Decipher's Lord of the Rings RPG

Decipher has done a great job on The Lord of the Rings Roleplaying Game. It's easy to learn, fun to play, and in general perfectly suited for roleplaying on J.R.R. Tolkien's Middle-earth. However, there are certain weaknesses, some obvious, some a matter of personal taste. In our humble opinion, most of the problems we have addressed in The Heren Turambarion's Compendium arose from the very short playtesting phase the Core Book originally underwent (it's certainly no coincidence that no playtesters are mentioned in the Core Book's credits). From our point of view, this resulted in a lack of play-balance. On Decipher's official Lord of the Rings RPG message-board (which are, of course, offline nowadays), many Narrators and players alike have been discussing these problems right from the first publication of the Core Book - and quite a large number have been officially acknowledged by Decipher. In the Heren Turambarion's Compendium, you'll find a large collection of optional rule suggestions which provide possible solutions for these problems or offer entirely new possibilities. Many of these rules either redefine the overall power level of the game or suggest some new, fun mechanics (e.g., critical strikes). Others simply shed additional light on poorly covered issues such as flaws, equipment, creature movement, or experience awards. So, even if you're perfectly pleased with Decipher's original work, you might find some interesting contents that'll hopefully enjoy to add to your game!

The Heren Turambarion's Compendium

The revised 2nd edition of the Heren Turambarion's Compendium comprises 56 pages of optional rule suggestions and official errata that add a lot of excitement and realism to any chronicle by introducing new or rebalancing existing game mechanics, especially in the field of character creation. Most of the optional rule suggestions work independently. So you can simply pick the ones you like and discard the ones you don't deem appropriate for your type of chronicle. Don't miss to check out the Narrator's Tools presented below as well - they'll be a great help if you choose to incorporate some of the Compendium's options in your game.

The Compendium adds material on various topics such as attribute generation, courage, spells and spell specialties, initiative, combat manoeuvres, combat pacing, resisting fear, horses, and healing. It also introduces eight new types of fell beasts and five new items of wondrous magic (originally presented on the LotR Message Board).

Download the Heren Turambarion's Compendium here.

In detail, the Compendium II features:

The Narrator's Tools Package

The Narrator's Tools package, newly compiled in October 2010, contains:

Download the Heren Turambarion's Narrator's Tools package here.

Dwarf-holds of Middle-earth

Chris Seeman, author of the Dwarves of Middle-earth book contained in Decipher's marvellous Moria boxed set (a must-have!), has approved the following map that presents his interpretation of the locations of various Dwarf-strongholds of Middle-earth. The map was drawn by Thomas Morwinsky and first published in Other Hands 29/30 (July 2000). It is based on Pete Fenlon's beautiful continental map published in ICE's MERP series. Note that the island in the great northern central bay is an exact duplicate of Columbia Games' Hârn. Although Thomas' map is not particularly close to the sketch by J.R.R. Tolkien presented in HoME IV, The Shaping of Middle-earth, p.251, Chris - as the editor of Other Hands - used this very map for the sketch he submitted to Decipher. Note that the names of the various Dwarf-tribes (e.g., Blacklocks, Stonefoots, or Broadbeams) which appear in the legend below do not occur in the history of Dwarves as outlined by Chris (due to licence issues). They are taken from HoME XII, The Peoples of Middle-earth, p.301 and 322 (note 24).

Legend

1 - Mount Gundabad (originally named Gunduzbad by the Dwarves of Durin's folk)

2 - Nogrod (Kh. Tumunzahar, home of Uri's folk, the Firebeards) and Belegost (Kh. Gabilgathol, home of Linnar's folk, the Broadbeams)

3 - Moria (Kh. Khazad-dûm, the great delving of Durin's folk, the Longbeards)

4 - Gamil-nâla under Mt. Bundushar (collapsed ancestral home of Sindri's folk, the Ironfists)

5 - Kibil-tarag (ancient home of Thulin's folk, the Stiffbeards)

6 - Nargubraz (lost home of Var's folk, the Blacklocks)

7 - Baraz-lagil (home of Vigdis's folk, the Stonefoots)

8 - Barazbizar ("Red Valley", the original name of Carn Dûm when Linnar's folk delved there)

9 - Nurunkhizdín (mansion near the Inland Sea of Rhûn, founded by those of Sindri's folk who sided with Sauron in the War of the Last Alliance)

10 - Erebor, the Lonely Mountain

11 - Barukkhizdín in the Iron Hills

12 - The Mines of the Grey Mountains: Mahalkukhizdín, Thakalgund, Zeleg-ubraz, and Danuk-khizdín

13 - Naragul (fastness of the travelling warriors of Var's folk in the Far South)