Frodo reached Epic Level when he got the Ring to Mount Doom. What stats and abilities did he boost, and how does the book explain it?
The One Ring hits the lava and Frodo’s XP bar lights up like a pinball machine. The Halfling scores like 25 zillion experience points and levels up from maybe a basic level 3 to a legendary level 89-ish (give or take an RPG system).
Frodo spends all that XP on a massive wisdom bonus, some themey deleterious character attributes, and the ability to see the future. It does him about as much good as Paul Atriedes, but in-story where does this epic-ness come from?
Check out EPIC LEVEL FRODO for insights into the player’s handbook stored in Tolkien’s head.
Tolkien’s contour map reveals some clues.
One does not simply walk into Mordor – One looks at a map first!
What-the-Uruk was Gandalf planning on doing if he survived Moria and guided the Fellowship beyond Lorien? Specifically, how was he going to get into Mordor?!!
Tolkien may not have written Mithrandir’s plan down, but he seems to have left some subtle cartographic clues. Check out the analysis ( Gandalf’s Plan to Enter Mordor ) of the contour map of Gondor & Mordor in the front of The Return of the King.
Rip-snorting fantasy adventure wherein players lead the defence of an isolated Inn against the attack of a cannibalistic horde.
Couldn’t be bothered with a long wilderness trek to reach a dungeon? Need to satisfy your players with a bit of gratuitous violence that doesn’t involve random monsters waiting in rooms? Want a quick, ready to go scenario for players in between dungeon crawls? Fancy a small scale siege where it makes sense for the Player Characters to be in charge?
Well look no further. Whilst many an RPG adventure starts at a tavern, this adventure is AT THE TAVERN. The standard gaming trope of a colourful Inn (with numerous squabbling patrons) is smashed together with the “hold your ground” cliche (shades of Rorke’s Drift) in “Defend the Coaching Inn.”
The players meet one evening at a lonely tavern on a forested back-road: normally they’d be rolling for rumours, buying iron rats, harassing the bar-staff with 10′ poles, and picking fights. This time the PCs skip the ‘information’ and ‘wilderness trek’ phases and jump straight into the action as they help defend the inn from a horde of cannibalistic humanoids.
This stand-alone adventure can easily be slotted into a long standing campaign as a one off, ding dong battle. Or the scenario can be expanded into several sessions as the action dictates and the players follow up different plot threads. The inventive GM can also weave a murder mystery sub-plot into the narrative for added flavour.
Whilst designed for the World of Warhammer, this adventure is written in the style of no stat gaming and can easily be used with Dungeons & Dragons, GURPS, Fate and many other fantasy rules & settings.
So clickety-click on Defend the Coaching Inn and see if you can hold your ground; shield the gentlefolk; slay the invaders; defend the Inn and most importantly… protect the beer!
Optimising the Fellowship of the Ring: the Nine Walkers – a strategic revision.
The Fellowship of the Ring is the world’s most renowned, literary adventuring party. This is the archetype which lurks in the collective unconscious of all gaming groups, from paper and pencil D&D, to byte and bitmap WoW.
An Istarii Wizard and a Dunedain Ranger lead a Dwarf Warrior, a Sindar Archer, a Gondorian Fighter and four Halfling burglars on an epic wilderness adventure and the mother of all dungeon crawls.
But anyone with an ounce of cunning and a desire to maximise the chances of success has probably asked themselves…
“Why take four hobbits?”
“What about bringing some more ranged weapons and healing potions?”
“Elves are awesome. Why only bring one?”
These questions and more have bugged me for years. Why abandon Frodo and Sam to chase after Merry and Pippin? What was Gandalf actually planning on doing to get into Mordor?! Most importantly, if I was Elrond, who would I include in the Fellowship?
The strategy behind the Fellowship and some alternative possibilities are examined in the article “Min/maxing the Fellowship of the Ring”
Awakening of the Wyrms: an alternate history of early Fourth Age Middle Earth.
Extrapolating the Queen of Shadows Campaign
To misquote Peter Jackson and the infamous Boromir meme…
“One does not simply awaken the Dragons of the Withered Heath.”
Some people just crave a resolution: so please find herein the epic conclusion to the Awakening of the Wyrms, an alt history of the 4th Age of Tolkien’s Middle Earth.
Thrills, spills, and canon busting bitter pills are guaranteed, not to mention some brain melting coordination of armies, wizards and assorted entities into a coherent timeline of 4th age possibilities.
The ideas of J.R.R Tolkien, Iron Crown Enterprises’ Middle Earth Role Playing game, and Anders Blixt (https://gondica.wordpress.com/) have been smashed together to re-invent the early history of the Fourth Age. Aligning famous names versus each other, whilst riffing-off Greek mythology and recent world events, and developing (or destroying) various corners of Middle Earth proved challenging and a little inhuman. Hence the incorporation of a Spy Game sub-plot, using the ubiquitous fantasy trope of the ‘adventuring party’, enabling a more on-the -ground view and a role-players perspective on the action.
Feedback welcome – this story is not set in stone. I am happy to adjust to correct major errors herein.
Click here to see how it all pans out… Awakening of the Wyrms – Conclusion