Hall of Fire 2
Hall of Fire 2
ISSUE
IN
THIS ISSUE
PAGE 2 PAGE 3-4 PAGE 5-6 PAGE 7-8 PAGE 10-13 PAGE 14-16
Issue Two
THE HALL
OF
FIRE
January 2004
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GREETINGS
GREETINGS, SALUTATIONS... HELLO ALL! Let me be the first to say Happy New Years to all of you; I hope that all your roleplaying needs were met over the holidays (well, the ones that could be sated). And now to business... Well WOW! I must say the initial response to the webzine has been very gratifying to say the least. Within the first few minutes of my adverstisement of its release, praise and helpful comments began pouring in and Id like to say thank you to all who have written in showing your interest for submitting your own content. For those that have requested it and for future reference, here are the guidelines for your fan submittals
Length: >500 words, 1000+ would be nice Font: Courier, Size: 12 pt Style format: Standard paragraph File format: Text (*.txt) or Word (*.doc)
Articles
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illustrate the problems inherent in the overly abstract standard mook system, and then will suggest a variant system that is still fast and simple but incorporates Health and weapon damage. Hobbits, the Ultimate Warriors?!? Heres the crux of the problem with the Core Rule Books recommended system: damage doesnt matter, only accuracy. All that matters is getting a higher degree of success, not hitting harder or wielding a more damaging weapon. With this system, youll have players lining up to use Precise Attack while blanching at the thought of Power Attack or Two-Handed Attack. The staff (or better yet a shield bash) is the ultimate weapon, since damage doesnt matter but the parry bonus still does. Heck, whether you are attacking with a great-axe or a dagger is irrelevant; all damage is the same. Which brings us to the hobbits. According to the size rules, attacks made by bigger combatants versus smaller targets suffer a +2 TN modifier per size-level difference, while attacks made by the smaller combatant against the bigger foe benefit from a -2 TN modifier per size-level difference. Thus, when hobbits fight Uruk-hai, the orcs Defence is effectively 2 lower while the hobbits Defence is 2 higher. So in our example above, the orcs are going to have a considerably easier time hitting Boromir than Merry and Pippin, and the hobbits will find it easier to hit the orcs than their skill level warrants. Boromirs only advantage is his higher ranks in Armed Combat. In fact, if Merry and Pippin had an equal number of ranks as Boromir, they would be much better at fighting orcs than Boromir ever could hope to be, for he will never benefit from the +2/-2 size modifiers. Boromirs mighty longsword and superior strength dont matter using the core books system. The Uruks Health rating, Tough Skin, and armor dont matter either. Each Uruk is merely a three success target brought down after a combination of successful hits whether those hits are from a longsword or a hobbit knife makes no difference. Boromir might as well have 4 instead of 12 Strength and the Uruk-hai might as well wear lingerie as orc-mail. 3
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order to mortally wound an Uruk in a single blow, a hero would need to inflict 36 or more points of damage on the orc (three full Health levels). To seriously wound an Uruk in single blow, the hero would need to inflict at least 24 points of damage (two full Health levels). To lightly wound an Uruk, the hero would only have to inflict at least 6 points of damage (half of the Health score). Any blow that inflicts less than 6 points of damage is a glancing blow that the Uruk shrugs off. The Narrator simply has to jot down the number of Uruk-hai on a piece of scrap paper, leaving space to write L (lightly wounded), S (seriously wounded) or M (mortally wounded) next to each Uruk-hai. At the top of the paper he writes 6/24/36 to indicate the damage ranges. Since the Urukhai have Tough Skin (1 AR) and probably wear orc-mail (6 AR), the hero actually has to deal out higher amounts of damage; the Narrator could just write 7 AR next to the 6/24/36 range to remind him or he could put the armor right into the damage ranges (13/31/43). So now Merry and Pippin, despite their size advantage, are going to have a hard time with their little knives inflicting even a light wound on the orcs. Boromir, with his great strength and mighty longsword, is much more likely to hurt the orcs and they, in turn, will be very happy they are wearing their mail! In conclusion, this variant system puts poor Merry and Pippin in the danger Tolkien meant them to be in and restores the lordly Boromir to his rightful place as their would-be rescuer.
An Accelerated Alternative So, what is an alternative that keeps combat pacing simple and quick but doesnt ignore Health and weapon damage? A very effective fix is simply to replace the one-, two-, three-success structure with a specific amount of damage that reflects the opponents Health and Wound Levels. If a creature in a horde takes damage equaling at least half of its full Health Levels (round up) from a single attack, it falls mortally wounded and is removed from combat (just like a three success hit in the standard system). If the creature takes damage equaling at least two full Health Levels from a single attack, it is seriously wounded (comparable to a two success hit) and will likely to try to flee on its next action. If the creature takes damage equaling at least half of its Health score (round up) from a single attack, it is lightly wounded (comparable to a one success hit). Any attack that inflicts less damage than half the creatures Health score is a glancing blow that is ignored (like a marginal success in the standard system). Just like in the standard system, the hits stack: a creature that is lightly wounded (one-success hit) twice becomes seriously wounded (two-success hit), and a creature that is lightly wounded three times or lightly wounded once and then seriously wounded becomes mortally wounded (three-success hit). Just like in the standard system, you do not need to track Health boxes or worry about wound penalties. However, it should be pointed out here that, using the Core Books rules, it is quite difficult for even a terrifically strong warrior to deal enough damage to mortally wound the typical foe in a single blow. Even making a Two-Handed Attack with a longsword a 12 Strength, the warriors maximum possible damage is 24 (2d6+5+3+4). Using our variant system, that would be enough to mortally wound a medium-size creature with a Health score of 8 (and no armor). A Narrator who wishes to use this variant system for accelerated combat pacing but still wants to see lots of foes dropping in a single blow is advised to consider optional rules that increase the possible range of damage a hero can inflict. See Its All Optional: Dealing More Damage in issue #1 of The Hall of Fire for more information. Lets now apply our modified mook rules to the horde of Uruk-hai attacking Merry, Pippin, and Boromir. According to Fell Beasts and Wondrous Magic, Uruk-hai have 6 total Health Levels and a Health score of 12. In 4
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In the Novels
If there were a fifth Hobbit in the Fellowship of the Ring, it would be none other than Fredregar Fatty Bolger, cousin and friend to Frodo Baggins, Meriadoc Brandybuck, and Peregrin Took. Born to Odovacar and Rosamunda Bolger in 1368 Shire Reckoning (SR), Fredregar grew up in the Eastfarthing, in the town of Budgefield in the Bridgefields. Though he has Tookish blood running in his veins from his mothers side of the family, he inherited little of their adventuresome nature. Twelve years younger than Frodo, Fredregar was practically a nephew to Bilbo, a good and loyal friend to Frodo, and was equally close to their cousins, Meriadoc
Issue Two - January 2004
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Fredregar was captured and imprisoned at the Lockholes in Michel Delving. His friends Frodo and Pippin later freed him after they had returned to the Shire. His captivity had been hard, though, and he was nearly starved during his time in the Lockholes. When Fredregar was released, his friends noted that he no longer suited his nickname of Fatty, and would henceforth just be Fredregar. Always practical, though, the first thing the newly-freed Fredregar asked when released from his cell was what the newly-grown Pippins new hat size was.
In the Game
Fredregar Bolger prior to the War of the Ring would most likely be encountered in the Shire, spending time in Bag End or otherwise in the company of Frodo, Merry, Pippin, or Folco Boffin. Fredregar has a loving family with both parents still alive, a younger sister named Estella, who later married Meriadoc Brandybuck. As one of Bilbos favorites, he is undoubtedly interested in encountering new folks, and hearing of strange and faraway lands, though he has little interest in going to any of them, and is prone to fear the unknown. During the War of the Ring, Fredregar would be found in Frodos new home in Crickhollow, trying to keep up the pretense of Frodos residence. He is wary of strangers at this time, particularly ones who ask a lot of questions. If adventurers or heroes are trusted by Bilbo and/or Gandalf, Fredregar may involve them in schemes to keep the notion of Frodos departure a secret, or could even send them out on errands to ask discreetly about if Gandalf has been seen in the area. After the scouring of the Shire, Fredregar is more than likely tending to his fathers business, helping the hobbits in the restoration of the Shire, and perhaps assisting his friends in the matters that fell by the wayside while they were away on their great adventure.
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SKILLS Armed Combat: Swords (Longsword) +2, Climb +1, Lore: Group (Rangers of the North) +3, Lore: History (Dunedain) +4, Lore: Race (Men, Elves, Orcs) +3, Lore: Realm (Rivendell, Bree, Arthedain, The Shire) +4, Language: Quenya +4, Language: Orkish (Misty Mountains) +4, Language: Sindarin +6, Language: Westron +6, Observe (Spot) +2, Ranged Combat: Bows (Longbow) +1, Survival (Forest) +1 EDGES Friends (Elves of the Wandering Companies), Keen-eyed FLAWS Duty (Protect the Shire)
Now I shall continue on with the character creation process in this part where I choose his Order, Order Package, Order Ability, and finally spend the 5 Free Picks.
#5 ORDER DEVELOPMENT
The first part of Order Development is to choose your order. There are nine basic orders to choose from: Barbarian, Core Rule Book (CRB) p. 78; Craftsman, CRB p. 82; Loremaster, CRB p. 85; Magician, CRB p. 88; Mariner, CRB p. 91; Minstrel, CRB p. 94; Noble, CRB p. 96; Rogue, CRB p. 99; and, Warrior, CRB p. 101. Each has their strengths and weaknesses, but it doesnt really matter what you choose as each are unique unto themselves and offer different role-playing experiences to players. Decipher has also provided guidelines for creating NoOrder characters, that is characters who start without an order in the tradition of such characters from The Lord of the Rings as Merry and Pippin. For my example character, I will make it a Rogue. When you select your Order, the order descriptions give suggestions as to which attributes and reactions are good choices for favoured status. The benefits to favoured attributes and reactions are they are cheaper to increase when spending advancement picks. A second benefit as described in The Two Towers Sourcebook is favoured attributes have a possibility of being raised 1 point past
their already established limit of 12 + racial modifier, but is a very rare case in which it is allowed to be increased by the current rules. You are to select two favoured attributes and one favoured reaction. My example characters favoured attributes are Nimbleness and Strength and his favoured reaction is Swiftness. Next select your Order Package, but if none of the packages listed are to your liking, disperse 15 picks to any of the listed order skills with no skill given more than 3 ranks. The rule concerning the first specialty is free is still in effect as well as you may purchase extra specialties with these picks on a 1:1 basis. With that done, you have an additional 5 picks to spend on any of the order skills or specialties for those skills. The Order Package I choose for my character is Outlaw. See Figure 8 (following page) for how I spent his order skill picks.
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Now, the last part of Order Development is selecting your Order Ability. These are special powers which your character has. They range from the ability to roll an extra die to better your chances at success to granting extra actions in combat without penalty. The Order Ability I choose for my character is Lurking In Shadows.
#6 5 FREE PICKS
This is the last part of character creation dealing with the rules and mechanics. You are given five picks to spend on the Advancement +5 picks Legerdemain (Prestidigitation) +2 Table (Table 11.1 in the CRB, p. 278) as if Survival +1 you were for an advancement, but there are Games (Darts) +1 restrictions. The items in the table you are not Search +1 allowed to purchase are Order Abilities, Reactions, Health, or buy into another basic order; the first three are When you select an Order Package, there is also a list because the characters of five edges which complement the type of character you Fig 9: 5 Free Picks wish to play. You may select one of the five edges for free, attributes and reactions 1) Observe +1 arent finalized until but if you have one of the edges in the list already, you 2) Search +2 after this phase and may not choose it again unless the edges description 3) <Spent> therefore making these allows it. In the Outlaw package, there is: Dodge, Friends, 4) Furtive Hardy, Strong-willed, and Tireless. For my character I will items variable. The cap 5) <Spent> of 6 ranks still applies choose Hardy. during this phase. The When finished choosing your free edge, you have the items I bought for the option of selecting up to an additional four flaws (which example character are shown in Figure 9. does include the optional flaw acquired in #4) to buy you So in the end, the final sheet for my character looks edges or ranks in order skills at 1:1 basis. I shall select Fey something like this: and Battle Fury I to buy Dodge and Strong-willed 1.
SKILLS Armed Combat: Swords (Longsword, Short Sword) +4, Climb +3, Conceal (Hide Treasure) +2, Games (Darts) +1, Language: Quenya +4, Language: Orkish (Misty Mountains) +4, Language: Sindarin +6, Language: Westron +6, Legerdemain (Prestidigitation) +2, Lore: Group (Rangers of the North) +3, Lore: History (Dunedain) +4, Lore: Race (Men, Elves, Orcs) +3, Lore: Realm (Rivendell, Bree, Arthedain, The Shire) +4, Observe (Hear, Spot) +4, Ranged Combat: Bows (Longbow) +3, Search +3, Stealth (Hide, Sneak) +2, Survival (Forest) +3 EDGES Dodge, Friends (Elves of the Wandering Companies), Furtive, Hardy, Keen-eyed, Strong-willed FLAWS Battle-fury I, Duty (Protect the Shire), Fey ORDER ABILITIES Lurking in Shadows
Next month I shall continue with Part III by developing my characters background by using the attributes I have given him in the course of creating his character sheet. 8
Creation Date:
Nationality: Advances
Misc. Modifier
Total
Attribute Modifier
Attribute Modifier
Total
Modifier
Swiftness
Misc. Modifier
Total
Initiative
Misc. Modifier
Total
Corruption
Misc. Modifier
Total
Renown Modifier
Total
Defense 10+
Renown
Penalty
(2d6+Sta)
HEALTH
WEARINESS
HALE (fully rested) 0
0 -1 -3 -5 -7 -9
-1 -2 -4 -8 -10
Hauberk?
Damage Absorbed
Plates?
Nimbleness Penalty
Shield Carried
Parry Bonus Dodge
Swiftness Mod
None
Ranged Attack Mod Offhand Penalty
WEAPONS Weapon
Type
Ranges
Size Weight PB/S/M/L/X+S
Description/Special
Missile Weapon Ammunition Type: _____________ Quiver Capacity ________ Equipment and Gear
weight
Misc. Modifier
Total
Symbol or Device
weight
Current EP
Copper Pennies (cp) Silver Pennies (sp) = 100 cp Silver Pieces (SP) = 4 sp Gold Pennies (gp) = 1 SP Gold Pieces (GP) = 4 gp
SKILLS
Skill Name
Climb Guise Insight Inspire Jump Run Search Swim Weather-Sense
Train?
Non specialized
Skill Category
Test Category
Attribute
Attribute Modifier
Skill Rank
Misc. Modifier
Total Rank
P A S S P P P P P
Train?
Skill Name
Acrobatics Appraise Armed Combat* Conceal Craft*
Group*/Specialized
Skill Category
Test Category
P A P P P P P P
Nim Wits Nim Nim Wits Nim Nim Nim Wits Nim Wits Brg Brg Wits Wits Wits Nim Wits Wits Wits Brg Per Brg Brg Nim Nim Brg Wits Wits Str Nim Str Per Str Wits Nim
S P P S S A A A
Legerdemain Lore*
P A A A
Mimicry Observe Perform* Persuade Ranged Combat* Ride Sea-Craft Siege-Craft Smith-Craft Stealth Stone-Craft Survival Teamster Track Unarmed Combat*
P P S S P P P P P P P P P P P P
( Tal f^\__ `Te^XW j\g[ g[\f Ubk eXdh\eXf g[X V[TeTVgXe UX geT\aXW \a g[X cTeg\Vh_Te f^\__ gb `T^X Tal TggX`cg' aba(geT\aXW V[TeTVgXef `Tl abg hfX g[X f^\__)
RACIAL ABILITIES
Name
Modifier
Effect
ORDER ABILITIES
Name
Modifier
Effect
# of IMP
Effect
# of IMP
EDGES
Name
Modifier
Effect
# of IMP
FLAWS
Name
Modifier
Effect
# of IMP
Description
Mount or Familiar
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FAN FLAVOUR
ELITE ORDER: COMMANDER
by Jason Durall ... for he was the Captain of Ships, and was supported by the people of the coasts and of the great havens of Pelargir and Umbar. Appendix A, The Return of the King
Skilled sailors and leaders of men, the commander is similar to a captain, though though they are found at the helm of a ship rather than upon a battlefield. Whether they command navies of warships, or lead merchant fleets, commanders are at home upon the deck of a ship, having come to their position through rank, experience, or wealth.
Order Skills
The commanders order skills are: Armed Combat (Nim), Debate (Wit), Inspire (Brg), Intimidate (Brg), Lore (Wit), Observe (Per), Ranged Combat (Nim), Sea-craft (Wit), Swim (Str), Weather-sense (Per).
ABILITIES
When you create a captain, you may make one pick from the following special abilities:
Man-o-War
As the waters of Middle-earth are sometimes battlefields, you are skilled at the many elements of naval combat. This includes the use of tactics, strategies, awareness of the limitations of your vessel and others, assessing the field, knowledge of ship-borne siege weapons such as catapults and rams, weather and its effects on naval combat, and understanding of the realities of shipboard combat. While you are in charge of a seavessel involved (or about to become involved) in naval combat, you can add +1 to your Sea-craft and Siegecraft skills. This ability also adds +1 to the commanders unit Strength and Morale when using the mass combat rules. REQUISITES: Sea-craft 8+. IMPROVEMENT: For each additional pick devoted to this ability, you can add another +1 to the bonuses described above.
ADVENTURES
For adventures which take place on the coast or the rivers, the commander is an essential member of any adventuring group, or as a valued NPC ally. Commanders are at home in campaigns involving naval combat, such as sorties against the Corsairs of Umbar. They can be dynamic and useful party members in any situation on seacraft or boats, whether based in the sea-fleets of Pelargir and other Gondoran sea-cities. Many Elves based out of the Grey Havens are commanders, guiding vessels over the sea to Valinor, the Undying West. The commanders usefullness is not restricted to the ocean, however, but also on the great waterways of Middle Earth, particularly the Great River, the Anduin, where they might make shorter trips back and forth for trade and transport. They are most suited as the naval counterparts to captains, leading warships in great sea-battles.
Master of Ships
Because the tasks onboard a ship are complex, and the order of command is drilled into all who ply the waters of Middle Earth, the role of the commander demands an innate sense of respect and obedience to those who recognize it. While onboard, in charge of a vessel, or while dealing with other sea-folk or their ilk, the commander may add +2 to any checks for Bearing-based skills which could be influenced by their authority - including Debate, Inspire, Intimidate, and Persuade. It has an additional +2 against any who serve under the commander. Those affected by this ability include mariners, traders who deal with sea-merchants, and those who dwell on the ocean or waterways. This ability cannot be used if the commander is out of their element, so to speak, such as far inland, not currently in command of a vessel, has not identified themselves as a commander, or if they are dealing with beings which do not have a naval culture. REQUISITES: Bearing 10+, Ship. IMPROVEMENT: For each additional pick devoted to this ability, you can add another +2 to the bonus for the Bearing-related checks described above.
BACKGROUND
Most commanders begin their careers as mariners or warriors. These orders provide many of the skills a commander will need to captain sea-craft and lead navies on the waters of Middle Earth. Mariners, obviously, have many useful abilities which aid them well as commanders. At times, nobles may join their ranks as well.
GAME INFORMATION
Requisites
To become a commander, you must have Bearing 8+ and Sea-craft 10+.
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Port of Call
The commander has a port where they are always welcome and relatively safe, which has adequate facilities house their ships crew, resources to restock and reprovision, and skilled persons capable of maintenance or repair to the commanders vessel. Furthermore, the port of call will have enough available manpower to replace any lost crewmen, whether they be normal sailors and mariners, or warriors accustomed to sea-battles. If the ship is a war vessel, there will be an armory available to replenish lost weapons, and if it is a trade ship, then there is enough harbor labor to load and unload goods. Merchant commanders should be able to unload any trade goods, and replenish them with new goods if desired. If the commander is a pirate or corsair, the port of call will be an outlaw harbor, a hidden port on some small freebooter island, or perhaps along the coast of Umbar.
Ship Handling
Accustomed to a life onboard sea-craft, you have an instinctual feel for the way a ship moves. You know what its limitations and strengths are, and how to best use the ships sails, oars, rudder, and manpower together to improve the way the ship handles. Additionally, you can take advantage of weather and water conditions when they are useful. While in command of any sea-vessel, you gain a +3 to any Sea-craft rolls you make.
Wave-rider
Accustomed to the waters of Middle-earth, you are able to coax your vessels movement to get the best performance. With this order ability, you can increase your vessels movement speed (in miles per hour) by 25%. If you are commanding a sailing vessel, you can consider Weather-sense as an affinity skill, if you possess any ranks in this skill. You can also add +1 to your vessels Mobility value when using the mass combat system. REQUISITES: Sea-craft 10+, Wind-mastery. IMPROVEMENT: For an additional pick devoted to this ability, you can add an additional 25% to the movement speed or a +1 to the Mobility value to any vessel under your command, to a maximum of two picks. Note that these bonuses are cumulative with those granted by the mariner order ability Wind-mastery, for a maximum improvement of 100% of normal speed.
Sea Legs
As with the mariner, you do not suffer the -2 (or greater) test penalty to all Nimbleness-related tests while onboard a sea- or river-vessel. You are also immune to sea-sickness, and never have to make Stamina tests to avoid being sea-sick.
Ship
Commanders are almost always in command of a seavessel. This ability is identical to the mariner order ability described on page 93 of the core rulebook. If the commander is a warrior or a noble, the vessel can be a warship. The Narrator and player should work together to determine the nature of the vessel, its crew, and by what conditions the commander has the vessel, whether it be merchantile, military, or transportation. REQUISITES: Sea-craft +7, any other mariner or commander ability. IMPROVEMENT: For each additional pick devoted to this ability, you have an additional ship under your command.
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FAN FLAVOUR
ADDITIONAL BACKGROUND PACKAGES
by Jason Durall
NOBLE PACKAGE
HOBBIT GENTRY Born to privilege in the Shire or Bree-land, you are a Hobbit gentleman or gentlewoman of some wealth, and you bear a name of some import in your community. Though you may not be wealthy, you are considered to be of the upper-class, and other Hobbits will generally defer to you. ORDER SKILLS KILLS: Debate +2, Inquire +2, Inspire +2, any one Language +2 (usually Sindarin), any one Lore +3, Observe +1, Persuade +3. PICK 5 BONUSES ONUSES: +1 to any Order skill. PICK 1 EDGE DGE: Charmed Life, Eloquent, Favor of Fortune, Hoard, Rank. REQUISITE: Must be a Hobbit.
LOREMASTER PACKAGE
RIVENDELL HEALER: You have learned much of the healing arts by studying with Master Elrond, and now you seek to restore that is wounded in the outside world. ORDER SKILLS KILLS: Healing +3, Insight +2, Language (Sindar) +2, Lore: History (Elves) +2, Lore: Herbs +3, any other one Lore skill +1, Observe +2. PICK 5 BONUSES ONUSES: +1 to any Order skill. PICK 1 EDGE DGE: Ally (Elrond), Elf-friend, Healing Hands, Incorruptible, Wise.
MARINER PACKAGE
PIRATE IRATE: Whether youre one of the Corsairs of Umbar,
a privateer on Gondors coast, or a water-bandit on one of the many great rivers, you have made a living preying on ships and coastal towns, taking wealth by force upon the waters of Middle Earth. ORDER SKILLS KILLS: Armed Combat +2, Climb +2, Games +1, Jump +1, Observe +1, Ranged Combat +2, Sea-craft +3, Swim +2, Weather-sense +1. PICK 5 BONUSES ONUSES: +1 to any Order skill. PICK 1 EDGE DGE: Charmed Life, Dodge, Hoard, Keeneyed, Two-handed Fighting.
WARRIOR PACKAGES
BRAWLER: Whether youre fast, strong, or just tough as nails, you make your living with your fists. You travel from town to town scrapping with local champions in fisticuffs or wrestling, or compete for gold in fairs and tournaments. ORDER SKILLS KILLS: Acrobatics +2, Climb +1, Games +2, Intimidate +3, Jump +1, Perform +1, Run +2, Unarmed Combat +3*. PICK 5 BONUSES ONUSES: +1 to any Order skill. PICK 1 EDGE DGE: Armor of Heroes, Dodge, Doughty, Hammerhand, Swift Recovery. REQUISITE: Must be a Man. * As per Decipher errata, Unarmed Combat is now considered a racial skill for Dwarves and Men. HUNTSMAN UNTSMAN: You stalk, trap, and kill animals in the wild, whether for gold in the marketplace, at the service of a noble lord, or the very survival of your people. ORDER SKILLS KILLS: Armed Combat +1, Conceal +1, Craft (Tanning) +1, Mimicry +1, Observe +1, Ranged Combat +3, Stealth +1, Survival +2, Track +3, WeatherSense +1. PICK 5 BONUSES ONUSES: +1 to any Order skill. PICK 1 EDGE DGE: Accurate, Keen-eared, Keen-eyed, Keen-nosed, Night-eyed, Woodcrafty.
MINSTREL PACKAGE
HERALD ERALD: You speak for nobles as their envoy and messenger, traveling about the land delivering important words or as part of a nobles retinue. Alternately, you are an important figure in court, familiar with the lords and ladies of the land and an advisor. ORDER SKILLS KILLS: Debate +2, Inquire +1, Insight +1, Inspire +1, any one Language +2, any one other Language +1, Lore: Group (your own) +2, any other Lore: Realm (your own) +1, Observe +1, Persuade +2, Ride +1. PICK 5 BONUSES ONUSES: +1 to any Order skill. PICK 1 EDGE DGE: Ally, Eloquent, Friends, Gift of Tongues, Honey-tongued.
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POSTMASTER
Why don't you make a printer-friendly version without all the graphics? - Markraven It does take time for the layout designers and editors to create the formal version of the webzine and though I can't guarantee that we could do this and produce the webzine in an efficient manner, we shall do our best to have a textual version available, more than likely only upon specific request by a reader. Is is possible to translate the webzine into different languages (Portugese, Spanish, French, German, etc.)? - Rodrigo Spina Yes, we believe it is and we shall endeavor to solicit those who are willing to help make this possible. (Rodrigo, himself, has offered to translate The Hall of Fire into Portugese.)
CALLING
ALL GAMERS !
Interested in submitting...
A mini or side adventure? Racial/Personal Development or Order/Professional Development packages? New creatures, or fell beasts? New Orders or Elite Orders? NPCs? Weapons, equipment, or magical items? Fan Art? If so, write to us for details on submission at: codawebzine@hotmail.com with Fan Content in the subject line. Please include your name and/or pseudonym (handle/online identity) and email address(es) with which one of our editors may contact you. Please note that if you would like to submit a mini-adventure, Decipher will not consider it for publishing. Please do not directly submit your items to us without prior approval. Fancy yourself a writer and would like to contribute to the webzine? If so, write to us at codawebzine@hotmail.com with Writer in the subject line. One of the editors will get back to you with details about writing for THE HALL OF FIRE .
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CONTACTS
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Scottomir, Writer
http://www.geocities.com/scott_metz scott_metz@yahoo.com
This is an unofficial fan webzine created for players of Deciphers The Lord of the Rings Roleplaying Game and the world of Middle-earth created by J.R.R. Tolkien. There is no affiliation between the creators of this webzine and Decipher, Tolkien Enterprises, or any other related corporation. All material is either direct from Tolkien sources, Decipher, opinion, or has been created for the said purpose of roleplaying in the world of Middle-earth. Some images are used herein for the purpose of adding flare to the webzine, but are owned by varied sources mentioned in the Credits on the last page. THIS DOCUMENT IS NOT FOR RETAIL SALE .
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