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April 27, 2013, 08:53 AM
#1
Capo
The Rules of the Game
War of the Dwarves and Orcs
Plotline:
We, a group of Dwarves from the Blue Mountains, the Ered Lindon, have banded together behind one courageous and mighty Lord who seeks to regain our ancestral homeland of Khazad-dum, the Black Pit of Moria. With a call to arms, an immense host of Dwarven warriors from across Middle-Earth have banded together at the ancient fortress of Mount Gundabad which was taken back from the Goblin and Orc tribes of the Misty Mountains. Which the birthplace of Durin the Deathless retaken, we plan to take our company of 800 – 1000 (?), along with those who answered our call to retake Moria and remake the Kingdom of our forefathers.
Levies of Moria:
(refers to dwarven followers attracted to the cause until the dwarves actually conquer Moria, if they do)
These areas must be firmly held in order to be considered colonized and add men to the cause of the reconquest of the Kingdom of Khazad-Dum.
Upper Levels
The Door to the Clouds: 50 dwarves
The First Hall: 50 dwarves
The Foundries: 50 dwarves
Main Levels
Durin's Threshold, Azanulbizar (Eastern gate): 50 dwarves
The Descent: 15 dwarves
The Deep Turnpike: 15 dwarves
The Twenty-First Hall: 100 dwarves
The Chamber of Mazarbal: 25 dwarves
Lower Levels
The Third Deep: 50 dwarves
The Second Hall: 50 dwarves
The Foundations of Stone: 25 dwarves
Dwarrodelf, the Mirromere (Western Gate): 10 dwarves
These areas list the regions and halls of Moria from west to east:
Durin's Threshold, The Mirrormere
The doors of Durin at the border of Eregion
Control: Dwarf
The Descent
A grand stair leading into the lower levels of Moria
Control: Goblin
The Deep Turnpike
Where the three major roads of Moria converge
Control: Goblin
The Twenty-First Hall
The largest of the avenues of the Dwarf Mansions and the grandest hall of Moria
Control: Goblin
The Chamber of Mazarbal
Where the dwarf expedition of Balin made their final stand, in what became their last stand fortress
Control: Cave infestation
The Third Deep
The ancient armories of the dwarves
Control: Cave infestation
The Door to the Clouds
Allows access to the northern peaks of the Misty Mountains
Control: Worms/Drakes
The Second Hall
A prominent hall to the west of the 21st hall
Control: Cave infestation
The Foundries (Required for any +5 items)
The ancient forges of the dwarves
Control: Untamed trolls
The Foundations of Stone
The deepest delvings of Moria, where Mithril lies
Control: Durin's Bane
The First Hall
The westernmost entrance of Moria
Control: Goblins
Azanulbizar
The ancient fortress of the dwarves that guards the west
Control: Goblin
Economics
Players choose from a variety of specialties. One specialty per character. Characters advance in proficiency every time they complete an item of their current tier. Everyone starts at tier 1.
All items can exceed +5 depending on their make and quality. Combining certain elements such as tinkering and weaponsmithing to produce a fine weapon may be worth more, but not exceeding +10.
All smithing and tinerking requires forges and minerals.
Gaining minerals: Mining rolls determine the success of extraction and type of extraction.
Gaining workshops: Workshops must be discovered and probably rebuilt. Rolls will determine the state of disrepair (1-20 to determine the status, lower being worse off). Masons will then have to rebuild the structure.
All rolls have a 1% chance of epic success: either producing or finding something rare or exquisite
Weaponsmith: Able to forge weapons
Level 1: +1 weapons
Level 2: +2 weapons
Level 3: +3 weapons
Level 4: +4 weapons
Level 5: +5 weapons
or
(based on the above tiers)
Per individual adds +25 weapons for the dwarves
Mass produced heavy weapons for +1 to NPC battle rolls
Mass produced heavy weapons for +2 to NPC battle rolls
Mass produced heavy weapons for +3 to NPC battle rolls
Mass produced heavy weapons for +4 to NPC battle rolls
Mass produced heavy weapons for +5 to NPC battle rolls
Metalsmith: Able to forge armor
Level 1: +1 armor
Level 2: +2 armor
Level 3: +3 armor
Level 4: +4 armor
Level 5: +5 armor
(based on the above tiers)
Per individual adds +25 suits of armor for the dwarves
Mass produced Armor for -5% NPC casualties
Mass produced Armor for -10% NPC casualties
Mass produced Armor for -15% NPC casualties
Mass produced Armor for -20% NPC casualties
Mass produced Armor for -25% NPC casualties
Mason: Able to repair structures and create new ones, vital for defensive fortifications and repairs
Level 1: +1 buildings
Level 2: +2 buildings
Level 3: +3 buildings
Level 4: +4 buildings
Level 5: +5 buildings
Tinker: Works in precious metals, stones, and other fine crafts
Tinkers produce prestige items. Prestige levels have a variety of in game effects.
Level 1: +1 items
Level 2: +2 items
Level 3: +3 items
Level 4: +4 items
Level 5: +5 items
Miner: Needed to extract metals for weapons and armor
Miners receive a roll to determine the type of materials they extract.
1-10: metals
11-15: precious metals
16-20: gems/precious stones
21: mithril
Prestige
Levels of prestige refers to the reputation of any individual. The bonuses stack.
Five Prestige: Required to take full control of a region of Moria
Ten Prestige: +1 to all battle related rolls
Twenty Prestige: +1 to profession rolls
Thirty Prestige: 1/25 chance for outside dwarven aid every year
Fourty Prestige: +1 to diplomacy rolls
Battles:
Duels and Personal Combat
Players may choose to engage in battles with their men. Modifiers may be added based on armor or Special Items
Selection 11-20: Unscathed
Selection 8-10: minor injury
Selection 6-10: major injury
Selection 1-5: death
Duels
Each player has 20 health points.
Then Roll "rounds" these in order:
2 D20
[(Higher Roll - Lower Roll) / 2] + Weapon/Traits of Winner - Armor/Traits of Loser = Damage to Loser ;
1 D20, 50% chance of damage to Winner also;
If Damage is done:
1 D10, 10 is 100% same as Damage to loser, while 1 is 10%.
Take this number and apply halved Weapon/Armor/Trait numbers to it.
(We round up if you get a decimal)
Then you let the players RP it and decide whether to continue or not.
Ambushes
Ambushes may be set along the marching routes of an army, or proactively sought after opportunities to take the enemy by surprise. In the case of a successful ambush, modifiers for battle rolls may be added, but ideally the victim should graciously deploy his army in a likely marching formation in order to simulate vulnerability.
Out of a D20:
16-20 = successful ambush
11-15 = partially successful ambush
1-10 = failed ambush
Battles operate as follows:
1. When a battle commences, each player posts the position of their army.
1A. Characters skills and traits are posted including their Dread, Defense Roll Bonuses, Battle Roll Bonuses, Special item Bonuses (if the SI is present)
2. Players will gauge the layout of the enemy forces (taking into consideration units may be specified as in hiding: no metagaming!) and PM a moderator of the battle a plan of attack or defense
3. The moderator compares the battle plans and does a random selection roll of 1-20 to determine the behavior of each unit in regards to the orders and add appropriate modifiers.
4. Casualties and the overall result are determined by the difference in the rolls of offense and defense.
Characters:
- 2 characters MAX!
- Dwarves start death rolls at age 200. Each year the death roll increases 5%
- Recommended starting age: 80 – 120+
Rolls for Special Items: The idea for this is that as we retake Moria piece by piece, there will be a chance for characters to gain special items such as rings, armor and weapons even books.
- 1 out of 50 chance for each area (roll happens upon full conquest of the area or requested through special/legitimate reason by the mods)
Character Traits:
Each character starts with three possible traits, all at +1 to begin with.
Duels
Battle rolls
Siege rolls
Miner
Masonry/Smithing
Survival
Events
Events will be random
Last edited by Pontifex Maximus; April 27, 2013 at 06:14 PM.
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