Sources of Art for LotR and The One Ring

This page collects the various resources I draw from when looking for art for games of The One Ring.

Table of Contents:

  1. Art by the Artist
  2. Card Art
  3. Character & NPC Art
  4. Maps
  5. Tools
  6. Related

Art by the Artist

Card Art

If you’re looking for landscapes, filter by “Lands”. If you look open a card, you can download the full art. The resolution depends on the quality of the official art released by the artist, but there are several with high resolutions.

Character & NPC Art

Maps

Tools

Safe Prolonged Rest Criteria for The One Ring

Fatigue is cleared at a rate of 1 point for each Prolonged Rest taken in a “sheltered and safe refuge.”

This requirement, however, has raised a lot of questions:

  • Does it have to be their safe haven?
    • If they have their safe haven in Bree and are given room and board in Rivendell, does that count?
  • Only settlements with walls?
  • Does it just have to be “civilization” in general?
  • Would a defensible cave be safe?

I like to play this situationally. Generally, in the wilds, there will not be a chance for Fatigue reduction. It does not have to be the company’s safe haven, but it will typically happen in a town, city, or Dwarven hall.

There are certainly pockets of rest to be found in the wilds: I might be convinced to give out a safe night’s rest in a protected grove in Lindon, or as guest-friends of homesteaders.

I also think that some towns should not provide safe refuge by default. Tharbad, for example, could easily be justified as not providing a safe rest unless the company takes specific action to create a pocket of safety. After all, as Freesia pointed out with this line, even the harmless innkeeper can be quite unsettling:

Timothy Titus: “Sure, you can have a hot bath! It’s not like I’d make SOUP out of you or anything, ha ha ha!”

Other Criteria I Liked

DanW’s criteria is being able to take a bath:

My rule of thumb is somewhere you can get a hot bath, which I think fits what we see in the Lord of the Rings pretty nicely.

Crickhollow; Tom’s House; Prancing Pony; Rivendell; Lorien; Edoras; Helm’s Deep; Minas Tirith.

I’d make exceptions for some cold baths too: Treebeard’s House and Henneth Annûn.

Freesia’s criteria, stated two different ways:

If you spent the night here without posting watches and I surprised you with some kind of attack, would you feel like I’d not been playing fair?

In my games the rule is “are you going to post guards? would you feel I was cheating if I had something bad happen to you if you didn’t post guards?” and if they can safely say no to both, then I give them a safe rest… and also, feel wholly unencumbered if I then describe what bad thing happened while they were sleeping like babies.

References

Non-lethal Damage in The One Ring

A common situation that seems to come up in my games and in the Discord server: how do we deal non-lethal damage? I don’t want to kill the guy – I just want to knock him out!

By the rules, we see this in the 2e CRB, 3rd printing:

Player-heroes whose Endurance is reduced to zero drop unconscious, and wake up after one hour with 1 Endurance point.
(pg 69)

Once a victorious battle is over, the Player-heroes often must deal with the dead and dying. If the information is relevant, the Loremaster can consider that adversaries that were taken out of combat reducing them to zero Endurance could be still barely alive when a fight has ended, and might even survive if rescued.
(pg 143)

From this, we can say that the baseline mechanic of “falling unconscious at 0 Endurance” can be reasonably extended to adversaries.

I play with the following considerations:

  1. The player-hero must declare their intent to deal non-lethal damage, render someone unconscious, or otherwise non-lethally subdue a foe (e.g., “I hit him with the pommel of my sword”, “I take the flat of my sword and whack him across the back of the legs to try to knock him down”).
  2. Piercing blows still count as piercing blows, so there’s risk when using weapons.
  3. Unarmed attacks (Brawling) are an option to reduce the risk of piercing blows.
  4. Grappling someone can be achieved using Brawling; narrate that they are grappling. A high-attribute opponent may require extra successes.
  5. Ranged attacks can’t take a non-lethal option.

Ally and Player Burdens for The One Ring

I really enjoy using Ally Bands from the Moria: Through the Doors of Durin supplement for The One Ring RPG.

This expands the Ally Gifts and Quirks with an optional third distinguishing trait: a burden.

  • A Gift says what an Ally can do.
  • A Quirk says how you recognize them.
  • A burden hints at what they want… or might be running away from.

What we want is good stories, and what helps that is having more hooks. Of course, though we all have our burdens, we don’t always know about the burdens of others. Adding a Burden is most useful when you want to give someone more narrative weight – the party’s favorite NPC, an ally surviving three expeditions, or someone who seems to be driving the Band apart. It isn’t necessary to give every ally a Burden (unless you want to play a soap opera); just having one or two can drive a story in unexpected directions.

While I conceived of this in the context of Ally Bands, the table is also a useful source of inspiration when creating new player-heroes.

These Burdens are the kind of details that are great to explore in a Fellowship Phase: debt gets paid, confession gets made, letters get sent. They also make some of the losses land harder…

Burdens Table

The entries on this table are deliberately culture-neutral. I suggest filling in details in a culturally specific way. A dwarf and a Breelander might both be in debt, but their stories are likely to be quite different.

Many entries have (notes in parentheses). This serves as an optional, additional twist on the burden.

Feat Die Success Die: 1–2 Success Die: 3–4 Success Die: 5–6
25 Owes a ruinous debt to a hard creditor (and is ashamed of it) Blames themselves for a death they could not have prevented Has seen the Enemy’s true strength (and no longer argues when others speak of victory)
1 Sends every coin home to family (who do not write back) Carries a weapon/armor/token of a dead friend (have sworn to return it to that friend’s kin) Tells one story often (and leaves out the part that matters)
2 Took this work under a name that is not theirs (and flinches when surprised by its use) Wants desperately to go home (and will not admit it) Believes they saw their own death (and is settling accounts)
3 Serving out a sentence, an exile, or a penance Nurses a grudge (older than anyone else in the Band) Was refused by someone they loved (and took this work to be gone)
4 Promised someone they would not take this job/errand Carries an old head-wound, and the Band has learned which days to leave them be Suspects another Ally of something, rightly or wrongly
5 Following a rumor of a lost kinsman into the dark Their family name once meant something Keeps a secret (that would break the Band’s trust if told)
6 Wants the quick answer, the easy road, the shortest way Duty-bound to a post (they would abandon if anyone would take it) Has a child, or one coming (and has not told the Band)
7 Trying to buy back a thing their family sold or lost Swore an oath (they now regret) Signed for a share they have already promised away
8 Certain the expedition is cursed (and saying so) Someone they wronged is also in the group Younger than they claimed to be when they signed on
9 Wants to be reckoned worthy (by one particular person) Grieving (and works twice as hard so no one asks about it) Left a craft or calling they were good at (and misses it daily)
10 Has a rival in the group (and competes beyond all sense) Cannot go home (there is nothing left to go home to) Made a promise to a dying comrade (and has not kept it)
15 Believes they are destined for something (and it makes them reckless) Owes their life to another Ally (and cannot repay it) Serving someone else’s purpose (and does not know it)

Giving Burdens More Heft

I mostly use Burdens narratively, but they can be incorporated into play mechanically. Consider:

  • Unresolved Burdens can trigger shadow tests, especially if postponing or working against the direction a Burden would drive a character toward.
  • Connecting an action to a Burden is a source of inspiration, similar to a Distinctive Feature.
  • Acting against a Burden makes a roll ill-favored (similar to a Shadow Flaw).

Ally Bands in The One Ring

I really enjoy using the rules for Ally Bands in The One Ring from the Moria: Through the Doors of Durin supplement – which, by the way, is one of the best RPG supplements I’ve come across, and a total joy for any fan of Middle-earth.

Bands have featured heavily in our campaign Twilight of the Western Shores. There are two player-heroes in this game, and we have adapted the Band rules to represent the groups of NPCs they recruit.

This page collects my notes on using Bands during play, along with the extensions I’ve created.

Overview

Bands are introduced in the context of doing a solo campaign in Moria, set during Balin’s ill-fated expedition to retake those hallowed halls. You craft a player-hero, but you also create a Band of Ally dwarves that accompany you.

Bands as a whole have one Target Number to roll against (“Readiness”), a “Burden” level, and five skills – Expertise, Manoeuvre, Rally, Vigilance, and War – that roughly map onto the skills of the player-heroes. Readiness can be improved by succeeding at missions and “Hardening” allies. Band skills can be adjusted by changing the size of the Band, deciding how heavily kitted it is, and selecting a specialization.

Individual members of a Band are distinguished by a gift – a unique characteristic that can be invoked for +1d on a roll – and a quirk – a narrative detail about personality or appearance that sets members apart from one another. Members also have their own injury and fatigue tracks.

The Band rules also cover Clashes, which expand the standard combat rules in The One Ring to model the effect of having larger groups in play. You can resolve things at the level of the Clash, or your player-hero can focus on dueling an “arch-foe” while the Band dukes it out.

Expanding Bands

  1. Supporting Other Cultures
  2. Ally Burdens

Supporting Other Cultures

In the context of Moria, Bands are composed of dwarves on a mission to reclaim their ancestral halls, and many of the tables are themed around that premise. Because of this, questions often come up about how to adapt Moria Bands for other cultures or for use outside of Moria.

In Twilight of the Western Shores, this was never really a problem: we picked culturally appropriate Gifts and Quirks to model the NPCs that were recruited. Most of the Gifts and Quirks are also relatively generic, or easily adjusted to be so.

While our group is fine with narrative selection, other players want more structure. I took it as a fun exercise to create alternative tables for other cultures. Some entries are unique to each culture, some are reskinned variations of the same idea, and some are a direct port of a “stock” entry.

  • Alternative Gifts and Quirks for Ally Bands

Once I organize the materials, I will also add name tables for different cultures.

Ally Burdens

Ally Bands help organize supporting NPCs in a way that makes them distinct and usable through Gifts and Quirks. I’ve expanded on this with Ally Burdens, which flesh out key Band members with additional details about what they might be seeking… or running from.

This is most useful when you want to give someone more narrative weight – the party’s favorite NPC, an ally who has survived three expeditions, or perhaps someone who seems to be driving the Band apart. Restraint helps here: not every Ally needs one (some of us do well to keep our burdens hidden, after all). Though if what you’re after is more of a soap opera feel, then the more burdens the merrier.

TOR Micropost: The Bucklebury Inn

The Bucklebury Inn

A low, cheerful building tucked across from Buck Hill, near the ferry, the Bucklebury Inn is well-loved by ferry-workers, fishermen, and the sprawling Brandybuck relations who desire a break from Brandy Hall. The common room smells of pipeweed and roasting meat, the ale is pulled from deep cool cellars, and the sound of merry chatter fills the air.

Proverbs and Pithy Sayings of Middle Earth

I’ve been slowly gathering a list of example proverbs, aphorisms, and other pithy sayings from The Lord of the Rings for sprinkling into my games of The One Ring. Some are properly called proverbs, others I think are still good examples that can be reshaped into proper proverbs.

Quotes are loosely sorted here by source or by culture in case you feel there might be a strong mapping between speaker and where the quote is most prominent. However, many of these sayings also seem quite suitable to be generally spoken.

Unattributed quotes come from Lord of the Rings. Other sources are attributed with the quote. These are not sorted in any particular order.

Table of Contents:

  1. Gandalf
  2. Aragorn
  3. Treebeard
  4. Hobbits
  5. Bree
  6. Rohan
  7. Gondor
  8. Elves

Gandalf

‘This is idle talk,’ said Gandalf. ‘Needless is Théoden’s demand, but it is useless to refuse. A king will have his way in his own hall, be it folly or wisdom.

‘It matters little who is the enemy, if we cannot beat off his attack,’ said Gandalf.

And Gandalf said: ‘Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder.

‘I owe much to Éomer,’ said Théoden. ‘Faithful heart may have froward tongue.’

‘Say also,’ said Gandalf, ‘that to crooked eyes truth may wear a wry face.’

‘The wise speak only of what they know, Gríma son of Gálmód. A witless worm have you become. Therefore be silent, and keep your forked tongue behind your teeth. I have not passed through fire and death to bandy crooked words with a serving-man till the lightning falls.’

‘Of course, my dear Bilbo,’ said Gandalf. ‘If you had really started this affair, you might be expected to finish it. But you know well enough now that starting is too great a claim for any, and that only a small part is played in great deeds by any hero.

‘In one thing you have not changed, dear friend,’ said Aragorn: ‘you still speak in riddles.’

‘What? In riddles?’ said Gandalf. ‘No! For I was talking aloud to myself. A habit of the old: they choose the wisest person present to speak to; the long explanations needed by the young are wearying.’ He laughed, but the sound now seemed warm and kindly as a gleam of sunshine.

‘Other evils there are that may come; for Sauron is himself but a servant or emissary. Yet it is not our part to master all the tides of the world, but to do what is in us for the succour of those years wherein we are set, uprooting the evil in the fields that we know, so that those who live after may have clean earth to till. What weather they shall have is not ours to rule.”

‘Yes,’ said Gandalf. ‘If you have walked all these days with closed ears and mind asleep, wake up now!’ He knocked on the door.”

Aragorn

‘The hasty stroke goes oft astray,’ said Aragorn. ‘We must press our Enemy, and no longer wait upon him for the move.

We come to kill, by sun or moon. What of the dawn?’

‘None knows what the new day shall bring him,’ said Aragorn.

‘This is a night as long as years,’ he said. ‘How long will the day tarry?’

‘Dawn is not far off,’ said Gamling, who had now climbed up beside him. ‘But dawn will not help us, I fear.’

‘Yet dawn is ever the hope of men,’ said Aragorn.

Treebeard

‘Good! Good!’ said Treebeard. ‘But I spoke hastily. We must not be hasty. I have become too hot. I must cool myself and think; for it is easier to shout stop! than to do it.’

‘Of course, it is likely enough, my friends,’ he said slowly, ‘likely enough that we are going to our doom: the last march of the Ents. But if we stayed at home and did nothing, doom would find us anyway, sooner or later. That thought has long been growing in our hearts; and that is why we are marching now. It was not a hasty resolve. Now at least the last march of the Ents may be worth a song. Aye,’ he sighed, ‘we may help the other peoples before we pass away. Still, I should have liked to see the songs come true about the Entwives. I should dearly have liked to see Fimbrethil again. But there, my friends, songs like trees bear fruit only in their own time and their own way: and sometimes they are withered untimely.’

Hobbits

“What shall we do, what shall we do!” he cried. “Escaping goblins to be caught by wolves!” he said, and it became a proverb, though we now say “out of the frying-pan into the fire” in the same sort of uncomfortable situations.
– The Hobbit

“Every worm has its weak spot.” [in reference to Smaug]
– The Hobbit (A quote Bilbo says comes from his father)

‘It’s an ill wind as blows nobody no good, as I always say. And All’s well as ends Better!’

‘And it is also said,’ answered Frodo: ‘Go not to the Elves for counsel, for they will say both no and yes.’

The whole thing is quite hopeless, so it’s no good worrying about tomorrow. It probably won’t come. (Frodo)

‘But handsome is as handsome does, as we say in the Shire; and I daresay we shall all look much the same after lying for days in hedges and ditches.’

Bree

He thinks less than he talks, and slower; yet he can see through a brick wall in time (as they say in Bree).

Rohan

‘Strange powers have our enemies, and strange weaknesses!’ said Théoden. ‘But it has long been said: oft evil will shall evil mar.’

‘I owe much to Éomer,’ said Théoden. ‘Faithful heart may have froward tongue.’
‘Say also,’ said Gandalf, ‘that to crooked eyes truth may wear a wry face.’

Merry could not speak, but wept anew. ‘Forgive me, lord,’ he said at last, ‘if I broke your command, and yet have done no more in your service than to weep at our parting.’

The old king smiled. ‘Grieve not! It is forgiven. Great heart will not be denied. Live now in blessedness; and when you sit in peace with your pipe, think of me! For never now shall I sit with you in Meduseld, as I promised, or listen to your herb-lore.’

‘Man!’ cried Pippin, now thoroughly roused. ‘Man! Indeed not! I am a hobbit and no more valiant than I am a man, save perhaps now and again by necessity. Do not let Gandalf deceive you!’

‘Many a doer of great deeds might say no more,’ said Ingold.

Gondor

Then an old wife, Ioreth, the eldest of the women who served in that house, looking on the fair face of Faramir, wept, for all the people loved him. And she said: ‘Alas! if he should die. Would that there were kings in Gondor, as there were once upon a time, they say! For it is said in old lore: The hands of the king are the hands of a healer. And so the rightful king could ever be known.’

Sam hesitated for a moment, then bowing very low: ‘Good night, Captain, my lord,’ he said. ‘You took the chance, sir.’

‘Did I so?’ said Faramir. ‘Yes sir, and showed your quality: the very highest.’

Faramir smiled. ‘A pert servant, Master Samwise. But nay: the praise of the praiseworthy is above all rewards.

Not if I found it on the highway would I take it I said. Even if I were such a man as to desire this thing, and even though I knew not clearly what this thing was when I spoke, still I should take those words as a vow, and be held by them. ‘But I am not such a man. Or I am wise enough to know that there are some perils from which a man must flee. (Faramir)

you seem to have stumbled, think that it was fated to be so. Your heart is shrewd as well as faithful, and saw clearer than your eyes. (Faramir)

‘A time may come soon,’ said he, ‘when none will return. Then there will be need of valour without renown, for none shall remember the deeds that are done in the last defence of your homes. Yet the deeds will not be less valiant because they are unpraised.’ (Faramir)

Elves

Few can foresee whither their road will lead them, till they come to its end.’ (Legolas)

‘Then,’ said Glorfindel, ‘let us cast it into the deeps, and so make the lies of Saruman come true. For it is clear now that even at the Council his feet were already on a crooked path. He knew that the Ring was not lost for ever, but wished us to think so; for he began to lust for it for himself. Yet oft in lies truth is hidden: in the Sea it would be safe.’

‘And it is also said,’ answered Frodo: ‘Go not to the Elves for counsel, for they will say both no and yes.’

‘Is it indeed?’ laughed Gildor. ‘Elves seldom give unguarded advice, for advice is a dangerous gift, even from the wise to the wise, and all courses may run ill. But what would you? You have not told me all concerning yourself; and how then shall I choose better than you? But if you demand advice, I will for friendship’s sake give it. I think you should now go at once, without delay; and if Gandalf does not come before you set out, then I also advise this: do not go alone. Take such friends as are trusty and willing. Now you should be grateful, for I do not give this counsel gladly.

‘At least for a while,’ said Elrond. ‘The road must be trod, but it will be very hard. And neither strength nor wisdom will carry us far upon it. This quest may be attempted by the weak with as much hope as the strong. Yet such is oft the course of deeds that move the wheels of the world: small hands do them because they must, while the eyes of the great are elsewhere.’

But of bliss and glad life there is little to be said, before it ends; as works fair and wonderful, while still they endure for eyes to see, are their own record, and only when they are in peril or broken for ever do they pass into song.

– Silmarillion, “Of the Sindar”

Phillip’s Notes on The One Ring 2e

I’ve been cleaning up and publishing some of my notes from running The One Ring (2nd edition). This page serves as a place to collect and organize the various posts.

Table of Contents:

  1. For Players
  2. For Loremasters
    1. Regional – Eriador
  3. Ally Bands

For Players

For Loremasters

Regional – Eriador

Ally Bands

Where Can a New Party Start in Eriador?

I would say the majority of games I’ve played in and observed start at The Prancing Pony in Bree. Nothing wrong with that, of course, it is an iconic location for Lord of the Rings fans and a great meeting place for multiple cultures.

But sometimes we like to mix it up. Here are some suggestions for other starting points:

  • Bilbo’s house in the Shire
  • The Summer Smoke Ring Festival at Staddle
  • The Dwarven House outside of Mithlond
  • The Halls of the Dwarves (detailed in Realms of the Three Rings), particularly Clearweather Market
    • I called the inn in Clearweather Market “The Bedrock”
  • The Bridge Inn at Tharbad
  • The Queen’s Hall at Lond Daer
  • The Last Bridge or Sarn Ford, with a crisis already underway
  • Weathertop, with Rangers asking for help with a crisis from those traveling on The East Road
  • In media res – traveling on The East Road or south on the Greenway, with a destination already in mind

These are suggested with the idea of being a newly formed mixed-culture party. Other locations might be suitable with a more restricted set of cultures.

References

Running The One Ring 2e for Two Players

I’ve been running a campaign of The One Ring for two players for over a year now. Questions about adjusting TOR for two players seem to come up surprisingly often, so I wanted to share my notes.

In short, I recommend giving 5 extra experience points, adjusting the fellowship pool amount, and playing as you normally would. Don’t make it harder than it needs to be!

Table of Contents:

  1. Character Creation
  2. Fellowship Pool
  3. Fellowship Focus
  4. Situational Difficulty
  5. Combat
  6. Benefits of Two Players
  7. References

Character Creation

I do not recommend reducing the attribute TNs (i.e., calculating from a base of 18 instead of 20). While it makes things initially easier, players can ramp up to a power level where it’s difficult to challenge them. Starting with base 18 makes this happen much sooner.

I do recommend adding 5 extra starting experience for each player.

Players need to be aware that in a two player game, not all combinations of cultures and characters will work. I recommend some extra hand holding here to make sure that there’s good coverage of the necessary journey/council/combat/healing skills.

We have not used the Strider distinctive feature in our game, and this hasn’t been a noticeable difficulty for the party. It is an option though.

You could start the characters at Valour and/or Wisdom 2.

Fellowship Pool

DanW uses (8 – player count).

“I sometimes calculate the base pool = 8 less number of heroes, rather than just number of heroes. It boosts small parties and debuffs larger ones, with no impact on a typical party of 4.”

We play 1.5 hr sessions, I gave them with an extra +1 to the baseline (i.e., 3 points per session before cultural and patron bonuses). The end result is effectively the same as DanW’s.

Fellowship Focus

With just two players, we don’t play with fellowship focus. No shadow point when the other takes a wound, only +1d when assisting.

Situational Difficulty

My personal approach was to start with mimimal adjustments, tell the players that we might have to adjust things along the way if we find there’s a balance problem, and then just dive into the game.

I think the big pitfall to avoid in a two player game is making things too easy out of worry about difficulty. I observe my own tendency to pull punches and give extra rewards when playing with two players. And this does help in the beginning, but it’s also easy enough to get yourself into a spot where it’s hard to challenge the players.

I recommend remembering you have the option to offer Success with Woe instead of a Failure in many circumstances. This can allow the players to push the narrative forward instead of getting stuck, while having fun, awful setbacks accompanying it.

Combat

Fights are definitely a place where I worry – I don’t want to make every fight easy, but I also don’t want to wipe the party unexpectedly. In the first combat roll of our campaign, one of my players took nasty wound and I thought it was going to be a TPK. But since then, they have gone better than expected.

It’s fine for parties to struggle with combat. My players have gotten wise about recruiting help, using situations to their advantage, and finding alternatives to combat.

Moria warbands are a good way to model help from multiple NPCs.

I recommend giving one of the players the Cleaving quality on a piece of treasure – this helps keep the momentum up in fights.

I’m open to Skirmish stance from Strider mode, they haven’t reached for it yet. But it’s something to consider.

Benefits of Two Players

We focus so much on the adjustments needed for smaller parties, I just want to talk about some of the benefits I see from my small group:

  • Scheduling is so easy – we played 44/52 weeks in 2025!
  • Each player gets plenty of spotlight time, and they also get plenty of breaks
  • Splitting the party is easy to manage – switch back and forth between players.
  • Decisions get made quickly

References