Each time you suffer additional damage in this state, you must pass a Strength Δ6 test or take a Critical Wound (A).
  2. Fierce Folk: When you Maraud, you move 5' (1") for every 1 movement point spent (instead of 2) and then make an attack against a foe within 5' (1"). As normal, your total attack bonus is rounded down.
  3. Geas: Once per year, you can state an event and an effect that will occur if it occurs. Choose from the following lists or write your own:

    Event:
    • When iron floats upon the water
    • When the mountain weeps tears of stone
    • If fire burns without consuming
    • When the dead tree blooms in winter
    • If a star falls into the sea
    • If a mirror shows no reflection
    • When seven bells ring as one
    • If the firstborn denies their name
    • When the serpent swallows its own tail
    Effect:
    • The [Noun] will fall
    • The [Noun] will return
    • The [Noun] will pass to [Person]
    • The price will be paid
    • The harvest will [fail/be bountiful]
    • The [Event] will come to pass
  4. Keening: Once per day, you may weep over a companion who has fallen unconscious or suffered a Critical Wound and heal damage equal to your Understanding score.
  5. Sign Searcher: When the company Explores a hex, ask the GM to give a hint about the random encounter table. They'll give you a clear indication about one of the encounters (preferably one you haven't yet found).
  6. Uncanny Music: You can play the strange music of the highlands. Once a day, you may instill a frantic feeling through your music in everyone who hears your song. You must play a song in full (not during a battle) with an instrument to activate this ability. Choose one of the following effects once your song is concluded:
    • Confidence: The listeners are inspired to try things they otherwise wouldn't. They overcome their fear or pride and are willing to undertake actions that are out of character with only a little cajoling.
    • Dance: The listeners get up and dance around—even the animals!
    • Imbibe: A drinking song gets everybody thirsty. If strong drink is available, everyone has a bit more than is good for them.
    • Laughter: A chorus of laughter that lasts about as long as the song itself: a listener can only act during this time if they marshal themselves with a Skill Δ8 test.
    • Mock: You perfectly lampoon an action or performance previously heard that evening—it is no longer considered seriously by those in attendance for the rest of the night (but cooler heads may prevail later).
  7. Warrior Poet: At the end of the battle, if you were victorious, you may say a stanza of a poem (at least two lines) and reduce your damage taken by 1d6.
  8. Warp Spasm: Your muscles ripple, cords tighten, eyes bulge. You may take 1d6 damage to perform a feat of great strength: lifting a gate, breaking a sword, toppling a column. This never deals extra damage directly in combat, but may have damaging consequences.
  9. You Call That a Hangover?: When you Carouse, if you suffer a negative effect, you also gain temporary +10 Endurance. These Endurance points last until you take at least 10 damage.

Easterling

"I have crossed many mountains and many rivers, and trodden many plains, even into the far countries of Rhûn and Harad where the stars are strange."
  1. Deadeye: You may take 1d6 damage to gain +4 to a missile attack.
  2. Horse Archer: You gain +1 to missile attacks while fighting from horseback.
  3. Long Under His Eye: You are resistant to fear damage.
  4. Nomadic: You take only 5 damage (not 10) if you make a forced march without resting.
  5. Patterning: Choose a tradition of divination: augury, astrology, haruspicy. You can spend an hour practicing this art to ask the GM: "If I do X, will Y happen?" You receive a "yes," "no," or "maybe" answer by interpreting the signs at hand.
  6. Peregrine: You gain +2 Movement.
  7. Reaver: When you Maraud, your Critical Wounds are treated as one letter higher (A->B, B->C, and so on).
  8. Truthspeaker: Once per day, you may say something you know to be true and convince all who hear you of its veracity. This doesn't apply to lies or half-truths, nor does it compel anyone to act—just to believe you.
  9. Voice of the Last Desert: You have trained your voice to be heard across valley or plain. Your voice always rises distinctly and is always heard by those you wish to hear it. Your commands can be clearly heard by members of your company in battle. Your words always rise above others in a debate. You can make yourself heard at a whisper only by those you wish to hear it.

Gondorian

"Well," said Boromir, "when heads are at a loss bodies must serve, as we say in my country. The strongest of us must seek a way."
  1. By Our Vigilance: You gain +2 to melee attacks and +1 Defense when you are within 5' (1") of more than one enemy.
  2. Judge of Men: Once per day, after you have asked someone a question and received an answer, you may ask the GM any follow-up question related to their response and intuit the answer.
  3. Mountaineer: When you serve as the company's Guide, treat mountainous hexes as normal terrain, not difficult terrain. The difficulty for you to orient the company in mountainous hexes is Δ6.
  4. Onward in Battle: If you spend a Hope to heal in battle, you may distribute the healing you receive to companions that can see you and hear your voice. For example, if you spend one Hope to heal 1d6 and get 4: you may heal 1 damage yourself and heal a companion 3 damage.
  5. Tall: Add +4 to your Strength score for the purposes of your carrying capacity.
  6. Trained in the Houses of Healing: In combat, you may use your action to forestall a Critical Wound that results in death—as long as you minister to them, they will not die (if the death was not instantaneous). During a journey, your job can be "Healer." Each day spent ministering to a companion reduces one of their Critical Wound in severity and speeds their recovery—the GM will determine exactly how this works.
  7. Warden: If you spend your turn protecting someone else, they add your Defense+2 to theirs. If an attack still would strike them, you may take the damage instead.
  8. Watchful: Long have you watched for dangers from the East. If you are surprised, you still have a 5-in-6 chance of acting.
  9. Worthy Boast: Make a boast of a feat that would gain you renown in front of your companions and peers. You gain a +2 bonus to tests that directly further your attempts to fulfill this boast. You may only have one such boast active at a time.

Rohirrim

"They are proud and wilful, but they are true-hearted, generous in thought and deed; bold but not cruel; wise but unlearned; writing no books but singing many songs, after the manner of the children of Men before the Dark Years."
  1. Charge: During the first round of combat, you may move and attack as a fast action: each movement point spent allows you to move 10' (2"). Additionally, you gain a +2 bonus to melee attacks during the first round of combat.
  2. Do not Lie, Are Not Deceived: As long as you have not told an untruth within the last fortnight, you may ask the GM if a character is lying to you. The GM will tell you honestly.
  3. Fey Mood: You may go into a fey mood at will. You take +1 damage and deal +2 damage.
  4. Impale: When you deal a Critical Wound with a spear, you may immediately make a second attack against another enemy adjacent to you.
  5. Ride of Ruin: You gain an additional +1 to melee attacks while fighting from horseback.
  6. Saddle-Born: When you serve as the hostler, you may care for three steeds instead of two. All steeds in your care gain +1 Movement.
  7. Shieldbearer: While wielding a shield, you gain an additional +1 Defense. If your shield is sundered, it deals 1d6 damage to your attacker.
  8. Shield Wall: You gain +1 to melee attacks and +1 Defense when you are within 5' (1") of an ally with a shield.
  9. Storyteller's Memory: You can recall specific images very well. You can ask the GM questions about the details of anything you've seen or heard.

Northmen

Great was the clash of their meeting. But the white fury of the Northmen burned the hotter, and more skilled was their knighthood with long spears and bitter.
  1. Beast Speech: You realize that you speak the tongue of some bird or beast. The GM either chooses a valuable beast tongue to learn or lets the player make the choice.
    • This advancement can be taken many times, learning new bestial tongues each time.
  2. Berserk: You may enter a rage when you fight as a fell action that consumes your entire turn. While berserk, every other turn when you take a Melee action you make two attacks instead of one. You cannot flee from combat while in this state, which only ends when all foes have been defeated. Anyone who has harmed you in combat counts as a foe.
  3. Bold: When fighting a foe much bigger than you (like a troll, giant, or dragon), deal +1 damage.
  4. Bolster Hearts: As a fast action, say a line of poetry or boldly shout your war cry. All companions who can hear you gain +2 to their rolls until your next turn. (If you never get another turn because you fall, the bonus lasts for the rest of the combat.)
  5. Courage of the North: At any time, you may choose to permanently reduce your Strength or Skills scores by 1 to permanently increase your Endurance by 2d6.
  6. Fetch Soul: If you forego rest and healing for a night, you may send out your spirit in animal shape. In your dreams, you see what your fetch soul sees. Choose a location in your hex for your fetch soul to explore. Then, roll a d6. On a 5-6, you can find nothing. On a 1-4, you may ask the GM a number of specific questions equal to the die result and receive an answer of what your animal spirit sees. For example: "Is the door to the tower locked?" "Is the tower guarded?" "About how many goblins occupy the tower?"
  7. Furious: If you would fall unconscious in combat from damage taken, test Strength ΔX, where X is your Endurance - Damage Taken. On a success, you remain conscious and active. This test must be repeated each round as long as your damage taken exceeds your Endurance.
  8. Skin Coat: If wearing no armour or leather armour made of the hide of a beast you slew yourself, gain +1 Defense.
  9. Winter Hardy: You are resistant to cold damage.

    • Skinchanger: If you gain the advancements of Beast Speech, Berserk, Fetch Soul, and Skin Coat, you automatically unlock the special Art of Skinchanging. When you wear a ritually created animal cloak, you may take on the shape of a particular beast.

Southron

But I've heard tales of the big folk down away in the Sunlands. Swertings we call 'em in our tales; and they ride on oliphaunts, 'tis said, when they fight.
  1. Acrobat: Gain a +2 bonus on all Strength tests related to leaping and climbing. Additionally, you treat falls as if they were 20' shorter.
  2. Avert the Evil Eye: You practice powerful taboos that avert the gaze of evil. When you fail to sing a Song of Power or when the GM rolls a Notice (an 11 on the wandering encounter table), you may choose to take 1d10 damage to negate the result. A gentle reminder to the GM once per session that you have this ability is always helpful.
  3. Chainbreaker: Take 1 damage to free yourself from any non-magical chain or restraint. Additionally, you gain a +2 bonuses to pick locks, break down doors, or escape imprisonment.
  4. Follow Through: If you defeat an enemy, you may spend movement points (moving 5' / 1" for every 2 points spent) and make another attack during the same turn.
  5. Marked Face: You know the secret of combining herbs with potash, oil, and dyes into a temporary tattoo, and gain the right to wear such marks. An herb's power can be "held" as a tattoo and called on when you need it. Calling on a tattoo herb's virtue is a free action that requires no movement points. The herb's virtue is held in reserve until you next bathe.
  6. Mind Over Matter: You may take 1d6 damage to perform a feat of uncanny contortion, agility, or discipline: dislocate your thumbs to slip free of manacles, squeeze through the bars of a cell, or balance on the tip of a spear.
  7. Serpent, Coldest: You are resistant to poison damage.
  8. Song of the Oasis: Whenever you would benefit from healing at camp, you heal +2 damage.
  9. Subtle Attacks: If you are wielding a one-handed weapon and nothing in your off hand, your Critical Wounds are treated as one letter higher (A->B, B->C, and so on).

Umbarim

The fleet came at last to that place that was called Umbar, where was a mighty haven that no hand had wrought. Empty and silent under a sickle moon was the land when the King of the Sea set foot upon the shore.
  1. Ambusher: If you surprise your foes, your Missile or Melee actions allow you to make two attacks during the first round of combat.
  2. Charmed Net: In a river or sea, you always catch something with a net you have woven yourself (but it might not always be pleasant).
  3. Dour: What can go wrong, will go wrong. When you rest for the night, you can meditate on this. Ask the GM if there's something you're not thinking about that would cause trouble for your next day's plans. The GM will give you an honest answer.
  4. Flickering Presence: Once per day, you may choose to either be the most noticeable or least noticeable person in a crowd. This effect lasts for about ten minutes.
  5. Pearl Diver: Gifted with the ability to deep dive, you can hold your breath up to 20 minutes.
  6. Sea Legs: You gain +2 to swimming or piloting boats. Moreover, you will (almost) never drown (though you will shrug off burdens such as armour in the process of swimming).
  7. Squall Witch: +2 bonus to tests while in bad weather.
  8. Sword Dance: When you fight with a weapon in both hands, you may treat your 2d6 attack roll as two separate d6 attacks against two separate foes, adding your melee attack bonus to each dice.
  9. Unforgiving: If an enemy misses you, you gain +2 on your next attack against them.

Woodmen

There were many of them, and they were brave and well armed, and even the Wargs dared not attack them if there were many together, or in the bright day.
  1. Brotherhood of the Hunt: If you wear the antlers and hide of the stag, arrows you fletch can wound targets normally only harmed by magic.
  2. Bow of White Ash: After an opponent has rolled their attack, you may choose to sunder your bow instead of suffering the damage.
  3. Fletchery: Each arrow that you craft that strikes a target only breaks 50% of the time. (Normally, arrows that hit cannot be recovered.)
  4. Forest Harrier: You gain +2 to any test to set up an ambush in the forest. Also, you gain +2 to your attack during the first round of combat.
  5. In the Shadow of Dol Guldur: Take 1 damage to see through an illusion created by sorcery.
  6. Master Hunter: The job of Hunter only costs you 2 movement points.
  7. Resourceful Herbalism: When using an herb, a single use can be stretched to benefit two targets simultaneously.
  8. Woodcrafty: When you serve as the company's Guide, treat forest hexes as normal terrain, not difficult terrain. The difficulty for you to orient the company in forest hexes is Δ6.
  9. Wood Wary: While in the forest, you are never surprised.

All Men

  1. +1 Valour
  2. +1 Strength
  3. +1 Beauty
  4. +1 Skill
  5. +1 Subtlety
  6. +1 Understanding
  7. +5 Endurance
    • You may gain this advancement up to 3 times.
  8. Armour of Heroes: If wearing no armour, reduce damage taken by 1 (to a minimum of 1).
    • You may gain this advancement up to 4 times.
  9. Artifice: You can forge items of enchantment.
  10. Battle Scarred: Once per day, when taking a Critical Wound, you can roll twice and choose which effect to receive.
  11. Bravery of Blood: When fighting next to a kinsman (a man or woman of your nation), you gain a +1 to attacks.
    • Leader of Men: If you roll this advancement again, it upgrades. All kinsmen fighting with you gain +1 to attacks as well and +2 bonus to Morale.
  12. Charmed Life: Once per day, after an opponent rolls their attack, you may choose to reduce the damage or Critical Wound to 0.
  13. Dour-handed: If you've taken damage equal to half your Endurance, you deal +1 damage.
  14. Fleet: Gain +2 Movement.
  15. Foresightful: Once per month, when you sleep, you may ask the GM a question. The GM provides either a clear answer or a source for a clear answer through a dream.
  16. Lore-master: Gain 2 Lores of your choice.
  17. Master of Horses: A mount you name and provide care for for a month no longer makes Morale tests (unless its rider falls) and gains a bonus of +10 Endurance.
    • Best of Breed: If you roll this advancement again, it upgrades. One horse you've named and cared for can be trained to go beyond the limits of their breed. They gain +2 Movement. They can understand the common speech and obey your commands as well as a page.
  18. Resolute: You heal +2 damage from Hope.
  19. Heirloom: News comes to you that a relative has died and bequeathed you a strange object (the GM randomly rolls a magic item) or great wealth (5+1d6 gold florins), your choice.

Monday, February 2, 2026

How much [garlic] does my merchant have anyway?

If you're running a game like Dolmenwood, a fun, realistic detail is that shops have variable stocks based on the rarity of the trade good. For example, if you go to Wyrmspittle the Alchemist's shop in Prigwort, he always carries garlic, but he only has a 2-in-6 chance of having a rare potion like "Alchemical Tonic" in the store that day. 

This rarity roll can double to represent how much of that trade good the merchant has in stock. On a roll of 2-in-6, a roll of 1 means Wyrmspittle has only one in stock, and a roll of two means he has two in stock, but a roll of 3+ means he has none in stock.

Another way to represent this "scarcity die" is by saying ≤ 2-in-6. 

You could render this for different sizes and dice. ≤ 4-in-12 or ≤5-in-20. 


Thursday, January 29, 2026

Idle Musings: Balatro-style Deckbuilding for a Poker-based RPG

It is 3 AM and I cannot sleep because I woke up with these random mechanics coming into my head. But one of the reasons you keep a blog is to have a place to dump such intrusive random thoughts.

Let us imagine that you have an RPG with mechanics based on making poker hands, like my colleague Dadstep's in-development Hellbenders or perhaps my Ain't No Grave

How could we make deckbuilding a form of advancement in such a game?

Constructing Your Deck

Each player plays with their own deck. 

To start, buy two poker decks. They're in your local dollar store for $1. One deck will be your active deck and one will be your reserve deck.

Your deck starts with less than 52 cards: ace-10, all four suits, no face cards. 

Building your Active Deck

You improve your active deck by moving cards from your reserve deck into your active deck or vice versa. 

Perhaps something like:

  • Each session, move two cards out of or into your active deck from your reserve deck.
  • On a session where you achieve a milestone move two more cards.
I imagine that, over time, your strategy for your deck might change. You'd want to be able to move cards frequently enough that you can see your probabilities change and then tweak and adapt. You could evolve towards  builds of mono-color, high value cards (adding in face cards), flushes, straights, X of a kind, etc. 

Improved Cards
Another lateral type of advancement could be physically changing your cards to improve them. 

For example, if you take a wound and survive, the card that drew to see if you lived or died becomes lucky. Take a hole punch and punch out the number (like a bullet hole). It can be used to represent any number of that suit.

If you defeat a named NPC in a duel, the card you used to kill the varmint becomes wild. Write the name of the defeated NPC on it. That card can be used as any suit. 

Or if you pray to the gods and name one card to make a Hail Mary (say, ace of spades) and draw it successfully from the deck, you not only achieve your wild goal but that card becomes blessed. Singe it with a lighter to represent the holy flames. It can be used as any suit, any number.

Talents and Heat Over Time
Whether or not a card is in your active deck or in your discard pile could give you certain benefits.

Take a Sharpee and mark certain cards as a talent card. 

If a talent card is in your draw pile, you might be able to use a certain move or perform some feat. For example, you can always whistle and have your horse come to you. After that card is discarded, you can't. This can represent how your character is taking wounds, losing endurance, and losing competency as they spend their resources.

Or invert it. The more cards of X type in your discard pile, the better you are at something. This can represent the powering up you see protagonists do in certain is types of heroic fiction. Every 10 you have in your discard pile, for example, gives you a +2 value to all Horse Riding tests. 

Getting Weird with It
Get really Balatro with it by improving your character in other, weirder ways.

Get an upgrade that lets you use poker dice in addition to your cards. Maybe there's a whole class (gambler?) that does that.

Fill your active deck with tarot cards. Maybe tarot cards are...hexes? When you pull them, you can put them in the GM's deck. Each card the GM draws that is a tarot card is a negative card for them.

Anyway. It's 4 AM now. Please enjoy this unmetered braindump. 

Friday, January 16, 2026

Forging and Artifice

Schwew. OK. This turned into a long one. 

Break!! has the best crafting rules for an OSR game that I've ever seen. Originally, I was trying to borrow them for my little house rules project for the Middle-earth Hexcrawl. But the tale grew in the telling.

The HTML conversion looks a little jank. Apologies. It looks better in the Google Doc (which I will eventually share).


Forging

“To the anvil,’ answered Thorin. ‘The hammer will at least keep the arms strong, until they can wield sharper tools again.”

Art by Goran Gligovic


When you recover treasures such as forgotten lore and rare materials, you may put them to use by forging items both fair and wonderful.

If you have an appropriate lore and access to a forge, you can repair and customize equipment. And if you have access to raw materials, you can also create new masterwork crafts. If you have the Art, you can even artifice items of enchantment.

[Inspiration for these rules was derived from the Break!! RPG and the video game Sil]

Lore, time, and tools

Repairing, customizing, or creating new items require a combination of lore, time, and tools.

Lore

To forge an item, you must have a lore appropriate to the craft you are pursuing.

Forged crafts fall into three categories:

  • Weaponsmithing: Those with Weapon Lore can craft weapons of all descriptions. Those with this lore can also work with handcrafts and tools such as mattocks, hammers, and saws.
  • Armoursmithing: Those with Armour Lore can smith mail, helms, and shields, as well as garb such as boots and cloaks.
  • Jewelcraft: Those with Jewel Lore can craft gleaming jewels, magic rings, musical instruments, and strange lamps.

To practice artifice, you must also have a specific Art that allows you to do so and be able to forge an item.

Time 

Repairing an item merely notched or damaged is easier than making something new. Repairing an item requires a day of work.

Customizing an item also requires a small expenditure of time. Customizing an item requires a number of days equal to ½ the difficulty of forging an item.

If an item is completely sundered, remaking it requires a number of days equal to the difficulty of creating a new item. The broken item supplies the raw materials for the reforged item.

Forging an item from scratch is done as a Downtime action. Attempting to craft the item (whether successful or not) takes the entire Downtime phase.

Tools

All efforts of crafting weapons, armour, or jewels require the use of a well-stocked forge.

  • If the burglars own a steading with a forge or are vassals to a lord's holdfast that has a forge, this requirement is fulfilled.
  • Sometimes, access to a forge can be part of a quest's reward.
  • In larger towns and cities, forges may be rented for 3 silver / 1 penny a week.

Crafting new items also requires raw materials.

  • Ingots and unworked gems can be purchased in towns and cities.
  • Raw materials can also be found during adventures.

Crafting items

Repairing, customizing, or creating an item requires a Skill maneuver that follows special rules.

At the end of the required time, make a Skill test against the listed difficulty.

  • Unlike normal tests, do not add a field of related knowledge bonus from the relevant lore.
  • If you have previously failed the test to craft this particular item, take a +3 bonus to this roll. This bonus is cumulative.

If you succeed in this maneuver, the work is complete.

If you fail this maneuver, the work you were doing is incomplete. Roll on the crafting mishaps table.

Note that some difficulties (especially in artifice) are above 12. This breaks the general upper limit of difficulties in Lore, but is intentional for two purposes.

  • One, it makes such efforts take a long time.
  • Two, it obliges crafters to fail in early attempts and slowly build momentum towards completing the project, modeling research.

Crafting Mishaps

If you fail to complete your project, roll 2d6 to see if your craft has some fatal flaw.

At any point, you may scrap your project and salvage the raw materials and start fresh in the future. In this case, you do not receive the cumulative bonus from past failed rolls.

Crafting Mishaps
Roll Effect
2 [Artifacts only] Obsessed: You become fascinated with the work of your hands. You cannot scrap the project. You must retain ownership of the item. You can never lend it or give it away. It is yours and yours alone.
3 Willful: Lose 1 Strength. The item gains a measure of your will. The item will try to turn its actions to further your desires. It may, during its labors, occasionally speak with its own voice.
4 Wasted resources: Lose ½ of the total raw materials required by the project.
5 Bulky: The item, if completed, takes up an additional +1 slot.
6 Unbalanced: The item, if completed, suffers a -1 penalty to maneuvers using it.
7 Fragile: The item, if completed, can suffer only 1 notch of damage.
8-12 The craft is salvaged for now. No negative effect.


Weapons

Most weapons require 1 ingot of raw materials to craft. Great swords, great axes, and great spears all require 2 ingots of raw materials to craft.

Swords
Item Repair or Customize Craft New Damage
Dagger -1 to hit against foes with longer weapons but +10 to critical wounds No test Δ6 Piercing
Curved sword +1 to hit during 1st round, -1 damage 2nd+ round No test Δ6 Slashing
Shortsword If you missed an attack last round, you gain a +1 bonus to hit this round Δ4 Δ7 Slashing
Longsword If you missed an attack last round, you gain a +1 bonus to hit this round Δ4 Δ7 Slashing
Greatsword -1 to hit, +2 damage If you missed an attack last round, you gain a +1 bonus to hit this round Δ5 Δ8 Slashing
Polearms
Spear Can attack from 2nd rank No test Δ6 Piercing
Glaive Can attack from 2nd rank, +1 damage when move + attack Δ4 Δ7 Piercing
Great spear -1 to hit, +2 damage / -1 to hit, +3 damage when you move + attack Δ5 Δ8 Piercing
Axes
Throwing axe Δ5 Δ8 Slashing
Battle axe If foe is defeated, can attack another adjacent foe Δ4 Δ7 Slashing
Great axe -1 to hit, +2 damage If foe is defeated, can attack another adjacent foe Δ7 Δ10 Slashing
Blunt Weapons
Staff +1 bonus to maneuvers No test Δ6 Crushing
Mace If you hit an armored opponent, you may reduce their Defense by 1 instead of dealing damage (to a minimum of +1) Δ5 Δ8 Crushing
Warhammer -2 to hit, +3 damage Δ5 Δ8 Crushing
Bows
Shortbow No test Δ6 Piercing
Longbow Δ6 Δ7 Piercing
Tools
Hammer, Saw, Thieves' Tools, etc. No test Δ6 -


Armour

Armour requires 1 ingot of raw materials per Defense point conferred.

Cloth
Item Repair or Customize Craft New Defense
Robe No test Δ6 -
Cloak No test Δ6 -
Gambeson Δ4 Δ7 +.5
Leather
Leather Armour Δ5 Δ8 +1
Gloves No test Δ6 -
Boots No test Δ6 -
Metal
Corslet Δ6 Δ9 +2
Hauberk Δ7 Δ10 +2.5
Vambraces Δ6 Δ9 +.5
Greaves Δ6 Δ9 +.5
Shield
Round shield Can split Valour bonus between Attack and Defense rating Δ5 Δ8 +1
Kite shield Can split Valour bonus between Attack and Defense rating Δ6 Δ9 +1.5
Helm
Helm Δ5 Δ8 +1
Amloth (elven helm) Elect to sunder to negate all damage or critical wound Δ6 Δ9 +1
Dwarf-mask Fire resistance Δ7 Δ10 +1.5


Jewelcraft

Jewelry
Item Repair or Customize Craft New
Ring Δ5 Δ8
Crown Δ6 Δ9
Amulet Δ4 Δ7
Scepter Can be used as blunt weapon Δ4 Δ7
Light
Brass lantern Δ4 Δ7
Elven lamp Δ6 Δ9
Instrument
War horn Δ5 Δ8
Instrument Δ6 Δ9


Artifice 

If you have the Art, you may craft artifacts imbued with magic. Creating an enchanted item begins with the same base rules as crafting new weapons, armour, and jewelcrafts. Then you may add enchantments to the item based on three factors:

  • The primary material used in its creation (a sword forged of steel).
  • You may choose to embellish the item with a secondary material (a steel sword with silver runes and a ruby in its hilt).
    • Embellishing an item with a secondary material requires half the total amount of ingots for creating the base item.
    • For example, creating a longsword needs 1 ingot of metal, so only ½ an ingot to embellish it.
  • The forge used in its creation (a bejeweled steel sword made at Rivendell). Forges add "bundles" of enchantments at a discount—if you elect to use them, you must add all the enchantments.
    • Forges that confer enchantments are very rare—only a handful exist in Middle-earth.
    • Although you can no longer craft at these forges, extinguished forges are included in the following list for the convenience of GMs who might want to place such items in treasure troves.

You may add one or more enchantments to each item you forge based on the factors used in its crafting. For each enchantment you choose to add, you increase the difficulty to craft the item (see Crafting items) and additional costs to be paid if the item is successfully made.

Cost

To enchant artifacts, one must give up a part of oneself. Each enchantment you want to add to the item during its creation incurs a specific cost. A cost might be experience points, an attribute point, or something else. If you could not pay the cost, you cannot begin to imbue an item with that enchantment. If the item is successfully completed, the cost is immediately paid.

Materials and Enchantments

Each material used in the item's creation, both primary and secondary, allows you to add one or more enchantments. You may add one, two, or zero enchantments associated with each material involved in the item's crafting.

A note on dwimmer

All materials offer the dwimmer enchantment. In short, this enchantment allows for new powers to be crafted for your artifact that are developed in conjunction with and approved by your GM. Do you want to make a robe that allows you to glide or a set of horse shoes that lets your steed have a long life? "Dwimmer" is a catch-all category for such unique enchantments.

Metal & Wood
Material +Δ Difficulty Cost
Wood
Awe +Δ3 1 Skill
Blasting +Δ6 1 Experience
Dwimmer +Δ3 2 Experience
Force +Δ5 1 Experience
Grace +Δ3 1 Understanding
Striding +Δ4 5 Endurance
Radiance +Δ6 1 Understanding
Thunder +Δ5 1 Experience
Bronze
Clarity +Δ3 1 Skill
Defiance +Δ4 1 Skill
Dwimmer +Δ3 2 Experience
Fire +Δ6 1 Understanding
Perception +Δ4 1 Skill
Radiance +Δ10 1 Understanding
Resilience +Δ10 2 Experience
True sight +Δ20 2 Understanding
Iron
Brand +Δ6 1 Skill
Deflection +Δ6 1 Skill
Dwimmer +Δ3 2 Experience
Final Rest +Δ8 1 Strength
Frost +Δ3 1 Skill
Fury +Δ8 1 Strength
Glimmering +Δ7 1 Skill
Piercing +Δ8 1 Strength
Preservation +Δ4 1 Skill
Venom's End +Δ3 1 Skill
Warmth +Δ3 1 Skill
Wondrous +Δ3 2 Experience
Wrath +Δ8 2 Experience
Steel
Accuracy +Δ15 1 Strength, 1 Experience
Brand +Δ6 1 Skill
Defense +Δ15 1 Skill, 1 Experience
Deflection +Δ6 1 Skill
Dwimmer +Δ3 2 Experience
Final Rest +Δ8 1 Strength
Glimmering +Δ7 1 Skill
Piercing +Δ8 1 Strength
Preservation +Δ4 1 Skill
Protection +Δ15 5 Endurance, 1 Experience
Slaying +Δ12 1 Skill
Galvorn *
Accuracy +Δ13 1 Strength, 1 Experience
Awe +Δ1 1 Skill
Clarity +Δ1 1 Skill
Defiance +Δ2 1 Skill
Defense +Δ13 1 Skill, 1 Experience
Deflection +Δ4 1 Skill
Dwimmer +Δ1 2 Experience
Freedom +Δ2 1 Skill
Glamour +Δ2 1 Skill
Haunted +Δ1 1 Experience
Leaping +Δ2 1 Skill
Piercing +Δ6 1 Strength
Preservation +Δ2 1 Skill
Protection +Δ13 5 Endurance, 1 Experience
Resilience +Δ8 2 Experience
Shadow +Δ10 1 Skill, 1 Experience
Slaying +Δ10 1 Skill
Soft Tread +Δ4 1 Skill
Stealth +Δ6 1 Skill
Wondrous +Δ1 2 Experience
Wrath +Δ6 2 Experience
* Craftable only with a specific Art
Precious Metals
Silver
Adornment +Δ4 1 Experience
Defiance +Δ4 1 Skill
Dwimmer +Δ3 2 Experience
Freedom +Δ4 1 Skill
Frost +Δ3 1 Skill
Glamour +Δ4 1 Skill
Glimmering +Δ7 1 Skill
Perception +Δ4 1 Skill
Shadow +Δ12 1 Skill, 1 Experience
Stealth +Δ8 1 Skill
Gold
Adornment +Δ4 1 Experience
Awe +Δ3 1 Skill
Command +Δ7 1 Skill
Dwimmer +Δ3 2 Experience
Fire +Δ6 1 Understanding
Glamour +Δ4 1 Skill
Haunted +Δ3 1 Experience
Radiance +Δ10 1 Understanding
Resilience +Δ10 2 Experience
Warmth +Δ3 1 Skill
Mithril
Accuracy +Δ13 1 Strength, 1 Experience
Clarity +Δ1 1 Skill
Defiance +Δ2 1 Skill
Defense +Δ13 1 Skill, 1 Experience
Deflection +Δ4 1 Skill
Dwimmer +Δ1 2 Experience
Freedom +Δ2 1 Skill
Glamour +Δ2 1 Skill
Glimmering +Δ5 1 Skill
Leaping +Δ2 1 Skill
Piercing +Δ6 1 Strength
Preservation +Δ2 1 Skill
Protection +Δ13 5 Endurance, 1 Experience
Radiance +Δ8 1 Understanding
Resilience +Δ8 2 Experience
Slaying +Δ10 1 Skill
Soft Tread +Δ4 1 Skill
Stealth +Δ6 1 Skill
Cloth
Cloth
Dwimmer +Δ3 2 Experience
Glamour +Δ4 1 Skill
Stealth +Δ8 1 Skill
Soft Tread +Δ6 1 Skill
Warmth +Δ3 1 Skill
Hithlain
Dwimmer +Δ1 2 Experience
Glamour +Δ2 1 Skill
Grace +Δ3 1 Understanding
Shadow +Δ10 1 Skill, 1 Experience
Stealth +Δ6 1 Skill
Striding +Δ2 5 Endurance
Soft Tread +Δ4 1 Skill
Warmth +Δ1 1 Skill
Animal Fell
Horn
Alert +Δ3 1 Experience
Awe +Δ3 1 Skill
Blasting +Δ6 3 Endurance
Command +Δ7 1 Skill
Dwimmer +Δ3 2 Experience
Force +Δ5 1 Experience
Thunder +Δ5 1 Experience
Hide
Defiance +Δ4 1 Skill
Deflection +Δ6 1 Skill
Dwimmer +Δ3 2 Experience
Freedom +Δ4 1 Skill
Glamour +Δ4 1 Skill
Leaping +Δ4 1 Skill
Of Archery +Δ12 1 Strength, 1 Experience
Or Swordplay +Δ12 1 Strength, 1 Experience
Regeneration +Δ12 5 Endurance
Resilience +Δ8 2 Experience
Stealth +Δ8 1 Skill
Striding +Δ4 5 Endurance
Sustenance +Δ12 5 Endurance
Venom's End +Δ3 1 Skill
Warmth +Δ3 1 Skill
Wormskin
Awe +Δ3 1 Skill
Command +Δ7 1 Skill
Defense +Δ6 1 Skill
Defiance +Δ4 1 Skill
Dwimmer +Δ3 2 Experience
Fire +Δ6 1 Understanding
Fury +Δ8 1 Strength
Grace +Δ3 1 Understanding
Of Archery +Δ12 1 Strength, 1 Experience
Of Swordplay +Δ12 1 Strength, 1 Experience
Perception +Δ4 1 Skill
Power +Δ12 10 Endurance
Protection +Δ13 5 Endurance, 1 Experience
Regeneration +Δ12 5 Endurance
Resilience +Δ8 2 Experience
Sustenance +Δ12 5 Endurance
Thunder +Δ5 1 Experience
True Sight +Δ15 2 Understanding
Venom's End +Δ3 1 Skill
Warmth +Δ3 1 Skill
Wrath +Δ8 2 Experience
Gems
Adamant
Adornment +Δ4 1 Experience
Brand (ice) +Δ6 1 Skill
Clarity +Δ3 1 Skill
Frost +Δ3 1 Skill
Glamour +Δ4 1 Skill
Glimmering +Δ7 1 Skill
Grace +Δ3 1 Understanding
Leaping +Δ4 1 Skill
Perception +Δ4 1 Skill
Preservation +Δ2 1 Skill
Protection +Δ15 5 Endurance, 1 Experience
Stealth +Δ8 1 Skill
Sustenance +Δ12 5 Endurance
True Sight +Δ20 2 Understanding
Ruby
Adornment +Δ4 1 Experience
Alert +Δ3 1 Experience
Brand (fire) +Δ6 1 Skill
Fire +Δ6 1 Understanding
Freedom +Δ4 1 Skill
Glimmering +Δ7 1 Skill
Grace +Δ3 1 Understanding
Haunted +Δ3 1 Experience
Power +Δ12 10 Endurance
Radiance +Δ10 1 Understanding
Regeneration +Δ12 5 Endurance
Resilience +Δ8 2 Experience
Slaying +Δ10 1 Skill
Striding +Δ4 5 Endurance
Thunder +Δ5 1 Experience
Warmth +Δ3 1 Skill
Lesser Jewel
Adornment +Δ4 1 Experience
Awe +Δ3 1 Understanding
Blasting +Δ6 3 Endurance
Force +Δ5 1 Experience
Haunted +Δ3 1 Experience
Thunder +Δ5 1 Experience
Sapphire
Adornment +Δ4 1 Experience
Awe +Δ3 1 Skill
Command +Δ7 1 Skill
Defense +Δ6 1 Skill
Defiance +Δ4 1 Skill
Glamour +Δ4 1 Skill
Glimmering +Δ7 1 Skill
Grace +Δ3 1 Understanding
Perception +Δ4 1 Skill
Piercing +Δ6 1 Strength
Power +Δ12 10 Endurance
Preservation +Δ2 1 Skill
Forge
Rivendell
Jewelcraft: Glimmering (goblins or trolls are near) +Δ5 1 Skill
Lorien
Armour: Soft Tread, Stealth, Preservation +Δ12 2 Skill
Iron Hills
Armour: Defense, Protection +Δ20 4 Experience
Red Mountains
Weapon: Fury, Wrath +Δ12 3 Experience
Extinguished Forges *
Annúminas
Weapon: Accuracy, Final Rest, Slay Un-dead - -
Blessed Realm
Jewelcraft: Grace, Power, Radiance - -
Weapon: Slay Dragons and Raukar, Radiance
Eregion
Jewelcraft: Clarity, Power - -
Gondolin
Weapon: Slay Orcs and Trolls - -
Moria
Weapon: Slay Orcs and Trolls - -
Osgiliath
Armour or Shield: Defense x2 - -
* Forges can no longer be accessed, but artifacts of the past might carry such enchantments


Enchantments

Accuracy

The sharpness of the blade, the swiftness of the arrow! Weapons enchanted with accuracy add +1 to attacks made with them.

Advanced guideline: Such weapons yearn for battle and draw their bearers towards combat. The GM may choose to impose a +1 bonus to a Wandering Encounter roll once per week if an accurate artifact is carried by the company.

Adornment

Items made with adornment add a +1 bonus to any temporary magical blessing from Songs of Power and similar sources. For example, the first round of the Song of Slaying normally grants a +1 bonus to attack a particular foe; for those wearing an artifact of adornment are granted a +2 bonus instead.

Alert

Horns forged with this enchantment have 20 + [1d4 x Understanding] charges. You may spend a charge to blow the horn and attempt to summon allies. The GM will immediately roll again on the wandering encounter and local encounter tables. They ignore any non-helpful result, and will put an allied result into play as soon as practical.

Awe

Artifacts of enchantment cause foes to test Morale with a -1 penalty.

Blasting

When created, the artifact has 20 + [1d4 x Understanding] charges. You may spend a charge to open a tunnel in stone about 10' x 10' x 10', break open a barred door, or clear fallen rubble.

Brand

A weapon enchanted with a brand deals damage of a particular type chosen at its creation: it carries the taint of the poison of Dol Guldur, the shadow of fear of Angband, flickers with the fire of Aman, or smokes with the ice of Helcaraxë.

Clarity

If possessing an artifact of clarity, roll 3d6 and take the best 2 dice when rolling to resist confusion and hallucinations. Additionally, you automatically identify phantoms as illusions.

Command

If you possess an artifact of command, friendly NPCs in your presence add a +1 bonus to test Morale.

Defense

Armour forged with this enchantment adds +1 to their Defensive bonus.

Defiance

If possessing an artifact of defiance, roll 3d6 and take the best 2 dice when rolling to resist entrancement, commands and domination.

Deflection

Shields forged with this enchantment add +1 to their Defensive bonus against missile attacks.

Dwimmer

This category of enchantments are experiments in the craft of artifice. If you wish to forge an item with a particular knack or feature, work with your GM to establish the exact rules.

Some examples of enchantments that are further afield may be found here at the d4Caltrops blog.

Final Rest

Weapons forged with this enchantment exist in both the waking world and unseen world: they can strike wraiths and un-dead creatures, and grant a +2 bonus to hit such creatures. Unbound spirits slain with such weapons depart Middle-earth forever.

Fire

Artifacts forged with this enchantment have 20 + [1d4 x Understanding] charges. You may spend a charge to cause the artifact to shed light as a torch for an hour (6 turns). During this time, a weapon or scepter deals fire damage.

Force

When created, the artifact has 20 + [1d4 x Understanding] charges. You may spend a charge to knock a creature engaged with you back 1d6 x 10'. If you are engaged with multiple creatures, you may spend multiple charges at the same time.

Freedom

If possessing an artifact of freedom, roll 3d6 and take the best 2 dice when rolling to move at a run. In addition, you are immune to being slowed and can ignore webs.

Frost

Artifacts with this enchantment are always cold to the touch. While wearing an artifact enchanted with frost, you gain resistance to fire. Clothing woven with this enchantment counts as appropriate gear for desert regions. Artifacts with frost enchantments are immune to being destroyed by fire damage.

Fury

If you wield an item enchanted with fury, you may enter a rage when you fight. Doing so requires a turn. While berserk, you make an extra attack every other turn. You cannot flee from combat while in this state, which only ends when all foes have been defeated. Anyone who has harmed you in combat counts as a foe.

Glamour

Artifacts with this enchantment change their bearer's appearance in some specific way: a helm that causes you to appear as an orc, a banner whose heraldic beast seems to move on its own, a crown that ensures your raiment always appears clean and rich. When this seeming would have a positive effect on a Beauty or Subtlety maneuver to influence an NPC's disposition, gain a +1 bonus.

Glimmering

When creating this artifact, choose a specific trigger: when goblins are near, when enemies approach the Lonely Mountain, when a spell on you, etc. When this trigger occurs, the artifact will glitter with a pale light.

Grace

When bearing an artifact enchanted with grace, you take 1 less damage from singing Songs of Power per round (to a minimum of 1).

Haunted

When bearing a haunted artifact, you partially exist in the unseen world. You can see disembodied spirits. You identify phantoms as illusions automatically. Unfortunately, they can also see you—when your company's Notice track exceeds 20+, a spirit will seek you out.

Leaping

If possessing an artifact of leaping, roll 3d6 and take the best 2 dice when rolling to move at a run. In addition, you move at full speed through hazardous terrain during combat, leaping and dodging past such obstacles.

Of Archery

An artifact with this enchantment grants its wearer +1 on attacks with bows.

Of Swordplay

An artifact with this enchantment grants its wearer +1 on attacks with swords.

Perception

If possessing an artifact of perception, roll 3d6 and take the best 2 dice when testing to avoid surprise.

Piercing

A weapon with this enchantment grants +10 to critical wound rolls.

Power

When wearing an artifact with this enchantment, you gain +1 bonus on your Beauty checks to sing Songs of Power.

Preservation

When wearing an artifact with this enchantment, your attributes cannot be lowered or drained. Additionally, you are equally comfortable in extreme heat and extreme cold. Such artifacts can lay for long years without needing maintenance.

Protection

If you're wearing armour forged with the protection enchantment, critical wounds against you are made with a -10 penalty. In addition, armour or clothes with this enchantment are never destroyed by fire or ice criticals.

Radiance

Artifacts forged with this enchantment shed light like to a bright candle.

Regeneration

When wearing artifacts woven with regeneration, remove an additional +1 damage taken each time you're healed.

Resilience

When wearing artifacts forged with resilience, add +10 Endurance to your total.

Shadow

When created, the artifact has 20 + [1d4 x Understanding] charges. Spend a charge to cover yourself in a black cloud. Spend 2 charges to cover a company of 10 or fewer. At night, this shadow makes those within the cloud all but invisible. During the day, the cloud is visible but its occupants cannot be seen.

Slaying

Weapons enchanted with this enchantment add +2 to attacks made against creatures of the type chosen when the artifact is forged, choosing from the following list: spiders, wolves, un-dead, orcs, trolls, dragons, raukar

Weapons with this enchantment quickly become infamous among the group they slay: such creatures will target the bearers with hatred.

Soft Tread

Boots and greaves forged with this enchantment grant a +1 bonus to Subtlety maneuvers to move silently.

Stealth

When wearing artifacts woven with stealth, you blend into your environment and can hide even in plain sight if you are unmoving. While moving, you gain a +1 bonus to Subtlety maneuvers to hide and sneak past watchers.

Striding

While wearing an artifact forged with this enchantment, you gain +5 travel points. Additionally, you may decrease the travel points required to enter a specific type of hex by 1 when leading the company, chosen from the following list: forest, hills, mountains, swamp, waterside, wastes.

Sustenance

While wearing an artifact forged with this enchantment, you require only 2 days of rations every 3 days.

Thunder

When created, the artifact has 20 + [1d4 x Understanding] charges. Spend a charge to activate the artifact, causing a crack of thunder that makes your foes hesitate. Resolve all player actions completely before the enemies resolve theirs.

True Sight

If wearing an artifact of true sight, roll 3d6 and take the best 2 dice when rolling to resist blindness and hallucinations. You can see disembodied spirits. Additionally, you identify phantoms as illusions automatically.

Venom's End

While wearing an artifact enchanted with this enchantment, you gain resistance to poison.

Warmth

Artifacts with this enchantment are always warm to the touch. While carrying an artifact enchanted with warmth, you gain resistance to ice. Clothing woven with this enchantment counts as appropriate gear for cold regions. Artifacts with warmth enchantments are immune to being destroyed by ice damage.

Wondrous

Wondrous items, like dwimmer-enchanted items, might boast a variety of minor powers. Tools, lamps, waterskins, purses, toys, and small pieces of clothing (belt buckles, cuff links, etc.) can be woven with these enchantments. Roll on the linked tables to establish what power you confer: or double the difficulty of this enchantment to select a specific result.

Wrath

This enchantment causes foes you're engaged with to abandon reason in their hatred of you. Once you've engaged with an enemy, they will tend to focus their attacks on you. They take a -2 penalty to attack someone besides yourself while you're on the field of battle.