Eaves of Mirkwood is a combination-product for Cubicle 7’s Adventures in Middle-Earth. It contains a Loremaster’s Screen and an introductory adventure which contains brief versions of the rules unique to Adventures in Middle-Earth and some pre-generated characters. You can therefore play Eaves of Mirkwood without the Player’s Guide to Adventure’s in Middle Earth.
I’ve now run the Eaves of Mirkwood adventure and used the Loremaster’s Screen on several occasions (running Wilderland Adventures) and will below provide my point of view on the product, and give a little advice on running the adventure.
Overall, we enjoyed the adventure a lot. The Loremaster’s Screen is more of a mixed bag.
Odd product combination
Eaves of Mirkwood costs 20£ in Cubicle 7’s online store. I think that is a very reasonable price, comparable with the 15$ for a regular D&D screen. That said, I find the product composition weird. I don’t understand why you would package an introductory adventure, that is supposed to pull new players to the game, with a screen, which is something that Loremasters that play regularly needs?
I think the screen fits much better with the Road Goes Ever On product (a collection of inspiration, journey tables and other things, which you can read about here). I would have made the adventure and ‘light’ version of the rules freely available for download, to get more players, and thereby more revenue.
As a note, I can see the screen came with a Laketown sourcebook in the One Ring Game – the game Adventure’s in Middle-Earth was converted from.
[EDIT: Below I have some critique of the screen, which Cubicle 7 really couldn’t do, so it isn’t quite fair. I would like info from the core game, but to print it on the screen, they also had to print the full OGL text on the screen itself, which is obviously unfeasible. I stand by most of the core points though. To make the ultimate most useful screen, you need to rework the screen a bit – or make your own.]
To me the core product is the screen itself. The cover art is a beautiful illustration of Laketown. If you look carefully, you can see the Lonely Mountain and the ribcage of Smaug sticking out of the water. It fits very well with the campaign that Cubicle 7 supports.
You could argue that a more generic illustration of typical Middle-Earth landscape, heroes and monsters would suit a broader spectrum of groups, who might play in different ages of Middle-Earth or different geographical locations. But it certainly looks good.
What is a good screen?
The core purpose of a screen is, in my view, to help the game master run the game more smoothly. Therefore, it needs the information you most commonly need to reference on it, or – like on my original D&D screen – assist your common improvisational tasks, such as deciding encounter distance, which happens often in regular D&D. So that is the curve I’m grading on.
To be fair, my regular D&D screen is also not perfect, in my view.
The screen has four panels.
- 1 is Starting Attitudes and Degeneration.
- 2 is Anguish, Blighted Lands, Misdeeds, Tainted Treasure and Page References.
- 3 are rule summaries for journeys, Audiences, Corruption and the page numbers for Fellowship phase undertakings.
- 4 are raw embarkation and arrival tables.
To me, it seems like the team at Cubicle 7 has stretched to use all their own tables, with not enough regard for what a Loremaster needs.
What do I use:
I use the Starting Attitudes in every session. It is a matrix with more than 100 results, so it is impossible to remember.
I could have used the journey rules summaries in the beginning of the campaign, but I remember the rules now.
Why aren’t I using the rest?
I run Wilderland Adventures, so I don’t need to invent my own journey events. Therefore, it is difficult to say if I would find the raw tables helpful? I think some Loremasters might find them quite helpful for improvising journeys. But I can’t say for sure.
All the information on misdeeds, degeneration, tainted treasure, blighted lands and shadow points seems misplaced to me. The misdeeds chart might be useful, if I didn’t run a published adventure, and I ran over a long period of time. The other overviews look so rarely used to me, that I would much rather want other information available.
The page references I don’t use, because I have a pretty good sense of where to find things in the books after having played 8 sessions.
Listing the page numbers for the eight Fellowship phase events seems particularly as weird filler, as the first page is already in the page overview and they only cover three pages in the book.
What am I missing
Every time I use the Starting attitudes, I get annoyed that they didn’t also include the Final Audience Check DC chart, which is the reason why you need the culture matrix in the first place!
Secondly, I’m slightly annoyed they didn’t include an overview of the different Exhaustion levels. It is on my regular D&D screen, but it is a much more prevalent mechanic in Middle-Earth.
I would argue that most of the Conditions should be included.
In a thread in the Adventures in Middle-Earth Facebook group, I mentioned this fact. Jonny Hodgson from Cubicle 7 was very nice to answer that they weren’t included due to the space they eat up [EDIT: because of the OGL, which wasn’t clear in the post to me].
All in all, I’m fond of the art, but somewhat disappointed with the information presented on the screen.
I ran Eaves of Mirkwood as part of a homebrew quest for one of my characters. I had three characters of levels 3 and 4, and I only had to make minor modifications to make it work.
It is fundamentally a very fun and thematic adventure, which a Loremaster could easily turn into an adventure lasting two or three sessions.
In short, the adventure is a journey through Mirkwood, where the characters encounter some dwarves fighting orcs. After the fight, the dwarves invites the characters to feast on roast pig. One of the dwarves took it from where it was tied in the woods. It turns out that a nearby village had tied it there in order to sacrifice it to a great warg. The villagers are pissed and capture the players, while they sleep after drinking too much beer. During their audience with the village chief the angry warg attacks with its orcs, and the characters have to defeat it.
How was the adventure?
We had a great time playing the adventure. The feast with the dwarves and the final battle are particularly well done. When the characters meet the dwarves there is an extended scene for the feast. It includes a smoking game (blowing different smoke rings), there is a riddle contest and the text of a dwarven song. The smoking game rules are worth a third of the product price on its own in my view!
The warg and the final battle is very well described, and the players thought the talking warg was a scary and cool bad guy. The battle is also quite hard.
Warning to new Loremasters
The last encounter looks extremely volatile to me.
If you are new to the D&D system you should be aware, that the Warg is an incredibly tough opponent against a 1st level party for a number of reasons.
First of all, the warg’s attack does so much damage that almost any 1st level character is likely to go down from one hit. The average damage is 11, and only two of the six pre-generated characters can withstand more than one average damage hit. And, when a character goes down it can quickly turn into a death spiral.
The warg also has a fear aura, which the group’s melee types are likely to fail their saves against half the time, making the encounter more volatile.
The adventure advises that with more than four characters the Loremaster should add one orc per character. That makes the warg even more dangerous. Its pack tactic ability will ensure that with allies it is likely to hit around 75% of the time.
I added three orcs against my group of two 3rd level characters and one 4th level character, and it was still a tough encounter that could have gone both ways.
I love the fact that the encounter has a lot of tactical elements and that they get to roll saving throws. It makes it very dramatic. But I worry that the very cool boss is too ‘swingy’ an encounter.
One option is to have the dwarves participate in the fight and add an orc or two on top. The Warg attacks a dwarf first and wound him grievously and throw him to the ground. That way, the players see what they are up against, and you create drama by wounding or killing their allies – a classic game master trick.
I didn’t have time to include the dwarves. But with experienced players, you could have the players control the dwarves.
Expanding the adventure
If you plan to use this to play more than one session, or a longer session, you could expand the adventure a bit.
It would be natural for Eaves of Mirkwood to be the first part of the adventure. Instead of defeating the Warg, the characters manage to kill some orcs and drive it off. You could divide the action in the village into two – first they run down and face orcs that have climbed the palisades and then they have to run back and fight the warg, which is about to eat the village elder.
As a second part, you could have the characters go to get allies in order to defeat the warg and the orcs in their lair. This could be wood elves or woodmen in another village. That would require an audience and perhaps a small quest to demonstrate that they have the ability to lead such an expedition.
The third part would be the characters leading an expedition on a short journey to the warg lair – a ruin in Mirkwood or a series of caves – where they have to face the orcs, together with the three dwarves and the allies they’ve been able to muster.
That way the characters would be third level when they face the warg and its allies. A much less ‘swingy’ fight, and you get much more mileage out of a very cool big bad evil guy (wolf).
And if you want to homebrew after that, the warg could always be a lieutenant of something worse…
All in all, it is a solid product, and I’m glad I got to use the adventure. The adventure captures the mood of Middle-Earth perfectly and I’m confident newcomers to Adventures in Middle-Earth or newcomers to roleplaying-games will enjoy it. But I do think combining a screen with an intro adventure is a bit odd. The screen itself is useful, but not perfect.
If you’ve used the adventure as an introduction to people, who’ve never played with the D&D 5e rules or who’s never played and RPG before, I would love to hear from you on how that went? Was is accessible? Too complex? How did the final encounter go?