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RPGnet stands in solidarity with that community. We all have an obligation to stand up against racism and bigotry in all its forms. JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding. About the Mirkwood Campaign: The Necromancer may have been cast out of Dol Guldur, but a lingering darkness remains over Mirkwood, a shadow that will grow ever longer as the years draw on — unless a fellowship of heroes step forward and hold back the gloom.
The Mirkwood Campaign is a complete campaign framework for Adventures in Middle-earth , set in and around Mirkwood, played out over the course of three decades. It allows you to tell your own epic saga, following your heroes in their quest as the tale of years unfolds before them. This guide includes enough adventure material to keep you playing for months or even years, and includes new rules that give your heroes a real stake in what happens to the world around them. Rules for Holdings allow them to carve out their own corner of Middle-earth, whilst new options for the Fellowship Phase and new Undertakings allow them to chart their own path through the years.
Additional optional rules allow your Player-heroes to weave their backgrounds into Journey Events. Stand firm against the Shadow and maybe the Darkening of Mirkwood can be averted. Falter for even a moment and all that you know and love will be lost.
What is the Mirkwood Campaign? The Mirkwood Campaign covers 30 years from Gollum first passing through Mirkwood in to the sad death of King Bard.
The supplement breaks these decades into four sections and then further details each year, giving you the major events that happen in an unfolding story. These events cover both the wider world with its unfolding epic as the events of Lord of the Rings draw ever closer, as well as the more personal fate of the Woodmen and the rise of Dol Guldur, into which events the Player-heroes are thrust. We publish the Rhovanion Region Guide separately since it has vast utility to all Loremasters, not just those running the Mirkwood Campaign.
You can learn more about the Rhovanion Region Guide here. So how does the Mirkwood C ampaign work? Rather than provide a linear, pre-written series of adventures, which would surely come with a host of issues for such a long term series of sessions, the Mirkwood Campaign takes a different approach.
There are locations to explore, NPCs to meet, and a detailed suggested adventure for every Adventuring Phase. The Necromancer may have been cast out of Dol Guldur, but a lingering darkness remains over Mirkwood, a shadow that will grow ever longer as the years draw on — unless a fellowship of heroes step forward and hold back the gloom. The Mirkwood Campaign for Adventures in Middle-earth includes enough adventure material to keep you playing for months or even years, and includes new rules that give your heroes a real stake in what happens to the world around them.
Stand firm against the Shadow and maybe the Darkening can be averted. Falter for even a moment and all that you know and love will be lost. What is the Mirkwood Campaign? The Mirkwood Campaign covers 30 years from Gollum first passing through Mirkwood in to the sad death of King Bard. The supplement breaks these decades into four sections and then further details each year, giving you the major events that happen in an unfolding story.
These events cover both the wider world with its unfolding epic as the events of Lord of the Rings draw ever closer, as well as the more personal fate of the Woodmen and the rise of Dol Guldur, into which events the Player-heroes are thrust.
So how does the Mirkwood Campaign work? Rather than provide a linear, pre-written series of adventures, which would surely come with a host of issues for such a long term series of sessions, the Mirkwood Campaign takes a different approach.
There are locations to explore, NPCs to meet, and a detailed suggested adventure for every Adventuring Phase. The supplement is constructed in such a way that you can dip in and out of events year by year, running however much you wish to, and leaving the precise events in your personal Wilderland up to you.
A Framework Where Wilderland Adventures provides seven adventures that you can run right out of the box, the Mirkwood Campaign is unapologetic in requiring a little more investment from the Loremaster. The Mirkwood Campaign is packed with ideas, tools and support for you to run your own campaign in a truly exciting part of Middle-earth history and geography.
Just as the setting of Adventures in Middle-earth was carefully chosen to give your players room to be heroes that matter, the Mirkwood Campaign zooms in on the struggles of the Woodmen and the retaking of Dol Guldur as the Shadow rises once more. It is truly the stuff of epics. Exactly how you run it, and how your Company of Adventurers respond to it, is extremely flexible. Some have spent two years on it. Others have run it twice since it came out, each time offering up entirely different events and conclusions!
Many, many more are deep in the struggles against the Nazgul. There are rules for personal holdings, so that your characters can own a real stake in the future of Middle-earth. Be they hunting grounds, an inn, or a silver mine, the Mirkwood Campaign gives you the tools to allow your players to develop an even deeper involvement in Wilderland. The Forest can throw up strange memories, and the endless deep green can be a reflective place in which to travel Mirkwood Campaign Average Rating: 7.
Fantasy High Fantasy. The One Ring 1st Ed. Class Based Pilot, Wizard, Scientist, etc. Dice Primarily d Level Based Earn XP and level up. Francesco Nepitello. Jacob Rodgers. Gareth Ryder-Hanrahan. Paul Bourne. Ralph Horsley. Jordy Lakiere. Andrew Kenrick. Cubicle 7 Entertainment. Sophisticated Games. Mirkwood Campaign. Bosco Atro: La Campagna. Fans: 0 Become a Fan. Record a Play. Nick: Bosco Atro: La Campagna.
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