Thursday, January 26, 2023

Songs of Power for the Lord of the Rings Adventure Game

This blog post is about an alternate magic system for the Lord of the Rings Adventure Game. The magic system is derived from the Rogue-like game Sil.

The Lord of the Rings Adventure Game and Sil are my two favorite licensed Tolkien games. Both are defunct, simple, and don't get the love they deserve.

I don't know why I spend my time on these things, either.

Songs of Power

For every +1 bonus you did not assign during character creation, your character can learn two of the following songs of power. 

To sing a song of power, roll the dice and add your Magical bonus against Δ 7. 
  • If you are successful, pay the Endurance cost listed in parentheses after the song’s name. 
  • If you are unsuccessful, you have attracted the Shadow’s Gaze. The GM immediately makes a random encounter roll. 
  • If you roleplay by speaking or singing a stanza at least four lines long that feels appropriate to the setting, either reduce the Endurance cost by 1 (minimum 1) or reduce difficulty to Δ5.
  • If involved in a fight, you can only sing a song of power when a missile could be fired. You cannot sing while engaged in melee. 
  • Most of the songs provide benefits for the entire fellowship, but a few require you to target a specific enemy or ally. In this case, you must be able to see them and they must be able to hear your song.
Song of the Stars (1 per round)
You sing a song of hope kindled in the darkness. As long as you sing, the fellowship is immune to fear.

Song of the Trees (1 per ten minutes)
You sing a song of the trees of Valinor, and a little of their light shines through the ages. As long as you are carrying a light source while singing, you cannot be ambushed by enemies.

Song of Slaying (1 per round)
You sing a song of battle and glory. While you are singing, the entire fellowship gains a +1 Offensive bonus against a particular type of foe (wolf, goblin, troll, etc.). This bonus increases by +1 every time your fellowship defeats that type of foe, up to a maximum of your Magical bonus. This effect lasts as long as you sing.

Song of Silence (2 per ten minutes)
When you make a Magical check to sing this song, failure does not attract the Shadow’s Gaze. Instead, you lose 4 Endurance instead of 2.

You sing a song of hiding and shadows. The next time the GM rolls for a random encounter, they roll two dice and take the most favorable result. If possible based on the results, your fellowship will go unnoticed.

Song of Smithing (5)
While camped, you sing a song of the fires of creation. Your campfire becomes as hot as a forge. You or another character in your fellowship can turn raw materials into crafted items, as if you were at a full-fledged forge, even if in the wilderness.

Song of Freedom (2 per ten minutes) 
As you travel, you sing a song of unbarred gates and wandering feet. While you sing, members of the fellowship have a +2 bonus to rolls to dodge traps, pick locks, or endure elements.

Song of Staying (4)
You sing a song of protection, laying a hedge around a character. That character gains +2 Defense bonus for the next five rounds, as if they were carrying a shield. This bonus does not stack with a physical shield.

Song of Sleep (4)
You sing a song of peace, that makes your enemies powerless before you. The target of this song may be any normal creature (man, elf, troll, goblin, animal, etc.). Roll the dice and add your Magical bonus vs Δ9. If successful, that creature falls asleep, and will not take an action unless they are attacked.

Song of Mourning (4)
You sing a song mourning the woes of the world. If you sing for a watch, the entire fellowship regains Endurance as if they had rested for the night. You do not benefit from this healing, as you take the burden of these sorrows on yourself.

Song of Sharpness (5)
You sing an iron song, causing swords to thirst for blood. Choose one melee weapon. It deals double the amount of wounds for the next three rounds.

Song of Mastery (6)
You sing a song of doom that makes your enemies powerless before you. Roll the dice and add your Magical bonus vs a Δ determined by the most powerful enemy set against you. If successful, all foes are routed and attempt to flee from you.
Δ 6 - Normal animals, like wolves or bears
Δ 8 - Evil animals, like wargs or spiders
Δ 9 - Mannish ruffians, goblins
Δ 11 - Uruks, trolls, mannish warriors
Δ 13 - Wraiths, un-dead
Δ 18 - Demons


I have made several magic systems on this blog. 

- Magic in Wilderland

- Magic in Wilderland part 2

- Earthsea-esque Truespeaking

Sometime, just for fun, I think I'll make a retroclone of the Lord of the Rings Adventure Game with the licensed property stuff hacked off. 

Again, I don't know why I spend so much time on this stuff.

1 comment:

  1. Have you tried Sil-Q, the (AFAIK) still updated continuation of Sil?