“THERE ARE NO SAFE PATHS IN THIS PART OF THE WORLD. REMEMBER YOU ARE OVER THE EDGE OF THE WILD NOW, AND IN FOR ALL SORTS OF FUN WHEREVER YOU GO.”
A failed robbery, the daring of two Hobbit brothers, a terrible crime, the flight of the Elves, the affairs of Wizards, black treachery, an ancient threat - seven stories await to be told in the Twilight of the Third Age. Seven adventures need a company of heroes to undertake them.
Wilderland Adventures contains seven ready-to-play adventures, complete scenarios that can be played separately, or as an epic campaign spanning across a number of years. All adventures are set in the years after 2946, and take place in Wilderland.
A wealth of background material expands the setting information contained in the core manuals for Adventures in Middle-earth, the newest fantasy roleplaying game based upon The Hobbit and The Lord of the Rings, the world-renowned masterpieces written by J.R.R. Tolkien.
With new monsters, new journey tables for each adventure, new NPCs and battle maps, Wilderland Adventures is the perfect next step for your Adventures in Middle-earth!
Will you dare enter the great forest of Mirkwood, journey under the shadow of the Misty Mountains, visit the house of Beorn, follow the River Anduin down to the Gladden Fields, or climb the Grey Mountains to look upon the Withered Heath?
Wilderland Adventures presents the seven adventures previously published for The One Ring Roleplaying Game as Tales from Wilderland, fully converted for Adventures in Middle-earth, the Middle-earth 5e OGL setting.
I happen to greatly enjoy books like this for a few reasons. For one, I am an avid, if not very frequent, tabletop role playing gamer who enjoys seeing various games and various campaigns as a way of helping my own playing and organizing. For another, I like the way that various campaigns can work together as is the case here. Sometimes players can forget that their various adventures which they undertake for loot and experience can be part of a larger story that helps tie in to the larger lore of a story, and that is certainly something that can be well-understood here. As the Wilderland is the area around Dale and Laketown, and these are areas that are designed in the Adventures In Middle Earth 5e game to be the basis of adventuring in the period between the events of the Hobbit and those of Lord of the Rings, these stories provide aspects that are of interest in the aftermath of the Hobbit and that look to help the player see the unfinished business that resulted from the victories over Smaug and the Necromancer.
The seven connected campaigns take about 150 pages and cover a wide area between Gladden fields and Zirakinbar, and cover interactions as diverse as helping protect caravans and dealing with wraiths and a dragon. The first campaign, "Don't Leave The Path" is designed for beginning adventurers to explore the paths of Mirkwood and meet Elves and a crazed hermit. "Of Leaves & Stewed Hobbit" allows the readers to have a sanctuary at the Easterly Inn and to help out some hobbits who are dealing with the dangers of the wild in the land of the Beornings. "Kinstrife And Dark Tidings" shows the characters engaged on a bounty hunting mission for Beorn where a kinslaying is not all that it seems. "Those Who Tarry No Longer" provides the characters with an escorting mission of a melancholy elfin noblewoman that leads the characters into a dramatic struggle with an evil spirit. "A Darkness In The Marshes" shows the adventurers exploring a fortress where great evil is afoot where one of the Necromancer's servants is seeking to build a power base. After this "The Crossings Of Celdiuin" provide an example of treachery that seeks to weaken The Dale and where the characters are forced to defend a ford against an attack by an orcish army. Finally, "The Watch On the Heath" provides the adventurers, budding heroes by this point, with the chance to team up with a dragon to oppose the ambitions of the evil Gibbet King.
What these adventures do is tie together a variety of evils that are connected through the ambitions of the Gibbet King. Whether dealing with a bandit chief who wishes to carve out his own kingdom in the wild, or dealing with traitors who seek to poison the brave warriors who would defend Dale from enemies, these stories deal with dark shadowy forces that are far beyond the ability of the young heroes to deal with through their own force alone. Additionally, the adventures allow the characters to develop their diplomacy and build together a variety of sanctuaries that will allow for greater aid in future visits, and that even present the possibility of the characters becoming landowning gentry on their own in addition to warriors of considerable excellence or scholars of great knowledge. The ability to gain favor with patrons as diverse as Elrond, Beorn, Radagast, and the king of Dale will allow characters to take these adventures and gain some great skills and experience in the process of fighting against the shadow.
De todos los libros de aventuras en la tierra media este es el que da mejores pautas y guías para dirigir la aventura. La atmósfera de Tolkien se siente vivamente, misterio, aventura, fraternidad, oscuridad..... Como recorre el bosque de Mirkwood , aprovechan mucho el lore de los elfos, enanos, hombres del bosque, Dale.... Lo mejor es que no necesitas realmente otros módulos. La guía del Rhovanion puede ser una buena adquisición si se le quiere dar aún más detalle.
Una colección de módulos independientes pero que se pueden entrelazar muy facilmente para crear una campaña que creo que captura y refleja muy bien el espíritu de las novelas de Tolkien (especialmente del Hobbit). Ahora solo me falta ponerme a dirigirlas y trasladar ese espíritu a mis jugadores.
After reading this one, I'm really considering to run it. Some of it felt a little bit stale (a lot of tables, a lot of modifiers that most players will never know about), but overall It felt a lot like the middle-earth to me and in a got way (not the Hobbit-movies kind of way). If I actually run it, it might very well go up to five stars for me. It's hard to tell. (Mostly) interesting adventures and a very cool campaign.