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The Hall of Fire issue 48 - January 2008
Issue Fo
Forty
rty-Eight
Eight
January 2008
ÑYou Cannot PassÒ by
Donato Giancola
Issue
FFo
rty
January
ÑYou Cannot PassÒ
by
by Donato Giancola
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I N THIS ISSUE
T HE R OAD G OES E VER O N ...
2
• A Return To Power
F AN F LAVOUR
9
• Even the Odds (Mass Combat Maneuver)
• Angmarim Forces
• Forces of the North Kingdom
• Forces of Rohan
I T S A LL O PTIONAL
12
G REETINGS , S ALUTATIONS ...
H ELLO A LL !
• Siegecraft Skill
I NTERVIEW
13
• David “Issachar” D.
A DVENTURING I N ...
Happy New Year to one and all! I hope your holiday breaks
were full of good times and plenty of gaming. Well to start off
with, there is a bit of interesting news in the whole Lord of the
Rings front with the announcement of The Hobbit movie plus
one more. Even though they won't bring back our beloved
game to print, they should (hopefully) provide some interesting
insights into Tolkien's world and fodder for us at the tabletop. I
shall refrain from speculation on a new gaming system as I don't
think it's appropriate for this publication.
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• Michel Delving
A LLIES AND A DVERSARIES
19
• Will Whitfoot
A RT C REDITS
19
C ALLING ALL GAMERS
20
As for this issue's content, I believe you will be happy with what
we have to offer in the continuation of my magnum opus, A
Return to Power, with Chapter 3 getting the fellowship in
deeper with dealings up North. There is also some new
information about armies of the Reunited Kingdom in the
Fourth Age and Angmar, and more!
CONTACT THE HALL OF FIRE AT:
CODAWEBZINE@HOTMAIL.COM
CREW
MATTHEW KEARNS (GANDALOFBORG), EDITOR, WRITER
ultimac@hotmail.com
DOUG JOOS, WRITER
PETER MERRYMAN, ARTIST
DAVID D. (ISSACHAR), WRITER, LAYOUT
issachar44@yahoo.com
H APPY G AMING ,
Matthew Kearns, Editor
aka GandalfOfBorg
This is an unofficial fan webzine created for players of Decipher's 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.
All pictures and graphics were obtained from Decipher and New Line Cinema or from sources on the Internet. No claim of ownership is
made through their use here. These images are used with no permission. THIS DOCUMENT IS NOT FOR RETAIL SALE AND
INDIVIDUALS MAY PHOTOCOPY AND PRINT FOR THEIR PERSONAL USE.
Issue Forty-eight
T HE H ALL OF F IRE
January 2008
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A R ETURN TO P OWER
A languishing elf in a distant Fourth Age has lost his way, not only in morality but also in his
way to Valino. Thus he seeks a means to force open the road to the Undying Lands that once
existed in the First Age – the “straight path” – so that the dwindling power of the Eldar can
once again flourish in Middle-earth. To do so he requires powerful artifacts of bygone eras to
complete this task. Unfortunately for him and the rest of the world, a secret cult, devoted
to Morgoth, thought long gone has discovered the elf's plan and intend to twist it toward
their goal of freeing the Dark Lord from his bonds from beyond the reaches of the world.
INTRODUCTION
"A Return to Power" is a campaign for The
Lord of the Rings Roleplaying Game by
Decipher, taking place in the Fourth Age
during any year suitable to equate to the
passing of 15 kings of the Reunited Kingdom.
"A Return to Power" is suitable for a
company of 4-5 characters ranging from 5 to
7 Advancements and at least 5 Renown.
The campaign begins in Minas Tirith with a
special request made by the king and moves
across western Middle-earth. The missing
palantiri are to be recovered, starting with
those lost in the North, but another power
behind the scenes seeks them as well for
purposes unknown to but one other. More is
going on than anyone knows with events
conspiring to bring about the end of the
world!
Narrators will require the use of The Lord of
the Rings: Core Rule Book, Fell Beasts and
Wondrous Magic, Paths of the Wise, and a
few issues of The Hall of Fire (each will be
specified) for running this adventure.
Players who plan to take part in this
adventure should not read any further.
A DVENTURE S YNOPSIS
This is the Fourth Age – Eldarion is history,
Elessar legend, and now Elendil II sits upon
the throne in Minas Tirith as 16th King of
the Reunited Kingdom. Peace has generally
come to the lands of northwestern Middle-
earth with Gondor having quelled most of
the barbaric realms that surround the region.
The fellowship is in the northern reaches of
Middle-Earth following the discovery that
any palantiri to be discovered in the ancient
shipwreck were taken by agents of Angmar
or worse. They must decide on a course of
action: give up, go into Angmar in secret,
seek assistance from the steward of the
North Kingdom, or some other choice of
their own. Regardless of their choice, the
characters will end up going to Angmar one
way or another.
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Hall of Fire * The Unofficial Lord of the Rings Roleplaying Game Webzine
Issue 48 * January 2008
Q UEST 1 : S TONES OF THE N ORTH
C HAPTER 3 : ALL R OADS L EAD TO A NGMAR
A DVENTURE H OOKS
A CT 1 : G IVE U P
If the fellowship didn't participate in the previous chapters, the
Narrator should run Chapter 2, Act 4: “Found & Lost” before
continuing on and/or using the following suggested hooks to
bring the characters into the story. The Narrator shold also feel
free to create her own hooks; otherwise, just continuing where
the previous chapter left off.
Obvious in and of itself but what the characters don't know is
they're still on their way. What they do next is up to the
fellowship but the Narrator could try a few things to get them
back on track with going to Angmar. A few ideas include:
• Guilt them into it by encountering an envoy seeking them out
and their progress (proceed to Chapter 3: Act 3: “On Their
Own”)
• The characters are a band of Lossoth on patrol, investigating an
incursion by the Angmarim
• The characters are a group of Rangers or accomplices tracking
the band out of Angmar
• The characters are waylaid by a party of Angmarim soldiers
while traveling; the group is coming out of the west instead of
the East (use Chapter 2, Optional Act: Random Encounters to
open with). With them is a palantir recovered from the
wreckage site.
• Discover some other event that prompts them willingly to go to
Angmar (proceed to the appropriate Act in this chapter)
• If things didn't go well for the fellowship with the Angmarim
troop, have them be captured and taken to Angmar (proceed
to Chapter 4, Act 1: “Captured!”)
A CT 2 : A NGMAR BY W AY OF F ORNOST
The steward of the North Kingdom will listen to counsel
(Indifferent) but will not give assistance unless he can be
persuaded (extended test TN 60 Persuade or Debate, 6 stages of
TN 10). The number of successes must overcome the number of
failures and Failures must be matched by Complete Successes or
better while Complete Failures must be matched by Superior
Successes or better. If successful, he will send out a force of men
(see Table 1 - Persuasion Results for size of force) to distract
Angmar so that the fellowship may slip in to acquire the stones
and get; refer to Chapter 3, Act 3: “On Their Own” for a possible
plan of attack.
If failures outnumber the successes or any Disastrous failure is
rolled, no assistance will be given; go to Chapter 3, Act 3: “On
Their Own”. If the fellowship is overwhelmed by a random
encounter on the way, they are captured and so proceed to
Chapter 4, Act 1: “Captured!”
Now would be an excellent chance to dust off those mass combat
rules in the Helm's Deep Sourcebook. Where the Reunited
Kingdom forces and the Angmarim engage in the mass combat is
at the convergence of paths 3 and 5, in the foothills around the
great mounts north of the Ettenmoors see map with battle web at
the end of the chapter).
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Hall of Fire * The Unofficial Lord of the Rings Roleplaying Game Webzine
Issue 48 * January 2008
TABLE 1. Persuasion Results
Success
Results
For stats on ally and enemy units, create your own (see The Hall
of Fire, Issue #25) or use the ones found in The Hall of Fire, Issue
#48; Fornost forces use the same modifiers and abilities for
Gondorians. The enemy force should have at least 1.5x the
number of units as the Fornost force. It is unlikely that the
fellowship itself will fight directly in a mass combat situation if
they are to use the battle as a diversion, but if the players want to,
allow them to command units on the field while describing what
the fellowship might see, if anything, as it sneaks into the enemy
territory.
Marginal
Small group of men (1 mass combat unit;
medium archers); the steward is not so
convinced that this the proper course of action
and would like to consult with the king before
committing any more men to a venture like this
Medium-sized group of men (2-4 mass combat
units; 1 medium archer, rest light or medium
infantry); you've managed to convince the
steward that action is needed but doesn't
believe he can commit too many men to a
foolhardy venture into enemy territory, even if
it just as a diversion to get the fellowship
inside
Complete
Superior
Large group of men (4-6 mass combat units; 1/
3 units medium archers, 1/3 light infantry, 1/3
medium infantry); the steward thinks as you do
about the necessity of action and will readily
commit men to support the fellowship's plan
Extraordinary
Army (6-10 mass combat units; ¼ medium
archers, ½ light infantry, ¼ medium infantry);
your silver tongue has kindled the fires of
action in the heart and mind of the steward and
see this as an opportunity to both accomplish
the mission of the fellowship and deal a mighty
blow to the enemy in the process
A CT 3 : O N T HEIR O WN
This decision could either be acted on after the discovery of the
missing palantir or following one of the other possible decisions.
If it follows Chapter 3, Act 2: “Angmar by Way of Fornost” and a
force of men is sent out from Fornost, reduce the TN of first two
legs of the journey by 1 for each level of Success of the Persuasion
test to show that the diversion is working.
The going is slow for they must remain stealthy, even if they
happen to clothe themselves in the garb of the enemy. This could
go quickly in actual game time but the fellowship must make
periodic Stealth tests as they travel through the hostile land (see
the Infiltrating Patrolled Areas sidebar). They get a +2 bonus
each for wearing native garb and having a map. An affinity bonus
may be gained from a relevant Lore skill about Angmar or
Survival if the character has the specialty for the particular
terrain being traveled through.
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