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.
I mainly read this book to see how an Adventures in Middle Earth (5e) campaign looks like, as well as to get some encounter and adventure ideas for my own game campaigns (which I find books like these are great for). Without giving away any spoilers, I did like how the campaign progresses through a thirty-year time span where the results of actions the PCs took during certain events effected future events. This campaign set-up could easily be adapted to any homebrew or established game world with some adjustments in locations, important people and some the rules mechanics to address for this adaption of the 5e rules for journeys and short/long rests. Another thing that I enjoyed about this book was that you get rules for some of the Nazgul, some of the unique giant spiders and a host of other adversaries that could be used in any 5e game.