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Re: Playing Warhammer Quest in Middle Earth


quote:

Sardaukar74 wrote:

Hey Old Warrior, ideas for your next project: a LARP-type version of Warhammer Quest. Wielding a heavy sword and climbing out of pits should provide some workout for you emoticon

No seriously, congratulations to your weight loss!!



Thanks! But, I have sort of a bad news, good news... I have not lost any more weight in about 1 and 1/2 months, but I HAVE NOT gained either! So, I think the good news out-weighs the bad in this case. From what I hear, the biggest battle is keeping that extra weight off. Yet, I have not given up on that last 20 to 30 pounds that needs to come off.

~ ~ ~ LOTR DEVELOPMENT ~ ~ ~
(This much {and more} completed BEFORE this current topic in this forum was started.)


What follows is just to give LOTR fans an idea of how things are going. Suggestions, if any, will be carefully considered (they ARE always welcome), but I plan to keep my focus and to not get bogged down with trying to hash everything out to everyone's satisfaction. I would encourage anyone and everyone with the inclination to customize further for your own games. emoticon

See the three tables below which I have so far created for Level 1 of LOTR in WHQ. They may or may not be complete (as far as my work... I also know they will never have everything anyone could want in them). I will not include the stats at this point. That will wait for "final" unofficial publication -- especially since I am still working on them, at least trying to... emoticon I eventually hope to get everything into a pdf. My goal is to have at least all the monster tables and matching "beastiary" (I might need a better term for that.) and Special Rules section which will fully explain all custom rules added for this project.

By the way, I DO plan to carry over some of the greenskins, critters, and undead from WHQ to LOTR -- without a lot of modifications, in order to minimize my work. Having said that, and knowing me (emoticon), I will likely modify many things to make them more interesting and/or more LOTR-ish. Some of these carry-over monsters will more likely be patterned after the custom changes as found on the ]Chronicles of the Old World and Beyond site.

~ ~ ~ LEVEL 1 TABLES ~ ~ ~
(in their beginning stages)



Lord of the Rings: Bosses, Minions, & NPCs Level 1*
 
11 1 Amdur, Lord of Blades
12 1 Aragorn
13 1 Balrog
14 1 Beorn; 1 Beorn (Bear Form)**
15 1 Bilbo Baggins
16 1 Bolg, The Great Goblin***
21 1 Boromir
22 1 Elrond
23 1 Eomir; 1 Eowin
24 1 Faramir
25 1 Gandalf, the Grey
26 1 Gildor
31 1 Gimli
32 1 Glorfindel
33 1 Gollum
34 1 Gorbag
35 1 Grishnakh
36 1 Gríma Wormtongue
41 1 Gwaihir Lord of Eagles
42 1 King of the Dead
43 1 Lady Galadriel
44 1 Legolas
45 1 Old Man Willow
46 1 Radagast
51 1 Radbug
52 1 Saruman
53 1 Sauron
54 1 Shagrat
55 1 Shelob
56 1 Smaug
61 1 The Mouth of Sauron
62 1 The Witch King, Lord of the Nazgul
63 1 Theoden, King of Rohan
64 1 Tom Bombadil; 1 Goldberry Bombadil
65 1 Treebeard
66 1 Ugluk

NOTE: Several of these will have different stats depending upon which level table generates them.

* This table includes both good and bad characters. I think they are split 50/50. It can be used as a source from which to select for various scenarios, or even as a random NPC/Objective Location Boss/Reinforcements (or whatever) event generater -- rerolling any which do not fit in the current setting of the game. One suggestion would be that a D66 be rolled to determine the boss... and then roll on the appropriate table of the same level if guards or soldiers are needed to accompany the boss (using boss loosely here).

** Beorn (in bear form) is needed to show that having a Black Bear model would be useful for this character for when he transforms ("changes his skin").

*** I have read that Bolg and the Great Goblin were two different characters. I think they belonged to two different time periods. So, I might need to modify this entry. Perhaps, I could make it and either/OR entry, where the GM, or players decide which character is actually used.


~ ~ ~ ~ ~


Lord of the Rings - Monsters Level 1

11 Roll on Level 2 Monster Table
12 1D6+3 Hobgoblins
13 1D6+3 Giant Rats
14 1D6+3 Giant Bats
15 1D6+3 Giant Spiders
16 1D6 Goblin; 1D6 Goblin*
21 1D6+3 Orcs
22 1D3+1 Uruk Hai
23 1D3 Half Troll
24 1D6+2 Ruffian-Slaver Thugs
25 1D6+2 Ruffian-Slaver Archers
26 1D3+1 Ruffian-Slaver Archers; 1D3+1 Ruffian-Slaver Thugs; 1 Ruffian-Slaver Task Master
31 1D3+1 Wargs
32 1D3 Goblin Warg Riders mounted on Wargs
33 1D3 Ringwraith
34 1D6+3 Skeletons
35 1D6+3 Zombies
36 1D6+3 Ghouls
41 1D6+3 Hobgoblins
42 1D3+1 Orc Warg Riders mounted on Wargs
43 1D3 Uruk Hai Berserker
44 1 Feral Uruk-Hai; 1D3+1 Uruk Hai
45 1D3+1 Uruk Hai Crossbowmen
46 1D3+1 Ruffian-Slaver Thugs; 1D3+1 Ruffian-Slaver Archers
51 1D3+3 Giant Rats
52 1D6+3 Giant Bats
53 1D6+3 Giant Spider
54 1 Gigantic Spider
55 1D3 Ringwraith
56 1D6 Goblin; 1D6 Goblin*; 1 Goblin Captain
61 1D6+3 Orcs
62 1D3 Half Troll
63 1D3+1 Uruk Hai
64 1D6+3 Skeletons
65 1D6+3 Zombies
66 Roll on Level 2 Monster Table

* The places where Goblins 1D6 are given twice in the same entry are not in error. The intention is to give the possibility of either the entire number of Goblins having the same type of weapon OR, and the more likely result, of having two different types of weapons present. They could have bows, swords, or spears as I currently have them. Don't worry, other types of Goblins might have other weaponry (at higher levels and, of course, bosses). emoticon


~ ~ ~ ~ ~


Lord of the Rings - Enemies of Sauron Level 1*

11 Roll on Level 2 Monster Table
12 1D6+3 Giant Rats
13 1D6+3 Giant Bats
14 1D6+3 Giant Spiders
15 1D3+1 Uruk Hai
16 1D3+2 Wild Men - Woses
21 1D3+1 Riders of Rohan mounted on Horses of Rohan
22 1D6+6 Hobbit Archers
23 1D6+6 Hobbit Militia
24 1D6+3 Hobbit Archers; 1D6+3 Hobbit Militia
25 1D3+2 Minis-Tirith Archers
26 1D3+2 Minis-Tirith Warriors
31 1 Beorning (Lev 1-2)**; 1 Beorning (Bear Form)
32 1D3 Shade
33 1D6+3 Wood Elves
34 1D6+2 Elf Spearmen
35 1D3+1 Elf Spearmen; 1D3+1 Wood Elves
36 1D3 Faramir's Ranger
41 1D6+2 Ruffian-Slaver Thugs
42 1D6+2 Ruffian-Slaver Archers
43 1D3+1 Ruffian-Slaver Thugs; 1D3+1 Ruffian-Slaver Archers; 1 Ruffian-Slaver Task Master
44 1D3 Uruk Hai Berserker
45 1D3+1 Uruk Hai; 1 Feral Uruk-Hai
46 1D3+1 Uruk Hai Crossbowmen
51 1 Gigantic Spider
52 1D3+1 Dwarf Archers
53 1D3+1 Dwarf Warriors
54 1 Gollum*** (Level 1-3)
55 1 Gandalf, the Grey*** (Levels 1-4)
56 1 Radagast***
61 1D3+2 Wild Men - Woses
62 1 Gigantic Spider; 1D3+2 Giant Spider
63 1D3 Dwarf Archer; 1D3 Dwarf Warrior
64 1D6+2 Ruffian-Slaver Thugs; 1 Gríma Wormtongue*** (Level 1-3)
65 1D3+3 Giant Bats; 1D3+3 Giant Rats
66 Roll on Level 2 Monster Table

* Since I am running a game with a party of Warriors call "The Agents of Mordor", this table is designed to provide them with enemies both from the side of the Free Peoples and from Sarumen's armies. This is especially the reason why Uruk Hai are found in this table.

** In this table, I did not purge some of the level identifiers from the characters' names. This will give some idea of how different versions are being spread throughout the tables.

*** Yes, it IS intentional that I have peppered the regular tables from time to time with some Bosses/main characters. This is experimental sort of... I think it I did it mostly because I saw it done in one or more of the expansion tables of WHQ. Also, this was done with the Event cards of the expansions (think of Luthor, Larenscheld, and the pesky Gubbinz and Growler!). It seems to me that some of these characters are more or less likely to arrive at some of the most unexpected, or even inopportune, times.

I think one will notice that I have sort of toned down some of the quantities of the entries on these tables. I was mostly following the Chronicles' site's example for a bit more balanced tables.

Last edited by OldWarrior, 2/Jun/2010, 8:06 am


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Re: Playing Warhammer Quest in Middle Earth


Now, for a bit of magic. I really did not have much to go on for Dragons, but I know that they have some command of magic in Middle Earth. Mostly, their magic -- at least in the case of Smaug, seems to me to be of the more subtle and deceptive type.


~ ~ ~ DRAGON MAGIC IN MIDDLE EARTH ~ ~ ~


Dragon Magic, & Dragon Magic n+
There is a chance that a Dragon has use of magic. Smaug just has Dragon Magic -- no question. For other Dragons, roll 1D6. On n+, they have Dragon Magic and are worth 1000 more gold when killed.
For Dragon's which have Dragon Magic, roll 1D6 on the table below at the beginning of each Monster Phase to see what happens.
 

1 No Spell -- The Dragon is trying to conjure up something. So, for the moment, he is just thinking about what spell to cast.

2 Shimmering Visage -- The Dragon protects itself with a magical shimmering appearance, making it harder to hit in physical combat. It is at -1 to be hit with anything except spells and magic items for one whole turn.

3 Waking Nightmare -- The Dragon taps into the thoughts of a random opponent and plagues him with the illusion that one of his worst fears has come to life right before his very eyes. For one whole turn, the target is so distracted that he cannot attack in any way (cannot attack, nor use attack spells or offensive items), but the target can move and use defensive and healing magic and items.

4 Conflicting Thoughts -- The Dragon puts strange thoughts into the target's mind, convincing him that one of his allies is actually an enemy. A random opponent must pass a difficulty 8+ Will Power test OR it must attack its nearest ally in hand-to-hand combat (randomly determine if more than one ally is available) in its next turn. If the target cannot reach an ally, then it will use a missile weapon if available.

5 Mesmerize -- The Dragon gazes intently into the eyes of one of his opponents (must have LOS or reroll this result), seizing their mind for a time. The target cannot do anything at all for one whole turn. Each turn thereafter, the Dragon and the target are locked into a struggle for the target's mind. During this time, the Dragon will not attempt to cast any other magic until its hold on the target is broken. To break free of the Dragon's mesmerizing spell, the target must pass a difficulty 8+ Will Power test. Roll this test at the Beginning of the Monster Phase.
 
6 Magical Contest -- The Dragon challenges a single magic user to a contest. The Warrior must be able to cast spells (Yes, a Warrior wearing the Crown of Sorcery is a possible candidate.). This turn the Dragon will use 1D6 of his Attacks for this purpose (using the remainder for physical attacks as usual). This is the number of times the Dragon and the chosen spell caster will test their powers against one another. For each instance, roll 1D6 + the Dragon's Initiative AND roll 1D6 + the spell caster's Initiative + Current Power Phase. For each time the spell caster loses (rolls less than the Dragon's result), he must sacrifice 1D3 Power Points. This can be satisfied with Current Power, and/or Power Tokens (including power stored in items). For a chance caster (like the Elf Ranger Mage), he loses one spell casting attempt in the next turn. If there is not enough power or not enough spell casting attempts left, then the spell caster will instead lose 1D3 Wounds with no modifiers each time he loses.

NOTE: number 6 above seems rather complicated -- as in several tests and many possible dice rolls to make. I hesitate to change it, but perhaps I should consider some alternate method. Maybe if I just make it a simple multiplier instead of 1D6 tests -- meaning, roll 1D6 and take that result and multiply that times the 1D3 Power points/Wounds lost. This would result in only one test being made, but it would be a win all/lose all situation. Hence you see why I am hesitant to change it...

Old Warrior goes back into his corner to think some more... emoticon

EDIT: Here I am thinking aloud... "A possible alternate 6 result might be as follows: Take away the Power Phase modifier on the opposing Initiative test (battle). Make it only a single test. Roll 1D6 + Initiative for the Dragon and 1D6 + Initative for the target. If the caster wins, nothing happens. If the Dragon wins, then the spell caster loses (Dungeon Level) Power. This power can be lost from Current Power, Power Tokens, and/or other power-storing devices. If the caster does not have enough power, then for each point he is short he loses 1 Wound (no modifiers). A chance caster loses 1/3 (Dungeon Level) (rounded up) spell casting attempts, deducted from this turn and next turn, and loses 3 Wounds (no modifiers) for each attempt he did not have to lose.

...done thinking 'aloud' for the moment." lol.

Let me know if this proposed alternate wording seems easy or simple enough to use. I primarily wanted to allow for some possibility of partial loss of spell-casting abilities without totally disabling the caster (as WHQ Orc Shaman spells tend to do!).

Last edited by OldWarrior, 2/Jun/2010, 8:53 am


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Donaldinho Profile
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Re: Playing Warhammer Quest in Middle Earth


This sounds like a great idea.

Would love to see the final versions and downloads to this.

I remember trying to create a Balrog creature for WQuest but i got bogged down with work and it got shelved. I think i called him an inferno deamon.
29/Jun/2010, 5:28 pm Link to this post Send Email to Donaldinho   Send PM to Donaldinho
 
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Re: Playing Warhammer Quest in Middle Earth


quote:

Donaldinho wrote:

This sounds like a great idea.

Would love to see the final versions and downloads to this.

I remember trying to create a Balrog creature for WQuest but i got bogged down with work and it got shelved. I think i called him an inferno deamon.



Yes, you did call it that. emoticon I would love to see it if you ever get it done (or close to done).



Last edited by OldWarrior, 11/Sep/2010, 2:09 am


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Re: Playing Warhammer Quest in Middle Earth


Shameless necro here.

OldWarrior, I was wondering what progress has been made on this project?

Would you kindly provide a link to any resources?

Cheers.
27/Jan/2015, 11:38 pm Link to this post Send Email to curiouslygeorge   Send PM to curiouslygeorge Blog
 
OldWarrior Profile
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Re: Playing Warhammer Quest in Middle Earth


quote:

curiouslygeorge wrote:

Shameless necro here.

OldWarrior, I was wondering what progress has been made on this project?

Would you kindly provide a link to any resources?

Cheers.



Hello, curiouslygeorge,

I have not made much more progress on this project, partially because of real life hindering my gaming time and partly because Bruno, who was going to be involved in helping to share the work, has been mostly taken out of the picture -- also by real life interfering.

However, I still do plan to get more work done on this. Eventually, perhaps I can share the data in the form of monster tables and bestiary -- maybe a sort of modular supplement to WHQ.

Currently, I am also sort of overwhelmed by the great quality of custom WHQ work I see others producing. I feel like this project will certainly be lacking the professional polish. Still, LOTR must go on! emoticon

Last edited by OldWarrior, 28/Jan/2015, 12:31 pm


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Re: Playing Warhammer Quest in Middle Earth


I do not think I shared the Uruk Hai info yet. So, I will do so now. Any comments are welcome. I mentioned before that I started with the Black Orc stats and added some things. I envision the Uruk Hai as the elite orc warriors and thought to make them seem more fierce and more versatile than other orcs.

- - - - - -

Uruk Hai
(Uruk Hai - Orc and Goblins)

The Uruk Hai are a special breed of Orcs, created with great malice towards the civilized peoples. Both Sauron's and Sarumen's magical powers and twisted knowledge of nature has created hoards of these fierce fighters to do their bidding and to wage war on the free peoples of Middle Earth. They are very skilled in melee combat and can at times overwhelm their enemies with their furious charge into battle and their mastery of different weapons.

Wounds: 7
Move: 4
Weapon Skill: 4
Ballistic Skill: 5
Strength: 4
Toughness: 4 (5)
Initiative: 3
Attack: 1
Damage: 1D6
Armour: 1

Gold (Each): 175
Level: 1-6

Special Rules:
Armed w (1-2) Battle Axe {+2 Str}; (3-4) Mace {-1 to hit, + 1D6 damage on 6 to hit}; (5-6) Sword. Armed with Spears (Fight in Ranks). Furious Charge 5+. Parry 6+. Skilled Combatant 6+.


Armed with [a-b] weapon1 Or [c-d] weapon2 (or more flexibly stated, Armed with Random Weapon based on dice roll...

Some Monsters may be Armed With a choice of weapons. This entry indicates that on a 1D6 roll in the range a-b these Monsters are armed with weapon l and in the range c-d they are armed with weapon 2.
 For example, entry 43 on the Level 2 Monster Table for Goblins reads: Armed with [1-3] Bows (Str 1) or [4-6] Spears (Fight In Ranks). This indicates that on a 1D6 roll of 1, 2 or 3 all of the Goblins in the group are armed with Bows of Strength 1, while on a 4, 5 or 6 they are armed with Spears.
 
  
Armed with Spears (Fight in Ranks)

A Uruk Hai has a single spear in addition to his favoured melee weapon. It will use its spear to attack from two squares away - even past another monster - if it cannot get closer. Also, it will throw the spear (against BS, and range of 6) if it cannot get close enough to fight in ranks. The spear does normal damage however it is used.
 
  
Furious Charge n+

With a fierce battle cry and a quickness belying their size, Uruk Hai often charge into battle and overwhelm their enemies' defenses.
In the first Monster Phase in which this new group of monsters may act, roll 1D6 for the whole group. On n+, they each get +1 Attack in their first turn of the combat.
 
  
PARRY n+
Some Monsters can Parry a Warrior's hand-to-hand attacks so that they don't cause any damage. Each time such a Monster is attacked roll 1D6. If the score is n or above, where n is the Parry Value after the Parry entry, the Monster turns the blow and it causes no damage.
  
Skilled Combatant n+

These creatures are bred for combat. They often can slip past their opponent's defenses and do extra damage.
In melee combat, whenever this monster rolls n+ to hit, his attack has +2 Strength for damage. This is in addition to any weapon modifiers.


Last edited by OldWarrior, 29/Jan/2015, 2:51 pm


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