TEXT: — Mythic Battles —
  Revised
  A 
  A Fan-made Supplement 
  for The One Ring Roleplaying Game 
  by James R. Brown and S.W. Hodgman
  
  – Credits –
  Written and designed by James R. Brown and S.W. Hodgman
  The One Ring Roleplaying Game designed by Francesco Nepitello, with Marco Maggi
  Dedicated to Francesco Nepitello & Dominic McDowall-Thomas
  Thanks to the feedback of many interested players, Mythic Battles Revised was written.
  We hope everyone enjoys this version of the rules.
  The One Ring Roleplaying Game is published by
  Sophisticated Games Ltd, 1 Andersen Court, Newnham Road, Cambridge CB3 9EZ, UK and 
  Cubicle 7 Entertainment Ltd, Riverside House, Osney Mead, Oxford, OX2 0ES, UK.
  �
           �
             �
  The One Ring, Middle-earth, The Hobbit, The Lord of the Rings, and the characters, items, events and places 
  therein are trademarks or registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and 
  are used under license by Sophisticated Games Ltd and their respective licensees.
  The authors of this work are not afﬁliated with Sophisticated Games Ltd nor Cubicle 7 Entertainment Ltd nor The 
  Saul Zaentz Company d/b/a Middle-earth Enterprises. This work was not authorised by Sophisticated Games nor 
  Cubicle 7 Entertainment nor The Saul Zaentz Company d/b/a Middle-earth Enterprises and makes no challenge 
  to their intellectual property. All terms in this document are the property of their respective owners and are used 
  without permission.
  This work is offered free of charge to all interested parties and is not to be sold in any form.  This document may 
  be printed and/or reproduced for personal use only, and this copyright notice must be left intact.    
  If you have any questions or comments please contact James R. Brown at pastorjamesrbrown@gmail.com or 
  S.W. Hodgman at eluadin@me.com. 
    
  
  Mythic Battles
  – Mythic Battles –
  Revised
  'I wish Merry was here,' he heard 
  himself saying, and quick thoughts 
  raced through his mind, even as he 
  watched the enemy come charging to 
  the assault...
  Battles are unavoidable in Middle-earth, 
  though a hero may wish to avoid them, 
  preferring the laughter of friends around a 
  table of food to the crashing of shields on a 
  body-strewn plain. But as the events of the 
  world unfold, the will of Sauron becomes 
  clearer, and his servants rise in direct 
  opposition to the Will of the West. A hero’s 
  call to arms is necessary for peace and the 
  continued good of all the Free Peoples. The 
  Drums of Doom are beating: boom, boom, 
  boom. War is at hand!
  Storytelling Mode
  The combat rules found in the The One Ring 
  Roleplaying Game have been designed for 
  episode mode, where every detail of a 
  conﬂict is resolved in a series of rounds. But 
  what if someone wanted a quicker way to tell 
  the story of a battle? After all, there are 
  some battles only meant to be told as an 
  overview. War is a very gloomy business 
  indeed! One or two scenes of close-up 
  action, along with a recounting of the 
  thoughts and feelings of the player-heroes, 
  may be all that is necessary. 
  With some creative additions to the combat 
  rules, supplemental materials, such as Tales 
  from Wilderland, have done an excellent job 
  of providing the feel of being in the thick of 
  massive battles. These additions include 
  great devices such as Battle Events, an 
  Allies in Battle table, and situational rules 
  that govern engagements and tactics, etc. 
  But even with the inclusion of these 
  elements, the episode mode of storytelling 
  does not change and the combat rules 
  remain central to the action.
  In order to ﬁnd a quicker way to tell the story 
  of a battle, there needs to be a change in the 
  storytelling mode to narrative time. This, in 
  turn, requires a supplemental set of rules, 
  herein referred to as the Battle & Siege 
  Resolution Rules.
  Perspective
  As the chief narrator and director of the 
  story, the Loremaster has the privilege of 
  setting perspective. This means that he will 
  decide which parts of a battle are most 
  important to narrate. It could also mean that 
  he hands storytelling initiative to one 
  particular player who then interprets the 
  results of the battle as seen through the 
  eyes of his character. This will give the 
  player a chance to talk about things truly 
  important, such as friends, home, sunlight 
  and green grasses. The Loremaster may 
  also call for multiple perspectives of the 
  same battle which, when woven together, 
  form a larger tale. The exercise of changing 
  perspective can be an unexpected source of 
  enjoyment in the game. It is a simple method 
  for involving players in ways that dice rolling 
  cannot accomplish.  
  Battle & Siege Resolution Rules
  Battles and sieges are often complex events, 
  involving armies of foot-soldiers, mounted 
  combatants, machines of war, strong 
  defensible positions, and even the late 
  arrival of allies. Managing this type of conﬂict 
  could easily become overwhelming and 
  time-consuming if handled in episode mode. 
  The Battle & Siege Resolution Rules were 
  written to give Loremasters the ability to 
  narrate these aspects without the need for 
  �2
  
  Mythic Battles
  full stat blocks or getting entangled in 
  endless dice rolling. They are meant for 
  quickly summarising the affects of a battle or 
  siege on the companions in increments 
  called assault waves, rather than combat 
  rounds, which are used in episode mode. 
  That being said, the Battle & Siege 
  Resolution Rules do include momentary 
  lapses into episode mode in order to provide 
  glimpses of detailed action signiﬁcant to the 
  outcome of the war.
  Assault Waves
  In episode mode, combats are conducted in 
  rounds representing roughly thirty seconds 
  of action. In narrative time mode, battles and 
  sieges are conducted in assault waves 
  lasting anywhere from one hour to one day 
  as a suggestion.
  A series of assault waves measures the 
  overall performance of the Free Peoples, as 
  well as the perseverance of each 
  companion. This process is similar to the 
  way a journey is managed, but instead of 
  calculating the affects of travelling over a 
  number of days through individual Fatigue 
  tests, the affects of battling over a number of 
  assault waves is calculated through 
  individual Endurance tests. And while a 
  journey can be temporarily interrupted by a 
  Hazard episode, a battle or siege can be 
  interrupted by a Counterstrike—a short 
  episode of great importance. 
  When one assault wave ends, a new one 
  begins and the relative strength of numbers 
  between the Free Peoples and the Shadow 
  forces rises and falls. This leads to the end 
  of the engagement where the companions 
  may participate in a Last Stand episode to 
  simply ﬁnish the narrative or to improve their 
  results. 
  To accomplish all of this, the following four 
  steps should be applied:  
  Step 1. The Onset
  The start of every assault wave is known as 
  the onset. During this step, the Loremaster 
  holds storytelling initiative and sets the 
  scene by describing various elements, such 
  as the relative strength of numbers of the 
  engaged forces, the threat level of the 
  Shadow, the engagement mood, and the 
  core tactics of the Free Peoples. Player-
  heroes may be given a chance to affect 
  these details through creative roleplaying 
  and clever application of their abilities (see 
  the sidebar ‘Player-hero Intervention’).
  Strength of Numbers 
  The term company or great company may 
  be used as a default description for most 
  forces in Middle-earth; but when several 
  houses are mustered or alliances are 
  formed, it may be more appropriate to use 
  the terms army, host, or great host, 
  especially for very large forces. On the 
  opposite end of the spectrum, smaller 
  groups are commonly referred to as bands 
  or warbands.
  In addition to these general descriptions, the 
  Loremaster should also establish the starting 
  relative strength of numbers of the Free 
  Peoples and the Shadow forces by choosing 
  one of the statements found on the Relative 
  Strength of Numbers table. It should be 
  noted that the advantage usually belongs to 
  the Shadow in these dark times, but any 
  scenario is possible.
  �3
  
  Mythic Battles
  Over the course of several assault waves, 
  the statements for relative strength of 
  numbers will shift up and down toward a 
  victory for the Free Peoples or a victory for 
  the Shadow. 
  For example, if ‘The Shadow signiﬁcantly 
  outnumbers the Free Peoples’ to start and 
  a Drums of Doom result is rolled on the 
  Assault table (see ‘Step 2: Tides of War’), 
  the statement will shift two steps up to ‘The 
  S h a d o w h a s P r e v a i l e d ’ a n d t h e 
  engagement will conclude decisively at the 
  end of Step 4: End of Battle, unless a 
  Counterstrike hinders it. 
  As the narrator, it is up to the Loremaster to 
  interpret the actual sizes of the forces 
  remaining after each assault wave and when 
  it is appropriate for the Shadow forces to 
  give up and turn back, even if they haven’t 
  been defeated through strength of numbers.
  After several assault waves, the Free 
  Peoples and Shadow forces are near 
  enough evenly sized. What began as a 
  clash between great hosts has now dwindled 
  to a battle between hundreds, both sides 
  suffering heavy losses due to their wrath 
  kindled to madness. If the Free Peoples hold 
  the line or achieve any more objectives, the 
  Shadow forces will turn back.
  Threat Level of the Shadow
  Puny and weak Goblins, led by low-ranking 
  Orc-chieftains, may present very little threat 
  to the Free Peoples, but when they are 
  accompanied by fearsome Hill-trolls or other 
  monsters, the danger of the battle or siege 
  increases signiﬁcantly. For the player-
  heroes, this means an even greater 
  challenge to their Endurance points.
  The Shadow Threat table provides several 
  ranges of attribute ratings along with 
  corresponding descriptions of the Shadow 
  forces. When determining the level of 
  Shadow threat, the Loremaster may simply 
  add up the attribute ratings of the major 
  types of enemies involved in the conﬂict and 
  calculate their average rating, or he can 
  simply use the descriptions listed as a guide.
  Once an average rating or description has 
  been selected, this determines the number 
  of Endurance tests that each hero will be 
  making during Step 3: Blood & Tears.
  Relative Strength of Numbers table:
  The Shadow has Prevailed.
  The Free Peoples are overwhelmed in numbers by the Shadow
  The Shadow signiﬁcantly outnumbers the Free Peoples.
  Both sides are near enough evenly sized.
  The Free Peoples are greater than the Shadow forces.
  The Shadow remnant is overpowered in numbers by the Free Peoples.
  The Free Peoples are Victorious!
  �4
  
  Mythic Battles
  Engagement Mood
  As part of the onset, the Loremaster 
  determines the general temperament of both 
  sides entering the assault. This decision 
  directly affects the lethality of all failed 
  Endurance tests on the companions during 
  Step 3: Blood & Tears. Moods can be very 
  ﬂuid and wax or wane. Therefore, the 
  Loremaster should feel free to change the 
  rating between assault waves accordingly 
  (perhaps with a roll of a Success die). There 
  is no right or wrong method of setting the 
  engagement mood, nor are there any 
  restrictions on how much it can shift, only 
  that it can never rise above 6 or fall below 1. 
  The basic engagement moods, in 
  decreasing threat and ferocity, are listed on 
  the Engagement Mood table.
  Core Tactics of the Free Peoples
  After the relative strength of numbers has 
  been described, the threat of the Shadow 
  has been calculated, and the engagement 
  mood of the conﬂict has been determined, 
  the Loremaster and the players will settle 
  what the core tactics of the Free Peoples will 
  be for the current assault wave.
  Core tactics include two basic elements 
  fundamental to every battle and siege: 
  command objectives and areas of 
  engagement.
  •
  Command objectives are the stated 
  goals of the Free Peoples. Narrating the 
  command objectives kickstarts the action 
  and lays out possible endings for the 
  Shadow Threat table:
  Average enemy
  attribute rating
  Description
  Number of Endurance
  tests per assault wave
  1–2
  weak (puny Goblins)
  1
  3–4
  tormenting (Orcs, Spiders)
  2
  5–6
  worthy (Wolves, Vampires)
  3
  7–8
  fearsome (Trolls)
  4
  9–10
  lethal (Mountain Trolls)
  5
  11–12
  otherworldly (Dragons)
  6
  Engagement Mood table:
  Battle can be 
  described as...
  Endurance 
  loss per 
  failed test
  wrath kindled to madness
  6
  grim determination
  5
  a bold assault
  4
  a war of cunning tactics
  3
  wary and elusive
  2
  a war of attrition
  1
  �5
  
  Mythic Battles
  engagement. Players can be allowed to 
  spend as little or as much time on 
  command objectives as the Loremaster 
  wishes, possibly roleplaying important 
  speeches and directives. The type of 
  engagement and whether or not the Free 
  Peoples are defending or attacking are 
  key factors for stating command 
  objectives.
  • Areas of engagement signify where the 
  captains and lords have strategically 
  deployed their troops on the battleﬁeld. 
  Every battle or siege is unique and will 
  include speciﬁc formations different from 
  other engagements. For the player-
  heroes, areas of engagement become 
  the locations where they choose to stand 
  and ﬁght. The decision where a player-
  hero ﬁghts during an assault is one of the 
  most important decisions he can make. 
  Ideally, this choice should reﬂect to some 
  extent his proﬁciency and competency in 
  certain Weapon and Common skills. For 
  example, a player-hero proﬁcient in Bows 
  might take up position in the Rear Guard 
  where other archers stand. Or, a player-
  hero with a high Inspire skill might ﬁght 
  At the Centre of a battleﬁeld or stand At 
  the Gates during a siege. If at least one 
  hero is also a commander (see ‘Player-
  hero Commanders’), he will decide what 
  areas are active to deploy forces; 
  otherwise, the Loremaster decides.
  The Areas of Engagement table lists all the 
  possible positions on a battleﬁeld or in a 
  siege. Notice that every position lists its own 
  optional Endurance test TN. This is because 
  players will be making a number of 
  Endurance rolls each assault wave to test 
  their character’s Endurance (see ‘Step 3: 
  Blood & Tears’).
  The most dangerous positions (suggested) 
  are Amidst the Vanguard and The Main 
  Assault. Player-heroes may wish to avoid 
  these areas, but the more dangerous the 
  position chosen, the greater the opportunity 
  to earn special honours, which can translate 
  into gifts of Treasure, Standing, Title, or even 
  an additional Experience point later on (see 
  ‘Awards & Honours’).
   
  Areas of Engagement table:
  Battleﬁeld-positions
  Siege-positions
  Endurance Test TN
  In Reserve
  In Reserve
  10
  Rear Guard
  Engines of War
  12
  On the Flank
  On the Wall
  14
  Among the Skirmishers
  Among the Skirmishers
  14
  At the Centre
  At the Gates
  16
  Amidst the Vanguard
  The Main Assault
  18
  �6
  
  Mythic Battles
  Player-hero Intervention
  While the Loremaster is busy storytelling, 
  players may also have an opportunity to 
  inﬂuence the narrative throughout a battle or 
  siege. Building on the idea of ‘Player-hero 
  Intervention’ (page 200 of The One Ring 
  Roleplaying Game), a player may attempt to 
  make a case for directly or indirectly altering 
  decisions that have been made concerning 
  the relative strength of numbers, command 
  objectives, engagement mood, areas of 
  engagement, or anything else he can 
  plausibly think of using his abilities and 
  resources. If the Loremaster accepts the 
  player’s tale, then he can “propose a task roll 
  summarising his possible intervention. Upon 
  a successful roll, he brieﬂy describes an 
  alternative course of events describing the 
  presence of his character or the effect of his 
  inﬂuence.”
  Step 2. Tides of War
  When the details of the onset have been 
  established, the battle or siege begins (or 
  continues) with a new assault wave. The 
  action starts with either the Loremaster or 
  the players making a Feat die roll on the 
  Assault table (referred to as an Assault roll). 
  The results of this roll will affect the progress 
  of the Free Peoples and have ramiﬁcations 
  on each companion’s ability to endure.
  Every result on the table has been given a 
  name to quickly identify the effects of the 
  Assault roll and to assist in narrating the 
  outcomes of the battle or siege. If 
  appropriate, the relative strength of numbers 
  statement will need to be changed 
  immediately by one or two steps up or down 
  in favour of the Shadow or the Free Peoples. 
  Additionally, the Drums of Doom and 
  Shattered Shields results double the amount 
  of Endurance that each companion will lose 
  for every failed Endurance test during Step 
  3: Blood & Tears.
  (Important: Even if the statement shifts to a 
  victory during this step, all four steps should 
  be completed before ending the war.)
  Strong Defences
  The Loremaster may determine that due to 
  conditions and circumstances, a battle or 
  siege will take more than one assault wave 
  to resolve. A stronghold or natural defence is 
  normally the cause of this. However, it could 
  also be the late arrival of forces during the 
  ﬁrst wave.
  For example, if the result of the Assault roll 
  would normally shift the battle to a Shadow 
  victory, the relative strength of numbers 
  remains at ‘The Free Peoples are 
  overwhelmed in numbers by the Shadow’ 
  instead, and the war continues.
  Turning the Tide
  An Assault roll cannot be inﬂuenced by the 
  player-heroes. The Battle & Siege 
  Resolution Rules have been designed 
  purposefully to display the role of fate and 
  predestination in such important battles and 
  to focus the player-heroes on the task of 
  perseverance instead.
  If, however, the player-heroes do not like the 
  result of the Assault roll and wish to 
  inﬂuence the tide of fate, they will need to 
  roll a  A during Step 3: Blood & Tears. This 
  will open the opportunity for a Counterstrike 
  e p i s o d e — w h i c h c a r r i e s h e a v y 
  consequences for failure, but wondrous 
  gains for victory (see ‘A Counterstrike’). 
  �7
  
  Mythic Battles
  Step 3. Blood & Tears
  After the companions have completed the 
  Assault roll, the assault wave continues with 
  each player-hero making a number of 
  Endurance tests as determined by the level 
  of Shadow threat (see the Shadow Threat 
  table). These tests are a measure of the 
  heroes’ perseverance. 
  Endurance Tests
  The Battle & Siege Resolution Rules add 
  yet another type of test to those found on 
  page 145 of The One Ring Roleplaying 
  Game: the Endurance test. Whereas failed 
  Fatigue tests lead to an increased Fatigue 
  score and Weariness, failed Endurance tests 
  lead to a loss of Endurance points, 
  Weariness, unconsciousness and death.
  An Endurance test is accomplished by rolling 
  the Feat die and a number of Success dice 
  equal to a player-hero’s Battle skill rating.
  The default Target Number for all Endurance 
  tests is 14. (The Loremaster may instead 
  use the Areas of Engagement table to set 
  the TN for each player-hero, which is a 
  better representation of the danger posed.)
  Endurance tests are related to the Heart 
  Attribute (through the use of the Battle skill) 
  and can proﬁt from a Heart Attribute bonus.        
  For each instance that a player-hero fails an 
  Endurance test, he loses a number of 
  Endurance points set by the current 
  engagement mood (see the Engagement 
  Assault table:
  Feat die
  Result
  Description
  C
  Drums of Doom
  The Free Peoples are decimated and complete no command 
  objectives. Change the relative strength of numbers by two steps in 
  favour of the Shadow forces. All player-heroes double the amount of 
  losses they take on each failed Endurance test this assault wave.
  1, 2, 3, or 4
  Shattered Shields
  Battle is ﬁerce and casualties run deep among the Free Peoples; 
  they achieve only a minor objective. All player-heroes double the 
  amount of losses they take on each failed Endurance test this 
  assault wave. Change the relative strength of numbers by one step 
  in favour of the Shadow forces.
  5, 6, 7, or 8
  The Line is Held
  The Free Peoples hold their line and keep ﬁghting, winning one or 
  two command objectives.
  9 or 10
  Night is Ending
  A glimmer of hope arises as the Free Peoples push back their 
  enemies and achieve several command objectives. Change the 
  relative strength of numbers by one step in favour of the Free 
  Peoples.
  A
  Will of the West
  The bodies of Shadow creatures are strewn everywhere across the 
  battleﬁeld as a major command objective is completed. Change the 
  relative strength of numbers by two steps in favour of the Free 
  Peoples.
  �8
  
  Mythic Battles
  Mood table) and doubled by an Assault roll 
  result favouring the Shadow (see the 
  Assault table). These losses are applied 
  immediately.
  Piercing Blows
  In addition to losing Endurance, anytime a 
  player-hero fails an Endurance test and the 
  Feat die shows an C result, he has also 
  suffered a Piercing blow. He must then make 
  a Protection test (TN 14) to check whether 
  his armour has protected him from taking a 
  Wound. The Loremaster may adjust the TN 
  of the Protection test (typically by one or two 
  levels higher) if the weapons of the enemy 
  are particularly sharp or lethal.
  Protect Companion Action
  Before a hero makes a Protection test, the 
  Loremaster may allow a companion to 
  intervene on his behalf by declaring a 
  special ‘Protect Companion’ action. This 
  works much like the special combat task 
  found on page 180 of The One Ring 
  Roleplaying Game, but without the 
  requirement of a combat stance. A hero may 
  spend a point of Hope to take the Piercing 
  blow himself. He must then make a 
  Protection test to keep from taking a Wound.
  It is important to note that the hero taking 
  this action should be stationed in the same 
  area of engagement as the one he is trying 
  to protect.
  States of Health
  Players should follow all the normal rules of 
  ‘Life and Death’ beginning on page 127 of 
  The One Ring Roleplaying Game, such as 
  the rules for Weariness, unconsciousness, 
  and killing blows. Unconscious heroes are 
  especially vulnerable to a coup de grâce on 
  the battleﬁeld. It is up to the Loremaster to 
  decide the fate of an unconscious player-
  hero or he can roll a Success die. On a roll 
  of 1, 2, or 3, an enemy delivers a killing blow. 
  Otherwise, the hero survives until the next 
  assault wave.
  Player-hero Commanders
  The forces of the Free Peoples are led by 
  brave commanders often called Lords, High-
  kings, Kings, Heralds, High-captains, 
  Captains, Chiefs, or Chieftains. Most of the 
  time these are Loremaster characters, but if 
  a player-hero has a high enough standing (4, 
  5, or 6), he might be called upon to lead his 
  company into battle. 
  Due to the protection of his unit, a player-
  hero commander is not required to make 
  Endurance tests during Step 3: Blood & 
  Tears. He is required, however, to give 
  orders and to assign his troops to speciﬁc 
  areas of engagement, including himself. This 
  is important because he can also make one 
  of the following choices every assault wave:
  1. Make a single roll of Inspire (TN 14) 
  before any Endurance tests are made. A 
  success means you have inspired the 
  other player-heroes in the same area of 
  engagement, lowering the difﬁculty of 
  their Endurance tests by one level; a 
  great or extraordinary success lowers the 
  difﬁculty by two levels (to a minimum TN 
  10). This effect lasts for the current 
  assault wave only.
   
  2. Make a single roll of Awe (TN 14) before 
  any Endurance tests are made. A 
  success means you have lowered the 
  threat level of the enemies in the same 
  area of engagement, reducing the 
  number of Endurance tests required of 
  each player-hero stationed there by one 
  level; a great or extraordinary success 
  lowers it by two levels (to a minimum of 
  ‘weak’). This effect lasts for the current 
  assault wave only. 
  �9
  
  Mythic Battles
  3. Make the proper number of Endurance 
  tests yourself. This signiﬁes that you are 
  not relying on the protection of your unit, 
  but putting yourself in danger along with 
  them. If you choose this option, you are 
  trying to increase the odds of triggering a 
  Counterstrike (see ‘A Counterstrike’).
  If more than one player-hero is commanding 
  the Free Peoples in the same area of 
  engagement, they can each choose a 
  different option to gain the beneﬁts of 
  success for those activities. However, if two 
  or more player-hero commanders all choose 
  options 1 or 2 at the same time, keep only 
  the best result among them.
  Two of the companions are commanding the 
  Free Peoples among the main assault. For 
  the current assault wave, both of them 
  choose to intimidate the enemy with their 
  grim faces of wrath. The ﬁrst one barely 
  passes his roll of Awe with a normal 
  success; but the other succeeds with a great 
  success. The great success is used to lower 
  the TN of all Endurance tests by two levels 
  for all companions in the area.
  A Counterstrike
  ‘Begone, foul dwimmerlaik, lord of 
  carrion! Leave the dead in peace!’ 
  A cold voice answered: ‘Come not 
  between the Nazgûl and his prey! Or 
  he will not slay thee in thy turn. He will 
  bear thee away to the houses of 
  lamentation, beyond all darkness, 
  where thy ﬂesh shall be devoured, 
  and thy shrivelled mind be left naked 
  to the Lidless Eye.’ 
  A sword rang as it was drawn. ‘Do 
  what you will; but I will hinder it, if I 
  may.’
  The only way for the player-heroes to 
  change the tide of fate is to trigger and enter 
  a Counterstrike episode. This happens 
  anytime a A is rolled when making an 
  Endurance test. After all Endurance tests are 
  complete, a Counterstrike may be chosen for 
  each A that was rolled. This scene takes 
  place in the same area of engagement as 
  the one who rolled the  A.
  A Counterstrike is a short episode that 
  temporarily interrupts the broader narrative 
  to highlight a pivotal moment in the battle or 
  siege. When successfully completed, a 
  Counterstrike shifts the statement on the 
  Relative Strength of Numbers table by 
  one step in favour of the Free Peoples. 
  The hope of impeding the will of the Enemy, 
  however, is opposed by the risk and 
  consequences of failure. Player-heroes will 
  need to make very difﬁcult choices that could 
  not only increase personal danger, but could 
  also cause a bitter wound to the Free 
  Peoples in the form of defeat. 
  Select a Goal
  Usually a Counterstrike episode requires 
  one or more player-heroes to overcome a 
  test, treated as a prolonged action (see page 
  149 of The One Ring Roleplaying Game). 
  The default difﬁculty for this test is TN 14 
  requiring 3-4 successes and ‘inconvenience’ 
  for failing on the ﬁrst roll, such as losing a 
  Success die of Endurance points or gaining 
  that amount in Fatigue. Failing with an C 
  means failing the entire Counterstrike 
  outright, normally.
  The Loremaster chooses the goal and the 
  skill that will be used in the challenge by 
  rolling a Feat die and consulting the 
  Counterstrike Goals table. If an C is 
  rolled, the Loremaster should roll again but 
  increase the difﬁculty of the eventual action 
  �10
  
  Mythic Battles
  by one or more steps. This is accomplished 
  by increasing the TN, the required number of 
  successes, or by changing the result of 
  failure on the ﬁrst roll from ‘inconvenience’ to 
  ‘Complete failure,’ meaning that the action 
  cannot continue after the ﬁrst roll.
  Determine the Consequences of 
  Failure
  The Loremaster determines what the 
  consequences of failure will be if the 
  Counterstrike episode is lost by the player-
  heroes. This is done by rolling a Feat die and 
  ﬁnding the result on the Counterstrike 
  table.
  Describe the Counterstrike
  Once the goal, the skill, and the difﬁculty are 
  decided, and the consequence of failure is 
  determined, the Loremaster improvises a 
  brief scenario using all the information 
  available. His goal should be to give the 
  players a clear picture of the situation at 
  hand and the opportunity they have to 
  change the tide of fate.
  Sample Counterstrikes
  The following scenarios are provided as an 
  example of how to present a Counterstrike 
  opportunity to the player-heroes. Each 
  sample includes a title, the goal and the 
  consequence for failure (in parenthesis), and 
  a general description of the situation at 
  hand. The Loremaster should customise the 
  Counterstrike to ﬁt the current battle or 
  siege.  
  Cut Off the Head (Defeat — Malevolence) 
  An enemy captain or prominent leader, such 
  as an Orc-Chieftain or a Hill-Troll Chief, is 
  going berserk, attacking ferociously all who 
  stand in his way. You have a chance to stop 
  him and eliminate such a grievous threat. 
  Counterstrike Goals table:
  Feat 
  die
  Counterstrike 
  Goal
  Must pass a 
  prolonged 
  action using...
  A
  Players’ Choice
  1–2
  Dominate or Break
  Athletics
  3–4
  Out-wit or Flank
  Battle
  5–6
  Reinforce or Repair
  Craft
  7–8
  Ambush or Spoil
  Stealth or 
  Awareness
  9–10
  Defeat or Defend
  Weapon
  C
  Roll Again and 
  increase the 
  difﬁculty.
  Counterstrikes table:
  Feat die
  Effect
  Consequences 
  for Failing
  A
  Roll again 
  1–3
  Malevolence
  Increase Shadow 
  threat by one level.
  4–6
  Ferocity
  Set engagement 
  mood to 6 during the 
  next assault wave.
  7–8
  Setback
  Make two Assault 
  rolls during the next 
  assault wave and 
  keep the worst result.
  9–10
  Sorrow
  Cannot spend Hope 
  for the remainder of 
  the battle.
  C
  Devastation
  Immediately shift the 
  relative strength of 
  numbers one step in 
  favour of the Shadow.
  �11
  
  Mythic Battles
  You defeat the leader if you complete this 
  Counterstrike.
  Secret Strike (Spoil — Ferocity)
  The enemy has launched a deadly plot 
  against your company, hoping to fell many 
  with one stroke. If they succeed, their ranks 
  will swell with blood lust. You can spoil this 
  attack, but you must notice the threat in time 
  before the ambush is complete.
  Shield Wall (Dominate — Setback)
  Surging upon you is a massive wave of 
  enemies intent on breaking through your 
  ranks. You have the chance to stand as a 
  barrier against the onslaught, but you must 
  lock shields and arms together and use all 
  your might to hold them back and dominate 
  their will. If you should fail, it may be 
  impossible to stop their fury.
  Rescue the Commander (Out-wit — 
  Sorrow)
  A prominent Free Peoples commander is 
  under heavy attack and needs to be rescued 
  immediately before he is slain. You must use 
  clever tactics to provide a distraction and 
  gain control of the situation. If you cannot do 
  it swiftly enough, the leader will fall and a 
  deep sorrow will overtake you.
  Builders of Stone and Wood (Reinforce — 
  Devastation)
  The Free Peoples have recently experienced 
  heavy damage to their walls, gates, or 
  towers. You must desperately try to fortify 
  the defences, repair the machines of war, or 
  some other project to turn the tide in your 
  favour. If you cannot, the losses will continue 
  beyond imagination.
  Step 4. End of Battle
  After the heroes have resolved all their 
  Endurance tests and completed any 
  Counterstrikes, the Loremaster determines if 
  the conﬂict has come to an end. Here are a 
  couple of default indicators that a battle or 
  siege has concluded (see also ‘The Rule of 
  Two’ sidebar):
  •
  The relative strength of numbers 
  statement has shifted up to ‘The Shadow 
  has Prevailed’ or down to ‘The Free 
  Peoples are Victorious!’ This is a decisive 
  victory for the winning side.
  •
  One side has chosen to take their losses 
  and retreat (see ‘Retreat’ below).
  When either of these conditions are present, 
  the Loremaster should be ready to narrate 
  the end of the battle or move into an optional 
  Last Stand episode in which the player-
  heroes have a chance to improve their 
  results.
  If none of these conditions are present, 
  Steps 1 to 4 should be repeated until the war 
  comes to an end.
  Retreat
  After several assault waves, it is possible 
  that the player-heroes have lost a dangerous 
  amount of Endurance points or they have 
  suffered a Wound. Personal retreat may be 
  the only option to avoid further harm. In 
  addition, if at least one of the companions is 
  a commander, he can order all of the Free 
  Peoples to fall back, retreating to safety. 
  Retreating in narrative time mode requires 
  no dice rolling: it automatically succeeds.
  Depending on the circumstances of the 
  story, the Shadow may retreat under any 
  conditions that the Loremaster decides. 
  Considerations can include factors such as 
  the actual sizes of the forces remaining (as 
  interpreted by the Loremaster), the number 
  of assault waves that have already taken 
  place, or the current relative strength of 
  numbers. These factors reﬂect the Shadow’s 
  �12
  
  Mythic Battles
  morale, endurance, and even strategy during 
  the war, which can be all part of the 
  narrative.
  The Rule of Two
  In addition to one side reaching victory 
  through relative strength of numbers or the 
  retreat of their enemies, you may optionally 
  declare the following conditions for victory:
  • The Free Peoples have routed the 
  Shadow forces when a total of two A 
  icons have been rolled on the Assault 
  table.
  • The Shadow forces have defeated the 
  Free Peoples when a total of two C 
  icons have been rolled on the Assault 
  table.
  When the battle or siege ends in one of 
  these ways, it should be treated essentially 
  like a retreat scenario, but you are also 
  encouraged to ﬁnd a ‘magical’ reason for the 
  sudden break in ﬁghting.
   
  Optional Last Stand Episode
  The player-heroes must decide whether or 
  not to enter a Last Stand episode at the 
  conclusion of the battle or siege, bearing in 
  mind that it would need to be played out 
  using the regular combat rules in episode 
  mode. A Last Stand can be thought of like 
  the ﬁrst episode at the end of a long journey. 
  The Endurance of the player-heroes has 
  been tested and now a ﬁnal scene of combat 
  can improve their success by allowing them 
  to complete an additional command 
  objective.
  The recommended conditions for a Last 
  Stand episode are listed on the Last Stand 
  table and are set according to whatever the 
  last result on the Assault table was.
  To Stand or Not to Stand?
  The condition of the player-heroes at the 
  conclusion of a battle or siege will largely 
  determine whether or not they are ready for 
  a Last Stand episode. If they have suffered 
  too much Endurance loss, they risk 
  unconsciousness or death and a Last Stand 
  episode may not be the wisest choice. 
  Instead, the companions can accept the 
  outcome of the battle and simply narrate 
  their escape or their satisfaction as they 
  watch the Shadow remnants ﬂee. If the 
  Loremaster feels that it enhances the 
  narrative, he can decide to run a Last Stand 
  episode regardless of the players’ decision, 
  but he should be warned — he might not be 
  popular in the end, depending on the results. 
  On the other hand — it could turn out to be 
  an epic ﬁnish and the decision will be 
  heralded!
  The following guidelines are given for each 
  recommended condition:
  •
  Worst possible conditions are where 
  the heroes are outnumbered 8 to 1 or the 
  Attribute levels of their adversaries add 
  up to 25-32 per player-hero.  
  •
  Horrid conditions are where the heroes 
  are outnumbered 6 to 1 or the Attribute 
  levels of their adversaries add up to 
  17-24 per player-hero.
  •
  Bad conditions are where the heroes 
  are outnumbered 4 to 1 or the Attribute 
  levels of their adversaries add up to 9-16 
  per player-hero.
  •
  Fair conditions are where the heroes 
  are outnumbered 2 to 1 or the Attribute 
  levels of their adversaries add up to 5-8 
  per player-hero.
  �13
  
  Mythic Battles
  • Good conditions are where the heroes 
  are evenly matched or the Attribute levels 
  of their adversaries add up to 2-4 per 
  player-hero.
  Three player-heroes have joined the Free 
  Peoples in an intense siege against an Orc 
  infested stronghold. They have managed to 
  survive two assault waves when one of the 
  players rolls an C on the Assault table, 
  shifting the relative strength of numbers from 
  ‘Both sides are near enough evenly sized’ to 
  ‘The Free Peoples are overwhelmed in 
  numbers by the Shadow.’ This automatically 
  forces every player-hero to double their 
  Endurance loss for each failed Endurance 
  test this assault wave. After making those 
  rolls and performing any Counterstrikes, they 
  consider falling back from the siege to spare 
  lives. However, on their way out of the Orc 
  stronghold, they would like to strike one ﬁnal 
  blow to improve their results. They will need 
  to enter a Last Stand episode under worst 
  possible conditions, meaning they will face 
  up to eight enemies (Attribute level 4) each! 
  If they are victorious, the Loremaster allows 
  them to complete their objective in dramatic 
  fashion during their escape. In this case, 
  they topple a tower, killing a very important 
  lieutenant in the process.
  Fear & Corruption Tests
  'There is more in you of good than 
  you know, child of the kindly West. 
  Some courage and some wisdom, 
  blended in measure. If more of us 
  valued food and cheer and song 
  above hoarded gold, it would be a 
  merrier world.'
  The Shadow grows stronger in numbers 
  while the Free Folk of Middle-earth remain 
  largely unaware. With each passing day, the 
  odds increase against the world of Men. 
  Sauron’s plan of domination slowly unfolds 
  and the Free Peoples ﬁnd themselves 
  outnumbered and overwhelmed by their 
  enemies. They must cling to hope and 
  persevere through the darkness, for the Will 
  of the West shall prevail and all will not be 
  lost.
  Perseverance is the virtue that allows heroes 
  to keep pressing on even when they would 
  rather surrender, escape, hide, or brood over 
  their failures. In Middle-earth, perseverance 
  is tied closely to valour and wisdom. 
  Last Stand table:
  Last result on the
  Assault table
  Suggested conditions for a Last Stand episode...
  Drums of Doom
  Enter a Last Stand episode under the worst possible conditions.
  Shattered Shields
  Enter a Last Stand episode under horrid conditions.
  The Line is Held
  Enter a Last Stand episode under bad conditions.
  Night is Ending
  Enter a Last Stand episode under fair conditions.
  Will of the West
  Enter a Last Stand episode under good conditions.
  �14
  
  Mythic Battles
  Therefore, in the game, the Free Peoples 
  demonstrate perseverance through 
  successful Fear tests and Corruption tests. 
  Within the context of a battle or siege, any 
  hero that fails one of these tests showing the 
  C ﬂees the battleﬁeld.   
  Fear Tests
  Fear tests are normally triggered during an 
  episode by a Special ability that a Shadow 
  creature possesses (namely the Strike Fear 
  and Thing of Terror abilities). In narrative 
  time mode, the Loremaster can call for a 
  Fear test whenever the situation warrants it, 
  but especially when the companions are 
  facing an overwhelming number of enemies 
  and extremely bad conditions, particularly 
  during Step 2: Tides of War.
  An Assault roll yields a ‘Shattered Shields’ 
  result, forcing the relative strength of 
  numbers to shift to “The Shadow signiﬁcantly 
  outnumbers the Free Peoples.” The 
  Loremaster narrates the scene, describing 
  the companions as they stand ready at the 
  main gate with their spears pointed toward 
  whatever may come through the doors. A 
  few moments later, a giant battering ram 
  crashes through, followed by four massive 
  trolls and a swarm of goblins. The 
  Loremaster decides that each player-hero is 
  required to make a Fear test (TN 14) due to 
  the sight of the trolls. Anyone failing the test 
  cannot spend Hope for the remainder of the 
  assault wave (or until the trolls are killed in a 
  Counterstrike).
  Corruption Tests
  The core rules call for Corruption tests when 
  the companions face something that could 
  taint their spirit (see page 145 of The One 
  Ring Roleplaying Game). These situations 
  include moments of anguish, lingering in a 
  blighted place, committing a misdeed, or 
  even taking possession of a cursed item. 
  The Special ability, Dreadful Spells, can also 
  force companions to make Corruption tests 
  (page 233). It will be up to the imagination of 
  the Loremaster to weave these elements 
  into the story, especially when operating in 
  narrative time mode. Step 3: Blood & Tears 
  provides the ideal spot to narrate scenes of 
  corruption.
  One of the player-heroes suffers a killing 
  blow when making his Endurance rolls. The 
  Loremaster narrates that a swift Orc arrow 
  suddenly buries itself in the hero’s neck. The 
  hero slowly drops his sword, falls to his 
  knees, and grabs at the black-feathered 
  shaft, hesitating to pull it out. He tries to 
  speak his ﬁnal words, but he chokes on his 
  own blood, slumping lifelessly to the side. 
  Everyone looks away in anguish. The 
  Loremaster calls for the remaining player-
  heroes to each make a Corruption test (TN 
  12) to keep from gaining a Shadow point.
  Awards & Honours
  And there were brought before him 
  many to receive his praise and reward 
  for their valour[.]
  In the aftermath of a battle or siege, the Free 
  Peoples may celebrate their victory with a 
  feast or a ceremony. During this time, the 
  heroes who performed valiantly can be 
  recognised and given awards for their 
  courage. Celebrations are not always in 
  order, but when they are, the awards are 
  usually in the form of Treasure. An  increase 
  in Standing, the receiving of Title and a 
  supplemental Experience point are also 
  appropriate awards for a deserving player-
  hero.
  Awarding Treasure
  A great way for the Free Peoples to honour 
  their heroes is to award them with gifts of 
  Treasure. The amount of Treasure that can 
  �15
  
  Mythic Battles
  be awarded will vary based on the resources 
  of the awarding culture and the tale being 
  told. The Loremaster can decide on the 
  speciﬁc amounts any way he would like, but 
  the following is a more deﬁnitive suggestion 
  for awarding Treasure:
  Begin by recording every instance a player 
  rolls a  A on an Endurance test, during a 
  Counterstrike episode, and during a Last 
  Stand episode. In addition, write down the 
  number of B he rolls with each 
   A 
  (maximum of 2) and the area of engagement 
  where he was deployed at the time. Every  A 
  represents a notable accomplishment or an 
  act of valour performed by the hero on the 
  battleﬁeld and each B attached indicates a 
  greater display of battle prowess. The higher 
  the TN — as determined by the area of 
  engagement — the greater the valiance. 
  Therefore, the highest honour any hero can 
  earn is accomplished by rolling a  A, B, B 
  while Amidst the Vanguard on the battleﬁeld 
  or in The Main Assault during a siege.
  Award 1 point of Treasure per  A rolled, 2 
  points of Treasure per  A+ B, and 3 points 
  of Treasure per  A+ B+ B. If the TN for any 
  roll was higher than 14, increase the award 
  by 1 Treasure point per level of increase. 
  A hero stationed ‘Amidst the Vanguard’ (TN 
  18) rolls a  A+ B+ B on an Endurance test. 
  This indicates a highly valorous act and will 
  earn him 5 Treasure points if he can survive 
  the battle!
  Standing & Title
  Normally, player-heroes must give Treasure 
  to the members of their culture when using 
  the ‘Raise Standing’ undertaking during a 
  Fellowship phase. Battles and sieges can 
  provide them the opportunity to raise their 
  Standing without spending Treasure, simply 
  because they are risking their lives to protect 
  their culture and the peace of Middle-earth.
  If a hero has performed valiantly enough to 
  earn the honour of an increase in Standing, 
  the Loremaster can decide how much to 
  raise it. As a guideline, however, if the 
  amount of Treasure earned during the battle 
  or siege is equal to the hero’s current 
  Standing or greater, then he increases his 
  Standing by one point.
  Additionally, any hero ﬁghting alongside 
  members of a different culture may also be 
  granted a free use of the ‘Receive Title’ 
  undertaking (page 199 of The One Ring 
  Roleplaying Game). 
  Supplemental Experience Points
  The core rules give instructions for awarding 
  Experience points after each session of play 
  as well as at the conclusion of an 
  Adventuring phase (page 212). Any player-
  hero taking part in a large battle or siege is 
  granted 1 supplementary Experience point at 
  the end of a gaming session. In this way, 
  participants could earn a possible 3 points 
  for that session. If they do very well overall, 
  performing acts of valour and heroism, 
  another supplemental Experience point may 
  be awarded at the conclusion of the 
  Adventuring phase.
  �16
  
SOURCE: textdata/thevault/Middle-Earth™ (MERP) [multi]/The One Ring/Third Party.Homebrew/Mythic Battles Revised.pdf