The Rhovanion Region Guide is a setting guide for Adventures in Middle-Earth by Cubicle 7. It covers the areas between the Misty Mountains and Mirkwood and Mirkwood itself.
It is the companion volume for the Mirkwood Campaign, but is also useful for the Wilderland Adventures book or if you run your own campaign in the same area.
It does not cover Dale, Laketown and the Lonely Mountain. It also omits Lorien and Moria, which could be considered part of that area.
Overall, it is a very useful and well written supplement, and I think they hit the right level of detail, compared to e.g Forgotten Realms or Earthdawn products I’ve read. They provide ideas for plots and interesting locations, but don’t go into so much detail that you feel constrained by it.
The artwork is – as always in Cubicle 7 products – great. And they display their usual excellent sense of the setting and the mood it conveys. It feels like the Middle-Earth Tolkien invented.
The book is divided into three main sections:
the Lands of the River
the Greatest of the Forests
The two first sections begins with a historic overview of the area and then describes the different sub-regions in some detail – probably over 4-5 pages on average. The descriptions follow the same layout and contains: an overview, Wildlife, Inhabitants, Notable Characters and Notable Places. Quite self-explanatory.
The final section on adversaries has 16 monsters or named beings, from the lowly forest goblins to the three mighty Children of Shelob that dwell in the Heart of Mirkwood.
It also contains a two new Cultures player’s can pick: Wayward Elves and Wild Hobbits.
Furthermore, there are many new Fellowship Undertakings that are unique to a location and Sanctuaries that can be opened. For example, you can go Hunting Grim Hawks with the Riverfolk or Study with the Lampmaker of Thranduril’s court. I think they are quite evocative, and really exploits the Fellowship Phase system well.
The organization of the book makes it very easy to use, when you are preparing your adventure, because it is divided into quite small areas and with the right amount of details for each area. That is a key feature in a book like this. It also has a nice index.
I think there is a general flaw with some of the named monsters and renowned NPC’s, like Thranduil. They tend to be bit underwhelming. It is as if there hasn’t gone that much creativity into making them memorable or interesting foes. For example, Thranduil’s Legendary Actions are that he can re-use his parry reaction or attack again with his bow or spear. Is that really the best they could come up with? And only one of the three major spiders is more than just a big bag of hit points with web and poison (the third one is pretty cool though).
One potential criticism
I think your perspective of the book may change a bit, depending on whether you intend to use this book on its own, or with the Mirkwood Campaign.
If you don’t have the Mirkwood Campaign, you may find it annoying that they often hint at more plot developments described in the campaign book, or that things like stats on the Nazgûl are in the campaign book, despite the fact that Dol Guldur is described in this setting book. Things like that, can make it seem like they are trying a bit too hard to push people to also buy the Mirkwood Campaign.
I will review the campaign book as soon as I’m done reading it…
What is missing from this book?
Not much, really.
I would have liked more maps of adventuring locations, particularly if I was running the Mirkwood Campaign. There are maps of the ‘good’ settlements like Beorn’s House and Rhosgobel, but not of Tyrant’s Hill or any of the ‘dungeons’ like The Lost Watchtower, which they players are likely to visit. That would have been useful.
I was surprise that it didn’t contain any Wonderous Artefacts or Legendary Weapons or Armour as part of the lore and plot hooks. I would have liked just a couple as examples and adventuring hooks.
What stood out to me?
The easy organization and layout.
When the lore is mixed with some of the dramatic stories (often fleshed out in the Mirkwood Campaign) there are some very compelling adventuring seeds.
There is a page on Beorn and his story-line, or fate, if you will. It really asks some interesting questions and helps the Loremaster on a delicate topic: how do you deal with the life and death of one of the iconic characters of Tolkien’s world?
What do I find particularly useful?
I’ve already used the book to prepare for my Adventures in Wilderland campaign, the map of the Hall of the Elven King, would especially have been handy, if the players had gotten access. I anticipate that will use the information on the settlements that my players are likely to visit and NPC’s they can meet a lot.
I will also use the history and monsters for a couple of side-treks, to maintain the flow and keep things interesting.
For the first adventure, which takes place in Mirkwood, I’ve used the descriptions of the landscapes and what trees and wildlife are found there. It can be a challenge for me to vary my descriptions, and this book is a good help to mix things up.
Why should you buy this book?
You are running the Mirkwood Campaign
You are running Wilderland Adventures, and you would like to get more help
You will run a campaign or part of a campaign in the area
You want more information about the Beorning and Woodmen cultures for your players
You enjoy reading about Middle-Earth
Why should you consider another product?
Your game is focused on another region
You enjoy crafting these details yourself, for a unique campaign, based on Tolkien’s writings.
This is a recap from my home-brew campaign the Fallen World. It is an exploration focused campaign, with plenty of dungeons and dragons. Seven characters have been chosen to go to the first colony on a newly discovered continent. Their homeland and allies have been in a protracted war with the Hrran Hegemony for 30 years, and both sides of the conflict are heavily strained. The Kingdom of Aquilar hopes the adventurers sent to the new world can find riches and powerful artefacts that can turn the tides of war in their favour.
This recap covers session 31-33. Characters are around 9th level.
My players decided to try and find Fort 25, which they had heard about in their exploration of Fort 27. They travel northwest through the thick forest for a few days and eventually arrive at the edge of another plain of ashes.
At this point they don’t know what created the plains, they are simply aware that these locations have a thin barrier to the Elemental Plane of Fire and that magic can be erratic there. So, they resolutely begin exploring it.
For the plains I had created a list of encounters that were more substantial than monsters, but weren’t so elaborate that I would hate to not use them. The core monsters were ashen zombies and wights. The zombies I had already used previously in a similar area, so the characters had an idea of what they were getting into.
Their first encounter turned out to be a roleplaying encounter. They find a mining operation being undertaken by a group of Azers. As they only speak Ignan, and the characters don’t the druid summons a fire mephit, which he can use for translation. I found that quite inventive and fun to role-play. They agree to buy a magical shield, as the Azers are looking for gold (which I reasoned was hard to find at the elemental plane of fire, due to the temperature…). And they agreed the Azers would craft a magical weapon for them paid with substantial amount of gold – for an upfront payment of half – and promised to return to trade for it.
The following encounter was a ruined elven town half buried in the ashes. They found an ancient shrine, where a prayer boosted Korrick (20 temporary hit points) and they were attacked by Ashen Wights and Zombies (inspired by Skyrim). It was foreshadowing for a ‘boss encounter’ at the fort.
They also located a tunnel leading into the hill, where they find a sealed door. Behind it the elves buried murderers, and they have turned to wraiths. A tough fight ensues, but the group manages to win and recover a Dagger of Venom and a Periapt of Proof against Poisons (which turns out to be quite handy later in the campaign).
Arrival at the Fort
After a long rest, they continue towards the middle of the plains. From afar they see what looks like a big tower of iron girders atop a hill. It turns out that the fort is on the hill, and that the iron tower looks like the remains of a giant immovable trebuchet, and the group has a hard time figuring its purpose, as it cannot really be aimed.
The fort, like the previous one they encounters, has an underground component, but when they try to get in, they are attacked by more Ashen Wights. The wights are nasty, as they all have the equivalent of a fireshield, and one of them is a sorcerer with a fire elemental and the commander is a powerful melee combatant.
For some reason, despite all the hints, only the druid has some kind of fire protection, but they manage to defeat the wights. Particular the Abjurers use of counterspell has a deciding effect on the battle, as he keeps the sorcerer from dishing out a lot of fire damage. They recover a scimitar +2 that does an extra D6 damage against abominations among a couple of other items.
Inside the fort they find a number things: They find the covered corpses of dozens of elves which they – wisely – let rest in peace.
They find a war-room with a sand table, where they can see the miniatures used by the generals that represents skeletons, elves and abominations (beholders and mindflayers), and it is clear that the elves and skeletons were allied against the abominations.
At the end of a large chamber there is a door, and the entire end of the room is covered in a mystical lattice-web that turns out to be an intelligent ward.
The Intelligent Ward
This encounter is set as a skill challenge, and I inform the players, that they will automatically get the door open, but how well they perform against the ward will determined how hard, what happens on the other side, is. And that if they fail 3 checks, it will be pretty bad…
They begin engaging with the ward, and fail the first roll, which results in a power surge from the ward (lightning bolt), the second roll succeeds, but the third roll also fails (which sends a ray of radiant power at the player), and finally Arak the War Cleric decides to brute force the door, which succeeds. Which means they have 2 success and 2 failures. The consequence is that they face 3 stone golems on the other side, instead of the potential 4.
I’ve modified the golems by giving them ranged spells, lightning bolts and sunbeam with a recharge, to make things more interesting and give them some tactical flexibility. The house rule is also that they need enchanted adamantine to penetrate their damage resistance.
The group fights quite smart, and the wizard use Bigby’s Hand to contain one golem at range. But the other two engage in melee and casts Slow, which the melee characters find very annoying.
The stone golem damage output is quite intense, but I don’t roll above average. A crit deals 52 damage to the War Cleric, which commands respect.
Ultimately, they defeat the golems, but it was clear that one additional golem would have been too much for them to handle. It was a good encounter, because it balanced on the edge, and they could see the consequences of previous actions and their spell abilities added some unpredictability for my experienced players.
After defeating the golems they don’t find any significant treasure, but instead a large insulated box with another box suspended within that once contained a sphere around 2 feet in diameter. Alongside the box there are instructions for this device, which is an Orb of Sundering (basically a nuke) and orders for the general of the army to deploy it. The implication is that the elves and their allies had to use desperate measures in their attempt to survive.
As the homeland of the characters are in a big war, such a weapon has military potential, along with moral issues, if they could locate a Orb of Sundering.
A Side Note:
The wizard is finally able to cast Legend Lore, which begin to reveal things about their items, and potential quests, including an item, which was part of the wizard’s backstory.
One of the more important items is a silver rod, found with the first Sister of Sorrow that turns out to be a key.
“Created by High Mage Izenova as one of four keys to defend the Towers of the Stars. The silver key unlocks the second ring. Illuminated under Mur’s eye, in one of her sacred sites, you may bond yourself to its purpose.“
The most significant value lies in the eight maps that covers each of the four large regions of Middle-Earth, Eriador (where the Shire, Bree and Rivendell lies and the site of ancient Arnor), Wilderland (which is the initial focus of the setting), Gondor & Rohan and Mordor.
The hexed maps are essential if you wish to use the Middle-Earth travel system. In this system area has a colour code and a symbol for how difficult and dangerous the terrain is. With the core books you only get the map for Wilderland, so if you run a game in one of the other areas these maps are needed (I guess you can make something similar yourself, with some graphic skills!).
The booklet contains expanded events, rules and inspiration for generating random NPC-encounters on the road, inspiration and random tables for creating ruins, a few groups of enemies, a couple of camp-site battle-maps, a system for avoiding battles, a couple of pages of inspiration for sights along the way, and two pages on lodgings on the road and finally two pages on experience for journeys and travel related oaths.
Is it good?
Yes, I actually liked the supplement, and was inspired by it. As always, Cubicle 7 captures the mood of Middle-Earth very well.
The maps are of good quality, and I now have one I can hand out to my players.
The best part, was – for me – the random events, encounters on the road and the section on ruins (which covers about 2/3 of the booklet). I don’t need them that bad, as I run Wilderland Adventures, where there are dedicated event charts, but if you run a more open sandbox style game, the will be handy. But I did get a better sense of details in the setting, like which plants are you likely to find and what travelers can you meet on the road.
The section on motivations for random travelers on the road is thorough, and has some suggestions for turning expectations on its head, and they help you ask questions, that can generate plot hooks and interesting role-play situations.
Bones of the Earth
The ruin section helps you create ruins with a distinct Middle-Earth feel. The odds of encountering something dangerous is actually quite low, though. I think the best way to use the section is to spend 30 minutes rolling up a couple of ruins for later use, in stead of slowing down the game and doing it at the table. That way, you also make sure you have something ready, if you want to change the pacing of the game, or need to introduce a place to rest for the players.
The eight dangerous encounters are also handy. They run from CR 4 to 10. They claim the CR can be modified by giving the boss or the warband one of the strengths or weaknesses from the Loremaster’s Guide. I have serious doubts that they have that great an effect, as the deciding factors in encounter CR are mainly the number of attacks arrayed against the PC’s. Secondly an unusually high AC or nasty (area of effect) special ability, is normally a key danger point.
The part on avoiding battle is basically a set of skill checks, and may be useful for beginning Loremasters, but something a more experienced GM/Loremaster can wing quite easily.
The ekstra battle-maps and the oaths PC’s can make to gain experience are also ok, but minor additions, in my view.
That also goes for Lodgings on the Road, which describes the poor and rich farmhouses and inns in Middle-Earth. Again, fine inspiration, but not needed for most Loremasters.
Is it worth 30 dollars?
If you need the maps and/or if you have little time to prepare, I would say yes. But if you are on a budget, and you don’t need the maps, you can probably get more value for your money elsewhere. I would suggest the Rhovanion Region Guide. It is only 10 dollars extra, and has 135 pages of ready content and setting information. Will review it soon.
Except for the maps, there aren’t really anything in Road Goes Ever On that can’t be made by a relatively experienced Loremaster with time on her hands.
But if you – like me – are a fan, like the tables and the direct inspiration of the charts and questions, this is a useful supplement. I will definitely roll up a few things, just in case I need them in my game.
Why should you buy Road Goes Ever On:
Your game moves outside of Wilderland
You enjoy tables and charts for inspiration
You want to save time preparing your game
Why should you consider buying another supplement?
My current D&D homebrew campaign has been put on hold, because I just got a new job, and to eliminate a stress factor, I decided to run a published campaign, to cut prep time. Instead we will pay Wilderland Adventures for Adventures in Middle-Earth by Cubicle 7.
I’ve written about Adventures in Middle-Earth on this blog previously (Player’s Guide and Loremaster’s Guide), and been quite excited on their use of the D&D 5th edition rules and their very thematic take on Middle-Earth.
But you can’t really know how well the rules work unless you’ve tried them in your game. As the youtuber Matt Coleville, so rightly puts it: the map is not the territory, the recipe is not the meal.
This new – and relatively short campaign – will therefore be an ongoing review of the seven adventures that makes up the Wilderland Adventures. They read well, but do they play well? And where do they need adjustments? Playing the campaign should also provide other GM’s, who might be interested, some insight into how the rules actually play out? In effect a review/playtest of the entire game.
When we’ve played through the seven adventures, we will return to my home brew campaign. I hope I can publish my backlog of session recaps over Christmas, so we have the game recorded while we are on a break.
As I’ve also bought the Rhovanion Region Guide and the Mirkwood Campaign, two new products for Adventures in Middle-Earth, I may drop in elements of those source books as well.
We make characters December 6th, and I hope we also get to play the first part of the first adventure.
Initial Review of Wilderland Adventures
This is not an in-depth review of the 156-page campaign. It is hard to really recommend a published campaign you haven’t run. This is more my first impressions from reading it, and getting ready to run it.
I won’t describe all the adventures. But it will have mild spoilers. So, if you are a player (especially one of my players), and you want to know absolutely nothing about the story or adventures, you should read no further.
Wilderland Adventures is seven linked adventures, where the first four can be dropped into most Middle-Earth campaigns set in this area. The final three are more closely linked, and are hard to run independently. The adventures take place in various locations in Wilderland and will take the adventurers to around 7th level.
My first impression of the seven adventures is very positive overall.
All of the adventures feel like they are set in Tolkien’s Middle-Earth. The mood is spot on and follows the themes outlined in the Loremaster’s guide (such as The Long Defeat in a Fallen World and Deliverance Arrives as All Seems Lost).
Particularly the second, fourth and fifth adventures looks like they are excellent. The second one features a captured hobbit and fun goblin feast song, the fourth evolves around a Noldor elf the players have to escort towards the sea, but her powerful song and presence attracts a lot of attention and the fifth is an infiltration mission.
Actually, I think the first adventure is the weakest of the seven. It takes the group through Mirkwood, and has quite a dark tone. It is not a bad adventure at all, but I would have liked a much stronger hook.
As it is for 1st level characters, it would have been nice, if the adventure also accommodated getting the group together, with a strong motivation, as Mirkwood is a dangerous place for first level characters. Instead it assumes they already know each other and are wandering along the Long Lake, when something happens. The designers opt for having an action hook that can result in combat. I think it will work as intended, but I would have appreciated getting help with getting the group together.
But let’s see how it plays out!
The book is very well organized with summaries of the campaign and each adventure. It is also fully colour illustrated like the rest of the Middle-Earth products. As an added bonus, it contains colour battle maps for most of the encounters. But
On the design side, I really appreciate that all the adventures don’t assume the heroes succeed. There are usually options for various alternate solutions or paths that the adventure might take and failure is frequently an option – the one they are supposed to protect dies or they are discovered and need to flee before they learn key information. This is a refreshing change from the published adventures I’ve typically seen. But to be fair, I’ve not run a published adventure since 2007 or something like that.
That said, it is not a sand box-style series of adventures, like e.g. Curse of Strahd. Each adventure has a clear plot line, with a hook, a journey and a couple of adventuring locations, and a climax.
The transitions from one adventure to the next may need a bit of work, and I expect I might add some minor additional adventures or events to create a smooth flow.
An excellent additional value for money is the customized journey events that are included. A journey has 12 possible events, and there are 12 unique events for all 7 adventures. That will add some interesting spice to each adventure, and will ensure that two groups running the same adventure will have somewhat different experiences, as typically only two or three events will come into play.
On the role-playing side, there are plenty of opportunities and interesting NPCs. I particularly like that there is a box on how to role-play the major NPCs. They describe speech patterns, mannerisms and movement – elements that I’m generally not great at coming up with for my own NPCs. I hope the assistance will add a lot of extra fun to my game.
All of the adventures also use the Audience mechanic, and sometimes the outcome of an audience can be critical for the outcome of the adventure.
I’ve now read the Loremaster’s Guide for Adventures in Middle-Earth by Cubicle 7. In short, I still love the game, and I will run the Wilderland Adventures (see review soon), but unfortunately, the Lore Master’s Guide, isn’t quite at the excellent level of the Player’s Guide (review here).
The Player’s Guide was extremely well done, and I basically had nothing bad to say about it.
The Loremaster’s Guide is also incredibly beautiful in its artwork and layout. It expands on some of the unique mechanics for the game, like Journeys and the Audiences, and it adds wonderous items and legendary weapons and armor with an approach to the D&D rules that I think is great. The magic item section is my favourite section of the book.
But, overall, on the content side it falls a bit short compared to the Player’s Guide.
Fundamentally, I think there are some things missing from the book, and it feels short and ‘light’. It is 50 pages shorter than the Player’s Guide, but has the same price tag. If I had felt they covered everything I needed, that would be fine, but they don’t, so I feel a bit dissappointed.
For a more in-depth view of the book, keep reading. It is a pretty long read.
The book is divided into 9 sections with Setting, Adversaries and Battle taking up about half of the pages.
Setting and the Tale of Years
The first large section is on the setting. It has a few pages on the Wilderlands and about 10 pages on Lake-town, which is the default starting location for the game. It also has a useful timeline, which has both ancient history and future events included.
It is not a bad section, but the game is called Adventures in Middle-Earth – not Adventures in Wilderland – and as a Loremaster, I would really like to have seen at least a few pages devoted to other lands, such as Gondor and Rohan, particularly since you can play characters coming from these lands. Currently, it is only half a page. Who is Steward in Gondor? Who is king of Rohan? What is their political situation? I expect my players to ask those question. I would have liked help answering them.
Furthermore, I think, despite the fact that you can look these things up on the internet, it would be fitting with a high-level introduction to some of the mythology of Tolkien’s world. I’ve read the Silmarillion, but it is many years ago, and I would have loved a couple of pages on the first and second age. For example, it would have been nice with a brief introduction to the different elves and how they relate to the setting, what the Valar are, the Fall of Núemnor, Angmar and the Witch King and so on.
The map for Laketown is on the inside cover, and it is great, and the guide is solid and useful. The adventure hooks are not very inventive, but that is a minor issue.
Before the Game & the Adventuring Phase
The second section is 2½ pages on things you should talk to your players about before starting the game. I think it is relevant, and certainly something I will do.
Adventures in Middle-Earth is not like playing regular D&D and players may need to adjust their expectations. For example, the theme The Long Defeat in a Fallen World highlights that the players can’t defeat the great evil in the world, they can at best achieve a ‘watchful peace’. There is a melancholic undertone to Tolkien’s world. As a Loremaster you can tone it down, but it important for creating the right ‘feel’ in Middle-Earth. Obviously, this runs counter to many regular D&D campaigns, and should be addressed before the game.
For the Adventuring Phase (the third section) there is the advice that goes for any game master. But you also get some advice on how to play with Tolkien’s setting, which has some good points. One of the points is that the Hobbit is written as a memoir, and thus subjective. Therefore, the events of the novel might have transpired a bit different than Bilbo remembers it. Another perspective is that Tolkien probably didn’t see his own work as having an established ‘canon’, which means you are a Loremaster also have room to add your own story-telling.
On the mechanics side, they grant some extra advice on rest, exhaustion and inspiration. I particularly look forward to seeing how rest plays in the game. It is of great importance, and mechanically much more interesting than in D&D. The guide highlights that it is up to the Loremaster to manage the pressure you apply to the company, and the amount of rest available is key to that.
All in all, the two sections have some needed advice for Loremasters, particularly, if you only have experience running a D&D 5th edition game.
The fourth section is only 8 pages, and it discuss journeys, ways to run them, and a couple of pitfalls. It finally adds rules for creating your own Journey Events Tables.
The section includes half a page of ‘Ideas for things seen on the road’, which is a paragraph of random scenery description. This might be relevant for novice Loremasters, but to me it seems like padding. You can almost flip to any page of Lord of the Rings to get something similar.
NPCs and Audiences:
Beyond the introductory general discussion of NPCs, and how people view strangers, this section has a selection of NPC stats and accompanying motivations and expectations that helps you roleplay them. I think the motivations and expectations are a nice addition and I think the NPCs you are most likely to use are covered. The more senior NPCs – like the Dwarf Lord and Elf Lord – I think should have a few more special moves or tricks. They feel a bit underwhelming, basically, but that can easily be fixed.
Audiences is a core part of the game. You can fail an audience, which has consequences and might take the adventure into a new direction, and that creates drama.
These rules dig deeper into the mechanics and how to use audiences in play.
I like how the players must consider, who introduces the group, because which culture he or she comes from influences the audience. And the players can – ideally – figure out, what approach (brash, groveling, chatty etc.) is most likely to result in a successful audience, based on the information they have about the NPC.
Incidentally, this system gets close to what the esteemed round table of Mike Mearls, Matt Colville, Matt Mercer and Adam Koebel discuss, on having a separate framework for interactions, which the Audience mechanic basically is.
Adversaries and Battle
I probably have the most problems with this section. There’s nothing wrong that can’t be fixed or created by a Loremaster, but that takes time.
The best part is the introduction, which describes how battles in Middle-Earth feel. For example, they are often in interesting locations that favor the enemy, they are often defensive and escape is often not an option. To support that, the designers have included some Combat Scenery you can use. The combat scenery is useful. It is a nice list of things that can impact a fight, such as Black toadstools, a Flooded Pit or Web. My critique is the layout. Each type of scenery is listed under an area, such as The Wild, Mirkwood or Ruins. The problem is that every time a type of scenery could occur in an area it is describe again. It means that the mechanics for Bog is described twice, and so is Thicket, Bracken, Nettle Bank and several others. It is a waste of space, in my view. If they had organized it differently, they could have had room for more ideas and perhaps more diverse terrain e.g. Wastelands.
The second part is a Wilderland Bestiary. This section describes 11 types of orcs, a couple of giant spiders, six trolls, a wild wolf and the wolf leader, werewolf, Hound of Sauron and Vampires. It is enough creatures to run a low-level campaign. But I’m disappointed that they only cover creatures from Wilderland, and that the highest Challenge Rating creature is 6. I think when you name a book the Loremaster’s guide to Adventures in Middle-Earth, you need to give the Loremaster the basics to run any campaign in Middle-Earth. In my view, they should have included the classic Tolkien creatures, like the Ent, a Ring Wraith, a Barrow Wight and perhaps even the Balrog (and you could of course argue that all these monsters are in the regular monster manual, but they aren’t covered in the Open Game License).
I also disagree with how the designers set some of the challenge ratings. One aspect is how I see the Middle-Earth world, and the relative strength of the heroes and their adversaries. It is fair that the designers have a different view.
My game master gripe is that the adversaries don’t cover a wide enough spectrum of play, which would have been easy to fix. The trolls are a particularly good example. There are six troll types, and they range from CR 2 to CR 6. The mountain troll is described as incredibly strong and dangerous in the text, so why not make them CR 8 or 9? I would want a group of four 5th level characters to fear encountering one of the stronger trolls. Now, I have to modify it myself.
Furthermore, if you assume that orcs and trolls are the primary foes for an entire adventuring career, you need to widen the scope. What would an encounter for a 13th level group look like? Eight mountain trolls, as written, would get crushed by the players, I think.
Another example, is the legendary Werewolf of Mirkwood. It is CR 6. It is feared all over Mirkwood and the surrounding area. In the Rhovanion Region Guide (which I will write about soon), Beorn is CR 11. Thus, Beorn, would easily defeat the Werewolf. Is that the relative power level that the designers were aiming at? From a Lore Master perspective, the issue is that if this is meant as a monster that hunts alone, CR 6 very quickly becomes a walk-over for the characters.
After the list of monsters the book has six pages of special creature actions and abilities. They are primarily intended to add flavor to the game, and to add surprises in combat.
I think it is a welcome addition, and with less variety of monsters, compared to regular D&D, you need to spice up the orcs, trolls and so on, to keep them interesting. I particularly like some of the very thematic abilities like the troll ability ‘In the Sack with you!’ and ‘Drums’ for the orcs.
Magic Items and Magic
This is not the actual titles of the next two chapters, but that is what they cover. They are also my favourite chapters of the book. It is probably also the only part in the book that is really useful for other D&D games.
The two chapters have a general discussion on magic and treasure in the game. Adventures in Middle-Earth is not a game where you riffle through the pouches of every fallen enemy. The good people of Middle-Earth value beautiful things, but greed and acquiring money for its own sake is not seen a heroic.
Wonderous artefacts are very rare items that confer a blessing to the character. The blessing is normally tied to a skill or ability. Mechanically, they let you add you proficiency bonus to a check, or lets you add it twice, if you are already proficient. But at this point, you are still not doing anything ‘magical’. Your character is simply very good at something. To obtain a ‘Magical Result’, ie. Create an effect that would normally be impossible, like turning invisible, you have to spend hit dice to get the effect. The Lore Master decides how many, depending on the effect.
I think this mechanic is excellent, and something I would use for my regular D&D game. But particularly in Middle-Earth, where the players have little healing available, hit dice are more valuable. Therefore, spending hit dice to gain a magical effect is a more meaningful choice. I love it!
The section on legendary weapons and armor adds items that confer a +2 or +3 bonus to the characters and other combat bonuses. All of these items have names and history, and the higher level you are the more enchanted qualities you can benefit from (up to three). The system reminds me of the dwarven runes from Warhammer Fantasy Roleplay 2nd edition, where an item could have up to three runes. As Cubicle 7 will begin publishing Warhammer Fantasy Roleplay, I assume they are familiar with it…
Magical healing includes the classic Lembas bread and Miruvor drink.
Finally, there is a discussion on how you create your own supernatural forces and creatures, and certain categories that fit well with the setting, such as: Oaths and Curses, Items have Power and Necromancy.
The Fellowship Phase
The last section of the book deals with the fellowship phase. It deals with Sanctuaries and Patrons and adds a couple of undertakings. It has a couple of pages on how to run the fellow-ship phase and what the effects of a Sanctuary are.
I have one gripe with the section, and again it ties in with the length of the book. The section has two paragraphs on Experience Points. And it says: ’While the precise system you chose is up to you, and the topic is beyond the scope of this supplement…’ Wait. What? Awarding experience points is a topic beyond the scope of the Lore Master’s Guide? Where else would you expect to find this information? Awarding experience points is a key aspect of the task of running a game, and I would have expected some advice on XP and player progression, as the game has less monsters and combat compared to regular D&D.
My Final Thoughts on the Loremaster’s Guide
If you have kept with me this far, I’m fairly certain you are interested in Adventures in Middle-Earth. And despite my criticism of this supplement, it is still a useful, well written, well-organized and beautiful book. It is just not as great as the Player’s Guide.
I will have to play the game to truly understand if there are any information that I would need missing from the book.
If you are a future Loremaster of Adventures in Middle-Earth, you should still get this book.
After a series of adventures, the group heads home for their first ’Winter Holiday’. To make sure the settlement evolves and grows, I decided early that every winter the characters would rest and work on other tasks until the next group of settlers arrive from the ‘old world’.
This blog post describes some of the activities (so that we can remember them), and I have a couple of thoughts on the system (or disregard for the system).
The Pathfinder way discarded
I had planned to use some of Pathfinder’s rules on downtime. I thought it would be cool to use the rules from Ultimate Campaign on building a house, and later strong holds, and so on. But it turned out that:
1) my players weren’t really into that level of bookkeeping
2) I wasn’t into that level of bookkeeping and …
3) the wizard picked spells like Wall of stone and Fabricate, making the need for materials partially irrelevant.
So, I’ve skipped it completely. And fundamentally run downtime as a narrative, with some skill rolls.
What did the characters do?
It had turned out that, Jarn, the paladin/ranger had made one of the two serving girls pregnant. The player decided that he honestly did love the girl, who was a no nonsense scrappy city-girl, and they decided to get married. The druid of the group officiated and gifts were presented. Each character came up with a gift for the couple, including a bridal suite in their new house with a clock, platinum rings for the entire group and his wife, jade figurines and a donation of blood from the scary half-orc fighter.
During the months they built a sizeable house with a small tower, a glass blowing workshop and smithy and the gnome constructed a ballista for the tower. They craft weapons and armor and train the militia.
The druid also started training an apprentice, the elf Sekhlas, and he went to negotiate for dragon scales, to build an armor, but unfortunately failed in his diplomatic effort.
I also let several characters learn languages, skills and tools, because, why the hell not?
As the new settlers arrive in the spring, some characters receive mail and messages, and they finally get some plate mail. Their leader, Jarn, gets news that his father – who is the head of a knightly order – is sick from enemy magic, and that his mother needs assistance. She has in return sent his father’s medallion, which protects against fey charm. The druid, Weylyn gets a letter from a friend, which relates the story of a kidnapping or defection by a great boat wright to the Hrran Hegemony.
The group was already worried about spies, and they are watchful, but also decide to lay a honey trap. They spread the rumor that they have hidden powerful war machines in the forest, and use awakened beasts to patrol the site – and wait. I think it is a good plan, which I will definitely play to.
The settlers that arrive include two adventuring groups. One is with the rival guild, and another accompanies the dwarves, who have come to run the iron mine, which the characters find.
Furthermore, the wizard, Thul Dweomereye, has apprentices and guards coming to expand his position.
What worked well?
Down time is essentially a chance to role-play and create more context and relations for the characters.
I think everyone got to do interesting things and the wedding and the news from home ground the characters in the setting. It creates a greater attachment to the world around them, and meant that I think they found pleasure in having a lot of gold they can send home and to the war effort.
I hope that the war in their homeland will come more into focus in the next leg of the campaign.
The players have fun when they use their spells creatively to create a home and survive, and there was no reason to take that away, because I had imagined we would use a more ‘mechanistic’ system for it.
And just for fun, I’ve decided to add the text of one of the two hand-outs here:
The Letter to Weylyn:
I hope that you are thriving? I have thought of you many times in the last couple of years, but finding an opportunity to actually sending a letter has been difficult. This winter I finally returned to Finrod after what feels like a life-time of conflict. I have spent much time in Burndeth and helped our ancient kin and allies there. Pentath is now besieged by folk of the wild tribes of Lest, but they learned to fear the forest. So, they burned much of it. I have grown stronger in my struggle, and as we know, adversity and challenges makes you find new strength within you.
I write, not solely out of my desire to convey my thoughts and experiences to you. During the last couple of months here in Finrod, it was impossible not to hear rumours of this expedition and the ships going out to sea. I couldn’t help myself from paying close attention to these stories, as I had already understood from Deekin Chass that you were no longer on the Isles. It therefore troubled me that I stumbled on information that the great shipwright Amhlaidh Tod disappeared from his shipyard last year. The Council and the Circle have been keeping it under close lid, but you know how it is here – everyone knows everybody. The point is, they think he might have been kidnapped, or worse, been bribed to go over to the enemy. If that is true, the Hegemony might soon field a fleet of ocean going vessels. Their seafarers will not rival our own, but in my battles with Hrran, I have learned that its leadership is very resourceful and flexible in their thinking.
I have sent this letter to Moss Keeper Clearbrook, and I hope that it will find you soon.
The player’s guide for the Dungeons & Dragons version of a Middle-Earth role-playing game is perfect for a fan of Tolkien’s world. The designers basically nail the atmosphere and feel of the setting and demonstrate that the D&D 5ed. rules can be reworked to fit a very different style of play.
Adventures in Middle-Earth is very true to the original material and is therefore a very low magic game. There are no spell-casting classes and the abilities the players do have can be heroic, but the magic in them are always subtle – just like in Tolkien’s novels.
The game is published by Cubicle 7, who also makes the One Ring role-playing game, and Adventures in Middle-Earth is their D&D interpretation of that game. It is clear that the designers already have a deep understanding of the lore. All the classes, cultures and virtues are clearly grounded in the source material and the book is filled with relevant quotes from the books.
I was so inspired by this book that I began re-reading the Lord of the Rings (for I don’t know which time), and this is the first role-playing supplement that I’ve read cover to cover since D&D 3.5.
The setting focus on the 70-year period between the events of the Hobbit and the events in the Lord of the Rings. The default area for the game is the Wilderlands, which covers the area from the Misty Mountains in the west to Erebor in the East. The death of Smaug, the return of dwarves to the Lonely Mountain and the rise of Dale as a center of trade has created a cautious surge in optimism, and Bard of Dale calls for adventurers to help them rebuild the land.
The most significant mechanical innovation is the Journey system the game has and the game also features corruption of the character’s spirits through Shadow Points. That said, all the fundamental elements, such as class, races, feats and equipment have been re-worked to fit the setting. That creates – in totality – almost a different game entirely.
I look at some of the major features below.
Making a Character
Each player picks a culture instead of a race, such as Men of Bree, Men of Minas Tirith or Dwarves of the Lonely Mountain. All of the cultures are flavorful and has long lists of appropriate names. Mechanically they are similar to the races of the PhB, but with fewer fantastic abilities. They mainly provide stat increases and skills, and – importantly – define which virtues (feats) you can pick.
The classes are where the rules begin to diverge significantly from a regular Dungeons & Dragons game. There are six available classes: Scholar, Slayer, Treasure Hunter, Wanderer, Warden and Warrior. Some of them are mechanically quite similar to the core classes. Fx the Slayer is similar to the Barbarian and the Treasure Hunter is similar to the Rogue. But all the spell casting classes are gone and replaced by the Scholar, who is both healer and keeper of lore.
The two or three archetypes for each class also sets all the classes apart. These are closely molded to the Middle-Earth setting and blurs some classic distinctions. For example, the Warden has Counsellor, Herald and Bounder as archetypes, and they are part bard and part fighter, depending on which one you pick. What I love about them is how well they fit the setting. The Bounder for example, if you don’t know, is referenced in the Lord of the Rings, as the halflings that keep the Shire safe.
Mechanically, it is hard to judge, without playing the game, how well they are balanced.
In place of feats there are a number of virtues, and most of them are tied to the character’s culture. Thus, only wood elves can learn Wood-Elf magic – which gives you the “awesome” power to enchant an arrow, and, if you pick the virtue three times, make a victim fall asleep! I love how low magic that is. And again, they fit the setting perfectly.
A few of them seems to be a bit over-powered. For example, Bardings can pick Swordmaster. It says: when fighting with either a broad sword or long sword, add your proficiency bonus to your AC. I can’t see myself not picking that Virtue. Even if it added half your proficiency modifier, I would pick it. That indicates an imbalance… (P.S. and I’ve now noticed that one of the pre-generated characters has this Virtue, and he only gains +1 to AC, so perhaps they made an error in the write-up?)
The backgrounds have much more flavor, compared to the PhB, and again connects well with the setting. Examples include Doomed to Die (You know your life isn’t going to end well, but soldier on anyway), Loyal Servant (as a squire or gardener or close kin) or Hunted by the Shadow (the Shadow is constantly after you and your family, as you are renowned foes of the Enemy).
The equipment chapter is short, but mechanically relevant. All the armor and weapons are found in Tolkien’s world, so there are no great swords or plate mails on the list. Particularly, when it comes to AC, that can influence gameplay. Heavy mail provides the highest AC, which is 16. They’ve added Great Shields, which gives +4 to AC, which is probably to close that gap. On the “magic item” side, they don’t compare to the regular DMG. Cultural Heirlooms can be gained as a feat on level 4 and on. It could be a weapon, like the Dalish Longbow, that gives +1 to attack and damage, and +1d8 extra on a critical hit. On one hand, I like that player’s can add cultural heirlooms ‘off screen’ so to speak. But will they? And if they do spend a feat on an heirloom, how do they feel about another player finding something similar in a treasure hoard?
Journeys and rest – adding meaningful encounters:
The most significant ‘new thing’ in the game, in my view, is a system for journeys. I won’t go into the detail of the rules, but whenever the group needs to travel to an adventure location, they need to use the journey rules, in place of the regular overland travel and random encounters described in D&D.
Each map area has a difficulty level (color coded), and the start of each journey the group pick characters for a number of roles: Guide, Scout, Hunter and Look-out. Embarkation dice are rolled and modifiers added, and depending on the roll and the land they travel through, they may have a number of Events. The events can be combat events or obstacles, but they can also be beneficial.
The tough part is, when the characters arrive at their destination, they roll an Arrival roll. If that goes badly, they might gain exhaustion levels or Shadow Points. Both are bad.
Furthermore, travel connects with the rest and healing rules of the setting. Long Rests can only be had in a Sanctuary – like the House of Elrond or Beorn’s home. Therefore any damage or exhaustion they acquire from encounters or bad luck may be hard to heal when you reach the destination.
The rules will add danger and flavor to the game, and they can be used in other campaigns with a little modification and work. In my current regular D&D campaign, with 9-10th lvl characters, one random encounter should either be very dangerous or have a deeper purpose, such as providing clues, potential allies or add depth to the setting, because it won’t drain resources or make their lives significantly more challenging, as they are back to full power the next day, unless I want to spend several hours just running random encounters. I think this system solves that issue – you basically want to avoid wolves or orc raiding parties – because they can impact if you are able to succeed in your greater goal or quest.
Of course, it also adds a lot of flavor, and, as the group has no magical aid – like Purify Water, Good Berries or Leomund’s Tiny Hut – the journey will become something dangerous the group must consider closely.
The game has a system for gaining corruption. It can happen through sorrow, blighted places, misdeeds and tainted treasure. The results are negative psychological traits (Shadow Weakness) and ultimately a complete fall into Shadow. Boromir is the obvious example from the novels.
It is hard to judge how big a threat it is to the characters over a campaign. But I like the mechanic and, again, it feels right for the setting.
In accordance with the fiction, not everyone welcomes travelers from afar, and the game therefore has a system for Audiences with the various rulers of Middle-Earth. It is basically skill challenges modified by how various cultures see each other. Not everyone enjoys a system for a role-playing encounter, but I can see why it is included. It can certainly add drama and consequences, and again fits the game setting perfectly. In the published adventure Wilderland Adventures, the mechanic is used frequently – but more on that in a future review.
The Fellowship Phase:
This down-time system also fits well with the setting. The assumption is that you adventure and travel in the spring and summer, maybe autumn, and settle down for the winter, perhaps to help bring the harvest home, to research ancient lore or to open a new Sanctuary. It is also a way to regain hit points and exhaustion levels, which might be sorely needed, given the trials that the characters can go through.
It is certainly a much more interesting down-system compared to the original D&D rules, but without a whole lot of clunky mechanics added.
Final Thoughts on Adventures in Middle-Earth:
I would love to run a campaign in this game and setting. It is very well done, and it feels like you can really play a Dúnedain ranger, a dour dwarf of the Blue Mountains or a hobbit off seeing the world and stride right into Tolkien’s pages.
I don’t think it is for everyone, though. It is probably the least magical fantasy setting I’ve encountered, certainly in D&D, unless you go for an actual historical or near-historical setting.
As a DM (or Lore Master I should say), my greatest concern is that I doubt the setting works well with characters above 7th level or so. I could be wrong, but I think making stories with fitting enemies and drama at level 8+ will be a challenge within the Middle-Earth setting – partly because the most epic plots have been told by Tolkien. But these concerns are for the review of the Loremaster’s Guide, which should arrive at my door soon… and perhaps the upcoming campaign: Mirkwood.
It can be hard to judge if the game is well balanced, and particularly how well the different classes and cultures compare to each other. Player’s really dislike if one class or character build outshines every other, and almost every group has a player who will spot those ‘killer combos’ in an instant. And as there is little or no enchanted equipment, except for heirloom items and good dwarven steel, the player’s AC and attack modifiers, will generally be lower, compared to standard D&D. It is hard to tell how they stack up against monsters?
Exhaustion can also be crippling and it is hard to remove. Are the journey rules too hard, if you don’t have characters built to be good at survival, perception and so on, or if they are plain unlucky?
Why should you buy this book?
If you love Tolkien’s world and want to play in it.
If you plan on running a low magic campaign. It will have many things you can lift.
If you are a newcomer to DM Dungeons & Dragons this game is in some ways easier than regular D&D, as there are fewer spells and so on to keep track of, and the setting will be familiar to most people. However, … see below
If you want inspiration for your own campaign, such as classes, feats and backgrounds.
Why shouldn’t you buy this book?
If your players want plenty of cool spells and magical gear, Adventures in Middle-Earth isn’t for you.
The murder hobo, kick in the door play-style is also a hard fit with the setting. This is a game of heroes and often tales tinged with sadness.
A newcomer DM might find it hard to deal with the game, if it turns out there are imbalances, whereas core D&D is quite robust.
I was almost caught up – and then life hits. Well, here is the final recap of this adventure. The next session had some downtime, and the sessions after that is the first chapter in a grand expedition to explore the lands around them after the winter. As always, I prioritize actually preparing D&D over writing about what happened. At least until I have significantly more time in the evenings… I do want to add a couple of reviews of RPG-material that I’ve been reading. And I’m eagerly awaiting the arrival of Trudvang Chronicles.
If the players thought they were done with mindflayers, they were wrong. The group was back to only four players, due to the Easter holiday, and the decided to make a short rest, before exploring the rest of the guild hall. They find their ancient archive, in a magical storage room, and recognize it as a valuable trove of lore, if you spend sufficient time on piecing things together. The also enter the guild masters office, where they locate the secret door to the strong room, but when they tamper with it, two stone guardians attack. In the strong room they find gold and silver, and more importantly a few bars of mithral and adamantine and a scroll that can be used to enchant a weapon permanently.
I kept track of time, because – unbeknownst to the players and their characters – the mindflayers continued to be aware of them and their actions. So they gathered another force and attacked again. They led that attack with a hill giant and a purple worm. The players were pretty freaked. But still, the four 8th level players, decided to fight the purple worm (which is CR 15 and has 250 hit points). Fortunately for them, they had luck on their side, as the purple worm is so strong that it can basically remove a character from the fight every round. The purple worm used its bite attack on the paladin/ranger in the first round, but the dwarf bard/fighter used his protective ability to give it disadvantage, so it missed. And the dwarf could tank the tail attack. Next round the purple worm missed with its bite again, but hit the druid with its poisonous tail, who went down. And then a mind flayer emerged from the hole the purple worm left. This was double trouble, but they kept piling on damage, and then the paladin/ranger was swallowed by the worm. The purple worm was heavily damaged, so with a final eldritch blast the warlock killed the purple worm (which 3 characters gave 250 in damage in 3 rounds…)
I had narrated that the three characters, with players who weren’t present, take on the hill giant and the goblins that followed it, and that the half-orc bellowed that they had to flee (that we my DM-que that it was wise).
The purple worm spits out the paladin in its death throes, and with a feather fall they escape the guild hall, but in the ruins beyond the run into another mindflayer ambush, with a single mindflayer, two intellect devourers and some goblins. That was fun!
The players know they are just a couple of bad saving throws away from defeat, but a couple of summoned bears and a charging paladin kills the mindflayer, which cause the rest to flee. The warlock had his intelligence reduced by the intellect devourer though, and is comatose, so now they are down to three characters.
The finally reach the exit point at the tower, where an elf is waiting for them. He introduces himself as Kelgon, but the paladin sense that he is a fiend in disguise. He does not reveal his true form, when they confront him with that knowledge, but he admits that the Mezzoloths that attacked them works for him, and that he has a proposal for them: if they are willing to help him kill undead in the ruins, he will give them knowledge and magic items in return. Their response is that they want to consider it, and that they will return with an answer, if he is willing to let them exit the ruin. He allows that, and finally the group emerges from the ruins into a forest that now seems much more benign and safe.
The group is searching for a wizard in a ruined city. He deserted from their settlement several months ago, and has already learned that there are both fiends and mind flayers inside the ruins. You can read the beginning here.
In the third installment I will also make the adventure itself available.
The body of Corbian
The group enters the big ancient guildhall of elven craftsmen and find a huge lump of blue resin-like substance with a robe clad elf inside on the second floor. Next to it lies the body of the wizard Corbian, who they were sent to find, along with his spell book, which contains a ritual – which Corbian created – that can release the elf. There are no signs of his men. Abbott – the warlock – finds the mind of the imprisoned wizard (he thinks), and communicates with him.
They decide to release the wizard, with the ritual that takes an hour. While the wizard casts the ritual the rest of the team watch the surroundings. They are of course aware that something will happen. Unfortunately, as the ritual finishes, the gnome rogue watching the entrance has become lost in thoughts and fail to notice the attackers arriving, and an epic fight begins.
A mind flayer and a gauth (beholder-kin from the new Volo’s Guide to monsters) burst through a large window at the end of a hallway, and via the staircase goblins attack from below with another mind flayer and another gauth. With liberal use of fireballs, wall of thorns and other spells, the group manages to defeat the attackers. Jarn, the paladin/ranger is stunned by a mind blast, and has difficulty making his save.
At the end of the third round the resin bursts and reveals another 10 foot tall armored mindflayer – an Ilithor – an illithid war leader – of my own creation (you can find the stats here). It attempts to eat the dwarf in front of it, but he makes his saving throw, and the round after use a prismatic spray – and then the paladin, who was stunned for half the fight, has done an enormous amount of damage with Smites, and it falls. And after looting, we end the session.
It was a very intense and fun encounter.Partly because of the many different attacks and enemies the characters had to fight – magical effects from the eye rays, gauths that explode on death and the danger of the mind flayer’s mind blasts and subsequent brain extraction. And partly because of the large battlefield, with several different features, which were used for cover and tactical maneuvers. The party used spells creatively and spent a ton of resources – which will become important.
I would have liked the Ilithor to last one more round to really highlight how dangerous it was, but it was still very epic, and Korrick the dwarf was just one save away from having his brain eaten.
Description: a three meters tall armor clad ilithid with only four tentacles. It is more bulky and squat compared with the regular mind flayers and wields a mind-blade great sword. The Ilithor is created by the Elder Brain to function as commanders of the ilithid armies.
Armor Class: 18, Hit Points: 168 (16d10+80) , Speed: 40 ft.
Saving Throws: Int +6, Wis +7, Cha +7 (advantage from psi carapace)
Skills: Insight +7, Perception +7, Deception +6
Damage Immunities: Psychic
Condition Immunities: Frightened, Charmed
Senses: darkvision 120 ft., passive perception 17
Languages: undercommon, telepathy 120 ft.
Challenge: 10 Special: Magic Resistance. The ilithor has advance on saving throws against spells and other magical effects. Innate spellcasting (psionics): The ilithor’s innate spellcasting ability is intelligence (spell save DC 15). At will: detect thoughts, levitate, 1/day dominate monster, prismatic spray Actions: Multi-attack. The ilithor can make two attacks with its great sword.
Mind blast. The ilithor emits psychic energy in a 60 ft. cone. Each creature in that area must make succeed in a DC 15 Int Save or take 4d8+3 pyschic damage, and be stunned for 1 minute. Great sword. Melee weapon attack, 10 ft. reach, +9, 2d8 slashing +2d6 psychic damage. Tentacles. Melee weapon attack: +9, 5 ft. reach, 2d10+4 psychic damage + grappled (escape DC 17), Int save 15,or be stunned until grapple ends. Extract brain. Attack+9 One incapacitated humanoid grappled by the ilithor. Hit, the target takes 10d10 piercing damage. If this damage reduces the target to 0 hit points, the ilithor kills the target by extracting and devouring its brain.
Equipment/Treasure: psi carapace, mind blade greatsword