Combat
Combat rules remain unchanged from the core 5e rules.
Alignment and Corruption
Alignment is not used. All characters in Adventures in Middle-earth are intended to be broadly speaking “good”, and when they encounter evil, they fight it. However the Shadow is always a temptation, always a risk. Adventures in Middle-earth features a new Corruption system. Characters gain Shadow points for:
- Experiencing distressing events (Anguish)
- Crossing or dwelling in an area tainted by manifestations of the Shadow (Blighted Places)
- Committing despicable of dishonourable acts (Misdeeds) – this may occur in this scenario – feel free to give the players a Shadow point whenever they commit a misdeed
- Taking possession of a cursed or tainted item or treasure (Tainted Treasure).
Everyone should be aware that getting too many is a bad thing, and can lead to a player losing their mind for period of time.
Virtues
Player-heroes have access to a series of powers called Virtues. These work similarly to feats. They are often powered by spending Hit Dice or Inspiration.
Journeys
Journey rules create a sequence of bonuses, penalties and engaging Middle Earth events that make traveling great distances engaging, challenging and interesting, while increasing the feeling of being in the setting.
Audiences
When Player-heroes in Middle-earth encounter one of the great, powerful or wise, it is well to go about it in the proper way. This system is used for determining the response of significant characters that player-heroes meet along the way.
Inspiration
Besides the normal ways of gaining and using inspiration, many virtues actually use inspiration as a resource. As such, there needs to be a more reliable way of gaining inspiration. This is where the hope and despair system comes into play. Every background has a list of actions listed as hope or despair that are tied to the specific background.
If a player takes an action that is in line with either the hope or despair action, they automatically gain inspiration.
New Skills
Player-heroes in Adventures in Middle-earth have access to a few setting-specific skills, some hard to come by, and some near-essential.
Riddle
An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. Use Intelligence (Riddle) checks to discuss a subject while concealing part of what you know, such as when explaining something about yourself without revealing your true identity. This skill is also used to gain helpful insight into spoken or written riddles.
Lore
Your Intelligence (Lore) check measures your ability to recall unusual and obscure information about old legends, ancient war gear, bits of song, rare artifacts, and the reading of runes. Lore replaces the Arcana skill; magic is an imprecise term, for folk use it to describe both the blessings of the Elves and the deceits of the Enemy.
Shadow-lore
A dark branch of knowledge, Intelligence (Shadow-lore) checks allow you to share what you’ve learned about the ways of the Enemy and the various creatures that stalk through the dark places of Middle-earth. Where Lore deals with the past, Shadow-lore deals with the present and the rising threat of the Enemy’s many minions.
Traditions
Your Intelligence (Traditions) check measures your ability to recall the proper courtesies and etiquette expected by the various Free Folk cultures, along with some of their stories about their people and their respective histories. An Intelligence (Traditions) ability check is used whenever you wish to gain an Audience with someone of influence. Traditions also covers the knowledge of such religion as exists in Middle-earth.