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Post by dandare on Oct 12, 2021 7:19:47 GMT
2 wood elves fit with the location very well- the starting point is under the eaves of Mirkwood.
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Post by Von Widdler on Oct 12, 2021 15:10:59 GMT
I'll need to think about another class as Ken is going a ranger/scout...
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Post by dandare on Oct 12, 2021 20:54:35 GMT
Scout is a thief in MERP- Ranger is more appropriate for a Wood Elf.
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Post by manuforti on Oct 13, 2021 12:07:36 GMT
Can anyone explain the encumbrance rules to me? The table suggests the amount a character can carry is based on the character's weight, but there's no rule for generating a character's weight, and basing it off strength seems to suggest that a 'normal' character, without strength bonuses, would be unable to stand up with even basic gear.
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Post by crypticsquid on Oct 13, 2021 16:45:49 GMT
Encumberance............since when did we ever worry about that. I, Gill Berto Sullivan Bard will be bringing my piano strapped to my back
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Post by dandare on Oct 17, 2021 9:31:43 GMT
I only ever invoked encumbrance with Harry
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Post by Von Widdler on Oct 17, 2021 19:48:53 GMT
Maybe you should start invoking it again, stops Ken taking everything that isn't nailed down and carrying literally everything he owns (has stolen) on him!
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Post by dandare on Oct 21, 2021 18:33:44 GMT
Spiders! Why does it have to be Spiders....? The party, now with added wood elf, are recruited in Lake Town to investigate some mysterious disappearances at a village called Ulgarstat. At least 5 people have disappeared in the last weeks on a track running north of the village to Wessun's farm. The team investigate along the length of the track through the woods, and eventually stumble across some strands of spider's web. Following the clues for 500 yards reveals a circular wall of web, surrounded by web "tripwires". There appears to be no way in without attracting spiders by cutting the web , or the nuclear option of setting it on fire. Finally the umpire drew their attention to a hollow log which promised a safe way in. Alarca the elf is persuaded to take off his clothes and crawl through. The team outside are horrified when he alerts them to a non existent spider behind them. (fumbled his perception roll!). Eventually he shouts down the log to attract their attention, thus wakening the 2 real spiders, who quickly run over. Alarca wriggles back into the log, Siggi the dwarf charges the one outside the main web, while Eredan tries to sleep them ( they are 8th level tho.....) then resorts to shock bolts from his ring, to little effect. Piano Boy Gill, gets caught in the web, but Cam's (unable to track) ranger rolls a mighty crit with his bow and kill Spider 2 with one shot. Alarca, freed from his wooden overcoat, picks up his bow, and does the same to the other one. 2 missing persons are recovered, plus some items from the spider's rubbish heap. Medals all round!
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Post by dandare on Oct 28, 2021 9:24:17 GMT
After the exertions of last week, the party rest up, and invest in more stuff, namely some horses. Siggy decides he will just drive the new wagon. They receive a call for help from a village about 60 miles away, to investigate a "Phantom". and set off towards Esgaroth. en route they are set on by dire wolves. Gill the Bard unwisely charges in, and is badly mauled, however Siggy saves the day.
New Ruling- if you are reduced to 0 hit points, you are deemed to be unconcious, even if the rulebook is not specific about this!
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Post by dandare on Nov 4, 2021 19:24:54 GMT
Another fraught Journey... The party sets off from Esgaroth to Nothva Rhaglaw. Unfortunately the first campsite is molested by a herd of wild cattle. The wagon is only just saved from a watery grave, and Lucky Gill the Bard is badly trampled. The next night Siggy is attacked by a wildcat, but it's only a scratch.
Finally they arrive in Nothva Rhaglaw, and are hired to hunt down the Phantomn. The local priest blesses them, and they set off into the woodds, where they meet a friendly brown bear, but nothing else so far.
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Post by dandare on Nov 11, 2021 12:11:52 GMT
Failing to find any clues, they party settles down for the night. Gill is on watch, and is alerted by flashes of arcane light off to the west, near Pen Drebi. Everyone is awakened, and they set off west, and eventually spot another flash outlining a hooded woman. she gives them the slip, but leaves behind 5 egg shaped stones with runic markings on them, done in ochre and charcoal. The elf is nearly skewered by an arrow. Again they set off in pursuit, following a massive tracking roll from Gill, arriving at dawn at Pen Drebi which is a granite Tor. The base has been painted with runes, like the stones, but nobody can translate them. The elf tries to climb to the top of the tor, but is neatly skewered and killed by an arrow. Grieving for nearly a nanosecond the rest of the party attempt to get a decent return shot off , while Gill does some sneaking. A lucky shot from the ranger wrecks the witches left arm, and stuns her. She falls back into her tree house and bleeds to death. Gill runs up and luckily finds the trapped rung on the rope ladder, and falls unconcious from shock, as it's full of razor blades... The wizard puts two wildcats to sleep- the first time the spell has worked on anything! Two herders are rescued, and the elf is revived using the emerald with the lifegiving spell . Which then crumbles to dust......
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Post by dandare on Nov 21, 2021 9:36:48 GMT
Bored by the East side of Mirkwood, not railroaded by the umpire at all, the party decide to head west along the Old Forest Road, towards the great River. There are some minor annoyances with spiders and orcs, this time without ant fatalities in the party!
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