Jump to content


  • Content Count

  • Joined

  • Last visited

About Kerstoid

  • Rank

Contact Methods

  • AIM
  • MSN
  • Website URL
  • ICQ
  • Yahoo
  • Skype

Profile Information

  • Location
    Tai Tam, Hong Kong
  1. It does my heart well to see the blogging community for this game continue to grow. Welcome!
  2. This is why I love J.R.R. Tolkien and why I continue to love this game. His themes are readily applicable and no game is values neutral. Playing a game that is cooperative and based on Tolkien's themes therefore exercises, however discreetly, our capacity for fellowship and moral imagination. Over the years, many have remarked on the quality of the community around the LOTR LCG. Given a genuinely wholesome source material and how carefully the designers have undertaken to bring it to life, I think that is no coincidence. Thanks for reading my article and being such a great company of adventurers to follow!
  3. Where is that dreaded Stinker? The search begins in Quest Profile 004: The Hunt for Gollum!
  4. My quest profile for Escape from Dol Guldur is now posted at Master of Lore: http://wp.me/p3aHn9-133
  5. My quest profile for Journey Along the Anduin is now posted at Master of Lore: http://wp.me/p3aHn9-10W
  6. Thank you so much for this invaluable resource for the community!
  7. Here are running links to my entries in my new blog series, Master of Lore's Quest Profiles. I'd like to take a closer look at some favorite scenarios by briefly highlighting the story, geography, artwork, lore, especially nasty encounter cards, and any memorable playthroughs. I am open to feedback and ideas from readers who enjoy these types of articles. As always, no promises on how regularly I will be able to write, but as more profiles are published, I'll work to keep a running log in this post. Thanks for being such a great cooperative gaming community. Happy questing! Master of Lore's Quest Profiles: 001 - Passage Through Mirkwood (Related Articles: Old Forest Road, Ungoliant's Spawn) 002 - Journey Along the Anduin (Related Articles: Hill Troll, Gladden Fields) 003 - Escape from Dol Guldur (Related Articles: Nazgûl of Dol Guldur, Out of the Dungeons) 004 - The Hunt for Gollum NEW!
  8. Man, I would have loved to see the finished version of The Lost Road. I explore that tale a bit more in my article on the Old Forest Road. I'm glad you enjoyed the article!
  9. I haven't plugged my work here in a while, but I've just finished a feature length article on the Sea in Middle-earth that I would love to share as we play The Grey Havens and the upcoming Dream-chaser cycle. I've got a bunch of full resolution artwork from the game, the story of how Tolkien invented Middle-earth, lore about the Sea from every age, and much more! Sail on over to Master of Lore and check it out! To the Sea! To the Sea! http://wp.me/p3aHn9-QP
  10. I had to switch over to Easy Mode to get a solo win against this one. Depending on what location comes up in set-up and what comes out in the first staging, you're likely dealing with 10-12 threat with a 4-attack, 3-defense, 5-hit point enemy (Sahir's Ravager) lurking in the wings. By the time I got over that first hump (if I did), it was usually with out enough build-up to withstand the smackdown of Sahir's Advance (both boss enemies + 1 more card) that comes when you flip to Stage 2A. The extra resource at the start and a couple of the tougher cards pulled from the deck didn't make this quest "easy" by any stretch, but gave my heroes a fighting chance. A battalion of five engaged Corsairs ate through all of my allies while I kept whittling down Captain Sahir, but was just able to escape with a win. My hero line-up was Lore-agorn, Eowyn, and Arwen (a little deck I'm working on called Aragorn's Love Triangle) and it can be pretty fun! I would echo the sentiment that this is a great out-of-the-box experience. Yes, it takes a game or so to get used to the new mechanics (and the board state in this final scenario reminded me of the fiddly resource accounting that took place with the Dunlendings and "Time" in the Voice of Isengard / Ring-maker cycle). That said, it's not unwieldy or overly cumbersome, the story is great, and after 60+ adventures, it's amazing that the base game mechanics can still deliver a fresh theme -- the ships and pirates feel decidedly different as enemies than what we've encountered before. Great work FFG!
  11. This quest was a blast to play blind with no idea what those unexplored locations would be. The first time I stumbled into the Drowned Graves, it was quite a creepy surprise! Also, I had found the Explorer's Almanac to be really handy in the first quest, clearing out the Waterspout or other nasty locations in the staging area. Then when this quest hit the table and those Uncharted locations were immune to player card attachments, I had to tip my cap to the designers. We're not on the maps anymore so your Almanac or Thror's Map or such are no longer of any use. Fortunately, The Evening Star could still guide the way even in these Uncharted lands and it helped me avoid further underwater barrows. Of course, I have a confession to make that is even more terrifying than the Undead. I used Outlands. It's a shame to admit, but with Elrond, Arwen, and Erestor as heroes, you can really churn them out quickly... Of course, this quest hates on cards that cost two or less, so an early Anfalas Herdsman is essential, but with 20% of your deck in hand during Round 1 (thanks to Erestor), that's not too tough. So far, I've thoroughly enjoyed the sailing and exploring theme and love what they have done with locations in both of the first two quests. On to the third!
  12. Yes, I'm back (after a long hiatus) and ready to write more Hasty Strokes exploring the lore of the game we love! The card, however, remains (sadly) nerfed...
  13. Mount Gram was a new one for me as well until I read Derek's article on the geography of Eriador. I did a little research though and here's my 'hasty stroke' on this former home of Golfimbul, the goblin king whose head was hit for an eagle on a par three rabbit hole by old Bullroarer Took: "Mount Gram" by Master of Lore
  14. Great question! My sense is that the Kings of Gondor were to preoccupied defending against Mordor to pay much heed to their erstwhile brethren in the North. As for why the Stewards ended up taking over, it is actually linked to lore mentioned in the article. Earnur, the Captain of Gondor and son of the King, did go north with a fleet to fight the Witch-king alongside Elrond and Glorfindel in 1974. But his horse 'could not endure that onset' and ran away. Afterwards, Earnur was seething for a rematch with the Witch-king who had punked him at the Battle of Fornost. In the year 2043, Earnur took the crown from his father and the Witch-king, now relocated to Minas Morgul in South 'challenged him to single combat, taunting him that he had dared not stand before him in battle in the North'. Although his Steward Mardil talked him out of the fight at the time, 7 years later, the Witch-king 'repeated his challenge, taunting the king that to the faint heart of his youth he had now added the weakness of age'. Like Marty McFly in the Back to the Future movies, Earnur couldn't stand to be called chicken any longer. Earnur rode out to face the Witch-king but 'none of that riding were ever heard of again'. It was assumed Earnur died in torment in Minas Morgul. Since the line of Kings in Gondor had been thinned by the three 'great evils' (the Kin-strife, the Great Plague, and the Wainriders), 'no claimant to the crown could be found who was of pure blood or whose claim all would allow' and so the heirs of Mardil continued to rule while 'the crown of Elendil lay in the lap of King Earnil in the Houses of the Dead, where Earnur had left it.'
  15. I made this visual chart on the line of Dúnedain from Elros to the Aragorn to go along with the article. Can that boat with The Lost Realm on it please hurry up?
  • Create New...