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.

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AiME Homebrew Rules

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

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AiME Homebrew Rules

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

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AiME Homebrew Rules

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.

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AiME Homebrew Rules

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.

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AiME Homebrew Rules

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.

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AiME Homebrew Rules

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.

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AiME Homebrew Rules

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.

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AiME Homebrew Rules

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)

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AiME Homebrew Rules

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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AiME Homebrew Rules

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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AiME Homebrew Rules