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RPG boss monster analysis: the Balrog of Moria

For as long as I can remember, I’ve done the same thing every time I’ve acquired a published adventure for Dungeons & Dragons or any other roleplaying game: I flip to the very end to see what the adventure’s Final Boss is.

So you can imagine my joy when I first got my grubby teenage hands on the ultimate fantasy megadungeon and feverishly flipped to the end of the book to read up on the most famous dungeon boss of all. I’m talking about the Mines of Moria, and the famous Balrog that lurks in its depths.

That’s right: in 1984, Iron Crown Enterprises published Moria: The Dwarven City, a 72-page sourcebook detailing Moria for the Middle-Earth Role Playing game (MERP) and its sister game Rolemaster. And sure enough, there at the end are stats for the Balrog.

So could your plucky band of adventurers actually take out Durin’s Bane? Let’s find out!

Reducing Durin’s Bane to a bunch of numbers

Here’s the Balrog’s game statistics and powers:

stats for the Balrog

Egads, that’s a lot of gibberish. What does all that information mean?

Well, for starters, the Balrog is level 66. (Confusingly, the game rules handle it as level 36 for certain attack purposes, hence the number 36 in there.) The Balrog is much higher level than your characters are or ever will be. The longest-running MERP campaign I ran, way back in high school, stretched on for a couple years and when it ended, the PCs were in the level 15-20 range. I think it’s safe to say that unless you’re playing with the world’s most generous dungeon master, you’re never going to get a MERP character leveled up to match the Balrog’s power level.

A 1977 illustration of the Balrog by Greg and Tim Hildebrandt.

The rest of those numbers all boil down to this: the Balrog is extremely powerful in combat and very hard to kill. It’s got a huge amount of hit points and high defenses; combat skills so high that it’s virtually guaranteed to land a one-shot killing blow against anything it swings a weapon at; and the ability to mentally control enemies and/or freeze them with fear. It also has limited flight (the game designers have taken a stand in one of the internet’s oldest debates.)

Does it have weaknesses? Well… the Balrog is a bit of a one-trick pony; it’s an insane combat monster but has few powers that aren’t related to fire or killing. It knows lots of fire-related magic (fireballs and the like); but the other spells at its disposal have less utility in combat, and seem to be geared toward negating obvious player tricks (like an invisible character sneaking up on it…) or keeping track of its domain. When it comes to magic, an extremely powerful wizard (like Gandalf) would have some advantages… as long as they could keep away from the Balrog’s sword and whip.

The Balrog does have one single relatively low statistic. That’s right—just as you suspected, the Balrog lacks empathy. (Bad joke aside, Rolemaster’s “empathy” stat governs a character’s affinity for divine and healing magic. No surprise that’s not the Balrog’s strong suit.)

Most significantly, because it’s a being of fire, its strength and powers are significantly muted if the Balrog is completely submerged in water. A waterlogged Balrog will probably still pulverize you, but it won’t be able to set you on fire while doing so.

Is this faithful to Tolkien’s depiction of the Balrog?

As adaptations go, it’s not bad! From scattered references in various Tolkien texts, we know that Balrogs are pretty much just really tough, mean fiery guys (who can maybe fly). There’s not much depth to them beyond that, either here in the game or in Tolkien’s novel. As statted up here, the Balrog is certainly physically powerful and on fire, and its ability to terrify victims is in keeping with what we see in The Fellowship of the Ring. (It also fits the Tolkien theme of evil as the imposition of one’s will on somebody else.)

If anything, the designers may have even gone a little overboard with the Balrog’s physical power. But it’s hard to get an accurate read on exactly how deadly Tolkien bad guys are in a fight, because so many of them are “plot device” monsters (more on that below).

Is it killable?

The quick answer is “no.” In a straight-up fight with a party of typical player characters, it’s hard to see how the Balrog could lose. Any enemies that got within combat range without being dominated or frozen in fear would quickly get incinerated and/or annihilated.

But of course, the longer answer is… “maybe.” Every experienced dungeon master has watched in horror as players managed to take down a powerful monster by surrounding it and hammering it with spells and attacks; no dungeon master should assume that a lone enemy, even one this powerful, is invincible. The Moria sourcebook anticipates this by noting that the Balrog is accompanied by a host of trolls, demons, and orcs—all of them much less powerful than the Balrog, but easily able to bog down a team of adventurers while the Balrog picks them off.

But in the end, a group of high-level characters, while not a direct match for the Balrog, command significant powers and abilities; it’s very hard to predict the kind of advantages they could create for themselves by working in concert. You can bet they’ll be coming up with ridiculous schemes to drop the Balrog into a lake, or collapse a few hundred tons of cave ceiling down onto it, or something else. An indirect, story-driven approach that avoids physically battling the Balrog is the only way I could possibly imagine a band of adventurers taking down Durin’s Bane.

If it’s not killable, what’s it doing in the game?

Mostly I think this is just a fun exercise to “stat up” one of fantasy literature’s most famous boss monsters. Certainly, I enjoyed poring over these numbers as a teenage gamer, imagining what a Balrog showdown would look like. Be honest: you’d be disappointed if you picked up a roleplaying module about Moria and it didn’t have stats for the Balrog.

But how would you actually use the Balrog in a regular game? MERP is mostly interested in defining the Balrog by its tactical combat abilities, which are far beyond the typical adventuring party’s. But although the module doesn’t discuss it, the Balrog is really a “plot device” monster, like most evil overlords in fiction. Most of the evil bosses in Middle Earth seem nearly invincible in combat but can be defeated by a hero who works out their unique weaknesses and exploits them for narrative effect. Think of Smaug (weakness: that one missing scale), Shelob (weakness: Elvish magic, hobbit tenacity), Sauron (weakness: the Ring), the Witch-king of Angmar (weakness: women), etc. It could be very satisfying to watch the players work hard to uncover the Balrog’s one weakness and use it to banish or destroy the demon without getting into a big physical fight. Finding that weakness would be an epic quest in itself, which sounds perfect for a roleplaying game.

If you’re itching to see the Balrog’s +240 whip attack in action, though, there are a few possibilities. One could see the appeal of an extremely high-level “Balrog hunting” game, in which players control canonical movers and shakers like Gandalf, Saruman, Elrond, and Galadriel in a high-powered raid on Moria. Those characters are statted up in other MERP sourcebooks, and as a team would be a match for the Balrog.

And lastly, bold lower-level characters traveling through Moria might have a close brush with the Balrog without actually engaging it in combat. A group of extremely clever and lucky characters might try stealing treasure from its lair and making a mad dash for the exit before it notices or catches them, much as Bilbo Baggins did with Smaug.

But mostly, it’s just fun to stat up the Balrog.

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My love-hate relationship with random encounter tables

Of all the skeletons in my GMing closet, perhaps the darkest is this: I almost never use random encounter tables, even when running games with a deliberately “old-school” vibe.

Why do I ignore this staple of roleplaying? Well, my experience with using random encounters can be summed up in these two memories, both of them from my early days of GMing.

Random encounter #1: the best thing ever. When I first started GMing (with Middle-Earth Role Playing, which was a trimmed-down version of Rolemaster), I followed to the letter all of those rules that, in later years, I learned to sometimes skim over: encumbrance, travel times, and—yes—random wilderness encounters. For one of our first-ever games, I ran the “Ar-Gular’s keep” adventure included with the MERP rulebook. Faithfully following the rules for wilderness travel, I rolled on the random encounter chart to see what, if anything, would happen while the party of 1st-level adventurers set up camp.

I rolled, did a double-take at the result, but never even considered “cheating” by ignoring what was almost certainly going to be a total-party kill: a troll.

In Middle-Earth, trolls are nasty. The party, caught unawares while they camped, was almost certainly going to die. But the encounter chart said TROLL, so a troll it was. (This was the Trollshaws, after all.)

A frantic, panicky combat ensued. Things were not looking good for our heroes. And then, in a stroke of awe-inspiring luck only possible when you’re using Rolemaster’s glorious critical hit charts, one of the characters did the impossible: with one frenzied jab of his sword, he killed the troll.

It was, as they say, a one-in-a-million roll, one that turned a nearly-certain party massacre into the most memorable possible introduction to roleplaying. And it would never have happened if I had massaged the random-encounter results or picked out a “balanced” encounter.

This was followed by another random encounter.

Random encounter #2: the worst thing ever. A few months later, the characters had been through many adventures in Middle-Earth and were coming into their own as true adventurers. One character, an elf ranger, had after much heroic toil reached 3rd level (dizzying heights of glory, from our perspective). I was growing more confident in my GMing abilities, and so when the player asked to head off on his own on a personal quest, I heartily agreed.

I spent time designing an adventure around his character’s backstory and goals. Accompanied by a few NPC henchmen, he set off on his quest, which took him through a vast swampland.

I faithfully rolled for random encounters as he journeyed through the swamp, and sure enough—he ran into an obstacle: an alligator. A regular alligator, not a Dire Alligator or a Sauronic Minion Alligator. Figuring that a quick battle against the reptile would get the action going (what is an alligator going to do to a noble elf warrior?), I set the beast loose against the player.

You can guess what happened. A few unbelievable dice rolls and several profanity-filled combat rounds later, the party was dead and the noble elf, hero of Middle-Earth, was bleeding out from a severed leg. With no help anywhere in range, this mighty Noldor, distant heir of Feanor, creator of the Silmarils in an Age long past, bled to death in an alligator attack straight out of late-night TV.

Remember that epic scene from Lord of the Rings where the Fellowship is mauled by a random alligator? Yeah, neither do I. Because that would be stupid.

It seems silly in retrospect, but at the time it was a severely frustrating experience. The player had spent months building up his character and it had all been thrown away not with an epic fight against the Dark Lord’s minions, but with a random and meaningless alligator attack. And the time I had put into adventure prep designing a quest tailored for his character were rendered rather pointless.

I realize now that there were plenty of things that both I and the player could have done differently to avoid stupid, non-heroic reptilian death. But the lesson I learned was that random encounters, while they had the potential to be memorable and entertaining, also had the potential to spoil a game session. Having seen random encounters used to good effect in games like Rogue Trader, I’m starting to accept that they do add something challenging and exciting to a game. These days I make use of what you might call semi-random encounters: encounters rolled randomly but then adjusted a bit for balance or storyline coherence.

But while the memory of that epic troll kill still warms my heart, it will be a while before I put my complete trust in the random encounter table again.

What about you? Do you adhere to random encounter results… and have you ever lived to regret it?

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Why was there no classic campaign for Middle-Earth Role Playing?

Writing my last post on epic adventure paths in D&D got me thinking about some of the most famous adventure sagas in other roleplaying systems. Consider these famous game campaigns, all of which are considered to encapsulate the essence of the games for which they were published:

I’m not familiar with every one of these, but I know that each of these campaigns lets players participate in a significant, world-changing storyline within the framework of the game. They involve lots of travel to interesting locations around the game world, a wide variety of opponents and challenges, and memorable scenes and characters of the sort that players will reminisce about years later.

One game that almost never got around to publishing a “Tolkien-esque” campaign saga was, ironically, Middle Earth Role Playing.

MERP has often been criticized for being “D&D in Middle-Earth”—for using the setting and trappings of Tolkien to do the same dungeon crawls and treasure-hunting that characterized D&D, rather than empowering players to live out grand stories in the vein of The Lord of the Rings.

This is true to a large extent. The modules published for MERP exhaustively detailed particular geographic points of interest in Middle-Earth (and their wonderful thoroughness makes them a joy to read even now the game itself is long defunct). But despite the obvious obsession with Tolkien that produced such thorough game modules, there was rarely any effort to lay out an epic quest or adventure that would tie all those locations together. It’s as if the game writers assumed that what people loved about Tolkien was the detail of the setting rather than the characters and storyline of Tolkien’s tales.

You could, of course, create your own epic, Lord of the Rings-scale quest, but it was odd that the published game rarely helped you do this; it seemed to assume your party would rather stick around the Barrow-Downs for months raiding tomb after tomb for petty magic items, instead of passing through them as part of a bigger, more epic heroic quest. Toward the end of the MERP timeline, Iron Crown did publish at least one product that took aim at an epic storyline: Palantir Quest, which set the PCs off on a quest for a lost palantir. It was good, but was the only product of its type (that I’m aware of).

Maybe it didn’t sell well; maybe most gamers didn’t want epic quest campaigns. It’s impossible to know for sure now—but if more like it had been published, maybe MERP would have its own “classic campaign” to add to the list of all-time favorite game sagas above. As it is, it’s unfortunate that the roleplaying game based on the greatest fantasy narrative of all time shied away from, well, great fantasy narratives.

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