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COC26

NIC74

AIA25

OR5

SOP26

TC4

TC3
 


This game has begun, and is no longer accepting start-ups




Contents

  • Game Details
  • Module Information
  • Adventures
  • Module Errata


  • Game Details

    This game will not fill to 100, it is intended for experimentation, solo play or more casual play. If you are looking for a 'hardcore' game, wait for the next game.

    Unlike all other games, I will give assistance to players who request assistance. I will do so in order to make the game more fun, or in line with any role-playing that occurs.

    Players may run two positions at once. They must be of the same racial type (Twilight, Iridescent or Darkland). Only one may be a pop based setup. If you join the game with two positions, you must continue to run two positions for at least 12 months. During the first year you may NOT drop one of them and continue with the other. If one position joins a faction, the other must too.

    Character Rolling Thunder is not banned.

    Overlord: CBBAAA One Guild Str 12
    Mercenary: DBBB One Guild Str 12
    Adventurer: DBBBBB
    Hero: EC





    Module Information

    There will be no TechnoMages, TechnoKnights or TechnoCrusader positions.

    There will be no initial alliances, nor Covert clashes.

    There will be no factions, Lone Wolves or Victory Conditions.

    (Hence ignore pages 56-66!)


    After a period of time, I may introduce fun clashes or fun votes. This will depend on the size of the game and player interest. There may be a couple of light hearted plaques up for grabs if it seems appropriate.





    Adventures

    Adventure 2500
    Be a Mercenary or an Overlord Main inside your own starting location during the first month. Be race 201-240. Target a slot of unequipped troops in your starting force. That slot of troops should be of the same race as your main character. Once per character.
    Gain - 24 towers, 8 gatehouse, 14 keep, 2 moat, 2 ditch and the title 'Military Architect'.
    The slot will be transformed into 1 urban militia.

    SA 2500
    Email the GM, naming the force and slot. Add 999 troops to the above slot.

    Adventure 2501
    Be a Mercenary or an Overlord Main inside your own starting nomad camp during the first month. Be race 241-260. Target a slot of unequipped troops in your starting force. That slot of troops should be of the same race as your main character. Once per character.
    Gain - 150 Wagons, 2400 Food, 300 Iron, 300 Lumber. Note that the adventure gives the Main character the goods. They are not placed into the Nomad Camp.
    The slot will be transformed into 1 caravan militia.

    SA 2501
    Email the GM, naming the force and slot. Add 999 troops to the above slot.

    Adventure 2502
    Be a Mercenary or an Overlord Main inside your own starting force during the first month. Target your starting pop-seg. Once per character. Gain 250 broadswords; 250 javelins; 250 small laminated; 175 medium laminated; 100 large laminated and 2000 crowns. Note that the goods are given to the Main character. The popseg will gain 250 unskilled.





    Module Errata

    Pg 16
    Special action 4101 - 'to what ??????' should be replaced with 'to the religion's spell list'

    Pg 27
    Koros religion
    Replace 'no favoured race' with 'no initial favoured race'. The favoured race gets mana recovery + 2.

    Pg 29
    Adventure 141 - the sponsor need not be of Koros (be any priest lvl 20). The sponsor will be converted to Koros.

    Pg 34
    Adventure 157 - lose 2 cinderoak.

    Pg 38
    Adventure 166
    'Mandrake potions' do not exist... requires 1 mandra potion - item 400 (not 1 mandrake - item 423).

    Pg 57
    'that religion may not make declarations' should read 'these religions may not declare blood enemies'.

    Pg 70
    Adventure 2757
    The prisoner is consumed.

    Pg 72
    Adventure 2768
    Belladona does not exist... replace with belladon.

    Pg 75
    Adventure 2774 - mislabeled as adventure 774.

    Pg 77
    Adventure 2400 no longer gives title 2400, instead title 2400 is required (the GM will add this at game start). The adventure also gives 2 silver, silverleaf and 1 apprentice ring (item 2405) which gives 9 free mana to the runepower spell.

    In the Koros spell list
    123 Summon Relzablab
    124 Summon Zenobar
    125 Summon Garcontha
    are level 4 spells, not level 3.


    Copyright 1994 - 2013 Harlequin Games