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 Middle-Earth (MERP) RPG (1-3 Openings) 
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Joined: Mon Jul 11, 2011 6:01 am
Posts: 12
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
I will be there...just late


Sat Aug 13, 2011 10:20 pm
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Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
debo11 wrote:
no problem Lando. Will be there tonight.

Quick list
2 suits of mithril plate (+20 DB, chain mm) ((vara, terilan)
bow of Ohome (maltar)
around 12 weapons 20 vs morgoth's minions ((spears, 1hd swords, axes, and such))
Bracelet of Ohome (Maltar)
Amulet (Terilan)
Ring (no one)
bag of fist sized jewels
300 gold
and yet another secret place to search before leaving....
should prover interesting tonight :)


This is pretty close. The treasures found in the dwarven tomb chamber 1.

staff of channeling magic that Feadin found (x4 PP multiplier, has another channeling power)
2 suits of +20 mithril chain
2 suits of +20 plate made of mithril and Ithilnaur. (runes on breastplate says, "May Aule's light protect you from the darkness of the fallen one.").
4 swords (+20, but +25 vs forces of Morgoth/Sauron)
2 axes (+20, but +25 vs forces of Morgoth/Sauron)
2 hammers (+20, but +25 vs forces of Morgoth/Sauron)
2 mithril spears (+20, but +25 vs forces of Morgoth/Sauron, runes say "By Aule's hand, strike true against the darkness.")
Very fine Cloak
Pair of boots
Ring (mitril inlaid with 2 stones)
Amulet (+10 RR bonus/+10 health and can ignore bleeding wounds upto 2 hits a round) (runes say "May Este heal and protect you.")
Bracelet of Orome (runes say, "May you never lose track of thine enemies, may Orome guide you.")
Bow of Orome made of rare metal Tasarang, called "Willow-Iron" in Sindarin.
200 gp
4 large gems (3 are approx 2000 or so gp possibly, the 4th is magical radiates Essence, Fire Law)


Sun Aug 14, 2011 12:27 am
Profile YIM
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Joined: Tue Feb 16, 2010 1:59 am
Posts: 551
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
Here is a link to Varandir's character sheet updated with the new Mithril Plate armor: https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0BymtIaGq4UAfNjk3NTVmNjEtNTEyZS00YTBiLWFkZTktZjY4YmU5NTQ3Mjll&hl=en_US

And here is his updated equipment list: https://docs.google.com/document/d/1-Y7TuDWougH7wPrgj3gHhc1JFqD3J9FLVxHWTAuKMzg/edit?hl=en_US


Sun Aug 14, 2011 3:47 am
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Joined: Thu Dec 10, 2009 3:49 pm
Posts: 119
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
hey guys, just a reminder I wont be there this sat. Will be back next week. Good luck with the drake :)


Fri Aug 19, 2011 5:24 pm
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Joined: Mon Jul 11, 2011 6:01 am
Posts: 12
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
I am unsure whether I will be there or not, I have rl meeting. If I am, it will be an hour or two late, but will try.

Feadin


Sat Aug 20, 2011 4:47 am
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Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
Hmm, with two players out, I'll just postpone the game unless the others want to try to play or face the drake without you. Although, that doesn't sound wise personally.


Sat Aug 20, 2011 2:18 pm
Profile YIM
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Joined: Tue Feb 16, 2010 1:59 am
Posts: 551
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
I'm ok with postponing so we can be at full strength.


Sat Aug 20, 2011 2:35 pm
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Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: MERP RPG (1-2 Openings)
Tonight's game has been postponed due to RL stuff concerning several players. I have several openings for those interested in playing in Tolkien's Middle-Earth set in the early 4th Age.

The party has explored some ancient dwarven ruins dating to the 1st Age, perhaps around the time of the War with Morgoth. They have awoken a cave drake while exploring the ruins and have discovered some ancient treasures. Now can they appease the cave drake with some of these treasures or will they slay this child of Morgoth and continue on their journey?

Game Time/Day: Saturday evenings 9 pm-12:30 am EST.
Session #19
Game Server: Mayhem
Backup: Blackstar
Game Room: Middle-Earth Roleplay
Timeline: Fourth Age 1
Game: MERP 2e rules with possible Rolemaster expansion later on.
Level: 3
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.

Magic Items/Background Options
Magic items come in all shapes/sizes and they can make up for low stats and they can grant you PP as well if you need some to learn / cast spells.
Depending on how you wish to spend your background options will give you different options to choose from. You can roll randomly or pick or work up something with my help.

Here are some examples:

You can substitute any style sword/axe/weapon for these..

1 background option: +15 Broadsword (made of Arborang with Numenorean runes) with scabbard
OR
+1 spell adder (wand/staff or something) or x2 power point multiplier (ring, amulet, brooch etc)
2 background options: +30 Broadsword (made of Arborang with Numenorean runes) with scabbard
OR
+15 Broadsword (made of Arborang with Numenorean runes) with scabbard
+15 Bow or Thrown missile weapon made of some fine wood/steel (I'll look up the material)

You could spend more pts to get something like "of Slaying Orcs" or the like too. Or you could spend an option to get an item like a pair of magic boots/cloak or some other device that enhances a skill +15 bonus or something.

There are lots of examples in the books/supplements or just run your ideas by me.

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
Every PC starts a game session with 3 Fate Points.

A Fate Point may be spent to:
- Add a +50 bonus to a Maneuver or Attack roll if declared before the dice are rolled
- Add a +25 bonus to a Maneuver or Attack roll if declared after the dice are rolled
- Add +25 to DB against one attack
- Save you from an instant death crit table result, instead placing you in a coma for 1d10 hours

Fate Points may not be spent on Resistance Rolls.
No more than 2 FP may be spent on any one roll.
(Note that this heavily favors action and offense over defense. This is intentional as I want to encourage heroic action and attempting wild stunts rather than turtling.)

You gain 1 FP by performing heroic deeds and acting with valor. You can keep doing this until you're up to your full allotment of 3 FP. You may never hold more than 3 Fate Points at a time and they do not carry over from session to session. Each session you begin anew with your allotted 3 Fate Points. When spending Fate Points on a wild maneuver or attack you should describe the cinematic action you perform vividly and with flare. Villain NPCs do NOT have Fate Points, except for important main villain NPCs, at the GM's discretion. So an average orc would never have Fate Points but the Witch King of Angmar likely would.

Roleplay encouraged. Please be sure to state your actions clearly.

NPCS (who hired the pcs) (brother/sister)
Grithnir - Dunedain Warrior (uses a fine sword of ancient Numenor make, probably from his father)
Morwen - Dunedain Warrior/Animist (prefers to use a fine bow)
Ashetar Noldor Elven Mage

PARTY
daddystabz-Dunedain Ranger
debo11-Telrian Noldor Elven Warrior
Maltar - Dunedain Scout (played by Kyanna)
Aldamir-Feadin (Animist)
Opening-Warrior
Opening-any class
Opening-any class


Last edited by Lando The Archmagi on Sat Aug 20, 2011 11:55 pm, edited 1 time in total.



Sat Aug 20, 2011 3:04 pm
Profile YIM

Joined: Thu Dec 17, 2009 2:07 am
Posts: 159
Post Re: Middle-Earth (MERP) RPG (1-2 Openings)
Hey Lando am interested in playing... will need help with making a char though bad.


Sat Aug 20, 2011 10:07 pm
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Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: MERP RPG (1-2 Openings)
Barring any unforeseen events, we'll be continuing on 8/27/11.

I have several openings for those interested in playing in Tolkien's Middle-Earth set in the early 4th Age.

The party has explored some ancient dwarven ruins dating to the 1st Age, perhaps around the time of the War with Morgoth. They have awoken a cave drake while exploring the ruins and have discovered some ancient treasures. Now can they appease the cave drake with some of these treasures or will they slay this child of Morgoth and continue on their journey?

Game Time/Day: Saturday evenings 9 pm-12:30 am EST.
Session #19
Game Server: Mayhem
Backup: Blackstar
Game Room: Middle-Earth Roleplay
Timeline: Fourth Age 1
Game: MERP 2e rules with possible Rolemaster expansion later on.
Level: 3
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.

Magic Items/Background Options
Magic items come in all shapes/sizes and they can make up for low stats and they can grant you PP as well if you need some to learn / cast spells.
Depending on how you wish to spend your background options will give you different options to choose from. You can roll randomly or pick or work up something with my help.

Here are some examples:

You can substitute any style sword/axe/weapon for these..

1 background option: +15 Broadsword (made of Arborang with Numenorean runes) with scabbard
OR
+1 spell adder (wand/staff or something) or x2 power point multiplier (ring, amulet, brooch etc)
2 background options: +30 Broadsword (made of Arborang with Numenorean runes) with scabbard
OR
+15 Broadsword (made of Arborang with Numenorean runes) with scabbard
+15 Bow or Thrown missile weapon made of some fine wood/steel (I'll look up the material)

You could spend more pts to get something like "of Slaying Orcs" or the like too. Or you could spend an option to get an item like a pair of magic boots/cloak or some other device that enhances a skill +15 bonus or something.

There are lots of examples in the books/supplements or just run your ideas by me.

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
Every PC starts a game session with 3 Fate Points.

A Fate Point may be spent to:
- Add a +50 bonus to a Maneuver or Attack roll if declared before the dice are rolled
- Add a +25 bonus to a Maneuver or Attack roll if declared after the dice are rolled
- Add +25 to DB against one attack
- Save you from an instant death crit table result, instead placing you in a coma for 1d10 hours

Fate Points may not be spent on Resistance Rolls.
No more than 2 FP may be spent on any one roll.
(Note that this heavily favors action and offense over defense. This is intentional as I want to encourage heroic action and attempting wild stunts rather than turtling.)

You gain 1 FP by performing heroic deeds and acting with valor. You can keep doing this until you're up to your full allotment of 3 FP. You may never hold more than 3 Fate Points at a time and they do not carry over from session to session. Each session you begin anew with your allotted 3 Fate Points. When spending Fate Points on a wild maneuver or attack you should describe the cinematic action you perform vividly and with flare. Villain NPCs do NOT have Fate Points, except for important main villain NPCs, at the GM's discretion. So an average orc would never have Fate Points but the Witch King of Angmar likely would.

Roleplay encouraged. Please be sure to state your actions clearly.

NPCS (who hired the pcs) (brother/sister)
Grithnir - Dunedain Warrior (uses a fine sword of ancient Numenor make, probably from his father)
Morwen - Dunedain Warrior/Animist (prefers to use a fine bow)
Ashetar Noldor Elven Mage

PARTY
daddystabz-Dunedain Ranger
debo11-Telrian Noldor Elven Warrior
Maltar - Dunedain Scout (played by Kyanna)
Aldamir-Feadin (Animist)
Opening-Warrior
Opening-any class
Opening-any class


Fri Aug 26, 2011 9:57 pm
Profile YIM
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