Hall of Fire Issue 67

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Transcript of Hall of Fire Issue 67

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Issue 6

December 200

The Uruk-hai - by John Howe

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This is an unof ficial fan webzine created for players of Decipher's The Lord of the Rings Roleplaying Game and the world of Middle-earth created by

 J.R.R. Tolkien. There is no af filiation between the creators of this webzine and Decipher, Tolkien Enterprises, or any other related corporation. All

material is either direct from Tolkien sources, Decipher, opinion, or has been created for the said purpose of roleplaying in the world of Middle-earth.

All pictures and graphics, unless otherwise sited, were obtained from Decipher and New Line Cinema, fan contributions or from sources on the

Internet. No claim of ownership is made through their use here. These images are used with no permission. THIS DOCUMENT IS NOT FOR

RETAIL SALE AND INDIVIDUALS MAY PHOTOCOPY AND PRINT FOR THEIR PERSONAL USE.

GREETINGS ,  SALUTATIONS... 

Welcome to another issue of Hall of Fire. Wehope that every one had happy and safeholidays and New Year. Unfortunately, whilethis has been a good time for us, the sheernumber of events going on has caused this issueto be delayed a bit. We are very sorry for thedelay.

 Now, as for this issue, we have an expansion onthe rules for horses that was started way back inIssue 5, a tavern that can be placed into any

campaign to add a bit of detail, and an newcreature to challenge your players.

We look forward to hearing from you and happygaming.

Micah A. Walles (Razor77) &CelebraenCo-Editors Hall of FIre

In This IssueA FIELD GUIDE TO THE

  CREATURES OFMIDDLE-EARTH  2• The Horses of Rohan

TRUSTED LOCAL  6• The Fountain of Beer 

FEATUREDCREATURES  7

• Cargûl

WHAT’ S OUT THERE  9

CALLING ALL GAMERS  9

CONTACT THE HALL OF FIRE AT:submissions@hallof fire.org

CREW

MICAH A. WALLES (RAZOR77), CO-EDITOR

razor77@hallof fire.orgCELEBRAEN, CO-EDITOR

 JEFF IFLAND (BLACKFOX), LAYOUT

FOLLOW US ON TWITTER: http://twitter.com/hallof fire

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A FIELD GUIDE TO THE CREATURES OFMIDDLE-EARTHTHE H ORSES OF R OHANby Buck

Author’s Note: This article is both inspired by and builds off of the Middle Earth Mounts article in Issue #5 anthe series on Equines in Issues #40-42.

As one might expect from the title “Horse Lords,” horses are a central cultural focus of the Rohirrim. Indeed,the riders are considered to be the most capable cavalrymen and the finest horse breeders in all of the West.Their steeds were tamed in the steppes of Rhovanion, tended in the Vales of Anduin, and tested on the plainsof Rohan. In the latter land, some noble Gondorian bloodlines mingled with the hardy northern stock. Itstands to reason that a people with such af finity and knowledge for horses would have produced multiple breedto perform different functions. Here, then, is a list of several of the more common breeds tailored to various

needs, from farming to warfare.

E OFLÁN An agile breed, the Eoflán can out-turn and dodgelike no other, making it an excellent choice forcontrolling and cutting cattle out of herds. They arefavored by many horse archers. They are alsofamous for blazing short sprints from an explosivestanding start. The Eoflán lacks the endurance tomaintain top speed much beyond a man, but in thatshort span, it can outpace most any horse of Man. 

Description: 15-15.5 hands high, with well-muscledshoulders and hindquarters. May be any solidcolor.

Attributes: Bearing 2 (-2), Nimbleness 8 (+1), Perception6 (0), Strength 14 (+4),Vitality 10 (+2), Wits 1 (-3)Reactions: Stamina +4,

Swiftness +0, Willpower -2,Wisdom +0Defence: 10Movement Rate: Walk (1action) 12/Canter (1 action)24/Run (2 actions) 72/Gallop(Full-Round) 96Skills: Armed Combat: Natural (Bite,Kick) +3, Intimidate (Power) +1, Jump +7,

Observe (Hear) +4, Run +7, Stealth (Sneak) +3,Survival (Plains) +4, Swim +3Special Abilities: Natural Weapons (Bite 1d6, Kick2d6); Wind Runner, extra Special Abilities (0/1/2)Size: LargeHealth: 14 (1 extra Healthy level) 

FYRDINGHORSBred in the Westfold in the last 500 years, theFyrdinghors is probably the supreme light- andmedium-cavalry horse. Known for agility, stamina

and endurance, a steady gait, and easydisposition, the Fyrdinghors is prized

both for work, hunting and war.

Description: 15-16hh. Strongfeatured, with a deep chest.Comes in all colors, but baypredominates.

Attributes: Bearing 4 (-1), Nimbleness 7 (0),Perception 6 (0), Strength

14 (+4), Vitality 12 (+3),Wits 2 (-2)

Reactions: Stamina +4,Swiftness +1, Willpower +0,

Wisdom +0Defence: 10

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Movement Rate: Walk (1 action) 12/Canter (1action) 24/Run (2 actions) 72/Gallop (Full-Round)96Skills: Armed Combat: Natural (Bite, Kick) +4,Intimidate (Power) +2, Jump +8, Observe (Hear)+4, Run +8, Stealth (Sneak) +2, Survival (Plains)

+4, Swim +Special Abilities: Natural Weapons (Bite 1d6, Kick2d6); Steady; War-trained; extra Special Abilities(1/2/3)Size: LargeHealth: 16 (1 extra Healthy level) 

GREYLINHORSAn ancient breed, this is an all-around qualitysaddle horse. It doesn’t excel above other horses interms of performance, but neither is it particularly

high-strung. If this breed had any outstandingquality, it would be an above-average tolerance tocold and a resistance to disease.

Description: 14.5-15.5hh, with a compact but notdeep body. Can be any color, but primarily bay orchestnut.Attributes: Bearing 2 (-2), Nimbleness 6 (0),Perception 6 (0), Strength 14 (+4), Vitality 10 (+2),Wits 1 (-3)Reactions: Stamina +4, Swiftness +0, Willpower -2,Wisdom +0Defence: 10Movement Rate: Walk (1 action) 12/Canter (1 action) 24/Run (2 actions) 72/Gallop (Full-Round) 96Skills: Armed Combat: Natural (Bite,Kick) +3, Intimidate (Power) +1, Jump+7, Observe (Hear) +4, Run +7, Stealth(Sneak) +3, Survival (Plains) +4, Swim+3Special Abilities: Natural Weapons (Bite 1d6,Kick 2d6); extra Special Abilities (0/1/2)Size: LargeHealth: 14 (1 extra Healthy level) 

HRI !BEORGAThis sure-footed mountain pony is well-suited fortraveling up and down the steep slopes found inthe lower reaches of the White Mountains. In

peacetime, the sturdy animal is used to transporttimber and game, but the Hriðbeorga are also usefulin patrolling the foothills during less certain times.While sometimes a good training animal for youth,it must be watched lest it take advantage of theinexperienced riders and develop bad behaviors. 

Description: 13-13.5hh, with a compact body andhooves so hard as to rarely require shoes. May beany color, but primarily bays and grays.Attributes: Bearing 1 (-3), Nimbleness 7 (0),Perception 6 (0), Strength 12 (+3), Vitality 8 (+1),Wits 1 (-3)Reactions: Stamina +3, Swiftness +0, Willpower -3,Wisdom +0Defence: 10Movement Rate: Walk (1 action) 9/Canter (1

action) 18/Run (2 actions) 54/Gallop (Full-Round)72Skills: Armed Combat: Natural (Bite, Kick) +1, Jump +5, Observe (Hear) +3, Run +6, Stealth(Sneak) +2, Survival (Plains) +4Special Abilities: Natural Weapons (Bite 1d3, Kick1d6); Sure-Footed; extra Special Abilities (0/1/2)Size: MediumHealth: 11 

LÉ ODGIF 

This is a breed reputed to have originated in thestables of Léod King a thousand years ago. It servesas a light draft/heavy warhorse and is the mostcommon horse of the heavy cavalry. Gondor’s

knights also favor the breed when they can getthem. In recent years, the gray color haspredominated because the black horses were

often the target of raids by the forces ofMordor.

Description: 15.5-16.5hh,with strong shoulders

and a proudly archedneck. Lower legs are

strongly feathered.Color in blacks and grays.

Attributes: Bearing 4 (-1), Nimbleness 7 (0), Perception 6 (0),Strength 16 (+5), Vitality 12 (+3),

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Wits 2 (-2)Reactions: Stamina +5, Swiftness +1, Willpower +0,Wisdom +0Defence: 10Movement Rate: Walk (1 action) 12/Canter (1action) 24/Run (2 actions) 72/Gallop (Full-Round)

96Skills: Armed Combat: Natural (Bite, Kick) +5,Intimidate (Power) +3, Jump +8, Observe (Hear)+4, Run +8, Stealth (Sneak) +1, Survival (Plains)+4, Swim +5Special Abilities: Natural Weapons (Bite 1d6, Kick2d6); Steady; War-trained; extra Special Abilities(1/2/3)Size: LargeHealth: 17 (1 extra Healthy level) 

MICELWIDGThe Micelwidg is a large draft horse, generally tooplacid and slow for war. It is used instead forplowing and pulling wagons, especially in riverbottoms and boggy fields where smaller horsescannot get purchase in the mire.

Description: 16.2-17hh. Generally massive builddown to its dinner-plate-sizedhoofprint. Fine but thickfeathering on the hooves.Colors in bay, roan,and gray.Attributes: Bearing 2 (-2), Nimbleness 6(0),Perception 6(0), Strength18 (+6),Vitality 12(+3), Wits 2(-2)Reactions: Stamina +6,Swiftness +1,Willpower +0, Wisdom+0Defence: 10Movement Rate: Walk (1 action) 12/Canter (1

action) 24/Run (2 actions) 72/Gallop (Full-Round)96Skills: Armed Combat: Natural (Bite 1d6, Kick 2d6+5, Intimidate (Power) +3, Jump +8, Observe(Hear) +4, Run +8, Stealth (Sneak) +1, Survival(Plains) +3, Swim +5

Special Abilities: Natural Weapons (Bite 1d6, Kick2d6); Doughty; Lumbering; extra Special Abilities(0/1/2)Size: LargeHealth: 18 (1 extra Healthy level) 

WINDWINEKnown for its swiftness and endurance, the lightlybuilt Windwine is a favorite of messengers. While afine distance horse, it is not as good under weight

and so is not used by medium or heavy cavalry. Mostcome from estates in the Eastfold.

Description: Around 16hh, long-legged, and long-backed in comparison to most fighting horses. Maybe any solid color.Attributes: Bearing 2 (-2), Nimbleness 6 (0),Perception 6 (0), Strength 14 (+4), Vitality 10 (+2)Wits 1 (-3)

Reactions: Stamina +4, Swiftness +0,Willpower -2, Wisdom +0

Defence: 10Movement Rate: Walk (1

action) 12/Canter (1 action)24/Run (2 actions) 72/Gallop (Full-Round) 96Skills: Armed Combat: Natural (Bite, Kick) +3,Intimidate (Power) +1,

 Jump +7, Observe (Hear)+4, Run +7, Stealth(Sneak) +3, Survival

(Plains) +4, Swim +3Special Abilities: Natural

Weapons (Bite 1d6, Kick2d6); Fleet-Hoofed; Tireless;

extra Special Abilities (0/1/2)Size: Large

Health: 14 (1 extra Healthy level) 

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TRUSTED L OCALTHE F OUNTAIN OF BEERby Celebraen

A small inn that could fit in any small Middle-earth town or village, The Fountain of Beer's sign features apainted barrel that spouts copious amounts of alcohol. Sturdily constructed of the same materials as the localhouse, it's a two-story building. The topfloor is a single room, featuring two rows of thin straw mattresses withblankets and a fireplace at one end. Ropes strung between the beds have worn curtains hanging from them toprovide a little privacy for overnight guests.

The ground story consists of the large common room and Maggie'spersonal quarters. The main room has a largefireplace with a kettleof stew and a teapot always on it; a bowl of soup and a cup of tea isthe cheapest meal Maggie, the proprietor, serves. Several large tablewith benches fill the room with a few smaller ones nestled in the

corners. The bar has stacks of mugs and plates, as well as a basket ofbread or rolls and the dish of whatever "fancy" meal Maggie's servingthat day. Barrels of a couple different types of alcohol are stackedbehind the bar to be easily accessible to the server. Small tinlanterns are hung from the ceiling to supplement the light from thewindows.

The door to Maggie's quarters is located behind the bar. The door isalways kept locked and only Maggie has a key. Her room features abed with a thick straw mattress that serves as a hiding place forstolen items, a small table with a lamp and her account book, and a

small brazier for warmth in the cold months. Cooking herbs arehung from the ceiling to dry, giving the room a pleasant scent. Alittle carved chest of wood is where Maggie keeps her earnings, bothhonest and not.

MAGGIEMaggie is in her early thirties, with long, dark brown hair she wearsin a braid down her back, large brown eyes, and a rosy complexion.Her rather low-cut brown dress often sports small stains despite thetan apron she always wears. Friendly and chatty by nature, sheseems perfectly suited to running a small town inn. Her mother

worked in the inn and Maggie inherited her cooking skills andrecipes. Her coney pies are generally held to be among the town'sfinest and the stew she always has available is usually quite good.Sadly, Maggie is not much of a baker and has to buy the bread sheserves from a neighbor. Having inherited the inn from her aunt anduncle, she's an established member of the town and well-liked bymost.

MAGGIE (MIDDLE MAN)OrdersCraftsman, Rogue

Attributes

Bearing: 8 (+1) Nimbleness: 11 Perception: 11 (+2) Strength: 7Vitality: 7 (0) Wits: 9

ReactionsStamina: 0 SwiftnessWillpower: +1 Wisdom

Health: Renown: 1

Courage: 3

SkillsAppraise: 3, Armed Combat: 2, Conceal: 4, Cra

(Innkeeping): 2, Craft (Brewing): 3, Debate(Bargain): 3, Legerdemain (Pickpocket): 4,

Languages (Westron): 5, Languages (Sindarin):Languages (Rohirric): 2, Lore (Local Gossip &Lore): 3, Lore (Herbalism): 3, Observe: 4, Persu

2, Ranged Combat (Throwing Knives): 2, Run:Search: 3, Stealth: 4

AbilitiesAdaptable (+2 to Swiftness), Dominion of ManSkilled, Place of Trade, Lockpicking, Lurking in

Shadows

EdgesFurtive, Keen-Eyed

FlawsCraven, Dark Secret (steals from guests)

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Maggie's neighbors are unaware of the fact that she inherited more than just the inn though. Her father was askilled thief, and one who suffered from an addiction to thrill of stealing. He passed both traits on to hisdaughter. Fortunately for Maggie, she's able to control her addiction enough that she only steals small itemsand only when there are other people around who might be blamed. She's careful to take items unlikely to bemissed right away, a few coins here, a small trinket there. It's the excitement of successfully stealing thatappeals to Maggie; she's well-off enough not to need the money.

FEATURED CREATURESCARGULby Micah A. Walles (Razor77)

DESCRIPTIONClad in red robes, riding great black steeds when called for, Cargûlare a terror for any who see them. Beneath the flowing red robes isthe body, all that remains, of the person who once was quite likely astern adventurer.

They are, to some degree, a lesser form of Nazgûl. However, insteadof a ring corrupting them, they under went the transformation towraith after being stabbed by a Morgul blade. Another importantdifference between the Cargûl and the Nazgûl is that the Nazgûlhave at least a shred of will left and can think for themselves wherethe Cargûl are all but mindless, taking orders only from the Witch-king, who forged the Morgul blades.

HISTORYThe Witch-king, wishing to have more loyal servants then the menthat he conscripted or corrupted, devised a blade that would bind aman to him similarly to how he was bound to Sauron. With thisweapon in hand, he only needed to stab a victim once, and thenwait for it die. Once dead, the corrupted soul would animate itsbody, and return to the Witch-king.  Many valiant warriors fell inthis manner when they attempted to take on the Witch-king.

The flaw with the Witch-king's plans was that the corrupted spiritneeded a vessel, its former body, to contain it. After a few hundred

years, the body would decay to a point where the corrupted spiritwould simply dissipate, leaving only a pile of dust and a red robebehind.

HABITATCargûl are most often found in the bowels of Carn Dûm, the ancienthome of the Witch-king in Angmar. It is here where they stay unless they are needed by the Witch-king. TheWitch-king has sent them to many places throughout Middle-earth. He sometimes uses them as guards at

CARGULOrdersWarrior, Magician (sorcerer)

AttributesBearing: 12 (+3) Nimbleness: 9

Perception: 9 (+1) Strength: 9 Vitality: 10 (+2) Wits: 11

ReactionsStamina: +3 SwiftnessWillpower: +3 Wisdom

Health: 12Renown: 15

Courage:  3

SkillsArmed Combat: Blades +7, Intimidate (Fear) +

Black Speech +6, Westron +6, Ranged CombatBows (Longbow) +4, Ride (Horses) +5, stealth

(Sneak) +4, Track (Scent) +4

SpellsBladeshattering, Display of Power, Evoke Fear,

Lightning, Sense Power ability), Shadow of FeaVeil, Wizard’s Hand

AbilitiesSpellcasting 3, Spell Specialty (Sorcery), FrailtyBody, Purity of Running Water, Sent of Blood,

Senses of the Dead, Undead Stamina

Edges Night-eyed 2

FlawsFealty (absolutely bound and obedient to thWitch-king), Hatred (the living)

ˆˆ

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Minas Morgul, or at Dol Guldur. He has also sent them on raids of towns or villages that he feels haveencroached too far on his lands.

 S OCIETYThere is no true society among the Cargûl. Each of them is a mindless shell that only exists to serve the Witchking.

U SAGECargûl are almost exclusively servants of the Witch-king and only show up in places that he has some interest.They could easily be something that is terrorizing a village, or could be a guard left to defend a ruin that isimportant to the Witch-king.

UNIQUE SPECIAL ABILITIESFrailty of BodyCargûl may only remain manifest as long as their physical body remains intact. And while they take normaldamage from most attacks, the damage caused by blunt weapons (i.e. clubs, staves, shields, etc.) is treated asdouble.

Purity of Running WaterCargûl are frustrated by the presence of running water. They suffer a -6 penalty to all tests while at the shoresof a river or stream. they never ford deep rivers except in the most extreme of circumstances, preferring to crosson bridges or ferries.

Sent of BloodCargûl can smell blood as it pulses through the veins of living creatures, giving them +2 on Observe (Smell)tests to find them. They also benefit from a +4 test modifier to track bleeding creatures.

Senses of the DeadCargûl do not see the living beings of the world, but instead perceive the

shadows they cast. To them, black seems white and darkness light. Insunlight, they suffer a -6 modifier to all Observe test. At night the

penalty is only -3.

Undead StaminaCargûl need never eat or drink, and recover from injuries atfivetimes the normal rate. Further they do not have Weariness Levelsand need never make Stamina test to resist weariness for anyreason.

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