Original Intro | Char Gen | Magic | Hollin |
Moria | Area Map | Clues | Party Notes |
Inspiration | Encyclopedia of Arda | Portal: Middle-earth | The Thain's Book |
The following methods are available for generating rolls. Choose one method per character, though each character can be generated differently.
Note on rolls: As usual I'm a dick about rolls. If I don't receive a direct email copy of rolls they don't count. Dice rolled are dice rolled. If you have questions about how to use the dice roller, or need help, email me. Note that the table below has pretty solid sets of rolls for any class. Be sure you want to live with the results before you commit to making a roll for attributes.
Set \ Attr | Str | Wis | Int | Dex | Con | Cha |
---|---|---|---|---|---|---|
One | 15 | 13 | 14 | 9 | 10 | 17 |
Two | 14 | 15 | 15 | 11 | 10 | 12 |
Three | 10 | 14 | 17 | 8 | 15 | 16 |
Four | 13 | 10 | 12 | 16 | 10 | 17 |
Five | 17 | 14 | 13 | 11 | 14 | 14 |
Six | 13 | 11 | 5 | 16 | 16 | 12 |
Seven | 17 | 12 | 7 | 16 | 11 | 15 |
Eight | 15 | 16 | 11 | 18 | 11 | 9 |
Nine | 15 | 13 | 17 | 5 | 14 | 13 |
Ten | 11 | 13 | 14 | 15 | 15 | 7 |
Eleven | 16 | 15 | 8 | 14 | 13 | 12 |
Twelve | 11 | 10 | 16 | 15 | 7 | 6 |
Thirteen | 14 | 11 | 11 | 16 | 16 | 15 |
Fourteen | 15 | 12 | 16 | 15 | 14 | 11 |
Fifteen | 14 | 15 | 11 | 15 | 8 | 12 |
Sixteen | 15 | 12 | 12 | 16 | 13 | 10 |
Seventeen | 10 | 13 | 15 | 17 | 11 | 11 |
Eighteen | 14 | 16 | 12 | 11 | 15 | 13 |
Nineteen | 15 | 12 | 14 | 8 | 15 | 6 |
Twenty | 11 | 15 | 13 | 13 | 12 | 16 |
Potential class and race combinations listed below. These are firm at this point. Maximum levels possible for each race/class combination are listed in parenthesis where appropriate.
Representatives of the Iron Hill Dwarves. Dain's kinsmen are fascinated with Moria and expeditions from the Iron Hills are quite common. Unfortunately, like Balin's original foray, they have ended in failure.
Often scorned by their more noble cousins, the Western Dwarves represent the scattered clans inhabiting hills and valleys west of the Misty Mountains. They are a less reputable class of Dwarf, though they are just as greedy as their distinguished cousins.
Elves rarely have anything to do with the works of Dwarves and Men, but King Thranduil has a streak of avarice larger than most of his kind, so he encourages the boldest among his folk to join the exploration of Moria.
Since the fall of Sauron, most of the inhabitants of Lothlorien sailed into the West. Those that remain are seemingly lost in a world that has left them behind, lost in a dream of past glories. Some of these Elves still seek to oppose the darkness left by Sauron's fall, and some of the Elves in Hollin fall into this group.
Though their leader Elrond has departed Middle-Earth, many of his kindred, loyal to Arwen and the new king in Gondor, remained behind. The adventuresome among their ranks are sometimes found in Hollin, seeking their fortunes and pursuing the hated Orcs that dwell beneath the Misty Mountains.
The power of Gondor is on the rise, but not all are content with the peace. The bold, the discontent, the greedy, and the adventurous souls of Gondor are drawn to Moria, seeking glory, riches and power.
The fury of the Rohirrim, guided and channeled by Lord Eomer, still burns. The Riders of Rohan pursue the foul remnants of Sauron's army wherever it hides. Though unused to the deeps of Moria, the Rohirrim have come to see pursuit of their hated enemies in the depths as a test of manhood.
The Men of the North receive undue scorn from the noble Men of Gondor. They are the Northmen and Dunlendings. Lesser men, perhaps, than the noble line of Gondor, but Men with the same desires as their betters, wealth, power and fame.
Rare is the Shireling that makes the journey to Hollin, but other Hobbits of less renowned communities do show up from time to time. Like all Hobbits, they place comfort and food first, but some desire something more.
Class \ Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Cleric | 20 | 20 | 20 | 18 | 18 | 18 | 16 | 16 | 16 | 14 | 14 | 14 |
Fighter | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 |
Magic User | 20 | 20 | 20 | 19 | 19 | 19 | 18 | 18 | 18 | 17 | 17 | 17 |
Thief | 20 | 20 | 19 | 19 | 18 | 18 | 17 | 17 | 16 | 16 | 15 | 15 |
Though the Maiar are gone, some of their lore remains. Men and Elves steeped in the lore of the Maiar can bend magical energies to their will, shaping it in the form of spells.
Magic Users will be using the traditional D&D spell system, complete with spell books and memorized spells. All spells have verbal and somatic requirements. No spells have material requirements (subject to change).
Each Magic User will begin the game with four 1st level spells known (at least one offensive, one defensive), two 2nd level spells, and one spell at each higher level. 2nd level magic users will gain one additional spell, rolled randomly by me.
Magic users can either pick one of the following spell lists, or roll randomly.
If you choose to do random spell selection email me directly. You need to finalize your character attributes (specifically intelligence) before rolling for spells. The decision to do random spell selection is final so review the given spell lists carefully.
Clerics derive their power from the Valar. Since the Maiar's departure from Middle-Earth the devout followers of the Valar have served in their stead, redressing the hurts inflicted by the War of the Ring.
Clerics will be using the traditional D&D spell system, obtaining a fixed list of spells via prayer and meditation. All spells have verbal and somatic requirements. No spells have material requirements (this is subject to change).
Go here to generate starting gold (and experience). Same deal, be sure you send rolls to you and me.
Class | Starting Gold |
---|---|
Cleric | 3d6 x10 gp |
Fighter | 5d4 x10 gp |
Magic User | 2d4 x10 gp |
Thief | 2d6 x10 gp |
2nd level starting characters gain an additional 2d6x10 gp. Multi-class characters roll each class and take the average as a total.
All character start with the following gear / equipment.
Heirloom items will be assigned by me.
Characters start at level minimum + 1d6 x 100 XP. Multi-class characters split this starting experience between classes.
Each race has its own base movement rate.
Race | Movement Base |
---|---|
Dwarf | 10 |
Elf | 12 |
Half-elf | 12 |
Hobbit | 9 |
Human | 12 |
Factor | Adjustment |
---|---|
Leather, padded, studded leather armor | -1 |
Ring, scale, chain armor | -2 |
Splint, banded, plate armor | -3 |
Magical non-metal armor | 0 |
Magical metal armor | -1 |
Weapon and shield or heavy weapon | -1 |
Backpack | -1 |
Sack of Loot | -1 |
Strength 3-5 | -2 |
Strength 6-7 | -1 |
Strength 12-13 | +1 |
Strength 14-15 | +2 |
Strength 16-17 | +3 |
Strength 18-18/50 | +4 |
Strength 18/51-18/90 | +5 |
Strength 18/91+ | +6 |
Note: Movement Rate Adjustments can never raise base movement above the racial maximum, strength bonuses simply negate other penalties.
All hit points will be rolled randomly. All rolls of ONE will be rerolled. Go here to roll hit points, the usual rules for rolling apply.
Roll each class separately and divide by two. Round DOWN for use, but keep track of the half-points. Two halves make a whole.
Proficiency with a given weapon includes all uses of that weapon (both melee and thrown for example). Horseman's / footman's variants are one proficiency, as are light / heavy variants.
Any weapon in the PHB is available, along with two-handed axes (treat as two-handed swords). Take proficiencies as you desire with the following common weapons in mind: