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Q UICK - START A DVENTURE
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I NTRODUCTION :
H OW TO U SE THIS B OOKLET
W HAT IS R OLEPLAYING ?
It’s a lot of things,that’s what. Here are a few of them…
It’s fun for you and your friends.Roleplaying games are a group experience. Everyone works and plays together to have
a good time. All but one of the players takes on the role of a character,a hero who sets forth on fantastic and dangerous
adventures. One of the players, the Narrator,acts as referee. He comes up with the adventures and plays the roles of all
the other people your heroes meet during their journeys.
It’s a movie you write as you go along.The Narrator is like the ‘director,’the person who sets the scene, describes the
action,and speaks the dialogue for the extras and villains. The rest ofyou are like the actors who play the star characters!
Like Viggo Mortensen playing Aragorn in The Lord of the Rings movies,you play your character’s part in the game—but
unlike Viggo,you get to make up your own lines and make Aragorn do anything you can think of! How many times have
you watched a movie and thought a character should have done something else—something much cooler? Well,roleplay-
ing is your chance to do all those cool things the scriptwriters never thought of. And the rules of the game along with those
numbers on your character sheet help the Narrator determine whether you succeed or fail in whatever actions you attempt.
It’s ‘Cops and Robbers’with rules.When you were a kid,you’d run around the backyard playing ‘cops and robbers,’mak-
ing pistols with your fingers and shouting ‘Bang! I got you,you’re dead!’Then,you’d argue over whether you were dead until
you had the energy to start running around the backyard again. In The Lord of the Rings Roleplaying Game,the roll of
the dice tells you whether you’re dead, or whether the robber—Orc—dies instead. This makes the game more fun and
more challenging,and cuts down on the arguments.
It’s a computer game run on the best video software ever.In a roleplaying game,there’s no graphics budget. All the Orcs,
the walls and ramparts of a mighty stronghold such as Helm’s Deep or Orthanc, all your weapons and armour and the
spectacular effects of magic spells come from your imagination and from the descriptions of the Narrator. You still have
Wound Points,weapons,and special abilities on your character sheet,just like the stat bar in a video game. But you can use
them in any combination,not just the ones the programmer thought would be useful. And best of all,you’re not restrict-
ed to a glowing computer monitor to see the Orcs explode when you chop them in half. You use your imagination to envi-
sion them in their final death throes.
The rules presented here and the accompanying adventure,‘The Road to Henneth Annûn,’ give you more specifics
about roleplaying,including some examples and hints to guide you through the adventure. The Narrator can use this mate-
rial to help make your first roleplaying experience easier and to introduce the rules ofthe game in small,manageable pieces.
‘The Road to Henneth Annûn’will introduce you to the rules of the game as you play it through. So by the time you solve
the final encounter,you will be confident roleplayers ready to develop your own adventures in J.R.R. Tolkien’s world of
Middle-earth. Welcome to the grand adventure that is The Lord of the Rings Roleplaying Game!
T HE L ORDOFTHE R INGS D ICE R UNES K EY
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R OLEPLAYING G AME :
OF THE R INGS
Q UICK - START A DVENTURE
‘But you have been chosen, and you
must therefore use such strength and
heart and wits as you have.’
— Gandalf to Frodo,
The Fellowship of the Ring
n the year 3018 ofthe Third Age ofMiddle-earth,a darkening storm
gathers over Ithilien,once the fairest province ofthe old Kingdom of
Gondor. The Dark Lord Sauron has drawn his minions about him
and thrown an army against the causeway forts just outside the
ruined city of Osgiliath,which are defended by a small,but determined,garri-
son. And yet this is only the beginning of things. Soon, full-fledged war will
break upon Middle-earth.
A UTHOR : Douglas Sun
D EVELOPMENT AND E DITING : JeffTidball
L INE D EVELOPMENT : JeffTidball
C REATIVE D IRECTION : Christian Moore
and Owen Seyler
P RODUCT D EVELOPMENT , T OLKIEN
E NTERPRISES : Laurie Battle
P RODUCT D EVELOPMENT , N EW L INE
C INEMA : John Mayo
A SSET C OORDINATION , W ETA D IGITAL :
Glen Sharah
C ARTOGRAPHY : Rob Lazzaretti
O RIGINAL A RT : Norman Lao
V ISUAL C REATIVE D IRECTION : Dan Burns
A RT D IRECTION : Jesse Cassem
P RODUCTION D ESIGN : Owen Seyler
In these days of dark foreboding,
Lord Faramir,who is the younger son of
the Ruling Steward ofGondor and also
the military commander in Ithilien,
needs as many stout men and true as he
can find to help defend this border of
the realm. At this moment, the belea-
guered garrison at Osgiliath needs a few
intrepid messengers to get through to
Faramir at the secret stronghold of
Henneth Annûn and ask him to come
to their aid. The fate of these brave
men—perhaps even the fate ofGondor
itself—hangs on successful delivery of
this message. Who will accept responsi-
bility for seeing it through?
Welcome to the Fast Play rules for
The Lord of the Rings Roleplaying
Game and its accompanying adven-
ture module,‘The Road to Henneth
Annûn.’ This product is designed to
introduce you to The Lord of the
Rings Roleplaying Gameregardless of
whether or not you have much experi-
ence with roleplaying games.
The Fast Play rules themselves
cover concepts that are important to
understanding how the game works,
and they are just detailed enough to get
you through the adventure module.
After the Fast Play rules you will
find three pre-fabricated, beginning-
level characters designed for use with
‘The Road to Henneth Annûn.’Each
requires a little bit of customisation
before they are ready for play—just
enough to give you a taste of the char-
acter creation process.
The adventure requires a Narrator
and 1–3 players,with each player tak-
ing the part of one character,in order
to play it. For their part, the players
must guide their characters through a
deed ofvalour upon which the fate of
the Osgiliath garrison hangs, while
the Narrator presents them with the
challenges that come with the great-
ness of the deed and adjudicates the
success of their efforts. Only the
Narrator should read the description
of the adventure before play begins,
however,as it would ruin the players-
fun to know in advance the exact
nature of the challenges they will face.
P RODUCED BY D ECIPHER I NC .
12240 V ENICE B OULEVARD , S UITE 15
L OS A NGELES , CA 90066
© MMIII New Line Productions,Inc. The Lord of the Rings,The Two
Towers and the characters,events,items and places therein,TM The Saul
Zaentz Company d/b/a Tolkien Enterprises under license to New Line
Productions,Inc. All Rights Reserved. © 2003 Decipher Inc. Authorized
User. Promotional dice manufactured by Games Workshop under license
from the Saul Zaentz Company d/b/a Tolkien Enterprises under license
to New Line Cinema. All rights reserved.
First Printing — 2003. Printed in Canada.
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T HE L ORD
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F AST P LAY R ULES
F AST P LAY
may move up to 18 yards in a single
move action. During action time, it is
important to keep track of who goes
when,what everyone is doing,and how
long it takes. Life and death can hang in
the balance ofhow long it takes to draw
a weapon,for instance. Since time plays
such an important role during combat,
character location and movement
become crucial.
require particular skills,such as know-
ing something about the history of
Gondor (a Lore/Realms skill),follow-
ing a trail (Track skill), or shooting a
bow (Ranged Combat skill). Look at
the skills listed on your character sheet.
This list represents those things your
character knows, or can do well, and
make up your basic options during
play. The numbers behind the title are
called levels and represent how skilled
the character is (higher levels being
better). Any time you want to use a
skill,do the following:
‘Let those call in the wind who will;
there are fell voices on the air, and
those stones were aimed at us.’
— Boromir, The Fellowship of the Ring
N ARRATIVE T IME
Narrative time isn’t measured in
rounds. It’s basically the time between
combats. Narrative time can pass
quickly or slowly depending on what
the players do. It could take you 10
minutes of real time to decide how
you want your characters to respond
to an encounter, even though they
take their actions within a few seconds
of narrative time. Likewise, if you tell
the Narrator that you and the rest of
the party are resting for the night, he
might determine that nothing hap-
pens while you rest. So, in just a few
moments ofreal time,you skip over an
entire evening of narrative time to
awaken the next morning and contin-
ue on your journey.
T hese Fast Play Rules represent a
condensed version of the game
rules found in The Lord of the Rings
Roleplaying Game core rulebook.
Everything you need to know in order
to play ‘The Road to Henneth Annûn’
is explained here,but the core rulebook
provides more detailed rules governing
every aspect of the game, as well as
tools for extending your game experi-
ence into a full-fledged chronicle con-
taining many exciting adventures.
1) Roll 2d6.
2) Add your skill level.
3) Tell the Narrator the total.
The Narrator follows the same
procedure when making skill tests for
NPCs and monsters, except, of
course,that he need not announce the
numerical result. He simply describes
the consequences (when the Orc
swings its scimitar, does the blow
strike home or miss?) if it’s something
the players would see.
The Narrator knows the number
you need to beat in order to succeed at
any given skill test. That number is
called the target number, or TN.
Situations can modify the target num-
ber. For instance, it’s harder to track
someone at night than it is during the
day. These modifiers are accounted
for by predetermined target numbers
included in the encounter instruc-
tions. The Narrator doesn’t have to
worry about them unless he decides to
alter the conditions surrounding a
particular test.
T IME
This adventure, ‘The Road to
Henneth Annûn,’ should provide you
with up to an afternoon’s worth of
gameplay, depending on how many
player characters (or PCs) are
involved. This time, the time you and
your friends experience as you play, is
called real time. During those few
hours of real time, the PCs could
spend several days adventuring. That
time,the time characters experience,is
called game time. Game time falls into
one of two categories:action time and
narrative time.
A CTION S EQUENCE
During a combat scenario or action
sequence,all characters make initiative
tests to determine who acts in what
order. Each player rolls 2d6 and adds
their character’s Swiftness reaction
modifier. The Narrator makes one roll
for all the villains and adds the highest
Swiftness modifier belonging to a vil-
lain in the group. Once every player
totals their result,characters begin act-
ing in order,from highest to lowest ini-
tiative results. They maintain this
order every round until the combat or
action sequence ends.
A CTION T IME
Action time passes in rounds. A
round represents about six seconds of
game time. All participants, whether
they’re PCs, or non-player characters
(or NPCs) or monsters controlled by
the Narrator, get to act twice each
round. Moving,attacking,and casting a
spell each cost one action. Characters
A TTRIBUTE T ESTS
Occasionally, PCs, NPCs and
monsters want to do something sim-
ple, like carrying a heavy object or
remembering something that hap-
pened earlier in the adventure. There
are no skills for these basic tasks.
Instead, they require an attribute test,
using the appropriate attribute modifi-
er in place of skill level. If you need to
S KILL T ESTS
Most of the things that PCs,
NPCs, and monsters alike can do
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The Lord of the Rings Roleplaying Game: Quick-start Booklet
make an attribute tests, the Narrator
will tell you which attribute is being
tested so you know which modifier to
apply to your roll. To make an attrib-
ute test,do the following:
As with skill and attribute tests,
the Narrator handles reaction tests
for NPCs and monsters.
You’ll know which is the right reac-
tion modifier because the Narrator will
tell you. He’ll say ‘make a Swiftness
reaction test,’meaning ‘roll two dice and
add your Swiftness reaction modifier.’
lished target number (your oppo-
nent’s Defence rating).
R ANGED C OMBAT
Shooting someone with a bow
requires skill just like attacking with a
sword. Like all skill tests, it involves
rolling 2d6 and adding the attacker’s
skill with a bow (‘Ranged Combat:
Bows (Longbow)’ or some similar
skill). The target number for ranged
attacks is the target’s Defence, just as
in melee combat, but range modifiers
based on the distance to the target
must be accounted also. As a general
rule,add +2 to the roll if the target is
within 5 yards,and subtract two if the
target is more than 30 yards away.
Each type ofbow also has a maximum
range, beyond which it cannot shoot.
To make a ranged attack, do the fol-
lowing:
1) Roll 2d6.
2) Add your attribute modifier.
3) Tell the Narrator the total.
As with skill tests, the Narrator
handles attribute tests for NPCs and
monsters.
Attribute modifiers tend to be
lower than skill levels. This is because
skill levels happen to include attribute
modifiers. You don’t see them because
they are already factored into the
character skill levels to keep things
simple.
N AT U R A L T WELVE
Any time you make a skill test, an
attribute test, or a reaction test and
roll sixes on both dice (called a natural
twelve),you get to roll another die and
add it to your total. Ifyou roll another
six,you get to add 6 to your total and
roll again. Keep rolling and adding
until you roll something other than a
six, add the last number rolled, then
stop. Through this open ended rolling
method, you could achieve very high
scores indeed!
R EACTION T ESTS
Skills and attributes play a role
when determining the outcome of
actions initiated by the character. But
some circumstances may force your
character to react. In these situations,
you make reaction tests. The Narrator
will tell you whenever you need to
make a reaction test. When making
the test,do the following:
M ELEE C OMBAT
Striking with a weapon during
close combat involves a skill test, just
like using any other skill. Check your
character sheet for skills that let you
use weapons. These include ‘Armed
Combat: Blades (Longsword)’ or
‘Armed Combat: Axes (Battle Axe).’
As with any other skill test,you must
roll 2d6,add your skill rating,and tell
the Narrator your total. He will then
tell you if you hit,based on the estab-
1) Roll 2d6.
2) Add your Ranged Weapon
skill level.
3) Add the range modifier (penal-
ty or bonus).
4) Tell the Narrator the total.
I NFLICTING D AMAGE
1) Roll 2d6.
2) Add the appropriate reaction
modifier.
3) Tell the Narrator the result.
A successful combat skill test
inflicts damage in Wound Points.
Damage varies by weapon type,and is
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