From the Mouth of Sauron
Date: 05-15-96
Issue: E-43
Note: all authors retain exclusive rights to their material.
Reprinting is allowed for non-commercial game use only.
The Mouth is edited by Brian Mason and Tom Walton. All
correspondence can be sent to them at:
Brian Mason - mason@chara.gsu.edu
Tom Walton - kazandar@rio.com
Back issues of "From the Mouth of Sauron" and the general info files
are available at chara.gsu.edu via anonymous ftp.
First Word
==========
From Tom Walton
I actually have a couple of things to say in this editorial. Are
you waiting with baited breath?
First off, I apologize for the enormous size of this issue. The
inclusion of the data set and a whopping News from the Net' pushed
the Mouth well beyond any reasonable standards of length. That
combined with intense procrastination, of course.
(Well, actually, Brian and I have been more than a bit busy in our
personal lives, so the Mouth was constantly being put on the back
burner due to lack of time. Sorry about that.)
The second bit of business is a bit more on the serious side. It
has to do with writers, publishers, and rights to material.
Here's how it goes: most articles and pieces of fiction are sold on
a per publication' basis; it's less common to sell them with an
unlimited republication option. In fact, it's usually a foolish
thing to do; it'd allow the publisher to use the piece in a hundred
different ways without having to compensate the writer more than
once. In real terms the writer would be giving up all rights to the
piece to the publisher, who would then own it from that point on.
In the mag business, per publication' is the norm. That's how we
do it here at the Mouth, mainly because there's no reason to do it
any other way. Besides, even if we wanted unlimited ownership of
your stuff, why should you give it to us? I mean, it's not like
we're gonna *pay* you or anything. :-)
Now, per publication' gets a bit tricky when it comes to electronic
media. In our particular case, it means that the article can appear
in the Mouth, which could be sent to subscribers via email, set up
at an ftp site, or converted into HTML for the web. But once the
article is slapped into an issue and distributed, that's considered
to be the publication. While we could redistribute that Mouth with
your article in it again a year later (and, in essence, we do this
by putting the Mouth up at Brian's site), we aren't allowed - under
any circumstances - to publish the article in any other form. We
can't pull it out of the Mouth and use it separately at a web/ftp
site; we can't even make substantial modifications to the Mouth that
it appeared in. In essence, it can *only* appear in that version of
the Mouth, and nowhere else, unless you give us permission to do
otherwise. Doesn't matter what format the Mouth itself is in (mail,
ftp, or printed paper), but the Mouth itself must remain as it was
at the time of publication (aside from technical adjustments, like
correcting spelling).
So that means when you get your Mouth, the same applies to you. Our
disclaimer at the front of the Mouth already says that you can use
items in the mag for personal use (which is, in essence, the
definition of non-commercial game use'), so cutting out an article
for your own files is fine. But you couldn't, for example, gather
your favorite strategy articles together and put them up at your web
site without first getting the permission of *each and every*
writer. Why? Because by taking the articles out of the Mouth and
making them publicly available in a different forum, you're
republishing' the article itself. Stealing from the author, in
other words, even if your intentions are good.
You couldn't even put the Mouth up at a web site that *also*
advertises commercial goods. Or offers services for sale. In this
case, you'd be linking something that you have access to strictly on
the terms that you don't use it for monetary gain, to something that
you're using for monetary gain. Following me so far? We labor
under the same restrictions; if someone offered to *pay* us for the
Mouth, or to use the Mouth, we'd have to refuse for the same
reasons. In fact, we'd have to refuse any compensation at at all,
monetary or in-kind.
This may seem pretty uptight, but us author-types really hate to get
ripped off, even unintentionally. If we put in a disclaimer (which
usually appears as "do as you please with this so long as you don't
change it" in most Usenet groups) that's all well and dandy; but
here at the multi-story megaoffices of the Mouth, we don't require
any such thing from our contributors. What's theirs is theirs and
appears in our mag out of the goodness of their hearts. If they
want to make money off their efforts at a later date, more power to
em.
So when people request that we put together compilations of article
types, realize that such a thing is damned near impossible. In
order to do this, we'd have to track down every author of every
article and beg/plead/whine for permission to republish. That's a
lot of work for the (unpaid) editors, a bit beyond the limits of our
altruism. And even if you think it'd be a great idea to do just
this on your own site to help out the newbies, think again - cuz
*you'd* have to do the exact same thing. If you were to republish
on a site, or distribute a document of this nature without getting
said permission, you could be sued - and you would lose - in a court
of law. You could repost the Mouth in it's entirety (within the
previously-laid-out restrictions), but that's about it.
Not that any of our writers would sue you, but lots of us are
hackers and we'd find other ways to torture you. Suffice to say
that your web/ftp site would *never* be in operational order (eg).
In any event, given some interesting violations I've witnessed (and
been subject to) of late, I thought I'd outline all of this for both
writers and afficionados alike. The laws on this essentially follow
basic rules of respect and decency, and if you operate from that
point of view you can't go wrong.
Encounters
==========
From Darin Fitzpatrick
----------------------
In response to a request in the R.G.PBM newsgroup, which was copied
to the Mouth:
Encounters seem to happen very near the end of the turn. Thus I
would think that moving characters into an army would allow them to
benefit from an encouter with Sauron, or anyone else who boosts
characters with armies.
I base this deduction on an encounter with Woses in 2950, in which
I and an ally moved into the same hex. His army showed up on my
recon (but not my army report), but encountered Woses and was
destroyed. Thus the encounter must have happened after order 925,
which is after 870. If all encounters work similarly, then
moving/joining should work.
I wrote an article on encounters for the Mouth (& Whispers) a few
months back. Check it out.
From Mike Poidinger
-------------------
I had a Noldo Elf encounter the ghostly army (fist vs eagle). He
commanded them to stop, but they ignored him and got injured.
To be precise he was hit from behind and knocked unconcious. When
he awoke the armies had vanished. He lost 26 health
From Payton Turpin
------------------
Several players are mentioning the 2950 encounter that seems to be
fairly common at the sites of powerful artifacts - the one with the
mirror, the skeleton and the locked door. I have no more answer to
this encounter than anyone else. In the interest of gradually
accumulating data on it, I did have a Corsair (FP) character with
Command 60, Emis 60, Challenge 80 react to it by trying to open the
lock on the door. He failed, but nothing bad happened to him. The
skeleton did not react. I good agent might be the best one to take
this encounter. I was too chicken to attack the skeleton.
From Camaleon
-------------
Well, thanks again for the last issue of the MoS. Here is some more
info.
About my last encounter with a dragon, Khamul encountered LEUCARUTH
in the Goblin. He demand obedience to him, but as always, he fought
with him and live him with 25 HP.
The same turn, Khamul, with an Em grade of 62, he made and improve
pop center He did it. The Goblin had 100 loyalty, now it is a
city!!!
Now, the spring is coming, I do not have any armies, well, actually
one, but it is in a fight with other 3, so, next turn I will not
have any :) I want to rise my economy building camps and improving
them to villages. The last MoS will be very usefull for me. Thanks
again and good gaming.
Miscellaneous
=============
From Brian Lowery
-----------------
That group of bad guys you played against in #204 is looking for
another match from the FP side this time. They have posted to
rec.arts.pbm and have asked me to drop the mouth a line. All
starting Dark Servant players from #204 will be same excluding Steve
Latham and Brian Lowrey who are unfortunatly to busy.
Have 12 FP experianced players looking for 13 experianced DS players
to challange us in a pre-alligned 1650 game. The the Dunland and
Harad would be FP, and the remaining neutrals would be alligned with
the Dark Servant nations.
P.S. Brian as you and I know the above group is a quality group of
players, If you or anybody out there is looking for a
challenging 1650 game THIS IS THE GAME FOR YOU!
From Sheldon Campbell
---------------------
I've just indulged in an orgy of reading the Mouth of Sauron, having
let my subscription lapse during the hiatus and then downloaded
roughly a megabyte of good stuff. I wanted to comment on a couple
of things.
- -----
My experience as the WK in 1650:168 and as the DS Duns in 1650:180,
(a flaky game if ever there was one), suggests that dragons go to
the army of the commander with the highest total skill ranks,
probably exclusive of artifacts. This has never failed me. It would
also explain why all the dragons go to the same army no matter how
many you recruit. Those of you who're puzzling over the dragon
issue might reanalyze your data and see if it's consistent with this
scheme. I'm not completely certain about whether artifacts matter
or not.
- -----
Mark Parker's special abilities article (MoS 40) was interesting,
but I'd refine his model slightly in a couple of areas. First, the
varying strengths of the character types in ME make the ability to
name 40 point characters more or less valuable depending on the
character type.40 point commanders can do little that 30 point
commanders can't, and I'd make this ability a D at best. I haven't
played a nation with 40 point ems or mages, but 40 point agents are
a definite B. In any case I think that the ability should be
downgraded a level (to a C) for nations that start without a 40
point character who can name more. You just don't get the jump on
the other nations if you have to wait until turn 6 to use the
ability.
As the Dwarves in 2950:17 I'd downgrade the 'all characters
scout/recon at 50' ability to a B. It's nice but just not quite
good enough to rely on, particularly for scochars. A 50 point
scochar just isn't reliable to find the powerful enemies you need to
detect in the character war. And scopop/scohex/scoarea/recon have
their uses, but again the level is low enough that you miss
important information. It's a good ability, but not an A.
Definitely make hire free an A in 2950. Lucky FK! Another reason
the FP have such an uphill struggle in this scenario. Finally, all
stealth isn't the same. My experience is that certain nations with
stealth (elves) get a LOT more stealth than others (CL, IK). You
could modify the power of these special abilities based on the % of
stealthy characters you get. My very limited experience suggests
that the CL, DoLo, and IK get ~10% of their new characters with
stealth (a C ability), that the DrLo gets ~25% (a B), and that the
Elves get ~50% (an A). No data on the Woodmen. In my games as
Duns, Dwarves, and WK it's 5% or less.
This would be a really good Mouth project -- what percent of
characters named by each nation come with stealth? Shouldn't be
hard to get the data together, it's hardly a rare event. The
stealth% could be added to the setups too -- would help people
thinking about the different nation strengths.
From Richard Hutchinson
-----------------------
OK,
This is about the hopeful rendezvous site for MEPBM players on
telnet. I hear there's been some problems, here's the simple way to
log into the system.
Using a TELNET program type in as the host name (or IP address)
>area51.upsu.plym.ac.uk
then type,
>bbs
at the prompt. and follow the on screen prompts, read whatever comes
up in front of you thoroughly and you will need to establish an
account here- this is completely free though! just a formality.
The place to list your middle earth game is on one of the bulletein
boards -called
> RPGChat
post your details there. once in mail me (SAURON) and tell me your
account name and we can organise a chat sometime. you meet all sorts
of wierd and wonderful ppl there, but look out for a bloke called
DELIRIOUS he's a nasty man (and you can quote me on that).
From Raul Olivares
------------------
I send you this message for pointing out a few things I've noticed
in game 1650 and I think could be of interest... (I've never read
about them in Mouth or Newsgroup...)
First, playing South Gondor we've used the next tactic... Since the
size of the navy is given by the number of warships, we transported
5000 HI in a 20 transport navy, without any warship. The result was
that the enemy reports were that a SMALL navy was there. Of course,
Fire King 400 HC army was overrun though I suppose he thought that
his small army would be enough.
Second, I don't know if you read a post I sent requesting for
information about PC location changes from game to game. The fact is
that WK PC at 2703 was not displayed in my dwarf maps. My
distributor told me that there were a few erratic PC. Any comments?
Third, and last. I also don't know how often you update the files
with info we ftped at chara.gsu.edu. But if you're interested I can
confirm that DEMAND OBEDIENCE let freeps recruit Scorba.
Well, that's all. I hope you find these comments interesting, and
could help you (if you didn't know them yet :-))
See you
Raul
olivare@ibm.net
From Paul Erik Lundstrom
------------------------
If managed to get all the data in a Dragon-army-defeat battle and
thought it would be interesting to everybody. It's from game 70 at
Allsorts and courtesy of Soeren Krasilnikow (Arthedain) and Steve
Lewis (Wk). The Dragon in question was Uruial, and I've calculated
it's Damage amount to 35595. That's not quite as much as everybody
thinks - but could correspond with the idea of Dragons in several
(or three) levels of strength. To make it a little bit tricky, the
Arthedain Army Commander (Argeleb) did in fact carry Ring of
Barahir. Personally I don't think Ring of Barahir affects army
combat, but it could be something that was worth checking out. In
ICE's puplication's Uruial is an extremely old and stunted Red
Dragon, that has been cripled by a Noldo Arrow in the First Age -
that could acount for it being in a lower damage group.
For those of you would like to do your own calculations here are the
actual armies that met:
It was on Cold plains.
Arthedain: Witch-king:
Tactics: Flank Charge
Relations: Hates the Witch-king Dislikes Arthedain
Command: 53(118) 85
Morale: 16 36
Troops: LC HI LI HI
# : 600 3634 300 1900
Training: 31 23 33 10
Weapons: 40 10 40 11
Armor: 30 15 30 0
Combat Artifact: 0 500
So get your pocket calculators up :)
Cheers!
From Lawrence G. Tilley
-----------------------
Many thanks for the Mouth 42, especially your diary of your
Arthedain/Cardolan game.
It interests me that American players always talk about the sending
of cards. With Allsorts, a list of players addresses is sent out on
turn 0, even when it's not a "team game". This means that there's
no question of anyone "refusing" to communicate, you can always
phone them if they don't reply to your letters. Also of course,
you've spoken to everyone before the game starts.
This must make a fundamental difference to the atmosphere of the
American & European games.
News From the Net
=================
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Post #1
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From: mornhm@prairienet.org (Kevin J. Brown)
Subject: MEPBM 2950 - Strategies?
Date: 15 Feb 1996 21:07:37 GMT
Does anyone have a list of strategies that have been tried in the
2950 games. Successful and unsuccessful? Does anyone have a list of
the results for the games that have been completed? Thanks.
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response from darren@unity.ncsu.edu (Darren L Frechette)
-------------------------------------------------------------------
No list here, but the general consensus is that economics are
critical in the early going. I'm on turn 25 of game 8 now, and
there are still about half the nations in the game, with most
failing due to bankruptcy after a series of small losses or too much
inadvised recruiting. It's definitely been a less military-oriented
game until recently, and we've tried several different strategies.
I'll probably sum up the game and what strategies we've tried when
(if) the game ends.
I was also a neutral-turned-good in the ill-fated game 32. Our
freep team fell apart due to irreconcilable differences even though
we seemed to have an edge. It ended after only about 10 turns.
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response from Kevin Barry (kebarry@gramercy.ios.com)
-------------------------------------------------------------------
To Darrens comment I would like to add the importance of good
communications between team members. You need good communications to
coordinate the transfer of resources to keep the team economies
afloat. ME 32 was the first PBM game I have played where all of us
(the DS team) had access to email. It was an invaluable for
formulating strategies, making sure everyone was headed in the same
direction and fighting off bankrupcy.
Unfortunetly, the FP team did not seem to be communicating very
well.
As to the Freeps having the edge....naw. By turn 5 we had the North
Gondor player effectively out of the game and by 10 the Silvan
Player was gone. After that the FP team dropped en mass. The game
actually went on until turn 15 while we hunted down the last FP
(special service) player (the Dwarves as it turned out).
It was fun while it lasted.
-Former ME 32 Long Rider Player
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response from "Laurence G. Tilley" (laurence@lgtilley.demon.co.uk)
-------------------------------------------------------------------
Agreed, it seems to be even more of a team game than 1650. You need
at least a couple of nations who will build up economies rather than
armies, to fund the efforts of the front line nations & survive the
first winter. This will usually be BS or Noldo, then perhaps LoRi
& Dwarves, because they can develop camps far from the action.
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Post #2
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From: imas@enano.etsit.upm.es (Nacho Mas)
Subject: Mepbm question
Date: 15 Feb 1996 23:00:09 GMT
Hi, fellow players of MEPBM. Here are two questions I'd like to ask:
- When you give and order of Capturing a pop. It becames sieged just
in the moment the battle finish or at the end of the turn?. Does it
happen even if you don't win the battle and your army is destroyed?
- If you change your capitol, does the map changes acordingly or it
remains centered in the same place?.
Thanks very much for your help and good gaming...
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response from Patrick F. McGehearty (patrick@convex.COM)
-------------------------------------------------------------------
The popcenter becomes sieged from the moment of battle until the end
of the turn. The popcenter is sieged even if the sieging army is
destroyed. It is not sieged the following turn unless it is
attacked or sieged again.
Changing your capitol has no effect on your map.
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Post #3
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From: mikep@biosci.uq.oz.au (Mike Poidinger)
Subject: MEPBM dragons
Date: Mon, 19 Feb 1996 01:10:10 GMT
A question about dragons....
How high does a characters PC need to be to effectively kill a
dragon?
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response from Patrick F. McGehearty (patrick@convex.COM)
-------------------------------------------------------------------
I assume you mean by to kill by a challenge. The "generic Dragon in
lair" is reputed to have a challenge of approx. 100. All the named
dragons are reputed to be much tougher. Characters with challenges
around 150 have been known to lose and characters with challenges
around 250 have been known to win. I don't have much better info
that that. If we assume that a dragon is at skill level 100 in all
four classes, then his challenge = 156.
So someone with a challenge over 180 might have reasonable odds, but
you are risking a heck of a character doing it. If you do such a
challenge, please post the outcome.
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Post #4
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From: mikep@biosci.uq.oz.au (Mike Poidinger)
Subject: MEPBM Ghostly army
Date: Mon, 19 Feb 1996 01:13:00 GMT
Yet another...
I have a FP character who has encountered the Eagles vs Fist ghostly
armies. Is there any update on the best response? Interestingly,
the encounter occurred in one of the Corsairs pop centres.
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Post #5
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From: kgp8d@fermi.clas.Virginia.EDU (Keith G. Parker)
Subject: MEPBM Advice
Date: Wed, 21 Feb 1996 14:45:19 GMT
Well, I'm about to send off for the startup packet, and I'd
appreciate advice on which scenario to play. 2950 seems to possibly
be better for a new player, since it's slower to develop, and there
will be fewer players around who have hoarded up a vast array of
knowledge through playing previous games. 1650's time frame and
politics just interest me more. Which do you all suggest. Oh yeah.
Who should I say referred me to the game? KP
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response from Patrick F. McGehearty (patrick@convex.COM)
-------------------------------------------------------------------
I would not count on there being less knowledge about the 2950 game
than the 1650. The skill orders work the same, and the starting
positions are available on the web. Regular players who are not on
the net will know someone who is, so the info should be available.
I would say that the 1650 game starts with a heavier emphasis on
military matters, and the 2950 game starts with a heavier emphasis
on economic management and growth, but after 10 to 15 moves or so,
the early emphasis is less significant. In the 1650 game, the
initial armies are used up, and in the 2950 game the survivors have
stablized either economies.
My own preference is for the 2950 game, but that is because I like
the challenge of trying to get the most out of limited resources.
Use the 3x5 card option (described at the bottom of page 1 of the
rule book) to get in touch with your teammates and neutrals as soon
as you have your initial setup. I include my name, phone#, address
and email. Posting here can be used to quickly find others who read
this group. My guess is that 10-20% of MEPBM players read this
group regularly, and twice as many have email.
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response from "Laurence G. Tilley" (laurence@lgtilley.demon.co.uk)
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1650's time frame and politics just interest me more. It's actually
more a case of which nation you should play, rather than which
scenario. You should avoid those which are in the front line from
turn one. Avoid: Dragon Lord, Witch King, Woodmen, N.Gondor, Fire
King, Ice King, Quiet Avenger. Avoid the neutrals, because you need
your team. Best choice would be Blind Sorcerer, Noldo, Long Rider,
Sinda(not 2950), Arthedain - all these are fairly safe in the first
few turns, whatever happens in the war, you can afford to make
mistakes and still recover from them. Don't let your company (is it
GSI or Allsorts?) start you with one of the tricky ones.
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response from cleavr@aol.com (Cleavr)
-------------------------------------------------------------------
A good way to go your first time in the game is to find someone else
and join a game together. If they are experianced, so much the
better. You will get more enjoyment out of having someone to bounce
ideas off of, and thus the game will be more fun. As to your
question of which scenario, its really a matter of personal
preference. Players having 'vast sums of knowledge' is a fact of
life in both scenarios, riddles and encounters being the main
exception (but catching up fast in 2950). Another reason to join as
a team is that your game will generally experience fewer dropped
positions, since groups of players tend to support each other
through rough times. Its an empty feeling when you are doing ok,
and you realize 3 or 4 of your opponents stopped playing a few turns
ago -- now you know your team will win, it doesn't matter how well
you play from here on out, and you are going to spend $6.50 a turn
to play out an already decided fate. If the 1650 scenario
interests you slightly more, choose that one and give it your best
shot! As a veteran of more than 15 games completed, I think you
will find fostering cooperation among your teammates as much (or
more) fun than running your own turns......Good luck and good
hunting!
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Post #6
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From: "Laurence G. Tilley" (laurence@lgtilley.demon.co.uk)
Subject: MEPBM Gladden Fields encounter
Date: Sat, 24 Feb 1996 20:47:58 +0000
Does anyone have information more up to date, or complete on the
following encounter?:
>From mepbm.165 file
===============
4.11 Gladden Fields
Description: a wizened old man or woman offers to show the
character a scroll which contains the secret of the golden band.
He/she offers to take the character back to his/her hut to view the
scroll.
[Tom's note: the details are in the Mouth info file, no need to
repeat them here.]
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Post #7
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From: "Laurence G. Tilley" (laurence@lgtilley.demon.co.uk)
Subject: MEPBM 2950 Ring of Impersonation
Date: Sat, 24 Feb 1996 20:52:49 +0000
In 1650 the Ring of Impersonation #4 begins I think as a SG
artefact.
In a 2950 game, I have just collected it from the finger of a dead
Noldo. On checking my 2950 startup data, I find it listed as
neither a startup artefact for SG or Noldo. Does it start as a
"lost" artefact then in this scenario... or is there a hole in my
records?
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response from atischer@cse.utoledo.edu (August Tischer)
-------------------------------------------------------------------
I believe it is unowned at game start in the 2950 scenario.
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Post #8
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From: "S. Bahrke" (bahrkes@execpc.com)
Subject: ME PBM 2950 Dragon Encounter Question
Date: 29 Feb 1996 02:02:28 GMT
Hello fellow ME PBM fans. I am playing a Dark Servant in a 2950
game, and I have an encounter with the dragon Smaug. The enounter
message and actions do not match the one posted on Phredd's home
page. Should I:
Speak SAURON's name ...
APOLOGIZE for the intrusion...
ATTACK the dragon...
Tell a STORY ...
OFFER money or artifacts...
BOW down before the dragon...
FLEE
I know it is neither FLEE nor BOW. Merely guessing gives me a 1 in
5 chance, but I hope somebody can help. Someone suggested acting
MEEK, but that is not an option. OFFERing money may be the right
answer.
I would appreciate any help that you can offer.
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Post #9
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From: drawes@cix.compulink.co.uk ("Mark Seward")
Subject: ME-PBM Riddle c1950
Date: Fri, 1 Mar 1996 00:09:02 GMT
Can anybody solve my riddle for me?
Home to both sea and land,
it could be seen by one on the holy height,
built for those who left and came home again,
it was known from afar by the great white sight.
Any offers?
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response from Patrick F. McGehearty (patrick@convex.COM)
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My database suggests Avalonne. It was a signal to the returning
elves (those who left and came home again), and could be seen from
the Meneltarma in Numenor (the holy height) (Source: The
Silmarillion).
Please let us know if that response works.
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response from mark@mgcheo.med.uottawa.ca (Mark Lagace)
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Don't know for certain but I would say a lighthouse.
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response from janeik@sn.no (Jan Eikeland)
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>: Home to both sea and land,
A lighthouse sends waves both thoward sea and land.
>: it could be seen by one on the holy height,
Hm,what does this mean ? Is it something from ancient times when
people made fire on top of high points near sea ?? But holy ???
>: built for those who left and came home again,
I left and came home :)
>: it was known from afar by the great white sight.
Sure,u see the life-giving rays in bad weather.Love the sight of it.
>: Any offers?
>Don't know for certain but I would say a lighthouse.
Your'e right.
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response from Yale University Public Cluster User
(ph@directory.yale.edu)
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I am in favor of Avalonne as an answer. The description fits it
perfectly. Home to both sea and land seems to indicate Avalonne's
importance as an Elvish harbor. It could be seen from Meneltarma,
the mountain in the center of Numenor on which holy days were
celebrated, by those of keen sight. Likewise, those elves who had
left Aman in exile and eventually returned some time after the first
age settled in Avalonne.
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response from darren@unity.ncsu.edu (Darren L Frechette)
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How about Alqualonde?
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response from pmanger@pcug.org.au (Peter Manger)
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Sounds like the planet earth. Or what ever world you are on.
-------------------------------------------------------------------
response from drawes@cix.compulink.co.uk ("Mark Seward")
-------------------------------------------------------------------
The correct answer was
Avallone.
Now I have another one from the c2950 scenario which needs an
answer:-
In Dark secrecy they were made,
By secret blend,
Strength and fear were the cornerstones laid,
When they came about near Third Age end.
Offers please ?
-------------------------------------------------------------------
response from mithrand@ix.netcom.com (Jason M Retzlaff)
-------------------------------------------------------------------
Olog Hai?
-------------------------------------------------------------------
response from kgp8d@faraday.clas.Virginia.EDU (Keith G. Parker)
-------------------------------------------------------------------
...or for that matter, Uruk-Hai? KP
-------------------------------------------------------------------
response from drawes@cix.compulink.co.uk ("Mark Seward")
-------------------------------------------------------------------
The correct answer is 'Uruk-hai'.
Many thanks for the help.
-------------------------------------------------------------------
Post #10
-------------------------------------------------------------------
From: wolfen@gate.net
Subject: me2950 #45 - Players vs. GSI
Date: Fri, 01 Mar 1996 16:23:10 GMT
Hello all - As some of you may be aware, there's an unusual team
game of Middle-Earth PBM currently in the early stages. A team of
experienced players challenged GSI employees & associates to a game.
Challenging the deities to a game of chess, as it were?
Anyhow, I'm one of the GSI associates on the DS team, playing
Corsairs & QA (what a lovely combination). I'd be interested in
contact or comments from players on the Freeple side, or anyone
who's interested. What better place than here for a bit of banter?
-------------------------------------------------------------------
Post #11
-------------------------------------------------------------------
From: atischer@cse.utoledo.edu (August Tischer)
Subject: MEPBM: spider encounter
Date: Fri, 8 Mar 1996 04:27:20 GMT
In a MEPBM2950 game I had the following encounter:
He was travelling down a shadowy ravine, when he came about a sharp
bend and stopped. An involuntary gasp escaped as he took in the
horrifying scene before him. Stretched across the ravine, no more
than a few strides from where he stood, was a large web. The ground
beneath the web was littered with bones of Men, Elves, Orcs and
creatures he did not wish to guess at. No sooner had he decided to
leave (and quickly) than he felt a terrible presence approaching.
Just as he turned to look, around the bend came a great Spider, as
large as a horse and clearly intent on having him for dinner.
ATTACK the spider
Say ___(one word)
Offer the Spider FOOD
COMMAND the Spider to stop
FLEE
The character only has a 47 challenge. This encounter in the 1650
game lists all Dark Servant responses as combats. I have also heard
that saying the name of various spider gods as well as fleeing has
resulted in death of other DS characters. I did hear of a character
with 51 challenge attacking the spider and winning. Are there any
other success stories out there for the 2950 scenario? Thanks.
-------------------------------------------------------------------
Post #12
-------------------------------------------------------------------
From: wolfen@gate.net
Subject: MEPBM: dragons & mumakils & bears, oh my
Date: Fri, 08 Mar 1996 20:02:41 GMT
Okay, so maybe not bears. Does anybody have estimates on battle
damage potential for the various dragons, and/or packs of Mumakil
recruited into armies? How long do they typically stick around?
Any help would be greatly appreciated.
cheers, james
-------------------------------------------------------------------
response from Patrick F. McGehearty (patrick@convex.COM)
-------------------------------------------------------------------
Some people have gathered such data for some specific
dragons/balrogs/etc, but I don't have any detailed listing. Even
the smallest of dragons can eliminate more than 1000 HI in a single
round of combat and I have heard that the typical dragon strength is
in the 20-30,000 range. My impression is that they stay round 4 to
8 turns, but I don't have good data there either. Armies with
dragons tend to go into battle quickly (use it or lose it), and
there their commanders get killed by enemy agents or the army
gradually gets whittled away a little at a time.
-------------------------------------------------------------------
response from cabai@aol.com (Cabai)
-------------------------------------------------------------------
Well bears are there!!!! (somewhat) I play the woodman, and Beorn
does have some good tricks.
-------------------------------------------------------------------
response from allbutt@eleceng.ee.queensu.ca (Geoffrey Allbutt)
-------------------------------------------------------------------
Well, post some details!! Inquiring minds want to know.
-------------------------------------------------------------------
Post #13
-------------------------------------------------------------------
From: Cary Stephan (cary@ix.netcom.com)
Subject: Middle-Earth: Encounter list?
Date: Sat, 16 Mar 1996 13:41:50 -0700
Hi,
Does anyone have an encounter list for 2950 they could e-mail to me
or refer me to?
Thanks in advance!
-------------------------------------------------------------------
response from Chelsea Wood (auril@delphi.com)
-------------------------------------------------------------------
Try ftp.chara.gsu.edu/mouth
This should also show the whole series of the Mouth of Sauron ezine
listings.
-------------------------------------------------------------------
Post #14
-------------------------------------------------------------------
From: Tom Walko (tom@troll.mv.com)
Subject: MEPBM Riddle
Date: Wed, 20 Mar 1996 17:33:49 GMT
Came across this one...can anyone help?
"Defless in name,
with a crown of stars,
he sat upon his own throne
even though he was not the same"
Any help is appreciated....
-------------------------------------------------------------------
response from v123h3m2@ubvms.cc.buffalo.edu (Mark Jaede)
-------------------------------------------------------------------
Surely this is Durin, known as "the deathless."
-------------------------------------------------------------------
response from kgp8d@faraday.clas.Virginia.EDU (Keith G. Parker)
-------------------------------------------------------------------
Morgoth perhaps. I don't particularly understand what "Defless"
refers to, but he did have a crown of Silmarils (one of which became
a star). He did have a throne, and as far as being the same... Well,
he wasn't the same after he stole the Silmarils (in any number of
ways), and he also was changed after his battle with Fingolfin (he
was wounded and in constant pain). Good luck. KP
-------------------------------------------------------------------
response from kgp8d@faraday.clas.Virginia.EDU (Keith G. Parker)
-------------------------------------------------------------------
> Surely this is Durin, known as "the deathless."
>
>
>
>
> Mark
> >
I agree. But "defless?" KP
-------------------------------------------------------------------
response from Chelsea Wood (auril@delphi.com)
-------------------------------------------------------------------
It's Durin the Deathless - there were seven stars in his crown, one
for each Father of the Khazad (Dwarves) So, the correct response is
"Durin"
-------------------------------------------------------------------
Post #15
-------------------------------------------------------------------
From: Tracy Scott (tscott@interlog.com)
Subject: MEPBM 2950 encounter
Date: 23 Mar 1996 17:47:11 GMT
A weak Dark Servant emissary had an encounter I'm not sure how to
respond to:
Zorlog came over a small ridge line only to hear screams and cries
for help in the valley below. Moving cautiously forward, he peered
from behind some bushes to see a small farming villiage had been
raided by some ten to twenty mounted Orcs and Wolves. The women
have already been taken hostage and the few remaining men are being
hardpressed by the Orcs. The captives are to one side with only a
few guards. It is obvious to Zorlog he will be seen if he leaves
his place of concealment. Should Zorlog:
FREE the captives
ATTACK the orcs and save the farmers
JOIN the Orcs in pillaging the village - I'm leaning towards this
one
GO immediately for help
WATCH from hiding to see the outcome
FLEE
I would welcome any suggestions.
-------------------------------------------------------------------
response from Kevin Barry (kebarry@gramercy.ios.com)
-------------------------------------------------------------------
I believe either join or watch produce a favorable outcome for DS
characters. The flee option will get you away from the encounter
with no other involvement.
I'm not sure what happens when you free or attack.
-------------------------------------------------------------------
response from bdiebold@minerva.cis.yale.edu (Benjamin H. Diebold)
-------------------------------------------------------------------
I had a Woodman emissary who attacked and was killed.
-------------------------------------------------------------------
response from Tracy Scott (tscott@interlog.com)
-------------------------------------------------------------------
Well, I got my result today. I tried to JOIN the attack on the
villiage, but the orcs chased me away as a "thief". Maybe WATCH
would have been a better option? I escaped uninjured (sole
consulation).
-------------------------------------------------------------------
Post #16
-------------------------------------------------------------------
From: olivare@ibm.net
Subject: MEPBM 1950 Questions????
Date: 24 Mar 1996 15:23:54 GMT
Hi everybody...
I'm playing 1950 games 6 and 14 in Spain, and got some questions for
you...
1) Does anyone know if Gandalf keep on enhancing emissary levels
from turn to turn if the emissaries remain in the same hex and so
does Gandalf, or does the encounter take place just once?
2) If I transfer troops from navy to navy and I exceed the transport
capacity I suppose the navy becomes army, but... Can the Comander of
this army transfer ships to the navy that transfered the troops?
Thanks on advance
Raul Olivares
-------------------------------------------------------------------
response from ii030@rossegat.uji.es (BLASCO FELIP)
-------------------------------------------------------------------
Hey man!!!!! 1950 its the new version? :)
1950 == 1650
Me alegro de ver a un companyero, no de partida pero de juego en
Espanya. Si quieres hablar para intercambiar info, escribe.
Ta luego.
Camaleon.
-------------------------------------------------------------------
Post #17
-------------------------------------------------------------------
From: drawes@cix.compulink.co.uk ("Mark Seward")
Subject: ME-PBM Riddle
Date: Mon, 25 Mar 1996 00:50:18 GMT
I have a riddle which needs answering. Can anyone help?
It points south from the inner side of the high ground, with its own
high heights and lower than low places, it is known from afar that
by greater magics it is bound, and that it awaited the return of its
lord's dire graces.
Could the answer be "Barad-dur".
-------------------------------------------------------------------
response from darren@unity.ncsu.edu (Darren L Frechette)
-------------------------------------------------------------------
I can confirm that Barad-dur is the answer.
-------------------------------------------------------------------
Post #18
-------------------------------------------------------------------
From: mllx4arm@stud.man.ac.uk
Subject: MIDDLE EARTH 1650 NEW MAP AND ENCOUNTERS INFO
Date: 26 Mar 1996 12:48:10 GMT
HAS ANYONE GOT A LIST OF ENCOUNTERS FOR THE 1650 GAME OR A
COMPLETE LIST OF POPULATION CENTERS? iF YOU DO DROP ME A LINE
c ya laytah
ALLISTAIR
-------------------------------------------------------------------
Post #19
-------------------------------------------------------------------
From: nl@kvl.dk (Niels Lademark Petersen)
Subject: Gostir encounter in MePBM
Date: Tue, 26 Mar 1996 17:06:15 GMT
Hello Net
In one of my 1650 games I have had an encounter with Gostir (a
rarely encountered dragon). The only reply recorded in my Info file
(the one compiled by Brian Mason and Tom Walton from
ftp://hujer.chara.gsu.edu/mouth) is that act MEEK will mean
recruit/escape? for a DS.
Now I do not play a DS but one of the FP, so my character is
probably a soon to be Dragon snack. If anyone out there know a safe
FP reply I would appreciate it.
Post it here or mail me at nl@kvl.dk.
I will post the result of this encounter as well as all the
specifics when events warrent it.
-------------------------------------------------------------------
Post #20
-------------------------------------------------------------------
From: imas@enano.etsit.upm.es (Nacho Mas)
Subject: Mepbm 2950 encounters info...
Date: 28 Mar 1996 09:04:42 GMT
Here is some info about some encounters I have had playing as
Saruman in MEPBM 2950. I think some of the info can be really
interesting:
- Saruman (M 90, E 77, Cha 144) encounters Leucaruth, and being a
neutral Reacts acting MEEK. Result: he escapes with one health point
and thanks...
- An Emisary 38 finds Itangast also being neutral. Acting MEEK he
comes out with full health.
- A mage 57 steps into this artifact:
--- had just bedded down for a good night's rest when his eyes
were arrested by a soft glow emanating from over the next hill.
Deciding that he had better discover the source of this glow, he
picked up his belongings and made his way cautiously over the rise.
As he drew closer, he noticed that the glow seemed to be coming from
a small cave set back into the hill. He entered the cave ready for
anything but halted in amazement when he entered the central
chamber.
Inside was a large dark mirror with constantly shifting images of
people, places, and ancient artifacts. It was from the mirror that
the glow was emanating. Across the mirror stood a skeleton of a
giant humanoid decked out in an assortment of intricately carved
armor and holding a giant sword in readiness. Finally, between the
mirror and the skeleton was a stout door set into the wall fastened
with a stout metal lock formed by an ancient craft. Should you
Touch the mirror and call out a name ______ (Character ID)
Touch the mirror and call out a place ______ (Hex #)
Touch the mirror and call out an artifact ______ (Artifact #)
DESTROY the mirror
Try to OPEN the lock on the door
ATTACK the skeleton
STEAL the armor and weapons from the skeleton
FLEE
He reacts giving an artifact number, the one he was looking for
in that place, and he is almost killed by the mirror. He gets
no second option.
This is all I have for now. When I get more encounters I will post
them with what I did.
I also need some help with this riddle I have just received:
Abhorred, cruel, and Captain he was known
The seeds of his life from good to evil were sown.
Seated in power in a land of depeest black
he was destroyed ere again and ere again did he come back.
I was thinking about Morgoth but I am afraid that the riddle will
kill my character even given the correct answer. Any help?
-------------------------------------------------------------------
response from kgp8d@faraday.clas.Virginia.EDU (Keith G. Parker)
-------------------------------------------------------------------
Without any research I would guess Sauron (after all, Morgoth wasn't
really a "Captain"). Mordor is land o' black. Sauron was
(not-quite) destroyed by Isildur. And Sauron was one of the Maiar
who were (presumably) good to start. Good luck. KP
-------------------------------------------------------------------
response from Cary Stephan (cary@ix.netcom.com)
-------------------------------------------------------------------
Sauron
-------------------------------------------------------------------
Post #21
-------------------------------------------------------------------
From: ccallaha@leo.vsla.edu (Carol Callahan)
Subject: riddle help 1650-MEPBM
Date: Thu, 28 Mar 1996 12:14:10 GMT
Water made from rare and set with white
was kept in the second from everyone's sight
Soon will its power be shown as real
when it is set to make the land heal
suggestions?
-------------------------------------------------------------------
response from v123h3m2@ubvms.cc.buffalo.edu (Mark Jaede)
-------------------------------------------------------------------
This sounds to me like Nenya, the water ring, hidden in Lothlorien,
made of white metal, and a source of the power that healed the
shire.
-------------------------------------------------------------------
response from kgp8d@faraday.clas.Virginia.EDU (Keith G. Parker)
-------------------------------------------------------------------
Yep. It's one of the three elven rings of power, but I'll be damned
if I can remember which one it is right now. Narya is fire. Nenya
and Vilya are the others (but which is adamant and which is water I
don't know). KP
-------------------------------------------------------------------
response from darklite@rain.org (Cloudshape)
-------------------------------------------------------------------
Try "Nenya"
-------------------------------------------------------------------
response from ccallaha@leo.vsla.edu (Carol Callahan)
-------------------------------------------------------------------
thanks everyone!
even the Email!
Carol
-------------------------------------------------------------------
Post #22
-------------------------------------------------------------------
From: kgp8d@faraday.clas.Virginia.EDU (Keith G. Parker)
Subject: GSI MEPBM
Date: Sat, 30 Mar 1996 22:36:02 GMT
Hi. I'm waiting on GSI to start up a new game of 1650 with the
three week turnaround. Anybody else out there waiting? It's been
over two weeks now, and I haven't heard anything yet. How long do
these games usually take to get rolling. I assume I'm waiting for
the game to fill up. Thanks, and maybe you all should join up for
this game right now!
KP
-------------------------------------------------------------------
response from v123h3m2@ubvms.cc.buffalo.edu (Mark Jaede)
-------------------------------------------------------------------
There is a huge variation in startup times. If you are looking to
play a neutral in a 2-week game you can sometimes start in 2 weeks
or so, depending on current demand. On the other hand, there are
sometimes gluts of requests for positions on particular allianes in
particular scenarios. I and some friends waited about 10 weeks as an
FP team in 2950.
I think the 3 week option is a bit less popular. This could work
for you if you are the one person they needed to fill out a game,
but more likely you will wait a few weeks. I would give them 2-3
more weks before bugging them for a status report.
-------------------------------------------------------------------
response from Patrick F. McGehearty (patrick@convex.COM)
-------------------------------------------------------------------
My impression is that games are taking a little longer to fill up
due to the many options now available (1-week-all-email, 2-week,
3-week, 1650, 2950, individual, team, grudge) That is a total of 18
different game types, even if you don't take into account Free vs
Dark preferences. I would not be surprised at a 6 week delay in
game start if you happened to join a game early in the cycle of
getting the totals together. Considering that a good game could run
much more than 20 turns, cultivate a patient frame of mind. :-)
-------------------------------------------------------------------
Post #23
-------------------------------------------------------------------
From: Saruman the White (Cliff_Yahnke@qmgate.anl.gov)
Subject: ME-PBM: What is the address of Brian Mason's FTP site???
Date: 31 Mar 1996 03:29:57 GMT
The title says it all, can anyone help me find Brian's FTP site??
-------------------------------------------------------------------
response from v123h3m2@ubvms.cc.buffalo.edu (Mark Jaede)
-------------------------------------------------------------------
It's ftp.chara.gsu.edu.
Login as "anonymous" and enter "cd mouth" and there you are.
-------------------------------------------------------------------
response from dcd@nasa.kodak.com (Dennis DeYoung)
-------------------------------------------------------------------
Drop him a note and ask! His E-mail address is:
mason@chara.gsu.edu
-------------------------------------------------------------------
Post #24
-------------------------------------------------------------------
From: olivare@ibm.net
Subject: MEPBM 1650 Population Center changes???
Date: 2 Apr 1996 15:39:55 GMT
Hi everybody!!!
Can anyone tell me if there are changes in PC locations or
characteristics from game to game?
In a game in Spain Kala Dulakarth (WK at 2703) was not displayed in
the Dwarf map (hex 2703 is included). I suposse that it is hidden or
its location has changed.
Any comments?
Thanks on advance
Raul Olivares
-------------------------------------------------------------------
response from "Laurence G. Tilley" (laurence@lgtilley.demon.co.uk)
-------------------------------------------------------------------
No, the start up pops are the same.
This is very strange. Are you sure that your new game is not 2950?
The pop at 2703 exists in 1650, but has gone by 2950.
-------------------------------------------------------------------
response from olivare@ibm.net
-------------------------------------------------------------------
The distributor told me that there a few erratic PC in the game. He
assured me it was not a computer mistake, so that I decide to post
it for seeing if someone else has noticed the same.
-------------------------------------------------------------------
Post #25
-------------------------------------------------------------------
From: v011l6fc@ubvms.cc.buffalo.edu (DAVE ROSSELL)
Subject: MEPBM new web page!
Date: 3 Apr 1996 17:52:36 GMT
Jason Cody has kindly established a new web site with most of the
information formerly contained at Phredd's old site. I looked at
the page a week or so ago, and everything worked fine.
The address is:
http://www.eng2.uconn.edu/~jason/mepbm.html
-------------------------------------------------------------------
Post #26
-------------------------------------------------------------------
From: kruzone@inetnebr.com (Jon Hanson)
Subject: me 2950
Date: 5 Apr 1996 06:45:21 GMT
Can anyone tell me a web site that contains a listing of all the
artifacts in the Middle Earth scenerio 2950.
-------------------------------------------------------------------
Post #27
-------------------------------------------------------------------
From: paul@sheehan.demon.co.uk
Subject: MEPBM riddle
Date: Fri, 05 Apr 96 17:11:54 PDT
Guys.
Anyone help me out here?
A Noldor of the first
A fate uncertain had this elf lord
One son tortured by blade and thirst
One confined in pit by evil horde
Any takers......
Cheers,
Paul.
-------------------------------------------------------------------
response from Patrick F. McGehearty (patrick@convex.COM)
-------------------------------------------------------------------
My answer book says: Guilin
Let us know how it comes out.
-------------------------------------------------------------------
Post #28
-------------------------------------------------------------------
From: Pete Brown (Pete@fludge.demon.co.uk)
Subject: MEPBM 2950 new encounter
Date: Sat, 13 Apr 1996 12:21:43 +0100
I have a high level character who has just investigated the usual
'dark hidden cave'. I know that a high level artifact is there and
have received the following encounter which I haven't seen before.
Can anyone help?
It was during the afternoon that he first noticed the small passage
leading into the mountain. It was partially hidden behind some
boulders and it was only blind luck that he stumbled onto it.
Wondering where it led he stepped into the opening and followed the
twisting passageway deeper and deeper into the mountain vastness.
Finally, a small light seemed to shine ahead and he slowed his pace.
Looking through a hole in the wall ahead, he held his breath as the
chamber beyond held hundreds of pieces of gold and a further chamber
promised untold riches. Creeping forward to the edge of a gigantic
stone chamber, he could see what looked like glowing objects and
jewels of all types heaped in glorious piles reaching to the top of
the cave. Worriedly, he stopped to listen, but all he could hear was
the sound of a small wind echoing through the caverns. Nothing was
moving but he was undecided on what to do. Should he...
EXPLORE the caverns using whatever stealth he has
GATHER the coins in the outer cavern and leave hurriedly
STEAL as much treasure as he can carry and lug it back up the tunnel
CALL out to see if anyone is present in the cavern
SEEK out any occupants of the cavern and immediately attack
SEARCH the glowing objects in the next room to see if they are
ancient
artifacts
FLEE
I forgot to mention I am a Dark Servant. My stealth is 40 so the
first option would probably guarantee a certain reward however I
really want the artifact so will probably go for the SEARCH option.
Has anyone else had this encounter before?
Can you reply by Email if poss
-------------------------------------------------------------------
response from Tom Walko (tom@troll.mv.com)
-------------------------------------------------------------------
That encounter sounds like a classic dragon hoard. However, I am not
sure.
-------------------------------------------------------------------
Post #29
-------------------------------------------------------------------
From: ajm@MCS.COM (Alan Miller)
Subject: ME-PBM 2950 riddle and site?
Date: 16 Apr 1996 16:40:50 -0500
First, a 2950 riddle from someone without net access:
To many it is fate,
But to others the symbol of hate.
I believe "death" has been tried.
Second, is there a site archiving 2950 information?
-------------------------------------------------------------------
response from Lucinda Gainey (lucinda@nando.net)
-------------------------------------------------------------------
I just finished putting up the starting info for 2950. Here's the
URL:
http://www.io.com/~lucinda/mepbm/
-------------------------------------------------------------------
Post #30
-------------------------------------------------------------------
From: darren@unity.ncsu.edu (Darren L Frechette)
Subject: ME-PBM GSI email turns
Date: 17 Apr 1996 01:42:01 GMT
Phredd's old MEPBM Website had some info. on GSI corrupted
email turnfiles. Could someone post that info please?
If anyone can help me figure out what I'm doing wrong, I'd sure
appreciate it. I save the email into a file, download it to my PC,
then uudecode it using WinCode. WinCode tells me I have an improper
ending, that I should check the encoded file. What is this crap?
I've tried decoding at my unix host and downloading the binary file.
I've tried removing the headers before decoding (that worked on the
test file). I am stumped, and any experienced GSI guinea pigs who
can help me would do wonderful things to my psyche at this point.
-------------------------------------------------------------------
response from darklite@rain.org (Cloudshape)
-------------------------------------------------------------------
I've had some trouble with e-mail turns. However. It may not be
your fault. Check to see if your UUencoded file has an end
statement. If it does not and just ends ypu have not received the
complete file. Let GSI know if this happens. [Although they kept
sending me the same incomplete file]
-------------------------------------------------------------------
Post #31
-------------------------------------------------------------------
From: ccallaha@leo.vsla.edu (Carol Callahan)
Subject: MEPBM 1650 ghostly army encounter?
anybody have any success with the encounter where two parties are
about to fight one another..one carrying Eagle banner and the other
a fist banner
options
attack
Command to stop
Attack men eagle banner
attack fist
allegiance
offer a truce
say
flee
-------------------------------------------------------------------
response from drawes@cix.compulink.co.uk ("Mark Seward")
-------------------------------------------------------------------
I vaguely remember offering a truce gave a pfofitable response but
don't use it if you have something a little more conclusive.
-------------------------------------------------------------------
Post #32
-------------------------------------------------------------------
From: Tom Walko (tom@troll.mv.com)
Subject: A riddle for MEPBM 1650
Date: Fri, 12 Apr 1996 10:04:18 GMT
Found this one while encountering an artifact. Perahps someone can
enlighten me, 'cause I can't find it on any lists.
"Fire from fire,
It the 16th of the 2nd,
set with one, to all it did beckon,
yet from shipwreck to grey,
grey it went,
but rarely its power spent."
Sounds like it may be an ocean-going artifact, but you all know
better then me.
-------------------------------------------------------------------
response from chemari@news.udc.es (Jose Maria Fernandez Lopez)
-------------------------------------------------------------------
I think it is Gandalf's Ring (Sorry, I don't remember it's name:
Vilya, Nenya or Narya). Gandalf's ring was the ring of fire, was
made at the same time that The One Ring, in the Second age: 16th of
the 2nd. In the beginning, Cirdan had it, but later he gave it to
Gandalf (..from shipwreck to grey...), and Gandalf the Grey got it
until the end. Only a few knew that he got it (.. but rarely its
power spent..) I hope that this helps you....
-------------------------------------------------------------------
response from kgp8d@faraday.clas.Virginia.EDU (Keith G. Parker)
-------------------------------------------------------------------
Gandalf had Narya, the Ring of Fire. KP
-------------------------------------------------------------------
response from Tom Walko (tom@troll.mv.com)
-------------------------------------------------------------------
Thanks for the answer. Believe it or not, I searched through about
10 web sites of Tolkien information, not finding anything. Then, an
obscure little teenie sight yielded what I think may be the answer.
And I agree. I believe the answer is Narya as well.
My thanks for your dilligence and help.
-------------------------------------------------------------------
Post #33
-------------------------------------------------------------------
From: drawes@cix.compulink.co.uk ("Mark Seward")
Subject: c2950 encounter
Date: Sat, 20 Apr 1996 15:00:19 GMT
At 3632, my character has encountered a glimmering pool of water set
in a small, shallow basin. Looking into the water, there are
pictures of people, places, battles all passing too quickly to
recognise.
Options are:-
DRINK,
WATCH,
LOOK away
STEP into the basin,
DESTROY the basin,
CAST a spell,
say one word.
Anyone have any good results on this one ?
-------------------------------------------------------------------
response from Patrick F. McGehearty (patrick@convex.COM)
-------------------------------------------------------------------
This encounter looks similar to the Mirrowmere and Enchanted River
encounters, but I've never heard of this particular one. Given the
location, the outcome is probably not alignment related. With those
options, I would guess that there are interesting possibilities.
DRINK will probably make a random gain of skill or loss of health.
WATCH might gain information.
STEP into the basin might be a random teleport
DESTROY the basin seems like a wrong choice to me.
Let us know what you try and how it comes out.
-------------------------------------------------------------------
Post #34
-------------------------------------------------------------------
From: Kevin Barry (kbarry@concentric.net)
Subject: MEPBM Email Turns
Date: Sat, 20 Apr 1996 22:27:05 -0400
Hi,
I'm interested in hearing from anyone who has successfully gotten
their turns from GSI through the Internet. They've tried sending me
.PDF and uuencode attachments, but so far its been no good. I'm
running Netscape 2.0 and have tried Eudora light.
So, if you done it, please let me know how.
-------------------------------------------------------------------
response from Tracy Scott (tscott@interlog.com)
-------------------------------------------------------------------
I've been receiving my turns via e-mail for a few months now. I
downloaded Adobe's Acrobat reader from their website, and I've had
no problem receiving pdf files. I just receive the files into
Eudora the open Acrobat and access the pdf file from the Eudora
folder. What problem have you had?
-------------------------------------------------------------------
response from Kevin Barry (kbarry@concentric.net)
-------------------------------------------------------------------
When I try to run Acrobat, I get a message that the file does not
begin with ~.pdf. If you have the time, could you post or email me
the steps that you take to receive your turns. I may be doing
something wrong but I have had no trouble receiving other email
files.
One other thing, the files I've gotten from GSI were not attachments
they were embedded in the email itself. so the last one I received
into eudora was split into 2 parts. I don't know if that helps any.
-------------------------------------------------------------------
Post #35
-------------------------------------------------------------------
From: dade-sc@ix.netcom.com(Leo DiBenigno )
Subject: MEPBM-back issues of newsletter
Date: 23 Apr 1996 22:44:05 GMT
I'm trying to find all the back issue of the MEPBM newsletter, I
believe its "Whispers in the Wood" for the 2950 game. I'm about to
send away for my setup and I want as much background info as
possible.
Can anyone please let me know if there is an ftp site or web page
that has these? Or can I get them directly from GSI?
-------------------------------------------------------------------
Post #36
-------------------------------------------------------------------
From: steve@narboro.demon.co.uk
Subject: MEPBM 2950 encounter
Date: Sat, 27 Apr 1996 11:18:10 GMT
Any encounter wizards out there can help with this one?
Character attracted to cave by glow..."Inside was a large dark
mirror with constantly shifting images of people, places and ancient
artifacts. Acros the room stood a skeleton with armour and sword.
Betwen mirror and skeleton is a stout door fastened with metal
lock." (I know there is an artifact at this location)
Choices;
Touch the mirror and call out name/place/artifact
Destroy mirror
Try to open door
Attack skeleton
Steal armour and weapons from skeleton
Flee
Any ideas
-------------------------------------------------------------------
response from Lucinda Gainey (lucinda@nando.net)
-------------------------------------------------------------------
I just ran into this one. I couldn't afford to lose that character
at that time so I chose FLEE. I got away just fine.
I'd be interested in hearing the results if you choose a different
option.
-------------------------------------------------------------------
response from Tom Jones (tomj@decisionsys.com)
-------------------------------------------------------------------
I'm in my first game (49), but I think I recall reading something
similar in one of the Mouths. Its to bad there wasn't a place we all
could go to look up these encouters.(hint..hint)
My one encounter in our game was a glimering pool of power which I
decided to DRINK. I felt very good but the result was nothing. If
we all save our encounters and forwarded them to you would you post
them on your WWW? Ofcourse not util the game ends....
-------------------------------------------------------------------
response from Lucinda Gainey (lucinda@nando.net)
-------------------------------------------------------------------
Such was my plan (9).
I've even started creating the pages already.
-------------------------------------------------------------------
Post #37
-------------------------------------------------------------------
From: Cary Stephan (cary@ix.netcom.com)
Subject: MEPBM 2950 Encounter
Date: Sun, 28 Apr 1996 10:07:45 -0600
Here's one that's new to me:
"During one day's trek, a small rustic cottage was found along the
side of a flower-filled meadow. Entering the cottage, he found a
very comfortable habitat filled with flowers and green growing
thing. Upon staying for more than a few moments, however, an
unnatural feeling of fear begon to creep into the bones of his body.
He began to edge toward the door and, as he reached it, he heard an
unearthly deep growl from the back of the cottage, which he now knew
to be Rhosgobel. Turning quickly, he bolted from the door and
successfully made his escape away from that fearful beast."
--
Okay, so my guy did the "Brave Sir Robin ran away" bit but does
anyone know what Rhosgobel is?
-------------------------------------------------------------------
response from Patrick F. McGehearty (patrick@convex.COM)
-------------------------------------------------------------------
According to "The Complete Guide to Middle-Earth" by Robert Foster,
Rhosgobel is the dwelling place of Radagast. Given your response,
I suspect that you're playing a Dark Servant or Neutral.
-------------------------------------------------------------------
response from v123h3m2@ubvms.cc.buffalo.edu (Mark Jaede)
-------------------------------------------------------------------
Rhosgobel is the home of Radagast the Brown, one of the Five
Wizards.
A disappointing encounter, I know. I understand Radagast used to
hand out cash to all the Good little boys and girls who visited him.
I guess even Wizards run short eventually.
-------------------------------------------------------------------
response from Yale University Public Cluster User
(ph@directory.yale.edu)
-------------------------------------------------------------------
Not necessarily! I got the same response as a Freep.
Pete Maksym
-------------------------------------------------------------------
response from v123h3m2@ubvms.cc.buffalo.edu (Mark Jaede)
-------------------------------------------------------------------
Not necessarily. I got the same encounter as the Sinda.
-------------------------------------------------------------------
response from kgp8d@faraday.clas.Virginia.EDU (Keith G. Parker)
-------------------------------------------------------------------
Rhosgobel is the home of Radagast the Brown. A wizard. So I guess
you're DS eh? KP
-------------------------------------------------------------------
Post #38
-------------------------------------------------------------------
From: olivare@ibm.net
Subject: MEPBM: OFFICIAL GSI WEB-SITE
Date: 29 Apr 1996 20:29:42 GMT
Does anyone know something about an offricial GSi web-site...
Its supposed address is WWW.GAMESYSTEMS.COM
Bye
Raul
-------------------------------------------------------------------
response from Todd Jenner (jenner@sol13.cs.wisc.edu)
-------------------------------------------------------------------
Yes, that's the right address, but it seems to be down right now
(Monday around 10:45 CST). Maybe they're finally getting it ready...
=>
-------------------------------------------------------------------
Post #39
-------------------------------------------------------------------
From: Jeff (attorney@mr.net)
Subject: MEPBM 2950 Riddle Posed
Date: Mon, 29 Apr 1996 22:28:51 -0500
Ok riddle-meisters... here's the latest. I'm convinced I know the
answer, but thought I'd let you tell me how screwed up I am. :)
"There is a small subterranean cave where the passage of time has
seemed to stop. There is a sense of power about the place. On one
wall you see enscribed in runes and glyphs of power:
It is said that from a dying golden tree
This was the last of its fruit,
Set to be seen higher and higher,
Strong and beautiful was the heart of fire.
The essence of the power seems to await just a one or two word
answer to the riddle... What word(s) or name will you say? (if no
response, your character is assumed to have fled)"
My guess: The Sun!
Also, how do I physically enter this info onto my turn sheet?
-------------------------------------------------------------------
response from v123h3m2@ubvms.cc.buffalo.edu (Mark Jaede)
-------------------------------------------------------------------
You are right. Enter the React to Encounter order with "sun" on the
first line of additional info.
I tried being clever the first time I got this and entered "vasa,"
which is technically a more precise answer (check your Silmarillion)
but the narrow minded computer didn't buy it.
-------------------------------------------------------------------
response from Jeff (attorney@mr.net)
-------------------------------------------------------------------
YEESH! I actually used the word ANAR. That's cause the S reads
"Then Anar rose in glory...", and another time "...Anar the
Firegolden, fruit of Laurelin..."
How panic-moded should I be? The riddle seems to ask for what the
fruit's name is, not what it became... Oh, well, that's always been
a problem with JRR based quizzes, hes got 3 names for everything
(at least)!
Creative help is appreciated at this point.
-------------------------------------------------------------------
response from v123h3m2@ubvms.cc.buffalo.edu (Mark Jaede)
-------------------------------------------------------------------
No, very mundane help needed.
Just answer "sun." That's what I did on my second try and I got the
artifact.
BTW, "vasa" is given as the elvish word for the sun which means
"heart of fire," which is part of the clue.
-------------------------------------------------------------------
Post #40
-------------------------------------------------------------------
From: Tom Walko (tom@troll.mv.com)
Subject: MEPBM 1650 : Agents ability to kill
Date: Tue, 30 Apr 1996 03:17:19 GMT
I figured you all would be the ones to ask. So here goes....
I got a 67 agent. Can he successfully kill off a commander of
approximately 60? I figure his challenge rank, at most, is 65
(includes some latent agent skill).
What do you think?
-------------------------------------------------------------------
response from Patrick F. McGehearty (patrick@convex.COM)
-------------------------------------------------------------------
It might work, but it is not a sure thing. I know, you already knew
that. :-)
I've heard a general rule of thumb is that agent orders are harder
against characters who have agent skill, and emissary orders are
harder against characters with emissary skill. It makes sense, but
I have no hard evidence. Another factor is the target nation's
relations with your nation. If he hates you, it is harder for your
agent orders to succeed against him. On the plus side, I know that
some people recommend shifting agents from stealing gold to killing
in the lower 60's, so the odds can't be too bad. Agents will skill
over 70 seem to succeed most of the time, even against tough
targets. It would take a lot of careful data collection to get a
more precise answer.
-------------------------------------------------------------------
response from Saruman the White (Cliff_Yahnke@qmgate.anl.gov)
-------------------------------------------------------------------
There is a common misconception that Kidnap is easier than
Assassinate. This is not true according to Stuart at GSI. It is
actually the other way around. The biggest modifier in the above
problem is if the commander is in command of an army. If he is, you
stand a good chance of being injured by trying the Assass order. If
he's not in charge of an army, I would write it, but don't be
surprised if it fails...
-------------------------------------------------------------------
response from darren@unity.ncsu.edu (Darren L Frechette)
-------------------------------------------------------------------
It would not be a good bet. I assume you are talking about the
assassinate order here. I would try kidnapping; you can always
execute later if he doesn't escape. If the target is guarded
though, forget it.
-------------------------------------------------------------------
response from olivare@ibm.net
-------------------------------------------------------------------
It would be really interesting to collect data about
assasinate/kidnappe orders...
-------------------------------------------------------------------
response from paul@sheehan.demon.co.uk
-------------------------------------------------------------------
A rank 55 DS agent assassinated Balin of the Khazad (rank 70
commander) with only light wounds. Oh did that hurt! Seems like you
have a reasonable chance.
-------------------------------------------------------------------
response from Chelsea Wood (auril@delphi.com)
-------------------------------------------------------------------
No. I prefer to have at least +20 to +30 difference in base rank
for a successful assassination. Also, it depends on if he's an army
commander or not.
-------------------------------------------------------------------
Post #41
-------------------------------------------------------------------
From: mcinke@ux7.cso.uiuc.edu (Martin Milan Cinke)
Subject: MEPBM Encounters question
Date: 30 Apr 1996 15:28:50 GMT
Quick question:
I have an encounter with a dragon with one of my characters.
However, I want to use both of his orders. I have another character
at the same location. Can he be the one to react without anything
happening to the first character?
I know any character can react to a riddle and stuff, but I was
wondering if a dragon encounter might be character specific.
-------------------------------------------------------------------
response from Saruman the White (Cliff_Yahnke@qmgate.anl.gov)
-------------------------------------------------------------------
You can respond with any character in the hex. I've done it many
times...
-------------------------------------------------------------------
Post #42
-------------------------------------------------------------------
From: Nacho Mas (imas@enano.etsit.upm.es)
Subject: MEPBM 1650 Dragon Encounter...
Date: Tue, 30 Apr 1996 13:27:00 -0700
Hi, fellow MEPBM players:
Does anyone know how can I recruit a dragon called Klyaxar?. The
info I have on him only show combat results, so...
-------------------------------------------------------------------
Post #43
-------------------------------------------------------------------
From: aandn100@aol.com (AandN100)
Subject: MEPBM - 2950 - Kidnapping Dragons/Elf Bombs
Date: 4 May 1996 21:19:35 -0400
1. Are dragons permitted targets for kidnaps ?
2. Having kidnapped Galadriel is it possible to release her on top
of an evil army and await the result ?
Thanks in Advance
Andy Irvine
-------------------------------------------------------------------
response from Kevin Barry (kbarry@concentric.net)
-------------------------------------------------------------------
No, I don't think so. Dragons are NPCs and as far as I know, you
cannot kidnap an NPC. On the other hand...if anyone has I'd love to
hear about it.
I must be missing something here, but why in Sauron's Name would you
want to let her go after kidnapping her ? Evecute her now while you
have the chance and before she escapes by herself.
More on Marc Parker's Article
=============================
From Ken Lee
This is a reply to the article in The Mouth - 41, 'Special Abilities
of Middle Earth' by Marc Parker and The Mouth - 42, Reply form
Dennis.
I agree totally to Dennis' changes. Naming 40 points Mage is not as
useful as 40 points Commander, Emissary or Agent MOST of the time.
The change in ranking is deserved.
The chance of stealth is really really useful but doesn't happen all
the time or enough even if your nation have a better chance of
stealth (5 out of 23 in one game and 3 out of 21in another). There
is a way to beat the chance that it end up on the wrong character if
you have the gold. Ranking of B is right.
One thing in Dennis article I did not agree on is the ability to
scout when you hit 50. The one most important thing to do before you
do anything to the enemies pop cnt is to scout for characters. Doing
this safes you from assassination, kidnapping, Pcing,
doubling.....and help you to do everything mention. I can't be sure
since I have never played the Dwarves, but when your dwarven agent
hit 50, can't you use Scout for Character as a miscellaneous order
instead of agent order (does anyone know)? If they can, then their
agents are twice as dangerous. One thing to remember is that even a
50 to 79 point scouting is still not a very good one most of the
time. I had 4 agents above 50 and below 79 and one 80+ scouting at
the same place some time, and the 4 agents all missed one character
that the 80+ character found.
Back to Marc Parker's article.....
I agree with almost everything Marc had written with the exception
of the following........
TYPE III - Army Morale
a. All armies begins with morale of 40. (Marc - D. Me -B)
d. Armies force march with no morale lost. (Marc - F. Me - C)
TYPE IV - Troop Bonus
a. All new recuits start with a training of 20 or 25. (Marc -
D. Me - C)
TYPE V - Learn Lost List Spell
Conjure Mounts (Marc - C. Me - B)
Teleport (Marc - ?. Me - C)
TYPE VII - Other
b. Hidden pop centre. (Marc - B. Me - E)
I have changed Type III and IV because if you are heavily dependant
on you army or if you are facing an army with a dragon (which you
will certainly want to destory that army as soon as possible), any
help is welcome. Also, if you can force march every turn without
worrying about loss of morale, you certainly will. Force marching
helps you catch up and get away.
Able to learn Conjure Mounts helps your economy as long as the
prices for mounts don't drop below 4 which is unlike but possible.
Also, for the Dog Lord, they don't make leather at the start and it
is good for bargaining.
Teleport is a good spell for the Dragon Lord (if they survive). It
means one less artifact to look for and since the Dragon Lord's
character are good, they can teleport - PC - teleport - PC......
Lastly, hidden pop cnt have almost no effect in the game at all. If
your opponent don't know where your hidden pop cnt are, then that
mean your opponent don't have access to any information from The
Mount of Sauron at all, then that means you should beat them hands
down with or without hidden pop cnt.
Although Reveal Pop Cnt is a hard spell, it is easy for your direct
opponents to reveal due to high ranking mage and artifacts.....
Sinda Elves have the Dragon Lord's mage to reveal theirs.
Dragon Lord have the Sinda Elves' mage to reveal theirs.
Noldo Elves have the Witch King's mage to reveal theirs.
Long Rider have the Sinda Elves' mage close by to reveal
theirs.
It will only take a maximum of three turns for any of these nation
to learn the spell.
Anyway, that is how I feel and any comment is welcome.
Ken Lee
100253.2220@compuserve.com
On Troops in Middle-Earth
=========================
From Martin Read
----------------
This may seem a little pedantic, but, I felt I had to point out the
mis-use of the term "Men-at-arms" in the MEPBM set up, and in
Fantasy works in general. In the Middle Ages a man-at-arms was a
fully armoured cavalryman, what in general modern usage would be
termed a knight. The man-at-arms could be a knight (a social rank)
or an esquire (a rank immediately below a knight in the pecking
order) or simply anyone who could afford (or whose lord or employer
could afford) the expensive equipment of a fully armoured
cavalryman. The least effective medieval soldier corresponding to
the MEPBM definition of man-at-arms, was the peasant with a weapon
thrust in his hands, with little or no training or inclination to
fight. In French they were termed the "Arriere-ban"(the last to be
called up), in Latin the "Pedes" (foot) or ,disparagingly, the
"Pueri" (boys).
On a more game-oriented point, why in the game are archers such poor
quality soldiers? After all in the Hundred Year's War English
archers consistently defeated the flower of French chivalry. The
strength of archers should be between that of heavy infantry and
heavy cavalry, to reflect their long distance hitting power, but
their constitution should remain quite low (on a par with light
infantry) to reflect their necessary mobility and light armour. A
simple adjustment to these values would make archers a valuable
troop type and relieve the tedium of all heavy infantry armies.
Reply From Brian Mason
----------------------
I am obviously not as familiar with the Men-at-Arms of the
Middle-ages as you obviously are! Since the me-pbm "men-at-arms"
come equipped with bronze and leather I've always assumed them to be
mercenaries (and some (Cardolan comes to mind) are explicitly stated
to be mercenaries). If you look at the troop descriptions you'll see
that the DS "men-at-arms" often are slaves. So, I think the low
ranking is justified because of their low (or questionable) loyalty.
The major problem then is in the use of the term "men-at-arms."
Possibly a more correct descriptor would be "unmounted scum" or
"cannon fodder."
As to the archers, you're certainly correct in pointing out the
devastating effect of archers. As I pointed out in Population Center
Combat, II ("From the Mouth of Sauron," #39), archers are as
effective in combat as heavy infantry (and certainly more
economical) versus a static target (i.e., a population center). Are
GSI's archers underpowered compared to where they should be? That is
more uncertain. In your "Hundred Years War" example, remember that
the English had some quantity of mounted troops to act as a screen
to protect the archers. In GSI combat, the damage is done against
all troop types equally which does not allow the battlefield tactics
used by the English. However, in me-pbm, if you are facing a cavalry
force which is bent on charging, the effects of an ambush can be
devastating! The unknown factor in GSI combat's is the tactic vs.
tactic modifier which takes this into account. Another point is
that, while longbowmen are archers, not all archers are longbowmen.
While I haven't looked into the escriptiors for the troops of
various nations (how are Dwarven Cavalry described?), at least some
of them have crossbows.
Thanks for the input!
Response From Martin Read
-------------------------
Brian,
Thank you for your amazingly prompt and detailed response to what
was essentially me venting my spleen about a fairly obscure bit of
terminology.
I recall some comments in The Mouth about the limitations of the
game regarding troop types, recruitment and their use in battle. As
someone more attracted by the strategic and military than the
"role-playing" aspects of gaming I would agree with many of their
comments. The tactics available to armies seem particularly
limited, especially penalizing armies composed of more than one
troop type. Historically a "well balanced" army would consist of a
solid core of heavy infantry, supported by archers, and flanked by
a shock force of heavy cavalry with some light cavalry for
skirmishing. In the game such a force would be impossible to use
effectively. I admit that arranging orders and combat calculations
to allow armies to use different tactics for the various troop types
it was composed of might be difficult; but surely not impossible.
As the game stands it is fine for strategy but is definitely
defficient in the tactical apects of generalship.
I still think that the offensive value of archers is too low. If
the strength of archers were increased to about 12 while keeping
their constitution at the level of light infantry, archers would be
much more attractive. The low constitution would have a
compensating effect, however, giving them a high mortality rate in
battle. Although there are a number of different types of archer,
using longbows, crossbows and eastern composite bows, the variations
in rate of fire, range and penetrating power could be considered to
even-out their ultimate effectiveness.
On another topic completely, and one that is probably well
out-of-date, I remember there being some question in The Mouth over
who wrote the signs on the west door of Moria. I think the
translation of the complete inscription ran "The Doors of Durin in
Moria. Speak Friend and Enter. I Narvi made them. Celebrimbor of
Eregion drew these signs."
Yet More Editorial Comments From Tom Walton
-------------------------------------------
If there's one thing I've learned by now, it's that GSI isn't going
to mess with the basics of its game system. So long as it continues
to sell, and said sales pay the bills, I think the attitude is
pretty much "it ain't broke, so don't fix it."
Let's face it: the operational/tactical side of ME-PBM is non-existent.
Choosing tactics during battle is a guessing game wherein
you might as well have the computer pick a random number. Troop
deficiencies in terms of heavies/lights have always existed, despite
the glaring contradiction with historical accuracy (or game balance,
for that matter). The same goes for archers (as pointed out above)
and men-at-arms (which were either trained soldiers or mercenaries,
and mercenaries were almost always the best troops on the field
until the modern era).
Those of us who pine for a wargame are looking in the wrong place;
despite the emphasis on conflict, ME-PBM isn't a wargame and never
will be. It's a character game more than anything else, with war a
secondary by-product of character actions. The entirety of war
consists of a) raising lots of troops and getting them together in
one place, b) marching said troops to the target side without
falling to assassination, and c) destroying/capturing the target.
There is no room for varying troop mixes or tactical strategems in
an attempt to outmaneuver and/or outthink your opponent. The point
is especially driven home when you watch 5,000 HI melt away because
the army commander took a dagger in the back, or when some damned
dragon shows up and eats your strike force for lunch.
So are the representations of archers and men-at-arms inaccurate?
Sure they are. But a more appropriate question might be: what part
of the combat system *is* accurate? And does a game which focuses
on characters and ignores the realities of war so completely have to
have any realism at all in this regard? Now I, personally, might
wish for an entirely different combat system more suited to my
tastes and abilities (which are martial in nature), but I don't
recall that GSI ever billed their game as belonging to the military
simulation genre. So ultimately I'm getting what they advertised
and despite my unhappiness with combat I haven't been short-changed.
If I had, I would've stopped playing after my first game more than
three years ago.
Contemplations of a New Guy
===========================
By Darrell Shimel
I have read many articles, in this great ezine, about how to improve
MEPBM. There are as many opinions as players. My article is not
about how improve MEPBM. It simply asks WHY, about many of the
current rules.
1) WHY do you have to get your citizens permission to raise taxes?
Could you imagine the Morgul Orcs telling the Lord of the Nazgul
that they don't want to pay higher taxes? I completly agree with
the loyalty reduction, but how do they say no?
2) WHY are Archers on the front lines with the infantry? Wouldn't
the archers stay well behind the infantry, pelting their enemies
with arrows from afar? Shouldn't an army have to defeat the
infantry before attacking the archers. Calvary could charge through
the infantry to get at the archers, or Light Infantry could flank an
ambush to reach them. Imagine making the Tactic vs. Tactic actually
meaningful?
3) WHY don't armies defending a fortified pop. center fight from
inside the fortifications? I sure would like to be able to say,
"Stay inside boys, make them come in and get you.". This one has
several sub-questions:
3a) WHY does army combat occur before the Attacking Army overcomes
the fortifications?. Shouldn't the attacking army have to get
inside (Overcome the fortification defense) before it fights the
defending army?
3b) WHY does an army come out of it's fortifications to fight a
battle it can't win? An army that is too small to get inside the
fortifications, can defeat a defending army.
3c) OK! Maybe Infantry and Calvery can't fight without being
toe-to-toe with the enemy army? What about archers, hiding behind
the parapit of a tall wall? Shouldn't they get a BIG constitution
bonus?
4) WHY does moral effect Attack Strength instead of Constatution?
Low moral wouldn't prevent you from swinging that sword at the enemy
who is attacking you, but it may prevent you from standing there for
a second swing. While I'm on the subject of moral; I doubt my moral
would go up if my army won a battle, but suffered 75% casualties.
5) WHY does the terain of the starting location not effect
movement? Certainly moving an army down a narrow and winding
mountain trail into the plains would take longer then moving it
across the plains. If the Army is assumed to be in the center of
the Hex, (It most be since direction has no effect.) shouldn't the
"moving from" and "moving to" terain costs be averaged? I won't
even get into the size of the baggage train effecting movement.
6) WHY can't you prevent a neutral nation from joining your
alliegance?
Enough said.
7) WHY can an Agent reduce the fortifications of a Pop. Center? If
the logic is that the Agent is using explosizes to blow a hole in
the wall (as the orcs did at the battle of Helm's Deep), why do you
have to completely rebuild the castle? Shouldn't patching a hole be
cheaper then initial construction?
More on Team Dynamics
=====================
By Quico Gil
First, I would like to present myself. I'm an spanish player (in
Allsorts UK and in the spanish version by Central de Jocs), and I
have played Woodmen (#109 in Allsorts), I'm currently playing Dog
Lord in a grudge game (#3), Northmen-Northern Gondor-Eothraim in a
Hard Game (no neutrals,positions are assigned forming two-three
countries teams) (#16) and Arthedain (#24), and I'm waiting to start
another grudge game as the Sinda. Moreover, I have followed several
more games on which some friends were playing.
This wants to be an "append" to the article "Team Dynamics" by Wes
Fortin (issue 39). I must admit I spent a very good time reading it
(specially giving names to certain prototypes of players), but I
think that actually the most common organization of a team
(especially the freps) is (and I think it's fine) a mixture of both
"pack" and "hive" behavior (say "hiving packs of players").
Let's see what happens, for example, if I am given Arthedain. Of
course I don't want my armies to be moved by some other player (I
suppose that after all I'm basically a "pack" player...), but
obviously I MUST get well coordinated with, at least, Cardolan (and
perhaps with a non-autist Noldo). The same can be said of the teams
Sinda-Dwarves-Woodmen, Eothraim-Northmen and the Gondors (other
non-natural teams can be found, but I think these are the more
evident ones).
Common experience shows that THIS is what really happens. After two
or three turns, the freps get organized in "teams" of two-three
countries, more or less (let's say less) interested on what happens
to the other packs. Of course, some gold goes from the Noldo (if
non-autist) to other countries, or some timber can be transferred,
but real coordination on army moves, agent missions or emissary
deployment is only found (and MUST be found) between the members of
the teams, that is, we find three or four "hives" coexisting on the
same side. A clear example of what I say can be found on MoS issue
42 (Tom and Brian's Reunited Arnor. What did you know about the rest
of the game?).
My oppinion about all this is that hiving packs are the best
approach to a normal game of ME-PBM (in a grudge game, any dynamic
different to a hive is nearly suicidal!). You must concentrate on
what you and your hive mates are doing, on your real enemies (if I'm
Arthedain, what the hell do I care about the DkLts? I have enough
troubles myself...) and do your best to clear your area of those
nasty dark kids by coordinating forces. Team play between hives gets
reduced to a friendly exchange of information and resources and
never to a global war plan.
Advantages of Hiving Packs:
- -Less effort of coordination. You only have to know deeply about
two or three positions. Better (but not essential) if you have info
about the rest.
- -No need of a "Big Brother" watching you. Consequence of the
previous. You get coordinated but don't have the feeling that there
is one position controlling all. It's a "distributed", not
"centralized" coordination.
- -Creation of medium size "war theatres" instead of a big one or
little ten ones. Army moves and collaboration are more effective and
attritive. You can maintain three or four permanent objectives (the
Cloud Lord isn't Iluvatar so can't be always everywhere).
- -In my oppinion, reduced risk of drops. A team of two or three
gets more involved (possibly even a good friendship can be a result
of this) than one of ten or ten stand-alone players. In a big hive
some positions may feel exploited (I must transfer him gold again?
It's the sixth time in five turns...) or ignored (Let's see... here
we must count with 5000 South Gondorians... Go and give the order
for him...). On the other hand (packs), some newbies (or even
veterans) get really bored or disconcerted if they can't find enough
and quick help.
Disadvantages of Hiving Packs:
- -The real hard times are very difficult (as they are for the
packs). If one team gets smashed, the whole area will be lost (the
Eothraim giving a MT to the Northmen is of no great help because
it's in the same troubled area), but it's always better than the
packs dynamic.
- -If a team hasn't at least one competent player, or some position
drops very early (why the Woodmen armies don't move?), things get
really bad for you (but not worse than in a packs play).
- -Deppending on the team you are, some parts of the game must be
forgotten (Eothraim or Northmen with artifacts? Must be a joke...).
Well, that's my oppinion about all this. I honestly believe that
there are no extremists after playing two or three games, and the
team dynamic tends to be what I have exposed before. I think that a
discussion about this could be of great interest for all of us.
Beating a Dead Horse, or
Team Dynamics - Yet Again
=========================
By Tom Walton
The previous article by Quico Gil encouraged me to expand on the
hive/pack dynamic - quite frankly because I think the analogy, and
the description of how teams function (as originally described by
Wes Fortin) to be somewhat off-target.
From my admittedly self-centered point of view, there're two types
of team players - those I get along with, and those I don't.
Whether they're hive-like', pack-like', or semi-organized
anarchists only vaguely interested in trivial things like victory
conditions (such as moi) is beside the point. What it really boils
down to is: do you think the person on the other end of the
phone/computer is a jerk or a nice guy? Here's how I distinguish
between the two, with the caveat that I play the game *for the
game*, not out of any obsession with coming in first (or heck, even
being on the winning side):
- anal retentives need not apply. Call it my inherently chaotic
nature, but vast quantities of information interest me only
abstractly (as in what strange obsession caused you to waste all
your time collecting this data? Can I write you up in a psych
journal?'). Someone demanding that I hand over every scrap of info
I can gather every turn - or worse, that I waste orders I'd rather
apply on more immediate concerns finding out things for them -
really irks me. Information is power? Sure, I don't dispute that.
So long as the information is *relevant*. And the gathering of said
information doesn't detract from the fun I'm having. If you want to
put together a digest of how many times Ji Indur has shown up in
Minas Anor over the last 40 turns, go right ahead - but don't expect
me to look over a couple of hundred pages of turns for rumors and
character reports in support of your efforts. Or even to read your
report when you're done (yawn).
- megalomania, the most common of delusions. You can guess what I'm
going to say here. Any player who goes off on just how much better
they are at the game, or how much more experienced they are, or how
x' number of team members agree with them, etc. etc. ad nauseum,
qualifies for asshole of the year' in my book. My general response
is something I won't print here in the Mouth, but it amounts to
"blow it out your ear". It might even be that the player in
question *is* better than I am at the game, but am I paying $6.50 a
turn to be disparaged? To have someone else run my nation for me?
I don't think so, buddy. Hey, as much as you might think I suck at
this, it's *my* bank account the fees are being drawn from. Nuff
said.
- bureaucrat-wannabes and forty different ways to lose your
appetite. Players who demand that a team submit to some central
authority (usually them, wouldn't you know) can kill the joy in
gaming quicker than you can say Federalist!'. Usually arguing that
we're all going lose because you're being so selfish' (translation:
If we lose, I'm gonna blame my mistakes on you'), these players
harp, rag, and wring their hands every time you do something that
isn't Approved by the Central Authority. Snort. I *work* for
government; central authority impresses me only in how fast it can
collectively lower the IQ of any group into the double-digits. It's
an axiom you can live by: strongly organized groups are always
dumber than loosely-associated individuals.
- "gee, once again the Noldo manage to avoid exposing themselves to
danger." Hmph. I can't tell you how many times I've seen this. A
player, marshalling arguments right and left about how a certain
course of action is the best option available, somehow manages to
keep his nation intact, healthy, and well into first place while his
teammates go down in flames before the enemy. No amount of argument
to the necessary will convince him to take the same risks as
everyone else; he simply won't allow it. In fact, he'd rather the
team *lose* than his own nation take a few hits, or (gasp) drop out
of first place. Later, after his teammates have abandoned the game
in disgust, he will of course blame everyone else for the failure,
pointing to his own success' as proof of his skill (gag, choke).
I could go on...and on...and on...but suffice to say that I don't
like having other people trying to seize control of my position,
whatever the method. And I don't like people who refuse to gamble
their nations to save the bacon of their neighbors - I write these
players off the moment they exhibit this behavior and I won't ever
again trust them in a future game. "Oh, you want 20,000 gold, do
you? Funny, I remember asking for a little agent support in game xx
when the Cloud Lord was dancing on my head - what was your response?
Too dangerous? Loan DENIED!"
Unfortunately, it's almost impossible to get a group of 10-13 people
together who like to play loose and fast. By definition, they
aren't much into teams (well, duh, they're anarchistic after all).
So if you *do* want to play on a team you usually have to put up
with one or more of the forms of crap listed above.
Which is why I gave up team games altogether.
I'd rather have fun.
So what does any of the previous have to do with team dynamics?
Simple, really; whether a team works or not really has nothing at
all to do with playing styles. My best allies have often had vastly
different methods from my own. It has to do with whether or not the
person you're working with is a Nice Guy or Gal. Nothing more, and
nothing less. If your teammate is personable, willing to let you
run on your own steam, and there when you need him or her, then
that's all you need for great play. You'll find that the sum of
your nations is greater than can be accounted for by examining the
individual parts.
Will a team of likable people win more often than
hives/packs/whatevers? Maybe, maybe not - but that isn't what's
important. The fact is, whether you win or lose you *enjoy* the
losing almost as much as the winning. And this being a game, after
all, isn't that what it's all about?
If you disagree, then you know who *not* to invite when you form
your next team. Besides, I'll be too busy having fun at the side of
someone like Brian - losing with style and pizazz, if we can't win.
The hordes are coming, our doom is sealed in Shadow - and damn,
ain't it a blast? (grin)
In memory of the First King of Reunited Arnor
Argeleb the Brave
Never again shall Middle-Earth see his like
Writing Turn Reports, Part 1
============================
by Sheldon Campbell
Disclaimer: What you are about to read is true, all of it. Every
single word. Names have been omitted to protect the guilty, or to
conceal the fact that I made most of it up. And I've only played an
FP nation twice, and the Elves have been fine. Really.
-----
Whether you talk with your teammates by Email, letters, 3x5 cards,
the Psychic Hot Line (my favorite), or phone, one of the critical
elements in your performance is coordination. If you provide your
teammates with the information they need and vice versa, your
chances of vaporizing that inbred mob of vicious swamp dwellers on
the other team improve. A lot.
Here are 10 reasons to provide thorough turn reports:
1. To tell people that you're still alive. Dropped positions are
the ultimate in lack of coordination, are appallingly common, and
are a leading cause of brain hemorrhage among long-term MEPBMers.
Even if youre really busy, at least send a message that says:
Sorry gang, my dog died, my wife ran away with the plumber, all 6
kids got the bubonic plague, and they found toxic waste in the
swimming pool. No report this turn, but I'm sending in orders, and
if they delay my trial on the embezzling charges I'll be back with
you next turn. Oops, I think the furnace is on fire again -- gotta
run. It'll save your teammates endless stress, worry, and the
expense of hiring someone to kill you when they think you've dropped
without telling them.
2. To avoid stupid catastrophes. If you're playing the Ice King,
and you and the Cloud Lord both raid Minas Tirith the same turn, and
Ji Indur turns your best agent into a cooling pile of orc yummies,
don't blame me. I warned you.
3. To avoid embarassing duplication of effort. There's nothing more
revealing than for your 2000 HC ST/ST army to show up at the same
strategically worthless enemy village/tower as your ally's 500 naked
HI. It reminds your teammates that you're playing for the WIN this
time, just when you hoped they'd forgotten. Plus if he destroys it
you don't get the pop center. Better to coordinate and tell him
that his army is *badly needed* elsewhere.
4. To be able to pull off really cool stuff that you couldn't do
alone. Maybe together you and an ally have enough troops to torch
an enemy capital. Maybe together you can make a curses squad.
Maybe the Elves could spare an agent to keep you from losing your
fifth army in a row to agents. Nah, that's too much to ask. But
try anyway. Frustration builds character, and you could probably
use it.
5. To help people who really need it. If youve got some
commodities but can't recruit at the moment, mention it so someone
who can make use of them can get them. And if you're down to your
last gold piece and the huge' enemy cav army is a turn away and an
ally's turn report says he located the Ring of Wind and Cloak of the
Abyss on enemy characters at or near' your capital, tell someone
you've got a problem. The Blind Sorceror will probably have some
urgent artifact hunting to attend to, and the Cloud Lord will be
mounting a 9 agent capital raid on Rhudaur, but what the heck. At
least a few turns later when the Free are rampaging through Mordor
you'll be able to say "Gee, guys, I can't spare any troops right
now" with a clear conscience, and gloat virtuously while the smoke
from Urlurtsu Nurn spirals lazily into the sky.
6. To educate teammates. One of the pleasures of ME-PBM is that
it's a team game. Especially if there are newbies on your team,
your turn reports can be a great source of information on being an
effective player. If you are an effective player. If you're not,
don't tell anyone you read this article, at least until you shape
up. I don't want people to think you got your idiotic ideas from
me. I had the good fortune to play my first couple of games on
teams with really good, experienced players, and learned a lot
watching what they did. And now Im writing articles about ME-PBM as
if I really know what I'm doing. Oh, if the guys who used to call me
"that annoying fool" in their turn reports could see me now!
7. To learn something yourself. In my Cloud Lord game I somehow got
the goofy notion that kidnap comes before assassination, and managed
to lose 2 agents and the Cloak of the Abyss to Elves before I
figured it out. This was particularly embarassing because I made
the same mistake 2 turns in a row. If I'd just written in my turn
report "and Erennis will kidnap Tharudan -- hope it happens before
he kidnaps me" one of the experienced players on my team would
probably have written back "You moron, try assassinating. You'll
never go first if you kidnap (order 620) and he assassinates (order
615)." And then not only would we have nailed that pointy-eared
creep, but I would have had the additional pleasure of plotting
revenge against my teammate for the public humiliation through the
rest of the game.
8. To ask permission to do things that affect others. If you're
going to put down a camp on someone elses map, it's a courtesy to
tell them so they don't send an army to expunge an enemy incursion.
If you're planning to send a character to the other side of the
board via an ally's pop center so she can guard along the way, tell
them. That way they don't kill your agent figuring "Flowerface" has
to be a Dark Servant. Look, you decided to play with these
people.
9. To tell people things they might need to know. One time I was
talking on the phone trying to get some notion of what in the world
was going on in a very strange game, and asked my teammate what was
going on with his position. He innocently replied "What do you want
to know?" What I really wanted to reply was "YOU INCREDIBLE IDIOT,
IF I KNEW WHAT I WANTED TO KNOW I WOULDN'T HAVE TO ASK YOU! I WANT
TO KNOW THE NAMES AND POSITIONS OF ALL THE ENEMY CHARACTERS AND POP
CENTERS AND WHERE ALL THE ARTIFACTS ARE, BUT I'D SETTLE FOR WHAT
ARMIES ARE CLOSING IN ON MY FEW REMAINING POP CENTERS AND WHETHER
ANYONE BUT ME AND ABOUT 3 OTHERS ARE EVEN CONSCIOUS, BUT I GUESS
THAT'S TOO MUCH TO ASK. DIE, DIE DIE!" But being a slave to the
ingrained habits of a lifetime, I remained polite. I asked a few
feeble, despairing questions and hung up. And the doctor wonders
why I'm always asking to have my medication increased. Lord,
folks, you never know what will be valuable to someone out there.
So try, try to give your teammates a reasonably complete picture of
what's going on.
10. To entertain and edify your fellow players. Life is misery
enough, heaven knows. Its a great comfort to the Northmen player
when Din Ohtar's eradicated his last commander and Lomelinde's
cleaned out the treasury for the sixth turn in a row to know that
Elrond blew Murazor away and Tharudan just assassinated Uvatha. It
reminds him, that though his life is drab and wretched, somewhere
there is music, and joy, and laughter: and he isn't getting any of
it. Don't suffer alone -- your whole team can share your agony.
And conversely, when you have a success, let others know. Make
scathing comments about the intellect, morals, and personal hygiene
of the other team. They aren't reading it. Or maybe they are if
there's a real good Internet hacker in the bunch, and then they
deserve the insults even more.
-----
The Report
I've seen lots of good report formats from experienced MEPBMers.
And some really wretched ones too. There's one guy, I swear, who
includes every detail (gold thefts to the penny, production details
on new camps, what the portrait of the character who killed his
agent in PC looked like...) except the ones the rest of us need to
know. Thats all right, accidents happen, especially if they're
carefully planned. Pay attention to the reports of people who give
you the information you need to play well, and imitate them. The
one below is the one I've developed and like. Feel free to use,
modify, borrow, or despise it.
Report Format
Summary Statement
Military
Characters
Messages
Economy
Plans
I use the summary statement to set the tone for the rest of the
report and to convey anything I want to make sure my denser
teammates see. It's a courtesy to your readers to give them a hint
so they can get the aspirin ready. Examples:
"We continue to rampage. Morannon lies in ruins, and short ugly
ponyriders have entered Mordor, where property values are dropping
like axed orcs. Details at 11." (I play the dwarves in ME 2950:17
and call myself the Short Ugly People. Just latent racism, I guess.)
"Runts 4, Cloud Lord zip."(ditto)
"The flames of Metriath lit the night sky as Ashdurbuk Zalg laughed
with glee (a truly repulsive sound). One down, nine to go."
"Oh, Elbereth, how I hate curses squads."
"Does anyone know where I can recruit a reliable dragon? Must work
cheap."
"I hope someone else can defend the Gap of Rohan."
"If anyone's got a good emissary and some gold, I know where you can
pick up some new characters."
The military report should cover what your armies are doing and what
the enemy is doing to you, militarily. Make sure to cover enemy and
friendly map icons. I also put pop center changes to my map in this
section unless they're of no interest to others, e.g. your own camps
on your map and not on anyone else's. When you report battles make
sure you mention who was with the enemy army and what artifacts they
had. Maybe the Elves will get around to sending assassins after
them sometime. Maybe Elrond will lose a personal challenge with a
new emissary.
The character report is for all your non-military nation actions;
the stuff your agents, emissaries, and mages do to discomfit the
enemy. If they do anything at all to discomfit the enemy instead of
serving as training dummies for Cloud Lord agents and marauding
curses squads. In addition to the obvious stuff (kidnappings,
influencing away enemy pop centers, artifact location and
retrieval), mention scouting results, unknown characters or NPCs in
your pop centers, and the like. Tell people if you've been able to
put down camps. I generally try to squeeze every bit of glory and
pathos I can out of this section. If the enemy assassins are
cutting down my people like ripe wheat, I try to make my
character-rich teammates feel responsible. If I've finally trained
an agent up to be able to take a stab at assassination, and nail a
newly-named emissary, I make sure to dramatize the awesome strategic
significance of this bold action. Also, every couple of turns, make
sure you detail the names and skill ranks of the characters you've
got fighting the character wars. I know it seems far-fetched, but
other players sometimes try to formulate grand strategy and
coordinate efforts between positions, and need to know what
resources are available. If this is a novel concept to you, you
might want to change games. Try Parcheesi. Or Snakes and Ladders.
But don't get into a game with my 3 year old -- she's a shark at
Snakes and Ladders.
List all the nation messages that anyone else might be able to use.
Leave out dragons dropping loyalty in your pop centers and detailed
accounts of gold theft, but leave in anything that mentions a name,
even if it's a known teammate. It helps to know that the enemy
probably hasn't gotten that message. Leave in rumors about gold and
commoditiy transport -- those may be clues about the enemy economic
state and military plans.
Under economy I generally list my tax rate/surplus or
deficit/reserves in a simple format: 99%/-83K/1.2K in reserve
(meaning a tax rate of 99%, a deficit of 83,000, and 1200 in
reserve. This would be bad.)
Then include any other economic information that others might find
useful. Thank teammates who send you gold, commodities, etc., even
if you plan to backstab them in the endgame.
The Plans section often has to be delayed until the members of your
team who actually have lives (as opposed to living for THE GAME) get
around to submitting turn reports, sometimes as much as 2, 3, even
FOUR hours after the turns are sent out. Delays, delays, always
delays. Sluggards. But eventually you should get your teammates
turn reports so you can make intelligent (well, informed, anyway)
decisions on your next moves. At some point then you should get
around to telling people what you plan to do, if only to keep the
rotten neutrals (OK, OK, newly enlighted allies) from getting in the
way of your armies. Again. And to make sure your best agent
doesn't go somewhere she shouldn't and get assassinated by your
friends' the Elves. Again.
-----
Assorted Things to Remember
Just four more points and you can go do something useful with your
time. First, write you turn reports for the ignorant, since that's
who's reading them. Don't assume all your teammates remember that
Ignatz is your c10a20 who's carrying the Ring of Wind and got cursed
to 1 health last turn and is probably doubled by the Eothraim. They
won't. If your 3000 mitril/mithril heavy cavalry army just
destroyed the enemy camp of Dwarf Bread Here, mention a hex number,
even if you told people where this massive strategic danger was last
turn. Please. Don't assume your teammates can keep track of all
the characters and armies and pop centers for all 10 or 12 or 15
positions in your allegiance.
Second, NAME NAMES. Tell your teammates the names of enemy
characters and of yours. If you decide it's too much trouble, see
above about Ji Indur and orc yummies.
Third, speculate about the other team. Try to figure out what
they're up to in the short and long term. Try to figure out who's
ready to crumble and who needs more softening up. Most of all, try
to anticipate their next move. Bounce your ideas off your
teammates. If nothing else presents itself, speculate about their
twisted psychology. (That's the fifth Cloud Lord agent I've
captured stealing there. What in the world is he thinking of? What
in the world is he thinking with?)
Finally, read your teammate's turn reports, no matter how painful it
is. Answer their questions. Ask them questions if things aren't
clear. Tell them if they're doing something imbecilic, like trying
to kidnap an enemy super agent instead of assassinating. Maybe, in
time, you'll get them trained to minimal competency, so you don't
have to play under a pseudonym any more. And think how proud your
mother will be then.
ME-PBM is a wonderfully complex game. Twenty-five players, up to
twenty-one characters per player. Nobody knows as much as
everybody; but each player can draw on the collective knowledge only
if they communicate. The basic tool of communication in PBM is the
turn report. Learn to write them well, and use them effectively,
and win. Unless you're the Dragon Lord; but even then you can make
your piteous whining lots more annoying.
-----
Coming Attractions
In part 2 of this series, I'll provide a turn report I wrote during
ME 168 where I played the Witch-King. Well, I won't provide the
actual turn report which I long ago deleted from my E-mail, but I'll
look at the turnsheet and rewrite it. And it'll be perfect. Because
I'll spend hours and hours writing and rewriting and polishing every
line so that everything you read until the end of your miserable
life will seem a pale, dessicated imitation of the shining
perfection of that magnificent turn report.
Or something like that.
On an Autralian Game
====================
From Ken Lee
Game 2 in Australia is still going at turn 30. The end does not seem
near the end at all. Here is an account of what happened in the
first 20 turn in the point of view of the Sinda Elves. Remember,
this was my and everyone's in this game first game. None of us had
the information from the net and no-one know anything.
Turn 1. No idea what was going on, the Dragon Lord make a quick move
to my village at 2915 and to 2610. Army at stirking distance of my
two towns. Created no new character except for a commander. Recuited
no troops. A Witch King army moving south to 2405.
Turn 2. The Dragon Lord seem to have missed a turn. His army did not
move or attack. The Witch King captured 2405 but did not continue to
move. The Woodmen got aggressive and head toward the Goblin Gate
himself.
Turn 3. The Dragon Lord attack 2915 and moved to 2709. Finally
figured out that I should move my armies to stop the Dragon Lord.
Moved Tharudan to find out who the hell is Enna San Sarab? The Witch
King move towards the Woodmen's capital.
Turn 4 - 6. Both the Witch King and Dragon Lord must have dropped.
Either one moved and attack. Contact with Northmen, Southern Gondor,
Woodmen, Arthedain and Cardolan.Took advandage of the lack of action
by the Dragon Lord and defeated his armies with the aid of the
Northmen and the Eothraim. Finally, got the net info. Still no new
character created. Defeated Enna San Sarab and save the Chiefain's
lost son.
Turn 7 - 9. Only three more characters were created. Long Rider
started to attack the Northmen. Use my navy to circle the Sea of
Rhun. Head a navy toward the QA's MT with SG and the Corsairs.
Encountered and defeated the Werewolf Caran-Carach.
Turn 10 - 12. Fall of Dol Guldur. Caught the Long Rider's Navy and
Pced and won against its commander. Gave the ships to SG. Looking
for the Ring of the Wind but was taken by the Witch King one turn
before me. Starting to create a force against the south while the
Woodmen attack to west. The Duns and Rhu have both seem to have
dropped, but so have the Arthedain.
Turn 13 - 16. Things looking good. NG is being play again. The Ice
King and Dog Lord have seem to drop. Mordor wide open for the
taking. Witch King have only one MT left after some very major
assault.
Turn 17. Things changes. The market begin to go crazy. Food selling
at 3, Mithril at 325 and mounts at 23. Both the Cardolan and Woodmen
decides to drop when the Witch King is almost dead.
Turn 18 - 20. Cardolan was picked up by my brother. The Witch King
fights back (big time).
Since turn 20, all of what left of the DS (Withch, Long, Hara and
East) have launch an magor assult but is always fought back. The
market as I say have gone crazy. The market prices are.... 25 -
leather, 59 - bronze, 177 - steel, 1214 mithril, 15 food, 138 timber
and 195 mounts. and there is almost no way to stop the price
going up.
I was thinking, is there any nation which can 'Conjure Food' without
an artifact? I'm sure no-one can in 1650. Anyway, I think 'Conjure
Food' is a good spell to have if you have problems with gold. Market
price for food normally stay on 1 and 2. So if the market selling
price for food is 1. A 30 point point mage can make 150 gold after
his own expenses. If the market selling price is 2 instead then a 30
point mage will make 900 gold after his own expenses. 1 point of
mage equal to 30 gold pieces your way, not bad if you have trouble
balancing your with budget.
Right now, Game 2 in Australia, food is selling at 15/unit. A 30
point mage will make 10650 gold pieces after expenses. That is like
making 355 gold/mage point. WOW!
Reunited Arnor: The Story Continues
===================================
By Brian Mason and Tom Walton
When we left off on our last article, we ended the review of our
joint Arthedain/Cardolan game at turn 10 for Arthedain and turn 7
for Cardolan. A great deal of water has passed under the bridge
since then (well, not the Tharbad bridge, admittedly), a good chunk
of it less than pleasant.
Here to bring your more of a game-in-progress are your kindly
co-editors, bracing themselves to regale with tales of humiliation,
defeat, and revenge. The current turn is 18 at the time of this
writing, and simply out of a sense of self-preservation we won't
bring you up to current events; but close enough for you to get a
feel of where things are going (the word 'toilet' pops to mind).
This makes many times (far too many) that we have been engaged in a
game where the situation is grim and the prospect for victory less
than Arlan Specter's chance for election. We seem to enjoy these
hopeless situations when we aren't overrun by "Hivers" (but that's
another story...)
Cardolan: Overall Summary
When I left off, Cardolan was doing fine in spite of an early
special service turn that pretty much killed all the nifty pre-game
planning I'd done. I'd raised a vast army, was pounding my enemies
into dust, and generally having a ball pillaging across the
countryside. There's nothing like a bit of honest mayhem to get my
blood pumping.
Arthedain: Overall Summary
Things were not quite as rosy in the northlands. We had taken some
rough shots from the Witch-king, and our economy was on life
support, but we had managed to do some damage to the Witch-king as
well. Unfortunately, our success had drawn the interest of some of
the agent corp from Mordor. But more on that later...
Turn 8
------
Cardolan
--------
Pelendur and somewhat more than 4,000 troops met Durkarian outside
of Eldanar. Since Durkarian only had about 1,000 trolls at his
disposal, the fight was somewhat one-sided; the Witch-King's forces
were creamed in the battle, along with the town - which I burned to
the ground. 'CaptPop' is for wimps.
Rhudaur decided to join in the fun by intercepting Pelendur's
victorious army at the ruins Eldanar with 2,100 unwashed barbarians.
While a bit annoying because it pinned my army, it was a good
opportunity blow away a chunk of enemy forces at minimal cost.
Elsewhere, I'd managed to gather another 3,500 troops at 1711 in
preparation for the Grand Invasion of the homeland of the traitorous
Rhudaurim scumbags. Imagine turning on their own kin like that....
Having learned the hard way that my emmies weren't going to be able
to create camps, I pulled them all back to my own pop centers and
started doing 'InfYours' to raise their skill scores. Yet another
commander and emissary were named, the latter to bolster the meager
efforts of those I'd already created. No sense in cutting back on
the corps after already investing as much as I had.
Turn 9
------
Cardolan
--------
Suffice to say that Pelendur walloped Arfanhil but good. Losses
amounted to 700 guys, compared to the 2,100 we put to the sword.
Not bad, not bad. Unfortunately, Pelendur was just settling down to
yet another victory party when a large army under Marendil appeared
to make life difficult. Such is the fate of heroes.
The army invading Rhudaur was put under the command of Roelstra,
Hallas's son, and moved to 1909. Recruiting continued unabated in
the princedom of Cardolan, helped by the cheerful efforts of my
emissaries (and press gangs). Other than that, not much was
happening in my neck of the woods.
Turn 10
-------
Cardolan
--------
Contrary to expectations, Pelendur was defeated - just barely - by
Marendil's half-naked savages. Marendil was aided by the fact that
his army outnumbered Pelendur's by a goodly amount of troops.
Bummer.
Roelstra's army crashed into three small Rhudaurian forces while
trying to leave 1909. At this point I took a moment to gloat over
my impending victory and the subsequent invasion of Rhudaur that was
sure to follow. Victory was one sweet step away. That is, until I
learned that one of those small armies had a dragon in it.
Have I told you how much I hate dragons lately?
My one emissary I left in Dunland, hopping from degrading pop center
to degrading pop center looking for *something* that wasn't
enemy-occupied, ran into Throkmaw. Still hating dragons with a
vengeance, it was somewhat ironic to realize that a stroke of pure
luck put a weapon in my hands that would result in mutual
annihilation at 1909. In the space of a single turn I'd gone from
being just shy of crushing Rhudaur altogether to being utterly
defeated by a damned dragon to pulling off a bloody, Pyrrhic draw.
I was pissed. Really, really pissed. All of this careful planning
and coordination - for nothing. It all boiled down to some goddamn
random roll in the bowels of GSI's computer. Hell, I might as well
of saved myself the fees for the last 10 turns.
(More grumbling deleted in favor of saving bandwidth).
Turn 11
-------
Cardolan
--------
Needless to say I lost the entire army at 1909, and - curses! -
destroyed two of the three Rhudaurian forces; but not the one with
the dragon. Throkmaw went to Finduilas's new army at 1711, sealing
the doom of just about all of my forces on the board. I had to send
my dragon against Rhudaur's dragon and didn't have the wherewithall
to mount another offensive on the heels of the next battle. Rhudaur
would get a breather.
The special service on turn 2 was really coming back to haunt me
now, as the economy bottomed out. Had the dragon not appeared, I
could've destroyed much of Rhudaur and captured the rest with the
armies at hand, halting recruitment until the situation stabilized.
As it was, I lost everything and my treasury zeroed out. And I'd
accomplished virtually nothing other than doing the same to Rhudaur
and burning a couple of towns in Angmar. Two towns in ten turns;
not good, not good at all.
Finduilas, being eminently unqualifed for command, handed her army
off to Maegwen, who led Throkmaw and friends against the remainder
of Rhudaur's army (complete with Itangast). They intercepted the
enemy at 1710.
An enemy army briefly appeared at the Dunnish capitol, did nothing,
and left. I had no idea what they thought they were doing. Larach
Duhnan still belonged to the Duns; I checked.
Arthedain
---------
Meanwhile...
Elsewhere...
Sarkar had met that pug-ugly commander, Ashdurbuk Zalg, at 0807. I
had expected mutual destruction (which, quite frankly, was fine with
me), but guess what Ashdurbuk had in his army.
okay, I'm waiting...
bzzz. Time's up. Yup, it was a dragon. Scorba toasted Sarkar's army
and left Ashdurbuk relatively free to have some more fun.
Marl Tarma had run into another army of the Witch-king at 1903 led
by the Witch-king himself. I knew my army was superior this time, so
I could plan on pulling Marl Tarma back to the capital to add more
troops but guess what Murazor had in his army.
O, isn't the tension just electric?
Yup, another dratted worm. This time Culgor showed up to give me
some fun. Scratch another army.
Our sole remaining army, under Argeleb, threatened away Morkai
bringing our total to two towns and a major town taken away. Now,
normally, I'd never lower myself to threaten or capture an enemy pop
center, but I needed the spot to get some food in the army for next
turns fun.
Fortunately, Cardolan passed control of a gold-bearing camp to me,
improving our economy quite a bit.
Ah, the thrill of living on the edge.
Turn 12
-------
Cardolan
--------
The two forces at 1710 destroyed each other, as expected. What
wasn't expected was that Itangast had left Rhudaur's army - but
Angurth had joined it! Gads, where was he getting all of these
stupid dragons??
Brian was reporting similar sightings up north, with no end in
sight.
I quickly scraped together another 1900 troops and sent them to
1711, knowing I couldn't hurt Rhudaur but worrying that yet more
dragons might be on the way. Rhudaur took the opportunity to march
past me to 1712, apparently not caring whether or not I invaded.
This worried me. I also wondered where the hell he was getting all
the gold to finance these forces, since my scries showed that he was
*creating* these armies, not splitting them.
Sometimes it just isn't your year.
Arthedain
---------
A quiet turn up North. Ashdurbuk Zalg's army (now with two dragons,
imagine my thrill) threatened away a town from me (tit for tat, I
suppose). However, he decided to back off (to get more troops, I
suppose), which is fine with me. I have nothing to stop him.
In an action which would have much to say about the future, an
assassination attempt was made on Argeleb. Thanks to a good
subcommander/guard it failed. For now.
Marl Tarma was challenged by Ren the Unclean. Great, more Nazgul in
the neighborhood. Property values drop precipitously.
Argeleb moved his army on to another Major Town of the Witch-king.
Zarak-dum. No defense worth mentioning. Gentlemen, light your
torches.
Turn 13
-------
Cardolan
--------
Pelendur resumed command of my expeditionary force and marched to
1909, hoping that Rhudaur would reverse course and follow him. No
such luck. A large (???) enemy force ignored him completely and
moved to Argond at 1514, defended by a newly raised militia of only
300 men. Goodbye, Argond. Bummer again.
While tempted, I won't begin ranting over how Argond would *never*
have been threatened if there weren't any damned dragons in the
game. Or how I'd be taking Rhudaur's capitol at this point.
Here's a clue for you. You can bet that War of the Ring doesn't
have any dragons in it, nor will it ever. Nor balrogs, wizards, or
random army-killers of any sort. You either win through skill or
kiss your ass goodbye.
Hmph.
Arthedain
---------
I don't know if I can add anymore to Tom's dragon ranting. It
doesn't take a rocket scientist to stay in a game with a list of
encounters. It needs a book-keeper. We weren't being beat by
warriors, but by accountants (flames to /dev/null).
Dancu had 1200 trolls defending Zarak-dum. It wasn't enough.
Zarak-dum was torched.
Murazor challenged Argeleb, and Murazor wasn't even in an army.
Geez, they aren't even smart accountants!
Turn 14
-------
Cardolan
--------
Argond is torched by Arfanhil, but Pelendur makes it to Fennas
Drunin (1910) meeting only another small Rhudaurim army. What's
good for the goose...teach you to mess with me, enemy pig-dogs. You
should've turned back and fought Pelendur when you had the chance.
Agents show up in Cardolan and start stealing. Agh, just what I
need. Yet another indication that every Freep east of the Misties is
out. I begin recruiting like a madman again; damn the economy, damn
the agents!
I'm going down fighting!
Arthedain
---------
We threatened Amon Sul away from the Witch-king (big deal) and ran
into an army of Rogrog at Morkai.
We're trying desperately to rebuild our nation, but it's difficult.
A new invading Witch-king army pops up at 1505. Oh, joy. Is it
Ashdurbuk and his twin-dragon army.
Turn 15
-------
Cardolan
--------
Burn, baby, burn! Pelendur crushes the enemy (no dragons, thank the
Valar) and roasts Rhudaur's backup capitol. A fair retribution for
the loss of Argond.
For some reason Rhudaur sits tight at the ruins of 1514, meaning
that none of my pretty intercept marches catch him (I didn't expect
him to pick his nose for the turn). I have *eight* armies on the
map, seven recruiting (not bad for a broke Cardolan missing a town).
Good news to leaven the bad: 4,000 elves march right past me
unnoticed ("um, Brian, is that your army I see???"). They're on
their way to munch on Rhudaur. It's good to see that our
replacement elven player believes in raising - and using - troops.
While things look irretrievably grim overall, at least they're
brightening a bit in our corner of the world.
I begin to plot another invasion of Rhudaur....
Arthedain
---------
Argeleb munches on another army of the Witch-king. But the army does
its job. It stops Argeleb, and his backup is killed. He is a sitting
duck.
Ashdurbuk goes to the unscathed village of Rood, and prepares to...
scathe it.
Conclusion
----------
Well, it appears that only three Freeps are still in the game:
Cardolan, Arthedain, and the Noldo. Things look bad - very bad, our
only hope being that a bunch of DS get bored and drop. We've
discussed - half-heartedly, cuz we hate the tactic so much -
building backups in other portions of Middle-Earth; but the
consensus seems to be that we hold Reunited Arnor to the end.
So be it.
I don't think either of us are gonna like the end much. Especially
since the entirety of our defeat is due to those blasted wyrms, the
bloated, scaled, scum-sucking, sore-licking-
(Transmission halted after devolving into unintelligible screams of
rage.)
The 2950 Info Files
===================
Compiled by the tireless Brian Mason
[Tom's note: during the, um, laborious editorial process of trying
to get all the tables and data to even out, I opted for the looks
good enough' method of doing things. That means that - depending on
what you're using to read the Mouth - your columns could look
downright sloppy. Still, you should be able to tell what items go
in what columns without too much trouble. If you want a neat-looking
copy that hasn't been mailed, cut, pasted, and converted,
you'll have to wait until Brian posts the file to his ftp site.]
The 2950 general info files were last published in "From the Mouth
of Sauron" issue #34 last July. They are not as long as the 1650
general info files, as the two games share many common encounters,
artifacts, etc. Before these files were added to our ftp site I
wanted to give the readership the opportunity to correct errors and
make additions (if you know of any). The current state of the files
is included below.
Middle-earth Play-by-Mail Miscellaneous Information - 2950 Scenario
==================================================================
Compiled by Brian Mason; data provided by the 2950-22 crowd
(thanks, friends!)
1. Nations
The following section lists data for each nation: the special
advantages given to each nation, a list of population centers,
initial forces, and starting characters.
1.01 The Woodmen
Special Advantages
(1) Characters have a better chance of having stealth.
(2) Characters may have bonuses to challenge rank.
(3) All Scout/Recon orders are doubled in skill level.
(4) Woodmen armies without food gain 1-2 morale points when
stationary and lose 1-2 morale points when moving.
(5) Woodmen armies force marching only lose 1-2 morale points
(2-5 points without food).
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 90 90 90 95 87 85 85|
|severe | 92 92 92 97 90 87 87|
|cold | 95 95 95 100 92 90 90|
|cool | 97 97 97 102 95 92 92|
|mild | 100 100 100 105 97 95 95|
|warm | 97 97 97 102 95 92 92|
|hot | 95 95 95 100 92 90 90|
Population Centers
Name Hex Size Fort. Docks
Buhr Widufiras 2711 Major Town* Fort
Carrock 2609 Village+
Maethelburg 2508 Major Town Tower
Sairtheod 2712 Camp
Sarn Lothduin 2613 Camp
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2711 40 100 100
2508 40 100
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Beneoracer 30 10 15 31
Beoraborn 40 10 10 15 44
Beorn 40 20 10 15 46
Bork 20 20 15 22
Bornbeneor 30 20 15 32
Breaga 20 20 15 22
Grimbeorn 40 20 15 43
Waulfa 30 10 10 34
1.02 The Northmen
Special Advantages
(1) New emissaries can have a skill rank of 40.
(2) Receive a 20% gold adjustment to all buys and sells.
(3) All new recruits start with a training rank of 20.
(4) Can build ships for 750 timber.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 87 87 82 80 77 77 80|
|severe | 90 90 85 82 80 80 82|
|cold | 92 92 87 85 82 82 85|
|cool | 95 95 90 87 85 85 87|
|mild | 100 100 95 92 90 90 92|
|warm | 97 97 92 90 87 87 90|
|hot | 95 95 90 87 85 85 87|
Population Centers
Name Hex Size Fort. Docks
Dilgul 4217 Town Harbor
Elgaer 4415 Town
Esgaroth 3109 Town Tower Harbor
Lest 4017 Village
Shrel-kain 4013 Major Town* Fort Port
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
3109 30 100 100
4013 40 100 100
4217 20 100 5W, 3T
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Bain 40 40
Bard I 40 20 42
Girion II 30 10 20 34
Koldana 20 10 10 24
Kynoden 30 22
Marcatio 30 30
Montieff 40 20
Swithwulf 20 10 21
1.03 Riders of Rohan
Special Advantages
(1) All new recruits start with a training rank of 20.
(2) New commanders may have a skill rank of 40.
(3) Armies may force march with no loss of morale points.
(4) Mages may learn the lost "Conjure Mounts" spell.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 87 97 87 77 82 77 77|
|severe | 90 100 90 80 85 80 80|
|cold | 92 102 92 82 87 82 82|
|cool | 95 105 95 85 90 85 85|
|mild | 100 110 100 90 95 90 90|
|warm | 100 110 100 90 95 90 90|
|hot | 95 105 95 85 90 85 85|
Population Centers
Name Hex Size Fort. Docks
Aldburg 2321 Village Tower
Dunlostir 2220 Village
Edoras 2321 Major Town* Castle
Hornburg 2121 Town Fort
Stowburg 2520 Village
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2321 40 100
2220 30 200
2121 50 200
2520 40 100 100
2421 20 100
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Elfhelm 40 40
Elfhild 10 40 41
Eomer 30 45 199
Eomund 50 50
Eowyn 20 10 21
Erkenbrand 40 10 41
Theoden 50 30 93 181,208
Widfara 20 10 21
1.04 Dunadan Rangers
Special Advantages
(1) All new recruits start with a training rank of 20.
(2) Armies without food lose 1-2 morale points when moving (2-5
points when force marching)
(3) Fortifications are built at 1/2 the listed timber cost.
(4) New mages may start with a skil rank of 40.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 90 92 90 85 85 82 85|
|severe | 92 95 92 87 87 85 87|
|cold | 95 97 95 90 90 87 90|
|cool | 97 100 97 92 92 90 92|
|mild | 100 102 100 95 95 92 95|
|warm | 100 102 100 95 95 92 95|
|hot | 95 97 95 90 90 87 90|
Population Centers
Name Hex Size Fort. Docks
Amon Sul 1609 Camp Castle
Bree 1409 Major Town* Tower
Caras Celairnen 0907 Village Tower
Culwic 0707 Village Tower
Tarmabar 1109 Village Tower
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
1609 30 200
1409 40 100
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Arador 40 20 10 45
Aragorn II 50 10 20 20 10 136 5,36,38,195,213
Elboron 30 10 10 33
Elladan 50 20 20 15 68 93,106
Elrohir 50 20 20 15 68 91,107
Encalion 50 50
Halbarad 30 10 20 36
Meneldir II 30 30
1.05 Silvan Elves
Special Advantages
(1) Ships only cost 500 timber to construct.
(2) New recruits start with a training rank of 25.
(3) Characters have a better chance of having Stealth.
(4) Armies lose only 1-2 morale points when marching with no food
(2-5 points if force marching).
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 92 90 87 100 87 85 85|
|severe | 95 92 90 102 90 87 87|
|cold | 97 95 92 105 92 90 90|
|cool | 100 97 95 107 95 92 92|
|mild | 102 100 97 110 97 95 95|
|warm | 102 100 97 110 97 95 95|
|hot | 97 95 92 105 92 90 90|
Population Centers
Name Hex Size Fort. Docks
Aradhyrnd 2908 Major Town*+ Fort
Caras Amarth 2608 Village Tower
Veber Fanuin 2915 Camp
Galadbrynd 2709 Village Tower
Rhubar 4413 Town Harbor
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2915 30 100 100
2908 50 100 200
4413 30 100 5W, 3T
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Argaldor 30 15 30
Camthalion 30 15 30
Dorlas 30 30 20 37
Legolas 20 10 20 21
Lindal 10 20 15 17
Ohtar 50 10 20 51
Ringlin 50 30 50 35,64
Thranduil 60 30 20 78 55,121,122
1.06 Northern Gondor
Special Advantages
(1) New commanders may have a skill rank of 40.
(2) Armies without food lose 1-2 morale points when moving (2-5
points when force marching).
(3) Fortifications are built at 50% of the listed timber cost.
(4) All new recruits start with a training rank of 20.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 92 92 87 85 85 82 85|
|severe | 95 95 90 87 87 85 87|
|cold | 97 97 92 90 90 87 90|
|cool | 100 100 95 92 92 90 92|
|mild | 102 102 97 95 95 92 95|
|warm | 102 102 97 95 95 92 95|
|hot | 97 97 92 90 90 87 90|
Population Centers
Name Hex Size Fort. Docks
Bar-en-Tinnen 3026 Village Tower
Henneth Annun 3023 Camp+
Imdorad 2622 Town Tower
Minas Arthor 2926 Town Tower
Minas Tirith 2924 City* Citadel Harbor
Osgiliath 3024 Town Fort Harbor
Pelargir 2927 Major Town Castle Port
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2926 40 500 200
2924 50 200 600
2927 50 500 12W, 8T
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Anborn 10 20 10 20
Argirion 50 50
Baranor 40 40
Boromir 50 10 66 196
Denethor II 20 30 20 28
Ecthelion II 60 20 77 29, 204
Faramir 30 10 10 51 63, 123, 197
Goromil 50 50
1.07 Southern Gondor
Special Advantages
(1) New recruits start with a training rank of 20.
(2) Armies without food lose 1-2 morale points when moving (2-5
points when force marching)
(3) Fortifications are built at 50% of the listed timber cost.
(4) New mages can start with a skill rank of 40.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 90 90 90 85 85 82 85|
|severe | 92 92 92 87 87 85 87|
|cold | 95 95 95 90 90 87 90|
|cool | 97 97 97 92 92 90 92|
|mild | 100 100 100 95 95 92 95|
|warm | 100 100 100 95 95 92 95|
|hot | 95 95 95 90 90 87 90|
Population Centers
Name Hex Size Fort. Docks
Dol Amroth 2227 City* Fort Port
Ethring 2425 Village
Fanuilond 2628 Town Tower Harbor
Linhir 2527 Major Town Fort Harbor
Minas Brethil 2626 Village Tower
Morthondost 2223 Town Fort
Rendul 2225 Village
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2628 50 200 300 6W, 4T
2527 60 100 100 300
2727 50 200 300 6W, 4T
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Adrahil II 60 10 71 85
Angbor 50 50
Duinhir 50 50
Finduilas 30 15
Golasgil 20 20 23
Imrahil 50 30 86 191,206
Lothiriel 30 30 33
Morwen 20 30 32
1.08 The Dwarves
Special Advantages
(1) Heavy infantry recruits start with a training rank of 30.
(2) Armies force march with no loss of morale points.
(3) Fortifications are constructed at 50% of the listed timber
cost.
(4) All characters may Scout/Recon at a skill rank of 50 or
better.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 92 95 100 85 92 92 105|
|severe | 95 97 102 87 95 95 107|
|cold | 97 100 105 90 97 97 110|
|cool | 97 100 105 92 97 97 110|
|mild | 97 100 105 95 97 97 110|
|warm | 97 100 105 95 97 97 110|
|hot | 95 97 102 90 95 95 107|
Population Centers
Name Hex Size Fort. Docks
Azanulinbar-Dum 3707 Major Town* Fort
Barak-shathur 3607 Village Tower
Belegost 0812 Village Fort
Kheled-nala 3916 Village Tower
Noegrod 0606 Village Tower
Zarak-dum 2004 Camp Tower
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
3916 70 300
3707 40 200 200
0812 40 300
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Balin 70 70
Dain II 40 10 20 56 210,211
Dis 20 10 22
Gimli 20 10 10 24 212
Gloin 40 40
Groin 30 30
Thorin Oakenshield 60 10 10 78 83
Thrain 40 40
1.09 Sinda Elves
Special Advantages
(1) Ships only cost 500 timber to construct.
(2) New recruits start with a training rank of 25.
(3) Characters have a better chance of having Stealth.
(4) Armies lose only 1-2 morale points when marching with no food
(2-5 points if force marching).
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 92 90 87 100 87 85 85|
|severe | 95 92 90 102 90 87 87|
|cold | 97 95 92 105 92 90 90|
|cool | 100 97 95 107 95 92 92|
|mild | 102 100 97 110 97 95 95|
|warm | 102 100 97 110 97 95 95|
|hot | 97 95 92 105 92 90 90|
Population Centers
Name Hex Size Fort. Docks
Amon Lind 2115 Village Castle
Caras Galadhon 2514 Major Town+*
Cerin Amroth 2413 Town+
Edhellond 2325 Town+ Harbor
Nanduhirion 2314 Camp+
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2514 60 100
2325 40 100 2W, 2T
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Celeborn 60 10 20 20 66
Feamire 10 10 20 20 20 41 126
Galadriel 20 70 70 25 208 12,163,164
Galandeor 30 20 30
Helkama 20 50 25 70 135
Tathar 30 15 30
Taurnil 40 10 10 20 44
Tharudan 20 50 20 53
1.10 Noldo Elves
Special Advantages
(1) All new recruits have a training rank of 25.
(2) Armies can force march with no loss of morale points.
(3) All characters may Uncover Secrets with a skill rank of 40 or
better.
(4) Characters have a better chance of having Stealth.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 95 92 90 97 90 87 87|
|severe | 97 95 92 100 92 90 90|
|cold | 100 97 95 102 95 92 92|
|cool | 102 100 97 105 97 95 95|
|mild | 102 100 97 105 97 95 95|
|warm | 102 100 97 105 97 95 95|
|hot | 97 95 92 100 92 90 90|
Population Centers
Name Hex Size Fort. Docks
Elostirion 0810 Camp
Forlond 0408 Town Fort Harbor
Imladris 2209 Major Town+*
Mithlond-East 0710 Town Fort Harbor
Mithlond-West 0708 Town Fort Port
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2209 60 100
0708 40 100 2W,2T
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Ascarnil 40 25 50 201
Cirdan 40 20 40 50 25 82 40,51,59
Elrond 40 60 70 35 162 11,41,90
Erestor 40 60 25 90 26
Galdor 60 20 60
Gildor 30 20 20 10 25 38
Glorfindel 60 30 40 25 97 8,89
Pelnimloth 10 20 21
1.11 The Witch-King
Special Advantages
(1) New commanders may start with a skill rank of 40.
(2) Armies without food gain 1-2 morale points when stationary
and lose 1-2 morale points when moving (2-5 points when force
marching). Armies with food only lose 1-2 morale points when
force marching.
(3) Mages can learn the lost "Fearful Hearts" spell.
(4) Mages can learn the lost "Conjure Hordes" spell.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 90 90 90 85 82 82 87|
|severe | 92 92 92 87 85 85 90|
|cold | 95 95 95 90 87 87 92|
|cool | 97 97 97 92 90 90 95|
|mild | 100 100 100 95 92 92 97|
|warm | 97 97 97 92 90 90 95|
|hot | 95 95 95 90 87 87 90|
Population Centers
Name Hex Size Fort. Docks
Lag-angren 1502 Camp
Lag-lach 2311 Camp
Minas Morgul 3124 Major Town* Castle
Mt. Gram 2006 Town Fort
Mt. Gunabad 2305 Major Town Fort
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2006 50 100 200
2305 50 100 200
3124 10 400
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Anglach 50 50
Angulion 10 20 30 30 43 157
Ashdurgnul 20 50 53
Blogath 40 40
Bolg 50 95 67,68
Guarthoth 40 40
Murazor 40 40 70 30 138 28,48,52,75
82,86
Rogrog 50 65 65
1.12 Dragon Lord
Special Advantages
(1) Characters have a better chance of having Stealth.
(2) Mages can learn the lost "Teleport" spell.
(3) All Scout/Recon orders are doubled in skill rank.
(4) Armies without food gain 1-2 morale points when stationary
and lose 1-2 morale points when moving (2-5 morale points
when force marching). Armies with food only lose 1-2 morale
points when force marching.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 82 87 85 85 80 80 82|
|severe | 85 90 87 87 82 82 85|
|cold | 87 92 90 90 85 85 87|
|cool | 90 95 92 92 87 87 90|
|mild | 95 100 97 97 92 92 95|
|warm | 95 100 97 97 92 92 95|
|hot | 95 100 97 97 92 92 95|
Population Centers
Name Hex Size Fort. Docks
Dol Guldur 2715 Major Town* Keep
Goblin-Gate 2409 Village Fort
Lug Ghurzun 3822 Major Town Tower
Ongushar 2518 Camp
Sarn Goriwing 2809 Village+ Fort
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2715 20 100 200
2409 20 400
2518 10 100 200
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Duran 60 20 20 30 67
Gashbuz 30 30
Grashukh 50 50
Khamul 30 30 30 40 30 106 62,150,153
Maben 20 50 82 154
Ogrod 40 50 99
Rogatha 30 30
Skauril 30 10 30
1.13 Dog Lord
Special Advantages
(1) All new recruits start with a training rank of 20.
(2) Armies without food gain 1-2 morale points when stationary
and lose 1-2 morale points when moving (2-5 points when force
marching). Armies with food lose only 1-2 morale points when
force marching.
(3) Mages can learn the lost "Conjure Mounts" spell.
(4) Characters have a better chance of having Stealth.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 90 92 87 80 85 82 85|
|severe | 92 95 90 82 87 85 87|
|cold | 95 97 92 85 90 87 90|
|cool | 97 100 95 87 92 90 92|
|mild | 102 105 100 92 97 95 97|
|warm | 102 105 100 92 97 95 97|
|hot | 102 105 100 92 97 95 97|
Population Centers
Name Hex Size Fort. Docks
Lag-dagur 2921 Camp
Lag-hundur 3321 Camp
Lag-ulurikon 3421 Camp
Morannon 3221 Major Town* Keep
Ostigurth 2921 Major Town Castle
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
3221 50 200 200
3624 40 200
2921 30 200
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Bulrakur 50 50
Daumdorut 30 30
Dendra Dwar 20 20 60 30 67 10,74,138
Gurthlug 30 20 32 160
Krusnak 30 20 30 41 2,43,148
Kruxtogg 30 30
Rashkuk 30 30
Tonn Varthkur 40 30 47
1.14 Cloud Lord
Special Advantages
(1) All Assassinate/Kidnap orders are +20 to skill rank.
(2) Characters have a better chance of having Stealth.
(3) All characters may Uncover Secrets at a skill rank of 40 or
better.
(4) New agents may start with a skill rank of 40.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 87 87 85 82 85 82 85|
|severe | 90 90 87 85 87 85 87|
|cold | 92 92 90 87 90 87 90|
|cool | 95 95 92 90 92 90 92|
|mild | 100 100 97 95 97 95 97|
|warm | 100 100 97 95 97 95 97|
|hot | 100 100 97 95 97 95 97|
Population Centers
Name Hex Size Fort. Docks
Barduath 3428 Major Town
Carach Angren 3222 Camp Fort
Kal Nargil 3630 Major Town* Castle
Nurumurl 3528 Village
Rul 3626 Village
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
3630 40 300
3222 20 300
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Araudagul 40 20 40
Errenis 30 20 23
Gulthum 10 20 21
Ji Indur 20 40 40 30 72 56,104,109
Lairathim 30 22
Shoglic 30 30
Uthlug 20 30 27
Zaken 30 22
1.15 Blind Sorcerer
Special Advantages
(1) Ships never suffer storms or are lost at sea.
(2) Mages can learn the lost "Summon Storms" spell.
(3) Mages can learn the lost "Conjure Hordes" spell.
(4) All new mages may start with a skill rank of 40.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 90 87 85 80 85 80 85|
|severe | 92 90 87 82 87 82 87|
|cold | 95 92 90 85 90 85 90|
|cool | 97 95 92 87 92 87 92|
|mild | 102 100 97 92 97 92 97|
|warm | 102 100 97 92 97 92 97|
|hot | 102 100 97 92 97 92 97|
Population Centers
Name Hex Size Fort. Docks
Burch Nurn 4025 Camp Tower
Luglurak 3929 Major Town* Castle Harbor
Orduga Aivaisa 4126 Camp
Urlurtsu Nurn 3627 Major Town
Virk Ulgath 3829 Camp
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
3929 30 300
4025 20 300
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Akhorahil 20 20 60 30 80 73,66
Ethacali 10 40 42
Leardinoth 10 30 32
Magergoth 20 20 20 30 30 41
Naldurgarth 50 50
Storlaga 20 10 50 20 131 7,22,140
Uthcu? 30 30
Vulmek? 20 20 20 28
1.16 Ice King
Special Advantages
(1) Characters have a better chance of having Stealth.
(2) New agents may start with a skill rank of 40.
(3) Mages can learn the lost "Summon Storms" spell.
(4) Armies without food gain 1-2 morale points when stationary
and lose 1-2 morale points when moving (2-5 points when force
marching). Armies with food lose only 1-2 morale points when
force marching.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 92 92 90 90 85 85 90|
|severe | 95 95 92 92 87 87 92|
|cold | 97 97 95 95 90 90 95|
|cool | 97 97 95 95 90 90 95|
|mild | 100 100 97 97 92 92 97|
|warm | 100 100 97 97 92 92 97|
|hot | 97 97 95 95 90 90 95|
Population Centers
Name Hex Size Fort. Docks
Barad Perras 3123 Town Fort
Durthang 3122 Major Town* Castle
Katund-akul 3223 Camp
Lag-orod 2214 Camp
Lag-scara 3022 Camp+
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
3123 30 300
3122 30 300
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Abdahkil 30 30
Gaurhir 10 30 30 56 25
Gorthog 10 40 32
Hoarmurath 30 20 50 30 91 50,80,141
Kathog 40 50 20
Lugronk 30 10 31
Muranog 40 20 42
Ulzog 30 30
1.17 Quiet Avenger
Special Advantages
(1) All Scouts/Recons are doubled in skill rank.
(2) All characters may 'Uncover Secrets' with a skill rank of 40
or better.
(3) Emissaries may start with a skill rank of 40.
(4) Commanders may start with a skill rank of 40.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 90 87 90 82 87 77 80|
|severe | 92 90 92 85 90 80 82|
|cold | 95 92 95 87 92 82 85|
|cool | 97 95 97 90 95 85 87|
|mild | 102 100 102 95 100 90 92|
|warm | 105 102 105 97 102 92 95|
|hot | 102 100 102 95 100 90 92|
Population Centers
Name Hex Size Fort. Docks
Jug Rijesha 3533 Major Town Harbor
Kul Dinbar 3335 Camp Tower
Lugarlur 3034 Major Town Castle Harbor
Tir Harn 3437 Camp Tower
Wathduin 3234 Camp Tower
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
3533 30 400 200
3034 30 500 5W, 3T
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Adunaphel 30 30 40 30 66 97,143
Ashturg 30 10 31
Fuinur 30 20 20 37
Herumor 30 20 20 37
Malezar 10 10 40 43 78
Shebbin Vur 10 20 12
Thergor 30 22
Zokhad 10 20 17
1.18 Fire King
Special Advantages
(1) Armies are hired at no cost.
(2) New armies have a morale of 40.
(3) Armies without food gain 1-2 morale points when stationary
and lose 1-2 morale points when moving (2-5 points if force
marching). Armies with food lose only 1-2 morale points when
force marching.
(4) Mages can learn the lost "Fanaticism" spell.
(5) Mages can learn the lost "Conjure Hordes" spell.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 87 87 87 82 87 80 85|
|severe | 90 90 90 85 90 82 87|
|cold | 92 92 92 87 92 85 90|
|cool | 95 95 95 90 95 87 92|
|mild | 100 100 100 95 100 92 97|
|warm | 100 100 100 95 100 92 97|
|hot | 100 100 100 95 100 92 97|
Population Centers
Name Hex Size Fort. Docks
Barad Ungol 3424 Major Town* Castle
Barad-wath 3426 Town
Lag-digturmarr 3225 Camp
Lag-vrasfotak 3327 Camp
Lag-zajarzot 3324 Camp
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
3426 50 400
3224 50 400
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Nazog 30 22
Ren the Unclean 20 20 50 30 73 54,111,112
Rozilan 20 30 32
Shagrat 30 30
Skargnakh 30 10 10 44 84
Uklurg 40 40
Uthmag 40 40
1.19 Long Rider
Special Advantages
(1) New commanders may have a skill rank of 40.
(2) Mages can learn the lost "Conjure Mounts" spell.
(3) All new recruits have a training rank of 20.
(4) Armies can force march with no loss of morale points.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 87 92 87 77 85 80 85|
|severe | 90 95 90 80 87 82 87|
|cold | 92 97 92 82 90 85 90|
|cool | 95 100 95 85 92 87 92|
|mild | 100 105 100 90 97 92 97|
|warm | 97 102 97 87 95 90 95|
|hot | 97 102 97 87 95 90 95|
Population Centers
Name Hex Size Fort. Docks
Buth Ovaisa 3017 Village
Lagari Orath 4425 Village
Olbamarl 3329 Major Town* Castle
Orduga Harmal 4433 Village
Tol Buruth 4125 Village+ Castle Harbor
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
3017 30 200 400
4433 30 100 500
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Din Ohtar 30 20 10 30 50 78
Giordia 20 20 17
Hargrog 30 20 43 198,203
Lomelinde 30 10 48 71,72
Morlammen 30 30
Mornadak 30 30
Uvatha 60 20 20 30 78 53,79,92
Viosiol 30 30
1.20 Dark Lieutenants
Special Advantages
(1) New Commanders may have a skill rank of 40.
(2) New Mages may have a skill rank of 40.
(3) Mages can learn the lost "Fearful Hearts" spell.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 87 87 85 82 85 82 85|
|severe | 90 90 87 85 87 85 87|
|cold | 92 92 90 87 90 87 90|
|cool | 95 95 92 90 92 90 92|
|mild | 100 100 97 95 97 95 97|
|warm | 100 100 97 95 97 95 97|
|hot | 100 100 97 95 97 95 97|
Population Centers
Name Hex Size Fort. Docks
Barad-dur 3423 Major Town* Castle
Carvarad 3621 Camp
Lag-lithlad 3323 Camp
Minas Durlith 3622 Town Castle
Thuringwathost 3120 Camp Tower
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
3423 40 300
3622 40 300
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Azgurath 40 40
Bolvag 20 50 10 73 46,117
Carrog 20 20 30 30 36
Celedhrig 30 30 50 138 155,156
Gothmog 70 30 95 118,119
Grishnak 40 40
Tormog 20 40 35
Urzahil 20 40 70 121 3,37,45,58
1.21 The Corsairs
Special Advantages
(1) Navies never suffer storms or are lost at sea.
(2) Ships can be built for 750 timber
(3) Characters may have bonuses to Challenge rank.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 90 87 85 82 85 80 77|
|severe | 92 90 87 85 87 82 80|
|cold | 95 92 90 87 90 85 82|
|cool | 97 95 92 90 92 87 85|
|mild | 102 100 97 95 97 92 90|
|warm | 102 100 97 95 97 92 90|
|hot | 100 97 95 92 95 90 87|
Population Centers
Name Hex Size Fort. Docks
Ardumir 2039 Town Fort Harbor
Caldur 2137 Town Fort Harbor
Caras Tolfalas 2430 Town Tower Harbor
Havens of Umbar 2438 Major Town* Castle Port
Kas Shadoul 2734 Town Fort Harbor
Methir 2730 Town Fort Harbor
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2438 30 400 9W, 6T
2438 30 600 9W, 6T
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Allurac 30 30
Alukhor 10 20 17
Bragolmaite 20 10 37 202
Earnil II 30 30 37
Gedron 20 10 23 209
Sangarunya 50 30 53
Telkurhao 20 10 21
Vargaelas 40 40
1.22 Rhun Easterlings
Special Advantages
(1) New commanders may have a skill rank of 40.
(2) Characters may have bonuses to their Challenge ranks.
(3) Armies without food gain 1-2 morale points when stationary
and lose 1-2 morale points when moving (2-5 points when force
marching). Armies with food lose only 1-2 morale points when
force marching.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 87 92 85 80 85 77 77|
|severe | 90 95 87 82 87 80 80|
|cold | 92 97 90 85 90 82 82|
|cool | 95 100 92 87 92 85 85|
|mild | 100 105 97 92 97 90 90|
|warm | 97 102 95 90 95 87 87|
|hot | 97 102 95 90 95 87 87|
Population Centers
Name Hex Size Fort. Docks
Askhiri 3220 Camp
Ilanin 3713 Village
Lar-Huz 3605 Village
Mistrand 4318 Town Harbor
Riavod 4014 Major Town* Fort Harbor
Urah Lanna 3319 Village
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
4014 40 200 200
3319 30 200
4318 30 600 8W, 4T
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Hesnef 30 10 31
Hurdriak 30 20 32
Huz III 40 10 30 45
Juganoth 30 30
Kav Makow III 20 20 23
Meonid Ito 30 30
Rof Paku 30 30 200
Usriev 30 30
1.23 The Dunlendings
Special Advantages
(1) Characters may have a bonus to Challenge rank.
(2) All Scout/Recon orders are doubled in skill rank.
(3) New agents may start with a skill rank of 40.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 87 87 92 85 85 85 92|
|severe | 90 90 95 87 87 87 95|
|cold | 92 92 97 90 90 90 97|
|cool | 95 95 100 92 92 92 100|
|mild | 100 100 105 97 97 97 105|
|warm | 97 97 102 95 95 95 102|
|hot | 95 95 100 92 92 92 100|
Population Centers
Name Hex Size Fort. Docks
Angren 1720 Camp
Cillien 1916 Camp
Enedhir 1420 Village
Freawul 1922 Major Town
Larach Duhnan* 1817 Major Town Tower
Wularan 1917 Village
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
1817 40 300 300
1922 40 200 400
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Aonghas 40 10 41
Calmuad 10 30 16
Enion 60 60
Jeroibha 30 10 31
Sibroc 40 30
Solofhen 40 40
Tunghaib 50 65 24,137
Urdrek 40 10 41
1.24 White Wizard
Special Advantages
(1) Armies are hired at no cost.
(2) New Men-at-Arms recruits have a training rank of 25.
(3) New commanders may have a skill rank of 40.
(4) Characters may have bonuses to Challenge rank.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 90 90 92 92 85 82 85|
|severe | 92 92 95 95 87 85 87|
|cold | 95 95 97 97 90 87 90|
|cool | 97 97 100 100 92 90 92|
|mild | 100 100 102 102 95 92 95|
|warm | 100 100 102 102 95 92 95|
|hot | 95 95 97 97 90 87 90|
Population Centers
Name Hex Size Fort. Docks
Angrenost 2119 Major Town* Citadel
Arailt 1918 Village Tower
Lag-sharak 2118 Camp
Lag-thrugrim 2215 Camp Tower
Nin-in-Eilph 1715 Camp
Treforn 2017 Village
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2119 30 800
1918 30 400
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Bill Ferny 10 20 12
Bugrug 40 40
Durbuhuk 20 10 22
Grima Wormtongue 30 15
Lugdush 30 22
Mauhir 30 30
Saruman the White 70 90 20 128 17, 30, 162
Ugluk 40 40
1.25 Khand Easterlings
Special Advantages
(1) New commanders may have a skill rank of 40.
(2) Characters may have bonuses to their Challenge ranks.
(3) Armies without food gain 1-2 morale points when stationary
and lose 1-2 morale points when moving (2-5 points when force
marching). Armies with food lose only 1-2 morale points when
force marching.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 87 92 85 80 85 77 77|
|severe | 90 95 87 82 87 80 80|
|cold | 92 97 90 85 90 82 82|
|cool | 95 100 92 87 92 85 85|
|mild | 100 105 97 92 97 90 90|
|warm | 97 102 95 90 95 87 87|
|hot | 97 102 95 90 95 87 87|
Population Centers
Name Hex Size Fort. Docks
An Karagmir 3538 Village
Khand Amu 4228 Major Town
Laorki 4430 Village
Neburcha 4324 Camp
Ovatharac 4335 Village
Sturlurtsa Khand 4133 Major Town* Castle
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
4133 30 200 200
4430 20 600
4228 20 200
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Avas of Igath 20 10 21
Curuband 30 30
Gorovod 10 40 41
Itana Ovan 30 30
Kionid II 20 20 22
Ovatha IV 60 75 76,146
Urdrath 10 30 32
Urig 20 20 22
2. Other Nation Data
2.01 Map Ranges
Below are two sets of map ranges: those that detail what hexes are
covered by the regional map of each individual nation, and those
that detail 'blind' hexes (hexes that aren't on the regional map of
any nation). Note that the blind hex ranges aren't complete, but
can be filled out simply by overlaying the regional maps of each
nation.
For the regional maps, the numbers refer to map corners. The
regional map of each nation is the same size.
Nation ULeft URight LLeft LRight
Woodmen 2405 3205 2417 3217
Northmen 3409 4209 3421 4221
Riders of Rohan 1915 2715 2727 1927
Dunadan Rangers 1003 1803 1015 1815
Silvan Elves 2505 3305 2517 3317
Northern Gondor 2319 3119 2331 3131
Southern Gondor 2023 2823 2035 2835
Dwarves 3105 3905 3117 3917
Sinda Elves 2309 3109 2321 3121
Noldo Elves 1405 2205 2217 1417
Witch-King 1501 2301 1513 2313
Dragon Lord 2607 3407 2619 3419
Dog Lord 2915 3715 2927 3727
Cloud Lord 3221 4021 3233 4033
Blind Sorcerer 3523 3535 4323 4335
Ice King 2717 3517 2729 3529
Quiet Avenger 2727 3527 2739 3539
Fire King 3119 3919 3131 3931
Long Rider 3017 3029 3817 3829
Dark Lieutenants 2915 3715 2927 3727
Corsairs 2027 2527 2039 2839
Rhun Easterlings 3309 4109 3321 4121
Dunlendings 1313 2113 1325 2125
White Wizard 1813 2613 1825 2625
Kh. Easterlings 3527 4327 3539 4339
2.02 Starting Nation Characters
Nation Comm Agent Emis Mage Stealth Chal
Woodmen
Beneoracer 30 10 15 31
Beoraborn 40 10 10 15 44
Beorn 40 20 10 15 46
Bork 20 20 15 22
Bornebeneor 30 20 15 32
Braega 20 20 15 22
Grimbeorn 40 20 15 43
Waulfa 30 10 10 34
Totals 250 70 60 30 105 274
Northmen
Bain 40 40
Bard I 40 20 42
Girion II 30 10 20 34
Koldana 20 10 10 24
Kynoden 30 22
Marcatio 30 30
Montieff 40 20
Swithwulf 20 10 21
Totals 150 60 80 40 233
Riders of Rohan
Elfhelm 40 40
Elfhild 10 40 41
Eomer 30 45
Eomund 50 50
Eowyn 20 10 21
Erkenbrand 40 10 41
Theoden 50 30 88
Widfara 20 10 21
Totals 250 20 50 40 347
Dunadan Rangers
Arador 40 20 10 45
Aragorn II 50 10 20 20 10 136
Elboron 30 10 10 33
Elladan 50 20 20 15 68
Elrohir 50 20 20 15 68
Encalion 50 50
Halbarad 30 10 20 36
Meneldir II 30 30
Totals 280 50 60 150 40 466
Silvan Elves
Argaldor 30 15 30
Camthalion 30 15 30
Dorlas 30 30 20 37
Legolas 20 10 20 21
Lindal 10 20 15 17
Ohtar 50 10 20 51
Ringlin 50 20 50
Thranduil 60 30 20 78
Totals 230 30 40 80 145 324
Northern Gondor
Anborn 10 20 10 15
Argirion 50 50
Baranor 40 40
Boromir 50 10 51
Denethor II 20 30 20 19
Ecthelion II 60 20 62
Faramir 30 10 10 32
Goromil 50 50
Totals 260 30 60 90 319
Southern Gondor
Adrahil II 60 10 71
Angbor 50 50
Duinhir 50 50
Finduilas 30 15
Golasgil 20 20 23
Imrahil 50 30 86
Lothiriel 30 30 33
Morwen 20 30 32
Totals 230 20 120 60 360
Dwarves
Balin 70 70
Dain II 40 10 20 56
Dis 20 10 22
Gimli 20 10 10 24
Gloin 40 40
Groin 30 30
Thorin
Oakenshield 60 10 10 78
Thrain 40 40
Totals 320 30 30 20 360
Sinda Elves
Celeborn 60 10 20 20 66
Feamire 10 10 20 20 20 41
Galadriel 20 70 70 25 213
Galandeor 30 30 30
Helkama 20 50 25 70
Tathar 30 15 30
Taurnil 40 10 10 20 44
Tharudan 20 50 20
53
Totals 210 50 90 220 175 547
Noldo Elves
Ascarnil 40 25 50
Ciridan 40 20 40 50 25 87
Elrond 40 60 70 35 162
Erestor 40 60 25 90
Galdor 60 20 60
Gildor 30 20 20 10 25 38
Glorfindel 60 30 40 25 96
Pelnimloth 10 20 21
Totals 190 40 200 310 180 604
Witch-King
Anglach 50 50
Angulion 10 20 30 30 43
Ashdurgnul 20 50 53
Blogath 40 40
Bolg 50 95
Guarthoth 40 40
Murazor 40 40 70 30 138
Rogrog 50 65
Totals 150 40 70 240 30 524
Dragon Lord
Duran 60 20 20 30 67
Gashbuz 30 30
Grashukh 50 50
Khamul 30 30 30 40 30 106
Maben 20 50 82
Ogrod 40 52
Rogatha 30 30
Skauril 30 10 30
Totals 210 30 70 170 70 447
Dog Lord
Bulrakur 50 50
Daumdorut 30 30
Dendra Dwar 20 20 60 30 67
Gurthlug 30 20 32
Krusnak 30 20 30 41
Kruxtogg 30 30
Rashkuk 30 30
Tonn Varthkur40 30 47
Totals 260 20 40 120 30 327
Cloud Lord
Araudagul 40 20 40
Errenis 30 20 23
Gulthum 10 20 21
Ji Indur 20 40 40 30 72
Lairathim 30 22
Shoglic 30 30
Uthlug 20 30 27
Zaken 30 22
Totals 80 130 40 110 50 257
Blind Sorcerer
Akhorahil 20 20 60 30 80
Ethacali 10 40 42
Leardinoth 10 30 32
Magergoth 20 20 20 30 30 41
Naldurgarth 50 50
Storlaga 20 10 50 20 131
Uthcu? 30 30
Vulmek? 20 20 20 28
Totals 130 50 40 280 80 434
Ice King
Abdahkil 30 30
Gaurhir 10 30 30 56
Gorthog 10 40 32
Hoarmurath 30 20 50 30 91
Kathog 40 50
Lugronk 30 10 31
Muranog 40 20 42
Ulzog 30 30
Totals 140 70 30 150 60 362
Quiet Avenger
Adunaphel 30 30 40 30 66
Ashturg 30 10 31
Fuinur 30 20 20 37
Herumor 30 20 20 37
Malezar 10 10 40 43
Shebbin Vur 10 20 12
Thergor 30 22
Zokhad 10 20 17
Totals 150 60 100 120 30 255
Fire King
Nazog 30 22
Ren the
Unclean 20 20 50 30 73
Rozilan 20 30 32
Shagrat 30 30
Skargnakh 30 10 10 44
Snaga 30 30
Uklurg 40 40
Uthmag 40 40
Totals 180 10 40 130 30 311
Long Rider
Din Ohtar 30 20 10 30 50
Giordia 20 20 17
Hargrog 30 20 43
Lomelinde 30 10 48
Morlammen 30 30
Mornadak 30 30
Uvatha 60 20 20 30 78
Viosiol 30 30
Totals 120 120 60 80 60 326
The Dark Lieutenants
Azgurath 40 40
Bolvag 20 50 10 73
Carrog 20 20 30 30 36
Celedhrin 30 30 50 138
Gothmog 70 30 95
Grishnak 40 40
Tormog 20 40 35
Urzahil 20 40 70 121
Totals 240 120 60 200 40 598
The Corsairs
Allurac 30 30
Alukhor 10 20 17
Bragolmaite 20 10 37
Earnil II 30 30 37
Gedron 20 10 23
Sangarunya 50 30 53
Telkurhao 20 10 21
Vargaelas 40 40
Totals 220 40 30 40 258
Rhun Easterlings
Hesnef 30 10 31
Hurdriak 30 20 32
Huz III 40 10 30 44
Juganoth 30 30
Kav Makow III20 20 22
Meonid Ito 30 30
Rof Paku 30 40
Usriev 30 30
Totals 180 30 60 60 259
Dunlendings
Aonghas 40 10 41
Calmuad 10 30 16
Enion 60 60
Jeroibha 30 10 31
Sibroc 40 30
Solofhen 40 40
Tunghaib 50 50
Totals 130 70 30 90 268
White Wizard
Bill Ferny 10 20 12
Bugrug 40 40
Durbuhuk 20 10 22
Grima
Wormtongue 30 15
Lugdush 30 22
Mauhir 30 30
Saruman
the White 70 90 20 128
Ugluk 40 40
Totals 140 50 100 100 20 329
Khand Easterlings
Avas
of Igath 20 10 21
Curuband 30 30
Gorovod 10 40 41
Itana Ovan 30 30
Kionid II 20 20 22
Ovatha IV 60 60
Urdrath 10 30 32
Urig 20 20 22
Totals 160 20 40 100 258
2.03 Starting Population Center Summary
Hex Name Size Fort Harbor Hidden Capitol Owner
0408 Forlond Town Fort Harbor Noldo
0606 Noegrod Village Tower Dw.
0708 Mithlond-West Town Fort Port Noldo
0710 Mithlond-East Town Fort Harbor Noldo
0810 Elostirion Camp Noldo
0812 Belegost Village Fort Dw.
1420 Enedhir Village Duns
1502 Lag-angren Camp WK
1720 Angren Camp Duns
1715 Nin-in-Eilph Camp WW
1817 Larach Duhnan Major Town Tower Yes Duns
1916 Cillien Camp Duns
1917 Wularan Village Duns
1918 Arailt Village Tower WW
1922 Freawul Major Town Duns
2004 Zarak-dum Camp Tower Dw.
2006 Mt. Gram Town Fort WK
2017 Treforn Village WW
2039 Ardumir Town Fort Harbor Cor.
2115 Amon Lind Village Castle Sinda
2118 Lag-sharak Camp WW
2119 Angrenost Major Town Citadel Yes WW
2121 Hornburg Town Fort Rohan
2137 Caldur Town Fort Harbor Cor.
2209 Imladris Major Town Yes Yes Noldo
2214 Lag-orod Camp IK
2215 Lag-thrugrm Camp Tower WW
2220 Dunlostir Village Rohan
2223 Morthondost Town Fort SG
2225 Rendul Village SG
2227 Dol Amroth City Fort Port Yes SG
2305 Mt. Gunabad Major Town Fort WK
2311 Lag-lach Camp WK
2314 Nanduhirion Camp Yes Sinda
2321 Edoras Major Town Castle Yes Rohan
2325 Edhellond Town Harbor Yes Sinda
2409 Goblin-Gate Village Fort DrgL
2413 Cerin Amroth Town Yes Sinda
2421 Aldburg Village Tower Rohan
2425 Ethring Village SG
2430 Caras Tolfalas Town Tower Harbor Cor.
2438 Havens of Umbar Major Town Castle Port Cor.
2508 Maethelburg Major Town Tower Wood.
2514 Caras Galadhon Major Town Yes Yes Sinda
2518 Ongushar Camp DrgL
2520 Stowburg Village Rohan
2527 Linhir Major Town Fort Harbor SG
2608 Caras Amarth Village Tower Silvan
2609 Carrock Village Yes Wood.
2613 Sarn Lothduin Camp Wood.
2622 Imdorad Town Tower NG
2626 Minas Brethil Village Tower SG
2628 Fanuilond Town Tower Harbor SG
2709 Galadbrynd Village Tower Silvan
2711 Buhr Widufiras Major Town Fort Wood.
2712 Sairtheod Camp Wood.
2715 Dol Guldur Major Town Keep Yes DrgL
2730 Methir Town Fort Harbor Cor.
2738 Kas Shadoul Town Fort Harbor Cor.
2809 Sarn Goriwing Village Fort Yes DrgL
2908 Aradhyrnd Major Town Fort Yes Yes Silvan
2915 Ceber Fanuin Camp Silvan
2921 Lag-dagor Camp DgLo
2924 Minas Tirith City Citadel Harbor Yes NG
2926 Minas Arthor Town Tower NG
2927 Pelargir Major Town Castle Port NG
3017 Buth Ovaisa Village LR
3022 Lag-scara Camp Yes IK
3023 Henneth Annun Camp Yes NG
3024 Osgilath Town Fort NG
3026 Bar-en-Tinnen Village Tower NG
3034 Lugarlur Major Town Castle Harbor Yes QA
3109 Esgaroth Town Tower Harbor Nor.
3120 Thuringwathost Camp Tower DkLts
3122 Durthang Major Town Castle Yes IK
3123 Barad Perras Town Fort IK
3124 Minas Morgul Major Town Castle Yes WK
3220 Askhiri Camp RhEas
3221 Morannon Major Town Keep Yes DgLo
3222 Carach Angren Camp Fort Cloud
3223 Katund-akul Camp IK
3234 Wathduin Camp Tower QA
3319 Urah Lanna Village RhEas
3321 Lag-hundur Camp DgLo
3323 Lag-lithlad Camp DkLts
3329 Olbamarl Major Town Castle Yes LR
3335 Kul Dinbar Camp Tower QA
3421 Lag-ulurikon Camp DgLo
3423 Barad-dur Major Town Castle Yes DkLts
3428 Barduath Town Cloud
3437 Tir Harn Camp Tower QA
3528 Nurumurl Village Cloud
3533 Jug Rijesha Major Town Harbor QA
3538 An Karagmir Village Khand
3605 Lar-Huz Village RhEas
3607 Barak-shathur Village Tower Dw.
3621 Carvarad Camp DkLts
3622 Minas Durlith Town Castle DkLts
3624 Ostigurth Major Town Castle DgLo
3626 Rul Village Cloud
3627 Urlurtsu Nurn Major Town BS
3630 Kal Nargil Major Town Castle Yes Cloud
3707 Azanulinbar-Dum Major Town Fort Yes Dw.
3713 Ilanin Village RhEas
3822 Lug Ghurzun Major Town Tower DrgL
3829 Virk Ulgath Camp BS
3916 Kheled-nala Village Tower Dw.
3929 Luglurak Major Town Castle Harbor Yes BS
4013 Shrel-kain Major Town Fort Harbor Nor.
4014 Riavod Major Town Fort Harbor Yes RhEas
4017 Lest Village Nor.
4025 Burch Nurn Camp Tower BS
4125 Tol Buruth Village Castle Harbor Yes LR
4126 Orduga Aivaisa Camp BS
4133 Sturlurtsa KhandMajor Town Castle Yes Khand
4217 Dilgul Town Harbor Nor.
4228 Khand Amu Major Town Khand
4318 Mistrand Town Harbor RhEas
4324 Neburcha Camp Khand
4335 Ovatharac Village Khand
4413 Rhubar Town Harbor Silvan
4415 Elgaer Town Nor.
4425 Lagari Orath Village LR
4430 Laorki Village Khand
4433 Orduga Harmal Village LR
2.04 Abandoned Fortifications
1108 Fort
1407 Fort
1410 Tower
1411 Tower
1614 Fort
2013 Tower
2135 Fort
3107 Fort
3108 Tower
3. Artifact List
3.01 Command Artifacts
# Artifact Name Known Properties Alignment Owner
5 Ring of Barahir +35 Command G Ran.
46 Robe of the
Orc Priest +15 Command E Dk Lts.
56 Helm of the
Mumak-King +25 Command N CL
58 Helm of the Dark +15 Command E Dk Lts.
65 Angbor +10 Command N WK
67 Ulukai +35 Command E WK
160 Collar of Command +30 Command N DgLo
207 Gulthalion +30 Command N
38 Silver Rod of Andun +25 Command G Ran.
140 Red Robes +20 Command N BS
159 Skull Helm +20 Command E DgLo
52 Morgul Plate +15 Command E WK
54 Helm of Sen Jay +15 Command FK
59 Gaerennon +15 Command N Noldo
206 Foam-Light Armor +15 Command N SG
208 Horse-Lord's Shield +15 Command N Rohan
66 Bracers of Chennaca +10 Command N BS
210 Boots of Iron +10 Command N Dw.
3.02 Agent Artifacts
# Artifact Name Known Properties Alignment Owner
45 Cloak of the Abyss +40 Stealth N Dk Lts.
70 Ring of Binding +30 Agent E LR
64 Bracers of the Mist +30 Stealth N Silvan
44 Collohwesta +25 Stealth N
124 Robes of Aman +25 Stealth G Gand.
123 Wood-shadow +25 Stealth N NG
39 Miramarth +20 Agent E
43 Cloak of the Heaven +20 Agent N DgLo
173 Daecollo +20 Stealth N Daeron
213 Cloak of Valacirca +20 Stealth N Ran.
72 Cloak of Duvorn +20 Agent N LR
53 Listening Helm +10 Agent N LR
209 Rat Gauntlets +10 Agent N Cor.
211 Cloak of Protection +10 Agent N Dw.
55 Helm of Shadow +10 Stealth N Silvan
212 Cloak of Hiding +10 Stealth N Dw.
3.03 Emissary Artifacts
# Artifact Name Known Properties Alignment Owner
157 Pectoral +30 Emissary N WK
37 Voice of the
Dark Tower +20 Emissary E Dk Lts.
3.04 Miscellaneous Artifacts
# Artifact Name Known Properties Alignment Owner
28 Palantir of Minas I Scry Area N WK
29 Palantir of Minas A Scry Area N NG
30 Palantir of Orthanc Scry Area N WW
32 Palantir of Elostir Scry Area N Noldo
40 Gaergil Open Seas as coast wateN Noldo
41 Mantle of Doriath hide a pop center G Noldo
120 Amulet of Sea Mast Open Sea as Coast N
3.05 Mage Artifacts
# Artifact Name Known Properties Alignment Owner
11 Vilya +50 Mage N Noldo
12 Nenya +50 Mage N Sinda
15 Tinculin +40 Mage N
163 Mirror of Galadriel +40 Mage G Sinda
7 Nazguaga +35 Mage E BS
26 Mallorn Staff +30 Mage N Noldo
35 Orb of Seeing +30 Mage N Silvan
154 Ring of Bleeding +30 Mage E DrgL
3 Ring of Iron Magic +30 Mage E Dk Lts.
48 Thologaer Ciry +30 Mage N WK
62 Dragon Helm
and Armor +30 Mage E DrgLd
156 Maranya +30 Mage N DkLts.
2 Ring of Stargazing +25 Mage N DgLo
10 Wolor Priest Ring +25 Mage N DgLo
25 Staff of Bronze +25 Mage N IK
50 Ovir Crown +20 Mage N IK
71 Talisman of Absorpt +20 Mage E LR
63 Deepwood Bracelet +15 Mage N NG
51 Ossanna +15 Mage N Noldo
8 Lorglin +10 Mage N Noldo
20 Staff of the Serpen +10 Mage N IK
36 Bone Ring +10 Mage N Ran.
69 Corantir +10 Mage N
3.06 Good Combat Weapons
# Artifact Name Known Properties Alignment Owner
164 Tintelpe +1750 Combat G Sinda
181 Herugrim +1000 Combat G Rohan
121 Troll Slayer + 750 Combat G Silvan
122 Orc Slayer + 750 Combat G Silvan
126 Anarmacil + 750 Combat G Sinda
192 Maikarama + 750 Combat G
193 Raukambar + 750 Combat G
194 Darlachiel + 750 Combat G
195 Shards of Narsil + 750 Combat G Ran.
197 Forest Blade + 750 Combat G NG
199 Guthwine + 750 Combat G Rohan
91 Gordur + 500 Combat G Ran.
93 Gurthdur + 500 Combat G Ran.
201 Runya + 500 Combat G Noldo
3.07 Neutral Combat Weapons
# Artifact Name Known Properties Alignment Owner
155 Taurin +2000 Combat N DkLts.
162 Glosvagil +1500 Combat N WW
90 Helkaluin +1250 Combat N Noldo
89 Macrilomen +1000 Combat N Noldo
118 Skull Flail +1000 Combat N DkLts.
148 Sickle of the Heave +1000 Combat N DgLo
205 Sulhelka +1000 Combat N
24 Ghostbane + 750 Combat N Duns
74 War-dancer + 750 Combat N DgLo
76 Usriev + 750 Combat N Khand
82 Romoquenaro + 750 Combat N WK
83 Orcrist + 750 Combat N Dw.
109 Cloud Bow + 750 Combat N CL
117 Hatred Curse + 750 Combat N DkLts.
119 Moon-Axe + 750 Combat N DkLts.
135 Elenruth + 750 Combat N Sinda
137 Bloodrunner + 750 Combat N Duns
138 Air Cleaver + 750 Combat N DgLo
143 Night Piercer + 500 Combat N QA
153 Water-skimmer + 750 Combat N DrLd
191 Aercrist + 750 Combat N SG
196 Mighty Blade + 750 Combat N NG
202 Sword of Cleaving + 750 Combat N Cor.
204 Steward's Blade + 750 Combat N NG
17 Ring of Angrenost + 500 Combat N WW
73 Yellow Hammer + 500 Combat N BS
79 Stormless Bow + 500 Combat N LR
80 Snow Hammer + 500 Combat N IK
84 Ongrum + 500 Combat FK
85 Navorn + 500 Combat N SG
92 Horsetamer + 500 Combat N LR
106 Cubragol + 500 Combat N Ran.
107 Curaran + 500 Combat N Ran.
111 Believer's Bane + 500 Combat FK
112 Burning Bane + 500 Combat FK
138 Air-cleaver + 500 Combat N DgLo
141 Hue Changer + 500 Combat N IK
146 Horse-slayer + 500 Combat N Khand
200 Mace of the Huntsma + 500 Combat N RhEas
203 Spear of Following + 500 Combat N LR
3.08 Evil Combat Weapons
# Artifact Name Known Properties Alignment Owner
22 Rauzgnagli +1750 Combat E BS
158 Thunder's Edge +1250 Combat E DgLo
75 Vasamacil + 750 Combat E WK
86 Nallagurth + 750 Combat E WK
97 Fire's Edge + 750 Combat E QA
104 Dawnsword + 750 Combat E CL
68 Thrakurghash + 500 Combat E WK
78 Sword of
Soul Reducing + 500 Combat E QA
99 Elfhewer + 500 Combat E DrgL
150 Stinging Tongue + 500 Combat E DrLd
198 Flail of Horseslayi + 500 Combat E LR
3.09 Known Secondary Powers
# Name Owner Align Secondary Power
15 Tinculin N Access to Spirit Mastery
24 Ghostbane Duns N can assist in encouters
with undead
135 Elenruth Sinda N Allows access to
Spirit Mastery
137 Bloodrunner Duns N can allow casting
of Major Heal
194 Darlachiel G Allows access to
the spell minor heal
4.0 Encounters
In limited 2950 experience, encounters seem to mostly come from the
same list as the 1650 game. However, at least two 2950 encounters
have been seen which has not been seen in 1650 games (at least, not
yet).
4.50 Mirror in Cave
Description: the character finds a large dark mirror guarded by
the skeleton of a giant humanoid near a door in a
cave.
Location: unknown.
Options FP NN DS
Touch Mirror & call
out a name (ID)
Touch Mirror & call
out a place (HEX)
Touch Mirror & call injured/killed injured/killed
out an artifact (#)
DESTROY the mirror
OPEN the door's lock
ATTACK the skeleton
STEAL from skeleton
FLEE escape escape escape
4.51 Druedain in a Cave
Description: the character finds a cave with an oblong stone
immersed
in blue light. An object rests on the stone.
Location: seen in and around Mordor so far.
Options Free Peoples Neutrals Nations Dark
Servants
attack PHYSICALLY
attack MAGICALLY
combat
REMOVE the item
STEAL the item
WAIT injured/killed
Declare your ALLEGIANCE
Say _________
FLEE
4.52 Orcs Attacking Village
Description: the character comes upon a party of Orcs and Wolves
attacking a village. Women are being held hostage
while the farmers are being attacked.
Options Free Peoples Neutrals Nations Dark
Servants
FREE the captives
ATTACK the orcs combat/killed
JOIN the orcs
escape
GO for help
WATCH to see outcome
FLEE
Last Word
=========
From Brian Mason
Just a few brief comments.
Included in this issue are the 2950 info files. I appreciate all of
you "info hogs" or those currently in 2950 games to look them over
before they become a set available for ftp access. Both the 2950 and
1650 info files change with time (I just finished adding about a
dozen new riddles to the 1650 file), and they are evolving
documents. I'm not going to include a new release with each issue of
"From the Mouth of Sauron" but it is with those issues that I
generally make changes. As always, corrections, additions, and
deletions are gratefully accepted and encouraged.
In bouncing about with netscape lately I've come across several web
pages which you might find interesting. The two run by the largest
distributors of me-pbm are quite nice, ours is rather spartan, but
complete, and a couple run by players are also good. I suppose the
danger with the plethora of general info files is that most of them
start from a file (which originated with Tom's first set of data)
and go from there. They can develop their own future from that
point, and many of the general info files may indeed be different
copies. Ours are updated following submissions to "From the Mouth of
Sauron" and contain net.news updates, but other than personal emails
to Tom or myself contain no other data. In trying to maintain a
canonical set of data I encourage all of you to share your
information freely so that we may all profit and make the game
better for all of us.
For those of you who are interested, I list some me-pbm web sites
below.
GSI Home Page:
http://www.gamesystems.com/
Allsort's Home Page:
http://www.ftech.net/~pbmweb/allsorts/games.htm
"From the Mouth of Sauron":
ftp://ftp.chara.gsu.edu/mouth/
Jason Cody's MEPBM Page :
http://www.eng2.uconn.edu/~jason/mepbm.html
Lucinda Gainey's 2950 Info:
http://www.io.com/~lucinda/mepbm/