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Siege Of Gondor Sourcebook Pdf 27: How to Recreate the Legendary Siege in Your RPG Campaign



As of September 2005[update], the rules for the Lord of the Rings Strategy Battle Game were in their fourth edition. The first three editions of the rulebooks were released with The Lord of the Rings films, but Games Workshop used the magazine White Dwarf and various supplements to "go beyond what is presented in the films of The Lord of the Rings and delve into the rich material of J. R. R. Tolkien's books."[20] The fourth edition, The One Rulebook to Rule them All, contained the entire set of rules updated and presented in a single large volume, including those of previous supplements. The three older editions were re-released in updated supplements, while the compact Mines of Moria edition contains the updated rules only for what was shown in the films. In February 2012, preceding the release of The Hobbit movies, all of the characteristic profiles from the old sourcebooks and White Dwarf were condensed in 5 sourcebooks: Mordor, The Fallen Realms, Moria & Angmar, Kingdoms of Men, and The Free Peoples. These also contain minor edits to the rules as written in The One Rulebook to Rule them All. For around a decade, this remained the core rules system, with only minor changes through various supplements.


All at Sea is an adaptation of the rules for naval conflicts. The official rules were a modified version of the Warhammer Boat rules, adapted by Nick Davis and first presented in Games Workshop's White Dwarf magazine (US issue 295).[30] The game's mechanics centred on boarding parties, with options for ramming actions and naval artillery in the form of ballistae and other siege engines.[30] Model ships are built by hobbyists, just as normal miniature terrain, such as "great ships" of Pelargir, cogs of Dol Amroth and Corsair galleys.[31]




Siege Of Gondor Sourcebook Pdf 27



The sourcebook contains nine chapters. Events Expanded adds new outcomes when it comes to journey events. Encounters On The Road helps the Loremaster create more cohesive encounters on the fly. There are five tables covering amongst others the time of day, the weather, and the culture of the people to be encountered. Special focus is given on the motivation of those encountered, with almost seven pages of entries. Bones of the Earth contains instructions on how to create interesting ruins. This is a step-by-step process, discussing who built it, what it was, what it looks like now, and what it is used for now. There are many options in each category, each of which gets its own proper description. Dangers Along The Way presents four enemy troupes, from goblins and wargs to trolls, orc warbands, and spider colonies.


The sourcebook itself comes out as extremely strong. It doesn't cover the same subject matter as Journeys & Maps; as an example, there are no rules for boats and ships in the present sourcebook. They share however other common material, even though it is divided differently among its chapters. Examples include the Bones Of The Earth chapter and the information presented in Wonders of Middle-Earth and Lodgings Along The Road. Where Journeys & Maps however is exclusively about journeys, the present book also dabbles in other matters, making it more akin to a collection of high quality articles addressed to the Loremaster. The influence of D&D concepts is evident through battle maps, more enemies to throw against your players and a more confrontational attitude. It isn't however all about turning Middle-earth into D&D; some concepts go the opposite way. I was looking forward to see experience awarded for journeys, and I am very happy to see it happening here. I also enjoyed the personalized awards depending on whether a player revisits, or refrains from visiting a place again.


The pdf version is very good, as has been pretty much every pdf rendition of Cubicle 7 products. The bookmarks go three levels down. Pictures are extractable, for you to use as you wish. The table of contents does not have live links, this is however is not a biggie. Even less so is the absence of an index. This is a sourcebook of only 34 pages after all.


The weak points: I wish this book was a word for word repetition of Journeys & Maps, yet it can't be. Some rules and concepts are (rightfully) eliminated, since the D&D ruleset deals with them differently. This, however, is hardly a complaint. There is not much that I find wrong with this product. If anything, I would have wanted to see a bigger sourcebook, dealing with even more subjects. 2ff7e9595c


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