Message:Campaign set in Lord of the Rings.
All characters are warrior Elves of the Coast, from Himling Isle in Far West. You are sent forth to find out why the town's soothsayer is prophesying that the whole world is at war.
Roll 3d6 in six stats, either accept the outcome or reject whole to roll just once more. Please just play sub-average Stats. (Character Life may be short.)
Choose from one of these four: Class FTR, Class FTR/CL, Class FTR/MU, Class FTR/MU/CL. Special rule, you may add classes at the start of any session. Start as pure FTR and later go dual role. You must declare this at the start of the session, since many encounters in White Box will change Stats and award XP by class. If during play you get XPs in a class you do not have, you lose them. You DO NOT hold them for a time when you decide to, say, put on vestments and become a Clerical Healer.
In a magical game, be warned and be hopeful, cause anything can happen.
HP 7 (start) then add +D6 for each FTR level obtained.
==Armor Class Restrictions==
AC 3 PURE FTR
AC 5 FTR/CL
AC 7 FTR/MU
AC 9 FTR/MU/CL
+1 AC for Shield (no ranged attack)
THACO Twenty. Normal Gygax combat. Party attacks, the Mobs hit back.
===Saving Throws===
Game will have many rolls of D20 stat or below success. e.g., STR 14 = D20, 14 or less to avoid damage. However, enemy Mob flairs might force Saving Throws which can permanently lower character Stats. A Death Spell by something powerful, like Gandalf, might also put you in the ground.
==Spell Rules==
Your level determines the number of spells you can use each session. You may use any spells imprinted in your spell book, provided you have the level requirement. e.g., Second Level Spells for MU at class level three. There is no need to memorize specifically which ones you have ready. Such is modern rpg mana.
Each player of Class MU or CL will have a spell book, a dynamic arsenal of his known spells. Both Magic Users and Clerics have spell books. A dual class would have two tomes, but really let's not count encumbrance. You may not attack (THACO) and cast in the same combat round.
Both Magic Users and Clerics begin w/ Read Magic. No Player starts w/ any other Spells. Scrolls are the source of spells. Go forth and find them.
Scrolls are imprinted into your spell book. Take a scroll and roll D20 (even in combat). Success based on Stat INT for MU spells or WIS for CL spells. Rolling Stat or under on D20 means the spell is now in your books. If used in combat it also means the scroll is gone and cannot be shared. Yet the spell (of the scroll) occurs in combat, wahoo!
Whenever a scroll is found an attempt to write it into your book may be made. You do not need to meet level requirement to scribe a scroll (in your book), but you need the class level to later use it.
Fail and scribe roll and no spell, plus the scroll is destroyed. If successful, the scroll is still viable. It may then be shared (passed to another). The receiver may try to scribe the spell.
Since many spells are both MU and CL, you might need to roll twice (provided you started with both those classes).
===Scrolls===
These are the source of spell learning. Any scroll may be activated, even second and third level ones. They can used in combat or to complete a Tactical Action (problem). They can be shared so another has a chance copy the spell to his spell book (based on INT for MU or WIS for CL). Only MU and CL may use Scrolls. Further, MU uses MU scrolls and CL use CL. Though note some scrolls have spells common to either class. If any of this is complicated, confusing, no worry. Your Ref will mitigate and prompt all.
===Evade, Run-Away from Combat===
Make a Test of all Six Stats. Repeat the ones you missed (after enemy rolls To-Hit). Continue until all six Stats are made. Be hard to find your body if party routs like this and you fail to get away.
===Damage & Stat Tests===
Failing a card event Stat Test does not always costs the character a single point of damage. It may be more or it may be none. Damage is typically
expressed as a die. e.g., Fifth level character would lose D4. Characters do not always heal between adventures. The group must find a Safe Haven in order to recover. Use those heals (potions and spells) well. Part of play might be convincing someplace to offer Succor.
"I have lost my dwarves; I have lost my wizard, and I have lost my way." (Bilbo)
===Battle XP===
Mobs award each character 100 XP per Easy battle, 250 per Hard and 500 for Climax. This may be divided and added to the advancement XP of any class. e.g., Split the 100 XP or dump it in MU.
Yours,
IronRed
22-Jun-2025