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Rolemaster Middle Earth Life in the Northern Kingdoms

 
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Old Apr 6 '19, 4:47am
Starhawk Starhawk is offline
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Rolemaster Middle Earth Life in the Northern Kingdoms

Rolemaster Life in the Northern Kingdoms - Forum
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The Game

It is the year 1407 of the Third Age and all is not well in the Northern Dunedain Kingdoms of Arthedain and Cardolan. The Witch King of Angmar's armies, attacking from his lands of Angmar and the neighbouring fallen Dunedain Kingdom of Arthedain, have breached the defences again and again with raids in recent years and the land bleeds.

However, it's not all doom and gloom. In Tharbad, a Cardolan river port and bridge town over the Gwathlo, some hundred and fifty miles south of Bree, business is booming. There is gold to be had from war refugees fleeing south. Gold to be had from caravans heading north laden with grain, weapons, armor. Mercenaries heading north for war gold require accommodation, perhaps a last taste of comfort before some border fort. Soldiers, in brief respites from the war, come seeking entertainment of one sort or an other, likely the other too.

The Tharbad City Guard are a necessarily pragmatic lot.

In short, it's a place where an up and coming subject of Cardolan can perhaps realise his, or her, ambitions be he, or she, be ever so humble... provided you are prepared to do what is necessary to achieve it.

Game Description:

The Game

This game is a Middle Earth game using Rolemaster. I realise newer systems more closely resemble Tolkein's world, but I don't care. I grew up with MERP, Rolemaster and Middle Earth, so that's what I am running with.

The World and Feel of the Game

The campaign starts in Tharbad, during the war with the Witch King of Angmar. Tharbad is a small city at the southern edge of the Northern Kingdoms, well the two of the three that remain, so it's far from the front lines (as far as pitched battles are concerned).

It will have a rather Shadowrun feel to it, since Tharbad as a city has a real Mos Eisley/Ankh Morpokh feel to it. Characters are more likely to be mercenaries on the make than anything else.

Please head to the Game Forum to find out more.

__________________
Two against twenty. Did we run? Did we surrender? No, we gave those two a beating.

Last edited by Starhawk; Apr 6 '19 at 2:28pm..
Quote:
Originally Posted by hakootoko View Post
Sorry to say, after reading through the magic rules again, I failed to get any inspiration for a spellcasting character.

The character I thought up is going to be either a fighter or rogue, to be decided later in the creation process.
RM has always been a love/hate relationship for me, and more of the hate is geared towards the magic system. I'll bite the bullet and go looking at a more magically inclined individual. Granted, RM is one of those systems that not having a caster isn't going to totally screw you like D&D, but I like having a mix either way. I'll see what hits me up today for inspiration and go from there.

Quote:
Originally Posted by hakootoko View Post
Sorry to say, after reading through the magic rules again, I failed to get any inspiration for a spellcasting character.

The character I thought up is going to be either a fighter or rogue, to be decided later in the creation process.
If there is any game setting that is appropriate for lots of fighters/rogues/rangers, it is Middle Earth. The last face to face game I played in Middle Earth had one spellcaster and four arms types. It ran quite a while, only ending with an unfortunate encounter with a dragon.

Quote:
Originally Posted by JCBarnes View Post
If there is any game setting that is appropriate for lots of fighters/rogues/rangers, it is Middle Earth. The last face to face game I played in Middle Earth had one spellcaster and four arms types. It ran quite a while, only ending with an unfortunate encounter with a dragon.
I think our last dragon encounter resulted in a 1HKO from a 300+ attack roll followed by max crits...was pretty insane. Of course, the bow that character made from one of the horns fumbled literally every time he tried to use it. xD Good 'ol Kelb the Dragon Slayer, fun times.

We were definitely overmatched. We tried to hit it with a ballista, but nobody had a decent skill with siege weapons and the rest of the encounter was spent running away while it picked us off one by one out in the open with a breath weapon. Nobody could get a crit with their bows and our finger waggler was the first to fry. I think we were about 12th level at the time.

I'll be favoring a party that is varied, class wise.

Quote:
Originally Posted by JCBarnes View Post
I'm hoping someone makes a bard
Eww, bards, the one class I'll never voluntarily play. xD

For the rework, gonna go half-elf(Mirkwood/Dunedain mix), still bouncing between lay healer and magician. Leaning more the lay healer with all the Arms (yay playing patch-up xD), but yeah, I'll move over to a caster to help spread us out better class-wise, just gonna take me a few to shift over the idea between work.

Silvan Elf is possible.

Quote:
Originally Posted by Valsai View Post
Eww, bards, the one class I'll never voluntarily play. xD
I once played in a game where the GM made bards mentalism rather than essence casters and it helped tremendously. We were using a lot more companion material and my bard was actually fairly effective with those changes. He managed to learn an arcane list (Bladerunes) that made him very useful. He's one of my very few rolemaster characters that actually lived throughout the campaign.







 

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