Showing posts with label The One Ring. Show all posts
Showing posts with label The One Ring. Show all posts

31 August 2023

Moria Kickstarted x30

Not that the Free League needs any additional support for this – the project (at the time that I’m writing this) has exceeded its funding goal more than 30 times over – but since I’m a Middle-earth fan and write about it regularly here, I thought that I would mention the Moria Kickstarter.

The Free League is coming out with versions for both The One Ring (2nd edition) and The Lord of the Rings Roleplaying. The latter game (LoTR) is a revised version of Cubicle 7’s earlier Adventures in Middle-earth system. That system is based upon 5th edition D&D, but helpfully introduces many “Middle-earthy” elements from TOR – and thankfully replaces entirely 5e’s standard “rest” and magic systems (among other things).

The TOR 2e version is called Moria: Through the Doors of Durin, whereas the LotR version is called Moria: Shadow of Khazad Dûm. (For some reason, different names are applied to all the books in the TOR and LotR lines, even though the non-rules contents are identical, as far as I can tell.)

The One Ring 2e looks interesting. I have the core rules and the introductory box set. (I also have the LotR versions.) Going forward, though, I plan to stick simply with the LotR 5e line, so I’ll be getting Moria: Shadow of Khazad Dûm. I don’t have any deep system-related reason for doing so. It’s just a matter of familiarity and convenience. I ran a great campaign using AiME a few years ago, so I know the system reasonably well, and am happy to stick with it for my Middle-earth gaming. (At least when I’m not using Against the Darkmaster to run my old MERP stuff. Oddly, Moria is one of the few ICE Middle-earth books that I don’t have in my collection.)

The TOR 2e books do have better covers than the LotR books for some reason…



02 October 2022

The Lord of the Rings Roleplaying 5e (Dungeons & Dragons)

I was wondering whether the Free League would be revising and re-releasing Adventures in Middle-earth (AiME), the 5th edition Dungeons and Dragons rules developed by Cubicle 7. In addition to incorporating many elements from The One Ring (TOR) roleplaying game into the 5th edition D&D framework, AiME also radically reworked a number of core elements of 5e to fit Middle-earth (most notably the magic system and classes). I used AiME for my “Spider Cult of Mirkwood” campaign a few years ago and think quite highly of it – in fact, I think it’s better than “core” 5e DnD, at least for “low magic” settings.

 

 

Wisely deciding not to leave money on the table, the Free League is coming out with their version of AiME, now called The Lord of the Rings 5e. Here’s their description:

Middle-earth is opening up for new adventurers! The pre-order for the 5E adaptation of the award winning second edition of The One Ring™ RPG, entitled The Lord of the Rings™ Roleplaying, alongside the Shire™ Adventures compendium and a 5E Loremaster's Screen, has been launched today. The pre-order gives immediate access to complete PDFs.

 

The Lord of the Rings™ Roleplaying is 236-page hardback volume that contains what you need to create 5E adventures set in the world’s most popular fantasy setting: six original heroic cultures from the land of Eriador, six new classes, a host of terrifying adversaries, and comprehensive rules for journeys, councils, wondrous artefacts, and the subtle magic of Middle-earth.

 

Shire™ Adventures is a 104-page hardback volume that describes the Shire in great detail, as well as five short adventures and seven pre-generated characters, including famous Bagginses, Tooks, and Brandybucks! The contents of Shire™ Adventures are adapted from the Starter Set for The One Ring™ RPG.

 

The official retail release of all items is planned for early 2023, but the pre-order in the Free League webshop gives immediate access to complete PDFs of The Lord of the Rings™ Roleplaying and Shire™ Adventures. You can even report your feedback on these PDFs on our forums before they go to print!

 

Note that PDFs of the 5E Loremaster's Screen and Rivendell Compendium will be shared at a later date.

The art is stunning – I would buy this book for the pictures alone!

 


It can be pre-ordered here.


 

12 February 2022

To the Mountains of Mirkwood and the Tower of Black Glass

Adventures 7 and 8 of the Spider Cult of Mirkwood campaign  


The Characters (more information here):

  • Hengil Foros (Dúnedan Warden of Rivendell) 
  • Ulvmund Galmund (Barding Warrior of Dale) 
  • Hartmut Hare-Eye (Beorning Wanderer of the Anduin Vale)

Information on the campaign:

[A portion of Peter Fenlon's amazing map in ICE's Mirkwood]

Adventure 7: To the Mountains of Mirkwood


7.1 From Rhosgobel to the Old Forest Road (mid-April 2947)

 

The companions, accompanied by Quesse (a raven of Radagast), depart Rhosgobel and travel to Woodmen Town. There they stay (once again) at ‘The Gentle Leaf’ inn. At the inn they meet the dwarves Bofri and Nili (‘the silent’). Hengil convinces Bofri and Nili to join the company’s mission to the tower, explaining that removing the menace posed by the cult is necessary for the dwarves of Erebor to open up the Old Forest Road again for trade.

 

The companions deliver Radagast’s book to the herbalist Witihis. Upon learning that the party plans to travel to the Mountains of Mirkwood, the herbalist warns them that there are dangerous vines high in the peaks (the ‘Yavin Girith [S. “Shuddering Fruits”]). The vines’ fruit is deadly and should be avoided. The vines also disperse soporific spores, a blue mist that can induce a dreamless sleep. He gives the companions five dried leaves that can revive sleeping people (when crushed and breathed in by those who slumber).

 

The party then visits the hallowed Hall of Balthi and gains an audience with Althyn Waulfa (the leader of Woodmen Town). Waulfa commands two Woodmen hunters—Evoric and Grimfast—to accompany the party on their mission.

[Central Woodmen Town from ICE's Mirkwood]

From Woodmen Town the company journeys to the entrance to the Old Forest Road. At the entrance is a small Beorning fort, built upon an ancient Dwarven way station. It is commanded by an old acquaintance of Hartmut, Otbert.

 

7.2 The Old Forest Road (late April 2947)

 

The party travels along the Old Forest Road. Two days into the forest the company encounters Geirbald and his Brotherhood of Outlaws. Geirbald warns the company of the legendary Werewolf of Mirkwood. The adventurers rest with the Outlaws in their hidden camp.

Two days later the company comes across an ancient statue; it is identified by Bofri to be the likeness of Thráin I (first king of Erebor).

 

Later in their journey Quesse (the raven) warns the party of an imminent ambush by goblins. Surviving unscathed, they continue for many days deeper into the forest. Two weeks after entering Mirkwood the company camps at another old dwarven way station. Midway through the black night, the group is attacked by six Woodmen cultists, two attercops, and a terrible great spider. Evoric is tangled in webs. Nili and Hartmut are knocked out by the cultists’ sleeping poison. The great spider almost defeats Ulvmund but ultimately is driven away. The other spiders and the cultists are slain. Battered, sickened, and tired, the company deliberates about what to do next.

 

While the party rests, Hengil has a vision of a lost refuge. The refuge is hidden in the ruins of an ancient Elvish fortified town, abandoned millennia ago, that lies along the old Elf trail to the north.

 

7.3 Into the Mountains of Mirkwood (late April 2947)

 

After another day of marching along the Old Forest Road, the party finds the hidden mystical Elf path and begins journeying north into the Mountains of Mirkwood. (This path, which has survived the centuries thanks to Elvish enchantments, was indicated on the party’s map by Haldir back in Rhosgobel.) As the party ascends into the bleak mountains, the oak and beech trees are replaced with dark pine. A sense of despair overwhelms the companions.

 

At long last, the party reaches the safe hideout in the ancient refuge of the Wood Elves. There the party rests. Hengil has a dream of the black tower, Sarn Goriwing, and apprehends its overall layout. He also sees the pale and beautiful leader of the cult within the tower. To Hengil’s amazement, she looks to be of the Dúnedain! While still dreaming, the mistress of the tower turns her gaze towards Hengil and he awakens in a cold sweat.


[Sarn Goriwing from ICE's Mirkwood]

 

The party continues their journey upwards into the mountains the next day. While travelling alongside a steep ravine, the woodman Evoric falls over and down into some thick webbing. He is soon slain by a horde of attercops, who then start scurrying towards the companions. Grimfast throws his torch upon the webbing, which rapidly goes up in flames. Unfortunately, Grimast also is slain by an attercop. However, the surviving attercops flee and the diminished party continues its quest.

 

After another day of travel the party approaches the Black Lake. About 4 miles south of the lake the adventurers depart from the Elf path and head due north towards the lake, which is hidden high in a valley within the mountains. As they approach the black lake between two rough mountains (two miles apart) they come upon hundreds of Yavin Girith (S. ‘Shuddering Fruits’). A faint blue mist emanates from the beautiful vines. These spores cause Ulvmund and Grimfast to fall fast asleep. Fortunately, Hengil remembers the lore regarding the Yavin Girith (told to him by the herbalist Witihis) and crushes the leaves to awaken Ulvmund and Grimfast.

 

The adventurers travel away from the vines. Dusk falls and the party makes camp.

 

Adventure 8: The Tower of Black Glass  

 

8.1 Sarn Goriwing

 

The party scouts the Black Lake. It is roughly one mile in diameter. The shores of the lake are rocky, but there are many dark pine trees. The lake itself looks like a smooth mirror of jet glass. At the north edge of the lake the adventurers spy the black spire rising above the spray of the waterfall. The waters of the lake are fed by a variety of mountain streams; the lake water flows around the tower, and down a waterfall. The resulting river is the tainted infamous Gûlduin—the river that induces sleep in all who drink from its waters.

 

On the western side of the lake are some stone plinths. The party spies two rafts tied to the plinths. Hartmut is true to his moniker “Hare-eye” as he spots two patrols of spiders circling the lake, and some human guards near the rafts.  

 

The party ambushes one of the patrols. Two spiders are slain. The third makes a deal with the party. In return for an oath to let it flee safely, the spider tells the party the password for the tower: “Web of Blackness” (spoken in the tongue of the Woodmen, followed by some spider clicks). The spider then scuttles away.

 

The party ambushes the other patrol and the guards near the rafts – all are slain quickly and quietly by the crafty heroes. A raft then is used to reach the tower. Using the password, the adventurers fool the Woodmen cultist guards into thinking that they are friendly forces.

 

[Woodman cultist (image from C7's Rhovanion Region Guide)]

 

The tower then is explored. Many important tomes and items are procured. Another eldritch black stone is found. At its base is written: “Submit to the Glory of the Unlight!” (written in a corrupt form of Quenya). Sensing its malevolent nature, the adventurers carefully claim it.

 

To his enormous relief and delight, Hengil finally recovers the lost artefact of the House of Foros: the great mithril horn “Fuinavar” (‘gloom-refuser’)!

 

Heading up the black spire further, the adventurers finally reach the laboratory and library of the tower’s Númenórean sorceress, Ungurth Móré (‘Blackheart Deathspider’), and her mighty Woodman guardian Urlik. Urlik is accompanied by a terrible hunter spider. They are not pleased by the party’s appearance.

 

An alarm resounds throughout the tower. Woodmen cultists from below charge up the stairs to aid their dark lady in her hour of need. They are slain. Ungurth Móré, Urlik, and the spider flee to the top of the tower. They are pursued by the party. A great mêlée ensues. Hengil blasts Fuinavar to rally his companions. Urlik and the spider are killed while Ungurth Móré leaps over the edge of the tower. She lands on a giant bat that starts to fly away to the north.

 

Determined not to let the sorceress escape justice, Hartmut readies his longbow (the reward given to him by the merchant Thal Eolsen, many moons ago). He releases the string and his arrow pierces the back of Ungurth Móré, causing her to tumble from her vile mount to her death.

 

The party is victorious!

 

8.2 The journey to Lake Town (late April – early May 2947)

 

Triumphant but badly battered, the party leaves the tower and returns to the Old Forest Road. They travel east to Iach Celduin. Amidst the ruins of the town, they find a recently rebuilt inn and fort. The former is run by dwarves from Erebor; the latter is an outpost of Esgaroth. Bofri and Nili, drained by their recent travails, decide to stay with their kin at the inn for a while. They wish Hartmut, Ulvmund, and Hengil well, and assure them of a generous welcome should they ever visit Erebor in the future.

 

The party then travels from Iach Celduin along the old road to Lake Town.  

 

[Lake Town by J.R.R. Tolkien]

 

8.3 Plans for the future (May 2947)

 

While resting in Esgaroth, the companions make some plans for the future. They agree to take the black stone that they discovered in Sarn Goriwing to Radagast for safekeeping.

 

Helmut then plans to settle for a while near the Carrock. He hopes for some time of peace and reflection now that the cult has been destroyed. Ulvmund intends to return to Dale and request King Bard’s assistance in re-establishing the Galmund fiefdom. He smiles at his mind’s vision of a rebuilt tower of Bar-en-Dindol. And he hopes to find a suitable lady of Dale to ensure that his family line does not end with him. Hengil plans eventually to return to Rivendell with Fuinavar but is considering first visiting the beautiful elven sage Luinwen.

 

Now that the shadow of the spider cult has been extinguished, the future looks bright for the three accomplished companions!


[The characters ended the campaign at level 6. Perhaps future adventures await them?]


[Your humble GM managing the climatic battle atop Sarn Goriwing]


27 March 2020

Cubicle 7 to end Middle-earth RPG lines (Updated)



Some dramatic news out of Cubicle 7:
We have some very unfortunate and unexpected news to share. Contractual differences arose recently which we have been unable to resolve, and so we have decided to end our licensing agreement with Sophisticated Games. It is with regret that we have made this very tough decision to withdraw.
This means we will cease publishing The One Ring and Adventures in Middle-earth™ in the first half of 2020. 
Full report here.

This is very disappointing news, as I think that their Adventures in Middle-earth products are among the best books yet published for 5th edition Dungeons and Dragons.

Fortunately, C7 is having a sale now so that you can round out your collection before it all sails away to Valinor.

*sigh*

UPDATE (2020-03-27): The discontinuation announcement from C7 is from last November, so this is not really 'news'. (The sale date is for today, and I mistakenly thought that the announcement also was published today.)

However, on March 9th The Free League (Fria Ligan) announced that it will be taking over both lines (AiM and TOR)! So the journey goes on...

(Thanks to Rev. Lazaro for correcting me!)

27 July 2018

Spider Cult of Mirkwood Campaign

Here is the index of my posts on my Spider Cult of Mirkwood campaign. It will remain in the section of this blog entitled ‘Some of my RPG Stuff’ (always found in the upper-right corner). This index will be updated as new entries concerning the campaign are posted here. 

[Part of Peter Fenlon's beautiful map from ICE's Mirkwood]

General Description:

This campaign takes place in Mirkwood and the surrounding regions—the Long Lake area, the ‘narrows’ north of Mirkwood and south of the Grey Mountains, and the Anduin Vale—about five years after the events described in The Hobbit (it starts in late spring 2946 of the Third Age).

I’ve drawn on a number of different resources for this campaign. In addition to the works of Prof. J.R.R. Tolkien (of course!) and my own imagination, I’ve made use of some of ICE’s old Middle-earth Roleplaying (‘MERP’) materials, in particular their Mirkwood setting book, and the more recent books from Cubicle 7, especially the Loremaster’s Guide and the Rhovanion Region Guide. However, I’ve changed a lot in what I’ve taken from the ICE and C7 materials. Finally, the campaign idea was inspired partially by an old White Dwarf MERP adventure—‘The Dawn of Unlight’—written by Graham Staplehurst. I’ve used very little from the adventure itself except for the core idea (namely, a secret ‘cult’ devoted to Ungoliant), but I’ve always liked Staplehurst’s adventure and am delighted to finally make us of it.

The system I’m using is Adventures in Middle-earth, which adapts the 5th edition Dungeons and Dragons rules for Middle-earth. I think it does a pretty good job!

Character Information:

  • The character backgrounds for: Hengil Foros (Dúnedan Warden of Rivendell), Ulvmund Galmund (Barding Warrior of Dale), and Hartmut Hare-Eye (Beorning Wanderer of the Anduin Vale).

The Adventures and Fellowship Phases:


Some related posts:

[A picture by Charles Peale from ICE's Mirkwood.]


28 August 2016

Loz Con 2016 summary

So "Loz Con 2016" took place over the weekend of August 12th—14th. The generous host, Lawrence Whitaker, summed up the grand event in the following Design Mechanism post:
LozCon 2016 was a lot of fun. With 7 attendees, it had grown by over 25% on 2015's venture, and the variety of games was, as ever, eclectic. 
1. Cthulhu 7 - in which an intrepid band of Irish hoodlums investigated a strange tenement in Arkham. Lots of madness ensued. 
2. Into the Odd - in which an intrepid band of semi-Undead residents of Necrocarcerus went for a fun day out in the theme park of the demon Muurl. Lots of madness ensued. 
3. Bridge Over Troubled Parallels - in which an intrepid band of Valhalla agents ventured to an alternative Edinburgh, encountered an alternative Billy Connolly, an alternative Sean Connery, some alternative killpanzees, and almost died in very horrible ways. Most controversial scenario of the con, and madness ensued. 
4. The One Ring - in which a hand-picked fellowship (chosen by Elrond himself) escorted a twitchy Ranger to his ancestral home, that appeared to be in the hands of bandits and a creature known as 'The Eye'. Fighting ensued, and the madness was confined to the 'Ranger'... 
My thanks to the marvellous attendees (Blain, Chris, Jude, John, Sean and Erich) and compliments to the chef (me)...
One quick correction regarding Loz's comment on the Mythras/RQ6 'Arkwright' game ("Bridge Over Troubled Parallels"): "in which an intrepid band of Valhalla agents ... almost died in very horrible ways." One agent — my character, the Scottish revolutionary hero Duncan Barr — did die in a very horrible way. He was shot to death by machine-gun wielding chimpanzees. I guess I should've expected that that would happen, as we were in Edinburgh after all. Still, it was an ignoble way to go. Indeed, the entire adventure went pear-shaped over a period of five hours (red herrings pursued, mission failed, parallels destroyed, one character killed, multiple characters near death, etc.). Ah well...

I ran the Call of Cthulhu 7th edition game. The scenario I used was "Missed Dues" from the 7e Keeper Pack. It worked quite well as a 'one shot' adventure. It also was quite effective at introducing some new players to the CoC universe. However, given the adventure's hook — all the characters are gangsters who owe the local 'boss' a favour, and thus agree to try to track down a burglar behind in his 'dues' — it probably would not fit within a regular 1920s campaign. But if one did want to run a campaign in which all of the characters were criminals, this adventure would work well with the other one in the Keeper's Pack, "Blackwater Creek." (The latter adventure can be run either for a group of bootleggers or a group affiliated with Miskatonic University. When I ran the adventure last year, I used the latter hook, as one of the characters was a professor at MU. [I plan to write more about my sporadic, but still ongoing, CoC 7e campaign here in the near-ish future.])

Finally, I enjoyed The One Ring role-playing game a lot more this time around than I did the few sessions I played of it a few years ago. I had a small issue with the way the 'madness' mechanic worked, but other than that I thought that the game did a rather good job in capturing the feel of late Third Age Middle-earth. Consequently, I would be happy to try TOR again, and am considering picking up the new hardcover version for my collection.

This is the second Loz Con I have had be pleasure of attending. My thanks again to Lawrence for hosting. I hope to attend again in 2017!

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I'm a Canadian political philosopher who lives primarily in Toronto but teaches in Milwaukee (sometimes in person, sometimes online).