Middle Earth D20 Conversion

Red Baron

First Post
Ysgarran said:
Is anyone actively running a d20 ME?
Yep, early Third Age, in fallen Rhudaur.

I'm guessing some people have probably already taken a shot at converting some of the FOTR characters. How about posting them? I remember some talk about starting off Frodo and Bilbo as aristocrats and going from there.
Just for fun, yep. Here they are. Keep in mind that Gandalf and Galadriel (and Aragorn) use a modified PP-based magic system I put together using the 3E psionics mechanic. Also, these would be post-war stats from the end of RotK.

I'm just dumping this in from a Word file, so the formatting may be a bit buggy.

Hobbits: As standard halflings, except as follows:
1) +2 to fear saves becomes +1 to all Will saves (stacks with +1 to all saves).
2) lose +2 to Climb and Jump checks and gain either Great Fortitude, Lightning Reflexes, or Iron Will.
3) lose Halfling as a starting language: Hobbits speak Common.

Frodo Baggins, male Hobbit aristocrat 3 / expert 2
CR 3; Small humanoid; HD 3d8+12 (Ari) +2d6+8 (Exp); hp 40; Init +1 (Dex); Spd 20 ft.; AC 18 (+1 size, +1 Dex, +6 chain); Atk +5 melee (1d6+1(+2d6 vs. evil), 17-20/x2 crit, “Sting”), or +6 ranged (anything hurled); SQ hobbit traits; AL LG; SV Fort +8, Ref +3, Will +11; Str 10, Dex 12, Con 18, Int 14, Wis 17, Chr 16.

Skills: Bluff +5, Climb +2, Diplomacy +11, Disguise +4, Hide +23, Intuit Direction +4, Gather Information +5, Knowledge (Shire) +8, Knowledge (geography) +4, Knowledge (history) +5, Listen +11, Move Silently +7, Perform [singing, storytelling] +5, Sense Motive +7, Spot +4, Use Rope +2, Wilderness Lore +6.

Feats: Great Fortitude, Multicultural (Elf), Trustworthy.

Languages: Common, Sindarin, Quenya (some).

Possessions: +2 mithril moderate-fortified chain shirt (no skill penalties, +6 max Dex, 10 lbs.), +1 keen sure striking holy shortsword (“Sting”: glows blue when orcs are within 1000 feet), phial of Galadriel (light at will; 1/day or within 100 feet of evil, becomes daylight; grants protection from evil to bearer), cloak of elvenkind, rope of climbing.


Samwise Gamgee, male Hobbit commoner 1 / warrior 3
CR 3; Small humanoid; HD 1d4+2 (Com) +3d8+6 (Ftr); hp 27; Init +1 (Dex); Spd 20 ft.; AC 16 (+1 size, +1 Dex, +4 chain); Atk +6 melee (1d6+2, 19-20/x2 crit, +1 orc-, troll-, and undead-bane shortsword), or +6 ranged (anything hurled); SQ hobbit traits; AL LG; SV Fort +6, Ref +3, Will +8; Str 12, Dex 12, Con 15, Int 10, Wis 16, Chr 12.

Skills: Climb +3, Craft (ropemaking) +1, Handle Animal +2, Hide +16, Knowledge (Shire) +1, Listen +5, Move Silently +3, Perform [rhyme-song] +2, Profession (gardener) +7, Spot +3, Use Rope +2, Wilderness Lore +4.

Feats: Endurance, Iron Will, Skill Focus (gardening).

Languages: Common.

Possessions: Masterwork chain shirt, +1 orc-, troll-, and undead-bane shortsword (ignores damage resistance of undead; from Barrow-downs), cloak of elvenkind, rope of climbing.


*Note: I have given both Merry and Pippin a +1 enhancement bonus to Str for the effects of ent-draught.

Meriodac Brandybuck, male Hobbit aristocrat 1 / rogue 1 / fighter 4
CR 4; Small humanoid; HD 1d8+2 (Ari) +1d6+2 (Rog) +4d10+8 (Ftr); hp 41; Init +2 (Dex); Spd 20 ft.; AC 18 (+1 size, +2 Dex, +4 chain, +1 shield); Atk +9 melee (1d6+4, 19-20/x2 crit, MW shortsword), or +6 ranged (anything hurled); SA sneak attack +1d6; SQ hobbit traits; AL CG; SV Fort +7, Ref +8, Will +5; Str 14, Dex 15, Con 13 (15), Int 11, Wis 10, Chr 13.

Skills: Bluff +5, Climb +4, Diplomacy +3, Hide +20, Gather Information +2, Knowledge (Shire) +2, Knowledge (warfare) +4, Listen +6, Move Silently +6, Perform [singing] +2, Ride +5, Sense Motive +2, Spot +2, Wilderness Lore +2.

Feats: Alertness, Endurance, Expert Tactician, Lightning Reflexes, Hamstring, Weapon Focus (shortsword), Weapon Specialization (shortsword).

Languages: Common, Rohirrim.

Possessions: Masterwork chain shirt, small steel shield, masterwork shortsword, cloak of elvenkind, +2 belt of health, silver horn of calling.


Peregrin Took, male Hobbit aristocrat 1 / fighter 4
CR 4; Small humanoid; HD 1d8+3 (Ari) +4d10+12 (Ftr); hp 44; Init +2 (Dex); Spd 20 ft.; AC 18 (+1 size, +2 Dex, +4 chain, +1 shield); Atk +9 melee (1d6+5, 19-20/x2 crit, +1 orc-, troll-, and undead-bane shortsword), or +8 ranged (anything hurled); SQ hobbit traits; AL LG; SV Fort +10, Ref +4, Will +5; Str 15, Dex 14, Con 15 (17), Int 11, Wis 11, Chr 13.

Skills: Bluff +7, Diplomacy +3, Hide +15, Intimidate +2, Gather Information +2, Knowledge (Shire) +2, Knowledge (warfare) +3, Listen +3, Move Silently +4, Perform [dancing, singing] +3, Ride +3, Spot +4, Wilderness Lore +1.

Feats: Athletic, Great Fortitude, Persuasive, Power Attack, Weapon Focus (shortsword), Weapon Specialization (shortsword).

Languages: Common.

Possessions: Masterwork chain shirt, small masterwork steel shield, +1 orc-, troll-, and undead-bane shortsword (ignores damage resistance of undead; from Barrow-downs), cloak of elvenkind, +2 belt of health.


*Note: I have used ColonelHardisson’s version of the Sindar. However, since Legolas grew up among the sylvan elves of the Greenwood (and not the Sindar of the Grey Havens or, like his father, Beleriand), I kept the Wilderness Lore rather than the shipbuilding bonus for him. I have also used my own slightly modified version of the ranger class. Finally, I have switched Balance instead of Swim for a fighter class skill and given him Knowledge (history) as a class skill due to his longevity.

Legolas, male Sindar ranger 1 / fighter 4 / Order of the Bow initiate 5
CR 10; SZ Medium-size humanoid; HD 1d10+1 (Rgr) +4d10+4 (Ftr) +5d10+4 (OBI); hp 64; Init +9 (+5 Dex, +4 Improved Initiative); Spd 30 ft.; AC 19 (+5 Dex, +4 chain, +1 greaves); Atk +12/+7 melee (1d6+1, x2 crit, MW longknife), +20/+15 or +18/+18/+13 ranged (1d8+6 (+2d6 vs. evil), x3 crit, 220 ft., Bow of the Golden Wood); SA favoured enemy +1 (orcs), ranged sneak attack +3d6, close combat shot; SQ point blank shot, superior weapon focus, low-light vision, Sindar traits; AL NG; SV Fort +8, Ref +10, Will +6; Str 12, Dex 20, Con 13, Int 14, Wis 12, Chr 13.

Skills: Animal Empathy +5, Balance +9, Climb +4, Craft (bowmaking) +7, Diplomacy +2, Handle Animal +4, Hide +16, Knowledge (history) +3, Knowledge (nobility) +2, Knowledge (religion) +3, Listen +7, Move Silently +6, Perform (singing) +3, Ride +8, Search +4, Spot +16, Swim +4, Wilderness Lore +7.

Feats: Expertise (usable with close combat shot), Improved Initiative, Precise Shot, Rapid Shot, Sharp-Shooting, Track, Weapon Focus (composite longbow), Weapon Specialization (composite longbow).

Languages: Westron, Sindarin, Quenya, Orc.

Possessions: Chain shirt, steel bracers and greaves (negate crits 10%), Bow of the Golden Wood (+3 holy mighty (any Str) composite longbow of distance), quiver and 20 arrows, masterwork longknife (as shortsword), cloak of elvenkind.


Gimli, male dwarf fighter 9
CR 9; SZ Medium-size humanoid; HD 9d10+27; hp 79; Init +1 (Dex); Spd 20 ft.; AC 19 (+1 Dex, +7 chain, +1 helm), AC 19 with shield; Atk +15/+10 melee (1d10+7, x3 crit, MW dwarven waraxe) or +15/+10 melee (1d10+6, x3 crit, MW dwarven waraxe (with shield)); SQ dwarf traits; AL LG; SV Fort +9, Ref +4, Will +3; Str 16, Dex 12, Con 17, Int 11, Wis 10, Chr 12.

Skills: Climb +5, Craft (smithing) +4, Diplomacy +2, Hide +11, Intimidate +6, Jump +5, Knowledge (history) +1, Perform (singing) +2, Profession (miner) +4.

Feats: Battle Shout, Cleave, Great Cleave, Exotic Weapon (dwarven waraxe), Power Attack, Power Lunge, Weapon Focus (dwarven waraxe), Weapon Mastery (dwarven waraxe), Weapon Specialization (dwarven waraxe).

Languages: Westron, Khazad (and Cirth).

Possessions: +3 chain shirt, masterwork pot helm (negates crits 5%), small steel shield, masterwork dwarven waraxe, cloak of elvenkind.


*Note: I have used my own slightly modified version of the ranger class.

Aragorn II, King Elessar, male Dunedain expert 4 / ranger 14
CR 15; SZ Medium-size humanoid; HD 4d6+20 (Exp) +14d10+70 (Rgr); hp 180; Init +3 (Dex); Spd 30 ft.; AC 20 (+3 Dex, +4 chain, +1 greaves, +2 star of Elendil); Atk +23/+18/+13/+8 melee (1d8+5 (+2d6 vs. evil), 17-20/x3 crit, Anduril), or +20/+15/+10/+5 ranged; SA favoured enemies (orc +1, giant +1, undead +1), spells; SQ alertness, endurance, favoured terrain (hills +1, forest +1, plains +1), uncanny dodge (always gets Dex bonus to AC), skill mastery (Heal, Listen, Ride, Search, Spot, Wilderness Lore), half-elf traits (except low-light vision); AL LG; SV Fort +17, Ref +8, Will +14; Str 14, Dex 16, Con 20, Int 14 (16), Wis 16 (18), Chr 15 (19).

Skills: Animal Empathy +7, Appraise +5, Climb +5, Concentration +13, Craft (trapmaking) +5, Diplomacy +10, Disguise +8, Gather Information +8, Handle Animal +8, Heal +14, Hide +20, Innuendo +5, Intuit Direction +7, Jump +7, Knowledge (the Enemy) +12, Knowledge (history) +10, Knowledge (geography) +10, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (warfare) +10, Listen +21, Move Silently +14, Perform [ballad, ode, singing, storytelling] +10, Profession (herbalist) +10, Ride +9, Scry +5, Search +9, Sense Motive +10, Spot +14, Wilderness Lore +21.

Feats: Iron Will, Great Fortitude, Improved Critical (longsword), Mounted Combat, Power Attack, Slow Metabolism, Suppress Needs, Track, Weapon Focus (longsword).

Languages: Westron, Edain, Sindarin, Quenya, Eldarin, Rohirric, Dunael, Easterling, Haradrim, Black Speech, Orc.

Ranger spells (47 PP): 0 - cure minor wounds, detect poison, know direction; 1st – alarm, cure light wounds, detect animals or plants; 2nd - circle of sounds, hunter’s stalk, limbs of endurance; 3rd - cat’s grace, danger sense, delay poison; 4th - cure serious wounds, freedom of movement.

Possessions: Chain shirt (20% arcane spell failure), leather bracers and greaves (+5% arcane spell failure),“Anduril” (also called Narsil; +3 holy longsword, grants wielder +2 resistance bonus to saves while held), star of Elendil (+2 Int and Wis; +2 deflection bonus to AC; +2 morale bonus to Chr-based checks; can be made visible or invisible by wearer at will), ring of Barahir (+4 bonus to Chr-based checks among Numenorean and elven peoples), cloak of elvenkind, scabbard of Lorien (blade sheathed in it cannot be broken for 24 hours after drawn), elfstone of Galadriel (+4 enhancement bonus to Charisma), palantir of Orthanc (as crystal ball with detect thoughts and telepathy), sceptre of Annuminas (as rod of rulership).


Note: The Istari I have converted as celestials in noble human form; their base CR (without additional spellcaster levels) is about 15, I'd say. They get the lore ability like loremasters (as bardic knowledge), using (total HD + Int mod) for the check, and the monk-like ability to use their Wisdom bonus for AC, due to their link to the divine and the preternatural awareness that entails. They can also turn undead as 12th-level clerics. An Istari's "holy symbol" is his staff, and it functions as his focus or divine focus for all spells that require foci, regardless of the class whence the spell is derived. Istari get many of the standard celestial qualities, but not all, as described below, and cast spells as a 14th-level spellcaster (Gandalf’s primary discipline is Lore; he also uses Accession, Brilliance, Songs of Making, Weather Mastery, and of course Wizardry, and gains access also to Girding and Warding through his spell dilettante ability).

As far as I can tell, all of the effects Gandalf actually produces in LotR can be emulated by the spells and abilities here.

For instance, in Fangorn when Aragorn, Gimli, and Legolas first encounter him, he casts what is apparently a hold person on the elf and the dwarf: his knowing stare ability can account for that (because Aragorn's Will save is pretty high, he isn't affected...). Shortly thereafter, uses his magic openly to render their weapons useless:

"The old man was too quick for [Gimli]. He sprang to his feet and leaped to the top of a large rock. There he stood, grown suddenly tall, towering above them. His hood and grey rags were flung away. His white garments shone. He lifted up his staff, and Gimli's axe leaped from his grasp and fell ringing on the ground. The sword of Aragorn, stiff in his motionless hand, blazed with a sudden fire. Legolas gave a great shout and shot an arrow high into the air: it vanished in a flash of flame." (516)

Now, here's my interpretation of this scene, D&D style (Note: I have rule-0'ed the limit to the max number of power points a caster can pour into any one spell in my game -- if he wants to burn the energy, he's free to: he'll likely be caught by someone's Magic Awareness, though):

Round One: Gandalf has refocused while the others were held, now coming in with an initiative of 28 (Legolas has a 17, Gimli a 14, and Aragorn a 10). He already has a Hidden haste spell active, expecting a poor reception (which is why he "quickened his pace and came with surprising speed" toward them just moments before). But this round he takes a readied action to leap up (using a Quickened, Hidden, Still, Silent jump spell as a free action) onto the top of the nearby boulder if anyone acts threateningly toward him, and then, using the extra action from the haste, to cast a Still, Silent, Hidden righteous might (accounting for the size increase). Legolas has also taken a readied action, waiting for the Wizard to take a threatening action against them. As soon as Gimli moves (on 14), Gandalf's readied action triggers, but, since the Wizard's action is not "threatening," Legolas' action doesn't trigger. Aragorn, on his turn, takes the refocus action, still waiting to see what will happen (his new initiative will be 23).

Round Two: Once again Gandalf acts just before Gimli on 14, and both Aragorn and Legolas take readied actions to attack Gandalf only if he starts to cast a spell. However, Gandalf's next spell is Silent and Still, and thus their actions once again do not trigger: the spell is a Hidden, Heightened (Gandalf knows how strong Aragorn's will is...), Twinned hold person targeting the dwarf and the ranger. As a free action, for effect, he then casts a Quickened, Hidden minor image of flames on Aragorn's sword. Then, as a second free action associated with the haste, he reveals his face openly to Legolas. As his second standard action (from the haste), Gandalf casts a Fire Substituted shatter on Legolas' arrow. The elf, realizing just in time with a successful Spot check who the Wizard is, is allowed by the "DM" to make a Reflex save to avoid triggering his readied action, and instead manages to fire his knocked arrow into the air for joy, where it shatters in a flash of flame.

Round Three: Everybody's happy, even though Gandalf has used up 108 (I think) power points and likely alerted every blooded spellcaster in a 50 mile radius (more or less, depending on the rules you use).

Gandalf the White, male Istari eldritch master 8 / epic character 4
CR 25; SZ Medium-size outsider (good, lawful); HD 12d8+36 (Istari) +8d4+24 (Eld); hp 136; Init +8 (+4 Dex, +4 Imp Init); Spd 30 ft; AC 29 (+4 Dex, +10 Wis, +5 robe); Atk +26/+21/+16/+11 melee (1d8+10 (+2d6 vs. evil), 19-20/x2 crit, Glamdring), or +24/+19/+14/+9 melee (1d6+10, staff of Gandalf the White); SA knowing stare, spell-like abilities, spells; SQ lore (+2), turn undead (12th level), damage reduction 20/+4, SR 30, celestial qualities; AL LG; SV Fort +17, Ref +18, Will +28; Str 20, Dex 18, Con 17, Int 20, Wis 25 (31), Chr 20.

Skills: Animal Empathy +11, Appraise +10, Concentration +26, Craft (woodworking) +7, Diplomacy +16, Gather Information +6, Heal +16, Intimidate +17, Knowledge (arcana) +28, Knowledge (the Enemy) +20, Knowledge (nobility) +10, Knowledge (warfare) +10, Listen +25, Ride +6, Scry +27, Search +7, Sense Motive +33, Spellcraft +28, Spot +25, Wilderness Lore +11.

Feats: Arcane Trace, Craft Magic Arms and Armour, Craft Staff, Divine Cleansing, Divine Resistance, Enlarge Spell, Eschew Materials, Heighten Spell, Hide Magic, Improved Initiative, Inscribe Rune, Magic Awareness, Quicken Spell, Sacred Spell, Silent Spell, Still Spell, Subdual Substitution (fire), Twin Spell.

SA - Knowing stare (Su): 1/day - Gandalf can invoke a 30-foot gaze attack (a semi-circular emanation) that holds all living creatures in the area. Those affected must make a Will saving throw (DC 19) or be held for 8 rounds.

SA - Spell-like abilities: At will – aid, comprehend languages, detect evil, detect magic, detect thoughts, discern lies, light, remove fear, see invisibility; 3/day - break enchantment, holy word; 1/day - true seeing.

SA - True spells (Sp): 1/day - command, hold person, read magic (as 22nd-level sorcerer).

Spells (398 PP) [at 22nd level]: 0 – detect poison, enumerate, guidance, inkling, mending, flare, know direction, read magic, resistance; 1st - charm person or animal, command, detect secret doors, feather fall, flash, identify, jump, know location, mnemonic device, object reading, power word - notice, Salamar’s quiet contemplation, sanctuary, silent image, trigger rune; 2nd - arcane lock, arcane sight, augury, dead man’s eyes, hold person, indifference, perfect recollection, personal reading, renewed focus, shatter, undetectable alignment, whispering wind; 3rd - improved identify, commanding presence, daylight, dispel magic, healthful slumber, illusory script, mind over matter, major image, suggestion, tongues; 4th - arcane eye, analyze dweomer, cloak of righteousness, divination, haste, seal of Hedrada, searing light, Terole’s translator; 5th - greater command, legend lore, lightning bolt, righteous might, telethaumaturgy; 6th - forbiddance, precognition; 7th - find the path; 8th - hypercognition; 9th - foresight.

SQ - Celestial: Aura of menace (Will DC 22), magic circle against evil, protective aura, tongues, electricity and petrification immunity, cold, acid, and fire resistance 20.

Possessions: White robe of the archmage, staff of Gandalf the White (+3 quarterstaff; +17 PP adder; acts as rod of empowerment and staff of defense), +5 holy longsword of sundering (“Glamdring”: glows blue when orcs or trolls are within 1000 feet), “Narya” (Elven Ring of Fire: acts as ring of warmth and an amulet of protection from detection and location (this does not negate Magic Awareness checks against the caster’s spells, however, but does grant a +2 bonus to such checks); grants +6 Wisdom and a +3 resistance bonus to saves; can be made visible or invisible by wearer at will; grants its wearer access to any spells of a level he can cast from the Fire clerical domain, and free use of Energy Substitution (fire); grants wearer +1 caster level for all ‘creation,’ ‘good,’ and ‘fire’ spells).


Shadowfax, Meara (based on an awakened heavy warhorse)
CR 3; SZ Large magical beast; HD 4d10+20; hp 42; Init +2 (Dex); Spd 60 ft; AC 15 (-1 size, +2 Dex, +4 natural); Atk 2 hooves +8 melee (1d6+4), bite +3 melee (1d4+2); Face 5 ft x 10 ft; SQ great endurance, damage reduction 5/+1, darkvision 60 ft., scent; AL NG; SV Fort +9, Ref +6, Will +2; Str 18, Dex 14, Con 20, Int 13, Wis 16, Chr 12.

Skills: Animal Empathy +12, Listen +10, Spot +10, Wilderness Lore +10.

Feats: Endurance, Run.

SQ - Great endurance (Ex): Mearas can travel speedily over great distances without tiring. They may maintain a run (×3) as other races may maintain a walk, and may run (×4) as other races hustle. They may not run (×5, Run feat) for extended periods. If “force marching,” they do not automatically fail the Constitution check as other horses do, and they may in fact make a Fortitude save in place of the standard Constitution check. Finally, unlike normal horses, Mearas suffer only subdual damage from failing forced march checks, as opposed to real damage.

SQ - Scent (Ex): Detects opponents by scent within 30 feet — 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering). May track by scent using a Wilderness Lore check.

SQ - Skills: Mearas gain a +4 racial bonus to Animal Empathy checks.


Galadriel, female Noldor aristocrat 5 / true caster (Discernment) 15 / epic character 6
CR 21; SZ Medium-size humanoid; HD 5d8+15 (Ari) +15d4+45; hp 115; Init +8 (+4 Dex, +4 Imp Init); Spd 30 ft.; AC 18 (+4 Dex, +4 Inertial Armour); Atk +13/+8/+3 melee (by weapon +2); SA spells; SQ lore, Melian’s blessing, Noldor traits; AL NG; SV Fort +20, Ref +21, Will +37; Str 15, Dex 18, Con 16, Int 23, Wis 26 (32), Chr 24 (28).

Skills: Appraise +10, Concentration +26, Craft (loomcraft) +14, Diplomacy +32, Gather Information +11, Handle Animal +13, Heal +12, Knowledge (arcana) +18, Knowledge (nobility) +12, Listen +23, Perform [any 5] +14, Ride +10, Scry +31, Search +18, Sense Motive +34, Spellcraft +29, Spot +36, Wilderness Lore +12.

Feats: Arcane Trace, Craft Wondrous Items, Eschew Materials, Extend Spell, Heighten Spell, Hide Magic, Improved Initiative, Inertial Armour, Magic Awareness, Psychic Inquisitor, Psychoanalyst, Quicken Spell, Silent Spell, Still Spell.

Spells (303 PP) [at 20th level] [DC 21 + spell level]: 0 – arcane mark, dancing lights, detect magic, guidance, inkling, know direction, light, purify food and drink, quick sober; 1st - charm person or animal, comprehend languages, detect evil, identify, object reading, pass without trace; 2nd - augury, commanding presence, lesser mindlink, locate object, major image; 3rd - arcane sight, daylight, detect thoughts, tongues; 4th - detect scrying, scrying, seal of Hedrada, song of the gods; 5th - analyze dweomer, Isolde’s answer, mindlink, true seeing; 6th - contingency, legend lore, probe thoughts; 7th - greater scrying, limited wish, precognition; 8th - holy aura, hypercognition, screen; 9th - foresight, mass invisibility, wish.

SQ - Melian’s blessing (Su): Galadriel uses her Charisma modifier as a bonus to all saves, as a paladin.

Possessions: Robe of spell resistance (SR 24), elfstone of Altariel (+17 PP adder; +4 Chr bonus), “Nenya” (Adamant Ring of Water: acts as a minor ring of fire resistance and an amulet of protection from detection and location (this does not negate Magic Awareness checks against the caster’s spells, but does grant a +2 bonus to such checks); grants +6 Wisdom and a +5 resistance bonus to saves; can be made visible or invisible by wearer at will; grants its wearer access to any spells of a level she can cast from the Water clerical domain).
 
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ColonelHardisson

What? Me Worry?
Nice, nice work, Red Baron. You may well be the first to have entries into the "Characters" section of the LotR site. I don't think I've seen anyone previously post full write-ups.
 

Eosin the Red

First Post
One thing I think we need to discuss is the point Morrus brought up about weather or not to use the D20 logo and liscensing terms. I for one say no, this would however mean that we will have to devise an entire rules base and make sure that we don't infringe on any already copywritten material

I have a little experience here. I looked at all of the options available for my WoT stuff. The site was initially OGL compliant with d20 logo and STL. As more of the site began to use others IP, I began to get worried and did some checking. I elected to note others copywrite and not "claim" anything on the site as in "Don't steal my stuff." I initally put up a disclaimer stating that if I was contacted by WotC, Tor, or RJ I would gladly remove the site.

In the case of LotR, I would be worried about Decipher (Matt Colville sp?). Their LotR games has just hit / going to hit the market. They have the most to loose with a comprehensive d20 conversion hitting the net right now. It might be wise to hold off until their game has been on the market for 6 weeks before releasing the web page. If I understand gaming ecomomics they will have made a large portion of their money by that point (unless the game is a blockbuster - in which case, lets play that). Work could still get done, just don't advertise the page.
 

Morrus

Well, that was fun
Staff member
Re: HTML Coding

Palcadon said:

One thing I think we need to discuss is the point Morrus brought up about weather or not to use the D20 logo and liscensing terms. I for one say no, this would however mean that we will have to devise an entire rules base and make sure that we don't infringe on any already copywritten material.

That's not a problem - I seriously doubt that WotC will bother you if you're not selling anything. It's a fan site, not a publishing endeavour.

Also, using the d20 rules sytem and using the d20 logo and STL are not the same thing. The d20 STL governs use of the d20 logo and places limitations on products that bear it. Just don't use the logo (or the OGL), and you're not bound by the STL.

Decipher might be a problem, though...
 

Wolfspider

Explorer
Decipher

Well, I've mentioned the ongoing D20 conversion on the official Decipher message boards and on their Yahoo group, inviting everyone to contribute. So far no one has commented on it one way or another, but they may just not have noticed it yet. Or maybe they're mustering their forces for an overwhelming attack. :D

In the case of LotR, I would be worried about Decipher (Matt Colville sp?). Their LotR games has just hit / going to hit the market. They have the most to loose with a comprehensive d20 conversion hitting the net right now. It might be wise to hold off until their game has been on the market for 6 weeks before releasing the web page. If I understand gaming ecomomics they will have made a large portion of their money by that point (unless the game is a blockbuster - in which case, lets play that). Work could still get done, just don't advertise the page.

Well, keeping quiet is not an option, I'm afraid (see my previous paragraph). :D As far as their RPG being released soon...all indications point to their game being released nearer to the end of the year, I'm afraid. And that's one of the reasons why I started in earnest upon this conversion. I want to play in Middle Earth, and I'm sure other people do as well. (The mere existence of this thread shows that.) I still plan on buying the LotR game from Decipher, so let's hope that they realize that by smacking our little harmless conversion down, they will simply be alienating potential buyers.

I'm an optimist, aren't I? LOL!

Carry on....
 
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ColonelHardisson

What? Me Worry?
Yes, let's stay scrupulously away from any appearance of using the d20 license or even the OGL. This is a fan-based effort, and we should be careful to maintain that status. I've read a couple of notes online by WotC staffers that WotC will generally leave someone alone as long as they don't attempt to stake a claim of legitimacy, in a legal sense, by using the OGL. If they do, then WotC will most likely make sure they toe the chalkline.

From what info I've gotten, Decipher is holding off for a month or so in completing their RPG due to some legal negotiations going on right now. I have no idea what they'll do about this effort on our parts, but I do know that Matt Colville has been aware of this conversion process for quite a while. We'll see. In the meantime, though, let's forge ahead. The worst that can happen is that they ask us to stop. If that happens, well, we already have a lot of stuff done, and there is always e-mail. From fandom we come, and to fandom we shall return. No harm done.
 

PIJoe

First Post
Website graphics

Normally for a site like this, we'd want to see the task map / site architecture. Content is king, architecture lets everyone know where to find everything, and navigation helps everyone get there. The graphics & visual design are there to support and solve problems for all three, but the core stuff needs to be there first.

Now, coordinating the work becomes difficult the more folks work on it so... I'll stand aside and make comments (along with me buddies at work) on the content, architecture and navigation... but an all-text site ain't bad after all.

Then we'll put up some treatments of the all-text stuff you guys have done... and you can comment.
 

ColonelHardisson

What? Me Worry?
Re: Website graphics

PIJoe said:
Normally for a site like this, we'd want to see the task map / site architecture. Content is king, architecture lets everyone know where to find everything, and navigation helps everyone get there. The graphics & visual design are there to support and solve problems for all three, but the core stuff needs to be there first.

Now, coordinating the work becomes difficult the more folks work on it so... I'll stand aside and make comments (along with me buddies at work) on the content, architecture and navigation... but an all-text site ain't bad after all.

Then we'll put up some treatments of the all-text stuff you guys have done... and you can comment.

OK, this sounds very reasonable to me.

My problem is, and for which I apologize, is that I have no web design skills at all, beyond some puttering with Dreamweaver. What I discussed earlier, and the stuff Morrus showed us, is pretty much what I had in mind. If anyone wants to take a crack at it using the stuff I posted, please do. Let me know if you need anything.

If folk find themselves bogged down with the realities of life and can't get to it, that's understandable. I'll try to post a text html version of the stuff this weekend, just to show what I have in mind (which is really close to what Morrus, God love 'im, whipped up - I feel like such a klutz compared to the speed with which he did that!).
 

ColonelHardisson

What? Me Worry?
Turin's Arcane Awareness was asked about earlier; I was hoping he'd show up, but in the meantime I dug out the data to post. Turin, I hope you don't object:

originally posted by Turin:

New Metamagic Feats

Arcane Awareness
Description: When using magic within Middle Earth a Spell caster risks discovery of both his location and the powers he employs. Certain races, such as the Valar, Maiar, Elves and the Dunedain are sensitive to the use and presence of magic. With this feat a subject may become aware of any arcane or divine spell casting within his Arcane Awareness range. In addition, familiars other enchanted or transmuted creatures employed by spell casters also have a chance of being detected by those with Arcane Awareness. The maximum range in which another spell caster or enchanted creature may be detected is determined by the subjects Caster level + the applicable modifier for spell use (Cha/Int/Wis) x the racial modifier. By making a successful Scry check at a base DC of 30 and incurring the modifiers noted below a subject may become aware of magic use, the presence of enchanted/transmuted creatures or the employment of a magic users familiar.

Arcane Awareness range multipliers
Elves x 2
Numenoreans x 1.5
Maiar x 10
Valar Special*

* DM’s adjudication.


DC Modifiers for Arcane Awareness
Per Spell level -1 DC
Per level of Caster -1 DC
Per Metamagic spell level (i.e. Empowered spells suffer a -4 DC) -2 DC
If Spell is cast from a school other than Divination or Illusion -5 DC
Arcane Aware subject is actively Scrying -3 DC
Per HD of Familiar -1 DC
Per HD of Enchanted or Transmuted creature -1 DC

Prerequisite: This feat is awarded free to members of the following races: Valar, Maiar, Elves or those with the blood of these races in their heritage. This also includes Half-Elves and the Dunedain and other races of Numenor. None of the above mentioned races are required to meet the ability score requirement. Wisdom 13+.

Arcane Trace
Description: A character with Arcane Trace having performed a successful Arcane Awareness check may attempt to 'trace' magic use or any individual employing magical craft. Should a 'trace' be successful the subject may follow a magical 'ping' that will lead her to the last 'traced' position of the targeted magic use. Should the target move from the originating locale of the spell effect or otherwise, a second Arcane Trace check may be performed to re-orient the 'tracer'. Spellcraft check: Use a base DC of 30 then apply the modifiers noted below:

DC chart for Arcane Trace

Target is Elven or Half-Elven -2 DC
Target is Numenorean -1 DC
Target is of Evil or Good Alignment -1 DC
Target is within 1/2 of the Arcane Awareness range of the user -2 DC
Target is affected by a spell with a -2 DC
duration greater than Instantaneous
Target has left originating +2 DC (per/Hr.)
locale of magic use
Target is a Hobbit +3 DC

Prerequisite: Arcane Awareness, Wisdom 15+. Blooded races are not required to meet the ability score requirement.
Special: If a target is successfully detected via the Arcane Awareness feat and then consecutively Traced via the feat of the same name Scrying becomes a much easier task. Should an Arcane Aware Spellcaster have the means, a +5 Connection bonus to Scry checks is awarded. For the purposes of the spell Scry a successful Arcane Trace provides sufficient connection for use of the spell.

Example: Taelos, a 2nd/1st level Numenorean Sorceror/Fighter casts a 1st level evocation spell, Magic Missile in combat against an Orc. Vilyach a 2nd level Elf Bard has Arcane Awareness and Trace: She has an Arcane Awareness range of 12 miles (2nd level + 4 Charisma modifier x 2 Racial modifier = 12 miles.) The DM determines she is less than 5 miles away, which is less than 1/2 of her Awareness range. She has 5 ranks in Scry, and to become Aware of Taelos she needs to match a DC of 23. (Base DC 30, -1 Caster level, -1 Spell level, -5 evocation spell = DC 23) Performing her Scry check she succeeds and detects Taelos.

She now attempts to use Arcane Trace to locate Taelos, having successfully identified his magical 'signature'. Vilyach performs a Spellcraft check to do so. Her Spellcraft check is at DC 26 (Target is of Numenor -1, -1 Good alignment, -2 for Awareness range = DC 26) rolling the dice and adding her +7 skill ranks in Spellcraft the Silvan Elf succeeds in triangulating Taelos' position and takes off at a brisk pace to investigate.
 

Palcadon

First Post
I have put up a page containing an index. You can find it here

I had to go pull all my Tolkien material out of storage so I may be able to participate in some of the content discussion (if not contribution). It has been awhile since I have read any of the Tolkien material.

I managed to throw together a basic banner (kinda funny looking) and write an index for the home page. I used the pages that Morrus's put up to make the links work. From here I will take the conversion content from here and the Yahoo board and distill it to HTML. The pages that exist will become indexes to each submission. Please be sure to include how you would like to be identified when you submit material. Also indication of what category you would like it indexed in would be helpful.

Let me know what you think and what changes you would like to see. If you have art or graphics that may fit in you can e-mail them to me at:
tlarson1@satx.rr.com

Thanks;
Palc
 

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