ICE8006 Treasures of Middle Earth[OCR].pdf

(9673 KB) Pobierz
Treasures of Middle earth
32286496.003.png
T REASURES OF M IDDLE-EARTH
CONTENTS
FOREWORD
5.0 CREATORS..............................................................................105
5.1 Eru and the Ainur.............................................................. 105
5.11 The Valar.....................................................................105
5.12 The Maiar....................................................................106
5.13 The Istari .....................................................................106
5.2 The Free Peoples ...............................................................107
5.21 Dwarves ...................................................................... 107
5.22 Elves ............................................................................ 109
5.23 Ents .............................................................................. 111
5.24 Hobbits........................................................................ 111
5.25 Men.............................................................................. 112
PART ONE
1.0 INTRODUCTION........................................................................ 2
2.0 USING TREASURES OF MIDDLE EARTH............................ 2
3.0 GUIDELINES................................................................................ 3
3.1 Abbreviations........................................................................ 3
3.2 Definitions.............................................................................. 3
3.3 Converting Statistics ............................................................ 4
3.31 Converting Hits and Bonuses...................................... 4
3.32 Converting Combat Abilities........................................ 4
3.32 Converting Spells and Spell Lists ................................ 5
PART TWO
4.0 ITEMS........................................................................................... 6
4.1 Arms ........................................................................................ 6
4.2 Armor....................................................................................31
4.3 Garments and Gear..............................................................42
4.4 Jewelry, Gems, and Valuables............................................55
4.5 Mage's Items ........................................................................73
5.3 The Great Enemies.............................................................112
5.4 Servants of Darkness........................................................114
5.41 Demons........................................................................ 114
5.42 Nazgûl......................................................................... 115
5.43 Orcs .............................................................................. 115
5.44 Trolls ............................................................................116
6.0 MATERIALS ...........................................................................116
6.1 Gems .................................................................................... 116
6.2 Herbs, Plants, Panaceas, and Poisons ........................... 117
6.3 Metals ................................................................................. 129
6.4 Stones ................................................................................. 132
6.5 Woods ................................................................................ 133
6.6 Enchanted Materials ......................................................... 135
PART THREE
7.0 GENERATING TREASURES ................................................. 136
7.1 Treasure Classifications................................................... 136
7.2 Generating Random Treasures ........................................ 137
4.51 Books .............................................................................73
4.52 Foods, Elixirs, and Ent-draughts................................ 77
4.53 Scrying Devices ........................................................... 79
4.54 Staves and Wands.......................................................82
4.55 Talismans and Miscellany..........................................86
4.6 Musical Instruments ...........................................................89
4.7 Rings .....................................................................................91
4.71 Rings of Power.............................................................91
4.72 Lesser Rings.................................................................96
4.8 Tools and Trappings ........................................................103
7.21 Money, Gems, and Jewelry ...................................... 137
7.22 Magic Items ................................................................138
7.23 Choosing Spells and Spell Items ............................. 140
CREDITS
Author: Wolfgang Baur
Editor: Jessica Ney
Additional Material: Terry Amthor, Coleman Charlton,
Pete Fenlon, Jessica Ney
Cover Art: Angus McBride Interior Art: Jim Holloway
Project Specific Contributions: Series Editor: Jessica M.
Ney; Content Editor: Peter C. Fenlon; Layout: Eileen
Smith, Cheryl Kief, Andrew Christensen, Larry Brook,
Edward Dinwiddie; Cover Graphics: Lydia Conder;
Pagemaking: Coleman Charlton; Editorial Comments:
Coleman Charlton; Special Contributions: Charlotte
Stichter, John Ruemmler.
ICE MANAGEMENT Production Manager: Terry Amthor; Sales &
Customer Service Manager: Deane Begiebing; Art Director: Richard
Britton; Editing & Development Manager: Coleman Charlton;
President: Peter Fenlon; CEO: Bruce Neidlinger; Controller: Kurt
Rasmussen.
ICE STAFF Marketing Consultant: John Morgan; Licensing: Kurt
Fischer; Print Buyer: Bill Downs; Production Supervisor: Suzanne
Young; Art & Graphics Staff: Haynes Sprunt, Lydia Conder; Editing
& Development Staff: Terry Amthor, Kevin Barrett, Rob Bell, Pete
Fenlon, Leo LaDell, Jessica Ney, John Ruemmler; Production Staff:
Larry Brook, Andrew Christensen, Ted Dinwiddie. Will Hyde, Cheryl
Kief, Jennifer Kleine, Leo LaDell. Paula Peters, Eileen Smith, Kevin
Williams; Sales & Customer Service Staff: John Brunkhart. Heidi
Heffner, Becky Pope; Shipping Staff: John Breckenridge. Robert
Crenshaw, David Johnson, Cory Wicks.
Copyright © 1989 TOLKIEN ENTERPRISES, a division of ELAN MERCHANDISING, Inc. Berkeley, CA. Treasures of Middle-earth, The Hobbit,
and The Lord of the Rings, and all characters and places therein, are trademark properties of TOLKIEN ENTERPRISES.
Produced and distributed by IRON CROWN ENTERPRISES, Inc., P.O. Box 1602, Charlottesville, VA 22902.
1st U.S. Edition, 1989.
Stock #8006
ISBN 1-55806-048-0
32286496.004.png 32286496.005.png
2
Introduction
FOREWORD
Fantasy role playing is akin to a living novel where the players
are the main characters. Under the guidance of the referee or
Gamemaster, each player directs his or her character and, in the
process, helps write a new story. Each game is a new and unique
adventure.
This work is part of a series designed as a flexible tool for
Gamemasters who wish to introduce the treasures and artifacts
from The Hobbit or The Lord of the Rings into their fantasy
campaigns. ICE's Treasures of Middle-earth is a compendium of
the remarkable items of power found in the works of J.R.R.
Tolkien. A game supplement, it is a statistical reference for use
with most major fantasy role playing games.
This supplement is based on extensive research and attempts to
meet the high standards associated with the Tolkien legacy.
Rational linguistic, cultural, and geological data are employed.
Interpretive material has been included with great care and fits into
defined patterns and schemes. ICE does not intend it to be the
sole view; instead, we hope to give the reader the thrust of the
creative processes behind, and the nature of, each magic item.
This is an authorized secondary work. It is specifically based on
The Hobbit and The Lord of the Rings , and has been developed so
that no conflict exists with any of the other primary publications.
Of course, always remember that the ultimate sources of
information are the works of Professor Tolkien. Posthumous
publications edited by his son Christopher shed additional light on
the world of Middle-earth.
PART ONE
1.0 INTRODUCTION
How would you like to wield the sword of an Elf who fell in the
War of the Great Jewels in the distant First Age? Could you gaze
into the depths of one of the Palantíri and survive the visions that
might be sent to haunt you? Have you ever wanted to gather in your
arms all the finest jewels and necklaces of a Dwarven hoard? All
these and more are waiting for you.
Treasures of Middle-earth makes it possible to find some of the
famous, powerful, and glorious treasures that have surfaced again
and again in the history of Arda. All the potent rings, swords, and
jewels of The Hobbit , The Lord of the Rings , and the legends of
the Elder Days are here for your inspection.
This volume draws on both the works of Professor Tolkien and
the many adventure supplements from ICE to bring together
magical and valuable items, the workers who made them, and
descriptions of the materials used to forge them. Like the three
volume Lords of Middle-earth series, this work is a comprehensive
supplement intended to provide role players with a single source
of information for indexing and generating treasures for their
Middle-earth adventures and campaigns.
G UIDELINES
The Guidelines provide the means to use Treasures of Middle-
earth in your fantasy role playing game. This section includes
abbreviations, definitions of game terminology, and conversion
notes. Since this work is described in terms of ICE's Middle-earth
Role Playing and Rolemaster game systems, we include
provisions for translating game stats and bonuses for use with other
games.
T REASURE C OMPENDIUM
The Treasure Compendium is divided into three subsections:
Items, Creators, and Materials. Each portion of the Items
subsection begins with a brief summary of the general
characteristics typical of items to be covered (e.g., weapons,
armor, potions, rings, etc.). An alphabetical compilation of
individual magic items follows each general summary.
Each magic item is described in terms of its appearance,
location, history, and ownership. In addition, we provide a listing
of the item's game statistics — its effect on the wearer's Defensive
Bonus, Offensive bonus, Resistence Rolls, spell casting abilities
- with statistics for either the Middle-earth Role Playing or
Rolemaster game systems.
The Creators subsection describes the focus of each of the races
of Middle-earth when at the forge. Particular emphasis is placed
on the media used (e.g., the Flame Imperishable created and
molded by Eru versus metals mined from the earth and hammered
by the Dwarves) and on the attitudes behind their work.
The Materials subsection covers the general characteristics of
each catagory of materials (e.g., stone, wood, metal, etc.) used to
create magic items. It also includes more focused information on
specific substances within the catagory (e.g., gold, copper, mithril,
etc.).
None of the items in Treasures of Middle-earth is given the
exhaustive treatment found in the treasures listings in ICE's
Middle-earth Campaign and Adventure Modules. Instead, the
emphasis is on providing sufficiently pertinent information. An
item's general appearance, effect on Arda's history where
pertinent, and magical powers are listed, but they are not described
in any great detail. These works are game supplements, general
aids; they are not substitutes for products that focus on particular
places and the persons and possessions located there.
2.0 USING TREASURES OF
MIDDLE-EARTH
Treasures of Middle-earth is divided into three parts:
(1) GUIDELINES a section devoted to abbreviations, a
citation key, and notes on converting statistics and adapting this
work to any major fantasy role playing game.
(2) TREASURE COMPENDIUM — sections describing the
principal individual magic items as well as the general
character of the materials and forging techniques used to create
these treasures.
(3) TREASURE GENERATION — a section providing specific-
procedures along with applicable charts and tables to create
treasures in any role playing game.
32286496.006.png
Guidelines
3
The material in Treasures of Middle-earth is drawn from
authorized sources and, wherever reasonable, these entries
provide citations to pertinent sections in The Hobbit and The Lord
of the Rings. Where ICE has extrapolated information, the entry
cites ICE's Middle-earth Role Playing rules and supplements.
More information about the works and the use of these citations is
located in the guidelines section described above.
T REASURE G ENERATION
A section on generating treasures (Section 7.0) is located near
the end of Treasures of Middle-earth. This section provides (1) a
means to quickly generate treasures for your campaign. (2)tips for
dealing with potent magic items and artifacts, and (3) complete
tables to expedite the generation of treasures.
G AME T ERMS
AT ...... Armor Type Lvl ......... Level(exp. or spell lvl)
bp ....... bronze piece(S) MA ....... Martial Arts
cp ....... copper piece(s) Mod ....Modifier or Modification
Crit ..... Critical strike mp ........ mithril piece(s)
D ........ Die or Dice NPC ....Non-player Character
D100 ...Percentile Dice Result OB ........ Offensive bonus
DB ........ Defensive Bonus PC ........ Player Character
FRP .... Fantasy Role Playing PP ........ Power Points
GM ..... Gamemaster
Rnd or Rd Round
ip .......... iron piece(s)
RR ......... Resistance Roll
tp ......... tin piece(s)
M IDDLE-EARTH T ERMS
A ...... Adûnaic Kh ....Khuzdul (Dwarvish)
Be ...... Bethteur (Silvan Elvish) LotR .The Lord of the Rings
BS ....Black Speech Or ...... Orkish
Cir ....Cirth or Certar Q ....... Quenya
D ...... Dunael (Dunlending) R ........ Rohirric
Du ....Daenael (Old Dunael) Rh ...... Rhovanion
E ....... Edain S ........ Sindarin
El ....... Eldarin S.A. ..Second Age
Es ..... Easterling Si ........ Silvan Elvish
l.A. ..First Age T.A. ..Third Age
F.A. ..Fourth Age Teng .Tengwar
Hi ...... Hillman V ........ Variag
H ....Hobbitish( Westron variant) W ....... Westron(Common
Speech)
3.0 GUIDELINES
Space does not permit us to spell out every thought or include
statistics for every major role playing game system, so we include
the following abbreviations, definitions, citation guidelines, and
conversion notes.
Section 3.1 covers abbreviations. Definitions of frequently
employed game terms are set out in Section 3.2, while Section 3.3
enables readers to translate statistics into numbers useable in most
other fantasy role playing games.
3.1 ABBREVIATIONS
The most commonly used abbreviations are listed here
alphabetically according to sub-categories.
Har ...Haradrim
Wm ..Womaw
Hob ..Hobbit
Wo....Wose(Druedain)
Kd ....Kuduk(ancient Hobbitish)
G AME S YSTEMS AND S UP PLEMENTS
AL/CL .................. Arms Law & Claw Law
Ch&CaL ............... Character Law & Campaign Law
LOME .................. Lords of Middle-earth""
FH .................... Fantasy Hero
MERP ................ Middle-earth Role Playing"
RM .................... Rolemaster
3.2 DEFINITIONS
The majority of unique terms are described later in the text.
Those defined below, however, are frequently used or very
important terms.
Ainur: (Holy Spirits) The divine servants of Eru, born out of
Eru's thought. Although they are formless spirits, they have male
and female genders and are capable of assuming corporeal form.
Most of the Ainur reside with Eru in the Timeless Halls outside Eä,
but a few — the Valar and Maiar — reside in Eä. The Ainur are
also called the Holy Ones, the Singers, or the Spirits. (See Lords
of Middle-earth, Volume I.)
Aman: (Blessed Realm) The continent west of Middle-earth,
across the Belegaer (Great Sea). It contains Valinor (the home of
most Valar and Maiar and many Elves), mainland Eldamar, and the
Halls of Awaiting (the place of the dead).
Arda: (The Place) The entire world created by Eru, through his
servants the Valar, including Endor (Middle-earth) and Aman but
not Menel (Heaven). In the First Age and most of the Second Age
it is circular and flat, but in the Third Age it is remade as a sphere.
Belegaer: (Great Sea) The ocean which separates Aman (to the
west) from Middle-earth (to the east). Also called the Mighty Sea
or Sundering Sea.
Beleriand: (Great Country) The northwestem most part of the
continent, it is the area of Middle-earth west of the Blue
Mountains. Most of this land sinks into the ocean and is destroyed
in the cataclysmic battle that ends the First Age. The surviving
portions of Beleriand are called Lindon. Also called the Great
Land or Country of Balar.
S OURCES
Hob ................... The Hobbit (Ballantine ed.)
LotR .................. The Lord of the Rings ( Ballantine ed.)
LotRI ................. The Fellowship of the Ring (Ballantine ed.)
LotR II ................ The Two Towers (Ballantine ed.)
LotRIII .............. The Return of the King (Ballantine cd.)
LTales1 .............. Lost Tales ,Volume 1 (Houghton Mifflin ed.)
LTales2 .............. Lost Tales, Volume 11 (Houghton Mifflin ed.)
Sil ..................... The Silmarillion (Ballantine ed.)
UT ...................... Unfinished Tales (Houghton Mifflin ed.)
A UTHORIZED P UBLISHER S
GA&U ................. George Allen & Unwin (a division of Unwin Hyman,
Ltd., London, England)
Bal ...................... Ballantine Books (a division of Random House, New
York, NY)
HM ..................... Houghton Mifflin Company (Boston)
UP ...................... Unwin Paperbacks (a division of Unwin Hyman, Ltd.,
London, England)
C HARACTER S TATS
Ag … Agility ( RM and MERP ) Me ........ Memory ( RM )
Co .... Constitution ( RM and MERP ) Em ......... Empathy ( RM )
Pr ..... Presence ( RM and MERP ) Re ......... Reasoning
( RM )
Ig ............ Intelligence
St ..... Strength ( RM and MERP )
lt (In) …. Intuition
gp ........ gold pieces(s)
R or Rad Radius
jp ......... jade piece(s)
Stat ....... Statistic or
Characteristic
SD … Self Discipline ( RM )
32286496.001.png
4
Definitions
Eä: (Existence) Eä is all that is, the whole of Eru's Creation and
includes Arda and Heaven (Menel). Born out of the Great Music
(Ainulindalë) that defined the divine order of existence, it remains
bound by the patterns (Essence) of the Song. Outside of Eä are the
Timeless Halls of Eru (The One) and the Ainur (Holy Spirits) and
the Void (Nothingness).
Elves: (Q. "Quendi") The immortal Children of Eru and the
noblest of the Free Peoples. Also called the Firstborn, they awoke
before Men or Dwarves and were the first race to speak. Elves
settled in both Middle-earth and Aman.
Encircling Sea: (Ekkaia) The great ocean that encircles Arda. It
lies south, east, and north of Middle-earth. Also called the Outer
Sea. In the First Age and late Second Age it was surrounded by the
Walls of Night; but, in the late Second Age, when Arda was remade
as a sphere, it circumscribed and covered most of the world.
Endor: (Middle Land; Middle-earth) The Sindarin Elvish label
for the Middle Continent of Arda. Also called Ennor or Endóre.
Eru: ("The One"or"He that is Alone;"Q."Ilúvatar") The creator
of Eä and all things within and without.
Dwarves: (Kh. "Khazâd") Although fashioned by the Vala Aule
before the awakening of Men, this hardy but short race came into
Endor after the Secondborn. Long-lived yet mortal, they remain
apart from both Elves and Men.
Hobbits: (Kd. "Khuduk") Also called halflings, the Hobbits are
the shortest of the Free Peoples. They are a simple race of curious
origin, divided into Stoor, Harfoot, and Fallohide subgroups.
Maiar: (Q. sing. "Maia") The lesser Ainur who entered Eä as
servants of the Valar. They are also known as the People of the
Valar, the Servants of Valinor, and the Servants of the Guardians.
The ignorant (notably among Men) call them "Lesser Gods." (See
Lords of Middle-earth, Volume 1.)
Nazgûl: (Ringwraith) One of the Nine who as Mannish kings
accepted and were corrupted by the Rings of Power forged by
Sauron. (See Lords of Middle-earth, Volume I.)
Númenor: (Westernesse) The great island continent located in
the middle of the Great Sea until its destruction (Downfall) in
Second Age 3319. From the early Second Age until its Downfall,
Númenor was occupied by the High Men (Edain) who called
themselves Númenóreans. These Men were the ancestors of the
Dúnedain race. Númenor literally means West Land and was the
westernmost home of mortal Men. Elves called it Andor, the
"Land of Gift."
Undying Lands: Sometimes considered synonymous with
Aman, it includes Aman and Tol Eressëa. Its inhabitants — Elves,
Maiar, and Valar — are immortal; thus the origin of the label. The
land itself does not necessarily confer immortality.
Valar: (Q. sing. "Vala;" S. "Belain;" S. sing. "Balan") The greater
of the Ainur who entered Eä as guardians and executors of Eru's
vision. Their were originally fifteen Valar; however Melkor
(Morgoth) fell from grace, leaving seven male and seven female
Valar. The eight called the Aratar are mightiest. Morgoth's name
was never again spoken by the Exalted and he was counted as the
greatest of the Great Enemies. The Valar are also known as the
Mighty, the Exalted, the Great Ones, the Lords of Arda, the
Guardians, the Lords of Valinor, the Lords of the West, and (by the
ignorant) the Gods. (See Lords of Middle-earth, Volume 1.)
3.3 CONVERTING STATISTICS
This supplement is designed for use with most major fantasy
role playing systems. Since the various FRP rules have their own
particular approaches to combat, spells, and character generation
and development, certain common descriptive terms have been
selected. Unfortunately, statistical data such as bonuses and
character "stats" differ widely between systems; after all. they are
keyed to specific game mechanics. ICE has chosen to use
percentile (D100) terms as a base, since conversion to D20, D18,
and D10 can be achieved with relative ease.
When using this supplement with your FRP campaign, be
careful to note the item statistics before beginning play. Should
any adjustments need to be made, you may wish to consider the
following guidelines. The material provided is in terms of
percentages and is intended to give the reader a relatively clear
picture of the strengths and weaknesses of the individual items
discussed. Most FRP systems will relate to the data, and
conversion should be simple; remember, however, that there are
dozens of role playing rules and the change-over from the statistics
given here may be troublesome.
3.31 CONVERTING HITS AND BONUSES
• When converting percentile values to a 1 -20 system a simple rule
is: for every +5 on a D100 scale you get a +1 on a D20.
• The concussion hit numbers found in this module represent
general pain and system shock. They cover bruises and small
cuts rather than wounds. Critical strike damage is used to
describe serious wounds and fatal blows. The hit figures shown
here are less important than those used in game systems where.
death occurs as a result of exceeding one's available hits.
Should you use a game system that employs no specific critical
strike results, such as TSR Inc.'s Dungeons and Dragons,
simply double the number of hits your characters take or halve
the hit values found in this module.
STAT BONUS CHART
1-100
Stat
102+
101
100
98-99
95-97
90-94
85-89
75-84
60-74
40-59
25-39
15-24
10-14
5-9
3-4
2
1
D100
Bonus
+35
+30
+25
+20
+ 15
+ 10
+5
+5
0
0
0
-5
-5
-10
-15
-20
-25
D20
Bonus
+7
+6
+5
+4
+3
+2
+ 1
+ 1
0
0
0
-1
-1
-2
-3
-4
-4
3-18
Stat
20+
19
18
17
16
15
14
13
12
10-11
9
8
7
6
5
4
4
2-12
Stat
17+
15-16
13-14
1
11
10
9
8
7
6
5
4
3
2
2
32286496.002.png
Zgłoś jeśli naruszono regulamin