From the Mouth of Sauron Date: 03-31-97 Issue: E-48 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 - crazymax@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 Well, believe it or not this issue is actually on time. Although the 03-31 issue will actually go out on 04-02, it was, in essence, completed on the 31st as promised. Ain't that something? I learned not too long ago from Patrick McGehearty that Brian and I have edited over 63,000 lines of text since the Mouth started. That's a rather impressive amount of reading, and an even more impressive amount of writing. In light of this remarkable revelation, I'd like to take this opportunity to thank all of those people who've contributed to past (and present) issues for allowing us to reach this amazing number. Never did I think, when I was putting together issue #1, that the Mouth would ever go so far as it has. And just in case you're wondering, we've beat a great many other ezines completely to death on word count and survivability, despite the fact that we cater to an admittedly tiny section of a relatively unknown and somewhat bizarre hobby. Persistent chaps, we pbm'ers. All of this despite my penchant for forgetting' to publish on a regular basis.... Long ago, in days obscured by foggy memories and advancing senility, I once informed you all that Brian and I were working on a pbem game that focused entirely on the War of the Ring itself. We centered on the idea of making it work as a board game and then converting the elements into a pbem format once everything fell together'. Well, we finished the primary elements of the game some time ago (nearly a year ago, actually) and held off only on the finishing touches. Indeed, we even found a properly friendly user interface and a host/player method that worked quite well for pbem directed via a parent company. From that point forward only (I say only' in a most humble fashion here) the programming elements themselves were left to do, and we put a halt to development due to certain copyright problems that arose. As in, we didn't have the copyrights and were concerned that our game, if coded, might end up dying an ignoble death on a back shelf somewhere, never seeing the light of day. Damn thing already took up enough time without spending oodles of programming hours on something that wouldn't be played. However, the experience was a mighty enjoyable one, working with Brian, and I'm planning to do an article or two on the making of a pbem game' to excite a few comments. The first article was to appear here, but as we already have a large enough Mouth, I'll hold off until next issue. Just wanted to let you know that War of the Ring' didn't fall into the bowels of the earth and that you'll be hearing about it soon. And I'm also not-so-subtlely encouraging those of you who've done the same to do an article or two of your own on the subject.... Enough rambling. Enjoy! Tom Encounters ========== From Dennis DeYoung ------------------- In a recent turn in a ME-PBM 1650 game, my brother had two armies at the start of the turn and an emmie of his recruited Itangast the dragon. It provided an interesting and clear data point. Itangast did not go to the army with the most troops, highest moral, or highest command rank commander (C60). He went to the little army with bad moral, no training, and a C30/M60. I've always seen the dragon go to the highest net rank character (possibly the highest challenge rank?) who happens to be commanding one of that nations armies. I'm waiting for a situation to arise in which artifacts would affect which army the dragon joins. From Tony Zbaraschuk -------------------- Just a note to help fill in one of the blank spots on your dragon listings: 1650 game: Cardolan agent tried offering TWO artifacts to Turukulon; the dragon said "I might have taken those if you'd had them", but he didn't, and Turukulon flamed him down to 1 health point. I suppose this falls under injured/killed, but one of these days I've got to try it with somebody who actually HAS two artifacts and see if it works. (And also from Tony....} Amon Hen and Amon Lhaw still exist in the Fourth Age. I tried nation Ids on each of them and got no response, but then that apparently happens in the earlier games as well sometimes. Guess I'll just have to try again... The Giant encounter has been altered in the Fourth Age. Here's mine: (Emissary) was startled from her night's rest by a loud pounding noise. The noise seemed alarmingly near and sounded like it was coming closer. She scarcely had time to stand and ready herself for combat before she saw an enormous man approaching her camp. "Giant" was the first thought that came to her mind as the creature reached the edge of the camp and stopped. At least three times as tall as a man it stood. An end of a tree trunk rested lightly on its shoulder, the other end being encircled by a hand the size of a barrel. The huge man said something in a deep, booming voice but it had no meaning to her. ATTACK the Giant OFFER food Declare your ALLEGIANCE REQUEST the Giant to leave INTERROGATE the Giant for information THROW a rock at the Giant. Say ___________ (only one word) FLEE My emissary (FP) fled, and got away unharmed. But there are several new options as compared to the Mouth listings for the Third Age encounters; one wonders what they might lead to. If my emissary had been an E30 rather than an E60, I might have tried one of them in hopes of recruiting the giant. (Probably OFFER food as a first choice, since it doesn't look like the giant knows any languages I do...) From Judi Perry --------------- Here is some interesting (I hope) dragon info. Klyaxar can recruited by a Dark servant by acting HAUGHTY. As Harad one of my mage emissaries found an ancient barrow. Successfully removed the runes and died in the fight. She was a 50 mage and a 30 agent. From Carlos Afonso Ferrer ------------------------- This is the encounter with Smaug in the lonely mountain in the 2950 scenario. I'm Dark Servant and my character is mage 50 with a 500 combat artifact. Im sure more characters have tried this encounter before in this game, as an important artifact is there and several rumours where heard for some time. Still, i guess none gave the right answer as the artifact and the encounter are still there. SMAUG: It was during the afternoon that she first noticed the small passage leading into the mountain. It was partially hidden behind some boulders and it was only blind luck that she tumbled into it. Wondering where it led, xxx 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 she slowed her pace. Loocking through a hole in the wall ahead, she 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, she could see what looked like glowing objects and jewels of all types heaped in glorious piles reaching to the top of the cave. At the very top, two huge shields which looked to be made of solid gold caught her attention. Suddenly shivers ran down her back as the shields opened wide and she was looking into the coldest set of reptilian eyes that she had ever seen. "WHERE ARE YOU, LITTLE WORM, THAT YOU SHOULD DISTURB MY SLUMBER?" The voice boomed across the intervining space as Smaugs indredibly huge head lifted from the pile of jewels and slithered quickly around within a few feet of the awestruck her. What should I do, she thought frantically. Should she... Speack SAURON's name and use it to get the dragons obediance APOLOGIZE for the intrusion and try to leave ATTACK the dragon and take all the treasure Tell a STORY about how she got lost and how it wont ever happen again OFFER the dragon money or artifacts to let her go BOW down before the dragon and acknowledge its awesome presence FLEE Late breaking news... Carlos BOWed and escaped eds. From Larry Bundy ---------------- Just some added info for your files. Woodman agent encountered Uruial at 2409 and responded with Name. She died. Woodman agent encoutered Klyaxar at 2617 and responded Thousand. Knocked down to one health point but lived! Throkmaw joined Woodman army. Woodman moved army. Moved army second turn and dragon left. Technically stayed with the army less than two turns, bummer. Any one else with stats on how long they hang around? This is the shortest stay I've enountered. Should have some stuff soon. I think the lack of info isn't due so much to hoarding as it is to sticking with -known- encounters. No adventurers left out there like at the beginning. Later... From Erik Gunderson ------------------- The advice I have received regarding both the Pukel encounter and the Skeleton/Door/Mirror encounters is to ignore the encounter and attempt Find Artifact. This worked with Elrond (70 mage rank) Ring of Wind/Skeleton&Mirror and with Pelnimloth (35 mage rank) E Voronwe/Pukel. In the same game (within one turn of Elrond!) Elladan of the Rangers got the Skeleton & Mirror for Ring of Curufin. His first attempt was to pick the lock on the door, which resulted in empty, rotting chests. The following turn there was no encounter to react to, but he found Curufin with Find Art at mage rank 10. 2950 Ruins Encounters: I deliberately moved into the ruins hexes in NW with my Noldo characters to try and get the gold from the spirits. My success rate has been about 40% get gold, 60% spirits attack, escape with minor/no wounds. Miscellaneous Items =================== From Brian Lowery ----------------- >From Jeff Hyde Neutral imbalance... (Snip) "Perhaps to avoid situations like the one described above, GSI should enforce a 3/2 rule. The first 3 neutrals to choose a side get to play with that side, the remaining 2 are forced to play the other. This would force the neutrals to take a more active role in deciding which way to go. They could not just sit back and wait. If they wait too long, they get stuck playing with the jerks. And who wants that?" Any comments or suggestions? Jeff I agree it would be good to see the neutrals encouraged to have a more active roll in deciding which way they will declare. The 3/2 rule is interesting but I fear it would result in some drops if it were forced upon players - a little encouragement however: Some ideas: 1) Reward Neutrals for joing early. Example Loyality increases, gold infusion for poor nations like the Rhudar, perhaps a pop-center. This is wide open. [Tom's note: I once suggested, long ago, that neutrals who remain neutral after x number of turns start losing vp's - say, 10 points per turn. Each turn that passes makes it that much more imperative that you declare, if you wish to place in the game.] 2) Penalize neutrals for joing late. Loss of loyality, (say for opportunities lost), general nation unrest. more ideas? 3) Reward specific nations to join one side or the other. Example: Victory conditions: Join the FP 100 points. The game could have balance built in here. With perhaps the Rhudar, Easterling and Corsair encouraged to go DS and the Harad and Dunland encouraged to go FP. Perhaps the Dun, Rhudar and Harad DS and the Corsair Easterling FP several combinations could be played with. In any case these would only be incentives and with the communications it may create some early and balanced alliances amoung the Neutrals. 4) Would like to see GSI completly disallow players joining together as neutrals. Is there an example out there where two players joined together as Neutrals and they have not joined the same side? Generally like you Jeff I would like to see the game encourage the neutrals to join one side or the other in an balanced fashion without eliminating diplomacy. Hey guys how about starting another MEBPM wish list? 1) How about giving some of the troop types like archers, MA, LI some value. MA (Always fed) AR (First strike) LI (Who knows) Perhaps changes here could be related to race. Why not make elves better archers and Dwarves better have better Heavy Infantry... 2) How about increasing the value of the mage in an army by increasing the offensive/defensive value of combat spells. There value is important in 2950 as the armies are considerably smaller but the spells are a quite watered down in 1650. 3) How about a setup turn in 1650 and 2950 like the fourth age game. It would be nice to calulcate the value of the nation (based upon 4th age point system) allow the nations to configure themself in a limited way. Just enough so all the information about the other nation would not be known. Move a few pop-centers scramble a few character points/names and change some of the nation abilities (even just one). All in a limited fashion to keep the flavor of the game but make the players deal with a few unknowns. 4) How about that nifty move map order from fourth age in 1650 and 2950. I have lots of ideas as I'm sure most of you do. Lets hear about them. Most importantly lets let GSI hear about them. Pretty sure they're listening. From Erik Gunderson ------------------- Responses to: Perceived Problems with the 4th age scenario (Darrel Shimel) My 4th age experience is from game 7 (all email) now on turn 12. 1) Character imbalance toward the Good. Actually, I believe the imbalance is toward Mannish nations. They can buy 60 pt emissaries, which appears to be key for economic development. My nation design was DS, Non-human (to buy a starting 60 pt agent) and an SNA of create 40 pt emissaries. I started with 2 40 pt emissaries, planned to name 2 turn 1, 2 more turn 2 and be rolling out 6 camps a turn on turn 4. Wrong! There are so many 60 and 50 pt emissaries out creating camps that mid 40 characters fail 50% of the time. You hit the pop center limit between turn 6 and turn 10. Mannish race buying 2 60 pt emissaries can create a large long term economic advantge. On the other hand, buying a 60 vs 50 pt agent is no big deal thru turn 10. Both can steal gold against an enemy, and early assasination didn't come up, even though we had a big 3 vs 4 nation battle right off in Mirkwood. I easily ran up my 30C/20A to 50C by sticking him in the army. 2) Artifact hunting imbalance toward the good. It takes a huge effort to run down artifact id's. Best way to get artifacts is laying down camps and getting the random encounters. Through turn 12, artifacts are not affecting the flow of the game. 3) Starting Pop. Center conflicts In Game 7, almost everybody started in the north. We had 6+ nations in the Misty Mtns and Fangorn, 2 in north Mirkwood, 4 in Rhovannion. Only 1 in Mordor, 1 in Khand and 1 in Umbar. 3 or 4 in the Gap of Rohan. Nation placement is likely to be very lumpy. Did the playtesters notice a northern bias to nation placement? I really wish I had put Olbamarl first instead of second, would have been all alone in South Mordor! Re Darrel's concerns: you can end up cheek by jowl with another nation. Unless you pick exactly the same capital hex, you'll probably have an in your face neighbor instead of getting bumped. Advice to a New Player ====================== By Patrick F. McGehearty This following discussion was written in response to a request by a newbie for advice on how to use agent companies effectively. This discussion focuses on agents who are ready for killing, which means they have an effective agent skill of over 65, including artifacts and nation bonuses. To understand how to use active characters such as agents best, it is important to have a firm grasp of the order sequence. Order sequence: Challenges go before any agent actions Assassinate is before Kidnap Movement is after assassinate, but before scouting Scouting is at the end of the turn in the new location. So your companies will "Move & Scout" or "Kill & Move" in general. Challenges can stop the agent cold if he loses the challenge. Avoid that problem by either having a high challenge, refuse challenges, or keep moving so they don't know where you are. Assassinate guards and then kidnap an army commander so the guards can no longer interfere. Sample Methods: 1) Overwhelm them with power - agent company that consists of: a) company commander who also has a very high challenge rank - typical order: challenge and move (remember you can't challenge an army commander unless you are with an army) b) scout - either from a nation with scouting bonuses or has a very high natural agent skill (i.e. over 70) typical order: refuse challenge and scout for chars c) assassin - agent skill over 65 typical order: refuse challenge and kill or kidnap (kidnap is harder than killing) d) assassin - same as above e) assassin - same as above (could have more or fewer assassins) This company is very effective in locations known to be hot beds of activity, since it can find and kill several people every turn. The drawbacks are: I) Need a high challenge, good scout and several assassins - hard to come by in the early game. ii) Waste of lots of characters if hex happens to be empty iii) If any characters in the company are doubled, the enemy can track the whole company. iv) A prime target for enemy curse squads - if they can curse the commander, they can also get someone else the following turn when the company failed to move. v) High rank characters (i.e. high challenge) are more likely to show up in popcenter reports. 2) Same as 1, but no challenge character Company Commander does refuse and move every turn Advantage - does not need valuable high challenge character to form. Options 1&2 are good for major army areas, such as the Gondorian front where the army commanders are likely to be guarded. Here you want to challenge or assassinate the guards before kidnaping the commanders, so the guard does not have a chance to interfere. For more spread out fronts, you may not want to spend so many resources at a single place. 3) Same as 2, except only one assassin. Lower cost of characters, but only one kill per turn may be expected. Good for secondary targets, not as likely to be doubled or targeted by curse squads due to smaller size. 4) Mini-company - scout is also company commander, one or two killer agents. Fast moving approach: commander moves and scouts every turn. Drawback - if commander is challenged and loses, company is in trouble. No challenge approach: commander always refuses and moves or refuses and scouts. Drawback - moving slowly reduces targets and allows enemy better chances to catch you. Advice: don't always do one or the other, but favor mobility. 5) Solo agent - low cost option, especially when you want to spread confusion and spoil the enemy's plans in unpredicable ways. Don't go solo into a enemy capitol if they are known to be either an agent power or have high challenge characters. Move&Scout, then Kill&move if you are aggressive. Rfs&Move,Rfs&Scout,Rfs&Kill if you are cautious. There are other options, but you may notice the emphasis on keeping moving. If you stay in the same place, you will become a target or the enemy will run away. Only in a few places (such as the Gondorian front) will that not happen. In that case, the Free have to keep sending in armies to keep back the Dark forces, and the Darks can place many agents to keep then Gondor's off balance. By the way, the above is only the most general of ideas. In actual play, a key thought is "don't be predictable". In my play, I'm always trying to think of new variations to avoid being too obvious. Sometimes these ideas fail badly, and other times they work great. You'll have to experiment on your own to become a truly great user of agents. Unnamed Fiction =============== By Tony Zbaraschuk The following is a short story from MEPBM game 261 (a just-starting team game which is turning out to be a lot of fun. I'm Dunland, in case you couldn't tell.) Perhaps the readers of the Mouth might enjoy it... The musical duel was in its fourth day, and Eribhen had long since exhausted Larach Duhnnan's entire supply of willowbark tea, along with its entire supply of laudanum. Enion had made serious inroads on the wine (a gift from Thranduil) and Aonghas had been stuffing wax in his ears since sunrise. None of it really helped. "Can't those tuba players at least blow in _unison_?" the Protector of Dunland bellowed, wishing he could follow Daonghlas' example and discover something in Arailt that needed a Council member to deal with. "Ah, I believe they're trying to," the Court Scribe replied, "but they keep getting tripped up by the harpers' trills. Angulion is said to be _most_ upset." "That they can't follow a tune despite problems?" "Ah, er, um, -- that they don't use the tubas to brain the harpers. Seems he had some lead weights specially placed in the tubas for just that event." Eribhen pushed her way through the door, muttering something about the failure of sonic cantrips due to excessive atonality, then taking her place at the table. "How goes the voting, Raonull?" "Well, the ambassadors have just about finished their speeches, their rebuttals, their rebuttals to the rebuttals, and their re-rebuttals. We still haven't heard from the Stonehead Dwarves, or the Southern Islanders, or the --" "Cancel the Southern Islanders!" Aonghlas shouted. "They're not going to be involved, and they certainly can't transport troops by canoe!" "All right, I'll take them off the agenda. After the re-re-rebuttals, we have a procedural vote on the order of voting. Before we can get to that, though, the Woses want to introduce voting by clan instead of by head--" "AARGHHH!!" Eribhen's shriek briefly silenced even the bellowing tubas outside. "We had a _civil war_ over that not so long ago. Why are they bringing that up _now_?" "Er... I think they've been listening to the Silvan Elves talk about proportional voting outcomes and the liberation of the oppressed classes, and they took it from there." "Can't we rule that motion out of order as not germane to the primary question?" Aonghlas inquired. "Then promise the Woses some additional scholarships to the Dunnish College of Information Acquisition -- we need more of them working for our intelligence agencies anyway." "I think so," Enion said, "but Elharian tells me that the Forester's Guild is planning to introduce a rider supporting timber export subsidies. They think they can double their income by exporting to the Lindon shipyards." "If half their cost is paid by taxes, of course they can," Eribhen snorted. "But if they want to subsidize Elvish shipbuilding, I'm going to have to push the measure for increasing bronze imports from Morannon. We're not mining enough metals to equip an army and -- " "We're _certainly_ not going to subsidize Mordor's armaments program either! You know as well as I that ninety percent of those 'export fees' are really for lining Gothmog's pockets." Aonghas was pounding on the table, red-faced, and Enion had to physically restrain him to restore order. Outside, the tubas blared in ironic counterpoint to a sweeping harp measure. "The bronze bill goes to committee -- Raonull, see that it goes through the Works Committee first." "But, my lord, Daonghlas is the chair, and he's in Arailt." "Precisely. I am _not_ going to let smaller measures sidetrack us from the primary bill. See if you can bypass the vote on voting order this time; we wasted enough days on that nonsense last time. The voting order hasn't been changed since my great-grandfather's time, and it won't change this time either. Then hurry the ambassadors through as quickly as decently possible, and move the vote before Elharian can rally enough support to pass another debating amendment." The Protector of Dunland rose to his feet. "Meanwhile, both of you, keep your supporters from playing those musical duels after moonrise. Next time I'm woken at midnight by a tuba solo outside my bedroom window, or given a starlight serenade by a harpist who keeps missing strings, I'm going to declare martial law and enroll everyone with a musical instrument in the Dunland Charioteers' Marching Band. Then I'm going to send them on a benefit concert to Armenelos." "But, sir," Raonull said in a tiny voice, "Armenelos sank into the ocean with Numenor eighty generations ago." "So?" Enion retorted as he stalked out the door. Fourth Age Information File =========================== Compiled by Brian Mason The fourth age scenario has many more variable and random elements than any of the other scenarios. For this reason, the static data set is much smaller. Following the same section numbering schemes as the other general info files are what I know regarding 4th age artifacts, encounters, dragons, and riddles. The following is based on my information in games 1 and 7 of this scenario, so this is, to a great extent, an rfi. That is, a request for information to the readers of "From the Mouth of Sauron." Subsequent versions of this will not contain specific requests for data, and will be available via anonymous ftp at the "From the Mouth of Sauron" ftp site : ftp.chara.gsu.edu in subdirectory mouth. Please send additions and corrections to Brian Mason (mason@chara.gsu.edu). Thanks, Brian --------------------------------------------------- Middle-earth Play-by-Mail Miscellaneous Information - 4th Age Scenario --------------------------------------------------- 1. Nations *** The only thing similar to the other two scenarios with regard to the nations are the two kingdoms. What is known about them is provided below. 1.01 The North Kingdom Special Advantages (19) Build fortifications at half timber cost. Population Centers Hex Size Fort. Docks 1108 Major Town* Keep 1407 Tower 1409 Tower 1609 Tower 2119 Tower 2121 Tower 2212 Tower 1.02 The South Kingdom Special Advantages (19) Build fortifications at half timber cost. Population Centers Hex Size Fort. Docks 2227 Tower 2438 Tower 2527 Tower 2715 Tower 2924 Major Town* Keep 2927 Tower 3024 Tower 3124 Tower 3221 Tower 3423 Tower 3. Artifacts 3.01 New Artifact List *** To save space, only artifacts which are unique to the 4th age scenario are included here. Artifact Name Known Properties Alignment Anduril Black Scale Black Staff Blue Bow Cloak of Valacirca Dain's Axe cbt+ 750 good Durlachiel E Thrond Ironfoot's Hammer cbt+ 500 K'Prurian Battle Mace Mirlammenrim Ring of Soul-taking ma + 20 Ring of the Witch-king st + 25 evil Robes of Loil st + 30 neutral Sauron's Javelin cbt+1500 evil 3.02 Fixed Artifacts *** These artifacts are fixed at game start in position of the two kingdoms and non-player characters (when known). Artifact Name Known Properties Alignment Owner Silver Rod of Anduni co + 25 good North Kingdom Palantir #1 scry neutral North Kingdom Palantir #2 scry neutral North Kingdom Palantir #3 scry neutral North Kingdom Ring of Barahir co + 35 good South Kingdom Anduril ???? good South Kingdom Palantir #4 scry neutral South Kingdom Robes of Loil st + 30 neutral Alatar 4. Encounters *** Unlike section 3 above, this section contains a complete listing of all known 4th age encounters. In my games I have tried to ascertain which encounters are active. For those of you of like mind, While issuing order (210) can provide some data, the best way to do it is a mage casting Perceive Nationality, Perceive Power, and/or Scry Character. *** Missing Characters and Artifacts: Note that these encounters reflect the destruction of the One Ring at the end of the Third Age and the subsequent events. For example, the characters Galadriel, Elrond, and Gandalf (along with their artifacts) are gone. Of note is that Cuiviegurth and Calris (two artifacts associated with Durin's Bane) are still in the game (could this mean that there is a Balrog encounter?). An error is that the hexes of Lothlorien still have year-round warm weather, despite the absence of Galadriel. *** Possible encounters: These have been classified as "possible encounters." That is, they are valid character names following a 210 (IssPers). It is possible that they are simply other nation characters. Further information is needed, either through direct encounters or through mages casting Perceive Nationality, Perceive Power, and/or Scry Character. Cirdan Daeron Shelob Alatar the Blue *** Other possible encounters: These are possible encounters which have not been verified via a 210 (i.e., I haven't got around to it yet). Enna San Sarab Slyardach Tom Bombadil Sauron Vampire Celgor Radagast Demon of Aglarond Durin's Bane Caran-Carach Palandro Harper Gandalf Saruman Elrond Gollum/Smeagol *** Not encounters Galadriel Celeborn Balrog [Tom's note: late addition - the Balrog is indeed in the Fourth Age game. I know from person experience.] *** On unavailable hexes: The locations of the "unavailable hexes" can give clues as to fixed encounters based on a little knowledge of Middle-earth. Below are my guesses, which can/will be modified by experience. 0916 Woses? They were found in this area in the 1650 game. 0710 Cirdan? He probably remains at the Grey Havens. Verified as a character via IssPers. 1109 Hobbits? 1110 Hobbits? 1209 Hobbits? 1210 Hobbits? 1323 Woses? 2823 Woses? *** Note that while many of these encounters are superficially quite similar to 1650/2950 encounters, the options are often more extensive and the results seem to vary. 4.01 Army Encounters (Free Peoples) Description: army encounters beneficial to the Free Peoples include Eagles. Location: Eagles are found in the Misty Mountains, especially along the northern range. They can also be encountered in nearby hexes. 4.01.01 Eagles: Called the Arthorotur Eagles here, they provide a recon. The nature of their combat bonus is unknown. 4.02 Volcanos Description: A volcano which erupts? Locations: mountains (2308) Notes: earthquakes result in fear and then a public celebration when nothing happens. The encounter mentions rumors of volcanos, but as a result of the celebratory feasting loyalty went up 19 points. This is probably a variable encounter. This represents a possible outcome. Further data is needed. 4.03 Dimrill Dale Description: Mirrormere, a large lake. Locations: 2312. Notes: This does not seem to have the special benefit afforded Dwarves in earlier scenarios. Wailing spirits are encountered with no effect for good or ill. 4.04 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 FP NN DS attack PHYSICALLY attack MAGICALLY REMOVE the item STEAL the item WAIT Declare your ALLEGIANCE Say _________ FLEE escape 4.05 Enchanted Pool Description: a magical pool wherein the character sees many scenes from the past, present, and future. Locations: seems to be anywhere. Options FP NN DS DRINK from it WATCH SAY (one word) SAY COLBRAN combat SAY ELBERETH combat LOOK away STEP into it no effect CAST a spell FLEE no effect 4.06 Giants Description: Character encounters a Giant who attempts to speak to him in an unknown language. Location: anywhere, but usually mountain or rough hexes. Options FP NN DS ATTACK the giant OFFER food Declare ALLEGIANCE Request giant leave INTERROGATE giant THROW rock at giant OFFER the giant food SAY (one word) FLEE escape 4.07 Ancient Barrow Description: find an ancient barrow inscribed with runes. Location: anywhere. Options FP NN DS BASH open the door OPEN the door CHALLENGE guardian DIG through mound REMOVE the runes FLEE combat Notes: this might be part of GSI's effort to discourage lone emmissaries. In other scenarios, flee was a valid escape however it toasted my 84 emissary. 5. Dragons *** I have no idea which of the following dragons are in the 4th age scenario. Given the more or less equal starting point of nations the "play balance" necessity of the nuclear weapon (i.e., dragon) is no longer valid. Therefore, there is no need to have them in the game since Smaug was the last of the great dragons. Hmm. I wonder if GSI got it right? For those of you who are interested in verification, I provide below a list of the names of dragons. Ando-Anca Aivnec Angurth Bairanax Corlagon Culgor Daelomin Gostir Itangast Kuuzadrepa Klyaxar Lamthanc Leucaruth Lomaw Nimanaur Ruingurth Scatha Scorba Smaug Throkmaw Turukulon Uruial 7. Riddles *** It is uncertain whether these riddles are specific to this scenario or part of a more generalized "riddle database" which can be called by any of the three game engines. For the moment, 4th age riddles will be kept here. If is seen later on that these are found in other scenarios they will be added to the master riddle list in the mepbm.1650_info file. 7.95 The war of the third which brought about the end of the rule. A war most civil where fleets were the tool and the deaths of kings were frequently heard. Answer: Kin-Strife 7.96 Glowing with blood both morn and night cruelty high within its sight. Its gate, its pass had reputation dire so was the lore of this dreaded spire. Answer: Unknown. 7.97 Fools fear. Deaf men hear. Miser's offering. Desired by Sauron more than the Ring. Answer: nothing 7.98 A man it was that gave dwelling places to these, those who comprised the same of different names, A name given in Eldar lore for those who did not repose In a land blessed by those who came. Answer: Unknown. If I ever become an Evil Overlord ================================= By Dennis DeYoung 1. My legions of terror will have helmets with clear plexiglass visors, not face-concealing ones. 2. My ventilation ducts will be too small to crawl through. 3. My noble half-brother whose throne I usurped will be killed, not kept anonymously imprisoned in a forgotten cell of my dungeon 4. Shooting is _not_ too good for my enemies. 5. The artifact which is the source of my power will not be kept on the Mountain of Despair beyond the River of Fire guarded by the Dragons of Eternity. It will be in my safe-deposit box. 6. I will not gloat over my enemies' predicatment before killing them. 7. When the rebel leader challenges me to fight one-on-one and asks, "Or are you afraid without your armies to back you up?" My reply will be, "No, just sensible." 8. When I've captured my adversary and he says, "Look, before you kill me, will you at least tell me what this is all about?" I'll say, "No." and shoot him. 9. After I kidnap the beautiful princess, we will be married immediately in a quiet civil ceremony, not a lavish spectacle in three weeks time during which the final phase of my plan will be carried out. 10. I will not include a self-destruct mechanism unless absolutely necessary. If it is necessary, it will not be a large red button labelled "Danger: Do Not Push". 11. I will not order my trusted lieutenant to kill the infant who is destined to overthrow me -- I'll do it myself. 12. I will not interrogate my enemies in the inner sanctum -- a small hotel well outside my borders will work just as well. 13. I will be secure in my superiority. Therefore, I will feel no need to prove it by leaving clues in the form of riddles or leaving my weaker enemies alive to show they pose no threat. 14. I will not waste time making my enemy's death look like an accident I'm not accountable to anyone and my other enemies wouldn't believe it. 15. I will make it clear that I _do_ know the meaning of the word "mercy"; I simply choose not show them any. 16. One of my advisors will be an average five-year-old child. Any flaws in my plan that he is able to spot will be corrected before implementation. 17. All slain enemies will be cremated, not left for dead at the bottom of the cliff. The announcement of their deaths, as well as any accompanying celebration, will be deferred until after the aforementioned disposal. 18. My undercover agents will not have tattoos identifying them as members of my organization, nor will they be required to wear military boots or adhere to any other dress codes. 19. The hero is not entitled to a last kiss, a last cigarette, or any other form of last request. 20. I will never employ any device with a digital countdown. If I find that such a device is absolutely unavoidable, I will set it to active when the counter reaches 117 and the hero is just putting his plan into operation. 21. I will design all doomsday machines myself. If I must hire a mad scientist to assist me, I will make sure that he is sufficiently twisted to never regret his evil ways and seek to undo the damage he's caused. 22. I will never utter the sentence "But before I kill you, there's just one thing I want to know." 23. When I employ people as advisors, I will occasionally listen to their advice. Last Word ========= From Brian Mason Just three short items from me: Is "News from the Net" useful? I've spent a fair bit of time in the past putting it in a digest form, but is it at all useful to you? I can continue producing it, but am unaware of its value. As most of the readers who receive email presumably have access to usenet, I will cease doing this unless their is a hue and cry. You'll find above a new "bare bones skeleton" of a 4th age info file. Please, those of you that can, make contributions! Finally, a congratulations to Brian Lowery, Steve Latham, and their friends on their victory in me-pbm 1650, game 251. This makes the third time that they have "cleaned my clock," and while losing is no fun, the challenge that they provide me always is. Rarely do I find losing so enjoyable. Also, thanks to my freep allies who were yeoman-like in their team spirit. I enjoyed working with you! Until next issue... Brian Mason