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Middle Earth Roleplaying

Middle Earth. 2709 Third Age.

728 years after the Dwarves abandoned Moria.

246 years after Smeagol murdered his cousin Deagol to claim The One Ring.

61 years before Smaug sacks Dale and drives the Dwarves from Erebor.

232 years before Bilbo hosted an unexpected party for a Wizard and thirteen exiled Dwarves....

The road between Bree and Rivendell is becoming more dangerous to travel. Brigands are thriving. In the forrested lowlands of Rhudaur the influence of darkness is spreading. It is said that orc bands are increasingly seen and Trolls are daring to travel further from their lairs. Windows are shuttered early. Open travel is avoided.

As in most times of unrest, employment prospects are improved for those who can look after themselves or hold skills that are rarely exposed.

This adventure begins at The Inn at the Last Bridge, a final place of comfort East of Bree and before the Haven of Rivendell. The campaign utilises the first edition of MERP and I also use Rolemaster critical tables for abit of extra juice. Also utilise some D&D5e inspiration: which are plot points, inspiration points, hero points and personality - traits, ideals, bonds and flaws.

All characters start at first level, with class choices as: warrior, scout(thief), bard, animist( cleric), mage or ranger.

Races are open to all those in Middle Earth.

The D&D influence is important: a good description of personality traits, ideals, bonds and flaws to help flesh out your character and enable the awarding of inspiration points.

Each character gains 1 plot point each level - this can be used to alter an immediate incident and change events. ie. "Ok GM, I'm using my plot point, that troll does not crush me to death with that giant boulder." GM says no probs and the rest of the players come up with an alternative course of events that has a juicy negative. ie. the Troll slips and drops the boulder on your foot. you are pinned, stunned and at -75 to all actions for the next hour. Or something to that extent, it's GM's call - but flexible.

All players get 5 hero points per level. These are a +1D20 to a D100 roll and can be allocated after a skill roll is already made. These are very handy for rolling on the rolemaster critical tables - they can be used to increase or decrease a crit roll to a desired amount. ie A roll of 66 gives some spectacular results.

All players gain inspiration through roleplay. All team members and the GM can award an inspiration point to any character for acting out there character's true personality at any moment during play. This can occur multiple times throughout a session, no limit. Inspiriation points act as an advantage roll for a skill, attack (not critical roll) or resistance roll but must be verbalised to be used prior to making the roll.

All characters are to have a hobby or job that they would conduct during downtime. This is in the deep few months of hard winter when generally all people of middle earth stay indoors. It assists in gaining funds aswell. ie. A bard spends their time singing at the local tavern to earn a few coin to pay for food and lodging.

Please email me at benhinspeter@yahoo.com.au or here to express interest in playing.
I reside in Australia so it would be great to form an Aussie group but all are welcome.
Timings can be flexible but suit better for me of a weekend evening when my children are put to bed.

Want to join this game? Make a post in the discussion forum below and let the GM know!

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