Middle-Earth (MERP) RPG (1-3 Openings)
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debo11
Joined: Thu Dec 10, 2009 3:49 pm Posts: 119
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 Re: Middle-Earth (MERP) RPG (2-3 openings)
understandable, am a sufferer of migranes myself.
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Sun Mar 06, 2011 1:48 am |
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Lando The Archmagi
Joined: Fri Dec 11, 2009 12:30 am Posts: 1051 Location: Marietta, GA
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 Re: Middle-Earth (MERP) RPG (2-3 openings)
AthonRogue wrote: If this isn't a problem then I have a character pretty much ready to go. Just have to reroll the stats in game and re-arrange things accordingly. The next question would be as to the name... his name was Subotai...if that takes away anything from the feel of the game... no prob.
If this doesn't work.. well I'll come up with something new.
Thanks Indeed it has to do with their serving Sauron and Morgoth, but you could be an Easterling who wasn't allied so. That's feasible and I'd like to see your background show such. Fan of Conan I see.  I run Conan d20 by Mongoose Publishing btw..
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Sun Mar 06, 2011 1:57 am |
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Lando The Archmagi
Joined: Fri Dec 11, 2009 12:30 am Posts: 1051 Location: Marietta, GA
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 Re: MERP RPG (2-3 openings)
Room is up on Mayhem server.
I've got several openings for serious mature roleplayers if anyone is interested. I can provide you a rulebook (pdf) if needed as this game is long out of print.
After fleeing the warg riders with the wounded Dunedain warrior, the party camped at a Ranger outpost for a night and tended his wounds as best they could. They then got reunited with Ashetar and found another Dunedain patrol seeking out the wounded warrior's fate. They joined the patrol and were escorted to a small camp at the base of Amon Sul. The party is being asked to help scout the hills/caves to the north for orcs/wargs from Arathorn IV, the captain of the army encamped at the foot of Amon Sul.
Game Time/Day: Saturday evenings 9 pm-1 am EST. Session #8 Game Server: Mayhem Game Room: Middle-Earth Roleplay Timeline: Fourth Age 1 Game: MERP 2e rules with possible Rolemaster expansion later on. Level: 2 House Rules: 100 gp to start (ignore 2 gp starting funds), you may pick your background options or roll them randomly. However, if you wish to combine them all into one mighty magic item/heirloom or the like, you must seek approval from me first. You can buy minor magic items with your gold or herbs or the like. See pgs 258-260 MERP 2e.
Also no Orcs/Trolls/Corsairs/Easterlings/Haradrim/Variags/Black Numenoreans as pc races. Noldor are also going to be rare. Sindar or Silvan elves ok, most other men and dwarves, hobbits are alright. Also you may reroll your attributes if they're all lower then 65 one additional time, keeping the results. Remember that you can replace your lowest stat with a 90 for your prime attribute. Also remember any stat below 20 can be rerolled at any time.
Sheets should be in .doc/.rtf/.txt/,pdf or pc node files preferred, but the .xls file that trollblood offered will work too. Send me your completed sheets to my email at landothearchmagi at comcast.net.
House Rules Fate system for more cinematic play (limited to 3 pts each session per rules on thread) Roleplay encouraged. Please be sure to state your actions clearly.
NPCS (who hired the pcs) (brother/sister) Grithnir - Dunedain Warrior Morwen - Dunedain Animist
PARTY daddystabz-Dunedain Ranger debo11-Ashetar Noldor Elven Mage Maltar - Dunedain Scout (played by Kyanna) ?????- Dason Dwarven Warrior (under review) Opening: Animist Opening: Mage Opening: Any class
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Sun Mar 06, 2011 2:22 am |
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daddystabz
Joined: Tue Feb 16, 2010 1:59 am Posts: 551
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 Re: Middle-Earth (MERP) RPG (2-3 openings)
Where are you, drbeserk? The game is up!
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Sun Mar 06, 2011 2:42 am |
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Kyanna
Joined: Sun Dec 19, 2010 2:33 am Posts: 22
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 Re: Middle-Earth (MERP) RPG (2-3 openings)
What the heck happened at the end of the game? I suffered a disconnect and never saw the end and when I got back everyone was gone.
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Sun Mar 06, 2011 5:53 am |
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daddystabz
Joined: Tue Feb 16, 2010 1:59 am Posts: 551
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 Re: Middle-Earth (MERP) RPG (2-3 openings)
You were probably gone when we had just wrapped up. That explains why we never got your last MM roll.
We made it back to the camp perimeter and as we approached the camp archers put down a blanket of arrows on the following orcs. That is where we left off.
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Sun Mar 06, 2011 5:57 am |
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daddystabz
Joined: Tue Feb 16, 2010 1:59 am Posts: 551
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 Re: Middle-Earth (MERP) RPG (2-3 openings)
I have uploaded the last 2 session logs for the game. You can download them at: Session 7: http://www.megaupload.com/?d=FCBEO6T5Session 8: http://www.megaupload.com/?d=U2RC26PQ
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Sun Mar 06, 2011 6:03 am |
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daddystabz
Joined: Tue Feb 16, 2010 1:59 am Posts: 551
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 Re: Middle-Earth (MERP) RPG (2-3 openings)
NOTE: Please all remember that the Profession bonuses from table BT-6 on pg 245 you get EVERY LEVEL when you level up. I had initially thought you get these only at character creation but I was wrong. Also, I've updated the character for Dason with his new profession bonuses as of lvl 2. Now if he will just show up to the game. I still have not heard back from him since Saturday. https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0BymtIaGq4UAfYmRlMWQ4MjItOTUyOC00MDNlLWE2ZTctYTg3MzY3OWY1YjVl&hl=en
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Mon Mar 07, 2011 6:16 am |
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debo11
Joined: Thu Dec 10, 2009 3:49 pm Posts: 119
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 Re: Middle-Earth (MERP) RPG (2-3 openings)
Oh, the little plus 1,2,3 you get at every level. Yeah, you get them at every level. The sheet I use just adds it once, instead of per level. Thanks for catching that.
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Fri Mar 11, 2011 2:49 am |
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Lando The Archmagi
Joined: Fri Dec 11, 2009 12:30 am Posts: 1051 Location: Marietta, GA
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 Re: MERP RPG (2-3 openings)
I've got several openings for serious mature roleplayers if anyone is interested. I can provide you a rulebook (pdf) if needed as this game is long out of print.
After fleeing the warg riders with the wounded Dunedain warrior, the party camped at a Ranger outpost for a night and tended his wounds as best they could. They then got reunited with Ashetar and found another Dunedain patrol seeking out the wounded warrior's fate. They joined the patrol and were escorted to a small camp at the base of Amon Sul. The party is being asked to help scout the hills/caves to the north for orcs/wargs from Arathorn IV, the captain of the army encamped at the foot of Amon Sul.
Game Time/Day: Saturday evenings 9 pm-1 am EST. Session #8 Game Server: Mayhem Game Room: Middle-Earth Roleplay Timeline: Fourth Age 1 Game: MERP 2e rules with possible Rolemaster expansion later on. Level: 2 House Rules: 100 gp to start (ignore 2 gp starting funds), you may pick your background options or roll them randomly. However, if you wish to combine them all into one mighty magic item/heirloom or the like, you must seek approval from me first. You can buy minor magic items with your gold or herbs or the like. See pgs 258-260 MERP 2e.
Also no Orcs/Trolls/Corsairs/Easterlings/Haradrim/Variags/Black Numenoreans as pc races. Noldor are also going to be rare. Sindar or Silvan elves ok, most other men and dwarves, hobbits are alright. Also you may reroll your attributes if they're all lower then 65 one additional time, keeping the results. Remember that you can replace your lowest stat with a 90 for your prime attribute. Also remember any stat below 20 can be rerolled at any time.
Sheets should be in .doc/.rtf/.txt/,pdf or pc node files preferred, but the .xls file that trollblood offered will work too. Send me your completed sheets to my email at landothearchmagi at comcast.net.
House Rules Fate system for more cinematic play (limited to 3 pts each session per rules on thread) Roleplay encouraged. Please be sure to state your actions clearly.
NPCS (who hired the pcs) (brother/sister) Grithnir - Dunedain Warrior Morwen - Dunedain Animist
PARTY daddystabz-Dunedain Ranger debo11-Ashetar Noldor Elven Mage Maltar - Dunedain Scout (played by Kyanna) ?????- Dason Dwarven Warrior (under review) Opening: Animist Opening: Mage Opening: Any class
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Sun Mar 13, 2011 1:30 am |
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