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Ea RPGS Basic System GM Guidebook 20110728k

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    by HawkeRevision: 1.2011-07-28.16:59:10

    able of Contents

    1Introduction..............................................................3

    1.1What is a Role-playing a!e".........................31.1.1#hree $ersions of the %& RP 'yste!... ..(

    1.1.1.1%& RP 'tandard Rules................ ...(1.1.1.)%& RP *d+anced Rules..................(1.1.1.3,pgrading haracters fro! the %&RP asic Rules........................................../

    )%& RP asic Rules 0+er+iew................................/3'kills......................................................................../(%uip!ent................................................................2

    (.1 %uip!ent ist.................................................7(.)lothing 4 Personal Ite!s...............................7(.35ood 4 6rink...................................................

    (.(Roo! 4 oard.................................................8(./ Weapons...........................................................8(.2Protecti+e ear 9*r!or 4 'hields:................1;(.7 Professional #ools..........................................11(. #ransport........................................................11(.8

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    Game Master'sGuidebook

    1 IntroductionWelco!e to the world of @.R.R. #olkienFs i!agination. If you ha+e en>oyed the books or !o+ies based on

    his works including The Hobbit= The Lord of the Rings= The Silmarillion= Unfinished Tales= The Book(s) of LostTales= The History of Middle-earth= and other works= and wished you could del+e further and en>oy ad+enturingin those richly created lands= then you will find the %& RP' 9Role-playing a!e 'yste!: your gateway toen>oying !any !ore hours and years of fun eGploring this +ast real! of i!agination.

    #his guidebook is the second half of the %a Role Playing a!e asic Rules. #he first book= the PlayersFuide is only for those who will act as players= and only includes the infor!ation necessary for the players to

    create their characters as uickly as possible to begin ga!e play.. #his second book is for the a!e

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    1.1.1 Three "ersions of the #$ R%G &ystem

    0ne of the !ost difficult challenges to !eet with any role playing ga!e syste!= but certainly with asrichly de+eloped a setting as @.R.R. #olkienFs ust a "erybasic +ersion of the rules. #his allows participants toget their feet wet in the shortest ti!e possible= without the significant a!ount of ti!e in+est!ent typical for!aking characters= and learning a new syste!. *fter folks are hooked on role playing in #olkienFs uni+erse=then generally they will be !ore than happy to in+est the eGtra ti!e for a !ore detailed syste! so they ha+e!ore features= depth= and detail a+ailable to enhance their ga!ing eGperience. #he basic +ersion is usable forse+eral ga!e sessions= but is not designed for any lengthy ca!paigns= so it will certainly be found to be lacking=e+en outright flawed= by anyone atte!pting to stretch it beyond the original design of a few short ad+entures.

    1.1.1.1 #$ R%G &tandard Rules

    #he second +ariant of theE R! is the 'tandard Rules. #his is what !ost people will be happy to playfor !any years on end. It attem#tsto pro+ide >ust the right balance of detail= speed= and playability. #heER! Standard R$les (E R! SR)takes !ore ti!e to create a character and longer to learn the nuances of therules than the asic Rules= but allows for a broader and deeper offering of ideas= rules= and options that increasethe depth of eGperience fro! role-playing. haracters created with the standard syste! can ad+enture inca!paigns spanning !any years 9or decades:.

    1.1.1. #$ R%G (d)anced Rules

    5inally= the third +ariant is the ad+anced syste!. #heE R! %d"an&ed R$les ( E R! %R)is forthose ga!ers who really en>oy a high le+el of detail in their RP syste!s= en>oy nu!ber crunching= lots ofrolls= and plenty of tables to reference. #his has a !ore detailed character de+elop!ent and co!bat syste!= !oreco!pleG !agic syste!= healing= and nearly e+ery !echanical aspect of the syste! is !ore in+ol+ed= addingadditional dice rolls= !ath calculations= chart look-ups= etc. #his is certainly not for e+eryone= but there aredefinitely those ga!ers out there who lo+e getting into the nitty-gritty of a detailed syste!. 5or those who likethe eGtra detail and co!pleGity= this syste! +ariant is for you. 0f course= those playing the standard syste! arewelco!ed 9and !any will likely do so: to adopt portions of the ad+anced syste! into the standard rules to tweakthe parts they prefer to enhance. %+ery effort is !ade while de+eloping the standard and ad+anced syste!s to!ake it as easy as possible to plug in portions of the ad+anced rules into the standard rules whene+er possible.

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    http://www.omzine.org/http://www.omzine.org/http://www.omzine.org/
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    1.1.1.* +pradin Characters from the #$ R%G ,asic Rules

    haracters created using theE R! Basi& R$les9%& RP':will not easily be upgraded to theER! Standard R$les9%& RP 'R: orE R! %d"an&ed R$les9%& RP *':. #hough it is certainly possible toloosely con+ert a fa+orite character fro! the basic to standard syste!= the con+ersion will not be eGact by any!eans. on+ersion fro! standard to ad+anced on the other hand will be si!ple enough= since the *d+ancedRules build directly on top of the 'tandard Rules= allowing

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    @u!ping across a 1/F chas! wearingchain !ail ar!or

    *gility 1;

    Reading a sign in nati+e language Intellect 1 #he asic Rules assu!es all PFsare fairly literate at least in their ownlanguage.

    Reading a wanted poster Intellect )

    *ccurately reading and using a !apin nati+e language Intellect (

    Reading a to!e of history 9nati+elanguage:

    Intellect /

    Reading a to!e in ancient +ersion ofnati+e language

    Intellect 7

    Reading an ancient to!e offorgotten lore in only slightly relatedlanguage.

    Intellect

    Reading an ancient to!e offorgotten lore in a co!pletely alienlanguage.

    Intellect 1;

    /#0uipment#he euip!ent list is the sa!e for all three +ersions of the %& RP 'yste!. 0nly the detail included on for eachite! and tracked on the character sheet +aries in detail.

    %+ery P begins with a little bit of !oney and so!e basic necessities as listed in the Playersuidebook.. #he < also deter!ines if the characters ha+e an opportunity to purchase additional euip!entbeyond the basics= depending on the characterFFs background story and the ca!paign.

    5or eGa!ple ilbo left his co!fy hobbit hole +ery unprepared for such a lengthy >ourney and the roughcli!ates he would encounter. 5ortunately andalf and the dwar+es pro+ided hi! with the necessities he neededto sur+i+e the >ourney= but ilbo did ?0# get to stop at the local !ercantile first to stock up on euip!ent andgear.If the < allows the PFs to prepare for an ad+enture= then they !ay spend so!e a!ount of their beginning!oney to purchase supplies and euip!ent fro! the euip!ent list. #he < !ay also auto!atically pro+ideso!e additional euip!ent 9weapons= ar!or= food= etc.: to help the PFs get a better start depending on the

    ca!paign situation.

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    /.1 #0uipment ist#here are !any different areas that fit under the category of euip!ent fro! weapons and ar!or=

    clothing= food supplies= rope= and beasts to herbs and eGotic ite!s fro! afar. #he following lists are not !eant tobe all inclusi+e 9lea+e that for the %a RP *d+anced 'yste!: but should be a useful guide to

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    andage

    edroll

    elt pouch

    ooking pot

    5ire-starting bow

    5lint 4 'teel

    ackpackantern 9hooded:

    antern 9bullseye:

    0il flask

    Pegs 91; wood:

    Pitons 91; iron:

    Rope 9/;F regular:

    Rope 9/;F high uality:

    'ack 9s!all 1; lb capacity 1 cubic foot:

    'ack 9large /; lb capacity or 3 cubic feet:

    #obacco Pipe

    #arp 9/FGF:

    #ent

    #orch

    WaterBwine skin 9) pint capacity:

    /.*3ood 2 4rink

    Item Price Notes

    eerB*le

    randy

    ider

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    #obacco= high uality 9'outh 5arthing": 1 ounce

    /./Room 2 ,oardIte! Price ?otes

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    'hield= large= !etal= wall

    Rigid leather codpiece

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    5

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    6 ury* character nor!ally begins the ga!e in peak health with no in>ury or illness. #he health status of a

    character is deter!ined by hisBher Health Rating on the character sheet. #he character begins with a Health

    Rating 9HR: eual to their HrOa plus their 5a.

    %Ga!plesKHrongar the old has a Hroa of / and a 5ea of 3 for a total Health Rating of .0lonwenes the swift has a Hroa of 3 and a 5ea of 3 for a total Health Rating of 2.

    6.1 +nconsciousness 2 4eathWhen a characterFs Health Rating drops to ;= they pass out on the following round 9they ha+e one round

    to act before passing out:. When their HR drops below the negati+e of their total !aGi!u! possible health= thecharacter dies.

    If they sustain enough har! that they will die= they ha+e one round of action before they fall intounconsciousness. #hey re!ain unconscious for one round= then on the following their spirit lea+es their body forthe Halls of ury caused his Health to drop to ; or lower.Hrongar would be dead if his Health dropped below -.

    0lonwenes falls unconscious is her total HR falls to ; or lower.0lonwenes dies if her HR falls below -2

    6. ured. If they too se+erely in>ured they are knocked out andBor die. #hey need to

    find ti!e or other !ethods to heal or their ad+enturing careers will be short-li+ed indeed. *ll characters heal atthe rate of one health point per )( hours rest. #his can be handled a few ways.

    If they sleep hours= but then tra+el for the re!aining 12= then they will need three nights of rest to healone health point. If they sleep hours= and then re!ain resting 9though awake: for the re!aining 12 hours= thenthey heal one full health point in >ust )( hours.

    haracters can also hopefully find +arious herbs that can help speed the healing process= or findindi+iduals who !ay ha+e healing arts to help the! heal !ore uickly as well.

    9 Resol)in (ctions#he approach a ga!e syste! and

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    break a ga!e ca!paign. 'o!eti!es the ga!e syste! !ay be +ery well designed and well balanced betweenle+el of details and speed of play= but the u!ping= running= cli!bing= s!ithing= etc= is anon-co!bat action. #hough !any of these actions could be used in a co!bat situation= that is not necessarilytheir pri!ary function. *ction resolution in !any ga!e syste!s is pretty standardiJed these days. #here istypically so!e le+el of difficulty to o+erco!e using a co!bination of a dice roll 9chanceBluck:= and so!e abilityor skill of the characterFs added to that roll to atte!pt to beat the difficulty rating. #his is often listed as a6ifficulty heck= hallenge Rating= or si!ilar ter!. 5or the %a RP 'yste!= we call it a SSSSSSSSSSS 9usea #olkienish na!e for o+erco!ing a challenge:....

    9.'.1 4ice Re0uired

    *ll actions needing tests for success or failure in the basic +ersion= use a single siG sided die.

    9.'.' @umpin and 3allin

    *ction success and failure are deter!ined si!ply by co!paring the appropriate attribute to the difficultyle+el nu!ber assigned by the < to deter!ine success= !odified by a little luck !odifier fro! a dice roll. 5ornon-co!bat action resolution= the < deter!ines which attribute applies= and tells the player to roll a 1d2. #heroll result !odifies the chance of success by TB- 1.

    %Ga!pleKWrenglith the ?i!ble is fleeing the wrath of an angry +icti! of WrenglithFs pickpocketing

    efforts= when Wrenglith co!es to a dead end. He decides to try to cli!b the wall= hoping to get to the rooftops toescape. #he < deter!ines that the walls are not +ery easy to cli!b and sets a difficulty of 7. Wrenglith has an*gility of 2.

    *ction atte!pts are !odified by a 1d2 roll with the followingKRoll ResultK

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    ) -) to total check score 9elegQ -) for total +s. the difficulty le+el:3 -1( T1/ T)2 CayU ood luck= auto!atic successU

    'o= using WenglithFs eGa!ple= the following !ay happenK

    Wrenglith rolls a )= for a -) to his *gility of 2= for a total of (. #his falls short of the 7 needed forsuccess= so Wrenglith tries to cli!b and fails= and is subseuently cornered by the angry pickpocket +icti!. %+enif Wrenglith had rolled a 3= he still would ha+e been short of the total needed for success in cli!bing this wall inti!e to escape. If he instead rolled a (= he would ha+e a total of 7= and >ust barely scra!bled up the wall andaway at the last !o!ent. If he rolled a /= he would ha+e a total of = and ha+e easily scaled the wall uickly.

    9.* Combat5or the %a RP asic Rules= co!bat is eGtre!ely si!plified co!pared to the standard and ad+anced

    +ersions. #he attack >ust deter!ines if a hit was successful= and how !uch o+erall da!age. Health points arebased on adding Hroa and 5ea attributes together for the total. 5or eGa!ple if a character has a Hroa of 7 and afea of 2= they would ha+e a total !aGi!u! of 13 health points.

    #o deter!ine co!bat success the < si!ply sets the le+el of difficulty for a target to be hit= and then theattacker rolls to see if they can eual or eGceed that nu!ber. #his difficulty nu!ber to hit the target is usuallybased on the targetFs *gility attribute. If the target has an *gility *ttribute of /= then the attacker needs to roll aco!bined score of / or !ore for a successful hit.

    In the asic Rules= ob+iously co!bat details are kept to a !ini!u! fro! a ga!e syste! perspecti+e.#he < and players can use their i!aginations and fill in as !uch detail as they want based on the +ery si!ple!echanics that basically >ust deter!ine a success or failure in their co!bat action atte!pt= and the se+erity ofthat action.

    o!bat is typically resol+ed in rounds. * round is typically the ti!e it takes for an attacker to attack=and the attacked to take a reacti+e action such as attacking back or fleeing. In real ti!e= a co!bat round istypically only about 1 to ) seconds.

    9.*.1 Initiati)e

    9find better #olkien-ish na!e":

    In the asic +ersion of %a RP' it is the person with the highest *gility that takes action first. If thereare any characters or creatures that ha+e the sa!e *gility nu!ber= then those who are tied will roll 1d2= todeter!ine who goes before the other. #he highest rolls going first= and lowest rolls last. If the roll is a tie= si!plyre-roll until the tie is broken.

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    9.*.' Melee Combat

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    ). If the 6efendant is aware of the attacker= thedefendant declares any intent to take any defensi+eactions to reduce the attackers chance of success. #hisis not an option is the defendant is attacked unaware.

    3. *ttacker rolls 1d2 attack die= addsBsubtracts

    depending on result ranging fro! auto!atic !iss= to-)= -1= T1= T)= to auto!atic hit and adds that !odifierto the attackers HrOa for the #otal *ttack Roll.

    (. If the total !odified attack roll is eual to oreGceeds the defendants elegQ 9agility:= the attackwas a successful strike. If the total attack roll is belowthe success nu!ber= then the attack !issed.

    2. If a successful hit= the defendant loses hit pointseual to the difference between the attack nu!ber and the defense nu!ber. If the difference is Jero= the strikewas only a glancing blow for no actual da!age 9eGcept to clothing andBor euip!ent and so!e disco!fort to the

    character:.

    Example#

    %Ga!pleK0rc attackerK Hroa 9body: 2= elegQ 9agility: 2= wearing leather ar!or wielding a short bow= and

    changing to a short sword.

    %lf defenderK Hroa 9body:2= elegQ 9agility:K /= no ar!or= wielding a broadsword.

    0rc attacks= rolls a )= so attack roll Hroa 2 -) (= +s. %lfFs elegQ /= so !isses.

    %lf attacks orc= rolls a /= so attack roll Hroa 2 T) = +s. 0rcFs elegQ 2= so hits and eGeeds by enough to doda!age 9-2):= but since the orc wears ar!or= 1 health point is absorbed= so the orc only takes 1 health point

    da!age.#he orc attacks back= rolls a 2 this ti!e= auto!atically hitting. He now gets to roll a d2= and rolls a 3= doing 3health points of da!age to the poor elf.

    #he elf attacks in turn= rolls a 3= Hroa 2 -1 /= not enough to eual the orcFs 2 elegQ.

    #he orc attacks again= rolls a 1 and auto!atically !isses.

    #he elf returns the fa+or also rolling a 1 and !issing.

    #he orc attacks again= rolls a ( so= Hroa 2 T1 7= +s. %lfFs / elegQ= so 0rc hits= and eGceeds by ) 97-/ ):=doing ) health points of da!age.

    #he elf retaliates= and rolls a 2= hitting auto!atically= rolls the d2 again this ti!e for da!age= and rolls a /= doing/ health points the orcFs ar!or absorbs 1 point= to the orc recei+es ( points of da!age.

    9.*.* ptional rule - Rolled damae instead ofdifferential calculation damae.

    ,pon a successful deter!ination of a hit 9total attack roll e$al to or greater thanthe defendantFs elegQ

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    '* pic of two fighters in ar!or here

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    9agility::= the attacker rolls the d2 another ti!e= this result is the total nu!ber of health points har! done to thedefendant 9!inus any da!age absorbed by any ar!or if applicable:. *ll weapons do the sa!e da!age range 91-2:.

    9.*.*.1 ptional rule A different eapons deli)er differentdamae ranes

    If the < wishes= and prefers not to use the da!age differential calculation approach= he can pro+ide abroader +ariety of da!age fro! different weapons than >ust the si!ple 1-2 roll for da!age for all weapons. #heeuip!ent list weapons section pro+ides an optional colu!n indicating different da!age a!ounts each type ofweapon can deli+er. #hese ranges are all di+isible by 1 and the d2= the da!age a!ounts range is as followsK1= 1-)= 1-3= 1-2= )-1).

    9.*.*. ptional rule A contested roll - defendBparry

    #his needs to be re+ised to fit new +ariant / co!bat rules approach.#he asic rules of the %a RP' are !eant to be kept as si!ple as possible= and with as few optional

    rules as possible 9of course any < is free to custo!iJe to their heartFs content:= howe+er= one co!!on additionthat !any !ay wish is the option to defend the!sel+es against an attack. #his is done by using up thedefenderFs attack roll as a parry or other defensi+e action to try to !ake it !ore difficult for the defender to be hitby the attacker. #his is done by using the defenderFs Hroa and 1d2 roll to add to the defenderFs *gility total to!ake the! potentially !uch !ore difficult to hit. Howe+er= the defender will ha+e to re!ain on the defensi+e=because they will gi+e up the option to counter-attack by using this defensi+e i!pro+e!ent. If the defendant hasa weapon capable of parrying= then the defendant can declare this as a parry style action. If the defendant isunar!ed= then the defender can declare a !ore e+asi+e action such as dodging or leaping aside at the last

    !o!ent. Howe+er= the action can ?0# be any kind of attack.

    Example#

    *ttacker has HrOa of 7.6efender has *gility of ( and HrOa of /.6efender infor!s < that defender is going to use up what would ha+e been defenderFs counter-attack toinstead atte!pt to parry the attackerFs blow. #his ure the defender. #his is not i!possible= with a Hroa of 7= the attacker needs to roll a / or 2 to still succeed in

    in>uring the defender.

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    9.*.*.* +narmed Combat

    #his needs to be re+ised to fit the new $ariant / co!bat rules...

    #he asic Rules does not offer !uch detail for unar!ed co!bat= but the following is useful in the caseof fighting without weapons.

    ,nar!ed *ttack *ction 6a!ageB?otes

    5istBpunch 1-)

    5ootBkneeBkick 1-3

    ockBchoke-holdBwrestle 1 plus entangleBdisable opponent if successful hit

    9.*.*.*.1 4isentanle

    If an entangle attack succeeds= the entangled target beco!es i!!obiliJed. It will take the entangledperson 1-2 rounds to disentangle the!sel+es fro! an ite! such as a net or bola. If entangled by held ite! such aswhip or ar!9s:Bleg9s: of attacker= then the entangled person can try each subseuent round to break free. If thelegs are entangled 9depends on attackers target area goal:= the entangled person can still parry and strike ifso!eone in i!!ediate range= but canFt !o+e. If ar!s entangled= then can !o+e but canFt attack. If neck

    entangled= then begins choking 1 health point per round.

    #o break free of a lock= choke-hold= or held weapon entangle!ent= the entangled person !ust !ake asuccessful attack at the entangling opponent= against the attackerFs co!bined hroa and agility score.

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    9.*.*./ (rmor 4amae (bsorption

    haracters that decide to wear ar!or gain the benefit of so!e protection fro! da!age. Wearing ar!ordoes not!ake a person !ore difficult to hit= but does reduce the har! caused by a successful hit. In the standardand ad+anced rules= characters !ust take into account the weight= agility= and other conseuences of ar!or= butfor the asic Rules the rule is kept +ery si!ple= pro+iding only benefit and no conseuence.

    If so!eone wearing ar!or is successfully hit by an attacker= the attacker calculates da!age= and thecharacter subtracts that da!age fro! their health points= deducting the ar!or absorption points fro! the totalda!age recei+ed. elow is the si!ple chart of da!age absorption for ar!or protection. ?ote that adding a shieldi!pro+es the absorption rate in addition to the ar!or worn.

    *r!or

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    :.1 Character Groth 7optional rules8If for so!e reason the < and players decide to stay with the asic Rules= and do not feel the 'tandard syste!is their cup of tea= here is so!e guidance to ad+ance characters in the asic Rules. Meep in !ind that o+er ti!ethere could be so!e balance issues.

    :.1.1 ption 1 A (ttribute Increases

    #he asic Rules generally does not keep track of skills outside of >ust trying different tasks with the+arious *ttributes. #he < could use the chit !ethod= where each ti!e a character succeeds with an *ttributecheck= they ad a !ark neGt to that attribute. When the character has succeed a set nu!ber of ti!es= that attributeis increased slightly. 5or eGa!ple= for e+ery 1; successes it !ight increase the state by 1B1; th. %+entually= afterthis happens 1; ti!es= they would ha+e a full attribute increase of 1 point.

    :.1.' ption ' A &kill de)elopment

    0ption 1 o+er ti!e will certainly beco!e out of balance as the characterFs attributes all begin to !aGout at 1;= beco!ing less and less challenging. * !ore in+ol+ed alternati+e= that would keep better balance=would be to integrate >ust the skills option fro! the 'tandard Rules= but sli!!ed down to >ust use the categories9rather than all the subsets that get so detailed:. #hen the

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    o!bat *ctions section for !ore details on perfor!ing such acti+ities.

    o!bat ti!e is handled differently= through specific ga!e !echanics. 'ee the section detailing o!bat for thosedetails.

    ;.1.* Middle-earth Time

    ;.1.*.1 The (es

    ;.1.*. Month ?ames

    ;.1.*.* 4ay ?ames

    1 (ppendiC#&

    1.1 Timeline of (rda#his section pro+ides an o+er+iew of history for all of *rda. #he original source of this was fro! the

    #i!eline of *rda fro! Wikipedia= but !odified through +arious re+isions for bre+ity and where dee!ed

    appropriate fro! %a RP co!!unity feedback.

    1.1.1 #)ents outside of time

    V %ru IlD+atar !akes the #i!eless Halls and the race of the *inur. V #he *inur !ake the *inulindal= the

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    V (/;; - #he $alar hold council to discuss the concerns of 0ro! and Ca+anna regarding

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    #hey accu!ulate !any followers. V (2;/ - reat @ourney of the %l+esK #he %l+es depart for *!an 9not all answer the su!!onZsee 'underingof the %l+es: V (21/ - #he %l+es reach the great ri+er which would later be called *nduin. V * group of #eleri under enw 9or 6an: abandon the

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    V (887 -

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    'auronL #ol 'irion is rena!ed #ol-in-aurhoth= EIsle of Werewol+esE.]2^ V (/2 - 5ingolfin challenges

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    V /;3 - 6oriath is sacked by 6war+es of ?ogrod. eren and the aiuendi destroy the 6war+es= with the helpof the %nts who pre+ent the 6war+esF escapeL Dthien recei+es and wears the 'il!aril= 6ior tra+els to 6oriathand tries to restore it. irth of %&rendil and %lwing. 5inal deaths of eren and DthienL 6ior recei+es the 'il!arilin autu!n. V /;2A7 - 'ons of 5anor attack 6oriath at Cule. 6oriath is destroyed in the 'econd MinslayingL 6ior=elegor!= urufin= and aranthir are all slain. %lwing escapes for the

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    V 7;; - *nardil born V 7(; - #ar-

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    V 3;33 - *r-'akalth`r beco!es twenty-second king of ?D!enor. V 31;) - *r-i!ilJ`r beco!es twenty-third king of ?D!enor. V c. 311; - ,sage of %l+ish languages and +isit of the %l+es prohibited in ?D!enor. V 3118 - irth of %lendil V 3177 - #ar-Palantir repents= resulting in a ci+il war in ?D!enor V 3);8 - irth of Isildur V 3)18 - irth of *n\rion

    V 3)(3 - 6eath of i!ilkhd= at 18 years old. V 3)// - *r-PharaJ`n the olden weds his first cousin

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    V c. //; - Ming #ura!bar of ondor defeats the %asterlings of Rh[nL the Mingdo! of Rho+anion beco!es anally of ondor V 21 - 5ollowing %&rendurFs death= the kingdo! of *rnor breaks up into *rthedain= ardolan and Rhudaur V 833 - %&rnil I of ondor takes ,!bar in a surprise attack V 832 - %&rnil I lost at sea V c. 1;;; - #he WiJards co!e to

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    strength to retake

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    ourney along the

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    V 96ate ,ncertain: - irth of 6urin $II= descendant 9perhaps son: of #horin III 'tonehel! V 13 - Peregrin #ook beco!es thirty-second #hain of the 'hire V 1/ - 6eath of lin= father of i!li. V 3( - 6eath of Prince I!rahil. I!rahilFs son %lphir assu!es the Principality. V (1 - irth of Holfast ardner= son and heir of 5rodo ardner V 21 - 'a!wise a!gee lea+es

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    (lphabetical Inde

    ar!or....................................................................................................................................................... ...... 2p.= 12*r!or................................................................................................................................................................ ...1;clothing.......................................................................................................................................................... 7= 12p.lothing.................................................................................................................................................................. 7da!age absorption................................................................................................................................................);6a!age *bsorption............................................................................................................................................. .);6rink...................................................................................................................................................................... 6ungeon