Like I’ve mentioned previously, the material for The One Ring RPG is a great boon for the DMs running Adventures in Middle-earth RPG. In particular, I’ve been making frequent use of all the extra undertakings listed in the Adventurer’s Companion and in a previous post I converted the common undertakings to AME. I’m back now with some more from the area around Rivendell. My players have been dealing with that location a lot and I want to extend their options when visiting. They also have been splitting up nearly every Fellowship Phase so I’ve expanded the list of individual tasks they can try. Now you all get the benefits of my labor!
All of these are inspired by the undertakings from The One Ring RPG. I take no credit for their originality.
The Adventurer’s Companion included a ton of new options for The One Ring and I thought I’d return the favor. While the Adventurer’s Guide for Adventures in Middle-Earth includes even more cultures than the original core book for The One Ring, there’s always room for more, right? I present to you seven new cultures for Adventures in Middle-Earth for your players to try out. With the recent addition of The Loremaster’s Guide, they’re going to need all the help they can get.
The Adventures in Middle-Earth campaign that I’ve mentioned frequently on here is in full swing. Last session the group snuck into the Dwimmerhorn, lit stuff on fire, and barely escaped with their lives. Now they have to slog through the swamps of the Gladden Fields back to safety with an Orc host on their tail. Oh, and they have about a dozen slaves in tow. It’s all a lot of exciting options but I have my eye set on future sessions and a certain antagonist who’s being hinted at more and more in each session.
Continue reading “The Werewolf of Mirkwood”
The Adventure’s Companion came out for The One Ring RPG and it’s really awesome! I’m planning on a full review in the near future but in the meantime I’m looking through the helpful list of all the Fellowship Phase Undertakings in there for use in my Adventures in Middle Earth game. The next session is tonight and they’ll be ending an Adventuring Phase so this is very timely.
The link below shows a short section of undertakings converted for AME. I hope you find them as useful as I did and keep an eye out for the next installment with even more.
Another adaptation for a Tales From Wilderland adventure to Adventures in Middle Earth. This is another option for my players (along with Those Who Tarry No Longer) and I’m not sure which I hope they pick. They’re leaning towards Radagast, though, so I’m guessing it will be this one!
So, I ran my Adventures in Middle Earth conversion of The Marsh-Bell and really liked the result. Look for an updated version sometime soon. I love The One Ring RPG but AME has some great opportunities as well. In preparing for my next game I’ve started working on some other adventure options, starting with the ones found in Tales From Wilderland. If you’re looking for the same check out this one below and let me know what you think!
Like I said last time, the adventures produced for The One Ring RPG are a great source of material for your Adventures in Middle Earth game. I’m certainly using them and tonight I will be running my group’s first adventure in Middle Earth (see what I did there?). I’m going to be running The Marsh Bell from the Loremaster’s Guide of TOR, a great adventure with some Tolkien staples and many new surprises.
You can find the pdf below; if you end up running it, let me know how it went! This pdf was made using The Homebrewery with some material borrowed and adapted from the Zero Hit Points website.
Last week, I described using the conspiracy pyramid (or conspyramid) from Night’s Black Agents to make your Eclipse Phase game more spy-heavy. It’s an excellent organizational framework but it’s also a great tool for GMs to use for enhancing their campaigns. One of the best ways to do that is through the threats outlined in the “vampyramid,” the ways that the vampire conspiracies respond to meddling PCs in Night’s Black Agents.
Continue reading “Eclipse Phase Adversary Pyramid”
The default campaign model for Eclipse Phase is agents of Firewall, a clandestine, illegal, international conspiracy that seeks out existential threats to transhumanity. That’s a tall order and it’s a pretty different model than crashing through dungeons or searching libraries for eldritch secrets. The result can be overwhelming for both players and GMs but there are other resources out there to draw from, the most impressive being the vampiric conspiracy game Night’s Black Agents.
Continue reading “Eclipse Phase Conspiracies”
When I was a kid I read through the Redwall books obsessively. The peril of mice trying to defend their land against outsiders seems like it would be a silly endeavor but it’s really compelling. In the same vein, the Mouse Guard series is a knighthood of mice defending their Territories against predators but it has the advantage of being a graphic novel series as well. If you don’t know it, definitely check it out.
Continue reading “Mouse Guard FATE – Characters”