Middle Earth:  Items

The chart below expands upon and supercedes the arms descriptions in the PHB (and features more realistic historical weapon mass than the PHB).  In order to better reflect the diversity in arms and armor, Low Impact damage has been subdivided into three types:  LI/O (damage inflicted by all hand-held or thrown weapons), LI/Pr (Low Impact/Projectile, damage inflicted by primitive ranged weapons), and LI/En (Low Impact/Energy, referring to flaming oil, caustic liquids, and other “energy” attacks less damaging that lasers and plasma).  Generally, only the heaviest and most advanced pre-modern armors protect against projectiles and hand weapons equally.  HI and En/O play little role in the Middle Earth setting (except perhaps for dragon’s breath or magic fire).

Arms:

Weapon

Skill

Acc

Range

Damage

Type

Bow, short

Ranged-bow

+1

20 / 40 / 100

d4w / d4+2w / d4+3w

LI/Pr

Club

Melee-hafted

0

Personal

d4s / d4w / d4+1w

LI/O

Dagger

Melee-hilted

0

Personal/Thrown

d4w / d4+1w / d4+2w

LI/O

Quarterstaff

Melee-pole

-1

Personal

d4+1s / d4+3s / d6w

LI/O

Sling

Ranged-sling

+1

10 / 20 / 60

d4s / d4+2s / d4w

LI/Pr

Spear

Melee-pole

0

Personal/Thrown

d4w / d4+2w / d4m

LI/O

Gauntlet

Unarmed Attack

0

Personal

d4+1s / d4+2s / d4-1w

LI/O

Hand ax

Melee-hafted

0

Personal/Thrown

d4+1w / d4+2w / d4+3w

LI/O

Javelin

Athletics-throw

0

Per STR

d4w / d4+1w / d4+2w

LI/O

Mace

Melee-hafted

0

Personal

d6+1s / d4+1w / d6+1w

LI/O

Sword, short

Melee-hilted

0

Personal

d4w / d6w / d6+2w

LI/O

Bow, long

Ranged-bow

+1

40 / 80 / 200

d4+1w / d6+1w / d4m

LI/Pr

Crossbow

Ranged-crossbow

0

50 / 100 / 200

d4+2w / d6+2w / d4+1m

LI/Pr

Flail

Melee-hafted

+1

Personal

d6+2s / d4+2w / d6+2w

LI/O

Great ax

Melee-hafted

+1

Personal

d6+1w / d6+2w / d4+1m

LI/O

Lance

Melee-pole

+1

Personal

d4w / d4+2w / d4m

LI/O

Pick

Melee-hafted

0

Personal

d4w / d4+1w / d4+2w

LI/O

Polearm

Melee-pole

+1

Personal

d6+1w / d4+3w / d4+1m

LI/O

Pole ax

Melee-pole

+1

Personal

d6+1w / d4+3w / d6+3w

LI/O

Sword, broad

Melee-hilted

0

Personal

d4+2w / d6+2w / d4m

LI/O

Sword, long

Melee-hilted

0

Personal

d4+1w / d6+1w / d4m

LI/O

Sword, two-handed

Melee-hilted

+1

Personal

d6+1w / d6+2w / d6+3w

LI/O

Scimitar

Melee-hilted

+1

Personal

d4+1w / d6+1w / d6+3w

LI/O

 

Weapon

Actions

Clip Size / Cost

Hide

Mass

Avail

Cost

 

 

Bow, short

3

10 / 10

-

1

Any

100

Club

3

-

+1

2

Any

10

Dagger

4

-

+2

0.5

Any

20

Quarterstaff

3

-

-

2

Any

15

Sling

2

10 / 5

+2

<1

Any

25

Spear

3

-

-

2

Any

35

 

 

Gauntlet

4

-

+3

1

Com

10

Hand ax

3

-

+2

1

Any

50

Javelin

1

-

-

1

Com

50

Mace

2

-

+1

2

Com

75

Sword, short

3

-

+1

1

Com

100

 

 

Bow, long

2

10 / 10

-

1

Com

200

Crossbow

1

10 / 15

-

2

Con

400

Flail

2

-

-

3

Com

150

Great ax

2

-

-

4

Com

100

Lance

1

-

-

3

Con

50

Pick

3

-

+1

2

Con

50

Polearm

1

-

-

3

Com

50

Pole ax

1

-

-

3

Con

50

Sword, broad

2

-

-

2

Con

200

Sword, long

3

-

-

2

Con

200

Sword, two-handed

2

-

-

4

Con

300

Scimitar

3

-

+1

2

Com

100

 

Armor

Skill

AP

LI/O / LI/Pr / LI/En (HI / En)

Hide

Mass

Avail

Cost

 

 

Hide armor

Armor Op

+1

d6-3/d4-2/d6-4 (d4-3/d6-4)

-

10

Any

100

 

 

Breastplate

Combat

+2

d6-1/d6-2/d6-3 (d6-4/d6-4)

-

15

Con

600

Helmet, light

Armor Op

+1

+1/0/0 (0/0)

-

2

Com

200

Helm, closed

Combat

+2

+1/+1/+1 (0/0)

-

4

Con

300

Leather armor

-

0

d6-2/d6-3/d6-4 (d6-4/d6-4)

+2

7

Any

350

Mail, light

-

0

d6-2/d4-1/d6-3 (d6-4/d6-4)

+1

12

Com

500

Shield, small

Armor Op

+1

+1/0/0 (0/0)

+1

3

Any

75

Shield, medium

Combat

+2

+2/+1/0 (0/0)

-

5

Any

300

 

 

Chain mail

Armor Op

+1

d6-1/d6-1/d6-3 (d6-4/d6-4)

+1

15

Com

750

Mail, reinforced

Combat

+2

d6/d6/d8-4 (d8-5/d6-4)

+1

20

Con

1,000

Quilted armor

-

0

d6-4/d6-3/d6-4 (d4-3/d6-4)

+2

5

Any

100

Shield, large

Combat

+2

+2/+2/+1 (0/0)

-

7

Con

400

 

 

Quarterstaff:  This stout piece of wood around 2 meters long requires two hands to wield in combat.

 

Mace:  This category of weapon consists of any club with a weighted head, including war hammers.  Mace heads may be studded, flanged, or spiked.  Whenever a mace inflicts Amazing damage, the target has a +1 step penalty to the Stamina-endurance skill check to avoid knockout.

 

Flail:  This category of weapon consists of a sturdy handle attached by a chain to a weighted head, which is often spiked.  The knightly morning star is an example of a military flail.  Whenever a flail inflicts Amazing damage, the target has a +1 step penalty to the Stamina-endurance skill check to avoid knockout.

 

Lance:  This is a long spear designed for use on horseback.  If used while mounted, the Accuracy is -1.  A lance normally has a sharp tip, but it can be equipped with a blunted tip (used in jousts) that degrades damage one level (e.g., wound becomes stun).

 

Pick:  This weapon includes bladed rods, spiked hammers, and all other arms designed to break open armor.  Armor roll penalties (PHB, p. 191) due to damage inflicted by a pick are doubled (e.g., the penalty for excessive wound damage is -2), and the normal -1 penalty for wound damage is applied after the pick inflicts any primary wound damage.  The pick has no effect on helmets or shields.  Armor damaged by a pick may be repaired as normal.

 

Polearm and Pole ax:  The polearm includes any long wooden pole with a sharp, stabbing head (such as ranseurs, pikes, or guisarmes).  The pole ax includes any long wooden pole with a heavy, cutting head (such as halberds, glaives, or volges).  Polearms and pole axes usually have hooks or curved blades useful against mounted opponents.  If used on foot against a mounted opponent, the Accuracy is -1.  Both the polearm and the pole ax require two hands to wield.

 

Breastplate:  This refers to the Classical armor consisting of a bronze cuirass, pteryges (belt with hanging armored straps), and usually greaves (for the shins).

 

Helm, closed:  This category refers to all full-face helmets.  Perception checks involving hearing or sight suffer a +1 step penalty while wearing a closed helm.

 

Mail, light:  This category of armor includes any long shirt of overlapping metal scales (“scale mail”) or woven iron mesh.  It is relatively effective and easy to wear.

 

Mail, reinforced:  This category of armor refers to a full-body hauberk of chain mail, or a suit of steel plates for the chest, arms, and legs with underlying chain mail (the “partial plate” of the PHB).  This armor includes two gauntlets as part of its cost and weight.

 

Quilted armor:  This category of armor includes any jerkin or doublet of felt, dense wool, or thick linen padding, commonly worn by bowmen.  Cheap and easy to wear, quilted armor generally only offered some protection against arrows.

 

Special Items in Middle Earth:

Which items are available depends on the Middle-earth age in which the campaign is set.

Black Arrow: These enchanted missiles are apparently of dwarven origin, their sharp points crafted in the forges of the Kings under the Mountain from circa 2000 to 2700 (Third Age). Presumably, similar shafts could have been crafted in Moria in the Second Age as well. The Black Arrow gets a +3 bonus on the damage roll, never breaks, and can be retrieved and reused. Furthermore, the target cannot use a last resort to reduce the success of an attack made with the Black Arrow.

Blade of the Westernesse: These swords and daggers were forged by order of the kings of Numenor in the Second Age or the kings of Arnor early in the Third Age. By the end of the Third Age, they were very uncommon. Even the mere daggers found in the Barrow Downs were considered a treasure. All Westernesse blades get a -1 Accuracy bonus and a +1 bonus on all damage rolls. Westernesse blades can damage the undead, but may be themselves damaged in the process (especially against the Nazgul).

Elf Blade: Forged by Noldor enchanters in the First Age, these daggers, swords, and occasionally spears were used in the war against Morgoth the Enemy. By the Third Age they were quite rare. All elven blades get a -2 Accuracy bonus, deal Good type damage against evil foes (such as orcs and trolls), and inflict full damage against the undead. They also emit a bluish light whenever evil foes are near, growing more intense the closer they get. Anyone carrying a drawn elven blade automatically upgrades by one degree his success on any Awareness check against surprise by evil foes (so a Failure becomes an Ordinary success, Ordinary becomes Good, etc.).

Elf Cloak: Although apparently somewhat common among elves, these useful garments are rare among outsiders. An elven cloak reflects the natural colors of the surrounding environment, obscuring the location of its wearer. While in the outdoors, the wearer of an elven cloak gains a -4 step bonus on all of his Stealth checks.

Mithril Coat: Forged by dwarven craftsmen throughout the millennia before the fall of Moria to the Balrog in the Third Age, these suits of mail armor (light mail or chain mail) were extremely rare and valuable by the end of the Third Age. Mithril mail weighs only half of the normal amount and has a toughness of Type Good (so it degrades all Type Ordinary damage by one degree), though it does not prevent knockout due to suffering Amazing damage. Virtually all coats of mithril are sized for dwarves, so they can be easily worn by Hobbits; the shorter size cannot fully cover men or elves: any "called shot" against the body of a Man or Elf wearer suffers a base penalty of only +3 (instead of the standard +4).

Mithril Weapon: Also crafted before the fall of Moria, these axes (and occasionally spears or swords) were among the greatest works of the dwarf realms. Mithril weapons get a +2 bonus on all damage rolls, have 1 higher Action rating (so a mithril great ax can be used 3 times in a round), and weigh only half of the normal amount.

Miruvor: Brewed only by the Eldar of Rivendell (based on an ancient Valinorean recipe), this "cordial of Imladris" is a potent honey-flavored drink with restorative properties. Each sip removes 1 point of Fatigue damage and grants a -1 bonus on the next Stamina check. A character can only benefit from one sip in any six-hour period. A flask typically holds 10 sips and a skin typically holds 30.

Morgul Blades:  These evil daggers and swords were created by the Dark Lord in Mordor in the Third Age, and they were used primarily by his Nazgul servants.  If a morgul blade inflicts any Wound or Mortal primary damage against a living foe, its tip breaks off and lodges deep inside the victim’s body.  Possessed of a dark will, it slowly works its way to the victim’s heart.  Treat the effect as a lethal insinuative poison (1 round onset) of Amazing quality; the victim must make CON feat check every hour (every day if he receives any healing treatment) or take 1 Mortal damage.  While suffering the effect the victim slowly begins to “fade” into the spirit world, and he turns into an enslaved wraith if he dies.  Morgul blades disintegrate if exposed to direct sunlight. Surviving a morgul wound inflicts (or upgrades) an Old Injury flaw on the character (triggered whenever in the presence of the Nazgul).

Rings of Power: Crafted by the elves of Eregion in the middle of the Second Age (and one by Sauron himself), these items were among the most powerful--and potentially evil--in Middle Earth. Every greater Ring of Power grants immortality to its possessor (even if merely carried and not worn); however, once the possessor exceeds his natural life-span his appearance begins to deteriorate (he gains the flaw Looks Foul). The ring (and thus its possessor) cannot be sensed or located by any magical means unless its power is openly used. Lastly, every ring provides a number of special powers while actually worn: +2 to Resistance Modifiers, Enhanced ability scores (as the mutation), or bonus ranks to Magic skills. Only the "One Ring" grants the ultimate power of invisibility. Every time a Ring of Power is used, the wearer must immediately make a Corruption check (at a +1 step penalty, +3 step penalty for the One Ring).

Star Crystal: These magical "vials" are elven treasures, emitting the full light of day even in the most evil of darkness. Additionally, evil foes (undead, corrupted beings, orcs and trolls) suffer a +1 step penalty on all skill and action checks while in the light.

Wizard Staff: The symbol of office for the five Istari, presumably lesser staves exist in Middle Earth as well. Magic staves provide one or more of the following special benefits: -1 step bonus on specific Magic rolls; +1 extra Rank (at no cost) in a specific Magic skill; the user may make a Stamina-endurance check to resist Fatigue damage after spell-casting; create light (an Ordinary enchantment) at will.

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