Leaf and Land
“They went down the slope, and across the
stream where it dived under the road,
and up the next slope, and up and down
another shoulder of the hills; and by that time
their cloaks, blankets, water, food and other
gear already seemed a heavy burden.”
This section details a selection of equipment that Player-heroes will find in Middle-earth, and in Wilderland in particular. Loremasters should feel free to include any other equipment they feel is appropriate for their own games, but this section holds fast to things mentioned in The Hobbit and The Lord of the Rings. By fitting out your Player-heroes with things described here, your adventurers will feel more like a part of Middle-earth.
Silver & Gold
In the North, for many years barter was the rule. Small settlements traded their labour and the goods they produced for whatever they needed from their neighbours, with what small coins they had going to the occasional travelling pedlar for what they could not make themselves. The only coins in circulation in Wilderland came then almost entirely from the Kingdom under the Mountain before the coming of Smaug.
With the re-emergence of Dale and Erebor, along with the rebuilt Lake-town, commerce has returned in earnest and new currency has begun to circulate once more, especially along the most used trade routes. The coins most often exchanged generally fall into three (broad) categories: gold pieces, silver pennies and copper coins.
Gold pieces are very valuable and relatively rare. The majority found in the North come from the Lonely Mountain. Indeed, older coins near invariably come from the Dragon’s treasure and many people have shown some propensity to hoard them and secret them away. King Dáin ordered portions of Smaug’s hoard smelted and minted anew, meaning there are new gold pieces about bearing the Ironfoot’s grim visage, but so vast was the wealth of Erebor that it simply wasn’t practical to try to render the entire hoard down.
Silver pennies are the most common currency of the North, in use from the streets of Dale to the inns of the Shire. Silver coins from Erebor and Dale of old were used throughout the Anduin Vales and in Esgaroth throughout the Dragon’s ‘reign’, and new silver pennies flow from the Lonely Mountain regularly now. Indeed, most other folk say (quietly, out of the earshot of Dwarves) that Durin’s folk are far more willing to part with silver, than gold.
Copper coins have the least worth. Many aren’t even properly struck coins, just bits of vaguely circular copper. A decent meal and a mug of ale can be had for a few coppers.
1 gold piece = 20 silver pennies
1 silver penny = 12 copper coins
1 gold piece = 240 copper coins
In the following equipment sections, the various coins are abbreviated so:
gold piece = (g), silver penny = (s), copper coin = ©.
While coins are how most monetary transactions take place, gem stones of various size and type are frequently used if particularly large sums are involved. The jewellery smiths of the North have long produced beautiful work and with the new wealth arising in parts of Wilderland, they are hard at work once more.
Barter, Trade & Gift
Still, for most people – especially those in Poor, Frugal or Martial cultures – coins are rarely used, and barter is the order of the day. The majority of folk tend to their own farmsteads or share in the wealth of their village under the protection of a lord or chieftain, and trade only for those few things they cannot produce themselves.
Many Martial cultures operate under a gift economy, where the lord or chieftain owns all goods, and apportions gifts of goods and property to his loyal folk in line with their rank. The only merchants seen in many places are Dwarven traders and smiths, exiled wanderers who are now making their way back to Erebor. Coin is not always easily spent where such traders cannot be found.
Player-heroes may obtain equipment through purchase, barter or as gifts, and they will also sometimes acquire new items as Cultural Heirlooms.
In Middle-earth sometimes gaining equipment is easy – under the protection and hospitality of a generous lord all your needs will be met. Out in the wild, amongst the far flung farmsteads things are not so easy, and Player-heroes may find themselves chopping wood to pay for an evening’s meal when coin will not do.
Standards of Living
The Player-heroes in Adventures in Middle-earth are adventurers, individuals frequently used to finding their own sustenance in the Wild, rather than reaching for a purse. Yet each hero has a people from which they came and a lifestyle they generally lead when not out upon the road. Therefore, each character has a Standard of Living based on the relative affluence of their culture.
A character’s Standard of Living represents the quality of their incidental gear as well as how they present themselves. Loremasters will take note of a character’s Standard of Living under appropriate social circumstances.
For example, a Poor warrior is far less likely to be granted access to a Rich merchant’s estate without a very persuasive story.
The Standard of Living rankings are Poor, Frugal, Martial, Prosperous or Rich.
Standards of Living costs for 1 year
These are the minimum costs, and include household costs for more affluent individuals.
Adventurers & Standards of Living
For adventurers, the main effect of Standard of Living is determining starting equipment. Once a character embarks on the curious and somewhat suspect career of adventurer, the usual customs no longer apply. While a farmer or craftsman might make a humble but honest living, adventurers tend to be either penniless or astoundingly wealthy. Adventurers rely on the treasure they win from Troll-hoards and Dragon’s lairs, or the rewards of powerful patrons, instead of having a regular income.
A wealthy adventurer may have the money to live richly, or even ostentatiously well, but wild spending will not necessarily win the respect of others. Bilbo returned from his quest a wealthy Hobbit, but was viewed with suspicion for the rest of his days in the Shire.
The material comforts and relative wealth enjoyed by an average person at each Standard of Living are described in the following entries. These serve as a guide to conditions Player-heroes can expect to encounter in different cultures as they travel across Wilderland and beyond. Presented in order of increasing relative wealth, each Standard of Living rank is roughly twice as affluent as the rank preceding it.
Impoverished people are often subsistence farmers, probably suffering from a bad harvest season, a harsh winter, or the aftermath of a plague or war. Some are afflicted by bandits or worse, Orc raids, that prevent them from even having a chance at thriving. They struggle every day to find what they need to survive, and have no time or resources to look for anything beyond the bare necessities. The equipment of adventurers from such cultures generally represents the entirety of their family's wealth and may very well be all they own.
Frugal folk usually sleep in comfortable common halls (or tents, if nomadic) and eat the produce of their own lands and pastures. They wear simple clothes at most times, although they may possess finer garments for special gatherings like season festivals, marriages or funerals. Jewels and other superior ornaments, if any are in the keeping of members of the society, are treasured as possessions belonging to the entire community, and are passed down through generations of appointed keepers.
Adventurers coming from a Frugal folk do not usually carry anything of unusual worth (unless as part of their war gear) and generally avoid ostentation, with the possible exception of one or two pieces of expensive clothing or common jewellery, like a rich mantle or a golden necklace or bracelet; likely a token of their status among their peers. Consequently, they can rarely afford to pay for anything out of the ordinary, and prefer to find or make what they need instead.
Examples: Woodmen of Wilderland
Individuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble.
Meals are usually consumed in large halls, with seat and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family.
Martial Player-heroes have enough resources to look after themselves, and to pay for things such as simple accommodation on the road and the occasional fancy meal. Ever mindful of the cost of any luxury, both to the pocketbook and their martial spirit, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to acquire.
Examples: Beornings, Dúnedain, Elves of Mirkwood, Riders of Rohan
Almost all families belonging to a Prosperous culture can afford to live in separate, private houses. Important individuals wear fine clothing and often have one or more servants in their service at home. Prosperous folk generally have a successful business or various investments that continually bring them a steady flow of wealth.
Player-heroes coming from a Prosperous culture can pay for many small expenses encountered along a journey and might even be able to pay for a poorer off companion, if need be. This includes, for example, paying for a comfortable inn (as opposed to sleeping outdoors), buying rounds for everyone at the tavern, and hiring beasts of burden (such as ponies) for a journey.
Examples: Bardings, Hobbits of the Shire, Men of Bree, Men of the Lake, Men of Minas Tirith
Members of a Rich culture live amidst all sorts of luxuries, reaping the fruits of flourishing trade or vast treasure. Although those less well-off warn that affluence can easily lead to spiritual or even physical weakness, the availability of material wealth instead may set an individual free to focus on more lofty matters, like the perfection of a craft or art.
Rich adventurers are more well off than their Prosperous fellows, but not excessively so. Their life on the move does not let them take full advantage of their resources, many of which are bound up in investments or tied to ownership of businesses or land. Their gear is frequently the best that money can secure, beautifully engraved or decorated, as well as perfectly functional.
Examples: Dwarves of Erebor
Weapons and Armor
In the following wiki are descriptions for various types of protective gear or weapons available to Player-heroes in Wilderland. Most forms of medium or light armor and all simple weapons can be obtained in any settlement of the Free Folk; heavier metal armors or martial weapons are made in only a few places – a traveler is unlikely to find a fine broadsword or a corslet of mail in the lands of the Woodmen, for example.
Huge and round or barrel-shaped, these shields are carried in battle by the sturdiest of warriors, and are considered too cumbersome and unwieldy by many. Great shields can only be used by Size Medium or larger warriors.
A heavy digging implement, sporting a curved head with a point on one side and a spade-like ‘blade’ on the other. King Dáin’s Iron Guard and a number of his folk from the Iron Hills choose to wield their mattocks in battle to fearsome effect.
Dwarf-Forged Weapons and Armor
While the Dwarves of Erebor may no longer be able to forge weapons and armor with the skill their forefathers possessed, what they do make are still the finest armaments and mail to be found for purchase in Middle-earth. A warrior that wishes to acquire a piece of Dwarf-forged wargear will need to go to Dale (or Lake-town, though the price will be further marked up!) and secure one.
A Dwarf-forged Weapon costs a base of 2 gold pieces + 3x the listed base cost of the desired weapon. A suit of Dwarf-forged Mail costs 5 gold pieces + 2x the listed base cost.
For example, a long sword normally costs 40 silver pennies (2 gold pieces). Thus a Dwarf-forged long sword costs 8 gold pieces.
Dwarf-smiths generally craft only the following weapons to their standards: Axe, Great Axe, Long Sword, Short Sword, and Broadsword. A Player-hero who wishes to secure a different weapon – a dagger or a spear, perhaps – will have to convince a Dwarf-smith to accept such a commission.
Since agreeing to make such a weapon could, in Dwarven social circles, reflect back on the smith, the character will have to have enough reputation to make it worth the smith’s while, along with several additional gold pieces to persuade him.
Dwarf-smiths forge Corslets of mail, Scale Hauberks, Ring-mail, and Heavy Mail. No inducement will convince them to make lesser armors.
A Dwarf-forged Weapon adds a + 1 bonus to all attack and damage rolls made with it.
A suit of Dwarf-forged Armor causes all critical hits against its wearer to become normal hits.
Small explosives that, soon after being lit, make a burst of sound, light or both. The fireworks produced by the fireworkers of Dale range from small whizz-bangs to teeth-rattling thunder-claps, and from small fire-flowers to full-sized burning shapes in the sky. Firework creation is a relatively young art and they are not very robust as yet. Every time a firework is lit, roll a d20: on a 1 it’s a dud; fireworks that were ever exposed to inclement weather or doused in water fail to ignite on a 1-10. Fireworks soon lose their potency and will fail to ignite a few weeks after purchase.
The delightful creations of Durin’s folk and their Barding apprentices come from the Toy-market of Dale. Made from intricately carved wood and metal, the greatest (and most expensive) are so cunningly wrought that they have properties that seem magical: soldiers that march in unison, metal bears with tiny roars and little instruments that play themselves have all been sold at the Toy-market.
A hero’s travelling gear includes all the typical belongings that they carry when travelling, in addition to their weapons and armor. Adventurers being a somewhat rare breed in Middle-earth, there is little notion of any specialized equipment – rather, most Player-heroes carry what anyone would when traversing the dangerous reaches of the Wild.
Travelling gear varies by the time of year a company sets out. Spring and summer gear consists of lighter clothes and cloaks, blankets, water and rations. Winter and autumn gear requires warm clothing, thick jackets, fur-lined cloaks and solid boots with heavier bedrolls along with water and rations.
All classes start with one seasonal set of travelling gear of their choice, they will have to purchase other sets as needed.
Both sets of travelling gear include rations for a week of travelling. If their journey is going to last more than a week, most Player-heroes will generally have to rely on their skill as hunters.
Spring and Summer Travelling Gear includes appropriate garb, backpack, blanket, mess kit, a flask of oil, a pouch, 50’ hempen rope, 5 torches, a waterskin and a whetstone. With rations, this gear weighs 49 lbs. and if purchased, would cost around 9s.
Autumn and Winter Travelling Gear includes appropriate garb, backpack, bedroll, hooded lantern, mess kit, a flask of oil, a pouch, 50’ hempen rope, a waterskin, and a whetstone. With rations, this gear weighs 54 lbs. and if purchased, would cost around 18s.
Herbs, Potions and Salves
There are numerous plants of great worth in the Wilds of Middle-earth if you know where to look for them. A few folk know how to make various beneficial remedies from such herbs, but only skilled healers know how to bring forth their greatest virtues. The most efficacious plants are, invariably, the most difficult and dangerous to find and thus very often in very short supply. The listed prices reflect this. Player-heroes may very well have to go on an adventure to be certain of securing such plants.
Athelas is a long leafed plant, found only in small, sparse thickets where the Men of the West once made their dwellings, for they brought it to Middle-earth long ago. Athelas has many virtues, but few know them in the twilight years of the Third Age. In the south, they refer to it as ‘Kingsfoil’ regarding it as a weed known only for its sweet scent – like that of pleasant orchards, or fields of heather under a summer sun. Those with the proper knowledge of Athelas’ many properties can make far more use of it.
Applying a salve made from athelas allows a character to immediately regain 1d4 + 1 hit points.
Hagweed is a floating plant, found in ponds of still water in verdant carpets of minute green leaves. Deceptively harmless to look at, these plants thrive in stinking waters where bodies of animals and travellers alike have sunk to rot. Hagweed is indeed a serious threat to travellers as, at dusk or when the sky is overcast, a horse or pony might easily stumble in the deep pools they cover, thinking to find firmer terrain. Hagweed owes its name to the fact that many stories tell how Marsh Hags and Trolls like to lurk beneath the surface of ponds covered by hagweed, as corpse candles often appear over such pools of stagnant waters and attract the unwary. If collected, the leaves of the hagweed can be brewed into a drink that strengthens the spirit.
Drinking a hagweed potion gives a character advantage on all saving throws against Corruption for 1 week.
These are bright, yellow flowers that appear when the winter snows start melting away. They turn dark and dreary bogs into pleasant places, and thus may trick unwary travellers into entering the dangerous terrain they grow upon. It owes its name (“king’s buttons”) to an old legend concerning Girion, Lord of Dale. Stories tell how he led his armies into the marshes in the dying days of winter, to trick his enemies into thinking he deserted his folk. He returned in spring, his host reinforced by Elven warriors, wearing yellow flowers in his hair and upon his breast. Farmers use Kingcup as lucky charms to protect their homes, and say that wearing its flowers protects a traveller from harm.
Wearing a necklace or bracelet of freshly woven Kingcupsmakes a character lucky for a 1d4 + 1 days. Whenever a lucky character rolls a 1 on a d20 for an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.
Beds of these plants are found especially in the vicinity of the Long Lake. Reedmace is a tall grass with long leaves that flowers in spring. At that time, its top part develops into a mace-like head. Reedmace often grows taller than a Man. Farmers harvest reedmace for food, and cook its leaves or grind the plant into flour. Wise women learned to boil its rootstock to make a salve capable of speeding up the healing of wounds.
Applying reedmace salve to wounds allows a character to immediately recover 2 Hit Dice.
Shadow-thorn is a dark black lichen that grows in small clumps on trees within the depths of Mirkwood and Fangorn Forest. Despite its somewhat sinister appearance, shadow-thorn is a beneficial plant that helps draw off toxins. Once ground into a fine powder, shadow-thorn can be used to make a potion capable of neutralizing many poisons.
A character who drinks a shadow-thorn potion gains advantage on saving throws against poison for 1 hour.
A beautiful floating plant with oval leaves and white or yellow flowers, the water-lily is found wherever the Forest River and the River Running slow their courses in winding loops, but it is not encountered under the shade of Mirkwood at all. Its flowers open in all their beauty only by midday, to close again when evening approaches. Water-lilies are often collected as decoration, and placed in bowls filled with water or woven into garlands.
A drink prepared using flowers and petals of white water-lilies fortifies the body, while the rare red water-lily is said to reinforce the fighting spirit.
A character who drinks a potion made from white water-lilies automatically gets the full Hit Die value of any Hit Dice spent to regain hit points during their next short rest.
A character who drinks a potion made from red water-lilies adds + 2 damage to all melee weapon attacks made for the next hour.
A pipe is made of clay or wood and used for inhaling the smoke of burning leaves of pipe-weed. Proficiency with a pipe means you practice the art of smoking and likely have some skill at blowing smoke-rings. Smoking a pipe can aid in both introspection and friendly chatting with fellow practitioners of the art.
If you spend an hour smoking your pipe while considering a problem, you may make an ability check with your proficiency bonus against a Difficulty Class 15. On a success, you make the immediate follow-on check with advantage. On a failure, you wasted an hour, but had a good smoke.
For example, Trotter is trying to decipher some strange runes he has found carved into the side of a cave. The Loremaster declares that because the runes are particularly ancient and partially obscured, it will take a DC 25 Intelligence (Lore) check to interpret them. Trotter has the time, so pulls forth his pipe, smokes and ponders for a bit, considering the runes. His player then makes a roll, adding his proficiency bonus, against a DC of 15. He succeeds, so he gets to make the ensuing Intelligence (Lore) test against the DC 25 with advantage.
Pipe-weed or Leaf, as some adherents refer to it, comes mainly from the Shire and the lands surrounding the village of Bree. There are various types with slightly varied properties. Old Toby and Southern Star are well regarded, but most aficionados agree that Longbottom Leaf is the finest pipe-weed to be had.
These items are not for sale at any price – they are treasures of the respective Free Folk. Usually, they are awarded to Player-heroes who take the Cultural Heirloom virtue, but they might also, in rare circumstances, be found as treasure or awarded as a gift to an honored ally. If lost, they can be replaced at Sanctuaries. See the Loremaster's Guide for more information on Sanctuaries.
Dalish Longbow (great bow)
The bowyers of Dale used prodigiously tall and powerful staves of fine yew wood to make bows for their King’s men. You gain a + 1 bonus to attack and damage rolls made with this weapon. On a critical hit, your arrows inflict an additional 1d8 damage.
Spear of King Bladorthin (spear)
The Dwarves of the Lonely Mountain forged these spears for a king who lived before the Dragon came. Their thrice-forged heads never lose their keenness, and their shafts are inlaid with gold.
You gain advantage on ranged attacks made with one of these spears.
The Tower Shields of Dale (great shield)
The soldiers of Girion, the last Lord of Dale before the coming of Smaug, carried great shields that were so tall that it was said that a grown man could completely hide behind them.
You gain a + 2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC.
Giant-slaying Spear (great spear)
A Giant-slaying Spear is an unusually long great spear made of ash wood, once used only from horseback.
You gain a + 1 bonus to attack and damage rolls made with this weapon. When you hit a Large or bigger monster with it, the target takes an extra 2d6 damage.
Noble Armor (leather corslet)
Craftsmen of old long labored on these coats of leather, shaping and decorating them with lacquers and other fine ornaments. Those wearing this armor appear regal and easily command attention.
Wearing this armour gives you advantage on Charisma (Persuasion) ability checks.
Additionally, when wearing this armor, you gain a + 1 bonus to AC in addition to the normal AC bonus for wearing a leather corslet.
Splitting Axe (axe or great axe)
A Beorning Splitting Axe has a wedge-shaped head, capable of rending armor with its strokes, a hold-over from a time when a Northman needed a weapon capable of piercing the skin of a Dragon.
You gain a + 1 bonus to attack and damage rolls made with this weapon. When you roll a 20 on your attack roll with a Splitting Axe, if your opponent is wearing heavy armorer has a Natural Armor Class of 16 or better, they take an additional 2d6 damage. Individuals wearing Dwarf-forged heavy armor are immune to this extra damage.
Heirloom of Elder Days
Prerequisite: You must be at least 8th level to take this Cultural Reward.
You have been entrusted with the keeping of an ancient relic, an artifact going back to the ancient days of your people. You should create an interesting story and description for the object with the help of the Loremaster. It will be a wondrous artifact generally of Mannish craftsmanship, but might even be of Elven or Dwarven make. See the Loremaster’s Guide for more on such wonders.
Star of the Dúnedain
The Dúnedain have opened uncounted paths in the Wild, and have created many refuges and encampments. The need for secrecy is so vital for their survival that it is a command of their captains that no one may reveal the whereabouts of these places, nor be taught to decipher the signs and runes leading to them, before they have earned their place among the veterans. You have been recognized this honor, and you are now entitled to wear a silver brooch shaped like a rayed star upon your left shoulder.
When you are within the ancient boundaries of the realm of Arnor, you may make a DC 15 Intelligence (Investigation) ability check in order to find one of these hidden refuges. If successful, the refuge is within two day’s march; on a natural 20, it is mere hours away.
The refuges of the Dúnedain are always safe places, but their nature varies wildly: a refuge may be nothing more than a dry clearing on a hilltop, a shepherd’s hut, a natural cave hidden by a waterfall or the ruins of a hill-fort.
Player-heroes repairing there may find shelter, supplies of firewood, stores of dried food, medicinal herbs, and, if the place is inhabited, the possibility of exchanging tidings with other Dúnedain, or receiving or sending out messages.
Resting in a Ranger’s refuge allows each companion to immediately recover hit points as if they had spent one of their Hit Dice, without expending any from their pool. Such places are deemed safe enough to allow for a long rest.
For many long centuries, the “Men of the Sea” sent cohorts of archers to deluge their enemies under a rain of steel. Their long, black-feathered arrows can still be discovered inside burial mounds, among the tall grass of Eriador or where long-forgotten battles were fought across Gondor.
You start each Adventuring phase with a number of Númenórean Arrows equal to half your proficiency bonus (round up). When you attack using a great bow, you may declare that you are using one of them. If you succeed on your attack roll, the arrow does additional damage equal to your Wisdom bonus; moreover, your target’s next attack is made with disadvantage.
At the end of the battle you can recover your used arrows if circumstances allow it, unless you rolled a 1, in which case, that arrow is lost or broken beyond recovery.
Dwarves of the Lonely Mountain
Axe of Azanulbizar (great axe)
It is said that every Dwarf that survived the Battle of Azanulbizar returned from that battlefield bowed under a heavy burden, as he carried the weapons of those who died that day and whose bodies were burned in the pyre. You gain a + 1 bonus to attack and damage rolls made with this weapon. Additionally, the first time you attack an Orc or Goblin in any combat, you gain advantage on the attack roll.
Dwarf-wrought Hauberk (corslet of mail)
The Dwarves of the Lonely Mountain make good coats of steel rings, but they cannot match the work of the armorers that lived before the Dragon came. These were frequently made suits in Erebor, before the coming of Smaug.
When wearing a Dwarf-wrought Hauberk, you gain a +1 bonus to AC in addition to the normal AC bonus for wearing mail – for a total of a 17 AC.
You are also immune to the bonus damage of critical hits and do not suffer disadvantage on stealth rolls.
Helm of Awe
The Dwarven heroes of old wore helms with visors crafted by the hammer of the smith in hideous shapes, to better dismay the enemy that looked upon them.
While you wear this helm you gain advantage on Charisma (Intimidation) ability checks against Orcs and Goblins. You can also take an action to call upon an ancestor’s wrath to set fear in the hearts of your enemies. A number of creatures of your choice, up to your Wisdom modifier (minimum 1), within 30 foot of you must succeed at a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. This ability cannot be used again until you have finished a short or long rest.
Elves of Mirkwood
Bitter Spear (spear)
These spears were made with ash wood from what is now called Dol Guldur, once home to many woodland Elves, and they pierce deep into the their enemies.
You gain a + 1 bonus to attack and damage rolls made with this weapon. When you roll a 20 on your attack roll with this spear, your critical hit deals an extra 2d6 damage.
Spearman’s Shield (shield)
The agile Elven warriors learned long ago to profit from the protection of a small shield when using a great spear. These leaf-shaped bucklers are smaller than most.
Bearing one of these Elven-wrought shields allows you to benefit from the full AC bonus of a standard shield, even while wielding a two-handed great spear.
Woodland Bow (short bow)
The Silvan Elves have always eschewed the great bows favored by many folks in the North. They prefer shorter and lighter bows that can be bent as quickly as possible, as in a forest the enemy can be anywhere. You gain a + 1 bonus to attack and damage rolls made with this weapon. So long as you are not surprised, you always get to make a single ranged attack with this bow before combat is joined.
Hobbits of the Shire
Bow of the North Downs (short bow)
One of the oldest stories told in the Shire tells how a company of the best archers that the Shire could muster went north to aid the King in battle. They never returned, but a number of very strong bows are said to have been recovered from the battlefield and preserved to this day. When making a ranged attack using a Bow of the North Downs, add a bonus to your attack roll of half your proficiency bonus (rounded up).
King’s Blade (short sword)
At times, country Hobbits find ancient swords inside fallen mounds, amid tilled fields or washed ashore along a watercourse. Unable to discover their precise origin, they call them simply ‘King’s Blades.’ On a successful attack with one of these swords, you get + 3 to your damage roll against the target.
Lucky Armour (leather corslet)
Suits of armor are very prized ornaments in the houses of the greater families of the Shire. The best among them can be still put to proper use, if an adventurous Hobbit demonstrates they deserve it. When wearing this armor, you gain a + 1 bonus to AC in addition to the normal AC bonus for wearing a leather corslet. You also gain a + 1 bonus to all saving throws. Finally, once per day you can call upon its luck (no action required) to re-roll one attack roll, ability check, or saving throw you dislike. You must use the result of the re-roll. This ability returns when you take a long rest.
Men of Bree
A number of very ancient metal lanterns are kept in working order by the gatekeepers of Bree. Shaped like some curious shellfish, their craftsmanship is long lost, as is the cunning art that makes their light particularly bright and enduring. The nature of apparently ever-lasting liquid fuel they use is a secret that the gatekeepers guard jealously. If you wield a Gatekeeper’s Lantern in combat while in the dark, all creatures that fear the sun (like many types of Orcs, Goblins and Trolls) who are exposed to the lantern’s light suffer Disadvantage in the first round of combat.
Pipe of the Prancing Pony
The sign of a worthy hero of Bree-land, the black clay pipes of The Prancing Pony are deemed to be authentic relics by the Men of Bree, as their manufacture hearkens back to the time when the art of smoking the genuine weed first spread out of Bree. Recognizable by their long stem and large firebox, smoking a pipe of The Prancing Pony is said to give great powers of contemplation. You have advantage on all Riddle skill checks tests made while you are smoking. Furthermore, you may use your Charisma instead of your Intelligence when using the Riddle and Traditions skills.
Shield of the First Men (shield)
These large, brightly painted tall shields are handed down as heirlooms from one generation to the next, in a tradition that the elders of Bree-land say stretches back to the first Men to cross the Mountains and settle in these lands east of the Sea. Old tales say that a man carrying such a shield in the thick of a fight should fear nothing. When you roll a 20 on an attack roll while fighting with this shield in hand, instead of applying the critical hit effects to your foe, you may choose instead to automatically block the next attack that would’ve otherwise successfully struck you during this fight. No matter what your attacker rolls, treat it as though they failed to roll enough to hit your Armor Class.
Men of the Lake
Brazen Armour (scale hauberk)
Men-folk out of the East favor suits of armor made of overlapping brass plates, or composed of small scales arranged in a mesh, like the scales on a fish or the feathers of birds. Many of these elaborate coats have been hanging on the walls of the great hall of Lake-town, waiting for heroes worthy to wear them. Brazen Armor is equivalent to + 1 scale hauberk. Its wearer has resistance to bludgeoning and slashing damage, but is vulnerable to piercing damage.
Among the most unusual and rare possessions of a Lakeman household are these unassuming whetstones, small flat pebbles never bigger than a pigeon egg, black in color and faintly traced with green veins. They can be obtained from the oldest and most superstitious fishermen of the town, who swear they get them in exchange for iron tool offerings left in certain areas of the Long Marshes.
If you carry a Keening Bog-stone in a pouch or wear it as a necklace, it vibrates and emits a soft wailing sound when a creature possessing the Hate Sunlight or Denizen of the Dark Shadow Abilities is close (within 100 yards). Additionally, the first attack you aim at such a creature has advantage.
Serpent Scimitar (scimitar)
Exotic blades from the distant South are the most sought after collector’s items among the more fashionable merchants of Lake-town. Most of those that find their way to the North are useless ceremonial blades of cheaply damasked iron, with lacquered hilts and scabbards set with colored stones. A rare few are the work of truly superior craftsmanship, quick and deadly weapons in the hand of a skilled fighter. These scimitars give a + 1 bonus to attack and damage rolls, and attacks made with these scimitars ignore Armour Class modifiers derived from shields.
Men of Minas Tirith
Banner of the House of Anárion
The banners of Minas Tirith are the symbols of all that is good and glorious, fluttering high in the western winds of Gondor. They are a sight of inspiration to all who see them and drive those who fight beneath them to acts of valor and heroism on the field of battle. Once per battle, you may unfurl this banner as a bonus action. All nearby allies may spend up to three Hit Dice to recover Hit Points.
Shield of the Citadel (shield, great shield)
The armorers of the Tower of Guard know how to make excellent shields, many-layered and overlaid with plates of metal. Emblazoned with the device of the Citadel, they are sturdy, but light and wieldy, to better deflect the blows of the enemy.
You gain a + 1 bonus to AC when you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, a Shield of the Citadel cannot be destroyed by mischance or the attacks of enemies.
Horn of Minas Arnor
When Minas Tirith was still called Minas Anor, the Tower of the Sun, it was a fair City, high and full of light, deemed to be as beautiful as a queen. Horns and trumpets were sounded to signal joyous occasions, like marriages and feasts, not only to announce new forays into enemy territory. Horns that were crafted in those merrier days still hold that bright quality in their sound, and there is nothing more hateful to the ears of the Enemy. If you sound this magnificent horn as an action, a number of foes equal to your Charisma modifier must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). Those who fail gain disadvantage on their next attack.
Riders of Rohan
Ancient Mail from Gondor (corslet of mail)
Many armories in Rohan hold a vast array of weapons, helms and suits of armor created by smiths from the south, gifts from Gondor to the Kings of the Riddermark. A warrior wearing one of those coats of bright mail on the battlefield is sure to lift the hearts of his companions.
When wearing this armor, you gain a + 1 bonus to AC in addition to the normal AC bonus for wearing mail. Wearing Ancient Mail from Gondor allows you to perform a special version of the Help action to assist your comrades in arms. You may cheer your allies on as a bonus action – all of your allies within 10 feet that can see you gain advantage on their next combat attack roll – you may still attack normally. You must take a short or long rest before you can use this ability again.
Glinting Spear (spear)
The Rohirrim wield tall spears of ash, topped with sharp heads of cold steel. Some have been brought out of the North by those riders who first followed Eorl, their hafts cut from the trees of the ancient Greenwood. Glinting spears give a + 1 bonus to attack and damage rolls made with such weapons. On a successful attack in the first round of melee combat, a Glinting Spear does + 3 damage.
The most valiant warriors of the Rohirrim wear gleaming helms crested with great plumes made from horse hair that make them stand out in the battlefield. You have been recognized with the honor to wear one in battle, and you have sworn to never retreat from the fray and lead your companions by example. Wearing this helm gives you a + 1 bonus to your Armour Class. Additionally, while wearing a Horsetailed Helm, you are immune to the frightened condition.
Woodmen of Wilderland
Bearded Axe (great axe)
The most prized axes have a wide ‘bearded’ head, often scored with ancient runes of victory. The longer blade bites into enemies’ shields, and its hooked end can be used to disarm them.
You gain a + 1 bonus to attack and damage rolls made with this weapon. When you attack with this great axe and roll a 20 on the attack roll, instead of inflicting damage, you may choose to destroy your opponent’s shield instead.
Feathered Armour (leather corslet or chain shirt)
Radagast the Brown has blessed these suits of armor with his cunning, and now they don’t seem to make a sound when worn, whether they are made from animal skins or rings of steel. When wearing this armor, you gain a + 1 bonus to AC in addition to the normal AC bonus for wearing that type of armor.
Additionally, when wearing this armor, you have advantage on Dexterity (Stealth) ability checks when moving through forested areas.
Shepherds-bow (bow or great bow)
When a bow of any type is deemed very powerful, the Woodmen of Wilderland treasure it and call it a “Shepherds-bow”, as they would use it to protect their herds and cattle from the preying claws of the Eagles of the Misty Mountains. You gain a + 1 bonus to attack and damage rolls made with this weapon. When you roll a 20 on the attack roll with this weapon, in addition to the standard extra damage caused by a critical hit, your arrow does extra additional damage equal to your Wisdom modifier.