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Thread: The Rules of the Game

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    Default 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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