AiME Homebrew
This PDF contains a listing of custom rules and tweaks for the Adventures in Middle Earth supplement for Dungeons and Dragons 5th Edition.
Vitality/Wound Points
This system offers little change mechanically from standard 5th Edition combat. It is instead intended as a descriptive aid in combat.
A character has a Wound score and a Vitality score instead of Hit Points. The Wound score respresents the character's ability to withstand physical damage. The Vitality score represents the character's ability to turn potentially lethal blows into near misses through skill and luck as well as the character's stamina pool to avoid near blows in the first place.
Wound Score
A character's Wound score is equal to the character's Constitution score (not modifier). Once reduced to 0 Wound points, a character falls unconscious and must begin making death saving throws as normal. Any Wound damage has the potential to cause a lingering injury at the LM's discretion.
Vitality Score
A character's Vitality score is equal to the character's Max HP (Calculated as normal in the Dungeons and Dragons 5th Edition rules) - the character's Consitution score. At first level, a character will likely not even have a Vitality score.
A successful hit is first deducted from a character's pool of Vitality points. Once the Vitality pool has been used up, damage is applied to a character's Wound score.
When spending Hit Dice, a character can recover up to their Consitution modifier (min 1) in Wound points and the rest of the points gained from the Hit Die roll go into a character's vitality pool.
Wounded Condition
Used to indicate that a character currently possess one or more Wound points worth of damage. A Wounded character has disadvantage on ability checks (similar to level 1 exhaustion) until the wounds are healed. This special form of exhaustion does not count as an actual level of exhaustion for the purpose of determining a character's general level of exhaustion.
Expanded Lingering Injuries
http://worldbuilderblog.me/2015/07/02/did-you-have-to-let-it-linger/
Secret Death Saving Throws
As the LM, I roll everyone's Death Saving Throws in secret. I've found that this increases the drama of the moment and tends to decrease metagaming among my players. Secret rolls keep them from acting on information such as, "He passed two, so we can focus on dealing damage to the orcs without having to worry about him dying for another turn!"
Instead, I describe how their friend is upon death's door and they make it a priority to get the Healer into position to help him as soon as possible.
Relative Distances
In order to facilitate theater-of-the-mind style combat, we use a relative distance system rather than the 5' grid based system. There are five relative distance categories that can apply in a given situation.
Range Category | Relative Distance |
---|---|
Engaged | Melee Combat (Adjacent) |
Near | One Move Action (~30') |
Far | Two Move Actions (~60') |
Distant | Three or more Moves (Max 600') |
Out of Range | Beyond Bow-shot |
Of course, what falls into one move action can vary between characters. Especially quick characters could potentially include more targets in their "Near" Range Category for instance.
The table below lists examples of weapons that can be used in the various Range Categories.
Range Category | Usable Weapons |
---|---|
Engaged | Broadsword, Club, Battleaxe |
Near | Thrown Dagger, Sling, Javelin |
Far | Max Range for Near weapons |
Distant | Shortbow, Longbow |
Out of Range | Beyond Bow-shot |
To me, it was very annoying to have players end up 35' away from their target and unable to execute their desired action for a given round because they only had a 30' movement speed. Using this system, I can fudge distances a little bit easier to fit the action being described.
1
Revised Equipment Lists
Instead of using coins, we will be using an abstract system of measuring wealth called "Treasure Points". Treasure Points are related to a character's standing in addition to their chosen standard of living.
Yearly Standard of Living Costs
After a year-end Fellowship Phase, a character pays the standard of living cost that they have chosen for the following year out of their Treasure Point pool if they do not have a Holding. This covers any incidental expenses for the following year associated with their chosen standard of living.
Standard of Living | Cost |
---|---|
Poor | 1 TP |
Frugal | 3 TP |
Martial | 6 TP |
Prosperous | 12 TP |
Rich | 24 TP |
A character is not restricted to the Standard of Living from the Culture that they begin their career with. Once they begin the life of an adventurer, they can move up or down the standard of living chart according to the fortune (or misfortune) that they have encountered in the course of their adventures.
War Gear and Equipment
In game terms, your chosen standard of living determines what types of equipment your character has access to. Cultures come with a starting package to represent a character's equipment from their culture whenever they first set out on their adventures. As they progress in their adventuring careers, characters may wish to purchase new weapons, armor, and equipment.
They can purchase items of a quality that falls into their current standard of living. For instance, a Poor adventurer simply could not afford to purchase a well-made broadsword from Dalish traders on their standard of living expenses. Any expense that falls outside of a character's normal standard of living has to be paid for on a case-by-case basis. In the example above, the Poor adventurer would have to spend at least 1 Treasure Point in order to aquire the Dalish broadsword. Had the character been of a Prosperous standard of living, however, they could have simply acquired the sword as part of their standard of living.
It is up to the Lore Master to determine what does and does not fall into a character's standard of living. For instance, a Rich character cannot simply acquire a Dwarf-wrought suit of mail because they are Rich. Dwarven metalcraft is exceptional in Middle Earth and would require the character to expend Treasure Points outside their normal standard of living in order to acquire the item. On the other hand, the same Rich character could acquire the Dalish broadsword as part of their standard of living because it would be reasonably affordable and accessible to a Rich character.
Quick Conversion
One Treasure Point is roughly equivelant to one Gold Piece in the Adventures in Middle Earth rules.
Availability of Items
The availability of specific items depends on the origin of the merchants that the company is dealing with. Merchants generally only possess items of a standard of living equivalent to their own and may have a precious few more expensive objects for those with enough coin to spare.
It is up to the LM to determine whether specific items are or are not available at a specific merchant. Heavy armor and weapons are not likely to be available for purchase from a Woodsman merchant for example, but could be procured from the markets of a large city like Dale, Edoras, or Minas Tirith.
Purchasing Power
Items are listed by Standard of Living, but a character cannot simply procure every item at his standard of living or below on a whim. Buying things at your standard of living eats up more of your immediately available resources than buying something below your standard of living. It is up to the LM's descretion to determine how many items you can afford to buy in a given period of time.
Encumbrance
We use a slot-based encumbrance system derived from the PDF at the link listed below. It allows us to avoid carrying everything but the kitchen sink into the wilderness while not being overly complicated and hard to keep track of in-game.
http://www.dmsguild.com/product/240175/Inventory-Slots--5e-Rule-Variant?filters=0_0_45527_0_0_0_0_0
2
Purchase Target | Standard of Living |
---|---|
Inns (per night) | |
Common Room & Meal | Frugal |
Private Room w/ Door | Prosperous |
Noble-quality Dinner | Rich |
Wine, 1 serving, local | Prosperous |
Hay Feed, per horse | Poor |
Oats, per horse | Martial |
Pipeweed, one pouch (r) | Martial |
Food Market | |
Poor (Soup and Bread) Meal | Poor |
Frugal Meal | Frugal |
Common (Meat and Cheese) Meal | Martial |
Superior Meal | Prosperous |
Noble Meal (r) | Rich |
Whole Boiled Ham | Frugal |
Loaf of Bread | Poor |
Hunk of Cheese | Poor |
3 Fresh Hen's Eggs | Poor |
Bowl of Gruel | Poor |
Jar of Honey | Martial |
Whole Roast Chicken | Frugal |
Roast Haunch of Beef | Prosperous |
Roast Mutton, per portion | Martial |
Whole Roast Pig (r) | Prosperous |
Smoked Salmon (r) | Rich |
Pint of Ale/Beer | Frugal |
Pint of Cider | Frugal |
Pint of Mead | Frugal |
Jug of Local Wine | Martial |
Jug of Foreign Wine | Prosperous |
Jug of Dorwinian Wine | Rich |
Barrel of Local Wine | Prosperous |
Barrel of Foreign Wine | Rich |
Barrel of Dorwinian Wine | 1 TP |
Feasts (Food, Drink and Service) | |
Ordinary Feast, 20 people (r) | Rich |
Quality Feast, 20 people (r) | 1 TP |
Superb Feast, 20 people (r) | 2 TP |
Grand Feast, 20 people (r) | 3 TP |
Regal Feast, 20 people (r) | 4 TP |
Purchase Target | Standard of Living | |
---|---|---|
Horse Market | ||
Old/Half-Starved Pony | Frugal | |
Mule | Frugal | |
Healthy Pony | Martial | |
Draught Horse | Martial | |
Riding Horse (r) | Prosperous | |
War Horse (r) | Rich | |
4-Wheeled Wagon (r) | Prosperous | |
2-Wheeled Cart | Martial | |
Stock Yards | ||
Rabbit | Poor | |
Chicken | Poor | |
Common Cat | Poor | |
Sheepdog | Frugal | |
Goose | Frugal | |
Sheep, Goat, Pig/Sow | Frugal | |
Lamb | Frugal | |
Ram | Martial | |
Partridge | Martial | |
Carrier Pidgeon | Martial | |
Hunting Dog | Martial | |
Milk Cow | Prosperous | |
Ox | Prosperous | |
Young Hawk (r) | Prosperous | |
Trained Hawk | Rich | |
Gold & Silversmiths | ||
Gold Brooch/Medallion (r) | 2 TP | |
Silver Brooch/Medallion (r) | 1 TP | |
Common Earrings | Prosperous | |
Silver Earrings (r) | Rich | |
Gold Earrings (r) | 1 TP | |
Signet Ring (r) | Rich | |
Silver ring (r) | Rich | |
Gold Ring (r) | 1 TP | |
Silver Dish (r) | Rich | |
Gold Dish (r) | 1 TP | |
Golden Goblet (r) | 1 TP | |
Silver Ring with Diamond (r) | 7 TP | |
Gold Ring with Emerald (r) | 5 TP | |
Silver Medalliion with Diamond (r) | 8 TP | |
Gold Medallion with Diamond and 6 Pearls (r) | 10 TP |
3
Services
Purchase Target | Standard of Living |
---|---|
Composition, heroic lay (r) | Prosperous |
Composition, love poem (r) | Prosperous |
Composition, mocking poem (r) | Prosperous |
Harpist (per festival/event) (r) | Rich |
Minstrel (per night) | Prosperous |
Lute Player (per festival/event) | Prosperous |
Singer (per festival/event) (r) | Prosperous |
Copy a book (per page) (r) | Prosperous |
Read a letter (r) | Martial |
Write a letter (r) | Prosperous |
Haircut or Shave | Martial |
Professional Herald (per day) (r) | Prosperous |
Chirurgeon (per day) | Prosperous |
Messenger (r) | |
Short Journey <3 Days | Martial |
Med Journey <7 Days | Prosperous |
Long Journey 1-3 Weeks | Rich |
Funeral | |
Low-class | Frugal |
Noble | Prosperous |
Regal | Rich |
Mercenaries (per month) | |
Bandit | Martial |
Footmen | Prosperous |
Armoured Footmen | Rich |
Weregild | |
Common Man | 1 TP |
Landless Noble | 6 TP |
Thane | 12 TP |
Credit
Much of the content of these tables is adapted from Rich H.'s post on the Cubicle 7 forums. Link provided below.
http://forums.cubicle7.co.uk/viewtopic.php?f=60&t=7134&start=10
Artisan's Tools
Purchase Target | Standard of Living | Weight |
---|---|---|
Brewer's supplies | Martial | 9lb. |
Calligrapher's supplies | Martial | 5lb. |
Carpenter's tools | Martial | 6lb. |
Cartographer's tools | Martial | 6lb. |
Cobbler's tools | Martial | 5lb. |
Cook's utensils | Frugal | 8lb. |
Dice set | Frugal | neg. |
Gaming set | Frugal | var. |
Glassblower's tools (r) | Prosperous | 5lb. |
Herbalism kit | Martial | 3lb. |
Jeweller's tools (r) | Prosperous | 2lb. |
Leatherworker's tools | Martial | 5lb. |
Masons's tools | Martial | 8lb. |
Painter's supplies | Martial | 5lb. |
Pipe Smoking supplies | Martial | neg. |
Potter's tools | Martial | 3lb. |
Smith's tools | Martial | 8lb. |
Theives' tools (r) | Prosperous | 1lb. |
Tinker's tools | Frugal | 10lb. |
Weaver's tools | Frugal | 5lb. |
Woodcarver's tools | Frugal | 5lb. |
Musical Instruments | ||
Drum | Martial | 3lb. |
Fiddle | Prosperous | 1/2lb. |
Flute | Frugal | neg. |
Lute | Martial | 2lb. |
Lyre | Prosperous | 2lb. |
Harp (r) | Rich | 4lb. |
Regal Harp (r) | 3 TP | 80lb. |
Horn | Frugal | 1lb. |
Viol (r) | Prosperous | 1/2lb. |
4
Traveling Gear
Purchase Target | Standard of Living | Weight |
---|---|---|
Backpack | Frugal | 5lb. |
Barrel | Frugal | 70lb. |
Basket | Poor | 2lb. |
Bedroll | Frugal | 7lb. |
Bell | Frugal | neg. |
Blanket | Poor | 3lb. |
Block and Tackle | Frugal | 5lb. |
Book, small blank | Martial | 2lb. |
Book, mundane topical | Prosperous | 5lb. |
Bottle, glass | Frugal | 2lb. |
Bucket | Poor | 2lb. |
Candle, 6 hours | Poor | neg. |
Case, map or scroll | Frugal | 1lb. |
Chain, 10' | Martial | 10lb. |
Chalk, 1 piece | Poor | neg. |
Chest | Martial | 25lb. |
Clothes, common | Poor | 3lb. |
Clothes, costume | Martial | 4lb. |
Clothes, fine | Prosperous | 6lb. |
Clothes, spring & summer traveller's | Frugal | 4lb. |
Clothes, fall & winter traveller's | Martial | 8lb. |
Crowbar | Frugal | 5lb. |
Dalish Fireworks | Poor | 1lb. |
Dwarven Toys | Martial - Rich | 1lb. |
Fish Hooks | Poor | neg. |
Fishing Tackle | Frugal | 4lb. |
Flask or Tankard | Poor | 1lb. |
Grappling Hook (r) | Frugal | 4lb. |
Hammer | Frugal | 3lb. |
Hammer, sledge | Frugal | 10lb. |
Healing Balm and Bandages | Frugal | 1lb. |
Healer's Kit | Martial | 3lb. |
Hourglass (r) | Prosperous | 1lb. |
Ink, 1oz bottle | Martial | neg. |
Ink Pen | Frugal | neg. |
Jug | Poor | 4lb. |
Knife | Poor | 1lb. |
Ladder, 10' | Poor | 25lb. |
Lamp | Poor | 1lb. |
Lantern, bullseye/hooded | Martial | 2lb. |
Lock | Martial | 1lb. |
Purchase Target | Standard of Living | Weight |
---|---|---|
Magnifying Glass | 2 TP | neg. |
Manacles | Frugal | 6lb. |
Mirror, steel | Martial | 1/2lb. |
Oil, flask | Poor | 1lb. |
Parchment, one sheet | Poor | neg. |
Pick, miner's | Frugal | 10lb. |
Pocket handkerchief | Frugal | neg. |
Pot, iron | Frugal | 10lb. |
Pouch | Poor | 1lb. |
Quiver | Frugal | 1lb. |
Rations, 1 day | Poor | 2lb. |
Poor Rations, one week | Frugal | 14lb. |
Common Rations, one week | Martial | 14lb. |
Superior Rations, one week | Prosperous | 14lb. |
Cram Rations, one week (r) | Rich | 7lb. |
Robes | Frugal | 4lb. |
Rope, hempen 50' | Frugal | 10lb. |
Sack | Poor | 1/2lb. |
Saddle | Prosperous | 30lb. |
Scale, merchant's | Martial | 3lb. |
Sealing Wax | Poor | neg. |
Sewing Needles | Poor | neg. |
Shovel | Frugal | 5lb. |
Signal Whistle | Poor | neg. |
Signet Ring (r) | Rich | neg. |
Soap | Poor | neg. |
Spikes, iron (10) | Frugal | 5lb. |
Tent, two-person | Frugal | 20lb. |
Tinderbox | Poor | 1lb. |
Torch | Poor | 1lb. |
Travel Pots and Pans | Poor | 3lb. |
Travelling Gear, Spring/Summer | Martial | 49lb. |
Travelling Gear, Fall/Winter | Martial | 54lb. |
Vial | Frugal | neg. |
War Horn | Martial | 2lb. |
Waterskin (full) | Poor | 5lb. |
Whetstone | Poor | neg. |
Woodcutter's Axe | Poor | 5lb. |
5
Consumables
Purchase Target | Standard of Living | Weight |
---|---|---|
Herbs, Potions, & Salves | ||
Athelas | Prosperous | neg. |
Hagweed | Rich | neg. |
Kingcup | Prosperous | neg. |
Reedmace | Martial | neg. |
Shadow-thorn | Prosperous | neg. |
Water Lily, red | Rich | neg. |
Water Lily, white | Martial | neg. |
Pipeweed, per pouch | ||
Longbottom Leaf, 10 uses | Prosperous | 1/2lb. |
Old Toby, 10 uses | Martial | 1/2lb. |
South Farthing, 10 uses | Martial | 1/2lb. |
Southern Star, 10 uses | Martial | 1/2lb. |
Buying above Standard of Living
Whenever a character wants to buy something above their Standard of Living, they must make a Wealth check to acquire the item. The roll is a straight d20 with no modifiers. The DC is equal to 5 x the number of steps above their own Standard of Living. For example, a Frugal character buying a Prosperous item must make a DC 10 Wealth check or a DC 15 Wealth check if they're trying to buy a Rich item. If the character fails the check, they cannot acquire the item through their Standard of Living and cannot attempt the same purchase check again with the same trader or group of traders. Alternatively, if they fail their check, they may instead opt to pay 1 TP per step above their own Standard of Living in order to acquire the item.
Items listed with a TP cost rather than Standard of Living require some amount of TP investment regardless of the character's Standard of Living. The listed cost is for a character with a Rich Standard of Living. For every step below Rich, a character must pay an additional 1 TP for the item.
War Gear
Purchase Target | Standard of Living | Weight |
---|---|---|
Armor | ||
Leather Jerkin | Martial | 10lb. |
Leather Corslet | Rich | 13lb. |
Hide | Martial | 12lb. |
Corslet of Mail | Rich | 20lb. |
Scale Hauberk | Rich | 45lb. |
Ring-mail | Prosperous | 40lb. |
Heavy Mail | 1 TP | 55lb. |
Shield | Martial | 6lb. |
Great Shield | Prosperous | 35lb. |
Simple Melee | ||
Club | Poor | 2lb. |
Dagger | Frugal | 1lb. |
Great Club | Frugal | 10lb. |
Hand-Axe | Frugal | 2lb. |
Hammer | Frugal | 2lb. |
Mace | Frugal | 4lb. |
Staff | Frugal | 4lb. |
Spear | Frugal | 3lb. |
Simple Ranged | ||
Short Bow | Prosperous | 2lb. |
Sling | Poor | neg. |
Martial Melee | ||
Axe | Martial | 4lb. |
Great Axe | Prosperous | 7lb. |
Great Spear | Martial | 9lb. |
Heavy Scimitar (r) | Rich | 6lb. |
Long Sword | Prosperous | 3lb. |
Mattock | Martial | 10lb. |
Scimitar (r) | Prosperous | 3lb. |
Short Sword | Martial | 2lb. |
Broadsword | Prosperous | 3lb. |
Warhammer | Martial | 2lb. |
Martial Ranged | ||
Great Bow | Rich | 3lb. |
Ammunition | ||
Arrows, 20 | Frugal | 1lb. |
Sling Bullets, 20 | Poor | 1.5lb. |
6
Dwarf-Forged Equipment
Purchase Target | Standard of Living | Weight |
---|---|---|
Armor | ||
Coslet of Mail | 10 TP | 20lb. |
Scale Hauberk | 11 TP | 45lb. |
Ring-mail | 10 TP | 40lb. |
Heavy Mail | 13 TP | 55lb. |
Weapons | ||
Axe | 3 TP | 4lb. |
Great Axe | 4 TP | 7lb. |
Long Sword | 4 TP | 3lb. |
Short Sword | 3 TP | 2lb. |
Broadsword | 4 TP | 3lb. |
Dwarf-Forged Equipment
Armor forged by Dwarves allows the wearer to treat critical hits scored against them as a regular hit. Weapons forged by Dwarves gain a +1 bonus to all attack and damage rolls.
The Armor and Weapon types listed above are the types most commonly forged by Dwarves. Dwarven smiths may be persuaded to make "lesser" weapons, but nothing will convince a proud Dwarven Smith to create a "lesser" armor type.
This category does not include Mithril armor and weapons. Equipment made from Mithril is of legendary rarity and beyond the purchasing power of virtually anyone in Middle Earth. The only known mine of Mithril was located in Khazad-dum and was lost whenever Durin's colony was driven out by the Balrog of Morgoth.
7
Holdings
I use the optional Holding rules from pages 9 - 10 of the Mirkwood Campaign book published by Cublicle 7. Listed below are some ideas for Holding improvement that I found in Robin Smallburrow's One Ring supplement and I am currently working on adapting them to AiME.
Improving a Holding
A holding can have a maximum of six improvments applied to it. Each improvement raises the rating of the holding by one point and can only be added to the holding once unless specifically stated otherwise in the improvement description. Certain improvements can only be developed in certain areas based on the geographical limitations of the holding in question.
A player can choose to improve a holding during a year end Fellowship phase. They can only increase a Holding's rating by a maximum of one point during the year end Fellowship phase regardless of how many Improvements are added.
List of Holding Improvements
The following section lists the various Improvement Traits that may be selected by the player when a character improves the rating of their Holding. These traits describe the raw materials available to the holding, the trade or occupation of residents of the Holding, or the actual goods produced by the Holding in question.
Apiary
An apiary is a bee colony. Their presence will enhance all the crops, and provide honey to sell or make into mead, and wax for candles.
Artisans and Craftsmen
The Holding has improvements relating to artisans and/or craftsman; skilled manual workers who make items that may be functional or strictly decorative, including furniture, clothing, jewelery, household items and tools. Artisans practice a craft and may through experience and aptitude reach the expressive levels of an artist.
Artists and/or Performers
The Holding is the home of artists. These individuals or groups may produce song, paintings, poems or other such expressive arts often travelling, both to neighboring communities and further afield, in order to perform for others and to finance their endeavors.
Charcoal-making
Using nearby forests and woods, the Holding produces charcoal to use and sell to other communities as a source of fuel to warm hearths and fire smithies.
Coneygarth
This is a large artificial enclosure surrounded by water (since rabbits do not like swimming), with prepared “pillow mounds” where rabbits and/or hares nest and reproduce.
Dovecote
This is a large “birdhouse” that attracts a hundred or more pigeons for protection and nesting. When it’s time for squab on the menu the cook goes out and opens up a little door in the back of the nest and grabs a few. This is an especially useful way to get fresh meat in the winter.
Farm and/or Farmstead
A farm is a collection of fields and buildings used to cultivate various crops and vegetables to feed the general population, animals, and also to trade for other goods. Ranging in size from a farmstead (a farm and housing fit to sustain an extended family) to the larger farms found within the Dalelands, these are of vital importance to the well-being of the cultures they support.
Fishing
The local area has a significant river or pond where fish can be caught, saving a portion of their catch for local consumption with any left over for trade to the surrounding communities.
Foraged Foods
For those with such knowledge and training the wild can provide an abundance of forageable foodstuffs such as nuts, fruits, fungi and herbs for both cooking and medicinal purposes. These foods are often consumed by those who forage them but can be exported to surrounding areas and further afield if they are dried or preserved.
Gardens and Allotments
Including the expertise to tend them, gardens are an area of ground for growing flowers, bushes and trees simply for delight and pleasure, whereas allotments are small holdings for growing vegetables that are not usually mass consumed, and for herbs often used for cooking.
Horse Herd
Located in large corrals, horses are bred and used for labor, traveling or war. Highly valued by commoner and lord alike they provide a valuable service and source of income to any Holdings that have them.
Hunting Lodge
A hunting lodge is a cabin in the woods or wilds that is suitable for a couple of nights stay. A resident caretaker keeps it repaired and tidy, and always has a small supply of food on hand in case his lord shows up unexpectedly.
Inn and/or Public House
Generates income from those travelling through the lands of the Holding and therefore is only available to those places on established routes. Inns and public houses also provide the local community with news and information from the patrons that frequent them.
8
Kennel
Used for hunting, herding or as watch dogs, etc. This large kennel is a formal structure with many pens, runs, a dog master and includes training dogs, equipment like muzzles, collars and leashes, etc. The average kennel will have 25 or so dogs, plus specialised hunting breeds. The kennels of the Woodmen are impressive structures and house their Hounds, the greatest of all the hunting dogs of Wilderland.
Livestock
Livestock may comprise cows or sheep. Such an improvement constitutes a large herd of a couple of hundred cows or several hundred sheep. Cows are raised to produce milk, cheese, butter, meat and hides for leather. Tended by cowherds and milked by dairymaids, they require a fairly large staff to exploit fully.
Sheep are raised for food, wool and parchment. They are grazed on Wastelands (areas too poor to support cows or horses) and guarded by shepherds who also milk and shear them in the spring.
Logging
Wood and forest wasteland may be logged. It is an occasional activity. Harvested trees are sold for lumber, barrels, staves, weapons and ships. Reckless logging (as per the Numenoreans) will permanently ruin this resource.
Mews
An elaborate collection of pens and cages housing a variety of hawks and falcons and workers to take care of them. Particularly favoured by the nobility of the Haradrim and Southern Gondor.
Mill and/or Millstones
A Holding needs only one mill where all the farmers in the surrounding area bring their grain to be ground into flour. A mill may be water-driven, wind-driven or ox-driven. In smaller, self-sustaining hamlets, each family may use their own millstone instead of relying on a central mill.
Mine
Found within mountainous or hilly regions a mine usually provides iron, gold or silver through the veins that are discovered therein. Such valuable raw materials are sold on to smithies and artisans alike for various uses.
Orchard
An orchard is a large grove of fruit trees. These may be apple, pear, cherry, plum, chestnut, walnut, etc.
Pipeweed
Grown predominantly in the Shire pipeweed is a tobacco that is farmed, dried and used by hobbits and others to smoke within their pipes. The cultivation and exportation of this herb is a key industry in the Shire, especially in the south. Popular varieties of pipe-weed included Longbottom Leaf, Old Toby, and Southern Star.
Smithy
A specific type of craftsman. Smithies may range from the production of weapons and armour to the shoeing of horses and other beasts of burden.
Trading House
Merchants use trading houses as part of their business, the front is employed to receive other traders in order to negotiate and finalize deals, with the rear often being a warehouse used for storing stock purchased and/or transported from further afield.
Vineyard and/or Vintners
An expanse of land given over to growing grapes, delicate fruits that are hard to maintain. The grapes can be used in a Winery instead of as income to make wine out of grapes. The materials needed are specialised and requires an expert for continued success. The Dorwinrim are the master Vintners.
Improvement Costs
(TBD)
9
Daily Travel Structure
These optional rules serve to flesh out the travel aspect of the game. They allow starvation and dehydration rules to potentially come into play if the hunters have a particularly difficult day. The Scout(s) must find the evening's campsite and the quality of the site may affect the next day's travel events.
Breaking Camp
The companions eat breakfast, break down their camp, and reload their packs to prepare for the day's journey. Perhaps they discuss what lies ahead of them and their expectations for that day's travel.
Daily Travel
The companions set forth from the previous night's campsite. They can each perform two tasks (morning and afternoon) during the course of the day's travel. These tasks will often be dictated by their travel role. This phase of the Daily Travel Structure is where travel events are most likely to occur.
The Hunter
The Hunter will usually spend the day performing Survival checks to represent resource gathering. The Survival check made for Foraging, Hunting, or Water Collection is modified by the availability of resources in the particular region that the company is traveling through.
Foraging
Survival Check | Foraging Result |
---|---|
<5 | Negligable food gathered or lose gathered food through some accident |
5-9 | 1lb of Forage |
10-14 | 1d3lbs of Forage and 1lb of Meat |
15-19 | 1d4lbs of Forage and 1d3lbs of Meat |
20-24 | 2d4lbs of Forage and 1d4lbs of Meat |
25+ | 2d8lbs of Forage and 2d4lbs of Meat or Large-sized game hunt scene |
Foraged foods provide the necessary nutrients for the characters to keep traveling, but do not necessarily make for a well-balanced diet. Rations would fall into this category.
Meat balances out an adventuring company's diet
Water
Survival Check | Found Water |
---|---|
<5 | No water or tainted water |
5-9 | Foul-tasting Filthy water (DC 15 Con save to keep down, or DC 10 if boiled) |
10-14 | Tolerable water source |
15-19 | Fresh Stream of Water |
20+ | Stream of clear, sweet water |
Lack of water can quickly exhaust and even kill the unlucky player character. Foul water can carry diseases if not treated properly through boiling before consumption. Tolerable water is not as likely to carry diseases, but could still be potentially harmful if not handled with care.
Fresh stream water will satisfy a character's daily need for water with little risk of disease. Sweet water can be found in some remote corners of the wilderness and will help a player character take on the challenges of the day with renewed vigor (in game terms, all who drink from such a stream gain a point of Inspiration).
It is important to note that a character needs 1 gallon of water to sustain themselves during travel in a temperate climate (or 2+ gallons in a hot climate). A waterskin holds 1/2 gallon of water and weighs 5lbs when full. Either every character needs to carry two waterskins for their daily water supply, or two Surival checks for water must be made every day to keep the characters sufficiently supplied.
The Scout
The Scout will use Investigation to explore the area ahead of the rest of the company and ensure safe passage as well as seeking out the next evening's campsite.
The degree of success or failure of the Scout's morning Investigation check determines whether the company is able to find easy paths for the day's journey or they are forced to take more difficult and exhausting paths.
The Scout must make an Investigation check in the afternoon to find the nightly campsite.
Camping
Investigation Check | Campsite |
---|---|
<5 | No suitable campsite found. PCs must make a DC 15 Con save or gain a level of exhuastion from lack of proper rest. Does not count as a Short Rest. |
5-9 | Poor site. DC 10 Con save or gain a level of exhaustion from lack of proper rest. Can only spend 1 Hit Die as part of a Short Rest. |
10-14 | Fair site. Can take a Short Rest normally. |
15-19 | Good site. As Fair site above. Additionally, company members get a well-rested bonus (1d4) which must be spent on any ability check or attack roll during the next day's travel or be lost. |
20-24 | Excellent site. As Good site above. Additionally, one Hunter can make one additional Foraging, Hunting, or Water Collection roll tonight due to abundant natural resources near the site. |
25+ | Superb site. As Excellent site above. Additionally, all Company members gain Inspiration from the near-perfect resting site. |
The Scout may be called upon to use their Stealth skill whenever an appropriate event comes up in the course of their adventures. This could mean scouting out something mysterious that the Company's Look-out has discovered ahead of their path or preparing an ambush for enemies that the Look-out has found.
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The Guide
The Guide uses Survival to find the best paths and rest points to make the day's travel as easy and comfortable as possible. The Guide makes most of the important rolls governing the overall tone, path, and arrival status of the company's journey.
The Look-Out
The Look-Out will keep an eye on the company's surroundings through their use of Perception, ensuring that they will not be ambushed at an inopportune moment.
The Look-Out's morning and afternoon Perception checks determine the company's preparedness for ambush and their degree of warning before a natural hazard occurs.
Making Camp
At the end of the day, the companions settle in to the campsite found by the Scout(s) and eat their evening meal. This begins the Short Rest phase of the day in which characters must sleep at least six hours to gain the benefits of a Short Rest.
The Company must decide whether to light a fire, set up tents, and who will be on watch at different times of the night.
Travel Events
Most days a travel event will not be triggered, but the players should always be kept on edge that each day could potentially include one or more events to challenge their characters.
My players have so far enjoyed the more focused approach to travel in this setting. We generally don't enjoy keeping track of rations, exhaustion, and simple travel events such as campsite selection, but it happens to fit the Middle Earth setting quite well.
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