
DM - Tareth |

Looking to recruit one or two new players for this is ongoing 5E campaign set in Tolkien's Middle Earth using the Adventures in Middle Earth ruleset. Note that because of the setting and the rulesets, this is a fairly RP heavy campaign. Good RP will be valued and appreciated.
Knowledge of the ruleset isn't a must since this is an experienced group that is happy to help someone pick up the basics. But this is not a vanilla 5E setting. You should have access to the AiME Players Guide since there are rules and character builds specific to the Middle Earth setting.
General desired posting rate is once a day.
The party is currently 7th level and adventuring in northern Eriador with a sanctuary in Rivendell. The current composition of the party is a Hobbit, Treasure Hunter; Beorning, Warrior; Rohirrim, Warden; Elf of Mirkwood, Warrior.

DM - Tareth |

Guiness: I think the biggest differences between regular 5E and AiME, in there are no magic using classes. The closest thing is the scholar which allows for some healing. There are things and places of magic, items of magic and magical weapons to be found, but depending on the source, most are tainted with the shadow. There are creatures of magic, but again not within the party. The exception being elven PC's but similar to the scholar class, their magical abilities are very limited.
Races are considered Cultures. There are only the four basic 'races' human, elf, dwarf, and hobbit. But there are several cultures that one can play. Each has different abilities and stat adjustments. Cultures include Gondoran, Rohirrim, Dunedain, Woodfolk, Elves of Mirkwood, Elves of Rivendell (with the expansion book), Dwarves of Erebor, and of course, Hobbits of the Shire.
Culture ties into Virtues and Cultural Heirlooms basically feats and special items that are only available to those of that culture.
There are four new skills. Traditions, Riddles, Lore, and Shadow Lore. All are based off INT and all have a fairly strong role to play within most of the published adventures.
There is a good variety of classes, most have an obvious focus toward martial abilities with the exception of the scholar which is focused more on knowledge and healing.
Anyway that about sums it up from a PC generation perspective, there are other rules, but they are all about gameplay. If anyone in the group wants to add something feel free or please correct me if I've misstated something. :)

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This looks pretty amazing from what I have been able to find on the internet, and I'd like to make a character to throw my hat in the ring. From the party composition, it looks like you may need a Scholar/Healer?

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This looks pretty amazing from what I have been able to find on the internet, and I'd like to make a character to throw my hat in the ring. From the party composition, it looks like you may need a Scholar/Healer?
Here is a set of rolls, anyway, though I will need help making a character or a reference to the Middle Earth rules set you are using:
Ability Score Roll: 4d6 ⇒ (4, 6, 5, 4) = 19 ==> 16
Ability Score Roll: 4d6 ⇒ (3, 6, 3, 1) = 13 ==> 12
Ability Score Roll: 4d6 ⇒ (1, 3, 1, 2) = 7 ==> 6
Ability Score Roll: 4d6 ⇒ (4, 2, 6, 3) = 15 ==> 13
Ability Score Roll: 4d6 ⇒ (2, 3, 4, 3) = 12 ==> 10
Ability Score Roll: 4d6 ⇒ (3, 4, 4, 5) = 16 ==> 13

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Hello again!
So my first attempt at a Middle Earth character using the stats above is a Dwarf of the Iron Hills named Gror. The idea is that he joined the battle of five armies as a regular foot soldier and fought valiantly, though a great blow to the head from an orcish cudgel nearly killed him. Narrowly surviving, he stayed to help rebuild Erebor, but his skills working the stone had diminished, as had his ability to follow orders and fight in formation.
Abandoning the path of the disciplined warrior, Gror now looked for opportunities to contribute in ways his limited intellect could handle, and he became a good judge of character, letting those he trusted do his thinking for him. Five years of rough-cutting stones interspersed with savage combat missions have hardened Gror, but also planted a yearning in his soul to do something of significance before either his wound eventually claimed him or the orcs who gave it to him return to finish the job.
Mechanically, Gror is a Dwarf of the Iron Hills with the "Doomed to Die" background. He is a first level warrior and a sixth level slayer (foehammer), reflecting his abrupt career change. Strong and tough--even for a Dwarf--Gror looks to protect other, more important people in combat, using his significant defensive capability to be a body shield (heavy armor, great shield, etc.), though combat with orcs brings up some painful memories and will set him into a rage immediately.
In non-combat situations, Gror is more observant, watching carefully to see if anything is out of place or others are playing him for a fool (perception and insight), and of course he is robust in most physical pursuits (athletics).
If this sounds reasonable, I can try and work up an alias based on the structure of some of the other characters, as I have been unable to find a good fillable pdf to link to a pretty character sheet. I would also be open to suggestions or other possible character concepts which would fill a need in the party but not be too rough on me during my first foray into the Adventures in Middle Earth system.
Thank you for your consideration.
Guiness

DM - Tareth |
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Doderic and Guiness you are both invited to join. If you have questions go ahead and post in discussion. Welcome to the Fellowship.
Gylwinth thanks for wanting to jump back in. I'll let you know if someone else drops and we need a third player.
All, I will get the journey underway today or tomorrow as the new comers ready characters. Feel free to RP in the meantime.