The One Ring Words of The Wise
The One Ring Words of The Wise
The One Ring Words of The Wise
The guidelines for evaluating the outcome of an encounter are loosely based on the
Encounter boons house rules by Luke Skywalker Walker.
Published by Sophisticated Games Ltd, 1 Andersen Court, Newnham Road, Cambridge CB3 9EZ, UK and
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Part One Blooding Unsure of how to proceed, and with winter closing
The company finds adventure after having wintered in in around them, the company travelled to Rhosgobel
Rhosgobel as guests of the Woodmen of Wilderland. There, to consult Radagast the Brown and see out the cold
they listen to the counsel of a wizard. weather. The Woodmen welcomed the company to
their settlement and gave them shelter over the winter.
Part Two Journey to the Woodland Realm Radagast spoke with them on the nature of their quest
The companions head north, to seek advice from the wise and experiences and retired to consider the matter. As
Elves of Mirkwood. the weather began to break, the Woodmen asked the
company to help them gather in some food on one of
Part Three Beyond the Forest Gate the many hunting expeditions setting out.
Where the companions have an unexpected encounter,
with unpredictable results. And so the game begins.
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The Hunt hunting abilities, and assign their roles during the day
The characters make up a hunting party with four according to his perception of their skills.
Woodmen: brothers Amalric & Evoric, Heva and
Thorismund. The Loremaster can read aloud the Player-heroes wanting to impress Amalric might
paragraphs shown in italics. make Hunting rolls to prove their experience in the
field, or even challenge the two brothers in a boasting
As the hunting parties gather inside the gates of contest about who will return with the most prized
Rhosgobels wooden palisade, a crowd gathers quarry, making rolls of Awe.
to celebrate the occasion and wish for a bountiful
day. Children laugh and scream as they chase each Heva is a warrior, and will talk on a range of subjects.
other through the assembled throng. Dogs bark She is of a similar mindset to the players, seeing the
in excitement, eager to be off. Woodsmoke adds a possibilities in the world now that the Necromancer has
pungent texture to the crisp morning air. been vanquished and the Orcs are diminished following
the Battle of Five Armies. But her focus is very much
In front of the gates, the chiefs of the villages most on the Woodmen, rather than the wider Free Peoples.
prominent families draw their conversation to a Thorismund lost his wife to a malady during the previous
close and bid each other good hunting. As they winter when an ill wind from Dol Guldur hit their lands,
return to the parties they are leading, the gates and is reluctant to be drawn into conversation.
are unbarred and swung open to the sound of
hunting horns and the cheers of the settlement. The At the edge of the forest the dogs are leashed, to
cheering continues as the Woodmen depart on the prevent them scaring off prey prematurely. They
first hunt of the year. You take your places in the strain at the unwelcome restraint.
procession, following Amalric, the leader of your
party. Once you are outside the palisade he leads The hunting parties reach the eaves of the forest. Allow
you east, towards the forest. the characters to head into Mirkwood in any way they
want. Give them options to explore, tracks to follow etc.
The day is overcast and dew is thick on the grass as The undergrowth is dense to either side of the path that
you approach Mirkwood. The world has the feel of the party are following.
having not yet fully woken up. The Woodmen seem in
good spirits, competing with ever more outrageous A Hunting roll reveals tracks that head down the
claims of what they will be bringing back to the path ahead of them (a great success reveals that the
village at the end of the day. The hounds are racing tracks were made by deer, an extraordinary success
ahead, chasing each other through the meadow, reveals that the tracks are no more than an hour old).
periodically returning as though demanding that
you try to keep up with them. The track eventually leads towards a clearing, and
Amalric gestures for everyone to stay back while he has
The players should be given an opportunity for talking a closer look. He crawls forward slowly, then slowly
with Amalric, Evoric, Heva and Thorismund as the returns.
group walks towards the forest.
There are some deer and a stag. The four of us will
Amalric and his younger brother Evoric will only talk go for the stag, while you get as many of the deer as
of the hunt, but can tell the players of the deer, wild pigs you can.
and rabbits that can be found in this part of the forest.
Amalric will caution the characters to be on their guard, The companions may quickly agree with the plan, or
as stranger creatures than that can sometimes be found propose to switch prey - facing the consequences (a stag is
in these parts. He will question the characters on their a more difficult quarry to catch unawares).
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When they are set upon their choices, Amalric unclasps Athletics roll (TN12) to catch up with the deer enough
a hunting horn from his belt and hands it over to one of to use a close combat weapon, but even if they fail they
the characters (choose randomly or based upon how the can still make a ranged attack. They can only lose the
characters have fared in their dealings with the Woodmen). injured deer if they fail the roll and get a C icon on
their Feat die.
If we get separated, use this to help us find you. My
brother will do the same with his if we lose you. Lets Orc Attack
go quietly! The hunt goes on until all companions are done with
their pursuit, or until players seem to be getting tired of
The companions are now following their prey on their it. It is then that the sound of a horn blasts out, close by.
own. Stealth rolls against a moderate difficulty (TN Three strong blasts followed by one that cuts off in the
14) are required to get to the edge of the clearing middle with a squeal. Characters who investigate soon
without being detected by deer, while rolls made to hear the sounds of battle, the snarling and barking of
approach the stag are hard (TN 16). dogs, shouts of the Woodmen and other, more guttural
voices - Orcs!
If someone fails, the prey (deer or stag) begins to run (see
The Chase below), otherwise characters may get one ranged
attack from the edge of the clearing.
The Chase
If the characters chase their prey, they start
running as they are joined by the hunting
hounds of the folk of Rhosgobel, that pursue the
deer preventing them from disappearing into
the undergrowth.
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If none of the characters think to, one of the Woodmen You must take a message to the Woodland Realm. I
will suggest taking some token from the Orcss gear back believe that the Elvenking could aid us in determining
to Rhosgobel. the cause and solution to this problem. Wait here; I
must compose this message... delicately.
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He leaves the hall, deep in thought, and returns an hour To reach the Forest Gate, the heroes cut through
later. the land of the Beornings for 110 miles (again easy
terrain). The journey takes six days, and each
If Thranduil proves obstinate, remind him that the companion must pass two Fatigue tests (TN 12).
Beast is terrible, and that if its gaze was no longer
focussed on the Woodmen, it would quickly turn Any encounter hazard triggered by bad Fatigue rolls
North. If there is any indication that the Orcs are shouldnt have to do with evil creatures, as the company
organised by some agency... matters are dangerous is travelling across a relatively safe area. But if you are
indeed. Go swiftly. There is no time to lose! feeling nasty, a Hunter becomes prey Hazard episode
could be a Giant spider, possibly attracted by the
If the companions are full of questions and cannot be companys campfire during a night when they stopped
dismissed quickly by Radagast, he tells them that the too near to the edge of Mirkwood.
Woodmen guard a secret capable of keeping the darkness
of Mirkwood at bay. He suspects that a malevolent force
has turned the Orcs to the destruction of this secret, and - Part 3 -
that would spell disaster for the Free Peoples. Beyond the Forest Gate
The characters are met by a Wood Elf patrol soon after
- Part 2 - they enter Mirkwood. The armed party doesnt seem
Journey to the Woodland Realm surprised by the presence of the adventurers, as if they
knew they were arriving somehow - when the company
The ideal itinerary to the Woodland Realms borders left Rhosgobel, Radagast sent words of warning to the
sees the company travel north along the western eaves Elves through his animal friends (but couldnt trust
of Mirkwood, up to the point where the Old Forest Road them with any more sensible information, like anything
enters the forest. From there, they must go north across concerning the true goal of the company).
the land of the Beornings up to the Forest Gate, hurrying
past Beorns House as they have no time to lose, but If the players show Radagasts letter to the Elves they will
enjoying the greater safety of the area, as ensured by the be invited to follow the patrol and wait for the arrival of
Beornings watch. (If you or the group you are playing an envoy in a secret location, albeit with a fair amount
with are interested in improvising an encounter with of suspicion: all companions will be asked to cover their
Beorn, you may refer to the information found on page eyes in a blindfold.
112 of the Loremasters Book).
If you set up the scene as an encounter, it is possible
Once at the gates of Mirkwood, they will enter the forest that the players succeed in introducing themselves
to take the same Elf-path that Bilbo and his companions in an appropriate way: if this happens, they will be
took five years ago: approximately 200 miles of dense treated more courteously, and will enjoy a bonus of
forest divide the Forest Gate from the Elvenkings Halls. +1 to the Tolerance rating for their audience with the
But hopefully the company wont need to cover the envoy (the Elvenking himself, in disguise).
whole distance...
A
To reach the Old Forest Road, the company marches
across the land of the Woodmen for 140 miles,
on well-trod paths along the edge of the forest of
Mirkwood (easy terrain). In spring, the journey takes
seven days. Each companion is required to take two
Fatigue tests (TN 14).
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To the Forest Citadel The courtier asks the characters for Radagasts message
If the players let their characters follow the Elf patrol, and tells them that they are to wait here for further
they will leave the Elf-path to go north; following secret instructions. He then leaves (with the message if they
trails, the company will reach the Forest River in a couple hand it over), and two Elves from the patrol remain in the
of days. Then, the characters are taken across a narrow room while the other head out. A further two Elves stand
stone bridge over a swiftly running river. Ahead of them, just outside the door. Minutes later two plainly-dressed
hidden among ancient trees, a great gate opens on the Elves bring a fine metal jug of water and earthenware
side of a carven rock face: the entrance to the Forest beakers. Not a word is spoken. The water is delicious.
Citadel. A guard confers briefly with the patrol before
allowing them into an elegantly carved and decorated If the characters insist on giving the message to the
entrance chamber. Elvenking personally, the courtier looks at them with
shock and disdain, asking if they dare to insult the
Woodland Realm, questioning the honour of a trusted
subject of the King. If they hold out, they are left to stew.
A Regal Encounter
As Caranthir (the Elf pregenerated character provided in
the Adventurers Book) can easily divine if he is present,
the envoy is no less than the Elvenking in person - when
doubts about his identity are dispelled, King Thranduil lets
Waiting for an Audience the courtiers take care of his travelling gear and finally sits
When the gates shut behind the company, the on a magnificent wooden high seat, as his attendants and
companions are greeted by an aloof courtier, who talks courtiers surround him.
in elvish with the patrol leader before leading them
into a corridor branching off to the left of the chamber. Set Tolerance
The corridor has several doors on either side, and the All eyes are on the characters as they approach the
characters are led into the third room to the right. It is King. The Tolerance rating of the encounter is based on
functionally appointed with a table and chairs. Valour, modified by a bonus of +1 (the encounter has
been sponsored by Radagast) and eventually by a second
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Words of the Wise
modifier of +1 if the companions have impressed the they have only just handed it over). He was hunting in
patrol positively, or -1 if they insisted on delivering the the woods to the north when words of warning from
message personally. Radagasts bird-friends arrived to his ear, and he is
displeased - seldom have the worries of Men or wizards
Evaluating the outcome of the Encounter proved to be of any worth to his cause.
The Loremaster can evaluate the outcome of the
encounter by keeping track of how many successful rolls He is suspicious of this intrusion, and will not mind his
the player-heroes achieve during its Introduction and manners. His questions run along the following lines:
Interaction stages. Every successful roll counts for one,
while a great success equates to two successful rolls and Are you aware of the contents of this message?
an extraordinary result to three successful rolls.
What are your opinions of the matter?
If the characters ask if the king knows why the Orcs are
suddenly ranging far to the south of the Mountains of
Mirkwood, or asks anything about the Beast of Mirkwood,
they get an answer based on the result of the roll used to
ask the question:
Failure They are Orcs, thats what they do. The Beast is a
Introduction maddened monster howling in the mountains.
The Elvenking waits for the companions to introduce
themselves appropriately. Courtesy or Awe are the best Success the borders of the realm north to the
approaches, and their difficulty rating is set at TN 16, Mountains of Mirkwood have been quiet of late. There
while Riddle will arouse suspicion (TN 18). have been sightings of winged things coming and going
in the mountains.
Interaction
Thranduil regards the companions grimly for a moment,
before beginning to speak (first reading the message if
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Great Success Some of these visits have been in the Radagast (and Thranduil) quickly formulate a plan,
vicinity of where the Beasts lair is suspected to be. and gather all able-bodied Woodmen to head north for
Woodland Hall. They stop at Woodmen Town to gather
Extraordinary Success The winged beasts were reinforcements and send small patrols out to scout for
creatures of darkness. the enemy and warn isolated farmsteads, then travel
quickly on to Woodland Hall. After a council of war with
If the characters ask for aid from the Elves and they the Woodmen chiefs, scouts report back that a large Orc
didnt exceed the Tolerance of the encounter, by the warband is approaching the settlement. Thranduil asks
end of the meeting compare the number of successful for hay bales and other combustibles the Orcs will
rolls they achieved during the episode with the entries attack at night.
given below.
If the companions want to participate in the
0-1: Impossible. We have enough to deal with here. organisation of the defenses, let them. They can discuss
their suggestions with the Woodmen and Elves, for
2-4: I will send a patrol to escort you back safely and example rolling Battle to elaborate their strategies, or
lend aid to the Woodmen. using Inspire or Awe to reinforce their opinions.
5-7: I will send a war party back with you. If the companions suggest clever defensive ploys,
you can award them with 1-3 extra Success dice as
8 or more: Saddle my horse! I will bring my personal additional Combat advantages.
guard and speak with Radagast myself.
The Assault
At the outcome of the audience, the characters are either The Orcs attack at night, and their onslaught is lit by the
shown the door and told to be clear of Elven lands within flames of the burning bales of hay. Radagast asks the
a day, or are shown to guest rooms to spend the night characters to act as a reserve and plug any gaps in the line.
while an expedition is gathered. In the latter case, they
will depart the following morning. The battle is soon joined with a crashing of arms,
screams of the injured and roaring of the Orcs. The
The Road home characters wait. After a while, Awareness rolls
To play the return trip, refer to the journey description reveal that the Woodmen have been outflanked! A
given in Part 2 and play it backwards. If the companions small group of Orcs has managed to take the gate of
are escorted back by the Elves, consider that all their the palisade...
Fatigue rolls succeed automatically, as the Elves act as
guide, scouts, huntsmen, and so on. No-one else has noticed and they are distracted by the
threat in front of them. Time for some heroics!
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